hide results

    FAQ/Walkthrough by BSulpher / TJackson

    Version: 2.2 | Updated: 07/17/09 | Printable Version | Search Guide | Bookmark Guide

    @@@@@!    &@@#% &#@@  #@ %@@ @##% @@@@%%@  %@# &@@ %@#% &#@@& %@@@  #@% #####@%
    @##@#@%  ######%%@##& #@ %#@@%#@% #### %#  @#% &#@ &## ##@&###%@##@ ##% @#@####
    @###@#@  ##&%### &##@ #@ &#@%@#% @@#&% %#%%##  %##%@#& ###%##@ %######% @@&#@#@
    @##%##@% @@! @@@# @###@# #@#@@@ %#@@   %####%  %##%#@%#@@% #@## @#####& ##  ###
    @@# %@## %%@ %%%@ &##### @###@! %@#&&#% ###@   %##@#% @%   #@%@ ######& ##
    ##@ %##@ @%   &@# %##### #####  %##@#@& %#@%   %####% @@&   &#@ &###### #& ###&
    &@@ %##@ #%   &@# &##### ##@##% %#@%@@  %@#%   %##@#@ &#% % %#@ ####### #% %@#&
    &#@%&@#& @#%@%%@@ ##@@## &#%@#& &@#%    %@#%   %##%@#@ @%%@%%@@ @#@###@ @#%%##&
    %@#@##@% @@##@%#&%@&#### &#%###% @##### %##&    ##%%#&%%@#@###% @@ ##%%%%@####%
    %@####&  &#####@ @#& #@# %#%%@@% @#####%%##%    ##%&@## &####& %#@%%%%%%%%%%@@%
    %&&#&!    %&@#!  &&%  !% %%@%&## %%%%!%&%%%@    %%! %%!# %%!!  %%%%%%%%%%%!%%%!
                                                                     %%%%%%%%%%!%
      &&&&%&%#  &&&&#  &&&&  #&& #&   && %&&&&&&&% &&&&&% %&&&&  &&&#%%%%%%%%%%%%
     %%%&&%%%# %%&&&&&  &&&  %&& &&%  && %%%%%%%%% %%%%%%% %&%&  %%%%%%%%# &%%%%%#
    %%%%%%%%%# %%%%%&%& &&&  %&% %%%% %% %%%%%%%%% %%%  %%% %%%%%%%%%%%%%@  %%%%%#
    %%%%%%%%%@ %%% &&%% %%&  %%% %%%%%%% %  %%%  % %%%  %%%  %%%%%% %%%%%@  %%%%%#
    %%%%%   &# %%%  %%% %%&  %%% %%%%%%%    %%%    %%%%%%%    %%%!! %!%%&@ #%%%%%@
    %%%%%      %%%  %%% %%%  &%% %%%%%%%    %%%    %%%%%%     %%%!#        %%%%%%@
    %%%%%      %%%  %%% %%%  %%% %%%%%%%    %%%    %%%%%%%    %%%#        &%%%%%#
    %%%%%      %%%  %%% %%%  &%% %%%%%%%    %%%    %%% %%%%   %%%#        %%%%%%@
    %%%%%      %%%  %%% %%%  %%% %%% %%%    %%%    %%%  %%%%  %%%#       %%%%%%#
    %%%%%      %%%  %%% %%%  %%% %%& %&%    &&&    &&%  %&%%  %%%#      &%%%%%&
    %%%%%      %%%  %%% %%%  %%& &&&                     #&%  %%%#     &%%%%%&
    %%%%%      %%%  %%% %%%%&&%%                               #%%    #%%%%%&@
    %%%%%      %%%  %%% %&%&%&&                                      %%%%%%&##&&&
    %%!%%      %%%  %%%   @@                                        %%%%%%%%%%%%%@
    %%%%%      %%%%%%&%                                             %%%%%%%%%%%%%@
    %%%%%      %%%%%&&                                              %%%%%%%%%%%%%@
    %%%%%      &%&&%#     D I D D Y ' S    K O N G    Q U E S T     %%%%%%%%%%%%%#
    %%%%%   &#
    &%%%&%%%&#
    %&&&&&&&&#
    %&&&&&&&&#
      %&&&&&&#
        &&&&&&
    
    Many thanks go to Atom Edge for the amazing ASCII Art directly above this 
    sentence.  Thanks dude!
                   
    +-----------------------------------------------------+
    |                                                     |
    | Donkey Kong Country 2                               |
    | FAQ/Walkthrough                                     |
    | By Meowthnum1 (Meowthnum1 [at] meowthnum1 [dot] com |
    | and BSulpher  (briansulpher@hotmail.com)            |
    | For the Gameboy Advance                             |
    | Last Updated: July 17th, 2009                       |
    | Version 2.2                                         |
    |                                                     |
    +-----------------------------------------------------+
    
    Table of Contents:
    
    I. Introduction
         1.01: Introduction by Trace "Meowthnum1" Jackson
         1.02: Introduction by Brian "BSulpher" Sulpher
    II. Basics
         2.01: Story
         2.02: Animal Buddies
         2.03: Diddy vs. Dixie
         2.04: The Kong Klan
         2.05: Barrels
         2.06: Items
    III. Walkthrough
         3.01: Gangplank Galleon
         3.02: Crocodile Cauldron
         3.03: Krem Quay
         3.04: Krazy Kremland
         3.05: Gloomy Gulch
         3.06: K.Rool's Keep
         3.07: The Flying Krock
         3.08: The Lost World
    IV.  Appendices
         4.01: Baddies
         4.02: Bosses
         4.03: Bonus Rooms
         4.04: DK Coins
         4.05: Golden Feathers
         4.06: Swanky Trivia Answers
         4.07: Monkey Museum
         4.08: Kong Kollege
         4.09: Scrapbook Pages
         4.10: Diddy's Dash Walkthrough COMING SOON!
         4.11: Klubba's "Bag a Bug" Mini-Game
    V.   Last Words
         5.01: Copyright Information
         5.02: Revision History
         5.03: Credits
         5.04: Outro
                      
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
                                  I. Introduction
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
               o----------------------------------------------------o
               | 1.01: Introduction from Trace "Meowthnum1" Jackson |
               o----------------------------------------------------o
    
    It's great, as usual, to write with Brian.  I'd like to take a second to show
    just how patient Brian is and to explain a little inside joke.
    
    This project began in 2003.  Because of my insane ignorance, stupidity,
    procrastination, and all-around just not knowing what I was doing, it took
    forever to get this out.  It wasn't Brian's fault.  So he'd IM me saying "Finish
    DKC2!  [insert number here]"  This number was usually 223.  It was to show how
    many times he had told me to finish it.  So finally, as I had promised (i.e.
    before 300), I finished what little I did.  I honestly regret this now.
    
    But this is a time for having fun.  So sit back, relax, and enjoy the guide!
    You can print it out and take it with you!  Our guide wants exposure.  Take it
    to dinner.  Take it on vacations.  Put it in your Gameboy bag.  On vacations,
    you can read it.
    
    Unless you're driving.  In that case, we're not legally responsible, even though
    you should still be reading it.
    
    
               o--------------------------------------------------o
               | 1.02: Introduction from Brian "BSulpher" Sulpher |
               o--------------------------------------------------o
    
    
    Well, this is a second time venture for both myself and Meowthnum1.  I must
    say it has been a joy and a privilege to write with a writer as excellent 
    as Trace.  I think the fact that we wrote on one of my top ten favourite 
    games of all time might have helped (even if it is on the GBA this time).  
    
    I just want to say thank you to a few people like my girlfriend Jennifer 
    Dixon, my brother Michael Sulpher, and my cousin Rob Herrick and Chris 
    Dobec.  Also, a quick remembrance of Cougar, Howler, and Koonce; all of you
    had your lives cut short, but you brought great joy to mine in that time.  I
    hope I did the same for you, as you deserved the best life could offer your
    short existences!
    
    I also dedicate to my mentor Trace Jackson so he can not complain that I 
    never mention him in the FAQ.  Even if he is a tad neurotic, he is a classy 
    writer who is too hard on himself at times. :P
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                    
                                     II. Basics
                                      
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
      
    
                                  o-------------o
                                  | 2.01: Story |
                                  o-------------o
    
    From the game's introduction:
    
    Funky: Whoa!  Dude, come in and join me, the waves are excellent.
    
    *Donkey Kong is in his beach chair, sipping a drink as Cranky approaches*
    
    Cranky: Well, well... What do you think you're doing sitting around all day?
            They won't get much of a game out of this, will they?  I thought you 
            were supposed to be a big star!
    
    Donkey: Even video game stars get time off.
    
    Cranky: I never did, whisking off maidens and throwing barrels around seven days
            a week, I was.  That how I got where I am today, you know.  Hard work.  
            None of this lazing around on a beach.
    
    Donkey: Why don't you go off and pester Diddy or something.  Leave me in peace
            for once!
    
    Cranky: Hah!  He's off somewhere with that girlfriend of his.  But still, I can 
            see when I'm not wanted...
    
    *As Cranky walks off and Donkey Kong relaxes in his chair, an ominous flying
     contraption flies in overhead*
    
    Kaptain K. Rool: I'll make sure that DK never messes up my plans again.  You 
               lot, go down to DK Island and bring that pesky primate to me.
    
    Kremlings: Sure, bosssss, no worriessss.
    
    *Klingers and Kutlasses quickly descend to the ground and take Donkey Kong away*
    
    Kaptain K. Rool: You are never going to see your friends or DK Island again.
                     Awha ha ha!
    
    *back on the beach, the Kongs gather in shock*
    
    Cranky: Look, a note!
    
    Diddy: Read it, then!
    
    Dixie: Hurry, Cranky, what does it say?
    
    Cranky: Give me a chance, I'm not as quick as I used to be.  It says:
    
                                        Hah-arrrrh!
                                      We have got the
                                        big monkey!
                                   If you want him back,
                                  you scurvy dogs, you'll
                                     have to hand over
                                     the banana hoard!
    
                                      Kaptain K. Rool
    
    Wrinkly: I thought we'd seen the last of the old rascal.  Well, I suppose we'd
             better give him the bananas. Hadn't we?
    
    Diddy: After all we did to get them back last time?  DK would go crazy if he
           lost his hoard again!
    
    Cranky: Arrrgh!  This story's even worse than Donkey Kong Country!  They're 
            really scraping the bottom fo the barrel this time!  Have you got any 
            ideas how ti get DK back?
    
    Funky: Let's go over to Crocodile Isle and rescue DK.
    
    Cranky: I'm sure as spit not gonna do it, not that I'm past my prime, mind you.
            I could still do a better job than the rest of you put together.  But
            I wouldn't be seen dead in a game that scrolls and has bonus levels and
            end bosses!
    
    Funky: Wait till tomorrow, and we will all go.
    
    Diddy: No, we must go now.  Enguarde will take us.
    
    Swanky: We will meet you there.  Come and see us if you need any help.
    
    
                              o----------------------o
                              | 2.02: Animal Buddies |
                              o----------------------o
    
    They're back, but this time with more friends!  Alas, no more Winky or 
    Expresso (in the main levels anyway, so cheer up Trace!) ='(
    
                                    ~~~~~~~~~~~
                                    ~~ Rambi ~~
                                    ~~~~~~~~~~~
    
    Yep, DK's faithful Rhino pal is back!  You can run in to a Kremling face 
    forward, and knock them out!  If you hold down R, he'll charge up.  Release 
    it, and he'll charge forward, knocking out all enemies in his way!  
    
                                  ~~~~~~~~~~~~~~
                                  ~~ Enguarde ~~
                                  ~~~~~~~~~~~~~~
    
    Our old Swordfish friend is back too.  Like Rambi, you can run in to an 
    enemy, and he'll knock them out.  Press B or A, and he'll dart forward like 
    a...well...dart, and knock an enemy.  Hold R, and he'll do the same thing as 
    Rambi.
    
                                   ~~~~~~~~~~~~~
                                   ~~ Squawks ~~
                                   ~~~~~~~~~~~~~
    
    Squawks is back, and he serves one heck of a lot more purpose in this game.  
    Now you can ride on him, press B, and he'll spit a coconut.  This is the 
    green kind.  However, the purple kind cannot fly upward, nor can he spit 
    coconuts.  He can, however, fall down slowly.  This is noticeable in 
    Parachute Panic.
    
                                   ~~~~~~~~~~~~
                                   ~~ Rattly ~~
                                   ~~~~~~~~~~~~
    
    A rattlesnake.  He's cool.  He hops around (as Brian Sulpher says, like an 
    old man), and can jump on any enemy.  He can also perform a mid-air jump!  
    Hold R to make him to a super bounce.
    
                                  ~~~~~~~~~~~~~~
                                  ~~ Squitter ~~
                                  ~~~~~~~~~~~~~~
    
    A spider.  He can attack with webs that you can angle!  If you press R twice, 
    he shoots webs that turn in to platforms.  You can angle this as well.
    
                                   ~~~~~~~~~~~~~
                                   ~~ Clapper ~~
                                   ~~~~~~~~~~~~~
    
    A seal.  You cannot ride him, but he does prove invaluable.  Jump on him to 
    turn dangerous lava in to water.  Also, in some levels, he'll spit on water 
    and make it become ice.  He is more useful than you think.
    
                                   ~~~~~~~~~~~~~
                                   ~~ Glimmer ~~
                                   ~~~~~~~~~~~~~
    
    He's an...angler fish?  He only comes around in one level, but he has a light 
    that allows you to see.  He follows behind you, and you cannot ride him.  
    
    
                             o-----------------------o
                             | 2.03: Diddy vs. Dixie |
                             o-----------------------o
    
    Diddy has the ability to cartwheel.  He can also move faster, and jump 
    higher.  Still, he's not my personal favorite.  My personal favorite is...
    
    Dixie Kong.  She can do a helicopter spin, which proves very useful.
    
    AHEM!
    
    Brian just wants to add that Diddy Kong is the choice of a player who likes a 
    fast and highly maneuverable Kong.  Dixie may have a safety net in the 
    helicopter spin, but Diddy is just a better Kong in more areas of mobility (In
    My Opinion of course)!
    
    
                              o---------------------o
                              | 2.04: The Kong Klan |
                              o---------------------o
    
    Cranky Kong is the original Donkey Kong.  He gives out tips in his Monkey 
    Museum...for a price.  He also has Expresso Racing (see Sidequests section
    for details).
    
    Wrinkly Kong is Cranky's wife.  She runs a college, where you can get tips...
    all for a price!  She also assigns you "Homework" (see Sidequests section for 
    details).
    
    Swanky Kong is a new Kong.  He drills you in a "Bonus Bonanza."  For one 
    coin, you get a 1-up if you answer all three questions correctly.  For two, 
    two, and so on up to three.  
    
    Funky Kong runs an airport.  He can take you to any place where you have 
    visited previously.  He will only allow you to fly from his pads after you 
    complete his Gyrocopter challenges (see Sidequests section for details).
    
    
                                o---------------o
                                | 2.05: Barrels |
                                o---------------o
    
                               ~~~~~~~~~~~~~~~~~~~
                               ~~ Normal Barrel ~~
                               ~~~~~~~~~~~~~~~~~~~
    
    This type of barrel has no special properties.  Like all barrels, you can 
    throw these at enemies to damage/kill them.  They function well as a shield 
    for Diddy!  They have nothing on the front.
    
                               ~~~~~~~~~~~~~~~~~~
                               ~~ Plus Barrels ~~
                               ~~~~~~~~~~~~~~~~~~
    
    These are only in the roller coaster stages.  It adds to the amount of time you 
    have left to complete the stage as well as supplying a speed boost in certain
    scenarios.  These are invaluable.  It has a + on the front.
    
                               ~~~~~~~~~~~~~~~~~~~
                               ~~ Minus Barrels ~~
                               ~~~~~~~~~~~~~~~~~~~
    
    It subtracts the amount of time on the roller coaster stages.  Avoid these at 
    all costs.  They have a - on the front.  
    
                         ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                         ~~ Exclamation Point Barrel ~~
                         ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Something to exclaim about!  It grants the Kongs invincibility for a bit of 
    time.  They have a ! on the front.  
    
                               ~~~~~~~~~~~~~~~~~~~
                               ~~ Animal Barrel ~~
                               ~~~~~~~~~~~~~~~~~~~
    
    These transform you in to the animal depicted on the front of the barrel, as 
    opposed to riding it.  The rules of losing a Kong apply here, and you see the 
    extra Kong on the bottom corner.
    
                                 ~~~~~~~~~~~~~~~
                                 ~~ DK Barrel ~~
                                 ~~~~~~~~~~~~~~~
    
    When you break this, your lost partner will come out.  If it's in mid-air, 
    just jump in to it.  It has a large DK on the front.
    
                               ~~~~~~~~~~~~~~~~~~~~
                               ~~ Barrel Kannons ~~
                               ~~~~~~~~~~~~~~~~~~~~
    
    These are in mid-air.  There are three types: One that has nothing on it.  
    This one fires you when you press B, and it sometimes rotates.  Another kind 
    has an up/down arrow on it.  It launches you in that direction.  Another kind 
    has a sort of zig-zaggy line to it.  This automatically launches you in a 
    direction.  
    
                              ~~~~~~~~~~~~~~~~~~~~~~
                              ~~ Krockhead Barrel ~~
                              ~~~~~~~~~~~~~~~~~~~~~~
    
    These barrels only appear in Krockhead Klamber.  When you jump in to them, it 
    brings up a krockhead temporarily.  It has a Krockhead on the front.
    
                              ~~~~~~~~~~~~~~~~~~~~~~
                              ~~ Steerable Barrel ~~
                              ~~~~~~~~~~~~~~~~~~~~~~
    
    You can move this barrel in whatever direction you want!  Be warned that 
    sometimes there is a time limit.  It has a Control Pad symbol on the front.
    
                                 ~~~~~~~~~~~~~~~~
                                 ~~ TNT Barrel ~~
                                 ~~~~~~~~~~~~~~~~
    
    What do you think?  You throw it.  It blows up.  Simple!  It has TNT on the 
    front.
    
                                ~~~~~~~~~~~~~~~~~
                                ~~ Star Barrel ~~
                                ~~~~~~~~~~~~~~~~~
    
    It is the half-way point.  If you break this, and die, you'll come back right 
    there.
    
                                ~~~~~~~~~~~~~~~~~~
                                ~~ Bonus Barrel ~~
                                ~~~~~~~~~~~~~~~~~~
    
    They take you to a bonus level.  See the section for that.  It has a B, 
    surrounded by one of those things on the automatic Barrel Kannons.  I can't 
    make it much clearer than that.
    
                                ~~~~~~~~~~~~~~~~~~
                                ~~ Check Barrel ~~
                                ~~~~~~~~~~~~~~~~~~
    
    It will open a gate on the roller coaster stages to get through.  It has a 
    check on it.
    
                                  ~~~~~~~~~~~~~~
                                  ~~ X Barrel ~~
                                  ~~~~~~~~~~~~~~
    
    It closes a gate.  It has an X on the front.  If you hit a closed gate...
    
                               ~~~~~~~~~~~~~~~~~~~
                               ~~ Rotate Barrel ~~
                               ~~~~~~~~~~~~~~~~~~~
    
    Just like a steerable barrel, except it has a circle with an arrow on it, 
    indicating it can only have the direction it is aiming changed.
    
                           ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                           ~~ Diddy And Dixie Barrels ~~
                           ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    They can only be entered by the character depicted on the front.  There's 
    quite a fun bonus level dealing with them...
    
    
                                o-------------o
                                | 2.06: Items |
                                o-------------o
    
                                 ~~~~~~~~~~~~~
                                 ~~ Bananas ~~
                                 ~~~~~~~~~~~~~
    
    Gotta love 'em!  Collect 100 to get an extra life.
    
                                 ~~~~~~~~~~~~~~
                                 ~~ Balloons ~~
                                 ~~~~~~~~~~~~~~
    
    Three colors:
    
    Color  amount of 1-ups
    
    Red    1
    Green  2
    Blue   3 
    
    Yeah.
    
                                 ~~~~~~~~~~~~~
                                 ~~ Letters ~~
                                 ~~~~~~~~~~~~~
    
    K O N G
    
    There is one of each letter in every level.  Collect all four to collect an 
    extra life.
    
                                  ~~~~~~~~~~~
                                  ~~ Coins ~~
                                  ~~~~~~~~~~~
    
    There are three types: DK Coins (Cranky's Hero Coins.   They are used to show 
    off at the end of the game), Kremkoins (won from bonus levels and bosses.  
    You can buy your way through Klubba's Kiosk using these), and Banana coins 
    (use these to buy things from other Kongs).
    
                            ~~~~~~~~~~~~~~~~~~~~~~~
                            ~~ Chests And Crates ~~
                            ~~~~~~~~~~~~~~~~~~~~~~~
    
    Throw them at an enemy, and see what they reveal!
    
                              ~~~~~~~~~~~~~~~~~~~~
                              ~~ Golden Feather ~~
                              ~~~~~~~~~~~~~~~~~~~~
    
    One is to be found in every level, the are used to build up the stats of 
    Cranky's Expresso for the purposes of racing.  See Cranky to earn a freebie
    and learn all about the need for these feathers.
    
                                 ~~~~~~~~~~~~
                                 ~~ Kannon ~~
                                 ~~~~~~~~~~~~
    
    Put the Kannonball in this, jump in, and shoot up to a bonus level!
    
                                  ~~~~~~~~~~
                                  ~~ Exit ~~
                                  ~~~~~~~~~~
    
    Jump hard enough on the bulls eye, and the barrel will hit something.  You 
    get this item!
    
                              ~~~~~~~~~~~~~~~~~~
                              ~~ Animal Crate ~~
                              ~~~~~~~~~~~~~~~~~~
    
    Ride on the animal whose picture is depicted on the crate.
    
                               ~~~~~~~~~~~~~~~~~
                               ~~ Animal Sign ~~
                               ~~~~~~~~~~~~~~~~~
    
    When you pass the sign with the animal shown crossed out on the picture, you 
    get a prize.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                 
                                   III. Walkthrough
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    This is the main part of the guide.  Enjoy!
    
    
                             o-------------------------o
                             | 3.01: Gangplank Galleon |
                             o-------------------------o
    
    ~~~~~~~~~~~~~~~~~~
    ~~ Pirate Panic ~~
    ~~~~~~~~~~~~~~~~~~
    
    Enemies       : Neek, Klomp, Klobber
    Bonus Rooms   : #01-02
    Animal Helpers: Rambi
    Difficulty    : 1/10
    
    
    You can get into a secret barrel right at the start if you go back there
    with both Kongs.  Do your team up throw (press the R Button, hold UP, and
    then press the B Button) into the Launcher Barrel.  This will net you a
    Banana Token, and many Bananas as well.  You land just short of the first
    Banana Bunch.
    
    Walk right, fall down one ledge, and then enter the door on the left.  Read 
    the letter (by touching it), and then grab the Red Balloon before heading
    back out the door.  Head right to where you will see a Neek guarding a DK 
    Barrel (bust it open to get Dixie Kong).  Head right, get the Neek, and pick 
    up the crate, and use it on the Klomp on the barrels above before you grab the 
    Banana Bunch.  Three Neeks await you at the bottom of the next stairs, but 
    you can jump onto the barrels to go over them, and to grab the "K".
    
    Two more Neeks attack, and then you should jump onto the barrels where the 
    Bananas form the letter 'R'.  Press the R Button (starts your teaming up),
    and hold UP, and then press the B Button to throw your partner up to get the
    Banana Token, then move to the left and repeat the pattern of throwing to grab
    the Golden Feather.  Next, in a small dip in the deck, two Klomps are guarding 
    the "O", so bounce off of them as you collect it.
    
    Hit the Star Barrel, and grab the DK Barrel as you head right, where you are
    attacked by two Neeks.  You will see a gap with Bananas leading down, so 
    follow the old Banana trail downwards, and go right to find a Bonus Barrel, 
    which will take you  all the way to Bonus Room #01!
    
    Bonus Room #01 is very simple:  just jump up the stacked barrels to get your
    first Kremkoin.  You can detour to underneath the highest stack to find a
    Banana Token.  When you return to the level (grabbing the "N" in the process),
    make your way up past the Klomps on the barrel stack to get Rambi.  You see 
    another Banana group forming the letter 'R', so hold the R Button to start 
    Rambi's charge.  You will plow through four Neeks, and fall off a ledge (at this
    point, push LEFT to stop your charge).  A Banana arrow points to the wall, use 
    your charge to punch a hole in the wall to access Bonus Room #02!  This Bonus 
    Room requires you to destroy every enemy in the Bonus Room, so run right, 
    running your rhino horn into everything you see (come here after you speak to 
    Wrinkly about the Scrapbook and a Klomp will have a Camera)!  You land on the 
    barrel stack to the right of the Bonus Room entrance, so go left, grab the 
    respawned Bananas, and then head right again to jump up the two barrel stacks to
    where you see the DK Coin spinning majestically (jump over to it to get it).  
    Head up the stairs, and take out the Klomp guarding the "G". and then grab it.
    
    Jump onto the next barrel stack, and let Rambi finish the Klobber off, then
    move to the right to the No Rambi Sign, and collect your prize (if you still
    have Rambi) of a Green Balloon!  Jump onto the lone barrel, and immediately
    jump at the target to get a Red Balloon as your end prize level!
    
    
    ~~~~~~~~~~~~~~~~~~~~~~
    ~~ Mainbrace Mayhem ~~
    ~~~~~~~~~~~~~~~~~~~~~~
    
    Enemies       : Click-Clack, Neek, Klinger
    Bonus Rooms   : #03-05
    Animal Helpers: None
    Difficulty    : 1.5/10
    
    
    At the start, roll attack the Click-Clack, and then roll jump off of the
    ledge to reach the rope rigging.  Jump to the Bonus Barrel, and enter Bonus 
    Room #03!  In this one, you have to climb some rope rigging, jump to the next 
    rope rigging, climb it, then jump to the final set of rope rigging, which 
    you climb up, and you will see the Kremkoin!  you appear behind some Neeks,
    and below a rope/DK Barrel combo.  Climb the rope, and grab the "K" before
    you move to the left to fight a Click-Clack, followed by two more on a lower
    beam.  
    
    Next, climb the rope rigging, staying to the left to avoid the Klinger 
    (unless you want to try for the Banana Token), and jump right to where 
    another Click-Clack waits to torment you.  Jump to the next set of rope 
    rigging, where you get the "O" before jumping to the left to land on the
    rigging to the left where two Banan Tokens and a Golden Feather lay.  Now jump
    back to the roping on the right, moving past the Klinger to jump to the
    next ledge (beware the Click-Clack that resides here).  
    
    Climb down the rope to win yourself a Banana Token, and then climb up to 
    the top, hit the Star Barrel, and then grab the Steel Rimmed Barrel.  Go 
    left till you see a bunch of Neeks charging you, and let the barrel fly at 
    them to wipe out the whole set of them.  Climb the rope rigging, and head 
    across the hand-over-hand section, and where you see a solo Banana, jump up
    to get a Blaster Barrel to shoot you to a beam with a Green Balloon waiting
    for you to grab it.  Drop back to the hand-over-hand rope, and go right till
    you hit the rope rigging, get by the Klinger, and jump to the next set of 
    rope rigging, and let the Klinger slide down the rope so you can go grab the 
    "N" he is guarding.
    
    Head up the rope, grab the Kannonball, walk left with Diddy, and your 
    enemies will be wiped out as you make your way to the Kannon.  Walk into the
    Kannon, and it will flash green, before launching you to Bonus Room #04! You
    must destroy all the Klingers in here with the various implements of death
    you find.  Once you get them all, grab the Kremkoin that appears below the
    middle rope.  You appear right by the Kannon, so climb upwards, go past the
    Klinger, use the hand-over-hand, and climb the next rope rigging to the top
    left where you will leap to the left to land on a beam.  Press the R Button
    to pick your partner up, and hold UP and then press the B Button to chuck
    them up to the Bonus Barrel.  This will gain you access to Bonus Room #05, 
    which requires you to climb up and down the rope rigging to collect every
    star.  Once you have done so, climb to the very top of the rope rigging, and
    jump over to the Kremkoin.  When you exit, you appear near 24 Bananas, and a
    Banana Token.  Go right, and jump the gap to get your DK Coin for this 
    level, and then fall down the Banana trail to hit the target, which will be
    a Red Balloon!
    
    
    ~~~~~~~~~~~~~~~~~~
    ~~ Cranky's Hut ~~
    ~~~~~~~~~~~~~~~~~~
    
    Go up to the Monkey Museum, and visit your old friend, Cranky Kong!  There
    are tips in here, some of which you have to pay for, as well as offering an 
    Expresso Racing Mini-Game (he will even spot you a Golden Feather to help
    strengthen the poor, malnourished bird)!  
    
    Enter Power-Up to build the Expresso's skills in the following areas:
    
    Speed   : Higher this is, the faster Expresso can run.
    Strength: Build this up to avoid getting shoved around by the opposition.  It
              also deals out punishment to those weaker in the same stat category.
    Boost   : Grab Birdseed from the track and press the R Button to send Expresso
              off full tilt.
    Flight  : The Golden Feather on the track can be collected to allow Expresso to 
              flap while he is jumping (using the A Button), extending the reach of
              his leap.
    
    
    =================
    Expresso Race #01
    =================
    
    The first course is by no means a killer, but you will be low on stats (most
    likely), meaning you will have to race smart and hit all the fast spots.  If you
    can not win, then return later with better stats.  It should be automatic in 
    this competition (and the following ones) to hold the B Button to make Expresso
    sprint the entire time.  
    
    Start off by running up to the boost spot, using that to vault out in front.  
    Jump up onto the ledge ahead, then use the boosts here to reach another ledge to
    hop up onto.  When you land below, hit the boost, stating on the top half of the
    screen, leaping onto the ledge there to hit a boost to fly forward once more, 
    boosting up the hill to come down the other side into a trio of boosts that lead
    to the finish line!  Now repeat the same patterns twice more and you will win
    yourself a DK Hero Coin!
    
    
    ~~~~~~~~~~~~~~~~~~~~~~
    ~~ Gangplank Galley ~~
    ~~~~~~~~~~~~~~~~~~~~~~
    
    Enemies       : Zinger, Kaboing, Klomp, Neek, Kruncha
    Bonus Rooms   : #06-07
    Animal Helpers: None
    Difficulty    : 2/10
    
    
    Immediately climb the barrel stack to find Bonus Room #06 waiting!  In this 
    Bonus Room, throw each chest at the Zinger, until the one with the Kremkoin 
    in it breaks open for you to grab it (be quick, you only get 10 seconds).  
    When you shoot out, climb back up the barrel stack, and roll jump to the 
    right.  If you fly far enough, you will grab a hook at the top of the 
    screen, so jump across the series of hooks till you get the DK Coin for this
    level!  You will see a DK Barrel floating in the sky, so bust it if you need
    your other Kong, and then roll through the two Kaboings to the Treasure 
    Chest.  Head right, and bust it on one of the Klomps for your Banana Bunch, 
    and then use the hook to grab the "K".
    
    Three Kaboings will attack next, and if you have lost a Kong, take the hook
    set up to the DK Barrel near the highest one.  Bust the Treasure Chest you
    find on the next Neek to win a Red Balloon, follow this by partner throwing
    (press the R Button, hold UP, and then press the B Button) to throw your 
    partner up into the Launcher Barrel to get on top of the high barrel stacks.
    Using the hooks, you will get a Banana Bunch, and the letter "O" before you
    jump back to the main deck.
    
    Grab the Treasure Chest, bust it on the Klomp below the Star Barrel to get a
    Banana Token, and then break the Star Barrel.  Roll through the Klomp, grab
    the DK Barrel, and use it to clear out the Kruncha guarding the "N".
    
    Go right, kill the two Neeks, and then use a Roll Jump into the gap (roll with
    B, then press A as you hug the wall on the left to jump into the hidden barrel
    there to shoot right through the Golden Feather to be shot up to a waiting 
    hook).  Use the hooks to cross the hole, and when you hit the Exclamation Point
    Barrel to become invincible!  Run to the right plowing through all of the 
    enemies (be sure to bust the first Treasure Chest you find to get the "G"), and
    climb the barrel stack with the Krunchas to find Bonus Room #07!  
    
    Find the Kremkoin here by jumping from hook to hook till you end up in the 
    top right corner (where the Kremkoin appears).  You return to land on a Kaboing,
    and then use the hooks to cross the pit on your right.  Keep going on the 
    hook till you can see the end of level target, and jump when it shows a
    Banana Bunch to net yourself a Red Balloon (be sure to go past the target for 
    three Banana Tokens)!
    
    
    ~~~~~~~~~~~~~~~~~~
    ~~ Kong College ~~
    ~~~~~~~~~~~~~~~~~~
    
    Visit the Kong Kollege, where you can be taught how to do special moves,
    what certain things do, and tips for the area guardian.  She will also have 
    some Homework for the Kongs, so head out into the world watching for enemies 
    with Cameras over their head, as their defeat will add them into a scrapbook, 
    which can also be filled out by going after loose Cameras within levels as 
    well.
    
    
    ~~~~~~~~~~~~~~~~~~~~~~
    ~~ Lockjaw's Locker ~~
    ~~~~~~~~~~~~~~~~~~~~~~
    
    Enemies       : Klomp, Flotsam, Lockjaw, Shuri
    Bonus Rooms   : #08
    Animal Helpers: Enguarde (two locations)
    Difficulty    : 2/10
    
    
    If you hold RIGHT as you fall, you will enter a secret path that gives you
    two Banana Tokens, as well as a Banana Bunch.  You get to kill three Klomps
    before you dive into the water to grab your "K".
    
    Move to the right, and the water level on the ship will rise greatly, so
    swim up through the opening, dodge the Flotsams, and hug the bottom till you
    see a Lockjaw.  Bait it out of the way, and then go through the narrow 
    opening to find Enguarde!  Go through the top right (false wall) to get a
    Banana Bunch, and when you can not go right any further, go straight up.
    Keep going right through the main compartment, and go through the false wall
    in the roof to find an 'R' formed out of Bananas.  Aim yourself at the wall
    with the solo Banana sitting by it, hold the R Button to charge Enguardes
    charge attack, and then release to bust the wall open for Bonus Room #08!  
    You must navigate a maze to find the Kremkoin, and the general rule is if 
    you are collecting Bananas, you are going to a dead end.  The quickest way
    through is to go up, left, up, right, up, right, up, and right to get there
    in plenty of time.  you reappear outside the entrance, so collect the 
    Bananas again, and then go back into the main channel.  Head right taking
    out the two Flotsams, and then the Lockjaw (after which you drop down to get
    the "O").
    
    Go up past the two Flotsams, moving along the wall on the right to find the
    Golden Feather in a hidden compartment, and then go left while the water level
    lowers till you reach the no Enguarde sign, which yields a Red Balloon.  Go 
    left through the water to bust the Star Barrel, and swim past the Flotsam, 
    hugging the right wall to find the "N" at the top.
    
    Swim to the left, where a Shuri will attack you, and when you reach the 
    portion where you can swim downwards, hug the right wall to find a small
    compartment that holds another Enguarde crate.  Go back to the left, killing
    the Lockjaw, and take the false wall path through the floor to get two 
    Banana Tokens, some Bananas, and you get to avoid some more enemies like
    Flotsam and Shuri.  Head upwards past the Flotsam and going up the left 
    wall, and then the ceiling, you will find a Lockjaw guarding the "G".
    
    From there, head right till you put the hurt on the two Shuris, and then you
    should charge up your R Button charge (hold R for a few seconds, and 
    release).  You will fly across the gap while the water is lowering, and this
    will get you to a secret location with the DK Coin!  Go right from there to
    the water, moving back to the left to follow a solo Banana through the wall
    to find a Flotsam hogging a Camera, so relieve it of the prize.  Now head
    back to the right to move past the no Enguarde sign, and then jump into the 
    Barrel Kannon which will move over the target, then away, then over the 
    target.  Shoot at the target when it has a prize you want (Red Balloon, 
    Banana Bunch, or a Banana Token).
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~ Swanky's Bonus Bonanza ~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Next up, we pay a visit to Swanky at his Bonus Bonanza.  In this place, you
    can play a trivia game, which is composed of him asking you questions based 
    on the area of the game you are in the game.  If you fail, you can pay to
    play again (see the Swanky Sub-section for details on how to get all the 
    questions right).
    
    
    ~~~~~~~~~~~~~~~~~~~~~
    ~~ Topsail Trouble ~~
    ~~~~~~~~~~~~~~~~~~~~~
    
    Enemies       : Neek, Kaboing, Click-Clack, Flitter, Kruncha
    Bonus Rooms   : #09-10
    Animal Helpers: Rattly
    Difficulty    : 2/10
    
    
    Immediately break open the Rattly crate to get Rattly, and head left to 
    tangle with two Neeks, grab the "K", and then bust a Kaboing before climbing
    to the next sail.
    
    Use your super jump (hold the R Button for a couple of seconds, and then
    release) from the wooden ledge to find a higher wooden ledge with a Red 
    Balloon on it.  Go back down to the beam, and make your way right past the
    three Click-Clacks that will be spread out on the sails.  Then climb the
    wooden steps to the next set of sails.  Use a super jump, and then you will
    see a Bonus Barrel, which will take you to Bonus Room #09!  Bust up all of 
    the Flitters here in under 15 seconds to get the Kremkoin.  Make your way
    across the sails, killing the Kaboings as you go.  when you reach the end,
    use a super jump to get onto the wooden steps to your left.  Jump to the
    next level, grab the "O", kill the Klomp, and then head up the wooden steps
    to kill a Kruncha.
    
    Then use the barrel to get to the next beam, jump to the wooden ledge, and 
    jump to get a Banana Token and a Banana Bunch.  Go right past the no Rattly 
    sign, collect your reward of a Banana Token, and then bust the Star Barrel.
    Now climb the rope rigging and hand-over-hand sections here avoiding the 
    Klingers and Zingers who are blocking your passage.  Once at the top, jump to
    the rightt to get a Banana Bunch and the Golden Feather for your troubles, 
    then return to the rope rigging, and head left.  Chuck the Crate at the Zinger
    below to get the Banana Token in the wide open for you to grab, but first
    fall to the hand-over-hand, and go right to the rope rigging which has the
    "N".
    
    Then go back up to the hand-over-hand, cross it, and climb the rope rigging
    to the hand-over-hand portion.  Now you will see two Flitters above you, 
    so go to the right of them, jump into the air, and a hook should appear for 
    you to hang on.  Then, use the two Flitters as stepping stones towards the 
    Bonus Barrel, which takes you to Bonus Room #10!  In this room, climb the 
    rope rigging, while avoiding the patrolling Flitters to get to the top
    before time expires (take your time, and you will easily get the Kremkoin).
    You appear back in the level above the Bonus Barrel, so drop back down to 
    the hand-over-hand rope, and go right.  Jump the two sets of Zingers, avoid
    the Klinger as you go up the rope rigging, and then jump the Zinger.  Climb
    the rope rigging, jump to the right to get the DK Coin, and then head across
    the hand-over-hand, jumping three Zingers as you go.  Head up the rope 
    rigging, jumping to the left to find an invisible hook, which can be used to 
    kill the Click-Clack above for the Camera, and then move across the 
    hand-over-hand to where a Zinger sits.  Jump the stationary Zinger, but jump 
    past the target, go right to find a Blue Balloon and a Crate.  Use a team 
    throw to get the Blue Balloon, use the Crate to bust the stationary Zinger up,
    and then go back on the hand-over-hand to jump down on the target to get your 
    end of level prize (aim for the "G" to get an extra man).
    
    
    ~~~~~~~~~~~~~~~~
    ~~ Funky Kong ~~
    ~~~~~~~~~~~~~~~~
    
    DO THIS RIGHT AWAY TO AVOID A POTENTIALLY NASTY GLITCH LATER ON!  IF YOU DO NOT
    DO IT RIGHT AWAY, YOU RISK GETTING STUCK IN A FUTURE LEVEL FOREVER!
    
    Visit Funky Kong next, and take up his challenge for his rental service (you
    should do this in every world).  This should be done because the challenge he
    lays out will (provided you complete it successfully) will allow Diddy and 
    Dixie to access the Gyrocopter for that world at any time by pressing START,
    then choosing it so they can fly to any world that they wish!  This is 
    especially useful if you are unable to get to the Kong Kollege in a world to 
    save, but you have successully finished a Funky Challenge.  You can fly to a 
    previous world to save there.
    
    ===========
    Aerial Loop
    ===========
    
    Goal: Fly through all 20 Rings and land on helipad.
    Time: 5:00 of fuel
    
    Fly to the right on a slowly ascending trajectory to pass through four rings,
    then fly stright up through two more.  Now fly left through four rings on a
    slight downward trajectory before turning upwards to pass through one ring.
    Now turn right and fly through six rings, starting downwards through the final
    three rings, signalling your Kongs to fly down and to the right to waiting
    helipad (land gently now!) to finish the challenge, snagging a DK Hero Coin!
    
    
    ~~~~~~~~~~~~~~~~~
    ~~ Krow's Nest ~~
    ~~~~~~~~~~~~~~~~~
    
    Number Of Hits: 4
    Attacks       : Drops eggs from her claws, Swoops down at you, Drop eggs from 
                    the nest
    Difficulty    : 2/10
    
    
    A large vulture in a pirate's hat named Krow will try to take you out here.
    She will start by grabbing an egg, and she will drop it to the deck, where 
    it will bounce at you.  Jump onto it to stop its momentum, and pick it up to
    throw back at Krow when she swoops down to get you.  You will have to do 
    that twice, and then Krow will become disoriented, and she will start to
    bump the nest releasing eggs randomly.  Once one lands on the deck, pick it
    up to throw at Krow.  Do this twice, and Krow will fall to the deck in 
    defeat (though the spirit of the bird will leave it's body).  Quickly use your
    team throw (if you have both Kongs still), and toss your partner above the 
    Krow's Nest for two Banana Tokens (you must be quick, or the Kremkoin will 
    cancel your attempt).
    
    
      /-X-X-X-X-X-X-X-X-\
     |Kremkoin Count: 11 |
      \-X-X-X-X-X-X-X-X-/
    
    
                             o--------------------------o
                             | 3.02: Crocodile Cauldron |
                             o--------------------------o
    
    
    ~~~~~~~~~~~~~~~~~~
    ~~ Hot-Head Hop ~~
    ~~~~~~~~~~~~~~~~~~
    
    Enemies       : Neek, Klobber, Klampon, Zinger, Kruncha
    Bonus Rooms   : #11-13
    Animal Helpers: Squitter
    Difficulty    : 2.5/10
    
    
    At the start, team throw up on top of the entrance to pick up a Treasure 
    Chest, and head right to break it on a Neek for a Green Balloon.  Pick up the
    regular Treasure Chest, and throw it at the Klobber to get your "K" before 
    using the crocodile heads to jump to the next ledge.  Pick up the DK Barrel, 
    throw it at the Klobber on the right, take its barrel while you head right 
    over the crocodile heads (including the brown one which launches you through
    the air) to the next ledge.
    
    Throw your barrel at the Klobber to send it back into its barrel, and then 
    use the Treasure Chest to kill it to get a Golden Feather.  Use the sets of
    crocodile heads to launch yourself across the lava fields, and when you see
    the DK Barrel, use it on the lower Klampon, followed by using the Treasure
    Chest on the higher one.  Jump up to claim the Kannonball, and then jump up
    to get your "O".
    
    Head right across the two sets of crocodile heads and land with Klampons 
    till you come to the Kannon (which requires you to jump in with the 
    Kannonball).  This will blast you into Bonus Room #11!  In this Bonus Room,
    use the crocodile heads to bounce across the lava field, collecting every
    star.  Go to the right side to collect your Kremkoin.  You return through
    the Star Barrel, and then take the crocodile head bounce to the next ledge.
    
    Bust the DK Barrel, and then go crack the Squitter crate to get your spider
    buddy Squitter.  You will see a Banana formation of a 'B', but we are going 
    to use the R Button to form a web platform, get into it, do it again, and keep
    climbing till you find the DK Coin hovering over said Bananas.  Head off to 
    the right again, using the B Button to waste all the Neeks, and again make web
    platforms to grab the Banana Token hovering above the Bananas forming the 'R'.
    Jump to the "N", and use the crocodile head to launch to the next ledge.
    
    Clear the three Klampons out as you climb, and then clear the Zinger out
    before you make your way across the lava via crocodile heads of course.  Now
    you will see two Bananas, and two more Bananas a little higher and to the 
    right.  This is your clue to start making web platforms following the path
    laid down by the Bananas, but first move right to shoot the Klobber to get the
    Camera he possesses.  This will take you to a Bonus Barrel, which is Bonus 
    Room #12!  This is a vertical room that requires you to use your web platforms
    to get to the Kremkoin at the top of the room.  You land on a platform with a 
    Kruncha, so wipe him out, and use your web platform to get the "G", and then 
    the Banana trove above it.
    
    Jump into the Launcher Barrel, and you will land on a platform with two
    Klampons for you to kill.  Next, use your web platforms to reach the Bonus
    Barrel to enter Bonus Room #13!  In this room, follow the Bananas over the
    lava pit with your web platform till you find the ledge on the right that
    houses the Kremkoin.  You land to get the honour of wrecking the two 
    Klampons once more, and then head right past the no Squitter sign, which 
    will reward you with a Red Balloon.  Use the crocodile head to launch 
    yourself high enough to get the end of level prize!
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~ Swanky's Bonus Bonanza ~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Next up, we pay a visit to Swanky at his Bonus Bonanza.  In this place, you
    can play a trivia game, which is composed of him asking you questions based 
    on the area of the game you are in the game.  If you fail, you can pay to
    play again (see the Swanky Sub-section for details on how to get all the 
    questions right).
    
    
    ~~~~~~~~~~~~~~~~~~~~
    ~~ Kannon's Klaim ~~
    ~~~~~~~~~~~~~~~~~~~~
    
    Enemies       : Neek, Kannon, Kruncha, Flitter, Klomp, Necky
    Bonus Rooms   : #14-16
    Animal Helpers: None
    Difficulty    : 4/10
    
    
    Kill the two Neeks, and then use Dixie's helicopter jump (hold the B Button
    while in the air) out over the pit to the right.  You will land in a Bonus
    Barrel, which takes you to Bonus Room #14!  In this room, head right to use
    a roll jump out over the pit, and you will land on a ledge with the DK Coin!
    jump into the barrel as Dixie, run left to where you jump into the Dixie
    Barrel, jump up the platforms where you jump into the barrel as Dixie, tag
    Diddy in, jump into the barrel as Diddy, tag Dixie in, jump into the barrel
    as Dixie, and then run right to claim your Kremkoin!
    
    You will blat out to end up on the higher ledge, so jump to the hook, and 
    jump down between Kannon's shots before you start to use the Arrow Barrels.
    You land by two TNT Barrels, so use one on the Neek, and the second on a 
    Kruncha.  Now here is a special shortcut for you: roll jump to the bucket 
    hanging underneath the floor, and you will be launched to a room with a 
    Banana '!', and then after that you go to the finish for the level!
    Following the regular route of the level, use the Arrow Barrels to first get
    the "K", and then to land on the Klomps platform (bouncing the Klomps as you
    do so).
    
    Take the Launcher Barrel, bounce off of one of Kannons barrels if you need
    your partner Kong back, and bounce off of Kannon to the Arrow Barrel.  Shoot
    to the next Arrow Barrel, and then go right, timing your jump so you miss 
    the Zinger while you bounce off of the Flitter.  you will land in a Launcher
    Barrel set, which will give you some Bananas as well as a Banana Token 
    before throwing you to the Arrow Barrel you were last in.  Go left using the
    Arrow barrels and the Flitter to reach the Launcher Barrel, which puts you
    on a platform with a TNT Barrel.  Go right (ignore the TNT Barrel), and 
    bounce off of one of the barrels from Kannon to reach the "O" floating high
    over the two platforms.
    
    Now use the TNT Barrel on Kannon, then kill the Klomp, and then go to the
    next platform to wipe Kannon out before you head up in the Arrow Barrel.
    Bust the Star Barrel, whack the Zinger with the DK Barrel, and head across
    the Arrow Barrel set dodging the Zingers as you go.  Use the TNT Barrel on
    the Zinger after you jump on the diving Necky, and then use Dixie's 
    helicopter spin to get a Banana Token before launching to the next ledge.
    Go to the left side of the ledge, team up, jump off the ledge, and use your
    team throw to enter the Bonus Barrel to get to Bonus Room #15!  Follow the
    path of the Arrow Barrels to reach the top of the vertical room to get your
    Kremkoin reward.  You land back on the ledge you leapt from, so get rid of
    the two Neckies, and proceed right to jump in the Arrow Barrel when the
    Zinger is not blocking your path.  You land in another Arrow Barrel, and
    you must launch yourself left past a horizontally patrolling Zinger (go when
    it is in the lower half of its downward path).  Grab the TNT Barrel, and 
    throw it at Kannon before you go up the next set of Arrow Barrels (once 
    again timing your advancement with the Zingers locations).  On your next
    platform, kill the Necky, roll jump to the Diddy Barrel, and collect the "N"
    while zipping around (if you have Diddy) collecting Bananas as well as a
    Banana Token.  
    
