Donkey Kong Country 2 (Game Boy Advance)

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Donkey Kong Country 2
The Game Boy Advance cover art for Donkey Kong Country 2.
For alternate box art, see the related gallery.
Developer Rare
Publisher Nintendo
Platform Game Boy Advance
Release dates Australia June 24, 2004[1]
Europe June 25, 2004[2]
Japan July 1, 2004[3]
USA November 15, 2004[4]
Languages English
Japanese
French (Europe)
German
Italian
Spanish (Europe)
Genres Platformer, adventure
Ratings
ESRB:E - Everyone[?]
CERO:A - All ages[?]
PEGI:3 - Three years and older[?]
USK:0 - All ages[?]
ACB:G - General[?]
Modes Single-player, multiplayer
Format
Game Pak
Input
Serial codes Europe AGB-B2DP-EUR
Australia AGB-B2DU-AUS
Japan AGB-B2DJ-JPN
USA AGB-B2DE-USA

Donkey Kong Country 2 is a 2004 remake of Donkey Kong Country 2: Diddy's Kong Quest for the Game Boy Advance. It features several differences, including the addition of photographs and extra Cranky's Video Game Hero Coins.

Story[edit]

The story is the same as the original, though an introductory cutscene is added, going over the original manual backstory and adding some new details.

A scene from the Game Boy Advance opening intro of Donkey Kong Country 2, where Cranky Kong tells Donkey Kong that he never took time off.
Donkey Kong relaxing on the beach, as Cranky rambles about how he never took rest when he was younger.

Some time after the events of Donkey Kong Country, Donkey Kong is relaxing at a beach, sitting on a chair while drinking a banana milkshake. Funky Kong is busy surfing waves among the seagulls. Cranky Kong walks up to Donkey Kong and hits him on the head with his cane. Cranky asks Donkey Kong why he is sitting around if he is a "big star". Donkey Kong replies that even stars need time off. Cranky says that he never took breaks, "whisking off maidens and throwing barrels seven days a week". Donkey Kong asks Cranky to leave him alone and stop pestering him, so Cranky leaves. Donkey Kong then goes to sleep in his chair.

Above the island, Kaptain K. Rool arrives in his flying fortress, the Flying Krock, and instructs his Kremling minions to ambush and capture Donkey Kong. They succeed, and he taunts Donkey Kong by saying he will never see his home or friends again.

At night, Diddy Kong and his girlfriend, Dixie Kong, are worried because Donkey Kong has not returned. They go to the beach to investigate, and the Kongs find many footprints surrounding Donkey Kong's broken chair. They find a note in the chair which reads:

Hah-arrrrh! We have got the big monkey! If you want him back, you scurvy dogs, you'll have to hand over the banana hoard! Kaptain K. Rool

Cranky suggests handing over the banana hoard to K. Rool. Diddy refuses because of how much effort he and Donkey Kong went through to retrieve the bananas, and that he would be very upset if his bananas were stolen again. Cranky asks if they have any better suggestions, and Diddy and Dixie both say that they want to rescue Donkey Kong themselves. The two get into a brief argument with Cranky, who does not believe Diddy qualifies as a video game hero. Thus, it is up to Diddy to save Donkey, and alongside Dixie, who insists on joining him, starts his journey.

Donkey Kong held captive in The Flying Krock in the opening intro of the Game Boy Advance version of Donkey Kong Country 2
Donkey Kong is held captive in Kaptain K. Rool's airship, the Flying Krock

The two Kongs travel through Crocodile Isle, the home of the Kremlings. They defeat numerous enemies and collect items on their way. Diddy and Dixie first travel aboard Gangplank Galleon, a large pirate ship docked at the coast. After completing the world, Diddy and Dixie move on to the volcanic world, Crocodile Cauldron, then the swampy Krem Quay, then the abandoned amusement park Krazy Kremland, and spooky woods, Gloomy Gulch. Diddy and Dixie eventually reach the end of the sixth world, K. Rool's Keep, where they are ambushed by K. Rool's largest minion, Kerozene. After beating him, they chase K. Rool to the Flying Krock.

