VG Myths - Can You Beat Splatoon 2 Without Firing the Hero Weapons?

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👍︎︎ 13 👤︎︎ u/cubikxtheking 📅︎︎ Apr 20 2018 🗫︎ replies

I watched the original one just a few days ago and i loved it im glad to see that he is doing it with Splatoon 2 i havent finished Hero mode yet though so ill wait a llittle bit

👍︎︎ 6 👤︎︎ u/SomeRandomBear 📅︎︎ Apr 20 2018 🗫︎ replies

Dang, that Experimentorium skip knocked my socks off.

👍︎︎ 3 👤︎︎ u/mrsedgewick 📅︎︎ Apr 21 2018 🗫︎ replies

This is also the same guy who got over 700 moons in Mario Odyssey without jumping once.

👍︎︎ 3 👤︎︎ u/SCOTT0852 📅︎︎ Apr 21 2018 🗫︎ replies

That's a lot of free time

👍︎︎ 2 👤︎︎ u/wutafu 📅︎︎ Apr 20 2018 🗫︎ replies

shouldnt be possible, therere some switches as fields you have to ink in later, arent there?

👍︎︎ 1 👤︎︎ u/Sterling-4rcher 📅︎︎ Apr 20 2018 🗫︎ replies

Woah I need to check this out

👍︎︎ 1 👤︎︎ u/Sayse 📅︎︎ Apr 21 2018 🗫︎ replies
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Good morning everybody, and welcome to VG Myths, the online internet video game TV show where we push willful ignorance to the absolute limit! In the last episode we discovered that it's 100% possible to beat Splatoon without firing the main weapon, the hero shot, and so the natural follow-up question, as suggested by literally all of humanity - Can you beat Splatoon 2 without firing the hero weapons? The rule is clear-cut. Absolutely everything is allowed except for firing the Hero Shot, Hero Roller, Hero Charger, Hero Dualies, Hero Brella, Hero Splatling, Hero Blaster, Hero Slosher, and Hero Brush. Just as in Splatoon 1, sub weapons, special weapons, and turrets are fully allowed. Additionally, weapon types outside of the "Hero" category are also fully allowed, those two being the Splattershot Jr. during the tutorial, and the You-Know-What. I did try to beat the tutorial without a Splattershot Jr. anyway, but alas, my magical nose powers are limited only to the Wii U gamepad. Once we get into story mode proper, we've once again got the first 3 levels to choose from. We're not able to buy upgrades until reaching world 2, but that's thankfully no issue. All three levels are doable with just the starting Ink Bombs. But when I say doable, I don't mean cakewalk. We're already going to need some fancier climbing skills from the first game ever wanted. There are no burst bombs, so every wall can be a potential roadblock. Our first boss is Octo-Oven. Unlike the first game, bosses don't regenerate health. Endure his attacks in the long term, and you can keep buttering him up with grenades until his yeast is cooked! That's... that's how bread works, right? Now that we've reached World 2, we make a business deal with Sheldon - in exchange for using Hero Weapons in the field to get valuable combat data - "What a sucker!" - he'll sell us Curling Bombs and Auto Bombs. The Curling Bombs helped tremendously in wall climbing. If there are any creases in the wall, they can ink up the crease to let us keep climbing, serving as, essentially, a much lower range, lower output Burst Bomb. Auto Bombs are super useful too, since they don't get carried by momentum - they'll explode exactly where they land if they don't see any enemies. World 2 features the tricky Level Six, which you might remember as the Charger's introduction, and therefore, the level was designed assuming you had long-range capability. This fan is floating up in the air, out of reach of any explosions, and seemingly impossible to hit. We do have access to a Stingray, which can be used to skip this whole section, but we need that Stingray to skip the final section, which also happens to be darn near impossible. But there's a critical piece of information I noticed on a replay - while sub-weapons normally explode on a timer, they'll instead explode on contact with missiles. And by ludicrous divine happenstance, there's a row of missiles traveling right next to the fan, letting us make our way up and bank the Zapfish with the Stingray cheese! This one isn't hard, but I almost never nailed a stylish finish here. Just because I can't pull the trigger doesn't mean I can't look awesome with these babies! Our next roadblock comes in World 3, Level 13, featuring rotating targets that move platforms. When damaged at first it looks like some of these should be impossible, but we can still trigger them with some well-aimed Ink Bombs. Just... look at that, it's beautiful! I probably could have avoided a lot of heartache if I'd bought Auto Bombs before coming here, but I for one think it takes more skill to barely fumble through like an idiot than to engage in boring "strategy" and "common sense." We make our way through every level of World 3, except for Level 14, Parking Garage. Parking Garage throws this situation at us - the first switch triggers the wall it's on to move and form a bridge. The second switch will trigger its wall to come down and let us climb up. The first switch is easy enough, but the second switch seems unreachable. Curling Bombs can hit just below the switch, but not quite all the way. Bombs that explode on top of the wall can ink the wall itself, but don't seem to ink the switch. We can, however, climb on top of the first bridge, potentially letting us skip the second switch by jumping across. But try as I might, I wasn't able to make the jump! It seems just barely too far! Sorry everybody, but after tons of brain busting, even the help of the Internet wasn't enough for this switch. The Splatoon 2 No Gun Run is mission failed. But we're not done yet! If we can't beat Splatoon 2 without Hero Weapons, our next question is obvious - what's the minimum? How many times do we have to use a Hero Weapon to beat the game? To account for how different each individual Hero Weapon functions, a use is defined as firing on a single target until its state changes, whether that be a switch being pressed or an enemy being splatted. Get out your lab coats, everybody, because from now on this is officially a squid research expedition! After firing our first shot, we get into another sticky situation instantly. We need to trigger a switch on the ceiling, which is too high up to cover with bombs. But don't give up just yet! Relentlessly climb up the wall, reverse direction, and throw curling bombs at the switch. It is a pixel microscopic shot, but after about half an hour, I managed to hit it and finish the stage, letting us fight the boss - Octostomp. You might think the class would pose a challenge, but we can deal steady damage to it over time by sliding bombs under him whenever he face plants. *Stealthy music* *Shocked sound effect!