VG Myths - In How Many Shots Can You Complete Splatoon 3?

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Good morning, everybody, and welcome back to VG  Myths: the online internet video game TV show that   has officially ripped off Nathaniel Bandy. After  years of anticipation, Splatoon 3 has finally been   released to the bloodthirsty masses, and for some  reason the entirety of the internet has decided   I'm the only person in the world bad enough at  video games to play it wrong. Which, I mean,   Nathaniel Bandy, but I guess I'm a close second.  In How Many Shots Can You Complete Splatoon 3? The rules will be very familiar. We're doing  a segmented low-score run of Splatoon 3's   single-player campaign with the ultimate goal  of 100% completion while firing as few shots   as possible. Quote unquote "Segmented" means we  can retry each individual level as many times   as are necessary to lower our score. Each level  attempt begins at the Start pad, and ends when   you accomplish that level's goal. But there's a  bit of a wrench in the works making things more   complicated than back in Octo Expansion. Splatoon  3's campaign features two explorable hub areas.   Progress in these hub areas can't be reset by  simply leaving and coming back like you can   with a normal level. For that reason, they're a  special exception. You can't reset their score.   In order to get a better score on the hub areas  specifically, you must start from a fresh save   file. I highly recommend doing it right the first  time. As for what a "shot" even is in the first   place, we're using basically the same rules as  Octo Expansion, where each weapon type counts   shots in whatever way I felt was most fitting.  For example, Machine guns increment the counter   once per target hit, so holding the ZR button down  while Splatting 2 enemies counts as 2 shots. Most   other weapons will increment the counter by 1 when  their ink is dispensed, since they generally only   ink either all at once or in a volley once per  button press. Also, a clarification on machine   guns that has never been relevant until now: if  you're unfamiliar with how shooting in Splatoon   works, ink doesn't always travel its full  range. Some ink globs will fall prematurely,   meaning it's nearly impossible to shoot something  without also hitting the ground inbetween. Not   to mention with a machine gun it's difficult to  tell whether or not you stopped firing your gun   with precisely the correct ink blob that took  out your target, potentially causing you to ink   surfaces behind them accidentally. If we counted  collateral damage as a separate machine gun shot,   things would start getting absurdly complicated  and difficult to even put a number on. Instead,   we only count surfaces as targets if 1) You fire  your weapon without hitting any actual targets, or   2) Inking that surface helps you in some tangible  way. I know it's a bit semanticsy, but I hope   you understand this is the best ruleset I could  find that doesn't require studying every single   square millimeter of footage frame-by-frame. Also,  important note if you skipped the Octo Expansion   videos, there are no semantics with quote unquote  "Hero Weapons" this time, especially since the   majority of weapons in this campaign aren't Hero  Weapons. Whether it's a Main or a Special or a   context-sensitive vacuum cleaner, if something is  both weaponish and uses the ZR button, then that   function of the weapon will increment the counter.  There are some more specific nitty-gritty details   about some weapons, but we'll get there when we  get there. We've done rules talk long enough. For now, let's get this run started!  Before even reaching the campaign,   we have to complete Splatoon 3's tutorial.  There doesn't appear to be any way to skip this,   and after a short walk you'll be locked in  place and forced to demonstrate you know   how to shoot. I tried sitting back  and drinking a latte a few minutes,   but like Splatoon 2's tutorial before it, this  tutorial refuses to let you go without staining   your hands. This immediately adds 2 shots  to the counter and cements the run's status   as minimalist. With that done, rush to the end  and you'll be transported into the title screen. Important note for ultra purists, it is  technically required to press ZR to get   past the title screen. I personally don't consider  the menus to be a weapon, but obviously that is   only my very biased opinion, so if you insist,  feel free to add one extra shot to the counter. Now we can finally drop into the Crater and  start the campaign proper. This is the first   of the two hub areas, featuring only four  levels and almost nothing to explore. We're   immediately presented with a problem: each  level is entered through a locked kettle,   which must be attacked to open the lock. The  only subweapon available in the Crater is our   little buddy, Small Fry, who completely ignores  the kettles. Since it's required to open and   beat all four levels to exit the Crater, the  definitive best possible score is 4 shots. Crater Level 1: Throwing Smallfry lets   us clear the way up to this first Switch, which  must be inked to continue. While Smallfry can't   directly spread ink, hitting those Pufferfish  earlier filled up our Splashdown special,   which can hit the switch no problem.  There's a second switch along the way,   but provided you left the other two Pufferfish  untouched earlier they'll refill your Splashdown   all the way back up to full, letting you  casually walk to the end with 0 Shots. Crater Level 2: After swimming along the conveniently pre-inked   paths, you'll eventually be stopped at this wall,  which must be scaled to reach the level exit.   Splashdown could theoretically ink the wall, but  this time there are no Pufferfish around to spread   ink for us. You can charge up a little by having  Smallfry splat the Octarians nearby, but nowhere   near enough to reach full charge. However, there  is still a way we can spread ink, and if you'd   been paying real close attention in all three  prior games you should already be able to figure   out how. If you plop near the edge of friendly  ink, that ink will very slightly spread along the   same surface. The Special guage only cares that  you're spreading ink, regardless of the method, so   while slow, plopping is an entirely valid method  of charging Special. However, it is, obviously,   an incredibly tedious one, so I highly recommend  taking some extra steps to make the process as   painless as possible. First, remap the Swim button  to whichever button on the controller you're most   comfortable mashing. Over an extended period of  time this strat is literally painful. Second is   learning proper technique. Tilt the analog stick  only slightly so your character is barely crawling   forward, and tap the Swim button at a relatively  quick rhythm. Don't do it too fast or you won't   plop properly. With just the right angle and  rhythm you'll be spreading ink at a lightning-fast   snail's pace. Third, and most important, make  the most of your time by drawing pretty pictures.   