Inner Amanuensis three

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For the fight that takes place in the initial escape phases, see Spinal Phase.


Inner Agent 3
Surpass the hero within!


Inner Amanuensis 3
Surpass the hero within!

Octo Expansion Inner Agent 3 stage.jpg

Inner Agent 3 is an optional boss in the Octo Expansion.

Agent 8 is mentioned every bit remembering "that day, two years ago" upon entering the battle, suggesting this fight is them challenging their perception of how Agent 3, an opponent they perceive as very powerful[1] and cool[2], fared confronting DJ Octavio. An edited version of the original Calamari Inkantation from Splatoon lacking the radio static intro accompanies the fight.

Access

Inner Agent 3 is unlocked by collecting all eighty total mem cakes by chirapsia each level without request for help, having 0 CQ points in debt, and completing the escape levels, even with help. The boss fight is initiated by investigating locker 8 well-nigh the vending auto in Cardinal Station. The player is rewarded with the Gilded Toothpick after defeating the boss.

Gameplay

Inner Amanuensis 3 behaves similar the Agent 3 battle in the Spinal Phase, merely Agent 3 has significantly increased health, accuracy, and aggressiveness; the loonshit itself is also much smaller and the walls and cover present cannot exist inked.

In all phases of the fight, Inner Agent iii is equipped with the Hero Shot every bit their primary weapon and Autobombs every bit their sub weapon. Nevertheless, unlike in multiplayer matches, the Autobombs are able to follow you for a much longer time and should non be taken lightly. Agent 3 tin perform a dodge whorl at whatsoever time as if they were landing with the Drop Roller power. There are v phases, and the player must disable their shield to progress by a phase. In each phase, Agent iii uses a different special weapon. Inner Agent iii's shield can be disabled by shooting them x times, or past detonating a Splat Flop near them and so shooting them four times, or by detonating two Splat Bombs near them. Just like every role player, Amanuensis 3 recovers from damage over time if the actor does not assault them, accelerated if they swim through their own ink. The primal way to win is with turf control, allowing the player to have an advantage in mobility while as well hindering Agent iii's.

Stage one

Agent 3 enters the boxing with a Splashdown, which should be avoided. Be sure to dodge their shots and Autobombs at all times. During this stage, Amanuensis 3 attacks with the Inkjet to supplement the Hero Shot and Autobombs. While using the Inkjet, Agent 3 can burn down a maximum of 6 shots before returning to the launching point, which is marked simply every bit it is in multiplayer. While they are vulnerable during the special, information technology is equally important not to stay put long enough to accept damage in the procedure. Information technology is vital to ink around where they land so they can be slightly slowed down. There are two strategies here; shooting Agent 3 out of the air or waiting until they land and are vulnerable. Once Agent 3's shield is broken and they Super Bound to the UFO to ready their next attack, ink some basis while they are recovering.

Stage two

Amanuensis 3 Super Jumps onto the stage with a Splashdown once more than. During this stage, Agent three now uses the Chimera Blower, which both protects them and lets them cover large amounts of turf at once. However, Agent three is exposed and cannot fire dorsum when using information technology, though they may notwithstanding perform a contrivance roll. Either go around the bubbles to attack or throw a Splat Bomb at one of their bubbling right when they release one to deal decent damage to them, then attack. Be cautious as Agent three ofttimes follows the Chimera Blower with an Autobomb which automatically explodes upon hit a bubble, causing all nearby bubbles to burst. Take back some lost turf while they recover their shield again, and recover your own shield if you were damaged past the bubbling.

Phase three

Amanuensis three again starts off with a Splashdown Super Spring. During this phase, Amanuensis three uses an Autobomb Launcher, deploying up to four Autobombs at a time. As the player will likely exist surrounded by Autobombs if Agent 3 is left lonely, taking them down chop-chop is brash. Dissimilar the previous phases, Agent 3's Autobomb Launcher doesn't open up any obvious weak points. Turf control is vital for this phase due to Agent iii being forced to utilise their Hero Shot to go unstuck from the thespian's ink and counterattack while wasting their Bomb Launcher in the process. Contrivance their shots and break their shield again. If that does non work, avoid the Autobombs and attack when their special is gone. Take back turf again when Agent three retreats to recover.

