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ROUND SEVEN
Donkey Kong Country 2: Diddy's Kong Quest

ROUND SEVEN

Complete Round Seven in Donkey Kong Country 2: Diddy's Kong Quest by jumping K. Rool's charges and throwing a Kannonball at Kaptain.

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Complete Round Seven in Donkey Kong Country 2: Diddy's Kong Quest by jumping K. Rool's charges and throwing a Kannonball at Kaptain.

Walkthrough
  1. 1
    Break the DK Barrel if you need your partner Kong back.
  2. 2
    Jump over K. Rool's slow charge as you run to the opposite side.
  3. 3
    Jump over the blue clouds that are coming for you. If they hit you, rapidly press your buttons to break free of the freeze.
  4. 4
    Jump over K. Rool's semi-invisible charge.
  5. 5
    Jump over K. Rool's invisible charge.
  6. 6
    Grab the Kannonball.
  7. 7
    Throw the Kannonball at the Kaptain when he starts to suck (his gun) to cause painful backfiring.
Tips
  • If the blue clouds hit you, rapidly press your buttons to break free of the freeze.
  • Throw the Kannonball at the Kaptain when he starts to suck his gun.

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