Aboard the giant airship, Diddy and Dixie find Donkey Kong tied up, and they battle Kaptain K. Rool. Donkey Kong eventually breaks free from his ropes, and he uppercuts K. Rool out of the roof. Kaptain K. Rool falls down Crocodile Isle and into the surrounding water. However, a waterlogged K. Rool escapes to the Lost World, where he awaits the Kongs for a final battle.

During their adventures, Diddy and Dixie can also enter the Lost World by paying a Kremkoin fee to Klubba at his kiosk. The Kongs eventually enter Crocodile Isle's power source, Krocodile Kore, where they re-encounter Kaptain K. Rool. After a short battle, K. Rool's blunderbuss explodes, which propels him into the energy geyser powering Crocodile Isle. This blocks the power flow, which then destroys Crocodile Isle.

From a cliff, Donkey Kong, Diddy, and Dixie watch as Crocodile Isle explodes while sinking into the ocean. Just before the isle sinks, K. Rool escapes on a boat. In the 102% ending, Funky Kong flies over in the Gyrocopter and drops a bomb on his raft, destroying it. K. Rool vows revenge as he sinks.

Gameplay[edit]

Abilities[edit]

Donkey Kong Country 2: Diddy's Kong Quest is a 2D platforming game like its predecessor, Donkey Kong Country. The player controls Diddy Kong and Dixie Kong, whose basic abilities include jumping, climbing, and swimming. The Kongs usually jump to cross gaps and grab airborne items. Either Kong can perform a mid-air jump if they cartwheel or spin off a nearby ledge, often necessary for reaching secret areas or collectibles. Like Donkey Kong Country, Diddy can perform a cartwheel attack and still retains his agility (he can jump, climb, run, and swim a bit faster than Dixie). Dixie's equivalent to the cartwheel attack is the Helicopter Spin, where she spins into an enemy. Dixie has the advantage of also being able to perform the ability in mid-air, where she whirls her ponytail to glide to nearby areas or to cross some large gaps. There are more enemies that Diddy and Dixie can defeat by their respective cartwheel or spin attack, rather than a jump attack.

If both Kongs are on screen, they can perform team up, where either Kong piggybacks on the other in front. While this slows Diddy and Dixie's movement, either Kong can be thrown to reach items or higher areas. When a Kong is thrown to a higher platform, the lead Kong automatically moves up there with them.

Diddy holds a carriable object in front of him, which includes barrels, crates, and treasure chests. This way Diddy can defeat an enemy who walks into the object. Dixie holds an object over her head with her ponytail, which defends against foes above her.

The swimming mechanic is derived from earlier installments of the Super Mario series. The player must hit A Button, the jump button, to advance upwards into the water. If the player does not press the button, the Kongs slowly sink to the bottom. Pressing B Button enables them to swim quicker, and +Control Pad up or down controls their ascent and descent.

Modes[edit]

The player select screen from Donkey Kong Country 2 on Game Boy AdvanceThe player select screen from Donkey Kong Country 2 on Game Boy Advance
The Game Boy Advance version has two mode select screens: player selection (left) and a gameplay selection between the main game and two exclusive modes (right).

When starting a new file, the player has the option to choose between one or two player modes.

Icon Title Description
Background image of the 1 Player mode picture from Donkey Kong Country 2 for Game Boy Advance 1 Player The single-player mode: the player controls both Diddy and Dixie.
Background image of the 2 Player Team mode picture from Donkey Kong Country 2 for Game Boy Advance 2-Player Team Two players cooperatively take turns playing through the levels. The first player controls Diddy while the second player does Dixie. Players can change turns by switching the Kongs or by losing their Kongs.

Bonus Games[edit]

The Game Boy Advance version features three minigames (more specifically, Bonus Games), which can be accessed from the "Bonus Games" option of the selection menu. The minigames are also in the Kongs' adventure and are hosted by a supporting character. It also includes a time attack mode, which is somewhat a successor to DK Attack from the Game Boy Advance remake of Donkey Kong Country.

