K. Rool’s Keep in Donkey Kong Land 2. Search the level sections below for the bonus entrances and DK Coins, then finish the world encounter.
Arctic Abyss
After the Continue Point, remain near the surface and jump onto the raised route for the DK Coin. Enter the following water section on its left side for the first bonus. Near the No Animal Sign at the end, stay left again for the second.
Windy Well
After K, keep right during the upward movement for the bonus barrel. After the Continue Point, favor the left-hand route while rising for the DK Coin.
Dungeon Danger
The DK Coin is in the gap marked by two bananas one floor below the Continue Point. After the checkpoint, carry the cannonball from the upper-right corner to the lower-left cannon for the first bonus. For the second, pass the two Spinies and climb the chains on the right rather than following the ordinary left route.
Clapper’s Cavern
An invisible hook left of the start reaches the DK Coin route. After the Continue Point, bounce from the Flitter to the bonus barrel.
Chain Link Chamber
Look left of the second hook-throwing Kremling for the first bonus. After the Continue Point, the DK Coin is left of the first such enemy. In the later chamber of chains and Zingers, keep right and climb the isolated chain for the second bonus.
Toxic Tower
The DK Coin is left and one platform above the bouncing Kremling. Search left of the first Zinger for the bonus. Keep moving through the tower rather than staying in the rising danger while lining up a jump.
Stronghold Showdown
This is the story transition at the top of the keep, not a separate combat encounter to solve. Donkey Kong is taken upward before the rescue. Continue into The Flying Krock rather than searching for another boss weakness here.
Save any new collectibles, then continue to The Flying Krock.
