Electro Man
Cheat Codes:
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Submitted by: David K.
-= Activating Cheat Mode =-
During gameplay, type CHAOS on the keyboard. There is no separate console or cheat
menu. After CHAOS has enabled cheat mode, enter any of the codes below while the
game is running.
The codes are direct gameplay commands, so use F2 at a useful checkpoint before
experimenting if you want an easy way back.
-= Complete Cheat List =-
* SUPER - Enables god mode; hazards and attacks no longer harm Jacek.
* KILL - Kills Jacek immediately. It also works while SUPER is active.
* W0 - Sets weapon power to level 0, leaving the gun unusable.
* W1 - Sets weapon power to level 1.
* W2 - Sets weapon power to level 2.
* W3 - Sets weapon power to level 3.
* W4 - Sets weapon power to level 4.
* W5 - Sets weapon power to level 5.
* DISK - Marks all required disks for the current level as collected.
* SKIP - Advances directly to the next level.
-= Best Uses for the Cheats =-
SUPER is the safest choice for learning a difficult route without repeating every
one-hit death. KILL is useful when god mode leaves you alive in a dead-end trap
where the normal escape is death. W1 through W5 let you test a route with a useful
weapon instead of rebuilding battery power after a checkpoint. DISK is the cleanest
way to bypass a disk hunt while still walking the remaining route to the exit.
SKIP should be reserved for a level you genuinely want to abandon because it moves
you forward immediately.
Hints and Tips:
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-= The Objective in Every Level =-
Electro Man has eight levels. Each level requires three disks before its large exit
teleporter will take you onward. The game can contain extra disks, so the practical
target is three, not necessarily every disk visible on the map.
After collecting the required disks, reach the large level-exit teleporter and press
Down while standing on it. Smaller teleporters are part of normal navigation and
can move you between otherwise disconnected sections of a level.
-= One-Hit Death Changes How You Should Explore =-
Most enemy hits and lethal hazards kill Jacek immediately. Death returns you to the
last activated checkpoint, while collected disks are retained. Treat every new
screen as a route puzzle: identify mines, barriers, turrets and safe landing space
before committing to a jump.
The levels are built from fixed screens rather than smooth scrolling. When a jump
crosses a screen boundary, the safest approach is to memorize the launch point and
repeat it consistently instead of correcting in mid-air.
-= Jumping Has No Mid-Air Steering =-
A jump's horizontal direction is committed when it starts. Press Up for a vertical
jump, or hold Left or Right with Up to launch diagonally. Once airborne, you cannot
steer the arc back the other way. Walls and ceilings can alter the arc by stopping
part of the movement, which is sometimes required for tight mine or barrier jumps.
For difficult jumps, solve the takeoff position first. A small change before pressing
Up is more useful than frantic direction changes after Jacek has left the ground.
-= Weapon Power, Batteries and Heat =-
Jacek starts without a usable shot. Batteries raise the weapon through multiple
power levels, increasing its reach, width and usefulness against hazards and enemies.
Each power level has a limited number of shots; when those are spent, the weapon
drops by one level.
At higher levels, the gun also needs more time to cool between shots. The left-side
meter shows weapon heat and the right-side meter shows current power. A strong gun
is especially valuable before narrow hazard corridors, but wasting shots on harmless
scenery can leave you defenseless later.
-= The Gun Fires Horizontally Only =-
Jacek fires to the left or right; there is no vertical or diagonal aiming. Move to
the target's height before spending shots. This matters around turrets and enemies
placed above or below your current firing line.
-= Checkpoints Reset Weapon Power =-
Touching a checkpoint changes the place where you return after death, but it also
resets weapon power to zero. Before activating one, clear nearby enemies or hazards
that you may need to cross again. Otherwise a route that was easy with a powered gun
can become much harder immediately after the checkpoint.
F2 does not create a save at Jacek's exact current position. It saves the last
activated checkpoint. F3 loads that saved checkpoint. Use F2 after reaching a
checkpoint you are happy to keep, especially before a long or unfamiliar section.
-= Do Not Confuse Respawning with Saving =-
Touching a checkpoint controls the current respawn point. Pressing F2 writes the last
activated checkpoint to the save file so it can be loaded later with F3. If you quit
without saving a checkpoint you wanted to keep, do not assume the current in-level
position has been preserved.
For a permanent personal checkpoint archive, copy the game's em.sav file after a
useful F2 save. The backup method is covered under Technical Issues.
-= Explore High Ground Before Dropping =-
Several levels use one-way drops, long teleporter chains or routes that are awkward
to reverse. Before jumping down into a lower section, check the current floor for a
disk, battery or alternate path. This matters most in the middle and late game, where
a premature drop can leave the missing disk far behind.
If a lower route becomes a genuine no-exit trap, death is sometimes the intended
recovery. With SUPER active, use KILL when a lethal trap can no longer kill you.