Phase iv

Agent 3 remains on the floating platform during this stage, using the Tenta Missiles. Between specials, Inner Agent 3 fires onto the field or throws Autobombs to charge upwardly more Tenta Missiles. While the Octo Shot's fire can sometimes attain Agent three if the player fires while jumping, the best way to deal with this stage reliably is to throw Splat Bombs in fairly close succession, thus dealing more damage than Agent 3 can heal from. It takes 2 bombs to break their shield. While waiting, the platform starts to move, making information technology hard for the player to aim at them.

Phase v

Agent 3 uses a similar sequence of three Splashdowns as they did in the earlier dominate fight, but the Splashdowns are executed much faster with very few openings between each employ. Once enough time has passed, Amanuensis 3 tin use their chained Splashdowns once more. Information technology is possible to damage Agent 3 between the Splashdowns, simply they volition merely dodge-whorl and execute another Splashdown. Notably, once Agent three has taken plenty harm, they 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 reverse side of one of the two obstacles on the map helps to block any damage. Beware of losing turf control at this point, as being slowed by Agent 3's ink is usually fatal. One time Amanuensis 3 stops and attacks, focus fire on them, but they might use a Splashdown as a defensive attack. Contrivance the attack and finish them off, or take a risk and try to shoot them out of the Splashdown to splat them.

Trivia

  • Agent 8 was, according to Cap'northward Cuttlefish, in a battle with Agent 3 earlier the events of the Octo Expansion, just got interrupted subsequently the goup was attacked past "someone". Agent eight may be mentally continuing that battle as a event of getting their memories dorsum, although whether Amanuensis 8 did this willingly or not remains unclear.
  • One of the obstacles in this phase appears to be DJ Octavio's turntables and wasabi, ready in a museum example.
  • Because a few game developers from The Legend of Zelda: Jiff of the Wild helped with the evolution of the Octo Expansion, it is possible that the battle against Inner Agent three was intended to reference the first four boss battles in The Champions' Carol equally, like the battle confronting Inner Amanuensis iii, those take identify inside of the player character'southward listen and are harder versions of previously fought bosses.
  • If the player has insufficient CQ Points, therefore gaining a loan from Pearl, Inner Agent 3 will not close after it has been unlocked.
  • If the player tries to open up the locker before they unlock Inner Agent 3, the locker will make a audio and the door volition milk shake a piddling.
  • The locker number that the Gilded Toothpick is placed in is number 8. This goes along with the recurring theme of the number 8 in the Octo Expansion.
  • It is possible to defeat Inner Amanuensis 3 mid panic Splashdown. When they initiate it, shoot at them in the brief moment of their vulnerability.
  • The mention of "squidtastic grooves", a phrase associated with the Calamari Inkantation, suggests Agent 8'due south first exposure to the song was during the fight between DJ Octavio and Amanuensis iii. Cap'n Cuttlefish speculates that this is the case in Octo Expansion'south intro cutscene.
    • Furthermore, Agent eight associates the Inkantation with watching Amanuensis 3 in boxing.[iii]

Gallery

Names in other languages

Linguistic communication Proper noun Meaning
Japan Japanese 心のなかの3号
心のなかの ヒーローを超えろ!

Kokoro no Naka no San-Gō
Kokoro no naka no hīrō o koero!
The Agent 3 within the mind/center
Surpass the hero inside the mind!
Netherlands Dutch Innerlijke agent 3
Versla de innerlijke held!
Inner amanuensis three
Defeat the inner hero!
Canada and France French Adversaire imaginaire Imaginary antagonist
Germany German Innere Nr.3
überwinde den Helden im Inneren!
Inner Nr.3
Overcome the hero in the inner!
Italy Italian Numero iii dentro di te
Sconfiggi l'eroe dentro di te!
Number three inside you
Defeat the hero within you!
Russia Russian Фантом Агента 003
Победи в себе агента!

Fantom Agenta 003
Pobedi five sebe agenta!
Phantom of Agent 003
Defeat the agent within yourself!
Mexico Spanish (NOA) Agente 3
¡Supera a tu propio espíritu heroico!
Agent 3
Overcome your ain heroic spirit!
Spain Spanish (NOE) Agente 3 interior
¡Vence a tu ídolo de combate interior!
Inner Amanuensis 3
Defeat your inner battle idol!

References

  1. Character profile on Splatoon base
  2. Splatoon base relationship chart
  3. Character profile on Splatoon base