------------------------------------------------------------------------------ | | | Donkey Kong Game Boy Version | | | | Complete Walkthrough | | | ------------------------------------------------------------------------------ Version: 1.00 Most Recent Update: March 2021 Written and Edited by: GuideWriter1984 E-Mail: guidewriter1984@hotmail.com This guide – and all my others - are copyright (c)GuideWriter19894. All rights reserved [Version History] Version 1.00: March 2021 – First release. [Contents} In order to save you having to scroll through the whole guide each time you want to find something, I’ve included a search code for each section – just press CTRL-F to bring up the search function, then type the code in and press enter to jump to that section. 1. Intro (INTR) 2. Summary (SUMM) 3. Story (STRY) 4. Characters (CHRC) 5. Controls (CNTR) 6. Moves (MOVS) 7. Breakdown (BRKD) 8.1. Walkthrough Intro (WLKI) 8.2. Stage 0: DK Arcade (DKAC) 8.3. Stage 1: Big City (BGCY) 8.4. Stage 2: Forest (FRST) 8.5. Stage 3: Ship (SHIP) 8.6. Stage 4: Jungle (JNGL) 8.7. Stage 5: Desert (DSRT) 8.8. Stage 6: Airplane (ARPL) 8.9. Stage 7: Iceberg (ICBG) 8.10. Stage 8: Rocky Valley (RCVY) 8.11. Stage 9: Tower (TOWR) 9. Thanks (THKS) 10. Outro (OUTR) [1. Intro (INTR)] Welcome to my guide for Donkey Kong on the Game Boy, or Donkey Kong ’94 as it’s sometimes known (it was released in 1994, geddit?) I’ll take you through the game, show you how to solve the tricky puzzles, fight DK, and rescue Pauline from the giant apes clutches. It’s a long journey, so let’s not waste anymore time! [2. Summary (SUMM)] Is there anyone who doesn’t know Donkey Kong? Well, if you are one of the few, Donkey Kong first appeared back in the arcades in 1981, and saw the debuts of not only the eponymous ape, but Mario too – so yeah, important! The game was the first Nintendo smash hit, and was ported to numerous consoles under the sun, including the NES (missing the Cement Factory level, unfortunately), along with many others. Two sequels followed, Donkey Kong Jr in 1982 – still the only game where Mario is a villain – and Donkey Kong 3 in 1983, which changed the gameplay to shooter, and starred Stanley the Bugman – who promptly disappeared afterwards. Donkey Kong also vanished for a decade, with only an appearance by Donkey Kong Jr in Super Mario Kart during that time. This changed in 1994, with the release of Donkey Kong Country on the SNES, and a remade and updated version of the original game for the Game Boy – and it’s that game we shall cover in this guide. [3. Story (STRY)] You know this story – gorilla kidnaps girl, man goes to rescue girl, man defeats ape, man reunites with girl – simple, right? Well, not quite as simple this time. Yes, the game begins the same as the original Donkey Kong, but after the first four stages, the game takes a turn in a different direction as Donkey Kong kidnaps Pauline again, and a new chase begins over 9 more stages, and a total of 100 levels to get her back. Will Mario and Pauline be reunited? Will Donkey Kong will be stopped? And will the big ape ever change his tie? We’re going to find out... [4. Characters (CHRC)] Mario The man who needs no introduction – if you don’t know who Mario is, then where have you been for the past 40 years? This time, he’s going back to his first triumph as he battles DK once more to save Pauline – and show off his fancy new skill set whilst he’s at it. Donkey Kong The original Nintendo baddie, before he switched sides and Bowser entered the picture, Donkey Kong has returned to continue his feud with Mario – and he’s determined not let the plumber make a monkey out of him again (sorry, couldn’t resist!) Pauline Mario’s original love interest is back – and still having monkey problems. Will Mario save her again? Or is she doomed to be one-monkey woman? Donkey Kong Jr Yes, it’s not just DK who has returned to do battle with Mario – DK Jr is also back on the scene, and he’s going to prove to his dad he’s just as capable of being a pain in the plumbers backside. [5. Controls (CNTR)] D-Pad – Move A – Jump B – Pick up/Throw Start – Pause Select – Display information panel [6. Moves (MOVS)] Jump – A Basic jump – Mario’s signature move. You’ll be using this a lot. Swim – A when in water Mario swims through water – that’s about all for this. It doesn’t come up very much though. Pick up – B Pick up items/enemies – be aware however, some items and enemies can’t be picked up. Throw – B when holding item/enemy Throws whatever Mario is holding – if you hit an enemy with what you throw, they will usually be destroyed (not always however, so be careful). Throw up – D-pad up & B when holding item/enemy Throws whatever Mario is holding straight upwards – you can use this to send items to higher platform. Crouch – D-pad down Causes Mario to crouch – lets you dodge overhead obstacles. Handstand – Crouch & A Mario goes into a handstand – this allows you to deflect obstacles coming down from above – very handy in the DK Obstacle Course stages. Handstand Jump – Handstand & A Mario jumps from a handstand for a higher jump – this lets you reach higher platforms that are normally out of reach (must be done straight after going into a handstand). High Jump – Handstand Jump & A A higher jump than a handstand jump – this can let you get to even higher platforms (must be done immediately after a handstand jump). Backflip Jump – When running, D-pad in opposite direction & A Mario does a backflip – can help with reaching platforms, and dodging over obstacles. Grab Rope – D-pad up when near rope Mario grabs a rope and hangs on – simple, really. Climp up/down rope/ladder – D-pad up/down when or vertical rope/ladder Lets Mario climb ladders or vertical ropes – when on ropes you can grab onto another rope to the left/right at the same time to climb up faster – and when going down, holding onto a single rope will be faster. Spin on rope – D-pad up when on horizontal rope Causes Mario to start spinning on the rope. Spin jump – A when spinning on a rope Sends Mario flying through the air – can be used to reach platforms and other items much higher up that jumping can’t reach. Let go of rope – A when on rope Mario lets go of the rope – that’s it. Switch usage – D-pad left/right & B when next to switch Lets Mario use switches – be aware sometimes switches have uses that you don’t want - so be careful. [7. Breakdown (BRKD)] Although the objective of the game is the same as the original Donkey Kong, the game itself is very different once you get beyond the first four levels – Mario will have to face three distinct types of levels on the road to rescuing Pauline. Puzzle Stages These make up the bulk of the game – there will be a locked door somewhere on the stage, and Mario has to find the key and take it to the door. This is made harder by the enemies and obstacle in the way – success lies in finding a way to traverse the obstacle and avoid or defeat the enemies. Also, on some later levels, the door will be hidden initially – look carefully when the stage is introduced to know where it is. DK Obstacle Stages Every four levels, Mario will catch up to Donkey Kong. The objective in these stages is the same is the original arcade game – get to Pauline whilst avoiding whatever attacks DK has in store. DK Confrontation Stages At the end of each stage, Mario will have a boss fight with DK, who is throwing barrels – or sometimes other items - at Mario, who has to pick them up and throw them back at DK. Three of these will end the fight, and it’s on to the next stage. Be careful though – other enemies and the environment of the level itself will make this harder than it seems. [8.1. Walkthrough Intro (WLKI)] Now it’s time to get into the game itself – one more thing to mention before we start: every four levels – after beating the DK Obstacle or DK Confrontation stage – you’ll see a cinematic that will introduce the next stage, or showcase a new gameplay mechanic that will come into play in the next group of levels, so watch carefully. Also, once you beat a level the remaining time will be recording by the game, and added to the score. At the end of a cinematic, the total time for the last four levels will be converted into extra lives – one for every 100 seconds and another for any remaining time – for example, if the total is 476 seconds, you’ll gain 5 lives, four for the 400 seconds, and one for the remaining 76. Another thing to mention is that for each level following the first four, you’ll find a parasol, hat, and a bag on each of the Puzzle stages – collect them to access a bonus stage following the level. The bonus stages are either a slot machine or a roulette wheel, and will let you gain more lives – not much to say as these are fairly random but they are a good chance to gain more lives, so don’t pass them up. So, with all that out of the way, let’s start the walkthrough! [8.2. Stage 0: DK Arcade (DKAC)] Number of levels: 4 The game starts like the arcade game did – DK carrying Pauline up some scaffolding, and messing everything up. Time to get her back! 0-1 (25m) If you’ve played Donkey Kong before, then you’ll know how to beat this stage – climb up the ladders and make your way along the girders to reach Pauline whilst avoiding the barrels being thrown by DK, and the fireballs coming up from the flaming barrel at the bottom of the screen. You can also use the hammer to destroy the barrels, but beware – it doesn’t last long! A couple of extra points however – in this version, if you go into a handstand as you start and stand underneath where the barrel that DK throws straight down right at the start is supposed to land, you will deflect the barrel, and delay the arrival of the fireballs for a little bit longer. Also, you can throw the hammer upwards by pressing B – this will allow you to carry it to a higher platform – be careful though, and make sure you aren’t next to a barrel when it runs out! 0-2 (50m) The cement factory – AKA, the level that got missed out of the NES version. Again, much the same as before – climb up the ladders, dodge the cement piles on the two conveyor belts, and use the hammer to destroy any flames that are in the way as you climb up to the top – be aware that the ladders leading to the top level expand and retract, so make sure that the ladders are expanded all the way before you climb, and there are no fireballs nearby – they can climb ladders too. 0-3 (75m) One big change has been made from the original – the floor is now covered in spikes! Be careful you don’t fall off the platforms. Other than that, it’s pretty much the same – jump across the lifts to the platform opposite, making sure the fireball is on the lower level when you jump across. From there, jump across the lifts going down, and make your way up the platforms the top level – grab the 1up on the right when you can (again, fireball on the lower level). When you reach the top level, DK will be throwing springs instead of barrels – use the handstand move to deflect them as you make your way across to Pauline. 