Haunted Hall

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Template:Level Haunted Hall is the twenty-fourth level of Donkey Kong Country 2: Diddy's Kong Quest, and the second area of Gloomy Gulch. It is one of two levels (the other being Castle Crush) that does not appear in the game's semi-sequel, Donkey Kong Land 2. Instead, it is replaced by a more generic roller-coaster level known as Krazy Koaster.

Although this is a roller coaster level, it is the only stage to be set inside a haunted library. Kackles, in their first and only appearance, pursue the Kongs throughout the level here, and the they must deal with them through the use of Plus and Minus Barrels. Because Kackles catch the Kongs when the timer, found at the top of the screen throughout the level, runs out, they have to increase the timer whenever they can by touching Plus Barrels. If they are not careful, they can decrease the timer by hitting Minus Barrels. Other than Kackles, Zingers also can be found on the track.

The music of Haunted Hall is called "Haunted Chase."

Level Layout

Donkey Kong Country 2

From the start of the level, the Kongs must travel east and cross a large abyss, with the aid of a few hooks. Then, they will land on a Skull Cart and begin riding. Soon, the heroes will pass a gate, and a Kackle will start to chase them. They must hit all the + Barrels they see to stop this foes, or he'll attack them without remorse. Each + Barrel will add quite a bit of time to the lock, so the monkeys shouldn't worry about Kackle this time. After jumping over two - Barrels, they will finally pass another gate, and the ghost will stop chasing them. They Kongs need to continue across the track and soon have to hop over a few Zingers right above the track. After that, they will pass through the next gate and meet the second Kackle. It will chase them a farther distance this time. To make things harder, there is only 8 seconds given on the timer, and each + Barrel only fill about a second to it when hit. Luckily, though, there are no - Barrels around this area, so they do not have to avoid any of those hazards. Eventually, the monkeys will dodge the ghost and race through the fourth gate. Right after this, they will hit into the Star Barrel.

Soon after that, the heroes will pass another gate and meet the third Kackle of the level. This time, they have 30 seconds until the villain attacks. However, the area is cluttered with - Barrels, and they can take a lot of time away from the heroes if touched. Eventually, though, they should pass through another gate and leave that Kackle in the distance. From this point, the monkeys need to jump over a few more Zingers and get through the next gate, where another Kackle will chase them. This time around, there is a mixture off + and - Barrels all through the area. They can give or take away a lot of time, too. Once the monkeys safely pass through the next, and final, gate, they will enter a tunnel. They will then end up without their cart, and be able to hit the Ending Pad to exit the level.

Secrets

K-O-N-G Letters

Bonus Level(s)

File:Haunted Hall GBA 2 65.jpg
The Kongs as they enter the second Bonus Level in the Game Boy Advance version.
  • Bonus Level 1 and 2: When the Kongs are being chased by the first Kackle, they can find two separate tracks: one that leads up, and one that continues strait ahead. The primates should jump up to the track leading upwards, where they can see the entrance to a tunnel (which takes them to the second Bonus Level). Instead of going into it, they must jump on top of it to ride into the first Bonus Level. Here, the heroes need to travel up the track. Soon, they ride up a steep hill and hit a + Barrel. At the moment they touch it, the Kongs are shot backwards across the track. As they go back down the steep hill, they must jump up to another track and continue crossing gaps at a high speed. At the end, they run right into the Kremkoin and exit the Bonus Area. When they are back in the main level, still going backwards, the primates land right in from of the tunnel they had just been above. Suddenly, the cart switches directions and moves on forward into the next Bonus Level. Here, they must travel down the track and collect as many stars as they can. If they collect enough, the second Kremkoin appears.
  • Bonus Level 3: While being chased by the second Kackle past the Star Barrel, the Kongs can find two separate tracks. As before, one leads strait forward, while the other goes upwards. The Kongs should make a small jump and take the bottom route, which leads to a Bonus Barrel that shoots them into a Bonus Level. Here, they have to ride their Skull Cart at the highest possible speed and cross large gaps with it. Eventually, they can make it to the end of the course and obtain the Kremkoin.

DK Coin

  • At the end of the level before the Kongs hit the End of Level Target, they should walk under the tunnel to the left. When they go in, they grab the DK Coin, and then are shot out of the tunnel from a barrel. In the Game Boy Advance port, the coin is present in a different area. Instead, it is hidden behind the Kongs in the doorway at the end of the level. They must jump up to reach it.

Golden Feather (Game Boy Advance version only)

  • When the heroes begin the level, they should jump through an abyss before getting on the Skull Cart. If Dixie Kong is in the lead, she will land into a hidden Dixie Barrel and be shot to the Golden Feather.

Photograph (Game Boy Advance version only)

  • At the end of the level when the heroes get off of their Skull Cart, they should scurry under a small tunnel. Once they do this, they are blasted back out of the tunnel through a barrel with the newly-earned photograph, which they can add a picture to their scrapbook with.

Gallery

Names in Other Languages

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