-= Track Teleporter Sources and Destinations =-
Levels 2 and 5 make heavy use of teleporters that connect similar-looking or
separated areas. When a teleporter sends you somewhere new, remember both the source
and destination before entering another one. Similar rooms are not proof that you
have returned to the same place.
A simple handwritten source-to-destination list is more useful than trying to
remember the whole map at once. If a branch returns to an earlier area, record that
loop and stop testing it repeatedly.
-= Shoot Certain Scenery for Direction Arrows =-
Some shootable scenery, including phone-like panels, can reveal pink direction
arrows. Treat an arrow as a route cue; some cues can also point toward a battery.
Do not shoot every decoration blindly. Weapon power is limited, so test conspicuous
objects when you need direction or already suspect a hidden route.
-= Learn the Sound and Timing of Turrets =-
Stationary and moving turrets give brief windows between shots. Do not race a fixed
jump arc against a projectile if you can wait for the shot first. Let the turret
fire, then cross or jump during the recovery window.
This becomes even more important around mines and barriers, where dodging a shot can
force an otherwise safe jump onto a lethal tile.
Solutions:
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-= Level 1 - Build the Right Habits =-
Level 1 introduces the normal loop without requiring a special rescue route. Use it
to learn three things that become critical later: the fixed jump arc, teleporter
activation with Down, and the checkpoint weapon reset. Collect three disks before
committing to the exit teleporter.
Do not burn every battery on enemies that can be safely jumped. Reaching the next
checkpoint with the route already cleared is more valuable than arriving with unused
weapon power that the checkpoint will erase anyway.
-= Level 2 - Teleporter Maze and Final Disk Area =-
Level 2 is split into three disconnected areas joined by teleporters. Its early
sections are dominated by mines, timed barriers and teleporters, and you can spend a
long time in the maze without seeing a disk. Lack of early disks does not mean you
have already failed the level.
The final major section contains the three disks needed to leave. Immediately to the
right of a checkpoint, enter with a jump rather than walking forward: a landmine can
punish a normal step onto the next screen. Once in the disk section, finish the local
search before taking a teleporter that returns you to an earlier branch.
-= Level 3 - Escaping the Lower Dead End =-
If you drop into the lower office area with the unreachable battery and find no route
back up, stop searching for a hidden normal exit. The glowing-top barrel in that dead
end is lethal and can be used to force a death and return to your checkpoint.
If SUPER is active, type KILL instead. God mode can otherwise turn a deliberate
death-recovery room into a permanent trap.
-= Level 3 - Destroy the Mine Choke with Wide Shot =-
On the route toward the second disk, a low ceiling can make one landmine look
impossible to jump. Build the weapon until you have the wide shot, then fire at the
landmine from outside the choke. The wide shot can destroy the mine and open the
route; do not keep trying to force the fixed jump arc through it.
-= Level 4 - Disk Behind the Green Windows =-
One required disk is hidden behind a dense block of green floating windows. This is
not a route you need to bypass. Shoot through the windows until the passage to the
disk is open, then collect it before leaving the area.
Level 4 also introduces lethal color-changing barriers and crushers. Do not enter a
barrier simply because it was safe a moment ago; wait for its safe phase and cross
with one committed movement rather than stopping inside the hazard.
-= Level 5 - Similar Rooms in the Teleporter Maze =-
Level 5 reuses very similar rooms across several teleporter destinations. The disks
stay tied to their map positions even when the rooms look nearly identical, and the
level can expose more disks than the three required for completion.
Track teleporter links and stop the disk hunt as soon as you have three. Chasing an
extra disk through another maze branch adds risk without improving the exit
condition.
Enemies that appear immune to weak shots are usually safer to route around than to
fight while underpowered.
-= Level 6 - Lower-Left Disk and the Only Route Back Up =-
The lower-left disk is easy to reach but easy to turn into a long recovery problem.
Use this sequence:
1. Approach from above and make the careful drop/jump onto the platform one screen
below the disk.
2. Collect the disk, then work toward the lower-left side of the area.
3. Do not treat the far-right route as the way out; it leads into a trap with no
route back up.
4. Use the lower-left side to regain height and work back into the upper network.
A checkpoint near this lower region can leave you repeatedly rebuilding the escape
route with no weapon power. Activate it only when you are ready to commit to that
section.
-= Level 6 - Reveal the Hidden Map =-
About halfway up the left edge of the level, one room contains shootable tiles that
hide an in-game map. Clear those tiles before committing to the remaining routes if
you want a visual overview of Level 6.
-= Level 6 - Second and Third Disk Directions =-
The second disk is reached beyond a set of rapidly firing laser barriers. Treat each
beam as a timing gate: wait for the firing cycle, move through one safe opening, then
reset your timing before the next.
The upward teleporters can carry you farther than the earlier ones. For the upper
left disk, approach from farther to the right and stay on the high route while moving
left. A tempting path on the far left does not provide the useful approach.
