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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 4: Confession

The unique shape of this island may have significance. Perhaps large fish and similar creatures frequent the area?

As you sail, you discover an island with a unique shape. Dock to find out if the villagers have any clues. Since islands are far apart in this area, anyone sailing with a vehicle less equipped than the Sub-C has to stop here for supplies.

Tunacola

Tunacola is a small fishing village with friendly residents. If they have seen anything out of the ordinary, they tell you. A few of the Tunacolans are among the oldest people on the island.

Perhaps you should sail to the east and catch up to the mysterious C-Islander. C-Island is a small place—it might be someone you know.
Fish grow big around here. If Dr. J weren’t missing, you might think about dropping a line to see just how big they are.
Following the observances of one of the Tunacolans, it’s a good idea to sail eastward and see if you can find something.

The Belly of a Whale

As you travel eastward, a Whale swallows the Sub-C. You heard that they grew big around here, but this is ridiculous!

Baboo! Dr. J’s assistant is the C-Islander who was searching for you. While you were in Miracola, he was swallowed by this Whale.

This place is a maze, but nothing an experienced adventurer like Mike can’t handle.

Baboo dropped a Lighter somewhere in the Whale. With it, you can light a fire and force the Whale to sneeze you out. Search for it.

Reach the Lighter by heading north as far as you can, then heading west. Wrap around south until you reach the spot shown in the screenshot above. Push through the wall here, head south until you dock, then head east, and the Lighter is yours!

The Crafty Dr. J

Dr. J wasn’t about to take chances, not with intergalactic evil afoot! He hid his code inside the letter that came with the game’s instruction manual. Dipping the letter in water displays a three-digit set of numbers. But what could they be used for? Try inputting the numbers “747” into the C-Sub and see what happens. Wait... Could it be...? The frequency to Dr. J’s radio! A pretty crafty trick, huh?

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PreviousChapter 3: Storm and Calm NextChapter 5: Captain Bell