Inkrail

From Inkipedia, the Splatoon wiki
Revision as of 11:43, 24 June 2019 by WayslideCool (talk | contribs) (removing link)
File:Inkrail.jpeg
An Inkrail.
Shoot Inkrails with ZR to activate them!

The Inkrail is a form of transportation and mechanic in Splatoon and Splatoon 2.

Description

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, serving as entry points for Inklings. The bulbs must be activated by hitting it with ink before the player can use the rail. When in squid form, Inklings are able to travel back and forth along Inkrails as they please; however if an Inkling jumps off or uses their humanoid form while on an Inkrail, they fall to their death. Agent 3 can jump higher than possible whilst moving across an Inkrail.

Splatoon 2

No Inkrails are found in Octo Canyon, due to being replaced by the similar ride rails, but they have instead been introduced into the multiplayer as a new mechanic. They work similar to how they did in the first game, but after the bulb has been activated, the ink capacity visually decreases until it empties, when players cannot use it again until they hit it with more ink, refuelling the bulb. It can only be used by players of the same ink color and players with other colored ink can hit it until it changes to their teams color. They last around fifteen seconds without shooting them to last longer.

Octo Expansion

Inkrails make a return in the Octo Expansion and allow Agent 8 a similar function to in the original game. They have a more prominent use by having Agent 8 get around places easier and find better ways to splat Sanitized Octarians.

Appearances

Octo Valley

Empty ink tank.png
This article or section is a stub.
You can help the wiki by adding to it.

Multiplayer stages

Shifty Station

Octo Expansion

Gallery

Splatoon

Splatoon 2

Names in other languages

Template:Foreignname

See also