Worms: Revolution

Welcome to the walkthrough for Worms Revolution, on Xbox Live Arcade.

Worms Revolution is a 2.5D sequel to the classic Worms game. It is very unlikely that you've never played a Worms game, but if you haven't the basic premise is simple. You have four worms, and your opponent has four worms. You must kill the other four worms using a variety of weapons, tools, and utilities before the enemy team kills your worms.

Currently, there are four worms games on Xbox Live Arcade; Worms Achievements, Worms 2: Armageddon Achievements, Worms: Ultimate Mayhem Achievements, & this game, Worms: Revolution Achievements .

Luckily, like Worms & Worms 2: Armageddon (and unlike Worms: Ultimate Mayhem), all of the achievements in this game are currently attainable; i.e. there are no unobtainable achievements.

This guide will guide you through getting every achievement in the quickest way possible. This includes the Mars DLC achievements.

Interestingly, because of how the game has been programmed, the game is coded to award the Mars DLC achievements to people who don't have the Mars DLC, if they are playing against someone who does own that particular piece of content. This will be detailed more specifically later in the walkthrough.

On the overview of this walkthrough, you'll notice that the 'Playthroughs' is listed as 196. This does not mean 196 complete run-throughs of the game, it means 196 rounds. This is the maximum amount of rounds completing this game will take.

The matches are split as follows:

  • 1 match - All single player achievements.
  • 10 matches - 10 Fort-based online matches.
  • 10 matches - 10 Allied-based matches. These can be 2v1 or 2v2, as long as you have a teammate.
  • 1 match - 1 deathmatch-based match, for Weapons Crate collecting.
  • 3-4 matches - Mines & Health Crate collecting.
  • 20 matches - The 20 puzzle levels, which contribute to the 'Class Act' achievement by winning credits.
  • 17 matches - 17 campaign levels, which contribute to the 'Class Act' achievement by winning credits.
  • 65 matches (maximum) - For 'Worminator' boosting.
  • 59 matches (maximum) - Local 4-player matches, for two 'fiddly' multiplayer achievements, and the 1000-worm grind.

Without any further waiting, onto the walkthrough...

If you have played a Worms game before, the controls will be very familiar to you, with the exception of the Ninja Rope, which will be explained in more detail in the following walkthrough pages when we need to use it.

If you have not played a Worms game before, I recommend you go straight to the Walkthrough - Single Player - Campaign page, as all of the controls will be explained there.

5 of the single player achievements can be gained through the use of a cheat code, which was inserted by the developers as a response to some game-breaking glitches that were encountered when the game was first released. Details of this code and how it is used are detailed on the next page.

Onto the walkthrough...

The entirety of the single-player achievements can be earned extremely quickly, but we will need to come back to Single Player later for one of the customization achievements. More on that later.

For now, we do not need to do the tutorial, so if the game loads up the tutorial, click the Start button, and then "Exit Game". This will exit the game and bring you to the main menu.

If you are connected to Xbox Live, and you do not have the Mars DLC content (or any of the other content), you may get a notice informing you about it. The only DLC that you need to fully complete this game is the Mars DLC. It is listed at £3.49 / $4.99 and can be purchased at the following link:

http://marketplace.xbox.com/en-GB/Product/Mars-Pack/ee2f7b5c...

First, we want to prepare ourselves for some of the multiplayer achievements later.

Please note that if you are going to be doing the multiplayer achievements in the method that I suggest in this walkthrough; i.e. with a friend, they will also need to do the instructions in the following paragraph.

On the main menu, click 'Customisation'. Then, click 'My Worms'. You will notice that you have a team of four Soldier-class worms. You will also notice that you have 800 in-game credits. Click the Right Bumper (RB). You can purchase a Scientist-class worm for 80 credits. Do so. It will give you a randomly-named Scientist-class worm. Press RB again, and purchase a Scout-class worm. Press RB again, and purchase a Heavy-class worm. You can select the worms and rename them, if you like. Now, go back to the 'Customisation' menu. Click 'My Formations'. Click 'Create Formation'. Choose a formation name. Click on each worm, and make sure that you have one worm of each class in your formation; Soldier, Scientist, Scout, Heavy. Go back to the formation list. Click on the newly-formed formation with the A button, and then click 'Set as Default Formation'.

