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Super Mario Bros. · NES walkthrough

World 4

Lakitu, the second Warp Zone, balance lifts, and the first looping castle maze. Four stages. Previous and next stage links sit under each area.

World 4-1

Overworld Timer 400

Reach the flagpole while Lakitu throws Spinies.

How to progress

  1. Lakitu follows you and drops Spiny eggs. Stomp Lakitu from a high ? block when you can; Spinies are safer to jump over than to linger near.
  2. A pipe leads to a coin room (optional).
  3. Flagpole.

Hazards that matter

Notes

World 4-2

Underground Timer 400

Exit to the flagpole, or take one of two intended Warp Zones.

How to progress

  1. Underground again. Super Mario can break bricks for headroom.
  2. Warp to Worlds 6, 7, or 8 (vine): near the start, reveal hidden blocks as steps to a beanstalk brick. Climb. The sky room’s pipes skip far ahead. Details on the Warp Zones page.
  3. Warp to World 5 (ceiling): like 1-2, ride lifts to the ceiling and run right into a single-pipe Warp Zone to World 5.
  4. Otherwise take the exit pipe to the flagpole.

Hazards that matter

Notes

World 4-2 Warp Zones — World 5 (ceiling), Worlds 6, 7, and 8 (vine).

World 4-3

Athletic / treetops Timer 300

Cross mushroom platforms and balance lifts to the flagpole.

How to progress

  1. Kick Troopas off small mushroom platforms before they pin you.
  2. Study balance-lift motion, then jump when both sides are even.
  3. Flagpole. Coin-complete here is a documented condition for a later hidden 1-Up in World 5-1.

Hazards that matter

World 4-4

Castle maze Timer 400

Take the correct hallway pair, then the axe. Wrong paths loop.

How to progress

  1. This castle loops if you take the wrong height.
  2. First hallway: take the upper path. The lower hall sends you back.
  3. Second hallway: take the lower path. Middle/upper here loop.
  4. Impostor + axe. There is no lift over this fight — jump over, run under, or use fireballs.

Hazards that matter

Notes

← All 32 stages · Hub · Warp Zones