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Something NOT covered in the Splatfest World Premiere for Splatoon 3 is the return of Salmon Run! Of course, you can see a Grizzco building in the Splatlands hub, so you know it's going to be there, even if you hadn't paid attention to the announcements from the Squid Research Lab, but you couldn't visit it, and you couldn't play it. Now with the full game out, you finally can. Your objective in Splatoon 3's Salmon Run is completely unchanged as in Splatoon 2's Salmon Run: complete three waves by collecting the quota of Golden Eggs set forth by Mr. Grizz. Only Boss Salmonids drop Golden Egg; upon defeat, standard Boss Salmonids drop three each. The number of Golden Eggs needed for the quota various depending on the wave and rank: the later the wave, the more intense they become, and the same goes for as you get promoted, but with the incentive of reaching your rewards faster and, in some senses, getting better rewards. Ordinary Salmonids (Smallfry, Chum, and Cohocks) yield Power Eggs when defeated; these don't count towards the quota, but eliminating them does make it easier to fight Boss Salmonids, and when calculating your rewards upon finishing a shift, every 200 Power Eggs collected by the team counts as 1 Golden Egg. Every Boss Salmonid from Splatoon 2 returns here: Steelhead, Flyfish (who are just as bad as they were before), Scrapper, Steel Eel, Stinger, Maws, and Drizzler. Not covered in the Boss Salmonid tutorials are the Goldie, Griller, Mothership, Chinook, and Mudmouth, who only appear in particular nighttime waves. This game makes things a bit more complicated by introducing four more kinds: Fish Stick, Flipper-Flopper, Big Shot, and Slammin' Lid. The Fish Stick consists of eight flying Chum, attached by cables to a long, vertical pillar with a drill at the bottom. They'll pick a location, then anchor the pillar there and fly around in circles, spreaking Salmonid ink in the vicinity. To defeat them, you shoot down every Salmonid attached to the pillar. Long-range weapons can do it form the ground, but other weapons require you ink up the pillar, swim upwards, and shoot them from atop. Golden Eggs appear at the top of the pillar; it's strongly recommended to throw them down from the top so you don't have to climb up three times to retrieve them. You can identify a Fish Stick's presence via their singing. The Flipper-Flopper is a large, elongated Salmonid with the ability to create a circle of its ink from a hoop once laid on the ground. Once it does this, it then swims into that ink circle, causing a highly damaging splash. In this sense, it's similar to the Maws, with slower speed but a larger field of damage. The Flipper-Flopper can be defeated in two ways, just like the Maws: either you damage it conventionally by shooting at it when exposed, which takes a lot of HP, or you and at least one partner ink up the circle of Salmonid ink created, which, like a Splat Zone, will turn it all back into your color, causing the Flipper-Flopper to crash onto the floor instead of diving in, stunning it long enough for an easy knockout. The Big Shot waits by the shoreline and wields a cannon, whose shots bounce and create shockwaves each time they land. To defeat a Big Shot, just shoot at it. The cannons always point towards the basket; once defeated, Inklings and Octolings can repurpose the cannon to shoot Golden Eggs right at the basket from wherever they stand. The Slammin' Lid resembls a flying saucer with a tractor beam underneath; this tractor beam summons down Chums and Cohocks. If an Inkling or Octoling enters the tractor beam's range, the Slammin' Lid pilot will slam down on the floor and be momentarily stuck there. You can then climb onto the vehicle and attack the pilot directly. If there is high ground nearby, you could also attack the pilot without it slamming down. Boss Salmonids, in the first game, had similar functions to special weapons. Obvious were the likes of the Stinger (Sting Ray), the Drizzler (Ink Storm) and the Flyfish (Tenta Missiles), though some argue that even the other ones have analogues, like having to dodge a Steelhead's bombs like you would a Splashdown, or the Scrapper having to be stopped and the armor circumvented like that of a Baller. (Not sure abouit the Steel Eel and Maws though.) The new Boss Salmonids have only the Big Shot taking cues from the Wave Breaker; the other three don't seem to be based on any special weapon in particular. This Tutorial is set in Sockeye Station, the simplest stage and the only one seen in the official videos for Splatoon 3. Since I didn't play until Friday night, I didn't play any normal shifts on this stage when I began; I instead got a second stage, Gone Fission Hydroplant, which I will cover in the next Salmon Run video.