    Go left across the Arrow Barrels, past the one Zinger, and when you reach 
    the next ledge, take a leap of faith at the solo Banana.  You should bounce 
    off of a flying barrel, so bounce right off of Kannon (to thank him for his 
    help you will also snage the Camera he possesses), and into the Bonus Barrel 
    to get into Bonus Room #16!  Bounce your way across the pit on the back of the
    Flitters to find the Kremkoin on the right.  You will bounce off of two 
    Neckies on your return, then grab the Treasure Chest to bust on the next Necky
    to get the "G".  Jump right, dispatch the Necky, and then use the last Necky 
    in the level to bounce up high enough to grab the Golden Feather and to win 
    your end of level prize!
    
    
    ~~~~~~~~~~~~~~~~
    ~~ Funky Kong ~~
    ~~~~~~~~~~~~~~~~
    
    Visit Funky Kong next, and take up his challenge for his rental service (you
    should do this in every world).  This should be done because the challenge he
    lays out will (provided you complete it successfully) will allow Diddy and 
    Dixie to access the Gyrocopter for that world at any time by pressing START,
    then choosing it so they can fly to any world that they wish!  This is 
    especially useful if you are unable to get to the Kong Kollege in a world to 
    save, but you have successully finished a Funky Challenge.  You can fly to a 
    previous world to save there.
    
    R Button: locks the position you face.
    L Button: Faces the copter forward.
    SELECT  : deploys winch to grab Treasure Chest.
    
    ===============
    Submerged Stint
    ===============
    
    Take the treasure chest to the second landing zone, but you will need to go
    through water to get there.  Keep an eye on your air meter at all times, 
    remembering to make a break for it if you are going to drown.  Also be on the 
    lookout for ammunition as you will be forced to blast any blockades that exist
    to confound your efforts.
    
    Go left to winch the Treasure Chest, then head right past the opening to grab 
    the ammunition.  Now head down the hole, turning left to grab the two ammo 
    boxes along the bottom of the area, then fly through the curvy portion ahead 
    (which is lined with spiders to avoid as they shoot webbing) to shoot the crate
    blocking your path (it will appear as a slightly darker crate than the rest).
    
    head down into the water (grabbing the ammo carefully as you go) to grab a
    stopwatch to add more time to the clock, a bubble from the air below to get a
    60 second air supply, and then go right to shoot a couple Puftup out of the 
    way.  More clocks and ammo await, then cut down to a new air supply to refill
    at.  Now continue to the right, shooting more Puftups from your path, finding a
    shaft leading downward (look for an air refill on the right side of the area).
    
    Once you reach bottom, head right, shooting the blockade out of the way, 
    followed by killing two Shuris en route to another tight passage leading 
    downwards.  Contiunue right, killing Puftups to find two stopwatches, then 
    backtrack to the right a bit to go up through a passage to another Puftup that
    guards an air supply.  Now fly up to exit the water, then quickly fly up past 
    the spidrs to find Funky Kong to drop the Chest off at as you slowly and 
    gracefully land to obtai yourself the DK Hero Coin!
    
    
    ~~~~~~~~~~~~~~~~~
    ~~ Lava Lagoon ~~
    ~~~~~~~~~~~~~~~~~
    
    Enemies       : Neek, Klampon, Flotsam, Lockjaw, Click-Clack
    Bonus Rooms   : #17
    Animal Helpers: Clapper, Enguarde
    Difficulty    : 2.5/10
    
    
    In this level, you must use your animal helper Clapper to get the water
    cooled down so you can swim in it.  Never enter that water when it is bright
    red (or your Kong will feel the "heat"!).
    
    Cool the water with Clapper, swim through the area for 14 Bananas total, and
    jump to the stack of crates.  Kill the Klampon, cool the water, and swim
    right past the Flotsam to where you jump back to the ledge.  Take out the
    Klampon, give Clapper a bump, and head down the left side to get the "K".
    
    Now head right past the two Flotsam to land in the Arrow Barrel, and hold
    left as you fly to get yourself a Banana Token.  Go left, hit Clapper, go
    into the water, stay close to the top so you can grab the "O" before making
    your way to the end of this water section, where you can bust the Star 
    Barrel.
    
    A Kaboing blocks your path, so wipe him out before continuing left to get
    Clappers help in cooling the water.  go down to the bottom, and go through
    the false wall on the right to find Enguarde.  Head left, plowing through
    the Puftups, and go up till you can go no higher, where you must dismount
    Enguarde (press the L Button) to go up and hit Clapper, causing the water to
    cool, and to rise.  Now, go up the left wall, passing through a false cieling
    to find some Bananas and a Banana Token, making sure to kill the Lockjaw in 
    the compartment above to get the Camera it possesses.  Now go up through the 
    narrow passage with the Lockjaws, and be sure to snag the "N" along the roof 
    before you get to dry land.  
    
    Go past the no Enguarde sign, grab the Steel Rimmed Barrel, and fall back one
    ledge to bust open the wall to find Bonus Room #17!  Use Enguarde on the
    Puftups, and Flotsams to win your Kremkoin.  Go right when you return, and
    roll attack the Click-Clacks before you get to cool the water for another
    swim.  Run the gauntlet of the Puftups (making sure to cut up just to the right
    of the fourth one to go through the false wall to grab the Gold Feather), and 
    go to the bottom right corner of the narrow vertical passage to find the "G" 
    before you get to the ledge with the Clapper.
    
    Hit the Clapper, swim through the false floor below you, and get the 
    Exclamation Mark Barrel to become invincible, and swim right then up 
    following the Banana trail to a Launcher Barrel (grabbing the DK Coin as you 
    go).  Quickly swim up to the top of the water, jump out, rid yourself of the 
    Klobber, and then jump into the Cannon Barrel to get the end of level prize!
    
    
    ~~~~~~~~~~~~~~~~~~
    ~~ Kong College ~~
    ~~~~~~~~~~~~~~~~~~
    
    Visit the Kong Kollege, where you can be taught how to do special moves,
    what certain things do, and tips for the area guardian.  She will also have 
    some Homework for the Kongs, so head out into the world watching for enemies 
    with Cameras over their head, as their defeat will add them into a scrapbook, 
    which can also be filled out by going after loose Cameras within levels as 
    well.
    
    
    ~~~~~~~~~~~~~~~~~~
    ~~ Red-Hot Ride ~~
    ~~~~~~~~~~~~~~~~~~
    
    Enemies       : Klomp, Klobber, Flitter, Kruncha, Zinger, Click-Clack, Neek
    Bonus Rooms   : #18-19
    Animal Helpers: Rambi
    Difficulty    : 5.5/10
    
    
    Team throw above the entrance to win yourself two Banana Tokens (they are
    invisible), and then face a Klobber.  Jump to the hot air balloon, and push
    off the steam vent to go right across the lava field.  Use the barrel you
    brought along on the Kruncha, jump to the hot air balloon, and get the "K"
    before going to the right to the next ledge.
    
    Us the team throw to bust the Rambi crate from below, then throw yourself up
    to the ledge to get Rambi.  Head right to the hot air balloon (plowing the
    Klobbers as you go), and plow through the Zingers as you collect Bananas,
    Banana Tokens, and the "O" (oh my!).
    
    Jump to the Kruncha hot air balloon to get another Banana Token, and then go
    right to the land, where you will use Rambi's super charge to bust the wall
    to reveal Bonus Room #18!  Run to the right destroying all of the Klomps and
    Flitters to get your Kremkoin.  You come down to the level right by the no
    Rambi sign, which will reward you with a Banana Bunch.  Knock over the 
    Click-Clack, then grab it, jump the gap, and throw it at the Kruncha for the
    Camera he possessbefore hitting the Star Barrel.  Now get on the hot air 
    balloon, and ride it to the Bonus Barrel on the left to get to Bonus Room #19!
    Use the hot air balloon and the steam vents to get all the stars here to cause
    the Kremkoin to appear on the right ledge.
    
    You come back beside the Star Barrel, so head right onto the hot air 
    balloon, pick up the DK Barrel, and head right past the Zinger to the next
    steam vent.  Stop on it for about a second, then go right between the 
    Flitters to reach the next steam vent with your barrel still intact.  Now 
    you must jump straight up and toss it at the top Zinger so you can get the
    "N", and more importantly, the DK Coin!
    
    Head right to jump onto the hot air balloon that has a Neek guarding a TNT
    Barrel, grab the barrel, and go right to the next steam vent where you will
    throw the TNT Barrel to clear the Zingers off of the Banana Token.  Use the
    next steam vent to gain height, and then push off to make a jump for the
    landform where you get to jump on a Klobber.  Pick up the barrel, throw it
    at the Neek, jump to the hot air balloon, and go right to bounce off of a
    Flitter to the waiting hot air balloon.  Wait for the Zinger to go lower
    then you before you disembark top the right, where you bounce off of a 
    Flitter to get to a hot air balloon, which you move right so you can jump on
    a Neek, and take its hot air balloon.  Get onto the steam vent, move right,
    ride to the top of the next steam vent, and then time your moving between
    the two Zingers to the next steam vent where the Golden Feather sits waiting to
    be snagged up.  Grab the "G", and then fall almost the whole way down to the 
    lava before you start across the steam vents (this is so we can undercut the 
    Zingers waiting above).
    
    Once you have risen to the top of the next steam vent, head right to jump 
    onto the end of level target for your prize.
    
    
    ~~~~~~~~~~~~~~~~~~
    ~~ Cranky's Hut ~~
    ~~~~~~~~~~~~~~~~~~
    
    Go up to the Monkey Museum, and visit your old friend, Cranky Kong!  There
    are tips in here, some of which you have to pay for, as well as offering an 
    Expresso Racing Mini-Game!  
    
    Enter Power-Up to build the Expresso's skills in the following areas:
    
    Speed   : Higher this is, the faster Expresso can run.
    Strength: Build this up to avoid getting shoved around by the opposition.  It
              also deals out punishment to those weaker in the same stat category.
    Boost   : Grab Birdseed from the track and press the R Button to send Expresso
              off full tilt.
    Flight  : The Golden Feather on the track can be collected to allow Expresso to 
              flap while he is jumping (using the A Button), extending the reach of
              his leap.
    
    
    =================
    Expresso Race #02
    =================
    
    Start low to get by the pond, cutting up to hit the boost spot, and then go 
    high to by pass a pond, cutting on a downard angle to use the small strip of 
    land between the first pond and the second pond (which is located on the higher
    portion of the track).  Cut up to find a boost spot, moving down as you speed
    off to avoid a pond, and then go up to bypass yet another pond.  Go by one more
    pond, jump to the next ledge to use the boost, jumping the next two cliffs to
    to move high past a pond to see a boost that leads over the fnish line!  Repeat
    your efforts for two more laps to win a DK Hero Coin!
    
    
    ~~~~~~~~~~~~~~~~~~~~
    ~~ Squawk's Shaft ~~
    ~~~~~~~~~~~~~~~~~~~~
    
    Enemies       : Krook, Klomps, Zinger, Kannon
    Bonus Rooms   : #20-22
    Animal Helpers: Squawks
    Difficulty    : 3.5/10
    
    
    At the start, pick up the Treasure Chest, throw it at the Krook to get the 
    "K", and then use your roll jump to get the Banana Token.  If you roll jump
    far enough out over the pit, you will find a shortcut to the end of level
    target.
    
    A Klomp will come after you, and then you will use the Cannon Barrel and 
    wooden ledges to get to the next platform.  Bust the DK Barrel, roll attack
    the three Klomps, and then go left to where you will kill two Krooks before
    you use the Cannon Barrel to launch yourself to the wooden steps.  Jump up
    when the three Klomps are on the left, roll through them out off the ledge
    (grabbing a Camera in the process), and jump to reach a series of Cannon 
    Barrels you must use to reach a Bonus Barrel while not hitting the Zingers 
    (this will be Bonus Room #20).  Throw each Treasure Chest at the red Zinger 
    till you find the one that has the Kremkoin contained within it before time
    expires.
    
    You return below the three Klomps, so let them go left, and jump up, 
    followed by a leap into the Cannon Barrel.  Shoot your way up to the next 
    ledge, jump to the next ledge, then jump to the ledge on the left where a 
    Dixie only barrel will get you two Banana Tokens, as well as some Bananas.  
    Bait the lower Krook into chucking its hook at you, roll attack through it, 
    grab the Treasure Chest, and bust it on the Krook above for a Red Balloon.
    Now go left to a platform with a Dixie Barrel above it, at which point 
    throwing her into the barrel will result in some Bananas, Banana Tokens, and
    a Golden Feather!  Shoot up the three Cannon Barrels, take out the Klampons, 
    and go through the next Cannon Barrel set.  Hit the Star Barrel, and go to 
    the left edge of the platform, where you will team up, jump off, and throw 
    your partner to the Launcher Barrel to get sent to Bonus Room #21, via a 
    Bonus Barrel!  This is a Cannon Barrel set requiring you to launch yourself 
    up to the top right to get the Kremkoin.  For the quickest route up, shoot 
    up four times in a row, the  shoot up-right to get the Kremkoin.
    
    You land back at the Star Barrel, so head right to get into a Cannon Barrel
    set.  Once you get up to the platform, kill the Krook, collect the "O", and
    then bust Squawks out of its container.  touch Squawks to get picked up, and
    when you go up the shaft, practice shooting your coconuts from your mouth at
    the stationary Zingers.  Bait the Krook into chucking his hook, take him 
    out, go through the Zinger blockade, grab the "N", and then take out the 
    next three Krooks.  
    
    Fly up the middle between the Neckies, and then bait the Krooks into 
    throwing, which will have you kill the right one to take the secret passage
    it is guarding.  Fly up to the Bonus Barrel to enter Bonus Room #22!  Use
    Squawks to clear out the Zingers in this room to get your Kremkoin.  You 
    will return to the level right through the DK Coin, and you have to return
    to the shaft through the same passage.  Head up past the two Neckies, go to
    the right, go up, and shoot the Kannon through the floor to get by him.  Go
    by the red Zinger blockade, and then run past the three Neckies to get to the
    no Squawks sign to receive a Banana Bunch as a prize.  Next, jump into the
    Cannon Barrel, and time your shot so your prize off of the target will be 
    the "G".
    
    
    ~~~~~~~~~~~~~~~~~~~~
    ~~ Kleever's Kiln ~~
    ~~~~~~~~~~~~~~~~~~~~
    
    Number Of Hits: 6
    Attacks       : Throws fireballs, Tries to slice you, Tries to stab you
    Difficulty    : 4.5/10
    
    
    Kleever will pop out of the lava, with a lava hand holding him aloft as he
    hurls three fireballs at you, followed by a Kannonball falling from the 
    ceiling (use it to hurt Kleever).  Hooks will fall from the ceiling, and you
    should immediately start across the lava pit while you get chased by 
    numerous fireballs.  On the other side, a Kannonball awaits you, so pick it 
    up, and hurl it Kleever, once again causing those hooks to fall.  Go across
    again, pick up the Kannonball, and let Kleever have it.  You did it! Kleever
    has been melted down, and you are onto wor... wait, he popped back out!  Now
    you must stand still, and wait for him to line up his stab, and when he 
    comes at you, hop him , and take the hooks across the lava to find another
    Kannonball waiting, so pick it up, and use it on Kleever.  He will go crazy,
    trying to slice you repeatedly, so go onto the hooks, jumping higher as you
    go, and then jump off the far side to find a Kannonball to use on Kleever
    when he returns to his calmer, floating self.  Now cross once more in the
    same manner as last time, and use the Kannonball on him to cause him to 
    explode down to his bones!
    
    
     /-X-X-X-X-X-X-X-X-\
    |Kremkoin Count: 24 |
     \-X-X-X-X-X-X-X-X-/
    
    
                                 o-----------------o
                                 | 3.03: Krem Quay |
                                 o-----------------o
    
    
    ~~~~~~~~~~~~~~~~~~
    ~~ Barrel Bayou ~~
    ~~~~~~~~~~~~~~~~~~
    
    Enemies       : Neek, Klomp, Flitter, Kloak, Zinger, Klobber, Click-Clack
    Bonus Rooms   : #23-24
    Animal Helpers: Rambi
    Difficulty    : 3/10
    
    
    Pick up the Steel Rimmed Barrel, throw it, follow it as it plows the three
    Neeks.  Jump into the Directional Barrel, and shoot straight up to collect
    the "K" before you go right to clear the Klomp before jumping to the leaf
    floating in the water.
    
    Jump over the gap (possibly using the Flitter for distance), and then you
    come to a Kloak.  Wait for the Kloak to throw a Banana Bunch, and then move 
    right to where a Zinger is hovering.  Using Dixie, use her helicopter spin
    as you hop the Zinger, land on the Korckhead (it rises and submerges), which
    also grabs the Camera contained within the single Banana, and then jump to 
    the platform that you can get Rambi from his crate.  Go into the Directional 
    Barrel, aim right, and plow the Zinger as you land on dry land.  Go right 
    wiping out all enemies till you get to the next edge, where you will be 
    required to jump off Rambi, roll jump to get the "O", and then get back on 
    Rambi to get into the Directional Barrel.
    
    Aim right, aim right, aim up, aim right (shooting through the Golden Feather as
    you go), and aim right while holding RIGHT to get a Banana Token (if you have 
    Rambi only).  Now you should head right  while busting any enemies up that are
    in your way, and go through the Directional Barrels by aiming right, aiming 
    up-right, and aiming down to get to the Star Barrel.  Now jump to the right, 
    plow your way through the Neeks and Zingers, and then collect the DK Coin as 
    your reward for getting Rambi to the no Rambi sign.  Now you will wait as the 
    Kloak tosses barrels, and follow him as he heads left, where he will toss a 
    Treasure Chest.  Bust it on the Kloak (he swoops down to oblige you), and 
    then take the Kannonball with you as you jump into the Kannon just to the 
    left.  This will get you into Bonus Room #23!  Use the Kannonball in this room
    to bust the two Flitters and the one Zinger up to get your Kremkoin.
    
    You land on a DK Barrel, so head right to the Arrow Barrels, where if you
    hold right, you will land in the one you need to land in.  On the next 
    landform, take care of the Click-Clacks thrown by the Kloaks, as you wait 
    for the second one to move out of the way so you can grab the "N".
    
    Next, jump into the Arrow Barrel, and hold right to shoot your way through
    the whole set of them to get to the land island with the two Klobbers on it.
    Use one of the Klobbers on the Zinger to get a Banana Token, and then wait
    for the Kloak to move out of the way before you jump to the barrel in the 
    swamp.  Then jump to the next landform, and use the Arrow Barrel following
    that to get across the stretch of pond (be sure to get the "G" as you go).
      
    When you hit the next land section, bounce off of a barrel supplied by Kloak
    so you can reach the Bonus Barrel to get to Bonus Room #24!  Shoot your way
    along the Directional Barrels to get to the right where the Kremkoin sits.
    You land in a Directional Barrel patrolled by a Zinger, so aim downwards, 
    and press the B Button to shoot when you see a prize on the flagpole you
    think you want.
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~
    ~~ Glimmer's Galleon ~~
    ~~~~~~~~~~~~~~~~~~~~~~~
    
    Enemies       : Flotsam, Shuri, Lockjaw, Puftup, Spiny
    Bonus Rooms   : #25-26
    Animal Helpers: Glimmer
    Difficulty    : 4/10
    
    
    Right at the start, swim upwards to follow a Banana trail into Bonus Room 
    #25!  Swim through the passage to get to the Kremkoin, and there are no side 
    passageways to confuse you either.  You come out the way you entered, and 
    you are to head through the false wall above the Bonus Room entrance, to 
    find a Banana filled room.  When you finish there, go through the top right 
    roof (which is a false ceiling) to get your DK Coin!  Backtrack to the Bonus
    Room compartment, and head through the top left (which is a false ceiling as 
    well), to get even more Bananas and Banana Tokens.  Now you are ready to go
    down to where you started, and proceed with the rest of the level.
    
    Follow the Banana trail, and after a little bit, Glimmer will join you to
    light up your way.  Make your way past the Lockjaws and Flotsams as you go,
    making sure to stick to the roof to get the "K" which is hidden in a little
    alcove up there.
    
    Go right till you hit a wall, and head up while being wary of the Lockjaws.
    Go left through a false wall in the first mini-compartment without a Lockjaw 
    to find Banana Tokens and a Camera, then backtrack to the previous vertical
    shaft.  When you reach the horizontal compartment, swim up to the top right 
    to grab the "O" from its little alcove.
    
    Swim to the left past the Flotsams, and then bait the Puftups into blowing
    up (while being sure their spikes do not hit you).   Swim down and then to
    the left while dodging the Flotsam/Lockjaw combos, and bust up the Star
    Barrel.  Head to the bottom, bust the DK Barrel, and swim past the attacking
    Shuri.  Go up to the next compartment where a Puftup will blow up, so head
    right following this past the Shuri, pushing against the wall on the right to
    find an invisible Exclamation Point Barrel, rendering the Kongs invincible.  
    Then you face a Lockjaw, followed by a Shuri flurry (I made a rhyme), of two 
    of them (one of which has a Camera, so blast into it with your invincible).  
    Head upwards as you work past the Lockjaw (making sure to get the "N" he is 
    guarding so well)and bust the DK Barrel on your way to another Lockjaw 
    confrontation.  
    
    Next, you get to match wits with three Shuris before you can go past a 
    Flotsam, and then swim straight up the wall on the left to find the Golden
    Feather waiting at the cieling in another compartment of Shuris.  Next, wait 
    for the Puftup to blow, go down the gap just in front of him, bait the Lockjaw
    out of the way, and go down the gap he guards to find Bonus Room #26!  you are
    given lots of time to navigate a maze of corridors here, and the general rule 
    that applies is if you see Bananas ahead of you, it is a dead end.  You return
    back at the entrance to the Bonus Room, so head back up and to the right,
    dodging the Flotsam as you head to the roof.  you will find a Banana Token,
    and the "G" guarded by Lockjaws.  Now head right through a room with Puftups
    on the bottom, and take the narrow passage on the right to go up to an Arrow
    Barrel.  This will land you on a ship deck, where a Spiny walks back and 
    forth over the target. Roll through his front to kill him, and then jump off
    of the barrel to get a prize for ending the level.
    
    
    ~~~~~~~~~~~~~~~~~~
    ~~ Kong College ~~
    ~~~~~~~~~~~~~~~~~~
    
    Visit the Kong Kollege, where you can be taught how to do special moves,
    what certain things do, and tips for the area guardian.  She will also have 
    some Homework for the Kongs, so head out into the world watching for enemies 
    with Cameras over their head, as their defeat will add them into a scrapbook, 
    which can also be filled out by going after loose Cameras within levels as 
    well.
    
    
    ~~~~~~~~~~~~~~~~
    ~~ Funky Kong ~~
    ~~~~~~~~~~~~~~~~
    
    Visit Funky Kong next, and take up his challenge for his rental service (you
    should do this in every world).  This should be done because the challenge he
    lays out will (provided you complete it successfully) will allow Diddy and 
    Dixie to access the Gyrocopter for that world at any time by pressing START,
    then choosing it so they can fly to any world that they wish!  This is 
    especially useful if you are unable to get to the Kong Kollege in a world to 
    save, but you have successully finished a Funky Challenge.  You can fly to a 
    previous world to save there.
    
    =============
    Kongstruction
    =============
    
    You will need to rebuild the DK Statue by winching each piece that is missing
    (the legs, the torso, the head, and the two arms) while fending off the 
    Flitters (who can grab the pieces and move them around).
    
    Start off by flying upwards to grab the Legs, then descend again, turning right
    to fly to the pedestal in the center of the arena to drop them on top.  Now 
    head for the bottom right corner to snag the Troso, followed by retracing your
    flight path to the pedestal. Now head up into the top right area, dragging both
    arms back one at a time.  This is the point where you will need to hunt down
    any Flitters who have dared to grab statue pieces, bringing those pieces back,
    and then you should head for the bottom right area to grab the Head, putting it
    on top of the other pieces to complete the statue, then head down to land on
    the helipad gently, finishing off the challenge to snag the DK Hero Coin for 
    your efforts!
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~
    ~~ Krockhead Klamber ~~
    ~~~~~~~~~~~~~~~~~~~~~~~
    
    Enemies       : Zinger, Kutlass, Flitters, Klinger
    Bonus Rooms   : #27
    Animal Helpers: Squitter
    Difficulty    : 5/10
    
    
    Go right, bait the Kutlass into sticking his swords into the ground, bounce
    him, and then take the DK Barrel back to the left to use on a Zinger so you
    can get past their blockade.  Bust the Treasure Chest on a Zinger for a Red
    Balloon, use a roll jump along the Banana trail, use your team throw to get
    past the two walls of Zingers, and hit all four with the Treasure Chest to
    get the DK Coin contained within,  and then take the Launcher Barrel back to
    where you started.
    
    Head right across the reeds, the Flitters, and anything else that you can 
    use till you get to a reed where you bounce off of a Flitter to get the "K"
    before landing on the next reed.
    
    Bounce off of the two Kaboings to land on a reed, and then use the Flitters
    as steps to the next reed (get the Banana Token at the start if you like).
    Jump to the DK Barrel, pick it up, and jump to the barrel where a Kaboing
    will land to get wiped out by the DK Barrel.  Next you head right across a
    Flitters back to a leaf, followed by a reed to Flitter bounce (with a Zinger 
    circling it) to the next reed.  On this reed, wait for the krocodile head to
    pop up, jump down to get the "O", and then jump to the following reed.
    
    You get to do two bounce off the Flitter (being guarded by a Zinger) to the
    next reed, and then you get to jump to the Star Barrel while the krocodile
    head below it is up so you can quickly hop to the right to the Arrow Barrel.
    Use the team throw to follow the Banana arrow to Bonus Room #27!  Use 
    Squitter to wipe the four Zingers out in under fifteen seconds to get your
    Kremkoin.  You come out to trade your Squitter for a Red Balloon when you 
    exit (keep entering the Bonus Room and exiting with a new Squitter for a 
    great stock lives building technique), and head right past the Kutlass to 
    find a Krockhead Barrel.  Hit the barrel, jump across the two krocs, and 
    jump across the reeds to get to the next Krockhead Barrel (guarded by a 
    Zinger), which has the Golden Feather resting above it.  Head across the set 
    of four krocs to the reed, time your jump to  the leaf past the Zinger, and 
    grab the crate to wipe the Klinger out before you jump to his Reed.  Jump 
    from the top to hit the Krock Barrel, and high tail it across the set of 
    krocs, using the Flitters to bounce to the next in line (grab the "N" as you 
    go).
    
    Jump onto the Klinger before grabbing the reed, then jump across to the
    next reed when that Klinger is low on the reed before you jump to it, and
    immediately jump across the Flitter line to the next reed (busting out a 
    Camera from the fourth Flitter in the combo).  Jump to the next reed, hop off
    to kill the Klinger, and then jump over to the Krockhead Barrel to get your 
    kroc stepping stones out (head right past the Zingers).  The brown kroc will 
    launch you to the Krockhead Barrel, use those krocs to get to the next reed, 
    where you head right to the last reed.  Time your jump at the target to get 
    the "G", and to avoid the Zinger patrolling the area.
    
    
    ~~~~~~~~~~~~~~~~~~
    ~~ Cranky's Hut ~~
    ~~~~~~~~~~~~~~~~~~
    
    Go up to the Monkey Museum, and visit your old friend, Cranky Kong!  There
    are tips in here, some of which you have to pay for, as well as offering an 
    Expresso Racing Mini-Game (he will even spot you a Golden Feather to help
    strengthen the poor, malnourished bird)!  
    
    Enter Power-Up to build the Expresso's skills in the following areas:
    
    Speed   : Higher this is, the faster Expresso can run.
    Strength: Build this up to avoid getting shoved around by the opposition.  It
              also deals out punishment to those weaker in the same stat category.
    Boost   : Grab Birdseed from the track and press the R Button to send Expresso
              off full tilt.
    Flight  : The Golden Feather on the track can be collected to allow Expresso to 
              flap while he is jumping (using the A Button), extending the reach of
              his leap.
    
    
    =================
    Expresso Race #03
    =================
    
    Grab the high boost spot, then vut under the green pond before cutting back up 
    to hit the next boost spot.  Next are two sets of high ledges that need to be
    jumped to, both of which have a boost spot, and then Expresso will face an 
    uphill run to yet another boost.  One more uphill awaits, leading down into a
    course wide green pond (try to have a feather on hand to flap with to get by
    this spot), which then leads into the finish line!  Repeat your efforts for 
    two more laps to win a DK Hero Coin!
    
    
    ~~~~~~~~~~~~~~~~~~~
    ~~ Rattle Battle ~~
    ~~~~~~~~~~~~~~~~~~~
    
    Enemies       : Kannon, Zinger, Kaboing, Flitter
    Bonus Rooms   : #28-30
    Animal Helpers: Rattly
    Difficulty    : 4.5/10
    
    
    At the start, throw your team mate to the left of the solo Banana to get up 
    to a ledge where you team throw to a Bonus Barrel to get to Bonus Room #28!
    You just need to  roll jump across from barrel stack to barrel stack to get
    to the Kremkoin on the tallest barrel stack on top right.  You land by a 
    door, so enter, jump into the Animal Barrel to become Rattly (as the picture
    on the front suggests) before you exit out the other door.  When you get 
    moving, bounce off of the first Kaboing you see to get up to the "K" on the
    barrel stack (just use your regular jump to get up if you miss it).
    
    Go right, kill the two Kaboings, use a super jump off of the barrel stack to
    get a Banana Bunch as you head right over the gap to kill another Kaboing
    before you hop the next hole in the ship.  Go right, dispatching three 
    Kaboings, kill the Zinger for the Banana Token, deal with two more Kaboings,
    and then use the Zinger to reach the next ledge.  Kill the Kaboings, fall
    down the narrow hole, and go left to enter Bonus Room #29!  Use the Zingers
    to get across the gap to find the Kremkoin on the platform on the right.
    Head right when you land back on the deck, and jump off of the Zinger to get
    the "O" before heading to the deck on the right.
    
    Heading right, you need to deal with many more Kaboings, and then you jump
    off of the bottom deck (below the top of the barrel stack) to the right 
    where you enter a false compartment with the DK Coin!  You will be launched
    to the Star Barrel, so head right, kill the Kannon, and get the Banana Token
    he protects.  Jump the gap with the Zinger, go right where a Kaboing will
    attack (bounce off of him to land on the barrel stack nearby to grab the
    Golden Feather that resides over top of it), followed by a jump off of a 
    barrel shot by a Kannon to get the "N" over the hole.
    
    Use the Zinger to get across the gap, and super jump up the Banana arrow to 
    enter a Bonus Barrel to go to Bonus Room #30!  Use your super jump as you 
    grab all 75 stars in the allotted time to get your Kremkoin.  You land in
    the same location, so grab the Bananas again, head right to where three
    Kaboings play around a barrel stack, and after that you get to use a Zinger
    as a stepping stone across a gap to a Kannon (which is shooting Kannonballs
    at you).  Next, kill the Kannon shooting downwards at you, use the Zinger to
    get to the next ledge, and then deal with four Kaboings (the third one holds a
    precious Camera) on the barrel stack as you head up it to get the "G".
    
    Head right till you see barrels flying overhead, charge your super jump, and
    bounce your way right across the stream of barrels.  When you get to the 
    next ledge, go right past a Kaboing, a Kannon, and then past the no Rattly 
    sign to get your reward.  Then, go to the right, and you will see a Dixie
    Barrel over the target.  Jump in if you have Dixie, and if you do not, walk
    past the pole, and jump up to get Dixie back from an invisible DK Barrel.
    
    
    ~~~~~~~~~~~~~~~~~
    ~~ Slime Climb ~~
    ~~~~~~~~~~~~~~~~~
    
    Enemies       : Lockjaw, Click-Clack, Kruncha, Klomp, Klinger, Kannon,
                    Flitter, Neek, Klobber
    Bonus Rooms   : #31-32
    Animal Helpers: None
    Difficulty    : 5.5/10
    
    
    In this level, you will have a purple Lockjaw following you, and he will
    always get a piece of you if you land in the water.  Be sure to keep moving
    through the level quickly, or the rising water level will get you all
    snapped up.
    
    Head right past the three Click-Clacks, grab the Banana Token, and head up
    the rope rigging to the next beam where another Click-Clack waits for you.
    Head left, killing Click-Clacks, making sure to save one overturned 
    Click-Clack for the purpose of destroying the Kruncha.  Next, roll jump to
    get the "K" before you head left to climb the rope rigging.
    
    Head right across the small wooden platforms, kill the Klomp, grab the 
    Banana Token with a roll jump, and jump to the Kruncha ledge before hopping
    immediately to the next wooden platform.  Go right, taking out each Klomp as
    you go, and head up the rope rigging past the Klinger.  go up, use the 
    Launcher Barrel (with a team toss), or go right to the rope rigging, climb 
    the left side, and follow the Banana trail to the next rope rigging where 
    you can grab the "O" from before going to the next beam.
    
    Head right past the Click-Clacks to get to the Star Barrel, and then roll 
    through the Kannon to find an Exclamation Barrel to make you invincible.  
    Go down past the beam into the water to follow the Banana trail to get to 
    a Bonus Barrel, which takes you to Bonus Room #31!  Climb the rope rigging,
    jump off to collect the stars, and repeat till you get them all, and the 
    Kremkoin appears at the bottom of the rope rigging.  
    
    You bust the Star Barrel upon returning, so head right to get the Exclamation
    Barrel again, and then head up the rope rigging to run through the whole beam
    of Flitter, Neek, and Click-Clack.  Head up the rope rigging, bounce off of 
    Flitter, climb the left side of the rope rigging, go right when Klingers are 
    out of the way, and head right to some rope rigging.  Climb it, jump left to 
    the next set, climb it, jump left to the next set, get the "N" at the bottom 
    of it, and then head up it to jump to the next set of rope rigging.
    
    Climb it to get to a hand-over-hand section where you bounce across three 
    Flitters to get to some rope rigging to climb up.  Next, you get to head 
    across some beams, each equipped with a Klobber to delay you, followed by a
    Kruncha guarding the next rope rigging.  Climb the rigging, get the 
    Kannonball, and progress across the wooden platforms with Klomps on them to 
    get to a Kannon, which will get you into Bonus Room #32!  Using the DK Barrel
    and the respawning Kannonballs, destroy all the enemies found in this Bonus 
    Room to get your Kremkoin (if you miss a throw, drop down the wooden steps
    to find a new Kannonball waiting for you).  You land by busting an 
    Exclamation Barrel, and head right to drop to the water to move left slightly
    to find the Golden Feather, followed by heading right on the top of the water 
    to get the DK Coin!  Then, it is a simple matter of shooting for the end of 
    level target from the Cannon Barrel.
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~ Swanky's Bonus Bonanza ~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Next up, we pay a visit to Swanky at his Bonus Bonanza.  In this place, you
    can play a trivia game, which is composed of him asking you questions based 
    on the area of the game you are in the game.  If you fail, you can pay to
    play again (see the Swanky Sub-section for details on how to get all the 
    questions right).
    
    
    ~~~~~~~~~~~~~~~~~~~
    ~~ Bramble Blast ~~
    ~~~~~~~~~~~~~~~~~~~
    
    Enemies       : Zinger, Klampon, Click-Clack, Flitter
    Bonus Rooms   : #33-34
    Animal Helpers: Squawks
    Difficulty    : 5/10
    
    
    Jump into the Launcher Barrel, blast to the Cannon Barrel, and proceed to
    shoot around the Cannon Barrels in the following directions: down-right,
    up-right, left-right, up-right.  An Arrow Barrel will send you to another
    Cannon Barrel set which has the following directions: up-right, down-right,
    left-right, left-right to get the "K", up-right, down-right, up-right, 
    up-left, up-right, and up-right when the Zinger is not blocking your path to
    the next Cannon Barrel set.
    
    Shoot in the following directions: up-right, down-right, down-right, 
    down-right to get to a Launcher Barrel which gets you some Bananas as well 
    as Banana Tokens.  You land in a barrel, so shoot in the following order:
    up-left, up-left for the "O", and finally up-left to enter a new set of 
    Cannon Barrels.
    
    Shoot when the Zinger is out of your way to get to moving Cannon Barrel set
    again, so shoot this order: up-left, down-left, and down-left to enter a 
    spinning Cannon Barrel set.  Shoot to the next barrel when it lines up
    correctly, and then shoot the following order in the next Cannon Barrel 
    set: up-left, up-right, up-right, down-right, up-right, up-left. down-left
    through the Arrow Barrel, down-left, down-left, and down-left into a Bonus
    Barrel to get to Bonus Room #33!  Shoot the following order for the fastest
    path to the Kremkoin: up-right, up-right, down-right, down-left, down-right,
    down-left, down-right, up-right, up-right, up-left, up-left, up-right, 
    up-right, down-right, down-left, down-right, and up-right to the Launcher
    Barrel to get to the ledge with the Kremkoin.  You shoot back to a Cannon
    Barrel you were working in before, so shoot the following order: down-right,
    up-right, up-right, and down-right to leave this section via Arrow Barrel.
    Shoot to the right Cannon Barrel, and shoot straight up for a Banana Token
    if you wish to take the risk, and then go down to the two Cannon Barrel set
    which will take you through the Star Barrel after you shoot out of a 
    Launcher Barrel.
    
    Shoot to the right once, shoot up to get the "N", and then right once more 
    to get to  shoot the following order: down-right, down-right, up-right, 
    up-right, up-left, up-left, up-right, and then shoot on the first rotation
    of the next Cannon Barrel to get to the narrow area ahead.
    
    Shoot through the next three fully rotating Cannon Barrels to get to the 
    rocking Cannon Barrel set (shoot when the Zingers are not in the way).  
    The Arrow Barrel will send you upwards, so push left to land on the 
    platform there.  Use your jump on the Klampon to get him, and then shoot 
    through the Cannon Barrel set you jump to via a Banana trail (you land on 
    a platform after the last barrel).  Use your roll attack on the two 
    Click-Clacks (pull back after hitting the second one to avoid hitting the 
    brambles), and then shoot the following order in the Cannon Barrels: 
    up-left, down-left, and up-right to hit the Arrow Barrel.  The next set of 
    Cannon Barrels require this shooting order: up-left, up-right, up-left, 
    up-left, up-right, up-left, up-right, down-right, up-right, down-right (taking
    the time to shoot up-right to get into an Arrow Barrel that puts you in a set
    to reach the Golden Feather, then backtrack to the same spot as before), 
    down-left, down-right, down-left, down-right, down-left, and finally 
    down-right to get to the Launcher Barrel, which sends you to the next Cannon
    Barrel set.  
    
    Shoot to the right using the Flitter as a stepping stone, and when you hit 
    the second Flitter, pull back to fall down a Banana trail to find an Arrow 
    Barrel.  This will shoot you to a Launcher Barrel, which will send you into a
    Squawks waiting claws.  Fly left, collecting Bananas as you go (and the DK 
    Barrel if you need your partner), and then bust up a Zinger on the far left 
    guarding a DK Coin!  Head right past the indestructible Zingers to find a 
    Launcher Barrel, which will send you to a Bonus Barrel, which is the way to get
    to Bonus Room #34!  Use Squawks to carefully fly through the Bramble path to 
    the no Squawks sign for a Banana Bunch and your Kremkoin!  You get the "G" as 
    you shoot down to a Directional Barrel, which you aim downwards, and shoot when 
    you think the prize you want is coming up next in the order.
    
    
    ~~~~~~~~~~~~~~~~~~~~~~
    ~  Kudgel's Kontest ~~
    ~~~~~~~~~~~~~~~~~~~~~~
    
    Number Of Hits: 6
    Attacks       : tries to leap on you, tries to club you, tries to jump on 
                    you, shakes ground to stop you in your tracks
    Difficulty    : 6.5/10
    
    
    First off, be sure to jump every time Kudgel hits the ground, you jump so you
    do not get stunned by the shaking.  This is key to you winning this bout 
    with the heavyweight Kremling.
    
    Dodge him falling from the top of the screen three times, and pick up the TNT
    Barrel that falls down from the sky.  Next, let him land on the ground, and
    wallop him one with the TNT Barrel (he makes this really satisfying ROAR 
    that echoes through the whole swamp).  He will go through this same set-up
    for two more times, and then he switches tactics.  He will return to the 
    screen to attempt to jump on you (he will not leave screen).  He will 
    attempt three jumps, a TNT Barrel will fall, and he will leap off the 
    screen.  Then all you need to do is dodge his fall, and throw the TNT Barrel
    at him. Do this two more times to send him into the swamp for a bath, your
    Kremkoin will fall, and you will get a music interlude from your lead Kong
    to take you into the next world.
    
    
      /-X-X-X-X-X-X-X-X-\
     |Kremkoin Count: 37 |
      \-X-X-X-X-X-X-X-X-/
    
    
                              o----------------------o
                              | 3.04: Krazy Kremland |
                              o----------------------o
    
    
    ~~~~~~~~~~~~~~~~~
    ~~ Hornet Hole ~~
    ~~~~~~~~~~~~~~~~~
    
    Enemies       : Zinger, Spiny, Click-Clack, Krook
    Bonus Rooms   : #35-37
    Animal Helpers: Squitter
    Difficulty    : 4.5/10
    
    
    Immediately start by going to the right, where you roll jump off the ledge
    to get your Kong buddy back (do not bother if you have them already).  Now
    go back to the start, team throw to the hook, jump to the ledge, and then
    proceed to climb the honey on the wall to reach the very top of the wall.
    Next, jump across the hooks to get over to Bonus Room #35!  Take Treasure
    Chest at the start of the round, and throw it at every last Zinger there to
    break it open to reveal the Kremkoin.  When you exit out of the same cave 
    mouth, walk off the ledge, and then enter the cave on the next ledge to get
    into Bonus Room #36!  Jump back and forth off the sticky walls (Ninja Gaiden
    style) to the top ledge to get your Kremkoin.  When you exit out of the same
    cave, go back down, and head right past the DK Barrel to start the part of 
    the level that actually involves enemies.
    
    A Click-Clack, a Zinger, and two more Click-Clacks will accost you on this
    first part, so deal with them accordingly.  Jump up the sticky wall on the 
    left to find a Banana Token, then go right past the two Zingers, where you
    should grab and use the Steel Rimmed Barrel immediately to plow through a 
    Spiny and two Zingers.  Jump back and forth in the vertical corridor, and 
    grab the "K" as you jump your way around the Zinger who lives there.
    
    Now, take a running jump off of the ledge to the right to grab a sticky wall
    that has  a Treasure Chest on it.  Grab that, jump back to the ledge, use it
    on a Spiny to get a Green Balloon, and then head left past the two Zingers
    and the remaining Spiny.  Jump to the left sticky wall, jump up it, grab the
    DK Barrel, use it on the first Spiny before you kill the second so you can
    use Dixie to hairpsin to the right towards a solo Banana to grab an 
    invisible hook, which leads to the Golden Feather.  Now go back to the left,
    watching for a hook at the top of the screen to throw your Long partner up
    to.  Jump up the sticky wall, and get yourself Squitter to help you before you
    jump down to shoot the three Spinies (one of which is packing a Camera), and 
    then the Zinger so you can use his Arrow Barrel to launch yourself to the top 
    of the ledge (on the left).  Shoot the Zingers, and then make web platforms up
    to the top right to get the "O" before returning to your ledge.
    
    Follow the ledge, climb up the vertical corridor on web platforms, and go 
    right up to grab a Banana Token if you like before heading right to deal 
    with a Spiny and a Krook.  Shoot the Zinger, the two Spinies, the Zinger, 
    and then climb using the web platforms to the next ledge.  Head right, 
    killing the three Spinies, and then the Zinger so you can drop down the hole
    it was covering (hole left when you fall).  Shoot the Zingers in your way, 
    use web platforms to get the DK Coin on the left, and then use the Cannon
    Barrel to get back to the main area.  Shoot the Zinger on the right for the
    "N" it was guarding, and a free ride to the high ledge via an Arrow Barrel.
    
    Use your web platforms here to climb up to the right to find Bonus Room #37!
    Use Squitter to build web platforms to climb up the vertical shaft to get
    your Kremkoin.  Shoot the two Spinies as you go left, shoot the Zinger,
    make web platforms to climb upwards and left, and then take out the Krook as
    you leap to the next ledge.  Now build web platforms to get to a hanging 
    ledge which is loaded with Bananas, walk off, shoot the Zinger, make web
    platforms to cross the gap, and get your reward of a Red Balloon for passing
    the no Squitter sign.  Then you just need to jump up the left wall, wait 
    till you see the Banana Bunch, Banana, Banana Bunch (jump during this one) 
    to get the "G" as your end of level prize.
    
    
    ~~~~~~~~~~~~~~~~~~
    ~~ Kong College ~~
    ~~~~~~~~~~~~~~~~~~
    
    Visit the Kong Kollege, where you can be taught how to do special moves,
    what certain things do, and tips for the area guardian.  She will also have 
    some Homework for the Kongs, so head out into the world watching for enemies 
    with Cameras over their head, as their defeat will add them into a scrapbook, 
    which can also be filled out by going after loose Cameras within levels as 
    well.
    
    
    ~~~~~~~~~~~~~~~~~~~
    ~~ Target Terror ~~
    ~~~~~~~~~~~~~~~~~~~
    
    Enemies       : Flitter, Zinger
    Bonus Rooms   : #38-39
    Animal Helpers: None
    Difficulty    : 4.5/10
    
    
    Head right, use the DK Barrel to get the Zinger, and then jump into the 
    Barrel Kannon to get up to the roller coaster tracks.  Your goal on this
    ride is to hit the Check Barrels to open the gates, and to NOT hit the X 
    Barrels so the gates remain open.  Head down the big hill, grab the Banana
    Bunch, jump the Zinger, and bounce off of the Flitter to grab the "K".
    
    Jump up while passing through the building to grab the Golden Feather, then
    jump along the Banana trail to hit the Check Barrel, go right till you have 
    to jump for the next cart, and then bounce off of the Flitter to reach the
    Check Barrel.  Go right, jump the barrels thrown by Klank, and then jump the
    gap through the Check Barrel to get into your next cart.  Do not hit the X
    Barrel, go down the hill, and then go up the next small hill to the downside
    of it where you will hop to a Bonus Barrel, which takes you to Bonus Room 
    #38!  Using Squawks, destroy all the Zingers to get a Banana Bunch as well 
    as the Kremkoin.  When you land in, grab the "O", and then double bounce up
    the two Flitters to the next Check Barrel.
    
    Jump off of the Flitter, bust the Star Barrel as you land on your next cart,
    and then jump across the short tracks through numerous carts before you are
    forced to jump a X Barrel.  Jump the Zinger to get the Check Barrel, and 
    then snag the "N" as you soar through the air over the gap to your next 
    cart.
    
    Immediately jump to the Check Barrel, climb over the hill, and when you enter
    the covered area, jump to grab the DK Coin that is hidden there (you can 
    see a little piece of it if you look hard enough).  Now follow the Klank as
    he chucks barrels, and when he falls off the track, follow him there to a
    hidden track where you jump to a new cart, which takes you into Bonus Room 
    #39!  In this Bonus Room, jump across the broken track by using the many 
    carts that are available to get your Kremkoin.  You exit on the far side, so
    jump the Banana trail to get your "G", and to get into the Barrel Kannon.
    
    This will put you back on the main track where you need to jump a Zinger on
    the downhill to get the Check Barrel.  Double bounce on the Flitters to 
    cross the gap, and do a small jump between the two Zingers to get the Check
    Barrel they protect.  On the next gap, follow the Banana trail till you can
    jump to and hit the Check Barrel before landing on the cart, and then you
    can try to jump the X Barrel to reach a solo Banana, which hides a Red 
    Balloon (otherwise, just do nothing).  You exit the ride, team throw to the
    Barrel Kannon, and then shoot out to get the end of level prize you want.
    
    
    ~~~~~~~~~~~~~~~~~~~~~~
    ~~ Bramble Scramble ~~
    ~~~~~~~~~~~~~~~~~~~~~~
    
    Enemies       : Krook, Flitter, Zinger, Click-Clack, Kannon, Necky, Kloak
    Bonus Rooms   : #40
    Animal Helpers: Squawks, Squitter
    Difficulty    : 7.5/10
    
    
    At the start, jump over the bramble pile on your right, to get the "K", a
    Banana Bunch, and team throw to the Diddy Barrel above (throw Diddy to it)
    to get a Camrea before using the Barrel Kannon to get back up to the start.
    
