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DONKEY KONG 2
SNES


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_________Donkey Kong Country 2: Diddy's Kong Quest (SNES) FAQ__________


Hello there, and welcome to probably the first joint FAQ in
Gamefaqs history. Today, NickWhiz1 & I will get you through Donkey
Kong Country 2, arguably the best of the DKC series. We'll get you
through all of the tough spots in the game so you can get to K. Rool
and take him down. And like my DKC3 FAQ, it is emulator friendly.

The sections are as follows.

1. Version History
2. The Story (we both have different ideas)
3. Major Characters
4. K. Rool's Kronies
5. Controls
6. Items
7. Barrels of Fun
8. Main Walkthrough (up to Krazy Kremland)
9. Bosses
10. Kong Family Establishments
11. Future Plans
12. Copyright Stuff
13. Special Thanks

With all of that said and done, let's begin.
-----------------------------------------------------------------------
----------------------Section 1: Version History-----------------------
-----------------------------------------------------------------------
A plus sign means that something has been added in this version.
A minus sign means that something has been taken away in this version.
An asterisk means that something has been revised.

Changes from version 1.1:

+: We added the Krazy Kremland world info, including the enemies list.
+: We added King Zing in the Boss section.

Changes from version 1.0:

+: We added the Krem Quay world info.
+: We added ASCII for all of the bonus levels until Glimmer's Galleon.
+: We added the enemies list for Crocodile Cauldron & Krem Quay.
+: We added Kudgel in the Boss section.

If you have any questions, comments, or suggestions, please email
either NickWhiz1 at NickWhiz1@aol.com, or me, VGW Man, at
vgw100@hotmail.com. It will help you, Nick, & me on what you want.

-----------------------------------------------------------------------
-------------------------Section 2: The Story--------------------------
-----------------------------------------------------------------------

We both have different views on the DKC2 story. Here is
NickWhiz1's version.

Donkey Kong gulped down the last of his banana milkshake and
sighed happily, his old beach chair creaking as he wriggled his toes in
the sand.
"This is the life," he thought to himself. "The sun beating down
on a clear blue sea, and no pesky banana-thieving Kremlings to worry
about." Lazily he raised a hand to wave at Funky, who was showing off
his surfing expertise out on the waves with the squawking seagulls.

Donkey Kong settled back and closed his eyes, thinking he'd have
a little doze, when he heard the sound of shuffling feet. Before he
knew what was happening, Cranky Kong bopped him on the head with his
cane.

"Yowch!" he exclaimed, glaring at the snickering old ape standing
in front of him.
"Well, well..." said Cranky, "what do you think you're doing
sitting around all day? They won't get much of a game out of this,
will they? I thought you were supposed to be a big star!"
"Even stars get time off," muttered Donkey Kong, rubbing his
head.
"I never did," said Cranky proudly. "Whisking off maidens and
throwing barrels around the place seven days a week, I was. That's how
I got where I am today, you know. Hard work. None of this lazing
around the beach."
"Why don't you go off and pester Diddy or something?" complained
Donkey Kong. "Let me have a bit of piece for once!"
Cranky snorted. "Ha! He's off somewhere with that girlfriend of
his. But still, I can see when I'm not wanted..."
Grumbling to himself, Cranky shambled off down the beach, leaving
Donkey Kong to pull his hat over his eyes, sink down into his beach
chair and slowly drift to sleep.

When night fell and their big buddy still hadn't returned, Diddy
and Dixie Kong got worried and went to look for him. As they reached
the beach, they saw hundreds of strange looking footprints that led
from the sea to form a big circle around the spot where Donkey Kong's
chair lay, smashed to pieces.

"Kremlings!" Diddy gasped in horror.

On top of the bits of chair they found a note:
__________________________________________
|To the yellow bellied, land-lubing Kong |
|Family: |
| |
|Har-arrrrh! We got the big monkey! |
| |
|If you want him back, you scurvy dogs, |
|you'll have to hand over the banana hoard!|
| |
| Kaptain K. Rool |
|__________________________________________|

"I thought we'd seen the last of that old rascal for a while,"
sighed Wrinkly Kong, Cranky's good-natured, old wife, when the rest of
the family had read the ransom note.