Squids are a good first step, but if you're  feeling particularly daring, go for a smiley   face. Once proving yourself the face-painting  champion, your Splashdown will become available.   Be sure to hug the wall directly, otherwise  it won't actually ink and you'll be forced   to repeat Kindergarten. With the wall inked  properly, you'll reach the goal in 0 shots. Crater Level 3: We're immediately presented   with a very simple roadblock: the inkrail  forward is locked in a box, which can only   be opened with a key down a very small ledge. The  ledge is too high to jump up from ground level,   normally requiring you to ink it. That's no  problem, though, you can jump on the fencing   near the key for enough of a height boost. From  there you can make a somewhat tight swimming jump   through the upper fence and back above the ledge.  I should also note I was informed of an alternate   strat after-the-fact. With a very precise Smallfry  throw, he'll somehow hit the inkline and let you   proceed without need for the key. We can grab  the rest of the level's keys without issue,   but in order to reach the boxes they go to we  need to ink this wall switch. There doesn't   appear to be any friendly ink around which  would seemingly mean we can't use plop strats,   but look closer. The checkpoint pad is legally  swimmable ink, and contrary to expectation,   you can actually plop at its edge to spread it  onto the adjacent ground. Spend half an hour   painting pretty pictures to charge up special and  finally ink the switch. Even if it doesn't ink all   the way immediately, remember, you can still plop  in the ink to spread it. Final score: 0 shots. Crater Level 4: Despite being the last level,   this one is the simplest with absolutely  no roadblocks whatsoever. 0 shots. With all four Crater levels beaten, the final hair   glob will appear. Throwing Smallfry at  this glob triggers the tutorial boss: DJ Octavio: Things immediately look bleak,   so I'm gonna come right out and tell ya you're not  beating Octavio without firing your gun. In order   to progress, you must Splat either of Octobot's  fists four times total, at which point Octavio   himself will be launched out of Octobot. Once  he's splatted, you move to the next phase and   must repeat the process until Octavio has been  splatted 3 times. Splatting the fists is simply   not happening with Smallfry. The fists require a  significant amount of ink before they're splatted,   far more than Smallfry is capable of dealing  before their vulnerability period ends. We also   can't charge up our special through plopping,  since there's no friendly ink on the ground   when the fight begins. You might think you  could cleverly break your armor to spread   some ink from the blast, but alas, that feature  from prior games has since been removed. With our   options exhausted, we take our first shot. Not  to ink the fists, but to ink the ground. With   one barrage you can cover it enough to charge your  Special all the way. Hit a fist with Splashdown,   and enjoy that sinking realization that you're  gonna be spending the rest of your day headbutting   the floor. Each charge will take even longer  than usual, since Octavio will be constantly   attacking and forcing you to dodge out of  the way. Nevertheless, this is sustainable   until Octavio is launched into the arena for the  first time. Smallfry is capable of Splatting him,   but don't be so hasty: you're under absolutely  no time limit, meaning you can pre-emptively   plop up Special while Octavio watches in  patient disbelief. With Special charged,   send Smallfry to Splat Octavio and enter Phase 2.  Octavio clears the arena of all ink, but since we   already charged up special you can get a two-fer  by Splatting a fist and inking the ground with one   Splashdown. Octavio will start using the Octobot's  vacuum and the game will very strongly hint that   it's totally a good idea to throw Smallfry at it,  but absolutely do not throw Smallfry at it. All   the vacuum does is negate your airborne ink within  the air gusts. Clogging it is absolutely optional.   Just keep charging up and expending Splashdowns,  and carry your charge between Phases 2 and 3,   and after roughly 6 hours of concussions, you'll  defeat DJ Octavio with a final score of 1 Shot. With that, we leave the Crater and  enter the game's second hub, Alterna,   where we'll be spending the rest of the game. The  devs have ever so sneakily designed the starting   area such that the only accessible landmark  is the kettle to enter the very first level,   in which you'd earn enough Power Eggs to clear  away a hair glob and start exploration proper.   You might be tempted to accept inevitability and  fire a shot to open the kettle, but hold your   seahorses. Floating in a circle along the edge of  Site 1 is an orange balloon containing 100 Power   Eggs. This Balloon will respawn when the player  exits and re-enters Alterna, so theoretically   if this balloon floats within range we can farm  it. The devs did their best to make the balloon   frustratingly float just slightly too far to hit,  but they didn't try hard enough. Notice we have   access to a normally useless binocular platform.  Binocular platforms are technically friendly inked   surfaces just like checkpoints, and you can plop  at their edges to spread ink on the ground just   the same. Spread this ink all over the nearby  corner, bide your time, and when the balloon   is coming within range, do a swimming jumping  throw. Swimming in ink gives extra momentum,   increasing Smallfry's distance just enough to  hit the balloon. That gives 100 Power Eggs,   but unfortunately we need 600 total to  clear the hair glob, so you'll need to   land this super precise throw 6 total times.  To make things go by just a little bit faster,   spend your time while waiting for the balloon  to ink a path backward. If you miss the balloon,   immediately die a painful death. The Balloon's  position rests upon respawn, and that ink trail   will let you get back to the corner quickly.  