Knautilus: Difference between revisions

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The '''Knautilus''' is [[King K. Rool|Baron K. Roolenstein]]'s submarine docked in [[Krematoa]] in ''[[Donkey Kong Country 3: Dixie Kong's Double Trouble!]]''. The Knautilus is a green fish-shaped vehicle and is where the second and final boss battle against Baron K. Roolenstein takes place. It is likely named after the {{wp|Nautilus (Verne)|Nautilus}}, a submarine from the novels ''{{wp|Twenty Thousand Leagues Under the Seas}}'' and ''{{wp|The Mysterious Island}}''. The interior of the Knautilus has a large conveyor belt on the floor, as well as a [[cannon]] that can launch fireballs. On each side, there are two large, circular devices capable of discharging electricity.
The '''Knautilus''' is [[King K. Rool|Baron K. Roolenstein]]'s submarine docked in [[Krematoa]] in ''[[Donkey Kong Country 3: Dixie Kong's Double Trouble!]]''. The Knautilus is a green fish-shaped vehicle and is where the second and final boss battle against Baron K. Roolenstein takes place. It is likely named after the {{wp|Nautilus (Verne)|Nautilus}}, a submarine from the novels ''{{wp|Twenty Thousand Leagues Under the Seas}}'' and ''{{wp|The Mysterious Island}}''. The interior of the Knautilus has a large conveyor belt on the floor, as well as a [[cannon]] that can launch fireballs. On each side, there are two large, circular devices capable of discharging electricity.


During the game's events, [[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 the overhead vent opens. With timing, Dixie and Kiddy can damage Baron K. Roolenstein, by throwing the Steel Barrel up the vent, 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]].
During the game's events, [[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 the overhead vent opens. With timing, Dixie and Kiddy can damage Baron K. Roolenstein, by throwing the Steel Barrel up the vent, 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 franchise)|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.
==Layout==
==Layout==
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 [[Iron Barrel|Steel Barrel]] into the overhead vent 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 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.
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 [[Iron Barrel|Steel Barrel]] into the overhead vent 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 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.
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