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If the above does not look like it says "Donkey Kong Country Returns", you
are probably viewing this guide using a variable-width font. For the best
viewing experience, please switch to a fixed-width font, such as Courier New.
------------------------------------Platform: Nintendo Wii
Release Date: November 21, 2010
Author: Tom Farello (gravy229)
Contact: guardianacorn@gmail.com
------------------------------------Current Version: Version 0.91
Last Update: 12/12/10
------------------------------------_______
| __ |
| | / |---------------------------------------------------------------------| |/ /| | R E C E N T N E W S
[RNEWS]
| /_| |---------------------------------------------------------------------|_______|
Hi, and welcome to my Donkey Kong Country Returns FAQ/Walkthrough! The most
recent version of this guide can always be found at
www.tomfarello.com/DKCR.txt
So, I changed my mind about the shiny gold medals; I will be collecting them as
I write the time attack section, which will allow me to provide complete
information, as well as more useful advice! This does mean that it will take
longer to complete the section though, so I appreciate your patience!
If you really liked this guide (and are on GameFAQs), the best thing you can do
for me, and for other readers, is to click the "recommend" button up top there.
It takes no more than a couple of seconds, and helps bring more people to this
guide.
If you are a returning reader, please notice the new email address,
guardianacorn@gmail.com. I am using this email address to filter out all
GameFAQs emails, you that you won't need to bother with that yourself!
If you're interested in hosting this guide, shoot me an email. It's generally
a pretty painless process.

____
|__ |
| |------------------------------------------------------------------------| |
T A B L E O F C O N T E N T S
[CNTNT]
__| |__----------------------------------------------------------------------|_______|
Section Name

Abbr.

0. Recent News......................................................[RNEWS]
1. Table of Contents................................................[CNTNT]
2. Introduction.....................................................[INTRO]
a. Contact Information...........................................[CNTCT]
b. About the Author..............................................[AUTHR]
c. Version History...............................................[HSTRY]
3. Game Basics......................................................[BASCS]
a. Controls......................................................[CNTRL]
b. Items.........................................................[ITEMS]
c. Enemies.......................................................[ENMYS]
d. How to Use This Guide.........................................[HTUSE]
4. Walkthrough......................................................[WTHRU]
a. Jungle........................................................[JNGLE]
b. Beach.........................................................[BEACH]
c. Ruins.........................................................[RUINS]
d. Cave..........................................................[CAVES]
e. Forest........................................................[FORST]
f. Cliff.........................................................[CLIFF]
g. Factory.......................................................[FCTRY]
h. Volcano.......................................................[VLCNO]
i. Golden Temple.................................................[GTMPL]
5. Time Attack......................................................[TMATK]
a. General Tips..................................................{TATPS}
b. Shiny Medal Table.............................................{SHNYM}
c. Jungle........................................................{JNGLE}
d. Beach.........................................................{BEACH}
e. Ruins.........................................................{RUINS}
f. Cave..........................................................{CAVES}
g. Forest........................................................{FORST}
h. Cliff.........................................................{CLIFF}
i. Factory.......................................................{FCTRY}
j. Volcano.......................................................{VLCNO}
k. Golden Temple.................................................{GTMPL}
6. Frequently Asked Questions.......................................[QSTNS]
7. Conclusion.......................................................[CNCLS]
a. Thank You's...................................................[THANX]
b. Copyright Info................................................[CPYRT]
Those abbreviations are search tools. If you want to jump to a specific point
in the FAQ, just search, with your browser's search function, for series of
five characters in the square brackets. For example, if you wanted to search
for a section with abbreviation "[ABBRV]", you would simply search for
"[ABBRV]" with your browser's search function. Each world has a similar
breakdown, level by level. Alternatively, if you are looking for a specific
level, you may user your browser's search function to search for the level's
number (eg. 0-0) to skip right to that level. The first instance will be the
walkthrough for the stage, and the second will be its time attack section.
_______
|_____ |
_____| |----------------------------------------------------------------------

| _____| I N T R O D U C T I O N
[INTRO]
| |_____----------------------------------------------------------------------|_______|
___ _ _
| \| |/ /-------------------------------------------------------------------| |) ) ( Contact Information
[CNTCT]
|___/|_|\_\-------------------------------------------------------------------My email address is guardianacorn@gmail.com. I have very few requests for
emails sent to me, be reasonable and follow them for me. First off, please
email me. I like writing guides, and I especially like writing good, helpful
guides. Feedback lets me know exactly how helpful I have been, and for what
reasons I have or haven't been helpful. Emails that tell me that I have done
poorly are not appreciated. Emails that tell me WHY I have done poorly are
much more helpful, and I widely accept these. In other words, criticism must
be constructive. Emails that tell me that I have done well are accepted.
Those kinds of emails keep this FAQ growing longer; they fuel my desire to help
you. However, emails that tell me WHY I have done well are more useful to me,
and I ask, again, that if you are going to criticize, even positively, please
do so in a constructive manner. Also, I am writing this guide as I play
through the game. If I don't specifically ask for a piece of information, it's
probably not a good idea to tell me about it. I don't want my inbox to be
flooded with information I was about to obtain by myself. As a general rule,
if it seems like I missed something important in my guide, send me something
about it. If it seems like I haven't gotten to it yet, hold off. Other than
that, comments, questions, constructive criticism.
Also, if an unauthorized site links to this guide, or you feel like this
work has been plagarized, please please PLEASE let me know. At the bottom of
the guide is the "Copyright Information" section, if you would like to know
more.
The new email address I have automatically filters GameFAQs emails from my
personal email. Therefore, it is NOT necessary to put anything specific in the
subject of your email. However, I'll probably be more able to help you if you
specify something about the email in the subject.
Here is the list of things I will currently be accepting in emails:
- Strategies that I haven't covered for time attack stages that I have covered.
- Anything that I've missed, including item caches and cool easter eggs.
- Any and all copyright and/or plagarism concerns.
___ _ _
| \| |/ /-------------------------------------------------------------------| |) ) ( About the Author
[AUTHR]
|___/|_|\_\-------------------------------------------------------------------Hi! My name is Tom Farello, and I will be your guide through Donkey Kong
Country Returns! I am a software developer, located in San Antonio, TX, at the
time of writing this guide. I currently work as a developer at H-E-B, a
grocery retailing company centered here in San Antonio. As weird as it sounds
to be doing software development for a grocery company, we actually have a
great IT department, and I am definitely growing as a developer in my position.
As far as other guides I have written, I am probably most notable for my guide
for Super Mario Galaxy in 2007, as well as for Super Mario Galaxy 2 earlier
this year. This game seemed like a great opportunity to break away from the
3D realm and write a more down-and-dirty guide targeted to a more game-savvy
audience than my previous guides were, so here I am.
Being a professional limits the amount I have to do personal stuff, so I do not

timestamp future versions of my guides, but I try to update as often as I can.


Nothing motivates me more than emails from my readers, so keep sending them!
Other than that, I hope this guide is very helpful to you in conquering Donkey
Kong Country Returns!
___ _ _
| \| |/ /-------------------------------------------------------------------| |) ) ( Version History
[HSTRY]
|___/|_|\_\-------------------------------------------------------------------Version 0.91: 12/12/10
Sorry, just two more levels today. I didn't realize that Tippin' Totems
would be so difficult!
Version 0.90: 12/11/10
After taking a short break, I completed the time attack section all the way
through Flutter Flyaway. Expect more tomorrow!
Version 0.85: 12/07/10
In anticipation of my guide being published in NGamer magazine (which I am
very excited about), I ran through the main section of my guide, corrected
some mistakes, and formalized everything a bit. I also added the full
enemies section, to complment the fact that I replaced the informal enemy
descriptions in the walkthrough with fully qualified enemy names.
Version 0.84: 12/06/10
Wrote up the time attack sections for six more levels. Also finalized the
controls section, and added a shiny medal lookup table.
Version 0.83: 12/05/10
Got shiny gold medals on all of the levels up through Blowhole Bound, and
wrote them up. Also, I did most of the controls section, and added a whole
lot of stuff to the items section. I'm thinking about doing an enemies
section, but we'll see.
Version 0.82: 12/02/10
Got gold medals on all of world 1, as well as levels 1 and 3 on world 2.
When I got a shiny gold medal on Peaceful Pier, I decided to call it quits
for the day. For now, I'm going to focus on gold medals, then I will
probably finish off mirror mode before going back to get shinies. Added
www.gamershell.com to the list of authorized sites.
Version 0.81: 11/30/10
Added www.cheatcc.com to the list of authorized sites. Sorry guys!
Version 0.80: 11/27/10
Done with the main walkthrough. I will probably start a time trial guide
after I get home from vacation. For now, I enjoy Florida, and maybe play a
little bit of mirror mode!
Version 0.70: 11/25/10
I finished off world 7. Also, I added some sites to my authorized sites
list. Additionally, I learned that Lift-off Launch wasn't really a fullfledged level. Shame, that is. I will try to finish off world 8 by
tomorrow, but no promises.
Version 0.65: 11/23/10
I wrote up world 6 and the first two levels of world 7. It is obvious that
my vocabulary and my professionalism diminish while I am tired. I have to go
pack for vacation now. Bye-bye.

Version 0.50: 11/22/10


I got the game yesterday, on release day, and have been playing it
practically straight through to now. I have drafted up the items section,
and have written the walkthrough for the first 5 worlds, including secret
stages. Hopefully, I will be able to finish before I have to take a break
for Thanksgiving, but I'm really tired right now, and have to got to work in
a few hours.
Version 0.03: 11/19/10
I added some map information, compliments of Nintendo World Report, as well
as the ASCII art header. I tried the whole image to ASCII thing this time,
but all of the images ended up looking like crap and were completely
illegible. Plus, I kinda like the way it turned out. I also watched some
videos that allowed me to flesh out the world 8 map, as well add a level K to
each world. Platform Panic looked really fun; I can't wait to see the rest
of the K levels!
Version 0.02: 11/18/10
I found a cool video from Nintendo World Report which contained a lot of
information about the world maps, so the maps for worlds 1 throught 7 are now
posted. Also, the Donkey Kong wiki had information about the levels which
seemed accurate based on the map information, so I wrote that in for worlds 1
through 8, as well. I also drafted up chapter 6. Yay.
Version 0.01: 11/17/10
So, I've been really caught up in the hype for this game, and, as I mentioned
above, I felt that this was a great opportunity to write a different kind of
guide than I'm used to writing. This version includes all of chapters 0, 1,
and 2, as well as the "How to Use this Guide" section. I've also written the
walkthrough for Jungle Hijinxs based entirely off of demo footage I've seen,
though I technically did this some time ago.
_______
|_____ |
_____| |---------------------------------------------------------------------|_____ | G A M E B A S I C S
[BASCS]
_____| |---------------------------------------------------------------------|_______|
___ _ _
| \| |/ /-------------------------------------------------------------------| |) ) ( Controls
[CNTRL]
|___/|_|\_\-------------------------------------------------------------------For each action, the command for the remote+nunchuck style is shown first, then
for the remote-on-its-side style is shown in parentheses, if it is different.
Either Kong:
Walk: Tilt the control stick slightly (press the D+pad) left or right to
walk slowly.
Run: Tilt the control stick all the way (hold 1, then press the D+pad) left
or right, and your Kong will run.
Jump: To jump into the air, press A (2). The longer you hold it down, the
further you will jump.
Bounce: You will be able to get extra height off of bouncy things like tires
and enemies by pressing A (2) shortly before landing on the object.
Crouch: Tilt the control stick (press the D+pad) down to crouch and avoid
spiked ceilings or enemy attacks.
Grab: Press and hold Z or B (1) while near an object, such as a barrel or a
bomb, to grab onto it, then let go of the button to toss it.

Cling: Press and hold Z or B (1), then jump onto a climbable surface or vine,
then use the control stick (D+pad) to move around on it. Jump off using the
jump button, and drop by letting go of the grab button.
Ground-Pound: Shake the controller continuously while not walking, running, or
crouching, and your Kong will pound the ground with his palms. You can even
do this on climbable surfaces.
Blow: Shake the controller continuously while crounching, and your Kong will
blow air. This is useful against fire enemies, or to uncover secret items.
Roll: Shake the Wii remote while walking or running, and your Kong will roll or
cartwheel in the direction you are moving.
Roll-Jump: Jump while rolling, even in midair, and you will be able to get a
second jump. Do this to get items in gaps in the ground, or to get across
really long jumps.
Team up (Multiplayer only): When the Kongs are close to each other, either
player can press Z or B (hold up, then press 1) to team up.
Revive (Multiplayer only): If you have been defeated, but your partner has not,
press A (1), and a DK barrel will drop into play from the top of the screen,
hanging from one of your stock on life balloons. Your partner will need to
come into contact with the barrel to free you from it. You may, however,
shake your controller to move the barrel closer to your partner.
Diddy Kong only / Teamed up:
Jetpack: Hold A (2) in midair, and Diddy will use his jetpack to cover small
gaps. This only lasts a short while, though. When separated, player 2 will
control this; when teamed up, player 1 gets control over this.
Peanut Popguns (Multiplayer only): Shake player 2's controller continuously to
make Diddy shoot peanuts at enemies. This can be done while teamed up, or
while separated. While separated, this is added to the normal ground-pound.
Team Roll: As the name implies, this can only be done while teamed up. Shake
player 1's controller continuously while teamed up to continuously roll.
Separate (Multiplayer only): If player 2 wants to regain full control over
Diddy, he may press Z or B (hold down, then press 1) to get off of Donkey's
back.
While riding Rambi:
Mount: To get on Rambi, just jump on top.
Dismount: To get off of Rambi, press Z or B (hold down, then press 1).
Move: Walk, run, and jump normally with Rambi. Rambi is completely
invulnerable to everything except bottomless pits and fire. If Diddy is
available, Diddy can give Rambi a little bit of extra distance in the air
with his jetpack.
Charge: Hold left or right while continuously shaking the controller, and Rambi
will charge very quickly in the direction you are moving.
Ground-pound: Rambi cannot crouch, so shaking the controller while not moving
left or right will cause Rambi to ground-pound. Note that Rambi can't blow
air like the Kongs can; you will have to dismount in order to do that.
Other special control sets:
Barrel Cannon: While inside a barrel cannon, press A (2) to fire in the
direction the barrel is pointing. Be sure to time it correctly!
Mine Cart: While on a mine cart, you will be able to jump and crouch as normal,
but the cart is speed-controlled, and you therefore will not be able to
change the speed at which the cart moves.
Rocket Barrel: Jump inside a rocket barrel, then repeatedly tap A (2) to make it
blast off. While riding the rocket barrel, hold A (2) to ascend, and let go
to drop back down. In several cases, the rocket barrel will actually move
upward, in which case you can also use the control stick (D+pad) to move left

and right.
___ _ _
| \| |/ /-------------------------------------------------------------------| |) ) ( Items
[ITEMS]
|___/|_|\_\-------------------------------------------------------------------Pickups:
Banana: Yellow gold! ...Uh, right. Collect 100 of these to earn an extra life.
Banana Bunch: Each one of these delicious goodies is worth 5 bananas.
Giant Banana Bunch: These things look like Bloomin' Onions and are worth a
whopping 20 bananas. They are also, strangely, rarer than life balloons.
Life Balloon: Grab one of these red balloons before it floats off the top of
the screen to get an extra life. Note that they only come in one color. You
will also get one of these by bouncing off of 8 or more enemies in a row.
Banana Coin: These golden coins are used as a form of currency. Use them at
Cranky's shop to buy useful items. You will also get one of these by
bouncing off of between 3 and 7 enemies in a row.
Heart: This will restore one heart to the Kong that picks it up. If you have
full health, this won't do you any good, so if your partner is hurting, let
him grab it!
Important Items:
Puzzle Piece: Each stage has either 5, 7, or 9 of these elusive items. Grab
them all, and you will unlock either music or artwork once you complete the
level. If you grab one of these, then finish the stage and come back, you
will not need to collect it again. If you leave the stage by any other
means, however, you won't get credit for collecting it!
KONG Letter: Most stages will have four of these; not surprisingly, a K, an O,
an N, and a G. They will always appear in order in the stage, so if you get
them out of order, you'll know that you've missed one. If you get one of
these, then finish the stage and come back, you will need to collect it again
in order to get credit for it. If you get them all, then finish the stage,
you will earn a star medal for that stage. Get all of the star medals in any
world, and you will unlock a secret stage for that each world.
Orb: Once you unlock those elusive secret stages, you will find an orb at the
end of the stage instead of an exit barrel. You'll need all eight of these
to unlock the Golden Temple and the very end of the game.
Purchasable Items:
Life Balloon: I know I already talked about these, but head over to Cranky's
Shop, and you will be buy to buy life balloons individually for 3 banana
coins each, or you can buy 3 balloons for 7 coins, or 7 balloons for 15
coins. Save coins by buying in bulk!
Squawks: Equip Squawks before entering a stage, and he will sit in the bottomleft corner of the screen, and squawk at you whenever there's a puzzle piece
nearby. The little guy will cost you 15 banana coins to use on one stage.
Heart Boost: Equip the heart boost before entering a stage, and your character
will be able to hold three hearts instead of two for the entire length of a
stage. This item costs 10 banana coins to use on one stage.
Banana Juice: Equip banana juice before entering a stage, and you will start
the stage with invincibility, giving you ten temporary extra hearts, and
making your character appear golden. Cool! Anything that would instantly
defeat you normally still will, though, and you won't get those extra hearts
back when you revive, so it's not a silver bullet. Each bottle of banana
juice will cost you 20 coins, gives you one use, and will expire at the end
of the level, or upon losing all ten extra hearts.
Map Key: Buy this from Cranky's Shop to unlock a locked path in the world you

are currently in. If you're trying to get everything, you will need to
purchase a map key in every world. Each one will run you 20 banana coins.
Other Stuff You'll Find:
Barrel: Grab one of these and toss it at a group of enemies, and it will barrel
(hur hur) right through them.
DK Barrel: When you break one of these open, your partner will pop out if he
has been defeated. Either way, this will completely restore all health to
both Kongs, so if one (or both) of you is hurting, it's still beneficial to
break one of these open.
Exit Barrel: On most stages, this will mark the end of the level. Jump into it
to break it, and get one of four prizes. You can get either a banana bunch,
a banana coin, a life balloon, or a DK icon. With good timing, you can pick
which of these prizes you get. If you get the DK icon (which should usually
be what you are aiming for), shake the controller to get a whole lot of one
of the other three items, chosen at random. With quick hands and good luck,
you could get as many as 15 extra lives!
Barrel Cannon: Floating barrels with arrows or skulls on them are barrel
cannons. Come into contact with one, and you will pop inside. Sometimes
these will move around, but either way, they will fire in the direction they
are pointing. The ones will skulls will explode when fired, so you will only
be able to use them once.
Blast Barrel: Also called auto-fire barrels, these have a starburst painted on
them. They are very similar to barrel cannons, except you will automatically
be fired out of them. Again, ones with skulls on them will be destroyed
after one use.
Mine Cart: These come in two "flavors"; the Kongs will ride smaller, flat mine
carts standing up, and will jump independently of the mine cart. Larger ones
will jump with the Kongs. Once you jump aboard one of these, it will start
moving, so get ready for a wild ride!
Rocket Barrel: These also come in two types. If the rocket barrel moves to
the right, you will only be able to steer up and down. If it moves up,
though, you will also be able to control its left-right position. You will
"simply" need to dodge everything your path while on one of these.
Rambi Crate: Crates with Rambi's logo on them hold the famous rhino captive.
Just ground-pound one to let him free! Rambi will be able to break anything
with his logo on it.
Bouncy Platform: There are many bouncy objects around DK island, from tires to
mushroom platforms. These bouncy bad boys will give you some extra height
when you jump on them. Use them to hard-to-reach places.
Climbable Surface: You can grab onto one of these and move across it, whether
it's on a wall or ceiling, or even if it goes all the way around. Use these
to get over gaps or to climb up walls.
Vine: These work very similar to climbable surfaces, except that they swing
back and forth, and you can jump off of these in either direction.
Windmill: Windmills, and pretty much any other small objects with blades, can
be blown onto to make them spin. Usually this will yield an item, but
sometimes will cause a platform to appear.
Flowers: There is a wide variety of plant life around the island, and many of
it will react to a ground-pound or being blown on. If you see a plant along
a path, try one of these things, and you might get an item! Just to be
clear, things like treasure chests are thrown into this category, because
they react similarly.
___ _ _
| \| |/ /-------------------------------------------------------------------| |) ) ( Enemies
[ENMYS]
|___/|_|\_\-------------------------------------------------------------------Donkey Kong Country Returns has a huge variety of different enemies. Each type

is listed here.
Tiki goon: The most basic type of enemy in the game, these slow tikis really
only know how to walk back and forth. A jump or roll attack will easily take
care of these guys. Like most of the tiki enemies, they can be found all
over Donkey Kong Island.
Tiki doom: These are basically giant tiki goons. One roll will still do them
in, but they handle up to three jump attacks. On the bright side, this is an
easy way to net a banana coin.
Tiki buzz: A flying tiki with wings and a beak. These enemies will generally
fly in very simple patterns, and can usually be used to bounce from one
platform to another. Sometimes, these guys are on fire, making them flaming
tiki buzzes.
Tiki tork: Similar to the tiki doom, this is a gigantic tiki buzz. Able to
withstand three hits to the head, tiki torks still tend to fly in simple
patterns.
Tiki torch: A ground-based tiki enemy engulfed in red flame. To defeat a tiki
torch, blow on it to put out the fire, then it will be vulnerable to a jump
or roll attack.
Tiki bomber: These tikis are covered in blue fire. They will periodically
shoot fireballs in either direction. They are defeated in the same was as
tiki torches.
Tiki tank: These resilient tikis wear a stone crown, and can only be defeated
with a thrown item, a ground-pound, or by Rambi. They are generally quite
useful as springboards, though.
Tiki boing: Bouncy tikis that jump along platforms. There is nothing
particularly noteworthy about this type of tiki, except that the timing is
slightly different than the other types.
Tiki zing: Tiki zings are round tikis with razor-sharp blades spinning around
their heads. They don't resemble the other types of tikis, and are almost
completely indestructible, making them outliers in the group, but should
be avoided at all costs, unless you have a particular rhino with you.
Tiki pop: Stu, the boss of the ruins, will toss these exploding tikis at you
when he is getting desperate. Tiki pops only appear during this fight.
Tiki seeker: These tikis have mastered the art of interdimensional travel, and
will pop in just long enough to fire an arrowhead at you. They are only
found in the golden temple.
Screaming pillar: These stone idols will sleep until one of the Kongs gets
nearby, then they will scream, and slam into the ground, trying to squash
you. Ground-pounding them sometimes reveals hidden items! You will find
them in the jungle, as well as the ruins.
Awk: These blue, flightless birds are great at what they do: moving endlessly
in a single direction, not paying attention to anything whatsoever. Take
them out with a jump or roll attack. Awks can usually be found in the
jungle.
Rawk: The red, slightly smarter cousin of the awk will charge at any simians
that draw near, increasing their threat level very slightly. Like awks, they
can be found in the jungle levels.
Frogoon: These green, frog-like enemies will jump straight up into the air,
hover for a little bit, then drop back down. A jump or roll will take care
of them. With a few exceptions, these guys usually stick to the jungle.
Hopgoon: This yellow subspecies of frogoon will always jump forward a little
bit when they hop, making it slightly harder to deal with a large group of
them. Like their cousins, they can be found in the jungle levels.
Chomp: These come in many sizes and varieties. Red ones will try to bite at
the Kongs, yellow ones will shoot globules at them, blue ones will act like
vines to lure the unsuspecting monkeys in, and green ones will try to act as
mushroom platforms. They are found mainly in the forest, but also in the
jungle.
Mimic: Beware that innocent-looking bush silhouette, for it might actually be a

mimic! Found only in Sunset Shore, these baddies will pretend to be normal
bushes until a Kong gets too close!
Snaps: These orange crabs scuttle around, looking for Kongs to pinch. They're
pretty weak, though, and can be taken out with either a roll or jump attack.
While primarily found on the beach, there are several other places on the
island where snaps reside.
Pinchly: This type of crab has developed a fashion sense, as... interesting as
it is; they all wear striped bandanas. To protect against roll attacks, they
keep their pincers at their sides. Jump on top though, and they will get
nervous and put their pincers up, leaving them open to a roll attack.
Pinchlies can be found in all of the same places snaps are found.
Squid shot: These gizmos somehow find a limitless supply of squidlies to fire
out at the Kongs. Who set these things up anyway? They are stationed on the
beach, as well as on the cliff.
Squidly: Squidlies are nothing more than squid shot ammo. You can jump off of
these to reach high places.
Electrasquid: Sadly, squid shots also fire these guys out sometimes, and you'll
be in for a shock if you try to jump on one.
Snaggles: For sharks, these guys spend a lot of time out of water. Gray
snaggles will poke their heads out of the water before they jump up to bite.
Orange snaggles, on the other hand, will jump up without warning. Both types
can be found on the beaches of Donkey Kong Island.
Jellybob: These electric jellyfish are indigenous to the beach, and can somehow
fly. They usually hang out in gaps between platforms, and pop up every now
and then. To defeat them, throw an item at them.
Squiddicus: This giant octopus can be found on the Stormy Shore. His spiked
tentacles really hurt, so make sure you don't touch them.
Stilts: These strange birds like to walk around on bamboo stilts; hit them once
with a jump or roll attack, and they'll ditch the stilts, making them shorter
but faster. These guys live in the ruins.
Toothberry: These cute but deadly furballs live in the ruins and forest, and
come in three colors. Blue ones are weaker, and only take one attack to
defeat. Red ones are stronger, and can withstand two attacks. Yellow ones
have learned to work together, and will stack up in groups of five, and
topple over onto potential threats.
Cageberry: This practially-named creature is simply a toothberry that has been
locked in a cage. The Kongs can ground-pound near one of them to stun it,
then use the cage as a platform.
Squeekly: While these bat-like enemies can be found all over the island, they
are most abundant in the caves. The common type of squeekly simply flies
forward in a straight line, but you can meet the whole family in the Crowded
Cavern.
Mole miner: These busybodies are contstantly at work mining crystals from the
caves. They will ride around in mine carts, but if you intrude on their
territory, you might have to answer to their pickaxes.
Buzzbite: These painful little guys ride around on the sides of platforms,
trying to clip a little bit of the Kongs' hides. They should be avoided at
all costs, and can usually be found in the forest, as well as the secret
stages throughout the island. Sometimes you will find them on fire, but this
doesn't really add to their threat level.
Cling cobra: Get it? CLING cobra? It's a pun. Anyway, these snakes will
travel along climbable surfaces in the forest, trying to intercept an unwary
ape. The Kongs can keep up with them, though, so avoiding them altogether is
the best tactic.
Skittler: These forest-dwelling spiders will drop down from ceilings, at which
point they can be taken care of with either a jump or roll attack. Just try
not to disturb an entire nest of baby skittlers, okay?
Bopapodamus: Hippos on sticks. Yep. They make for great launching points, but
if you try to approach one from the side, it will smack you silly. Jump on
them four times, and they will fall over. Interestingly, these guys are

found in the forest.


