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**********************************************************************
DONKEY KONG COUNTRY 3 (GBA) - RARE/NINTENDO
COMPLETE WALKTHROUGH/FAQ
**********************************************************************

Copyright (c) 2006 Shining Suikun. This guide is not to be displayed on any
site other than GameFAQs. Plagiarism is a federal violation. Please refrain
from using this guide for anything besides personal use. Thank you for your
cooperation and support.

**********************************************************************

TABLE OF CONTENTS:
A) Introduction
B) Storyline
C) Moves/Controls
D) Kong Family Tree
E) The Brothers Bear
F) Animal Buddies
G) Kremling Index
H) Item Index
I) Minigames
J) Lake Orangatanga
K) Kremwood Forest
L) Cotton Top Cove
M) Mekanos
N) K3
O) Razor Ridge
P) Pacifica
Q) Kaos Kore
R) Krematoa
S) Banana Bird Locations
T) Secrets
U) Credits

**********************************************************************
A) INTRODUCTION
**********************************************************************

Oh dear. It's another ramblesome FAQ by Shining Espeon/Shining Suikun filled
with needless commentary and bypassed innuendo. This time, it's a complete
in-depth walkthrough of a port of my favorite platform game of all time -
Donkey Kong Country 3! Like the previous two ports, Rare has done a bit of
tweaking to the overworld locales, and even added a few new stages for your
enjoyment. So whether you're a veteran of the original or are new to this
game altogether, it is my hope that this guide is of assistance to you, or I
will have needlessly wasted countless hours of my life.

**********************************************************************
B) STORYLINE
**********************************************************************

After K. Rool had his arse handed to him twice in the pirate business, he's
decided to "upgrade" into the world of robotics and science. Not happy with
only capturing Donkey Kong this time, he also captures Diddy as well! He has
also brainwashed the Kremling population into following his command under
his latest robotic creation - Kaos. However, K. Rool seems to have forgotten
that there was another Kong who thwarted his last plot, one who did pretty
much all the work - Dixie. Startled by the events, Dixie immediately dashes
off to find Wrinkly Kong, whom advises her to visit Funky Kong. After Dixie
meets up with Funky, she meets Kiddy Kong, a giant baby Kong with a terrible
temper and the strength of a pro wrestler. Together, they venture off to the
Northern Kremisphere to kick some Kremling arse one more time.

**********************************************************************
C) MOVES/CONTROLS
**********************************************************************

CONTROLS FOR BOTH:
- JUMP: A
- PICK UP: Hold B while standing in front of an object such as a Barrel to
pick it up. Keeping holding onto B until you wish to release the object.
- THROW: Start by picking up a Barrel. To release the Barrel, simply let go
of B while facing the direction you want. You can also throw an object in
midair by letting go of B in the middle of a jump.
- SWIM: While submerged in water, repeatedly press A to tread. Doing so rap-
idly will increase your altitude in the water, as well as increase your
speed. You'll float down automatically, but to submerge quickly, simply hold
Down on the D-Pad.
- RUN: Hold B while moving in the direction you want.
- CLIMB: When you leap toward a rope, you Kong will automatically grab onto
it. Controls will switch to the vertical directions for ascending andn des-
cending. To speed it up, simply hold A while moving up or down.
- SWITCH: Select

CONTROLS FOR DIXIE:
- BODY SLAM: Press R to lift Kiddy onto your shoulders. Due to Kiddy's girth
you will not be able to move very rapidly while carrying him. However, his
extra weight can come to your advantage when it comes to breaking cracks in
the floor. Toss him with B. You can control the direction of your toss with
the D-Pad, or for higher tosses, by leaping. You can also defeat enemies by
tossing your partner, but if they hit a Buzz or an attacking enemy, you will
lose that Kong.
- TWIRL: Press B while walking or running to execute Dixie's Twirl maneuver.
Dixie will spin through and knock out any vulnerable enemies. The speed of
her Twirl will increase the faster you are moving. It is not as effective as
Kiddy's Roll maneuver, however, and does not travel as far.
- HELICOPTER SPIN: The Helicopter Spin is perhaps the most useful move in
the entire game. In the process of a jump, press and hold B to execute the
move, which sends Dixie twirling in a drift which lasts until she hits solid
ground. This move is incredibly useful when it comes to crossing large gaps,
collecting items on small hinges, or timing in general.
- BARREL RIDE: The Barrel Ride is a fairly tricky move that can only be exe-
cuted in certain places, and the game never requires it be used, but it's a
fun way to destroy floorbound enemies. Pick up Kiddy just like you would for
a Body Slam (see above), and through him against a wall. He'll roll back
along the ground, and can actually be ridden by jumping on top of him. You
will knock out any enemies in your way save Buzzes) until you hit another
wall.

CONTROLS FOR KIDDY:
- TEAM TOSS: In a similar fashion to Dixie's Body Slam, press R with Kiddy
in front for a Team Toss. Kiddy can throw Dixie much higher than vice versa,
which is useful for accessing certain Bonus Barrels and other goodies, but
cracks in the ground cannot be broken.
- ROLL: Like Dixie's Twirl, presssing B while running will make Kiddy roll
into enemies. This roll is more powerful than Dixie's twirl, and travels a
farther distance and faster speed, as well.
- WATER SKIP: The Water Skip is perhaps the trickiest move in the game to
master. Begin by rolling off a ledge onto a body of water. Immediately when
you come in contact with the water, press A, while holding in the direction
you want to travel. If done correctly, Kiddy will bounce off the water. The
goal is to do this continuously until you reach the opposing ledge. This is
the only method of reaching certain higher ledges.

**********************************************************************
D) KONG FAMILY TREE
**********************************************************************

WRINKLY KONG:
Since Rare has implemented a save feature which can be accessed any time on
the world map, Wrinkly's Save Cave is pretty much useless. Instead, she is
now meditating in a shrine built to honor the Banana Birds. Each Banana Bird
you retrieve will automatically fly over to Wrinkly's Retreat. Once you have
rescued all of them, return to Wrinkly's Refuge for a final surprise.

FUNKY KONG:
Funky Kong owns a rental shop in the Northern Kremisphere which is no longer
simply limited to Barrel Planes. He has also come to his senses and realized
that he's on your side, and won't charge you for use of his vehicles. Having
received a slight face-lift from the Super NES version, you can rent various
types of vehicles that will enable you to access new regions of the Northern
Kremisphere. When you begin the game, Funky will only have a dinky motorboat
available. But as you progress through the game and beat new bosses you will
receive items that will allow Funky to build you newer vehicles. Also, stop
by when you have collected every single DK Coin for a special surprise. He
also hosts boating minigames, information for which is available in the Min-
igames section.

SWANKY KONG:
Swanky's Sideshow has been replaced by Swanky's Dash in this version. Eager
to test his latest invention, Swanky will let you dash through his pipe-like
tunnel for a test run, totally free of charge. Swanky will offer you rewards
depending on how well you do on his course, more information and strategies
on which is availalable in the Minigames section.

CRANKY KONG:
Cranky has finally snapped out of retirement and babbling about useless junk
on his rocking chair, and entered the age of Kung-Fu! He would like you to
help him train for his big debut in "Cranky Kong Country". In doing so, you
must deflect flying Bristles with a shield using Cranky in his karate uni-
form. More information is availalable in the Minigames section.

**********************************************************************
E) THE BROTHERS BEAR
**********************************************************************

BAZAAR BEAR:
Bazaar owns a general store in the southwestern sector of the Northern Krem-
is phere, right next to Funky's Rentals and Wrinkly's Retreat. He has a few
useful items up for sale for a fee of several Bear Coins. The shell costs 5
coins, the Box of Chocolates costs 20 coins, and the Mirror costs 50 coins.
These items are important for trading with other Bear Brothers. Bazaar also
sells information for a relatively cheap cost, though none of it is particu-
larly useful.


BACHELOR BEAR:
Bachelor Bear truly is pathetic. He hopes that one day, his fancy island and
pad will attract a sexy female bear, but he needs you to purchase him a Box
of Chocolates and a Purple Flower. Bazaar sells the Box of Chocolate for 20
Bear Coins while the Purple Flower can be traded up for using the Red Flower
first given to you by Bachelor.

BRASH BEAR:
Brash Bear is the track champion of the Kremwood Forest holding the Northern
Kremisphere's record for the fastest time in Riverside Race. He'll do noth-
ing but brag about his easily-beatable time. Beat his time, however, and he
will pound his desk in a furious rage, causing one of the trees to collapse
outside! From that point on, he will want to have nothing to do with you.

BLUNDER BEAR:
Blunder Bear is the mastermind behind all the conspiracies and rumors behind
JFK, Atlantis, the resurrection, etc. He's a terrible blabbermouth that will
"accidentally" tell you about forbidden secrets in the Northern Kremisphere,
though his information really doesn't go anywhere past the secret to raising
the Lost World of Krematoa from the deep.

BLUE BEAR:
Blue is down in the dumps because he thinks nobody remembered his birthday.
The only one who really cares about Blue is his brother, Blizzard Bear, who
lives up in the icy mountains of K3, and certain "conditions" have blocked
off all communication. Pay Blizzard a visit and see if you can solve Blue
Bear's conundrum.

BRAMBLE BEAR:
Bramble is the botanist member of the Brothers Bear. He seeks a rare flower
that grows on Bachelor Bear's Island which will be given to you fairly early
in the game. He is also concerned about the environmental problems caused by
Mekanos. Defeat Kaos to receive a treat from him. Tell Bramble he can keep
his pants on for the meantime, and he can keep his pants on afterwards, as
well.

BAZOOKA BEAR:
Bazooka demands some respect, kids! He is a war hero, for crying out loud!
Sure, he is a former Nazi and killed a bunch of good monkeys, but everyone
kills somebody else once in a while. Circle of life. Bazooka is looking to
fire up his trusty old cannon, Big Bessie, once again. Since DKC3 removed
DKC2's Cannonball item, be on the lookout for the next-best thing throughout
your adventures.

BARTER BEAR:
Barter Bear is a self-proclaimed business bear of a legend. He is all about
smooth talk, and even has a somewhat-private obsession about his looks and
appeal. Bring him a mirror from Bazaar's General Store and he will swap you
for some dinged-up old wrench you can bring to Bjorn Bear. You'll also need
to pay Barter a second visit later in the game for some further item-swap-
ping.

BLIZZARD BEAR:
On a climbing expedition, Blizzard Bear has been snowed into his cabin, with
no possible methods of escape. Worse yet, he's missing the birthday party of
his brother, Blue Bear. Drop by Blizzard's cabin and see if you can do him a
favor.

BENNY BEAR:
Benny runs a chairlift in Razor Ridge which can transport you across the
overworld - free of charge! His brother, Bjorn Bear, also runs a chairlift,
but does not seem to be having much luck with it, unfortunately.

BJORN BEAR:
Bjorn is benny Bear's brother who operates a chairlift on the other side of
Razor Ridge. His chairlifts aren't working, however, and are in need of some
good "wrenching" to resume operation. Trade up with some of the other Brot-
hers Bear to see if you can find a solution.

BARNACLE BEAR:
Barnacle Bear is one of those retired old geezers that will willingly talk
your head off unless you whack him over the head with a shovel. But hey, at
least he doesn't repeatedly spout off random BS like Cranky. Recolcated from
being stranded on an island in the middle of Lake Orangatanga to the shores
of Pacifica, Barnacle will give you a Banana Bird if you bring him a shell
from Bazaar's General Store.

BAFFLE BEAR:
Baffle is the almighty father of such codes, rumors, and hacks as Mew in the
truck, Luigi on the rooftop, Sonic in SSBM, and all those defective sharking
devices that seriously screw up your games. Well...not really. Baffle claims
there is no code he can't crack - except for one, which supposedly reveals
the secret of the Sewer Stockpile. Trade up with the others to find a poten-
tial solution for him.

BOOMER BEAR:
Boomer sure likes his explosives. All of his gizmos and gadgets are far too
destructive for the outside world, so he's set up refuge in the Lost World,
Krematoa, so he can be free to test his experiments and bombs without any
risk to anybody but himself. Bring him 15 Kremcoins, and he will blast away
one of the boulders in Krematoa, allowing you to access a new stage. Keep
bringing him Kremcoins to open up new stages, and once you collect all the
cogs from completing those stages, prepare for something especially dynamic.

**********************************************************************
F) ANIMAL BUDDIES
**********************************************************************

ELLIE THE ELEPHANT:
At a first glance, Ellie may look like the DKC3 equivalent of Rambi, but in
reality, they are radically different. Ellie can pounce on most enemies and
defeat them, but she cannot ram them over. Her signature tactic comes from
spraying water at enemies. She can only spray water from retrieving it from
a source, however. This is done by standing either on a ledge overlooking a
river or in front of a waterfall and holding R until the water meter in the
lower-left corner of the screen fills up. This marks the number of shots you
have until you have to replenish your water upply. Ellie can shoot water by
pressing R, which can also be done in the middle of a jump. Most Kremlings
(Save Red Buzzes and the like) will be defeated with simply one spray of
water. If not near water, Ellie can use this tactic as a vacuum to suck Bar-
rels from out of treacherous areas, like from underneath low-lying Buzzes.
Ellie's other signature tactic is picking up barrels with her trunk. Pick up
a Barrel by pressing A while standing in front of one. Ellie will then pick
up the Barrel, and automatically carry it around until you want to use it as
a weapon. Press B again to hurl it straight ahead. One thing you should know
about controlling Ellie is that she's absolutely terrified by Sneeks, and if
she spies one in the light (meaning she won't be affected in the darkness),
she will immediately run charging the other way.

SQUITTER THE SPIDER:
For the most part, Squitter remains unchanged from Donkey Kong Country 2.
The only real difference is that he can now use his web platforms to bridge
enemy barrels across. For those unfamiliar with Squitter's control scheme,
it is arguably the most confusing set-up of all. Squitter can jump, but he
cannot hurt enemies with a pounce. Do that and you'll take the hit, instead.
In order to defeat enemies, you must fire webs by pressing B. The altitude
these webs are shot at can be altered by holding up or down on the D-Pad
while pressing B. Squitter can also launch webs that form into platforms,
which are incredibly useful for either crossing over hazards or reaching
higher places. Press R to launch a platform web. Press R again where you
want the platform to form to make it stop. You can then jump on the web, but
note that each of these webs are only temporary, so you will want to move
relatively quickly. Both kinds webs can also be shot in mid-air, as well.

ENGUARDE THE SWORDFISH:
Enguarde remains 100% unchanged from the last time you saw him. He iss pretty
much your best (and only, for that matter) friend underwtaer. His sword-like
bill can pierce through any underwater enemies at high speeds, with the ex-
ception of enclosed Lurchins. By holding onto B, you can also charge him up
for a super charge, which will propel Enguarde forward at an insane speed
until you come in contact with a wall (you can change altitude while in this
charge). Note that you will lose Enguarde if he is hit anywhere not around
the bill the bill, hit by some sort of projectile, or rams into a Lurchin's
spiny shell exterior.

SQUAWKS THE PARROT:
There are two different versions of Squawks in this game: Green and purple.
The Green Squawks is pretty much the same as he was in DKC2. He can fly Dixie
and Kiddy around the stage by repeatedly pressing A to gain altitude. He can
also spit coconuts by pressing B. These conconuts can defeat any enemy they
come in contact with. When descending with Squawks, hold up on the D-Pad to
decrease the speed of your drop. The Purple Squawks is an alternate breed
that appears in only a select few stages. It flies exactly the same as the
green Squawks. The difference, however, is that it lacks the ability to spit
coconuts. Instead, it must attack by lifting Barrels with its talons and
dropping them on top of enemies. To pick up a Barrel, carefully land over-
head the barrel and press B. While carrying a Barrel, you can still fly, and
the barrel will stay in Squawks's talons. When you're ready to release the
barrel, press B again, but make sure you are facing the correct direction
while doing so. Note that you do not have to release a barrel to defeat an
enemy. It will instantaneously bust if it makes contact with an enemy when
carried, but can be a useful tactic in certain cases.

PARRY THE PARALLEL BIRD:
Parry is different from the other animal buddies in that he doesn't actually
give you a ride. Instead, he will fly directly over you, staying parallel to
your every jump and movement. Parry has no way of attacking enemies, and if
he gets hit just once, he is gone for good. So what in the hell is he good
for, you ask? Well, basically, your goal is to keep Parry alive until you
reach the No Animal Sign. If you do so, the reward will generally be fairly
substantial. Often times on more difficult treks, Parry will turn into a
Bonus Barrel which can only be accessed once. On easier treks, he may simply
become an Extra Life Balloon. Keeping Parry alive can be a tricky task, see-
as how certain enemies are intentionally positioned for the sole purpose of
taking him out. You will want to make leaps to make Parry leap over certain
hazards.

**********************************************************************
G) KREMLING INDEX
**********************************************************************

ARICH:
Arich is the big, bad arachnid overseer of the Kremwood Forest. He has also
stolen one of Funky's patches, and to retrieve it from him, it is gonna take
a few barrels on the chin. Watch out for his toxic spit wads that bounce off
the sides of his tree. More info is included in his boss stage strategy un-
der Arich's Ambush.

BARBOS:
The mother of all Lurchins, Barbos is the area guardian of Pacifica, instead
of her original hideout in Razor Ridge. She has an army of baby Lurchins at
her side as well, providing a few extra thorns. You can only face her as En-
guarde, so make sure your Enguarde skills have been mastered before taking
on this underwater titan. Defeating Barbos will open up the passageway to
Kaos Kore. More info is available in her boss stage strategy under Barbos's
Barrier.

BARON K. ROOLENSTEIN:
K. Rool is back, and this time, not as a loony pirate with an oversized toy
cannon. He has entered the world of science and technology, springing forth
with his mechanized creation - Kaos - to spread terror and disorder across
the Northern Kremisphere and command a new robotic army of Kremling legions.
Worse yet, he's using the original DKC main cast as his power source! More
info is included in his boss stage strategy under Kastle Kaos and Knautilus.

BAZZA:
Bazzas will emerge from designated holes in the coral, swimming rapidly in a
straight beeline towards an adjacent hole on the other side. Bazzas often
have some sort of pattern to how they emerge. Some swim out in groups of two
or three, while others may simply continuously pour out. Wait for the right
time to navigate through. If you have Enguarde, however, you can take them
out with a single pierce.

BAZUKA:
Bazuka is a trigger-happy red Kremling armed with an endless supply of Bar-
rels ready to be fired out of his cannon. Types of Barrels fired will vary,
and as long as they are not TNT Barrels, you can use them to your advantage
by bouncing across sets of them (He's like the DKC3 equivalent of Kannon).
If he is firing Steel Kegs, you can even use those to knock out Koin! In
certain stages, you can also hit Switch Barrels to alter the types of Bar-
rels that Bazuka fires.

BELCHA:
The area boss of Lake Orangatanga. He'll spit an endless supply of Barrels
out of his mouth while attempting to shove you over the left ledge. Knik-
Knacks will break out of the Barrels, which can be used to propel Belcha
backwards into the pit behind. Toss one in his mouth, and he will let out a
huge belch, hence his name. More info is included in his boss stage strat-
egy under Belcha's Barn.

BLEAK:
The area boss of K3, Bleak is unlike your ordinary boss in the sense that
the battle does not take place on a single 2-D layer. He will appear in the
background, hurling snowballs at you in the foreground. Your objective is to
hurl your own snowballs back at Bleak in the background when his weakness is
exposed. More info is included in his boss stage strategy under Bleak's
House.

BOOTY BIRD:
Booty Bird can be more of a friend than a foe. It generally does not stray
from a stationary airborne position, meaning it is not likely to pose a big
threat. However, the incentive for defeating Booty Bird (by normal attack
methods and barrels) is that an item is generally hidden behind, whether it
be a Banana Bunch, an Extra Life Balloon, or even a Steel Keg needed to take
out Koin.

BOUNTY BASS:
The underwater equivalent of Booty Bird. Bounty Bass are bright red fish
that are not very agile, and often hide loot behind them. Defeat them, and
they will burst revealing the prize behind. Note that you'll have to be rid-
ing on Enguarde to swipe their booty, however.

BRISTLES:
Practically a clone of Spiny from DKC2, Bristles are bushy porcupines that
can only be defeated by a spin or a roll. Jumps will only create a nasty
prick in your monkeys' feet. Bristles actually comes in two different vari-
eties - walking and rolling. Walking Bristles can be defeated by the methods
explained above, but the rolling Bristles can roll down ledges and cannot be
defeated with your own rolling attack. Either use a Barrel or simply avoid.

BUZZ:
Buzzes will, without a doubt, be the bane of the entire adventure. They are
basically the equivalent of Zingers, though mechanical, but this game has
such an immense surplus of them. Often found in packs, Buzzes will either
fly back and forth, rotate an area in a circular pattern, or simply remain
still as an airborne obstacle. Naturally, Buzzes cannot be stomped on or
rolled into without hurting yourself instead. Green Buzzes can be knocked
out by tossing any kind of Barrel, including Steel Kegs. Red Buzzes, on the
other hand, cannot be knocked out by anything other than TNT Barrels or fuel
from a Rocket.

GLEAMIN' BREAM:
Gleamin' Bream is a red Bounty Bass that only appear in the Floodlit Fish
stage. If stabbed by Enguarde, a Gleamin' Bream will illuminate the entire
area around you for a short period of time. Repeatedly jabbing these creat-
ures throughout the stage will help you navigate dark treacherous waters by
enabling you to see where the hell you are going (though if you are playing
on an SP, you may be able to manage without).

KAOS:
Kaos is Baron K. Roolenstein's greatest creation, which he is using to rule
the Kremling population of the Northern Kremisphere. Donkey and Diddy are
being used as the main power source, complicating matters. You will battle
Kaos two different times over the course of your adventure. More info is
included in his boss stage strategy under Kaos Karnage and Kastle Kaos.

KARBINE:
Karbines are homocidal owls that run the factories in Mekanos. Although you
cannot actually be harmed by Karbine himself, each Karbine carries a cannon
in their talons, which drops a giant fireball to the ground at specific set
intervals. Generally, each set of Karbines has some fixed pattern to when
they fire. Often times you will have to weave through a series of Karbines
which all fire at different times, so timing is they key to passing these
airborne nuisances. Karbines cannot be defeated, either. A helpful bit of
knowledge to keep in mind is that once fireballs hit the ground, they will
bounce into the foreground, and you can no longer be harmed by them.

KLASP:
Klasps are kamikaze Knockas that like to hang out on ropes. If you hit one,
it will detonate on contact, wiping out itself and one of your partners.
There are three different breeds of Klasps you will encounter. The first
simply moves back and forth quickly on a rope, and can be avoided easily by
timed leaps. The other kind is much trickier. It will stay stationary on a
rope, moving parallel vertically to you wherever you climb. The trick is to
out-run these creeps. Klasps cannot move across rope as quickly as you can,
so jump up or down ahead of it, then immediately jump again to the next safe
rope. (Often there will also be a consecutive series of these kinds of ropes
you must pass). The third breed is exclusive to the GBA version, only found
in the Stormy Seas stage. It acts similarly to Kobble, only if it hits you,
it will explode (like Kaboom in DKC2). Stomp on them, and they can be used
as regular TNT Barrels.

KNOCKA:
The equivalent of Klobber. Knockas are Kremlings disguised as Barrels that
will attempt to ram you whenever you draw close. Knocka Barrels are easily
recognizable, as they are painted green with dumb faces on them. To defeat a
Knocka, simply bounce on its head when it begins running. This will tempora-
rily stun it, enabling you to use Knocka's Barrel just like any other Stan-
dard Barrel.

KOBBLE:
Basically Kritters with a fancy new name. Kobbles are not very intimidating
in the least bit. Generally, they'll simply mindlessly patrol a select area,
setting themselves up for an easy pummeling. Pretty much all attacks will
work. Just do not get careless or anything, which is actually more likely to
happen than one may expect.

KNIK-KNAK:
Like Booty Birds, Knik-Knaks can be more helpful then harmful. These large
red ladybugs generally do not move from their stationary airborne position,
making them simple to defeat. Oftentimes, you will be required to use Knik-
Knaks as stepping-stones across chasms or enemies. Note that you will only
get one chance to cross, however, because they don't revitalize. The yellow
breed that appears in Belcha's Barn and a few other stages cannot fly, but
can be picked up and tossed as weaponry.

KOCO:
Kocos are clown fish that pose as relatively docile underwtaer enemies, at
least when compared with Nibblas and Lurchins. Most of the time, they will
simply swim back and forth at a fairly steady rate, making them relatively
simple to evade and swim past. Kocos come in two different varieties - Green
and Red. The color does not make a difference, however.

KOIN:
One Koin is hidden in each stage, holding an elusive DK Coin in their alloy
shield. Regular attack methods prove ineffective against Koin's brass armor,
and even TNT Barrels will not cause the slightest of damage. The only way to
claim Koin's booty is to hit him from behind with a Steel Keg. This may be
tricky, considering how Koin will face whichever direction you happen to be.
The simplest method is tossing the Keg over Koin's head and watching it ric-
ochet off a wall behind him, but some cases may require you to be a bit more
"creative". Steel Kegs will generally form and reform nearby Koin, but there
are some exceptions where you will only have one chance.

KOINDOZER:
Koin's pink cousin only appears in the Koindozer Klamber stage in Kaos Kore,
but unlike Koin, Koindozer does not simply stand around blocking your attacks
with a garbage can lid. Rather, Koindozers are very mobile, constantly trying
to ram you off ledges. Since Koindozers cannot actually be defeated, the saf-
est method of bypassing them is to land on top of their shields, since they
will face you in a similar manner to Koin. If you get caught in a Koindozer's
charge, do not fight it, but rather jump the opposite direction and backover.

KOPTER:
Kopters are airborne Kremlings that propel themselves by rotating helicopter
blades. Needless to say, these blades are harmful, and their sturdy armor
makes them completely invulnerable to any form of attacks whatsoever. None-
theless, the best strategy in evading a Kopter is to watch for patterns.
Generally, Kopters will move vertically or horzontally from one side to the
other. Wait until they pass by then enter their trajectory path, getting out
as quickly as possible. Note that Kopters' helmets are not harmful, meaning
you can bounce on top of them as they ascend to reach higher ground. Also,
the Kopters in Kong-Fused Cliifs are far less predictable as they come into
view, so stay as close to the bottom of the screen as you can in that stage.

KRIMP:
A close relative of KlapTrap and Klampon. Most Krimps are slow-moving purple
alligators who want nothing more than to take a bite out of your Kong. They
can be easily-defeated with a simply stomp on the head. Note that you cannot
roll into them, however. Krimp's giant teeth will take a snap at you if you
attempt to do so. Later in the game, Krimps will move much faster, often
speeding up as they approach you.

KROCTOPUS:
Like Kerozene in DKC2 GBA, Kroctopus is a boss exclusive to this version of
DKC3, replacing Barbos in Razor Ridge. He will extend his tentacles towards
you as you leap around the arena. Tricking him into clutching conveniantly-
placed bombs will fry this squid...err, Kroctopus. More info is included in
his boss stage strategy under Kroctopus Krush.

KRUMPLE:
Kruncha clone. Krumple is a big, bad, muscle-bound blue Kremling that can
only be defeated by Kiddy. If Dixie attempts to bop or roll into Krumple, he
will only get angrier and charge at you even faster than before. If you do
not have Kiddy at your immediate disposal, either use a Barrel or simply hop
over him.

KUCHUKA:
Knocka's purple cousin will stay stationary, hurling bombs at you from a
distance. The number of bombs tossed in a set various between each Kuchuka,
and have about a one-second interval between sets. These bombs will land in
the same spot every time, so predict their field and move when safe. Note
that Kuchuka cannot be defeated, but some good duck-and-cover methods should
help you avoid this clown easily.

KUFF N' KLOUT:
The Kuff N' Klout twins are a duo of muscle-bound Kremlings that inhabit the
treacherous secrets of Krematoa. They generally have one of two attack pat-
terns. The first is a simple charge, where they will both consecutively dash
in one direction or another at a speedy rate. Rapid reflexes should help you
leap over these fellows with ease. The second attack is the alternating jump
sequence, which is much trickier to dodge. They'll take turns leaping, but
they will both land in the same location. Wait for the first to jump, then
run underneath, waiting for the second to leap over you. Be aware that some-
times leaping Kuff N' Klout will use a charge attack when they reach an op-
posing side.

LEMGUIN:
Evil penguins that inhabit the frozen tundra of K3's Lemguin Lunge stage. A
seemingly-unlimited amount of Lemguins will continuously spew out of holes
in the ground, sliding along the ice until the reach another hole which they
will dive into. Each set of Lemguins travel at the same speed but the speeds
will vary from set to set. Lemguins can be defeated with a simple bop on the
head, and bouncing across a series of Lemguins at a time can prove to be
useful as long as you do not make contact with their sharp beaks. Note that
rolling attacks will not work, however.

LURCHIN:
Lurchins are perhaps your greatest threat underwater. These spiny-shelled
creatures will open and close their shell, revealing and hiding their soft
and vulnerable interiors. When playing is Enguarde, note that you can only
attack a Lurchin when the shell is opened, and even then, you must stab the
exact center in order to avoid damage. Also, if Nibbla eats a Lurchin in the
Fish Food Frenzy stage, he'll grow angry. Yellow recolors appear in the Rip-
curl Reef stage, though there are no significant differences between those
and the normal variety.

MINKEY:
Minkeys only appear in the Barrel Shield Bust-Up and Sunken Spruce stages,
and they will consistantly pelt you with acorns while hanging from the sides
of tree trunk interiors. The majority of the time, Barrel Shields will be in
place to shield you from these apes, but in cases where they are missing, it
is all a matter of timing your progression up the rope, waiting until right
after each toss. Minkeys cannot be defeated in any way, so you will simply
have to make due.

NIBBLA:
Similar to Lockjaw, Nibbla is an aquatic nightmare. In surface stages that
contain water, Nibbla will patrol the waters below, following you wherever
you go, whether it be above or below the surface. It would be in your best
interest to stay out of Nibbla's water by all means necessary. If you come
into any sort of close contact with the water, Nibbla will speed towards
you and snap with his giant piranha jaws. In the Fish Food Frenzy stage,
however, Nibbla will pose as your friend...unless you refuse to appease his
ferocious appetite!

NID:
Despite being listed in the Kremling index, Nids aren't necessarily enemies.
They're spiders with wodden boards on their backs, and when you hop on them,
they will bounce. The way each one bounces depends on the color of the Nid.
Yellow Nids will bounce automatically. Red Nids will stay squatted until you
jump on them, then they will bounce until you decide to leap off of them.

RE-KOIL:
Re-Koils use their extra-springy tails to continuously bounce. They have one
of three attack patterns. A) Springing in place. Pounce on their heads when
they reach the ground. B)  Spring back and forth. These are a bit trickier,
but as long as you act cautiously, you should be able to defeat them with
ease. C) Sitting still. These are rare and do not pose much of a threat as
all. They are generally only put on place so you can bounce off of them.

SKIDDA:
Skiddas are purple Kobbles that only appear in snowy stages. Not necessarily
the most clever members of K. Rool's Kremling legion, Skiddas will constant-
ly slide back and forth on the ice, never really paying any attention to
where they are headed, even if it is straight into your Kongs. (Athough they
never skid over ledges, unfortunately.) Skiddas are still fairly docile, on
the other hand, never posing much of a threat.

SNEEK:
Similar to Neeks. Sneeks are fairly non-threatening rats that appear in many
of the early stages of the game. They are not very aggressive, and pretty
much all attacks will work against them. If you're playing as Ellie, though,
you will have to resort to hitting them with Barrels, as she will flee in a
fright if she spots a Sneek in broad daylight.

SQUIRT:
Dwelling behind a waterfall in Cotton Top Cove, nobody can truly confirm what
Squirt actually is. One thing is for certain - he does not want you playing
around his waterfall. Squirt attacks by swallowing gallons of water and spit-
ting it out in a rotating stream, in an attempt to push you off the edge
while in Ellie form. More info is included in his boss stage strategy under
Squirt's Showdown.

SWOOPY:
Swoopy is easily one of the most annoying enemies in the entire game, so it
is quite fortunate that they only appear in simply one stage in the game.
Swoopies come in two different varieties. The first isn't a threat, but more
of a help. They will swoop into the side of a redwood, and get their beaks
stuck in them, enabling you to use them as platform up the side of the tree.
Even if you get hit by this Swoopy, you won't lose a Kong. The other Swoopy,
the kind that attacks in swarms, is the truly evil one. Generally flying in
repeated formation through tree holes, it takes impeccable timing to weave
through these patterns. They can be destroyed with Squawks's eggs or pounce
attacks, but it is generally more trouble than it is worth unless the game
requires you to do so.

**********************************************************************
H) ITEM INDEX
**********************************************************************

ANIMAL BARREL:
Jump inside an Animal Barrel (marked with a specified Animal Buddy symbol),
and your Kongs will tranform into the Animal Buddy displayed on the Barrel.
You will only see one partner at a time, and the other will be marked by a
symbol in the lower-right corner of the screen. Get hit, and you will take
over with the spare. You will retain this form until you reach the No Animal
Sign located somewhere else in the stage.

ANIMAL CRATE:
Jump on a wooden crate that features a sillhouette of an Animal Buddy, and
they will pop out, ready to be ridden (or in Parry's case, paralleled). From
there, simply jump on their back to gain control of them.

ARROW BARREL:
Jump into an Arrow Barrel, and you will instantly be shot straight up in the
air in the direction that the arrow painted on the Barrel is pointing. You
can control your movement in the air, which can be used to boost yourself to
a ledge or another Barrel.

BANANA:
Bananas are everywhere! Trails of Bananas generally will direct you in the
right direction. Collecting 100 Bananas will also grant you an extra life.
Lone Bananas often mark someting suspicious, such as an invisible Barrel.

BANANA BUNCH:
Collecting Banana Bunches count as ten Bananas. Bunches are fairly less com-
mon than regular Bananas, and are often guarded by enemies.

BARREL CANNON:
Barrel Cannons are regular barrels that are suspended in mid-air. Jump into
a Barrel Cannon, and you'll be retained inside the barrel until you're ready
to launch out of it. Press A to do so.

BARREL SHIELD:
Barrel Shields only appear in the Barrel Shield Bust-Up stage. They will al-
ways be attached to ropes to serve as shields from a Minkey's nuts. Some are
stationary, while others move up and down the rope. For the mobile ones, you
will be required to move along with the Barrel Shield.

BEAR COIN:
Bear Coins are hidden throughout all the stages in the game, and can also be
won by participating in certain minigames. These coins can be used for pur-
chasing merchandise or information from the Brothers Bear.

