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Donkey Kong Adventure is a story expansion for Mario + Rabbids Kingdom Battle, included in Mario + Rabbids Kingdom Battle Gold Edition and available as add-on content that can be purchased from Nintendo eShop for other versions of the game. As its name suggests, it prominently features Donkey Kong. The expansion becomes available when the Top Banana level of the base game has been completed. The expansion follows Donkey Kong, Rabbid Peach, Beep-0, and Rabbid Cranky as they work to defeat Rabbid Kong, who seeks revenge for his defeat in the main game, and has formed an army. It features exclusive enemies, weapons, collectibles, and worlds not available in the main game. Donkey Kong and Rabbid Cranky are also exclusively playable in Donkey Kong Adventure.
Story
It has been requested that this section be rewritten.
The story begins just after the defeat of Rabbid Kong on the block tower of Ancient Gardens. Bowser Jr. and Spawny reach Peach's Castle and find Rabbid Kong at the Time Washing Machine, where some Rabbids are telling him to touch it. He does so, but gets electrocuted and, in a rage, bashes the top of it, causing it to malfunction. Rabbid Kong, as well as some various junk and Rabbids, are sucked into the machine, which stresses Spawny out, causing him to fire a ray from the SupaMerge headset into the machine before the door shuts. Bowser Jr. and Spawny escape just as Mario, Luigi, Rabbid Peach, and Rabbid Luigi arrive. Rabbid Peach goes over to the machine to plug in her cell phone, which is out of battery, all while oblivious to the danger. The others then attempt to get her away, with Beep-0 reaching her first. Just as he reaches her, the Time Washing Machine disappears, with Rabbid Peach and Beep-0 in tow.
In an alternate dimension, the Time Washing Machine falls onto an unknown island. During the fall, Rabbid Peach and Beep-0 are holding on to the machine, but the side of it they are holding gets ripped off from the fall, and the two fly off in another direction, landing on a small area of Banana Lagoon.
There, the two wake up to find themselves on the unknown island. They attempt to talk to some locals, who turn out to be Tropical Ziggies. The Ziggies attack the two, and Beep-0 asks Rabbid Peach for assistance, but as she had left her Blasters back at the Castle to roast mushrooms, she can't fight back.
Just as it looks like they are done for, Donkey Kong appears, causing the Ziggies to flee. Alongside him is Rabbid Cranky, an elderly and grouchy Rabbid dressed as Cranky Kong. The three defeat the Ziggies after Rabbid Cranky gives Rabbid Peach a new Blaster, the Megalodon.
While exploring, they come across parts of the Time Washing Machine, only for them to be taken by Collectors. They also face Smugglers that carry some Bad Bananas. After collecting a few parts, Rabbid Cranky leads the team to Rabbid Kong. After that, Rabbid Cranky tells them how the main part of the Time Washing Machine ended up at Rabbid Kong's fort and powered him up. The gang then head off to find the two keys to reach Rabbid Kong's hideout, which is blocked by a gate. They also learn that the Time Washing Machine was being used to create Bad Bananas, which can power up Rabbids and are the source of Rabbid Kong's new powers.
Each one of the keys is located at a different path, with one of the paths leading to a broken bridge to the Reef. Beep-0 and the trio head to the open path that leadsthem through Banana Lagoon to one of the keys that is attached to Side Eye, a big Rabbid wearing a hammerhead shark skin, who is tricked into fighting them.
After obtaining the first key, the Rabbids, whom they free from the Megabug's control, fix the bridge to the Reef, which allows the four to head to the second key. They soon came across Finn, another big Rabbid that wears a great white shark skin who has the second key as he charges at them.
After obtaining the second key, they unlock the gate and storm into the Jungle to reach the main part and encounter a new enemy, the Summoner. They soon encounter Mega Rabbid Kong and fight him. After destroying the health pool, Rabbid Kong escapes as it explodes and the team falls into the Dungeon.
The trio escape from the Dungeon, only with Rabbid Kong waiting for them for one last battle. The three use a golden Blast Barrel to destroy his hammer as he spits out the Bad Banana he ate to gain his powers, which turns into a normal Banana. Rabbid Peach then convinces him to bring the main part of the Time Washing Machine back to Banana Lagoon to send her and Beep-0 back to Peach's Castle.
Heroes
In Donkey Kong Adventure, only Rabbid Peach, Donkey Kong, and Rabbid Cranky are playable. While Rabbid Peach is only slightly altered from her main game version, Donkey Kong uses almost all new abilities and Rabbid Cranky combines and renames existing abilities.