Skellirex: Skellirexes are reanimated dinosaur skeletons that can be found near
cliff regions. The reamiation process, however, has made the fossils
siginifcantly smaller, for some reason.
Skullyrex: Dish out a jump or roll attack to a skellirex, and its head will
fall off, giving it a life of its own; that existence is called skullyrex.
One more jump or roll attack will take care of this bouncing biter.
Bonehead Jed: Somehow, the fossils got mixed in with the mine carts, and that
gave bonehead Jed the ability to breathe fire. Don't ask, just jump on top
of this guy. Watch out, though, because he can extend his neck unexpectedly.
You will be able to find bonehead Jed at the cliff.
Pogobot: This robot bounces around, electrifying anything that touches it.
Roll underneath these monstrosities to get through the factory in one piece.
Pyrobot: These robots look like fire hydrants, but they spit out fire instead
of water. You will only be able to take these bots out with a barrel or a
buckbomb. You can find them in the factory world.
Buckbot: Whose great idea was it to let robotic chickens run loose all over the
factory? Take care of these birdbrains with a jump or roll attack.
Buckbomb: The explosive cousin of the buckbot, these orange chickens will
explode shortly after being jumped on, but they can be thrown in the
meantime. Either that, or hit them with a roll attack to seal the deal right
away. Like buckbots, these can be found in the factory.
Electroid: These electric entities like to form into groups, and run their
electric charge from one to another. These purple, anti-gravity beings can
be found in several of the factory stages.
Char-char: Possibly the easiest enemy in the game to actually defeat, charchars are taken out simply by blowing them out. The problem, they like to
bounce around. You can find them in the volcano.
Kowalee: These destructive purple marsupials only show up in the golden temple,
but the wait is well worth it. Toss back the bombs that they throw at you,
and they will make a hilarious noise as they fall off of the screen.
___ _ _
| \| |/ /-------------------------------------------------------------------| |) ) ( How to Use This Guide
[HTUSE]
|___/|_|\_\-------------------------------------------------------------------The walkthrough section is intended to be a very to-the-point guide, geared
toward collecting the various hidden items throughout the game. While there
are some specific tips about beating each individual stage, this guide is not
intended to hold your hand, telling you not to fall in this pit, or to jump
over that bed of spikes. Some level of platforming experience is assumed, so
if you are new to the genre, or even to the Donkey Kong Country series, I would
suggest reading the rest of this chapter, "Game Basics", and getting used to
the controls and feel of this game before really diving headfirst into this
guide. If you are a Donkey Kong Country veteran, especially if you are looking
to do everything that this game has to offer, welcome aboard, but I still
suggest that you read the rest of this section, because it will show you how
the walkthrough is set up.
Each world has a world map associated with it. You will see the following
icons on each map:
--- Anything that looks like a straight line is a path from one level to
another. Plus signs indicate corners, and there's a comma in world 7.
These still all mean the same thing. In general, a path will only open if
the lower-numbered level is completed. This gets a little tricky around
locks, though.
(1) A number in parentheses means that there is a level in that location. Beat
it to gain access to other surrounding levels. You will also see the

letters B, K, and R within parentheses. These are also levels, but


represent boss levels, secret levels, and a rocket level, respectively.
[S] An S in square brackets is a shop. Go there to buy helpful items, as well
as a map key to each world's lock.
<L> An L in angular brackets is a lock. There is one in each world, and can
only be passed by buying a map key at the same world's shop. Therefore,
on each world, you must have access to the shop to access anything on the
other side of a lock.
Following along with the short-and-sweet theme I'm trying to pull, I have also
tried to make the guide as referential as possible; if someone just wants to
pull a quick hint from the guide on a certain item they are missing, I try to
make that very simple. The walkthrough is simply a bulleted list of important
or easy-to-find points throughout the levels. Each bullet is labeled by
certain categories that they fall into. These categories are detailed below.
(1) Each number contained within parentheses refers to one of the hidden puzzle
pieces throughout a level. Each one of these bullets will tell you about
any significant landmarks around the puzzle piece, as well as how to get
it, if it is hidden or out of the way. They are numbered by what order
they appear in, so that once a certain milestone has been reached, it
should be easy to tell how many puzzle pieces you should have.
[K] A letter contained within square brackets represents one of the KONG
letters throughout a level. Not surprisingly, the only four letters you
will see are K, O, N, and G. Similarly to the puzzle pieces, nearby
landmarks, as well as information about how to collect the letter, will be
described in one this section.
<!> An exclamation point contained within angular brackets refers to something
that is important, but doesn't fit in either of the other categories.
There are two major varieties of things that will be marked as such. The
first is any major landmarks that are not near a puzzle piece or KONG
letter. These will primarily consist of checkpoints, and places at which
continuing onward prevents you from going back through the level, usually
referred to as "points of no return". These are included specifically to
allow you to check to make sure you have all of the important items that
you want so far in the stage before continuing. The second variety is
hidden items. If there is an item that is particularly well-hidden, or is
ambiguous on how to collect, I will show how to collect it in one of these
sections.
_
_
| | | |
| |___| |---------------------------------------------------------------------|_____ | W A L K T H R O U G H
[WTHRU]
| |---------------------------------------------------------------------|_|
This is most likely what you're here for, so let's get right into it!
_
_
_
_
___
| | | |
| | | | |_ |
| | | | ___ _ ___| | __| |
| |-------------------------------------------| |/\| |/ _ \| '___| |/ _ |
| |
Jungle
[JNGLE]
|
( (_) ) | | ( (_) | _| |_------------------------------------------|__/\__|\___/|_| |_|\__,_| |_____|

Map:

(K)
|
|
+----------(5)----+
|
|
|
(1)-----(2)-------(3)
|
|
|
|
(B)
|
<L>---(4)---------(6)
|
|
|
|
[S]
+-----+

Levels:
1. Jungle Hijinxs...................................................[HIJNX]
2. King of Cling....................................................[KCLNG]
3. Tree Top Bop.....................................................[TTBOP]
4. Sunset Shore.....................................................[SNSHR]
5. Canopy Cannons...................................................[CNPYC]
6. Crazy Cart.......................................................[CZYCT]
B. Mugly's Mound....................................................[MGLYM]
K. Platform Panic...................................................[PFPNC]
___
/ \
( 1-1 ) JUNGLE HIJINXS
[HIJNX]
\___/
Puzzle Pieces: 9
<!> If you have not already done so, please read the "How To Use This Guide"
section above; since this is a fairly down-and-dirty, to-the-point kind of
guide, you are liable to end up pretty confused if you don't!
(1) Immediately after gaining control over your character(s), head into the
cave under the wooden platform on your left. This is the (hopefully
familiar) banana hoard. There is a puzzle piece just sitting inside.
<!> Another familiar tidbit: If you can make it back into DK's treehouse by
climbing the wall to the lef above the wooden platform, there is a life
balloon waiting for you inside.
[K] After defeating a row of three awks, you should see the K on a platform
above you. Use the stone block to its right to reach the platform.
(2) Immediately after getting the K, continue jumping along the platforms to
the left. You will get a banana coin, and, if you blow on the dandelion on
the left-most platform, another puzzle piece.
(3) Continuing forward to the right, you will reach a series of screaming
pillars, who will try to fall onto you. The third set is actually a stack
of two; ground-pound the stack to release a puzzle piece from the bottom
one. If you see the tikis' blimp, you have gone too far.
(4) Moving forward, you will be able to see a heart and a banana coin
underground at the very bottom of the screen. Just above the banana coin
is a large yellow bulb. Ground-pound in front of it, and a puzzle piece
will pop out.
<!> To get the underground items I mentioned above, ground-pound the stone
panel on the ground, and you will flip underground. To get back to the
surface, jump up through the stone panel.
(5) After a couple of frogoons, you will see a flower platform with a large
stone idol on either side. Bounce on the flower, and the idols will start
spitting bananas back and forth. If you miss one, the other idol will toss

it back, so don't worry about getting them all on the first shot. Once you
collect all of them, a puzzle piece will appear in the middle. This is
much easier to do with Diddy's jetpack, but it is certainly possible with
just Donkey, as well.
<!> There is a life balloon just ahead. Once you are able to see it, it will
start floating up off the screen, so grab it quickly!
[O] Just after the life balloon, you will see the O in a gap near the bottom of
the screen. A well-placed roll-jump will net you the letter.
<!> This is where the checkpoint is located in this stage. Remember, if you
are trying to collect all of the items on this level, you should have 5
puzzle pieces, as well as the K and O. Be sure to grab the DK barrel just
ahead if you need it!
<!> As you continue to the right, you will see a raised yellow platform with
"DK" written on it. Ground-pound it, and a barrel cannon will appear above
you to take you into the background. Be careful, though; once you use the
barrel cannon, you will not be able to backtrack through this part of the
stage. Make sure you have all of the items you want before continuing
onward.
(6) Immediately after using the barrel cannon, you will see a platform off to
the left in the background. Either roll-jump or hover with the jetpack
over to the platform. Blowing on the dandelion on this platform will yield
a puzzle piece.
[N] The N is on a low platform just to the right in the background. Grab it as
you are climbing up to the blast barrel at the top.
<!> The barrel cannon up top here will take you into the foreground, but, once
again, this is a point of no return. Make sure you are completely done in
this area before jumping into the barrel.
(7) Right after returning to the foreground, to the right, there is a raised
platform with two tiki goons on it. Ground-pound the stone panel in the
middle to reveal a bonus area. In the bonus, you will need to time uses of
a barrel cannon to collect items in the air. Keep in mind that after you
fire the barrel, you can make small adjustments to the left and right, but
make sure that you land back in the barrel, or else you will be forcibly
removed from the bonus area. If you collect all of the items before the
timer runs out, a puzzle piece will appear in the middle of the area. The
timer will stop once the puzzle piece appears, so you can relax once you
have collected all the the items.
[G] Keep moving to the right, and you will see a series of platforms above you
at the top of the screen. Continue right until you see a hill with a group
of three rawks on the path in front of you. If you see the bouncy flower
platforms, you have gone too far. Jump from the hill onto the lowered
platform above you. The G is on a platform off to the right. Note that
you will NOT receive an extra life for spelling KONG; instead, you will get
a star medal at the end of the stage.
(8) Immediately after getting the G, get back on the raised platforms, but go
to the left. There is a puzzle piece hovering above the left-most
platform.
(9) Continue to the right, but do NOT use the bouncy flower platforms in this
area. Instead, continue to the right of the floating exit barrel, behind

the stone pillar in the foreground. The pillar will move out of the way,
and leave a puzzle piece floating in the air.
<!> Once you are satisfied with your work in the level, hit the floating exit
barrel when the prize you want is being displayed.
___
/ \
( 1-2 ) KING OF CLING
[KCLNG]
\___/
Puzzle Pieces: 7
[K] Start off to the right. After a short tutorial on how to grab onto the
climable surfaces here, you will see a DK barrel on a platform above you.
Jump to it using the stone block on the ground. From here, roll-jump or
hover to the right to get the K.
(1) If you jump past the K, the wall on the right will disappear revealing a
hidden puzzle piece.
(2) Continue to the right, and you will see your first circular climbing
surface. Jump off it onto the two platforms on the left, and, in a similar
vein, jump through the wall on the left, and it will disappear, to reveal
(you guessed it) another puzzle piece.
(3) Just to the right of the circular climbing surface, there is a platform
hovering over a bed of spikes. Once again, jump through the wall to the
right for another puzzle piece.
[O] A bit further ahead, after the gigantic chomp, a tutorial pig will show you
how to team roll. In between the two bridges in this area, there is a
yellow bulb. Ground-pound in front of it, and a barrel cannon will
appear. Use it to go into the background. At the top of the climbable
surfaces is the O.
(4) After getting the O, climb up either side of the surface you are on, and
you will reach a blast barrel that will take you to a bonus area. Here,
you will need to grab all of the spinning items while staying on a moving,
bouncy platform. Grab them all before the timer runs out, and the puzzle
piece is yours. Once you exit the bonus area, the yellow bulb on the
right has a barrel cannon that will take you back into the foreground.
(5) Just ahead, there is a climbing section with a giant chomp. Right above it
is a yellow bulb which contains a puzzle piece. Ground-pound in front of
it to release the puzzle piece.
<!> Checkpoint.
(6) In the next section, you will be tasked with climbing up a narrow shaft.
About halfway up, you will notice a cut-in on the right with a yellow bulb
in it. Go in there and walk through the right wall for a puzzle piece.
[N] When you make it to the top of the narrow passageway, you will reach some
circular climbing surfaces that are moving up and down. Make your way to
the right wall, then climb to the bottom to find the N.
<!> You can duck on the moving platform here to avoid the chomp.
(7) After climbing up the left wall, you will notice a bouncy flower platform.
Jump over it, and run through the right wall for a puzzle piece.
[G] After climbing up a narrow shaft while dodging chomps, you will come to a

series of bouncy flower platforms. Head to the right-most one while


avoiding the tiki zings to get the G.
___
/ \
( 1-3 ) TREE TOP BOP
[TTBOP]
\___/
Puzzle Pieces: 5
(1) Start off to the right, and continue along the lower path until you see
the stage's first barrel cannon above you. Roll-jump or hover off the
right side of the platform, and you will reach a hidden platform with a
puzzle piece.
[K] Now, go in the barrel cannon. You will want to purposely miss the next
barrel cannon in order to get the K.
<!> Continue across the tipping platforms, and you will reach a barrel cannon
with a skull on it. Once you use it, you will reach an area with spikes on
the ground. Take a good look under the spikes; you will want to remember
this area for later.
[O] Continue the stage normally for a while, and you will see the O hovering
above a stone block. Just jump off the platform on either side to grab it.
<!> Checkpoint.
<!> Just after the checkpoint, there is a stone panel on the ground. Groundpound it to flip through, then ground-pound the Rambi crate here to release
your buddy. Use Rambi to break through anything with his logo on it!
(2) Do you remember that area I told you to remember? Go back there with
Rambi, and ground-pound the odd-looking block in the ground to enter a
bonus area. The premise here is pretty simple: grab all of the items
without falling off. Do this within the time limit, and you will get a
well-deserved puzzle piece. You will exit the bonus area just under
where the O was.
(3) Go back to where you found Rambi, and there will be a series of platforms
to the right. Underneath the DK barrel at the top, there are three giant
stone blocks at the bottom of the screen. Break the right-most one with
Rambi to get a puzzle piece.
[N] Continue to the right, and you will see the N, guarded by two frogoons.
Jump on them while they are at the bottom of their trajectory to grab the
N.
<!> Be careful of the flaming tiki buzz just ahead; Rambi is weak to fire!
(4) Just after the flaming tiki buzz is a pit of spikes. Run through the giant
blocks to the right, and you will enter a bonus stage. Here, you will need
to time blast barrels while they spin so that you collect all of the items
in here. Grab them all before time runs out, and the puzzle piece will
appear in the center.
[G] After leaving the bonus area, backtrack a little bit, and you will see the
G above you. Jump off the frogoons again to grab it.
(5) Go back to the right, now, and run under the exit barrel. Run Rambi
through the right wall to reveal an area with a whole lot of bananas and,
more importantly, a puzzle piece.
___

/ \
( 1-4 ) SUNSET SHORE
\___/
Puzzle Pieces: 5

[SNSHR]

<!> Just as a reminder, you will need to buy the map key from Cranky for 20
banana coins in order to access this stage. The art style here is well
worth it, though!
(1) Immediately start off to the left to get an easy puzzle piece.
[K] Continue to the right, and you will see the K underground. Ground-pound
the broken segment of the ground to get under there to grab it.
<!> Watch out in the area with two banana coins hovering in the air; you will
get your first experience in normal-looking bushes trying to lynch you!
These baddies are called mimics, and they are abundant in this stage, so
stay on your toes.
[O] A ways ahead, you will notice some sideways platforms. Ground pound below
them to flip them in the right direction. The second one has the O above
it.
<!> If you
notice
right.
flurry

have been paying attention to the rocks in the background, you will
that they converge when you stand on the raised platform to the
If you stand there for a little while, the stones will explode in a
of prizes!

<!> Just ahead, you can ground-pound the broken section of the ground, then
walk in either direction to get a few pickups.
<!> Bright green checkpoint!
(2) Just ahead, you will notice the ceiling make a sun-like shape. Stand on
the raised platform for a little while, and you will fall underground,
where a bunch of prizes, including a puzzle piece, are hidden. Use the
barrel cannon to get back above ground.
[N] Backtrack a little bit to find the N. Jump off the platform on the left to
reach it.
(3) Continue back to the right. After a spinning ring of bananas, you will
notice a cut-in on the right. Run underneath it, and through the right
wall for a puzzle piece.
(4) Ahead to the right, you will notice a pair of those flipped-up platforms.
Ground-pound to get them going the right way, then climb up to the top for
a puzzle piece.
[G] Just under the heart up ahead, there is a section of the ground which you
can ground-pound to get the G.
(5) Continue to the right, and you will see a large stone structure in the
shape of a mouth. There is a large stack of blocks to its left, and your
first instinct may be to ground-pound it, but try to refrain from doing
that. Instead, jump off the stack of blocks, over the mouth, and into a
new area. Jump through the right wall here to grab this level's last
puzzle piece.
<!> Go back to that stack of blocks, and ground-pound it to open up the stone
idol's mouth. Inside, at the end of a long passageway, is the exit barrel.

___
/

\
( 1-5 ) CANOPY CANNONS
\___/
Puzzle Pieces: 5

[CNPYC]

[K] As the name of this level suggests, you will be doing a lot of barrel
cannoning here. I don't even think you can miss the K, since it's right in
your path, but, just in case, aim for it anyway.
<!> Ahead, you will reach a circle of spinning prizes. Practice your timing
now, and aim for the banana coin, since you will need to do something
similar to get the N later. Also, make sure you don't hit the tiki zing.
(1) At the end of the first barrel cannon segment, you will land on a platform
with a yellow bulb on it. Ground-pound it for a puzzle piece.
[O] Grab the DK barrel here if you need it, then time the next barrel cannon to
get the O hovering just above.
(2) In the second barrel cannon here, instead of firing right to the third,
fire straight down. You will find a puzzle piece down here!
(3) At the end of this short segment, you should notice a stone panel in the
ground just ahead of you. Ground-pound it to flip into a bonus stage.
Here, you will need to fire back and forth between the barrels cannons on
either side of the stage without hitting the blast barrel in the middle.
The blast barrel will fire you straight down, which is obviously not what
you want. Grab all of the floating items before time runs out, and a
puzzle piece will appear at the bottom-center of the stage. Now, you can
go ahead and hit the middle blast barrel to claim your prize.
(4) Backtrack to the left a little bit, and there will be a platform above you.
Just to its left is a yellow bulb. Ground-pound in front of it for another
puzzle piece.
<!> Continue back to the right for a checkpoint.
[N] Remember what I told you about the N? Well, it's here in the next barrel
cannon segment. If your aim is true, the N shall be yours.
(5) After the N, there is a short part where you will have to blast diagonally
from barrel to barrel while moving back and forth. On the one that points
upward, you should notice a single banana at the top of the screen. Aim
for it, and a puzzle piece will follow.
[G] Shortly thereafter, you will fire into the background. You should see the
G above you. Purposely miss the next blast barrel, and you will get the G.
<!> In this next area, you will need to be quick; the stone idols in the
background will crush the barrel cannon you are in if you hesitate. Note,
however, that you will need to time the last two barrels, so just look out
for that.
<!> Next you will be firing into a barrel cannon that comes out of a stone
idol's mouth. Make sure that the barrel is exposed, or else you will have
to start over from the checkpoint!
___
/ \
( 1-6 ) CRAZY CART
[CZYCT]
\___/
Puzzle Pieces: 5

(1) You should see this puzzle piece in the level intro; just jump back to the
left to grab it!
(2) Ground-pound the DK platform up ahead to open up a path to the mines, but
don't be so quick to enter. Jump up to the left, instead, and the wall
will disappear, revealing a bonus area. For this one, you will need to get
all of the items while traversing some moving platforms. Don't forget the
banana coins on either side of the room! Get them all within the time
limit for a puzzle piece.
<!> Now, enter the mines, and ground-pound the wooden platform to fall through.
This is a point of no return. Once you are ready, hop in the barrel to
start your mine cart adventure!
[K] Ahead, you will notice a group of mole miners in mine carts. Jump off the
third one to grab the K overhead.
(3) After two tiki buzzes, you will see another mole miner. You will want to
jump OVER this one, in order to land back on the bottom track. If you can
manage this, a puzzle piece is your reward.
[O] Immediately after this, get on the top track. There will be a dip in the
track; jump over it to get the O.
(4) This level really keeps you on your toes, doesn't it! Just ahead, there is
a gap in the track. If you jump for it a little early, you can snag the
puzzle piece, too.
(5) Now, the camera will zoom in really close. You will see a trail of
bananas, followed by a floating banana bunch. After about 1 more second, a
puzzle piece will appear. If you are quick enough, you can grab it.
<!> Checkpoint. And, yes, you should have ALL of the puzzle pieces already.
<!> If you take the top track up ahead, you can claim a life balloon. Also,
make sure you don't do a full jump off of the tiki buzz up ahead; you will
crash into the wall, and that will cost you a life balloon!
[N] After the ceiling disappears above the top of the screen, you will need to
jump to a higher track. Do so at the last possible moment to get the N.
<!> On the second set of flaming tiki buzzes ahead, go under the first two, and
over the third one.
[G] After jumping off some tiki buzzes, you should see the G at the bottom of
the screen. Once again, jump as late as you can to grab it.
<!> After a few more jumps, the track will be all broken up ahead. At the end,
you will be tossed onto a platform with the exit barrel.
___
/ \
( 1-B ) MUGLY'S MOUND
[MGLYM]
\___/
Grab the DK barrel here if you need it, then enter Mugly's arena. Mugly has
two basic attack patterns, for now. He will charge all the way across the
arena, and he will traverse the arena by jumping across in increments. You
will need to jump on the target on his back to damage him, but while he is not
attacking, it is protected by a large spike, which will hurt you instead of

him. If he charges, which he will signal by chomping, jump over him and land
onto the target; if he jumps, which he will signal by looking up into the air,
run under him, then jump on the target. Once you hit him three times, he will
turn orange, and become significantly faster. He will not, however, stray from
the strategy I already detailed, so you can use the same basic technique.
Three more hits, and he will turn red, becoming extremely fast. This time, he
will add a new attack to his repertoire; if he kicks his back legs into the
air, he is going to slam the ground, releasing a shockwave across the arena.
To avoid this, run under him when he jumps, then jump over the shockwave, onto
the target on his back. Hit him three more times, and the kalimba-like tiki
that had hypnotized him will pop out. Get right up close and shake your
controller when the cue appears to send him packing!
___
/ \
( 1-K ) PLATFORM PANIC
[PFPNC]
\___/
Puzzle Pieces: 5
<!> In order to enter this level, you will need to get a star medal on every
other stage by collecting the KONG letters. By proxy, this level does not
have KONG letters in it, but it is very difficult, and has puzzle
pieces, so I figured I might as well take you through it!
<!> Start off to the right. Some platforms will appear. The trick in this
stage is that these smaller platforms will disappear shortly after you step
on them, so you have to keep moving. You should, however, take your time
so that you don't jump into oblivion.
(1) In the first section, there are two tiki dooms, which are basically just
gigantic tiki goons. Jump off the head of the second one to the right,
and you will see a group of tikis buzzes with a puzzle piece above them.
Grab it, then continue to move to the right.
<!> The tires here are bouncy; use them to jump over the obstacles.
(2) The large platform with a vase in the middle is a safe spot that won't fall
away. Use that chance to ground-pound in front of the vase to reveal a
puzzle piece.
(3) In the next section, after jumping up a set of platforms, a couple of
double-decker platforms will appear. Let the first platform fall away, and
while it is falling, jump to the lower level of the double-decker platforms
to get the puzzle piece that is there.
<!> Similarly, you will need to let some of the platforms in the next area fall
away in order to get around the walls that come out from the top of the
screen.
(4) After you jump off a row of tiki buzzes, you will see a puzzle piece close
to the wall on your right. Use the tire to the right to jump to the left
to grab the puzzle piece. The tire will survive for enough time for you to
use it again, so continue along to the right.
<!> You will reach the second safe spot after another row of tiki buzzes. The
vase here does not contain a puzzle piece, but you can break it open for a
banana coin.
<!> In this next section, you will need to combine high jumps and low jumps in
order to avoid the spikes coming out of the ceiling and floor.
(5) After one of the walls comes down from the ceiling, you should be able to

see the final puzzle piece above a tiki buzz. Use the tire to the right to
jump up there, but this time, you will need to jump off the tiki buzzes to
the right continue, since the tire will be long gone by the time you get
back down there.
<!> The blast barrel at the end of this section signals that you are done.
Grab the green orb to finish the stage!
_
_
_
_
| | | |
| | | |
| | | | ___ _ ___| | __| |
| |/\| |/ _ \| '___| |/ _ |
|
( (_) ) | | ( (_) |
|__/\__|\___/|_| |_|\__,_|
Map:

_____
|___ |
___| |-----------------------------------------| ___| Beach
[BEACH]
| |___------------------------------------------|_____|

[S]
|
+---(3)--<L>--(6)
|
|
|
|
|
|
|
|
|
|
|
|
(1)-----(2)---+ (4)-------(5)-----(7)-----(B)
|
|
(K)

Levels:
1. Poppin' Planks...................................................[POPPL]
2. Sloppy Sands.....................................................[SLPYS]
3. Peaceful Pier....................................................[PCFUL]
4. Cannon Cluster...................................................[CLSTR]
5. Stormy Shore.....................................................[STRMY]
6. Blowhole Bound...................................................[BLWHL]
7. Tidal Terror.....................................................[TDLTR]
B. Pinchin' Pirates.................................................[PNCHN]
K. Tumblin' Temple..................................................[TMBLN]
___
/ \
( 2-1 ) POPPIN' PLANKS
[POPPL]
\___/
Puzzle Pieces: 5
(1) Start to the right. After defeating a few snaps, you will notice a peg
coming out of the sand. Ground-pound it, and a peg will appear to its
left. Jump on it, then to the platforms on the left. To the left of the
topmost platform lies a puzzle piece. Jump off and grab it.
[K] Continue to the right. You will see the K on a platform above you. Jump
off the lower platform to its right to get up there.
<!> Ground-pound in front of the nearby treasure chest to get a life balloon.
(2) Ground-pound the peg just to the right to find a blast barrel
take you to a sunken ship. Here, you will need to defeat two
Defeat them by jumping on them, then rolling into them. Once
a puzzle piece, and the barrel cannon that will take you out,
If you get hurt, pound the peg in here to get a heart.

that will
pinchlies.
you're done,
will appear.

(3) Immediately to the right of where you exit the sunken ship is a peg.
Ground-pound it, and a treasure chest will appear. Ground-pound in front
of THAT, and a puzzle piece will pop out.

<!> Ground-pound the next peg on the right to help you get on top of the wall
to the right.
<!> If you ground-pound the DK platform on the other side of the wall, a whale
will pop out, and spit a whole lot of bananas at you. There is no reward
for getting them all, so don't panic if you miss a few.
[O] The platforms to the right of the O are weight activated; this means that
you will need to defeat the pinchly, then jump from the right platform to
the left platform, while it is still raised, in order to get the O.
<!> When you land on the platform with a bunch of barrels attached underneath,
ground-pound it and it will detach, and head to the right. This is a point
of no return.
<!> Checkpoint.
(4) Immediately after the checkpoint, there is a treasure chest. Ground-pound
it to reveal a puzzle piece.
(5) Immediately after THAT, there is a cannon. Ground-pound in front of it,
and it will knock loose the piece of a ship that is above you. Use the
platform to the right to get inside, for a bonus area. This one is similar
to the one in Canopy Cannons. Just in case you missed it, you are trying
to avoid the blast barrel in the middle.
[N] Head to the right once you are done with the bonus. The N is hovering
above a floating platform; just jump when the platform is at its apex to
grab it.
<!> On the next plank area, there are spikes that you will have to avoid. Each
time a wave comes through, the spikes will flip over, so they are safe half
of the time. Get the items here with caution.
[G] Continue across the set of moving platforms, avoiding the snaggles. The G
is just sitting on one of the platforms.
___
/ \
( 2-2 ) SLOPPY SANDS
[SLPYS]
\___/
Puzzle Pieces: 7
(1) You'll see this puzzle piece in the intro, but to get it, you will need to
bring the DK barrel that is up ahead back, and throw it at the target to
break it.
(2) Just ahead, you will see a squid shot. Immediately on the other side,
there is a large peg. Ground-pound it to reveal a puzzle piece, as well as
some other prizes.
<!> Ground-pound in front of the cannon right here to get four banana coins.
(3) On the other side of the squid shot on the right, there are five bananas
and a helicopter plant. Blow on the plant to reveal a puzzle piece.
<!> A little ways ahead is a treasure chest, guarded by electrasquids. It has
a life balloon in it, if you're feeling bold.
(4) Continue to the right, and there will be a floating platform with a puzzle
piece above it. If you keep going to the right, there is a stack of two
squid shots. Follow the squidlies back to the floating platform, and jump

off of the higher one to grab the puzzle piece.


<!> Checkpoint #1. This stage has 2 checkpoints.
[K] Note the K in the background. Just when the K goes out of view, groundpound the large crate to reveal a treasure chest. Ground-pound THAT, and a
barrel cannon will pop out. Use that to get to the background. Roll
through the pillar back here, and the K will fall down. The treasure chest
on the left contains the barrel cannon that will take you back to the
foreground.
(5) Continue to the right, and you will notice a puzzle piece under the planks.
There is a cannon on the right, and if you ground-pound in front of it, the
platform will break apart, and you will be able to access the puzzle piece.
[O] Keep going to the right. You will notice the O in front of a couple of
squid shots. Grab it quickly, then jump of the squidlies to get onto the
next platform.
[N] Very soon after, you should see the N. The nearby squidly shot will launch
two squidlies at a time, giving you what should be plenty of airtime to get
the N.
(6) Just below the N is a cut-in to the left. Roll through the left wall to
access a bonus area. This one has a moving, bouncy platform. You know the
drill; get all the items before time runs out for a puzzle piece.
<!> Checkpoint #2.
<!> Ground-pound the DK platform, and a blast barrel will appear. Don't panic
that you can see the exit barrel; there's still a little more of this stage
to go. Also, this is a point of no return.
[G] Shortly after arriving inside the tower, you will notice the G underneath
a climbing surface in front of a squid shot. The squid shot will launch
three squidlies at a time, so time your descent such that you don't get a
squidly to the face.
(7) Continue your ascent. Just after the circular climbing surface, there is a
stack of barrels to the right. Walk through it, and they will fall away,
revealing a puzzle piece.
___
/ \
( 2-3 ) PEACEFUL PIER
[PCFUL]
\___/
Puzzle Pieces: 5
(1) Immediately when you start, there is a cattail in front of you. Blow on it
for a quick puzzle piece.
<!> There is also a tiki torch right at the beginning of this stage. Blow on
it to put out the fire and make it vulnerable.
<!> Once you land in the rocket barrel, repeatedly tap the A button to blast
off.
(2) Unfortunately, there aren't many landmarks to go by here, but after the
first set of bananas where there is a bunch in each column, there is a row
of six bananas in a straight line. Collect all of them, and a puzzle piece
will appear right ahead of you.

