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Walkthrough

by KrocTheDoc

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                                "Donkey Kong 64"

o------------------------------------------------------------------------------o
|                              ~~FAQ/Walkthrough~~                             |
|                         ~~Created September 12, 2007~~                       |
o------------------------o---------------------------o--------------o----------o
| RATED E (FOR EVERYONE) |     "By Kroc The Doc"     | Version 1.00 |NINTENDO64|
o------------------------o---------------------------o--------------o----------o

==========================----------------------------==========================
|                         =-=-=-=-=-=-=-=-=-=-=-=-=-=-                         |
|                          |    Table of Contents   |                          |
|                         -=-=-=-=-=-=-=-=-=-=-=-=-=-=                         |
--------------------------============================--------------------------

o~-~-o-~-~-~-~-~-~-~-~-~-~-~-~-~o~-~-~-~-o-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-o
|Ch.#|  Name of Chapter/Section | Search |             Description             |
o-~-~o~-~-~-~-~-~-~-~-~-~-~-~-~-o-~-~-~-~o~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~o
|(01)|      Version History     |  VERS  | A description of the FAQ updates.   |
o~-~-o-~-~-~-~-~-~-~-~-~-~-~-~-~o~-~-~-~-o-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-o
|(02)|       Introduction       |  INTR  | An introduction to this FAQ.        |
o-~-~o~-~-~-~-~-~-~-~-~-~-~-~-~-o-~-~-~-~o~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~o
|(03)|        Game Basics       | BASICS | Basic information about the game.   |
o~-~-o-~-~-~-~-~-~-~-~-~-~-~-~-~o~-~-~-~-o-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-o
| 3a |           Story          |  STOR  | The game's story.                   |
| 3b |         Controls         |CONTROLS| How to control your Kongs.          |
| 3c |         Item List        |  ITEM  | A list of items found in the game.  |
| 3d |         Move List        |  MOVE  | A list of moves you'll learn.       |
| 3e |        Enemy List        |ENMYLIST| A list of enemies found in the game.|
| 3f |      Character List      | CHARAC | A list of the game's characters.    |
o-~-~o~-~-~-~-~-~-~-~-~-~-~-~-~-o-~-~-~-~o~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~o
|(04)|        Walkthrough       |WALKTHRU| How to beat this game 100%.         |
o~-~-o-~-~-~-~-~-~-~-~-~-~-~-~-~o~-~-~-~-o-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-o
| 4a |      Opening Sequence    |SEQUENCE| A description of the opening.       |
| 4b |       Training Area      | TRAIN1 | Learning basic moves and a new move.|
| 4c |          DK Isle         | ISLE01 | Exploring the isle.                 |
| 4d |     K. Lumsy's Cave      | LUMSY1 | Meeting K. Lumsey, who opens worlds.|
| 4e |          DK Isle         | ISLE02 | Going to Jungle Japes.              |
| 4f |       Jungle Japes       | JAPES1 | The first world.                    |
| 4g |          DK Isle         | ISLE03 | Going to K. Lumsey's.               |
| 4h |     K. Lumsy's Cave      | LUMSY2 | Giving him the first Boss Key.      |
| 4i |          DK Isle         | ISLE04 | Going to Angry Aztec.               |
| 4j |        Angry Aztec       | AZTEC1 | The second world.                   |
| 4k |          DK Isle         | ISLE05 | Going to K. Lumsey's.               |
| 4l |     K. Lumsy's Cave      | LUMSY3 | Giving him the second Boss Key.     |
| 4m |          DK Isle         | ISLE06 | Going to Banana Fairy Island.       |
| 4n | Banana Fairy Throne Room | FAIRY1 | Meeting the Banana Fairy Queen.     |
| 4o |          DK Isle         | ISLE07 | Going back to the Training Area.    |
| 4p |       Training Area      | TRAIN2 | Uncovering a DK dirt pile.          |
| 4q |          DK Isle         | ISLE08 | Going to Frantic Facotry.           |
| 4r |      Frantic Factory     |  FACT  | The third world.                    |
| 4s |          DK Isle         | ISLE09 | Going back to Jungle Japes.         |
| 4t |       Jungle Japes       | JAPES2 | Finishing Jungle Japes.             |
| 4u |          DK Isle         | ISLE10 | Going back to Angry Aztec.          |
| 4v |        Angry Aztec       | AZTEC2 | Finishing Angry Aztec.              |
| 4w |          DK Isle         | ISLE11 | Going back to Angry Aztec.          |
| 4x |      Gloomy Galleon      | GLOOMY | The fourth world.                   |
| 4y |          DK Isle         | ISLE12 | Going to K. Lumsey's.               |
| 4z |     K. Lumsy's Cave      | LUMSY4 | Giving him Boss Keys three and four.|
| 4aa|          DK Isle         | ISLE13 | Going to Fungi Forest.              |
| 4bb|       Fungi Forest       | FUNGI1 | The fifth world.                    |
| 4cc|          DK Isle         | ISLE14 | Going to K. Lumsey's.               |
| 4dd|     K. Lumsey's Cave     | LUMSY5 | Giving him the fifth Boss Key.      |
| 4ee|          DK Isle         | ISLE15 | Going to Crystal Caves.             |
| 4ff|       Crystal Caves      |  CAVE  | The sixth world.                    |
| 4gg|          DK Isle         | ISLE16 | Going back to Fungi Forest.         |
| 4hh|       Fungi Forest       | FUNGI2 | Getting the last Golden Banana.     |
| 4ii|          DK Isle         | ISLE17 | Going to Creepy Castle.             |
| 4jj|       Creepy Castle      | CASTLE | The seventh and last world.         |
| 4kk|          DK Isle         | ISLE18 | Going to K. Lumsey's.               |
| 4ll|     K. Lumsy's Cave      | LUMSY  | Giving him Boss Keys six and seven. |
| 4mm|          DK Isle         | ISLE19 | Going to Hideout Helm.              |
| 4nn|       Hideout Helm       |  HELM  | Deactivating the Blast-o-Matic.     |
| 4oo|          DK Isle         | ISLE20 | Going to K. Lumsey's.               |
| 4pp|     K. Lumsy's Cave      | LUMSY  | Giving him Boss Key eight.          |
| 4qq|          DK Isle         | ISLE21 | Going back to Banana Fairy Island.  |
| 4rr| Banana Fairy Throne Room | FAIRY2 | Getting the 201st Golden Banana.    |
| 4ss|          DK Isle         | ISLE22 | Finding the Flying Kroc.            |
| 4tt|      The Flying Kroc     | K.ROOL | Defeating K. Roll once and for all. |
| 4uu|          Ending          | ENDING | The game's ending sequence.         |
o-~-~o~-~-~-~-~-~-~-~-~-~-~-~-~-o-~-~-~-~o~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~o
|(05)|       Appendicies        | APPEND | The FAQ's closing chapters.         |
o~-~-o-~-~-~-~-~-~-~-~-~-~-~-~-~o~-~-~-~-o-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-o
| 5a |       Mystery Mode       |MYSTERYM| The Banana Fairy secrets.           |
| 5b |     Multiplayer Mode     | MULTIP | The bonus multiplayer mode.         |
| 5c |         DK Bonus         |   DK   | The bonus games in DK Bonus Mode.   |
| 5d |    Banana Bunch Coins    |  COIN  | The locations of the banana coins.  |
| 5e |         Secrets          | SECRET | Secrets hidden in DK64.             |
| 4f |     Legal Disclaimer     |DISCLAIM| The legal info about this FAQ.      |
| 4g |    Contact Information   |CONTACTS| READ THIS BEFORE CONTACTING ME!     |
| 4h |          Kredits         | KREDIT | The kredits for this FAQ.           |
o-~-~o~-~-~-~-~-~-~-~-~-~-~-~-~-o-~-~-~-~o~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~o

==========================----------------------------==========================
|                         =-=-=-=-=-=-=-=-=-=-=-=-=-=-                         |
|           (01)           |     Version History    |           VERS           |
|                         -=-=-=-=-=-=-=-=-=-=-=-=-=-=                         |
--------------------------============================--------------------------

+-----------------+--------------+
| October 3, 2007 | Version 1.00 |
+-----------------+--------------+----------------------------------------------
                  | The FAQ is complete, meaning all 201 Golden Bananas, 3500
                  | bananas, 10 Battle Arena Crowns, and 20 Banana Fairies are
                  | in there. The layout is done, as well as the extra chapters
                  | and game basics. It took me three tries to finish this. My
                  | last two DK64 FAQs were wiped out because of a virus. And
                  | the first one made it up to Crystal Caves :(.
                  +-------------------------------------------------------------

+---------------+--------------+
| March 1, 2008 | Version 1.01 |
+---------------+--------------+------------------------------------------------
                | Fixed the section about the functions of the A button.
                +---------------------------------------------------------------

+----------------+--------------+
| August 4, 2008 | Version 1.11 |
+----------------+--------------+-----------------------------------------------
                 | Added a major tip for Donkey's igloo Golden Banana in Crystal
                 | Caves. Thanks to William Hicks for this tip.
                 +--------------------------------------------------------------

+----------------+--------------+
| August 4, 2008 | Version 1.16 |
+----------------+--------------+-----------------------------------------------
                 | Fixed an error about the flies in the trash can in Creepy
                 | Castle. Thanks to Hunter Loftin for this tip.
                 +--------------------------------------------------------------

==========================----------------------------==========================
|                         =-=-=-=-=-=-=-=-=-=-=-=-=-=-                         |
|           (02)           |      Introduction      |           INTR           |
|                         -=-=-=-=-=-=-=-=-=-=-=-=-=-=                         |
--------------------------============================--------------------------

Hi, welcome to my FAQ for Donkey Kong 64. This is my seventh FAQ for GameFAQs
and my fourth Nintendo FAQ. DK64 is a long game that could take as many as 40-60
hours on your first try. So if you're not a fan of long games, get lost. That
being said, it is still a fun game with seven huge worlds. The large worlds and
their numerous collectibles can make it somewhat overwhelming, but this guide it
here to make it as easy as possible.

DK64 was made by Rareware and published by Nintendo. It is a great sequal to
Donkey Kong Country 3, though not as good as the Banjo-Kazooie games. DK64 was
made in 2001 and, despite being over-hyped, is an enjoyable and original
game. The puzzles and games will have you searching everywhere for the 201
Golden Bananas. This game is enormous and would probably take about 40-60 hours
on the first time through for average players. I could complete a guide for a
world in Banjo-Tooie in about two hours. With this game, it takes me about 4
hours, due to the sheer length of the worlds.

The VERSION HISTORY chapter tells you about all the updates made to the FAQ.
The GAME BASICS chapter tells you all the basic game knowledge like moves and
controls. If you read the GAME BASICS, you'll be able to skip a lot of training
and stuff that you wouldn't be able to if you didn't read it. The WALKTHROUGH
chapter will take you step-by-step through the entire game, telling you how to
get 201 Golden Bananas, 3500 regular bananas, 20 Banana Fairies, and 10 Battle
Arena Crowns. Most FAQs for DK64 list the locations of items. I plan to take a
different approach by telling players where to go, what to do next, step-by-step
... Uh, it's kind of hard to explain, you'll see :). The APPENDICIES includes
the credit and legal information and also gives you extra information like cheat
codes. I'll enjoy writing this, and I hope you enjoy using it just as much.

==========================----------------------------==========================
|                         =-=-=-=-=-=-=-=-=-=-=-=-=-=-                         |
|           (03)           |       Game Basics      |          BASICS          |
|                         -=-=-=-=-=-=-=-=-=-=-=-=-=-=                         |
--------------------------============================--------------------------

o------------------------------------------------------------------------------o
| 3a                                  Story                               STOR |
o------------------------------------------------------------------------------o

[COPIED FROM THE INSTRUCTION BOOKLET]

"Left!" rasped a voice to his left.

"Right!" came back the immediate response from the other side.

It had seemed like a good idea at the time, but now the Klaptrap turning the
wheel wasn't so sure. His little legs were getting tired, and those two
incompetent fools didn't have a clue where they were going.

"Left!"

"Right!"

With a sudden sickening crunch of metal against rock, the King's pride and joy
came to a shuddering halt, knocking all three off their feet. The tough little
Klaptrap was up first, dashing eagerly across to the broken bridge to see what
those goons had hit.

"You two are going to be in sooo much trouble!" he barked gleefully.

But that pair weren't the only ones in trouble. Deep within the gloomy bowels of
his latest creation, a furious King K. Rool sat on his throne, glaring down at
the quaking generals of his vast Kremling army.

"Well? I'm still waiting for an answer..."

His plan couldn't fail this time, or so he had thought. But like so many times
in the past, he'd underestimated just how useless his sacly minions could be. It
had taken years to build, but now his mighty island stronghold lay immobile off
the coast of its very first target - Kong Isle. Perhaps all was not lost, though
...

"Power up the Blast-o-Matic. Target is Kong Isle. Fire when ready!"

Instead of a deafening explosion, there came only a pathetic whimper.

"I'm so v-very sorry your m-majesty, but I'm afraid the Blast-o-Matic isn't
quite w-working yet..."

K. Rool turned to face the white-coated technician responsible for the bad news.
The King began to cry.

"It's just not fair..." he sobbed. "I really thought I was going to win this
time."

Klump waddled over and put a consoling arm around his distraught leader.

"Don't get all upset now, your excellency. We'll go and capture those nasty
Kongs for you. Then we'll steal their Golden Bananas as usual so that if any
Kongs escape us, they'll be too busy looking for them t ocome and ruin your
magnificent plans."

As King K. Rool watched his generals leave, he wiped away his crocodile tears
and began to laugh. His little play acting had worked, and now those Kongs would
soon be history. He glared down at his bemused technician.

"Well, what are you waiting for? Get the Blast-o-Matic working. I've got an
island to destroy."

o------------------------------------------------------------------------------o
| 3b                                Controls                          CONTROLS |
o------------------------------------------------------------------------------o

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                 Control Stick
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                   ~~Move~~

The control stick is used to manuever Donkey anywhere within 360 degrees. This
allows you to move and head to different areas. Holding the control stick
lightly will cause Donkey to tip-toe. Push it further and he will walk. Hold it
all the way and Donkey will run. Running is the most efficient way to explore
the worlds, so you should always do so. However, when moving across narrow
bridges, tip-toeing is safer and more advisable. A sudden change in direction
will cause Donkey to slide. Be wary of this while on high, narrow ledges, as it
can easily cause you to fall off.

While on a tree (use the A button to jump to the tree and DK will automatically
grab hold of it), move the control stick up and down to climb the tree. If you
climb to the top of the tree, your Kong will jump and land on the top. Some
trees are too thick to be climbed, but you can climb most of them. You can also
hang on to ledges, which is useful in case you happen to fall off one. Hold the
joystick up to climb back up and hold it down and press Z if you want to drop
off.

Underwater, the control stick allows you to move as well. However, it is much
more difficult to swim to precise locations or to objects underwater. Pushing
the control stick up causes Donkey to go down while holding it down causes him
to go up.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                    A Button
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                  ~~Jump/Swim~~

Like in pretty much all N64 adventure games, the A button is used to jump. Tap A
and your Kong won't jump very high. Press it and it'll jump a little higher.
Hold it down for a little longer and he/she will jump high.

While underwater, holding the A button will make Donkey use his whole body to
swim around the water. This is the most efficient way of getting around
underwater. However, it is not recommended when trying to grab items, as you
need more precision for that.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                    B Button
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                ~~Attack/Swim~~

The B button will allow you to perform many different attacks, as well as swim.
Press B while holding still to perform a stationary attack. One press will make
your Kong do a quick swipe. Keep pressing it and they'll do several attacks in
succession. This move limits mobility and is less convenient than killing
enemies while moving, so you should usually avoid it. Press B while moving and
your Kong will charge forward, hurting enemies. This is the best way of taking
out baddies, as you can continue moving.

While underwater, holding the B button will make your Kong paddle his/her feet.
This is a slow form of swimming that should be used when getting items, not when
trying to explore.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                    Z Button
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                              ~~Dive/Break/Crouch~~

While in the water, press Z to make Donkey dive underwater. Hold Z while
swimming to make your Kong stay still, which can be extremely useful at times.
Holding the Z button on land will make DK crouch. The only use of this is to
perform other moves, which I will discuss later.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                   C Buttons
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                   ~~Camera~~

The C buttons control the camera system. Like pretty much all camera systems, it
can often infuriate you to no end. However, Donkey Kong 64's camera is generally
pretty good.

Pressing the left C button will rotate the camera left. If you hold it, the
camera will keep spinning around. The right C button rotates the camera right.
Press the up C button to go into eyesight view. Press it again to go make to
normal view. You can't move while in your Kong's perspective. The down C button
controls the distance the camera is from you. The first view (the close up one),
is inefficient and won't allow you to see most enemies. The second view is a
little farther, and is much better. The third and final view is very far away,
allowing you to see all of your surroundings.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                    R Button
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The R button has only one purpose, which is to center the rather annoying camera
behind you. Hold the R button to do so. This makes traversing ledges and cliffs
much easier, as the camera won't rotate in wild directions.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                 Directional Pad
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The only purpose of this is for an alternative to the control stick while
playing Jetpac and the original Donkey Kong Arcade.

o------------------------------------------------------------------------------o
| 4c                                 Items                                ITEM |
o------------------------------------------------------------------------------o

================================================================================
                                  Collectibles
================================================================================

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                 Golden Banana
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The Golden Banana (which is a sparkling banana with a Nintendo tag) is the most
important item in the game. They're like the Jiggies of DK64. Collecting Golden
Bananas is part of how you open the seven worlds. To open the lobby entrances,
you must give K. Lumsey the Boss Keys, which are earned by defeating bosses of
the worlds. Inside the lobby is B. Locker, who blocks the entrance to the level
and will not leave unless you have the amount of Golden Bananas present on the
door. If you have enough, he'll disappear and let you go into the level.

Each of the 7 worlds holds 25 Golden Bananas (5 for each Kong), which makes
175 Golden Bananas. Then there's another 25 for DK Isle, making 200. The 201st
Golden Banana is given to you by the Banana Fairy Queen, once you photograph
all 20 Banana Fairies. 40 of the Golden Bananas are given to you by Snide for
returning his blueprints. Note that only the right Kong can collect a certain
Golden Banana, or else it will be clear and uncollectible. In the early stages
of the game, you'll find Golden Bananas out in the open for you to take. But
later on, you must defeat difficult challenges and puzzles to get them. Also,
each world has 5 Kasplasts. Defeat them with the appropriate Kong (their hair is
color- coded) to win a Blueprint, which you can take to Snide to exchange for a
Golden Banana.

When you collect a Golden Banana, your Kong will do a little dance and five
numbers will appear next to each of the Kong's heads on the screen. The numbers
tell you how many Golden Bananas each Kong has collected in that world. You can
also go to the start menu and go to view totals to view how many Golden Bananas
you have in each world and how many of them you have overall.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                    Bananas
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Bananas, or regular bananas, are like the Musical Notes in Banjo-Kazooie. They
look like a spinning banana, and they come in five different colors: yellow, red
, blue, purple, green. The colors can only be collected by the corresponding
Kong (Donkey, Diddy, Lanky, Tiny, and Chunky respectively). This color-coding is
used for other objects like Blueprints and coins. There are 100 bananas for each
Kong in every world, making 3500 total. The bananas come in three types: singles
, worth one, bunches, worth five, and balloons (which you have to shoot with
your shooter), which are worth 10.

You may wonder what notes bananas are for. Well, in every world, there are
several blue portals with pictures of Troff n' Scoff, a hippo and a pig. If you
go in one of these portals, you'll find a room where these two guys are. Stand
on the banana pad in the room to feed Scoff enough bananas to press down on the
weight, which lifts Troff high enough to reach the key to open the door. The
door will show you how many bananas you need to feed, as well as which Kong must
enter to get through. These lead to the boss battles. Defeating bosses earns you
Boss Keys, which you must collect and use to open K. Lumsey's cage so he'll open
the worlds for you.

When you pick up a banana, a number will appear on the screen, showing you how
many bananas you've collected for that Kong in that world. You can view how many
bananas you've collected for each Kong in each world in the start menu. Also,
when you collect 75 bananas with one Kong, that Kong earns a Banana Medal.
There are 40 medals in total, and you'll need to grab at least 15.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                               Banana Bunch Coin
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Banana Bunch Coins are found scattered throughout the levels (the number for
each Kong is variable, but is usually around 10-15) and use the color-coding
system. You need to collect these to pay Cranky, Funky, and Candy Kong for their
items. Cranky gives you potions that allow the Kongs to learn moves, Funky
provides you with weapons for each Kong (as well as ammo capacity upgrades) and
Candy will give the Kongs musical instruments. She also gives you instrument
energy upgrades, which sometimes come with the bonus of getting an extra melon
of life.

There are TONS of Banana Bunch Coins. Cranky charges 3 for basic moves, 5 for
intermediate moves, and 7 for advanced moves. Funky and Candy charges 3, 5, 7,
and 9 coins as you go on. However, you should have tons of extra coins, and at
the end of the game, you may very well have over a hundred coins left. 

Normally, coins are only worth one per pick-up (though they usually come in
groups). However, in DK Isle and each world, there are two DK dirt piles, which
you can use the shockwave move learned from the Banana Fairy Queen to unearth,
getting you a rainbow coin. The rainbow coin gives each Kong five coins.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                   Blueprint
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Blueprints look like color-coded squares in wooden frames. In each level, you'll
find five Kasplats, which are big, tough looking bad guys that hit the ground to
make shockwaves. If you kill it (it takes a ton of hits or about eight oranges),
it will drop a Blueprint. Assuming you're using the right Kong (the Kasplasts'
hairs are colored according to what color print they have), it will drop a
Blueprint. Every level has Snide's HQ, where you can give Snide, the weasel,
your Blueprints in exchange for Golden Bananas.

Not only do Blueprints get you Golden Bananas, they're also important for the
end of the game. In the final "level", Hideout Helm, you have 1 minute per
Blueprint you exchanged plus 10 minutes to complete the level before the Blast-o
-Matic reactivates. The more you collect, the more time you'll have. You can get
50 minutes, as there are 40 Blueprints total.

You can view the Blueprints you've collected while in Snide's HQ by pressing the
- button. If you collect all 40, you can press ---- C while in his HQ to replay
eight of the bonus games.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  Banana Fairy
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Once you learn Tiny Kong's Mini-Monkey move, you'll be able to shrink small
enough to fit into the entrance to Banana Fairy Island, the giant queen head
island in DK Isle. Her Banana Fairies have been scared off, and the only way to
capture them is to photograph them. There are two fairies in each world,
including Hideout Helm, as well as four in DK Isle, for a total of 20 fairies.
She'll give you a camera to to photograph them as well as a special shockwave
move, which you can use by holding then releasing the B button. This can be
used to unearth DK dirt piles for Rainbow Coins.

To equip your camera, hold Z and press down C. A crosshair will appear in the
middle of the screen. The banana fairy will fly around, but you need to take the
picture (by pressing Z, A, or B) when the crosshair overlaps with the fairy.
This can be difficult with the fairies moving around, but you'll get the hang of
it eventually. Once you capture a fairy, the fairy will disappear after
increasing your maximum totals.

As you collect more and more Banana Fairies, more secrets will be unlocked in
Mystery Mode (accessed through the start menu). These secrets are Cinema Mode
(2 fairies), Bonus and Arcade Mode (6 fairies), Boss Replay (10 fairies), Krusha
in Multiplayer (15 fairies), and Cheat Mode (20 fairies). If you visit the queen
after collecting all 20 fairies, she'll give you the 201st Golden Banana.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  Banana Medal
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Banana Medals are special medals awarded to you each time you collect 75 bananas
for one Kong in a world. This means each world has 5 medals. This guide will
tell you how to get all 3500 bananas, so you'll get all 40 Banana Medals. The
last five Banana Medals are in Hideout Helm, which you earn by completing the
challenges.

You need to collect at least 15 Banana Medals, as unless you do, Cranky won't
let you play Jetpac in his lab. Once you score 5000 pts in Jetpac, you'll be
awarded the Rareware Coin, which you need to complete the game. The Rareware
Coin, coupled with the Nintendo Coin, will open the final door which has the
last two Banana Fairies and the eight Boss Keys.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                               Battle Arena Crown
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Every world has a metallic pad with K. Rool's face on it. Any Kong can use it,
but some pads can only be reached by a certain Kong. Press Z while standing on
it to be transported to a special arena. In this arena, you cannot fall off, or
you'll die. For a certain amount of time, enemies will attack you. You have to
kill them over and over as they respawn, avoiding losing all your health or
falling off the ledge until the time limit runs out to win a Battle Arena Crown.

After you take the crown, you're transported back and the pad disappears. This
guide tells you how to get all ten Battle Arena Crowns (there are eight in the
eight worlds plus two in DK Isle). You need at least four to open a door in
Hideout Helm that leads to K. Rool's throne and the control room.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                    Boss Key
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Every world has several Troff n' Scoff portals. When you enter them, you can
feed Scoff your regular bananas. Once he's had as many as the number on the door
, the door will open, depicting the face of the only Kong who can enter. The
doorway leads to the boss fight of the world. Once you defeat the boss, he'll
drop a Boss Key.

The Boss Keys are the keys to K. Lumsy's cage. If you visit him, you can open
the locks on his cage. Everytime you open a lock, he'll stomp around in joy and
the earthquake will cause the entrance to one or two levels to open. This is the
only way to get into the eight worlds, so you'll need to get all the Boss Keys.
The eighth key, which is in Hideout Helm and requires you to get the two special
coins, will free K. Lumsy, which leads to him letting you get to the fight with
K. Rool.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                 Nintendo Coin
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

In Frantic Factory, you'll have to defeat the DK Arcade game. If you beat it
twice, you'll be awarded the Nintendo Coin. At the end of Hideout Helm, there is
a door that can only be opened using the Nintendo Coin and the Rareware Coin.
Inside are the last two Banana Fairies and the final Boss Key.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                 Rareware Coin
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Once you collect 15 Banana Medals, you can visit Cranky to play the Jetpac
arcade game. Score 5000 points and you'll win the Rareware Coin. At the end of
Hideout Helm, there is a door that can only be opened using the Rareware Coin
and the Nintendo Coin. Inside are the last two Banana Fairies and the final Boss
Key.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                     Melons
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Melons act as your energy meter in this game. You start with only one melon,
though Candy can give you an extra melon in Angry Aztec and another in Crystal
Caves. Each melon has four slices, and you lose one everytime you get hit by an
enemy. Some enemies take away two slices, and some hazards will take away a
whole melon! Whenever you defeat an enemy, it will drop a melon slice. This
restores a 1/4 of one melon, but if you kill an enemy and take its melon, it
won't have another slice if you kill it once it regenrates. For this reason, you
should never take a slice if you don't actually need it. There are also melon
crates, though you'll usually never find more than one per level. They look like
hopping boxes, and you can break them open for four melon slices! This is really
useful when you're low on energy.

Fortunately, there are not many enemies in this game, and the few enemies there
are are quite pathetic. The real threat is falling off a cliff, running out of
oxygen, or other kinds of environmental damage. When you lose all your melons,
your Kong faints and you respawn at the start of the level (with a few
exceptions). You have infinite lives, fortunately.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                   Ammo Crate
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Ammo Crates, which are littered throughout the worlds, look like bouncing crates
of cannonballs, and they'll replenish the ammo your Kongs have for their
shooters. Each crate is worth five pieces of ammunition. When you first purchase
a shooter, you'll only be able to carry 50 pieces. However, this can be
upgraded several times, with a final upgrade of 200 pieces. This ensures that
you should almost never run out of ammo.

To equip your weapon, hold Z and press left C. Press B to shoot a projectile,
and up-C to shoot in first-person. This is good for hitting aerial targets and
getting more precision. Funky's final upgrade will also allow you to zoom in and
out like a sniper while in first person. Press left C again when you want to
unequip your weapon.

The shooters are used to hit ammo switches. The switches show what projectile
must be used to hit it, so only certain Kongs can hit certain switches. Usually,
hitting them opens a gate or opens a passage. Sometimes you'll need to hit two
switches to open an area.

Also, some ammo crates are red. You can only pick them up once Funky has taught
you homing ammo in Fungi Forest, and they're rare. Pick them up and a new meter
will appear, which is the homing meter. When you go into first-person, the
crosshair will turn green when it's in homing range. Your projectiles will home
in on the enemies, which can be useful in some situations. You have to use up
all your homing ammo before you can use the normal ammo again.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                     Orange
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Oranges bounce around and, like ammo crates, are all over the place. Pick them
up to increase your total. To use one, hold Z and press right C. Your Kong will
throw an orange, which will bounce around looking for a target. If it hits a
Kremling, it will usually destroy it. Oranges can be useful for taking out the
tenacious Kasplats, but for weaker enemies, it's better to just use normal
attacks.

You can't pack very many oranges when you first start the game. However,
whenever you photograph a Banana Fairy, the fairy will increase your maximum
capacity. The total can eventually increase to 30 oranges.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                Crystal Coconut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Crystal Coconuts are also found pretty much everywhere, and they are very, very
important. They look like crystals spinning on the ground. Pick them up to
increase your total. You can't use or pick up crystal coconuts until you learn
one of Cranky's moves that requires the use of a Kong Barrel. Jump into a barrel
with the Kong that you are using's face on it to activate a special move. Your
Crystal Coconut meter appears and will begin to slowly decrease for as long as
you keep the move activated. Deactivate it by holding Z and pressing left C.
If you run out of Crystal Coconuts, the move will automatically deactivate. This
can be dangerous when you're in areas that you can't survive in while not using
the move. For this reason, you'll want to do whatever task you need to as
quickly as possible to conserve coconuts.

You can't pack very man Crystal Coconuts when you first start the game. However,
whenever you photograph a Banana Fiary, the fairy will increase your maximum
capacity. The total can eventually increase to 40 coconuts.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                               Banana Fairy Film
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Banana Fairy Film is pretty common, though not so much as the previous few
items. The film is actually used for the Banana Fairy Camera, which is given to
you by the Banana Fairy Queen, once you enter her island on DK Isle by shrinking
Tiny enough to fit into the entrance. Her Banana Fairies have been scared off,
and the only way to capture them is to photograph them. There are two fairies in
each world, including Hideout Helm, as well as four in DK Isle, for a total of
20 fairies.

To equip your camera, hold Z and press down C. A crosshair will appear in the
middle of the screen. The banana fairy will fly around, but you need to take the
picture (by pressing Z, A, or B) when the crosshair overlaps with the fairy.
This can be difficult with the fairies moving around, but you'll get the hang of
it eventually. Once you capture a fairy, the fairy will disappear after
increasing your maximum totals.

As you collect more and more Banana Fairies, more secrets will be unlocked in
Mystery Mode (accessed through the start menu). These secrets are Cinema Mode
(2 fairies), Bonus and Arcade Mode (6 fairies), Boss Replay (10 fairies), Krusha
in Multiplayer (15 fairies), and Cheat Mode (20 fairies). If you visit the queen
after collecting all 20 fairies, she'll give you the 201st Golden Banana

================================================================================
                        Pads, Switches, Doors and Misc.
================================================================================

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                   Tag Barrel
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The Tag Barrel is one of the most important items in the game. These look like
floating barrels, and you'll find several of them in each world. At first, only
DK's face is on it. There are question marks with the Kongs' colors on the
barrel. When you rescue a Kong, that Kong's face replaces his/her question mark
on the barrel. To use the Tag Barrel, jump into it.

You can now use the control stick to select your Kong. The Kongs you have
rescued will appear, while the rest will be question marks. To pick a Kong, put
it in the spotlight, then press pretty much any button and you'll appear back
under the Tag Barrel. Tag Barrels are often found in major areas and near
Bananaport Pads, or in areas where many Kongs have tasks to accomplish. This
makes it easy to get to a Tag Barrel when you need it.

Since only certain Kongs can accomplish some tasks, switching characters is
something you'll be doing a lot. Aside from serving to switch your character,
the Tag Barrel is also like a floating hopsital. When you select your Kong (even
if you just jump in and select the same Kong), you'll reappear at full health.
This is EXTREMELY useful and more convenient than killing enemies when you're
really low on health.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                   DK Portal
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Every world has a lobby which has a DK Portal that leads to the world. These are
blue doorways with the DK logo on them. When you first enter a world lobby, B.
Locker guards the portal. A counter on him shows how many Golden Bananas you
need. If you have enough, he will leave. If you don't have enough, he'll stay
and continue blocking the door. If you don't have enough (which should never
happen since the requirements are incredibly easy to meet), you can actually use
a Lanky Kong glitch to get past. Press B to do the armstretch attack while near
the locker and Lanky will get you in for free. To enter the world, walk through
the portal. You reappear in front of another DK Portal, which is the only way
out of the level.

Since there's only one DK Portal in each world, it's important to remember its
location so you don't get lost while trying to leave the level. You can also
select "Exit Level" from the start menu if you want to leave quickly.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                               Wrinkly Kong Doors
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

In the world lobbies where you find the DK Portals, there are also five doors
with Wrinkly Kong's face on them. They are color-coded like other things, one
for each Kong. Once you rescue a Kong, its face will replace the question marks
on the doors. Although you can't open a Kong's door until you rescue him/her,
you can open the door with any Kong. To open it, walk up to it, which makes
Wrinkly Kong come out. She'll give you a useful tip for the world for the
appropriate Kong. The tip is almost always about how to get a Golden Banana.

Some Wrinkly Doors, such as those in Crystal Caves, require you do something to
unblock them. Usually, you'll have to place a boulder on a switch with Chunky.
Wrinkly Kong Doors could be useful... If you didn't have a walkthrough! ^_^.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                Bananaport Pads
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Each level has ten pads with numbers on them, 1-5, two pads for each number. To
activate one of the pads, walk on it. It will unfade and, once you've activated
another pad with the same number, you can use it. Press Z while standing on one
pad and a banana peel will zip you up, teleporting you to the other pad. Since
DK64's levels are so humungous, this is extremely useful for getting around the
different areas. Any Kong can activate and use the pads (assuming the Kong can
reach the pad). When you use the Hunky Chunky move, you can't use Bananaports.
The 1 pads are light blue, the 2 pads are light green, the 3 pads are purple,
the 4 pads are red, and the 5 pads are gold.

Some levels have special areas that have their own, separate Bananaport Pads.
These areas include the llama temple in Angry Aztec, the skull crypt in Creepy
Castle, and the lobby of Hideout Helm in DK Isle. They only warp you within the
area and are never a full set. DK Isle and all seven worlds have a full set,
while Hideout Helm has only one pair.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  Kong Switch
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Kong Switches come in three colors: green, blue, and red. The color indicates
what move needs to be used on it, while the Kong face on it indicates which Kong
needs to do it. At the start of the game, you learn a move called the Simian
Slam. This is basically the ground pound from Mario 64. Press A and Z while in
the air to do a stomp. If you do this on switches, it will cause something to
happen, usually opening a passage. Note that you can only hit a switch with the
Kong whose face is on it.

The green switches can be activated with the Simian Slam, learned at the start.
In Fungi Forest, Cranky will give you the Super Simian Slam upgrade, which lets
you trigger the blue switches. The red switches require the Super Duper Simian
Slam. A Simian Slam upgrade can still hit switches of earlier colors. The
controls for the move remain completely unchanged, though the Kongs' movements
change.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  Kong Barrel
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Kong Barrels, designed by Cranky, are floating barrels with the Kongs' faces on
them. Until you learn to use one of them, they'll be faded and unusable. Once
you learn one of the special moves, that Kong will be able to pick up Crystal
Coconuts as well as use the barrels. Jump into a barrel with the corresponding
Kong's face on it to trigger one of the special moves, which vary. For as long
as you continue using the move, your Crystal Coconut supply will be displayed
and steadily decrease. If you run out, the move automatically deactivates, which
can be dangerous in certain situations. Do whatever task is necessary as quickly
as possible. If you want to cancel the move, hold Z and press left C.

Crystal Coconuts are everywhere, so stocking up a good supply is not a problem.
You can't pick them up, however, until you learn one of the barrel moves.
Donkey's move makes him invincible, Diddy's lets him use a jetpack, Lanky's
technique allows him to run at super speed, Tiny's move lets her shrink, while
Chunky's lets him become huge. They all have different purposes, and the barrels
are usually located close to where you need them.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                    Kong Pad
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

I hope I don't have to say that these are pads that have the Kongs' faces on
them. They are all light blue, but you can't use any of them until you learn one
of the pad moves. After you do learn a special move, that particular Kong will
be able to use the pads with his/her face on them. Press Z while standing on it
to activate the move. Unlike with the barrel moves, these do not require Crystal
Coconuts.

Donkey's move lets him play a barrel shooting course, Diddy's lets him leap
super high, Lanky's technique allows him to inflate like a balloon, Tiny's will
teleport her to another pad, while Chunky's makes him invisible. They all have
different purposes, and the pads are usually located close to where you need to
use their abilities.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                Battle Arena Pad
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Every world has a metallic pad with K. Rool's face on it, called a Battle Arena
Pad. Any Kong can use it, but some pads can only be reached by a certain Kong.
Press Z while standing on it to be transported to a special arena. In this arena
, you cannot fall off, or you'll die. For a certain amount of time, enemies will
attack you. You have to kill them over and over as they respawn, avoiding losing
all your health or falling off the ledge until the time limit runs out to win a
Battle Arena Crown.

After you take the crown, you're transported back and the pad disappears. This
guide tells you how to get all ten Battle Arena Crowns (there are eight in the
eight worlds plus two in DK Isle). You need at least four to open a door in
Hideout Helm that leads to K. Rool's throne and the control room.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                              Troff n' Scoff Portal
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

You'll find these portals, which have a picture of a hippo and a pig on them,
scattered throughout the levels. There are about five of them per world. If you
walk through them, you'll be transported to a room with two ramps on either side
and a Tag Barrel. Troff, the pig on the left, is huge and fat, while Scoff, on
the right side, is tiny. Since Troff is so heavy, his podium is on the ground,
while Scoff's is way up high. You have to stand on the banana pad in the room to
feed Scoff bananas. He'll get heavier as you feed him more bananas, and the
number on the door between the two animals goes down. As Scoff gets bigger and
weighs the podium down, Troff will get smaller and go up. Once the number goes
down to zero, Troff will be able to reach the key up high and open the door. On
the door, a picture of one Kong's face will appear on it. Only that Kong can
enter to fight the world's boss.

After you defeat the boss inside, he'll spit out a Boss Key. Once you collect it
, you'll reappear outside the Troff n' Scoff Portal you entered and all the
portals will disappear for good. The number of bananas needed to open the door
becomes higher, so you'll have to start using more than one Kong to feed Scoff.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                   Banana Pad
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Each world has about five Scoff n' Troff Portals. If you walk through them,
you'll be transported to a room with two ramps on either side and a Tag Barrel.
Troff, the pig on the left, is huge and fat, while Scoff, on the right side, is
tiny. Since Troff is so heavy, his podium is on the ground, while Scoff's is
way up high. You have to stand on the banana pad in the room to feed Scoff
bananas. The pad is on the ledge overlooking the entrance and the Tag Barrel.
He'll get heavier as you feed him more bananas, and the number on the door
between the two animals goes down. As Scoff gets bigger and weighs the podium
down, Troff will get smaller and go up. Once the number goes down to zero, Troff
will be able to reach the key up high and open the door. On the door, a picture
of one Kong's face will appear on it. Only that Kong can enter to fight the
world's boss.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  Ammo Switch
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

You'll find switches on the walls of many areas, and they have pictures of
fruits and other foods on them. These switches are triggered by using Funky's
shooters, which each Kong can purchase for three coins (each Kong must purchase
his/her own shooteR). DK shoots coconuts, Diddy shoots peanuts, Lanky shoots
grapes, Tiny shoots feathers, while Chunky has his pineapples. You can only
trigger a switch with the appropriate projectiles, and you'll often need to hit
more than on switch. Once you've hit a switch or two, something will happen,
such as a gate opening. Hitting switches usually allows you to progress through
areas.

Switches are often placed in front of gates so that you can open them. There are
tons of switches throughout the game that you'll need to hit, though switches
aren't the only thing the shooters are used for. Sometimes, you'll have to hit a
different type of target. You can also use your shooters to kill enemies, though
that isn't recommended.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                   Music Pad
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Music Pads are blue pads with pictures of instruments on them. Candy, DK's
girlfriend, will sell each Kong their very own instrument. Not only do they
incinerate all baddies within the immediate vicinity, they also can be used to
activate music pads. Stand on the pad with the Kong whose instrument is depicted
on the pad, then hold Z and press up C to play, which causes something to happen
, like a door opening. If you play it off a Music Pad, you'll lose one energy
unit. If you run out of energy, you won't be able to play your instrument.
Playing on a Music Pad does not decrease musical energy.

Candy Kong will not only give you your instruments, she'll also sell you energy
maximum upgrades, twice throwing in an extra melon of life as a bonus!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                               Candy's Headphones
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

If you use your instruments a lot to destroy enemies, you'll start running low
on musical energy. Therefore, you'll sometimes find a pair of blue headphones
hidden in a world. If you stand in it, it will recharge your energy to the
maximum. Headphones are rather rare and you'll only find one or two pairs per
level, though they are quite useful for people who like to kill enemies with the
instrument.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  Animal Crate
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Animal Crates are boxes that have a picture of an animal. There are only two
kinds, one with Rambi's picture and one with Enguarde's. If you jump into the
Ramib Crate as DK, he will transform into Rambi. The same goes for Enguarde when
you swim into an Enguarde Crate while using Lanky. You have an unlimited amount
of time to perform your animal's tasks, but if you go out of a certain area,
you'll be detransformed.

To perform a supercharge attack, hold Z and press B. B will do a normal attack,
while A will jump (for Rambi). The supercharge allows you to break open rocks
with the animal's picture on it. If you want to cancel your transformation, hold
Z and press left C.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                   TNT Barrel
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

TNT Barrels are only found in boss fights, on a pad in the center of the arena.
When the boss sits down to rest or taunt you, pick up the barrel (press B) and
press B again to throw it at the boss. This will damage him, though you'll need
a few TNT hits before the boss dies.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                 Training Barrel
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

These are the barrels with Cranky's face on them found at the beginning of the
game. Jump into one to play a bonus stage in which you have to use a basic move
to achieve some goal. The stages are designed to teach you basic techniques
required to get through the game, so they're extremely simple. If you complete
one within the given time limit, Donkey will reappear under it and the barrel
will explode.

Complete all five bonus barrels and Squawks will come and tell you to see
Cranky. Return to his lab and Cranky will give you the first potion, the Simian
Slam. Press A and press Z while in the air to do a move just like SM64's ground
pound. This lets you activate switches with DK's (and the other kongs, provided
you're using the right Kong) face on them. You need to do this to get out of the
training area.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  Bonus Barrel
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Bonus Barrels are floating barrels with a picture of a banana on them. Jump into
them to play a bonus stage. There are a wide variety of stages, though they are
repeated. A repeated stage will always be harder than a previous stage of the
same type. In some mini-games, you have to survive for a certain period of time,
while in most, you have to score a certain amount of points before the time
limit runs out. Most of the mini-games are not too hard, but some can be
extremely infuriating.

If you defeat a bonus stage, your Kong will reappear under the barrel, which
will explode. You're awarded a Golden Banana for winning. If you fail to defeat
the bonus stage, you're given the option to retry or quit. You have an unlimited
amount of retries, so you might as well keep going until you win.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                    DK Coin
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Donkey, Diddy, and Chunky all have mine cart races. Along the tracks, you'll
find coins with the DK logo on them. Each course requires you to collect a
certain number of these coins (50 for Diddy and Chunky and 25 for Donkey). The
coins can be found on the track, which you'll pick up autmatically, or in the
air, which you have to jump to get. Other coins are found on the sides of the
track. You can get these by moving the control stick left or right to have your
Kong stretch.

Be warned that if you get hit by an enemy or obstacle, you'll lose three coins.
You should continue to collect coins after you've gotten the necessary amount.
If you collect the required number of coins at the end of the course, Squawks
will give you a Golden Banana. If you fail, you'll have to restart the mine cart
course.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                    DK Star
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

These are found in a couple places. There's one in Gloomy Galleon and you'll
also find these at the end of most of DK's barrel blasting courses. Shoot/go
through these stars (sometimes you have to hit them more than once) to make
something happen that allows you to progress in the level.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                     Lever
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The first type of lever can be found anywhere. Once you learn the Gorilla Grab
move from Cranky Kong, stand on a lever's footplate and press B. DK will pull
the lever, which causes something to happen, allowing you to progress.

These are also found in the three mine cart courses on the sides of the track.
Move the control stick left or right to pull the lever, which closes one track
and opens another. This can be favorable, but it isn't always. Sometimes the
track you open has less coins than the one that was open before, so you don't
want to pull all the levers.

o------------------------------------------------------------------------------o
| 3d                               Move List                              MOVE |
o------------------------------------------------------------------------------o

================================================================================
                                  Basic Moves
================================================================================

These are the moves you start the game with. Although you don't need to buy them
, they all require some kind of button combination.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  Jump Attack
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

To do this move, start running, then jump and press B. Donkey will do a little
kick. These controls apply to all five Kongs, though the moves they will do vary
a bit. This is the most efficient form of attacking, as you can keep moving and
it takes out most enemies in a single hit. This move also gives you a bit of air
time, so it can be good for crossing gaps (though the long jump is probably a
better idea for that).

You should use this move for taking out enemies on a regular basis. It's
convenient and relatively powerful.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                      Roll
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This is a move that only DK and Tiny Kong can use, due to the controls. While
moving, quickly press Z and then B and DK will do a little roll. Tiny does a
slide. This can be used for taking out enemies or to get a little speed. Rolling
really has no purpose, but it can be useful if you want to go a little faster.

If you want to stop the roll, press A and your Kong will jump, landing on his/
her feet. Because of the fact that you need to press Z and B, Lanky, Chunky, and
Diddy can't use this, as they have moves that require those same controls.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                    Backflip
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The backflip is one of the most important moves. Hold Z and press A and your
Kong will do a high jump, allowing you to reach higher ledges. You don't get
much distance with this move, so you'll need to be close to the ledge you're
trying to jump to. Since you get so little distance, don't try using this to
cross gaps, as you'll just fall.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                   Long Jump
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The long jump is a rather useful move that you Super Mario 64 people will be
familiar with. While running, quickly press Z and then A. If done correctly,
your Kong will leap forward several feet, which allows you to get across much
wider gaps than normal. There are some gaps that you can't cross using the
normal jump, so that's where the long jump comes in handy.

This move is also good for "cheating" things that were supposed to be done in
other ways. For example, you can use this to get to the Crystal Caves entrance
without having to Ponytail Twirl as Tiny. You can also use it to get into the
crypt in Creepy Castle.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                   Roll Jump
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

One move that DKC players is the roll jump, which is exclusive to Diddy. Press
B while moving to do a standard cartwheel attack, then jump mid-cartwheel. In
the DKC series, this allowed you to grab items in pits, as Diddy would drop off
and get the item in the pit, then jump to safety. In DK64, however, this move is
good for getting distance you couldn't get with a normal jump. You can also add
an extra press of the B button after the jump to get even more distance.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                   Double Jump
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Like the roll jump, the double jump can only be performed by Diddy. Press A to
leap into the air, then press A again at the exact time that you land. You have
to time it right. If you do manage, Diddy will do a second, much higher jump.
This can be useful for climbing high ledges and exploring.

================================================================================
                                 Advanced Moves
================================================================================

Advanced moves, with the exception of the shockwave, are taught to you by the
three Kongs who have shops: Cranky, Funky, and Candy. You have to pay Banana
Bunch Coins to get them.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                          Simian Slam (Buttus Bashium)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                  ~~3 coins~~
                               ~~Training Area~~

After you complete Cranky's training barrels at the start of the game, he'll
give you your first potion, which will work for all Kongs (you don't have to
purchase it for each Kong). Press A and then Z while in the air to do a butt
stomp. This can be used to kill enemies, though that is not recommended. The
main use of the Simian Slam is to activate switches. You'll find green Kong
Switches all over the worlds with the Kongs' faces on them. If you stomp the
switch with the corresponding Kong, the switch will activate and something will
happen, such as a gate opening.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                        Baboon Blast (Barrelum Perilous)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                  ~~3 coins~~
                                ~~Jungle Japes~~

This is DK's first move, and you'll learn in the game's first level. Once you've
purchased it, find a pad with Donkey Kong's face on it and press Z while
standing on it. It will shoot him up into the sky and you'll be able to play a
barrel blasting course. You'll find only one pad in each level, but usually,
completing the course is vital to the completion of the level.

The crosshair will move up and down. When it's lined up with the next barrel,
press A, B, or Z to shoot. If you make it, you'll be in another barrel. If you
miss, you'll appear back at the DK pad, forcing you to start over. As you get
into the later levels, there will often be more than one barrel to choose from.
Banana Bunches and coins will mark your way.

At the end of your barrel blasting course, you'll sometimes find a Golden
Banana. Other times the prize will be a DK star or a Bonus Barrel. If you shoot
yourself through the DK star, something will happen that allows you to progress
through the level.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                         Chimpy Charge (Hurtus Cranium)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                  ~~3 coins~~
                                ~~Jungle Japes~~

This is Diddy's first move, learned in Jungle Japes. Hold Z and press B to do a
superpowered headbutt charge, which allows you to kill enemies and activate some
switches. HI/LO switches, which control machinery, can be activated with the
Chimpy Charge, as can other things.

When you do a Chimpy Charge, Diddy will go out of control, so you'll want to be
close to your target before you do the move to ensure your success.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                              Equip/Unequip Shooter
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                  ~~3 coins~~
                                ~~Jungle Japes~~

Shooters are purchased at Funky's Armory and are extremely important. Funky will
sell each Kong their own shooter, so you have to pay 3 coins with each Kong. The
guns fire different projectiles, but the controls remain the same. Hold Z and
press left C to equip your weapon. Your Kong is a bit slower while you use the
weapon. Press up C to go in and out of first person mode, which allows you to
fire with a crosshair. This is useful because there are many switches throughout
the game that require you to shoot them with the gun. They are pretty weak
against enemies, so you should stick to shooting switches.

The switches have pictures of the different projectiles on them. You have to hit
it with the appropriate weapon, or nothing will happen. Usually, hitting a
switch (or two, in some cases), will open a gate or a doorway. Donkey fires
coconuts, peanuts for Diddy, Tiny has her feathers, Lanky has grapes, while
Chunky's gun shoots pineapples.

You start with only 50 ammo, which means you might run out on occasion. Funky
has several upgrades that you can purchase, which increase your total. You'll
eventually have a maximum of 200, which pretty much ensures you'll never run
out. To increase your total, pick up ammo crates, which are littered all over
the place. They increase your total by five.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                 Play Instrument
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                  ~~3 coins~~
                                ~~Angry Aztec~~

Candy Kong, like Funky, sells each Kong their very own instrument, so you have
to pay three coins with all the Kongs. Although the sound of each instrument is
unique, the controls remain the same for all five Kongs. Hold Z and press up C
and your Kong will play a little tune on their instrument. The ear-shattering
power of a single tune will incinerate all enemies within the immediate vicinty
, making things easier on you. However, each time you play an instrument, you
lose one unit of musical energy. You can refill this energy by standing by a
pair of headphones (there's always a pair in a level, but they're well hidden)
or by going to Candy's shop.

While the instruments basically nuke enemies, the main use of them is really to
activate Music Pads. The pads have pictures of the different instruments on them
, so you'll have to be using the right Kong to use one. Play your instrument
while standing on the right pad and something will happen, like a lake melting
or a door opening. When you play on a Music Pad, you don't lose musical energy.
Donkey plays the bongos, Diddy plays an electric guitar, Tiny has her saxophone,
Lanky plays a trombone, while Chunky has a triangle.

