Sewer Puzzles
Before starting on the puzzles, here are a few general tips you should consider:
- If you haven’t already, play through both the Playable Intro and the Sewer campaign, as both of these will prime you with the controls of the game, and give you the skills you need in order to navigate and overcome the obstacles found in these brain-teasers.
- Whilst we all want to get stuck in straight away, the Don Keystone-narrated video introductions and midtros can be quite helpful, so pay attention Soldier worm!
- Each crate is on the landscape for a reason – you need to collect them!
- Similarly, you’ve been given a certain number of weapons for a reason, and you’ll need to use them all to complete the puzzles you face.
Using the skills and weapons in the right order is the key to success! but if you can’t figure out that order, that's what this guide is for!
Sewer Puzzle 1Let’s start at the beginning, because: a. it’s my favourite place to start, and b. it’s your only option.
As a relatively easy introduction into Revolution puzzle-ing, Puzzle 1 has you traversing mines and double-jumping up to the weapons crate. If you paid attention to the video that runs after collecting the crate, you'll know the Firepunch is not enough to down this enemy worm, so stand on his right, equip it, and punch him down into the mine pit in order to inflict more damage and finish him off.
Sewer Puzzle 2Hello Heavy! Controlling one of the new classes in Worms Revolution, your first task is to collect the Weapons crate right in front of him.
Drop the Mine into the small hole to the left and jump in with it in order to set it off - don't worry, the Heavy can take it! This should allow you to drop down to the crate below, in which the Blowtorch can be used to go left through the dirt wall towards the enemy. Collect the next crate, observe the cut-scene and then it's as easy as placing the dynamite between the two evil Scientists and retreating in order to wrap up Puzzle 2.
Sewer Puzzle 3You're making use of Utilities in Puzzle 3, so start by utilising what they’ve sent you into the puzzlefield with!
As the first crate is a long drop away, equip the Parachute you've been given and jump down towards crate 1, watching your worm glide as he does so. Now you have a Ninja Rope, attach it to the platform with the Sentry gun on top and swing across to the next crate - the Jetpack! You only have limited fuel, so use the jetpack to reach the final crate and the enemy worm on the right. Like in Puzzle 1, this worm has more health than can be taken away with conventional weapons, so play dirty with him and use Poke to knock him down the hole. By dropping the Dynamite found in the final crate down the hole onto his head - and the Oil Barrel – the worm will take enough damage to give you the victory.
Sewer Puzzle 4Your first save-a-worm challenge - to complete this one, you have to dispatch of the baddies without killing the goody.
Collect the crate at the start and use the Girder contained in it to cross the pit in front of you. The next crate contains the Shotgun, which you can use to blast through the dirt wall into the next section.
The Utility crate beyond the wall contains a Blowtorch, and for a good reason - rushing ahead here and setting off the mine will release the water, drowning the very worm you're trying to save. So instead, reach the dirt landscape just past the crate, equip the Blowtorch, aim it down at the Weapons crate and fire away.
An Airstrike? 3 enemy worms? It's almost fate for this to happen. Equip it and place your targeting reticule on the middle worm in order to end them all.
Sewer Puzzle 5Mixing it up for the final puzzle, we have 2 worms to control, the portly Heavy and the nimble Scout.
Beginning with the Scout, move him through the small corridor, use a flip to reach the platform on the right and collect the Weapons crate for a Shotgun.
To get down this hole, open your Weapons panel, select the Parachute and drop down toward the Utility crate - the Teleswap. Flip up to the ledge above you and then bust out your new toy so you can swap the Scout and Heavy's positions.
Now you have control of the Heavy, you can Shotgun through the dirt walls in front of you - one shot in each should make a large enough hole for both the Heavy to get through. Make sure not to stand too close to the walls as you shotgun them: you'll take damage, waste your shots and you will have to start the whole puzzle again. After your second shot the turn will pass back to the Scout, who will need to make his way all over to the Heavy.
Do as you did before, remembering to Parachute down the hole, then through the newly-made gaps to reach the Utility crate on the hill. Using the Blowtorch found in this, jump across to the left, walk up the slope and Blowtorch through to the final Weapons crate.