0-4 (100m) This is it – the last arcade stage! To beat DK, you need to run across the joins connecting the girders in the centre with the left and right edges to remove them, and make them collapse – and DK too. This stage hasn’t changed much – use the hammers to defeat the fireballs if they’re getting in the way, and concentrate on removing the joins. Don’t get too close to DK though – if you do, he’ll pick up Mario, smash him around, and throw him away, costing you a life in the process. Once the girders and DK come crashing down, Mario and Pauine are reunited, and the game is over... ...or is it? No, is the answer, as DK recovers, kidnaps Pauline again, and runs off, forcing Mario to give chase as the main game begins. Cinematic: DK runs into the Big City, slamming a locked door in the process, shutting Mario out – until a key falls down. Mario picks up the key and puts it in the door, opening the path. This is how most of the game is going to go – pick up the key, and carry it to the door. [8.3. Stage 1: Big City (BGCY)] Number of Levels: 8 The chase begins – as DK runs off into the jungle – the urban jungle, that is. The bricks and concrete of the city become the backdrop for the first leg of the chase to rescue Pauline. This first stage is fairly short and sweet – more of an introduction into the basic mechanics of the game rather than anything else – still, that doesn’t stop them throwing up a few challenges... One more thing to mention – if you drop the key for whatever reason, it will stay where it is for a few seconds before returning to its original position. You will know when this is about to happen because the key will flash for a few seconds – be sure to watch for this! 1-1 An easy level to start off with. Grab the dustbin and throw it at the nearby enemy. Then climb the ladders – watch out for the burning oil that goes up and down. Wait until it starts to ascend before trying to pass it. Grab the hammer and use it on the oil and other enemy. Throw the hammer after defeating the enemies, and jump to the next platform. Use a handstand jump to grab the hat. Jump back and climb up the ladder. Jump to the left to collect the parasol. Jump back right, and head right. Jump right to collect the bag. Fall through the hole to land on the key. Grab it to fall to the bottom and take the key to the door. 1-2 You’ll start off riding an enemy. Drop off it, and grab the dustbin. Like the last stage, throw it at the enemy. Climb the pole to the wire. Use a spin jump (not a full one, just spin for a second or two) to grab the hat. Climb the ladders to reach the platform where the oil is ascending/descending. Go under the oil when it starts to ascend, and jump across the platforms to the right, and then head back left to the key. Head across the conveyer belt, grabbing the parasol as you go. Jump left across the platforms, avoiding the creature that tries to push you off. When you reach the far right, throw the key up to the next platform. Climb up, and go under the oil, and jump right across the platforms when the creature is underneath, grab the bag along the way, and put the key in the door. 1-3 Start by grabbing the hammer. Use it to kill the enemy to the left and the fireballs to the right. Throw the hammer, and jump to the right and grab the bag. Jump back left and climb up the pole. Jump to the platform on the right. Jump to the second platform after that. Pick up the enemy and throw him at the dustbin (the bin has an enemy inside, and can’t be picked up). Go back to the pole and climb to the first wire. Spin on the wire to shoot up and grab the parasol and hat, and grab the second wire – QUICKLY drop to the moving platform (the second wire is electrified, and the sparks will kill Mario if they touch him), and travel down to the key. Grab the key and jump back to the moving platform, and jump to the door to end the level. 1-4 Right – time for your first DK Obstacle level. It’s actually fairly easy – run right, and climb up the ladders. Head right, and climb down the ladder there. Jump across the platforms, and climb up the ladder at the end. Head left to the next short ladder, head down that, and left again to the ladder that leads to Pauline. Again, easy stuff – the thing that makes it tricky is that DK will jump up every few seconds and cause debris to fall from the sky. To counteract this, go into a handstand when he jumps – that way, you avoid being stunned when he hits the ground, and you can deflect the debris as it falls. Also, be quick when climbing ladders – if DK hits the ground when you’re on one, Mario drops to the ground, and is stunned for a few seconds, so don’t let that happen! DK runs off again at the end of the level, leading to another cinematic. Cinematic: DK runs across a bridge over a pit of spikes, and then destroys it, leaving Mario with no way across – except for a tile block that allows him to create a bridge across the spikes. This is another important skill – creating bridges and other objects to pass obstacles. 1-5 As the level starts, climb down two ladders. Grab the platform-making tile at the bottom. Position the cursor between the platform you’re on and the one immediately opposite (it doesn’t matter where in that space you put it – the platform extends out in both directions until it hits something). Run across the newly-created platform, grabbing the hat as you go. Move quickly, the platform won’t be around for long! On the other side, climb the two ladders to the top. Watch out for the fireball on the way – there’s no hammer on this level, and fireballs can’t be destroyed by throwing things at them, so be careful! Be sure to grab the bag along the way. At the top, grab the key, and the platform maker. Make the platform between where you are, and the platform opposite, where the door is. Run across, grabbing the parasol, and put the key in the door to finish. 1-6 Start by grabbing the new tile you see here with the ladder in it – this acts like the platform-making tile, but it makes ladders instead (duh!) Place the ladder in the box above you, next to the bag. Climb up the existing ladder to reach the box, and then climb the new one. You’ll grab the bag on the way, but be careful of the fireball wandering around. At the top, grab the 1up, and the ladder tile to the right. Place the new ladder below you, and climb down. Walk right, and grab the platform tile. Place the platform next the one at the top of the screen, where the door is. Next, grab the ladder tile, and make a ladder from the ground to the new platform, next to the hat. Climb up the new ladder, grabbing the hat as you go. At the top, grab the parasol, then pick up the key and put it in the door – done! 1-7 At the start, jump up the rope, and spin on it. Spin jump to collect the hat, and when back on the ground, jump to the platform on the right. Climb the ladder and jump to the next platform. Grab the enemy and collect the parasol. Throw the enemy you’re holding at the one above you to take them both out. Collect the ladder tile, and place the ladder between the parasol platform and the one below, next to the horizontal moving platform. Climb down, and jump to the moving platform. Jump to the key, and pick it up. Grab the platform tile, and place the platform between the vertical moving platform space and the door platform. Jump on one of the vertical moving platforms, and head up. At the top, run across the platform to the door, grabbing the bag as you go. 1-8 Right – it’s the end of the Big City stage, and time for your first DK Confrontation! This is actually really easy – DK will throw barrels at you – dodge them when they are moving, as you will be killed. When one stops, pick it up, jump up the platforms, and throw it at DK. Do this three times to beat the level, and the stage. The only other things to watch out for are the fact that being struck by a moving barrel when you’re already holding one will cause you to drop that barrel. Also, don’t get too close to DK, otherwise he will pick up Mario, knock him around, and then throw him away, costing you a life. Anyway, the stage is now over – onwards to the next one! Cinematic: DK runs away from the Big City, over a bridge to the Forest. After crossing, he flips a switch to remove the bridge – but Mario flips a switch on his side to bring it back, and the chase continues. This is your introduction to switches – you’ll be using them a lot in the game from now on. [8.4. Stage 2: Forest (FRST)] Number of levels: 12 Out of the urban jungle, and into the natural world surroundings of the Forest. These levels will throw up some more challenging puzzles, and an introduction to switch-based puzzles. 2-1 The first Forest level starts with you riding a ladybug – these don’t kill you, but they might push you off platforms if you’re not careful. Let the ladybug carry you around, collecting the parasol on the way. When you reach a platform with the bag on it, jump off the ladybug and onto the platform. Fall off, and go back to the ladder by the door. Climb up, and backflip to the platform above to collect the 1up. Backflip up the platforms on the right to reach the switch. Flip the switch, and run across the platforms to reach the key and the hat. Pick up the key, and run back across the platform to the moving platform. Go down on the platform, and drop down to the ground. Run left to the door. 2-2 Start by going right, and jump to the hat. Go back left, and use the spring to reach the switch – by the way, watch out for the spider walking around – He will kill you if you touch him, and he can’t be killed without a hammer, and there isn’t one on this level. Flip the switch to the right, and climb down the ladder, and head to the moving platform heading up to the key. Pick up the key, and jump down to the platform. Use the moving platforms heading down to reach the ground. Head back underneath the switch platform. Throw the key up, and climb the ladder to the switch. Flip it left to reverse the direction of the platforms, pick the key up again, and head back to the moving platforms. Use the ones going up to reach the bag, and then drop down to collect the parasol. Head down on the moving platforms heading on that direction. Head back to the moving platforms, and go up again to reach the top of the level, and jump up the stairs to the door. 2-3 Once the level starts, go left, and grab the ladder tile. Complete the ladder above, and climb up to reach the box at the top of the screen, dodging the shots from the two plants on the left. Grab the hat, and climb down quickly before the ladder disappears. Jump up the conveyors to the platform with the parasol. Grab the parasol, and jump onto the moving platform. Grab the 1up on the way up. Jump to the switch, and flip it to open the gate at the bottom blocking the way to the door. Jump to the conveyor with the bag. Grab it, and drop down to the floor. Grab the key and head to the door. 2-4 DK Obstacle Stage time again, and a stage oddly reminiscent of Donkey Kong Junior, only without the young ape (he doesn’t appear until later), and with DK in the bad guy role instead of Mario! It’s simple to beat – climb along the vines, and avoid the mechanical chompers that DK sends after you. Like in DK Jr, you can use the apples on along the way to take out the chompers – just go up to the apples, and touch them to send them falling down – just make sure the chompers are beneath the apples when you dislodge them, and be aware you can only use each one of them once! When you reach the top, head right to the ladder to Pauline, being careful of the chompers – you can jump over the them if you need to. Once again, DK grabs Pauline, and the chase continues. Cinematic: DK, in an attempt to scare off Mario by throwing barrels at him – Mario however, just goes into a handstand, and deflects them. Nothing new here, as you’ve probably tried this yourself by now – but it’s still fun. 2-5 Out of the forest for a moment, as you enter a cliff area by the sea – time to test Mario’s swimming skills! Start by diving into the water, and swim to the 1up. Make sure you dodge the fish whilst you do so – you can’t fight whilst in the water. Swim to the parasol, and head to the platform on the right-hand side of the level, where the platform maker is located. Collect it, and make a platform from the key platform from the platform were the key is to the door. Grab the key and collect the bag. Run across the platform, making sure to grab the bag along the way. Put the key in the door to finish. 