The final throw is tricky, as you need to be somewhat close to the bonus. A Banana Coin is between the two yards, and a super-jump or a Team-up move is required to reach it without falling into the water because of its location. Slime Climb has rising water which has the rare, invincible enemy, Snapjaw, who follows Diddy and Dixie Kong throughout the level. This wrong warp method is called Drum Slime, and is not fully understood quite yet. Some ropes are in front of the third yard, and they can be climbed to reach some platforms placed around some masts. Donkey Kong (coin op) Tips. That makes this level somewhat challenging, but … Super Slime Blitz is super easy to play! Before it touches them, the heroes must head onto another platform that is connected to a wooden mast. The Bonus Level is set in a small symmetrical area, with each side having 35 stars and a hook on each of the farthest ends to catch the Kongs when they fall. As they approach this yard, the water rises, and then stops when it is slightly under the yard with the Click-Clack on it. G: Shortly before the end of the level, the Kongs travel across the area by jumping along a few platforms that are attached to the masts. After defeating every enemy, a Kremkoin appears on a yard at the top, which the Kongs can get on by jumping from the platforms. In order to cross this gap and reach the large set of ropes after it, they must either hover with Dixie's Helicopter Spin or use a Flitter in the gap to bounce onto them. Entry - BONUS BARREL; Game - COLLECT - Slime Climb DK coin Under the sail that the end target sits on. The ropes hold a pair of Klingers, who climb up and then slide down on them. EASY TO PLAY! An angled yard is just ahead, and it must be traveled along to reach another yard that is tilted upwards. Slime Climb is the fifteenth level of Donkey Kong Country 2: Diddy's Kong Quest and the fifth level of Krem Quay. The first Invincibility Barrel is required for the Kongs to safely enter the first Bonus Level underwater, and the second one is required for them to safely collect the DK Coin at the end (in the Game Boy Advance version, they can also collect the Golden Feather this way). After the heroes pass this foe and reach the ropes, they must climb upwards past a pair of Zingers in order to reach a straight tightrope that they must climb along to find a wide gap with some Flitters above it. The Kongs must follow the bananas by swimming through the water. An Invincibility Barrel is hidden in the top-left corner of this area, and if the primates hit it, they become invincible temporarily. This time, however, there's no time to waste, as there's a crazy fish ready to eat you. The DK Coin is nearby. There are four platforms attached to masts ahead of here; three of them hold Klomps, but the last of them supports a Kannon, which they can load with the nearby kannonball. Funky is seen surfing and then falling off his board. A pair of Zingers fly between the two rope sets, and they try to attack the Kongs. Once they reach the top of these ropes, they jump onto a yard that holds two Click-Clacks, and the water ceases to rise. Cash in your coins for a shot at the prize machine. Find out in Super Slime Blitz! A tightrope is between this mast and another, which is positioned next to a rope that the heroes must climb to dodge the water and reach a yard with a Klomp on it. Drawing concept of Slime Climb, which also features witty comments from Snapjaw, Diddy Kong throws a Click-Clack at the start of the level, Diddy and Dixie climb to a platform with a Click-Clack and a DK Barrel, Diddy and Dixie climb a rope, left of two Klingers, From the Super Mario Wiki, the Mario encyclopedia, Donkey Kong Country 2: Diddy's Kong Quest, https://www.mariowiki.com/index.php?title=Slime_Climb_(Donkey_Kong_Country_2:_Diddy%27s_Kong_Quest)&oldid=3006456, Donkey Kong Country 2: Diddy's Kong Quest Levels. The Kongs can only use the kannonballs to defeat each Zinger (or the only DK Barrel to defeat one of them). Slime Climb is the fifteenth level of Donkey Kong Land 2. Slime Climb is one of the rounds in Fall Guys: Ultimate Knockout. The letter G is between the two platforms, the Kongs must perform a roll-jump to reach it. When the heroes reach this area, the water rises under the yards and stops. Shortly after passing this foe, they reach a higher yard with a gap to the right of it. Common enemies in the level include Klingers, Flitters, and Zingers. Earn special level boosts, like bonus coins, bubble shields, and a power punch! They must climb upwards with these ropes, as directed by the arrow, in order to reach some higher yards that hold a Click-Clack and a DK Barrel. Slime Climb is another vertical rigging level, just like Mainbrace Mayhem and Topsail Trouble from the first world, Gangplank Galleon. If Diddy and Dixie head west from this yard, they reach some platforms that are attached to masts. If they are quick enough, Diddy and Dixie can also obtain the DK Coin. After they cross this gap, they reach the tilted yard, which is positioned next to a leveled yard with Click-Clacks on it. However, coins don't make for a balanced diet and a lucky slime will still greedily devour meat of any kind. Earn special level boosts, like bonus coins, bubble shields, and a power punch! The Golden Feather is near the DK Coin. Climb the tower! Use the "!" It is dropped by King Slime (100% chance) on the Desktop version,Console version, andMobile version. Stretch your slime, squish it, knead it, pop it - just like you would with real slime or putty. There are 28 emerald tokens in total, which are hidden throughout the non-boss acts of each zone. Once they get on the first yard, the water stops rising, but if they hop onto the yard above it, which holds a kannonball, it starts to climb again. They must use these platforms to cross the water and reach a pair of Flitters above a gap, who they can bounce on to reach a small yard with the level's Star Barrel above it. Use at your own risk (Saves ~1.1s). Even if Diddy and Dixie skip the DK Coin, it still appears on-screen when they reach the End of Level Target. After the Kongs collect every star, a Kremkoin appears above the starting platform. A few platforms that are attached to the side of large masts are ahead, and some of them carry Klomps, while one of them is located under a DK Barrel. Some ropes hang above it, and as they climb to the top of them, they break through a DK Barrel and the water begins to rise again. However, it should be noted that some elements were tweaked in the remake.It was a relaxing, sunny day on Donkey Kong Island. Some ropes dangle above these yards, and as they are climbed, the primates must watch out for a Zinger. Shortly after the first DK Barrels, the Kongs encounter the first Kruncha, and the letter K floats beneath the yard that it walks on and can only be reached from a roll jump. Many other types of enemies appear in the level, the two most common being Flitters and Click-Clacks. Slime Climb - Coin 15 First off, the coin's location is pretty much right under the end-of-level target's sail. After they pass this foe, they can discover a platform on a mast that they can use to progress towards a small yard with a Kaboing on it. Item (Quantity)Rate The Bloom Slime is a post-Moon Lord slime which spawns naturally in the Cavern layer after Providence, the Profaned Goddess has been defeated. They can reach the Flitters with their Team-up ability. The final hook here is followed by a tightrope connected to a trio of masts. With a hu… Slime Climb is the fifteenth level of Donkey Kong Land 2.It is also the tenth area of the second world Krem Cauldron.. Slime Climb is another rigging level in the game. Description. A few Zingers fly over these ropes, and the Kongs must head past them when they move out of their way to continue safely. Throughout the non-boss acts of each zone yard, the DK Coin is after this platform a.: the first world, Gangplank Galleon Banana Bunch is hidden shortly before this foe and... Barrel that 's off to the right of here with a gap to the,... 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