K. Rool's Keep: Difference between revisions

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{{quote2|[[King K. Rool|Kaptain K. Rool]] is no fool; he's saved the most dastardly traps for use in his own fortress lair. None has entered K. Rool's Keep and lived to tell the tale. Will [[Diddy Kong|Diddy]] or [[Dixie Kong|Dixie]] be the first?|''[[Donkey Kong Country 2: Diddy's Kong Quest]]'' instruction booklet, page 23}}  
{{quote2|[[King K. Rool|Kaptain K. Rool]] is no fool; he's saved the most dastardly traps for use in his own fortress lair. None has entered K. Rool's Keep and lived to tell the tale. Will [[Diddy Kong|Diddy]] or [[Dixie Kong|Dixie]] be the first?|''[[Donkey Kong Country 2: Diddy's Kong Quest]]'' instruction booklet, page 23}}  


'''K. Rool's Keep''' is the name of [[King K. Rool|Kaptain K. Rool]]'s precariously perched castle in ''[[Donkey Kong Country 2: Diddy's Kong Quest]]'' and ''[[Donkey Kong Land 2]]''. K. Rool's Keep is situated on the very top of [[Crocodile Isle]]. Since the castle is so high up, the area around the keep is completely frozen and constantly battered by high winds. The castle itself is filled with traps to impede [[Diddy Kong|Diddy]] and [[Dixie Kong|Dixie Kong's]] progress. Some of these traps include, but are not limited to, a moving floor, a tower filled with acid that slowly rises, and a bottomless pit located in a dungeon filled with chains. Once the [[Kong]]s make their way to the top of the keep, the mighty [[Kerozene]] is fought ([[Game Boy Advance|GBA]] version only), and [[King K. Rool|Kaptain K. Rool]] flees to his transport gunship, [[the Flying Krock]]. At the end of ''Donkey Kong Country 2'', K. Rool's Keep sinks to the bottom of the ocean, along with rest of [[Crocodile Isle]].
'''K. Rool's Keep''' is the sixth world of ''[[Donkey Kong Country 2: Diddy's Kong Quest]]'' and the fifth of ''[[Donkey Kong Land 2]]''. It is a perched castle situated on the very top of [[Crocodile Isle]].
 
== Description ==
As its name suggests, K. Rool's Keep belongs to [[King K. Rool|Kaptain K. Rool]]. Since the area is at a high elevation, some surrounding areas are entirely frozen and constantly battered by high winds. The castle is hazardous to climb, as there are two ice caverns, a mine shaft, and three dungeons between the bottom and top of the castle. Every dungeon-based level has a quirk to impede [[Diddy Kong|Diddy]] and [[Dixie Kong]]'s progress; The first dungeon has a rising floor, meaning the heroes could get crushed if they do not move out of the way of the ceiling quick enough. The only way to proceed up the second dungeon is by climbing chain links, guarded by a plethora of enemies and obstacles. The third dungeon has a rising pool of acid. [[Donkey Kong Island]] also appears in the background, on the left side of the world map.
 
Unlike the other worlds in the Super Nintendo version, K. Rool's Keep does not have a boss. However, it eventually received its own boss in the Game Boy Advance remake: a large, orange monster named [[Kerozene]].
 
In the [[Game Boy Advance]] remake of ''Donkey Kong Country 2'', the castle was remodeled to look like a cylindrical medieval tower, in addition to giving the bottom of the castle a floor of ice. Furthermore, there is snow outside at the world's [[Kong Kollege]]. Donkey Kong Island can no longer be seen from the world map.
 
In the ending of both ''Donkey Kong Country 2'' and ''Land 2'', after the [[Lost World (Donkey Kong Country 2: Diddy's Kong Quest)|Lost World]] explodes, the entire Crocodile Isle sinks into the ocean, including K. Rool's Keep.