BONUS BARREL:
Two or more Bonus Barrels are craftfully hidden in each stage. When you jump
inside them, you will be taken to a Bonus Stage, where you'll be required to
complete one of four tasks - Reaching the end of an obstacle course, defeat-
ing all the enemies in the room, collecting all the Stars, or collecting 15
Green Bananas, all within a specified time limit. The reward for completing
these tasks is a Bonus Coin.

BONUS COIN:
Bonus Coins are your reward for completing Bonus Stages within a specified
time limit. These coins can be given to Boomer Bear in the Lost World for
blasting pathways to new stages.

BOOST BARREL:
Basically Arrow Barrels that will launch you vertically, generally to simply
propel you above a chasm. Sometimes you'll be required to navigate chains of
these barrels, by shifting in mid-air to the next one.

COG:
When you complete one of the Krematoa stages, you'll receive a Cog from the
flagpole. Give all five Cogs to Boomer Bear for him to unleash his greatest
invention that can emerge objects from the depths of Krematoa.

CONTINUE BARREL:
Continue Barrels pose as save points located about half-way through each
stage. If you lose a life after hitting a Continue Barrel, you will restart
there instead of at the very beginning. These Barrels appear in plain sight
in every stage except Stampede Sprint and Rocket Rush, which lack one, so
you should not have any trouble locating them.

CRATE:
Vertically-standing Crates can be used a projectiles similar to Barrels,
only they will burst on contact rather than roll. They also have a slightly
farther trajectory than Barrels do.

DK BARREL:
If you've lost one of your Kongs in a stage, you can retrieve them by break-
ing open DK Barrels. Each stage generally has 3 or 4 DK Barrels, each set
near the starting point, Continue Barrel, and somewhere in-between. If you
have both Kongs already, a DK Barrel can simply be used as a regular Barrel,
unless it is floating.

DK COIN:
One DK Coin is hidden in each stage, guarded by an armored Kremling named
Koin. The trickiest aspect does not necessarily come from locating Koin, but
figuring out how to defeat him. Individual strategies for each DK Coin are
located in each of the stage strategies.

DROPPING BARREL:
These Barrels steadly flow down waterfalls before bursting when they hit the
ground, and only appear in K3's Barrel Drop Bounce stage. The Barrels can
basically be used as platforms to higher ground. Fast footing and excellent
timing is required to jump from set to set, as they fall relatively quickly.

EXTRA LIFE BALLOON:
Giant balloons shaped like Dixie's head will give you a certain amount of
extra lives depending on their point value. Red Balloons will grant you one,
Green Balloons give you two, and the elusive Blue Baloons will give you a
whopping three extra lives. These balloons are generally well-hidden, some-
times completely invisible until you make contact with them.

FLAGPOLE:
Jump on the flagpolelag at the end of each stage to complete it. Whichever
Kong is in your front position when you complete the stage determines the
color which will go on the flag. (Dixie = Pink and Kiddy = Blue.) The color
doesn't mean much else, but if it REALLY matters to you, it can be changed
by going through the stage again and tagging it with the other Kong.

FUEL DRUM:
Fuel Drums, marked with the word "FUEL", are required to keep your rocket
alive in the Rocket Rush stage. If you run out of fuel, your rocket will
crash-land, so do not pass up on a single drum.

GHOST BARREL:
Ghost Barrels are white Barrels with scary faces painted on them that only
appear in the Creepy Caverns stage. Ghost Barrels will appear and disappear
at set intervals. Your goal is to jump into these Barrels when they flash or
aim in the direction you wish to be fired. Some Ghost Barrels can be evil,
though, and launch you into enemies instead. Time which ones you want to use
or avoid carefully.

GREEN BANANA:
Certain Bonus Areas will require you to collect 15 Green Bananas. Each of
these bananas will appear one at a time in a random location for about four
seconds. After about two seconds, the Banana will begin flashing. It will
vanish shortly thereafter. The key is acting quickly to collect them.

INVINCIBILITY BARREL:
Invincibility Barrels are marked by an exclamation point. Hit one of these
Barrels and your Kongs will become invincible for a short period of time ala
Starman. During this time period, you can knock out enemies simply by touch-
ing them (even Red Buzzes), and any obstacle that would normally damage you
would not. (Bottomless cliffs not included. Fall in those, you still die.)

KONG LETTERS:
Like the previous installments, the letters K-O-N-G are placed throughout
each stage. If you collect all four letters in a particular stage, you'll be
rewarded with a measly extra life. Since I personally find bothering to col-
lect all these letters to gain simply one life in the process of losing 20
to not be worth it, this guide will NOT be covering each KONG Letter loca-
tion and how to obtain them. In addition, most are in plain sight, anyways.
Apologies to those who think differently. Just use someone else's FAQ.

LEVER:
Featured in the Doorstop Dash stage, pulling a lever will result in a tin
door to be temporarily opened up ahead. As the door closes, the lever will
sink back into its original position. In Kastle Kaos, levers will release
Barrels from the ceiling, which are necessary ammo against Baron K. Roolen-
stein.

NO ANIMAL SIGN:
When you reach a No Animal Sign while riding on one of your Animal Buddies,
that animal will vanish and turn into an item. The item you will receive
tends to vary depdning on how difficult it was to guide the animal to that
point. Generally, Parry gives the biggest payoff of all, ranging from Bonus
Barrels to Extra Life Baloons. Others may just give a Bear Coin or a measly
Banana Bunch.

ROCKET:
Only found in the Rocket Rush stage, the Rocket has some unique controls. It
can be controlled left and right as you make your ascent or descent. You can
also fire its igniters by pressing A, which will knock out all enemies near-
by, including Red Buzzes. Pressing B will put on your brakes. Note that the
Rocket needs fuel to survive, so conserve your igniters and brakes as much
as possible and pick up all the Fuel Drums.

ROCKET BARREL:
Exclusive to Rocket Barrel Ride in Cotton Top Cove, Rocket Barrels will lift
you up a certain distance before launching you, then sinking to their orig-
inal position. At their apex, they serve just like ordinary Boost Barrels.

STANDARD BARREL:
Plain, ordinary Barrels with no standout features have nothing special about
them. Quite simply, they can be used as weaponry to chuck at other enemies.

STAR:
Certain Bonus Areas will require you to collect all the Stars in the room.
These small trinkets are easy to spot most of the time, and can be collected
in bundles at a time.

STEEL KEG:
Steel Kegs act similarly to Standard Barrels, though they serve different
purposes. For one, Steel Kegs are the only method of defeating Koin. Second,
Kegs don't instantly smash to pieces when they hit an object. If they hit an
enemy when tossed, they will continue on rolling, knocking out anymore bad-
dies in the way. If they hit a wall, they will roll back at the same speed.
If you want a Keg to roll slowly, toss it upward in the direction you wish
for it to roll. Rolling Kegs can also be jumped on to be used as a ride back
and forth, and while this does not necessarily have any viable point, it IS
fun...

SWITCH BARREL:
In certain stages which feature the enemy Bazuka, you'll find Barrels marked
with the letter 'S'. Hitting these Switch Barrels will change the type of
Barrel fired from Bazuka's cannon, generally to be used to your advantage,
such as Steel Kegs to knock out Koin, or TNT Barrels to obliterate pesky Red
Buzzes.

TRACKER BARREL:
Like a Barrel version of Parry, Tracker Barrels will always travel parallel
beneath you as you move about in the air after being launched. This means
you will not have to worry about landing safely, but they only appear in one
stage in the entire game.

TNT BARREL:
Explosive TNT Barrels are your best friend when it comes to knocking out the
least vulnerable enemies. Kuff n' Klouts and Red Buzzes don't stand a chance
against their dynamic power. Keep in mind, however, that if TNT Barrels are
being shot at you from Bazuka, you won't be able to bounce off of them with-
out them exploding on you.

WARP BARREL:
In each of the stages in the first two worlds, a Warp Barrel is hidden near
the beginning of the stage, which will instantly warp you to the very end of
the stage! Obviously, these Barrels are for novices, and once they find out
that they're without them at World 3, the joke's on them. Specific locations
for each Warp Barrel are located in the Secrets section of this guide.

**********************************************************************
I) MINIGAMES
**********************************************************************

Overview:
Each of your Kong relatives has a special minigame set up for you at differ-
ent points in the game. Funky's games can be played at his rental shop when-
ever you unlock a new vehicle. Cranky and Swanky each have their own stop in
each world, each of which presents a different challenge. The reward for
completing the first these minigames is a Banana Bird. Below are strategies
for each.

******************************
I-1: FUNKY'S RENTALS
Funky's boat minigames take a nod to Rare's classic title, Cobra Triangle.
For each new vehicle you unlock, Funky will have a new course that you can
play. The controls can take a little getting used to. Here is the layout:

D-Pad = Change Direction
A = Brake
B = Accelerate
R = Fire

Below are individual strategies for each of Funky's four challenges. Beating
all of them will earn you a Banana Bird.

DESTROY:
In my opinion, Funky's first mission is actually his most difficult. You are
required to destroy all ten Kremling boat before they cross the finish line
of a river course, which only lasts about 25 seconds. Accelerate the entire
time, mashing 'R' the entire time. Your firing range is limited, however, so
drive close enough for your rounds to make contact. A few hits will destroy
each boat. Watch your own health bar, however. It will rapidly deplete each
time you hit the sides of the river or a Kremling's watercraft. Thus, it is
best to avoid close contact with the enemy boats as much as possible. Trying
to cut off the boats at each of the turns is a good strategy, though chances
are you will be rammed in the process, so only do it on near maximum health.

DISARM:
Probably Funky's easiest mission. Four mines await on the other side of the
short stream. You must carry each of these mines back individually to where
you started to blow them up. Hazards? A solo Kremling ship which will try to
intercept you half-way and repeatedly ram your boat. Both your boats travel
at practically the same speed, so if you have a steady lead, you should be
able to maintain it. Really, your main concern in this mission is to avoid
crashing head-on into the walls on each end, which can be prevented by turn-
ing around in the middle of the pit areas.

PROTECT:
All your Kong relatives, including the Kongs from Donkey Kong 64, are idiot-
ically going for a swim right outside a Kremling stronghold. They have been
spotted by the Kremlings and you have the only boat. Your mission is to pro-
tect the Kongs from being kidnapped by the Kremlings for a full three min-
utes. There are nine Kongs total, and protecting each and every one of them
can become quite a hassle. Fortunately, the mission only requires that at
least one Kong be remaining by the time the clock expires, but it is a good
idea to keep a reasonable amount alive to give yourself some buffer space.
When Kremling boats approach, fire at them multiple times to destroy them.
If they capture one of your Kong friends, you can still rescue them as long
as you destroy the ship within the marked boundaries (If it's outside, they
will drown). The Kong will remain where they were when thrown overboard,
however. If a Kremling boat comes in sight on your screen, destroy it imme-
diately and wait for the next boat to show up. In all honesty, however, the
most difficult part of this mission is retaining your patience for three
consecutive minutes.

RACE:
This is simply a not-so-simple race around a fairly direct course for three
complete laps. You're up against three other Kremling boats who will attempt
various ruthless tactics as bumping you off. Your health is the prime con-
cern here rather than achieving first, however. Achieving the lead is not
necessarily a difficult task. Neither is maintaining it. The challenge comes
in not hitting the walls while traveling at such high speeds. Remain toward
the middle of the river as often as possible, and take turns carefully. If
your energy runs low after only the first lap you may as well simply restart
and try again. Not many more strategies than that, other than that trying to
destroy your opponents is pretty much a waste of effort, so do not try it.

******************************
I-2: CRANKY'S DOJO
Set up in each world, Cranky will charge you one Bear Coin at first, and two
Bear Coins all times after to help him train for "Cranky Kong Country". His
"training" involves blocking flying Bristles using a shield, controlling
Cranky himself! Eah time, you must block a grand total of 30 Bristles, and
getting hit by just one instantly disqualifies you. You can move the shield
all around Cranky. Bristles will fly at you from one of six directions, low,
middle, and high on each side. You can generally determine which angle a
Bristles is coming at you depending on the height that they bounce. Those
that hardly bounce at all are bound to come near your feet, so block low by
using the D-Pad. Your reward for clearing Swanky's Dojo the first time is a
Banana Bird. All further times are just for fun, though you'll get some dec-
ent prizes for scoring well.

******************************
I-3: SWANKY'S DASH
In a similar fashion to Sonic's Emerald stages, Swanky's Dash provides a 3rd
person view of Dixie from behind as she traverses a 3rd-dimensional tunnel.
Your goal in Swanky's Dash is to collect as many stars as possible without
hitting any spiked balls. Each course varies, and not surprisingly, they get
harder as you progress through the game. In all honesty, the best strategy
for each one is simply memorization of the course, and seeing how you have
infinite tries free of charge, and you get a free prize every time, it's not
a complete waste of memory space. There are some helpful tips you should
keep in mind, however. The first is obvious, and that is to avoid the spiked
balls by all means possible. Hitting one will cause you to lose every single
star you have collected up to that point. A helpful dodging tactic is to hop
over them by pressing Up on the D-Pad. Note that you can also brake by pres-
sing Down, although it is not necessarily very effective when it comes to
dodging the balls, but rather giving yourself enough time to shift to anot-
her row of stars. Once you collect more than 90 stars the first time, you'll
receive a Banana Bird. For all times after that, you will simply compete for
high scores.

**********************************************************************
J) LAKE ORANGATANGA
**********************************************************************

Overview:
Lake Orangatanga is a somewhat-peaceful lake region in the southeastern part
of the Northern Kremisphere. Feel free to frolic around the docks as you
learn some of the game's basics, and maybe stop by some of the old mills for
a historical tour. And if you're feeling lonely, make sure to swing by Bach-
lor Bear's pad for some love pity, or simply to make you feel better about
your own self. Or simply belch in disgust at his laughable and pathetic des-
peration. Speaking of which, the Northern Kremisphere's belching champion
may have a few bones to pick with you...

******************************
J-1: LAKESIDE LIMBO
Type: Boardwalk
Difficulty: */10
Kremlings: Booty Bird, Kobble, Sneek
Animal Buddies: Ellie
---
As you might have expected, the first stage of the game is basically a cake-
walk. In addition to introducing you to some of the basic fundamentals of
the game, Lakeside Limbo also a haven for extra lives and Bear Coins. If you
desperately need items later in your adventure, trek back here for some easy
loot. I mean, are you seriously using a walkthrough for this stage because
you are stuck? Of course not! (And if you are, seek out your receipt for the
game and march back into your gaming retailer immediately, returning your
copy and claiming that you fail at video games and life itself.)

******************************
When you begin the stage, switch to Kiddy. Use your Team Toss to toss Dixie
onto the roof's overhead. You'll find one Red Balloon on each of these roof-
tops. Hop down. Defeat the Sneeks and grab the letter K if you wish. Grab
the Barrel and use it to knock out the other Sneeks. Defeat the Kobble past
the first DK Barrel, then switch back to Dixie. Toss Kiddy onto the crack in
the boardwalk, then fall through to enter the game's first Bonus Area.

BONUS AREA 1: COLLECT 50 STARS
This first Bonus Area is incredibly simple, even for newcomers. Each of the
Stars are all in one area, and can all be picked up with just a few jumps.
Get the ones on the rope first, however. (To drop from the rope, hold Down +
A.) When all the stars are collected the Bonus Coin will appear on the right
ledge. If you fail, however, it is a good sign that you should probably just
give up now and return the game.

DK COIN:
When you emerge from the Bonus Barrel, head right and drop below the rope,
where you'll find Koin. A replenishing Steel Keg will appear to the right of
him. Grab it, and throw it over Koin's head so that it bounces off the wall
behind him and smacks him in the back. Good job. You've just collected your
first DK Coin. Only 64 more to go. Woot.

Continue to your right and use the horizontal rope to pass over the two Kob-
bles. Take out the Sneeks under the hut, and have Kiddy toss Dixie onto the
roof once again. Atop this roof, you will find two Bear Coins in addition to
another Red Balloon. Drop down, and tag the Continue Barrel in case you are
pathetic enough to die here. Jump into the water and claim the Banana Bunch,
while briefly getting accustomed to swimming controls. Jump onto the next
boardwalk. Dive down into the water beneath the letter N, and swim to your
right, beneath the docks. Eventually you will swim near a Bonus Barrel, but
do not jump into it just yet. Swim between the pylons beyond it and you will
find an invisible Green Balloon if you leap into the air, in addition to two
Bear Coins at the bottom. Now return to the Bonus Barrel.

BONUS AREA 2: GRAB 15 BANANAS
This Bonus Area consists of simply a horizontal rope. Green Bananas will ap-
pear one at a time in random locations, on the ground or below the rope. You
will have 30 seconds to collect the Bananas, which is reasonable enough. The
Bonus Coin will appear in the bottom-right corner of the room.

When you exit the Bonus Area, you will land atop a Kobble back on the board-
walk. Continue to your right, and you'll find the game's first Animal Crate.
Break it open to release Ellie the Elephant! Hop on Ellie, and move on. You
will come across a Booty Bird, with a Barrel underneath. Pick up the Barrel
by pressing A and smack Booty Bird with it to uncover the letter G. Grab the
next Barrel to knock out the next few enemies in your way. Eventually, you
will come across the No Ellie Sign. Pass it while riding on Ellie, and she
will turn into a Bear Coin.

Once you regain control of your Kongs, head back a bit to the ledge to the
left of the No Animal Sign. Have Kiddy leap and hurl Dixie up/left, and you
should find a Blue Balloon, worth three lives! Now, simply continue toward
the end of the stage where the flag is. And if you aren't in a hurry, throw
Dixie atop the roof past the flag for another Bear Coin and a Banana Bunch.

******************************
J-2: DOORSTOP DASH
Type: Mill
Difficulty: **/10
Kremlings: Buzz, Knik-Knak, Sneek
Animal Buddies: None
---
Doorstop Dash introduces some elements that you actually will not encounter
anywhere else in the entire game. You must pull doorstop levers throughout
this stage to temporarily open tin doors, and dash through them before they
close completely. You will also be introduced to the Buzzes, robotic bees
(similar to Zingers) that are the bane of this entire game . You will become
great friends in no time!

******************************
Progress to your right until you stumble upon the letter K. Above it lies a
doorstop lever. These levers are the keys to opening doors in this stage.
Simply grab onto the lever, and the tin door to your right will open for a
brief amount of time, steadily closing its shutters. Let go of the lever and
race through the doorway. You'll see a DK Barrel and another lever. Pull the
lever, and take out the set of Sneeks in front of you. After passing through
the next doorway, throw your other Kong toward the ceiling for a Bear Coin.
Continue, and you will find a third doorstop. Pull it, and wait for the lift
to arrive so you can hitch yourself a ride to the next floor. Race to your
left before the door closes. If you jump for the letter O, be careful not to
land on top of the hatch beneath you, as doing so will send you back to the
floor below.

For the fourth lever, you should know the routine by now. This is your first
encounter with a new and persistant hazard, however - Buzz. Four Buzzes will
move up and dow ahead of you. After pulling the lever, wait for the first
Buzz to move upward before making a sprint for the door. Once you've passed
through, you will encounter a rope leading upward. For now, pass it and con-
tinue to your left. Using Dixie as your lead Kong, toss Kiddy up to the lev-
er above you. He will grab ahold enabling you to proceed through the doorway
using Dixie's Helicopter Spin. Collect the Red Balloon, then proceed to your
left into the Bonus Barrel.

BONUS AREA 1: COLLECT 60 STARS
This entire room is basically filled with Stars, making them easily access-
ible. Collect all the Stars on the right side of the room first. Once that's
done, pull the doorstop lever to open up the doorway to the other side. Col-
lect all the stars here. If you did not miss any, then the Bonus Coin should
appear back on the right side. Pull the doorstop lever to return and collect
your prize.

When you emerge from the Bonus Area, climb up the rope you bypassed earlier.
This next doorstop run is similar to the previous one, only you now have an
additional wave of Buzzes to contend with. After passing by the first wave,
pause briefly for an opening in the second wave. Beyond the door, defear the
Sneek, and pull the lever signaled by a Banana Bunch. Wait for the liftshaft
again, and ride it upward. Progress through the next door to your left, and
you'll come across a Barrel Cannon. This Barrel will rotate once you jump in
it, and your goal is to launch straight upward to the next lever by pressing
A at the right time. Once you make it, hop down to your left and pass right
through the next door.

Beyond the doorway, you'll find the Continue Barrel. Continue left and climb
the rope at the other side. Make sure to avoid the lone Buzz, though. At the
top of the rope, you will find a trail of bananas leading left. Ignore them
for the meantime, and instead head to the right. You will find another lever
with a Buzz passing underneath it. Wait for it to move out of the way, then
pull the lever. Continue through the door to your right, and you'll find the
second Bonus Barrel.

BONUS AREA 2: FIND THE COIN
To make things easier on yourself, enter this Bonus Area using Dixie. This
is the first Bonus Area that throws enemies at you, and if you get hit by
one, the game will disqualify you by playing a solemn tune. The goal here is
to jump from lever to lever in order to cross the gap to the other side. Un-
fortunately, Green Buzzes will fly back and forth beneath the levers, mean-
ing you will have to time each of your jumps accordingly. Dixie's Helicopter
Spin can make things a whole lot easier, by enabling you to glide over seve-
ral levers at a time. The Bonus Coin will automatically appear near the exit
when you cross.

Go to your left after you exit the Bonus Barrel. Defeat the Sneek atop the
flour stack, and nab the Bear Coin near the ceiling. Pull the lever and race
to your left, where you will find another rope. Climb it quickly, but do not
do it so quickly that you get hit by the swaying Buzz. At the top, jump to
your right and dash through the doorway. After passing the letter N and bop-
ping another Sneek you will come across two more Barrel Cannons. Do the same
thing here that you did for the previous Barrel one. (Instead of shooting
back down, you can simply hop down the shaft to your right.)

The next doorstop isn't any trickier than any previous ones. Pull the lever,
climb up the rope while avoiding the Buzz, and pass through the doorway. The
final one in the stage (and game for that matter) is slightly trickier. Buzz
will move back and forth beneath the lever. Wait for it to pass to one side
or the other, then pull it, leaping back off as soon as possible. Jump and
dash through the doorway, and you will come across a freefall that leads all
the way to the exit. Do not be in such a hurry. Using Dixie, glide down the
shaft using the Helicopter Spin collecting each banana, but stay towards the
left wall. You should land on a ledge on the left. Proceed left to locate
Koin.

DK COIN:
Okay, I lied. There is one last doorstop for you to pull. Koin is blocking a
corridor, but there is a blocked tin doorway overhead. Pull the gray lever
to Koin's right, and by using Dixie, grab the Steel Keg and throw it through
the doorway. The Keg should ricochet off the back wall and knock out Koin.
Proudly take your treasure. Now go back out to your right and glide down to
land on a wooden platform. Gently descend so you do not pass up on a Green
Balloon on your right side. Pull the flag, and you are through.

******************************
J-3: TIDAL TROUBLE
Type: Boardwalk
Difficulty: **/10
Kremlings: Booty Bird, Buzz, Koco, Knik-Knak, Knocka, Kobble, Lurchin
Animal Buddies: Enguarde
---
This stage should ease you into the swimming aspects of the game while si-
multaneously throwing an opposing current at you. You'll also get your first
chance to play as Enguarde, who can penetrate the current with ease. This is
also a great stage to test out Kiddy's Water Skip, which is a necessity if
you want to rake in the bonuses.

******************************
DK COIN:
As soon as you begin the stage, you will find Koin to the right of you. The
Steel Keg is located above the hut from where you started. Have Kiddy hurl
Dixie up top, grab the Keg, and hop back down. Toss the Keg over Koin so it
bounces off the dock behind him. Easy DK Coin.

Leap to the upper dock and take out Kobble. Jump into the water and get used
to swimming against an opposing current which you will be required to do for
several points in this stage. Leap out of the water onto the lone dock, and
jump over the Buzz before taking your next dip. Meet Koco a seeimingly-harm-
less and docile underwater clownfish baddie. Follow the banana trail leading
underneath him. Leap over the pylons and make your way toward the next dock.

Say hello to Kobble, a Kremling disguised as a Green Barrel that will try to
bump you around. Bop his head, and he will retreat, enabling you to use his
Barrel as weaponry. Use it to exterminate the next Knocka on the other side.
When you jump back into the water, head left, underneath the dock you were
just on. You will find an Enguarde Animal Barrel. By using Enguarde, you can
easily penetrate the current and take out any Kocos in your way. Keep pierc-
ing to your right, and you will find the Bonus Barrel.

BONUS AREA 1: COLLECT 30 STARS
You are required to collect these Stars using Enguarde and the only big haz-
ard is a pesky Lurchin in the middle. You can risk taking him out if you de-
sire, but it is probably easier and safer simply to work your way around him
(You do not need to deal with them for another few worlds). The Bonus Coin
will appear on the right side when you're finished.

When you emerge from the Bonus Barrel you'll find the No Enguarde Sign. Pass
it, and Enguarde will turn into a Banana Bunch, and you'll regain control of
Dixie and Kiddy. If you wish, leap back onto the docks and practice Kiddy's
Water Skip briefly. You'll need it soon. Continue swimming, leaping over the
Kocos and pylons. There is a Bear Coin nestles above a Buzz, but it is up to
you whether or not you want to risk it. Avoid the Buzz when jumping over the
next pylon, and for the one after that, wait until the horizontally-moving
Buzz moves away to the right before leaping over (There's also an invisible
Bear Coin in the air here).

Then you will come across a Red Koco, who unlike his green cousin, will swim
back and forth repeatedly. He's easy to avoid, however. Swim around the next
Buzz and Kocos. Yo wi'll come across two Knik-Knaks hovering in the air. Use
the Knik-Knaks as stepping-stones to bounce to the high dock above (You only
get one chance at this). Pounce the Knocka up there, and use him to take out
the Booty Bird. This next part is extremely tricky. There is a Bonus Barrel
on the other side suspended on another high dock, and using Dixie's Helicop-
ter Spin from the dock you're on won't be effective enough. The orthodox way
is by using Kiddy's Water Skip to get across (See Controls section). Another
method is to spin off the ledge using Dixie and immediately jumping forward
in mid-air, followed by an immediate Helicopter Spin. If you have made it,
jump in.

BONUS AREA 2: BASH THE BADDIES
This Bonus Area requires you to bounce across a set of Knik-Knaks hovering
over a rope. If you're really insecure, you can take the time to bop each of
them individually, but it's much more practical to simply bounce from one to
another until you cross to the other side, where the Bonus Coin will appear.

When you re-enter the main stage, continue your swimming struggle. Leap out
of the water over the two Kocos, then time another leap between the Buzz and
the pylon. This next part is slightly trickier, which features a Red Koco
swimming back and forth beneath a Green Koco, which itself is sitting under-
neath a Buzz. Wait for the Red Koco to move underneath the beginning of the
Banana trail, then quickly follow it. Swim underneath the next Koco and Buzz
and leap onto the final pylon. Avoid the last Koco when leaping toward the
dock on the other side. Watch out for the last Knocka, and if you are not in
a hurry to finish the stage, toss Kiddy onto the crack in front of the flag
for a Red Balloon.

******************************
J-4: SKIDDA'S ROW
Type: Snow
Difficulty: **/10
Kremlings: Buzz, Knik-Knak, Krimp, Skidda
Animal Buddies: None
---
First things first, the new snow stage music is perhaps the most awful thing
I've heard in my entire life, and I listened to all 3 2004 election debates.
Although the area may seem unfavorable for snow, there is a small mountain
in the area with some fairly wintry conditions. Watch your footing here, as
the iced pathways can make it rather difficult to navigate without slipping
into the abyss below. And definitely do not let Skidda's loose footing knock
you off.

******************************
Once you begin the stage, mess around for a bit so you get used to running
on slippery ground. Continue to the right, following the trail of Bananas.
You'll find a cabin with a Skidda sliding around on its roof. Kill it if you
want, or simply follow the bananas underneath the cabin. You will find a DK
Barrel atop the next cabin. Use it to kill the Krimp. Keep progressing fur-
ther into the stage, defeating all the Skiddas you come across. When you get
to the crevice, leap over it with care. Do not slide off when leaping or
landing. On the other side, defeat another Krimp and Skidda. At the top of
the slope, you'll find a Bonus Barrel to your right. Use Dixie's Helicopter
Spin to reach it.

BONUS AREA 1: BASH THE BADDIES
This Bonus Area requires you to defeat all four Skiddas in ten seconds. They
are not very aggressive but the slippery surface could send you sliding into
them. It is easiest to bop them by leaping from the highest point. The Bonus
Coin should appear at the end when they are all defeated.

You'll emerge from the Bonus Area near the letter O. Defeat the Skidda atop
the next hill. Keep moving until you reach the Continue Barrel. Past it, you
will find another cabin. You cannot go underneath it, so jump on the roof
and defeat the Skidda, collecting the DK Barrel if you need to. You'll find
Koin in the next pit.

DK COIN:
Defeating Koin here is simple. Grab the Steel Keg, and toss it from right
where you picked it up against the ice wall behind Koin. It should knock him
out. Four down.

Travel down the next slope, careful of the crevice that lies at the bottom.
Leap to the next ledge where the letter N lies. Leap over the next pit, de-
feating another Skidda on the other side. You will find one more Skidda on
the ledge above you. Wait until he slides to the right before jumping up and
bopping him. On the next cabin, you'll find two Skiddas who are sliding back
and forth on its roof. The next Bonus Barrel lies above, so defeat the Krem-
lings with careful jumps. Hop into the Bonus Barrel.

BONUS AREA 2: FIND THE COIN
This Bonus Area requires you to reach the end of the obstacle course in 15
seconds. Pounce on the first Knik-Knak to reach the next ledge which holds a
Skidda, being extra-careful of your footing. Do the same for the next ledge.
Hop over the next two crevices to find the Bonus Coin underneath a Knik-Knak
(whom you may want to take out anyways just to be safe).

Back in the main stage, jump on the Knik-Knak hovering above the slope. You
will receive an invisible Red Balloon. Use the Standard Barrel found next to
the next cabin to take out one of the Skiddas, then defeat the remaining one
by standard methods. After clearing the cabin you will find two more Skiddas
sliding on each side of a hill. It is easiest to simply roll into this duo.
Make a careful jump over the next crevice to where the letter G lies so you
take out the Krimp on your landing. Leap over one final crevice and you will
find the goal at the top of the hill.

******************************
J-5: MURKY MILL
Type: Mill
Difficulty: ***/10
Kremlings: Buzz, Re-Koil, Sneek
Animal Buddies: Ellie
---
Murky Mill will force you to play as Ellie through 98% of the stage, which
should give you some good experience controlling her and using her trunk to
lift objects. There's also a serious rodent problem in the mill, and the en-
tire place is almost pitch-black except for a few dangling lights from the
ceiling.

******************************
Hop on the wooden lift to your right, trying to follow the vertical trail of
Bananas as you ascend. When you stop at the top, head right, where you will
find an Ellie Barrel in the doorway. Once you become Ellie, move forward,
taking out the Sneeks in the dark by bopping them. Continue past the letter
K, jumping and knocking out Sneeks and Re-Koils as you go. At the end of the
passageway, ride the lift down to the next floor. This next part is a vital
strategy needed to complete the rest of the stage. You'll notice a Standard
Barrel and a Sneek moving back and forth beneath a lamp. Ellie CANNOT attack
a Sneek in the light without freaking out and stunning, meaning you'll have
to attack using barrels in the dark. Pick up the Barrel with B, and hit the
Sneak without stepping into the light.

For safety, grab another Barrel, since they will regenerate. Use it to take
out the Re-Koil down the path. You'll find another regenerating Barrel. Use
one of them to take out the Re-Koil in front of you, and another to take out
the next Sneek, which is positioned on the next upper ledge. Jump in mid-air
underneath the light where you just took out the Sneek and you will find an
invisible Green Balloon. Collect the Bananas underneath if you wish. Contin-
ue left, but watch out for he Re-Koil springing back and forth beneath the
letter O. Ride the next lift down. For this next Sneek, you do not have a
Barrel meaning you will have to pounce on it when it moves out of the light.
Tag the Continue Barrel right past it. Leap over the green Buzz for now.
Grab the Steel Keg on the other side, but instead of taking out the Sneek,
take out the green Buzz you just passed. It will reveal a hatch. Jump into
it to enter the first Bonus Area.

BONUS AREA 1: BASH THE BADDIES
This Bonus Area requires you to defeat four overhead rotating Buzzes by tos-
sing barrels at them. There one right in front of you which will regenerate.
Grab one, stand underneath the Buzzes, and toss it upward. You should hope-
fully knock one out. If not, simply keep trying, as you have a fairly gener-
ous amount of time. The Bonus Coin will appear on the right of the room.

Grab the same Steel Keg you used to reach the Bonus Area, but instead take
out the Sneek in front of you. Ride the next lift down where you will find a
DK Barrel. In addition, you will find a Steel Keg with Koin sitting right in
front of you.

DK COIN:
First, grab the Steel Keg with Ellie's trunk. You will find Koin wedged un-
derneath an opening. Toss the Keg over the short wall so that it soars over
Koin's hiding spot. It should bounce off the back wall and hit Koin in the
back. (I've actually encountered a strange glitch on this where Koin myste-
riously disappears, but the game still registers him as being there, so it's
like you are blocked by a forcefield when you try to run through. If this
wierd phenomena happens to you, toss the Keg over anyways. You should still
receive the DK Coin.)

Before riding up the next lift, grab another Steel Keg to carry with you. At
the top you will find a Red Buzz in front of a light with a Sneek underneath
it. Toss the Keg over the Buzz so it takes out the Sneek. Leap over the Buzz
and progress forward, dodging another Red Buzz at the end of the hall. Take
the lift down. It will stop right before hitting a Buzz. Drop down to the
left. You should land on another lift. Drop again to the right and have one
more lift carry you down. You should find an invisible Bear Coin at the bot-
tom. Grab the next Barrel and use it to take out two more Re-Koils, followed
by another Sneek.

This next part is slightly different, requiring you to pull a Barrel from
the other side of Sneek by using Ellie's suction ability. To do so, simply
hold B. The Barrel should take out the Sneek. Take the next lift down, and
you'll have the option of going one of two ways. Go to the left. You will be
shot out of an invisible Boost Barrel. Land on the ledge and go left, where
you will find two green Buzzes and a Steel Keg on the other side. Use your
suction ability to drag the Keg onto the Buzz blowing the pit. Drop into the
pit to enter the next Bonus Area.

BONUS AREA 2: FIND THE COIN
This Bonus Area is somewhat tricky. It requires you to leap through a series
of rotating Buzzes, and there are not any Barrels to help you out. Take cau-
tious leaps through the loops, taking your time, as you have 15 seconds for
something that easily takes less than half that. If you get hit you will re-
emerge right near the Boost Barrel, so it is not a huge loss. The Bonus Coin
automatically appears on the right side of the room.