Next, go back to the main menu, and go to 'Help & Options' on the main menu. Click 'Credits'. Press the following sequence of buttons in this order: X, A, Y, then click B to go back to the Help & Options menu. Click B again to go back to the main menu. The above sequence of letters is a cheat code. When this game first came out, there were some game-breaking glitches, which involved losing a player's single-player progress. Luckily, Team 17 (the developers) inserted a cheat code into the game to not only unlock all single-player levels, but all single-player achievements as well. The levels will unlock automatically, but to get the achievements, we need to complete one level, which is our next task.

On the Main Menu, Go to 'Single Player', then 'Puzzles'. Click 'Sewer'. We'll be playing 'Bobsticles'.

After the short intro from the narrator (who, by the way, sounds absolutely awesome), we'll have to do the following actions to complete the level:

  • Move right, jumping over two small holes (using the X button).
  • Move right/jump right to be up against the side of a 'platform'.
  • Double click the X button, and then as soon as your worm has started his backflip, hold right on the L Stick to direct your backflip to the right, so that you land atop of the 'platform'.
  • Pick up the Fire Punch weapon.
  • After a short bit of narration, press X to jump over the third hole, and move your worm so you're right up against the enemy worm, on its right side.
  • Press the B button and then select the Fire Punch weapon with the A button. Press the A button again to use it. This will send the enemy worm into the third hole, where he will die because of the mine's explosion.

If you're relatively quick, this will award you a gold medal, and 40 credits. But more importantly, because we entered the cheat code, it will award you FIVE achievements.

Fast Learner

Show us how quick you learn and complete all the tutorial missions

Fast Learner
1 guideOffline Game ModeSingle PlayerMain Storyline

The Trooper

Prove you’ve got what it takes and complete all campaign missions

The Trooper
1 guideOffline Game ModeSingle PlayerMain Storyline

One for the Money

Start as you mean to go on and complete any single player level

One for the Money
1 guideOffline Game ModeSingle PlayerMain Storyline

Upstairs Wares

Got it upstairs? Show us by completing all the puzzle missions

Upstairs Wares
1 guideOffline Game ModeSingle PlayerMain Storyline

Worm Winner

Complete every single player mission

Worm Winner
1 guideOffline Game ModeSingle PlayerMain Storyline

Also, if you own the Mars DLC, it will pop the following achievement too:

Strife on Mars

Complete all the Mars DLC Campaign missions

Strife on Mars
1 guideOffline Game ModeSingle PlayerMain Storyline

We will be coming back to Single Player later, both Puzzles and campaign, to earn credits, but for now, we'll go to Multiplayer (Forts)...

For the achievements we'll be going for whilst playing the 'Forts' game-type, we will need to make a special game-type in the 'Forts' category.

On the main menu, go to 'Customisation'. Click 'Edit Game Settings'. Click 'Forts'. You will see a list of gameplay setups appear on the left. For now, go to the bottom and click 'Create Game Settings'. We cannot overwrite the base gameplay setups, but we can make our own.

Next, click 'Weapon Options'. For every weapon and utility, you want to set the 'Ammo' for each weapon to Infinite. To see what the infinite symbol looks like, check the symbol of the top left weapon, the bazooka. It looks like an '8' on its side. To set every weapon to infinite, highlight each weapon and press the Left Bumper (LB) to change the amount of ammo. One click after '9' will set the ammo to Infinite. Also make sure that no weapons have a delay on their usage. To see what a weapon delay looks like, check the fourth weapon on the row second from bottom, the Water Strike. This will have a delay of 4, if you've followed these instructions to the letter. Remove the delay by clicking the Right Bumper (RB) until the delay number has been removed.

