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Walktrough : 7. The Flying Krock

7. The Flying Krock

  2005.06.25. 18:51


o------------------------o
| 3.07: The Flying Krock |
o------------------------o


~~~~~~~~~~~~~~~~~~~~~~
~~ Screech's Sprint ~~
~~~~~~~~~~~~~~~~~~~~~~

Enemies       : Cat O' Nine Tails, Kaboom, Kloak, Klinger, Flitter, Neckies,
                Screech
Bonus Rooms   : #68
Animal Helpers: Squawks
Difficulty    : 8.5/10


Bust your Kong partner out if you need them, and then do not lose them if
you wish to access the Bonus Room.  Roll jump to the Banana Token, avoid the
Cat O' Nine Tails, roll jump to the next ledge, pick up the TNT Barrel
thrown by Kloak before it becomes a Kaboom, and use it on one of the Klingers
out on the vines.  Climb across the top of the vines when the Klingers are
down below, climb down the last vine, jump through the narrow opening when
the Zinger is not in the way, bust the Treasure Chest on the Zinger, and then
jump to the hand-over-hand vine.  Go under the four vertically moving
Zingers, bounce off of the Flitter for a Banana Token, drop down to the next
ledge, and avoid the two Cat O' Nine Tails before you jump to the vine.

Climb straight up the vine quickly to avoid the seven Neckies, and then jump
to the left.  use your team throw (you must still have your buddy from the
level start) to get to the platform where the Kannonball sits, and then jump
into the Kannon on the right to enter Bonus Room #68!  In this Bonus Room,
use Dixie Kong to helicopter spin to the Banana trail going straight down,
switch to Diddy Kong for a roll jump, switch to Dixie Kong and helicopter
spin to the next ledge, and then roll jump with Diddy to get the Kremkoin.
You return just below the Kannon, so roll jump left, bust the Star Barrel,
enter the Animal Barrel to become Squawks (as the picture on the front
suggests)

Fly left to see Screech waiting at the start line (to the race you just
involuntarily entered).  Time your start so you are going fast as the green
light starts up, and then split the two red Zingers to get the "K".

Follow the Banana trail up, go left and down, and then go up the middle past
some Zingers through a narrow opening, and then go up the left corridor to
get the "O" before turning right.

As you fly right, bust down a couple Zingers in the line to get through, and
then bust down the two yellow Zingers in the next line.  When you see the
arrow pointing down, go up to the right through the narrow opening to get a
DK Barrel, the DK Coin, and then take Barrel Kannons to get back out on the
race course.  Head down, go left, head up, and then head down and left
following the Banana trail till you hit a turn to go right where you have to
shoot the bottom two Zingers to sneak through the line.  Then you have to
wait for the red Zinger circle to have the opening allow you to pass, which
is followed by a narrow passage that goes up, down, up, down, and then a
straight up shaft for you to navigate.  When you go up, take the right
branch for the "N", and then go left where you must navigate a red Zinger
air force before cutting up to the next section (following the arrow) or go
past it to the left to get the "G" before heading up.

Cut under or over the two red Zingers, and then cross the Banana "finish
line" to win, and to stop Screech's crazy race!  Head right to the no
Squawks sign to turn back into your Kong, and land on the target for your
end of level prize.


~~~~~~~~~~~~~~~~~~
~~ K. Rool Duel ~~
~~~~~~~~~~~~~~~~~~

Number Of Hits: 9
Attacks       : shoots at you, sucks you into him, clubs you, stationary
                spike kannonballs, hit you, bouncing spike kannonballs,
                barrels, blue clouds (freezes you), purple clouds (reverses
                LEFT and RIGHT), and red clouds (slows your movements).
Difficulty    : 9/10


You enter the room to see Donkey Kong hanging from the ceiling, and Kaptain
K. Rool proceeds to brutalize him with gun butts and kannonballs!  Donkey
Kong will be pulled out of play, and so begins the duel!

=========
ROUND ONE
=========

K. Rool shoots out a Kannonball right away, so grab it off the ground, jump
him when he charges you, and when he begins to suck in with his musket,
throw the Kannonball into the gun to cause it to backfire.

=========
ROUND TWO
=========

Jump the Kannonball as it shoots back towards you, avoid the spiked
kannonball lobbed at you (it stops in the middle of the floor), and then
jump the two charges K. Rool throws at you.  The spikes will disappear, so
grab the Kannonball to throw at the "good" Kaptain's musket to cause some
hurt to the big Kremling.