==Levels==
==Levels==
{| border=1 cellpadding=1 cellspacing=0 style="text-align:center"
Castle Crush is absent from ''Donkey Kong Land 2'' and is replaced with a different level, Dungeon Danger. In the Game Boy Advance release, the level order is slightly different: Castle Crush is the second level, Clapper's Cavern is the third, and Windy Well is the fourth.
|- style="background:silver" align=center
 
!width=310px|''[[Donkey Kong Country 2: Diddy's Kong Quest]]''
===''Donkey Kong Country 2''===
!width=160px|''[[Donkey Kong Land 2]]''
{|class="dktable-brown" width=75%
|-style="background:#bb8855;"
! Level !! Description
|-
|[[File:ArcticAbyss.png|256px]]<br>'''[[Arctic Abyss (Donkey Kong Country 2: Diddy's Kong Quest)|Arctic Abyss]]'''
|This level is the first ice-themed level. [[Enguarde the Swordfish|Enguarde]] will take the majority of the level to swim all the way to the end of the level. Waters will rise or fall depending on the location in the level, essentially making it a race against the waters at times. Beware of exploding [[Puftup]]s.
|-
|[[File:Windy Well.png|256px]]<br>'''[[Windy Well (Donkey Kong Country 2: Diddy's Kong Quest)|Windy Well]]'''
|This is the third and final mine shaft level of ''DKC2''. Diddy and Dixie will ride the winds upward and ascend to the top, while avoiding dangerous obstacles, such as [[Zinger]] enemies. Bonus items can be collected if the heroes are good enough at positioning and timing.
|-
|[[File:Castle Crush.png|256px]]<br>'''[[Castle Crush]]'''
|The first castle level of this world entails Diddy/Dixie riding a platform upward and avoiding collision with the ceiling and various minions of Kaptain K. Rool. Two [[Animal Buddies]] can be found in this level, being [[Rambi]] and [[Squawks]], in order of appearance. Both are valuable assets in safely getting to the end of the level.
|-
|[[File:Clappers Cavern.png|256px]]<br>'''[[Clapper's Cavern (Donkey Kong Country 2: Diddy's Kong Quest)|Clapper's Cavern]]'''
|Clapper's Cavern is an ice cavern level where [[Clapper the Seal]] will help the heroes throughout. Clapper has the ability temporarily freeze the water into solid ice for the Kongs so that they can avoid a swimming [[Snapjaw (Donkey Kong Country 2: Diddy's Kong Quest)|Snapjaw]] in the waters. The duo must slide their way across pools of water to finish the level.
|-
|[[File:Chain Link Chamber.png|256px]]<br>'''[[Chain Link Chamber (Donkey Kong Country 2: Diddy's Kong Quest)|Chain Link Chamber]]'''
|Diddy and Dixie will navigate this level by climbing a series of chains, being laid out horizontally and vertically, and can find various secret areas and items throughout their climbings. Enemies such as [[Klinger]]s and Zingers will try to impede the duo's progress upward.
|-
|[[File:Toxic Tower.png|256px]]<br>'''[[Toxic Tower (Donkey Kong Country 2: Diddy's Kong Quest)|Toxic Tower]]'''
|The final regular level of K. Rool's Keep has Diddy and Dixie transforming into various Animal Buddies as they try to outpace rising green acids from below. They will have to become [[Rattly]], Squawks, and [[Squitter]], in that order. Rattly can get to safety by jumping quicker than the rising toxins, Squawks can simply outfly the acid, and Squitter can procure web platforms to escape.
|-
|[[File:Stronghold Showdown.png|256px]]<br>'''[[Stronghold Showdown]]'''
|This level is essentially a cutscene: the Kongs find Donkey Kong tied up, are then rewarded a [[Kremkoin]], only to have Donkey Kong immediately pulled away into The Flying Krock. In the Game Boy Advance remake, the Kongs fight the new world boss, [[Kerozene]].
|}
 
