recursal/Fanatic-Fandom huggingface dataset:
Warp Door

Not to be confused with Warp Box.

## Attributes

### Aspect

1
2
1:2

### Mass

Fixed
N/A

### Limit

Dedicated
8 (4 pairs)

The **Warp Door** is a Gizmo in *Super Mario Maker 2*. When entered, it will teleport the player to the corresponding door.

The Warp Door has 2 variations: A **P Warp Door**, which will only be accessible when a P Switch is toggled, and a **Key Door**, which is only accessible if the player has a key. Corresponding doors are always the same variation (E.g. P Warp Doors can only pair with another P Warp Door) and are always in the same sub area. Each sub area can have up to 8 doors (4 pairs). P Switch doors are displayed as a dotted white line in the shape of he door when a P Switch is not active and cannot be entered. In the editor, corresponding doors are marked with corresponding symbols of card suites (heart, diamond, club, clover).

Entering a door resets nearby:

* Enemies (even if previously killed). Chain Chomp's post resets as well. If an enemy with a key is killed then entering a door will reset the enemy but without the key. If an enemy is carried into a door it will not reset, and if a Koopa Shell is brought into a door the Koopa Troopa, even if previously alive, will be despawned [once the shell is destroyed or falls out of the world then the Koopa will reset with its shell]. Enemies created by a Magikoopa will be despawned.
* POW Block, P Switch, and Trampoline locations (even if previously activated/used, however, carrying one into a door will not reset it)
* Uncollected powerups (Powerups that fall out of the world do not respawn however powerups destroyed other way (such as crushed by a Thwomp) will still reset. Coins do not reset. Uncollected Powerups created by a Magikoopa will be despawned.
* Moving lifts, snakes, or objects on tracks (destroyed or activated/collected blocks do not reset [unless the block contains a vine]
* Koopa Clown Cars

You must be standing on a solid object/item to enter a door (including thwomps and skewers during invincibility]. Standing on a P switch allows you to enter a door if entered in the time window before the P Switch is activated. You cannot enter a door on a trampoline or bumper

Entering a door pauses the in-game time, pauses P Switch and Super Star invincibility timer, and resets carried activated Bob-ombs' timers.

If a corresponding door is blocked by a solid item (e.g. a P switch or Bill Blaster) when you try to teleport to the door it will teleport you to the door but not let you exit then teleport you back to the original door. If you enter a door and the door and the corresponding door both reset to having the door being blocked after showing the other door you will be teleported back to the original door where it will still not let you exit then you will die.

## Usages

* The player has to defeat a boss to get a key to open a Key Door.
* Reset door that the player can use to return lost items
* Doors leading to several mini-challenges.
* When the player presses a P Switch, they have to rush quickly to a P Warp Door.
* Search for a P Switch to open a P Switch Door.
* Putting a door to go to into a building to make it seem realistic
Archmagi Kullervo Half-Elven

**Titles** | Archmagi
Mageslayer
 **Affiliation**
 **Location**
 **Age** | Est. 300 years

Archmagi Kullervo is considered the most powerful living weaver, and established himself as the leader of the Whispering Halls following the calamitous Mage's War that scarred Athelorn and Othelorn. Alongside the reigning Aiedonian Empress Shae II the Just, Kullervo organized the resistance that eventually defeated the rogue Weavers and his magic was crucial in the undertaking. The stories from the war say that his sword, the powerful Etglup, was the source of his great power and eventual victory. Snide remarks claim that Etglup captured the souls of the weavers he killed, and that this is the cause of his growing power.

As his epithet suggest, Kullervo is a half-elf, spawn from the Retribution Campaign by the elves about a century prior to the Mage's War. It is hitherto unknown whether he was raised by his human or elven parent, but he has made it clear to eschew all of his elven parentage. Most clearly, he has done this by rather than abandoning a name as a Veiled Master of the Whispering Halls, he has opted to use his true name in order to distance him from his elven lineage. So far, his considerable age hasn't seemed to affect him much, and he still looks like a man in his 30s.

Kullervo calls many of the great rulers of Ultheles personal friends and has adopted a rather cooperative policy regarding the matters of the Whispering Halls, allowing rival Weaver institutions to form in both Haulthenn and Aiedon. In spite of this, he has not lifted the limitations on Weaves of Breaking or tutelage of more advanced weaving. He also maintains regular contact with the other schools in order to secure that no undue stress is put upon the Nexus, which his position is regarded to have a very special connection with.
Yamamura's Dojo/Workflow Basics

## Workflow Basics

**Workflow Basics** is a **Yamamura's Dojo** tutorial that can be found in the Maker Lessons section.

## Transcript

* **Yamamura:** Coo coo. (If you haven't played Super Mario Maker before, you might not know the first thing about making a course.)

* **Yamamura:** Coo. (So we are going to show you how.)

* **Nina:** Wait... We're gonna make an entire level? Like...right now?

* **Yamamura:** Coo coo. (Yes. We are going to create a simple course.)

* **Nina:** Aww yeah! Take it away, Kawamura!

* **Yamamura:** COO! Coo coo? (MY NAME IS YAMAMURA! All right, let's start with some terrain, shall we?)

* *Two lines of ground tiles are placed.*

* **Yamamura:** Cooo coo. (Next, we'll make some platforms that force Mario to jump.)

* *Some more ground is placed, along with some coins.*

* **Yamamura:** Coo, coo. (OK, Nina. Please test the course for me.)

