K. Rool's Keep: Difference between revisions

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{{worldbox
{{world infobox
|image=[[Image:K.Rool'sKeep.gif|250px]]
|image=[[File:K. Rool's Keep.png|x200px]]
|app=''[[Donkey Kong Country 2: Diddy's Kong Quest]]''<br>''[[Donkey Kong Land 2]]''
|game=''[[Donkey Kong Country 2: Diddy's Kong Quest]]''<br>''[[Donkey Kong Land 2]]''
|lev=6
|levels=6
|before=[[Gloomy Gulch|<<]]
|before=[[Gloomy Gulch|<<]]
|after=[[The Flying Krock|>>]]
|after=[[The Flying Krock|>>]]
}}
}}
'''K. Rool's Keep''' is the name of [[King K. Rool|Kaptain K. Rool]]'s precariously perched castle in ''[[Donkey Kong Country 2: Diddy's Kong Quest]]''. K. Rool's Keep is situated on the very top of [[Crocodile Isle]]. Since the castle is so high up, the area around the keep is completely frozen and constantly battered by high winds. The castle itself is filled with traps to impede [[Diddy]] and [[Dixie Kong]]'s progress. Some of these traps include, but are not limited to, a moving floor, a tower filled with acid that slowly rises, and a bottomless pit located in a dungeon filled with chains. Despite all these traps, the Kongs managed to make their way to the top of the keep. At the top, the two Kongs fought and defeated the mighty [[Kerozene]] and chased [[K. Rool]] to his ship, the [[Flying Krock]]. At the end of ''Donkey Kong Country 2'' K. Rool's Keep sinks to the bottom of the ocean, along with rest of [[Crocodile Isle]].
{{quote|[[King K. Rool|Kaptain K. Rool]] is no fool; he's saved the most dastardly traps for use in his own fortress lair. None has entered K. Rool's Keep and lived to tell the tale. Will [[Diddy Kong|Diddy]] or [[Dixie Kong|Dixie]] be the first?|''[[Donkey Kong Country 2: Diddy's Kong Quest]]'' instruction booklet, page 23}}
'''K. Rool's Keep''' is the sixth world of ''[[Donkey Kong Country 2: Diddy's Kong Quest]]'' and the fifth of ''[[Donkey Kong Land 2]]''. It is a perched castle belonging to [[King K. Rool|Kaptain K. Rool]], and it is situated on the very top of [[Crocodile Isle]]. There are two ice caverns, a mine shaft, and three dungeons between the bottom and top of the castle. [[Donkey Kong Island]] also appears in the background, on the left side of the world map. Unlike the other worlds, K. Rool's Keep does not have a boss. In the [[Donkey Kong Country 2 (Game Boy Advance)|Game Boy Advance version]], Donkey Kong Island is no longer visible from the world map, and the boss fought at the end is a giant orange [[Kremling]] named [[Kerozene]].


In ''[[Donkey Kong Land 2]]'' Kaptain K. Rool raises his castle, and the rest of Crocodile Isle from the bottom of the sea. Like the rest of the areas in the game K. Rool's Keep looks slightly different, this due to it being undersea for so long. At the end of ''Donkey Kong Land 2'' K. Rool's Keep and Crocodile Isle sink to the bottom of the sea, once again.
==Levels==
Both ''Donkey Kong Country 2: Diddy's Kong Quest'' and ''Donkey Kong Land 2'' have six levels and a boss level, most of which are identically named in both games:


