Hi Leute!!!
Hätte da mal ne Frage bezüglich zum Quetschschloss: Nach dem Savepoint, wenn man die Stelle, wo man den Geiern ausweichen muss durch ist, gibts doch diese Stelle, wo auf beiden Seiten die Krokos sind und ihre Sicheln werfen und danach der Tunnel voller Stachelschweine. Wie zur Hölle soll ich da bitte durchkommen??? Hab ja schon ziemliche Schwierigkeiten den Krokos auszuweichen, aber der Tunnel is ja mal wohl der endgültige Finisher, außer Rambi könnte ich mir keinen vorstellen, der da durchkäme...
Donkey Kong Country 2 - Quetschschloss
- Kaito Kid
- Beiträge: 182
- Registriert: Sa Mai 12, 2007 12:41
- Wohnort: Duisburg, NRW, Deutschland, Europa, Erde
- Kontaktdaten:
Donkey Kong Country 2 - Quetschschloss
Von mir kannst du noch was lernen, du Schnüffler, denn im Gegensatz zu euch Kriminalisten sind Diebe Künstler; sie entwickeln Phantasie, um an das zu kommen, was sie wollen.
[ externes Bild ]
[ externes Bild ]
- Kaito Kid
- Beiträge: 182
- Registriert: Sa Mai 12, 2007 12:41
- Wohnort: Duisburg, NRW, Deutschland, Europa, Erde
- Kontaktdaten:
Echt??? Coole Sache...
Aber was mach ich wegen der Krokos??? Irgendwie kann ich nich so richtig abschätzen wann die werfen und wie ich ausweichen muss...
Aber was mach ich wegen der Krokos??? Irgendwie kann ich nich so richtig abschätzen wann die werfen und wie ich ausweichen muss...
Von mir kannst du noch was lernen, du Schnüffler, denn im Gegensatz zu euch Kriminalisten sind Diebe Künstler; sie entwickeln Phantasie, um an das zu kommen, was sie wollen.
[ externes Bild ]
[ externes Bild ]
- Kaito Kid
- Beiträge: 182
- Registriert: Sa Mai 12, 2007 12:41
- Wohnort: Duisburg, NRW, Deutschland, Europa, Erde
- Kontaktdaten:
Hi Leute!!!
Hätte vielleicht jemand nen Guide zu K. Rool??? Bin mittlerweile beim 30sten Versuch, krieg den aber einfach nich platt...
Hätte vielleicht jemand nen Guide zu K. Rool??? Bin mittlerweile beim 30sten Versuch, krieg den aber einfach nich platt...
Von mir kannst du noch was lernen, du Schnüffler, denn im Gegensatz zu euch Kriminalisten sind Diebe Künstler; sie entwickeln Phantasie, um an das zu kommen, was sie wollen.
[ externes Bild ]
[ externes Bild ]
- Nick
- Beiträge: 2906
- Registriert: Sa Dez 23, 2006 16:45
- Nintendo Network ID: NickPete
- 3DS Freundescode: 1676-3824-9433
- Wohnort: Schweiz
Hand-Auge Koordination verbessern, oder ein einfacheres Spiel suchen...
Da gibts nicht viel zu sagen... also nach dem 30sten mal sollte man den auswendig können...
Aber wenns dir weiterhilft...:
Da gibts nicht viel zu sagen... also nach dem 30sten mal sollte man den auswendig können...
Aber wenns dir weiterhilft...:
SPOILERSPOILER_SHOW
~~~~~~~~~~~~~~~~~~
~~ K. Rool Duel ~~
~~~~~~~~~~~~~~~~~~
Number Of Hits: 9
Attacks : shoots at you, sucks you into him, clubs you, stationary
spike kannonballs, hit you, bouncing spike kannonballs,
barrels, blue clouds (freezes you), purple clouds (reverses
LEFT and RIGHT), and red clouds (slows your movements).
Difficulty : 9/10
You enter the room to see Donkey Kong hanging from the ceiling, and Kaptain
K. Rool proceeds to brutalize him with gun butts and kannonballs! Donkey
Kong will be pulled out of play, and so begins the duel!
=========
ROUND ONE
=========
K. Rool shoots out a Kannonball right away, so grab it off the ground, jump
him when he charges you, and when he begins to suck in with his musket,
throw the Kannonball into the gun to cause it to backfire.
=========
ROUND TWO
=========
Jump the Kannonball as it shoots back towards you, avoid the spiked
kannonball lobbed at you (it stops in the middle of the floor), and then
jump the two charges K. Rool throws at you. The spikes will disappear, so
grab the Kannonball to throw at the "good" Kaptain's musket to cause some
hurt to the big Kremling.
===========
ROUND THREE
===========
Jump the Kannonball as it shoots back toward you, avoid the two spiked
kannonballs as they come at you to rest with some room to step between them.
