Splatoon: Triple Threat/Missions

These are the missions in Splatoon: Triple Threat. Each mission takes place on a specific battle zone, with dialogue coming from Agent 5's radio, with blue being the good side, and red being the bad side. There are various modes to take in stages. Various moves, must be used at Agent 5's advantage on the later mission, such as stealth splats where Agent 5 strangles an enemy soldier undetected to it's splatage, or bombs to distract enemies, or distractions to lure enemies to backsplat them.
All cutscenes are part of the gameplay, so the costumes/weapons that the players are wearing are transitioned within the scenes as well, similar to Super Mario Odyssey and Final Fantasy XV. The intro of each chapter consists of the title, and then an symbol within a purple color to reflect the title.
==Stage Structure==
The stage structure most of the time revolves around a linear story-driven stage structure, with a total of six hubs. A * means that there are NPCs to talk to for side-quests, information, etc;
*Inkopolis*
*Octo City*
*Gladiusburg*
*Akrasville*
*Ecclesia*
*Zamba Isle
Each stage revolves around a certain task for Agent 5 to do, and after he finishes it, the player will be scored in an almost all stylish scoring style, where he'll be scored on combat, finesse, and time, at a grade up to SSS. Penalties include continues (if the player or the rescue target gets splatted 3 times) Depending on the mission, each mission takes around 5 minutes to a half hour; depending on if it's an "Quest" mission or not. The following rank trophies can be gotten:
*C: Stone squid jump statue. "Really? Is that the best you can do?"
*B: Bronze Inkling statue slightly larger. "Hmm, not bad, but keep trying!"
*A: Silver Dolphling statue striking a pose ready to fight. "Alright, keep up the good work!"
*S: Gold Eeling statue taking a stand. "Hahaha, now that's how it's done!"
*SS: Platinum Octoling statue, dressed as an noble princess. "Whoa... terrific job over there Agent 5."
*SSS: "Pure" Platinum Akras Starlet statue expressing her idol voice. "Feel the wind as I express myself over your gratitude!" 
Enemies are all Black Faith units/machinary. They will consist of Inklings, Octolings, Dolphlings, and Eelings in Black Faith suits and their ink color. As noted, Agent 5's main color is green. 
The tilesets used for the stages ranges from cityscape, ghettos, cyber-dungeons, to factories. (Each area has a dedicated tileset that is used. For example, battles taking place in cities will use the "cityscape" tileset)
==Plot==
The S.S Akripri, on cruise to Inkopolis from another region, is hijacked by an unidentified dark agency, as a weapon known as the Feron sucks up the cruise ship alongside several helicopters with unidentified agents and flies away, never to be seen again...
An uprising empire known as the Black Faith has been undergoing terror plans across the four nations, which would force people out of their nations to believe in their empire known as the Black Faith. As an response to the uprising threat, the nations form an milita force known as the Resistance which would aim to fight back the Black Faith and protect the nations at all cost. 
The player then dreams about being a witness to the legendary Turfmaster, known as the Shooting Star fighting off the Black Faith soldiers, until getting beaten by a Splat Bomb, with the player screaming out their name after the Shooting Star's knockout. News reports show of an hostile territory known as the Black Faith had been corrupting people and forcing them to fight for their side. However, as the Black Faith's popularity goes on, they have a secret plan to have the nations full-on their side. Agent 5, is sent on a quest across the four nations to explore this worldwide conspiracy. Agent 5, leaves the tram for the first time heading down to the city. "Splatoon: TRIPLE THREAT"
Agent 5 explores across the areas where Black Faith forces are known to roam. However, the Black Faith develops new fighting styles to throw at Agent 5, such as flying Dolphlings or machinist Octolings. When he fights them off, he finds out that they might be good use for the multiplayer battles, which would be reflected by the Sunken Scrolls. Agent 5, as an Agent of Resistance works hard against the Black Faith Units, but cannot find any evidence of their locations. While on his adventure, he comes across special agents of the Black Faith to track and hunt down for evidence and clues, but to no luck. Despite help from his navigations operator, known as the Spyglass, he has to learn how to adapt to their newborn findings and strategies to be able to win, and sometimes learn how to do things on his own, even though it can still be difficult for him. 
Agent 5 then explores across Akrasville after finding out that the Black Faith has the highest popularity here with an urgent live chat by the Akras Starlet. He then finds a factory and goes down on it. Agent 5, to his horror finds out that the famous cruise-ship, the S.S Akripri was hijacked for money and tools for the Black Faith from intel entries hidden within the computer terminals. 
Following the wreck site from when the S.S Akripri was dropped, he then finds out that the Black Faith had been scavenging the site for a tools, and most importantly, the agent known as the Shooting Star, who had been famous for being one of the best legends across the nations. Shooting Star was no where to be seen. After defeating the units that were on board, a survivor comes out of the area, telling about what happened. The survivor, who managed to survive the hijacking, claimed that Agent 5 should head on down to the Ecclesia region, and contact for help. He claimed that Ecclesia was where S.S Akripri departed from, and that he could find some help over there in order to find more clues and evidence of the Black Faith's whereabouts.
Agent 5 takes a flight to Ecclesia, and then teams up with a guild called the Ecclesian Ensemble, who happens to be supportive of exploring the wilderness, and also supports the Resistance against the Black Faith. Benjamin, the leader drives Agent 5 to the pyramids where Black Faith activity had been spotted. Here, he finds clues about the Black Faith's goals about believers, people, and faith. After climbing to the top of the last pyramid, he at his eyes gets shocked to see the Dolphin Dancers, brainwashed and working for the Black Faith as Freyjas as means of sight-seeing the seduction towards the Black Faith. 
