Complete Part 13 of Donkey Kong Country: Tropical Freeze, including the Big Top Bop boss fight and Swinger Flinger extra level.
- 1Immediately to the right of Checkpoint (an auto-save point you restart from on death) #2, break the cracked stone floor with a ground-pound to reveal a hidden area with a life balloon and a rotating Kong barrel.
- 2Pull on the handle ahead to sprout a beanstalk with a puzzle piece on top. If Diddy cannot reach it, hang on the nearby vine to create an extra platform.
- 3After this section, pull the handle to make a platform whip forward, creating a bridge. Follow it right, then roll-jump off the edge at its highest point to get the N.
- 4Grab the handle on the hanging platform to align the platforms ahead and create a string of bananas. Team roll across the platforms to collect the bananas and a puzzle piece at the end.
- 5Pull the next handle to sprout a tree with banana bunches on each leaf. Collect all bananas before they disappear to reveal a puzzle piece at the very top.
- 6After using the barrel cannon to fire into the background, hang onto the short vine to create platforms to get the G and the slot barrel.
BIG TOP BOP (1-BOSS)
Grab the Kong barrel before entering the arena. Cranky is a good choice, but Dixie is a viable alternative if your team meter is full.
Phase 1: Pompy slides around the half-pipe. Hit him to deal damage. He will then throw green fish; jump on them or dodge them. Use your Kong pow ability if enemies become overwhelming. After clearing enemies, Pompy slides again for another hit. If you delay, he performs an invincible rolling attack. After the roll, he returns to sliding. The second hit prompts him to throw urchins, which only Cranky can defeat directly; others must dodge. After clearing urchins, Pompy slides for a third hit, progressing to Phase 2.
Phase 2: Pompy rolls sideways, requiring you to dodge, then slides forward for another hit opportunity. If you don't hit him, he performs a flying jump to squash you. After the fourth hit, tucks jump from the background water. Dodge or defeat them for items, then Pompy follows and is stunned for an easy hit. He will then perform the sideways roll and slide again for another hit. Six hits progress to Phase 3. Otherwise, more tucks appear, and the loop continues.
Phase 3: Tucks slide through the arena, followed by Pompy. Defeat the tucks to avoid clutter. More fish are thrown, along with gordos (requiring three hits each). Pompy then performs a body slam, offering a damage opportunity, but he continuously jumps, making hits difficult. A big body slam stuns him for an attack. He then calls more tucks for a slide attack. This pattern repeats until nine total hits are dealt, culminating in a non-impactful punching minigame.
SWINGER FLINGER (1-K)
- 1At the end of the first vine-swinging section, on the second rolling platform, jump over spikes to get a puzzle piece.
- 2After a set of platforms that burn up, duck under spikes on the next platform. Pull the handle to get a puzzle piece.
- 3Before climbing to the next section, bounce off a hootz with good timing to get a puzzle piece, then return to the vine.
- Grab the Kong barrel at the beginning; Dixie is a good choice.
- Maintain a good pace during vine-swinging to avoid fireballs from hot hootz below, while also avoiding purple spikes.
- In the section with spikes protruding from walls, use spots with banana bunches as safe zones and move quickly when spikes retract.
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