There will still be a lengthy waiting period, but   don't worry, I've actually got one more special  trick up my sleeve capable of speeding up time. By the time you figure out what was  wrong with that, it won't matter anymore. With 6 well-timed throws, you'll have 600 Power  Eggs and can finally clear away that first hair   glob without firing a shot. That's not the end  of the grind, though. We're still not capable   of entering any levels, and there are tons of hair  globs blocking the path forward that require even   more Power Eggs to clear, but from now grinding  for Power Eggs will at least be much faster. As   for why we're even grinding in the first place:  each site in the hub is home to 3 Sardinium,   which can be used to unlock upgrades in the Hero  Gear's upgrade tree. Among those upgrades are   Splat Bombs, Burst Bombs, and Curling Bombs. Your  first instinct will be Splat Bombs since they're   the closest to the beginning of the upgrade tree,  but they unfortunately aren't much help. The devs   decided to make kettles explosion-proof this time  around, so even with Splat Bombs we still can't   enter any levels. Instead, make the even-longer  grind to unlock Curling Bombs. Curling Bombs   deal melee damage on contact, and that melee  damage is fully capable of damaging kettles,   thus finally granting us a method to enter a  friggin' level. Obviously I started entering and   clearing levels at this point since they're way  better for farming Power Eggs, so I'll just jump   ahead a bit and let you know you can 100% complete  the Alterna hub area while firing 0 shots. However, that doesn't mean your Hero Gear  will be fully upgraded yet. There are still   9 more Sardinium inaccessible to  us, locked behind 3 boss fights. Level 9999: Big Man and Level 9999: Shiver  Both of these two are relatively easy to beat  in 0 shots thanks to both Curling Bombs and   Burst Bombs, both of which you can unlock in  advance. Neither Master Mega nor Big Fry's   swim form seem to have regenerating  health, so as long as you don't flub   yourself to death you'll eventually win  automatically. Slightly harder will be Level 9999: Frye In order to make Frye herself vulnerable,   you must Splat each of the masked eels that appear  during Frye's attacks. While there does seem to be   carryover of how many eels you've splatted between  attacks, they will eventually respawn, meaning   if you can't splat them all on the quick you'll  never be able to advance the battle. Whether or   not you'll have enough time is largely dependent  on which attacks Frye uses. The absolute best   attack is Eel Vision, during which the eels will  be very close together, allowing for easy damage   from explosives. You could also theoretically hit  a ton of them with Splashdown, but there's a bit   of a caveat: Frye only becomes vulnerable for  a limited amount of time, so I recommend having   Splashdown charged specifically to deal damage to  her. Even so, don't be afraid to use a Splashdown   on a giant group of eels if the opportunity  presents itself. If you play your cards right,   you might be able to recharge Splashdown before  taking out the final eel. This will be a long   endurance battle, but with a lot of patience  and a bit of luck, you can beat Frye in 0 Shots. Now that you have all the Sardinium, the  entire upgrade tree is open. I recommend   buying almost all of it, with the caveat that  you should skip both Sensor upgrades. These are   actually downgrades in disguise, permanently  cluttering your screen with annoying squares   and an insufferable beeping noise. Otherwise, I  highly recommend prioritizing the final upgrade   on the tree early. The Smallfry damage increase  makes him the most powerful weapon in the game,   one-shotting most enemies  while using almost no ink. With the upgrade tree finished,   let's *finally* get to the part of the  game this video is ostensibly about. Level 0101: As you'd expect being the first level,   this is one of the easiest in the game, especially  since we're allowed to bring in all our upgrades,   but what if hypothetically you didn't know about  the balloon and came into this level without   upgrades? Early on in routing this run I did the  level that way, and screw it, I wanna show it   off! When trying to get one of the keys, there's  a rolly wall across the way you're intended to hit   with the Trizooka special. Instead, do a running  hop off the ledge, throw Smallfry, then reverse   direction to land back on solid ground. With  just right timing Smallfry will extend the bridge   towards you. For the last key, since we don't have  bombs in this hypothetical, you'll need to plop up   a Splashdown to get up this first wall. Up above  you might be worried you'll have to plop another   Splashdown, but no worries! You can mess with the  Squee-G's positioning by throwing Smallfry at it;   get it to make a low enough arc and you can  jump onto it from the nearby fence, then ride   it to the top, no ink required. Even without  upgrades you can reach the goal in 0 Shots! Level 0102: This level gives us a   choice of three loadouts to use. Remember if you  use anything other than the Hero Gear loadout,   none of your purchased upgrades apply.  Of course, if you can choose Hero Gear,   that's almost always the correct choice, since  that means you'll have access to all of your   subweapons in addition to all the passive buffs.  This level in particular is an incredibly simple   straight line to the goal, so with Burst  Bombs you can easily clear it in 0 Shots. In addition, to save on time, I'll just quickly  let you know that most levels in this game,   seen on screen now, can be cleared Shotless  trivially. This includes levels with simple   goals that allow subweapons, levels built  primarily around subweapon usage, and levels   where you literally don't have a gun in the first  place. Don't worry, you're not missing much. Level 0108:  So I'm checking my notes and not even looking  at the footage while I write this script,   and uh this is the one that they just copy-pasted  from Octo Expansion, so uh, I'm doing the same! History's greatest squid researchers  will be debating this for years, but   the best conclusion with our primitive modern-day  technology is that this station requires 1 Shot. Level 0109:  While we don't have Burst Bombs, we are given  Curling Bombs which still allow for just enough   inking and Splatting potential. Near the end  you'll have to do a very annoying upward Curling   Bomb throw to take out four Shielded Octarians.  Try to throw the Curling Bomb at the wall behind   them in the hopes it stays bouncing up on  the platform. With patience you'll either   take out the shield or get a lucky throw that  Splats an Octarian early. Final total: 0 Shots! Level 0204: Seeing an on-rails shooter level   might be giving you Octo Expansion flashbacks,  but don't worry, this is far easier than any   inkrail segment seen in that game. Burst Bombs are  accurate and strong enough to clear out all boxes   easily in the first two checkpoints. The only  stickler is the final set of boxes, including a   very durable orange box. Rather than just spamming  Burst Bombs, do a few jumps backwards to stall for   time and you'll have more than enough ink to take  out the orange box and clear the stage in 0 Shots. Level 0205:  I mention this level only in case you hadn't  realized the Crab Tank features a cannon   as its subweapon, which does not increment  the counter, clearing the level in 0 Shots. Level 0207: This is a limited ink challenge   with no subweapons, which I'm sure you realize  means shots are absolutely required. First,   we'll need one shot on the inkwheels at the  level's beginning, serving the dual purpose   of inking the wall up and triggering the geyser.  