Inkrail



"Shoot Inkrails with to activate them!"

- Cap'n Cuttlefish

Inkrails, written as inkrails in, are a form of transportation and mechanic in the SS undefined.

Splatoon
Inkrails appear to be long, thin ropes of ink that connect various platforms in Octo Valley. They are tethered to such platforms by slightly larger bulbs that serve as entry points for Agent 3. The bulbs must be activated by hitting them with ink before the player can use the rail. When in squid form, Agent 3 is able to travel back and forth along Inkrails as they please; however, if they jump off or use their humanoid form while on an Inkrail, they fall to their death. Agent 3 can jump higher than otherwise possible whilst moving across an Inkrail.

Splatoon 2
No Inkrails are found in Octo Canyon, due to being replaced by ride rails, and they are now used on certain multiplayer stages. They work similarly to how they did in the first game, but after the bulb has been activated, the ink capacity visually decreases until it empties. Once empty, players cannot use the rail again until they hit the bulb with more ink, which refills it. While active, the Inkrail can only be used by players of the same ink color, and opposing players can hit it to more quickly decrease the length of activity. Inkrails are active for around fifteen seconds without anyone shooting the bulb.

Octo Expansion
Inkrails make a return in the Octo Expansion and perform similar functions to the original game. They have a more prominent use and help Agent 8 get around more easily and find better ways to splat Sanitized Octarians.

Splatoon 3
Inkrails make a return in Splatoon 3, appearing in Return of the Mammalians levels such as Boxes Locked! Keys, Please! and Get to Know Alterna, Your Only Choice. They are also in certain multiplayer stages.

Octo Valley

 * Area 1
 * Rise of the Octocopters (Mission #3)
 * Area 2
 * Gusher Gauntlet (Mission #4)
 * Spreader Splatfest (Mission #7)
 * Octoling Invasion (Mission #8)
 * Area 3
 * Inkrail Skyscape (Mission #10)
 * Flooder Junkyard (Mission #12)
 * Area 4
 * Propeller-Lift Fortress (Mission #16)
 * Octoling Uprising (Mission #20)
 * Unwelcome Flying Object (Mission #21)
 * Area 5
 * Pinwheel Power Plant (Mission #24)
 * Octoling Onslaught (Mission #26)
 * Enter the Octobot King! (Area 5 Boss)

Multiplayer stages

 * Arowana Mall (Tower Control, Rainmaker and Clam Blitz)
 * Barnacle & Dime (Tower Control, Rainmaker and Clam Blitz)
 * Blackbelly Skatepark (Splat Zones, Tower Control, and Clam Blitz)
 * Brinewater Springs (Clam Blitz)
 * Camp Triggerfish
 * Flounder Heights (Splat Zones, Tower Control, Rainmaker, and Clam Blitz) ( only)
 * Goby Arena
 * Hagglefish Market
 * Humpback Pump Track (Tower Control, Rainmaker and Clam Blitz)
 * MakoMart
 * Manta Maria ( only)
 * Moray Towers
 * Musselforge Fitness (Rainmaker and Clam Blitz)
 * New Albacore Hotel (Splat Zones)
 * Piranha Pit (Splat Zones, Tower Control, Rainmaker, and Clam Blitz)
 * Port Mackerel (Clam Blitz)
 * Shellendorf Institute (Splat Zones, Rainmaker, and Clam Blitz)
 * Skipper Pavilion (Splat Zones)
 * Snapper Canal (Tower Control and Clam Blitz)
 * Starfish Mainstage (Tower Control, Rainmaker, and Clam Blitz)
 * Um'ami Ruins
 * Wahoo World

Shifty Station

 * Layout 3: Goosponge

Octo Expansion

 * Abandoned Station
 * Wassup 8-Ball Station
 * Rad Ride Station
 * Tubular 8-Ball Station
 * Phat Splatz Station
 * McFly Station
 * Goose Station
 * Da Bomb Station
 * Freakazoid Station
 * Dinky Ink Station
 * All Eyez Station
 * Outrageous Station
 * Coccyx Phase
 * Villi Phase
 * Diaphragm Phase

Return of the Mammalians

 * The Crater
 * Boxes Locked! Keys, Please!
 * After Alterna
 * Get to Know Alterna, Your Only Choice
 * Cozy & Safe Factory
 * Rail Pass
 * Landfill Dreamland
 * Charge Now, Splat Later
 * Don't Tease with the Keys
 * Alterna Space Center
 * Alterna Space Center Hangar
 * The Spirit Lifter: Steerage

Trivia

 * In, a glitch existed where when a player with an active Inkjet or Zipcaster entered an Inkrail, their landing spot as well as that for anyone who Super Jumps to them would be moved to the start of the Inkrail, allowing them to reach otherwise inaccessible ground. This was patched out in Version 1.2.1.