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 level of K. Rool's Keep, but was moved to being the third level in the Game Boy Advance port, making it the thirtieth level in that version.

Summary
Clapper's Cavern takes place in an icy cavern. It shares some similarities with Slime Climb in that the water rises, and a Snapjaw is chasing after Diddy and Dixie Kong. Because the Kongs cannot safely enter the water, they must rely on Clapper's assistance. Unlike Clapper's first appearance in Lava Lagoon, the Kongs can jump on it to freeze the water and safely go across. Diddy and Dixie must quickly cross the ice as it melts quickly, leaving them vulnerable to the Snapjaw again.

Krunchas and Zingers are the most common enemies in this level. Krunchas can be difficult to pass safely unless the Kongs use a Team-up attack. In various parts of the level, the Kongs need to gain momentum on the ice and then duck to slide beneath the Zingers, whether it is for collecting items or to progress through the level.

Midway through the level, the Kongs can swim through a section without being followed by Snapjaw. At the start of this section, they can open an animal crate containing Enguarde.

In the Game Boy Advance port, the level background was changed from purple to bright pink.

Layout
At the start of the level, the Kongs must continue right, and can find Clapper along the way. 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 reach the End of Level Target, whose prizes include a Banana, a Banana Bunch, or a Banana Coin.

Enemies
There is a large variety of enemies in Clapper's Cavern, most of them being Zingers.