Topsail Trouble (Donkey Kong Country 2)

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This article is under construction. Therefore, please excuse its informal appearance while it is being worked on. We hope to have it completed by June 7, 2011.

Template:Level Topsail Trouble is the fifth level of Donkey Kong Country 2: Diddy's Kong Quest and Donkey Kong Land 2, as well as the fifth level located on the Gangplank Galleon.

Unlike the previous rigging level, Mainbrace Mayhem, this level takes places during a storm, where Rattly the Rattlesnake makes his debut, able to be found in an Animal Crate in the beginning of the level. Rattly's jumping ability proves useful to Diddy and Dixie Kong as they make their way upwards through the level, as most platforms that they must jump to in the first half of the level are higher than usual. If they do not have Rattly, they have to rely on hooks between the platforms to climb. In the second half of the level, the heroes find a large area of ropes that they must climb while dodging enemies. The enemies they meet in this level include Flitters, in their first appearance, Neeks, Kaboings, Click-Clacks, Klingers, Zingers, Krunchas and Klomps.

Level Layout

Donkey Kong Country 2

At the start of the level, the Kongs can break the animal box nearby. It contains Rattly, who they can ride on. The group is able to go across the yard and up the wooden platforms on the masts, then go east across more yards to progress. Afterwords, the Kongs and their Animal Buddy jump up (or climb on the hooks if the monkeys lose Rattly) to a higher level of the yards. As the animals jump platform to platform, they defeat a few enemies and travel up to yet another higher set of yards. The group continues to travel up until they get into a barrel and cross the "No Rattly" sign, where the Star Barrel is nearby. Now halfway through this level, the Kongs head, without Rattly, up and down several ropes, cluttered with baddies such as Zingers and Klingers. Eventually, they come up to another mast, and then hop on another set of long ropes. Here, they jump over many Zingers in their way and avoid many more enemies. Finally, the Kongs should come to another yard, where the level ends at the End of Level Target.

Donkey Kong Land 2

From the start, the Kongs go into the barrel nearby and turn into Rattly, then go east to the end of the first couple ship yards. Afterwords, the rattlesnake hops up the wooden platforms on the ship and goes west, eventually passing the "No Rattly" sign. The no-longer-transformed Kongs then climb up the ropes nearby and go west. As they continue, they jump rope-to-rope, avoiding Klingers and other baddies on their way. Once at the end of the ropes, the primates can get to the Star Barrel. Halfway through the level now, the heroes head east up the yards and hop onto the ropes on their way. The Kongs must climb up the Klinger infested ropes and then jump to the left to another set of ropes. As the Kongs climb across, there are some Zingers to avoid. They can get to another large set of ropes and pass several Klingers farther ahead. Afterwords, the animals journey east and cross more ropes, avoiding even more enemies on their way. The primates finally reach the yards again and go west, then east on a higher yard. From there, the heroes travel across horizontal and vertical ropes again, passing the last few enemies, until they can finally drop down into a barrel, which shoots them to the end of the level.

Secrets

Donkey Kong Country 2

K-O-N-G Letters

Bonus Levels

  • The Kongs must ride Rattly to the beginning of the third level of yards in the stage to find a wooden platform attached to a mast to their right. If they jump to the top of the platform, they can use Rattly's jumping abilities reach a Bonus Barrel. It leads to a Bonus Level, where the three animals must defeat a line of six Flitters that fly in the air within the time limit of 15 seconds. If they are all defeated within this limit, a Kremkoin appears on a mast at the end of the area to grab with the remaining time.
  • The next Bonus Level is near the end of the level. On the ropes, the Kongs should eventually see two Flitters in the air, as well as a Zinger in their path. Right in between the Flitters and the Zinger, the Kongs need to jump up to reveal a hidden hook. They can jump off of this hook and onto the two Flitters next to them to be able to bounce into a Bonus Barrel located high in the air. It leads the heroes into a Bonus Level, where they must climb up a large set of ropes while dodging Flitters to reach the top of the area, where a Kremkoin is located. If they manage to grab the coin within 15 seconds, they complete the Bonus Level successfully.

DK Coin

  • Shortly after the Kongs pass the third Klinger in the level, they come up to a line of three Zingers that fly in their path. If they head to the right from here and jump from the end of the ropes, they can reach a hidden yard with the DK Coin above it.

Warp Barrel

  • When the Kongs reach the second yard in the level, they should roll-jump to the right under the first yard to reach the location of an invisible Warp Barrel, which does not appear until they access it. The barrel sends them into a Bonus Level, where they can find a group of bananas that form the shape of an exclamation mark on a long yard that is supported by a ship mast. If they head to the right end of this area, they are lead back into the main level onto some ropes that are located immediately before the End of Level Target.

Golden Feather (Game Boy Advance version only)

  • Once the Kongs pass the second Klinger the in the level, they should jump to a hidden yard to the right to find a Golden Feather on it, along with a Banana Bunch.

Photograph (Game Boy Advance version only)

  • When the Kongs meet the final two Zingers in the level, they should climb to the left-end of the rope and jump into mid-air to find two hidden hooks. The heroes must hop upwards from the hooks to reach a yard that holds a Click-Clack, who is in possession of a photograph. If they defeat the foe, they are given a picture of a Click-Clack for the first page of their scrapbook.

Donkey Kong Land 2

K-O-N-G Letters

Bonus Levels

  • The first Bonus Level is different from other bonuses in Donkey Kong Land 2, as it does not grant the Kongs with a Kremkoin, but instead with an easy trip to the end of the level. Therefore, its discovery is not required to complete the game 100%. To find it, the Kongs must make their way past the first Zinger in the level to land on a yard located after it. After they jump to the smaller yard following this, the heroes should drop down from the right edge of the yard to fall towards a group of bananas that surround a hidden Bonus Barrel. If they fall into the area between the bananas, they land the Bonus Barrel, which can send them into a Bonus Level. Here, they can find a No Animal Sign on a long yard with a group of bananas above it that form the shape of an arrow pointing to the exit of the bonus. If they travel to the exit, they are taken back into the main level next to a spring that they can bounce on the complete the level.
  • Shortly before reaching the DK Barrel, the heroes come up to a wooden structure that is attached to a mast. Once they jump to this platform, they can find a Bonus Barrel to the left of them that they must jump into in order to access the second Bonus Level, where they must use kannonballs to defeat Klingers that climb along a large set of ropes. They can only reach the Klingers if they climb on the structures on the masts that are located around the ropes. If all of the Klingers are defeated within 30 seconds, a Kremkoin appears for the heroes to claim within the remaining time.

DK Coin

  • If the primates climb to the yard above the one that holds the fourth DK Barrel and then travel west, they soon reach the end of the final yard in the area. They can find a Banana Bunch in the air ahead of this yard, as well as a DK Coin that they must jump to in order to reach.

Gallery

Names in Other Languages

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