Image Name Description
Expresso Racing Expresso Racing A mini-game where Expresso races against three other ostriches within one, two, three, four, or five laps. During the Kongs' adventure, Cranky Kong hosts the Bonus Game at his hut in most worlds, each having their own race. Before a race, the Kongs must power up Expresso's stats with golden feathers, which gives him a winning chance against his opponents. By completing a race, the Kongs are rewarded with one of Cranky's Video Game Hero Coins.
Aerial Loop Funky's Flights A series of challenges where Diddy or Dixie pilots the Gyrocopter to complete various tasks within three, five, and ten minutes, such as navigating a maze or rescuing a character. During the adventure, Funky hosts a challenge in each world and rewards a Video Game Hero Coin for each completed challenge.
Diddy Kong collecting fireflies while avoiding getting clubbed by Klubba in the mini-game Bag a Bug Bag a Bug Diddy or Dixie must catch as many fireflies within a minute while avoiding Klubba from swinging his club at them. During the adventure, if the Kongs play this game, Klubba only rewards them with common items (such as Banana Coins and Extra Life Balloons) instead of a Video Game Hero Coin.

Diddy's Dash[edit]

Main article: Diddy's Dash
Diddy's Dash from Donkey Kong Country 2 (Game Boy Advance)
Diddy Kong racing through Hot-Head Hop during Diddy's Dash

A successor to DK Attack from the previous game's remake, Diddy's Dash involves the player taking control of Diddy only, with the goal doing to complete every level as quickly as possible while being tracked by an on-screen timer.

Characters[edit]

Kong Family[edit]

Several members of the Kong family appear in the game.

Playable
Image Name Description
Diddy Kong in Donkey Kong Country 2 (GBA). Diddy Kong Diddy Kong returns from Donkey Kong Country as the main character of Donkey Kong Country 2. He retains his fast speed, strength, cartwheeling, high jumping, and agility. When he hits an End of Level Target, Diddy performs on his boombox.
Dixie Kong in Donkey Kong Country 2 (GBA). Dixie Kong Dixie is the girlfriend and sidekick of Diddy, and she is characterized as confident and brave. Dixie is noted for her Helicopter Spin ability, which allows her to glide in midair. If Dixie hits an End of Level Target hard enough, she performs on an electric guitar.
Supporting
Image Name Description
Candy Kong in Donkey Kong Country 2 (Game Boy Advance). Sprite of Candy Kong during the ending cast roll from Donkey Kong Country 2 for Game Boy Advance Candy Kong Candy Kong makes a few cameos. She appears near the end of the opening cutscene, is the assistant host of the Bonus Bonanza, and appears with the Kong family in the "Cast of Characters" part of the ending.
Cranky Kong Cranky Kong Cranky Kong is found at Cranky's Hut. Cranky provides level hints to the Kongs at a fee, and he also hosts the Expresso Racing bonus game.
Donkey Kong in Donkey Kong Country 2 (Game Boy Advance). Donkey Kong Donkey Kong is the titular character of the Donkey Kong franchise. In the game's backstory, Donkey Kong was kidnapped and held ransom by Kaptain K. Rool and the Kremlings, who demanded the Kongs give the Banana Hoard to them. Diddy and Dixie go on an adventure to rescue Donkey Kong.
Funky Kong in Donkey Kong Country 2: Diddy's Kong Quest (GBA). Funky Kong Funky Kong operates a flight rental service, Funky's Flights II, which is the successor to Funky's Flights from the previous game. Funky hosts a challenge in each world, and allows the Kongs to use the Gyrocopter from the world map.
Swanky Kong in Donkey Kong Country 2 for the Game Boy Advance. Swanky Kong Swanky is the host of a game show, Swanky's Bonus Bonanza. In it, Swanky gives three questions to Diddy and Dixie. If they answer all three correctly, Swanky rewards them with Extra Life Balloons.
Tiny Kong in Donkey Kong Country 2 (Game Boy Advance). Tiny Kong Tiny Kong makes a few cameos in the Funky's Flights bonus game.
Wrinkly Kong Wrinkly Kong Wrinkly Kong is the wife of Cranky Kong. She operates a Kong Kollege in nearly every world, and like her husband, Wrinkly provides hints and information to the Kongs. Diddy and Dixie can obtain the Scrapbook from Wrinkly, who provides hints on the photograph's location.