Agent 5 and the Dolphin Dancers get into an unfair fight against each other; where Agent 5 alone is surrounded against 4 Freyjas. Just as about when Agent 5 was to get pinned down to his death by the Dancers while trying to block with his gun, Benjamin, with his brush slides and summons 6 phantom swords to crush the Dolphin Dancers' disguises to let them free of the Black Faith's curse. Benjamin is revealed to be a Kaiser, a fighting style that originated outside of the main four nations that specializes in brushes and rollers. Mila, the leader of the Dancers, having found consciousness back to normal, apologizes and gives Agent 5 a hug, saying that the Black Faith has had an out of control amount of believers, with worst being Akrasville. Benjamin decides to go into the room that was behind where the Dancers were fought, and it was revealed that there was a population graph automated that simulates how many Black Faith of each kind are there. There was a chamber, which there was a golden armor stored in. However, as Agent 5 tried to grab the armor, he felt a pain in his stomach and his heart slow down, and then in a flash of light he transforms into an Agent 5 out of golden armor known as the legendary Hero Saint Armor. After taking all of the important clues, Agent 5 and the Dolphin Dancers thank Benjamin and the Ecclesian Ensemble for their help and fly back to Inkopolis for reorganization. However, Agent 5 gets a call from the CEO, saying that 'it's a disaster! They're here!" before cutting off on him, likely getting caught by Black Faith units. 
Heading back to Inkopolis was even more bad news, the Black Faith is on the invasion, BOTH Squid Sisters were missing, and Off the Hook had been hiding in lockers recently from the Black Faith in order to stay confined to their own beliefs away from them. Agent 5 and the gang decide to fight off the Black Faith soldiers and rescue the Squid Sisters. However, as they found the dark alley where traces of the Sisters were found, there was an dapper agent named Etenza, who took the Squid Sisters hostage as means of provoking the Inklings, and she caged them because they refused to bow down to the Black Faith, who she claims blessed them with "wealth, power, and all that good stuff!" Agent 5 slaps Etenza, saying that "we're not YOUR orders" to him, and then fights Etenza. However, Etenza is a wizard, armed with the ability to throw boxes and crates at Agent 5 and use them as a shield. After defeating Etenza, Etenza explodes, and is revealed to a "skelebot" version of a Black Faith unit. Agent 5 realizes that the skelebot may be the means that "she's not dead, she'll be back for a bloody revenge". Taking this in mind, Agent 5 uncages the Sisters, and takes them back to the Resistance HQ.
The Squid Sisters, after waking up, explain everything to the Resistance, that Black Faith all wants power, population, and wealth, but there's a bigger conspiracy that everyone does not want to bow down anymore. Because of the battles of the resistance, the population worshipping the Black Faith had dwindled down to 10%. Callie realizes in her pocket that she has a piece of an important "watch". ALL of the victims find out that they had fragments of a watch in their pockets. Each fragment represents a "victim", and only the "victim" themselves can know what happened. Combining the pieces of the watch, it pin-points to a secret island known as Zamba Isle with the power of longitudes and latitudes. Zamba Isle, is the secret island where the mainline Black Faith HQ is. Agent 5, gets pumped and ready to fight. However, the Chairman of the Resistance claims that an ordinary ship or submarine cannot reach the area safely, because "you'll get caught arriving there". Felice, the Akras Starlet, calls the Chairman and says that she herself had discovered a secret seaport that may have what Agent 5 needs to reach Zamba Isle, and that was a Black Faith certificated ship called the Robo-Kyogre.
Before heading to Zamba Isle, Agent 5 has to raid the Seaport, but as soon as he enters the place, he confronts a hooded former Agent of Resistance, claims that his own name is anonymous, but then claims that Agent 5, seeing his heroism and achievements, shall no longer be an Agent of Resistance, Confused at this. Agent 5 claims that he lost his great career, but it's actually something even better. The hooded agent claims that Agent 5 is no longer an Agent of Resistance, instead an even more greater rank of heroism; the Universal Fighter; a hero that fights for the world's own will and power against all evil. The hooded agent pledges his heroism, and blesses him with the weapon "Ink-Hunter", before leaving.
After entering the seaport and heading for the control panel to deploy the Robo-Kyogre and leave, the skelebot somehow limpers it's way, with Agent 5 in fear of what just happened. After trying to shoot the skelebot, it transforms into Etenza, this time using the power of electricity to kill Agent 5 once and for all. After defeating Etenza, Etenza explodes, and then Agent 5 EMPs the skelebot, telling it to "never come back, ever." 
After boarding the Robo-Kyogre and driving to Zamba Isle, the island is revealed to be an castle of cybertek-like structures... Agent 5, gets ready for the final fight, once and for all. Finally, Agent 5 enters the castle, ready to storm his way to the top. On the way, he fights across soldiers of Black Faith, but also metal Inklings as well, and also while on the chase from a mecha-guardian armed with vulcan guns.
Agent 5 gets to his so-called end of the line, where the door is locked, and the mecha-guardian (codenamed FaithGuard 4000) crushes the door and locks on Agent 5. However, Agent 5 tries to parry and try to blow up the FaithGuard 4000. After blowing up the FaithGuard, he receives a key to open the door beyond.
After entering the door, Agent 5 get surrounded by units, and bravely get ready to fight them all together using what he had learnt, the four fighting styles of Inkopolis. Agent 5, gets ready to fight off the swarms of the metal Inklings, with only his ink. After realizing that his ink isn't enough to blow up the metal guys, he decided to use the power of Killer Wails to shove them into the junk disposal, splatting them into metal.
After reaching Ascentia's throne room, Ascentia, the Grand Master of the Black Faith, welcomes Agent 5 and congratulates him for getting there. Ascentia then exposes his secret plan and pact for wealth and power, Agent 5 turns down the offer, saying that freedom is freedom, and is an important subject that matters to people. Ascentia decides to call-in his so-called "triple threat", with Ascentia the leader, Asta-dios the wolfman, and Estian the advancer. It is revealed that the Shooting Star, the legend, had been taken and mutated down into Estian. Agent 5, goes into berserk, and gets ready to madly fight them all at the same time. 
