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Map K. Rool's Keep Map
K.Rool'sKeep
The world map of K. Rool's Keep as seen in the game Donkey Kong Country 2: Diddy's Kong Quest for SNES.
Number of Stages 7
Boss(es) Kerozene (only in DKC 2 for GBA)
Greater Location Crocodile Isle
Game(s) Donkey Kong Country 2: Diddy's Kong Quest,
Donkey Kong Land 2
First Appearance Donkey Kong Country 2: Diddy's Kong Quest (for SNES) (1995)
Latest Appearance Donkey Kong Country 2 (for GBA) (2004)
Adjacent World(s) << Donkey Kong Country 2 >>
<< Donkey Kong Land 2 >>

K. Rool's Keep is the sixth world of the Crocodile Isle in the game Donkey Kong Country 2, as well as the fifth world in the game Donkey Kong Land 2. As the name suggests, this castle was Kaptain K. Rool's home and capital building of the Crocodile Isle that is located on top.[1] There are two ice-themed stages and a mine stage. The rest of the stages are castle-themed.

In Donkey Kong Land 2 and the Super Nintendo Entertainment System version of Donkey Kong Country 2, there is no boss in this world. However, in the Game Boy Advance version of Donkey Kong Country 2, the boss Kerozene was added to the final stage.

Adjacent Worlds[]

Description[]

The keep was built with rocks consisting first a barbican bound up in the mountain above K. Rool's carved heads, a castle top with two towers at the edge, gates with wooden railing, windows with grills, double torches on the doors, flags with the Kremling Krew emblem and a bramble yard planted in middle tower.

Inside contains carved chandeliers with Kritter heads, fetters, chains and torches. In apex where the castle is built it consists an cavernous glaciers full of water and a mine filled with icy air due to the atmosphere height.

Stages[]

Arctic Abyss[]

This is the first ice stage of the world in both games. The Kongs must turn into Enguarde the Swordfish to progress through most of the underwater sections. In Donkey Kong Country 2, the water level will also rise or lower in certain points of the stage. The heroes must be aware of exploding Puftups. In Donkey Kong Country 2, enemies in stage are Flotsams, Lockjaws, and orange and pink Shuris. In Donkey Kong Land 2, enemies include Puftups, Flotsams, Lockjaws, Shuris and Spinies.

Windy Well[]

Stage swapped with Castle Crush in the GBA version of the game Donkey Kong Country 2.
This is the third and final mine shafts stage in both games. The heroes must jump and ride ascending winds to reach to high places, while avoiding enemies. In Donkey Kong Country 2, enemies include Click-Clacks, yellow Zingers, Spinies, Krooks and green Kutlasses. In Donkey Kong Land 2, enemies in stage are Zingers, Neeks and Spinies.

Castle Crush[]

Stage is present only in both versions of the game Donkey Kong Country 2. Stage swapped with Clapper's Cavern in the GBA version of Donkey Kong Country 2.
This is the first castle stage in Donkey Kong Country 2. A giant platform under the floor will constantly rise taking the Kongs and enemies up during the entire stage. The primates must avoid to be crushed by the ceiling in some sections by finding clear routes through the stage. The heroes must also avoid attacks and enemies suddenly appearing at the sides of the screen and falling over the Kongs. Animal Barrels to turn into Rambi the Rhinoceros and Squawks the Parrot are also present in the stage. Enemies here include Neeks, Spinies, Klampons, Krooks, red Krunchas, yellow Zingers and Mini-Neckies.

Dungeon Danger[]

Stage replaces Castle Crush in the game Donkey Kong Land 2.
It is the first castle stage in Donkey Kong Land 2. The Kongs must traverse chambers of the castle, while avoiding enemies and using chains, like ropes, to climb up and reach to end of the stage at the top. Enemies in the stage are Neeks, Klampons, Spinies and Klingers.

Clapper's Cavern[]

Stage swapped with Windy Well in the GBA version of the game Donkey Kong Country 2.
This is the second ice stage in both games. Clapper the Seal is present in some points of the stage, and the animal buddy's breath is capable of turning water into ice temporarily, allowing the heroes to walk over it. In these water sections of Donkey Kong Country 2, the Kongs must avoid to swim because Snapjaw can bite them when the fish is close by. There is also a short underwater section where Enguarde can be ridden to go through aquatic enemies. In Donkey Kong Country 2, enemies include yellow Zingers, blue and red Krunchas, Spinies, Klampons, Click-Clacks, Flotsams, pink Shuris and Puftups. In Donkey Kong Land 2, enemies in the stage are Zingers, Klampons, Krunchas, Spinies and Flitters.