You start out with only 10 energy, meaning you'll be running out a lot if you
use the instruments to kill enemies. Candy has several upgrades that you can
purchase throughout the levels that increase your total. She'll also give you
two extra melons throughout the course of the game. You'll eventually have a
maximum of 25 energy.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                         Strong Kong (Strongum Kongus)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                  ~~5 coins~~
                                ~~Angry Aztec~~

This is one of the moves that requires the use of one of Cranky's Kong Barrels.
Jump into a barrel with Donkey Kong's face on it to activate the Strong Kong.
For as long as your supply of Crystal Coconuts last, you'll be totally
invicible to terrain and enemies. However, your Crystal Coconut supply will
slowly but steadily go down, and once it reaches zero, the Strong Kong
deactivates, which could leave you in a sticky situation. Because of this,
you'll want to accomplish whatever task is needed as quickly as possible. If you
want to cancel the move, hold Z and press left C.

Donkey can still use all his normal moves while he's invincible, save using his
shooter.  You can't collect Crystal Coconuts with a Kong who wasn't learned a
barrel move yet, but once you've learned one, stocking up a good supply is easy.
The coconuts are all over the place. Also, taking pictures of Banana Fairies
raises the maximum amount of Crystal Coconuts you can carry at a time.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                      Rocketbarrel Boost (Boostum Highus)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                  ~~5 coins~~
                                ~~Angry Aztec~~

This is Diddy's Kong Barrel move, and it's one of the coolest. Jump into a
barrel with his face on it and you'll suddenly burst high into the air, equipped
with a jetbarrel jetpac. You'll steadily sink unless you hold A, which activates
the thrusters. You can use the control stick to move forward and turn while you
hold A. If you want to hover in one place, hold Z. Sometimes you'll have to fire
peanuts while in the air, so you can press B to use your weapon as well. Touch
the ground to land. Diddy has a few flying courses he'll need to complete
throughout the game.

Note that the jetbarrel runs on Crystal Coconuts, so if you run out, you'll fall
straight down, which can be bad. You can't collect Crystal Coconuts with a Kong
who hasn't learned a barrel move yet, but once you've learned one, stocking up a
good supply is easy. The coconuts are all ove the place. Also, taking pictures
of Banana Fairies raises the maximum amount of Crystal Coconuts you can carry at
a time.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                         Mini-Monkey (Kongum Smallus)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                  ~~3 coins~~
                                ~~Angry Aztec~~

The Mini-Monkey is Tiny Kong's special Kong Barrel move. If you jump into a
barrel with her face on it, she'll shrink to about a tenth of her original size.
Oddly enough, you can still kill Kremlings with ease while using this move,
despite them being twenty times larger. While you're small, you can access new
areas that have tiny entrances. You can also bounce on mushrooms, since you're
extremely light now. Tiny Kong has many Golden Bananas that require her to be
super small.

While the Mini-Monkey does require Crystal Coconuts, meaning you'll return to
normal size if you run out, the Tiny Barrels are usually placed very very close
to where you need to be small, so running out isn't much of a problem. You can't
collect Crystal Coconuts with a Kong who hasn't learned a barrel move yet, but
once you've learned one, stocking up a good supply is easy. The coconuts are all
over the place. Also, taking pictures of Banana Fairies raises the maximum
amount of Crystal Coconuts you can carry at a time.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                           Orangstand (Palmus Walkum)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                  ~~3 coins~~
                                ~~Angry Aztec~~

The orangstand, an interesting move, is Lanky's first technique. Hold Z and
press B and Lanky will do a handstand. Continue holding Z and move the control
stick and Lanky will walk around on his hands. The use of this is that it lets
Lanky get up steep slopes without slipping. There are quite a few places where
you need to use this. Usually, if you can't scale a slope, it's because Lanky
has to Orangstand up it.

You can't attack while using the Orangstand, so you'll want to get away from
enemies before you attempt to use it. Fortunately, there's no limit to how long
you can use it.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                       Hunky Chunky (Kremulious Crushum)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                  ~~3 coins~~
                                ~~Angry Aztec~~

This is Chunky Kong's barrel move. Jump into a barrel with his face on it and
he'll become five times his normal size. This lets you just walk on Kremlings to
defeat them and makes you practically invincible. You can also pick up
supersized boulders too heavy for normal Chunky to pick up. Most of the time,
you have to put these boulders on some surface to trigger a switch. The tasks of
Hunky Chunky vary more than those of the other Kongs, but they all require super
strength or size.

Like with all the other barrel moves, the Hunky Chunky relies on Crystal
Coconuts. However, like with Tiny, this isn't a problem, as the barrels are
almost always placed right where you need them. You can't collect Crystal
Coconuts with a Kong who hasn't learned a barrel movve yet, but once you've
learned one, stocking up a good supply is easy. The coconuts are all over the
place. Also, taking pictures of Banana Fairies raises the maximum amount you
can carry at a time.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                   Shockwave
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                  ~~0 coins~~
                            ~~Banana Fairy Island~~

The shockwave move is unique because it's not taught to you by Cranky and it's
also completely free. Once you have the Mini-Monkey move, you can return to DK
Isle. There's a big island that has a giant woman's head with a banana peel on
top. Find the Tiny Barrel, then become small and enter the tiny entrance of the
head. You'll meet the Banana Fairy Queen, who's fairies were scared off. She
gives you a camera to take pictures of the fairies, which "captures" them. The
queen also gives you a special move.

Hold B and sparks will start to fly around you. This severely lowers your speed,
but release the B button while there's enough sparks and your Kong will do a
huge shockwave, wiping out enemies. This is extremely powerful, as it takes out
Kasplats and Klubbies in a single hit. However, it also uses up one Crystal
Coconut and requires you to charge it up. Because of this, the attack should
only be used against very powerful enemies. The other use of the shockwave is to
unearth the DK dirt piles (there are two in DK Isle and two in every level) you
will find. If you shockwave while standing on it, you'll get a Rainbow Coin,
which gives every Kong five Banana Bunch Coins.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                         Gorilla Grab (Simium Strainus)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                  ~~7 coins~~
                              ~~Frantic Factory~~

The Gorilla Grab is Donkey's final move, learned in the third level. Around the
worlds, you'll find levers. Stand on the footplate of a lever and press B. DK
will pull the lever, making something happen and letting you progress. The
things that happen when you pull a lever vary greatly.

Levers are not always positioned close to what they're triggering. For example,
the toy machine in Frantic Factory is activated by a lever, but the lever is in
a shed all the way in another room.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                        Simian Springy (Leapus Largium)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                  ~~7 coins~~
                              ~~Frantic Factory~~

Diddy's last move, learned in the third level, makes use of the pads with his
face on them. Hold Z while standing on one and Diddy will bounce high into the
air with his tail. This is often used to reach alcoves and other high up places.
You want to position yourself fairly close to the middle of the pad and use the
control stick to reach the alcove.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                        Ponytail Twirl (Roundum Roundus)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                  ~~5 coins~~
                              ~~Frantic Factory~~

This is one of Tiny's best moves. Anyone who has played DKC2 will recognize this
immediately. Press A to jump, then press and hold A again and Tiny will start
twirling her pony tails, just like Dixie. This allows her to hover and cross
ridiculously large gaps that no other Kong can make. Tiny has no limit to how
long she can twirl her hair, so you've got plenty of power in that jump. Watch
Tiny's shadow to know when to let go of the A button.

The best thing about the Ponytail Twirl is that it eliminates damage from falls.
If you ever fall off a platform, hold A until you reach the ground. Since you
fall slowly and delicately, Tiny will take no damage from her fall.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                      Balloon Baboon (Baboonus Balloonus)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                  ~~5 coins~~
                              ~~Frantic Factory~~

Lanky's second technique requires him to use a pad with his face on it. Press Z
while standing on one and Lanky will inflate and rise. Use the control stick to
maneuver him around to wherever you need to get. Be warned that the Balloon
Baboon only lasts for so long. This means you could take a huge fall, depending
on where you are, which could seriously mess you up. If you want to deflate
prematurely, press Z. You know when Lanky is about to deflate when the music
starts speeding up.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                      Primate Punch (Sandwichium Punchius)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                  ~~5 coins~~
                              ~~Frantic Factory~~

The Primate Punch is a move for Chunky that he can use anywhere. Hold Z and
press B to make him do a powerful punch. This CAN take out enemies, though that
is not a good idea, as it requires you to be still. The Primate Punch is good
for destroying barriers such as gates and activating switches like Chunky
buttons. Doing this will open new areas. The most noteable example is Hideout
Helm, where Chunky has to punch the gates blocking off the Kongs' challenges.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                   Homing Ammo
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                  ~~5 coins~~
                                ~~Fungi Forest~~

Homing Ammo is an awesome "skill" you learn from Funky in Fungi Forest. He'll
teach you to use the red ammo crates, which are quite rare, but worth searching
for. If you pick some up, a new counter will start. If you go into first-person,
the crosshair will turn green if it's near an enemy. The red ammo will home in
on enemies, making it easier to shoot them down. Very useful for those blasted
Zingers. You have to use all your homing ammo before you can use your normal
ammo again.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                     Super Simian Slam (Big Buttus Bashium)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                  ~~5 coins~~
                                ~~Fungi Forest~~

This is an upgrade to the Simian Slam learned in Fungi Forest. Fortunately, it
leaves the controls unchanged. Only one Kong has to purchase this before all the
Kongs have it. You'll notice the small shockwave produced when you do the move
has turned blue. This allows you to trigger the blue Kong Switches, which you'll
find everywhere in Fungi Forest. Obviously this means you pretty much can't get
anywhere in the level without getting this move.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                         Monkeyport (Warpum Craftious)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                  ~~7 coins~~
                               ~~Crystal Caves~~

The Monkeyport is Tiny's last move, requiring you to use her special Kong Pad.
It's also one of the coolest moves. Stand on a pad and press Z to teleport to
another pad. You can teleport back as well. This allows you to reach areas
otherwise unnaccesible. You'll need to use the Monkeyport to reach Hideout Helm
and to reach various areas in Crystal Caves.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                      Orangstand Sprint (Palmus Dashium)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                  ~~7 coins~~
                               ~~Crystal Caves~~

The Orangsprint, as I like to shorten it, Lanky's last move, is just as
ridiculous as the rest, perhaps even more so. Jump into a barrel with his face
on it and you'll automatically be in Orangstand position. While it looks like
the Orangstand at first glance, it's not. Start moving and Lanky will run like
greased lightning. Okay, that's a bit of an exaggeration. Anyway, the move
allows Lanky to accomplish tasks in time limits that would otherwise make it
impossible. Of course, since it's a barrel move, it uses Crystal Coconuts. If
you want to cancel the move, hold Z and press left C.

You can't collect Crystal Coconuts with a Kong who hasn't learned a barrel move
yet, but once you've learned one, stocking up a good supply is easy. The
coconuts are all over the place. Also, taking pictures of Banana Fairies raises
the maximum amount of Crystal Coconuts you can carry at a time.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                         Gorilla Gone (Wheresim Gonum)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                  ~~7 coins~~
                               ~~Crystal Caves~~

Chunky's very last move requires him to use the pads with his face on them.
Press Z while standing on one and Chunky will become invisible. Of course, you
can still see his clothes so you know where he is. Not only will enemies ignore
you, you'll also be able to see other invisible things, such as invisible
Golden Bananas. However, if you wander off too far, the move will automatically
cancel. Other than that, there is no limit to this move.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                 Super Duper Simian Slam (Bigga Buttus Bashium)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                  ~~7 coins~~
                               ~~Creepy Castle~~

This is an upgrade to the Super Simian Slam learned in Creepy Castle.
Fortunately, it leaves the controls unchanged. Only one Kong has to purchase
this before all the Kongs have it. You'll notice the small shockwave produced
when you do the move has turned red. This allows you to trigger the red Kong
Switches, which you'll find everywhere in Creepy Castle. Obviously this means
you pretty much can't get anywhere in the level without getting this move.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                     Sniper
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                  ~~7 coins~~
                               ~~Creepy Castle~~

The last move Funky has to offer is a sniper. Go into first person while your
shooter is equipped and you'll notice you're in a sort of binocular view. You
can now use the left and right C buttons to zoom in and out. This lets you see
and hit switches from a great distance. You need to do this in Creepy Castle as
some switches are across a long area. If you walk onto this area, the switch
disappears, so you need to use the sniper.

The sniper, like the homing ammo and other upgrades, only needs to be purchased
by one Kong for all five to have it. Not that you won't have enough coins to buy
15 snipers :).

o------------------------------------------------------------------------------o
| 4e                               Enemy List                         ENMYLIST |
o------------------------------------------------------------------------------o

There aren't many enemies in this game, and the enemies are really stupid. They
basically charge at you, but can't retreat or dodge your attacks. They also will
go back if you run far enough. After you defeat an enemy, it will eventually
regenerate (it comes back in a bunch of swirling particle things). The enemies
will be ranekd in difficult using a star system, with one star being the least
difficult and five stars being the most difficult.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                     Gnawty
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                 Difficulty : *

                                  ~~DK Isle~~
                                ~~Jungle Japes~~
                               ~~Crystal Caves~~

Gnawties are a returning enemy from the DKC series. They're blue beavers that
patrol ground areas, and they're extremely easy to defeat. If one sees you, it
will stupidly charge forward. A single hit of any kind will take it out and earn
you a melon slice. These guys generally come in packs, but are still very simple
to handle.

Early on in the game, when things are easy, Gnawties are extremely common.
However, as you progress through the levels, they become much rarer and more
difficult enemies are introduced.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                     Zinger
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                               Difficulty : */***

                                  ~~DK Isle~~
                                ~~Jungle Japes~~
                                ~~Angry Aztec~~
                                ~~Fungi Forest~~
                               ~~Crystal Caves~~

The Zinger is one of the more common enemies you'll face. They're basically bees
that patrol the skies, often pairing with Gnawties. Early on, they are simple,
as they merely swoop down, and you won't get hit as long as you keep moving.
However, later on in the game, they drop bombs on you, which can be incredibly
annoying, especially if it knocks you off a ledge.

The only way to kill a Zinger is to shoot it with your weapon. With the swooping
variety, it's not worth it, as you risk being hit anyways. However, with the
ones that drop bombs, you might want to get to a safe spot and shoot it down to
make your life easier.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                    Kasplat
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                Difficulty : **

                                  ~~DK Isle~~
                                ~~Jungle Japes~~
                                ~~Angry Aztec~~
                              ~~Frantic Factory~~
                               ~~Gloomy Galleon~~
                                ~~Fungi Forest~~
                               ~~Crystal Caves~~
                               ~~Creepy Castle~~

The Kasplat is the single most common enemy in the game. They look similar to
the Krushas of Donkey Kong Country, only more gangsterish with sunglasses. Keep
your distance when you first approach one, as they periodically slam the ground
to send a shockwave, which can knock you off a ledge. These guys are extremely
strong, so you can either nuke it with about eight oranges, or you can use the
more conservative method and walk up to it and mash the B button. If you don't
let up in your B button spamming, you won't get hurt, though you'll have to spam
for a while. Notice the Kasplats have colored hair. The color of their hair
indicates which color Blueprint they carry, since only a particular Kong can
pick up their own color.

Blueprints are an important item. Go to Snide's HQ (there's one in every level)
and you can exchange your Blueprints for Golden Bananas. In Hideout Helm, you
have 1 minute per Blueprint you returned plus 10 minutes to complete all the
challenges and thereby deactivate the Blast-o-Matic.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                     Klump
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                Difficulty : **

                                ~~Jungle Japes~~
                                ~~Angry Aztec~~
                               ~~Gloomy Galleon~~
                                ~~Fungi Forest~~
                               ~~Crystal Caves~~
                                ~~Hideout Helm~~

Klumps are just like in DKC only they're more colorful now, having orange armor
and a pink body. These fat, lumbering guys will throw bombs at you, but you can
dodge them fairly easily, so long as you don't get cornered. If you try to kill
a Klump with a regular attack, it won't work. You have to use an orange bomb of
your own to kill it. If you manage to hit it, the Klump will fall down and spit
out three oranges for you to collect.

Klumps are very common and always come in packs. They're a lot larger than your
Kongs, so don't get close to it, or it will smack you with its belly. As a fun
side note, you can jump onto its head and watch your Kong bounce up and down :).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                     Kaboom
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                 Difficulty : *

                                ~~Jungle Japes~~
                                ~~Angry Aztec~~
                               ~~Gloomy Galleon~~

The Kaboom is one of the rarest non-level exclusive enemies in the game. They're
just like Klobbers only they're red barrels with "TNT" printed on them. If you
get too close, they'll come out and chase you, eventually exploding. If you keep
running, they'll explode without hurting you and still leave behind a melon
slice, but if you dawdle, you'll get hurt by the explosion. You can also keep
your distance and throw an orange to defeat it.

Kabooms can be found on the ground in Gloomy Galleon (in like two places), but
in other levels, they're only found in the mine cart races, waiting on ledges.
To avoid getting hit and losing three coins, slow down your mine cart by holding
down on the control stick, then speed up when the Kaboom explodes.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                     Krash
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                Difficulty : **

Krashes are the bulky Kremlings that ride the enemy mine carts in the mine
races. They wield a club, so jump at the right time to avoid their swings. If
you get hit, you'll lose three coins, so be careful.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                   TNT Carts
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                Difficulty : ***

TNT carts are TNT barrels on mine carts in the mine races. Slow down if one is
in front of you and speed up when one is chasing you from behind to avoid
getting hurt. If one hits you, you'll lose three coins.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                    Kritter
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                 Difficulty : *

                                  ~~DK Isle~~
                                ~~Angry Aztec~~
                              ~~Frantic Factory~~
                               ~~Gloomy Galleon~~
                               ~~Crystal Caves~~
                                ~~Hideout Helm~~

Kritters are also a returning enemy from DKC, only they only come in green,
rather than the wide variety found in DKC. The best way to kill one is to use
the moving attack. This wipes it out in one hit, as opposed to the stationary
attack, which takes two hits. These guys are pretty slow, so you don't have to
worry about them much. They're often loners, too, so they're extremely easy to
deal with.

Despite these guys being basic troopers like Gnawties, they remain common
throughout the course of the game.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                    Klaptrap
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                               Difficulty : ****

                                  ~~DK Isle~~
                                ~~Angry Aztec~~
                                ~~Fungi Forest~~
                               ~~Crystal Caves~~
                                ~~Hideout Helm~~

The Klaptrap is probably the most annoying enemy in the game, as well as a
pretty common one. They look like small green crocodiles, only they walk on all
fours, unlike Kritters. There are two varieties, the first being the green one.
Attack a green Klaptrap and it's teeth will pop out to kill you. Unforunately,
the melon slice appears immediately, forcing you to pick it up with the teeth on
your back. The teeth are small and fast, making them hard to kill. I recommend
standing still and using the stationary attack.

The purple variety is actually a bit easier to deal with, despite being
stronger. Like Klumps, purple Klaptraps will only fall to a bomb, so keep your
distance and fire at will. They drop three oranges for you to restock.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                    Klobber
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                 Difficulty : *

                                ~~Angry Aztec~~
                               ~~Gloomy Galleon~~
                               ~~Crystal Caves~~

The Klobber has seriously toned down in popularity from DKC2, where it was
pretty much everywhere. In DK64, you'll rarely encounter these guys, which are
just Kremlings in a barrel. At first glance, they look like ordinary barrels,
but they'll pop out and attack you if you get lose. They usually come in packs,
so keep your distance and fire oranges (which is the only way to kill them).

If a Klobber is placed on a ledge (like Diddy's cabin in Crystal Caves), you can
easily be knocked off, so keeping your distance is important.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  Robo-Zinger
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                Difficulty : ***

                                  ~~DK Isle~~
                              ~~Frantic Factory~~
                               ~~Gloomy Galleon~~
                               ~~Crystal Caves~~

These are the same as Zingers only they're robotic... Yeah, shocking. Anyway,
unlike Zingers, these ALWAYS drop bombs, so be careful. Since they're usually
found in relatively safe areas (not high ledges), it's a good idea to shoot them
down before you progress, as that will make things much easier on you. They also
tak two hits to kill, rather than one.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                    Krembot
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                 Difficulty : *

                              ~~Frantic Factory~~

The Krembot is a robotic Kremling, and you'll find them littered throughout
Frantic Factory. They try to sneak up on you by lurking in dark tunnels, so the
instrument may be a good idea. A normal attack does not work on a Krembot, as
its metal, so you need to bomb it with an orange. Fortunately for you, this will
destroy the robot and give you TWO melon slices. You can also take these guys
out with Chunky's Primate Punch.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                      Dice
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                 Difficulty : *

                              ~~Frantic Factory~~

The live dice will come and attack you, but all it takes is a simple roll or
punch to knock it out. These guys are absolutely nothing to fear. You'll only
find them in Frantic Factory's Testing Room.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                     Domino
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                 Difficulty : *

                              ~~Frantic Factory~~

The live domino will come and attack you, but all it takes is a simple roll or
punch to knock it out. These guys are absolutely nothing to fear. You'll only
find them in Frantic Factory's Testing Room.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                     Kosha
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                Difficulty : **

                               ~~Gloomy Galleon~~
                                ~~Fungi Forest~~
                               ~~Crystal Caves~~
                               ~~Creepy Castle~~

The Kosha is a strong and somewhat annoying enemy that doesnt appear until the
fourth world. This guy is a tiny little Viking who carries a club about five
times larger than him. If you get close, he'll either swing it around (which can
and will hit you if you're not careful) or try to whack you with it. If he does
the latter, the club will get stuck in the ground. This is the only time during
which an orange bomb will hurt him, so you'll have to be quick.

The more recommended way of killing a Kosha is to use a shockwave (which wipes
it out in one hits) or the musical instrument. If you get hit by a Kosha, you'll
lose two melon slices, but it also gives two melon slices when its defeated.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                     Shuri
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                 Difficulty : *

                                ~~Angry Aztec~~
                               ~~Gloomy Galleon~~

The Shuri is a starfish that was fairly annoying in DKC2's water levels. In DK64
, they're much more pathetic. They swim around the water trying to kill you, but
you should have no problem avoiding them so long as you continue to swim.

Unfortunately, Shuri are also found in the Splish Splash Salvage mini-game. They
swim around the barrel trying to attack you, and they might succeed given the
horrible and unalterable angle.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                     Puftup
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                Difficulty : **

                               ~~Gloomy Galleon~~

The Puftup is an enemy found in the shipwrecks of Gloomy Galleon. They look
exactly like the puffer fish from Banjo-Tooie's Jolly Roger's Lagoon. If you get
close, they'll explode. This may be a problem if you get cornered, but you
shouldn't have much trouble as long as you keep swimming and avoid corners.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                Killer Tomatoes
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                Difficulty : **

                                ~~Fungi Forest~~

You'll find these bouncing guys in a patch near Funky's in Fungi Forest. They're
terrorizing a worm, so use the Hunky Chunky move and mash them into nothingness.
The worm then demands that you carry him to the clocktower area. After you do
that, he'll give you a Golden Banana.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                Mushroom Bandit
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                 Difficulty : *

                                ~~Fungi Forest~~

Fungi Forest isn't called Fungi Forest for nothing. The place is littered with
mushrooms, tall and short. You should see big, stubby mushrooms on the ground
with no stems. If you get near these, they'll pop up and chase you, revealing
themselves to be bandit dudes. Just use a roll attack and you'll be fine. The
biggest threat is walking into one without realizing it's an enemy. You will
only find these during the daytime.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                Skeleton Kritter
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                 Difficulty : *

                                ~~Fungi Forest~~
                               ~~Creepy Castle~~

The Skeleton Kritter is found all over Creepy Castle as well as in Fungi Forest
during the nighttime. They're made of the skeletons of Kremlings and they use a
bone for a weapon. If you use the stationary attack, it takes two hits, so the
best way to destroy these guys is to use the moving attack. They are spread thin
and don't come in packs, so they're really easy to deal with.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                     Nibbly
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                Difficulty : **

                                ~~Fungi Forest~~
                               ~~Creepy Castle~~

A couple of sheds in the two levels above have killer bats (I call them Nibblies
because that was the name for the bats in Banjo-Kazooie). They'll hurt you if
you stand there like an idiot, but hopefully you'll do the intelligent thing and
bust out your shooter and start firing. Once you shoot down all the bats, you
get a Golden Banana.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                    Fireball
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                 Difficulty : *

                               ~~Crystal Caves~~

The fireballs are only found in Chunky's portion of the Crystal Caves igloo.
These guys try to light the TNT barrel tied to the rabbit, and they'll succeed
if you let too many of them get near the rabbit. If you keep circling the room
and using the moving attack, these guys will be history.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                 Ghost Kritter
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                 Difficulty : *

                               ~~Creepy Castle~~

The ghost Kritters are found in a couple areas of Creepy Castle. Like with
normal Kritters, using the moving attack, as the stationary attack requires two
hits. These are actually Kritters hiding under sheets, thinking they can fool us
triple-digit IQ people.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                     Flies
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                Difficulty : **

                               ~~Creepy Castle~~

There's a trashcan in Creepy Castle that only Tiny Kong can access. If you use
the Mini-Monkey, you can bounce from the mushroom into the can, where you'll
find a bunch of evil flies (they look exactly like the flies in Bovina's field
from Banjo-Tooie). Shoot them down with your feather gun and you'll win a
Golden Banana. If you see one coming for you get out of first-person and move
out of the way.

o------------------------------------------------------------------------------o
| 4f                             Character List                         CHARAC |
o------------------------------------------------------------------------------o

This only lists major characters, not characters that have a specific purpose
and appear only once.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  Donkey Kong
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Everyone's favorite tie-wearing gorilla is back in action, ready to stomp
Kremling butt and kick tail. Donkey is probably the most balanced of the five
characters you get to play. He's not terribly slow or speedy and he's also
strong, but not super strong.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                   Diddy Kong
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Diddy Kong, Donkey Kong's spunky nephew, is another returning character. While
he is small, he's quite fast and can jump very high.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                   Tiny Kong
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Dixie's sister is ready for action, sporting her sister's signature hairspin,
now called the Ponytail Twirl. Tiny is sort of like an downgraded Diddy. She's
not quite as fast and can't jump quite as high, but she's a bit bigger than
Diddy Kong.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                   Lanky Kong
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

No, he's not one of those reject barrel-throwing asstards from that level in
Donkey Kong Country, he's the goofball of the DK crew, with a clown nose and
ridiculously long and stretchy arms. Those arms, however, give him a huge range
in which he can kill enemies and allow him to perform some interesting
techniques.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  Chunky Kong
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Kiddy Kong's older brother is even larger than the abnormally-sized crybaby from
DKC3. He weighs a freakin' 2,000 pounds and can crush any Kremling in a
heartbeat. His monstrous size renders him slow as dial-up, unfortunately.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  Cranky Kong
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Cranky Kong is back to bitch. Except this time, he actually sells you moves
needed to complete your quest instead of sitting in a rocking chair all day
giving out useless tips for only three levels. The prices of his moves go up as
you go on. Cranky's lab is in every level.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                   Funky Kong
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Funky Kong will sell the Kongs shooters that can activate special switches as
well as upgrades for said shooters. His armory can be found in every level.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                   Candy Kong
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Candy Kong, Donkey Kong's girlfriend, sells the Kongs instruments that can
activate Music Pads and nuke all the enemies in the area. Her shop is found in
every level except Jungle Japes and Fungi Forest.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  Wrinkly Kong
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Wrinkly Kong, who died after DKC3, is still here to give you tips in spirit
form. If you walk up to the doors in a level's lobby, she'll give you a hint for
the appropriate Kong (the doors are color-coded) for that level.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  King K. Rool
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

King K. Rool is up to his usual Golden Banana stealing. He also decided to
kidnap the four Kongs. Of course, he was too stupid to capture Donkey as well,
so you've got to get back the banana hoard and save the Kongs, then defeat him.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                   K. Lumsy
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

K. Lumsy, who lives in the cave connected to Krocodile Isle, is an ex-Kremling,
banished to a cage for his lack of ruthlessness. K. Lumsey is so huge that you
only see his feet and a bit of his lower body. He's about a hundred times
larger than Donkey. He'll agree to help you if you defeat the bosses of the
worlds, who hold the Boss Keys to his cage. There are eight locks in total to
open. Each time you open a lock, K. Lumsy will dance around and cause a fanboy
earthquake, opening one or more of the levels.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                     Snide
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Snide, a weasel who made the Blueprints to the Blast-o-Matic, was fired because
K. Rool didn't trust him. He wants to get back at K. Rool, but he'll need you to
collect Blueprints. Kill the Kasplats (there is one for each Kong in every
level) to get the Blueprints, then give them to Snide for Golden Bananas. Once
you reach Hideout Helm, every Blueprint you returned gives you 1 minute, not to
mention an extra 10 minutes. That means 50 minutes if you retrieve all 40
Blueprints.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                 Troff n' Scoff
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Troff n' Scoff are two fatass animals who live in portals found in the worlds.
You'll find about five of them per world. The problem is, Troff, the enormous
pig, is so fat that he can't move his tiny arm to reach the key, despite it
being a couple of damn inches above his head. Great, just great, because that
means we have to stand on the banana pad to feed Scoff, the anorexic hippo,
bananas. Once you fed him the amount of bananas listed on the door, he will
become as huge as Troff while Troff will become the size of Scoff, raising him
up high enough to open the key. The door will show which Kong needs to enter the
door to fight the world's boss.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                    Squawks
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Squawks, the ever-so-helpful animal buddy from the DKC series, is back to give
you tips. In the early stages of the game, Squawks appears several times to give
you tips. After the first level, you'll rarely see him. In a couple of cases,
you have to use the Mini-Monkey then play the Saxophone on the pad to make
Squawks pick up Tiny and fly her to a hole she can drop through. You'll also
need Squawks to carry a flashlight in Fungi Forest to help Diddy reach a Golden
Banana.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                               Banana Fairy Queen
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

She is the ruler of all the Banana Fairies and wants you to help her find her
lost underlings, who were scared off. She gives you a camera to take pictures of
the fairies, which is how you "capture" them. She also gives you a special
shockwave move.

==========================----------------------------==========================
|                         =-=-=-=-=-=-=-=-=-=-=-=-=-=-                         |
|           (04)           |       Walkthrough      |         WALKTHRU         |
|                         -=-=-=-=-=-=-=-=-=-=-=-=-=-=                         |
--------------------------============================--------------------------

This will tell you how to beat the game with 201 Golden Bananas, 3500 regular
bananas, 20 Banana Fairies, 10 Battle Arena Crowns, 40 Blueprints, 40 Banana
Medals, the Nintendo Coin, and the Rareware Coin, step-by-step. Be warned that I
am under the assumption you will use this start to finish. If you skip to some
random part, you may be confused or lost. Whenever you pick up a Golden Banana/
regular banana, Banana Fairy, Battle Arena Crown, Blueprint, or Banana Medal, a
number will pop up in (). That number tells you how many of the items in
question you've colleted for that Kong in that world (except for the medals,
where it's how many medals ALL the Kongs have gotten in that world). Boss Keys
are counted on an overall basis.

==========================----------------------------==========================
|                         +--------------------------+                         |
|            4a           | %%% Opening Sequence %%% |        SEQUENCE         |
|                         +--------------------------+                         |
--------------------------============================--------------------------

Once you load your first file, you'll be treated to an opening sequence.
Unfortunately, you can't skip it. A bird flies across the sea, and soon, several
other birds join him. The camera shows the back of DK Isle as the birds fly
around it, passing an aztec building and Donkey's ear. The camera shows an
overview of the proud isle. Seals jump from the water, and then, the camera
switches to the dark and forbidding Krocodile Isle, K. Rool's ship.

The ship lumbers forward, the music now being darker. Inside, two Kritters are
telling the Klaptrap to steer the ship in opposite directions. K. Rool is
confident that soon, Donkey Kong and his pretty little island will be no more.
The foolish technicians operating the giant laser machine, called the Blast-o-
Matic, can't get it to work, and all power shuts off. An alarm sounds as the
ship spins wildly out of control. They hit a rock, putting the monstrosity to a
stop. They manage to turn the ship around and they park it directly across from
DK Isle.

K. Rool calls his guards, causing three Kremlings to come into his throne room.
The king demands that they do everything in their power to keep Donkey Kong and
his friends distracted. He commands them to steal their hoard of Golden Bananas
and take care of his pathetic friends. The king says that this time, there can
be no mistakes. Klump has already taken care of this, however. Four gates trap
Diddy, Tiny, Lanky, and Chunky Kong.

The camera switches to inside DK's house, where's he's working out. While DK
looks for his precious Golden Bananas, K. Rool will be preparing the big
surprise. MUAHAHAHAHA!

==========================----------------------------==========================
|                         +--------------------------+                         |
|            4b           | %%%  Training Area  %%%% |         TRAIN1          |
|                         +--------------------------+                         |
--------------------------============================--------------------------

Squawks flies into the room to tell Donkey to come quickly. When you gain
control of him, run around a bit and get used to the controls. A is for jumping,
while B attacks. Now leave the house.

After a little overview of the area, Squawks tells you the Golden Bananas have
been stolen and the Kongs have been kidnapped! The bird also tells you to tell
Cranky the bad news, which is what we're going to do. Drop off the balcony and
you'll be facing a blue tunnel. A sign says that's the way out, but we need to
talk to Cranky first. Head left and look for a clearing where you'll see a
picture of Cranky's head floating. Approach it and it will turn into a full-
fledged lab. Go in.

After criticizing the loss of the other Kongs and the Golden Banana hoard, he
tells you that he can give you potions that will give you special abilities.
However, he won't give you all of them at once, and you'll need to collect
Banana Bunch Coins to pay for them (money-grubber). First, he wants you to
complete his training barrels. You automatically exit the lab.

A scene shows you the training barrels. Donkey is, of course, all confused -_-.
Go back to where you saw the WAY OUT sign, but head to the clearing on the left.
A sign with the words "Training Area" point the place out. You'll see those
barrels that Cranky told you about. Each one has a really easy bonus stage where
you have to complete a basic task. Jump in the first one on the left.

Welcome to bonus stage! Get used to that, as you hear it every time you jump
into a bonus barrel. You have 60 seconds to grab the coin at the bottom of the
barrel. Press Z to dive, hold A to swim quickly, and B to swim slowly. You can
also hold Z to break. Dive straight down and grab the DK Coin.

Donkey appears under the barrel, which breaks. Jump into the next one.

There are five oranges positioned around the tree. Your task is to collect them
all and throw them (they're bombs). Collect the oranges, then hold Z and press
right C five times to throw them. Jump into the next barrel after you're done.

You'll find five barrels positioned around the tree. Time for some DKC
nostalgia. Pick up each barrel by pressing B, then press B again to throw it,
making it break. Destroy all five barrels to win, then jump into the last
training barrel.

The final task is to climb the tree and swing across some vines to get the DK
Coin. This probably the most difficult training barrel. Climb the tree by
pressing A to jump into it, then move the control stick up to climb. Jump to the
vine. To swing from vine to vine, press A when the vine swings near the next
one. You'll win once you get the coin.

Squawks tells you to go back to Cranky now that you've completed the barrels.
Head out of the clearing and go right. Enter the lab.

Cranky will give you the first potion, called the Simian Slam. Press A to jump,
then press Z to butt stomp the ground. This lets you activate switches with the
Kongs faces on them (the move works for all five Kongs). Cranky also tells you
he's got a real treat if you collect 15 Banana Medals, but he reckons you won't
be able to do it.

Once out of the lab, head out of the clearing. Go behind DK's tree house and you
should see antoher tunnel. Go through it and to the end and collect the three
Banana Bunch Coins (3). These are coins you use to pay Cranky, Funky, and Candy
for their upgrades. Now leave the tunnel and head to the front of the treehouse.
Follow the tunnel pointed out by the WAY OUT sign to the end. Simian Slam the
Donkey switch to open the gate, allowing you to head through.

==========================----------------------------==========================
|                         +--------------------------+                         |
|            4c           | %%%%%%  DK Isle  %%%%%%% |         ISLE01          |
|                         +--------------------------+                         |
--------------------------============================--------------------------

Squawks tells you that all the areas except for one (a cave near Krocodile Isle)
are blocked off. Go forward and you'll see a bunch of pads plus a barrel. The
barrel is called a Tag Barrel. You need it to switch characters once you've
rescued another Kong. The pads are Bananaport Pads. Once you activate two with
the same number, you can press Z while standing on one to teleport to the other.
Activate one of them and Squawks will explain how they work. Activate the rest.

Now it's time to activate their pairs (except the four, which we can't do yet).
Head right from the start. Across the ocean is an island with a woman's head.
She has a banana peel on top. Swim across the sea to the island and activate
BANANAPORT #5.

Teleport back and go right again. You should see a bunch of ledges on the isle.
Use the backflip to get up them (hold Z and press A), then climb the tree and
jump to the next ledge. Head over to some vines, then swing across to an Aztec-
themed place (you saw this in the intro). Go up the ledges and activate
BANANPORT #2, then teleport back.

This time, go left. Kill the beaver as you go, then continue to the waterfall
area. Activate BANANAPORT #3 and teleport back.

Look for the cave that Squawks said wasn't blocked off. It's attachted to
Krocodile Isle. Swim over to it and activate BANANAPORT #1, then head inside.

==========================----------------------------==========================
|                         +--------------------------+                         |
|            4d           | %%% K. Lumsy's Cave %%%% |         LUMSY1          |
|                         +--------------------------+                         |
--------------------------============================--------------------------

You'll meet K. Lumsy, a Kremling so enormous you'll only see his legs. He was
put in the equally enormous cage by K. Rool for not being a ruthless Kremling.
He refused to smash DK Isle and the cute little monkeys, so he has to stay in
his cage until he toughens up. He asks Donkey to help free him, and Donkey says
yes. K. Lumsy is filled with joy and explodes, bouncing around his cage, which
causes an earthquake. Outside, a rock you passed as you went to Bananaport #3
explodes, revealing a Golden Banana and a passage.

K. Lumsy has obviously cooled off, so he explains that the keys to his cage
were given to K. Rool's toughest and most ferocious bad guys (the bosses). He
tells you to bring the keys to his cage if you manage to get any. Leave the
little cave.

==========================----------------------------==========================
|                         +--------------------------+                         |
|            4e           | %%%%%%  DK Isle  %%%%%%% |         ISLE02          |
|                         +--------------------------+                         |
--------------------------============================--------------------------

Teleport back to the start and head the way you went to activate Bananaport #3.
Kill the beaver in the greenish area and get the GOLDEN BANANA (1), then head
into the passage.

This is the lobby to the first world. Every level has a lobby where you'll find
B. Locker (a cut-scene introduces you to him). He guards the DK Portal, which is
the only way into the level, and won't let you in unless you have enough Golden
Bananas. Avoid the beavers and towards him, but look at the doors to the sides
of him. These are Wrinkly doors. If you walk towards one (right now you can only
go towards the yellow one, as you haven't rescued the other Kongs), Wrinkly will
give you a tip for that Kong regarding the level you're about to go in. Talk to
Wrinkly by going to the yellow door and she'll explain this, then head to B.
Locker. You have the one banana required, so he lets you in.

==========================----------------------------==========================
|                         +--------------------------+                         |
|            4f           | %%%%  Jungle Japes  %%%% |         JAPES1          |
|                         +--------------------------+                         |
--------------------------============================--------------------------

Moves      - Baboon Blast, Chimpy Charge, Coconut Shooter, Peanut Popguns
Difficulty - 1.5/10
Enemies    - Gnawty, Zinger, Klump

The first time you enter a level, you have to watch a cut-scene before you can
begin. K. Rool opens his observation window and watches Donkey struggle to get a
Golden Banana. He uses the Simian Slam to make it fall, but K. Rool says Donkey
will need more than brute strength to defeat him this time.

After the cut-scene is over, the level's name always appears and the camera
shows a bit of the level. Squawks will tell you to gather as many bananas as you
can before going through a Troff n' Scoff Portal, which lead to a special room.
He'll also tell you that you'll get a Banana Medal if you collect at least 75
bananas. Activate BANANAPORT #1 behind you.

Climb the nearest tree (you can't climb the darker ones) and swing across the
vines. As you go, get the bananas (5). Jump to the Donkey switch at the end,
which activates automatically, opening the gate below. Drop down and collect the
three Banana Bunch Coins (6). Head through the tunnel, killing the Gnawties. At
the end, you'll find the main area of the level. A cut-scene shows that Diddy is
trapped in a cage. He calls for help, then Squakws tells you that there are 25
Golden Bananas here, but you'll only be able to find 5 of them without the help
of the other Kongs. Activate BANANAPORTS #1-2.

Cross the lake to the area of land on the right, where you'll find a Zinger and
two Gnawties. Avoid the enemies and head to the back, where you'll find
BANANAPORT #3 and a banana bunch (10). Bunches are worth five bananas.

Head back to the start and go left this time. You'll find an area with a big X.
Activate the second BANANAPORT #3 and get the banana bunch (15).

Jump into the lake and swim over to the jungle wall. There's a giant vine, so
climb it to reach Funky's armory. You should also see a metal pad. These are
called Battle Arena Pads. First, climb the tree for a banana bunch (20), then
stand on the pad. Follow Squawks's directions to press Z while on the pad to
transport yourself to K. Rool's battle arena.

+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Battle Arena #1 - Beaver Brawl | Difficulty : 1/10                           |
+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| Since this is your first battle arena, it's extremely easy. You'll find one  |
| of these pads in each level. The way it works is that you have to survive    |
| until the time limit runs out. You also can't be knocked off the edge, which |
| is your biggest threat. Once the time limit is over, you get a crown. You    |
| only have to survive three beavers for 30 seconds, so this is easy as pie. I |
| recommend highjumping and pressing Z when they're all in the middle to take  |
| them out at once. They regenerate instantly. Once the time limit is up, you  |
| have to backflip to get the BATTLE ARENA CROWN (1).                          |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

The pad has disappeared, so head into the armory.

You'll meet Funky Kong, who now sells weapons. Press A to accept, paying 3 coins
to buy the Coconut Shooter (3). Hold Z and press left C to equip your weapon,
then press B to shoot, which can destroy enemies and activate switches with
coconuts on them. Press up C to fire in first person with a crosshair. Pick up
ammo crates to refill your ammo. Right now, you can only carry 50 shots at a
time. Go back to Funky's place if you want a refill. You'll leave Funky's shop
once he's done talking.

Head over to the right and you'll see some vines across the gap. Swing across to
find a barrel kannon. These things will fire you up to new places in the various
worlds you'll find them. First, climb the tree for a banana bunch (25). Now hop
into the kannon, which blasts you up to Diddy's cage. Right in front it is a
GOLDEN BANANA (1).

Diddy will tell you you'll need Funky's help to get him out of the cage. Three
coconut switches appear above gates in the level. First, climb the tree to get a
banana bunch (30). Head left over to the giant tower thing, getting the three
bananas (33). In front of the tower is BANANAPORT #2.

Continue around the tower and get another three bananas on the slope (36). You
should notice a yellow balloon floating around. Shoot it with the first-person
coconut shooter (lead your shot) to get ten bananas (46). Now enter the shack,
called Snide's HQ.

Here you'll meet Snide, a weasel who made the blueprints for the Blast-o-Matic.
However, he was fired because K. Rool didnt trust him, so he wants revenge.
Unfortunately, the blueprints have been stolen and given to Kasplats (big, tough
enemies), and he needs them to help you. He'll give you a Golden Banana for
every blueprint you'll find (there's one for each Kong per world). Unlike with
the other shops, you have to press B to leave.

Once out of Snide's HQ, drop off the cliff directly down to Funky's. Go over to
the vines and go into first person with your shooter. Look down at the lake to
find a cage. Shoot the first switch above it (1). One of the coconut switches
above Diddy's cage turns green. Once all three are green, he'll be free. Drop
down into the river and head over to the big X you saw. Shoot the coconut switch
above the cage (2), then use Bananaport #3 to warp to the other side.

The last coconut switch is here (3). This frees Diddy. He tells you he'll be
waiting inside the Tag Barrel and that he can help you by collecting red bananas
(everything in this game is color-coded: DK = yellow, Diddy = red, Tiny = purple
, Lanky = blue, Chunky = green). Now that Diddy's free, head back to the start
and take Bananaport #2 to the top of the level. Go over to Diddy's cage, where
you'll find a GOLDEN BANANA (2).

Collecting this opens the three cages where the coconut switches were. Drop down
into the lake and swim over to the big X area. Head through the tunnel and
you'll find a big enemy. This is a Kasplat. Their hair is color-coded to tell
you what Kong must collect the blueprint he holds. Be careful of the shockwaves
they emit when they slam the ground. Grab the coins (6), then defeat the
Kasplat. Stand next to it and mash B until it dies (it takes a while), then grab
the BLUEPRINT (1).

There's nothing else we need in the tunnel, so head back and dive into the
water. Head to the tunnel where you shot the first coconut switch and activate
BANANAPORT #4.

Collect the first three bananas in the tunnel (49), then take the right fork.
Grab the coin (7), then head and take the opposite fork. Get the bananas (55)
and kill the beaver, then continue to a stomry clearing where you'll find
Cranky's lab. Activate BANANAPORT #4 and shoot the balloon for ten bananas (65),
then go in the lab.

Cranky will give you, for three coins (4), your next potion, the Baboon Blast.
Stand on a pad with Donkey's face on it and press Z to be shot to a barrel
blasting course. You need to press Z/A/B when the crosshair is lined up with the
next barrel in the course to safely progress.

Once out of the lab, head to the back of the area, avoiding the Gnawties. You
should find a cage with a coconut switch above it. Shoot the switch to open the
cage, then get the banana bunch (70) and the coins (7). Jump into the animal
crate, which transforms you into Rambi. A textbox explains that Z+left C turns
you back into DK and Z+B allows you to do a supercharge. There are four huts
around the perimeter of this area, so head around the place and smash them all
(you only need to press B to do this) to reveal Kong switches. Now take the path
that leads to the tunnel. Go to the left at the Gnawty and you'll see a giant
rock with Rambi's face on it. Use the supercharge to break it open, then
detransform. Go back to Cranky's area and head over to the hut where you found a
DK switch (it's on the right side). Get the banana bunch (75), which gives you a
BANANA MEDAL (1). Slam the switch to open a gate near Bananaports #1-2 to reveal
a Golden Banana. Use Bananaport #4 to teleport back, then swim across the river
and grab the GOLDEN BANANA (3).

Head over to the big X area and shoot the balloon hovering over the X (85). Now
climb the tree near the tunnel. Swing across the vines to find a Donkey pad.
Grab the coins (10), then press Z while on the pad to be shot up to a barrel
blasting course.

Unlike courses you'll encounter in the future, this is linear. When the
crosshair is lined up with the next barrel, press Z, B, or A, to fire yourself.
If you fail, DK will be shot to the oblivion and you'll have to start over. Keep
shooting through the barrels. Be sure to shoot to the middle of the barrel so
you can collect the prizes. You'll collect a coin (11) and a banana bunch (90)
at the start. Later, you'll get a banana bunch (95) and another coin (12). At
the end, shoot to the GOLDEN BANANA (4).

Drop down from the ledge and head to the start. Use Bananaport #2 to reach the
top, then go in Snide's HQ.

Since you have a blueprint, Snide will take it and a bunch of unnecessary
machinery will finally give you your GOLDEN BANANA (5).

That's all the Golden Bananas for DK in this world. We'll get the last five
bananas later. Switch to Diddy (jump in the Tag Barrel and use the joystick to
put Diddy in the spotlight, then press A/B/Z).

Squawks greets you and tells you there are 5 Golden Bananas to get here. Drop
down to Funky's and use the vines to get to the kannon. Shoot yourself to the
cage, which gets you two coins (2).

Now head left and get the bananas around the big tower (7). Drop down into the
water and press Z to go under. Under Bananaport #4 you'll find two seaweed
patches both hiding banana bunches (17). Now go over to the corner near the vine
and you'll see three coins (5). Surface and go to Bananaport #4. Head though
the tunnel and take a right at the fork. Swing across the vines and defeat the
Kasplat for a BLUEPRINT (1).

Get the coins (8) and get the bananas as you head to the end of the cave (20).
Swing back across the vines and take the other path to Cranky's area. Enter the
lab.

Purchase Diddy's first potion (5), the Chimpy Charge. Hold Z and press B to do a
crazy headbutt, which lets you activate switches.

Go to the right side of the area and look for a Diddy switch. Get the banana
bunch (25), then slam the switch. A gate opens for 60 seconds near Funky's
armory. Quickly use Bananaport #4 to warp to the start of the tunnel, then climb
up the vine to Funky's and get the GOLDEN BANANA (1). Next, go inside Funky's
shop.

Pay three coins (2) to purchase the Peanut Popguns, Diddy's very own shooter.
The controls are the same.

Once out of the shop, swing across the vines and take the barrel kannon up to
the third floor. Head over to the tower. Next to Bananaport #2 is a peanut
switch for you to shoot. This creates a spiraling path up the tower. Head up and
go inside the tower (the entrance is before you reach the actual top).

First, climb up the boxes on the right to a tank thing. Now go into first-person
shooter mode and look across. There's a peanut switch, so shoot it to create a
very thin board on your left leading to a barrel. You have a limited amount of
time, so carefully but steadily walk across to the switch, getting the coin (3),
then slam the Diddy switch to make a Golden Banana appear at the top of the
tower. Exit the tower and head up the path to the top to get the GOLDEN BANANA
(2).

The Bananaport #5 appears after you collect the banana, but it's of no use right
now (you activate it automatically). Shoot the balloon hovering here (35), then
drop down and head over to Snide's HQ. Give him the blueprint for a GOLDEN
BANANA (3), then shoot the peanut switch again and head back inside the tower.

Head forward and follow the river, getting the bananas (40). Get the coin on the
coal pile (4) (you have to backflip because you'll slip if you walk), then head
left and use the box in the coal pile to reach the top. Bacflip to the tank and
get the banana bunch (45). Head to the end of the river again and go through the
passage near the coal pile. First, shoot down the two Zingers or they're going
to annoy the hell out of you with their bombs. Slam the switch on the right to
open the gate. Use oranges to defeat the two Klumps, then head over to the boxes
and conveyer belt. Grab the coin (5) and get the banana bunch (50), then shoot
the balloon hovering in this room (60). Head back out of the gate by slamming
the switch. Go past the Diddy switch and you should see another gate room. After
Chimpy Charging the gate open and killing the Klump, get the coin behind the oil
drum on your left (6). Now Chimpy Charge the green LO switch, which opens a gate
above and slows down the conveyer belts. Quickly slam the Diddy switch again and
start jumping up the conveyer belts. Be careful not to fall into the gap between
the belts and the wall. At the end, jump into the box thing, then head forward
and get the banana bunch (65). Drop down and you'll land in a mine cart, which
goes through the tunnel ahead.

This is the first of the three mine cart races you'll have to complete in the
game. Squawks explains that you need to collect 50 coins to win a Golden
Banana. Hold the control stick up/down to speed up/slow down the mine cart,
press A to jump, and hold the control stick left/right to lean to the side. This
lets you get some of the coins. If you hit an enemy, a wall, or any type of
obstacle, you'll lose three coins. Get the four coins at the start (4), then
prepare for a Krash to come. Jump when he swings his club to avoid getting hit,
getting the coin above (5). After another coin (6), lean to the side to get
three more (9). Now you'll quickly speed up as you go down. You'll get some
coins (14) before reaching a flame area. Slow down in front of the flames, then
speed up before they come back. Get the coins along the way (18).

After the door opens, get a few more coins before encountering a Krash (21)
Your coin total should be (25) before you see a Kaboom on a ledge. Slow down in
front of it to let it drop and explode, then speed up. Get some coins (28) and
pull the lever on your right. This lets you take the path with the most coins
(35).

In the next room, you'll find a giant crocodile head. Slow down in front of it,
then speed up before its mouth closes. Get the coins along the way to its mouth
(38). Now it's time to speed through the crocodile, getting the coins along the
way (40). Next up are some Kabooms. Slow down and speed up like before, getting
the coins on the sides (42). After the third Kaboom, jump for a coin (43). Now
lean for a couple coins (45) before taking a drop down. Get the coins as you
head through the tunnel (55). I'll stop numbering now that you have enough, but
continue to collect coins in case you get hit. Next up are some TNT barrels on
carts. Slow down when one is in front of you and speed up when one is chasing
you from behind. The purple crocodile opens automatically. There are a bunch of
coins for you as you head through its mouth. After that you'll need to get past
more TNT barrels, followed by a path where you'll encounter two levers. Ignore
both, as they open paths will less coins. This is the end. Head through the last
tunnel and Squawks will come to give you your GOLDEN BANANA (4).

