Gangplank Galleon (world)
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“Diddy's first action takes place aboard K. Rool' scuttled flagship, Gangplank Galleon. Even though this hulk isn't seaworthy, it's still manned with a scurvy Kremling Krew.”
Gangplank Galleon is the name of the first world of both Donkey Kong Country 2: Diddy's Kong Quest and its pseudo-sequel, Donkey Kong Land 2. It takes place on the ship of the same name, which belongs to the Kremlings and their supreme crocodilian leader, K. Rool.
After the events of Donkey Kong Country and Donkey Kong Land, Donkey Kong gets kidnapped by K. Rool - now under the name of Kaptain K. Rool - and his reptilian troops. K. Rool then vowes the rest of the Kongs that he will hand Donkey Kong back, in exchange for the craved Banana Hoard. Diddy Kong does not agree with the crocodilian leader's little business, and sets off on an adventure, along with his partner Dixie Kong, to retrieve Donkey Kong from K. Rool. The primates must travel over the myriads of hazards placed on their way on the sinister Crocodile Isle, and their first step starts on the aforementioned ship, wrecked on the west (east in Donkey Kong Land 2) shores of the island. The galleon has not changed very much since Donkey Kong Country; compared to how it looked on the world map of Donkey Kong Island, it features the same mainbrace displaying the sail with a Kritter skull, the same golden Kremling figurehead under the bowsprit, and also has the same shape. However, minor changes have been added to the ship, such as the two masts, one standing in the front of the center mast and the other standing behind it; another change is the red flag at the top of the mainbrace, which replaces the pirate flag; the number of the cannons from the wall has been reduced from five to three. An avian pirate foe, Krow, guards the shipwreck, whereas K. Rool abandoned it. There are also two "crow's nests": one is on the mainmast just under the red flag, and the other one is an actual nest owned by Krow.
As shown in the levels of this world, the galleon sports many chasms inside, which are dangerous for the Kongs. The masts form a good clamber system, and inside the ship is a flooded caliginous cargo. The masts, hold and deck host uncountable enemies, such as Neeks, Klomps and Kaboings, Flotsams, Puftups, Krunchas, Lockjaws, Shuris, Klobbers, and Click-Clacks.
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