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  • Octosniper Splatoon

Octocommanders look extremely similar to Octosnipers, but they wear a beret and a pair of aviators. They also have fat, purple lips. They are stationed on a platform with a propeller on the back, and the platform can rotate 360 degrees. Their splatling gun has six barrels and Octarian designs on the large cylindrical part. Like Octosnipers, they have small, stubby legs.

Octocommanders, like Octosnipers, are stationary, but instead of a charger, Octocommanders use a splatling that initially fires a few shots but rapidly increases its fire rate as it shoots. The splatling has a very high rate of fire when it is shooting at full speed, but the Octocommanders take a break each time they finish firing it to catch their breath, giving the player a chance to safely splat them.

If one thing sold me on developer Full Circle’s new vision of a “living, breathing” Skate, it’s this: I’d hopped into a session with two friends and, after sampling a few challenges, we decided to make our own. We climbed to the top of a nearby skyscraper, set a session marker (letting us teleport back to the top), and skydived down to spawn a single ramp using the game’s Quick Drop tool. The challenge: can we successfully land on that ramp and keep skating after a 70-storey drop?

Occasionally, after a successful third wave, an Xtrawave occurs, during which a large King Salmonid and multiple other Boss Salmonids appear. The primary objective is not to deposit eggs but to defeat the King Salmonid. During this wave, players are supplied with egg cannons; these convert Golden Eggs into powerful projectiles that deal 800 damage each[4] and do not consume ink, but break on contact (even if they hit the ground). The egg cannon can be used to splat all Lesser Salmonids and most regular Boss Salmonids in one shot by hitting their weak point (if applicable), and they are largely used to damage the King Salmonid. If the player is holding an egg, a special weapon-esque notification encourages them to attack the King Salmonid with it. Players have 100 seconds to defeat the King Salmonid, and the wave ends prematurely if no players remain alive. If players fail to defeat the King Salmonid, the shift is still considered cleared.

If an Xtrawave is due to occur, the victory jingle after wave 3 will be slightly distorted, and the final triumphant horn will be immediately followed by a siren and a large, orange notification saying "EMERGENCY!". This is then followed by a short cutscene of the King Salmonid emerging from the water and roaring. The crew members then Super Jump back to the start point, or a unique lowered start point if the third wave was low tide, and the text "XTRAWAVE" will appear as they land. The Xtrawave also takes place with a unique red sky, rather than the normal orange sky or the night environment used for most Known Occurrences, and will use the same tide level as the previous wave (i.e. if wave 3 took place at high tide, the Xtrawave will too).

An Xtrawave is guaranteed to occur when the Salmometer, a King Salmonid-shaped meter appearing below the player's rank bar while they are in the Grizzco Lobby, is full for every player in the group. Otherwise, the chance of an Xtrawave occurring scales based on the total value. A minimum team smell of 5 is required for the chances of an Xtrawave occurring to begin.[5] The meter fills after every shift, whether successful or not, and empties for everyone in the party when the special wave occurs. The Salmometer also resets between different rotations. If everyone in a team starts with a smell of 0, the chance of an Xtrawave happening is 0% for the first two rounds, 10% for the 3rd round, 30% for the 4th round, 60% for the 5th round, and 100% for the 6th round, if no Xtrawave happens until the 6th round.[6] Until wave 3 is complete, there is no way of knowing whether or not a shift will result in an Xtrawave, unless one is aware of the Salmometer levels of their teammates.

Hyperbombs are large ink bombs that resemble Suction Bombs with a relatively shorter canister. On their sides are stylized depictions of Marina's face, consisting of two black dots with white infinity symbol shapes that resemble her eyes, two black crescents situated above the dots that resemble her eyebrows, another black dot to the bottom right that resembles her beauty mark, and a small device on the side connected to the canister by a tube that resembles the visible part of her headphones. Marina was working on creating them during the events of the Octo Expansion.

Octo Expansion

Hyperbombs were first seen during the final Turf War battle against Commander Tartar in the Octo Expansion. They are used as a key weapon to defeat the final boss.

Marina utilizes Off the Hook's fleet of helicopters to drop them onto the NILS Statue in order to stop it from absorbing enough sunlight to power up its laser by using the bombs to cover it in ink during the three minutes it has left to charge. However, she notes that "they're still prototypes", so Agent 8 is forced to traverse around the statue and manually detonate all of them by hitting them with their Octo Shot and/or Splat Bombs within the time limit of three minutes.

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