Super Meat Boy guide for Steam By Robert Bevill, AKA Big Bob Contact: [email protected] Steam Username: ImBigBob Hello there! I'm Robert, and this is my guide for Super Meat Boy, currently available on Steam and Xbox 360. This guide is for the Steam version, though I'm not 100% sure of the differences in the two games, aside from what characters are unlockable. SMB is my personal Game of the Year for 2010, and I've decided to write this guide for the game not only to help people (mostly with Bandage/Warp Zone locations), but to leave my own mark on the game. Basically, it's my way of thanking the developer for making such a kick-ass platformer. For now, I only have the light world covered. With enough support, I'll keep updating the guide. Next up: The characters! ------------------------------------------------------------------------------ Character List: Meat Boy: -Meat Boy Meat Boy is a boy made entirely out of Meat. He's in the title, so naturally he's the main character. Meat Boy is super fast, super slippery, and have awesome jumps. He's easily the most mobile character in the game, and more importantly, the levels were designed to be played by him. In this guide I'm assuming you're using Meat Boy throughout the main story, so any tactics I give will be geared towards him. If there's a Bandage Meat Boy can't quite get, I'll suggest an alternate character. Tofu Boy: -Super Tofu Boy On the character select screen, if you type "petaphile", you'll hear the announcer yell "PUSH THE BUTTON!" Then when you select Meat Boy, you'll unlock his PETA-inspired counterpart, Tofu Boy! And...Tofu Boy is total crap. He can't run, and he can barely jump. Vegetarians are a bunch of wimps, aren't they? Also you get an achievement for it. Commander Video (1-12 Warp Zone): -Bit.Trip.Runner Bit.Trip.Runner's a great indie game for WiiWare, I would highly recommend you download it. Anyway, CV is a lot slower and heavier than Meat Boy, but his unique ability is to float in the air by holding the jump button. Still, aside from a few areas in the game that I'll highlight in the guide, CV isn't that great. Jill (2-8 Warp Zone): -Mighty Jill-Off Haven't played Mighty Jill-Off, so I dunno about her character, but her specialty is to slowly descend in the air by repeatedly mashing the space bar. A little floaty, but she's alright. Ogmo (3-16 Warp Zone): -Jumper When I first saw this guy I thought he was just bizarro Meat Boy. Considering the game labels him a "rip-off", that's not so far-fetched. Ogmo's great because he has a small second jump. Those two jumps make him amazing for getting through some levels, but his standard jump is too wimpy compared to Meat Boy. Ogmo's got his uses. Flywrench (4-18 Warp Zone): -Flywrench Haven't played Flywrench, but this dude handles so weirdly. He's got several tiny jumps, and the basically just slides up walls when you're wall jumping. My friends like him, but I'm not a fan. The Kid (5-7 Warp Zone): -I Wanna Be The Guy As someone who's actually beaten I Wanna Be The Guy, I can vouch for The Kid's awesomeness. Super Meat Boy is nothing compared to that game. Though to be fair, SMB is also a much better game than IWBTG. The Kid's main ability is his double jump, which is far superior to Ogmo's. The Kid's still a little slow compared to Meat Boy, but he's the best choice for when you're going for 100% completion. Headcrab (Bandage x10): -Half-Life Yeah yeah, we all know about Headcrabs. In SMB, they'll stick to walls if you hold down the run button. Josef (Bandage x30): -Machinarium Played a bit of Machinarium, not really my thing. Josef can float a bit with his second jump, but I like other characters more. 8-Bit Meat Boy (Bandage X40): -Super Meat Boy Just a retro recoloring of Meat Boy. He handles exactly the same. Naija (Bandage x50): -Aquaria Haven't actually used her yet. Runman (Bandage x70): I'm not even sure what game this guy is from. Captain Viridian (Bandage x90): -VVVVVV Haven't unlocked him yet. But if he can flip gravity like he does in VVVVVV, he'll be awesome. Steve (Bandage x100): -Minecraft I'm not a huge fan of sandbox-style games, so Minecraft's not my thing. But Steve is broken since he can put down blocks wherever he wants. Still, that's because he's the last character you'll unlock, so naturally he's overpowered, since you can't use him to get anything else. ------------------------------------------------------------------------------ Level List (with Bandage and Warp Zone locations) Chapter 1: The Forest (Light World) -1: |> -_- |> 1-1: Hello World 1-2: Upward 1-3: The Gap 1-4: Nutshell (BANDAGE) 1-5: Holy Mountain (WARP ZONE) 1-5 Warp Zone: [Sky Pup] (BANDAGE X2) 1-6: Bladecatcher 1-7: Diverge (BANDAGE) 1-8: The Bit 1-9: Safety Third (BANDAGE) 1-10: The Levee 1-11: Fired (BANDAGE) 1-12: Revolve (WARP ZONE) 1-12 Warp Zone: The Commander! (Commander Video) 1-13: Tommy's Cabin (BANDAGE) 1-14: Blood Mountain 1-15: Cactus Jumper 1-16: Sidewinder 1-17: Morningstar 1-18: Altamont (BANDAGE) 1-19: Intermission (WARP ZONE) 1-19 Warp Zone: [Hand Held Hack] (BANDAGE X2) 1-20: The Test (BANDAGE) Boss: Lil Slugger Chapter 1: The Forest (Dark World) 1-1X: Oh, Hello 1-2X: Onward 1-3X: Bzzzzz (BANDAGE) 1-4X: Plum Rain 1-5X: Creamsoda (BANDAGE) 1-6X: I Am The Night 1-7X: Two Roads 1-8X: Big Red 1-9X: So Close 1-10X: Walls (BANDAGE) 1-11X: Doused 1-12X: Fireal 1-13X: Tommy's Condo (WARP ZONE) 1-13X Warp Zone: [Space Boy] 1-14X: Mystery Spot (BANDAGE) 1-15X: Kick Machine (BANDAGE) 1-16X: Night Game 1-17X: The Clock (BANDAGE) 1-18X: Whitewash 1-19X: The Queener (BANDAGE) 1-20X: A Perfect End Chapter 2: The Hospital (Light World) -2: |> -_- |> 2-1: Biohazard 2-2: One Down (BANDAGE) 2-3: Memories 2-4: Blew 2-5: Big Empty (BANDAGE) 2-6: The Grain 2-7: Hush 2-8: The Sabbath (WARP ZONE) 2-8 Warp Zone: The Bootlicker! (Jill) 2-9: Blood Swamp 2-10: Johnny's Cage (BANDAGE) 2-11: Ghost Key 2-12: Above (WARP ZONE) 2-12 Warp Zone: [Castle Crushers] (BANDAGE X2) 2-13: Ulcer Pop (BANDAGE) 2-14: Aunt Flo 2-15: Gallbladder (WARP ZONE) 2-15 Warp Zone: [The Blood Shed] (BANDAGE X2) 2-16: Synj (BANDAGE) 2-17: Worm Food 2-18: Destructoid (BANDAGE) 2-19: Six Feet 2-20: Day Breaker (BANDAGE) Boss: C.H.A.D. Chapter 2: The Hospital (Dark World) 2-1X: Back Track 2-2X: Pinkeye Falls 2-3X: Buzzzzcut 2-4X: Blown (BANDAGE) 2-5X: Agent Orange (WARP ZONE) 2-5X Warp Zone: [1977] 2-6X: Cher Noble 2-7X: The Moon (BANDAGE) 2-8X: Grape Soda 2-9X: Centipede 2-10X: The Kracken (BANDAGE) 2-11X: Spineless 2-12X: Grey Matter 2-13X: Dust Bunnies 2-14X: Crawl Space 2-15X: Insurance? (BANDAGE) 2-16X: P.S.Y. (BANDAGE) 2-17X: Nels Box 2-18X: Electrolysis 2-19X: Tenebrae 2-20X: Solemnity Chapter 3: The Salt Factory (Light World) -3: |> -_- |> 3-1: Pit Stop (BANDAGE) 3-2: The Salt Lick (BANDAGE) 3-3: Push 3-4: Transmissions (BANDAGE) 3-5: Uptown (WARP ZONE) 3-5 Warp Zone: [Cartridge Dump] (BANDAGE X2) 3-6: The Shaft 3-7: Mind The Gap (WARP ZONE) 3-7 Warp Zone: [Tunnel Vision] (BANDAGE X2) 3-8: Boomtown 3-9: Shotzie! 3-10: Breakdown (BANDAGE) 3-11: Box Tripper (BANDAGE) 3-12: The Dumper 3-13: The Bend 3-14: Gurdy 3-15: Vertigo 3-16: Mono (WARP ZONE) 3-16 Warp Zone: The Jump Man! (Ogmo) 3-17: Rustic 3-18: The Gaundle (BANDAGE) 3-19: Dig 3-20: White Noise (BANDAGE) Boss: Brownie Chapter 3: The Salt Factory (Dark World) 3-1X: Step One 3-2X: Salt + Wound 3-3X: The Red Room (BANDAGE) 3-4X: Assemble 3-5X: Wasp (BANDAGE) 3-6X: Not You Again (BANDAGE) 3-7X: Pluck (BANDAGE) 3-8X: Salt Crown (WARP ZONE) 3-8X Warp Zone: [Kontra] 3-9X: Goliath 3-10X: Exploder 3-11X: The Salt Man 3-12X: Hellevator 3-13X: Black Circle 3-14X: Salmon (BANDAGE) 3-15X: Vertebreaker 3-16X: The Chaser (BANDAGE) 3-17X: Ashes 3-18X: Bile Duct 3-19X: El Topo (BANDAGE) 3-20X: Pea Chapter 4: Hell (Light World) -4: |> -_- |> 4-1: Boilermaker 4-2: Brindle (BANDAGE) 4-3: Heck Hole 4-4: Hex 4-5: Pyro 4-6: Leviathan (BANDAGE) 4-7: Rickets 4-8: Weibe (WARP ZONE) 4-8 Warp Zone: [Brimstone] (BANDAGE X2) 4-9: Deceiver (BANDAGE) 4-10: Ball N Chain 4-11: Oracle 4-12: Big Brother 4-13: Lazy (BANDAGE) 4-14: Adversary (WARP ZONE) 4-14 Warp Zone: [The Key Master] (BANDAGE X2) 4-15: Abaddon 4-16: Bow (BANDAGE) 4-17: Lost Highway (BANDAGE) 4-18: Boris (WARP ZONE) 4-18 Warp Zone: [The Fly Guy] (Flywrench) 4-19: The Hive 4-20: Babylon (BANDAGE) Boss: Little Horn Chapter 4: Hell (Dark World) 4-1X: Gretel 4-2X: Golgotha 4-3X: Char (BANDAGE) 4-4X: Altered (BANDAGE) 4-5X: Wicked One 4-6X: The Gnashing 4-7X: Thistle (WARP ZONE) 4-7X Warp Zone: [Mmmmmm] 4-8X: Billy Boy (BANDAGE) 4-9X: Glut 4-10X: Gallow (BANDAGE) 4-11X: Surrender 4-12X: Beholder 4-13X: Oblivion 4-14X: Old Scratch (BANDAGE) 4-15X: Bone Yard 4-16X: Starless 4-17X: Invocation 4-18X: Sag Chamber (BANDAGE) 4-19X: Long Goodbye (BANDAGE) 4-20X: Imperial Chapter 5: Rapture (Light World) -5: |> -_- |> 5-1: The Witness (WARP ZONE) 5-1 Warp Zone: [Skyscraper] (BANDAGE X2) 5-2: Evangel 5-3: Ripe Decay (BANDAGE) 5-4: Rise 5-5: Panic Switch (BANDAGE) 5-6: Left Behind 5-7: The Fallen (WARP ZONE) 5-7 Warp Zone: The Guy! (The Kid) 5-8: Descent 5-9: Abomination (BANDAGE) 5-10: Grinding Mill 5-11: Heretic 5-12: 10 Horns (WARP ZONE) (BANDAGE) 5-12 Warp Zone: [Sunshine Island] (BANDAGE X2) 5-13: The Lamb 5-14: King Carrion 5-15: The Flood 5-16: Rotgut (BANDAGE) 5-17: The Kingdom 5-18: Gate of Ludd (BANDAGE) 5-19: Wrath 5-20: Judgment (BANDAGE) Boss: Larries Lament Chapter 5: Rapture (Dark World) 5-1X: The Clot 5-2X: Loomer 5-3X: Spank 5-4X: Alabaster (BANDAGE) 5-5X: Nix (BANDAGE) 5-6X: Ripcord 5-7X: Downpour 5-8X: Downer (BANDAGE) 5-9X: Swine 5-10X: Pulp Factory (BANDAGE) 5-11X: Blight (BANDAGE) 5-12X: Canker 5-13X: Halo Of Flies 5-14X: Necrosis 5-15X: Choke 5-16X: Coil 5-17X: Millenium 5-18X: Stain 5-19X: Magog 5-20X: Quietus (WARP ZONE) 5-20X Warp Zone: [Meat Is Death] Chapter 6: The End (Light World) 6-1: The Pit 6-2: Schism 6-3: Echoes 6-4: Gently 6-5: Omega Boss: Dr. Fetus Chapter 6: The End (Dark World) 6-1X: Detox 6-2X: Ghost Tomb 6-3X: From Beyond 6-4X: Maze Of Ith 6-5X: No Quarter Boss X: Dr. Fetus The Cotton Alley (Light World) 7-1: Pink Noise 7-2: Run Rabbit Run 7-3: Spinal Tap 7-4: Stag 7-5: Tommunism 7-6: Panic Attack 7-7: Tunnel Blower 7-8: Pig Latin 7-9: Hatch 7-10: Bullet Bob 7-11: Train Eater 7-12: Peel 7-13: Pepto 7-14: Watchtower 7-15: Lock Out 7-16: Hopscotch 7-17: Lead Sheets 7-18: Oobs Revengs 7-19: The Rash 7-20: 4 Letter Word The Cotton Alley (Dark World) 7-1X: White Noise 7-2X: Flipside 7-3X: Organ Grinder 7-4X: The Tower 7-5X: Waiting Room 7-6X: Bone Machine 7-7X: Going Up 7-8X: In Line 7-9X: Salt Shaker 7-10X: Masterblaster 7-11X: Thumb 7-12X: Pink 7-13X: Bleach 7-14X: 20/20 7-15X: Patience 7-16X: Curls 7-17X: Bullet Proof 7-18X: They Bite 7-19X: XOXO 7-20X: Brag Rights ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Chapter 1: The Forest (Light World) This chapter is the first world of Super Meat Boy, and it will serve as an introduction of things to come. You better master this skills while the game is still easy, because you'll need them later! ------------------------------------------------------------------------------ -1: |> -_- |> And welcome to the first glitch world! You can only access this world by accident. Occasionally, Bandage Girl will be all weird and glitchy, and if you rescue her in such a state, you'll find the glitch worlds. They're pretty hard, and all you get for completing them are achievements. Still, fun. For this one, head right and you'll see that you need to jump up while dodging falling buzzsaws. Though honestly, you can hold run and towards the wall when jumping, and you'll avoid the spikes on the walls with ease. Also makes getting by the buzzsaws easy. Part two's the tricky one. You have to jump out into the open, hit the wall, jump OVER the spikes on top of the wall onto the other side, then wall jump even further. This is really tricky. Once you've passed that obstacle, the last one is easy. Find an opening, jump in, and rhythmically jump up the corridor in time with the buzzsaws. Victory! ------------------------------------------------------------------------------ 1-1: Hello World A-rank: 3 seconds This level is so easy, you have to go out of your way to die. Run and jump to the right, then jump onto the platform to reach Bandage Girl. Or wall jump up the left wall if you're impatient. ------------------------------------------------------------------------------ 1-2: Upward A-rank: 5 seconds Another easy level, this time forcing you to learn the wall jump. Simply go to the right, wall jump up, and reach Bandage Girl. Easy. ------------------------------------------------------------------------------ 1-3: The Gap A-rank: 9 seconds Take your pick of the run button (either X or right trigger) and just hop across the gap! It's that simple! ------------------------------------------------------------------------------ 1-4: Nutshell (BANDAGE) A-rank: 9 seconds This is the first level that you literally cannot die in. The buzzsaws you see can't hurt you. Just follow the pathway all the way up to Bandage Girl. BANDAGE: As you climb up, you'll see it at the bottom of the rightmost column. No risk at all; just grab it and go. ------------------------------------------------------------------------------ 1-5: Holy Mountain (WARP ZONE) A-rank: 11 seconds Another place to practice your wall jumping on a single wall. Follow the path to Bandage Girl on the upper right. WARP ZONE: Your first Warp Zone! After 15 seconds it will disappear, so get to it quickly. It's in the "hut" on the left side of the mountain as you climb up. ------------------------------------------------------------------------------ 1-5 Warp Zone: [Sky Pup] (BANDAGE X2) Character: Meat Boy As you can see, warp zones are a bit different from regular levels. You can only use the designated character, and you have to complete three levels in a row, with only three tries allowed per level. 