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Retro Game Walkthroughs For
"Donkey Kong Country Returns"
(Nintendo Wii)

Retro Game Walkthroughs for Donkey Kong Country Returns (Nintendo Wii)
Submitted By: Ghost Killer
Donkey Kong Country Returns is one of the toughest platformers to appear on the Wii and the bosses offer perhaps some of the biggest challenges in the game so here to help I have written a guide to all eight battles.


World One
Mugly's Mound

The first boss while not exactly tough still requires a good sense of timing to defeat. Mugly has three attack patterns. When he charges at full speed he is invulnerable but when he does so at a slower pace jump on his back. The final attack is when he jumps in the air. Run underneath him and jump on his back before he leaps again. You'll know when you can hit his back because his spikes will retract. To defeat him you need to hit him nine times. He'll change colour from yellow to orange to red every three hits.


World Two
Pinchin' Pirates

This boss is broken into three crabs. While the idea of battling three enemies may seem like a daunting task it's actually really simple. Firstly the crabs will attack one by one by appearing from the sand. To beat them first jump on their head to raise their claws. Then either ground pound or forward roll into them to get them on their back. Finally jump on them again. Do this to all three crabs to get them to appear all at once. Here is where timing is key. When the crabs have their claws in the air roll/cartwheel into them. (Do not roll into the side where they wield weapons) Finally jump on all three of them again to finish them off.


World Three
Ruined Roost

Taking a break from the ground based boss fights this one consists of a giant bird flying in a pot. It is important to note that you should never try to jump on him or roll into him. He is invulnerable to these attacks and instead you must focus on using bombs. The arena itself you’ll notice has blocks stacked on either side. These are key to beating this flapping bird. When he swoops down from side to side simply duck and cover between the stacked blocks to avoid getting hit. To hit him grab the black bombs he lobs your way (by pressing and holding the grab button) and throw them back at him.

After a couple of hits he will drop a huge atomic bomb that will not only travel across the ground but also reduce the height of the stacked blocks by one. Simply stand on one of them to avoid the shockwave. The giant bird will continue to throw more bombs at you (some with a shorter fuse) so just throw them back his way. After some more hits the battle will be over and off to the forth world you go.


World Four
The Mole Train

This boss is particularly tough especially since you’ll be battling on rampaging mine carts. Things start off with you on a single mine cart chasing behind a train full of moles. One of them will start to throw pick axes at you so either jump over or duck underneath them to avoid. Eventually your cart will catch up joining together with the others. Now a game of whack a mole will begin so to speak. When bananas begin to shake make sure you are not on that cart as a mole will pop up. Jump on his head to knock him out, continuing to do so as more moles rise from the carts. Don’t worry if you get hit as hearts will randomly pop up as you knock out more moles. After around ten hits three of the four mine carts will start to electrify. Get on the one safe one and the whole process will begin again.

On the second round the mole will start to throw bombs as well as pick axes at you so throw them off before they detonate. Once the carts join again bash the moles and repeat one final time only this time you will be travelling through the dark making things tougher. Once you have completed the process a third time the train driver will make an appearance. Bash him and you’ll have finished the forth boss battle.


World Five
Mangoruby Run

The arena itself is rather large and has round discs in which you can grab onto and climb all the way around. The boss itself is a giant electrical snake that will slither after you. Avoid him at all costs! The idea is to crawl along the grassy discs and pound on the blue triangles. Only once you have pounded in all the blue triangles is the snake weakened enough to hit. How you do that is by jumping on his body. Land on his head and you’ll take damage so make sure you land on his rounded body parts. Every time you hit him you’ll then have to pound the triangles back in whilst avoiding him (only this time he’s faster) and jump on his body again. Do this three times to end the battle.


World Six
Thugly’s Highrise

Basically the same boss from the first world but with some new moves up his sleeve. Again like before you will need to hit him nine times spread over three parts. Be wary of his shell on his back which blocks all attacks. Only at certain points will it disappear leaving Thugly exposed.

In the first section of this battle Thugly will have three moves at his disposal. The first (and most basic) is his charge which will leave him briefly vulnerable just as he makes it to the end of his dash. The second is a more powerful charge attack (clarified by a small drag of his feet) which will require you to jump over as he smashes head first into the wall behind you. He will then topple onto his back leaving his belly exposed to jump on. His final attack is a huge leap (notice how he drags his feet back twice before doing so) Just make sure he doesn’t land on you, jump over the resulting shockwave as soon as he lands and avoid the few falling rocks from above. Once you have hit him three times the platform will break and you will start the second section of the battle.

You’ll now find yourself on a wooden platform. Thugly’s moves are mostly the same accept this time he can breathe fire. When he does this simply duck to avoid the flames. Hit him three more times to get him angry and fall to the final section of the fight.

The final section Thugly learns yet another move. This time he will shoot a fiery rock into the air which will break into threes and fall to the ground. Simply avoid them. Hit him a final three times and you’ll have triumphed over the sixth boss.


World Seven
Feather Fiend

Now the bosses are getting tough. Here you’ll find yourself face to face with a chicken in a giant mechanic monstrosity. He’ll start off by walking back and forth with his two giant legs so slowly time your run through them to avoid getting hit. Every so often he’ll leap into the air and one of two things will then happen. Either his underbelly will remain red and he’ll land with both feet firmly together or the underbelly will go green, his legs will spin and he’ll land with his legs apart. Obviously when he lands feet together run away to avoid getting crushed. When he lands feet apart you’ll notice his underbelly flips and a small amount of chains appears. Grab onto it and start pounding away with your fists. Repeat this a few more times until the robot breaks apart and the chicken flies out in a small booth (Bowser in Super Mario World style) He’ll continue to try and land on you so keep avoiding him and jumping on his head when he’s on the floor. Repeat this and eventually the chicken will give up.


World Eight
Tiki Tong Terror

Before actually battling the final boss you’ll need to jump onto a rocket barrel and make your way up the volcano to its peak. This is similar to the previous rocket levels except this time you are heading upwards. Pressing “A” means you’ll move forward further. Avoid the moving obstacles and toward the end make sure to collect as many bananas and balloons as possible. Luckily once you have beaten this flying section you won’t have to do it again if you fail on the actual boss battle.

The battle itself is very Andross style in that you’ll face two giant hands and a head. The first portion of the boss fight sees you taking on the hands which have several moves to avoid. They will either slam to the ground (in which case you need to jump on the small red crystal on the tops twice each), slide across from side to side (you need to duck to avoid getting hit) or slam together (the two hands will go either side and just before they move in at breakneck speed the two lights will blink. Simply jump to avoid getting flattened.) Once you have taken out one hand the other will still perform the same moves but just on it’s own.

Once the Tiki boss loses both its hands you now need to focus on his head. It will fly around trying to land on you. While avoiding the shockwave it sends jump on the big red button that appears on the top of his head. It’s tough since he moves away so quick but keep trying and eventually you will find yourself hitting him easily. Another move he’ll use is one where several smaller fire tiki enemies will fall from the sky. Avoid them at all costs. Just wait till they hit the floor and disappear. After several hits on the Tiki head he’ll finally give up and you will have conquered all eight of Donkey Kong Country Return’s boss battles!

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