Now you must jump over the charging K. Rool three times as you avoid the
spiked balls at the same time, and then grab whichever one loses it spikes
(this is random). Throw the Kannonball into K. Rool's gun to cause the
backfire damage we know and love. Then jump the Kannonball as it shoots
back toward you.
VICTORY!
HE FALLS! Donkey Kong is lowered from the roof! You have done i... OH NO!
He got up, so back to more fighting fun!
==========
ROUND FOUR
==========
Bust the DK Barrel that appears to the left of Donkey Kong if you need your
other Kong, and then go to the opposite side of the chamber from him to
prepare for spiked kannonball dodging! The following is the order of moves
you should use as you avoid the barrage (keep in mind the shots increase in
frequency and speed as you go along): jump, jump, duck, jump, jump, jump,
duck, jump, duck, and then break the Barrel to get the Kannonball contained
within it. Throw it at K. Rool when he sucks in with his trusty musket to
backfire it once again.
==========
ROUND FIVE
==========
Jump the Kannonball as it shoots back toward you, jump his charge as you
move to the opposite side of the chamber from him, and then prepare to jump
the bouncing spiked balls! The following is the order of moves you should
use as you avoid the barrage (keep in mind the shots increase in frequency
and speed as you go along): jump, jump or walk under, jump, jump or walk
under, walk under, jump or walk under, walk under, jump or walk under, walk
under, and then break the Barrel to get the Kannonball contained within.
Throw it at K. Rool when he sucks in with his musket to cause that damaging
backfire.
=========
ROUND SIX
=========
Jump the Kannonball as it shoots back toward you, jump his charge as you
move to the opposite side of the chamber from him, and then prepare for
whirling spiked kannonball barrage! Jump the three single spiked ball
moving in swirling motions (increasing orbit with each one), and then jump
the three sets of two spiked balls moving in swirling motions (increasing
orbit with each one). Jump on the Barrel to release the weapon of choice
here (the Kannonball), and stick it to K. Rool when he starts his Hoover act
with his musket. Then be sure to jump the Kannonball as it rockets back at
you.
VICTORY!!
HE FALLS AGAIN! Donkey Kong is lowered from the roof again! You have done
i... OH NO! He got up, so back to even more fighting fun!
===========
ROUND SEVEN
===========
Break the DK Barrel if you need your partner Kong back, jump the blue clouds
coming for you (if they hit you, rapidly press your buttons to break free of
the freeze). Jump the slow charge of K. Rool, jump his semi-invisible charge,
jump his invisible charge, and then grab the Kannonball. Throw it at the
Kaptain when he starts to suck (no, I mean his gun) to cause painful
backfiring!
===========
ROUND EIGHT
===========
Jump the Kannonball as it shoots back toward you, jump his charge as you
head to the opposite side of the chamber where you have to jump three red
clouds (or risk extreme slowdown of your character movements), and then jump
three spiked balls. Grab the Kannonball to launch into K. Rool's musket to
cause yet another vicious backfire.
==========
ROUND NINE
==========
Jump the Kannonball as it shoots back toward you, jump his charge, avoid the
three purple clouds (or have reversed controls of LEFT and RIGHT), and then
fight off the sucking of the musket. Now you have to keep away from K. Rool
as he randomly appears near you in an attempt to suck your Kong into his
reach! After the third attack like this, a Kannonball appears in the middle
of the room, so go grab it, and throw it into K. Rool's musket once more to
get the usual backfire. Then be sure to jump the Kannonball as it launches
back at you.
VICTORY!!!
~~ K. Rool Duel ~~
~~~~~~~~~~~~~~~~~~
Number Of Hits: 9
Attacks : shoots at you, sucks you into him, clubs you, stationary
spike kannonballs, hit you, bouncing spike kannonballs,
barrels, blue clouds (freezes you), purple clouds (reverses
LEFT and RIGHT), and red clouds (slows your movements).
Difficulty : 9/10
You enter the room to see Donkey Kong hanging from the ceiling, and Kaptain
K. Rool proceeds to brutalize him with gun butts and kannonballs! Donkey
Kong will be pulled out of play, and so begins the duel!
=========
ROUND ONE
=========
K. Rool shoots out a Kannonball right away, so grab it off the ground, jump
him when he charges you, and when he begins to suck in with his musket,
throw the Kannonball into the gun to cause it to backfire.
=========
ROUND TWO
=========
Jump the Kannonball as it shoots back towards you, avoid the spiked
kannonball lobbed at you (it stops in the middle of the floor), and then
jump the two charges K. Rool throws at you. The spikes will disappear, so
grab the Kannonball to throw at the "good" Kaptain's musket to cause some
hurt to the big Kremling.
===========
ROUND THREE
===========
Jump the Kannonball as it shoots back toward you, avoid the two spiked
kannonballs as they come at you to rest with some room to step between them.
Now you must jump over the charging K. Rool three times as you avoid the
spiked balls at the same time, and then grab whichever one loses it spikes
(this is random). Throw the Kannonball into K. Rool's gun to cause the
backfire damage we know and love. Then jump the Kannonball as it shoots
back toward you.
