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ROUND TWO (2)
Donkey Kong Country 2: Diddy's Kong Quest

ROUND TWO (2)

Learn how to beat ROUND TWO (2) in Donkey Kong Country 2: Diddy's Kong Quest by dodging K. Rool's attacks and using the Kannonball.

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Learn how to beat ROUND TWO (2) in Donkey Kong Country 2: Diddy's Kong Quest by dodging K. Rool's attacks and using the Kannonball.

Walkthrough
  1. 1
    Jump the Kannonball as it shoots back towards you.
  2. 2
    Avoid the spiked Kannonball that is lobbed at you; it stops in the middle of the floor.
  3. 3
    Jump the two charges K. Rool throws at you.
  4. 4
    Once the spikes disappear, grab the Kannonball.
  5. 5
    Throw the Kannonball at the "good" Kaptain's musket to cause some hurt to the big Kremling.
Tips
  • Pay attention to the Kannonball's trajectory as it shoots back at you.
  • The spiked Kannonball is a stationary hazard once it lands.
  • The two charges from K. Rool are telegraphed attacks you can jump over.
  • The Kannonball is your only weapon against K. Rool's musket in this phase.

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