Central Station

Central Station, or Deep Sea Central Station as it is commonly referred to as, is the primary hub and starting point of the Octo Expansion.

Gameplay
After completing the tutorial station, Agent 8 and Cap'n Cuttlefish will find themselves at the Central Station. No weapons are allowed in the area. On an initial play through the only things of note in this station is the actual metro, which can be boarded in order to access the other station, and Telephone, who will act the primary catalyst of the Octo Expansion. After completing any of the Thang stages, Agent 8 will return to the Central Station with the Thang. After collecting all four Thangs, interacting with the Telephone will trigger the escape sequence of stages.

Postgame
After completing the Octo Expansion, Agent 8 can return to Central Station in order remember and replay the final act of Octo Expansion or watch the credits.

Additionally, after completing Octo Expansion, a vending machine will now be functioning, the vending machine will accept either exchanges of either 15000 CQP or Mem Medals. The vending machine will randomly give items, including Food and Drink tickets, Coins, and Ability Chunks in varying quantities.

Secret Boss: Inner Agent 3
Upon completing all the Test Chambers and collection all the Mem cakes, Agent 8's final memory can be unlocked. An open locker will trigger a battle with their "Inner Agent 3". This acts as a Secret Super Boss in Octo Expansion. Beating this boss will reward players with the Golden Toothpick gear piece.

Compared with the Spinal Phase battle, Agent 3 still uses the Hero Shot (though the weapon's accuracy has been increased), uses s, and has a completely new set of Special Wepaons. In this battle, Agent 3 is much more aggressive, has significantly more health to splat, and will dodge more frequently. Additionally, the arena is much smaller and has no inkable walls. An aggressive approach is vital in maintaining turf control in the arena. Just like the original battle, Agent 3 will start off each grounded stage with a.

Phase 1
Agent 3 will enter the battle with a. During this phase, Agent 3 will attack with the in this phase to supplement the Hero Shot and Autobombs. While using the Inkjet, Agent 3 will be able to fire a maximum of six shots before returning to the launching point which is marked just as it is in multiplayer. While they are vulnerable during the special, it is equally important not to stay put long enough to take damage in the process.

Phase 2
Agent 3 will Super Jump into the stage with a. During this phase, Agent 3 will now use the, which will both protect them and let them cover large amounts of turf at once. However, Agent 3 is exposed when using it and cannot fire back at players while using the Bubble Blower, though may still perform a dodge roll. Be cautious as Agent 3 will often times follow the Bubble Blower with an which automatically explodes upon hitting a bubble, causing all nearby bubbles to burst.

Phase 3
Agent 3 will once again start off with a Super Jump. During this phase, Agent 3 will use an, deploying up to 4 Autobombs at a time. As the player will likely be surrounded by Autobombs if Agent 3 is left alone, taking them down quickly is advised. Unlike with the previous specials, Agent 3 can still use their Hero Shot while Autobomb Launcher is activated.

Phase 4
Agent 3 will remain on the UFO during this phase, using the. Between specials, Agent 3 will fire onto the field or throw Autobombs. While the Octoshot's fire can sometimes reach Agent 3 if the player fires while jumping, the only way to deal with this phase reliably is to throw s in fairly close succession, thus dealing more damage than Agent 3 can heal from.

Phase 5
Agent 3 uses a similar sequence of three s as they did in the earlier boss fight, but the Splashdowns are executed much faster with no openings between each use. Once enough time has passed, Agent 3 can use their chained Splashdowns again. Notably, once Agent 3 has maintained enough damage, they will automatically recover their special and may use a single panic Splashdown. In order to avoid getting splatted or taking damage from the Splashdowns, standing on the opposite side of one of the two obstacles on the map will help to block any damage. Beware of losing turf control at this point, as being slowed by Agent 3's ink will likely be fatal.

Trivia

 * In a screenshot released shortly after the announcement of the expansion, this station was shown on the Deepsea Metro map. At that time, the translation was not yet finalized, and the station's subtitle was "Promise land here we come!"