Don Doko Don/World 2

Round 11
This round contains twelve Rapets; a Magic Book and Marmalade Jar shall also appear at some point, which can be collected for an immediate stun on every Rapet and a power increase respectively. The platforms also act like conveyor belts - and it is also worth noting once you have cleared this round the screen shall scroll upwards in a transition to the next one (instead of scrolling to the right, like it did every time you cleared a round in the first world).

Round 12
This round contains thirteen Eatongs; one of them is also flying around at the top of the screen dropping forks on Bob and Jim (which will kill them if they hit them) and the platforms, again, act like conveyor belts. Swinging your hammer on the second platform also reveals the location of another secret key - and, once you've hit it enough times, it'll fall down and land on your dwarf, causing a pair of double doors to appear in that top-left corner of the screen. Once either dwarf enters them, they'll both fall down a long shaft leading to another secret room; be sure to collect the crystal ball once you've cleared it.

Secret Room 2
The second secret room contains eleven Cookmen; once you have cleared it, a chest shall fall down from the top of the screen, which the dwarves can smash open with their hammers to reveal one instance of every 100-point bonus item and another crystal ball (but this one is purple instead of red). As with the first secret room, the dwarves will also be warped forward five regular rounds - which, again, minimizes their amount of time spent in the game.

Round 13
This round contains twelve Cookmen; a Gray Book and Marmalade Jar shall also appear at some point which can be collected for a freeze (and kill) on every Cookman (thus immediately clearing the round) and another power increase respectively. The platforms also, once again, act like conveyor belts.

Round 14
This round contains six Rapets, four Eatongs, and two Cookmen; a King shall also appear at some point, which can get collected for a freeze on every enemy. The platforms will also make you bounce three times, when you land upon them - and the next round is also the first one to feature the Rakots.

Round 15
This round contains four Eatongs, and five Rakots (with pies); a Water Jar and Marmalade Jar will also appear at some point, which can be collected for a speed increase and third power increase respectively. The platforms will also for a second time make you bounce three times when you land on them.

Round 16
This round contains two Eatongs (who will be flying around at the top of the screen while dropping forks on Bob and Jim), and four Rakots (with pies); a Water Jar and Marmalade Jar will also appear at some point which can be collected for another speed increase and fourth power increase respectively. The platforms will also (once again) make you bounce three times when you land on them - and the next round features Rakots with different weapons.

Round 17
This round contains twelve Rakots, not only with pies, but with exploding cakes and icing jars as well; a Water Jar and Marmalade Jar shall also appear at some point which can be collected for a third speed increase and fifth power increase respectively. Any platforms that get iced red by the jar-wielding Rakots (simply by their walking over them) will also become slippy for Bob and Jim when they walk onto them, and cause them to slide when they stop.

Round 18
This round contains nine Rakots (with exploding cakes, and icing jars); a P-Ball shall also appear at some point, which can be collected for a temporary increase to maximum power. Any platforms that get iced red by the jar-wielding Rakots will also, again, become slippy for Bob and Jim, when they walk onto them, and cause them to slide when they stop - much like what the Slipice did for Mario and Luigi in the original Mario Bros. if they did not bump it.

Round 19
This round contains eight Rakots (with pies, exploding cakes and icing jars); a Marmalade Jar will also appear at some point, which can be collected for a fifth power increase. Any platforms that get iced red by the jar-wielding Rakots shall also, once again, become slippy for Bob and Jim, when they walk onto them, and cause them to slide when they stop - and there are also two different versions of the next round (the easier version of it is detailed here).

Round 20
This round initially does not appear to contain any enemies; however, the illusion will soon be shattered by the game's second boss (an enormous Rakot with yellow dungarees) coming down into view from the top of the screen, and an infinite amount of Rapets emerging from those two doors in the top-left and top-right corners of it, as he starts flying around while throwing exploding candies down at Bob and Jim (which will kill them if they hit them). You will have to stun the Rapets, by tapping them with your hammers, pick them up, and throw them at the enormous Rakot to damage him - and once you have thrown ten Rapets at him, he shall explode, and you will receive 5000 more points and go on to World 3. It is also worth noting that the harder version of this round sees the platforms acting like conveyor belts, so you must keep jumping to stay on them when trying to throw a Rapet at the enormous Rakot; however, in both versions of the round, the player who manages to catch his hat as it falls down after his explosive death shall receive 1000 extra points.