* *Nina progresses through the course.*

* **Nina:** Easy peasy!

* **Yamamura:** Coo coo. (Indeed. Now I'll go ahead and build until the goal.)

* *The rest of the course is created.*

* **Nina:** You have a lot of Ground in there. How about an enemy or two to spice things up?

* **Yamamura:** Coo. (Good idea, human. I'll add some Goombas and Koopa Troopas.)

* *Goombas and Koopa Troopas are placed down, along with some more coins.*

* **Yamamura:** Coo coo. (OK, give it a shot, Nina.)

* *Nina progresses through the course and clears it.*

* **Nina:** Nice. It was definitely harder than the first half.

* **Yamamura:** Coo, coo coo. (Most enemies move, forcing the player to have good timing.)

* **Yamamura:** Coo coo. (When making a course, think about how you want the player to feel during each moment.)

* **Nina:** Placing and erasing parts is a snap, so unleash your inner mad scientist!
Super Mario Bros.

## General

### Goal

Axe (Castle Theme)
Flagpole (Others)

### Special Powerup(s)

Superball Flower
Big Mushroom
Master Sword
SMB2 Mushroom

**Super Mario Bros.** is a style in *Super Mario Maker 2*, inspired by the *game of the same name*. All Course Themes in this style end with a flagpole, except for  Castle.

## Differences from previous games

### *Super Mario Bros.*

* Fire Luigi has a distinct color palette instead of being identical to Fire Mario.
* Sky-themed levels now have new music based on the overworld theme arranged by Koji Kondo, unlike in the original game where the original overworld music is used instead.
* Warp Pipes no longer have a black outline in ground levels, instead using the colored outline normally used in underground levels to distinguish the outline from the background.
* Small characters are now able to crouch.
* The water has a clearer, translucent dark blue color, unlike the original game where it is brighter.

### *Super Mario Maker*

* Mystery Mushrooms and Weird Mushrooms have been removed.
* Without Mystery Mushrooms, amiibo figurine support and Event Courses have been consequently removed from the game, as with the 3DS version.
* The instrument played by Mystery Mushrooms on Music Blocks is instead inherited by the Superball Flower.
* The Weird Mario Easter egg from the Warp Doors is still available, with new forms added to the Super Mario 3D World style, such as Cat Mario, Boomerang Mario, Double Mario, and Mario with a Goomba Mask.
* Big Mushrooms are now default parts rather than being unlocked by amiibo, and now only use "Modern" color from the previous game. Enemies and gizmos also no longer change sprites while the power-up is active, and the screen no longer contains a CRT screen effect.
* Big characters cannot break blocks by running into them. Also, taking damage now degrades them to Super form, rather than Small form.
* As Mystery Mushrooms have been removed, Big Mushrooms now replace Super Leaves, Cape Feathers, Propeller Mushrooms and Super Bells from other game styles in the parts menu. This means the player can no longer place Big Mushrooms outside of the Super Mario Bros. style.
* Certain sound effects were changed to more 8-bit ones (e.g.: when collecting a Pink Coin or opening a locked door with a key).
* Vines now use their spawning sound effect from the original game when released from a block.
* Thwomps have been given a new appearance for when they are in a waiting state rather than using the same sprite as when they attack.
* The  Ghost House and  Airship themes' music have been tweaked to be more accurate to the NES's sound capabilities.
Super Mushroom

The **Super Mushroom** is an Item in *Super Mario Maker 2* that doubles the player's height and grants them an additional hit point, and the player will be able to break Brick Blocks. All other powerups of the game build upon this form. It is the most iconic and most used powerup.

A Super Mushroom modifier can be placed on enemies to make them big, and they can be put on items to make it a Super Mushroom if the player is small, and the respective powerup if they are big.

At night, if the theme is  Ground, a Super Mushroom's movement will be identical to that of a Super Star, except they will always bounce away from the player.

## Usages

* At the very start of a level to forgive an early mistake.
	+ Right after a checkpoint.
Super Leaf

The **Super Leaf** is an Item in *Super Mario Maker 2* and is one of the special powerups that is exclusive to Super Mario Bros. 3 style. It is cross-compatible with the Big Mushroom, the Cape Feather, and the Propeller Mushroom. When the player collects a Super Leaf, they will be able to swing their tail to attack enemies and destroy blocks, repeatedly press the jump button while in midair to descend slowly, and if the player's P meter fills, they will be able to fly
for approximately 4 seconds by repeatedly pressing the jump button.

## Usages

* A long gap that needs to be flown over.
* Lots of bricks blocking the way that need to be destroyed.
* As an effective way to take out waves of enemies.
Super Bell

## Attributes

### Aspect

1
1
1:1

### Mass

Fixed
N/A

### Limit

Powerups
100

The **Super Bell** is an Item in *Super Mario Maker 2* and is one of the special powerups that is exclusive to Super Mario 3D World style. It gives the player a catsuit and a variety of cat-like powers, such as climbing up walls, using a scratch attack, and going through 1-block tall gaps without having to crouch.
Style Ride

The **Style Ride** is an item that is a **Shoe Goomba** is the Super Mario Bros. and Super Mario Bros. 3 Game Styles and is a **Yoshi's Egg** in the Super Mario World and New Super Mario Bros. U Game Styles.

