How to solve a Megaminx
Build a five-edge star, extend it face by face and finish the last layer with a small set of familiar 3×3-style algorithms.
Before you begin
This guide assumes that you can already solve a 3×3. If not, begin with the 3×3 written tutorial. It also helps to be comfortable solving a cross and inserting first-two-layer pieces; the under-one-minute guide introduces those skills.
A Megaminx has 12 faces, but each diagram shows the six faces visible from one useful angle. Grey pieces marked with x are not important to the current example.
Solve the white star
The Megaminx equivalent of the 3×3 cross has five edges.
Find the five white edge pieces and place them around the white centre. Each edge must match both the white centre and the centre on the neighbouring face.
There are more pieces to search through than on a 3×3, so finding the correct edge may initially take longer. Concentrate on one white edge at a time.
Match the side colour
Move the edge around the lower faces until its other colour lines up with the corresponding centre. Here, the green sticker must match the green centre.
DR' DR' DL' DL'Show notation images
Bring it up to white
Once the side colour matches its centre, turn that face to bring the white sticker into the white star. Repeat the same process for the other four edges.
Insert the first-face corners
Put the white star on the bottom and use familiar corner insertions.
Turn the puzzle so the white face is on the bottom. Find a white corner, identify the two side colours and move it directly above the slot between the matching centres.
Insert it by repeating the familiar four-move trigger until the corner is solved. Repeat for all five white corners.
R U R' U'Notation images
Insert the first ring of edges
Use the same right and left edge insertions as beginner F2L.
Choose a slot above one of the solved white corners and find the edge containing the two colours of that slot. Match its front colour to the centre, then decide whether it belongs on the right or left.
Right insertion
U R U' R' U' F' U FShow notation images
Left insertion
U' L' U L U F L' F'Show notation images
Repeat until all five edges surrounding the white face are solved. Together, the white face and this ring form the first two layers around your starting face.
Build the remaining faces around the puzzle
Finish a small cross, insert two corners and then insert two edges.
You now repeat a short three-part process around the Megaminx. Select a neighbouring face, complete the remaining edges of its star, place that face towards the bottom and solve its two new corner-edge pairs.
Start the second face
In this example, find and insert the yellow-orange and yellow-green edges.
Extend its layers
Put the new face towards the bottom and insert its two corners and two edges.
Choose the easiest next face
Select one of the faces with only one unsolved star edge, then repeat the process.
Continue with orange
Here, orange is selected next. Put it at the bottom-right, insert the final star edge and then solve its corners and edges using the same insertions.
Continue around the puzzle until only the final face and its neighbouring pairs remain.
Finish the final first-two-layer pairs
Use a temporary pseudo-slot when the real slot is blocked.
Complete the final star
Solve the available corner-edge pair on the right normally. The remaining left pair cannot initially be inserted into its true slot without disturbing solved pieces.
Create a pseudo-slot
Turn the front face once to place a temporary unsolved slot where you can build the pair safely.
FShow notation image
Restore the face and solve the real slot
Once the pair is built, undo the front-face setup move. The pair moves into place and the actual final corner-edge pair becomes available. Insert that last pair normally.
Orient the five last-layer edges
Make a five-edge cross using the familiar 3×3 edge-orientation algorithm.
The Megaminx has five last-layer edges, so its cases look different from the dot, L and line cases on a 3×3. The algorithm is the same:
F R U R' U' F'Notation images
Dot equivalent
Put the solved edge at the back and perform the algorithm. Reassess the new case.
Triangle equivalent
Hold the oriented edges at back-right, back-left and left as shown. Perform the algorithm twice.
Line equivalent
Hold the oriented edges at back-left, left and right as shown. Perform the algorithm once.
Move the cross edges into their correct positions
Check how many side colours can line up with their centres.
Turn the upper layer and count the edges that can match their side centres at the same time.
Two adjacent matches
Hold the matching edges at back-left and back-right.
R' U' R U' R U U R'Show notation images
Two non-adjacent matches
Hold one matching edge at back-left and the other at the front.
R U R' U U R U U R'Show notation images
If only one edge can match, use the adjacent-match algorithm once and inspect the result again.
Twist the last-layer corners
Keep the last layer at the bottom-right and twist one corner at a time.
Position the unsolved last layer at the bottom-right. Bring a corner that needs twisting to the working position shown. Repeat the four-move trigger according to the direction of its last-layer sticker.
Sticker facing front
Perform the trigger four times.
(R U R' U') × 4Show one repetition
Sticker facing right
Perform the trigger twice.
(R U R' U') × 2Show one repetition
After twisting one corner, turn DR' to bring the next corner into the working position. Do not rotate the entire puzzle and do not repair the temporarily scrambled pieces. Repeat until every last-layer corner is oriented; the surrounding faces will restore themselves when the final corner is complete.
Cycle the final corners
Remove one corner, turn the lower-right face to its destination and reinsert it.
Identify the corner cycle
Keep the last layer at the bottom-right and locate a corner that belongs somewhere else.
Remove the corner
R U R'Show notation images
Move to its destination
Turn the DR face until the removed corner is above the place where it belongs.
Insert the first corner with R U' R'. Turn DR again until the next displaced corner reaches its destination, then insert it with R U R'. Continue turning DR and alternating the appropriate insertion until every corner is in the correct position.
R U' R' / R U R'
