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Donkey Kong Country 2: Diddy's Kong Quest

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Donkey Kong Country 2: Diddy's Kong Quest was the second Donkey Kong game for the Super Nintendo. It is the sequel of Donkey Kong Country and the predecessor to Donkey Kong Country 3: Dixie Kong's Double Trouble. It also had a Game Boy semi-sequel, Donkey Kong Land 2. It was released in 1995 and had Diddy Kong as the star. A port of the game was released for the Game Boy Advance in 2004 and was re-released on the Virtual Console in 2007.

StoryEdit

Donkey Kong got kidnapped by Kaptain K. Rool and his Kremling Krew. The Kremling Leader ask the Kong’s Banana Hoard as a ransom for Donkey Kong's captivity. However, both Diddy Kong and Dixie Kong decides to chases the Kremling Krew back to Crocodile Isle and free Donkey Kong.

Special movesEdit

Each of the two Kongs can perform several moves during their adventure. The two Kongs have different moves and abilities. For example, Diddy move faster than Dixie and both characters carries item in different ways.

CartwheelEdit

This move allow Diddy to cartwheel into enemies, defeating them. This move can be used in conjunction with a Jump to make Diddy go farther.

Helicopter TwirlEdit

When falling, Dixie can use this move to float slowly. On the ground, this move can be used to defeat enemies, much like Diddy's Cartwheel.

Team-UpEdit

This move can only be used when both Kongs are controlled. One of the Kongs will pick up the other one, and then it can throw it to defeat enemies or reach normally inaccessible places.

Worlds and levelsEdit

Gangplank GalleonEdit

  • Pirate Panic
  • Pirate Panic is the first level of Donkey Kong Country 2: Diddy's Kong Quest, and is located on the Gangplank Galleon. Near the start of the level is Kaptain K. Rool's cabin, which holds a Red Balloon and a note from the crocodile himself, stating that he's kidnapped Donkey Kong, and is holding him ransom for the Banana Hoard.
  • The Neeks, Klomps, and Klobbers who populate will not do much to the player at all. Much like in the first level of the original Donkey Kong Country, the Kongs will discover Rambi, who is needed to bust open the entrance to a bonus area.
  • Mainbrace Mayhem
  • Mainbrace Mayhem is the second level of the game Donkey Kong Country 2: Diddy's Kong Quest; it is located on the Gangplank Galleon. It is the first rigging level of the game.
  • The Kongs will be introduced to two new enemies in this level; Click-Clacks and Klingers, as they climb their way to the top. Being an early level, it shouldn't give the Kongs all that much trouble. The enemies that return are Neeks and Klomps.
  • Gangplank Galley
  • Gangplank Galley is the third level of the game Donkey Kong Country 2: Diddy's Kong Quest; it is located on the Gangplank Galleon.
  • At first, this level feels like a redux of Pirate Panic, although there are some significant differences. Not only does it bring back Zingers, it also introduces Kaboings and Krunchas. This level also features hooks that the Kongs can grapple onto, and tall stacks of barrels for them to climb. Both of this level's bonus areas and its DK Coin are located towards the top, so climbing upwards wherever it's possible isn't a bad idea.
  • Lockjaw's Locker
  • Lockjaw's Locker is the fourth level of Donkey Kong Country 2: Diddy's Kong Quest, and is located within the Gangplank Galleon.
  • This is the first underwater level of the game, which takes place in the ship's flooded cargo hold. Similar to Coral Capers of the original Donkey Kong Country, the Kongs will discover Enguarde (at two separate points) & become Squitter (start use the cheat), The Kongs will also meet the annoying Cat-O-9-Tails here as well as aquatic foes Floatsams and Shuris. Klomps also appear. Enguarde is incredibly useful throughout this level, as he is needed to enter a bonus area, and he can take out enemies.
  • Despite the name of the level, the Lockjaws play no major role in the level.
  • Topsail Trouble
  • Topsail Trouble is the fifth level of Donkey Kong Country 2: Diddy's Kong Quest, and is located on the Gangplank Galleon.
  • There is much to this rigging level that makes it stand out. One is that it takes places during a storm, and another is that it marks Rattly's debut. Rattly's crate is located right at the start of the level. The Kongs should open it, as Rattly's jumping ability will prove useful to them as they make their way upwards through the level. The Kongs will also meet Flitter, in addition to previously encountered foes Neeks, Kaboings, Click-Clacks and Krunchas.