"Well," grunted Cranky. "I suppose we'd better give him the
bananas, hadn't we?"
Diddy was shocked. "After all we did to get them back last time?
Donkey Kong would go crazy if he lost his bananas again!"
"Got any better ideas, you young whippersnapper?" demanded the
old ape.
"We've got to rescue him, of course!" said Diddy and Dixie
together.
But Cranky just laughed. "Oh really? And who exactly is 'we',
hmmm?"
"Count me out, dudes," said Funky quickly, backing away from the
group. "I hate adventures."
"I think I'm a bit old for that sort of thing," said Wrinkly
apologetically.
"And I'm sure as spit not gonna do it," snapped Cranky. "Not
that I'm past my prime, mind you-I could still do a better job than the
rest of you put together-but I wouldn't be seen dead in a game that
scrolls and has bonus levels and end bosses!"
"What about me?!" asked Diddy, stamping his foot. "I went with
Donkey on his last adventure! Why can't I do it?!"
"You?" laughed Cranky. "You've only been in one game, and you
didn't even get your name in the title! You think that makes you a
hero?"
Diddy looked discouraged, but Dixie was quick to stand up for
him. "Give him a chance-he could be a better hero than you ever were,"
she challenged.
Cranky scowled. "You think so, do you? You think he can make
his way through all those Kremlings and all those traps, all by
himself?"
"He won't be by himself," she replied. "I'm going with him."
Diddy stared at her and she stared defiantly back.
"But it's dangerous!" he protested.
"You're not scared, are you?"
"Of course I'm not!"
"Well, neither am I. Don't try to argue-if you're going, I'm
going with you."

Diddy sighed. He knew a hopeless argument when he saw one. But
still, he was Donkey's only hope! Of course, if he managed to rescue
his big buddy, he'd become a real video game hero, too! Could he ask
for a better chance to prove himself?

Cranky was looking them over shrewdly. "All right," he said.
"If you somehow get back safely from this and bring back that good-for-
nothing Donkey with you, I'll admit that maybe you have what it takes
after all. But if you don't, there will never be more that cheap cameo
roles for you in the future, my boy."
Diddy stood straight and proud, ready for his new quest. "I'll
bring him back, you'll see!" he declared.
The others offered him encouragement. Wrinkly gave him a warm
smile, while Funky offered his hand for a high-five. "Go for it,
little dude!"

And as soon as the sun rose again, the brave young pair set out.



My version of the story is below. It covers a bit of the DKC TV
show and Donkey Kong Land 1 for Gameboy.

Donkey & Diddy Kong were celebrating on Kongo Bongo (the place
where they live; I'm following the TV show here). It was a happy time.
Cranky got a new wife who is in schooling (that's Wrinkly), Diddy has a
new girlfriend (Dixie), Candy got a new job somewhere else in the world
(she only appears in DKC1 for some reason), & King K. Rool has been
beaten TWICE (DKC1 & DKL1).
However, Cranky doubts that Diddy was a hero from the past two
adventures.
"It was Donkey Kong who did all of the work, shrimp," Cranky
said, well, crankily.
"I found some of those bonus areas you mentioned in your cryptic
clues, Cranky," Diddy interrupted.
"Well, to prove you are a real hero, I have a challenge for you,"
Cranky continued. "There is some island where K. Rool's Gangplank
Galleon went. I have hidden 40 DK coins there. Find them all & I'll
consider you a hero."
"I don't need to get your coins to prove I'm a hero," Diddy said.
"He's right," Donkey put in. "I'm going for a walk. See ya
later."
When Donkey left, Dixie blurted out; "He's probably seeing Candy,
his girlfriend."
"Again," Cranky said.

Speaking of K. Rool, where is he? He is hidden in the Lost
World, a secret spot on the exact same island as the one with the DK
coins. The Kremling King had some words to say.
"Attention, my repulsive reptilians. Donkey Kong is right now
alone, out in the open, defenseless. We'll ambush him, capture him, &
keep him until those maniac monkeys give me the entire banana hoard.
Then I can make my invincible potion I have been trying to make (the
potion is in the DKC1 story)."

It all works too well. Donkey Kong was taken to the island.
When Cranky & crew heard of it, they formulated a plan. Cranky would
try to setup a couple of monkey museums in case Diddy gets stuck.
Wrinkly would set up some Kong Colleges so Diddy can save their status
and learn a thing or two. Funky would bring his Funky's Flights
service over at the island so Diddy could travel to other worlds—for a
one-time down payment, of course. And Bluster (TV show reference;
works at barrel factory) will watch over the banana hoard while
everyone was gone. Everything was set, except for one thing. Dixie.
"I want to go with you, Diddy," she said without embarrassment.
"In my day, the girls were the damsels in distress, not some
bumbling heroines," Cranky continued to mouth off.
"You underestimate her too much, Old Timer," Funky finally says
something. "Let here hang 10 with Diddy Dude and find Donkey Dude."
"Oh, all right," Cranky gave in. "But if you want to head back
home while you are helping Diddy, that's fine."
"I'm not scared at all," Dixie told Cranky. "Come on, Diddy. We
have the future ruler of Kongo Bongo to save."

