Super Meat Boy 3D โ All Bandage Locations
Every Collectible, Every Risk Rating, Every Unlock
Bandages are the primary collectible in Super Meat Boy 3D โ one is hidden in every level, always off the main completion path, and always in a dangerous or difficult-to-reach location. Collecting bandages serves two purposes: they unlock playable characters at specific thresholds, and they contribute to your 100% completion rating.
This complete Super Meat Boy 3D bandage locations guide covers all 60 Light World bandages across the three main worlds, organized by level with pickup strategies and a risk rating for each. Dark World bandages are separate collectibles counted independently for 100% completion.
Every bandage location entry includes: the bandage's position description, the optimal pickup strategy, the risk rating (how likely you are to die attempting it), and whether a specific character makes the pickup significantly easier.
Character Unlock Thresholds
Risk Rating Scale
๐ฒ World 1 โ The Forest โ 20 Bandages
Top-left corner, above the second wall-jump platform
Carry extra jump height off the first wall by jumping at the peak of wall slide. Two wall-jumps above standard path.
Between the two saw loops at mid-point height
Dash through the bandage during the same safe window as the level clear route. Don't stop moving.
Behind the first falling log spawn point โ upper right platform
Rush past the first log spawn immediately at level start before first log falls.
Upper center, directly above the crossing point
Wait for both saws to return to opposite sides then dash vertically through the crossing point.
Behind the highest saw blade against the right wall
Dash through the high saw blade's gap โ the window is approximately 0.6 seconds.
Right wall, mid-height
After clearing the left wall saw section, wall-jump to the right wall and climb to the bandage before continuing to exit.
Side alcove at 2/3 depth of the shaft
After second saw pair, dash sideways into the alcove. Grab bandage and slam out.
On the third spike platform at its highest point
Ride third platform to peak, grab bandage, immediately jump to fourth platform before third descends.
High alcove after third dash panel
Allow the third panel's boost to carry you naturally โ bandage height is the natural trajectory if undirected.
End of wall run surface just before jump point
Auto-collect during wall run โ do not slow down, it collects on contact.
End of fire section, above fire pit
Dash-cancel jump from last moving platform toward the bandage platform. Requires dash-cancel technique.
Center of the spiral
Enter center at widest spiral point and exit immediately. Only attempt after level is cleared once.
Above middle section โ requires slam-launch
Slam-launch from last moving platform in middle section. Dedicated bandage run recommended.
Dead center at axis of symmetry
Approach from either side at midpoint โ grab during low jump over central saw blade.
Top right corner, behind last saw blade
Post-clear dash to top-right corner before exit trigger activates.
Center column (highest debris zone)
Rush to center, grab, dash out. Accept high death risk โ pure execution run.
Requires counter-wave movement
Dash opposite wave direction during gap's return travel. Very precise timing.
On the most slippery ice platform
Let the slide carry you to the bandage โ approach from opposite direction to your landing skid.
False wall 4 jumps up โ hidden platform
On 4th wall-jump cycle, continue climbing the false dead end wall instead of redirecting.
Behind final obstacle cluster before exit
Post-clear detour โ very high risk on an already demanding level. Use Dr. Fetus Jr.
๐๏ธ World 2 โ The Junkyard โ 20 Bandages
Above the crusher's retracted position
Wall-jump above crusher while retracted, grab bandage before it extends. 2-second window.
Platform between two drip zones
Both drips pause simultaneously for 1 second per cycle. Dash to platform and grab.
In the toxic pool area during deactivation
Pool deactivates 1.5 seconds per cycle. Dash in, grab, dash out.
Below conveyor midpoint โ requires drop
Drop off conveyor edge at midpoint, grab bandage below, slam-launch back up to exit.
Junction between crusher and toxic pool sections
Exit crusher section to coincide with pool deactivation. Grab bandage in the transition.
Above barrier โ requires crusher and barrier alignment
Wait for 12-second LCM alignment of both hazards. Enter only during that window.
On top of scrap wall at maximum extension
Ride scrap wall to maximum, grab at top, jump to arena wall before retraction.
Lowest arena point โ accessible at maximum tide retreat
Slam to floor during 1.5-second full retreat, grab bandage, slam-launch up.
Directly under the crane
Full speed run + dash past crane. Combined velocity exceeds magnetic pull briefly.
Requires 4-hazard simultaneous alignment (every 12 seconds)
Pre-position at entry point and wait for the 12-second window. One shot per wait.
Mid-gap in air โ collected during optimal momentum carry jump
Auto-collect with correct wall momentum carry technique โ inline with optimal path.
Side alcove between crushers 2 and 3
Dash sideways into alcove during 2-second retraction window. 0.5 seconds to grab and exit.
