In Decalburg, a Toad tells us that there's a legend of a staff resting in Sandshifter Ruins. Let's see if the legend is true! The first area has Pokeys, a Sombrero Guy, and Spikes throwing spike balls. At the end of the area is a Heart Block and stairs leading down.
The stairs lead to a 2D underground area. The rising pillars of quicksand lead outside to the first area. The planks of wood that allow you to cross over the gaps will fall after you step on them. There's a door to the bottom left which leads into a room with coffins and a Dry Bones. One of the item blocks has three Hammer stickers: Baahammer, Burnhammer, and Chillhammer. We open the coffin and find what looks like a mummy. In the left coffin, it's actually a 10-Coin. The middle left one has a heart. The middle right one has a Sombrero Guy. The right one has a POW Block. There is a door to the right that leads to a room with more enemies and stickers. The door leads to another room with coffins. The left one has a Hopslipper, the middle left has a heart, the middle right has an HP-Up Heart, and the right has an Eekhammer. The item block in the middle of the room has an invisible block under it on the floor so you can reach it. The door leads back to the 2D maze.
A door to the lower right leads to a room with Bowser tape on the wall. There are invisible blocks below it so we can peel the tape. There's a Frog Suit and other stickers behind the wall. Up the stairs is a drawing of a door. The Secret Door leads to the Lighter. The path leads back to the maze, where our only option is to take the pillar of sand outside. Once back in the maze, I go to the right and through a door on the second lower level. It leads to a room with coffins. The right one has a Dry Bones and the middle right has a heart and leads somewhere. It leads to a small room where we find the Magnifying Glass. This must be the staff Toad was talking about. Towards the left side of the maze, there's a steep drop. This leads to the Jackhammer. The sand pillar takes us outside again. There's a door at the bottom guarded by a Hammer Bro. There's a room with coffins and spikes. One of the coffins has something skinnier than the "mummies" wrapped up. It's the Bat. We can reach the other side of the spikes by climbing over the coffins. The next room is filled with quicksand and Dry Bones will drop in overhead. Fortunately, at the end is a comet piece. This opens the path to 2-5. I think there's something in a door we missed in the maze.
I made it down to the middle door by taking the following falls of sand: right, right, left, left. The door leads to a room with stairs, spikes, and stickers. The comet piece is at the top, but we can't quite reach it. The coffin at the top has a Dry Bones. Drop down on the left side to find a passage in a coffin. It leads to the right side of the room. Drop down the other coffin to a part with three coffins. The left one has a passage, the middle has POW Block, and the right has a Dry Bones. The passage leads up and to the left, near the coffin with the first passage. Go to the right, behind the wall, to drop down. Something's coming out of the other coffin. There's lots of sand, which moves the comet piece to where we can reach it and safely covers up some of the spikes. If you want the other item block, paperize and place a sticker you don't want in the red box. This will make an item block appear so you can reach the top of the item block. Jump to get the Flashy Clone Jump in an invisible block overhead. The block you're standing on has a Shiny Jump. We get the comet piece, which opens the path to 2-4.
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