Kastle Kaos: Difference between revisions

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For the meantime, Donkey and Diddy have been rescued, emerging from Kaos's
For the meantime, Donkey and Diddy have been rescued, emerging from Kaos's
deceased body. Cranky will come out and complain, as always. So sit back and
deceased body. [[Cranky]] will come out and complain, as always. So sit back and
enjoy/sit through/sleep through the credits. You still have a Lost World to
enjoy/sit through/sleep through the credits. You still have a Lost World to
tackle.
tackle.

Revision as of 09:13, July 12, 2009

Group artwork of Dixie and Kiddy Kong running from a pair of Buzzes outside Kastle Kaos in Donkey Kong Country 3: Dixie Kong's Double Trouble!.
Dixie Kong and Kiddy Kong, running from a pair of Buzzes outside Kastle KAOS.

Kastle KAOS is a large, looming fortress located in KAOS Kore; it was also, apparently, the main base-of-operations of KAOS and Baron K. Roolenstein for a time.

Kastle KAOS sits atop a hill overlooking KAOS Kore's lake and waterfalls. Kastle KAOS itself is large and imposing in size, being brown in color and having multiple towers; an ominous, pink glow is constantly emitted from Kastle KAOS' highest tower.

Inside Kastle KAOS is what appears to be a laboratory, with a large amount of machinery and devices scattered all around it. A bookshelf also decorates the right wall of the castle and multiple chains hang from the ceiling. A small chamber covered by a red curtain is also found in Kastle KAOS, behind this curtain is a large control panel, meant to operate KAOS.

The final battle against the evil KAOS and the first battle against Baron K. Roolenstein takes place in Kastle KAOS during the events of Donkey Kong Country 3: Dixie Kong's Double Trouble and Donkey Kong Land III. Donkey Kong and Diddy Kong are also rescued by Dixie Kong and Kiddy Kong from the clutches of Baron K. Roolenstein in Kastle KAOS in Donkey Kong Country 3: Dixie Kong's Double Trouble.

Q-6: KASTLE KAOS

Type: Boss

Difficulty: ********/10

--- Kaos is back for one more round with you Kongs, though your last fight has left him weak and vulnerable. You'll toss his trash lid out quickly, only to unveil the true mastermind of evil, your one final chance to save Donkey and Diddy! You'll save between the two fights, but it is a good idea to stock up on lives before you take on your final(?) nemesis.

When you begin, Kaos will descend into the room and give a speech about get- ting his revenge on you meddling monkeys. Let's disassemble him once and for all. Roll under him after he ignites his flame just like you did in Mekanos. Grab the Barrel that lies on the other side. Run back towards Kaos and hurl it upwards so it bops his metal skull. Hit it successfully and his head will then freakishly fly off, revealing another head! Roll under him just like before and wait for a Barrel to drop on the other side. You'll want to hurl it up onto his head like before, but be careful, as this phase of Kaos will launch bombs from his head. Simply hit him once, and Kaos is done for good. A crane will then pick up his lifeless body, never to be resurrected.

"THAT WAS IT!?!"

Ha. I laugh at you. Seriously, what would a Donkey Kong game without good ol' K. Rool? The answer is either Jungle Beat or simply "a crappy one". K. Rool, a.k.a. Baron K. Roolenstein, will then emerge from the curtains and give a long speech about how you've mingled with his plan yet again. Let us trounce this clown and save Donkey and Diddy!

When the new battle begins, immediately run to the left and stand on the ledge-like thing. Wait for a lever to fall from the ceiling. Grab onto it to make a Barrel drop, but if it lands on K. Rool's propelers, it will bust. Do not grab the Barrel just yet. To avoid the Baron as he approaches you, stand in one of the corners of the room (not on the ledges) and duck. After he buzzes past the Barrel back to the right, grab the Barrel and chuck it at him from behind (It will only work from behind). K. Rool will begin fly- ing around the room in pain in a zig-zag pattern. Run back and forth beneath him until he stops panicking and hovers normally. Repeat the same process again with dropping the Barrel and hitting his backside. Be warned, however, that he moves progressively faster this time around, and since Kiddy tosses Barrels faster, he is your best choice for this phase of the fight. Hit him and dodge his flying attack once more.

After that, you will move on to phase 3. K. Rool will press a button that will release a wooden platform on the right side of the room. Jump onto it. The ohms that you used as ledges earlier will fire a string of electricity across the room. The floor is now a deathtrap, and your only means of reach- ing the other side are four levers that hang from the ceiling. Leap across the levers, jumping over K. Rool as he flies through your airspace. Once you grab onto the left-most lever, a Barrel will fall onto the wooden platform. Leap back over to the platform, avading K. Rool in the process. Wait for K. Rool to fly back towards the right side of the room, then chuck the Barrel at his backside when he turns around (This part is easiest with Dixie). K. Rool will fall to the floor, getting himself electrocuted. You must then re- peat the same process for a fourth hit, and again, he moves faster this time around. Shock him again, and phase 4 will begin.

Your platform will move to the left side of the room. Another platform will appear that moves back and forth across the room. Leap onto it when it moves toward you, and duck under K. Rool to successfully avoid him. Leap onto the lever on the other side to drop a Barrel on the original platform, then im- mediately drop back down to the moving platform. Duck under K. Rool again and grab the Barrel on the other side. Pelt him in the back just like you did before. You must then repeat the same process once more. Shock him again and the final phase of the epic battle will begin.

K. Rool will press another button to stop the electricity flow. Do not be fooled...this is only a temporary effect. The electricity will repeatedly turn on and off throughout the remainder of the battle. Grab the lever to drop a Barrel to the ground. Grab it before the electricity flares up, or it will be destroyed. (You can tell it is about to start when the ohms begin to glow.) Stand on the wooden platform and chuck the Barrel at K. Rool's back- side as you should be used to by now. He will fall to the ground, staying there until the electricity flares up, jolting him. You must do the same thing another two times, and he moves VERY quickly during those rounds, so use Kiddy for speedy tosses (if you still have him, that is). After deliver- ing the third hit of the phase, K. Rool will finally be toast...for now.

For the meantime, Donkey and Diddy have been rescued, emerging from Kaos's deceased body. Cranky will come out and complain, as always. So sit back and enjoy/sit through/sleep through the credits. You still have a Lost World to tackle.