Donkey Kong 64 Walkthrough :
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Walkthrough - FAQ/Walkthrough_____ ____ _ _ _ _ ____ _ _ | _ \ / \ | \ | | | | / / | __| \ \ / / | | \ \ | /\ | | \ | | | |/ / | |__ \ / | | \ | | | | | | |\ \| | | / | | | | | | / | | | | | | | \ \ | | |\ \ | __| | | | |_/ / | \/ | | | \ | | | \ \ | |__ | | |_____/ \____/ |_| \_| |_| \_\ |____| |_| _ _ ____ _ _ ___ __ __ | | / / / \ | \ | | / \ / / / | | |/ / | /\ | | \ | | | /\_| / / / /|| | / | | | | | |\ \| | | | __ | /____ / /_||_ | |\ \ | | | | | | \ \ | | | \| | __ | /___ _| | | \ \ | \/ | | | \ | | \/ | | (__) | | | |_| \_\ \____/ |_| \_| \___/ \____/ |_| ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Table of Contents ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Introduction/Preface/Review [DK01] Getting Started [DK02] Jungle Japes [DK03] Angry Aztec [DK04] Frantic Factory [DK05] Gloomy Galleon [DK06] Fungi Forest [DK07] Crystal Caves [DK08] Creepy Castle [DK09] Hideout Helm [DK10] Enemy List [DK11] Frequently Asked Questions [DK12] Records [DK13] Version History [DK14] Copyright/Contact Information [DK15] Easy Navigation: Hold down the Ctrl key and press F to bring down a search bar. Then type in the code for the section you want to see (for example, DK07 for Fungi Forest). ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Introduction/Preface/Review [DK01] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Here's another VinnyVideo walkthrough. Exciting! Donkey Kong 64 is one of best games for the Nintendo 64. I wrote this guide way back in the Stone Ages of A.D. 2000, but that was before I knew about GameFAQs.com (and it was typewritten!). This guide is basically the same guide I wrote in 2000 with several additions and upgrades (and a small number of deletions). One note: Most walkthroughs (for this game and especially other games) are filled with "spoilers" - like the explicit summaries of cinema scenes. I personally adhere to a No-Spoilers Policy. Whenever possible, I don't tell you about any cinema scenes or future events (like getting a special item). Review (may contain traces of spoilers): As I've said, Donkey Kong 64 is a great game. It would've been nice if there had been more than eight worlds, though. While DK64's 201 Gold Bananas easily eclipses Super Mario 64's 120 Power Stars, many of the Gold Bananas are a little redundant; often you use each Kong to perform a similar task in a level. Also, most of the 40 Krushas (20% of the Gold Bananas) are pretty easy to find (and nearly all are easy to beat). You need only 100 Gold Bananas to reach the final world. Most of the mini-games are repetitive, and some, notably Beaver Bother!, don't work very well. The best one, Mad Maze Maul!, appears only twice. The play control is a little difficult to get the hang of. It's tricky to remember all of the Z-C button combinations. Compared to Super Mario 64 and Zelda: Ocarina of Time, DK64 feels like less of an adaptation of its Super NES counterparts (or NES with Mario and Zelda) and more of something different - not necessarily a bad thing. The musical instruments are surprisingly fun, and the "guns" are done extremely well. DK's Barrel Blast mini-games and Diddy's Rocketbarrel Boost are really great. I wish there had been more barrel action, more animal buddies (Rambi and Enguarde are the only ones you can really use, although Squawks and Glimmer appear), and less repetition. Environmental Tip: This guide is 55 pages long, so it's going to take a LONG time to print and will use a lot of paper and ink. I highly advise that you print out just the sections you need, such as the strategy for a specific level or boss. If you're going to print a section of this guide and give it to a friend, it would be highly appreciated if you give proper credit to VinnyVideo. ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Getting Started [DK02] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Let's start with the game's story. While this might "spoil" the opening sequence you see when you begin a new save file, it's taken straight from the manual. "Left!" rasped a voice to his left. "Right!" came back the immediate response from the other side. It had seemed like a good idea at the time, but now the Klaptrap turning the wheel wasn't so sure. His little legs were getting tired, and those two incompetent fools didn't have a clue where they were going. "Left!" "Right!" With a sudden sickening crunch of metal against rock, the King's pride and joy came to a shuddering halt, knocking all three off their feet. The tough little Klaptrap was up first, dashing eagerly across to the broken bridge window to see what those goons had hit. "You two are going to be in sooo much trouble!" he barked gleefully. But that pair weren't the only ones in trouble. Deep within the gloomy bowels of his latest creation, a furious King K. Rool sat on his throne, glaring down at the quaking generals of his vast Kremling army. "Well? I'm still waiting for an answer..." His plan couldn't fail this time, or so he had thought. But like so many times in the past, he'd underestimated just how useless his scaly minions could be. It had taken years to build, but now his mighty island stronghold lay immobile off the coast of its very first target - Kong Isle. Perhaps all was not lost, though... "Power up the Blast-o-Matic. Target in Kong Isle. Fire when ready!" Instead of a deafening explosion, there came only a pathetic whimper. "I'm so v-very sorry your m-majesty, but I'm afraid the Blast-o-Matic isn't quite w-working yet..." K. Rool turned to face the white-coated technician responsible for the bad news. The King began to cry. "It's just not fair..." he sobbed. "I really thought I was going to win this time." Klump waddled over and put a consoling arm around his distraught leader. "Don't get all upset now, your excellency. We'll go and capture those nasty Kongs for you. Then we'll steal their Golden Bananas