Slime Climb (Donkey Kong Country 2: Diddy's Kong Quest)

Slime Climb is the fifteenth level of Donkey Kong Country 2: Diddy's Kong Quest and Donkey Kong Land 2. It is the fifth area of Krem Quay in Diddy's Kong Quest, as well as the tenth level of Krem Cauldron in Donkey Kong Land 2.

This is a unique rigging level, as the water continuously rises throughout it. The heroes cannot dawdle, as a Snapjaw lurks in the water, and must be avoided at all costs. If they happen to fall into the water, the enemy will very quickly dash up to them, and attack a monkey. In Donkey Kong Land 2, Snapjaws did not appear. However, the water can automatically hurt Diddy or Dixie if they touch it. This may make the level a bit trickier. Klomps, Klingers, Krunchas, Klobbers, Neeks, Click-Clacks, Flitters, Zingers, and a single Kannon, all are obstacles in the Kongs' path to the top.

Donkey Kong Country 2
At the start of the level, the heroes must travel east and jump across the ship's masts. There are a few Click-Clacks on the way to faze them. Soon, they will meet a dead end, where they will see ropes hanging from above. They need to climb up with these ropes, but quickly, as the water below is rising at a fast pace. When they reach the higher mast, the water will cease to rise, and the Kongs can now walk on west to the other side of the ship masts. On the way, there are some more Click-Clacks, but the biggest threat on the way is the mighty Kruncha, who can push the monkeys into the water, where a hungry Snapjaw waits. After these enemies are avoided, they must climb up the nearby ropes. The water will rise again, and this time, it won't stop right away. The Kongs must race up the ropes and jump across all the platforms to the right. They will turn west then, and hop up more platforms. At some point, the group will get to a platform with a Klomp on it, and the water will stop moving up. They should then get to the ropes after the last platform, and climb up. There are some Klingers sliding down these ropes, as well as a Zinger in Diddy and Dixie's path, so they need to be careful. The wate will also continue to rise here. The heroes will soon have to jump through the air onto more ropes, and climb up back to the masts, where the water will stop going up again. From there, they should move on east, where they will find the Star Barrel.

Now halfway through the level, the Kongs need to avoid the Kannon in their way and climb up more ropes. As usual, the water will rise again, and the heroes will have to act fast. After they climb up the long ropes, they need to move up across more ship masts, going west. Then, they must get up another rope and get to a higher mast. From there, the group will see a Flitter floating in the air. They should bounce off of it, and then grab onto more ropes, which have Klingers crawling about on them. The water will stop rising at this point. After this, they must go right and bounce off another Flitter, leading back onto the masts. The water will go up again here, and the heroes must climb up more ropes. This time, the water will rise a bit faster, and Zingers will be flying around as the Kongs jump rope-to-rope. A while after this, they must hop off of three Flitters in the air, and get back on the ropes. At the next mast, the monkeys must run east and climb up another set of ropes at the dead-end. Once they get up these ropes, the heroes need to hop up to the mast above them, and then jump west across several platforms. There are Klomps on these platforms, so they need to be cautious. They should soon reach another mast, and climb up the next ropes to the highest point of the level. Here, the water will no long rise, and the group should simply bounce off of two Flitters and land in a barrel. When they shoot out of it, they will hit the landing pad and be able to exit the level.

Bonus Level(s)
Near the Star Barrel, the heroes should see a Kannon standing on a mast. Next to him, is a ! Barrel. They need to defeat the foe, and break the barrel. It will grant them temporary invisibility. Therefore, they may go through the water without being attacked by the nasty Snapjaw. The Kongs must jump through the small gap nearby and swim through the water, following the path of bananas. Eventually, they should meet up with the Bonus Barrel, and be taken to it's Bonus Level. Here, the monkeys will collect stars by hopping off of some ropes floating in the air. When all the objects are collected, the Kremkoin will appear.

Near the end of the level, the heroes should see a kannonball sitting along a mast. They must pick it up and hop across the nearby platforms. There are Klomps on these platforms to attack the monkeys, so they need to carefully maneuver around them, without dropping the ball. Soon, they will come up to a cannon, in which they must place the ball in. After this, they should walk into the cannon, and be lead to the Bonus Level. Here, the group needs to throw kannonballs at Flitters and Zingers, as they make their way up the stage. When the baddies are defeated, the Kremkoin will appear a the top of the Bonus Level.

DK Coin
When the Kong reach the highest mast at the end of the level, they should find a ! Barrel hidden in the corner of the screen. Using the Team Up move, they need to toss a monkey in the air and break the barrel, giving them temporary invisibility. After this, they must jump into the gap below the two Flitters and swim east, where they should be able to get the DK Coin.

Golden Feather (GBA Only)
Before te end of the level, the heroes must look to the left, where they should see a ! Barrel. With the Team Up move, they can reach it and be invisible for a short amount of time. Then, they must jump through the gap to the right and swim slightly west. They should find the Golden Feather right next to them.