===========
ROUND THREE
===========

Jump the Kannonball as it shoots back toward you, avoid the two spiked
kannonballs as they come at you to rest with some room to step between them.
Now you must jump over the charging K. Rool three times as you avoid the
spiked balls at the same time, and then grab whichever one loses it spikes
(this is random).  Throw the Kannonball into K. Rool's gun to cause the
backfire damage we know and love.  Then jump the Kannonball as it shoots
back toward you.


VICTORY!

HE FALLS!  Donkey Kong is lowered from the roof!  You have done i...  OH NO!
He got up, so back to more fighting fun!

==========
ROUND FOUR
==========

Bust the DK Barrel that appears to the left of Donkey Kong if you need your
other Kong, and then go to the opposite side of the chamber from him to
prepare for spiked kannonball dodging!  The following is the order of moves
you should use as you avoid the barrage (keep in mind the shots increase in
frequency and speed as you go along): jump, jump, duck, jump, jump, jump,
duck, jump, duck, and then break the Barrel to get the Kannonball contained
within it.  Throw it at K. Rool when he sucks in with his trusty musket to
backfire it once again.

==========
ROUND FIVE
==========

Jump the Kannonball as it shoots back toward you, jump his charge as you
move to the opposite side of the chamber from him, and then prepare to jump
the bouncing spiked balls!  The following is the order of moves you should
use as you avoid the barrage (keep in mind the shots increase in frequency
and speed as you go along): jump, jump or walk under, jump, jump or walk
under, walk under, jump or walk under, walk under, jump or walk under, walk
under, and then break the Barrel to get the Kannonball contained within.
Throw it at K. Rool when he sucks in with his musket to cause that damaging
backfire.

=========
ROUND SIX
=========

Jump the Kannonball as it shoots back toward you, jump his charge as you
move to the opposite side of the chamber from him, and then prepare for
whirling spiked kannonball barrage!  Jump the three single spiked ball
moving in swirling motions (increasing orbit with each one), and then jump
the three sets of two spiked balls moving in swirling motions (increasing
orbit with each one).  Jump on the Barrel to release the weapon of choice
here (the Kannonball), and stick it to K. Rool when he starts his Hoover act
with his musket.  Then be sure to jump the Kannonball as it rockets back at
you.


VICTORY!!

HE FALLS AGAIN!  Donkey Kong is lowered from the roof again!  You have done
i...  OH NO! He got up, so back to even more fighting fun!

===========
ROUND SEVEN
===========

Break the DK Barrel if you need your partner Kong back, jump his charge as
you run to the opposite side, and then jump the blue clouds coming for you
(if they hit you, rapidly press your buttons to break free of the freeze).
Jump the slow charge of K. Rool, jump his semi-invisible charge, jump his
invisible charge, and then grab the Kannonball.  Throw it at the Kaptain
when he starts to suck (no, I mean his gun) to cause painful backfiring!

===========
ROUND EIGHT
===========

Jump the Kannonball as it shoots back toward you, jump his charge as you
head to the opposite side of the chamber where you have to jump three red
clouds (or risk extreme slowdown of your character movements), and then jump
three spiked balls.  Grab the Kannonball to launch into K. Rool's musket to
cause yet another vicious backfire.

==========
ROUND NINE
==========

Jump the Kannonball as it shoots back toward you, jump his charge, avoid the
three purple clouds (or have reversed controls of LEFT and RIGHT), and then
fight off the sucking of the musket.  Now you have to keep away from K. Rool
as he randomly appears near you in an attempt to suck your Kong into his
reach!  After the third attack like this, a Kannonball appears in the middle
of the room, so go grab it, and throw it into K. Rool's musket once more to
get the usual backfire.  Then be sure to jump the Kannonball as it launches
back at you.


VICTORY!!!

The Kremkoin falls to you (giving you the full 75 coins), and it appears as
K. Rool is about to rise again, Donkey Kong gets loose to punch Kaptain K.
Rool so hard that he falls all the way into the swamp that you passed all
those levels ago!  To further add insult to his grievous injuries, vicious
fish will begin to chow down on the Kremling King!  You have rescued Donkey
Kong, and you have also won the right to be berated by Cranky.  After he
finishes his speeches, you will get to see the cast of characters, followed
by the credits for the programmers.  Cranky will reappear to tell you
something, but he seems to think it is a waste of time (when you start a new
file, press DOWN repeatedly to find a Music Test and a Cheat Mode code
enterer).  Now, you may have finished off the regular game, but we skipped
all of the Klubba's Kiosks didn't we?  I guess we should investigate there
first to see where the missing DK Coins are?

  /-X-X-X-X-X-X-X-X-\
|Kremkoin Count: 75 |
  \-X-X-X-X-X-X-X-X-/

 
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