[K] Follow the nearby trail of bananas to get the K.


[O] Continue to follow the banana trail to get the O.
<!> You will see three banana coins, then there is a checkpoint.
<!> A pirate ship will veer up next to you and shoot cannonballs in front of
you. You will need to dodge the explosions as they come back, or else your
rocket barrel will explode, too.
[N] After a few cannonballs, the banana trail will start up again. The N is
along it.
(3) Right after the N, the ship will fire a volley of cannonballs near the top
of the screen. Dodge them, then fly upward to get the puzzle piece that is
just at the end of the row of explosions.
(4) Immediately afterward, the same thing will happen again, but at the bottom
of the screen. Get ready to veer downward for another puzzle piece.
[G] The ship will then fire its anchor at you. Dodge it by veering away when
the beeping gets high-pitched, then pick up the banana trail again to grab
the G.
(5) At the end of all of this, walk past the exit barrel, and ground-pound the
funny-looking part of the platform with the barrel underneath it to enter a
bonus area. This time, you will be firing upward out of a moving barrel
cannon.
___
/ \
( 2-4 ) CANNON CLUSTER
[CLSTR]
\___/
Puzzle Pieces: 7
(1) Near the beginning of the stage, there is a peg. Ground-pound it, and
another peg will appear to its right. If you ground-pound THIS peg, a
puzzle piece will pop out of the ground on the left.
<!> Pay attention to the cannonballs coming in from the background; you won't
want to get hit by those.
(2) Just a little ways ahead, there is an jellybob. Blow on the helicopter
plant on the platform between the two jellybobs to reveal a puzzle piece.
[K] The K is under a raised platform just ahead. Roll-jump under the platform,
dodging the tiki buzz in the process, to get the K. If you are feeling
insecure about the distance, you can bounce off of the tiki buzz to get to
the other side.
(3) After the next cannonball section, ground-pound the peg on the ground, and
one will appear on the plank to the left. Jump to the right off this one,
and you will get a puzzle piece.
(4) For the next set of pegs on the right, you will need ground-pound the peg,
then jump on the peg that appears on the right. Blow on the windmill to
the peg's right, and a platform will appear to the left. Jump onto it,
then into the blast barrel up above. The blast barrel will take you to a
bonus area with moving platforms.
(5) Upon exiting the bonus stage, enter the cannonball section to the right.
Ground-pound the wooden crates here, and a puzzle piece will pop out.

[O] You should see the O just above you here. Jump off the platform on its
right while avoiding the cannon fire to get it.
<!> Checkpoint.
(6) You probably noticed this puzzle piece before you hit the checkpoint; well,
you'll need the barrel on the checkpoint's right to get it. Grab the
barrel, and toss it into the target on the shipwreck's right. Jump in and
grab the puzzle piece.
[N] In the next section with the floating platforms, you will see the N
hovering over a gap. The way to get this is to jump off the wooden crate
to its left, which you hopefully didn't break before reading this.
[G] This is a similar concept; this time you need to jump of the crates to the
right, while dodging cannonballs, to get the G floating high above the
ground. Break through the crates once you have the G.
(7) You will need to carry the barrel on the other side of the wall all the way
through the cannon fire to the end of the level to get the last puzzle
piece. Toss the barrel into the target, then enter the door for a bonus
stage with a moving, bouncy platform, and weird winged bananas.
___
/ \
( 2-5 ) STORMY SHORE
[STRMY]
\___/
Puzzle Pieces: 5
[K] Start this stage off to the left. You will make your way to a climbable
surface. The K is right along the path here.
(1) If you continue to climb all the way up along the left wall, you will find
a puzzle piece. Keep going around to the other side, and there are three
banana coins waiting for you.
(2) Just after the climbable section, to the right, is a stone panel that you
can ground-pound to flip under. The bonus area under here is a fairly
simple "collect them all before time runs out" deal.
<!> Checkpoint #1. Enter Squiddicus, the gigantic octopus.
[O] The O is just past the checkpoint. Jump off the platform to the right to
get it.
<!> Continue along the floating platforms. If you can bounce off all three
squidlies here, you can snag a life balloon before it floats off.
(3) Keep going until you reach a barrel cannon sitting in the water. Time it
so that it fires you straight up to get a puzzle piece. You will then want
to time it when it is pointing as far right as it can go; that will get you
to the next platform.
(4) Ground-pound the peg on the next straightaway, and a puzzle piece will pop
out of the ground on the right.
<!> Watch out in this next area; if you hesitate, Squiddicus will crush the
platform you are on.
[N] The N is on the top section of a double-decker platform. Jump off of the
pinchly on the lower level to get high enough to get the N.

<!> Checkpoint #2.


<!> In this area, you will need to dogde Squiddicus's tentacles when jumping
from platform to platform. You will also need to watch out for tentacles
that appear along the climbable walls in this section.
(5) At the top of the first climbable section, ground-pound in front of the
treasure chest to reveal a puzzle piece.
<!> If you take the barrel at the bottom of the next climbable section, and
toss it at the bag that is hanging in midair, a treasure chest with a whole
bunch of prizes in it will appear in the middle of the area.
<!> Dodge the tentacles while climbing on the ceiling to reach checkpoint #3.
[G] The G is above the third floating platform in this area. Jump off one of
the squidlies that is coming toward you to reach it.
___
/ \
( 2-6 ) BLOWHOLE BOUND
[BLWHL]
\___/
Puzzle Pieces: 5
[K] Start off to the right. You should see the K on a floating platform close
to the beginning; just jump from the platform on the left to grab it.
(1) Continue forward, and you should see a panel on the ground in front of a
ship with a pinchly in it. Ground-pound the panel to flip under into a
barrel cannon. The barrel will send you to a bonus with a bunch of moving
platforms. As usual, get all the items to get a puzzle piece.
<!> Keep going right, and you will see a whale. Ground-pound the anchor out of
the whale's blowhole, and he will take you for a ride. This is a point of
no return.
[O] At some point during your ride, a snaps will hitch a ride on the whale.
Just after that, some platforms will appear. Jump off the rightmost one to
get the O.
<!> After dodging some electrasquids, the whale will dive underwater. You
will need to jump onto the floating platforms.
<!> In this area, if you roll over the bowling pin-duck things, you will get
two banana coins and a giant banana bunch.
<!> Checkpoint.
(2) Right at the checkpoint, ground-pound, and a puzzle piece will fall out of
the palm tree overhead.
(3) After jumping back on the whale, you will need to avoid electrasquids,
while jumping on normal squidlies in order to get the puzzle piece way
above the whale.
<!> After using the blast barrel here, the whale will actually start to destroy
the platforms you are using, so keep moving.
[N] Once you see a boat with a bunch of animals in it in the background, the N
will appear. Ground-pound the whale's blowhole, and he will launch you up
to get it.

(4) After using two more sets of blast barrels, a puzzle piece will appear
above one of the platforms that the whale is destroying. Grab it quickly,
then move on.
(5) After getting back on the whale, a puzzle piece will appear above the rest
of the items in this area. Ground-pound the whale's blowhole to get enough
height to pick it up.
[G] The G is at the end of the same set of items. You can get it without
the whale's help.
<!> Make sure you jump onto the final platform with the exit barrel; if you
don't get off the whale, you'll have to start from the checkpoint again.
___
/ \
( 2-7 ) TIDAL TERROR
[TDLTR]
\___/
Puzzle Pieces: 5
(1) Right at the beginning of the stage, ground-pound in front of the treasure
chest for a puzzle piece.
<!> You will need to hide behind debris while the waves crash in on this level;
get caught in a wave, and you'll lose a life balloon!
[K] The K is high above the waves, so you won't need to worry about it being
hit, but you will need to jump off a crab to get it, and they CAN be washed
away. So quickly jump off a crab to get the K, then keep moving forward.
<!> The red button here will give you temporary cover in case you need it; the
short rocks will also work, but you will need to duck if you want to stand
behind them.
[O] You will eventually make it to a large cave. Drop off the climbable
ceiling to get the O.
(2) Continue onward, and you will find yourself behind a wooden hull. Groundpound the first peg here, and a puzzle piece will pop out of the ground to
the right.
(3) Between the pegs mentioned above is a stone panel. Ground-pound it to drop
into a bonus area. Time your barrel cannon fire to get all of the items.
<!> Checkpoint.
(4) About halfway through the next cave, you will see a treasure chest. Groundpound in front of it to get a puzzle piece.
[N] Shortly thereafter, the N is in a gap in the platforms. Roll-jump through
the gap to get the N.
(5) After exiting the cave, there is a small piece of cover with a pinchly and
what looks like a trash bin inside. Continuously ground-pound in front of
it, and a puzzle piece will eventually come out of it.
[G] Continue through the waves a little further, and you will be behind a hull
again. Watch out, because the waves can still come through the windows
here. The G will be above a squid shot. Jump from the stack of squid
shots to the right to get it.

<!> The exit barrel is inside the large treasure chest at the end of this area.
Ground-pound in front of the treasure chest to free it!
___
/ \
( 2-B ) PINCHIN' PIRATES
[PNCHN]
\___/
Grab the DK barrel, then step into the arena. The fight against the Scurvy
Crew starts off pretty simple. One crab will appear, and walk around. Jump on
him, then ground-pound to flip him over. Jump on him one more time, and he
will burrow underground. A different crab will pop up, and you will need to do
the same thing, except he will put his pincers up occasionally, and if you jump
on him while he's doing this, you will take damage instead of him. Next, their
leader, Cap'n Greenbeard, will come out. He is much faster, but the same
strategy applies. Once you've dished out the pain to all three, they will
stack up. This time, you will need to roll into them when they have their
pincers up. Then, jump on all three of them. You will need to do the whole
thing one more time, except everything is faster. Once you've punished the
crew for a second time, give the maraca tiki trio a nice whallop.
___
/ \
( 2-K ) TUMBLIN' TEMPLE
[TMBLN]
\___/
Puzzle Pieces: 5
<!> There's a ton
and platforms
watch out for
you will fall

of stuff to watch out for in this level; sinking platforms


falling from the ceiling are a few things you will need to
at the beginning. If you go too slowly or too quickly here,
into the lava.

(1) There is a large slab of platforms that will slowly sink into the lava near
the beginning. Above the top platform, there is a puzzle piece. Grab it
before continuing on to the right.
<!> You can use the squeeklies to boost your height as you continue forward.
(2) Just ahead, after bouncing on a couple of tiki buzzes, is a platform with a
spike pit and a vase. Ground-pound in front of the vase for a puzzle
piece.
<!> As you continue, you will notice a slab with nothing but spikes on it.
Once this one sinks, another one will appear with a platform on it, so be
patient here.
(3) Very soon after this, you will see a platform with a puzzle piece directly
under it. You will need to roll-jump under the platform, to the tiki buzz,
and onto the next platform in order to get it.
(4) On the slab with the climbable ceiling, you can get on top of the ceiling
by jumping off of the rightmost squeekly. Get up there, then ground-pound
in front of the vase to get a well-deserved puzzle piece.
(5) Very soon after that, a slab with a climbable wall will fall from the top
of the screen. The vase on this slab contains a puzzle piece. Groundpound in front of it to get the puzzle piece.
<!> Grab the blue orb at the very right to end this very difficult stage!
_
_
_
_
_____
| | | |
| | | | |___ |
| | | | ___ _ ___| | __| | ___| |------------------------------------------

| |/\| |/ _ \| '___| |/ _ | |___ | Ruins


[RUINS]
|
( (_) ) | | ( (_) | ___| |-----------------------------------------|__/\__|\___/|_| |_|\__,_| |_____|
Map:

(1)-<L>-(4)-----(6)----+
|
|
|
|
|
|
|
(B)
|
|
|
(2)-----(3)-----(5)
|
|
|
|
|
+----(K)
[S]

Levels:
1. Wonky Waterway...................................................[WTRWY]
2. Button Bash......................................................[BTTNB]
3. Mast Blast.......................................................[MSTBL]
4. Damp Dungeon.....................................................[DDNGN]
5. Itty Bitty Biters................................................[ITBIT]
6. Temple Topple....................................................[TPPLE]
B. Ruined Roost.....................................................[RDRST]
K. Shifty Smashers..................................................[SMSHR]
___
/ \
( 3-1 ) WONKY WATERWAY
[WTRWY]
\___/
Puzzle Pieces: 7
(1) Right at the beginning, jump off the starting platform to the left. You
will land on another platform with a puzzle piece on it.
[K] Continue to the right. The K is up above a DK platform. To get it, you
will need to jump off the nearby tiki buzz.
<!> Ground-pound the DK platform to open up the path to the right.
(2) Further to the right, you will see a small ditch which contains two
screaming pillars. Between them is a set of candles. Blow them out, and a
vine will appear from the top of the screen. Grab it in midair to get a
bunch of prizes, one of which is a puzzle piece.
(3) Just ahead, there is another vine, above a tiki bomber. Grab it, then use
the platform to get to the climbable ceiling. Climb all the way to the
left, and you will find a blast barrel which will take you to a bonus area.
Grab all of the items to get a puzzle piece.
[O] On the same climbable ceiling as before, climb all the way to the right
this time to get the O.
<!> Checkpoint #1.
(4) In the next area, there are three screaming pillars that will try to squash
you. Ground-pound the middle one to reveal a puzzle piece.
(5) Before you pull on the vine at the end of this area, jump down to the right
of the vine to find a puzzle piece.
<!> The barrel cannon here is a point of no return. In the next area, you will
have to quickly jump from platform to platfrom before they crumble.

[N] Immediately after then next barrel cannon is the N. Just jump to get it,
looking out for the tiki zing.
<!> You will wind through the background, and a barrel cannon will eventually
bring you back to the foreground. The second checkpoint is immediately
after.
(6) After going through the large idol's mouth, there is a vase guarded by a
tiki bomber. Ground-pound in front of the vase to get a puzzle piece.
[G] Just ahead, you will see the G get squashed by a set of two screaming
pillars. Just ground-pound them to retrieve the G.
(7) Before hitting the exit barrel, jump off the right side of the platform,
and pull the vine there. The idol here will give up a puzzle piece.
___
/ \
( 3-2 ) BUTTON BASH
[BTTNB]
\___/
Puzzle Pieces: 7
(1) Right at the beginning, ground-pound underneath the stone idol to the left.
It will start to fall; run to the right so you don't get crushed. Once it
has fallen, you will be able to get the puzzle piece up above.
(2) Just after using two barrel cannons to enter the temple, ground-pound in
front of the yellow bulb for a puzzle piece.
<!> Ground-pound the button ahead three times to open up the path.
(3) Once you use the sequence of blast barrels, jump over to the climbable wall
on the left. Climb it all the way down and to the left to find a puzzle
piece.
[K] Go back up to where you were, and jump off the tiki tank's head to get the
K up above you.
<!> Jump into the barrel cannon, then time it so that it launches you into the
button up above. Then, you need to launch yourself to the right. The wall
will close in on you once you do so, so this is a point of no return.
<!> A bunch of humzees will attack you. Defeat them all, and a barrel cannon
will appear. Time it as it rotates so that you hit all five lights. Do
this twice more to make a blast barrel appear in the center.
(4) In the next barrel cannon section, when you
and down, and fires to the right, use it at
instead of the top. You will enter a bonus
avoid the blast barrel in the middle of the

are in the barrel that moves up


the bottom of its trajectory
area in which you will need to
room.

[O] Once you are done with the bonus area, jump off the stilts, and grab the O
way overhead.
<!> Checkpoint #1.
(5) Follow the climbable ceiling here to the left, and ground-pound the yellow
bulb to reveal a barrel cannon to a bonus area. This time, you'll be in a
moving barrel cannon, firing up at items.
<!> Now, follow the climbable ceiling to the right. Hit all four buttons, and
the spikes will disappear into the wall, opening up the path. Fire up to

the climbable ceiling to continue forward.


(6) After the two tiki torches to the right, you will notice that the floor at
the very right side of the platform is climbable. Follow it down to find
a puzzle piece.
<!> Now, use the climbable ceiling. Hit the button to switch the spikes to a
climbable wall, and keep going up. In the next area, you will need to hit
a button at the top-right to switch the barrels cannon in the area for a
different set.
[N] Immediately after hitting the button I just mentioned, fire down, and then
into the N. Once you have the N, fire back up and around in a counterclockwise direction. Use the new barrel cannons here to get down to a
blast barrel in the bottom-right.
<!> Checkpoint #2.
<!> Defeat all of the stilts in the next area, then pound the button that
appears three times.
(7) Make your way up the left side of the room, up to the very top-left. Walk
through the wall up here to reveal a puzzle piece.
[G] The G is in the middle of this room. It doesn't matter if you get it
before or after the puzzle piece mentioned above.
<!> Now, head toward the right. After reaching the top-right, you will need to
fire through all three of the idol's mouths. Each time, though, the idol
will spin faster. Mess up more than three times, and it's back to the
checkpoint for you.
___
/ \
( 3-3 ) MAST BLAST
[MSTBL]
\___/
Puzzle Pieces: 7
(1) Start off to the right. When you fire from a barrel cannon to the
the background for a second time, the camera will zoom in on you. When
this happens, head down the slope to the left. Blow on the dandelion you
find there for a puzzle piece.
[K] Head to the right, now. You will start sliding. There is a gap in the
slide with the K above it. Just jump off the slide to grab it.
<!> Checkpoint #1.
(2) If you head to the left, you will see a stack of crates with a giant banana
bunch behind it. Get on top of the stack by bouncing off a snaps, lured in
from the right, and ground-pound all three crates to get a puzzle piece.
(3) Now, continue to the right. You will soon see a puzzle piece trapped under
a large crate. Just ground-pound the crate to get the puzzle piece.
[O] Just ahead is the O. Jump off the skull crate to reach it.
<!> Further to the right, you will see a barrel cannon under a pair of large
skull crates. Get the cannonballs to hit the crates to blow them up, then
jump in the barrel cannon. The barrel will launch you to the ship. Here,
you can roll into the gates twice to break them.

[N] Continue to the left, then onto the ship's deck. Then, head right. Just
before the checkpoint, ground-pound the red gate on the deck, and drop
through. The N is at the very end of this passage.
<!> Checkpoint #2.
<!> Blast to the next ship, then break the wheel by rolling into it twice.
(4) Drop down onto the deck, and find a stack of two skull crates. Let the
cannonballs break them, then hop down into the hole for a bonus stage. You
know the drill by now right?
[G] When you're done, go to the left, and into the blast barrel. Jump up on
the next platform to reach a climbable ceiling with the G on it.
(5) From there, jump down to the right. Roll-jump off the stack of skull
crates onto the bow of the ship. There is a puzzle piece at the very end.
(6) Go back to where the G was, then jump to the left. Roll-jump past the
barrel cannon, onto the stern of the ship. There is a puzzle piece sitting
at the very tip.
(7) Go back, and into the barrel cannon. Fire up to the next platform, then go
to the right and down. There is a skull crate here. Let a cannonball
break it, and it will reveal a puzzle piece.
<!> Head back up to the left, then across the hanging platforms. Climb up the
vine into the barrel cannon. Then, watch the magic.
___
/ \
( 3-4 ) DAMP DUNGEON
[DDNGN]
\___/
Puzzle Pieces: 9
(1) Start to the right. When you see the first DK barrel, carry it onto the
water wheel on the right. You will see a bag suspended in the air as you
ride the wheel upward. Toss the DK barrel at the bag to get a puzzle
piece.
[K] Continue right to a climbable ceiling. Drop down to get the K, but grab
back onto the ceiling, because the platform will fall apart.
(2) Just after the section with the climbable ceiling, ground-pound the weaklooking section of the floor to reveal a hidden puzzle piece.
(3) After the next water wheel, take the bottom path to the right. The vase
down here holds a puzzle piece; ground-pound in front of the vase to get
it.
(4) After the next, smaller water wheel, ground-pound the screaming pillar to
reveal another puzzle piece.
[O] The O is in the middle of the next water wheel. Just jump when you are at
the bottom of your trajectory to get it.
(5) After the next platform, drop down to the platform below with a barrel and
a dandelion. Blow on the dandelion to get another puzzle piece.
<!> Checkpoint.
(6) Immediately after the checkpoint, drop down to the lower platform. Jump

off to the right to access a bonus area, where you need to pick up spinning
circles of items.
(7) Before using the barrel cannon off to the right, drop down below it, and
blow on the windmill to the platform's left. This will raise a platform
in the background with a puzzle piece. Now, use the barrel cannon to go
to the background, and go get it. Ground-pound in front of the vase to
reveal another barrel cannon, which will launch you past the platforms that
just fell down.
(8) On the next set of water wheels, break the bag between the second and third
wheels with one of the nearby barrels, and a puzzle piece will pop out.
[N] On the third wheel, get on the top-most (or right-most) platform in order
to get enough height to get to the N hovering in the air.
[G] Just after that, on the section with the climbable wall, the G will be
sitting in the middle of the path. Watch out for the stilts, though.
(9) Just below the G is a stone panel that you can flip through by groundpounding. Underneath is a bonus area with spinning blast barrels.
___
/ \
( 3-5 ) ITTY BITTY BITERS
[ITBIT]
\___/
Puzzle Pieces: 7
(1) Start to the left, and climb up the climbable wall here to find a barrel
cannon to a moving-platform-type bonus area.
[K] Head into the temple and continue to the right. You will eventually get
locked in a room with a cageberry (creative name, right?). Ground-pound to
flip the cage over, then get on top and ground-pound again. The cage will
act as a spring to launch you up to the K, as well as the vine which
unlocks the exit.
(2) In the next area, jump to the top of the set of platforms, then jump
through the wall on the left to get a hidden puzzle piece.
(3) Launch off the next cageberry you see to reach the blast barrel at the top
of the screen. This will take you to another bonus area.
[O] Keep going to the left, and you will see the O beneath one of the
platforms. Roll-jump from the right to grab it.
(4) Just before the checkpoint, run through the wall on the left to find a
hidden puzzle piece.
<!> Checkpoint.
[N] With the third stack of yellow toothberries resides the N. Jump off of one
of the enemies here to grab it.
(5) Just ahead, use the cageberry as a platform, and blow out the candles on
either side of the platform. A puzzle piece will come in from the
background once you have accomplished this.
(6) In the same area, use the cage as a spring to go through the top-left wall
in the room. Behind it are a bunch of prizes, including a puzzle piece.
[G] You will see the G on the platform just ahead. Once you cross the middle

of the platform, toothberries will pop out on either side of you. Jump on
one of them to get enough height to get the G.
<!> In the next section, defeat all of the toothberries to make a barrel cannon
appear. One more of these, and you'll be sent to the surface.
(7) Once you are at the surface, ground-pound immediately to the left of where
you landed, and a mushroom will pop out. Bounce on it to get to the
dandelion on the left. Blow on it to get a puzzle piece.
<!> Once you've done that, head to the right and blow on the pile of leaves.
You will reveal a DK platform. Ground pound it three times to make the
exit barrel appear.
___
/ \
( 3-6 ) TEMPLE TOPPLE
[TPPLE]
\___/
Puzzle Pieces: 5
<!> If the intro was any indication, you'll be using Rambi extensively in this
stage. If it wasn't, just remember that you'll need to come back to the
beginning once you find Rambi.
(1) On the first set of floating platforms, jump up into the barrel cannon on
the left. It will launch you into a trail of bananas, then to a puzzle
piece.
[K] Keep going to the right, and you'll eventually run into a Rambi crate.
Bust Rambi out of there, and jump into the spike pit immediately to the
left. Ground-pound the weak segment of the floor to get the K.
(2) Go all the way back to the left, to the very beginning of the stage. Now
that you have Rambi, you can bust through the blocks to get the puzzle
piece back here.
<!> Head back to the right. If you are feeling up to it, you can try to jump
Rambi through the fire hoops for a whole lot of extra bananas; 21 per hoop,
to be exact.
[O] Continue to the right, and you'll see a gap in the floor. Jump through the
trail of bananas here, and you will get the O.
(3) At the bottom of the shaft, there is a bunch of bananas concealed inside
one of the blocks. The floor directly underneath this block is weak, so
ground-pound it. This will take you to a bonus area. I still don't know
what's up with those winged bananas, but grab them anyway.
<!> Checkpoint #1. Keep in mind that Rambi is weak to fire as you progress
through the next section.
(4) Continuing to the right, you will see a yellow bulb. Ground-pound in
front of it for another puzzle piece.
[N] Just past a bouncy flower platform, high in the air is the N. Use the
flower platform to reach it.
<!> Just keep moving to the right. The second checkpoint is further ahead.
Once you reach this point, you will need to step it into high gear, because
the entire temple will start collapsing on you.
[G] The G is over a gap in the path. Just jump to get it.