==Levels==
===''Donkey Kong Country 2: Diddy's Kong Quest''===
#[[Arctic Abyss]]
<gallery widths=256>
#[[Windy Well]] (4th in GBA remake)
ArcticAbyss.png|'''[[Arctic Abyss (Donkey Kong Country 2: Diddy's Kong Quest)|Arctic Abyss]]'''<br>The first level, Arctic Abyss takes place in an ice cavern, mostly involving taking control of [[Enguarde]], who has to swim all the way to the end. The water level changes at certain points along the way.
#[[Castle Crush]] (2nd in GBA remake)
Windy Well.png|'''[[Windy Well (Donkey Kong Country 2: Diddy's Kong Quest)|Windy Well]]'''<br>The second level (fourth in the remake), Windy Well takes place in a mine shaft where the player rides the wind upward as they ascend to the top.
#[[Clapper's Cavern]] (3rd in GBA remake)
Castle Crush.png|'''[[Castle Crush]]'''<br>The third level (second in the remake), Castle Crush takes place inside of a castle where the Kongs are taken upward by a rising platform. The first part has an [[Animal Barrel]] of [[Rambi]], while the second one has an Animal Barrel of [[Squawks]].
#[[Chain Link Chamber]]  
Clappers Cavern.png|'''[[Clapper's Cavern (Donkey Kong Country 2: Diddy's Kong Quest)|Clapper's Cavern]]'''<br>The fourth level (third in the remake), Clapper's Cavern takes place in an ice cavern where [[Clapper]]s help by freezing the water into solid ice, allowing Diddy and Dixie to travel across while avoiding a [[Snapjaw (Donkey Kong Country 2: Diddy's Kong Quest)|Snapjaw]] in the water.
#[[Toxic Tower]]
Chain Link Chamber.png|'''[[Chain Link Chamber (Donkey Kong Country 2: Diddy's Kong Quest)|Chain Link Chamber]]'''<br>The fifth level, Chain Link Chamber involves having to climb a series of chains, laid out both horizontally and vertically.
#BOSS LEVEL: [[Stronghold Showdown]]
Toxic Tower.png||'''[[Toxic Tower (Donkey Kong Country 2: Diddy's Kong Quest)|Toxic Tower]]'''<br>The sixth level, Toxic Tower has the player transform into various [[Animal Friends]], including [[Rattly]], Squawks, and [[Squitter]], to avoid the rising [[toxic waste]].
Stronghold Showdown.png|'''[[Stronghold Showdown]]'''<br>The seventh level, Stronghold Showdown is essentially a cutscene where Donkey Kong is found tied up, only to immediately be pulled away into The Flying Krock.
Kerozene DKC2 GBA Battle.png|'''Boss level: Stronghold Showdown''' (GBA)<br>In the Game Boy Advance version, Stronghold Showdown is completely different, now having a boss fight against [[Kerozene]] instead.
</gallery>
 
===''Donkey Kong Land 2''===
<gallery widths=256>
Arctic Abyss 2.png|'''[[Arctic Abyss (Donkey Kong Land 2)|Arctic Abyss]]'''<br>The first level, Arctic Abyss involves traveling through an ice cavern, and there are two instances when Enguarde is transformed into.
Windy Well DKL2.png|'''[[Windy Well (Donkey Kong Land 2)|Windy Well]]'''<br>The second level, Windy Well takes place in a mine shaft with a strong gust of wind that carries Diddy and Dixie upward.
Dungeon Danger DKL2.png|'''[[Dungeon Danger]]'''<br>The third level, Dungeon Danger takes place in a castle with no distinct features, and it replaces Castle Crush from ''Donkey Kong Country 2''.
Clapper's Cavern DKL2.png|'''[[Clapper's Cavern (Donkey Kong Land 2)|Clapper's Cavern]]'''<br>The fourth level, Clapper's Cavern requires the player to jump on Clappers to temporarily freeze the water into ice, as the water itself is too cold to swim in and therefore damages the Kongs.
Chain Link Chamber DKL2.png|'''[[Chain Link Chamber (Donkey Kong Land 2)|Chain Link Chamber]]'''<br>The fifth level, Chain Link Chamber involves the player having to climb across horizontal ropes and up vertical ropes.
Toxic Tower DKL2 shot 2.png|'''[[Toxic Tower (Donkey Kong Land 2)|Toxic Tower]]'''<br>The sixth level, Toxic Tower involves having to go up a tower while avoiding the rising toxic waste. Throughout the level, three Animal Friends are transformed into, in order of Squitter, Rattly, and lastly Squawks.
Stronghold Showdown DKL2.png|'''[[Stronghold Showdown]]'''<br>Just as in ''Donkey Kong Country 2: Diddy's Kong Quest'', Donkey Kong is briefly found tied up here before being carried off into The Flying Krock.
</gallery>
 