Crocodile CauldronEdit

  • Hot-Head Hop
  • Hot-Head Hop is the sixth level of Donkey Kong Country 2: Diddy's Kong Quest, and the first area of Crocodile Cauldron.
  • The level takes place inside a volcano, and the Kongs must use Krocheads as stepping stones in order to cross rivers of lava. This level also marks Squitter's first appearance, and he'll prove himself useful for reaching and completing bonus areas, as well as the DK Coin. Klampons make their debut here as well. Other enemies include Neeks, Klobbers, Zingers, Cat-O-9-Tails and Krunchas.
  • Kannon's Klaim
  • Kannon's Klaim is the seventh level of Donkey Kong Country 2: Diddy's Kong Quest, and the second area of Crocodile Cauldron.
  • This is the first level to take place inside a mine shaft. The featured enemies here are none other than Kannons, who will be a persistent threat throughout the level. Mini-Neckies also mark their return from the original Donkey Kong Country. The mine is also home to several Neeks, Krunchas, Flitters and Klomps.
  • Lava Lagoon
  • Lava Lagoon is the eighth level of Donkey Kong Country 2: Diddy's Kong Quest, and the third area of Crocodile Cauldron.
  • This level takes place in the cargo hold of a crashed Kremling galleon. Although it is flooded with water, the heat from the surrounding volcanoes causes the water to be boiling hot. Fortunately, Clapper the Seal is around to cool down the water to a survivable temperature for the Kongs. However, become the Squitter (start use the cheat). The water won't keep cool forever, so the Kongs cannot waste any time while in the drink. The level is also populated by Neeks, Klampons, Floatsams, Cat-O-9-Tails and Click-Clacks.
  • Red-Hot Ride
  • Red-Hot Ride is the ninth level of Donkey Kong Country 2: Diddy's Kong Quest, and the fourth area of Crocodile Cauldron.
  • The level takes place within a volcano, but unlike in Hot-Head Hop, solid ground is hard to come by. The Kongs must cross the lakes of lava by riding atop hot-air balloons, which are exclusive to this level.
  • The Kongs must be careful though, as the balloons will slowly descend into the lava unless they're on top of the thermals found throughout the level. Rambi can also be found and used throughout the first half of the level. Klomps, Klobbers, Flitters, Krunchas, Zingers, Click-Clacks and Neeks are all be found here.
  • Squawks's Shaft
  • Squawks's Shaft is the tenth level of Donkey Kong Country 2: Diddy's Kong Quest, and the fifth area of Crocodile Cauldron.
  • As the title implies, this level takes place inside a mine shaft, and Squawks (in his first playable appearance) can be found throughout the second half. Krooks make their first appearance in this level. Other enemies include Klomps, Kannons, Zingers and Klampons.

