Minor enemies in Donkey Kong Country 2

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Donkey Kong Country 2: Diddy's Kong Quest contained many enemy drones. Most of these were pirate-themed. This page covers all of the minor enemies in the game.

Contents

Lazy Landlubbers

Neek

The first enemy of the game is vulnerable to all of Diddy and Dixie's attacks.

Click-Clack

Jumping on this beetle doesn't assure victory as one jump just merely flips it onto its back, which means it needs another jump to finish. However, Diddy and Dixie can cartwheel/hairspin it for a one-hit-KO.

Spiny

Jumping on this hedgehog foe isn't such a smart decision as its back is lined with spines designed to hurt players trying to jump on it. A simple cartwheel/hairspin from Diddy or Dixie will do the trick, though.

Cat O' 9 Tails

This dizzy cat can either help or hurt you. When it spins, running into its sides will have nasty consequences but jumping into it from above will give our heroes a nice trip to the air. Helpful when near a Bonus Barrel but are only in control of one Kong. When its spinning ends and it's dizzy and vulnerable, any attack can finish it.

Flitter

This floating enemy can be jumped on from above or team-attacked from below.

Mini-Necky

These swooping birds are quick to attack Diddy and Dixie but a mere jump can end their plans.

Zinger

This classic enemy returns to cause pain for our heroes. There are yellow and red vesions. The yellow is indestructable to the Kong's basic attacks but a barrel or Animal Buddy attack can defeat this pest. The red version, however, can not be defeated.

Screech

This black parrot serves as a rival to Squawks in his very own level, Screech's Sprint. The player must race Screech through the level in order to win.

Submerged Seadogs

Flotsam

This standard underwater foe has simple horizontal movements and an easy target for Enguarde.

Shuri

This savage starfish is eager to go straight for the Kongs as soon as they detect them. At other times, they have a set pattern. Simply moving out of the way is enough.

Puftup

This fish may seem pathetic at first but it will quickly puff up, taking up more space and then eventually bursting shooting out spikes in many directions.

Lockjaw

This piranha has Diddy and Dixie on the menu and will stop at nothing to take a bite.

Snapjaw

This is a much more dangerous version of Lockjaw. It is only found in the levels Slime Climb and Clapper's Cavern. Anyone who goes into its waters without the help of an invinceable barrel won't be getting out unharmed.

Kremling Kuthroats

Klomp

This is a standard, slow-moving Kremling. Any attack will suffice.

Klinger

This Kremling is found where there are ropes and will climb up and then slide down.

Kaboing

This is similar to Klomp except both of its legs are pegged, allowing it to jump about. there are different types that can jump to different heights.

Klampon

Anyone foolish enough to cartwheel/hairspin straight into Klampon's mouth will be met with a swift finish. Jumping on its back is how to be rid of it.

Klobber

This Kremling stays in barrels and will relentlessly knock around Diddy and Dixie. Green types only knock you around. Yellow types will steal bananas. Red types live in explosive barrels so will explode on contact. Black types will steal lives.

Krook

This Kremling has hooks for hands and will use them as boomerangs to attack the player.

Kutlass

This Kremling wields massive swords and will try to attack the Kongs with them. When the swords are stuck in the ground, he is vulnerable to be jumped on.

Kloak

This ghastly enemy will stay in the air and throw all sorts of things down upon our heroes.

Kannon

This large Kremling will shoot large cannon balls from his gun but is vulnerable between his shots.

Kruncha

This large Kremling should not be attacked by any simple moves. This will cause him to become red which makes him faster and stronger. He can be killed by a team-up attack.

Klank

This enemy dwells within the roller coaster stages of Krazy Kremland. They throw barrels behind them in Target Terror and are rivals in Rickety Race they can be jumped on top of and defeated... if you're fast enough.

Kackle

This ghost calls the level, Haunted Hall, his home. When the timer reaches zero, he will attack. He can not be killed.

Klubba

Full article: Klubba
This Kremling guards the Lost World. He will grant access to each part for 15 Kremkoins.

Barnacled Bosses

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