As you can see, we both have different views on the DKC2 story.
If you have any questions about either story, please email the author
of the story.
-----------------------------------------------------------------------
----------------------Section 3: Major Characters----------------------
-----------------------------------------------------------------------
I will only cover the main characters in this game, not the minor
enemies you find around (that's the next section). Here they are in
alphabetical order.

Cranky—The Old Timer has set up Monkey Museums around the island and
for a price will give you a cryptic hint.

Diddy—The returning hero from the past two adventures has the know-how
to stop the opposition.

Dixie—The heroine of the game can use her ponytail to glide past
obstacles, making her a valuable asset of the team.

Donkey—He has been captured by K. Rool, & you must rescue him. I think
Cranky wants Dixie & Donkey to trade places so that Dixie is the damsel
in distress.

Funky—Most arguably the coolest Kong in Kongo Bongo, Funky can get you
to where you want in his plane. Just pay the down payment of two
banana coins and you are set.

King K. Rool—The Kremling King is holding DK ransom and wants every
single banana in the world. If anyone disobeys him, they must meet his
blunderbuss.

Klubba—Arrg! He guards thee entrance to thee Lost World. Only those
who pickup enough booty can see the big treasure. Those who are short
must walk the plank and be sent to Davy Jones's locker.

Wrinkly—Cranky's wife is a lot quieter than Cranky, & has set up Kong
Colleges around the area. She will teach you techniques for a small
price. Some things are for free.
-----------------------------------------------------------------------
---------------------Section 4: K. Rool's Kronies----------------------
-----------------------------------------------------------------------

NickWhiz1 got the names and the descriptions of them, but I'll
arrange them by category, and then by alphabetical order to make it
easier for you. The only thing I took out were the bosses, but you can
find them in the Boss section.

Kruel Kremlings:


Kaboing: The Kremling that bounces around.
Kaboom: The Kremling inside the TNT barrels.
Kackle: The Kremling ghost in Haunted Hall.
Kannon: The Kremling with the cannon.*
Klampon: The Kremling that chomps.
Klank: The Kremling on the roller coaster areas.
Klinger: The Kremling who hangs around on ropes and chains.
Kloak: The coated Kremling ghost.
Klobber: The Kremling inside the barrels.
Klomp: The Kremling with the wooden leg.
Klubba: The big, green Kremling guarding the passage to the Lost World.
Krook: The Kremling with the hooks for hands.
Kruncha: The big, blue Kremling.
Kutlass: The Kremling with two swords.

Creepy Crawlies:

Cat-O'-9-Tails: The spinning cat with 9 tails (should be 9 lives)
Click-Clack: The beetle.
Flitter: The dragonfly.
KrocHead: The crocodile heads in the water/lava.
Neek: The rat.
Spiny: The porcupine.
Zinger: The wasp/bee.

Aquatic Attackers:

Flotsam: The stingray.
Lockjaw: The red piranha.
Puftup: The puffer fish.
Shuri: The starfish.
Snapjaw: The purple piranha.

*: The Kremling holding the cannon is actually Klump from DKC1. Just
so I won't confuse the harmless cannon and the harmful "Kannon", I'll
call the former "Cannon" and the latter "Klump".
-----------------------------------------------------------------------
--------------------------Section 5: Controls--------------------------
-----------------------------------------------------------------------

_____L____ ____R____
/ \___________/ \
| ^ X |
| | Start Y |
| | |
| <--0--> Select A|
| | ___________ B |
\ | / \ /
\ V / \ /
\_____/ \____/


That ASCII art above this text is mine. I know, it doesn't look like
much of an actual SNES controller, but it is close. The descriptions
below are NickWhiz1's.

General Controls:

Start-Pause/Resume
Select-Change characters when you have both, switch between players in
Two-Player Team mode.
Control Pad-Move player

As Kongs:

A Button: Team up with both characters, split up when teamed up
B Button: Jump
X Button: Jump off animal buddy
Y Button: Cartwheel as Diddy, helicopter spin as Dixie, pick up/throw
barrel, throw other character when teamed up.