(5) This one is kind of mean, but right next to the exit barrel, there is a
vase containing a puzzle piece. Ground-pound to get it.
___
/ \
( 3-B ) RUINED ROOST
[RDRST]
\___/
Grab the DK barrel, then hop into the arena. This time, you're going up
against a bird... bomb.... thing. His name is Stu. (Get it? It's because
he's in a pot.) Anyway, he will start throwing bombs at you, and you will need
to hurl them back. You cannot touch any part of him, so don't try jumping on
him. If he swoops through the area, hide in one of the gaps in the field.
Once you hit him three times, he will drop a giant missile on the field,
reducing the size of the stacks of blocks by one, and hurting you if you are on
the ground. He will also start to throw more bombs, as well as one additional
type of bomb. This new bomb has a fire symbol on it, and will send a shockwave
in either direction when it blows up. After two more hits, he will add
tiki pops into the mix. Tiki pops are tiki enemies with bombs attached to
to their heads. They will follow you around, and explode when you get near
them. A sixth and final hit will put Stu out of commision for good, plus you
get to show that gong tiki who's boss.
___
/ \
( 3-K ) SHIFTY SMASHERS
[SMSHR]
\___/
Puzzle Pieces: 5
<!> In this level, you will be dealing with large blocks with old Donkey Kong
sprites on them, that move back and forth trying to squash you. You don't
really need to worry about speed on this stage, so try to take your time,
and plan your moves accordingly.
(1) Pretty close to the beginning of the stage, you will see the first puzzle
piece near the bottom of the screen. The nook where the puzzle piece is
located is the only safe spot near there, so drop down quickly, and, once
you have it, wait for a round, then climb back up quickly.
<!> To the right of the block with hearts on it is a safe spot, so hide there
for a round before you continue to the right. After you go over the blocks
with DK's throwing animation, you will need to go down and around to the
left, under the oil barrel block.
(2) The next puzzle piece is fairly easy to get; just wait for it to move to
the right, and jump up to grab it. The entire platform underneath it is
safe.
(3) The next puzzle piece is a bit stickier. You will have to follow the block
with hearts to the left, then drop down into the hole before they move back
to the right. Jump back out quickly once you have the puzzle piece.
<!> You will reach an area here with two vases. This area is completely safe,
so if you need a breather, this is where you can grab it. When you are
ready to continue onward, head to the right.
<!> If you duck in this section, you will be able to avoid the spikes as they
come down. Make sure you are not on a raised platform, though, or else you
will get squashed. Also, watch out for the tiki tanks in this area; they
are invulnerable, and will follow you even while you are ducking.
<!> The area with two vases is once again a safe haven. The next area is very

similar to the first. Drop down, then onto the fire sprite blocks that are
moving up. Either side of the spring sprite block is safe, so stay there
for a round before moving on.
(4) This puzzle piece is at the bottom of the screen. Since there is a small
safe spot here, you can let the blocks push you into the hole if you don't
feel like maneuvering into it yourself.
<!> You will need to get above the blocks to the right, by jumping from the
blocks on the left. Keep in mind that these blocks aren't always safe,
though.
<!> Once you are over that set of blocks, you will be locked in, and must run
quickly to the other side, since the wall and ceiling are both closing in
on you.
(5) This is just hovering in the air in this section. If you get a quick
start, this should be easy enough to get without getting hurt.
<!> Once you are done with this section, the white orb is yours!
_
_
_
_
_ _
| | | |
| | | | | | | |
| | | | ___ _ ___| | __| | | |_| |-----------------------------------------| |/\| |/ _ \| '___| |/ _ | |___ | Cave
[CAVES]
|
( (_) ) | | ( (_) |
| |-----------------------------------------|__/\__|\___/|_| |_|\__,_|
|_|
Map:

+-<L>--(4)-----(B)
+------(2)
|
|
|
|
(1)
|
|
|
+------[S]-----(5)
|
|
|
+--------------(3)------+
|
(K)

Levels:
1. Rickety Rails....................................................[RCKTY]
2. Grip & Trip......................................................[GPTRP]
3. Bombs Away.......................................................[BMSAW]
4. Mole Patrol......................................................[MPTRL]
5. Crowded Cavern...................................................[CRWDC]
B. The Mole Train...................................................[MLTRN]
K. Jagged Jewels....................................................[JGDJL]
___
/ \
( 4-1 ) RICKETY RAILS
[RCKTY]
\___/
Puzzle Pieces: 5
(1) Start off to the right. Once you use the barrel cannon to fire into the
background, jump into a hole in the tree on the left, and a puzzle piece
will come out with you.
<!> The large yellow bulb back here has a barrel cannon that goes to a dynamite
plunger. Ground-pound on top of it to "create" an entrance into the caves.
(2) Go back to the background using the nearby barrel cannon, then continue to
the right. You will see a series of platforms going up. Ignore these for

the moment, and walk through the right wall in this area. The rocks will
fall away, revealing a puzzle piece.
<!> Once you climb up to the barrel cannon, you will start a mine cart ride.
This is a point of no return.
[K] The K is just a jump away. Follow the trails of bananas, and your jump
will be spot-on.
<!> Checkpoint.
(3) Just under the checkpoint is a bonus area. Enter from the right. This one
is the type with the bouncy platform.
[O] Jump across the platforms to the right, and onto the next mine cart. On
the first jump, wait as long as you can before jumping, and you will get
the O.
[N] After some carting on tilting track, you will land on a platform. The N is
above the platform, but the platform won't last long, so grab it quickly,
then hop into the barrel cannon on the right.
(4) After the next mine cart section, you will be fired through a series of
blast barrels, after which you will fall through a series of wooden
platforms. When you land, the platforms you are on will begin to fall
away, but if you stay put, you will fall into a blast barrel that will take
you to a bonus area.
(5) After the bonus, use the barrel cannon on the right. You should see the
next puzzle piece here. You will take a cart to the right, then another
cart will take you back to the left. You will want to jump slightly late
in order to grab the puzzle piece here.
[G] On the next mine cart, jump into the blast barrel, and it will fire you
into the G.
___
/ \
( 4-2 ) GRIP & TRIP
[GPTRP]
\___/
Puzzle Pieces: 5
<!> Start off to the right, and get ready for more mine carting!
(1) Right at the beginning, the path splits. Take the top path for a puzzle
piece. You will need to jump a little bit early to get the right
trajectory.
[K] Jump into the first blast barrel you see after the life balloon, and it
will launch you into the K.
(2) Shortly thereafter, you should see a blast barrel at the bottom of the
screen. Jump off the mine cart, then correct your trajectory to land in
the blast barrel. This will take you to a bonus area.
(3) Do a full jump off of the first tiki buzz you see after you exit the bonus
to get the next puzzle piece.
[O] After the first climbable ceiling section, take the top path, then follow
the banana trail to get the O.
<!> In the area after this, you will need to hang off of a climbable ceiling

that is attached to a train. Just hang on, and drop off before the train
hits the end of its track.
<!> Checkpoint.
(4) Ground-pound in front of the plant just to the left of the checkpoint for
a puzzle piece.
[N] In the next section, after the mine cart explodes, drop down between the
tiki buzzes to get the N, as well as safely land on the next mine cart.
(5) Right after the N, wait until the last moment to jump to the next mine cart
to get a puzzle piece.
[G] After the moving ceiling explodes, jump on the tiki buzz, into the blast
barrel. Follow the track through the background, and you will eventually
reach the G. A blast barrel here will launch you back into the foreground.
___
/ \
( 4-3 ) BOMBS AWAY
[BMSAW]
\___/
Puzzle Pieces: 5
<!> Walk through the door to the left, and you will find a room with a lot of
bananas in it. Once you are done, head right for, you guessed it, mine
carting!
[K] Follow the bananas over the gap to get the K.
<!> The sign with the down arrow on it is an instruction to duck. Hold down
in order to not get clobbered by the crystals poking out of the ceiling.
Also, in order to do a short hop on the mine cart, quickly tap jump. You
will need to do that quite a bit in this stage.
(1) Jump off one of the mole miners up ahead to reach the upper track. Stay up
there to get a puzzle piece.
[O] In the next area, you will need to duck under the lowest set of crystals.
The O is right after this set. A well-timed jump should get it for you.
Remember, you can jump even while crouching.
(2) Do a short hop over the next gap, and you will land on a lower track with
a puzzle piece on it. This track doesn't last very long, though, so hop
up onto the top track once you have it.
<!> In the next section, a mole miner riding another mine cart will start to
throw bombs at the track in front of you, breaking it. Stay on your toes,
because you'll never know when you might need to jump.
(3) In this area, three crystals will fall onto the track creating gaps. You
should fall into the third of these gaps. If you do so, you will fall onto
a lower track. Follow this track to get a puzzle piece, then jump back up
onto the upper track.
<!> Checkpoint.
(4) In the next area, you will need to crouch under some crystals. In one
segment, you will see a trail of bananas. If you stay sitting up for that
trail, you can get a puzzle piece at the end. Once you have it, though,
immediately duck, or else you will hit your head on the next crystal.

[N] Just ahead, there are five mole miners in a row. Do short hops off of the
first two, but a full jump off the third to get the N.
<!> Time for another bombing run. You will need to combine short hops and full
jumps to make it to the other side this time around. At the end, you will
actually end up inside a round piece of track with a gap in it. You will
need to jump over that gap every time the track loops around.
[G] Jump over the gap for the first revolution to get the G.
(5) At the very end of the level, run past the exit barrel through a door on
the right to go to a bonus area.
___
/ \
( 4-4 ) MOLE PATROL
[MPTRL]
\___/
Puzzle Pieces: 5
(1) Immediately start off to the left to enter a bonus area.
<!> This is a rocket barrel level, so get ready to blast off.
[K] Right at the beginning of this section, follow the trail of bananas to get
the K.
(2) If you manage to get every banana in the trail mentioned above, a puzzle
piece will appear for you to collect.
<!> Watch out for the mole miners and everything they throw at you in this
area. You can defeat the moles on balloons by hitting their balloons with
the rocket. Just make sure you avoid the pickaxes, or you will have to
start the stage over.
[O] The O is in a gap between two large rocks, in the middle of the screen,
after the mole miners start dropping crystals on you. Sorry, there aren't
any bananas to follow on this one.
<!> Checkpoint.
(3) Follow the next trail of bananas to get yet another puzzle piece.
(4) If you pop all of the mole miners' balloons here, a puzzle piece will
appear ahead of you.
[N] Just after this, the N will appear in a gap at the bottom of the screen.
Veer downward to grab it.
[G] After the section where you follow a drill through a tunnel, the G will
appear in a gap at the top of the screen, between two crystals.
(5) At the end of the stage, walk past the exit barrel, and ground-pound in
front of the plant near the right wall. There is a puzzle piece inside.
___
/ \
( 4-5 ) CROWDED CAVERN
[CRWDC]
\___/
Puzzle Pieces: 5
(1) Although it looks like there is, there is actually nothing to the left
here, so start out to the right. When the wooden floor starts to shake,
immediately jump to the left, and a puzzle piece will fall from the top of
the screen. Once you have it jump down into the shaft.

(2) Walk to the left, and you will enter a bonus area.
<!> After you are done, there is another rocket barrel waiting for you to the
right.
[K] Follow the first trail of bananas here. The K is at the end of it.
(3) In this next section, there are rows of 5 items each, but one item in each
row is better than the rest. At the top, about halfway through the area is
a puzzle piece.
[O] In the same area, at the end, at the bottom is the O.
<!> Checkpoint #1.
<!> The large blue squeeklies in this section will either fly from the bottom
to the top or vice versa, so it's actually safer to aim for where they
start out.
(4) The giant squeekly will break out of the ground in the next section. Right
behind where he comes out is a puzzle piece, so be ready to veer downward.
[N] The giant squeekly will then come out of the ceiling. Similarly, you will
need to veer upward to get the N here.
<!> Checkpoint #2.
<!> Now you will also have to deal with the bat's sonic attacks. You will need
to continuously move up and down to dodge them.
(5) Near the bottom of this section, there is a puzzle piece for you to grab.
[G] The G is also at the bottom of this area, a ways forward.
<!> Right after this, stay near the top of the screen, because the giant
squeekly is going to fire a gigantic laser at you. After that is the end
of the stage, though, so you get to relax.
___
/ \
( 4-B ) THE MOLE TRAIN
[MLTRN]
\___/
As usual, grab the DK barrel and continue into the arena. The fight starts off
with you in a mine cart behind the rest of the train. A mole miner on the
train will throw pickaxes at you which you will need to either jump over or
duck under, depending on how high the throw is. After going down a hill, your
cart will start to catch up to the train. You will eventually be able to speed
up this process by jumping to the train. The real fight then begins. Mole
miners will pop up out of the cars, signaled by the shaking of the bananas in
the car. Initially, you will need to not be standing on that car, or else you
will get hurt. Once the mole has popped out, though, you should jump on it.
Do this several times, and the moles will start to fall out of the cars. Once
you have cleared them all out (this requires a total of ten hits), the wheels
of four of the cars will start to shake. You need to stand on the one that
isn't shaking. The rest of the cars will fall off the track, leaving you on a
single car. The whole process begins anew, except that the mole miner will now
throw bombs as well as pickaxes, and the whole this is a little faster. Once
you clear out a second set of cars, you will have to do the whole thing one
last time. This time, though, there are a lot more pickaxes, and the train

will actually run through some dark tunneling, making it harder to see what's
going on. Once you do the whole process for a third time, you will have to
take on the real boss, Mole Miner Max. He will shake a bunch of cars, then pop
out of one, throw a pickaxe, then jump back into the car. You will need to
jump on him when he's exposed, which is easier said than done. Four hits, and
he'll be out like a light. Now show that banjo tiki what for!
___
/ \
( 4-K ) JAGGED JEWELS
[JGDJL]
\___/
Puzzle Pieces: 5
<!> This stage is filled with buzzbites, spikes, and many other sharp objects.
Right at the beginning of the stage, you will need to deal with spikes
periodically popping out of the ground, and coming down from the ceiling.
(1) As this puzzle piece shows, even platforms with vases aren't safe in this
level. The third vase you come across has a puzzle piece inside. Groundpound in front of it to bust it out. Make sure you jump away if the spikes
start to shake, though. The puzzle piece won't go anywhere.
(2) The round platform after the set of four spiked pillars that come from the
ceiling has a vase on it. For reference, the platform also has a tiki
goon. Ground-pound in front of the vase to get a puzzle piece.
(3) A little ways ahead, there are jeweled spears that come out of the ground.
The center one has a puzzle piece at its tip. Roll-jump to grab it while
the spear is retracted, then land on the platform to its right.
(4) Once again, with the next set of spears, there is a puzzle piece in the gap
with the middle spear. This time, the spear is at the top of the screen,
but you will still need to roll-jump while the spear is retracted to grab
it.
<!> After a couple more platforms, you will reach a safe, stationary platform
with a vase on it. Rest here if you need to.
(5) When you enter the barrel cannon, you will probably notice a puzzle piece
right above it. To get it, fire to the next platform, then jump back to
the barrel cannon. Since you are coming from the top, you should get the
puzzle piece before landing back in the barrel.
<!> Grab the pink orb up ahead to finish the stage!
_
_
_
_
| | | |
| | | |
| | | | ___ _ ___| | __| |
| |/\| |/ _ \| '___| |/ _ |
|
( (_) ) | | ( (_) |
|__/\__|\___/|_| |_|\__,_|
Map:

_____
| ___|
| |___------------------------------------------|___ | Forest
[FORST]
___| |-----------------------------------------|_____|

[S]---(3)-----(4)-----(5)
|
|
|
|
|
|
(1)-----(2)-----(K)
(8)---(B)
|
|
|
|
|
|
<L>-----(6)-----(7)

Levels:
1. Vine Valley......................................................[VNVLY]
2. Clingy Swingy....................................................[SWNGY]
3. Flutter Flyaway..................................................[FLYAW]
4. Tippin' Totems...................................................[TPNTM]
5. Longshot Launch..................................................[LNGST]
6. Springy Spores...................................................[SSPRS]
7. Wigglevine Wonders...............................................[WGLVN]
8. Muncher Marathon.................................................[MMTHN]
B. Mangoruby Run....................................................[MNGRB]
K. Blast & Bounce...................................................[BLBNC]
___
/ \
( 5-1 ) VINE VALLEY
[VNVLY]
\___/
Puzzle Pieces: 7
(1) From the start, head left. The left wall will fall away, revealing a
hidden puzzle piece.
<!> Bounce out of the caves using the mushroom platforms down here, then blast
out into the forest. Continue to the right, while enjoying some classic
forest music.
(2) Beneath the second vine to the right, there is a small cut-in. Walk
through to the right to access a bonus area.
<!> Once you are done with the bonus area, swing across the vines to the right.
The first checkpoint is on the other side.
[K] Continue swinging across the vines in this area. When you see the K, just
jump to collect it, then land on the platform to the right.
(3) Before jumping onto the next big vine, look to the bottom of the screen.
There is a plant with a barrel cannon behind it, underneath the vine. Jump
into the barrel to get a puzzle piece.
(4) On the other side of this vine, continue underneath the next vine, to the
yellow bulb on the right. Ground-pound it to find a puzzle piece.
<!> Be careful of this vine; it is actually a chomp. Stay on the vine too
long, and you will get eaten.
(5) If you look carefully at the top of the screen on the other side of the
vine, you can see a small vine coming out of the foliage. Jump to it from
the top of the first round climbable surface, then climb up it so go to
another bonus area.
[O] On the top of the third round climbable surface in the next area is the O.
Climb up and around to get it.
<!> Checkpoint #2.
(6) Collect all of the bananas on the first two vines after the checkpoint, and
a puzzle piece will appear near the middle of the second vine. Climb up
and swing back to collect it.
[N] In the next area, you will see the N between two vines. Jump from vine to
vine near the middle to get the N.
[G] The G is also between two vines up ahead. Jump between the vines to grab

the G.
(7) On the platform just before the exit barrel, blow on all three helicopter
plants, and collect the bananas that pop out. Once you get all three, a
puzzle piece will appear above the platform.
___
/ \
( 5-2 ) CLINGY SWINGY
[SWNGY]
\___/
Puzzle Pieces: 5
<!> Start off to the right. True to this level's name, mostly everything here
is climbable, and swings back and forth.
[K] You will shortly come across a quarter-log that has a huge swing radius.
Stay near the middle of it, and you will get the K as it reaches the bottom
of its trajectory.
(1) Use the squeeklies in the next area to get on top of the climbable ceiling.
Ground-pound the yellow bulb up here to earn a puzzle piece.
<!> Checkpoint #1.
(2) Once again, use the squeeklies in the next area to get on top of the left
climbable ceiling. Head to the left to find a barrel cannon that leads to
a bonus area.
(3) Once you are done with the bonus, continue to the right. On the first
swinging climbable surface, there is a yellow bulb on the right side.
Ground-pound it for another puzzle piece.
[O] Continue right, then up. There is a set of two swinging climbable surfaces
just before a checkpoint. You will need to drop off of the second surface
with good timing in order to land on a platform underneath it. The O is on
the left-most platform.
<!> Checkpoint #2.
(4) A little bit after the checkpoint is a large swinging climbable surface
with a gap in it. It's the first swinging surface after the squeeklies.
There is a puzzle piece on top of it, so jump on top before it starts
swinging too quickly.
[N] Now, underneath the same surface, you will need to land on a platform in
the middle of the surface's trajectory. The N is under the platform; you
can use a small platform to the right to jump to the N. Then, jump back up
onto the right side of the swinging surface.
[G] After a few circular climbing surfaces with cling cobras on them, the G
will be on the underside of a climbable ceiling. Just drop down from the
ceiling to grab it.
(5) There is a puzzle piece on the bottom of the next circular climbing
surface. Simply climb around the surface to get it.
___
/ \
( 5-3 ) FLUTTER FLYAWAY
[FLYAW]
\___/
Puzzle Pieces: 7
[K] Start to the right. The K is above a large platform with a tiki goon on
it. Just jump while the platform is descending to grab it.

(1) Just ahead are a pair of platforms that move in a figure eight. Jump to
the left off the platforms at the top of their trajectory to find a puzzle
piece.
<!> Continue to the right. After a series of barrel cannons is the stage's
first checkpoint.
[O] The O is above the platform just to the right of the checkpoint. Jump off
of one of the skittlers here to get enough height to collect it.
<!> One of the circling platforms to the right gets close to the spikes on the
ceiling; you will need to duck if you pass under them.
(2) Jump off of the first mushroom to a climbable surface near the top of the
screen. There is another climbable surface up here with a puzzle piece
at the top. Just jump to grab it.
(3) Below this area is a pair of platforms moving in a circle under some
spikes. Beneath this formation is a wooden panel near the right wall that
you can ground-pound to flip under to enter a bonus area.
(4) Continuing to the right, there is a circle of three moving platforms with a
puzzle piece in the middle. Jump through the middle of the platforms to
grab the puzzle piece, and time your jump so you land on another platform.
[N] You will need to do the same thing again on the next loop to get the N.
(5) Just ahead is a bouncy mushroom with bananas moving in circular patterns
above it. Grab all of the bananas, and a puzzle piece will appear in the
middle.
(6) At the end of this section is a barrel cannon. If you look to its right,
you will see a puzzle piece. Jump for it, and you will land in the second
barrel cannon to the right, which will shoot you into the background.
<!> Checkpoint #2.
(7) There is another set of platforms ahead that move in a figure eight. At the
top, there is a skittler. Jump off of it, and you will find a puzzle piece
waiting for you.
[G] After the next bouncy mushroom is a series of smaller platforms. One of
them is carrying the G. Jump to the platform to grab it.
___
/ \
( 5-4 ) TIPPIN' TOTEMS
[TPNTM]
\___/
Puzzle Pieces: 7
<!> There is a banana coin to the left when you start. Grab it, then continue
to the right.
[K] After jumping across several sets of totem poles, you will see the K over a
gap in a platform. Jump across to grab it.
(1) Don't worry if you mess up that jump, because you will want to fall into
the gap anyway. Fall through, then walk to the left to get a puzzle piece.
(2) In the next section, grab the entire line of bananas, and a puzzle piece
will appear above the following platform.

<!> Checkpoint #1.


(3) Ground-pound the wooden panel just after the checkpoint to flip down into
a bonus area.
[O] Continue through to the right, and you will soon see the O floating above
a small platform. Ground-pound directly beneath the O, and a mushroom will
pop out. Bounce on the mushroom to grab the O.
<!> Checkpoint #2.
<!> You can wake up the sleeping totem pole up ahead by blowing on its ear.
[N] In the next section, you will ride some totem poles to the right. The N is
above the dismount point. Use one of the oncoming squeeklies to get the
height required to grab it.
(4) In the next section, the yellow bulb on the second climbable ceiling
contains a puzzle piece. Ground-pound it to get the puzzle piece.
(5) After the last climbable ceiling in this section, drop down off the left
side of the platform below, following the trail of bananas. You will fall
into a barrel cannon that will take you to a bonus stage.
[G] After leaving the bonus area, you will see the G above you. Jump from the
totem pole on the right to get it.
(6) If you jump past the G here, the foliage will part, revealing a hidden
puzzle piece.
(7) In the next area to the right, there are a bunch of bopapodami. Bounce off
of them to collect the bananas in this area. If you collect all of the
bananas, a puzzle piece will appear to the right.
<!> Ground-pound the DK platform ahead three times, and the totem pole will
drop and reveal the exit barrel. Be careful, though, because the totem
pole will periodically slam shut on the exit barrel, and you don't want to
get caught in that.
___
/ \
( 5-5 ) LONGSHOT LAUNCH
[LNGST]
\___/
Puzzle Pieces: 7
(1) In the level intro, you can see a banana coin off to the left of the
starting platform. If you grab it, you will fall into a series of blast
barrels, one of which will give you a puzzle piece.
(2) Backtrack a little bit to the left, and you will see a barrel cannon in
midair. To get to it, jump off a nearby tiki boing. Fire out of it to get
another puzzle piece.
[K] Continue to the right. After a couple of barrels cannons and flaming tiki
buzzes, you will see the K. Aim for the K instead of the next barrel
cannon to get it.
(3) After two more barrels cannons, you should see a puzzle piece hidden in the
foliage. Fire from the top-left to get it.
(4) In the next area, walk off the left side of the platform, and you will fall

into a hidden area with a puzzle piece.


(5) In the same hidden area, you can ground-pound the wooden panel to access
another area with two yellow bulbs. Ground-pound the rightmost bulb to get
yet another puzzle piece. To get out, ground-pound the spot between the
bulbs, and mushroom will appear.
<!> Once you are done here, bounce off the mushroom, and continue into the
barrel cannon on the right.
[O] Time the next barrel cannon so that your trajectory intersects the O. If
you mess up, you can always jump back down, and the barrel will reappear.
<!> Checkpoint #1.
<!> In the next area, you can aim most of your shots based on the bananas in
midair. For those that don't have bananas, just fire through the middle
of the wooden planks.
[N] One of the barrel cannon shots has the N in the middle. Time your shot
well to grab it.
<!> Checkpoint #2.
(6) There is a platform just ahead with two spiders on it. In the middle of
the platform is a wooden panel that you can ground-pound to access a bonus
area.
<!> In the next area, you will need to time your barrel cannon shots such that
you go through the totems while their mouths are open.
[G] When you see the G, hang on for a second. This one shot is the exception
to the rule mentioned above. You will actually want to fire while the
barrel cannon is pointing up, and the totem has its mouth closed, to get
the G.
(7) Drop down, to the right of the exit barrel, and you will find a yellow
bulb. Ground-pound it, and you will get the last puzzle piece.
___
/ \
( 5-6 ) SPRINGY SPORES
[SSPRS]
\___/
Puzzle Pieces: 7
<!> You can head left at the beginning of this stage to get a banana coin, then
continue to the right.
[K] The K is between two bouncy mushrooms, and is guarded by a flaming tiki
buzz. To get it, you will want to do a short hop under the tiki buzz,
while it is at the apex of its trajectory.
(1) After the short segment with the vines, there is a section of weak
platform. Ground-pound it, then walk to the right to reveal a hidden
puzzle piece. Ground-pound in the middle of this area, and a mushroom will
appear to bounce you out.
(2) Just ahead, use the bouncy mushrooms to make your way upward. Once you
reach the swinging platform at the top, jump off to the left to find a
puzzle piece dangerously close to a wall of spikes.
[O] Underneath the next platform is the O. First, clear the tiki goons off the

platform, then roll-jump from the left to grab it.


(3) In the section with the climbable ceilings, climb all the way to the left
on the second ceiling, and you will find a hidden area with a puzzle piece.
[N] Continue to the right to a section with three bopapodami. Do a full bounce
to the right off the rightmost one to get the N.
(4) Once you have the N, bounce off each of the three bopapodami here four
times. They will all fall over, and a bunch of prizes, including a puzzle
piece, will drop from the tree above you.
<!> Checkpoint.
(5) Follow the trail of bananas off the bottom of the second swinging climbable
surface to reach a barrel cannon, which will take you to a bonus area.
<!> In this area, you will need to bounce off of bopapodami while avoiding
spikes. There is one instance in which you will need to bounce off a
bopapodamus several times before he is low enough for you to progress. Be
careful, though, because the bopapodami can only take three bounces before
they fall over.
[G] Bounce off of the last bopapodamus in the section up to a hanging platform.
You can also ground-pound the small platform directly underneath to make a
mushroom appear. Either way, once you are there, jump to the right to find
the G.
(6) While climbing up the tree with a bunch of mushrooms on it, start on the
left. There is a puzzle piece here near the bottom of the tree.
(7) Next, while heading to the right, drop down to the very bottom. There is
another puzzle piece above a mushroom chomp at the bottom of the tree.
<!> After that, start making your way up the tree. The exit barrel is at the
very top.
___
/ \
( 5-7 ) WIGGLEVINE WONDERS
[WGLVN]
\___/
Puzzle Pieces: 7
(1) Jump off of the tiki goon on the platform at the beginning, and you will go
through the ceiling to a hidden area, which contains a puzzle piece. Get
out by ground-pounding the weak segment of the platform on the very left.
[K] After grabbing onto the first wigglevine, a group of bananas will fly in
from the right. The K is following them.
(2) On the next platform, ground-pound the yellow bulb to get a puzzle piece.
(3) After riding the next wigglevine down, jump from the raised platform up to
the left. A series of platforms and vines will be revealed. Follow it to
a blast barrel, and it will take you to a bonus area.
[O] Jump onto the next wigglevine, and it will carry you through a set of tiki
zings. Several groups of bananas will fly through while you are on the
vine; the O is at the end of the third group.
<!> As tempting as it is, you actually do not want to break the platform at the
end of this section; it will lead to a blast barrel that will fire you on

top of the next wigglevine, and make it inconvenient to get the N.


[N] On the next wigglevine, a bunch of items will be moving up and down. The N
is near the end, at the top of the group.
<!> Checkpoint.
(4) Jump off of the first tiki goon's head, to the left. Grab the DK barrel,
and hit the nearby bag with it. A puzzle piece will pop out.
(5) The floating platform in the next area is breakable; ground-pound it to
reveal a barrel cannon, which will fire you through the ceiling into a
hidden area. Walk right to find a puzzle piece. Ground-pound the weak
platform at the right wall to get out.
[G] The next wigglevine will take you through a segment where tiki zings will
fly in from the top and bottom of the screen. The flying bananas will show
you where it is safe to be, so follow them. The last group of bananas is
being followed by the G.
(6) Ground-pound the yellow bulb on the next platform to get another puzzle
piece.
(7) Keep heading to the right. On the platform after the next mushroom
chomp, there is another yellow bulb. Ground-pound it for yet another
puzzle piece.
<!> Once again, in the next area, the flying bananas will follow safe paths, so
use them as a guide.
___
/ \
( 5-8 ) MUNCHER MARATHON
[MMTHN]
\___/
Puzzle Pieces: 5
<!> Start off to the right. Remember that you can break gates by rolling into
them twice.
(1) After dodging a few pillars that are trying to crush you, bounce to the
left off of the egg pouches up ahead to find a puzzle piece.
<!> Once you have the puzzle piece, ground-pound the logs to the right. The
eggs will start to hatch, and the baby skittlers will start to chase you.
This is a point of no return. Start running to the right.
[K] The K is located above a floating platform over a gap, right after a
crushing pillar. Stick to the high path to get it.
(2) Just before the first gate in this section, there is a yellow bulb near
the top of the screen. Stay high to get to it, then ground-pound it for a
puzzle piece. Quickly roll into the gate once you have it.
(3) The next puzzle piece is immediately after the gate. Roll-jump below the
spiked platform to get it.
[O] After a few moving pillars, you will see the O underneath a climbable
ceiling. Ground-pound directly below the O, and a mushroom will appear to
bounce you up to the ceiling.
[N] In the next section with the crushing pillars, one of them is broken near
the top. Jump into the broken section, and let it carry you up to the N.

(4) After bouncing over the raised platform after the N, walk back to the left
to uncover a hidden area with a puzzle piece inside.
(5) When you reach the next gate, instead of going through, go down and around,
through the bushes, in order to earn a puzzle piece.
<!> After you have all of these items, just run for it. The blast barrel in
the air marks the end of this section, as well as a checkpoint.
Unfortunately, you haven't seen the last of the skittlers.
[G] In this final section, launch yourself to the left out of the third blast
barrel to get the G, then land back in the barrel to continue your ascent.
___
/ \
( 5-B ) MANGORUBY RUN
[MNGRB]
\___/
Get the DK barrel, then head to the right. Meet the Mangoruby. Your job in
this fight is to ground-pound all of the blue, triangular switches on the
climbable surfaces. Once you do that, jump on the Mangoruby's body to score a
hit. However, if you touch it before you hit all of the switches, you will get
an electric shock. Additionally, he will chase you around the arena while you
are trying to hit the switches, making things a bit tougher. Once you hit it
once, it will become faster, and will start dropping electric bombs onto the
climbable surfaces. When a bomb hits a surface, a shockwave will travel in
both directions, and will electrify you if it hits you. After the second hit,
it will become much faster, and will drop significantly more bombs. One more
hit will finish it off, and you can teach the panflute tiki a lesson!
___
/ \
( 5-K ) BLAST & BOUNCE
[BLBNC]
\___/
Puzzle Pieces: 5
<!> This stage is all about barrel cannoning. You will find hardly any solid
ground on your way through this stage, which means that you will have to
constantly think on your toes.
(1) Right at the beginning, after the first set of tiki buzzes, you will want
to drop down in between the first two barrel cannons to get a puzzle piece.
There is a barrel cannon down here, ready to take you back up to the normal
route.
(2) During this barrel cannon sequence, there is a puzzle piece in the topright. In the barrel at the top-right, instead of firing down and right,
fire up and right to reach the puzzle piece.
<!> Time your barrel fire so that you don't hit any of the tiki zings. Here's
a tip: you usually don't have to think about timing both barrels, just one.
If you can time the more complicated one, the timing will be the same for
the simpler one. For example, if there are three tiki zings circling the
barrel cannon you are in, you generally won't need to worry about the
barrel you are firing to if it only has two tiki zings circling it.
(3) After the first section with tires, you will be bouncing on tiki buzzes
again. There is one stack of two tiki buzzes above a blast barrel. Do a
full bounce off of the higher tiki to get a puzzle piece.
<!> You can stay on the tires in the next section as long as you want, so
construct a plan while you have the chance.

