|K. Rool's Keep|
K. Rool's Keep as it appears in Donkey Kong Country 2: Diddy's Kong Quest.
|Boss(es)|| None (DKC2) (SNES) (DKL2)|
Kerozene (DKC2) (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 (1995) (SNES)|
|Latest appearance||Donkey Kong Country 2: Diddy's Kong Quest (2004) (GBA)|
K. Rool's Keep is the sixth world in Donkey Kong Country 2: Diddy's Kong Quest and the fifth in Donkey Kong Land 2. It is where Donkey Kong is being held captive until Kaptain K. Rool takes him higher up to the Flying Krock. Due to the height of the keep, parts of it are frozen and other sections are windy. This world has two ice levels, one mineshaft level, and three castle levels.
This area, along with the rest of Crocodile Isle is resurrected from underwater in Donkey Kong Land 2 and remains the same therefore. It does have Castle Crush being replaced by Dungeon Danger however, due to the Game Boy's system limitations.
In the Game Boy Advance version, this area had a couple of changes; it had Windy Well become the fourth level in the remake and Castle Crush be the second level in the game. They also have Clapper's Cavern as the third level. They also replace the short cutscene of Donkey Kong being taken away into a boss fight with Kerozene.
Donkey Kong Country 2: Diddy's Kong Quest
- Arctic Abyss (Ice)
- Windy Well (Mineshaft) (Fourth in the Game Boy Advance version)
- Castle Crush (Castle) (Second in the Game Boy Advance version) (Only in this game)
- Clapper's Cavern (Ice) (Third in the Game Boy Advance version)
- Chain Link Chamber (Castle)
- Toxic Tower (Castle)
- Ending/boss Level: Stronghold Showdown (Castle) (Kerozene is fought here in the Game Boy Advance version)
Donkey Kong Land 2
- Arctic Abyss
- Windy Well
- Dungeon Danger
- Clapper's Cavern
- Chain Link Chamber
- Toxic Tower
- Ending level: Stronghold Showdown