Knautilus: Difference between revisions

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[[Dixie Kong]] and [[Kiddy Kong]] can enter the Knautilus once they complete every Lost World level. With the five [[Cog (Donkey Kong Country 3: Dixie Kong's Double Trouble!)|cog]]s, [[Boomer (Donkey Kong Country 3: Dixie Kong's Double Trouble!)|Boomer]] activates his machine, causing Krematoa to steam and its waters turn red. The Knautilus's anchor was from the heat, causing it to emerge from the lake.<ref>''Donkey Kong Country 3: Dixie Kong's Double Trouble!'' Player's Guide, Nintendo, 1996, p. 118</ref>
[[Dixie Kong]] and [[Kiddy Kong]] can enter the Knautilus once they complete every Lost World level. With the five [[Cog (Donkey Kong Country 3: Dixie Kong's Double Trouble!)|cog]]s, [[Boomer (Donkey Kong Country 3: Dixie Kong's Double Trouble!)|Boomer]] activates his machine, causing Krematoa to steam and its waters turn red. The Knautilus's anchor was from the heat, causing it to emerge from the lake.<ref>''Donkey Kong Country 3: Dixie Kong's Double Trouble!'' Player's Guide, Nintendo, 1996, p. 118</ref>


Dixie and Kiddy go into the center of the lake, where the Knautilus emerged, and enter inside. The final boss battle starts as both [[Kong]]s fall onto a conveyor belt area, with electrical machines on each side. They discover Baron K. Roolenstein, who is in the foreground, upset that Dixie and Kiddy uncovered the Knautilus. During the battle, Baron K. Roolenstein controls the electrical machines. If the Kongs successfully avoid the machines, a [[Iron Barrel|Steel Barrel]] appears and a big vacuum in the roof opens. With timing, Dixie and Kiddy can damage Baron K. Roolenstein, by throwing the Steel Barrel up the vacuum, causing it to land onto Baron K. Roolenstein's propeller pack. After being hit enough times, Baron K. Roolenstein is defeated again, and the Kongs are rewarded a [[DK Coin]] (in the SNES version) or [[Bear Coin]] (in the GBA version), unlike other bosses, which reward a [[Bonus Coin]].
Dixie and Kiddy go into the center of the lake, where the Knautilus emerged, and enter inside. The final boss battle starts as both [[Kong]]s fall onto a conveyor belt area, with electrical machines on each side. They discover Baron K. Roolenstein, who is in the foreground, upset that Dixie and Kiddy uncovered the Knautilus. During the battle, Baron K. Roolenstein controls the electrical machines. If the Kongs successfully avoid the machines, a [[Iron Barrel|Steel Barrel]] appears and a big vacuum in the roof opens. With timing, Dixie and Kiddy can damage Baron K. Roolenstein, by throwing the Steel Barrel up the vacuum, causing it to land onto Baron K. Roolenstein's propeller pack. After being hit enough times, Baron K. Roolenstein is defeated again, and the Kongs are rewarded a [[DK Coin]] (in the SNES version) or [[bear coin]] (in the GBA version), unlike other bosses, which reward a [[Bonus Coin (Donkey Kong Country 3: Dixie Kong's Double Trouble!)|Bonus Coin]].


The Knautilus also appears in the opening cinematic of the game's [[Game Boy Advance]] remake, where it appears just before the game's title screen; here, the Knautilus opens its front end just before propelling itself at the screen. It could be a depiction of how [[Donkey Kong]] and [[Diddy Kong]] were captured by the Kremlings, since the intro starts from the perspective of a diving mask, which ends with the Knautilus closing in and "swallowing" the camera, followed by the next shot where the Knautilus rises out of the water.
The Knautilus also appears in the opening cinematic of the game's [[Game Boy Advance]] remake, where it appears just before the game's title screen; here, the Knautilus opens its front end just before propelling itself at the screen. It could be a depiction of how [[Donkey Kong]] and [[Diddy Kong]] were captured by the Kremlings, since the intro starts from the perspective of a diving mask, which ends with the Knautilus closing in and "swallowing" the camera, followed by the next shot where the Knautilus rises out of the water.
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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 background as he spirals out of control on the Knautilus's steering wheel. Dixie and Kiddy are rewarded a DK Coin or Bear 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 or bear coin, and they leave the Knautilus.


==Gallery==
==Gallery==
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==References==
==References==
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<references/>
{{DKC3}}
{{DKC3}}
[[Category:Submarines]]
[[Category:Submarines]]
[[Category:Northern Kremisphere]]
[[Category:Northern Kremisphere]]
[[Category:Donkey Kong Country 3: Dixie Kong's Double Trouble! levels]]
[[Category:Donkey Kong Country 3: Dixie Kong's Double Trouble! levels]]
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