-------------------------------------------------------------------------------- | | | Donkey Kong Land | | | | Secrets and Bosses Guide | | | -------------------------------------------------------------------------------- Version: 1.00 Most Recent Update: May 2021 Written and Edited by: GuideWriter1984 E-Mail: guidewriter1984@hotmail.com This guide – and all my others - are copyright (c)GuideWriter19894. All rights reserved [Version History] Version 1.00: May 2021 – First release. [Contents} In order to save you having to scroll through the whole guide each time you want to find something, I’ve included a search code for each section – just press CTRL-F to bring up the search function, then type the code in and press enter to jump to that section. 1. Intro [INTR] 2. About the Game [ABOG] 3. Story [STRY] 4. Controls [CNTR] 5. Characters [CHRT] 6. Animal Helpers [ANHP] 7. Pickups [PKPS] 8.1. Secrets Guide Intro [SCGI] 8.2. Gangplank Galleon [GAPG] 8.3. Kremlantis (KRLA) 8.4. Monkey Mountain and Chimpanzee Clouds (MMCC) 8.5. Big Ape City (BACI) 9.1. Boss Guide Intro [BSGI] 9.2. Manta Ray [MARA] 9.3. Clambo [CLMB] 9.4. Hard Hat (HAHA) 9.5. King K. Rool (KKRO) 10. Thanks/Credits [THCD] 11. Outro [OTRO] [1. Intro (INTR)] Hello, and welcome to my guide to the secrets and bosses for Donkey Kong Land for the Game Boy! As that description implies, this is going to be a little different from my other guides, as instead of a complete walkthrough, I’ll be focusing on how to find the secret rooms hidden in DKL, and how to fight the bosses you’ll be facing during the journey. I hope that you find this useful, and if I have missed anything, or you can think of something useful to add, please let me know, and I’ll include it in a future update. [2. About the Game (ABOG)] Following from the updated and expanded remake of the original Donkey Kong arcade game – or Donkey Kong 94 as it’s also known – Donkey Kong continued his comeback with Donkey Kong Country on the Super Nintendo. Developed by Rare, and released in 1994, DKC was a huge hit, and cemented the fact that DK was back, and bigger than ever. After DKC, Rare embarked on a new challenge – to create a Donkey Kong game for the Game Boy, but with the same advanced graphics and sound from the Super Nintendo version. The result was Donkey Kong Land, released in 1995, which proved to be another hit, and the start of a new trilogy of games for the GB. Although the game is a new adventure, it borrows from the SNES game with some of the same level environments, enemies, items, themes, and the same gameplay. Alongside these, it adds some new elements into the mix to create a game that will challenge new players, and returning veterans. The other notable thing about DKL is that it was a “banana-yellow” cartridge, instead of the usual grey color of other GB carts, something that would be repeated for the other two games in the trilogy. [3. Story (STRY)] The plot is basically the same is in DKC – The Kremlings steal the banana hoard, so Donkey Kong and Diddy Kong have to go and get them back – the difference is that this time, it’s in response to a challenge from Cranky Kong that they can make an adventure like Donkey Kong Country, but on the Game Boy, in order to prove it wasn’t just “fancy graphics and sound” that made the SNES game a hit. Yeah, this is definitely an excuse plot, but then again is the story the main feature of any of these games? [4. Controls (CNTR)] D-Pad – Walk/run A – Jump/swim when in water B – Roll(DK)/cartwheel(Diddy) D-Pad+B – Run Start – Pause Select – Change character (when you have both DK and Diddy) [5. Characters (CHRT)] Donkey Kong The hero of the game, DK returns once more to retrieve his banana hoard from the Kremlings, and prove to Cranky that he can be a video game hero no matter what console he’s on. Diddy Kong DK’s little friend, Diddy returns once more to help DK on his adventure, and to show he can be hero too – or at least an amazing sidekick. King K. Rool The leader of the Kremlings, K. Rool once more leads his henchmen into battle with the Kongs as he tries to keep those bananas for himself. Cranky Kong Although not in the game itself, Cranky is the once who sets the whole adventure in motion by daring DK and Diddy to take on the adventure on the Game Boy to prove their worthiness as video game heroes. [6. Animal Helpers (ANHP)] DK and Diddy have a tough challenge ahead – but like DKC, they don’t have to go it alone – some animal