Let's Play Donkey Kong Country 3 - Part 12: Cliff Notes

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Continuing through Razor Ridge, we find the other three stages to be much the same as the first three, with variations.

6-4 is Pot Hole Panic, another underground one. It's another one I happen to like, too, mainly because it's the only one to have FOUR animal buddies (Squawks, Enguarde, Ellie, and Squitter, in that order). It also has Kuchuka, a rather tricky bomb-throwing enemy that appears only in this stage. This cave, unlike the previous one, is partially flooded (during the Enguarde part in particular), which I think is kind of neat.

6-5 is Ropey Rumpus, and it lives up to its name. It's another mountain one, and while there are no Klasps this time, there are lots and lots of ropes. Buzz (the buzzsaw bee) is the only enemy in this stage, but he causes enough trouble on his own, particularly if you don't have Dixie handy. (I should point out at this point that I really wish they'd come up with a better new character than Kiddy...)

Finally, there's the boss of Razor Ridge, and he can actually be quite annoying if you haven't had a decent amount of practice with him. It's another "morphed" battle; this time, you transform into Enguarde. Barbos himself is a giant spiky clam, and his soft middle is his weak point, of course. This boss battle, interestingly, comes in three stages:
1) Barbos has a spiky clam on either side of him that is normal-sized, but purple and permanently closed. He emits normal green clams, and you must knock them into the purple clams to get them out of the way. After both are gone, Barbos opens and closes his shells, and when they are open, you must poke him right in the tender part. After you do so, he moves down to another part of the boss arena for the second stage.
2) Barbos respawns the two purple clams, but this time, he shoots pointy purple shellfish at you that track your position, always aiming for where you are. When they begin flashing yellow, they are moving into position, and once they turn completely yellow, they will zoom forward in whatever direction they were pointing when they turned yellow. Use this to your advantage to make them hit the purple clams and once again allow you to stick Barbos where it hurts.
3) After Barbos moves to the third and final section of the boss arena, he starts moving his bottom shell up and down. He no longer has the purple clams, but don't go up there and stab him just yet...he emits several spikes out of the bottom of his shell as he moves it up and down. After a while, he will stop shooting spikes and just move his bottom half up and down. This is your cue to get in there and poke him. He repeats this sequence three times; if you survive through all three and hit him each time (and he fires more rounds of spikes each time), you have beaten him.

Six worlds down, two to go...and only five more stages to fight through before we face off with the man behind the man, the leader of the Kremlings!




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