as usual so that if any Kongs escape us, they'll be too busy looking for them to come and ruin your magnificent plans." As K. Rool watched his generals leave, he wiped away his crocodile tears and began to laugh. His little play acting had worked, and now those Kongs would soon be history. He glared down at the bemused technician. "Well, what are you waiting for? Get the Blast-o-Matic working. I've got an island to destroy!" ------------------------------------------------------------------------------- Controls: Again, I'm assuming you bought the game secondhand or are playing on an emulator and therefore don't have a manual. Control stick: Move your Kong A: Jump B: Punch (press three times for a combo attack), or pick things up Hold B: Release for a special shockwave attack (must have Banana Camera and at least 1 Crystal Coconut) Z: Duck R: Center camera behind your Kong C-Left, C-Right, C-Down: Change camera angle C-Up: Lets you view the screen from your Kong's point of view; displays Aiming Sight if you have a gun out Start: Pause, taking you to the Subscreen, which allows you to save, exit the level, or view statistics for each level While ducking: A: High jump B: Perform special operations specific to certain Kongs, like DK's roll C-up: Use a music attack (if you have it) C-left: Take out shooter (if you have it) or end Cranky Barrel moves C-down: Take out Banana Camera (if you have it); press B to shoot C-right: Throw an Orange Grenade While moving: Z+A: Long jump A+B: Aerial attack B: Roll attack While in the air: Z: Simian Slam While swimming: A: Swim fast B: Swim slowly Z: Stop (while underwater) Note: L and the directional pad don't do anything. General tips: Don't worry about losing lives; your lives are infinite! However, falling off a cliff or running out of energy will usually send you back to the start of the level. Also, you have infinite oxygen when underwater. Use Tag Barrels to change the Kong you're controlling, or to recharge your energy. If you see a Bananaport pad (a round pad marked with a number), step on it to activate it. Find the other pad marked with that number in the same level to create a warp point. Thess can save a lot of time, especially in later levels. Your progress usually seems to get saved automatically, but make sure to select the "Save" option on the Subscreen after defeating a major boss or turning your Nintendo 64 off. You can usually collect the Gold Bananas in almost any order you like. However, I usually list them by character or region, preferably in the most efficient order possible. ------------------------------------------------------------------------------- The Training Level ------------------------------------------------------------------------------- On the opening screen, select "Adventure" and start a new file. After you watch the opening sequence, jump into the Training Barrels to play some practice games that show you how to perform various operations: throwing barrels, using Orange Grenades, swinging on vines, and swimming (the hardest of the four). When you complete them all, go to Cranky's Lab to receive the Simian Slam (supposedly Buttus bashium in Latin) potion, which allows you to hit Simian Slam switches. Unless you want to explore the area a bit (like visiting the Banana Hoard or a cave that's currently useless), follow the "Way Out" sign and hit the switch in the cave to leave the training area. From here, step on the five Bananaport pads to activate them. These allow you to warp all over the DK Isles region. From here, swim west and north to K. Lumsy's Island. Go inside and talk to the caged K. Lumsy. He'll open the entrance to Jungle Japes. Now return to DK Island and go to where K. Lumsy opened a door. The game's first Gold Banana is located at the entrance to Jungle Japes, not far from the training level exit. It's pretty hard to miss. ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Jungle Japes [DK03] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Jungle Japes is a lush, humid jungle full of those "useless" Gnawty beavers. Even a third-rate player can survive here. Zingers swoop down and try to sting you. Gnawty beavers are easy to negotiate, as are the few Kritters here. Klumps, who throw bombs at you, are rare and can only be defeated with Orange Grenades. ---Donkey--- FIRST THINGS FIRST At the start of the level, swing across the vines to a small ledge for your first Banana Coin! These will be useful later. Now use a Simian Slam on the Donkey Switch and go inside the tunnel that opens. There's nothing in this tunnel except baddies and bananas. Explore the area until you collect two more Banana Coins. Go to Funky's Armory (you'll need to climb a few vines) and purchase the Coconut Shooter for three coins. The Controls section has information about how to operate it. THE TIP O' THE MOUNTAIN (#1) From Funky's Armory, climb the nearby tree and long jump (Z+A while moving) to the Armory's roof. Backflip (Z+A while standing) to find Snide's Headquarters. Go inside if you want to meet him, although there's little he can do at the moment. Follow the trail of bananas for your first "real" Gold Banana! Woo-hoo! There's only 198 to go. BATTLE ARENA PAD You may think that you have to break your leg or neck to collect a Battle Crown. However, all you really need to do here is watch the game's demo sequence! It'll show you precisely where the Battle Arena Pad is (near Funky's Armory). Stand on the pad, press Z, and you'll be sent to the Battle Arena. These are always fun and exciting, although this one is ridiculously easy. In Beaver Brawl!, just survive two Gnawties for 30 seconds. Don't run out of health (which should never happen on this one) or fall off the ring. After 30 seconds, you'll get the first Battle Crown! Only nine to go. These will come in handy someday... DONKEY KONG'S SECOND GOLD BANANA AND DIDDY (#2) Once you've collected the first Gold Banana of Jungle Japes, Diddy will