The Phantom Trollbooth

The Phantom Trollbooth is a troll level by Defender.

Walkthrough
The level starts with some arrows weirdly placed around the start arrow sign post marker. Then, there is some platforming with note blocks as stairs go up, though the last one is high enough to throw Mario above a semisolid. Then, Mario needs to head down some donuts to a pipe to activate a P Switch, then quickly go back up to get a mystery mushroom from the top. Mario then needs to escort a second mystery mushroom down the next part, as a skewer hits up to a one-way. Mario needs to hide behind the one-way after damage boosting through 2 saws, and jump up to CP1. Mario then needs to die.

After CP1, there is a pipe that leads to a tall shaft with a door at the bottom. Through the door is a choice to hold left or right, left leading back to CP1 and killing the player when they go through the pipe, though right leads directly into a spike, the original case of forghetti. An upward pipe can then be entered, and in the next room the pipe can be re-entered, leading to the right side of the previous room. None of the pipes work, so the only option is to die to the spike. Instead, Mario needs to head to the very left of the room. Then, Mario needs to go over some launchers by breaking the blocks above them with a Clown Car, hit a POW, then hit a P Switch, though if Mario doesn't quickly grab the upper part of the vine above it, he will get crushed by the launchers. At the end of the room is a pipe that leads to an empty room with CP2 in the middle, and running at the floor activates a P Switch that turns the floor into shiny yet deadly coins.

A Clown Car can be taken from a hidden block, and flown back up through the entrance, where the right wall breaks. Another costume can be taken, though if it is not taken from above Mario will die to a Goomba. The next room has the goal, though it is unreachable, and another door that can be used, and a pipe that leads to a twice twice of the room directly after CP1, though this time right needs to be held, not left. That other door in the previous room leads to another door, all in the words spelling "SURREALIST TROLL PUZZLE." The next actual room has a Z section, and a cubby trap that looks innocent, except the one-way is covered by the entrance and exit doors. Once the Z is done out of a boot, another boot can be taken, though entering it destroys the boot and gives Mario a key, and a wall can be blown up from entering the opposite cubby, where a third boot can be obtained and used to Z back to the entrance, where a keydoor can be used to exit. The room after that has a door with a Muncher that can be killed, though that door leads back to before CP1, which was an unusable door before. There is a pipe after running through some halls, which leads to another pipe, and a fake back-to-CP1. Going back through the pipe, there is another pipe that does nothing, and a hint to go into another pipe from the beginning of the room. However, when Mario runs to jump toward that other pipe, he grabs the top of the flagpole, which was hidden with some vines.