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Boss Strategy

II.  Level Boss Strategy (Part 2)

Despite their fearsome appearances, the bosses have more bark than bite, with rather predictable patterns that are easy to defeat. Here are tips to put the smack down on each boss.

Fungi Forest Boss (Chunky Kong)
The return of the dragonfly Dogadon is still rather easy. For the first forms, avoid the fireballs, then wait for Dogadon to land. Once it does, immediately throw a TNT barrel at it. After doing this four times, the dragon will stomp the ground, causing it to sink, then it will assume its final form. From this point on, time is Chunky's enemy as well. For the final boss form, Chunky has to land at least 40 punches before the ground sinks into the lava. Every time Chunky throws a TNT barrel at Dogadon (after it has landed, of course), a Hunky Chunky barrel appears. Get big and throw punches rapidly (up to 12 punches are possible per attack). Dogadon will be defeated just before the ground sinks!

Crystal Caves Boss (Donkey Kong)
A rebuilt Army Dillo faces Donkey Kong, but he's just as easy as the first. Once again, for all the hits, Donkey must throw a TNT barrel at its head when it's on the ground. For the first three hits, zigzag to avoid its fireballs, then throw a TNT barrel at it while it's laughing. Run in a circle to avoid its rolling attack and flip jump to avoid its ground shockwave attack (jump over the expanding green blast). After three hits, Army Dillo will shoot a barrage of fireballs in the air. Run away from the shadows to avoid them, then zigzag to avoid the homing missile. Roll just one more TNT barrel directly at its head (Donkey might have to move the TNT a little to get the right throwing angle), and Army Dillo will disappear again.

Creepy Castle Boss (All Kongs)
The Kremlings have set up a fake K. Rool for all the Kongs to fight, and just like the cardboard K. Rool, this boss is nothing more than a paper tiger, er, crocodile. To score hits on K. Rool, use the cannons to shoot the Kong at K. Rool. The first three hits are easy: Whenever K. Rool's not shooting lasers, find the barrel closest to him and shoot him. Don't try to shoot at him while he's firing lasers, as the Kong will be hit in midair.

Since every successful hit lands the Kong in the water, jump rather than swim back to the cannons. After three hits, K. Rool will introduce a translucent fake cutout - the Kongs will go through it, so look before shooting. The translucent K. Rool is usually darker. After six hits, K. Rool gets tough. When not shooting lasers, K. Rool will pop up quickly from wall to wall, while an enemy ghost Kremling will appear as a distraction. Constantly move to avoid getting hit by a laser (it aims to where the Kong stands at the moment of firing) and kill the ghost Kremling to replenish health. Here's the tough part: On almost reflex-type action, the Kong must be in the cannon the moment K. Rool appears in front of it.

Here's the technique. Stand as close as possible to a cannon and watch the wall. If K. Rool pops up first, great - K. Rool will appear on the three other walls first before returning. Listen to the sound cues and anticipate the return of K. Rool to the wall the Kong's cannon faces (as the fourth growl is heard). If Kong is watching the wall, and K. Rool doesn't appear on the first two growls, by process of elimination, K. Rool will show up third or fourth. Anticipate this (either by guessing or having lightning-fast reflexes) and jump in the barrel the moment K. Rool pops up. After nine hits, the cardboard K. Rool will be history. You have five lives - one for each Kong - so don't be afraid to guess the correct wall at the end for that final hit.

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