reveal three Coconut Switches. One is near the big rock, one is below Funky's Armory, and another is near the big hill. The switches next to the big rock and the steep hill are quite easy to hit, although the one next to the slope is guarded by a Zinger. Be careful! The aiming sight mode helps with all of them. When you try to hit the switch over the river, you'll find that you can't hit it from there. Instead, try a "crack shot" from Funky's Armory with the aid of the aiming sight mode. Once you hit the three switches, the doors under the switches will open up, along with the one on the bluff where Diddy and a Gold Banana are imprisoned. The three gates will also open. MORE FUNKY ACTION Make sure to take Diddy to Funky's Armory once you get three red Banana Coins. Here you can get Peanut Popguns, which are essential in Jungle Japes and other levels. For the time being, however, my guide will focus on Donkey Kong's Gold Bananas. Note: If you hit one of those floating yellow balloons with a coconut (near the X and Cranky's Lab), you earn five or ten bananas. CRANKY STUFF In the tunnel across the river is Bananaport #4. You should activate it. Follow the bananas, which lead to the Cranky's Lab area. Go inside Cranky's Lab with Donkey to buy the Baboon Blast (Barrelum perilous) potion, which allows you to visit Barrel Blast courses using Donkey Pads. Diddy can buy Chimpy Charge (Hurtus cranium), which gives the little chimp a charge ability (Z+B) which can bash certain things open. Each costs three coins. If you don't have enough money, just look around until you find some more coins. RAMBI RAMPAGE (#3) Behind Cranky's Lab is a Coconut Switch. Hit it - and look! It's a barrel that transforms you into Rambi the rhinoceros. Enter it and charge the four straw huts (Z+B) and the Rambi door. When you're finished, press Z+C-Left to change back into Donkey. Now pound the Donkey Switch that was under one of the huts. It'll reveal a Gold Banana at the start of the main part of the level. Head back there and get it! With only 196 left, there's nothing stopping you! BARREL BLAST GOLD BANANA (#4) Take Donkey to the palm tree near the big X. At the top are some vines that lead to a Donkey Kong pad. Press Z on it and you'll be warped to a Barrel Blast course. These are probably the most fun mini-games in DK64. Complete the course for a Gold Banana. It's not too tough. However, make sure to fire out of the barrel when the crosshairs are aimed at the next barrel. You use the Z button to shoot. At the end, shoot yourself through the Gold Banana. YELLOW BLUEPRINT GOLD BANANA (#5) Now enter the cave next to the giant X. Not far into it is a yellow-haired Krusha. Defeat him to win a Blueprint. Remember that only Donkey Kong can collect yellow Blueprints, Diddy can only take red Blueprints, and so forth, corresponding to each Kong's color (gray-haired Krushas have already had their Blueprints collected). My preferred Krusha-beating method is to just punch them out, although some people like Orange Grenades or other methods. I don't like Orange Grenades because it takes tons of them to beat a Krusha. Starting in the next level, music attacks are highly recommended. Anyway, take the Blueprint to Snide's Headquarters the next time you're in that vicinity and he'll give you a Gold Banana in exchange. ---Diddy--- THE RED BLUEPRINT (#1) In the tunnel that leads to Cranky's Lab is a little red-haired Krusha who's got a Blueprint. Bop him out and take the Blueprint to Snide's Headquarters for a Gold Banana. TIMED GOLD BANANA (#2) Now it's time to switch to Diddy, as Donkey Kong now has all five of his Jungle Japes Gold Bananas. Go back to the Cranky's Lab area and you'll find a Diddy Switch under one of the demolished huts. Give it a Simian Slam and a door will open and a 50-second timer will begin ticking. Hurry to Bananaport #4 and use it. Hit the Diddy Switch near Cranky's Lab, run to Bananaport #4 and use it (assuming you activated them), jump in the river, swim right, climb the vine, and dash through the gate with the Gold Banana before it closes. TIP: Remember that on timed bananas the gate doesn't start closing until the clock reaches 0. You may be able to enter the door a little after time expires. Credit goes to Stephanie Richer for helping me find a way to clarify this. LOCKED-UP BANANA (#3) Head into the tunnel that takes you from the start to the main area. Use the Peanut Popguns on the two Peanut Switches to open up a locked door. Inside are some other switches and a Gold Banana for Diddy! Just a measly 192 left! PEANUT POPGUN POWER (#4) Next to where Diddy was locked up is a huge mound. I wonder what kind of mole made that. It looks a lot like Banjo-Kazooie's anthill. Hit the Peanut Switch to make some boards pop out. Quickly run up to the entrance into the hill before the platforms disappear. Yikes! Diddy's in a mine. Look on some lumps of coal for a few coins. Another pile of boxes has some Ammunition Crates. There's a small hole in a fence on one platform. Shoot across to hit the Peanut Switch. Carefully run across the bridge and slam the Diddy Switch. A Gold Banana will appear at the top of the hill. Go back outside, hit the Peanut Switch, run to the top of the hill, and get your Gold Banana. MINECART MADNESS (#5) Back in the mine, enter the small door. Now Chimpy Charge the rickety fence and bop the Klump using Orange Grenades. Chimpy Charge the LO button and hurry to the Diddy Switch. Inside the room, defeat the Klumps and backflip (Z+A) onto the conveyor belt. Run up the conveyor belts and up to the small ledge. Hop down the shaft and collect the bananas. Whoa! Diddy's in a mine cart! Press A to jump, and use the Control Stick to lean to the side or adjust your speed. Collect 50 coins to win a Gold Banana at the end. Falling Kabooms are a problem, as are Krashes - Kremlings in mine carts who swing clubs at you. If you get hit, you'll lose three coins. It's really not too tough