Krem QuayEdit

  • Barrel Bayou
  • Barrel Bayou is the eleventh level of Donkey Kong Country 2: Diddy's Kong Quest, and the first area of Krem Quay.
  • The first swamp level of the game, the Kongs must make their way across through the use of Rotatable Barrels. Rambi can be found in here, but not along the main path. Kloaks make their debut here, appearing alongside Klomps, Klobbers, Neeks, Zingers, Click-Clacks and Flitters.
  • Glimmer's Galleon
  • Glimmer's Galleon is the twelfth level of Donkey Kong Country 2: Diddy's Kong Quest, and the second area of Krem Quay.
  • The level takes place in the flooded cargo hold of a crashed Kremling galleon. There is hardly any natural light to be found, but fortunately, Glimmer will find the Kongs soon after they enter the level, illuminating the way for them. Floatsams, Puftups, Shuris, Cat-O-9-Tails, and a single Klomp populate this level as well, and with Enguarde nowhere to be found, they can pose quite a challenge.
  • On the GBA remake, there isn't actually much darkness in the level, as it has been made much brighter for the standard GBA's screen, which lacks a backlight.
  • Krockhead Klamber
  • Krockhead Klamber is the thirteenth level of Donkey Kong Country 2: Diddy's Kong Quest, and the third area of Krem Quay.
  • It's another swamp level, and the first appearance of Kutlass. The real challenge here is having to rely on Krocheads for stepping stones, as they only appear briefly when the Kongs touch one of the Krochead Barrels. Kaboings, Klingers, Zingers, Cat-O-9-Tails and Flitters can be found here as well.
  • Rattle Battle
  • Rattle Battle is the fourteenth level of Donkey Kong Country 2: Diddy's Kong Quest, and the fourth area of Krem Quay.
  • Taking place on the deck of Glimmer's Galleon, the Kongs will discover their first Animal Barrel here, as they will have to play as Rattly throughout most of the level. Rattly's jumping skills prove useful here, as they are needed to cross large gaps and to reach highly-placed items. Kannons, Kaboings, Zingers and Flitters can be found here.
  • Slime Climb
  • Slime Climb is the fifteenth level of Donkey Kong Country 2: Diddy's Kong Quest, and the fifth area of Krem Quay.
  • Although this is a rigging level, the water level manages to keep rising as the Kongs progress. And they cannot dawdle, as a Snapjaw lurks in the water, and must be avoided at all costs. Klomps, Klingers, Krunchas, Klobbers, Neeks, Click-Clacks and Flitters all are obstacles in the Kongs' path to the top.
  • Bramble Blast
  • Bramble Blast is the sixteenth level of Donkey Kong Country 2: Diddy's Kong Quest, and the sixth area of Krem Quay.
  • The game's first bramble level is by no means an easy one. The Kongs must navigate through the thorns via many series of Barrel Cannons. One wrong move will blast the Kongs into the brambles, so they need to watch their timing. Klampons, Zingers, Click-Clacks and Flitters will also impede on the Kongs' progress. Squawks can also be found near the end, and he'll help the Kongs nab a DK Coin and reach a bonus area.

Krazy KremlandEdit

  • Hornet Hole
  • Hornet Hole is the seventeenth level of Donkey Kong Country 2: Diddy's Kong Quest, and the first area of Krazy Kremland.
  • Before they even enter the park, the Kongs will have to get through a Zinger hive. Since many of the walls are coated with sticky honey, the Kongs will be able to climb them. However, any areas on the floor that are covered with honey are too sticky for them to walk across (unless if they are mounted on one another, or riding an animal buddy). Krooks, Spinys, Cat-O-9-Tails and Click-Clacks also live in this hive. If the Kongs keep their eyes peeled, they can find the ever-so-useful Squitter near the Star Barrel.
  • Target Terror
  • Target Terror is the eighteenth level of Donkey Kong Country 2: Diddy's Kong Quest, and the second area of Krazy Kremland.
  • This level is a roller coaster ride where the Kongs ride a Skull Cart, but seeing as how it's located in a Kremling amusement park, it's far from safe. Check and X Barrels, which will open and close gates respectively, make their only appearance in this level. As such, the Kongs should hit every Check Barrel they come across and avoid all X Barrels. Klanks make their first of two appearances here, in addition to the regular Zingers and Flitters.
  • Bramble Scramble
  • Bramble Scramble is the nineteenth level of Donkey Kong Country 2: Diddy's Kong Quest, and the third area of Krazy Kremland.
  • One wouldn't expect an amusement park to be infested with brambles, but Krazy Kremland isn't like that. Both Squawks and a well-hidden Squitter can be found throughout different sections of this level. Krooks, Kannons, Kloaks, Zingers, Flitters, Click-Clacks, Cat-O-9-Tails and Mini-Neckys can all be found here.
  • Rickety Race
  • Rickety Race is the twentieth level of Donkey Kong Country 2: Diddy's Kong Quest, and the fourth area of Krazy Kremland.
  • The whole point of this roller coaster level is for the Kongs to beat nine Klanks on their way to the end. Every time the Kongs defeat a Klank, they'll receive a prize. The Klank in first has a DK Coin, so the Kongs must reach him before they reach the end. There is also a hidden Plus Barrel that the Kongs can use to increase their speed if the player holds left as the race starts.
  • Mudhole Marsh
  • Mudhole Marsh is the twenty-first level of Donkey Kong Country 2: Diddy's Kong Quest, and the fifth area of Krazy Kremland.
  • Outside of the park, the Kongs will find themselves in another swamp. This swamp is the most treacherous one there is, as the Kongs will have to rely on Krocheads and Barrels shot by Kannons as stepping stones. The Kongs will also meet the annoying Lockjaws here as well. Other enemies include Zingers, Flitters, Click-Clacks and Mini-Neckys. This level also has high-concentrated areas of enemies.
  • This is also the first level in which the player gets a DK Coin from the End of Level Target.
  • Rambi Rumble
  • Rambi Rumble is the twenty-second level of Donkey Kong Country 2: Diddy's Kong Quest, and the sixth area of Krazy Kremland.
  • The first half of this level generally involves climbing around the hive, which can be difficult due to the stickiness of the honey, and any enemies that get in the Kongs' path. For the second half, the Kongs will transform into Rambi, only to be chased down by King Zing for the remainder of the level (even though being in Rambi's form makes it rather easy to run, as he does not get stuck on honey puddles and can stomp on Zingers). Other enemies include Zingers, Kutlass, Klampons and Krunchas.

