Donkey Kong Country Returns: Difference between revisions

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m (Undo revision 2363324 by 68.132.57.27 (talk) Unnecessary and unprofessional.)
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![[Mugly]]
![[Mugly]]
| align="center" |[[File:TikiDKCR.png|100px]]
| align="center" |[[File:TikiDKCR.png|100px]]
|Hypnotized by Krazy Kalimba. He scurries across the battle arena with his mouth open in an attempt to swallow the Kongs. The boss is normally covered with retractile spikes, making jumping on the enemy dangerous. Mugly will slow down as it runs if the Kongs simply jump over it. This causes the boss to retract its spikes, leaving its rear side open for a jump attack. Mugly will also jump high in the air, trying to thump the Kongs.
|Hypnotized by Kalimba Tiki. He scurries across the battle arena with his mouth open in an attempt to swallow the Kongs. The boss is normally covered with retractile spikes, making jumping on the enemy dangerous. Mugly will slow down as it runs if the Kongs simply jump over it. This causes the boss to retract its spikes, leaving its rear side open for a jump attack. Mugly will also jump high in the air, trying to thump the Kongs.
| align="center" |Mugly's Mound
| align="center" |Mugly's Mound
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![[Scurvy Crew]]
![[Scurvy Crew]]
| align="center" |[[File:Tiki2.png|100px]]
| align="center" |[[File:Tiki2.png|100px]]
|Hypnotized by the Maraca Tikis. Their main tactic is digging themselves in the sand and resurfacing one at a time to attack the Kongs. As they lunge their weapons to impale the primates, they can be jumped on to make them raise their claws above their bodies, leaving their sides open for a ground pound or roll attack. Doing either of these will flip the enemy upside down and allow the Kongs to attack its underside, the vulnerable spot. After each member of the crew receives damage, they will return under the ground and slowly spawn from the sand in a tower formation, chasing the Kongs and trying to hurt them. In this formation, they will eventually raise their claws and leave their sides unprotected. The Kongs should now roll into them to scatter each individual upside-down, then proceed stomping on every one of them.
|Hypnotized by the Maraca Bros. Their main tactic is digging themselves in the sand and resurfacing one at a time to attack the Kongs. As they lunge their weapons to impale the primates, they can be jumped on to make them raise their claws above their bodies, leaving their sides open for a ground pound or roll attack. Doing either of these will flip the enemy upside down and allow the Kongs to attack its underside, the vulnerable spot. After each member of the crew receives damage, they will return under the ground and slowly spawn from the sand in a tower formation, chasing the Kongs and trying to hurt them. In this formation, they will eventually raise their claws and leave their sides unprotected. The Kongs should now roll into them to scatter each individual upside-down, then proceed stomping on every one of them.
| align="center" |Pinchin' Pirates
| align="center" |Pinchin' Pirates
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![[Stu]]
![[Stu]]
| align="center" |[[File:Gong Tiki.png|100px]]
| align="center" |[[File:Gong Tiki.png|100px]]
|Hypnotized by Gong-Oh. Stu uses its cauldron to hoard explosives. His definitory strategy is tossing bombs at the Kongs, which can be picked up as their fuse burns and thrown back at Stu to explode and damage him. At several points in the battle, Stu will draw a bulky missile with the entire floor as its explosion range. Occasionally, he will also drop a [[Tiki Pop]].
|Hypnotized by Gong Tiki. Stu uses its cauldron to hoard explosives. His definitory strategy is tossing bombs at the Kongs, which can be picked up as their fuse burns and thrown back at Stu to explode and damage him. At several points in the battle, Stu will draw a bulky missile with the entire floor as its explosion range. Occasionally, he will also drop a [[Tiki Pop]].
| align="center" |Ruined Roost
| align="center" |Ruined Roost
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|-
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![[Mole Miner Max]]
![[Mole Miner Max]]
| align="center" |[[File:Tiki4.png|100px]]
| align="center" |[[File:Tiki4.png|100px]]
|Hypnotized by Banjo Bottom. After traversing three sets of mole-infested wagons driven by the Mole Train, the Kongs arrive at the locomotive, where they face Mole Miner Max. The boss simply pops out of the remaining wagons attached to the locomotive, and uses a pickaxe to attack. He will faint once he receives four jump hits.
|Hypnotized by Banjo Tiki. After traversing three sets of mole-infested wagons driven by the Mole Train, the Kongs arrive at the locomotive, where they face Mole Miner Max. The boss simply pops out of the remaining wagons attached to the locomotive, and uses a pickaxe to attack. He will faint once he receives four jump hits.
| align="center" |[[The Mole Train]]
| align="center" |[[The Mole Train]]
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![[Thugly]]
![[Thugly]]
| align="center" |[[File:Tiki6.png|100px]]
| align="center" |[[File:Tiki6.png|100px]]
|Hypnotized by Xylobone. As a relative of Mugly, he uses similar tactics during the fight. These include running across the stage and quivering belly flop attacks. Thugly will slow down if jumped over, folding his incandescent shell due to innertia and leaving his rear side open to a jump attack. He will attempt to ram its horn into the Kongs, but will crash into the wall and fall dizzy on his back, offering a chance to attack his belly side. After three hits, Thugly will morph into a second phase, when he starts spewing trails of fire, along with using the other tactics. After another three hits, Thugly will become angrier and add a fireball-spitting attack to his repertoire of attacks. Three more hits defeat him.
|Hypnotized by Xylophone Tiki. As a relative of Mugly, he uses similar tactics during the fight. These include running across the stage and quivering belly flop attacks. Thugly will slow down if jumped over, folding his incandescent shell due to innertia and leaving his rear side open to a jump attack. He will attempt to ram its horn into the Kongs, but will crash into the wall and fall dizzy on his back, offering a chance to attack his belly side. After three hits, Thugly will morph into a second phase, when he starts spewing trails of fire, along with using the other tactics. After another three hits, Thugly will become angrier and add a fireball-spitting attack to his repertoire of attacks. Three more hits defeat him.
| align="center" |Thugly's Highrise
| align="center" |Thugly's Highrise
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