Learn how to beat ROUND TWO (2) in Donkey Kong Country 2: Diddy's Kong Quest by dodging K. Rool's attacks and using the Kannonball.
Walkthrough
- 1Jump the Kannonball as it shoots back towards you.
- 2Avoid the spiked Kannonball that is lobbed at you; it stops in the middle of the floor.
- 3Jump the two charges K. Rool throws at you.
- 4Once the spikes disappear, grab the Kannonball.
- 5Throw the Kannonball at the "good" Kaptain's musket to cause some hurt to the big Kremling.
Tips
- Pay attention to the Kannonball's trajectory as it shoots back at you.
- The spiked Kannonball is a stationary hazard once it lands.
- The two charges from K. Rool are telegraphed attacks you can jump over.
- The Kannonball is your only weapon against K. Rool's musket in this phase.
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