Gloomy GulchEdit

  • Ghostly Grove
  • Ghostly Grove is the twenty-third level of Donkey Kong Country 2: Diddy's Kong Quest, as well as the first area of Gloomy Gulch.
  • This level is set in an eerie forest, and marks the only appearance of the Ghost Ropes. The Kongs will need to time their jumps in order to utilize the Ghost Ropes to their advantage. Kabooms also make their debut in this level. Other enemies located in the grove include Klomps, Kloaks, Klobbers, Krunchas, Zingers, Flitters and Spinies.
  • Haunted Hall
  • Haunted Hall is the twenty-fourth level of Donkey Kong Country 2: Diddy's Kong Quest, and the second area of Gloomy Gulch.
  • Although this is a roller coaster level, this is the only level to be set inside a haunted library. It is presumed that a roller coaster from Krazy Kremland ran through here, but was discontinued due to the hauntings of the building. Basically, Kackles will pursue the Kongs throughout the level, and the Kongs must deal with them through the use of Plus and Minus Barrels. Because Kackle will catch the Kongs when the timer runs out, they'll have to increase the timer whenever they can by touching Plus Barrels. If they're not careful, they'll decrease the timer by hitting Minus Barrels. Other than Kackles, Zingers also appear.
  • Gusty Glade
  • Gusty Glade is the twenty-fifth level of Donkey Kong Country 2: Diddy's Kong Quest, and the third area of Gloomy Gulch.
  • This is the first windy level that the Kongs will encounter, so they'll have to watch their footing throughout this forest. Rattly can be found in an area just to the left of the starting point, though it'll take both Kongs to reach him. Klampons, Kutlass, Kannons, Neeks, Spinys, Click-Clacks and Flitters will only make this level even more challenging.
  • Parrot Chute Panic
  • Parrot Chute Panic is the twenty-sixth level of Donkey Kong Country 2: Diddy's Kong Quest, and the fourth area of Gloomy Gulch.
  • Set in a Zinger hive, the Kongs will descend through this level with the help of Flapper. Though the Zingers themselves are the primary obstacle in this level, Klampons, Spinys, Lockjaws and Click-Clacks will also stand in the way of the Kongs.
  • Web Woods
  • Web Woods is the twenty-seventh level of Donkey Kong Country 2: Diddy's Kong Quest, and the fifth area of Gloomy Gulch.
  • Set in a foggy forest, the Kongs will soon find themselves transformed into Squitter for almost the entire level. It's a good thing that Squitter's even around, as his webs are mandatory for crossing some of this level's huge chasms. Krunchas, Kutlass, Kabooms, Kannons, Kaboings, Krooks, Neeks, Cat-O-9-Tails and Mini-Neckys all live here.
  • This level is also the second and last level to have a DK Coin as the prize from the End of Level Target. However, unlike in Mudhole Marsh, it's much harder to get the DK Coin from this level.