(4) In this section, there is a puzzle piece being guarded by two tiki zings
above a set of three tires. Wait until the timing is right, then bounce
over the tiki zing as it passes under the puzzle piece, and you should land
safely back on the tires.
<!> In the next section, you will need to time your barrel cannon fire such
that you can fall from one barrel to the next without hitting any of the
tiki zings. There's a lot to look out for here, so I have found that the
best time to fire is when the tiki zing has just barely passed the barrel
that you are in, going in the same direction in which you are going to
move after firing. Then, you can maneuver over the tiki zing, into the
next barrel cannon.
(5) In the next section after the short set of tires, from the second barrel
cannon, you will be able to see the puzzle piece. Fire from the very top
of the barrel's trajectory, and you will get the puzzle piece, as well as
skip over the next barrel cannon.
<!> In the last section, you will need to fire through a series of barrel
cannons that move in interlocking rings. After a few blast barrels, you
can claim the yellow orb!
_
_
_
_
| | | |
| | | |
| | | | ___ _ ___| | __| |
| |/\| |/ _ \| '___| |/ _ |
|
( (_) ) | | ( (_) |
|__/\__|\___/|_| |_|\__,_|
Map:

_____
| ___|
| |___------------------------------------------| _ | Cliff
[CLIFF]
| |_| |-----------------------------------------|_____|

(1)
+-<L>--(5)------+
|
|
|
|
|
|
(2)---(3)-----(4)-----(6)
(B)
|
|
/
|
|
|
/
|
(K)
+-[S]
/
|
/
|
(7)------(8)----+

Levels:
1. Sticky Situation.................................................[STCKY]
2. Prehistoric Path.................................................[PRHST]
3. Weighty Way......................................................[WGHTY]
4. Boulder Roller...................................................[BDRLR]
5. Precarious Plateau...............................................[PRPLT]
6. Crumble Canyon...................................................[CRMBL]
7. Tippy Shippy.....................................................[TPSHP]
8. Clifftop Climb...................................................[CLFTP]
B. Thugly's Highrise................................................[THGLY]
K. Perilous Passage.................................................[PRLSP]
___
/ \
( 6-1 ) STICKY SITUATION
[STCKY]
\___/
Puzzle Pieces: 9
[K] Start off to the right. In the first section, you will need to jump across
platforms as they slowly fall down from the top of the screen via tar-fall.
The K is at the end of this section; jump to it from one of the falling
platforms.

<!> Don't fall in the tar in the next area. If you land in it, you will become
slow, and you won't be able to jump very high. If you do fall in, make
sure that you jump every once in a while. Otherwise, you will sink into
the tar and lose a life balloon. Ground-pound for a little bit to shake
off the tar, once you reach solid ground.
(1) Above the first platform in the tar pit is a climbable surface. Stand on
the right of the raised platform to the right, and it will start to tip.
Once you have enough of an angle, jump to the left, and climb up the
surface to find a puzzle piece.
<!> Checkpoint #1.
(2) In the next area, scale the sinking platforms, then continue through the
fossil's mouth. Instead of using the barrel cannon here, drop straight
down, then ground-pound the weak section of the ground to find a puzzle
piece. Continue through the tar to the right, jumping occasionally. Once
you reach a platform, ground-pound for a little bit to shake off the tar.
[O] After the platform with the bonehead Jed, fall into the tar on the right.
Follow the path to the right to reach the O.
(3) In the next section with sinking platforms, head to the bottom-right to
find a puzzle piece partially obscured with black smoke.
<!> Checkpoint #2.
(4) Immediately after the checkpoint, blow on the dandelion to get a puzzle
piece.
[N] In the second barrel cannon section, fire to the left out of the first
barrel cannon to grab the N. You can land back on the ledge with the
checkpoint if you continue to maneuver to the left.
(5) After this barrel cannon section, jump off the platform to the left. Here,
you will find a series of blast barrels that will give you a puzzle piece.
(6) Once you land, you should see a zebra poking his head out of a hole in the
wall on the right side of the large fossil. Jump into that hole to access
a bonus area.
[G] In the next section with sinking platforms, the G is on one of the
platforms in the first group. Don't worry if it falls off the bottom; it
will eventually reappear from the top.
(7) Similarly, there is a puzzle piece on one of the platforms falling between
the first two banana coins on the right. Stay afloat until you see it,
then grab it before it falls off the bottom again.
(8) On one of the platforms on the very right of this section, there is a
cactus. Ground-pound it for another puzzle piece.
(9) After the barrel cannon, you should see a puzzle piece at the top-left of
the screen. Stand on the right side of the platform here to tip it, then
jump to the left to grab the puzzle piece.
___
/ \
( 6-2 ) PREHISTORIC PATH
[PRHST]
\___/
Puzzle Pieces: 5

<!> Start off to the right. The platforms in the tar pit will sink while you
are standing on them, so you will need to periodically jump off to stay
out of the tar.
(1) Instead of jumping into the barrel cannon at the end of this area, head
down and to the right to find a bonus area.
<!> Once you are done, jump into the barrel cannon to start a mine cart
section.
<!> Like before, some sections of the track here will sink while you are
sitting on them. Be sure to jump off every once in a while to keep your
cart above the tar.
[K] The K is above one of the gaps early on in this area. Just follow the
bananas to grab it.
<!> You will need to duck under the spikes here to not crash. Make sure that
the track is high enough before you reach this point, or you will sink into
the tar.
[O] On the second sinking section of track, stay on the bottom track until the
last moment, and you will get the O.
(2) Instead of ducking under the next set of spikes, jump over them to reveal
a hidden area with a puzzle piece inside.
<!> In the next area, you will need to mix short hops and full bounces off of
the tikis to dodge spikes and other obstacles.
<!> Checkpoint.
[N] Do a full bounce off of the first tiki buzz you come across to the right,
and you will get enough height to reach the N.
(3) Follow that up with a short hop off of the tiki tork, and a full bounce off
of the next tiki buzz, and you will reach the top track. Jump at the end
of the track to get a puzzle piece.
[G] Up ahead, you will see the G. The track will break, but don't jump, and
you will stay low enough to get the G.
<!> A bit further ahead, you will land on an egg, which will start rolling
under you. Use it just like any other track. You will eventually fall
inside after jumping over a pair of fire tikis. Here, you will need to
jump over the gaps that will roll around on the inside, as well as any
spikes that appear on the ground.
(4) After the second hole is created in the egg, do an early short hop over the
first hole to get a puzzle piece.
<!> Soon after this, the egg will break, and you will end up back on a track.
(5) To the right of the exit barrel is a cactus. Ground-pound it for a puzzle
piece.
___
/ \
( 6-3 ) WEIGHTY WAY
[WGHTY]
\___/
Puzzle Pieces: 5

(1) Immediately at the beginning of this level, ground-pound the cactus to the
left, and it will give you a puzzle piece.
<!> Many of the platforms in this stage are weight-activated, meaning that if
the Kongs are standing on one side, that side will drop, and the other will
rise. However, most are also weighted on one side, so that if you jump
off, the weighted side will drop.
[K] On the second set of weighted platforms, defeat the skellirex on the right
to reduce the weight on that side. Then, stand on the right side of the
platform such that it tips. Now, roll-jump back to the platform on the
left. The right side will begin to rise. Jump to the climbable ceiling
now to get the K.
<!> You will need to follow the same basic strategy detailed above in order to
get the right side of the next weighted platform to rise, so you can get to
the next platform on the right.
(2) Just ahead, you will see a barrel cannon. If you roll-jump to its right,
you will find a puzzle piece. A blast barrel down here will get you back
on course.
<!> Checkpoint #1.
[O] Just past the checkpoint, bounce off of the spring to the right to get the
O on the raised platform up above you.
<!> In the next section, there are platforms that are weighted from the
background. Stand on them too long, and they will break.
(3) At the very end of this section, there is a weight that is also a climbable
ceiling. Instead of riding the left platform down, jump above the rock
formation to the right, and you will enter a bonus area.
<!> Checkpoint #2.
<!> Ride down the next weighted platform, then ground-pound the cactus nearby
to release a blast barrel to the background.
(4) The cactus in the middle back here has a puzzle piece. Ground-pound it to
get the puzzle piece.
[N] Bounce on the spring to the cactus on the right. Ground-pound it to find
another blast barrel. Now, traverse the weighted platforms here from right
to left to get the N. Once you have it, go from left to right to get to
the blast barrel.
<!> Checkpoint #3.
<!> The next weighted platform is too heavy to move. Jump to it and groundpound on top of it to break off the rock.
<!> A bit further ahead, you will see a couple of barrel cannons. Bounce onto
the climbable ceiling, and follow that down to the barrel cannon on the
right. Time your shot here so that you land on top of the climbable
ceiling from the blast barrel, then continue to the right.
[G] After a blast barrel sequence, grab onto the climbable surface to weigh it
down a little bit, then quickly jump back to the left, then get on top the

the platform to find the G.


(5) While on top of it, ride the platform down. When it hits the bottom, jump
to the barrel cannon on the right. It will take you to a climbable surface
with a puzzle piece.
___
/ \
( 6-4 ) BOULDER ROLLER
[BDRLR]
\___/
Puzzle Pieces: 7
<!> Activate the windmill, then the vine, then the DK platform in this first
area to open the path to the right.
[K] You will see the K above the first sloping platform here. Jump off of the
skellirex's head to get to it.
(1) Once you have the K, keep moving to the left, and jump off the platform
into a barrel cannon. This will take you to a bonus stage. Once you are
done with the bonus, keep moving to the right, and dodging boulders.
(2) The first cactus that you come across has a puzzle piece. Ground-pound it
to get the puzzle piece.
(3) Continue moving to the right. A little before the checkpoint, you will see
a helicopter plant at the bottom of a hill. Blow on the helicopter plant,
and a puzzle piece will pop out of the ground.
<!> Checkpoint #1.
[O] Jump off the bonehead Jed's head while it is raised to get enough height to
grab the O high up in this area.
(4) After a couple of ramps that come in from the background, you will come
across a helicopter plant at the right edge of one such ramp. Blow on it
to find a puzzle piece.
<!> Continue forward. You will eventually reach a pair of platforms that take
turns coming in and out of the foreground. The ramp just past this section
churns out a constant barrage of boulders, but it does eventually let up,
so be patient.
[N] In the area with the swinging boulders, the N is just sitting in the
bottom-right corner. Just run over there to grab it.
<!> To exit this area, ground-pound the stone in the middle while dodging the
swinging boulder, then flip the panel directly underneath. This is a point
of no return.
(5) Above the first ramp here is a floating platform. Jump to it, then jump up
to the left to get a puzzle piece.
<!> Checkpoint #2.
<!> You will need to duck in the gaps on the next few ramps in order to dodge
the huge boulders coming down.
(6) The cactus at the top of the first ramp has a puzzle piece. Ground-pound
the catcus to get it.
[G] The G is above the platform after the second ramp. Jump off of the

skellirex to grab it.


<!> Get in between two of the boulders here as they roll down the slope. Fire
the barrel cannon at the bottom once the next boulder passes all the way
through your trajectory.
(7) Once the giant boulder starts falling toward you, get to the gap in the
middle as quickly as you can. Ground-pound the rocks here, and you will
fall into a puzzle piece. Fire yourself back up once the boulder rolls
over to the left, then run to the right.
<!> A gigantic boulder will slowly fall onto the last barrel cannon here, so
fire away before you have to start all the way back at the checkpoint.
___
/ \
( 6-5 ) PRECARIOUS PLATEAU
[PRPLT]
\___/
Puzzle Pieces: 5
(1) The first helicopter plant you see on your right holds a puzzle piece.
Blow on it, and it will release the puzzle piece for you.
<!> Jump to the left off of the tiki buzz to find a hidden area with a Rambi
crate. Break it open to get rolling! Rambi can even break the gigantic
boulders in this stage, so use that to your advantage.
[K] The K is above the first boulder in this stage. Break the boulder with
Rambi, then jump from the right to get the K.
<!> Checkpoint #1.
(2) Break the Rambi block here to access a new type of bonus stage. This time,
you will need to collect all of the items as usual, except that all of the
platforms slowly descend. Keep moving upward and grab all of the items
before time runs out to get a puzzle piece.
(3) Continue to the right after you exit the bonus. Once you ground-pound the
DK platform, jump down to the left of the barrel cannon. Dismount Rambi,
and blow on the helicopter flower here for a puzzle piece. Hop back on
Rambi, and jump in the barrel cannon to continue onward.
[O] The O is floating above the platform in the next area. You can jump off of
one of the tiki tanks here to reach it.
[N] After the next barrel cannon, there is a platform with the N above it.
Jump and grab it quickly, because the platform will fall away soon after
you step on it.
<!> Checkpoint #2.
[G] Continue to the right over the series of collapsing platforms. On the last
one, jump off of the tiki goon's head to grab the G.
(4) Ground-pound the DK platform three times. If you still have Rambi, you can
break the blocks on the right to enter an area with a bunch of prizes,
including a puzzle piece.
(5) Once you are ready, use the blast barrel to go into the background. Rambi
will be able to defeat the regular tiki zings, but he will still get hurt
by the flaming ones, so watch out. Collect all of the bananas in the last
spinning ring on the left, and a puzzle piece will appear in the middle.

___
/

\
( 6-6 ) CRUMBLE CANYON
\___/
Puzzle Pieces: 9

[CRMBL]

(1) Hidden to the left of the starting point is a helicopter plant. Blow on
it, and it will give you a puzzle piece.
<!> As you continue to the right, the platforms will start to fall apart under
you. Take this one slowly at first, since you won't really know what to
expect.
(2) After the first barrel cannon, head to the left, and ground-pound the
nearby cactus for a puzzle piece.
[K] Once you walk to the right, you will start a chain reaction of platforms
hitting each other. Once you make it to the slope at the end, wait until
the last moment to jump, and you will get the K.
(3) Head over the platforms to the right. After the first set of crumbling
platforms here, there is a tipping platform. Tip it such that you can
reach the puzzle piece overhead.
[O] In the next area, the O is sitting on one of the crumbling platforms. Make
sure you grab it.
<!> Checkpoint #1.
(4) Head down, now, until you reach a barrel cannon. Have it fire you into the
foreground, then jump up to the left of the slide. The barrel cannon off
of the side here will take you to a bonus area.
<!> After doing a bunch of sliding and barrel cannoning, you will make your way
to a second checkpoint.
<!> In this next area, you will need to run away from a flaming boulder, down a
set of ramps.
(5) After a few ramps, one will tilt enough for you to slide on it. You will
come across a small jump into a dinosaur fossil. Jump off the slide, up
into the skull, and you will get a puzzle piece.
(6) After the next gap, there is a helicopter flower in the middle of the path.
Blow on it to get a puzzle piece, then continue to hurry to the right.
[N] You will eventually come to a wall. Jump all the way to the right to get
the N. Note that this path does NOT follow the bananas here. Once you
have it, hide in the bottom-left corner until the platform breaks.
<!> Make sure you don't land in the tar underground here, that will slow you
down far too much for you to outrun the boulder.
(7) After the first bridge, jump off of the wooden gate into the area above
to get a hidden puzzle piece.
(8) Just ahead, between two gates in the ceiling, is a puzzle piece. Jump to
get it, then continue right.
[G] Very nearby is the G. Jump to grab it, as well, then jump onto the rickety
platforms on the right.

(9) Jump off the rightmost platform, down into the tar pit. Continually jump
to make sure that you don't sink, and move to the right. The last puzzle
piece is down here, beneath the exit barrel. Once you have it, jump into
the barrel cannon to fire back up to the exit barrel.
___
/ \
( 6-7 ) TIPPY SHIPPY
[TPSHP]
\___/
Puzzle Pieces: 5
(1) Start off to the right. Make your way to the second climbable ceiling, and
climb all the way to the right. Jump to the other side at the very top to
access a bonus area.
[K] Once you exit the bonus, the entire platform you are on will start to tip
left and right. Make your way to the right side of this platform, and jump
off of it to the right. Land on top of the climbable ceiling, and the K
will be waiting for you.
<!> Checkpoint #1.
(2) Fire yourself into the background, and keep going to the right. Near the
front of the ship, past the treasure chest, is a weak section of the deck.
Ground-pound it to get underneath the deck, where there is a puzzle piece.
[O] The O is above the fourth platform up ahead, but the cannons will only open
in a specific pattern. If you number them from 1 to 5 starting at the
left, they open in the order 1 2 3 2 3 4 5. Follow that pattern to make
your way to the barrel cannon on the right. If you get too greedy, you
will fall into oblivion.
<!> In this next area, make use of the fact that the pinchlies tip the
platforms as well as you.
(3) Get to the climbable ceiling by bouncing off of a squidly, then tip it all
the way to the right to lower the puzzle piece. Jump off the boxes to the
right to get on top and grab it.
(4) Immediately after doing that, jump off the right side of the climbable
ceiling, and into the gap between the squid shots, with a banana in it.
You will fall into a bonus area.
<!> Blow on the windmill here to get a bunch of prizes, then continue to the
right.
<!> Checkpoint #2.
[N] The blimp in the background will shoot cannonballs at the platforms in this
area, making them break apart and tip. Continue along the high road to get
the N.
<!> After the barrel cannon, you will need to jump across the cannons in the
following order: 1 2 1 2 3.
[G] The next barrel cannon will fire you back into the foreground. You will
get the G when you land.
(5) Run to the left to get a puzzle piece. The platforms here will fall away,
so be quick. Once you have the puzzle piece, jump into the barrel cannon
on the left to go straight to the exit barrel.

___
/

\
( 6-8 ) CLIFFTOP CLIMB
\___/
Puzzle Pieces: 5

[CLFTP]

(1) Ground-pound the DK platform near the start three times, then jump up the
fossils' mouths to get a puzzle piece at the top.
(2) Instead of jumping in the barrel cannon to the right, jump directly below
it, and a blast barrel will take you into a bonus stage.
[K] Once you are ready, start scaling the platforms on the right. Once you
reach the second spring, jump to the right to get the K, instead up jumping
into the barrel cannon. Once you have the K, hop into the barrel.
(3) Use the first spring in the next area to jump over to the left. Climb this
side, and once you reach the spring here, jump off of the tiki buzz to the
cactus on the left. Ground-pound the cactus to get a puzzle piece.
<!> Checkpoint #1.
[O] The O is above a gap between two swinging platforms. Time your jump such
that the platforms are close to each other when you jump, and your
trajectory should cross the O.
(4) Keep moving up until you reach a section with some barrel cannons
underneath swingning spiked blocks. Blast up onto the left block, then
jump to the left to enter a bonus area. More winged bananas....
[N] Continue upward until you reach another spring. The N will swing back and
forth with the spiked block here. Do a short hop to get it, then continue
to the left.
<!> Checkpoint #2.
<!> After another spring in the next area, you will need to time your barrel
cannon fire to get through the gap in the stone platforms up above. Pay
too much attention to the life balloon here, and you might miss your shot.
[G] Continue upward through the platforms and barrel cannons, and you will see
the G along your path. Time your shot to grab it.
(5) After a few more barrels cannons, you will need to shoot through a gap with
a cactus on the left. You will actually need to veer your shot toward the
cactus to land on solid ground here. Once you land, ground-pound the
cactus to get a puzzle piece.
___
/ \
( 6-B ) THUGLY'S HIGHRISE
[THGLY]
\___/
Grab the DK barrel, then jump into the barrel cannon. How's that for a twist?
This fight is very similar to Mugly's, but much, much harder. One immediate
difference is that Thugly has a plated shell on his back. He is only
vulnerable while it is retracted, like Mugly's spike, but he will only retract
it at very particular points during his attacks. During his basic run move,
he will only retract it while he is "braking" after you jump over him.
Additionally, he may decide to turn around and bring it back, so make sure he
is actually done with his attack before launching yourself at him. If you can
time it well, though, you can hit him before he turns around. During the

shockwave move, he won't even retract it at all. He adds one additional move
to the fray; if he scrapes his feet on the ground, it means he is about to
charge at you at full speed. When he hits the opposite wall, some rocks will
fall from the ceiling, and he will stumble backward. Eventually, he will fall
on his back, exposing his weak stomach. Once you hit him three times, he will
turn orange, you will drop down to a new area. He will become faster, as well
as throw in a new move. He will now occasionally breathe fire, which you can
dodge by ducking. After you hit him three more times, he will turn red, and
break the floor one time. Along with being faster, he will now throw meteors
at you, which will break into three while in midair. When he does this, focus
exclusively on the meteors; Thugly will just stand around until they are all
gone. Hit him three more times, and Thugly will drop, allowing you to show
that xylophone jerk what's what around here.
___
/ \
( 6-K ) PERILOUS PASSAGE
[PRLSP]
\___/
Puzzle Pieces: 5
<!> Throughout this stage, you will be running from rising lava. That means
you'll have to be very quick through the whole stage. When you're ready to
climb, jump onto the spring to start the stage.
<!> From the very beginning, the stone blocks on this stage will start to drop
on you. You will know which ones are about to fall, because they will
shake for a bit before falling. You will also have to contend with flaming
buzzbites that come from the top of the screen with little warning.
(1) Just above a candle in the middle, a block will drop on the right side of
the passageway. The block will bring a puzzle piece down along with it.
The block in the middle will fall soon after, so you'll have a place to
jump, once you avoid the flaming buzzbite.
(2) The block at the very top-left corner of this section hides a puzzle piece.
Jump through the block to claim it.
<!> In the next area, you will need to use a series of moving platforms to get
to the top-left corner of this area. Quickly, or course.
<!> After that short section, you will need to climb while dodging two electric
bugs that follow you around the screen. They have a terrible turn radius,
though, so use that to your advantage.
(3) Near the top of this area, to the left of the spring, walk into the right
wall of the ornate block to reveal a hidden puzzle piece.
<!> After the electric bugs explode, you'll deal with more falling blocks.
Then, some floating springs will appear out of the lava, and one more
electric bug will show up.
(4) After the springs appear, the second platform on the left has an ornate
wall decoration just above it. Jump through that piece of the wall to
find a puzzle piece.
(5) The very next platform on the right has the same decoration. Do the same
thing over there for another puzzle piece.
<!> At the top of this final area, there is a blast barrel marking the end of
your ascent. Head right to get your well-deserved orange orb!
_

_____

| | | |
| | | | |___ |
| | | | ___ _ ___| | __| |
| |-----------------------------------------| |/\| |/ _ \| '___| |/ _ |
| | Factory
[FCTRY]
|
( (_) ) | | ( (_) |
| |-----------------------------------------|__/\__|\___/|_| |_|\__,_|
|_|
Map:

,-----------(B)
(1)
/
|
(K) (R)-------(7)+
|
|
| |
[S]---(2)<L>(3)----+
| |
|
|
| |
|
|
| |
+----(4)---(5)-------(6)|
+-----------+

Levels:
1. Foggy Fumes......................................................[FGYFM]
2. Slammin' Steel...................................................[SLMMN]
3. Handy Hazards....................................................[HAZRD]
4. Gear Getaway.....................................................[GGTWY]
5. Cog Jog..........................................................[CGJOG]
6. Switcheroo.......................................................[SWTCH]
7. Music Madness....................................................[MSCMD]
R. Lift-off Launch..................................................[LFTFF]
B. Feather Fiend....................................................[FTHRF]
K. Treacherous Track................................................[TRCHR]
___
/ \
( 7-1 ) FOGGY FUMES
[FGYFM]
\___/
Puzzle Pieces: 7
(1) Start off to the right, and jump on the first fan. Spin the blades while
collecting the bananas that pop out. If you can grab all of the bananas,
you will get a puzzle piece.
[K] Continue to the right until you see a fan with one broken blade. Ride the
fan around to the left, and jump over to the platform on the left to get
the K.
(2) To the right of the next fan, jump onto the hanging platform. Jump off of
it to the right, and you will pass over the wall, and get a puzzle piece.
[O] Continue to the right until you reach a barrel cannon. It will launch you
into the background, where your vision will be obscured by fog. There is a
series of platforms back here. The bottom one holds the O. Make sure you
know where you're jumping before you actually jump, since the platforms
are hard to see.
<!> Bright green checkpoint #1.
(3) Jump off this platform to the left, and continue across the smokestacks
here. There is a puzzle piece on the third smokestack.
<!> Head back to the right now, and keep going until you reach a fan. Turn the
fan to make the nearby wall move up, then jump into the barrel cannon.
(4) In the background, above the second moving platform with a hook, there is a
puzzle piece hidden by some fog. You can blow it away from the platform on
the right. Jump up to grab it, once you can see it.

[N] After returning to the foreground, the N is above the first platform. Jump
up to grab it.
<!> Bright green checkpoint #2.
(5) In the next area with the tiki zings, take the high path, and continue to
the right. Jump through the wall coming out of the top of the screen to
find a hidden area with a puzzle piece.
[G] Jump off of the platform up here to the right, and you will see the G.
Getting it requires more height than you can get off the ground, so if you
miss, go back up to the hidden area and try again.
(6) Blow into the megaphone at the right end of this platform, and a puzzle
piece will pop out.
(7) The broken fan just to the right has a puzzle piece on its top-most
platform. Jump up to get it.
<!> Continue to the right until you reach a large, red button. Ground-pound
it, and fans will blow the fog out of the factory. The blast barrel that
appears will automatically launch you to the exit barrel.
___
/ \
( 7-2 ) SLAMMIN' STEEL
[SLMMN]
\___/
Puzzle Pieces: 5
(1) Start to the right. In the area up ahead, there is a set of two conveyor
belts. Jump to the right off of the second one to land high up on a
platform. There is a puzzle piece on the right.
[K] The K is jump up ahead. It is in a safe spot, so just jump up and grab it.
[O] Continue to the right, until you reach a conveyor belt with two sets of two
electroids moving up and down, and a couple of buckbots. The O is in a gap
between the two platforms above the belt. Jump off of one of the buckbots
to get enough height to reach the O.
(2) Just to the right of the O, there is a fan mechanism. Blow on it to
release a puzzle piece.
<!> Checkpoint #1.
(3) The second namesake slammer after the checkpoint is actually safe; let it
launch you upward, and you will find a hidden area with a puzzle piece
inside.
<!> In the next section you will have to find safe spots by looking at the
indentations on the slammer above you. Run from safe spot to safe spot
while the slammer is lifted.
(4) Just to the left of the second safe spot is a weak section of the floor.
Ground-pound it to drop into a bonus area.
[N] To the right is another set of conveyor belts. From the top platform, jump
over the electroids to the right, and you will find the N.
<!> This area is similar to the large slammer earlier, except there are safe
spots with electricity running through them. To not get hit by the
electricity, you will have to duck in these spots. It is easy to tell

where the safe spots are, because the slammer is actually marked; look for
yellow and black markings to find safe spots.
<!> Checkpoint #2.
(5) Continue upward, avoiding the electroids horizontal slammers. Wait for the
second slammer to clear, then run all the way to the left and jump up to
get a puzzle piece.
[G] Keep moving upward, and you will eventually see the G on the left side of
the passageway. Run along the slammer underneath the G while it is
extended, then jump to get the G.
___
/ \
( 7-3 ) HANDY HAZARDS
[HAZRD]
\___/
Puzzle Pieces: 7
(1) You will see this puzzle piece right above you as you start this stage. To
get it, go to the right until you see one of the fists that is broken,
above a tilted blue platform. Jump from it to the left, when the bottom
fist is raised, then jump across the platforms to the left.
(2) Now, continue back along the platforms to the right. Jump on top of the
second fist, and it will take you up to a barrel cannon. Jump in to go to
a bonus area.
[K] Go back to where the tilted platform is, and you will see the K below you
to the right. Jump down to it when the bottom fists are lowered to grab
it.
<!> To get across the waving hand here, jump over the middle just before it
waves across the fire.
(3) After the first barrel cannon section, you will once again see a puzzle
piece above you, and, once again, you won't be able to get it until you
continue to the right. When you reach the set of barrel cannons that are
moving up and down, fire to the left at the very top of the rightmost
barrel's trajectory, and you will land on a platform. Jump across to the
left to get the puzzle piece.
<!> Checkpoint #1.
(4) After jumping over the wall using the blocks that come in from the
background, jump to the left. Continue left over the moving platforms, and
you will find a puzzle piece.
[O] Continue back to the wall, and jump right off of the top of it to grab the
O.
[N] The N is over a gap between two fists ahead. Just jump across to get it.
(5) Once you have the N, let the top fist on your left come down. Jump on top
of it, then to the right, once the fists punch together. On a platform on
your right, a puzzle piece will be waiting for you.
(6) In the next section, jump to the left off of the second block to reach an
overhead puzzle piece.
<!> Checkpoint #2.