You appear in the area where you shot the last coconut switch. First, climb the
two trees in this area to get two banana bunches (75). That gives you a BANANA
MEDAL (2).

Cross the river and head to the start. Climb the two trees by the Tag Barrel for
another two banana bunches (85), then switch to Donkey Kong and go back to the
area where the mine cart ended. Climb the second tree and swing across the vines
to DK's last banana bunch (100). Nice, DK's all cleared out for this level. Head
through the Troff n' Scoff Portal.

Troff, the fat ass pig, will explain that he wants to help you by opening the
door, but he's too fat to reach the key. This room has ramps on either side and
a Tag Barrel by the left ramp. Go up the ramp to find a banana pad. If you stand
on it, you can feed Scoff, the hippo. He'll gain weight and push down the pad,
boosting Troff high enough to open the door. Go up the ramp and stand on the
banana pad. Feed Scoff 60 bananas. Troff will open the door and the door will
show DK's face, meaning Donkey is the one who has to go in. Head forward and
prepare yourself...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                Boss - Armydillo
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                              Difficulty : 1.5/10

This is your first boss, and it's actually tougher than the second boss since
you have two melons with the second. Armydillo, a giant armored armadillo, will
roll forward to face Donkey in the rainy area. He unrolls himself to show his
face and brings out his cannons, then hides behind his shell. The battle
commences.

Armydillo will shoot fireballs from his cannons. If you change direction each
time he fires a shot, you won't get hit. However, you have to wait a split
second after the fireball hits the ground or you'll run right into it. After a
couple fireballs, Armydillo will bring his face out and start cackling like a
moron. In front of his face is a pad with a TNT barrel. Pick it up by pressing B
, then press B again to throw it at him, electrocuting the monster.

The boss rolls himself up again and tries to run you over. If you keep moving,
throw in the occasional long jump for good measure, you should be fine. Keep
your movement pattern irregular, as he is about as fast as you are. Once he's
done rolling, he'll go back to the center and begin shooting fireballs again.
The shots are much faster this time, so you have to change direction every two
shots this time. When he taunts you, throw a TNT barrel at his face.

Avoid his rolling again. Keep running around the place. If he's close to you, do
a long jump to get away. Now you have to dodge even more fireballs. Change
direction after every two shots, not one. After a long time of shooting, he'll
taunt you. Throw one last TNT barrel at his face to destroy his cannons. The
coward will run off in fear due to the loss of his cannons, despite the fact
that he's about twenty times larger than DK. He also drops your first BOSS KEY
(1).

Squawks will exclaim that that is one of the keys to K. Lumsey's cage! After you
pick it up, you automatically exit.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Donkey reappears outside the Troff n' Scoff Portal, which disappears. Drop down
and head to the start, then switch to Diddy Kong.

We're going to leave as Diddy, getting the last items along the way. Head
through the tunnel that leads to the very start. In the middle, you should see a
huge cage. Shoot the two peanut switches on the sides of the cage to open it.
Take out the giant Gnawty, then collect the coins (9) and shoot the banana
balloon (95). Finally, get the GOLDEN BANANA (5).

Leave the little room and continue through the tunnel to the very start. Head
back to the DK Portal and leave the world, getting the last five bananas along
the way (100).

==========================----------------------------==========================
|                         +--------------------------+                         |
|            4g           | %%%%%%  DK Isle  %%%%%%% |         ISLE03          |
|                         +--------------------------+                         |
--------------------------============================--------------------------

Leave the Jungle Japes Lobby. Swim across the ocean to Krocodile Isle and go in
K. Lumsey's cage.

==========================----------------------------==========================
|                         +--------------------------+                         |
|            4h           | %%% K. Lumsy's Cave %%%% |         LUMSY2          |
|                         +--------------------------+                         |
--------------------------============================--------------------------

Go forward and the key will automatically open the first lock. Despite the fact
that Donkey defeated the boss, Diddy can still return the key. K. Lumsey's
second earthquake destroys the stone door blocking the Aztec building by
Bananaport #2. Leave the cave.

==========================----------------------------==========================
|                         +--------------------------+                         |
|            4i           | %%%%%%  DK Isle  %%%%%%% |         ISLE04          |
|                         +--------------------------+                         |
--------------------------============================--------------------------

Take Bananaport #1 back to the start, then take #2 to the building. Go inside.

Head forward. The Tag Barrel is in the center of the room, but we're actually
going to start the level with Diddy Kong. Head up the stairs and make B. Locker
leave, since he only needs 5 Golden Bananas, then enter the second level.

==========================----------------------------==========================
|                         +--------------------------+                         |
|            4j           | %%%%  Angry Aztec  %%%%% |         AZTEC1          |
|                         +--------------------------+                         |
--------------------------============================--------------------------

Moves      - Bongo Blast, Guitar Gazump, Saxophone Slam, Trombone Tremor, Strong
             Kong, Rocketbarrel Boost, Mini-Monkey, Orangstand
Difficulty - 4/10
Enemies    - Kritter, Zinger, Klaptrap, Shuri, Klump, Klobber, Kaboom

The king is quite disappointed that Armydillo failed to burn Donkey Kong to a
crisp. The boss attempts to apologize for his failure, but K. Rool rages out on
Armydillo and threatens him to the point of making him faint.

Head forward and the start and swing across the vines. Now is the time to warn
you that this level is filled with quicksand. If you fall into it, you'll move
very slowly and you'll lose health. Activate BANANAPORT #1, then continue past
the Kritter and swing across more quicksand.

Avoid the Kritter and Zinger, then head out of the tunnel to an open area. A
cut-scene shows that a llama is trapped in a cage. We can't do anything about it
right now, so head forward and activate BANANAPORT #1. Swing aross the vines on
your left and enter Candy's Shop.

Candy Kong, DK's girlfriend, will sell you an electric guitar for three coins
(6). Hold Z and press up C to play the instrument, which basically nukes all
enemies in the current area. This also uses up one energy point, however, and
you can't play your instrument if you have no energy. If you play it on a
corresponding Music Pad, something will happen and you won't lose any energy.
Oh yeah, buying the guitar also gives you an extra melon. Hooray, eight units of
life!

Swing back across the quicksand and head left. Activate BANANPORT #2 and get
the coins around it (11), plus the banana bunch and the banana balloon above
(15).

Head up the stairs and go to the left side of the temple. Shoot the peanut
switch to open the door, allowing you to go inside the temple.

Tiny Kong begs for help from inside her cage. We're on the path to freeing her,
so head over to the side of the room, where you'll find a Diddy switch. Slam it
to make a bunch of monkey tongues come out. Jump up them (be careful, the
tongues will go back in after a while), getting the bananas (18). When you reach
the top, look over to the other side of the room. Very carefully cross the new
monkey tongue bridge, getting the three banana bunches (33). At the end, jump
into the alcove and get the coin (12), then play your instrument on the Music
Pad. The frozen lake below melts. Drop down and dive underwater, then swim
through the tunnel. Get the bananas (36), then take the right path, grabbing
four more bananas (40). Head over to Tiny's cage and get the coins next to it
(17), then Chimpy Charge the Diddy button. A bunch of ledges will raise under
the KONG letters in the room (K and O are in the back, while N and G are on the
left). Chipmy Charge K, O, N, then G to free Tiny Kong. Head in her cage to get
a GOLDEN BANANA (1).

Go out of this room and swim back to the temple entrance, then leave the temple.

Head forward and over to the middle of the area, where you need to jump
quicksand to reach the Tag Barrel. Turn the camera so you can see the llama
cage, then climb the tree lined up with the cage. Swing across the vines to the
top of the cage, where you should play guitar on the Music Pad, opening up a
nearby door. Drop off the cage and over to the door you opened. Head through
the path, collecting bananas (45). Ignore the Kasplat and Zingers and go right.
Very, very carefully cross the winding bridge over to Cranky's Activate
BANANAPORT #3 and go in the lab.

Pay five coins to learn the next super special move (12). Jump into a barrel
with Diddy's face on it to use a jetpac and fly high. Hold A to thrust and use
the control stick to move. Hold Z to hover and press B to fire your popguns.
However, the move only lasts for as long as your Crystal Coconuts do. You can
finally pick up those damned crystal things all over the place.

Go back across the narrow bridge and continue through the tunnel. When you reach
the trio of Klaptraps, head left and get the four coins around the cage (16).
Now contiune to the end of the tunnel to the second main area. First, activate
BANANAPORTS 2-4.

Go up the stairs on your left and get the bananas (48), then jump into the Diddy
barrel. Prepare for some action. In the middle of the area you'll see a giant
totem pole. Fly through the ring at the top of the totem pole three times,
getting the banana bunch (53). It's a bit tricky, but you'll get the hang of the
controls soon enough. Remember to use the Z button to break. Once you've flown
through it three times, Necky the vulture will be freed in another place. He'll
fly over to where the Diddy barrel is, so fly back. He'll challenge you to a
little flying course.

The object is to fly around the area with Necky through a bunch of rings that
appear. Remember to stay lined up with him. You need to fly through the rings or
the game will interpret it as you still being behind the ring you missed. If you
fall behind too far, you'll have to start over. Z is your friend. It's basically
a break, which is great for lining yourself up with the rings. Tap A a few times
when you want to go lower. You need to hold A to move, but A also makes you go
higher, so just tap it instead of holding it. You get unlimited Crystal Coconuts
, fortunately. The course only goes about halfway around the area, so you
shouldn't have much trouble. Once you're done, a GOLDEN BANANA will appear at
the top of the ring. Fly through the ring and get it (2).

Turn around and fly past the jetbarrel. You should see a raised platform with
some stairs. Land there and kill the Kritter, then get the bananas on the stairs
(56). Chimpy Charge the four gongs to make a giant tower raise. On top of it is
a Golden Banana. First, climb the three trees around this area to get some
banana bunches (71). Head out of the tower area and climb the tree. What you
want to do now is get back to the Diddy barrel platform. Use the cartwheel
attack to roll off the tree, then jump and press B again and you should make it.
Jump into the barrel and fly to the top of the tower for a GOLDEN BANANA (3).

A saxophone pad appears below the tower. Hop down and use the tree to make it
back to the Diddy barrel again. Collect some Crystal Coconuts, then jump in and
fly in the direction you had to fly for the vulture course. When you make it to
a temple, get the banana bunch on top of it (76) but don't actually land. You'll
get a BANANA MEDAL (1).

Now contiune flying, but not the way you went for the flying course. Head
forward to another temple and land on the roof. Grab some Crystal Coconuts, then
slam the Diddy switch. This activates the totem pole, who says ,"feed me!" Drop
off the roof and carefully cross the narrow bridge on the quicksand. Go left and
hop the quicksand. Continue over to the Diddy barrel and take flight AGAIN. Line
yourself up with the mouth of the totem pole and hold Z. Press B when its mouth
faces you to fire a peanut into its mouth. As you feed it more peanuts, it spins
faster and faster. Once it's had enough, five switches appear above the doors of
the temple with the Diddy switch. Land over near the temple, which I will now
call the five-doored temple, then cross the narrow bridge, avoiding the Zinger's
bombs. Go to the left side of the temple and grab the bananas on the stairs
(80). Behind the temple you'll find a pair of headphones and a ton of Crystal
Coconuts. Go back to the front and shoot the bottom door on the right to open
it, then head inside.

I'm going to make a handy dandy map of the place:

            +-----+                 +-----+
            |__G__|                 |  C  |
            |_____|                 |K K K|
            |     +-----+-----+-----+     |
            |           [  P  ]       B   |
            +-----------+     +-----------+
   +-----+              |_____|
   |  C  |              |_____|
   |     +---+-----+----+     |
   |         [  P  ]          |
   +---------+     +----------+
             |START|
             +-----+

Legend:

P - Peanut Switch  C - Banana Bunch Coin  G - Golden Banana   K - Klobber
[ - Openable door  _ - Stairs             B - Banana Balloon

Hit the peanut switch at the start and take the left path. Kill the bad guys
until you reach the dead end, where you'll find a coin (17). Head back to the
start and take the right path. Contiune around the corner to a Kritter, where
you'll need to shoot another switch. Take the right path and shoot the balloon
(90), then continue to three Klobbers. Take them out with oranges and snag the
coin (18). Go back and take the head left this time. Kill the Klump and continue
to the GOLDEN BANANA (4).

After you grab the Golden Banana, a timer starts and a crosshair appears. If you
don't get out within the time limit, you'll get shot. Typical. Follow the map
out of the temple.

Cross the narrow bridge again and take a left to the Bananaports. Use Bananaport
#2 to return to the first area.

Turn around and climb the only tree to find a Diddy barrel. Use it to fly up to
the roof of the temple. Wait for it to do a shockwave, then on the dome. This is
tricky. Mash the B button before it has a chance to knock you off the roof. When
it's dead, collect the BLUEPRINT (1). If you have trouble, you can land on the
part below the dome and use the guitar gazump, then use the jetbarrel to reach
the dome and wait for the Kasplat to regenerate. Use Bananaport #2 to go back to
the second area.

Head to the Diddy barrel on your left, then roll jump to the land across the
quicksand (not the tower area). Go up the stairs on your left, where you'll find
a Tag Barrel. Before you switch, head over to Snide's HQ and exchange the
blueprint for a GOLDEN BANANA (5). Now switch to Donkey Kong. Get the three
coins (15) and the bananas on the stairs (3). From the foot of the stairs, make
a left over to a small area where you'll find BANANAPORT #5.

Climb the nearby tree and swing across the vines. Drop off the tree and head
over to the five-doored temple. Shoot the coconut switch above the left door
after crossing the bridge. I'll provide another map:

                      +-----+
+-----+               |__G__|
|K K K|               |_____|
|     +----+----------+     |
|          [  S  ]          |
+----------+C   C+----------+
           |_____|              +-----+
           |_____|              |K K K|
           |     +---+-----+----+     |
           |         [  S  ]          |
           +---------+     +----------+
                     |START|
                     +-----+

Legend:

S - Coconut Switch  C - Banana Bunch Coin  G - Golden Banana
[ - Openable door   _ - Stairs             K - Kaboom

Shoot the switch at the start and go left. The purple Klaptraps can only be
killed by oranges. Go up the stairs and shoot another switch, getting the two
coins (17). Take the right path to the end, where you'll find the GOLDEN BANANA
(1). Follow the map out of the temple before the crosshair shoots you.

Cross the bridge over the quicksand again, then make a left. After jumping the
quicksand, head forward to another temple. Press Z while standing on the DK pad
for your second barrel blasting course.

Shoot into the first barrel and you'll automatically be blasted through several
more. Shoot through a couple more barrels and you'll be auto-blasted again.
Shoot through two more barrels, then blast yourself through the DK star.

The llama in the first area is freed. He leaves the cage, dropping a Golden
Banana. A coconut switch appears in front of the door ahead of you. We're not
going in just yet. For now, get the bananas on the stairs (7) and go to the back
to shoot a banana balloon (17). Go back down the stairs and head left to the
Bananaports. Take Bananaport #3 and enter Cranky's lab.

For five coins (12), Cranky will give you your next move, the Strong Kong. Jump
into a barrel with Donkey's face on it to become invincible for as long as your
Crystal Coconuts last. You can cancel the move by holding Z and pressing left C.

After you're out of the lab, start crossing the bridge. Floating above the
bridge are two banana balloons (37). At the end of the bridge, head left to the
first area. Go over to the Tag Barrel and climb the three trees on the island
for banana bunches (52). Use the vines to swing over to the llama cage, then
drop down and grab the GOLDEN BANANA (2).

Get the three bananas on the stairs (55) plus the coins (14), then head over to
the tunnel that leads to the DK Portal. It's on the side of the area with
Candy's shop. Head through the tunnel and, just before the first quicksand pool,
look on your right. Shoot the two coconut switches to open the door in front of
you. Jump into the Strong Kong barrel and head into the quicksand. Go to the
back to find two banana bunches (65), then head to the left side of the bridge
thing in the middle. Grab the coins (17), then mash B to kill the Kasplat in the
middle. Get the BLUEPRINT (1) and leave.

Head back to the first main area. Cross the vines on your left and go into
Candy's store. Pay three coins (14) to get the Bongo Blast, DK's instrument.
Swing back across the vines and use Bananaport #2 to get to the second area.

Make a right and head to the llama temple. Shoot the coconut switch above the
door and head inside.

The llama temple has its own set of Bananaports. Lanky Kong will cry for help
from his cage. Go down the stairs on your left and notice an alcove on the right
side of the room. Get the bananas on the stairs in the alcove (68), then kill
the Klaptrap and get the coins (19). Play your bongos on the pad to wake the
llama up, who spits into the lava lake to cool it off. A gate under a pipe also
opens. Jump into the water and dive under. Swim through the gate under the pipe
to find Lanky's cage. Shoot the coconut switch to free him, then grab the GOLDEN
BANANA (3).

Swim back out and head back to the stairs leading to the Bongo pad. Head over to
the stairs leading to the exit. Under them you'll find BANANAPORT #1 and
BANANPORT #2 on either side.

Continue past the Bongo pad alcove and get the bananas on the stairs (71). Look
to your right and you'll see a Donkey switch. Simian slam it to open a door in
the quicksand outside. Continue and backflip up the gigantic steps, getting the
bananas (74). Here you'll find the second BANANAPORT #1.

Keep going and head down some stairs with bananas (77). That gives you a BANANA
MEDAL (2). Continue down a set of stairs with three bananas (80), then go up the
stairs at the start and leave the temple.

Head right and jump the quicksand. Go past the five-door temple and activate
BANANAPORT #4 in front of Funky's Armory.

Climb the nearby tree and swing across the quicksand. Go over to Bananaport #5
and jump in the Strong Kong barrel. Head through the door in the quicksand you
opened and follow the quicksand trail. Along the way, collect the final banana
bunches (100). On the land at the end, you'll see a floating barrel with a
picture of a Golden Banana. These are called bonus barrels. Jump into it and you
get to play a bonus game.

+=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Stealthy Snoop | Difficulty : 4/10                                           |
+~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| Stealthy Snoop is a mini-game that I found to be hell on my first time       |
| through. My sense of direction has drastically improved, so its pretty easy  |
| now. The object is to reach the checkerd flag within 50 seconds. There's a   |
| catch, however. Not only are you in a maze, but there are also security      |
| guards in the maze. If you get caught by the light emitted from their        |
| flashlights, you have to start over. I'll provide a map to make your life    |
| easier:                                                                      |
|                                                                              |
|                    +----+                                                    |
|                    |####|                                                    |
|                    |    |                                                    |
| +------------------+    |                                                    |
| |  G         G       G  |                                                    |
| |    +----+    +--------+                                                    |
| |    |    |    |                                                             |
| +----+    |    |     +----+                                                  |
|           |    |     |    |                                                  |
| +---------+    +-----+    |                                                  |
| |           G      G      |                                                  |
| |    +--------------------+                                                  |
| |    |                                                                       |
| |    |                                                                       |
| | ST |                                                                       |
| +----+                                                                       |
|                                                                              |
| The G's indicate security guards, ST means start, and #### is the end. So    |
| head forward, make a right, then take the upper path, then go right and head |
| around the corner to the flag. Remember, the guards are your real enemy, not |
| the time limit, so be patient. To sneak past a guard, you want to wait until |
| its light only covers half of the path. That gives you the best chance of    |
| getting past. I recommend you use the roll (Z+B) to speed past before they   |
| have a chance to redirect their flashlight.                                  |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

Once you win, the bonus barrel breaks and you get a GOLDEN BANANA (4).

Bananaport #5 appears by the barrel. Use the Strong Kong to make it out of the
tunnel and take the right path. Head over to the Tag Barrel and go down the
stairs. Exchange your blueprint with Snide for a GOLDEN BANANA (5). Now switch
to Tiny Kong.

Squawks will greet Tiny and tell her there are five Golden Bananas for her to
find. We have crap to buy before we can actually do anything with Tiny, so go
down the stairs and head to Bananaport #5. Grab the banana bunch (5) and the
coins (5), then swing across the quicksand. Drop down to your left and go into
Funky's shop.

Purchase the feather bow for three coins (2) and leave the shop. Use Bananaport
#4.

Turn around and start heading through the tunnel that leads to the first area.
Get the banans along the way (10). Avoid the Klaptraps and continue collecting
bananas (15). Go over to your right and get the three coins near the Chunky
Kong barrel (5), then defeat the Kasplat in this room for a BLUEPRINT (1).

Cross the narrow bridge leading to Cranky Kong's lab and go in to pay three
coins for the Mini-Monkey (2). Jump into a barrel with Tiny's face on it and she
will become super small. This allows you to fit into tiny holes and bounce on
mushrooms.

Cross the narrow bridge again and continue to the end of the tunnel where you'll
reach the first main area. Go over to the Tag Barrel and collect the coins (6).
Swing across the vine to Candy's and buy the Saxophone Slam (4).

Once out of the shop, swing back across the vine and head over to the temple in
this area. Go to the right side and shoot the feather switch, then head inside.

Head to the upper-right corner of the room and jump in the Tiny barrel to become
tiny. Now dive down under the lake and look around the bottom. When you find a
tiny hole, swim through it, grabbing the bananas (20). In this next room, go to
the back to open a door. Klaptraps will start attacking you, so keep smacking
them. You can stand at the front of the door and mash B. When they're all gone,
you'll win a GOLDEN BANANA (1).

Swim back through the tiny hole and deactivate the Mini-Monkey (Z+left C). Now
swim down the big path that leads to Tiny's cage. Before you swim to the cage,
go through the tunnel directly ahead to reach a room with a pillar. You'll find
four coins here (7). Now swim to Tiny's cage. Equip your feather bow and shoot
the two balloons in here (40). Swim back to the temple and leave, then use
Bananaport #2.

Head left to the Diddy barrel, then jump over to the tower. Grab the banana
bunch next to the stairs (45) and jump into the Tiny barrel. Go up the stairs
and play your saxophone on the pad to make Squawks carry you to the tower top
and drop you through a tiny hole.

You'll meet a beetle dude, who is here to race you to the bottom of his slide.
If you manage to beat him and collect 50 coins, you'll win his Golden Banana. At
the start, kick the beetle and head forward. Use the control stick to slow down
and speed up (which is useful because there are parts where there are no ledges
to protect you and you can fall off the slide. Collect the coins before the
checkered flag (3), then start sliding. Grab some coins as you head down (8),
then slow down so you don't fall off the slide. Get some more coins (12), then
take the right path for more coins (19). Get all the coins as you head through
the tunnel (23), then get some more coins as you head down the slope, jumping
for the last one (28).

Slow down at the next part where there's no ledge, then jump for a coin and take
the left path for the most coins (33). Slow down a couple times, getting two
coins before a fork (35). Take the left path for coins (39), then head throguh
antoher tunnel, getting coins as you go through it (46). Continue down the slide
, collecting some coins until you reach fifty. Continue collecting coins when
it's convenient, but focus more on speed now. Your goal is to beat the beetle
now that you have 50 coins. After a a section with no ledge, you'll come to the
end of the race, where there's a ton of coins for backup. If the beetle is
breathing down your neck, be aggressive and kick it along the way to the finish.
Throw in some slides (Z+B) to get there first. Once you win, you'll earn a
GOLDEN BANANA (2).

You appear at the bottom of the tower. Head over to the Tag Barrel up the stairs
, then go to Snide's and exchange the blueprint for a GOLDEN BANANA (3).

Continue past the Tag Barrel over to the quicksand door. Climb the tree and
swing across the vines, then head forward to the 5-door temple. Get the banans
on the path leading to the temple (50), then climb all five trees around the
temple. Remember that there's quicksand below, so you'll have to be careful.
Atop all five trees you'll find banana bunches (75). That gives you a BANANA
MEDAL (3).

We're actually going to skip Tiny's 5-door temple Golden Banana and leave it for
the next trip. The reason for this is that there's a Banana Fairy in there, but
we don't have the camera yet. Cross the bridge again and head left. Jump the
quick sand and climb the stairs to the llama temple. Go to the back and shoot
the feather switch, then head inside.

Run down the stairs then go down the stairs past the Bongo pad. Backflip up the
giant steps and go past the Bananaport and down another set of large steps. In
an alcove on the side, you'll see a sparkling fairy flying around. This is a
Banana Fairy, but we have to "capture" it using a camera that we don't have yet.
Get the three bananas (78), then hop into the Tiny barrel and go through the
small pipe. Deactivate the move ASAP and get the other two bananas (80). Ignore
the Kasplat and activate Banaport #2, then slam the Tiny switch.

A bunch of ledges in the lava will raise. Hop across them (be very careful, it's
easy to die in this room) and slam the Tiny switch at the end, getting the
banana bunch (85), creating another set of platforms. You need to jump across
the original set plus the new ones. Slam a final Tiny switch, getting the
banana bunch (90). Head across the final ledges to the GOLDEN BANANA (4).

Leap back across the ledges, then use the Tiny barrel to get back through the
pipe. Go directly across from here and you should see the llama lying down. Jump
to his platform and go into first person with your shooter. Above the lake,
you'll find a balloon floating around (100). Okay, head across the pool and back
up the entrance stairs to leave.

Head down the stairs and go right. Jump the quicksand and use the Tag Barrel
near the five door temple to switch to Lanky Kong. Squawks will tell you there
are five Golden Bananas for Lanky to find.

Turn around and go over to Funky's shop. Get the five coins around Bananaport #5
(5), then go in the armory to buy the grape shooter (2).

Once out of the armory, cross the bridge leading to the five door temple. Use
the stairs on the side to get to the second level, then shoot the grape switch
to open the door.

       +----+-----+----+
       |____[__S__]    |
       |    +_____+    |
 +-----+----+     +----+-----+
 |             B             |
 +     +---------------+     +
 |_____|               |_____|
 |_____|               |_____|
 |     +----+-----+----+     |
 |          [  S  ]          |
 +----------+     +----------+
            |START|
            +-----+

Legend:

S - Grape Switch    C - Banana Bunch Coin  G - Golden Banana  B - Banana Balloon
[ - Openable door   _ - Stairs             K - Kaboom

Shoot the grape switch at the start and take either path. Go up the stairs and
shoot the balloon in this hallway (10) after taking care of the Klump. Shoot the
grape switch up the stairs in the middle and take the right path. Head around
the corner, kill the Klump, then jump into the Bonus Barrel around the corner.

+=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Big Bug Bash | Difficulty : 2/10                                             |
+~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~-+
| You actually control a fly swatter in this mini-game. Use the joystick to    |
| move it around the barrel and press A to swat. The object is to kill four    |
| flies in 60 seconds. They are fast as hell, so you'll have to lead your      |
| shots and move the swatter irregularly. I recommend staying close to the     |
| center and moving your swatter in crazy directions. Once your hit counter    |
| reaches zero, you'll win!                                                    |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

Take your GOLDEN BANANA (1) and get the **** out before the laser kills you. Use
the map to find your way out of the place.

Cross the bridge over to the Tag Barrel and head left. Jump the quicksand and
pass the llama temple, then use Bananaport #3 to appear by Cranky's lab.

Get the banana bunch (15) and the coins by the Troff n' Scoff portal (6), then
go in the lab to purchase the Orangstand for three coins (3). Hold Z and press B
to make Lanky do a handstand. Continue holding Z and move the control stick to
walk around on your hands, letting you get up steep slopes.

Very carefully make your way across the winding bridge, getting the bananas
(20). Make a left at the end and head into the first area. Swing over to Candy's
shop and go inside to buy the Trombone Tremor (0).

Swing back across and go over to the temple with the scary face. Shoot the grape
switch on the right side and head inside.

Head to the corner on your left at the start for three coins (3), then dive
underwater. Swim through the first tunnel and then the next tunnel dead ahead,
getting the bananas (23). Swim around the pillar thing in this room for some
bananas (29). Backflip to the top of the pillar and grab the banana bunch (34),
then slam the switch to make a vulture carrying a Golden Banana appear. Take out
your shooter and press up C. What you have to do is shoot it five times with
grapes to shrink it. Lead your shots so that you don't miss. Eventually, it will
be too small to carry your prize, so it drops the GOLDEN BANANA (2).

Once you collect it, the water drains. Head behind the pillar and press Z on the
Battle Arena Pad.

+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Battle Arena #2 - Kritter Karnage | Difficulty : 1.5/10                      |
+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| You need to survive three Kritters for 30 seconds. The technique described   |
| in the last arena doesn't work. I recommend standing near the edge of the    |
| arena, then moving towards the pack of Kremlings and pressing B. Since Lanky |
| stretches his arms really far in a circular motion, all the enemies will be  |
| killed. Repeat this technique until the 30 seconds are up, then backflip to  |
| the BATTLE ARENA CROWN (1).                                                  |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

Head back out of this room and swim to the main temple area, then leave. Take
Bananaport #2 to the second area.

Head left and long jump from the Diddy barrel platform to the tower. Climb the
tree for a banana bunch (39). Head up the stairs to the Tag Barrel, then down
the stairs on the right. Turn around and climb the tree for another banana bunch
(44). Continue and climb the tree near the quicksand river to swing across some
vines. Climb the tree near the bridge to the five door temple for a third
banana bunch (49). Climb another tree just past the quicksand gap for a banana
bunch (54), then climb the nearby tree for the last banana bunch (59). Head up
the stairs to the llama temple and shoot the grape switch on the left side, then
head into the temple.

Go down the stairs on BOTH sides of the entrance for bananas (65). Now go to
Bananaport #1, where you'll find a banana bunch (70). Opposite this is
Bananaport #2, which you should take to reach the lava room. Kill the Kasplat
for a BLUEPRINT (1), then warp back to the start. Use Bananaport #1 to reach the
Tag Barrel.

Shoot the grape switch next to the door to open a new room. Kill both Kritters
to make vines appear on either side of the room. Swing across both of them
(don't actually jump from the last vine) to get a banana bunch (75) and two
coins (5). That gives you a BANANA MEDAL (4).

Swing back and slam the Lanky switch. A "door" opens on the other side of the
room to reveal a bunch of monkey faces. If you shoot one with your grape shooter
, it will make a stupid noise. Hit two in a row with the same noise and they'll
start spinning. I'll make a little ASCII diagram:

+---+---+---+---+
| 5 | 2 | 7 | 6 |
+---+---+---+---+
| 8 | 1 | 4 | 7 |
+---+---+---+---+
| 4 | 8 | 3 | 3 |
+---+---+---+---+
| 5 | 1 | 2 | 6 |
+---+---+---+---+


The squares with corresponding numbers are matching pairs of noises. Once all
the heads are spinning, you'll earn a GOLDDEN BANANA (3).

Leave this room and head down the giant steps on your right. Go past the small
pipe you went through as Tiny. Next to the pool is an alcove that has a trombone
pad. Play your instrument on it and pipes will raise to a Bonus Barrel above the
pool. Use the Orangstand to reach the top of the pipes, then jump into the
barrel.

+=~=~=~=~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Teetering Turtle Trouble | Difficulty : 2/10                                 |
+~=~=~=~=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| For once, the goal is to survive the time limit, rather than beat the time   |
| limit. There are six snakes spinning turtles, three per row. Use the control |
| stick to aim at them and press A to fire watermelons into their mouths. If   |
| you don't feed one snake long enough, it will stop spinning its turtle and   |
| you'll lose. You only have five shots, but you can reload by "firing" at the |
| watermelon button in the middle. This mini-game can give you hell if you     |
| don't know how to do it, but fortunately, it's easy as pie once you figure   |
| it out. Simply shoot the top left snake, the top middle, top right, bottom   |
| left, bottom middle, reload, bottom right, and so on. If you continue this   |
| pattern (the snakes will yell ,"Help!" when they're hungry, but that's okay) |
| , you'll survive the time limit with no problem.                             |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

And the bonus barrel breaks, and you win another GOLDEN BANANA (4).

Dive into the water and swim through the tunnel to Lanky's cage. There are two
banana ballons in here for you to shoot (95). Swim back through and leave the
temple.

Go right and climb the tree near Funky's. Swing across the quicksand, drop off
the tree, then head up the stairs leading to the Tag Barrel. Go to Snide's HQ
and exchange your blueprint for Lanky's last GOLDEN BANANA (5), then go back and
switch to Diddy Kong.

Turn around and head to the tree that lets you cross the giant quicksand river.
Take Bananaport #5 to where DK played Stealthy Snoop.

There's a red balloon hovering above the quicksand here, so shoot it to get
Diddy's last bananas (100). Warp back to Bananaport #5 and go into the Troff n'
Scoff Portal.

Switch to Donkey and have him feed all of his bananas to Scoff. Switch back to
Diddy and have him feed 20 bananas, opening the door. Diddy's face is on it, so
head forward and prepare for the second boss fight.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                 Boss - Dogadon
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                               Difficulty : 1/10

Oddly enough, I actually find this boss battle to be less difficult than the
first, since you have two melons. A baby dragonfly-like creature, called a
Dogadon, flies by Diddy. Diddy easily squishes it into the ground, but then, the
parent, who is much larger, appears, scaring Diddy and starting the battle.

The Dogadon will begin by spitting fireballs at you. They emit a small shocwkave
, so there is a split second in which you can be hit even after the actual blast
is over. Run in a sort of circle (not exactly, but roughly) and you shouldn't
have much trouble avoiding the fireballs. The dogadon will now sit down to rest.
Throw a TNT barrel at it, knocking it into the lava. The beast flies back up and
cools itself down.

This time, the boss will spit fireballs from two corners. Use the same zig-zaggy
circling technique, keeping your movement irregular, and you should have no
problems avoiding the fireballs. When the dogadon sits down, throw another TNT
barrel at it, knocking it into the fiery inferno below once more.

The dogadon will spit fireballs from three corners, forcing you to dodge for a
while. If you use the same technique, you shouldn't have trouble. When the
dogadon takes its final rest, throw one more TNT barrel at it to knock it into
the lava for good. You are, of course, awarded a BOSS KEY (2).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Head past the portal and go up the stairs to the Tag Barrel. Switch to Lanky,
and climb the tree just down the stairs. Press B, then A, then B to make it to
the Diddy barrel, then use Bananaport #2 to return to the first area.

Go to the tunnel by Candy's that leads to the DK Portal. Go through the tunnel,
getting the last five bananas (100). Swing across the quicksand, avoid the
Zinger and the Kritter, then swing across the second quicksand pool and leave
the level.

==========================----------------------------==========================
|                         +--------------------------+                         |
|            4k           | %%%%%%  DK Isle  %%%%%%% |         ISLE05          |
|                         +--------------------------+                         |
--------------------------============================--------------------------

Leave the Angry Aztec lobby. Warp to the bottom of DK Isle, then use Bananaport
#1 to reach K. Lumsey's island. First, head to the back of the island where
you'll find a grape switch. Shoot it with your shooter to open a cage with a
GOLDEN BANANA (1). Now head inside the cave.

==========================----------------------------==========================
|                         +--------------------------+                         |
|            4l           | %%% K. Lumsy's Cave %%%% |         LUMSY3          |
|                         +--------------------------+                         |
--------------------------============================--------------------------

Give K. Lumsy the second key to open another lock. His third performance will
open two worlds for you. First, it opens a gate in the water on the base of K.
Rool's ship. It also raises a ledge on the ship, letting you reach new areas of
Krocodile Isle. A door near the middle height-wise of Krocodile Isle opens.
Leave the cave.

==========================----------------------------==========================
|                         +--------------------------+                         |
|            4m           | %%%%%%  DK Isle  %%%%%%% |         ISLE06          |
|                         +--------------------------+                         |
--------------------------============================--------------------------

Warp back to DK Isle and switch to Tiny Kong. Use Bananaport #5 to reach Banana
Fairy Island, then head to the back of the island. Shoot the feather switch to
open a cage with a GOLDEN BANANA (1).

Go to the front of the island and jump into the Tiny barrel. Head inside the
tiny "mouth" of the woman's head.

==========================----------------------------==========================
|                    +------------------------------------+                    |
|            4n      | %%%  Banana Fairy Throne Room  %%% |       FAIRY1       |
|                    +------------------------------------+                    |
--------------------------============================--------------------------

You'll meet the Banana Fairy Queen, who is crying in her throne. Unfortunately,
her fairies have been scared off by a huge tremor. She wants you to help her
find them. Tiny calms the queen down and explains that she and her friends will
look out for them on their adventure. The queen explaisnt that you need to trap
Banana Fairies in banana skin photographs. She gives you her magical camera,
which already has some film. To use it, hold Z and press down C. Move the
control stick around and press B to take a picture. However, the "crosshair" in
the middle must be on the fairy so the smiley face is green if you want the
picture to actually work. You can start collecting Banana Fairy Film now.

The queen also gives you a shockwave attack. It uses up one Crystal Coconut, but
it's worth it. Hold B and sparks will fly around you. Once there are enough
sparks, let go of the B button and your Kong will do a quick shockwave. This is
a really powerful attack capable of destroying Kasplats and Koshas in one hit.
Leave the queen's throne room.

==========================----------------------------==========================
|                         +--------------------------+                         |
|            4o           | %%%%%%  DK Isle  %%%%%%% |         ISLE07          |
|                         +--------------------------+                         |
--------------------------============================--------------------------

Before warping, go to the right side of the island (assuming you're faincg the
front). Look around for a green island nearby and swim over to it, where you'll
find a tree. Notice a change in music. This tune indicates a fairy is nearby.
Take out your camera and look up, then photograph your very first BANANA FAIRY
(1).

The Banana Fairy increases your maximum Crystal Coconut count to 21 and refills
your other items. Swim back to Banana Fairy Island and take Bananaport #5 back
to the start. Go into DK's mouth. Yes, we're going back to the training area.

==========================----------------------------==========================
|                         +--------------------------+                         |
|            4p           | %%%  Training Area  %%%% |         TRAIN2          |
|                         +--------------------------+                         |
--------------------------============================--------------------------

Head out of the tunnel. You'll be facing DK's house, so head to the other side
of it and go through another tunnel. Ignore the bats and just continue to the
end, where you'll find a DK dirt pile. Do the shockwave move on it and you'll
get a RAINBOW COIN (1), which gives all the Kongs five coins (24, 23, 10, 12,
5). That means 21 coins for Donkey, 23 for Diddy, 10 for Lanky, 12 for Tiny, and
5 for Chunky (you get coins for him even though you haven't rescued him yet) by
the way. Squawks will come to tell you about the special coin.

Go out of the tunnel and climb the tree near the lake. Swing across the vines
into the cave behind the waterfall. Follow the tunnel to the end, where you'll
find another DK dirt pile. Unearth it for another RAINBOW COIN (2) (29, 28, 15,
17).

Head out of the tunnel and take the cave out, back to DK Isle.

==========================----------------------------==========================
|                         +--------------------------+                         |
|            4q           | %%%%%%  DK Isle  %%%%%%% |         ISLE08          |
|                         +--------------------------+                         |
--------------------------============================--------------------------

Switch to Donkey Kong and swim over to Krocodile Isle. Look for that raised
platform you saw when you returned the Boss Key (it's right of K. Lumsey's
cave). Backflip to it, then backflip to the ledge above. Follow the ledge around
the ship, avoiding the bombs the Zingers drop. At the end, you'll find some
vines, but that's not where we're going. Instead, head up the ramp on the side
of the isle. Continue, killing a Kritter, then going over to BANANAPORT #4. Go
up the stairs and into the door.

Head directly to the left side of the room and make B. Locker leave. He wants 15
Golden Bananas, but you have 32, so enter.

==========================----------------------------==========================
|                         +--------------------------+                         |
|            4r           | %%%  Frantic Factory %%% |          FACT           |
|                         +--------------------------+                         |
--------------------------============================--------------------------

Moves      - Gorilla Grab, Simian Spring, Ponytail Twirl, Baboon Ballon, Primate
             Punch, Pineapple Shooter, Triangle Trample, Ammo Belt 1
Difficulty - 7.5/10
Enemies    - Krembot, Kritter, Robo-Zinger, Dice, Domino

You'll see a cut-scene in which K. Rool checks up on the Kongs in his
observation window. Diddy Kong teases the Kremlings with his jetbarrel,
eventually luring them into crashing into each other. K. Rool exclaims that he
is surrounded by fools.

Welcome to Frantic Factory, one of the more difficult levels in the game. The
frightening 7.5 is due mostly to the DK Arcade, the production room, Beaver
Bother, and the confusing passage ways in the level. A few things before we
begin. This place is composed of four floor. You're on the lobby, which, for
some reason, is actually the second floor. Below you is the storage and
production rooms. The third floor is the testing room, while the fourth floor is
the R&D room. You can find maps hightlighting the floor you're on throughout the
factory. The last thing you should know is that this place is filled with
robot enemies, or Krembots, as I like to call them. You can only defeat them
with an orange grenade, but they drop two melon slices. The Krembots are often
found lurking in the various dark tunnels that make the place confusing.

Wow, that intro lasted longer than I expected. At the start, go forward and
Chunky will ask for help from inside his cage. We're going to free him pretty
soon, so activate BANANAPORTS #1 and #2, which are on "tables".

On your left is a purple tunnel and on your right is a grey tunnel. Head forward
before going through either one and you'll see two Krembots. Kill them or ignore
them, then Simian Slam the blue switch, opening a door down the hall. First,
activate BANANAPORT #3 on your right.

Head back and go through the purple tunnel. Kill the Krembot, getting the
bananas (5). Climb down the pole to get to the bottom of the tunnel (it's a long
way down). At the bottom, look around to get three coins (32), then head over to
the other side to see another tunnel. Go through it, killing the Kritter and
Krembot, as well as grabbing the bananas (11). The door to the production room
opens automatically. Head either way to the other side of the room, where you
should activate BANANAPORT #4.

Go through the storage room door and follow the tunnel, getting the bananas
(15). You'll be in a room with a bunch of boxes. Use the Donkey pad in the
middle of the room to start a barrel blasting course.

Shoot into the barrel, getting the banana bunch (20). Shoot into the next barrel
, which also has a banana bunch (25). You'll be automatically blasted several
times. Blast to antoher barrel with a banana bunch (30), then blast to the next
barrel. Shoot to one last barrel with a banana bunch (35), then shoot through a
few barrels, which puts you back to the last banana bunch. Shoot into the ring
above the barrel, then shoot to the DK star.

A lever near a DK arcade machine is created. Go to the upper-right corner of the
room and activate BANANAPORT #1, then head to the lower-left corner. Simian slam
the blue switch, which opens a gate near the start. Climb up the boxes in this
area and head through the tunnel to find Cranky and Funky's shops. Kill the
Kremlings, then shoot the banana balloon in here (45). Head into Cranky's shop
and pay seven coins (25) to learn the Gorilla Grab. Press B while standing on a
lever to pull it.

Go back through the tunnel and head down the stack of boxes. Head into the path
on your left to find a purple Kasplat. Ignore it and climb the pole above. Go
through the tunnel and make a left at the fork, then activate BANANAPORT #5.

Pull the lever by standing on the footplate and pressing B to activate the
original DK arcade game.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                    DK Arcade
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

You'll have to defeat the original DK arcade game twice to get two prizes. Use
the control stick to move Mario left or right, press A to jump over barrels. You
can also destroy barrels if you get the hammer. You can climb ladders if they're
not broken, but be careful, as barrels will sometimes roll down ladders. You'll
instantly die if Mario gets hit by a barrel, forcing you to start over.

~~~~~~~~~~~~~
~~ Stage 1 ~~
~~~~~~~~~~~~~

You have to make it up several floors, climbing up ladders and jumping barrels.
Go all the way to the right, climb up a ladder, then grab the hammer if you
want. You can destroy barrels this way, which earns you more points. Wait until
there aren't many barrels, then climb the middle ladder. Be careful of these
barrels, as if they hit the oil drum at the bottom, they'll turn into flames
which can go up broken ladders. You can partially climb broken ladders to avoid
getting hit by the barrels, so use this to your advantage. Once near the top,
wait until the barrel traffic is low, then climb to the top and climb to Peach,
which ends the round.

~~~~~~~~~~~~~
~~ Stage 2 ~~
~~~~~~~~~~~~~

I actually find this stage easier than the first one. Climb one of the ladders
to the first conveyer belt, which has pies moving along it. If you touch the
pies, you die. The conveyer belt can change direction, so be careful. You want
to move with it and away from the pies. Climb the ladder to the fireball and
quickly head to the right/left. Climb one of the retracting ladders and you'll
win the round.

~~~~~~~~~~~~~
~~ Stage 3 ~~
~~~~~~~~~~~~~

This is probably the most difficult stage. At the start, jump to the elevators
going up the pole. If you fall, you'll die. Jump to the two ladder platform with
the fireball, avoiding the enemy. Take the elevator down and jump to the ledge
at the bottom. Here's where it gets tricky. There are springboards that are
bouncing down trying to kill you. You need to head up to the right, then the
left, avoiding the springboards a couple times. Cross at the exact point the
springboards block your path. Once you've passed the second hazard area, climb
the ladder and jump to the last ladder. You're safe as long as you remain by the
ladder, so wait for a springboard to bounce off, then quickly climb up. Wait for
another springboard to pass, then climb the final ladder to win.

~~~~~~~~~~~~~
~~ Stage 4 ~~
~~~~~~~~~~~~~

Stage four is quite a bit different from the rest. The object is to jump over
all the yellow blocks. However, fireballs are all over the place, so you have to
be careful. Climb the ladder and jump over the first two blocks. The idea is to
wait for the fireballs to come to you, then go for the blocks. Climb another
ladder and jump over the next two blocks, then grab the hammer in the middle.
Smash one of the blocks by walking over it, then kill any fireballs that come
your way. Head up the nearest ladder and jump over the block by Donkey Kong.
When it's safe, climb back down and jump over the gap. Jump over the final block
to make the stage collaps, making DK fall and winning you the game.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

You'll get a GOLDEN BANANA (1). Now pull the lever again. Yes, unfortunately,
you have to beat it AGAIN. You need to pay two coins as well (23). The
difficulty is beefed up a bit, with harder obstacles and quicker barrels. Follow
the same tips and keep trying. Eventually, you'll get it. You'll be awarded the
NINTENDO COIN (1).

This coin is one of the two special coins you need to beat the game. Head out of
this room and climb down the ladder. Avoid the Kasplat and head to the opposite
side of the room. In the corner is a Tag Barrel. Use it to switch to Lanky Kong.

Head over near the purple Kasplat. In the corner are a bunch of boxes leading up
a pipe. Use the orangstand to climb up to the top of the pipe, getting the
bananas (5), then slam the Lanky switch. Chunky will be freed from his cage and
head off to the Tag Barrel. Drop down and get the GOLDEN BANANA (1).

Jump up the boxes in the room. Along the way, collect the coins (18). Head to
the room with Candy and Cranky, getting the bananas (8). Get the bananas on the
ramp (10), then head into Cranky's store. Pay five coins (13) to learn the
Baboon Balloon. Press Z while standing on a pad with Lanky's face on it to
inflate yourself like a balloon, letting you roam around in the air. If you're
not quick, you'll deflate. Press Z to deflate prematurely.

Head back down the boxes past the tunnel. Go over to the corner of the room and
switch to Tiny Kong.

Since Chunky needs a whopping 14 to get all of his moves, we're not going to use
him yet. Go over to the pole leading to the DK arcade. Defeat the Kasplat in
here and get the BLUEPRINT (1), then grab the coins (22). Climb the pole and go
to the room with the DK arcade machine. On the right side you'll find a stack of
boxes. Jump into the Tiny barrel nearby and highjump up the nearby crate. Go
left after jumping to the row of boxes, then highjump up a couple boxes and head
right to where you'll find a banana bunch (5). Go through the pipe ahead (this
happens automatically once you go in) and Tiny will run to a GOLDEN BANANA (1).

Go out of the gate that opens and deactivate the move. Head back to the tunnel
and climb down to the purple Kasplat. Highjump up the boxes in the other room
and go through the tunnel to where the lab and shop are. Enter the lab and pay
five coins (17) to get the Ponytail Twirl. Press A while in the air to make Tiny
start twirling her hair, letting you cross huge gaps and break falls.

Once out of the lab, head back to the box room where Chunky was. Go over to the
corner and use Bananaport #1 to teleport back to the start.

Go through the tunnel on the left, getting the bananas (8). Grab the coins
around the robo-Zinger circling the pole (22). At the top, get some Banana film,
then head forward. Get the two bananas in front of the door (10), which opens
automatically. Kill the Krembot, then go left to come to a pole. Climb down to
find Snide's HQ. Activate BANANAPORT #3, then shoot the banana balloon (20) and
head inside the HQ to get a GOLDEN BANANA (2).

Climb back up the pole and defeat the Krembot in the tunnel again. Take the
other path, getting the five bananas (25) to reach a room with a giant stack of
blocks. Head right around to the other side of the room. Climb up the stack of
boxes and go left. Jump into the Tiny barrel on the boxes and head down to the
banana bunch (30). Go through the pipe (at the end you'll get another banana
bunch [35]) and deactivate the move. Slam the Tiny switch in this room to open
and start the pinwheel on the wall. The object is to shoot the item displayed on
the right. The wheel spins faster everytime you hit an item. If you screw up,
you have to start over, so lead your shots. You have to shoot six items, in this
order: orange, watermelon, yellow banana, Crystal Coconut, ammo crate. Once you
shoot all the items, you get a GOLDEN BANANA (3). A Banana Fairy also appears
in front of Funky's armory.

Hop back into the Tiny barrel and go back through the pipe, then deactivate the
Mini-Monkey. Drop off the platform and head left over to the corner, where you
should see a box spitting part of its top up and down. Jump on it when its in
the block and it will take you to the tunnel. Head through to find Funky's
Armory. After activating BANANAPORT #5, shoot the balloon hovering here (45) and
snap a picture of the BANANA FAIRY (1). You'll get 22 coconuts.

Now go inside Funky's armory and pay three coins (19) to buy an ammo belt. This
increases the maximum amount of ammo you can carry to 100 shots instead of 50.

Go back through the tunnel and drop down. Head back up the boxes leading to the
platform and go right this time, where you'll find a Tag Barrel. Switch to
Donkey Kong.

Drop down and head past the block leading to Funky's armory. Get the three coins
on the steps (26), then go back down and head to the opposite side of the room
to find a few blocks. Take the middle one up to a dark tunnel. Head through it,
getting the bananas along the way (50) and taking a picture of the BANANA FAIRY
(2). The fairy gives you an extra coconut.

At the end, you'll find a big number puzzle. First, shoot the balloon (60). Head
to the other side of the puzzle and slam the DK switch to start the puzzle and a
60 second time limit. The goal is to Simian Slam all the numbers in order from
1-16. Here's an ASCII map, from the view you'll have when you do the puzzle
(though the numbers in the game are upside-down).

+----+----+----+----+
| 05 | 04 | 09 | 06 |
+----+----+----+----+
| 16 | 02 | 11 | 04 |
+----+----+----+----+
| 07 | 15 | 13 | 01 |
+----+----+----+----+
| 03 | 10 | 08 | 12 |
+----+----+----+----+

After you slam all the numbers in order, you'll get a GOLDEN BANANA (2).

Head back through the tunnel and drop down. Contiune around the block tower to
reach the boxes, which you should climb up. Head right and use the Tag Barrel to
switch to Diddy Kong.

Drop down and head over to the block that leads to Funky's. Get the three
bananas in the tunnel (3) and the banana bunch on Bananaport #5 (8). Press Z to
teleport.

You'll automatically get a banana bunch (13). Get the bananas as you go through
the tunnel (18), then climb down the pole. Backflip up the boxes in the storage
room and go through the tunnel. Enter Cranky's lab to learn the Simian Spring
for seven coins (26). Hold Z while on a pad with Diddy's face on it to leap high
into the air.

Go back through the tunnel and head to the left side as you drop down the boxes.
There's a tall stack of boxes that you should highjump to to reach a Diddy pad.
Hold Z to spring up to a ledge with three coins (29). Climb back up the pole by
the purple Kasplat and head to the DK arcade, then use Bananaport #5.