friends are along for the ride. Unfortunately – likely because of space and hardware limitations – Winky the Frog and Enguarde the Swordfish – didn’t make the cut for DKL (with Winky vanishing from the series altogether after the first DKC), but Rambi and Express are back to lend some assistance. Rambi the Rino Rambi still has the strength to bust through Kremlings, and even walls on some occasions. He’s rough, tough, and ready to rumble through the DK jungle! Expresso the Ostrich Expresso might not be as tough as Rambi, but he makes up for that with speed, and the ability to glide through the air, giving the Kongs more “air” time (sorry!), and allowing them to get to out-of-reach areas. [7. Pickups (PKPS)] As with most platform games, DKL has stuff to collect as you play – here’s a list of what you’ll find. KONG Letters Like DKC, each level has letters that spell out the word KONG. Unlike DKC, where the collecting them gives you an extra life, finding them here will allow you to save your game at the end of the level, so you need to find them more than ever – unless you want to risk losing all you progress when you get a game over. DK/Diddy Tokens Occasionally, one of the bonus rooms will be a chance to gain extra lives – the amount of chances you get will depend on how many of these tokens you have, so grab as many as you can find. Bananas It’s a Donkey Kong game, so of course there’s going to be bananas! You find them either individually or in bunches of 10. Every 100 equals an extra life. Wooden Barrel A standard barrel – you can throw it at enemies or at walls to break open the way to bonus rooms on some occasions. DK Barrel If you’ve only got either DK or Diddy, you’ll find your missing partner in this barrel. Metal Barrel Like the wooden barrel, this can be thrown at enemies or walls, but in this case, the barrel will bounce against the wall and role along the ground, allowing you to ride on them if you time the jump right. Checkpoint A circle with stars inside, this can be found at the mid-point of every level. Hit it, and you’ll restart from here if you die before finishing the level. Dynamite Barrel At some occasions, you’ll find the route on the world map blocked by rocks – collect a Dynamite barrel from a nearby level to clear the way. TNT Barrel Like a wooden barrel, except it explodes when thrown. Balloons If you collect a balloon, you’ll gain an extra life, but you’ll need to be quick because they rise of the screen fast. [8.1. Secrets Guide Intro (SCGI)] So, on with the guide! As I said in the intro, this isn’t going to be a complete start-to-finish walkthrough, and will instead focus on how to find the bonus rooms in each level, along with a brief guide to each of the bonus rooms. As a general rule, remember that nothing is what it seems, and if something looks suspicious or out-of-place, it might be hiding a secret – so check everything carefully. [8.2. Gangplank Galleon (GAPG)] Something of a misnomer of a name for this world, as only two levels are actually on the ship – the rest are either in the jungle or in the snow (yes, the two are right next to each other, don’t think about it too much!) The ship is the new environment here, the jungle and snow ones are returning from Donkey Kong Country – but don’t let that familiarity make you complacent. 1-1: Jungle Jaunt Bonus Room 1: After the K, jump onto the tree, and jump to the next tree. Jump to the next one after that, and drop off to the right, collecting the token and the bananas, and breaking open the hole collecting the rope that takes you to the bonus room. Bonus: Just walk through collecting the bananas and the token. Bonus Room 2: After the N, use Rambi to break open the wall in the tall cliff. Bonus: Swim through collecting the bananas and the extra life (better be quick!) 1-2: Freezing Fun Bonus Room: After the K, jump up to reach the Bonus Barrel above the bottom of the slope. Bonus: Collect the bananas and the extra lives. 1-3: Simian Swing Bonus Room 1: After swinging on two vines, jump from the second vine to land on top of a tree. Jump off to the right to reveal a rope to the bonus room. Bonus: Jump across the clouds to collect the bananas – be quick because the clouds don’t hang around for long! Bonus Room 2: After the checkpoint, cross the tree tops, and drop down to the ground – the bonus barrel is to the right. Bonus: 1up chance – jump on the button and grab the tokens. 