However, after splatting them out, a mysterious entity known as Octoxx appears onto the elevator, ready to fight Agent 5, armed with a new weapon called a saber-brush (brushes on both sides) and is the jack-of-all-trades. Agent 5, gives all he has got to get ready to fight Octoxx. Octoxx, has superior power and agility compared to Agent 5 himself, as Octoxx's much more faster and agile than the other enemies that Agent 5 has fought so far. Octoxx then whooshes Agent 5 into the factory infrastructure within the building itself. Agent 5, without his weapon must learn how to take risks and continue his flexes. After a quick-time battle between Octoxx and Agent 5, Agent 5 jumps toward the window back into the throne, while Octoxx gets crushed by the gears.
As soon as Octoxx was crushed to death, Ascentia then activates a time bomb that he had in his pocket, claiming that "your time is up, get ready to die". Agent 5, makes the move to escape. However, things get tense as soon as he returns to the Robo-Kyogre; it was locked tight, and crippled by a machine that's blocking the controls.
Agent 5 has to run around the area to look for controls and keys. However, on the way he is confronted by Asta-dios and Estian, who are currently hunting him down. After getting several keys and looking for the control panel, he realizes that he has no time to waste. After successfully defeating Asta-dios which he gets revolted back to a Inkling man. Agent 5 makes a run for the Robo-Kyogre after recovering the controls that were blocking the machine, but as soon as he reached the dock where the Robo-Kyogre was, there was a sound of what could be made of likely a explosive quake and a voice said "6 minutes till detonation".
Before Agent 5 can leave, he has to make the final showdown with Estian, who goes in full berserk to show'em his full power. However, the golden armor breaks after Estian does his final resolve before dying. After defeating Estian, Agent 5 takes off and Zamba Isle self-destructs. News reports on the major cities such as Inkopolis and Akrasville report that Zamba Isle, HQ of the Black Faith has been successfully conquered, and the Black Faith machines have been successfully disarmed themselves as they all power-off.
Agent 5, takes the conclusion that the world has to decide on their own fate. Back at the Resistance HQ, the CEO gives him a promotion, and says that "we knew that we could count on you". The CEO shows a screen of crowds thanking Agent 5 for the successful plan to destroy the Black Faith once and for all. Felice, the Akras Starlet comes in, and states that she's got an "new song" for everyone to listen. Walking to the record player, she inserts her record, and then plays it for everyone to listen. With the record spinning in the player and everyone listening, her new song "New Believers" starts playing. "Splatoon: TRIPLE THREAT" (before the interactive credits come in with "New Believers" by the Akras Starlet playing the background)
A post-credits scene shows Janice (the judge of Octo City) reading papers that were given by an unidentified Octoling (which may be an agent of Black Faith), Janice claims that "this is not the end of things yet, the Agents shall prevail on the cities aswell." with Janice gaveling the conclusion, making the scene to be continued in Project: Warhammer/Boarding Battles. As noted, the Octoling that gives Janice the papers is carrying an Ink-Hunter on the back...
===The Reckoning===
The CEO sends Agent 5 on another mission, as the Black Faith on their radar seem to have regenerated, so Agent 5 has to strike back via flight units. The flight units are taken to a secret location that resembles a flying battleship known as the Faith Flight. Ascentia, the leader of the Black Faith has bee revealed to survive the explosion, and he's back once again. Ascentia, begins to admit his audacity to Agent 5, that even if he does manage to win, the Faith will come back always, regenerating like a virus or a swarm. (Ascentia managed to survive by taking a secret escape route to a submarine ship that takes him elsewhere while Agent 5 was fighting Estian during those so-called "6 minutes until detonation" as means of echoing his endurance)
Ascentia is blown once again with a successful shot by Agent 5. Agent 5, goes into the Faith Flight's interior to look for clues on how the Black Faith regenerated. Agent 5, after fighting through the agents and especially one of the generals of Black Faith, he stumbles across a library. Pulling some shiny books that looked to be animate, he then finds out that the Black Faith managed to keep some followers even after the destruction of Zamba Isle and it's mainline HQ. Another document shows that the Black Faith had managed to hack it's way over to the Resistance's HQ to gather information about their agents and weaponry, likely to plan an counterattack with vengeance. The last document Agent 5 pulls is an family tree document that relates to the Akras Starlet's family tree.
*"Family tree associated with the Akras Starlet. This data... *gasps*" Agent 5 gasps as he saw an relation with Felice and Ascentia herself; Felice was the wife of the Black Faith leader Ascentia. As soon as Agent 5 takes the data with him, a security robot jumps down on him, ready to fight.
The Security Robot, nicknamed the Faith Box, is armed with gigantic lasers and mecha claws. Agent 5 scares the bot away after a fight, but he knows that it hasn't gone away yet.
Felice, the Akras Starlet arrives at the Faith Flight after hearing about the documents that Agent 5 found. She comes across a fainted Ascentia. Felice beckons for Ascentia to wake up, however he does not listen. Felice, pulls out the necklace that she had which was called the "Twinsoul" and drops it onto him. Ascentia finally wakes up. After looking at Felice and the Twinsoul necklace that he had in his hand, he recalls a memory of Felice and Ascentia going out into the Gardens of Akrasville, with Felice admiring him with her singing voice. Ascentia recalls herself, and realizes from that wedding ring that Felice still has on her finger that Ascentia himself had a bond with Felice. Ascentia realizes that the goal of the Black Faith was to ensure a new military defensive, but losing his bond with Felice has spun it way out of control. Felice encourages him to keep up the good fight, and after that. Ascentia changes his mind, and then decides to tag-team with Felice and go after Agent 5 and try to take down the Faith Flight. However, the Faith Box comes back for an final fight between the couple and the bot itself. After a tough fight, the Faith Box self destructs, and then Ascentia moves on to follow Agent 5 to the pilot room.
Agent 5 eventually fights his way to the pilot room, but he can't understand any more of the controls as they're written in the Eeling language, which only Ascentia or Felice can read. Ascentia and Felice make their way to the pilot room. Ascentia then presses a few buttons, and tells Agent 5 not to worry; he has changed his mind. Ascentia tells Agent 5 that he has tried to make an failed attempt to resurrect the Faith, but as he tried with vengeance; it's just that each one has their own goals; it doesn't matter if you're a smart being or an ambitious one; it's important for one to understand one's motives.
