Krocodile Kore (Donkey Kong Country 2)

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Level
Krocodile Kore
Krocodile Kore DKC2.png
Donkey Kong Country 2: Diddy's Kong Quest
The start of the Krocodile Kore battle in Donkey Kong Country 2's Game Boy Advance remake.
Game Boy Advance version
Level code 8 - BOSS
World Lost World
Game Donkey Kong Country 2: Diddy's Kong Quest
Boss Kaptain K. Rool
Music track Crocodile Cacophony
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Krocodile Kore is the second and true final boss level of Donkey Kong Country 2: Diddy's Kong Quest. It is a large volcano with an entrance shaped like a Kremling head. It appears in the centered crater lake of the Lost World. Its interior appears to be a shrine, featuring artifacts such as armored Kremling statues, an altar, treasure, and weaponry. Krocodile Kore is the power source of Crocodile Isle, which is caused by a geyser of pink and blue energy emitting out of its volcano crater. The head is originally closed, but its mouth opens after Diddy and Dixie Kong complete every level of the Lost World. This allows the Kongs to enter the location where they have their second and final battle against Kaptain K. Rool. Completing this level rewards the player with a Video Game Hero Coin.

If the player used the secret in the very first level of the game to get all 75 Kremkoins, players can finish this level before the actual first boss battle. Doing so will reset lives and coins but the rest of the game can still be played afterwards.

Layout

When the Kongs enter the location, they immediately encounter Kaptain K. Rool. He is drenched from landing in his swamp, and he shakes off some seaweed and empties fish from his blunderbuss. The battle is significantly different from K. Rool's first match in The Flying Krock. In Krocodile Kore, Kaptain K. Rool fires a very long onslaught of spiked kannonballs and purple (or blue in the Game Boy Advance version) gas clouds, all of which the Kongs must dodge. The last object that K. Rool fires out is a barrel, which contains a regular kannonball. Like the previous battle, K. Rool attempts to vacuum the Kongs toward him via his blunderbuss. The Kongs must pick up the kannonball and toss it in his blunderbuss, which he then fires out rapidly. K. Rool is only defeated from a single hit in this battle. Upon firing out the kannonball, Kaptain K. Rool's blunderbuss explodes, hurling him into the air. K. Rool lands on the power source, where he gets stuck. He blocks the energy flow, which starts an earthquake. The power source explodes, and in the SNES version, K. Rool's Keep is soon destroyed. The Kongs and K. Rool manage to escape as Crocodile Isle sinks underwater.

Gallery

Names in other languages

Language Name Meaning Notes
Japanese ふたたび!キャプテンクルール[?]
Futatabi! Kyaputen Kurūru
Again! Kaptain K. Rool
French Kanine du Kroco[?] Krocodile's Kanine
German Krocodil-Hit[?] -
Italian Kovo Koccodrillo[?] Krocodile Lair
Spanish Centro Cocodrilo[?] Crocodile Center

Trivia

  • According to a drawing by Gregg Mayles, Klubba was planned as the final boss, in an encounter similar to Kudgel. Kaptain K. Rool eventually became the boss of Krocodile Kore. The events that transpire after defeating the boss of Krocodile Kore were kept—the villain flies into the power supply, the area crumbles, and the Kongs retreat away from the island.[1]

References