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
- 1Jump the Kannonball as it shoots back toward you.
- 2Jump his charge as you move to the opposite side of the chamber from him.
- 3Prepare for a whirling spiked Kannonball barrage.
- 4Jump the three single spiked balls moving in swirling motions, with increasing orbit with each one.
- 5Jump the three sets of two spiked balls moving in swirling motions, with increasing orbit with each one.
- 6Jump on the Barrel to release the weapon of choice here, the Kannonball.
- 7Stick the Kannonball to K. Rool when he starts his Hoover act with his musket.
- 8Be 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.
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