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Multi-player Maps Guide .M+```.. --:sNyM/ .Ms` Written by ABXInferno -Ny///:///odmh/.ddddy/ --------------------- `:oshhhhyo:.` `` __ __ __ ____ _/ _| | |_ | |\ | |_ _| |_ __| | | \ | | | | |_ | | / | |__| \___| |__|/___| facebook.com/abxinferno twitter.com/abxinferno youtube.com/abxinferno __ ____ | |__ /__ \ | __| / / | __| |__| |_____| (__) Click the recommend If you have questions button above to or suggestions send support me! me an email! ---------------- ABOUT THIS GUIDE ================ This guide has information, tips and tricks, as well as strategies for the currently available maps in Splatoon. All information was last re-checked on June 25, 2015 at 7:58PM Pacific time. This guide was last updated on June 25 with minor changes to correct select formatting issues. ------------ LEGAL NOTICE ============ This document is copyright 2015 ABXInferno. It is to be posted only on GameFAQs.com. It may not be re-printed or re- published in any way or form for commerical use, and can be printed strictly for personal use. The author does not wish for this guide to be made public anywhere else, so please don't bother asking for permission, because you're not going to get it. Should this guide be seen anywhere else other than GameFAQs.com or its affiliates, please notify the author as soon as possible. This guide has been checked for mistakes, but humans are imperfect. The author bears no responsibility of any damages that may arise out of mistakes from the guide. Splatoon is a trademark of Nintendo. ---------- CONTACT ME ========== Should you have something you want to share, be it a correction, strategy or your own opinion about the game, do take the time to contact me! However, there are a few important things to take note of before doing so: - Your email should be text only and should not contain images as much as possible. - Your email should definitely not contain executable files (.exe), zipped files (.zip) or images and videos. - Your email MUST NOT contain any vulgar words or inappropriate material. - If you email me, you agree that I can put that information in my guide and not expect to be rewarded other than being credited. - Use proper spelling and grammar as much as possible. - Do not use any other language other than English. - Give me a name I can credit you by or tell me if you wish to be anonymous. - Put "Splatoon Multi-player guide" or something like that in the title. Understood? If so, here's my email: ab (dot) inferno (at) hotmail (dot) com Replace the words in parantheses with symbols using common sense. I did that to avoid SPAM. + NOTE FROM THE AUTHOR + + These are the strategies and weapons I found useful for myself, but everyone will have their own strategies and opinions, so if you've got something to share, you can email me. Check the Contact Me section for more details! + + END OF NOTE + Arowana Mall ------------ Arowana Mall is a long corridor with three primary "roads", a pair to the west and the east, and a single center road where most of the action takes place. There are a few important things to note when playing here. - Water is a very serious problem here. I've died countless times falling into the water, either by diving into grates in panic during enemy attacks, or not making a jump when distracted. Watch your step. - Watch your back! The long side paths are accessible from the enemy side too, no matter whether you pick the northern or southern corridor. If you're sniping from high up, be mindful of enemies that can sneak up on you. - If you like to snipe with a charger, try to get a roller-equipped buddy to help defend you. With a long-range weapon like the E-liter 3K or Splatter- scope and someone defending you, you can really do damage. - There is a critical choke point on the enemy side, which is the second ramp from their spawn point. It has high walls by the side, and since it's a ramp, they can't see behind it, so use that to your advantage to prevent enemy advance. - The center is always bustling with action, especially in Splat Zones. When using specials like Inkstrike and Bomb Rush, try to aim them towards this center area, and also use the Bubbler when heading into the center if you have it. - The Killer Wail is incredibly useful in this stage. Thanks to the narrow, singular path that extends through the whole course, you can use it to deal incredible casualty to the enemy team. - All types of weapons are useful here, and paired with the right user, are all capable of doing well. RECOMMENDED WEAPONS =================== - E-liter 3K: This long-reaching charger-type weapon, paired with a good spot to snipe from, and a buddy to defend you, can cause major havoc and hold off enemy advance incredibly effectively. - Krak-on Splat Roller: Actually, all roller-based