## Attributes

### Aspect

1
1
1:1

### Mass

Fixed
2 (1 Shoe)

### Limit

Default
100

```

## General

 ### Type

 ### Modifiers

 ### Origination

 *Super Mario World*

 ### Styles Available In

## Attributes

 ### Length

 ### Height

 ### Aspect

 1

 1

 1:1

 ### Orientation

 ### Mass

 Fixed

 1 (2 For Big Red Yoshi’s Egg)

 ### Pool

 ### Limit

 Default

 100

```

## Shoe Goomba

The **Shoe Goomba** (or **Goomba Shoe**) is an item in Super Mario Maker 2. It is cross-compatible with **Yoshi's Egg**. It will start out with a Goomba inside, and it will bounce towards the player. After the Goomba is defeated, the player can go inside the shoe. The shoe by itself has a mass of 1, but upon the player entering it the player's mass will increase to 2.

When inside a Goomba Shoe, the player will have an extra hit point as well as walking over spikes and Munchers, defeat most enemies in a single hit, and if the shoe is big, ground pound to defeat all nearby enemies (even Munchers). A shoe can be equipped with wings to get an ability similar to Yoshi's flutter jump. However, the shoe will always bounce while walking, slowing down the player's speed, preventing the P Meter from filling up. It has a variant called the **Stiletto**, which only changes the appearance of the shoe and a custom sound when fluttering.

## Yoshi’s Egg

A **Yoshi** is a species of dinosaur in the Mario games. A player can ride a Yoshi, with the controls slightly varying between games. In Super Mario World, a player can use a Yoshi to walk across spikes and gobble up enemies. In the New Super Mario Bros. series and *Super Mario Galaxy 2*, Yoshi can also perform a Flutter Jump by pressing and holding A. The player's horizontal momentum will be reduced greatly in exchange for a bit of upwards momentum. It lasts until the player stops holding A or within a few seconds if they don't stop. In the other styles, Super Mario Bros. and Super Mario Bros. 3, Yoshi is swapped out with the Kuribo Shoe. A maker can force the player to ride one to the finish by setting a Clear Condition. Like the Shoe and Car, the player is able to dismount from Yoshi, gaining even more vertical height in exchange for potentially losing him. If you add a Super Mushroom to a Yoshi egg, It turns red and spawns a Red Yoshi. If you press Y while on Red Yoshi, he shoots a fireball, similar how to Yoshi shoots fireballs when he eats fire. Yoshi will shoot 3 fireballs when you have a Fire Flower. Red Yoshi will still fire while in a Koopa and Fire Clown Car.
Vine

## Attributes

### Aspect

1
3 to 27
Variable

### Mass

Fixed
N/A

### Limit

Terrain
200

The **Vine** is a gizmo in *Super Mario Maker 2*. It acts like a ladder, letting the player climb up it. If placed in a ? Block, it will gradually rise up to it's maximum size, appearing to have a Piranha Plant head on top of it, before stopping. It is commonly used to make dev exits.

In the Super Mario Bros style, players will be on the sides of a vine when climbing it.

## Usages

* Multiple vines will appear, and the player has to constantly switch between them to not get hit by the parachuting enemies.
* The player climbs up a vine to find the next challenge.
Wiggler

Appearance in Super Mario World.

The **Wiggler** is an enemy in *Super Mario Maker 2*. By default, they will walk forward and will turn at ledges. When jumped on, they will become angry and turn red, and their behavior will change: They will move faster and move towards the player. They can be defeated with any other attack (ground-pounding counts as a jump). They can be set to be angry by default.
Swinging Claw Ropes Course

**Swinging Claw Ropes Course** is a Story Mode level made by Celebrity MC.

## Description

Yo, this rope course I made is straight up SLOPPY! I'll pay anyone who can make it to the end. Once you get hooked on a Swinging Claw, tilt ←→ to swing, and then press B to go flying!

## Synopsis

The player must go through a course based on Swinging Claws. They will have to jump over many obstacles with them.

## Level Layout

* **First Part:** The level starts out with a Swinging Claw holding a Super Mushroom. The player can jump onto it to become big, and jump up to the platform. The player must then swing over Piranha Plants. There are Trampolines at the bottom just in case the player doesn't make the jump. There are more Swinging Claw-based challenges, like jumping to a sideways Trampoline, and swinging over Munchers.
* **Second Part:** The player is given a Checkpoint Flag which has a Super Star inside, which will make running through the level easier. The level has more Swinging Claw challenges, but the Super Star will make them a lot easier. There is a 10-Coin that can be collected by throwing a Koopa Shell at it, so the player has to be careful to not defeat the Koopa Troopa, and wait until the Super Star expires.
* **Final Part:** The level starts to get a little harder, with more intense challenges, introducing Flimsy Lifts that the player has to quickly jump onto and off of. The player can now collect a free 10-Coin and hit the Roulette Box.

## Enemies

* Piranha Plants
* Munchers
* Koopa Troopas
Thwomp

## Attributes

### Aspect

2
2
1:1

### Mass

←→↓
2 (stacked on something else)

### Limit

Default
100

The **Thwomp** is an Enemy in *Super Mario Maker 2*. In Super Mario 3D World style, they act like terrain, meaning that players can walk on them, but will die instantly if crushed between them and other terrain objects. In the other styles, Thwomp is a more traditional enemy, dealing one hit point of damage at a time.