Go back through the tunnel and drop down to the block. Head directly forward to
reach a Diddy pad by the giant block tower. Simian spring to the right to a
banana bunch (23). Backflip to another banana bunch (28), then turn around and
highjump to your right. Work your away around and backflip again where you need
to to get another banana bunch (33). Jump the gap, then backflip to the block
with a banana bunch (38). Backflip AGAIN to the last banana bunch (43), then
highjump to a Diddy pad. Simian Spring to a Bonus Barrel.

+=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~+
| Peril Path Picnic | Difficulty : 2/10                                        |
+~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=+
| This bonus stage is set up a bit like Teetering Turtle Trouble. You'll find  |
| two rows of open-mouthed of Klaptraps, three per row. Like with TTT, you     |
| must use the control stick to aim at their mouths and press A to feed them   |
| watermelons. If they get hungry, they'll open their mouths and start eating  |
| the Banana Fairies crossing in front of them. After five shots, you'll need  |
| to reload by shooting the center melon button. This mini-game is very easy   |
| once you figure out how to do it. Simply shoot the Klaptraps in this order:  |
| top-left, top-middle, top-right, bottom-left, bottom-middle, reload.....,    |
| reloading as you need to. Once six Banana Fairies have crossed, bringing     |
| your SAVE counter down to 0 (60 seconds is plenty of time), you'll win.      |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

Simian Spring to get Diddy's first Frantif Factory GOLDEN BANANA (1).

Drop off the tower (you will get hurt) and head to the side where you'll find
the boxes leading to the Tag Barrel. Use the Tag Barrel to switch to Lanky Kong.

Go behind the boxes leading up to the platform for four coins (18). Use the
Lanky pad on the platform to inflate yourself, then float over to a Bonus Barrel
on your right, above a door. Press Z while floating above it to drop down into
it.

+=~=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Batty Barrel Bandit | Difficulty : 2.5/10                                    |
+~=~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| This game works like a slot machine in a casino. Hooray for gambling. Anyway |
| , the objective is to line up four Golden Bananas in the machine three       |
| times The hit counter on the top of the screen shows you how many jackpots   |
| you have still have to hit. Press A to a slot. If you hit an item other than |
| a banana, press A rapidly to reset the machine. You also have to press A to  |
| start the game. Since the wheels move slowly, just press A when the Golden   |
| Banana appears. It's not too difficult (at least this one isn't). Your       |
| biggest threat is freaking out and just ramming the A button. That will kill |
| you for sure. If you remain calm, you shouldn't have too much trouble.       |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

Once you win, you'll get a GOLDEN BANANA (2). Go through the door that says
"R&D". This is the path to the, get ready, R&D room. Climb the pole, then get
the coins around it (22). Go through the door to reach a room with steaming gold
stuff under the mesh floor. Head left, then right to get all the bananas (15).
Now activate BANANAPORT #2 on the right side, getting the banana bunch (20).
Press Z to warp to the start and get another banana bunch (25), then warp back.

Climb the ladder in front of you and defeat the Kasplat for a BLUEPRINT (1).

Head around to the left to get some bananas (30). You should notice there are
three doors along the wall. The left one has a Guitar Gazump pad in front of it
and is blocked by glass. The middle one has an auto-door in front of it, and the
right one has a ladder leading to it. None of these are Lanky's doors, so drop
off the ledge on the left side and you should see another glass-blocked door.
Play Trombone Tremor on the pad to open the glass.

First, shoot the two banana balloon (40). Now Simian Slam the Lanky switch to
start up the colorful organ. Kremling dudes will pop out of the holes at the top
, making beautiful burping noises. The object is to Simian Slam the organ keys
in the order (the Kremlings and keys are color-coded) of the burps. The patterns
get longer and longer, and screwing up will force you to restart. Here is the
order of the patterns:

1. Yellow (C), Blue (B), Yellow (C)
2. Yellow (C), Blue (B), Yellow (C), Maroon (D)
3. Yellow (C), Blue (B), Yellow (C), Maroon (D), Green (E)
4. Yellow (C), Blue (B), Yellow (C), Maroon (D), Green (E), Yellow (C)
5. Yellow (C), Blue (B), Yellow (C), Maroon (D), Green (E), Yellow (C), Red (A)

Once you've completed all the patterns, you'll earn a GOLDEN BANANA (3).

Head back through the door and go to the middle of the lower level. Use the Tag
Barrel to switch to Tiny Kong.

Go over to the right side of the room and look on the righthand side to find an
auto-door. Head through it, getting the bananas (55). Along the way, you'll have
to kill a Krembot and avoid a robo-Zinger. At the end, jump into the Tiny barrel
and go through the tiny hole on your left. Head around the racetrack in this
area and go through another small hole.

You'll meet a slotcar dude, who will challenge you to a two-lap race around a
race track. If you win and collect 10 coins, he'll give you a Golden Banana.
Hold Z to speed up, use the control stick to switch around the three lanes, and
press A to cheat (this just fires a turbo boosterm, though you can only do it
three times, as shown by a counter at the bottom of the screen). There are also
DK stars found throughout the race. Drive through them and Tiny Kong will get a
speed burst. You actually need to hold Z to move, by the way. There are also
TNT carts. Crashing into them will cause you to lose three coins, but the
slotcar can run into them too, making him blast back. The speed of this race
makes it difficult to number coins and walk you through, so just collect all the
coins you can (there are two laps, so this isn't much of a trouble). Switch
lanes to get coins, DK stars, and avoid hitting TNT carts. When you win, the car
will give you a GOLDEN BANANA (4).

Use the Mini-Monkey to go back through the tire holes, then head through the
tunnel, defeating the Krembot. Use the Tag Barrel to switch to Donkey Kong.

Go through the tunnel that you went through to reach the slotcar race. When you
reach the Tiny barrel, get the three coins (29) and pull the lever to open two
grates on the upper floor. Head back through the tunnel, then climb the ladder
leading to the Kasplat. First, press Z on the Battle Arena Pad under the first
grate.

+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=+
| Battle Arena #3 - Arena Ambush | Difficulty : 3/10                           |
+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~+
| Okay, this is a lot more difficult than the first two Battle Arenas, as this |
| one has a Kasplat. His shockwaves can easily knock you off the platform if   |
| you're not careful. You need to survive for 45 seconds. I find the best      |
| strategy is to go over to the edge of the pad and face the center. Mash the  |
| B button to defeat the Kritter and the Kasplat as they come to you. If you   |
| see the Kasplat lift his arms to smash the ground, jump immediately over to  |
| the center. Two Kritters will eventually appear (you start with only 1).     |
| Once you've broken the time limit, get the BATTLE ARENA CROWN (1).           |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

Now contiune and head through the door in the middle. Shoot the balloon hovering
over the place (70), then leap down into the pit. You appear on a platform in
the room where you freed Chunky. Turn around and shoot the coconut switch next
to the shack. This opens the shack's door, so head inside.

Highjump at the start for a coin (30), then head to the corners of the room for
three banana bunches (85). That gives you a BANANA MEDAL (1).

Now pull the lever next to the screen. Remember that room we passed with
Bananaport #4 on our way to the storage room, with the giant toy machine? The
toy machine in that room starts working again. A GOLDEN BANANA (3) also appears
on a box. After you have it, leave the shack.

Drop off the platform and head to the opposite corner. Use Bananaport #1 to
return to the start, then use Bananaport #2 to go to the R&D room again. Jump
into the Tag Barrel and switch to Diddy Kong.

Climb the ladder again and head to the left door. Play Guitar Gazump to open the
glass, then go inside. First, shoot the freakin THREE ballons wandering around
in the room (73). Now you'll notice three doors around the room, each with a
four-digit code. To open one, Chimpy Charge the number buttons on the wall in
the corresponding order. First, punch in "3124". Defeat the two dice and the
domino, then punch in "1342". Kill the two robo-Zingers and the Krembot, then
type in "4231". Butcher the two Krembots. This earns you a GOLDEN BANANA (2).

Leave this room and head into the middle auto-door one. After getting the coins
(24), drop into the pit. Slam the Diddy switch to make a bunch of vines lower.
Swing across them to the Bonus Barrel before your 20 second timer runs out.

+=~=~=~=~=~~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| Beaver Bother | Difficulty : 6/10                                            |
+~=~=~=~=~=~=~=~+~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=+
| Welcome to Beaver Bother, the unholy of unholies, the most difficult mini-   |
| game in Donkey Kong 64. The objective is simple, but doing it is maddening.  |
| You play as a Klaptrap and must press B to chomp, scaring the beavers in the |
| same direction your face is pointing towards. The idea is to scare them into |
| the pit into the middle. You need to drop 12 beavers in the hole before your |
| 60 second timer runs out to win. In my opinion, the best strategy is to move |
| around in a circle once you're near a beaver and press B. Quickly turn to    |
| face the whole and the beaver should drop in. However, it's not that easy.   |
| You need to be quick about it or your timer will run out. If you can, try to |
| get multiple beavers in at once to save time. If you fall into the pit, you  |
| lose and have to start over. Although it is maddening, you'll eventually get |
| it.                                                                          |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

After that's done, you'll get a well-earned GOLDEN BANANA (3). Use Bananaport #1
, then Bananaport #2 to return to the R&D room. Use the Tag barrel to switch to,
at last, Chunky Kong! Squawks will greet you and tell you there are five Golden
Bananas for Chunky to find.

First, climb the ladder leading to the upper part of the R&D. Head past the
Kasplat and go to the second you grate you opened, which contains four coins
(14). Now head back to the lower level and go through the door that leads to
the Testing Department. Climb down the pole and go through the auto-door, then
head straight forward to the other side. Go left and defeat the green-haired
Kasplat for a BLUEPRINT (1).

Use the block in the corner to reach Funky's place, then enter the armory and
pay three coins (11) to buy the pineapple launcher.

Head back across the Testing Department and go back to the R&D room, then use
Bananaport #2 to return to the start. Head over to the two Krembots and use
Bananaport #3 on the right to warp to Snide's HQ. You'll automatically get a
banana bunch (5), so get the three coins around the pad (14), then warp back.
Head over to the start and get the banana bunch on Bananaport #1 (10), then
press Z.

You'll automatically get another bunch (15). Get the five coins (19), then
backflip up the boxes. Go through the tunnel and head into Cranky's lab. He has
two potions that you can buy. The first costs three coins (16) and is the Hunky
Chunky. Jump into a barrel with Chunky's face on it and he'll grow to a
ridiculous size. This lets him smash things (...). The second potion costs five
coins (11) and lets Chunky do a super-powerful punch by holding Z and pressing
B. Once out, head into Candy's shop and pay three coins (8) for the Triangle
Trample.

Head back through the tunnel and drop down the boxes. Go to the side of the room
opposite the box stack and you'll find a gate. Although it's hard to see, there
is a DK pile right at the start. Use the shockwave to unearth it and get a
RAINBOW COIN (1) (35, 29, 27, 22, 13).

Head to the upper-right corner of the room and you'll find a ? box. Smash it
with a Simian Slam and you'll find a Chunky pad. Give it another slam to make a
box on a ledge break, revealing a Golden Banana. Head to the center of the back
wall and Primate Punch the Chunky button turn on the lights and make a bunch of
platforms start going up and down. Now start jumping up the moving platforms,
jumping at their peak to get to the next. Along the way, get the banana bunches
above them (30). Jump over to the GOLDEN BANANA (1).

Head back through the doorway and climb the pole by the purple Kasplat. Go
through the tunnel past the DK arcade and smash the gate open. Get the three
coins (16), then jump into the Bonus Barrel.

+=~=~=~=~=~~=~=+=~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=+
| Stash Snatch | Difficulty : 1.5/10                                           |
+~=~=~=~=~=~==~+~=~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~+
| Compared to Beaver Bother, this mini-game is easy as cake. You have to       |
| navigate your way through the maze, collecting the six coins, then getting   |
| to the checkerd flag in 60 seconds. There are a few enemies in the maze, so  |
| ignore them. Here is an ASCII map:                                           |
|                                                                              |
|                          +-----+                                             |
|                          |  C  |                                             |
|                          |     |                                             |
| +------------------------+     |                                             |
| |  C                           |                                             |
| |     +---------+     +--------+                                             |
| |     |         |  C  |                                                      |
| |START|         |     |        +-----+                                       |
| +-----+         |     |        |  C  |                                       |
|       +---------+     +--------+     |                                       |
|       |  C         C                 |                                       |
|       |     +------------------------+                                       |
|       |#####|                                                                |
|       +-----+                                                                |
|                                                                              |
| C means coin and #### is the checkerd flag. Follow the map to get all six    |
| coins, then head to the flag to win.                                         |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

You'll get a GOLDEN BANANA (2).

Now head back to the box room. We're going back to the R&D room, but we're going
to Bananaport #2 the long way. You'll see why in a bit. Head through the tunnel
that leads to the production room. Go to the other side of the toy machine and
through the door. Go through another tunnel, killing the Krembot and the
Kritter. At the end, climb the pole. Along the way up the pole, you can collect
ten bananas (40). At the top, get the coins (21) and shoot the balloon (50),
then head through the tunnel and kill the Krembot. Use Bananaport #2 to warp to
the R&D room.

Climb the ladder on the right and climb another ladder leading to the right
door. Primate Punch the gate, then play your triangle on the pad to open the
glass. Shoot the balloon in this room (60), then drop down. Head along the both
sides of the rooms for bananas (70) and ammo crates. There's a chest in the
back. Primate Punch the Chunky button on the chest to make a bunch of enemies
come out.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                             Miniboss - Toy Monster
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                               Difficulty : 3/10

This mini-boss starts as merely a bunch of toys. You'll first face a simple dice
enemy. Take it out and the chest will release two wooden blocks. If you use the
moving attack, you can kill them in a single hit. Destroy the dominos the chest
releases and get ready for the more difficult part. A ton of various toys are
released and they call combine to form a giant toy monster. A Chunky barrel
appears (it's in view after you regain control), so jump into it to become huge
(you get unlimited Crystal Coconuts for this).

Start pounding the toy monster. The problem is Chunky loses in a straight one-on
-one fight. If you attack the monster from behind, you can hurt it. If you try
to assault it from the front, you'll get hurt. Use the moving attack and maybe a
few Primate Punches to pound its back. The monster will slowly take damage. When
it turns around, turn the opposite way so you can contiune to hit its back. Keep
circling it and using the moving attack, adding a few Primate Punches. Once its
taken enough damage, the monster will split apart and the toys will disappear.
For your efforts you win a GOLDEN BANANA (3).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Climb the ladder back to the door and head past the blue Kasplat. Use the Tag
Barrel below to switch to Donkey Kong, then use Bananaport #2 to warp to the
start. Now take Bananaport #2 to the storage room.

Head over to the other side and go through the reddish tunnel to the production
room. Kill the Krembot near Bananaport #4, then head straight into the machine
through the opening on the conveyer belt.

You're in a room with a bunch of crushers. They'll obviously kill you, so jump
into the Donkey barrel at the start. Now start going through the crushers. You
have to fight the force of the conveyer belts. Along the way, collect the last
banana bunches (100). At the end, you'll get a GOLDEN BANANA (4). Now go back
and leave.

Head around the left side of the machine. Ignore the boxes shooting to the
machine and the red-haired Kasplat. By the Lanky switch you'll see a platform
moving up and down. Use it to reach the conveyer belt, then cross the conveyer
belt to a ledge. Follow the ledge to the end where you'll find a pipe. Jump to
the ventilation duct, then very carefully go across the top of the pipe. At the
end, go to the left side of the machine thing and climb up the ladder. Head
around the top, where the "sliders" are to find a spinning cog. Wait for it slow
down, then quickly cross it and jump to the ledge on the left. Jump up the
stairs and face the machine. The top piece of the machine is spinning and has
four bars. This is a little difficult. When the bar comes to you, jump onto it.
Now wait for it to spin to the other side. Jump to the ledge on the other side
and activate BANANAPORT #4.

Head around the ledge with the Tag Barrel and you'll find three platforms going
up and down. Jump across them, then jump to the next ledge. Continue past the
conveyer belts to two spinning cogs. Cross them once they slow down and you'll
find a huge pipe leading up. Against the wall is a small platform with a yellow-
haired Kasplat. Pummel it with oranges until it dies, then jump from the vent on
the pipe to the ledge and get the BLUEPRINT (1).

You're above Bananaport #4, so jump over to it and use the Tag Barrel to switch
to Tiny Kong.

Grab the coins around Bananaport #4 (29), then head across the three moving
platforms. Now highjump to the conveyer belts and start jumping up them. Keep
pressing A so you can fight against the belts. Along the way, collect the banana
bunches (75). That gives you a BANANA MEDAL (2).

Now look across the giant gap you'll be facing at the top. There's a ledge with
a Bonus Barrel. Press A to jump, then do the Ponytail Twirl to make it to the
platform and jump into the barrel.

+=~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Krazy Kong Klamour | Difficulty : 2.5/10                                     |
+~=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| This game is rather odd. It's set up like Teetering Turtle Trouble with a    |
| three-by-six row and a watermelon gun. Press A to fire. You have five shots  |
| before you need to shoot the center watermelon button to reload. The object  |
| is to shoot the Golden Bananas. You have to reduce your counter to 10 by     |
| hitting 10 bananas. However, the lights flicker on and off and the position  |
| of the Golden Banana keeps changing. You can't shoot something while it's    |
| dark. If you shoot one of the Kongs in the rows, the counter will go up by   |
| one, making it more difficult. There isn't much to write about in the way    |
| of tips. It's really just a test of reflexes. You need to aim and fire at    |
| the Golden Banana very quickly. With enough tries, you should get it.        |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

Once you win, Tiny earns a GOLDEN BANANA (5).

There's a small ledge poking out of the wall past this one. Once you find it,
Ponytail Twirl to it for a banana bunch (80) and some coins (32). Now this is a
little difficult. Ponytail Twirl down to the the machine in the center of the
room. Once you make it, Ponytail Twirl down to the part where the bottom of the
ladder is. By the big pipe is a balloon hovering for you to shoot (90). Jump
down to the bottom and use Bananaport #4 to warp, then switch to Diddy Kong and
warp back.

Head around the whole production room to get twelve bananas (85). That gives you
a BANANA MEDAL (3). Now go near the Lanky switch and moving platform. Defeat the
Kasplat for a BLUEPRINT (1).

Head right of Bananaport #4 over to the door to the giant pole. You should see
a Diddy switch. Pound it to make a Golden Banana appear in an alcove. Use
Bananaport #4 to warp back to the top.

Head left and jump across the up-down platforms. Continue past the conveyer
belts and the Troff n' Scoff Portal to reach the cogs. Go across them when they
slow down, getting the two banana bunches (95). Now get the banana bunch on top
of the Diddy pad here (100) and Simian Spring to the GOLDEN BANANA (4).

Go back across the cogs, past the conveyer belts, and across the moving
platforms. If you fall, you can use Bananaport #4. Switch to Lanky Kong and warp
to the bottom of the room. Head into the machine, where Donkey got his fourth
Golden Banana.

First, get the three banana bunch coins in the corner (30). Hovering above the
conveyer belt is a banana balloon. It's fast, so you'll need good timing. When
the smasher is out of the way, shoot it (50), then leave the inside of the
machine.

Go left over to the red-haired Kasplat. Slam the Lanky switch below the moving
platform to make a Golden Banana appear atop the big pipe. We're going to take
the long way up to get all the bananas. Take the platform up, then cross the
conveyer belt. Head around the ledge and carefully cross the pipe. Climb the
ladder on the side of the machine thing, then head around and go across the cog
when it slows down. Jump up the stairs on the left, getting the banana bunches
as you go (65). Wait for the spinning bar to come, then jump onto it and jump to
Bananaport #4. Head left and jump across the moving platforms, getting the three
coins as you go (33). Continue past the conveyer belts. Once you pass the Tag
Barrel, use your shooter to shoot the balloon hovering (75). That gives you a
BANANA MEDAL (4).

Continue and cross the two cogs when they're slow. Now you'll come to the
gigantic pipe again. Jump to the duct, then switch to Orangstand. Very carefully
walk up the pipe, getting the last banana bunches as you go (100). At the end,
get the GOLDEN BANANA (4).

Head back to the upper Bananaport #4 or drop down and warp. Switch to Chunky
Kong, then warp to the bottom of the room.

Go right, over to the way to the giant pole. You'll soon see a switch with
Chunky's face on it. Slam it to make a Golden Banana appear underneath the
crusher at the very top of the machine. This is the center of the spinning bars.
You have a 99 second time limit, so quickly rush back and use Bananaport #4.

You have plenty of time, so wait for one of the bars to come to you. Jump to it.
Before you rush to the banana, collect the four banana bunches floating in the
air by lining yourself up with them (90). If you want, get the Golden Banana
first. You'll get a BANANA MEDAL (5). Now go to the center and wait for the
crusher to lift. Grab the GOLDEN BANANA (4).

Take one of the bars back to Bananaport #4 and jump. Switch to Tiny Kong, then
warp to the bottom.

Go through the door that leads to huge pole. Kill the Krembot and the Kritter as
you head through the tunnel, then climb the pole. There's a alcove with a glass
window at the middle of the pole. Keep turning around so you don't miss it. Once
you find it, jump to it and collect the two banana bunches (100). Jump back to
the pole and climb to the top. Kill the Krembot as you go through the purplish
tunnel, then head to the back where there are two Krembots. Use Bananaport #3 to
warp to Snide's place.

Okay, switch to Donkey and exchange his blueprint for a GOLDEN BANANA (5). Now
get Diddy's GOLDEN BANANA (5), then Lanky's GOLDEN BANANA (5), and finally,
Chunky's GOLDEN BANANA (5).

Climb the pole, which leads to the Testing Room tunnel. At the top, shoot the
banana balloon (100). Head through the tunnel, kill the Krembot, then go to the
Testing Room. Make a left U-turn at the start to see three blocks. Use the piece
shooting from the left one to reach a Troff n' Scoff Portal.

Go up to the banana pad and feed Scoff 100 bananas. Okay, half done. Now switch
to Tiny and feed the other 100. Head inside, as the door opens after showing
Tiny Kong's face.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                Boss - Mad Jack
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                              Difficulty : 7.5/10

This is one of the most difficult bosses in the game, especially on your first
play through the game. At the start you'll see a giant checkerd grid of white
and blue squares. One of the white squares is blinking. Stand on that one and
all the squares will rise into gigantic pillars. A large box will fall from the
ceiling and spring over to Tiny. After enlarging, it will spring open, revealing
itself to be an enormous, evil jack-in-the-box.

The box will begin bouncing around the squares. If it lands on a square you're
on, it will crush you and you lose a melon. The only way to avoid it is to use
the Ponytail Twirl to move from square to square. Tiny has an advantage because
she can move across diagonally, while the box cannot. Use this when you're in a
tight squeeze and you'll make it out unscatched. If you fall, an elevator will
take you back up so you can jump to the square. After a while, the box will
stand still and pop out of its boxes. It begins throwing fireballs at you. If
you keep moving, it shouldn't get hit. Two squares now have blue switches on
them, one blue and one white. Pane around to find them, then head to the square
that is the same color as the one the box is on. If you slam the wrong switch,
you'll lose health. When you reach the square, slam the switch to hurt the boss.

Mad Jack goes back into his box and bounces around. Keep Ponytail Twirling from
square to square to avoid being squashed. Watch his sparkly trail and shadow to
avoid getting hit. When he comes out of the box, head over to the square with
the switch. You don't want to cross a square just before he throws a fireball,
or he might hit you. If you fall, you'll have to wait for him to spring out of
his box again. Slam the switch to hurt Mad Jack again.

The box retracts and starts springing around the place. Keep avoiding him and
going from square to square. Once he springs out of the box, go to the correct
square and slam the switch to hurt him.

Continue dodging the boss (yes, this is quite a long fight). It's pretty slow
compared to Tiny, so you have the advantage. Stick to the blue squares now
(you'll see why soon). When the box pops out, a new attack will be introduced.
The box will fire a laser from its head at the square you're standing on. The
square will cause a giant laser beam ray thing to errupt on the square, knocking
you off and hurting you. The only way to avoid this is to stand on one of the
square's corners. The blue squares have larger corners, so you want to stay on
them. Also, if you change square just after the boss releases the laser, you
won't get hit. This strategy has the advantage of letting you continue moving.
If you wait too long, the boss goes back into the box. Slam the switch of the
appropriate square color and the boss will become invisible, making things more
difficult.

There are only two clues as to where the boss is: the sparkly trail he leaves
behind as he moves, and the fact that the square either of you occupies will
light up for as long as you stand on it. Keep an eye on these things or you'll
likely get squashed by the boss. It's important to keep moving diagonally here.
Once the boss pops out of the box, he'll continue firing lasers at you. Dodge
them using the same method and head over to the appropriate switch. Slam it to
inflict one final blow. The square beneath the boss disappears, making him fall
and explode. Once the squares lower completely, get the BOSS KEY (3).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Find the door with "R&D" on it. Climb the pole, then go through another door and
switch to Donkey Kong. Use Bananaport #2 to warp to the start, then leave the
level.

==========================----------------------------==========================
|                         +--------------------------+                         |
|            4s           | %%%%%%  DK Isle  %%%%%%% |         ISLE09          |
|                         +--------------------------+                         |
--------------------------============================--------------------------

Go over to the right side of the lobby. There's a lever by the wall. Pull it to
make a platform start moving. Use it to reach the ledge above, where you'll find
a Bongo Blast pad. Play your instrument on it and Squawks will come to give you
a GOLDEN BANANA (2).

Now drop down and head to the Tag Barrel in the corner. Switch to Chunky Kong.
Go to the opposite corner where you'll find a "?" box. Primate Punch it open to
reveal a Kasplat and a Banana Fairy. The Kasplat is the wrong color, so switch
to Tiny Kong. Kill the Kasplat and get the BLUEPRINT (1), then snap a photo of
the BANANA FAIRY (2). The fairy gives you 24 Crystal Coconuts and 25 oranges.
Leave the lobby.

From Bananaport #4, head down the ramp, killing the Kritter. Keep going down the
long ramp until you reach that spot with the gap with vines I said not to cross
earlier. Cross it now and enter the cave at the end.

You'll find Snide's HQ here. Enter it and exchange the blueprint for a GOLDEN
BANANA (2).

Once out of the HQ, use the Tag Barrel on the side of the room to switch to
Diddy Kong. Near the Tag Barrel is a Diddy pad. Simian Spring directly up to a
Bonus Barrel.

+=~=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Batty Barrel Bandit | Difficulty : 2.5/10                                    |
+~=~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| This game works like a slot machine in a casino. Hooray for gambling. Anyway |
| , the objective is to line up four Golden Bananas in the machine three       |
| times The hit counter on the top of the screen shows you how many jackpots   |
| you have still have to hit. Press A to a slot. If you hit an item other than |
| a banana, press A rapidly to reset the machine. You also have to press A to  |
| start the game. Since the wheels move slowly, just press A when the Golden   |
| Banana appears. It's not too difficult (at least this one isn't). Your       |
| biggest threat is freaking out and just ramming the A button. That will kill |
| you for sure. If you remain calm, you shouldn't have too much trouble.       |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

After you win, you'll get a GOLDEN BANANA (1).

Now switch to Chunky Kong. Head over to the other side of the room and you'll
find a boulder. Pick it up by pressing B, then press B again to destroy it. This
reveals a Battle Arena Pad. Press Z to be transported to an arena.

+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Battle Arena #4 - Bish Bash Brawl | Difficulty : 3.5/10                      |
+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| You'll be facing a skeleton Kritter, a Kritter, and a Kasplat. Since both    |
| Kritters and their skeleton counterparts take one moving attack to be killed |
| , the best strategy is to move in circles around the arena, pressing B. Keep |
| an eye on the Kasplat. If it lifts its arms to shockwave, attack it before   |
| it gets a chance. The goal it to survive for 60 seconds. Keep using the move |
| attack, circling the arena. Once you survive for 60 seconds, backflip to the |
| BATTLE ARENA CROWN (1).                                                      |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

Switch to DK and leave the cave.

Take out your shooter and, in first-person, look below the gap with the vines.
On a ledge sticking out of Krocodile Isle you should see a coconut switch. Shoot
it to open the gate below, then drop down and get the GOLDEN BANANA (3).

Drop into the ocean and swim all the way over to DK Isle. We're going to wait to
give K. Lumsy the Boss Key since he doesn't open a world. Go past the five
Bananaports to the green area. Head into the Jungle Japes lobby.

Turn right at the start to find the Tag Barrel. Switch to Chunky Kong and go to
the opposite side, where you'll find a boulder. Destroy it to find a trombone
pad. Switch to Lanky Kong, then play your instrument on the pad. Squawks will
bring you a GOLDEN BANANA (2). Switch back to Chunky, then enter Jungle Japes.

==========================----------------------------==========================
|                         +--------------------------+                         |
|            4t           | %%%%  Jungle Japes  %%%% |         JAPES2          |
|                         +--------------------------+                         |
--------------------------============================--------------------------

Now's the time to mention that I won't be numbering and telling you to collect
banana bunch coins anymore. You have enough for the game, so just collect them
if you want. Head forward and use Bananaport #1.

Go forward and head leftward. Continue past the Gnawty and the Zinger over to
the big X. Collect the bananas around the area (5), then pick up the boulder and
throw it. It will explode to reveal a GOLDEN BANANA (1).

Now Simian Slam the big X three times. It will crack, eventually crumbling and
letting you drop in.

Go forward at the start, collecting five bananas (10). Next up is a long and
winding path to the end of the cave. Go slowly and wait for the flames to shoot
to light your path, or you might fall into the abyss below. As you head along
the path, collect the banana bunches (20). At the end, you'll see a demon face
with two pineapple switches for eyes. Shoot them both to create sets of vines
leading to ledges on either side. Swing across the ones on the left to get a
GOLDEN BANANA (2). Swing back and then take the right vines to a Kasplat. Defeat
it for a BLUEPRINT (1).

Swing back across and head back along the winding bridge. Contiune to the end of
the cave and use the barrel kannon to leave.

Head right over to the two Bananaports, then use the Tag Barrel to switch to
Diddy Kong.

Cross the river over to the place with two Gnawties. Kill the Gnawties and
shoot the Zinger. Look for a steep slope on the right. Use your shooter to shoot
the switch atop the slope, opening a gate. Head back across the river and switch
to Lanky Kong.

Jump into the water and press Z to go under. Swim through the middle of the lake
to collect five bananas (5), then surface on the right side. Jump over to the
two Gnawty area and use the Orangstand to go up, getting the bananas (8). Use
the shockwave to unearth the DK Dirt Pile and get a RAINBOW COIN (1), then go
inside the cave.

Shoot the balloon hovering over the start (18), then go up the steps in the room
, getting the banana bunches (28). Squawks will ask you if the pegs look a
little loose. On either side of the room you'll see a peg. Simian Slam them both
, highjumping off them for banana bunches (38). Once they're both slammed, a
group of Zingers will appear. Use your shooter to shoot them all down. The
picture of DK Isle will open, letting you get the GOLDEN BANANA (1). Take a
photo of the BANANA FAIRY (1) that appears for 25 Crystal Coconuts, then leave
the cave.

Cross the river again and use the Tag Barrel to switch to Tiny Kong.

Head left and through the cave near the big X area. Follow the trail of green
bananas in the cave past the first Kasplat and to a purple-haired Kasplat. Kill
it for a BLUEPRINT (1).

Continue to find a huge gate. Shoot the feather switches on either side to open
it, then activate BANANAPORT #5.

Go over to your right and you'll find a beehive. Jump into the Tiny barrel to
become small, then turn around. You'll find a log against the wall. Run through
the tiny hole in it to collect three banana bunches (15). Now continue past
Bananaport #5 to find another log. Run through it for more banana bunches (30),
then continue to the back where you will find a stump. There's a mushroom near
it, so jump onto it and Tiny will bounce high into the air. Land on top of the
stump, then drop through the hole to get the GOLDEN BANANA (1).

The cage opens, letting you out. Deactivate the Mini-Monkey, then head back over
to the beehive. Jump into the Tiny barrel next to it and go into the hive's tiny
hole, after getting the banana bunch (35).

Head forward and go right. This is the only unlocked door in the hive so far.
Head inside the room to find a purple Klaptrap. After killing it, shoot the
balloon (45). Now slam the Tiny switch to open the second gate. Go back and head
inside the next room, where you should kill two Klaptraps and slam a switch to
open the third room. Head back and go into the third room. Backflip up the
pillar thing in the center. Get the bananas around near the top (43), then get
the GOLDEN BANANA (2). Go back and leave the hive.

Head over to the start of this area. Near the entrance to the tunnel is a Tag
Barrel. Use it to switch to Chunky Kong.

Go over to the center "platform" with the four large trees. Jump into the Chunky
barrel to become gigantic. Climb all four trees to get each of the banana
bunches (40), then jump from one of the trees to the Bonus Barrel floating high
above.

+=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Mine Cart Mayahem | Difficulty : 4/10                                        |
+~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| This is one of the more difficult mini-games you've played so far. You'll be |
| racing around on a mine track above a pit of lava. However, there is also an |
| enemy mine cart racing around the place. If you collide with it, you will    |
| lose. The goal is to survive for 30 seconds. Hold Z to speed up, B to slow   |
| down, and use the control stick at junctions to switch tracks. The way I     |
| play is I hold Z and move towards the center. Now start working your way out |
| of the center before you crash. Repeat this pattern, occasionally using a    |
| different strategy to avoid crashing. If you're about to crash and only have |
| a couple seconds left, hold B to delay the crash, which may save you. The    |
| most important thing is to KEEP YOUR EYE ON THE TNT CART! If you don't pay   |
| attention and just go in and out, you'll most likely get hit. Once the time  |
| limit reaches zero, you'll win.                                              |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

Once the Bonus Barrel breaks, jump into the Hunky Chunky barrel again. Jump from
one of the trees to reach the GOLDEN BANANA (3).

Head over to Bananaport #5. Go through the tunnel, past the two Kasplats,
grabbing the bananas along the way (50). Dive into the lake and head to
Bananaport #4. Teleport to Cranky's area.

Climb the first tree on your left, then jump to the roof of Cranky's lab, where
you'll find a banana bunch (55). Head back into the tunnel and take the left
path , opened by Rambi. As you head through, go into a sub-path on your right to
find a lake with a BANANA FAIRY (2). This gives you 26 Crystal Coconuts.

Now continue through the tunnel to a rock. Throw it to the wall, then grab the
banana bunch that was inside it (60). Next, shoot the three balloons hovering
above this room (90). Great, another BANANA MEDAL (3).

Simian Slam the Chunky switch to open a gate hiding a Golden Banana next to
Snide's HQ. You only have 60 seconds, so this will be a close one. Leave the
Rambi rock area and make a left. We're not going to use Bananaport #4. Take a
right at the fork, then swim across the lake. Use Bananaport #2 to reach the
upper level. Head left at the tower and go to Snide's HQ. Grab the GOLDEN BANANA
(4).

Go into Snide's HQ and exchange your blueprint for a GOLDEN BANANA (5).

Drop off of here and land on Funky's roof below. On top of it you'll find two
banana bunches (100). Backflip back to Snide's HQ and switch to Lanky Kong.

Climb the tree for a banana bunch (43), then get the banana bunch surrounded by
coins next to the HQ (47). Drop down to Funky's, then jump into the water. Head
through the Bananaport #4 tunnel. Once you reach the Gnawty, go left to an area
you haven't seen before. Get the banana on the slope (49), then defeat the
Kasplat for a BLUEPRINT (1).

After shooting the balloon (59), use the Orangstand to get the three bananas on
the right steep slope to get three baanans and a bunch (67). Now go to the other
side and get the bananas on the next slope (70). Jump into the Bonus barrel.

+=~=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Speedy Swing Sortie | Difficulty : 1.5/10                                    |
+~=~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| One of the easier mini-games, Speedy Swing Sortie requires you to swing      |
| across the vines above the trees and collect ten coins. Use mushrooms to     |
| bounce to the trees. Bounce on the first mushroom, then swing across the     |
| vines to collect nine coins (9). When you land on the last tree, you'll get  |
| the tenth coin (10).                                                         |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

That earns you a GOLDEN BANANA (2).

Head back down the slope and over to the Gnawty again. Go up the other slope to
the Rambi area. Aroudn the Chunky switch you'll find five bananas (75). That
will give you another BANANA MEDAL (4).

Head out of here and continue to Cranky's area. Go to the back of the area and
climb the left tree for a banana bunch (80). Drop down and go to the nearby
Lanky switch. Shoot the balloon above (90) and grab the banana bunch (95), then
slam the Lanky switch. A cage by the barrel kannon opens to reveal a Golden
Banana, but only for 60 seconds. Quickly rush to Bananaport #4 and teleport.

Jump into the water and climb the giant vine that leads to Funky's. Swing across
the vines to the kannon and get the GOLDEN BANANA (3).

Take the barrel kannon up to the second level. Head left, over to Snide's place.
Enter the HQ and exchange your blueprint for a GOLDEN BANANA (4).

Go back right and use Bananaport #2 to teleport to the bottom of the level.

Head through the tunnel that connects the main area to the start. Along the way,
go into the mid-point tunnel that you opened with Diddy. In the back, there's a
gate with a grape switch. Shoot the switch to open the gate, then get the banana
bunch (100). Jump into the Bonus Barrel.

+=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Mad Maze Maul | Difficulty : 2/10                                            |
+~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| This is one of my favorite mini-games. The object is to kill all the enemies |
| in the maze, then get to the checkered flag in 60 seconds. A counter keeps   |
| track of how many enemies are left. Here's an ASCII map of the maze:         |
|                                                                              |
|                     +-----+                                                  |
|                     |#####|                                                  |
|                     |     |                                                  |
| +-------------------+     |                                                  |
| |  K         K         K  |                                                  |
| |     +---+     +---------+                                                  |
| |     |   |     |                                                            |
| +-----+   |     |       +-----+                                              |
|           |     |       |  K  |                                              |
| +---------+     +-------+     |                                              |
| |     K                       |                                              |
| |     +-----------------------+                                              |
| |     |                                                                      |
| |     |                                                                      |
| |START|                                                                      |
| +-----+                                                                      |
|                                                                              |
| K means Kritter and ##### is the checkered flag. Go forward and take a right |
| , then kill the Kritter. Ignore the first left and take the second to kill a |
| Kritter, then head back and take the left you passed. Go forward and kill    |
| the Kritter, then go left to kill another Kritter. Head back and go the      |
| other way to kill the last Kritter, then head around to the corner to the    |
| flag.                                                                        |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

You'll get a GOLDEN BANANA (5).

Go back to the main area and use the Tag Barrel to switch to Tiny Kong.

Head through the tunnel again. Go all the way to the start, collecting the
bananas as you go (58). Now go into the tunnel with the Mad Maze Maul barrel.
Go to the left and you'll find another gate. Shoot the feather switch, get the
banana bunch (63), then jump into the barrel.

+=~=~=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~=+
| Splish Splash Salvage | Difficulty : 3/10                                    |
+~=~=~=~=~=~=~~=~=~=~=~=+=~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~=+
| Welcome to Splish Splash Salvage, the lesser of the two evils (the evils     |
| being this and Beaver Bother). The object is to collect all the coins in the |
| underwater barrel. There are four coins on the middle rim, five around the   |
| the bottom, and one in the center of the bottom. This is difficult because   |
| of the crappy camera view, which makes swimming borderline stupid. Swim down |
| at the bottom to the first silver rim. Go around it, collecting the four     |
| coins (4). Use the B button and the Z button for more precise control. Now   |
| go to the bottom and swim around it. Avoid the starfish (use the A button to |
| escape them) and get the coins around the bottom (9). Now swim to the middle |
| and get the last coin (10).                                                  |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

That earns you a GOLDEN BANANA (3).

Leave the tunnel and head back to the main area. Swim straight across the lake
and head through the tunnel. When you reach the Gnawty, take the right path to
the Rambi rock area. Get the bananas as you head to the Banana Fairy room (70).
Shoot the balloon hovering above the lake (80) for a BANANA MEDAL (5).

Now go out and head to Cranky's area. Climb the tree on the right to get a
banana bunch (85).

Drop down from here and go to the left side of the area. Closer to the start you
will find Tiny's switch. Get the banana bunch and shoot the balloon (100), then
slam the switch to open an alcove just above the water in the lake, revealing a
Golden Banana. You only have 30 seconds, so rush to Bananaport #4 and teleport.
Jump into the water and head along the left, then jump into the alcove and get
the GOLDEN BANANA (4).

Head across the lake and use Bananaport #2 to reach the top of the level. Go
leftward and head into Snide's HQ. Exchange your blueprint for a GOLDEN BANANA
(5).

Switch to Chunky Kong and warp to the bottom of the level. Warp to the very
start and leave Jungle Japes.

==========================----------------------------==========================
|                         +--------------------------+                         |
|            4u           | %%%%%%  DK Isle  %%%%%%% |         ISLE10          |
|                         +--------------------------+                         |
--------------------------============================--------------------------

Leave the Jungle Japes lobby. Head over to the start of the isle and use
Bananaport #2 to teleport to Angry Aztec. Before you head in, go right along the
cliff ledge. There are two boulders covering music pads. Destroy the first one
to reveal a Trombone Tremor pad and the second one to reveal a triangle pad.
Play your triangle on the pad and Squawks will bring you a GOLDEN BANANA (1).

From here, drop down to the bottom of the isle. You should be around the ledges
leading to the Angry Aztec path. Head left along the island, killing a beaver.
As you head near the waterfall, you should see a pineapple switch above a gate.
Shoot it to open the cage, letting you get the GOLDEN BANANA (2).

Continue over to the waterfall and head to the start. You can't use Bananaports
or the boulders will reappear. Switch to Lanky Kong and go over to the ledges.
Go to Angry Aztec the long way (climb some ledges, swing across the vines above
the waterfall, jump up ledges). Along the way to Angry Aztec, use the shockwave
move to uncover a DK Dirt Pile for a RAINBOW COIN (3).

Head over to the trombone pad and play your instrument. Squawks will come and
tell you he's found one of Cranky's special barrels. A Diddy barrel will appear
on a floating island you haven't seen before (this is the entrance to Fungi
Forest). Go inside the Angry Aztec lobby.

Switch to Diddy Kong and Chimpy Charge the two gongs. A floor piece opens and a
Bonus Barrel raises. Now switch to Tiny Kong and head up the stairs. From the DK
edge of the platform with the DK Portal, Ponytail Twirl into the Bonus Barrel.

+=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Big Bug Bash | Difficulty : 2.5/10                                           |
+~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~-+
| You actually control a fly swatter in this mini-game. Use the joystick to    |
| move it around the barrel and press A to swat. The object is to kill eight   |
| flies in 60 seconds. They are fast as hell, so you'll have to lead your      |
| shots and move the swatter irregularly. I recommend staying close to the     |
| center and moving your swatter in crazy directions. I find I hit the flies   |
| most often when I move the swatter northwest, northeast, southwest, or       |
| southeast. Once your hit counter reaches zero, you'll win!                   |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

You get another GOLDEN BANANA (3).

Head to the left side of the room and you'll see a closed secret door. Shoot the
feather switch next to it to open the door, then switch to Chunky Kong.

Go through the passage opened up by Tiny Kong. At the end, shoot the two Zingers
in the room to make a Chunky barrel appear. Jump into it to become huge, then
Simian Slam the table. A part of the wall under the DK Portal turns around to
reveal Chunky's Wrinkly Door. Head back and enter the second world.

==========================----------------------------==========================
|                         +--------------------------+                         |
|            4v           | %%%%  Angry Aztec  %%%%% |         AZTEC2          |
|                         +--------------------------+                         |
--------------------------============================--------------------------

Swing across the vines at the start, then collect the five bananas as you head
to the second quicksand gap (5). Go back to the end of the first quicksand pool
and look on the side. Shoot the two pineapple switches to open a large door.
Shoot down all the Zingers in the room or this will be a pain in the ass. Head
around the room, going down each branch to get the four banana bunches (25).
You'll find four jugs at the end of each branch. They all have symbols, and the
objective is to put all the jugs on the corresponding symbols in the middle of
the room. To pick it up, press B, and press Z to put it down. Here is the
solution to the puzzle:

+---+               +---+
| ^ |               | X |
+---+               +---+

      +---+   +---+
      | : |   | ^ |
      +---+---+---+
          | O |
      +---+---+---+
      | X |   | O |
      +---+   +---+

+---+
| : |
+---+

Note that you should do the center jug first, because if it touches the others,
it will explode. Corresponding symbols are where you should put the jugs. Once
you've finished the puzzle, you get a GOLDEN BANANA (1).

Head out of this chamber and continue across the second quicksand pit. Keep
going to the first main area. Jump to the quicksand island with the Tag Barrel
and use the shockwave to unearth the DK Dirt Pile. This lets you snag a RAINBOW
COIN (1).

Now head over to the scary-face temple. Go to the left side and shoot the second
switch to open the door. Head inside.

Once you have the camera turned around, go to the northwest corner. You'll find
some oranges and five banana bunches (50). Go along this side of the temple
until you find a new corridor. Get the green bananas (53), kill the Klobbers,
then get the banana on the music pad (54) and play your instrument. The door
ahead will open. Approach the Golden Banana inside and it will go beneath a
trapdoor. Keep going and a snake will open to release four Klaptraps. Each time
you defeat a group, the walls will turn and another set will be unleahsed. They
don't have teeth like the normal ones, so just use a moving attack to wipe them
out. Once you've defeated them all, you'll be able to take the GOLDEN BANANA
(2).

Head outside this area and go past the Klobbers. Jump into the lake in the
temple and dive into the room with the Shuri. Continue past the starfish and
head forward into the room where Lanky shot down the vulture. Backflip up to the
Lanky switch, where you'll be able to shoot the balloon hovering above the
entrance (64). Now swim back and leave the temple.

Go straight forward over to the tunnel connecting the two main areas. In the
room with the purple Kasplat, go over to the left and jump into the Chunky
barrel you should find. Continue through the tunnel to the part with the three
Klaptraps. On your right you'll find a giant boulder. Pick it up and return to
the Kasplat room, then place the boulder on top of the table to lift the cage in
the Klaptrap room. Deactivate the Hunky Chunky and head back to the cage. Jump
into the Bonus Barrel you can now access.

+=~=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Busy Barrel Barrage | Difficulty : 2.5/10                                    |
+~=~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| This is perhaps the most barbaric bonus game of DK64. Baddies will come at   |
| you (you're in the center, armed with your shooter) and you have to shoot    |
| them constantly. If you get hit by even one, you lose. The goal is to        |
| survive for 45 seconds. Since you can only spin around, the best strategy is |
| to aim in circles and fire at them one by one. You have unlimited ammo, so   |
| feel free to mash B all you want. Once one Kritter is dead, kill the next,   |
| but be quick about it. While they regenerate, point your gun at the one that |
| you killed first. Continue this pattern and you should win easily.           |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

Once you survive, you'll earn a GOLDEN BANANA (3).

Continue through the tunnel to the second main area. Head forward and go all the
way around the totem pole. You'll need to jump some quicksand gaps and swing
across the vines at the one with the big door. As you go around, collect all the
bananas (74). Go left when you're done and jump the quicksand gap. Head over to
the bridge and switch to Tiny Kong.

Cross the bridge to the five-door temple and head up the stairs on the left.
Shoot the feather switch above the middle door and go inside.

           +-----+             +-----+
           |__G__|             |__C__|
           |_____|             |_____|
           |     +---+-----+---+     |
           |         [  F  ]         |
           +---------+  C  +---------+
                     |_____|
                     |_____|
 +-----+   +---------+     +---------+   +-----+
 |     |   |B                       B|   |     |
 |  !  |---o     +-------------+     o---|     |
 |     |   |_____|             |_____|   |     |
 +-----+   |_____|             |_____|   +-----+
           |     +---+-----+---+     |
           |         [  F  ]         |
           +---------+  C  +---------+
                     |     |
                     |START|
                     +-----+

Legend:

F - Feather Switch  C - Banana Bunch Coin  o - Tiny Hole    G - Golden Banana.
[ - Openable door   _ - Stairs             B - Tiny Barrel  ! - Banana Fairy

Shoot the switch at the start and head left, around the corner. Jump into the
Tiny barrel up the steps and go through the tiny hole in the wall. In this room,
you'll have to take a photo of the BANANA FAIRY (1). You'll be given 27 Crystal
Coconuts.

Go back through the hole and deactivate the move. Go to the middle and up the
steps, then shoot the feather switch. Head around the corner on the left and
take the GOLDEN BANANA (5).

A crosshair will appear and you'll be given a time limit to get out. Quickly
follow the map out before you're killed.

Cross the bridge again and head left. Jump the quicksand gap and go over to the
llama temple. Shoot the switch in the back and go inside.

Drop down and take Bananaport #1 to the Tag Barrel. Head down the giant stairs
ahead over to where you went through the tiny pipe. You'll find another BANANA
FAIRY (2). She'll give you 28 Crystal Coconuts.

Take Bananaport #1 back, then head up the stairs on the left side and leave the
temple.

Go right, jump the quicksand gap, and head back to the quicksand bridge. Jump
into the Tag Barrel and switch to Chunky Kong. Cross the bridge and head up the
stairs on the left, then shoot the pineapple switch above the right door and
head inside.

+-----+-----+         +-----------+
|P C ||     |         |  C  ||   +|
+-----+  K  +-+-----+-+     +-----+
      |       [  P  ]       |
      +-------+__C__+-------+
              |_____|
        +-----+     +-----+
        |        DK       |
        |     +-----+     |
        |        C        |
        +-----+_____+-----+
              |_____|
   +-----+----+     +----+-----+
   |  1                     !  |
   |     +---------------+     |
   |_____|               |_____|
   |_____|               |_____|
   |     +----+-----+----+     |
   |          [  S  ]          |
   +----------+     +----------+
              |START|
              +-----+

Legend:

P - Pineapple Switch  C - Banana Bunch Coin  G - Golden Banana  B - Balloon
[ - Openable door     _ - Stairs             ! - Klobber        DK - Dirt Pile
| - Stairs (In Map)   + - Bonus Barrel

Shoot the switch at the start and head around either corner. Kill the Klobber,
then go to the middle and head up the stairs. Take the left path and shoot the
balloon (84), giving you a BANANA MEDAL (5).

Now go back and take the right path. Shoot another balloon (94), then contiune
around the corner. Kill the Klobber, then unearth the DK Dirt Pile in the middle
for a RAINBOW COIN (2).

Head up the stairs and shoot the switch. Take the left path and kill the Kasplat
for a BLUEPRINT (1).

Head up the stairs on your left and shoot the pineapple switch. Nothing appears
to happen, but you'll see why in a second. Continue back to the last pineapple
switch and take the other path. A new set of stairs has opened on the right.
Here you'll find a Bonus Barrel.

+=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Kremling Kosh | Difficulty : 2.5/10                                          |
+~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| Like Krazy Kong Klamor, this game requires good reflexes. You'll be using    |
| the A button watermelon gun (shoot the center watermelon piece to reload,    |
| since you only get five shots) to shoot Kremlings that pop out of the        |
| barrels. The red ones (which pop out and go back in very quickly) are worth  |
| two points while the green ones are worth one. You have 60 seconds to score  |
| 18 points. Also like KKK, this is mostly just a test of your reflexes, so I  |
| really can't provide many tips. You need to anticipate the red Kremlings to  |
| score more points. Constantly shoot the Kremlings and be moving your gun to  |
| score the most points.                                                       |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

Grab the GOLDEN BANANA (4).

A timer will start. Rush out of the temple, following the map, before the timer
runs out, or you'll be shot and lose a melon slice.

Once out, head back across the winding bridge. Go forward and climb the tree,
then swing across the vines. Head leftish and over to the steps leading to the
Tag Barrel. On the steps on the left and right you'll find Chunky's last bananas
(100). Head into Snide's HQ and exchange the blueprint for a GOLDEN BANANA (5).

Climb the tree near the foot of the stairs and roll jump to the Diddy barrel. Go
down the stairs and take Bananaport #2 to the first area. Head over to Candy's
shop and use Bananaport #1. Turn around, then cross the quicksand gap and leave
this level for good.