-= Level 7 - Hidden Openings and No-Exit Branches =-
Level 7 is less maze-heavy, but parts of the route look like ordinary scenery. If a
screen appears to have no useful continuation, test plausible openings at the edges
instead of assuming every wall-shaped tile is solid decoration.
Wrong branches can end in areas with no normal exit and a mine available for death
recovery. If you are carrying the required three disks, prioritize finding the exit
rather than exploring every additional branch; an extra disk can exist beyond the
minimum requirement.
-= Level 8 - Treat It as a Gauntlet, Not a Disk Hunt =-
Level 8 places its required disks along the forward route, so the main problem is
execution rather than searching the whole level. Slow missile turrets and long fixed
jumps make hesitation dangerous. Clear or bait the immediate threat, then commit to
the jump from a known takeoff point.
At least one late crossing requires a blind jump off the edge of one screen to a
ledge on the next. Use a repeatable takeoff point; mid-air correction is impossible.
Near a late checkpoint close to the exit, rising and falling pillars form a two-jump
timing gate. Time the first jump to land as the pillars finish dropping, then jump
again immediately before they rise. Waiting after the first landing closes the safe
window to the exit.
Near the late-game pits, falling can leave Jacek in an area intended to kill him and
return him to the checkpoint. If SUPER prevents that recovery, use KILL. This is one
of the safest reasons to keep the suicide code in mind even when playing with god
mode.
Technical Issues:
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-= GOG Windows 10/11 Package =-
GOG's 1.0 GOG v1 release from April 30, 2026 packages Electro Man with DOSBox. It
adds a game configurator for resolution, shaders and audio, controller mapping,
cloud-save support, and an option to enter the game's own sound setup.
If the game has incorrect sound, scaling or controller behavior, start with the GOG
configurator instead of editing DOSBox files by hand. Use the in-game setup option
for the original sound settings when the wrapper-level audio choices are not enough.
The original keyboard controls remain the exact in-game inputs. GOG's controller
support is a mapping layer, so button labels depend on the mapping you select rather
than on one native gamepad layout.
-= Back Up a Checkpoint Save =-
The DOS save file is em.sav in the game installation folder. To preserve a useful
checkpoint separately:
1. Reach the checkpoint and press F2.
2. Exit the game.
3. Copy em.sav to a separate backup folder and give the copy a descriptive name.
4. To restore it later, close the game and replace the active em.sav with your
backup.
5. Start the game and press F3 to load the restored checkpoint.
If you use GOG Galaxy cloud saves, keep manual backups outside the game folder before
replacing the active file. That gives you a local rollback copy if cloud and local
states differ.
-= Configuration File =-
The original DOS configuration data is stored as config.dta in the game installation
folder. Back it up before experimenting with low-level configuration changes. For the
current GOG package, prefer GOG's supplied configurator for ordinary display, shader,
controller and audio changes.
-= Original 2006 Free Release =-
The developer-authorized 2006 free release was rebuilt from the original source and
was intended to run under DOSBox. If you use that archive instead of the GOG package,
launching it through DOSBox is the supported historical setup; do not expect native
modern-Windows behavior from the DOS executable by itself.
-= Electro Body Copy-Protection Screen =-
The original Polish Electro Body release used manual-based copy protection after
each level. It gave a manual reference whose answer was a letter; in the protection
room, you had to choose the teleporter marked with that letter. Electro Man removed
that protection. If you see this post-level letter/teleporter check, you are running
an Electro Body build rather than the normal Electro Man release covered by this
file.
Reference:
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-= Keyboard Quick Reference =-
* Left Arrow / Right Arrow - Move left or right.
* Up Arrow - Jump vertically.
* Up + Left Arrow / Right Arrow - Jump diagonally in that direction.
* Space - Fire the weapon.
* Down Arrow - Activate a teleporter while standing on it.
* F2 - Save the last activated checkpoint.
* F3 - Load the saved checkpoint.
* Esc or F10 - Return from the game to the starting screen.
* Alt-X - Exit directly to DOS without a confirmation prompt.
-= Cheat Quick Reference =-
* CHAOS - Enable cheat mode.
* SUPER - God mode.
* KILL - Die immediately, including while god mode is active.
* W0 / W1 / W2 / W3 / W4 / W5 - Set weapon power from none through level 5.
* DISK - Mark the current level's required disks as collected.
* SKIP - Advance to the next level.
-= Core Progression Quick Reference =-
* Total levels: 8.
* Required disks per level: 3.
* Exit action: stand on the large exit teleporter and press Down.
* Normal death: return to the last activated checkpoint.
* Checkpoint side effect: weapon power resets to level 0.
* Persistent save action: press F2 after activating the checkpoint you want to keep.
* Load action: press F3.
-= Files Worth Backing Up =-
* em.sav - Saved checkpoint data.
* config.dta - Original DOS configuration data.
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