==Profiles==
===''Donkey Kong Country 2: Diddy's Kong Quest''===
{{quote|Kaptain K. Rool is no fool; he's saved the most dastardly traps for use in his own fortress lair. None has entered K. Rool's Keep and lived to tell the tale. Will Diddy or Dixie be the first?|''Donkey Kong Country 2: Diddy's Kong Quest'' SNES instruction booklet, page 23}}
{{quote|The Kaptain's home is on the highest peak Crocodile Isle. You'll feel on top of the world if you ever manage to get through his Kremling army and reach castle!|''Donkey Kong Country: Diddy's Kong Quest'' SNES Player's Guide, page 20}}
{{quote|At last! You're finally reached K. Rool's Keep, the Kaptain's not-so-cozy home atop Crocodile Isle. You're so close to finding DK, you can small him! (Uh, well, you know what we mean.) Anyway, having come this far, K. Rool knows you're not just monkeying around, and he's got some special surprises planned for you. Now, this is no time to be standing around, scratching your arm pits. What are you waiting for? Get in there and rescue the Big Guy!|''Nintendo Power'' vol. 79, page 28}}
===''Donkey Kong Land 2''===
{{quote|The next stop on our tour is K. Rool's Keep, decorated in Early Medieval Dungeon with lovely Kremling accents|''Nintendo Power'' vol. 87, page 43}}


==Trivia==
==Gallery==
*In the original Super Nintendo version of ''Donkey Kong Country 2'', K. Rool's Keep had no boss - instead, Diddy and Dixie found Donkey Kong chained in the last area of K. Rool's Keep, "Stronghold Showdown", from where he was taken to [[The Flying Krock]], forcing the Kongs to give chase. The giant Kremling, [[Kerozene]] was added in the Game Boy Advance remake.
<gallery>
*In the remake, the levels [[Windy Well]] was pushed to the fourth level, making the previous third and fourth levels the second and third levels respectively.
Kongs and Klampon in castle DKC2 group art.jpg|''[[Donkey Kong Country 2: Diddy's Kong Quest]]''
*[[Donkey Kong Island]] can be seen in the background of the Super Nintendo map of K. Rool's Keep. Also, the location of [[Klubba's Kiosk]] on the K. Rool's Keep map seems to be on said island.
Caged DK DKC2 group art.jpg|''Donkey Kong Country 2: Diddy's Kong Quest''
Kroolkeep-art.jpg|''Donkey Kong Country 2: Diddy's Kong Quest''
K. Rool's Keep DKL2.png|''Donkey Kong Land 2'' map
K. Rool's Keep DKC2 GBA.png|In the Game Boy Advance version
</gallery>


==Names in Other Languages==
==Names in other languages==
{{foreignname
{{foreign names
|Jap={{hover|山頂|さんちょう}}の{{hover|砦|とりで}}「クロコブルグ」<ref>''Super Donkey Kong 2: Dixie & Diddy'' instruction booklet, page 29.</ref>
|JapR=Sanchō no Toride "Kurokoburugu"
|JapM=Mountaintop Fortress “Crocburg”
|Spa=Guarida de K. Rool
|Spa=Guarida de K. Rool
|SpaM=K. Rool's Lair
|SpaM=K. Rool's Lair
|Fra=Castel de K. Rool
|Fre=Castel de K. Rool
|FraM=K. Rool's Castle
|FreM=K. Rool's Castle
|Ger=K. Rools Reich
|GerM=K. Rool's Realm
|Ita=Forte K. Rool
|ItaM=Fort K. Rool
}}
}}