Next we'll enter a puzzle room full of switches   and inkwheels. Normally you'd expend another  shot on the one inkwheel that clears the room   in a chain reaction, but hold on a second.  Remember our old plopping strats? Turns out,   even though these switches are elevated a  bit, you can still spread ink onto them by   plopping the adjacent ground. If you've got a few  minutes on hand, you can plop this entire room,   thus shaving a shot. The next section has no such  shenanigans available, requiring our second shot   to extend the inkline. There's an upcoming sniper  with a wall of boxes seemingly blocking the path,   which you can very simply hop around. I'm  pretty sure it's dev-intended. You'll still   have to fire a shot to open the goal,  thus giving a final score of 3 Shots. Level 0208: This one is a huge doozy,   that on multiple separate occasions I thought I  was done with before new discoveries and strats   dragged me screaming back. To ease us in, and get  an idea of how the level is actually structured,   let's finish the level normally. We're trying to  hit 9 switches scattered around a maze. Once a   switch is hit, the block it's attached to will  travel out of the maze and into its assigned   space to create a tower toward the goal, with all  9 switches required before the tower is complete   and the bridge toward it will extend. Before  even entering the maze, you need to ink the first   switch across a gap. While a grounded bomb at the  far edge is capable of hitting the switch, the   angle makes it difficult, and I've found it's more  consistent to aim for the wall above. Important   note, bombs seem to be explicitly programmed to  never count down their timer while in midair,   so if you were hoping for a midair detonation,  that isn't an option. Switch #2 and Switch #3   can be inked with grounded bombs no problem.  Switch #4 is too far above for bombs to reach,   requiring 1 Shot. Switch #5 is unforgiving: you  can ink it by lobbing a bomb on top of the boxes,   but obviously that means the boxes will break in  the process, giving you only one attempt per life.   Switch #6 is too high, requiring Shot #2. Switch  #7 is close to the ground, but Switch #8 is on the   ceiling behind it. I've tried both throwing bombs  directly under and Splatting a nearby Octarian   directly under, but both have been unsuccessful,  always only inking a very specific straight line   on one of the switch's edges. I assume this is  some kind of programming quirk, and I'm doubtful   it's actually possible to ink the switch with  bombs, so here we make Shot #3. Finally, Switch   #9 is very simply too high up to hit, requiring  Shot #4. This completes the tower and allows us   to finish the level. That means 4 shots to beat  the level like God intended. But what if we're   feeling a little bit demonic? Remember, the blocks  travel from the maze and move into the tower. They   try to exit the maze in ways that would throw the  player off, but with some clever movement you can   hitch a ride. This is even a dev-intended trick,  albeit one that is supposed to be fruitless. But   hold on one second: since each block moves to its  assigned point in the maze, if we pre-emptively   trigger all blocks above the one we hitch a ride  on, all blocks below become optional and we can   climb the incomplete tower up to the goal. In  a minimum shot attempt, any uninked walls above   the block we ride would require 1 shot each.  And just a reminder, plopping won't work here,   since plopped ink refuses to travel between  separate blocks. To make this strat viable,   we'll have to hitch a ride on as high a block as  we can while simultaneously inking as many of the   same side of the blocks above it as we can. The  topmost block is the very first seen in the level,   before entering the maze. Riding it is out of the  question, but theoretically we can get some ink on   either its left or right side by throwing a bomb  to that side as it's rising out of the maze, just   before it takes off. We don't normally have enough  time to recharge ink for a second bomb throw   after inking the switch, though. But, pay close  attention when you ink the switch. The bridge that   raises IS inkable ground, and before hitting  the switch it's oriented as a wall below us.   With a very precise and lucky splat bomb throw,  a random ink splotch can hit and ink this wall,   allowing us to dip in and paint a generous pool  with plops. Now that we've got an ink well,   get back to trying to ink the switch, always  dropping down to recharge ink between throws.   If you minmax your time properly, you'll be able  to ink whichever of the side walls you're aiming   for. Keep in mind you want your ink to land as  high on the block as possible, because it turns   upside down on its trip to the tower. Block #2  and #3 are the upper and lower stacked blocks,   respectively. As established previously,  we'll always need 1 shot to switch Block   #2. As for inking its sides, it seems too high  for that to be possible, but let's put a pin in   that for later. Block #3 we're fully capable of  hitching a ride on. This is a dandy skip and all,   but once we arrive you'll notice a problem:  we didn't ink Block #2's switch, for obvious   reasons. You might think that makes Block #3 a  nonviable ride, but we've got another trick up   our sleeves. Ink up both the switch side of the  block as well as the side to the switch's right.   Now for the outer wall. While bombs can't detonate  in midair, they can detonate at the last second   while falling off a ledge while still technically  legally grounded. With luck the bomb will be at   the proper angle to ink the outer wall. Now you  can very slowly and carefully plop into the ink   on the wall to spread it up to the block. With all  preparation done, you can go for the main event. Normally, if you'd inked Block #1 properly  at the beginning of the level you'd be done   now and could very easily Squid Surge up.  Alas, on this attempt my ink splotches were   too far to reach with a Squid Surge. Very very  astronomically luckily though, after about 5   hopeless minutes throwing my controller out  of every window I could find, I figured out   yet another trick. If you very quickly exit and  re-enter Swim form at the peak of a Squid Surge,   you'll be allowed to enter ink higher than usual,  saving this run and allowing us to finish 0208 in   1 singular Shot! This level alone delayed this  video by multiple days and is by far the hardest   level in the entire Splatoon 3 minimum gun run.  