The mass of a Thwomp is only defined when the Thwomp is stacked on top of another Course Element that has mass. A Thwomp that comes into direct contact with the Seesaw overrides the normal rules. If the Thwomp hasn't been activated by the player, it can be lifted by any nonzero mass on the other side of the Seesaw, no matter how little, but if it is activated by the player, it can exhibit enough force on the Seesaw to launch all objects on the other side, regardless of their collective mass.
Swinging Claw Escape

## Other

### Clear Condition

Reach the goal without using any Swinging Claws.

## Chronology

### Next

"Swamp Escape by Shell!"

**Swinging Claw Escape** is a Story Mode level made by Undodog.

## Description

Arf! Arf? (I have a job for you to do! I keep getting caught by the Swinging Claws hanging around my walking route! Could you show me a path I can take to avoid getting grabbed?)

## Synopsis

The player must go through a slippery Snow Level and avoid all the Swinging Claws.
Yamamura's Dojo/Seriously, Treat the Player Fairly

## Chronology

### Next

"Getting Creative with Parts"

**Seriously, Treat the Player Fairly** is a **Yamamura's Dojo** tutorial that can be found in the Maker Lessons section.

## Transcript

* **Yamamura:** Coo, coo. (Nina, let's start this lesson by having you play.)

* **Nina:** Gimme the sticks.

* *Nina dies to an offscreen Thwomp.*

* **Nina:** YOU FLY ON WINGS OF LIES.

* **Yamamura:** Coo. Coo coo, coo. (The Thwomp fell from somewhere Nina couldn't see, so she didn't have any time to dodge it.)

* **Yamamura:** Coo coo coo. (Let's move on.)

* *The lesson transitions to another course.*

* **Yamamura:** Coo, coo. (Please give it your best shot, Nina.)

* **Nina:** Ehhhhh...

* *Nina progresses through the course and manages to dodge an offscreen Thwomp.*

* **Nina:** I... I'M ALIVE! Even though I couldn't see the Thwomp, the terrain gave me a hint, so I was on the lookout for it.

* **Yamamura:** Coo, coo coo coo. (Yes, there are always ways to hint the player what might be coming at them.)

* **Yamamura:** Coo coo coo. (Doing so will help prevent players from getting annoyed.)

* **Nina:** Yeah, that didn't feel annoying at all.

* **Yamamura:** Coo. (One last example.)

* *The lesson transitions to another course.*

* **Yamamura:** Coo, coo. (Nina, if you would.)

* *Nina progresses through the course and once again manages to dodge an offscreen Thwomp.*

* **Yamamura:** Coo cooo coo. (Here, I used some Hard Blocks to give you enough time to dodge the Big Thwomp as it came down.)

* **Nina:** It was scary, but the Big Thwomp stops every time it breaks a Hard Block, so I had enough time to avoid it.

* **Yamamura:** Coo coo coo. (Surprising the player is a good thing as long as you give them time to react to the surprise.)

* **Yamamura:** Coo cooooo. (Remember the course-maker's creed: tough but fair.)

* **Nina:** When you're able to dodge a surprise attack, it makes you feel like you've got major skills!

* **Yamamura:** That said, surprise attacks are best reserved for courses meant for experienced Mario players.
Story Mode

## General

### Style

Play

**Story Mode** is a mode where you play over 100 Nintendo-made levels to earn coins to rebuild the castle. And end, you unlock the Super Hammer and the credits play.you can unlock the Superball Flower

## Story

Mario and the other toads have just finished building the castle, but Undodog "accidentally" pushes a Reset Rocket button and deletes the whole castle, so Mario and the Chief have to collect coins to rebuild it, by Mario when playing 120 Nintendo-Made levels.

## Building

These are the list of castle parts you can build:

After completing the castle, the chief will ask for coins in bunches of 1000 to build something else. That something else is a statue of builder Mario with a hammer.

## List of levels

**Taskmaster Levels**

**Undodog Levels**

**Mr. Eraser Levels**

**Partrick Levels**

**Soundfrog Levels**
Swinging Claw

The **Swinging Claw** is a Gizmo in *Super Mario Maker 2*. It'll grab anything that comes into contact with it. If it grabs the player, they can push ↔️ to build up momentum and press A to launch. If the player is below a Swinging Claw, it will release anything it's holding. It is useful for fast transportation, but the player has to be careful not to miss the jump, otherwise, they may have to start the area over.

## Usages

* As a launcher to launch the player to areas that would normally be impossible to reach.
* While on a track, to carry enemies in an inaccessible area that the player needs over to the player.
* While on a track, to carry the player around.

## Trivia

* Similar to Munchers, they have faces in New Super Mario Bros. U and Super Mario Bros. 3, but not in other game styles.
Trampoline

Appearance in Super Mario World.

The **Trampoline** is a gizmo in *Super Mario Maker 2*. Once landed on, it will bounce the player upward. If A is pressed right before the bounce, it will bounce the player even higher. They can also be picked up by the player. They can be turned sideways to bounce the player horizontally, in the opposite direction. Horizontal Trampolines cannot be picked up, since they will bounce the player away.