1-4: Deck Trek Bonus Room 1: Just after the 1st checkpoint, use the TNT barrel to kill the Zinger, and then jump into the barrel. Bonus: Avoid the spiked tires and grab the O. Bonus Room 2: After the final vertical rope, jump up on the platforms. The bonus barrel is on the left-hand side. Bonus: Use Expresso to grab the N and the G. 1-5: Tire Trail Bonus Room 1: Drop off the cliff at the start, and head jump left to the platform with the bonus barrel. Bonus: 1up chance – same as before. Bonus Room 2: After the O, bounce off the Kremlings and hit the ground following the banana trail to uncover the rope to the bonus room. Bonus: Grab the tokens. Bonus Room 3: After the checkpoint, you’ll find the barrel beneath the second Zinger. Bonus: Jump in the barrel to grab the N. 1-6: Rope Ravine Bonus Room 1: Below the O – drop off the rope to reach the barrel. Bonus: 1up chance – no change here. Bonus Room 2: After getting the N, drop off the platform on the right-hand side. Bonus: Swim through, collecting bananas and tokens. 1-7: Riggin’ Rumble Bonus Room 1: After the O, walk along the deck until you reach the edge, and drop off to reach the bonus room. Bonus: Collect the bananas and the tokens, but be careful of the spiked tire. Bonus Room 2: Jump from the tallest pole in the penultimate set of poles following the banana trail to uncover the bonus rope. Bonus: Jump across the platforms to collect the tokens. 1-8: Congo Carnage Bonus Room 1: After collecting the K, drop off the edge of the cliff and to the right to find the bonus barrel. Bonus: Head up collecting the tokens, but beware of the spiked tires. Bonus Room 2: After the checkpoint, stay on the lower path to find the bonus barrel. Bonus: 1up chance – nothing new here. 1-9: Arctic Barrel Arsenal Bonus Room 1: Jump into the barrel at the start, blast out and press left to land in the bonus barrel. Bonus: 1up chance – you should know what to do by now. Bonus Room 2: In the set of barrels after the checkpoint, aim the 3rd barrel for the single banana about half-way between the next barrel and the bottom of the stage to reach the bonus barrel. Bonus: Collect the bananas and the N. [8.3. Kremlantis (KRLA)] It’s time to go to the bottom of the ocean for the second world, as the Kongs enter the lost city of Kremlantis, and find themselves swimming with some deadly ape-eating fish, amongst other hazards as they traverse this tricky, waterlogged metropolis. The ancient temple and coral reef environments are the returning ones here, with the sunken city levels being the new ones. 2-1: Tricky Temple Bonus Room: Near the end, there is a series of 5 pits before a rope swing – drop down the 4th pit to find the bonus barrel. Bonus: Use Rambi to kill the enemies whilst grabbing the bananas. 2-2: Kremlantis Kaos This is a swimming level, which means no bonus rooms – just make your way through the city to the end. 2-3: Reef Rampage Another swimming level, so no bonus rooms – just remember that the coral reef walls sometimes hide secret passages. 2-4: Snake Charmer’s Challenge Bonus Room: After collecting the K, pick up the TNT barrel and throw it at the snake barrel. Jump on the tire to reach the bonus room. Bonus: Jump on the platform, and avoid the zingers whilst grabbing the banana bunches, and the O. 2-5: Chomps Coliseum Another swimming level, so no bonus rooms. 2-6: Nautilus Chase The final swimming level in the world – and the game. No bonus rooms, but beware of Nautilus – they don’t mess around, and they’re fast, so swim quick when one is on your tail. 2-7: Swirlwind Storm Bonus Room: After grabbing the N, lure the tornado to the left where there are several bananas in mid-air, and then jump onto it to reach the bonus room. Bonus: Head left to grab the tokens, and jump across on the tires to grab the bananas. [8.4. Monkey Mountain and Chimpanzee Clouds (MMCC)] From the deepest depths to the highest heights – DK and Diddy go monntain climbing for the third world, which will see them traverse tricky caves, dangerous mountains, and end up above the clouds. In terms of level environments, the new/old ratio is reversed – only the underground caves are returning from DKC, the mountainside and above the clouds are both new. 3-1: Pot Hole Panic Bonus Room 1: After grabbing the O, push the tire through the narrow passage, and jump on it to reach the ledge with the bonus barrel. Bonus: Use Rambi to defeat enemies and grab bananas. Bonus Room 2: Near the end, push a tire underneath a vertical line of bananas and