==========================----------------------------==========================
|                         +--------------------------+                         |
|            4w           | %%%%%%  DK Isle  %%%%%%% |         ISLE11          |
|                         +--------------------------+                         |
--------------------------============================--------------------------

Leave the Angry Aztec lobby, then use Bananaport #2 to warp to the bottom of the
isle.

Swim forward and dive under. Go around the base of K. Rool's ship, where you'll
find an opening. Swim through it.

Head through the underwater tunnel and surface at the end. Jump to the land and
you'll find a green-haired Kasplat. The Chunky switch is blue, which means we
can't activate it right now. Kill the Kasplat for a BLUEPRINT (1).

Backflip up to B. Locker and he'll open the door for you, since you only need 30
Golden Bananas. Head into the fourth world.

==========================----------------------------==========================
|                         +--------------------------+                         |
|            4x           | %%%  Gloomy Galleon  %%% |         GLOOMY          |
|                         +--------------------------+                         |
--------------------------============================--------------------------

Moves      - All Kongs - Upgrade 1
Difficulty - 5.5/10
Enemies    - Kritter, Kosha, Klobber, Kaboom, Shuri, Pufftup, Klump

K. Rool realizes he underestimed the Kongs and asks his chief technician if the
Blast-o-Matic is almost ready. There are a few technical problems, however, and
all his men are lazy. K. Rool orders his Klaptraps to make sure no one leaves
until the machine is ready.

Near the start is a gate on your right. Shoot the two pinapple switches next to
it and it will open. Instead of going through, continue forward through the
tunnel. and pass the Tag Barrel. Collect the green bananas (2) and you'll be in
a sunken ship area. First, activate BANANAPORT #1.

Go through the sunken ship, getting the bananas (7). You'll need to kill a
Kaboom and a Klobber as well. Here you'll find three chests. Primate Punch the
middle one for headphones, the right one for a GOLDEN BANANA (1), and the left
one for a BANANA FAIRY (1). You'll be given 29 Crystal Coconuts.

Go back through the sunken ship and make a left. Get the banana bunch (12) on
the box with BANANAPORT #2.

Head back to the front of the ship and use the barrel kannon to be blasted to a
high up platform. Swing across the vines to reach BANANAPORT #3.

Turn right and get the three bananas along the narrow ledge (15), then drop
down and turn around. You should see a Kaboom in front of a barrel kannon. Go
past the barrel kannon over to the side of the big ship. Primate Punch the gate
to bust it, then use the Battle Arena Pad.

+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Battle Arena #5 - More Kritter Karnage | Difficulty : 2/10                   |
+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| You'll be facing four Kritters for 45 seconds in this arena. I find the best |
| method for this battle is to simply run around the arena pressing B. Using   |
| the moving attack allows you to bash the Kremlings as they regenerate with   |
| ease. Once the 45 second time limit is up, backflip to get your BATTLE ARENA |
| CROWN (1).                                                                   |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

Head back through this area past the two Kabooms and into the entrance tunnel.
Jump into the Tag Barrel and switch to Donkey Kong.

Head into the sunken ship area and go through the ship to where Chunky found the
three chests. Shoot the yellow balloon (10), then go back to the Tag Barrel.
Follow the purple banana trails on your left to find a big gate. Shoot the two
coconut switches to open the way to the lighthouse area. First, there are two
underwater buttons in the lighthouse. You can use them to change the water level
from high to low or low to high, allowing you to accomplish certain tasks. Jump
into the water and dive under. Swim into the green up arrow button to raise the
water level, allowing you to reach the lighthouse. Jump onto the treasure chest
and use your gun to shoot the balloon hovering here (20). Now use the Donkey
pad.

For the first time, this barrel blasting course has forks in it. Take the upper
barrel, which has a banana bunch (25) first, then continue shooting. When you
come back to the start again, blast to the lower barrel. Shoot to the left
barrel for a banana bunch (30). Eventually, you'll reach the start AGAIN. Blast
to the lower barrel but take the right barrel this time. Once you reach a barrel
that rotates a full 360 degrees, shoot to the second barrel with a coin. You'll
get a banana bunch next (35), then blast to the DK Star.

A seal in a cage will be freed. He'll head off to another area, where a gate
behind him opens. Continue leftward over to BANANAPORT #1, then BANANAPORT #5.
Pound the nearby DK switch to make a gate open. Climb the ladder and enter the
lighthouse.

Shoot the balloon on the left side (45), then head around to the left, where
you'll find a DK pile. Unearth it to get a RAINBOW COIN (1), then go back to the
front.

Climb the ladder and grab the obvious banana bunch (50). If you've ever played
Super Mario 64, you'll recognize this Whomp's Fortress esque tower immediately.
Jump along the platforms. Every other platform moves in and out, so you'll have
to time it or you'll drop tot he bottom. After the second banana bunch (55), the
platforms start to go up and down, making things a bit different. You'll collect
another banana bunch (60) along the way. Once you reach the top, grab the fourth
bunch (65) and pull the lever. The lighthouse will turn on and a giant gate in
the bay will open, letting K. Rool's enormous ship in. Drop to the bottom of the
entire room so you can get the GOLDEN BANANA (1) that appears, then leave.

Climb down the ladder and face the crate that leads to the area's exit. Dive
down into the water to find an Enguarde crate and a Tag Barrel. Switch to Lanky
Kong.

Grab the five bananas under the crate (5), then swim into the crate to be
transformed into Enguarde. The controls are the same as they are for Rambi. Go
over to the right and you'll find a chest. Press B to break it (you can't
collect Lanky's items as Lanky). Swim down the drop off and break another chest.
Continue further down to find a weird shell house with some teeth around it.
Head to the left side and break a chest (this one contains a Golden Banana),
then head directly above the shell house to find an Enguarde rock. Bust it open
with the super charge (Z+B), then continue above shell house. There's another
chest here. Go up from this big ditch area and break another chest. You'll be
back where you started, so detransform. Swim around the entire area and collect
all the banana bunches in the chests (25) plus the GOLDEN BANANA (1). Now use
the Tag Barrel to switch to Diddy Kong.

Swim up and jump to the lighthouse platform. Backflip to the treasure chest with
the Donkey pad and wait for K. Rool's ship to come to you. As ridiculous as it
sounds, it's possible to roll jump and then tail spin over to ship. Once you've
landed, slam the Diddy switch behind the mast. A cannon will fire a Golden
Banana to the top of the lighthouse. Jump back into the water and hit the red
arrow switch, which is on the back. You'll be shown a cut-scene, which prevents
you from doing the trick I'm telling you to do. Raise the water again, then
lower it. Although it sounds difficult, if you quickly swim to the top of the
water, you can jump to the lighthouse before the water level becomes too low.
Once on the ship, backflip to the treasure chest and you'll find a Diddy barrel.
Jump into it and fly to the top of the lighthouse. Land on the top to get the
GOLDEN BANANA (1).

Play Guitar Gazump on the pad to make a giant mechanical fish rise out of a
grate in another area. You've got 90 seconds, so drop to the "rim" below the top
and get the two banana bunches (10). Drop to the bottom and use the Diddy barrel
again. Fly to the right of the crate that lets you leave and over to the seal's
cage. From here, shoot the balloon hovering above the water. Rush back to the
crate and use it to climb to the tunnel. Head past the Kritter. Continue through
another tunnel, avoid the Kosha, then shoot the two peanut switches to open the
gate. Jump in and swim directly forward past a sunken ship. When the fish opens
its mouth, head in.

For me, on my first try, this was the most difficult and last Golden Banana I
got. First, take position on one of the rafts in the room and shoot the damn
Zinger. Now face the giant heart with the fan. The fan is spinning around. It
alternates between covering the bottom light and the two lights on top. The goal
is to shoot all three lights in 100 seconds. You need to wait for the fan to
rotate to shoot. The best method is to start with one of the top lights, or it
will take an extra spin. Now, shoot the next light before the fan fully stops
(when it's slowing down) or you won't be able to shoot each of them three times
(which breaks them) in 100 seconds. Major props to Jeffseven for this strategy.
Once you win, you'll earn a GOLDEN BANANA (2).

You'll exit automatically after getting the prize. Considering all the extra
stuff you did before you actually went to the fish, you'll probably appear in
front of the sunken ship. Turn around and swim over to the cage where the big
fish came out. Around it you'll find four banana bunches (40). Now head back to
the sunken ship. Swim right and you'll find a second sunken ship, this one on
its side. Head around it for some bananas (50). Now go back to the other sunken
ship and head forward into a narrow "valley" type area with a few rafts. At the
start, activate BANANAPORT #5.

Continue and you'll find Funky's shop. Use it to refill your ammo, then swim
over to the big cactus thing. Play guitar (not on the pad) to kill the Kasplat,
then jump to the top. Quickly shoot the balloon hovering above (60). Now use
Guitar Gazump on the music pad to open up the number two door of the sunken ship
for 60 seconds. Quickly dive under and swim back throguh the valley. The side
closest to you has doors 2-3 while the side away from you has doors 4-5. #1 is
on top of the ship. Swim through the left door.

Head through (Glimmer the fish will light your way with a flashlight) and
collect the four bananas (64). Once in the main room, go to the corners on your
left and right to collect a couple of banana bunches (74). Now head to the back
and enter the Bonus Barrel.

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| Splish Splash Salvage | Difficulty : 7/10                                    |
+~=~=~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| Yes, it's time for this horror again. Like before, the object is to collect  |
| all the coins in the underwater barrel. There are two coins a bit outward    |
| from the middle rim, four on the bottom, and one in the middle. Once you've  |
| gotten the first seven coins, the water level raises. You need to swim to    |
| the top and swing across the vines to the last coin. At the start, head down |
| to the rim. The coins are in northeast and southwest positions. Since it's   |
| hard to see if you're lined up with the coin because they're not ON the rim, |
| it's good to use the Z and B button for more precise control. Once you have  |
| them (2), dive to the bottom and swim around for four coins (6). Get the one |
| in the middle (7), then rush to the top of the barrel. Swing across the      |
| vines to reach the final coin (8).                                           |
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After winning, get your GOLDEN BANANA (3) and leave the ship.

Surface and turn around. Head over to the mechanical fish gate. We're going to
swim on the surface above it. Activate BANANAPORT #4 on the raft and continue.
Head into Candy's shop, which is in plain sight.

Pay five coins to purchase the first instrument upgrade, which gives your
instrument 15 energy instead of 10.

There's a Tag Barrel floating above the water outside the shop. Use it to switch
to Donkey Kong, then swim over to the seal on the last raft. As thanks for
freeing him from his cage, the seal will give you a GOLDEN BANANA (2).

With the water level low, you can't jump into the alcove above, so swim out of
Candy's area. Turn left and swim down the valley that leads to Funky's. Backflip
to the branch of the cactus on the left and use the Bongo Blast to open door #3.
Swim over to the sunken ship and to the left side. Go into the door.

Glimmer will assist you once more, so head forward and eventually collect three
bananas (74). Go right and get the three bananas (71). You'll find three coins
at the end. Head back and go left. Collect the bananas on your left (74), then
ignore the Bonus Barrel. Contiune to collect the last banana (75), which gives
you a BANANA MEDAL (1).

Swim back to the cage with the Bonus Barrel and swim into it.

+=~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Krazy Kong Klamour | Difficulty : 3/10                                       |
+~=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| This game is rather odd. It's set up like Teetering Turtle Trouble with a    |
| three-by-six row and a watermelon gun. Press A to fire. You have five shots  |
| before you need to shoot the center watermelon button to reload. The object  |
| is to shoot the Golden Bananas. You have to reduce your counter to 15 by     |
| hitting 15 bananas. However, the lights flicker on and off and the position  |
| of the Golden Banana keeps changing. You can't shoot something while it's    |
| dark. If you shoot one of the Kongs in the rows, the counter will go up by   |
| one, making it more difficult. You need to shoot more Golden Bananas this    |
| time, and the lights also flicker faster. There isn't much to write about in |
| the way of tips. It's really just a test of reflexes. You need to aim and    |
| fire at the Golden Banana very quickly. With enough tries, you should get    |
| it.                                                                          |
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Once you win, you'll earn a GOLDEN BANANA (3). Make a right U-turn as you head
out of the cage. You should see the path out. Follow it and leave the ship.

Swim to the front ship, facing the path to Funky's. Go to the bottom and look
for a ship-like log-type thing. Yeah. Swim through it to collect three banana
bunches (90). Head to the top of the ship. There's a Tag Barrel here, so use it
to switch to Diddy Kong.

Use the crate to head back to the entrance tunnel. Go across into the lighthouse
area. We have a couple things to do here. Head over to the right side. Along the
wall you'll find an alcove. Jump into it and kill the Kasplat for a BLUEPRINT
(1).

Jump in and head to the lighthouse. Use the green switch to raise the water
level, then head to the other side of the area. Left of the gate that the big
ship came out of is Snide's HQ. After activating BANANAPORT #3, go in and
exchange the bluepritn for a GOLDEN BANANA (4).

Leave the lighthouse area using the crate and head across to the other water
area. Dive in and go over to the top of the sunken ship. Use the Tag Barrel here
to switch to Lanky Kong.

Collect the banana bunch under the Enguarde crate (30), then transform. The
chests contain mere coins, so head to the top of the water. Across from the
crate leading out of here, near the back, is a DK star in the air. Swim towards
it and surface. Enguarde will fly throguh the air and through the star. Fly
through it three times and a nearby gate will open. After detransforming, jump
onto the crate and look at the water. There's a balloon hovering above here
(40). Now go throguh the tunnel past the Kosha. Make a right and collect the
blue bananas (45) as you head back to the start. Head through the gate you
opened with Chunky. In this room, you'll find a bunch of supports holding up
wooden platforms. Kill the Kasplat wandering on these planks and get the
BLUEPRINT (1).

Head back into the tunnel and contiune past the Tag Barrel, into the sunken ship
on land area. Go past the first barrel kannon and to the second. Go to where you
found the Battle Arena Pad and shoot the two banana balloons (65). Head back to
the main tunnel and make a right to where the Kosha is. In an alcove on your
right you'll find a Lanky switch. Slam it to open a gate in a different sunken
ship for thirty seconds. Quickly jump into the water ahead and swim down to your
left. In a big "clearing" area you should see a ship on its side. Head over to
it and swim through the lower door.

Collect the trail of blue bananas (70) as you head forward, then transform into
Enguarde. Hold R and bust the chest on the right side of the room to reveal a
passage. Detransform, then swim through the passage. At the end, get the banana
bunch, giving you a BANANA MEDAL (2), plus the GOLDEN BANANA (2). Go back
through the passage and leave the ship.

Swim upward. There's a raft here that has BANANAPORT #2.

Head straight across to the other second ship. Use the Tag Barrel to switch to
Diddy Kong. Head over to the gate you opened by flying through the DK star and
swim through the new tunnel, collecting the bananas (80). This gives you a
BANANA MEDAL (3).

The new room has a bunch of giant coin stacks. Jump onto the bottom of the right
coin stack and equip your shooter. Shoot the balloon hovering over the water
(90), then Simian Spring up the coin stack. Go past the yellow-haired Kasplat
and climb up the coins on the left. Use the Diddy pad to spring to the top,
where you'll find a Bonus Barrel.

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| Stealthy Snoop | Difficulty : 5/10                                           |
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| Stealthy Snoop is a mini-game that I found to be hell on my first time       |
| through. My sense of direction has drastically improved, so it's pretty easy |
| now. The object is to reach the checkerd flag within 70 seconds. There's a   |
| catch, however. Not only are you in a maze, but there are also security      |
| guards in the maze. If you get caught by the light emitted from their        |
| flashlights, you have to start over. The best method is to wait until only   |
| half of the path is covered by light, then sneak past. The long jump can be  |
| useful for this. The key is not to rush. Getting caught is more dangerous    |
| than running out of time. I'll provide a map to make your life easier:       |
|                                                                              |
|                       +----------+                                           |
|                       |          |                                           |
|                       +-----+    |                                           |
|                             | G  |                                           |
|           +-----------------+    |                                           |
|           |        G             |                                           |
| +----+    |    +------------+    |                                           |
| |    |    | G  |            | G  |                                           |
| |    |    |    |            |    |                                           |
| |    +----+    +---------+  |    |                                           |
| |       G        G       |  |    |                                           |
| +---------+    +----+    |  | G  |                                           |
|           |    |    |    |  |    |                                           |
|           |    |    |    |  |####|  +----+                                   |
|           |    |    +----+  +----+  |    |                                   |
|           |    |                    |    |                                   |
|           |    +--------------------+    |                                   |
|           |  G         G             G   |                                   |
|           +-------------+    +-----------+                                   |
|                         |    |                                               |
|                         |    |                                               |
|                         | ST |                                               |
|                         +----+                                               |
|                                                                              |
| As you can plainly see, the maze is a lot more complicated than the first.   |
| The G's indicate security guards, ST means start, and #### is the flag. So   |
| head forward, dodging the security guard. Head past the guard on your left,  |
| then avoid another as you head around the corner. You'll come to three paths |
| , each with a guard. Sneak past the one ahead of you as you go around the    |
| corner, then avoid another guard. Next up, take a right and head past two    |
| guards to find the exit.                                                     |
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Get the GOLDEN BANANA (5). BANANAPORT #4 appears a few coins below (it's
activated by default), so drop into the water below. Switch to Lanky Kong.

Jump onto the other coin stack and get the banana (76). Float up to another
banana (77), then use the next pad to continue upward to a banana on your right
(78). Jump to the Crystal Coconut on your left and backflip to the Lanky pad.
Float upward to a banana (79), then head up and around the coins. Once you reach
the top, go next to the barrel to find a banana (80). Now jump into the Bonus
Barrel

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| Searchlight Seek | Difficulty : 1.5/10                                       |
+~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| This game is another melon game, though you have unlimited shots and can aim |
| freely. Press A to shoot. As you move the gun, the limited amount of light   |
| you have will move with it. A Klaptrap is wandering around the barrel. Shoot |
| it to reduce your counter. You have 60 seconds to shoot four of them. This   |
| game is quite easy so long as you lead your shots. Once you spot a Klaptrap, |
| fire a melon in the direction it appears to be moving. Keep your gun in the  |
| same general area, as the Klaptraps regenerate where they die. After hitting |
| , four, you'll win the game.                                                 |
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Take your GOLDEN BANANA (3), then drop down and switch to Tiny Kong.

Finally! Jump onto the Lanky pad and shoot the balloon hovering in the northwest
corner (10). Now hop into the Tiny barrel above the chest in the back. Get the
banana bunch below (15) and swim through the lock.

Turn the camera around and you'll see a really evil looking clam. Wait for its
mouth to open, then swim in and get the PEARL (1). Swim out when its safe and
turn to face the entrance. Head up the giant coin stack in the top-right corner.
This clam also has a PEARL (2). Swim out and head to the other corner on the
same side as the lock. Wait for this clam to open its mouth, then grab the PEARL
(3). Go out and swim to the nearest corner, where you'll find another clam with
a PEARL (4). Once out, swim to the final corner and get the last PEARL (5). Now
head to the other side and swim back through the lock.

Swim across and through the tunnel that leads out of here. Head directly forward
to the crate and go through the tunnel. Make your way to the lighthouse area,
grabbing the bananas (24). Head back and take the path to the start. Go into the
room with Lanky's blueprints. Along the wooden platforms are three banana
bunches (39). Go back to the start and head forward into the sunken ship place.
Take the first barrel kannon up to the platform, then swing across the vines to
Bananaport #3, which has a banana bunch (44). Play your instrument to kill the
Kasplat on your left, then get the bananas (47) as you head over to the
BLUEPRINT (1). Go back and use Bananaport #3.

After getting another banana bunch (52), shoot the balloon by the HQ (62), then
head inside and exchange the blueprint for a GOLDEN BANANA (1).

You're in the lighthouse area, so hop in and swim directly down. Northwest of
where you will be as you swim down is the weird shell house. Swim over to it and
go into the Tiny barrel in front of the shell. Head into the tiny opening in the
shell.

You'll meet a mermaid. If you collected all five pearls like I told you to,
she'll stop boo-hooing and give you a GOLDEN BANANA (2). Leave her house.

Head over to the lighthouse and use the red switch to lower the water level.
Swim to the side of the place opposite Snide's to find the alcove where Diddy
got his blueprint. Kill the Kasplat, then shoot the balloon (72). Tiny has
nothing else to do here, so use the green switch to raise the water level again
and head to the crate. Go forward throguh the tunnel over to the Kosha. At the
end of the path to the second water area is a left alcove. Smash the Tiny switch
in here to open the top door of the second sunken ship. Hop into the water and
swim over to your left to find the ship. Swim into the second door.

Swim to the right corners of the room. You'll find banana bunches in them (82).
That gives you a BANANA MEDAL (4).

On the same of the room, in the middle, you'll find a crack in the wall. Swim
through it and head left to the Bonus Barrel.

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| Kremling Kosh | Difficulty : 3/10                                            |
+~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| Like Krazy Kong Klamor, this game requires good reflexes. You'll be using    |
| the A button watermelon gun (shoot the center watermelon piece to reload,    |
| since you only get five shots) to shoot Kremlings that pop out of the        |
| barrels. The red ones (which pop out and go back in very quickly) are worth  |
| two points while the green ones are worth one. You have 60 seconds to score  |
| 22 points. Also like KKK, this is mostly just a test of your reflexes, so I  |
| really can't provide many tips. You need to anticipate the red Kremlings to  |
| score more points. Constantly shoot the Kremlings and be moving your gun to  |
| score the most points. When you need to, reload. You need to shoot quickly   |
| and aggresively to win.                                                      |
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After getting your GOLDEN BANANA (3), swim back through the crack and then
through the exit in the ceiling.

Head directly across over to the Funky Kong "valley". However, head under the
rafts and the surface and you'll find a winding path leading to a sunken
submarine. Head to the top of the submarine and use the Tiny barrel to shrink,
then swim across the "bar" the barrel is above. There's a tiny hole on the tip
of the bar for you to enter.

Swim over to the controls in the back. Behind them is a Bonus Barrel.

+=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Big Bug Bash | Difficulty : 2.5/10                                           |
+~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~-+
| You actually control a fly swatter in this mini-game. Use the joystick to    |
| move it around the barrel and press A to swat. The object is to kill six     |
| flies in 60 seconds. They are fast as hell, so you'll have to lead your      |
| shots and move the swatter irregularly. I recommend staying close to the     |
| center and moving your swatter in crazy directions. I find I hit the flies   |
| most often when I move the swatter northwest, northeast, southwest, or       |
| southeast. Once your hit counter reaches zero, you'll win!                   |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

After getting the GOLDEN BANANA (4), leave the sub.

Swim upward to reach Funky's place. From the guitar pad, backflip to the back
branch and play your saxophone on the pad. This opens door #5. That means you
want to go to the left side as you head towards the ship. Hop into the water and
rush towards the sunken ship, then head around and enter door #5.

Head forward as you collect the bananas (86). Now you'll reach a fork, with a
cage directly ahead. Go left, sticking towards the left side where the bars are.
At the end, you'll find a cage guarded by a starfish. Inside it is a GOLDEN
BANANA (5).

Now head out of the cage and collect the banana ahead and on your right (88).
Next, collect the banana bunch near the end of the path (93). Go back to the
very first cage you saw and head the other way. There are two bananas in the
same place (95), plus a banana bunch on the side (100). Now look at the cage on
your right. Take a picture of the BANANA FAIRY (2). You get 30 Crystal Coconuts.
You've got everything for Tiny, so find the bone arrow and leave the ship.

Swim to the top of the ship and switch to to Lanky Kong.

Head through the nearby "valley" to reach Funky's place. In the back of the
cactus you'll find a trombone pad with a banana bunch (85). Play your instrument
on it to open door #4. Swim back to the ship and head into it.

Follow the passage until you reach a large room with a carpet. Go to the two
right corners for two banana bunches (95), then the top-left one for the final
bunch (100). In the middle of the left side is a four-poster bed with a GOLDEN
BANANA (4). Once you have it, leave the ship.

Head to the top of the ship and switch to Chunky Kong, who we haven't touched in
ages.

Go to the side of the ship where doors 2-3 are and you'll find another log-type
ship deck thing at the bottom. Swim through it for three banana bunches (30),
then surface. Head over to the start of the "Funky valley" and use Bananaport #5
on the raft to reach the top of the lighthouse.

Jump onto the chest with the Diddy barrel, which is right next to you. When the
ship comes to you, roll jump attack (B+A+B) to it. Now backflip to the poopdeck
of the ship and you'll find a trapdoor. Simian Slam it to bust it open.

Head forward past the cannonballs. Turn the camera sideways so you can have a
better view and wait for a cannonball to fire before crossing. Collect the four
banana bunches (50). At the end, go right and Primate Punch the gate open. There
are a bunch of barrels spinning around. First, get the bunch (55). You have to
Primate Punch the Chunky-marked parts of the barrel open in order to destroy
them. As you go on, the barrels get faster. Once you destroy the final one, you
will earn a GOLDEN BANANA (2).

For reasons unknown, Chunky becomes seasick and starts wobbling like a drunk.
The control stick is reversed, so hold the controller upside down. Carefully
make your way past the cannonballs to the barrel kannon, which propels you out
of here.

You appear on the lighthouse, so jump into the water below. Go to the bottom of
the lighthouse and swim around its base for ten bananas (65). Now head back to
the surface. Find the alcove with Diddy's Kasplat and play your triangle on the
music pad. The door on top of the sunken ship will open. Okay, you'll have to be
quick to do this in 60 seconds, so hop back into the water and raise the water
level. Jump onto the lighthouse and use Bananaport #5 to return to the other
area. Rush to the sunken ship and swim through the top entrance.

Swim to the bottom and head around. In one corner, you'll find a Bonus Barrel
above a coin stack.

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| Batty Barrel Bandit | Difficulty : 4/10                                      |
+~=~=~=~=~=~=~=~=~=~=~+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| This game works like a slot machine in a casino. Hooray for gambling. Anyway |
| , the objective is to line up four Golden Bananas in the machine three       |
| times. The hit counter on the top of the screen shows you how many jackpots  |
| you have still have to hit. Press A to a slot. If you hit an item other than |
| a banana, press A rapidly to reset the machine. You also have to press A to  |
| start the game. Since the wheel moves slowly, you can just hit the button    |
| when you see the Golden Banana. If you time it well, you should get it. Your |
| biggest threat is freaking out and just ramming the A button. That will kill |
| you for sure. Towards the end, you'll need to have good reflexes or predict  |
| the banana. The wheel is much faster for the last round. If you remain calm, |
| you shouldn't have too much trouble.                                         |
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After collecting your GOLDEN BANANA (3), exit.

Go over to Bananaport #5. Follow the "valley" to Funky's shop. Play the Triangle
Trample on Donkey's pad to kill the Kasplat, then backflip to the BLUEPRINT (1).

Quickly shoot the balloon floating around the cactus (75). That gives you a
BANANA MEDAL (5).

Swim back through the valley over to the sunken ship. Head right over to the
area with the two-entrance sunken ship. Shoot the banana balloon above the water
from the raft (85), then get the banana bunch above Bananaport #2 (90) and warp.

You appear on the crate in the sunken ship area. Head back through the main
tunnel to the start and go through the room with Lanky's Kasplat. First, kill
the Kasplat. Now quickly head to the right side of the platforms and pick up the
kannonball. Jump over the platforms as you head to the opposite side, where you
must place the ball in the kannon.

This is a bit difficult. The object is to shoot three targets that move in crzy-
ass patterns in a limited amount of time. You only get six shots, so be careful.
Press Z to fire. Turn to face the wall opposite the exit and you'll find a
target moving side-to-side. Aim a little higher, as the kannonballs are affected
by gravity. Lead your shot and you should hit it easily. Turn left to find a
target moving in figure-eights. Aim at the top of one of the "circles" in the
eight and shoot when the target is on the bottom of the opposite circle. Now
turn 180 degrees for the final target, which is moving in circles. Aim just
above the top of the circle and shoot when the target passes the top. Once you
win, you'll get a GOLDEN BANANA (4).

After collecting your prize, go to the kannon and shoot the balloon hovering
above the water (100). Now head out of this room and go through the tunnel. Use
the Tag Barrel to become Donkey Kong.

Head left into the second main area and keep swimming forward. Go past the raft
with Bananaport #4 and continue over to the seal. Now that the water level is
high, jump into the alcove behind the seal.

It's time for one of those blasted coin-collecting mini-games. This time, you'll
be racing the seal around his coures in two laps. You need to beat him and
collect 10 coins. Avoid boxes or they'll explode and make you lose three coins.
You also need to go through all of the water gates. If you miss more than five,
you'll lose. Hold Z to move and press A to jump.

At the start, collect the coin (1) as you go through the watergate. Jump to get
the coin above the dock (2), then continue through the tunnel. Head through a
few water gates, swerving from side-to-side and getting coins (6). Get the coin
between the two boxes (7) and go through the gate. Get another coin between two
boxes, then jump to get the coin and head through the gate (8). Now get the two
coins (10) as you head between the boxes and go through the gate. Keep
collecting coins in case you run into a box, though I won't number or mention
them anymore. Now head through the next tunnel. Ride through the gate and go
around the box, then another gate. Continue through the tunnel like this,
avoiding boxes and going through gates. Once you make it through the tunnel, the
first lap is over.

Follow the guide again. If you beat the seal and finish first, you'll win. Once
you've got a few extra coins, concentrate on speed. If you can afford it, miss a
few gates at the end to get ahead. Once you win, the seal will give you a GOLDEN
BANANA (4).

Head out of Candy's area over to the raft with Bananaport #4. Use it to warp to
the top of Diddy's coinstacks. Head down a bit to find the yellow-haired
Kasplat. Defeat it for a BLUEPRINT (1).

Drop down and swim through the tunnel leading out of here. Swim forward to the
crate and go through the tunnel to the lighthouse area. Head to the left side,
where you'll find the alcove leading to Snide's HQ. First, switch to Chunky Kong
and return his blueprints. That's one GOLDEN BANANA for the galleon (5), plus
one GOLDEN BANANA for DK Isle (3). Now get, Lanky's GOLDEN BANANA (5) and then
Donkey's GOLDEN BANANA (5).

Jump into the water and hold R to turn the camera. Swim around the top of the
left wall of the area. After you pass the giant ship gates, you'll find a tunnel
(where you broke the Enguarde rock). Get the banana in the middle as well as the
ones all around the cave (100), then swim into the Troff n' Scoff Portal.

Scoff needs 250 bananas, so head up the ramp and feed all of Donkey's. Now
switch to Diddy and feed Scoff 90 bananas. Finally, use Lanky Kong to give him
the final 60 bananas. Lanky's face appears on the door, so head inside.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                 Boss - Puftoss
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                               Difficulty - 4/10

On a dark and stormy night, Lanky rests in a coconut boat in a lake. Suddenly, a
deep roar is heard, making Lanky flinch. He turns the light of his coconut boat
on, which shows that the roar was from a giant puffer fish. The fish roars even
louder, starting the battle. Hold Z so you can move and press A to jump.

The way you defeat Puftoss is completely different from the other bosses. You
have to make your way around the fish, going through DK stars. Once you go
through the first star, a time limit starts. You must get through the other four
stars before the time limit runs out, or you'll have to start over. The stars
get smaller and smaller and the time limit decreases as you go on. Everytime you
make it through a star, the time limit will restart, so be quick. Once you've
gone through all five stars, the fish will be electrocuted by the poles you
raise. Five hits will do it in. Go right at the start and go through the first
star, raising a pole and starting a 30 second time limit. Continue your way
around the fish (if you keep moving, you won't get hit by fireballs). Once
you've made it through all five stars, the poles will electrocute the fish.

While Puftoss may be weaker now, he's gained a shockwave attack. When you hear
it roar, rush to the edge of the place or the shockwave will hurt you. Go back
once it's disappeared. Head around the fish, driving through the stars. You'll
notice they've gotten smaller, making it hard to get through them. If you have
difficulty getting through one (you might for the later sets), let go of Lanky
to stop moving, letting you adjust your position. Some stars are positioned very
close to the fish, some in the middle, and some on the edge. You should
generally stay in the middle (unless a shockwave is coming) so you can see any
star in your way. After going through all five stars, the fish will take another
blast.

Drive through the first star to start your 20 second time limit. Continue around
, dodging fireballs and shockwaves. Sometimes the pufferfish will fire a bunch
of fireballs up into the air. They'll begin to rain on you, making it a bit more
difficult. If you keep your movement irregular and hard to predict, you should
be able to avoid them. Also, when you see a shadow on the water, get out of the
way. After driving through the five stars, the fish will be shocked again.

The stars are quite small now, and you only get 15 seconds, so things are
getting a bit more difficult. Of course, the fish has gained a new attack.
Sometimes it will spit out a bunch of purple bombs. These bombs will seek you
out and explode if they get too close. Keep your speed up and avoid crashing and
they'll eventually explode. The fireball rainfall gets more intense as well.
Once you've shocked the fish again, you've got only one more round to go.

The stars are extremely tiny and you only get 10 seconds. Let go of the Z button
if you're having trouble getting throguh. Remember, if you run out of time, you
have to do that set over again. If the fish is about to do a shockwave and you
only have one star left, go for the star and there's a chance you'll win. Once
you drive through all five stars, the fish will be shocked to death. It deflates
and goes whisking off into the air, dropping your BOSS KEY (4).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Swim out of the cave and swim forward. Head around the lighthouse and the crate
will be directly ahead. Jump onto it and head through the tunnel, past the
Kritter. Jump into the Tag Barrel and switch to Diddy Kong.

Head right to the sunken ship area and continue past the first barrel kannon.
Hop into the second kannon and you'll be blasted up to Cranky's lab, getting the
last two banana bunches along the way (100). Go in the lab.

Cranky has no potions, but you should have 20 Banana Medals. Since that's more
than fifteen, Cranky will allow you to play Jetpac, Rare's first game.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                     Jetpac
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

You play as a spaceman and have to collect power-ups and ship pieces. If you get
hurt by the space alien dudes flying around, you'll die. Hold A to fly upward
and use the control stick to move around. Hold B to fire lasers at the space
guys. Pick up the first two ship pieces and drop them onto the ship. As you add
more pieces to the ship, it will become more and more complete. After you add
all the pieces, you have to start adding fuel. Once it's full of fuel (it turns
purple) you can ride it up to the second level. However, the object is to score
points, so I recommend staying on the first level. This is actually a hell of a
lot easier than the DK arcade. Unlike THAT blasted game, you die in 3 hits as
opposed to a SINGLE DAMN HIT. Remember to kill enemies so you don't die. Pick
up all the powerups that you can to score more points. Firing lasers at the side
of the screen causes the lasers to warp to the other side of the screen and
continue firing. Use this to your advantage if enemies are sneaking up behind
you. You can also warp to the other side in this manner.

One strategy I find extremely simple is to remain on the middle platform and
hold B. Collect powerups as needed, being cautious of enemies. Go for powerups
on the left platform when there are no enemies, and be careful when dropping for
powerups that fall to the ground. Continue scoring points until you break 5,000.
Remember, you can't die just yet, as once you get 5,000 pts, you have to collect
the RAREWARE COIN (1).

Either die or just continue playing for as long as you like. It doesn't matter
so long as you collect the coin.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Cranky will be amazed that you actually lucked out and got 5,000 points,
allowing you to get the Rareware Coin. Unfortunately, he has nothing else to
offer, so it's time to leave. Decline his offer to play for fun.

Drop down and head past the two barrel kannons. Continue through the tunnel and
leave Gloomy Galleon for good.

==========================----------------------------==========================
|                         +--------------------------+                         |
|            4y           | %%%%%%  DK Isle  %%%%%%% |         ISLE12          |
|                         +--------------------------+                         |
--------------------------============================--------------------------

Jump into the water and swim down through the tunnel that leads to the exit.
From Krocodile Isle, swim around the ship to find K. Lumsy's place, then go in.

==========================----------------------------==========================
|                         +--------------------------+                         |
|            4z           | %%% K. Lumsy's Cave %%%% |         LUMSY4          |
|                         +--------------------------+                         |
--------------------------============================--------------------------

Return the fourth key and K. Lumsy will shatter a rock on an island near
Bananaport #3 to reveal a barrel kannon. Approach the cage to give K. Lumsy the
third key. Since Fungi Forest has been opened, he doesn't open another level
just yet, so leave the cage.

==========================----------------------------==========================
|                         +--------------------------+                         |
|           4aa           | %%%%%%  DK Isle  %%%%%%% |         ISLE13          |
|                         +--------------------------+                         |
--------------------------============================--------------------------

Use Bananaport #1, then #3.

Turn around and you'll find the island. Hop into the barrel kannon to be blasted
up to an island in the sky with a shack. Unearth the DK pile in front of the
shack for a RAINBOW COIN (4).

Now jump into the Diddy barrel on the island. Turn around and float over to the
top of DK Isle. Head past the white-coated peak and over to the hair flick
facing Krocodile Isle. Above it is a Bonus Barrel.

+=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~+
| Peril Path Picnic | Difficulty : 2.5/10                                      |
+~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=+
| This bonus stage is set up a bit like Teetering Turtle Trouble. You'll find  |
| two rows of open-mouthed of Klaptraps, three per row. Like with TTT, you     |
| must use the control stick to aim at their mouths and press A to feed them   |
| watermelons. If they get hungry, they'll open their mouths and start eating  |
| the Banana Fairies crossing in front of them. After five shots, you'll need  |
| to reload by shooting the center melon button. This mini-game is very easy   |
| once you figure out how to do it. Simply shoot the Klaptraps in this order:  |
| top-left, top-middle, top-right, bottom-left, bottom-middle, reload.....,    |
| reloading as you need to. Once ten Banana Fairies have crossed, bringing     |
| your SAVE counter down to 0 (60 seconds is plenty of time), you'll win.      |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

You'll burst upward, so sink a bit and grab the GOLDEN BANANA (2).

Fly backward and over to the top of the waterfall pouring down the isle. There's
a gate blocking a banana at the top. Land on the ground beside the fall, then
shoot the peanut switch to open the gate at the source of the fall. This lets
you get the GOLDEN BANANA (3).

From the fall, drop into the lake below and use the barrel kannon on the island
to blast up to the shack. Hop into the Diddy barrel again. Now fly leftward over
to the Angry Aztec entrance below. Head downward and land on top of the aztec
lobby building. On top of it is a DK dirt pile. Unearth it for a RAINBOW COIN
(5), then use Bananaport #2 below, followed by Bananaport #3.

Use the barrel kannon to blast up to the floating island, then head into the
shack.

Go left and you'll find B. Locker in the corner. You should have 114 Golden
Bananas, meeting his 50 banana requirement. Use the Tag Barrel in the other
corner to switch to Donkey, then head into the fifth world.

==========================----------------------------==========================
|                         +--------------------------+                         |
|           4bb           | %%%%  Fungi Forest  %%%% |         FUNGI1          |
|                         +--------------------------+                         |
--------------------------============================--------------------------

Moves      - Homing Ammo, Super Simian Slam
Difficulty - 5/10
Enemies    - Killer Tomatoes, Klump, Zinger, Mushroom Bandit, Skeleton Kritter,
             Kosha, Nibbly

In K. Rool's observation window, Lanky Orangstands around the inside of a barrel
, teasing two Kritters. One Kritter orders the other to go up and get Lanky, but
he can't climb. Lanky easily knocks him off the barrel, and K. Rool declares
that he's surrounded by fools.

Fungi Forest is an original level different from the others. There are five main
areas (the mill area, the big tree area, the clocktower area [the one you're in
now], the tomato area, and the giant mushroom area). In the center of the
clocktower area is a giant tree with a cuckoo clock on it. You can use a barrel
kannon to shoot to its top, where you'll find a sun and a moon switch. Shooting
them allows you to change the time of day. Certain tasks in Fungi Forest require
it to be a certain time. Doors marked with the sun or moon symbol are only open
during the time of day depicted on the door. As you play your way through the
forest, you'll also notice the recurring theme of teamwork. Many of the Golden
Bananas in this level require the help of another Kong. This is easily the best
and most fun level in the game.

At the start, approach the clocktower. You can use the tiny mushrooms to bounce
upward and you can climb the large ones. Head around the tower and activate
BANANAPORTS #1-4.

Go over to Bananaport #3 and turn around. You'll see a large purple "doorway".
Head through it, collecting the bananas along the way (5). You're now in the
giant mushroom area. Jump across the river ahead and activate BANANAPORT #3.

Hop back across the river and turn rightward (facing the start). Kill the
mushroom (they planted into the ground) and head over to a Tag Barrel, where you
should get the banana bunch (10) on BANANAPORT #5.

Continue around the area and go past a tunnel, a large mushroom, and a small
mushroom. You should see Cranky's lab ahead. Go forward and head inside.

Pay five coins to purchase the Super Simian Slam. It works the same way as the
regular move, except you'll emit a blue shockwave, letting you trigger the blue
switches.

Hop back across the river to the island with the enormous mushroom. Go around to
the front and use Bananaport #3.

Head left over to Bananaport #2. Near it (on the path not covered by grass) is a
small mushroom. Use it to bounce to a Tag Barrel and switch to Tiny Kong.

Go back over to Bananaport #3, where you'll find a banana bunch (5). Now go back
to #2 and turn around. You'll see another one of those tunnels. Shoot the two
feather switches by the gate in the door to open it, then head through and
collect the bananas (9). The last banana behind the next gate we won't collect
until much later, so head back and hop onto the mushroom facing the tunnel.
You'll bounce up to a Tag Barrel, so switch to Chunky Kong.

Collect Bananaport #2 to get a banana bunch (5). Head through the path Tiny
opened until you reach the second gate. Shoot the two pineapple switches to open
the gate, then head forward. You'll meet a big green worm in a big green apple
surrounded by some big mean tomatoes in a farm patch. He's being terrorized by
the tomatoes. First, collect the bananas around the patch (14). The tomatoes
will bounce up and try to attack you, so be careful. Now head to the back of the
area and you'll find Funky's armory. Get the banana bunch (19) on BANANAPORT #2
and go inside.

For five coins, Funky will give you the ability to collect the rare red ammo
crates. If you fire these, they'll home in on enemies (the crosshair turns green
when you're in homing range). You have to use up all your red ammo before you
can use the normal ammo again.

Hop into the Hunky Chunky barrel next to the armory and rush over to the
tomatoes. Quickly Siman Slam them all to defeat them. The freeloading apple will
ask you to bring him to a sunny patch, so pick him up (keep an eye on your
Crystal Coconut supply; you may need to go somewhere else to refill) and head
through the tunnel that leads to the clocktower. Turn left at the end and you'll
find a dirt patch. Press Z to place him on the apple symbol and you'll be
rewarded a GOLDEN BANANA (1).

After deactivating the move, head leftward around the clocktower. Once you reach
Bananaport #4, follow the ungrassed-covered path to a mushroom well. Use the
stump to jump into the well and get the banana bunch (24). Now slam the grate to
break it and fall down.

Yes, it's time for another damn mine-cart race, which means you need to get 50
coins for a prize, as Squawks tells you. The controls work the same way as in
the first race. At the start, head forward, collecting some coins (7). Look for
a cog on your right. Slow down in front of it until it falls, then jump over it.
Jump to hit the green bell, opening a gate. You'll find other traps like this
throughout the ride. Jump to collect a coin (8), then pull the lever on your
right to open the coin-filled path (15). You'll go down a slope with some more
coins (19), then face a Krash. Ge tthe two coins (21), then pull the lever on
your left to make boulders fall onto the enemy, killing it. You'll collect two
more coins (23), then have to jump for a coin in front of a door (24). Grab the
coins (27) as you head along the track above water. At the end, another door
opens for you.

Collect three coins (30) before hitting a bell to open a gate. Hit the next bell
, then avoid the third, which is red (these actually close opened gates). Get
two coins (32) and hit another bell, then antoher coin (33). Now head through
this next area, collecting coins (40) and slowing down in front of the branchs,
which will fall like cogs. Next up you'll find a gargoyle face. Chunky jumps the
gigantic gap and the door opens.

Get the coins (46) as you dodge boulders through this rather precarious area.
Slow down in front of TNT carts in front of you and speed up when one is behind
you to avoid getting hit. Get two coins (48) to find a dual-tracked area with
chains. Lean for two coins (50), jumping the crash. I'll stop numbering here,
but continue to collect coins in case you get hurt. After going down a couple
slopes, you'll find gates opening and closing. Slow down in front of them, then
rush past once they open. Hit the bell to open the third gate, which leads to a
dark and rainy area. Though it's hard to see, there is a log you need to avoid.
Slow down at the scary face and rush forward once its teeth open. You'll go down
a few slopes and take a few wild turns through this next place, followed by
another door opening.

Jump a couple cogs and avoid the Krash, then head through the green tunnel.
Avoid a second crash, then jump some more cogs and go through the last door of
the level.

Pull the left lever to get the most coins. Slow down in front of the fire blasts
and speed up once they're gone. Head through the final tunnel, slowing down then
jumping over rocks to avoid being hit. At the end, Squawks will give you your
GOLDEN BANANA (2).

You appear by the well in the mill area. Almost everything in here has to be
done at night, so there are only a few tasks to be done at the moment. Head
forward and swim across the river to reach the mill. You should see a big door
with a spider on it. Primate Punch it open.

Head forward and go to your left. Primate Punch the "?" crate next to the wall
to uncover a tiny hole. A cut-scene reveals the hole outside. Punch the crate on
your right to uncover a triangle pad. Get the banana bunch (29) and play your
instrument. It will begin raining outside and the mill starts working. A crusher
also starts turning. Near you is a steel barrel. Pick it up and leave the shed. 

Head left around the mill and activate BANANAPORT #1, then go inside.

Go your right at the start to find the conveyer belt. Jump onto it and place the
barrel on the belt. Now place the barrel at the end of the belt onto it. Staying
near the conveyer belt, head to the back of the room to find the third barrel.
Place it on the belt, then go to the corner near the belt. Use the Tag Barrel on
top of the crate to switch to DK.

Head to the back of the area. You should see a large stack of crates. Jump up
them to the "?" box. Slam it to reveal a DK switch, (you also get a banana bunch
[15]), which you should pound to open a gate near the start of the room. Quickly
head into it, where you'll find three levers. The levers are marked by dots,
meaning the left lever is #1, the middle one is #2, and the third one is #3.
First, shoot the balloon hovering in the room (25). Now pull the levers in this
order: 2, 1, 1, 3, 2. If you pull the wrong lever, you get hurt. Once you've
entered the combination, the conveyer belt starts, crushing the three barrels. A
Golden Banana also is moved outside the barn, but we can't pick it up unless
it's nighttime. Another Golden Banana appears for Chunky because you crushed the
barrels, so switch to him after opening the gate via the DK switch, then get the
GOLDEN BANANA (3). Switch back to Donkey and leave the barn.

We're going to take the long way out, so cross the river and head over to the
back, past the Klump. Go through the blue tunnel, collecting five bananas (30).
At the end, turn right and use the mushroom by Bananaport #2 to switch to Lanky
Kong. Continue around the clocktower until you reach Bananaport #3, then use it
to teleport to the msuhroom area.

You'll automatically get a banana bunch (5). Unlike the mill, this place is more
daytime-oriented. Head around the mushroom, collecting bananas (15). Once back
at the start, head into the mushroom.

Go forward a bit and shoot the balloon hovering above the area (25). Turn either
way and head up the ramp leading above the start. You'll find a heart-shaped
thing on the wall with five ammo switches. Shoot the grape switch. Now keep
switching Kongs until all five switches have been hit. Do Tiny Kong last, as
we're about to use her. For your efforts, some barrel kannons will appear
throughout the mushroom.

Go to the left side of the mushroom to find a Tiny switch. Get the banana bunch
(14) and slam it. A Bonus Barrel appears for a limited amount of time. Quickly
go up the ramp opposite the exit and climb the ladder. Jump to the left and head
to another ladder. Climb it up to the left, then follow the path, jumping a
couple gaps before reaching the Bonus Barrel.

+=~=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Speedy Swing Sortie | Difficulty : 2/10                                      |
+~=~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| This version of Speedy Swing Sortie is a bit harder than the first one. Head |
| forward at the start and bounce off the mushroom to a tree. Jump to the vine |
| and swing to the next tree, getting some coins (3). Ponytail Twirl to the    |
| next tree, getting the floating coin and the one on the tree (5). Swing      |
| across vines, getting coins (8), then Ponytail Twirl for another two coins   |
| (10). Swing across the last set of vines for more coins (13), plus the one   |
| on the center tree (14).                                                     |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

After collecting your GOLDEN BANANA (1), Ponytail Twirl to the bottom and switch
to Chunky Kong.

Head up the ramp and jump into the first barrel kannon. You'll blast through
several, taking you to the top. Get the banana bunch in front of the exit (34)
and continue until you reach a drop off. Climb the ladder down for three bananas
(37). I'm just going to put the number from now on instead of constantly saying,
"get the bananas". Continue along the path and jump the gap, then climb a ladder
downward (40). Go down the path and swing across the vine, then continue to the
bottom. Climb down the ladder (43) and keep going. Jump a gap and avoid a Zinger
, then climb down a ladder (46). Turn around a jump a gap, then grab the banana
bunch (51). Jump a gap, then climb down a ladder (54). Jump off from here and
roll so you land on a small platform below. Jump the right gap and continue past
the ladder. Grab the banana bunch by the exit (59), then go back and climb down
the ladder (62). Turn right for a banana bunch (67), then head down the last
ladder you need to climb (70). You're at the bottom of the mushroom, so switch
to Donkey Kong.

Head to the side opposite the Tiny switch to find a DK switch. Slam it to make a
Golden Banana appear at the top. Before the timer runs out, run up the ramp to
the barrel kannon. Let it shoot you up to the very top. You'll get three banana
bunchs along the way (45). Once you reach the top, you'll get the GOLDEN BANANA
(1).

Use the Tag Barrel on your right to switch to Lanky. Shoot the balloon hovering
near the ceiling of the mushroom (35), then go through the top exit. Activate
BANANAPORT #5 before you do anything else.

Now go leftward until you reach the Tag Barrel. Grab the homing ammo. You'll see
a brown door in the mushroom. From that, Orangstand up the mushroom, keeping
yourself lined up with the door. Kill the Klump at the top, then get the banana
bunch on the switch (40), which you should slam. Two doors open for ten seconds,
so you can only enter one. Orangstand down and enter the door you saw before.

First, use your homing ammo to kill the bloody Zingers racing around the place.
There's more homing ammo just by the door if you need it. Okay, bounce on the
first red mushroom to get a banana bunch (45). Use the mushroom on the other
side to bounce to another bunch (50). Now, using the ridiculous power of these
shrooms, bounce to the GOLDEN BANANA (1) in the middle and leave the room.

Orangstand back up the mushroom and slam the switch after you kill the Klump.
Go down the mushroom in the exact opposite direction to find the next door to go
in.

The object is to Simian Slam the mushrooms by color in the correct order. The
order is displayed by showing Kongs faces on a picture. Get the banana bunch on
the yellow mushroom (55) and slam them in this order: yellow, red, purple, green
, blue. A Bonus Barrel appears for you to go in.

+=~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Krazy Kong Klamour | Difficulty : 3/10                                       |
+~=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| It's gotten a lot more difficult as the lights flicker, MUCH, MUCH faster.   |
| This game is rather odd. It's set up like Teetering Turtle Trouble with a    |
| three-by-six row and a watermelon gun. Press A to fire. You have five shots  |
| before you need to shoot the center watermelon button to reload. The object  |
| is to shoot the Golden Bananas. You have to reduce your counter to 15 by     |
| hitting 5 bananas. However, the lights flicker on and off and the position   |
| of the Golden Banana keeps changing. You can't shoot something while it's    |
| dark. If you shoot one of the Kongs in the rows, the counter will go up by   |
| one, making it more difficult. You actually need to shoot less Golden        |
| Bananas, but the lights flicker faster. There isn't much to write about in   |
| the way of tips. It's really just a test of reflexes. You need to aim and    |
| fire at the Golden Banana very quickly. With enough tries, you should get    |
| it.                                                                          |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

Leave once you've collected your GOLDEN BANANA (2). Head to the other side of
the mushroom top and switch to Donkey. Find the entrance to the mushroom (go
right from the Tag Barrel) and get the banana bunch (50), then head in.