The turn should then pass back to the Heavy, who will need to get to the top of the hill on the right. Once there, open your Weapons panel, equip your new Bazooka, and aim it at the dirt landscape in the top right-hand corner under the dynamic water. Fire away and the enemy worms should be no more.
Beach Puzzles
Beach Puzzle 1You’d think the Beach theme would mean you’re going on some sort of summer holiday. Tough luck Cliff (that’s your name right?) as we have to carry on puzzling!
Kicking off the Beach puzzles, we have a Solider worms whose first job is to get to the first crate – do so by jumping onto the first platform then onto the second. Equip the Parachute within and jump to the left, the wind should help carry you along to the next two crates. After watching the cut-scene, you may already have your finger on the Bazooka’s trigger, but put it away for a second, you have worms to deal with! Reach the edge of the platform and drop the Mine you collected onto the worm below – this chain reaction will knock him flying into the worm further down, and after dying, the Mobile phone physics object should fall into place, forming a bridge. Now, bring out the bazooka and aim at the wall on the left, housing a barrel and holding off the water. Blast that and the water should flow down, forming a pool into which you can jump without taking fall damage.
Make your way across to the right, using the phone to traverse the gap and collect the last crate. If you’ve played the Sewer Campaign, you’ll know Sheeps do not set off mines and that’s why you’ve been given one! Deploy it and detonate it when it reaches the Lighter protecting the enemy worm to complete the puzzle.
Beach Puzzle 2As the mission description says, here you have no actual weapons, and instead have to manipulate mines to perform your worm-blasting ways for you.
To start with, collect both the Utility crates next to you to get an Electromagnet and a Teleport. Using the Jetpack, manoeuvre your worm through the gaps on the right in order to reach the crate at the top of the cliff-edge and then the one below. Equip the Blowtorch you just received and use it to create a tunnel to the left, towards the strange hole in the landscape- you’ll see why soon.
Once you have access to this hole, equip the Electromagnet and drop it in there: this should cause the mine to be repelled, shooting it down the hole to the left of it and consequently falling onto the unsuspecting Scientist. But that’s not enough to finish him, so equip the Teleport and deploy it onto the Utility crate on the top left-hand corner of the map - you’ll collect another Electromagnet from this crate for good reason. Walk towards the mine on the right and drop another Electromagnet to force it to fall down to the right.
This won’t reach the enemy, so you need to deliver it to him! In order to do that, equip your final Electromagnet, walk to the right-hand edge of the platform and drop it off, so it pushes the mine down to the Scientist, ending him with the lovely gift of an explosion.
Beach Puzzle 3It’s another save-the-worm affair Beach Puzzle 3, and can be tricky without the right direction.
Firstly, face right, walk up the ramp and collect the crate. Secondly, face left, walk down the ramp and collect the other crate next to the cowering enemy worm. Both directions covered!
Anyway, now you have an Electromagnet, equip it and change the type of it to Attract. Stand on Pebble‘s head and drop it to the left of him, pulling the mine towards him and setting it off – you should probably retreat up to the right at this point. Once that explosion goes off, you’re free to drop down into the hole beneath him. Equip your Pneumatic Drill and drill through this landscape concealing a mine to reach the hole containing the vital worm and the Sheep crate next to him. Here, you need to head up to the left and collect the crate at the top of the ramp – the re-appearance of the old friend, the Teleswap. Swap positions with the vital worm here so he’s at the top of the ramp, then walk back up to him. Once you’re shaking hands with him again, turn to face the right, equip the Sheep and let it go. Detonate him when he’s near the destructible landscape to open it up to the enemy worm below. Now use the Jetpack back up to the top of the map where you started – don’t set off the mine at the top! – and walk down the right-hand side of the ramp to reach the crate next to the Oil Barrel. It contains a Sentry gun, which is helpful because we have worms we want rid of! Flip onto the ramp on the left, drop the Sentry gun at the top underneath the mine, and then walk to the right towards the last crate behind Crabby. Jump onto Crabby’s platform, use Poke to knock him down and the Sentry gun will kick in, destroying the Oil barrel and causing general firey chaos. Jump off the platform you’re on to the left, over the fire and head to the top of the initial ramp.
