Splatoon 3: Side Order: Part 4: Cycle 1 - Foyer to 12F (+ 1 Boss)
Now that Side Order has truly started following rescuing Marina, this DLC campaign is now going full Roguelike.
You will select a Palette to bring with you through the Spire. Each Palette comes with its own weapon set, particularly a main weapon. Each Palette has a most and second-most common Color Chip to gain with each floor. Lastly, you Palette can't be swapped out once you start your climb following your step into Acht's elevator.
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Right before that elevator is the Foyer. Following the Spire's transformation, the Foyer has become a sort of training grounds to test your weapons in.
Also in the Foyer, you can also check out the visor Marina wore when she was possessed by Order, allowing you to redo different parts of the original Spire's form up to fighting Marina Agitando again.
Now onto the floors, themselves! Remember that losing all of your lives in these floors kicks you out of the whole tower!
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At random, different floors with have different layouts, challenges, and difficulties in beating them. Do what you can to get this done.
Also take into consideration the Color Chip(s) you pick up just from starting the floor and the Membux you win from beating it. If you get kicked out. These get converted into Prlz that can be given to Marina for permanent upgrades for the next trip up the Spire.
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At 5F, I automatically win some Prlz for beating it, and 500 Membux to start with if I get kicked out. This will also enable the next trip to have a Vending-Machine Corner the next time you reach 5F.
I end up reaching such a corner as an option for 7F. If you choose to take it on, it will be a freebie where you can spend your current Membux on helpful items such as life refills, Color Chips, and even switch out your Sub and Special Weapons.
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Upon reaching 8F, Marina notices a Bonus Floor. This will either cause a Color-Chip Saturation (emptys all Color Chips from your Palette for that floor in exchange for being given chips that are all the same color), or a Bonus Challenge (an extra objective will be added to the floor and can be beaten before the main one for extra Membux).
Said Bonus Challenge ends up requiring me not to use my main weapon. You still can, actually, but this will drain away the bonus Membux you're trying to win.
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It seems that there's a boss floor for every 10 floors, so 10F is once again going to have a boss battle, and winning this will give you a Palette-based Locker Key.
The boss I end up fighting here is the Pinging Marciale. This thing in mostly protected by a huge metal shell and you have to work to shred this shell off of it by first shooting at its exposed face and then whatever other parts of it that it reveals from itself.
Eventually, it gets so weak and exposed that basically its whole body becomes a weak point. Just be wary of its various attacks and Jelleton summons whenever it hits a bumper.
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The Locker Keys you win from beating bosses are tied to the Palettes you used to gain them. If you want all of the keys, you're gonna need to travel through the Spire multiple times using different Palettes.
After another Vending-Machine Corner, I decided to take a break...
But not before learning that some floors will be Danger floors. They are going to curse you with something that'll make it harder for you to progress, and the more you keep ignoring them, the more likely they'll appear.
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