Head left and drop down the ladder. Go across some gaps before dropping down a
second ladder, then continue to the bedding, where you should drop down a third
ladder. Continue to the Zinger, then drop down another ladder. Turn around and
head along the path, jumping some gaps. Drop off at the end and take the exit
out.

Go forward a bit and drop down a ladder. Head forward over to a Tag Barrel.
Press Z while standing on the DK pad for the next blasting course.

Blast throguh a few barrels and you'll eventually be auto-blasted several times.
Shoot to the next barrel, getting a banana bunch (55). Once you reach a shot
through a hole in the brambles, get the banana bunch (60) as you blast to the
next barrel. Keep shooting until you get to a barrel that rotates 360 degrees.
You'll first see a few barrels that are not lined up with the crosshair,
followed by three barrels. Shoot into the first one that's lined up with the
crosshair. Keep shooting (there are a few auto-blasts) and you'll reach a high
shot through the vine. Shoot when the crosshair lines up with the ring to reach
the barrel. Blast through another ring, then shoot yourself to the Bonus Barrel.

+=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~+
| Peril Path Picnic | Difficulty : 2.5/10                                      |
+~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=+
| This bonus stage is set up a bit like Teetering Turtle Trouble. You'll find  |
| two rows of open-mouthed of Klaptraps, three per row. Like with TTT, you     |
| must use the control stick to aim at their mouths and press A to feed them   |
| watermelons. If they get hungry, they'll open their mouths and start eating  |
| the Banana Fairies crossing in front of them. After five shots, you'll need  |
| to reload by shooting the center melon button. This mini-game is very easy   |
| once you figure out how to do it. Simply shoot the Klaptraps in this order:  |
| top-left, top-middle, top-right, bottom-left, bottom-middle, reload.....,    |
| reloading as you need to. Once eight Banana Fairies have crossed, bringing   |
| your SAVE counter down to 0 (60 seconds is plenty of time), you'll win.      |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

You drop down to the Donkey pad, where you'll be awarded a GOLDEN BANANA (2).

Nearby is a ladder with three bananas (63) that leads to the lower level of the
mushroom. Climb it down and head to the ledge circling the mushroom, getting the
two bananas (65). Now go all the way around the ledge to collect some bananas
(75). That gives you a BANANA MEDAL (1). Return to the start and climb the
ladder again. Switch to Tiny Kong.

Head down the ladder and over to the circular platform. Continue around it until
you find the purple Kasplat. Kill it for a BLUEPRINT (1), then shoot the balloon
(24). Return to the DK pad and switch to Diddy Kong.

Climb the ladder upward and head back into the mushroom. Go all around the vine
bedding for some bananas (7), then kill the Kasplat for a BLUEPRINT (1) and exit
the mushroom again.

Drop into the water surrounding the mushroom. Find Bananaport #3, then cross the
river and head right, facing the path leading to the clocktower. Head past
Bananaport #5 and the brown tunnel. Continue past the ammo crate patch and you
should find a tiny mushroom. Jump onto it and bounce to a Diddy barrel, getting
two banana bunches (17). Now fly all the way to the top of the mushroom. Fly
above the Lanky switch at the very top to find a Bonus Barrel.

+=~=~=~=~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Teetering Turtle Trouble | Difficulty : 2.5/10                               |
+~=~=~=~=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| For once, the goal is to survive the time limit, rather than beat the time   |
| limit. There are six snakes spinning turtles, three per row. Use the control |
| stick to aim at them and press A to fire watermelons into their mouths. If   |
| you don't feed one snake long enough, it will stop spinning its turtle and   |
| you'll lose. You only have five shots, but you can reload by "firing" at the |
| watermelon button in the middle. This mini-game can give you hell if you     |
| don't know how to do it, but fortunately, it's easy as pie once you figure   |
| it out. Simply shoot the top left snake, the top middle, top right, bottom   |
| left, bottom middle, reload, bottom right, and so on. If you continue this   |
| pattern (the snakes will yell ,"Help!" when they're hungry, but that's okay) |
| , you'll survive the 45 second time limit with no problem.                   |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

Hold Z to hover and get your GOLDEN BANANA (1).

Drop down to the Lanky switch and slide down the mushroom. Head around the
mushroom top to get some bananas (27), then use Bananaport #5 to warp to the
bottom of the area. Switch to Lanky Kong.

Head right to the brown log-like tunnel. Above it is a grape switch. Shoot it
(you can climb the mushroom to get a better aiming point) to open the gate. Head
through the tunnel, killing a Klump and getting ten bananas (65). Go past the
stump once you reach the stump and head over to the giant tree in the center of
the area. Welcome to the big tree area. Activate BANANAPORT #4, then kill the
Kasplat in the archway in the tree for a BLUEPRINT (1).

Now go over to the left side of the area. Go down the slope and you'll see a
checkered flag by a squashed tomato thing. Get the three bananas and the bunch
(73), then play your trombone on the pad to wake up the rabbit. He'll challenge
you to a fun little footrace around the area.

The rabbit is sort of fast, but still pretty easy. I recommend using your
Orangstand, as I find it to be a bit faster. You must jump over all the flagged
logs to progress through the race. Go forward once the race beings and hop over
the log on your right. Head towards the start, jumping a log. Now go around the
stump by the start, jumping two logs. Go back toward the tree and go through it,
jumping three logs. Now head to the back of the area, where you'll find another
weird tree thing. Go around the back of it, jumping two logs. Head towards the
big tree again and jump a log , then go towards your left, jumping a couple
logs. Now is your chance to get ahead. Cut the huge corner the rabbit takes as
you head to the side of the area. Follow the arrow at the top of the screen to
jump over two logs, then head towards the tree. Go around it and continue to the
start of the race. Jump the last couple of logs and cross the finish line.

The rabbit, being a sore losing pansy, will claim he wasn't trying and give you
a mere three blue coins instead of the trophy. Don't try to race him again.
Despite him being a cheap, jerk, sore-losing, cheating, cheapskate, unfair
asshole, he really can run faster. You need to wait until you have the
Orangsprint move from the next level before you can win. Head to the right of
the big tree and use the Tag Barrel above the stump to switch to Tiny.

Head to the back of the area and get the bananas around the back of the tree
thing (32). Now use the Tiny barrel in back to become small. Backflip to the
stump in front and play your instrument. Squawks will come and drop you on the
top of the tree. Backflip into the hole, getting the banana bunch (37).

Jump to the platform ahead, then quickly play your instrument to demolish all
the Klaptraps in the room. You'll get a GOLDEN BANANA (2) as well as a MAGIC
BEAN (1). On one of the side platforms you'll find a barrel kannon. Use it to
shoot yourself out of the tree.

Head to the front of the area and use the Tag Barrel to switch to Diddy Kong. Go
around the big tree and collect the bananas (37). Collect the banana bunch on
Bananaport #4 (42), then press Z.

You'll automatically collect another bunch (47). Head forward to Bananaport #1.
Use the nearby mushroom to bounce into a Diddy barrel, getting two banana
bunches (57). Fly to the top of the clocktower and shoot the moon switch to make
it nighttime. The whole place becomes darker and the music becomes creepier.
Drop to the bottom of the tower and use Bananaport #1 to go to the mill area.

Turn around and cross the river. You should see a shed ahead (rhyme). Kill the
skeleton Kritter ahead and go to the left of the shed. Get the bananas (one of
them is in front of the first box) as you backflip up the boxes (60), then
Simian Spring up directly for a banana bunch (65). Spring again to reach the
alcove that leads inside.

At the start, play your guitar on the pad. Squawks will come with a flashlight
to make this job a bit easier. I'll provide a map as well:

+------------+-------+-----------+
|             \  G  /            |
|              +   +-------+     |
|              +---------+ +     |
|                        | |     |          
|------------------------+ +-----|
|---+ +--------------------------|
|   | |                          |
|---+ +-----+            +-------|
|---+ +---+ +            + +-----|
|   | |   | |            | |     |
|---+ +   + +------------+ +-----|
|-----+   +--------------+ +-----|
|                        | |     |
|------------------------+ +-----|
|---------------+ +--------------|
|               | |              |
|              ++ ++             |
|             /START\            |
+------------+-------+-----------+

You have all the time in the world to do this, so take your time. Head across
the plank, hold R to turn the camera, then go right. There's a plank near the
end, so cross it to reach the next beam. Go to the right end of the beam and
cross the plank. This next beam has a banana bunch (70). Go back across the
plank and head to the other end of the beam. Head up a plank, then go left to
reach an intersection. Take the left plank to reach a beam with a banana bunch
(75), giving you a BANANA MEDAL (2).

Cross the plank again and continue to the next beam. Head right and cross the
plank near the end. Carefully go across the beam to reach the GOLDEN BANANA (2).

Collecting the banana causes a BANANA FAIRY (1) to appear in the room for you to
photograph. She gives you 31 Crystal Coconuts. Very cautiously make your way to
the start and leave the shed.

Drop down the boxes and head out of this shed area. Cross the river and head to
the mill. Go to the right and head to the other side of the mill. Climb the rope
you'll find to reach the roof. Slam the Diddy switch on the very top to open a
gate just below. Head in.

Get some homing ammo to demolish the killer bats, then shoot the balloon (85).
Now shoot the ON switch at the top of the machine in the room. Chimpy Charge the
green arrow switch on the base of the machine to activate the rope. It pulls up
a cage outside, which contains a Golden Banana. A guitar pad also appears by
some bushes. Leave this room.

Drop down below (you WILL get hurt) so you're by the cage. If you look ahead, to
the right of the entrance, you'll see some bramble bushes. Cross the river and
head over to the bushes. Play your guitar on the pad just here to make the cage
explode. Go back to the mill and collect your GOLDEN BANANA (3). Head back to
the bramble bushes and use the Tag Barrel to switch to Donkey.

Go to Diddy's music pad. Collect the bananas (80), following the trail as you do
so. Head back a bit, then go around the bramble bushes surrounding the shed.
Once you reach the back, you'll find a Kasplat. Kill it for a BLUEPRINT (1).

Head back around the bushes and go to where you got the last banana. Go to the
left side of the shed and jump into the Strong Kong barrel. Head to the back of
the barn, where you can safely tread into the bramble ground. Pound the switch
to open the shed, getting the banana bunch (85). Deactivate the move once you're
on safe territory, then head back around and enter.

Turn to your left and head to the back. Avoid the Kosha and climb the ladder. Go
all the way around the ledge at the top to find a "?" crate. Slam it open to
find a BANANA FAIRY (1). You'll get 32 coconuts.

Drop to the bottom and enter the first stall on your right, opposite the fairy.
Simian Slam the "?" crate to uncover a banana bunch (90). Now pound the switch,
which is oddly green. A time limit starts as several vines lower and a Bonus
Barrel appears. Quickly climb the ladder again, then head halfway around the
ledge. Swing across the vines to the Bonus Barrel.

+=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Mine Cart Mayahem | Difficulty : 7/10                                        |
+~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| Mine Cart Mayahem has become a lot more difficult from the one Chunky did.   |
| This is one of the more difficult mini-games you've played so far. You'll be |
| racing around on a mine track above a pit of lava. However, there are two    |
| enemy mine carts racing around to kill you. If you collide with it, you will |
| lose. The goal is to survive for 45 seconds. Hold Z to speed up, B to slow   |
| down, and use the control stick at junctions to switch tracks. You can't     |
| really rely on the in/out method this time. Just switch at random junctions  |
| and stay as far away as you can from TNT. If you're about to crash and only  |
| have a couple seconds left, hold B to delay the crash, which may save you.   |
| The most important thing is to KEEP YOUR EYE ON THE TNT CARTS! If you don't  |
| pay attention and just go in and out, you'll most likely get hit. You need   |
| to add a bit more randomness to your movement patterns than before. Switch   |
| at some junctions just to mix things up. You'll win once the time limit      |
| reaches zero.                                                                |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

Leave the barn once you get the GOLDEN BANANA (3).

Go through the brambles and head over to the Tag Barrel. Continue out and head
right. Go past the path to the clocktower and keep going on further. Ignore the
Kosha and head over to the shed Diddy went in. Head behind it and you'll find a
balloon to shoot (100). Go to the front of the shed and head over to the river.
Cross it to reach the mill, then to the other side. Pick up the GOLDEN BANANA
(4) you moved at the beginning of the level.

Cross the river and go over to the the path to the clocktower. Use the Tag
Barrel to switch to Tiny Kong.

First, head right over to the bramble area. Go through where the yellow banana
trail was and head around the brambles surrounding the fence. Kill the yellow
Kasplat when you find it, then shoot the balloon hovering in the alcove on your
right. Now go back through the brambles and over to the moat around the mill.
Jump into the river and swim through the bottom, collecting the bananas (64).
Surface where DK got his Golden Banana. Near here is a Tiny barrel. Jump into it
and go into the tiny hole in the wall just by the barrel.

You'll automatically get a banana bunch (69). Head forward, then turn left when
you can. Get the banana bunch in front of another small hole (74), then climb
the boxes on your right. Get the banana bunch (79), giving you a BANANA MEDAL
(5), then enter the passage.

ANOTHER bunch will be given to you (84). Head forward and tread onto the giant
spiderweb in the middle of the room.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                            Miniboss - Giant Spider
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                               Difficulty : 5/10

Unfortunately, you've woken a giant spider, who then lowers himself down to the
web. Several of his smaller children also come down to fight. The giant spider
has two attacks: spitting pink goo and green goo. The green goo reverses your
controls (hold your controller upside down if you get hit) while the pink goo
slows you down. Both of them will leave you vulnerable to the small spiders, who
do the physical damage. What you want to do is run near the center of the web,
dodging goo, and hold B to charge up the shockwave. Once all three spiders are
near, release the button to kill all of them at once. Another trio will appear,
so take them out. The spider will open his eyes. Quickly take out your shooter
and shoot his eyes to deal damage.

Next up, you'll have to deal with small spiders again. You only have to take out
one group of three this time, so do them in with the shockwave, then shoot the
boss in the eyes once he opens them. There are ammo crates positioned around the
arena if you need to refill. However, be careful, as if you walk too far, you'll
fall into the abyss below.

Destroy another three spiders with your shockwave attack. The boss will begin
firing both types of goo at once, so you'll have to be extra careful. Once the
giant spider opens his eyes (which happens after you destroy a set of
mini-spiders), shoot him to deal more damage.

Use your shockwave move to take out another set of small spiders. The boss opens
his eyes again, so give him another good whack. Hopefully you still have some
health left, as there isn't any health to be collected in the arena. Give the
boss another smack in the eye after you've eliminated the spiders.

One more set of spiders... Shockwave them to hell to make the boss open his eyes
, then give him a final shot. He'll curl up in pain and bounce to the floor,
then shrink to a miniscule size. Use the shockwave to kill him for good, which
earns you a GOLDEN BANANA (3).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Find the exit, then leave. Go leftward over to the Tiny barrel and head to the
other side of the room. Head back through the tiny hole.

Turn around and look for the path leading to the clocktower. Ponytail Twirl
across the river and head to the Tag Barrel. Switch to Lanky Kong.

Cross the river again and head over to the Tiny barrel. Climb the rope that you
pulled with Diddy for three bananas (76). That earns you another BANANA MEDAL
(3).

Drop off the rope and head around the barn until you reach Bananaport #1. Go
past the port and you'll find a Lanky pad. Press Z and float straight upward for
a banana bunch (81). Land on top of the roof and get the four bananas (85), then
use your Orangstand to walk along the side of the roof to find an entrance. Get
the banana bunch (90) and go in.

Head straight forward and you'll find a crate with a banana bunch (95) on it.
Grab some homing ammo in the back if you're low, then slam the Lanky switch in
the center to make some bats come out. Take out your shooter and fire when the
crosshair is green to eliminate the bats. Once they're all gone, you'll earn a
GOLDEN BANANA (3). Leave the attic. Drop down and use Bananaport #1 to warp to
the start.

You'll get a banana bunch (100) automatically. Head around until you find port
#3, then press Z to teleport.

Cross the river and head right to find the Tag Barrel. Use it to switch to
Chunky Kong, then take Bananaport #5 to the top of the mushroom.

Head around the mushroom to your right. Go past the Troff n' Scoff Portal. Pound
the Chunky switch once you reach it, then go inside the door it opens.

Shoot the GOD DAMN Zinger flying around, then shoot the balloon (80) for a
BANANA MEDAL (4).

Get the banana bunch on the switch (85), then slam said switch to start the 60
second timer. Chunky's face becomes completely screwed up. You have to shoot the
pieces to rotate them. Once Chunky's face is returned to normal, you win. Here
is the solution to the puzzle:

+---+---+---+
| 1 | 0 | 3 |
+---+---+---+
| 3 | 2 | 3 |
+---+---+---+
| 0 | 3 | 1 |
+---+---+---+

The number on each square represents how many times you must shoot it for it to
be correct. Once the puzzle is solved, you'll earn a GOLDEN BANANA (4). Leave
the room.

Go left, back to the Troff n' Scoff Portal. Climb down the ladder to find the
Battle Arena Pad.

+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Battle Arena #6 - Kamikaze Kremlings | Difficulty : 4.5/10                   |
+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| Okay, you'll be facing two Kasplats and a Kritter. I find the best strategy  |
| is to kill the Kritter, then quickly charge up a shockwave and release it to |
| kill the two Kasplats. Stay close to the center to avoid being knocked off   |
| by the Kasplats' shockwaves. The Kritter will regenerate first if you kill   |
| it first, so you can easily pick it off then use the Kasplats' regeneration  |
| time to charge your shockwave. Keep up this pattern until you've survived    |
| for 60 seconds, then get the BATTLE ARENA CROWN (1).                         |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

Climb the ladder leading to the top of the mushroom. Head leftward to Bananaport
#5 and go inside the mushroom.

Go left and drop down the ladder. Continue, jumping a few gaps. Head down the
next ladder, then continue to the bottom of the bedding, where you should drop
down. Keep going until you find a ledge sticking out of the main path. From here
, swing across the vines leading to a secret exit. Get the banana bunch (90) and
head out.

Kill the Kasplat for a BLUEPRINT (1), then shoot the balloon hovering above
(100).

Jump off the edge of the platform and hold the R button. Go left a bit, then
jump to the giant mushroom. You should see the Tag Barrel. Use it to switch to
Diddy Kong.

Head back across the river and over to the nearby pathway leading to the big
tree area. Head through the tunnel, killing the bad guys. When you reach the end
, go through the big tree, ignoring the Kasplat. Jump onto the stump at the end
and play guitar on the pad to wake up an owl who lives in the tree. The snobby
bastard refuses to speak to you until you have wings, so head right over to the
place opposite the rabbit. Jump into the jetbarrel above the dirt patch and fly
over to the owl above the music pad. He challenges you to a two lap course
around the tree, just like the damn vulture.

You have to fly through all the rings while heading around the tree or you'll be
forced to restart. If you fall too far behind, you'll have to restart. Follow
the arrow to know what direction you should be going in. Use the Z button to
hover, which makes it easier to line yourself up with the rings. At the start,
go forward and fly through the first ring. Turn 90 degrees left and go up and
through the next one. After another few rings, the owl takes a steep dive down
while turning. A few more rings will complete the lap. Head around the tree
again (there are a few extra rings this time). When you make it to the end, the
cheating owl will give you a ****ing Bonus Barrel at the top of the tree instead
of a Golden Banana. Fly to the top and land. Get the banana bunch (90), then
jump into the barrel.

+=~=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Busy Barrel Barrage | Difficulty : 2.5/10                                    |
+~=~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| This is perhaps the most barbaric bonus game of DK64. Baddies will come at   |
| you (you're in the center, armed with your shooter) and you have to shoot    |
| them constantly. If you get hit by even one, you lose. The goal is to        |
| survive for 45 seconds. Since you can only spin around, the best strategy is |
| to aim in circles and fire at them one by one. You have unlimited ammo, so   |
| feel free to mash B all you want. Once one Kritter is dead, kill the next,   |
| but be quick about it. While they regenerate, point your gun at the one that |
| you killed first. If an enemy starts to get too close, shoot it down fast.   |
| Continue this pattern and you should win easily.                             |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

After getting your GOLDEN BANANA (4), drop to the bottom of the start. Head over
to the Tag Barrel on the stump and switch to Tiny Kong. Go over to the tree and
use Bananaport #4. Go rightward. Right after you pass port #1, you should see a
barrel kannon. Use it to shoot to the clocktower, then shoot the day switch to
change the time again.

Find the green tunnel, then head through. At the end, grab that last damn banana
(85). Yay, another BANANA MEDAL (5).

Climb the tree on your left for a banana bunch (90). Go back the other way and
continue around. On the way to Funky's, climb the mushroom for another bunch
(95). Now continue heading around the area until you find another tree. Climb it
for the last bunch (100), then head over to the fenced-dirt patch in the
distance. Unearth the DK pile in front of it for a RAINBOW COIN (1).

Approach the patch and Tiny will plant your magic bean (0) into the ground. An
enormous stalk will grow and ask Tiny to come up to get her reward, which, of
course, is a Golden Banana. A music pad also appears in the patch. Head to the
right of the patch and you'll find a Tiny barrel. Hop in it to become super
small, then go back to the stalk. Play your instrument and Squawks will bring
you to the top for your GOLDEN BANANA (4).

Head over to Funky's armory and use Bananaport #4. Now head around the
clocktower and use Bananaport #1 to reach the mill area.

Go to the side of the barn where the moon-symboled cage is. Cross the river and
head leftward. You should see some tall hedges up ahead. Continue over them to
find... Snide's HQ! At last! You probably noticed that Candy's shop isn't in
this level :O. Anyway, exchange your blueprints for Tiny's GOLDEN BANANA (5),
Donkey's GOLDEN BANANA (5), Chunky's GOLDEN BANANA (5), Lanky's GOLDEN BANANA
(4), and Diddy's GOLDEN BANANA (5). As Diddy, don't forget to shoot the balloon
outside the HQ (100). Now go into the Troff n' Scoff Portal here.

Have Diddy feed 100 bananas to Scoff. Now switch to Donkey and feed Scoff
another 100 bananas. Finally, use Chunky to feed the last 100 bananas. The door
shows Chunky's face, so head inside to fight the boss.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                               Boss - Dogadon II
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                               Difficulty : 5/10

Yes, this game reuses some of the lamest bosess ever. Oh well. Chunky is
relaxing on a giant stone platform above a pit of lava (wtf?) while the Dogadon
sneaks up on him. Chunky reveals himself to be a wus and bows down asking for
mercy. Unfortunately, the Dogadon chooses to attack relentlessly.

The Dogadon begins by spitting fireballs at you, like the original Dogadon. If
you move in irregular circles and fool him, you should dodge the attacks easily.
Be careful of the shockwaves that the fireballs emit. They can hurt you even if
you dodge the actual blast. The boss will sit down to rest and taunt you.
Quickly pick up the TNT barrel and throw it at him. This knocks him into the
lava, but the boss quickly gets up.

You'll have to dodge two rounds of fireballs this time. He fires them from two
corners. Use the same technique to dodge them. Once he's done, he'll start to
rest again. Very quickly throw the TNT barrel at him. He'll slam the ground and
cause a shockwave to erupt, which will hurt you if you're not careful. The boss
falls into the lava and comes up again.

You'll need to dodge three sets of fireballs this time. He fires them from three
different corners. After he's done, he'll make an odd move. Instead of simply
laying down to rest, the Dogadon will release a huge burst of energy, creating a
inferno fire wall. I heard somebody say burn, baby burn, DISCO INFERNO! Okay,
there is no practical way to dodge this, so simply take the hit. The Dogadon is
in a sitting position once the fire wall passes, so throw another TNT barrel at
him.

After the Dogadon flies out of the lava, he'll stomp the ground several times,
causing the platform to slowly sink. If you're not quick enough, the lava will
engulf the platform and kill you, forcing you to start over. Also, he only fires
from one corner for each round this time. After dodging his fireballs, throw a
TNT barrel at him and he'll be stunned instead of falling. Quickly get off the
TNT barrel pad, then jump into the Chunky barrel that appears. Stand in front of
the boss and pound B like hell. After several punches, Chunky will shrink and
the battle recommences. Keep doing this every time he throws fireballs then
rests. If you fail to do enough damage after any round of fireballs, you'll
waste too much time and die. After a certain number of punches (it will just
happen all of a sudden), Chunky will automatically Primate Punch the Dogadon
into the wall. The boss falls into the lava and drowns. Of course, you also get
a BOSS KEY (5).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

After the battle is over, head out of Snide's area. Jump the river and head
around the mill. Use Bananaport #1 to teleport to the start. Turn the camera and
go leftward. Head past Bananaport #2 and over to the DK Portal. We'll have to
come back for the last Golden Banana (I wonder if anyone else noticed that in
both this game and Banjo-Kazooie, you have to return to the fifth world because
you need a sixth-world move that allows you to move fast enough to win a race),
so leave Fungi Forest for now.

==========================----------------------------==========================
|                         +--------------------------+                         |
|           4cc           | %%%%%%  DK Isle  %%%%%%% |         ISLE14          |
|                         +--------------------------+                         |
--------------------------============================--------------------------

Leave the lobby of Fungi Forest, then drop down to the beach below. You'll lose
a melon slice, but that's alright. Take Bananaport #3 to the start of the isle,
then switch to Tiny. Warp to K. Lumsy's place and go in.

==========================----------------------------==========================
|                         +--------------------------+                         |
|           4dd           | %%% K. Lumsy's Cave %%%% |         LUMSY5          |
|                         +--------------------------+                         |
--------------------------============================--------------------------

Return the fifth boss key. K. Lumsy's tantrum will do two things: destroy a
boulder on DK Isle near Angry Aztec blocking an entrance and destroy a boulder
on a nearby island revealing a giant barrel kannon. Leave his cave after the
cut-scene.

==========================----------------------------==========================
|                         +--------------------------+                         |
|           4ee           | %%%%%%  DK Isle  %%%%%%% |         ISLE15          |
|                         +--------------------------+                         |
--------------------------============================--------------------------

Warp back to the start, then use Bananaport #2.

Head right over to the boulders you destroyed as Chunky. Continue past them and
the ledge will eventually end. You should see a green ledge sticking out where
the boulder K. Lumsy destroyed was. Ponytail Twirl over to it and head into the
cave.

Turn the camera and head left, ignoring the switch for now. Switch to Chunky
Kong.

Go over to your left and you'll find a big block of ice. Primate Punch it to
destroy it, then head through the new path. At the end, ignore the Kasplat and
pick up the boulder. Carry it back to the main room. Near the start is a blue
switch. Place the boulder on the switch to remove the ice blocking the Wrinkly
Doors. Now head to the right side of the room and punch a second block of ice
to reveal a lava pit with a Golden Banana. Go back to the Tag Barrel and switch
to Donkey Kong.

Take the path that lead to the boulder. Ignore the Kasplat and jump into the
Donkey barrel to become invincible, then head back and over to the other ice
block. Cross the lava and grab the GOLDEN BANANA (4).

Head back across the lava and deactivate the Strong Kong. Use the Tag Barrel to
switch to Diddy Kong. 

There are ramps on either side of the room. Go up the one on the right, then
make a left U-turn at the top. There's a bridge leading to the DK Portal. Ahead
you should see a Diddy barrel. Jump into it and fly straight up, then turn
around to find a ledge with Diddy's Wrinkly Door. Land on the ledge and play
your guitar on the pad. Squawks will come and bring you a GOLDEN BANANA (4).
Drop to the bottom of the room to get it, then switch to Lanky Kong.

Go through the path to the Strong Kong barrel and kill the Kasplat for a
BLUEPRINT (1).

Head back, then go up one of the ramps. Take the long bridge up to B. Locker.
You should have 140 Golden Bananas, which is more than enough given his 65
banana requirement. Ready for the sixth level?

==========================----------------------------==========================
|                         +--------------------------+                         |
|           4ff           | %%%%  Crystal Caves  %%% |          CAVE           |
|                         +--------------------------+                         |
--------------------------============================--------------------------

Moves      - Orangstand Sprint, Monkeyport, Gorilla Gone, All Kongs - Ammo Belt
             2, 3rd Melon
Difficulty - 6.5/10
Enemies    - Kritter, Kosha, Gnawty, Zinger, Klump, Klobber, Robo-Zinger

K. Rool is confident that the Dogadon has done well and incinerated the Kongs.
Unfortunately, the Dogadon has been badly beat and complains that it was awful.
One of the Kongs got really big and punched him in the nose (big ****ing wup).
The beast goes and lies down... How does K. Rool allow that? The Armydillo got
punished and he even apologized for his failure.

This level will actually be quite short compared to the others. However, that
doesn't necessarily mean it will be easy. Due to the fact that every place in
this level looks nearly the same, Crystal Caves is extremely confusing and
disorientating. However, I'm here to help you, so don't fret. Also, until you
defeat the giant Kosha by Monkeyporting to a secret place at the top of the
level, stalactites will periodically fall from the ceiling to hurt you. Watch
the shadows to avoid them. Also, if you're near a Tag Barrel, you can just jump
in it and wait for the noises to stop. This tour has you stop the stalactites
quite late into the world, so if they're REALLY bothering you, just skip to
near the end of the guide to find it.

Okay, so at the start, head forward and collect the bananas (5). Now activate
BANANAPORTS #1-2.

Go rightward and head past the Kosha. You'll see a slope with three green coins.
Orangstand up it to find Cranky's lab. Before entering, follow the narrow path
to a Lanky pad. At about this time, stalactites will begin falling. You'll be
shown a cut-scene of the giant Kosha getting to work. Run around by Cranky's lab
until the rainfall is over, then press Z on the Lanky pad. Collect the three
banana bunches after floating upward (20), then deflate by the lab and head
inside.

Pay seven coins and Cranky will give Lanky the move that requires him to use a
barrel with his face on it. It's called the Orangstand Sprint. Jump into a
barrel and he will run at super speed for as long as your Crystal Coconuts last.
Once you have the potion, switch to Donkey Kong.

Head along the narrow path past the Lanky pad to find a DK pad. Get the five
bananas (5), then press Z for the next blasting course.

Shoot to the barrel with the banana bunch (10). After a couple linear shots,
you'll be auto-blasted. After another shot, you'll have to blast into a barrel
with a coin above it. A couple shots later, blast into the barrel with a banana
bunch (15). A few more shots, one with a coin come before being auto-blasted.
Now shoot into another banana bunch barrel (20). Now shoot yourself into the
oblivion on purpose and restart the course.

This time, blast to the right barrel at the fork. Shoot a few more times to be
auto-blasted, then go through a few more linear shots. Blast to the barrel below
the crosshair, then shoot the next barrel, which has a banana bunch (25). Shoot
through the ring, then go through many, many linear shots, with some auto-
blasting included. The barrels will eventually start to speed up. Choose the
left barrel at the fork, then keep shooting yourself, eventually going to the
Bonus Barrel.

+=~=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Busy Barrel Barrage | Difficulty : 3/10                                      |
+~=~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| This is perhaps the most barbaric bonus game of DK64. Baddies will come at   |
| you (you're in the center, armed with your shooter) and you have to shoot    |
| them constantly. This time, there are only three to start with. However, the |
| irregular times at which they regenerate make this a little more confusing.  |
| Just shoot them as they come. If you get hit by even one, you lose. The goal |
| is to survive for 60 seconds. Since you can only spin around, the best       |
| strategy is to aim in circles and fire at them one by one. You have          |
| unlimited ammo, so feel free to mash B all you want. Once one Kritter is     |
| dead, kill the next, but be quick about it. While they regenerate, point     |
| your gun at the one that you killed first. If an enemy starts to get too     |
| close, shoot it down fast. Continue this pattern and you should win easily.  |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

You'll fall down to the DK pad, then get your GOLDEN BANANA (1). Head back to
the lab and switch to Diddy Kong.

Just above the water below you, next to the Tag Barrel, you'll see a Diddy
barrel. Hop into it, then fly below the Cranky's lab pathway. You should see a
pillar with BANANAPORT #4, so land and get the banana bunch (5).

Shoot the balloon hovering around the pillar (15), then jump over to the land
where you can see a Kosha. Head up the ledge and go past the Tiny barrel, then
jump the gap and go left, over to Cranky's lab. Jump into the Diddy barrel again
, but follow the river under the "archway" this time. You'll find an igloo in
the center of this next area. Fly through the DK star above the igloo, getting
the banana bunch (20), and music pads will appear in front of the doorways of
the igloo. Hold Z so you don't land, then head around the area to find a pillar
with a banana bunch (25). Just above the ice igloo near it is another banana
bunch (30). Go over to an igloo-shaped ice block in the back with a Tiny pad in
it and get the banana bunch above it (35). Now land on the nearby island with
BANANAPORT #1. Swim over to the tiny pennisula ledge and activate BANANAPORT #3.

Go over to the igloo and head around it until you find the guitar pad. Play your
instrument on it to open the door.

You'll notice six barrels positioned on pads. Head forward and the door will
close, starting a 60 second time limit. The object is to pick up each barrel and
throw it. However, you must do this in numerical order (the pads are numbered).
Here is this the solution to the puzzle:

   4
1     6

2     3
   5

After all the barrels are destroyed, you'll get a GOLDEN BANANA (1). Shoot the
balloon hovering above (45), then leave the igloo.

Go around to your left. Jump to the island with the Tag Barrel and switch to
Lanky Kong. Play your instrument on the trombone across from here and enter the
next part of the igloo.

This segment is easy as pie. Some beavers generate on the sides of the room.
Wipe them both out, then take out of the trio of Kritters that follows. Lanky
pads will appear on parts of the ice tower. This is really pretty linear, so
just float up to the top of the tower using several pads, getting the bananas as
you go (25). At the top, shoot the balloon hovering near the ceiling (35) and
get the GOLDEN BANANA (1). Drop down and leave the igloo.

Switch to Chunky Kong and play his instrument on his pad. Before you go in, get
the BLUEPRINT (1) from the dead Kasplat on top of the igloo. You have to
backflip to the door, then backflip to the top. Now head in.

You'll meet that damn rabbit from Fungi Forest, who is tied to a barrel of TNT.
Fireballs are going to come from the sides of the room to try and light the TNT.
Just head around the room in circles pressing B to defeat them. Nothing will
really happen if just a couple of fireballs touch the barrel. Once you've
survived the time limit, you get a GOLDEN BANANA (1). Shoot the balloon (10) and
leave.

Head around the area until you find the river leading out. Jump to the land on
your right and head forward, avoiding the Kosha. Once you make it to the plank
leading to Cranky's lab, go left and head into the lab.

Pay seven coins to purchase Chunky's pad move. Press Z while on a pad with his
face on it to turn invisible. There's no time limit, but if you stray too far,
you'll become visible again. Invisible Chunky can see other things that are
invisible.

Go back along the plank at the end of the path and punch the ice block. Head
through the tunnel and you'll find a frozen igloo. Use the Tag barrel to switch
to DK.

Shoot the balloon hovering around here (35), then take the path out, getting the
bananas (38). Follow the ledge downward past the Kosha and jump int othe river.
Swim over to the igloo area and collect the bananas around the igloo (43), then
play your Bongos on the appropriate pad to open another gate.

As soon as you enter, play your bongos, killing the enemies in the room. If you
were to proceed into the maze without doing this, the walls would move. Get the
banana bunch on top of the door (48), then shoot the balloon hovering above the
maze (58). Go leftward to find the entrance to the maze. Start going through.
Tiptoe your way through the maze to avoid getting hit. As you go through,
collect the bananas (65). Once you reach the end, get the GOLDEN BANANA (2).
After you get it, head back through the maze and leave the igloo.

Okay, so head over to Bananaport #1 and get the bunch (70). Teleport for another
bunch (75) and a BANANA MEDAL (1), then teleport back again. Now switch to Tiny
Kong. Get the banana bunch on Bananaport #3 (5), then play her instrument on the
saxophone pad around the igloo to open the next door.

This is also difficult. First, get rid of the Kosha (he regenerates very
quickly). Get the bunch on the weird pad (10), then slam it to start a timer and
make it move. Each time you slam it it gets smaller. You have to lead your
Simian Slams since the pad moves in circles. Keep slamming it and killing the
Kosha as it comes back. Once it disappears, you'll get a GOLDEN BANANA (1). A
BANANA FAIRY also appears (1). You get 33 coconuts. Take its picture next to the
doorway and also shoot the balloon (20), then leave.


Head over to the river leading out of the igloo area. Jump to the land on your
right and follow the ledge near the Kosha. You should see a Tiny barrel next to
the ice. Hop into it and go through the nearby tiny hole. Deactivate the move
once through and head forward to a Bonus Barrel, plus a banana bunch (25).

+=~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Krazy Kong Klamour | Difficulty : 5/10                                       |
+~=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| Welcome to the fast-flickering, more difficult version of the bonus game.    |
| This game is rather odd. It's set up like Teetering Turtle Trouble with a    |
| three-by-six row and a watermelon gun. Press A to fire. You have five shots  |
| before you need to shoot the center watermelon button to reload. The object  |
| is to shoot the Golden Bananas. You have to reduce your counter to 15 by     |
| hitting 5 bananas. However, the lights flicker on and off and the position   |
| of the Golden Banana keeps changing. You can't shoot something while it's    |
| dark. If you shoot one of the Kongs in the rows, the counter will go up by   |
| one, making it more difficult. You actually need to shoot less Golden        |
| Bananas, but the lights flicker faster. There isn't much to write about in   |
| the way of tips. It's really just a test of reflexes. You need to aim and    |
| fire at the Golden Banana very quickly. With enough tries, you should get    |
| it.                                                                          |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

After getting your GOLDEN BANANA (2), BANANAPORT #3 appears.

Go back and use the Tiny barrel to head back through the hole, then head up the
ledge to Cranky's place and enter the lab.

Pay seven coins to learn the Monkeyport. Press Z while standing on a Tiny pad to
teleport to another Tiny pad, which lets you reach locations other Kongs could
never dream of.

Once out of the lab, head back to the start of the igloo area and turn around.
Swim through under the river, getting the bananas as you go (35). The trail ends
near Bananaports #1-2. Continue through the river a bit until you see land that
you can jump to on your right. There should be a bunch of circular ledge things
on it. Jump up those to find Funky's armory, which you should enter.

Pay five coins to get the second ammo belt, which increases your maximum
capacity to 200 (o_O).

Once out, head along the bridge and you should see a small ledge on your right.
Hairspin to it and jump into the Tiny barrel. Ponytail Twirl back and continue
along the bridge until you find a tiny hole. Deactivate the move after going
through the hole, then head forward and activate BANANAPORT #4. Shoot the
balloon above Diddy's Kasplat (45), then use the Tiny pad to teleport.\

You appear in a frozen igloo, so get the banana bunch (50) and the GOLDEN BANANA
(3), then warp back.

Jump into the Tiny barrel once more and go back through the hole. Ponytail Twirl
down to your right to reach the start, then head forward until you reach the
Kosha. Ponytail Twirl to your left and kill the Gnawty, then head up the
circular ledges to reach a Tag Barrel. Switch to Chunky.

Go forward and you'll see this really cool ice castle. Take the left branch of
the platform and you'll find a boulder. Pick it up, then get the banana bunch it
was covering (15). Get the bananas on the plank (18) plus the bunch (23), then
place the boulder on the switch. The ice igloo you saw in that room across from
Cranky's lab explodes. We'll worry about that later, so head back to the ice
castle and switch to DK.

Go over to where you found the boulder but go up the other plank this time.
Defea the Kasplat for a BLUEPRINT (1), then go back and switch to Lanky Kong.
Head over to the ice castle and pound the nearest Lanky switch to open the gate.

Turn around and shoot the balloon above the start (45), then approach the back
of the room to meet an ice pumpkin, who challenges you to a little game. The
object is to Simian Slam the squares on the puzzle to make them show DK. However
, he will be pressing the squares and making them K. Rool faces. If there are
more DK squares when the time limit is up, you win. The best strategy is to slam
the K. Rool squares and ignore the "?" squares. That way, you can take away his
K. Rool squares and make your own DK squares. Be wary that he can do the same to
you. Once you win, the pumpkin will be a sore loser like everyone else in this
game yet give you a GOLDEN BANANA (2). Leave the castle.

Head around to the right and slam another switch to open the top of the castle
for a limited time. Continue around to find a Lanky pad. Inflate yourself and
float up to the top. Use the next Lanky pad to drop into the hole in the tower,
getting the banana bunch (50).

It's time for another race with that blasted beetle in which you must collect 50
coins. What a shock. Jump into the Lanky barrel (quickly cancel Squawk's info)
at the start and head through the hallway, getting coins (5). A door opens at
the end of the hall. Get some more coins as you head through a few doors (10).
Drop into the pit at the end and prepare.

Get the coins as you slide through the tunnel (18) then head around the huge
ledge in the pillar room, getting the coins (24). Slide over the gap when you
reach the end of the drop into the lava pit, getting the coins (27). Get more
coins as you head through the tunnel (32). A door opens to begin another running
segment.

Head through the hallway as the doors open, getting the coins (36). Head down
another slide above lava pit. This is a little more complex. Get the coins as
you jump the gap, then slide over to the left or right for an extra three coins.
That's (42) total. You'll need to slide over to the middle path to make it to
the next part. Get two coins as you slide through the tunnel (44) and prepare
for a part of the slide with no ledges. Be careful or you'll fall off.

Get three coins (47) as you head along the purple path, then take a left at the
fork for the most coins, followed by a right (55). Okay, numbering stops here,
so keep collecting coins but concentrate more on speed. Head down the brownish
path and you'll reach two forks. Take a right, then a left for the most coins
and you'll reach the final sprint. Jump, whack the beetle, do whatever you need
to do to make it there first. Once you win, you'll get a GOLDEN BANANA (3).

Drop to the ledge below and use the Tag Barrel to switch to Diddy Kong. If you
look on your left, you'll see Funky's armory. Head over there, going up the
ledges, then get the five bananas on the bridge (50). Hop into the Diddy barrel
and fly over to the waterfall left of Funky's place. Near the top, you'll find a
banana bunch (55) and a Bonus barrel.

+=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Mad Maze Maul | Difficulty : 3.5/10                                          |
+~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| This is one of my favorite mini-games. It's such a shame there are only two  |
| of them and it's not replayable. The object is to kill all the enemies in    |
| the maze, then get to the checkered flag in 60 seconds. A counter keeps      |
| track of how many enemies are left. Here's an ASCII map of the maze:         |
|                                                                              |
|                                                                              |
|           +-----+                                                            |
|           |  K  |                                                            |
|           |     |                                                            |
| +---------+     +---------+                                                  |
| |                      R  |                                                  |
| |     +-------------+     |                                                  |
| |     |             |     +--------------+                                   |
| |  K  |             |            K       |                                   |
| |     |             +---------+     +----+                                   |
| |#####| +-----+               |     |                                        |
| +-----+ |  K  |               |  R  |                                        |
          |     +---------------+     |                                        |
          |             K             |                                        |
|         +----------+     +----------+                                        |
|                    |     |                                                   |
|                    |     |                                                   |
|                    |START|                                                   |
|                    +-----+                                                   |
|                                                                              |
| R means Kritter, K means Kasplat, and ##### is the checkered flag. Use your  |
| shockwave to kill the Kasplats, as regular attacks take far too long. Go     |
| forward and kill the Kasplat, then head around the left corner and take out  |
| another. Go back and take a right this time. Turn the corner and wipe out a  |
| Kritter, then continue to kill a Kasplat. Take the left path and head around |
| a few turns to kill a Kritter. When you reach a fork, take the right path    |
| and kill the Kasplat, then go back and take the remaining path. Kill the     |
| last Kasplat and head to the flag.                                           |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

Go down and hover to get your GOLDEN BANANA (2).

Turn around and fly over the bridge where Funky's is. There's a big pillar with
a blue Kasplat. Land on it and play your instrument before you're knocked off,
then activate BANANAPORT #5. 

Drop down to the Funky bridge and hop back into the Diddy barrel. Fly through
the waterfall and land on your left. You should see Candy's shop ahead. Go into
it.


Pay seven coins to get a third melon. You'll also receive 20 instead of 15 units
of energy for your instrument.

Go left past Candy and you should see a huge cabin. Climb it via the ledges on
your left, then head along the right ledge. Play your guitar on the pad to open
the door in front.

This is quite difficult. You have to kill four Klobbers, two Klumps, and two
Kritters, all on ledges, in 60 seconds. If your time runs out, you get 10
seconds to evacuate before you're shot. At the start, head around the center
platform and get the bananas (60). Go to the back of the center platform and
jump into the Diddy barrel. Land on the corner platform and take out the Kritter
, then stand on the edge and fire an orange to get rid of the Klobber on the
edge of the center. Jump to it, then very quickly bomb the other three Klobbers
with oranges. Get the banana bunch (65) and take out the Kritter on the other
corner with a bomb, then go to the other side and face the front of the room.
Take out the two Klumps in the corner. Once all the enemies are dead, you get a
GOLDEN BANANA (3), so leave the room.

Head to the left side of the cabin and use a crate to reach the next level. Go
past the guitar pad at first and activate BANANAPORT #5. From here, take out
your shooter and look WAY up high. Shoot the balloon hovering above (75), which
gives you a BANANA MEDAL (2). Head back and play guitar on the pad to open up
another door.

Go forward and use your shockwave to take out the two Koshas. A Diddy pad
appears in the center of the room. Use it to spring up to a barrel left of the
pad, then fly to the three giant candles in the room. As you go above them, they
will light up. Don't forget to get the banana bunches (90). The grate below will
open, allowing you to get the GOLDEN BANANA (4). A BANANA FAIRY (2) appears, so
take its picture (giving you 34 coconuts and 30 oranges) and leave.

Drop to the level of the cabin below this one and use the Tag Barrel to switch
to Donkey. Jump to the ground at the very bottom and get the banana bunch on the
pad (80), then play your bongos.

A large group of Zingers will appear. Head to the corner and take out your
shooter, then start picking them off. Lead yoru shots so you hit them. Once
they're all gone, you'll get a GOLDEN BANANA (3). Now head to the back of the
room and jump to get the banana bunch without falling in (85), then leave the
cabin.

Hop into the Tag Barrel and switch to Chunky Kong. Go back to the ground floor
and play your triangle on the right pad to open the door.

This is quite difficult. If you get caught by the light, you'll be shot
instantly and be killed in one damn hit. When the light is out of the way,
Simian Slam the weird pad near you. Get out of the way of the light, then head
to the bottom right corner. Go closer to the other side of the room and you'll
see a pad. Wait for the light to get out of the way, then slam it. Move out
again, then head to the top-right corner. Make your way to the other side,
hugging the wall to avoid the light. When it's out of the way, slam the next
pad. A Chunky pad appears, so head to the corner and wait for the other light to
move, then quickly activate your Gorilla Gone. You're safe now, so get the
banana bunches in the middle (43) and jump into the Bonus Barrel.

+=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Searchlight Seek | Difficulty : 2.5/10                                       |
+~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| This game is another melon game, though you have unlimited shots and can aim |
| freely. Press A to shoot. As you move the gun, the limited amount of light   |
| you have will move with it. A Klaptrap is wandering around the barrel. Shoot |
| it to reduce your counter. You have 60 seconds to shooteight of them. This   |
| game is quite easy so long as you lead your shots. Once you spot a Klaptrap, |
| fire a melon in the direction it appears to be moving. Keep your gun in the  |
| same general area, as the Klaptraps regenerate where they die. After hitting |
| eight, you'll win the game.                                                  |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

Grab your GOLDEN BANANA (2) and leave. Switch to Tiny Kong and head past the
guitar pad on the second floor. Play your sax on the pad to open the nex tdoor.

The camera angle makes this annoying. Bomb the two Klaptraps on the big platform
, then jump to it and kill the one at the bottom of the room. Head a little
further along the main platform to find another Klaptrap, then kill the one in
the corner. You'll get a GOLDEN BANANA (4). Ponytail Twirl for the two banana
bunches and shoot the balloon above the bottom pit (70), then leave.

Drop off the cabin and head over to Candy's, then past it. You're at the west
end of the level, so head up the ledges on your right to reach a Tag Barrel.
Continue to your right past the Tag Barrel and you'll BANANAPORT #2. Continue to
find a Kasplat. Kill it for a BLUEPRINT (1) and shoot the balloon (80) for a
BANANA MEDAL (3), then go back and switch to Donkey Kong.

Head over to Bananaport #2 and cross the plank on your right. Play your Bongos
on the pad to open another cabin door.

A Golden Banana rests in a window. You need to hit blue switches on the sides of
the room to actually rotate the room and complete the matching puzzle in 50
seconds. Here is the solution: (You start with Side B, pound the left switch for
Side A, pound the right switch at the start for Side C).

  Side A     Side B     Side C

+---+---+  +---+---+  +---+---+
| Y | B |  | G | R |  | G | P |
+---+---+  +---+---+  +---+---+
| R | Y |  | B | O |  | O | P |
+---+---+  +---+---+  +---+---+

Get the banana bunch on the puzzle at the start (90). Matching letters are
matching pictures. Pound the red square, then pound the left switch to rotate
the room. Hit the red square, then hit the two yellow squares. Slam the blue
square, then pound the right switch to return to Side B. Slam the blue square,
then pound the green square and hit the right switch to go to Side C. Hit the
green square, then hit the two purple squares, followed by the orange one. Slam
the switch on the left and hit the orange square for your GOLDEN BANANA (4).
Pound the left switch for Side A and use the Battle Arena Pad you probably saw.

+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Battle Arena #7 - Plinth Panic | Difficulty : 4.5/10                         |
+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| This is really just a Kamikaze Kremlings with a new name, as you'll be       |
| battling a Kritter and two Kasplats like before. What you want to do is head |
| to the edge a bit, then move attack, holding B to charge your shockwave.     |
| Release the B button to incinerate all the enemies. The Kritter seems to     |
| regenerate first, so kill him, then charge up your shockwave to take out the |
| two Kasplats. After surviving for 60 seconds, backflip for your BATTLE ARENA |
| CROWN (1).                                                                   |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

Leave the cabin (you appear on Side B). Head back to the Tag Barrel and switch
to Lanky Kong.

There's a plank just by the Tag Barrel leading to another cabin. Cross it, then
stand on the very edge of the ledge with the cabin. Take out your shooter and
look down at the waterfall. Near the bottom is a balloon floating (60). Head
around to the right side of the cabin to find a Lanky pad. Float up to the top
of the cabin and go over to a trombone pad. Get the bunch (65) and play your
instrument, then drop down and enter.

Go forward and kill the Kosha with a shockwave, then inflate yourself and float
up to a Lanky barrel. Head to the end of the room, avoiding another Kosha, and
step on the switch, grabbing the banana bunch (70) The weird pad thing at the
start of the room opens to reveal a banana for 3 seconds. Dash back and grab the
GOLDEN BANANA (4), then leave the cabin.

Drop down to the waterfall from the cabin. Starting from the waterfall, dive
under and swim through the river, getting the bananas (80). That will give you a
BANANA MEDAL (4).

The banana trail ends at the waterfall, so turn around and jump over to the huge
cabin area. Approahc the cabin and use the boxes on the side to climb to the
very top level. Use Bananaport #5 to teleport.

Quickly get off the pad and play your instrument to kill the Kasplat and get a
BLUEPRINT (1). Now get the four banana bunches (100) and teleport back.

Head down and use the Tag Barrel to switch to Chunky Kong. Make your way to the
very west end of the level and backflip up the ledges. Head over to Bananaport
#2 and get the banana bunch (48), then teleport.

You'll get another bunch automatically (53). Head back so you're going towards
the DK Portal and kill the Kritter. There's an ice block for you to punch on
your right. Head through the new path and get the three bananas (56), then get
the banana bunch on the pad (61) at the end and press Z to become invisible.
You'll then see a GOLDEN BANANA (3).

Head back to Bananaports #1-2 and switch to Donkey Kong. Go to where you got the
Golden Banana and shoot the balloon in here (100). Head back to the ports and
switch to Lanky. Go right and ignore the Kosha. Orangstand up the slope once you
reach it, then switch to Chunky at Cranky's Lab.