For the next Barrel, you'll be required to carry it past a vertically-moving
red Buzz. You may be tempted to carry it all the to the next Sneek pair, but
an easier tactic is to simply toss it right before passing the Buzz. Note
that there are two Sneeks, however, so grab another Barrel after you have
knocked out one. Pass the Buzz with care. Stomp on the two Re-Koils and col-
lect the invisible Bear Coin between them. Past the letter G, you will find
your final two Sneeks. There are no Barrels nearby, so you can either do the
tedious task of traveling back to the previous one twice, or you can simply
wait for them to move out of the light on the other side and stomp on them.
Just remember not to enter the light when facing one eye-to-eye. Beyond that
you will find the No Elie Sign, and Ellie will turn into a Bear Coin. If you
want an extra life, run past the flag and jump behind the wall.

******************************
J-6: BELCHA'S BARN
Type: Mill (Boss)
Difficulty: **/10
---
Belcha, the giant Barrel guardian of Lake Orangatanga, has a nasty habit of
barrel cannibalism. He has a seemingly-endless supply of smaller stored
inside his body, which contain the yellow variety of Knik-Knacks, the types
which can be flipped and used as ammo that can make Belcha belch himself to
death. Literally.

******************************
Ah...poor underappreciated Belcha. I have always felt sorry for the guy. He
gets no respect whatsoever for heroic deeds, setting a standard for those of
us who cherish any shred of dignity we have. Anyways, the key to defeating
dear Belcha is not getting in as many hits as required, but rather finishing
him off as much as possible. Your goal is to knock him off the other side
before he has the chance to do the same to you (those of you who've defeated
Sluggy the Unshaven in Yoshi's Island should have an idea of what I am talk-
ing about. He will repeatedly spit out barrels, and in doing so, he will hop
forward a bit. Jump on the Barrel as it rolls towards you (if you get hit by
it, you won't suffer any damage). A yellow Knik-Knak should pop out. Once
this breed of Knik-Knak is jumped on, they will flip over on their backside
rather than be completely squished.

Once the Knik-Knak has been flipped over, it can be grabbed with one of your
Kongs (preferrably Kiddy in this particular battle). Once you have grabbed
one, Belcha will begin gnashing his teeth. Your objective is to throw the
Knik-Knak into his mouth when his teeth are not blocking the way (Kiddy's
tosses are much more accurate, which is why I recommended picking up the
beetles using him). Once you make it in, Belcha will chew the Knik-Knak and
let out a humungous belch, sending him backwards. The goal is to repeat this
process until he backs himself over the right ledge. Do this quickly and it
should only take two or three hits. Your reward for defeating Belcha is a
Bonus Coin.

**********************************************************************
K) KREMWOOD FOREST
**********************************************************************

Overview:
All right, no more games. Lake Orangatanga was just some giant kiddie pool.
The Kremwood Forest is where you stop being a chimp and become...A CHIMP
HUNK! Your enemies have made themselves quite cozy in this woodsy area of
the Northern Kremisphere, and rumor has it that Brash Bear, the national
track champion, has his training route through here. Be on the lookout for a
giant hairy spider, as well, whose diet isn't simply restricted to flies...

******************************
K-1: SPRINGIN' SPIDERS
Type: Redwood
Difficulty: ***/10
Kremlings: Bristles, Buzz, Knik-Knak, Nid, Sneek
Animal Buddies: Squawks
---
For some weird reason, this stage has switched its order with Barrel Shield
Bust-Up. This is both your first and last encounter with the Nids, red and
yellow spiders with wodden boards on their backs, which will assist you in
ascending the treetops. You will also have your first opportunity to play as
your parrot buddy, Squawks. He may be well-hidden but he is the only way to
access several of the stage's goodies.

******************************
To the right of the start, you'll find a Yellow Nid jumping vertically. Jump
on its board for a lift to the DK Barrel if you need it. Hop down, and pro-
gress through the tree opening to your right. Jump on the next Nid to reach
the ledge above you. You shall encounter a new foe, Bristles. This porcupine
cannot be defeated with a jump, so use your roll/spin to take it out. Leap
up to your right, being careful not to hit your head on the Red Buzz. Leap
over the Buzz to your left. Jump on the next Nid and take out the Sneek at
the top. Continue upward, and grab the Standard Barrel right before the next
Nid. Use the barrel to knock out the Green Buzz guarding a Bear Coin.

Further up you will find another Yellow Nid, though this one jumps diagonal-
ly. Hitch a ride, and jump through the tree ring near the letter K. Go left,
but do not leap over the gap. Instead, drop between the two branches. You
should land on another Nid and spy a Squawks Barrel to your left. Jump in.
As Squawks, you can explore different aspects of this stage. Fly upwards,
ignoring the path to your left. You should eventually find an opening in the
bark to your right. A trail of bananas will lead you through what seems like
a maze. When you are lead outside the tree,  wiake out the Buzz blocking the
entrance back in by spitting a coconut. You'll find a Bonus Barrel to your
left.

BONUS AREA 1: GRAB 15 BANANAS
When you enter this Bonus Area, fly upwards the tree, watching out for the
Red Buzz blocking your way. The Green bananas will appear in the room above,
all around a stationary red Buzz. You must collect the bananas while rotat-
ing around the Buzz. This can be tricky, but you have a whole 45 seconds to
do so, so take your time. When you've collected 15, descend back to the bot-
tom floor with care, avoiding both Buzzes. The Bonus Coin will appear in the
lower-right corner.

When you exit the Bonus Barrel, fly up to the No squawks Sign. Squawks will
revert to a Bear Coin. You will find a new type of Nid - the red breed. This
type of Nid will not jump until you jump them, rather than automatically.
Hop aboard to be carried over the two Buzzes, hopping off quickly. Go under
the next Buzz, and jump on the next red Nid. This one will jump vertically.
On the next ledge, you'll want to wait until the moving Buzz above you moves
to the left so the Nid won't ride you into it. The next Nid will jump diag-
onally. The next ledge is on the right, but be careful of the red Buzz. Keep
continuing upward, riding the next Nid up to where the Coninue Barrel is lo-
cated.

The next Red Nid is a booby trap who jumps right into a Red Buzz, so DO NOT
jump on it! Instead, jump through the tree opening to the right where you'll
find another DK Barrel. Continue upward and jump on the next Nid, but make
sure to leap off IMMEDIATELY when it reaches the top, or you will ride right
into a Buzz. The next Nid jumps vertically. Leap over the next Buzz at the
apex and go left. You can drop down between the next two Buzzes and collect
some invisible swag, but it is fairly risky and almost not worth it. A less
risky rop you may want to take is in the next tree. Drop throuh the hole,
and you'll find a plethora of bananas along with a Barrel Cannon which will
shoot you back up to the main stage. Ride the next Nid upwards and you will
find a TNT Barrel on the other side of the tree with Koin underneath.

DK COIN:
Grab the TNT Barrel and jump to the branch on the other side. You should
blow open a hole in the bark, with the Steel Keg inside. The game wants you
to throw the Keg back through the hole using Dixie, though I find this met-
hod fairly innaccurate and useless. Instead, grab the Kag and drop down to
the right. You'll land on a Nid from before. Continue back to where you bus-
ted open the bark with the TNT Barrel. Face left from that exact location,
and toss the Keg. The DK Coin is yours.

Go back to the left and take out the Bristles above you. Follow the path
outside the tree and back inside. You now actually have the option of going
one of two ways, depending on whether or not you want the letter N. If you
do, ride the red Nid up the tree. If not, continue right. Hop on another
Yellow Nid, and you'll find another Red Nid with a Red Buzz flying back and
forth above it. You know how to do this. The next few Nids are all repeated
patterns you have seen before. At the top, kill the Bristles to the left and
tag the DK Barrel if you need it. Ride up another Nid and jump over the Red
Buzz (Can't you tell I am getting tired of typing the same thing over and
over again?). The next Nid is tricky, seeing as how a Buzz flutters above
your jumping space, and there is not much time to react. You'll want to jump
to the right, where you will find another opening. Instead of jumping on the
next Nid, roll off the side. You will land in the second Bonus Barrel.

BONUS AREA 2: COLLECT 30 STARS
Compared to the previous Bonus Area, this is cake. You can ride the Nid into
the first ten, and the other 20 are lined up in columns on a freefall. If
you have Dixie, you can collect these in one fall. If not, collect as many
as you can on your first drop and jump back on the Nid to collect the rest.

Back in the main stage, you'll have to jump on three more vertical Nids and
leap over the Buzzes at the top. Afterwards, simply jump up a few branches
to reach the flagpole.

******************************
K-2: RIVERSIDE RACE
Type: Riverbank
Difficulty: ****/10
Kremlings: Bee Swarm, Buzz, Knik-Knak, Koco, Re-Koil, Sneek
Animal Buddies: None
---
Time is not on your side in Riverside Race, and neither is nature. This is
where Brash Bear holds his training course. Beat his record, and he will be
PISSED. There's also a swarm of killer bees stalking you throughout this
stage (Kiddy's a honey kleptomaniac), so stay on your toes the entire time.
Play first for completion, again for record time, and once more for the
goodies. (This guide will cover the general walkthrough and locations of the
bonuses. If you want speed run info, visit speeddemosarchive.com)

******************************
As soon as you begin the stage, grab the DK Barrel, and RUN! A swarm of bees
are on your tail! Spin through the Sneeks rapidly and jump into the water to
collect the bananas. The bees cannot harm you while you're in the water, but
watch out when you're leaping back to the surface. Bounce off the Re-Koil by
the letter K. This next part is extremely tricky if you're aiming to reach
the first Bonus Barrel. It requires you to use Kiddy's Water Skip to reach
the high ledge on the other side of the pond. With the bees behind you, this
is an additionally difficult task. However, there is and easier (though more
inhumane) solution. Dive into the water and come up beneath the ledge. Jump
out of the water and let the bees take out one of your Kongs. This will give
you a temporary boost needed to hop up to the ledge. Run to the right to
find the Bonus Barrel.

BONUS AREA 1: GRAB 15 BANANAS
This Bonus Area is simply a small pond with a single Koco in the middle that
hardly moves. Bananas will appear in and out of the water, and the only big
challenge comes in making successful leaps out of the water over the Koco
(although you can also swim underneath). The Bonus Coin should appear on the
ledge to your right when finished.

Hop off the ledge to your right. You should land in a pool. Hop back out to
continue your mad dash through this stage. Bounce of the Re-Koils' heads
while constantly moving forward. Fall into the next pool, avoiding the Koco.
You will swim into a little cave where you'll find the Continue Barrel. The
next DK Barrel will appear in the next pool you swim into. Take care when
bopping the next two Re-Koils, as they spring back and forth rather than up
and down. Leap over the next pool. For the pool after, jump in and swim down
to the very bottom-left corner. You'll find an Invincibility Barrel. Tag it,
then use the Red Buzzes above you a stepping stones to bounce to the next
ledge which hosts the next Bonus Barrel.

BONUS AREA 2: BASH THE BADDIES
You have 15 seconds to defeat four Re-Koils.  This is not very difficult,
but watch out for the second and third ones, as they bounce back and forth,
crossing each other's paths. The Bonus Coin will appear at the end.

You'll emerge in a pool with another DK Barrel. The bees are now gone tempo-
rarily, so if you are not doing a speed run, you can take your time on this
next set of obstacles. Bounce on two more Re-Koils before dropping back into
the water and swimming through another cave. The bees are back and you are
almost finished, but let's take one last pit stop for the DK Coin.

DK COIN:
Obtaining this DK Coin is similar to the first Bonus Barrel, only you will
be skipping left instead of right. This is tricky considering you'll now be
going against the bee swarm instead of away from them. The same "cheat" tac-
tic that involves knocking out one of your Kongs can be used here, however,
though you'll have to do it away from the wall so the bees do not disappear.
You will find Koin and a Steel Keg at the top, though you'll still have to
contend with the bees, unfortunately. Toss the Keg over his head against the
back wall. Back on the main run from the bees, spin through the final three
Sneeks in the stage. The flagpole lies just beyond that.

******************************
K-3: SQUEALS ON WHEELS
Type: Mill
Difficulty: ***/10
Kremlings: Booty Bird, Buzz, Re-Koil, Sneek
Animal Buddies: Parry
--
In an age where using running hamsters to provide electricity has become
obsolete, Sneeks run inside wheels to provide power to the Kremwood Forest
mill. Each Sneek guards a doorway, and in order to open that door, you must
destroy all the Sneeks with replenishible barrels until the door meter turns
green.

******************************
As you begin the stage, you will find a Steel Keg. Throughout this stage you
will be using these Kegs to knock Sneeks off their wheels to open doors. For
practice, there is a Sneek right in front of you. Toss the Keg toward the
wheel, and the Sneek should fly out. Pass through the door. Grab the DK Bar-
rel to take out the grounded Sneek. You will find a blocked door to your
right. This is actually the stage's exit, but you won't be able to open it
until much later. Climb up the rope instead. Jump off to your right and bop
the Re-Koil. Toss the Steel Keg at the Sneek above you. This is the first of
numerous Sneeks you will have to defeat in order to open the next door. Past
the letter K, you'll find another Sneek wheel with a Red Buzz circling it.
Knock out the Sneek when the Buzz is no longer in your way.

Take out another Re-Koil and ride the lift up to the next floor. The next
Sneek wheel has two red Buzzes circling instead of one. Use the same tactic
here. Past the next Re-Koil, take the upper route where you'll find another
Steel Keg. Take out the Sneek, and watch out for the Buzz as you leap over.
Past a few more simple enemies, you will find a rope. Go past it. Grab the
next Keg and take out the Sneek at the top of the lift. Jump on the wheel
and you will spy the Bonus Barrel to your left.

BONUS AREA 1: COLLECT 20 STARS
All 20 stars in this Bonus Area will appear above two Sneek wheels in the
middle, which can be used as platforms. Keep in mind that there is no floor
in this room and you'll pass this easily (It's easier with Dixie, though).

Outside the Bonus Area, climb up the rope you passed previously. Pass the
next Sneek wheel to find the Keg needed to knock him out. The door will
open, with the Continue Barrel on the other side. Use the next Keg to take
out both Sneeks in front of you. After they have been wiped out, use the
wheels as stepping stones to the ledge above. Say hello to Bonus Barrel #2.

BONUS AREA 2: GRAB 15 BANANAS
This is basically just a clone of the first Bonus Area with a different ob-
jective, same layout and everything. The Green Bananas will appear on the
Sneek wheels, above them, or in-between. Do not fall and you will pass this
Bonus Area easily.

Grab another Keg and ride the lift. You'll see another Sneek to your right,
which is perhaps the trickiest one in the entire stage. Two Red Buzzes will
orbit it, and your aim has to be exact, or you'll have to drop down and try
again. The next Sneek also has two orbiting Buzzes, but these are the green
variety, meaning you can take them out with Kegs. Don't move ahead just yet,
though.

DK COIN:
This one is easy to miss. Stand atop the previous Sneek wheel you took out.
Have Kiddy toss Dixie up and to your right. You should land on a ledge with
Koiun and a Keg. Standard methods apply from here.

Past the letter N, you will have to carry the next Keg past two Red Buzzes
that hover up and down. It is a low ceiling, so dash across when they move
up. Kill the Sneek on the other side. The next wheel is another one with two
Red Buzzes, though this time you will actually have to throw it as it is too
high to simply jump with the Keg overhead. Jump in the Barrel Cannon and you
should land on a moving platform. Jump to your left to find the Keg needed
to knock out the Sneek above you. Jump to the right of the platform to find
another rope. Climb it and take out the Sneek at the top. Grab another Keg
so you can knock out the two Re-Koils ahead. Another wheel awaits with two
rotating Red Buzzes. You should know what to do by now. Ascend the next lift
to find the stage's final Sneek. Take him out.

Do not think you're done with the stage yet, however. Jump through the hatch
to begin a freefall all the way back to the bottom floor. The door that was
blocked earlier is now open. You'll find a crate containing Parry beyond the
door. Note that if you want prizes at the end, you will have to keep Parry
alive above you. Parry will automatically take out Booty Bird when they come
in contact, so do not worry about that. The Buzz, on the other hand, will KO
Parry if it hits. Take a careful leap underneath the Buzz, making sure not
to get hit yourself. Get parry across the No Animal Sign, and you'll receive
a Blue Balloon! Tag the flagpole and you're finally done.

******************************
K-4: BARREL SHIELD BUST-UP
Type: Redwood
Difficulty: ***/10
Kremlings: Buzz, Minkey, Nid, Sneek
Animal Buddies: None
---
Meet Minkey - a distant and duranged relative of yours who is in line with
the Kremlings. Groups of them will attempt to pelt you with acorns on your
ascent of the Kremwood Forest treetops simply because they can. Luckily,
Barrel Shields are located on several of the stage's ropes, which should as-
sist in protecting you from flying nuts (Don't get any dirty ideas).

******************************
Kill the Sneek and use the DK Barrel to your right to eliminate the Green
Buzz that guards a Banana Bunch. Begin climbing the rope but watch out right
past the letter K. You will encounter a new enemy - Minkey. (For info, check
the Kremlings section.) Make sure your Kongs are on the left side of the
rope, and climb up behind the Barrel Shield. These shields will guard you
from the Minkeys' attacks throughout this stage, repelling their nuts. Jump
off the rope and climb a few branches, defeating the Sneeks. The next Barrel
Shield features three Minkeys, though the strategy remains the same. The
next set contains four, and it is especially tricky considering how there is
no Barrel Shield to protect you. Once the bottom Minkey tosses his nut, make
a dash up the rope. The following set contains two Barrel Shields. Climb up
behind them between each of the Minkeys' intervals.

Between the trees, two Buzzes encircle a Banana Bunch. Run under, as a prize
that measly is not worth taking the risk. Hop down through the hole to find
and invisible Bear Coin and you will be blasted back by a Barrel Cannon. The
next set of Minkeys is another set without any Barrel Shields. Use the same
strategy as before. Go up, and you'll find a TNT Barrel. See that lone bana-
na on the other side of the left wall? Carry the TNT Barrel over there to
blast a hole. You'll find a Bonus Barrel on the other side.

BONUS AREA 1: FIND THE COIN
The Bonus Area requires you to climb through a series of Minkeys. The spaces
your Kong must fit in between the Minkeys' trajectory is very thin, so use
Dixie for the convenience of being compact. Make it to the top unscathed and
you will freefall back to the bottom where you'll claim your prize.

Back in the stage, you'll break the Continue Barrel and face a new obstacle,
Moving Barrel Shields. The key is to move along with these Barrel Shields at
the same pace they do to keep safe. Generally, you'll weant to dash climb a
bit then pause briefly, since the Barrel Shield does not move at your match-
ing rate. Cross to the left tree where you'll be required to repeat the same
process you previously did. Avoid more Minkeys as you make your way toward
the top where the letter N lies. You will find another DK Barrel if you need
it. Before moving on, switch to Kiddy to toss Dixie above where the DK Bar-
rel is/was. Ascend the branches to find a TNT Barrel. Use it to blast open
a hole near the Steel Keg to your right.

DK COIN:
Beyond the opening, you will find Koin directly underneath you. The best way
to defeat him is to throw the Steel Keg against the left wall from exactly
where you picked it up. Koin should be knocked out.

Return to Minkey Hell and climb further up the tree. You will find a Red Nid
toyour right which can be used to obtain the letter G. Walk out  the opening
to your left. You are now on your final stretch of Minkey madness. Use the
same tactics you have been using all along. There really isn't much else to
say. At the top, grab the TNT Barrel and blast a doorway to your left. Climb
the snapped branches and grab the DK Barrel if needed. Look for a high hole
in the tree to your right. Using Dixie, Helicopter Spin through this hole,
followed by two additional holes beyond it (You can land on the hole itself
if you want). If you miss, you can keep trying. Make it, and you should land
in a Bonus Barrel.

BONUS AREA 2: GRAB 10 BANANAS
I actually think this is one of the most difficult Bonus Barrels in the en-
tire game. There are three Minkeys in this tree, two on the left and one on
the right. Each Banana will appear between the Minkeys' throwing space. Nat-
urally,this is not easy, but the developers were kind enough to change it
from 15 Bananas in the original version. Still, it requires the utmost care.
Also, once you collect all ten bananas, don't get careless on your climb
down to the Bonus Coin. A hit can still disqualify you. After finishing, you
will emerge in front of the flagpole.

******************************
K-5: BOBBING BARREL BRAWL
Type: Riverbank
Difficulty: ****/10
Kremlings: Booty Bird, Buzz, Knik-Knak, Krimp, Nibbla
Animal Buddies: Ellie
---
Say hello to Nibbla - an underwater nuisance which will follow you wherever
you go, whether it be in or out of the water. You will be forced to play as
Ellie for most of this stage, learning to spit water at baddies and use
floating barrels as platforms across Nibbla's territory.

******************************
Grab the DK Barrel and toss it at the Booty Bird above the Red Buzz. Booty
Bird will drop a TNT Barrel, landing on the Buzz and knocking it out to re-
veal the letter K. You'll find a pool to your right. Whatever you do in this
stage, do NOT enter the water by any means. Nibbla awaits in each pool ready
to munch on you. Jump to the Barrel Cannon where you will be blasted into an
Ellie Barrel. Go to your right, bopping the two Krimps in your way. You will
spy two Barrels floating in the next pond, one of which has a Buzz above it.
Carefully leap onto the first Barrel, making sure not to lose your footing.
Hold R + Down to fill your water meter in the lower-right corner. Press R to
fire water at the Buzz to knock it out. Carefully leap to the other side.

The next pool supports a Steel Keg. Hop on it, refill your meter, then jump
in mid-air to shoot water at Booty Bird, who will drop another Keg. Jump
into the Barrel Cannon. You will be shot over the Bonus Barrel if you look
quickly enough. Once you land, turn around. Face the Booty Bird and squirt
it to knock down a TNT Barrel which will eliminate the Buzz. Make a leap for
the Bonus Barrel.

BONUS AREA 1: FIND THE COIN
Grab the Barrel with Ellie's trunk and toss it into the pond ahead. The Bar-
rel should float. Use it as a platform to reach the Bonus Coin on the other
side, making sure to keep your feet dry.

Your meter will deplenish after leaving the Bonus Barrel, so take care when
leaping off the next slope onto one of the floating Barrels below, as a Buzz
will fly back and forth over it. Quickly leap over the Buzz to the next Bar-
rel, then to dry land. Hold B to suck the TNT Barrel from the other side of
the red Buzzes blocking your path. Take them out. Past the Knik-Knak, grab a
Barrel just like you did in the Bonus Area, and toss it into the water. Leap
across. Pass the Krimp and leap over the two Red Buzzes. You will spy Koin
ahead of you.

DK COIN:
Use Ellie's suction maneuver to suck the Steel Keg underneath the two Buzzes
you just leapt over. Toss it over Koin's head, low enough so that you do not
hit the Buzz above. Claim your DK Coin.

Tag the Continue Barrel. Follow the Banana trail into the pond (Don't worry,
this particular pond has no Nibbla). Leap out on the other side. Grab the
next Steel keg and toss it into the water. Nibbla's back for this pond, so
jump cautiously. Take out the Buzz with a blast of water. Land on the Steel
Keg in the next pool. The bridging Keg lies in the Booty Bird above, which
is being encircled by two Buzzes. Jump and squirt to take out all three.
The next pond has no Nibbla. If you jump in, you'll notice a Bonus Barrel at
the bottom, but Ellie wwill not sink. You will need to find a way to weigh
yourself down. Progress forward until you encounter two Knik-Knaks. Do not
defeat them yet. Instead, wait until they gain flight and remain stationary.
Bounce off the Knik-Knaks to gain enough altitude to sink far enough into
the pool when you land. You should access Bonus Barrel #2.

BONUS AREA 2: COLLECT 10 STARS
Good timing skills are vital in this short Bonus Area. Each line of stars
forms a jump from each floating Keg to the next. Jump to each one in a nor-
mal fashion and don't fall in the water to collect all ten.

Grab the next Keg and toss it at the Buzz floating above the water. Then
create your typical Barrel bridge you're used to by now (Make sure to refill
on your water supply). Follow the Banana trail off the next ledge to land on
a floating Barrel. Shoot the Buzz and the Booty Bird to drop another Keg.
Work your way across the pond. Suck another Keg from under a Green Buzz,
followed by a Red Buzz in front of it. Toss the Keg over the Red Buzz to el-
iminate the green one. Jump up the ledge and defeat the Krimp. For one final
bobbing Barrel crossing, wait for the Buzz before leaping and make your way
toward the barrel on the left. Shoot the Buzz in front of you to open up the
path to the end. Pass the No Ellie Sign to receive a Banana Bunch. Grab the
flag.

******************************
K-6: ARICH'S AMBUSH
Type: Redwood (Boss)
Difficulty: ****/10
---
Arich, the giant hairy tarantula that guards the Kremwood Forest, has a few
hairs to pick with you. Each Kong has their own advantage and disadvantage
in this fight. If you are going to sacrifice a Kong, make sure it's Dixie.
Hiding spots are vital in this boss battle, and Kiddy can utilize them much
easier without breaking a barrel by holding them overhead.

******************************
When entering this battle, keep in mind that you'll want to keep Kiddy alive
for the final sequence. That said, you may want to lead with Dixie so you at
least have Kiddy fall back on if you get hit. When you begin, Arich will
bounce up and down, with a Barrel on his back. Bear in mind that while you
can safely jump on Arich's fur without being harmed, his claws will harm you
if you make contact with them. Use the branches to hop up to his back to re-
trieve the Barrel. Once you've grabbed it, hop onto the high branch to your
right (all future Barrels will regenerate here). Arich will pull himself up.
Quickly hop down directly beneath Arich, while still holding the Barrel. He
will then quickly descend on you. Quickly leap upwards to bop Arich on the
chin with the Barrel. Another Barrel will emerge on the high ledge. Repeat
the process again.

After the second hit, Arich will begin intervals of shooting poisonous spit
wads at you. These wads will bounce around the tree, though there are two
safe spots you can hide in, those being the two bottom corners. First, he
will fire three wads. After those clear the screen, hop back up for another
Barrel. Hop down, and Arich will fire the wads again. Make sure the wads do
not break your Barrel (hiding in the corner still works). Arich will descend
upon you again. Bop him. For one last round, make sure Kiddy is your lead
Kong. Arich will fire five wads this time, a few of which are close enough
to the corners that even though you'll be safe, the Barrel will be broken if
Dixie is holding it. After the rounds stop, grab one last Barrel. Duck and
cover with Kiddy, then give Arich the final blow to the chin.

**********************************************************************
L) COTTON TOP COVE
**********************************************************************

Overview:
When you complete Kremwood Forest and receive the hovercraft, you have the
option of heading to one of two worlds - Cotton Top Cove or Mekanos. Unless
you are REALLY itching to get the hard stuff out of the way, it is highly
recommended that you attempt Cotton Top Cove first. There, you'll be faced
with the game's first underwater stages, as well as treacherous waterfalls,
happy-go-lucky Kamikaze Barrels, and a strange clam-like creature intent on
washing you away for good.

******************************
L-1: BAZZA'S BLOCKADE
Type: Underwater
Difficulty: ***/10
Kremlings: Bazza, Bounty Bass, Koco, Lurchin
Animal Buddies: Enguarde
---
What's a Donkey Kong game without water stages? A crappy one, that's what.
This particular bay is Bazza's home turf, and traffic won't be stopping just
for a few monkeys to swim by. Timing is the key if you want to survive, or
if you hate being polite, seek out Enguarde to beat the rush. (Did I mention
the Aquatic Ambiance remix in this stage kicks ass?)

******************************
Swim through the reef to your right to find a DK Barrel. If you look above
you, you will find a new breed of underwater enemy blocking the letter K -
Bazza. These aquatic hazards will swim out of holes in the reef in continu-
ous supplies. Ignore them for now and swim to the right, avoiding the Koco.
Swim near the reef's ceiling so you can steer clear of the Bazzas beneath
you as you swim left. Arc up and to the right, maneuvering around the waves
of Kocos. Drop down and you will eye Bazza holes on each side of the reef.
Wait for one to swim through before passing down. Beneath the Banana trail,
the first Bonus Barrel awaits. You'll have to avoid a fast-moving swarm of
Bazzas, however. Drop down between the waves into the Bonus Barrel.

BONUS AREA 1: FIND THE COIN
In this Bonus Area, you must swim to the right avoiding aquatic enemies. A
Lurchin lies on the seabed, while Bazzas will continually swim overhead.
Pass over the Lurchin through a break in the Bazzas, sinking back down to
the bottom (the Bazzas will not hit you there). Swim up when no Bazzas are
immediately approaching and claim your Bonus Coin.

Watch out for the Bazzas when swimming back up into the main stage. Swim to
the right. You will find two Bazza holes vertical to each other. Both Bazzas
will emerge closely together, so swim upward when both pass. The next column
has four Bazza holes. Hold onto B while swimming upward to make it through
before the next wave hits you. Swim up and to your right, hugging the ceil-
ing so you dodge the next group of Bazzas. Drop down when you reach their
hole on the left. Continue to your left, passing the Koco and the letter O.
Descend down the shaft slowly so you don't get hit by the next line of Baz-
zas. Tag the Continue Barrel at the bottom.

Weave through some more Bazzas while ascending the shaft to your left. When
you reach the top, you'll be required to swim through a narrow passage lead-
ing to the right while blending in with the Bazza's traffic. Wait until one
passes, then follow right behind it, making sure not to go so fast that you
accidentally make contact. Slowly drop down, as another quad column of Bazza
holes lies below you. Sink past them quickly. Follow the Banana trail to the
right and hug the ceiling by the next Bazza stream. Rapidly swim up past the
next two holes. This next part is tricky. Bazzas will pour out through a
passage to your left. If you want the Bonus, however, you are actually going
to have to go left through the passageway against the opposing flow. If you
hug the ceiling as tight as possible, you should get through unscatched as
you tread left. Drop down when you reach the hole and you will find the next
Bonus Barrel.

BONUS AREA 2: BASH THE BADDIES
You will automatically drop into an Enguarde Barrel as you begin this Bonus
Area. Your goal is to pierce through all the Kocos swimming out of the Holes
in the reef. It looks simple, but it is surprisingly easy to get hit even in
Enguarde form, so position yourself squarely in front of each Koco before
jabbing them. The Bonus Coin will appear at the top of the shaft.

When you emerge from the Bonus Barrel, you will remain in the Enguarde form,
which is a HUGE advantage through the rest of this stage. Swim back into the
Bazza flow, piercing each one blocking your way. Descend through the next
shaft, though be careful not to hit your fin in the Bazzas instead of your
nose, as you will still be harmed. Continue taking out Kocos and Bazzas as
you work your way down the winding reef. Once you reach the bottom, you will
pass the No Enguarde Sign, yielding the letter G. Pass through the hole to
your right to enter a cavernous section where the goal lies.

DK COIN:
Do not be so hasty to grab the flag. Each underwater stage's Koin lies in a
cave at the end of the stage. Dash past the flagpole to find Koin. The Steel
Keg is on the other side of him. Grab the Keg and stand on top of Koin's
shield, facing the right. Hurl it against the wall, and Koin should be taken
out underneath you. Dash back to the flagpole.

******************************
L-2: ROCKET BARREL RIDE
Type: Waterfall
Difficulty: ***/10
Kremlings: Buzz, Knik-Knak, Krimp, Krumple
Animal Buddies: Parry
---
You will not have any time to admire the gorgeous scenery in this stage, as
you will be constantly preoccupied from blasting between chains of Buzzes in
Rocket Barrels, an exclusive to this stage which will rocket you to an apex
before launching you like a regular Barrel Cannon. Keep in mind that the wa-
terfall stages have two layers, so if you are falling behind the waterfall,
don't think you're going to land safely on a ledge in front.

******************************
Grab the Barrel in front of you to take out the Krimp. Use Kiddy to take out
Krumple, the big buff blue guy who will repel all rolls and anything done by
Dixie that is physical. Hop in the Rocket Barrel to be rocketed up to the
ledge above you. When it fires, fall to the left. Jump up to the ledge above
you to go behind the waterfall where the next Rocket Barrel lies (you cannot
touch this Barrel when standing in front of the falls). Ride it up for some
extra Bananas. Drop back down and take out the Krimp to your left. Ride the
next Rocket Barrel and fall out to your right. Go all the way to the right
if you want some extra swag, otherwise continue firing yourself up the falls
until you pass the letter K. Travel behind the waterfall to reach the right
side without risking getting stung by the Buzz.

For the next Rocket Barrel you will have to contend with a vertically-moving
Buzz when launching. If the Buzz is blocking your immediate path, drop back
into the Barrel. You'll fire up again. When the time is right, shoot to the
next Rocket Barrel. You'll encounter two more similar situations immediately
after. Simply do the same. When you reach ground again, kill the Krimp and
shift over to your right. Avoid the Krumple and run past the Boost Barrel
for an invisible Bear Coin where the lone Banana lies. Hop into the Barrel
and shoot yourself into the Barrel Cannon above. Weave around behind the wa-
terfall and dodge the Buzz. Take the next Barrel Cannon upward after the
Krimp. Instead of lunching into the next Rocket Barrel beside you, however,
launch left over the Buzz so that you bounce off the Knik-Knak. Bounce left
off two more Knik-Knaks to land in the Bonus Barrel.

BONUS AREA 1: COLLECT 20 STARS
This is an easy Bonus Area in that you will be automatically shot into most
of the Stars, so you really will not have to go out of your way to collect
many. Simply ride the Rocket Barrels upwards, collecting Stars on the sides
of the ledges. The Bonus Coin is at the top.

Run to the left to find the Continue Barrel. Hop onto the ledge above you
and into the Boost Barrel. You'll be launched into a Barrel Cannon, then the
next ledge above you. Go around the front of the waterfall to reach the next
Rocket Barrel above the Krimp. Ride it upwards and hop in another one. Time
your launch over the Buzz just like before. Do this once more and rocket to
the next ledge. Go right to find Parry's crate (It's not a necessity, but it
yields a nice treat). Head back to the left. You will be required to leap
through a series of Buzzes positioned above and below the cliff ledges while
keeping Parry alive. I actually recommend using Kiddy for this. Carefully
weave through each of the openings. Vertically-moving Buzzes will appear in
a few of the columns, so watch your jumps. Once you have passed the Krimp,
leap up past the Buzz and go right instead of back to the left. You'll find
two Krumples underneath the waterfall. Take them out with Kiddy and toss
Dixie upwards to land in the Bonus Barrel (If you don't have one Kong or the
other, you can still drop in from above).

BONUS AREA 2: COLLECT THE STARS
This one may take you a few tries, though having Parry will greatly benefit
you. Fire yourself out of each of the Rocket Barrels to collect the stars
above you. Some out of normal reach will require you to swerve out then back
in so you land back in the Rocket Barrel. The Bonus Coin will appear on the
right-most ledge.