1-1: Drop onto the platform to your right, then slide down the left wall to a safe spot. Leap over the buzzsaws, then wall jump up to Bandage Girl. BANDAGE: This one can be tricky for a beginner. Drop off to the left and ride the right wall down to a spot to stand on. The bandage is on a single platform floating to the left. 1-2: Fall down to your left, then wall jump across the gap to your right, or land on the platform in the middle first. Once you're on the right, just wall jump up to Bandage Girl. BANDAGE: Reach the platform in the middle, then jump straight up, walljumping up the narrow corridor to the bandage. Drop back down and continue on. 1-3: Surprisingly hard level for something so early. Slide down either the left or right wall, then jump onto the platform. The lower section of the platform has buzzsaws flying towards you, so watch out. Jump to the middle platform, then up into the cave. Don't stand on the sides, because of buzzsaws. Watch their timing, then wall jump into the upper section. The platforms up there aren't safe to stand on, so again, look out for buzzsaws. Study their pattern and time your jumps so you reach Bandage Girl in the middle. ------------------------------------------------------------------------------ 1-6: Bladecatcher A-rank: 7 seconds Now would be a good time to master your jumping. Make your way up the hallways, dodging each buzzsaw you see. ------------------------------------------------------------------------------ 1-7: Diverge (BANDAGE) A-rank: 5 seconds You can go forward, up and down through the hallways to reach Bandage Girl, but if you want the A-rank, you'll need to wall jump your way on the left side, over the buzzsaw. BANDAGE: On the 360 this level is actually glitched; for whatever reason, the Bandage will stay there after you grab it. You can get it multiple times to rank up your bandage count, but it could lead to file corruption and your game erasing itself, so tread lightly. Grabbing it once should be fine; it's hovering over the buzzsaw on the corner of the mountain. I'm pretty sure this isn't the case on the Steam version, but I'm leaving this notice here just to be safe. ------------------------------------------------------------------------------ 1-8: The Bit A-rank: 4.5 seconds A bit intimidating, but not difficult. Leap to the center platform, climb over it and jump to the right. Done. ------------------------------------------------------------------------------ 1-9: Safety Third (BANDAGE) A-rank: 8 seconds First level to feature breakable blocks; when you touch them, they will disappear after one second, so move fast. You don't have time to mess around, since the walls will disintegrate as you climb them. Make your way up to Bandage Girl. BANDAGE: You'll see it on the second floor behind a breakable wall and under some buzzsaws. You'll have to jump onto the section of wall next to it to break the wall, then collect the bandage. Or you can come back when you have a character better suited for it. ------------------------------------------------------------------------------ 1-10: The Levee A-rank: 7.5 seconds An easy level. Jump and slide on the breakable walls, then jump off. Now you have a pathway through! Do this twice and you're done. ------------------------------------------------------------------------------ 1-11: Fired (BANDAGE) A-rank: 8 seconds Lots of breakable walls here, and a fiery death if you fall. Carefully jump from wall to wall to reach Bandage Girl in the top right. BANDAGE: The bandage here is actually fairly difficult to reach. I recommend that on the third wall you reach, instead of jumping to the fourth on the right, jump to the ledge on your left. Then, jump OVER the wall to the right, stick to it, then wall jump to reach the bandage. ------------------------------------------------------------------------------ 1-12: Revolve (WARP ZONE) A-rank: 7 seconds Slide down the wall on your left, jump to the center platform, climb up, and get to Bandage Girl. Easy. WARP ZONE: Disappears after 16 seconds. If you can reach Bandage Girl, you can reach this; just jump over her. ------------------------------------------------------------------------------ 1-12 Warp Zone: The Commander! It's Commander Video, from Bit.Trip.Runner for the Wii! He's a lot slower and heavier than Meat Boy, but he has the ability to hover for a limited time by holding the jump button. Try it out! 1-1: Run to the right, run to the left, dodging the shots. Not hard. 1-2: Use your hover to pass through the flashing ceiling and floor. Keep in mind you can activate the hover at any point at your jump; not just at the apex. You will have to jump off the ledge to your right to activate it, though; merely falling off results in death. 1-3: Juuuump, juuuump, juuuump, juuuump By beating this warp zone, you'll unlock Commander Video for use in normal levels. Personally, I find Meat Boy a lot easier to use, as the levels are designed for him. ------------------------------------------------------------------------------ 1-13: Tommy's Cabin (BANDAGE) A-rank: 7 seconds A pretty straightforward level, with straightforward traps. Climb up, dodge buzzsaws, etc. BANDAGE: Behind the first buzzsaw. Just grab it quick before the buzzsaw comes back to hit you. You can't hide in the alcove behind it, so don't try. ------------------------------------------------------------------------------ 1-14: Blood Mountain A-rank: 8 seconds Good level to get the hang of wall jumping. After climbing to the top, you'll have to drop down into the cave, so watch your feet so you don't hit the saw. ------------------------------------------------------------------------------ 1-15: Cactus Jumper A-rank: 10 seconds This level features saws shot across the floor at you. Watch where you step; there are a few safe spots elevated above the saws, so make use of them if you aren't skilled. The third floor also has saws on the ceiling; watch the patterns, and proceed. ------------------------------------------------------------------------------ 1-16: Sidewinder A-rank: 9 seconds This time the saws are being shot from the ceiling. Again, watch them carefully, make use of cover, and jump or fall when you think it's safe. ------------------------------------------------------------------------------ 1-17: Morningstar A-rank: 9 seconds Rotating saws now! First one doesn't have much range, but still be careful. Wall jump up the left wall, then watch the large rotating saw, and jump when it's safe. Though you'll save some time if you jump up the right wall, but then you have a ledge to worry about. ------------------------------------------------------------------------------ 1-18: Altamont (BANDAGE) A-rank: 9 seconds Woah, lots of rotating saws here! The saws underneath can't reach you on the top row, so keep that in mind as you hop across. BANDAGE: This one's tricky. It's to the right of the bottom right saw platform, and not only do you have to collect it, but also get back to safety. I managed to get it by wall jumping off the platform next to it, collecting the bandage and hitting the right wall, where I wall jumped up. Careful! ------------------------------------------------------------------------------ 1-19: Intermission (WARP ZONE) A-rank: 20 seconds A real obstacle course here, and it uses every trick thrown at you so far: wall jumps, rotating saws, shooting saws, requiring careful jumping and timing, analyzing of patterns, and just plain skill. The level is actually pretty straightforward, so good luck. WARP ZONE: About halfway through the level, you'll see it at the top of the screen. Wall jump up the hall to the left of it, and you'll find a partially obscured pathway straight to it. Again, get there in less than 16 seconds. ------------------------------------------------------------------------------ 1-19 Warp Zone: [Hand Held Hack] (BANDAGE X2) Black and white warp zone this time! Hope you like limited colors... 1-1: Not too complicated. Watch where the saws go, and jump when able. 1-2: If you're reading this, you've already lost. As soon as the level starts, you have to make your way through the path as fast as possible, before the floor below you is destroyed by saws being shot out. Quickly, go! BANDAGE: It's right below where you drop onto the disintegrating platform, but if you're too slow it'll be impossible to get. Just be quick. 1-3: A little more mobility here, but you're gonna have to be careful. Go ahead and slide on the disintegrated wall; you'll land on the platform with no problems. You have limited jumping room on floor two, so carefully time when the saw will pass. On the top, there's a space to stand in between each saw path. Or you can just jump through all of it when the time is right. Your choice. BANDAGE: It's hard to see thanks to the color scheme, but it's floating in the middle of the vertical saws. Grab it and get out. ------------------------------------------------------------------------------ 1-20: The Test (BANDAGE) A-rank: Wall jump past the vertical saw on your left, careful to avoid the big saws. Disintegrating pillar in the middle of the next section, so keep jumping and make sure not to run out of places to stand. For the last part, you can quickly run and destroy the floors, or just time your jumps and proceed when able. Though to reach Bandage Girl, you'll have to run. BANDAGE: It's in the very top left. Not hard to get at all, just watch for the saw that comes out next to it. ------------------------------------------------------------------------------ Boss: Lil Slugger Finally, the first boss fight! Though, it's not so much a fight as it is "run like hell". If the boss touches you, you die, so run, run, run. Dodge the saws, don't get caught on the disintegrating wall, make sure the rotating saws don't take you by surprise, and try not to wonder why the squirrels don't die when they touch the saw blades. Overall though, it's nothing you haven't seen before; just a test of all your skills at once. You can do it. When you reach the top right, jump into the alcove and watch the boss kill itself. Chapter Complete! ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Chapter 2: The Hospital (Light World) World 2 time! Hopefully you got all the practice you could out of the first chapter, because the game's no longer going to play nice. Still a few things to teach you, but you better be a Meat Boy master to proceed. ------------------------------------------------------------------------------ 2-1: Biohazard A-rank: 8 seconds Spikes! Run and jump over them or you die. When you get to the huge hill of spikes, wall jump over it, then slide down the wall on the right side of it (that is, the wall opposite Bandage Girl). There's a little spot to land. Jump over to her. ------------------------------------------------------------------------------ 2-2: One Down (BANDAGE) A-rank: 10.5 seconds You're gonna be going down a lot. Jump through the opening, slide down the wall, jump down the next, slide, jump, win level. BANDAGE: Instead of jumping through the second opening, fall to the right of it, then quickly get on the right wall and jump a bit to halt your momentum. Otherwise you'll fall into another bed of spikes. ------------------------------------------------------------------------------ 2-3: Memories A-rank: 14 seconds Master the short hop, NOW. The ceiling will kill you, and there are saw blades flying around everywhere. If you can't master quickly tapping the jump button, you won't make it through here. ------------------------------------------------------------------------------ 2-4: Blew A-rank: 9.5 seconds First level with blowing fans. These will kill you if you touch them, but you'll need to jump into the air to be blown high. However, you can't just jump straight in and be okay. If you fall into the wind, your momentum will just lead you to death. You'll have to have at least a little bit of upward momentum in order to fly up. As long as you're using Meat Boy, this level will be fine. ------------------------------------------------------------------------------ 2-5: Big Empty (BANDAGE) A-rank: 16 seconds Woah, big room here. Climb up the left wall, and use the big blowing fan to give you lift into the upper left part of the room. Once there, just jump and move through the fans as fast as possible; stay in one too long, and the lift will lead you to your death. BANDAGE: This one's a tricky one. The bandage is located in the bottom right corner of the screen, with a fan blowing into it. Getting down there isn't so hard, but actually grabbing the bandage without dying is the tricky part. ------------------------------------------------------------------------------ 2-6: The Grain A-rank: 15 seconds Fans are annoying here. Run to the right as fast as you can, and you'll be able to drop into the pit. The next one isn't so nice; you'll have to jump and use aerial momentum in order to land in the hole, but you might overshoot and hit the fan instead. After that run to the left, hopping over the spikes, then jump across the platforms to the two overlapping fans; manipulate your momentum so you fly up to reach Bandage Girl. ------------------------------------------------------------------------------ 2-7: Hush A-rank: 14 seconds Blob monsters! You can't defeat the enemies, so just try your best to dodge them. This level is a bit annoying in that there's not a direct path to follow, so lemme see if I can help you. Wall jump on the right, then travel to the left. Move back to the right, and take note of the lava pits; they can be hard to see. Once you see Bandage Girl, it's just a matter of more wall jumps up to her for success. ------------------------------------------------------------------------------ 2-8: The Sabbath (WARP ZONE) A-rank: 25 seconds Ooh, all black. Spooky. Anyway, wall jumps, sliding, blob monsters. If a surface isn't smooth, it's death, so watch out. In narrow pathways, be patient and wait for the blobs to move out before continuing. Towards the end, one column has spikes for a floor, so be careful not to jump on it, as tempting as it is. When you see Bandage Girl, be patient, make sure your jumping is right on the platforms, and you'll be successful. WARP ZONE: When you squeeze through the second narrow passage, rather than flying through the gap to your right, wall jump up to the top right corner; you'll access the warp zone to its left. ------------------------------------------------------------------------------ 2-8 Warp Zone: The Bootlicker! (JILL) This "Jill" gal sure is weird. When using her, tap Jump repeatedly to slow your descent. 1-1: Jump and float to the right, then to the left. Wall jump up to get to Bandage Girl. 1-2: Careful with your jumps here. The first floor is easy enough, but the second is constant death. Not much I can do to help other than to say avoid the spikes. Jill's a lot more sensitive than Meat Boy, so don't overshoot. 1-3: Much easier than level 2. Float through, wall jump, float through, no problem. ------------------------------------------------------------------------------ 2-9: Blood Swamp A-rank: 8 seconds Oh, master of the wall jump. This level's short, but it can be annoying. Be patient with the monsters, jump when able, and you'll get to Bandage Girl quickly. ------------------------------------------------------------------------------ 2-10: Johnny's Cage (BANDAGE) A-rank: You're gonna have to go down, around, grab the key, and come back, with the walls covered in spikes and the fans altering your momentum. You'll need to use the fans to your advantage; just be careful not to fall into them too quickly, or it will overpower the wind. A little tricky, but not too hard. BANDAGE: This one's annoying. It's right by the falling garbage to the left, and there's no safe place to stand near it. You're going to need to use the wind from the fan to reach it, but at the same time you can't fall too fast once you've grabbed it or your dead. ------------------------------------------------------------------------------ 2-11: Ghost Key A-rank: 9 seconds Grab the key, then RUN. The key unlocks the wall that you're going to have to jump on to proceed, then you'll have to land and wait for the wall to disappear before you can reach Bandage Girl. ------------------------------------------------------------------------------ 2-12: Above (WARP ZONE) A-rank: 11 seconds Dark stage, great. Jump to the further right platform, grab the key, then head back left. As the ceiling unlocks, saws will start coming at you, so make sure to dodge them. Bandage Girl's on the far left, now unhindered by a locked cage. WARP ZONE: Oh, this one's annoying. After you grab the key, head back to the central platform, above the locked warp zone. To your left a key will fall; if you don't grab it, you'll have to start the stage over again. ------------------------------------------------------------------------------ 2-12 Warp Zone: [Castle Crushers] (BANDAGE X2) 1-1: Wall jumps. Yawn. BANDAGE: What? There's no bandage in this stage! Eh? It's above the last saw blade, and you'll collect it normally while passing through the level? Fine, whatever. 1-2: Collapsing floor. Your best bet is to just run the length of each floor, destroying all of it in the process, as that'll be the easiest way to gain the momentum to make it through. BANDAGE: Hovering to the left of the second platform from the top. If you're using my strategy, you better not mess up, because you'll just fall and die. It might help to exclusively climb the left side of the pyramid, as then you'll have the right side once you've grabbed the bandage. 1-3: Speed is your friend here. Watch the pattern of the saws, then run through as quick as possible, or else you'll die. ------------------------------------------------------------------------------ 2-13: Ulcer Pop (BANDAGE) A-rank: 10 seconds Lots of jumping here, avoid the enemies and the lava. Not too complicated. BANDAGE: There's a key behind Bandage Girl. Once you grab it, you'll have to travel all the way back down to the bottom to get the bandage, then go all the way back up. ------------------------------------------------------------------------------ 2-14: Aunt Flo A-rank: 16 seconds Lots of fans in here; be sure to get enough lift from each fan or else you won't make it to the next. Grab the key all the way to the right, then get the key in the middle platform, then back to Bandage Girl on the left. ------------------------------------------------------------------------------ 2-15: Gallbladder (WARP ZONE) A-rank: 14 seconds Inside the path or outside it, it doesn't matter. Just press on and avoid the enemies. When you're heading in the central passageway, make sure the spot below you is clear of enemies, and you'll be able to drop right onto Bandage Girl. WARP ZONE: It's in the building above you as you travel up; the entrance is on the left side of the building. ------------------------------------------------------------------------------ 2-15 Warp Zone: [The Blood Shed] (BANDAGE X2) 1-1: Climb the interior of the building and grab the key. Afterwards, wall jump your way up the right side. Bandage Girl's at the top. Watch out for all the blobs. BANDAGE: When you reach Bandage Girl, go back down the left side of the building instead; the bandage is at the bottom. 1-2: Straightforward, but can be annoying. The small platforms are difficult to land on and difficult to wall jump off of. Blob monsters too. Just keep at it. 1-3: A tower to climb, and ledges to jump off of. And they're small, too. Blob monsters. Not much to say, other than "good luck". BANDAGE: To the right, on the lowest floating platform. I recommend you wall jump off the platform to get it. ------------------------------------------------------------------------------ 2-16: Synj (BANDAGE) A-rank: 15 seconds Walk to the right and get killed by a laser. Whoops! These lasers are timed; spend as little time in their path as possible. Navigate the platforms floating over the syringes, then head to the right to the horizontal laser. When you have an opening, run. If you're fast enough you can get to Bandage Girl, but take a break and hide in the alcove if you want. BANDAGE: Heck, you can bypass the first two lasers and just wall jump up to the left from where you start! It's in the upper left part of the screen, on a platform above all the debris. ------------------------------------------------------------------------------ 2-17: Worm Food A-rank: 14 seconds Wall jump your way up the narrow passage when there isn't a laser beam of death running through it. After that, carefuly timed wall jumps will get you through the alternating lasers. ------------------------------------------------------------------------------ 2-18: Destructoid (BANDAGE) A-rank: 16.5 seconds Go up and around, avoiding the lasers around you, and grab the key on the far end. Quickly make it back to the start, where Bandage Girl will be waiting for you when the key frees her. BANDAGE: Ugh, this one is a pain. As usual, grab the key and make it back to the start, but when everything opens, wait. There will be just a moment where the lasers deactivate; jump through the one to your right and you'll find a passage to the middle area with the buzzsaw. The bandage is hovering over it. Grab it, go back to the entrance, and wait for the lasers to deactivate again. ------------------------------------------------------------------------------ 2-19: Six Feet A-rank: 14 seconds Yep, more lasers. Wall jump to the top, grab the key, then head back down, where you have ANOTHER laser to work with. Slide down the chamber, stopping to dodge the laser in the meantime. ------------------------------------------------------------------------------ 2-20: Day Breaker (BANDAGE) A-rank: 24 seconds This level's a bit of a maze; carefully work your way through to the top, or you can just wall jump up the left side, cheater. When you reach the upward- blowing fan, try to jump into it with as much upward momentum as possible; you'll need it to reach Bandage Girl. BANDAGE: Past the fan, drop down into another area and head left. You'll need to do some careful jumping over syringes and a baddie to reach the bandage. ------------------------------------------------------------------------------ Boss: C.H.A.D. Big scary monster! Rising lava! Chad's not an easy fight, and it will take a fair amount of pattern recognition to beat him. Naturally, first thing you do is grab the key; watch for his position in the lava, because he might jump up above the key and kill you. Watch his position; he will jump and cover a large portion of the screen. If he's on the side he'll jump towards one of the sides, and if he's in the middle he'll jump straight up. Once that's done with the screen will start rising; use the wall to your left to advance. There's another key in the bottom right when the screen stops scrolling. Navigate the middle path, and make sure Chad doesn't rush you while you're vulnerable at the bottom. Keep climbing upwards, and you'll see another key on the right. Climb over the middle platform, grab it, then go back to the left side and grab that key. Once you get it, you're good! The light will shine in, and C.H.A.D. will be defeated! ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Chapter 3: The Salt Factory (Light World) Hopefully your Super Meat Boy skills are up to par, because it's still getting harder. Salt kills you, by the way. ------------------------------------------------------------------------------ 3-1: Pit Stop (BANDAGE) A-rank: 9.5 seconds Run to the right, jump over the big pile of salt, then destroy the wall and reach your love. BANDAGE: Climb up on top of the building, stand directly under the buzzsaws (next to the salt), and grab the bandage. ------------------------------------------------------------------------------ 3-2: The Salt Lick (BANDAGE) A-rank: 8.3 seconds SO MUCH SALT. Just climb, climb, climb, taking note of which surfaces will and won't kill you. When you reach the top you're in the clear. BANDAGE: Hey, let's go DOWN at the start! Woo! It's just a little extra of the level, though the jumps to get back up are tricky as hell. Have fun. Maybe a different character could help with the vertical lift... ------------------------------------------------------------------------------ 3-3: Push A-rank: 16 seconds Not too hard, just keep in mind that the floor is a conveyor belt, so whenever you're on it, you'll be moving to the right. Just avoid the salt, run to the right, grab the key, and run all the way to the left to finish. More annoying than hard. ------------------------------------------------------------------------------ 3-4: Transmissions A-rank: 12 seconds Okay, THIS level is annoying. Conveyor belts and buzzsaws will be working against you the whole time. Keep track of your footing and the timing of the buzzsaws, and make your way through the stage in a clockwise direction. Each conveyor belt will pull you in the direction of the buzzsaws, with the exception of the top floor, which will dump you in a pile of salt. BANDAGE: It's just hovering in the middle of the stage, below the conveyor belts in the middle. Yeah, just hovering there. You can't jump to it or anything. My advice? Skip it for now, and wait until you get a character with more air mobility (like The Kid). ------------------------------------------------------------------------------ 3-5: Uptown (WARP ZONE) A-rank: 12.2 seconds Vertical conveyor belts are pretty annoying. In order to get the full lift, you have to touch it at the bottom, at which point it will shoot you up. Follow each conveyor belt up, careful to latch onto it near the bottom. May be annoying to speedrun. WARP ZONE: This one's ridiculous. At the very start, watch the left side of the level. A key will fall lightning fast. If you can grab it, it opens a lock to the right of the warp zone in the building on the ground level. Not that hard, just kind of stupid. ------------------------------------------------------------------------------ 3-5 Warp Zone: [Cartridge Dump] (BANDAGE X2) 1-1: Woah, retro! Just jump, jump, jump. Watch where you land. BANDAGE: Ugh. Wall jump off of one of the VERY SMALL platforms to reach it. May be a pain in the ass. May take a ton of tries. 1-2: Ugh, another pain. At least there's no bandage in this one. Carefully jump onto platform #2, then hold run and wall jump off the side onto the next one. You should safely hit the wall, where you can recover. 1-3: Oddly enough, 1-1 seems to be the hardest in this warp zone. The middle platforms may be higher up, but you have more room on the walls to safely land and jump. BANDAGE: Same as #1: wall jump to it. Yet easier thanks to a larger margin of error. Weird how that works, huh? ------------------------------------------------------------------------------ 3-6: The Shaft A-rank: 4.5 seconds Ride the conveyor belts, moving to the next one when you're free. Don't influence your direction too much; let the lifts take care of it. Also, just move Meat Boy, don't jump. Though there's a bit of a protruding salt wall after conveyor belt #4. Watch out. ------------------------------------------------------------------------------ 3-7: Mind The Gap (WARP ZONE) A-rank: 12.4 seconds More conveyor belts, much more open area. Use the lift from each belt to bypass the chasms and pillar of salt. Just keep moving right and you'll get to Bandage Girl. WARP ZONE: After crossing the giant salt pillar, the warp zone can be found underneath the right conveyor belt. You can't reach it as Meat Boy; come back when you're Ogmo or The Kid. ------------------------------------------------------------------------------ 3-7 Warp Zone: [Tunnel Vision] (BANDAGE X2) 1-1: Slide down the collapsing wall, then navigate the buzzsaws. You can walk under buzzsaw #2. BANDAGE: AUGH. You'll have to wall jump on the bottom very carefully, both to avoid falling and to avoid flying into a buzzsaw in your return. 1-2: Lay off the run button for this one. Just jump through; hard to give more advice than that. 1-3: Opposite of level 1. Move through the buzzsaws and climb up to Bandage Girl. Make sure you don't destroy the wall you need to survive. BANDAGE: AUGH AGAIN. Except this time you have to have enough room to jump while leaving enough wall for you to climb up. Annoying, eh? ------------------------------------------------------------------------------ 3-8: Boomtown A-rank: 8.3 seconds Oh boy, rockets! These things will home in on your position and explode, so you'll have to keep moving to avoid them. In this level, just keep moving quickly and you should reach Bandage Girl with ease. ------------------------------------------------------------------------------ 3-9: Shotzie! A-rank: 12.5 seconds A conveyor belt and a rocket. At the top is a key behind a collapsing wall and pile of salt. Make your way up, grab the key, make your way down. ------------------------------------------------------------------------------ 3-10: Breakdown (BANDAGE) A-rank: 10.5 seconds An exciting one, but not too hard. Just run left and right down the collapsing floors, dodging rockets. Heck, if you're fast enough the rockets won't even be able to catch you. BANDAGE: Behind the rocket on the bottom floor. Tad bit dangerous, but you won't have to go far out of your way to get it. ------------------------------------------------------------------------------ 3-11: Box Tripper (BANDAGE) A-rank: 9 seconds WALL OF DEATH! Move to the right quickly, through the halls, above the gaps, and around the salt spots. BANDAGE: BEHIND the giant advancing wall of saw blades. You can duck into the first open space you find, then continue upwards to grab the bandage when you're able. ------------------------------------------------------------------------------ 3-12: The Dumper A-rank: 11.6 seconds A bit intimidating, but not too hard. Advance up the walls, jumping across to the other side when necessary. Bandage Girl's in the upper left. ------------------------------------------------------------------------------ 3-13: The Bend A-rank: 15.8 seconds A straightforward level, but not necessarily an easy one. Just travel counterclockwise along with the saws, jump over the salt at the bottom, and just don't get hit. ------------------------------------------------------------------------------ 3-14: Gurdy A-rank: 14.8 seconds Jump from platform to platform as they move, duck into the building and head down, avoiding the salt. ------------------------------------------------------------------------------ 3-15: Vertigo A-rank: 14.8 seconds You're going up, up, up here. The two moving platforms can crush you, so watch out. Again, just keep jumping. ------------------------------------------------------------------------------ 3-16: Mono (WARP ZONE) A-rank: 14.8 seconds (three 4.8 in a row? Geez.) There's a platform constantly moving from left to right on the bottom floor. Your job is to move quickly, staying ahead of it. When you pass through the building, jump onto the wall's right side and go up to grab a key. If you were quick enough, the platform should be below you, taking you straight to Bandage Girl. WARP ZONE: Really easy, oddly enough. Stand on the platform in front of you. Wait. WOOOOO ------------------------------------------------------------------------------ 3-16 Warp Zone: The Jump Man! 1-1: Meet Ogmo. He has a double jump! A weird double jump though...it's not as high as The Kid's, who you'll get later. This level's a good one to test out his abilities in. You can jump to the right, double jump at the bottom of the long shaft, then double jump to Bandage Girl. 1-2: You're gonna have to master the long jump and the running start to make it through here. Give yourself space, both on the initial jump and the double. In the last corrider, stand still and make more vertical jumps. 1-3: Lay off the run button for this one, and remember that you don't have to press towards the wall in order to wall jump. These are weird jumps, but they're manageable. Just make sure you're wall jump gives you enough room to double jump to the next wall. Once on top you can run to get across the layer of spikes. Again, stop running to fall down the spike pit and double jump at the bottom. Just takes practice. ------------------------------------------------------------------------------ 3-17: Rustic A-rank: 10.5 seconds This level will be annoying. Mentally prepare yourself for it. You'll have to climb up the collapsing wall to grab the key, fall down the column to grab another key, then climb up the wall again, all while rockets are shooting at you. It will be hell. Just try not to waste too much wall on your way up. ------------------------------------------------------------------------------ 3-18: The Gaundle (BANDAGE) A-rank: 17 seconds Conveyor Belt and buzzsaws. Lovely. Make your way to the right, dodging the saws, then wall jump and grab the key in the upper right. Move back to the left, and the wall will slowly disintegrate so you can reach Bandage Girl. BANDAGE: You're gonna need Ogmo or The Kid for this. When you grab the key, the ceiling with start disappearing. Continuously wall jump off the disappearing key blocks in order to gain enough horizontal momentum to reach the bandage on the top of the level. ------------------------------------------------------------------------------ 3-19: Dig A-rank: 17 seconds "Dig" is an appropriate title. Lots of collapsable flooring, all with a rocket firing at you. If you're careful you can put a wall between the rocket and you, giving you some leverage for the bottom floor rocket. Once you reach the bottom, take the conveyor belt up, but be careful of the salt on the walls. Unless you have a double jump, you'll need some lift to reach Bandage Girl. ------------------------------------------------------------------------------ 3-20: White Noise (BANDAGE) A-rank: 20 seconds Lotsa salt here. Jump to the rising belt, hover over to the right. Here's a narrow corridor with a rocket in it, and a collapsing ceiling to exit through. Afterwards, drop down to the right and grab the key. Now wait, sloooowly as the blocks open, continuously dodging the rocket. BANDAGE: At the end of the level, you'll find another key behind Bandage Girl. You'll have to backtrack to the building to find the bandage. ------------------------------------------------------------------------------ Boss: Brownie This really isn't a boss fight so much as a long obstacle course with a time limit of the constantly rising salt. Brownie's about your speed, but he's guaranteed to make it to the end of the level, so if you can keep ahead of him, you're good. That said, there's not a whole lot of strategy here. I'll mention a small gap about 2/3 through the course that you'll have to be careful jumping into. Other than that, good luck. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Chapter 4: Hell (Light World) OHMAIGOD IT'S HELL RUN FOR YOUR LIFE!!! ...Yeah, Hell is exactly what it sounds like. ------------------------------------------------------------------------------ 4-1: Boilermaker A-rank: 11 seconds Tip: at the very start, press right after you can move to basically float down to the the bottom platform. Go through the saw blades with plenty of space, and wall jump over the left blade before proceeding right. There's only a tiny alcove to enter to the exit. ------------------------------------------------------------------------------ 4-2: Brindle (BANDAGE) A-rank: 23 seconds A slow-moving platform level. Past the first buzzsaws, you'll have to wait for the platform to catch up. Then jump up past the lone buzzsaw, jump over the lava pool, and you can ride the platform to Bandage Girl. Or if you're going for the A-rank, hop onto the bottom platform to save some time. BANDAGE: Getting the bandage isn't hard, but getting away with it is. It's in a corner near the single buzzsaw, so you'll have to quickly grab it, jump to the wall holding up the lava pool, and quickly pull yourself up. It's a pain. ------------------------------------------------------------------------------ 4-3: Heck Hole A-rank: 11.5 seconds Lava rising! It'd be tedious to explain the exact path, so just switch walls to climb when necessary. To get the A+, you'll have to get to Bandage Girl FAR before the lava hits. ------------------------------------------------------------------------------ 4-4: Hex A-rank: 11.5 seconds Rush at the start. The two lava pools you see will have fireballs leaping out of them, so careful when you wall jump. In the second part, jump next to the saws, then carefully jump over then the platform's there to catch your fall. ------------------------------------------------------------------------------ 4-5: Pyro A-rank: 12 seconds Lava and spikes. Jump through the saw blades onto the moving platform, wait for the fireball to pass before jumping through the next set of saws. Hop on the middle platform, and quickly jump to the right wall before the next fireball hits you. ------------------------------------------------------------------------------ 4-6: Leviathan (BANDAGE) A-rank: 8 seconds You're gonna be moving clockwise around the room. Careful at the start; there's a lot of lava, and not much wall. Also, fireball. Watch the timing of the middle platform before you pass through. Then you have a choice between a saw room and a lava pit with a fireball. BANDAGE: Above Bandage Girl, in the room with the saw. Drop into the room, run to the left, and drop onto the platform. Wait for the saw to pass, and jump to grab it. ------------------------------------------------------------------------------ 4-7: Rickets A-rank: 17 seconds Get good at dodging saw blades. Watch the timing and pass through. The journey up shouldn't be hard, but you may have trouble landing on a platform at the bottom. Just be careful. ------------------------------------------------------------------------------ 4-8: Weibe (WARP ZONE) A-rank: 16 seconds Weibe? Like the guy who plays Donkey Kong! Woo. This is mostly a case of knowing where you're safe (corners) and when to jump (when they aren't bouncing). WARP ZONE: This one's invisible. It's in the upper right of the room in the last hallway before Bandage Girl, obscured by some scenery. ------------------------------------------------------------------------------ 4-8 Warp Zone: [Brimstone] (BANDAGE X2) 1-1: A game of "watch the pattern and jump". 