## Usages

* To bounce the player up to previously unreachable areas.
* (When turned sideways) To bounce the player in the other direction so they don't lose their speed while turning.
* Sideways Trampolines can be used as obstacles by propelling the player back, sometimes even into a pit.
* Sideways Trampolines' top act like ground, and will prevent Roy from emerging from them
Track

## Attributes

### Aspect

0 (↕)
4 (⤙)
2 (Others)
0 (↔)
4 (⤙)
2 (Others)
N/A (↔ or ↕)
1:1 (Others)

### Mass

↖️⬆️↗️➡️↘️⬇️↙️⬅️
N/A

### Limit

Dedicated
1,500 segmens

**Track** is a Gizmo in *Super Mario Maker 2* that provides a visible two-dimensional path for objects to move along. Each segment of Track is two units long, but because it is drawn from center to center, it spans three grid cells. There are five different types of Track:

1. **Horizontal ↔**
This segment is drawn from left to right or right to left.
2. **Vertical ↕**
This segment is drawn from top to bottom or bottom to top.
3. **Diagonal**
This segment is drawn at a 45° angle, either uphill or downhill.
4. **Curved**
There are two Curved variants of each Diagonal segment. When all four Curved variants are joined together, they form a circle of diameter 4, centered in a 5x5 box.
5. **Track Switch ⤙**
This variant form of a Horizontal or Vertical segment extends that Horizontal or Vertical segment by adding two adjoining Diagonal segments, only one of which is active at a time. The active path is selected by the current ON/OFF state.
Target: A Single Pom Pom

**Target: A Single Pom Pom** is a Story Mode level made by Mr. Eraser.

## Description

This time your target is a single Pom Pom. They probably know your coming, so expect a trap. Patitas, amigo.

## Synopsis

The player must battle a Pom Pom while on moving blocks, and be careful not to fall.

## Level Layout

* **Pre-Part:** The player is put inside a room with a ? Block containing a Super Mushroom, and a Warp Box. The player will meet the Pom Pom if they go through the Warp Box, but they should grab the Mushroom to make things easier.
* **Main Part:** The player has to battle a Pom Pom while at the same time, trying not to fall into the bottomless pits, since the Moving Blocks despawn and respawn when they have been stepped on once. After jumping on the Pom Pom 3 times, they will be defeated, giving you a Key and letting you go through the locked Warp Box.
* **Post-Part:** The player is granted with a 30-Coin as a reward, and they can reach the flagpole.

## Trivia

* This level is the first Mr. Eraser level to not have limited time.
* This is one of the first levels to be just a boss fight.
The Keymaster

## Chronology

### Next

"Banzai Bill Ambush"

**The Keymaster** is a Story Mode level made by Agent 2.

## Description

Hey, so I made a Ghost House. I'll pay anyone who can make it to the end. Here's a little hint: you'll need four Keys. ...More if you want to get the true ending. \*wink\*

## Synopsis

The player must use one of three different gizmos, a POW Block, a P Switch, and a Spring to go through pipes, complete the puzzle, and get the Keys.
The Mystery of the Haunted Manor

**The Mystery of the Haunted Manor** is a Story Mode level made by Agent 1.

## Description

Soooo... I made a Ghost House recently but I think I got in a bit over my head, because I'm kinda sorta trapped in here now. I SHOULD be able to get out, but something's strange about this place... Can someone come and get me out of here? ...ANYONE?!

## Synopsis

The player must go through a Ghost House and find the way out of it by solving puzzles.

## Level Layout

* **First Part:** The player is greeted with 3 doors, 1 of which is inaccessible as it does not have a solid beneath it. The player can't currently do much in the closest door, so they must go through the other first. In it, there are stacks of Goombuds that the must must get through. Then, the player is now given a Yoshi to ride so they can walk over the Munchers, since they can't go back the other way. The largest stack of Goombuds are blocking the way, so Yoshi must eat them. Then, a winged Muncher can propel the player up to the door so they can get out of the room. They can now go to the other room.
* **Second Part:** In the room, Yoshi can now grab the P-Switch through the wall, and the player can now press it and proceed to the previously inaccessible room. The player is now greeted with what looks like a big maze. The player must keep on pressing the P-Switches until they expire, then go through a door to reset the level and bring the P-Switch back, making it easier for the player to go through passages, since they eliminated the Blocks blocking the way. They must repeat this until they reach the top. If they go fast enough, the player can go through an optional P Warp Door and collect a 30-Coin.
* **Last Part:** The player is greeted with a room that looks exactly like the first room, although the goal is ahead. The player can now proceed to the goal.

## Enemies

* Spike Tops
* Boos
* Goombuds
* Munchers

## Trivia

* This is the first Ghost House level.
* This is the first Super Mario World level.
* This is the first puzzle level.
* The creator of the level, Agent 1, is likely a reference to Callie from the Splatoon series, who is Agent 1 of the New Squidbeak Splatoon.
Underground Coin Collecting

**Underground Coin Collecting** is a Story Mode level made by Eccentric Millionaire.

## Description

I buried some Coins in an underground room a while back, but I forgot where I buried 'em. If you can find 'em, you can keep 'em! What do I care? Coins mean nothing to me anymore...

## Synopsis

The player must go through each of 4 Doors and battle the enemies as well as collecting all of the Coins.

## Level Layout

* **Branching Part:** The player must go inside the pipe, where they are greeted with 4 Warp Doors that lead to areas which have identical layouts. The player can do them in any order. They don't have to defeat all of the enemies. They have to just collect all of the coins, and they can proceed to another room. There is a Super Star in the middle which can last for one room.
* **Bottom Door:** There are 7 coins in this room. The enemies in this room are enlarged Goombas, which often block the paths because of their height.
* **Left Door:** There are 8 coins in this room. The enemies in this room are red Koopa Troopas, which will constantly go back into pipes since they won't fall off edges and most likely distract the player.
* **Right Door:** There are 7 coins in this room. The enemies in this room are winged Ant Troopers, which most likely have to be jumped over to pass.
* **Top Door:** There are 7 coins in this room. The enemy in this room is a Pom Pom, which will most likely distract the player from collecting the coins unless defeated.
* **Last Part:** After collecting all 30 coins, the player can proceed to the flagpole.