The Faith Flight makes it's way to Akrasville, by the mansion where Felice and Ascentia once stayed in the past. After getting back to Akrasville Plaza, Ascentia once makes a speech, about faiths, believers, and love. Felice, once again concludes the show with the people applausing for him and Ascentia forgives Felice once again in Agent 5's eyes. Felice asks Ascentia if he wants to stay with her, but Ascentia declines, stating that he'll just want to prejudice her and people, and he wants to work part-time as a solititude agent.
Felice, back in her bedroom, congratulates Agent 5 for her courage and honor, and that they have solved this situation without violence thanks to you; unraveling the secrets behind Ascentia himself. Agent 5, via a seagull receives a letter, telling him that he is wanted at the Eris Havens for his proclaimation, Felice, knows it all as he's the one that she's been counting on for days. Felice and Agent 5 share a kiss on the Goldfish, a golden sailboat that was heading down for the Eris Havens; a kingdom of honor and courage where they recruit the best and bravest of the heroes across the land. It is revealed that Felice stole all of the Black Faith related documents in her purse in means of perserving the Black Faith's proof of justice. Benjamin, receives a tweet from Felice, which tells him that Agent 5 and herself are wanted at the Eris Havens from his lighthouse, watches the telescope to see the Goldfish sailing for the Eris Havens, as indicated by it's Eris Havens kingdom sigil that glows in the night. A more epic credits roll begins, with the Inklings doing actions within credits; such as throwing bombs, turfing ink, splatting enemies, and more. 
A post ending scene shows the status scene of the Agents on an operations computer; with Agents 1, 2 to 4 being "normal", Agent 3 being shown as "dead" with Agent 5 being "missing" indicating in a flashing red. (because he/she is on a date with Felice to the Eris Havens) One quarters of the Resistance HQ shows a Black Faith helmet lying on a bed with Agent 5's initials on it... 
===Turf Zero===
Taking place after the Reckoning, the Faith Destroyer (an military ocean-liner flagship) alongside a squad of other battleships, sends a swarm of spy ships. A new warmaster hosts the Black Faith, and plots again as the Emperor of the Black Faith. 
At midnight, with the Agents still sleeping with still the prime exception of Agent 5 whose still "missing", Agent 6, being unable to sleep was hearing machine voices that sounded like the Black Faith. Agent 6, after seeing an spy ship that looks suspiciously in the hands of the so-called Black Faith, he alerts everyone, even the CEO. The CEO, in his intimacy tells him not to wake everyone up, but all of the remaining agents point out that the Black Faith is back again for another attack. 
The Resistance tries to fight back against the spy ships, but they are on a disadvantage thanks to their new mobile cloak systems. Agent 6, without fret tries to use a strategy which is quite risky but is necessary; mounting onto them via puncture hookshots. Agent 6, punctures one of the fighters by hookshot, pulls out pilers to blow up the fighter's circuits. Cutting several wires, the ship's engine breaks and then the Black Faith unit ejects and then the ship crashes to the ground.
Agent 6, then looks forward to the battle, and sees the nightmarish sight he's never seen before, with him screaming "The Black Faith is back. Oh, in sweet Goddess, Agent 5, where could he be?". 
At the same time, Felice and Agent 5 arrive at the Eris Havens' shore. After taking a few steps, they see the holy city of Eris Havens in sight as indicated by tall castles and airships. However, as they are unaware, an unknown force is watching them through an magic eye as the camera transfers to an magic eye being watched by an hooded wiseman dressed in silver and blue clothes, likely posing as another Black Faith proxy like Ascentia...
The chapter ends with an "To Be Continued: In Turf Zero" message appears after that in lightning sounds.
==Upgrades==
The only thing that carries over is your fighting style and special moves with the exception of those that affect your movement such as double-jumping, etc.
Upgrade Name 	Description 	Costs 	Levels
Ink Tank 	Upgrade the ink tank. 	250, 500, 1000 	
*1: 100%
*2: 125%
*3: 150%
*4: 200%
Ink Regeneration	Upgrade ink tank's regeneration 	500, 1000, 2000,	
*1: 100%
*2: 125%
*3: 150%
*4: 200%
Splat Armor 	Upgrade your health level, making you more resistance to enemy attacks (limit break to 400% up to 1000 + 50% mitigation after getting the Hero Saint Armor) Note that the Hero Saint Armor is ignored if you're wearing costumes.	500, 1000, 2000 	
*1: 100%
*2: 125%
*3: 150%
*4: 200%
===Arsenal===
Agent 5 can use various weapons, and can upgrade them to enhance either damage or splash radius. Skill points are used in three ways; damage, radius, or range. If a strategy does not work out, the player can reset a weapon with the skill points refunded. There's also an "elite" upgrade which costs 2500 diamonds, which changes the appearance of the weapon and adds additional attacks. Only four sub-weapons can be applied to the D-Pad. A * means this weapon takes more than the required amount of ink.
*Splat Bomb: Starting weapon. Elite upgrade summons homing clusters, and the Splat Bomb becomes an hexagonal polygon.
*Burst Bomb: Can be purchased for 250 diamonds. Elite upgrade has the burst slow down enemies, and the Burst Bomb becomes an icicle-coated bomb.
*Suction Bomb: Can be purchased for 250 diamonds. Elite upgrade has the bomb timer designed to wait for an enemy to get near it, and then finishes off with 2x the damage, and the Suction Bomb becomes a skull-tinted bomb.
*Seeker: Can be purchased for 250 diamonds. Elite upgrade adds an aftershock to the bomb, where after it explodes it will charge up and roll again, and the Seeker becomes twin-finned.
*Splash Wall:* Can be purchased for 500 diamonds. Elite upgrade adds a shield to the splash wall, meaning enemy fire will be voided, and the Splash Wall becomes a full laser barrier.
