Castle Crush

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This article is under construction. Therefore, please excuse its informal appearance while it is being worked on. We hope to have it completed by June 7, 2011.

Template:DKClevelbox Castle Crush is the thirtieth level of Donkey Kong Country 2: Diddy's Kong Quest, as well as the twenty-ninth level in the same game's Game Boy Advance remake. It is also the third area of K. Rool's Keep in Donkey Kong Country 2, and the second area of the world in the remake. It is one of two levels to not appear in Donkey Kong Land 2, as it was replaced by Dungeon Danger, a castle level without a rising floor.

This is the first castle level that Diddy and Dixie Kong venture through, and it features a gimmick not seen in any other Donkey Kong Country game: a rising floor. The rising floor forces the Kongs to avoid all ceilings, as they can be lifted towards them and then smashed into them. As they maneuver away from any structures or ceilings that they can be smashed into, several enemies try to get in their way, including Krunchas, Kutlass, Klampons, Krooks, Neeks, Spinies, Zingers, and Mini-Neckies. The Animal Buddy, Rambi the Rhinoceros, who is needed to access a Bonus Level, can be found in this level to help the primates defeat these foes for a portion of the level. Squawks the Parrot also appears in this level, and he is required to safely grab the level's DK Coin and to reach a Bonus Barrel.

The Super Nintendo Entertainment System version of Castle Crush is infamous among players for a fatal glitch.

Level Layout

Donkey Kong Country 2

File:WaitingfortheFloor65.jpg
Dixie next to the Star Barrel.

From the start of the level, the Kongs must ride up the floor through the level. They will encounter a few enemies as the ground rises, and try not to be crushed by the ceiling. Soon, they will find a Kutlass and have jump over it to reach Rambi, although this is completely optional, and they may just continue to ride upwards. After that, the group needs to watch out for a Kruncha and a Neek, as well as the nearing ceiling above them, until they find an area with several platforms. They must maneuver around the platforms and also beat two Spinys on both sides of the area. Eventually, they will be in a small space, and Klampons will be raining down on them from nearby alcoves. After dodging all those foes, the heroes will have to jump over the hook of a Krook lurking to the right of them. Once the wall blocking him is gone, they can defeat him and continue up. Soon, like Klampons, Spinys will be raining down on the Kongs for the opening on the sides. When they beat all these enemies, they must avoid the ceiling again and pass the No Animal Sign. It will make Rambi disappear if they were using him. After that, the monkeys need to keep traveling by floor up the dungeon. Once rapidly running past a Spiny and a Klampon, trying not to be crushed, they will be shot through a barrel and be taken up to a higher area. Here, they must defeat a group of four Spinys and soon break the Star Barrel.

From there, the monkeys need to continue up, and go to the left ot get through a wall if they want to play as Squawks, although this is still optional. As they travel upwards, they'll have to hop over the hooks of a few Krooks. Once they are passed, the heroes need to continue riding the floor and avoid several Zingers. Soon, they will cross the second No Animal Sign, and it will cause Squawks to disappear if they had him. From there, they must journey up and dodge a few Spinys and Klampons, while also avoiding the ceiling. Eventually, the monkeys will ride up a tight path and have Klampons and Spinys falling down on them, both at the same time. If they can safely exit this area, they need to continue with the floor and jump over some Mini Neckys that are swooping down at them. Once passing these birds, the group must avoid a few Zingers, who are orbiting bananas. There will also be a Kruncha falling down on them as they travel up the level. At some point, they must watch out for the hooks of two Krooks. They are throwing their weapons simultaneously, so it's much harder to avoid them. Once the monkeys get away from these enemies, they need to beat three Spinys and ride up to and area that is filled with several Zingers. They must try to get around these foes, and continue upwards. Soon, after passing a few more enemies, they will ride all the way up to the top and the floor will stop moving. Nearby is the End of Level Target, so the Kongs must jump on it to exit the level.

Secrets

K-O-N-G Letters

  • K: Shortly after the heroes find Rambi, they are lifted into a wide room that contains a few structures. Collectibles are located between each of these structures. If the heroes head to the far-right side of the room and move through the space closest to the wall, they come up to the letter K.
  • O: Shortly after the heroes pass the No Animal Sign for Rambi, they are lifted towards some Barrel Cannons that send them onto a high structure. If they drop down from this structure before the floor rises too much, they can find the letter O near a wall.
  • N: The letter N is located near the wall immediately before the No Animal Sign for Squawks.
  • G: After the Kongs reach the final DK Barrel in the level, they encounter a Kruncha, who emerges from an alcove in the wall that contains the letter G.

Bonus Levels

  • As Rambi, the Kongs must ride along the floor for a while, until they see a formation of bananas in the shape of an arrow that points to a wall. Rambi should use his special ability to ram into the wall and break it. When he enters the hole he made, he is sent to a Bonus Level, where he needs to travel upwards by being lifted by the rising floor. As he is lifted, he is required to defeat six Zingers in order to make a Kremkoin appear at the top of the area. If he manages to grab the Kremkoin within 10 seconds of starting the bonus, the Kongs earn it to travel farther through the game.
  • If the primates cross the second No Animal Sign with Squawks, they are awarded with a TNT Barrel. They should use their prize to blow away the wall to the right before the floor comes up. If they walk into the the newly-created opening, they are taken into a Bonus Level, where they have to maneuver around several large structures as the floor rises at its highest speed. If they make it to the top of the area within 30 seconds without being crushed, they can find a Kremkoin to grab with the remaining time.

DK Coin

  • After the Kongs turn into Squawks (who is hidden through a wall right after the Star Barrel), they must fly upwards. Soon, the bird travels to the east, where, he can find a pathway leading north. Although he would normally take this route, he must instead continue east and then travel downwards through a wide passage, where the DK Coin is located.

Golden Feather (Game Boy Advance version only)

  • After exiting the second Bonus Level, the heroes should ride up to the next area above, where they can discover Klampons and Spinies. They need to let the floor rise a bit to reveal the hidden Golden Feather in the top-right corner of the area.

Photograph (Game Boy Advance version only)

  • After the heroes turn into Squawks, they will a thin area, where they can find a few Krooks throwing hooks at them. The Krook in the middle displays a camera icon over its head, meaning that it is in possession of a photograph. If Squawks defeats it, they Kongs are given a picture of a Krook for the sixth page of the scrapbook, found exclusively in the Game Boy Advance remake of the game.

Gallery

Names in Other Languages

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