Inner Agent 3

Inner Agent 3 is an extra boss in Octo Expansion.

Inner Agent 3 is unlocked by collecting all 80 mem cakes. The boss fight is initiated by investigating locker 8 near the vending machine in Central Station.

Gameplay
The fight takes place in a small arena with some cover available. The boss behaves like an Inkling with enhanced stats. In all phases of the fight, Inner Agent 3 is equipped with Hero Shot as their main weapon and Autobombs as their sub weapon. Inner Agent 3 has a dodge roll ability even though they do not have dualies equipped. There are five phases, and the player must disable Inner Agent 3's shield to progress past a phase. In each phase, Inner Agent 3 uses a different special weapon. Inner Agent 3's shield can be disabled by shooting them ten times, or by detonating a Splat Bomb near them and then shooting them four times, or by detonating two Splat Bombs near them. Inner Agent 3 will recover from damage over time if the player does not attack them.

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.