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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 › Walleye Warehouse

Overview

If you’re new to multiplayer, Walleye Warehouse is a great stage to get acquainted with ink battles. The stage is relatively flat, with only a few elevated perches that can be used by snipers. This means you have more of a fighting chance, even if you’re not the most experienced player. There are also no water features or steep, fatal drops, making Walleye Warehouse one of the more forgiving stages. Take some time getting familiar with the stage, learning the benefits of its flanking paths while using the crates for cover and concealment when engaging opponents in the chaotic center.

Key Locations

Like most stages, controlling the center in Walleye Warehouse is essential for gaining an advantage. Make your stand near the large stack of crates in the middle and engage incoming opponents. Most opponents come charging down the middle, making it easy to pick them off with charge weapons, Killer Wail, Inkzooka, and Seekers. But don’t forget to cover the flanking paths too. Use the numerous crates to your advantage, by hiding behind them or standing on top for a height advantage. The shipping containers on the edges of this area, near each team’s spawn point, are popular sniper perches, perfect for covering the center.

Veer left out of your team’s spawn point to access this elevated path leading toward the stage’s center. The yellow and black barrier running along the ledge of this walkway makes it impossible for squid to swim up the walls, making this path relatively secure—opponents can only access this area from your team’s spawn area. This makes it easy to keep your team’s path inked during Turf War. The path leads to three different mesh platforms, ideal for accessing the center of the stage. Advancing along this perimeter path is also ideal for sneaking up on opponents, especially if they’re applying pressure on your team’s spawn point.

Turn right out of your team’s spawn point to access this narrow perimeter path leading toward the stage’s center. Unlike the other perimeter path, this one is only partially protected, noted by the yellow and black barriers along the ledge. Once you drop off this ledge, watch out for opponents below. The adjoining path leads toward the center, but be careful when entering the narrow corridor. This area is often watched by enemy snipers. Keep this corridor coated in your team’s ink and swim through to avoid getting picked off by opponents. If you suspect opponents are camped here, lead the way with a Seeker and swim behind it.

Recommended Weapons

Splattershot Jr.

Any of the rapid-firing Splattershot weapons work well here. But when it comes to Turf War, it’s hard to top the ink-spreading mastery of the Splattershot Jr.

Krak-On Splat Roller

The flat surfaces and narrow pathways make roller-based weapons very effective here. You can also hide in your ink behind crates (or the tarp-covered ramps) and whack passing opponents with your roller.

Splat Bombs

Whether lobbing these explosives down range or bouncing them around tight corners, Splat Bombs are a great option for spreading ink or taking out opponents.

Echolocator

Given the numerous hiding spots on this stage, using Echolocator is great for keeping tabs on your opponents, helping you avoid enemy ambushes. Killer Wail is also very effective when aimed down the congested center of the stage.

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