Upon defeating Boozilla, you discover that the ship that culminates his cursed electric fleet is equipped with an oddly high amount of periscopes on the outside. Confused, you reach for the nearest clouds to land on, marked off by a colorful array of pipes. However, upon walking on these clouds, you’re pushed off them almost immediately, immediately plummeting into the depths of the ocean.
Truthfully, this was a spring trap designed by Jr to kick you all the way back to the ocean, and into the depths of Crepuscolo. Crepuscolo is somewhat deeper down than the marine waters you had explored recently. It is the last area on your journey to still be illuminated by the moonlight, and the last area standing between you and Bowser’s underwater keep. Unlike the previous aquatic environments you explored, the waters of Crepuscolo are very open.
Due to Crepuscolo’s distance from the sun, it still does get some sunlight, but clearly not as much as all of the waters above it. Less creatures live in Crepuscolo for this reason. However, Jr took advantage of the open waters of Crepuscolo to build yet another army: a navy of submarines, that effectively forced out most of the living things that lived here anyways.
However, this army isn’t commanded merely by Jr. While Bowser has hired new faces to fight you above water, he has still trusted his 7 fake children, the Koopalings, to remain loyal enough to keep guard far below the water’s surface. They’ve all had their own large submarines built to stop you. Three of the submarines are shared by two of each Koopaling, but the last one was reserved for Ludwig, because he’s just such a special snowflake.
If you wish to stop Jr and the Koopalings, you can’t merely stay in the water. You’ll actually have to go inside their vessels to defeat them.
7-1 Crepuscolo’s Watery Warzone
Jr is anything but over his three defeats in Fontana, Sherberto, and Fungo in particular. He’s still determined to destroy your chances of rescuing Peach.
As such, he has carried out his efforts even further by instilling a submarine navy in Crepuscolo, creating quite the watery warzone. Jr has commanded many smaller vessels, equipped with bullet bills, cannons, and some with banzai bills. The color of the subs will be indicative of how fast they shoot. You may even find one that’s yellow.
It’s your job to navigate the waters that have become so much of a bullet hell from Jr’s antics, that little to no life is left swimming in the open waters. It truly is a warzone under the waves.
But, of course, you also need to fight Jr again, specifically on his own larger vessels. However, before doing so, Kamek still has faith in Boom Boom, for some reason. So, not only does Boom Boom have an aerial advantage, but Kamek has used his magic to make him big while with wings, giving him one last chance to fight alongside Jr within his sub. But, will this actually finally work out for the madlad?
As for Jr’s actual fight, he keeps finding ways to innovate. He now seems to demand that you use the unstable teetering floor to somehow thrust spike balls at him. He’s also taken up the art of throwing hammers, like some of his Sherberto soldiers. At least he’s persistent.
7-S1 Larry & Lemmy’s Boing 77
The first truly big sub that you have to take down. Commanded by Larry and Lemmy, the Boing 77’s hull is dominated by a lot of Lemmy’s favorite things: things like note blocks, bumpers, and trampolines that are just as bouncy as his magic balls. He has also made the hull more eccentric by ordering many of its crewmates (and collectibles, even) that they go by parachute. As for Larry, he’s painfully average, so all he could suggest was to add in some goombas, because he’s just that boring.
Some careful bouncing and On/Off switch puzzle solving may be required to make it to the two juvenile reptiles’ quarters. All seven of the Koopalings are tired of you always spawn killing them, so they have made their individual fights a bit more unique.
As average as he is, Larry has decided to flood his entire arena with water geysers, like the ones in Palma and Rosa. He’s at least somewhat competent at jumping from geyser to geyser.
But, Lemmy is actually more involved. It would seem as if he wants you to use his round, bouncy balls to somehow fight him off. He also takes advantage of the switches that were already quite prominent in his sub.
