Donkey Kong 64

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Donkey Kong 64

Major Glitches

  1. Swim through vertical walls(STVW).
    1. First swim up to the wall you're trying to glitch into and stop.
    2. Press and hold the c-up button.
    3. While holding the c-up button press and hold the A button.
    4. Release the c-up button.
  2. C-up glitch.
    1. Walk to the very edge of the point where you will use the glitch.
    2. Press c-up the instant you start to fall off the edge.
    3. Turn around and walk into the wall.

STVW glitch uses.

  1. The swim through vertical walls doesn't work on every vertical wall in the game. Here are locations where it does work.
    1. In the opening area with DK's house STVW can be used to escape the opening area without visiting Cranky for Simian Slam. The glitch is used on the underwater wall to the right of the cave where you would normally walk through to exit.
    2. In Jungle Japes STVW can be used to get DK's GB from the cage without hitting the switch. After exiting the cage to the main area walk to the right into the water. The glirch can also be used to get into the room where Chunky would retrieve his GB and his blueprint.
    3. In Gloomy Galleon the STVW glitch has many uses.
      1. In the room with the cannons where Chunky earns a GB by shooting the targets the STVW can be used on the wall to the left of Tiny,s banana coins. After entering the wall swim to the right under the ramp where you entered the room and it will take you to the Lighthouse area.
      2. STVW can also be used in the lighthouse area around the floating crate by the coconut switch gate to swim across to the large area with the sunken ships.
      3. On the wall of the 5 room ship to the left of where the gate to Lanky's compartment the STVW glitch can be used to enter the rooms for any of the Kongs without playing the instruments on the instrument pade. Tiny and Lanky can just use STVW to swim through the gates to there respective compartments.
      4. The glitch can be used to swim through the star on the Enguarde gate to enter the room with the treasure piles without jumping through the star with Enguarde.
      5. The glitch can be used to enter Tiny's room in the submarine by utilizing the glitch on the back wall of the sub opposite where you would normally use Mini-Monkey to enter.
      6. Finally the STVW glitch can be used to enter the 2 room sunken ship. The entry point is on the left wall of the ship.
    4. In Fungi Forest the glitch can be used to get Diddy,s GB from the crate during the day. The wall where the STVW works is on the opposite side of the shed. Swim counterclockwise around the moat. When you turn to the right and the wall is no longer lit up bu the sunlight that is the wall that the STVW glitch works on.
    5. In Crystal Caves the STVW can be used to enter the respective rooms in the 5 roomed igloo. The entry point is on the wall that faces the platform with the tag barrel above it.

C-up glitch uses

  1. The biggest time saver utilizing the c-up glitch is to avoid having to collect regular bananas to feed Scoff. Go to the bottom step on the left side and walk all the way to the wall. After reaching the wall turn right and walk to the edge of the step and that is where the c-up glitch is used.
  2. In Angry Aztec the c-up glitch can be used to enter the temple with the picture of a camel on the door without playing the barrel blast. The glitch point is on the ramp on the right side of the steps approximately half way up.
  3. DK and Diddy can use the c-up glitch to enter their respective rooms in the large temple which can normally only be entered by feeding the totem pole first. On the left side of the temple there is a ramp leading to the second floor. The cup glitch can be used on the right side of the ramp. The spot is fairly close to the bottom of the ramp.

Minor tricks

  1. DK,s jumpkick.
    1. When walking off the edge have DK kick. After the kick DK can jump from midair to cross long gaps that he would not be able to cross otherwise.

Boss Strategies

  1. Mad Jack
    1. There is a pattern to how many times Mad Jack will jump before he opens.
      1. The first round he will jump 9 times.
      2. In the second time he will jump 11 times.
      3. In the third round he will jump 12 times.
      4. In the fourth round he will jump 13 times.
      5. In the fifth round he will jump 15 times.
  1. Dogadon 2
    1. After Dogadon pounds the floor and causes it to start to sink you should try to make it so that you are facing him and standing right behind the TNT barrel when he lands. This way after you throw the barrel at him and jump into the Hunky Chunky barrel you will be facing him and be able to get 15 regular punches off before Chunky shrinks back down again. When used properly, this strategy allows you to beat him in 3 rounds.
  1. King Kutout
    1. During the third phase when he rapidly teleports around the room he will always go around counterclockwise. This can be used to predict where he will first pop up after shoothing the lasers. Think of the arena as a clock. If he shoots his second round of lasers fron 3 o-clock he will pop up first at 12 o-clock and then proceed to 9-oclock and so on.
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