weapons work well on this map, if you're not afraid of dying. The Krak-on may lack the range of the Dynamo, but its speed and the incredibly useful Kraken ability more than make up for it. - Anything with Killer Wail: As I mentioned above, the Killer Wail can deal a ridiculous amount of casualties in this stage. - Dual Squelcher: It may lack in power, but the DS is useful in this stage thanks to its higher fire rate and range, enabling it to effectively take down shorter range charger-based weapons. TURF WAR STRATEGIES =================== - When using roller-based weapons, coat the area by your base before leaving. It's especially important here because there's a larger area that the enemy will likely never reach if you have a competent team. - If you spot a charger-packing enemy, use the corridors to your advantage! Since you can access all parts of the corridors from either side, it makes them quite vulnerable to easy pick-offs from the back. SPLAT ZONE STRATEGIES ===================== - Specials like Inkstrike and Bomb Rush can tip the ownership of the center area to you in one shot with only minimal clean up afterwards required. Do use these specials when you get them and be sure to aim right. - The center is incredibly high-traffic, so I'd advise steering clear and instead picking off enemies from their side of the base to prevent advance. - Use Squid Beakons from the Krak-on to your advantage. Make spawn points by the corridors on your side of the base so you can quickly respawn even if the enemy kills everyone in the high traffic center area. + STRATEGY FROM READER ZERO318 ABOUT DEALING WITH SNIPERS+ + The following block of text has been copied and pasted from his email that he wrote to me, with minor grammar and formatting corrections: "I prefer to play Turf Wars with the N-ZAP '85, so this strategy was created for that. --- Chargers like to sit on the the two platforms overlooking the center, but mostly the one next to your team's side passage since it's safer. Sometimes you'll find that you can't leave your team's side passage without getting splatted due to their ever-present laser. However, it's actually possible to jump and lob a bomb over a section of wall so that it lands right in the middle of their perch. I've seen this have any number of effects, but mostly: - Getting the charger to focus on you despite the fact that they can't hit you through the wall, thus giving your teammates enough time to splat them/ enter the other side passage. - Confusing them into thinking they're being attacked from behind. - Causing them to panic and jump off the platform. - Getting them to activate their special in an attempt to get rid of you. This usually happens if their special is bomb rush since they'll be inspired to lob them over the wall like you did. Fortunately, they'll also be highly distracted, so they probably won't be watching the middle very closely for a good chunk of time. Depending on which bombs they have, you may even be able to escape the side passage and break through to enemy territory. + + END OF NOTE + Blackbelly Skatepark -------------------- This stage is incredibly wide open and is one of my personal favorites. It is slightly biased towards roller-based weapons, especially in Splat Zones, but charger weapons can be useful too if you're good. The main part of any battle is going to be focused on the center area, which features a tower which you snipe from, and wide roads to the side that you can use to enter enemy territory without being spotted. - That tower is a critical spot to control. Even if you use roller weapons, you can spray ink all over the below from there, and controlling it will tip the scales in your favor. Just be aware of enemies coming in from below. - The Kraken usually makes short work of enemies on the tower, so if you're using a Krak-on, do try to use it to gain control. - Chargers should actually steer clear of that tower. The tower is tall enough to make it difficult to snipe enemies directly below, and once an enemy sneaks up the ramp, you're as good as dead. - But don't forget the sides either. If the enemy is hogging the tower, control the sides instead; there's only so much that tower can see and so far charger weapons can reach from there. Similarly, watch your GamePad for enemy movement in the sides. - The stage isn't very long though, which means Super Jumping and the Squid Beakon aren't too important, as it's quite fast to reach the action in the center. - The critical choke point here is the area right before the drop-off into the center area near the tower, where enemies like to stop for a while to open fire. Use subs like Bombs and specials like Bomb Rush and Inkstrike to your advantage. RECOMMENDED WEAPONS =================== Krak-on Splat Roller: I've easily nailed multiple kills and also