TROUBLE IN PARADISE
When night fell, Diddy Kong and Dixie Kong grew worried that their big buddy Donkey Kong hadn't returned from his lazy day on the beach. They headed to his favorite sunbathing spot, fearing the worst. Hundreds of strange footprints led from the sea in a wide circle around DK's smashed deckchair. Diddy gasped in horror upon realizing Kremlings were responsible.
Amidst the wreckage, they found a note from Kaptain K. Rool demanding the banana hoard in exchange for DK.
CRANKY'S REACTION
Upon returning, Cranky suggested handing over the bananas. Diddy refused, insisting they must rescue DK, who would never forgive them if they surrendered.
Funky and Wrinkly opted out, with Funky hating adventures and Wrinkly feeling too old for such activities. Cranky also refused, citing his standards against scrolling games with bonus levels.
Diddy volunteered for the quest, having accompanied DK on his last adventure. Cranky mocked his inexperience, noting he hadn't even earned a title credit.
DIXIE JOINS THE QUEST
Dixie suddenly announced she was going with Diddy. When Diddy protested that it was dangerous, she challenged his courage.
Refusing to be outdone, Dixie insisted on joining him. Diddy sighed, recognizing a hopeless argument when he saw one.
Cranky reluctantly agreed, warning them to bring DK back safely. He threatened that failure would result in only cheap cameo roles for the pair in the future.
Diddy stood proud as DK's only hope, promising to bring him back. Wrinkly smiled warmly, while Funky offered a high-five and encouragement.
The brave young pair set out as soon as the sun rose again. The narrator dismisses this storyline as overused.
LEGEND OF CROCODILE ISLE
Crocodile Isle serves as the hideout for Kap'n K. Rool's cutthroat pirates. It teems with Kremlings and offers a greater variety of terrain than Donkey Kong Country. The following locations define the island's dangerous landscape.
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Gangplank Galleys: Although K. Rool's flagship is not seaworthy, it is manned by a scruffy Kremling crew. The area features hooks, rigging to climb, and a flooded cargo hold to swim in.
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Crocodile Cauldron: Surviving this area requires avoiding red-hot lava. Crocodile-head stepping stones and hot-air balloons provide ways to stay cool.
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Krem Quay: Formerly the main port, this area is now a swamp crawling with rats and vermin. It is particularly gloomy underwater, requiring a partner with a light source.
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Krazy Kremland: This local amusement park is where Kremlings go for fun. Diddy and Dixie are unlikely to find the place entertaining.
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Gloomy Gulch: A spooky forest haunted by evil Kremling spirits, Klock and Kickle. Even the ropes providing handholds are ghostly and insubstantial.
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Lost World: Rumored to lie deep beneath Crocodile Isle, this is the source of the Kremlings. It contains treasures, including the elusive true ending.
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K. Rool's Keep: K. Rool has saved his most diabolical traps for his own fortress lair. No one has reportedly entered and lived to tell the tale.
The narrator adds that some of these places may not actually exist, joking about the nature of manual writers.