Difference between revisions of "Clapper's Cavern"
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Difficulty: 4/10 | Difficulty: 4/10 | ||
==Any%== | ==Any%== | ||
− | + | ===Safe=== | |
− | {{#ev:youtube| | + | {{#ev:youtube|iSVvtYyjdZY|560||https://www.youtube.com/watch?v=iSVvtYyjdZY}} |
− | + | '''Notes''' | |
− | Notes | ||
*The first trick is skipping the first clapper, just don't roll and you should get it, if you cant get it just hit it and skip the second Clapper. When hitting the second Clapper, it is optimal to be sure to hit him o the left side. This will guarantee that the two mice and beetle face towards you (facing left), allowing for optimal rolls. If you miss this, it is not a big deal. | *The first trick is skipping the first clapper, just don't roll and you should get it, if you cant get it just hit it and skip the second Clapper. When hitting the second Clapper, it is optimal to be sure to hit him o the left side. This will guarantee that the two mice and beetle face towards you (facing left), allowing for optimal rolls. If you miss this, it is not a big deal. | ||
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*Rolling through all the enemies with invincibility at the end is tricky; it requires you to be perfect on rolling and hook jumps. | *Rolling through all the enemies with invincibility at the end is tricky; it requires you to be perfect on rolling and hook jumps. | ||
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+ | ===Optimal=== | ||
+ | {{#ev:youtube|iSVvtYyjdZ|560||https://www.youtube.com/watch?v=iSVvtYyjdZ}} | ||
+ | '''Additions''' | ||
+ | X | ||
+ | Y | ||
+ | Z | ||
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==102%== | ==102%== |
Revision as of 03:53, 1 February 2015
Game | Donkey Kong Country 2 |
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World name | K.Rool's Keep |
Level name | Clapper's Cavern |
Previous level | Castle Crush |
Next level | Chain Link Chamber |
Difficulty: 4/10
Contents
Any%
Safe
Notes
- The first trick is skipping the first clapper, just don't roll and you should get it, if you cant get it just hit it and skip the second Clapper. When hitting the second Clapper, it is optimal to be sure to hit him o the left side. This will guarantee that the two mice and beetle face towards you (facing left), allowing for optimal rolls. If you miss this, it is not a big deal.
- Once you get Engaurde you want to go up slightly and then charge, this will cause you to lose Engaurde while maintaining good speed letting you mash up the shaft. You want to switch at the very top of the water, switching in water keep the game running so the spiny will move to a position where you can roll into him.
- Rolling through all the enemies with invincibility at the end is tricky; it requires you to be perfect on rolling and hook jumps.
Optimal
Additions X Y Z