scored a ridiculous amount of points (1300+ pre-win) with this weapon, and even a poor team will basically have its win guaranteed if I'm using it in Splat Zones. Dynamo Roller: The enhanced range of the Dynamo will allow you to splatter ink over the ground below easily, and also more effectively cover the narrower corridors by the center. Splatterscope: With a good sniping spot, the Splatterscope can easily clear the tower of enemies, but avoid going into the center or you'll get pummeled. Jet Squelcher: The Jet's slightly longer range can make it easier for you to nail enemies packing charger weapons, and it's also far more effective in the center area than a charger as its a gun type. Inkbrush: The large open areas and the smaller coverage of the inkbrush mean its easier to escape from an enemy using it, especially near the curved parts where rollers have trouble. Flicking ink at enemies is also an effective strategy. TURF WAR STRATEGIES =================== - The area around your spawn point is very important to nail. It's a wide open spot, but the ramps make it easy to miss points that could tip the game in your favor. - Use the roads by the side to your advantage. Enemies tend to ignore this area more as they're busy trying to take hold of the center, so do use it to gain enemy territory or sneak up to them from behind in the center area. - That said, curved slopes aren't always friendly to rollers (or at all), so if you're using a gun-type, take the time to ink the areas that rollers will find more difficult to control. SPLAT ZONE STRATEGIES ===================== - Have one teammate defend each zone (there are two in this stage), then have another defend the tower while the other heads out to pressure the enemy. - When using a roller, hide in the ink by the corner of the zones and wait for an enemy to appear. Quickly pop out and splatter ink on them by spraying to make an easy kill and keep control. - Or you know, have everyone on the tower. With three people sniping on the tower (one weapon type each), I've once dealt two total knockouts (the enemy doesn't gain control at all) to an enemy team. And since it's one weapon type each, you defend each other from enemy attempts to break in. That said, it does require a team that's willing to cooperate and also understand each other's intentions. Bluefin Depot ------------- The game's newest stage, Bluefin Depot is an old and decrepit town (Callie says that her gramps used to fight here) with two primary choke zones and a raised area for each team. - Charger-type weapons have an advantage here, there are plenty of raised areas that make good sniping spots. - But that doesn't mean roller-type weapons can't rule either. The Krak-on is especially useful in here with its Kraken ability for taking out bothersome snipers. - The .52 Gal Deco is my favorite weapon for this stage, thanks to its ample range and sub and special combination. - The water is almost as big a hazard as it is in Arowana Mall. Watch your step or you'll fall in. RECOMMENDED WEAPONS =================== - .52 Gal Deco: Its good range and damage, combined with the Seeker sub weapon and Inkstrike special weapon, make it an especially good choice for this stage. - Splat Charger: I find the zoom-in of the Splatterscope more annoying than helpful in this stage, so the Charger is a better fit. - Krak-on Splat Roller: The Krak-on is able to cover ground quickly and can fling a good amount of ink at enemies, but its the Kraken ability for climbing walls to take out enemies that seals the deal. TURF WAR STRATEGIES =================== - There are two important chokezones, but I value the one with the twin ramps slightly more than the other, as those ramps mean you can easily snipe into or reach the other side. In terms of area though, they're mostly equal. - The area around your base isn't too big, but in a close match it may make the difference. Don't focus on it too much, but you also shouldn't ignore it either. - After you're done with the center, try to go into the enemy's area. It's small enough to easily spot them coming your way, but also big enough for you to not easily be spotted as a squid in your ink color, so it's easy to rack up kills this way, and also stop enemies from proceeding while your teammates do the work back there. SPLAT ZONE STRATEGIES ===================== - Only one of the chokezones is used in the Splat Zone, but the other (the one with the ramps) is a great place to snipe and pick off enemies from. - Chargers may be great for picking off enemies, but not so for covering turf. Rollers should watch for an opportunity to come in and clean up once the area is safe enough to jump into. - The overhead bridge running above the center of the Splat Zone is a great place to put a Sprinkler. While it isn't going to kill that many