Animal Buddies[edit]

Animal Buddies are animals who help Diddy and Dixie on their adventure. Each Animal Buddy has its own abilities to help the Kongs find Bonus Barrels, Cranky's Video Game Hero Coins, Banana Coin, and other collectible items. There are a total of eight Animal Buddies, with one having two variations; as such, this game features the most of any Donkey Kong Country series game. Diddy and Dixie can only transform into or ride five of the Animal Buddies. Animal Buddies have a larger role than in Donkey Kong Country, because many levels cannot be completed without them, and more Bonus Levels can only be accessed by them. Some Animal Buddies can perform a super move, where they build up energy before unleashing a powerful attack.

Image Name Description First level appearance Last level appearance
Clapper the Seal Clapper Clapper is a seal with the ability to cool or freeze water temporarily. Diddy and Dixie can get Clapper to cool the water when they jump on him. In Lava Lagoon, Clapper cools the boiling liquid into water, allowing the Kongs to swim through the water. In Clapper's Cavern, Clapper freezes the water to solid ice, allowing the Kongs to move past the Snapjaw below. Lava Lagoon Clapper's Cavern
Enguarde in the Donkey Kong Country trilogy for the Game Boy Advance. Enguarde Enguarde the swordfish, who first appeared in Donkey Kong Country, is an Animal Friend who appears in underwater levels. With his sharp bill, Enguarde can defeat most underwater enemies. With the Superstab, he can break open some walls. Lockjaw's Locker Animal Antics
Sprite of Expresso before being upgraded from Donkey Kong Country 2 for Game Boy Advance Expresso Expresso Expresso the ostrich is featured in the Bonus Game, Expresso Racing. During the adventure, Expresso is owned by Cranky Kong, who wants to train him into a racing bird. Unlike other Animal Friends, Expresso does not appear in any of the main levels to help Diddy and Dixie. The Kongs must use golden feathers to boost Expresso's stats and allow him to win tougher races. Expresso Racing
Sprite of Glimmer the Angler Fish from the Game Boy Advance remake of Donkey Kong Country 2: Diddy's Kong Quest Glimmer Glimmer the angler fish only appears in a single level, Glimmer's Galleon, where his flashlight guides the Kongs through the dark area. He is the only Animal Friend that is unaffected by enemies and stage hazards, and the only one that the Kongs cannot ride. Glimmer's Galleon
Rambi Rambi Rambi the rhinoceros is an Animal Friend returning from Donkey Kong Country. He is a powerful ally, capable of defeating most enemies with its horn. Rambi's Supercharge ability allows him to charge fast into enemies and break some walls leading to a Bonus Level. Pirate Panic Animal Antics
Sprite of Rattly the Rattlesnake in Donkey Kong Country 2 for Game Boy Advance. Rattly Rattly has a similar role to Winky from the previous game, as he can perform very high jumps. With this ability, Rattly can reach higher areas and items and Bonus Barrels that the Kongs cannot reach themselves. With his Superjump ability, Rattly can charge up and then perform an even higher jump. Topsail Trouble Animal Antics
Squawks in Donkey Kong Country 2 and Donkey Kong Country 3 for Game Boy Advance. Squawks Squawks is a green parrot that flies the Kongs to higher areas. He can shoot eggs from his mouth, allowing him to defeat stronger enemies like Zingers. Squawks's Shaft Animal Antics
Sprite of Quawks in Donkey Kong Country 2 and Donkey Kong Country 3's Game Boy Advance ports A purple relative of Squawks appears in the level Parrot Chute Panic, and unlike Squawks, he can neither spit eggs nor flap higher. He only slowly descends the hive and around the Zingers. Parrot Chute Panic
Squitter the Spider Squitter Squitter the spider can shoot web projectiles to attack other enemies as well as create temporary web platforms for moving across gaps and going up to higher areas. Unlike the other Animal Friends, Squitter gets injured if he touches an enemy. Hot-Head Hop Animal Antics

Cranky's Video Game Heroes[edit]

The Cranky's Video Game Heroes ceremony features three cameos of other game protagonists, each with their own amount of Hero Coins collected.