Yes, even that one. I'm happy. Let's move on. Level 0302:  This level's incredibly easy in 0 Shots,  I just wanted to note you don't actually   have to dodge the missiles, you can  just sit between them and sip a latte. Level 0305: Going shotless here is absolutely   definitively impossible, since we don't have  subweapons. Of the three available weapons, the   Flingza Roller is the easy obvious choose. Roller  shots are incremented when they fling ink, but you   can keep that one shot going by keeping the ZR  button held down and transition into melee mode.   You can even jump while in melee mode to hit upper  targets, but that isn't quite enough to clear   this stage in 1 shot. Eventually you'll need to  stop and refill ink. Even if you keep the button   held down, entering Swim mode exits melee mode,  automatically firing another shot when you stop   swimming. That means refilling ink functionally  requires a shot. Don't give up hope, though,   we just need to minmax our ink a bit better!  Instead of walking to your destination, go bunny   mode. Ink is not expended if the roller isn't  touching the ground. Hop between every set of   boxes and your ink will last just long enough to  break every box, completing the stage in 1 Shot! Level 0306:  You might be happy seeing Burst Bombs, but  sorry, this is without a doubt one of the   hardest levels in the entire game. We have  exactly 1 minute to destroy 60 balloons,   meaning we need to hit roughly 1 per second.  Burst Bombs simply don't recharge fast enough,   even when factoring in multikills. Taking shots  is inevitable and exactly how many shots is a   HUGE question mark. What isn't a question is  weapon choice: you should absolutely use the H3   Nozzlenose. It fires in bursts, meaning a single  shot can hit up to 3 balloons. Most later balloons   are clumped together, so we'll be taking our shots  early. The following footage is my personal best. Best Score: 4 Shots. Though I will note, I  absolutely expect 3 or less to be possible, but   I've decided I don't hate myself enough right now. By the way, random fun fact, back in Octo   Expansion if you hit the Mission Complete trigger  after the timer ran out you'd still get credit for   beating the level. In Splatoon 3, basketball  rules no longer apply, if the timer hits 0,   you're a dead corpse, whether your dead  corpse passes the finish line or not. Level 0404: Our only subweapon-capable   option here is a preset loadout with Smallfry,  meaning we won't be bringing in any of our   upgrades. While not particularly difficult, this  level is fun subweapon only since you'll end up   in some tight spots without much room to move  around while Smallfry very slowly whittles down   enemy health. This includes an encounter with  a sniper at the end who will inevitably clear   the ink from your soaker block and leave you at  Smallfry's mercy. Otherwise, an easy 0 Shots. Level 0405: This level is one of the big   ones I was dreading: the return of the adorable  sculpting minigame. If you're not familiar,   we have to destroy some of the boxes on one  side of the level to match those seen on the   other. Unlike the Octo Expansion equivalents we  now have a huge convenience of the Zipcaster,   allowing for totally shot-free box clearing. The  really dreadful part, though, is the Zipcaster   deals splash damage near its point of impact. On  top of that, the splash damage radius increases on   box break, guaranteeing that you'll be dealing at  least some damage to boxes that fail the mission   once broken. The hardest section to clear will  be the backside, where you'll need to leave three   1-box spaces inbetween intact boxes, a very  stressfully specific order. Remember, though:   the splash damage radius increases when a box is  broken, and conversely is lower when a box does   not break. Butter up the boxes you need to break  in advance while the splash damage is low-range,   so when a box-breaking splash inevitably occurs,  it will break the boxes you want it to while   leaving the others technically intact. Once the  backside is done, the rest will be a victory   lap. Despite the stress, I was able to clear this  level in 0 Shots my first try! I'm sorry Bandy. Level 0406:  This target practice level seems like it'll be  easy enough at first: the yellow boxes can be   destroyed with one Burst Bomb and give you more  than enough time to recharge. There's one holdout,   though: a single orange box halfway through.  This box just barely aggravatingly seems   impossible to damage enough by the time the  box enters our range. But here's the thing:   why wait for it to enter our range? While the  early boxes are spawning in, minmax your time to   ink the side of the stage near the fence. When the  box prior to the orange one is getting prepped,   swim over and up the side of the arena, take  care of the box, and quickly swim jump onto   the fence itself. This effectively increases  our range to include the box's spawn location,   getting in a few early burst bombs, just enough  to close the damage gap. Final Score: 0 Shots! Level 0407: With only a Goo Tuber   and no subweapons, this level absolutely requires  shots, and those shots will need to be carefully   considered to get the count as low as possible.  You can dodge most enemies at the beginning,   save for two Snipers. The walls they sit on  will only open after they've been Splatted,   and the edges around the wall extend too far to  jump around. That means we start with two shots by   default. Then we reach the final area: a fortress  with multiple waves of enemies, every single one   of which needing to be splatted to proceed. This  section is impossible without climbing up the   fortress at least partially, and there's no way  up without either activating one of the inklines   or inking walls ourselves. Ever conveniently, this  Splatling Octarian is at a very inconvenient place   for multikills while also being directly in line  with two climbable walls. Do a backwards Squid   Roll at the top of the upper wall and you can  reach the grating on the opposite side. Here,   take out both Snipers with one shot, then all  three shielded enemies with another. The next   set of enemies can be done in a very simple and  obvious two shots. After is the final two enemies:   a single sniper and a barrier-producing Octodisco  hanging out above. The Octodisco has so much HP   it requires 2 shots to Splat, so you might  think this requires at least three shots,   but there's still shave potential. Sit at just  the right spot and aim up at just the