You will emerge near the letter G. Hop behind the waterfall, over the Buzz,
and into the Rocket Barrel. You'll be shot up to to top of the stage, where
you will find the Steel Keg.

DK COIN:
Koin is to the far left, but you cannot defeat him by your normal toss-over
methods. Instead, grab the Keg with Kiddy. Stand under the Barrel Cannon,
and toss the Keg upwards so that it rolls slowly to the left. Immediately
jump into the Barrel Cannon, where you'll be shot to the other side of Koin.
If done quickly enough, the Keg should hit Koin from behind. After that is
done, run back to the right to find the flagpole.

******************************
L-3: KREEPING KLASPS
Type: Boardwalk
Difficulty: *****/10
Kremlings: Buzz, Klasp, Kobble, Nibbla, Re-Koil
Animal Buddies: None
---
So far in your adventure, Barrels have been your best friends. In this
stage, however, you'll learn what happens when Barrels fight back. Gangs of
Kamikaze Klasps are determined to bomb you off the docks into the depths be-
low, where an extremely hungry Nibbla awaits. Where's Coast Guard when you
need them?

******************************
Grab the Barrel to take out the Re-Koil on the dock above. Climb the rope
across Nibbla's little pool. Drop off at the dock, taking out the Kobble. On
the next rope, you will encounter a new foe - Klasp. Follow the Banana trail
over Klasp when he approaches you, then scramble to the end quickly. Leap to
the next rope. Before leaping to the rope after, wait for the Klasp to move
to the right. Stop underneath the two rotating Buzzes. When both of them go
off-screen, quickly jump straight up twice. You will find the Bonus Barrel.

BONUS AREA 1: GRAB 15 BANANAS
Two ropes hang above a hungry Nibbla. This Bonus Area is relatively easy as
long as you stay out of the drink, which isn't difficult by any means. Green
Bananas will appear along each of the ropes. Repeatedly switch between the
two ropes to collect them all. Claim your bounty.

Progress to your right and defeat the Kobble. Cling onto the lower rope be-
neath Klasp's rope. Leap onto it to Klasp's right. Two consecutive Klasps
await you up ahead. Make quick jumps or use Dixie's Helicopter Spin to clear
them. Tag the Continue Barrel on the next dock. Knock out the Kobble and hop
on the next rope, evading the single Klasp. Up ahead, you will find a lower
rope and an upper rope. Take the upper one, dodging the stalker Klasp. The
Barrel Cannon to the Bonus Barrel lies beneath the lower rope. Instead of
risking getting blown to smitherines by dropping down, Helicopter Spin to
the Barrel from the dock. You will be shot into the Bonus Barrel.

BONUS AREA 2: FIND THE COIN
This Bonus Area requires you to leap over four Klasps. For quick times, use
Dixie's Helicopter spin to soar over two Klasps at a time when they draw
near each other. Also, make sure to stay out of the water. The Coin lies on
the other side as always.

Dash to the end of the dock. Grab ahold of the rope with the letter N, then
bounce off of the stationary Re-Koil to reach the next rope. Here is where
things start getting tricky. More Klasps will speed back and forth, though
there are now Buzzes positioned overhead. Wait until each Klasp moves to the
far left of their travel, then immediately jump between them and the Buzz
and hurry to the right. Don't hurry the next jump though. Wait for the Klasp
underneath the letter G before continuing. The previous Klasp won't hit you.
Jump to the rope after with care, as there is little room for both you and
Klasp. The next stretch of Klasps beneath Buzzes can be a bit tricky because
the game has a tendency to lag with so many fast-moving sprites on-screen
(Sadly, this was not fixed in this version). Nonethless, do not get caught
off guard by it, but rather use the same precise jumps you did before.

At the end of the rope, three grounded Re-Koils are lined up on separate
docks. Bounce across each of them to the final hurdle of Klasps. Just like
before, jump between the Klasp and the Buzz, and cautiously leap to the next
thin rope, also guarded by a Klasp (having Dixie here is a huge advantage).
You will reach ground again, with Koin up ahead.

DK COIN:
There's no Steel Keg in immediate sight, so you'll have to run past the flag
to find it. Carry it back to Koin, standing on top of his shield, making
sure not to get bounced back into Nibbla's waters. Toss the Keg to the right
to take Koin out. Now tag the flagpole.

******************************
L-4: TRACKER BARREL TREK
Type: Waterfall
Difficulty: ****/10
Kremlings: Bristles, Buzz, Knik-Knak, Krumple, Re-Koil
Animal Buddies: Ellie
---
The first waterfall stage was simply a warm-up. Tracker Barrel Trek intro-
duces Tracker Barrels, which act as regular Barrel Cannons which will travel
parallel beneath your Kong wherever they move in the air. Ellie also makes
her triumphant return, in what is really a practice round for your upcoming
boss battle in disguise.

******************************
Spin/roll into the two Bristles in front of you. Grab the DK Barrel on the
ledge beneath and use it to take out the Krumple. You'll find a Tracker Bar-
rel past the next ledge. Jump in and collect the Bananas above you, getting
yourself accustomed to the barrel's controls. On the other side, take out
the two Krumples with Kiddy and collect the Bear Coin. Eliminate two more
Bristles and you'll find another Tracker Barrel on the other side of the wa-
terfall. Cautiously move over the Buzz by moving the Barrel slowly. Alterna-
tively, you can simply hold B to soar way over. Launch into the Boost Barrel
and stop when you hit the ground. Turn right, and use Dixie's Helicopter
Spin to reach a high-up Bonus Barrel.

BONUS AREA 1: COLLECT 70 STARS
At first, 70 Stars may sound like one helluva lot in only 25 seconds, but it
is actually quite simple. All the stars are found above the Tracker Barrels'
launching trajectory, and you should have no problem collecting them as long
as you don't accidentally miss any or fall to your death between the Tracker
Barrels (as a warning, their paths will not overlap). The final few Stars
appear right above where the Bonus Coin appears.

From the Bonus Area exit, head left. Pass in front of the waterfall to avoid
the Buzz's perils. Wipe out two more Bristles. Hop in the Tracker Barrel and
with extreme care, blast over the horizontally-moving Buzz. Rush to the left
to find the Continue Barrel, which appears unusually early in this stage.
Enter another Tracker Barrel. You'll find a Boost Barrel above you. Take out
the Krumple to your right. Hop into the Ellie Barrel. With Ellie, you can
take out the Krumples ahead with ease. Hop onto the upper ledge that leads
behind the waterfall. Drink the water while standing in front of/ behind the
falls until your meter fills up. Jump in the Tracker Barrel and shoot water
at the two Buzzes to your left. Shoot into the Bonus Barrel.

BONUS AREA 2: BASH THE BADDIES
In this Bonus Area, you must take out all the Knik-Knaks by pouncing on them
with Ellie while launching out of Tracker Barrels. Make sure not to bump
your head on the beetles' bottomsides, and work your way to the right where
the Bonus Coin appears. (It is actually possible to enter this Bonus Barrel
using Dixie and Kiddy which actually makes things easier, though you'll have
to sacrifice one of them on the way in, and is not really recommended.)

Grab some more water from the left waterfall to refill your meter and blast
the two Re-Koils to your right. Hop into the Boost Barrel to be shot up to
the next ledge. Progress left, defeating the Krumple. Fill your water meter
completely before hopping in the next Tracker Barrel. While blasting in one
place shoot each of the Buzzes in your way before continuing. On the other
side, kill another Krumple, refill your meter, and ride another Tracker Bar-
rel. All these Buzzes are located at the top of your screen meaning you will
have to shoot at the apex of your blast. Reach the higher Tracker Barrel on
the other side and ride it right. You should land on a ledge. The next trek
consists of a lone Buzz encircling a Bear Coin. Take it out and collect the
Coin. You will spy Koin on the other side. Ignore him for now. Defeat the
Krumples and pass the No Ellie Sign.

DK COIN:
Ellie will become the Steel Keg after passing the No Animal Sign, meaning
you only have one shot at success. Luckily, if you know what you are doing,
it is pretty easy. Grab the Keg and carry it back  behind the waterfall. Po-
sition yourself directly above Koin, then toss it to your left. You won't be
able to see it, but the Keg should bounce off a wall and smack Koin while he
is still facing his shield up towards you.

Past the No Ellie Sign, you have one final series of Buzzes to pass as the
Kongs. The Buzzes are lined in a stationary diagoinal formation, meaning
blasting straight upwards and then moving to your left will result in Kongs
in dire pain. Hold right while shooting out of the Barrel, and direct your
Kongs in mid-air to avoid landing on the Buzzes. The flagpole awaits on the
other side.

******************************
L-5: FISH FOOD FRENZY
Type: Underwater
Difficulty: ******/10
Kremlings: Bounty Bass, Koco, Lurchin, Nibbla
Animal Buddies: None
---
In a peculiar turn of events, Nibbla decides to be your friend in this stage
following you wherever you tread. Your mission is to keep him happy by feed-
ing him food he likes, such as Kocos and Bounty Bass. Feed him food that up-
sets his stomach, however, like Lurchins, and he will revert back to his
carnivorous state and chomp on one of your monkeys.

******************************
EGADS! NIBBLA'S RIGHT BEHIND YOU! Actually, he's not going to bite...for now
at least. He's currently quite content as a pedophilic chimp stalker piranha
so you won't have to worry TOO much. Swim to your right until you reach the
first Koco. Have Nibbla devour it by guiding him near it (this may take a
few tries, so get used to it). Kocos will restore Nibbla's bluish shade that
you want to keep. More Kocos wait in the next aclove above. Progress to your
right and you'll encounter a Lurchin. Do your very best in this stage to
prevent Nibbla from devouring any Lurchins whatsoever. He'll turn red if he
does, and devour YOU to entice his appetite. Hug the reef's ceiling to pass
the Lurchin safely and keep it out of Nibbla's view. If you slipped up, then
fortunately a Koco waits right in front of you.

You'll now have to swim in-between two Lurchins. I actually find it easiest
to bypass this couplet by hugging the surface an holding B instead of going
through them. You'll also earn a Bear Coin in the process. Have Nibbla chomp
on the next Koco. Hug the left wall while descending the shaft, as a Lurchin
awaits on the right side. Munch on the Koco at the bottom, with a few more
up ahead. Instead of continuing left at this point, swim up and right where
a Lurchin blocks a passageway. It is actually okay if you munch on this Lur-
chin, as a Bonus Barrel lies just beyond it.

BONUS AREA 1: GRAB 15 BANANAS
Good lord, this is pathetically easy. All 15 Bananas will appear in the one
small underwater chamber you are in, with no hazards whatsoever to imperil
you. No in-depth strategy required at all. If you fail this, you fail at
life, and deserve to be beaten to a bloody pulp with a crow bar and impaled
upon a twig. Actually, you will not even be worthy of that.

Swim left. Three Lurchins await you ahead, alternating between floor and
ceiling, and you have no choice but to maneuver through them. Chances are
Nibbla will munch on one of them, but fortunately, there lies a Koco on the
other side. Pass the upward-moving Lurchin and hug the left wall at the end
so Nibbla does not eye the Lurchin on the right. Eat the Koco at the bottom.
Wait for the Lurchin moving up and down the shaft to go back down before
passing. Eat another Koco and wait for a Lurchin duo to scoot upwards. Move
downwards and tag the Continue Barrel. If Nibbla is feeling hungry, swim up
to find some Koco appetizers. Wait for the next Lurchin to swim up into its
shaft before passing. Drop down, but stay as far away from the right as pos-
sible, munching on the Koco instead of the Lurchin.

These next Kocos can be a bit tricky to devour. After devouring the first
one, face right so Nibbla moves behind you. He should munch on the Koco that
is blocking your path if you are close enough. Swim far above the next Lur-
chin. The Bear Coin that sits at the bottom is not worth the risk. Scoot
past the following two Lurchins when they move up or down their respective
shafts. A few more Kocos await up ahead if you need them (and you will).
Continue left, swerving as far away from the Lurchin at the end as you can,
then sinking down. Ignore the Lurchin's aclove on the right and have Nibbla
munch on a few more Kocos. Pass the next Lurchin duo and whiz pass the ones
residing along the reef. Ahead lies a bounty of Kocos. Devour as many as you
need for the final stretch of Lurchins. Pay attention to this next part.
Pass the first two Lurchin shafts, but when yu get to the third one, have
Nibbla eat the Lurchin. Rapidly swim up the shaft to find the Bonus Barrel
before Nibbla munches you instead.

BONUS AREA 2: BASH THE BADDIES
For this Bonus Area, you must use Nibbla to devour all the Kocos inhabiting
the underwater chamber. The ones on the right walls are simple to defeat, as
you can simply swim Nibbla up underneath the Kocos to devour them. The ones
in left corners are a bit tricker since you have to switch your direction in
front of each Koco to switch the side Nibbla appears. Don't forget the Kocos
at the bottom of the room, either. The Bonus Coin will appear where you
started when finished.

When you exit the Bonus Barrel, swim into the cave past the No Nibbla Sign
(Meaning he's not going to be stalking you anymore...or is he?). A DK Barrel
will appear in the cave if you need it, as you'll need both Kongs for Koin.

DK COIN:
Stand on the ledge and use Kiddy to hurl Dixie to a higher ledge near the
upper-left part of your screen. You'll find Koin up here. Toss the Keg over
his head, and bang, the DK Coin is yours. Now tag the flagpole.

******************************
L-6: SQUIRT'S SHOWDOWN
Type: Waterfall (Boss)
Difficulty: ***/10
---
You will be in Ellie form when you go up against this...clam thing that jets
itself out of the waterfall. Squirt cannot actually harm you, but the jets
of water he shoots out can easily knock you off the slippery ledges. Retain-
ing your footing is a much bigger factor and challenge in this battle than
actually defeating him. (To suck from the waterfall, remember - R + Down)

******************************
If you thought Squirt was cake in the original, then boy, you are in for one
hell of a surprise. You see, Squirt is actually a threat this time. A BIG
threat. You no longer have time to fill up your water meter at the beginning
so as soon as the battle starts. When you emerge from the Ellie Barrel care-
fully leap to the other side as soon as Squirt begins his rotating squirting
attack clockwise. Stand in front of the waterfall and quickly drink as much
water as you can before Squirt begins his next round, which will fire count-
er clockwise. Leap to the left as soon as this begins. You should now be
able to fill up your meter to the max. Squirt's eyes will then emerge from
behind the waterfall, making them vulnerable. Each eye will take two squirts
to qualify as a hit. The sped-up pace makes making all four hits before the
rounds start up again difficult, and in the likely scenario that you do not,
Squirt's attacks will repeat themselves from the start, though damage done
will carry over. In other words, jump back and forth to dodge two rounds of
rotating water before firing again.

After hitting both eyes twice, Squirt will recede back behind the waterfall
and execute the same fashion of attacks, only this time the water will pro-
gress faster than before. nevertheless, utilize the same strategies as you
did above. After the second hit, things get much more challenging. Instead
of each circular blast of water chasing you around the waterfall just once,
it will do it twice. Rapidly leap from ledge to ledge, but don't go so fast
that you bump into the jet of water ahead of you, which will push you off.
Once Squirt stops, refill aim for the eyes again. You will more than likely
have to go through this twice. After the third hit, Squirt will use the same
trick again, except faster. Rinse and repeat. The fifth and final hit is
where things get really tricky. Squirt will fire to separate rounds of water
simulataneously rotating at different rates. Instead of trying to leap and
stay synchronized between the two jets, I find it easier to remain on one of
the two upper platforms, stealthfully leaping toward the side of the screen
and back as each jet approaches. This is tricky, but it is less of a pain.
After Squirt stops, repeat the squirting process, using the same evasive
tactics if the rounds start up again.

After five hits, Squirt will vanquish one of the pieces of the Turbo Ski.
Head to Mekanos for the other part.

**********************************************************************
M) MEKANOS
**********************************************************************

Overview:
Mekanos is the Kremlings' main industrial area of the Northern Kremisphere.
Their factories are rigged with various traps and explosives. It is not a
very environment-friendly place, either, as giant buzz-saws are known to cut
down entire forests. There is even a fair share of activity going on below
ground involving deadly thrill rides and some seriously messed-up physics.
And don't forget - Kaos has a price on your heads.

******************************
M-1: FIREBALL FRENZY
Type: Factory
Difficulty: ****/10
Kremlings: Bristles, Buzz, Karbine, Knik-Knak
Animal Buddies: Squitter
---
Watch your back - You're in Karbine Kountry now. While you will have enough
trouble avoiding acid plunges and traversing shifting platforms, you will be
continually assaulted by raining Karbine fireballs throughout this entire
stage, many of which follow you. Watch for patterns and take as much time as
needed. Donkey and Diddy can quit b****ing and wait.

******************************
Grab the DK Barrel. A Karbine looms up ahead. Wait for it to fire its ball
out of its cannon, then dash past it. Another Karbine looms above a pit of
Bananas. Risk the Bananas if you wish, or simply jump over after the fire-
ball is launched. Do the same with the next pit, though watch out for two
other Karbines on the other side. Bounce off the Knik-Knak and fall down the
Banana trail so you avoid the lava vat. Spin into the two Bristles. Two Kar-
bines hover above two ledges, which are tricky to dodge. It is easiest to
pass them both in one clearing., since hiding in the corners won't save you.
Ride the lift upward and grab the rope. The two Karbines will follow you up.
Quickly climb past them to the left. Leap onto the ledge above the lava vat.
Defeat the Bristles. A trio of Karbines awaits ahead, each firing in a pro-
gressive succession. Dash past.

A Green Buzz awaits in front of a Karbine's trajectory. Leap over the Buzz
right when the Karbine fires. Hop onto the ledge beneath the letter O. On
the next horizontal rope, three Karbines loom overhead. Go slowly, and you
will dodge them easily. The third Karbine, however, will decide to stalk you
for a while after. Hop on the lift to reach the rope above. The Karbine will
follow you upward through a series of lifts and ropes. The dodging tactics
are the same each time. Go slowly and you will reach the top painlessly. The
top lift will carry you to the right, but do not hop aboard if the Karbine
is about to fire. Defeat the Bristles and tag the Continue Barrel. The next
Karbine awaits above a shaft with platforms sticking out of the sides. Hop
downwards on the platforms while avoiding the Karbine's raining fire. When
you reach the bottom, head left instead of right like the Bananas tell you
to. To make things easiest, Helicopter Spin all the way to the left wall and
over the Karbine's head. You'll find a Bonus Barrel.

BONUS AREA 1: BASH THE BADDIES
For this Bonus Area, you will be using Squitter to defeat all the Buzzes
within 20 seconds. Start by launching webs upwards at the three Buzzes above
you. Continue mashing R to take out the lower-lying ones, then fire upwards
to take out the rest. Claim your booty.

Pass the No Squitter sign and grab the Bear Coin. A horizontal rope awaits
lined with Buzzes, and Karbines hover overhead. Time your jumps through the
combinations of terrors. Hop on the left on the right. You'll be carried up
slowly, accompanied by a duo of Karbines overhead. Each one will take turns
firing below at you. Constantly shift back and forth across the platform
until you reach the top. Leap to the ledge to your left after the left Kar-
bine fires. The next Karbine fires three balls at a time. It's not that much
more difficult to avoid, however. Stop when you reach the Karbine's other
side. You'll spot a lone Banana above you. Have Kiddy hurl Dixie upwards to
land on an off-screen lift. The Karbine will follow you up. At the top, leap
to the right when the Karbine stops. A Bonus Barrel awaits.

BONUS AREA 2: GRAB 15 BANANAS
You are in a room with two Karbines, both of which fire simultaneously. Each
of the Bananas will appear on the ground or in mid-air, right in the direct
Karbine trajectory. Only make your dashes for them when the coast is tempo-
rarily clear. You have a full 40 seconds to collect all 15 Green Bananas, so
you can safely miss a few if the immediate area is unsafe. Collect the Bonus
Coin to your right.

Take the lift under the letter N down. Jump to the left immediately after
the Karbine fires. You'll find another lift with a DK Barrel if you need it.

DK COIN:
At the top, hop up to the ledge to your right. You will find Koin and a Kar-
bine guardian. Grab the Steel Keg after the Karbine fires, then rapidly dash
back and stand on top of Koin. Toss the Keg to your right when no fireballs
are raining, as if your Keg is hit, you will have to grab a new one.

Run back to the left. Three Karbines await ahead, all firing in a rapid suc-
cession. Dash past. The next two Karbines will fire two fireballs at a time.
Stand underneath the first Karbine when he's done launching to wait for the
second one. After the second set of fireballs hit the ground, run past. For
the next trio, the outer two Karbines will fire simultaneously, while the
one in the middle fires independently. Stand underneath each one after they
launch their fireballs to progress without getting hit. Jump on the lift to
reach the rope at the top. Each set of Karbines that you just passed will
follow you up there. Instead of dealing with their firey antics again, sim-
ply scramble all the way across the rope as fast as possible. The Karbines
will not reach the top in time, and you'll bypass them without a sweat. (If
you don't make it in time...good luck) Kill the Bristles on the next ledge.
Four final Karbines wait ahead, and are the trickest bunch of all. Every ot-
her Karbine will fire together. Quick footwork will get you through. The
flag awaits on the other side.

******************************
M-2: DEMOLITION DRAINPIPE
Type: Sewers
Difficulty: ****/10
Kremlings: Buzz, Knik-Knak
Animal Buddies: None
---
Welcome to your first toboggan stage, which happens to be one of the funnest
stages in the entire game. Demolition Drainpipe is a non-stop thrill ride
through the rusty sewers of Mekanos, featuring rails, dips, and yes, even
more pesky subterranean Buzzes. In cases where you need to drop from the
rails, hold Down + A.

******************************
Hop down the shaft to your left. You'll land inside the toboggan, which will
begin moving at a rapid rate, not stopping until it hits something! Drop to
the ground when you reach the Banana arrow to nab a Bear Coin. Leap over the
Buzz, but note that you can successfully land on Buzzes and kock them out
while in the toboggan. Bounce off the Knik-Knak to reach the upper rail.
Drop down on the Buzz if you feel evil. Bypass two more Buzzes. You'll rap-
idly come across a pipe sticking out of the ground. Hit these head-on, and
you are toast, so leap well over it (You can still land on top and be okay).
Use the next pipe as a boost to the upper rail. Drop down before reaching
the buzz and make a quick leap over the next two pipes. Stay on the ground
for now until you jump over the next pipe. Bounce off the following Buzz's
back to reach the upper rail. You will ride right into a lone Banana, where
the Bonus Barrel lies.

BONUS AREA 1: BASH THE BADDIES
You must destroy all the Knik-Knaks in one toboggan run. Miss just one, and
it's over. Bounce off the first couple and you'll likely hit the upper rail.
Drop down immediately to bounce off the next Knik-Knak. Repeat these same
methods for the final three. The Bonus Coin appears at the end.

You can ride underneath the next Knik-Knak safely without getting hit. Con-
tinue weaving your way through Buzzes and pipes. A tricky part comes near
the letter O. You may be tempted to bounce off the Buzz overhead, but you'll
likely be sent ramming into the pipe instead. Follow the Bananas and take
the lower route. The Continue Barrel lies just up ahead. Weave your way
through the next maze of Buzzes. A new hazard lies just ahead - pits. Fall
into these pits, and the same thing that will result from a pipe crash will
occur. Generally, since these pits are so wide, you will want to leap right
before entering them. Go through two more Buzzes, and you'll encounter anot-
her two pits. Clear them with care (It's somewhat diffiult devising a comp-
lex strategy for something that moves so damn fast).

Use the upper railing to clear the next gap if you wish, though make sure
to drop before you reach the Buzz. With quick timing, you can leap back up
to the railing before the next pit. Continue through more Buzzes, pipes,
and pits. Eventually, you'll reach a pit with pipes on each side. This is
probably the trickiest part of the entire stage. Jump early enough so that
you land on top of the first pipe. Immediately leap across the gap and land
on the pipe on the other side. This is challenging, but do-able. Bounce off
the Knik-Knak hovering above the next gap. If you bounce up to the upper
railing, drop back down immediately. A lone Banana lies in the pit right
after, signifying the second Bonus Barrel. Fall in without fear of crashing
into the wall.

BONUS AREA 2: COLLECT 20 STARS
Like the first Bonus Barrel, there is no turning back here, meaning if you
miss anything, you are officially screwed without restarting the stage. Be-
gin by collecting the stars on theupper railing. Immediately when you see
the Buzz, drop down to collect the star above it while bouncing off its
back. Do this again with the next Buzz. Collect a few more stars on the
railing, then quickly drop down to collect the remaining ones on the floor.

Leap over the pipe. Don't bounce off the first Knik-Knak; it will mark the
death of you. Bounce off the second one instead to boost yourself over the
next pipe. For the final series of pipes and gaps, you will want to stay on
the upper railing as much as possible. Drop down when you reach a Buzz, then
immediately hop back aboard (hold A longer for higher leaps). Avoid a few
more Buzzes, then jump into the Boost Barrel at the end to be blasted to the
finish.

DK COIN:
Right before the flagpole, you will find the Steel Keg, Grab it, the go left
and leap over the gap where you were just previously blasted up. Koin lies
on the other side. Simply toss the Keg over his head as alway to take him
out. Now finish the stage.

******************************
M-3: RIPSAW RAGE
Type: Redwood
Difficulty: ******/10
Kremlings: Buzz, Sneek
Animal Buddies: None
---
Environmental protection is the #1 bottom concern of Mekanos Industries.
Giant redwoods are cut down by oversized buzzsaws at will, regardless of who
or what stands in the way. Ripsaw Rage is forced upward auto-scroll, meaning
not only will you have to stay clear of being sliced into Monkey Salad, but
you will be required to maintain a steady pace with the AI. (And I am sorry,
but this new song does not suit this stage AT ALL).

******************************
Immediately make your way upward as the stage begins, but note that you can
only go as high as the screen enables you to. Hop from bark to branch as the
saw slices through the bottom. Look out for an opening in the tree to your
right. Dash through it to reach the opposing tree. Climb up and go through
the next opening to your left. Leap toward the branch sticking out of the
left tree. Leap through, rolling into the Sneek. (I highly recommended that
you use rolls to attack in this stage.) Use the small branch sticking out of
the left side of the screen to boost yourself to the opening above. Take out
the next Sneek. Make large leaps to work your way to the next opening to the
right. A Banana Bunch lies underneath the branch to your right, but the risk
is not worth it. Instead, continue upward. Make your way toward the right
side of the screen, eliminating Sneeks as needed. Hop up, and dash as quick-
lyas possible to the left tree before the saw reaches you. Leap up past the
letter O. Grab the Barrel on the branch and use it to take out the Buzz that
is blocking the tree to the left. Take it out and quickly hop into the Bonus
Barrel.

BONUS AREA 1: FIND THE COIN
This incredibly fast-paced Bonus Area requires you to be on your feet the
entire time, ascending the tree at a very rapid rate to keep ahead of the
speedy saw, which moves much quicker here than in the actual stage. Dixie's
nimble jumping abilities will prove very useful here. Keep your eyes peeled
for opening in the trees which you will need to enter to ascend.

Move up and right. Kill the Sneek in the right tree and immediately shift
back to the left. Another Sneek awaits you on an upper branch. Defeat it and
leap from the branch to an opening on the right tree. Quickly work your way
through the branch maze inside the tree, collecting the Bananas as you go.
Watch out for the Sneek and tag the Continue Barrel. Then exit the tree via
an opening to your right. Move up and left, crossing back through the same
tree and taking out another Sneek. Keep moving upward. Use the Barrel to
take out a Sneek when you re-enter the right tree. Rapidly dash up and back
to the left. Do the same thing when you scramble up and back to the right,
ignoring the Bear Coin planted as a death trap. Navigate through another
branch maze, taking out all Sneeks you encounter. Dash back between the two
trees, leaping upward.

Swerve back outside the left tree, and leap up quickly. This next dash is
perhaps the most difficult one in the stage. Do not stop for any breaths as
you dash and leap your way back to the very right of the stage before your
monkeys are sliced into mincemeat. Immediately shift up and right, perform-
ing a similarly-difficult dash back to the left. Grab the Steel Keg and use
it to take out the Buzz to your upper-right. Jump into the Bonus Barrel on
the other side.

BONUS AREA 2: GRAB 15 BANANAS
Compared to the rest of the stage, this is cake. You'll automatically become
invincible as you enter this Bonus Area. You'll ride the saw upwards through
the whole area, collecting Green Bananas that appear inside the trunk. Nab-
bing these Bananas is easy. Simply make leaps or dash right and left to ob-
tain them. No matter how quickly you collect them, however, you will reach
the top at the same rate, where the Bonus Coin lies. I have encountered a
minor glitch on this several times, however. You can easily get caught inbe-
tween the saw and the branch at the top that leads out., causing your Kong
to freeze between the two. If this happens to you, try to jiggle your way
out before the timer clocks out by mashing buttons.

Swiftly climb upward as you exit the Bonus Area. Up ahead lies the secret to
one of the most well-hidden DK Coins in the game.

DK COIN:
You will eye a lone Banana underneath the branch that houses the letter G.
Roll off the ledge into it. You'll land in an invisible Barrel Cannon, which
will launch you into another Barrel Cannon above. This Barrel will shoot you
into an Invincibility Barrel. In this state, you will be immune to the saw.
Land on the ledge to your left and let the saw carry you upwards. The saw
will soon come to a halt. Grab the Steel Keg you see. Carry it through the
opening to your right. You'll find Koin. Leap onto the branch above him and
face the left tree. Now toss your Keg. It will bounce off and take Koin out.

Dash past where Koin stood to find the flagpole.

******************************
M-4: BLAZING BAZUKAS
Type: Factory
Difficulty: ****/10
Kremlings: Bazuka, Buzz, Bristles, Krimp
Animal Buddies: Squitter
---
This is Bazuka's training field, where any target is fair game. Throughout
this stage, you'll be constantly combatting an endless arsenal of fired bar-
rels. Squitter can help for some parts, but if you want the big secrets, you
will have to find a way to use Bazuka's artillery to your advantage...

******************************
Before leaping through the Banana trail to the right of the start, wait for
a Barrel to pass underneath so that you bounce off of one. Practice bouncing
across Bazuka's Barrels consecutively to access the Barrel Cannon on the ot-
her side. You will launch onto a rope. Climb left if you need the DK Barrel,
then drop down to the right. Drop down the shaft, where a Krimp awaits at
the bottom. The ceiling is low, so time your jump accordingly. On the ledge,
more Barrels will be fired at you to the right. This time, you will have to
bounce across a vat of acid. Land safely on Bazuka's cannon (which BTW, can-
not harm you). Hop into the Barrel Cannon to lunch into the Boost Barrel. A
Bazuka awaits above you, firing TNT Barrels down the path of a rope. Don't
launch yourself until a TNT Barrel passes. Once you grab ahold of the rope,
quickly scramble to the very right and leap into the Barrel Cannon.

Pass the No Squitter Sign (Do not worry, you did not miss him). Take out the
two Krimps in front of you. Grab the TNT Barrel. Another Bazuka is rapidly
firing rounds of TNT Barrels on the floor below. Hop down and carefully jump
over each Barrel, holding your own TNT Barrel still. Use the Barrel to take
out Bazuka at the very end. A Squitter Barrel lies behind. Go back to the
right. When you reach the wall, leap vertically and create webs. A stream of
TNT Barrels courtesy of Bazuka lies at the top. Once you land safely on the
steel ledge, fire rapid webs to eliminate the TNT Barrels in front of you
(but be careful not to get cought in the explosions). Leap into the Bonus
Barrel once you reach it.

BONUS AREA 1: FIND THE COIN
You must reach the other side of a series of boiling acid vats as Squitter,
and your trek shall be plagued by fast-moving Buzzes. Simply make a straight
line of web platforms across the vats, firing at any Buzzes in your way.
Simply continue this until you reach the other side.

You will drop down on the letter O. Hop into the Barrel Cannon to your left.
You will pass a path to your left as you launch all the way to the top. Land
on the upper left ledge and tag the Continue Barrel. Afterwards, drop down
and left, landing on the ledge you just passed. You will find Koin to your
left.

DK COIN:
(NOTE: It is possible to do this with the Kongs, but it is MUCH easier with
Squitter, which is the strategy I shall be using.)
Use web platforms to make your way to the left, above Bazuka's Barrels. A
Switch Barrel lies above bazuka, which will change his Barrels into Kegs
(though unlike in the SNES version, this is only a temporary effect). Once
you tag it, create web platforms leading back to the right. Cross over Koin.
Bazuka's Kegs should take him out.

Return to where the Continue Barrel stood. Go left to find a Buzz circling
a Switch Barrel. Carefully tag it without getting stung. Progress back to
the right. Cross the shaft you just came up. If you still have Squitter, you
can simply make a web bridge across Bazuka's Kegs. If not, bounce across
them. Another No Squitter Sign lies on the other sign. With the Kongs again,
defeat the Krimp up ahead. This next part is tricky. TNT Barrels will be
fired toward you along a rope. On the rope, carefully jump between each of
these Barrels, slowly progressing forward until you reach the Barrel Cannon.
Once launched out of it, move left in mid-air to land on top of Bazuka's
cannon. Leap into the Barrel, but do not launch until the coast is clear of
Bazuka's explosives. Launch yourself, then dash along the metal floor, fol-
lowing the TNT Barrel in front of you until you drop down.

Salvation at last? You wish. Take out the two Krimps ahead. Hop into another
Barrel cannon to be launched into a Boost Barrel. Launch yourself up to the
next rope in-between Bazuka's rounds. Speed to the left and drop down. Two
more Krimps await at the bottom. Hop into the next Barrel. Simply fire be-
tween Bazuka's TNT Barrels to land in another Boost Barrel above. Land on
the next Bazuka's cannon to the right. Switch to Dixie now. Instead of pro-
gressing further, Helicopter Spin to the left, following the Barrels. The
second Bonus Barrel lies on the other side.

BONUS AREA 2: FIND THE COIN
Leap into the Barrel to the left. Fire between Bazuka's rapid Barrels. Land
on one of the Barrels and bounce your way to the right, eventually landing
atop Bazuka. The Bonus Coin appears right next to you. Short and somewhat
simple.

More Barrels will be launched to your right. Don't bother bouncing off of
them. Instead, drop down to the floor below. Take out the two Krimps. For
the next rope, grab ahold between Bazuka's TNT Barrels and follow them to
the right. Leap into the Barrel Cannon for one final round. Similar to the
Bazuka beyond the No Squitter Sign, you must leap between the incoming TNT
Barrels to reach the other side. The flagpole awaits here.

******************************
M-5: LOW-G LABYRINTH
Type: Sewers
Difficulty: *******/10
Kremlings: Buzz, Krimp
Animal Buddies: Squawks
---
And now for one of the most unique stages in the entire game, which also
happens to be one of my most detested. Gravity is virtually nonexistent in-
side this greenish sewer system, forcing your movements to become extra-slow
and your leaps to become super-high. Even your enemies will be effected.
Squawks will lend a helping hand later in the stage, but be warned - this
breed of Squawks cannot attack with eggs!