Image Name Description
Mario Mario Mario is the default champion, with 67 of the 68 coins.
Sprite of Link from Donkey Kong Country 2 for Game Boy Advance Link Link is the default runner-up, with 50 coins.
Yoshi in Donkey Kong Country 2: Diddy's Kong Quest (Game Boy Advance). Yoshi Yoshi is by default in 3rd place, with 39 coins; if the player manages to get enough coins to reach the podiums, he consequently disappears.

Enemies[edit]

“How many? I reckon they're just put fancy pictures in here to make it look good. There's only three of these in the game at most!”
—Cranky Kong[5]

The game features a handful of enemies, many of whom are Kremlings. Most of them first appear in Donkey Kong Country 2: Diddy's Kong Quest, though a few of them return from Donkey Kong Country.

Lazy Landlubbers
Image Name Description First level appearance Last level appearance
Sprite of a Cat O' 9 Tails from Donkey Kong Country 2 for Game Boy Advance Cat O' 9 Tails Cat O' 9 Tails are blue cats with many tails. They attack by rapidly spinning around while following the Kongs. Cat O' 9 Tails eventually get dizzy from spinning, which allows the Kongs to defeat them by jumping on them. Sometimes, as it spins, the Cat O' 9 Tails catches the Kongs into its tails and throws them upward. Mudhole Marsh Fiery Furnace
Sprite of Click-Clack in Donkey Kong Country 2 for Game Boy Advance. Click-Clack Click-Clacks are large beetle enemies who move around back and forth. The Kongs can defeat a Click-Clack by jumping on it twice; the first jumps flips over a Click-Clack, allowing the Kongs to pick it up and throw it. Click-Clacks can instantly be defeated if the Kongs roll into it or throw an object at it. Mainbrace Mayhem Clapper's Cavern
Flitter Flitter Flitters are large blue dragonflies appearing in midair. Some move back and forth whereas some others stay in one spot. Flitters are often used by the Kongs to get across gaps. Topsail Trouble Animal Antics
Mini-Necky in Donkey Kong Country 2 for Game Boy Advance. Sprite of a ghostly Mini-Necky from Donkey Kong Country 2 for Game Boy Advance Mini-Necky Mini-Neckys are small vultures who wear a bandanna. They attack by swooping at the Kongs, and can be defeated by a jump attack or if the Kongs use a held object. It is one of the two enemies to directly reappear from Donkey Kong Country, the other being Zingers. They are simply called "Necky" in the Scrapbook. Kannon's Klaim Animal Antics
Neek in Donkey Kong Country 2 for the Game Boy Advance Neek Neeks are one of the weakest enemies, along with Klomps. They simply move around the ground and attempt to hit the Kongs. These enemies can be defeated from any attack. Pirate Panic Animal Antics
Screech Screech Screech is Kaptain K. Rool's pet parrot and a mini-boss whom Squawks races in the second half of Screech's sprint. Screech's Sprint
Sprite of a spider from Donkey Kong Country 2 for Game Boy Advance Spider Spiders only appear when using the Gyrocopter. They crawl on walls, shooting webs occasionally. Aerial Loop Submerged Stint
Spiny Spiny Spinies are spiked porcupines that attack with their sharp quills. If the Kongs jump on a Spiny, they get injured; they can defeat a Spiny with a frontal rolling attack. Glimmer's Galleon Fiery Furnace
Zinger in Donkey Kong Country 2 for Game Boy Advance. A red Zinger in Donkey Kong Country 2 for Game Boy Advance. Zinger Zingers are large wasps and airborne enemies. They either remain in one spot or move back and forth. There are yellow and red Zingers; the yellow ones cannot be defeated by the Kongs alone, only with an Animal Friend or by throwing an object at it. Red Zingers are invincible. Gangplank Galley Animal Antics
Submerged Seadogs
Image Name Description First level appearance Last level appearance