Once at the top, flip up to set the mine off then retreat to the left. Once the mine blows, the water will flow, and you shall be ‘awash with victory’ as Don Keystone himself exclaims.
Beach Puzzle 4Your first issue in this mission is getting to the enemy, but thankfully you’re provided with both the tools at the start: the Utility crate next to you which contains Telekinesis, and the Dead Fish – a strange combination I know.
Using the Telekinesis, aim at the Fish to take hold of it, and then place it over the hole the two Sentry guns are guarding. Flip onto the ledge, jump across onto the fish and continue your journey to the left. Next, flip up to reach Blister, jump onto Shades head, and carry on up the ramp, collecting the Blowtorch as you go, until you reach the destructible landscape at the top. Equip your Blowtorch and torch your way to the Utility crate buried in here to get the UFO utility - you’ll need some extra-terrestrial help to get this puzzle finished. Get it equipped and target the Dead Fish used previously to grab it, then place it between the large ramp and the floating platform with the two crates on it to form your own fishy bridge. Walk your worm to the right, down to the fish, jump onto it and over to reach both the crates here – one containing Poke, and another containing Water Strike. Drop off the right-hand side of this floating platform to get to Blisters again, then face him and use Poke to get him into the hole. Retreat to the right and hide under the ledge before equipping Water Strike and testing it out on the ramp to observe the water’s movement – I mean, knock both enemy worms into the hole and drown them. Job done!
Beach Puzzle 5As a finale to the Beach-themed levels, we have multiple enemies to kill and multiple crates to collect, so let’s hop to it!
Collect the crate right next to you, jump across towards Parasol and collect the crates around him. Now you have a UFO, shift the Lighter next to him and place it down the hole you originally jumped over.
Continue collecting the crates on this ledge until you reach the small gap. Open your Weapons panel, equip the Girder and rotate it twice. See that little groove in the landscape down the hole? That’s where it fits. Once it’s in place there, drop an Electromagnet down there, so the mine is pushed towards Seaweed, exploding and sending the blighter down onto the ramp below.
Head back towards Parasol and use the Dragon Ball to knock him down onto the Lighter down the hole. Head right on this platform, jumping over to collect the crate, before flipping up to Sandy. As Obi-Worm once said “Use the Poke” and send him falling down below.
To get to the bottom level, you’ll have to equip the Parachute and drop down, collecting the crate containing the Plughole once you reach the ground. From there, walk up the ramp to the left, stopping when you’re stood underneath Crabby, then put him in his place by using the Firepunch. Flip to leap over these two worms and continue up the left until you reach the hole containing the Scientist you have to save.
From the top here, drop a Plughole into the hole and then put your worm on the second ‘shelf’ in that hole.
Now you’re here, it’s time to set off the chain reaction to end all Beach-related chain reactions. Equip the Bunker Buster you acquired earlier, take aim on the
Spooky Puzzles
Spooky Puzzle 1You’ve been left in the capable hands of a Scout in order to get you through your first Spooky puzzle, just hope he’s not creeped out too easily.
Start by collecting the Electromagnet in the crate next to you, and then advance towards the mine further to the right. Drop an Electromagnet before it to push it down into the tiny hole on the right and continue towards it until you get a good view of the roof over Booger’s head. Get out your Ninja Rope and attach it above him, reeling yourself up towards him and collect the two crates behind him.
To start with, we need to get him down by that mine, so face left and use the Firepunch to knock him down. The mine will go off, he’ll drop down by the Barrel and subsequently blow that up too with his death animation, revealing a water pool below him. It’s a little too shallow as it is, so you need to jump onto the ledge on the left, walk to the edge, and then use the Water Pistol in order to fill it up a little further. Walk off the edge to drop into the pool and flip up to the little alcove containing the Blowtorch crate. Once you’ve got that, go back down into the water pool, get to the left-hand wall and use the Blowtorch whilst aiming as high up as possible to connect with the pre-existing tunnel. Walk up to the crate, collect it but don’t go any further – you’ll set off the mine and end up dead before you know it, so keep your distance. Equip the UFO and use it to target the Volt Meter on the left-hand side of the map.
