Clapper's Cavern (Donkey Kong Country 2: Diddy's Kong Quest)

Clapper's Cavern is the thirty-first level of Donkey Kong Country 2: Diddy's Kong Quest. It is also the fourth area of K. Rool's Keep. It was moved to the third area in the Game Boy Advance remake of Diddy's Kong Quest, making it the thirtieth level in that game.

This icy level shares some similarities with Slime Climb, as the water rises, and a Snapjaw is after Diddy and Dixie Kong. Since they cannot safely enter the water, Clapper returns from Lava Lagoon to freeze it, trapping the Snapjaw under a layer of ice, allowing the Kongs to walk over it. However, if they're not fast enough, the ice will melt, and the Kongs will fall into the water with the hungry foe. Enguarde also appears in a short area without the Snapjaw. Enemies here include Klampons, Krunchas, Neeks, Spinies, Zingers, Click-Clacks, Flitters, Shuries, Flotsams and Puftups, including the Snapjaw.

Level layout
At the start of the level, the Kongs must travel east where they meet Clapper the Seal. They then need to jump on him to make him cool down the water. Once it is frozen, they can walk on it, avoiding the Snapjaw below them. Quickly, the two monkeys must run across the ice, jumping over Zingers, before it warms up and becomes a liquid. Once back on land, the Kongs must avoid a few enemies and jump on another Clapper, who freezes the water again. As they run across the ice again, there will be a few Neeks and some Zingers to jump over. Afterward, the heroes must walk into the nearby barrel that shoots them up to a higher part of the level. From there, the apes need to travel west and jump across two small gaps, then jump on the third Clapper to cool the water down.

At that point, they must jump over a group of two Zingers and also slide under another Zinger. There is a barrel that the Kongs must go in. It shoots them up to an even higher area of the level, where the Snapjaw will stop pursuing the Kongs, and the Kongs can get on Enguarde, the Animal Friend. With the swordfish, they should ride north through a wide crevice and shortly after, pass a No Animal Sign sign, making them lose their Animal Friend and exit the water alone. Diddy and Dixie then need to jump across a rather small gap and break the Star Barrel.

Halfway through the level, another Snapjaw will make an appearance, requiring the Kongs to jump on a Clapper, and run across the ice again. There, they have to fight or avoid many enemies, such as Neeks and Zingers. Once they reach land, they need to carefully avoid some enemies and hop on the chains to reach the highest part of the level. Here, the group must jump across a gap and land on a Clapper, freezing the water yet again. When running across the solid ice, Diddy and Dixie need to avoid some enemies and even slide under three Zingers, then quickly jump on another Clapper. Still on the ice, they must jump over or slide under many Zingers until they come to the end of the level.

Bonus Levels

 * From the very start, Diddy and Dixie must use their Team-up move to throw a monkey in the air. A hidden chain will appear to climb up on, and the Kongs will have to go up slightly higher until they reach the top. There, they must avoid a few enemies and enter a small door, leading to the first bonus level. Here, the monkeys will simply have to climb to slippery platforms until they get to the Kremkoin, completing the first Bonus Level.
 * The second Bonus Level is underwater in a hidden cave. To get there, the two Kongs must get on Enguarde and travel around in the cold water until they see a wall with a banana next to it. Using Enguarde's special move, they can break the wall open and enter the next Bonus Level. In the level, the monkeys will still be on Enguarde and have to reach the coin before time runs out. The water level will decrease, so the swordfish and the two monkeys must quickly move forward. If the water drains before the Kongs reach the coin, Enguarde will not be able to move fast, as he can only move in water, thus running the clock and running out of time. If the Kongs make the fish use his special move, he can move much faster, and make it to the Kremkoin before time runs out. There is a much easier way, though. If the Kongs were not to finish the bonus level, where they are dropped off, they can swim forward with Enguarde past the "no swordfish" sign. Then the Kongs can go back to the bonus level and play it without Enguarde. This way, all the Kongs have to do is walk on the ice and swim through the draining water.

DK Coin
To get the DK Coin, the Kongs must go where the exit of the first Bonus Level is. From there, they need to use their Team-up move. A hidden chain should appear, and the DK Coin is right above it. The Kongs must simply jump up and grab the coin.

Golden Feather (Game Boy Advance version only)
The Golden Feather is not far from the location of the DK Coin. From where that coin is, the monkeys should move slightly east and do the Team-up move. If they are standing in the right spot, the one monkey will be thrown right into the feather and grab it.

Photograph (Game Boy Advance version only)

 * To the right of the second Bonus Level, the Kongs will find a group of three Puftups. The fish in the middle will have a photograph over its head. They should defeat the foe with Enguarde to get the picture. Once this is done, another picture will be added to the heroes' scrapbook.
 * Right after the letter N, the heroes will find a lone banana floating in the air. They should use their Team-up move and throw a monkey up to the banana. They will suddenly hit into an invisible Invincibility Barrel, making them temporarily invincible. Before their new ability wears off, the group will have to swim through the small corridor to the left to find the next photograph, as well as three Banana Coins. The photograph will help fill up the Kongs' scrapbook.