## Trivia

* This is the first 3-star Story Mode level.
* This is the first Underground Story Mode level.
* This is the first Story Mode level to have a clear condition.
Super Mario Maker 2 Wiki

**Welcome to the Super Mario Maker 2 Wiki!**
Hello, this is the unofficial *Super Mario Maker 2* Wiki. This wiki is currently in beta, and we're currently trying to expand it. Any help would be appreciated!

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Blocking

**"Blocking"** is the eleventh episode of the first season of *Carol's Second Act* and the show's eleventh episode overall. It aired on January 9, 2020 on CBS.

## Plot

Carol pretends to be an attending doctor in order to get her patient into the ICU.

Meanwhile, Jenny and Daniel finally go on their first date, but things take an unexpected turn when they run into Dr. Frost.

## Cast

* **Patricia Heaton** as Dr. Carol Kenney
* **Kyle MacLachlan** as Dr. Stephen Frost
* **Ito Aghayere** as Dr. Maya Jacobs
* **Jean-Luc Bilodeau** as Dr. Daniel Kutcher
* **Sabrina Jalees** as Dr. Lexie Gilani
* **Lucas Neff** as Dr. Caleb Sommers
* **Ashley Tisdale** as Jenny Kenney
* **Cedric Yarbrough** as Nurse Dennis
* **Adam Rose** as Jake
* **Punam Patel** as Dr. Mehta
* **Scott Lawrence** as Dr. Darnton
* **Angela Fornero** as Meghan
* **Joy Regullano** as Amanda
* **Heather Olt** as ICU Nurse
* **Andy Bustillos** as Waiter
Tunnel to the Dark Side of the Moon

**Tunnel to the Dark Side of the Moon** is a Story Mode level made by Mischievous Mole.

## Description

I think I tunneled all the way to the other side of the moon, because everything is upside down there! It's pretty neat but kinda disorienting. If you wanna slide down a slope, you gotta tilt ↑!

## Synopsis

The player must travel between day and night to finish the course. Everything is upside down at night. The level layout is identical on both times, but everything besides terrain acts as if it is upside down.

## Level Layout

* **First Part:** The player is greeted with 2 Piranha Plants and a Buzzy Beetle. There is a 10-Coin and a ? Block with a Super Mushroom inside that the player cannot access. To access them, the player has to switch to night. Switching to night is also required to advance more into the level.
* **Second Part:** There is a Cannon and more Piranha Plants to dodge. There is a ? Block with another Super Mushroom inside that requires switching to day. Switching to day is also required to advance more into the level. There is a 10-Coin that can be collected by kicking a Buzzy Beetle Shell into some Piranha Plants.
* **Third Part:** There is another night-exclusive ? Block, although the player can progress on both day and night, with night being harder, but more rewarding. There is a second night-exclusive ? Block. There is another night-exclusive item (a 30-Coin). The player finally has to switch to day to reach the goal. If they go into the Warp Door at night instead of day, they will be greeted with a fake goal. Otherwise, the player can hit the Roulette Box and clear the course.

## Enemies

* Piranha Plants
* Buzzy Beetles
* Spike Top

## Trivia

* This is the first level to have two times of day.
Cedric Yarbrough

**Cedric Yarbrough** (March 20, 1973) is an American actor, comedian, voice artist and singer. He was born in Burnsville, Minnesota. He attended Burnsville Senior High School and went on to Minnesota State University, Mankato. He is also an alumnus of Dudley Riggs' Brave New Workshop in Minneapolis.

Yarbrough starred as Deputy S. Jones on the Comedy Central television series *Reno 911!* which ran from 2003-2009, Kenneth Clements on the ABC sitcom *Speechless* which ran from 2016-2019, and had a role as the voice of Officer Meow Meow Fuzzyface on the Netflix comedy-drama *BoJack Horseman* which ran from 2014-2018.

He also provided the voice of Tom Dubois and Colonel H. Stinkmeaner on *The Boondocks* (2005-2014) and Firestorm in the animated film *Justice League: Crisis on Two Earths* (2010).

In 2014, he had a recurring role on the Fox TV series *Rake* as Jules, and guest starred in the ABC series *The Goldbergs* from 2013-2016.

He portrays Nurse Dennis in the CBS series *Carol's Second Act*.
Super Mario World

**Super Mario World** is a style in *Super Mario Maker 2*, inspired by the *game of the same name*. All Course Themes in this style end with a Giant Gate, except for  Castle.

## Differences from previous games

### *Super Mario World*

* Snake Blocks are colored green and no longer use the Grinders' sound effect.

* The texture for the water in non-underwater levels is missing in addition to its appearance being generally updated; the water now has a clearer, translucent blue color.
* ON/OFF Switches now have a more saturated color, and their letters flash between black and white.
* Banzai Bills leave some clouds of smoke behind when they travel.
* Forest levels now have new music based on the overworld theme arranged by Koji Kondo, unlike in the original game where the original overworld music is used instead.
* P-Switches have a flashing animation.
* Luigi has a new sprite, with his head resembling his appearance from *Super Mario All-Stars + Super Mario World*, but his body resembling Mario's.
* Parachuted Goombas use their swimming sprites from *Super Mario Maker*, rather than using their front-facing sprites from the original.
* The blue Warp Pipes are brighter than in the original game.
* Red Yoshis do not hatch as Baby Yoshis and they are no longer required to be fed to grow into an adult.
* Small Mario has a new running jump sprite.
* Luigi no longer has tan skin, now sharing Mario's consistency.
* Fire Luigi has a light green hat and shirt, unlike in the original game where they are dark green.

