The Daring Duo
Donkey Kong Country 2:
Diddy's Kong Quest
Story
Moves
Gangplank Galleon
Crocodile Cauldron
Krem Quay
Krazy Kremland
Gloomy Gulch
K. Rool's Keep
The Flying Krock
The Lost World
Secrets
Back to Main
A Rare logo
Cool Stuff 
Links
Soundoff
Downloads
Jukebox
Credits
Awards
Studio 64
Poke-Mart
Contact
Group Hug!!
 


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What do the Kremling's do for fun when they're not make the Kong Family's life miserable? They go to Krazy Kremland, the island amusement park! This area features roller coasters that are not only in extreme need of repair, but are also haunted! The Kremlings are so cheap, they also built their park on a filthy swamp! Giant beehives will also test our heros in their abilitiy to get out of sticky situations.
Hornet Hole
What's the first stop on the amusement park tour? A giant beehive! The walls are very high, much too high to jump over, so Diddy and Dixie will have to jump up the walls by clinging to the sticky honey on the walls. If you've ever played Metroid, you'll know what to do.
Hint  Team up to walk thru the honey without getting stuck. To wall jump, jump and stick to the honey. Press left ot right and B to jump up.
Bonus Area 1  Toss your partner up at the beginning and climb up the hooks you find. You'll also need to wall jump to get to the top. At the top, jump on the hooks going right and into the door.
Bonus Area 2  After completing the 1st Bonus Area, fall down and walk right to walk into the door in the wall right below the 1st bonus.
Bonus Area 3  After the N, use Squitter to build webs up and right. Where's Squitter? After the 2nd DK Barrel, you'll see a hook off the top of the screen. Use your team toss to reach the hook. Go up and break Squitter out of his crate.
Hero Coin  Before the letter N, there is a small gap in the floor. Jump down it and go right to reach the Coin. Look out for Zingers! 

Target Terror
One of the coolest stages in the original Country was the mine cart stage. Here, you'll get a fresh version of that theme with a wild roller coaster! Hit the Check Barrels to open the gates, but avoid the X Barrels! They close the gates!
Bonus Area 1  You'll see it but it'll be too late. Jump on the "hill" right before it comes into view.
Bonus Area 2  If you ask Cranky about this stage, he'll say, "The Klank may be going down but he's on his way out". What does that mean? When you come to the 2nd Klank who throws barrels at you, follow behind him. He'll fall down off the tracks; follow him. You'll roll right into a Bonus Area.
Hero Coin  Right before you reach the 2nd Klank, you'll pass under an underpass. Jump while underneath to grab the Coin. 

Bramble Scramble
Another thorny sitiuation. Squawks will show up to lend a wing, but be sure to watch out for Zingers!
Bonus Area 1  After you climb up the vine, you'll see a "!" Barrel high in the air. Use your toss move to break the barrel and race down the gap between the boards and quickly make your way right.
Hero Coin  There's a fake wall to the right of the Continue Barrel. Jump thru the wall and roll jump to the Squitter Barrel. Use webs to head up. You'll see some bananas going thru the bramble wall. Use webs to walk thru the wall and grab the Coin. If you're quick, you can grab a 3-up Balloon. 

Rickety Race
This roller coaster stage is a race against ten Kremlings to the finish. It's very speedy, so keep your finger on the jump button. Knock out each Klank by jumping on it to advance another rank.
Bonus Area 1  Team toss up the left tower at the beginning and use Dixie's Heli-Spin to make your way over to the top of the other tower.
Hero Coin  If this is a race, what's the fabulous prize? If you manage to defeat all 10 Klanks and make it to first place you'll receive the Hero Coin! To make it easier, hold left at the beginning of the race. You'll roll right into a Speed Booster! 

Mudhole Marsh
Back to the swamp. The Kremlings and Flitters are out in full force, making things a little difficult.
Bonus Area 1  Use your team toss to get to the first bonus. Finding it is easy...getting both Kongs to it isn't!
Bonus Area 2  Get the Kannonball to the Kannon.
Hero Coin  You have to time your jumping onto the goal just right. You must bounce off Kannon's barrels he shoots at our heroes. 

Rambi Rumble
The last 2/3 of this stage has you transformed into the rhino Rambi. Thanks to Rambi's thick hide, you can jump on Zingers without getting hurt! Be sure to watch out for the big bee near the end of the stage.
Bonus Area 1  Make your way to the top of the hive. You'll see some hooks and sticky walls to jump on to the left. Make your way up higher and enter the door you find.
Bonus Area 2  Smash the wall right before the No Rambi Sign.
Hero Coin  Don't enter the door to the Rambi room. Use your team toss to find hooks and jump over the passage way. Go right and fall down. Grab the Coin by jumping from the walls. Rambi simply cannot reach the coin. 

King Zing Sting
If you remember from DKC, Donkey Kong faced off against a giant queen bee and had to use barrels to swat her down. Well, here's her husband the King Bee and he's in a foul mood. You'll change into Sqawks for this battle. You need to shoot the small stinger on the King's bottom to hurt him. He'll fly around shooting stingers in your general direction. Hit him about 5 times and he'll turn into a Red Zinger and be surrounded by 4 small Zingers. Defeat the small Zingers quickly, as they'll reappear after a while. After the 4 bees are gone, he'll change to a normal yellow Zinger. Hit him 3 more times, avoid his stingers and you'll snag another KremCoin! (Whew!) 
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