K. Rool's Keep
K. Rool's Keep | |
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Game | Donkey Kong Country 2: Diddy's Kong Quest Donkey Kong Land 2 |
Level(s) | 6 |
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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 belonging to Kaptain K. Rool, and it is situated on the very top of Crocodile Isle. There are two ice caverns, a mine shaft, and three dungeons between the bottom and top of the castle. Donkey Kong Island also appears in the background, on the left side of the world map. Unlike the other worlds, K. Rool's Keep does not have a boss. In the Game Boy Advance version, Donkey Kong Island is no longer visible from the world map, and the boss fought at the end is a giant orange Kremling named Kerozene.
LevelsEdit
Both Donkey Kong Country 2: Diddy's Kong Quest and Donkey Kong Land 2 have six levels and a boss level, most of which are identically named in both games:
Donkey Kong Country 2: Diddy's Kong QuestEdit
Arctic Abyss
The first level, Arctic Abyss takes place in an ice cavern, mostly involving taking control of Enguarde, who has to swim all the way to the end. The water level changes at certain points along the way.Windy Well
The second level (fourth in the remake), Windy Well takes place in a mine shaft where the player rides the wind upward as they ascend to the top.Castle Crush
The third level (second in the remake), Castle Crush takes place inside of a castle where the Kongs are taken upward by a rising platform. The first part has an Animal Barrel of Rambi, while the second one has an Animal Barrel of Squawks.Clapper's Cavern
The fourth level (third in the remake), Clapper's Cavern takes place in an ice cavern where Clappers help by freezing the water into solid ice, allowing Diddy and Dixie to travel across while avoiding a Snapjaw in the water.Chain Link Chamber
The fifth level, Chain Link Chamber involves having to climb a series of chains, laid out both horizontally and vertically.Toxic Tower
The sixth level, Toxic Tower has the player transform into various Animal Friends, including Rattly, Squawks, and Squitter, to avoid the rising toxic waste.Stronghold Showdown
The seventh level, Stronghold Showdown is essentially a cutscene where Donkey Kong is found tied up, only to immediately be pulled away into The Flying Krock.Boss level: Stronghold Showdown (GBA)
In the Game Boy Advance version, Stronghold Showdown is completely different, now having a boss fight against Kerozene instead.
Donkey Kong Land 2Edit
Arctic Abyss
The first level, Arctic Abyss involves traveling through an ice cavern, and there are two instances when Enguarde is transformed into.Windy Well
The second level, Windy Well takes place in a mine shaft with a strong gust of wind that carries Diddy and Dixie upward.Dungeon Danger
The third level, Dungeon Danger takes place in a castle with no distinct features, and it replaces Castle Crush from Donkey Kong Country 2.Clapper's Cavern
The fourth level, Clapper's Cavern requires the player to jump on Clappers to temporarily freeze the water into ice, as the water itself is too cold to swim in and therefore damages the Kongs.Chain Link Chamber
The fifth level, Chain Link Chamber involves the player having to climb across horizontal ropes and up vertical ropes.Toxic Tower
The sixth level, Toxic Tower involves having to go up a tower while avoiding the rising toxic waste. Throughout the level, three Animal Friends are transformed into, in order of Squitter, Rattly, and lastly Squawks.Stronghold Showdown
Just as in Donkey Kong Country 2: Diddy's Kong Quest, Donkey Kong is briefly found tied up here before being carried off into The Flying Krock.
ProfilesEdit
Donkey Kong Country 2: Diddy's Kong QuestEdit
- Instruction booklet description:
- English:
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 or Dixie be the first?[1]
- English:
- Player's Guide: The Kaptain's home is on the highest peak Crocodile Isle. You'll feel on top of the world if you ever manage to get through his Kremling army and reach castle![2]
- Nintendo Power vol. 79: At last! You're finally reached K. Rool's Keep, the Kaptain's not-so-cozy home atop Crocodile Isle. You're so close to finding DK, you can small him! (Uh, well, you know what we mean.) Anyway, having come this far, K. Rool knows you're not just monkeying around, and he's got some special surprises planned for you. Now, this is no time to be standing around, scratching your arm pits. What are you waiting for? Get in there and rescue the Big Guy![3]
Donkey Kong Land 2Edit
- Instruction booklet description:
- English:
The next stop on our tour is K. Rool's Keep, decorated in Early Medieval Dungeon with lovely Kremling accents[4]
- English:
GalleryEdit
Names in other languagesEdit
Language | Name | Meaning | Notes |
---|---|---|---|
Japanese | Sanchō no Toride "Kurokoburugu" |
Mountaintop Fortress “Crocburg” | |
French | Castel de K. Rool[?] | K. Rool's Castle | |
German | K. Rools Reich[?] | K. Rool's Realm | |
Italian | Forte K. Rool[?] | Fort K. Rool | |
Spanish | Guarida de K. Rool[?] | K. Rool's Lair |
ReferencesEdit
- ^ 1995. Donkey Kong Country 2: Diddy's Kong Quest instruction booklet. Nintendo of America (American English). Page 23.
- ^ Miller, Kent and Paul Shinoda (1995). Donkey Kong Country 2: Diddy's Kong Quest Player's Guide. Nintendo of America (American English). Page 20.
- ^ December 1995. Nintendo Power Volume 79. Nintendo of America (American English). Page 28.
- ^ August 1996. Nintendo Power vol. 87. Nintendo of America (American English). Page 43.
- ^ 1995. Super Donkey Kong 2: Dixie & Diddy instruction booklet. Nintendo (Japanese). Page 29.