2-6 Start by running right to the switch. Flip it to the right to activate the platforms and open the door. Go back to the ladder, and use the spring to collect the bag and reach the platform. Jump to the platform on the right, and handstand jump to collect the hat. Jump back to the left, and use the spring to reach the platform above. Go left, and use the spring to reach the higher platform. Head to the right, and use the spring to reach the key platform. Jump on the key to reach the parasol, and pick the key up. Use the spring to reach the door platform. Throw the key down beside the door, and grab the 1up. Pick the key up again, and enter the door. 2-7 Start by climbing the ladder. Use the spring to grab the bag. Climb back down the ladder, and head right to the switch. Use the switch to release the ladybirds, but be careful of the spiders. Use the door that also appears to move the ladybugs to the vertical rock. Go back to the ladder. Climb up, use the spring to reach the area where the ladybugs were previously located – make sure the platform is back. If it isn’t, go back to the switch to make sure it is, whilst keeping the ladybugs on the vertical rock. Head across the bridge and climb the ladder. Handstand jump to reach the hat, and use the ladybugs to reach the top of the vertical rock. Jump to reach the 1up, and then head right to reach the parasol. After grabbing the parasol, head back left, and travel across the conveyor belt, making sure to duck under the spikes. Jump to the platform and climb the ladder. Grab the key, and drop to the conveyor belt, and drop the key. Travel back along the conveyor belt. On the other side, grab the key again, and jump to the door. 2-8 DK Obstacle Stage time again! Start by climbing the ladder to the top. When the squasher to the right is going down, jump on top of it. When it heads up, jump to the top moving platform. Jump to the vines, and head right, dodging the springs thrown by DK. Climb up the vines, and make your way left. Jump to the platform when it’s clear, and run to the ladder. Climb up the ladder, and that’s it! Cinematic: After jumping down a ledge, DK tries to charge Mario – but he fails when Mario backflips out of the way. This reinforces how critical the backflip move is, but nothing really new. 2-9 Birds are flying on this stage – watch out for their droppings (yes, really)! Start by getting on the lift and going up to the bag. Climb the ladder next, and jump across the lifts, dodging birds and the spider walking around. Flip the switch to the right, and climb the ladder to the key. Pick it up, and travel down on the lift to the bottom, grabbing the parasol on the way, and head left to the door. 2-10 We’re still in the Forest stage, but heading out of the woods now, and heading up the cliffs. Go right at the start, and grab the hat. Climb the ladder to the left. At the top, head left across the disappearing blocks to the parasol. Jump back to the right and go down the ladder again, and go right to the next ladder. Climb up this ladder, grab the hammer, and kill the enemy on the platform. Throw the hammer, and climb the ladder. Jump to the left to grab the 1up, and jump back right. Climb up the ladder, jump to the left platform, and grab the bag. Jump back right, and climb up the next ladder. Run to the left ladder, and climb down to grab the key. Throw the key at the enemy, and then throw it up. Climb up the ladder, collect the key, and head for the door. 2-11 Start by dropping off the platform, and grab the parasol. Head right to the ladder maker, and create a ladder in the vertical shaft to the right. Climb the ladder, and grab the bag at the top. Jump to the platforms, and head left to the key platform, and grab the key. Use the platforms and conveyor belts to head down to the bottom, grabbing the hat and the 1up on the way down. If you use the conveyors, you should be dropped by the door. 2-12 End of the Forest stage – and time for another DK Confrontation! This is simple – wait for DK to throw a barrel straight down. Once it hits the ground, pick it up, and use the springs to travel up to DK, and throw the barrel at him. Repeat this process, waiting for barrels to land, picking them up, and then using the springs to reach DK so you can throw the barrels. As before, three of them will be enough to defeat him, and end the stage. Cinematic: DK jumps from the Forest to the Ship – and Mario uses the diagonal wire to jump the gap and continue the chase. This introduces the diagonal wires, which you will be using during the next stage. [8.5. Stage 3: Ship (SHIP)] Number of levels: 8 The chase leaves dry land for a while and heads out onto the high seas as Mario and DK board a ship heading for new lands. The diagonal wires make their first appearance on this stage as Mario finds his sea legs. 3-1 Start the first Ship level by using the vertical rope to reach the parasol. Hit the switch at the top to escape, and use the wood block creatures to cross the spikes, grabbing the bag along the way. On the other side, grab the platform maker and use it to create a platform between the spikes below you on the bottom row, and the platform on the opposite side of them where the wood block creature is, so it will then move across to the spikes. Use the diagonal wire to get back across the spikes you just crossed over, and climb down the ladder. Drop into the water, and swim left to get the 1up, and right for the hat. Jump back to the platform where the wood block creature used to be, but is now walking around on the spikes. Jump to the creature, and use it to get across the spikes to the key. Grab the key, cross back to the other side, and head for the door. 3-2 You’ll meet some new enemies on this level – guys in armor carrying shields. If they see Mario, they’ll push him into a wall! This can be useful however, such as right now. Let the shield guy push you off the side to another platform below you. Jump left to get the hat. Jump back right, and drop to the moving platform when it’s underneath you - watch out for the creature on the left who has a long claw arm. Let the platform carry you to the right, and jump to the platform with the parasol on it. Handstand jump up the next two platforms, and quickly climb the ladder to the door. Quickly drop off the platform and head left. Jump to the higher platform, and head left to the wire. Use the wire to reach the bag. Head right, drop down to the platform on the right where another wire awaits. Use this wire to reach the 1up. Go back to the wire on the far left, and use it to reach the key (don’t use a full strength spin, or you’ll end up back on the top platform again. Grab the key, drop to the right, dodging the crab creatures. Throw the key up to the door platform. Climb the ladder, and put the key in the door. 3-3 This level mixes things up a little by having FOUR(!) doors – this is going to be a feature going forward, so pay attention at the start to see which one you should be aiming for. Jump up to collect the bag, and go to the platform on the left. Duck, and let the shield guy push you through the narrow passage. Collect the hat as you fall. Backflip over the wall, collect the passage, and get on the lift. Grab the block maker, and place the block just above the key. Handstand jump off the block to reach the platform to collect the 1up. Drop back down, go right, and grab the hammer. Use it to destroy the two robot guys walking around. Throw the hammer, and grab the key. Go right, and throw the key up the platforms. The door you want is on the left of the spikes, so throw the key up to the doors there, and go through the left door. 3-4 Halfway through the stage – and time for another DK Obstacle course. Wait until the squasher drops, and jump on top. Ride it upwards, and jump to one of the moving platforms. Ride the platform to the point where it meets the platforms on the other track to the left. Jump to the left platforms, and ride them left to the ladders. Climb up the ladders. At the top, backflip to reach the switch to block the squashers on the conveyor belt below you. Climb down the ladder to reach the belt, and head across it – this is tricky because of DK controlling the direction the belt is taking, just ride it out until the belt is heading in the correct direction - to reach the switch on the other side. Flip the switch to open the gate to DK and Pauline. Head back across the conveyor, climb down the ladder and head back across the moving platforms. When you reach the top of the right track, jump to reach the top, and head left to DK. Cinematic: DK jumps to a higher platform to escape Mario – but Mario handstand jumps to reach him. Nothing really of note. 3-5 Start by backflipping to the platform just above the door. Get on the wire, and move along it until you’re below the hat. Spin on the wire to reach the platform above, grabbing the hat on the way – just be careful of the fireballs walking around the platform. Climb the ladder to the platform above. Backflip to the wire, and move along the wire to the bag, and back to the key platform. Grab the key, and drop to the platform below. Go to the lift, and go down to the platforms below. Get off the lift, grab the parasol, and drop to the door. 3-6 Go right from the start, and grab the platform maker. Place the platform between the platform with the robot guys, and the one opposite with the bag, above the spikes. Go left to grab the hat. Handstand jump to the platform maker, and place the platform above the bottom pit of spikes. Climb the ladder, grab the parasol, drop down to the right, and quickly run across the platform before it disappears. Climb the ladder, and jump to the key platform. Grab the bag to the right, and pick up one of the robot guys. Throw him at the other one, and jump back to the key platform. Grab the key, and jump to the door. 3-7 Climb the ladder at the start, and backflip to the switch. Flip the switch to make platforms appear below you. Wait until the shield guy is on the right platform, and flip the switch again to make it disappear, and drop the shield guy to the bottom platform. Grab the bag, and flip the switch again to make the platforms reappear. Drop down to the platform below you. Climb down the ladders to collect the hat and the parasol (beware of the shield guy walking around on the platform). Head back to the lower platform. Get yourself to the right of the shield guy. Duck, and let him push you through the narrow passage under the spikes. On the other side, jump to the switch. Flip the switch to open the gate next to the key. Grab the ladder maker, and place the ladder to the left of the switch. Climb the two ladders to get to the key. Grab the key, and head for the door. 3-8 End of another stage – time for another DK Confrontation. Despite being stretched over two screens this time, it’s the same as before – wait until the barrel falls to the ground, and then pick it up. Jump up the platforms and throw the barrel at DK whilst avoiding the ones he throws at you. Three of these, and we’re done! Cinematic: DK jumps of the Ship and across several rocks on his way to the Jungle – Mario follows by using the handstand jumps. Nothing you didn’t know already. [8.6. Stage 4: Jungle (JNGL)] Number of Levels: 12 DK returns to his roots in this stage as he continues to evade Mario. Also, another member of the DK family arrives, as DK Jr makes his return to the stage to take more revenge on Mario. 