people, it's going to distract them for a second or two, which is a great time to kill them. - With the exception of the ramps, the other sniping spots can easily be reached by inking the wall and climbing it to reach the spot from below, or using the Kraken, so do watch out for it when sniping. Kelp Dome --------- Hailing from the campaign's eighth stage, Kelp Dome is a large, wide stage like Blackbelly Skatepark, but it also features a network of grated corridors that make rollers' advantages less clear cut. The stage is mostly based around that center area, which features at least six different entrances. - Chargers and gun types are the best selecction in this stage, as a good location on the higher level will make short work of enemies near and far. It's hard to get you from below and even harder from behind. - That said, you aren't invincible. Bombs or a sneaky attack from behind and below will nail you and send you back to the spawn point. - When fighting on the higher level, remember that they're grates, so dive in to quickly drop down and run if the odds aren't favorable. - That center area is a bloodbath in most games. I'd advise you to steer clear and let your teammates fight there, instead taking advantage of the sides in Turf War to gain more territory, and fighting from the sniping point by the corner of that center area (an inkable wall by your spawn point, in the south west) or from the corridors. - There aren't critical choke points here, but enemies will almost certainly focus on the center. Use weapons like the Inkstrike to your advantage in the center area. RECOMMENDED WEAPONS =================== Jet Squelcher: The added range of the Squelcher, and once again, the fact that it's a gun type, makes it easy to pick off unsuspecting enemies from a great spot, usually that wall by the SW corner. Splash-o-matic: The quick fire rate makes it easy to cover the ground in the center, especially useful in Splat Zones. Classic Squiffer: The relatively quick firing rate of the Squiffer makes it a good choice to pick off enemies from afar, but also ones that are approaching you as well. Splatterscope: When sniping, be sure to get a teammate to cover you when an enemy comes close, as if you're alone and being chased down, you're going to be sent back to the spawn point. Dynamo Roller: The added range of the Dynamo makes it easier to ink the sides of the base. TURF WAR STRATEGIES =================== - Cover the sides of the area and steer clear of the center. Your teammates will most likely cover that part, so you should focus on the sides, as you'd be surprised just how helpful it can be. - The area around your spawn point is hugely critical. It is a massive area that less experienced players tend to speed right past and ignore. Take the time to splatter it with ink if you get the chance. - The network of corridors here isn't going to be nearly as useful to you as in Splat Zones. If you prefer splatting enemies instead of ground with ink, fire away, though since they're can't be inked and make you vulnerable, they're really only there to take you to other parts of the map. SPLAT ZONE STRATEGIES ===================== - Like it or not, you're gonna have to go into the center. Always watch the two open entrances by the NW and SE corner for enemies coming in if you're in control. - Likewise, avoid coming in from there if the enemy is in control. It's often heavily guarded. - Instead, its best to come in from the SW and NE entrances, which is a lesser known spot and can be a great place to snipe from. - The network of corridors closer to the center of the base is also a great sniping spot, but do watch your back. - Watch the center platform. It's often a very high traffic area. If no one is there, seize the chance to control it yourself, while if you spot enemies up there, use a special like Inkstrike or Bomb Rush to your advantage. Port Mackerel ------------- The first DLC stage released, Port Mackerel isn't well-liked by most players, thanks to its narrow corridors. I don't find it that bad, but it does get picked quite often in the rotation. Chargers often populate this stage, but rollers and gun-types will find a lot to do here as well. - Narrow corridors mean roller-type weapons are going to be key when hunting down enemies. The Krak-on and Dynamo are both excellent choices heading into this stage. - By each corner of the center area, there's a great sniping spot for you to pick off enemies from, and it can only be reached from behind, not below, so long-range weapons like the Splatterscope have the potential to do well here. - But chargers should watch out for gun-types too. Gun types ink the narrow corridors well, and unlike rollers, they can pick off the charger types from below if they're not paying attention. - Don't lose control early on! It's