    Head left, bounce the Krook, jump the bramble, pick up the DK Barrel, jump 
    and throw at the Zinger, and then jump to the hand-over-hand line to get the
    Banana Bunch you uncovered.  Head under the two Zingers, climb the vine, let
    the Krook throw his hook, keep climbing up, jump through the gap in the
    brambles, and wipe the Click-Clack out.  Next you jump and team throw to get
    the Exclamation Barrel to become invincible before you run right through the
    Bramble section below to get to a Barrel Kannon, which will launch you up to
    up to a Bonus Barrel, which takes you to Bonus Room #40!  Jump into Squawks,
    and go around killing all the Zingers to get to the stars they protect, 
    before going to the bottom right to get a Banana Token as well as your 
    Kremkoin.  You appear by the Squawks crate, so bust him out, head up, and
    then left while spewing continual coconuts to kill the Flitters and Zingers 
    which accost you here.  Next you kill the yellow Zinger, fly over the red 
    Zinger, and head down (grab the DK Barrel in the corner if you need to).  As
    you go down, bait the Krook to throw his hook, move by quickly by holding 
    DOWN, and then let the dual red Zingers move by before passing them.  In 
    this passage, shoot the Flitters and Zingers before getting by the circling 
    red Zingers to pass the Kannon.  Next you shoot the Zinger, go left till you
    get the "O", and then head up past the two Krooks (let them throw, kill 
    them, and then go by).
    
    Grab the two Banana Tokens the second Krook was guarding, and then head 
    right past the no Squawks sign for a Banana Bunch before you hit the Star
    Barrel.  Now, get back on the wooden walkway, and jump right THROUGH the
    bramble wall (this works, trust me).  You will land on a wooden walkway, use
    your roll jump to get to the narrow wooden plank area, and then jump into 
    the Animal Barrel to become Squitter (as the picture on the front suggests).
    Building web platforms climb up through the Bananas till you get the two
    Banana Tokens, and then build web platforms to the left wall (line up with a
    Banana sitting in the brambles), and go through the false wall to get the DK
    Coin!  Collect the two solo Bananas in this area to get invisible prizes
    like a Banana Token (top right corner), and an ultra rare Blue Balloon (near
    the bottom left) before you head back out and up to find the no Squitter 
    sign, which will net you a Red Balloon before you enter the Barrel Kannon to
    take you to the hand-over-hand line.  Fall down, wipe out the Click-Clacks,
    jump the brambles, and get Squawks back.  Take out the Zingers, go right 
    across the top of the red Zinger field to grab the "N".
    
    Head down slowly to exit the red Zinger field, and then head right to go 
    through the vertically moving Zingers in this section (look above the lone
    Yellow Zinger for the Golden Feather).  Hover near the circling red Zingers, 
    and then follow them as they go counter-clockwise so you can get to the next 
    bramble section.  Go left lobbing coconuts to destroy all the yellow Zingers 
    as you dodge the red ones, and then take out the three Neckies before 
    entering the vertical shaft.  Now follow the red Zinger circle around till 
    you go right where four Kloaks will throw Crates at you.  Head past the no 
    Squawks sign to get the "G" as your prize, and then jump down the Banana 
    trail to get the end of level prize from the target.
    
    
    ~~~~~~~~~~~~~~~~
    ~~ Funky Kong ~~
    ~~~~~~~~~~~~~~~~
    
    Visit Funky Kong next, and take up his challenge for his rental service (you
    should do this in every world).  This should be done because the challenge he
    lays out will (provided you complete it successfully) will allow Diddy and 
    Dixie to access the Gyrocopter for that world at any time by pressing START,
    then choosing it so they can fly to any world that they wish!  This is 
    especially useful if you are unable to get to the Kong Kollege in a world to 
    save, but you have successully finished a Funky Challenge.  You can fly to a 
    previous world to save there.
    
    ==========
    Kongnapped
    ==========
    
    Zingers have kidnapped residents of Kong Island (who all look suspiciously 
    like Tiny Kong from Donkey Kong 64), so head out into the air of the beehive
    to shoot Zingers while rescuing.  First, find the Kong on the ground (or in the
    air, requiring you shoot the Zinger to make it drop the Kong to the ground), 
    land the Gyrocopter (gently to avoid damage) to pick up the Kong, and then 
    return to the helipad to land once more (once again, gently is the key) to drop
    the Kong off.  Repeat this at least five more times to gain access to the DK
    Hero Coin that Funky has!
    
    
    ~~~~~~~~~~~~~~~~~~
    ~~ Rickety Race ~~
    ~~~~~~~~~~~~~~~~~~
    
    Enemies       : Klank
    Bonus Rooms   : #41
    Animal Helpers: None
    Difficulty    : 6.5/10
    
    
    In this level, you are in a race to knock ten Klanks off of the track by 
    passing them.  If you do this, you win prizes of increasing increments as 
    you go long till you win the DK Coin from the last one.  Remember that 
    this guide will be wrote as if you are on the fastest pace possible, so
    sometimes it will not match up with what section you are on.
    
    At the start, go get your other Kong (or if you have both, go to next step).
    Then go to absolute left, tag Dixie in, team throw up the ledges, and then
    helicopter spin to the right towards a solo Banana to enter Bonus Room #41!
    Using your cart, go to the right plowing through all the Klanks that 
    interfere, and if you wipe enough of them out, you win a Kremkoin right at 
    the end of the tracks.  Jump down through the Banana arrow, and head right 
    to enter your Rickety Race for the DK Coin!  Hold left to back up, reaching a
    Plus Barrel, which will greatly speed up the cart, sending it rocketing 
    forward.  When you draw near, jump on the heads of the Klanks.  Grab the "K" 
    after you dispatch the first one [rank 9], and then dispatch the yellow Klank 
    that is next (if  you are super fast, jumping for the "K" will wipe the yellow
    Klank [rank 8] out as well).
    
    Whack the Purple Klank [rank 7] on the flat portion of the track just before
    the uphill, and then jump the gaps before you can jump from the top of the
    hill to pass the next Klank [rank 6].  Head up the hill, jump the two gaps,
    and then bop the yellow Klank [rank 5] before hopping the two gaps in the
    track.  Jump the gap, jump from the top of the hill to get the green Klank
    [rank 4], and then jump the gap before jumping from the top of the small
    hill to get the "O".
    
    Jump the two gaps, and then jump form the hill top to take out the blue 
    Klank [rank 3] to bounce to the next section of track, and to get the "O".
    
    Jump the three gaps, go down the hill, and chase the yellow Klanks across the
    four gaps to get the Klank [rank 2], and his Banana Token.  Jump to the
    elevated track (which is small), and hop off the end of it to get the "G", 
    then hop up into the higher portion of the building you enter to grab the
    Golden Feather.  Follow the green Klank through the up and down section, 
    across the four gaps in the track, and then whack him [rank 1] to get your DK
    Coin!  You will exit the coaster, so jump up the hidden ledge (by paneling on
    the left), grab the partially visible hook, and then jump to end of level 
    target using the helicopter spin of Dixie to get there.
    
    
    ~~~~~~~~~~~~~~~~~~
    ~~ Cranky's Hut ~~
    ~~~~~~~~~~~~~~~~~~
    
    Go up to the Monkey Museum, and visit your old friend, Cranky Kong!  There
    are tips in here, some of which you have to pay for, as well as offering an 
    Expresso Racing Mini-Game (he will even spot you a Golden Feather to help
    strengthen the poor, malnourished bird)!  
    
    Enter Power-Up to build the Expresso's skills in the following areas:
    
    Speed   : Higher this is, the faster Expresso can run.
    Strength: Build this up to avoid getting shoved around by the opposition.  It
              also deals out punishment to those weaker in the same stat category.
    Boost   : Grab Birdseed from the track and press the R Button to send Expresso
              off full tilt.
    Flight  : The Golden Feather on the track can be collected to allow Expresso to 
              flap while he is jumping (using the A Button), extending the reach of
              his leap.
    
    
    =================
    Expresso Race #04
    =================
    
    Head upto get the boost, followed by cutting down to avoid the mud hole.  Cut 
    up between the the two mudholes, getting into the middle portion of the track
    to use the tree trunk bridge to cross the chasm (if you fall in, you will be
    reset on the bridge, so avoid falling in if at all possible).  Make use of the
    boost on the bottom portion of the track to head up the hill, keeping low to 
    bypass the pond, then cut up briefly for the boost spot before returning to 
    the bottom of the screen to bypass another pond.  Cut back up after the pond 
    ends to jump to the boost spot on the elevated ledge, followed by jumping up 
    two ledges to drop down onto the three boost spot that leads to the finish.
    Repeat the above steps twice more to get yourself a DK Hero Coin!
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~ Swanky's Bonus Bonanza ~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Next up, we pay a visit to Swanky at his Bonus Bonanza.  In this place, you
    can play a trivia game, which is composed of him asking you questions based 
    on the area of the game you are in the game.  If you fail, you can pay to
    play again (see the Swanky Sub-section for details on how to get all the 
    questions right).
    
    
    ~~~~~~~~~~~~~~~~~~~
    ~~ Mudhole Marsh ~~
    ~~~~~~~~~~~~~~~~~~~
    
    Enemies       : Flitter, Cat-O'-9-Tails, Click-Clack, Necky, Zinger, Kannon
    Bonus Rooms   : #42-43
    Animal Helpers: None
    Difficulty    : 6.5/10
    
    
    Head right to bounce off of two Flitters to grab a Banana Token, and then
    head right across the swamp on the small platforms to the next ledge while
    dealing with the Flitters.  Next you avoid the Cat-O'-9-Tails until it sits
    down, and then bounce of its head to get the "K" before heading across the
    hook set to fight two Click-Clacks.
    
    Jump to across the next set of barrels and leaves in the swamp while dealing
    with the Neckies, and then dodge the Cat-O'-9-Tails before getting onto the
    next hook set.  Jump across the hook set while dodging the Zingers, and then
    bounce off the Flitter to the leaf with the Treasure Chest.  Head to the 
    next platform where you bounce off the incoming Necky to get an Exclamation
    Barrel off screen to get your invincible, and then head right through the
    Neckies and Flitters to get to a platform with a Cat-O'-9-Tails and a Bonus
    Barrel above you (bust the Treasure Chest after the Exclamation Barrel to 
    get the "O").  
    
    Use a team throw to enter Bonus Room #42!  Use your jump and team throw hear 
    to get all of the stars to cause your Kremkoin to appear on the right.  
    You arrive back in the level by busting the Star Barrel, and then you will
    head right to get by a Cat-O'-9-Tails to a reed.  Here you face a Kannon 
    shooting barrels for you to bounce off of to collect the "N" before going 
    right across some more reeds guarded by Neckies (one of which holds a Camera,
    so zoom in your concentration on that single one to kill it).
    
    Jump to the brown Kroc to get launched over the Zinger, and then make your 
    way across the platform with two Cat-O'-9-Tails to torment you before you
    get to the leaf with the Kannonball on it.  Pick it up, and head right
    jumping over the fast moving barrel shot by Kannon till you can kill him.  
    Then jump into the Kannon to go to Bonus Room #43!  In this room, use the
    Kannonballs to destroy the Zingers and the Flitters to get your Kremkoin on
    the far right platform.  You land by three Click-Clacks. so roll attack them
    before using the Flitter to bounce to the reed.  Jump right, use the Kroc
    to get thrown to the next island, and then use the barrels to bounce from
    island to island till you can take out Kannon, allowing your Kongs to roll
    jump to get the Golden Feather on the left side of the small island.  Jump to
    the next ledge, grab the Treasure Chest, wait for the Kroc to rise, jump 
    across the gap, and use the Treasure Chest on the Cat-O'-9-Tails.  Then use a 
    team throw to get the "G" before heading right past the Cat-O'-9-Tails to a 
    barrel in the swamp with a Banana arrow over it.
    
    Use Kannon's barrels to cross the wide gap, and then use the Flitter to 
    bounce to the ledge.  Use the hook to jump over Kannon (DO NOT kill him), 
    and follow his moving barrels to the goal where you will bounce off of it to
    time your hitting the target with the DK Coin!
    
    
    ~~~~~~~~~~~~~~~~~~
    ~~ Rambi Rumble ~~
    ~~~~~~~~~~~~~~~~~~
    
    Enemies       : Zinger, Kutlass, Klampon, Kruncha, Kannon
    Bonus Rooms   : #44-45
    Animal Helpers: Rambi
    Difficulty    : 6/10
    
    
    Head left past the Kutlass, the Zinger circle, and then jump up the sticky
    wall to get to a platform on the right with a Klampon patrolling on it.  
    Jump down the sticky wall to find a "K" on the hook.
    
    Jump across to the next sticky wall to reach the next platform with the 
    Klampon taking time to jump off to the right to a solo Banana that becomes a
    hook, which you can use to jump to the Arrow Barrel to get the Golden Feather,
    and then use the hook you land on to get to the vertical shaft with sticky 
    walls. Jump past the Zinger, use the Barrel Kannon to shoot past the next 
    two Zingers and land on the left side sticky wall before jumping up to the 
    ledge to fight a Klampon.  Head left, and jump your way down the walls while 
    avoiding Zingers till you find a passage to the left for you to take (this is
    guarded by a Klampon).  Head up the vertical shaft past the two Zingers, use 
    Barrel Kannon to shoot up past the Zinger to get into the right sticky wall.
    Jump from the ledge to a solo Banana to find a hook, which you use to get to 
    the sticky wall above.  This leads to a climb up wall and hook to find Bonus 
    Room #44!  Jump up the walls to find a Kremkoin at the top.  You shoot down
    to the platform on the main path from which you came, so head right as you
    climb a sticky wall to fight a Kutlass for his Camera before you use a roll 
    jump to get the "O".
    
    Jump up the sticky wall to get the Star Barrel, and then head on right past
    a Kutlass to find a cave.  ump around the entrance to find an invisible 
    hook, jump up to the next invisible hook, and then head over the wall to get
    the DK Coin on the sticky wall.  Head back over, and enter the cave to find
    an Animal Barrel which makes you into Rambi (as the picture on the side 
    suggests).  Head right through the yellow Zinger, pop the two over the pit 
    to make the next ledge, and then take the one out in the air here for a DK
    Barrel to be sure you have full life.  Once down the hole, head left (making
    sure to jump the Kannons shots at you), and then use the Zingers to get the
    "N" floating in the air.
    
    Next you will use the Zingers to clear a pit before you dive down the shaft
    to find a red Zinger guarding the next hole.  When you jump down this one,
    a HUGE Zinger will come after you from the left!  Run right to plow through
    the yellow Zingers, and avoid the red Zingers as you dive down the hole by 
    the far right wall.  Head left past the red Zinger, over the pit on the back
    of four yellow Zingers, and then over the next red Zinger to go down the 
    hole.  Now, head right past the red Zingers to where you go under the Barrel
    Kannon to use your super charge to enter Bonus Room #45!  In this Bonus Room
    you have to run over Krunchas and Zingers to get your Kremkoin. Go right
    through the no Rambi sign to get the Banana Bunch, and then time your
    Barrel Kannon shot to get the "G" as your end of level prize.
    
    
    ~~~~~~~~~~~~~~~~~~~~~
    ~~ King Zing Sting ~~
    ~~~~~~~~~~~~~~~~~~~~~
    
    Number Of Hits: 7
    Attacks       : flies around, shoots stingers at you, calls other Zingers, 
                    chases you
    Difficulty    : 7/10
    
    
    Get into the Animal Barrels to become Squawks (as the picture on the front
    suggests), and then head out into the arena to fight the King (having 
    already killed the Queen in the original Donkey Kong Country).  Your job is
    to maneuver behind the King, and shoot him in the Stinger (don't be dirty
    thinkers!) to damage him.  After you hit him again, he will turn red, and 
    proceed to chase you around shooting Stingers in eight directions three 
    times.  He will then resume his patrols through the hive, so shoot him in 
    the Stinger twice more to see the same three eight-directional Stinger 
    shots.  He will resume his patrols, so shoot him two more times, but this 
    time he shrinks down to a small red Zinger which is surrounded by four 
    yellow Zingers.  Shoot away the four yellow Zingers (taking too long will
    cause them to regenerate), and then plug the now yellow King Zing Sting
    three more times to finally put this bee out of action.  Congratulations on
    crippling the Zinger hives forever with this victory!
    
    
      /-X-X-X-X-X-X-X-X-\
     |Kremkoin Count: 49 |
      \-X-X-X-X-X-X-X-X-/
    
    
                               o--------------------o
                               | 3.05: Gloomy Gulch |
                               o--------------------o
    
    
    ~~~~~~~~~~~~~~~~~~~
    ~~ Ghostly Grove ~~
    ~~~~~~~~~~~~~~~~~~~
    
    Enemies       : Klomp, Kloak, Spiny, Klobber, Flitter, Kruncha, Zinger, 
                    Kaboom
    Bonus Rooms   : #46-47
    Animal Helpers: None
    Difficulty    : 6/10
    
    
    At the start, stand there till the Kloak above you comes down to chuck a
    Banana Bunch for you, then wait for him to do this two more times, getting a
    Red Balloon each time (kill him before he finally leaves, as he has a Camera 
    in his possession), and then head right through the Klomps to where another 
    Kloak will throw two crates, followed by a Banana Bunch for you.  Climb the 
    Ghost Ropes to get to the DK Barrel, and then go right to climb the next 
    ghost rope Ghost Ropes you see to get to the high ledge.  Go right, bounce 
    off of the Klampon to get the "K", and then go right to clobber a Klobber.
    
    Use your roll jump to get a Banana Token, use the Ghost Rope to cross the
    gap, and then take out the three Klampons.  Cross the gap via Ghost Ropes 
    and a Flitter bounce to where you take out a Klobber, use it on the first
    Kruncha, and then go right past the next one to the Spiny (roll through its
    front when it is facing you).  Then use the Ghost Rope to grab the "O."  Kill
    the Spiny, and then run to the edge of the landform.  If you have Dixie,
    jump into the gap, and then use the helicopter spin to float left to a Barrel 
    Cannon that shoots you to the DK coin.  It's slightly trickier with Diddy.  Jump
    across the gap, turn around, and then cartwheel off the edge (holding left).  
    When you are about to fall off the screen, jump into the Barrel Cannon.
    
    Take care of the Klobber, jump up to the Ghost Rope, and use that to get to 
    the high ledge where you throw the Barrel down the slope through the two 
    Krunchas, and bust open the wall on the right to find Bonus Room #46!  In 
    this Bonus Room, you get 20 seconds to bust the Treasure Chest with five 
    direct blows to the Red Zinger to release your Kremkoin.  Go right after you
    bust the Star Barrel, kill the Spiny the Kloak throws, and then head across 
    the gap on the Ghost Rope.  On this platform, you see a TNT Barrel, but it 
    is really a Kaboom (so jump on its head before it touches you to kill you).
    Head right across the four Ghost Ropes, break the Treasure Chest on either 
    the Kaboom or the Klobber, and then collect the "N" as you dispatch the 
    barrel enemies.
    
    Go right, use a roll jump into the gap you just jumped to grab the Golden
    Feather (this is a safety measure in case you miss the invisible hook), then 
    kill the two Klampons (for safety), and then take a timed running leap as you
    quick hop up the two fast disappearing Ghost Ropes to the Bonus Barrel to get
    to Bonus Room #47!  In this Bonus Room, hop across the four Ghost Ropes to get
    to the Kremkoin on the right.  You land on the two Klampons, head right across
    the gap on the two Ghost Ropes that are guarded by a Zinger, and then bust the
    two Kabooms on the next ledge.  Next you climb up the two Ghost Ropes to get 
    to the next ledge where two Klampons, and then two Spinies accost you.  You 
    will see a Banana ring in the air, so team throw, or jump through it to get 
    the "G".
    
    Next you must work your way through the Zinger/Ghost Rope combo you are
    presented with, and then wait for the Kloak to leave.  Quickly jump across 
    the Ghost Ropes (possibly collecting the Banana Token on the way), and jump
    off the last Ghost Rope to get your end of level target prize.
    
    
    ~~~~~~~~~~~~~~~~~~
    ~~ Cranky's Hut ~~
    ~~~~~~~~~~~~~~~~~~
    
    Go up to the Monkey Museum, and visit your old friend, Cranky Kong!  There
    are tips in here, some of which you have to pay for, as well as offering an 
    Expresso Racing Mini-Game (he will even spot you a Golden Feather to help
    strengthen the poor, malnourished bird)!  
    
    Enter Power-Up to build the Expresso's skills in the following areas:
    
    Speed   : Higher this is, the faster Expresso can run.
    Strength: Build this up to avoid getting shoved around by the opposition.  It
              also deals out punishment to those weaker in the same stat category.
    Boost   : Grab Birdseed from the track and press the R Button to send Expresso
              off full tilt.
    Flight  : The Golden Feather on the track can be collected to allow Expresso to 
              flap while he is jumping (using the A Button), extending the reach of
              his leap.
    
    
    =================
    Expresso Race #05
    =================
    
    Go low for a boost spot, then cut up to jump to the higher ledge to hit the 
    boost spot at the top of the track, and then a track wide pond blocks the way
    (hopefully you grabbed a Golden Feather for the purpose of a flap jump or 
    Birdseed to get a speed boost through the mire).  Go high and then cut between
    two ponds, jumping to the higher ledge to take the boost spot (high on the 
    track) to go running into another track wide pond (same as before for 
    strategy).  Now jump up to the higher ledge, then drop down to use the boost
    spot on the top portion of the track, finally cutting down to bypass one last
    pond to reach the finish line.  Repeat the above steps for two more laps to
    bring home the gold and the DK Hero Coin!
    
    
    ~~~~~~~~~~~~~~~~~~
    ~~ Haunted Hall ~~
    ~~~~~~~~~~~~~~~~~~
    
    Enemies       : Kackle, Zinger
    Bonus Rooms   : #48-50
    Animal Helpers: None
    Difficulty    : 7.5/10
    
    
    Jump behind the paneling at the start to get a Banana Bunch before you head
    right towards the tracks, but if you have Dixie, fall down towards the solo
    Banana below to find a Dixie Barrel that sends the Kongs through the Golden
    Feather.  You will ride along to find a gate, which when opened will start a
    countdown with Kackle the ghost chasing you.  If this countdown reaches zero,
    he will attack you to remove a Kong (his timer will go up a little bit).  The
    first Kackle starts with 9 seconds, but you can collect  Plus Barrels to add 
    time, but avoid Minus Barrels or else you LOSE time.  Hit the two Plus 
    Barrels, jump the gap to grab the "K", and then hit the next Plus Barrel 
    before hopping the two Minus Barrels.  
    
    You will pass through another gate, which will cause Kackle to stop his 
    pursuit.  Going right, you will see a track up high to jump to, so go ahead,
    and then jump onto the wooden ledge above that.  You will grind along (with 
    lots of sparks) to find Bonus Room #48!  In this room, you fly right quite 
    fast, and head along till you hit a Plus Barrel, where you will rocket down 
    the hill you just climbed.  Jump backwards to get on the floating track 
    pieces, and jump your way across to the Kremkoin floating in mid-air.  You 
    exit by going backwards to the lower track, and there you will fly forwards 
    into Bonus Room #49!  Grab as many stars as you can as you fly along the 
    tracks to get your quota to make the Kremkoin to appear for you to grab.  
    You exit on the far side, so be ready as you get back to Kackle attacks.  
    Grab all nine Plus Barrels along this route, and be sure to grab the "O" as
    you go along.
    
    Hit the Star Barrel, break your Kong partner out of the DK Barrel, and then
    enter another Kackle section of the track.  You can hit one barrel on this
    section and still make it unharmed as they are Minus Barrels.  Also, make 
    sure to grab the "N" as you go along as well.
    
    Use a short hop to reach the low track to reach Bonus Room #50!  This is a
    super fast moving cart, so just use your reflexes to guide you through this
    Bonus Room.  You exit on the far side, which will eventually carry you to
    the next Kackle section.  Here you must bust the Plus Barrel, immediately
    jump the Minus Barrel, hop up the two short track pieces while busting a Plus
    Barrel, short hop to a Plus Barrel to avoid hitting the Minus Barrel, jump
    the Minus Barrel, grab the "G", jump the Minus Barrel, bust the Plus Barrel,
    jump the Minus Barrel, bust the Plus Barrel, immediately jump the Minus 
    Barrel, immediately jump the gap, jump the Minus Barrel to bust the Plus
    Barrel, jump the gap, jump the gap, jump the Minus Barrel to bust the Plus
    Barrel before jumping the next Minus Barrel, jump the two Minus Barrels to
    get to the Kackle gate safe and sound.  This will take you to the levels 
    end where you run to the bottom floor, head left to find the hidden Camera,
    then team throw behind the paneling on the left for the DK Coin, and then you
    can win your end of level prize.
    
    
    ~~~~~~~~~~~~~~~~~
    ~~ Gusty Glade ~~
    ~~~~~~~~~~~~~~~~~
    
    Enemies       : Klampon, Click-Clack, Spiny, Kutlass, Neek, Flitter, Kannon
    Bonus Rooms   : #51-52
    Animal Helpers: Rattly
    Difficulty    : 8.5/10
    
    
    At the start, team throw over the entrance to where you can bust Rattly out
    of his crate, snagging a Camera along the wall on the left with his high jump
    abilities.  Jump to get the Banana Token, and then head to the right past the 
    Klampons.  The wind will start to blow here, so be wary of its direction, and 
    how it will affect you.  Go right past the two Klampons, jump the gap, kill 
    the two Spinies, get off Rattly to bust the Treasure Chest on the Kutlass for 
    the "K".  
    
    Jump the gap with the wind helping you, and then bounce your way across the
    narrow land islands off the backs of Neeks and Klampons while you grab the
    "O" as you go.  
    
    Jump the gap with the wind, and immediately hold right to fight the wind in
    your face as you kill the Klampon, the two Spinies, and then the Klampon
    before you use a super jump to get to the next ledge.  Kill the Klampon, and
    then enter the Bonus Barrel to reach Bonus Room #51!  Bounce off of the 
    first Flitter, and then hold RIGHT to fly across most of the gap before 
    bouncing off of a second Flitter to reach the end where the Kremkoin is 
    located.  When you return, cash Rattly in at the no Rattly sign before
    busting the Star Barrel, and landing in the Barrel Kannon to shoot you to 
    the next ledge.  Fight the wind as you kill the Kannon before using the hook
    to jump across to the high ledge, and then grab the DK Barrel to get your
    other Kong.  Bait the bottom Kutlass out, grab the Treasure Chest to destroy
    the Kutlass above, collect the prize of the "N", and then take the second 
    Treasure Chest to destroy the first Kutlass to get a Kannonball.
    
    Pick that Kannonball up, jump the gap with the wind , and then jump the next
    gap to get to the Kannon, which will shoot you to Bonus Room #52!  Use the
    Barrel Kannon to collect all the stars to cause the Kremkoin to appear on the
    right ledge.  when you return, jump from hook to hook when the wind is 
    blowing from behind, followed by getting the Kannon.  Bust the DK Barrel
    if you need to, and then shoot from Barrel Kannon to Barrel Kannon as the 
    wind is coming from your back.  If you landed on the high narrow ledge, use 
    the helicopter spin to grab the DK Coin, and then land on the small land 
    island.  Use your roll jump to grab the "G", and then go right through the
    Barrel Kannons until you shoot out of the last Barrel Kannon to overshoot the
    end of level target prize, instead team throwing on top of the hill behind it
    for a Golden Feather, then trigger the end of level prize.
    
    
    ~~~~~~~~~~~~~~~~~~
    ~~ Kong College ~~
    ~~~~~~~~~~~~~~~~~~
    
    Visit the Kong Kollege, where you can be taught how to do special moves,
    what certain things do, and tips for the area guardian.  She will also have 
    some Homework for the Kongs, so head out into the world watching for enemies 
    with Cameras over their head, as their defeat will add them into a scrapbook, 
    which can also be filled out by going after loose Cameras within levels as 
    well.
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~ Swanky's Bonus Bonanza ~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Next up, we pay a visit to Swanky at his Bonus Bonanza.  In this place, you
    can play a trivia game, which is composed of him asking you questions based 
    on the area of the game you are in the game.  If you fail, you can pay to
    play again (see the Swanky Sub-section for details on how to get all the 
    questions right).
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~
    ~~ Parrot Chute Panic ~~
    ~~~~~~~~~~~~~~~~~~~~~~~~
    
    Enemies       : Zinger, Klampon, Spiny, Click-Clack
    Bonus Rooms   : #53-54
    Animal Helpers: Squawks
    Difficulty    : 8/10
    
    
    Here you will have to use blue Squawks, which can not fly nor can it spit
    coconuts.  You need to have excellent control of your descents here.
    
    Jump down the shaft using Dixie’s helicopter spin to reach an alcove on the
    far left of the shaft which contains the DK Coin.  Jump into the blue 
    Squawk's claws, and then maneuver around the Zingers to the bottom.  Grab
    the Crate, fall down against the wall to bust it open, collect the Bananas
    inside, and then grab the "K" as you fall through the level to find the main
    path once more.
    
    Jump right over the Zinger, use the DK Barrel on one of the Klampons, and 
    then stomp the other before you start the next descent with Squawks.  Go
    around the Zingers, grab the Banana Token, and after you pass the three
    Zingers all together, go down the shaft on the left side.  When the shaft 
    widens, go left to find Bonus Room #53 (this will cause you to skip the
    "O")!  Use green Squawks here to fly up to your Kremkoin at the top of the
    room.  When you come out, you get a Red Balloon for green Squawks, and 
    then you get into blue Squawks claws for the next descent.  Head down 
    slowly, picking your way through the maze of honeycomb and Zingers, till 
    you see a Banana trail below as you hear Squawks cough his warning of 
    release (so line up and drop).  Then you should bust the Star Barrel as you
    fall, and then take the blue Squawks through the short, Zinger infested
    section.
    
    Next you will have to use that Crate on a nearby ZInger for the Camera it
    holds, then jump to the blue Squawks, and you will have to maneuver past the
    moving Zingers of this shaft.  A Spiny awaits you at the bottom, so roll 
    through it before moving on to the left where you roll jump to the sticky wall
    above the Zingers, which you climb to find Bonus Room #54!  In this room, use 
    green Squawks to clean all the bees out till you hit the no Squawks sign, 
    which gives you a TNT Barrel to use on the last Zinger to earn your Kremkoin. 
    You appear right by the "N", and after you collect it and move on to the blue
    Squawks claws, you have to take the right side first, and then the left side 
    second before having choice of where to go.
    
    You face a Klampon when you land, and following him, three Click-Clacks on
    the next platform below you.  Next you use your team throw to a Rotate
    Barrel, which you aim upwards to get Bananas as well as a Banana Token.  
    Then you take the blue Squawks through the Zinger gauntlet (remembering to hug
    the wall on the left as much as possible to assure that you get the Golden
    Feather), and when you hear Squawks cough, line yourself up with the next blue
    Squawks.  Go down this shaft in the middle so you can split the Zingers, be 
    sure to get the "G", and then criss cross on the dual Zingers doing full 
    sweeps of the tunnel.  The two Kongs land on a sticky floor, so jump right, 
    walk past the target, and jump to the solo Banana to find a hook to use to get
    the end of level prize from the target.
    
    
    ~~~~~~~~~~~~~~~~
    ~~ Funky Kong ~~
    ~~~~~~~~~~~~~~~~
    
    Visit Funky Kong next, and take up his challenge for his rental service (you
    should do this in every world).  This should be done because the challenge he
    lays out will (provided you complete it successfully) will allow Diddy and 
    Dixie to access the Gyrocopter for that world at any time by pressing START,
    then choosing it so they can fly to any world that they wish!  This is 
    especially useful if you are unable to get to the Kong Kollege in a world to 
    save, but you have successully finished a Funky Challenge.  You can fly to a 
    previous world to save there.
    
    ===========
    Cool Sounds
    ===========
    
    Funky has lost his ghetto blaster in the bottom of an icy cavern, so you will
    need to lower the water to get it, return it to Funky, and then return to the
    helipad.  Start off by flying right, shooting a Zinger (and possibly Funky 
    Kong to elicit a somewhat amusing response from the shot up Monkey) to find
    three arrows.  Shoot them in the following order: middle, bottom, top to lower
    the water, so fly downwards and then left till you see a Zinger near the roof.
    Shoot that bee, then shoot the three arrows in the following order: top, 
    bottom, and middle to lower the water once more.
    
    Now head left again, cutting down to shoot a Zinger, then shoot the arrows in 
    the following order: top, middle, bottom to lower the water, so head down and 
    right to find another set of arrows.  SHoot these ones in the following order:
    bottom, middle, top to lower the water, allowing the Kongs to fly down and left
    pass three ZInger to shoot another Zinger that guards a solo arrow.  After 
    shooting that arrow, fly down and to the right to shoot the Kloak that is 
    throwing the barrels five times to destroy it, allowing the two Kongs to use 
    the winch to snage the ghetto blaster!  Now fly back through the windy 
    corridor, dropping the box off at Funky, and then go land gently on the 
    helipad to gain possession of another DK Hero Coin!
    
    
    ~~~~~~~~~~~~~~~
    ~~ Web Woods ~~
    ~~~~~~~~~~~~~~~
    
    Enemies       : Neek, Kruncha, Kutlass, Kaboom, Kannon, Necky, Kaboing, 
                    Krook
    Bonus Rooms   : #55-56
    Animal Helpers: Squitter
    Difficulty    : 9/10
    
    
    A unique level, it is quite challenging unless you have superb control of
    Squitter.  The first half is a normal like level, but the second half will
    challenge you greatly.
    
    Kill the Neeks, go right, team throw up to the high ledge, use the Crate on
    the Kruncha, and then team throw to the Banana Token before the Kutlass 
    comes to get you.  Go right to kill the Kruncha with a Treasure Chest to get
    a Banana Token, and then go right to kill the Neeks (remember that one of the
    multitudes os Neeks here holds a Camera, so seek it out) before you team throw
    to the top of the tall wall to find a Treasure Chest.  Bust it on the Zinger 
    to get a Green Balloon, and then go right to deal with a Kaboom/Zinger combo
    before you enter the cave.  In here you enter the Animal Barrel to become 
    Squitter (as the picture on the front suggests).  Go right, killing all the
    enemies who challenge you with your webs till you reach a gap where you will
    build web platforms as you shoot the enemies along the Banana trail to the
    next ledge.  Go down the hill, build web platforms upwards, and then 
    shoot the Krook before getting to his platform.  Go right through the 
    Zingers, and then whack the Kaboing before you hit the Star Barrel.  Go 
    right along the Banana trail (and collect the "O") as you shoot the Zingers 
    from your web platforms till you have reached the next ledge.
    
    Jump your way down the narrow descending platforms while picking the Neckies
    off, build web platforms, kill the Krook, and then go past the two Kannons
    as you climb on your web platforms.  Jump to the lower ledge, build a web
    platform by the "N", and then go right to fend off the Neckies as you 
    descend to the bottom row.
    
    As you cross the next gap on web platforms, kill the Neckies, and take note
    of the Banana arrow going left.  Go right till you see a Kannon, and watch
    his Kannonball volleys till he shoots a slow one, which you will then follow
    back across the gap on your web platforms till it busts the wall to reveal
    Bonus Room #55!  Build web platforms through the brambles to find the 
    Kremkoin on the right.  When you land, head right through the red Zingers 
    while shooting the yellow Zingers, heading down and to the right to find the
    Golden Feather before using the web platforms to get up the large wall you are
    now near the bottom of.  
    
    Now you will see another Banana arrow, so go right to kill the four Kaboings,
    followed by letting Kannon shoot his Kannonball which you follow to the wall
    the arrow pointed at.  This opens up Bonus Room #56!  Start by building web 
    platforms to the base of the star stack, collect some, build a higher ledge, 
    repeat till you get them all to get the Kremkoin to appear on the right 
    ledge.  You land in front of the Kannon, so shoot him, and then web platform 
    your way across to the no Squitter sign to get your "G" before you team throw
    to the Balloon over the finish.  Then, just use Barrel Kannon to shoot the 
    target for your end of level prize (aim for the DK Coin which quickly flashes
    through the rotation). Watch it to get the timing, and then shoot when the 
    timing is right (usually during the solo Banana prize).
    
    
    ~~~~~~~~~~~~~~~~~
    ~~ Kreepy Krow ~~
    ~~~~~~~~~~~~~~~~~
    
    Number Of Hits: 3
    Attacks       : Necky dive bombers, swoops at you, Eggs fall
    Difficulty    : 7.5/10
    
    
    She has returned!  The ghost of Krow has come back to haunt you, so be ready
    for some supernatural powers, and a harder fight than the first one.  Dodge
    or kill the three ghost Neckies, and then kill the Necky to get the Barrel
    to appear, which you throw at Krow when she descends down to swoop at you.
    Go left to climb the hooks, jump to the right wooden ledge, and at this 
    point on your climb eggs fall, so climb the rope rigging with great care (you
    can also stop off for the DK Barrel on the way up to the next skirmish.  
    Once you reach the Barrel Kannon, you enter the second fight which consists
    of: kill or dodge the four ghost Neckies, kill the Necky, kill or dodge the
    ghost Necky, and then bust the Barrel upside Krow's head.  Climb the hooks
    that fall down on the right to the left, and when you hit the rope rigging,
    you have to climb while dodging alternating vertical, horizontal, vertical, 
    horizontal, etc. eggs till you climb your way to the Barrel Kannon.  The
    next battle has the following components: dodge or kill the five ghost 
    Neckies, kill the Necky, and dodge or kill the next ghost Necky before you
    grab the Barrel to throw at Krow to finish it off for your ticket out of
    Gloomy Gulch and it gets you your Kremkoin.
    
    
      /-X-X-X-X-X-X-X-X-\
     |Kremkoin Count: 61 |
      \-X-X-X-X-X-X-X-X-/
    
    
                              o----------------------o
                              | 3.06: K. Rool's Keep |
                              o----------------------o
    
    
    ~~~~~~~~~~~~~~~~~~
    ~~ Arctic Abyss ~~
    ~~~~~~~~~~~~~~~~~~
    
    Enemies       : Kaboom, Flotsam, Shuri, Puftup, Lockjaw, Zinger
    Bonus Rooms   : #57-58
    Animal Helpers: Enguarde
    Difficulty    : 8/10
    
    
    At the start, run left till you hit the water.  Before entering the pond, 
    use your roll jump to get to a ledge with a Kaboom, the letter "K", and a DK
    Barrel, and after dealing with that, use your team throw to get 30+ Bananas
    as well as a Banana Token.
    
    You will enter an Animal Barrel to the right just after entering the water,
    and you will become Enguarde (as the picture on the front suggests).  Go 
    right to a vertical shaft where the water level with lower quickly, so follow
    up by going through the false wall on the left to snag two Banana Tokens and a
    Camera.  Use a super charge to fly across the bottom of the floor (also 
    killing two Flotsams and a Lockjaw) before the water level rises a bit.  Head 
    to the upper left portion of the wall in this chamber to find a few Bananas 
    screaming out the location of Bonus Room #57 (use a super charge to get into
    it)!  Using your lunge (the B Button) to go back and forth across the shaft 
    as the water descends, you should easily get more than 100 stars needed to 
    get the Kremkoin.  You reappear with a Puftup guarding a hole, so take it 
    out as you head right and up to a narrow vertical shaft.  Go up till you see
    a small ledge to the right where you need to go to avoid the Puftup 
    shrapnel, and then go up once more where you should stick to the right to
    avoid the second Puftup.  Now move left to find two Shuris, and then go up
    to kill the Shuris rotating around till you can get the "O" and move on.
    
    Hit the Star Barrel, bust the Puftups, break the DK Barrel (if needed), and 
    then go up the shaft where you fight off two more Puftups along with three
    Shuris.  At the top of the shaft, use a super charge to grab the DK Coin as
    the water level falls, and when you reach the far wall, kill the Shuris so 
    you can get the "N" uncontested.
    
    Go right and up (past a Lockjaw) to kill three Shuris in the shaft, and then
    use a super charge to get past a Puftup.  Go left till the water level 
    rises, and then backtrack to the top left of the last chamber to get your 
    "G" and the your Golden Feather.
    
    Go up through the four patrolling Shuris, use a super charge to get a Red 
    Balloon (as you plow through some Puftups), and then go right past a Lockjaw
    to go through a false wall to get to a no Enguarde sign (you get a Red 
    Balloon) before entering Bonus Room #58!  Take the Treasure Chest to throw
    at every Zinger till it finally busts on the last one in the area to give 
    you the Kremkoin.  When you re-enter the level, swim right to get the water
    level to start falling, and then swim back to the ledge to wait for the 
    complete water drain before you jump onto the target for your end of level 
    reward.
    
    
    ~~~~~~~~~~~~~~~~~~
    ~~ Cranky's Hut ~~
    ~~~~~~~~~~~~~~~~~~
    
    Go up to the Monkey Museum, and visit your old friend, Cranky Kong!  There
    are tips in here, some of which you have to pay for, as well as offering an 
    Expresso Racing Mini-Game (he will even spot you a Golden Feather to help
    strengthen the poor, malnourished bird)!  
    
    Enter Power-Up to build the Expresso's skills in the following areas:
    
    Speed   : Higher this is, the faster Expresso can run.
    Strength: Build this up to avoid getting shoved around by the opposition.  It
              also deals out punishment to those weaker in the same stat category.
    Boost   : Grab Birdseed from the track and press the R Button to send Expresso
              off full tilt.
    Flight  : The Golden Feather on the track can be collected to allow Expresso to 
              flap while he is jumping (using the A Button), extending the reach of
              his leap.
    
    
    =================
    Expresso Race #06
    =================
    
    Go low for a boost spot, then jump onto the next ledge before arriving at a
    track pide mudhole (tryto use a Golden Feather flap jump or a Birdseed boost to
    cross the area quickly).  Use the boost spot on the far side of the mudhole,
    aiming for the upper area of the track to get onto the tree trunk birdge to 
    span the gap, and then use the boost spot to shoot up the hill ahead.  Another 
    boost spot is ahead, so hit it and cut up to bypass a mudhole, and finally
    move down to get into line with one more boost spot that will lead to the 
    finish line!  Two more trips around the crazy track will yield a DK Hero Coin
    with the gold trophy being taken back to Cranky!
    
    
    ~~~~~~~~~~~~~~~~~~
    ~~ Castle Crush ~~
    ~~~~~~~~~~~~~~~~~~
    
    Enemies       : Neek, Spiny, Kruncha, Kutlass, Klampon, Zinger, Krook, Necky
    Bonus Rooms   : #59-60
    Animal Helpers: Rambi, Squawks
    Difficulty    : 9/10
    
    
    In this level, you are in a castle of K. Rool, but the floor is continually
    rising as you fight your way through the opposition.  Be ready to move fast,
    because you need to be to get to the Bonus Rooms and DK Coin!
    
    Grab all the Bananas you can, kill the Neek, roll through the Spiny, and 
    then grab the DK Barrel on the left (to get your other Kong if needed).  Use
    the DK Barrel on the Kutlass on the left, jump into the Animal Barrel to
    become Rambi (as the picture on the front suggests), and then take out the
    Neek.  Next up is a Kruncha that can only be hurt by Rambi, and then you
    face Spinies guarding some prizes (from left to right: Banana Token, solo
    Banana, Banana Bunch, and the "K").
    
    Head to the middle, kill the four Klampons, get the Banana Bunch, and then
    avoid the Krooks hook till you can get over the wall to put him down.  Kill
    the two Zingers, grab the Banana Token, kill the three Spinies, and then use
    the super charge with Rambi to bust open the wall to access Bonus Room #61!
    Use Rambi to destroy the Zingers as the floor rise to get the Kremkoin.  
    Take care of the Klampon, cash Rambi in for a Banana Bunch at the no Rambi
    sign, and then head up to roll attack the Spiny and then jump past the 
    Klampon to reach the far right opening.  The Barrel Kannon set will launch
    you to the high ledge, so step off to the right to get a Banana Bunch and 
    the letter "O" before you re-enter the Barrel Kannon to get back to the 
    ledge where you wipe the Spiny out before the floor gets there.  
    
    Roll attack the four Spinines, bust the Star Barrel, break the DK Barrel if
    needed, and then go through the false wall on the left to find an Animal
    Barrel to turn into Squawks (as the picture on the barrel suggests).  Fly
    upwards past the Krooks (shooting the one with the Camera to gain possession
    of the object) in the wall, then past the four Zingers, fly down the hole 
    where a Banana Bunch sits to get the DK Coin, and then head up to  the right 
    "N".  
    
    Kill the Zinger, go past the no Squawks sign to receive a TNT Barrel as a
    reward, and use it on the wall on the left to find Bonus Room #62!  In this
    Bonus Room, you have to choose a path around the blocks that the floor tries
    to crush you under (left, middle and right are three alleys you can take at
    any time).  Use the following: left, middle, right, left, right, left, 
    middle, right, left, right, left, and then grab the Kremkoin on the ledge on
    the right.  Jump down to the lower ledge when you return, jump the Klampon,
    grab the Golden Feather in the top right corner, and then hop the 
    Klampon/Spiny combo.  Now roll through the Spiny on the right, jump on the 
    Klampon, roll through the Spiny on the left, jump on the Klampon, roll through
    the Spiny on the right, jump on the Klampon, and then deal with the Necky 
    barrage with jumps or rolls, or just avoiding them.  Now you face a narrow 
    vertical shaft with Zingers patrolling, so wait for them to approach you, and 
    then you jump them before running back underneath (the Zingers should then 
    slam into the ground to die).  Grab the DK Barrel, use it on Kruncha, grab the
    "G", and then hop the alternating hook throwing Krooks until they get 
    squished.
    
    Roll through the three Spinies, avoid the Zingers till they die upon 
    impacting on the floor, and then bounce off of the first Klampon to the 
    second Klampon (bouncing over the Spiny) to get to the far right.  Quickly 
    run right, grab the Barrel, run left to use it on the Zinger, and then go up
    the narrow hole to grab the Bananas and Banana Tokens before heading to the
    top of the stone wall to jump down onto the end of level target for your 
    prize.
    
    
    ~~~~~~~~~~~~~~~~~~~~~~
    ~~ Clapper's Cavern ~~
    ~~~~~~~~~~~~~~~~~~~~~~
    
    Enemies       : Lockjaw, Spiny, Klampon, Kruncha, Zinger, Neek, Click-Clack,
                    Shuri, Flotsam, Puftup, Flitter
    Bonus Rooms   : #61-62
    Animal Helpers: Clapper, Enguarde
    Difficulty    : 7/10
    
    
    Use your team throw at the start to reach the hook, roll through the four
    Spinies, kill the Klampon, and then enter the cave to access Bonus Room #63!
    In this Bonus Room, just carefully jump across the small ice platforms to 
    reach the high ledge on the right where the Kremkoin awaits you.  When you
    reappear, use your team throw to get the "K" as you catch another hook, 
    which can be used as a stepping stone to the DK Coin, then start down the 
    slope to the right, throwing your fellow Kong up into the area above to snag
    the coveted Golden Feather that resides within.
    
    Head right to fall back onto the main path of the level, jump the Kruncha, 
    jump the Zinger, and hit the Clapper to freeze the water temporarily.  Run
    to the right quickly, jumping over the Neeks and the Click-Clack before 
    sliding underneath the Zingers for a Banana Token.  Jump into the Barrel
    Kannon to launch yourself up to the next set of ledges (the water will rise
    behind you), and then use your team throw to get rid of the Kruncha.  Jump
    onto Clapper, jump the dual stacked Zingers, grab the "O", run right to jump
    over the Kruncha, and then into the Barrel Kannon, which will launch you 
    into an underwater section of the level without the persistent Lockjaw 
    around to bother you.
    
    Head right past the three Flotsam, past the three Shuri, up into the 
    dead-end branch of the path for three invisible Banana Bunches, and then up
    the vertical shaft to where you see a left branch (head down it).  Let the
    two Puftups blow up, kill the remaining Puftup for a Camera, then go left to 
    where a Puftup patrols, kill it, get the Banana Token, and then bust the right
    wall by the solo Banana to enter Bonus Room #64!  Possibly the easiest Bonus 
    Room in the game, just hold RIGHT and press the B or A Button continually to 
    reach the end of the cave where the Kremkoin sits in plenty of time.  
    
    You reappear right by a no Enguarde sign, so pass by it to get a Banana 
    Bunch before you return to the "dry" ice platforms where a Spiny should be 
    disposed of with a roll attack.  Jump the Kruncha, bust the Star Barrel, 
    bounce off of the Flitter to hit a Clapper, and then run left through the 
    Zinger/Kruncha combo attack, making sure to slide under the Zinger between 
    the two Krunchas to get the "N".
    
    Use the team throw up at a solo Banana near the roof to become invincible,
    and then immediately drop down into the water to swim through a shallow 
    tunnel where three Banana Tokens and a Camera await you, jump out of the water
    to continue left, go up the hooks, get the "G", and then head right off of 
    the Clapper.  Roll attack the two Spinies, duck under the Zingers, pick up the
    Barrel, jump onto the Clapper, throw the Barrel, and run after it as it 
    clears many Zingers out of your path.  At the end, jump into the Dixie 
    Barrel with Dixie to get your end of level prize from the target.
    