Chain Link Chamber[]

This is the second castle stage in both games. The heroes must climb all the way to the top via chains avoiding enemies in their path. In Donkey Kong Country 2, there are some hidden passages through walls in the stage. In Donkey Kong Country 2, enemies here are Klingers, yellow Zingers, Klobbers, Krooks, yellow and green Kutlasses, Kannons and Mini-Neckies. In Donkey Kong Land 2, enemies in the stage include Klingers, Zingers, Spinies, Neeks, Krooks, Krampons and Kannons.

Toxic Tower[]

This is the third castle stage in both games. The Kongs must turn into Rattly, Squawks and Squitter one by one as each animal buddy has to keep climbing to the top in order to escape from toxic waste rising constantly. In Donkey Kong Country 2, enemies are Klampons, green and brown Kaboings, and yellow and red Zingers. In Donkey Kong Land 2, enemies are Klingers, Spinies, Zingers, Kaboings and Krooks.

Stronghold Showdown[]

This is the boss stage. In Donkey Kong Land 2 and the SNES version of Donkey Kong Country 2, the Kongs will meet up with a tied Donkey Kong, but he is quickly taken away. Also in the SNES version of Donkey Kong Country 2, during a cutscene, the primates are rewarded with a Kremkoin, and later, in the overworld map of Crocodile Isle, The Flying Krock arrives and Kaptain K. Rool runs away. The heroes will be able to move on to the next world.

However, in the GBA version of Donkey Kong Country 2, a different cutscene happens. Kaptain K. Rool says the Kongs should not think how catching him would be that easy, and he calls Kerozene to face Diddy and Dixie Kong in a boss battle. The heroes must use kannonballs to stop the boss' giant swords. Later, the primates must avoid Kerozene's fire-breathing attacks and hit the boss' head with more kannonballs. After taking seven hits, Kerozene will go down. The Flying Krock will also become accessible now.

Profiles[]

Donkey Kong Country 2[]

"Kaptain K. Rool is no fool; he's saved the most dastardly traps for use in his own fortress lair. None has entered K. Rool's Keep and lived to tell the tale. Will Diddy or Dixie be the first?"
Donkey Kong Country 2: Diddy's Kong Quest Instruction Booklet (SNES version), page 23
"The Kaptain's home is on the highest peak Crocodile Isle. You'll feel on top of the world if you ever manage to get through his Kremling army and reach castle!"
Donkey Kong Country 2: Diddy's Kong Quest Player's Guide (SNES version), page 20
"At last! You're finally reached K. Rool's Keep, the Kaptain's not-so-cozy home atop Crocodile Isle. You're so close to finding DK, you can small him! (Uh, well, you know what we mean.) Anyway, having come this far, K. Rool knows you're not just monkeying around, and he's got some special surprises planned for you. Now, this is no time to be standing around, scratching your arm pits. What are you waiting for? Get in there and rescue the Big Guy!"
Nintendo Power Vol. 79 (SNES version), page 28

Donkey Kong Land 2[]

"The next stop on our tour is K. Rool's Keep, decorated in Early Medieval Dungeon with lovely Kremling accents."
Nintendo Power Vol. 87 (Game Boy version), page 43

Gallery[]

Names in Other Languages[]

Language Name Meaning/Translation
French Castel de K. Rool K. Rool's Castle
German K. Rools Reich K. Rool's Realm
Italian Forte K. Rool Fort K. Rool
Japanese 山頂の砦「クロコブルグ」
Sanchō no Toride "Kurokoburugu"
Mountaintop Fortress "Croc-berg"
Spanish Guarida de K. Rool K. Rool's Lair

Trivia[]

  • In the game Donkey Kong Land 2 and the SNES version of the game Donkey Kong Country 2, the Donkey Kong Island can be seen in the background of the map of K. Rool's Keep.
  • The stage Dungeon Danger replaces Castle Crush in the game Donkey Kong Land 2 because of the Game Boy's hardware limitations. The system cannot support the rising platform from the stage Castle Crush.
  • In the game Donkey Kong Land 2 and the SNES version of the game Donkey Kong Country 2, the world map depicts the external area of the K. Rool's Keep. In the GBA version of Donkey Kong Country 2, the map depicts the internal area of the K. Rool's Keep, instead.

References[]

  1. K. ROOL'S KEEP: "The Kaptain's home is on the highest peak Crocodile Isle. You'll feel on top of the world if you ever manage to get through his Kremling army and reach castle!"
    Donkey Kong Country 2: Diddy's Kong Quest Player's Guide, Nintendo, 1995, page 20 on Wayback Machine
  2. K. ROOL'S KEEP: "Kaptain K. Rool is no fool; he's saved the most dastardly traps for use in his own fortress lair. None has entered K. Rool's Keep and lived to tell the tale. Will Diddy or Dixie be the first?"
    Donkey Kong Country 2: Diddy's Kong Quest Instruction Booklet, page 23 on Games Database
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