*Charge Bomb: Can be purchased for 500 diamonds. Elite upgrade adds homing clusters to nearby enemies, and the Charge Bombs will be spiked. (Charge bombs are activated via remote, and they'll be detonated at the same time)
*Chompy:* Can be purchased for 1000 diamonds. Elite upgrade allows the "Chompy" to retain once again after splatting an enemy. (Chompies are used for stealth attacks, especially for Wardens in rescue missions as it will seek in the speed of silence but has limited range)
===Weapons===
A * means that this is a secret weapon. A + means this weapon is compatible with coatings.
Weapon Name 	Type 	Speed (* if semi-automatic)	Damage (* if piercing) 	How to Get
Hero Shot+ 	Shooter 	Fast 	Low (50) 	Starting Weapon
22mm Splatvolvers+	Revolvers 	Medium 	Medium (100) 	Chapter 2
Ranger Rifle+ 	Splatket 	Medium*  	Medium (125) 	Chapter 4
Joylies 	Dualies 	Fast 	Low (45) 	Chapter 5
Carbine Shot+ 	Shooter 	Fast 	Medium (90) 	Chapter 6
Ecclesia Blaster+ 	Blaster 	Medium 	Medium (175) 	Given by Benjamin
Inkopolis Eagle 	Splatket 	Medium* 	Very high (500) 	Chapter 9 at Inkopolis
Ink-Hunter+ 	Shooter 	Fast 	Medium (150) 	Given by the hooded wiseman
Ascentia Rifle 	Splatket 	Medium* 	Very high (500)* 	Defeat Ascentia
Turf Star*  	Dualie (only one arm)	Medium 	Medium (75) 	Found by an agent of the Ensemble
Spur* 	Blaster 	Medium/Slow* 	High to Extreme (250 to 3500)* 	Crafted by the Hermit Gunsmith after giving the Turf Star
Nemesis* 	Dualies 	Medium* 	Low to High (50 to 250), but depending on how much has filled, a different attack will be ignited.	Given by the witch in Ecclesia after doing her quest.
====Nemesis====
The Nemesis is a special pair of dualies crafted by an mysterious witch. Legend says that the Nemesis has a tenacity of it's own, which depends on how much ink you put into it.
*0 to 50% ink: Regular ink bullets
*51 to 75% ink: Ink bolts that do up to 150 damage (Medium)
*76 to 100% ink: Thunder ink bolts that pierce defense and do up to 250 damage. (depletes twice the amount of ink)
==Types==
Mission Type 	Description
Splatage 	If the sector is infested with Black Faith units and must be taken back at all costs, a "splatage" will be initiated.
Rescue 	An agent must be rescued at all costs. However, if he gets splatted 3 times, it's game over.
Spy 	Crucial data must be taken at all costs, and you have to dodge alarms to avoid being detected. 
Sabotage 	An machine/factory is on the run and must be sabotaged at all costs.
Hijack 	An vehicle must be hijacked and taken back to home. However, on the way the enemy is trying to destroy the vehicle.
Assault 	When an major-scale area must be taken at all costs, an "assault" will be initated.
Rush 	When enemy vehicles are trying to escape at all costs and we have no time to waste, a "rush" will be initated.
Assassination	An important entry known as a VIP is marked for apprehendation and must be taken down before heading for the exit. Upon confrontation of the VIP, the VIP will do it's signature move and a descriptor of it's name will show as a cutscene.
Quest 	When a mission has multiple entries in action, a "quest" will be initated.
==Assassinations/Bosses==
An assassination target is the main target in an "assassination" mission, while an interloping target is where the target comes out unexpectably in a mission. They can appear in their assigned missions, the main target or not. 
Boss Name 	Description 	Type
Captain Archin 	A military captain that possesses major technologies against the nations 	Assassination target
General Rio 	A war general that plans to tear down the four nations' powers. 	Assassination target
Stanton the Tyrant 	A soldier that plans to sabotage the four nations' treaty against each other. 	Assasssination target
Tilith Tachyon 	A Dolphling vogue model that seeks business in the new leisures. Specializes in the Freyja fighting style. 	Assassination target
Frantz Inklington 	An Inkling war general that was tempted by the Black Faith. Specializes in the Splatbuster fighting style. 	Assasination target
Athena 	An agent working for the Black Faith. Specializes in heavy weapons and best known for her shield. 	Assassination target
Poseidon 	A war android created by the Black Faith. Armed with deadly lasers. 	Assassination target
Zeus (Wake-Up Call) 	A war android created by the Black Faith. Armed with a deadly splatmag.  	Assassination target
Agent 5-Faith 	A replicant of Agent 5 created by the Black Faith in attempt to steath-door the Resistance. 	Assassination target
"???" (Dolphin Dancers)	Four familiar Dolphlings that are brainwashed for the Black Faith. 	Assassination target
Etenza (Breather) 	A wizard working for the Black Faith. She takes no prisoners in her business. 	Assassination/interloping target
Feron 	A heavy weapon said to be hybrid destroyer/shifter. 	Interloping target
Grand Master Ascentia 	The leader of the Black Faith. Seeks to find "new believers" in his new culture. 	Assassination target
Octoxx 	An mad-injected Octoling who harnesses the power of all four fighting styles. Uses a saber-brush as a weapon (brushes on both sides)	Interloping target
Asta-dios 	A bloodthirsty wolfman that was once a Inkling before getting mutated. Harnesses the fighting style of Kaiser. 	Interloping target
Estian 	A masked wanderer that claims to seek his own dark powers in solitude. Harnesses the fighting style of Advancer. (unreleased) 	Interloping target
Security Robot BOX 	An security robot armed with an arsenal or missiles.  	Interloping target
==Chapter 1: The First Faith==
NOTE: Before entering the "assassination" stage, all other stages must be completed.
Symbol: Black Faith logo
Mission Name 	Mode Name 	Tally/Item/Target
Training 	Splatage 	22 soldiers
Training: Stealth 	Spy 	Zapfish key
Training: Sabotage	Sabotage 	Faith server
Training: Hijack 	Hijack 	Faith tank
The First Battle 	Splatage 	35 soldiers
Captain Archin 	Assassination	Captain Archin (Inkling)
==Chapter 2: The Right Turn==
Agent 5, finally on the mission has to head on down to the Black Faith to find traces of where they are planning their secrets.