to win. ---Lanky--- NOTE: At first you may think that you can't take Lanky or Tiny Kong to Jungle Japes. But all five Kongs do have Gold Bananas to collect. Diddy rescues Tiny in Angry Aztec, Donkey bails out Lanky in the same level, and Lanky puts Chunky in the Tag Barrel in Frantic Factory. CRANKY'S LAB At Cranky's Lab, there are more moves to buy. Here they are: TINY - Mini Monkey (Kongum smallus) - Hop into a Tiny Barrel to become a very small monkey. LANKY - Orangstand (Palmus walkum) - Press Z+B to perform a handstand that allows you to climb steep slopes. Once you get the Mini Monkey move, make sure to go to Banana Fairy Island to get the Banana Camera, which allows you to photograph Banana Fairies. FUNKY'S ARMORY Each shooter still costs three coins. And Funky's got two of 'em for sale! You operate these in the same way as the other guns. TINY - Feather Bow LANKY - Grape Shooter BLUEPRINT BANANA (#1) In the tunnel leading to Cranky's Lab is a blue-haired Krusha. Go get 'em! SPEEDY SWING SORTIE! (#2) Next to the Krusha are two steep hills. Lanky should use his Orangstand ability to go up the two hills. On one side are some coins; on the other is something called a Gold Banana Barrel. In these are little mini-games misplaced from Mario Party. If you win, you'll receive a Gold Banana. The objective is clearly stated prior to the game. In this game, Speedy Swing Sortie!, Lanky must swing across vines to collect coins. Grab them all to win. It's easy and very fun! TIMED GOLD BANANA (#3) Under one of the huts you destroyed earlier, you'll find a Lanky Switch. Hit it to reveal a Gold Banana. You've got a 60-second time limit, so hurry. Use Bananaport #4, dive into the river, take a right turn, and climb the vine to Funky's Armory. Swing across the vines to the area with the Barrel Cannon and enter the open door. It's a Gold Banana! MAD MAZE MAUL! (#4) In the passageway Diddy opened up near the start of Jungle Japes, there's a Grape Switch. Shoot it to reveal a Gold Banana Barrel. Play a game of Mad Maze Maul! to win a Gold Banana. In this game, Lanky must defeat five Kremlings. Sounds easy? Well, there's a time limit, and you're in a maze, so you'll have to hunt the enemies down. You also have to cross the finish line once you've beaten them all. This is my favorite mini-game in DK64. MORE PEANUT POPGUN POWER (#5) Next to the Zinger, the steep hill, and Bananaport #3, you'll find a Peanut Switch above a gate on the hill. Use Diddy to hit it and open a door. Switch to Lanky Kong, who is the only King who can climb the slope. Use the Orangstand move. Go through the door on the hill, where you'll find two bolts. Hit them with the Simian Slam to release a large group of Zingers. Use the Grape Shooter to take them out. When they're all gone, you'll get a Gold Banana and a Banana Fairy. Take its picture using the camera, which I hope you have by now. ---Tiny--- TIMED BANANA (#1) Yep, Tiny Kong has a switch under one of those huts, too. Use the same tactics you used for Lanky. Even though the timer is just 30 seconds, it's easier this time, as you only have to travel to the cave near Funky's Armory. Again, Bananaport #4 is a big help. SPLISH-SPLASH SALVAGE (#2) In the room Diddy opened up near the beginning of the level, you'll find a Feather Switch. Shoot it to open a door. Inside is a Gold Banana Barrel! Play a game of Splish-Splash Salvage! to win a Gold Banana. In this game Tiny must dive down and collect a few coins. When you reach the proper depth, DO NOT push the the Control Stick up or down! If you do, you'll mess up your aim. Don't change until you have all of the coins in that ring. Then swim down to the other ring of coins. This game is difficult, so plan on having to play it a few times before you win. ANOTHER BLUEPRINT (#3) You wouldn't think there would be one for Tiny, did you? In the tunnel near the big rock is a purple-haired Krusha. Defeat him to earn another Blueprint. Near him are two Feather Switches. Hit both of them to open another section of Jungle Japes (with many palm trees). IT'S NOT MARIO (#4) In this new section, look for a Tiny Barrel. Jump in to become Teensy-Tiny Kong! Go through the logs to find some bananas. Then hop onto the mushroom to bounce onto the stump. Hey, there's a hole in the stump! Drop through to find a Gold Banana. BEEHIVE BONKERS (#5) DANGER! Before trying to get this Gold Banana, make sure Tiny has the 2nd Melon of life and the Saxophone Slam. Both can be obtained in the next stage. Otherwise, I won't be surprised to see her on crutches with a torn MCL. Anyway, there's a giant snail shell in the palm tree area. Go inside with the Tiny Barrel. If you ever get in too much trouble in here, use the Saxophone Slam. In the first room, hit the Tiny Switch to open the second room. In the second room, hit the Tiny Switch to open the third room, which contains another Gold Banana. ---Chunky--- NOTE: Don't think that Chunky Kong can't get anything here, either. Chunky has some real stuff to do, including finding an elusive Krusha. CHUNKY STUFF Chunky has some stuff to buy in Jungle Japes. It's not big, slow, and useless. Pineapple Launcher (what a goofy gun!) Hunky Chunky (Kreminous crushum) - Jump into a Chunky Barrel to become bigger. Primate Punch (Sandwichium Knucklus) - Gives Chunky a super-duper punch (Z+B). Also, now that Chunky has his shooter, Funky will offer to upgrade all five guns with Ammo Belt 1. It lets all the Kongs carry 100 rounds of ammunition instead of the old 50! Only one Kong has to pay for it. TIMED BANANA (#1) In the tunnel leading to Cranky's Lab, there's a giant Rambi door. You should've charged it as Donkey Kong, but if you didn't, you can do so now. Anyway, use Chunky to enter what used to be the Rambi door. Inside, photograph the Banana Fairy over the pool of water (no, you don't have to play Zelda's Lullaby - an Ocarina of Time reference). There's also a massive boulder (you don't use the Megaton