4-1 Go left at the start, and grab the hat. Go back right, and grab the vines. Make your way up to the bag, but beware of the birds and droppings as you go. You can use the coconuts to take care of the birds, but be aware they don’t come back once they’ve dropped. Cross the platform, and make your way across the second group of vines. Use the coconut to take care of the chomper before you do. Grab the key, and jump down the platforms. Grab the trampoline maker, and place the trampoline below the parasol, just above the spikes. Jump to the parasol, and jump to the platform on the right. The door is just ahead. 4-2 Use the vines to make your way along the conveyor belt whilst avoiding spit from the plants. Climb the vine above the plant, and grab the bag. Head along the second conveyor belt using the vines. Grab the hat along the way. Another vine above the plant at the end – use it to reach the top and reach the key. Grab the key, and the parasol. Head to the door whilst avoiding the squasher. 4-3 This level introduces monkeys that hang their tails over the edge of the platforms for you to use like vines – they pop up quite a bit during this stage. Climb up the vine, and grab the hat. Reach to the monkeys tail, and use that to travel to the trampoline. Jump to the trampoline, and use it to reach the bag, and then jump to the vine on the left. Use the coconut to kill one (or both!) of the piranhas on the water below you – so you won’t have to deal with them if you fall. Use the monkey tails to reach the other side of the platform. Grab the vines, and use them to reach the parasol. Drop down to the claw enemy, and throw him in the water. Climb up to the key, grab it, and head down to the door. 4-4 Guess who’s back? Yep – it’s DK Jr! He’s not too annoying here – but he can cause a few problems if you’re not careful. Head right from the start, and jump to the platform. Jump to the other platform, being careful to avoid the trampolines that DK is throwing. Jump to the moving platform, and wait at the top until DK Jr flips the switch to extend the platform. Head along the platform in a handstand to deflect the trampolines until you reach DK and Pauline. Cinematic: DK throws shrinking mushrooms at Mario – they wear off after a few seconds, but they do slow you down. This introduces the shrinking mushrooms, which will be used against you from now on in the game – but they can have advantages too. 4-5 Begin by climbing the vines and grabbing the hat – be careful of the birds (they don’t kill you right away, but they do stun you and cause you to drop to the ground, which is deadly from a great heights). Climb to the top of the level. Grab the 1up, and down the vines again a little, and move across the grab the bag. Jump onto the claw enemies head, and onto the platform above. Use the coconuts to take out the claw enemies. Jump to the key, and take it. Drop down the platforms, and throw the key to the floor. Climb down the vines, and grab the parasol. Drop to the key, pick it up and head to the door. 4-6 Jump across the platforms and the moving platforms to other side, and grab the block maker. Place the block below the hat and above the moving platform. Jump on the block and grab the hat. Jump back to the platform on the left. Wait until the block resets, and grab it again. This time, place the block above the higher platform with the disappearing blocks. Climb up the ladders, grabbing the other block makers, and placing the blocks along the disappearing block platform. Jump across the blocks and to other side of the platform. Jump to the vine and grab the bag. Grab the key and run across the disappearing blocks. Grab the block maker again – yeah, we use it a lot on this level – and place it above the platform. Stand on the block, and throw the key to the platform above. Jump up to the platform. Grab the block maker, and place the block in the single block gap between the two platforms above, making the spider enemy move to the second platform. Use the block maker again to make the spider move to the platform on the right. Throw the key to the platform above. Climb the ladder, and throw the key again to a platform at the top of the level. Use the vines to climb up to the platform. Grab the key and the parasol, and jump across the platforms to the door. 4-7 DK Jr is back – and this time he’s controlling the switch that causes platforms to extend and retract. It’s easily manageable though, with a bit of patience. Start by handstand jump to get the 1up, and climb the ladder to the platform before the enemy charges. Climb the other ladder. When the platforms are extended, jump near the enemy on the left to make them charge. Jump over them as they charge, and climb the ladder on the left. Grab the hat, wait until the platforms are extended again, and grab the hammer. Drop down, kill the enemies, and throw the hammer. Grab the bag. Climb the ladder, and when the platforms are extended, jump near enemy to make him charge. Jump to avoid him, and climb the ladder. Run to the parasol, and again wait until the platforms have been extended. Grab the hammer, and kill the enemy on the left. Throw the hammer, grab the key, and head back to the door when you can. 4-8 Time to run the DK obstacle course again – this time with DK throwing shrinking mushrooms at you, so be careful to avoid these. Head to the vines, and climb up. Jump to the moving platform, and ride to the other side. Climb up the vine, and head across the vines, going down and then up again to get around the wall. Use the coconuts to destroy the chomper, and head to the platform next to Pauline. Cinematic: DK is on higher platform, and Mario comes along with a hammer. He throws the hammer up to the higher platform, and DK and DK Jr run off. Once again, nothing new. 4-9 From the start, head right to the ladder, and climb up. Use the vines and monkey tails to head across to the other side – grab the hat along the way. Climb the ladders, grabbing the parasol as you do so. Flip the switch at the top, and use the monkey tails to cross the gap to the opposite platform. Drop to the switch. Grab the bag, and flip switch to extend the platform. When a monkey walks onto the extended platform, flip the switch to drop the monkey to the platform below. Flip the switch again to open the door to the key. Use the monkey to cross the spikes. Climb down the ladders, and drop to the ground. Climb the ladders to key. Grab the key, and take it to the door. 4-10 A new creature is introduced on this level – frogs who can jump high, and carry Mario to out-of-reach areas. Don’t worry, they aren’t dangerous – as least, I can’t remember ever being killed by them. Begin by using the vines to cross the spikes, dropping down to the hat. Head right to find the key. Grab the key, and use the frog to reach the platform above. Throw the key to destroy the chomper, and jump across the platforms to the left. On the far left platform, use the key to destroy another chomper, and stand on the key and jump to reach the bag. Grab the key again, and throw it to continue your massacre of the chompers on this level. Jump across the platforms afterwards, use the frog to reach the higher platforms, and head across to the door. 4-11 DK Jr returns, throwing shrink mushrooms – this time however, there is a way you can put them to good use. At the start, use the frog to reach the hat. Jump to the ladder on the left afterwards, and climb up to the bag. Jump up to the conveyor belt to the left, and wait until a mushroom comes along. Once you’ve been shrunk, head back to the frog, and use it to reach the closed-off area above. Grab the 1up and the parasol, and flip the switch to open the gate. Head up to the top using the ladders (when they are extended) and being careful of the ladybugs (you’ll need to use the top one to reach the ladder leading to the door). At the top, jump to the key. Grab it, and jump back to the door. 4-12 End of the Jungle stage, so you know what that means – time to confront DK again! It’s still pretty easy – climb up the vines to reach the barrels, and throw them at DK – you’ll have to jump a little to be in range, but you grab onto the vines automatically afterward, so don’t worry too much. The bigger problem is the shrink mushrooms that are unleashed every time a barrel hits DK – don’t get hit by these, or else you’ll fall and may end up slipping off a platform into the pit. Also, you’ll be more vulnerable to attack whilst shrunk. As usual, three hits and the stage is over – time head onwards! Cinematic: On their way to the Desert, a massive pile of blocks seems to prevent Mario from progressing – but he grabs a new type of hammer, and smashes his way through them! This introduces the Super Hammer that can be used to destroy enemies and smash certain blocks – it’ll be used a lot on the next stage. [8.7. Stage 5: Desert (DSRT)] Number of Levels: 12 From the tropical jungle to the acrid heat and sandstorms of the desert as the chase continues – and Mario will face enemies that will having crying for his Mummy (sorry!) One more note on the Super Hammers – once they run out, of it you throw them away, they reappear back where they first appeared, so you can use them again – keep that in mind as will prove useful going forward. 