(7) A little bit ahead, you will see an area with four block hands and four
banana coins. Get all four banana coins here, and a puzzle piece will
appear in the middle of the area.
[G] In the next barrel cannon section, you will eventually see the G. Fire
down onto the platform to get it.
<!> At the end of this section, the hands will play a variant of the shell game
with the barrel cannons. If you forget which barrel you are in, just wait
for a moment, and the Kongs will poke their heads out of the barrel.
___
/ \
( 7-4 ) GEAR GETAWAY
[GGTWY]
\___/
Puzzle Pieces: 7
(1) Right at the start, grab the DK barrel on your right, and bring it to the
left wall. Jump and throw it at the target painted here to open up a
passage with a puzzle piece inside.
(2) Roll-jump to the right out of the aforementioned passage, and hit the
second lamp hanging from the ceiling. A puzzle piece will pop out of it
once you touch it.
(3) Immediately on the right, there is a set of moving pistons. Between the
second and third ones, there is a barrel cannon at the bottom of the
screen. Jump inside to go to a bonus area.
<!> Jump inside the rocket barrel at the end of this area, and time your
blastoff so that you don't hit the set of pistons on your right.
(4) Get every single one of the bananas in the first trail here, and a puzzle
piece will appear along the path.
[K] After rocketing between a few sets of gears, you will reach an area with
a large number of bananas. Keep near the top, and you will see the K at
the end of this area.
<!> Checkpoint #1.
(5) After the next set of pistons, you will need to fly between the teeth of
two gears. A puzzle piece will follow along the top gear, so go up
toward the upper gear to grab it.
[O] A little further to the right, you will see an area with a life balloon at
the top and a trail of bananas at the bottom. Fly through the next set of
pistons, and veer all the way to the top to grab the O.
(6) Between the next set of pistons is a trail of bananas. There is a puzzle
piece at the end of it. Simply fly through to grab it.
<!> Checkpoint #2.
<!> Get all of the bananas near the pistons in the next area, and a life
balloon will appear under the next gear.
(7) There is another trail of bananas up ahead. Grab them all, and a puzzle
piece will appear at the bottom of the passageway up ahead.
[N] Immediately to the right, the N is between two gears, closer to the top
one. Veer up to reach it.

[G] The next area after that has gigantic gears with teeth that stick out of
the background. After two gears, the G will be in the middle of the
screen. The exit barrel isn't too much futher ahead.
___
/ \
( 7-5 ) COG JOG
[CGJOG]
\___/
Puzzle Pieces: 9
<!> This stage, as well as the next two, are somewhat special in the sense that
there are large red buttons hidden in the stages. In order to activate the
rocket that takes you to this world's boss, you will need to find the
button and activate it, as well as complete the level, in each of the three
levels.
(1) Head to the left, then jump into the lamp above you to get a puzzle piece.
[K] In the first barrel cannon section, you will need to fire in and out of
girders that move around in a circle. The K is on the inside of the second
set of girders. Fire directly at the K, and you will get it and land
safely back inside the barrel cannon.
(2) Immediately to the right of the same barrel cannon you should see a banana.
Once you are up on the next platform, jump down to it, and you will land in
a series of blast barrels that will give you a puzzle piece.
(3) Up ahead is an area with platforms that move in a circular motion. On the
second one that tips back and forth as it moves, there is a fan mechanism.
Blow on it, and it will give up a puzzle piece.
[O] Roll-jump off the last platform in this section as the right side is tipped
up in order to get enough height to reach the O.
<!> Checkpoint #1.
(4) Immediately to the right, there is a pair of platforms moving around in a
circular motion. Hit the lamp over the platforms, and a puzzle piece will
pop out.
(5) Jump to the left off the same set of platforms, and jump off of the tiki
buzz. Go into the pipe at the left of the hidden area here to access a
bonus area.
<!> In the next section, there is a barrel. For now, don't touch it.
(6) Just ahead, above the tiki bomber, there is
in a circular motion. To get from platform
high side while the platform is descending.
level, there will be a puzzle piece waiting

a triple-decker platform moving


to platform, jump off of the
Once you reach the third
for you at the top.

(7) Now, drop down, and grab the barrel that I told you to ignore earlier.
Carry it to the right, until you reach a bag suspended in midair. Hit it
with the barrel, and it will relinquish a puzzle piece.
<!> After the next barrel cannon, there will be a round, stationary platform
with a group of bananas above it. Ground-pound the platform, and it will
start to spin. Once it stops, drop down into the barrel cannon below.
Here, you will find the first of three buttons that activates the rocket.
Use the barrel cannon that appears after you ground-pound the button to get
back to the main stage.

(8) During the next set of barrel cannons, you will see a puzzle piece above
the circle of girders you fire through. Once on the rotating platforms,
jump back to the left to grab it.
[N] The N is above the platform directly to the right of the rotating
platforms. Jump off of the robot here to get enough height to reach it.
<!> Checkpoint #2.
(9) Above the second rotating climbable surface in the next area, there is a
puzzle piece waiting for you. Let the surface rotate all the way up in
order to snag it.
[G] A little bit ahead, after a barrel cannon, you will see a climbable surface
rotating around the G. To get it, jump off of the outside of the surface
from the top, and land on the inside. You can get out by jumping back to
the previous climable surface below you.
___
/ \
( 7-6 ) SWITCHEROO
[SWTCH]
\___/
Puzzle Pieces: 5
<!> In this stage, there are red and blue walls that will stick out from the
background, one color at a time. There are also red and blue lights. When
you cross through one of these lights, the color of walls that stick out
will switch, hence the name of the level.
(1) In the area with the blue block on the ground, jump up to the right, and
switch the color to red. Now, jump back to the left, and follow the hidden
path to a barrel cannon. Fire to access a bonus area.
[K] Continue to the right. You
the ground, and a tire on a
light at the bottom here to
light at the top to land on

will come across an area with electricity on


red platform in the air. Walk through the
drop the tire down, then jump up through the
the red platform.

<!> Just ahead, to the right, you will see a long blue platform with the K
on it. About halfway along, there is a vine, and a column of lights with a
gap in it. Use the gap to manipulate the color such that the blue platform
is sticking out when you are on the left side of the lights. Then, just
drop down to get the K.
<!> In the next area, there is a red platform on the ground. Walk past it, and
hit the light past the electroids, near the right wall, to switch the
color. Go back, and drop past the red platform, and ground-pound the weak
floor under it. You will land in a barrel cannon that will take you to the
second red button.
[O] Head up the colored platforms to the right. You will eventually see the O.
Jump to get it, then land back on the platform if you can.
(2) At the top of this area, before the checkpoint, roll-jump under the column
of lights to the solid platform on the right, then jump through the lights
to the red platform on the left, and continue upward along the blue
platforms. Get to the top, and there will be a puzzle piece waiting for
you.
<!> Checkpoint #1.

(3) In the next area, take the high path of blue platforms, and jump to the
platform above the red wall near the DK barrel. On top, there is a barrel
cannon that will lead you to a bonus area.
[N] Immediately to your right, there are a series of colored platforms with
tires on them. On the red platform, you will need to do short hops to
avoid the lights. From below the N, do a high jump to get it, making sure
not to hit the lights in the process.
<!> You can use the next red wall to destroy the electroids.
<!> Checkpoint #2.
(4) From the raised blue block on the right, jump to the left to the red
platform in midair. From there, jump to the blue platform above the
checkpoint. Jump to reach a puzzle piece, as well as a light.
[G] Once you reach the climbable ceiling, drop down to the right of the tire
without hitting the lights to get the G. Duck under the electroids here,
and continue to the right.
(5) At the very right, once you reach the tower of alternating red and blue
platforms, jump to the left off the top of the stack. You will reach a
hidden area with a puzzle piece.
___
/ \
( 7-7 ) MUSIC MADNESS
[MSCMD]
\___/
Puzzle Pieces: 5
(1) Hang off the vine to the left to reveal a quick puzzle piece.
[K] Continue to the right. Above the second slammer, you will see the K. Drop
down to the slammer's left, into a blast barrel off the bottom of the
screen. The barrel will fire you up to the K.
<!> Ground-pound the button to the right three times, and a barrel cannon will
appear to take you to the next area. Make sure you don't get crushed by
the slammer!
(2) Get on top of this first slammer here by jumping to it from the
right as soon as it slams down. If you are uncomfortable doing this, you
can jump all the way across from the checkpoint to the right. Above it,
there is a blast barrel that will take you to a bonus area.
<!> Checkpoint #1.
<!> You've probably noticed that everything in this level follows the beat of
the music, and the moving platforms in the section ahead are no exception.
For the musically inclined, the platforms will always start moving half a
beat before 1 and 3, and stop exactly on 1 and 3. Time your jumps
accordingly.
(3) Near the middle of this area, at the bottom, a puzzle piece will pop in and
out of the screen at the same time as the platforms. Roll-jump between the
two nearby platforms to grab it.
[O] A little further, still at the bottom of the area, is the O. Get aboard
the platform underneath the O, and jump through the platform above after
the O moves to the left to get it.

<!> Checkpoint #2.


(4) After the first set of five hammers to the right, there is a platform with
a fuel tank and a pyrobot. Ground-pound the fuel tank, and it will release
a puzzle piece.
[N] After another set of five hammers, the N will appear at the top of the
screen. Jump to it from either side once the platform moves to the top.
(5) Directly under the N, ground-pound a set of two panels to flip down to a
puzzle piece. A blast barrel down here will send you back to the top.
<!> Checkpoint #3. You should have all of the puzzle pieces by this point.
<!> The water in this area can't hurt you, but it can interrupt a jump, so time
your jumps accordingly. The fire, on the other hand, will be more than
happy to take your hearts.
[G] The G will be sitting between a water tank and a fire tank in this area.
Stand on the water tank, and it will launch you up into the G. You will
drop back down before the fire tank has a chance to ignite.
<!> On the next platform, ground-pound the metal panel to flip down to a blast
barrel. Fire to go to the area with the final red button. Almost forgot
about this, didn't you?
<!> In the last area after the barrel cannon, the hammers will launch you
extremely high. Use this to get from platform to platform, as well as to
dodge the hammers.
___
/ \
( 7-R ) LIFT-OFF LAUNCH
[LFTFF]
\___/
<!> To reiterate, you will need to activate the red buttons in Cog Jog,
Switcheroo, and Music Madness in order to access this stage.
<!> Although this level doesn't have any hidden items, it's cool, it's fun, and
it's technically a level, so I've listed it. This stage is very short, and
all I can really tell you is to dodge the walls and blimps. Hold the jump
button to fly higher; if you want the life balloon near the beginning, you
will need to do this.
___
/ \
( 7-B ) FEATHER FIEND
[FTHRF]
\___/
Get the DK barrel, then head up the climbable ceiling to the arena. It turns
out that the factory is being run by.... a chicken name Colonel Pluck. Sure,
why not? He will start by walking his robot, Stompybot 3000, across the arena.
Dodge under his feet as he walks along. Once he reaches the end, he will start
walking back. However, this time, at some point, the robot's cockpit will turn
red and he will start running. When he does that, get away from him.
Eventually, he will try to jump on you. If the underside of the robot does not
flash green during the jump, run away, because he will close his legs when he
lands, and, if you are under the robot, he will squash you. If it does flash
green, though, you can try to get under him and duck, since he will leave his
legs open. The bottom section of the robot will then flip over, and become
climbable. Grab on, then ground-pound continuously to fill up the meter on the
robot's chassis. Once it fills up, he will take damage. If you didn't manage

to get under him on the first try, he will pick up his legs, so you can get
under him at this point to do damage. Each time you hit him, he will become
faster. Once you damage him three times, the robot's legs will break off. He
will now fly around, and drop chicken eggs on you. These will hatch into
buckbots that you should try to take out. Eventually, he will try to squash
you with what remains of his robot. When he does this, dodge, then jump on top
of him to do damage. After each successive hit, you will have less time to
jump on him. After the third hit in this phase, Colonel Pluck will go down,
and you can finish off the accordian tiki that pops out.
___
/ \
( 7-K ) TREACHEROUS TRACK
[TRCHR]
\___/
Puzzle Pieces: 5
<!> If you played the original Donkey Kong Country, you can think Trick Track
Trek here. Basically, you will be confined to a platform that follows a
set path for the entire stage. If you lag behind the platform, you are
almost guaranteed to lose a life balloon. Additionally, you will be
responsible for hitting red lights to reveal sections of the track to keep
the platform moving. Miss one, and the platform will plummet into
oblivion.
<!> When you see the set of spikes on the ceiling, duck to avoid them.
(1) After the first blast barrel here, drop back down onto the moving platform,
instead of taking the top path, to get a puzzle piece.
<!> Follow the next set of platforms up to reach the next red light.
(2) Keep moving with the platform. After the first tire, immediately fall down
to the right off the platform to get a puzzle piece. Follow the platforms
to the right to meet back up with the moving platform.
(3) After the next tire, jump off of the tiki buzz's head to get the puzzle
piece. Drop back down to hit the light before the platform passes it up.
(4) After one more red light, drop off of the platform before it starts moving
downward, and grab the puzzle piece just above the tire. If you jump to
the right, you should intercept the platform as it is going down.
<!> A little bit to the right, you will need to jump off of a group of tiki
buzzes to get on top of a wall that pops out of the background. Afterward,
drop down to reach another red light.
(5) After the next set of spikes on the floor, take the low path by getting
back onto the moving platform. There is a puzzle piece under the next
floating platform here.
<!> After one more set of rapid-fire red lights, the track will end. Grab the
gray orb once you reach the end!
_
_
_
_
| | | |
| | | |
| | | | ___ _ ___| | __| |
| |/\| |/ _ \| '___| |/ _ |
|
( (_) ) | | ( (_) |
|__/\__|\___/|_| |_|\__,_|
Map:

_____
| _ |
| |_| |-----------------------------------------| _ | Volcano
[VLCNO]
| |_| |-----------------------------------------|_____|
(B)------(7)
|

(4)---(5)---(6)
[S]
|
|
|
|
|
|
|
|
<L>
|
|
|
|
|
|
|
|
|
(K)
(1)---(2)---(3)
Levels:
1. Furious Fire.....................................................[FRSFR]
2. Hot Rocket.......................................................[HTRCK]
3. Roasting Rails...................................................[RSTRL]
4. Smokey Peak......................................................[SMKPK]
5. Bobbing Basalt...................................................[BSALT]
6. Moving Melters...................................................[MVNGM]
7. Red Red Rising...................................................[RDRDR]
B. Tiki Tong Terror.................................................[TKTNG]
K. Five Monkey Trial................................................[5MNKY]
___
/ \
( 8-1 ) FURIOUS FIRE
[FRSFR]
\___/
Puzzle Pieces: 5
(1) Start off to the right. After the first drop, there is a cut-in to the
right. Walk through the right wall to reveal a secret area with a puzzle
piece.
<!> The large lava rocks in this next area all move in set patterns. Plot a
course before moving onward to minimize the damage you take.
[K] Just after the first DK barrel, the K is over a platform suspended in
midair. Jump to the platform from the right to get it.
(2) Just to the right, you will see another midair platform in a puzzle piece
on it. Continue right until you see the O under a raised platform, then
follow the top path of platforms to the left, ducking under the lava rocks
that fly in from the left.
[O] Head back to where you saw the O. Roll-jump from the right to grab it.
<!> If you need a life balloon, head past the DK platform, and ground-pound the
vase on the other side to get one.
<!> Ground-pound the DK platform three times, and the platform will be launched
upward to this stage's checkpoint.
[N] After the first set of platforms, you will see the N. Roll-jump to it from
the platform on the left to get it.
(3) After ground-pounding the set of rocks against the right wall, walk through
the passage to the left to reveal a hidden barrel cannon. Fire to reach a
bonus area.
(4) Head to the right, and activate the vine above the platform here, making
sure not to get hit by a lava rock. Jump left up the set of platforms that
has appeared overhead to reach a puzzle piece high above the level.
(5) Continue a ways to the right, until you reach a set of curved platforms.
Drop down into the first set of these platforms and head all the way
through to the left to reveal a hidden puzzle piece.

[G] Similarly, you will have to wind back to the left through a set of curved
platforms to get the G just ahead.
<!> The platforms in the last area, including the platforms under the exit
barrel, will crumble away once you land on them, so don't stand around for
too long here.
___
/ \
( 8-2 ) HOT ROCKET
[HTRCK]
\___/
Puzzle Pieces: 5
(1) Start to the right. Tip the first platform you come across by standing on
its left, then roll-jump up to the right to the blast barrel at the top of
the screen. It will take you to a bonus area.
<!> Now, continue to the right to reach a rocket barrel. In the first area,
you will have to deal with huge rocks coming out of the top and bottom of
the screen, so keep on your toes.
[K] You should see the K pretty soon. A rock will come out of the ceiling
here, so try to aim down at the K instead of having to fly up to it, or
else you might hit the rock on the way up.
<!> After the K, you will have to watch for fireballs coming in from the left.
(2) One of the fireballs will hit a rock falling from the ceiling, revealing a
puzzle piece. The puzzle piece will pop up, then fall down. You will need
to aim a little under it so that it falls into you.
(3) Almost immediately after this, a pair of fireballs will appear from the
left. Try to dodge down between them, and stay near the bottom of the
screen. There is another puzzle piece waiting for you just ahead.
[O] After this, you will deal with rocks that fall off of the screen, making
the path forward ambiguous. After the first set of these, the O is sitting
at the top of the screen, so get ready to veer up for it.
<!> Checkpoint. Add lava dragons into the mix now.
[N] Just ahead, you will see the N above a rock at the bottom of the screen.
Head down there to get it.
(4) To the right, there is a long trail of bananas. Grab each and every single
one, and a puzzle piece will appear at the end.
[G] A little bit into the next lava dragon section, a dragon will turn down
from the top of the screen. Dodge above it, then immediately veer all the
way down to the bottom of the screen to grab the G.
(5) After the last of the lava dragons, there is a trail of bananas at the
bottom of the screen. Grab them all without falling into the lava, and
another puzzle piece will appear.
<!> In the last area here, you will be followed by a wave of lava. Don't worry
about it, though, because it won't catch up to you. Focus on what is in
front of you.
___
/ \
( 8-3 ) ROASTING RAILS
[RSTRL]

\___/

Puzzle Pieces: 5

(1) Start off to the right. Once you reach a barrel cannon, fire out of it,
and a path will open to the right. Walk, do not fire, through it, then
fall directly below the barrel cannon on the other side. You will fall
into a different barrel, which will take you to a bonus area.
<!> Once you're done with the bonus area, you will fall into a barrel cannon.
Fire out it to start a mine cart section.
[K] Almost right at the beginning, some lava geysers will cause portions of the
track to pop up. The K is above the track here. Jump off of the track
while it is in midair to get it.
(2) After the next climbable ceiling, there is another cart. Stay with the
cart as it falls off of the track, and it will lead you straight to a
puzzle piece.
(3) Immediately after landing on the next mine cart, jump off, and you will
land on a cart on the upper track. Jump off at the end of the track to get
a puzzle piece.
<!> You will need to duck under the column of flaming tiki buzzes on the next
section of track ahead.
[O] After you land on the next mine cart, let yourself drop down until you get
the O in midair, then jump to the next mine cart.
[N] Over the gap in the next section, follow the trail of bananas to get the N.
<!> Checkpoint.
(4) After the next set of mine carts, you will land on a platform with a vase
on it. Ground-pound the vase before the platform sinks into the lava to
get a puzzle piece.
(5) In the next section with the climbable ceilings, when you get to the second
platform that drops into the lava, turn around and you will find a puzzle
piece when the climbable part falls off of the ceiling.
[G] After the barrel cannon, you will see four trails of banana bunches. These
are paths that you can jump through as the sections of track fall away.
The fourth trail has the G right at the beginning. Just jump through to
grab it.
___
/ \
( 8-4 ) SMOKEY PEAK
[SMKPK]
\___/
Puzzle Pieces: 5
<!> Take a moment to look at the cool vines in the foreground here. If you go
to the right, you will notice a gear with a Rambi logo on it. Remember
that for later.
<!> If you start off to the right, after the set of moving platforms, you will
see a Rambi crate above a DK platform. Ground-pound the DK platform, and a
platform will appear on the left. Use it to get to the Rambi crate.
(1) Once you have Rambi, go all the way to the beginning of the stage and break
the gear with a Rambi logo on it. The wall to the left will raise up to
reveal a hidden area with a puzzle piece.

[K] Continue back to the right. You will come across a breakable block with
the K above it. Dismount Rambi, and jump over to get the K. If you don't
dismount, you run the risk of breaking the platform, and not being able to
jump high enough to get the K anymore.
(2) Leave Rambi there for now, and jump off of the tiki buzz to the right to
get on top of the tall breakable wall to get a puzzle piece. Now, you can
go back and get Rambi.
[O] Continue to the right. You will eventually reach another breakable
platform with the O on it. Drop of Rambi on the previous moving platform,
so that he doesn't get hit by the lava, and get the O. Go back and get
Rambi once you have it.
<!> Checkpoint #1. For the record, it's bright green.
(3) Continue to the right, breaking the gears to lower platforms. Eventually,
you will reach an area with two concentric circles of bananas spinning in
opposite directions. Get every banana here, and you will get a puzzle
piece.
(4) In the next section, there are a bunch of breakable walls and a gear.
Break the gear without breaking the platform to its immediate right.
Dismount, then climb up to the puzzle piece that dropped from the ceiling.
Get back on Rambi, and continue to the right.
<!> Checkpoint #2. Also bright green.
[N] In the next section, you will be tasked with jumping through lavafalls with
good timing. The second such lavafall will be immediately followed by the
N. Jump a little bit earlier than you normally would to grab it.
[G] Continue to the right until you reach a long, curvy platform. It will
start to fall apart behind you, so run to the right. There is similar
platform just ahead, except that it has a gap in it. The G is right after
the gap, so do a short hop over the gap to get the G without losing too
much momentum.
(5) Once you reach the exit barrel, jump off the right side of the platform.
There is a platform over here with a puzzle piece on it. You may need to
ditch Rambi to make this jump. Don't feel too bad about it; just pretend
that he's Yoshi.
___
/ \
( 8-5 ) BOBBING BASALT
[BSALT]
\___/
Puzzle Pieces: 7
<!> Basalt (n.) a dark, fine-grained, igneous rock consisting mostly of
plagioclase feldspar and pyroxene, and sometimes olivine. The guys at
Retro got their science right. Nice!
(1) Right at the beginning, ground-pound the vase to the left of the starting
point for a quick puzzle piece.
<!> As you continue over the moving platforms to the right, look out for
platforms that sink entirely into the lava. They're easy to spot because
they take a more orange hue.
(2) In the first area with walls coming out of the ceiling, you will come

across a tiki doom with a puzzle piece above it. Jump off of the tiki
doom's head to get the puzzle piece.
[K] The rocks in the next area move erratically, so take your time here. The K
is above the platform, about halfway through. Jump up between the rocks to
grab it.
(3) Ground-pound the DK platform up ahead to cause a slab to drop down. As
soon as you step on the slab, it will start to sink, so climb up as quickly
as you can. If you can manage to get every single item inside, you will be
rewarded with a puzzle piece.
[O] Just to the right, the O is suspended from a wall coming out of the
ceiling. Jump and grab it while the O is at the top of its trajectory.
<!> Checkpoint. For now, leave the DK barrel here alone.
(4) Just after the checkpoint is a platform that sinks all the way into the
lava. Jump off of it while it is at the apex of its trajectory to reach a
blast barrel, which will take you to a bonus area.
(5) Now, grab the DK barrel and carry it all the way through the next few
areas. When the path splits into two, take the top path to a spot where
there is a row of fireballs that pop out of the lava. Get in between two
of them, and follow the pattern all the way to the right. Drop down to the
platform poking out of the lava next to the wall here. Throw the barrel at
the wall and it will break, revealing another bonus area.
(6) Now, go all the way back to the left until you find a windmill. This will
probably cost you a heart; deal with it. Continuously blow on the
windmill, and bananas will drop from the top of the screen. Eventually, a
puzzle piece will join them.
[N] Head back even further to a platform with two tiki goons on it. Now, take
the lower path to the right by jumping on the sinking platforms. Continue
along all the way to the right to find the N. Once you have it, jump back
onto the top path, and follow it back to the right, continuing above where
the bonus area was.
(7) After the next area with sinking platforms, there is a stationary platform
with two helicopter plants on it. Blow on the right one, and a puzzle
piece will pop out of the ground.
[G] After a few more walls coming out of the ceiling, you will reach a set of
tall platforms that start to sink when you land on them. Roll-jump off of
the first one to get the G, and safely make it to the next platform. The
exit barrel is just at the top of this section.
___
/ \
( 8-6 ) MOVING MELTERS
[MVNGM]
\___/
Puzzle Pieces: 5
(1) Start off to the right, and bring the barrel here with you. When you jump
onto the long platform in the lava, it will break into pieces, which will
float to the right. Along the path here, there is a bag suspended in
midair. Smash it with the barrel, and a puzzle piece will land on the
platform to the right.
<!> As you continue forward, keep in mind that mostly every platform in this
level will move through the lava, and will eventually sink.

[K] Above the wheel just to the right is the K. Jump up to grab it.
(2) Continue to the right until you see a DK barrel. Below the next set of
moving platforms is a platform with a puzzle piece under it. Roll-jump to
the left off of one of the wheels here to snag it.
[O] After scaling the row of wheels in this section, the O is above the top
platform. Blow out the char-char, then jump to get it.
(3) Immediately after this section is a large wheel. Stay on it for almost as
long as possible, and a puzzle piece will pop out for you to grab.
(4) After you are on the platform with the checkpoint, jump off to the left,
and blow on the windmill up here. A platform will come down on the left to
take you to a bonus area.
<!> Checkpoint.
[N] You can't miss this one. Fire from the barrel cannon through the set of
fireballs to grab it.
(5) Immediately to the right, there are three columns of platforms that will
start to sink into the lava. Get all the way to the bottom of the furthest
one to get a puzzle piece before it sinks.
[G] You will need to start using the platforms to dodge fireballs coming in
from either side of the screen. The G will appear on the center column in
the midst of all of this.
<!> Get to the right once the columns start to run out of platforms. The exit
barrel will appear over here.
___
/ \
( 8-7 ) RED RED RISING
[RDRDR]
\___/
Puzzle Pieces: 5
[K] Jump on the platforms here after they pop out of the lava. From the fourth
platform, the K will actually pop out from the left. Jump over to grab it,
then quickly get back to the right.
(1) Once you land on the large platform here, another platform will shoot out
to the left. Jump aboard, and it will take you to a bonus area.
<!> Continue across one more set of platforms to find this level's only
checkpoint.
<!> Here the lava will start to rise, and you will need to outscale it. Move
up the platforms that appear out of the walls and background.
(2) Follow the set of platforms up and to the left. You will see a rock
formation in the foreground. The rock will break eventually, revealing a
hidden puzzle piece.
<!> The lava rocks up ahead always move in the same pattern. You can duck
under them if you absolutely need to, but remember that you're trying to
outrun the rising lava. Don't waste too much time!
[O] As you climb, head toward the left to find the O.