1-2: The timing here is incredibly hard. When the fireballs are coming down, watch closely and find an opening for some of the upper fireballs, then quickly wall jump to safety. BANDAGE: Just below the dancing fireballs. Not only will you have to time a jump to get to it, but it will screw up your timing for going up, so watch out. 1-3: You are safe in corners. Keep that in mind, and watch out as you proceed upwards. Also, when you move up a floor, there will be two fireballs coming at you from different angles and timing. If you're quick, you can bypass the first obstacle. BANDAGE: Go through THE WHOLE LEVEL, LAND ON THAT TINY LITTLE PLATFORM WITH THE BANDAGE ON IT, THEN DO IT AGAIN. ARE YOU HAPPY NOW? ------------------------------------------------------------------------------ 4-9: Deceiver (BANDAGE) A-rank: 6 seconds Meet portals! Hop in one and come out another, same momentum and direction! Run and jump into the first portal you see to help you cross a ledge, then watch the lower platform before jumping into the next portal. BANDAGE: Hovering next to a lava fall at the start. Drop from the right portal into it. Ogmo/The Kid helps your momentum. ------------------------------------------------------------------------------ 4-10: Ball N Chain A-rank: 15 seconds Annoying level. Jump into the portal upwards, then land in the room and jump into the portal from below so you reach the key. Fall into the portal, then fall into the next portal so you're back where you started. Take the platform to the right, then maneuver your way past the fire barrels. Long jump into the portal on the right to win. The level's much harder than it sounds, and even harder if going for the A-rank. ------------------------------------------------------------------------------ 4-11: Oracle A-rank: 12.5 seconds Get a running start into the first portal so you fly to the one on the other side of the screen. Hop up and hold right so you reach the wall and grab the key. Make your way back, careful of your momentum. If you need help, Ogmo makes this level a cinch. ------------------------------------------------------------------------------ 4-12: Big Brother A-rank: 10.8 seconds Laser eyes, that's new. Travel counter-clockwise around the level to grab the key, then clockwise to get back. The lasers are slow, but it's impossible to pass through them; you have to go around. In the "safe spots", wait until the laser is firing at the wall so you can escape. ------------------------------------------------------------------------------ 4-13: Lazy (BANDAGE) A-rank: 11.5 seconds Two counterclockwise trips around the room, with disintegrating walls and a laser beam. Grab the key in the top right, the key on the right side, and then the key that falls from top to bottom (you'll grab it at the bottom). Good luck. BANDAGE: HUGE pain. You'll have to destroy enough wall to access it, but not so much that the laser will attack you. Try leaving at least two blocks on the bottom of the room, and destroy two higher up. That's enough to get in. To get out, quickly hop on the highest block you can and jump to safety. ------------------------------------------------------------------------------ 4-14: Adversary (WARP ZONE) A-rank: 17.5 seconds More straightforward than it look. Whether on the ground or the ceiling, take cover behind each block so the laser will aim directly at you, letting you pass safely to the next section. Don't rush it. Kinda easy once you get the hang of it. WARP ZONE: It's in the top left of the room, above the second laser eye. To reach it, there's a hidden passage in the wall to the left of the top block jutting from the wall. Jump through there and head left and you're good. ------------------------------------------------------------------------------ 4-14 Warp Zone: [The Key Master] (BANDAGE X2) 1-1: RUN! A key in front of you will constantly destroy the floor, so move through the linear path as fast as possible. 1-2: Bandage Girl is below you, and there are four keys hovering along the edges of the room. Watch their paths, jump out to grab them, and DI your way back to the right. BANDAGE: In the very center of the room. You can't wait for it to get any closer, just keep honing your skills. 1-3: A very linear path where you constantly have to dodge buzzsaws. Watch your openings, and jump through. BANDAGE: Buried in the huge mass of blocks in the middle. Just keep headbutting them until you see it. ------------------------------------------------------------------------------ 4-15: Abaddon A-rank: 9 seconds Oh god, I hate these things. Like the rockets, these things will home in on you. Unlike the rockets, these things sent out a ton of shrapnel to kill you. Later levels will be a pain. For this one, just run and climb to the right, then back left to Bandage Girl. Avoiding the black rocket is the challenge. ------------------------------------------------------------------------------ 4-16: Bow (BANDAGE) A-rank: 12 seconds This one's tricky. Run to the right, slide up the wall to distract the lasers, then drop through the hole in the wall. Make sure the left laser isn't blocking your path, then high-tail it to the upper level. Break the wall while watching out for the rocket (short jumping helps). BANDAGE: Okay, getting the bandage here is a pain. It's right next to you at the start, in a locked cage. The key is in the upper left of the lever, above Bandage Girl. You're gonna have to watch out for the exploding missile to grab it (it's practically invisible, too), and then you have to make your way back to the start of the level, requiring some awkward double jumps to throw off the lasers. Once you grab it though, it's just another run through the level to get back. ------------------------------------------------------------------------------ 4-17: Lost Highway (BANDAGE) A-rank: 12 seconds Don't rush into the portal; there's a wall of lava on the right of the exit. Instead, jump straight up into it and move left. Pass the saws, then hop into another portal to a safe platform. Watch the lava barrels very carefully here, and plan your exit. BANDAGE: Ogmo/The Kid is your friend here. The bandage is hovering in the air on the left side of the stage. While I'm sure it's possible to grab it as Meat Boy, Ogmo was a ton easier. ------------------------------------------------------------------------------ 4-18: Boris (WARP ZONE) A-rank: 24.5 seconds More exploding rockets! Hop on the moving platform, wait for the rocket to home in on you, then jump to the wall on the right. Dodge the shrapnel, then hop back on the platform. Do this again. When the platform's on the ground level, stay on its left side, then move to the right when you hear the rocket. Past that, you're good to go. WARP ZONE: To the bottom right of the source of the rockets. It's in an invisible hallway. ------------------------------------------------------------------------------ 4-18 Warp Zone: [The Fly Guy] 1-1: Yay Flywrench! Personally, I don't like how he handles, but whatever. He has multiple jumps, and climbs up walls vertically. The first level's easy, just maneuver your way up. 1-2: Dude has three jumps. Use them. Float downward, float around, and finally on top of Meat Boy. 1-3: Another level of "watch the timing". Float up, around, and down to get to the exit. ------------------------------------------------------------------------------ 4-19: The Hive A-rank: 14 seconds An exploding rocket and a slow-moving elevator. Also a collapsing floor, but it's not that big a deal. Pick a side, wait for the rocket to fly towards you, and run to the other, doing a short hop over the shrapnel. Once the elevator's down the shaft, just jump down to Bandage Girl. ------------------------------------------------------------------------------ 4-20: Babylon (BANDAGE) A-rank: 22 seconds Oh hey, the exit's right behind that portal PSYCHE! Anyway, climb over the first bridge, and when you jump into the portal, try straight up; forward momentum may kill you. Room 2: Hop over the fireballs when necessary. Room 3: You're safe in the spot in the upper middle, otherwise careful of the rising fire. Room 4: Do a circle around the room to grab the key and avoid the laser. Room 5: Destroy the floor, watch for the shrapnel, and grab Bandage Girl. BANDAGE: In the last room near the ceiling. Don't waste much time; just watch where the shrapnel tends to fly, and get enough height from a wall jump to grab it. You may be able to fall straight down to Bandage Girl. ------------------------------------------------------------------------------ Boss: Little Horn Holy crap, a monster Meat Boy! First off, jump to the right ledge. He'll pound a fist on the left of the stage, then swing it across after he blinks. Jump over it. Then he'll do the opposite side. Careful not to jump too early or too late; you need to be at the apex of your jump. Stay out of the center of the stage. He'll slam his head into it and hurt himself. Watch out for the debris from the ceiling as it falls. Then, he'll pound his hands like this: Outer Left, Outer Right, Inner Left, Inner Right. Make sure you aren't in those spots when he attacks. Then, he'll hit the left side of the stage and swing his hand across, as before. Remember he'll blink before he swings. Stay out of the center, and he will slam his head into it again. More debris. Once again, Outer Left, Outer Right, Inner Left, Inner Right. Again, the four pounds in the same pattern. He'll bash his head into the middle again, killing himself and winning you the battle. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Chapter 5: Rapture (Light World) If you survived that last boss fight, you're ready for world 5. As you'd expect, it's even worse. This isn't the final world, but you're getting there. ------------------------------------------------------------------------------ -5: |> -_- |> ------------------------------------------------------------------------------ 5-1: The Witness (WARP ZONE) A-rank: 22 seconds Run to the right, freefall between the buzzsaws, and continue right, then up the pathways. First buzzsaw, just jump when you see an opening. For the next two, jump through when they are at the bottom, then quickly wall jump up before they reach you. Vertical shaft shouldn't be a problem. Head into the building on the right, then maneuver through to get to the end. Warp Zone: It's easy to see (it's at the top of the second building), but you're gonna have to get there quickly to reach it before it disappears. ------------------------------------------------------------------------------ 5-1 Warp Zone: [Skyscraper] (BANDAGE X2) 1-1: There's a key below you, floating between some spikes at the start. Grab it and jump across the gap. Climb the building, careful of the rightmost buzzsaw. I'd recommend you go back to the starting platform and just jump across when you have the chance. In the second building, maneuver your way down, grab the key, and go back up. In the third building, the key is on the bottom floor, with the entrance on the side of the building. Slide down the building to carefully land on the single space available. Grab the key and stand back on the ledge. You're going to have to jump through a pair of descending buzzsaws to reach Bandage Girl. 1-2: Spikes everywhere, but strangely easier than the first level. As you proceed up, look at what walls are available. Between the second and third floors, there's a spike on the opposite wall, but Meat Boy can touch the floor at the height of his jump. It's a straightforward level, just very annoying. BANDAGE: Next to you at the start, locked behind bars. You have to grab a key at the end of the level, then slide down a long path to the right back to the start. You can't come back up that path, but you do get to do the level again! 