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Contents

  • Playing with Power
    • Foreword
    • Introduction
    • The Inside Story of the NES
    • The Launch of the Nintendo Entertainment System
    • First-Party NES Titles: Launch Day
    • The Early Period (1986)
    • An Inside Look at Game Paks
    • The Middle Period (1987-1989)
    • Classified Information
    • Behind the Scenes with Shigeru Miyamoto
    • The Late Period (1990-1994)
    • Counselors’ Corner
    • NES Peripherals
  • Excitebike
    • Summary
    • How To
    • Tracks
  • Ice Climber
    • Summary
    • How to Play
    • Characters and Objects
    • Terrain
    • Scoring
    • Tips and Tricks
  • Super Mario Bros.
    • Summary
    • Levels
      • World 7
      • World 3
      • World 5
      • World 4
      • World 6
      • World 8
      • World 1
      • World 2
  • Balloon Fight
    • Summary
    • How-To
  • Donkey Kong
    • Summary
    • Playing Donkey Kong
    • Characters and Collectibles
  • Donkey Kong Jr.
    • Summary
    • How to Play
    • Cast & Items
    • Scoring
    • Recommended Tactics
  • Mario Bros.
    • Summary
    • How to Play
    • Characters and Items
    • Tips and Tricks
  • Kid Icarus
    • The Tale of Kid Icarus
    • Getting Started
    • How to Play
    • Exploring Angel Land
    • Powering Up
    • Items
    • Enemies
    • Completing Kid Icarus
    • Stages
      • Underworld
      • Overworld
      • Skyworld
      • Palace in the Sky
  • Metroid
    • The Metroid Story
    • Summary
    • Getting Started
    • How to Play
    • Power Items
    • Enemies
    • Completing Metroid
  • The Legend of Zelda
    • Summary
    • The Legend of Hyrule
    • Hero Training
    • Items
    • Characters
    • The Overworld
    • The Underworld
      • Labyrinth 1: Eagle
      • Labyrinth 2: Moon
      • Labyrinth 3: Manji
      • Labyrinth 4: Snake
      • Labyrinth 5: Lizard
      • Labyrinth 6: Dragon
      • Labyrinth 7: Demon
      • Labyrinth 8: Lion
      • Labyrinth 9: Death Mountain
    • The Second Quest
      • The Second Quest
      • Story
      • Conquering the Underworld
  • Punch-Out!!
    • Summary
    • Story
    • Roadwork
    • Minor Circuit
    • Major Circuit
    • World Circuit
    • The Dream Fight
  • Super Mario Bros. 2
    • Story
    • Characters
    • Welcome to Subcon
    • Know Your Enemies
    • Worlds
      • World 1
      • World 2
      • World 3
      • World 4
      • World 5
      • World 6
      • World 7
  • Zelda II: The Adventure of Link
    • Summary
    • The Story of the Adventure of Link
    • Hyrule
  • Super Mario Bros. 3
    • A Message From Mario
    • Story
    • Being Mario
    • Worlds
      • World 1: Grass Land
      • World 2: Desert Land
      • World 3: Water Land
      • World 4: Giant Land
      • World 5: Sky Land
      • World 6: Ice Land
      • World 7: Pipe Land
      • World 8: Castle of Koopa
  • StarTropics
    • Summary
    • A Letter From Uncle Steve
    • Chapters
      • Chapter 1: Prelude
      • Chapter 2: Dolphins
      • Chapter 3: Storm and Calm
      • Chapter 4: Confession
      • Chapter 5: Captain Bell
      • Chapter 6: Reunion
  • Dr. Mario
    • Summary
    • Dr. Mario’s Diagnosis
    • Dr. Mario’s Med School
  • Kirby’s Adventure
    • Summary
    • A Crisis in Dream Land!
    • Copy Abilities
    • Levels
      • Level 1: Vegetable Valley
      • Level 2: Ice Cream Island
      • Level 3: Butter Building
      • Level 4: Grape Garden
      • Level 5: Yogurt Yard
      • Level 6: Orange Ocean
      • Level 7: Rainbow Resort
      • Level 8: Fountain of Dreams

Nintendo Playing with Power Guide › StarTropics › Chapters

Chapter 2: Dolphins

A mother dolphin approches. She seeks your help.
The young dolphin has been captured by Octo the Huge. You'll find Octo to the east.