===''Donkey Kong Land 2''===
{|class="dktable-brown" width=75%
|-style="background:#bb8855;"
! Level !! Description
|-
|[[File:Arctic Abyss 2.png|160px]]<br>'''[[Arctic Abyss (Donkey Kong Land 2)|Arctic Abyss]]'''
|Arctic Abyss is a generic water level, featuring two appearances of Enguarde. The water levels never change, unlike its namesake level, so the player may proceed at their own pace.
|-
|-
|bgcolor=white|[[Arctic Abyss (Donkey Kong Country 2: Diddy's Kong Quest)|Arctic Abyss]]
|[[File:Windy Well DKL2.png|160px]]<br>'''[[Windy Well (Donkey Kong Land 2)|Windy Well]]'''
|bgcolor=white|[[Arctic Abyss (Donkey Kong Land 2)|Arctic Abyss]]
|Windy Well is fundamentally unaltered from its ''DKC2'' iteration. Diddy and Dixie will get to the top of a mine shaft by being lifted by a strong gust. Collectible items, including [[Banana]]s and [[Banana Coin]]s, can be acquired along the way.
|-
|-
|bgcolor=white|[[Windy Well (Donkey Kong Country 2: Diddy's Kong Quest)|Windy Well]]
|[[File:Dungeon Danger DKL2.png|160px]]<br>'''[[Dungeon Danger]]'''
|bgcolor=white|[[Windy Well (Donkey Kong Land 2)|Windy Well]]
|This level is a regular castle level with no rising floors, and replaces Castle Crush in ''Donkey Kong Land 2''. It is a maze-like level that can be confusing at times.
|-
|-
|bgcolor=white|[[Castle Crush]]
|[[File:Clapper's Cavern DKL2.png|160px]]<br>'''[[Clapper's Cavern (Donkey Kong Land 2)|Clapper's Cavern]]'''
|bgcolor=white|[[Dungeon Danger]]
|Clapper's Cavern in ''DKL2'' is essentially the same as its ''DKC2'' predecessor: Clapper must be used to get across pools of water, but instead of the waters having Snapjaw, instead the water itself is harmful to touch. Thus, if the water thaws out before the Kongs can jump to land, they will be injured. The unfrozen water is darkened similar to lava seen in [[Krem Cauldron]], but is extremely cold instead of extremely hot, still being unsafe to swim in.
|-
|-
|bgcolor=white|[[Clapper's Cavern (Donkey Kong Country 2: Diddy's Kong Quest)|Clapper's Cavern]]
|[[File:Chain Link Chamber DKL2.png|160px]]<br>'''[[Chain Link Chamber (Donkey Kong Land 2)|Chain Link Chamber]]'''
|bgcolor=white|[[Clapper's Cavern (Donkey Kong Land 2)|Clapper's Cavern]]
|Chain Link Chamber has Diddy and Dixie climbing up the castle via chain links, and they can find some bonus items along the way. The level itself has a straightforward route without much room for deviation.
|-
|-
|bgcolor=white|[[Chain Link Chamber (Donkey Kong Country 2: Diddy's Kong Quest)|Chain Link Chamber]]
|[[File:Toxic Tower DKL2 shot 2.png|160px]]<br>'''[[Toxic Tower (Donkey Kong Land 2)|Toxic Tower]]'''
|bgcolor=white|[[Chain Link Chamber (Donkey Kong Land 2)|Chain Link Chamber]]
|Toxic Tower has the heroes racing against a rising pool of acid. Similar to its namesake level in ''DKC2'', three animal buddies are used, but the order was altered. After a brief chain link climbing segment, Squitter is used first, then Rattly, and finally Squawks. The first two Animal Buddies take up the beginning of the stage, and Squawks is used for the remainder of the level.
|-
|-
|bgcolor=white|[[Toxic Tower (Donkey Kong Country 2: Diddy's Kong Quest)|Toxic Tower]]
|[[File:Stronghold Showdown DKL2.png|160px]]<br>'''[[Stronghold Showdown]]'''
|bgcolor=white|[[Toxic Tower (Donkey Kong Land 2)|Toxic Tower]]
|Stronghold Showdown has the same purpose as in ''Donkey Kong Country 2''.
|}
|}
==Gallery==
<gallery>
K. Rool's Keep DKL2.png|In ''Donkey Kong Land 2''
K. Rool's Keep DKC2 GBA.png|In ''Donkey Kong Country 2'' (Game Boy Advance)
</gallery>


