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Walkthrough & guides

Krazy Kremland

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

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

Hornet Hole

Jump across sticky honey floors and alternate between honey walls to climb. Squitter makes the high secret routes much easier.

Bonus Areas (3)

  1. Team-throw to the hook above the entrance. Climb the honey walls and cross the upper hooks to the first opening. Break the chest against the Zingers.
  2. Drop to the ledge immediately below that first opening for the second bonus. Climb the honey walls quickly.
  3. After the N and two Spinies, follow the paired bananas northeast with Squitter’s platforms. Clear the Zinger guarding the entrance.

DK Coin: Before the N and nearby Krook, use Squitter to clear the Zinger in the lower gap. Drop down, clear the other two Zingers, then build upward inside the hidden room.

Target Terror

Hit the check-mark barrels to open gates and avoid the cross-mark barrels that close them. Watch the next cart before jumping across a track break.

Bonus Areas (2)

  1. After the first Klank leaves the track, pass the next gate. Jump forward near the bottom of the second hill into the Bonus Barrel; use Squawks against the Zingers.
  2. After the DK Coin, follow the second Klank down the gap rather than jumping straight to the next cart. The hidden lower track leads to the bonus.

DK Coin: After the N, jump inside the tall wooden tunnel reached by the next cart.

Bramble Scramble

Ride Squawks through the bramble corridors. Pause outside the moving Zingers’ paths instead of trying to squeeze through while they cross.

Bonus Areas (1)

  1. Near the beginning, team-throw into the high invincibility barrel. Drop into the small gap beyond the platform and follow the bananas through the brambles to the Bonus Barrel. Collect all the stars with Squawks.

DK Coin: Beneath the checkpoint, take the concealed right-hand opening to the small platform with a banana. Cross to Squitter’s transformation barrel. Build upward, then pass left through the brambles at the isolated banana beside the two Banana Coins.

Rickety Race

At the starting signal, hold left to reverse into the hidden speed-boost barrel. Catch the rival carts and jump onto their riders without missing the track.

Bonus Areas (1)

  1. Before boarding the race cart, team-throw onto the upper platforms and hover right with Dixie into the opening. Defeat the bonus racers.

DK Coin: Defeat all nine rival Klanks, including the leader. Simply finishing first after the leader falls away does not award the coin.

Mudhole Marsh

Cross the hooks, lily pads and floating barrels. Use Cat O’ 9 Tails only when its throw sends you toward a useful high ledge.

Bonus Areas (2)

  1. Beyond the chest holding the O, find the Cat O’ 9 Tails beneath a Bonus Barrel. Reach it with its throw or a team throw, then collect the stars.
  2. After the N, carry the cannonball from the lily pad across the remaining platforms to the cannon. Use the supplied cannonballs against the bonus enemies.

DK Coin: The DK Coin is a rotating end-target prize. Bounce from a barrel fired by the nearby Kannon and land on the target when that prize is displayed.

Rambi Rumble

Climb the honey section first, then use Rambi to rush through the lower hive. During King Zing’s chase, keep moving toward the next opening.

Bonus Areas (2)

  1. After the second Barrel Cannon, jump from the right platform toward the isolated banana to reveal a hook. Climb the honey patches and enter the opening to the left.
  2. At the end of the chase, supercharge the wall beneath the Blast Barrel with Rambi. Defeat all enemies in the bonus.

DK Coin: Collect this before transforming into Rambi. Just left of his room after the checkpoint, jump to the hidden hooks, cross above the room and climb the honey wall on the right.

King Zing Sting

As Squawks, circle outside King Zing’s flight path and shoot his red stinger. When he turns red, concentrate on dodging the radial spikes. After six hits he shrinks and summons four guards: clear those Zingers promptly, then land three more hits on the exposed boss.