Super Meat Boy Walkthrough: Worlds, Difficult Sections and Progression Requirements

Review major sticking points in the normal game by level landmarks, starting position, movement order and landing points. Progression requirements and special scenes are covered step by step in collapsed solutions.

Edition: Normal main game of the original PC Steam app 40800 (Windows). Focuses on Meat Boy's standard controls and uses Steam collectible and character requirements. Forever, 3D, the Flash version, mods and console-specific requirements are treated separately.

Verification scope: Public sources compared on 2026-10-04. The game has not been launched; the current build number, frame counts and reproduction times have not been verified.

Sources checked: 2026-10-04

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Match the level number, world and character

This covers major sticking points in the normal game, not guaranteed fastest routes or A+ times for every level. Even with the same level name, Light/Dark versions and different characters call for different inputs.

  1. Note the map's level number, its trailing X and your current character
  2. Open the relevant solution below and check the starting platform and first landing point before anything else
  3. Complete the movement sequence before attempting a time grade

Open only your current section if you want to avoid later worlds and special battles.

Solution 01

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Solution 01: Normal Progression and Entrances to Other Challenges

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Solution 01: Normal Progression and Entrances to Other Challenges: 6 entries
Reason you are stuckRequired grade or stateWhere to returnException
Boss unavailable in Chapters 1-5Clear 17 of the chapter's 20 normal Light levelsChoose an uncleared Light levelDo not count repeat clears or collectibles toward the 17 levels
Cannot advance to the next chapterClear the current Light bossThe map's boss entranceA+ grades and complete collection are not prerequisites
Corresponding Dark level unavailableClear that Light level with A+ within the target timeLight level with the same numberA first normal clear and A+ are different
Normal boss of The End unavailableClear all five Light levels in that chapterUncleared levels among 6-1 through 6-5Do not apply the previous chapters' 17/20 rule
Dark final battle unavailableComplete the Light final battle and clear 85 normal Dark levels in totalAccessible Dark levelsYou do not need A+ on every Dark level
Want to enter a new Warp ZoneReach the hidden entrance inside a levelThe corresponding original levelDistinguish first reaching the entrance from clearing its three internal stages

The main order is The Forest, The Hospital, The Salt Factory, Hell, Rapture and The End. The Cotton Alley, available after the normal ending, is treated as an additional section.

Solution 02

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Solution 02: The First World

Chapter 1: The Forest. Learn wall jumps, running and crumbling platforms one at a time.

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Solution 02: The First World: 3 entries
World or sceneAccess requirementExample actionClear check and recovery
1-2 Upward〜1-3 The GapNormal progression immediately after startingPractise touching and jumping off walls, then cross a gap with a running jumpIf you fall short, check run-up and hold duration separately
1-9 Safety ThirdNormal Forest levelsIdentify your next contact point before touching a crumbling wall. Keep moving up rather than staying on the wallRetry to restore platforms lost through crumbling
Lil' Slugger / chase17 Forest Light levelsRun over obstacles and leave the upper section early if caught on crumbling walls. Wait in the upper-right recess at the endDo not turn back to attack the pursuer; confirm the finishing sequence

Solution 03

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Solution 03: The Next World

Chapter 2: The Hospital. Around needles, wind and lasers, decide where you can land safely first.

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Solution 03: The Next World: 4 entries
Scene landmarkStarting position and dangerAction orderCompletion check and recovery
2-2 One Down / needle-lined wallsVertical wall without needlesSlide down the wall and change direction at each gap. Choose the next wall to touch rather than taking a long free fallIf you land on needles before reaching ground, leave the wall one section higher
2-4 Blew / updraftThe fan beneath the wind and your falling speedJump from a platform and enter the wind while rising. Once lifted, steer toward the exitDo not expect the same result from dropping rapidly into it
2-16 Synj / cycling lasersRecess beyond the beam's reachCross a section while the beam is off, then wait in a recess before entering the next beam lineSeparate moving from waiting. Use the visible beam rather than a fixed time
C.H.A.D. / special vertical battleSpawn position, keys and rising blood levelOpen the ceiling with a key and climb. Continue after the middle key; at the top, connect the right key to the left keyThree sections and four keys. Watch vertical leaps and horizontal movement before approaching a key

Solution 04

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Solution 04: The Factory World

Chapter 3: The Salt Factory. Conveyors move you differently depending on whether they are floors or walls.

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Solution 04: The Factory World: 4 entries
Scene landmarkFirst dangerAction orderCompletion check and recovery
3-3 Push / horizontal conveyorSalt piles and rightward flowMove right to take the key, then return left along the opened routeThe return goes against the conveyor. Do not use the same takeoff as on the outward trip
3-5 Uptown / vertical conveyorsBlades above where you are carriedTouch the lower part of the wall to be lifted, then check the next wallIf you leave with too little height, lower the point where you first make contact
3-17 Rustic / upper and lower keysSide launchers and breakable wallsFrom the center, go to the upper key, then the lower key, then back to the upper exitDo not erode a wall you need on the return for too long
Brownie / special upward escapeSalt rising from belowLink walls and platforms to climb. Wall-jump into narrow openings and reach the right side at the topPrioritize reaching the exit alive over always staying ahead of your opponent

Solution 05

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Solution 05: A World of Teleports and Tracking Beams

Chapter 4: Hell. Teleports preserve your entry direction and momentum, so do not run in while looking only at the exit.