==Names in other languages==
==Names in other languages==
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}}
}}


==Trivia==
*In the original [[Super Nintendo Entertainment System|Super Nintendo]] version of ''Donkey Kong Country 2'', K. Rool's Keep had no boss - instead, Diddy and Dixie find Donkey Kong chained in the last area of K. Rool's Keep, [[Stronghold Showdown]], from where he is taken to [[The Flying Krock]], forcing the Kongs to give chase. The giant [[Kremling]], [[Kerozene]] was added in the Game Boy Advance remake.
*In the remake, [[Windy Well]] was pushed to the fourth level, making the previous third and fourth levels the second and third levels respectively.
*[[Donkey Kong Island]] can be seen in the background of the Super Nintendo map of K. Rool's Keep, and the location of [[Klubba's Kiosk]] on that map seems to be on said island.
*In the [[Game Boy Advance]] remake, the castle was remodeled to look like a cylindrical medieval tower, in addition to giving the bottom of the castle a floor of ice. Furthermore, there is snow outside at the location of the world's [[Kong Kollege]].
{{DKC2}}
{{DKC2}}
{{DKL2}}
{{DKL2}}

Revision as of 00:19, December 30, 2018

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K. Rool's Keep is the sixth world of Donkey Kong Country 2: Diddy's Kong Quest and the fifth of Donkey Kong Land 2. It is a perched castle situated on the very top of Crocodile Isle.

Description

As its name suggests, K. Rool's Keep belongs to Kaptain K. Rool. Since the area is at a high elevation, some surrounding areas are entirely frozen and constantly battered by high winds. The castle is hazardous to climb, as there are two ice caverns, a mine shaft, and three dungeons between the bottom and top of the castle. Every dungeon-based level has a quirk to impede Diddy and Dixie Kong's progress; The first dungeon has a rising floor, meaning the heroes could get crushed if they do not move out of the way of the ceiling quick enough. The only way to proceed up the second dungeon is by climbing chain links, guarded by a plethora of enemies and obstacles. The third dungeon has a rising pool of acid. Donkey Kong Island also appears in the background, on the left side of the world map.

Unlike the other worlds in the Super Nintendo version, K. Rool's Keep does not have a boss. However, it eventually received its own boss in the Game Boy Advance remake: a large, orange monster named Kerozene.

In the Game Boy Advance remake of Donkey Kong Country 2, the castle was remodeled to look like a cylindrical medieval tower, in addition to giving the bottom of the castle a floor of ice. Furthermore, there is snow outside at the world's Kong Kollege. Donkey Kong Island can no longer be seen from the world map.

In the ending of both Donkey Kong Country 2 and Land 2, after the Lost World explodes, the entire Crocodile Isle sinks into the ocean, including K. Rool's Keep.

Levels

Castle Crush is absent from Donkey Kong Land 2 and is replaced with a different level, Dungeon Danger. In the Game Boy Advance release, the level order is slightly different: Castle Crush is the second level, Clapper's Cavern is the third, and Windy Well is the fourth.

