The CarlMoney Collab

***The CarlMoney Collab*** is a pink coin troll level by Katz, Sam, Dr. C, Buckaroo, DANtheTANK, burg, DankDrew, GamingSymph13, Hackakat, Potatochan, Symplectic, and PuzzleKing, and a community sequel to Seanhip's *Carlmoney: The Sequel*.

## Walkthrough

The level starts clipped in a wall, which leads directly to the pink coin hub. One of the pipes in this room is fake and causes the player to land their jump up to it in a pit. The pink coin hub also has dick vines behind the doors. CPH in this level dumps the player directly down into a hole if they don't hold any buttons.

One section starts with a pipe and a CarlBox where waiting means taking a Mole to the face. Then, there is some platforming on blue platforms, though the second one does not drop and the player jumps too high, directly into a trap. After that is a Z indicator that tells the truth, and a section where jumping releases a Podoboo. There is a shaft to the right that needs to be gone down on donuts, but timed carefully to avoid a piranha coming out of a hidden pipe. A note block can then be bounced on to reach a skull platform, though carelessness results in falling off and dying. There is a track that the skull coaster should fall on, though instead it continues heading upward, and a spike above a donut needs to be avoided. Once that is finished, it appears that holding right at the wrong time is lethal as a shaft is fallen down, though in reality it is necessary to hold right to survive; the spikes on the right wall do nothing unless nothing is being held. Finally, CPS can be collected.

The second section has a shellmet shiny, and a Bob-omb that cannot be exploded due to a semisolid, with no exit. The solution is to lower the first donut, then ride on the launcher in the middle of the room to the top of the level, and the next room is completely RNG-based with pipe timing. A note block needs to be hit to spawnblock a launcher, and continue to the right. Two Bob-omb blocks can be hit, though the second releases a Muncher if the player isn't careful. Then, there is a platforming section, though a high jump hits a POW and kills the enemies used to bounce. The second Koopa needs to be released to the left instead of to the right, as kicking it to the right releases a Boo ring. Up the next section, there is a shaft with a vine in it, though hurrying through means getting knocked down by an ice block, and a second one behind it. The solution is to stand on a Boo due to janky hitboxes, and hit a Bob-omb block, though when this block explodes, the platform behind the Boo disappears, killing the player if they were standing on it. Next, there is a Bob-omb that cannot be used at first glance, as jumping on it pushes a launcher upward and crushes Mario. However, it can be spun on to safely get it out. The pink coin can be collected, though going from straight under hits a hidden block, denying access. Also, breaking the blocks to the exit pipe early releases a spring, blocking it.

The next section starts with a spaghetti factory as enemies are avoided while a P Switch timer runs out, followed by a speedrun past Thwomps as a hidden Thwomp comes out (where are the Thwomps come from). Through a door, there is a cubby that can be hid in, though that is just a CarlBox. Then, it appears that donuts need to be timed down to reach a pipe to avoid Cheep Cheeps, when in reality a launcher covering the launcher shooting the Cheep Cheeps dies, revealing a door when the first donut is lowered. Through that door, if the P Switch is active the player can progress. They need to platform over some burners with a conveyor hidden behind them. The pink coin can be collected, and the section is over.

The fourth section appears to be a fake section with spikes at the exit, though the solution is actually to simply go back down the pipe, which works because of stacked pipes. Through there, waiting means a ton of springs coming out of the pipe and killing Mario, so the player needs to be quick. There is then some janky note block platforming, with the first platform being normal, the second clipping Mario into a semisolid, and the third releasing a Chain Chomp post. After that part, there is a Mushroom shiny that is unobtainable, and a spring can be grabbed from offscreen using a note block. This spring can be used to bounce up higher and reach the semisolid it was grabbed from, though a Wiggler prevents easy progress. The spring needs to be thrown upward at the Wiggler, then regrabbed and used to go up where there is no Wiggler. A POW can be hit, and a hanging Chain Chomp needs to be spun on to clear a gap, though there are also kaizo blocks that force the player to time the Z correctly. After that, there is a spring that can be taken upward normally, and moving it launches the player into some spikes, a revolutionary use of antimeta. However, taking it up normally also kills the player unless they stand still. The pink coin can now be collected, and the pipe nearby used to exit, though there is another decoy pipe nearby that leads nowhere.

The last section starts with platforming, and a launcher suddenly moving to hide a vine that the player is jumping toward. The Galoomba reveals a spring when jumped on, which needs to be used to grab some other vines. Next, there is the murder of a sledge bro., and a launcher that corners the player. The player needs to wait for that launcher to squeeze inward, then move past it to proceed. Then, there is a CarlBox pit created using an elevator button, and a Monty Mole that can be bounced on to reach a pink coin but also causes a launcher to move upward and trap Mario. The solution is to make the jump without the Mole by grabbing a vine. The player moves along the top of the level, where they are dumped to the CPS room.

Through the key door is the goal, except it is impossible to reach, and a keydeath. However, respawning at CPS dumps the player somewhere else, where some hidden blocks can be hit to reach a pipe to the end.