Flotsam (purple) Flotsam (yellow) Flotsam Flotsams are stingrays and underwater enemies who swim around in the water. Like the other underwater enemies, they can only be defeated by Enguarde. There are both purple and yellow Flotsams: the purple ones continue moving in a single direction while the yellow ones move around from left to right. Lockjaw's Locker Animal Antics
Lockjaw in Donkey Kong Country 2 for Game Boy Advance. Lockjaw Lockjaws are piranha fish who try and bite the Kongs when they approach them. Like most other underwater enemies, Lockjaws can only be defeated by Enguarde. Lockjaw's Locker Animal Antics
Puftup in Donkey Kong Country 2 for Game Boy Advance. Sprite of a Puftup inflated from Donkey Kong Country 2 for Game Boy Advance Puftup They are spiky pufferfish and underwater enemies. They inflate when the Kongs approach them, and some then explode and release spikes in four directions. Lava Lagoon Animal Antics
Shuri in Donkey Kong Country 2 for Game Boy Advance. Sprite of a Shuri from Donkey Kong Country 2 for Game Boy Advance Shuri Shuries are starfish and underwater enemies. Their name is a pun on "shuriken", as when the Kongs approach a Shuri, it spins around and attempts to hit into the Kongs. They can only be defeated by Enguarde. Lockjaw's Locker Animal Antics
Snapjaw in Donkey Kong Country 2 for the Game Boy Advance. Snapjaw Snapjaws are purple piranha fish and the invincible counterpart of Lockjaw. They only appear in two levels, Slime Climb and Clapper's Cavern. In both levels, a Snapjaw patrols the water below the Kongs and bites them if they fall in. Slime Climb Clapper's Cavern
Kremling Kuthroats
Image Name Description First level appearance Last level appearance
Kaboing (brown) Kaboing (green) Kaboing Kaboings are a type of Kremling with two peg legs. They can only move by bouncing around: some Kaboings only bounce in place while some jump forward. There are green and gray Kaboings, and the former can jump farther than the latter. The Kongs can defeat Kaboings by jumping on their head. Gangplank Galley Animal Antics
Kaboom in Donkey Kong Country 2 for Game Boy Advance. Kaboom Kabooms are red Kremlings who disguise themselves as a TNT Barrel, like how Klobbers disguise themselves as a barrel. Kabooms hide in their TNT Barrel, and if the Kongs approach one, it jumps out and attempts to run into them. The Kongs can defeat Kabooms by jumping on them and then throwing them like a TNT Barrel. Ghostly Grove Klobber Karnage
Kackle in Donkey Kong Country 2 for the Game Boy Advance. Kackle Kackles are large, skeletal Kremlings who only appear in Haunted Hall. There are four Kackles, each of whom chases the Kongs throughout segments of the level. When the Kongs are chased by a Kackle, a time limit appears on top of the screen, and if it hits zero, the Kackle attacks the Kongs. Diddy and Dixie must run into Plus Barrels, which increase the timer and thus prevent the Kackle from attacking the Kongs, and avoid the Minus Barrels, which reduce the timer. Haunted Hall
Kannon in Donkey Kong Country 2 for Game Boy Advance. Sprite of a downwards-shooting Kannon from Donkey Kong Country 2 for Game Boy Advance Kannon Kannons are Klumps dressed up in pirate gear. They wield a cannon that shoots kannonballs at the Kongs, though sometimes it shoots out barrels, which the Kongs can bounce on to cross large gaps. Kannon's Klaim Animal Antics
Klampon in Donkey Kong Country 2 for Game Boy Advance. Klampon Klampons are crocodilian enemies with large jaws, like Klaptraps from Donkey Kong Country. They attack by biting Diddy and Dixie. Hot-Head Hop Animal Antics
Sprite of a typical enemy Klank from Donkey Kong Country 2 for Game Boy Advance Sprite of a Klank in Donkey Kong Country 2 for Game Boy Advance. Sprite of a racing Klank from Donkey Kong Country 2 for Game Boy Advance
Sprite of a racing Klank from Donkey Kong Country 2 for Game Boy Advance Sprite of a racing Klank from Donkey Kong Country 2 for Game Boy Advance Sprite of a racing Klank from Donkey Kong Country 2 for Game Boy Advance