Center โ requires passing both corridor types
Time transition at exact corridor activation switch. 0.5-second crossover window.
Side alcove at shaft halfway point
Hold sideways during slam descent at halfway point to drift into alcove. Grab and slam-launch out.
Most hazardous intersection โ 4-hazard alignment (every 24 seconds)
Count 24-second LCM alignment. Wait at entrance โ only one attempt per 24-second cycle.
Isolated platform between opposing conveyors
Jump off right-pushing conveyor at peak โ launches to isolated platform. Grab and dash back.
Above barrier 4 โ ceiling platform
At barrier 4, wall-jump above instead of running through. Bandage on ceiling platform.
Center of three overlapping magnetic fields
Slam-launch through center at maximum vertical speed โ vertical momentum partially overcomes horizontal pull.
At highest toxic pool level on platform above pool
Time wall-run exit to pool's maximum retraction. Bandage on platform immediately above.
Hidden upper path above final crusher cluster
Post-clear: wall-jump above the last crusher cluster to find hidden upper path to bandage.
๐ญ World 3 โ The Factory โ 20 Bandages
Above laser grid on ceiling ledge
Wall-jump above grid during deactivation, grab on ceiling ledge, drop before reactivation.
Behind piston in retraction zone
Dash into retraction zone immediately after piston fires and begins retracting.
Mid-depth platform between two laser depths
Both grids off simultaneously for 0.8 seconds every 4 seconds. Time depth jump precisely.
Shredder belt surface โ requires ground-level hop
Minimal jump height hop at exact bandage position over the shredder surface.
Dead-end corridor โ opens when grids 1 and 3 off simultaneously
0.5-second window every 6 seconds. Pre-position at dead-end entrance.
Deepest-depth platform โ furthest Z position
Align with furthest background grid line. Pure depth-axis jump.
On top of 4th piston when extended upward
Jump on top of extended piston when it fires upward โ grab bandage before retraction.
Below conveyor โ requires drop and slam-launch
Drop below conveyor during molten drop gap, grab, slam-launch back above belt.
Center of web โ 0.2-second window every 8 seconds
Pre-position at center edge. Dash to center at alignment. Frame-tight.
Two depth positions behind standard path
Pure backward depth-axis jump โ no horizontal movement. Medium height.
Laser zone side platform โ 0.6-second multi-grid window
Pre-position at exact entry point before window opens. Requires memorizing grid sequence.
Center of piston cross โ 0.3-second simultaneous retraction
Slam-launch to center during retraction and immediately dash out.
Behind wall geometry โ requires wall clip
Execute wall clip at upper-right corner at 40ยฐ approach angle during dash.
On long route โ alcove at 2/3 through
Take the long route specifically. Bandage is in an alcove โ straightforward collection.
Depth-far platform in piston gauntlet
During piston safe window, make depth jump backward to far platform. Grab and depth-jump back.
Corner โ two non-adjacent groups simultaneously off (0.3 seconds every 8)
Pre-position. Dash in at alignment. One of the hardest Forest bandages.
Far left after wave passes โ floor accessible briefly
Let wave pass completely right, run left immediately to bandage before next wave.
Depth position 6 โ backward depth jump from position 7
Reach position 7, hold reverse-depth direction, standard jump to position 6.
Most hazardous intersection โ 3-timer alignment (12 seconds)
12-second LCM window. Only for 100% runs. Multiple hazard types during pickup.
Hidden path right of boss door โ requires wall clip on door frame
Wall clip on boss door frame. Extremely difficult โ 100% completionists only.
๐ Related Guides
โ Frequently Asked Questions
How many bandages are in Super Meat Boy 3D? +
There are 60 Light World bandages (one per level across 3 worlds ร 20 levels) plus 60 Dark World bandages. Total collectible count is 120 bandages for 100% completion.
What do bandages unlock in Super Meat Boy 3D? +
Bandages unlock playable characters at 10, 20, and 60 Light World bandages collected. Additional cosmetic unlocks occur at the 30 and 40 thresholds.
Do I need all bandages for 100% completion? +
Yes. 100% completion requires all 60 Light World bandages plus all 60 Dark World bandages, all characters unlocked, all Light and Dark World levels completed, and all Steam/console achievements obtained.
Which bandage is the hardest to collect? +
The hardest standard bandages are 3-9 (Laser Web center โ 0.2-second window), 3-12 (Piston Storm center โ 0.3-second window), and 3-13 (behind wall clip geometry). All three require near-perfect execution.
Can I collect bandages on any character? +
Yes. Any playable character can collect any bandage. However, certain characters make specific bandages significantly easier โ Dr. Fetus Jr. is best for speed-based pickups, Tofu Boy for height-based ones, and Bandage Girl for sustained aerial positions.