Rotate it five times and place it on the edge of the Test Tube the final enemy is stood on in order to send him tumbling into the water below.
Spooky Puzzle 2For Puzzle 2, we have an excellent example of using the right weapons for the right worms.
Using your Soldier worm, jump across and collect the two crates closest to him, before turning around and going back to the first hole you jumped across. To get rid of this worm, you’ll have to set your Electromagnets to Attract and drop one down for him.
Now you’ve got control of the Scout, you’ll need to collect the last 3 crates, so do that first. Similar to the Soldier worm, you’ll want to return to the first hole you jumped with the Scout and equip the Electromagnet again. Change the type of it to Repel and drop one down to push the mine onto it’s unsuspecting victim.
Here’s something they don’t teach you in the training missions: Worm Sacrifice. To solve the dilemma of getting Bolt down into the hole with his buddy, you need to use the Soldier Worm to knock him down, and that can only be achieved by dropping him from a great height and using the death animation to do the knocking for you. Equip the Teleport, stick it just to the right of Bolt then go directly up with the cursor until you can go up no further. Hit the fire button and watch your valiant worm doing something for the greater good.
Once you have control of the Scout worm again (and have stopped weeping all over your keyboard) get vengeance for your fallen comrade by unleashing the deadliest secret weapon possible – the Old Lady. Stop close to the edge overlooking the hole featuring the two enemy worms and set her loose.
After 5 seconds, she’ll let rip (literally) and get rid of them both in one foul (again, literally) swoop.
To finish off the remaining worm, jump to across the giant gap carefully, and then drop the Dynamite onto the final worm’s head to finish off the job.
Spooky Puzzle 3Puzzle 3 is all about getting worms together for a drink, so let’s get a hootenanny going on!
Firstly, you’ll want to collect the only crate on the landscape, so head down to it straight away. Once you’ve got it, open the Weapons panel, equip the Mine and drop it off the edge so it lands in the dip in the landscape. Now to get all the naughty worms into place, so start by using the Teleport to get to the worm on the left-hand side of the map. Stand on his left, face him, get out the Firepunch and knock him over the edge so he lands down near the mine. One down.
Equip Teleport again and use it to reach the worm on the far-right side of the map. Standing on his right, face him and use Dragon Ball to send him flying down the main ramp of the level. Two down.
Jump over the gap containing the Screw and head towards where you originally started on the level, just under the water-filled hole. Now you need to find a way to get to the highest worm, so use the UFO to grab the Screw, rotate it until it’s on it’s side, then place it underneath him. Jump onto the thick part of the Screw, equip the Firepunch, perform a flip to get a little closer to the enemy, and at the height of the flip, unleash the Firepunch to knock him down.
Third worm down. Now to wash them all away. Under the water-filled hole, there is a smaller hole with a mine in it. Jump near that in order to set it off, and once you hear the ticking, run up the slope to the left to save your wormy skin. When the water is unleashed, it will wash the worms down into the mine gap, explode and finish up by sending them all into the murky depths below.
Spooky Puzzle 4There’s a reason this one is called ‘Mined the Step’, it’s genuinely what worms call a minefield – and it’s dangerous.
To start with, get cosy with the mound to the left, get out the Blowtorch, aim it down slightly and set it going. Halfway through using it, angle it back up again in order to reach the crate on the other side of the mound and avoid the mines on top.
Another Blowtorch! Stand next to Creeper and Blowtorch him towards the wall behind him, and when you reach it, angle the Blowtorch down a notch to take him underneath it, and push him out the other end – and into the water.
Return to the right, going through your old tunnel until you reach the mine with a hole beyond it. Jump this to get down into the hole, then use the Blowtorch angled down to the right to reach the hole containing Midnight – make sure you hit him with the Blowtorch a good few times to get rid of his health, and then make sure you get away before he blows himself up otherwise he’ll take you with him
Once that’s done, go as far right as possible in this new hole, aim your Blowtorch up to the right, and start torching. It’ll take 3 uses of it to reach the surface at the top, leaving you with one Blowtorch left. Jump to the left over your tunnel masterpiece to reach Grabber, then Blowtorch him down onto the mine below him – you’ll have to stop ‘torching manually in order to get him to land on the first mine and give yourself enough time to run away to the right.
