Donkey Kong Adventure contains 19 story missions across Banana Lagoon, the Reef, the Jungle and the Dungeon. Unlock the expansion by completing Ancient Gardens’ Top Banana battle in the base game. This campaign uses Donkey Kong, Rabbid Peach and Rabbid Cranky throughout; Mario and the other main-game heroes cannot be selected.
The route below covers every story mission, Side Eye, Finn and both Mega Rabbid Kong fights. For the return visit, use the linked chest, Puzzle Piece and Challenge routes.
Build the three-hero team
Donkey Kong’s Grab & Launch carries an ally, enemy, cover block or Sentry during his movement and throws it at the destination. Carrying an ally cleanses Super Effects. An ally whose movement has not yet been spent can still move after landing. Budget the throw as part of Donkey Kong’s movement; do not plan separate pickups as though each were another free turn.
Use the Bwananarang for multiple targets and DK Ground Pound for close area damage through cover. Ground Pound consumes the weapon action and is disabled by Ink. Hairy Eye supplies reaction fire and Magnet Groove pulls enemies toward DK, including during your own turn when a reaction combo is prepared.
Rabbid Cranky has a wide Boombow, indirect Barrel Bolt and landing damage from Grump Jump. Check the friendly-fire preview. Stink Eye provides reaction shots; Long Story puts nearby enemies to sleep until they wake or are damaged. Use sleep after the attacks intended for this turn.
Rabbid Peach supplies Heal, her personal Shield, multiple Dashes, the Blaster and the Sentry. Keep her close enough to heal without grouping all three heroes inside an enemy’s blast. Spend bananas to buy unlocked weapons and Runes to tailor the Skill Trees; review the displayed damage and movement ranges before each battle.
Banana Lagoon — missions 1-1 to 1-6
1-1 — Barrel of Rabbids
Objective: Defeat the enemies.
The opening encounter teaches the three heroes’ roles against four Tropical Ziggies. Use Donkey Kong’s Grab & Launch to transport Rabbid Cranky into a useful angle, then combine his landing attack with a Boombow shot. Keep Rabbid Peach outside the cone of friendly fire.
Finish weakened Ziggies with Dashes and the Blaster. Donkey Kong’s Bwananarang can hit several targets along its displayed trajectory. Plan the throw before spending the passenger’s movement if you want the Rabbid to move again after landing.
1-2 — Purloined Parts
Objective: Recover the Washing Machine parts.
Collectors carry the mission targets and retreat rapidly when attacked. Use pipes and Donkey Kong’s throw to reach a distant carrier, concentrate damage until it drops its part, then collect the part with a hero. Defeating the carrier alone does not complete that part of the objective.
Do not spend the entire team’s movement before shooting the last carrier. Leave a hero able to reach its dropped part. Remove a Ziggy when it obstructs the pickup route or threatens the carrier of a recovered part; a defeated hero can drop what it is carrying.
1-3 — Revenge of Rabbid Kong
Objective: Defeat the enemies.
Rabbid Peach starts badly injured after Rabbid Kong’s attack. Heal her promptly and move her to full cover. Use Donkey Kong’s Dandelion Jump pads to cross the battlefield while the Rabbids work through pipes and Team Jumps.
Smashers chase after weapon hits. Attack from a distance and check where each chase ends before adding Hairy Eye or Stink Eye reactions. A Smasher can be thrown away from Rabbid Peach, while Long Story can disable a group you cannot finish. Use sleep after the turn’s damaging attacks so those attacks do not immediately wake the targets.
1-4 — Bananas Gone Bad
Objective: Destroy the Bad Banana piles.
The banana piles are the objective; surviving enemies do not all need to be defeated. Combine damage on a pile with damage on a nearby Hopper whenever the Bwananarang or an area attack can reach both. Donkey Kong can throw an enemy into another target instead of treating Grab & Launch solely as transport.
Keep the team close enough to pass the Rabbids forward, but not clustered where one enemy landing damages everyone. Use Long Story on a threatening Smasher after your attacks, then direct the next turn toward the remaining piles.
1-5 — The Honey Bombers
Objective: Reach the area.
Watch the marked Honey bombardment zones before confirming each final position. Honey prevents normal movement, which can waste the following turn in a race to the finish. Give Donkey Kong enough throw range and the Rabbids enough movement to advance the runner reliably.