5-1 A nice, easy stage to start off, and to introduce the Super Hammers – start by grabbing the one in front of, and smashing through the blocks. On the other side, throw the hammer up, and climb the ladder. Grab the bag and the hammer, and smash through the blocks on this platform, including the ones on the floor. Throw the hammer up again, and climb the ladder. Smash through the blocks to the second hammer. The first hammer will run out at this point, but before you grab the second one, go back left and grab the parasol, and drop down to collect the bag. Climb back up to the second hammer. Grab the hammer, and smash through the blocks to another ladder, throw the hammer up, and climb the ladder. Smash the blocks on either side of the key, and throw the hammer. Grab the key, and step on the collapsing blocks on either the left of the right-hand side, drop to the ground, and head for the door. 5-2 Climb the ladder at the start, and grab the bag. Drop to the platform on the right. Jump up the blocks, and use the vines to reach the ladder. Climb the ladder to find two mummy enemies at the top. Throw one mummy at another, or use the hammer there to kill them both. Using the hammer, smash the blocks on the floor to the left. Drop to the ground, smash through the blocks and kill the skull enemy to clear the path from the key to the door, grabbing the hat on the way. Climb up the vine to reach the 1up. Climb back down, and backflip to the platform out of the blocks. Climb back up to the ladder. Go back up and grab the hammer again. Take the hammer back to the left. Drop to the platform just beneath the current platform. Stand underneath the platform to the left where the blocks are. Throw the hammer up and backflip up to the platform. Grab the hammer again, and smash through the blocks to grab the parasol. Throw the hammer, and drop to the ground. Go back to the key, take it, and head to the door. 5-3 Climb the ladder to the right of the start. Grab the parasol, and climb up the second ladder. Quickly backflip up the collapsing blocks to grab the hat. Climb up the ladder to the right to the top platform. Run right, and climb down the ladders. Jump down to collect the ladder maker, and add the ladder to the incomplete ladder below the switch. Jump up to the platform maker, and place the platform next to the switch platform, below the ladder to the right. Climb up to the switch, and flip it to make the lifts to the right head down. Run across the platform, and climb the ladder. Grab the bag, take the key, and go down on the lift. Drop down to the floor, and head left. Throw the key at the skull, and grab the 1up. Head right to the door. 5-4 Another DK obstacle course – with added conveyor belts! Jump up from the first conveyor belt to the next one. Climb up the ladders when they are extended, and repeat this on the next one to reach the top, and head left to DK. It’s pretty easy – just remember to jump when DK jumps to avoid being stunned – and use handstands to deflect the debris when you need to. Cinematic: Mario comes across a big gap with DK on the other side – so Mario uses his handstand jump to reach the other side. Once again, nothing new. 5-5 At the start, backflip to collect the hat. Climb the ladder afterward. Pick up one dog enemy, and throw it at another. Head left, and drop to the ground to collect the bag. Jump on the key to collect the parasol. Pick up the key, and use the trampoline to reach the moving platform. Jump on the platforms to reach the top, and throw the key at the last dog enemy. Go back to the conveyor belt, and throw the key onto it so it gets carried to the other side. Whilst that is happening, go back across the top and go down the ladder (you may have to jump down the ladder to reach the key in time). Pick up the key and go through the door. 5-6 DK Jr makes another appearance – this time controlling the direction of the conveyor belts on the level. Go up the ladder at the start to collect the hat. Climb the next ladder and grab the hammer. Kill the enemy on the platform. Drop to the conveyor belt and destroy the blocks. Once the hammer runs out, head back to where it was originally, and backflip onto the platform above to collect the parasol. Grab the hammer again and fall to the floor. Kill the enemy there, and destroy the blocks in front of the key. When the hammer runs out, go back to where it first appeared again, and grab it again. Go back to the conveyor belt, and kill the fireballs. Once you’ve done that throw the hammer, and climb the ladder to the switch. Flip the switch, and climb back down. Drop to the floor, and head for the key. Grab the bag, take the key, and run for the door. 5-7 Some armadillo-like creatures appear here – don’t worry, they won’t kill you. Grab the block maker to the right of the start, and place the block below the trampoline maker. Climb the ladder to the trampoline maker, and use the block to get to it. Place the trampoline just above where the maker appears. Fall back to the platform, and jump to the platform to the right to grab the bag. Jump up to the collapsing blocks, run and jump across to grab the hat and the second block maker. Place the block next to the second set of collapsing blocks (where the hat is). Jump to the trampoline, and use it to collect the 1up. Fall back down to the platforms you reach by climbing the ladder earlier. Jump to the side of the pyramid, and jump up the top. Jump across the platforms to the left, to collect the parasol. Fall back down to the platforms, and make your way up the side of the pyramid again. Climb down the ladder inside the pyramid, being careful of the cannons to the left. Drop to the floor, and grab the Super Hammer. Smash the blocks to the left and right, and throw the hammer. Backflip up onto the outside of the pyramid, and go back up to the top. Grab the key, go back down, and head for the door. 5-8 DK Obstacle course time again – with a course that is basically 25m, only bigger. It’s easy to beat – head up the ladder to the next platform. Grab the hammer (if you’re quick, you can stop the barrel that is thrown straight down at the start). Head up, throwing the hammer up ladders as you go, and destroy the barrels that are thrown at you. You’ve done this before, so it’s really nothing new, or challenging. Cinematic: DK sends two mummies after Mario – who picks up one and throws it at the other – familiar stuff by now. 5-9 Climb the ladder at the start. Grab the parasol, and flip the switch. Climb the second ladder, and drop down to the hat. Flip the switch to make the platforms above you and to the right retract. Head right and drop to the right to the next switch. Flip the switch to make the door to the key open. Grab the bag, and drop to the key. Grab the key, and jump on the platforms to the right. Go up, and use the squasher to drop to the switch. Flip the switch to close the door and make the platform to the left retract. Throw the key up and head left to the switch. Flip the switch to extend the platform above. Go back right along the extended platform. Throw the key up and head up on the lifts. Run across the top platform to the left, avoiding the squashers, and go down on the lifts at the other end. Drop to the door. 5-10 Go right on the start and grab the parasol. Head back left and grab the platform maker. Place the platform just above where the maker appears. Grab the ladder maker, and place just to the right of the maker. Take the key, and grab the platform maker, and place it just above the ground and to the right of the ladder. Use the trampoline to throw the key up. Climb the ladder, and take the key. Grab the platform maker here, and place the platform at the top of the blocks to the right. Grab the ladder maker, and place the ladder between where the two makers appear. Throw the key up, and climb the ladder. Take the key. Grab the trampoline maker, and place the trampoline just above the platform and to the right of where the maker appears. Jump on the trampoline to the hat, and throw the key to the door platform. Jump to the platform, grab the bag and the key, and head to the door. 5-11 Start by grabbing two block makers. Place the two blocks so you can reach the block on the top area. Jump up the blocks to the top, and to the switch platform. Flip the switch, and grab the hat and the parasol, but beware of the scorpion scuttling around. Jump back to the switch, and wait until the scorpion enters one of the alcoves where the hat or the parasol could be found. Flip the switch to trap the scorpion. Grab the platform maker, and place the platform so it breaks the fall back to the start. Drop down to the starting position. Grab one to block makers, and place the block so that it “blocks” (sorry!) one of the doors below you. Climb down the ladder – again, beware of the scorpion – and grab the bag. Flip the switch to retract the platforms above so you can get to the key and the door, and close one of the doors – run through the one that you blocked and climb back up the ladder. Grab the key, and throw it out of the pit. Pick it up again, and drop down to the door. 5-12 The end of another stage – time to confront DK again! Same routine as before – the only difference this time is that DK throws Mummy head enemies rather than barrels. Be careful no to let them touch you, or you lose a life. Other than that, just pick them up and throw them at DK as usual. Cinematic: DK leaves the Desert by jumping onto a Plane that’s about to take off. Mario follows, and the chase goes on. [8.8. Stage 6: Airplane (ARPL)] Number of Levels: 8 “Good morning ladies, gentlemen, and primates – welcome to DK Airlines! We will be taking you from the Desert to the Iceberg, with no stops in between. We hope you enjoy out special on-board cannons, and have a pleasant flight!” Yes – the chase takes to the skies as Mario and DK board a plane, and Mario endures rushing winds, cannons, and other hazards as he tries to keep DK in his sights. 6-1 One obstacle that will assault you right off the bat – the wind! It blows constantly to the right during the outdoor levels on this stage, so watch yourself on platforms so you don’t fall off. Start this level by jumping across the platforms, and jump on the moving platforms. Go up, and jump to grab the hat. Go back up, and climb the ladder – the wind doesn’t effect you when you on a ladder – jump to the bag, avoiding the bullets from the cannons on the right. Let the wind carry you right, and jump to the platform maker. Place the platform just below the maker, on the same level as the bullets. Run across the platform to grab the parasol. Run back, and let the platform run out. Drop down the gap to the key. Grab the key, and drop off the platform. Let the wind carry you back right to the door. 6-2 Another multiple doors level – luckily there’s no enemies here, only a squasher. Flip the switch at the start to extend the platform above you. Climb the ladder, grab the bag, and handstand jump to the parasol. Climb down the ladder, flip the switch again to retract the platform. Head left, and jump on the squasher. Once it goes up, jump to the platform on the left to grab the hat, and then to the right to the switch. Flip the switch to open the door to the right. Drop to the floor, and flip the switch at the start to extend the platform. Climb the ladder, and run across the platform to the key. Grab the key, run back right along the platform. Drop the key, climb down the ladder, and flip the switch to retract the platform and drop the key. Grab the key when it hits the ground, and head for the second left door on the left to end the level. 6-3 Inside the plane now – which means no wind! More multiple doors, but you don’t have to search because you start right beside the one you need. Drop down from the start to find two switches on the left and right. Flip those switches to stop the moving platforms above the starting platform and make it possible to reach the block. Jump to the block, and jump on the moving platforms above. Use the platforms to grab the parasol and hat, and jump to the bag. Jump back on the platforms, and head for the key platform. Grab the key, and jump back on the platforms. Jump down to the block, and jump to the door. 6-4 Another DK Obstacle stage – this time with the added complication of wind. Beyond that, it’s easy – jump to the moving platforms, and ride around to the switch, jumping bullets and ducking the spark when you need to – DK may change the direction of the platforms, so be ready for that. Drop to the switch, and flip it to make the other platform move. Jump to this platform when you can, and ride it to DK, jumping the spark if you have to. Cinematic: On top of the plane, Mario jumps and dodges shots from the cannons to get to DK. Nothing new or exciting. 