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Part 40
Donkey Kong Country

Part 40

Master Donkey Kong Country Part 40 with strategies for Sunset Shore, Canopy Cannons, Crazy Cart, and Mugly's Mound time attacks.

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Master Donkey Kong Country Part 40 with strategies for Sunset Shore, Canopy Cannons, Crazy Cart, and Mugly's Mound time attacks.

Walkthrough
  1. 1
    Ignore the initial DK barrel. Use the bottom path to go under the first two Frogoons.
  2. 2
    Roll-jump over the large spike pit ahead. Damage taken is acceptable.
  3. 3
    After the checkpoint (an auto-save point you restart from on death), jump off the leaning platform to the right to grab a DK barrel.
  4. 4
    With Diddy, perform assisted roll-jumps under the upcoming platforms.
  5. 5
    Jump through the two Frogoons that guarded the 'N' in normal mode. Losing Diddy is acceptable as rolling is minimal in the last section.
  6. 6
    Jump up the platforms after the giant tiki; the exit barrel is at the top.

Sunset Shore (1-4)

Grab the DK barrel at the start and begin rolling. The second half requires more jumping; stay ahead of your jumps to maintain momentum. Time your jump for the one-way platform followed by a raised jump by jumping when you see the first ring of bananas in the second half. This will bounce you off a Frogoon over the second jump. Ground-pound the stack of three blocks to open the path to the exit barrel. Transition from ground-pounding to rolling quickly. Losing Diddy makes gold unobtainable.

Canopy Cannons (1-5)

Learn which blast barrels move, turn, or have traps. In the first section, after the auto-blast barrel, fire slightly early from the moving upward blast barrel to land in the next one. Immediately fire to avoid a spike trap and again over the spiky block to save time. Grab the DK barrel on the next platform. Skip the first two blast barrels with an assisted roll-jump and quickly roll right to the checkpoint. After the bouncy flowers, wait in the barrel, then continuously fire from the next six. If you remember the puzzle piece location, follow that path. Otherwise, fire immediately after the second barrel that fires down and right. On the barrel that fires upward, wait a fraction of a second for the next barrel to align before firing. Time the last two barrels in the screaming pillar section as they spin. After the last bouncy flowers, wait for the blast barrel to exit the idol's mouth before firing.

Crazy Cart (1-6)

Grab the DK barrel at the start and roll right. Ground-pound the DK platform to enter the mines. Ground-pound the platform inside. Fall to the right to save time and roll instead of slide on the ramp if the slope is small enough. If you enter the mine cart section with 18.5 seconds or fewer, you are likely to get gold. Hit the exit barrel after regaining control of the Kongs.

Mugly's Mound (1-B)

Stop for the DK barrel if needed. (Cutscenes) do not affect your time. Mugly follows a consistent pattern. When yellow: charge (hit once), charge (hit once), jump (hit once). When orange or red: charge (hit once), jump (hit twice). Gold is achievable by anticipating these moves. Hit the tiki after the fight to stop the clock. For a shiny medal, hit Mugly twice per charge by standing close, jumping as he passes, following him, and hitting him again before he turns. A trick for shiny: after one charge attack, take damage, go to the left corner, and jump on his back as he charges.

Tips
  • In Sunset Shore, if you lose Diddy, you will likely not achieve gold.
  • In Canopy Cannons, a shortcut exists in the first section by firing early from a moving blast barrel.
  • In Crazy Cart, hitting the exit barrel after regaining control is crucial.
  • In Mugly's Mound, remember to hit the tiki after the fight to stop the clock.
  • For shiny medals in Mugly's Mound, a specific strategy involving taking damage and precise timing is required.

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