    
    ~~~~~~~~~~~~~~~~~~
    ~~ Kong College ~~
    ~~~~~~~~~~~~~~~~~~
    
    Visit the Kong Kollege, where you can be taught how to do special moves,
    what certain things do, and tips for the area guardian.  She will also have 
    some Homework for the Kongs, so head out into the world watching for enemies 
    with Cameras over their head, as their defeat will add them into a scrapbook, 
    which can also be filled out by going after loose Cameras within levels as 
    well.
    
    
    ~~~~~~~~~~~~~~~~
    ~~ Windy Well ~~
    ~~~~~~~~~~~~~~~~
    
    Enemies       : Click-Clack, Zinger, Kutlass, Kannon, Krook, Flitter, Spiny, 
                    Klobber
    Bonus Rooms   : #63-64
    Animal Helpers: None
    Difficulty    : 9.5/10
    
    
    At the start, jump down into the first pit where a Banana awaits.  You will
    get a "K" before a Barrel Kannon shoots you up to the next platform where 
    you will dispose of a Click-Clack.
    
    Jump to the right where you kill the Click-Clack, then continue right with a
    roll jump to the Arrow Barrel that is below the Golden Feather, and then you 
    will see a DK Barrel, which you will jump up at.  The wind will proceed to 
    lift you up as you rise to the next ledge.  Next, jump between the two 
    Zingers, and rise to the next ledge where the Kutlass will not be when you
    arrive (then wreck the Kutlass).  Head left, fall off the ledge to get the
    Banana Token, then jump to the hook and jump off of it to start your next
    ascent before the Kannon can plug you with his shots.  Go right between the
    two Zingers, grab the hook, jump up through the two Zingers, and then go 
    left to reach the ledge by going between the Zingers.  Go right, jump 
    straight in the air, and when you start to fall, go between the two Zingers.
    Do the same on the next set, and then float to the next hook where you jump
    off of it to start your next climb.  Jump right, maneuver through the 
    Zingers (even go right up the middle through all of them for a Banana 
    Token), and then roll through the Click-Clack on the ledge.  Jump up to the
    side of the Zinger, float between the two of them for the "O", and then bait
    the Krook into throwing his hook before you quickly pass by.  
    
    Go left, walk off the ledge, time your flight under the Zinger, and then
    enter the Bonus Barrel to reach Bonus Room #59!  Jump up in the air to reach
    a hook, and then bounce your way across the Flitters to the far side of the
    room, where a Banana trail leads you to the Kremkoin.  When you return, walk
    off the ledge, fly under the Zingers, and then avoid the Kutlass as you head
    left to jump in the air to start the next air travel area.  Avoid the 
    Zingers, grab the prizes they circle if you wish, and then be sure to bust 
    the Star Barrel before moving up the next platform via the hook.  Grab the 
    DK Barrel, walk left, throw it at the Krook above you, then use your team 
    throw to clear the other Krook out for easy passage to the next ledge.  
    Immediately jump into the air, ride the winds to pass through the two sets
    of Zingers as you reach the low point of your floating, and then jump to the
    next ledge where you will hop again to take to the air.  You will go to the
    next ledge, jump to the Red Balloon, float left through the Zinger line 
    getting the "N" as you go.
    
    Avoid the Kutlass as you grab the hook, head up the next well past the
    two Krooks (using the bait and run tactic) as you also get the DK Barrel to
    get your Kong buddy back.  On the next ledge you jump off to the right while
    holding DOWN and RIGHT to pass under three Zingers to grab the DK Coin.  
    Jump up off of the next ledge, move carefully between the patrolling 
    Zingers, and then get on the small wooden ledge cleanly, or you will fall
    back into the Zinger guarding it.  Jump up to reach the next ledge by 
    passing two Zingers along the way, and then jump off to the left to start
    your floating across the chasm while getting through the Zingers.  
    
    You will start your ascent next, where you have to maneuver through three 
    sets of two Zingers moving horizontally, and then take out the Spiny on the 
    next ledge.  Jump up to start floating again, use your bait and run tactic on
    the four Krooks, and then through the Zinger blockade to reach a ledge with a
    no Squawks sign (despite not having seen Squawks yet!).  Now head right while
    NOT JUMPING, use your roll jump to get to a ledge below the end of level 
    target, bait the Klobber out of the narrow opening, jump on it once, pick up
    the barrel, and then use it on the Kutlass as you enter the Bonus Barrel to
    get to Bonus Room #60!  Use Squawks to collect all the stars in the short
    amount of time to get the Kremkoin that appears on the ledge on the right.
    When you return, get your reward for Squawks, jump on the hook, float across
    the air currents, and try to get the "G" as your end of level prize from the
    target.
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~
    ~~ Chain Link Chamber ~~
    ~~~~~~~~~~~~~~~~~~~~~~~~
    
    Enemies       : Klinger, Zinger, Klobber, Krook, Kutlass, Necky, Kannon
    Bonus Rooms   : #65-66
    Animal Helpers: None
    Difficulty    : 8/10
    
    
    Jump to the chain closest to you, climb to the top, let the Klingers slide
    down there chain, head across the top to the left, get on the chain by 
    itself, climb down it to the bottom, jump to the small ledge on the left to
    get the "K" before hopping back on the chain to head up to the DK Barrel.
    
    Pass the Zinger when it is off to the side, climb the chain, jump to the 
    ledge, go right to trigger a Klobber, kill it, and then grab the Banana 
    Token before waitng by the edge on the right for the Klinger to appear above,
    using a team throw or the Klobber barrel to destroy it for the Camera it 
    possesses.  climb up past the Klingers as you go right, and then jump up the 
    horizontal chains past the Zingers to reach a vertical chain.  Climb up past 
    the three Krooks after baiting their hooks away from them, go behind where 
    the third one was, get the Klobber to chase you, kill it, grab the Kannonball,
    jump down on top of the next Krook, and take the Kannonball to the Kannon to 
    get shot into Bonus Room #65!  Throw the Kannonball at the Zinger to get a 
    Banana Bunch available, and then jump your way across the chains as you 
    progress to the top right to find your Kremkoin.  Bust the DK Barrel once you 
    return, climb the chain, choose your side (this guide will go right side): 
    line up the Rotate Barrels to shoot to the chain above while avoiding the 
    Zinger patrolling each one.  Use the Barrel Kannons to shoot up to the top 
    after the halfway point of this section, and then grab the "O" from the top 
    right corner where a Zinger guards it before you head left to find a chain 
    going up.  
    
    You will see a solo Banana on the chain by itself, so jump off at the wall
    on the left to find an Exclamation Barrel to make you invincible.  Quickly
    return to the chain, climb quickly upwards through the chain rigging room
    where many Zingers will just bounce off of you, and then up into a room
    where the chain forms a cross with four Zingers circling clockwise.  Go as
    far right as you can to find an invisible Banana Token, and then go far left
    to bust the Star Barrel before you head back up the chain past the 
    Kutlasses.  Climb past the Klobbers to a fork in the path, and this guide 
    follows the right one which requires you quickly climb past the dive bombing
    Neckies to the horizontal chain where one more Necky awaits you.  Jump up to
    the next chain to enter a chain rigging room, where you have to maneuver 
    your way through many Zingers to reach the far left where two chains go up.
    Climb up as you hear Kannon fire (make sure to start on the right chain), 
    and the shots will alternate chains as you go up.  You will see a solo Banana
    halfway up, so jump into the wall on the right to find a secret passage to
    get the "N" and the DK Coin before you return to the chains once more. 
     
    Continue your climb up till you reach a horizontal chain which leads to the
    right.  Climb up the vertical chain a little, and then jump into the wall on
    the left to find yet another secret passage which will take you to the two
    Kannons which were lobbing shots at you previous (roll through them), and 
    behind them you will enter Bonus Room #66!  Using the moving Rotate Barrels,
    shoot your way up to the very top ledge where the Kremkoin awaits you.  When
    you return, jump up the chains to the DK Barrel where you will wait till two
    Zingers go past, at which point you jump up the chains to find the Golden
    Feather in the corner, followed by another pair of Zingers in the next shaft.
    They will start to move as you approach, so jump down the chains ahead of 
    them, then go left, jump up the chains above the Zingers, and then go right 
    to find a vertical chain.  Climb it as fast as possible (straight up) to pass
    a Klobber and six Neckies before you head left and up to find the end of level
    target.  Take the horizontal chain to the far left to find the "G", head back 
    across the chain to hang directly over the target, and then drop down when the
    prize you wants is on the pole.
    
    
    ~~~~~~~~~~~~~~~~
    ~~ Funky Kong ~~
    ~~~~~~~~~~~~~~~~
    
    Visit Funky Kong next, and take up his challenge for his rental service (you
    should do this in every world).  This should be done because the challenge he
    lays out will (provided you complete it successfully) will allow Diddy and 
    Dixie to access the Gyrocopter for that world at any time by pressing START,
    then choosing it so they can fly to any world that they wish!  This is 
    especially useful if you are unable to get to the Kong Kollege in a world to 
    save, but you have successully finished a Funky Challenge.  You can fly to a 
    previous world to save there.
    
    ============
    Kongnapped 2
    ============
    
    You will need to rescue five Kongs (again, they all look like Tiny Kong from
    Donkey Kong 64) while putting up with water that must be raised, lowered, 
    flying through on limited air, all of which must be done in under three 
    minutes!
    
    Star off by going right and down, then going up into the first area available
    to find a Kong as well a down arrow to shoot before returning to the helipad.
    Now head down and right towards the hole that opened up due to lower water,
    travelling down to the area below to grab a second Kong to return to the
    helipad.  Now backtrack to where you found that second Kong, shooting the up
    arrow to raise the crate out of the way so you can fly left through the water
    to use a nearby air pocket above the water to refill the air supply, then go
    grab the Kong below the water to take back to the helipad.
    
    Now head right towards the area that you found the first Kong, shooting the
    up arrow to raise the water, and then go right through the water (new opening
    due to crate being raised) to find a down arrow to shoot to lower the water
    again.  Go down to get the nearby Kong, then head up, raise the water at the
    top to get by the crate so you can return to the previous arrow area to lower
    the water to allow safe passage to the helipad, and then repeat the same steps
    to return to that level where you just snagged that Kong.  Now shoot the up 
    arrow to raise the crate on the left slightly, allowing your Gyrocopter to 
    pass through to reach the final Kong, and then you will need to head up, raise
    the water at the top to get by the crate so you can return to the previous 
    arrow area to lower the water to allow safe passage to the helipad, thereby
    gaining possession of the DK Hero Coin!
    
    
    ~~~~~~~~~~~~~~~~~
    ~~ Toxic Tower ~~
    ~~~~~~~~~~~~~~~~~
    
    Enemies       : Klampon, Zinger, Kaboing, Kannon
    Bonus Rooms   : #67
    Animal Helpers: Rattly, Squawks, Squitter
    Difficulty    : 9.5/10
    
    
    In this level, you will be going up the narrow tower.  The catch is that you
    must do so in a fast manner because of the rising toxic sludge behind you!
    If you fall once while going up, chances are you will die.  This level can 
    be frustrating, but keep practicing at it, and you will get it! :)
    
    Bust your buddy out of the DK Barrel (you'll probably need him/her), jump up
    the stairs while killing/avoiding the Klampons, and then enter the Animal
    Barrel to become Rattly (as the picture on the front suggests).  Jump up to
    the next ledge, jump left till you can bounce off of two successive Kaboings
    to land on a ledge on the right by the wall.  Jump up to the next ledge, then
    use the two Zingers to cross the gap to super jump from the right side of the
    platform to grab the Golden Feather.  Now jump up through the maze of ledges
    on the right, where you can see (and then collect) the "K".
    
    Jump up the right side, bounce across the three Zingers, super jump up to 
    the next land island, jump across the small gaps till you see a Zinger in 
    one of the holes.  Kill it, fall down the hole holding RIGHT, get the DK
    Coin, and then use the Barrel Kannon to get back out of the hole.  Super 
    jump to the next ledge, avoid the barrels shot by Kannon, get the DK Barrel
    behind him if you need to, and then super jump to the next platform.  Now 
    you face the tricky part of having to bounce off of the first Zinger in 
    line, bounce across to the right where you have to bounce off of the last 
    Zinger on the end to reach the ledge on the right.  
    
    Super jump to the next ledge, then use the two Zingers in the holes as 
    stepping stones (faster method, but more dangerous), or use the super jump 
    when they are not blocking the holes (slower method, but safer).  Use a 
    super jump to get up farther, and then use the Zingers on the right "path"
    to get the "O" (you get a Banana Token on the left) before a Barrel Kannon
    will launch you up into an Animal Barrel, which turns you into Squawks (as 
    the picture on the front suggests).
    
    Fly up to break the Star Barrel (yay, halfway there), head through the 
    narrow passageways lobbing coconuts at the Zingers as you fly swiftly.  Next
    you kill four Kaboings before heading up a vertical shaft where a solo 
    Banana located below a Zinger shows you the path around the next section of
    the castle, and it also rewards you with two Banana Bunches as well as two
    Banana Tokens.  Head up to the next chamber where two yellow Zingers (can be
    killed) and two red Zingers (can not be killed) patrol clockwise.  Fly to 
    the right (3 O'Clock position) to find the "N" before you head up through 
    the roof (12 O'Clock position) to navigate another area of small openings
    guarded by Zingers (both colours).
    
    Once you fly through there, you head up and to the right where you will
    face an increasing amount of Zingers at each interval (one, then two, then
    three) before turning left to fly into four more Zingers guarding the way.
    Kill them, check underneath the fourth one to find the "G", and then head up
    to enter yet another Animal Barrel to become Squitter (as the picture on the
    front suggests).
    
    Start building web platforms so you can climb up, and be sure to do it on 
    the right side of the corridor.  When you see a Zinger against the wall on 
    the right, shoot it, go a little higher to shoot another Zinger for the Camera
    it holds, and then backtrack to the first Zinger spot to walk through the 
    false wall it guarded to find a Bonus Barrel which sends you to Bonus Room 
    #67!  Build web platforms to get to the top of the room, where a wooden ledge 
    awaits you with the Kremkoin.  When you reappear, you will hit a no Squitter 
    sign, so jump to the chain on the right, jump over the target drop the toxic 
    slime down, run underneath the end of level target using the narrow tunnel to 
    get a Green Balloon, and then climb the chain once more to hit with enough 
    force to get your end of level prize.
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~ Swanky's Bonus Bonanza ~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Next up, we pay a visit to Swanky at his Bonus Bonanza.  In this place, you
    can play a trivia game, which is composed of him asking you questions based 
    on the area of the game you are in the game.  If you fail, you can pay to
    play again (see the Swanky Sub-section for details on how to get all the 
    questions right).
    
    If you have been playing the entire way through the game, you will be awarded
    a Camera for successfully completing each quiz game!
    
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~
    ~~ Stronghold Showdown ~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Number Of Hits: 7
    Attacks       : sends Kleevers after you, shoots fire, uses fist smashes
    Difficulty    : 7.5/10
    
    The big, bad boss will appear, telling you that it is not time to fight him
    yet!  Instead, he will send Kerozene, the MASSIVE, orange Kremling to deal 
    with you!
    
    He starts off by calling two Kleevers into help, so use a Kannonball on each
    one to get rid of them, then repeat the pattern on the second set of Kleevers.
    Next up is a fiery attack, so move over to one side and wait for an opening 
    to go snag the Kannonball, which should be used upon Kerozene's face.  Repeat 
    this once more, then move the Kongs underneath Kerozene's face (to avoid 
    being crushed by a meaty fist), and then jump onto one of his hands.  Now wait
    for the fire attacks to get away from the Kannonball, then use it upon his 
    face,repeating this once more to make him drop out of sight.  When he returns 
    you will need to get onto his fist (which can be tough due to him swinging them
    slightly), then repeat the pattern to make him drop away once more.  Move to
    the middle of the screen, then jump into the air for the two fist smashes, 
    followed by grabbing the Kannonball that falls after the second one and jumping
    onto his raised fists before he lights the entire bottom area aflame.  Now 
    throw the Kannonball at the big beast to finally put him down!
    
    
    
      /-X-X-X-X-X-X-X-X-\
     |Kremkoin Count: 73 |
      \-X-X-X-X-X-X-X-X-/
    
    
                             o------------------------o
                             | 3.07: The Flying Krock |
                             o------------------------o
    
    
    ~~~~~~~~~~~~~~~~~~~~~~
    ~~ Screech's Sprint ~~
    ~~~~~~~~~~~~~~~~~~~~~~
    
    Enemies       : Cat O' Nine Tails, Kaboom, Kloak, Klinger, Flitter, Neckies, 
                    Screech
    Bonus Rooms   : #68
    Animal Helpers: Squawks
    Difficulty    : 8.5/10
    
    
    Bust your Kong partner out if you need them, and then do not lose them if 
    you wish to access the Bonus Room later on in the level.  Roll jump to the 
    Banana Token, avoid the Cat O' Nine Tails, roll jump to the next ledge, pick 
    up the TNT Barrel thrown by Kloak before it becomes a Kaboom, and use it on 
    one of the Klingers out on the vines.  Climb across the top of the vines when
    the Klingers are down below, climb down the last vine, jump through the 
    narrow opening when the Zinger is not in the way, bust the Treasure Chest on 
    the Zinger, and then jump to the hand-over-hand vine.  Go under the four 
    vertically moving Zingers, bounce off of the Flitter for a Banana Token, drop
    down to the next ledge, and avoid the two Cat O' Nine Tails before you jump 
    to the vine.  
    
    Climb straight up the vine quickly to avoid the seven Neckies, and then jump
    to the left.  use your team throw (you must still have your buddy from the
    level start) to get to the platform where the Kannonball sits, and then jump
    into the Kannon on the right to enter Bonus Room #68!  In this Bonus Room, 
    use Dixie Kong to helicopter spin to the Banana trail going straight down, 
    switch to Diddy Kong for a roll jump, switch to Dixie Kong and helicopter 
    spin to the next ledge, and then roll jump with Diddy to get the Kremkoin.  
    You return just below the Kannon, so roll jump left, bust the Star Barrel, 
    enter the Animal Barrel to become Squawks (as the picture on the front 
    suggests)
    
    Fly left to see Screech waiting at the start line (to the race you just 
    involuntarily entered).  Time your start so you are going fast as the green 
    light starts up, and then split the two red Zingers to get the "K".
    
    Follow the Banana trail up, go left and down, and then go up the middle past
    some Zingers through a narrow opening, and then go up the left corridor to 
    get the "O" before turning right.
    
    As you fly right, bust down a couple Zingers in the line to get through, and
    then bust down the two yellow Zingers in the next line.  When you see the 
    arrow pointing down, go up to the right through the narrow opening to get a
    DK Barrel, the DK Coin, and then take Barrel Kannons to get back out on the
    race course.  Head down, go left, cut right quickly to get the Golden Feather,
    then head left and up, and then head down and left following the Banana trail 
    till you hit a turn to go right where you have to shoot the bottom two Zingers
    to sneak through the line.  Then you have to wait for the red Zinger circle to
    have the opening allow you to pass, which is followed by a narrow passage that
    goes up, down, up, down, and then a straight up shaft for you to navigate.  
    When you go up, take the right branch for the "N", and then go left where you 
    must navigate a red Zinger air force before cutting up to the next section 
    (following the arrow) or go past it to the left to get the "G" before heading 
    up.
    
    Cut under or over the two red Zingers, and then cross the Banana "finish 
    line" to win, and to stop Screech's crazy race (if you break 1:20:00 on the 
    race, a Camera is your reward)!  Head right to the no Squawks sign to turn 
    back into your Kong, and land on the target for your end of level prize.
    
    
    ~~~~~~~~~~~~~~~~
    ~~ Funky Kong ~~
    ~~~~~~~~~~~~~~~~
    
    Visit Funky Kong next, and take up his challenge for his rental service (you
    should do this in every world).  This should be done because the challenge he
    lays out will (provided you complete it successfully) will allow Diddy and 
    Dixie to access the Gyrocopter for that world at any time by pressing START,
    then choosing it so they can fly to any world that they wish!  This is 
    especially useful if you are unable to get to the Kong Kollege in a world to 
    save, but you have successully finished a Funky Challenge.  You can fly to a 
    previous world to save there.
    
    ===================
    Toxic Kongstruction
    ===================
    
    Go right to shoot the three arrows in the following order: top, middle, bottom,
    then grab the nearby crate as you move leftt, and then head down through the
    windy path (shooting the second arrow set in the following order: bottom, 
    top, middle), bombing the Flitters, eventualy reaching the Donkey Kong Legs.  
    As soon as they are grabbed, the green sludge rises, so fly upwards quickly, 
    passing the helipad to go left to the statue area.  Now head back to the left, 
    taling the hole on the right (repeating the three arrow patterns), but this 
    time head further down (on the right side) to bomb a Flitter, then go left to 
    shoot a solo arrow to further lower the killer green stuff to find both the 
    torso on the left, while the head is on the right (choose one this time, then 
    make a third trip down the same hole to get the one you did not collect).
    
    Next up is a jaunt left (grabbing the Bombs along the way from a crate) to 
    shoot the arrow set in the following order: middle, top, bottom, then head 
    down past Flitters (via Bomb Drops) to hit a second arrow set: bottom, top, 
    middle, then fly down along the wall on the left to shoot a new arrow set: 
    top, bottom, middle, and then bomb Flitter en route to an arm.  Now backtrack
    all the way to the statue area to deposit it. Back to the left to shoot the 
    arrow set in the following order: middle, top, bottom, then head down past 
    Flitters (via Bomb Drops) to hit a second arrow set: bottom, middle, top, then
    fly down right to pass a couple more Flitters to find an Arm, which will have
    the toxic goo rise immediately, so take off  for the statue location again.  
    This is the final piece, so fly to the helipad to recieve the DK Hero Koin as 
    a reward for your fancy flying!  Also, if you have completed every Funky 
    challenge to date, you will also get a cool Camera for your hard work!
    
    
    ~~~~~~~~~~~~~~~~~~
    ~~ K. Rool Duel ~~
    ~~~~~~~~~~~~~~~~~~
    
    Number Of Hits: 9
    Attacks       : shoots at you, sucks you into him, clubs you, stationary 
                    spike kannonballs, hit you, bouncing spike kannonballs, 
                    whirling spiked kannonballs, barrels, blue clouds (freezes 
                    you), purple clouds (reverses LEFT and RIGHT), and red 
                    clouds (slows your movements).
    Difficulty    : 9/10
    
    
    You enter the room to see Donkey Kong hanging from the ceiling, and Kaptain
    K. Rool proceeds to brutalize him with gun butts and kannonballs!  Donkey
    Kong will be pulled out of play, and so begins the duel!
    
    =========
    ROUND ONE
    =========
    
    K. Rool shoots out a Kannonball right away, so grab it off the ground, jump
    him when he charges you, and when he begins to suck in with his musket, 
    throw the Kannonball into the gun to cause it to backfire.
    
    =========
    ROUND TWO
    =========
    
    Jump the Kannonball as it shoots back towards you, avoid the spiked 
    kannonball lobbed at you (it stops in the middle of the floor), and then 
    jump the two charges K. Rool throws at you.  The spikes will disappear, so 
    grab the Kannonball to throw at the "good" Kaptain's musket to cause some
    hurt to the big Kremling.
    
    ===========
    ROUND THREE
    ===========
    
    Jump the Kannonball as it shoots back toward you, avoid the two spiked
    kannonballs as they come at you to rest with some room to step between them.
    Now you must jump over the charging K. Rool three times as you avoid the
    spiked balls at the same time, and then grab whichever one loses it spikes
    (this is random).  Throw the Kannonball into K. Rool's gun to cause the 
    backfire damage we know and love.  Then jump the Kannonball as it shoots 
    back toward you.
    
    
    VICTORY! 
    
    HE FALLS!  Donkey Kong is lowered from the roof!  You have done i...  OH NO!
    He got up, so back to more fighting fun!
    
    ==========
    ROUND FOUR
    ==========
    
    Bust the DK Barrel that appears to the left of Donkey Kong if you need your
    other Kong, and then go to the opposite side of the chamber from him to 
    prepare for spiked kannonball dodging!  The following is the order of moves
    you should use as you avoid the barrage (keep in mind the shots increase in 
    frequency and speed as you go along): jump, jump, duck, jump, jump, jump, 
    duck, jump, duck, and then break the Barrel to get the Kannonball contained
    within it.  Throw it at K. Rool when he sucks in with his trusty musket to 
    backfire it once again.
    
    ==========
    ROUND FIVE
    ==========
    
    Jump the Kannonball as it shoots back toward you, jump his charge as you 
    move to the opposite side of the chamber from him, and then prepare to jump 
    the bouncing spiked balls!  The following is the order of moves you should 
    use as you avoid the barrage (keep in mind the shots increase in frequency 
    and speed as you go along): jump, jump or walk under, jump, jump or walk 
    under, walk under, jump or walk under, walk under, jump or walk under, walk 
    under, and then break the Barrel to get the Kannonball contained within.  
    Throw it at K. Rool when he sucks in with his musket to cause that damaging 
    backfire.
    
    =========
    ROUND SIX
    =========
    
    Jump the Kannonball as it shoots back toward you, jump his charge as you 
    move to the opposite side of the chamber from him, and then prepare for
    whirling spiked kannonball barrage!  Jump the three single spiked ball 
    moving in swirling motions (increasing orbit with each one), and then jump
    the three sets of two spiked balls moving in swirling motions (increasing
    orbit with each one).  Jump on the Barrel to release the weapon of choice 
    here (the Kannonball), and stick it to K. Rool when he starts his Hoover act
    with his musket.  Then be sure to jump the Kannonball as it rockets back at 
    you.
    
    
    VICTORY!!
    
    HE FALLS AGAIN!  Donkey Kong is lowered from the roof again!  You have done 
    i...  OH NO! He got up, so back to even more fighting fun!
    
    ===========
    ROUND SEVEN
    ===========
    
    Break the DK Barrel if you need your partner Kong back, jump the blue clouds 
    coming for you (if they hit you, rapidly press your buttons to break free of
    the freeze).  Jump the slow charge of K. Rool, jump his semi-invisible charge,
    jump his invisible charge, and then grab the Kannonball.  Throw it at the 
    Kaptain when he starts to suck (no, I mean his gun) to cause painful 
    backfiring!
    
    ===========
    ROUND EIGHT
    ===========
    
    Jump the Kannonball as it shoots back toward you, jump his charge as you 
    head to the opposite side of the chamber where you have to jump three red 
    clouds (or risk extreme slowdown of your character movements), and then jump
    three spiked balls.  Grab the Kannonball to launch into K. Rool's musket to
    cause yet another vicious backfire.
    
    ==========
    ROUND NINE
    ==========
    
    Jump the Kannonball as it shoots back toward you, jump his charge, avoid the
    three purple clouds (or have reversed controls of LEFT and RIGHT), and then
    fight off the sucking of the musket.  Now you have to keep away from K. Rool
    as he randomly appears near you in an attempt to suck your Kong into his 
    reach!  After the third attack like this, a Kannonball appears in the middle
    of the room, so go grab it, and throw it into K. Rool's musket once more to 
    get the usual backfire.  Then be sure to jump the Kannonball as it launches 
    back at you.
    
    
    VICTORY!!!
    
    The Kremkoin falls to you (giving you the full 75 coins as well as a Camera), 
    and it appears as K. Rool is about to rise again, Donkey Kong gets loose to 
    punch Kaptain K. Rool so hard that he falls all the way into the swamp that 
    you passed all those levels ago!  However, the Kaptain will not be done yet, as
    he wants the Kongs to come and get him in the Lost World!
    
    You have rescued Donkey Kong, and you have also won the right to be berated by
    Cranky.  After he finishes his speeches, you will get to see the cast of 
    characters, followed by the credits for the programmers.  Cranky will reappear
    to tell you something, but he seems to think it is a waste of time (when you 
    start a new file, press DOWN repeatedly to find a Music Test and a Cheat Mode 
    code enterer).  Now, you may have finished off the regular game, but we skipped 
    all of the Klubba's Kiosks didn't we?  I guess we should investigate there 
    first to see where the missing DK Coins are?
    
      /-X-X-X-X-X-X-X-X-\
     |Kremkoin Count: 75 |
      \-X-X-X-X-X-X-X-X-/
    
                              o----------------------o
                              | 3.08: The Lost World |
                              o----------------------o
    
    
    ~~~~~~~~~~~~~~~~~~
    ~~ Cranky's Hut ~~
    ~~~~~~~~~~~~~~~~~~
    
    Go up to the Monkey Museum, and visit your old friend, Cranky Kong!  There
    are tips in here, some of which you have to pay for, as well as offering an 
    Expresso Racing Mini-Game (he will even spot you a Golden Feather to help
    strengthen the poor, malnourished bird)!  
    
    Enter Power-Up to build the Expresso's skills in the following areas:
    
    Speed   : Higher this is, the faster Expresso can run.
    Strength: Build this up to avoid getting shoved around by the opposition.  It
              also deals out punishment to those weaker in the same stat category.
    Boost   : Grab Birdseed from the track and press the R Button to send Expresso
              off full tilt.
    Flight  : The Golden Feather on the track can be collected to allow Expresso to 
              flap while he is jumping (using the A Button), extending the reach of
              his leap.
    
    Note that you will recieve a Camera for just finding the Lost World (thanks to
    Cranky) once you visit his Hut once.
    
    
    =================
    Expresso Race #07
    =================
    
    GO straight to hop the wooden stakes, then use the boost at the bottom of the
    hill to rumble across the tree trunk bridge, and then use another boost spot to
    blow over two brick bridges (same width as a tree trunk bridge).  Next up is a
    track wide pond, so hopefully you have a Golden Feather to flap with to pass 
    over it, and then boost down the hill to cross a tree trunk bridge before 
    cutting below a pond.  Jump up to the ledge above, and then use one fo the two
    boos spots to cross the finish line.  Complete three laps and win to recieve
    the final DK Hero Coin from Cranky!
    
    Also note that if you have recieved every DK Hero Coin the crotchety old Kong
    has to offer, you will get a Camera with a picture of Expresso on it!
    
    
    ~~~~~~~~~~~~~~~~~
    ~~ Jungle Jinx ~~
    ~~~~~~~~~~~~~~~~~
    
    Enemies       : Klampon, Zinger, Kutlass, Spiny, Flitter
    Bonus Rooms   : One
    Animal Helpers: None
    Difficulty    : 8/10
    
    
    Jump to the entrance to find a Banana Bunch, go right past the Klampon, and
    use the Radial (huge tractor tire) to reach the DK Barrel.  Jump the gap,
    hop off of the Radial to get the "K" as you land on another Radial, which 
    will bounce you across the spike set below.
    
    Jump the gap, bounce your way up the cliffs off of the Radials, and use the
    Radial on the plateau to clear the Zinger for another Banana Bunch.  Jump
    to the next ledge, use the helicopter spin between the two Zingers for a 
    Banana Token (if you want to risk it).  Otherwise you have to avoid the 
    Radial as you cut under the two Zingers to face a Kutlass.  Go right past 
    the small section of spikes, roll through the four Spinies, then use the two
    Dixie Barrels to grab a Camera as you reach the next ledge, and dodge the 
    Radial that charges at you.  Head right to find a Radial you must bounce off
    of to clear two stacked Zingers, to land on the Radial to bounce past the 
    spikes.  Jump up to the next ledge, bounce off of the Radials to climb the 
    hill and the spikes to where see a Flitter, but you will drop straight down 
    to the left of the spikes.  Go left, roll jump to get the "O", and then right
    into the Bonus Barrel to get to the Bonus Room!
    
    Use your team throw in the Bonus Room to kill the Flitters, but be sure not
    to throw into the Zingers.  Your reward here is a DK Coin.  You bust the
    Star Barrel upon returning, so head right where a Klampon and Spiny charge 
    you.  Break the DK Barrel if you need to, kill the Kutlass, get to the edge
    of the pit, and then time your roll jump down to grab the Golden Feather and
    then land onto the Radial to bounce your way across the three ledges filled 
    with spikes.  Kill the two Klampons, jump down onto the Radial, bounce your 
    way right to reach the next pit (be sure to get the "N" at the start of the 
    Radial set).
    
    Jump down the Banana trail when the Zingers move out of the way, and then
    navigate the Barrel Kannons till you get to the one that will shoot you
    straight up.  Time your shot up to land you there between Radials, and then
    start bouncing across the small spike set.  Jump the gap, team throw for the
    Banana Token, and then time your jump to the Radial so you can bounce up the
    three ledges to where you fight three Klampons.  Roll jump to get the Banana
    Token over the gap, kill the Klobber, take the Barrel, kill the Zinger, get
    into the Barrel Kannon, and time your shot to get "G" from the end of level
    target (shoot when the Banana Bunch is up as the prize).
    
    
    ~~~~~~~~~~~~~~~~~~~~~~
    ~~ Black Ice Battle ~~
    ~~~~~~~~~~~~~~~~~~~~~~
    
    Enemies       : Klampon, Zinger, Spiny, Klobber, Krook, Neek, Flitter
    Bonus Rooms   : One
    Animal Helpers: None
    Difficulty    : 9/10
    
    
    Jump the Zinger, go down the slope to bust the DK Barrel before falling down
    to kill the four Klampons, and then jump down the next hole.  Jump the 
    Zinger when the Spiny is with it, and then head left avoiding the two 
    Zingers before you head down to the next ledge.  Go down the slope, turn to 
    jump on the charging Klobber, use his barrel on the Zingers, and then hop 
    the remaining red Zinger to get the "K" as you fall down the shaft to the
    next ledge.
    
    Bust the DK Barrel as you kill the four Klampons, go left to the hole to 
    fall past the Krook, and then head down past the three Zingers to the next
    hole that requires you to split the two Zingers along the wall.  Now you 
    have to bait the Krook below to throw it's hook, and then quickly hustle 
    down the hole it is guarding.  Head left, wait for the Krook to throw, and 
    then drop down to where you run left to fall to the next cavern.  Jump the
    two Zingers stacked in front of you, jump the gap to go up where a Klobber
    you must kill guards a Treasure Chest with a Red Balloon.  Go down the hole,
    drop down one of the four holes, jump the middle Zinger over the hole for
    the "O", and then drop down the hole to bust the Star Barrel.
    
    Bust the DK Barrel, go down one of the holes (choosing the right to hold LEFT
    to pick up the Klobber as you find the Golden Feather), and then drop down 
    the hole to end up on a platform.  Make your way to the right as you hop from
    platform to platform here (dealing with Klampons and Neeks, one of which 
    [Klampons] has a Camera, so crack him good), and then drop down to grab the 
    "N" as you land on the next ledge.  
    
    Jump the Zingers in this section, hold right to enter a side passage 
    where you must pass a Klobber and two Zingers to get a Treasure Chest (which
    you bust open for a Kannonball).  Head back to the left, drop down, Jump 
    across the three holes with Zingers in them, drop down to deal with three 
    Klampons.  Use the Kannonball on the Zingers in the next side passage to get
    the "G", a Banana Bunch, and a Bonus Barrel!  
    
    Jump the six Zingers on the slopes as you head down to find your DK Coin.  
    When you land, jump the Spiny, fall down to the next ledge where you jump 
    the next Spiny, to fall down to an uneven floored section where you need to
    hop over the three Zingers to fall down the hole, and then jump across the
    holes with Zingers to go down a shaft where a Zinger patrols.  Use the 
    floating ice ledge to hop your way up to a good vantage point of the end of
    level target.
    
    
    ~~~~~~~~~~~~~~~~~~~~~
    ~~ Klobber Karnage ~~
    ~~~~~~~~~~~~~~~~~~~~~
    
    Enemies       : Klobber, Kaboom, Zinger
    Bonus Rooms   : One
    Animal Helpers: None
    Difficulty    : 8.5/10
    
    
    Jump behind the wall to get a Banana Token on the left, pick up the Barrel,
    go right to make your way past the two Klobbers to jump the spike pit where
    you take in another one guarding a DK Barrel.  Roll jump the two pits as you
    collect two Banana Bunches and a Banana Token while crossing the two spike
    pits to reach an area with three Klobbers and a Barrel (be sure to use the
    Dixie Barrel to reach the "K" above the landform).  
    
    Continue on to the right, jump into the Diddy Barrel to get into a Rotate 
    Barrel set, shoot right, shoot up-right, shoot up-right, shoot right, and 
    then shoot right when the Zingers are not in the way.  Climb the terraces
    with the Klobbers on each one, get the "O" that is above the Dixie Barrel 
    with Dixie (or roll jump with Diddy), and then take care of the Klobbers
    guarding the Diddy Barrel (it will get you to a DK Barrel).
    
    Jump into the Barrel Kannon, shoot to the barrel of the Kong you are 
    controlling right now, shoot from the Barrel Kannon, and then use the Rotate
    Barrel to shoot up-right to land on the next ledge.  Jump into the barrel
    for your Kong, shoot between the two Zingers, and then shoot up-right where
    you land to jump up and hit the Star Barrel.  Hit the DK Barrel, go right to
    bait the Klobber off the cliff, pick up the Barrel to handle the Kaboom, and
    take the TNT Barrel right to get the next Kaboom.  Jump into the Rotate 
    Barrel, shoot up to the Barrel Kannon, shoot down from the Rotate Barrel 
    back to the main one (the first one), shoot down-right to get under the 
    Zingers, shoot up-right to get back to the main Rotate Barrel, shoot up to
    get the "N" (land back in the main one), shoot up and push your Kong past 
    the Zinger to land in the main one, and shoot up-right to land on the next
    ledge.
    
    Bust the DK Barrel, roll jump the spike pit, kill the Kabooms (one of which
    carries a Camera) and the Klobber, and then start the next Rotate Barrel set 
    by jumping into your Kong's Barrel (choose Dixie's for a Banana Token).  
    Shoot up, shoot right, shoot down to main one, shoot down-right, shoot 
    right, shoot up-left, shoot up and push your Kong past the Zingers, shoot up
    for the "G", shoot up-right, quickly shoot down-left (not to main one, but 
    lower Rotate Barrel), shoot up-right to main one, shoot up-right, shoot down
    to main one, shoot down-right, shoot up-right to main one, shoot up-right, 
    shoot down-right to main one, shoot up three times in a row to land back in 
    the main Rotate Barrel as you fly over Zingers in your path, and then shoot 
    up-right to land on the next ledge.
    
    Run right to jump the first set of spikes to get a Red Balloon, jump the 
    next two spike sets, clobber the Klobber, take the barrel up as you climb
    the terraces, jump into the Diddy Barrel to land in the Barrel Kannon,
    shoot up-right to the solo Banana to reveal a Bonus Barrel!  Jump to the
    Exclamation Barrel at the start, plow through every Zinger you see, get the
    next Exclamation Barrel, and continue right plowing through every single
    Zinger to get the DK Coin on the ledge on the right.  You land in the Barrel
    Kannon over the end of level target, so shoot down-right to jump behind the
    wall to find the Golden Feather, then get back into the Barrel Kannon to shoot
    when you think the prize you want is up.
    
    
    ~~~~~~~~~~~~~~~~~~~
    ~~ Fiery Furnace ~~
    ~~~~~~~~~~~~~~~~~~~
    
    Enemies       : Spiny, Kutlass, Klampon, Zinger, Krook, Flitter, 
                    Cat-O'-9-Tails
    Bonus Rooms   : One
    Animal Helpers: None
    Difficulty    : 9.5/10
    
    
    Team throw above the start to get three Banana Bunches, go right past the 
    three Spinies, jump into the Steerable Barrel (before the Spiny can reach
    you), and then follow the Banana path till you are lined up with a DK Barrel
    before you launch yourself out.  Kill the four Klampons before you hop to
    grab the "K", and then roll through the Spiny.
    
    Jump into the Steerable Barrel, fly under the Zingers as you grab the Banana
    Bunch, and then shoot yourself so you either bounce off of the Krook, or fly
    clear past it.  Now you face two Spinies before you get into the next 
    Steerable Barrel, and then go right through the Zingers to find another 
    Steerable Barrel to launch into.  move right again by going through the lower
    two Zingers to comandeer the Golden Feather they guard, and then go down 
    before launching into the Steerable Barrel.  Move right to get the "O" near 
    the lava and a DK Barrel near the top of the screen before shooting downward 
    once you get the Steerable Barrel over the land where a Spiny waits (roll 
    through it once you have landed).
    
    Two Klampons are waiting for you next, followed by two Spinies, and that is
    followed by a Flitter that you will bounce off of to enter a Steerable 
    Barrel.  Follow the Banana path down and to the right to line yourself up
    with the next Steerable Barrel, and then take that one along the Banana 
    trail to shoot at the next Steerable Barrel.  Follow the Banana trail 
    upwards till you reach the top of the screen, and then you should launch 
    your Kong to the right where you bounce to the right off of the three 
    waiting Flitters so you can break the Star Barrel.
    
    Jump across the gap to find a DK Barrel, which you should pick up to throw 
    at the Kutlass, and then use your team throw to eliminate the Krook that is
    on the higher ledge.  Next you get into a Steerable Barrel before you go 
    under the first vertically moving Zinger, and then go over the second 
    vertically moving Zinger before continuing to the right where you can launch
    upwards to get a Banana Token.  Go to the edge of the platform, wait for the
    Kutlass to appear and then turn around before you hop across, and then jump
    his attack so you can then leap into the Steerable Barrel.  Immediately go 
    right along the Banana trail, launch to the next Steerable Barrel, go right
    along the Banana trail, launch over the three Zinger wall, and then use the
    next Steerable Barrel to get the DK Barrel at the top of the screen if you 
    need to before launching into the next Steerable Barrel.  Take the Steerable
    Barrel, go down a bit, launch into the next Steerable Barrel, and then move
    that one right to launch into one more Steerable Barrel, which you can ride 
    around the Zingers to shoot for the "N".  You can also use a team throw to
    get the "N" if you missed it with the launch from the Steerable Barrel.
    
    Jump the Kutlass, avoid the Cat-O'-9-Tails, and then enter the Steerable
    Barrel, which you will pilot under the first vertically moving Zinger, over
    the second vertically moving Zinger, and then under the third vertically
    moving Zinger before launching into the next Steerable Barrel.  Go under the
    first Zinger set, go over the second Zinger set, and then go under the third 
    Zinger set before moving to the top of the screen where you will launch to
    the right to bounce off of a Flitter to land on the next ledge.  Roll Jump
    under the Zinger wall, jump up to the next ledge, avoid the Cat-O'-9-Tails 
    till it stops moving, then crush it for the Camera it holds, and use your 
    team throw to reach the "G".
    
    Jump to the Steerable Barrel on the right, fly carefully through the moving
    Zinger lines, and then launch out to bounce off the Flitter to land on the 
    next platform.  Avoid the Cat-O'-9-Tails, and use your team throw to reach
    a Steerable Barrel which you will fly along the Banana trail to reach a 
    Bonus Barrel!  You can also use the Cat-O'-9-Tails to get up to the 
    Steerable Barrel, but that is a fairly hard thing to do (as it is mostly 
    luck).  In this Bonus Room, you need to pilot your Steerable Barrel through 
    a fairly small area of Brambles, and Zingers will try to get you.  Take your
    time somewhat, but you must keep a steady pace as you only have 40 seconds 
    (it can be done in thirty seconds or less easily enough). Upon returning to 
    the level, you land in a Barrel Kannon, which you launch out of to hit the
    end of level target to get your prize!
    
    
    ~~~~~~~~~~~~~~~~~~~
    ~~ Animal Antics ~~
    ~~~~~~~~~~~~~~~~~~~
    
    Enemies       : Neek, Zinger, Kaboing, Kannon, Lockjaw, Flotsam, Shuri, 
                    Necky, Flitter, Klampon
    Bonus Rooms   : One
    Animal Helpers: Rambi, Enguarde, Squitter, Squawks, Rattly
    Difficulty    : 10/10
    
    
    This level is unique that you spend the majority of it as animals, and one
    time as each controllable animal.  This is an extremely fun level!
    
    Immediately you enter an Animal Barrel to become Rambi (as the picture on 
    the front suggests), and there are two ways to do the first segment of the 
    level: the normal way, or the fast way.  The normal way will be listed 
    first, and then the fast way will have a quick paragraph dedicated to that 
    method.  The normal way starts with eight Neeks attacking you as you go 
    down a hill, and then you will use a Zinger to get past the spikes on the
    ground.  Next you have four Kaboings attacking, a Zinger guarding a ledge,
    another Zinger guarding a ledge, and then a two hop off of red Zingers to 
    reach the final ledge where you enter the next segment of the level.
    
    The fast way is to hold the R Button for your charge, and then hold RIGHT
    plus the B Button to bounce your way through the level to the gate to the 
    upcoming cavern.
    
    Go down the slope, jump the Kannonballs from Kannon, grab the "K", and then
    kill the Kannon before entering the Animal Barrel to become Enguarde (as the
    picture on the front suggests).  Go down and to the left till you see a 
    Lockjaw guarding a wall, kill the Lockjaw, go get the stack of Bananas, and 
    then go into the top right corner of the room to get the "O".
    
    Go to the bottom of the secret room, hold the R Button to charge with 
    Enguarde so you flatten a Flotsam, and when you hit the wall, slowly move up
    as you kill the Shuris with Enguarde.  Go through the opening in the top
    right of the rock, and then continue right as you slowly move forward to 
    cause the Puftup to explode.  Once you reach the vertical room, try to go up
    the right side of the room so the Lockjaws will miss with their attack, and
    then go out of the cave to enter an Animal Barrel to become Squitter (as the
    picture on the front suggests).  Shoot the Zinger, bust the DK Barrel (if 
    you need to), and then bust the Star Barrel.
    
    Go right to shoot the Kaboings, shoot the Kaboing across the gap before 
    using a web ledge to get across, and then repeat this procedure twice more
    before tangling with seven Kaboings.  Next you have to build web ledges
    going up and to the right as you fight off Zingers attacks, or fall down 
    onto the spikes below.  Once you reach the ledge, build a web ledge over the
    Barrel Kannon, and jump over the high ledge to go right into a Bonus Barrel!
    In this Bonus Room, you have to build we ledges upwards as you shoot 
    Zingers, enter the Animal Barrel to become Squawks (as the picture on the 
    front suggests), and then fly upwards once more to kill more Zingers before
    entering the Animal Barrel to become Squitter again (as the picture on the
    front suggests), and then collect your DK Coin.  If you messed up, enter the
    Bonus Room again, and once you succeed, go into the Barrel Kannon to reach
    the next section.
    
    Build your web ledges up and to the right as you fight off four Neckies, and
    then build your web ledges straight up to reach an Animal Barrel to become
    Squawks once more (as the picture on the front suggests).  Now the wind will
    start to alternate directions, and it will cause your flying to become 
    erratic (it gusts for about three seconds before changing direction for three
    seconds).  I will list the enemies you will face along the way, and I will
    offer some methods for certain sections of the flying, but this part really 
    comes down to how good you are at flying, or how lucky you are at flying.
    Try to be really subtle as you change your directions, or you will crash 
    into the walls way too much.
    
    Start by going down to slalom through the Zingers, and once you hit the 
    bottom of the brambles for this section, go right with the wind at full 
    speed to pass the red Zingers vertically patrolling here.  Next you have to
    go up the Bramble section, kill the yellow Zinger on your right so you can
    fly in to grab the "N", and then fly back out to go to the top of the 
    Bramble area.  Shoot the Flitter on the right before killing the Zingers on
    the left, allowing Squawks to grab the Camera they guarded.  Now you should 
    go right VERY slowly while launching continuous egg shots so you can kill 
    the five Flitters flying in a tight group, and then bust the DK Barrel in 
    the corner if you are down a hit.  Now go  down through the red Zinger 
    slalom on the following sides: right, left, right, left, and then go past 
    another red Zinger to the bottom of the Brambles to kill a yellow Zinger 
    before moving under the red Zinger (preferably with the wind).  Now do the 
    same for the next red and yellow Zinger team you face, and then through the 
    two red Zingers to find a Banana Token near the top of the Brambles (only if
    you feel brave).  Next you have to fly through a counter-clockwise patrolling
    Zinger, and then two counter-clockwise patrolling Zingers.  Then the wind 
    quits when you hit the wooden planks, and then enter the Animal Barrel to 
    become Rattly (as the pi... I am sick of saying that!) before entering the 
    Barrel Kannon to reach the last segment of the level.
    
    When you land, hold the R Button to charge the super jump, and then boost to
    the right to start hopping across small land formations, Red Zingers, and 
    Klampons to find three Banana Tokens and the Golden Feather.  Now head back to
    the right, reaching the starting point to launch upwards as the Klampon starts
    to turn on the far side of the high platform.  Now you have to bounce across 
    the three red Zingers, hop the small spike patch, and then time your hops off 
    of the two upcoming Zingers (one for each patch of spikes).  Go through the No
    Animal sign to receive a Banana Token as your prize, and then enter the Barrel
    Kannon as the fast red Zingers start to go to the left to get up to the next 
    ledge where you jump into a Barrel Kannon.  Time your shot with the rotation 
    of the barrel so you will hit the end of level target for your bonus prize!
    
