K. Kruizer III

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K. Kruizer III
DKKoS K Kruizer III World.png
Appearance DK: King of Swing
Levels 5
<< List of worlds >>

The K. Kruizer III is an airship owned by King K. Rool in DK: King of Swing, the third in a long line of aircrafts built by him and the Kremling Krew. It also serves as the fifth and final world, and the boss is King K. Rool. Donkey Kong (or Diddy Kong in Diddy Mode) can access the world after they defeat Sassy Squatch in the Ice World.

The K. Kruizer III was preceded by the King Kruiser II from Donkey Kong 64, and the original Flying Krock from Donkey Kong Country 2: Diddy's Kong Quest and Donkey Kong Land 2. The K. Kruizer III is later succeeded by the King Kruiser IV in DK: Jungle Climber.


Donkey Kong escapes from the K. Kruizer III in the ending

The K. Kruizer III is a large aircraft, with heavy artillery on the outside and spike traps on the inside. The design and colors are modeled after King K. Rool. The only way for Donkey Kong to get on the ship itself is by using a Booster Barrel in the first level, then in the second level, he must avoid the artillery. By the third level, Donkey Kong enters the hull of the ship, which is filled with spike traps. The fourth level takes place in the engine of the ship, which has cannons and fast moving pegs. The final battle against K. Rool takes place at the top of the ship.

After defeating K. Rool, Donkey Kong jumps into a flying carrier, with all the medals in a large barrel. He gets out of the K. Kruizer III, and parts of the airship explode before the entire K. Kruizer III falls from the sky.

Getting a bronze, silver, and gold medal from the respective levels unlocks Climbing Race 4 in Jungle Jam mode.


Name Description Medal
Booster Barrel Skyway
The initial level of K. Kruizer III doesn't take place on the actual ship; Donkey Kong must fly up to the ship via a Booster Barrel, as the name of the level implies. He must avoid the Zingers, Mini-Neckys, and spike balls in the airspace while flying.
K. Kruizer III Artillery
The second stage of K. Kruizer III takes place in its exterior. Donkey Kong must climb peg boards and avoid the incoming fire of the ship's fireballs. Some of the cannons will aim at DK himself, and there are more often then not multiple cannons firing at once, so he must dodge carefully.
K. Kruizer III Hull
Donkey Kong goes inside of the airship in this level. The hull is a precarious location, with spike pits and spike balls littered throughout the stage. DK climbs up conveyor belts and valves, both of which are reminiscent of previous levels in prior worlds.
K Kruizer III Engine.png
K. Kruizer III Engine
The last normal level of King of Swing, K. Kruizer III Engine takes place within the engine room of the ship. DK must evade fireballs from cannons and spike balls as he must destroy Question Barrels to advance in the first segment of the area. The second area involves DK climbing fast moving individual pegs up the room. A Booster Barrel can be rode to find a gold medal in the room.
DKKoS K Rool Battle.png
Boss level: King K. Rool
The confrontation with King K. Rool begins with him challenging Donkey Kong to a race up some peg boards. When DK wins the race, K. Rool will claim he was "just getting warmed up", and the actual fight will begin. More peg boards are provided as K. Rool fights DK. He will use a charge attack much like DK can, and can only be hit when he is not in mid charge.