Grab & Launch can cleanse a Honey-affected ally and carry that hero onward. Use that recovery when needed, rather than spending a turn waiting beside the exit. Attack a Ziggy only when it controls the necessary landing or route; one hero reaching the destination ends the mission.
1-6 — Standof-Fish — Side Eye
Objective: Defeat Side Eye.
Side Eye has 400 HP, explosive attacks and reaction fire. Spread the heroes so one bomb cannot catch the whole party. Use a thrown Rabbid or an indirect attack to reach a useful angle while removing the Hoppers that threaten it.
Side Eye’s Prying Eyes Denier protects his ordinary movement from reaction shots. Do not plan the entire kill around Hairy Eye automatically hitting his retreat. Concentrate direct weapon damage and use Long Story when the next enemy phase would be dangerous. The Goliath Grouper bonus Sentry is an optional purchase with midboss damage, not a required drop from Side Eye.
Victory provides the first key and opens the bridge toward the Reef. Buy and equip improved weapons before leaving if the current damage no longer finishes basic enemies efficiently.
Reef — missions 2-1 to 2-4
2-1 — Spitting Image
Objective: Defeat eight enemies.
Spitting Statues fire along straight lines and can Push heroes or enemies out of cover or off a ledge. Inspect their next directions and end your heroes beside, rather than inside, the firing lanes.
Use pipes to obtain side angles. A Smasher can be drawn toward a statue’s line, but check the chase distance before shooting. Put an enemy into the water jet’s path when safe, then finish the eight required defeats without leaving your healer exposed to the next rotation.
2-2 — Smuggler’s Blues
Objective: Stop the Smugglers.
Guard the blue escape areas instead of chasing every enemy from behind. Place the Rabbids on opposite approaches, with Donkey Kong able to assist the most urgent side. A Smuggler that reaches an exit loses the mission.
Weapon hits provoke movement toward the attacker. Shooting from the side away from its intended exit can pull it backward; an attack from the wrong side can help it escape. Long Story and Honey provide control, but a sleeping target wakes if subsequently damaged. Finish attacks before applying sleep.
2-3 — Filched Fragments
Objective: Recover the Washing Machine parts.
Collectors move around the arena while Bucklers shield useful routes. Donkey Kong can throw a Buckler out of the formation; the Rabbids can then attack from elevated or side positions. Barrel Bolt and Sentry help reach carriers behind awkward cover.
Plan each defeat together with its pickup. Keep a movement action available for the dropped part and do not spread damage over several Collectors that will all retreat. Remove the carrier nearest a dangerous escape route first.
2-4 — Reef Chief — Finn
Objective: Defeat Finn.
Finn has 600 HP and a very long movement range. Weapon hits can provoke his rush, which damages heroes along its path. Separate the party and attack from a line that does not cross the other two heroes.
Like Side Eye, Finn is protected from reaction fire during his ordinary movement. Use direct damage and controlled positioning rather than assuming every rush supplies a free reaction shot. Remove a Buckler when it blocks a safe angle, then concentrate on Finn. Honey or sleep can help control the next phase when successfully applied.
The optional Mid-Boss Hot Sauce Ground Pound is unlocked through the musical bonus route. Equip it only if you have bought it and its boss bonus suits the fight. Finn’s defeat provides the second key to the Jungle gate.
Jungle — missions 3-1 to 3-5
3-1 — Coconut Shunt
Objective: Defeat the Summoners.
Avoid the marked Ink-coconut impacts. Ink disables weapon attacks, including Donkey Kong’s Ground Pound: it is his secondary weapon, not a free movement attack. Dashes, Grump Jump, Grab & Launch and available techniques remain useful while weapons are blocked.
Remove the Summoners before they complete another summon. Use Donkey Kong to cleanse an affected Rabbid by carrying and throwing the ally, then finish a reachable Summoner with the restored weapon. Apply Long Story after dealing damage if another Summoner must survive until your next turn.
3-2 — Kidnapped Components
Objective: Recover five Washing Machine parts.
The Collectors are split between levels and protected by Bucklers. Throw a Rabbid onto the upper approach while the other heroes cover the lower route. Move a Buckler out of a required firing line when transport is not the more urgent use of Donkey Kong’s movement.
Use Barrel Bolt over cover and focus one Collector until it falls. Preserve a hero’s movement for the dropped part. The route should advance through the five pickups rather than repeatedly returning to a part left behind after a long-range shot.