K. Rool's KeepEdit

  • Arctic Abyss
  • Arctic Abyss is the twenty-eighth level of Donkey Kong Country 2: Diddy's Kong Quest, and the first area of K. Rool's Keep.
  • The first area in K. Rool's Keep is also the first icy level (outside the Lost World). Much of this level is flooded, although thanks to an Animal Barrel, Enguarde & Squitter (start use the cheat) is around to get through the bulk of it. Expect to find Kabooms, Floatsams, Shuries, Cat-O-9-Tails and even Zingers here as well.
  • Windy Well (SNES version)/Castle Crush (GBA version)
  • Windy Well is the twenty-ninth level of the game Donkey Kong Country 2: Diddy's Kong Quest, and the second area of K. Rool's Keep.
  • This level is set in a mine shaft, and the Kongs must make let themselves be blown upwards towards the goal by the wind. Due to the nature of the wind in this level, the Kongs will be unable to backtrack at most points, meaning that they'll only have one chance to find certain bonus areas and the DK Coin. Kutlass, Kannons, Krooks, Klobbers, Zingers, Click-Clacks, Flitters and Spinys all dwell in this mine.
  • Castle Crush (SNES version)/Clapper's Cavern (GBA version)
  • Castle Crush is the thirtieth level of Donkey Kong Country 2: Diddy's Kong Quest, and the third area of K. Rool's Keep.
  • This is the first castle level that the Kongs will venture through, and it's far from easy. The rising floor will force the Kongs to avoid all ceilings, and the many enemies throughout the level will only make things worse. Rambi, who is needed to access a bonus area, can be found, but he's well hidden. Likewise, Squawks also appears in this level, and is needed to get hold of this level's DK Coin, and to reach another bonus area. Krunchas, Kutlass, Klampons, Krooks, Neeks, Spinys, Zingers and Mini-Neckys are all found here.
  • Clapper's Cavern (SNES version)/Windy Well (GBA version)
  • Clapper's Cavern is the thirty-first level of Donkey Kong Country 2: Diddy's Kong Quest, and the fourth area of K. Rool's Keep.
  • This icy level share some similarities to Slime Climb, as the water rises, and a Snapjaw is after the Kongs. Since the Kongs cannot safely enter the water, Clapper returns from Lava Lagoon. This time however, Clapper will briefly freeze the water, trapping the Snapjaw under the ice so that the Kongs can walk across it. Enguarde also appears in an area without the Snapjaw. Other enemies here include Klampons, Krunchas, Neeks, Spinys, Zingers, Click-Clacks, Flitters, Shuries, Floatsams and Puftups.
  • Chain Link Chamber
  • Chain Link Chamber is the thirty-second level of the game Donkey Kong Country 2: Diddy's Kong Quest, and the fifth area of K. Rool's Keep.
  • This castle level is the least hectic of the bunch, as there is nothing in it that forces the Kongs to keep moving. But because it's one of the final levels, it's still long and dangerous. With all of the chains that the Kongs must climb, Klingers are at home here. Appearing alongside them are Klobbers, Krooks, Kutlass, Kannons, Zingers and Mini-Neckys.
  • Toxic Tower
  • Toxic Tower is the thirty-third level of Donkey Kong Country 2: Diddy's Kong Quest, and the sixth area of K. Rool's Keep.
  • This castle level is the final test before the Kongs finally reach the top of K. Rool's Keep, and it's far from easy. For one thing, poisonous slime is on the rise, and the Kongs must transform into Rattly, Squawks and Squitter throughout the level in order to keep going. As if the slime wasn't enough for the Kongs, Klampons, Kaboings, Kannons, Cat-O-9-Tails and Zingers are there to get in their way and put an end to their adventure.