incredibly important to not lose too much control in the opening minute or so of the match, because if an enemy has control of the center and their own side of the map, the fact that there are only three main entrances into the center makes it difficult to regain control. And good luck to anyone trying to enter from the side if they're dominating. RECOMMENDED WEAPONS =================== - Krak-on Splat Roller: The corridors are narrow enough for the Krak-on's reduced range compared to the Dynamo to not be an issue and the Kraken special is actually able to net enemies sniping in the corner spots if they're right above. - Splat Charger: If your team has control of the corners, sniping from a good spot ensure that that control remains yours. - Splattershot Jr.: The Bubbler ability is key here, as it allows you to quickly gain control of the center with a teammate or two, and it's especially helpful in Splat Zones. - Dual Squelcher: The Dual Squelcher is a great choice for defending Splat Zones, as its decent firing rate and great range make it difficult for enemies to close in on you. - .52 Gal Deco: Defending with the Gal Deco is a piece of cake if you hide and wait for an enemy to come up close to you. TURF WAR STRATEGIES =================== - The center is a huge area. If you control it, the odds will stack up in your favor, and the enemies will never gain access to both your side of the base and the critical sniping spots by the corners of your base. - Don't let enemies get into your half of the base! Because there are so many corridors, they can easily hide and not get spotted by players rushing out to join battle, who will then proceed to splat unsuspecting inklings. - Bomb Rush is extremely useful when used right. The corridors mean that it can be hard for the enemy to pinpoint where the bombs are coming from, and flinging them into the center will help your teammates take control or maintain it when being attacked. SPLAT ZONE STRATEGIES ===================== - There are two splat zones, and someone must always stay behind to protect a zone you control. If not, the enemy will take it quite easily. - Likewise, when attempting to take control of one, beware of enemies that hide in the ink. Use subs like bombs or specials like the Echolocator to your advantage. - Battles are often incredibly close when played here, so value every last second you can control. Knockouts are rarer here than on any other map in my experience. Saltspray Rig ------------- An oil rig with a network of corridors and two main choke points, Saltspray Rig is a level you'll likely come across often, and is slightly biased towards charger weapons. I dislike it as you can't get into the area surrounding the enemy spawn zone, which is where I often take care of enemies in other maps. - There are two elevators transporting you between the lower corridors and the northern choke point, but if you don't like waiting, you can ink the pipes to the side to climb them instead. - The nothern choke point is a critical area to control, no matter which mode you're playing. - There are some great sniping spots by the northern choke point. There are six in total: | ^ | _ __ |_F| TO NORTH |A_| __ _ |_|E_| | | |_B|_| _| | | ____ | | |_ _| |__ |___ ___| __| |_ |___D| | | |C___| - Above is the area below the northernmost point, where the Splat Zone is. If you've got a good range charger, like the E-liter 3K, points A and F are a great place to snipe from, and they are also difficult to reach if you control it. - The southern choke point isn't important in Splat Zones, but it can be useful in Turf War. See below for more information. RECOMMENDED WEAPONS =================== - E-liter 3K: Its incredible range makes sniping a piece of cake, especially from points A and F in the map above. - Krak-on Splat Roller: The narrow corridors make the Krak-on a good choice for this stage, and the Kraken will help you when trying to take control of a choke point. - Splattershot Pro: The longer range of the Pro makes it easier to snipe with it, and the fact that it's a shooter weapon makes it a better choice for close quarters combat than a charger. - Rapid Blaster: Its range and faster fire rate make it a good choice for going on the offensive. - Anything with Inkstrike: The Inkstrike can be incredibly useful here, be it for taking control of the Splat Zone, or for ridding enemies from the narrow corridors or sniping spots. TURF WAR STRATEGIES =================== - The area around your spawn point isn't accessible by the enemy, so if you're absolutely focused on gaining turf early on, leave it behind for later. - The northernmost area is important to control. Often, controlling it can make or break the battle, so be sure one person is always guarding it from the enemy. - The southern choke point can easily be