Let's Play Donkey Kong Country 2 - Part 16: The Kremling Climb
Now we're REALLY in the castle! This castle is getting more castle-like every minute! Yeah...the last two stages, Chain Link Chamber and Toxic Tower, do follow the castle theme, and they are both vertically-oriented and fairly challenging. 6-5, Chain Link Chamber, is packed to the brim with chains, as the name would suggest. You can climb on them just like you would ropes. Just watch out for the swarming Zingers, swooping Mini-Neckys, falling cannonballs, charging Klobbers (including one rather nasty new type), etc....oh, and did we mention the walk-through walls? Yeah...this stage is one of the worst offenders of walls that look solid but aren't, but at least the game usually gives you some clues about them, however subtle. Then there's 6-6, Toxic tower...oh boy. This stage seems to be rather infamous for its difficulty. I actually don't find it *that* hard, although the first section can be a bit tricky because it's fairly easy to miss a supercharge with Rattly. The level is in the castle tower and has a pool of toxic waste below that damages you if touched and rises at various points, similar to the water in Slime Climb. You also, once again, transform into various animal buddies for the occasion. Rattly's section is the first one, and it seems to be the hardest, because you have to use supercharges to get up to many platforms, and usually, if you miss one, you won't have time to try again. After the halfway point, you play as Squawks and then Squitter (Squitter's section is very short). I still say, though, that anyone who thinks this is the hardest stage in the game has clearly never been through the Lost World....
Finally, we have the boss. Stronghold Showdown is the boss stage of K. Rool's Keep, and the boss is...not. Spoilers! Yeah, all that happens here is a scene where the tied-up Donkey Kong drops down from the ceiling, you get a Kremkoin, and Kaptain K. Rool escapes to his aircraft The Flying Krock. There is no actual boss for World 6, although there is some dramatic music for K. Rool's escape scene and the subsequent transition to the overworld map. Six worlds down and two to go, counting the bonus world...let's take out K. Rool in his inner sanctum and free Donkey Kong! In the next round, anyway....
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