Hammer). Press B to pick it up and throw it away, then hit the Chunky Switch. Lumber as fast the big ape can to Bananaport #4 (although Bananaport #2 also works). Then take the same path Lanky used to get to the Barrel Launcher. Use the cannon to get to Snide's HQ, where you'll find the Gold Banana. MINECART MAYHEM! (#2) In the area Tiny opened up (with the Kritters and giant palm trees), you'll find a Chunky Barrel. Jump into to become Hunky Chunky. Now you can climb the palm trees! Some have bananas, but there's also a Gold Banana Barrel. It takes Chunky to a game of Minecart Mayhem! In Minecart Mayhem!, Chunky must avoid slamming into the TNT cart for 30 seconds. It's not tough once you find the right strategy. Often it's advantageous to slow down. BIG ROCK BONANZA (#3) Since Chunky is really strong, he can pick up that big rock near the X! Pick it up and throw it at something. Wow! That rock was hollow, and it held a Gold Banana! BLUEPRINTS AND BOUNTY (#4 and #5) I'm covering two different Gold Bananas in this paragraph. Now Simian Slam the big "X" repeatedly and you'll fall through the hole! This takes the mangy monkey to a dusty tunnel filled with spider webs. Soon you'll come to a very narrow path. The lighting is very dim, so be careful and patient. At the end of the line is a sinister-looking face. Wait a minute! Those eyes are Pineapple Switches! Hit them both to reveal some vines. One set leads to a Gold Banana; the others take you to the green-haired Krusha. Go to Snide's HQ to redeem your Blueprint, and if you've followed my guide to the letter, you're 25 for 25 in Jungle Japes! A big-league slugger would envy that kind of batting average. EDITOR'S NOTE At the end of each level, I describe the new Gold Bananas in the DK Isles region you can collect. Unfortunately, Diddy and Donkey don't have any to collect after Jungle Japes. Now, let's proceed to... THE BOSS! ---The Boss--- SCOFF AND TROFF Throughout this stage, you'll find Troff 'n' Scoff Portals. Enter one and feed your hard-earned bananas to Scoff. Step on the banana pads and use the Kong(s) of your choice to give him bananas. Feed him a total of 60 of the yummy treats to enable Troff to open the boss arena! Donkey Kong is the Kong for this duel. Massive Explosive Armored Mammal ARMY DILLO I can't resist giving bosses forged subtitles in imitation of Zelda games. When you enter the arena, you'll realize Donkey Kong's stuck here with a very large boss. Eek! It's Army Dillo! This big, bad boss will start off by hurling a barrage of fireballs at you. After shooting a few, Army will stop to taunt you with a sinister snicker. Quickly pick up the TNT Barrel (use B) and throw it at his head to inflict some damage. If you miss, you may have time to get in a second shot. Now he'll roll after you, trying to squash you. Keep moving. The more you hit the big armadillo, the more flaming rocks he'll shoot at you. Repeat this process twice and the fight will be over! After blowing him up three times, his fireball cannons will explode and he'll scamper away. Once he limps off, you'll win the first Boss Key! ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Angry Aztec [DK04] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ K. LUMSY'S ISLAND Take that Boss Key to K. Lumsy. He'll open up the door to Angry Aztec. Near the big waterfall at the back of DK Island, take the stairs, climb the vines, and follow the path. You'll eventually come to the temple, the entrance of Angry Aztec. To enter you'll have to have at least 5 Gold Bananas. ANGRY AZTEC Angry Aztec is a wild desert level. Hot quicksand is everywhere, and "blowing sand" is the default weather condition. And yes, that is a mosque (don't ask). Candy Kong makes her first appearance here. Lanky and Tiny are locked up in jail here in two different temples. Diddy learns the Rocketbarrel Boost, which is very fun and quite important to your quest. BAD BOYS! BAD BOYS! BAD BOYS! This isn't COPS, but Angry Aztec introduces several new baddies. Kritter and Klump are back. Zingers now try to drop bombs on to the careless chimps. Klaptraps take two hits and are real pains. Klobber hides in a barrel and knocks the monkeys around. Shuri is a starfish who lazily swims about. Kroc is a real pain. He's got a laser gun, and if you run out of time in certain temples, you're roadkill! ---Diddy--- CANDY KONG Just past the opening tunnel is Candy's Music Shop. Diddy and Donkey need their musical instruments, which you can buy here. DIDDY - Guitar Gazump DONKEY - Bongo Blast FREE TINY! (#1) Next to Candy's Music Shop is a large temple (which looks a lot like the Dome of the Rock). Hit the Peanut Switch to go inside. Look for a Diddy Switch and hit it. Hop onto the monkey tongues that emerge and carefully backflip from tongue to tongue. At the end there's a small ledge. Hit the Peanut Switch at the other side of the room to make another tongue stick out. Cross it carefully to the Guitar Gazump pad on the other side. Crank out a tune to cause the ceiling to open up, melting the ice and allowing Diddy to swim in it. Follow the underwater tunnel to a fork in the road. Take the right fork to reach Tiny Kong's prison. Slam the Diddy Switch to make some platforms emerge. Hop on each one to gain access to the switches. If you spell KONG by simply Chimpy Charging the switches, you'll release Tiny Kong and a Gold Banana from jail! With only 188 left, there's no reason to quit! Note: You may want to use Tiny now to get the Banana Camera from Banana Fairy Island. Get the Mini Monkey potion from Jungle Japes, then see the section after the Angry Aztec strategy for further details. MORE MUSICAL MAYHEM Near the llama cage is a palm tree. Climb it and you'll see some ropes. Swing across them to the top of the cage. Look! It's a Guitar Gazump pad! Play your tune to open up a door, allowing access to the second part of Angry Aztec. CRANKY'S LAB Inside the tunnel that Diddy just opened is a small, narrow