    
    ~~~~~~~~~~~~~~~~~~~~
    ~~ Krocodile Kore ~~
    ~~~~~~~~~~~~~~~~~~~~
    
    Number Of Hits: In a rematch of this magnitude, you should expect huge 
                    numbers... WHAT DO YOU MEAN ONE HIT!
    Attacks       : Spiked Balls, Purple Clouds, Barrel, clubs you
    Difficulty    : 7.5/10
    
    
    Here is your rematch with Kaptain K. Rool!  You will get to face off one 
    last time so you can hopefully drive the deranged Kremling from your life
    for good!  King K. Rool will appear to have just pulled himself out of the 
    swamp as he is covered with seaweed, he is dripping wet, and when he fires 
    his musket at you, he shoots goldfish out for all to see.  Now we enter the
    final battle, so GOOD LUCK!  Keep in mind that the attacks come almost 
    non-stop (very little time between attacks, like a few seconds at most) 
    through this whole battle.
    
    Kaptain K. Rool opens with a blue cloud (jump it), then he shoots seven 
    spiked balls your way (jump the first, second third fifth, and seventh 
    shots, and duck the fourth and sixth shots).  Jump the blue cloud, duck the
    next blue cloud, and then jump the spiked ball, duck the spiked ball combo 
    four times.  Hop over the three blue clouds, and then hop over the nine 
    spiked balls as they come closer and closer together (you can use Dixie's 
    helicopter spin to float over the last three or four in one spin).  Now 
    Kaptain K. Rool will shoot a slow blue cloud, followed closely by a fast 
    moving cloud (trying to trick you), and then he does the same with a slow 
    spiked ball coupled with a fast spiked ball.  He will then try the same with
    a slow spiked ball, coupled with two fast spiked balls, and then one more try
    with a slow spiked ball, and then three fast spiked balls (for all of these 
    attacks like this, just stay on the left side of the screen so you can hop 
    each attack individually).  jump the three terraces of blue clouds, jump the 
    three terraced spiked balls, jump the three terraced spike balls, and then 
    hop the three terraced spike balls and land to duck a high spiked ball.  Jump
    the three terraced spike balls, and then hop the next spiked ball before 
    busting the Barrel to get a Kannonball out of it, and then wait for Kaptain K.
    Rool to start his suction with his old Musket so you can launch the Kannonball
    into the gun to cause the most hurting backfire the dear Kaptain has 
    experienced!  You get a DK Coin, and you have just completed the game 
    completely, so Trace and I wish you a hearty CONGRATULATIONS!
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                       
                                       IV. Appendices
                                       
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Yep.       
    
                                     o---------------o
                                     | 4.01: Baddies |
                                     o---------------o
    
    
    ==============
    Cat-O-9-Tails
    ==============
    
    Description: A Blue cat that spins wildly back and forth in an attempt to
                 hit your Kongs, tryign to grab them to fling them into the air.
    
    Jump Attack: When the cat is done spinning, jump on it's head.
    
    Roll Attack: When the cat is done spinning, roll through it.
    
    
    ============
    Click-Clack
    ============
    
    Description: A blue beetle that often appears in large groups.  If jumped on, 
                 they flip over, providing a possible throwing weapon for your Kong
                 to pick up (just be sure to rid yourself of it before it flips 
                 back to it's feet).  Note that it will flip back over to attack
                 aa double speed.
    
    Jump Attack: The first jump will flip the beetle over, the second will finish
                 it off.
    
    Roll Attack: One roll attack will finish it off.
    
    
    ========
    Flitter
    ========
    
    Description: A blue-bodied dragonfly that will often be found hovering in one
                 spot, but they also will fly straight lines.  They tend to show 
                 up in groups, so keep your eyes open.
    
    Jump Attack: One jump will knock them silly.
    
    Roll Attack: Difficult to do, but you can roll through them.
    
    
    ========
    Flotsam
    ========
    
    Description: A Manta Ray-like enemy who appears in every water level as a 
                 basic enemy.  They just swim forward, occasionally turning around
                 to come at the Kongs from behind.
    
    Jump Attack: Does not work, only Enguarde or an Exclamation Barrel can kill 
                 them.
    
    Roll Attack: Does not work, only Enguarde or an Exclamation Barrel can kill 
                 them.
    
    
    ========
    Kaboing
    ========
    
    Description: A Kremling with spring-loaded peg legs.  They can bounce to 
                 rather incredible heights whether they are stationary or moving 
                 around.
    
    Jump Attack: One bonk on the noggin will kill them.
    
    Roll Attack: Rolling through is quite effective.
    
    
    =======
    Kackle
    =======
    
    Description: A large skeletal ghost that appears in only one level; Haunted 
                 Hall.  If your timer runs out, this baddie will take a Kong away,
                 though it is only able to chase the Kongs for short sections of 
                 the roller coaster track.
    
    Jump Attack: Can not be killed in any fashion.
    
    Roll Attack: Can not be killed in any fashion.
    
    
    =======
    Kannon
    =======
    
    Description: A bloated Kremling who actually holds a kannon in his arms, 
                 which he shoots at the Kongs.  He shoots both Kannonballs and 
                 Normal Barrels from his Kannon, both horizontally and vertically
                 (depending on his positioning in the level).
    
    Jump Attack: Crunch him to finish him off.
    
    Roll Attack: A Cartwheel/Hairspin will knock him out.
    
    
    ========
    Klampon
    ========
    
    Description: A slightly larger relative of DKC's Klaptrap, it too is filled
                 with nasty teeth for chewing upon tender Kong epidermis.
    
    Jump Attack: A successful hit will kill it.
    
    Roll Attack: This will result in losing a Kong.
    
    
    ======
    Klank
    ======
    
    Description: With their variously pigmented skin, these guys ride the roller
                 coasters spread through the island.  They can only be killed by
                 landing your coaster cart on top of theirs.
    
    Jump Attack: See Description.
    
    Roll Attack: See Description.
    
    
    ========
    Klinger
    ========
    
    Description: No, not the guy from M*A*S*H, but rather the Kremling who can be 
                 found in any level where extensive climbing apparatus can be 
                 found.  
    
    Jump Attack: One hit kills this climber.
    
    Roll Attack: Hard to do, but this will work as well.
    
    
    ======
    Kloak
    ======
    
    Description: A mysterious enemy who will throw both bad things (like Normal
                 Barrels and Zingers) as well as good things (Banana Bunches and 
                 DK Coins).  This lean enemy will flutter around in the sky as it
                 throws all of the objects it contains out at the Kongs.
    
    Jump Attack: This will kill him off, if your can get that high.
    
    Roll Attack: Too high to be hit with this.
    
    
    ========
    Klobber
    ========
    
    Description: This weirdo comes in four varieties, each with their own special
                 abilities.  The most common one is Klobber who just bumps your 
                 Kong around.  The Yellow Klobber will steal Bananas from the 
                 Kongs reserves 10 per bump (these can be recollected).  Red 
                 Klobbers appear to be normal TNT Barrels until your Kong draws 
                 near, prompting it to jump up and try to kamikaze your Kong into 
                 next week (their barrels have a reversed "N" on them).  Black
                 Klobbers are the rarest of the four, and they will bump an extra 
                 Kong from your Kongs per bump in the form of a Red Balloon 
                 (recollect quickly before the Balloons float away).
    
    Jump Attack: A Jump on the head will stun the Kremling within temporarily.
    
    Roll Attack: This will do nothing except allow the Klobber to be successful in 
                 it's attack.
    
    
    ======
    Klomp
    ======
    
    Description: A Kremling with a single peg-leg, it will "Klomp" around the 
                 decks of the Kremling fleet while trying to stop the Kongs.  
                 However, they are not afraid to enter into many different areas 
                 of the islands to try and stop the Kongs, making it one of the 
                 basic land enemies faced by the Kongs.
    
    Jump Attack: This will kill the wanna be pirate off.
    
    Roll Attack: The same goes for this attack.
    
    
    ======
    Krook
    ======
    
    Description: A Kremling with a long brown coat on who throws his hooks at the
                 Kongs.
    
    Jump Attack: This will stop the "crook" dead.
    
    Roll Attack: Provided the Hooks are not flying, this will finish the baddie 
                 off.
    
    
    ========
    Kruncha
    ========
    
    Description: A muscle-bound baddie who puts his smaller cousin Kruncha from
                 DKC to shame.  He is relatively calm until a Kong tries to attack
                 him with their body, making him turn red in rage (causing severe 
                 speed up).  Only weapons can hurt this beast.
    
    Jump Attack: Does not work.
    
    Roll Attack: Does not work.
    
    
    ========
    Kutlass
    ========
    
    Description: Of all the Kremlings, he most looks the part of being a pirate.
                 With his two wicked-looking Kutlasses in his claws, he will
                 patrol until a Kong is sighted, which is when it charges to do an
                 overhead swing of the swords.  If it is yellow, the swords stick,
                 but the green one requires a few swings before getting the swords 
                 stuck in the ground.
    
    Jump Attack: This is the recommended way to kill him.
    
    Roll Attack: Does not work.
    
    
    ========
    Lockjaw
    ========
    
    Description: A fish that has a severe anger-management problem, it will click
                 it's teeth a few times before charging forward to take a chunk 
                 out of your Kong.
    
    Jump Attack: Does not work, only Enguarde or an Exclamation Barrel can kill 
                 them.
    
    Roll Attack: Does not work, only Enguarde or an Exclamation Barrel can kill 
                 them.
    
    
    ======
    Necky
    ======
    
    Description: A small vulture that will dive bomb the Kongs to try and hit them.
    
    Jump Attack: Jump off them to kill them.
    
    Roll Attack: Roll through them to kill them.
    
    
    =====
    Neek
    =====
    
    Description: A grey furry rat that will show up in large groups more often than 
                 not.  Another basic enemy that inhabits many levels.
    
    Jump Attack: Easy method of killing them.
    
    Roll Attack: An easier method of killing them.
    
    
    =======
    Puftup
    =======
    
    Description: A blowfish enemy that will over-expand itself to the point of 
                 exploding, which cause spikes to fly away from the enemy.  
                 Approach cautiously or your haste will likely get your Kong hit
                 by a spike.
    
    Jump Attack: Does not work, only Enguarde or an Exclamation Barrel can kill 
                 them.
    
    Roll Attack: Does not work, only Enguarde or an Exclamation Barrel can kill 
                 them.
    
    
    ========
    Screech
    ========
    
    Description: This black crow shows up in one level, and it can not physically
                 hurt .  It does race you however through a bramble maze, and if
                 it wins, you lose an extra life.
    
    Jump Attack: Can not kill.
    
    Roll Attack: Can not kill.
    
    
    ======
    Shuri
    ======
    
    Description: A starfish enemy who comes in two forms.  Orange Shuris just 
                 follow a set movement pattern, but purple Shuri will stay in 
                 place till you draw near before attacking on a straight line
                 towards your Kongs.
    
    Jump Attack: Does not work, only Enguarde or an Exclamation Barrel can kill 
                 them.
    
    Roll Attack: Does not work, only Enguarde or an Exclamation Barrel can kill 
                 them.
    
    
    ========
    Snapjaw
    ========
    
    Description: A purple fish that is a cousin of Lockjaw.  However, this fish
                 will relentlessly follow your Kongs through the two levels he 
                 inhabits (hoping the Kongs are foolish enough to go in the 
                 water).
    
    Jump Attack: No possible way to kill him.
    
    Roll Attack: No possible way to kill him.
    
    ======
    Spiny
    ======
    
    Description: A porcupine enemy that walks around various areas of the island
                 in an effort to hurt the Kongs with their spiky backs.
    
    Jump Attack: This will result in the loss of a Kong.
    
    Roll Attack: This works only if the attack is on the front end of the animal.
    
    
    =======
    Zinger
    =======
    
    Description: The bees from DKC return once more, but they have changed 
                 somewhat.  Yellow Zingers can be killed, but Red Zingers are 
                 invulnerable to attack.  Weapons must be used to kill theses 
                 enemies.
    
    Jump Attack: See Description.
    
    Roll Attack: See Description.
    
    
                                     o--------------o
                                     | 4.02: Bosses |
                                     o--------------o
    
    
    =========
    KROW
    =========
    
    Location      : Krow's Nest, Gankplank Galleon
    Number Of Hits: 4
    Attacks       : drops eggs from her claws, Swoops down at you, drop eggs 
                    from the nest
    Difficulty    : 2/10
    
    
    A large vulture in a pirate's hat named Krow will try to take you out here.
    She will start by grabbing an egg, and she will drop it to the deck, where 
    it will bounce at you.  Jump onto it to stop its momentum, and pick it up to
    throw back at Krow when she swoops down to get you.  You will have to do 
    that twice, and then Krow will become disoriented, and she will start to
    bump the nest releasing eggs randomly.  Once one lands on the deck, pick it
    up to throw at Krow.  Do this twice, and Krow will fall to the deck in 
    defeat.  Quickly use your team throw (if you have both Kongs still), and 
    toss your partner above the Krow's Nest for two Banana Tokens (you must be
    quick, or the Kremkoin will cancel your attempt).
    
    
    =========
    KLEEVER
    =========
    
    Location      : Kleever's Kiln, Crocodile Cauldron
    Number Of Hits: 6
    Attacks       : throws fireballs, tries to slice you, tries to stab you
    Difficulty    : 4.5/10
    
    
    Kleever will pop out of the lava, with a lava hand holding him aloft as he
    hurls three fireballs at you, followed by a Kannonball falling from the 
    ceiling (use it to hurt Kleever).  Hooks will fall from the ceiling, and you
    should immediately start across the lava pit while you get chased by 
    numerous fireballs.  On the other side, a Kannonball awaits you, so pick it 
    up, and hurl it Kleever, once again causing those hooks to fall.  Go across
    again, pick up the Kannonball, and let Kleever have it.  You did it! Kleever
    has been melted down, and you are onto wor... wait, he popped back out!  Now
    you must stand still, and wait for him to line up his stab, and when he 
    comes at you, hop him , and take the hooks across the lava to find another
    Kannonball waiting, so pick it up, and use it on Kleever.  He will go crazy,
    trying to slice you repeatedly, so go onto the hooks, jumping higher as you
    go, and then jump off the far side to find a Kannonball to use on Kleever
    when he returns to his calmer, floating self.  Now cross once more in the
    same manner as last time, and use the Kannonball on him to cause him to 
    explode down to his bones!
    
    
    =========
    KUDGEL
    =========
    
    Location      : Kudgel's Kontest, Krem Quay
    Number Of Hits: 6
    Attacks       : tries to leap on you, tries to club you, tries to jump on 
                    you, shakes ground to stop you in your tracks
    Difficulty    : 6.5/10
    
    
    First off, be sure to jump very time Kudgel hits the ground, you jump so you
    do not get stunned by the shaking.  This is key to you winning this bout 
    with the heavyweight Kremling.
    
    Dodge him falling from the top of the screen three times, and pick up the TNT
    Barrel that falls down from the sky.  Next, let him land on the ground, and
    wallop him one with the TNT Barrel (he makes this really satisfying ROAR 
    that echoes through the whole swamp).  He will go through this same set-up
    for two more times, and then he switches tactics.  He will return to the 
    screen to attempt to jump on you (he will not leave screen).  He will 
    attempt three jumps, a TNT Barrel will fall, and he will leap off the 
    screen.  Then all you need to do is dodge his fall, and throw the TNT Barrel
    at him. Do this two more times to send him into the swamp for a bath, your
    Kremkoin will fall, and you will get a music interlude from your lead Kong
    to take you into the next world.
    
    
    ==============
    KING Z STING
    ==============
    Location      : King Z. Sting, Krazy Kremland
    Number Of Hits: 7
    Attacks       : flies around, shoots stingers at you, calls other Zingers, 
                    chases you
    Difficulty    : 7/10
    
    
    Get into the Animal Barrels to become Squawks (as the picture on the front
    suggests), and then head out into the arena to fight the King (having 
    already killed the Queen in the original Donkey Kong Country).  Your job is
    to maneuver behind the King, and shoot him in the Stinger (don't be dirty
    thinkers!) to damage him.  After you hit him again, he will turn red, and 
    proceed to chase you around shooting Stingers in eight directions three 
    times.  He will then resume his patrols through the hive, so shoot him in 
    the Stinger twice more to see the same three eight-directional Stinger 
    shots.  He will resume his patrols, so shoot him two more times, but this 
    time he shrinks down to a small red Zinger which is surrounded by four 
    yellow Zingers.  Shoot away the four yellow Zingers (taking too long will
    cause them to regenerate), and then plug the now yellow King Zing Sting
    three more times to finally put this bee out of action.  Congratulations on
    crippling the Zinger hives forever with this victory!
    
    
    ============
    KREEPY KROW
    ============
    
    Location      : Kreepy Krow, Gloomy Gulch
    Number Of Hits: 3
    Attacks       : Necky dive bombers, swoops at you, Eggs fall
    Difficulty    : 7.5/10
    
    
    She has returned!  The ghost of Krow has come back to haunt you, so be ready
    for some supernatural powers, and a harder fight than the first one.  Dodge
    or kill the three ghost Neckies, and then kill the Necky to get the Barrel
    to appear, which you throw at Krow when she descends down to swoop at you.
    Go left to climb the hooks, jump to the right wooden ledge, and at this 
    point on your climb eggs fall, so climb the rope rigging with great care (you
    can also stop off for the DK Barrel on the way up to the next skirmish.  
    Once you reach the Barrel Kannon, you enter the second fight which consists
    of: kill or dodge the four ghost Neckies, kill the Necky, kill or dodge the
    ghost Necky, and then bust the Barrel upside Krow's head.  Climb the hooks
    that fall down on the right to the left, and when you hit the rope rigging,
    you have to climb while dodging alternating vertical, horizontal, vertical, 
    horizontal, etc. eggs till you climb your way to the Barrel Kannon.  The
    next battle has the following components: dodge or kill the five ghost 
    Neckies, kill the Necky, and dodge or kill the two ghost Neckies before you
    grab the Barrel to throw at Krow to finish it off for your ticket out of
    Gloomy Gulch and it gets you your Kremkoin.
    
    
    ============
    KEROZENE
    ============
    
    Number Of Hits: 7
    Attacks       : sends Kleevers after you, shoots fire, uses fist smashes
    Difficulty    : 7.5/10
    
    The big, bad boss will appear, telling you that it is not time to fight him
    yet!  Instead, he will send Kerozene, the MASSIVE, orange Kremling to deal 
    with you!
    
    He starts off by calling two Kleevers into help, so use a Kannonball on each
    one to get rid of them, then repeat the pattern on the second set of Kleevers.
    Next up is a fiery attack, so move over to one side and wait for an opening 
    to go snag the Kannonball, which should be used upon Kerozene's face.  Repeat 
    this once more, then move the Kongs underneath Kerozene's face (to avoid 
    being crushed by a meaty fist), and then jump onto one of his hands.  Now wait
    for the fire attacks to get away from the Kannonball, then use it upon his 
    face,repeating this once more to make him drop out of sight.  When he returns 
    you will need to get onto his fist (which can be tough due to him swinging them
    slightly), then repeat the pattern to make him drop away once more.  Move to
    the middle of the screen, then jump into the air for the two fist smashes, 
    followed by grabbing the Kannonball that falls after the second one and jumping
    onto his raised fists before he lights the entire bottom area aflame.  Now 
    throw the Kannonball at the big beast to finally put him down!
    
    
    ================
    KAPTAIN K. ROOL
    ================
    
    Number Of Hits: 9
    Attacks       : shoots at you, sucks you into him, clubs you, stationary 
                    spike kannonballs, hit you, bouncing spike kannonballs, 
                    whirling spiked kannonballs, barrels, blue clouds (freezes 
                    you), purple clouds (reverses LEFT and RIGHT), and red 
                    clouds (slows your movements).
    Difficulty    : 9/10
    
    
    You enter the room to see Donkey Kong hanging from the ceiling, and Kaptain
    K. Rool proceeds to brutalize him with gun butts and kannonballs!  Donkey
    Kong will be pulled out of play, and so begins the duel!
    
    =========
    ROUND ONE
    =========
    
    K. Rool shoots out a Kannonball right away, so grab it off the ground, jump
    him when he charges you, and when he begins to suck in with his musket, 
    throw the Kannonball into the gun to cause it to backfire.
    
    =========
    ROUND TWO
    =========
    
    Jump the Kannonball as it shoots back towards you, avoid the spiked 
    kannonball lobbed at you (it stops in the middle of the floor), and then 
    jump the two charges K. Rool throws at you.  The spikes will disappear, so 
    grab the Kannonball to throw at the "good" Kaptain's musket to cause some
    hurt to the big Kremling.
    
    ===========
    ROUND THREE
    ===========
    
    Jump the Kannonball as it shoots back toward you, avoid the two spiked
    kannonballs as they come at you to rest with some room to step between them.
    Now you must jump over the charging K. Rool three times as you avoid the
    spiked balls at the same time, and then grab whichever one loses it spikes
    (this is random).  Throw the Kannonball into K. Rool's gun to cause the 
    backfire damage we know and love.  Then jump the Kannonball as it shoots 
    back toward you.
    
    
    VICTORY! 
    
    HE FALLS!  Donkey Kong is lowered from the roof!  You have done i...  OH NO!
    He got up, so back to more fighting fun!
    
    ==========
    ROUND FOUR
    ==========
    
    Bust the DK Barrel that appears to the left of Donkey Kong if you need your
    other Kong, and then go to the opposite side of the chamber from him to 
    prepare for spiked kannonball dodging!  The following is the order of moves
    you should use as you avoid the barrage (keep in mind the shots increase in 
    frequency and speed as you go along): jump, jump, duck, jump, jump, jump, 
    duck, jump, duck, and then break the Barrel to get the Kannonball contained
    within it.  Throw it at K. Rool when he sucks in with his trusty musket to 
    backfire it once again.
    
    ==========
    ROUND FIVE
    ==========
    
    Jump the Kannonball as it shoots back toward you, jump his charge as you 
    move to the opposite side of the chamber from him, and then prepare to jump 
    the bouncing spiked balls!  The following is the order of moves you should 
    use as you avoid the barrage (keep in mind the shots increase in frequency 
    and speed as you go along): jump, jump or walk under, jump, jump or walk 
    under, walk under, jump or walk under, walk under, jump or walk under, walk 
    under, and then break the Barrel to get the Kannonball contained within.  
    Throw it at K. Rool when he sucks in with his musket to cause that damaging 
    backfire.
    
    =========
    ROUND SIX
    =========
    
    Jump the Kannonball as it shoots back toward you, jump his charge as you 
    move to the opposite side of the chamber from him, and then prepare for
    whirling spiked kannonball barrage!  Jump the three single spiked ball 
    moving in swirling motions (increasing orbit with each one), and then jump
    the three sets of two spiked balls moving in swirling motions (increasing
    orbit with each one).  Jump on the Barrel to release the weapon of choice 
    here (the Kannonball), and stick it to K. Rool when he starts his Hoover act
    with his musket.  Then be sure to jump the Kannonball as it rockets back at 
    you.
    
    
    VICTORY!!
    
    HE FALLS AGAIN!  Donkey Kong is lowered from the roof again!  You have done 
    i...  OH NO! He got up, so back to even more fighting fun!
    
    ===========
    ROUND SEVEN
    ===========
    
    Break the DK Barrel if you need your partner Kong back, jump the blue clouds 
    coming for you (if they hit you, rapidly press your buttons to break free of
    the freeze).  Jump the slow charge of K. Rool, jump his semi-invisible charge,
    jump his invisible charge, and then grab the Kannonball.  Throw it at the 
    Kaptain when he starts to suck (no, I mean his gun) to cause painful 
    backfiring!
    
    ===========
    ROUND EIGHT
    ===========
    
    Jump the Kannonball as it shoots back toward you, jump his charge as you 
    head to the opposite side of the chamber where you have to jump three red 
    clouds (or risk extreme slowdown of your character movements), and then jump
    three spiked balls.  Grab the Kannonball to launch into K. Rool's musket to
    cause yet another vicious backfire.
    
    ==========
    ROUND NINE
    ==========
    
    Jump the Kannonball as it shoots back toward you, jump his charge, avoid the
    three purple clouds (or have reversed controls of LEFT and RIGHT), and then
    fight off the sucking of the musket.  Now you have to keep away from K. Rool
    as he randomly appears near you in an attempt to suck your Kong into his 
    reach!  After the third attack like this, a Kannonball appears in the middle
    of the room, so go grab it, and throw it into K. Rool's musket once more to 
    get the usual backfire.  Then be sure to jump the Kannonball as it launches 
    back at you.
    
    
    ================
    KAPTAIN K. ROOL
    ================
    THE FINAL BOSS
    Location      : Krocodile Kore
    Number Of Hits: In a rematch of this magnitude, you should expect huge 
                    numbers... WHAT DO YOU MEAN ONE HIT!
    Attacks       : Spiked Balls, Purple Clouds, Barrel, clubs you
    Difficulty    : 7.5/10
    
    
    Here is your rematch with Kaptain K. Rool!  You will get to face off one 
    last time so you can hopefully drive the deranged Kremling from your life
    for good!  King K. Rool will appear to have just pulled himself out of the 
    swamp as he is covered with seaweed, he is dripping wet, and when he fires 
    his musket at you, he shoots goldfish out for all to see.  Now we enter the
    final battle, so GOOD LUCK!  Keep in mind that the attacks come almost 
    non-stop (very little time between attacks, like a few seconds at most) 
    through this whole battle.
    
    Kaptain K. Rool opens with a blue cloud (jump it), then he shoots seven 
    spiked balls your way (jump the first, second third fifth, and seventh 
    shots, and duck the fourth and sixth shots).  Jump the blue cloud, duck the
    next blue cloud, and then jump the spiked ball, duck the spiked ball combo 
    four times.  Hop over the three blue clouds, and then hop over the nine 
    spiked balls as they come closer and closer together (you can use Dixie's 
    helicopter spin to float over the last three or four in one spin).  Now 
    Kaptain K. Rool will shoot a slow blue cloud, followed closely by a fast 
    moving cloud (trying to trick you), and then he does the same with a slow 
    spiked ball coupled with a fast spiked ball.  He will then try the same with
    a slow spiked ball, coupled with two fast spiked balls, and then one more try
    with a slow spiked ball, and then three fast spiked balls (for all of these 
    attacks like this, just stay on the left side of the screen so you can hop 
    each attack individually).  jump the three terraces of blue clouds, jump the 
    three terraced spiked balls, jump the three terraced spike balls, and then 
    hop the three terraced spike balls and land to duck a high spiked ball.  Jump
    the three terraced spike balls, and then hop the next spiked ball before 
    busting the Barrel to get a Kannonball out of it, and then wait for Kaptain K.
    Rool to start his suction with his old Musket so you can launch the Kannonball
    into the gun to cause the most hurting backfire the dear Kaptain has 
    experienced!  You get a DK Coin, and you have just completed the game 
    completely, so Trace and I wish you a hearty CONGRATULATIONS!
    
    
                                   o------------------o
                                   | 4.03 Bonus Rooms |
                                   o------------------o
    
    
    ===============
    Bonus Room #01
    ===============
    
    Level  Name: Pirate Panic
    
    How To Find: After busting the Star Barrel, head right past two Neeks to see a
                 gap with Bananas leading down, so follow the old Banana trail 
                 downwards, and go right to find a Bonus Barrel, which will carry 
                 you up through the "N", and all the way to Bonus Room #1!
    
    Room  Goals: Find the Kremkoin here, so hop up the barrel stacks to find the
                 Kremkoin on the top barrel on the right.  You can also go right to
                 find a Banana Token before climbing up to the Kremkoin.
    
    
    ===============
    Bonus Room #02
    ===============
    
    Level  Name: Pirate Panic
    
    How To Find: Once you get Rambi, hold down the R Button to charge forward 
                 through some enemies before falling down off the ledge.  Stop the
                 charge, turn back to the left, and Hold the R Button to build the
                 charge up to bust through the wall to Bonus Room #2!
    
    Room  Goals: This Bonus Room requires you to destroy every enemy in the Bonus 
                 Room, so run right, running your rhino horn into everything you see
                 (you have to clear the barrel stacks in the second half of the 
                 room)!
    
    
    ===============
    Bonus Room #03
    ===============
    
    Level  Name: Mainbrace Mayhem
    
    How To Find: From the start, go right (deal with the Click-Clack) to jump off 
                 the ledge to the right to land on some rope rigging.  Continue
                 right to enter Bonus Room #3!
    
    Room  Goals: You have to climb some rope rigging, jump to the next rope rigging,
                 climb it, then jump to the final set of rope rigging, which you 
                 climb up, and you will see the Kremkoin!
    
    
    ===============
    Bonus Room #04
    ===============
    
    Level  Name: Mainbrace Mayhem
    
    How To Find: When you find the Kannonball on the ship, head left past the 
                 enemies to step into the Kannon to be launched to Bonus Room #4!
    
    Room  Goals: You must destroy all the Klingers in here with the various 
                 implements of death you find.  Once you get them all, grab the 
                 Kremkoin that appears below the middle rope.
    
    
    ===============
    Bonus Room #05
    ===============
    
    Level  Name: Mainbrace Mayhem
    
    How To Find: You appear by the Kannon form the Bonus Room above, so climb 
                 upwards, go past the Klinger, use the hand-over-hand, and climb the
                 next rope rigging to the top left where you will leap to the left 
                 to land on a beam.  Press the R Button to pick your partner up, and
                 hold UP and then press the B Button to chuck them up to the Bonus 
                 Barrel.  This will gain you access to Bonus Room #5!
    
    Room  Goals: Climb up and down the rope rigging to collect every star, and once 
                 you have done so, climb to the very top of the rope rigging, to
                 jump over to the Kremkoin on the right.
    
    
    ===============
    Bonus Room #06
    ===============
    
    Level  Name: Gangplank Galley
    
    How To Find: Immediately climb the barrel stack to find Bonus Room #6!
    
    Room  Goals: In this Bonus Room, throw each chest at the Zinger, until the one 
                 with the Kremkoin in it breaks open for you to grab it (be quick, 
                 you only get 10 seconds).
    
    
    ===============
    Bonus Room #07
    ===============
    
    Level  Name: Gangplank Galley
    
    How To Find: When you hit the Exclamation Point Barrel to become invincible, 
                 run to the right plowing through all of the enemies to find a 
                 barrel stack to climb that is littered with Krunchas to find Bonus 
                 Room #7!  
    
    Room  Goals: Find the Kremkoin here by jumping from hook to hook till you end up
                 in the top right corner (where the Kremkoin appears).
    
    
    ===============
    Bonus Room #08
    ===============
    
    Level  Name: LockJaw's Locker
    
    How To Find: After getting the "K", move to the right, and the water level on 
                 the ship will rise greatly, so swim up through the opening, dodge 
                 the Flotsams, and hug the bottom till you see a Lockjaw.  Bait it 
                 out of the way, and then go through the narrow opening to find 
                 Enguarde!  Go through the top right (false wall) to get a Banana 
                 Bunch, and when you can not go right any further, go straight up.
                 Keep going right through the main compartment, and go through the 
                 false wall in the roof to find an 'A' formed out of Bananas.  Aim 
                 yourself at the wall with the solo Banana sitting by it, hold the A
                 Button to charge Enguardes charge attack, and then release to bust 
                 the wall open for Bonus Room #8! 
    
    Room  Goals: You must navigate a maze to find the Kremkoin, and the general rule
                 is if you are collecting Bananas, you are going to a dead end.  The
                 quickest way through is to go up, left, up, right, up, right, up, 
                 and right to get there in plenty of time.
    
    
    ===============
    Bonus Room #09
    ===============
    
    Level  Name: Topsail Trouble
    
    How To Find: Climb the wooden steps to the third set of sails in the level to 
                 use a super jump, and then you will see a Bonus Barrel, which will
                 take you to Bonus Room #9!
    
    Room  Goals: Bust up all of the Flitters here in under 15 seconds to get the 
                 Kremkoin. 
    
    
    ===============
    Bonus Room #10
    ===============
    
    Level  Name: Topsail Trouble
    
    How To Find: When you see two Flitters above you, go to the right of them, jump
                 into the air, and a hook should appear for you to hang on.  Then, 
                 use the two Flitters as stepping stones towards the Bonus Barrel, 
                 which takes you to Bonus Room #10!
    
    Room  Goals: In this room, climb the rope rigging, while avoiding the patrolling
                 Flitters to get to the top before time expires (take your time, and
                 you will easily get the Kremkoin).
    
    
    ===============
    Bonus Room #11
    ===============
    
    Level  Name: Hot-Head Hop
    
    How To Find: Claim the Kannonball by the "O", followed by heading right across
                 the two sets of crocodile heads and land with Klampons till you
                 come to the Kannon (which requires you to jump in with the
                 Kannonball).  This will blast you into Bonus Room #11!
    
    Room  Goals: In this Bonus Room, use the crocodile heads to bounce across the
                 lava field, collecting every star.  Go to the right side to collect
                 your Kremkoin.
    
    
    ===============
    Bonus Room #12
    ===============
    
    Level  Name: Hot-Head Hop
    
    How To Find: When you pass three Klampons with Squitter to find crocodile heads
                 crossing lava, you will arrive on land where Bananas lead your 
                 spider's web platform making abilities to find Bonus Room #12!
    
    Room  Goals: This is a vertical room that requires you to use your web platforms
                 to get to the Kremkoin at the top of the room.
    
    
    ===============
    Bonus Room #13
    ===============
    
    Level  Name: Hot-Head Hop
    
    How To Find: When you jump into the next Launcher Barrel after Bonus Room #12, 
                 you will land on a platform with two Klampons for you to kill.  
                 Next, use your web platforms to reach the Bonus Barrel to enter 
                 Bonus Room #13!
    
    Room  Goals: In this room, follow the Bananas over the lava pit with your web 
                 platform till you find the ledge on the right that houses the 
                 Kremkoin.
    
    
    ===============
    Bonus Room #14
    ===============
    
    Level  Name: Kannon's Klaim
    
    How To Find: Right at the start, kill the two Neeks, and then use Dixie's
                 helicopter jump (hold the B Button while in the air) out over the
                 pit to the right.  You will land in a Bonus Barrel, which takes you
                 to Bonus Room #14!
    
    Room  Goals: In this room, head right to use a roll jump out over the pit, and
                 you will land on a ledge with the DK Coin!  Jump into the barrel as
                 Dixie, run left to where you jump into the Dixie Barrel, jump up
                 the platforms where you jump into the barrel as Dixie, tag Diddy
                 in, jump into the barrel as Diddy, tag Dixie in, jump into the
                 barrel as Dixie, and then run right to claim your Kremkoin!
    
    
    ===============
    Bonus Room #15
    ===============
    
    Level  Name: Kannon's Klaim
    
    How To Find: After breaking the Star Barrel, head across the Arrow Barrel set 
                 dodging the Zingers as you go.  Use the TNT Barrel on the Zinger 
                 after you jump on the diving Necky, and then use Dixie's helicopter
                 spin to get a Banana Token before launching to the next ledge.  Go
                 to the left side of the ledge, team up, jump off the ledge, and use
                 your team throw to enter the Bonus Barrel to get to Bonus Room #15!
    
    Room  Goals: Follow the path of the Arrow Barrels to reach the top of the 
                 vertical room to get your Kremkoin reward.
    
    
    ===============
    Bonus Room #16
    ===============
    
    Level  Name: Kannon's Klaim
    
    How To Find: After collecting the "N", go left across the Arrow Barrels, past 
                 the one Zinger, and when you reach the next ledge, take a leap of 
                 faith at the solo Banana.  You should bounce off of a flying 
                 barrel, so bounce right off of Kannon (to thank him for his help), 
                 and into the Bonus Barrel to get into Bonus Room #16!
    
    Room  Goals: Bounce your way across the pit on the back of the Flitters to find 
                 the Kremkoin on the right. 
    
    
    ===============
    Bonus Room #17
    ===============
    
    Level  Name: Lava Lagoon
    
    How To Find: Go past the no Enguarde sign, grab the Steel Rimmed Barrel, and 
                 fall back one ledge to bust open the wall to find Bonus Room #17!
    
    Room  Goals: Use Enguarde on the Puftups, and Flotsams to win your Kremkoin.
    
    
    ===============
    Bonus Room #18
    ===============
    
    Level  Name: Red-Hot Ride
    
    How To Find: After you have found Rambi, head right until you pass a Kruncha, 
                 followed by solid land.  Hold the R Button to get Rambi ready to
                 supercharge, and then release the Button to fly through the wall
                 ahead to find Bonus Room #18!
    
    Room  Goals: Run to the right destroying all of the Klomps and Flitters to get 
                 your Kremkoin.
    
    
    ===============
    Bonus Room #19
    ===============
    
    Level  Name: Red-Hot Ride
    
    How To Find: Break the Star Barrel, get on the hot air balloon, and ride it to 
                 the Bonus Barrel on the left to get to Bonus Room #19!
    
    Room  Goals: Use the hot air balloon and the steam vents to get all the stars
                 here to cause the Kremkoin to appear on the right ledge.
    
    
    ===============
    Bonus Room #20
    ===============
    
    Level  Name: Squawk's Shaft
    
    How To Find: When you find a ledge with three Klomps, jump up to their left 
                 before rolling through them into space where a Roll Jump will enter
                 your Kong into a series of Cannon Barrels while dodging Zingers to 
                 reach Bonus Room #20!
    
    Room  Goals: Throw each Treasure Chest at the red Zinger till you find the one 
                 that has the Kremkoin contained within it before time expires.  
    
    
    ===============
    Bonus Room #21
    ===============
    
    Level  Name: Squawk's Shaft
    
    How To Find: Hit the Star Barrel, and go to the left edge of the platform, 
                 where you will team up, jump off, and throw your partner to the 
                 Launcher Barrel to fly to a Bonus barrel to enter Bonus Room #21!
    
    Room  Goals: This is a Cannon Barrel set requiring you to launch yourself up 
                 to the top right to get the Kremkoin.  For the quickest route up,
                 shoot up four times in a row, then shoot up-right to get the 
                 Kremkoin.
    
    
    ===============
    Bonus Room #22
    ===============
    
    Level  Name: Squawk's Shaft
    
    How To Find: After finding Squawks, fly up until you see two Krooks, who you
                 should bait into throwing their hooks.  Kill the right one to take 
                 the secret passage it is guarding to find a chamber where you fly
                 up to the Bonus Barrel to enter Bonus Room #22!
    
    Room  Goals: Use Squawks to clear out the Zingers in this room to get your 
                 Kremkoin.
    
    
    ===============
    Bonus Room #23
    ===============
    
    Level  Name: Barrel Bayou
    
    How To Find: After passing the No Rambi Sign, go right to find a Kloak.  Now you
                 will wait as the Kloak tosses barrels, and follow him as he heads
                 left, where he will toss a Treasure Chest.  Bust it on the Kloak
                 (he swoops down to oblige you), and then take the Kannonball with
                 you as you jump into the Kannon just to the left.  This will get
                 you into Bonus Room #23!
    
    Room  Goals: Use the Kannonball in this room to bust the two Flitters and the
                 one Zinger up to get your Kremkoin.
    
    
    ===============
    Bonus Room #24
    ===============
    
    Level  Name: Barrel Bayou
    
    How To Find: When you hit the next land section after getting the "G", bounce 
                 off of a barrel supplied by Kloak so you can reach the Bonus 
                 Barrel to get to Bonus Room #24!
    
    Room  Goals: Shoot your way along the Directional Barrels to get to the right 
                 where the Kremkoin sits.
    
    
    ===============
    Bonus Room #25
    ===============
    
    Level  Name: Glimmer's Galleon
    
    How To Find: Right at the start, swim upwards to follow a Banana trail into
                 Bonus Room #25!
    
    Room  Goals: Swim through the passage to get to the Kremkoin, and there are no 
                 side passageways to confuse you either.
    
    
    ===============
    Bonus Room #26
    ===============
    
    Level  Name: Glimmer's Galleon
    
    How To Find: After collecting the "N", you get to match wits with three Shuris 
                 before you can go past a Flotsam, and then another compartment of
                 Shuris.  Next, wait for the Puftup to blow, go down the gap just in
                 front of him, bait the Lockjaw out of the way, and go down the gap 
                 he guards to find Bonus Room #26!
    
    Room  Goals: You are given lots of time to navigate a maze of corridors here,
                 and the general rule that applies is if you see Bananas ahead of
                 you, it is a dead end.
    
    
    ===============
    Bonus Room #27
    ===============
    
    Level  Name: Krockhead Klamber
    
    How To Find: Just after the Star Barrel, you will see a Banana Arrow pointing
                 up, so use the team throw to follow the Banana arrow to Bonus Room
                 #27!
    
    Room  Goals: Use Squitter to wipe the four Zingers out in under fifteen seconds 
                 to get your Kremkoin.
    
    
    ===============
    Bonus Room #28
    ===============
    
    Level  Name: Rattle Battle
    
    How To Find: At the start, throw your team mate to the left of the solo Banana
                 to get up to a ledge where you team throw to a Bonus Barrel to get
                 to Bonus Room #28!
    
    Room  Goals: You just need to roll jump across from barrel stack to barrel stack
                 to get to the Kremkoin on the tallest barrel stack on top right.
    
    
    ===============
    Bonus Room #29
    ===============
    
    Level  Name: Rattle Battle
    
    How To Find: Just after you get a Banana Coin from a Zinger, deal with two more 
                 Kaboings, and then use the Zinger to reach the next ledge.  Kill 
                 the Kaboings, fall down the narrow hole, and go left to enter Bonus
                 Room #29!
    
    Room  Goals: Use the Zingers to get across the gap to find the Kremkoin on the 
                 platform on the right.
    
    
    ===============
    Bonus Room #30
    ===============
    
    Level  Name: Rattle Battle
    
    How To Find: Just after you get the "N", use the Zinger to get across the gap,
                 and super jump up the Banana arrow to enter a Bonus Barrel to go to
                 Bonus Room #30!
    
    Room  Goals: Use your super jump as you grab all 75 stars in the allotted time 
                 to get your Kremkoin.
    
    
    ===============
    Bonus Room #31
    ===============
    
    Level  Name: Slime Climb
    
    How To Find: Break the Star Barrel, and then roll through the Kannon to find an 
                 Exclamation Barrel to make you invincible.  Go down past the beam 
                 into the water to follow the Banana trail to get to a Bonus Barrel,
                 which takes you to Bonus Room #31!
    
    Room  Goals: Climb the rope rigging, jump off to collect the stars, and repeat
                 till you get them all, and the Kremkoin appears at the bottom of
                 the rope rigging.
    
    
    ===============
    Bonus Room #32
    ===============
    
    Level  Name: Slime Climb
    
    How To Find: When you get the Kannonball, progress across the wooden platforms 
                 with Klomps on them to get to a Kannon, which will get you into
                 Bonus Room #32!
    
    Room  Goals: Using the DK Barrel and the respawning Kannonballs, destroy all the
                 enemies found in this Bonus Room to get your Kremkoin (if you miss
                 a throw, drop down the wooden steps to find a new Kannonball
                 waiting for you).
    
    
    ===============
    Bonus Room #33
    ===============
    
    Level  Name: Bramble Blast
    
    How To Find: After collecting the "O", shoot when the Zinger is out of your way 
                 to get to moving Cannon Barrel set again, so shoot this order: up-
                 left, down-left, and down-left to enter a spinning Cannon Barrel 
                 set.  Shoot to the next barrel when it lines up correctly, and then
                 shoot the following order in the next Cannon Barrel set: up-left, 
                 up-right, up-right, down-right, up-right, up-left. down-left 
                 through the Arrow Barrel, down-left, down-left, and down-left into 
                 a Bonus Barrel to get to Bonus Room #33!
    
    Room  Goals: Shoot the following order for the fastest path to the Kremkoin: 
                 up-right, up-right, down-right, down-left, down-right, down-left,
                 down-right, up-right, up-right, up-left, up-left, up-right, up-
                 right, down-right, down-left, down-right, and up-right to the
                 Launcher Barrel to get to the ledge with the Kremkoin.
    
    
    ===============
    Bonus Room #34
    ===============
    
    Level  Name: Bramble Blast
    
    How To Find: When you get to shoot right to bounce across some Flitters, pull
                 back on your direction to fall down a Banana Trail to a Launcher
                 Barrel so you will fly into the waiting claws of Squawks.  Fly
                 left, collecting Bananas as you go (and the DK Barrel if you need
                 your partner), and then bust up a Zinger on the far left guarding a
                 DK Coin!  Head right past the indestructible Zingers to find a 
                 Launcher Barrel, which will send you to a Bonus Barrel, which is 
                 the way to get to Bonus Room #34!
    
    Room  Goals: Use Squawks to carefully fly through the Bramble path to the No 
                 Squawks Sign for a Banana Bunch and your Kremkoin!
    
    
    ===============
    Bonus Room #35
    ===============
    
    Level  Name: Hornet Hole
    
    How To Find: Use a team throw to the hook right at the start, jump to the ledge,
                 and then proceed to climb the honey on the wall to reach the very 
                 top of the wall.  Next, jump across the hooks to get over to Bonus 
                 Room #35!
    
    Room  Goals: Take the Treasure Chest at the start of the round, and throw it at 
                 every last Zinger there to break it open to reveal the Kremkoin.
    
    
    ===============
    Bonus Room #36
    ===============
    
    Level  Name: Hornet Hole
    
    How To Find: Upon exiting Bonus Room #35, go left to fall down a ledge before 
                 turning right to enter Bonus Room #36!
    
    Room  Goals: Jump back and forth off the sticky walls (Ninja Gaiden style) to
                 the top ledge to get your Kremkoin.
    
    
    ===============
    Bonus Room #37
    ===============
    
    Level  Name: Hornet Hole
    
    How To Find: After collecting the "O" head right to kill three Spinies with
                 your Squitter webs as well as a Zinger covering a hole.  Move past 
                 the hole to start building web platforms, which you should create 
                 angling up to the right to find Bonus Room #37!
    
    Room  Goals: Use Squitter to build web platforms to climb up the vertical shaft 
                 to get your Kremkoin.
    
    
    ===============
    Bonus Room #38
    ===============
    
    Level  Name: Target Terror
    
    How To Find: After you see the first X Barrel (you do not hit it), get ready to 
                 climb a hill before it starts to dive.  As it dives, jump out to 
                 the right to enter a Bonus Barrel to launch off to Bonus Room #38!
    
    Room  Goals: Using Squawks, destroy all the Zingers to get a Banana Bunch as 
                 well as the Kremkoin.
    
    
    ===============
    Bonus Room #39
    ===============
    
    Level  Name: Target Terror
    
    How To Find: Just past the "N" and the DK Coin, a Klank will come onto the track
                 from a track above.  Follow it as you dodge it's barrels, and when 
                 the Klank falls off the track, you should follow him to go towards
                 a new cart which will carry your Kong into Bonus Room #39!
    
    Room  Goals: In this Bonus Room, jump across the broken track by using the many 
                 carts that are available to get your Kremkoin.
    
    
    ===============
    Bonus Room #40
    ===============
    
    Level  Name: Bramble Scramble
    
    How To Find: After you go left from the start and climb the long vine upwards,
                 use your Kong team throw to the Exclamation Barrel to become 
                 invincible before you run right through the Bramble section below 
                 to get to a Barrel Kannon, which will launch you up to up to a 
                 Bonus Barrel, which takes you to Bonus Room #40!
    
    Room  Goals: Jump into Squawks, and go around killing all the Zingers to get to 
                 the stars they protect, before going to the bottom right to get a 
                 Banana Token as well as your Kremkoin.
    
    
    ===============
    Bonus Room #41
    ===============
    
    Level  Name: Rickety Race
    
    How To Find: from the start, go to absolute left, tag Dixie in, team throw up 
                 the ledges, and then helicopter spin to the right towards a solo 
                 Banana to enter Bonus Room #41!
    
    Room  Goals: Using your cart, go to the right plowing through all the Klanks 
                 that interfere, and if you wipe enough of them out, you win a 
                 Kremkoin right at the end of the tracks.
    
    
    ===============
    Bonus Room #42
    ===============
    
    Level  Name: Mudhole Marsh
    
    How To Find: After getting the "O" from a Treasure Chest (this is also past the
                 Exclamation Barrel), use a team throw (recommended), or use the 
                 Cat-O'-9-Tails to get thrown up there (risky) to enter Bonus Room 
                 #42!
    
    Room  Goals: Use your jump and team throw hear to get all of the stars to cause
                 your Kremkoin to appear on the right.
    
    
    ===============
    Bonus Room #43
    ===============
    
    Level  Name: Mudhole Marsh
    
    How To Find: Grab the Kannonball from the leaf in the marsh it rests upon, and
                 then head right jumping over the fast moving barrel shot by Kannon
                 till you can kill him.  Then jump into the Kannon to go to Bonus
                 Room #43!
    
    Room  Goals: In this room, use the Kannonballs to destroy the Zingers and the 
                 Flitters to get your Kremkoin on the far right platform.
    
    
    ===============
    Bonus Room #44
    ===============
    
    Level  Name: Rambi Rumble
    
    How To Find: When you find the first Barrel Kannon of the level, follow these 
                 steps.  Use the Barrel Kannon to shoot up past the Zinger to get 
                 onto the right sticky wall, where a jump from the ledge to a solo 
                 Banana to find a hook, which you use to get to the sticky wall 
                 above.  This leads to a climb up wall and hook to find Bonus Room 
                 #44!
    
