Miller Instinct is the twelfth level in Donkey Kong Land III and the sixth and last normal level of Primate Plains. Miller Instinct is located west on the world map, and it takes place inside a large watermill, with a big wooden wheel run by the river. The level's name is a pun on Killer Instinct, a fighting game developed by Rare.
Early in the level, Dixie and Kiddy must jump into an Animal Barrel to transform into Squawks the Parrot for most of the level. The level does not have many elevator platforms, and Squawks is required to ascend the different floors of the level. He encounters various Buzzes, Re-Koils, Sneeks, and Bristles along the way. Miller Instinct is maze-like because of the alternate paths that Squawks can take to find items such as Bear Coins, bananas, and K-O-N-G Letters. Near the end of the level, when Squawks crosses the No Animal Sign, the Kongs must run across a few platforms and pass some enemies before reaching the Level Flag.
At the beginning of the level, the heroes make their way down a long path with a few small ramps. Once they get on the first elevators, they find a rope to climb up. It leads them right next to a barrel. Jumping into this normal barrel, the Kongs are fired to another rope. Climbing up this rope except using the rope next to it, they find an Animal Barrel. Going into the common barrel turns them into Squawks, who needs to fly through the mill, moving north. The parrot makes his way into a long pathway, full of twists and turn, avoiding some enemies, including Buzzes. Soon, he finds the Star Barrel.
About halfway through the level, the bird continues through the level by flying around the many sharp turns in the mill. Though more Buzzes tries to stop him, he should be able to attack them with his nuts. Eventually, Squawks finds himself in an area with many corridors and passages. Some of these corridors contain special prizes, though, ultimately, the parrot needs only to fly up to find his way in the next area. Soon, the bird needs to turn to the left and pass a No Animal Sign. It turns him back into the Kongs, where they need to make their way onto a high pathway, walking up several slanted boards. They then find themselves near a set of two elevators. Riding up both of them, they are taken to the next floor. There, the apes travel down the rest of the path, avoiding enemies and grabbing the letter G, until they find a flagpole. After touching this flagpole, the level ends.
Items and objects
Names in other languages