Go across over to where you destroyed the ice. Head into the room where you'll
find the boulder and get the six bananas (67). If the rock is incased in ice,
it means you didn't place the boulder on the switch near the ice castle or it
means you died after doing that. Head back to the ice castle and repeat the
process if you died. Now use the Chunky barrel in the back of the room to become
huge. Pick up the boulder, then get the bunch under the boulder (72). Time your
press of the Z button so Chunky places it on the moving boulder switch. An igloo
holding a Tiny pad and a Golden Banana will explode. Head back over to Cranky's
area and switch to Diddy Kong.

Hop into the Diddy barrel nearby and fly down to Bananaport #4 (remember
activating that way back after we did DK's blasting course). Very carefully land
and press Z to warp, getting a banana bunch (95).

Defeat the Kasplat for a BLUEPRINT (1) and get the five banans around it (100),
then use Bananaport #4 to teleport back.

Drop into the water and swim over to the igloo area. Go forward to the left side
of the igloo and hop into the Tag Barrel. Switch to Chunky.

Head over to the back where the igloo exploded. Get the five bananas (77) for a
BANANA MEDAL (5) and grab the GOLDEN BANANA (4). Now turn around and head over
to Bananaport #3, which is past #1. Use it to teleport to the Krazy Kong Klamour
Room.

Shoot the balloon (87) and teleport back. Switch to Tiny Kong and head to where
Chunky got his Golden Banana. Use the Tiny pad to teleport.

FINALLY! This is the very top of the level. Though it's part of the level, it's
"separate" in that if you drop down, you'll die instead of landing somewhere in
the level. That means you can't just fly up into it with Diddy's rocketbarrel.
Head forward at the start and use your shockwave while on the DK pile to get a
RAINBOW COIN (1) and kill the Kosha. This permanently stops the earthquakes,
though I do admit that it's pretty useless since you're almost done and will
never have to come back. Get the four banana bunches (100) and teleport back.

Switch to Chunky Kong and use Bananaport #1 to return to the start. Head right
and look along the icy wall for an ice block near the end of the ice. Punch it,
then head forward and get the three bananas (90). Shoot the balloon (100) by...
Snide's HQ! At last. Now exchange your blueprints for Chunky's GOLDEN BANANA (5)
, Donkey's GOLDEN BANANA (5), Diddy's GOLDEN BANANA (5), Tiny's GOLDEN BANANAN
(5), and Lanky's GOLDEN BANANA (5). You'll also get Lanky's DK Isle GOLDEN
BANANA (4). Now go into the Troff n' Scoff Portal.

Have Lanky feed Scoff 100 bananas. Now feed him another 100 with Tiny. Have
Diddy feed Scoff his 100 bananas, then let Donkey give him the last 50. Donkey's
face appears on the door, so head in.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                              Boss - Armydillo II
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                               Difficulty : 6/10

The Kritters are repairing Armydillo, banging on him and reattatching his
cannons. The new and improved Armydillo rolls into the crystalized battlefield,
ready for action. He brings out his cannons to begin the fight.

This battle is quite complex, but it isn't necessarily all that difficult.
Armydillo starts with some simple fireballs. Simply head around in circlish
patterns, moving back and forth every fireball. After several shots, Armydillo
will begin to taunt you. Quickly pick up the TNT barrel and throw it at his face
(his armor protects all other parts of his body) to electrocute him, causing
damage.

Run away from Armydillo towards the wall of the room, as he curls up and begins
rolling. You're not much faster, but you are much smarter (I hope), so it's
relatively easy to avoid him. He'll head back to his position and bring out a
special pair of cannons. They thrust him upward and work as a jetpack, so the
boss flies to the top of the room and hovers. Then, he'll slam the ground and
emit a green shockwave. To avoid it, jump when it comes and press B to hover for
a second. The boss rolls to a new position and starts shooting fireballs. This
time, they come faster and harder, so run around in circles to avoid them. When
the boss stops to taunt you, throw another TNT barrel at him.

Retreat to the back of the room once Armydillo starts rolling towards you again.
He'll head back to his position and take out the thrusters again. This time, you
have to dodge two shockwaves. If you time it right, you shouldn't have much of a
problem. Next up is a round of fireballs. Run around in circles (there are much
more fireballs this time) until he stops to taunt you. Throw a third TNT barrel
at him to cause more damage. His cannons blow off, but he doesn't chicken out
immediately like last time.

He can still roll around, so avoid him and head to the back of the room and over
to the side. Next up, Armydillo will return to his position and thrust upward
again. Dodge three shockwaves using either a jump attack or a backflip (I find
that backflips are actually safer). Instead of fireballs, Armydillo brings out a
third cannon on his back. After it enlarges to a ludicrous size, Armydillo will
use his thrusters to fly upward. He'll then fire off a large group of fireballs,
which will begin to rain down on you. Watch for their shadows and run away from
them to avoid them. After all the fireballs are gone, Armydillo will shoot a
homing missile at you. This is difficult to avoid, so either take the damage or
run to the TNT barrel and make the missile explode on the barrel. Once the boss
begins to taunt you, throw a final TNT barrel at him. Because of all the shit
he's added on to himself, all of his cannons and thrusters explode along with
his entire armor system. Some magical sparkly crap brings him up (it's the hand
of the devil; he's being brought to hell for his crimes against the Kongs) and
you get your BOSS KEY (6).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Head out of Snide's area and return to Bananaports #1-2. Kill the Kritter near
the ice block leading to the Chunky pad and turn left. Leave this rather fun
level for good.

==========================----------------------------==========================
|                         +--------------------------+                         |
|           4gg           | %%%%%%  DK Isle  %%%%%%% |         ISLE16          |
|                         +--------------------------+                         |
--------------------------============================--------------------------

Drop down from the bridge and use the Tag Barrel to switch to Diddy Kong, then
leave the Crystal Caves lobby. Drop down from Donkey Kong Isle's "ear" and head
over to the Bananaports. Use Bananaport #3 to warp to the waterfall, then use
the barrel kannon to blast to the floating island. Head into the shack.

Take out your shooter and look up. You should see a mushroom floating around the
ceiling. Lead your shot so you can shoot it and it will turn yellow. You have to
shoot it in this order: Diddy, Donkey, Lanky, Chunky, Tiny. After everyone has
shot it, a door near the back of the room opens to reveal a Chunky pad. Switch
to Chunky.

Head to the back and use the pad to become invisible. Move over to the wooden
board thing nearby and you'll find a Battle Arena Pad.

+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Battle Arena #8 - Forest Fracas | Difficulty : 3.5/10                        |
+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| This Battle Arena is pretty easy. All you have to do is survive a Kritter    |
| and a Skeleton Kritter for 60 seconds. However, a Kasplat will be added into |
| the mix once you kill the first set of enemies. I recommend using the        |
| shockwave attack for the battle from then on. You can use the moving attack  |
| on the weaker enemies for a one hit kill. Keep doing this until the time     |
| limit runs out, then backflip for your BATTLE ARENA CROWN (2).               |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

Switch to Tiny Kong and head to the back of the room. Look at the top of the
wall opposite Chunky and you should see a feather switch. Shoot it to release a
BANANA FAIRY (3). She gives you 35 Crystal Coconuts. After taking her picture,
switch to Lanky Kong and head into Fungi Forest.

==========================----------------------------==========================
|                         +--------------------------+                         |
|           4hh           | %%%%  Fungi Forest  %%%% |         FUNGI2          |
|                         +--------------------------+                         |
--------------------------============================--------------------------

Yay, we get to return to this lovely level! Head forward to the clocktower and
find Bananaport #4, then warp. Go left over to the rabbit. Play your instrument
to wake him up for the second race. Stupidly enough, you don't get infinite
Crystal Coconuts for this. If you start to run out, you'll have to actually get
some during the race.

The rabbit is is fast as hell this time. You really need to cut corners and take
shortcuts if you expect to have the tiniest chance of winning. At the start, hop
into the Lanky barrel. You must jump over all the flagged logs to progress
through the race. Go forward once the race beings and hop over the log on your
right. Head towards the start, jumping a log. Now go around the stump by the
start, jumping two logs. Go back toward the tree and go through it, jumping
three logs. Now head to the back of the area, where you'll find another weird
tree thing. Go around the back of it, jumping two logs. Head towards the big
tree again and jump a log , then go towards your left, jumping a couple logs.
Now is your chance to get ahead. Cut the huge corner the rabbit takes as you
head to the side of the area. Follow the arrow at the top of the screen to jump
over two logs, then head towards the tree. Go around it and continue to the
start of the race. Jump the last couple of logs and cross the finish line.

Since you beat him when he was trying, he'll give you Fungi Forest's last GOLDEN
BANANA (5). Take Bananaport #5 back to the start. Head around to the other side
of the clocktower, then leave this awesome level for good.

==========================----------------------------==========================
|                         +--------------------------+                         |
|           4ii           | %%%%%%  DK Isle  %%%%%%% |         ISLE17          |
|                         +--------------------------+                         |
--------------------------============================--------------------------

Drop off the island and into the waterfall lake, then use Bananaport #3. Switch
to DK and use Bananaport #3. Head around K. Lumsy's island to the left and you
should see a sandy island. Hop into the barrel kannon on it to be blasted into
Krocodile Isle's crown.

You appear in a gothic sort of room with a central "tower" surrounded by lava.
To leave, turn around and jump into the pit. For now, head around to the very
back of the tower and face it. You should see some bars trapping a Kasplat.
Shoot the coconut switch on the bars to open them, then head to the right side
of the tower, where a Tag Barrel is. Switch to Diddy Kong.

Kill the Kasplat in the tower for a BLUEPRINT (1), then go back to the Tag
Barrel and switch to Chunky Kong.

Head to the side of the tower opposite the Tag Barrel. Kill the Kosha if you
wish, then pick up the boulder and throw it somewhere to reveal a Lanky pad.
Head back and switch to Lanky.

Go to the other side and float up to the top of the tower. Unearth the DK pile
for a RAINBOW COIN (6), then hop into the Bonus Barrel.

+=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Searchlight Seek | Difficulty : 3/10                                         |
+~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| This game is another melon game, though you have unlimited shots and can aim |
| freely. Press A to shoot. As you move the gun, the limited amount of light   |
| you have will move with it. A Klaptrap is wandering around the barrel. Shoot |
| it to reduce your counter. You have 60 seconds to shoot ten of them. This    |
| game is quite easy so long as you lead your shots. Once you spot a Klaptrap, |
| fire a melon in the direction it appears to be moving. Keep your gun in the  |
| same general area, as the Klaptraps regenerate where they die. After hitting |
| ten, you'll win the game.                                                    |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

After getting your GOLDEN BANANA (4), hop down and switch to Donkey Kong. Go to
the back of the tower and jump up the steps, where you'll meet B. Locker. He
demands 80 Golden Bananas, but you have 168, so head into the last level.

==========================----------------------------==========================
|                         +--------------------------+                         |
|           4jj           | %%%  Creepy Castle  %%%% |         CASTLE          |
|                         +--------------------------+                         |
--------------------------============================--------------------------

Moves      - Super Duper Simian Slam, All Kongs - Sniper, All Kongs - Upgrade 2
Difficulty - 9/10
Enemies    - Skeleton Kritter, Ghost Kritter, Kosha, Nibbly, Fire Skull, Flies

A Kasplat is running inside K. Rool's ship, trying to get out, as he fears that
K. Rool (fatso, as he calls him) will discover the Kongs are returning the
blueprints to the Blast-o-Matic. K. Rool says he would have chosen his last
words more carefully. Just as the Kasplat reaches the exit, a huge red Klaptrap
blocks him off.

Creepy Castle, while quite challenging and long, can be fun. It's basically
composed of the long outside path up the castle and the interior crypts,
dungeons, and fancy rooms such as the ballroom and museum. At the start, turn
left and carefully cross the narrow bridge, getting the bananas (5). Head up the
stairs by the water, then climb the ladder a little ways away. We could continue
along the path, but the first thing we're going to do is get the new Simian Slam
upgrade. At the top, activate BANANAPORTS #1-5 on your left and right, then head
to your right and cross the drawbridge when it raises. Get the bananas (11) as
you head up the path, killing two skeletal Kritters. Now get the bananas as you
cross the bridge (17), avoiding the Kosha. Continue collecting bananas as you
head up the path, (26). You'll need to jump across two platforms moving in and
out. Now, on your right, activate BANANAPORT #2, then continue forward. Follow
the purple banana trail along the bridge until you reach BANANAPORT #3. Head
into the lab.

Pay seven coins to purchase the Super Duper Simian Slam. This allows your Kongs
to trigger the red switches with their faces on it, which you'll find pretty
much everywhere in this level. Once out of the lab, use Bananaport #3 to warp
down.

Climb the ladder by port #2 leading back to the path. Follow the trail, killing
skeleton Kritters and grabbing bananas (31). Get the two bananas on the moving
platforms (33), then continue heading around the castle, collecting more bananas
(37). Ignore the stairs once you find them. Instead, head to the left of the
stairs. Drop down the ladder by the gap in the fencing and head through the
nearby wooden door (it opens automatically).

Head left at the red Kasplat and you should see a big skull. Drop down off the
fence and kill the Kosha, then go and shoot the peanut switch to the right of
the skull and head inside.

I'll provide a quick map for this place:

+-----+
|  P  |
|  1  |             +-----+
|     +-------+     |   2 C   
|             |     |     |
+-------+     +-----+     |
        |                 |   +--------+
        +-----+     +-----+   |      3 P
              |     |         |     +--+           
              |     +---------+     |
              |      1   2   3      |
              +-------+     +-------+
                      |START|
                      +-----+

Legend:

C - Coconut Switch  # - Bananaport
P - Peanut Switch

This place has a separate set of teleporters, so activate BANANAPORTS #1-3.
Head left at the start and take a left again. You'll need to kill some skeleton
Kritters as you head through this place. Take a few turns to the end of the path
, where you should activate BANANAPORT #1 and teleport back.

Take the right path this time. Head around the corner and kill the bad guy, then
take the turn and activate BANANAPORT #3 down the stairs. Warp back.

Take the left path again, but take the right at the second fork. Follow the path
until you reach BANANAPORT #2.

Grab the banana bunch (42), then shoot the odd-looking coconut switch to open
the door. You'll find two columns of three levers. If you pull them in the wrong
order, you'll get shocked, so pull them in this order: top left, top right,
bottom left. This will open the door ahead, so head inside after shooting the
balloon (52).

It's time for another coin-collecting mine cart ride. However, this time you'll
only need to collect 25 coins. A ghost will also terrorize you and try to steal
your coins during certain segments of the track. Kackle, from DKC2, to be
precise. Joy.

At the start, head through several doors, getting a coin (1). Get two coins (3)
as you head along the track, then go through another door. Grab a few more coins
(6) before entering an area that looks like the inside of someone's ribs. Jump
for the first coin (7) to meet Kackle.

Grab all the coins, switching lanes to get them (12). He'll throw his hands at
you, so switch lanes to avoid them. Eventually, he'll go away and you'll go
through a door.

Grab the coins (17). Gravestones will appear, so you'll have to switch lanes to
avoid hitting them and losing three coins. They alternate lanes, but sometimes
you'll have to switch late to get a coin. At the end, you'll head through a
door.

Grab coins until you have 25 as you go through the next Kackle-area (25). You'll
have to dodge a hand-throw or two. Eventually, you'll come to a three-laned
section. Kackle will spit two groups of three flaming skulls at you and the
camera will turn around. Switch lanes as the skulls come to avoid damage, then
dodge a few more hands. This is harder now, as he begins to throw them in a
swooping motion across the lanes. You'll go through a door at the end.

There's another gravestone section here. Switch lanes as they pop up to avoid
them. After several stones, another door will open and one last gravestone will
pop up before the next ghost-segment.

You'll find one gate here on the right lane that you'll have to avoid. Kackle
will use his regular punches, so dodging them is easy. Head through the area,
grabbing coins and avoiding hands until you make it into the next door.

This gravestone area is quite long. They also don't alternate perfectly anymore.
Gravetones are always positioned behind coins, so they are marked. After you
make it through the door, head forward on either lane. Donkey will go up a huge
slope, then come crashing down on the other one. That's right, you have to go
through the whole mine cart ride the other way. However, this is also a chance
to make up lost coins.

Head through the gravestone area again. Switch lanes to avoid them and head
through the Kackle area. Dodge his hand punches (they swoop, so you want to be
where the hand initially goes, jumping, so it doesn't swoop into you), grabbing
coins and avoiding the gate, until you reach the door. Avoid the gravestones
until you reach Kackle again. Dodge his regular punches. When you reach the
three-lane area, avoid the flaming skulls, then dodge his swooping punches.
After going through the gravestone area, you'll get to the final Kackle area.
Avoid his hand. Now you just have to go through the final few doors before
Squawks comes to give you your GOLDEN BANANA (1).

You reappear right by the entrance to the mine ride, so head out of this room
and warp back to the start, then leave the skull.

Take the ramp on either side opposite the skull (there's a bad guy guarding
each) and head over to the red Kasplat. Go leftward and you'll find a Tag Barrel
, so switch to Diddy Kong.

Head over to the Kasplat and kill it for a BLUEPRINT (1). Now go over to the
skull. Drop down and kill the Kosha, then shoot the balloon above the skull
(10). Shoot the switch on the left, then head into the skull.

Use Bananaport #1 to warp, getting a banana bunch (15). Now shoot the peanut
switch in front of you to open the door.

You'll notice a giant coffin in the middle and two small coffins on the side.
The coffin has four numbers (3 and 2 on the front, 1 and 4 on the back). First,
Chimpy Charge the three button to open the two small coffins. Kill the two
ghosts that come out on the left and shoot the balloon (25). Now Chimpy Charge
the numbers in the correct order. The huge coffin opens up to reveal a GOLDEN
BANANA (1). Head back to Bananaport #1 and warp, then leave this dump.

Go up one of the ramps and head over to the Tag Barrel. Switch to Chunky Kong,
then head over to the skull. Shoot the pineapple switch on the right and enter
the skull.

Take Bananaport #3 to the right end of the area and shoot the pineapple switch
to open the door. 

This room has two coffins on both sides. Primate Punch the two left ones for
banana bunches (10) and the bottom left one for a Bonus Barrel.

+=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Searchlight Seek | Difficulty : 3/10                                         |
+~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| This game is another melon game, though you have unlimited shots and can aim |
| freely. Press A to shoot. As you move the gun, the limited amount of light   |
| you have will move with it. A Klaptrap is wandering around the barrel. Shoot |
| it to reduce your counter. You have 60 seconds to shoot ten of them. This    |
| game is quite easy so long as you lead your shots. Once you spot a Klaptrap, |
| fire a melon in the direction it appears to be moving. Keep your gun in the  |
| same general area, as the Klaptraps regenerate where they die. After hitting |
| ten, you'll win the game.                                                    |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

After getting your GOLDEN BANANA (1), head to Bananaport #3 and warp. Leave the
skull.

Go up the ramp once again and head over to the Tag Barrel. Switch to Tiny Kong.
Follow the path past the Tag Barrel. You'll soon see Funky's place. Shoot the
balloon in front (10), then head in.

Pay 7 coins to get the sniper scope. Press right C while in first-person aiming
to zoom in and left C to zoom out. You can also use the Z button to slow down
movement.

Head back to the Tag Barrel and over to the red Kasplat. Turn left instead of
going right to the skull to find another creepy-looking building. Shoot the
feather switch on the right side of it to open it.

Turn right at the start and kill the skeleton Kritter. Now use the Ponytail
Twirl to cross the gap, getting a banana bunch (15). Continue to a big room
filled with green lava. Slam the red Tiny switch to make a bunch of hands start
rising up. Very, very carefully (you die instantly if you fall into the lava)
make your way across the hands. Go across the first two by simply hairspinning
straight. Now go to the one on your left, then twirl over to the GOLDEN BANANA
(1).

Make your way across to the Tiny switch, then head back over the lava-filled gap
and kill the enemy. Head out of this building, then go over to the Tag Barrel
and switch to Lanky Kong.

Alright, go over to the door leading out of here. Now go all the way to Funky's
area, as there are a bunch of bananas and bunches to collect as you go (30).
Head back to the start and go to the building Tiny entered. Shoot the grape
switch on the left side, then go in.

Stand under the Lanky barrel by the start. Go into first-person and shoot the
grape switch on the wall. As quickly as possible, unequip your shooter and
leave first person mode, then jump into the Lanky barrel. You've got a mere 13
seconds to dash through the hallway, taking turns and avoiding enemies before
the gate closes. You'll just barely make it. At the end, shoot the balloon above
the lava (40) and play your instrument on the music pad to lower vines. Swing
across them to reach the GOLDEN BANANA (1).

Swing back across and head through the hallway, after shooting the grape switch
on your right to open the gate. Kill the enemies as you go, then leave the
building.

Head over to the Tag Barrel and switch to Donkey Kong, then head to the wooden
door and leave this place (known as the crypt).

Climb the ladder on your right. Now head over to the stairs you ignored earlier
and jump up them, getting the bananas (56). Head up over to BANANAPORT #1.

Ignore the door for now and continue. Get the bananas as you head across the
moving platforms (57), then continue gettign bananas as you head around the
castle (64). Climb the ladder for the last one (65). Hop off the ladder again,
as we don't want to go there right now. Continue around the castle until you
reach a long set of stairs. You should see the lake below. Jump into it, then
head up the stairs beside it to reach the big tree. Use the DK pad in front of
the tree for your next barrel course.

Shoot into the first barrel. You'll notice a ring on the next one. This is how
you do this course: follow the rings. Shoot through several rings until you come
to a barrel that points above one way below and one with a coin. Shoot to the
one with a coin, then shoot through a couple more barrels to be auto-blasted.
Blast into the DK star at the end. The gate blocking the entrance to the big
tree opens, so head into it.

Head forward and you'll see a big circular piece of wood in front. Shoot the
coconut switch to move it aside, then head forward and defeat the Kasplat for a
BLUEPRINT (1). Shoot the balloon above the pit (75) for a BANANA MEDAL (1).

Drop into the pit below and you'll land in water. Swim through the passage ahead
and hop onto the raft once you reach the large room, getting the banana bunch
(80). A bunch of targets will appear on the walls very, very, very, far from
you. Go into first person wiht your shooter and aim at the first target appears,
which is moving side to side. Use your sniper to get a better view, then shoot
it. You have to lead your shots a fair amount since you're much farhter than it
appears. After shooting it, the water level will rise. Look to your left for the
next target it, then shoot it to raise the water level again. Shoot the last
target, on your right, to raise the water level one more time. Now get the
GOLDEN BANANA (2) and take a picture of the BANANA FAIRY (1) for 36 coconuts.

Swim to the very bottom of the place and look for another passage out. Swim
through it.

You'll be dumped into the lake below the big tree. Head up the stairs to the
right and climb the ladder to reach the Bananaports. Go left and up some stairs
at the end to reach a Tag Barrel. Switch to Chunky Kong and use Bananaport #1 to
reach that door, then go into it.

Get the bananas as you head forward, going past the Tag Barrel (30). It's a long
trail, but once you reach the end, you'll find a Kasplat just waiting to give up
its BLUEPRINT (1). Get the three bananas as you head left to Candy's place (33),
then enter the shop.

Pay nine (yes, nine) coins to get the final music energy upgrade. That gives you
25 units of energy.

Go back to the Kasplat and continue following the bananas, getting them as you
go (40). Upon reaching the doorway, head backward past the Kasplat so you're
heading towards the entrance. Once you find a doorway by a few red coins, head
into it.

Go left at the start and kill the Kosha. Now Primate Punch the two gates on the
sides open, then head to the start and take the right path. Primate Punch
another two gates to get two balloons (60), then take the path ahead of the
entrance to find a DK switch. Punch another two gates open, then switch to DK.

You'll find another puzzle like Chunky's in Fungi Forest where you need to
Simian Slam the pieces to make the face appear as Donkey's. First, kill the
enemy and get the banana bunch (85). Here is the solution to the puzzle:

+---+---+---+
| 0 | 1 | 2 |
+---+---+---+
| 3 | 2 | 1 |
+---+---+---+
| 3 | 0 | 1 |
+---+---+---+

The numbers represent how many times you have to slam each square. After the
puzzle appears as DK's face, you'll earn a GOLDEN BANANA (3). Head out of this
room and use the nearby Tag Barrel to become Diddy Kong.

Grab the two banana bunches from the gates you punched open (35), then head
towards the exit and go right to find Lanky's switch. Get the two banana bunches
in here (45), then go back and take the opposite path. Slam the Diddy switch to
open the door. A Golden Banana rests on the other side of the room. However, if
you walk onto the metal part (you must stay on the hay) of the floor, it will
turn around and you won't be able to get it. Stay on the hay and take out your
shooter, then use your sniper to zoom in. First, shoot the balloon (55). Now
shoot the switch on the wall to lower a bunch of chains. Play your instrument to
kill the Kosha, then swing your way to the GOLDEN BANANA (2).

Head back across the room the normal way and go over to Donkey's switch. Use the
Tag Barrel here to switch to Lanky Kong.

Go over to the exit and take the right. Avoid the Kosha and the slam to the
switch to open a green lava room. Shoot the balloon above the lava (50) and play
your instrument on the pad to make a bunch of Lanky pads rise. This is dangerous
as hell, so be extremely careful. Jump to the first pad and float to the next.
Very carefully float from pad to pad until you reach the Bonus Barrel at the
end. Before you jump into it, shoot the nearby balloon (60).

+=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Kremling Kosh | Difficulty : 3.5/10                                          |
+~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| Like Krazy Kong Klamor, this game requires good reflexes. You'll be using    |
| the A button watermelon gun (shoot the center watermelon piece to reload,    |
| since you only get five shots) to shoot Kremlings that pop out of the        |
| barrels. The red ones (which pop out and go back in very quickly) are worth  |
| two points while the green ones are worth one. You have 60 seconds to score  |
| 25 points. Also like KKK, this is mostly just a test of your reflexes, so I  |
| really can't provide many tips. You need to anticipate the red Kremlings to  |
| score more points. Constantly shoot the Kremlings and be moving your gun to  |
| score the most points. When you need to, reload. You need to shoot quickly   |
| and aggresively to win.                                                      |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

After getting your GOLDEN BANANA (2), I recommend killing yourself as you
reappear back at the start of the dungeon. Turn around and head back into
Candy's area.

Continue through the pathway to the door you came until you reach the Tag
Barrel, then switch to Tiny Kong. Just on your right is a gap. This is a stretch
even for Tiny, so take a deep breath, then Ponytail Twirl across the gap to a
Bonus Barrel.

+=~=~=~=~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Teetering Turtle Trouble | Difficulty : 3/10                                 |
+~=~=~=~=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| For once, the goal is to survive the time limit, rather than beat the time   |
| limit. There are six snakes spinning turtles, three per row. Use the control |
| stick to aim at them and press A to fire watermelons into their mouths. If   |
| you don't feed one snake long enough, it will stop spinning its turtle and   |
| you'll lose. You only have five shots, but you can reload by "firing" at the |
| watermelon button in the middle. This mini-game can give you hell if you     |
| don't know how to do it, but fortunately, it's easy as pie once you figure   |
| it out. Simply shoot the top left snake, the top middle, top right, bottom   |
| left, bottom middle, reload, bottom right, and so on. If you continue this   |
| pattern (the snakes will yell ,"Help!" when they're hungry, but that's okay) |
| , you'll survive the 60 second time limit with no problem.                   |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

Get your GOLDEN BANANA (2), then Ponytail Twirl back and head through the door
to leave this area.

Head left past the door and continue all the way to the lake. Hop up the stairs
and Ponytail Twirl down to the big tree. Go past it and take the path around the
castle. Jump across the moving platforms and drop down when it's safe so that
you're by the wooden door leading to Funky's area. Continue past it, killing a
baddy. As you get closer to the end, the ledge get's narrower and narrower. At
the end, Ponytail Twirl to the ledge ahead and play your instrument to kill the
Kasplat, gaining a BLUEPRINT (1).

Ponytail Twirl back across and climb the ladder. Head leftward and you'll reach
the lake, so go up the stairs near them to get to the Bananaport area. Go left
and use Bananaport #2 to warp upward.

Go across the nearby bridge, collecting the bananas (27), going past Cranky's
lab. Now backflip up the wooden platforms, killing the ghost and grabbing the
bananas (29). You'll reach the door to the museum. Continue along the path,
grabbing bananas as you go (33), then activate BANANAPORT #4.

You should see a shed. To the right of the shed is a trash can. Jump into the
Tiny barrel near it to become super small, then use the mushroom to the left of
the can to bounce to the top, where you'll find a small hole to drop into.

You'll automatically grab a banana bunch (38). Grab the nearby homing ammo
around the can, then take up a position and shoot down all the flies. If you see
a fly coming to attack you, cancel yoru shooter and move out of the way. With
the homing ammo, it should be pretty easy. Once they're all dead, you get a
GOLDEN BANANA (3). Find the exit across from the cheese and leave.

Continue along the path up the castle, getting the bananas (44) and going past
the Diddy switch. You'll need to jump several moving platforms. Now head up the
vast bridge, grabbing the bananas and the bunch at the very top (70). It's a
long as hell trip, but you'll make it eventually. Activate BANANAPORT #5.

Head rightward up the small slope leading to Snide's HQ, avoiding the Kosha.
Unearth the DK pile behind the HQ for a RAINBOW COIN (1), then head into the HQ
and exchange your blueprint for a GOLDEN BANANA (4).

Go back down the slope and kick the Kosha, then continue over to a tower at the
top of the place. On the right is a Tag Barrel, so switch to Chunky and get his
blueprint GOLDEN BANANA (2), then go back and become Lanky Kong.

First, we're going to make a stop to get his blueprint. Head over to the bridge
leading down and take Bananaport #5 to near the start. Now use Bananaport #2 to
the Diddy barrel.

Head DOWN the path and across the moving platforms, then kill the Kasplat for a
BLUEPRINT (1). Go back across the platforms and use Bananaport #2, followed by
#4 to reach the shed. Slam the switch beside the greenhouse to open the door,
then head inside of it.

A Golden Banana rests on the opposite side of the hedgemaze, but you have a mere
40 seconds to get it. I'm sorry for the vague description (I'm really terrible
with mazes).

Because of the camera angle, you should go backwards (the camera shifts soon
enough). You'll easily find a Lanky barrel, so jump into it and head back to the
start, then go the other way and grab the banana bunch (65). Avoid the path to
the corner at the fork and continue to another bunch (70). Continue leftward for
another bunch (75) and a BANANA MEDAL (2).

Continue through the maze and get another banana bunch (80). Go upward, then go
right when you can for another bunch (85). Find your way the northern most part
of the maze where you'll find the path to the corner, getting the banana bunch
along the way (90), with the GOLDEN BANANA (3).

The timer stops, so you can relax. Don't take the door out, as we have something
else to do. A cut-scene shows that a Battle Arena Pad has appeared in the middle
of the maze. Head back to the right and then go straight down to the Battle
Arena Pad.

+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Battle Arena #9 - Pinnacle Palavar | Difficulty : 6/10                       |
+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| You'll be facing a skeleton Kritter and two Kasplats this time a round. Give |
| them all a good whack with your moving attack, then use the time the         |
| Kasplats take to get up to charge your shockwave. Use it to kill both of     |
| them at once. Continue through the arena like this, killing the Kritter at   |
| first with the moving attack, then shockwaving the Kasplats. After surviving |
| for 80 seconds, you'll win a BATTLE ARENA CROWN (1).                         |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

Head back up to where you got the Golden Banana and leave the maze through the
new exit. Take Bananaport #4 to the bottom, then use Bananaport #5 to reach the
top. Head over to Snide's HQ and exchange your blueprint for a GOLDEN BANANA
(4).

Now go over to the big tower in the center of the area. On the left of it is a
Lanky switch. Pound it to open the door, then head inside.

Kill the five ghosts in the room to make a Lanky pad appear, then shoot the
balloon (100). Now use your sniper to shoot the four grape switches way up high
on the walls of the tower. Once you shoot them all, the grate on the floor opens
to release a tremendous amount of hot air leading to a Bonus Barrel. Use the
Lanky pad to float up a bit, then float into the hot air. Manuever yourself to
the middle and float up to the Bonus Barrel.

+=~=~=~=~=~~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| Beaver Bother | Difficulty : 10/10                                           |
+~=~=~=~=~=~=~=~+~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=+
| Welcome to Beaver Bother, the unholy of unholies, the most difficult mini-   |
| game in Donkey Kong 64. The objective is simple, but doing it is maddening.  |
| You play as a Klaptrap and must press B to chomp, scaring the beavers in the |
| same direction your face is pointing towards. The idea is to scare them into |
| the pit into the middle. You need to drop 15 beavers in the hole before your |
| 60 second timer runs out to win. In my opinion, the best strategy is to move |
| around in a circle once you're near a beaver and press B. Quickly turn to    |
| face the whole and the beaver should drop in. However, it's not that easy.   |
| You need to be quick about it or your timer will run out. If you can, try to |
| get multiple beavers in at once to save time. If you fall into the pit, you  |
| lose and have to start over. Although it is maddening, you'll eventually get |
| it. I swear you'll finish with about three seconds left.                     |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

Wtf? After dropping down, use the Lanky pad to float back up to the top and get
your GOLDEN BANANA (5). Now leave the tower.

Head over to the other side of the tower and switch to Donkey Kong. Now go to
Snide's place and switch your blueprint for a GOLDEN BANANA (4).

Go over to Bananaport #5 and start making the trek down the path. Once you find
a Donkey switch, pound it. A door behind a cloud down the path opens for 20
seconds. Quickly rush down the path until you reach the cloud, then hop onto the
cloud and into the library.

Head forward and avoid the bats as you go left. Follow the path to a room with a
stack of big books. The door will close and a bunch of enemies will appear, so
get the banana bunch (90), then kill the two ghosts and two skeletons. A Donkey
switch appears on the books, so slam it to a door open. Head back to the start
and take the right pathway this time. You'll reach a room with a bunch of books,
which are harmful, flying across the move. Just before the books is and alcove
with a DK barrel. Hop into it to become invincible, then head across the room,
backfliping for the two banana bunches (100). Deactivate the move once safe,
then grab the GOLDEN BANANA (5) and shoot the coconut switch to open the door.

Once back outside, you appear beside the DK switch. Go back to the top of the
tower and use Bananaport #5, followed by #4. Hop across the nearby moving
platform, then jump into the Tag Barrel to become Diddy Kong. Slam the switch to
open the ballroom and go inside.

Go forward and ignore the Kosha, then turn around the corner. From the top of
the stairs, take your shooter out and look for a balloon above to shoot (65).
Hop off the stairs down to the actual dance floor, where you should kill the two
skeletons and three ghosts to make a Diddy barrel appear. Use it to fly upward,
then head around the room and fly above the three candles to light them, getting
the banana bunches (80). That gives you a BANANA MEDAL (3). A Bonus Barrel will
appear in the middle once all the candles are lit, so fly into it.

+=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Mine Cart Mayahem | Difficulty : 8.5/10                                      |
+~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| Mine Cart Mayahem has become a lot more difficult from the one Chunky did.   |
| This is one of the more difficult mini-games you've played so far. You'll be |
| racing around on a mine track above a pit of lava. However, there are two    |
| enemy mine carts racing around to kill you. If you collide with it, you will |
| lose. The goal is to survive for 60 seconds. Hold Z to speed up, B to slow   |
| down, and use the control stick at junctions to switch tracks. You can't     |
| really rely on the in/out method this time. Just switch at random junctions  |
| and stay as far away as you can from TNT. If you're about to crash and only  |
| have a couple seconds left, hold B to delay the crash, which may save you.   |
| The most important thing is to KEEP YOUR EYE ON THE TNT CARTS! If you don't  |
| pay attention and just go in and out, you'll most likely get hit. You need   |
| to add a bit more randomness to your movement patterns than before. Switch   |
| at some junctions just to mix things up. You'll win once the time limit      |
| reaches zero.                                                                |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

Get your GOLDEN BANANA (3), then land on the dance floor. Head up the stairs in
the back on either side and go through the hallway until you reach the exit.
Once you're outside again, switch to Tiny and enter the ballroom as Tiny.

Head through the hallway past the Kasplat to the dance floor. Drop down to the
floor and turn around so you're facing the top of the stairs. There's a Tiny pad
just by the wall. Get the banana bunch (75) for a BANANA MEDAL (4) and use it
warp to the museum.

Grab the bunch (80) and turn around to find a weird shack thing. Take a picture
of the BANANA FAIRY (2) behind it to get 37 Crystal Coconuts, then hop into the
Tiny barrel on top of the shack. Drop down and head into the small hole in the
shack.

You're somehow warped to the testing room of Frantic Factory to meet the racecar
again for another race, this time around the testing room. For this race, you
need to go through flags on the ground to win (you're not confined to a trck
time). If you miss more than five, you lose. You also need to collect 10 coins
and beat the car in the two-lap race. Boxes will explode on contact and cause
you to lose three coins, so be careful. Hold Z to move.

Go forward at the start and get the coin (1), then go through the flags and turn
for another coin (2). Head around the box and continue going through flags as
you head around the corner, getting coins (6). Now head up the ramp leading up
the tunnel and get a coin (7). Go through the flags on the left and head around
the tunnel, getting the coins (10) and dodging the boxes. Continue to collect
coins in case you hit a box. Go back through the tunnel and go through the other
flag, then turn the left at the ramp. Continue going through flags and dodging
boxes, heading behind a stack of crates. Now you have to go through another
tunnel. Head around it as you go through the flags, then turn left at the end
and head over to the line.

Read through the guide again and take your second lap. If you have 10 coins, try
as hard as you can to cut corners and get ahead of the slotcar. Remember you ARE
allowed to miss flags, so miss some to save time if you can. Once you manage to
win with 10 coins under your belt, the car will give you another GOLDEN BANANA
(5).

You appear outside the shack, so head behind it and get the banana bunch (85),
then use the Tiny pad to warp to a different room.

Grab the bunch (90), then turn around to face another room. Shoot the ballon
hovering around here (100) to clear Tiny for Creepy Castle. Now use the Tiny pad
to warp back to the shack room. Head past the shack over to the original Tiny
pad and warp to the ballroom. Go up either set of stairs here and follow the
hallway to the exit. Outside, switch to Chunky Kong.

Head across the nearby moving platform and go over to the greenhouse area. Left
of the greenhouse is a shack. Primate Punch the door of the shack open and head
inside.

Go forward and avoid the bats. Primate Punch the "?" crate to reveal a Chunky
pad. Head over to the back corners for some homing ammo, then become invisible.
Use your homing ammo to kill all the bats, earning you a GOLDEN BANANA (3).
Shoot the balloon in here (70), then leave.

Start working your way down the castle from the greenhouse. Head down the wooden
path, killing the skeleton. Slam the Chunky switch at the end and head into the
museum.

Head forward through the path, ignoring the Kosha. Go down the stairs once you
reach the two windows showing Tiny's rooms to find a new museum room. Go to the
left side of the room and you should see three shields with coins in front of
them. Use your Primate Punch to push in all three of them to make a skull face
open to reveal a boulder. Go to the back of the room and pick up the boulder,
then get the banana bunch that was under it (75) for a BANANA MEDAL (5).

Place it on the table in the middle of the room to make a skull face in the back
open up with a Golden Banana. First, shoot the balloon above the table (85). Now
go to the right side of the room and grab the GOLDEN BANANA (4). Head to the
front of the room and go up the stairs. Follow the hallway to the end, where you
should exit.

After making it outside, go back up the wooden path, defeating the skeleton. Use
Bananaport #4 at the top, then head leftward until you reach Bananaport #1.
Switch to Diddy with the Tag Barrel on your left, then head over to Bananaport
#1 and warp.

Get off the pad, then take up your shooter and look upward at the castle. Near a
window is a balloon for you to shoot (90). Use Bananaport #1 to warp back to the
pads, then use #2 to warp up the castle.

Hop into the Diddy barrel. Follow the nearby bridge up the castle, staying above
it. When you reach the end, there is a post attatched to the castle by a chain.
Grab the banana bunch on top of the post (95) without landing, then fly all the
way up to the top of the castle, where Snide's place is. Fly up to the top of
the tower where Lanky entered and go past the top. Land on the second cloud you
should see and grab the banana bunch (100). Hop along the clouds back to the
tower and jump into the Bonus Barrel.

+=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Big Bug Bash | Difficulty : 3/10                                             |
+~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~-+
| You actually control a fly swatter in this mini-game. Use the joystick to    |
| move it around the barrel and press A to swat. The object is to kill ten     |
| flies in 60 seconds. They are fast as hell, so you'll have to lead your      |
| shots and move the swatter irregularly. I recommend staying close to the     |
| center and moving your swatter in crazy directions. I find I hit the flies   |
| most often when I move the swatter northwest, northeast, southwest, or       |
| southeast. Once your hit counter reaches zero, you'll win!                   |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

Grab your GOLDEN BANANA (4) and drop to the bottom of the tower. Head over to
Snide's and exchange your blueprint for a GOLDEN BANANA (5). You'll also get a
DK Isle GOLDEN BANANA (5) from the Kasplat in the level lobby.

Head over to the top of the path and use Bananaport #5, then #2 to reach the
Diddy barrel. Turn around and enter the Troff n' Scoff Portal. We're going to
get Chunky's last items after the boss. Head up the banana pad and feed Scoff
100 bananas with Diddy, 100 with Donkey, 100 with Tiny, and 100 with Lanky. The
door shows Lanky's face, so head in.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                            Boss - Kardboard Kut-Out
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                               Difficulty : 7/10

The Kremlings are hammering away on a big cardboard display on top of a large
wall surrounding the water of the area. After they're finished, they hold it up
to reveal it to be a cardboard imitation of K. Rool. The way this battle works
is that you have to use the barrel kannons to blast yourself into it. As you hit
it more and more times, it begins to fall apart. If you miss, you get a new Kong
to use. However, if you miss with your last Kong, you have to start over.

Head forward at the start and jump into the barrel kannon ahead (you'll notice
the ground around it is glowing). You'll be blasted at the kut-out, which makes
annoying noises. Lanky lands in the water, so quickly swim back to the platform
in the middle without getting hurt by the pufferfish or the lasers the kutout
fires. Dodge the another group of lasers and the kut-out will pop up somewhere
else. Jump into the glowing barrel to hit the kut-out again, then swim back to
the center platform, dodging lasers. Avoid lasers and wait for the kut-out to
pop up again. Give it a third hit by jumping into the glowing barrel and one of
its arms will fall off.

Swim back to the platform and avoid the lasers. If you slow down, you'll get hit
, so be careful. When the kut-out pops up, it gets a little harder. There are
two versions of K. Rool now, making two barrels glow. A ghost will also start
appearing on the platform, so you must avoid it. Jump into the one pointing
towards the K. Rool that is opaque (the fake K. Rool is transparent) to hurt
him. Swim back to the platform and dodge the lasers. Continue like this, dodging
lasers and swimming back. Give the kut-out another two hits and it will lose its
other arm.

This is where things get a bit harder. The kut-out moves extremely rapidly
around its four positions, occasionally stopping to fire lasers (it will fire
lasers from two positions before starting to switch rapidly again). What you
have to do is stand extremely close to one barrel kannon. Now look at the kannon
on your right (the kut-out will come to this one before the one you're standing
next to). As soon as the kut-out drops down from the positon on your right, run
into the barrel kannon in front of you. If you time it right, the kut-out will
get hit. You'll have to swim back and avoid two rounds of lasers before the
battle commences. Continue your way through the battle like this. Remember, if
you miss, you lose a Kong and get another, assuming there are any left. After
hitting the armless kut-out three times (nine times total), it's head will fall
off. The Kremlings run off in fear now that their creation is in pieces. Swim
back to the platform to claim your BOSS KEY (7).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Alright, go over to Bananaport #2 and warp to the start. Go over to #1 and head
up the stairs to switch to Chunky Kong, assuming you didn't defeat the boss as
Chunky.

Climb down the ladder between #'s 2 and 3, then head forward over to the big
tree. Go to the other side of it and head in.

Turn the camera by holding R and avoid the bats. Go left and grab the banana
bunch in front of the circular slab of wood (90), then Primate Punch it to break
it open. Head forward to the end of the path and turn right. If you set a foot
on the vine bedding, the pineapple switch at the end of the path will turn
around, so use your sniper. First, shoot the balloon hovering near the cage
(100). Now shoot the switch above the cage to open it. Head across the bedding
and jump into the Bonus Barrel.

+=~=~=~=~=~~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| Beaver Bother | Difficulty : 10/10                                           |
+~=~=~=~=~=~=~=~+~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=~=~~=~=~=~=~=+
| WHAT. THE. @$&%! TWO DAMN BEAVER BOTHERS IN ONE ****ING LEVEL? Has Rare lost |
| their minds? Anyway, this is pretty much the unholy of unholies and the most |
| difficult mini-game in Donkey Kong 64. The objective is simple, but doing it |
| is maddening. You play as a Klaptrap and must press B to chomp, scaring the  |
| beavers in the same direction your face is pointing towards. The idea is to  |
| scare them into the pit into the middle. You need to drop 15 beavers in the  |
| hole before your 60 second timer runs out to win. In my opinion, the best    |
| strategy is to move around in a circle once you're near a beaver and press   |
| B. Quickly turn to face the whole and the beaver should drop in. However,    |
| it's not that easy. You need to be quick about it or your timer will run     |
| out. If you can, try to get multiple beavers in at once to save time. If you |
| fall into the pit, you lose and have to start over. Although it is maddening |
| , you'll eventually get it. I swear you'll finish with about three seconds   |
| left.                                                                        |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

After that incredibly difficult GOLDEN BANANA (5), head back through the path
and leave the big tree. Once outside, go down the stairs behind the tree leading
to the lake. Head across the narrow bridge to the DK Portal and leave the level.

==========================----------------------------==========================
|                         +--------------------------+                         |
|           4kk           | %%%%%%  DK Isle  %%%%%%% |         ISLE18          |
|                         +--------------------------+                         |
--------------------------============================--------------------------

Head down the stairs and over to the other side of the middle tower. Hop into
the pit in the floor.

You'll fall all the way down to water in the ocean. Turn around and head over to
K. Lumsy's cage. Go around it and swim around the base of K. Rool's ship until
you find the entrance to Gloomy Galleon, then go in.

Swim through the tunnel to the end and surface. Jump to the ground just below
the Kasplat, where you should slam the blue Chunky switch. We could've done this
right after Fungi Forest, but I decided to have you wait. A gate in the water
will open up (it's across from the land in the room). Switch to Tiny Kong using
the Tag Barrel floating next to the exit pathway.

Head over to the DK Portal. Stand in front of the Wrinkly Door left of the
portal and face the water. Across from where you are standing is a Tiny barrel,
but it's high above the water. I recommend running forward and sliding (Z+B very
quickly), then jumping and Ponytail Twirling to the barrel. Once you're small,
head through the gate that Chunky opened. At the end, jump to the land and grab
the GOLDEN BANANA (4).

Jump into the nearby Tiny barrel and go back through the pipe. Deactivate the
move, then go over to the other side and swim through the tunnel to the exit.

Go leftward until the ship is low enough to jump on. Head rightward over to the
very back of the ship, where you'll find the two red propellers. Defeat the
Kritter, then go to as close to the body of the ship as you can. You should see
a small platform here. Along the platform is a Tiny pad. Use it to warp to the
top of the ship.

Go forward a bit to find a BANANA FAIRY (4). That gives you 38 coconuts. Now
play your sax on the music pad to make Squawks come with a GOLDEN BANANA (5).

He will also show you that a Hunky Chunky barrel has appeared on the tiny island
where you got you very first Banana Fairy. Ponytail Twirl down to the ocean and
swim to the front of DK Isle, then switch to Chunky Kong. Take Bananaport #5 to
Banana Fairy Island.

Go rightward until you see the small island ahead. Swim to it, then jump into
the barrel to become enormous. You should be able to see a pillar from here
rising out of the ocean floor. Swim to it and you'll be able to see that there's
a big X on it. Simian Slam the pillar to make a rock explode and reveal a Golden
Banana. Head over to DK Isle ahead and you'll be at the waterfall. Go around it
until you reach the Jungle Japes entrance. Swim over to the rock across from it
to get your GOLDEN BANANA (4), then head to the front of the isle and become
Lanky Kong. Use Bananaport #1 and head into K. Lumsy's cage.

==========================----------------------------==========================
|                         +--------------------------+                         |
|           4ll           | %%% K. Lumsy's Cave %%%% |         LUMSY6          |
|                         +--------------------------+                         |
--------------------------============================--------------------------

First, go forward and return Boss Key #7. The dinosaur's tantrum causes the
mouth of Krocodile Isle to open slightly, then close again. Approach the cage
again to return Boss Key #6. Another tantrum will make the mouth of the isle
open completely and stay open, revealing a secret entrance. We're not done yet,
so around the cage to your left. Eventually, you'll find a cage trapping a
Golden Banana. Hop into the Lanky barrel next to it and dash around the cage to
your right. When you reach the side opposite the barrel, you'll see a blue
switch. Step on it to make the cage open for 8 seconds. Run back (just go along
K. Lumsy's cage or you won't make it) and grab the GOLDEN BANANA (5).

Okay, before you run dashing to the exit, take the path back to the blue switch
until you reach the DK pile you saw as you ran to the blue switch. Unearth it
for a RAINBOW COIN (7), then head to the other side and leave the cave.

==========================----------------------------==========================
|                         +--------------------------+                         |
|           4mm           | %%%%%%  DK Isle  %%%%%%% |         ISLE19          |
|                         +--------------------------+                         |
--------------------------============================--------------------------

Use Bananaport #1 to reach the Tag Barrel. Switch to Tiny Kong. Head across to
Krocodile Isle and go to where the propellers are. Use the Tiny pad again to
teleport to the top, then continue past the pad. You'll drop down a few ledges
before reaching K. Rool's arm. From the edge of the arm, Ponytail Twirl into the
mouth next to it and go into the secret path.

Turn left in the fiery room and you'll find a Tag Barrel in the corner. Switch
to Chunky. Grab the homing ammo just by you and near the start. Just by the
start is a Chunky pad next to the lava. Use it to become invisible and reveal
some vines. First, swing across the vines to reach BANANAPORT #1 and B. Locker.

Make B. Locker open through the undeniable power of 198 Golden Bananas vs. 100.
Swing back across the vines and head to the corner where BANANAPORT #1 is. Swing
across the vines here to reach a Bonus Barrel.

+=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Kremling Kosh | Difficulty : 4/10                                            |
+~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| Like Krazy Kong Klamor, this game requires good reflexes. You'll be using    |
| the A button watermelon gun (shoot the center watermelon piece to reload,    |
| since you only get five shots) to shoot Kremlings that pop out of the        |
| barrels. The red ones (which pop out and go back in very quickly) are worth  |
| two points while the green ones are worth one. You have 60 seconds to score  |
| 28 points. Also like KKK, this is mostly just a test of your reflexes, so I  |
| really can't provide many tips. You need to anticipate the red Kremlings to  |
| score more points. Constantly shoot the Kremlings and be moving your gun to  |
| score the most points. If you shoot enough green Kremlings, you can just     |
| ignore the red ones. When you need to, reload. You need to shoot quickly and |
| aggresively to win.                                                          |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

After getting your GOLDEN BANANA (5), swing back across the vines and head over
to the Tag Barrel. Switch to Donkey Kong.

Go to Bananaport #1 and warp. Shoot the coconut switch above the K. Rool door to
make a bridge leading to the Kasplat also appears out of nowhere. We're not
ready yet, however, so warp back and go over ot the bridge. Defeat the Kasplat
for a BLUEPRINT (1), then leave the lobby.

Get on the edge of the mouth, then go as close as you can to the head of the
ship. Drop down and you should land somewhere close to Bananaport #4. Head down
to your left, killing the Kritter as you go down the ramp. When you reach the
end, swing across the vines and head into the secret cave.

