キンメダイ美術館Museum d'Alfonsino

Museum d'Alfonsino

A museum stage with rotating walls (turntables) on your side, in the center and on the enemy side. You time your moves with the turntables to jump onto high ground or get into the enemy base. Your own high ground is hard for enemies to get into, while the center is a sunken low area with few escape routes and easy lines of fire from above, so long-range weapons are said to have the edge. The turntables' shape and movement differ by mode.

Rotating walls (turntables) as a gimmickYour own high ground is hard to invadeThe center is a sunken low area with few escape routesEasy lines of fire from the high groundTurntable shape and movement differ by modeWater along the sides

Splat Zones

Zones tips

  • The top of the center high ground (turntable) doesn't count toward the zone, so paint the floor.
  • Before dropping down from your high ground, scan the whole stage for ambushes. If you're down in numbers, wait for your teammates first.
  • For anything but long-range weapons, the lower-left zone is the front line. Getting pushed in there with walls and water at your back is rough, so start by taking control of the lower left.
CCustom Douser Dualies FF★Weapons that shine here+3.4
pt
AHeavy Splatling

Players say: The map is big with lots of high ground, so you can zone the center with long range from perches or the turntables while painting.

★Weapons that shine here
+2.7
pt
CCustom Jet Squelcher★Weapons that shine here+2.6
pt
−L-3 Nozzlenose★Weapons that shine here+2.3
pt
BBallpoint Splatling

Players say: The map is big with lots of high ground, so you can zone the center with long range from perches or the turntables while painting.

★Weapons that shine here
+1.9
pt
BTentatek Splattershot★Weapons that shine here+1.8
pt
BFlingza Roller

Players say: Some see it as a weak pick because the center low ground with the zone (lower left) has walls and water behind it, making it hard to escape, and it's easy to get splatted from the high ground or by long range (on the other hand, some sources say you should watch out for Rollers ambushing in the lower left).

Weapons that struggle here
-3.8
pt
CKrak-On Splat Roller

Players say: Some see it as a weak pick because the center low ground with the zone (lower left) has walls and water behind it, making it hard to escape, and it's easy to get splatted from the high ground or by long range (on the other hand, some sources say you should watch out for Rollers ambushing in the lower left).

Weapons that struggle here
-3.3
pt
AGold Dynamo Roller

Players say: Some see it as a weak pick because the center low ground with the zone (lower left) has walls and water behind it, making it hard to escape, and it's easy to get splatted from the high ground or by long range (on the other hand, some sources say you should watch out for Rollers ambushing in the lower left).

Weapons that struggle here
-2.9
pt
CClash Blaster NeoWeapons that struggle here-2.3
pt

Tower Control

Tower tips

  • In Tower Control the rotating walls don't turn on a timer. They move with the Tower's position, so the flow of play is easier to read than in other modes.
  • After the first checkpoint there's cover and the distances are short, so saving up your specials lets you push a long way in one go.
  • You can climb onto the enemy's high ground from the blocks along the Tower's route.

Rainmaker

Rainmaker tips

  • There's only one checkpoint. Head there by one of two routes: jump from the center turntable or climb the slope.
  • There's little cover near the goal, so players not carrying the Rainmaker should climb the right high ground and split the enemy's attention.
  • If you time it for when your base's rotating grate faces the goal side, you can push almost all the way to the goal at once.

No large stage-specific differences found in this mode.

Clam Blitz

Clams tips

  • There are three routes onto the enemy high ground (jump from the blocks, jump from the center platform, or take the slope). When defending, don't focus too hard on just one.
  • A reliable play is to climb the objects with grates on them and throw into the basket while staying hidden.

Turf War

Turf tips

  • Securing the area around the center turntable and the center low ground is the top priority.
  • The wall from the center dip back to your side can't be inked, so learn the route that jumps back from the rotating floor.
  • Your own high ground tends to have unpainted spots, so check the map near the end.

Update changes