* *Dramatic music* World 4 has two points of interest: Level 20, Propeller Land, has an end segment with a neat solution. Normally, you need to hit both fans here to lower the Zapfish and raise yourself at the same time But we're not quite mobile enough for that. Instead, there's a way more fun option. Use the platform you're on as a trampoline and fling yourself. (Fling into spaaaaace!) Then there's the ultimate run killer - Experimentorium. Abandon hope, all ye who enter. Experimentorium has three paths to choose from, but we need to go down all three to finish the stage. The path on the right is super easy, but the other two are *pain.* On the leftmost path, we have to navigate on tight walkways and hit several floating switches. Throwing out Curling Bombs will get some ink on them, but these switches need to be about 2/3 inked until they trigger. We'd be lucky to even get halfway there! Sorry to say it, but unless we can figure out another method, the leftmost path adds on Shot Number 2, Shot Number 3, and Shot Number 4! This friggin level just quadrupled our total! The middle path is equally mean. There's five grapple hooks floating in the air, and we need to reach the farthest one. With maximum ink capacity, we can only throw out two bombs, so mathematically, that's a minimum of three shots, right? Sorry, but I skipped that day in math class! With two super well aimed shots, you can skip the first two, plus the penultimate hook, allowing you to clear all five with only two bombs. Boss number four is Octo Shower, and while I was initially dreading the fight, he's actually super easy! Bombs don't slide off his cap as fast as you might think, and the Octarians carrying him don't regenerate health, same as all the other bosses, letting you spam bombs for an easy victory. Welcome to the the finale, World 5! The hub world itself is super tricky by this point in the game. How were we supposed to hit that? Like, come on. There's no way. You cannot possibly tell me that we're gonna hit that switch. Well, you're right. It's impossible. But if you think impossible is gonna stop us, you have never seen this show before. See, you're able to super jump to any revealed stage - any revealed stage, even if you yourself haven't actually been there! Just chuck a couple of bombs, and there's nothing stopping you from chucking yourself up there with them, skipping the switch entirely. Our only in-level roadblock is Level 25, Mind the Gap, featuring a section where we need to cover 2 high-up switches. They're way too high up for curling bombs, and I couldn't manage any explosions to splatter on either. I think our only hope would be to climb up around the door from the side, which... uh, not sure that's gonna happen. So, reluctantly, we have to fire Shot Number 5 and Shot Number 6. It is worth noting, of course, that we can hit both switches with one rev of the Heavy Splatling, but I'm personally going by number of targets we're required to shoot, so I'm still counting it as two shots, leaving us at 6 total. Regardless of all those pesky semantics, the final battle is now open, and we get to fight DJ Octavio, featuring Callie. It's the match of the century! Place your bets now, everybody! How many shots does it take to beat the final boss of Splatoon 2? None, he's actually the easiest boss in the game. Once we slam the Rainmaker on Octotavio's ugly mug and win the match, our squid research expedition is complete. You heard it here first, folks - it's possible to beat Splatoon 2 firing the Hero Weapons exactly 6 tiiii... that doesn't count. Does that count? Uh... 6 with an asterisk. Does that... yeah, yeah that'll work. Okay! Our final count for the Splatoon 2 No More Heroes Run is 6 with an asterisk! Remember, of course, that I'm an idiot, and we might be able to shave off some or all of these shots with some nightmare tricks. If any of you want to try shaving that number down, let me know if you have any ideas, or if you even shave off one yourself. Plus, let me know how much this video sucks, how I can improve, and your own VG Myths ideas in the comments below! Special thanks to all Patreon backers, including Lord Arentci, Eric Flinn, LezLamb, SuperScrubZO, Rb_Drache, Zahlen Oum, Mrharrywonka, Mrs. Seckman, Andrew Cyburt, K. Gordon, Matt Smith, Alexander Botkin, Chris Nate, Mason2k, Anyuu, Jay Dee, and Robert B. Brashier! Also Ross Clark. Like, legit. You... you patroned like right before I was about to do the final edit on the video. You are so lucky. Ekauroshaku (how the heck am I supposed to spell that?) for watching! Don't be a louse - get out of my house!
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Channel: Gamechamp3000
Views: 2,576,001
Rating: undefined out of 5
Keywords: gamechamp, gamechamp3k, gamechamp3000, gaming, video games, splatoon, splatoon 2, nintendo, nintendo switch, vg myths, hyrule myths, hero weapons, no gun, no hero weapons, no hero shot, no more heroes run, challenge run, hero mode, dj octavio, callie, marie, squid sisters, bombs only, sub weapons only, video game myths, inkling, octoling, playthrough, without firing the hero weapons, can you beat
Id: zjbRVsFA-Po
Channel Id: undefined
Length: 10min 11sec (611 seconds)
Published: Fri Apr 20 2018
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