path over some hot quicksand. Take it to Cranky's Lab. There are some things to purchase. DIDDY - Rocketbarrel Boost (Boostum highus) - Use Diddy Barrels to fly. DONKEY - Strong Kong (Strongum Kongus) - Become invincible with Donkey Barrels. BLUEPRINT BANANA (#2) This Krusha is hidden very well. On top of one palm tree, you'll find a Rocketbarrel Boost barrel. Rocket to the top of the temple, where you'll find a red-haired Krusha! Use a music attack to beat it easily. ROCKET BARREL RING GAME (#3) Go through the tunnel to the second part of the stage. Look for a Rocketbarrel Boost barrel and enter it. Press A to thrust, Z to hover, and B to shoot with Peanut Popguns. Hurry, as your fuel gauge (Crystal Coconuts) isn't infinite. Don't touch the ground, or you'll land. See that big totem pole? Well, fly through the ring at the top three times to release a vulture. Diddy will play an excruciatingly fun game where he must fly through all the gold rings. It's fairly tough, though. When you fly through enough rings, the Necky will leave a Gold Banana in the ring on the totem pole. GOLD BANANA #4 (#4) In the second part of Angry Aztec, you'll find a ledge with four gongs. Chimpy Charge each one to make a tower rise up. On top is a Gold Banana! Use the Rocketbarrel Boost to reach it. EVEN MORE PEANUT POPGUN POWER See that temple with five doors? Well, land on it, and look! It's a Diddy Switch. Hit it to make the totem pole start to spin. Climb a palm tree near it and feed it five peanuts. As you shoot at it, its speed will vary a bit. When you're finished, five switches will appear over the temple, a switch for each door. DIDDY'S ROOM (#5) Now hit the Peanut Switch on that temple to open up Diddy's room. Explore the area and you'll find a Banana Coin and a Gold Banana. Watch out for Kroc in this temple, who will start a 30-second countdown after you get the Gold Banana. ---Donkey--- BLUEPRINT BOOTY (#1) At the very start of Angry Aztec are two Coconut Switches. Hit them both to open a door. Jump into the nearby Donkey Barrel to become Strong Kong. Collect the bananas and bop out Mr. Krusha! BARREL BLAST (#2) At the large temple with a llama on it, you'll find a Donkey Pad. Take it to a Barrel Blast game. Complete it to unlock the llama. Don't forget to take the Gold Banana he leaves. FREE LANKY! (#3) Head back to the llama temple. Hit the Coconut Switch to go inside. Look out for the Klaptraps and bananas in the temple. Also, those snake heads won't do anything for Donkey. Soon you'll find a Bongo Blast pad. When you play your song on it, the little llama will spit (yuck!) into the lava and make it safe to swim in (a permanent Clapper, for DKC 2 fans). Neat! This water is completely safe now. Dive into the dip and swim through the tunnel. In the next room, Lanky is locked up in his grimy, slimy, moldy jail. Hit the two Coconut Switches to unlock him and get a Gold Banana. STEALTHY SNOOP! (#4) In the llama temple is a Donkey Switch. Hit it to open a cavern near Funky's Armory. There hop into the Donkey Switch and enter the tunnel. Activate Bananaport #5 and hop into the Gold Banana Barrel. In Stealthy Snoop!, Donkey must artfully dodge Kremling security guards in a maze. THE SECOND DOOR (#5) In the temple with five doors, hit the Coconut Switch. Donkey has a room just like his little buddy. In fact, his is very similar to Diddy's. Again, collect the Gold Banana and the Banana Coin, and try not to let Kroc zap you. ---Tiny--- CANDY'S CANDY Now is a good time to visit Candy Kong and buy musical instruments for Tiny and Lanky. TINY - Saxophone Slam LANKY - Trombone Tremor MAGMA MADNESS! (#1) No, this isn't a mini-game. At the llama temple, hit the Feather Switch on the side to gain entry. Inside, look for a small chamber with a Banana Fairy, Tiny Barrel, and a small opening. Go into this opening and activate Bananaport Pad #2. Hit the Tiny Switch to make some platforms appear. Carefully cross the ledges to another switch. Keep going until you earn a Gold 'Nana! KLAPTRAP KARNAGE (#2) In the temple where Lanky was imprisoned, you'll find a Tiny Barrel in a little room. Become Teensy-Tiny Kong and head to the two snake heads. Under one is a little tunnel leading to a room filled with Klaptraps. Beat them all for a Gold Banana. A BLUEPRINT, AND IT'S NOT BLUE (#3) In the tunnel connecting the two main sections of Angry Aztec, you'll find a Krusha. NOT A VOLKSWAGON BEETLE (#4) Go to the tower Diddy raised by charging the gongs. Hop into the Tiny Barrel (it's a key move, isn't it?). Skip up to the Saxophone Pad and play a little tune. Squawks will carry you to a small hole in the roof (a cheap cameo role for the poor parrot). Here you must race a beetle. You have to win AND collect 50 coins on a slide. If you make contact with the beetle, you lose three coins. The best place to pass is right after the first tunnel. At the three forks in the road, take the right, left, and left forks. This game isn't easy, so expect it to take a few tries. TEMPLE TERROR (#5) There's a Feather Switch over a door in the five-door temple. Go through and look for a Tiny Barrel in it. It leads to a room with a Banana Fairy. You'll also find a Gold Banana in the maze. ---Lanky--- SHRINKIN' SHOOTIN' (#1) Remember that fork in the road in Tiny's temple? Well, take Lanky to the LEFT fork in the underwater tunnel in the temple. It leads to a Lanky Switch. Give it a Simian Slam! You'll release another Necky, a vulture who appears only in this level. Bombard him with grapes to make him too small to carry the Gold Banana. BATTLE ARENA PAD After collecting the previous Gold Banana, some of the water will drain, giving you access to the Battle Arena Pad. In Kritter Karnage!, Lanky must hold off two Kritters for 30 seconds. Then you win a Battle Crown, your second. Tip: In Battle Arena games, use Lanky or Diddy when possible, as they're the best for these. Diddy is extremely fast and agile. Lanky has outstanding range