Knautilus: Difference between revisions

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==Battle==
==Battle==
The battle starts with Baron K. Roolenstein pressing a remote control. This activates the upper electrical device, which discharges blue electricity between the left and right sides, while a cannon blasts fireballs back and forth on the Kongs' path. The Kongs must not jump while the upper electrical device is active. When the electricity stops running, the lead Kong  can attack Baron K. Roolenstein by throwing a [[Steel Barrel]] into a vacuum on the ceiling if Baron K. Roolenstein is close to the center of the foreground. This causes the Steel Barrel to land on him. Baron K. Roolenstein flies up the chute and lands into the main arena where the Kongs are.
The battle starts with Baron K. Roolenstein pressing a remote control. This activates the upper electrical device, which discharges blue electricity between the left and right sides, while a cannon in the background shoots fireballs back and forth to the Kongs' path. The Kongs must not jump while the upper electrical device is active. When the electricity stops running, the lead Kong  can attack Baron K. Roolenstein by throwing a [[Steel Barrel]] into a vacuum on the ceiling if Baron K. Roolenstein is close to the center of the background. This causes the Steel Barrel to land on him. Baron K. Roolenstein flies up the chute and lands into the main arena where the Kongs are.


Baron K. Roolenstein starts moving back and forth in a set pattern. When he approaches either the left or right corner of the arena, the Kongs must jump onto the electrical machines while they are inactive. To attack Baron K. Roolenstein, Dixie or Kiddy must throw a Steel Barrel at his helicopter pack. After taking two hits, Baron K. Roolenstein moves back into the foreground and reactivates the cannon and the upper electrical machine. When it stops again, the Kongs must throw another Steel Barrel through the chute to hit Baron K. Roolenstein a fourth time. The process is repeated another time.
Baron K. Roolenstein starts moving back and forth in a set pattern. When he approaches either the left or right corner of the arena, the Kongs must jump onto the electrical machines while they are inactive. To attack Baron K. Roolenstein, Dixie or Kiddy must throw a Steel Barrel at his helicopter pack. After taking two hits, Baron K. Roolenstein moves back into the background and reactivates the cannon and the upper electrical machine. When it stops again, the Kongs must throw another Steel Barrel through the chute to hit Baron K. Roolenstein a fourth time. The process is repeated another time.


When Baron K. Roolenstein takes a fifth hit, he reactivates the electricity and cannon as usual, except the conveyor belt starts moving left then right repeatedly. The Kongs must avoid running into the lower, circular electric platforms or otherwise they take damage. Upon taking a sixth hit, Baron K. Roolenstein presses his remote again to reactivate his machines, but then hovers up the chute and back into the main arena again. Baron K. Roolenstein presses his remote again, causing a small ray of electricity to approach the Kongs from either of the bottom electrical machines.
When Baron K. Roolenstein takes a fifth hit, he reactivates the electricity and cannon as usual, except the conveyor belt starts moving left then right repeatedly. The Kongs must avoid running into the lower, circular electric platforms or otherwise they take damage. Upon taking a sixth hit, Baron K. Roolenstein presses his remote again to reactivate his machines, but then hovers up the chute and back into the main arena again. Baron K. Roolenstein presses his remote again, causing a small ray of electricity to approach the Kongs from either of the bottom electrical machines.


As the electrical ray approaches Dixie and Kiddy, they must go behind the Steel Barrel, which absorbs the electricity. The Steel Barrel is surrounded by electricity for a few seconds before it disappears. Baron K. Roolenstein's machines deactivate at the same time, giving the Kongs the opportunity to jump and throw a Steel Barrel up to Baron K. Roolenstein's helicopter pack. The electrical machines reactivate, along with an electrical beam which the Steel Barrel must absorb again. The machines deactivate quicker than the previous time, and the Kongs must throw another Steel Barrel at Baron K. Roolenstein's helicopter pack. He then activates the machines again, this time along with the conveyor belt on the floor. After the machines deactivate, Dixie and Kiddy must attack Baron K. Roolenstein with another Steel Barrel. The process repeats again. Once Baron K. Roolenstein takes a tenth hit, he is defeated, as shown in the foreground as he spirals out of control on the Knautilus's steering wheel. Dixie and Kiddy are rewarded a [[DK Coin]], and they leave the Knautilus.  
As the electrical ray approaches Dixie and Kiddy, they must go behind the Steel Barrel, which absorbs the electricity. The Steel Barrel is surrounded by electricity for a few seconds before it disappears. Baron K. Roolenstein's machines deactivate at the same time, giving the Kongs the opportunity to jump and throw a Steel Barrel up to Baron K. Roolenstein's helicopter pack. The electrical machines reactivate, along with an electrical beam which the Steel Barrel must absorb again. The machines deactivate quicker than the previous time, and the Kongs must throw another Steel Barrel at Baron K. Roolenstein's helicopter pack. He then activates the machines again, this time along with the conveyor belt on the floor. After the machines deactivate, Dixie and Kiddy must attack Baron K. Roolenstein with another Steel Barrel. The process repeats again. Once Baron K. Roolenstein takes a tenth hit, he is defeated, as shown in the background as he spirals out of control on the Knautilus's steering wheel. Dixie and Kiddy are rewarded a [[DK Coin]], and they leave the Knautilus.


==Gallery==
==Gallery==
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