7-S2 Wendy & Iggy’s Azalea 14
Due to Wendy’s love of ice skating, this entire sub is icy blue, and has been frozen over completely. This makes a lot of it quite slippery and unsafe to traverse through. And, this does also mean that icicles have formed in the Azalea 14’s frozen hull. Perhaps even some of the donut blocks that you’ll have to cross to meet Wendy and Iggy are frozen, too.
As for Iggy, his love for his past canine companions has incentivized him to fill the whole sub with chain chomps. But, he has allowed many of them to bounce freely, or taken advantage of the larger ones to have them swing like pendulums. If you look carefully, you may also notice hints of Wendy's signature attack throughout the vessel.
Wendy’s arena is frozen over, so she has made sure to cover herself from the icicles on her quarters’ ceiling. You’ll have to find another way to take her down in her miniature rink.
Of course, Iggy couldn’t go into battle without yet another chain chomp, so he did just that. Along with his special battle chomp, Iggy has decided to traverse the arena in a clown car. Considering that his head is also guarded by his battle chomp, just like with Wendy, you won't be able to jump on him directly.
If you’re not too great at fighting Iggy, he may summon another chomp for backup.
7-S3 Roy & Morton’s Kuhthunk 90
The Kuthunk 90 takes on a darker gray color than the rest of the Koopalings’ subs. Commanded by Roy and Morton, the heavier of the seven Koopalings, this sub is filled mostly with thwomps and bullet bills, for these two share similar behaviors (and sounds) to the two Koopalings running the vessel. To make their shooting less predictable, Roy has placed many of the bill blasters on lifts, so that they shoot bills at multiple axes.
A variant of thwomp that you haven’t seen since your saving of the seven kings, that likes to squish you horizontally as opposed to vertically, has also finally been utilized after all these years by Morton. Maybe that guy has a brain after all.
While he has preferred to fight with a bazooka in the past, Roy has decided to ditch the bazooka, believing that his equally blind monty mole companion that he stole from Jr’s original hideout can give him the ability to dig through his metallic sub walling. Nonetheless, he still believes in the power of artillery, and has equipped his arena with homing missiles regardless. Be careful. They might explode!
Morton has seemed to have a sudden epiphany, for he has completely protected himself from the threat of your jumping. Instead, you’ll need to apply your knowledge of thwomp behavior to take him down via spike balls, one of his favorite instruments of torture, while he has the advantage of shooting at you, also. This seems way too intricate for Morton. Ludwig would’ve had to have designed this, or something.
7-FS Ludwig’s Subception 80
The final submarine that you’ll take on in Crepuscolo, and undoubtedly the largest. With its intricate metallic support structure, this vessel is so large, that there are entire cave systems within the sub separate from the main framework. Countless gallons of water are also concentrated inside of the sub, with there being enough to fill at least a medium sized river. There’s so much extra water stored in this sub, that several fast-acting, cascading drainage pipes have been installed.
Of course, this vast vessel is commanded only by Ludwig, the self-proclaimed wisest of the Koopalings. He was so egotistical, that he flooded an immense majority of his own massive sub with water, and put another smaller sub inside of it, giving the Subception 80 its name. No one else can have an ego like his to put entire caves in a manmade structure for no reason.
The beginning of this naval gauntlet takes place in the dry rooms, where Ludwig’s obsession with all things mechanical has inspired there to be a myriad of mechakoopas, grinders, skewers, and spinners to avoid. Sounds expensive.
The rest of the sub is submerged in a massive saltwater pool, which the mechanical elements all fare surprisingly well under. This is the part of the vessel where you’ll encounter none other than the parted-haired maniac himself. I hope your swimming skills are good, because he expects you to swim quite a distance before making you fight him… in his first phase.
Determined to look unnecessarily more impressive than his six younger siblings, Ludwig planned a second phase to your saltwater battle with him.
His smaller, albeit still pretty huge vessel is anchored to the surface of the Subception 80’s large pool. The sheer mass of even the smaller vessel has caused the surface of the pool to become quite uproarious. You’ll have to use these unsteady water levels to find a way to beat the classical narcissist in his sub inside his sub.