right   angle. Eventually the Octodisco will get bored  and dissipate for absolutely not reason. Take   one more shot to finish off the Octodisco, then  another to open the goal. Final Score: 10 Shots. Level 0408: Being an grindrail target mission, this one seems   like it'll be hell, but no worries! This is likely  the easiest grinding level seen in the series,   giving almost no targets and plenty of time to pop  them. The one slightly tricky part is at the end,   where you might need to slow down slightly,  but even then not very much. Score: 0 Shots. Level 0410: Another target-shooting mission,   but this time you stand in place and each set  of balloons moves around in front of you. They   float away after their pattern completes, and  you automatically die if a Fail Balloon gets   popped. While Fail Balloons pop instantly from a  direct Burst Bomb hit, they can always survive a   single splash damage hit regardless of distance,  giving you a bit of leeway. The first three sets   are relatively easy. The fourth set I genuinely  believe to be absolutely literally no-way no-how   impossible. It's impossible to pop most of  the target balloons without dealing splash   damage to at least one Fail Balloon, inevitably  leading to an overlap that causes failure. But,   I have good news: failure is an entirely valid  option! After headbutting my controller for about   half an hour, the game took pity on me and opened  the way forward despite not having popped all the   targets yet. I have absolutely no idea why this  happens, but presumably it has something to do   with targets that take splash damage getting  recognized as hit, even though they're totally   not supposed to and most of the time don't. An  interesting consequence of this glitch is that   the two balloons left over will still be in play  every time you respawn at the next checkpoint, and   if you don't pop them within about 10 seconds the  game will change its mind on the freebie and Splat   you. That's only a mild inconvenience, so go ahead  and get to attempting the final set of balloons,   which is difficult to figure out but certainly  not impossible. Our final score: 0 Shots! Level 0412:  This level is a simple connect-the-dots drawing  minigame with only a choice of two brushes and no   subweapons. This naturally means we use 1 Shot  to ink some switches near the beginning, 1 to   actually connect the dots, followed by 1 to ink  and open the goal, for an end total of 3 Shots.   I will note I did briefly look into plopping ink  from the very first checkpoint to shave off the   first shot, but there's an uninkable surface  in the way, crossing that strat off the list. Level 0507: "Golly gee," you hear a   Splatoon dev in the distance. "Wouldn't it be  sadistic to those Youtuber challenge weirdos   if we made a grindrail level with Splat Bombs  instead of Burst Bombs?" Yes, in fact, it would,   and wouldn't you know it, Splatoon's devs are  proud sadists! Shotless is explicitly impossible,   and you'll need ludicrously perfect aim to get  the count as low as you can. Toss a bomb in the   center of the first ring, get on the rail, and  prepare for hell. These first two boxes can both   be hit will well-timed throws directly at their  front, where the bomb will hopefully stop in   place. Remember to stall to recharge ink along  the way. There are two large boxes coming up,   both of which are relatively easy to land a  bomb on. Next, a group of four boxes. Landing   a bomb on them doesn't seem viable, since even  when I did land one it didn't destroy all four,   so here we take Shot #1. Next, several more sets  of boxes on separate platforms. These platforms   make bomb throws very forgiving, just aim for  the center and the bomb will rest inside. Next,   two very cool-feeling throws in the center of  these sets. The following set of six I've tried   bombs on, and that even looks like it should  theoretically be feasible, but in practice it   didn't work out. If a bomb exploded at all it  wouldn't hit every box, and I kept encountering   a glitch where the bomb would apparently think  it's in midair and just sit there endlessly.   That means we take Shot #2. The upcoming stack of  boxes can be taken out easy with two bomb throws. Hello, good morning, it's unscripted  Gamechamp! So this video's like 90% done,   like I already did almost everything, and...  okay, so, the next set of boxes like you can   just- you can throw a bomb into the center, it's  really annoying but you can do it. But notice,   on my- on th- the successful attempt, I threw a  bomb and missed, and then I threw a second one   in the center. But the first bomb- the first  bomb, it didn't fully actually miss, it ended   up in like the infinite not exploding glitch  thing! But then it exploded, like, immediately   simultaneously with the second bomb, and that's  why I just- I just didn't even notice until now! The diagonal orientation of the next  couple sets prevents bombs from resting   on them long enough to explode, so  we use one shot to clear out both.  The next linear set of diagonal boxes has the  same problem, requiring 1 more shot. Now we   circle around an orange box with a small yellow  box on top. By stalling there's more than enough   time to blow them both up. I have absolutely  zero hope of bombing all the final boxes at all,   let alone in the extremely tight time window, so  there we make Shot #5, finishing the level in 5   total shots. I'm reasonably confident this  is the true minimum barring some ludicrous   extreme TAS shenanigans, but please let  me know if you manage to shave one off! Level 0510: Yet another grindrail level,   but thankfully this time we actually have Burst  Bombs, and on top of that it's incredibly easy.   We have more than enough time to hit every  switch along the way to the final tower,   and once you reach said tower you've practically  already won. All switches can be hit with   jumping throws, and you'll be safely dropped  below even if you miss one. Score: 0 Shots. Level 0512: We're immediately   presented with a midair switch that must be  inked, but if you've been paying attention,   you'll realize we already have a strat. Get down  below and throw up bombs, aiming for the bomb   to explode at the absolute last possible moment  before it's technically no longer grounded. The   switch is close enough that it will get inked by  the explosion. A bit later in the level is this   room with three Octarians on the ceiling, all  too far to hit with bombs. I've toyed a little   with exploding a bomb on the bag in the center of  the room, but that's obviously still going to be   too far away, so instead we take 1 shot with the  Ballpoint Splatling to Splat all three. The rest   of the level can be traversed mostly easily with  bombs, but one note when you reach