Go into the HQ and exchange your blueprint for a GOLDEN BANANA (5). You can now
press up C in order to replay eight of the mini-games (why not all?). Use the
Tag Barrel in this room to become Tiny Kong, then leave the room.

Ponytail Twirl to the bottom of the ship and head all the way over to the other
side of it. Use the Tiny pad to warp to the top of the place, then go backward
and drop off the ledge. Go to the end of K. Rool's arm and Ponytail Twirl into
the mouth, then go back to the lobby.

Turn left and use the Tag Barrel to become Lanky Kong. Get the homing ammo again
, then use Bananaport #1 to warp to the back of the room. Time to enter the
eight and last level. Are you ready?

==========================----------------------------==========================
|                         +--------------------------+                         |
|           4nn           | %%%%  Hideout Helm  %%%% |          HELM           |
|                         +--------------------------+                         |
--------------------------============================--------------------------

Difficulty - 6/10
Enemies    - Kritter, Klaptrap, Klump, Robo-Zinger

K. Rool is sleeping like a lazy fat ass on his throne, but is suddenly woken up
by an alarm. He realizes that the Kongs are here and demands his guards to
activate the machine. However, it's not fully tested and might explode,
destroying everyone. K. Rool ignores the warning and demands that they turn it
on anyway. Another scene, this one of Snide in his office in a welding mask,
starts. Assuming you have followed this guide and done everything it has said,
you should have 40 blueprints. These blueprints have allowed Snide to deactivate
the Blast-o-Matic's firing sequence for 50 minutes (1 x number of blueprints +
10). You need to get to the main cavern and deactivate the machine in 50
minutes. 50 minutes is plenty of time, and you should've gotten all the
blueprints.

Activate BANANAPORT #1 at the start.

Head forward and ignore the two enemies. Climb the steep slope with the
Orangstand and kill the Klump. Go up the slope on your left. Kill the Klaptrap
in front of you and head northwest. You should see the tiny glowing star of the
Tag Barrel. Switch to Chunky Kong and go back.

On the wall near the Klump is a pineapple switch. Shoot it to open up the wall,
then go through the path and swing across the vines over the lava. Kill the
Klaptrap and head around the room to your left, then switch to Tiny Kong.

Go to the opposite side of the room and use the Tiny Barrel in the alcove to
become small. Head along the back wall until you find a pipe. Run through it to
the end, where you'll reach the Blast-o-Matic. Turn left immediately and switch
to Donkey. Head to the back of the machine and pull the lever to make a bunch of
DK stars appear above for 60 seconds. Go to the Tag Barrel and switch to Diddy.

From the pipe where Tiny came in, turn right and hop into the Diddy barrel. Fly
upward and fly through the stars around the machine. Use all those skills you
honed with those ring-flying courses to make it through and you should have no
problem. The five doors throughout the place open to reveal gates (except for
Diddy's). Land back by the machine and switch to Chunky Kong.

Go up the stairs just by the Tag Barrel and Primate Punch the gate. Turn around
and head around the machine to your left. Punch the gate past the lever, then
continue. Go up another set of stairs and punch a third gate, then head over to
the ledge around this level of the machine. Go to the other side and jump up
some ledges to reach another gate. After punching it, drop to the bottom of the
place and switch to Donkey Kong.

Head over to the lever you pulled before. Near it is the door #1. Play your
bongos in the doorway to open the glass, then head in and jump into the oil drum
on your left.

Donkey has some of the harder challenges in Hideout Helm. Backflip to the barrel
at the start. You have a mere 30 seconds to shoot three targets (though there
are four). Press Z almost instantly to hit the first one, then go back to the
barrel. Shoot the second one as the barrel moves, then go back and shoot the
third one. You can only afford to miss one, so time your shots very carefully.

After winning, jump into the barrel on the right.

This can also be pretty difficult. You play as Rambi and must hit 18 Kritters
in 30 seconds without touching the power pylons. If you touch the pylons, you
have to restart. Just go around killing enemies. You need to be quick, but don't
be totally careless. This isn't TOO hard, but if you rush or panic, there's a
good chance you'll lose.

The yellow powers in the machine will turn off and a triangle pad will appear
in front of door #2. The electroshocker thing in the middle turns off, so get
the BANANA MEDAL (1).

Head out of this doorway and go to the other side of the machine. Switch to
Chunky Kong. Open the door up the nearby stairs with your triangle, then jump
into the barrel on your left.

You have 20 seconds to punch open four boxes until you find the one with the
Kremling in it, then kill it. Hop into the Chunky barrel to become huge, then
punch the boxes. The Kritter is always in the one you break last, so just break
them all and you'll kill the enemy (Hunky Chunky is invincible).

Hop into the right barrel.

Okay, you've got 30 seconds to shoot five Kritters. Simply snipe around the room
and pick off the Kritters one by one. You should have no problem at all,
especially with the homing ammo.

The green power shuts off and Tiny gets her pad in her door. Get the BANANA
MEDAL (2).

Head out of this door and jump into the Tag Barrel to become Tiny. Go to the
right side of the room and jump up the steps. Head into the door and play your
sax to open the glass, then jump into the left barrel.

This one is rather strange. You have to hairspin through the DK stars across
the crates without touching the floor. The first few are very easy. Ponytail
Twirl to the crates and you'll go through the stars. Watch for your shadow to
make it easy to land. The last one actually makes you spin towards the right,
then back to the left to land on the crate. Ponytail Twirl to the last box and
step on the switch to win.

Jump into the other barrel.

This also you requires to spin through stars. However, you must use mushrooms to
bounce to them. Simply hop onto each mushroom and hairspin through the stars.
You have 30 seconds for three of them, so this is really quite easy.

The purple power shuts off and Lanky gets his music pad. Grab the BANANA MEDAL
(3).

Head down the stairs by the door and go over to the Tag Barrel. Switch to Lanky
and head back up the stairs leanding to Tiny's door. Head around the ledge
surrounding the Blast-o-Matic to find the next door. Open it with your trombone
and jump into the left barrel.

The object is to navigate the maze and find the switch (using the Lanky barrel),
then go to the flag. Here's a map:

                          +-----+
                          |     |
+-------------------------+     |
|                               |
|  B  +------+     +------------+
|     |      |     |
|START|      |     |      +-----+
+-----+      |     |      |  S  |
+------------+     +------+     |
|                               |
|     +-------------------------+
|#####|
+-----+

Legend

B - Barrel  ##### - Checkered Flag
S - Switch

Jump into the Lanky barrel and turn the corner. There are enemies throughout the
maze that you'll have to avoid. Turn right at the intersection and you'll come
to another fork. Take the left path and avoid the Klump. Hit the switch in the
corner and go back to the second fork. Take the right path and head around the
corner to the flag, avoiding the Kosha.

Jump into the second barrel.

You have 30 seconds to shoot five Zingers. If you didn't get the homing ammo
like I told you to, this is going to be hard. If you did, however, simply shoot
the Zingers when the crosshair turns green. They're Robo-Zingers, but take many
hits to be killed. You'll win once they're all gone.

Diddy's pad appears and the blue power turns off, so get your BANANA MEDAL (4).

Head out of the door and jump off the ledge. Go over to the Tag Barrel and
switch to Diddy. Hop into the Diddy barrel and zoom straight up. Turn around
until you find door #5. Land in it and play your guitar to open the glass. Hop
into the left barrel.

This is an odd mini-game. You need to kill the Kritters until you kill a
"special" one, then slam the switch. Just go around cartwheeling the Kritters
until you hear a weird noise indicating it was the special one. Now go to the
center and slam the switch.

Hop into the second barrel.

This is also pretty weird. At the start, jump into the Diddy barrel and fly
above the cage. Once you see a green arrow switch, hover. Shoot it , adjusting
your position, until you hear the noise confirming that it was hit, then stay in
your place. Turn around the room and shoot the other four switches to raise the
cage, then drop down and slam the switch, killing the Koshas and winning the
game.

The red power turns off, which shuts down the entire Blast-o-Matic, changes the
music, and stops the timer. A door with K. Rool's face on it also opens up. Get
your BANANA MEDAL (5).

Drop off the doorway, then jump back into the Diddy barrel. Fly up to the very
top of the Blast-o-Matic and carefully land on the Battle Arena Pad.

+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+
| Battle Arena #10 - Shockwave Showdown | Difficulty : 8/10                    |
+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=+
| This starts out pretty normal in difficulty, with two Kasplats and a single  |
| Kritter. The timer this time, however, is 90 seconds. Run near the edge and  |
| cartwheel all three enemies, killing the Kritter and knocking the two        |
| Kasplats down. While they're down, charge up a shockwave and blast them      |
| both. Now take out the Kritter and repeat the process. Once the timer        |
| reaches 15 seconds, a third Kasplat will be thrown in. You need to cartwheel |
| all three and shockwave them to win. You can also try to draw it out, just   |
| cartwheeling them to avoid shockwaves until the timer runs out. Also, is is  |
| very possible that you might run out of Crystal Coconuts if you were low. If |
| that happens, you'll have to start whacking them by hand. Make sure you're   |
|  hitting them all at once, or Diddy might get knocked off the platform by a  |
| shockwave. Once you win, backflip to get your BATTLE ARENA CROWN (1).        |
+=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~+

Okay, the game is almost complete. That makes 200 Golden Bananas, 3500 regular
bananas (though you don't actually need these for 101%), 18 Banana Fairies, 10
Battle Arena Crowns, and 7 Boss Keys. Drop off the top of the Blast-o-Matic.
Assuming you land by the Diddy barrel, go to the other side of the machine.
Along the way to the lever, you should see some stairs heading around the walls.
Head up them to find the K. Rool door that opened when the machine shut down. Go
through the new passage until you reach the control room, which you saw at the
VERY beginning of the opening cut-scene (what a damn long way you've come
through this colossal game). Activate BANANAPORT #1.

Go over to the door with the Battle Arena Crown on it. You should have 10, and
the door only requires four, so it will open.

You'll be treated to a cool cut-scene in which K. Rool presses a button on his
chair. It hovers upward into a new room, then the chair comes down, meaning K.
Rool is NOT sitting in a chair for one time in his life (damn, he's got me beat
there). The King presses a few buttons on a funny looking control pad and his
ship, the Flying Kroc, which I'm sure everyone who completed DKC2 knows about,
comes out.

When the scene is over, head forward through the path until you reach the throne
room. Head to the back of the room and you'll hear the Banana Fairy noise. If
you've followed this guide and done everything in it, then you beat the DK
arcade in Frantic Factory twice and scored 5,000 pts on Jetpac, meaning you have
the Nintendo Coin and the Rareware Coin. This allows you to open the door in the
back. Head into it and take pictures of the two BANANA FAIRIES (2), then grab
the last BOSS KEY (8). The fairies give you 40 coconuts and congratulate you for
rescuing all of them.

You can actually take the pictures of the Banana Fairies through the window
right of the door if you don't have the coins, but you need them to get the Boss
Key. I know it sucks, but hey, Jetpac could've been a lot worse... Once you have
the key, head back to the control room. Use Bananaport #1 to return to the start
of the whole level, then leave the place.

==========================----------------------------==========================
|                         +--------------------------+                         |
|           4oo           | %%%%%%  DK Isle  %%%%%%% |         ISLE20          |
|                         +--------------------------+                         |
--------------------------============================--------------------------

Use Bananaport #1 to reach the corner of the room, then head out of Hideout
Helm's lobby. Once out, drop into the ocean below the isle. Swim over to K.
Lumsy's cage and head into it.

==========================----------------------------==========================
|                         +--------------------------+                         |
|           4pp           | %%% K. Lumsy's Cave %%%% |         LUMSY7          |
|                         +--------------------------+                         |
--------------------------============================--------------------------

Go forward and return the very last Boss Key. Since you've opened all eight
locks, K. Lumsy will be freed and you'll be treated to a cut-scene. The Flying
Kroc finally takes off and raises through the crown of Krocodile Isle. The ship
soars towards DK Isle, but the enormous K. Lumsy (this scene shows how truly
large he is; he's about half as tall as DK Isle) rises from the water and starts
prancing around the isle. Apparently the sight of the Flying Kroc excites him,
so he starts chasing it around the isle. Eventually, the dinosaur trips over a
rock and falls into the ship, causing it to crash near the waterfall.

Leave K. Lumsy's cave once the scene is over.

==========================----------------------------==========================
|                         +--------------------------+                         |
|           4qq           | %%%%%%  DK Isle  %%%%%%% |         ISLE21          |
|                         +--------------------------+                         |
--------------------------============================--------------------------

Take Bananaport #1 to the start. Now switch to Tiny Kong. Warp to Banana Fairy
Island with #5. Go around to the front of the island and jump into the Tiny
barrel. Head into the island for the first time since you met the queen.

==========================----------------------------==========================
|                    +------------------------------------+                    |
|           4rr      | %%%  Banana Fairy Throne Room  %%% |       FAIRY2       |
|                    +------------------------------------+                    |
--------------------------============================--------------------------

Head forward to the Banana Fairy Queen. She's incredibly grateful for your
services to Banana Fairy Island, so she opens up on HER left to reveal the
genuine final GOLDEN BANANA (6). It has the Rareware logo on it instead of the
Nintendo logo. After getting it, head out of the throne room.

==========================----------------------------==========================
|                         +--------------------------+                         |
|           4ss           | %%%%%%  DK Isle  %%%%%%% |         ISLE22          |
|                         +--------------------------+                         |
--------------------------============================--------------------------

Head over to Bananaport #5 and warp to DK Isle. Now use Bananaport #3 to go to
the waterfall. This next part is quite funny. Everything is normal on DK Isle.
Now turn around. Wtf? Giant crash ship? Jump into the hole on top of it.

==========================----------------------------==========================
|                         +--------------------------+                         |
|           4tt           | %%% The Flying Kroc  %%% |         ISLE21          |
|                         +--------------------------+                         |
--------------------------============================--------------------------

A cut-scene shows that you're in a boxing stadium. The microphone welcomes the
ladies and gents to the main event of the game. The event will be composed of 12
3 minute rounds (every time you run out of time, you lose one round and you must
defeat K. Rool within 12 rounds) of boxing for the undisputed heavyweight
championship of DK Isle, brought to you by Rare and Nintendo's association with
K. Rool Enterprises. In the red corner we have... The Kong Family! Jeers from
the crowd erupt as the Kongs are shown. Versus... King Krusha K. Rool. The evil
king in his boxing outfit is lowered to the arena and the crowd starts cheering.
K. Rool squashes the microphone with his landing. Judges tonight will be fair
and ringkeepers will act in a fair and unbiased manner (obvious lie). Two
Kritters are keeping track of time and are in charge of the bell. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                              Final Boss - K. Rool
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                               Difficulty : 9/10

Are you ready for the ultimate fight? Each Kong will take part in demolishing
the all-powerful King K. Rool.

--------------------------------------------------------------------------------
                              Round 1 - Donkey Kong
--------------------------------------------------------------------------------

                     "The Ultimate Barrel Blasting Course"
                               Difficulty : 4/10

Weighing in at a solid 800 lbs., we present the Prime Primate... DONKEY KONG, in
the red corner! And in the blue corner... KING... K.... ROOL! LET THE BATTLE
BEGIN! ROUND 1!

K. Rool begins by slamming the ground and creating shockwaves. Jump onto the
post in the corner and climb up a bit until the shockwaves stop. Blast barrels
will appear above each corner. Climb up into the first one to begin. K. Rool
will start firing off punches. If you blast at him while he's punching, you'll
simply lose health and waste time. Wait until after five punches and he'll stop
for a minute to recognize his crowd. Blast at him at this moment to knock him
back and cause damage.

Rush to another corner, jumping to avoid a shockwave. Climb up onto the post and
hop into the barrel. After K. Rool does five punches, blast at him while he
cheers on his crowd. He starts punching again sooner this time, so you'll need
to be a bit faster. K. Rool will be knocked back a bit and be hurt.

Continue to the next corner. Climb into the barrel. This is a little trickier.
K. Rool will do three punches, then very quickly cheer on the crowd, too quickly
for you to fire. Ignore this and wait for the second round of punches. After
five punches (count them and shoot when you count five), blast at him while he's
cheering to hurt him again.

Run to the final corner and climb into the last barrel. This time, K. Rool will
do seven punches and stop to cheer VERY quickly. You need to be fast to get this
one. Count his punches and fire when you reach seven. Blast at him one more time
and he'll be knocked out cold. The count to 10 begins, but the unfair cheating
bastards up in the observation window will ring the bell to end the round and
save their master.

--------------------------------------------------------------------------------
                              Round 2 - Diddy Kong
--------------------------------------------------------------------------------

                            "Diddy's Anger Release"
                              Difficulty : 6.5/10

Making his way into the ring this time is the champ of chimps. In the red corner
... DIDDY KONG! GO! ROOOOUUUND TWWOOO!

K. Rool starts by throwing his boxing gloves at you, which come back like
boomerangs. To avoid them, jump and down a tailspin. After a couple, a Diddy
barrel will appear. Hop into it and fly over to the light above K. Rool's head.
There are two targets on it. You have to avoid K. Rool's boxing gloves, so try
to move around a bit. When he stops for a second, line yourself up with one of
the targets on the light and shoot it. Now go to the other side and wait until
it's safe to shoot the other target. The light will fall onto K. Rool's head,
but pulls it off with relative ease.

Now fly over to the next light. K. Rool's gloves get more and more accurate.
They also get much, much faster, giving you less safe time to shoot targets.
Shoot the first target when its safe, then shoot the second. Try to just hammer
away at the B button while he's pulling off the light (you have infinite ammo)
so you can shoot the first target before he evens starts throwing gloves. Once
you've hit the targets, the lgiht falls on his head again, but he gets it off.

Quickly shoot the target of the next light. You have three melons, so you can
afford to get hit a few times if you shoot the first target while he's pulling
the light off. Go to the other side and shoot the second target. K. Rool is
quite accurate now, so be careful. Luckily, you don't fall to the arena floor if
you get hit. Shoot the second target to drop it on his head.

Fly over to the last light switch. Hammer at the B button until the second
target is shot. Now dodge K. Rool's boxing gloves (he's VERY accurate now) and
head to the other side. Shoot the last target and the light will fall onto K.
Rool's head. This one knocks him unconcious and the count begins again. The damn
bellkeepers ring the bell to save him at eight seconds. SAFE BY THE LYING BELL!

--------------------------------------------------------------------------------
                              Round 3 - Lanky Kong
--------------------------------------------------------------------------------

                           "You, Me, and the Banana"
                              Difficulty : 5.5/10

In the blue corner comes the record holder for the longest arm reach in the
world... LANKY KONG! AND LET ROUND 3 BEGIN!

Thanks to Diddy destroying the lights, K. Rool is rendered blind and the arena
is a bit darker than normal. K. Rool will basically just wander around like an
idiot in an attempt to kill you (he's goes around the arena and diagonally from
the corners). Dodge him for a while and four numbered posts (the numbers are
really meaningless, as you don't have to them in any particular order) will
raise outside the arena. When K. Rool is outside of the way, go over to one of
the posts. Press B to extend your arms while linded up with a post (don't use
the double stretch, as it won't go as crazily long as the normal one in this
case) to hit a button and raise a pad holding a barrel. Pick up the barrel and
throw it to release a banana peel on the arena. Four music pads appear in the
corners of the arena when you pick the barrel up. Stand on one and wait until K.
Rool is in a position where you, him, and the banana peel, then play your
trombone. K. Rool hears you and rushes forward, causing him to slip on the
banana peel. Yes, it's strange as hell, but whatever.

Head to one of the other posts. Hit the button and throw the barrel to release
the banana peel. If K. Rool gets in your way before he's lined up, just move out
of the way, then go back. Play your instrument when the time is right and K.
Rool will slip yet again. Remember, if you play your instrument at the wrong
time, K. Rool will just run into you and make you lose a melon slice.

Okay, there are only two posts left, so you have to go to one of them and hit
the button. Grab the barrel when it raises and throw it somewhere. Play your
trombone when K. Rool is lined up with the peel and he'll slip yet again. The
music pads correspond with the posts, so they do disappear just as the posts do.

Just one more time... Head to the final post and hit the button with your arm to
make the barrel raise. Pick it up, then throw it somewhere to release the banana
peel. Play your trombone when K. Rool is in position to make him slip and pass
out <-?? The bellkeepers will save him again before his time limit runs out. The
Kritter also dances around on the bell switches like a moron.

--------------------------------------------------------------------------------
                               Round 4 - Tiny Kong
--------------------------------------------------------------------------------

                    "This Little Piggie Said **** That Hurts"
                                Difficulty : 6/10

Unfortunately for you, K. Rool's Kritters manage to pull the gigantic light off
of his hand. Fortunately for you, this causes K. Rool to slip backward and
squash one of his minions. Hailing all the way from DK Isle is the girl with the
whirl. In the red corner... TINY KONG! READY? ROUND 4!

K. Rool goes toward the center of the arena and starts slamming the ground to
make shockwaves. Use your the Ponytail Twirl to avoid them, as they come in
several "layers". Eventually, a Tiny barrel will appear on the arena and K. Rool
starts scratching his ass. Jump into the Tiny barrel, then head into the hole in
his left shoe (your right). You'll now have to encounter K. Rool's toes. When
they wiggle, it means they're about to attack, so head behind a toe that isn't
wiggilng. Keep switching like this until one toe rises. Tiny takes out her bow
automatically when you enter, so just shoot the toe.

K. Rool throws a weird tantrum thing because you stubbed his toe. Dodge more
shockwaves with the Ponytail Twirl, then jump into the barrel when it appears
and head into the hole in his shoe. Keep dodging toes when they wiggle. The
toes tend to attack in patterns, making it easy to predict. Move fast after you
see the wiggling or you'll get hit. The toe will rise again, so shoot it.
However, you'll need to shoot this one twice. Dodge another round of toes, then
shoot the toe again to make it red.

After K. Rool moans on about his toe, keep Ponytail Twirling to dodge the
shockwaves as K. Rool moves from corner to corner. Once the Tiny barrel appears,
jump into it and head back into K. Rool's shoe. Move out of the way of the toes
that are wiggling. This toe most be shot three times before it goes red. This
round takes a while, so you don't want to miss shots and waste time.

Continue dodging the shockwaves by using the Ponytail Twirl, then jump into the
Tiny barrel when it appears and head into the hole in the shoe. The final toe
takes four hits to take down. Keep dodging the toes. After the fourth shot, it
will go red. Somehow, stubbing all four of K. Rool's toes causes him to faint.
Of course, the stupid bellkeepers ring the bell to save him from the count.
Fortunately for you, this time, the bell is knocked off.

--------------------------------------------------------------------------------
                              Round 5 - Chunky Kong
--------------------------------------------------------------------------------

                           "Actual Boxing... Sort of"
                               Difficulty : 7/10

Tipping the scales at a massive 2,000 lbs, he's the hard hitting... In the red
corner... CHUNKY KONG! BEGIN! ROUND 5!

K. Rool starts the round by bouncing off the ropes on the sides of the arena,
turning invisible. Watch his shadow and avoid it as you head aruond the arena to
avoid getting hurt. A blue Chunky switch appears in the center of the arena, so
head over when it's safe and slam it to make four Chunky pads to appear in the
corners. Use one when it's safe so you can see the invisible Hunky Chunky barrel
in the middle. You can also see K. Rool now. Wait for K. Rool to pass, then hop
into it. K. Rool is facing you and is about to charge straight into you. What
you have to do is Primate Punch K. Rool at the right moment (a bit before he
reaches you). If you punch too late or too early, he'll uppercut you and you'll
get hurt. However, if you are successful, he'll bounce back and get hurt.

After shrinking back to your normal size, K. Rool will become invisible again.
Pound the switch when it's safe, then head to one of the remaining Chunky pads
(they disappear as you use them). Hop into the Chunky barrel and prepare for the
king to charge at you again. He's a bit faster this time, so you'll need to
punch a tiny bit earlier. He'll bounce back if you manage to hit him.

Once K. Rool turns invisible, avoid his shadow and pound the switch. Use one of
the two Chunky pads to become invisible, then hop into the Chunky barrel to
become gigantic again. This time, K. Rool is invisible and quite fast. You need
to punch when his shadow is in the right position (a bit further away than the
last two times) to get him.

Okay, pound the switch one last time, then use the only remaining Chunky pad to
become invisible. Hop into the Chunky barrel and become huge. This time, K. Rool
is both invisible AND zig-zagging. You should punch when he's near you just
about in the middle to land the finishing blow.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

K. Rool passes out and victory music starts playing. Chunky raises his hand as
the crowd jeers and the Kritters attempt to wake up K. Rool. Eventually, they
succeed, and K. Rool charges towards Chunky. However, Candy Kong, who has
appeared in the arena, whistles K. Rool, stopping him in his tracks. She uses
her charm to attract K. Rool, who pretty much goes goo-goo-ga-ga. While K. Rool
is a delirious drooling moron, Funky enters from the other side of the arena. He
takes out a huge rocket launcher and shoots a boot at K. Rool, sending him
flying.

==========================----------------------------==========================
|                         +--------------------------+                         |
|           4uu           | %%%%%%%  Ending  %%%%%%% |         ENDING          |
|                         +--------------------------+                         |
--------------------------============================--------------------------

K. Rool soars all the way across DK Isle and lands K. Lumsy's cage. K. Lumsy
seemingly boots K. Rool flying and over to Krocodile Isle. The seals clap and
dance as the scene changes.

DK Isle is now restored to its glory. The camera takes you through the "mouth"
of the isle and into the training area as Banana Fairies go in, guiding you.

The fairies fly through the tunnel as the credits roll. They soar all over the
training area as Candy lies on DK's treehouse. The rest of the scene is
basically just the Kongs goofing off. Diddy dances on DK's roof and falls off,
but flies back up. Chunky tosses Tiny up and down while Funky dances on top of
the tunnels. Donkey struggles to bring a Golden Banana to the hoard. Chunky
approaches from the waterfall as Donkey goofs off with his foot, then takes a
nap. Cranky wakes him up with his cane, followed by Donkey throwing the Golden
Banana into the now towering banana hoard. Donkey gives Cranky a piggyback ride.
Squawks flies by emitting a red smoke, while a seal flips out of the water.
Troff n' Scoff are also here to join in on the fun, while Squawks flies by
emitting a yellow smoke. Together, two Squawkses use the smoke to create the DK
logo up in the sky as Lanky spins around on a tower.

If you got all 200 Golden Bananas, you'll be treated to a bonus ending. K. Lumsy
gives the Kongs a ride on the ocean, including Candy, but not Funky or Cranky.

If you achieved a percentage of 101% (201 Golden Bananas, 40 Banana Medals, 20
Banana Fairies, 10 Battle Arena Crowns), you'll see another bonus ending where
Cranky is trying to audition people for the next Donkey Kong game, which turned
out to be Donkey Kong Jungle Beat for the GameCube. It's pretty funny, so I'll
leave it for you to watch.

==========================----------------------------==========================
|                         =-=-=-=-=-=-=-=-=-=-=-=-=-=-                         |
|           (05)           |       Appendicies      |         WALKTHRU         |
|                         -=-=-=-=-=-=-=-=-=-=-=-=-=-=                         |
--------------------------============================--------------------------

o------------------------------------------------------------------------------o
| 5a                               Mystery Mode                       MYSTERYM |
o------------------------------------------------------------------------------o

As you capture more and more Banana Fairies in film, you'll get prizes. To
access these secrets, select the Banana Fairy icon on the starting screen. Here
are the secrets:

~~~~~~~~~~~~~~~~~~~~~~
~~ 2 Banana Fairies ~~
~~~~~~~~~~~~~~~~~~~~~~

Bonus - DK Theatre

The DK Theatre allows you to see all of the major cut-scenes in the game. This
includes: the DK rap, the opening sequence, the intros you're treated to the
first time you enter a level, including Hideout Helm, when K. Rool presses the
button to activate the Flying Kroc, when he takes off, the game over sequence,
and the ending.

~~~~~~~~~~~~~~~~~~~~~~
~~ 2 Banana Fairies ~~
~~~~~~~~~~~~~~~~~~~~~~

Bonus - DK Bonus

This allows you to play two special mini-games using Rambi and Enguarde not
playable in the normal adventure.

~~~~~~~~~~~~~~~~~~~~~~~
~~ 10 Banana Fairies ~~
~~~~~~~~~~~~~~~~~~~~~~~

Bonus - Boss Replay

This mode allows you to replay any boss you've already defeated. It does not
include K. Rool.

~~~~~~~~~~~~~~~~~~~~~~~
~~ 15 Banana Fairies ~~
~~~~~~~~~~~~~~~~~~~~~~~

Bonus - Krusha in Multiplayer

This option (toggle it with the Z button) lets you use the Krusha character from
DKC in multiplayer. The Krusha has some extra weapons and abilites.

~~~~~~~~~~~~~~~~~~~~~~~
~~ 20 Banana Fairies ~~
~~~~~~~~~~~~~~~~~~~~~~~

Bonus - Cheats

You can toggle off infinite items for the different items with the Z button, or
you can just select the All option. This includes: Banana Bunch Coins, Oranges,
Ammo, Musical Energy, Crystal Coconuts, and Banana Fairy Film.

o------------------------------------------------------------------------------o
| 5a                             Multiplayer Mode                       MULTIP |
o------------------------------------------------------------------------------o

To play multiplayer, select the Battle Arena Crown in the start menu. You first
have to select one of the two game types: Monkey Smash or Battle Arena. To
select a character, use the control stick left and right to toggle the
characters and up and down to toggle the color. Press start on your controller
to make your Kong appear, allowing you to toggle. Use the up C button to find a
new screen, where you can select game type. They are: whoever's alive after a
certain amount of time wins, whoever has the most coins after a certain amount
of time wins, whoever kills their opponent x times first wins, whoever's in the
lead after a certain amount of time wins, whoever captures the most items after
a certain amount of time wins. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  Monkey Smash
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Here, you'll compete against an opponent in a large arena. You can use your
orange grenades and your weapon (though you must pick up oranges and ammo) as
well as normal attacks. When you lose all your melons, you lose a life and
reappear a spawn point.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  Battle Arena
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

You play on a Battle Arena Pad in this mode. Knock the other player off the edge
or make him lose all his melon slices to make him lose a life. Various items
will appear as you play. The blue banana freezes your opponent, the yellow one
gives you super speed, oranges automatically make you do a shockwave, the ammo
lets you use your shooter, and the Crystal Coconuts make you huge, allowing you
to squash your opponents. The "?" are mysteries and can be any of the above
items. However, they can also reverse your controls, slow you down, or make you
super tiny.

o------------------------------------------------------------------------------o
| 5c                                DK Bonus                                DK |
o------------------------------------------------------------------------------o

After rescuing six Banana Fairies, you'll be able to tap into this bonus. You
get to play as Enguarde in two bonus arenas.

~~~~~~~~~~~~~~~~~
~~ Rambi Arena ~~
~~~~~~~~~~~~~~~~~

In this arena, the object is to ram as many Gnawties as you can in 60 seconds.
Yellow Gnawties, which are rarer, are worth more points. If you hit two or more
Gnawties in quick succession, you'll get a combo bonus. The more Gnawties you
hit, the more bonus points you get.

~~~~~~~~~~~~~~~~~~~~
~~ Enguarde Arena ~~
~~~~~~~~~~~~~~~~~~~~

Here, the object is to "fly" through or swim through DK stars as many times as
you can in 60 seconds. Stars below the water get you 5 points while ones above
get you 20. There is one bonus star worth 25 points.

o------------------------------------------------------------------------------o
| 5d                           Banana Bunch Coins                         COIN |
o------------------------------------------------------------------------------o

This will list the locations of all the Banana Bunch Coins. This descriptions
are not detailed, as they assume you know a bit about the level.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                 Training Area
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~
~~ Rainbow Coins ~~
~~~~~~~~~~~~~~~~~~~

1. At the end of the "WAY OUT" tunnel.

~~~~~~~~~~~~~~~~~
~~ Donkey Kong ~~
~~~~~~~~~~~~~~~~~

1-3. At the end of the "WAY OUT" tunnel.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                    DK Isle
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~
~~ Rainbow Coins ~~
~~~~~~~~~~~~~~~~~~~

1. On the path up to Angry Aztec, before the vines by the waterfall.
2. In front of the Fungi Forest Shack
3. On top of the Angry Aztec building.
4. On top of the central tower in the Creepy Castle lobby.
5. In the back of K. Lumsy's room.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  Jungle Japes
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~
~~ Rainbow Coins ~~
~~~~~~~~~~~~~~~~~~~

1. At the top of the slope leading to Lanky's peg room.

~~~~~~~~~~~~~~~~~
~~ Donkey Kong ~~
~~~~~~~~~~~~~~~~~

1-3.   At the start of the tunnel to the main area.
4-6.   By Donkey's Kasplat in one of the tunnels.
7.     Between the vines in the cave leading to Cranky's area.
8-9.   In the cage with Rambi
10-12. By the Donkey Kong pad.
13-15. In the barrel blasting course.

~~~~~~~~~~~~~~~~
~~ Diddy Kong ~~
~~~~~~~~~~~~~~~~

1-2.   Use the barrel kannon and you'll get these coins automatically.
3-5.   In the big lake in the main area.
6-8.   Near Diddy's Kasplat.
9.     On the barrel inside the brown mountain at the top.
10.    Backflip to the top of the larger coal pile in the mountain.
11.    Behind a barrel in the room with the HI and LO switches.
12.    Near the start of the conveyer belts in the mountain.
13-15. In the side path of the tunnel connecting the main area and start.

~~~~~~~~~~~~~~~~
~~ Lanky Kong ~~
~~~~~~~~~~~~~~~~

1-3.   In the side path of the tunnel connecting the main area and start.
4-5.   In the lake in the main area.
6-7.   Above the two pegs in the room at the top of the steep slope.
8-10.  In the area with Lanky's Kasplat.
11-15. Next to Snide's HQ.

~~~~~~~~~~~~~~~
~~ Tiny Kong ~~
~~~~~~~~~~~~~~~

1-3.   In the cave under the big X Chunky smashes open.
4-6.   Near the Kasplat.
7-11.  On top of the big mountain at the top of the level.
12-13. Inside the beehive.
14-18. Under the lake with the Banana Fairy in the tunnel opened by Rambi.

~~~~~~~~~~~~~~~~~
~~ Chunky Kong ~~
~~~~~~~~~~~~~~~~~

1-3.   Right next to the DK Portal.
4-6.   Under the lake in the main area.
7-9.   In the cave under the big X.
10-12. Around the stump where Tiny gets a Golden Banana in the beehive area.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  Angry Aztec
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~
~~ Rainbow Coins ~~
~~~~~~~~~~~~~~~~~~~

1. Just under the Tag Barrel on the island in the first main area.
2. Inside Chunky's room in the five-door temple.

~~~~~~~~~~~~~~~~~
~~ Donkey Kong ~~
~~~~~~~~~~~~~~~~~

1-3.   In the side room of the entrance tunnel with Donkey's Kasplat.
4-5.   By the cage with the llama in it.
6-8.   Around the huge boulder in the tunnel connecting the two areas.
9-11.  On the Tag Barrel platform near Snide's HQ.
12-13. In Donkey's room of the five-door temple.
14-18. In the alcove with the Bongo Blast pad in the llama's temple.

~~~~~~~~~~~~~~~~
~~ Diddy Kong ~~
~~~~~~~~~~~~~~~~

1-5.   In front of the temple in the first area.
6.     On top of the music pad in the first temple.
7-11.  In the room where Tiny Kong is trapped.
12-15. Around the large cage in the tunnel connecting the two areas.
16-17. In Diddy's room of the five-door temple.

~~~~~~~~~~~~~~~~
~~ Lanky Kong ~~
~~~~~~~~~~~~~~~~

1-3.   Around the pole in the temple of the first main area, just by the start.
4-7.   Next to Cranky's lab.
8-10.  In three alcoves in the back of the five-doored temple (first and second
       floors).
11-15. In front of Funky's shop.
16-17. Inside the llama temple in the room with Lanky's matching sounds puzzle.

~~~~~~~~~~~~~~~
~~ Tiny Kong ~~
~~~~~~~~~~~~~~~

1-4.   Around the DK pile under the Tag Barrel in the first main area.
5-8.   In the room with the vulture, around the tower with the Lanky switch.
9-11.  By the Chunky barrel in the tunnel connecting the two main areas.
12-14. In Tiny's room of the five-doored temple.
15-19. Around Bananaport #5.

~~~~~~~~~~~~~~~~~
~~ Chunky Kong ~~
~~~~~~~~~~~~~~~~~

1-4.   On either side of the temple in the first area.
5-7.   In the main room of the same temple.
8-11.  In Chunky's room of the five-doored temple.
12-15. Behind the quicksand river where DK plays Stealthy Snoop (use bananaport
       #5 to reach it).
16-19. Near Funky's store.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                Frantic Factory
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~
~~ Rainbow Coins ~~
~~~~~~~~~~~~~~~~~~~

1. In the room where Chunky punches a button to make platforms go up and down.

~~~~~~~~~~~~~~~~~
~~ Donkey Kong ~~
~~~~~~~~~~~~~~~~~

1-3.   At the bottom of the pole leading to the production room.
4-6.   On a small set of stairs in the testing room.
7-9.   On some stairs near the start of the testing room.
10-12. In the corner of the room with DK's number puzzle.
13.    Inside the high voltage shack where you turn on the toy machine.

~~~~~~~~~~~~~~~~
~~ Diddy Kong ~~
~~~~~~~~~~~~~~~~

1-3.   Simian Spring using a Diddy pad on some boxes in the storage room.
4-6.   At the top of the pole leading to the DK arcade.
7-11.  At the top of the pole leading down to Snide's HQ.
12-16. At the bottom of the pole leading to the R&D room.
17-21. At the top of the pole leading to the shack in the storage room.

~~~~~~~~~~~~~~~~
~~ Lanky Kong ~~
~~~~~~~~~~~~~~~~

1-3.   On the box stack leading to Cranky and Candy.
4-8.   Behind stairs and boxes in the testing room.
9-13.  At the top of the pole leading to the R&D room.
14-16. Inside the toy machine (where DK gets a Golden Banana).
17-19. By a Tag Barrel once you reach the top of the toy machine.
20-23. On the three elevating platforms as you head up the production room.

~~~~~~~~~~~~~~~
~~ Tiny Kong ~~
~~~~~~~~~~~~~~~

1-5.   Around Tiny's Kasplat.
6-10.  At the bottom of the pole leading to the testing room.
11-15. In the room connecting the R&D and testing department.
16-20. By a Tag Barrel as you head up the production room.
21-23. From the Bonus Barrel in the Prouduction Room, hairspin to a ledge past
       it.

~~~~~~~~~~~~~~~~~
~~ Chunky Kong ~~
~~~~~~~~~~~~~~~~~

1-5.   Around Bananaport #1.
6-8.   Around the Bonus Barrel behind the gate in the storage room.
9-12.  In alcoves in the testing room. Use the blocks to shoot up to them.
13-16. In the hole in the R&D room Donkey opens by pulling a lever.
17-20. Around four rotating bars as you head up the toy machine.
21-25. At the top of the pole near the start leading to the production room.
26-28. In the room with Snide's HQ.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                 Gloomy Galleon
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~
~~ Rainbow Coins ~~
~~~~~~~~~~~~~~~~~~~

1. Inside the lighthouse.

~~~~~~~~~~~~~~~~~
~~ Donkey Kong ~~
~~~~~~~~~~~~~~~~~

1-2.   In DK's barrel blasting course.
3-6.   Above a raft along the way to Funky's shop.
7-9.   In one of the chests Enguarde smashes in the second water area.
10-12. In Donkey's area of the sunken ship.

~~~~~~~~~~~~~~~~
~~ Diddy Kong ~~
~~~~~~~~~~~~~~~~

1-5.   Around Cranky's lab.
6-8.   On top of the seal's cage.
9-13.  In front of the mermaid's house.
14-16. In a chest Enguarde smashes in the second water area.
17-20. Behind the cactus with the music pads.

~~~~~~~~~~~~~~~~
~~ Lanky Kong ~~
~~~~~~~~~~~~~~~~

1-2.   Inside a chest Enguarde breaks in the lighthouse area.
3-7.   In Lanky's part of the sunken standing up ship (have Enguarde break the
       chests). The last one is in the pipe revealed by breaking one chest.
7-10.  In Lanky's room of the sunken ship.
11-13. In the room behind the Enguarde rock in the lighthouse area.

~~~~~~~~~~~~~~~
~~ Tiny Kong ~~
~~~~~~~~~~~~~~~

1-3.   In the corner of the room on your right at the start.
4-5.   Inside Tiny's part of the sunken ship.
6-8.   In one of the chests Enguarde breaks in the second water area.
9-12.  In front of the treasure chest in the coin room.
13-17. In front of the mermaid's house.
18-20. Inside the mermaid's house.

~~~~~~~~~~~~~~~~~
~~ Chunky Kong ~~
~~~~~~~~~~~~~~~~~

1-3.   In a room blocked off by a gate on your right at the start.
4-6.   In a small alcove along the path to the three chests in the landed ship.
7-9.   By Bannaport #1 on the lighthouse platform.
10-14. There's an alcove with a Tag Barrel in the wall surrounding the mermaid's
       house. Below the barrel are five coins.
15-17. In a chest Enguarde breaks in the second main water area.
17-22. Around Chunky's Kasplat.
23-25. Inside barrels in the last room of the ship in the lighthouse area.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  Fungi Forest
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~
~~ Rainbow Coins ~~
~~~~~~~~~~~~~~~~~~~

1. In front of the dirt patch where you plant the beanstalk.

~~~~~~~~~~~~~~~~~
~~ Donkey Kong ~~
~~~~~~~~~~~~~~~~~

1-3.   Behind the top of the clocktower.
4-6.   Around the Donkey Kong pad.
7-9.   Around the barn with Donkey's Minecart Mayahem you'll find thorns. Use
       the Strong Kong barrel to safely backflip to the coins on the thorns in
       the back. You have to backflip from the start of the thorns. It has to be
       nighttime.
10-12. In the trough inside the back of the same barn.

~~~~~~~~~~~~~~~~
~~ Diddy Kong ~~
~~~~~~~~~~~~~~~~

1-3.   On top of one of the mushrooms in the mill area.
4-6.   On top of the barn itself.
7-8.   Slam the Diddy switch on top of the barn and head in. There are coins
       here. It must be nighttime.
9-11.  Around the Battle Arena Pad. You can use the jetbarrel to do it at
       either time of day.
12-15. In an alcove in the big tree, same side as Bananaport #4. It must be
       nighttime.

~~~~~~~~~~~~~~~~
~~ Lanky Kong ~~
~~~~~~~~~~~~~~~~

1-3.   On top of the well in the clocktower area (use vines from a mushroom
       top).
4-6.   On top of a mushroom in the mill area.
7-9.   On top of some boxes inside the mill. It must be daytime.
10-12. Near a pole around the giant mushroom.
13-15. Around a pole past the big tree.
16-18. Behind the tomato pumpkin on the left side of the big tree area.
19-21. You'll receive these as a prize for defeating the rabbit the first time.

~~~~~~~~~~~~~~~
~~ Tiny Kong ~~
~~~~~~~~~~~~~~~

1-3.   Bounce on a mushroom across from the giant mushroom area tunnel and
       hairspin to the top of the tunnel for the coins.
4-6.   By the Tiny barrel next to the dirt patch in Funky's area.
7-9.   In the tunnel leading to the mill area.
10-12. Inside the mill, near the corner.
13-17. Around Tiny's Kasplat.

~~~~~~~~~~~~~~~~~
~~ Chunky Kong ~~
~~~~~~~~~~~~~~~~~

1-3.   Behind the well in the clocktower area.
4-6.   In the corner of the barn. This is the room you enter by Primate Punching
       a large door. It must be daytime.
7-9.   In an alcove near Funky's shop in the tomato area. It must be nighttime.
10-12. On the Chunky switch around the top of the giant mushroom.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                 Crystal Caves
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~
~~ Rainbow Coins ~~
~~~~~~~~~~~~~~~~~~~

1. At the top where you defeat the Kosha causing the earthquakes.

~~~~~~~~~~~~~~~~~
~~ Donkey Kong ~~
~~~~~~~~~~~~~~~~~

1-3.   In the room opened by Chunky breaking the ice wall at the start.
4-6.   In Donkey's barrel blasting course.
7-9.   In the room with the ice wall across from Cranky's lab.
10-11. In the cabin with DK's matching puzzle.

~~~~~~~~~~~~~~~~
~~ Diddy Kong ~~
~~~~~~~~~~~~~~~~

1-4. On top of the ice castle (use the jetbarrel).
5-8. Inside Diddy's cabin where you have to defeat all the enemies.

~~~~~~~~~~~~~~~~
~~ Lanky Kong ~~
~~~~~~~~~~~~~~~~

1-3.  In the river, near Funky's shop.
4-6.  In the water, next to a pillar in the igloo area.
7-8.  In the room where you have to hit squares to make them show the DK logo.
9-11. Just under the cabin in Candy's area where DK plays the matching game.

~~~~~~~~~~~~~~~
~~ Tiny Kong ~~
~~~~~~~~~~~~~~~

1-3.  In the water just under the Bananaport #1 in the igloo area.
4-5.  Stand from the path leading to the boulder near the ice castle and look to
      your right to see a pillar. There are two coins floating by it, so use the
      hairspin.
6-8.  In front of the tiny hole across from Funky's shop.
9-11. Behind the Tiny pad at the top where you kill the earthquake Kosha.

~~~~~~~~~~~~~~~~~
~~ Chunky Kong ~~
~~~~~~~~~~~~~~~~~

1-3.   In the room where Snide's HQ is.
4-6.   On the slope next to Cranky's lab that only Lanky can climb.
7-9.   Behind the platform the Tag Barrel is on in the igloo area.
10-14. The room you reach by using Bananaport #3.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                 Creepy Castle
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~
~~ Rainbow Coins ~~
~~~~~~~~~~~~~~~~~~~

1. Behind Snide's HQ.

~~~~~~~~~~~~~~~~~
~~ Donkey Kong ~~
~~~~~~~~~~~~~~~~~

1-5.   Near the big tree near the start.
6-8.   On the ledge with Tiny's Kasplat.
9-12.  Around the DK switch in the dungeons.
13-15. Around the second Bananaport #2.

~~~~~~~~~~~~~~~~
~~ Diddy Kong ~~
~~~~~~~~~~~~~~~~

1-2.   Across from the skull in the crypt, below the top of the stairs.
3-6.   Inside coffins in Diddy's skull room. Hit the number buttons in the
       incorrect order until the coffins open up with coins.
7-9.   In front of the door to the dungeons in Candy's tunnel.
10-13. Atop the poles of the drawbridge near the Bananaports.
14-15. On two windows above Bananaport #1.

~~~~~~~~~~~~~~~~
~~ Lanky Kong ~~
~~~~~~~~~~~~~~~~

1-3.   On a tree near the entrance to the crypt.
3-6.   Around the building in the crypt opposite the skull.
7-8.   In the same building. After reaching the end of the Orangsprint hallway,
       you'll reach a room with coins.
9-11.  Above the Lanky pads in his area of the dungeons.
12-14. Inside the greenhouse maze in the bottom-right corner.

~~~~~~~~~~~~~~~
~~ Tiny Kong ~~
~~~~~~~~~~~~~~~

1-2.   On the small brown tree by the big thick tree.
3-5.   Behind a gravestone near the entrance to the crypt.
6-7.   In tiny's room of the crypt with the moving hands.
8-10.  In the gap in Candy's area you have to cross to reach a Bonus Barrel.
11-12. In the trash can near Lanky's greenhouse.
13-15. On the Tiny pad in the ballroom.

~~~~~~~~~~~~~~~~~
~~ Chunky Kong ~~
~~~~~~~~~~~~~~~~~

1-3.   In Chunky's part of the big tree.
4-6.   Drop off the edge of the castle just past the larger part of the ledge
       where the big tree is.
7-9.   Behind a gravestone near the entrance to the crypt.
10-12. In one of the coffins in Chunky's part of the skull crypt.
13-15. Near Candy's shop.
16-18. Behind the two gates (use the Primate Punch) near Lanky's part of the
       dungeons.
19-22. In the shed next to the greenhouse.
23-25. In front of the shields in the museum.

o------------------------------------------------------------------------------o
| 5e                                Secrets                             SECRET |
o------------------------------------------------------------------------------o

- The 201st Golden Banana! Return to the Banana Fairy Queen after photographing
  all 20 Banana Fairies for the super secret Golden Banana. It has the Rareware
  logo on it instead of the Nintendo one.

- Mystery Mode. After you start taking pictures of Banana Fairies, you can
  access the rewards in the Banana Fairy icon on the start screen. Read the
  Mystery Mode section for more information.

- After getting all the Golden Bananas, defeat K. Rool for a bonus ending in
  which K. Lumsy gives the Kongs a ride on his back around DK Isle.

- After getting 101% (201 Golden Bananas, 40 Banana Medals, 20 Banana Fairies,
  10 Battle Arena Crowns), defeat K. Rool for a bonus bonus ending in which
  Cranky holds auditions for the Donkey Kong GameCube game (which turned out to
  be Donkey Kong Jungle Beat).

- While on the start screen where Donkey is holding the barrel, don't do
  anything and a bunch of crazy stuff will happen around him.

- Return to Snide's HQ after getting 40 Blueprints and press up C. This lets you
  play the most common bonus games found in the adventure.

- Stand still and do nothing while playing in the adventure and your Kong will
  do some weird things (usually playing around with orange grenades).

- Jump onto a Klump and your Kong will start bouncing up and down forever until
  you move him off. The Klump grunts as he falls and bounces off the ground.
  It's actually pretty amusing.

o------------------------------------------------------------------------------o
| 5e                            Legal Disclaimer                      DISLCAIM |
o------------------------------------------------------------------------------o

This FAQ may not appear in any way, shape, or form on any site but gamefaqs.com
without express, written persmission from me, the author. Understand that this
document is protected by copyright, and to publically display it without
permission is a violation of copyright. However, IF I DO give you permission to
use this document on your site, you are welcome to do so. But please, DO NOT use
it UNTIL (read: UNTIL) I give you permission.

All trademarks and related indicia belong to their respective owners and holders
, NOT me!

Copyright 2007 Ethan Alwaise

o------------------------------------------------------------------------------o
| 5f                          Contact Information                     CONTACTS |
o------------------------------------------------------------------------------o

PLEASE read this before attempting to contact me.

The only way you can contact me is to email me at [email protected]. Please
include "Donkey Kong 64 FAQ" or something along those lines in the title so I'm
aware that it's not junk.

You are allowed to email me about... suggestions for the FAQ. If I messed up,
which I probably have done several times, feel free to correct it, and I'll fix
the mistake and credit you. However, do NOT send emails telling me to change
huge chunks of the FAQ. When I say suggestions, I mean small tips. You can also
praise my FAQ, or hate on my FAQ. I appreciate praise and ignore hate mail. The
last thing you can email me about is permission to use the FAQ. Sure, you may
use my FAQ IF AND ONLY IF I GIVE YOU PERMISSION!

You MAY NOT email me about... spam. Please! I do NOT need spam! It's the
absolute worst thing you can email me. Also don't email me with spelling/grammar
corrections, which I can find on my own.

That's pretty much it.

o------------------------------------------------------------------------------o
| 5g                                Kredits                             KREDIT |
o------------------------------------------------------------------------------o

Jeffseven - His guide has a great strategy for the mechanical fish.

Super Slash - His guide helped me with the banana coin guide.

Coffee - His regular banana lists saved me a _lot_ of headaches.

GavLuvsGA - His FAQ was helpful when I made my enemy list.

http://lacrosse119.tripod.com/UltimateGaming/id11.html - The guide at that URL
helped me with the subtitles for Cranky's moves.

CJayC - For creating GameFAQs.

William Hicks - He gave me an incredibly valuable tip for Donkey's igloo Golden
Banana in Crystal Caves, which makes it so the maze doesn't move. Thanks!
[email protected]

Hunter Loftin - He told me that the flies in the trash can DO attack you. Silly
mistake by me. Thanks!
[email protected]