The Flying KrockEdit

  • Screech's Sprint
  • Screech's Sprint is the thirty-fourth level of Donkey Kong Country 2: Diddy's Kong Quest, and is the only level on the The Flying Krock. It is also the game's final level, not counting the Lost World.
  • The first half of this brambly level plays like normal, yet the second half is actually a race. The Kongs will transform into Squawks, who must race against Screech throughout the rest of the level. The race is fairly difficult, as Squawks needs to hurry without touching any thorns and at the same time, avoiding any Zingers in his way. If Squawks loses the race, he'll also lose a life, so winning is mandatory.

In addition to Screech and the Zingers, Klingers, Kloaks, Kabooms, Lockjaws, Flitters, and Mini-Neckys are also found here.

=Lost WorldEdit

  • Jungle Jinx
  • Jungle Jinx is the first level of the Lost World in Donkey Kong Country 2: Diddy's Kong Quest. It can be accessed via Klubba's Kiosk in Crocodile Cauldron.
  • This jungle level has spikes all over the place, and giant tires rolling out of control that can hurt Diddy and Dixie Kong. If the Kongs plan their moves, they'll realize that they can bounce atop the tires, and use them as stepping stones to cross the spikes, in addition to reaching higher ground. Klampons, Kutlass, Zingers, Flitters and Spinys can be found here.
  • Black Ice Battle
  • Black Ice Battle is the second level of the Lost World in Donkey Kong Country 2: Diddy's Kong Quest. It can be accessed via Klubba's Kiosk in Krem Quay.
  • The Kongs must make their way to the bottom of this icy cavern. Due to the slipperiness of this level, and the positioning of many enemies, this is easier said than done. The level mostly consists of ice slides, with most positioned in a funnel formation. Klampons, Klobbers, Krooks, Zingers, Flitters, Neeks and Spinies populate this area.
  • Klobber Karnage
  • Klobber Karnage is the third level of the Lost World in Donkey Kong Country 2: Diddy's Kong Quest. It can be accessed via Klubba's Kiosk in Krazy Kremland.
  • As the name implies, this jungle level is dominated by Klobbers, as well as their cousins, Kabooms. Much of this level involves crossing spikes through a series of Barrel Cannons. Timing is of the essense here, as Rotatable Barrels are put to use as well. Zingers can also be found here.


  • Fiery Furnace
  • Fiery Furnace is the fourth level of the Lost World in Donkey Kong Country 2: Diddy's Kong Quest. It can be accessed via Klubba's Kiosk in Gloomy Gulch.
  • This level is set in a volcano, and the Kongs must use special Steerable Barrels unique to the level in order to cross the lava. Since the Steerable Barrels are timed, and because Zingers are in the Kongs' path, it'll take a lot of determination to get through this level. Other enemies here include Kutlass, Klampons, Krooks, Spinys, Flitters and Lockjaws.
  • Animal Antics
  • Animal Antics is the fifth level of the Lost World in Donkey Kong Country 2: Diddy's Kong Quest. It can be accessed via Klubba's Kiosk in K. Rool's Keep.

This level is rather different in comparison to others. The Kongs must transform into all five playable Animal Buddies, and cross several different level archetypes.

The first section involves getting Rambi through a jungle. The second section features Enguarde in an icy cavern. The third section pits Squitter in another jungle area. The fourth section mainly involves getting Squawks through a windy bramble patch. This is considered one of the hardest parts of the game by many fans of the series. The fifth section returns to the jungle, and features Rattly. Enemies found in this level include Kaboings, Kannons, Klampons, Neeks, Zingers, Flitters, Mini-Neckys, Cat-O-9-Tails, Floatsams and Shuries

BossesEdit

  • Krow
  • Kleever
  • Kudgel
  • King Zing
  • Kreepy Krow
  • Kaptain K. Rool

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