1-3: Alright, I'll be honest: I couldn't beat this level. This Warp Zone's so damn hard, I only got to 1-3 once, and I died before I could give much of a writeup. No idea where the bandage is. I tried and tried this level, but couldn't do it, and I've beaten every single OTHER level in the game, just not this one. If you see this paragraph and you want me to finish it, send me an email. Maybe then I'll find the motivation to finish the fight. BANDAGE: I have no clue. ------------------------------------------------------------------------------ 5-2: Evangel A-rank: 13 seconds Hovering things! These will push you away from the center, either giving you lift, or shortening your jumps. Run and jump over the first force field, then slide down the left wall in the next area. Jump towards the force field at just the right angle to hover you through the buzzsaws. Then, hover up to Bandage Girl. ------------------------------------------------------------------------------ 5-3: Ripe Decay (BANDAGE) A-rank: 18 seconds Dodge the first saw, then as you run to the right, just try to jump over the buzzsaws as normal; the force field will push you down, but not with enough strength. Hover over the force field either through the buzzsaws or onto the platform, then again to the right building. Here, just run straight through, not even jumping. Dodge the last saw to get to Bandage Girl. BANDAGE: On the left side of the right building, behind a buzzsaw. To get it, stand on the middle platform and leap into the force field, giving you enough lift to move past the buzzsaw so you can easily grab the bandage. ------------------------------------------------------------------------------ 5-4: Rise A-rank: 13.5 seconds This level's annoying. Jump to the right, then wall jump up once, with both jumps reaching the maximum height. Jump across to the left, and the force field should push you up the wall past the buzzsaws. Jump to the right and do it again, then jump to the left and float above the force field, then hover to the next force field, finally hovering into the next building. Jump into the force field so you're pushed to the top floor, and you're good! ------------------------------------------------------------------------------ 5-5: Panic Switch (BANDAGE) A-rank: 12.5 seconds Buttons! Hit the first button to open the ceiling, hit the button on the wall to open the next ceiling. Hit the button on the bridge, then run! Dodge the obstacles and make sure you reach the end before the floor disappears. Once there, wall jump to hit the button on the ceiling, then fall through the two buzzsaws, then dodge the middle one below to reach Bandage Girl on the right. BANDAGE: Just hovering in the air above the stage. Skip the button that opens the floor and just run to the right, onto the ledge. Run left and jump off the ledge to grab it, then complete the stage as normal. ------------------------------------------------------------------------------ 5-6: Left Behind A-rank: 11 seconds Tricky. Hit the button, then jump through the opened wall. Slide down and hit the next button, then wall jump up the right through the opened door. Hit the button on THAT wall, then very quickly navigate the narrow platforms to Bandage Girl; the button opens up a wall right between the two buzzsaws you'll have to jump through. ------------------------------------------------------------------------------ 5-7: The Fallen (WARP ZONE) A-rank: 23 seconds Annoying! Move into the right building and hit the button. A key will fall from the ceiling; grab it, or you'll have to go to the bottom. Hit the switch in the upper left, then quickly jump to the right building. Below the buzzsaw is another button, hit that and a key will fall from the ceiling. If you fail to grab it mid-air, you'll have to do the level over again. Move back to the left, though you'll enter the middle building from the bottom, and will have to dodge two buzzsaws to get through. Bandage Girl is back at the start. WARP ZONE: On the right side of the farthest building on the right. Make it through the level as quick as you can, and hop through the space in the upper right to the outside. Fall down the side of the building and you'll find it. ------------------------------------------------------------------------------ 5-7 Warp Zone: The Guy! Take a look at this. Take a good look at the level. You are The Kid, and these are the levels based off of "I Wanna Be The Guy". They're some of the hardest levels in the game. But if you beat them, you get The Kid, who has an awesome double jump that will help you a ton when going for 100% completion. 1-1: First off, let go of the run button. You won't need it. You'll also need to master wall jumping and double jumping in a very cramped space. You'll be moving down, up, down, up, right, left, right. It'd be incredibly tedious to explain every jump you have to make, so I'll only mention a few spots. At the start, fall off the ledge instead of jumping. It will give you an extra jump. Going down the third column, make sure you have a spare jump so you can hit the wall on the right. When making the long jump to the right, do a short hop so you don't hit your head, then a long jump to make it all the way. If you can get that far, you'll be able to reach the end of the level. 1-2: Not as hard as the last level, but possibly even more frustrating. You're gonna have to have a "1-2-1-2" motion in your head going if you want to get through this. Listening to the music can help, since occasionally it will match up to the rhythm you need to progress. The outer columns aren't that hard since there's plenty of space, but the inner columns (columns 3 in particular) will be a pain due to your limited movement. Make absolutely sure that you won't run into a spike; watching the platform's connection with the spikes help. When going up, make sure it's over the spike, and when going down, make sure it touches the next spike down before you move, or you'll run into the upper one. As for the platform in the middle, run and do a couple of long jumps. Once you get the timing down, it's actually easy compared to the rest of the level. I'd only recommend running for the upper platform. 1-3: Looks intimidating, but actually pretty easy compared to the last two sections. On each floor, a wall of spikes will fly from the right that you'll need to double jump over. There's spikes on the ceiling and walls that you'll need to bypass when the spikes aren't flying at you, and you'll need to time your jumps between levels carefully. It looks hard, but with enough practice it's not nearly as bad as what you just did. Keep your finger on the run button for this one; you'll need it to get through levels 2 and 3. Congratulations! You just unlocked The Kid, one of the best characters in the ge! ------------------------------------------------------------------------------ 5-8: Descent A-rank: 20 seconds Not a whole lot to say about this one. Just an elevator constantly moving down, and dodge the buzzsaws as you go. The only way to learn the pattern is to do it yourself. Good luck. ------------------------------------------------------------------------------ 5-9: Abomination (BANDAGE) A-rank: 19.5 seconds Ugh, Meat Boy clones. They'll follow you around and kill you, and even jump into you! Just head right, destroying the walls, grab the key at the far end, and head back to the start. Along the way you'll meet two clones normally, and a third will drop as you hit a button while running (you can't jump over it). BANDAGE: Nearly invisible. Notice those buzzsaws in the first building? Jump up the left side, and you'll find a hole level with the buzzsaws. The bandage is between the two in the air. You'll hear it when you grab it, and even if you didn't, you'll still have the notice at the end of the level to get it. ------------------------------------------------------------------------------ 5-10: Grinding Mill A-rank: 15.5 seconds A waiting level. The key will drop through several platforms, but as they do so, so will various clones come out to ruin your fun. You can try to dodge them, but I preferred luring them to the right. If you jump in the space by the wall, the clones will jump into the buzzsaw, killing them. Once you've grabbed the key, just wall jump up the left wall (around the buzzsaw) to Bandage Girl. ------------------------------------------------------------------------------ 5-11: Heretic A-rank: 18.5 seconds A clone's chasing you right at the start, but that doesn't mean you should rush through that moving buzzsaws; let it pass before going through. Ditto for the following buzzsaws. From here, jump through the two buzzsaws and force field, and notice a button on the ceiling in the bottom right room. Hit it, and a door on the outer wall will open up to Bandage Girl. But two clones will also drop to the floor. Get past them, use the force field to float up to the door and reach the exit. The button has a VERY small timer on it. ------------------------------------------------------------------------------ 5-12: 10 Horns (WARP ZONE) (BANDAGE) A-rank: 16 seconds Watch the disappearing floor ahead of you, and run across when it's open. Careful of the clone, then jump up the walls when they're solid. Watch the disappearing platforms, and jump through when you can. WARP ZONE: If you have The Kid, you can climb the mountain at the start of the level and access this one. It disappears after 7 seconds though... BANDAGE: You'll need a double jump character for this one. When you get to the disappearing platforms, slide down the wall instead; the bandage is just floating above the pile of salt, and you need an extra jump to get it. ------------------------------------------------------------------------------ 5-12 Warp Zone: [Sunshine Island] (BANDAGE X2) 1-1: You'll have to traverse through the lower level. Watch the falling buzzsaws, then jump and destroy the wall. Careful hopping through, then destroy the next walls when the path is clear. Jump to the building to the right, and you'll have to fall through to get the key at the bottom. You'll need to be careful with wall jumps both going in and getting out. Once you're at the top, Bandage Girl's to your left. BANDAGE: Hovering just above the corner buzzsaw. Get a running start for it. 1-2: Jump out to the keyhole platforms, then wall jump up to the central stage. Carefully watch the buzzsaws, and try to destroy as much of the floor as you can. When you grab the key, Bandage Girl will be free, but the key platforms will also disappear if you take too long. If you fail, don't worry, you can still do a long wall jump to Bandage Girl's platform. 