on his combo punches. Also, both have faster reaction time than Donkey or especially Tiny. However, on some games you have no choice as to the character you use. TEETERING TURTLE TROUBLE! (#2) In the llama temple, you'll find a Trombone Pad. Have Lanky play his goofy little song to make the snake heads connect and form a bridge. Use the Orangstand to cross it to a Gold Banana Barrel. Teetering Turtle Trouble! is one of those melon gun-shooting games. Shoot melons at the six snakes to keep the six turtles spinning. Turtles who scream for help should be your first priority. BLUEPRINT BANANA (#3) In the llama temple, take Bananaport #2 (which I hope you activated earlier) to go to the lava room. Bop out that bad old Krusha! YOU'RE MAKING ME DIZZY (#4) Yes, Lanky's still in the llama temple. Next to the Tag Barrel, you'll see some massive doors. Hit the Grape Switch to open them up. They lead to a room full of Kritters. Defeat them and hit the Lanky Switch. Shoot a face on the wall. Look! It's spinning! Hit its matching color and repeat. Some faces look the same; with those you have to tell by sound. When they're all spinning, you win a curved, tasty, yellow, potassium-rich thingamajig. Make sure to defeat any Kremlings that return. DOOR NUMBER FOUR (#5) At the five-door temple, you wouldn't think they'd have a room for Lanky, too? Use the tree to reach the higher level, and hit the Grape Switch to go inside. Hit the Grape Switch to open a door inside the temple, and look for a Gold Banana Barrel. It sends you to a game of Big Bush Bash! In this game, you have to swat insects using a flyswatter, just like Mario Paint's Gnat Attack. Bash three in the allotted time for a Gold Banana. Just a measly 159 left! ---Chunky--- JUG-O'-WAR (#1) At the start of Angry Aztec, there are some Pineapple Switches. Chunky should hit both with his Pineapple Launcher, opening a door. The Zingers are real menaces in this room. Defeat them, preferably using the Triangle Trample. See those odd jugs? Look at the symbols on them. Since Chunky is very strong, he can pick the jugs up using the B button. Press Z to place the jug on the pad whose symbol corresponds to the jug's symbol. Watch out for the quicksand and the Zingers' Lime Grenades. When all jugs are spinning, you'll win a Gold Banana. STUFF FOR CHUNKY At Candy's place, Chunky should purchase his little musical instrument, the Triangle Trample. If you need coins, just climb the palm tree near Candy's Music Shop for four Banana Coins. If Chunky had enough coins in Jungle Japes, you bought the Primate Punch (Sandwichium knucklus). Otherwise, buy it at Cranky's Lab. TURBULENT TEMPLE TROUBLE (#2) Go to jail and do not pass go. Actually, go to the temple where Tiny was incarcerated. Hit the Pineapple Switch to go inside. Near the entrance, you'll find a small hallway that curves a bit. Inside the room at the end are some Klobbers and Kabooms (DKC 2 enemies). Bop them with Orange Grenades, then play a tune on the Music Pad to open a door. It's a Gold Banana! Unfortunately, it fell through a trap door. Jump down and beat the Klaptraps to get it back. BIG PUZZLE (#3) In the hallway that connects the two main areas of Angry Aztec, you'll find a Gold Banana Barrel in a cage. Jump in the Hunky Chunky barrel, pick up the nearby rock (press B), and place it on the stone switch (use Z), lifting the cage. Enter the Gold Banana Barrel to play Busy Barrel Barrage! Just keep shooting the Kremlings in a steady circular motion. A turbo controller may help. KREMLING KOSH! AND GREEN BLUEPRINT (#4 and #5) You guessed it. There's a Pineapple Switch on the door of that temple where Kroc likes to shoot you. Hit the Pineapple Switch and go inside. First beat the Krusha for the Green Blueprint. Then look for the Gold Banana Barrel in the maze. In Kremling Kosh!, you use a melon gun to shoot Kritters. The red Kritters are worth two hits, but they're speedier. That's it - all 25 Gold Bananas for Angry Aztec! ---The Boss--- SCOFF AND TROFF Throughout this stage are Troff 'n' Scoff Portals. Feed Scoff 120 bananas to open the boss arena. Diddy Kong gets to fight this baddie. Fire-Breathing Dragonfly DOGADON It looks like that big dragonfly isn't too happy to see Diddy bash that little dragonfly. He decides to start throwing fireballs at Diddy! After a few throws, Dogadon will come to rest for a bit. That's your cue to throw a barrel of trinitrotoluene at him! He falls into the magma. However, K. Rool's fiery pet flies right out. He doesn't like that! He'll now throw twice as many fireballs at you. When he stops, throw another TNT barrel at him. Afterwards, he throws three rounds of fireballs at you. Dodge them, throw one more TNT barrel at him, and you'll win the Boss Key. By the way, I'm pretty sure that this boss is a reference to King Dodongo from Zelda 64. ---DK Isles--- Note: These bananas in the DK Isles region can be collected once you get the Boss Key. BANANA FAIRY ISLAND Tiny #1: Swim out to the small odd island way out in the sea. At the back of it is a Feather Switch. Hit it to open a door containing a Gold Banana. Also, there's a Tiny Barrel. Become Teensy-Tiny and enter the tiny hole. You'll meet the Banana Fairy Queen, who'll help you reunite the 20 Banana Fairies with a Banana Camera and a shockwave maneuver (hold B and release) - a great way to defeat multiple enemies. This is such a Zelda rip-off. This move also can be used to earn Banana Coins from those mounds marked with "DK." Note that every regular level has two Banana Fairies, and the DK Isles area has four. Also, each Banana Fairy recharges your energy and increases your Crystal Coconut capacity by one. K. LUMSY ISLAND Lanky #1: At the back of K. Lumsy Island is a Grape Switch and a door. You can guess what happens when you shoot that switch. CROCODILE ISLE Donkey #2: After beating the Angry Aztec boss, a platform will raise on the island. It leads to a long pathway that eventually takes you to some vines. Below is another door and a Coconut Switch. Is there any possibility that the door contains a Gold Banana? ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Frantic Factory [DK05] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ K. LUMSY'S ISLAND Go take your Boss Key to K. Lumsy and he'll open up Frantic Factory AND Gloomy Galleon, two levels on Crocodile Isle. Although we can visit them in either order, I'm covering Frantic Factory first. You may prefer to get the new moves from Cranky's Lab in Frantic Factory, and then go to Gloomy Galleon to get the instrument and ammo upgrades. Climb up Crocodile Isle to reach Frantic Factory (or use the Bananaport Pad if it's been activated). You need 15 Gold Bananas to enter. FRANTIC FACTORY Frantic Factory is K. Rool's pride and joy. It's a highly hazardous toy-making facility (a departure from the flaming oil drums and acid pools of previous DKC games). The working conditions are similar to China's, although even the Chinese aren't attacked by robotic toys. I'm sure there's plenty of lead, though, although you won't face oil drums and rotating brownouts like in DKC. Diddy's going to a High Voltage Shack and Chunky's cage is about to fall on top of you like a one-ton weight. BAD BOYS! BAD BOYS! BAD BOYS! WHATCHA GONNA DO? Frantic Factory's baddies are often toys. Krembots and Robo-Zingers are tougher versions of Kritters and Zingers. Die Guys and Domino Dudes are simple; use Gnawty tactics, but the Dominoes are more aggressive. GENERAL MAP Frantic Factory is divided into four areas - the Production level, the Lobby, the Testing Department, and the R&D (Research and Development) Room. Certain rooms have more action than others. Here's a basic map: R&D TESTING (Block Tower) LOBBY (Start) PRODUCTION (Toy Machine, Storage Room/Chunky) ---Donkey--- BARREL BLAST Go through the tunnel near Bananaport #1. Follow the path, go down the pole, and enter the Storage Room from the toy machine room. You'll see Chunky Kong in a suspended cage. You can't help him yet. Just below the cage is a Donkey Pad. Complete the Barrel Blast course for coins and bananas. Hit the DK Star at the end to make a lever appear in front of the Donkey Kong arcade machine. CRANKY'S LAB In the Storage Room (the Donkey Pad is in there), you'll find a long tunnel. At the end is Cranky's Lab and Candy's Music Shop. Candy doesn't have anything new, although she will thoughtfully recharge your instrument. At Cranky's place, you can (and should) buy the following potions, each costing seven coins: DONKEY - Gorilla Grab (Simium strainus) - Press B to pull levers. DIDDY - Simian Spring (Leapus largium) - Jump high with Diddy Pads. TINY - Ponytail Twirl (Roundum roundus) - Hold A to float in the air. LANKY - Baboon Balloon (Baboonus balloonus) - Float with Lanky Pads. DONKEY KONG ARCADE (#1) In the Chunky room, hit the blue Simian Slam pad to open a gate. Now look for the room containing a purple-haired Krusha (the hair color John Rocker most despised). Climb the pole he's guarding and take the left fork at the hallway. In that room is an arcade machine for the original Donkey Kong. Pull the lever to play it! Here are a few tips: Level 1: In this game, Mario must jump avoid the barrels thrown by Donkey Kong (more precisely, the Donkey Kong who's now Cranky Kong). Press A to jump and up or down to climb a ladder. Watch out, as some barrels go down ladders. It's best to avoid the mallet. Touch the princess to complete the stage. Level 2: At the Pie Factory, four ladders retract sometimes, so you can't always climb them to the top. The fireballs are still around, and as usual, it's better to avoid them than to try to jump over them. Two of the platforms are conveyor belts. On those are pies, and if you touch them, you'll lose a life. Level 3: Watch out for the jacks that bounce at high speed. The elevators make this tough; if you hit the top of the elevator, you'll lose a life, and jumping down too far has the same result. Be patient here. Level 4: It's the grand finale. Here, mass numbers of fireballs attempt to keep you from grabbing the eight golden bricks which support the platform. Touch them all to win. You'll rescue Princess Pauline (yes, Pauline) and earn a Gold Banana! Play again for a price of two coins (you only have to pay once) to play a slightly harder version. If you win again, your prize is the Nintendo Coin, which you'll be glad to have later in the game. HIGH VOLTAGE SHACK (NOT A RADIO SHACK) (#2) From the start, go through the tunnel near Bananaport #2. From here, you'll eventually reach the Testing Department. In there, enter the door marked "R&D Room" to reach the R&D Room after climbing the ladder. In here, you may want to get the Battle Crown (check the next paragraph). Climb the ladder to the next level and look in the doors to find a chute (without a pole). Jump down to the Storage Room. Hit the Coconut Switch to open the hut. Inside, grab the items, pop the balloon, and take the Gold Banana. Then pull the lever. Bingo! The toy machine is running! BATTLE ARENA PAD In the R&D Room, look for a long tunnel. It leads to a room with some coins, a Tiny Barrel, and a lever. Pull it to open two cages. One holds some green coins, and the other has a Battle Arena Pad. In Arena Ambush!, survive against two Kritters and a Krusha for a slightly longer period of time than before to win a Battle Crown. I recommend using Lanky for this. FUN WITH NUMBERS (#3) In the Testing Department, look for a tunnel. You'll need to use a little "Booster Block" to get up there. It's a good idea to photograph the Banana Fairy found in the tunnel. At the end is a Donkey Switch. Simian Slam it and some blocks will pop up. There are numbers on them. If you hit them in 1-16 order, you'll be one Gold Banana richer. BANANAPORT #4 |
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Another Donkey Kong 64 Walkthrough :
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