******************************
When you begin the stage, practice maneuvering in the reduced gravity. Once
you're done screwing around, progress to the right. Leap up the shaft at the
end, landing on a ledge to the right, followed by another leap to the upper-
left. Carefully leap over the Buzz (Dixie's Helicopter Spin can come in han-
dy). At the bottom of the next shaft to the left, eye the Buzz above. Wait
until it moves to the right, then hug the left wall as you make your leap to
the ledge above. The next Buzz is much tricker to pass, seeing as how you
only half the space. The lone Banana marks where you should leap once the
Buzz passes right. Land in the inlet to the right. Leap through the Banana
trail for the next Buzz as it moves left. Two Buzzes will move up and down
through the shaft above. Wait for half a second after they move off-screen,
then make a large leap upwards, hugging the right and landing on the ledge.

Head left, carefully leaping between the two red Buzzes. Drop down another
shaft to encounter another series of Buzzes lining the floor and ceiling.
Use great care to weave through them without hitting your head or landing on
them. A rotating Buzz will guard the next shaft. Instead of dropping down in
front of it, leap over and drop down the right side when the coast is clear
in order to land safely below. Drop down again when the next rotating Buzz
moves to the left, but make sure to shift left during your descent to avoid
being stung by the Buzz below. For this one, you can safely drop without any
concerns of landing on anything spiny. Another trio Buzz stack awaits ahead.
Use the overhead shaft to make your clearing. The Continue Barrel lies in
the next overhead. Leap into the Purple Squawks Barrel to the right. Instead
of continuing upward, backtrack to the Buzz trio stack. Using Squawks, fly
upward through the shaft above the Buzzes. Here lies an often-missed Bonus
Barrel.

BONUS AREA 1: COLLECT 80 STARS
Hahahaha...this may be the biggest joke of a Bonus Area in the entire game.
All the Stars are right in front of you in a single tube - no obstacles or
anything. Flutter and collect them.

Fly between the two Buzzes where you found the Squawks Barrel. You'll find a
Standard Barrel at the top. Note that since you are controlling Squawks's
purple variety, your only method of attacking is by dropping Barrels (see
Animal Buddies section for more in-depth details). Grab ahold of the Barrel,
then have it roll into the Buzz hovering in the shaft ahead of you. Two more
Buzzes await further down the shaft, so grab another and carry it down, tak-
ing one out at a time. When you reach the bottom, grab the Barrel in the
lower-left corner. Take out the bottom Buzz in the trio stack ahead of you
to grab some loot in the bottom duct. When you reach the other side, two
parallel Buzzes will hover up and down through the shaft. Wait for them to
reach the bottom, then fly above them, making sure to hug the left wall as a
lone Buzz awaits on the right. Buzzes from this point will appear in a left-
right-left-right pattern, ascending and descending. Carefully weave from
side to side as you make your way up to where the letter N lies.

Remain in this outlet until the two Buzzes above descend, then scramble up-
ward. Weave through the two red Buzzes to your left. Look for an opening
near the top of your screen with a single Buzz guarding it. Fly up through
it. You'll find a regenerating Standard Barrel. use it to take out the Buzz
you just avoided, then carry another one straight down to take out another
Buzz in a shaft below. The Bonus Barrel lies in this labyrinth.

BONUS AREA 2: BASH THE BADDIES
You will be in normal, green, non-crappy Squawks form in this stage! Hooray!
Fly up the shaft on the right, spitting an egg at the first Buzz on the
left. The next Buzz appears on the right. The one after that appears on the
left again. The fourth Buzz lies in the upper-left corner, with another in
the adjacent corner. The sixth one flies back and forth above the next shaft
and is safest to defeat by spitting from above. Drop down the shaft. The
next two hover stationary in an aclove to your left.The final two appear in
the next aclove to the right. The Bonus Coin appears at the bottom.

You will emerge in a part of the maze you have not yet visited, back in your
inferior purple Squawks form. Blech. Fly through the two Buzzes to your left
and grab ahold of the Steel Keg. Begin flying upward with it. Use it to take
out the Buzz to your right guarding the Bear Coin and the Red Balloon. Blast
through the Barrel Cannon. Grab the Barrel to your left. Carry it up, and
you will have the option of traveling either right or left. Go left and take
out the first of two Buzzes. Backtrack for another Barrel to take out the
other. You will spy Koin on a ledge above you. You cannot take him out while
in Squawks form, so travel past the No Squawks Sign to your left.

DK COIN:
Squawks will turn into the Steel Keg, meaning you only have one shot to take
Koin out. Fortunately, it's pretty simple. Take the keg and leap over the
gap to your right onto Koin's ledge, landing on Koin's shield. Toss the Keg
to your left.

Continue again past the No Squawks Sign. Wait until the two Buzzes go up be-
fore leaping upward and landing on the right. Use the Keg in front of you to
take out a few of the Green Buzzes ahead. Toward the end of the tunnel, you
will come across a series of stationary red Buzzes positioned on the ground.
You must cautiously jump in-between each of these Buzzes to reach the goal.
Halfway through, Buzzes will also begin lining the ceiling. Use great care
as you weave through the wasps in a similar fashion to how you did it in
Tracker Barrel Trek. The flagpole lies on the other side.

******************************
M-6: KAOS KARNAGE
Type: Factory (Boss)
Difficulty: *****/10
---
This is your first encounter with Kaos, the robotic fiend who's been spread-
ing terror throughout the Northern Kremisphere. His fight has various phases
to it, but during the first phase, you can possibly grab a safe spot by
leaping in the lower-left corner whenever Kaos's engines ignite.

******************************
WELCOME KONGS...PREPARE TO DIE...bla bla bla. Once the brief little dialogue
session is over, Kaos will begin moving. You can run back and forth under-
neath him, however, he will ignite his burners every few seconds, which will
scorch one of your Kongs if they come in close contact. Run underneath Kaos
between his firing rounds as he floats back and forth until he finally comes
to a halt in the center of the room. When this happens, two rotating blades
will circle around him. Your goal is to use these blades as platforms to bop
his metal head. Each of the blades will rotate a grand total of three times
before Kaos repeats his first attack. Do not jump during the second time,
however, as punching gloves will fire out the side, knocking you back and
unable to reach his head. Once you bop him, he will repeat the first attack
again, only somewhat faster. Repeat this same process two more times.

After the third smack on the head, Kaos's helmet will fly off, revealing his
skeleton-esque robotic head. It will linger above as Kaos repeats his burner
attack. Kaos will leave the room temporarily, leaving you and the floating
helmet. This helmet will float back and forth firing laser beams at you at
set intervals. Running back and forth like a maniac is futile. You have to
dodge exactly when the helmet is about to fire. Stand still temporarily.
When the helmet begins to glow, IMMEDIATELY dash to the right or left to
dodge the incoming fire. Continue this until Kaos returns to the room. He'll
begin spinning his blades. Bop him. Kaos will leave the room again, leaving
you alone with the helmet once more. Repeat the same strategies as before.
Two more hits, and Kaos is done for...for now.

Now take those skis back to Funky!

**********************************************************************
N) K3
**********************************************************************

Overview:
K3 is a frozen wasteland in the northern quadrant of the Kremisphere. Also
home to Blizzard Bear and an abandoned factory, the tourist rate has rapidly
decreased as a demented snowman has been spotted chucking cannonball-sized
snowballs at unlucky passersby. K3 is also home to a cliffside demolition
site and the wildest toboggan ride around, so there is plenty to see and to
die for (literally). In this version, you have the option of first traveling
here, Razor Ridge, or Pacifica, but if you want my suggestion, do K3 first.

******************************
N-1: KREVICE KREEPERS
Type: Cliffs
Difficulty: ******/10
Kremlings: Buzz, Klasp, Knocka, Sneek
Animal Buddies: None
---
An old friend is back, and overjoyed to see you! So overjoyed, in fact, that
he will willingly explode right in your face! Klasp has a few new tricks up
his sleeve, staying parallel to you wherever you travel on the ropes. The
key is outsmarting him while rapidly ascending and descending countless se-
ries of ropes. One more thing - what the HELL happened to the awesomeness of
Rockface Rumble, the cliffs theme?

******************************
Progress right and grab onto the first rope. Hey, look! It's your old friend
Klasp! He is apparently very happy about something, and if you value your
virtual lives, you will do your best not to find out why. You'll notice that
this particular Klasp will follow you wherever you go. Starting from the
left side of the rope, dash right and leap up twice as quickly as possible,
through the letter K. You should land safely on the rope above Klasp's. Un-
fortunately, another Klasp rope lies above. Do the same thing you just did.
Once on the ledge, grab the next rope above you and quickly scramble to the
right before the Klasp on the left reaches you. Scramble upward past another
Klasp. Run up the little hill. A rope and a patient Klasp await above you.
It's blocking your path to the left, which is where you want to go, meaning
you'll have to fake it out. Jump onto the rope while leaping right. Now turn
around and quickly jump over Klasp's head. Scramble left to find the Bonus
Barrel.

BONUS AREA 1: COLLECT 30 STARS
This Bonus Area requires rapid reflexes. All the Stars are in plain sight
along a single rope. The problem? A rapid lone Klasp that insists on follow-
ing you everywhere. To be safe, do not try to collect every single bloody
Star in one run. Instead, scramble and leap along the rope heading right,
leaping over Klasp in sort of a zigzag pattern. Once you reach the other
side, turn around and zigzag again, collecting the stars you missed, and of
course, avoiding Klasp. Once all of them are obtained, the Bonus Coin will
appear on the far right.

You will emerge on some nice, safe platforms. Use the Barrel in front of you
to murder the Sneek on the right. Leap upward and to the left, killing anot-
her Sneek in the process. Quickly scavenge up the next set of ropes hoping
not to get caught in the Klasps' explosive fun. Land on the ledge to the
right. Take the next rope left. This particular series of ropes requires you
to leap past three consecutive Klasps without any "break" riopes in-between.
To do this, run to the left and press A four times in rapid succession. You
should clear the field. Climb up the vertical rope. At the top, jump to the
rope to your right. A horizontal rope rigged with a Klasp lies below you.
Make a far jump to the right to soar over it, then scramble to the end to
where the letter O lies. Climb up the next Klasp-free rope and land on the
platform to the left.

DK COIN:
This is a tricky one. You may be tempted to toss the Keg onto the ledge
above and dash to the left before it hits Koin, but there is an alternative
method which is much easier. Instead, face left with Dixie holding the Keg
while standing right underneath Koin, who should still be facing right. Move
one or two notches to the left, hoping that Koin does not change direction.
Leap upwards and toss the Keg overhead. You should take him out.

Run back to the left. Leap upwards through another duo of Klasp ropes, these
being considerably wide, and thus, not posing too much of a problem. The
Continue Barrel lies on a platform above, meaning you haven't even gotten to
the truly nasty stuff yet. Quivering? Jump up the next few platforms, then
into the Barrel Cannon. You'll be shot up to a rope where a Klasp will imme-
diately begin scrambling towards you from the left. Leap over it and dash to
the platform on the other side. Three consecutive Klasp ropes lie above. Hop
up them quickly while hugging the right wall. Go right on the ledge where
the letter N lies. Use Kiddy to toss Dixie up and right. You'll find a hid-
den aclove with a Knocka and the Bonus Barrel.

BONUS AREA 2: FIND THE COIN
Much easier than the last Bonus Area. There are four ropes in the area, and
the Bonus Coin lies at the top. Only the second and fourth ropes have Klasps
on them. Simply leap up through them quickly with quick fake-out movements.
Claim your bounty on the ledge.

Leap into the Arrow Barrel. You'll land on a rope with another Klasp chasing
you from the left. Scramble to the right over the Buzz, dropping DOWN to the
rope below at the end (Down + A). And so we begin are descent back down the
cliffside. Stay close to the right wall as you quickly drop down two ropes
ahead of the Klasps. Once at the bottom, quickly move right and back up a
narrow series of ropes. Take the vertical rope upward and leap onto the hor-
izontal one (which is, amazingly enough, Klasp-free). More Klasps await on
the wider ropes above. Leap through them as you normally would. Hop into the
Arrow Barrel at the top. Wait for the incoming Klasp from the left to close
in on you, then rapidly leap over and scramble to the left, ignoring the
Buzzes overhead. At this point, you should be able to ascend the next few
Klasp-rigged ropes with ease. For your final descent, simply drop down past
the single Klasp with care and breathe a sigh of relief.

******************************
N-2: TERRAWAY TOBOGGAN
Type: Snow
Difficulty: *****/10
Kremlings: Booty Bird, Buzz, Knik-Knak, Skidda
Animal Buddies: None
---
And now for my favorite stage in the game (and second-favorite in the entire
trilogy, next to DKC2's Windy Well). In the style of Demolition Drainpipe,
this wild and frantic stage is a toboggan ride, whisking you over frosty
chasms and skidding Kremlings. Certain points in this stage will also play
mind games with you, tempting you to jump in locations that in reality will
lead you to your doom.

******************************
Leap into the Barrel above the red Buzz. Instead of shooting right through
the Banana trail, shoot southeast toward the lower-right of your screen.
You'll land in an easy-to-miss Bonus Barrel (though in all honesty, I first
found this one by accident).

BONUS AREA 1: BASH THE BADDIES
If you do not have both Kongs, grab the DK Barrel. You'll need it. Your goal
is to take out the four Knik-Knaks above by tossing either Kong at them from
underneath. This is fairly simple as long as you make sure to hit them from
directly underneath, rather than slightly to the side.

You will land in the toboggan. Leap over the first house you come across.
Houses without paths in front of them are one of many obstacles present in
this stage. Leap over the three crevices in the ice, bopping the Skidda at
the other side. Soar over the next house if you don't want to run smack-dab
into a Buzz. Pounce off the next few Buzzes you come across (remember, the
toboggan can defeat green Buzzes). At the bottom of the next slope, leap
over the Skiddas. Watch out for a gap right on the other side. Once you
cross, leap OVER the Knik-Knak if you can. Bouncing off it could land you
dangerously close to the next chasm, giving you hardly any time to leap over
it. Jump over the next few Buzzes, Skiddas, and houses until you reach the
next gap with the letter O on the other side. Pass another Buzz, and you'll
rapidly fall down another slope. Be warned - there is a gap immediately at
the bottom of the slope. Jump early to clear it.

Bounce off the Buzz above the next house for an invisible Bear Coin. A juicy
Banana Bunch lies above the next Knik-Knak, but if you ride underneath it,
you will snag an extra life instead. The Continue Barrel lies at the top of
the slope. Cruise over the next few enemies, and be extra careful when you
reach the Knick-Knak hovering above the pit. Soar over the house and drop
into the pit, leaping off the Knick-Knak back onto higher ground. Bounce off
the Skidda sliding in the next pit to clear it safely, followed by two con-
secutive Skiddas in the next pit, and three in the one after. Pay very close
attention after you pass the letter G. Do not - I repeat - do NOT leap over
the next house. Instead drop down in front of it. Leap over the Buzz to land
in the Bonus Barrel in front of the house.

BONUS AREA 2: COLLECT 50 STARS
You only have one shot to collect all 50 Stars in one single run. Fortunate-
ly, they are all in a line. Simply follow the trail of Stars over the first
two houses, under the third house, and over the fourth house. Collect all of
them, and the Bonus Coin should appear on the other side.

Leap over the Buzz as soon as you emerge from the Bonus Area. Cross the next
pit and you will pass an exclamation mark sign. This is your warning to jump
into the Arrow Barrel right before you reach the ledge, or you'll tumble to
your death. You'll be launched to the final stretch.

DK COIN:
The Steel Keg appears right where you land. Carry it to the right, past the
flagpole. You'll find Koin against an ice wall. Hurl the Keg over his head.
Now go back and grab the flagpole.

******************************
N-3: BARREL DROP BOUNCE
Type: Waterfall
Difficulty: ******/10
Kremlings: Bristles, Buzz, Krimp
Animal Buddies: Parry
---
The waterfall stages in Cotton Top Cove were merely a teaser. Barrel Drop
Bounce is nightmarish falls-scaling by the use of raining Barrels, made so
very nightmarish by one particular series that will test your jumping skills
to the fullest. This stage will prove to be much easier if you can remember
one thing - For the love of God, DON'T let Dixie die...

******************************
Progress right, and you'll find a Dropping Barrel falling between two ledges
in front of the waterfall. Quickly leap onto it to reach the Bear Coin.
Defeat the Krimp on the other side. Use the next Dropping Barrel to reach
higher ground. Take out another Krimp and jump into the Barrel Cannon. Once
you reach the letter K, turn right and Use Dixie's helicopter spin to glide
into what seems like nowhere. You will find a Banana trail that leads to a
ledge with a Steel Keg.

DK COIN:
This can be a tricky one. Carry the Keg all the way to the right, past the
waterfall and to the bottom ledge where a wall lies to your right. Toss the
Keg up and right so that it rolls slowly towards the wall, then slowly back
to the left. In the meantime, dash to the left and leap over Koin when you
reach him. The Keg should eventually knock him out when it reaches you. Now
spin back to the Barrel Cannon to the left.

To reach this next ledge, you must scale two consecutive Dropping Barrels.
When you reach the ledge, do not progress to the left. Instead, use those
same Barrels you just jumped across to scale the waterfall even further up.
You'll find a Bonus Barrel on the upper-right.

BONUS AREA 1: GRAB 15 BANANAS
One of the trickier Banana-collecting Bonus Areas. Barrels will continually
rain down a single waterfall in two columns, and the reen Bananas will ap-
pear somewhere in one of the columns. Jump from Barrel to Barrel or ride
them down to collect the Bananas. The ones at the bottom of the trickiest,
as, you must ride the Barrels down and spring back up to the ledge before
you fall off the screen. The Bonus Coin appears on the ledge. (Note that the
Barrels fell much more quickly in the SNES version, though this delay actu-
ally makes things more challenging.)

Progress left and defeat the Krimp. Use the Crate to take out the next one.
Another Krimp and two Bristles lie ahead. Tag the Continue Barrel (which is
much less than halfway through the stage, I might add). Scale another Drop-
ping Barrel. Behold - what is quite possibly the most challenging series of
jumps in the entire game, known to cause incredible lag due to sprite over-
load. Barrels will fall in four separate columns, and you must continuously
sclae them until you reach a Barrel Cannon at the top. Dixie is a must here
so if she's dead...good luck. Start on the left, leaping onto it as high as
possible. Rapidly leap to each Barrel to the left. When you reach the left-
most Barrel, Helicopter Spin two Barrels to the right. Begin scaling again
to the left. Hopefully you will have enough altitude to jump into the Barrel
Cannon. If not, repeat the nightmarish process. After launching out of the
Barrel, land on the ledge to the left. Continue following the Bananas up the
ledges. When you reach the letter N, do not follow the Bananas to the right.
Instead, helicopter spin into mid-air to the right. Glide to the next Bonus
Barrel after quickly landing on a Dropping Barrel.

BONUS AREA 2: FIND THE COIN
There are two columns of Droppiung Barrels. You must scale these columns to
reach the Bonus Coin at the top by rapdily jumping back and forth between
each set. There really isn't much stretgy I can provide other than utilize
your Kongs' fancy footwork.

Leap into the Barrel. Launch yourself when the Dropping Barrel to your left
hits the banana trail. Land on it and hop onto the ledge. Avoid the Krimp
and break Parry out of his crate. If you want to keep him alive (You really
don't have to, as there isn't a huge payoff), carefully jump across the fal-
ling barrels and weave between the Buzz so that Parry doesn't get hurt. Con-
tinue until you reach the next Dropping Barrel, which you must use to scale
two ledges. Run past the Buzz and prepare for the final series of Barrels,
of which there are four consecutive ones you must jump across, without any
ground below to break your fall. Jump quickly and cautiusly. Leap up one
more Barrel, and pass the No Parry Sign. Parry will become a Green Balloon.
Defeat the two Bristles up ahead and grab the flagpole.

******************************
N-4: KRACK-SHOT CROC
Type: Factory
Difficulty: ********/10
Kremlings: Buzz, Bristles, Re-Koil
Animal Buddies: Squitter
---
Did I say Low-G Labyrinth was my most loathed stage? Sorry, but I'm a filthy
liar. Krack-Shot Croc, despite being one of the most original stages in the
game, has given me an IMMENSE amount of migraines. If you suck with Squitter
you are SERIOUSLY screwed in this stage. An offscreen trigger-happy Kremling
will constantly snipe at you throughout this stage approx. every 5 seconds,
and if that weren't enough, you will have to deal with weaving webs around
rotating Red Buzzes and giant acid vats at the same time! (And if your truly
treasure your sanity, mute this stage. The sniper's cackle is unbeilievably
irritible.)

******************************
Drop down the shaft to your right to enter the Squitter Barrel. You will be
playing as Squitter for the remainder of the stage. Take out a few Bristles
by launching webs at them. Notice the metal shield you pass behind. These
protect you from fire and will become very valuable later in the stage. For
now, make platforms upwards and continue forward until you pass the '!' Sign
of Doom. A cursor will now begin following you around the screen, launching
a giant fireball from the foreground every 5 seconds or so. For safety sake,
constantly keep on the move, and don't get caught in the crosshairs when
they lock-on and turn red. Rush forward and take out the Bristles. Make web
platforms upwards, but leap out of the way when the Kroc is ready to fire.
Follow the Bananas up and left. Make platforms high above the acid vat. To
move across as quickly as possible, only make one or two platforms, each a
fair distance apart, but close enough that you can jump to them. Eliminate
the two bristles and stop (unless you're being fired at). Make platforms di-
rectly upwards. You should spy a Bonus Barrel above you.

BONUS AREA 1: GRAB 15 BANANAS
No sniper, no acid vats, no hazards whatsoever? Huzzah! This Bonus Area is
cake. Simply create web platforms as you leap around the small room collect-
ing your 15 Green bananas.

Take out the Re-Koil. Launch web platforms upwards to make it to the high
ledge overlooking the pool of ooze. Two more Re-Koils lie ahead. When you
reach the metal shield, pause for a breather, then quickly make platforms
leading upward (a zigzag pattern is recommended to avoid getting shot). You
must now cross two consecutive acid vats. Building a platform bridge near
the ceiling is a good idea considering how a red Buzz guards the lower path.
Do the same thing when crossing the next series of vats beneath the letter
O. The Continue Barrel lies behind the next metal shield. Take out the Re-
Koil ahead. Create platforms leading downward to cross the next steaming
pool. Knock out the Buzzes down the corridor. Zigzag platforms up the next
shaft, evading or defeating the Buzzes that attempt to block it. Cross the
next vat and shoot another Re-Koil.

You must now cross two more consecutive vats. Obtaining the letter N is far
too risky. Instead, line the ceiling with platforms again. Take out three
Re-Koils ahead. Form platforms bridging above the next two Buzzes that loom
over the vat. Form platforms vertically at the end. When you reach the ledge
to your right, continue upward and left. A circling Red Buzz rotates here,
making passing it tricky. Keep ascending, and you should find the next Bonus
Barrel.

BONUS AREA 2: BASH THE BADDIES
And now for my favorite Bonus Area in the entire game. Throughout this stage
you have been gunned down by the Kroc, but here, you ARE the Kroc. Maneuver
the cursor around the area targetting Re-Koils that bounce behind metal
shields and two rotating Buzzes in the center. There are four Re-Koils on
the bottom and four more on the top. You will want to place the cursor above
the metal shields so that your fire pelts the Re-Koils when they bounce up.
For the Buzzes, simply fire widly. You are bound to hit them eventually. To
collect the Bonus Coin that appears in the center, simply fire at it.

Back as the prey, make a platform so you can cross the gap in front of you.
Shoot the Bristles. Ascend the shaft, zig-zagging through the green Buzzes.
A metal shield with a DK Barrel behind it lies to your left if you need it.
Prepare for the final stretch of creating webs over rotating red Buzzes and
giant vats of acid. Fortunately, since the Buzzes still won't come in con-
tact with the ceiling, you can simply hug it to the other side safely. A No
Cursor Sign lies at the other side, ending the sniper's charade. Drop down
the shaft, and pass the No Squitter Sign.

DK COIN:
Squitter will become the Steel Keg, meaning you only have one shot to take
out Koin. Seeing as how it's a cinch, you have nobody to blame but your own
stupidity and clumsiness if you miss. Carry the Keg to the left and toss it
over Koin's head. Easy. Now make a dash toward the flagpole.

******************************
N-5: LEMGUIN LUNGE
Type: Snow
Difficulty: *****/10
Kremlings: Buzz, Lemguin
Animal Buddies: None
---
There are no crosswalks or traffic guards in Lemguin Country, meaning moving
traffic isn't going to stop just for you. Despite actually being one of K3's
easier stages, Lemguins can be pesky little buggers, especially when they
switch direction on you. Bouncing across sets can be a useful tactic here.

******************************
Immediately at the start of the stage, switch to Kiddy. Look above you, and
you'll see a Bonus Barrel perched above a Buzz. Hurl Dixie above it so that
she lands in the Bonus Barrel.

BONUS AREA 1: FIND THE COIN
This Bonus Area simply requires you to bounce across a series of Lemguins to
reach the top of a small slope. Do not rush it, however, as Lemguins' pierc-
ing beaks can end the game for you if you make the slightest contact with
them. Rolling through is ineffective, but you can probably helicopter spin
over a good portion of the beginning.

Leap over the pit containing the Skidda. Grab the Barrel and carry it over
the chasm. Use it to plow through the Lemguins in front of you. Take out the
Skidda at the top. This next series of Lemguins you will have to bounce a-
cross. On the other side, you will find Koin and a Steel Keg.

DK COIN:
Grab the Keg and stand on top of Koin's shield. Face the left and toss it
against the ice wall. It should ricochet and nail Koin in the ribs.

Clear the next series of icy pits, then prepare for some trickier Lemguin
hurdles. Bouncing off Lemguins to reach higher ground can be tricky, consid-
ering that you will likely get jabbed by another one. When you reach the low
wall bounce off one of the Lemguins in mid-air to reach the next one safely.
The next series of Lemguins travels right instead of left. You must blend
into the Lemguin traffic by running in-between two of them (They will go at
roughly the same rate as your own run). Leap the crevice and tag the Contin-
ue Barrel at the top of the slope. Helicopter Spin across another series of
Lemguins. Pounce off the Skidda sliding across the narrow ledge. Blend into
the next line of right-moving Lemguin traffic, leaping the crevice at the
end. Defeat the Skidda in the pit. Quickly scale the next slope before the
Lemguins reach you, then use them to bounce upward, clearing the chasm. You
will find safety above a house, with a Bonus Barrel right beneath you. To
access it, run in front of the house from the right side in-between two Lem-
guins.

BONUS AREA 2: COLLECT 30 STARS
EEK! LAG! All 30 stars are in plain sight, though you must contend with a
series of Lemguins plowing your way. This Bonus Area is easiest if you run
all the way to the right first, then collect them on your way back to the
left, so you can dodge the Lemguins easier. The Bonus Coin will appear back
on the right.

Defeat the Skidda on the ledge below. Helicopter Spin toward the final slope
where you are likely to lose a Kong on your ascent. Lemguins will speed down
the slope far too quickly for you to simply jump in-between them. You have
no choice but to bounce upwards, and you will probably be pierced by one at
the top. Fortunately, the flagpole lies just beyond the Lemguin hole.

******************************
N-6: BLEAK'S HOUSE
Type: Snow (Boss)
Difficulty: ******/10
---
Bleak does not take kindly to visitors. Instead, he will pummel anyone who
comes near his residence with a plethora of deadly snowballs. The removal of
Swanky's Sideshow in this game makes this battle much more difficult, but
once you memorize Bleak's attack patterns, things will gradually get easier.

******************************
(NOTE: This battle is MUCH faster-paced than the SNES version.)
First things first - to defeat Bleak, you will need to hurl snowballs into
the background. To do so, simply press 'A'. It will fire in a straight line
ahead of you. When the battle begins Bleak will immediately toss 2 snowballs
at you, hide, then emerge somewhere else to hit you with two more snowballs.
Unlike the SNES version, he will NOT stop to give you a chance to pelt him
back, meaning you'll have to act quickly and attack while dodging his fire.
You can generally tell which direction he will be tossing his snowballs, so
shift out of the line of fire. Continue hitting him until he begins his next
attack phase - the snowball cannon.

A great deal of memorization is needed for this next attack, so chances are
you will get killed the first few times around. He will fire multiple giant
snowballs out of his hat at once, each landing in a different spot and giv-
ing you very little time to shift between them. Follow these exact direct-
ions on where to move. Beginning in the center: Right. Center. Right. Stay.
Far right. Center. Right. Right. Far right. Slightly left. Far right. Now
move back to the middle and pelt him before he begins the barrage again. Hit
him, and you'll have to go through the exact same phase pattern once more
(though even faster this time). Hit him once more to defeat him.

**********************************************************************
O) RAZOR RIDGE
**********************************************************************

Overview:
Razor Ridge is a cliffside region where cavernous creatures and mountainside
critters reside. No one spot can be considered save as you prepare to trav-
erse cliffsides with burning ropes, the complete darkness of the ridge's wa-
tery depths, pilot that damn Purple Squawks again, and square off against a
complete disgrace to nature.

******************************
O-1: BUZZER BARRAGE
Type: Cavern
Difficulty: *******/10
Kremlings: Booty Bird, Buzz, Kopter
Animal Buddies: Squawks
---
Your good seemingly-worthless friend from Low-G Labyrinth, Purple Squawks,
makes his grand return in this stage. Buzz blockades will block off certain
holes in this illuminous cavern, and you'll have to use your barrel-dropping
abilities to knock them out. You'll also have your first encounter with the
Kopters, formidable flying threats that are indestructible.

******************************
Grab the DK Barrel and toss your partner into the Purple Squawks Barrel. You
should remember his offensive techniques from Low-G Labyrinth. Fly upward
past the Booty Bird. Grab the Barrel with your talons and have it roll into
the Buzz in front of you. Fly to your right and you'll come across a new en-
emy - Kopter. Kopter can not be defeated by any means, so you'll simply have
to avoid him. For now, simply fly past. You will find another Kopter past
him. Fly through when he lowers himself. Hover over the gap with the Booty
Bird. Another Kopter flies up and down in a narrow crevice. Hug the ceiling
and fly over when Kopter is at his lowest altitude. When you reach the shaft
leading downward, fly across it. You will find a Green Buzz, a Red Buzz, and
a Barrel. Use the Barrel to take out the Green Buzz when the red one clears
out of your way. A Bonus Barrel lies underneath.

BONUS AREA 1: BASH THE BADDIES
You must use Barrels to defeat all the Buzzes in the chamber. A couple easy
ones lie at the bottom, staying stationary and ripe for an easy KO-ing. The
others are found at the top of the room and will rapidly move in a circlular
formation. To avoid getting hit, use the Barrel to take them out when they
circle around to the left. One more Buzz lies in the top-right corner. The
Bonus Coin will appear at the bottom-right.

Fly to the left to find a shaft with two Kopters ascending and descending at
different speeds. Hug the left wall and descend above the leftmost Kopter.
Continue left to find a Steel Keg. This can be used to take out the fatass
Booty Bird up ahead beneath the two Red Buzzes. Progress past the next Kop-
ter. You will find a Barrel. You will have to carry it over the next Kopter,
for it will break if it makes contact. Use it to take out the Green Buzz un-
derneath the three red ones. Go down the hole and head left at the bottom.
Two Kopters vertical to each other guard the next shaft, flying at a synch-
ronized rate with just enough space between them for you to fit. You'll have
to enter between the two Kopters and fall down at their same rate. Exit to
the right. Avoid the circling Buzz. Grab the next Barrel and wait for the
Kopter to descend the next shaft. Quickly fly up it above the Kopter with
the Barrel in hand. Take out the Buzz at the top.

Carefully progress past the next three Kopters. The Continue Barrel lies
just beyond. And beyond that? Buzz Paradise. The entire chamber is littered
with circling Green Buzzes that give you virtually no passing space without
running the risk of being stung. And no artillery, either! For the safest
route, hug the roof until you reach the right wall, waiting for Buzzes when
necessary. Hug the right wall as you descend towards the ground, and you'll
avoid some truly hellish perils. On the other side of the wall, look for two
vertically-moving Kopters. You'll want to fly up in-between them. Do so and
you will find a Steel Keg at the very top. Grab it, then take out all the
Buzzes blocking the right shaft. Now grab another one...

DK COIN:
Carry the Steel Keg down the shaft. You'll find Koin on a ledge to the left.
Fly a few feet to the left of Koin. Face right, and drop the Keg to the
ground. Quickly fly to Koin's right. The Keg should eliminate him from be-
hind.

Continue your descent down the shaft, stopping in the left aclove containing
the letter N. Rest here for a while, as a Kopter will be coming up the shaft
from further down. When it goes back down, follow it and exit into the open
area to the left. When you reach the next Kopter, fly upwards and grab the
Barrel that lies on the right ledge. Use it to take out one of the Buzzes
blocking your way up ahead. Another Barrel lies just past the next Kopter.
You'll have to carry it past another Kopter who gives you very little flying
room. Hug the ceiling and bypass him as quickly as possible. Use the Barrel
to take out the Green Buzz blocking the next shaft, avoiding the Red Buzz as
you fall down. Another Barrel lies at the bottom. Barrel in tow, fly between
the next two Kopters as they fly upwards. Eliminate the next Buzz underneath
the Kopter. Do not descend the next shaft until the Kopter flies up to the
ceiling. This Kopter is not limited to simply moving up and down, so quickly
fly through the mini-maze to reach the other side safely.

Pass the Red Buzzes to find a Steel Keg. Grab it and carry it over to the
opening between the Buzzes. Drop it down so it takes out the Green Buzz. Ma-
neuver through the path you just created. Drop all the way down to find yet
another Barrel. Carry it past the next Kopter and wipe out one of the Buzzes
to bypass them. Fly past the next three Kopters with care, then pause before
you reach the wall. Wait for the Kopter to fly upwards, then follow it down
and to the right. Wait at the top of the pit until the Kopters from the left
and right pass each other, then quickly scramble up the right shaft. Another
Steel Keg lies in front of a bunch of Red Buzzes. Drop it between the moving
one so that it hits the Green Buzz below. Carefully descend. You'll pass the
No Squawks Sign finally. BUT WAIT! You're not out of the woods yet. One more
Kopter lies ahead, this one being a necessity to reach the final Bonus Area.
When it comes in from the right, use the Kongs to bounce of its helmet (this
will not harm them). Keep bouncing upwards until he flies you into the Bonus
Barrel.

BONUS AREA 2: COLLECT 40 STARS
You must bounce off Kopter's helmet to obtain all the Stars in the room. The
tricky part comes in making sure not to make contact with Kopter's blades,
which will disqualify you. About one or two falls on each side should be
enough for you to collect them all.