<br clear=all>
==References==
{{NIWA|DKWiki=1}}
<references/>
 
{{DKC2}}
{{DKC2}}
{{DKL2}}
{{DKL2}}
[[Category:Donkey Kong Places]]
[[Category:Crocodile Isle]]
[[Category:Crocodile Isle]]
[[Category:Dungeons]]
[[Category:Dungeons]]
[[Category:Castles and Fortresses]]
[[Category:Castles]]
[[Category:Worlds]]
[[Category:Donkey Kong Country 2: Diddy's Kong Quest worlds]]
[[Category:Donkey Kong Country 2: Diddy's Kong Quest]]
[[Category:Donkey Kong Land 2 worlds]]
[[Category:Donkey Kong Land 2]]

Latest revision as of 16:04, May 18, 2024

K. Rool's Keep
K. Rool's Keep
Game Donkey Kong Country 2: Diddy's Kong Quest
Donkey Kong Land 2
Level(s) 6
<< List of worlds >>
Kaptain K. Rool is no fool; he's saved the most dastardly traps for use in his own fortress lair. None has entered K. Rool's Keep and lived to tell the tale. Will Diddy or Dixie be the first?”
Donkey Kong Country 2: Diddy's Kong Quest instruction booklet, page 23

K. Rool's Keep is the sixth world of Donkey Kong Country 2: Diddy's Kong Quest and the fifth of Donkey Kong Land 2. It is a perched castle belonging to Kaptain K. Rool, and it is situated on the very top of Crocodile Isle. There are two ice caverns, a mine shaft, and three dungeons between the bottom and top of the castle. Donkey Kong Island also appears in the background, on the left side of the world map. Unlike the other worlds, K. Rool's Keep does not have a boss. In the Game Boy Advance version, Donkey Kong Island is no longer visible from the world map, and the boss fought at the end is a giant orange Kremling named Kerozene.

Levels[edit]

Both Donkey Kong Country 2: Diddy's Kong Quest and Donkey Kong Land 2 have six levels and a boss level, most of which are identically named in both games:

Donkey Kong Country 2: Diddy's Kong Quest[edit]

Donkey Kong Land 2[edit]

Profiles[edit]

Donkey Kong Country 2: Diddy's Kong Quest[edit]

“Kaptain K. Rool is no fool; he's saved the most dastardly traps for use in his own fortress lair. None has entered K. Rool's Keep and lived to tell the tale. Will Diddy or Dixie be the first?”
Donkey Kong Country 2: Diddy's Kong Quest SNES instruction booklet, page 23
“The Kaptain's home is on the highest peak Crocodile Isle. You'll feel on top of the world if you ever manage to get through his Kremling army and reach castle!”
Donkey Kong Country: Diddy's Kong Quest SNES Player's Guide, page 20
“At last! You're finally reached K. Rool's Keep, the Kaptain's not-so-cozy home atop Crocodile Isle. You're so close to finding DK, you can small him! (Uh, well, you know what we mean.) Anyway, having come this far, K. Rool knows you're not just monkeying around, and he's got some special surprises planned for you. Now, this is no time to be standing around, scratching your arm pits. What are you waiting for? Get in there and rescue the Big Guy!”
Nintendo Power vol. 79, page 28

Donkey Kong Land 2[edit]

“The next stop on our tour is K. Rool's Keep, decorated in Early Medieval Dungeon with lovely Kremling accents”
Nintendo Power vol. 87, page 43

Gallery[edit]

Names in other languages[edit]

Language Name Meaning
Japanese 山頂「クロコブルグ」[1]
Sanchō no Toride "Kurokoburugu"
Mountaintop Fortress “Crocburg”

French Castel de K. Rool
K. Rool's Castle
German K. Rools Reich
K. Rool's Realm
Italian Forte K. Rool
Fort K. Rool
Spanish Guarida de K. Rool
K. Rool's Lair

References[edit]

  1. ^ Super Donkey Kong 2: Dixie & Diddy instruction booklet, page 29.