The seventh world is the final regular section of Donkey Kong Country 3. The levels in KAOS combine some of the most difficult game mechanics of the entire adventure.
Konveyor Rope Klash
The rope moves you like conveyor belts automatically in a certain direction. Pay attention to the small marks or their movement before jumping on a new rope.
Bonus #1: After the K, there is a small lowered platform below a rope with the bonus barrel.
Bonus #2: After the star barrel you reach the fourth conveying rope. Jump over the last buzz and glide with Dixie into the area partially covered by leaves.
DK Coin: Koin stands to the left of the target flag.
Creepy Caverns
The ghost barrels disappear and appear again and again. Memorize their position and do not jump until you are sure that the barrel is just visible.
Bonus #1: After the O, you will see a single banana on the left of an automatic barrel. By partner throw you reach the hidden area further to the left.
Bonus #2: Shortly after the star barrel you can turn into squitter. Later, next to a downward ghost barrel, a single banana hangs. Build up there with nets.
DK Coin: Take the metal barrel and throw it over the red buzz before jumping into the ghost barrel yourself. The barrel must then hit Koin from the back.
Lightning Look-Out
At regular intervals, a lightning strikes exactly where you were shortly before.
Move immediately to the side after the warning flash. You can even use the flashes to turn Enemies off.
Bonus #1: Below the O is a water basin. Dive into it.
DK Coin: Before the O you will meet several Booty Birds. In the second is the metal barrel for Koin.
Bonus #2: The second bonus barrel is clearly visible above another water basin.
Koindozer Klamber
Koindozers look like Koin, but push you back aggressively with their sign. Jump on their shields and use them as platforms.
Bonus #1: Shortly before the star barrel is a Bazuka. Just above the opponent is the bonus barrel.
Bonus #2: Immediately after the N, the second bonus barrel hovers high. Uses a targeted partner throw or a Koindozer as a springboard.
DK Coin: With the real Koin you have to go ahead first. Use the rope over the second Bazuka and slide left with Dixie to the barrel color switch. Put it on metal barrels and then return to Koin.
Poisonous Pipeline
Here, Donkey Kong Country 3 plays a particularly nasty trick with you: as soon as you swim in the purple water, left and right are reversed.
Above and below continue to function normally. Once you leave the water, left and right are normal again.
Bonus #1: After the first moving Lurchins you swim further to the left. Between the opponents leads a narrow path to the bonus barrel.
Bonus #2: Just before the end you should not follow the obvious banana route. Instead, swim left past three Lurchins.
DK Coin: At the end of the underwater area, it usually goes right to the flag. Instead, swim left to Koin.
Boss: Kastle Kaos
First you have to compete against the robot KAOS again.
Use the wooden barrels and throw them on his head. After two hits, the robot is done – but now the actual mastermind shows up.
King K. Rool
K. Rool floats with his rocket backpack through the room. Your task is to throw the metal barrels so that they hit him on the back.
After the first hits, the arena changes. Change the page in time and pay special attention to the electric fields.
With moving platforms, Crouch is often safer than hectic jump.
After the victory, you saved Donkey Kong and Diddy Kong – but the secret world Krematoa is still missing for the real conclusion of the game.
Opening the Karacho Channel
The side task of Baffle leads to a hidden crystal cave.
Give Baffle the mirror so he can read his backward written code. Then you have to drive on the KAOS world map with your boat an eight around the two rocks.
If you drove the pattern right, the hidden Cave Karacho channel opens with another banana bird.