Now complete this wretched hellhole of a stage.

******************************
O-2: KONG-FUSED CLIFFS
Type: Cliffs
Difficulty: *******/10
Kremlings: Buzz, Knik-Knak, Kopter
Animal Buddies: None
---
A fire burns at the bottom of your rope in Kong-Fused Cliffs, forcing you
gradually upwards to avoid being burned off the end. In a similar fashion to
Ripsaw Rage, Kong-Fused Cliffs is forced scrolling, meaning you'll be forced
to retain the same speed as that of the burning rope. Don't try to get ahead
of yourself, though; you don't know what may be awaiting you off-screen.

******************************
Begin by slowly climbing up the rope. Climb past the Buzz that flies back
and forth. Continue past the Arrow Barrel and the Buzz that blocks the right
side. After passing the Buzz, immediately shift to the right side of the
rope, as a Kopter will quickly be descending the left. Scramble upwards past
the next two Buzzes when safe. Shift right to avoid the next Kopter. Then
left to dodge the next one. Leap to the left to grab onto the next rope.
Keep left until the Kopter floats down. Shift right again to dodge the next.
Pass the next Buzz, but wait before passing the second one until everything
is clear. You'll spy a lone Banana to your right, marking the path to the
Bonus Barrel. To make things easier, however, climb up above the rotating
Buzzes, then Helicopter Spin over them to the right, following the Banana
trail.

BONUS AREA 1: FIND THE COIN
This Bonus Area requires you to use Boost Barrels to pass Buzzes blocking
the rope as it quickly burns. They rotate right-left-right-left, so you will
always know which direction to jump. When you reach the top, hop onto the
ledge to the right to claim the Bonus Coin.

Back on the rope, climb up past the Buzz to your right, then leap over it to
reach the next rope. Leap into the Boost Barrel to your right for a free
Bear Coin. Tag the Continue Barrel. Continue upward, ignoring all the Buzzes
to your right unless you want to risk a few measly Banana Bunches. If not,
feel free to jump into the Barrel Cannon. When you reach the two Buzzes fly-
ing back and forth across the rope, make your upward scramble when each of
the Buzzes are as far away from the rope as possible. Stall in the middle of
the two rotating Buzzes until the Arrow Barrel above comes into view. Jump
into it immediately to avoid a Kopter assault on the rope. You'll eye a lone
Banana on the left and may be tempted to jump towards it. Don't worry about
it - there is nothing worth your while. Just keep continuing upward, dodging
those pesky Buzzes as needed.

Past the letter N, you will find a Buzz making a half-circle with the rope.
Instead of hiding in the small safe zone, scramble to the very top of your
screen to avoid being hit. What's this? Silence in the air? More like deadly
silence. Three horizontal Buzzes zoom back and forth above you, each at dif-
ferent rates. Do not try to pass them all in one run. Take it slowly. Right
beyond that, you'll eye a lone banana to your right. Jump toward it to land
in an invisible Barrel Cannon, which will launch you into the Bonus Barrel.

BONUS AREA 2: FIND THE COIN
Here you must scale a rope while avoiding Kopters that descend on you. Since
the pattern of which side the Kopters appear switches each time, evading
them is relatively simple. The rope burns quickly, however, so scramble and
shift simultaneously. Jump off to the right to collect the Bonus Coin.

Now for the part of the stage that chomps more lives than any other. Kopters
will begin swooping in diagonally from all different directions. For the
first two, hug the very top of the screen to avoid their blades. When the
second one passes, drop back down, as the third one is coming in from the
top. Stay towards the bottom for the fourth. Shift right to avoid the Kopter
coming right down the left. Jump into the Barrel Cannon to your left to
avoid having to deal with the next two, collecting some loot along the way.
Shift left to dodge the final Kopter. Climb the rope to the very top of the
stage, then jump to your left. You will land on a ledge with a Steel Keg.

DK COIN:
Pick up the Keg, then throw it to the left from EXACTLY where you picked it
up. You should take out Koin, who's hiding in a cave directly beneath you.
Once that's done, leap the chasm to your right to reach the flagpole.

******************************
O-3: FLOODLIT FISH
Type: Underwater
Difficulty: ******/10
Kremlings: Bounty Bass, Koco, Gleamin' Bream, Lurchin
Animal Buddies: Enguarde
---
Remember Torchlight Trouble in DKC1? This is basically the underwater equiv-
alent. You'll be in Enguarde form this entire stage, and will have to rely
on the use of Gleamin' Breams to illuminate your descent down Lurchin-filled
shafts temporarily. If you are playing with a stong backlight, however, you
may not even have to depend on Gleamin' Breams at all...

******************************
Tag the DK Barrel and descend the reef into the Enguarde Barrel to your
right. Swim back up and to the right, then jab the Gleamin' Bream to illumi-
nate the screen. Quickly swim back down to keep the effect. You will find
another Gleamin' Bream to your right. Take out the Kocos in the passage that
leads right, curving down and jabbing some more in the passage below. Do the
same for the next passage. Chances are your light is about to run out soon,
but watch out for the Lurchins below that blend into the darkness. Take it
slowly as you move left toward the next Gleamin' Bream. Swim down the next
shaft. You will have the option of going left or right. Go right. Watch out
for the Lurchin in the corner. Your light is probably already out by now.
(See why I recommended a lit screen?) Go as far right as possible, then cau-
tiously descend the maze of Lurchins (their pattern switch left and right).
Tag the next Gleamin' Bream. Two Lurchins will climb up and down the next
column. Wait form them to reach the aclove above before diving in and quick-
ly falling down, passing the first two Kocos. When you reach the third Koco,
pierce it and navigate the narrow passage to your right. You will find the
first Bonus Barrel.

BONUS AREA 1: COLLECT 80 STARS
Okay, this is pathetically easy. This room has four quadrants, each contain-
ing a plethora of stars. There are no obstacles whatsoever, so you have no
excuse for not being able to complete this. The Bonus Coin appears in the
center.
(Fun fact: In the SNES version, this Bonus Area was entirely different. All
the Stars were in one place, but the area was dark.)

You will emerge next to a Gleamin' Bream. Jab it and swim out to the left.
Eliminate the two Kocos. Fall down and you will enter a massive maze of Lur-
chins. Navigate through them carefully as you move toward the bottom-right,
where the Continue Barrel lies. Jab the Gleamin' Bream beneath the DK Barrel
and quickly descend, waiting in the right aclove for two Lurchins to pass
you. When they do, dive down and hide in the next aclove to your left to
wait for the next Lurchin duo. Do the same thing once more, hiding in the
aclove to your right. Drop down past the letter N. You have several options
at this point. If you want some loot, drop down and take out the Kocos. You
will find some invisible swag in the corners. If not, head all the way to
your left and jab the Gleamin' Bream. Quickly head up the shaft above you.
Take out the Kocos and the Bounty Bass if you wish. Head down, continuing to
pierce Kocos. The next Gleamin' Bream and another DK Barrel lie at the bot-
tom.

For the next duo of Lurchins, you must descend between two pairs, then exit
to your left. Head all the way left for a Bear Coin, then go down the shaft
you just passed. Watch out for the Koco at the bottom (This one has actually
killed me a few times). You have two options of which way to go, both of
which are practically the same. Wait for the Lurchins to rise, then chase
them to the bottom and head back to the left. Descend this next shaft slowly
as two Lurchins will come up on you without you knowing it. Follow them down
and jab the Gleamin' Bream to your left. Head further down slowly, hiding in
the right aclove. Again, slowly dive downward, this time sheltering to your
left. Watch out for twqo more Lurchins at the bottom. They are guarding the
entrance to the Bonus Barrel. Jab one of them, then squeeze down.

BONUS AREA 2: COLLECT 40 STARS
Again, very easy. You must follow the trail of stars in a maze, collecting
each one along the way. The Bonus Coin appears at the end. Simple.

Weave downwards and jab the Gleamin' Breams guarding the wide shaft. You'll
enter another Lurchin maze, this one much trickier than the last. Pierce
one or two if need be. At the bottom, you will find the No Enguarde sign.
Pass through the cave. After blasting out of the Barrel Cannon, leap left.

DK COIN:
Easy one. Grab the Keg and leap over to the right. Hurl it over Koin's head.
Bam. Finish the stage.

******************************
O-4: POTHOLE PANIC
Type: Cavern
Difficulty: ****/10
Kremlings: Booty Bird, Bounty Bass, Kopter, Kuchuka, Lurchin
Animal Buddies: Ellie, Enguarde, Squawks, Squitter
---
This stage is basically DKC3's equivalent of Animal Antics, although toned
down quite a bit. In fact, compared to the several preceeding and following
stages, it is surprisingly simple. Most of your animal buddies, spare Parry,
are here to give you a brief helping claw in this stage as you take on a new
explosive-loving foe, Kuchuka. The Bonus stages here will require some crea-
tive gameplay.

******************************
Roll off the ledge to land on Squawks's Crate. Fly up and right. The first
Kachuka lies ahead. Wait for his bombs to explode, then rapidly fly over him
to safety. Another one lies ahead. Repeat the same strategy as before. Fly
over the Kopter-infested holes, then underneath the next two when the path
is clear. Take out the Booty Birds blocking your path (who, I might add, do
not carry anything worthwhile). Slowly descend on the water, but don't touch
it. Instead, fly all the way to the right and touch the surface. Squawks
will automatically drop thew Kongs, landing them on Enguarde's Crate. Take
out the Kocos to your left. Two Lurchins and a Bounty Bass block the path
ahead. Eliminate the Bounty Bass and pass between the Lurchins. Go up and
jab a few more Bounty Bass, then down again. A row of Lurchins lies ahead,
each pulsating at different rates. Stay near the bottom and you should pass
them easily. Go down to find an even narrower tunnel with more Lurchins and
Bounty Bass. Beyond that, rise up to the surface.

Ellie's Crate rests on the ledge beneath the Continue Barrel. An off-screen
Kuchuka lies above, dropping bombs on you. Pass the explosions. A bunch of
pesky Kopters are waiting to annoy you again. If you run to the right as
quickly as possible, though, you actually won't have to deal with them. Look
out for the Kuchuka at the end, however. Jump into the water below. Ellie
will stay afloat. Have Ellie paddle all the way to the left beneath the let-
ter N. Jump straight up, then release yourself from Ellie. This extra boost
will get you into the Bonus Barrel.

BONUS AREA 1: COLLECT 20 STARS
You'll enter the Bonus Area with Ellie. All the stars lie far above you, and
to collect them, you must do what you just did - jump and release. For the
quickest results, have Dixie helicopter spin in mid-air to collect more at a
time.

Paddle all the way to the right. Tag the DK Barrel if need be, then jump in-
to the Barrel Cannon via Ellie (If you do not have Ellie, a Team Toss will
do). Land on the Squitter Crate. Quickly dash past the Kopters. Pay partic-
ular caution to the one in the pit with a Red Buss and the letter G. Pause
before reaching the No Squitter Sign, right past Kuchuka's raining bombs.
Make platform webs vertically here (You may encounter some lag here). The
Bonus Barrel lies above Kuchuka.

BONUS AREA 2: GRAB 15 BANANAS
This can be an annoying one, but fortunately, you can probably collect mul-
tiple Bananas at a time. Kuchuka will toss bombs into the pit where you and
the Bananas lie. When no bombs are being tossed, dash into the open and col-
lect as many bananas as possible before Kuchuka hurls another batch. When he
does, dash back to the left. Repeat the process until you have 15, then grab
the Bonus Coin that appears on the right.

DK COIN:
Pass the No Squitter Sign. Before grabbing onto the flagpole, stand on the
ledge and switch to kiddy. Hurl Dixie above and right. You will land on a
ledge with Koin. Toss Dixie up one more ledge to find the Steel Keg. Carry
it down and stand atop Koin. Jump up and toss it to the left (There is not
enough room to toss it right). Now finish the stage.

******************************
O-5: ROPEY RUMPUS
Type: Cliffs
Difficulty: *****/10
Kremlings: Buzz
Animal Buddies: Parry
---
Ropey Rumpus can be subtitled as Buzz Heaven. Aside from a Bristles or two,
stationary, shifting, and rotating Buzzes occupy the entire air space. Since
pretty much the entire stage takes place on ropes, timed jumps are an abso-
lute necessity here. On the bright side, it is fairly short, but it contains
one of the most frustrating Bonus Barrels in the entire game, as well.

******************************
Toss your other Kong into the air towards the beginning to receive a few in-
visible Bear Coins. Run underneath the pass and grab onto the rope. If you
feel like being cruel, drop down to the first ledge to grab the Barrel, then
toss it at the Buzz. (This will not actually accomplish anything. Makes me
wonder why Rare put it there in the first place.) Pass the circling Buzz on
the rope. Run underneath the next pass and latch onto the next rope. Scram-
ble underneath the Red Buzz when the Green Buzz moves below the rope. Leap
the next Buzz, and scramble through the two circling ones. For this next
part, you must leap up a series of ropes consisting of stationary and moving
Buzzes. At the top, you will find a TNT Barrel. Grab onto it, and jump all
the way to the right, soaring over the ropes and hugging the right wall. You
will fall back to the bottom. Bust open the wall to your right. The Bonus
Barrel lies on the other side.

BONUS AREA 1: FIND THE COIN
You must weave through three pairs of rotating Buzzes on a rope to reach the
other side. If you do not rush through, this is relatively simple. For the
second two pairs, you may have to jump to land in the center safely.

Use the TNT Barrel from before to take out one of the Buzzes pestering you
to your left. When you reach the two rotating Buzzes where the next rope be-
gins, leap where the lone Banana lies beneath the upper rope to be used as a
safe spot. Continue left, carefully leaping between the Red and Green Buzzes
ahead. Simple dodging techniques should carry you past the next few Buzzes
with ease. When the rope ends, leap up two ropes, as the rope leading left
has nothing worth risking your ass over. Scramble underneath the Red Buzz
while following the Green one. Leap upward through the next series of ropes
while evading the rotating Buzzes. Pass through the Continue Barrel. Drop in
front of the Red Buzz when the rotating Green Buzz spins to the right. On
the other side, QUICKLY leap up every single rope (mash A if need be) before
the incredibly swiftly rotating Buzzes reach you. At the top, grab ahold of
the rope and head left. Leap the Buzzes. When you leap the Red Buzz, drop
down on the ledge below you, then fall off to the left. Cleverly-hidden Koin
lies here.

DK COIN:
Leap over Koin and head underneath the Arrow Barrel to find the Steel Keg.
Toss it to the right over Koin's head, making sure not to land it in the Ar-
row Barrel. Then leap into the Barrel to blast back up to the rope.

Continue past the next few Buzzes to your left using the same strategies you
have previously used in this stage. Past the letter N, leap up the left side
of the vertical series of ropes, then cross back over to the right. Break
open Parry's Crate above the next rope. Leap over the Red Buzz along with
the rotating ones, keeping yourself and Parry alive. Now for one wicked cool
shortcut - pay attention for a lone Banana near the top of your screen. Leap
right underneath it. You'll land in an insible Barrel cannon which will fire
you to a secret upper path filled with Bananas, a Bear Coin, and and a Red
Balloon (only obtainable with Parry). Follow the Banana arrow down at the
end. leap over the next few Buzzes with care. Successfully take Parry beyond
the No Parry Sign, and he will turn into the second Bonus Barrel. Be warned:
If you foul this up, you will have to start again from the Continue Barrel.

BONUS AREA 2: GRAB 15 BANANAS
Considering the aforementioned stakes, you'd think this Bonus Area would be
nice and simple like the first one, wouldn't you? HA. Tough luck. While you
have plenty of time, and thus do not have to rush, it can get very annoying.
You are on a rope with two rotating Buzzes, both of which move relatively
quickly. You must collect 15 Green Bananas that appear on the sides and in
the middle, meaning you will repeatedly have to scramble back and forth be-
tween the Buzzes, hoping not to be stung. Fortunately, you have lots of time
and can afford to miss a few if you feel they are too risky to obtain. The
Bonus Coin will appear on the right side.

Huzzah! You're done.

******************************
O-6: KROCTOPUS KRUSH
Type: Waterfall (Boss)
Difficulty: ******/10
---
Bearing no immediate resemblance to the Croctopus of DKC, Kroctopus is a
freakish cove-dweller who's taken over for Barbos as guardian of Razor Ridge
He'll extend each of his tentacles toward one of the three ledges, which you
must constantly jump from to avoid being snatched. Dropping bombs will help
you blow this freak show to calamari smitherines.

******************************
There are three ledges surrounding Kroctopus. He will extend his claws tow-
ard one of the ledges, meaning you must jump to the other ones to avoid get-
ting hit. First, he will aim for the middle. Then the left. Then the right.
Then a bomb will drop in a random location. Kroctopus will continue trying
to attack you, now aiming wherever you are. Run toward the bomb. You'll want
to trick Kroctopus into hitting the bomb, without getting yourself caught in
the explosion. When he aims for the bomb, move out of the way. Also, do not
keep the bomb hanging for too long. After the first hit, another bomb will
appear somehwere else, and Kroctopus will begin attacking faster. Do the
same thing again, and then a third time. After the third hit, Kroctopus will
dive, then reemerge, mad as hell.

Kroctopus will aim for the left ledge. Then right. Then wherever he thinks
you're going. Fake-outs are very useful. Eventually, another bomb will drop.
Have him hit it. From this point, Kroctopus will fire two tentacles at a
time instead of one, and you must simply keep this up for another two hits,
which will fry Kroctopus and make him ready to be served at the local Fresh
Catch.

**********************************************************************
P) PACIFICA
**********************************************************************

Overview:
Pacifica is a new world exclusive to the GBA version. You can access this
world once you have the Turbo Ski by going up the Northern Kremisphere's
western waterfall. Prepare for various twists on your typical underwater
challenges, including a forest completely submerged in a rising flood, and
a deadly reef surrounding a strong pulling current.

******************************
P-1: DINGY DRAINPIPE
Type: Sewers
Difficulty: ******/10
Kremlings: Bristles, Buzz, Koco, Lurchin, Re-Koil
Animal Buddies: Enguarde
---
Pacifica's sewer system is a fairly unsanitary one, consisting of some of
the foulest breeds of the Kremling family. There are various routes to take
in this hybrid water/surface stage, and to collect everything, chances are
you will have to take a couple trips through this murky pipeline.

******************************
Spin through the two Bristles in front of you and hop down the shaft. The
Bear Coin to your left is not worth the risk. Now for the fun part, use your
Kong's spin attack to breeze through the endless series of Bristles. When
you reach the pipe, stand on top of it and have Kiddy hurl Dixie upwards to
land in an invisible Barrel Cannon. Herein lies Koin.

DK COIN:
The Steel Keg lies at the end of a somewhat-lengthy pipeline beyond Koin. No
worries, there are no obstacles. Toss it upwards to the right so it bounces
off the wall, then quickly run back in front of the Keg and leap over Koin
so the Keg takes him out.

Take out two more Bristles beyond the pipe. You'll land in the water. Watch
out for hard-to-see Lurchins beyond the pipe. Weave through them to reach
the pipeline below. Head left. Swim past the row of Lurchins that pulsate up
and down (Stay towards the bottom for the easiest route). Pay attention for
an opening near the top of your screen above the stationary Lurchins. Pass
the first three, then swim straight upward to find the Bonus Barrel.

BONUS AREA 1: COLLECT 40 STARS
You must fire out of Rotating Barrels to collect each of the Stars, which
form a rectangle around the room. Time is somewhat tight, so be quick about
it. When you've collected all of them, fire back toward the ground to obtain
the Bonus Coin.

Swim to the end of the tunnel, then down the shaft. The water will fall, but
you will still remain submerged for this next part. Swim in-between the two
middle Kocos as they swim through the duos swimming above and beneath you.
Leap into the Arrow Barrel at the end to reach dry land again. Head right.
Tag the Continue Barrel. For some hidden junk, drop into the shaft below the
DK Barrel. In the small pool, you'll find two invisible Bear Coins and a few
Bananas. Ride the lift back up. Spin through the long line of Bristles ahead
and hop back into the drink. An endless (literally) barrage of Kocos awaits
ahead, filtering out one end of the pipe and coming in the other. Fortunate-
ly, Enguarde lies in a hole right beneath you. Dodge the Koco and break the
Crate open. With Enguarde, pierce through the school of Kocos until you pass
the No Enguarde Sign (seems like a waste). Swim down and left, between the
two stationary Lurchins and the pulsating one between (Eep!). If you did not
go through unscathed, fear not - A DK Barrel conveniently lies just beyond.
In a very obscure sprite shift, the water will fall and the Lurchins will
disappear, with Re-Koils magically appearing out of nowhere. Choose the path
to your right. Three very swift Bristles lie ahead. Spin through them. When
you reach thepipe just before the Re-Koil, toss your other Kong upwards to
reach the second Bonus Barrel.

BONUS AREA 2: COLLECT 55 STARS
Easy one. Jump into the water and collect all the Stars as you work your way
down, but make sure to do so before the water drains, or you will not be
able to go back up and collect the ones you missed. The Bonus Coin is at the
bottom.

Take out all the Re-Koils blocking the path ahead. Have the Rocket Barrel
carry you up. Did you really think you were going to go this entire stage
without encountering a Buzz? HA. Leap over the pipe when the Buzz moves up,
then drop into the shaft underneath the Buzz the hover back and forth (there
isn't anything good on the other side). The flagpole lies here, but go past
it and toss your other Kong up at the end for two Bear Coins.

******************************
P-2: STORMY SEAS
Type: Boardwalk
Difficulty: ****/10
Kremlings: Bazza, Buzz, Klasp, Knocka, Koco, Lurchin, Nibbla, Re-Koil, Sneek
Animal Buddies: Enguarde
---
Klasp has one final trick up his sleeve, and that's joining his ground-bound
brother, Knocka, in a hissy rampage above an unsettled lake with shifting
tides. Reach the goal by keeping your feet dry is a fairly simple task, but
if you want to harvest the lake's secrets, you'll have to brave the Koco and
Bazza-filled depths, with a little protection if you can find it.

******************************
For some free loot, toss Dixie on top of the huts at the beginning. Bop the
Sneeks on the next dock (It's like a flippin' copy of Lakeside Limbo!). When
you reach the water, you have two options - the dry route and the wet route.
Each contains a Bear Coin, though the upper route has Re-Koils while the lo-
wer one has Lurchins. beyond that, swim past the Kocos and hop on the next
dock. Here we meet an old foe with a new twist - running Klasps. Eliminate
him like an ordinary Knocka, but make sure he does not ram you. Some hidden
Bananas lie above the hut. Take out the next Klasp and chuck him at the Re-
Koil. When you pass through the hut with the letter O above, pay attention
to the ground beneath the Re-Koil that lies just beyond it. You'll notice a
crack. Take out the Re-Koil, then toss Kiddy onto the crack to bust it open.
You'll fall into the water and pick up a Bear Coin, but watch out for a Koco
beneath you. Hop the pylon to your left and leap into the often-overlooked
Bonus Barrel.

BONUS AREA 1: GRAB 20 BANANAS
20!?! You have a full 60 seconds to collect them, but this is still one of
the most annoying Bonus Areas in the entire game. First, all of the Bananas
lie above and below the rope. However, you have an ultra-speedy Klasp to
contend with on the rope. To make matters worse, a Nibbla booby-traps the
water below. There are docks on each side of the area where you can rest,
but since Klasp will block the edge of the rope, the only way to get back on
is to use Kiddy to toss Dixie onto the hut rooftops, then helicopter spin
over Klasp to land back on the rope. The Bonus Coin will appear on the right
dock, so don't screw it up.

Murder the trio of Sneeks. Tag the Continue Barrel. Jump into the seas past
the DK Barrel, then turn around and swim over the pylons to find Enguarde's
Crate. He can be used to bypass an annoying series of Buzzes and Klasps on
the upper route. wim back over the pylons and pierce through the Kocos. Con-
tinue underneath the docks and Buzz-rigged ropes right up to the No Enguarde
Sign. Bop the next few Klasps on the docks above (Watch out for killer lag!)
and hop on the roof for a Bear Coin. Use the Barrel enemies to knock out
Klasps and Knockas that lie ahead. Once again, you have a choice to take a
land route or a water route. This time, the dry route is safer. Jump on the
rope, then onto the next one when the Buzz moves to the right. Continue un-
til you reach the docks. Kill some more Sneeks and grab the Red Balloon that
lies above the hut. Jump into the drink, but stay above the Bazzas. Swim
towards the dock at the other side, then blend into the Bazza traffic by
swimming underneath the pier towards the letter G between two Bazzas. Leap
the pylons into the Bonus Barrel.

BONUS AREA 2: FIND THE COIN
Much easier than the last one. These Klasps are much stupider and do not
chase you around. Leap onto the rope and hop over the Klasp, then over the
trio of Buzzes onto the rope on the other side. Make sure not to land on the
next Klasp, however. Drop down to collect the Bonus Coin.

Defeat the Knocka. Pass Koin and defeat the Klasp.

DK COIN:
You will need both Kongs for this one. Toss Dixie onto the hut that lies to
Koin's right. Grab the Keg and carry it back to Koin. Toss it over his head
as always. Then complete the stage.

******************************
P-3: SUNKEN SPRUCE
Type: Redwood
Difficulty: *******/10
Kremlings: Bazza, Bounty Bass, Buzz, Koco, Lurchin, Minkey
Animal Buddies: None
---
Of all the new stages, Sunken Spruce is easily the most original, as well
as one of the trickiest. If you don't like taking your time in a stage, this
submerged redwood stage will screw you over. Bazzas swim through holes, Lur-
chins rest on tree branches, and you might just have a special "greeting
party" when you emerge to the surface, so watch out.

******************************
This stage begins with getting the DK Coin.

DK COIN:
Grab the Steel Keg at the beginning and hope down the tree trunk to your
left. Exit to your right and stand on top of Koin. Face left and toss the
Keg to take Koin out.

Hop into the water, then swim through the trunk opening to your left beneath
the Lurchin. Swim down the trunk slowly, avoiding the Kocos that swim back
and forth. Look for an opening to your right before you reach the bottom.
Pass through the two Lurchins to reach the right trunk. Avoid the fat Bounty
Bass as you descend. Swim out to the left and back into the left trunk,
weaving through the Lurchin maze (take this slowly). Weave through the batch
of Lurchins that lie between the trees, curving down and back into the left
trunk. Avoid the Bazzas that quickly swim in from the left. You've reach the
bottom of the stage. Now the perilous journey back up. Cross over to the
right, avoding some more damn Lurchins. This next trio can be tricky. Swim
as high as you can, then wait for all three to reach you before swimming
past them. Pass through the bark opening and swim over the Lurchin nest that
holds the letter O. Tag the Continue Barrel. Carefully pass between the two
pulsating Lurchins that block the opening. Swim up, passing through the two
channels of slowly moving Bazzas (enter from the left). For the next opening
leading left, you must blend into the Bazza traffic as they swim left. Take
it all that way to the next tree. Swim upward, ignoring the opening to your
right. Rapidly paddle upward past the three synchronized Kocos to find the
Bonus Barrel.

BONUS AREA 1: COLLECT 70 STARS
Realtively simple. All the Stars lie in the trunk you begin in and to the
right of it, which you will access by swimming upward. The Bonus Coin will
appear at the bottom.

Pass through the opening blocked by the two Lurchins. Cautiously paddle up-
ward through the two pairs of Kocos, followed by two Bounty Bass. Exit the
tree to your left and weave downward through a hellish maze of Lurchins.
Head back down the middle tree, avading the swift Kocos, then back up and
left through the middle, where a DK Barrel lies. Swim upwards through some
more Kocos, past the letter N. You will see the surface, but do not be so
hasty to jump out. Many players are killed here, as a Minkey awaits right by
the rope that leads out of the water. Grab the bottom of the rope before
dashing up. Back on land, pass through the tree to your right, avoiding the
rotating Buzz. (They can't even leave you alone in water stages!) If you
have both Kongs, you can toss Dixie onto a branch above for an invisible Red
Balloon. Hop straight back down, then back into the drink. You will find an
opening to your left to find the next Bonus Barrel.

BONUS AREA 2: FIND THE COIN
In my honest opinion, this is the most difficult pain-in-the-ass downright
EVIL Bonus Area in the entire bloody game. Seriously, this must have taken
me AT LEAST 20 consecutive tries at first. Fortunately, if (err...I mean,
WHEN) you fail, you'll exit right outside the Bonus Barrel, meaning you can
easily try again. ANYWAYS...you must swim upward through a series of very
compact and swiftly-moving Bazzas, and then back down the other side. One
thing that makes this Bonus Area so damn difficult is that since the Bazzas
enter off-screen, it is hard to know when they will enter. That said, do NOT
swim near the sides. Stay dead center. Second, you only have 20 seconds,
and you'll feel the need to tread as slowly and cautiously as possible, see-
ing as hjow the Bazza streams are so close together. The descend is hardest
since your Kongs will appear toward the bottom of your screen and the Bazzas
will be off the screen completely. Seriously, I only have two bits of advice
for this - A) Memorize which direction each stream of Bazzas will come out
of, and B) Good luck. (That's easily the longest Bonus Area description I'll
type out in this entire guide.)

When you either finally beat the Bonus Area or simply give up altogether,
exit the tree to your right, where two annoying rotating Buzzes circle. It
is easiest to simply jump through them, as racing along the ground will get
you stung. watch out for the Minkey as you climb up the rope on the other
side. Exit to your left and grab the flagpole.

(I cannot believe I made it through that entire write-up without getting hit
once.)

******************************
P-4: CLIFFSIDE BLAST
Type: Cliffs
Difficulty: ******/10
Kremlings: Buzz, Krimp, Kopter, Re-Koil
Animal Buddies: None
---
WARNING: If you have motion sickness tendency, this stage is NOT recommended
for you. Constant Barrel-blasting in all different directions in addition to
Buzz-induced headaches can result in harmful and often-times deadly side ef-
fects, including nausea, insanity, and rage, which can cause trauma to your
GBA by hurling it against the wall. Please consult your doctor be fore play-
ing this stage, as the writer of this FAQ takes no responsibility for any
effects that may occur.

******************************
Roll into the Re-Koil and hop into the Barrel. Blast upwards, then left
through the DK Barrel to be automatically be blasted further upwards. Launch
up again when the rotating Buzz above clears out. Continue blasting upwards
until you reach the Barrel surrounded by two circling Buzzes. Fire northwest
and land on the rope beneath where the Buzz flies. Climb up the rope with
care, pausing inside the Buzzes' cirles. Between the two, leap onto the wood
platform to your right. Cross underneath the pass and fall into the Bonus
Barrel on the other side.

BOUNS AREA 1: COLLECT 22 STARS
There are two ropes leading up from the bottom, and a Kopter lies on the
outside of each of them, As long as you keep your Kongs on the inside, col-
lecting all 22 Stars should be a breeze. The final few lie on a third rope
dangling from the ceiling.

At the top, leap into the Barrel Cannon. Once on the rope, hop off to your
right and bounce off the Re-Koils to reach the other side. You will launch
into another Rotating Barrel. Fire up past the wooden platform. At the junc-
tion with the Steel Keg on the left, launch up to the Barrel above then back
southwest to land on its ledge. (Launching nowrthwest from the first Barrel
will send you flying over into Buzz territory.)

DK COIN:
Grab the Steel Keg, then drop straight down to your left when the Buzz moves
out of the way. Hurl the Keg over Koin's noggin.

Launch yourself back up. When you reach thus Buzz, fire right, then up, then
up again to land on the laedge. Hop into the Arrow Barrel. Tag the Continue
Barrel. Hop into the next Arrow Barrel and grab ahold of the rope when the
Buzz moves out of your way. Stay on the left side of this rope, as Kopters
will begin raining down the right. After two, shift left to dodge the third.
This next part is REALLY fun - a Buzz maze on ropes. Leap onto the left rope
when the rotating Buzz gives you space. Climb until you reach the stationary
Red Buzz, then hop back onto the middle rope, clinging the left side to
dodge the Buzz. Ho onto the right rope, then climb up beneath the vertically
moving Buzz. Hop back onto the middle rope and onto the ledge to your left.
Hop onto the next rope, then quickly onto the one to your right to dodge the
Kopter. Follow this rope's Kopter upward until you can jump back onto the
left one, then right once more to progress up the cliffside. Watch out for
the low-lying rotating Buzz. Ignore the crossroads with the Krimps unless
you need another Kong (and in that case, go right). There' nothing else that
noteworthy. Quickly dash up past the duos of Buzzes, pausing in-between. Bop
the Re-Koil at the top and head through the cave to your left.

BONUS AREA 2: FIND THE COIN
You have only 10 seconds to cross a horizontal rope rigged with four Kopters
and considering how closely they are space together, this is not too easy if
you don't have Dixie at your immediate disposal. In addition, she can easily
helicopter spin over the Kopters.

You'll emerge right by the goal.

******************************
P-5: RIPCURL REEF
Type: Underwater
Difficulty: ********/10
Kremlings: Bazza, Bounty Bass, Koco, Lurchin
Animal Buddies: None
---
Those of you who could not get enough of Squawks's section in DKC2's Animal
Antics will be overjoyed to know that Rare has dedicated an entire stage to
a similar theme. On the bright side, it is fairly short, but that does not
make up for its sheer EVIL Factor. A strong current will repeatedly sway
you against reef walls coated with deviously-camoflauged Lurchins (EVIL!),
in addition to your typical underwater family reunion.

******************************
Swim to your right, and you will rapidly be picked up by the current. Do not
try to fight it, but instead let it carry you to the right as you swim up
and down to avoid the Lurchins. Swim up between two more Lurchins. Have the
current carry you left. You may have to fight this one a bit, as a few of
the Lurchins are packed relatively closely together. Swim up the reef at the
other side, avoiding the Kocos (the current will stop rushing now). You can
probably make it through the next few Lurchins before the current starts up
again. When it does, it will alternate between shoving you left and right.
A pulsating Lurchin lies on the other side. Pass it, the carefully travel
down the column of vertically-positioned Lurchins as the current quickly
shoves both directions. Try to stay as centered as possible. The Bonus Bar-
rel lies at the bottom.

BONUS AREA 1: COLLECT 25 STARS
This entire Bonus Area is a Lurchin deathtrap, but fortunately, there is no
current. The room has four quadrants, each filled with stationary Lurchins
surrounded by 2 or 3 Stars. Fortunately, you have a full 40 seconds and can
take it progressively. The top quadrant is most challenging, so begin with
that. The Bonus Coin will appear in the center.