jump on it to reach the bonus barrel. Bonus: Jump to grab the G – watch out for the spiked tire. 3-2: Mountain Mayhem Bonus Room 1: Jump from platform which has bananas leading off the right-hand side, following the banana trail to uncover the rope to the bonus room. Bonus: Jump across on the clouds, avoiding the Zingers. At the end, grab Expresso from the crate, and jump off the tallest white pillar to reach top platforms to the left. Head back left to grab the O, and turn around and head back to the right to the exit. Bonus Room 2: Jump across the platforms following the checkpoint – at the top, and on the left-hand edge of the level, jump to the platform up and to the left of the main platform path to find the bonus barrel. Bonus: Grab the G, watch out for the spiked tire. 3-3: Track Attack Bonus Room 1: On the second moving platform, jump to the right as the platform goes up for the first time to find the bonus barrel. Room: Watch out for the spiked tire, and grab the O. Bonus Room 2: On the moving platform after the checkpoint, jump on the flying pigs to reach the bonus barrel. Bonus: Grab the bananas and the token. 3-4: Spiky Tire Trail Bonus Room 1: After the first DK Barrel, jump between the two tires in the large pit to find the bonus barrel. Bonus: Grab the bananas Bonus Room 2: Towards the end of the level, look for a tire moving up and down in a gap in the floor. Jump down into the gap, and throw the metal barrel at the wall, and ride it as it breaks a hole in the right wall, go through the hole. Bonus: 1up chance – do I need to explain this one again? 3-5: Sky High Caper Bonus Room: After the 2nd checkpoint, ride the platform to an area with a flying pig – head to the bottom right of the area, and jump to the right to find the bonus barrel. Bonus: Swim through, avoiding the enemies, and grabbing the bananas and the tokens. 3-6: Landslide Leap Bonus Room 1: Partway through the level, you’ll come across a platform with a trail of bananas leading off it – jump from the platform following the trail to uncover the rope to the bonus level. Bonus: Jump into the barrel to get Expresso, and use him to grab the bananas and the token. Bonus Room 2: After grabbing the N, jump on the flying pig to reach the bonus barrel. Bonus: Jump on oil drums and avoid spiked tires to reach bananas and the G. 3-7: Collapsing Clouds Bonus Room 1: After grabbing the K, jump on the small cloud to the left – the bonus barrel is between that one and the one to the right. Bonus: Grab the bananas and the tokens. Bonus Room 2: After the checkpoint, jump from the cloud to cloud - the bonus barrel is underneath the 6th small collapsing cloud. Bonus: 1up chance – and if you don’t know what to do by now, there’s no hope for you. [8.5. Big Ape City (BACI)] The adventure reaches it’s climax, back where it all began for Donkey Kong – in the same city where the original Donkey Kong took place, and revisited for Donkey Kong 94 (at least, according to Rare, anyway) – King K. Rool awaits you at the end of this world, after you’ve braved the dangers of this big, bad metropolis. This world is all-new, so the Downtown Skyscraper, Zeppelin, and Construction Site environments are all new. 4-1: Balloon Barrage (N.B: I know it says Construction Site Fight in the manual, but that’s because whoever wrote the manual messed up – it’s really Balloon Barrage). Bonus Room 1: At the start, jump on the balloon – when the balloon is at it’s highest point, jump left into the bonus barrel. Bonus: Jump on the platforms and ride it to collect the tokens. Bonus Room 2: On the 4th set of balloons after the checkpoint, jump up from the 3rd balloon to reach the bonus barrel above you. Bonus: Jump on the platform and steer it to collect the tokens the N. 4-2: Kong Krazy Bonus Room: After the Kong Bridge after the checkpoint, jump off the platform following the banana trail to uncover the rope leading to the bonus room. Bonus: Grab the Kong tokens and the K (the real K) – watch out for the spiked tires. 4-3: Construction Site Fight (N.B: This is labeled Balloon Barrage in the manual – again, this was a mistake). Bonus Room 1: After collecting the O, climb down the chain, and jump left into the bonus barrel. Bonus: Grab the 1up balloon and tokens Bonus Room 2: After grabbing the N, jump into the bonus barrel. Bonus: Grab the bananas and the tokens, whilst being careful of the spiked tires. 