VICTORY!
HE FALLS! Donkey Kong is lowered from the roof! You have done i... OH NO!
He got up, so back to more fighting fun!
==========
ROUND FOUR
==========
Bust the DK Barrel that appears to the left of Donkey Kong if you need your
other Kong, and then go to the opposite side of the chamber from him to
prepare for spiked kannonball dodging! The following is the order of moves
you should use as you avoid the barrage (keep in mind the shots increase in
frequency and speed as you go along): jump, jump, duck, jump, jump, jump,
duck, jump, duck, and then break the Barrel to get the Kannonball contained
within it. Throw it at K. Rool when he sucks in with his trusty musket to
backfire it once again.
==========
ROUND FIVE
==========
Jump the Kannonball as it shoots back toward you, jump his charge as you
move to the opposite side of the chamber from him, and then prepare to jump
the bouncing spiked balls! The following is the order of moves you should
use as you avoid the barrage (keep in mind the shots increase in frequency
and speed as you go along): jump, jump or walk under, jump, jump or walk
under, walk under, jump or walk under, walk under, jump or walk under, walk
under, and then break the Barrel to get the Kannonball contained within.
Throw it at K. Rool when he sucks in with his musket to cause that damaging
backfire.
=========
ROUND SIX
=========
Jump the Kannonball as it shoots back toward you, jump his charge as you
move to the opposite side of the chamber from him, and then prepare for
whirling spiked kannonball barrage! Jump the three single spiked ball
moving in swirling motions (increasing orbit with each one), and then jump
the three sets of two spiked balls moving in swirling motions (increasing
orbit with each one). Jump on the Barrel to release the weapon of choice
here (the Kannonball), and stick it to K. Rool when he starts his Hoover act
with his musket. Then be sure to jump the Kannonball as it rockets back at
you.
VICTORY!!
HE FALLS AGAIN! Donkey Kong is lowered from the roof again! You have done
i... OH NO! He got up, so back to even more fighting fun!
===========
ROUND SEVEN
===========
Break the DK Barrel if you need your partner Kong back, jump the blue clouds
coming for you (if they hit you, rapidly press your buttons to break free of
the freeze). Jump the slow charge of K. Rool, jump his semi-invisible charge,
jump his invisible charge, and then grab the Kannonball. Throw it at the
Kaptain when he starts to suck (no, I mean his gun) to cause painful
backfiring!
===========
ROUND EIGHT
===========
Jump the Kannonball as it shoots back toward you, jump his charge as you
head to the opposite side of the chamber where you have to jump three red
clouds (or risk extreme slowdown of your character movements), and then jump
three spiked balls. Grab the Kannonball to launch into K. Rool's musket to
cause yet another vicious backfire.
==========
ROUND NINE
==========
Jump the Kannonball as it shoots back toward you, jump his charge, avoid the
three purple clouds (or have reversed controls of LEFT and RIGHT), and then
fight off the sucking of the musket. Now you have to keep away from K. Rool
as he randomly appears near you in an attempt to suck your Kong into his
reach! After the third attack like this, a Kannonball appears in the middle
of the room, so go grab it, and throw it into K. Rool's musket once more to
get the usual backfire. Then be sure to jump the Kannonball as it launches
back at you.
VICTORY!!!
- Kaito Kid
- Beiträge: 182
- Registriert: Sa Mai 12, 2007 12:41
- Wohnort: Duisburg, NRW, Deutschland, Europa, Erde
- Kontaktdaten:
Hi Leuts, erstmal danke für all die Hilfe, habs endlich geschafft, nur noch eine Frage: Ist Dixie Kong vielleicht ne Transe??? Hab grade DKC 3 angefangen und als ich mit Dixie aus dem Zelt von diesem Gameshow-Affen (kp wie der heißt) herauskam, meinte der:
Zeig diesen Kremlings was für ein Kerl du bist
Von mir kannst du noch was lernen, du Schnüffler, denn im Gegensatz zu euch Kriminalisten sind Diebe Künstler; sie entwickeln Phantasie, um an das zu kommen, was sie wollen.
[ externes Bild ]
[ externes Bild ]
- wynk
- 8Bit Oppa
- Beiträge: 22633
- Registriert: Do Jan 29, 2004 00:17
- 3DS Freundescode: 4596-9447-2315
- Wohnort: not yet rated
- Kontaktdaten:
Lustigerweise ist dieser Kampf noch vergleichsweise einfach. DennKaito Kid hat geschrieben:Hi Leute!!!
Hätte vielleicht jemand nen Guide zu K. Rool??? Bin mittlerweile beim 30sten Versuch, krieg den aber einfach nich platt...
wenn du alle DK Muenzen gesammelt hast und in der Lost World alle
Level geschafft hast, kommst du erst zum RICHTIGEN Endkampf, und
da ist K.Rool um einiges haerter