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.
- Note the map's level number, its trailing X and your current character
- Open the relevant solution below and check the starting platform and first landing point before anything else
- 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
Wide tables scroll horizontally.
| Reason you are stuck | Required grade or state | Where to return | Exception |
|---|---|---|---|
| Boss unavailable in Chapters 1-5 | Clear 17 of the chapter's 20 normal Light levels | Choose an uncleared Light level | Do not count repeat clears or collectibles toward the 17 levels |
| Cannot advance to the next chapter | Clear the current Light boss | The map's boss entrance | A+ grades and complete collection are not prerequisites |
| Corresponding Dark level unavailable | Clear that Light level with A+ within the target time | Light level with the same number | A first normal clear and A+ are different |
| Normal boss of The End unavailable | Clear all five Light levels in that chapter | Uncleared levels among 6-1 through 6-5 | Do not apply the previous chapters' 17/20 rule |
| Dark final battle unavailable | Complete the Light final battle and clear 85 normal Dark levels in total | Accessible Dark levels | You do not need A+ on every Dark level |
| Want to enter a new Warp Zone | Reach the hidden entrance inside a level | The corresponding original level | Distinguish first reaching the entrance from clearing its three internal stages |
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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.
Wide tables scroll horizontally.
| World or scene | Access requirement | Example action | Clear check and recovery |
|---|---|---|---|
| 1-2 Upward〜1-3 The Gap | Normal progression immediately after starting | Practise touching and jumping off walls, then cross a gap with a running jump | If you fall short, check run-up and hold duration separately |
| 1-9 Safety Third | Normal Forest levels | Identify your next contact point before touching a crumbling wall. Keep moving up rather than staying on the wall | Retry to restore platforms lost through crumbling |
| Lil' Slugger / chase | 17 Forest Light levels | Run over obstacles and leave the upper section early if caught on crumbling walls. Wait in the upper-right recess at the end | Do not turn back to attack the pursuer; confirm the finishing sequence |
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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.
Wide tables scroll horizontally.
| Scene landmark | Starting position and danger | Action order | Completion check and recovery |
|---|---|---|---|
| 2-2 One Down / needle-lined walls | Vertical wall without needles | Slide down the wall and change direction at each gap. Choose the next wall to touch rather than taking a long free fall | If you land on needles before reaching ground, leave the wall one section higher |
| 2-4 Blew / updraft | The fan beneath the wind and your falling speed | Jump from a platform and enter the wind while rising. Once lifted, steer toward the exit | Do not expect the same result from dropping rapidly into it |
| 2-16 Synj / cycling lasers | Recess beyond the beam's reach | Cross a section while the beam is off, then wait in a recess before entering the next beam line | Separate moving from waiting. Use the visible beam rather than a fixed time |
| C.H.A.D. / special vertical battle | Spawn position, keys and rising blood level | Open the ceiling with a key and climb. Continue after the middle key; at the top, connect the right key to the left key | Three sections and four keys. Watch vertical leaps and horizontal movement before approaching a key |
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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.
Wide tables scroll horizontally.
| Scene landmark | First danger | Action order | Completion check and recovery |
|---|---|---|---|
| 3-3 Push / horizontal conveyor | Salt piles and rightward flow | Move right to take the key, then return left along the opened route | The return goes against the conveyor. Do not use the same takeoff as on the outward trip |
| 3-5 Uptown / vertical conveyors | Blades above where you are carried | Touch the lower part of the wall to be lifted, then check the next wall | If you leave with too little height, lower the point where you first make contact |
| 3-17 Rustic / upper and lower keys | Side launchers and breakable walls | From the center, go to the upper key, then the lower key, then back to the upper exit | Do not erode a wall you need on the return for too long |
| Brownie / special upward escape | Salt rising from below | Link walls and platforms to climb. Wall-jump into narrow openings and reach the right side at the top | Prioritize reaching the exit alive over always staying ahead of your opponent |
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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.
