Haunted Hall

Haunted Hall is the twenty-fourth level of Donkey Kong Country 2: Diddy's Kong Quest, and the second area of Gloomy Gulch.

Although this is a roller coaster level, it is the only stage to be set inside a haunted library. Kackles, in their first and only appearance, will pursue the Kongs throughout the level here, and the they must deal with them through the use of Plus and Minus Barrels. Because Kackle will catch the Kongs when the timer runs out, they'll have to increase the timer whenever they can by touching Plus Barrels. If they're not careful, they'll decrease the timer by hitting Minus Barrels. Other than Kackles, Zingers also can be found on the track.

Donkey Kong Country 2
From the start of the level, the Kongs must travel east and cross a large abyss, with the aid of a few hooks. Then, they will land on a Skull Cart and begin riding. Soon, the heroes will pass a gate, and a Kackle will start to chase them. They must hit all the + Barrels they see to stop this foes, or he'll attack them without remorse. Each + Barrel will add quite a bit of time to the lock, so the monkeys shouldn't worry about Kackle this time. After jumping over two - Barrels, they will finally pass another gate, and the ghost will stop chasing them. They Kongs need to continue across the track and soon have to hop over a few Zingers right above the track. After that, they will pass through the next gate and meet the second Kackle. It will chase them a farther distance this time. To make things harder, there is only 8 seconds given on the timer, and each + Barrel only fill about a second to it when hit. Luckily, though, there are no - Barrels around this area, so they do not have to avoid any of those hazards. Eventually, the monkeys will dodge the ghost and race through the fourth gate. Right after this, they will hit into the Star Barrel.

Soon after that, the heroes will pass another gate and meet the third Kackle of the level. This time, they have 30 seconds until the villain attacks. However, the area is cluttered with - Barrels, and they can take a lot of time away from the heroes if touched. Eventually, though, they should pass through another gate and leave that Kackle in the distance. From this point, the monkeys need to jump over a few more Zingers and get through the next gate, where another Kackle will chase them. This time around, there is a mixture off + and - Barrels all through the area. They can give or take away a lot of time, too. Once the monkeys safely pass through the next, and final, gate, they will enter a tunnel. They will then end up without their cart, and be able to hit the Ending Pad to exit the level.

Bonus Level(s)

 * Bonus Level 1 and 2: When the Kongs are being chased by the first Kackle, they will find two separate tracks, one that leads up, and one that continues strait ahead. The monkeys should jump up to the track leading upwards, where they will see the entrance to a tunnel (which takes them to the second Bonus Level). Instead of going in it though, they must jump on top of it and ride into the first Bonus Level. Here, the heroes need to travel up the track. Soon, they will trudge up a steep hill and hit a + Barrel. At the moment they touch it, the Kongs will shoot backwards across the track. As they go back down the steep hill, they must jump up to another track and continue crossing gaps at a high speed. At the end, they will run right into the Kremkoin and exit the Bonus Area. When they are back in the main level, still going backwards, the monkeys will land right in from of the tunnel they had just been above. Suddenly, the cart will switch directions, and move on forward into the next Bonus Level. Here, they must travel down the track and collect as many stars as they can. If they collect enough, the second Kremkoin will appear.
 * Bonus Level 3: When being chased by the second Kackle past the Star Barrel, the Kongs will see two separate tracks. As before, one leads strait forward, while the other goes upwards. The Kongs should make a small jump and take the bottom route, where they will enter the Bonus Level shortly after. Here, they have to ride their Skull Cart at the highest possible speed, and cross very large gaps with it. Eventually, though, they will make it to the end and obtain the Kremkoin.

DK Coin
At the end of the level before the Kongs hit the Ending Pad, they should walk under the tunnel to the left. When they go in, they'll grab the DK Coin, and then be shot out of the tunnel from a barrel. In the Game Boy Advance port, the coin was moved from it's original spot. Instead, it is hidden behind the Kongs in the doorway at the end of the level. They must jump up to grab it.

Golden Feather (GBA Only)
When the heroes begin the level, they should jump through the abyss before getting on the Skull Cart. If Dixie Kong is in the lead, she will land into a hidden Dixie Barrel and be shot to the Golden Feather.

Trivia

 * Haunted Hall is one of two stages in Donkey Kong Country 2 that does not reappear in Donkey Kong Land 2 (Castle Crush is the other). Instead it is replaced by a more generic roller coaster stage called Krazy Koaster. This was likely due to system limitations for the Game Boy.
 * The music of haunted hall is called "Haunted Chase".