K. Rool's Keep is a location in the Donkey Kong series. K. Rool's Keep is located on Crocodile Isle. It is also said to be K. Rool's home. As the area is high up, it is technically frozen.
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| - K. Rool's Keep is a location in the Donkey Kong series. K. Rool's Keep is located on Crocodile Isle. It is also said to be K. Rool's home. As the area is high up, it is technically frozen.
- K. Rool's Keep was protected castle located and built atop of Crocodile Isle serving the sixth world in Donkey Kong Country 2: Diddy's Kong Quest and fifth world in Donkey Kong Land 2.
- K. Rool's Keep is a precariously perched, creepy castle that was the sinister King K. Rool's domain situated at the apex of the Crocodile Isle and one of the many locations in the Donkey Kong universe. Despite all these traps and the Kremling Krew forces guarding the castle, the Kongs managed to make their way to the top of the keep. At the top, the 2 Kongs fought and defeated the mighty Kerozene (in the Game Boy Advance version only), and chased the devious Kaptain K. Rool to his aerial gunship, the Flying Krock. K. Rool's Keep made an appearance in Donkey Kong Land 2.
- K. Rool's Keep is the sixth world in Donkey Kong Country 2: Diddy's Kong Quest and the fifth in Donkey Kong Land 2. It is where Donkey Kong is being held captive until Kaptain K. Rool takes him higher up to the Flying Krock. Due to the height of the keep, parts of it are frozen and other sections are windy. This world has two ice levels, one mineshaft level, and three castle levels.
- K. Rool's Keep is the sixth world of Donkey Kong Country 2: Diddy's Kong Quest and the fifth world found in Donkey Kong Land 2. As the name suggests, it is K. Rool's castle is at the very top of Crocodile Isle. It has difficult stages, such as Castle Crush. There are two ice-themed stages, oddly, meaning that there could be an icy core inside the castle, and a mine stage. The rest of the stages are castle themed.
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| - Donkey Kong Country 2: Diddy's Kong Quest
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Games
| - Donkey Kong Country 2: Diddy's Kong Quest
- Donkey Kong Land 2
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FirstAppearance
| - Donkey Kong Country 2: Diddy's Kong Quest
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Game
| - Donkey Kong Country 2: Diddy's Kong Quest
- Donkey Kong Land 2
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Caption
| - The overworld view in artwork.
- K. Rool's Keep as it appears in Donkey Kong Country 2: Diddy's Kong Quest.
- K. Rool's Keep's overworld view from Donkey Kong Country 2: Diddy's Kong Quest.
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| - Donkey Kong Country 2: Diddy's Kong Quest
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firstgame
| - Donkey Kong Country 2: Diddy's Kong Quest
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| - K. Rool's Keep is the sixth world in Donkey Kong Country 2: Diddy's Kong Quest and the fifth in Donkey Kong Land 2. It is where Donkey Kong is being held captive until Kaptain K. Rool takes him higher up to the Flying Krock. Due to the height of the keep, parts of it are frozen and other sections are windy. This world has two ice levels, one mineshaft level, and three castle levels. This area, along with the rest of Crocodile Isle is resurrected from underwater in Donkey Kong Land 2 and remains the same therefore. It does have Castle Crush being replaced by Dungeon Danger however, due to the Game Boy's system limitations. In the Game Boy Advance version, this area had a couple of changes; it had Windy Well become the fourth level in the remake and Castle Crush be the second level in the game. They also have Clapper's Cavern as the third level. They also replace the short cutscene of Donkey Kong being taken away into a boss fight with Kerozene.
- K. Rool's Keep is a location in the Donkey Kong series. K. Rool's Keep is located on Crocodile Isle. It is also said to be K. Rool's home. As the area is high up, it is technically frozen.
- K. Rool's Keep is a precariously perched, creepy castle that was the sinister King K. Rool's domain situated at the apex of the Crocodile Isle and one of the many locations in the Donkey Kong universe. Since the castle itself is so high up, the area around the keep is completely frozen and constantly battered by high winds. The castle itself is filled with traps to impede the progress of the young duo Diddy Kong and Dixie Kong. Some of these traps include, but are not limited to, a moving floor, a tower filled with acid that slowly rises, and a bottomless pit located in a dungeon filled with chains. Despite all these traps and the Kremling Krew forces guarding the castle, the Kongs managed to make their way to the top of the keep. At the top, the 2 Kongs fought and defeated the mighty Kerozene (in the Game Boy Advance version only), and chased the devious Kaptain K. Rool to his aerial gunship, the Flying Krock. At the end of Donkey Kong Country 2, K. Rool's Keep sinks to the bottom of the ocean, along with the whole Crocodile Isle. K. Rool's Keep made an appearance in Donkey Kong Land 2.
- K. Rool's Keep is the sixth world of Donkey Kong Country 2: Diddy's Kong Quest and the fifth world found in Donkey Kong Land 2. As the name suggests, it is K. Rool's castle is at the very top of Crocodile Isle. It has difficult stages, such as Castle Crush. There are two ice-themed stages, oddly, meaning that there could be an icy core inside the castle, and a mine stage. The rest of the stages are castle themed. In Donkey Kong Land 2, K. Rool's Keep was raised out of the water along with the rest of Crocodile Isle and sunk underwater once more at the end. It also features a new stage, Dungeon Danger which replaced Castle Crush, due to system limitations. In the Game Boy Advance remake, this world had Windy Well become the fourth stage instead of the second, Clapper's Cavern become the third instead of the fourth, and Castle Crush become the second instead of the third. It also had Kerozene as the new boss of this area, replacing the cutscene of Donkey Kong being taken up to The Flying Krock.
- K. Rool's Keep was protected castle located and built atop of Crocodile Isle serving the sixth world in Donkey Kong Country 2: Diddy's Kong Quest and fifth world in Donkey Kong Land 2.
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