Wide tables scroll horizontally.
| Scene landmark | Safe starting position | Action order | Adjustment after failure |
|---|---|---|---|
| 4-9 Deceiver / paired teleport entrances | Before the first entrance | Distinguish entrances needing a running jump from those entered straight downward. Align your direction with the platform beyond the exit | If momentum carries you into lava, change the angle of entry |
| 4-12 Big Brother / tracking beam | A position screened by a wall | Approach the key counterclockwise, then move to the next cover when the beam faces the wall. Check your direction around the room on the return | Do not try to pass by crossing the beam |
| 4-18 Boris / moving platform and projectiles | On the moving platform | Watch incoming fire, jump to the right wall, then return after debris passes. Keep a landing point for the next vertical movement too | Do not jump toward a platform's former height after it has descended |
| Little Horn / special fist-attack battle | Use the right platform as your reference | Jump over horizontal sweeps and keep the center clear when the head drops. After falling objects, fists go outer left, outer right, inner left, inner right | Four 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 |
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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.
Wide tables scroll horizontally.
| Scene landmark | Starting position and danger | Action order | Clear check and recovery |
|---|---|---|---|
| 5-3 Ripe Decay / repelling orbs | Which side of the orb's center you enter | Use the platform between them, approach the right orb with upward momentum and move onto the building on the right | If pushed the wrong way, adjust where you touch the orb |
| 5-5 Panic Switch / disappearing floor | Ceilings and a bridge that change when switches are pressed | Open 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 blades | Collecting requires a different order. Keep it separate from a normal-clear attempt |
| 5-20 Judgment / pursuing copies | Pursuers and crumbling ground | Lure them to one side to make space, then take the open side. Change your landing point to match their jumps | Practise reaching the normal exit before dropping to the bottom for a collectible |
| Larries Lament / blades on both sides | Where enemies emerge from the ground and the small projectiles | Climb the side platforms and lure jumping pursuers into the blades. Land somewhere that keeps you out of contact with the blades | Continue until all three are dealt with. Avoid flying debris after the first one too |
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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.
Wide tables scroll horizontally.
| Level | What to look at first | Action order | Check after failure |
|---|---|---|---|
| 6-1 The Pit | Key order beginning at the lower right | Lower-right key, middle-left key, then move to the upper right | Check the opened route and next key before crossing to the opposite side |
| 6-2 Schism | Lower island and vertical walls | Descend from the left, jump right from below and climb the wall. Take the key and climb back along the return route | Look for the next wall before falling; do not force a mid-fall direction change |
| 6-3 Echoes | After a rotating blade passes | Take the key in the right building, then go to the upper building and farther right. Enter and leave after the blade passes | Even when waiting where you took a key, recheck that you are outside the blade's path |
| 6-4 Gently | Pendulum blades and room corners | Use places where you can pass beneath a blade and corners where you can wait, then connect to the later platforms | Do not begin the next run before reaching the corner |
| 6-5 Omega | Blades protruding from walls | Distinguish small kicks back toward the wall from kicks outward with restrained directional input | Avoid repeated button presses at the end too; check the safe surface of the next wall |
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Solution 08
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Solution 08: The Normal Final Sequence and Beyond
Wide tables scroll horizontally.
| Scene | Action cue | Corresponding action | Completion check and recovery |
|---|---|---|---|
| Light Dr. Fetus / chase | Moving blades and incoming projectiles | Move between the blades and climb the wall when they stop. Do not simply run right and overtake the blades ahead | Do not jump into a projectile's collision area even at the instant it disappears |
| Final room | Ceiling switches and an opening recess | Touch the upper switch, enter the opened recess and press the next switch | Confirm the scene changes, then begin the escape |
| Escape after the rescue | Return platforms and blades | Stay calm, check one landing point at a time and return to the exit | Do not assume this escape requires rushing against a time limit |
| Additional chapter, The Cotton Alley | Chapter opened after the normal ending | Start it as a separate challenge using Bandage Girl | Do not mix it with Chapter 6's five levels required for a normal clear |
| Dark final battle | Light final battle completed and 85 normal Dark levels cleared | Even if the route resembles Light, it has more blades. Check whether earlier waiting spots remain safe | Treat it as a separate route after the normal ending |
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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.