    Room  Goals: Jump up the walls to find a Kremkoin at the top.
    
    
    ===============
    Bonus Room #45
    ===============
    
    Level  Name: Rambi Rumble
    
    How To Find: When you have run past the final leg of the Big Bee chase, 
                 instead of using the Barrel Kannon above Rambi, supercharge 
                 through the wall ahead to find Bonus Room #45!
    
    Room  Goals: In this Bonus Room you have to run over Krunchas and Zingers to get
                 your Kremkoin.
    
    
    ===============
    Bonus Room #46
    ===============
    
    Level  Name: Ghostly Grove
    
    How To Find: After collecting the "O", take care of the Klobber, jump up to the 
                 Ghost Rope, and use that to get to the high ledge where you throw 
                 the Barrel down the slope through the two Krunchas, and bust open 
                 the wall on the right to find Bonus Room #46!
    
    Room  Goals: In this Bonus Room, you get 20 seconds to bust the Treasure Chest 
                 with five direct blows to the red Zinger to release your Kremkoin.
    
    
    ===============
    Bonus Room #47
    ===============
    
    Level  Name: Ghostly Grove
    
    How To Find: After collecting the "N", go right to kill the two Klampons (for 
                 safety), and then take a timed running leap as you quick hop up the
                 two fast disappearing Ghost Ropes to the Bonus Barrel to get to 
                 Bonus Room #47!
    
    Room  Goals: In this Bonus Room, hop across the four Ghost Ropes to get to the 
                 Kremkoin on the right.
    
    
    ===============
    Bonus Room #48
    ===============
    
    Level  Name: Haunted Hall
    
    How To Find: After getting the "K", You will pass through another gate, which 
                 will cause Kackle to stop his pursuit.  Going right, you will 
                 see a track up high to jump to, so go ahead, and then jump onto 
                 the wooden ledge above that.  You will grind along (with lots of 
                 sparks) to find Bonus Room #48!
    
    Room  Goals: In this room, you fly right quite fast, and head along till you hit
                 a Plus Barrel, where you will rocket down the hill you just
                 climbed.  Jump backwards to get on the floating track pieces, and
                 jump your way across to the Kremkoin floating in mid-air.
    
    
    ===============
    Bonus Room #49
    ===============
    
    Level  Name: Haunted Hall
    
    How To Find: Upon exiting Bonus Room #48, the game will send you into Bonus Room
                 #49!
    
    Room  Goals: Grab as many stars as you can as you fly along the tracks to get 
                 your quota to make the Kremkoin to appear for you to grab.
    
    
    ===============
    Bonus Room #50
    ===============
    
    Level  Name: Haunted Hall
    
    How To Find: Immediately after collecting the "N", use a short hop to reach the 
                 low track to reach Bonus Room #50!
    
    Room  Goals: This is a super fast moving cart, so just use your reflexes to 
                 guide you through this Bonus Room.
    
    
    ===============
    Bonus Room #51
    ===============
    
    Level  Name: Gusty Glade
    
    How To Find: After collecting the "O", jump the gap with the wind, and 
                 immediately hold right to fight the wind in your face as you kill 
                 the Klampon, the two Spinies, and then the Klampon before you use a
                 super jump to get to the next ledge.  Kill the Klampon, and then 
                 enter the Bonus Barrel to reach Bonus Room #51!
    
    Room  Goals: Bounce off of the first Flitter, and then hold RIGHT to fly across 
                 most of the gap before bouncing off of a second Flitter to reach 
                 the end where the Kremkoin is located.
    
    
    ===============
    Bonus Room #52
    ===============
    
    Level  Name: Gusty Glade
    
    How To Find: After collecting the "N", take the second Treasure Chest to destroy
                 the first Kutlass to get a Kannonball.  Take that Kannonball to the
                 right over the gap when you have the wind at your back to find the
                 Kannon, which will shoot you to Bonus Room #52!
    
    Room  Goals: Use the Barrel Kannon to collect all the stars to cause the
                 Kremkoin to appear on the right ledge.
    
    
    ===============
    Bonus Room #53
    ===============
    
    Level  Name: Parrot Chute Panic
    
    How To Find: Jump into the claws of the second Blue Squawks, and then descend
                 in the following fashion: go around the Zingers, grab the Banana 
                 Token, and after you pass the three Zingers all together, go down 
                 the shaft on the left side you can go left to find Bonus Room #53 
                 when the shaft widens!
    
    Room  Goals: Use green Squawks here to fly up to your Kremkoin at the top of the
                 room.
    
    
    ===============
    Bonus Room #54
    ===============
    
    Level  Name: Parrot Chute Panic
    
    How To Find: After you have used your second Blue Squawks following the Star 
                 Barrel, go left past the Spiny where you roll jump to the sticky 
                 wall above the Zingers, which you climb to find Bonus Room #54!
    
    Room  Goals: In this room, use green Squawks to clean all the bees out till
                 you hit the no Squawks sign, which gives you a TNT Barrel to use 
                 on the last Zinger to earn your Kremkoin.
    
    
    ===============
    Bonus Room #55
    ===============
    
    Level  Name: Web Woods
    
    How To Find: After collecting the "N", you will notice a Banana Arrow below
                 pointing left.  Go right till you see a Kannon, and watch his 
                 Kannonball volleys till he shoots a slow one, which you will then 
                 follow back across the gap on your web platforms till it busts the 
                 wall to reveal Bonus Room #55!
    
    Room  Goals: Build web platforms through the brambles to find the Kremkoin on 
                 the right.
    
    
    ===============
    Bonus Room #56
    ===============
    
    Level  Name: Web Woods
    
    How To Find: When you see another Banana Arrow pointing left, go right to kill
                 four Kaboings.  Then you need to let Kannon shoot his Kannonball 
                 which you follow to the wall the arrow pointed at.  This opens up 
                 Bonus Room #56!
    
    Room  Goals: Start by building web platforms to the base of the star stack, 
                 collect some, build a higher ledge, repeat till you get them all to
                 get the Kremkoin to appear on the right ledge.
    
    
    ===============
    Bonus Room #57
    ===============
    
    Level  Name: Arctic Abyss
    
    How To Find: After you experience the water drop in the first vertical passage,
                 super charge to fly across the bottom of the floor (also killing
                 two Flotsams and a Lockjaw) before the water level rises a bit.
                 Head to the upper left portion of the wall in this chamber to find
                 a few Bananas screaming out the location of Bonus Room #57
                 (courtesy of a super charge of course)!
    
    Room  Goals: Using your lunge (the B Button) to go back and forth across the 
                 shaft as the water descends, you should easily get more than 100 
                 stars needed to get the Kremkoin.
    
    
    ===============
    Bonus Room #58
    ===============
    
    Level  Name: Arctic Abyss
    
    How To Find: After collecting the "G", swim past some Shuri before super 
                 charging across the screen to the left.  When you arrive in the 
                 lowered water level, turn right to super charge through a Lockjaw 
                 to pass through a false wall to lose Enguarde and find the 
                 entrance to Bonus Room #58!
    
    Room  Goals: Take the Treasure Chest to throw at every Zinger till it finally 
                 busts on the last one in the area to give you the Kremkoin.
    
    
    ===============
    Bonus Room #59
    ===============
    
    Level  Name: Windy Well
    
    How To Find: After collecting the "O", go past the Krook before heading left to
                 walk off the ledge, time your flight under the Zinger, and then
                 enter the Bonus Barrel to reach Bonus Room #59!
    
    Room  Goals: Jump up in the air to reach a hook, and then bounce your way across
                 the Flitters to the far side of the room, where a Banana trail 
                 leads you to the Kremkoin.
    
    
    ===============
    Bonus Room #60
    ===============
    
    Level  Name: Windy Well
    
    How To Find: When you pass a No Squawks Sign (despite not having seen Squawks 
                 yet), head right while NOT JUMPING, use your roll jump to get to a
                 ledge below the end of level target, bait the Klobber out of the 
                 narrow opening, jump on it once, pick up the barrel, and then use 
                 it on the Kutlass as you enter the Bonus Barrel to get to Bonus 
                 Room #60!
    
    Room  Goals: Use Squawks to collect all the stars in the short amount of time to
                 get the Kremkoin that appears on the ledge on the right.
    
    
    ===============
    Bonus Room #61
    ===============
    
    Level  Name: Castle Crush
    
    How To Find: After collecting the "K", kill the following enemies: four 
                 Klampons, the Krooks (dodge their initial shots until they can be 
                 reached), two Zingers, and three Spinies.  Immediately use a super 
                 charge to break through the wall to Bonus Room #61!
    
    Room  Goals: Use Rambi to destroy the Zingers as the floor rise to get the 
                 Kremkoin.
    
    
    ===============
    Bonus Room #62
    ===============
    
    Level  Name: Castle Crush
    
    How To Find: After collecting the "N", kill the Zinger, go past the no Squawks 
                 sign to receive a TNT Barrel as a reward, and use it on the wall 
                 on the left to find Bonus Room #62!
    
    Room  Goals: In this Bonus Room, you have to choose a path around the blocks
                 that the floor tries to crush you under (left, middle and right
                 are three alleys you can take at any time).  Use the following: 
                 left, middle, right, left, right, left, middle, right, left, right,
                 left, and then grab the Kremkoin on the ledge on the right.
    
    
    ===============
    Bonus Room #63
    ===============
    
    Level  Name: Clapper's Cavern
    
    How To Find: Use your team throw at the start to reach the hook, roll through
                 the four Spinies, kill the Klampon, and then enter the cave to
                 access Bonus Room #63!
    
    Room  Goals: In this Bonus Room, just carefully jump across the small ice 
                 platforms to reach the high ledge on the right where the Kremkoin 
                 awaits you.
    
    
    ===============
    Bonus Room #64
    ===============
    
    Level  Name: Clapper's Cavern
    
    How To Find: After collecting the "O" and getting to a non-Lockjaw section, 
                 head right past the three Flotsam, past the three Shuri, up into 
                 the dead-end branch of the path for three invisible Banana Bunches,
                 and then up the vertical shaft to where you see a left branch (head
                 down it).  Let the two Puftups blow up, go left, to where a Puftup
                 patrols, kill it, get the Banana Token, and then bust the right
                 wall by the solo Banana to enter Bonus Room #64!
    
    Room  Goals: Possibly the easiest Bonus Room in the game, just hold RIGHT and
                 press the B Button continually to reach the end of the cave where 
                 the Kremkoin sits in plenty of time.  
    
    
    ===============
    Bonus Room #65
    ===============
    
    Level  Name: Chain Link Chamber
    
    How To Find: Find the vertical chamber with three Krooks.  Kill the highest
                 Krook, get the Klobber to chase you, kill it, grab the Kannonball, 
                 jump down on top of the next Krook, and take the Kannonball to the 
                 Kannon to get shot into Bonus Room #65!
    
    Room  Goals: Throw the Kannonball at the Zinger to get a Banana Bunch available,
                 and then jump your way across the chains as you progress to the top
                 right to find your Kremkoin.
    
    
    ===============
    Bonus Room #66
    ===============
    
    Level  Name: Chain Link Chamber
    
    How To Find: Climb past the double Kannonball volley raining down on your Kong 
                 as you climb to reach a horizontal chain which leads to the right.
                 Climb up the vertical chain a little, and then jump into the wall 
                 on the left to find yet another secret passage which will take you 
                 to the two Kannons which were lobbing shots at you previous (roll 
                 through them), and behind them you will enter Bonus Room #66!
    
    Room  Goals: Using the moving Rotate Barrels, shoot your way up to the very top 
                 ledge where the Kremkoin awaits you.
    
    
    ===============
    Bonus Room #67
    ===============
    
    Level  Name: Toxic Tower
    
    How To Find: After you become Squitter, start building web platforms so you can 
                 climb up, and be sure to do it on the right side of the corridor.  
                 When you see a Zinger against the wall on the right, shoot it, and 
                 then walk through the false wall it guarded to find a Bonus Barrel 
                 which sends you to Bonus Room #67!
    
    Room  Goals: Build web platforms to get to the top of the room, where a wooden 
                 ledge awaits you with the Kremkoin.
    
    
    ===============
    Bonus Room #68
    ===============
    
    Level  Name: Screech's Sprint
    
    How To Find: When you see a Kannonball above your Kongs, use your team throw 
                 (you must still have your buddy from the level start) to get to the
                 platform where the Kannonball sits, and then jump into the Kannon 
                 on the right to enter Bonus Room #68!
    
    Room  Goals: In this Bonus Room, use Dixie Kong to helicopter spin to the Banana
                 trail going straight down, switch to Diddy Kong for a roll jump, 
                 switch to Dixie Kong and helicopter spin to the next ledge, and 
                 then roll jump with Diddy to get the Kremkoin.
    
    
                                     o---------------o
                                     | 4.04 DK Coins |
                                     o---------------o
    
    
    =============
    Pirate Panic
    =============
    
    head right from the exit of Bonus Room #02 to jump onto a barrel stack that is
    two high to find the DK Coin spinning in the wide open.
    
    
    =================
    Mainbrace Mayhem
    =================
    
    Upon exiting Bonus Room #05, jump the gap on the right to find the DK Coin.
    
    ==================================
    Gangplank Galleon's Expresso Race
    ==================================
    
    Start off by running up to the boost spot, using that to vault out in front.  
    Jump up onto the ledge ahead, then use the boosts here to reach another ledge
    to hop up onto.  When you land below, hit the boost, stating on the top half 
    of the screen, leaping onto the ledge there to hit a boost to fly forward once 
    more, boosting up the hill to come down the other side into a trio of boosts 
    that lead to the finish line!  Now repeat the same patterns twice more and you 
    will win yourself a DK Hero Coin!
    
    
    =================
    Gangplank Galley
    =================
    
    Go up the barrel stack right at the start to position yourself underneath the
    Bonus Barrel, and then roll jump to the right.  If you went far enough to the 
    right, your monkey will grab a hook, which leas over a set of hooks to the right
    to find the DK Coin.
    
    
    =================
    Lockjaw's Locker
    =================
    
    After collecting the "G", kill the two Shuris on your right, and then do a super
    charge.  Enguarde will cross the gap as the water drops, and the path he is on 
    leads to the DK Coin.
    
    
    ================
    Topsail Trouble
    ================
    
    After leaving Bonus Room #10, go right to climb an upwards rope, and then go 
    left onto another upwards rope rigging.  However, jumping off to the right 
    of the second upwards rope will lead to the DK Coin.
    
    
    =========================
    Funky Kong's Aeriel Loop
    =========================
    
    Fly to the right on a slowly ascending trajectory to pass through four rings,
    then fly stright up through two more.  Now fly left through four rings on a
    slight downward trajectory before turning upwards to pass through one ring.
    Now turn right and fly through six rings, starting downwards through the final
    three rings, signalling your Kongs to fly down and to the right to waiting
    helipad (land gently now!) to finish the challenge, snagging a DK Hero Coin!
    
    
    =============
    Hot-Head Hop
    =============
    
    After you find Squitter, build web platforms to climb to directly above the
    crate to find the DK Coin.
    
    
    ===============
    Kannon's Klaim
    ===============
    
    After you enter bonus Room #14, go to the right to find a hole, which you should
    Roll Jump over to find the DK Coin contained within the Bonus Room!
    
    
    =============================
    Funky Kong's Submerged Stint
    =============================
    
    Take the treasure chest to the second landing zone, but you will need to go
    through water to get there.  Keep an eye on your air meter at all times, 
    remembering to make a break for it if you are going to drown.  Also be on the 
    lookout for ammunition as you will be forced to blast any blockades that exist
    to confound your efforts.
    
    Go left to winch the Treasure Chest, then head right past the opening to grab 
    the ammunition.  Now head down the hole, turning left to grab the two ammo 
    boxes along the bottom of the area, then fly through the curvy portion ahead 
    (which is lined with spiders to avoid as they shoot webbing) to shoot the crate
    blocking your path (it will appear as a slightly darker crate than the rest).
    
    head down into the water (grabbing the ammo carefully as you go) to grab a
    stopwatch to add more time to the clock, a bubble from the air below to get a
    60 second air supply, and then go right to shoot a couple Puftup out of the 
    way.  More clocks and ammo await, then cut down to a new air supply to refill
    at.  Now continue to the right, shooting more Puftups from your path, finding a
    shaft leading downward (look for an air refill on the right side of the area).
    
    Once you reach bottom, head right, shooting the blockade out of the way, 
    followed by killing two Shuris en route to another tight passage leading 
    downwards.  Contiunue right, killing Puftups to find two stopwatches, then 
    backtrack to the right a bit to go up through a passage to another Puftup that
    guards an air supply.  Now fly up to exit the water, then quickly fly up past 
    the spidrs to find Funky Kong to drop the Chest off at as you slowly and 
    gracefully land to obtain yourself the DK Hero Coin!
    
    
    ============
    Lava Lagoon
    ============
    
    AFter collecting the "G" from the bottom of the vertical shaft, hit the 
    Clapper, swim through the false floor below you, and get the Exclamation Mark 
    Barrel to become invincible, and swim right then up following the Banana trail
    to a Launcher Barrel (grabbing the DK Coin as you go).
    
    
    =============
    Red-Hot Ride
    =============
    
    After you pass the Star Barrel, take the DK Barrel with you.  Avoid busting it 
    until you arrive on a steam vent where you must take out the highest Zinger.  
    Jump to the hot air balloon it was guarding to get the "N" as well as the DK 
    Coin floating above.
    
    
    ===================================
    Crocodile Cauldron's Expresso Race
    ===================================
    
    Start low to get by the pond, cutting up to hit the boost spot, and then go 
    high to by pass a pond, cutting on a downard angle to use the small strip of 
    land between the first pond and the second pond (which is located on the higher
    portion of the track).  Cut up to find a boost spot, moving down as you speed
    off to avoid a pond, and then go up to bypass yet another pond.  Go by one more
    pond, jump to the next ledge to use the boost, jumping the next two cliffs to
    to move high past a pond to see a boost that leads over the fnish line!  Repeat
    your efforts for two more laps to win a DK Hero Coin!
    
    
    ===============
    Squawk's Shaft
    ===============
    
    Upon leaving Bonus Room #22, you will be dropped right through the DK Coin.
    
    
    =============
    Barrel Bayou
    =============
    
    Simply get Rambi to the No Rambi Sign to receive the DK Coin as your prize.
    
    
    ==================
    Glimmer's Galleon
    ==================
    
    After you leave Bonus Room #25, swim over the top of the box (top right corner)
    to a Banana-filled room where swimming through the top right corner will bring
    your Kong to the chamber with the DK Coin.
    
    
    ===========================
    Funky Kong's Kongstruction
    ===========================
    
    You will need to rebuild the DK Statue by winching each piece that is missing
    (the legs, the torso, the head, and the two arms) while fending off the 
    Flitters (who can grab the pieces and move them around).
    
    Start off by flying upwards to grab the Legs, then descend again, turning right
    to fly to the pedestal in the center of the arena to drop them on top.  Now 
    head for the bottom right corner to snag the Troso, followed by retracing your
    flight path to the pedestal. Now head up into the top right area, dragging both
    arms back one at a time.  This is the point where you will need to hunt down
    any Flitters who have dared to grab statue pieces, bringing those pieces back,
    and then you should head for the bottom right area to grab the Head, putting it
    on top of the other pieces to complete the statue, then head down to land on
    the helipad gently, finishing off the challenge to snag the DK Hero Coin for 
    your efforts!
    
    
    ==================
    Krockhead Klamber
    ==================
    
    After using the DK Barrel to the right of the start to kill a Zinger to the left
    of the start, Roll Jump to the next ledge to find a Treasure Chest that needs to
    be used on the four Zingers before it will break, revealing the DK Coin.
    
    
    ==========================
    Krem Quay's Expresso Race
    ==========================
    
    Grab the high boost spot, then vut under the green pond before cutting back up 
    to hit the next boost spot.  Next are two sets of high ledges that need to be
    jumped to, both of which have a boost spot, and then Expresso will face an 
    uphill run to yet another boost.  One more uphill awaits, leading down into a
    course wide green pond (try to have a feather on hand to flap with to get by
    this spot), which then leads into the finish line!  Repeat your efforts for 
    two more laps to win a DK Hero Coin!
    
    
    ==============
    Rattle Battle
    ==============
    
    After collecting the "O", go right to the bottom of the barrel stack, jump
    across the gap, and enter the lower compartment (which is mostly obscured by the
    ship's outside).  Hop through this cramped area to get the DK Coin.
    
    
    ============
    Slime Climb
    ============
    
    Upon exiting Bonus Room #32, team throw to the Exclamation Barrel to become
    invincible, followed by you running into the water to swim across the surface to
    the right to find the DK Coin.
    
    
    ==============
    Bramble Blast
    ==============
    
    When you get to shoot right to bounce across some Flitters, pull back on your 
    direction to fall down a Banana Trail to a Launcher Barrel so you will fly into 
    the waiting claws of Squawks.  Fly left, collecting Bananas as you go (and the 
    DK Barrel if you need your partner), and then bust up a Zinger on the far left 
    guarding a DK Coin!
    
    
    ============
    Hornet Hole
    ============
    
    After collecting the "O" head right to kill three Spinies with your Squitter 
    webs as well as a Zinger covering a hole.  Shoot the Zingers in your way, and
    then use web platforms to get the DK Coin on the left.
    
    
    ==============
    Target Terror
    ==============
    
    After collecting the "N", hit the Check Barrel and then jump up behind the 
    covered area of the track to find the DK Coin.
    
    
    =================
    Bramble Scramble
    =================
    
    After hitting the Star Barrel, head right to see a vine leading up beside a 
    bramble wall.  However, a wooden walkway is on other side, which indicates a 
    false wall being present for your Kong to jump through.  An Animal Barrel will
    turn you into Squitter (as the picture on the front suggests), then start
    building web platforms climb up through the Bananas till you get the two Banana 
    Tokens, and then build web platforms to the left wall (line up with a Banana 
    sitting in the brambles), and go through the false wall to get the DK Coin!
    
    
    ========================
    Funky Kong's Kongnapped
    ========================
    
    Zingers have kidnapped residents of Kong Island (who all look suspiciously 
    like Tiny Kong from Donkey Kong 64), so head out into the air of the beehive
    to shoot Zingers while rescuing.  First, find the Kong on the ground (or in the
    air, requiring you shoot the Zinger to make it drop the Kong to the ground), 
    land the Gyrocopter (gently to avoid damage) to pick up the Kong, and then 
    return to the helipad to land once more (once again, gently is the key) to drop
    the Kong off.  Repeat this at least five more times to gain access to the DK
    Hero Coin that Funky has!
    
    
    =============
    Rickety Race
    =============
    
    To win the DK Coin, you must pass every single Klank involved in the race to 
    win the DK Coin, so follow the walkthrough for specific details on how to do 
    this.
    
    
    ===============================
    Krazy Kremland's Expresso Race
    ===============================
    
    Head upto get the boost, followed by cutting down to avoid the mud hole.  Cut 
    up between the the two mudholes, getting into the middle portion of the track
    to use the tree trunk bridge to cross the chasm (if you fall in, you will be
    reset on the bridge, so avoid falling in if at all possible).  Make use of the
    boost on the bottom portion of the track to head up the hill, keeping low to 
    bypass the pond, then cut up briefly for the boost spot before returning to 
    the bottom of the screen to bypass another pond.  Cut back up after the pond 
    ends to jump to the boost spot on the elevated ledge, followed by jumping up 
    two ledges to drop down onto the three boost spot that leads to the finish.
    Repeat the above steps twice more to get yourself a DK Hero Coin!
    
    
    ==============
    Mudhole Marsh
    ==============
    
    When you see a hook and a Kannon, use the hook to jump over Kannon (DO NOT kill 
    him), and follow his moving barrels to the goal where you will bounce off of it 
    to time your hitting the target with the DK Coin!
    
    
    =============
    Rambi Rumble
    =============
    
    After hitting the Star Barrel, head on right past a Kutlass to find a cave.  
    Jump around the entrance to find an invisible hook, jump up to the next 
    invisible hook, and then head over the wall to get the DK Coin on the sticky 
    wall.
    
    
    ==============
    Ghostly Grove
    ==============
    
    After getting the "O", move right to helicopter spin under the landform your 
    Kong is on to the Barrel Kannon which will shoot you to the DK Coin!
    
    
    =============================
    Glommy Gulch's Expresso Race
    =============================
    
    Go low for a boost spot, then cut up to jump to the higher ledge to hit the 
    boost spot at the top of the track, and then a track wide pond blocks the way
    (hopefully you grabbed a Golden Feather for the purpose of a flap jump or 
    Birdseed to get a speed boost through the mire).  Go high and then cut between
    two ponds, jumping to the higher ledge to take the boost spot (high on the 
    track) to go running into another track wide pond (same as before for 
    strategy).  Now jump up to the higher ledge, then drop down to use the boost
    spot on the top portion of the track, finally cutting down to bypass one last
    pond to reach the finish line.  Repeat the above steps for two more laps to
    bring home the gold and the DK Hero Coin!
    
    
    =============
    Haunted Hall
    =============
    
    When you reach the end of your roller coaster ride, run into the room with the 
    target, and team throw up to the hidden DK Coin behind the paneling on the 
    left.
    
    
    ============
    Gusty Glade
    ============
    
    After bonus Room #52, use the Barrel Kannons to try and get on top of a hill 
    after a DK Barrel.  If you do so, use Dixie's Hairspin to go to the right slowly
    to find the DK Coin in mid-air.
    
    
    ===================
    Parrot Chute Panic
    ===================
    
    From the start, jump down the shaft using Dixie’s helicopter spin to reach an 
    alcove on the far left of the shaft which contains the DK Coin.
    
    
    =========================
    Funky Kong's Cool Sounds
    =========================
    
    Funky has lost his ghetto blaster in the bottom of an icy cavern, so you will
    need to lower the water to get it, return it to Funky, and then return to the
    helipad.  Start off by flying right, shooting a Zinger (and possibly Funky 
    Kong to elicit a somewhat amusing response from the shot up Monkey) to find
    three arrows.  Shoot them in the following order: middle, bottom, top to lower
    the water, so fly downwards and then left till you see a Zinger near the roof.
    Shoot that bee, then shoot the three arrows in the following order: top, 
    bottom, and middle to lower the water once more.
    
    Now head left again, cutting down to shoot a Zinger, then shoot the arrows in 
    the following order: top, middle, bottom to lower the water, so head down and 
    right to find another set of arrows.  SHoot these ones in the following order:
    bottom, middle, top to lower the water, allowing the Kongs to fly down and left
    pass three ZInger to shoot another Zinger that guards a solo arrow.  After 
    shooting that arrow, fly down and to the right to shoot the Kloak that is 
    throwing the barrels five times to destroy it, allowing the two Kongs to use 
    the winch to snage the ghetto blaster!  Now fly back through the windy 
    corridor, dropping the box off at Funky, and then go land gently on the 
    helipad to gain possession of another DK Hero Coin!
    
    
    ==========
    Web Woods
    ==========
    
    Use Barrel Kannon to shoot the target for your end of level prize (aim for the 
    DK Coin which quickly flashes through the rotation). Watch it to get the timing,
    and then shoot when the timing is right (usually during the solo Banana prize).
    
    
    =============
    Arctic Abyss
    =============
    
    Hit the Star Barrel, go up the shaft where you use a super charge at the top of 
    the shaft to grab the DK Coin as the water level falls.
    
    
    ===============================
    K. Rool's Keep's Expresso Race
    ===============================
    
    Go low for a boost spot, then jump onto the next ledge before arriving at a
    track pide mudhole (tryto use a Golden Feather flap jump or a Birdseed boost to
    cross the area quickly).  Use the boost spot on the far side of the mudhole,
    aiming for the upper area of the track to get onto the tree trunk birdge to 
    span the gap, and then use the boost spot to shoot up the hill ahead.  Another 
    boost spot is ahead, so hit it and cut up to bypass a mudhole, and finally
    move down to get into line with one more boost spot that will lead to the 
    finish line!  Two more trips around the crazy track will yield a DK Hero Coin
    with the gold trophy being taken back to Cranky!
    
    
    =============
    Castle Crush
    =============
    
    After getting turned into Squawks, fly upwards past the Krooks in the wall, then
    past the four Zingers, and then fly down the hole where a Banana Bunch sits to 
    get the DK Coin.
    
    
    =================
    Clapper's Cavern
    =================
    
    When you reappear from Bonus Room #63, use your team throw to get the "K" as you
    catch another hook, which can be used as a stepping stone to the DK Coin.
    
    
    ===========
    Windy Well
    ===========
    
    After collecting the "N", go up a level of the well, and then head right to see
    some Zingers, which you need to go underneath to find the DK Coin.
    
    
    ===================
    Chain Link Chamber
    ===================
    
    When you start up the two chains where KannonBalls will alternate which chain 
    they are coming down (left, right, left, right, etc.), look for a solo Banana on
    the right side of the shaft.  Jump into the false wall here to run right to find
    the DK Coin.
    
    
    ==========================
    Funky Kong's Kongnapped 2
    ==========================
    
    You will need to rescue five Kongs (again, they all look like Tiny Kong from
    Donkey Kong 64) while putting up with water that must be raised, lowered, 
    flying through on limited air, all of which must be done in under three 
    minutes!
    
    Star off by going right and down, then going up into the first area available
    to find a Kong as well a down arrow to shoot before returning to the helipad.
    Now head down and right towards the hole that opened up due to lower water,
    travelling down to the area below to grab a second Kong to return to the
    helipad.  Now backtrack to where you found that second Kong, shooting the up
    arrow to raise the crate out of the way so you can fly left through the water
    to use a nearby air pocket above the water to refill the air supply, then go
    grab the Kong below the water to take back to the helipad.
    
    Now head right towards the area that you found the first Kong, shooting the
    up arrow to raise the water, and then go right through the water (new opening
    due to crate being raised) to find a down arrow to shoot to lower the water
    again.  Go down to get the nearby Kong, then head up, raise the water at the
    top to get by the crate so you can return to the previous arrow area to lower
    the water to allow safe passage to the helipad, and then repeat the same steps
    to return to that level where you just snagged that Kong.  Now shoot the up 
    arrow to raise the crate on the left slightly, allowing your Gyrocopter to 
    pass through to reach the final Kong, and then you will need to head up, raise
    the water at the top to get by the crate so you can return to the previous 
    arrow area to lower the water to allow safe passage to the helipad, thereby
    gaining possession of the DK Hero Coin!
    
    
    ============
    Toxic Tower
    ============
    
    After collecting the "K", jump up the right side, bounce across the three 
    Zingers, super jump up to the next land island, jump across the small gaps till 
    you see a Zinger in one of the holes.  Kill it, fall down the hole holding 
    RIGHT, and this will get you the DK Coin.
    
    
    =================
    Screech's Sprint
    =================
    
    After collecting the "O", go right through two sets of Zingers to see a Banana
    arrow pointing down.  However, you will continue right through the narrow 
    opening above to find the DK Coin in a contained area.
    
    
    =================================
    Funky Kong's Toxic Kongstruction
    =================================
    
    Go right to shoot the three arrows in the following order: top, middle, bottom,
    then grab the nearby crate as you move leftt, and then head down through the
    windy path (shooting the second arrow set in the following order: bottom, 
    top, middle), bombing the Flitters, eventualy reaching the Donkey Kong Legs.  
    As soon as they are grabbed, the green sludge rises, so fly upwards quickly, 
    passing the helipad to go left to the statue area.  Now head back to the left, 
    taling the hole on the right (repeating the three arrow patterns), but this 
    time head further down (on the right side) to bomb a Flitter, then go left to 
    shoot a solo arrow to further lower the killer green stuff to find both the 
    torso on the left, while the head is on the right (choose one this time, then 
    make a third trip down the same hole to get the one you did not collect).
    
    Next up is a jaunt left (grabbing the Bombs along the way from a crate) to 
    shoot the arrow set in the following order: middle, top, bottom, then head 
    down past Flitters (via Bomb Drops) to hit a second arrow set: bottom, top, 
    middle, then fly down along the wall on the left to shoot a new arrow set: 
    top, bottom, middle, and then bomb Flitter en route to an arm.  Now backtrack
    all the way to the statue area to deposit it. Back to the left to shoot the 
    arrow set in the following order: middle, top, bottom, then head down past 
    Flitters (via Bomb Drops) to hit a second arrow set: bottom, middle, top, then
    fly down right to pass a couple more Flitters to find an Arm, which will have
    the toxic goo rise immediately, so take off  for the statue location again.  
    This is the final piece, so fly to the helipad to recieve the DK Hero Coin as 
    a reward for your fancy flying!
    
    
    ===========================
    Lost World's Expresso Race
    ===========================
    
    GO straight to hop the wooden stakes, then use the boost at the bottom of the
    hill to rumble across the tree trunk bridge, and then use another boost spot to
    blow over two brick bridges (same width as a tree trunk bridge).  Next up is a
    track wide pond, so hopefully you have a Golden Feather to flap with to pass 
    over it, and then boost down the hill to cross a tree trunk bridge before 
    cutting below a pond.  Jump up to the ledge above, and then use one fo the two
    boos spots to cross the finish line.  Complete three laps and win to recieve
    the final DK Hero Coin from Cranky!
    
    
    ============
    Jungle Jinx
    ============
    
    Just before you reach the Star Barrel, a lone Flitter hovers near a supposed 
    hole.  However, if you fall down past the Flitter, a ledge will be there for 
    your Kong to go left to Roll Jump into the Bonus Barrel to find the Bonus Room!
    
    Use your team throw in the Bonus Room to kill the Flitters, but be sure not to 
    throw into the Zingers, and your reward will be a DK Coin.
    
    
    =================
    Black Ice Battle
    =================
    
    After getting the "N", fall down the shaft holding right to enter a passage 
    where a Treasure Chest waits to be broken open to reveal a Kannonball.  Head 
    back to the left, drop down, Jump across the three holes with Zingers in them, 
    drop down to deal with three Klampons.  Use the Kannonball on the Zingers in the
    next side passage to get the "G", a Banana Bunch, and a Bonus Barrel!
    
    Jump the six Zingers on the slopes as you head down to find your DK Coin. 
    
    
    ================
    Klobber Karnage
    ================
    
    After collecting he "G", jump into the Diddy Barrel to be shot towards a Barrel
    Kannon, which you should shoot up-right towards a solo Banana to hit a Bonus
    Barrel.
    
    Jump to the Exclamation Barrel at the start, plow through every Zinger you see, 
    get the next Exclamation Barrel, and continue right plowing through every single
    Zinger to get the DK Coin on the ledge on the right.
    
    
    ==============
    Fiery Furnace
    ==============
    
    After collecting the "G", jump to the Steerable Barrel on the right, fly 
    carefully through the moving Zinger lines, and then launch out to bounce off 
    the Flitter to land on the next platform.  Avoid the Cat-O'-9-Tails, and use 
    your team throw to reach a Steerable Barrel which you will fly along the Banana
    trail to reach a Bonus Barrel!  You can also use the Cat-O'-9-Tails to get up to
    the Steerable Barrel, but that is a fairly hard thing to do (as it is mostly 
    luck).
    
    In this Bonus Room, you need to pilot your Steerable Barrel through a fairly 
    small area of Brambles, and Zingers will try to get you as you progress towards
    a DK Coin.  Take your time somewhat, but you must keep a steady pace as you only
    have 40 seconds (it can be done in thirty seconds or less easily enough).
    
    
    ==============
    Animal Antics
    ==============
    
    Once you reach the ledge after the long climb past the Zinger brigade, build a 
    web ledge over the Barrel Kannon, and jump over the high ledge to go right into 
    a Bonus Barrel!
    
    In this Bonus Room, you have to build we ledges upwards as you shoot Zingers, 
    enter the Animal Barrel to become Squawks (as the picture on the front 
    suggests), and then fly upwards once more to kill more Zingers before entering 
    the Animal Barrel to become Squitter again (as the picture on the front 
    suggests), and then collect your DK Coin.
    
    
    =========================
    Wrinkly Kong's Scrapbook
    =========================
    
    For every page you fill completely, one DK Hero Coin is yours.  So, she yields
    a grand total of 15 DK Hero Coins once the 40 Cameras have been located!
    
    
                                  o----------------------o
                                  | 4.05 Golden Feathers |
                                  o----------------------o
    
    =============
    Pirate Panic
    =============
    
    You will find barrels where the Bananas form the letter 'R'.  Press the R 
    Button (starts your teaming up), and hold UP, and then press the B Button to 
    throw your partner up to get the Banana Token, then move to the left and 
    repeat the pattern of throwing to grab the Golden Feather.
    
    
    =================
    Mainbrace Mayhem
    =================
    
    Where you find the "O", try jumping to the left to land on the rigging where 
    two Banana Tokens and a Golden Feather lie.
    
    
    =================================
    Gangplank Galleon's Cranky's Hut
    =================================
    
    Speak to Cranky about Expresso racing and he will give you a Golden Feather.
    
    
    =================
    Gangplank Galley
    =================
    
    After collecting the "N", go right to kill the two Neeks, and then use a Roll
    Jump into the gap (roll with B, then press A as you hug the wall on the left 
    to jump into the hidden barrel there to shoot right through the Golden Feather 
    to be shot up to a waiting hook).
    
    
    =================
    Lockjaw's Locker
    =================
    
    After collecting the "O", go up past the two Flotsams, moving along the wall 
    on the right to find the Golden Feather in a hidden compartment.
    
    
    ================
    Topsail Trouble
    ================
    
    After passing the Star Barrel, climb the rope rigging and hand-over-hand 
    sections here avoiding the Klingers and Zingers who are blocking your 
    passage.  Once at the top, jump to the right to get a Banana Bunch and the 
    Golden Feather for your troubles.
    
    
    =============
    Hot Head Hop
    =============
    
    After collecting the "K", use the crocodile heads to jump to the next ledge.  
    Pick up the DK Barrel, throw it at the Klobber on the right, take its barrel 
    while you head right over the crocodile heads (including the brown one which 
    launches you through the air) to the next ledge.  Throw your barrel at the 
    Klobber to send it back into its barrel, and then use the Treasure Chest to 
    kill it to get a Golden Feather.
    
    
    ===============
    Kannon's Klaim
    ===============
    
    Use the last Necky in the level to bounce up high enough to grab the Golden 
    Feather and to win your end of level prize!
    
    
    ============
    Lava Lagoon
    ============
    
    After leaving the sole Bonus Room in this level, go right through the 
    Click-Clacks with a roll attack before you get to cool the water for another
    swim.  Run the gauntlet of the Puftups, making sure to cut up just to the 
    right of the fourth one to go through the false wall to grab the Gold Feather.
    
    
    =============
    Red-Hot Ride
    =============
    
    In plain sight on top of a steam vent just before you grab the "G".
    
    
    ===============
    Squawk's Shaft
    ===============
    
    The second Dixie Barrel (located to the left of two Krooks, one of which guards
    a Treasure Chest) will require both Kongs as you will need to team throw Dixie
    into the Dixie Barrel to grab the Golden Feather and a couple Banana Tokens.
    
    
    =============
    Barrel Bayou
    =============
    
    After collecting the "O" enter a barrel blasting set and do the following: aim
    right, aim right, aim up, aim right shooting through the Golden Feather as you
    go.
    
    
    ==================
    Glimmer's Galleon
    ==================
    
    After collecting the "N", you get to match wits with three Shuris before you 
    can go past a Flotsam, and then swim straight up the wall on the left to find 
    the Golden Feather waiting at the cieling in another compartment of Shuris.
    
    
    =================
    Kockhead Klamber
    =================
    
    After passing the No Squitter sign, head right past the Kutlass to find a 
    Krockhead Barrel.  Hit the barrel, jump across the two krocs, and jump across 
    the reeds to get to the next Krockhead Barrel (guarded by a Zinger), which has
    the Golden Feather resting above it.
    
    
    ==============
    Rattle Battle
    ==============
    
    After breaking the Star Barrel, pass a Kannon guarding a Banana Token, then 
    jump the gap with the Zinger, continuing to the right where a Kaboing will
    attack, so bounce off of him to land on the barrel stack nearby to grab the
    Golden Feather that resides over top of it.
    
    
    ============
    Slime Climb
    ============
    
    After exiting Bonus Rom #32 (the last one in the level), you will break an
    Exclamation Point Barrel, rendering the Kongs invincible.  Run right and fall
    into the water, swimming right along the surface of the water go slightly under
    the mast to find the Golden Feather in the liquid.
    
    
    ==============
    Bramble Blast
    ==============
    
    After offing two CLick-Clacks with a roll attack on a small boardwalk, pass 
    through the first set of barrel blasting to enter a second set.  Now shoot
    the second set as follows: up-left, up-right, up-left, up-left, up-right, 
    up-left, up-right, down-right, up-right, and down-right (taking the time to 
    shoot up-right to get into an Arrow Barrel that puts you in a set to reach the
    Golden Feather, then backtrack to the same spot as before).
    
    
    ============
    Hornet Hole
    ============
    
    After climbing the second wall after the "K" appears (you will see Spinies and
    a DK Barrel), use Dixie to hairpsin to the right towards a solo Banana to grab
    an invisible hook, which leads to the Golden Feather.
    
    
    ==============
    Target Terror
    ==============
    
    Jump up while passing through the first building along the track to grab the 
    Golden Feather.
    
    
    =================
    Bramble Scramble
    =================
    
    Find the "N", then head down slowly to exit the red Zinger field, and then 
    head right to go through the vertically moving Zingers in this section (look 
    above the lone Yellow Zinger for the Golden Feather).
    
    
    =============
    Rickety Race
    =============
    
    Immediately after collecting the "G", jump into the higher portion of the 
    building that you pass through to grab the Golden Feather.
    
    
    ==============
    Mudhole Marsh
    ==============
    
    After using a Kannon's repeated barrel shots to cross a wide gap, kill it and
    a Flitter before using a roll jump on the left to grab ahold of the Golden 
    Feather.
    
    
    =============
    Rambi Rumble
    =============
    
    After collecting the "K", go right past a Klampon to jump to a solo Banana 
    below that will beocme a hook, allowing the Kongs to leap into an Arrow Barrel
    that will yield the Golden Feather.
    
    
    ==============
    Ghostly Grove
    ==============
    
    Right after the "N", go right, use a roll jump into the gap you just jumped to
    grab the Golden Feather (this is a safety measure in case you miss the 
    invisible hook).
    
    
    =============
    Haunted Hall
    =============
    
    Jump behind the paneling at the start to get a Banana Bunch before you head
    right towards the tracks, but if you have Dixie, fall down towards the solo
    Banana below to find a Dixie Barrel that sends the Kongs through the Golden
    Feather.
    
    
    ============
    Gusty Glade
    ============
    
    After shooting past the end of level target, team throw to on top of the hill 
    behind it for a Golden Feather, then trigger the end of level prize.
    
    
    ===================
    Parrot Chute Panic
    ===================
    
    After killing three Click-Clacks, take the blue Squawks through the Zinger 
    gauntlet, remembering to hug the wall on the left as much as possible to 
    assure that you get the Golden Feather.
    
    
    ==========
    Web Woods
    ==========
    
    After finishing the first Bonus Room, the Kongs will land just past the 
    Kannon and the Banana arrow that lead to that aforementioned Bonus Room, head
    right through the red Zingers while shooting the yellow Zingers, heading down 
    and to the right to find the Golden Feather before using the web platforms to 
    get up the large wall you are now near the bottom of.
    
    
    ============
    Artic Abyss
    ============
    
    When you pass the Golden Feather and the "G" )which are out of reach of the 
    water), move left till the water level rises, and then backtrack to grab the
    Golden Feather (and the "G") with the water now high enough.
    
    
    =============
    Castle Crush
    =============
    
    After leaving the second Bonus Room in the level, jump down to the lower ledge
    when you return, jump the Klampon, grab the Golden Feather in the top right 
    corner, and then hop the Klampon/Spiny combo.
    
    
    =================
    Clapper's Cavern
    =================
    
    Use your team throw at the start to reach the hook, roll through the four
    Spinies, kill the Klampon, and then enter the cave to access Bonus Room #63!
    When you reappear, use your team throw to get the "K" as you catch another 
    hook, which can be used as a stepping stone to the DK Coin, then start down 
    the slope to the right, throwing your fellow Kong up into the area above to 
    snag the coveted Golden Feather that resides within.
    
    
    ===========
    Windy Well
    ===========
    
    At the start, jump down into the first pit where a Banana awaits.  You will
    get a "K" before a Barrel Kannon shoots you up to the next platform where 
    you will dispose of a Click-Clack.  Jump to the right where you kill the 
    Click-Clack, then continue right with a roll jump to the Arrow Barrel that is
    below the Golden Feather.
    
    
    ===================
    Chain Link Chamber
    ===================
    
    When you return from the second Bonus Room (just after the "N"), jump up the 
    chains to the DK Barrel where you will wait till two Zingers go past, at 
    which point you jump up the chains to find the Golden Feather in the corner.
    
    
    ============
    Toxic Tower
    ============
    
    Bust your buddy out of the DK Barrel (you'll probably need him/her), jump up
    the stairs while killing/avoiding the Klampons, and then enter the Animal
    Barrel to become Rattly (as the picture on the front suggests).  Jump up to
    the next ledge, jump left till you can bounce off of two successive Kaboings
    to land on a ledge on the right by the wall.  Jump up to the next ledge, then
    use the two Zingers to cross the gap to super jump from the right side of the
    platform to grab the Golden Feather.
    
    
    =================
    Screech's Sprint
    =================
    
    After capturing the DK Hero Coin, head down, go left, cut right quickly to get 
    the Golden Feather.
    
    
    ============
    Jungle Jinx
    ============
    
    After cracking the Star Barrel, head right where a Klampon and Spiny charge 
    you.  Break the DK Barrel if you need to, kill the Kutlass, get to the edge
    of the pit, and then time your roll jump down to grab the Golden Feather and
    then land onto the Radial that is coming forward.
    
    
    =================
    Black Ice Battle
    =================
    
    After cracking the Star Barrel, go right to hold LEFT to pick up the Klobber 
    as you find the Golden Feather.
    
    
    ================
    Klobber Karange
    ================
    
    When you reach the end of the level, jump behind the doorway wall past the end
    of level target to find the Golden Feather.
    
    
    ==============
    Fiery Furnace
    ==============
    
    Once you face two Spinies so you can get into the second Steerable Barrel that
    passes over lava, then go right through the Zingers to find another Steerable 
    Barrel to launch into.  move right again by going through the lower two Zingers
    to comandeer the Golden Feather they guard.
    
    
    ==============
    Animal Antics
    ==============
    
    Once you complete the Squawk's part and become Rattly, hold the R Button to 
    charge the super jump, and then boost to the right to start hopping across 
    small land formations, Red Zingers, and Klampons to find three Banana Tokens 
    and the Golden Feather.
    
    
    
                              o----------------------------o
                              | 4.06 Swanky Trivia Answers |
                              o----------------------------o
    
    Note that the Letter given for each correct answer is the one you must step on,
    not the letter that may carry out a function you are being quizzed on.
    