Donkey Kong
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Rabbid Peach
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Rabbid Cranky
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He's the Ziggy crushin', high jumpin', cover point luggin', king of the ground-pondin' apes who never backs down when his friends (or his banana supply) are endangered.
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A proficient healer and damage-denier, when this defense-oriented prima donna takes the battlefield she keeps one eye on the enemy, and one on Mario.
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The irascible Rabbid Cranky may not be as fast as he used to be, but he doesn't need to be when he has a Boombow and short-ranged Barrel Bolts as explosive as his temper.
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Health Points 280
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Health Points 220
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Health Points 200
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Area of Movement 6 Cells
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Area of Movement 6 Cells
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Area of Movement 6 Cells
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Pipe Exit Range 3 Cells
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Pipe Exit Range 3 Cells
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Pipe Exit Range 3 Cells
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Grab & Launch 20 Damage
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Allows Donkey Kong to pick up allies, enemies, Cover Blocks or Sentries, move to another cell and launch them. Cleanses an ally overcome by a Super Effect. Damage 20
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Stylish Dash 30 Damage
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Allows Rabbid Peach to DASH more than one enemy while on the move. Damage 30
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Dash 20 Damage
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Allows Rabbid Cranky to damage an enemy while on the move. Damage 20
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Throw Range 6 Cells
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The distance Donkey Kong can throw. Ah! Those bulging biceps! Technique Range 6 Cells
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Team Jump 6 Cells
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Grump Jump 6 Cells
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While performing a TEAM JUMP, Rabbid Cranky strikes the landing area dealing damage to everyone in range. Team Jump Range 6 Cells Grump Jump Range 2 Cells Damage 30
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Primary Weapon Bwananarang
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Mid-range weapon capable of hitting multiple targets in a row without cooldown. Potassium Pulverizer Hit Damage 20-30 Bounce Damage 39 Bounce Chance 30% Medium Range 7 Cells Cover Damage LOW Ricochets 3
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Secondary Weapon DK Ground Pound
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Targeted attack affecting all enemies within a cylindrical area, regardless of cover. The Classic Hit Damage 45-55 Bounce Damage 72 Bounce Chance 30% Short Range 2 Cells Cover Damage LOW Cooldown 1 Turn Area of Damage 2 Cells
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Primary Weapon Blaster
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A short to mid-range weapon that fires one round at a time at a single target. Megalodon Hit Damage 20-30 Honey Damage 39 Honey Chance 30% Medium Range 10 Cells Cover Damage LOW
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Secondary Weapon Sentry
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Never stops chasing its target, it will detonate when it gets close. Can be destroyed. Panoramic Pillager Hit Damage 30-40 Honey Damage 52 Honey Chance 30% Long Range 15 Cells Cover Damage LOW Cooldown 1 Turn Area of Damage 1 Cell Sentry Health Points 60 Sentry Move Range 6 Cells
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Primary Weapon Boombow
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Delivers a scattershot attack affecting enemies out in the open. Wood Shop Walloper Hit Damage 40-50 Vamp Damage 65 Vamp Chance 30% Medium Range 10 Cells Cover Damage LOW
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Secondary Weapon Barrel Bolt
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Explosive Boombow ammo with a high arc, short range and damage unhindered by cover. Barrel of Fun Hit Damage 30-40 Vamp Damage 52 Vamp Chance 30% Medium Range 8 Cells Cover Damage LOW Cooldown 1 Turn Area of Damage 1 Cell
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Primary Technique Hairy Eye
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This bonus attack is a mid-range reaction shot dealt to the first enemy to move within Donkey Kong's line of sight. Cooldown 3 Turns Reaction Shots 1 Reaction Shot DMG 100%
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Secondary Technique Magnet Groove
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Enemies within range will be drawn to Donkey Kong's irresistable jungle beats when he busts out the bongos and
takes them for a ride to beat town! Cooldown 4 Turns Technique Range 6 Cells
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Primary Technique Shield
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Limits damage taken by Rabbid Peach from any enemy attack. Cooldown 2 Turns DMG Reduction 30%
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Secondary Technique Heal
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Restores health points to all Heroes in range. Cooldown 3 Turns Technique Range 6 Cells HP Bonus 30%
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Primary Technique Stink Eye
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This bonus attack is a mid-range reaction shot dealt to the first enemy to move within Rabbid Cranky's disapproving gaze. Cooldown 3 Turns Reaction Shots 1 Reaction Shot DMG 70%
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Secondary Technique Long Story
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Puts enemies within range to sleep, sparing them Rabbid Cranky's latest rant or complaints about the post
office. Cooldown 3 Turns Technique Range 6 Cells
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Enemies
Mario + Rabbids Kingdom Battle enemy
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Tropical Ziggy
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Health Points
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80
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Team Jump
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None
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Double Dash
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20 DMG
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Area of Movement
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6 Cells
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Primary Weapon
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Blaster
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Secondary Weapon
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25 DMG
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None
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Pipe Exit Range
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3 Cells
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Primary Technique
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Villain Sight
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Secondary Technique
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25 DMG
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None
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Chase Range
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None
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Tertiary Technique
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Dashing Ne'er-do-wells!
