Skip to content
ROUND SIX (2)
Donkey Kong Country 2: Diddy's Kong Quest

ROUND SIX (2)

Beat ROUND SIX (2) in Donkey Kong Country 2: Diddy's Kong Quest by jumping the Kannonball and using it against K. Rool's Hoover act.

By ···10 min read·Multi-source verified
1 reading this guide  

Beat ROUND SIX (2) in Donkey Kong Country 2: Diddy's Kong Quest by jumping the Kannonball and using it against K. Rool's Hoover act.

Walkthrough
  1. 1
    Jump the Kannonball as it shoots back toward you.
  2. 2
    Jump his charge as you move to the opposite side of the chamber from him.
  3. 3
    Prepare for a whirling spiked Kannonball barrage.
  4. 4
    Jump the three single spiked balls moving in swirling motions, with increasing orbit with each one.
  5. 5
    Jump the three sets of two spiked balls moving in swirling motions, with increasing orbit with each one.
  6. 6
    Jump on the Barrel to release the weapon of choice here, the Kannonball.
  7. 7
    Stick the Kannonball to K. Rool when he starts his Hoover act with his musket.
  8. 8
    Be sure to jump the Kannonball as it rockets back at you.
Tips
  • The Kannonball is the weapon of choice for this round.
  • K. Rool uses a Hoover act with his musket.
  • Be prepared for multiple waves of spiked Kannonballs.

100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content