    ==================
    Gangplank Galleon
    ==================
    
    Trivia Game: Swanky's Swag
    Play  Price: One Banana Token
    Prize      : Red Balloon
    Question #1: What is my name? (Answer: A)
    Question #2: What is the first enemy that you see in the game? (Answer: A)
    Question #3: What is the name of this area of the island? (Answer: C)
    
    
    Trivia Game: Pirate Puzzler
    Play  Price: Two Banana Tokens
    Prize      : Green Balloon
    Question #1: What button do you press to run? (Answer: A)
    Question #2: What is the name of the first level in the game? (Answer: B)
    Question #3: What is the name of the enemy boss who has kidnapped Donkey Kong?
                 (Answer: C)
    
    
    Trivia Game: Chimp Challenge
    Play  Price: Three Banana Tokens
    Prize      : Blue Balloon
    Question #1: In the first level of the game, how many windows did the Kaptain's 
                 Kabin have? (Answer: B)
    Question #2: What is the name of the first rigging level? (Answer: A)
    Question #3: In the first level of the game, which of these is NOT a background 
                 object in the Kaptain's Kabin? (Answer: C)
    
    
    ===================
    Crocodile Cauldron
    ===================
    
    Trivia Game: Cranky Challenge
    Play  Price: One Banana Token
    Prize      : Red Balloon
    Question #1: What is the name of the first lava level on this area of the 
                 island? (Answer: B)
    Question #2: What is the name of this area of the island? (Answer: A)
    Question #3: How many times did you have to hit the end of area giant bird to 
                 kill him? (Answer: A)
    
    
    Trivia Game: Lucky Lava
    Play  Price: Two Banana Tokens
    Prize      : Green Balloon
    Question #1: What colors were the crocodile heads you jumped on in the first 
                 lava level? (Answer: C)
    Question #2: What is an extra lives balloon colored red worth? (Answer: B)
    Question #3: Excluding the end of area boss, how many levels were there on the 
                 first area of the island? (Answer: A)
    
    
    Trivia Game: Gorilla Game
    Play  Price: Three Banana Tokens
    Prize      : Blue Balloon
    Question #1: How many banana bunches would you have to collect to get an extra 
                 life? (Answer: B)
    Question #2: Where did the beetle first appear during the first area of the 
                 island? (Answer: C)
    Question #3: What is the name of Diddy's pony-tailed girlfriend? (Answer: C)
    
    
    ==========
    Krem Quay
    ==========
    
    Trivia Game: Funky's Fun
    Play  Price: One Banana Token
    Prize      : Red Balloon
    Question #1: What can your snake buddy do that is special? (Answer: A)
    Question #2: What is the name of the level with the angler fish that lights 
                 your way forward? (Answer: B)
    Question #3: What is the name of the big muscle-bound crocodile who guards the 
                 toll bridge? (Answer: C)
    
    
    Trivia Game: Swampy Swag
    Play  Price: Two Banana Tokens
    Prize      : Green Balloon
    Question #1: How many lives do you start the game with? (Answer: B)
    Question #2: What button do you press to team up? (Answer: A)
    Question #3: What is your Rhino buddy's name? (Answer: B)
    
    
    Trivia Game: Primate Prize
    Play  Price: Three Banana Tokens
    Prize      : Blue Balloon
    Question #1: What is the name of this area of the island? (Answer: B)
    Question #2: What is your parrot buddy's name? (Answer: A)
    Question #3: How many airplanes hang from the roof in Kong Kollege? (Answer: C)
    
    
    ===============
    Krazy Kremland
    ===============
    
    Trivia Game: Wrinkly's Winner
    Play  Price: One Banana Token
    Prize      : Red Balloon
    Question #1: What is the name of this area of the island? (Answer: C)
    Question #2: What colour is your parrot buddy? (Answer: A)
    Question #3: Name the two companies that produced this game? (Answer: C)
    
    
    Trivia Game: Krazy Kwiz
    Play  Price: Two Banana Tokens
    Prize      : Green Balloon
    Question #1: What is the name of the first hive level on this area of the 
                 island? (Answer: B)
    Question #2: What is the name of the old lady who runs Kong Kollege?
                 (Answer: B)
    Question #3: Which of these items can NOT be found at Klubba's Kiosk? 
                 (Answer: A)
    
    
    Trivia Game: Baboon Booty
    Play  Price: Three Banana Tokens
    Prize      : Blue Balloon
    Question #1: What is your snake buddy's name? (Answer: C)
    Question #2: What color vest does old man Cranky Kong wear? (Answer: B)
    Question #3: Which of these enemies have you not seen yet during this area of 
                 the island? (Answer: C)
    
    
    =============
    Gloomy Gulch
    =============
    
    Trivia Game: Lockjaw's Loot
    Play  Price: One Banana Token
    Prize      : Red Balloon
    Question #1: What is the name of this area of the island? (Answer: A)
    Question #2: How many little wasps did the end of area giant wasp break up 
                 into? (Answer: B)
    Question #3: What is the name of the trendy, surfing Kong who operates his
                 crazy flights? (Answer: C)
    
    
    Trivia Game: Haunted Haul
    Play  Price: Two Banana Tokens
    Prize      : Green Balloon
    Question #1: What is the name of the forest level with the blowing wind in it?
                 (Answer: C)
    Question #2: On the Crocodile Isle map, how many small wasps hover around the 
                 wasp hives? (Answer: A)
    Question #3: What is the name of the Kremling island that you are on? 
                 (Answer: B)
    
    
    Trivia Game: Gibbon Game
    Play  Price: Three Banana Tokens
    Prize      : Blue Balloon
    Question #1: Which of these is NOT the name of an area of the island you have 
                 played? (Answer: C)
    Question #2: What is your swordfish buddy's name? (Answer: A)
    Question #3: How many world map globes are there on the shelves in Kong Kollege?
                 (Answer: A)
    
    
    =============
    K. Rool Keep
    =============
    
    Trivia Game: K. Rool's Kwiz
    Play  Price: One Banana Token
    Prize      : Red Balloon
    Question #1: What is the name of this area of the island? (Answer: B)
    Question #2: What is the name of old man Kong, who keeps a racing bird?
                 (Answer: C)
    Question #3: Which of these enemies also appeared in Donkey Kong Country? 
                 (Answer: B)
    
    
    Trivia Game: Castle Challenge
    Play  Price: Two Banana Tokens
    Prize      : Green Balloon
    Question #1: What is the name of the castle level with the rising floor? 
                 (Answer: A)
    Question #2: How many animal buddies can you ride in the game? (Answer: C)
    Question #3: What is the name of the flying ghosts who throws objects at you?
                 (Answer: B)
    
    
    Trivia Game: Big Ape Bounty
    Play  Price: Three Banana Tokens
    Prize      : Blue Balloon
    Question #1: What is your spider buddy's name? (Answer: B)
    Question #2: How many desks are there in Kong Kollege? (Answer: A)
    Question #3: How many different baddies do you think there are in the game?
                 (Answer: B)
    
    
                                  o--------------------o
                                  | 4.07 Monkey Museum |
                                  o--------------------o
    
    
    ==================
    Gangplank Galleon
    ==================
    
    Name  : Pirate Panic A
    Price : Free
    Wisdom: Try using your team throw at the start.
    
    
    Name  : Lockjaw's Locker
    Price : One Token
    Wisdom: Below the letter "K", you'll find a reward if you avoid the danger.
    
    
    Name  : Mainbrace mayhem
    Price : Two Tokens
    Wisdom: Jump for joy when crossing the longest horizontal rope.
    
    
    Name  : Pirate Panic B
    Price : Three Banana Tokens
    Wisdom: I reckon the door at the bottom of the tall wall looks flimsy to me.
    
    
    Name  : Gangplank Galley
    Price : Four Banana Tokens
    Wisdom: Those big blue goons ain't guarding that huge stack of barrel for 
            nuthin'!  Knock 'em off and get up there!
    
    
    Name  : Topsail Trouble
    Price : Free
    Wisdom: A hook, step and jump is all you need to look for near the two 
            dragonflies above you.
    
    
    ===================
    Crocodile Cauldron
    ===================
    
    Name  : Lava Lagoon
    Price : Free
    Wisdom: Below the first seal, you'll find something worth getting your fur burnt
            for.
    
    
    Name  : Hot-Head Hop A
    Price : One Banana Token
    Wisdom: Is it my eyes, or is there more than just one chest at the start?
    
    
    Name  : Red-Hot Ride
    Price : Two Banana Tokens
    Wisdom: Take it easy; let the rhino use his head to get you through the first 
            half.
    
    
    Name  : Hot-Head Hop
    Price : Three Banana Tokens
    Wisdom: A trek towards the Klobber with the spider is worth looking up.
    
    
    Name  : Kannon's Klaim
    Price : Four Banana Tokens
    Wisdom: Right is right, right at the start.
    
    
    Name  : Squawks's Shaft
    Price : Free
    Wisdom: Those two hook-throwing villains opposite each other are protecting 
            something.  I'm sure of it!
    
    
    ==========
    Krem Quay
    ==========
    
    Name  : Barrel Bayou
    Price : Free
    Wisdom: Find the only Krockhead stepping-stone and you'll find your buddy 
            Rambi.
    
    
    Name  : Bramble Blast A
    Price : One Banana Token
    Wisdom: With only the dragonflies left, I'm sure you'll be alright.
    
    
    Name  : Slime Climb
    Price : Two Banana Tokens
    Wisdom: When nearing the top, the ability to walk on water reveals all.
    
    
    Name  : Glimmer's Galleon
    Price : Three Banana Tokens
    Wisdom: It might be dark and spooky, but don't let it get you down immediately.
    
    
    Name  : Rattle Battle
    Price : Four Banana Tokens
    Wisdom: Are you up to it at the start?
    
    
    Name  : Bramble Blast B
    Price : Free
    Wisdom: After four spinning barrels, all that's left is left itself.
    
    
    ===============
    Krazy Kremland
    ===============
    
    Name  : Hornet Hole A
    Price : Free
    Wisdom: An eight-legged friend would go halfway to helping you here.
    
    
    Name  : Rambi Rumble A
    Price : One Banana Token
    Wisdom: Don't be in a hurry to enter Rambi's room. Think things over.
    
    
    Name  : Bramble Scramble
    Price : Two Banana Tokens
    Wisdom: The fruit is always fresher on the other side of the thorns. Jump to 
            it!
    
    
    Name  : Target Terror
    Price : Three Banana Tokens
    Wisdom: It's his track, so watch the Kremling car carefully. He might be down, 
            but he's on his way out.
    
    
    Name  : Rambi Rumble B
    Price : Four Banana Tokens
    Wisdom: A charge down the last straight with Rambi will ensure a crushing 
            victory.
    
    
    Name  : Hornet Hole B
    Price : Free
    Wisdom: Start with a hook, stick and jumps, and you're bonus-bound!
    
    
    =============
    Gloomy Gulch
    =============
    
    Name  : Ghostly Grove A
    Price : Free
    Wisdom: Things are starting to look up on this level.
    
    
    Name  : Parrot Chute Panic A
    Price : One Banana Token
    Wisdom: Here's a tip that I think's great: the door is by the Klampon, and so 
            is the crate.
    
    
    Name  : Web Woods
    Price : Two Banana Tokens
    Wisdom: Finishing this level is cause for celebration. By all means go over the 
            top.
    
    
    Name  : Haunted Hall
    Price : Three Banana Tokens
    Wisdom: Where you find one, there may be two.
    
    
    Name  : Parrot Chute Panic B
    Price : Four Banana Tokens
    Wisdom: To the left of the letter O is where you should go.
    
    
    Name  : Ghostly Grove B
    Price : Free
    Wisdom: K. Rool is no fool. He has got two big blue goons watching his hoard 
            near halfway.
    
    
    =============
    K. Rool Keep
    =============
    
    Name  : Arctic Abyss
    Price : Free
    Wisdom: After the start, a long jump and then a high jump will win you more than
            just a gold medal.
    
    
    Name  : Chain Link Chamber A
    Price : One Banana Token
    Wisdom: Brave an early attack of barrels and their hidden treasure is yours.
    
    
    Name  : Toxic Tower
    Price : Two Banana Tokens
    Wisdom: Watch very carefully at the end. There's something going down that could
            give you a new life.
    
    
    Name  : Clapper's Cavern
    Price : Three Banana Tokens
    Wisdom: I ain't helping you with this one. It's up to you to start looking 
            yourself.
    
    
    Name  : Castle Crush
    Price : Four Banana Tokens
    Wisdom: I've left a couple of animal buddies for you in here, but it's left for 
            you to find them.
    
    
    Name  : Chain Link Chamber B
    Price : Free
    Wisdom: When cannon balls are raining down on you, I suggest you look for a way
            past who's responsible.
    
    
    =================
    Lost World Hints
    =================
    
    Name  : Jungle Jinx
    Price : Free
    Wisdom: Just before halfway, take time to look back at what you've done.
    
    
    Name  : Black Ice Battle
    Price : One Banana Token
    Wisdom: After the slope with the letter N, press right as you fall and you'll 
            have a ball.
    
    
    Name  : Klobber Karnage
    Price : Two Banana Tokens
    Wisdom: Down may be out, but right picks you up.
    
    
    Name  : Fiery Furnace
    Price : Three Banana Tokens
    Wisdom: The bananas point the way.
    
    
    Name  : Animal Antics
    Price : Four Banana Tokens
    Wisdom: The end is not the end.
    
    
                                   o-------------------o
                                   | 4.08 Kong Kollege |
                                   o-------------------o
    
    
    ==================
    Gangplank Galleon
    ==================
    
    Name  : Saving The Game
    Price : Free
    Wisdom: To save your progress, simply press START on any world map.  This will
            access your inventory menu.  Now just press the A Button to save the
            game.
    
    
    Name  : Kong Family Coins
    Price : Free
    Wisdom: A gold coin with a bunch of bananas on it, collect these and spend them 
            in the various Kong Family locations found throughout the island.
    
    
    Name  : Swimming
    Price : One Banana Token
    Wisdom: Press the "A" button to swim. Pressing Up or Down on the directional 
            keypad while swimming will affect the speed that you sink or swim.
    
    
    Name  : End of Level Target
    Price : One Banana Token
    Wisdom: Jump on the target to finish the level. If you jump from a sufficient 
            height, you will win the displayed prize.
    
    
    Name  : Rambi's Charge
    Price : One Banana Token
    Wisdom: Press and hold the "R" button to power him up, then release it for his
            supercharge.  Use this to defeat enemies and break open hidden doors!
    
    
    Name  : Character Team-Up
    Price : Two Banana Tokens
    Wisdom: When you have both characters, press the "R" button to team up, press 
            it again to split up.  Throw your partner to defeat enemies and discover
            secrets
    
    
    Name  : Area Guardian
    Price : Two Banana Tokens
    Wisdom: Throw Krow's eggs back at him. He won't like it!
    
    
    ===================
    Crocodile Cauldron
    ===================
    
    Name  : Rattly The Snake
    Price : One Banana Token
    Wisdom: To make your snake buddy jump in mid air, walk off an edge and press the
            jump button as he falls.
    
    
    Name  : Rope Climbing
    Price : One Banana Token
    Wisdom: Press and hold the B button when you are on the ropes, and you will 
            climb up and down faster than normal.
    
    
    Name  : KONG Letters
    Price : One Banana Token
    Wisdom: Collect all four of these on a level to earn an extra life!
    
    
    Name  : Squitter's Webs
    Price : Two Banana Tokens
    Wisdom: To create a web platform, press the "R" button. Press the button again 
            to stop the web and form a platform in the desired position.
    
    
    Name  : Kremkoins
    Price : Two Banana Tokens
    Wisdom: For every bonus level you complete, you will get one of these.  Collect 
            a lot and you can use them at Klubba's Kiosk.
    
    
    Name  : Area Guardian
    Price : Two Banana Tokens
    Wisdom: When you hit Kleever, quickly get across to the other side before he 
            gets angry.
    
    
    ==========
    Krem Quay
    ==========
    
    Name  : Animal Barrels
    Price : One Banana Token
    Wisdom: Jump in these to transform into the animal shown on the side of the 
            barrel.
    
    
    Name  : Jumping On Enemies
    Price : One Banana Token
    Wisdom: If you hold the jump button down while jumping on an enemy, you will 
            bounce higher and further than normal.
    
    
    Name  : Colored Balloons
    Price : Two Banana Tokens
    Wisdom: There are three types. Red is worth one life, Green is worth two 
            lives, and the rare Blue balloon is three 3 lives!
    
    
    Name  : Rattly's Superjump
    Price : Two Banana Tokens
    Wisdom: Press the "R" button to power him up, then release it to activate his
            superjump. Use this to access normally unreachable areas.
    
    
    Name  : Hero Coins
    Price : Three Banana Tokens
    Wisdom: A very large coin with "DK" on it, each level has one, cunningly hidden
            by Cranky. Collect these to increase your status as a video game hero.
    
    
    Name  : Area Guardian
    Price : Three Banana Tokens
    Wisdom: When Kudgel lands, he'll shake the screen and immobilize you! Be 
            careful!
    
    
    ===============
    Krazy Kremland
    ===============
    
    Name  : Secret Doors
    Price : One Banana Token
    Wisdom: Doors are hidden on the sides of walls and can be broken into by 
            throwing objects at them or using your animal buddies.
    
    
    Name  : Roll Jump
    Price : Two Banana Tokens
    Wisdom: Press "B" to roll off an edge, then press "A" to jump as you fall. You 
            can increase your jumping distance this way.
    
    
    Name  : Area Guardian
    Price : Three Banana Tokens
    Wisdom: Destroy the small Zinger and his drones quickly, or they'll reappear 
            after a while.
    
    
    Name  : Homework Page 1
    Price : 10 Banana Tokens
    Wisdom: Photo 1: Bash the Klomp on Squawk's Shaft.
            Photo 2: Start of Web Woods.
            Photo 3: Hot Klobber Hop.
            Photo 4: High up Topsail Trouble.
    
    
    Name  : Homework Page 2
    Price : 10 Banana Tokens
    Wisdom: Photo 1: Climb up, Chain Link Chamber.
            Photo 2: By the G, Rattle Battle.
            Photo 3: Halfway, Red-Hot Ride.
            Photo 4: Find N, Black Ice Battle.
    
    
    Name  : Homework Page 3
    Price : 10 Banana Tokens
    Wisdom: Photo 1: Beat Screech's time.
            Photo 2: Parrot Chute Panic.
            Photo 3: Krockhead Klamber.
            Photo 4: Blasting away on Kannon's Klaim.
    
    
    Name  : Homework Page 4
    Price : 10 Banana Tokens
    Wisdom: Photo 1: In the Locker after G.
            Photo 2: After halfway, Glimmer's Galleon.
            Photo 3: By the N, Lava Lagoon.
            Photo 4: In the Seal's Cavern.
    
    
    Name  : Homework Page 5
    Price : 10 Banana Tokens
    Wisdom: Photo 1: Don't be too quick to leave on Haunted Hall.
            Photo 2: Look up, Ghostly Grove.
            Photo 3: After the N on Klobber Karnage.
    
    
    =============
    Gloomy Gulch
    =============
    
    Name  : Secret Passages
    Price : One Banana Token
    Wisdom: Walls that look solid could contain secret passages that you can use to 
            access hidden areas or shortcuts.
    
    
    Name  : Bonus Levels
    Price : Two Banana Tokens
    Wisdom: Each level has between one and three of these. Complete all the bonuses 
            on a level to boost your percentage.
    
    
    Name  : Area Guardian
    Price : Three Banana Tokens
    Wisdom: Jump on the different colored Mini-Neckys to gain the necessary objects 
            to fight the ghost of Krow.
    
    
    Name  : Homework Page 6
    Price : 10 Banana Tokens
    Wisdom: Photo 1: Hidden on Rambi Rumble.
            Photo 2: Just after the Star Barrel on Castle Crush.
            Photo 3: End of Fiery Furnace.
    
    
    Name  : Homework Page 7
    Price : 10 Banana Tokens
    Wisdom: Photo 1: After the N on Mudhole Marsh.
            Photo 2: Look in Hornets Hole.
            Photo 3: A single Banana shows you the way in Barrel Bayou.
    
    
    Name  : Homework Page 8
    Price : 10 Banana Tokens
    Wisdom: Photo 1: Go right at the start of Bramble Scramble.
            Photo 2: Look before the O in Jungle Jinx.
    
    
    Name  : Homework Page 9
    Price : 10 Banana Tokens
    Wisdom: Photo 1: Complete Wrinkly's task.
            Photo 2: Visit your family whenever you can.
    
    
    Name  : Homework Page 10
    Price : 10 Banana Tokens
    Wisdom: Photo 1: Become the quiz master.
            Photo 2: Earn your wings.
    
    
    =============
    K. Rool Keep
    =============
    
    Name  : Invisible Items
    Price : One Banana Token
    Wisdom: Finding these aren't necessary, but they will be useful if you can. 
            Items become visible when you touch them.
    
    
    Name  : Enguarde's Superstab
    Price : Two Banana Tokens
    Wisdom: Press the "R" button to power him up, then release it for his Superstab.
            Use this to break open hidden doors.
    
    
    Name  : Area Guardian
    Price : Three Banana Tokens
    Wisdom: When he rears up, make sure you get off the ground.
    
    
    Name  : Homework Page 11
    Price : 10 Banana Tokens
    Wisdom: Photo 1: Send K. Rool flying.
    
    
    Name  : Homework Page 12
    Price : 10 Banana Tokens
    Wisdom: Photo 1: Head left on Gusty Glade.
            Photo 2: Smash open the doorway in Pirate Panic.
    
    
    Name  : Homework Page 13
    Price : 10 Banana Tokens
    Wisdom: Photo 1: Animal Antics around the N.
            Photo 2: Become the fastest bird around.
    
    
    Name  : Homework Page 14
    Price : 10 Banana Tokens
    Wisdom: Photo 1: Artic Abyss, under the change barrel.
            Photo 2: Past the O is too far on Glimmer's Galleon.
    
    
    Name  : Homework Page 15
    Price : 10 Banana Tokens
    Wisdom: Photo 1: Shoot the Zinger at the top of the tower.
            Photo 2: Plunge into the icy water of Clapper's Cavern.
    
    
                                  o----------------------o
                                  | 4.09 Scrapbook Pages |
                                  o----------------------o
    
    =========
    Page One
    =========
    
    ~~~~~~~
    Photo 1
    ~~~~~~~
    
    Level   : Squawk's Shaft
    Location: One of the three Klomps in he second set of three Klomps within 
              the level carries the Camera.
    
    ~~~~~~~
    Photo 2
    ~~~~~~~
    
    Level   : Web Woods
    Location: When a large wall appears ahead, move left and kill the Neeks, one
              of which possesses this Camera.
    
    ~~~~~~~
    Photo 3
    ~~~~~~~
    
    Level   : Hot Head Hop
    Location: After grabbing the "N", look for a Klobber on the ground to bust 
              up for the Camera he holds.
    
    ~~~~~~~
    Photo 4
    ~~~~~~~
    
    Level   : Topsail Trouble
    Location: After passing a hand-over-hand portion where three stationary 
              Zingers block the passage forward, head up a rope, listening for
              the noise of a Click-Clack.  Jump to the left, to grab an invisible
              hook, then jump up to a ledge where the Click-Clack heard 
              previously waits, guarding his Camera in the remote location.
    
    
    =========
    Page Two
    =========
    
    ~~~~~~~
    Photo 1
    ~~~~~~~
    
    Level   : Chain Link Chamber
    Location: After getting the "K", pass the Zinger when it is off to the side, 
              climb the chain, jump to the ledge, go right to trigger a Klobber, 
              kill it, and then grab the Banana Token before waitng by the edge 
              on the right for the Klinger to appear above, using a team throw 
              or the Klobber barrel to destroy it for the Camera it possesses.
    
    ~~~~~~~
    Photo 2
    ~~~~~~~
    
    Level   : Rattle Battle
    Location: Just before the "G", one of the Kaboings hides a Camera.
    
    ~~~~~~~
    Photo 3
    ~~~~~~~
    
    Level   : Red-Hot Ride
    Location: After passing the No Rambi sign, flip the Click-Clack onto it's
              back (jump on it once), then grab it and head right to use it on
              the Kruncha for his Camera.
    
    ~~~~~~~
    Photo 4
    ~~~~~~~
    
    Level   : Black Ice Battle
    Location: In the area by the "N", many small platforms exist, each with some
              Bananas and enemies.  Look for a Klampon that is holding a Camera,
              then destroy him for possession.
    
    
    ===========
    Page Three
    ===========
    
    ~~~~~~~
    Photo 1
    ~~~~~~~
    
    Level   : Screech's Sprint
    Location: Beat Screech to the Banana finish line, so refer to the level's
              walkthrough for details for the level layout.
    
    ~~~~~~~
    Photo 2
    ~~~~~~~
    
    Level   : Parrot Chute Panic
    Location: After getting through the first Blue Squawk's section after the 
              Star Barrel, grab a nearby Crate and use it on a nearby Zinger that
              is holding the Camera.
    
    ~~~~~~~
    Photo 3
    ~~~~~~~
    
    Level   : Krockhead Klamber
    Location: After the area with the "N", the two Kongs will happen upon a line
              of Flitters, the fourth of which has a Camera.
    
    ~~~~~~~
    Photo 4
    ~~~~~~~
    
    Level   : Kannon's Klaim
    Location: After locating the "N", go left across the Arrow Barrels, past the 
              one Zinger, and when you reach the next ledge, take a leap of faith
              at the solo Banana.  You should bounce off of a flying barrel, so 
              bounce right off of Kannon to thank him for his help with snagging 
              the Camera he possesses.
    
    ==========
    Page Four 
    ==========
    
    ~~~~~~~
    Photo 1
    ~~~~~~~
    
    Level   : Lockjaw's Locker
    Location: From the "G", head right till you put the hurt on the two Shuris, 
              and then you should charge up your R Button charge (hold R for a 
              few seconds, and release).  You will fly across the gap while the 
              water is lowering, and this will get you to a secret location with 
              the DK Coin!  Go right from there to the water, moving back to the
              left to follow a solo Banana through the wall to find a Flotsam 
              hogging a Camera, so relieve it of the prize.
    
    ~~~~~~~
    Photo 2
    ~~~~~~~
    
    Level   : Glimmer's Galleon
    Location: After breaking the Star Barrel head to the bottom, bust the DK 
              Barrel, and swim past the attacking Shuri.  Go up to the next 
              compartment where a Puftup will blow up, so head right following 
              this past the Shuri, pushing against the wall on the right to find
              an invisible Exclamation Point Barrel, rendering the Kongs 
              invincible.  Then you face a Lockjaw, followed by a Shuri flurry, 
              one of which has a Camera, so blast into it with your invincible.
    
    ~~~~~~~
    Photo 3
    ~~~~~~~
    
    Level   : Lava Lagoon
    Location: Just before the area with the "N", look for a false wall to pass
              through, using Enguarde on the Lockjaw inside for the Camera.
    
    ~~~~~~~
    Photo 4
    ~~~~~~~
    
    Level   : Clapper's Cavern
    Location: Once you enter the non-Snapjaw portion of the level, head right 
              past the three Flotsam, past the three Shuri,  and then up the 
              vertical shaft to where you see a left branch (head down it).  
              Let the two Puftups blow up, kill the remaining Puftup for a 
              Camera.
    
    
    ==========
    Page Five
    ==========
    
    ~~~~~~~
    Photo 1
    ~~~~~~~
    
    Level   : Haunted Hall
    Location: Upon reaching the end of the level, drop to the bottom floor, then
              run to the left for the hidden Camera.
    
    ~~~~~~~
    Photo 2
    ~~~~~~~
    
    Level   : Ghostly Grove
    Location: Wait by the entrance for a Kloak to appear, then team throw him for
              Camera.
    
    ~~~~~~~
    Photo 3
    ~~~~~~~
    
    Level   : Klobber Karnage
    Location: After collecting the "N", jump a spike pit to find a couple 
              Kabooms, one of which holds the sought after Camera.
    
    
    =========
    Page Six
    =========
    
    ~~~~~~~
    Photo 1
    ~~~~~~~
    
    Level   : Rambi Rumble
    Location: Right by the "O" is a Kutlass holding the Camera.
    
    ~~~~~~~
    Photo 2
    ~~~~~~~
    
    Level   : Castle Crush
    Location: After the Star Barrel, pass through a false wall on the left to 
              become Squawks, then fly upwards, shooting the Krooks because one
              of them possesses a Camera.
    
    ~~~~~~~
    Photo 3
    ~~~~~~~
    
    Level   : Fiery Furnace
    Location: Just before the "G" is a Cat-O'-9-Tales, which holds the Camera, 
              so dodge it till it stops moving, then hit it.
    
    
    ===========
    Page Seven
    ===========
    
    ~~~~~~~
    Photo 1
    ~~~~~~~
    
    Level   : Mudhole Marsh
    Location: Immediately after the "N: is a flock of Neckies, one of which has
              the Camera.
    
    ~~~~~~~
    Photo 2
    ~~~~~~~
    
    Level   : Hornet Hole
    Location: Just before the "O" are 3 Spinies, one of which holds the Camera.
    
    ~~~~~~~
    Photo 3
    ~~~~~~~
    
    Level   : Barrel Bayou
    Location: After grabbing the "K", jump over the gap (possibly using the 
              Flitter for distance), and then you come to a Kloak.  Move past 
              the Kloak to where a Zinger is hovering, then use Dixie's 
              helicopter spin as you hop the Zinger, land on the Krockhead (it 
              rises and submerges), which also grabs the Camera contained within
              the single Banana.
    
    
    ===========
    Page Eight
    ===========
    
    ~~~~~~~
    Photo 1
    ~~~~~~~
    
    Level   : Bramble Scramble
    Location: Jump the small bramble wall to the right of the starting point, 
              then use a team throw to get Diddy into the Diddy Barrel to collect
              the Camera.
    
    ~~~~~~~
    Photo 2
    ~~~~~~~
    
    Level   : Jungle Jinx
    Location: Sometime after the "K" are four Spinies, which have a couple Dixie
              Barrels following them.  use these Barrels to acquire the Camera.
    
    
    ==========
    Page Nine
    ==========
    
    ~~~~~~~
    Photo 1
    ~~~~~~~
    
    Level   : Wrinkly's College
    Location: Collect EVERY OTHER Camera in the game to get this snapshot.
    
    ~~~~~~~
    Photo 2
    ~~~~~~~
    
    Level   : Cranky's Hut
    Location: Win all of Cranky's Expresso Races to get this snapshot.
    
    
    =========
    Page Ten
    =========
    
    ~~~~~~~
    Photo 1
    ~~~~~~~
    
    Level   : Swanky's Bonus Bonanza
    Location: Complete every quiz successfully that he offers to gain this
              snapshot.
    
    ~~~~~~~
    Photo 2
    ~~~~~~~
    
    Level   : Funky's Flights
    Location: Complete every task Funky lays before the Kongs for this snapshot.
    
    
    ============
    Page Eleven
    ============
    
    ~~~~~~~
    Photo 1
    ~~~~~~~
    
    Level   : K. Rool Duel
    Location: Beat the big Kroc silly for this rewarding picture.
    
    
    ============
    Page Twelve
    ============
    
    ~~~~~~~
    Photo 1
    ~~~~~~~
    
    Level   : Gusty Glade
    Location: Team throw over the wall on the left at the start, grabbing Rattly
              from his crate, then use his Superjump up the wall on the left to
              get the Camera floating there.
    
    ~~~~~~~
    Photo 2
    ~~~~~~~
    
    Level   : Pirate Panic
    Location: Enter the second Bonus Room (via Rambi's Supercharge) to find a
              Klomp stomping around with the Camera in hand.  Note that you have
              to ask Wrinkly first about the Cameras before it will be there.
    
    
    ==============
    Page Thirteen
    ==============
    
    ~~~~~~~
    Photo 1
    ~~~~~~~
    
    Level   : Animal Antics
    Location: After reaching the "N" as Squawks, go up the bramble corridor to
              see a couple ZIngers on the left guarding the Camera.
    
    ~~~~~~~
    Photo 2
    ~~~~~~~
    
    Level   : Cranky's Huts
    Location: Win Gold Trophies in all 7 Expresso Races.
    
    
    ==============
    Page Fourteen
    ==============
    
    ~~~~~~~
    Photo 1
    ~~~~~~~
    
    Level   : Arctic Abyss
    Location: After beocming Enguarde, go right to a vertical shaft where the 
              water level with lower quickly, so follow up by going through the 
              false wall on the left to snag two banana Tokens and a Camera.
    
    ~~~~~~~
    Photo 2
    ~~~~~~~
    
    Level   : Glimmer's Galleon
    Location: After the "K", go right to a wall, then swim up past Lockjaws till
              an empty (means no Lockjaw) mini-compartment, swimming to through
              the false wall on the left to reach a Camera guarded by a Lockjaw.
    
    
    =============
    Page Fifteen
    =============
    
    ~~~~~~~
    Photo 1
    ~~~~~~~
    
    Level   : Toxic Tower
    Location: After becoming Squitter, move upwards via web platforms, finding
              some Zingers (one of which has possession of a Camera).
    
    ~~~~~~~
    Photo 2
    ~~~~~~~
    
    Level   : Clapper's Cavern
    Location: Immediately after the "N" is a solo Banana floating in the air,
              use a team throw to hit it to become invincible.  Now drop into
              the nearby water to enter a shallow tunnel where a Camera and some
              Banana Tokens await the Kong's arrival.
    
    
                             o-------------------------------o
                             | 4.10 Diddy's Dash Walkthrough |
                             o-------------------------------o
    
    
                                     ~~~~~~~~~~~~~~~~~~
                                     ~~ Pirate Panic ~~
                                     ~~~~~~~~~~~~~~~~~~
    
    Start off by rolling forward, jumping off the first Neek to bounce over the
    Crate (don't grab it), and then roll through the second Neek.  Jump the next
    Crate, cut under the barrels with the Klomp on them, and then roll right to
    roll through three Neeks, stopping the clock momentarily as the checkpoint
    appears.
    
    Jump the next crate, roll the two Neeks, and then run right to roll through
    two Klomps in the area below, then perform the roll jump to get to the next
    ledge.  Now move right (jumping another Crate) to roll two Neeks, jumping 
    the gap ahead, then hop the Klobber to use the first Klomp nearby to bounce
    to Rambi's crate to release him.  Start a Rambi charge, riding him through
    the enemies (including a four Neek combo for a good clock freeze) while 
    hopping along the barrels to reach the No Rambi Sign, then quickly hop onto
    the end of level target (no need to get a big hit on it, as that would waste
    time) to finish the Dash off!
    
    
                                   ~~~~~~~~~~~~~~~~~~~~~~
                                   ~~ Mainbrace Mayhem ~~
                                   ~~~~~~~~~~~~~~~~~~~~~~
    
    Roll through the Click-Clack, then jump past the Barrel to roll through the
    two Neeks, then climb the rope.  Head left by jumping the first Click-Clack,
    then roll attack the next two Click-Clacks, followed by climbing the rigging
    above on the right side.  Head right across the riggings to climb up to a
    checkpoint.
    
    Ignore the Barrel as you go left, rolling through EIGHT Neeks for a crucial
    freezing of the clock, then quickly zip up the rope to run right to bounce 
    off of two Klomps.  Jump across the rigging, climb up, then go left past the
    Klomp and the two Click-Clacks (avoid fights to save time) to climb some
    rigging (stick to the left to avoid the Klinger).  Now head right across the
    rigging to hop down onto the end of level target to finish this Dash off!
    
    
                                   ~~~~~~~~~~~~~~~~~~~~~~
                                   ~~ Gangplank Galley ~~
                                   ~~~~~~~~~~~~~~~~~~~~~~
    
    Run under the Kaboing, roll through the Klomp, roll once again, and then
    roll through two more Kaboings for a clock freeze.  Hold onto the Treasure 
    Chest to kill the upcoming Klomp (the higher up one), then jump to the high 
    ledge to reach the checkpoint.
    
    Roll through the three Kaboings (clock cutter), grab the Treasure Chest to
    ram into the Neek, and then roll through three more Kaboings (more clock 
    freezing).  Next up is a Neek, then a Treasure Chest to jump, and finally a
    Klomp by the checkpoint.
    
    Jump to the top of the bottom barrels, rolling through the empty area to the
    right to find two Neeks to crush for time freeze, and then hop across the
    gap via hooks to snag a Treasure Chest to run right with to smash the 
    Kruncha with.  Go right across the hooks, smashing an Exclamation Barrel as
    Diddy crosses the checkpoint.
    
    Roll the two Neeks, cream the single Kruncha and kaboing, then roll two
    more Kaboings before hopping across the hooks to quickly hit the end of 
    level target for the ceasing of the Dash!
    
    
                                   ~~~~~~~~~~~~~~~~~~~~~~
                                   ~~ Lockjaw's Locker ~~
                                   ~~~~~~~~~~~~~~~~~~~~~~
    
    Go right to jump off the Klomp, then jump the water to land short of the
    Crate, followed by leaping it to roll through two Klomps for a brief time
    freeze, going into the water.  Jump up to the right, then swim up past the
    checkpoint.
    
    Go right through the Flotsams to the bottom, bypassing the Lockjaw to swim
    down to the Enguarde crate, then swim through the false passage on the right
    to swim up into a Banana line, performing a Supercharge as soon as the top
    Banana is touched, hurtling Diddy forward through two Flotsams for a time
    freeze.  Swim up the right side of the shaft past the first Flotsam, then 
    cut left to bypass the second Flotsam on the way up, finally reaching a 
    passage to the left.  Jump off Enguarde, run past the No Enguarde sign, then
    swim down past the checkpoint.
    
    Swim up past the Flotsam, then go left to pass a Shuri, which should then be
    followed by going down the wall on the right, looking for a new Enguarde 
    crate to the right.  Head left, going back up to the main cargo hold, then
    supercharge to the left past a Flotsam and a Shuri.  Now go up past another
    Flotsam, then do repeated stabs as you move Diddy up and to the right, 
    reaching a passage leafing right.  Perform a supercharge to fly through two
    Shuris (time freeze bonus), then start repeated stabs to the right to pass
    the No Enguarde Sign, then quickly go hit the end of level target to end the
    Dash!
    
    
                                   ~~~~~~~~~~~~~~~~~~~~~~
                                   ~~ Mainbrace Mayhem ~~
                                   ~~~~~~~~~~~~~~~~~~~~~~
    
    Bust out Rattly, bounce off the two Neeks, then jump the Kaboing to climb the
    ledges, followed by going right to bounce off the three Click-Clacks (time 
    freeze) en route to jumping up the ledges to the next mast.  Go right, 
    bouncing off two Kaboings for a time freeze, then superjump up to the ledge
    above.  Next up is a Klomp (bounce off of to the ledge above), then jump up
    to the ledge where a Kruncha is, using a high bounce to reach the mast 
    above, losing Rattly in the process.
    
    Go right to climb the rigging (bypassing the Klingers), then roll jump past 
    the crate to the left, reaching the rope.  Now head up the rope, going left
    through the checkpoint.  Now follow the rope riggings past the Zingers, 
    landing on the end of level target to finish the Dash!
    
    
                                     ~~~~~~~~~~~~~~~~~~
                                     ~~ Hot-Head Hop ~~
                                     ~~~~~~~~~~~~~~~~~~
    
    Jump the Treasure Chest, roll attack through the Neek, and hop right over the
    Klobber to leap across the lava field on the Krocheads.  Now run and bounce 
    off the Klampon, jumping the next Klobber to bounce off the Krocheads to grab
    the Treasure Chest.  Run right, hitting the Klobber (do not stop moving though),
    followed by hopping down to the Krocheads to get launched up to the higher ledge
    to reach the checkpoint.
    
    Roll Jump off the ledge to land on the second Krochead below, bouncing to the
    next solid piece of land, where a double bounce off the Klampons will freeze the
    clock for a few seconds.  Cross the next three sets of islands, passing another
    checkpoint, facing the choice of taking Squitter or not.  Though it is tempting,
    leave Squitter, moving right to Roll through three Neeks (clock freeze), 
    sprinting right to bounce up the slope ahead off of three Klampons for another 
    clock stoppage.  Pass another Klobber and a couple Zingers while bouncing over
    the lava pits, reaching the third checkpoint, jumping the Kruncha to land in a
    Barrel Kannon.  Upon landing, two Klampons will approach Diddy, so perform a 
    single leap off both at the same time to pause the clock, then go right, leaping
    the lava gap and jump onto the end-of-level- target (no need to use the Krochead
    as it slows your time to do so).
    
    
                                    ~~~~~~~~~~~~~~~~~~~~
                                    ~~ Kannon's Klaim ~~
                                    ~~~~~~~~~~~~~~~~~~~~
    
    Run right to roll through two Neeks (clock freeze), immediately leaping into the
    Arrow Barrel above, followed by running right to leap past the Kannon to land in
    the next Arrow Barrel.  Shoot up to the next ledge, killing the two Neeks, then
    leap the Kruncha to use more Arrow barrels to reach the next ledge, where two
    Klomps can be stomped for a clock freeze.  Head through the Arrow Barrels,
    going left where the Zinger appears, reaching a ledge with a TNT Barrel, at 
    which point Diddy should grab the TNT, followed by leaping right.  If done in
    the correct timing, the TNT Barrel will take the shot from Kannon, allowing 
    Diddy to bounce off Kannon and then the Klomp, scoring a brief time freeze, 
    leading to a checkpoint.
    
    Move to the left past the Zingers via Arrow Barrels, launching to a high ledge 
    where a run to the right will lead to a leap past a Zinger and Necky to reach
    another Arrow Barrel launch, landing Diddy near two Neckies to run right under
    to yet another Arrow Barrel.  Blast through the Barrel Kannons, reaching a small
    ledge before another Arrow barrel set must be taken past Zingers, hitting 
    another checkpoint.  Move left to Arrow Barrel ride to a vertical shooting 
    Arrow Barrel, locating three Neckies to stomp (try for a time freeze), followed 
    by running right to bounce off of a Necky en route to the end-of-level target, 
    finishing the Dash!
    
    
                                     ~~~~~~~~~~~~~~~~~
                                     ~~ Lava Lagoon ~~
                                     ~~~~~~~~~~~~~~~~~
    
    Head right, leaping the enemies and hitting Clapper, entering the first deep 
    portion of water to swim right past a couple Flotsams to reach a checkpoint.
    Hit the next Clapper and land in the water, swimming right to find an Arrow
    Barrel, holding left when flying to enter a secret Barrel Kannon to kill the 
    Klampon above.  Now hit the Clapper, swimming left this time through a gauntlet
    of Flotsams and Lockjaws, reaching an air pocket that holds a checkpoint.
    
    Kill the Kaboing to bounce to the next Clapper, dropping down to enter a secret
    passage on the right for an Enguarde, who should Supercharge left.  Swim upwards
    to the top of the water, leaving Enguarde to go hit the Clapper, then reboard 
    the Swordfish to swim up and then right, passing through a hoard of Lockjaws 
    to reach the No Enguarde Sign and the next checkpoint.  Bypass the Click-Clack 
    to drop down to the deck below, turning left to roll through two Click-Clacks,
    leading to a new Clapper and another swim.  Head right past the Puft-Ups, 
    hitting the next Clapper to raise the water, and then swim up to find one last 
    Klobber to get by to hit the end-of-level target, ending the Dash!
    
    
                                     ~~~~~~~~~~~~~~~~~~
                                     ~~ Red-Hot Ride ~~
                                     ~~~~~~~~~~~~~~~~~~
    
    Go right towards a yellow Klobber that should be stomped and picked up, and get 
    onto a hot air balloon, riding it to the right very briefly before hopping to 
    the ledge below.  Next up is a Kruncha to hit with that Barrel, then ride 
    through the checkpoint to find a leap to a new ledge where Diddy should run 
    underneath all the foes to bounce off the Klobber to get past the Zinger.  
    Bounce off the next Klobber, landing on a hot air balloon, riding through a 
    third checkpoint to find a long stretch of riding over steam vents and bypassing
    Zingers and Krunchas, reaching the next solid ledge.
    
    Jump past the next two Krunchas, then go by a Click-Clack, another Kruncha, and
    then board the hot air balloon to float to the right.  After passing some 
    Flitters and a couple Zingers, jump to the hot air balloon with the Neek on it,
    grabbing the TNT Barrel while floating to the right, and use it to break the 
    bottom Zinger off the wall of Zingers ahead.  Ride the last steam vent that is 
    visible to the very top, moving right again to jump to the next ledge, where a
    running hop right off the Klobber will land Diddy on the hot air balloon and a
    Neek.  Leap to the next hot air balloon, riding the vent up to the top, then go
    right past the Zinger and the checkpoint, using a couple loose hot air balloons
    to get to the next steam vent.  Ride between the two Zingers ahead, riding low
    underneath the next three Zingers (all at the top of steam vents), reaching open
    area that leads to a quick hop across to a new hot air balloon, immediately
    followed by hopping to the end-of-level target, ending the unorthodox Dash!
    
    
                                    ~~~~~~~~~~~~~~~~~~~~
                                    ~~ Squawk's Shaft ~~
                                    ~~~~~~~~~~~~~~~~~~~~
    
    Run right underneath the Krook, leaping past the Klomp to enter the Barrel
    Kannon, shooting upwards to find three Klomps and a Krook to roll through (clock
    freeze) while starting out to the left.  Take the Barrel Kannon to find three
    more Klomps to whomp for a time freeze, followed by leaping into the next Barrel
    Kannon to go upwards.  Head right to bounce off the upper Krook, passing through
    a checkpoint en route to more Barrel Kannon blasting to reach a double Klmapon
    bounce into another Barrel Kannon set.
    
    After getting through that set, move right to launch up to a Krook, but just run
    and jump left (ingoring him) to reach the Squawk's Animal Crate.  Bust him out
    and ride upwards, moving right when a Krook appears, setting Diddy up to pass 
    through a Zinger line with ease.  Now head upwards at full speed, slaloming 
    through the various Krooks and Neckies that will attack, reaching a checkpoint.
    Continue straight upwards through more Neckies, then fly past a Kannon, followed
    by a Red Zinger duo, more Neckies, and then head right to lose Squawks, as the
    end-of-level target draws nigh, signaling the end of the Dash!
    
    
                                     ~~~~~~~~~~~~~~~~~~
                                     ~~ Barrel Bayou ~~
                                     ~~~~~~~~~~~~~~~~~~
    
    
    Run right to roll through three Neeks (clock freeze), jumping past the Klomp and
    swamp to bounce off Flitter to the next boardwalk.  Run under the Kloak to jump
    over the Zinger to the sinking Krochead, so quickly hop to the next ledge to get
    Rambi out of his crate.  Blast across the gap ahead to go plow through enemies 
    to hit a checkpoint, followed by blasting across the swamp via the Rotate 
    Barrels to find a second checkpoint.
    
    use the debris in the swamp to reach the next ledge, where 8 enemies can be 
    killed by Rambi for a large clock freeze, followed by passing through the No
    Rambi sign, leading into a sprint under Kloaks to use the Arrow barrels to cross
    the next segment of swamp.  Repeat the pattern of enemy avoidance and Arrow 
    barrel use, reaching a couple Klobbers to go past.  Next up is a rolling jump 
    under a Zinger to get to a small ledge, then jump the remaining swamp water by
    using the Barrel Kannon.  Next up is a Bonus Barrel and a Kloak, so Roll Jump to
    get past the final swamp area, and then go leap onto the end-of-level target, 
    ending the Dash!
    
    
                                   ~~~~~~~~~~~~~~~~~~~~~~~
                                   ~~ Glimmer's Galleon ~~
                                   ~~~~~~~~~~~~~~~~~~~~~~~
    
    Head right past the Klomp, finding Glimmer, turning downward to go past a 
    Flotsam to enter a narrow passage.  Swim between two Flotsams, going up to find
    a checkpoint, followed by continuing right through the various foes, finding a
    Banana Arrow pointing upwards.  Swim through the Lockjaw attacks while reaching
    a checkpoint, turning left to go between two Flotsams to go down underneath an
    exploding Puftup.
    
    Take the first left, swimming through before the Flotsam reaches the entrance,
    going up and then left past another Flotsam to get to the next checkpoint,
    followed by swimming a combo attack of Flotsam and Shuri.  Head up past another
    Puftup, then avoid all Shuri attacks to reach a checkpoint, which is followed
    by a Lockjaw.  This leads right, entering an intense gauntlet of Shuri attacks,
    so swim with a light touch on the A Button to get through.  Continue to front
    stroke to the right, passing more Flotsams and Lockjaws, passing a checkpoint 
    en route to a cargo hold with some Puftups to swim around, going up the vertical
    shaft on the right side of the screen, going up to the Arrow Barrel to end the
    Dash!
    
    
                                   ~~~~~~~~~~~~~~~~~~~~~~
                                   ~~ Krochead Klamber ~~
                                   ~~~~~~~~~~~~~~~~~~~~~~
    
    Run right to bust the Kutlass before leaping across the swamp via the Flitters
    and cat tails.  Next are two Kaboings to hit for a slight clock freeze, followed
    by a four Flitter combo for more clock freezing, leading into a checkpoint.  Go
    past the Kaboing to start a Flitter/cat tail swamp crossing, passing through the
    checkpoint to fall straight down the star line to a Krochead.
    
    leap to the right and go past the Kuttlass to enter a series of Krochead jumps 
    that are started by the Krochead Barrels, so leap past the Zingers carefully to
    reach a checkpoint, where the crate can be used to smash the Klinger ahead.  
    next up is a set of Krocheads and Flitters to cross, followed by two more 
    Klingers protecting the Flitter line (clock freeze), followed by a hop over some
    Krocheads to go past a checkpoint to launch Diddy on the red Krochead to hit the
    next Krochead Barrel.  Hop right across the Krocheads to reach some cat tails, 
    which are followed by a final Zinger guarding the end-of-level target, ending 
    the Dash!
    
    
                                    ~~~~~~~~~~~~~~~~~~~
                                    ~~ Rattle Battle ~~
                                    ~~~~~~~~~~~~~~~~~~~
    
    Go forward to become Rattly, bouncing off the Kaboings in succession for a brief
    clock freeze, followed by leaping far to the right, encountering more Kaboings 
    to wipe out for another clock freeze.  Passt the checkpoint to tackle two more
    Kaboings, then bounce off the Zinger to cross the gap, clock freezing everything
    again with the next Kaboings.  Get the two Zingers over the gap for a clock
    freeze, then go up the barrels past the first two Kaboings to get the second
    set for another clock freeze, leading into a small gap on the right to leap to 
    find a checkpoint.
    
    Head right, ignoring most enemies, running into a triple set of green Kaboings,
    so take them out for a clock freeze, allowing Rattly to continue rightwards to
    bounce off a Zinger onto a Kannon for a clock freeze.  Pass through the 
    checkpoint to bypass a Kannon, then leap the Zinger gap to find a stack of 
    barrels, which should be approached cautiously to get around the green Kaboings
    that patrol the area.  Next up are some barrels to hop along to the right, 
    killing a Kannon, a Kaboing, and then head through a checkpoint to turn back 
    into Diddy, reaching the end of the Dash!
    
