This page is a stub.
Please help add to it so it can be finished.
|
The Spirit Lifter is the name of a rocket that appears in Splatoon 3's story mode: Return of the Mammalians.
History[]
It was created by Mr. Grizz to hold enough fuzzy ooze to change everyone on Earth into a mammal. It was millions of years in the making, and what happened to it after the player defeats Mr. Grizz is unknown.
Phases[]
The Spirit Lifter: Steerage[]
In the steerage phase of the Spirit Lifter is all about stealth, consisting of running up a spiral catwalk and defeating groups of enemies along the way. Though the path is completely straightforward, it’s still easy to get splatted due to simple mistakes. Watch your step because the path is very narrow and one misplaced jump could send you right off the level. The enemies are back-to-back, so if you come out of a fight with damage, just wait for your health/armor to recharge before going forward.
A Crab Tank special about halfway up the path. The top half of the steerage has lots of fuzzy ooze patches spread across it. There will be sections where you’ll only be able to cross gaps by inking walls before jumping across. The final section contains Octoballers rolling down the path. Shoot the enemy and then quickly continue on ahead. Keep your eyes peeled and notice that there are several places where the ledge extends to the left and allows you to bypass the rolling enemies. The player eventually reaches an Ultra Stamp special. Use it to get through the final stretch and reach the next area.
The Spirit Lifter: First Class[]
In the first-class phase of the Spirit Lifter is split into three sections, with all three bulkheads being locked. The player will need to collect all the energy cores in each section to move on to the next one. The first section contains 10 cores. There are two on the post in front of you. To reach the rest, you’ll need to defeat the enemies and grab the Zipcaster. There’s no timeline on the special, so take the time to aim carefully to grab each pair of energy orbs without the need to backtrack.
After getting all the cores, look for the small platform near the roof. Use the Zipcaster to reach it and stand on the switch to open the next section.
The player can get all the energy cores by aiming carefully and traveling counterclockwise up the room. Each time you stick to the wall, look behind you to make sure you got all of the cores in from where you passed through. Halfway up the section, you’ll encounter a whole bunch of fuzzy ooze. It’s really easy to get disoriented here, but if you follow along closely, you should get all the cores in one shot—you'll still be climbing counterclockwise. Stick to the wall next to the end of the catwalk. You’ll see a platform with crates moving up and down. Wait for the platform to come down and aim at the crates so that you can get the core along the way.
When the player reaches the crates jump and break them to land on the platform and grab the core that’s there as well. From the platform, you’ll need to continue traveling clockwise around the area. Ride the platform to the top and look to the next wall over. As the platform descends, shoot to the wall to reach the next set of cores.
The next platform also has crates on it but this one doesn’t move. There is a Fuzzy Octotrooper behind the crates that the player will need to take out when you get there though. While you’re still on this platform, ink the side of it and look up to find a core just above. The player can swim up the side of the wall and jump to get it. The next set of cores is just below the player. It is possible that there’s only one core there because you might have picked up the other one the first time you reached that catwalk. Stick to the wall at the end of the catwalk again and this time look up to see the final core. Launch yourself to it and then climb onto the tiny platform to activate the switch.
From the tiny platform continue heading counterclockwise up the next wall and then reach the catwalk in the center. This final section is completely covered in fuzzy ooze, and there is a Fuzzy Octosniper at the very top. Stick to the wall and grab the power core directly below the sniper’s perch. The player needs to use the little squares to quickly Zipcaster themself counterclockwise up the final section and avoid the Octosniper's fire along the way. The final square is right above the enemy sniper Drop down and take them out. Take the energy cores on the sniper's perch, then jump down to the catwalk below and activate the switch to exit the stage.