Topsail Trouble (Donkey Kong Country 2: Diddy's Kong Quest)

From the Super Mario Wiki, the Mario encyclopedia
Revision as of 21:07, December 5, 2010 by Fawfulfury65 (talk | contribs)
Jump to navigationJump to search

Template:Level Topsail Trouble is the fifth level of Donkey Kong Country 2: Diddy's Kong Quest and Donkey Kong Land 2, located on the Gangplank Galleon.

There is much to this rigging level that makes it stand out. One is that it takes places during a storm, and another is that it marks Rattly's debut. Rattly's crate is located right at the start of the level. The Kongs should open it, as Rattly's jumping ability proves useful to them as they make their way upwards through the level. The Kongs also meet Flitter, in addition to previously encountered foes Neeks, Kaboings, Click-Clacks, Klingers, Zingers, Krunchas and Klomps.

Level Layout

Donkey Kong Country 2

At the start of the level, the Kongs can break the animal box nearby. It contains Rattly, who they can ride on. The group is able to go across the yard and up the wooden platforms on the masts, then go east across more yards to progress. Afterwords, the Kongs and their Animal Buddy jump up (or climb on the hooks if the monkeys lose Rattly) to a higher level of the yards. As the animals jump platform to platform, they defeat a few enemies and travel up to yet another higher set of yards. The group continues to travel up until they get into a barrel and cross the "No Rattly" sign, where the Star Barrel is nearby. Now halfway through this level, the Kongs head, without Rattly, up and down several ropes, cluttered with baddies such as Zingers and Klingers. Eventually, they come up to another mast, and then hop on another set of long ropes. Here, they jump over many Zingers in their way and avoid many more enemies. Finally, the Kongs should come to another yard, where the level ends at the End of Level Target.

Donkey Kong Land 2

From the start, the Kongs go into the barrel nearby and turn into Rattly, then go east to the end of the first couple ship yards. Afterwords, the rattlesnake hops up the wooden platforms on the ship and goes west, eventually passing the "No Rattly" sign. The no-longer-transformed Kongs then climb up the ropes nearby and go west. As they continue, they jump rope-to-rope, avoiding Klingers and other baddies on their way. Once at the end of the ropes, the primates can get to the Star Barrel. Halfway through the level now, the heroes head east up the yards and hop onto the ropes on their way. The Kongs must climb up the Klinger infested ropes and then jump to the left to another set of ropes. As the Kongs climb across, there are some Zingers to avoid. They can get to another large set of ropes and pass several Klingers farther ahead. Afterwords, the animals journey east and cross more ropes, avoiding even more enemies on their way. The primates finally reach the yards again and go west, then east on a higher yard. From there, the heroes travel across horizontal and vertical ropes again, passing the last few enemies, until they can finally drop down into a barrel, which shoots them to the end of the level.

Secrets

Donkey Kong Country 2

Bonus Level(s)

  • When the level begins, the Kongs must get Rattly and climb up the second level of yards. Then, the group must move east and jump up some wooden platforms to the third level of masts. When they reach the top, they should use Rattly's special move to jump very high. Once the rattlesnake jumps up, he should land right in a Bonus Level. Here, the three animals must defeat all the Flitters in the air and grab the Kremkoin.
  • The next Bonus Level is near the end of the level. On the ropes, the Kongs should eventually see two Flitters in the air, as well as a Zinger in their path. Right in between them, the Kongs need to jump up, revealing a hidden hook. They can jump off this hook onto the two Flitters next to them and get into a Bonus Level. Here, the Kongs must simply climb up the ropes and reach the top mast, without being hit by an enemy. If they do so, they are awarded with a Kremkoin.

DK Coin

  • At another part where the Kongs are on ropes, they should notice three Zingers lined up in their way. From there, the primates should go east and use Dixie Kong to flutter to a hidden yard. The DK Coin is right above it in reach.

Golden Feather (GBA Only)

  • After the "No Rattly" sign, the Kongs must get on the ropes and climb around. They should meet the first Klinger and carefully go around it, then jump over the Zinger in their path. After that, the animals must go up to the end of the first set of ropes. Instead of jumping to the yard on the left, the Kongs should jump to the right, landing on a hidden yard. It has the Golden Feather on it, as well as a Banana Bunch.

Photograph (GBA Only)

  • When the Kongs meet the final two Zingers in the level, they should climb to the left-end of the rope and jump into mid-air. If they jump to the correct area, they suddenly grab onto a hidden hook. The heroes must hop upwards from the hook and land on a high-up mast. A Click-Clack can be found there. If the Kongs defeat the small foe, they are granted with a photograph, which can give them another picture for their scrapbook.

Donkey Kong Land 2

Bonus Level(s)

  • The first Bonus Level is different from other bonuses in Donkey Kong Land 2. It does not grant the monkeys with a Kremkoin, but instead with an easy trip to the end of the level. To find it, the Kongs must go east from the start of the level, without getting on Rattly. Then, they must get on the hooks near the end of the yards and climb up with them. Once to the top, they should go to the next set of masts to their left. After jumping over the one Zinger floating up and down, the primates must walk to the end of the yard and jump down. Dixie Kong can flutter to three bananas lined up, almost forming a diamond shape, but with a space in it. The two animals should suddenly be transported to a Bonus Level by the Bonus Barrel that appears. Here, the Kongs must simply collect some bananas if they want and then leave, finding themselves near the spring that leads out of the level.
  • To find the next Bonus Level, the Kongs must start from where they first dropped down to reach the first Bonus Barrel. From here, they need to go up the hooks, or use Rattly to jump up the wooden platforms on the mast, and reach the third level of yards. Once the first yard is reached, the group should travel up to the next wooden part of the ship to the left, instead of moving right. Once up, they have to hop to the left again and enter the Bonus Barrel. Here, the heroes, without Rattly, have to defeat a few Klingers with Kannonballs or simply jump on them. When they are all beat, the Kremkoin appears.

DK Coin

  • Starting from the letter N, the Kongs must go right, crossing the long string of ropes and watching out for Klingers. Once up to one of the ship's yards, they should jump up to another yard above them, which has a treasure chest on it. From there, the group needs to continue west, going yard-to-yard in the same direction until a dead-end is hit. Dixie Kong must be used here, and she must flutter to the left. There should be a Banana Bunch here, as well as the DK Coin right next to it.

Names in Other Languages

Template:Foreignname

Gallery