Editing Amiss Abyss
From the Super Mario Wiki, the Mario encyclopedia
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 15: | Line 15: | ||
==Overview== | ==Overview== | ||
[[File:9.10.13 Screenshot1 - Donkey Kong Country Tropical Freeze.png|thumb|left|250px|[[Donkey Kong]] and [[Dixie Kong]] swimming near a school of bioluminescent fish]] | [[File:9.10.13 Screenshot1 - Donkey Kong Country Tropical Freeze.png|thumb|left|250px|[[Donkey Kong]] and [[Dixie Kong]] swimming near a school of bioluminescent fish]] | ||
The level begins in a cave, though the visuals appear the same as usual. From there, the Kongs can dive into the water below, where the level begins to shift to its silhouetted visual style. While underwater, if the Kongs perform a [[Corkscrew (Donkey Kong Country: Tropical Freeze)|Corkscrew]] into a school of fish, they will scatter and emit light for a short period of time, causing nearby [[Electrified Anemone|sea anemones]] to retract themselves. As the Kongs swim through the level, they must use the Corkscrew to break through wooden barriers while avoiding [[jellyfish]]. They will then reach what appears to be a dead end; however, if the Kongs scatter the nearby school of bioluminescent fish, it will awaken [[ | The level begins in a cave, though the visuals appear the same as usual. From there, the Kongs can dive into the water below, where the level begins to shift to its silhouetted visual style. While underwater, if the Kongs perform a [[Corkscrew (Donkey Kong Country: Tropical Freeze)|Corkscrew]] into a school of fish, they will scatter and emit light for a short period of time, causing nearby [[Electrified Anemone|sea anemones]] to retract themselves. As the Kongs swim through the level, they must use the Corkscrew to break through wooden barriers while avoiding [[jellyfish]]. They will then reach what appears to be a dead end; however, if the Kongs scatter the nearby school of bioluminescent fish, it will awaken [[Tim|a large fish]] in the background, who breaks down the wall to the right, opening a way through. | ||
In the next area, the Kongs will encounter multiple [[Pufftup]]s en route to the first checkpoint. The Kongs will then emerge from the water into a small shelter, where a [[DK Barrel|DD Barrel]] and two [[Tucks]] can be found. After making their way through, the Kongs will leap off a trampoline back into the water. Jellyfish and anemones are now more abundant, including multiple jellyfish that swim in a circular formation around a wall of spikes. Eventually, the Kongs will come across an object resembling a signpost. If they perform a Corkscrew on it in the direction the arrow is pointing, a statue in the background will glow, activating a gate for them to pass through. After following several bioluminescent jellyfish past the gate, the Kongs will find two more gates and eventually a [[Barrel Cannon]] that blasts them out of the water and into a cave. | In the next area, the Kongs will encounter multiple [[Pufftup]]s en route to the first checkpoint. The Kongs will then emerge from the water into a small shelter, where a [[DK Barrel|DD Barrel]] and two [[Tucks]] can be found. After making their way through, the Kongs will leap off a trampoline back into the water. Jellyfish and anemones are now more abundant, including multiple jellyfish that swim in a circular formation around a wall of spikes. Eventually, the Kongs will come across an object resembling a signpost. If they perform a Corkscrew on it in the direction the arrow is pointing, a statue in the background will glow, activating a gate for them to pass through. After following several bioluminescent jellyfish past the gate, the Kongs will find two more gates and eventually a [[Barrel Cannon]] that blasts them out of the water and into a cave. |