Note that some weapons and utilities will not allow you to set an infinite amount. This is due to the game's programmed limitations. The weapons, and their limitations, are as follows:

  • Girder (4)
  • Sentry Gun (2)
  • Electromagnet (2)
  • Plug Hole (2)

Also note that if you do not have the Mars DLC, the following weapons will not appear:

  • Poison Gun
  • Lightning Strike
  • Crate Strike
  • Buffalo Of Lies

Please also note that if the Mars DLC is the only DLC you own, then this means that four weapons will be missing from your current weapon setup. These missing four weapons are not needed for any achievement.

Once everything that has been to Infinite, with no delay (except for the weapons mentioned above), click the B button to go back to the 'Edit Game Settings' menu. Next, click on 'Edit Name'. I called this game setup 'Infinite'. Next, go to 'Game Options'.

You want to have the following game options set:

Note that to scroll down the options, you have to select the thin, downwards-pointing arrow and press A to move down the options. I have no idea why the developers did this, as it is counter-intuitive.

Wins: 1

Round Time: 30m

Turn Time: 90s

Worm Health: 200

Retreat Time: 5

Worm Movement: On

Sudden Death: None

Fall Damage: On

Rope Retreat: 5

Rope Swings: Infinite

Worm Select: Off

Teleport In: On

Girder Restriction: Off

When you have selected the settings listed above, press B, to go back to 'Edit Game Settings'. Now click 'Object Options'.

You want to have the following object options set:

Note that to scroll down the options, you have to select the thin, downwards-pointing arrow and press A to move down the options. I have no idea why the developers did this, as it is counter-intuitive.

Weapon Drop: 0%

Utility Drop: 0%

Health Drop: 0%

Health Value: 25

Coin Drop: 0%

Mines: None

Mine Fuse: 3

Dud Mines: Off

Oil Drums: None

Physics Objects: None

Dynamic Water: Off

When you have the selected the settings listed above, press B, to go back to 'Edit Game Settings'. Click B again, and it'll ask you to save your changes. Click 'Yes'. Keep pressing B until you come back to the 'Customisation' menu. Now, click on 'Uniform'. Here, you can edit your worms' accessories, trinkets, gravestones, victory dance, their soundbank, and their fort. Click 'Fort'. Choose the fourth fort on the top row. It is a dark green in colour, and has a large, hole-less 'base'. You may have to hold left on the L Stick to go to the start of the row, and then press right three times to select the fort that I refer to. Now go all the way back to the main menu.

Now it's actually time to play games with your friend! Both you and your friend should have created a new default team of worms consisting of one worm of each class. If you haven't done this, do it now.

On the main menu, click 'Xbox Live' and then click 'Create Player Match'. On the menu that comes up, you want the following settings:

Max Players: 2

Friend Slots: All

Game Mode: Forts

Game Settings: Infinite* (This will be right at the bottom of the list)

* If you did not name your game mode 'Infinite!' it'll be listed as whatever you called it.

Turn Time: 90s

Wins: 1

Teleport In: On

In the game lobby that appears, double-check that the settings above are the same as the settings on the left side of the lobby display. Invite your friend to the game. When they're in, ready up and load the game.

When the game loads, you'll be given the option to place all of your worms. Unfortunately, both you and your friend are not allowed to place them on each other's fort. Your friend needs to place three of his worms (the Soldier, the Scientist, & the Heavy) on top of each other, right on the edge of the top of his fort, on the side furthest away from your fort (the side in question should be the right). The fourth worm (the Scout) needs to be placed out of the way inside the fort so that it cannot be hit by explosions. When placing your worms, make sure they're all on top of your fort, for easy access. On your turn, use a jetpack to fly one of your non-Heavy-class worms over to the top of the other fort. Drop the grenade near the vertical line of three worms that your opponent should have placed. Make sure that you have a jetpack activated/started before doing this. As you have a jetpack activated, you can press B and select banana bomb from your weapons whilst your jetpack is activated. Drop the banana bomb right next to them, on the left side of their bodies, with the X button. With the jetpack still equipped, fly back to your own fort quickly.

