Stronghold Showdown is the last level of K. Rool's Keep in Donkey Kong Country 2: Diddy's Kong Quest and Donkey Kong Land 2. In the Game Boy Advance version, it features a boss battle against Kerozene.
Donkey Kong Country 2: Diddy's Kong Quest / Donkey Kong Land 2
In its two original appearances, Stronghold Showdown is a straight path inside a castle with no enemies. There are two hidden Banana Bunch Coins and a hidden Red Balloon that Diddy Kong and Dixie Kong can reach by performing a team-up throw. By continuing forward, the Kongs find Donkey Kong tied up in the middle of the room. When they approach Donkey Kong, Diddy and Dixie are rewarded a Kremkoin, and the lead Kong performs their victory dance. During this, Donkey Kong is pulled up and carried out of the area. This shocks the Kongs, who immediately run out the other side to follow Kaptain K. Rool, who pulls Donkey Kong up to his airship, the Flying Krock.
In Donkey Kong Country 2: Diddy's Kong Quest, the "Krook's March" theme plays during subsequent visits to Stronghold Showdown. Diddy and Dixie can also use Stronghold Showdown to exit K. Rool's Keep without paying Banana Bunch Coins at Funky's Flights II.
Donkey Kong Country 2 (Game Boy Advance)
Just before the battle, Diddy and Dixie briefly encounter Kaptain K. Rool, who says, "You didn't think it'd be that easy, did you? Let's see if you can get past Kerozene!". The battle starts with Kerozene emerging from the tower and slamming his fists on the ground. He sends out two small Kleevers, who rapidly slice at the Kongs. A kannonball falls down, and the Kong must hit either Kleever with it. Another kannonball falls down to be thrown at the other Kleever. When both are defeated, Kerozene's face begins to glow white. Another kannonball falls from the sky, and Kerzone starts to breathe out fire in a pattern of to right, then the middle, and to the left. Diddy or Dixie must pick up the kannonball and throw it at Kerozene to attack it. Another kannonball falls to the ground, and Kerozene breathes out fire again. If the lead Kong is hit by the fire, the player loses that Kong.
After taking a second hit, Kerozene slams his fists to the ground, which temporarily stun Diddy and Dixie if they are not in midair. A kannonball falls from the sky, in between Kerozene's fists, and the Kongs must pick up the kannonball while avoiding Kerozene's fire attack, and then throw it at Kerozene's face a third time. The cycle repeats again.
After being hit a fourth time, Kerozene slams down his fists again, and a seventh kannonball falls onto the arena. The Kongs must stand on either of Kerozene's fists while he spits out a fireball that engulfs the ground in fire. After a few seconds, the fire disappears, allowing Diddy and Dixie to go back on the ground. They must pick up the final kannonball and throw it a fifth time at Kerozene's face to defeat him. When Kerozene is defeated, he exhales smoke and falls in defeat. The Kremkoin appears for the Kongs to collect, allowing them to move on to The Flying Krock.
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