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None
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Mario + Rabbids Kingdom Battle enemy
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Tropical Smasher
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Health Points
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180
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Team Jump
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None
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Dash
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None
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Area of Movement
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4 Cells
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Primary Weapon
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Melee
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Secondary Weapon
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60 DMG
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None
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Pipe Exit Range
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2 Cells
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Primary Technique
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Weaken
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Secondary Technique
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-50% DMG
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None
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Chase Range
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4 Cells
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Tertiary Technique
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Pinheads in Pursuit!
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None
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Mario + Rabbids Kingdom Battle enemy
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Tropical Collector
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Health Points
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130
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Team Jump
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None
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Dash
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None
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Area of Movement
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25 Cells
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Primary Weapon
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Secondary Weapon
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None
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None
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Pipe Exit Range
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10 Cells
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Primary Technique
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Secondary Technique
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None
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None
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Chase Range
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None
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Tertiary Technique
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Compulsive Curators!
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None
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Mario + Rabbids Kingdom Battle enemy
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Tropical Smuggler
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Health Points
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180
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Team Jump
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None
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Dash
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None
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Area of Movement
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4 Cells
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Primary Weapon
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Melee
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Secondary Weapon
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10 DMG
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None
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Pipe Exit Range
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2 Cells
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Primary Technique
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Secondary Technique
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None
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None
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Chase Range
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2 Cells
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Tertiary Technique
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Banana Lovin' Bootleggers!
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None
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Mario + Rabbids Kingdom Battle enemy
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Finn
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Health Points
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600
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Team Jump
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None
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Shark Rage
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20 DMG
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Area of Movement
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38 Cells
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Primary Weapon
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Octo Hammer
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Secondary Weapon
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70 DMG
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None
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Pipe Exit Range
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None
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Primary Technique
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Prying Eyes Denier
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Secondary Technique
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Villain Sight
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Immune to reaction shots while moving
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70 DMG
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Chase Range
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6 Cells
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Tertiary Technique
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One shark feeding frenzy!
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None
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Mario + Rabbids Kingdom Battle enemy
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Side Eye
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Health Points
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400
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Team Jump
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None
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Dash
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None
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Area of Movement
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14 Cells
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Primary Weapon
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Bomb Bludgeon
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Secondary Weapon
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50 DMG
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None
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Pipe Exit Range
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None
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Primary Technique
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Prying Eyes Denier
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Secondary Technique
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Villain Sight
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Immune to reaction shots while moving
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40 DMG
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Chase Range
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None
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Tertiary Technique
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StandofFISH scaredy cat!
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None
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Mario + Rabbids Kingdom Battle enemy
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Tropical Summoner
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Health Points
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130
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Team Jump
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None
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Dash
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None
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Area of Movement
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6 Cells
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Primary Weapon
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Grenaduck
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Secondary Weapon
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25 DMG
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None
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Pipe Exit Range
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3 Cells
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Primary Technique
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Summon
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Secondary Technique
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Heal
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Calls to arms for one or more enemies
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30% HP
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Chase Range
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None
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Tertiary Technique
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Incorrigible invokers!
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None
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References to other games
- Donkey Kong: An area features a Rabbid on a girder throwing barrels at another Rabbid jumping over them, much like Donkey Kong and Mario do in this game, respectively. Beep-0 comments that the jumping Rabbid would "be lucky to get to 125 meters unless he finds a hammer".
- Donkey Kong 64: An arrangement of the hub world music from this game appears.
- Donkey Kong Country Returns: Just before the heroes fight Rabbid Kong for the first time, Donkey Kong attacks him like he attacks bosses at the end of boss battles from this game.