Glimmer's Galleon (Donkey Kong Country 2: Diddy's Kong Quest)

Glimmer's Galleon is the twelfth level of Donkey Kong Country 2: Diddy's Kong Quest and Donkey Kong Land 2. It is the second area of Krem Quay in Donkey Kong Country 2: Diddy's Kong Quest, as well as the seventh area of Krem Cauldron in Donkey Kong Land 2.

This level takes place in the flooded cargo hold of a crashed Kremling galleon. There is hardly any natural light to be found, but fortunately, Glimmer finds the Kongs soon after they enter the level, illuminating the way for them. In Donkey Kong Land 2, Glimmer does not appear, and instead, certain barrels are scattered throughout the level, which light up the area when touched. They cease to give off light after a few moments, though. Flotsams, Puftups, Shuris, Lockjaws, and a single Klomp populate this level as well, and with Enguarde nowhere to be found, they cannot be defeated by anything but the single Invincibility Barrel hidden in the level.

In the Game Boy Advance remake, the level is actually slightly brighter, as it has been lit up more for the standard Game Boy Advance screen, which lacks a backlight.

''Donkey Kong Country 2
At the start of this level, the animals must swim in the direction of bananas, which are in the formation of an arrow. After they pass the level's only Klomp, Glimmer appears and lights the way through the dark. The monkeys must continue their way through and avoid a few Flotsams swimming along. Eventually, there is a fork-in-the-road. The heroes must travel either the up most route, or the route under it. Either way, they pass a Lockjaw and end up at the same point. After that, the Kongs need to move on and watch out for slithering Flotsams. They should then see a group of bananas in the formation of an arrow, which points north. The heroes should follow it and avoid three deadly Lockjaws, who charge at them to attack. When they can no longer go north, the monkeys need to travel west, where there are a few Flotsams and other hazards. At that dead-end, the group must swim south and then west where they meet up with more foes. Eventually, the heroes should find the Star Barrel.

From here, the Kongs must continue their way through all the sunken luggage and watch out for enemies. They meet some Shuris and Puftups as they both travel upwards through all the crates. Eventually, they should follow a trail of bananas leading to a Lockjaw, as well as bananas in the formation of an arrow, directing them north. The monkeys should come up to another Lockjaw on their way up, where they should then adventure east. There are many Shuris on the way, and they swerve out of tight spaces to attack them. Soon, the group should make it to bananas in the formation of an arrow pointing east, as well as a Puftup in their path. After that villain explodes, the heroes must avoid the spikes it throws at them and swim along. Not long after, they should find two Lockjaws in a small space. The monkeys must pass these hazards and travel south, then east between some crates. Here, they find three Puftups surrounding them. They all explode and shoot spikes at the heroes, so they must be careful. When they are avoided, the Kongs must swim up the narrow pathway and get in a barrel nearby. It shoots them out of the water, where they can finish the level.

''Donkey Kong Land 2
From the beginning of the dark level, the heroes must follow the trail of bananas and touch the Light Barrel. It illuminates the surrounding darkness, but only for a short time. Quickly, the monkeys must swim through the deep water and find a barrel, which contains Enguarde the Swordfish, as well as another Light Barrel. Now, the group needs to move along, making way north. There are a few Puftups and Flotsams and the way, but Enguarde can easily defeat these foes. They should eventually find bananas in the formation of an arrow. The arrow points east, in which the Kongs or swordfish must follow. There is another Light Barrel on the way, and the heroes can find a second arrow, along with yet another Light Barrel to brighten the darkness. The light lasts very shortly, and the heroes need to race up to the next Light Barrel to keep it on. Moving on, they must defeat more enemies and touch more Light Barrels, as they follow along the path going east, and later, southeast. Soon, the Kongs should find an arrow pointing north. From there, they must travel slightly north and continue along the path between the luggage. They need to keep going north, until they see another Light Barrel and the Star Barrel.

At this point, the monkeys must follow the arrow pointing east. They should pass two Flotsams, and then run into a dead end, where they have to travel downwards. There is an Enguarde Barrel here, so if they have not gotten the helpful buddy yet, the heroes should get Enguarde out of it. From there, they must travel west, defeating many enemies, including Lockjaws, Flotsams, Shuris, and Puftups. With the help of the swordfish, though, this task should be rather easy. At the dead end later, they need to swim down and around all the crates and touch a Light Barrel. They should soon come up to another Light Barrel to light the dark. At this point, they need to move east, where there is a "No Animal" sign, making Enguarde disappear. After this, the heroes, without their swordfish buddy, must swim in a U shape and touch all the short-lasting Light Barrels on the way. There is a spring atop some crates nearby. The monkeys must hop out of the water, jump on it, and complete the level.