### *Super Mario Maker*

* Points are now shown in the same font as in the original game.
* The Spiny Shell has a flatter sprite while Mario is wearing it.
* Players can now pass through the Giant Gate without having to touch the tape in order to clear a course.
* If there are more than two Yoshi Eggs and they hatch, the third Yoshi Egg will not reward the player an item.
Super Star

The **Super Star** is an item in *Super Mario Maker 2*. When collected, it will grant the player invincibility for 10 seconds, killing almost every enemy they touch. Touching another Super Star while invincible will reset the timer. It is objectively the most powerful powerup in the game, as only non-enemy objects can kill the player. In Super Mario Bros. 3 (while big), New Super Mario Bros. U, and Super Mario 3D World, the player will do a flip when they jump. However, insta-kill abilities will still kill a player in Super Star mode. These include:

* Falling into lava/poison
* Falling into a bottomless pit
* Being crushed (excluding Thwomps in the SM3DW style)
* Time running out

## Usages

* Quickly running over a bunch of spikes before the invincibility wears out.
* Quickly rushing over to an enemy with a key.
* A bonus for finding a secret.
Carol's Crush

**"Carol's Crush"** is the sixteenth episode of the first season of *Carol's Second Act* and the show's sixteenth episode overall. It aired on February 20, 2020 on CBS.

## Plot

After Carol's patient's transplant surgery is deemed a success, the interns tease her mercilessly about her obvious crush on the surgeon, Dr. Lewis.

## Cast

* **Patricia Heaton** as Dr. Carol Kenney
* **Kyle MacLachlan** as Dr. Stephen Frost
* **Ito Aghayere** as Dr. Maya Jacobs
* **Jean-Luc Bilodeau** as Dr. Daniel Kutcher
* **Sabrina Jalees** as Dr. Lexie Gilani
* **Lucas Neff** as Dr. Caleb Sommers
* **Ashley Tisdale** as Jenny Kenney
* **Cedric Yarbrough** as Nurse Dennis
* **Patrick Fabian** as Dr. Victor Lewis
* **Larry Joe Campbell** as Eddie Ryan
* **Eugene Cordero** as Greg
Episode 158: No Such Thing As A Weasel's Fridge

**No Such Thing As A Weasel's Fridge** is the 158th episode of No Such Thing As A Fish, the 2nd episode of the fourth year, and the 13th episode of 2017. It features regular presenters James Harkin, Andrew Hunter Murray, Anna Ptaszynski, and Dan Schreiber, and was recorded at the QI Offices in Covent Garden, London.

## Description

> Dan, James, Anna and Andy discuss the intricacies of Indian washing machines, ghost-hunting in GCHQ and why ferret racing is such a snooze-fest.
>
>

## Facts

* Sometimes racing ferrets fall asleep halfway along the course. (Murray)
* According to Venezuelan law, 90% of wheat must be made into loaves of bread rather than cakes or pastries. (Harkin)
* GCHQ has an internal ghost-hunting club. (Ptaszynski)
* There are now washing machines in India that have a button specifically for curry stains. (Schreiber)

## Trivia

* John Mitchinson has a pet ferret.
* Harkin also mentions the laws about the weight of bread loaves in Britain in TBA.
* Schreiber mentions his documentary, The Great UFO Conspiracy.
Ithla Forest

**Population**

Along the riverbanks of the mighty Athla River the Forest of Ithla stands strong. Even though there have been settlements in the area since before the Blood Rayne, the forest remains sizeable and provides ample of game and timber for the local populace.

There is a darkness over the forest, however, and the locals of Luathni claim that a Weaver lives in the forest in an ancient elven tower. They say that hunters that traverse the forest always return grim and with a dark look in their eyes, that they never travel far underneath its branches. The locals say that of those that travel far into the forest, many loose their way and never leave the forest. A few are said to have escaped the trees, a few have claimed to have seen the tower in the middle of the forest. There are even some that say that the forest itself is alive, and that not even Dikenvar and Meredar are powerful enough to escape its net.

In general, the locals advice travelers to stay clear of Ithla, for she is ever hungry.

Ithla holds many secrets, as well as many dangerous creatures and entering the inner parts of the forest is as mystical process as exiting it is. The forest is tended by the Weaver Ayuella of the Shadowkeepers, a rather beautiful woman who maintains the multiple wards throughout the forest and its borders. According to her, several old Dread Lords are being kept in the forest, locked away since the ancient days. The only truly safe spot known is her sanctum in a clearing deep in the forest, where she lives in a crumbled castle.
Ultheles Wiki

**Welcome to the Ultheles Wiki!**
This is dedicated to the Ultheles setting for Dungeons and Dragons 5e. Most rules that apply to 5e will also apply in Ultheles, but there are a number of thematic restrictions, in particular concerning the various races. There are also some restrictions concerning origins regarding sorcerers, wizards, warlocks and the like. Magic is, for example, highly managed by the Whispering Halls, which may apply over time. Here's a brief directory:

Introduction

Religions of Ultheles

Races of Ultheles

The Nexus and Magic in Ultheles

The Aiedonian Empire

Earedh

Haulthenn

Aellkouar

Guthandom

Laithdom

History:

The Wars of Dominion

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* Getting Started
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* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!
Luathni

**Location**
 **Religion** | The Allfather, minorities of Shadeites

The village Luathni lies about four days march from Ashenridge Castle along the main trade route toward Thaerdon and Lakewatch, branching off the trade route that connects Ilsgaer with the Steel Mountains. The Village serves as a major resting stop for trade caravans carrying goods imported to Ilsgaer into the north-western parts of Iedon and into southern Thaerdon, as well as grain supply and Earedhian goods being transported south to be traded into the Shattered Sea. The village rests not far from Lake Athna, fed by an offshoot from the mighty river Athla.