Klank Klanks are a type of Kremling who ride on Roller Coasters. They only appear in two levels: Target Terror and Rickety Race. In the former level, Klanks attack Diddy and Dixie by throwing barrels at them, and in the latter level, the Kongs must race past several Klanks until reaching the end of the level. Target Terror Rickety Race
A Klinger in Donkey Kong Country 2 for the Game Boy Advance. Klinger Klingers are found on ropes, chains, and pond reeds, which they climb up and slide down repeatedly. Mainbrace Mayhem Screech's Sprint
Kloak in Donkey Kong Country 2 for the Game Boy Advance. Kloak A ghostly Kremling capable of floating in midair. Kloaks pull out random enemies, objects, and items from the air and throw them at the Kongs. Barrel Bayou Screech's Sprint
Klobber (green) Klobber (yellow) Klobber (gray) Klobber Klobbers are enemies who wear and hide inside a barrel as a disguise. When the Kongs approach a Klobber, it gets up and starts running after the Kongs. Klobbers attempt to push the Kongs into a pit. They have two other variants: yellow Klobbers, who cause the Kongs to drop a Banana Bunch from each hit, and black Klobbers, who make them drop a Red Balloon with each hit. The Kongs can quickly regain their dropped items before they disappear. Pirate Panic Klobber Karnage
Klomp Klomp Klomps are Kremlings with a peg leg. These enemies slowly move back and forth, and the Kongs can easily defeat them with any attack. Pirate Panic Ghostly Grove
Sprite of Klubba from Donkey Kong Country 2 on the Game Boy Advance. Klubba Klubba is a large Kremling who operates a tollbooth, Klubba's Kiosk, in nearly every world. He prevents others from entering the Lost World, but Diddy and Dixie can pay 15 Kremkoins to Klubba from each of his kiosks to access the Lost World from that location and unlock one of its levels. Klubba wields a cudgel, and if the Kongs decide to fight him, Kudgel whacks them out using his cudgel. He also hosts a firefly collecting mini-game. Klubba's Kiosk
Krockhead (green) Krockhead (red) Krockhead Krockheads are, as their name suggests, crocodile heads submerged in swamp water and lava. They are used as platforms by Diddy and Dixie to safely cross over. Some Krockheads repeatedly emerge and then sink below, meaning that Diddy and Dixie must quickly jump from them. Green Krockheads are used as standard platforms while the red ones spring the Kongs into the air. Hot-Head Hop Mudhole Marsh
Krook Krook Krooks are Kremlings wearing a trenchcoat and have two hooks for their hands. They attack by throwing a hook like a boomerang at the Kongs. They can be defeated by a cartwheel or jump attack, though some are out of range and must only be avoided. Squawks's Shaft Fiery Furnace
Blue Kruncha in Donkey Kong Country 2 for Game Boy Advance. An angered Kruncha from Donkey Kong Country 2 for Game Boy Advance. Pink Kruncha in Donkey Kong Country 2 for Game Boy Advance. Kruncha Krunchas are strong, muscular Kremlings. It is invulnerable to jump attacks, and if Diddy and Dixie attempt it, the Kruncha turns bright red and moves around the area. They can be defeated if an object, such as a barrel, is thrown at them, or by team up attack. They have a more uncommon pink variant, which appears in Castle Crush and Clapper's Cavern. Gangplank Galley Clapper's Cavern
Kutlass (yellow) Sprite of a green Kutlass from Donkey Kong Country 2 for the Game Boy Advance Kutlass Kutlasses are short Kremlings who wield two large swords. If the Kongs approach a Kutlass, it chases them and attempts to slash them with their swords. If the Kutlass misses, the Kongs have a brief moment to jump on them before the Kutlass pulls its swords back up. There are yellow and green varieties, the latter of whom picks up its swords faster after attacking with them. Krockhead Klamber Fiery Furnace