On the open sea, you find a distressed dolphin whose cub has been captured by the tentacle terror, Octo the Huge. If you save the young dolphin, the mother assists you in your journey.

“Qui! Quy! Please! You’re my only hope. Octo the Huge has captured my cub. You’ve got to find him before it’s too late!”

Lighthouse Island

The maze-like Lighthouse Island has hidden passages both above land and below. Explore carefully to find a way to Octo’s underground lair. Talk to the residents for clues.

Lighthouse

Talk to the Lighthouse Keeper for clues about island exploring.

The Lighthouse Keeper knows a lot about the island, but he’s not very talkative. When you speak to him twice, he rewards your persistence by telling you an island secret.

Walk Through Weak Walls

Push against land barriers to see if you can go through.

A good explorer tries everything. If you push up against barriers, you might discover a way to get to remote areas of the island.

There are hidden passages in the island waters. Test the walls by hitting them with the Sub-C.

The Lighthouse Keeper’s House

The Lighthouse Keeper's wife tells you about a bottle she saw on the east beach. This could be a clue.

Find the wife of the Lighthouse Keeper in their home near the south beach. Talk to her for clues about a hidden passage on land.

Message in a Bottle

Get the Submersible System access code from a bottle on the beach.

After you talk to the Lighthouse Keeper’s wife and find a passage to the east beach, recover a bottle with a message from Dr. J. The message includes a code for the Sub-C.

The Sub-C’s Submersible System allows you to dive in one place and end up somewhere else. Use the dark areas in the water as indicators for where you can dive.

Passage to a Big Heart

One of the mountains is not as solid as it looks. Somewhere nearby lies a secret passageway to a Big Heart!

Collect the Big Heart and add to your Energy Meter.

Octo’s Lair

Mud-O-Fish, Spinistars, and other slimy creatures occupy Octo’s hole. Blaze a trail with the Yo-yo and burn those creeps with a blast of power. The fight really begins here. Stay on your toes.

Mud-O-Fish Fillet

About halfway across this narrow lane, a Mud-O-Fish crawls onto the surface. Hit it with two quick Yo-yo lashes.

Tunnel Trap: Up/Down Tile

A few tricky Tiles move in and out of the water. Avoid getting dunked by hitting those Tiles only when they’re dry. As soon as you see them emerge, jump and jump again.

If the Tile is on its way down, don’t jump!

Special Weapon: Baseball Bat

You find a new weapon in this room—a Baseball Bat. Swing away with this sensational enemy-swatting weapon. It’s slow but strong.

The circular swing of the Bat is effective against enemies that move diagonally.

Knock out the Noctos

Use the Yo-yo or Bat to beat the Noctos.

Several Noctos attack at once here. Wait until they stop moving before you fight or use the Bat. It may pay off to save your swings.

Look Before You Leap

Wait for the Looper to retreat, jump when the Tile is up, and get ready to fight the Looper when you land.

If you jump as soon as you reach this area, a charging Looper on the other side may take you by surprise. Wait until the Looper starts to slither away before you move.

Dual Mud-O-Fish Attack

While you fight one Mud-O-Fish, a second emerges from the other side. Work quickly and watch out.

Pinch Hit

Use the Bat to hit the bats, but go easy and save your swings.

Knock some sense into the Noctos with a few well-placed swings.

Swing and Connect

It’s hard to line up the Yo-yo with the Spinistar. Use the Bat to wipe it out.

Hit the Print and Back Up

Wait for the Up/Down Tile to emerge, and plan your jump so that the next Tile is clear of Octots.

Back up to reach the Switch and eliminate the Gate.

Advance toward the Gate and eliminate the Octots if they get too close. When you hit the Tile in the middle, a Footprint appears with no visible Switch. Move back to the right to find the Switch. Hit it and move on.