Luathni consists of a few hundred people, most of whom are farmers and craftsmen, but there are also a decent-sized Inn with a connected tavern, the Wanderer’s Hearth. The village is run by a local Noi’a (a mayor of sorts) that conduct most of the trade for the area. The village doesn’t have its own chapter of Black Cloaks, but is rather serviced by the central forces of the Ba’at at Ashenridge Castle. The village’s protection is also secured by the patrols of the Riedhons overlapping the area. In cases of crisis, Luathni villagers are to retreat to Ashenridge Castle, but the Noi’a also has a more secure “villa” including a tower that is rather easy for the villagers to defend.

Luathni is an old village, and settlements in the area predate the Wars of Dominion, in fact its very name is of Elven origin. Due to this, Luathni is considered a site of great archaeological significance and many trinkets from throughout Ultheles history has been found here. The first to excavate the site following the Wars of Liberation were the Kourans, but the Empire has also showed interest in the area following its conquest. In general, the yields from the site has been of limited practical use, which is why many projects have been cancelled and written off as a loss, but every ten years or so a trade house or university manages to secure funding to continue the exploration of the site.
Duarthe Daerclaw

**Age**
 **Tribe**

Duarthe is a man in his early 40s, handsome and charming with an intense aura. Duarthe is well-known throughout the Empire for having had one of the single most impressive careers in recorded history. Duarthe’s story starts as a no-name noble from some minor island and has taken him to the highest pinnacle a minor noble could ask for as the Ruler of the most prosperous Province in the entire Empire.

Duarthe is known as a skilled trader, efficient administrator and popular Ruler, having brought ever greater prosperity to Ilsgaer and Iedon in general. His voice is rough and collected but commands the attention of his listeners by his sheer intensity.

Duarthe has always surrounded himself with skilled aides, and throughout his entire career he has been accompanied by Manuldon Redfield, who is respected and feared in his own right. While some unsavory rumors have circulated about both men, no serious dissent or dishonor has ever surfaced concerning either man.
Haulthenn

The Federal Council
 **Capitol**
 **Organization**
 **Location**
 **Population**

Of all the countries that humans have organized themselves in on Ultheles, Haulthenn is by far the most varied and one of the youngest. That being said, arguably Haulthenn houses the oldest human settlements belonging to the Civilized Tribes in all of Ultheles.

In the reaches of Othelorn, along the desert, jungles and highlands all manner of different human nations have battled, grown and petered off. What this has created is mismatched pattern of cultures, nations, and peoples that span the entire continent of Othelorn. Many attempts have been made to unify and consolidate the continent since the Liberation Period, but most have proven unsuccessful. First to attempt this were Aellkouar, who slowly attempted to convert the various cities along the Shattered Sea into a cohesive unit. These attempts were cut short, as revolts on the continent ensued following the Third Aiedonian March liberated large parts of predominantly Southern Othelorn, but also parts along the shores of the Shattered Sea. Sporadic attempts by Othelornians followed, but most fell apart. The first semi-successful attempt was under the Egranic Queen Tiarna Silvertounge, who managed to unite significant portions of eastern Othelorn into Haulthenn. She, in turn, centered her government in the wealthy port town Cwhum Dhinas.

Unfortunately, the beginnings of this unification eventually invited Aiedonian attention, and Emperor Jaerwun the Glorious lead the Fourth Aiedonian March into Othelorn, conquering Haulthenn and taking Cwhum Dhinas. The siege would, unfortunately, claim Jaerwun's life and the Aiedonians in turn renamed the city King Mound.

The Aiedonians would subsequently lead many raids and campaigns into Southern Othelorn, some of which would be successful, while some would meet staunch resistance from whichever group held the South at that time, whether it was Kothenon, Othelon, or the Starspeakers. Finally, during the Great Ashen War, Aiedon's Othelornian possessions would fall into Edhelmire of House Ashenburne as her inheritance. At the end of the Great Ashen War, Haulthenn would have successfully claimed independence from the Empire, and Queen Edhelmire and King Cynwrig Spearshaker would start a new line of House Ashenburne in Haulthenn. To this day, their descendants reign in Cwhum Dhinas and still represent one of the strongest factions in Haulthenn.

In truth, there are as many rulers in Haulthenn as there are cities and warlords. The only true centralized governance in Othelorn is the Electoral College and the Federal Council, which serve to elect the "Monarch" of Haulthenn. This Monarch holds little power, and the central governing bodies are only really effective at connecting different factions across geographical borders, and disputes about territories and rights of possession are commonplace. In fact, many warriors win their name, fame and fortune as mercenaries in these conflicts. As few of these conflicts actually lead to battle, this area is one of the safest for mercenaries to practice their trade, if you discount the raids.