(3) Continue up until you reach platforms that move in and out of the walls.
Just above the first set that can crush you, a puzzle piece will appear out
of the wall on the right.
(4) Keep moving up. Underneath a set of three platforms with a char-char
jumping between them, a rock will come out of the left wall. At the very
left side of the rock is a puzzle piece.
[N] A little further up, there is a tiki tank. Jump off of its head to the
left to land on a platform with the N.
(5) In the next set of platforms that come out of the walls, a puzzle piece
will appear just under the last platform, from the left.
[G] Once you reach the barrel cannon section, immediately fire six times, then
wait. The G will be moving from left to right. Wait for it to cross your
trajectory, then fire like crazy to finish the stage unscathed.
___
/ \
( 8-B ) TIKI TONG TERROR
[TKTNG]
\___/
Grab the DK barrel, and jump into the rocket barrel. If you remember from
Lift-off Launch, you can hold the jump button to get closer to the top of the
screen. Steer through a couple of passageways, then you will need to
accelerate to avoid some moving traps on the sides of the screen. After a few
more traps, items will appear at the top of the screen. Grab some bananas and
a life balloon if you can, then you will need to dodge blimps coming from the
bottom of the screen. After dodging a few more traps, you will land inside the
tower.
After a cutscene, you will find out that the true mastermind behind the whole
thing is Andross. Er... I mean, Tiki Tong. Right. Anyway, this guy's weak
points are the red gems on the back of his hands. He has several attacks that
he will use. If he puts his hands in each of the bottom corners of the screen,
he will swipe them across the bottom after his hands glow, so jump over them.
For this attack, if he puts his palms down, he will execute the attack almost
immediately, but you can jump on his hands before he actually does the attack;
if he puts his palms in, he will wait a moment before attacking. For his next
attack, if he puts his hand out, palm out, he will slap the ground, so dodge
away. After he does this will be your chance to attack. Jump on a hand twice
to make it explode in a shower of bananas. He will now use the same three
attacks, with just one hand, except he will be faster and have slightly more
variance in his strategy. Hang out near the side of the screen opposite his
remaining hand, to counteract the speed increase. Also, be aware that
sometimes he will change his attacks up a little bit: When he does his hand
swipe, sometimes he will put his palm up; you will not be able to hit the gem
when he does this, so dodge this attack entiredly. Also, when he slaps the
ground he will sometimes pull his hand away quickly, and do the attack again.
Once both hands are destroyed, he will put his head to good use. Now his weak
point is on the inside of his head. If he slams his head into the ground, it
will create shockwaves in either direction, but will leave him vulnerable for a
little while. Jump on the red button in there to score a hit. He can also
fire homing meteors at you, as well as swoop down across the platform. The
former should be avoided by running under the meteors, the latter by ducking in
one of the corners of the screen. Each time you hit him, he will get a little
bit faster, but the basic strategy will stay the same for the rest of the
fight. Crack him on the head three times to finish this off for good. Enjoy
the closing cutscene!
___

/ \
( 8-K ) FIVE MONKEY TRIAL
\___/
Puzzle Pieces: 5

[5MNKY]

<!> This level is a little weird in that it consists of five rooms, each of
which gives you a puzzle piece by default after you collect five banana
coins. Therefore, I will just give a basic overview of each of the rooms
here.
(1) Use the springy platforms to collect the five banana coins without hitting
the tiki zings.
(2) Jump from platform to platform to avoid the screaming pillars coming in
from the background. Use the banana coins to help you predict which
platform to move to; a banana coin will always appear on the next safe
platform.
(3) Get to the top of the room by jumping off of the squidlies. All five
banana coins are at the top of the room.
(4) Collect the banana coins as the outside of the room rotates, but watch out
for the buzzbites that spin around the inside track.
(5) Dodge the boulders that fly in from the background, then get the banana
coin that pops out of the gap between the platforms. If you don't get the
banana coin, that particular boulder arrangement gets re-added to the
queue. To dodge the fifth set of boulders, jump through the two groups of
boulders between the platforms.
<!> Once you have all five puzzle pieces, get the red orb! If you have been
following the guide all the way through, you should now have all eight
orbs, so head over to the Golden Temple to unlock it!
_
_
_
_
| | | |
| | | |
| | | | ___ _ ___| | __| |
| |/\| |/ _ \| '___| |/ _ |
|
( (_) ) | | ( (_) |
|__/\__|\___/|_| |_|\__,_|
___
/ \
( 9-1 ) GOLDEN TEMPLE
\___/
Puzzle Pieces: 5

_____
| _ |
| |_| |-----------------------------------------|___ | Golden Temple
[GTMPL]
___| |-----------------------------------------|_____|

<!> You will need a colored orb from each of the eight secret levels to unlock
the temple here. If you have all eight, run to the right, otherwise, exit
to the left.
<!> You will be treated to a cutscene after entering the temple. You will
regain control of the Kongs in a really weird place filled with fruit-based
platforms, and couple of new enemies.
(1) On the first floating stone platform after the beginning, you should notice
a vase on the bottom of the platform. Ground-pound on the platform, and
the vase will break, causing a puzzle piece to fall out of the sky.
<!> Upon jumping on most of the banana platforms, a string of bananas will fly
in from the top of the screen. Grab them all to get a banana coin.
<!> The purple kowalees in this level will throw bombs at you. Throw the bombs

back to defeat them; they make a really funny noise as they fall offscreen!
(2) When you reach an area with two sets of blueberry platforms, follow the
lower path to the right making sure to get all of the bananas, then loop
back around on the upper path. A puzzle piece will appear on the
strawberry when you get the last banana here.
(3) A little further to the right, there are two concentric, spinning circles
of bananas. Get every last banana here, and a puzzle piece will appear
high above the platform. Jump to it from the stem to grab it.
<!> You will notice a cherry platform up ahead. The cherries will explode
after you step on them, so be quick.
(4) After a few sets of cherry platforms, you will reach a set of three
strawberries. Banana bunches will fall from the top of the screen onto the
platforms. Jump back and forth between the platforms, getting the bananas
and watching out for the tiki seekers, and eventually a puzzle piece will
fall onto the middle strawberry.
(5) Keep moving to the right. After a few sets of falling oranges, there will
be some banana platforms swinging around from the background. On the last
one is the last puzzle piece in Donkey Kong Country Returns. Stay on the
platform until the last moment, and it's yours.
<!> Fire around in the circle of barrels cannons for a while, and the exit
barrel will pop up. Break it, and you will unlock mirror mode. Mirror
mode is basically this game's hard mode; every level appears reversed, you
can't use Diddy Kong at all, and Donkey only gets one heart. Complete
every level in mirror mode to bring your game completion up to 200%!
_______
| _____|
| |_____----------------------------------------------------------------------|_____ | T I M E A T T A C K
[TMATK]
_____| |---------------------------------------------------------------------|_______|
Note that all of the search abbreviations in this chapter use curly braces
instead of square brackets.
___ _ _
| \| |/ /-------------------------------------------------------------------| |) ) ( General Tips
{TATPS}
|___/|_|\_\-------------------------------------------------------------------Here are some general tips for you to keep in mind when going through time
attack mode.
- Time attack requires patience. Even with the strategies provided in this
section, you will still have to get used to running through stages at high
speeds, as well as various elements throughout them. Don't get frustrated
if you don't get a gold medal after 5, 10, or even 20 tries.
- You will hear a beep when the medal target is within five seconds. Hit the
exit barrel quickly, or you might lose the medal!
- If you lose all of your hearts, you will be sent back to the last checkpoint
you have reached. If you are interested in getting a gold medal on a level,
you will need to complete it without having to restart.
- Rolling is always faster than running. Also, if you jump during a roll, you

will keep that speed all the way through the jump. Therefore, it is almost
always recommended to jump at the end of each roll.
- Having Diddy will make you roll faster, as well as being able to roll
continuously. Therefore, it is usually worth it to stop to grab a DK barrel.
- Using the jetpack at the end of a roll-jump will actually cause you to lose
all of the momentum you gained from the roll. Be very careful with your
jumps while playing time attack with Diddy.
- Taking damage will cause you to lose a little bit of time, but sometimes
taking a hit for the sake of taking a faster path can be well worth it.
With that, here are some specific hints that will help you get a gold medal on
each stage. You should keep the tips above in mind while playing time attack.
___ _ _
| \| |/ /-------------------------------------------------------------------| |) ) ( Shiny Medal Table
{SHNYM}
|___/|_|\_\-------------------------------------------------------------------Shiny gold medals are secret medals that the game does not tell you about until
you actually achieve the necessary time. If you're just interested in the time
you need to get a shiny medal, but want to figure out how to get it on your
own, this is the place you want to be!
1.
2.
3.
4.
5.
6.
B.
K.

World 1 - Jungle
Jungle Hijinxs..........00:53.00
King of Cling...........01:18.00
Tree Top Bop............00:46.00
Sunset Shore............00:50.00
Canopy Cannons..........01:01.00
Crazy Cart..............01:42.00
Mugly's Mound...........00:37.00
Platform Panic..........01:06.00

1.
2.
3.
4.
5.
6.
B.
K.

World 3 - Ruins
Wonky Waterway..........01:06.00
Button Bash.............02:11.00
Mast Blast..............01:25.00
Damp Dungeon............00:51.00
Itty Bitty Biters.......01:33.00
Temple Topple...........01:12.00
Ruined Roost............00:51.00
Shifty Smashers.........00:59.00

1.
2.
3.
4.
5.
6.
7.
8.
B.
K.

World 5 - Forest
Vine Valley.............01:28.00
Clingy Swingy...........01:29.00
Flutter Flyaway.........01:08.00
Tippin' Totems..........00:55.00
Longshot Launch.........00:59.00
Springy Spores..........00:??.00
Wigglevine Wonders......00:??.00
Muncher Marathon........00:??.00
Mangoruby Run...........00:??.00
Blast & Bounce..........00:??.00

1.
2.
3.
4.
5.
6.
7.
B.
K.

World 2 - Beach
Poppin' Planks..........00:59.00
Sloppy Sands............01:09.00
Peaceful Pier...........01:49.00
Cannon Cluster..........00:44.00
Stormy Shore............01:09.00
Blowhole Bound..........02:07.00
Tidal Terror............00:50.00
Pinchin' Pirates........01:07.00
Tumblin' Temple.........01:06.00

1.
2.
3.
4.
5.
B.
K.

World 4 - Cave
Rickety Rails...........01:23.00
Grip & Trip.............01:33.00
Bombs Away..............01:44.00
Mole Patrol.............01:30.00
Crowded Cavern..........01:55.00
The Mole Train..........01:37.00
Jagged Jewels...........00:47.00

_
_
_
_
___
| | | |
| | | | |_ |
| | | | ___ _ ___| | __| |
| |--------------------------------------------

| |/\| |/ _ \| '___| |/ _ |
| |
Jungle
{JNGLE}
|
( (_) ) | | ( (_) | _| |_------------------------------------------|__/\__|\___/|_| |_|\__,_| |_____|
1. Jungle Hijinxs...................................................{HIJNX}
2. King of Cling....................................................{KCLNG}
3. Tree Top Bop.....................................................{TTBOP}
4. Sunset Shore.....................................................{SNSHR}
5. Canopy Cannons...................................................{CNPYC}
6. Crazy Cart.......................................................{CZYCT}
B. Mugly's Mound....................................................{MGLYM}
K. Platform Panic...................................................{PFPNC}
___
/ \
( 1-1 ) JUNGLE HIJINXS
{HIJNX}
\___/ Shiny 00:53.00 / Gold 00:57.00 / Silver 01:17.00 / Bronze 01:45.00
- Roll-jump your way through the entire first area. If you time your jumps at
the very end of each roll, you should make your way perfectly through.
- If you continue to roll-jump, you can beat out all three screaming pillars
near the beginning.
- After the blimp passes by, there is a an area with three Frogoons. If you
do a small hop off of the first one, you should land underneath the bouncy
flower, allowing you to do another roll-jump, and saving you a few seconds.
- Roll-jump through the gap where the O was in normal mode, just before the
first checkpoint. Stop to get the DK barrel here.
- Upon reaching the DK platform, ground-pound it, then wait for the blast
barrel to appear. Blast out of it as quickly as possible.
- Roll through to the very end, and jump off of the second bouncy flower to hit
the exit barrel.
___
/ \
( 1-2 ) KING OF CLING
{KCLNG}
\___/ Shiny 01:18.00 / Gold 01:21.00 / Silver 01:39.00 / Bronze 02:16.00
- There is no fast way to get across the climbable surfaces, so avoid them when
you can. For example, you can roll-jump across the first gap without
grabbing onto the surface above.
- Ignore the first DK barrel here; you'll get a different one in a little bit.
- You'll need to climb the second ceiling just ahead.
- Jump over the three piranha plants in the next section, being sure to land on
the platform with the yellow plant. You may take damage from the third
piranha plant. This is okay, because the DK barrel you will want is just
ahead, on the next platform.
- Once you have Diddy, just keep rolling to the bouncy flower, then continue
to the checkpoint.
- In this second half, just climb as fast as you can. Don't be afraid to rolljump to get from platforms to surfaces, and don't be afraid to wait for a
surface to turn around for you.

- If you're going for gold, you will need to be at the surfaces that move up
and down after about 54 seconds.
- After the last climbable surface is a set of bouncy flowers. Climb as high
as you can, then follow the flowers to the right. Don't worry if you get hit
by the spike trap; the exit barrel is just ahead. Immediately fire out of
the blast barrel to hit it.
___
/ \
( 1-3 ) TREE TOP BOP
{TTBOP}
\___/ Shiny 00:46.00 / Gold 00:54.00 / Silver 01:25.00 / Bronze 02:07.00
- After the giant tiki, take the top path all the way to the first blast
barrel. Ignore the DK barrel on the ground.
- Once you have completed the blast barrel section, use the bottom path to go
under the first two Frogoons here.
- You can roll-jump over the large pit of spikes just ahead. Don't worry if
you have taken damage.
- After the checkpoint is a leaning platform. Jump off of it up to the right
to get a DK barrel.
- Now that you have Diddy, you can do a few assisted roll-jumps under the
platforms ahead.
- You should jump through the set of two Frogoons that guarded the N in normal
mode. If you lose Diddy, don't worry about it; you should still be able to
make gold, since you won't need to do much rolling in the last section.
- Don't forget to the jump up the platforms after the giant tiki, as the exit
barrel is at the top.
___
/ \
( 1-4 ) SUNSET SHORE
{SNSHR}
\___/ Shiny 00:50.00 / Gold 00:53.00 / Silver 01:03.00 / Bronze 01:45.00
- This time attack is almost entirely a question of how well you can roll.
Grab the DK barrel at the beginning and start rolling. Surprised at how easy
this seems?
- Just as a note, you will have to do a considerable amount more jumping in
the second half. Try to stay ahead of your jumps, because you'll lose your
momentum if you hit the sides of the platforms you're jumping to.
- The hardest jump to time here is a one-way platform, followed by a raised
jump. It does, however, have a tell; you will want to jump immediately when
you see the first ring of bananas in the second half. If you time it right,
you will bounce off of a Frogoon, over the second jump.
- When you see the stack of three blocks, remember that you have to groundpound them to open the path to the exit barrel. You will have to stop
shaking the controller for just a moment to transition from ground-pounding
to rolling.
- If you lose Diddy, you pretty much can't get gold, so you'll need to retry if
you lose him.
___
/ \

( 1-5 ) CANOPY CANNONS


{CNPYC}
\___/ Shiny 01:01.00 / Gold 01:02.00 / Silver 01:13.00 / Bronze 01:35.00
- You need to be fast while on land, but be sure to time your barrel blasts,
since you don't want to end up careening to your doom. It certainly will
help to learn which blast barrels move, which ones turn, and which ones have
traps to watch out for.
- You can shortcut a barrel in the first section here. After the auto-blast
barrel which you fired from after you got the K in normal mode, there is a
blast barrel that moves up. Fire just a bit early, and you will land in the
next barrel. Immediately fire, and you will avoid the spike trap. You can
also immediately fire over the spiky block to shave off some time.
- Grab the DK barrel on the next platform; it will save you some time.
- Skip the first two blast barrels in the next section with an assisted rolljump. After that, quickly roll right, to the checkpoint.
- Wait a bit in the barrel after the bouncy flowers, then continuously fire out
of the next six.
- If you remember where the puzzle piece was in the upcoming section, you will
want to follow that path again here to save a bit of time. If you don't,
immediately fire after the second barrel that fires down and to the right.
- On the next barrel that fires you upward, wait for a fraction of a second so
that the next barrel moves into place.
- Remember that the last two barrels in the screaming pillar section need to
be timed, since they spin.
- After the last set of bouncy flowers, remember to wait for the blast barrel
to come out of the idol's mouth before firing, or else all of your work in
the level will be for naught.
___
/ \
( 1-6 ) CRAZY CART
{CZYCT}
\___/ Shiny 01:42.00 / Gold 01:46.00 / Silver 01:58.00 / Bronze 02:21.00
- Right at the start, grab the DK barrel and roll to the right. Ground-pound
the DK platform and head into the mines.
- Don't forget that directly inside here is a platform you will need to groundpound.
- You can save a little bit of time by falling toward the right here. You will
be able to roll, instead of sliding, if you hit the ramp at a small enough
slope.
- The actual mine cart section is entirely speed-controlled, so if you make it
onto the mine cart with 18.5 seconds or fewer, you're sitting pretty to get
gold. Just make sure to hit the exit barrel after you regain control of
the Kongs!
___
/ \
( 1-B ) MUGLY'S MOUND
{MGLYM}
\___/ Shiny 00:37.00 / Gold 00:56.00 / Silver 01:23.00 / Bronze 01:57.00
- Stop for the DK barrel if you think you will need it. Cutscenes will not

affect your time, so feel free to watch if you so desire.


- This time attack is actually fairly simple, since Mugly always follows the
same pattern!
- When yellow, Mugly will charge (hit him once), charge (hit once), then jump
(hit once). When orange, he will charge (hit once), then jump (hit twice).
When red, he will charge (hit once), then jump (hit twice).
- Since you can now anticipate his moves, gold is well within your reach! Just
remember to hit the tiki once the fight is over, since the clock will keep
running.
- If you are aiming for a shiny medal, you will need to use a different
strategy. First, you will need to take advantage of the fact that you can
actually hit Mugly twice each time he charges. To do this, stand very close
to him when he first charges, and jump on him as he passes. Then, follow him
back to the opposite wall, and hit him one more time before he turns around.
- This is more of a cheap trick than a strategy, but if you don't do this, you
won't get a shiny medal. After he does one charge attack, you will need to
take damage, then hang out in the left corner of the arena. Immediately
after he begins to charge, jump on his back, and if he didn't slide, he will
turn orange on the spot. This will save over two seconds.
___
/ \
( 1-K ) PLATFORM PANIC
{PFPNC}
\___/ Shiny 01:06.00 / Gold 01:13.00 / Silver 01:30.00 / Bronze 01:47.00
- I'm not going to lie, this level is going to require a lot of memorization in
order to get gold. Fortunately, the gold target on this stage is fairly
lenient, and doesn't require you to do many of the sections with an abnormal
amount of speed. Here are a few tips to get you through the level more
quickly, if you're going for a shiny.
- On the first few platforms, try rolling. If you mess up this early in the
stage, just restart. You're only a few seconds in, right?
- Just before the first rest area is a good place to take damage. Getting hit
here will get you through the area much more quickly.
- Roll-jump to the right off of the second double-decker platform that held the
puzzle piece, and you will shave about a second off of your time.
- Try to jump off of as few flying tikis as possible. Each one you jump on
just adds time to the clock. Tend to use short hops over full jumps, but
don't hit the traps, of course.
_
_
_
_
| | | |
| | | |
| | | | ___ _ ___| | __| |
| |/\| |/ _ \| '___| |/ _ |
|
( (_) ) | | ( (_) |
|__/\__|\___/|_| |_|\__,_|
1.
2.
3.
4.
5.

_____
|___ |
___| |-----------------------------------------| ___| Beach
{BEACH}
| |___------------------------------------------|_____|

Poppin' Planks...................................................{POPPL}
Sloppy Sands.....................................................{SLPYS}
Peaceful Pier....................................................{PCFUL}
Cannon Cluster...................................................{CLSTR}
Stormy Shore.....................................................{STRMY}

6. Blowhole Bound...................................................{BLWHL}
7. Tidal Terror.....................................................{TDLTR}
B. Pinchin' Pirates.................................................{PNCHN}
K. Tumblin' Temple..................................................{TMBLN}
___
/ \
( 2-1 ) POPPIN' PLANKS
{POPPL}
\___/ Shiny 00:59.00 / Gold 01:03.00 / Silver 01:25.00 / Bronze 02:20.00
- There's nothing too special about the beginning of this stage. Make sure you
grab the DK barrel near the beginning here, though.
- Avoid the red crabs, since they will stick their pincers outward, and will
hit you if you try to roll into them.
- Remember that you will need to jump over the wall from one of the pegs.
Roll-jump off of the one just after the heart to make it up.
- Ignore the DK platform here, it just gives you bananas.
- You can roll beneath the first two suspended platforms, and jump to the
third. You won't be able to do that with the next set of platforms, but you
can jump off of the crab to save some time.
- Roll-jump off of the now-raised weighted platform, and jump off of the crab
on the platform past the boxes if you can. This is much easier said then
done, but you will need to do it if you want the shiny medal.
- The platform with barrels is slow, so jump off to the right, and bounce on
the flying tikis to make it to the checkpoint. If you are shooting for gold,
you will need to make it here in a measly 32.5 seconds.
- Continue to avoid the red crabs here.
- Once you reach the set of spiked planks, let it toss you onto the set of
suspended platforms to the right. Let the platform with the crab on it carry
you up, then jump to the next platform with boxes on it. Roll-jump under the
next platform, then jump off of the tiki to reach another platform with two
boxes. After that, you will need to nimbly roll-jump across the platforms,
without losing any time. Try to stay high to avoid the sharks.
___
/ \
( 2-2 ) SLOPPY SANDS
{SLPYS}
\___/ Shiny 01:09.00 / Gold 01:11.00 / Silver 01:26.00 / Bronze 01:57.00
- Right at the beginning, jump on top of the peg to get over the wall on the
right. Get the DK barrel up here, and roll to the right.
- If you roll into the squids, you will take damage, so don't do that.
- If you roll-jump off of each consecutive squid shot in the next area, you
should land on the next one, negating the need to avoid the squids.
- When you reach a wooden platform suspended over a heart, roll-jump off of it,
then use the jetpack to jump on top of a squid, and over the squid shots on
the right.
- Remeber to avoid red crabs after the first checkpoint.
- After a plank with a barrel at the end, there is a set of three crabs, then

a raised platform. Roll-jump off of the platform to get on top of the


next platform.
- After the second checkpoint, you will need to ground-pound the DK platform to
open up a path to the tower. If you are inside the tower within 37 seconds,
you will be in pretty good shape to get gold.
- Once inside the tower, climb up to the top, like you normally would. Make
good use of the roll-jump and jetpack, and don't be afraid to take damage in
order to skip having to wait for a squid. If you are hanging on a climbable
surface, taking a hit will barely slow you down at all, and there are a few
hearts throughout this area, as well.
- Once you get to the top, use the blast barrel immediately to reach the exit
barrel.
___
/ \
( 2-3 ) PEACEFUL PIER
{PCFUL}
\___/ Shiny 01:49:00 / Gold 01:50.00 / Silver 01:51.00 / Bronze 01:58.00
- Like the mine cart stage in the first world, this time attack is mostly a
question of not having to restart. Since the bronze and gold targets are
within eight seconds of each other, though, you will probably not even get
bronze if you have to restart, so if you hit something, just retry.
- Dodge the fire tiki at the beginning. If you can get the rocket barrel to
blast off before 6.5 seconds expire, you'll be in good shape to get gold.
- Once the rocket blows up, roll-jump into the exit barrel to mark your time.
___
/ \
( 2-4 ) CANNON CLUSTER
{CLSTR}
\___/ Shiny 00:44.00 / Gold 00:50.00 / Silver 01:01.00 / Bronze 01:23.00
- Roll-jump through the crabs and the first set of cannonballs, then get the DK
barrel up ahead.
- The biggest danger in this stage is actually the electric jellyfish, not the
cannonballs. To dodge these jellyfish, you can do short hops under them.
- You are fast enough to simply roll through the following set of cannonballs,
so just speed through.
- After a few more jellyfish and another set of cannonballs, you'll reach the
checkpoint.
- In the first set of cannonballs after the checkpoint, there is a crate that
you have to ground-pound. If you haven't taken any damage up to this point,
this is a good place to do it, since you will be able to ground-pound the
crate uninterrupted. If you have been, don't worry too much; gold allows for
a fair amount of error on this stage.
- After you have destroyed the crate, dodge the three crabs, then roll through
the cannonballs to the exit barrel. Depending on your pace, you have have to
jump over one or two of them.
___
/ \
( 2-5 ) STORMY SHORE
{STRMY}
\___/ Shiny 01:09.00 / Gold 01:11.00 / Silver 01:26.00 / Bronze 02:00.00

- At the beginning here, roll-jump under the jellyfish to get past them.
- Grab the DK barrel at the top of the climbable wall, then continue right.
If you roll-jump off of the squid in this area, you should be able to jump
over all of the obstacles here.
- After the first checkpoint, you will need to deal with bobbing platforms.
Keep in mind that if the next platform is under you, you can simply roll from
one platform to the next.
- If you're going for gold, you will want to be to the second checkpoint by the
time 34 seconds have elapsed.
- After the second checkpoint, Squiddicus will come in from the background.
Wait just a moment for the tentacles to recede a little bit, then continue
forward.
- Watch out for the tentacles that appear from the climbable walls in the next
area.
- After dodging the tentacles one more time, you can save some time by hugging
the right wall on the drop, but don't cling to the surface. You will take
damage, but it will also save a bunch of time.
- There isn't anything particularly new after the third checkpoint; just
continue to roll from platform to platform when you can, and immediately fire
out of the barrel cannon at the end.
___
/ \
( 2-6 ) BLOWHOLE BOUND
{BLWHL}
\___/ Shiny 02:07.00 / Gold 02:10.00 / Silver 02:17.00 / Bronze 02:30.00
- 2:10 may seem like a lot, but keep in mind that a fair amount of this stage
is speed-controlled.
- There is a lot of stuff to worry about at the beginning of the stage. The
fastest way through is to jump onto the raised wooden platform at the
beginning, then roll-jump bast the platform with the barrel, and dodge the
red crab. In order to make gold, you will need to free the whale in under
12.5 seconds.
- Once you have freed the whale within the time limit, enjoy the first speedcontrolled portion of the stage. There is a heart along the way if you need
it. The tell that this area is about to end is four electric squid.
- Once you see the squid, jump across the wooden platforms, and roll all the
way past the checkpoint. You will need to make it back to the whale before
the clock hits 1:07 to get gold.
- The rest of this stage is speed-controlled, even the parts with the ship
wreckage. If you get ahead of the whale, you will have to wait for him to
catch up.
- The exit barrel will appear after a set of three crabs and a whole bunch of
items. Don't fall off while trying to reach the exit barrel!
___
/ \
( 2-7 ) TIDAL TERROR
{TDLTR}
\___/ Shiny 00:50.00 / Gold 00:53.00 / Silver 01:20.00 / Bronze 01:42.00

- Fortunately, the time attack for this level is fairly straightforward.


Unfortunately, the stage is quite difficult, and the time constraint is
tight. Watch out for crabs as you make your way through this level.
- By the time the first wave rolls in, you will need to be behind the second or
third rock.
- Grab the barrel up ahead if you're feeling saucy, then make your way to the
safe area with a gap by the time the second wave rolls in.
- Now the real fun starts. Watch out for the two red crabs near the beginning,
then get all the way to the first wooden hull by the time the next wave hits.
This is much easier if you take the bottom path in the cave, instead of using
the climbable ceiling.
- Before the next wave rolls in, you will need to make it to the cave past the
checkpoint. Here, take the lower path of platforms as often as you can,
resorting only to using the climbable ceilings when you have to.
- Grab the DK barrel at the end of the cave, then roll past the next cave with
a crab in it, and duck the first small rock on the next platform.
- Finally, you will need to make it all the way to the wooden hull that
contains the exit barrel. Be sure to watch out for the windows! Groundpound the large treasure chest at the end to reveal the exit barrel.
___
/ \
( 2-B ) PINCHIN' PIRATES
{PNCHN}
\___/ Shiny 01:07.00 / Gold 01:11.00 / Silver 01:18.00 / Bronze 01:29.00
- There isn't honestly a whole lot to say here, just a few basic tips.
- When each crab comes out of the sand individually, jump on top as quickly as
you can, then immediately bounce off. Ground-pound once, then jump back on.
- When they come out as a team, stay to the very left side of the arena. They
will walk a little ways to the right before they put their pincers up, so you
will be able to roll into them from the other side. Also, if you listen to
the music, they will always put their pincers up at the exact same point in
the music. Use this to your advantage!
- Once you are done with the crabs, be sure to hit the tikis as quickly as
possible after the cutscene is over!
___
/ \
( 2-K ) TUMBLIN' TEMPLE
{TMBLN}
\___/ Shiny 01:06.00 / Gold 01:13.00 / Silver 01:21.00 / Bronze 01:33.00
- There is an extremely fast way through this level that allows you to skip a
lot of the platforms that sink into the lava. You will need to take this
path in order to get a gold medal here.
- To start off, grab the DK barrel on the first floating platform, and make
your way as quickly as you can to the right side of the long platform with
three skeleton enemies on it.
- A slab will drop into the lava here. Get on the second platform, and rolljump off of it to the right. You will need to bounce off of a few bats and
tikis over here to make it to the next visible platform on the right.

- Jump to the end of the slab you are now on, then wait for another one to fall
down. You can buy a whole bunch of time here by bouncing off of the bats
that appear from the right, before the slab with spikes on it falls from the
top.
- Continue on normally, past the climbable ceiling. If you still have Diddy
here, you will be much better off. You will need to climb all of the slabs
that appear here.
- Once you reach the climbable surface that breaks off to the right, roll off,
and to the exit barrel.
_
_
_
_
_____
| | | |
| | | | |___ |
| | | | ___ _ ___| | __| | ___| |-----------------------------------------| |/\| |/ _ \| '___| |/ _ | |___ | Ruins
{RUINS}
|
( (_) ) | | ( (_) | ___| |-----------------------------------------|__/\__|\___/|_| |_|\__,_| |_____|
1. Wonky Waterway...................................................{WTRWY}
2. Button Bash......................................................{BTTNB}
3. Mast Blast.......................................................{MSTBL}
4. Damp Dungeon.....................................................{DDNGN}
5. Itty Bitty Biters................................................{ITBIT}
6. Temple Topple....................................................{TPPLE}
B. Ruined Roost.....................................................{RDRST}
K. Shifty Smashers..................................................{SMSHR}
___
/ \
( 3-1 ) WONKY WATERWAY
{WTRWY}
\___/ Shiny 01:06.00 / Gold 01:13.00 / Silver 01:33.00 / Bronze 02:32.00
- Grab the DK barrel at the beginning, and head to the DK platform on the
right. Don't worry if you take damage, there are plenty of DK barrels around
the stage.
- Once the path ahead is open, roll past the screaming pillars to the vine
above the fire tiki. Pull it to open up the platform, then head up to the
checkpoint.
- Grab the DK barrel if you've sustained any injuries, then continue along to
the next vine.
- In the next area, do your best to ignore the spike traps. It is
significantly faster to just get hit by them than it is to avoid them.
- At the next checkpoint, grab the DK barrel, then pull the vine. Roll through
until you reach a tiki underneath two screaming pillars, side-to-side. You
will need to wait for these, then roll all the way down the ramp, and up the
other side to reach the exit barrel.
___
/ \
( 3-2 ) BUTTON BASH
{BTTNB}
\___/ Shiny 02:11.00 / Gold 02:24.00 / Silver 02:35.00 / Bronze 02:49.00
- If the 2:24 time limit doesn't say it loud and clear, I will: This stage has
a lot to it, and if you mess up at all, you can say good-bye to your gold
medal. If you stick with it, though, this stage isn't all that bad.
- Start off by grabbing the DK barrel, then heading into the temple via the

barrel cannons on the right.