Unfortunately, the game will empty you right back outside the Bonus Barrel,
meaning you have to go back up the hellish reef you descended to reach the
Bonus Area. Keep centered and tread lightly. Go up the shaft that you swam
past beforehand. Grab the DK Barrel if need be, but don't continue up the
right path, as the letter K is not worth the risk. Instead, swim left. Head
up, avoiding the Kocos. You must then swim through two sets of Bazzas, each
releasing two at a time at a fast rate. Beyond that, the current will start
up again, driving you right against a raid of Kocos. The Continue Barrel
lies beyond that. Squeeze between the next set of Bazzas coming out of the
right reef. Progress down the perilous narrow reef where Lurchins camoflauge
and line the walls and the current tries to wail you against them. (Quick
taps right and left on the D-Pad should keep you centered.) Pause before you
reach the Bazzas at the bottom, then stay above them and hug the ceiling as
you swim to the right. Swim up and left at the fork in the reef (The current
will not enable you to swim left). Again, fight the current to avoid the
Lurchins (These ones move up and down, so charge when they move up while
hugging the bottom). Past the Kocos beyond the letter G, curve around the
fork right and bottom. Dodge the Koco and fall into the Bonus Barrel.

BONUS AREA 2: FIND THE COIN
In this Bonus Area, you must navigate a brief maze while avoiding a series
of Bounty Bass. For the first trio, find an opening between them to pass.
The rest is relatively simple, with a lone Bounty Bass guarding the Bonus
Coin.

You will immediately be tossed back into the current. Stay centered as you
travel northwest through the Lurchin-rigged reef. You can snag a Bear Coin
near the top. When you reach the top, you must swim to the right completely
against the opposing current. Hold B and stay near the ground until you ap-
proach the low-lying Lurchin, then swim up to the top and persist against
the current until you reach the cave at the other side. Head beyond the goal
for the DK Coin.

DK COIN:
Leap over the Lurchin pond and Koin himself to find the Steel Keg. Grab the
Keg and stand on top of Koin's shield. This is risky considering how if you
get bumped off, you will fall right into the Lurchin pond behind you, and I
seriously doubt you want to go through this wretched stage again. Toss the
Keg to the right to take Koin out. Then grab the flagpole.

******************************
P-6: SURF'S UP
Type: Sewers
Difficulty: ****/10
Kremlings: Buzz, Knik-Knak, Krimp, Krumple
Animal Buddies: None
---
This high-speed stage is basically Demolition Drainpipe that has upped the
ante (Okay, not really). You'll switch back and forth between traversing the
sewers on foot and cruising full-tilt in your toboggan. If you are wondering
where the stage's name comes from, look out for the opportunity to ride a
Steel Keg through the entire second half of the stage.

******************************
Jump down the pipeline and take out the Krumple. Roll into the toboggan.
Leap over the Buzz and collect an invisible Bear Coin along the rail. Soar
over the pipes and the series of Buzzes beyond that. Grab ahold of the upper
rail above the two Red Buzzes. Drop right beyond that. Continue leaping over
pipes and Buzzes, then onto the upper rail when you reach the pits. Drop
into the second pit. You will land in an invisible Bonus Barrel.

BONUS AREA 1: COLLECT 30 STARS
You must follow a trail of Stars that weaves through a series of Kocos. When
you swim to the top, make your crossing over to the right when the Kocos are
separated. Continue swimming down, avoiding the Kocos, then collecting the
Bonus Coin at the bottom.

You will now leap a lengthy series of Red and Green Buzzes before reaching
the Coninue Barrel. Bust it open. Continue pouncing on Buzzes and leaping
over the pipeline's various pits by holding onto A to make long leaps to the
other side Hang onto the upper rail until you reach its end. When you reach
the pipe obstacles, make light leaps so you don't smack into the Buzzes that
lie along the ceiling. Leap into the Boost Barrel at the end of the tunnel
to be launched to the stage's next phase. Take out the Krumple, then grab
ahold of the Steel Keg. Toss it against the left wall, then jump on top of
it to surf all the way to the end of the stage without any fear of being hit
by enemies (hence the stage's enemies). If you fail at this, have fun jump-
ing through countless Buzzes and Krumples. (It is actually not that hard if
you have Kiddy.) Leap into the Barrel Cannon and land on the left. Take out
the Knik-Knak and have Kiddy toss Dixie into the Bonus Barrel above.

BONUS AREA 2: FIND THE COIN
In this Bonus Area, you must simply ride the toboggan to the other side
without getting hit by a Buzz or smashing against a pipe. This is generally
simple, and there aren't any true complex strategies needed.

Take out the Knik-Knaks on the ground, then bounce on the Knik-Knak hovering
over the shaft leading down. Hop down it to land in a Rotating Barrel. Fire
yourself straight down.

DK COIN:
The Steel Keg is being guarded by a rotating Red Buzz to your left. Quickly
nab it when the coast is clear, dash back to the right, and wail it over
Koin's head.

After that is taken care of, hop back in the Barrel and launch yourself back
up. Roll through the bottom Knick-Knak to your right to reach the goal in
the most painless method possible.

******************************
P-7: BARBOS'S BARRIER
Type: Underwater (Boss)
Difficulty: ******/10
---
Lurchins have been a repeated thorn in your side the entire game. Now it is
time to meet their master. You'll play as Enguarde for this entire boss bat-
tle, using Barbos's own ammunition against her. Like all Lurchins, the weak-
ness lies in the center. The trouble comes in exposing it.

******************************
Swim into the Enguarde Barrel and you will automatically sink into Barbos's
chamber. She'll begin by releasing a Lurchin. Pierce it just as you would by
defeating any other Lurchin. It will bounce off the reef wall and take out
one of Barbos's Lurchin shields. She will then release another Lurchin. Face
the side where the other protector Lurchin lies. Jab the green Lurchin to
take it out. Barbos will then begin pulsating. Charge up Enguarde's charge
attack, then releaseit when Barbos exposes her soft interior. After you poke
her, she will retreat into the chamber below. Follow her down. This time,
she will launch shell missiles that home-in on you, flash, then charge. You
want to have these demonic shells follow you around until they flash and
lock-on to you, positioning yourself right in front of one of Barbos's pro-
tector Lurchins, then moving out of the way before they fire themselves. Do
this again with Barbos's other guardian Lurchin. After both or taken out,
she will begin pulsating again. Charge her, and Barbos will descend one more
chamber, then move up to the top. Move near the wall and prepare for Phase
Three.

Barbos will begin launching spikes in all directions. The best place to hide
is in the lower-right corner, moving ever-so-slightly up and down to avoid
each wave of spikes. After some craftful dodging, Barbos will begin pulsat-
ing once more. Pierce her again, then move back into the same position. Bar-
bos will repeat the spike attack, this time faster. Repeat the same strategy
and stab her. Repeat and stab her a fifth time, and victory is yours.

**********************************************************************
Q) KAOS KORE
**********************************************************************

Overview:
Once you defeat Barbos, a canal will open up which leads you to Kaos Kore, a
tropical deathtrap home to Baron K. Roolenstein and his most sinister hench-
men. Frightening twists such as Ghost Barrels, lightning bolts, and reversed
control will greet you, in addition to Koin's discolored cousin out for re-
venge. Donkey and Diddy are waiting!

******************************
Q-1: KONVEYOR ROPE KLASH
Type: Jungle
Difficulty: ******/10
Kremlings: Buzz, Bristles, Knocka
Animal Buddies: None
---
Konveyor Ropes are fast-moving ropes that will automatically carry you over
large gaps...or to your doom! You will be forced to weave your way through
mazes of Buzzes while fighting against ropes moving the reverse direction.
Note that the ground in this stage is littered with invisible Bear Coins, so
do not pass up low-lying areas.

******************************
Jump over the rolling Bristles, as you will not be able to use your roll at-
tack without being pierced. Grab onto the conveyor rope above you to get the
feel of moving on them. Hop off, then take the next conveyor rope over the
gap. Defeat the Knocka. Jump onto the next conveyor rope and leap over the
Buzz as you are moved towards it. Leap between the next two Buzzes to nab
the letter K, or alternatively, Helicopter Spin over both of them. Wait for
the two rolling Bristles to pass you before progressing. Take the next con-
veyor rope over the Buzz that hovers back and forth. Jump on the Knocka,
then instead of hopping on the next conveyor rope, roll off the ledge. You
will land in a Bonus Barrel.

BONUS AREA 1: COLLECT 30 STARS
Pretty simple. All the Stars lie above and below a single conveyor rope. The
only problem is that the rope is moving towards you meaning you will have to
fight it as you leap to the right. That said, it is easiest working left to
right. The Bonus Coin will appear on the right ledge.

Defeat the Knocka and ride the next conveyor rope, where you will deal with
two moving Buzzes. Leap over the Bristles when you reach the other side. At
the top, leap over the moving Buzz on the conveyor rope to land in front of
the stationary one, then over the next moving one to reach the other side
safely. Kill the Knocka and walk through the pit to pick up an invisible
Bear Coin. Tag the Continue Barrel. Traverse the rope that flows against
you. For the next rope, ride it until you reach the two Buzzes on the far
right, then immediately drop down to the rope below you, then drop down once
more before the rope leads you into the Buzz to your left. Use the Barrel to
take out the Booty Bird that lies above the next conveyor rope. Cross the
gap. Pummel the Knockas blocking your path. Leap over the Buzz on the next
conveyor rope, then drop down to the lower one before you ram into the tower
of Buzzes. Hop up and down through the Buzzes lining the ropes until you
make it safely to the final Buzz on the upper rope. Use Dixie to Helicopter
Spin over it and land in a Bonus Barrel hidden behind the foliage.

BONUS AREA 2: GRAB 15 BANANAS
Quite simple, seeing as how you repeat the same loop for all 15 Bananas. In
this area, there are two conveyor ropes, one leading to the right, and the
other to the left. Each of the Green Bananas will appear along one of these
ropes. All you have to do is continue in a repeated loop arlong the ropes to
collect them all with ease. Just do not accidentally fall into the abyss be-
low.

Hop onto the conveyor rope. Two sets of rotating Buzzes lie ahead. Instead
of trying to maneuver through them, it is easiest to helicopter spin right
over them when both Buzzes are horizontally parallel from each other. At the
ropes end, leap onto the next rope and drop onto the lower one before you're
sent into the Buzzes. This part is tricky. Climb ALL THE WAY to the right
edge of the rope before leaping off to the right, or you'll bump your noggin
on the Buzz above you. Avoid the Bristles when you hit solid ground. The
next conveyor rope consists of simply a lengthy series of mobile Buzz obsta-
cles, all of which you should be used to by now. When you reach the next
rope, drop onto the rope below you. Take it all the way to the right and
passi over Koin, then drop to the ground. You will find a Steel Keg, meaning
it is Koin clobbering time.

DK COIN:
Slightly tricky. Toss the Steel Keg to your right so that it bounces off the
right wall. Immediately after tossing, hop back onto the conveyor rope and
scramble to your left so that Koin turns around, making the Keg wail him in
the rear. Then run back to the right to find the exit.

******************************
Q-2: CREEPY CAVERNS
Type: Cavern
Difficulty: *******/10
Kremlings: Booty Bird, Buzz, Knocka, Krumple
Animal Buddies: Squitter
---
Ghost Barrels pose as ordinary Barrel Cannons that fade in and out of thin
air. Some can be used to your advantage, while others have been purposely
positioned to launch your monkeys into a deathtrap, such as a Buzz. Even
with Squitter at your disposal, it is a wise idea to tread as carefully as
possible. (BTW, why isn't this stage called Kreepy Kaverns?)

******************************
Bop the Krumple, then take out the Booty Bird and Knocka further along. You
will find a Ghost Barrel. Jump in it to see how it works. Continue running
along the path. A Red Buzz hovers with a Ghost Barrel fading on and off be-
neath it. Run past when it fades, or you will be launched right into the
Buzz. Another Ghost Barrel lies at the end, and this one is useful. It will
point in different directions each time it appears. Wait until the Barrel
faces directly upward, then jump in. Take out a trio of Krumples that patrol
the ledges. Leap into the Arrow Barrel. Launch yourself when the Ghost Bar-
rel faces northwest towards the lone Banana. Bop another Krumple. Wait for
the Ghost Barrel to vanish before dashing beneath the Red Buzz. Ignore the
next Ghost Barrel and continue bashing Krumples with Kiddy. Hop down the
hole and progress left. A Ghost Barrel will fade above a Red Buzz. You will
want to leap into this Barrel when it appears, and this is done most easily
by gliding down with Dixie's Helicopter Spin. A Barrel Cannon will fire you
left. Another Ghost Barrel lies underneath two Red Buzzes. leap into it when
it faces directly upward. You will land in a Barrel Cannon which will fire
you right. Turn around and leap to the ledge on the other side (spin off the
ledge ledge then jump). Toss your other Kong into the Bonus Barrel.

BONUS AREA 1: COLLECT 50 STARS
A lone Ghost Barrel lies in the center of the room. You must launch out of
it to collect all the Stars which lie above. The trick is that the Barrel
will point in different directions each fade. Wait for it to point directly
upward to collect those at the top, then diagonally for remaining Stars on
the sides.

Run past the Ghost Barrel underneath the Red Buzz. Roll off the ledge and
bop the Knocka. Tag the Continue Barrel. Grab the Barrel and leap OVER the
Krumple (Do not waste it). Use it to take out the Green Buzz above. You will
expose an Arrow Barrel. Hurl Dixie into it, then land on Squitter's Crate
above. (Yay!) Hop back down and launch a web at the Buzz. Leap into the Bar-
rel, then launch into the Ghost Barrel when it faces upwards. On the ledge,
shoot the Knocka and the Krumple. Where the krumple stood, create web plat-
forms leading upward. This can be very annoying since the Ghost Barrels will
repeatedly fade in and out, firing you back towards the ground. Fortunately,
there is a loophole. Simply hug the left wall as tight as possible, and you
should not come in contact with the Ghost Barrels. Walk into the Bonus Bar-
rel at the top.

BONUS AREA 2: FIND THE COIN
A nasty one. You must make web platforms across a series of gaps plagued
with Red Buzzes and Ghost Barrels. For the first pit, fire a web downwards
(R + Down) so you create a web that appears beneath the Ghost Barrel. Hop to
the other side. The next gap contains two towering Red Buzzes. Use the same
strategy. The third gap is basically a repeat of the first one. Grab the Bo-
nus Coin on the other side.

Hop down the shaft and pass the No Squitter Sign. Pummel the Knockas. Leap
over the Red Buzz after the Ghost Barrel above it fades. Head left at the
bottom. Defeat the Krumple and glide into the Ghost Barrel that appears in
the Buzz pit. Continue upwards launching through Barrels and Buzzes. Nothing
we have not seen before. The Steel Keg lies at the top.

DK COIN:
This one is tricky. There lies a Keg, a Buzz, and a Ghost barrel in front of
you. Grab the Keg and wait for the Ghost Barrel to fade. Hurl it up and over
the Buzz so it rolls to the right slowly, then land in the Ghost Barrel. Run
ahead of the rolling Keg and leap over Koin. The Keg should take him out.

Leap into the Ghost Barrel  to be launched to the final stretch Defeat the
Knockas. You must now run over and under a few Red Buzzes, each having a
Ghost Barrel above or beneath them that vanishes in and out very rapidly.
Beyond that, simply roll off the ledge and execute a mid-air leap to land on
the other side (unless you want a Bear Coin and the letter G and if so, fall
down), where the flagpole lies.

******************************
Q-3: LIGHTNING LOOKOUT
Type: Riverbank
Difficulty: **********/10
Kremlings: Booty Bird, Buzz, Knik-Knak
Animal Buddies: None
---
This is, in my opinion, the most difficult stage in the entire DKC trilogy.
Lightning will repeatedly strike the ground in this stage, marked at first
by "warning" bolts, followed by widespread strikes. If you are caught in the
water during a lightning strike, you'll be zapped. Certain items can be used
as overhead protection, as well as enemies, which will block the lightning
and be zapped instead of your Kongs. And for the first time, Red Buzzes will
become your best friend, seeing as how they are immune to the lightning.

******************************
(NOTE: It would be far too tedious to tell you to dodge the lightning after
every bloody sentence. Just remember some helpful tips. If the warning flash
appears ahead of you, either come to a halt, or make a quick backtrack to
avoid getting zapped. Also, use overhead enemies and barrels as protection.
Oh, and for the love of God, stay out of the water by any means possible un-
less I state otherwise.)

Run to your right as the storm begins, seeking refuge underneath the nest of
Buzzes if need be. Dash past the crawling Knik-Knaks up ahead. Roll of the
ledge and land on the floating Barrel (If you land in the water, get out im-
mediately). Hop to the other side. Roll through the Knik-Knak and use the
Standard Barrel to take out one of the Buzzes blocking your path (If light-
ning zaps it, you are screwed). Wait for the Red Buzzes to rise before pas-
sing. When you reach the letter O above the small pool, wait for lightning
to strike, then immediately dive down into the water before it strikes again
to reach the Bonus Barrel.

BONUS AREA 1: BASH THE BADDIES
Yay! No lightning! This is pretty simple. You must destroy the Knik-Knaks
that hover above the water. Bounce off the first few then jump onto the next
one by leaping out of the water, bouncing toward the other side. Don't bop
your head on their bellies and you will earn the Bonus Coin easily.

If you have Dixie, Helicopter Spin over the pond to land on the far-away
floating Barrel. If you don't, I hope you're either good with the Water Skip
or can swim quickly. Wait for the Red Buzzes to rise before leaping onto the
upper ledge. Note the two Booty Bird above. Stand beneath the second one and
follow it around until lightning zaps it. The Booty Bird will drop the Steel
Keg.

DK COIN:
Carry the Keg to your right, bearing in mind that if lightning zaps it, it's
gone. Hurl the Keg over Koin's head. Easy.

Head right and tag the Continue Barrel. Use the Standard Barrel in front of
you to take out one of the two Green Buzzes up ahead. For the second one,
stand underneath it and wait for the lightning to take it out. Progress for-
ward until you reach the pond, one of this stage's biggest death trap, for
you must actually swim through it underneath the pillar of Red Buzzes. Leap
into the water and tread rapidly right IMMEDIATELY after lightning strikes.
Leap out of the water as quickly as possible, hoping that lightning does not
zap you when you hit the surface (which it probably will). Roll through the
next few Knik-Knaks and wait out the storm underneath the Red Buzzes until
they rise, enabling you to progress. Past the next Knik-Knak when you reach
the pond, helciopter spin over the pond to land in the second Bonus Barrel.

BONUS AREA 2: GRAB 15 BANANAS
Oh, how I loathe this Bonus Area. You must collect the 15 Green Bananas and
contend with the lightning! Lightning will zap the ground about once every
1.5 seconds, so constantly keep on your toes and shift out of the plasmatic
line of fire. Do not be afraid to let a few Bananas disappear in order to
keep safe. Only 30 seconds does not mean you can play cat and mouse the en-
tire time, however.

Wait underneath the two Red Buzzes and wait for them to rise before passing.
Defeat the Knik-Knak and prepare to jump into the water again and swim to
the floating Barrel on the other side as fast as possible. Once done, jump
forward then back to fake out the lightning before leaping to the following
floating Barrels. Use the Standard Barrel to take out the Green Buzz. (Don't
get it zapped. You don't get another one.) Continue past the Knik-Knaks and
Red Buzzes with your normal dodging tactics. When you reach the two Red Buz-
zes that fly together and apart, stall for them to separate before leaping
through. The end lies beyond that, but do not get cocky with the lightning
which is still around. I have died here in front of the flagpole more than a
few times. >_<

******************************
Q-4: KOINDOZER KLAMBER
Type: Jungle
Difficulty: ********/10
Kremlings: Buzz, Koindozer, Krimp
Animal Buddies: None
---
Koin's cousins are out for revenge for all the gold you've stolen from their
family! Considered by many gamers to be the most challenging stage in the
entire game, Koindozer Klamber is all about timing, and one mis-movement
will likely send you tumbling into oblivion. Dixie's Helicopter Spin proves
to be an extremely vital move in this stage. Lose her, and you might as well
save yourself the effort and simply commit suicide.

******************************
Stand on top of the Koindozer's shield to nab the DK Barrel. Run right and
dash ahead of the Koindozer so he does not ram you over the ledge. Leap the
ledge and land on the next Koindozer's shield. Defeat the Krimp and dash in
front of the next Koindozer. Jump the gap and land on the next pink annoy-
ance. Helicopter spin over to the next ledge, leap over the Koindozer, then
grab ahold of the conveyor rope. (You thought you were done with these? HA.)
Ride to the end and drop down. Leap onto the Koindozers that patrol the next
few ledges using Dixie's helicopter spin to glide onto their shields safely.
The next Koindozer-rigged ledges lead upward. Leap onto their shields as
close to the right as possible so you have a clear shot at making the leap
to the next ledge without being shoved right off. Barrels will be launched
from the right from an off-screen Bazuka. Use the Barrels to bounce across
the long gap. Land on Bazuka's cannon and use it to boost yourself to the
conveyor rope to your right. Grab ahold, then leap to your left. You'll land
in a Bonus Barrel behind the foliage.

BONUS AREA 1: COLLECT 30 STARS
There are three narrow ledges and three Koindozers each underneath where the
Stars are positioned. Leap between the Koindozers to collect them, landing
on their shields. Do not touch the ground, or you will surely be nudged off.
The Bonus Coin appears on the far right.

You will emerge and automatically tag the Continue Barrel. Leap across the
Koindozer's little gap. Have the next Koindoizer follow you to the ledge and
leap onto its shield before being bumped over to boost yourself into the up-
per ledge's leaping range. Take out the Krimp. Continue across the ledges
where more Koindozers lie. Past the next Krimp, you will face a series of
upward-leading ledges with - you guessed it - more Koindozers. Make precise
jumps as you scale the ledges. Past the Krimp and the letter N, switch to
Kiddy and hurl Dixie up and right, directly above the next Koindozer. You'll
hopefully land in the second Bonus Barrel.

BONUS AREA 2: GRAB 15 BANANAS
Similar to the first Bonus Area, only with Green Bananas instead of Stars.
There are two Koindozers, and the Green Bananas will appear above them. Use
cautious jumps to collect each of the Bananas.

You'll land on top of a Koindozer. Lure it toward the right edge so you can
leap to the ledge above. You will eye an elusive GREEN Koindozer! Actually,
that's just plain old pathetic Koin. He seems laughable after what you have
been through this stage. Yet he still needs to be defeated, because we like
doing that to him. Because we are evil and evil is fun like that. Yeah.

DK COIN:
Actually, Koin is kind of tricky here. Make sure you have Dixie for this, or
you are basically screwed. Bounce across Bazuka's Barrels up ahead and grab
onto the conveyor rope. There's a Switch Barrel to your left, which will
Change Bazuka's Barrels into Erotic...err, Steel Kegs temorarily. Helciopter
spin back to where Koin was, and let one of Bazuka's Kegs take him out.

Now bounce back over to where Bazuka was. Pass the letter G and a measly
Krimp. More pesky Koindozers line more ledges leading upward. Fortunately,
there are the last of the bunch. Ascend them as you normally would. At the
top, grab the flagpole.

******************************
Q-5: POISONOUS PIPELINE
Type: Sewers
Difficulty: ********/10
Kremlings: Koco, Krimp, Lurchin
Animal Buddies: Enguarde
---
The toxic purple water in this stage won't cause you damage, but rather re-
verse your entire control play! Unless you are a scamp playing on a ROM who
can easily simply just switch the control configurations, you'll have to ac-
custom yourself to pressing right as left, and vice versa. Up, down, and all
other controls remain the same, and if you can seek out Enguarde in a Bonus
Room, your life will be much easier, despite the wonky controls.

******************************
(NOTE: I'm going to trust that you can get used to the controls yourself and
not repeatedly state specifications.)
Swim right as you enter the drink. Weave between the Lurchins as you get ac-
customed to the control. If you want a Bear Coin, swim up toward the surface
and leap onto the ledge with the Krimp. (Remember that once you leave the
water, all controls return to normal.) Back in the toxic soup, continue to
the right, swimming through the Kocos and Lurchins until you reach the end.
Dive down. More Kocos and Lurchins await, which can be avoided by standard
smart swimming. When you reach the downward shaft, continue to the left,
swimming between the two Lurchins where the speedy Red Koco patrols to find
the Bonus Barrel.

BONUS AREA 1: BASH THE BADDIES
Yay! Enguarde! Still in reverse control, you must pierce all the Kocos in
the Bonus Area. All of them are stationary and are not difficult to locate.
Simply circle through the pipes. The Bonus Coin appears to the upper-right.

You will resume playing as Enguarde, which makes the next part of the stage
one hell of a lot easier. Stab the Kocos until you reach the next downward-
leading shaft. Follow the Banana trail down. Head right at the bottom. When
you reach the next shaft leading upward, weave through the stationary Lur-
chins with care, curving up, right, and down again until you reach the Con-
tinue Barrel. Head down and left for some more fun involving skewering in-
nocent Kocos and Lurchins on a spearnose. Go ahead and do that until you
reach the other side, then head down. Have some more fun stabbing the Kocos
until you reach the unfortunate location of the No Enguarde Sign, meaning
you must complete the rest of this miserable stage without him. Boo-hoo.
Fortunately, he turns into a Red Balloon which you can use if you die and
are therefore forced to repeat this tormentous process. Continue swimming
right through the Lurchins. Wait for the Red Koco to swim out towards the
left before passing through. When you reach the pulsating Lurchins, hug the
ceiling for the most safety.

Progressing up the shaft, wait for the three synchronized Kocos to retreat
left before rapidly paddling up past them. Head left at the intersection,
squeezing between the Lurchins as the Red Koco moves right. Slowly head back
up, watching out for Lurchins that could drop in on you at any moment. Con-
tinue right, up, and left. Swim between the two Kocos to pass between the
Lurchins. Continue left, carefully passing the trio of fast pulsating Lur-
chins. Dive down through another duo of Lurchins (Wait for the left one to
move up) to locate the next Bonus Barrel.

BONUS AREA 2: COLLECT THE STARS
About as straightforward as you can get when you forget about the fact that
your controls are the polar opposite of straightforward. Simply follow the
trail of Stars through the twisting pipeline.

You will emerge beneath the letter G and the holy surface which hosts Koin's
ledge.

DK COIN:
Emerge from the toxic drink and land beside Koin. Grab the Steel Keg in
front of him and stand atop Koin's shield. Hurl the Keg against the right
wall to send it wailing back to knock him out from underneath.

Afterwards, hop back into the soup and swim to your right. Hop out at the
end to locate the flagpole, rejoycing in the fact that you will never again
have to tolerate the horrors of reverse control, unless, of course, you were
idiotic enough to skip the Bonus Areas, thus having to torment yourself all
over again.

******************************
Q-6: KASTLE KAOS
Type: Boss
Difficulty: ********/10
---
Kaos is back for one more round with you Kongs, though your last fight has
left him weak and vulnerable. You'll toss his trash lid out quickly, only to
unveil the true mastermind of evil, your one final chance to save Donkey and
Diddy! You'll save between the two fights, but it is a good idea to stock up
on lives before you take on your final(?) nemesis.

******************************
When you begin, Kaos will descend into the room and give a speech about get-
ting his revenge on you meddling monkeys. Let's disassemble him once and for
all. Roll under him after he ignites his flame just like you did in Mekanos.
Grab the Barrel that lies on the other side. Run back towards Kaos and hurl
it upwards so it bops his metal skull. Hit it successfully and his head will
then freakishly fly off, revealing another head! Roll under him just like
before and wait for a Barrel to drop on the other side. You'll want to hurl
it up onto his head like before, but be careful, as this phase of Kaos will
launch bombs from his head. Simply hit him once, and Kaos is done for good.
A crane will then pick up his lifeless body, never to be resurrected.

"THAT WAS IT!?!"

Ha. I laugh at you. Seriously, what would a Donkey Kong game without good
ol' K. Rool? The answer is either Jungle Beat or simply "a crappy one". K.
Rool, a.k.a. Baron K. Roolenstein, will then emerge from the curtains and
give a long speech about how you've mingled with his plan yet again. Let us
trounce this clown and save Donkey and Diddy!

When the new battle begins, immediately run to the left and stand on the
ledge-like thing. Wait for a lever to fall from the ceiling. Grab onto it
to make a Barrel drop, but if it lands on K. Rool's propelers, it will bust.
Do not grab the Barrel just yet. To avoid the Baron as he approaches you,
stand in one of the corners of the room (not on the ledges) and duck. After
he buzzes past the Barrel back to the right, grab the Barrel and chuck it
at him from behind (It will only work from behind). K. Rool will begin fly-
ing around the room in pain in a zig-zag pattern. Run back and forth beneath
him until he stops panicking and hovers normally. Repeat the same process
again with dropping the Barrel and hitting his backside. Be warned, however,
that he moves progressively faster this time around, and since Kiddy tosses
Barrels faster, he is your best choice for this phase of the fight. Hit him
and dodge his flying attack once more.

After that, you will move on to phase 3. K. Rool will press a button that
will release a wooden platform on the right side of the room. Jump onto it.
The ohms that you used as ledges earlier will fire a string of electricity
across the room. The floor is now a deathtrap, and your only means of reach-
ing the other side are four levers that hang from the ceiling. Leap across
the levers, jumping over K. Rool as he flies through your airspace. Once you
grab onto the left-most lever, a Barrel will fall onto the wooden platform.
Leap back over to the platform, avading K. Rool in the process. Wait for K.
Rool to fly back towards the right side of the room, then chuck the Barrel
at his backside when he turns around (This part is easiest with Dixie). K.
Rool will fall to the floor, getting himself electrocuted. You must then re-
peat the same process for a fourth hit, and again, he moves faster this time
around. Shock him again, and phase 4 will begin.

Your platform will move to the left side of the room. Another platform will
appear that moves back and forth across the room. Leap onto it when it moves
toward you, and duck under K. Rool to successfully avoid him. Leap onto the
lever on the other side to drop a Barrel on the original platform, then im-
mediately drop back down to the moving platform. Duck under K. Rool again
and grab the Barrel on the other side. Pelt him in the back just like you
did before. You must then repeat the same process once more. Shock him again
and the final phase of the epic battle will begin.

K. Rool will press another button to stop the electricity flow. Do not be
fooled...this is only a temporary effect. The electricity will repeatedly
turn on and off throughout the remainder of the battle. Grab the lever to
drop a Barrel to the ground. Grab it before the electricity flares up, or it
will be destroyed. (You can tell it is about to start when the ohms begin to
glow.) Stand on the wooden platform and chuck the Barrel at K. Rool's back-
side as you should be used to by now. He will fall to the ground, staying
there until the electricity flares up, jolting him. You must do the same
thing another two times, and he moves VERY quickly during those rounds, so
use Kiddy for speedy tosses (if you still have him, that is). After deliver-
ing the third hit of the phase, K. Rool will finally be toast...for now.

For the meantime, Donkey and Diddy have been rescued, emerging from Kaos's
deceased body. Cranky will come out and complain, as always. So sit back and
enjoy/sit through/sleep through the credits. You still have a Lost World to
tackle.

**********************************************************************
R) KREMATOA
**********************************************************************

Overview:
In case Blunder Bear's words did not get through to you, the Lost World of
Krematoa can be accessed once you achieve the Hovercraft. Notice those four
boulders that form a circle to the east of Mekanos? In whichever boat you're
piloting, circle around the rocks until they sink, causing the volcano of
Krematoa to emerge from the depths. To access the stages in Krematoa, you'll
need to bring a certain amount of Bonus Coins to Boomer Bear so he can blow
up the rocks blocking your path. Prepare to face some of the greatest chal-
lenges the game has to offer, including a wild marathon with Ellie and and a
ride in rocket through a deep chasm, as well as a chance to kick K. Rool's
booty one final time.

******************************
R-1: STAMPEDE SPRINT
Type: Jungle
Difficulty: ****/10
Kremlings: Bristles, Buzz, Kuff 'N Klout, Krimp, Sneek
Animal Buddies: Ellie, Parry, Squawks, Squitter
---
Get ready for one of the fastest stages in the entire game. Most of the big-
gest goodies are at the very beginning, while the rest of the stage sends
you through a non-stop frantic rampage in Ellie form from a band of Sneeks.
While the stage itself isn't very difficult to complete, getting through
with Parry alive is an incredibly challenging task in itself, but with a big
payoff.

******************************
Begin moving to your right and you will find two No Animal Signs. Look for a
Bonus Barrel above the ledge that comes before the two signs. Use Kiddy to
hurl Dixie up into the Barrel.

BONUS AREA 1: GRAB 15 BANANAS
In the Bonus Area, you will find a Squawks Crate along with two Red Buzzes.
Break Squawks out of its prison and collect the Green Bananas that appear
around the Bonus Area, perilously positioned around the two Buzzes, between,
above, and beneath them. Fly cautiously to ensure that you don't hit them by
accident. The Bonus Coin appears in the lower-right corner.

When you exit the first Bonus Area, do not pass the No Squawks Sign. Instead
turn around and fly back towards the start of the stage, which has a second
Bonus Barrel positioned right above it (Don't accidentally fly into the same
Bonus Barrel you just completed, unless you failed it, of course).

BONUS AREA 2: GRAB 15 BANANAS
This one is probably more annoying than the first. You will ditch Squawks
and take control of Squitter after you bust him out of his Crate. All of the
Green Bananas will appear over the pit in front of you, meaning you must use
web platforms to support yourself to collect them. When the platforms begin
to fade, either create a new one beside you or leap off onto the sides to
regain your footing. The Bonus Coin will appear on the right ledge.

Now it is finally time for the actual stage! Pass the No Squitter Sign and
switch to Dixie. Use her Helicopter Spin to cross the long chasm, following
the trail of Bananas to the far ledge. You should land in an Ellie Barrel.
With Ellie, break open Parry's Crate, then leap into the Barrel Cannon. You
will land in front of a horde of Sneeks, which will taunt Ellie and scare
the living crap out of her, sending you on a non-stop rampage through this
wild jungle. There is no stopping now. Leap over the Bristles as you make
your mad uncontrollable dash toward the end of the stage. Leap the gap.
Leap through the arch of the Bananas that arches underneath the Buzz so it
will not take out Parry (You will have to watch out for him, as well). Leap
over a few more Bristles, followed by a new set of foes, the Kuff 'N Klout
twins. Jump the gap to the next ledge above. (You have no idea how annoying
it is to constantly pause the game in the middle of a mad stampede in order
to write this walkthrough up, even if this stage is not that difficult).

Leap over two Krimps, followed by another two cliffs that tower over each
other. Jump over two more Bristles and make special care to leap when Parry
reaches the Green Buzz at the top of the screen. Continue soaring over Kuff
N' Klouts, Krimps, and cliffs. After the next Kuff N Klout, jump underneath
another Buzz for Parry's sake, followed by one more Buzz after passing the
next Bristles. Continue leaping over cliffs as you dash threough the letter
N. More Kuff N' Klouts charge on the next straightaway. Leap over even more
cliffs and prepare to face a barrage of Bristles. Be sure to make a leap
underneath the Buzz once again. There isn't really any complex stretegy for
the next few obstacles, as they are practically the same things you have
been doing this entire stage. Just be sure to keep Parry out of trouble.
Leap past the letter G and you'll land in a Barrel Cannon which will blast
you toward the end, where you will finally regain full control of Ellie. If
you have kept Parry alive this whole time, walk him past the No Parry Sign.
He will turn into the third Bonus Barrel.