Symbol: Right Turn
Mission Name 	Mode Name 	Tally/Item/Target
1: The Right Turn Begins	Splatage 	27 soldiers
2: An Hostage 	Rescue 	Hostage Inkling
3: Plans to Destroy 	Sabotage 	Faith plans
4: The Tank 	Rush 	Black Faith tank
5: Takeover 	Assault 	Warehouse
6: The Second Menace 	Assassination	General Rio
==Chapter 3: The Territory Entryway==
Agent 5 descends deeper into the territory in search of clues, but luck downfalls when it was just a trap and he needs to escape, and he end up losing communications with his operator, Spyglass due to the radar barriers inside the trap.
Symbol: Binoculars
Mission Name 	Mode Name 	Tally/Item/Target
1 	Splatage 	30 soldiers
2 	Spy 	Black Faith data
3 	Spy 	Black Faith data
4 	Sabotage 	Black Faith coordinates
5 	Assault 	Alley buildings
6 	Hijack 	Black Faith tank
7 	Spy 	Black Faith key
8: The Big Guns	Assassination	Stanton the Tyrant
==Chapter 4: Flight of the Freyja==
The Black Faith is training special forces known as Freyjas which are Dolphling Valkyries. Agent 5, has to stand up for this new evil when he first finds out he had been shot from above in a way that couldn't be done before...
Symbol: Splatket and grenades crossed
Mission Name 	Mode Name 	Tally/Item/Target
1 	Splatage 	20 Dolphfreyjas
2 	 	
3 	 	
4 	 	
5 	Spy 	Black Faith keys
6 	Quest 	
7: Vogue-freyja	Assassination	Tilith Tachyon
==Chapter 5: Splat-Busted!==
Agent 5 finally gets location for one of the Black Faith's key lairs in Inkopolis, however something backstabs him with a razor brush...
Symbol: A revolver which is chained with blades
Mission Name 	Mode Name 	Tally/Item/Target
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5 	 	
6 	 	
7 	 	
8:  The Flying Blade	Assassination	Frantz Inklington
==Chapter 6: Storm of the Battle==
Agent 5, heading down to Akrasville has to contact the Akras Starlet for help, but at his shocking sight was there Eelings armed with gigantic weapons...
Symbol: An heavy-barrel cannon that is loaded
==Chapter 7: Of Machines and Octolings==
The Octo Girls call Agent 5 for help, saying that they are in risk of revolting to the Black Faith with evil sayings and bowings. Agent 5, heads to Octo City to his worst nightmare; machines and Octolings turning toward him. Who are these machines fighting for? Themselves, the Black Faith, or the Octolings themselves as masters?
Symbol: Robot
==Chapter 8: Shadow of Akrasville==
NOTE: At this point on, the stages will REQUIRE you to beat them in a certain order. Previously, you could just choose whatever order, but due to the progressive storyline, you're forced to beat them to go on to the next one because each one has an important role in the story.
Akrasville, shows the highest amount of followers for the Black Faith. Agent 5 and the Octo Girls decide to tag-team to solve this manner.
Symbol: Phantom Squid
===Downtown===
The people of Akrasville are turning toward the Agents of Resistance, and Agent 5 has to investigate this manner.
===Akrasville Convention Center===
Agent 5, being superstitious, believed that the Akras Starlet might have a deal-to-deal situation with the Black Faith...
==Chapter 9: What Lies Beneath==
NOTE: This chapter includes "elite" version of Black Faith units, which have twice the health and ink.  
A mysterious passageway leads to an underground factory, Agent 5 and his gang decide to follow that path to the secret weapons factory that no one had discovered before, only to find out it was a trap leading to their near-death... 
Symbol: Pyramid "Ra" Eye
===Factory===
Heading down to the secret passage, they reach the secret weapons factory.
Mission Name 	Mode Name	Tally/Item/Target
1: New to the Factory	Quest 	Investigation of the factory
2:  	 	
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===S.S. Akripri===
Recovered plans discover that the Black Faith hijacked the S.S Akripri. Heading to the wilderness area where Akripri was dropped out and salvaged for the weapons that they need. Agent 5 is sent to investigate the wreckage of S.S Akripri for clues and survivors.
Mission Name 	Mode Name	Tally/Item/Target
S.S Akripri Wreckage	Quest 	Investigation of the ship
A Survivor 	Rescue 	S.S. Akripri survivor
Secret Plans 	Spy 	Black Faith plans
A Weapon 	Hijack 	Black Faith plane
===Pyramids===
After searching the clues, S.S Akripri departed from a region known as Ecclesia. Agent 5 goes for a flight to Ecclesia, and goes into contact with a treasure hunter clan known as the Ecclesia Ensemble. Benjamin Kappa, the leader of the EE takes Agent 5 alongside him on his pickup truck to a hidden desert site where three pyramids are located. Agent 5, enters the three pyramids in search for clues and what was used to hijack S.S Akripri.
====Pyramid of Ra-Jhi====
The Pyramid of Ra-Jhi is the first pyramid Agent 5 heads down to. After exploring the area, he finds out that the Black Faith was created by the people of the four nations together, which later drives Agent 5 more and more into the situation.
Mission Name 	Mode Name	Tally/Item/Target
Entryway 	Splatage 	35 Black Faith Elites
New to the Pyramids 	Rescue 	Captured Dolphling from Ecclesia
The Blood Diamond 	Sabotage 	Black Faith diamond mining machine
Lurking in the Shadows	Splatage 	22 Black Faith cloaks
Hallways 	Spy 	Black Faith notes
The Reactor 	Sabotage 	Black Faith machines
Faithcopter 	Hijack 	Black Faith helicopter
====Pyramid of Ta-Chi====
The Pyramid of Ta-Chi, said to have no enemies, only ink-locks and traps. After exploring the area, Agent 5 sees that the people of Black Faith have a believer, and if the people shall bow down to that believer, they shall soon agree to support the Black Faith.