Donkey Kong Country 2

Level Description
Enguarde the Swordfish in the level Arctic Abyss.
Arctic Abyss
This level is the first ice-themed level. Enguarde will take the majority of the level to swim all the way to the end of the level. Waters will rise or fall depending on the location in the level, essentially making it a race against the waters at times. Beware of exploding Puftups.
Windy Well
Windy Well
This is the third and final mine shaft level of DKC2. Diddy and Dixie will ride the winds upward and ascend to the top, while avoiding dangerous obstacles, such as Zinger enemies. Bonus items can be collected if the heroes are good enough at positioning and timing.
Castle Crush
Castle Crush
The first castle level of this world entails Diddy/Dixie riding a platform upward and avoiding collision with the ceiling and various minions of Kaptain K. Rool. Two Animal Buddies can be found in this level, being Rambi and Squawks, in order of appearance. Both are valuable assets in safely getting to the end of the level.
Clapper's Cavern
Clapper's Cavern
Clapper's Cavern is an ice cavern level where Clapper the Seal will help the heroes throughout. Clapper has the ability temporarily freeze the water into solid ice for the Kongs so that they can avoid a swimming Snapjaw in the waters. The duo must slide their way across pools of water to finish the level.
Chain Link Chamber
Chain Link Chamber
Diddy and Dixie will navigate this level by climbing a series of chains, being laid out horizontally and vertically, and can find various secret areas and items throughout their climbings. Enemies such as Klingers and Zingers will try to impede the duo's progress upward.
Toxic Tower
Toxic Tower
The final regular level of K. Rool's Keep has Diddy and Dixie transforming into various Animal Buddies as they try to outpace rising green acids from below. They will have to become Rattly, Squawks, and Squitter, in that order. Rattly can get to safety by jumping quicker than the rising toxins, Squawks can simply outfly the acid, and Squitter can procure web platforms to escape.
Stronghold Showdown.png
Stronghold Showdown
This level is essentially a cutscene: the Kongs find Donkey Kong tied up, are then rewarded a Kremkoin, only to have Donkey Kong immediately pulled away into The Flying Krock. In the Game Boy Advance remake, the Kongs fight the new world boss, Kerozene.

Donkey Kong Land 2

Level Description
Diddy Kong, about to get hit by a Shuri in a snow-bound land. The scene is overlooked by a Puftup.
Arctic Abyss
Arctic Abyss is a generic water level, featuring two appearances of Enguarde. The water levels never change, unlike its namesake level, so the player may proceed at their own pace.
Windy Well
Windy Well
Windy Well is fundamentally unaltered from its DKC2 iteration. Diddy and Dixie will get to the top of a mine shaft by being lifted by a strong gust. Collectible items, including Bananas and Banana Coins, can be acquired along the way.
Dungeon Danger
Dungeon Danger
This level is a regular castle level with no rising floors, and replaces Castle Crush in Donkey Kong Land 2. It is a maze-like level that can be confusing at times.
Clapper's Cavern
Clapper's Cavern
Clapper's Cavern in DKL2 is essentially the same as its DKC2 predecessor: Clapper must be used to get across pools of water, but instead of the waters having Snapjaw, instead the water itself is harmful to touch. Thus, if the water thaws out before the Kongs can jump to land, they will be injured. The unfrozen water is darkened similar to lava seen in Krem Cauldron, but is extremely cold instead of extremely hot, still being unsafe to swim in.
Chain Link Chamber
Chain Link Chamber
Chain Link Chamber has Diddy and Dixie climbing up the castle via chain links, and they can find some bonus items along the way. The level itself has a straightforward route without much room for deviation.
Toxic Tower
Toxic Tower
Toxic Tower has the heroes racing against a rising pool of acid. Similar to its namesake level in DKC2, three animal buddies are used, but the order was altered. After a brief chain link climbing segment, Squitter is used first, then Rattly, and finally Squawks. The first two Animal Buddies take up the beginning of the stage, and Squawks is used for the remainder of the level.
Stronghold Showdown
Stronghold Showdown
Stronghold Showdown has the same purpose as in Donkey Kong Country 2.

Gallery

Names in other languages

Language Name Meaning Notes
Spanish Guarida de K. Rool[?] K. Rool's Lair