1-3: Key in the upper right, Bandage Girl in the bottom left. You'll have to travel counterclockwise from your start position to reach the key, and you'll also need to make sure you don't destroy too much of the wall for your second go around. Alternatively, you can be creative with your jumps and just jump on top. Rest of the level is straightforward, just make sure to do tiny jumps. BANDAGE: Hovering in the air in the upper right, to the left of the key. You can actually wall jump off the two bottom most blocks to get to it, also bypassing part of the level! ------------------------------------------------------------------------------ 5-13: The Lamb A-rank: 20 seconds Disappearing platforms here. As you jump on one, you'll have to jump to the next, as the one you're standing on will disappear. Even when wall jumping across great distances, the timing will be the same, so just be careful. It's not that hard. ------------------------------------------------------------------------------ 5-14: King Carrion A-rank: 30.5 seconds There's a whole bunch of white guys going down, but if you drop off the right ledge you can bypass all of them with no trouble. What IS trouble is that brown ghost who reminds me of the Angry Sun from Super Mario Bros. 3. He'll follow you around and generally make your life a pain. Anyway, once you're on the bottom level, head to the right and you'll see a key hanging from a wire. Grab it and head back to the left to grab another key that's right next to a pile of salt; be careful. Head back right and wall jump up the corridor past the salt and you're good. The hard part of the level is the tiny platforms in the middle, as well as the ghost chasing you all over the place. I found that if you land on the left platform, you can just run to the bottom middle one without even jumping. ------------------------------------------------------------------------------ 5-15: The Flood A-rank: 13.5 seconds Constantly advancing wall of salt from the left, lots of salt piles and enemies in your path on the right. There's really no tricks I have for this level other than keep the run button held down. The momentum will help you get through those narrow corridors. ------------------------------------------------------------------------------ 5-16: Rotgut (BANDAGE) A-rank: 30 seconds I cheated here and just used The Kid to double jump through the force fields straight to the exit. On to the next stage! ...Okay, fine. Move to the right and jump over the first gap. On this platform, try to get a running start, and jump at the last moment, holding right. You should fall down to the next safe platform with no trouble. Saves you some time! Jump up this buzzsaw corridor (easy), then slide down the next wall. Wall jump to the force field, and hover over it a moment to make sure you have lift, then hover to the next force field and back to safety. Careful of the ghost. Wall jump up this corridor (easy again), then head left to the next force field. Careful with your jump here. THe force field will push you down, and you need to land on that small platform. If you can manage that, the rest of the level is easy. BANDAGE: It's floating to the right of the force fields next to Bandage Girl. Not overly hard to get (especially if you're The Kid). ------------------------------------------------------------------------------ 5-17: The Kingdom A-rank: 23 seconds I know this is supposed to be a really hard level, but somehow I aced it on my first try when doing this guide. Anyway, there are plenty of traps here you haven't seen before. First are the rotating wheels that shoot four buzzsaws at a time. They'll shoot both horizontally/vertically, then diagonally. Watch their patterns. Past that are the homing rockets, which you've seen before. What you haven't seen before are the destructible walls that require a rocket to explode. Stand in front of it, then run or jump out of the way of the rocket to clear the path. Next rooms are the homing buzzsaws which shoot in your direction, but they're easy to get past. Collapsing wall that you destroy yourself, another homing rocket, and another wall that needs a rocket to blow up, and you're good. ------------------------------------------------------------------------------ 5-18: Gate of Ludd (BANDAGE) A-rank: 17 seconds This level's a nightmare. Use the force fields to grab the key, then...wait. Wait. Keep waiting. Hopefully you aren't dead yet. There are constant buzzsaws shooting in all directions, so keep a close on on their sources. Also, when the ceiling opens up, another buzzsaw-shooter will be around to piss you off. My advice is to float directly above the right force field, moving only to dodge incoming saws. When Bandage Girl's care is finally open, float over to her. BANDAGE: Floating above the key. Very difficult to get, considering you need to wall jump around tons of buzzsaws to get to it. You can get it as Meat Boy, but I'd recommend The Kid (as usual). A wall jump + double jump will give you enough momentum to grab the key and hit the other wall. ------------------------------------------------------------------------------ 5-19: Wrath A-rank: 29 seconds Long level. Jump up, destroy the walls, and dodge the homing buzzsaw. Next room, the floor needs to be destroyed by rockets, but you'll also have to hit a button in the top right corner. The button is behind a wall that needs to be destroyed by rockets. The next room is pretty crazy; buzzsaws shooting in constant patterns, so you'll have to watch them and move when you can. Then there's a disappearing wall you'll need to wall jump up, but it's not that bad. Another two collapsing walls with a homing buzzsaw in them, and you're done! ------------------------------------------------------------------------------ 5-20: Judgment (BANDAGE) A-rank: 32 seconds Another long level. At the start, you'll fall down and see three ghosts. Jump over them, then to the blinking platforms. These wouldn't be so hard if not for that one ghost that chases you through the sequence. Evade him the best you can, and head into the right building. There's multiple levels of floor that you'll need to destroy via rocket, as well as a buzzsaw to take care of. Finally, a rapidly disappearing floor with clones underneath it. I'd recommend you jump as you cross this, because the floor really doesn't stay up for long. If you have trouble with the ghosts, you can "slingshot" them offscreen. If they come towards you with enough momentum, and you travel to the other side of the screen once they've crossed you, they won't chase you if they're offscreen. BANDAGE: In the pit with the Meat Boy clones. Try to herd them to one side, grab the bandage, and get out. It's pretty difficult, and you have to do the rest of this annoying level again if you fail. The Kid's double jump will give you some space. Keep in mind that the clones will jump at the same time you jump. ------------------------------------------------------------------------------ Boss: Larries Lament You've got three worms that will travel through the ground, then pop out and try to attack you. Your goal is to try to goad them into jumping into the buzzsaws on the sides of the stage. After the first dies, the next will shoot shrapnel when he pops out of the ground, as well as occasionally charge horizontally at you. Neither is too difficult to dodge, but you're going to have to actively try to kill these guys. They also don't have a very generous hitbox, so stay far away from them to avoid dying. At the very start, run to the left, wall jump on top of the platform, then fall to the ground. That should easily kill the first worm. In fact, a good tactic in general is to jump on top of either of the platforms; this way, they will have to jump at you to attack you, and can't do that stupid ground charge (not that that won't stop them from trying). Just be careful of the shrapnel, and jump to the side when you get too close to the buzzsaw at the height of the platform's movement. Also, you may need to preemptively jump out of the way in case they spawn right below you. If you wind up just falling to the ground, it's fine. Just pick a platform and try again. ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Chapter 6: The End (Light World) I love the Pokemon Red/Blue intro here. This is the last world to beat the game, and while there's only 5 levels (and a boss fight) in it, they're extremely tough. Also, no Bandages or Warp Zones to worry about. Additionally, you won't be able to switch characters. This world is all Meat Boy! ------------------------------------------------------------------------------ 6-1: The Pit A-rank: 30 seconds Time to infiltrate the fortress! Spikes are on the ground level of the fortress, so stay on the floating platforms. You can run from the middle platform to the right. On the far right of the level is the first key hanging from a rope. When you grab that, head back to the middle platform, then go to the upper left, where you'll find another key. Back to the center, then move to the upper right, infiltrate the middle building, and climb to the top, dodging all the buzzsaws. ------------------------------------------------------------------------------ 6-2: Schism A-rank: 44 seconds Run to the left, fall into the hole, and drop straight down until you hit the ground. Jump to the left platform, then maneuver around it to reach the platform below it. Long jump to the right, then long jump to the right again. Wall jump left, right, and up, then grab the key. Now go all the way back! Well, that narrow pathway you didn't take is safe to drop through, then move a square to the right to fall onto the next platform. Long jump to the left, then wall jump back up to the main section. Dodging the buzzsaws isn't hard; just keep the jump button held down as you wall jump to give yourself enough momentum to slide up the walls. ------------------------------------------------------------------------------ 6-3: Echoes A-rank: 34 seconds Lots of empty space. Jump on the first couple of moving platforms, then watch the rotating buzzsaw in the room. Head in, grab the key on top of the center block, then get out, moving clockwise like the buzzsaw. Then, jump on the platform going up, and do it again in that room. Finally, jump on the uppermost moving platform, then to the next one, and to the last building. Head in here, and there will be two large buzzsaws to account for. Grab the key in the middle, fall down the pit, and jump on the last platform on your way to Bandage Girl. Keep in mind that in all the buzzsaw rooms, you can stand on the center platform without getting hit. Also, the buzzsaws penetrate the walls, so don't idle on the outside or you'll get hit. ------------------------------------------------------------------------------ 6-4: Gently A-rank: 33 seconds The thing to remember about this room is that the corners are safe. If you find yourself panicing about a buzzsaw, just stay in the corner, and you'll be fine. Also, only the saw itself will hurt you; the bar it's attached to will pass by you. When you get to the section with the giant buzzsaw, stay put, and move vertically only when it's safe. The inner corners here are only safe from the small, fast-moving saw, not the big one. Past that, there's a short obstacle course, but nothing too tricky. The last big room has four moving saws, two on each wall. Watch carefully and jump when you have space. Bandage Girl's at the top. ------------------------------------------------------------------------------ 6-5: Omega A-rank: 44 seconds I spent like half an hour playing this level before finally giving up, but I came back a short while later after blowing off some steam and found it much more manageable. Maybe you'll feel the same way. This is possibly the hardest level up to this point in the game, and you'll need every bit of skill you can to beat it. To start, run to the right, wall jump to the left, then wall jump over the buzzsaw to the right. Get to the top platform, then make a long jump to the left. Make your way through the building, though a note: when wall jumping over the buzzsaw on the right wall, don't hold right until after you've cleared the saw. Exit from the top, head right, then slide down the wall under the buzzsaws. When you're on the wall, Meat Boy "sticks" to it a bit, so you can hold right even when on the left wall. I say this because you'll need the momentum to the right when jumping under the first buzzsaw and between the two smaller ones. Wall jump up the next hall to grab the key, then inch yourself off the edge and alter your momentum to fall in between the buzzsaws. It's easier than trying to wall jump your way down. On the bottom platform, run to the right and jump to clear the buzzsaw, then make your way to the corner. Let go of the run button when navigating the narrow corridors. Success! ------------------------------------------------------------------------------ Boss: Dr. Fetus Final boss time! This level actually has two parts: The Chase: Dr. Fetus has a rocket launcher, and he'll be chasing you through the level. Though to be honest, he's a non-issue after the first room. In the first room you'll just have to wait until the buzzsaws have passed to continue, all while dodging homing rockets. My advice is to wait until he shoots the rocket, then jump; it'll curve into a wall. As soon as the right buzzsaws have cleared the path, move it, because another saw wall is on the left, and you have to squeeze through a corridor before that happens. Navigate the saws, then slide down the wall and jump to the far platform, careful of the moving buzzsaw. Wait for the right buzzsaw wall to clear, then wall jump up the right wall to the left platform (with the buzzsaw circling it). Jump to the right, make sure the saw wall is out of your way, then hop through the two saws on the ceiling and floor. Stay off the floor in this next area. Instead, hop from wall to wall until you're on the platform on the right. Wall jump through the various saws, fall and slide down the wall, then jump across. You'll see a large room with a button at the very top. Hit it, then quickly make your way to the room in the bottom right that just opened. Dr. Fetus will approach, and shoot a rocket at you (which will somehow go through the door, argh). When Dr. Fetus walks across the floor, hit it, and he'll drop, Bowser-style. The Escape: Now to do the level in reverse, with Bandage Girl on your back. Don't worry, she doesn't hinder you. Also, there's no wall of buzzsaws to stop you; just go, go, go! Also, since there's no A-rank in this level, feel free to take your time with it. When you get to the two buzzsaws on the left and right walls, remember to let go of left for a moment when you jump so you don't smack your head in the buzzsaw. Then, fall straight past three buzzsaws onto the platform below, to the left of the lone platform. It's big, you can't miss it. Dodge the saws on the floor, wall jump on the left wall to the right one, then up. Wall jump through the top-bottom saws. Head onto the first platform with the swinging saw, then drop onto the lower one when the coast is clear. You can jump to the one on the right, or you can watch the position of the saw below the screen to figure out where its attached platform is, and just drop onto there. From here, it's a simple obstacle course you've done a million times before. When you reach the big room, congrats, you've beaten Super Meat Boy! ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ The Cotton Alley (Light World) Oh, you thought you were done? Nope! In The Cotton Alley, you play as Bandage Girl, trying to get Meat Boy back! No Bandages or Warp Zones here, either. Just all incredibly hard, frustrating levels. Have fun! ------------------------------------------------------------------------------ 7-1: Pink Noise A-rank: 11 seconds No tricks here, just a series of buzzsaws to navigate via wall jumps. Only thing of note is that when you jump across the center area, you can't fall to the ground. You HAVE to hit the wall to keep going. Other than that, it's simple enough. ------------------------------------------------------------------------------ 7-2: Run Rabbit Run A-rank: 13 seconds Straightforward, oddly enough. Run to the right, between buzzsaws. You run faster than the saws, so there will be a point where you'll have to let up on the run button for just a split second. Drop down, do it all again running left. You'll be fine. ------------------------------------------------------------------------------ 7-3: Spinal Tap A-rank: 23 seconds I can't even comprehend that mess of buzzsaws. At the start, watch for a moment, and you'll see an opening to jump through. Once you're in the mess of things, stay very close to the corner blocks and watch how the buzzsaws rotate. Jump through each time you see an opening. This level's crazy. ------------------------------------------------------------------------------ 7-4: Stag A-rank: 26 seconds The buzzsaws in front of you will move left and right. Watch how they move and how they cover the platforms. Take your time. When you get to the right, watch the buzzsaw shooting from the right, then jump into the upper passage. Hop over each horizontal buzzsaw, and walk under the vertical ones. ------------------------------------------------------------------------------ 7-5: Tommunism A-rank: 30 seconds I wish I could offer some sort of trick for this level, something to make it all seem so easy, but I can't. The blobs are annoying, and they're the only obstacle between you and your goal (as well as a bed of spikes). Just watch their patterns and jump to each side, grabbing a key that unlocks a cage on the other side of the level. Good frickin' luck. ------------------------------------------------------------------------------ 7-6: Panic Attack A-rank: 7.5 seconds Oh, this one's fun. Grab the key, then run, run, run. Keep holding right and keep running, it's the only way to get through. You'll need to make a tall jump to get past the last row of saws, but other than that the level is straightforward. ------------------------------------------------------------------------------ 7-7: Tunnel Blower A-rank: 10.5 seconds Keep run held down, then fall over the fan, which will blow you up. Hover through the two saws, then over the next fan, which will propel you onto the opposite ledge. Grab the key, hover back over the fan, then use the momentum to go up to reach Meat Boy. That sounds simple, but the fan physics make this level difficult. Just keep trying. When going across for the first time, don't get too much upward momentum, because you'll either hit the buzzsaw, or fall too quickly onto the next fan. And when you have the key and are going for the exit, remember that you get more lift the lower into the wind you start. Just don't overdo it. ------------------------------------------------------------------------------ 7-8: Pig Latin A-rank: 26 seconds Very tricky level. You need to be a master of the wall jump, jumping from one side to another, avoiding the blobs along the way. If you can get to the left-middle block you should be safe, so now watch the blobs as they climb up the center. Be patient, make sure you don't get hit by a blob, then make your way up. Once you've reached the halfway point, the rest of the level is just what you've already done, now with less pressure; hitting Meat Boy on a large platform is easier than not hitting a blob on a narrow one. ------------------------------------------------------------------------------ 7-9: Hatch A-rank: 21 seconds Three rooms, with a key on the ceiling in each. There are buzzsaws shooting clockwise, and conveyor belts on all walls moving counterclockwise. Despite this weird setup, the level isn't overly challenging. Just watch where you land and what walls you ride. Grab the center key, left key, then right key, then return to the center room to get to Meat Boy. ------------------------------------------------------------------------------ 7-10: Bullet Bob A-rank: 32 seconds When I think of "annoying levels with rockets", this is the poster child. 6 keys to grab, three rocket launchers. Personally, I recommend you plan of attack as follows. Bottom right, bottom left, upper left, right dropped key, upper right, left dropped key, exit. It minimizes the amount of running around that you'll have to do, and constantly gives you safe areas to stand in (which is mainly the platform in the center). The bottom right corners aren't safe from fire, either. The upper corners are better about it, but you just have to keep moving and keep trying. ------------------------------------------------------------------------------ 7-11: Train Eater A-rank: 18 seconds You can't sit still, ever. You have to constantly move left to right, and constantly be dodging rocket fire. The cannon on this level is ridiculous; it gives you no breathing room, and you have to keep moving forward without moving forward too much, else you'll run out of room. Yeah, there are salt mounds and buzzsaws to worry about, but it's that rocket that's the pain of this level. ------------------------------------------------------------------------------ 7-12: Peel A-rank: 11.6 seconds It may look insane, but I had no problem with this level. Just keep running, and every time you see a spot to dodge a buzzsaw, take it. Just keep moving and you'll be fine. Just...watch the start. ------------------------------------------------------------------------------ 7-13: Pepto A-rank: 22 seconds Another one of those "keep ahead of the death" levels. The pepto bismol is continuously rising, and you have to stay a step ahead of it. It doesn't matter whether or not you just leap to the other side, or whether you land on the middle platform, just as long as you don't daudle for too long. When you approach the top, you might get a little disoriented on where to go. Just jump over the saw to the right, wall jump over to the left wall, and climb that wall. Other than that, the level is straightforward. It's still hard as hell. ------------------------------------------------------------------------------ 7-14: Watchtower A-rank: 40 seconds The A+ is 40 seconds, but I got it in 15 with not too much effort. And you can, too! In this level there are four keys orbiting a laser eye. The walls in the level collapse when you touch them, so you need to make your jumps count. To do this, run to one side, jump twice as high as you can go, then leap across the eye, grazing it and hopefully grabbing two keys. Then, get back under the middle platform. Make sure you enter it from the same side you just landed on, or you'll die trying to get back. Then, watch the other two keys, and when they're in a good position, double jump over the opposite wall and grab them in one swoop. Then just drop down to Meat Boy! It's an intimidating level, but it's manageable with this strategy. ------------------------------------------------------------------------------ 7-15: Lock Out A-rank: 24 seconds It's the return of the homing shrapnel rockets! Not only do you have to dodge them, but you'll have to grab the keys next to them in order to progress. With practice, you can manipulate the flight of the rockets so their shrapnel is more predictable and easily dodgeable. Also keep in mind that the shooters have a recharge period; that's when you get in, grab the key, and get out. As you open up the level, you'll have to deal with more rockets at once, but you can get them to smack the ledge they're on if you're tricky. This one's less about a solid strategy, and more just outsmarting the obstacles. ------------------------------------------------------------------------------ 7-16: Hopscotch A-rank: 20 seconds An interesting force field level. The force field will continually move right, with no other platforms for you to step on to progress. You'll have to jump over it and adjust your altitude to avoid buzzsaws high and low. Kind of zen-like, really. ------------------------------------------------------------------------------ 7-17: Lead Sheets A-rank: 20 seconds This level looks intimidating, but it's actually one you should consider rushing. When the cannons are firing hor/vert, it's dangerous and you should be careful where you stand. But when they're firing diagonally, it's much easier to evade. You might think you should take things slowly, watch where they're going and all that, but I found it a lot easier to just run like hell whenever they weren't firing, and got through the level without much effort. You might have the same success. ------------------------------------------------------------------------------ 7-18: Oobs Revengs A-rank: 21 seconds Those brown ghost things are called Oobs? That's kinda dumb. After trying this level a few times, you might find it frustrating. The ghosts constantly get in the way, and it's hard to navigate the platforms considering they collapse and you have to backtrack. However, I found a nice trick to it. Jump on the first low platform, and past that make long jumps to each of the high platforms. The ghosts were never positioned to block me. On my way back I took the lower path and enjoyed similar success. If you come close but feel you need to break this pattern, go ahead. Ghosts chase you differently depending on how you move, anyway, and it's no guarantee you're copying my movements exactly. ------------------------------------------------------------------------------ 7-19: The Rash A-rank: 17 seconds Annoying. Very annoying. This level has a ton of buttons, and you have to hit all of them. Worst of all, they don't open the room immediately ahead, they open the door a few rooms down. So you have to hit every single button, rushing through the level to make sure doors don't close. If they do close, your only choice is to self-destruct on a buzzsaw. So mean! A tip: hold jump as much as possible when you hit a wall. Sliding up a wall is a hell of a lot easier than trying to jump into a narrow corridor. Also, buzzsaw on the floor at the very start, and buzzsaw on a floor at the very end. Don't do what I did and cheer for finally making it through the level, only to step on the final buzzsaw. ------------------------------------------------------------------------------ 7-20: 4 Letter Word A-rank: 45 seconds F***. S***. C***. Any other four letter words we can think of? This level will be the ultimate test of your Super Meat Boy skills. You climb a tower, dodging increasingly more complex traps. At first they just sit there, then they block your path, then they move in predictable patterns, then less predictable patterns, and finally they make you make pixel-perfect jumps near the very top. It's a long road, and the 45-second challenge time is a pain, but you've made it this far. You can do it! ------------------------------------------------------------------------------ Legal Stuff: I don't really care if you use my guide or not, but I do want credit for any work I write. Got it? Good.