this point:   do not immediately splat the switch. If you do,  then the wall that raises will be unclimbable,   since it's split between two blocks. Beforehand,  hop up to this ledge and throw down bombs. With   a precise splotch, you'll be able to ink  the wall before it's raised. From there,   ink the switch as usual, plop up the wall, and  walk to the goal with a final score of 1 Shot. Level 0604 This minimum ink   challenge was actually already designed for  the minimum shot run by the devs on purpose,   so you can very easily walk past every  hazard and open the goal with 1 Shot. Level 0607:  This level is under a soft time limit, with  the level gradually falling into the water   below segment by segment. Don't panic, though,  it's not as scary as it sounds. Each section   will only begin falling when you set foot on  its floor. Setting tentacles on its walls is   completely safe, so before jumping up, sit on  the wall for a second to recharge your ink,   ensuring you always have enough for a Burst  Bomb when you need one. Score: 0 Shots. Level 0610: This level forces us into a permanent Inkjet   special. That means our only shotless method of  attack is the jets fired directly below us. At   this gap with ink sticks, you can get through  with careful timing. Position yourself just to   the side of the ink stick, wait for the inkfurler  to bounce back, and follow it. At this long fall,   you're intended to fire at the Inkfurler across  the way, but by exiting a swim just before dashing   forward you'll get a bit of extra height, letting  you close the distance shotless. Next is a wave of   flying Octarians, all of whom must be Splatted to  proceed. They very much do not enjoy being inked   and will fly out of your range quickly, so you'll  need a bit of cheese to make this possible. Lure   them low to the ground and adjacent to the tall  pillar, and sneak around the opposite side. Once   they exit Alert mode, hop to the top of the pillar  and rush 'em. This likely won't deal enough damage   in one go and they've got regenerating health, so  set them back up and repeat the strat immediately.   If done well you'll hit them again before they  can fully recover, eventually stacking enough   for a Splat. Repeat with every member of  the group, and the next wave will spawn in:   four hopping Octarians. These guys are much  worse at their jobs. If you very quickly exit   and re-enter your ink, you can gradually approach.  Every time the Octarians will see you, jump back,   and promptly forget you exist. Corral them  near the end of the stage, and while they're   theoretically trying not to bounce off the  edge, eventually they'll mess up and fall   to their deaths. Repeat 4 times to continue to the  final checkpoint. Bad news, this section is pretty   simply impossible, with a gigantic gap we have no  way of traversing. Fire 1 Shot at the Pufferfish,   then avoid the judging eyes of Smallfry  as you slink pathetically to the goal. Level 0611 This one is easy, but I include it anyway   because it was still fun! Go with the Burst Bomb  loadout. In addition to old-fashioned stealth, you   can also exploit the very stupid AI. This is best  seen on the two at the end. Position yourself just   right, and you can get them stuck in a pattern,  constantly wiggling back and forth while getting   noting of substance done and eventually succumbing  to your Burst Bombs. Final Score: 0 Shots. Level 0612 The melee attack of the Ultra Stamp   is activated with ZR, and is thus off limits. We  can still throw it, however, and by choosing the   Ultra Stamp loadout we'll have infinite ammo. Not  only can throws clear the level, I actually had an   easier time than in my casual playthrough. Throws  are apparently the faster option. Score: 0 Shots. That marks the end of every main level. Next  stop: endgame! We unfortunately won't be having   much buildup at all, since these levels are all  exceptionally easy due to the allowance of the   Hero Gear. One important note is that we're  counting the finale as six separate stages,   based on information given by the game. In  addition to the obvious loading screen labels for   the first four stages, if you attempt to return  to camp the game explicitly says that you're   allowed to skip any stages you've previously  cleared. The skip button just so happens to   align its skips with the loading screen labels,  with only the two final levels being unlabeled:   Phase 1 and Phase 2 of the final boss fight  against Mr. Grizz. Phase 1, as all prior levels,   is incredibly easy shotless, but Phase 2 is where  things get tricky, tasking us with piloting the   Octobot King to vacuum hair globs off Mr.  Grizz. If you think we're going to pull out   some semantics and say the vacuum actually gives  us negative shots, I appreciate the enthusiasm,   but hell no! We're fully committing to sucking  as little as possible! I define a "Shot" with   the vacuum as each unique session of vacuuming.  Once you either let go of ZR or get ejected from   the cockpit, that shot ends and further use of  the vacuum increments the counter once again.   There are four hair blobs we need to hit,  and to make our jobs as hard as possible,   waves of enemies will appear while vacuuming  Globs 1, 3, and 4. If you get hit by an enemy,   you'll instantly be ejected from the cockpit.  There's a trick to minmax this, though: each wave   of enemies waits until you begin vacuuming before  they spawn. When they do spawn, they'll be in an   ink form and must travel from the hair glob to the  Octobot King before they actually properly appear.   Get as close to the glob as possible, start  vacuuming, and immediately reverse direction,   stopping as you near the edge of the vacuum's  range. This allows you to take out Glob 1 in a   single shot! There's still a problem though, which  I'm sure most of you have already been screaming.   When the Glob explodes we're ejected from the  cockpit instantly, with no warning. As you have   probably already noticed, that does *not* cause  the ZR button to stop being held down. We have   to do that manually, meaning if we don't let go of  ZR with astronomically pixel perfect reaction time   we'll inevitably be taking an extra shot with the  Hero Shot once per Glob. That is, unless we use a   very particular and obscure piece of knowledge I  never imagined would ever be important! Have you   ever wondered what happens if you press both the  R button and ZR button at the same time? Try it   right now, and comment below what happens. About  half of you are going to comment the R button took   priority and about half are gonna say that ZR took  priority. But don't worry! Nobody's a filthy liar.   