Riding/Playing as Rambi:

A Button: Activate Rambi's Supercharge
B Button: Jump
Y Button: Normal charge

Riding/Playing as Enguarde:

A Button: Activate Enguarde's Superstab
Y Button: Normal stab

Riding/Playing as Rattly:

A Button: Activate Rattly's Super jump
B Button: Jump

Riding/Playing as Squawks:

B Button: Flap wings
Y Button: Shoot eggs

Riding/Playing as Squitter:

A Button: Spin platform web
B Button: Jump
Y Button: Shoot web shot
L Button: Spin platform web
R Button: Spin platform web

Special Move: *Longer Jump

As Diddy, cartwheel off the edge of a platform and jump in the middle
of it.
As Dixie, helicopter spin off the edge of a platform and jump in the
middle of it. (For extra distance, use the floating helicopter spin
after you jump.)
-----------------------------------------------------------------------
---------------------------Section 6: Items----------------------------
-----------------------------------------------------------------------
No, this section doesn't cover barrels. They have a section of
their own. These are the non-barrel items that are around the area.
Again, I arranged them alphabetically.

Animal Crates: Release and ride the animal buddy on the crate.

Balloons: Extra lives. The red one is one life, the green one is two
lives, and the blue ones are three lives. Blue balloons are rare and
tough to get...

Bananas: Collect 100 for an extra life.

Banana Bunches: Each bunch is worth ten bananas. Get 10 for an extra
life.

Banana Coin: Found in different numbers. Use them at any of the Kong
Family establishments. Very useful, especially when you have to pay
them to save your game!!!

Cannons and Cannonballs: Find the cannonball, then take it to a cannon
to blast away to a bonus stage.

Crates: Use them like a normal barrel.

Goal Target: If you jump high enough on the target, you'll get the
displayed prize. Same items as in a treasure chest, except no
Kremkoins.

Hero/DK Coin: Hidden one per stage by Cranky Kong (40 in all). Collect
them to prove to Cranky that Diddy is a true video game hero. Be
careful: Some are hidden in bonus levels......

Hot Air Balloon: Found only in Red-Hot Ride. Use the hot air steam to
keep it afloat.

KONG Letters: Hidden in each stage. Collect all 4 in a stage for an
extra life.

Kremcoin: One per bonus stage and boss (except Lost World). Collect 15
to access one of the Lost World stages via Klubba's Kiosk. Each one
leads to a different level. Collect all 75 to access all of the Lost
World stages and open up the final boss.

No Animal Sign: Go past it and the animal will disappear, but it will
leave behind an item, from bananas to even a DK Coin!

Treasure Chests: Contain bananas, banana coins, extra lives, letters
Kremkoins, and even a DK Coin in one case.
-----------------------------------------------------------------------
-----------------------Section 7: Barrels of Fun-----------------------
-----------------------------------------------------------------------
Since there are so many barrels, they deserve a section of their
own. Look at them below.

*Animal Barrel: You will turn into the animal shown.
*Barrel Cannons: There are three kinds. Find out about them below.
Arrow: These will send you in the direction the arrow is pointing.
Blast: These have some kind of mark on them. Land in them and you
will be sent in a predetermined direction.
Normal: Sometimes these spin around. You choose when you are shot
out, so aim carefully.
*Bonus Barrel: Enter it to be blasted to a bonus stage.
*Check and X Barrels: These are found in Target Terror. Check opens
the gates, X closes them.
*Continue (Star) Barrel: This is the continue point in the level.
*Diddy and Dixie Barrels: These only shoot when the appropriate
character enters it.
*DK Barrel: Break this to releases your partner if you lost him/her.
*Exclamation Mark (!) Barrel: Gives you temporary invincibility.
*KrockHead Barrel: These are found in KrockHead Klamber. Touch it to
activate the KrockHeads for a limited time.
*Normal Barrel: Just throw it around.
*Plane Barrel: You borrow this from Funky. Go to any level you've
already beaten, or go between worlds.
*Plus and Minus Barrels: Found in Haunted Hall. Plus adds time, minus
takes it away.
*Rotating Barrel: Rotate it in any one of the eight directions. Shoot
out when you want or you will automatically shoot out if you run out of
time.
*Steer-able Barrel: Maneuver it any way you want. Use the same shooting
procedure with the rotating barrel.
*TNT Barrel: These explode when they contact a wall or enemy. The
explosion can take out others nearby as well.
-----------------------------------------------------------------------
----------------------Section 8: Main Walkthrough----------------------
-----------------------------------------------------------------------

Note: Like DKC3, I have played both the EMU and the home version.
Mostly everything is the same, but o


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