6-5 Back inside the plane for this level – so no wind! Start by jumping up on the trampoline. Grab the trampoline maker, and place the trampoline below the wire. Head to the platform below the wire, and grab the parasol. Use the trampoline you just places to grab the wire. Spin on the wire, wait until the cannons are pointing up, and spin off the wire to collect the hat. Watch out for the cannon to the right as you grab the bag. Climb the ladder to the key, being careful of the cannon shots. Grab the key, and head back down to the door. 6-6 Outside again – on what appears to be a cloud bank. Doesn’t stop the wind though, unfortunately. Climb the ladder to start and grab the bag. Jump to the right, and use the wind to carry you to the block to the right, and grab the hat. Jump on the moving platforms, head over to the wire. Spin on the wire – wind doesn’t affect you on the wires – and use it to reach the wire above you. Head along this wire to the diagonal wire. Spin on the top of the diagonal wire to reach the key platform – if you try any lower, you head straight into the spikes. Grab the key, jump across the spikes, using the wind to carry you. Grab the parasol on the way, and drop down to the door. 6-7 This is a tricky level, with some very precise timing and an order of things to do, so follow carefully. Get on the conveyor to the right. Duck under the blocks, and once on the other side head over to the ladders. Climb all the way to the top. Head right, grabbing the key. Throw the key on the conveyor belt to the right, and quickly climb down the ladder beneath you. Quickly flip the switch when the key is on the short conveyor to the right to bring it back to you. Quickly grab the key, and drop it again. Flip the switch again, grab the key, and the platform maker. Place the platform from the top level beneath where the key was, to the short conveyor belt. Throw the key back onto the conveyor belt, and repeat the same process of climbing down the ladder and flipping the switch when the key is on a smaller conveyor to bring it back to you. Move quick before the ladder vanishes. Grab the key, and drop it again. Grab the ladder maker here, and place it to complete the ladder in the box above you. Stand on the key, and handstand jump to reach the box above, and climb the ladder. Head along the top and climb down the first ladder you placed. Grab the parasol, hat, bag, and the 1up whilst being careful of the shots from the cannon. Afterwards, drop to the bottom. Go back to the top, and grab the key again. Follow the same procedure as before, but place the second ladder below the box to reach the bottom. Flip the switch, and drop the key onto the conveyor belt. Head down the ladder, and flip the switch to bring the key back to you. Grab the key, drop it again, and flip the switch again. Grab the key, drop it on the conveyor belt. Follow the key, and grab it again on the other side of the blocks. Head to the ladders, throw the key up, and climb the ladders to the third door up. 6-8 The flight is nearing its end – but before you land, you have to confront DK again. It’s the same as before – use the trampolines to grab the barrels, and throw them at DK. The biggest problem is the wind, which means it’s better to stay on the left side so you don’t end up fighting it the whole time. Cinematic: “Ladies and gentlemen we are now arriving at our destination. Those of you who have survived this flight, please prepare to disembark. Thank you for flying DK Airlines, and we hope to see you again soon!” DK and DK Jr jump off the plane and head onto the Iceberg, with Mario in hot pursuit – in either hotter pursuit though is a fireball that can melt the ice it walks on. This will be a new obstacle moving forward – fireballs melting the ice. It can be good or bad, depending on the situation. [8.9. Stage 7: Iceberg (ICBG)] Number of levels: 12 The chase goes cold – literally. Mario chases DK across the freezing cold landscape of the Iceberg, with icy floors, falling icicles, and fireballs that change the landscape trying to stop Mario cold (Yeah, I know – couldn’t resist!) 7-1 As you start, you’ll see the ice above being melted by a fireball – let that happen so it unblocks the path upwards. Once the ice is gone, climb the ladder and go up on the lift. Jump to the left to grab the bag as you pass. Go back onto the lift, and go all the way up. Go to the switch, and grab the parasol. Flip the switch to reverse the lifts and retract the platform to the left. Let the fireballs melt the ice below, and go back down. Jump to the lower switch when the ice is gone, and flip the switch to extend the platforms and open the door below you. Grab the key, and jump to the hat. Drop the key on the left platform so it drops to the platform below when the switch is flipped. Quickly flip the switch again to open the door, climb down the ladder and drop to the platform where the key is. Grab the key before it vanishes. Drop to the floor, and run to the door. 7-2 Jump on the floating icebergs – be careful, they sink if you stay on them too long - and use a handstand jump to grab the parasol. Jump on the currently stationary platforms, and grab the bag. Sink to the bottom of the water, and beware of the octopus down there (it doesn’t kill you, but it grabs your head for a few seconds, making it impossible to do anything but walk around). Flip the switch under the waterfall down there, and swim back up. Jump on the now-moving platforms, and go up to the key platform. Jump to grab the hat, and get the key. Throw the key at the walrus, and grab it again. Go back down on the moving platforms, and head back along the floating icebergs to the door. 7-3 The door is hidden behind ice on this level, but it’s still easy to find – pay attention at the start and you’ll see where it is. Climb the ladder, and grab the block maker. Place the block below where the maker was, and jump to it. Use the handstand jump to grab the parasol. Drop down, wait for the block to reset, and grab the maker again. Place the block just down and just to the right of the first block to the right. Grab the trampoline maker, and place the trampoline just up and just to the right of the second block over to the right. Head across the blocks using the seals and the blocks. Jump on the trampoline to grab the bag, and reach the platform. Drop off the right side of the platform, and grab the hat. Jump on the trampoline to get back to the platform, and climb the ladder. Grab the key, and throw it at the penguins. Flip the switch to open the gate. Grab the key again, and run right. Drop back to the platform where the block maker is. Place the block and the trampoline in the same places as before. Cross over the blocks, and place the key on the extended platform to the right. Climb the ladder, and flip the switch to retract the platform. Quickly drop down the ladder, and grab the key. Head left to find the door. 7-4 DK Obstacle time again! This one is fairly easy, but with a nasty surprise that could catch you out if you’re not careful. Start by going left, and climbing the ladders. Jump across the lifts and the squasher to reach the right lifts. This is where the surprise comes in – there is another squasher on the right lift shaft that comes down as soon as you arrive there. When you see it, jump back to the central lift shaft until the squasher comes down. Once that happens, jump back to the right lift and travel up. Be careful though, as DK controls the left and central lifts, so make sure you don’t get caught on the spikes at the bottom. Travel up to the top, and jump to DK on the left. Cinematic: Mario has to dodge some falling icicles, but then runs across the top of them to reach DK. This introduces a new mechanic – you have to entice icicles to fall, and then run across the top of them to reach new points on the level. Be careful though, as the icicles don’t hang around for long. 7-5 Start this level by heading right – beware of the falling icicles as you go. Jump on the walrus’s head as you pass him, and grab the parasol. When you reach the wall, wait for the icicles to fall, and use the tops to stand on and backflip/handstand jump to reach the ledge to the right. Get on the wire, and move to the right to grab the hat. Spin on the wire to reach the upper level. On the upper level, use the icicles to cross the spikes. Grab the bag along the way. Grab the key at the end, and drop on the falling platforms to the door. 7-6 Let the fireballs above you melt the ice – when they fall to the ground, jump over them. Flip the switch to make the platforms above you extend. When the fireballs reach the extended platforms, flip the switch again to retract them, and make the fireballs fall back to melt the remainder of the ice. Once the ice is gone and the way is clear, grab the key and go up on the lifts. On the upper level, grab the platform maker from either side, and place the platform from the ladder to the ice to make the fireballs reach the ice – you must remember to do this when the fireballs are nearby, or else it will be for nothing. Let the fireballs melt the ice. Once it’s gone, let the platform reset, and grab the platform maker again. Place the platform in the same place as before, and throw the key up. Climb the ladder, grab the parasol, hat, and bag. Pick up the key again, and run to the door. 7-7 Drop to the right at the start, and grab the parasol. Drop into the water, and grab the hat. Jump to the platform where the ladder maker is, and grab it. Place the ladder beneath the 1up, and climb up to get it. Drop down, jump back to the key, and pick it up. Use the key to kill the piranha fish and the manta ray enemies in the water. Once they’re dead, drop the key, and climb down the ladder in the lower-left corner. In the cave, grab the platform maker, and place it beneath the door. Grab the ladder maker in the cave, and place it below the blocks in the ceiling. Climb the ladder, and swim upwards. Jump to the platform where the first ladder maker is. Place this ladder anywhere – you don’t really need it, it’s just to give you more time to finish the stage – and jump back to the key. Pick up the key again, and drop it onto the platform you made below the door. Grab the bag, pick up the key again – if the platform disappears, just go back to the cave and place it again – and run to the door. 7-8 Another DK obstacle stage to run. It’s familiar stuff by now – jump on the iceberg that heads left from the start, and ride it to the left-hand side of the level. Be sure to jump when DK does to avoid being stunned. On the left, jump to the conveyor belt, and jump along the belts to reach DK. Cinematic: DK and Mario jump across icebergs – and end up having trouble on the same one, for some reason. Nothing new to see here, move along... 