The final worm is hiding at the bottom of a hole to the right, so get over to the edge of the part you’re stood on, grab your Electromagnet and drop it off. The magnet should do the work for you, pushing the mine down the shaft and exploding to end the last worm and send you onto the last Spooky puzzle.
Spooky Puzzle 5S.O.S stands for Save Our Scientist right? Well, it does in Worm speak anyway.
After collecting the nearest two crates, you’ll want to move the physics objects that litter this map. Make a call to the outerworlders (again, worm speak) by using the UFO to grab the Vial containing an eyeball, rotate it on it’s head and place it underneath Petrify on the right-hand side of the map.
Using the UFO again, grab the Screw and place it just above your Scientist worm’s head, protecting him from what’s coming up.
Now, stand on the mound next to Bolt, face left and deploy a mine before jumping away to the right screaming* (*screaming not necessary, but it’s always good to get it out of your system) as it goes off, dealing him a great deal of damage.
Collect the Dragon Ball crate between the first two set of barrels, jump across to the next two set of barrels and collect the Prod crate. Head towards <>, stand on his right and use Dragon Ball to knock him down towards the barrel. It’s starting to shape up nicely now.
Pull out the Teleport and place it on the crate next to Petrify in order to get up
Farmyard Puzzles
Farm Puzzle 1The Farm puzzles are your final hurdle before you reach achievement heaven and prove your ‘Upstairs Wares’, and immediately you’ll have to improvise in order to do Farm Puzzle 1.
Yes, there’s something they didn’t teach you in Worm Training about Pneumatic Drills and big drops, but I’m here to tell you it, so don’t panic! (Unless you’re afraid of heights)
To begin with, you need to equip your Pneumatic Drill and go to the edge of your current platform. Now for the knowledge: Jump off it. Oh, and deploy the Pneumatic Drill in mid-air so you land safely on the platform below, that’s important too.
On here, collect the health crate to top it up, then the Dynamite in the crate on the far edge of the platform. Turn around, drop the Dynamite and, whilst looking away if you’re scared of pain too, wait for it to explode and fling you across to the next platform. Collect these three crates, deploy the mine next to the watery hole and then retreat to the left to avoid setting it off straight away. After the turn ends and you’re back in control of your worm, you can set off the mine (then run away some more) to release the water like a popular children’s TV show gunge machine. This should wash away the Sentry gun and mines, meaning you can equip the Parachute, jump off the left of your platform and float down to the land below – you’ll have to control it manually and drag the parachute down otherwise you’ll be blown off the map and meet a water-based ending.
From here, jump across to the left and stop when you’re underneath the Lighter Fluid physics object. Now, equip Telekinesis, aim straight at the Lighter fluid and fire it towards it. Now you’ve picked it up, rotate it so it’s horizontal, and place it over the small gap in front of you. After being placed, the crate originally on top of it will drop down and you can collect it to reveal an Airstrike.
To finish off the puzzle, equip the Airstrike, aim it at the Oil barrel next to your starting location, angle it so the bombs drop from the left and hey presto, more water madness as the only enemy is pushed into the base water.
Farm Puzzle 2This one looks a little more complicated than it actually is, so keep calm and worm on.
To your right, a crate containing a Firepunch and an Electromagnet, put the two together and use the Firepunch on the Electromagnet to send it down to Corny. Walk to the edge of the platform, equip the lone Mine you have and drop it down the hole so it’s attracted towards the magnet, ending Corny whilst it’s at it. On the left-hand side of your platform, a Dragon Ball crate and a smaller floating platform, do the maths again by jumping onto the platform and using the Dragon Ball to send the magnet down to the left, knocking the mine into the poor worm’s face before exploding, uncovering a small tunnel with some tasty treasure in it.
Equip the Parachute and jump to the left, guiding it towards the new hole and once inside there, grab the crate so you can now teleport. Equip it and aim at the crate at the top of the map to the left. Now your new Baseball bat in hand, flip onto the ledge above you and do as the omnipotent Don Keystone instructs and jump on the brush handle, go on.
