K. Rool's Keep
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 toxic waste. 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 | Enemies |
---|---|---|
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. | Kaboom Flotsam Puftup Lockjaw Shuri |
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. | Click-Clack Zinger Kutlass Kannon Krook Kruncha [[[Krook]] Kruncha Spiny Klampon Klobber |
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. | Neek Spiny Kutlass Krook Kruncha Klampon Zinger Mini-Necky |
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. | Snapjaw Kruncha Spiny Klampon Zinger Neek Flotsam Shuri Puftup Flitter |
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. | Klinger Zinger Klobber Krook Kutlass Mini-Necky Kannon |
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. | Klampon Kaboing Zinger Kannon |
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. | None |
Donkey Kong Land 2
Level | Description |
---|---|
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 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 |
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 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 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 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 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 |