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Walkthrough & guides

Krem Quay

Donkey Kong Country 2: Diddy’s Kong Quest guide hub

Krem Quay walkthrough for the original SNES version. Follow the stage order below and collect each Bonus Area reward before continuing.

Barrel Bayou

Use the rotating barrels to cross the swamp. Keep Rambi until his No Animal Sign rather than leaving him behind before the checkpoint.

Bonus Areas (2)

  1. Beyond the No Animal Sign, wait beneath the Kloak near the left-pointing bananas. Follow it left until it produces a chest. Break out the cannonball and return it to the cannon on the lily pad.
  2. Near the exit, use the final Kloak’s barrels or a team throw to reach the Bonus Barrel overhead. Fire promptly through the timed barrels inside.

DK Coin: Take Rambi through the No Animal Sign to receive the DK Coin.

Glimmer’s Galleon

Swim carefully in the area lit by Glimmer. There is no Enguarde here, so avoid underwater enemies rather than trying to attack them.

Bonus Areas (2)

  1. At the beginning, swim upward through the crates and follow the bananas into the open crate. Navigate the underwater passage to its token.
  2. After the N, ignore the right-pointing banana arrow and swim down past the Lockjaw. Follow the lower banana trail into the second open crate.

DK Coin: Above the first bonus entrance, swim through the crates into the room marked with a banana 3. Pass through the upper-right crates into the room marked 4; the coin is on the left.

Krockhead Klamber

Time each jump for a Krockhead’s appearance. Trigger the Krockhead Barrels before crossing long sections and use the cattails as waiting points.

Bonus Areas (1)

  1. Just after the checkpoint, use a team throw beneath the upward banana arrow. In the bonus, use Squitter’s webs and platforms to defeat the four Zingers.

DK Coin: Backtrack left from the starting point. Team throws help you pass the stacked Zingers and reach the chest containing the coin. Break the chest against an enemy.

Rattle Battle

Enter the cabin to transform into Rattly. Use normal bounces for short gaps and charge the Superjump for the high sections.

Bonus Areas (3)

  1. Before entering the cabin, jump straight up at the start into a hidden barrel. Use a team throw on the upper deck to enter the bonus.
  2. After the second DK Barrel, bounce above the Zinger, then drop into the gap marked by two bananas. Enter the opening on the left.
  3. After the N, bounce onto the upper ship section. Superjump from the large barrel beneath the upward banana arrow to reach the third bonus.

DK Coin: Before the checkpoint, look for the single banana in a small window beneath the next ship section, beyond the stacked barrels. Jump into that opening to reach the coin route.

Slime Climb

Keep climbing ahead of the water: Snapjaw makes ordinary swimming unsafe. Save the invincibility barrels for the underwater detours.

Bonus Areas (2)

  1. After the checkpoint, activate the invincibility barrel near the Kannon. Follow the diagonal bananas downward into the submerged Bonus Barrel.
  2. Beyond the N and yellow Klobber, climb past the Kruncha to the cannonball. Carry it past the Klomps to the cannon, then clear the enemies in the challenge.

DK Coin: At the top, team-throw into the second invincibility barrel. Immediately swim right beneath the end target to the coin platform.

Bramble Blast

Follow the banana trails between barrels, but inspect the outer corners before taking the obvious exit. Fire only when the next barrel is aligned.

Bonus Areas (2)

  1. After the O, work toward the western corner of the large barrel arrangement. Fire southwest toward the isolated banana and hidden Bonus Barrel.
  2. Near the end, take the hidden Squawks route and continue beyond the third red Zinger to the barrel leading into the bonus.

DK Coin: On that hidden Squawks route, fly left and upward to the corner guarded by a moving Zinger. Defeat it to reach the DK Coin.

Kudgel’s Kontest

Move away from Kudgel’s landing point and jump as he hits the ground to avoid being stunned. After his club sequence, collect the TNT barrel. Throw from a safe distance while he is vulnerable; approaching too closely lets him block it. Continue through the faster jumping phases until six TNT hits defeat him.