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Solution 05: A World of Teleports and Tracking Beams: 4 entries
Scene landmarkSafe starting positionAction orderAdjustment after failure
4-9 Deceiver / paired teleport entrancesBefore the first entranceDistinguish entrances needing a running jump from those entered straight downward. Align your direction with the platform beyond the exitIf momentum carries you into lava, change the angle of entry
4-12 Big Brother / tracking beamA position screened by a wallApproach the key counterclockwise, then move to the next cover when the beam faces the wall. Check your direction around the room on the returnDo not try to pass by crossing the beam
4-18 Boris / moving platform and projectilesOn the moving platformWatch incoming fire, jump to the right wall, then return after debris passes. Keep a landing point for the next vertical movement tooDo not jump toward a platform's former height after it has descended
Little Horn / special fist-attack battleUse the right platform as your referenceJump over horizontal sweeps and keep the center clear when the head drops. After falling objects, fists go outer left, outer right, inner left, inner rightFour strikes follow the first headbutt; the final phase repeats that same four-strike sequence twice. Learn the next move after the point where you failed

The detailed fixed Little Horn pattern relies mainly on the Wiki source family. Respond to fist movement and landing positions rather than musical beats or fixed seconds.

Solution 06

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Solution 06: The Later World

Chapter 5: Rapture. Repelling orbs, switches and pursuers appear together.

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Solution 06: The Later World: 4 entries
Scene landmarkStarting position and dangerAction orderClear check and recovery
5-3 Ripe Decay / repelling orbsWhich side of the orb's center you enterUse the platform between them, approach the right orb with upward momentum and move onto the building on the rightIf pushed the wrong way, adjust where you touch the orb
5-5 Panic Switch / disappearing floorCeilings and a bridge that change when switches are pressedOpen the first ceiling, the ceiling by the wall and the bridge in order; cross before the bridge disappears. After the last ceiling switch, descend between the bladesCollecting requires a different order. Keep it separate from a normal-clear attempt
5-20 Judgment / pursuing copiesPursuers and crumbling groundLure them to one side to make space, then take the open side. Change your landing point to match their jumpsPractise reaching the normal exit before dropping to the bottom for a collectible
Larries Lament / blades on both sidesWhere enemies emerge from the ground and the small projectilesClimb the side platforms and lure jumping pursuers into the blades. Land somewhere that keeps you out of contact with the bladesContinue until all three are dealt with. Avoid flying debris after the first one too

Solution 07

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Solution 07: The Five Normal Late-Game Levels

Chapter 6: The End uses Meat Boy. You cannot plan to switch to a character with extra jumps to get through.

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Solution 07: The Five Normal Late-Game Levels: 5 entries
LevelWhat to look at firstAction orderCheck after failure
6-1 The PitKey order beginning at the lower rightLower-right key, middle-left key, then move to the upper rightCheck the opened route and next key before crossing to the opposite side
6-2 SchismLower island and vertical wallsDescend from the left, jump right from below and climb the wall. Take the key and climb back along the return routeLook for the next wall before falling; do not force a mid-fall direction change
6-3 EchoesAfter a rotating blade passesTake the key in the right building, then go to the upper building and farther right. Enter and leave after the blade passesEven when waiting where you took a key, recheck that you are outside the blade's path
6-4 GentlyPendulum blades and room cornersUse places where you can pass beneath a blade and corners where you can wait, then connect to the later platformsDo not begin the next run before reaching the corner
6-5 OmegaBlades protruding from wallsDistinguish small kicks back toward the wall from kicks outward with restrained directional inputAvoid repeated button presses at the end too; check the safe surface of the next wall

Solution 08

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Solution 08: The Normal Final Sequence and Beyond

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Solution 08: The Normal Final Sequence and Beyond: 5 entries
SceneAction cueCorresponding actionCompletion check and recovery
Light Dr. Fetus / chaseMoving blades and incoming projectilesMove between the blades and climb the wall when they stop. Do not simply run right and overtake the blades aheadDo not jump into a projectile's collision area even at the instant it disappears
Final roomCeiling switches and an opening recessTouch the upper switch, enter the opened recess and press the next switchConfirm the scene changes, then begin the escape
Escape after the rescueReturn platforms and bladesStay calm, check one landing point at a time and return to the exitDo not assume this escape requires rushing against a time limit
Additional chapter, The Cotton AlleyChapter opened after the normal endingStart it as a separate challenge using Bandage GirlDo not mix it with Chapter 6's five levels required for a normal clear
Dark final battleLight final battle completed and 85 normal Dark levels clearedEven if the route resembles Light, it has more blades. Check whether earlier waiting spots remain safeTreat it as a separate route after the normal ending

Frequently asked questions

A boss or next destination does not appear

Check your current world and mode. Normal clear count, time grades and collectible count are separate. Solution 01 lets you check only the entrance requirement that applies.

Do I need to clear every level in order?

Requirements differ by world. Practise available levels and check solution 01 for required counts and exceptions.

I cannot change characters like in the video

Some scenes specify the character you control. Do not apply abilities available in normal levels to every boss or special section.

The listed level has a different layout when I arrive

Check the X suffix, Light/Dark display and whether this is the original or another game. Prioritize matching the level name and terrain over comparing copied A+ target times.

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