Mission Name 	Mode Name 	Tally/Item/Target
Puzzle A 	Spy 	Keycard A
Puzzle B 	Spy 	Keycard B
Puzzle C 	Spy 	Keycard C
Puzzle D 	Spy 	Keycard D
Puzzle E 	Spy 	Keycard E
Mirror of the Key	Assassination	"Agent 5-Faith" (replicant of Agent 5)
====Pyramid of Se-Thi====
The Pyramid of Se-Thi, is where Agent 5 is fighting Freyjas and Stormtroopers. After exploring the area, he then finds out that the Dolphin Dancers, notably gone missing are Black Faith amazons armed with splatkets...
Mission Name 	Mode Name 	Tally/Item/Target
Callback 	Splatage 	49 Freyjas and Stormtroopers
Of Lasers and Squids 	Spy 	Black Faith notes
An Agent In Need 	Rescue 	Captured Inkling from Ecclesia Ensemble
Escaping Transmitters	Rush 	3 transmitters that upload data
Find The Key 	Spy 	Key needed to unlock throne room
A Familiar Sense 	Assassination	"?" (but reveals to be the Dolphin Dancers)
===Inkopolis Square===
Returning to Inkopolis with the Dolphin Dancers and the Octo Girls united, they believe that the Squid Sisters will need to tag-team as well. However, getting to Inkopolis was a different story altogether...
Mission Name 	Mode Name	Target
Return to Inkopolis 	Splatage 	53 Elite Units
The Big Guns 	Hijack 	Black Faith mecha tank
Finding the Squid Sisters	Spy 	Black Faith secret clues
===Inkopolis Alleyway===
Etenza, is revealed that she took the Squid Sisters hostage in a dark alley in means of provoking the Agents of the Resistance. The agents must fight Etenza and take back the Squid Sisters.
Mission Name 	Mode Name 	Target
Etenza's Bondage	Assassination	Etenza
==Chapter 10: Triple Threat==
After combining the pieces of the Black Faith watch, they get a pin-point of where the Black Faith HQ is, which is Zamba Isle. After taking a Robo-Kyogre to the island, the agents are ready for the greatest battle yet to come...
Symbol: Triple Threat 
===Seaport===
===Zamba Isle===
NOTE: Once reaching Zamba Isle, ALL of the modes from now on will be "Quest", indicating multiple objectives.
====Entry====
====Ascent====
====Balcony====
====The Escape====
==Bonus Chapter: Club Astralitz==
Club Astralitz reopens once, with Agent 5 invited for a special party-time arena.  Note this chapter is non-canon to the main story. 
Symbol: Disco
===Party Arena===
MIssion Name 	Mode Name	Target
Disco Blast 1	Splatage 	25 Black Faith units
Disco Blast 2	Splatage 	40 Black Faith Units
Disco Blast 3	Splatage 	50 Black Faith elites
Disco Blast 4	Splatage 	Astralitz disco
Disco Blast 5	Splatage 	Astralitz pinata
===Celebration===
==Chapter X: Reckoning==
NOTE: This chapter is unlocked after collecting all of the sunken scrolls excluding red scrolls. Unlike the other chapters, there is only one difficulty selection called "EX MODE" and the description says "For players ready for the reckoning to come!" Note that all of the enemies in this chapter are their 2.0 versions. There are several stages where you play as the Akras Starlet; where your gear is fixed and stats are fixed. Your only fighting style is the Stormtrooper while playing as the Akras Starlet herself, and you cannot collect diamonds, and your only weapon is the Octavia Blaster.
The CEO sends Agent 5 again in an another mission, saying that there are things still out there that they've unidentified but encountered via sonar waves. Agent 5 has to go and investigate via flight unit to that hidden location.
Symbol: Hand holding a heart
===Ascentia's Reckoning===
===Faith's Flight===
===The Sovereign Battle===
===Felice's Husband===
==Chapter X-4: Turf Zero==
This chapter is only unlocked after completing all four of the Boarding missions. This chapter is an hidden chapter intended for a sneak preview of the upcoming game called Splatoon: Turf Zero. Your stats are fixed, and you cannot gain diamonds. Notably, unlike the previous gameplay there's no HUD in this chapter. There is only one mission, which is called "Turf Zero", and is an "Quest" mission.
Symbol: Skull (indicating ground zero)
==Trivia==
*As it turns out, Ascentia wasn't the true leader of the Black Faith, he was just a Black Faith proxy with leadership abilities. Black Faith proxies are special followers with leadership abilites, skills, etc. The true leader of the Black Faith was Death Thalnos, a Demonling from ancient mythologies in the world of Splatoon. 
*The "Hero Shot" in this game is based on the IWI Tavor gun.
*The cutscenes, unlike previous games can be replayed at the Time TV, which is an TV which is usable at the Resistance HQ.
*As shown by Agent 6's cry for Agent 5, it implies that there are people in the nations that worship a Goddess in their religion, however this would later go unproved until Journeys.
*The family tree scene where Agent 5 finds out relations between Felice and Ascentia is a reference to Felice's diary which was deciphered.
*The Carbine Shot is based on the Steyr RUG gun.
*The Ascentia Rifle is based off the FN FAL weapon in real life.
*Despite the name, the Inkopolis Eagle isn't based on the Desert Eagle magnum, instead it is based on the AW Magnum without the scope.
*Although Agent 5 can be an Eeling and read actual Eeling language, the plot shows that Agent 5 is canoncially an Inkling.
*The Ink-Hunter weapon has 3.5x the damage and 2x the range of a Splattershot Jr, but in multiplayer, it was nerfed down to a 2x attack.
*This is the first Splatoon campaign to have a PvE codex.
*Unlike the previous 2 campaigns, the main heroism of the Agents is NOT kept a secret to the people. This is likely intended because the enemies "managed to attack downtown for the first time", unlike the previous 2 games. (as unlike the previous 2 campaigns there are scenes where the enemy attacks the cities with the people in panic)
*This is the first Splatoon single-player campaign NOT to revolve around just a specific species, instead it's all four in one campaign.