Turns out, the game doesn't directly prioritize  either of the two buttons. Instead, the game will   prioritize whichever of the two buttons was most  recently pressed. If you press and hold ZR then   press and hold R, you'll aim your subweapon, but  if you press and hold R then press and hold ZR,   you'll shoot your gun. See where this is going?  These rules apply even while piloting the Octobot   King, with one crucial difference: without a  subweapon, even if we press R the vacuum won't   be interrupted. But even so, the R button was  still technically pressed after the ZR button,   thus once you're ejected from the cockpit the  R button takes priority! Let go of ZR before   letting go of R, and you're golden! 4 seemingly  impossible to dodge shots successfully dodged! One important but currently inconsequential note:  it's entirely possible to vacuum later Globs than   you're supposed to be targeting. However, as  far as I could tell, doing this is completely   pointless. I spent a ton of time vacuuming  a later Glob and it refused to ever burst,   plus upon reaching the point where I was supposed  to target that Glob it appeared to still be at   full health. As mentioned previously, Glob  #1 requires 1 shot. Glob #2 doesn't spawn   any enemies, making it easy to take out with 1  shot. Glob #3 has more health then the prior two,   so I'm pretty sure doing it in just 1 shot isn't  possible. However, if you minmax you can totally   skip the second wave of enemies and take it out  in 2 shots. Glob #4 will be tackled in much the   same way. I hope that doing it in 2 shots might  also be possible, but I've never managed it,   and have only done it in 3 even with minmaxing.  With all globs gone, if you've still got time,   the rest is a victory lap! Fire one very big and  very final shot to end Mr. Grizz's ambition once   and for all! With the physical manifestation of  capitalism obliterated and the path opened for   the next manifestation in the form of DLC, The  Splatoon 3 Minimum Gun Run ends with a final   score of 46 shots! But "final" is in quotation  marks. Remember, we're out to complete the game,   and there just so happens to be a tiny asterisk  in the postgame. Welcome to the true finale, Level 0000: After Alterna The good news is you've got the Hero Gear,   so while theoretically this is the hardest level  in the game, in a minimum shot run almost all of   it is about the same difficulty as a casual run.  The bad news is I just said almost. Before heading   in, I recommend finally buying both sensor  upgrades. They'll actually genuinely have at   least one practical purpose in this level, so  they're worth the annoyance. Near the end of   the first loadzone, you'll need to jump through  a very quick set of moving platforms. Luckily,   these are the same platforms rotating around  over and over, and any ink from Burst Bombs   thrown down will stay there. Spend a few minutes  throwing bombs down until the path is pre-inked,   giving you a simple and easy path to jump across.  Loadzone 2 is where the suffering starts. Once   again, a grindrail target-shooting mission.  This time, we've got all our Hero Gear upgrades,   including access to both Burst Bombs and max  damage Smallfry. Nevertheless, this is still   going to be the hardest grindrail mission in the  game, forcing us to play a very careful balance of   throwing Burst Bombs for speed and throwing  Smallfry to keep progress going while our   ink recharges. All the while, you'll need to be  constantly hopping off the rail to stall yourself,   otherwise you don't have a hope of popping every  balloon in time. And even that won't be so simple:   in order to recharge our ink efficiently, we  need to legally be in submerged ink recharge   time when we jump. If you jump out of ink, you'll  momentarily keep the submerged ink recharge rate.   However, you can't recharge ink at all while  the ink used from a subweapon is in the process   of subtracting. After throwing out a Burst Bomb,  wait out your jump just slightly to get that extra   recharge. Otherwise, you'll need to carefully aim  your shots, in particular trying to pop multiple   balloons with each Burst Bomb whenever possible.  It's not totally necessary all the time, but it   helps. After multiple downward spirals, you'll  reach a set of three side-by-side rails. Hitting   every balloon in time would normally not be that  much harder than usual, but the directional window   for hopping between rails is very forgiving in  a bad way. I would constantly lose runs hopping   between them for no reason. I recommend trying to  stay on one of the edge rails as long as possible.   Every balloon is still within range, and having  no rail on one side makes accidental railhopping   easier to avoid. With that set done, you'll move  onto what is thankfully the easiest section: an   upward climb surrounding groups of balloons which  spawn up to three at a time. A Burst Bomb aimed   near the center will combo all three. If you miss  one, don't panic. With some precise movement you   can hop off the rail and land back on it a floor  below. Next up are another couple free groups,   until a freefall with the final set. You might be  tempted to panic, and yes, please panic! That is   indeed the correct strategy! If you're lucky, your  burst bombs will hit every balloon just in time,   spawning the final rail to save you from a  watery death and let you shift back into easy   mode. Loadzone 3 is a totally simple and easy  Octomissile autoscroller, and Loadzone 4 is a   simple and very lightly challenging battle  against an army of Octolings. This is why I   suggested grabbing the sensor upgrades, seeing the  Octolings around corners gives you a very slight   edge. It isn't totally necessary though, keep your  distance and you can leisurely splat them with   Smallfry one by one. With the final final level  conquered we increase our true final score by 0! Before heading out, special thanks to  basically every Splatoon fan on the planet,   who helped shave the shot count down by sending  in their home-baked strats. This episode was,   once again, a collaborative effort,  and wouldn't have been possible without   you. And just a reminder: the final  total is always in quotation marks. And finally, special thanks to  all Patreon backers including Let me know how much this video  sucks and how to improve in the   comments below! Ba-nun-nun-nun-nun  for watching, and get out of my house! By the way I forgot to feed the elephant it's  dead it's canonically dead that's it the end
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Channel: Gamechamp3000
Views: 108,403
Rating: undefined out of 5
Keywords: gamechamp, gamechamp3000, gaming, video games, vg myths, can you beat, challenge, splatoon, nintendo, minimum gun
Id: -znxjnRkOQo
Channel Id: undefined
Length: 55min 39sec (3339 seconds)
Published: Sat Oct 29 2022
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