Donkey Kong Wiki
Advertisement
ExitIsNearSign.png Stronghold Showdown ExitSign.png
StrongholdShowdown.png
World(s) K. Rool's Keep
Type Castle
Music Theme(s) Stronghold Showdown



Notable Feature(s) Boss stage lacking a boss battle in the SFC/SNES version of DKC 2 and DKL 2,
Second-to-final and additional boss battle in the GBA version of DKC 2
Enemies Encountered Kerozene (only in DKC 2 for GBA)
Game(s) Donkey Kong Country 2: Diddy's Kong Quest,
Donkey Kong Land 2
First Appearance Donkey Kong Country 2: Diddy's Kong Quest (for SFC/SNES) (1995)
Latest Appearance Donkey Kong Country 2 (for GBA) (2004)
Adjacent Stage(s) << Donkey Kong Country 2 >>
<< Donkey Kong Land 2 >>

Stronghold Showdown is the seventh and boss stage of the world K. Rool's Keep of the Crocodile Isle, as well as the fortieth stage overall in game Donkey Kong Country 2 and the thirty-ninth stage overall in the game Donkey Kong Land 2. In both games, it is preceded by Toxic Tower and followed by Screech's Sprint. There is no boss here in the Super Family Computer/Super Nintendo Entertainment System version of Donkey Kong Country 2 and Donkey Kong Land 2, however the boss Kerozene is present in the Game Boy Advance version of Donkey Kong Country 2.

Walkthrough

Donkey Kong Country 2

Super Family Computer/Super Nintendo Entertainment System version

In the SFC/SNES version of Donkey Kong Country 2, soon after entering the stage, Diddy and/or Dixie Kong will finally find Donkey Kong tied up in wire ropes. The character in the main position will celebrate and receive a single Kremkoin. Suddenly, Donkey will be taken away upwards, shocking both Kongs in the process. Next, they will flee towards the exit of the location. A following cutscene in the overworld map of the Crocodile Isle will show an airship arriving above the K. Rool's Keep and dropping down a rope ladder, allowing Kaptain K. Rool to climb on it and escape. After that, the world The Flying Krock will become accessible for the player.

By revisiting the stage Stronghold Showdown, it is possible to collect two invisible Banana Coins and an invisible red Extra Life Balloon at the left side of the location by using the "team-up" move and throwing the secondary character upwards. If the primates use the exit at the right side of the stage to leave, they will be sent to the overworld map of the Crocodile Isle and moving towards The Flying Krock.

Game Boy Advance version

In the GBA version of Donkey Kong Country 2, after getting inside the stage, Kaptain K. Rool will arrive and mock Diddy and Dixie Kong by saying they should not underestimate him. The villain will ask if they can get past Kerozene and flee towards the left edge of the arena. Kerozene, a giant Kremling, will appear and scare both Kongs. He will also smash two structures in the background with his massive fists, shaking the ground and paralyzing the character in the main position temporarily.

The boss battle is composed by four phases. Initially, a Kannonball and two giant swords (resembling the boss Kleever) will drop down from the top of the screen. Kerozene will grab and move both blades off screen. The swords will return to it floating and spinning around. The player must avoid contact with them and throw the Kannonball at one of the swords in order to defeat it. Soon after hitting once and defeating a giant sword, another Kannonball will drop down on the arena, making possible to take down the second sword. Two more giant swords will appear at screen and repeat the previous attack pattern. The player must grab and throw more Kannonballs to stop them. The phase will end after a total of four giant swords are defeated and Kerozene will leave the screen temporarily.

After the boss reappearing during the second phase, Kerozene will keep his fists risen and his head will glow for a few instants. It will be followed by the boss moving his head and spitting fire at three points on the ground of the middle of the arena per time and always following a back and forward sequence. Only the fire hitting the ground can harm the primates. Initially, the right and left edges of the arena are safe areas from the attack. The player must avoid the fire, pick up another dropping Kannonball and throw it at the boss' head. After the successful hit, Kerozene will scream in pain and repeat his previous attack. Following the boss receiving a second hit, he will also drop down both fists on the ground next to the edges of the arena, shaking it and paralyzing the heroes temporarily if they are standing on the ground. It could cause Diddy or Dixie to get caught in the way and be harmed by the next fire attacks. The same fists are also capable of smashing and harming the Kongs. It is possible to the primates to step safely on the boss' fists, but he will push the characters away after rising them. Kerozene will leave the screen again after taking two more hits.

In the third phase of the battle, the boss will reappear and drop down both fists soon afterwards. Kerozene will immediately rise and drop down a fist again, and resume his fire attacks at the center of the arena. After another Kannonball dropping down and the boss being hit once, he will repeat the previous pattern of attack. Kerozene will leave again after being hit for the second time.

During the fourth phase, the boss will reappear and drop down both fists twice. The boss will follow this by standing up and spitting a fireball at the center of the arena, spreading fire over the entire ground of the location temporarily, after another Kannonball falling down. The only safe place for the heroes will be stepping on one of the boss' fists. Kerozene will back down and repeat his previous attack. By using good timing and avoiding the fire, the Kongs must pick the Kannonball up and throw it at the boss' head again. Kerozene will be finally defeated and collapse after receiving a total of seven hits. The primates will also earn a single Kremkoin.

Now, the player will be able to enter the world The Flying Krock on the overworld map of the Crocodile Isle.

Donkey Kong Land 2

After entering Stronghold Showdown in Donkey Kong Land 2, Diddy and/or Dixie Kong will meet Donkey Kong tied up in wire ropes. The main characters will be able to move freely around the location. A few moments later, Donkey will be moved towards the right side of the stage and pulled out upwards. Next, the player will be sent to the overworld map of the Crocodile Isle and gain access to the world The Flying Krock.

Later, despite The Flying Krock stage K. Rool Duel taking place in a different location, the arena of the boss battle against Kaptain K. Rool resembles the layout of Stronghold Showdown.

Videos

Trivia

  • Technically, this is the only boss stage with a name to not start with a "K" in both games Donkey Kong Country 2 and Donkey Kong Land 2. This could be a hint to the possibility that there is no boss in the location, it being confirmed to be true in Donkey Kong Land 2 and the SFC/SNES version of Donkey Kong Country 2.
Advertisement