covered by an Inkstrike or Bomb Rush, so use it there when you have control of the north. I'd recommend using an Inkstrike there at the last second to gain control of it, and using it then will mean the enemy can't counter it. SPLAT ZONE STRATEGIES ===================== - Snipe! Close quarters combat is more difficult thanks to the various partitions in the Splat Zone, so unless you're packing a roller, sniping is a better choice. - If you are packing a roller, I'd advise using it to kill enemies as they head out into the center instead. That center area is often packed with traffic, and you're almost certainly going to die there. Urchin Underpass ---------------- The game's main stage, Urchin Underpass was the first level revealed to the public and is a well-rounded stage that is similar in nature to Arowana Mall, with a single center area roads by the side. However, there is only one side area in here, from the NW of each team's spawn, and it's more focused on close quarters combat than Arowana. - The side roads lead to a great sniping place overlooking the center, which means than snipers are often plentiful there. If there's a bothersome sniper, you don't have to take him out from behind; the wall directly below can be inked to provide access. Likewise, if you're sniping, beware of threats from below. - The center area is incredibly high traffic, but if you need to replenish your ink or health, the corners provide a good enough temporary cover for you to rest and regain your bearings. - The main entrance into the center area from each team's side is a critical choke point. Teams like to wait there or open fire from there, which means an Inkstrike or Bomb Rush into that area could be very deadly. - If you fail to make the jump from the ramp and over the center "valley" (in the centermost of the stage) and onto the other side remember that the low wall can be inked, so you can quickly climb up and also take enemies by surprise. RECOMMENDED WEAPONS =================== - N-ZAP '85: The fast fire rate and decent range of the '85 makes it a good choice for both close-up battling and sniping from above. - Splat Roller: The normal Splat Roller will do a better job than the Krak-on here, as Suction Bombs are incredibly helpful when used right, and the Killer Wail can nail a lot of enemies in the right time and place. - Aerospray RG: If you prefer to get up close to your enemies, but don't like a roller, the Aerospray's incredible fire rate will help you cover a large amount of space in no time. - Classic Squiffer: The weapons that take longer to charge up don't do as well here as the area isn't THAT wide open, so the shorter charge time of the Squiffer will serve you better. - Jet Squelcher: Its greater range will help you take care of charger packing enemies more effectively than other shooter weapons. TURF WAR STRATEGIES =================== - Controlling the center doesn't always guarantee you a win. If the enemy can get behind it through the alleys by the side and into your side of the base, the smaller center won't always compensate for the loss, so do watch your back. - Don't let enemies into your side of the base! There are plenty of places for them to hide once they get there, and they can wreak havoc on your players if they do so. - Sprinklers are useful when placed right. Put them in places where the enemy won't see them. SPLAT ZONE STRATEGIES ===================== - The Bomb Rush can turn the tide of battle in your favor! It's more helpful here than the Inkstrike, but it can also be more difficult to find a place to launch it from and not get splatted by enemies. Try to do it from the sniping place, but be sure a teammate is covering for you or you'll get shot. - If the enemy is dominating, use the alleys to your advantage to get into their side of the base. You can launch a more effective attack from there! - Defend from both the bottom and the top. There should always be someone (preferably a roller) defending from below using close up attacks, and some- one else sniping from above. A competent team using this formation is hard to break into. Walleye Warehouse ----------------- Walleye Warehouse is a bit like Arowana Mall, in the sense that it's a very long stage and not too wide. However, it lacks the sniping spots from the side, which makes the stage mostly about close-quarters combat. - The only good sniping spots are atop some boxes near the center area. However the spots are incredibly vulnerable as it's so close to the center, so it's only good for defense and when someone is covering for you from below. - Rollers do quite well here as there are narrow corridors by the side, but also wide open areas that can be covered quite quickly with one. - There is a critical choke point, which is the enemy's entrance into the central area, where there