The Snowmads hail from the northern lands and have encased Donkey Kong’s island in snow and ice. They seek to claim this land for their own.
Archy
Archies have very little defense; however, they seem to have an unlimited supply of fish that they like to shoot at you with their bows. The fish can be bopped to reach higher ledges if there are some available. The best way to defeat these archers is to bop along the fish or dodge them altogether, all the while waiting for a gap in between firings so that you can bop them over the head at your leisure.
Archy (Fire)
This version of the Archy, instead of shooting regular fish, shoots fish skeletons engulfed in flames. Pretty terrifying to be sure. Simply leap over the fire-roasted tuna and finish the Archy off with a single Roll Attack.
Big Sphen
Big Sphen enjoys playing the horn and taking long walks on the beach. The latter is untrue but the former is quite true. Unfortunately, the horn this penguin uses shoots fish in your direction. It’s best to triple-bop combo the musician before he serenades your hearts from you.
Blue Hootz
The Blue Hootz is similar to the Hot Hootz, except with the element of ice. The good part is they do not fire projectiles, but the downside is that they constantly remain covered in ice. The Blue Hootzes can only be attacked with a barrel or other form of thrown object, so unless you have one in your grasp, avoid these flying icicles at all costs.
Boom Bird
These may not look like much of a hazard, since they can barely lift the bombs they carry, but be incredibly careful when you attack Boom Birds, since they will drop the bomb as soon as they are attacked, which results in a rather painful explosion.
Chum Chucker Charley
These big boys will launch a plethora of frozen fish in your direction unless you deal with them as best you can. It takes three Roll Attacks or three bops to bring a Chum Chucker Charley down. Don’t let their broad forms scare you.
Fish Poker Pops
Like a Waldough, a Fish Poker Pops is a bit tougher to bring down. You cannot bop them over the head, and you cannot Roll Attack them with the spiked puffer fish spear in the way. Notice that when you draw near they raise their spears in the air for an attack. The trick is to get close so that it raises the spear, then Roll Attack the uncovered large belly. Repeat this process three times to get one to fall for good.
Fluff
These mustachioed, striped-shorts-wearing rabbits are not only unattractive, they can really put a snag in progressing through the levels. Fluffs hop up and down, as rabbits are wont to do. However, a clean bop over the head will fell the beast in a jiff.
Harey
Revenge against these chilling bunnies is best served up cold. These large fellows really pack a punch. Hareys hop around heavily, and when they hit the ground, they create icicle blast waves that emerge from either side. This makes the approach to defeating it a good swift bop to the melon. The head, that is. That way you dodge the ice blast wave and you can triple-bop it over the head to finish the job.
Harold
Apparently the old bearded bunny ate a few too many eclairs and they caught up to the waistline. This might be why Harold is purely in charge of throwing Watermelon Fuse Bombs, and a lot of them. You can either bop one thrice on the head, or use the bombs against it, which will do just as well.
Hootz
These basic owl enemies fly in one spot just screaming for a swift bop over the old cranium. Do not get distracted by the owl’s impressive handlebar mustache, as it will not hesitate to make you lose a heart or your life. Sometimes these owls are grouped in pairs, trios, or more, so the situation is ripe for a triple-bop combo to either get from one platform to another or to access hidden platforms that are higher in the air.
Hot Hootz
The Hot Hootz is by far the most damaging of the owl family. Not only do they periodically shoot fireballs that are impeccably accurate, but they move up and down in one spot, which makes it quite tricky to make it past them. You will have a short window between flame-ups, during which you can bop it over the head for a finishing blow. Just be sure to time it correctly or DK will be the one engulfed in flames.
Painguin Tucks
The Painguin Tucks can’t be beaten by a frontal assault while its spear is in use. The best way to defeat one is to target its backside with a bop or Roll Attack; even simpler, Ground Pound will knock one on its butts for a short time, allowing you to deliver the finishing blow.
Papa Painguin
This fierce assailant is one of the most annoying and difficult to damage through all those spikes. You will not be able to attack from the front or from above, so the very best way to win this street brawl is to Ground Pound in Papa Painguin’s vicinity to knock it on the ground. Once it’s stunned, dispatch it with a Roll Attack.
Pointy Tucks
The slow-moving, waddling Pointy Tucks cannot be attacked from above because of its horned helmet. Ground Pound to stun it, then Roll Attack before it comes to, which will finish it off with ease. Keep in mind that you do not absolutely need to Ground Pound before you Roll Attack—you can roll right through them instantly.
Puffton
On a superficial level, these owls have the most amazing looking handlebar mustaches of the game. That being said, the Pufftons can take much more of a beating before going down. It takes three bops over their giant heads; the third bop will produce a banana coin. These owls also can be a great way to bop your way to a higher platform with ease. To use them to your full advantage, bop them three times to gain the items, then on the third bop, bounce yourself to the next platform.
Soary
The Soaries fly in formations that allow you to bop across them to reach further platforms or progress through a level. Sometimes you need to time a basic bop with a stronger bop by holding
or
to bop to the next flying penguin. Either way, a little trial and error may be in order.
Tucks
These little guys are slow moving and have no real armor to speak of, which makes them very easy to defeat. Ground Pound will stun them for a short time, and then they can be knocked out with a bop over the head or a smooth Roll Attack. They sometimes travel in packs, so Roll Attack carefully.
Tuff Fluff
Similar to the penguins toting helmets, these hares hop around, making them a bit more dodgy to defeat. You can Roll Attack them, but you will lose the ability to throw them at another enemy. So utilize every resource and bop them on the head, then use them to access a bonus room or assault the next Snowmad.
Tuffton
The Tuffton must have had a custom job to get a helmet to fit over that oversized cranium. Tufftons can only be defeated by Cranky’s Cane Bounce since they have a helmet on, but they can be used to reach higher places if you hold
or
before bopping them on the head.
Tuff Tucks
The Tuff Tucks is a slightly stronger version of the basic Tucks. The helmet adds some extra defense, and once bopped over the head, this enemy can be picked up and used as a projectile. They can fell other enemies or break open shield walls to give you access the hidden bonus rooms.
Walbrick
Walbrick is definitely made like a brick. He has protection for his cranium, and a round wooden shield makes it difficult to attack him from the front. The best route is a cheap shot from behind. You may feel a twinge of cowardice when doing so, but take comfort in the fact that you had no other choice.
Waldough
The large walrus is big and beefy, and when you encounter your first Waldough, it is by far the toughest enemy you have come in contact with at that point in the game. It takes three Roll Attacks to defeat these big brutes. You can also bop them over the head three times to fell them for good.
Walnut
As with the other walruses it takes three strikes to knock a Walnut out. The Walnut’s helmet makes things more challenging. The easiest way to defeat this enemy is to Ground Pound to stun it, then Roll Attack its very large back from behind to bring it down to size.