*Although the previous two games took power eggs as a way to upgrade your weapons, this campaign takes a new currency called Diamond, refererencing the new diamond rush as seen on the Direct. The higher the chapter goes, the higher the inflation is. For example, Chapter 1's diamond rate is 1x, while Chapter 10 is 8x.
*The Dolphin Dancers, while being brainwashed wear scantially clad Black Faith gear compared to other characters. For instance, Mila wears an sleeveless Black Faith paletted top that resembles her bra, as well as tight shorts, leaving both her arms and her midriff exposed. Her footwear consists of short heels wearing panty socks that match her color. This, apparently wasn't because the Dancers liked the "stripperific" fashions but rather to represent that their bodies were prone to being brainwashed, as presented on the stamp of blue ink with Black Faith black tattoos on their midriffs.
*Chapter 9 is the longest chapter, with a grand total of 41 missions (14 taking place in the factories, 4 in the S.S Akripri, 19 taking place in Ecclesia, and 4 taking place back in Inkopolis), with 2nd place being Chapter 10 with 29 missions, and 3rd place being Chapter 8 with 15 missions. As noted, Sunken Scrolls DO NOT always appear in all of the levels.
==TL;DR==
#A cruise ship gets abducted by an new evil empire
#Agent 5 goes out to fight against this new empire nicknamed the Black Faith
#Agent 5 ends up fighting new enemies the Black Faith is throwing at him
#Agent 5 finds out that there is an uprising of believers that are joining the Black Faith
#Agent 5 finds a secret factory and finds secret plans that reason the hijacking of S.S Akripri
#Agent 5 heads down to the wreck of S.S Akripri to find survivors and clues
#Agent 5 takes an flight to Ecclesia after confronting the only survivor as suggested
#Agent 5 meets an supportive gang that is willing to help him on his quest to find the Black Faith
#Agent 5 finds clues about the Black Faith's believers and other knowledge from the Pyramids
#Agent 5 comes across a clone of him nicknamed Agent 5-Faith, which indicates his descent into believing towards the Black Faith, and the Dolphin Dancers, indicating that they were seduced to join the Black Faith forcefully against their own beliefs.
#Agent 5 rescues the Dolphin Dancers after freeing them and then return to Inkopolis, only to find the Black Faith have invaded.
#Agent 5 finds the Squid Sisters held hostage by an witch named Etenza, who sent the sisters in a coma and threw them hostage as means of provoking the Inklings.
#After defeating Etenza, Squid Sisters claim that Black Faith is desperately seeking believers for wealth and power. 
#All of the victims realize that they have pieces of an watch, as means of only the victim "as usual" can know what happened because of their important eyes.
#The pieces form together to make a watch that pin-points the Black Faith's secret hideout.
#Felice, the Akras Starlet says that she's found a secret base with an vehicle that can take him to the secret hideout, known as Zamba Isle.
#Agent 5 finds the secret base but Etenza follows him because the skelebot was used as an decoy to backstab Agent 5's footsteps.
#Agent 5 defeats Etenza and then finally boards the Robo-Kyogre which takes him to Zamba Isle, disguised as an Black Faith certificated ship.
#At Zamba Isle, Agent 5 raids the HQ there and fights his way to Ascentia.
#Ascentia "claims" that he created the Black Faith in order to seek believers to an new culture that he prefers, where he'll bribe people for money and power to overthrow the governments and the nations.
#Ascentia introduces Agent 5 to his so-called Triple Threat. After defeating the Triple Threat, Octoxx appears as the secret weapon Ascentia would use to hunt after Agent 5. 
#After defeating Octoxx, Ascentia activates a time-bomb as means of giving Agent 5 his so-called "death clock".
#Agent 5 fights his way back and forth to reactivate the Robo-Kyogre after it was locked by security controls.
#Agent 5 successfully leaves Zamba Isle with it self-destructing in sight.
#As Agent 5 returns to Inkopolis, people cheer for his success, and then Garrel, the CEO claims that if he could be the one to take a stand, could he be the "savior of our world"?
#Agent 5 heads to the Faith Flight, an heavy warcraft related to the Black Faith for investigation for possible answers.
#Agent 5 finds a family tree related to Felice and Ascentia. As it turns out. Felice kept the relation to Ascentia a secret from anyone as means of keeping the hoax that the Black Faith was all new alive, and the irony of regeneration. As it turns out, Ascentia "faked" his death via taking an submarine under Zamba Isle while the island was soon about to explode.
#Felice, once realizing that Ascentia was the leader of the Black Faith who turned from her, follows Agent 5 into the ship to look for Ascentia.
#Felice drops the Twinsoul necklace onto Ascentia, in order to try to wake him up from his Black Faith consciousness.
#Ascentia has memories of Felice and himself during their childhood and present, and realizes that what is done cannot be reversed. Ascentia, changes his mind, realizing that he's been seeking his own goals of being believers to new culture, but it all gone wrong as it ended up fighting against the nations' will. 
#Ascentia pilots the Flight back to the Akrasville. The people of Akrasville forgive Ascentia for his actions, although ironically Ascentia is actually a Black Faith proxy, not the mastermind itself, as from the diary Ascentia followed an gothic hooded wiseman with symbols that would later represent the Eris Havens and reveal himself sided to the Black Faith. (Due to powers and intelligence, there are no more than 10 Black Faith proxies with leadership abilities)
#Felice states that Ascentia is allowed to stay, but Ascentia, looking back to his dark past but happy childhood, decides to turn that down, feeling like he wants to persever his own dreams in solitude.
#Agent 5 receives a note via seagull, indicating that someone at the Eris Havens has heard about his talents and victory, and wants him over for his own vision and ideal.
#Agent 5 and Felice leave to the Eris Havens together. However, once reaching the Eris Havens, someone mysterious is watching them both, likely opposing the two and posing as another Black Faith proxy.  
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