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 and Donkey Kong Land 2. It is also the fourth area of K. Rool's Keep. It should be noted that 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 and freezes the water instead of cooling it this time and trap the Snapjaw under the ice and will allow the Kongs to walk over the ice. However, if they're not fast enough, the water will melt, and the Kongs will fall into the water with the hungry foe. Enguarde also appears in a short area without the Snapjaw. In Donkey Kong Land 2, Snapjaws do not appear, and instead, the water can hurt a monkey with one touch, thus making the level a bit trickier. Enguarde is also not present in the this level in this game. Enemies here include Klampons, Krunchas, Neeks, Spinies, Zingers, Click-Clacks, Flitters, Shuries, Flotsams and Puftups, including the Snapjaw, exclusive to Donkey Kong Country 2: Diddy's Kong Quest.

''Donkey Kong Country 2
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 they can get on Enguarde, the Animal Buddy. 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 Buddy 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, the group needs 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.

''Donkey Kong Land 2
When they begin the level, the heroes must travel east and jump on Clapper. After he freezes the water, they need to run across, but before it melts, to avoid the hungry Snapjaw below. After going up and under a few Zingers, they will get to land again and defeat a lone Spiny. Afterwards, they must bounce off of another Clapper, and freeze the water. Once they slide under two Zingers, the Kongs need to hurry back on the solid ground. But they can still not dawdle, because they must quickly cross more ice before it cools down. Soon, though, they should be able to reach safety, and simply walk along the solid path. They'll meet a few enemies on the way, and also have to jump over two abysses. But, the group will eventually come up to the next Clapper. After he cools down the liquid, they need to dash over the ice. They must jump over and slide under a few more Zingers here, but soon get back on the safe surface. Here, they will find the Star Barrel.

From there, the heroes must hop on top of Clapper and race over the slippery ice. Once they pass the Zinger over this icy water, they will have to continue running over the safe ground, until they find another frozen section of water. Before it melts, they have to run and dodge more enemies. Again, they will finally make it back on land, but have to cross more ice. Hopefully, if it hasn't turned back into it's liquid form, the Kongs should be able to cross it, and finally be back on the safe ground. After all that, the heroes must simply leap over a few abysses and avoid some enemies, including the mighty Kruncha foe, who won't give up just from a single hit given by the monkeys. Eventually, the group will meet another Clapper. Once they jump on him, they must, as usual, dash across the slippery ice. This time across, there are several Zingers in the path, and they need to hop over or slip under each one. Once back on land, the heroes should watch out for a Kruncha, and jump over a rather large gap. After that, they will find a spring, and it will take them out 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.

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 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 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.

Bonus Level(s)

 * After the Star Barrel, the monkeys should come up to the second ice path after it. When they jump down to the ice, Dixie Kong must flutter through the air and bounce off of a Flitter. Then, she and Diddy will land into the Bonus Barrel. It it's Bonus Level, the heroes need to jump platform-to-platform and dodge a few Klampons. Once they get to the end, they can obtain the Kremkoin.

DK Coin
At the beginning of the level, the Kongs should walk backwards. They should look for a hidden hook, and cling onto it to reach a barrel above them. It will shoot them to several other barrels, and soon to the DK Coin.