3-3 — Supply Deny
Objective: Stop six Smugglers.
Three exits require the team to divide quickly. Give each hero responsibility for one approach and use Donkey Kong’s throw to place a Rabbid where the normal movement range would fall short.
Prioritize the Smuggler with the shortest remaining route. Magnet Groove can draw a group backward and Long Story can hold another, while Rabbid Peach needs direct damage or a helpful Honey effect. Remove a Summoner when its next action threatens the interception, but avoid losing the mission while fighting an irrelevant reinforcement.
3-4 — Bad Banana Bonanza
Objective: Destroy five Bad Banana piles.
Advance around the C-shaped route instead of sending a hero back through already cleared ground. Attack a pile and nearby enemies together when an area weapon allows it. Move Bucklers out of the team’s firing lanes rather than wasting frontal shots.
Summoners become urgent when their reinforcements would block the next passage. Otherwise the piles remain the objective. Use the final available attacks on the remaining bananas once a full enemy clear no longer improves the route.
3-5 — Torch Song for Rabbid Kong
Objective: Drain the Megabug Pool.
Mega Rabbid Kong replenishes himself from the Megabug Pool. Damage to either the boss or the pool drains that reserve, so the visible health recovery is not a reason to restart. Donkey Kong can throw TNT barrels at the pool for useful damage.
Stay separated against the boss’s uppercut and ranged Bwananarang. Use the Rabbids to attack from safe angles and clear enemies obstructing the barrel route. An area attack that also hits the pool is preferable to a turn spent fighting an isolated helper.
Continue until the pool is empty. Its destruction collapses the arena and sends the team into the Dungeon; this is the first Kong fight, not the expansion’s final battle.
Dungeon — missions 4-1 to 4-4
4-1 — House of Bounce
Objective: Defeat the enemies.
Idols of Recoil are indestructible hazards. Leave them alone and defeat the Ziggies and Bucklers that count toward victory. Use the idols’ targeting to make an enemy the next victim while keeping the heroes out of the preferred line.
Throw a Buckler out of its protective formation and combine Rabbid Peach’s Dashes with Cranky’s landing and area damage. Watch the landing radius so Grump Jump does not injure an ally. The encounter ends when the ordinary enemies are defeated.
4-2 — Com-Bust-ables
Objective: Defeat thirteen enemies.
Fire Burpers attack along straight lanes. Finish hero movement outside those lanes, then use forced movement or a Smasher chase to leave enemies in danger instead. Do not stand directly in front of a statue while waiting for a weapon cooldown.
Summoners can extend the fight unnecessarily; remove one before a useful attack turn becomes another reinforcement wave. Focus on weak or already injured targets as the defeat counter approaches thirteen. A distant healthy enemy is irrelevant if an accessible one can finish the objective.
4-3 — Deity Hostility
Objective: Defeat the enemies.
Check the idols’ threatened areas before moving, especially the fire-based hazard. These idols cannot be defeated, so spend your damage on the Hoppers and Smashers.
Use Donkey Kong’s throw and Magnet Groove to improve area attacks, then apply Long Story to a survivor after the damaging sequence. Keep Rabbid Peach protected and in healing range. Shield protects her personally; it does not give the entire team a shared barrier.
4-4 — When Kongs Collide
Objective: Defeat Mega Rabbid Kong.
First deal 1,000 damage to Mega Rabbid Kong. Keep the team separated against his whirlwind, ranged attacks and hammer movement. Clear a Buckler when it obstructs a safe shot, but concentrate damage on the boss rather than spending turns on every helper.
After the first 1,000 damage, he becomes shielded and three floor switches appear. Further weapon attacks cannot solve this phase. Use Donkey Kong’s transport and the Rabbids’ movement to reach the switches. Activating a switch provokes the boss’s response, so check the hero’s HP and leave Rabbid Peach ready to heal.
Once all three switches are activated, the golden Blast Barrel is released. Reach it with a hero to trigger the finishing attack. The restored Washing Machine then permits replays of earlier battles for better ratings.
Finish the return visit
Find the 40 route chests and seven final reward chests, collect the 20 Puzzle Pieces and complete the twelve regular Challenges and four Ultimate Challenges. A story clear alone does not complete those separate tasks. Revisit the Washing Machine to improve any battle rating after buying stronger equipment.
Kingdom Battle walkthrough · Expansion and Season Pass contents