BONUS AREA 3: GRAB 15 BANANAS
Break Parry's Crate open. You will be using him to collect all the Green
Bananas in this Bonus Area. A lone Red Buzz lies above you, and each of the
Green Bananas will appear around it, unfortunately. Make leaps back and
forth underneath the Buzz so Parry can collect the Bananas. Do not panic,
but remember that if you fail this Bonus Area you won't get a second chance
unless you restart the entire stage and get Parry through unscathed again,
so do not try anything stupid here.

DK COIN:
Pass the No Ellie Sign and Ellie will transform into the Steel Keg. Walk
the Keg beyond the flagpole to find Koin's perch. Simply toss the Keg over
his head to take him out. Then complete the stage.

******************************
R-2: CRISS KROSS CLIFFS
Type: Cliffs
Difficulty: ******/10
Kremlings: Bazuka, Buzz, Klasp, Kuff 'N Klout, Re-Koil
Animal Buddies: None
---
One of my personal favorites, Criss Kross Cliffs features a Bazuka at the
bottom of the stage repeatedly firing Barrels at a rapid rate vertically up
the chasm. The gimmick here is using these Barrels and Kegs to bounce your
way up the cliffside. Red Buzzes will block your way, however, meaning you
will have to find a way to switch on the TNT Barrels and avoid getting blown
up by them in the process! On the bright side, this strage is incredibly
glitch-ridden, and some of the barrels may magically phase through Buzzes
(or even disappear altogether!).

******************************
Head right to find a stream of Steel Kegs being fired upwards. Jump between
one of the intervals to begin bouncing up the cliffside. Bounce up past the
two Red Buzzes, then soar over the top one to land in a Bonus Barrel to the
right.

BONUS AREA 1: GRAB 15 BANANAS
This Bonus Area features a left ledge, a right ledge, and a Bazuka in the
middle. Unfortunately, this particular Bazuka will only fire TNT Barrels, so
you will want to avoid them by all means. The Green Bananas will appear on
one side or the other, and you will have to repeatedly jump back and forth
over the TNT Barrels to collect them all. The Bonus Coin will appear on the
right.

Jump back into the upward line of fire. Hop off on the next ledge to your
right before you hit the Red Buzz. Tag the Switch Barrel that the Green Buzz
is guarding to turn Bazuka's Kegs into TNT Barrels, which will take out the
Red Buzz blocking your path. Tag the Switch Barrel again to revert them back
into Steel Kegs. Bounce further upward and hop off at the left ledge. Scale
the wooden platforms on the far left, taking out the Re-Koil. You can hit
the Switch Barrel if you would like to witness and laugh at the Buzz getting
blown to smitherines, but you actually do not need to (unless you are really
really maniacal). Head right at the top, and the Steel Kegs will magically
phase through the Buzz below. This is the first of many locations where this
strange glitch occurs in this stage. Continue upward. Get off on the left
and bop the Re-Koil. Hop in the Barrel Cannon. You will launch through the
Switch Barrel. Head right, and the game will want you to cross the gap with-
out getting blown up to switch the TNT Barrels back into Kegs. However since
the TNT Barrels will automatically revert back into Kegs in the GBA version,
you can simply wait on the ledge until they do so, bouncing upward and skip-
ping an entire somewhat annoying segment altogether.

Bounce up past the next two sets of ledges. Get off at the left ledge that
contains the Re-Koil. Take it out and you will find the Continue Barrel be-
yond him. Head back out and back into the Keg fray. When you reach the next
set of ledges beneath the Red Buzz, exit right. Four ropes lie above you,
two of which are rigged with your old friends from Krevice Kreepers - the
stalker Klasps. Rapidly scale them. Once again, the Kegs will phase through
the Red Buzz magically, so you do not even have to tag the Switch Barrel.
Keep progressing upward, past the letter G. Exit left before hitting the
next Red Buzz. Scale the platforms supporting the Re-Koils. Again, you do
not need to hit the Switch Barrel to make the Kegs pass through. However,
you will want to anyways. After you have changed them into TNT Barrels, hop
back down to the bottom where the Red Buzz was. Wait for the Barrels to re-
vert back into Kegs, then bounce up. Land on a ledge to the right. You will
find Koin.

DK COIN:
Easy one. The Keg is right there. Just wail it over his head. Now leap back
into the upward stream of Kegs.

Bounce past the ledge you were on before. At the wide-open crossroads, get
off to your right. Switch to Kiddy and toss Dixie upwards next to the wall.
Herein lies the second Bonus Barrel.

BONUS AREA 2: BASH THE BADDIES
You must defeat five Knik-Knaks by using Bazuka's Kegs to bounce your way
up. Quite frankly, this is done most easily by bouncing all the way to the
top, then bouncing downwards off each Knik-Knak, then bouncing up again to
take out the final Knik-Knak on the upper ledge, where the Bonus Coin will
appear. Note that for some reason, the Kegs will hurt you in this version
if you hit there sides, so make sure you jump in perfectly between their
intervals.

Leap into the Barrel Cannon to be blasted onto a rope. More stalker Klasps
lie above you. Fake them out and jump up through them quickly. Take out the
Re-Koil and bounce upwards on the Kegs, disregarding section to your right
to your right because the Kegs will once again conveniently glitch through
the Buzz. Exit to the next ledge beneath the next Red Buzz. Leap up the
tricky ropes guarded by a lone Klasp to tag the Switch Barrel. You'll have
to leap from and land on the same Klasp-rigged rope when you hit the Barrel
so start out on one side and land on the other, quickly dropping back down.
After that, continue bouncing up, ignoring the section to your left unless
you want to risk some unnecessary goodies, which I seriously doubt you will
because the flagpole lies just beyond that. Get off to your right at the
cliff's top to find it.

******************************
R-3: TYRANT TWIN TUSSLE
Type: Cavern
Difficulty: *****/10
Kremlings: Bazuka, Buzz, Krimp, Kuff 'N Klout
Animal Buddies: Squitter
---
Remember the Kuff n' Klout twins you briefly encountered in the previous two
stages? This stage is their home turf. While Squitter can easily clear out
paths of a few of them, you'll be forced to stick with expert dodging skills
most of the way. If you look to take the high roads, you might just discover
a bounty of treasure and secrets...

******************************
Head right into the small pit and you will hear and see the Kuff 'N Klout
twins charging back and forth on the ledge above you. Hop up when they dash
right and leap over them when they charge back toward you. Another pair lies
a few steps down, though these ones attack much differently. They will jump
over each other, and the two-Banana columns will mark the safe places for
you to stand as they leap over your head. Wait at one of the posts for them
to pass, then continue right. Defeat the Krimp and halt. Switch to Kiddy.
You will want to toss Dixie onto a ledge high above, but for some reason,
they made it really tricky to reach in this version. That said, experiement
by tossing her from different places. Hopefully one of them will work. When/
if you ever make it up there, you will find a Squitter Barrel along with a
Booty Bird that contains a Bear Coin. With Squitter, hop back down. Squitter
can take out the Kuff 'N Klouts with his webs, so launch a few to obliterate
the questionable-sexuality duo. Continue past the Buzz that circles overhead
taking out another Kuff 'N Klout pair blocking your way. A lone Banana lies
overhead marking some goodies lying on an upper path. If you want, you can
go and get them, but make sure to take out the Kuff 'N Klout up above, as
well. On the bottom, shoot the Kuff 'N Klouts beneath the letter O. Beyond
them, create web platforms leading upward. You should locate an upward-lead-
ing Banana trail with Koin lying on a ledge above.

DK COIN:
Stand on top of Koin's shield and face left. Notice the Bazuka on the ledge
above you. Your goal is to create web platforms so that Bazuka's Kegs roll
down them and take out Koin beneath you. Create a bridge that leads about
halfway across the chasm starting from the left. Bazuka's Kegs should roll
back off the wall, across the webs, and plow right into Koin. After you have
done that, create web platforms leading over Bazuka to fall down the other
side. You will land in the Bonus Barrel.

BONUS AREA 1: COLLECT 40 STARS
Having Squitter makes this Bonus Area one HELL of a lot easier. A Kuff 'N
Klout duo patrols the area, but with Squitter, you can take them out, making
a completely hazard-free trip collecting each of the 50 Stars that lie above
the ground.

Pass the No Squitter Sign (Aw!) and collect your Bear Coin. Tag the Continue
Barrel. A pair of leaping Kuff 'N Klouts lie ahead, and there are no longer
any Bananas to mark where you should stand. Use good judgment to pass. For
the next leaping pair, they will not give you any room to stand between,
meaning you will have to leap over them when they are both grounded. Beyond
defeat a pair of Krimps and halt. Switch to Kiddy and hurl Dixie into the
opening high above you. You will land in a Barrel Cannon. Land on the right
upper ledge. Head right away from the Kuff 'N Klout to find a Bonus Barrel
nestled above two Red Buzzes. carefully toss your other Kong into the Bonus
Barrel.

BONUS AREA 2: FIND THE COIN
For this Bonus Area, you must make it to the end of a brief obstacle course
featuring the Kuff 'N Klouts. before leaping into the pit, wait for them to
charge back to the right. Hurry through, pausing beneath the holes in the
ceiling. When they charge back toward you, leap over them using these holes.
Dash right to find the second hole, where the pair from the left and a pair
from the right will intersect. Follow the right pair right and pause before
the third hole, waiting for them to charge back. Leap over and dash toward
the Bonus Coin on the other side.

Do not step into the next pit with the Red Buzz just yet. Wait for the Kuff
'N Klout duo to leap all the way to the right, then leap over both them and
the Red Buzz and scramble to the other side. Jump into the Rotating Barrel.
You can either take the high road or the low road. My suggestion? Take the
high road. Launch straight up and land on the ledge. You will face two leap-
ing Kuff 'N Klout pairs with two Bear Coins in the middle. Time your maneuv-
ers between them and hop down the other side. Bop the Krimp. Follow the two
leaping Kuff 'N Klouts as the hop to the right, underneath the Red Buzz. You
will have to leap between the two as one of them is in the middle of a jump
to make it through unscathed. The flagpole lies just beyond that, but do not
grab ahold of it just yet. Instead, run past and leap where the lone Banana
lies. You will land in an invisible Bonus Barrel.

BONUS AREA 3: GRAB 15 BANANAS
A pair of Kuff 'N Klouts will leap back and forth across the room while you
attempt to collect the Green Bananas that appear beneath them. Most of the
Bananas will appear in spots where the duo will leap over, marking safe ter-
ritory. They move quickly, however, so make your moves when the pair moves
out of the way. The Bonus Coin will appear on the far right. Complete the
stage after you are finished.

******************************
R-4: SWOOPY SALVO
Type: Redwood
Difficulty: *********/10
Kremlings: Bristles, Buzz, Swoopy
Animal Buddies: Squawks
---
Swoopy Salvo is one evil, EVIL stage. You will be consistantly bombarded by
endless waves of Swoopies, ruthless birds who will stop their flying traffic
for nobody, not even fellow bird, Squawks, who you'll be piloting for the
first half of the stage. Certain points will seem like they're impossible to
pass without sarificing a Kong, and unfortunately, those points far outnum-
ber the amount of available DK Barrels in this stage.

******************************
Spin through the Bristles. A Swoopy will dive down and lodge its beak in the
tree to your right. Use it as a platform and hop up the tree. leap into the
Squawks Barrel at the top. In Squawks form, egg the Green Buzz blocking the
doorway to the tree interior. Fly up through the tree following the Red Buzz
through the hole, then moving right or left before it moves back down. Cross
through the left hole to reach the left tree. Fly up slowly, as an endless
parade of unfriendly Swoopies will pour in through the tree traveling south-
westward. Quickly fly through an opening. Do the same with the flock just a-
bove it. Exit through a hole to your right, taking out the Buzz that blocks
the passage back into the right tree. Instead of following the Red Buzz up-
ward, float down to find a Bonus Barrel.

BONUS AREA 1: FIND THE COIN
You will resume control of the Kongs in this Bonus Area. The Swoopies here
are of the helpful variety, and you must use them as platforms to reach the
top. Each Swoopy will alternate sides, meaning you will have to leap back
and forth across the tree. Taking that into consideration, using Dixie will
prevent any slip-ups that could sen you tumbling back to the bottom. Leap
into the Barrel Cannon at the top to be blasted to the Bonus Coin.

Fly through the hole above when the Red Buzz clears the way. Continue fly-
ing upward through the next two Red Buzz holes, which are basically repeats
of the first one. Exit through a hole to the left. Ignore the two circling
Red Buzzes by staying near the bottom, then flying up the left side. Enter
the left trunk, swerve up, then back right. Prepare for pure Swoopy madness.
Ascend with extra care as you maneuver through the tight gaps between the
Swoopy traffic. If you made it through, fly through the hole to your left.
Follow the Bananas back out, then fly straight up when you eye the lone Ba-
nana Bunch. You must enter the left hole where the Swoopies are flying out
of. Since you are facing opposing Swoopy traffic, you will have to egg a few
rapidly to barge your way through. Immediately fly upward when you enter the
trunk. two Red Buzzes fly in rotation. They are secretly guarding an invisi-
ble Bonus Barrel. Fly between the two swiftly.

BONUS AREA 2: GRAB 15 BANANAS
A lone Swoopy flies back and forth between the two trees, swooping diagonal-
ly out of the holes in the bark. All of the green Bananas will appear near
the center, and your goal is to collect these while avoiding the single pes-
ky Swoopy that constantly zooms across. Remember - Even a Swoopy without its
bretheren is still evil. Collect your dough at the bottom when finished.

DK COIN:
After emerging from the Bonus Area, you will appear right beside Koin and a
No Squawks Sign. Pass the sign and Squawks will turn into the only Steel Keg
you will be given for this. This is an unfortunate matter, really, consider-
ing how Koin is an absolute pain in the ass to take out here. You see, for
some reason, they moved Koin to the left side of the trunk as opposed to the
right side in the SNES version. This actually makes things much, MUCH more
difficult. You see, in the original, you could simply stand atop his shield
and chuck the Keg to the left, taking him out easily. But here, chucking it
to either side will either cause it to be taken out or roll off the side of
the tree. even when jumping. Tossing from the No Squawks Sign will not work,
either. The only thing I've found that DOES work (after 20+ hellish journies
back to this place) is standing beside the bottom right opening with Kiddy,
leaping, tossing the Keg upward so that it bounces off the wall and rolls
slowly, then rapidly running to the left over Koin and standing on the other
side of him. Hopefully it will work.

Outside the tree, follow the Banana trail down through the Swoopy row. Tag
the Continue Barrel on the rope inside the tree. Climb the rope carefully,
timing your passes through the endless streams of Swoopies. At the top, grab
the DK barrel and land on the ledge to your left, eliminating the Bristles
that patrol the branches outside. Before leaping onto the ledge leading into
the left trunk, wait for an opening in the Swoopy express that plows right
through the opening. Dash through, then immediately prepare to bounce off of
an incoming Swoopy in order to reach the Barrel Cannon above you. (It is the
only way to reach it without sacrificing a Kong.) Leap up a few branches. A
duo of Swoopies will swoop down and lodge themselves in the tree. Leap up
them. Exit through the right opening at the top. Swoopies will begin pouring
down and right ahead of you. Blend into the traffic momentarily, shift left
before you run into the right stump, then bounce up-and-left off of the in-
coming Swoopies to reach the Bonus Barrel that lies between the two trees.

BONUS AREA 3: COLLECT 20 STARS
If you have been going in order, this is the game's FINAL Bonus Area. The
game-makers have decided to reward you by giving you a nice and easy one -
and there is a DK Barrel inside, as well! Both Kongs are a requirement, any-
ways, as you must hurl the other Kong upward to collect each of the Stars
poitioned high above. Do not worry - they are all in one area, and there are
no obnoxious Swoopies to pester you, either!

Back in Swoopy Hell, begin climbing the rope carefully, as more rows of your
feathered foes will swoop across the tree. These sets will fly very close
together, so shift up and down on the rope until you find an opening. Grab
the DK Barrel if need be, then follow the Swoopies at the top through the
hole to your left (this is one of those easy-to-get-killed spots). Outisde
of the tree, leap up and bounce off one of the Swoopies behind you in order
to reach the branch above. Leap up five consecutive platform Swoopies and
head into the left tree at the top. Leap up the pegs inside. Head out right
at the top. If you have Dixie, helciopter Spin to the other side. If not,
you will have to bounce off one of the Swoopies flying below. Head up inside
the right tree. Swoopies will pour in through the only opening but come in-
frequently, so head out between the intervals and stand on the broken branch
until a Swoopy approaches (Jump over one if you do not have any time), then
bounce off of it to reach the ledge above. Progress upward and roll through
the Bristles. You will eye the flagpole, meaning you're finally through with
this woodsy den of pure evil.

******************************
R-5: ROCKET RUSH
Type: Cliffs
Difficulty: ********/10
Kremlings: Buzz
Animal Buddies: None
---
Rocket Rush is unlike any other stage in the game. Throughout the entire
stage you will be piloting a rocket with wonky controls through a deep chasm
filled with Red Buzzes. Fuel should keep you safe during the first half, but
after you reach the bottom, it is a non-stop shot up the cliffside, and any
more than one small error means the death of you. And if that weren't enough
the Continue Barrel which was originally located near the bottom has been
removed, meaning any foul-up sends you back to the beginning of this hellish
canyon. (On a side note, it is somewhat disappointing that they reused Hot
Pursuit for this instead of giving it an exclusive theme like in the SNES
version).

******************************
Grab the DK Barrel and hop into the Rocket. The wooden platform below will
give way, sending the rocket in a gradual descent down the cliffside. You
must pilot this rocket downward and collect Fuel Drums as they appear, so
check the Rocket section in the guide's Item Index for the control specifi-
cations. Begin hugging the left wall as soon as you begin plummetting to
avoid landing on the Red Buzz directly below. Immediately shift back right
after passing it, following the trail of Bananas around the Buzzes. You will
find a Fuel Drum at the top of the next narrow shaft. Descend this chasm
slowly, putting on the brakes and firing up your burners when you apporach
the Buzzes, as attempting to avoid them is useless. Slowly shift right over
the sloping canyon after passing the two close-together Buzzes. Fry the next
Buzz. Follow the Banana trail as you drift left, squeezing between the next
two Buzzes. After roasting the Buzz beneath, turn on the brakes and drift
slowly right to collect the Fuel Drum that appears slightly out of the way.
After that, continue trekking downward slowly, keeping in synch with the Ba-
nana trail southeastward, sizzling Buzzes as needed.

When the canyon slopes back to the left, the Banana trail disappears. Pass
through the two stationary Buzzes with care, then slow down as you reach the
three consecutive moving Buzzes below. (If you are going to die anywhere in
this stage, it will most likely be here) Do not worry about not getting hit
as much as worring about nabbing the Fuel Drum on the left-hand side. Sizzle
the Red Buzzes if you can. Pass beneath the letter O and burn the Buzz that
blocks the opening. Use the same strategies that you have been using the en-
tire time to evade the final series of stationary Buzzes aligning the canyon
walls. At the VERY bottom of the canyon, you will pass through a series of
Fuel Drums and hit an Ignition Barrel. This ignition will send your Rocket
flying back up the right side of the canyon at superspeed. As you begin to
ascend, follow the trail of Bananas gradually right to avoid hitting your-
self on the canyon ceiling (Doing this wastes valuable time, and if you hit
the wall more than 2 or 3 times during this, you will NOT have enough fuel
to reach the very top). Quickly follow the Bananas back to the left. Rapidly
shift right once more.

Past the letter N, hold left on the D-Pad tightly and hope that you make it.
(Brake a little if need be.) An open area will appear to your right, but do
not let it fake you out. Instead, keep going straight up through the narrow
gap. You will come across a junction up above. Taking the left route around
the giant rock formation is easiest, and you will even get a bonus Fuel Drum
(not present in SNES version) for doing so! Shift back to the center at the
top. Begin hugging the right wall as tight as possible to make the next move
in time. After passing, hold left EXTREMELY tightly, then after the right
wall moves straight upward, hold right EXTREMELY tightly. Work your way up
the incredibly narrow slot, then press left as much as possible one final
time. Do not go so far left that you miss the shaft upward, however. Riding
up this crevice all the way will put you back on solid ground and your Kongs
will exit the Rocket and land on a wooden platform, right beside Koin.

DK COIN:
The Steel Keg appears right in front of the flagpole. Grab it (preferrably
with Kiddy) and head back to the left, standing in front of the Rocket. Jump
and hurl the Keg upwards and left so that it soars over Koin's head high
above (Kiddy has better trajectory, which is why I recommend him). After you
succeed, rush toward the flagpole. Congratulations! You have completed the
game's final (non-boss) stage!

******************************
R-6: KNAUTILUS
Type: Boss
Difficulty: ******/10
---
It is time for the REAL final showdown with K. Rool! He has retreated to his
submarine, the Knautilus, which is equipped with all the electrical fun you
experienced in Kastle Kaos. Figuring out when and where to attack is the key
here, but once you recognize the pattern, this battle actually turns out to
be a fair bit easier than your first match with the Baron.

******************************
(NOTE: I am still annoyed that K. Rool does not get his own music, yet Arich
and Kroctopus do for some reason.)

Sit through K. Rool's brief speech (much short than last time), and prepare
yourself once K. Rool presses the button on his remote, which will do two
things - A) Send a wave of electricity above you (just do not jump and you
will be fine), and B) initiate a cannon that will launch fireballs into the
foreground. These fireballs are relatively simply to dodge. They will begin
launching from left to right, then right to left. Simply move right or left
to avoid the incoming fire (similar to the Karbines back in Fireball Frenzy)
and wait for a Steel Keg to appear. Grab it and wait briefly for the wave of
electricity above you to turn off, as well as the cannon. A vent will open
up in the ceiling. Hurl the Keg upward into the vent (it will automatically
suck it up) when K. Rool approaches the ship compass in the background. The
Keg will drop onto K. Rool's head in the background if timed correctly. One
more Steel Keg will appear repeatedly after. Quickly grab it and stand on
one of the ohms on either side of the room (similar to Kastle Kaos), as the
Baron will leap into the foreground and begin flying back and forth. Just
like in Kastle Kaos, pelt him in the back with the Keg to stun him. Grab one
more Keg in the center of the room when the coast is clear and prepare to
nail him in the back once more.

K. Rool will once again retreat into the background. The electricity and the
cannon will turn back on. The cannon will fire much more rapidly this time
around, but is still not difficult to avoid. Grab another Steel Keg in the
meantime. Once the machines turn off, hurl the Keg into the vent once more
when K. Rool approaches the center to conk him again. The cannon will imme-
diately turn back on again, firing even faster. Just execute swift dodging
maneuvers, and grab another Keg while you are at it. Once it stops, toss the
Keg into the vent just like before. K. Rool will then activate the conveyor
belt beneath your feet. The cannon and electricity will run just like before
and the only difference is that you now have to worry about the moving floor
beneath you which coulkd send you into the now-electrified lower ohms. Dodge
the fireballs and grab the Keg as always. Chuck it into the vent when they
stop (the conveyor belt will keep moving, however). K. Rool will emerge into
the foreground, turn off the conveyor belt, and begin the semifinal phase.

A Steel Keg will appear beside you. DO NOT GRAB IT! A stream of electricity
will shoot out of either the left or the right side. As soon as you eye it,
dash to the other side of the Steel Keg so that you are standing behind it.
The Keg will, absorb the electricity, protecting you from its otherwise-un-
avoidable state. Once the electricity stops, you can NOW grab the Keg and
leap upward, pelting K. Rool in the backside. After hitting him, you must
repeat the exact same phase again. Have the Keg absorb the electricity, wail
it at K. Rool's back, and prepare for the final phase. It is basically the
same thing as the previous phase, only this time, the conveyor belt is on.
Absorb the electricity and chuck the Keg at K. Rool simply two more times,
and you have won this grand finale. Woot.

Now have fun raking in those final Banana Birds.

**********************************************************************
S) BANANA BIRD LOCATIONS
**********************************************************************

Overview:
Banana Birds are generally achieved by one of two ways - trading with one of
the Brothers Bear, or unlocking them in a secret Banana Bird crystal cave.
Banana Bird caves are located in different places on the overworld. General-
ly, unlocking them means simply swimming up to them, but other methods are
also required. When you enter a Banana Bird cave, a sequence of crystals,
each with a designated D-button encrypted on them, will light up in a random
order. Pay attention to this order and memorize it. Once the cycle finishes,
you will be required to repeat the cycle yourself by pressing the same but-
tons in the same order. If you succeed, a Banana Bird will be freed from the
crystal. If you fail, you will exit the cave and have to try again. Patterns
get more difficult to memorize as you progress, throwing more buttons at you
and at a faster rate (Hint: Write them down). Seeing as how these patterns
are random, this guide will simply show you the location of each Banana Bird
and how to achieve them.

******************************
S-1: BOUNTY BEACH
The first Banana Bird cave you will have access to. Just to the northwest of
Funky's Rentals, you will find a large sandy beach. Ride up to it, and you
will unlock Bounty Beach. Cake, huh?

******************************
S-2: SMUGGLER'S COVE
In Lake Orangatanga's lake, swim underneath the northmost dock behind Bach-
elor Bear's joint. On the other side, you'll find a small beach. Smuggler's
cove is located just to the right of the middle of the beach.

******************************
S-3: BACHELOR PAD
To get Bachelor's Banana Bird, you'll have to do some trading. Begin by tak-
ing the red flower you first receive from Bachelor to Barnacle Bear (east of
Cotton Top Cove). You will get a purple flower in return. Then buy the box
of chocolates from Bazaar's General Store for 20 Bear Coins. Bring them both
to Bachelor for your Banana Bird as he get prepared for his "hot date" (the
endless potential meanings of which I refuse to go into detail about).

******************************
S-4: ARICH'S HOARD
To unlock Arich's Hoard you must first beat Brash Bear's record in Riverside
Race of 1:15:00. It is not necessarily a challenging time to beat, though
gliding over the water with Dixie's Helicopter Spin is a viable tactic. Do-
ing so will send Brash Bear in such a rage that he will knock down one of
the trees in the Kremwood Forest, forming a bridge to Arich's Hoard from the
entrance to Bobbing Barrel Brawl.

******************************
S-5: KONG CAVE
Once you unlock the Hovercraft, swerve around to the southwest part of the
Kremisphere, where you'll find another beach surrounded by rocks just behind
Bazaar's General Store. Using the Hovercraft, ride over the rocks and make
your landing.

******************************
S-6: BOUNTY BAY
Swim north of Bazza's Blockade in Cotton Top Cove to unveil an opening in
the cove's wall. This is the entrance to another Banana Bird cave, Bounty
Bay.

******************************
S-7: UNDERCOVER COVE
Once you obtain the Water Ski, ride up the western waterfall next to where
Kong cave was. Go into the little inlet to your right, and park yourself on
the beach.

******************************
S-8: BRAMBLE'S BUNGALOW
To receive Bramble' Banana Bird, you will need to do two things. First off,
you will have to swap him Bachelor Bear's Red Flower for his Purple Flower.
Second, you will have to defeat Kaos in Mekanos to ease Bramble's environ-
mental hippie concerns. After that, he will gladly present you with the Ba-
nana Bird.

******************************
S-9: GLACIAL GROTTO
Glacial Grotto is extremely easy to access, yet it is surprisingly easy to
miss. Simply walk north of Blizzard's Base Camp in K3 to enter the Banana
Bird cave.

******************************
S-10: SKY-HIGH SECRET
Reaching this Banana Bird cave requires going through a series of trades
with the Brothers Bear. First off, you will want to obtain the present from
Blizzard Bear in K3, who will automatically give it to you when you first
visit him. Take the present to Blue Bear in Cotton Top Cove. He will open it
to reveal a bowling ball, but he'll give it to you instead. Take the bowling
ball to Bazooka Bear in Mekanos. He'll load it inside Big Bessie, which will
suddenly become able to fire again. Hop in Big Bessie to be blasted to Sky-
High Secret.

******************************
S-11: CLIFFTOP CACHE
Probably the most expensive Banana Bird in the game. First, you will have to
purchase the mirror from Bazaar's General Store for a whopping 50 Coins.
Take the mirror to Barter Bear south of K3 and exchange it for the wrench.
Take the wrench to Bjorn Bear in Razor Ridge so he can get his chairlift op-
erating once more. The chairlift will carry you to Clifftop Cache.

******************************
S-12: BARNACLE'S ISLAND
After you buy the shell from Bazaar Bear for a measly 5 Bear Coins, take it
to Barnacle Bear in Pacifica. He will willingly trade you a Banana Bird for
the shell.

******************************
S-13: WHIRLPOOL WRECK
Swim to the wall north of Barbos's Barrier in Pacifica to gain access to the
Whirlpool Wreck Banana Bird cave.

******************************
S-14: SEWER STOCKPILE
While giving the mirror to Baffle Bear will direct you to how to unlock this
Banana Bird cave, it is not a requirement. All you have to do is swim around
the rocks in the middle of Kaos Kore in a figure-8 pattern several times. If
you've tried repeated times one way and the sewer still will not open, then
try swimming the other way.

******************************
S-15: BELCHA'S BURROW
Once you unlock the Gyrocopter, fly over to the very southwest corner of the
map, where you will find a rocky cave. Land yourself in front of it to gain
access to Belcha's Burrow (Although, how can Belcha have his own cave?).

******************************
S-16: HILLTOP HOARD
With the Gyrocopter, fly to the very northeast corner of the map north of
Razor Ridge. See that dent in the hillside (it's much easier defined in this
version)? That's Hilltop Hoard.

******************************
S-16: K'S KACHE
Time for one final stop with the Gyrocopter. In the far northwest corner of
the Northern Kremisphere lies an aclove just above Pacifica. Land there to
unlock the final Banana Bird cave.

******************************

One you have collected every single Banana Bird, head over to Wrinkly's Re-
treat (Forgot that place existed?) to witness the REAL finale!

**********************************************************************
T) SECRETS
**********************************************************************

******************************
T-1: WARP BARRELS
******************************

Overview:
Each stage in Lake Orangatanaga and Kremwood Forest contains a Warp Barrel
near the beginning of the stage. Generally, these Barrels are all invisble,
and using them will warp you all the way to the end of the stage. Seeing as
how they won't help you collect secrets and such, they're a fairly unneces-
sary item, and seeing as how the beginning of the game is exactly where you
DON'T need them, chances are you will only be using them for fun, or if you
simply just plain suck at video games. Below is a list of the location of
each Warp Barrel in the game.

******************************
LAKESIDE LIMBO:
The game's first Warp Barrel lies right in front of the first DK Barrel.
Using Kiddy, walk over to the left ledge right before the DK Barrel. Toss
Dixie to the upper-left part of your screen. You should land in the Warp
Barrel in addition to raking up an invisible Bear Coin.

******************************
DOORSTOP DASH:
The Warp Barrel is located near the letter O, right when you reach the sec-
ond floor. Walk to the right edge of the floor, and toss your other Kong to
the top-right corner of the room. You should land in the Warp Barrel and
emerge right near a Green Balloon.

******************************
TIDAL TROUBLE:
Swim past the DK Barrel and the first red Koco. Stand atop the pilon and
face left. Using Kiddy, leap and hurl Dixie up and left. This is Warp Bar-
rel #3.

******************************
SKIDDA'S ROW:
Can't bear the wretched yodeling and Swiss melodies? Fortunately for you,
there's a solution. Stand atop the first cabin where the first Skidda runs
back and forth. Toss Dixie toward the upper-left quadrant of your screen.

******************************
MURKY MILL:
This is an easy one to find. Ride the lift at the beginning to the top of
the mill. Using either one of your Kongs, toss them to the top-left corner
of the room while standing on the liftshaft.

******************************
SPRINGIN' SPIDERS:
With Dixie, stand on the second Nid in the stage. When it reaches the apex
of its spring, Helicopter Spin to the left, landing in the top-left corner
of the stump. Here lies the Warp Barrel.

******************************
RIVERSIDE RACE:
The Bee Swarm can make reaching this Warp Barrel very tricky. Find some way
to magically lure them away while standing right in front of the first pond
area. Use Kiddy to hurl Dixie to the top-right of your screen. You should
warp to the finish, but keep in mind that your timer will automatically be
set to 9:59:99, so cheating your time is unfortunately not an option.

******************************
SQUEALS ON WHEELS:
Pass through the door of the first Sneek wheel. Standing by the DK Barrel,
chuck Kiddy upwards toward the top-left corner of the ceiling, right above
the shutter's doorway.

******************************
BARREL SHIELD BUST-UP:
This Warp Barrel actually doesn't appear until near the halfway point. Work
your way up the tree that contains the letter O, past the first duo Barrel
Shields. Work your way to the right stump. Instead of climbing the rope,
fall into the hole below, but use Dixie Helicopter Spin in doing so to
drift to the left side of the tree before falling into the invisible Barrel
Cannon instead (which will simply blast you back up). The Warp Barrel lies
in the corner.

******************************
BOBBING BARREL BRAWL:
Do as you would normally do by taking out the red Buzz at the beginning by
taking out the Booty Bird above, causing a TNT Barrel to rain down. With
the space cleared, you can now use Kiddy to hurl Dixie right above where
the Booty Bird used to reside. Herein lies the game's final Warp Barrel.

******************************
T-2: PASSWORDS
******************************

KREDITS - Show credits
MONKEY - Start game with additional 50 lives
MUSIC - Sound Test
HARDER - Removes all Continue Barrels
TUFFER - Removes all DK Barrels and Continue Barrels
EXTRAS - Access to minigames from main menu
AQUA - Obtain all Bonus Coins

******************************
T-3: ACHIEVING 105%
******************************

Completing the game and achieving all the DK Coins the normal way will grant
you a grand total of 103%. However, there IS a way to score 105% instead! To
do so, you will need to input the "TUFFER" password before starting a new
file. This eliminates all DK Barrels and Continue Barrels. You'll begin each
stage with both Kongs no matter what, but there are no replacements in the
stages themselves (with exceptions like some Bonus Areas which require both
Kongs).

**********************************************************************
U) CREDITS
**********************************************************************

Special thanks go out to:
- My handsome self
- Rare and Nintendo
- Whoever runs this dump...that CJay guy or something...
- Sailor Bacon, because he's just that damn awesome
- Dalton of Zeal
- God, Buddha, and all the other miscellaneous dieties
- All my lovely readers and adoring fans
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~ SS (shiningsuikun@gmail.com)

**********************************************************************