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Part 33
Donkey Kong Country Returns

Part 33

Complete walkthrough for Part 33 of Donkey Kong Country Returns, including collectibles, puzzle pieces, and boss strategies for Music Madness and Lift-Off Launch.

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Complete walkthrough for Part 33 of Donkey Kong Country Returns, including collectibles, puzzle pieces, and boss strategies for Music Madness and Lift-Off Launch.

Walkthrough
  1. 1
    Music Madness:
    • Start by heading right to find a barrel cannon above the red wall near the DK barrel, leading to a bonus area.
  2. 2
    Immediately to your right are colored platforms with tires. On the red platform, short hops are needed to avoid lights. From below the 'N', perform a high jump to get it, avoiding the lights.
  3. 3
    Use the next red wall to destroy electroids.
  4. 4
    Checkpoint #2.
  5. 5
    From the raised blue block on the right, jump left to a midair red platform, then to the blue platform above the checkpoint to reach a puzzle piece and a light.
  6. 6
    When you reach the climbable ceiling, drop right of the tire without hitting lights to get the 'G'. Duck under electroids and continue right.
  7. 7
    At the far right, on the tower of alternating red and blue platforms, jump left off the top to reach a hidden area with a puzzle piece.
  8. 8
    Hang off the vine to the left to reveal a quick puzzle piece.
  9. 9
    Continue right. Above the second slammer, you'll see the 'K'. Drop left of the slammer into a blast barrel at the bottom to be fired up to the 'K'.
  10. 10
    Ground-pound the button to the right three times to reveal a barrel cannon to the next area. Avoid the slammer.
  11. 11
    To get on the first slammer, jump from the right as it slams down, or jump across from the checkpoint to a blast barrel above it, leading to a bonus area.
  12. 12
    Checkpoint #1.
  13. 13
    Platforms in this section move to the beat of the music. They start moving half a beat before 1 and 3, and stop exactly on 1 and 3. Time your jumps accordingly.
  14. 14
    Near the middle, at the bottom, a puzzle piece appears and disappears with the platforms. Roll-jump between platforms to grab it.
  15. 15
    Further right, at the bottom, is the 'O'. Get on the platform below it, and jump through the platform above after the 'O' moves left to get it.
  16. 16
    Checkpoint #2.
  17. 17
    After the first set of five hammers, a platform with a fuel tank and pyrobot appears. Ground-pound the fuel tank to release a puzzle piece.
  18. 18
    After another set of five hammers, the 'N' appears at the top. Jump to it from either side when the platform moves up.
  19. 19
    Directly under the 'N', ground-pound two panels to reveal a puzzle piece. A blast barrel below returns you to the top.
  20. 20
    Checkpoint #3. All puzzle pieces should be collected.
  21. 21
    The water doesn't hurt but can interrupt jumps. Fire hurts.
  22. 22
    The 'G' is between a water and fire tank. Stand on the water tank to be launched up to the 'G', dropping down before the fire tank ignites.
  23. 23
    On the next platform, ground-pound the metal panel to reveal a blast barrel to the area with the final red button.
  24. 24
    In the last area after the barrel cannon, hammers launch you high. Use this to move between platforms and dodge hammers.

Lift-Off Launch:

  1. To access this stage, you must activate the red buttons in Cog Jog, Switcheroo, and Music Madness.
  2. This level is short. Dodge walls and blimps. Hold the jump button to fly higher. The life balloon near the beginning requires this.

Feather Fiend:

  1. Get the DK barrel, then head up the climbable ceiling to the arena.
  2. The boss is Colonel Pluck with his robot, Stompybot 3000.
  3. Dodge under the robot's feet as it walks across the arena.
  4. When the robot's cockpit turns red and it starts running, get away.
  5. If the underside of the robot does not flash green during its jump, run away as it will squash you. If it flashes green, get under it and duck, as it will leave its legs open.
  6. The bottom section of the robot flips over and becomes climbable. Grab on and continuously ground-pound to fill the meter on its chassis. This damages it.
  7. If you missed getting under it the first time, it will pick up its legs, allowing you to get under it.
  8. Each hit makes the robot faster. After three hits, its legs break off.
  9. The robot will then fly and drop chicken eggs.
Tips
  • In Music Madness, time your jumps with the musical beat.
  • In Lift-Off Launch, hold the jump button to gain extra height.
  • In Feather Fiend, watch for the green flash under the Stompybot 3000 during its jump to know when it's safe to get underneath.

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