is a narrow ramp and a slight drop-off beside it. Players like to stand there for a bit before entering the center area, which means that's your chance to strike. - There is a very narrow side alley that leads from the center directly into the enemy side of the base, which means that you can strike unsuspecting enemies from behind. Of course, it means you should watch out for enemies coming from there on your side of the base too. - Speaking of the side, there is quite some turf that often goes unclaimed, so use it to your advantage, even in Splat Zones, as you can use the side to strike from behind to catch the enemy off guard. RECOMMENDED WEAPONS =================== - Aerospray RG: The fast fire rate of the RG allows it to cover a good amount of turf in this stage, while Inkstrike is the best special for this stage. - Classic Squiffer: The Squiffer is a decent weapon to have thanks to its relatively fast fire rate and instant-kill ability, and the Bubbler special will give you some extra protection. - Splat Roller: The Splat Roller's Killer Wail special pushes it over the Krak- On and its Kraken special, but since both are identical, either will serve you well. - .52 Gal Deco: The Deco's Inkstrike special makes it the one to pick over the standard .52, while its Seeker sub is also very competent. The main weapon is a safe choice as well for killing other players, but don't expect to be inking turf with it that well. TURF WAR STRATEGIES =================== - The sides are sometimes neglected, especially by newer players. Take the time to see if they're covered on the GamePad every so often. - Controlling the center doesn't prevent enemies from heading into your area; one of the sides has a high wall that makes it impossible to see if anyone is there, so do watch that part if you're in control of the center. - An Inkstrike in the choke point mentioned above will often help delay enemies and even kill one or two enemies if you're lucky. SPLAT ZONE STRATEGIES ===================== - The Splat Zone is quite a large area, and it's divided in two by a set of high boxes. If you're in control of the zone, stand on top of the boxes to look out for enemies, but get off there once you've been spotted; it's not that hard to pick you off from there. - The zone is large enough that an Inkstrike alone usually won't change the ownership of the zone, so get closer to it before launching so you can start your attack immediately afterwards. - A Killer Wail into that Splat Zone will often help though, and also take out enemies in the back as well. - The side alleys are a great way of accessing the enemy side of the base to launch an attack from behind and catch them off-guard. Watch your own back too though. + NOTE FROM THE AUTHOR + + These are the strategies and weapons I found useful for myself, but everyone will have their own strategies and opinions, so if you've got something to share, you can email me. Check the Contact Me section for more details! + + END OF NOTE + This guide will eventually be part of a much larger and more complete full guide for the game, so here's your chance to add to it before the rest of the guide is done! Use the Contact Me section above for details on how to do so. ------- CLOSING ======= Thanks for reading! I'll put up a complete guide with single-player campaign and info in the future, at some point, but for now, this is all I have. Once again, submit your own info for this guide if you have, as I'm just one player and everyone plays differently. With that said, the following must be thanked for their part in the creation of this guide: Nintendo, for developing the game and such an amazing system to play on Of course, also the lifetime of experiences I'll never forget as well. GameFAQs, for hosting the guide and being a place where you can share your knowledge to the rest of the gaming world. Reader zero318, who contacted me to let me know a strategy that you can use in Arowana Mall. Thanks man! My family, for supporting me. What more can you say, really? And finally, Splatoon Wiki (splatoon.wikia.com), for their community which provided useful information about the weapons and stages when I wasn't too sure. * ) ) ) ( /( | / ` ) /( ( /( ) ( /( )\()) ( | / ( )(_)))\()) ( /( ( )\()) ((_)\ ( ))\ | / (_(_())((_)\ )(_)) )\ ) ((_)\ __ ((_) )\ /((_) |/ |_ _|| |(_)((_)_ _(_/( | |(_) \ \ / /((_)(_))( ( | | | ' \ / _` || ' \))| / / \ V // _ \| || | )\ |_| |_||_|\__,_||_||_| |_\_\ |_| \___/ \_,_|((_) ) ( ( ( ( /( )\ ) ( )\ ( )\ )\()|()/( )\ ) ( ( ((((_)( )((_|(_)\ /(_))( (()/( ))\ )( ( ( )\ _ )((_)___((_|_)) )\ )/(_))/((_|()\ )\ ) )\ (_)_\(_) _ ) \/ /_ _|_(_/(_) _(_)) ((_)_(_/( ((_) / _ \ | _ \> < | || ' \)) _/ -_)| '_| ' \)) _ \ /_/ \_\|___/_/\_\___|_||_||_| \___||_| |_||_|\___/ STATS ----- 79 characters per line 702 lines 38 KB 38873 characters