4-4: Fast Barrel Blast Bonus Room 1: Near the start, jump off the platform following the banana trail to uncover the rope to the bonus room. Bonus: 1up chance – and if you think it’s going to be any different, you’re deluding yourself. Bonus Room 2: After jumping on the flying pig and launching out of the barrel, jump off the platform to the left to find the bonus barrel. Bonus: Avoid the spiked tires and grab the G. 4-5: Skyscraper Caper Bonus Room: On the 4th set of poles past the checkpoint, jump off the top of the 3rd pole to the right to find the bonus barrel. Bonus: Avoid the tires and grab the N. 4-6: Button Barrel Blast Bonus Room 1: After grabbing the K, head to the next barrel, and jump on the button to make the barrel point down at the single banana, and jump in the barrel to reach the bonus room. Bonus: Jump on the clouds whilst avoiding the zingers to grab the N. Bonus Room 2: After the checkpoint, jump in the barrel when it’s pointing upper-left, and jump left off the platform to land in the bonus barrel. Bonus: Watch out for the spiked tires and grab the N and the tokens. 4-7: Oil Drum Slum Bonus Room 1: After grabbing the O, climb down the pole and jump to the left to reach a tire – jump on the tire to the left to reach the bonus barrel. Bonus: Swim through grabbing the bananas and extra lives – watch out for fish and sharks. Bonus Room 2: When you find the TNGT barrel, carry it back right and throw it at the oil drum – follow the platform right to find the bonus barrel. Bonus: Climb up, collecting the extra lives. [9.1. Boss Guide Intro (BSGI)] As with all platformers, the end of every stage is marked by a boss encounter – and here is where I tell you how to take them down. Generally, these shouldn’t be too tough – but even so, make sure you’ve saved first in case things go really bad. [9.2. Manta Ray (MARA)] At the end of Gangplank Galleon, you’ll find this guy – he flies left to right, and right to left, and swoops down to attack you. When he swoops, jump to land on top of him. Each time you do this he speeds up, so be quick. Hit him 7 times to end the fight. [9.3. Clambo (CLMB)] Clambo is waiting for you in Kremlantis – to defeat him, swim in front of the clam in the corner of the room. When he fires a pearl at you, move out of the way. The pearl will rebound onto him. Do this 8 times to defeat him. [9.4. Hard Hat (HAHA)] You’ll encounter Hard Hat at the end of Monkey Mountain and Chimpanzee Clouds - when he throws his helmet at you, jump over it and onto his head. He’ll disappear and reemerge in a new hole. Repeat the process. Do this 8 times to win this battle. [9.5. King K. Rool (KKRO)] This is it, the final battle waiting for you at the end of Big Ape City. To beat King K. Rool, jump over the crown when he throws it and land on his head. He will charge you afterwards, so jump over him when he does. Do this 6 times. After the 6th time, K. Rool will try jumping on you, dodge out of the way when he does this. He will do this 6 times. After the jumping, K. Rool will try throwing his crown again – repeat what you did at the start, but careful as K. Rool moves faster this time. Do this 7 times to defeat him, and win the game! [10. Thanks/Credits (THCD)] Almost done, but I have some thanks to make: Nintendo – for publishing this game, and many other great ones too. Rare – for making Donkey Kong Land and Donkey Kong Country. Shigeru Miyamoto – For creating Mario, Donkey Kong, and many other legendary characters. www.gamefaqs.com - for being the best game guide site on the internet. Jeff “CJayC” Veasey – for creating gameFAQS in the first place. [11. Outro (OTRO)] Before we end, the boring legal stuff: This guide is written by me, GuideWriter1984, and is copyright (C)GuideWriter1984. You may not reprint or copy this guide except for personal use. Any unauthorized reprinting of this guide is a violation of copyright law, and will be prosecuted. Currently, only www.gamefaqs.com has permission to host this guide – if you wish to host it on your site, or reprint anything you see in here, please contact me at the address below – be advised however you will have to take care of updating the guide yourself – I don’t have time to send updates out to hundreds of people. The most recent version can always be found on GameFAQS. If you wish to contact me about hosting the guide, or if you have anything you wish to add, or if you spot a mistake, please let me know at: guidewriter1984@hotmail.com. Okay, that’s the end – hope this helped, and I’ll see you next time! BYE!!!