- Once inside, hit the button and continue up. Note that you cannot roll
through the tiki up here, so you will need to jump over him.
- The humzees in the room up ahead are very tricky to defeat quickly, and if
you want to get a shiny, you will need to be lightning fast. Keep in mind
that you can roll to defeat them.
- Once you are done with the humzees , try to get all three lines of gems on
your first shot. Once you have all three lines, immediately fire into the
center to begin the next section. You will want to hit the ground within 52
seconds if you want gold (and 41 if you want a shiny!).
- You can use the lights adjecent to each barrel cannon to help you determine
which directions a barrel will point. A red light means that it will turn in
that direction.
- After hitting the checkpoint, climb up via the climbable surface, then hit
all four buttons. The next few sections are blast barrel sections like the
one before. On the second one, head clockwise to hit the button, then go
back around in the other direction to reach the checkpoint.
- Quickly roll through all four chikens, then ground-pound the button. Head to
the right side, and climb the platforms as they appear.
- Now, you will need to blast
one, fire immediately. The
1/10 of a rotation, and the
___
/ \
( 3-3 ) MAST BLAST
\___/ Shiny 01:25.00 / Gold

into the idol's three mouths. To get the first


second one will require you to lead it by about
third will need about a 1/5-rotation lead.
{MSTBL}
01:37.00 / Silver 02:06.00 / Bronze 02:40.00

- Grab the DK barrel at the beginning, and use the barrel cannon to start your
journey into the background. As much as you can here, roll instead of
sliding, since it's faster. Keep in mind that you can roll over slopes, as
long as you start the roll on a flat surface.
- Make your way over to the stack of two skull crates, then stand on top until
a cannonball almost hits you. Another one should follow, revealing the
barrel cannon underneath. Fire into the hull of the ship.
- Roll into the fences twice to break them, and continue up onto the deck of
the ship. Use the barrel cannon past the checkpoint.
- After breaking the wheel by rolling into it twice, roll-jump into the blast
barrel to the right, then continue upward to the left.
- Use the barrel cannon here to reach another platform, and wait for a
cannonball to hit it. Tilt the platform by standing on the left side, and
roll-jump right to the second suspended platform.
- Once you are done with the blast barrels, the exit barrel will appear above
you. Wait a moment for the mast to rise, or you won't get high enough to hit
the exit barrel!
___
/ \
( 3-4 ) DAMP DUNGEON
{DDNGN}
\___/ Shiny 00:51.00 / Gold 00:56.00 / Silver 01:30.00 / Bronze 01:51.00

- Roll into the temple here, and grab the DK barrel between the first two
water wheels.
- From this platform, roll-jump onto the water wheel platform ahead, then to
solid ground on the right.
- In the next area, ignore the climbable ceiling. Instead, jump onto the first
small platform, then roll-jump under the snaggles over to the third platform.
From there, perform a full bounce off of the stilts up ahead, onto the water
wheel. In this room, you can roll-jump between the stationary platforms
between the water wheels.
- After rolling through a long row of rawks, continue rolling past the
checkpoint, and into a barrel cannon. After firing, continue to roll to the
right, off of the solid platform. Roll-jump to the first water wheel, then
immediately to the second. Once this one swings all the way to the right,
jump to the platform with the tiki bomber, then roll-jump into the barrel
cannon on the right.
- Once you are back in the foreground, take the climbable ceiling all the way
to the right. You will take damage from the stilts here; don't worry if you
lose Diddy, you won't need him.
- Roll-jump to the single water wheel platform, and wait for it to get in range
of the exit barrel. If you have a hit left to take, you can jump through the
giant snaggles here to the exit barrel. If you don't, you'll have to wait
for it to move out of the way.
___
/ \
( 3-5 ) ITTY BITTY BITERS
{ITBIT}
\___/ Shiny 01:33.00 / Gold 01:35.00 / Silver 02:29.00 / Bronze 03:18.00
- At the beginning, roll over to the vine, and grab on. Wait for the idol to
open, and grab the DK barrel just inside.
- Roll to the right, avoiding the spikes along the way. If you roll off of the
platform to the left of the cageberry, and into the side of the cage, it will
flip over. Ground-pound it to reach the vine up above.
- Once you open up this room, continue roll-jumping from platform to platform.
Jump over the next cageberry you see. Once you reach the stage's third
cageberry, use it to reach the platform up above.
- Continue to roll past the checkpoint until you reach a stack of yellow
toothberries. I have found that the best way to get past these guys is to
just pass through them after getting hurt. Walk into the stack to take
damage, then walk (do not roll) through them. If you are quick, you will be
able to pass through the second stack as well. You will need to take another
hit to get through the third stack, though.
- Once you are through, roll-jump off of the second small, floating platform,
then do a full bounce off of the toothberry that pops out of the ground to
get over the cageberry, then grab the DK barrel on the other side.
- In the next room, you will need to take out two sets of toothberries as
quickly as possible. The blue ones are easier if you jump on them, but the
red ones can be taken out in one shot with a roll, and will try to follow
you. Therefore, if you stand in the middle of the room, they will all drop
down to you, and you can defeat them very easily.

- Use the barrel cannon that appears, then blow the leaves off of the DK
platform, then ground-pound it to reveal the exit barrel.
___
/ \
( 3-6 ) TEMPLE TOPPLE
{TPPLE}
\___/ Shiny 01:12.00 / Gold 01:15.00 / Silver 01:34.00 / Bronze 02:09.00
- Roll-jump to the right a couple of times, then grab the DK barrel. Roll to
the right, looking out for the tiki tanks along the way. You will not be
able to roll through them, so jump over them.
- Once you reach the Rambi crate, bust him out, then start charging to the
right. Ignore the fire hoops, and continue forward noarmlly. There isn't
really much too look out for, so just keep moving to the checkpoin.
- After the checkpoint, you can take out the tiki bombers by hitting the blocks
underneath them. This will also destroy their fireballs, so you won't need
to wait for them.
- The bouncy flowers will slow you down, so try to jump over as many as you
can.
- If you reach the second checkpoint within 53 seconds, you will be in great
shape to get a gold here.
___
/

\
( 3-B ) RUINED ROOST
{RDRST}
\___/ Shiny 00:51.00 / Gold 00:59.00 / Silver 01:28.00 / Bronze 01:47.00
- Don't be discouraged if you can't follow this strategy perfectly. My best
time is 00:34.05, so there is plenty of leeway in the shiny medal target.
Just be patient, and you will get this one soon enough.
- Stu will immediately head toward the left side. Jump on the far left stack
of blocks just as the battle starts.
- He will throw three bombs directly on top of you. Don't throw any of them
back until he has released all three. Since they are right on top of you,
you should easily be able to quickly throw all three of them at him, scoring
three easy hits.
- He will then throw the missile on the field. Make sure you are standing on
top of one of the golden blocks so you don't get hit.
- At this point, Stu will fly in the opposite direction as you, so it is very
hard to pull off the same trick as last time. As long as you hit him with
one of the bombs from this set, you will be good to go.
- He will then swoop across the stage. Make sure to avoid the tiki pop that he
has thrown at you.
- Next,
ready
time.
___
/ \
( 3-K )
\___/

he will fly to the middle and throw a full set of bombs at you. Get
to throw them quickly at him, as he will then swoop at you one more
Score the sixth hit when he does this, and you're in business.
SHIFTY SMASHERS
{SMSHR}
Shiny 00:59.00 / Gold 01:05.00 / Silver 01:20.00 / Bronze 01:35.00

- Go under the first block as it shifts up, and wait for the
up before going under it. Within the next shift, you will
way through the set of blocks ahead, onto the one with the
the next set. Wait there for one shift, then drop down to

next one to move


need to go all the
hearts on it in
the side.

- After the next shift, you will need to get all the way around the throwing
sprite blocks, onto the oil barrel block. From there, continue normally,
one shift at a time, to the safe spot with two vases.
- Wait here for the ceiling to rise, then continue all the way over the raised
floor to the other side. You will get hit by the ceiling here; use the short
period of invincibility you get to go to the other side of the spike pit.
Make sure to duck once you are there. When the ceiling rises, you can rolljump to the next platform, and over the first two blocks here.
- After a shift, drop down through the gap, onto the first block at the bottom.
Wait for another shift, then jump all the way up past the small spring block
at the top. After one more shift, wait in the safe spot on the raised floor.
- Once everything shifts again, make your way across the top of the blocks into
the next area. Take the platforms two at a time, roll-jumping between them,
to reach the exit barrel.
_
_
_
_
_ _
| | | |
| | | | | | | |
| | | | ___ _ ___| | __| | | |_| |-----------------------------------------| |/\| |/ _ \| '___| |/ _ | |___ | Cave
{CAVES}
|
( (_) ) | | ( (_) |
| |-----------------------------------------|__/\__|\___/|_| |_|\__,_|
|_|
1. Rickety Rails....................................................{RCKTY}
2. Grip & Trip......................................................{GPTRP}
3. Bombs Away.......................................................{BMSAW}
4. Mole Patrol......................................................{MPTRL}
5. Crowded Cavern...................................................{CRWDC}
B. The Mole Train...................................................{MLTRN}
K. Jagged Jewels....................................................{JGDJL}
___
/ \
( 4-1 ) RICKETY RAILS
{RCKTY}
\___/ Shiny 01:23.00 / Gold 01:26.00 / Silver 01:36.00 / Bronze 01:45.00
- At the beginning, roll over to the barrel cannon at the end of the first
platform, but don't go inside. Instead, roll-jump over to the right, and
grab the DK barrel over there. Ground-pound the plunger, then hop into the
barrel cannon.
- Once in the background, roll all the way to the right, then up the platforms
at the end. Jump into the barrel cannon, and start the mine cart section.
To get a gold, you will want to be in the mine cart within 21 seconds.
- Fire out of the first barrel cannon immediately, then roll to the right,
past the checkpoint. Jump across the small platforms, and into the barrel
cannon at the end.
- Before the next barrel cannon, you can save a little bit of time by rolling
through the squeekly before jumping into the barrel.
- Bear in mind that after the next barrel cannon, there is another barrel

cannon, so you will need to fire twice in this section.


- A little further ahead, you will come to the section with floors that break
away underneath you. Head to the right, and into the nearby barrel cannon.
The mine cart here will take you to the right, to another barrel cannon.
From the next mine cart, you can save a considerable amount of time by
jumping into the set of blast barrels one barrel early.
- After the next mine cart is the exit barrel. You won't be able to use the
jetpack from the mine cart, so you will need to jump twice to hit it.
___
/ \
( 4-2 ) GRIP & TRIP
{GPTRP}
\___/ Shiny 01:33.00 / Gold 01:34.00 / Silver 01:37.00 / Bronze 01:39.00
- As you can see above, the target times for this level are extremely close
together. This is because the vast, vast majority of this stage is speedcontrolled.
- Right at the beginning, roll-jump beneath the climbable ceiling to save some
time. You can skip the DK barrel here, unless you really feel like you will
need Diddy on this stage.
- To get gold, you will want to be in a mine cart within 5.5 seconds. During
the minecart section, you will want to avoid every alternate path and secret
area, since they will all add to your time.
- After the checkpoint, try to avoid using the jetpack if you can. You will
want to roll-jump past the first bouncy mushroom to save some time.
- After about 1:03, you will want to jump up to the moving climbable surface,
as the track for the mine cart will end first.
___
/ \
( 4-3 ) BOMBS AWAY
{BMSAW}
\___/ Shiny 01:44.00 / Gold 01:45.00 / Silver 01:49.00 / Bronze 01:52.00
- Once again, there is really not a lot to this time attack. It's actually
surprising that the target times are so spread out in this stage.
- Jump up to the mine cart, being sure not to overshoot it. You will want to
be in the cart within 2.5 seconds to get a gold. Remember that you will need
to do a lot of short hops and full jumps in this level.
- Don't be caught off-guard by the round section of track at the end of the
stage. Very soon afterward is the exit barrel. Jump up to it once you
regain control of Donkey Kong.
___
/ \
( 4-4 ) MOLE PATROL
{MPTRL}
\___/ Shiny 01:30.00 / Gold 01:31.00 / Silver 01:33.00 / Bronze 01:39.00
- The rocket barrel is right at the beginning of the stage; be sure not to
overshoot it. You will need to blast off within 3.5 seconds to get a gold.
- There's not much else to say here, except this: Remember that you will get
no tangible reward for popping the mole miners' balloons in time attack, so
it's best to avoid them altogether.
___
/ \

( 4-5 ) CROWDED CAVERN


{CRWDC}
\___/ Shiny 01:55.00 / Gold 01:56.00 / Silver 02:05.00 / Bronze 02:16.00
- At the beginning here, jump up to the wooden platform, and let it break
underneath you. Drop down, and roll-jump over to the rocket barrel at the
end of the platform. If you want gold, you will need to blast off within 10
seconds.
- Just a few reminders in this level: The blue squeeklies will fly from the
top to the bottom, or vice versa, once they appear on the screen. It is
safest to aim for where they start.
- After the second checkpoint, the giant squeekly will start firing sonic
attacks at you. Be sure to continually move up and down to avoid them.
- Once he stops firing at you, move to the very top of the screen to dodge the
gigantic laser that he will fire. The exit barrel will appear very shortly
after this occurs.
___
/ \
( 4-B ) THE MOLE TRAIN
{MLTRN}
\___/ Shiny 01:37.00 / Gold 01:47.00 / Silver 02:15.00 / Bronze 02:44.00
- Grab the DK barrel before entering the arena.
- Immedately when the fight starts, roll-jump, then hover over to the rest of
the carts. Continue the fight as normal, until the rest of the carts fall
off of the track. You will then need to immediately roll-jump, then hover
to the next train. Do the same when the third train appears.
- It takes about 20 seconds to take down Mole Miner Max, so you will need to
clear out each train in about 35 seconds to get a gold medal.
___
/ \
( 4-K ) JAGGED JEWELS
{JGDJL}
\___/ Shiny 00:47.00 / Gold 01:10.00 / Silver 01:30.00 / Bronze 01:50.00
- This stage was very difficult at a normal pace, and is even harder when done
quickly. Fortunately, the gold target is very lenient, but the shiny target
is another story altogther. The strategy below is geared toward getting the
shiny medal, so if you are just looking for a gold, you can ease off on some
of the harder parts.
- Immediately get the DK barrel on the right, and roll-jump over to the right.
Roll underneath the pillar before it comes down, and jump to the second
platform to the right.
- From there, jump to the round platform, then roll under the two pillars
before they come down. You should be able to do this without taking any
damage.
- Now, jump off of the tiki goon, and onto the round platform below, avoiding
the buzzbite there. Continue along from platform to platform, skipping the
round platform in the middle. Roll under the pillars; you will take damage,
but this will save you a lot of time.
- Once you are through, jump and hover over to the round platform with a
buzzbite on it. Jump to the long, hanging platform, then over the traps.
Continue to the other side, onto the round platform, and to the next hanging
platform. Jump over the spikes, then roll-jump over the next set.

- When the spears retract here, jump all the way through to the next hanging
platform before they come up again. Roll-jump through to the next set of
spears, and get through before they strike at all.
- Quickly make your way over the hanging platform, to the small platform just
before the spear. Wait for it to retract, then jump across the hanging
platform here.
- Once you reach the platform with a vase,
any hits you have left. It is difficult
without taking damage, and it's not very
by just diving in head-first. Jump into
reach the exit barrel.
_
_
_
_
| | | |
| | | |
| | | | ___ _ ___| | __| |
| |/\| |/ _ \| '___| |/ _ |
|
( (_) ) | | ( (_) |
|__/\__|\___/|_| |_|\__,_|

this will be your chance to use up


to make it through this section
long, so you will save a lot of time
the barrel cannon at the end to

_____
| ___|
| |___------------------------------------------|___ | Forest
{FORST}
___| |-----------------------------------------|_____|

1. Vine Valley......................................................{VNVLY}
2. Clingy Swingy....................................................{SWNGY}
3. Flutter Flyaway..................................................{FLYAW}
4. Tippin' Totems...................................................{TPNTM}
5. Longshot Launch..................................................[LNGST}
6. Springy Spores...................................................{SSPRS}
7. Wigglevine Wonders...............................................{WGLVN}
8. Muncher Marathon.................................................{MMTHN}
B. Mangoruby Run....................................................{MNGRB}
K. Blast & Bounce...................................................{BLBNC}
___
/ \
( 5-1 ) VINE VALLEY
{VNVLY}
\___/ Shiny 01:28.00 / Gold 01:44.00 / Silver 02:02.00 / Bronze 02:15.00
- Roll over to the mushrooms on the right, then bounce up to the barrel cannon.
Here, you should rapidly fire out of the barrel cannons. You will get hurt,
but I have found that this is actually faster than doing it correctly.
- Once you are out of the cave, roll-jump over a chomp to a DK barrel. Toss
it, then head over to a set of vines on the right. Swing across to hit a
checkpoint.
- Here, swing across the set of vines. To get on the last one, bounce off of
the tiki buzz that is sitting at the bottom of the screen, then grab onto the
vine. Immediately jump off to the right, and grab the DK barrel if you want.
- After defeating the tiki doom over here, wait for a vine to appear from the
right. Use it to get to another platform.
- The next vine is actually a chomp, but swing across anyway. Traverse the
climbable surfaces in the same direction as the buzzbites here to get across
to the next checkpoint. You will want to be here within 1:08 to get gold (or
just 54 seconds for a shiny).
- Swing across the next two sets of vines on the right. At the end of the
following platform, you will need to wait for a vine. Get across this set to
find the exit barrel.

___
/

\
( 5-2 ) CLINGY SWINGY
{SWNGY}
\___/ Shiny 01:29.00 / Gold 01:50.00 / Silver 02:10.00 / Bronze 02:46.00
- Roll over to the DK barrel on the right, and grab it. Jump onto the
climbable surface, and head across. If you are feeling bold, you can save
some time by climbing through the tiki zings here.
- Roll across the platforms here, keeping in mind that you can roll from one
platform to another if the second one is higher up than the first. Quickly
jump across the next set of climbable surfaces, watching out for the cling
cobra on the second one.
- Once you swing on the log, you will reach another set of platforms. You can
roll across all three of these without jumping. Roll-jump from platform to
platform underneath the climbable surface ahead, and continue to the
checkpoint.
- Grab on to the climbable surface, and grab the DK barrel if you need it, then
continue to the right.
- Quickly climb across the next few sets of climbable surfaces, until you reach
another checkpoint.
- From here, roll across
surface ahead. Get on
continue forward. The
___
/ \
( 5-3 ) FLUTTER FLYAWAY
\___/ Shiny 01:08.00 /

the platforms until you reach the giant climbable


top to make it to the other side in one swing, then
exit barrel is after the next log swing.
{FLYAW}
Gold 01:49.00 / Silver 01:59.00 / Bronze 02:17.00

- As you can see, once again, the shiny and gold targets are very far apart
from each other. The following strategy is designed to help you get a shiny;
if you're just going for gold, keep in mind that you have an extra 41 seconds
to play with on this stage.
- Roll over to the right, onto the first flying platform. Grab the DK barrel,
then head all the way to the platform past the second skittler. Wait there
for another platform to come and pick you up.
- Jump up to the next platform, then wait for the small platform to drop down.
Once it does, jump all the way up to the circling platform, and immediately
roll-jump into the barrel cannon on the right.
- Fire through the series of barrel cannons, then roll to the right. Roll off
of the platform with the DK barrel, and you will land safely on the next
platform, where you will be able to roll under all of the skittlers. At the
end of this platform, do a short hop onto the circling platform on the right.
- Immediately roll-jump over to the next platform. You will probably catch it
as it is descending. Jump across the set of bouncy mushrooms, onto a small,
flying platform
- The trick to getting a fast enough time for a shiny medal on this stage is
skipping platforms. Thus, you will want to skip the next set of platforms,
and land on the wooden platform below. Roll across to the next flying
platform, and roll-jump all the way to the bouncy mushroom. Roll-jump off
of one of the platforms in the next circle, then bounce to the next flying

platform. Roll-jump off to the right.


- You should now be on a platform with a tiki goon. Roll all the way across,
then jump over the bouncy mushroom, as it will slow you down. Jump into the
barrel cannon at the end of the section. You will need to enter the barrel
within 42.5 seconds if you want to get a shiny.
- Now comes the hard part. Yes, you just did the easy part. Roll past the
checkpoint and jump onto the set of flying platforms ahead, making sure not
to hit the skittler overhead. Immediately roll-jump to the next set of
flying platforms. When you are within range, roll-jump to the bouncy
mushroom to the right.
- From here, jump to the next flying platform, then immediately fall off to the
right. Bounce off of the mushroom underneath the spikes onto the flying
platforms to the right. Jump forward one platform while they are moving to
the right.
- Once the platforms take you up, jump to the bouncy mushroom, then make your
way to the right. Roll-jump from the first flying platform here, under the
second, all the way to the third. Immediately roll-jump to the bouncy
mushroom, then hover to the right to hit the exit barrel.
___
/ \
( 5-4 ) TIPPIN' TOTEMS
{TPNTM}
\___/ Shiny 00:55.00 / Gold 01:02.00 / Silver 01:31.00 / Bronze 02:11.00
- This one is extremely difficult. Try not to get frustrated. Additionally,
you won't get any DK barrels until very late in the level, so you'll be doing
the bulk (if not all) of the work with just Donkey Kong.
- Start off by roll-jumping over to the second totem pole on the right. From
there, roll-jump to the secret area above the helicopter plants. Roll-jump
off of this platform to the right, bouncing off of the squeeklies to get to
the platform with a tiki goon.
- Wait for the chomp's projectiles to clear your path, then jump over to the
moving totem poles. Roll-jump forward one totem, then wait a moment. Time
your roll-jump so that you land in front of the squeekly here, then roll
through it. Jump and bounce on the second tiki goon to reach a checkpoint.
- Wait for the totem here to rise, then jump through to the next platform.
Roll-jump to the set of totem poles on the right, then make your way forward,
landing on the small platform with a yellow bulb.
- To make it through this area without taking damage, roll-jump to the second
yellow bulb, then skip the third, to the fourth. From here, jump to the
fifth, then roll-jump over to the totem on the right.
- Bounce off of the top squeekly when you land to reach another checkpoint.
Quickly jump over to the large totem, and blow on its ear.
- From the first totem here, you can roll-jump to the right, off of a squeekly,
and land on a moving totem pole. Roll-jump to the next one, then jump to the
platform ahead.
- Get
off
the
the

on one of the moving platforms to the right, then immediately roll-jump


to the right. Bounce along the string on squeeklies, and try to land in
secret area above the DK barrel. If you don't make it on top, only get
DK barrel if you really think you will need it. You will waste a

considerable amount of time with Diddy's jetpack.


- Whether on the top or bottom, do a full bounce off of the second tiki goon
here, then a short hop off of the fourth. Roll-jump across the set of
bopapodami, then ground-pound the DK platform to open up the totem containing
the exit barrel.
___
/ \
( 5-5 ) LONGSHOT LAUNCH
{LNGST}
\___/ Shiny 00:59.00 / Gold 01:01.00 / Silver 01:34.00 / Bronze 01:37.00
- Grab the DK barrel up ahead, and roll forward, and off of the mushroom chomp
to begin the barrel cannon sequence. You will need to hit every barrel on
the first pass, so get your trigger finger ready.
- After firing diagonally twice, fire out of the next barrel cannon
immediately. You can save some time during the subsequent fall by correcting
slightly to the right after bouncing off of the first flower.
- Once you hit the platform, roll right to the
immediately fire. Jump into the next barrel
it to reach the middle, and fire. After two
immediately to launch back to a checkpoint.
27.5 seconds for a gold.

next barrel cannon, and


cannon, wait just a moment for
more barrel cannons, fire
You will want to be here within

- In the next barrel cannon sequence, you will, once again, need to hit every
barrel cannon on the first pass. At the end, you will fire back into the
foreground, and hit another checkpoint. You will want to be here within 41
seconds if you want gold.
- Use the nearby tiki boing to get up onto the next platform, then roll to the
next barrel cannon.
- Fire once, then wait for the totems to open. You can make the next two
launches before the totems shut, but if you're feeling extra cocky, you can
actually time it so that the totems shut while you are between the two totems
in the second set. Doing so will let you skip a few blast barrels, though
this is not required to get a gold (or even shiny) medal.
- Time the next barrel cannon while it is pointing straight to the right, then
wait for the totems to open again. Hit the next two barrels before they
close again, then aim for the last one just before the first few teeth open
up. Jump up to the exit barrel at the end to mark your time.
___
/ \
( 5-6 ) SPRINGY SPORES
{SSPRS}
\___/ Shiny 00:??.00 / Gold 00:??.00 / Silver 00:??.00 / Bronze 00:??.00
___
/ \
( 5-7 ) WIGGLEVINE WONDERS
{WGLVN}
\___/ Shiny 00:??.00 / Gold 00:??.00 / Silver 00:??.00 / Bronze 00:??.00
___
/ \
( 5-8 ) MUNCHER MARATHON
{MMTHN}
\___/ Shiny 00:??.00 / Gold 00:??.00 / Silver 00:??.00 / Bronze 00:??.00
___
/ \
( 5-B ) MANGORUBY RUN
{MNGRB}
\___/ Shiny 00:??.00 / Gold 00:??.00 / Silver 00:??.00 / Bronze 00:??.00
___

/ \
( 5-K ) BLAST & BOUNCE
{BLBNC}
\___/ Shiny 00:??.00 / Gold 00:??.00 / Silver 00:??.00 / Bronze 00:??.00
_______
| _____|
| |_____----------------------------------------------------------------------| ___ | F R E Q U E N T L Y A S K E D Q U E S T I O N S
[QSTNS]
| |___| |---------------------------------------------------------------------|_______|
Not that I dislike answering your questions, but GameFAQs has a great
question-and-answer system where you can ask questions and any GameFAQs user
can answer them. It is likely that if you have a question, it will be answered
much more quickly if you use their system. The URL for this game is:
www.gamefaqs.com/wii/997764-donkey-kong-country-returns/answers
I will try to hang out on the answers page myself, but you should, of course,
always feel free to shoot me an email.
Q. Do I need to play time attack in order to get 100%?
A. No, time attack does not affect your overall percentage. However, on the
file select screen, there are circles next to your completion percent. The
third one will show the worst medal you have overall. Therefore, if you
never play time attack, this will remain blank on your save file.
_______
|_____ |
| |---------------------------------------------------------------------| | C O N C L U S I O N
[CNCLS]
| |---------------------------------------------------------------------|_|
___ _ _
| \| |/ /-------------------------------------------------------------------| |) ) ( Thank You's
[THANX]
|___/|_|\_\-------------------------------------------------------------------Thank you very much to the following:
Retro Studios for basically being amazing and a half.
GameFAQs (www.gamefaqs.com) for being a great reference to gamers everywhere.
___ _ _
| \| |/ /-------------------------------------------------------------------| |) ) ( Copyright Information
[CPYRT]
|___/|_|\_\-------------------------------------------------------------------Copyright Tom Farello, 2010
This guide is for topical use only, and should never be ingested. It is never
to be used to make a profit. If you bought this, you got ripped off. Do not
reproduce this guide in part or in its entirety without the permission of its
author, Tom Farello (a.k.a. gravy229). I have put in a lot of time and effort
into writing this guide, and copying the guide and putting your name on it is
not only taking advantage of the work I have put into writing this, but it's
also illegal and, frankly, not cool. Not adhering to these instructions is a
violation of copyright law, and will make me sad. So don't plagiarize.
The most recent version of this guide will always be available at
www.tomfarello.com/DKCR.txt
and this version should always take priority on whether a site is allowed to
post this guide.

Here is the list of sites that is allowed to directly link to this guide:
www.tomfarello.com
www.gamefaqs.com
www.cheatcc.com
www.gamesradar.com
www.cheatplanet.com
www.donkeykongreturns.com
www.neoseeker.com
www.supercheats.com
www.gamershell.com
This guide may also appear in a book given away with the January 2011 issue of
NGamer magazine.
If any other site directly links to this guide, or you suspect that anyone has
plagarized my work, please contact me at guardianacorn@gmail.com.

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