Barnacled Bosses[edit]

Like Donkey Kong Country, a boss is fought at the end of every world after beating every stage in their respective order. Every boss level has a unique stage, a notable difference from Donkey Kong Country where every boss stage takes place between similar piles of Banana Bunches. Every boss's name in the game begins with 'K'.

Image Name Description First level appearance Last level appearance
Krow Krow Krow is the first boss and is a large vulture who appears at the end of Gangplank Galleon. He attacks by taking a large egg from his nest and throwing it down at the Kongs, or by bumping into his nest, causing numerous large eggs to fall. The Kongs can attack Krow by throwing a large egg at him. After taking four hits, Krow is defeated. Krow's Nest
Sprite of Kleever in its first stage from Donkey Kong Country 2 for Game Boy Advance Kleever's sprite from the Game Boy Advance remake of Donkey Kong Country 2 Kleever Kleever is the second boss and is a giant sword who appears at the end of Crocodile Cauldron. It attacks by swinging itself at Diddy and Dixie, or by launching fireballs from the lava at them. The Kongs can attack Kleever by throwing a kannonball at it. After being hit by a kannonball, hooks drop from the sky, and the Kongs must move to the other side of the arena. Kleever usually rapidly slashes itself after the Kongs. After taking six hits, Kleever is defeated, as it breaks apart into pieces. Kleever's Kiln Stronghold Showdown
Kudgel in Donkey Kong Country 2 Kudgel Kudgel is the third boss, found at the end of Krem Quay. He is a large muscular Kremling who heavily resembles Klubba, except Kudgel has gray skin. Kudgel wields a large spiked club as a weapon against Diddy and Dixie. He also can jump high and cause the ground to shake from landing. The Kongs must throw a TNT Barrel to attack Kudgel, who gets defeated after taking six hits. Kudgel's Kontest
King Zing King Zing King Zing is a large Zinger and the fourth boss, located at the end of Krazy Kremland. He constantly moves around his beehive and is fought by Squawks. King Zing's weakness is his stinger, which Squawks must spit a coconut at to attack him. After taking some hits, King Zing shoots spikes in every direction and then resumes moving around. When King Zing takes six hits, he shrinks to the size of a normal Zinger and summons other Zingers to guard him. Squawks can defeat King Zing by spitting three more coconuts while he is in this state. Rambi Rumble King Zing Sting
Sprite of Kreepy Krow from Donkey Kong Country 2 for Game Boy Advance Kreepy Krow Krow's ghost who appears as the fifth boss and is battled at the end of Gloomy Gulch. Here, he is fought in three sections of the stage. He sends ghost Mini-Neckies to attack the Kongs, though one of them is a normal Mini-Necky. By jumping on the live Mini-Necky, a barrel is spawned, which the Kongs must use to attack Krow. After he takes three hits, Krow is defeated again. Kreepy Krow
Kerozene from Donkey Kong Country 2 (Game Boy Advance) Kerozene Kerozene is a massive, orange Kremling who only appears in the Game Boy Advance version, at the end of K. Rool's Keep. He attacks the Kongs with his giant hands and by breathing fire at them. The Kongs can attack Kerozene by hitting his face with a kannonball. He sometimes sends weak Kleevers to attack the Kongs. Stronghold Showdown
Kaptain K. Rool from Donkey Kong Country 2: Diddy's Kong Quest (Game Boy Advance). Kaptain K. Rool Kaptain K. Rool is the pirate alias of King K. Rool. He is the main villain and the final boss. Kaptain K. Rool is first encountered at The Flying Krock and later at the Lost World. In the first battle, at K. Rool Duel, Kaptain K. Rool wields a blunderbuss, which he uses to shoot kannonballs and gases at the Kongs. He also dashes from one side of the arena to the other, attempting to hit Diddy and Dixie. The Kongs can attack Kaptain K. Rool by throwing a kannonball into his blunderbuss. If they do this nine times, Kaptain K. Rool is defeated. In the second battle, at Krocodile Kore, Kaptain K. Rool shoots numerous objects out from his blunderbuss. The last object he shoots out is a barrel containing a kannonball. Unlike the first battle, K. Rool is defeated instantly when the Kongs throw the kannonball into his blunderbuss. K. Rool Duel Krocodile Kore

Items[edit]

“I've never seen so much worthless rubbish! I'm surprised they don't give you a special "trash barrel" to haul it all around in!”
—Cranky Kong[6]

A variety of items and objects appear throughout the levels, and they each have a unique purpose. Due to the various additional minigames and missions, far more are present than in the original game.

Image Name Description
Sprite of an ammo pack for basic bullets from Donkey Kong Country 2 for Game Boy Advance Sprite of an ammo pack for ricocheting bullets from Donkey Kong Country 2 for Game Boy Advance Sprite of an ammo pack for bombs from Donkey Kong Country 2 for Game Boy Advance Ammo packs Only appearing i