Castle Crush

Castle Crush is the thirtieth level of Donkey Kong Country 2: Diddy's Kong Quest, as well as the twenty-ninth level in the Game Boy Advance remake. It is also the third area of K. Rool's Keep in Diddy's Kong Quest, and the second area in the remake.

This is the first castle level that the Kongs will venture through, and it's far from easy. The rising floor will force the Kongs to avoid all ceilings, and the many enemies throughout the level will only make things worse. Rambi the Rhinoceros, who is needed to access a bonus area, can be found, but he's well hidden. Likewise, Squawks also appears in this level, and is needed to get hold of this level's DK Coin, as well as a Bonus Barrel. Krunchas, Kutlass, Klampons, Krooks, Neeks, Spinys, Zingers and Mini-Neckys are all found here to toughen up the quest through this level.

''Donkey Kong Country 2
From the start of the level, the Kongs must ride up the floor through the level. They will encounter a few enemies as the ground rises, and try not to be crushed by the ceiling. Soon, they will find a Kutlass and have jump over it to reach Rambi, although this is completely optional, and they may just continue to ride upwards. After that, the group needs to watch out for a Kruncha and a Neek, as well as the nearing ceiling above them, until they find an area with several platforms. They must maneuver around the platforms and also beat two Spinys on both sides of the area. Eventually, they will be in a small space, and Klampons will be raining down on them from nearby alcoves. After dodging all those foes, the heroes will have to jump over the hook of a Krook lurking to the right of them. Once the wall blocking him is gone, they can defeat him and continue up. Soon, like Klampons, Spinys will be raining down on the Kongs for the opening on the sides. When they beat all these enemies, they must avoid the ceiling again and pass the No Animal Sign. It will make Rambi disappear if they were using him. After that, the monkeys need to keep traveling by floor up the dungeon. Once rapidly running past a Spiny and a Klampon, trying not to be crushed, they will be shot through a barrel and be taken up to a higher area. Here, they must defeat a group of four Spinys and soon break the Star Barrel.

From there, the monkeys need to continue up, and go to the left ot get through a wall if they want to play as Squawks, although this is still optional. As they travel upwards, they'll have to hop over the hooks of a few Krooks. Once they are passed, the heroes need to continue riding the floor and avoid several Zingers. Soon, they will cross the second No Animal Sign, and it will cause Squawks to disappear if they had him. From there, they must journey up and dodge a few Spinys and Klampons, while also avoiding the ceiling. Eventually, the monkeys will ride up a tight path and have Klampons and Spinys falling down on them, both at the same time. If they can safely exit this area, they need to continue with the floor and jump over some Mini Neckys that are swooping down at them. Once passing these birds, the group must avoid a few Zingers, who are orbiting bananas. There will also be a Kruncha falling down on them as they travel up the level. At some point, they must watch out for the hooks of two Krooks. They are throwing their weapons simultaneously, so it's much harder to avoid them. Once the monkeys get away from these enemies, they need to beat three Spinys and ride up to and area that is filled with several Zingers. They must try to get around these foes, and continue upwards. Soon, after passing a few more enemies, they will ride all the way up to the top and the floor will stop moving. Nearby is the End of Level Target, so the Kongs must jump on it to exit the level.

Bonus Level(s)

 * As Rambi, the Kongs must ride along the floor for a while, until they see a formation of bananas in the shape of an arrow. It points to a wall. Rambi should use his special ability to ram into the wall, breaking it. When he enters the hole he made, he'll be in the Bonus Level. Here, the rhino needs to ride up the floor an defeat several Zingers. Once they are all beat, the Kremkoin will appear at the top of the stage.
 * If the monkeys can cross the No Animal Sign with Squawks, they will be rewarded with a TNT Barrel. They should use their prize to blow away the wall to the right, but before the floors comes up. They should walk through the opening they made to enter the Bonus Level, where they have to run around as the floor goes up at high speed. They need to make sure that they don't get crushed from the ceiling, because if they do, they'll be kicked out of the bonus. When they get to the end, the monkeys can claim their Kremkoin.

DK Coin
When the Kongs turn into Squawks (who is hidden through a wall right after the Star Barrel), they must fly upwards. Soon, the bird must go east, where, he'll notice a pathway going north. Although he'd normally take that route, he must instead continue east and go downwards, where the DK Coin is.

Golden Feather (GBA Only)
After exiting the second Bonus Level, the heroes should ride up to the next area above, where they'll see Klampons and Spinys. They need to let the floor rise a bit, to reveal the hidden Golden Feather in the top right corner of the area.

Photograph (GBA Only)
After the heroes turn into Squawks, they will enter a thin area, where they will find a few Krook throwing hooks at them. The Krook in the middle will have a photograph over its head, meaning that the parrot should defeat him to get the picture. Once this enemy is knocked out, the heroes will be granted with the photograph, found exclusively in the Game Boy Advance remake of Donkey Kong Country 2, for their scrapbook.

Trivia

 * The Super Nintendo version of Castle Crush is infamous among players for a fatal glitch.
 * Castle Crush is one of two stages in Donkey Kong Country 2 that does not reappear in Donkey Kong Land 2 (Haunted Hall is the other). Instead it is replaced by a more generic castle stage know as Dungeon Danger.