    
                                     ~~~~~~~~~~~~~~~~~
                                     ~~ Slime Climb ~~
                                     ~~~~~~~~~~~~~~~~~
    
    Head right past the Click-Clacks, climbing upwards to find a crate to carry left
    past more Click-Clacks, busting it on the Kruncha to find another rope rigging 
    to climb.  Jump right across the small platforms to reach a checkpoint.  Head up
    past the Kruncha to go left, bouncing off three Klomps to freeze the clock, 
    finding a set of roped infested with Klingers, so move right cautiously to 
    locate the rope going upwards.
    
    Ignore the Click-Clacks and move right, leaping through the checkpoint to find a
    Kannon to roll through, busting the Exclamation Point Barrel he guards, followed
    by climbing and leaping through the ropes and ledges to reach a Banana Arrow.
    Follow it's suggestion and climb upwards, bypassing Zingers to reach a 
    checkpoint, followed by continuing to the right to hop off the three Flitters.  
    Upon reaching the top of the sail, run right and jump the Klobbers, ignoring the
    Kannonball before moving left to bounce off some Klomps to reach a Flitter 
    bounce to the next ledge.  Climb up to roll through two Click-Clacks, then 
    bounce off two Flitters to reach a Barrel Kannon, and then blast into the 
    end-of-level target to end the Dash!
    
    
                                    ~~~~~~~~~~~~~~~~~~~
                                    ~~ Bramble Blast ~~
                                    ~~~~~~~~~~~~~~~~~~~
    
    Run right to enter a Barrel Kannon maze, so shoot up-right the entire way 
    through the group to find an Arrow Barrel, sending Diddy right to a second
    Barrel Kannon maze (shoot up-right, down-right, up-right to get through).  Next 
    is another Barrel Kannon maze, so get Diddy into the top of the area, finding a 
    Barrel Kannon that will send him flying through a narrow bramble area with some
    precisely aimed Barrel Kannon blasts, arriving at a quick blast to a checkpoint.
    
    Blast through the narrow bramble openings, finding a maze of Kannon Barrles that
    must be shot through to find an Arrow barrel pointing up-right, as that will
    send Diddy into another long bramble hallway to blast through to find a second
    checkpoint.  Blast to the right, entering a counter-clockwise Barrel Kannon
    blasting, finding a vertical climb to perform a la the spinning Barrel Kannons, 
    then blast left past Zingers to reach an Arrow Barrel that goes up to a ledge 
    with a Klampon and another Checkpoint.
    
    Fall into the Barrel Kannons below to blast around to reach the next plank 
    walkway, rolling through the two Click-Clacks to enter another Barrel Kannon 
    maze.  Blast up first, picking through the Arrow Barrels to start down and 
    right, reaching a bramble hallway to blow through, bouncing off Flitters to 
    reach the end-of-level target to finish the Dash!
    
    
                                     ~~~~~~~~~~~~~~~~~
                                     ~~ Hornet Hole ~~
                                     ~~~~~~~~~~~~~~~~~
    
    Run right to leap over the sticky honey to find a Click-Clack to roll through,
    followed by jumping the Zinger on the honey before rolling through two 
    Click-Clacks (triggering a clock freeze).  Jump up the walls to continue to the
    right, leaping the Zingers to find a barrel to throw through the enemies, 
    clearing the path to the checkpoint.  
    
    Leap up the left wall in a fluid manner, finding a set of Zingers and a couple
    Spinies, reaching a honey wall to leap up to head left past a couple Spinies.
    After leaping across honey and in between the next three Spinies, a checkpoint 
    will be reached, leading Diddy into another honey wall climb to find the path
    leads left.
    
    Get by the dual Zinger attack to find a hook above to use to reach a honey wall
    to get up on top, moving right past a Spiny and a Krook to find one Zinger 
    arcing back and forth over a honey spot.  Next are two Spinies to Roll Attack 
    for a clock freeze, allowing Diddy to scale the honey wall ahead (watch out for 
    the Zinger) to find a set of descending honey ledges, each with their own Spiny 
    to leap past, jumping another Zinger to reach a checkpoint.
    
    Leap up quickly to avoid the attack from the Krook, passing a Zinger to head 
    left.  Jump through two Spinies in a row, followed by using the hook to reach
    the honey wall on the left (minding the two Zingers), leaping upwards to find
    a Krook to mangle, who was hiding a barrel for Diddy to pluck to throw to the 
    left through the Zingers and Spiny.
    
    All that remains for Diddy to clear at this point are a couple hook jumps with 
    one Zinger on patrol, followed by scaling the honey wall to get up to the
    end-of-level target, jumping onto it to end the Dash!
    
    
                                    ~~~~~~~~~~~~~~~~~~~
                                    ~~ Target Terror ~~
                                    ~~~~~~~~~~~~~~~~~~~
    
    Run right to pass the Zinger to launch upwards onto the rollercoaster.  Ride to
    the right, leaping the Zinger while ignoring everything else, hitting the Check
    Barrel to open the gate ahead.  Leap to the cart that sits in the checkpoint,
    riding along to bounce off of a Flitter to hit the Check Barrel, followed by a
    Klank throwing Barrels to leap over.
    
    Next is a leap over a gap to a new coaster cart, passing through a checkpoint to
    keep on rolling forward, ignoring the first Check Barrel to leap into the Bonus
    Barrel when Diddy heads over the small slope in the tracks.  Use the two 
    Flitters that appear next as stepping stoned (getting a Clock Freeze) to reach
    the Check Barrel high above, opening the way forward to another Flitter bounce 
    to reach the next cart and a checkpoint.
    
    After a small set of leaps to new carts, avoid the next Check Barrel to find a
    Check Barrel that requires a short leap to hit to get and not hit the Zinger,
    reaching a leap to a new cart.  Hit the next Check Barrel, dealing with a Klank
    by leaping his Barrels, crossing the checkpoint by leaping to the new cart.
    
    Go under the Zinger and then leap the Check Barrel, followed by leaping as the
    track descends to get the next Check Barrel over the Zinger, opening up the gate
    ahead to find a double Flitter bounce (Clock Freeze) to get to a new cart.
    Almost immediately after this is a Check Barrel between two Zingers, so leap 
    accurately to bust it to get the gate open, followed by following the Banana
    Trail to allow Diddy to bust the next Check Barrel as he reaches the new cart.
    Now leap the last Check Barrel, heading right to reach the end of the Dash!
    
    
                                   ~~~~~~~~~~~~~~~~~~~~~~
                                   ~~ Bramble Scramble ~~
                                   ~~~~~~~~~~~~~~~~~~~~~~
    
    Move left to kill a Krook, allowing Diddy to leap over the bramble wall to go
    along the vine, dodging the Zingers to reach a vertical vine.  Climb straight up
    past the Krook to leap to the right, passing a Click-Clack and another Krook,
    reaching a checkpoint and an Animal Crate that holds Squawks The Parrot.
    
    Fly upwards past the Zingers to fly left, spitting out multiply projectiles to
    clear the incoming Flitters from the flight path, reaching a dual Zinger attack 
    (take out the Yellow Zinger to make the passage easier).  Drop straight down the
    middle of the next vine corridor (blowing by a Krook and two Red Zingers), 
    reaching a checkpoint, at which point move Squawks to the left, blasting through
    the Flitters and Zingers.
    
    Fly past the circling Zingers to find a Kannon to fly underneath (in between his
    blasts of course), leading into one last Zinger to crank before flying up at
    full speed to reach a right hand turn, losing Squawks and finding a checkpoint.
    
    Head right to leap through the false bramble wall, Roll Jumping to find an 
    Animal Barrel to enter to become Squitter, followed by using his webs to create
    ledges to go vertical to find a passage leading left, losing Squitter to get 
    into an Arrow Barrel to go up.  Roll through the two Click-Clacks for a brief
    Clock Freeze, leaping the bramble wall to get into a checkpoint and to find
    Squawks in an Animal Crate.
    
    Fly right to go down and right through the Red Zinger field, heading right 
    through a couple vertical Zinger traps to find a vine corridor going upwards.  
    Fly up and take the path on the right, circling the center obstacle to take the 
    next upwards path, finding a checkpoint.
    
    Blast Zingers while going left, finding Neckies next before heading up the next
    opening, going left to fly the ring when the Red Zingers are not in the way, 
    going out the exit on the right.  Next are four Kloaks to blast while going 
    onwards, finding a No Squawks Sign to pass through, allowing Diddy to leap down
    to the end-of-level target, ending the Dash!
    
    
                                     ~~~~~~~~~~~~~~~~~~
                                     ~~ Rickety Race ~~
                                     ~~~~~~~~~~~~~~~~~~
    
    Run right to get onto the cart that is below, triggering the stoplight to come
    down and begin the race (however, you will not have to beat the 10 racers in the
    Dash for your time to count, though it would mean you are moving at top speed).
    Start off by reversing to the left, hitting the + Barrel to jet forward at top 
    speed.  Now, the walkthrough form here will concentrate on the track layout, 
    while dealing with the various Klanks will be up to you as it depends on when 
    you reach them in the Dashing (just remember to jump off high hills when 
    possible to get past them with ease typically).
    
    Head right up a hill and leap a gap, reaching a downhill that goes into a flat 
    portion before climbing up to find a gap to span.  Jump the next gap and deal 
    with the dip in the track ahead, finding a checkpoint that leads into a downhill
    to leap over a dual set of gaps.
    
    Another double gap is next up, followed by a couple more gaps and a couple 
    slopes, reaching the next checkpoint.  A double gap set will be followed by 
    another double gap set, which is then followed by another gap that goes onto the
    track up a hill, finding the next checkpoint.
    
    Leap across the next set of gaps carefully, as they come in a big group, 
    finding another checkpoint en route to a double gap jump to go up the track and 
    through a building.  After passing the next checkpoint, Diddy will face a 
    quadruple gap set, leading into a leisurely ride into the end of the path, 
    ending the Dash!
    
    
                                    ~~~~~~~~~~~~~~~~~~~
                                    ~~ Mudhole Marsh ~~
                                    ~~~~~~~~~~~~~~~~~~~
    
    Run right to ignore the highest Flitter, instead bouncing off the lower two
    Flitters to get a Clock Freeze, continuing right to deal with more Flitters and
    a Cat-O-9-Tails, reaching some hooks to cross.  On the far side are more 
    Flitters to whack for a Clock Freeze, reaching a set of Neckies to contend with
    while jumping across the debris in the marsh, reaching a Cat-O-9-Tails to pass
    to leap to a hook and the first checkpoint.
    
    Next up is a series of hooks to cross while dodging Zingers, reaching a series
    of Neckies to contend with (bounce high off the first one to get an Exclamation
    Point Barrel to let Diddy rampage ahead without worry), eventually arriving at
    a platform where a Cat-O-9-Tails should be avoided to get to a checkpoint.
    
    Go right past more Flitters and a Cat-O-9-Tails, reaching a cattail to leap off 
    of onto a Kannon, followed by bypassing Neckies while on cattails (feel free to
    bounce through here, as that will freeze the clock if you are good enough at 
    it), reaching a Cat-O-9-Tails platform to rush through.  Next for Diddy is a 
    brief crossing and a Krochead, finding three Click-Clacks to Roll attack for a
    Clock Freeze, followed by finding a checkpoint.
    
    The next area has Barrels and Flitters to bounce off of to get to the next ledge
    (a Clock Freeze should also be accessed here).  Avoid the two Cat-O-9-Tailss in
    the next area while continuing right to bounce over the marsh via Barrels, 
    whacking the Kannon and the Flitter for a quick Clock Freeze, followed by 
    rolling through the next Kannon to run right and jump onto the end-of-level 
    target, ending the Dash!
    
    
                                     ~~~~~~~~~~~~~~~~~~
                                     ~~ Rambi Rumble ~~
                                     ~~~~~~~~~~~~~~~~~~
    
    Move left to leap a Kutlass and then jump through a honey floor area with 
    circling Zingers, reaching a leap to the left honey wall.  Scale the wall 
    quickly, going right past a checkpoint and a Klampon to keep using the various 
    honey walls, reaching a Barrel Kannon to shoot Diddy upwards and left to take
    out a Klampon and find the next checkpoint.
    
    Now Diddy must jump down the honey walls ahead, carefully getting past the three
    Zingers to move left, killing a Klampon en route to scale a honey wall past two
    Zingers, reaching a Barrel Kannon to blast past another Zinger to continue the
    climb to the ledge on top on the right.  Climb the next honey wall to bait the
    Kutlass into attacking before going onto his ledge, moving on another honey wall
    to find a checkpoint at the top.
    
    Head right with rolling leaps to get into a small cavern, which will turn Diddy 
    into Rambi via the Animal Barrel.  Head out and continue to the right through a 
    checkpoint, killing Zingers while spanning a gap to get a Clock Freeze, falling
    down one ledge to head left past the Kannons and Zingers (use leaping attacks to
    get the Zingers in the air, moving through the area faster and getting some 
    decent Clock Freezes), falling down again to move right.
    
    Immediately begin to go right as King Zing Sting gives chase, plowing the 
    Zingers across the gap (Clock Freeze) to leap down one ledge, going left to
    plow still more Zingers over a gap, falling down to find one final area with Red
    Zingers to bypass en route to a checkpoint and a Barrel Kannon, sending Rambi up
    to the high ledge.  Quickly turn back into a Diddy and leap onto the 
    end-of-level target, ending the Dash!
    
    
                                     ~~~~~~~~~~~~~~~~~~~
                                     ~~ Ghostly Grove ~~
                                     ~~~~~~~~~~~~~~~~~~~
    
    Start off by running to the right to bounce off the two Klomps and the Kloak for
    a time freeze, followed by using the ghost rope ahead to get up to the top of 
    the ledge.  Roll Jump the small gap to find a Klobber to bounce off, grabbing a 
    ghost rope to use to reach the first checkpoint.  Bounce off the three Klampons 
    before crossing the gap via the ghost ropes, followed by going past the Krunchas
    and Spinies to reach a Klobber guarding a leap up the ghost rope to the higher
    ledge.  Now use the Klobber to take out the two Krunchas, dealing with another 
    Spiny after that, leading into the second checkpoint.
    
    Run under the Kloak and Roll Jump to the ghost rope, crossing the gap to hop off
    of the Kaboom to land on another ghost rope set, arriving at the far side to 
    face a high road run and leap to get by another Kaboom and a Klobber, leaping 
    the next gap to hit a checkpoint.  Quickly bounce off the next two Klampons for 
    a clock freeze, going right across the gap to bounce off some Kabooms to another
    ghost rope set, this one leading to a high ledge with a checkpoint.
    
    Bounce off the two Klampons, landing just short of the two Spinies, rolling 
    through both of them (this is a double shot to the old clock freeze), leading 
    into a set of ghost ropes to reach a ledge with a Kloak.  Run right underneath 
    him and Roll Jump to the last set of ghost ropes, hopping to the end-of-level
    target to end the Dash!
    
    
                                     ~~~~~~~~~~~~~~~~~~
                                     ~~ Haunted Hall ~~
                                     ~~~~~~~~~~~~~~~~~~
    
    Head right towards the tracks, catching a ride to find a gate, which when 
    opened will start a countdown with Kackle the ghost chasing you.  If this 
    countdown reaches zero, he will attack you to take out Diddy and ruin the 
    Dash.  The first Kackle starts with 9 seconds, but you can collect Plus 
    Barrels to add time, but avoid Minus Barrels or else you LOSE time.  Hit the
    two Plus Barrels, and then hit the next Plus Barrel before hopping the two 
    Minus Barrels.
    
    You will pass through another gate, which will cause Kackle to stop his 
    pursuit.  Going right, you will see a track up high to jump to, but instead 
    ride the lower rail, jumping two Zingers while en route to the next Kackle 
    gate.  Grab all nine Plus Barrels along this route, making sure to carefully
    hop each gap along the way to reach the Kackle gate.
    
    Passing through the checkpoint, get mentally prepped for another Kackle 
    portion of the track. You can hit one barrel on this section and still make 
    it unharmed as they are Minus Barrels.  However, hitting more than one will
    send Diddy back to the checkpoint, so be careful.
    
    Jump to the higher track, clearing the two Zingers to reach a checkpoint,
    followed by riding along past one more Zinger to reach the next Kackle gate.
    Here you must bust the Plus Barrel, immediately jump the Minus Barrel, hop up 
    the two short track pieces while busting a Plus Barrel, short hop to a Plus 
    Barrel to avoid hitting the Minus Barrel, jump the next two Minus Barrels, bust 
    the Plus Barrel, jump the Minus Barrel, bust the Plus Barrel, immediately jump 
    the Minus Barrel, immediately jump the gap, jump the Minus Barrel to bust the 
    Plus Barrel, jump the gap, jump the gap, jump the Minus Barrel to bust the Plus
    Barrel before jumping the next Minus Barrel, jump the two Minus Barrels to
    get to the Kackle gate safe and sound, riding to the end of the track to end
    the Dash!
    
    
                                      ~~~~~~~~~~~~~~~~~
                                      ~~ Gusty Glade ~~
                                      ~~~~~~~~~~~~~~~~~
    
    Run right to bounce off two Klampons for a clock freeze, followed by leaping
    with the wind across the gap ahead to bump off two more Klampons for another
    short clock freeze.  Leap the gap with the wind to pass through a checkpoint,
    leading into a Kutlass to draw into attacking, followed by Rolling through him
    to get to a jump across a long gap with the wind.  The next portion is a series 
    of small ledges with enemies, so hop off the series of foes to keep getting 
    clock freezes (you will also pass through a second checkpoint), reaching the far
    side of the area to leap another large gap.
    
    Avoid the Klampons and Spinies to use the hook ahead to climb up to the high
    ledge, bypassing a Klampon to leap into a Barrel Kannon to get through another
    checkpoint.  Kill the Kannon before leaping onto the hook, leaping right with 
    the wind to Roll Jump off the top of the ledge to clear the two Kutlasses, 
    leaping gaps and avoiding the Zingers, finding another checkpoint.
    
    The set of hooks must be crossed with the wind, so try to get through in two or
    even one blasts of wind (for faster times), facing another Kannon on the far 
    side of the gap.  Next is a series of Barrel Kannons with Zinger interference,
    so use the wind to fly far to the right, reaching a ledge to drop down, taking a
    massive Roll Jump leap to the right with the wind to clear the large gap, 
    followed by a second one, reaching a checkpoint in the process.  Now that all 
    remains is to use the Barrel Kannons to clear the final gap and a Zinger, 
    hitting the end-of-level target to end the Dash!
    
    
                                  ~~~~~~~~~~~~~~~~~~~~~~~~
                                  ~~ Parrot Chute Panic ~~
                                  ~~~~~~~~~~~~~~~~~~~~~~~~
    
    Leap off the right ledge and bear right, landing in the claws of the Blue 
    Squawks, riding him down the left side of the shaft to reach a checkpoint.  Take
    the next Blue Squawks down the left side of his shaft, bearing right once the 
    tunnel narrows, leading to a Zinger to hop to find two Klampons to bop for a
    clock freeze (as well as the checkpoint they patrol).
    
    The next Blue Squawks ride will follow the right side of the chamber until two
    Zingers have to be split (follow the Banana trail), dropping down into the claws
    of another Blue Squawks while blowing through another checkpoint.  Navigate this
    area carefully, entering a secondary shaft along the ride, bearing left to drop 
    down to yet another checkpoint.
    
    Weave through the Zingers here to reach safety, going right to grab another Blue
    Squawks to move downwards to find a Spiny to avoid/kill.  Continue downwards to
    the next Blue Squawks, going down the right chute, left chute, left chute, right
    chute, followed by weaving through the next two tiny compartments, finally 
    dropping down to the next area.  After passing the Klampon and a checkpoint, 
    Roll through the three Click-Clacks (clock freeze!) en route to a Blue Squawks 
    ride.  Navigate the Zingers and look to the left, dropping into the claws of the
    next Blue Squawks, using the left side of the shaft as well as controlling speed
    to get by all the Zingers, reaching the bottom to find the end-of-level target
    to end the Dash!
    
    
                                      ~~~~~~~~~~~~~~~
                                      ~~ Web Woods ~~
                                      ~~~~~~~~~~~~~~~
    
    Jump to the right to bust up four Neeks, followed by going right past two 
    Kutlasses to leap up a rockface.  Next is a low path with Neeks, so Roll attack
    quickly for a clock freeze, leading into a run to the right to leap over a 
    Kaboom and a Zinger, entering the nearby cave.  Emerging as Squitter, pass 
    through the checkpoint and leap the Zinger to start going right across large
    gaps with Squitter's webbing platforms.  While advancing, be sure to shoot foes 
    out of the way.
    
    Once Squitter reaches the next checkpoint area, shoot the Kaboings off the ledge
    above before passing through said checkpoint, followed by crossing a large 
    Zinger filled area to tackle a bunch of Neckies that are suspended over small
    patches of ledges.  Next up is a checkpiont that is soon followed by a Krook and
    two Kannons occupying higher ledges, so shoot them while web platforming past 
    their perches.
    
    Drop down the big ledge and begin to build a web platform system across the 
    Necky infested area, shooting them as you go along, passing a Kannon to find 
    another checkpoint.  The next area has a massive gap filled with mostly Red
    Zingers, so build web platforms and jump carefully, shooting the vulnerable 
    Yellow Zingers out of the way.
    
    Once the checkpoint is reached, continue onwards shooting high into the air to 
    get the nasty Kaboings from their perches before they leap down on Squitter.
    Avoid the Kannon's shot and kill him, crossing another gap to lose Squitter,
    heading right past the checkpoint to leap onto the end-of-level target to finish
    the Dash!
    
    
                                     ~~~~~~~~~~~~~~~~~~
                                     ~~ Arctic Abyss ~~
                                     ~~~~~~~~~~~~~~~~~~ 
    
    Roll Jump across the gap ahead, bouncing off the Kaboom to go over the ledge and
    drop down, swimming to the right to become Enguarde by passing the checkpoint.
    Swim to the bottom of the shaft, charging right (clock freeze), before swimming
    right through a checkpoint and past two Shuris to enter an upwards shaft.  Upon
    reaching the top, charge attack to the left to plow through the Shuris ahead,
    swimming up the next shaft to pass two patrolling Shuris to reach another
    checkpoint.
    
    Swim through the next couple of shafts while cracking the Puftups and Shuris,
    charge attacking to the right to fight a couple more Shuris and a Lockjaw, 
    swimming straight up the next shaft to take on more patrolling Shuris.  Charge
    left to reach some Puftups to kill, followed by another patrolling Shuri set.
    
    The next area has a lot of Puftups, so stab them before they explode, reaching
    a downward passage to take, turning right to go through a checkpoint and two
    Lockjaws, reaching the No Enguarde sign.  Swim right and as soon as the water 
    descends, leap onto the end-of-level target to end the Dash!
    
    
                                      ~~~~~~~~~~~~~~~~
                                      ~~ Windy Well ~~
                                      ~~~~~~~~~~~~~~~~
    
    Leap across the ledges ahead (taking out Click-Clacks) to leap up along the 
    Banana trail to begin floating upwards.  Float through the Zingers before 
    getting by the Kutlass, going left to the next ledge to leap to the hook by the
    Kannon, leaping into the air to float past more Zingers, reaching a hook and a
    checkpoint.  Continue the movement upwards, reaching the platform above, heading
    right through more Zingers, grabbing the hook to jump upwards to keep floating,
    passing still more Zingers to find a ledge with a Click-Clack on it.
    
    Jump up to float past even more Zingers, hugging the left side of the screen to
    avoid a hook from a Krook, leaping up on the next ledge to float to a ledge with
    a Spiny, landing briefly before hopping into the Barrel Kannon above.  Blast 
    upwards when the coast is clear, bypassing the Klampon to hit a checkpoint and a
    hook, carefully leaping upwards past the Zinger to take the left ledge landing.
    Leap over the Kutlass to stay safe and begin ascending once more, dealing with 
    more Zingers to reach the next checkpoint, which leads Diddy to a couple Krooks 
    to pass by quickly.
    
    Head right through the moving Zinger sets, going onto the next ledge to start 
    floating upwards again, running left (IGNORE the Bananas and Red Balloon) under
    the Zingers to leap to the nearby hooks, jumping again to get climbing up the
    left side past the Krooks.  Float up the Banana trail and jump again on the next
    ledge, passing more Zingers to get onto a narrow ledge patrolled by a Zinger.
    Go through the checkpoint and the Zingers, reaching an upwards path again,
    passing through more Zingers to reach a ledge with a Spiny, so leap once again 
    to keep floating upwards, passing Krooks and tightly packed Zingers.  Head right
    along the ledge, ignoring the lower path and leaping onto the end-of-level 
    target, finishing off the Dash!
    
    
                                     ~~~~~~~~~~~~~~~~~~
                                     ~~ Castle Crush ~~
                                     ~~~~~~~~~~~~~~~~~~
    
    Avoid the Neek until the Spiny falls in, rolliong through both for a clock 
    freeze, followed by snagging the Crate to use on the Kutlass on the left side of
    the shaft when it appears, getting into the Rambi Animal Barrel it was guarding.
    Go up wards, killing off the Neek and the Kruncha, followed by the two Spinies
    in the next area.  Kill each Klampon as it falls into play in the small shaft 
    ahead, followed by avoiding the Krook's attacks until he can be dispatched with
    extreme prejudice by Rambi.
    
    Kill the two Zingers while en route to the checkpoint, followed by dealing with 
    the Spinies and a Klampon, losing Rambi soon after.  Go right to leap the Spiny 
    and Klampon, using the Barrel Kannon to go up to the high ledge, waiting for the
    platform to catch up, killing all Spinies, with the second set begin a clock 
    freeze.  Head up through the checkpoint and avoid the Zinger, looking to go 
    through the wall on the left, finding the Squawks Animal Barrel.  Fly through 
    the hordes of Zingers that lie in wait, reaching a checkpoint and losing 
    Squawks.
    
    Once the platform catches up, continue climbing to kill a Klampon while moving 
    right, finding more Klampons and Spinies to dispatch in a narrow shaft.  These
    attacks are followed by a Necky dive bombing horde, so jump them or roll through
    them, reaching another checkpoint before facing Zingers.  Grab the Crate from 
    the right to take out the Kruncha, allowing Diddy to reach a double Krook attack
    portion, so leap the hooks until the enemy is open to attack.  Pass the next 
    checkpoint to roll three Spinies, followed by dodging Zingers in the next shaft
    of the castle.  Stomp the two Klampons for a brief clock freeze, followed by 
    going right in the next section to ride up the narrow shaft to the end-of-level
    target to finish the agonizing slow Dash!
    
    
                                   ~~~~~~~~~~~~~~~~~~~~~~
                                   ~~ Clapper's Cavern ~~
                                   ~~~~~~~~~~~~~~~~~~~~~~
    
    Hit Clapper after hopping the Kruncha, running across the ice to the far shore,
    where a Kruncha and a Zinger must be avoided to reach the next Clapper.  Roll 
    through the Neeks and the Click-Clacks to get a clock freeze, followed by
    shooting up to the next area.  Head left past the Kruncha to hi the Clapper, 
    followed by dodging the Zingers and another Kruncha to enter the Arrow Barrel.
    
    Break Enguarde from his crate, charging to the right to kill multiple foes for a
    clock freeze, followed by heading up the shaft the Shuris were positioned at the
    bottom of, ignoring the left passage to keep going up to find the No Enguarde 
    Sign.  Head up to go past a Spiny and a Kruncha, going through a checkpoint, 
    bouncing off of a Flitter to hit the Clapper below.  Rush past the Zingers and 
    the Krunchas to face one Spiny and one Kruncha, using the hooks to climb up to 
    the next area and a checkpoint.
    
    Now hit Clapper and roll through the Spinies, grabbing the Barrel to go bump the
    next Clapper, sending the Barrel rolling ahead.  Follow behind it, letting it
    plow through the various enemies, running right up to the end-of-level target to
    hit it to end the Dash!
    
    
                                  ~~~~~~~~~~~~~~~~~~~~~~~~
                                  ~~ Chain Link Chamber ~~
                                  ~~~~~~~~~~~~~~~~~~~~~~~~
    
    Roll Jump to the far left to get the chain leading upwards, climbing past a 
    Zinger to find a room full of Klingers, so jump right and go along the ground to
    jump to the chain on the right to avoid the enemy blockade.  Head up the next 
    section, passing the Zingers to reach a checkpoint, continuing upwards to avoid
    three Krooks, arriving at a fork in the paths.  Take the left route (faster 
    route), using the hooks and chains to reach the rejoining of the paths (watch 
    out for Zingers), where Diddy will find another checkpoint.
    
    Next up are two chambers with Zingers, passing through a narrow shaft at top 
    speed to avoid the attacking foes from the sides, followed by reaching a fork in
    the path.  Go right (through the checkpoint) to leap straight up after the dual 
    Zingers float past on the downward trajectory, climbing to a solo chain that 
    leads a big chain link chamber with a Kutlass and Zingers to contend with.  Once
    the exit from here is reached, climb up the two chains while switching back and
    forth, dodging the falling Kannonballs (thanks to two annoying Kannons), 
    followed by passing through a checkpoint.
    
    Keep climbing to find three sets of dual Zingers to avoid while climbing and 
    falling through their shafts of patrol, locating another checkpoint after their 
    area.  From here the Dash becomes just that; a mad dash along the chains, as the
    enemies will be unable to hit you, going all out to find the end-of-level target
    waiting to be struck!
    
    
                                     ~~~~~~~~~~~~~~~~~
                                     ~~ Toxic Tower ~~
                                     ~~~~~~~~~~~~~~~~~
    
    Bounce off of the two Klampons for a clock freeze, followed by becoming Rattly
    in the Animal Barrel.  Hop off the two Kaboings while going left (clock freeze),
    followed by taking out two Zingers to cross the next gap (another clock freeze),
    which is then followed by a Zinger hop into a set of small platforms (stay left
    to get through with minimal time wasted).  Use the Zingers to climb once again 
    (clock freeze), leading into a series of small hops up tiny ledges, using 
    superjumps to get to higher ledges, reaching a checkpoint while doing so.
    
    Bounce right across the three Zingers (clock freeze) to enter a small area where
    Zingers guard each small hole you need to pass through, so superjump OR bounce 
    off of them, reaching an area where bouncing up either the left or right set of
    Zingers will get a clock freeze as well as get Rattly to a Squawks Animal 
    Barrel.  Fly upwards as fast as possible here, weaving through and shooting at 
    the Zingers that populate the area, passing some Kaboings (shoot them while on 
    the move), flying through the passages with Zingers to pass through a room with
    circling Zingers.
    
    The next area is much like one Rattly had to deal with, but Squawks needs to fly
    past the Zingers in the small openings, passing a checkpoint to find a long and
    narrow passage where the Zingers in the way must all be shot to keep advancing,
    finding a Squitter Animal Barrel and another checkpoint.  Make platforms and 
    climb vertically, looking to the left for an Arrow Barrel, reaching a No 
    Squitter Sign, which is the signal to burst to the right, hitting the 
    end-of-level target to finish off the Dash!
    
    
                                   ~~~~~~~~~~~~~~~~~~~~~~
                                   ~~ Screech's Sprint ~~
                                   ~~~~~~~~~~~~~~~~~~~~~~
    
    Go right to hop a gap, draw out a Cat-O-9-Tails, and then Roll Jump and a second
    jump.  Keep moving to jump past the Kloak and go onto the nearby vine, crossing 
    the vines when the Klingers are not in your way, reaching a checkpoint where a
    Treasure Chest can be used to smash the Zinger.  Go right below the Zingers and 
    Flitter, dropping down to avoid two Cat-O-9-Tails, reaching a vine to climb up
    at full speed to dodge the Neckies.  Now use Roll Jumps to go left, reaching a
    Squawks Animal Barrel, flying left to find a checkpoint, passing through it to 
    begin the race with Screech!
    
    Fly left through the two Red Zingers, but instead of going up, fly into the 
    opening on the left to get a couple Barrel Kannons to blast Squawks further 
    ahead, passing through a checkpoint.  Fly up the left-most path, going into the 
    corner of the brambles, locating another Barrel Kannon to take advantage of, 
    launching forward to face some Zingers to bust some Coconuts on.  Head down 
    along the Banana arrow, looking for a solo Banana on the left, which signals a 
    small gap that can be taken as a shortcut.
    
    Go down through the next area, following the Banana trails to get into the right
    pathways, eventually heading right through a checkpoint and face more Zinger 
    lines, shooting through the Yellow ones while avoiding the Red ones.  Next is 
    another series of twisty bramble paths, so follow the Banana trails to get to 
    a swarm of Red Zingers to navigate through, taking the exit through the top of
    the area, passing through a checkpoint while en route to a right turn, passing
    two Zingers (shoot them if they are in the way) to hit the No Squawks Sign,
    landing Diddy on the end-of-level target to finish the crazy Dash!
    
    
                                     ~~~~~~~~~~~~~~~~~
                                     ~~ Jungle Jinx ~~
                                     ~~~~~~~~~~~~~~~~~
    
    Jump the Klampon and first Radial, bouncing across the spikes ahead on the 
    rolling Radials, landing to climb the cliffs ahead via the Radials (watch out 
    for the Zinger at the top).  Pass through the checkpoint and pass the Zingers by
    clearing them on a Radial hop, followed by leaping over the Kutlass to roll 
    through four Spinies for a clock freeze.  Leap up to the next ledge, going right
    to avoid the Klampon/Radial/Zinger trio, using the next Radial to clear the
    spikes and the Zingers.
    
    The next area is a small spike Radial combo jump area, followed by Roll Jumping 
    off the high ledge to land by a checkpoint.  Leap the approaching enemies and 
    get to a cliff edge, leaping onto the upcoming Radials, going up the slopes with
    their spikes, landing on two Klampons for a clock freeze.  The next area is a
    Radial bouncy area, but it can be climbed without their help (so avoid them if 
    you so desire), reaching another checkpoint.
    
    Drop down the Banana trail to find the Barrel Kannons, crossing the gap to 
    locate a Radial area to bounce across, followed by leaping into another area 
    where the Radial lines must be used to cross the spiky slopes.  Leap down to the
    lower ledge, bouncing off the Klobber to clear the gap, and then leap the last
    Zinger to hit the end-of-level target, ending the Dash!
    
    
                                   ~~~~~~~~~~~~~~~~~~~~~~
                                   ~~ Black Ice Battle ~~
                                   ~~~~~~~~~~~~~~~~~~~~~~
    
    Jump the Zinger and go down the slope, cracking the four Klampons for a clock
    freeze before moving right to fall through a checkpoint.  Head left to leap some
    Zingers and a Spiny, falling down to jump more Zingers, falling again, this time
    taking on two Klampon sets of two (clock freezes) while moving left to fall down
    again.  Leap the Zingers to fall between two more Zingers, clearing a checkpoint
    while doing so, landing to go down the hole, avoiding the Krook to get deeper 
    into the fissure, falling past another Krook and some Zingers.
    
    Diddy is now at a series of blocks, so drop down quickly through the area 
    (zig-zag back and forth to get through by the fastest method), passing through a
    checkpoint.  When the area with the massive amount of Klampons and Neeks 
    appears, bounce off each foe and keep moving down through the area, building up 
    a fairly good clock freeze by doing so.  Go left over the Zingers to fall down 
    again, going right over more Zingers to get to the next checkpoint, which is
    followed up by three Klampons to bounce off of for another clock freeze.
    
    Fall down to bypass two Spinies, getting another checkpoint before facing some
    more precariously placed Zingers (leap over them while on the run).  More Zinger
    evading acrobatics are next, dropping down again to find a Spiny, but ignore it 
    and leap up the sloping floating ice patches, clearing the ice wall to go and 
    hit the end-of-level target, ending the frigid Dash!
    
    
                                   ~~~~~~~~~~~~~~~~~~~~~
                                   ~~ Klobber Karnage ~~
                                   ~~~~~~~~~~~~~~~~~~~~~
    
    Jump the first barrel and run down to leap off of the first Klobber as it 
    charges towards the spikes, bouncing to the far side of the pit, facing another
    Klobber before leaping across two spike pits.  Take the high road and get past 
    the group of Klobbers, entering the Diddy Barrel, followed by blasting to the 
    right.  Continue across the gap via the Rotate Barrels, reaching a checkpoint,
    moving on to take a running leap at the first Klobber, bouncing off each one in 
    the line, ending with a long fall over a gap to land on a safe ledge.
    
    In the next area bypass the Klobbers and blast through the various barrel types,
    landing on a small ledge before leaping into the Diddy Barrel ahead.  Shoot the
    gap of the Zingers, landing on the next ledge to get a checkpoint, and then head
    right to deal with a couple Kabooms and a Klobber.  Get into the Rotate Barrel,
    shoot up to the Barrel Kannon, shoot down from the Rotate Barrel back to the 
    main one (the first one), shoot down-right to get under the Zingers, shoot 
    up-right to get back to the main Rotate Barrel, shoot up and push your Kong past
    the Zinger to land in the main one, and shoot up-right to land on the next 
    ledge to get a checkpoint.
    
    Go right and bounce off the Kabooms to hit the Diddy Barrel, getting launched 
    into the next Rotate Barrel.  Shoot up, shoot right, shoot down to main one, 
    shoot down-right, shoot right, shoot up-left, shoot up and push your Kong past 
    the Zingers, shoot up-right, quickly shoot down-left (not to main one, but lower
    Rotate Barrel), shoot up-right to main one, shoot up-right, shoot down to main 
    one, shoot down-right, shoot up-right to main one, shoot up-right, shoot 
    down-right to main one, shoot up three times in a row to land back in the main 
    Rotate Barrel as you fly over Zingers in your path, and then shoot up-right to 
    land on the next ledge at a checkpoint.
    
    All that remains is to leap through a spike field, deal with some Klobbers as 
    they come down the cliff at Diddy, followed by hitting the end-of-level target,
    ending the Dash!
    
    
                                    ~~~~~~~~~~~~~~~~~~~
                                    ~~ Fiery Furnace ~~
                                    ~~~~~~~~~~~~~~~~~~~
    
    Let the higher Spiny drop down before rolling through them for a clock freeze,
    followed by leaping the gap and rolling through the next Spiny to face a 
    Kutlass.  The next challenge are four Klampons to stomp for a clock freeze,
    leading into a Spiny guarding a checkpoint.  Move the Steerable Barrel under the
    Zingers, launching off the Krook to take the TNT Barrel to whack one of the
    Spinies, allowing Diddy to leap over the lava to enter a series of Steerable
    Barrels, depositing him near a Spiny.
    
    Crack the two Klampons after the Spiny for a clock freeze, followed by rolling
    through two more Spinies for another clock freeze, leading to a checkpoint.
    This next area has the Steerable Barrels needing to be put into positions so the
    Flitters can be used to get to the next Steerable Barrel, eventually hitting a 
    series of Flitters, carrying Diddy up to the next checkpoint.
    
    Grab the Crate and use it on the Kutlass, bopping the Krook next, and then go
    high and then low for the two Zingers, landing on the next ledge to wait for the
    Kutlass to move right, allowing Diddy to jump to the next ledge.  Jump over the
    attacking Kutlass, getting into the next Steerable Barrel, passing a checkpoint 
    by doing so, moving off to the right to follow the Banana trails through the
    series of Steerable Barrels, reaching a ledge where a Kutlass will need to be
    dealt with.
    
    Now go hop the Cat-O-9-Tails, landing in a Steerable Barrel (again passing a 
    checkpoint), riding this barrel past the Zingers, using the Bananas as guides 
    for where to move through, shooting off two Flitters (clock freeze) to find a
    Roll Jump spot under some Zingers.  Avoid the two Cat-O-9-Tails in the next
    spot, going past yet another checkpoint to enter a Steerable Barrel, riding to
    the right to weave through the Zingers (again the Bananas are rough guidelines 
    of where to go), reaching a new ledge.  Now you just need to leap past two final
    Cat-O-9-Tails, hitting the end-of-level target to finish off the Dash!
    
    
                                    ~~~~~~~~~~~~~~~~~~~
                                    ~~ Animal Antics ~~
                                    ~~~~~~~~~~~~~~~~~~~
    
    Supercharge through the Neeks at the start (clock freeze), followed by leaping 
    to land and take out the Kaboings with the continued Supercharage (clock 
    freeze), leading into the Zingers serving as stepping stones to reach the door 
    high above.  Supercharge down the hill and through the checkpoint) and leap off 
    the Kannon, landing in the Enguarde Animal Barrel, becoming the stabbing fish.
    
    Go down and Supercharge through the checkpoint, a Flotsam, and a Shuri (for a
    clock freeze), followed by dealing with the remaining Shuris.  Now go up and
    Supercharge through the Puftups (clock freeze), followed by dealing with the
    Lockjaws while swimming upwards to find the exit to the cave.
    
    Become Squitter via the Animal Barrel, passing the checkpoint while doing so,
    going right to shoot the Kaboings.  Now shoot the Kaboing across the gap before 
    using a web ledge to get across, and then repeat this procedure twice more
    before tangling with seven Kaboings.  Next you have to build web ledges
    going up and to the right as you fight off Zingers attacks, or fall down 
    onto the spikes below.  Once you reach the ledge, enter the Arrow Barrel to go
    to the next area, where Squitter will pass through the checkpoint, needing to 
    climb via web platforms (shoot the Neckies) for a bit to find the Squawks Animal
    Barrel.
    
    Fly through the checkpoint, noting the wind will start to alternate directions, 
    and it will cause your flying to become erratic (it gusts for about three 
    seconds before changing direction for three seconds).  This part really comes 
    down to how good you are at flying, or how lucky you are at flying.  Try to be 
    really subtle as you change your directions, or you will crash into the walls 
    way too much.
    
    Start by going down to slalom through the Zingers, and once you hit the 
    bottom of the brambles for this section, go right with the wind at full 
    speed to pass the red Zingers vertically patrolling here.  Next you have to
    go up the Bramble section, passing through a checkpoint to shoot the Flitter on 
    the right.  Now you should go right VERY slowly while launching continuous egg 
    shots so you can kill the five Flitters flying in a tight group, followed by 
    going down through the red Zinger slalom on the following sides: right, left, 
    right, left, and then go past another red Zinger to the bottom of the Brambles 
    to kill a yellow Zinger before moving under the red Zinger (preferably with the
    wind).  Now do the same for the next red and yellow Zinger team you face, 
    finding a checkpoint after doing so.  Next you have to fly through a 
    counter-clockwise patrolling Zinger, and then two counter-clockwise patrolling 
    Zingers.  Then the wind quits when you hit the wooden planks, pass through the
    checkpoint, and then enter the Animal Barrel to become Rattly, dropping to the 
    final area of the level.
    
    Superjump up to the Klampon, followed by bouncing to the right off of the Red
    Zinger.  Keep moving right off of the Red Zingers, using the Banana markers as 
    safe landing spots, reaching another checkpoint, where Rattly will be abandoned
    thanks to the No Rattly sign.  Enter the Arrow Barrel when the Red Zingers move 
    away from the cliffs, allowing Diddy to get up to the higher ledge, heading 
    right to hit the end-of-level target, ending the Dash!
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
                          o-------------------------------------o
                          | 4.11 Klubba's "Bag a Bug" Mini Game |
                          o-------------------------------------o
    
    
    ~~~~~~~~~~~~~~
    ~~ Controls ~~
    ~~~~~~~~~~~~~~
    
    D-Pad : Moves Diddy around the screen.
    
    START : Pauses/unpauses the game.
    
    SELECT: When the game is paused, use this to exit the game.
    
    
    ~~~~~~~~~~~~~~~
    ~~ Objective ~~
    ~~~~~~~~~~~~~~~
    
    Collect as many of the fireflies as possible while avoiding the massive
    weapon of Klubba.  If Klubba hits Diddy, he loses all of the Fireflies he
    has collected, so be careful!  If Klubba starts catching up to you, go
    hide in a corner area till he decides to "bugger" off.
    
    
    ~~~~~~~~~~~
    ~~ Items ~~
    ~~~~~~~~~~~
    
    Firefly           : These small, red bugs fly around in the air, occasionally 
                        landing on the pathway.  When they land, they are
                        vulnerable to being snagged and bagged by Diddy.
    
    Exclamation Barrel: These appear randomly, poofing into existence on the
                        pathway around Klubba's Kiosk.  If Diddy can reach these
                        lovely creations, he will be rendered invincible,
                        allowing him to run wild and free, ignoring any attacks 
                        from Klubba.  Just be wary that these sought after
                        beauties only last for 5 seconds.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                  
                                   V. Last Words
     
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
                          o-----------------------------o
                          | 5.01: Copyright Information |
                          o-----------------------------o
    
    Donkey Kong Country 2, and all characters, stages, items, and other related 
    things are copyright Rare and Nintendo 1984-2002.  This guide/FAQ/walkthrough is
    copyrighted (c) 2004 to Trace Jackson and Brian Sulpher, and is the intellectual
    property of Trace Jackson and Brian Sulpher.  This guide/FAQ/walkthrough is 
    protected under International Copyright Laws, and it is prohibited to take any 
    piece of this document and reproduce it in anyway without the written consent of
    the author. Any website or other medium found to have this document without 
    permission will be dealt with to the fullest extent of the law.  Feel free to 
    print it, or any part of it FOR PERSONAL USE ONLY.  Please contact the authors 
    (meowthnum1 [at] meowthnum1 [dot] com, briansulpher@hotmail.com) if you find 
    this on ANY SITE but GameFAQs (http://www.gamefaqs.com), 
    IGN (http://faqs.ign.com), HonestGamers (http://www.honestgamers.com), or 
    Meowthnum1.com (http://www.meowthnum1.com).
    
    
                            o------------------------o
                            | 5.02: Revision History |
                            o------------------------o
    
    Version 1.0 (12/01/04): The initial release of this guide.
    
    Version 1.2 (12/30/04): Corrected some spelling mistakes and clarified the
                            location of the DK Coin in Ghostly Grove.  A mis-
                            translated issue was also corrected.  A tips section
                            for Diddy Dash was added, and a new introduction from
                            Trace was added.  Woo.  Heck, I'ma make this version 
                            one point TWO.
    
    Version 1.3 (01/01/05): Brian fixed some errors but refuses to tell me which.
    
    Version 1.5 (02/21/05): Added in the Scrapbook Pages section.  Also made some
                            minor corrections to the walkthrough.  Also allowed
                            www.honestgamers.com to host our FAQ.
    
    Version 1.6 (02/22/05): Fixed an error in the Scrapbook Pages section and I
                            added the Klubba's "Bag a Bug" Mini Game section.
    
    Version 1.7 (02/27/05): Added in the first five levels of Diddy's Dash (the
                            five levels from Gangplank Galleon).
    
    Version 1.8 (04/25/06): Long time between updates, I (Brian) have added in the
                            Crocodile Cauldron Diddy's Dash walkthroughs.  Also did
                            some slight reformats, but may do another update on the
                            format, depending on how well Trace likes this take on
                            things.
    
    Version 1.9 (04/25/06): Added in two more worlds of Diddy Dash Walkthroughs 
                            (Krem Quay and Krazy Kremland), and hopefully more 
                            updates coming soon! :)
    
    Version 2.0 (11/04/06): Finished off the remaining Diddy Dash Walkthroughs, 
                            though it took me a long ass while to do so.  This will
                            mean that the FAQ is finally complete complete, so send
                            in any input now, as I (or Trace) will make sporadic
                            updates depending on the reader's input.  CIAO!
    
    Version 2.1 (10/12/07): Almost a full year gone, but a quick update, as 
                            Yi-Hsien Chen has answered a question I have faced from
                            readers repeatedly... why Page 13 (Photo 2) was not the
                            correct listing.  The answer for it is to beat all the
                            Expresso Racing levels, not beat Screech to the finish
                            line of Screech's Sprint!  My bad, it is all fixed up
                            now.
    
    Version 2.2 (07/17/09): Thanks to Yan Robert, a small error in the Bonus Room 
                            #53 directions was corrected. I also added a a bunch of
                            small corrections, courtesy of Benoit Landry, so a big
                            thanks to him as well!
    
    
    
                                 o---------------o
                                 | 5.03: Credits |
                                 o---------------o
    
    -CJayC for being a great guy, and putting so much time in to GameFAQs
    
    -Meowthnum1 (http://www.gamefaqs.com/features/recognition/11356.html) for 
    typing this guide
    
    -BSulpher (http://www.gamefaqs.com/features/recognition/19608.html) for 
    typing this guide.
    
    
                                  o-------------o
                                  | 5.04: Outro |
                                  o-------------o
    
    Well, it's been a pleasure writing this guide.  We hope you enjoy it, and 
    view some of our other work sometime.  Until we meet again, Trace and Brian 
    out!
                
                 ~ Trace                     ~ Brian
                     "Meowthnum1"                "BSulpher"
                        Jackson                     Sulpher