Enemies

Mud-O-Fish

This slimy being takes a cue from its ancestors and crawls out from the water to cause havoc.

Octot

While Octots are fairly slow and simple to defeat, they tend to gang up and attack as a group.

Puff

This mighty blowfish is always out of reach. Move quickly when you see it, and avoid the fireballs.

Spinistar

The unpredictable movement of the sinister Spinistar makes it difficult to get around. Watch out for this one!

Study Your Surroundings

Collect the items and jump on the Tiles to reveal a Footprint.
The Footprint in the left area triggers the Switch in this right area.

Make it to the Gate by moving all the way to the left side and entering a secret passage that leads to the right. Find the entrance to the passage by looking on the ground for shadows.

Deal with a pesky Looper to reach the Tiles. The only way to get the Looper to slither out of its hiding place is to cross its path. Step in, then step back and slay it with the Yo-yo when it approaches.

Single-Swing Strikeout

Before you enter this next room, equip yourself with the Bat. Now run in and head straight for the center of the Spinistars. Before they move in on you, swing and defeat them all with one quick roundhouse sweep.

Hop to Safety

Puff’s shots are low. Jump to avoid them.
Clear the area of Octots to open the Gate.

This long stretch is prime Puff territory. There’s no way to beat Puff. Hop to the end quickly and jump over Puff’s powerful fireballs. Defeat the Octots to open the Gate.

Trouble Free Power-Up

The Double Small Hearts in this room are yours for the taking. Hit Tiles to open the Gate.

Lucky Pick

Defeat the right enemy to clear the way.

Sometimes you have to defeat all the enemies in a room to open a Gate or Hidden Hole. Occasionally, though, you have to beat only one key creature to move on.

Magic Items

Double Small Hearts

While Single Small Hearts sometimes appear after you defeat enemies, groups of two are intentionally scattered throughout tunnels to add to your Energy Meter. Perhaps Dr. J left them behind for Mike to find?

Snowman Doll

The only place to find the mysterious Snowman Doll is on Octo’s Lair. Use its magic to temporarily freeze your enemies. It’s particularly useful for keeping Octo in place.

Circle Left

Before you enter the secret passage on the right wall, go around this circle of rooms to get a Potion.

This next room is empty. Move on to the left.

This next room contains a couple of Loopers and Noctos. One of the Loopers charges you as soon as you enter. Defeat it to trigger the Gate on the south side of the room. Beat it and move!

Clear the way by hitting the charging Looper.

Take the Potion and hit the Tile to find the exit on the right. This takes you back to the beginning of the circle, so hit the Switch and get moving. The dolphin cub is waiting for you!

Get the Treasure

After heading through the hidden passage on the right side of the room filled with Spinistars, hit all the Tiles to open the Gate and get the useful Snowman Doll.

Close Quarters

Conserve your energy. The big battle is still to come.

Eliminate the Octots and avoid the fierce fire of Puff. There’s not much room to move, so think fast.

The Dolphin!

The captive dolphin cub is here. Defeat Octo and free him.

Shake Hands with Octo the Huge

The incredible eight-legged terror, Octo the Huge, has taken a cue from his squid relatives by arming himself with rapid-fire Ink Pellets. Most of the time, Octo is safely out of Yo-yo range. Occasionally, though, he swims in for a closer look. Jump over the Ink Pellets, but don’t stray too far to the left or right. When Octo swims in, freeze him with the Snowman Doll and pelt him until he thaws.

Take your position on a Tile in the middle.
When Octo prepares to move in, stay close.
Use the Snowman Doll to freeze Octo when he’s in Yo-yo range.
Knock the ink out of Octo once he’s iced over.

The Dolphin’s Been Saved!

Now that the terrible menace, Octo, has been put to rest, the young dolphin joins his mother, and you continue on your journey to save Dr. J. In appreciation for your courage, the mother dolphin guides you around the reefs of Lighthouse Island.

The dolphins lead the way through the reef.

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