7-9 Start by heading right, jumping over the walrus. Flip the switch, and go down on the icicle, grabbing the bag on the way down. Jump over the spikes at the bottom. Run right to the parasol and make the icicles above fall. Quickly run back right, and climb the ladder. Jump across the spikes using the icicles, and grab the hat. Grab the ladder maker. Place the ladder below the platform above. Climb the ladder and flip the switch. Run across the extended platform to the right. Climb down the ladders to the ground. Run left through newly-opened door and grab the key. Use the key to kill the walruses, and go right, and back up on the lifts. Jump left at the top, and kill the walrus with the key. Take the key to the door. 7-10 Jump right, jump across the icicles as they fall. On the far right, use the icicles to reach the ladder, and climb up. Head left, using the icicles to cross the spikes. On the left-hand side, wait for the leftmost icicles to fall, and use a handstand jump to get on top of it, and reach the ladder. Climb the ladder up. Jump across the falling platforms to the right to grab the parasol, hat, and bag. Go back to the key, grab it, and head to the door. 7-11 Another level where the door is hidden – watch the intro to see where it is (it’s level with the fourth block down). Use the squasher to reach the parasol to the right, and the ledge to the left. Grab the ladder maker, and place the ladder underneath the platform. Climb down the ladder and drop to the ground. Grab the second ladder maker, and place the ladder up to the platform above. Climb the ladder, grab the bag, and flip the switch. Let the fireball melt the ice on either side of the platform. Grab the first ladder maker, and place the ladder below the platform. Climb down, and head right through the now-open door. Grab the hat, and the key. Head left, grab the platform maker, and place the platform below the door. Grab the ladder, and place the ladder below the new platform. Grab the trampoline maker, and place the trampoline below the platform, and just off the ground, and use it to throw the key up to the platform. Climb the ladder, grab the key, and run to the door. 7-12 You’ve reach the end of the stage – or the tip of the iceberg! Yeah... Anyway, DK confrontation time again! It’s the same as before – just grab the barrels, climb up to DK and throw them it him – the only thing to watch out for here is the falling icicles. Cinematic: DK and Mario ride ice blocks from the Iceberg to the Rocky Valley – we’re nearing the end now, the Tower can now be seen in the distance! [8.10. Stage 8: Rocky Valley (RCVY)] Number of Levels: 16(!!) Yes, that number is right – this stage has the most number of levels in the game! We’re nearing the end now – the Tower (and the end of the game) is close – first though, Mario must cross the Rocky Valley, where one wrong step can spell doom! 8-1 Start by jumping into the water, and dropping to the key, being careful of the piranhas. Grab the key, and use it to kill the piranhas. Grab the key, and jump across the platform, and throw the key up to the surface. Jump up the platform. Grab the hat, and grab the ladder maker. Place the ladder beneath the platform above. Throw the key up through the rock to the top. Climb the up ladders. Grab the key, and then put it down again. Drop into the alcove below, and grab the bag. Handstand jump back to the top, and grab the key again. Grab the block maker, and place it slightly below and to the left of the top block. Ride the armadillo around the block. Jump to the parasol, and fall to the door. Pick up the key again once Mario recovers, and run to the door. 8-2 Climb down the ladder at the start, and grab the parasol. Go back up, and jump across the platforms, making sure you don’t touch the disappearing blocks along the way so you don’t release the hedgehog enemies from their boxes. Grab the hat along the way, begin careful of shots from the plant to the right. Flip the switch, and grab the key. Back your way back across the platforms the same way you did before. Go up on the lifts, which are going up now thanks to the switch flip. Make tour way along the conveyor belts, grab the bag along the way, and head through the door. 8-3 You start in the waterfall, which means you can only head down. Do so, using swimming to slow your descent and dodge the spikes. Grab the bag, and head to the platform on the right. Use the squasher to head up. Beware of the birds and their... projectiles. Grab the parasol from the alcove, being careful of the shield enemy. Climb up on the vines, grabbing the hat along the way. At the top, flip the switch to open the gate to the door. Jump into the right waterfall, and grab the key. Head down the waterfall. At the bottom, throw the key to the left platform, and head left too. Grab the key, head up on the squasher, and jump to the door. 8-4 Another DK Obstacle course – and he’s brought some friends along too, in the form of some hedgehogs! Jump the hedgehogs, and climb the ladder. Head along the platforms when they are extended, and jump to the vines when DK retracts them, being careful of the hedgehogs (yes, they walk along the ceiling too!) Climb the left ladder, and flip the switch to open the gate to DK. Climb back down, and head to the right ladder. Climb up to DK. Cinematic: Boulders fall down – Mario dodges them, and rides on top of one of them, while DK gets brained by another. That’s something to watch out for on the rest of the stage – boulders will fall down and bounce around – and they spell disaster if they hit you - but you can also ride on them when you need to. 8-5 Start by climbing the right ladder. Use the hammers to kill the hedgehogs and smash the blocks. Throw the hammer up, grab the 1up. Grab the hammer again, and throw it up to the next platform. Climb the vine, and grab the hammer again. Grab the hat, and throw the hammer up again. Climb the ladder, and grab the hammer. Break the blocks to the left and drop down. Go back to the where the hammer appears, and take it again. Throw the hammer up the platforms again, climbing up to follow it. Break the blocks at the top with the hammer, and kill the hedgehogs. Grab the parasol, climb to the key platform. Jump to grab the bag, climb back to the key platform. Grab the key, and drop down to the ground. Run to the door. 8-6 Almost looks like we’re back in the desert for a moment. Anyway, start by grabbing the trampoline maker, and placing the trampoline above the platform above. Climb the ladder, and jump to the trampoline to grab the bag. Drop back down to the ground. Run to the right, and flip the switch to open the gate and reverse the lifts. Run back left, and backflip to the platform above, being careful of the scorpion walking around above. Run right, and use the squasher above to reach the hat. Drop back down, and go up on the lift. Head left, being careful of the squashers. Climb the ladder, and run to the left. Climb down the left ladder, and grab the parasol. Climb back up, and head right. Flip the switch on the right to reverse the lifts again. Head back left, and grab the key. Head right, and go down on the lifts. Head left to the other lift, again being careful of the scorpion. Go up, and drop the key. Flip the switch to re-open the gate. Grab the key again, and head right through the gate. Watch out for the squasher above, and grab the 1up when the right squasher goes down. Drop to the door. 8-7 DK Jr is back, messing with the conveyor belts on this level – which actually isn’t that bad on this level. Drop to the left at the start and grab the bag, being careful of the plant. Jump back up and right, and head left on the conveyor belt. Drop down the left shaft, grabbing the platform maker on the way down. Place the platform at the bottom of the shaft, above the spikes. Drop to the platform, and head right. Grab the hammer, and use it to destroy the blocks to the right, kill the plant down here, and defend yourself from the shots from the two plants. Grab the parasol and the hat along the way. Go back left, and grab the ladder maker. Place the ladder to the right of the ladder maker, and climb back up. Backflip to the key. Grab the key, and drop down the shaft again, grabbing the platform maker as before. Place the platform in the same place as before. Drop down, grab the key again, and head right to the door. 8-8 We’re halfway through the stage – and it’s time for another DK obstacle course. For this one, DK drops boulders, which you need to cross the spikes. Wait until DK drops one that rolls across the spikes above and drops to you. Jump on it, and ride across the spikes to the ladder. Climb the ladder, and wait for a gap in the boulders to climb up. Ride another boulder to the next ladder, and climb up that, waiting for another gap to reach the top. Go left to DK. Cinematic: Mario tries to cross a waterfall – after an unsuccessful attempt to swim across from the bottom, Mario backflips to the top, and makes his way across from that. This will be something you need to remember going forward, because the waterfalls are strong, and you can’t cross from the bottom – you need to approach them from the top. 8-9 DK Jr reappears, throwing shrink mushrooms – which in this case is a good thing, as you’ll see! Let one of the mushrooms hit you, and quickly run underneath the lower platform, collecting the hat and parasol as you go. Once on the other side and back to normal size, backflip to the platform, and handstand jump to grab the bag. Backflip to the ladder maker. Place the ladder to the left of the bag. Climb the ladder and grab the key. Head right, being careful of the shots from the plant on the left. When you reach the switch, drop the key, and flip the switch to the left to make the lifts move down. Grab the key, and go down on the lifts to the door. 8-10 The wind has gotten up in this stage, so be careful you don’t get blown off onto the spikes at the bottom. Jump across collapsing platforms to the left to grab the 1up. Go back right – you can use the wind to help you if you need to – and go down on the platforms to grab the key. Drop down to the trampoline makers – position each one so you can grab the parasol, hat, and the bag, and break your fall. The key will fall to the bottom – make sure it falls to the left, next to or on the bottom platform. Grab the key at the bottom, and head to the door. 8-11 Grab the hat at the start. Grab the ladder maker from the lift shaft, and place the ladder underneath the left side of the upper platform. Climb the ladder, and jump to collect the parasol. Go down on the lifts. Collect the ladder maker from the lift shaft again, and place it under the right side of the upper platform, where the conveyor belt is. Now, everything else has to be done quickly, so move fast and pay attention – Climb the ladder, grab the bag, and get the key. Grab the ladder maker, and place the ladder under the left side of the upper platform. Throw the key onto the conveyor belt, and drop down the ladder. Grab the ladder maker at the bottom next to the hat, and place the ladder from the left side of the upper platform to the door platform. Climb the ladder to the left side of the upper platform, and grab the key. Throw the key up to the door platform, and climb the ladder. Grab the key again, and head through the door. 8-12 Top of the