The brush should fall down after a jump or two, placing you next to the last worm standing. Leave him standing no longer by batting him straight outta the stadium – or map, whichever you prefer.
Farm Puzzle 3How does that song go about a chain reaction? Well, this map shows just how worms do science, explosion style!
Start off by using the Pneumatic Drill to go through the dirt below you and collect the crate below. The turn should then swap to another worm, who after collecting the Electromagnet crate to his left, should return to the enemy worm on the right, whip out the Dragon Ball and use it to hit him rightwards.
Back with your first worm, equip the Blowtorch and use it to reach the crate on the right.
Your second worm takes command, and will need to be taken to the left-hand side of the map by the small hole in the wall. Place an Electromagnet here because it’ll come in handy later.
Worm numero uno needs to go left to his own hole in the floor, and whilst stood over it, place an Attract variety of Electromagnet in there and drop in himself – again, all will become clear, oh puzzled worms!
Back to your other worm, who has a strange feeling of impending doom lurking about him again. Equip the Teleport and place it above the hole containing three enemy worms, in the small dip next to the right-hand mine. After he falls, the fun begins.
The first mine explosion will send the second mine down to the left, only to be flung to the right again by the Electromagnet placed earlier; in turn this will explode on the enemy worm down there, causing the barrels to explode, the mines ontop of said barrels to head upwards, become attracted by the magnet, set off in proximity of your worm and then the final set of barrels should explode (take a deep breath!) before finally, the water is released and the enemies expire in a good old fashioned water accident. Well done!
Farm Puzzle 4The penultimate puzzle. How’s the journey so far? Going well? Hold onto your hats, accessories, trinkets, everything, as we’re stepping it up another level for this one!
From the start you want to free the Poison box physics object from the land to make you a bridge, so start by collecting the Uzi crate and using the weapon on the barrel above it. Drop down to reach the next crate, jump onto the physics object, across to the giant dirt wall and drop some Dynamite next to it and jump back to the left to avoid the destruction it creates. On your next turn, jump back across the bridge, through the new hole and then onto the small ledge after the gap to grab the UFO crate. From this ledge, you need to move the mine down the slope and can do so by dropping an Electromagnet to the right.
Now you can drop down the gap on the left, walk towards the mine to set it off (again, backing off so you don’t get hurt by the blast) and then go through the hole in the wall to reach your prize – a Teleport crate. Equip it and use it to reach the crates in the alcove to the right. In order to clear the path below and escape the room, you’ll have to place your shiny new dynamite on the ramp to the right in between the Oil barrels so it sets them both off – if you haven’t learnt by now to jump away from any kind of blast, why haven’t you paid attention to all prior warnings hmm?!
When the water flows down, the mines will be put into the drink allowing you to escape the hole and head towards the final worm. Equip the UFO and use it on the Posion Box from earlier before placing it below the remaining worm.
A flip onto that, and two shotgun shots will finish him off and there you have it! All done!
Oh, there’s still one more you say?
Farm Puzzle 5We’re here. Congratulations on making it to the puzzle to end all puzzles, Farm Puzzle 5. Let’s get on with it!
You start off very secluded from the action here, but that’s why you’ve been given Girders! Equip them and place one at a distance you can jump to. Once you’ve done that and you’re on it, place another one next to it and jump onto that.
Here’s something else you won’t have been made aware of previously (unless someone has spilt the beans already, damn those bean spillers!) you can pick up Girders with the UFO! Oh yes! Get it equipped, use it on your first Girder and then put it on the right of your current girder so you can jump across and reach the sacred mainland.
Once on there, collect the two crates on the bottom part, and place an Electromagnet in the hole the landscape has lovingly provided for you. After that, flip up onto the floating platform just above that, collecting the Mine crate whilst you’re up there. You see those two enemy worms to the left and right of you? Time to get rid of them. Facing the left on the platform, drop a mine off the edge and see it so
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=121172564
More Worms Revolution guilds
- All Guilds
- Becoming a Roping Master
- WORMS REVOLUTION
- Worms Revolution Campaign Guide
- Worms Revolution: Beginner weapons guide and tips
- Improved Worms Class Explanations
- Wormicide Achievement Tip
- Water Guide
- Worms Revolution |