The worst stage in the original Donkey Kong Country. Many aquatic enemies appear in the level, including Bitesizes, Chomps Jrs., and Squidges. These factories do not adhere to the strict safety codes, and are full of burning oil drums, faulty lighting and perilous platforms. Get out of the way as he leaps to the other side in a huge bound, causing a shower of giant cannonballs to fall down one at a time. Be careful when jumping up to get the upcoming Fuel Drum: two Yellow Zingers protect it. Ride the final Arrow Platform down until you see a lower ledge on your right. SHORTCUT! Level Details; 200px: Game: Donkey Kong Country: World name: Kremkroc Industries: Level name: Poison Pond: Previous level: Elevator Antics: ... Donkey Kong Country Speedrunning Wiki is a FANDOM Games Community. Can you remember the levels the Kongs visited? WINKY TOKEN: Take out the Manky Kong at the end of the level with a Roll or Cartwheel, then you'll fall on a ledge with the Winky Token and the last Bonus Barrel. Poison Pond is the fourth level in the fifth world named Kremkroc Industries Inc. which is in the SNES title Donkey Kong Country and is also the twenty-sixth level in the game. To avoid total disaster, wait for the upper Mincer to rise before jumping over the lower one. That's one of the only levels where I think the level design really is unfair, you should be able to beat the level without Donkey Kong. "G": At the end of Bonus Area 2. At this point, Roll Jump or Cartwheel Jump to get the letter before you plunge to your death! After being hit a grand total of four times in succession, K. Rool finally switches tactics, something no boss before him could do. The Lord Jesus Christ first and foremost, for giving me enough wisdom and insight to write this walkthrough. There aren't really any other tricks to make this stage easier, so practice lots! Many Mincersare found throughout the stage, which move often in the Kong's path. Dumb Drum: Like Queen B., Dumb Drum is another unique boss. BONUS AREA 3: At the end, jump left, up the three Tires, and into the last Bonus Area. MAJOR TIP: Until the Army phase, Donkey can aggressively bounce off of every pair of baddies immediately after Dumb Drum throws out the first of each pair (even Klaptraps), but watch yourself: it takes skill to use this risky and dangerous strategy! WARNING!!! As with the Winky room in "Bouncy Bonanza", www.dkc-atlas.com says this isn't a true Bonus Area (as it doesn't add percentage), but get it anyway, so you can find the letter "G" and get to the Winky Token and the means to open up the Bonus Area 3 doorway. "O": Bounce from the three Neckys to get it. : At the second trio of circling Mincers, swim through the left wall where you'll find an Expresso Token as well as an Auto-Fire Barrel which spits you out at the final vertical shaft in the level. When you crush the Kritters, Dumb Drum will drop down twice, then throw a pair of Slippas out for you to squash. "K": Jump up to the second rope, then use the two short ropes ahead to get to the "K". If you've discovered a - Page 2. Use extreme caution here. Watch out for Mincers! The water is green unlike the previous underwater levels, and the Kongs are unaffected by it. Don't get hit by a falling Slippa when trying to enter this Bonus Area! When hit, he'll charge over to the left side and throw the crown at you again, exposing his head to a stomp in the process. When K. Rool falls down, the so-called "Kredits" will roll. ENGUARDE TOKEN: Cartwheel Jump or Roll Jump to the Token and back again. Play the stage following the optimal route, but do this at the mincer section near the end instead of the triple clip. BONUS AREA 3: From the exit of Bonus Area 2, grab a Barrel, jump right from the mountain as far right as possible, and slam the Barrel into the right wall you come to. Traverse these next two Arrow Platforms to find your Token. Statistics on the JetPunk quiz Donkey Kong Country Levels. ALL RIGHTS RESERVED. Those levels are boring. In Donkey Kong Country 3: Dixie Kong's Double Trouble!, poisonous water appears in Poisonous Pipeline.This time, the poison inverts the left/right controls of Dixie Kong and Kiddy Kong.Upon jumping out of the poison, the apes instantly go back to normal controls. Who can stand plagiarism? Please contact me at: dwa@lakeada.com! EXPRESSO CRATE: At the end of Bonus Area 1. Two Mincers spin vertically in this passage directly ahead of you. King K. Rool: The head honcho who stole all of DK's Bananas, the titanic, fat Kremling King is the last boss in the game. Each consecutive hit to the head causes K. Rool to hurl his crown faster and faster. Enguarde the Swordfish is a long-time recurring Animal Buddy that has aided the Kongs in almost all their underwater adventures. Baddies are impossible to see when the lights are off! Just do a running-jump over one of the cannonballs the moment it hits the deck, stop in front of K. Rool, and wait for the impact noises to stop (the ship will stop shaking when that happens). "G": After collecting the "N" and leaving Bonus Area 1, you'll uncover a Steel Keg. Let him throw his crown, then let him have it! 172930: 30 Jun 2020, 01:57: 2: … BONUS AREA 1: Climb the first rope at the start (using Diddy's Cartwheel Jump or Donkey's Roll Jump to grab the first rope) until you see a doorway on the right. 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