Miller Instinct

From the Super Mario Wiki, the Mario encyclopedia
Revision as of 00:12, April 13, 2019 by Niiue (talk | contribs)
Jump to navigationJump to search

Template:Levelbox Miller Instinct is the twelfth level in Donkey Kong Land III. It takes place inside a large water-mill located in the west of the Primate Plains. It is the sixth level in this area. The water of the nearby river drives the blades of the big wooden wheel—however, it is unknown whether the mill produces flour like those in Donkey Kong Country 3: Dixie Kong's Double Trouble!

Early in the level, Dixie Kong and Kiddy Kong finds Squawks the Parrot in an Animal Barrel. Since the mill is almost devoid of elevator platforms, the Kongs need their friend's abilities to reach the higher stories. The Kongs are thus playing as Squawks for most this level. Many Buzzes, Re-Koils, Sneeks and Bristles may try to block the parrot's way, but spitting eggs at them should clear the way. Farther into the level, the areas become filled with many extra corridors and dead-ends. The parrot needs to make his way around all the passages, possibly finding some special prizes, such as Bear Coins, until the end of the level, where the Kongs find their way around the rest of the area, running along a few platforms and avoiding more enemies.

The level's name is a pun on Killer Instinct, a fighting game developed by Rare and published by Nintendo.

Level layout

At the beginning of the level, the heroes make their way down a long path with a few small ramps. Once they get on the first elevators, they find a rope to climb up. It leads them right next to a barrel. Jumping into this normal barrel, the Kongs are fired to another rope. Climbing up this rope except using the rope next to it, they find an Animal Barrel. Going into the common barrel turns them into Squawks, who needs to fly through the mill, moving north. The parrot makes his way into a long pathway, full of twists and turn, avoiding some enemies, including Buzzes. Soon, he finds the Star Barrel.

About halfway through the level, the bird continues through the level by flying around the many sharp turns in the mill. Though more Buzzes tries to stop him, he should be able to attack them with his nuts. Eventually, Squawks finds himself in an area with many corridors and passages. Some of these corridors contain special prizes, though, ultimately, the parrot needs only to fly up to find his way in the next area. Soon, the bird needs to turn to the left and pass a No Animal Sign. It turns him back into the Kongs, where they need to make their way onto a high pathway, walking up several slanted boards. They then find themselves near a set of two elevators. Riding up both of them, they are taken to the next floor. There, the apes travel down the rest of the path, avoiding enemies and grabbing the letter G, until they find a flagpole. After touching this flagpole, the level ends.

Secrets

Bonus Levels

  • From where the level's Koin is found, the Kongs should head to the right and jump over a barrel, making their way into the corner of the area. A hidden Bonus Barrel suddenly picks them up, taking them to a Bonus Level. There, they need to grab several stars scattered around the stage. Many of these stars can be found by climbing on the hanging rope. After all the stars are obtained, a Bonus Coin appears nearby.
  • Near the end of the level, Squawks the Parrot makes his way to the left to finds a No Animal Sign. Before passing it, he should fly to the right and pass a hidden No Animal Sign in the area. This turns him back into the Kongs, who have to walk into a Bonus Barrel to the right. It leads to a Bonus Level, where they need to blast through several Rotatable Barrels to make their way around a large, empty area. Soon, they are fired out of a barrel to find the Bonus Coin.

DK Coin

  • After the heroes shoot out of the level's first barrel, they fly into a Koin with the DK Coin. Koin needs to be defeated for the Kongs to get his DK Coin. So, the monkeys need to retrieve the steel keg from the area above them by using a few ropes. With the barrel, they should stand on the Koin and throw the barrel at the nearest wall. While the Koin is distracted, the barrel bounces back and hits him in the side. This defeats him, thus giving the Kongs the DK Coin.

Names in other languages

Language Name Meaning
Japanese スコークスの水車小屋
Sukōkusu no Suishagoya
Squawks' Watermill