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Contents

  • Welcome to Inkopolis
    • Introduction
    • Getting Started
    • Inkopolis Plaza: Points of Interest
    • amiibo Support
  • Octo Valley
    • Introduction
    • Equipment
    • Octo Valley Features
    • The Octarians
  • Zone 1
    • Introduction
    • Stage 01: Octotrooper Hideout
    • Stage 02: Lair of the Octoballs
    • Stage 03 : Rise of the Octocopters
    • Boss Battle: The Mighty Octostomp
  • Zone 3
    • Introduction
    • Stage 10: Inkrail Skyscape
    • Stage 11: Inkvisible Avenues
    • Stage 12: Flooder Junkyard
    • Stage 13: Shifting Splatforms
    • Stage 14: Octoling Assault
    • Stage 15: Undeniable Flying Object
    • Boss Battle: The Rampaging Octowhirl
  • Zone 4
    • Introduction
    • Stage 16: Propeller-Lift Fortress
    • Stage 17: Octosniper Ramparts
    • Stage 18: Spinning Spreaders
    • Stage 19: Tumbling Splatforms
    • Stage 20: Octoling Uprising
    • Stage 21: Unwelcome Flying Object
    • Boss Battle: The Ravenous Octomaw
  • Zone 5
    • Introduction
    • Stage 22: Splat-Switch Revolution
    • Stage 23: Spongy Observatory
    • Stage 24: Pinwheel Power Plant
    • Stage 25: Far-Flung Flooders
    • Stage 26: Octoling Onslaught
    • Stage 27: Unavoidable Flying Object
    • Boss Battle: Enter the Octobot King
  • Ink Battles
    • Introduction
    • Getting Started
    • Game Modes
    • Splatfest
    • Plaza Activities
    • Judd: Vibe Rank Bonus
    • Spyke: Orders and Sub Abilities
  • Blackbelly Skatepark
    • Overview
    • Turf War
    • Splat Zones
  • Zone 2
    • Introduction
    • Stage 04: Gusher Gauntlet
    • Stage 05: Floating Sponge Garden
    • Stage 06 : Propeller Lift Playground
    • Stage 07: Spreader Splatfest
    • Stage 08 : Octoling Invasion
    • Stage 09: Unidentified Flying Object
    • Boss Battle: The Dreaded Octonozzle
  • Weapons & Gear
    • Weapons
    • amiibo Weapons
    • Sub Weapons
    • Specials
    • Abilities
    • Gear
    • Tester Loadouts
  • Arowana Mall
    • Overview
    • Turf War
    • Splat Zones
  • Walleye Warehouse
    • Overview
    • Turf War
    • Splat Zones
  • Saltspray Rig
    • Overview
    • Turf War
    • Splat Zones
  • Urchin Underpass
    • Overview
    • Turf War
    • Splat Zones
  • Art
    • Art
  • NEW CONTENT
    • Port Mackerel
      • Overview
      • Turf War
      • Splat Zones

Splatoon Guide › NEW CONTENT › Port Mackerel

Overview

Port Mackerel is filled with neat rows of shipping containers, making for some intense ink battles. This seaside dock facility is very flat with only a few modest ledges. As a result, most of the fighting occurs at ground level. Expect a mix of long- and short-range engagements, particularly when fighting among the narrow corridors created by the stacks of shipping containers. Even with the third-person camera, there are plenty of blind corners here, so approach intersections cautiously, otherwise you may be blindsided by a roller- or charge-based weapon. Ink Mines are also a common threat.

Key Locations

Most fighting in the stage’s center occurs at ground level, as Inklings race through the maze of shipping containers while spreading ink. There are three distinct lanes through the center—expect each to be watched by a sniper posted on the perimeter. Instead of charging straight through one of these lanes, make unpredictable, serpentine advances through this area by weaving around the shipping containers. Or simply hide in your ink near the center and ambush unsuspecting opponents—the blind corners are great for Ink Mines too. During Turf War, automated sweeper vehicles patrol this area. You can ink the sweepers and swim to the top for a height advantage. Or you can jump off the top of a sweeper to access the top of one of the adjacent shipping containers. Even a slight height advantage can make all the difference in this high-traffic area.

These four elevated narrow paths, just off each team’s spawn point, provide a quick way to reach the center of the stage without coming under heavy fire. These areas can only be accessed near the spawn points—barriers along the perimeter ledges prevent players from swimming up the walls. Because of this, the two paths on your team’s side of the stage are unlikely to be occupied by the enemy. Ink these areas thoroughly during Turf War. Once inked, you probably won’t have to return here. Consider placing Squid Beakons on these paths near the center of the stage. If you can occupy one of these paths on your opponent’s side of the stage, using Squid Beakons allows your team to apply consistent pressure against the enemy’s spawn point.

Located just off each team’s spawn point, these narrow alleys are high-traffic areas and the site of some serious carnage. After spawning, most players charge through this area—which is fine early during a match. But as the center becomes contested, consider taking the elevated side paths to reach the center. Once the center of the stage is occupied by the opposing team, they have an easy time engaging your team through these narrow alleys—snipers and Killer Wail attacks are a particular threat. In an attempt to reclaim this area, attack from the perimeter paths or use Seekers to target opponents and spread long lines of ink toward the stage’s center. Splash Walls can also be very effective when fighting for control of these narrow corridors.

Recommended Weapons

Krak-On Splat Roller

Any roller-based weapon works well here, particularly during Turf War. All it takes is one pass to completely ink the narrow paths between the shipping containers.

Splat Charger

While there aren’t many elevated perches to snipe from, the long, narrow corridors offer plenty of useful sightlines for snipers.

Splash Wall

Splash Wall can be an absolute life saver during the close-quarter fights among the narrow corridors created by the shipping containers. This not only blocks enemy movement, but it also repels incoming ink attacks.

Killer Wail

The long, linear layout of this stage makes Killer Wail an extremely effective weapon. Target narrow corridors filled with opponents to clear a path.

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