K-O-N-G Letters

 * K: After the primates meet Glimmer, they head into an area that holds a few Flotsams. Northeast from here, they can find a section that contains a single Lockjaw, and in the top-right corner here, they can find the letter K in an alcove.
 * O: Shortly before the Star Barrel, the heroes enter a wide, open area that contains a Puftup in the center of it. In the wide room before this, the Kongs can find the letter O in the top-right corner of the area behind a crate that they are able to swim through.
 * N: After the heroes pass the Star Barrel, they come past several Shuris and enter a wide area that contains a single Puftup in the center of it. If they swim north from here, they can find a small area with a Lockjaw in it. Two alcoves are below this enemy, and the alcove on the left holds the letter N.
 * G: Almost immediately before the Kongs make their way out of the cargo hold, they enter a large room containing a few Puftups. Shortly before this, they can find a room to the north that contains a pair of Lockjaws. The letter G is in an alcove above these foes.

Bonus Levels

 * At the start of the level, the Kongs should swim straight up and head between several barrels. Once they are in a more spacious area, they can discover an open crate jutting from the wall. If they swim into the crate, they appear in the first Bonus Level, where they must travel through a curvy path among many large crates and barrels. If they reach the end of the stage within 40 seconds, they can find a Kremkoin to grab within the remaining time.
 * Near the end of the level, they Kongs can find a Puftup and a group of bananas over some crates that form the shape of an arrow pointing east. Instead of following the arrow, they must head south, where they can find a Lockjaw and a tight passage below it. If the travel through this passage, they can find an open crate. If enter it, they are taken to the Bonus Level, where they need to travel through a maze among many large crates and barrels to find a Kremkoin at the end of it. They have 40 seconds to discover and collect the Kremkoin.

DK Coin

 * To find the level's DK Coin, the group must swim through the crates above the larger, open crate that leads to the first Bonus Level. Here, they should find some bananas in the shape of the number three. From there, the heroes must feel around the crates above them until they go through another one. It leads them to bananas in the shape of the number four, as well as the DK Coin.

Golden Feather (Game Boy Advance version only)

 * To find the Golden Feather, the Kongs must swim past the letter N to access an area where they are surrounded by three Shuries in an open area. From there, they must swim around some crates and travel north, where they should run into to a bunch of crates with the Golden Feather among them in a tight space.

Photograph (Game Boy Advance version only)

 * Immediately before the letter O, the heroes swim through a small area guarded by two Lockjaws. In an area slightly below this, they should search around and look for a small opening through some crates to the left. After accessing the hidden passage, they must swim through the opening between and over the crates to grab a photograph, which grants them with a picture of Glimmer for the fourteenth page of their scrapbook.
 * Shortly after passing the Star Barrel, the heroes find a trail of bananas leading upwards. At this point, they must head into a hidden passage to the right through a crate to find an Invincibility Barrel that gives them temporary invincibility when hit. With this short-lived ability, they must travel to the right and defeat a Shuri with a photograph over its head. Once the foe is defeated, the Kongs earn a picture of a Shuri for the fourth page of their scrapbook.

K-O-N-G Letters

 * K: At the beginning of the level, the Kongs should head backwards towards the level's first Bonus Barrel until they reach the first light-bearing barrel. A thin passage leading upwards to the letter K is slightly ahead of here.
 * O: The primates can find a few small crates at the top of the area that they can travel through shortly before the second DK Barrel in the level. A room that contains the letter O is on the other side of these crates.
 * N: The Kongs should head slightly downwards from the location of the level's Star Barrel to find a thin passage that they must head through to find a small room with the letter N in it.
 * G: Shortly after the heroes pass the first DK Barrel from the Star Barrel, they can find a light-giving barrel that is followed by a line of three Puftups. A hidden area is southwest from these enemies, and the area contains the letter G at the end of it.

Bonus Levels

 * At the beginning of the level, the Kongs must travel backwards and not follow the trail of bananas in front of them. As they swim east, they come up to a few Flotsams, two light-giving barrels, and eventually, a Bonus Barrel, which sends them to a Bonus Level when entered. Here, the Kongs need to collect 40 stars that are scattered around an underwater area. If they collect all of the stars within 25 seconds, a Kremkoin appears at the beginning of the stage (due to them traveling in a circle during the bonus) to grab before the remaining time runs out.
 * Immediately before the heroes pass the final No Animal Sign in the level, they must feel around the crates to the right of them. They are able to swim through a row of three crates, which are followed by a long, thin passage that leads to a vast area consisting of a few Puftups and a Flotsam. At the top of the area above the surface of the water, a Bonus Barrel can be found that is able to send the heroes into a Bonus Level, where they must make way through an underwater maze. The Bonus Level sometimes becomes pitch black, so it is up to the Kongs to make sure they hit the many light-giving barrels around the area. If they reach the end of the maze within 20 seconds, they can find a Kremkoin to grab within the remaining time.

DK Coin

 * A while before reaching the Star Barrel, the heroes find an arrow, formed by bananas, pointing to the east with a light-bearing barrel next to it. From this point, the Kongs need to swim to the wall and up to the top-right corner of the area, where they can find three small crates that they can move through. If they head through the crates, they make their way into a wide room that contains a few enemies and a DK Coin.

Trivia

 * In Donkey Kong Land 2, the level does not feature Glimmer at all. However, the level's title remains as "Glimmer's Galleon".