Carlmoney: The Sequel

***Carlmoney: The Sequel*** is a troll level by SeanHip and a sequel to *CarlMoney: Seanhip's Revenge*.

## Walkthrough

The level starts with a walk over some launchers that break when the player reaches a certain point, marked by a pink coin. The player then needs to hold left to stand in the safe part of the pit. A Stretch then needs to be dodged until a P Switch timer runs out. Next, a Thwomp needs to be spun on, and a shaft climbed, though climbing on the right side yields a Cheep Cheep. The second pink coin is present, encouraging the player to make the largest possible jump, though the launcher that is jumped at gets spawnblocked, and the player needs to land on a rotating block. Other rotating blocks need to be stood on until the P Switch runs out, though the pipe under them is fake. Once that is finished, some launchers that are being lowered need to be used as platforms while avoiding a spring from the section before. It appears that CP1 is ahead, though that is actually CP2, and it is blocked by a launcher. The solution is that there is a key door with a Dick Vine behind the first launcher. Through the door is a pipe that makes the player hurry due to a rotating block floor while a P Switch is active, though moving forward toward a moving Mushroom would be a mistake as it crosses a one-way door that has CP1 behind it. However, going too far left collects a coin under the rightmost launcher, preventing it from being spawnblocked, and not going left enough causes the launcher to shoot a spring.

Some skewers need to be damage boosted through, though the player needs to wait perfectly to avoid an exploding Bob-omb in the next shaft. Hurrying after the first Bob-omb releases a second one, so both need to be waited for. A jump over a large gap then needs to be done, and a blue platform taken down to enter a pipe. Then, it appears that CP2 is accessible, though there are hidden blocks blocking it off. The solution is to go back through the pipe, but only after the P Switch expires, as there are Rotating Blocks that cause Mario to be crushed by a Muncher. It is necessary to hold right to avoid being crushed by that same Muncher. However, running right causes Mario to take a Muncher to the face, so Mario needs to stand in between, and use the Muncher to enter a door in the air while taking damage from a Mushroom in the room. If the player stands still on the other side, they will get knocked into what appears to be a softlock, though a Boo eventually comes. At the bottom of the shaft on the other side of that door, there is a vine that needs to be grabbed to stay safe. A launcher then shoots springs trying to knock Mario off the vine. The solution is to jump toward the launcher to activate a P Switch and spawnblock it, then run to the left and hurry into a door. Even though it appears that standing still is lethal, it seems as though the player needs to stand still until the P Switch wears off in the next hallway to proceed. However, that is also incorrect. The solution is to not go into that room until the P Switch expires, so there is a Thwomp that breaks the floor. There is a door and an unenterable pipe. The door has both a Dick Vine and a one-way, so it needs to be carefully entered from a weird angle. In the next room, a Cloud needs to be quickly used to push a launcher upward. There is a big brain path up top that is correct, and the incorrect way forward. Going through the incorrect way leads to CP2, though the player first needs the P Switch to expire, during which Monty Moles can drop on Mario's head, and are impossible to dodge. A new P Switch activates upon entering the room, so there is no waiting for the P Switch in the previous room. The correct way forward, after some fun platforming, the launcher blocking CP2 is spawnblocked, so CP2 can finally be collected.

Directly after CP2, there is a pick-a-path, with one path leading to death and the other to progress, provided that the player is careful. After that, there is a duckslide section, though there is a pipe under a skewer that leads to a CP1 poopchute, and conveyors make it worse. The solution is to go in a pipe just before the pick-a-path that is covered by a skewer, which leads to the goal axe, though a Magikoopa destroys it and it is difficult to reach without a damage boost. Through that door, a launcher sinking needs to be waited for, then another door can be entered, where a vine needs to be quickly climbed to a boss battle. Once it is finished, a key door can be entered back to the goal room with a spring, which can be dropped and used to wait above the one-way until the goal axe respawns.