valley, it looks like – and time for another DK Obstacle Course! For this one, jump up the platforms, whilst avoiding the boulders that DK sends down at you – you can use the collapsing platforms to send the boulders down different routes and avoid them easier (here’s a challenge – try to remove all the collapsing platforms, and finish the stage – it’s not as easy as it sounds!) When at the top, wait for a gap in the rocks before jumping to the ladder leading to DK. Cinematic: DK and Mario jump across rocks above a pool of boiling lava – and Mario ends up getting burned when the rock falls into the lava. This is something to watch out for on the next four stages – pools of lava, that will kill you if you fall in! 8-13 As you start, you’ll see the Tower on the background – still a way off, but getting close. Start by climbing down the ladder. Grab the platform maker at the bottom, and place the platform next to the key platform. Drop to the platform, grab the parasol, and jump to grab the bag. Stand on the key, and handstand jump off it to grab the hat. Climb the ladder up, and head down the platforms to grab the platform maker again – beware of the shots from the plant as you go. Place the platform in the same place as before, and head down to the key. Grab the key, and throw it to the platform above. Backflip to the platform and grab the key again. Jump up the platforms, and throw the key to the top platform. Jump on the plant, and either backflip of handstand jump to the top platform. Grab the key, and run to the door. 8-14 The tower is getting closer now - only two more stages after this one! Climb the ladder, and jump to grab the parasol and reach the middle switch. Flip the switch to extend the bottom platforms – be careful of shots from the plant above. Jump to the right switch, and flip it to open the gates and extend the platforms on the same level as you. Head back left, and flip the left switch to extend the platform above. Climb the ladder above, and head along the platform to the switch. Flip the switch to retract the top platforms and drop the block creatures. Flip the switch again to extend them again. Jump to grab the hat, and jump down to land on the block creatures head. Handstand jump off his head to grab the 1up. Drop to the switch, and flip it again to extend the platform. Head to the left switch. Flip the switch to retract the above platform and drop the block creatures to the lava. Climb down the ladder, and use the block creatures to cross the lava to the key. Grab the key, and go up on the lifts. Head across the top platforms. Kill the plant with the key, and jump to the door. 8-15 The tower is even closer – one more stage to go after this, the last Puzzle stage of the game! Start by climbing the ladder, and handstand jump to grab the hat, and jump to the conveyor. Jump to the squasher, and jump across the lava using the lifts and squashers. Jump to the lifts going down, and grab the parasol. At the bottom, use the floating rocks to reach the platform. Jump to grab the bag when there is a rock beneath it. Jump back to the platform, and jump to grab the key. Use a rock to float left – be sure to jump to keep the rock from sinking into the lava – and collect the 1up. Jump to the platform and grab the trampoline maker. Place the trampoline next to the trampoline maker. Jump on the trampoline to reach the platform above. Throw the key up to the top platform, and climb the ladder. Grab the key, and head through the door. 8-16 The last stage of the Rocky Valley – the Tower is so close, the only thing in the way is a DK Confrontation! This is a little different, as DK is throwing circle creatures rather than barrels. Also, there are birds on this stage, which once again fire droppings at you, so watch out for those. Finally, there is a strong gust of wind blowing from the left, so watch out! Other than that, it’s the same as before, so grab the circle creatures and throw them at DK three times to end the level, and the stage. Cinematic: DK, DK Jr, and Mario all jump down rocks in the background, and run into the Tower – the end of the chase is near! [Stage 9: Tower (TOWR)] The chase reaches its final destination – the tower. Mario and DK will chase each other up the tower – but who will come out on top? One thing to note is that every level in this stage – apart from the last one – is a DK Obstacle course – DK isn’t messing around anymore! 9-1 Make your way along the conveyor belt, making sure to jump when DK does so you don’t get stunned. Jump on the squasher at the end, and ride up to reach the second conveyor belt. Make your way along the belt to reach the switch, throwing the enemy on the belt to the one below. Flip the switch at the end to open the gate to DK. Head back to the squasher, and jump to the platform at the top when it is extended. Go through the gate to DK. 9-2 Head right, climb the ladders, and head across the platforms when they are extended. Be careful of the trampolines that DK throws at you. Head left across the top platform. Drop down off the platform on the left to DK. 9-3 Travel left on the conveyor belt, ducking under the spikes. Climb the ladder at the end, and go right along the conveyors – be careful of the skull enemies as you go. Climb the ladder when you reach it, and climb the ladder leading to the conveyor belt above, being careful of the skull enemy and the shrink mushrooms thrown by DK. Climb the ladder from the conveyor belt to the platforms above, and make your way along the platforms when they are extended to reach DK. 9-4 The halfway point of the stage – before you go any further, time to put DK Jr in a cage – literally. It’s simple to do on this stage, which is basically a remake of the final stage of DK Jr, only instead of being DK Jr trying to free his dad from Mario, you’re Mario trying to put DK Jr behind bars! TO do this, push the keys up the chains to reach the locks. You can push two of them up together by climbing two chains at once. Other than that, watch out for the shrink mushrooms thrown by DK Jr, and the birds flying around on the stage. Now that DK Jr is locked up, time to deal with his dad. Cinematic: DK, angry at DK Jr being trapped, throws barrels at Mario. Mario deflects one, and throws it back, causing DK to run away. Nothing new – but it shows how mad DK is at you right now. 9-5 Your into the final climb now – only four levels to go! This level is basically 25m, but without the hammers. You can use the handstand to deflect the first barrel thrown down as before, but other than that you’ll have to dodge the other barrels thrown at you on the way up – but you should be a master at that by now, right? 9-6 Jump to the pole, and climb to the wire. Spin on the wire to reach the wire above you. Drop from this wire to the one on the left. Spin quickly on this wire, as it’s electrified, with sparks going through the wire every few seconds. Use the spin to reach the platform above. Throw the enemy down, and climb the pole to the diagonal wire. Spin on this wire to reach DK when the gate is open, but don’t overdo it – too much power and you overshoot, DK grabs you and throws you around – which you definitely don’t want that. 9-7 The final DK Obstacle course – and it’s a tough one! Jump up the disappearing platforms, trying to step on too many blocks as you go. Backflip up the platforms and jump up the last few to reach DK - beware of the shrinking mushrooms thrown by DK as you climb – get hit by those, and you may as well start again. 9-8 Top of the tower – and the final DK Confrontation! This is it! The method is the same as before – use a handstand to deflect the barrels, pick them up, and jump up the platforms to throw the barrels at DK. The main things to watch out for are the shrink mushrooms that burst out of the barrels when they hit DK, or each other. Also, there’s a strong gust of wind blowing through the level, so make sure it doesn’t send you into a mushroom, or a barrel. After three hits, DK falls, Mario and Pauline are reunited, and it’s all over! Cinematic: DK falls from the tower – the lives are added up, but that doesn’t matter because the game is over... right? Hey, why are we back on the map? Why does it say 9-9? Well, better press the button to find out – hey, did that monkey head just smile? Yes, unfortunately the game isn’t over yet, as Mario and Pauline are separated again, DK hits the ground with a crash, and lands on a load of mushrooms – but this time, they’re GROWTH mushrooms! Yikes. Now, DK is large, and out for revenge – time to face one more time. FINAL BATTLE Phase 1 DK will raise his hands and smash them into the ground, sending barrels and debris raining down. The best way to beat DK is to get to the higher platforms – to do this, stand in the corner, and jump onto DK’s hands when they appear, and then jump onto the platforms when they are close. Use a handstand jump to Deflect debris and barrels. Pick up the barrels and throw them at DK like before. Keep dong this until he disappears – just remember to jump when DK slams his fists down to avoid being stunned and falling off the platform. Phase 2 This is largely the same as phase 1, except DK will now slam his fists together from the sides – jump avoid being stunned as before, and then deflect and grab the barrels before throwing them at DK until he vanishes again. Phase 3 This phase starts with DK’s fists appearing, and slamming the ground three times for each fist. Remember to jump when the fists slam down to avoid being stunned and falling to the ground. Everything else is the same as before – just remember that if you fall off the platforms, DK will tend to alternate slamming his fists down from the air, and slamming them from the side. Watch carefully, and wait for the right time to get back on the platforms before going for the barrels again. Once you hit DK with enough barrels, he goes down – for real this time. Yep, DK is defeated, and the game is over – enjoy the end sequence! [9. Thanks (THNKS)] Now the game and the guide is over, I have a few people to thank: Nintendo – for publishing this game, the other Donkey Kong games, and the Mario games. Shigeru Miyamoto – For creating Mario, DK, and other fantastic characters. www.gamefaqs.com - for being the best place online for game guides. Jeff “CJayC” Veasey – for creating gameFAQS in the first place [10. Outro (OUTR)] First, the boring – but necessary - legal bit: This guide is written by me, GuideWriter1984, and is copyright (C)GuideWriter1984. You may not reprint or copy this guide except for personal use. Any unauthorized reprinting of this guide is a violation of copyright law, and will be prosecuted. Currently, only www.gamefaqs.com has permission to host this guide – if you wish to host it on your site, or reprint anything you see in here, please contact me at the address below – be advised however you will have to take care of updating the guide yourself – I don’t have time to send updates out to hundreds of people. The most recent version can always be found on GameFAQS. If you wish to contact me about hosting the guide, or if you have anything you wish to add, or if you spot a mistake, please let me know at: guidewriter1984@hotmail.com. Okay, that’s it – I hope you enjoyed the guide and found it helpful, and I hope to see you again sometime! BYE!!!