As the game mode we're on has the worm health at 200, these worms should all go into the water, and should pop the following achievement:

The Hard One

500 damage, in one turn? Go on then!

The Hard One
3 guidesOnline/OfflineSingle PlayerVersus

Next, get your friend to teleport his fourth worm right to the edge of where his three other worms were. Move your worm back over to him with another jetpack. This time, we're going to prod him. Prod him, and he should fall into the water, winning you the match.

You will go back to the game lobby. Restart the match, and do the exact same thing; except this time, instead of using a banana bomb, use the Concrete Donkey on the three vertically-stacked worms. On this game, make sure that your friend's fourth worm (the Scout) is right at the bottom of his fort on the left side, to give the highest possible odds of avoiding the Concrete Donkey's path of destruction. Alternately, skip your first turn, and allow your friend to teleport his Scout worm to the top left of your fort, which will definitely be safe. Upon using the Concrete Donkey, you will be awarded the following achievement:

Asinus

Use the ultimate weapon, the Concrete Donkey

Asinus
1 guideOnline/OfflineSingle PlayerVersus

Get your friend to Skip Go, or if he didn't teleport it out of the way of the Concrete Donkey, teleport his Scout worm to the edge of the fort, and then on your turn prod him into the water for your second match win from the Prod.

Note: The reason why we are not having a pile of four worms which can be Prodded off of the fort simultaneously, is that the worm that is Prodded is the worm that dies first, the other three worms die from drowning in the sea, which is why we have to kill the other three worms first, before prodding.

Follow the above method for killing the trio of worms, using a mine to fire them into the sea, and then Prodding the final worm off three more times, and you'll pop the following achievement:

How Rude

Win 5 games killing the last worm with a prod

How Rude
1 guideOnline/OfflineSingle PlayerVersusCumulative +

Now we've got that achievement, the last five fort games can go much quicker. Load each game, have your friend place all four worms on top of each other, and use a mine to kill them each time, as this contributes a total of 8 mines towards the 'Claymore More' achievement. After the tenth game, the following achievement will pop:

Home Sweet Home

Enter 10 fort games with the same fort

Home Sweet Home
2 guidesOnline/OfflineVersusCumulative +

If you and your friend followed this walkthrough completely, following every instruction, after each worm has died in the 10th fort match, you should also get the following achievements:

Soldier Killer

Kill 10 enemy soldier worms in online matches

Soldier Killer
2 guidesOnline Game ModeVersusCumulative +

Scientist Killer

Kill 10 enemy scientist worms in online matches

Scientist Killer
2 guidesOnline Game ModeVersusCumulative +

Heavy Killer

Kill 10 enemy heavy worms in online matches

Heavy Killer
2 guidesOnline Game ModeVersusCumulative +

Scout Killer

Kill 10 enemy scout worms in online matches

Scout Killer
2 guidesOnline Game ModeVersusCumulative +

Doing all these kills with the sea should have also contributed between 33-40 kills towards the 'Bug Gulp' achievement, dependant on how many worms died from Banana Bomb and Concrete Donkey before they hit the water.

Next, we'll be boosting some achievements in a private match with your friend...

Weapons Crates, Physical Objects, Dynamic Water, & Mars DLC Achievements

Note: The following method is for those users that have the Mars DLC only. For those that do not have this content, skip ahead (Ctrl+F) on this page to the word 'Alternate'.

From the main menu, we now need to customise another game type, so click on 'Customisation'. Click 'Edit Game Settings'. Click 'Deathmatch', then in this list, click, 'Create Game Settings'.

Click 'Edit Name'. I called this setting 'Crate Achieves'.

Next, click 'Weapon Options'. Now, the only weapons/tools you want on this game are the following:

  • Bazooka (Infinite)
  • Grenade (Infinite)
  • Homing Missile (Infinite)
  • Jetpack (Infinite)
  • Ninja Rope (Infinite)
  • Parachute (Infinite)
  • Teleport (Infinite)
  • Shotgun (Infinite)
  • Blowtorch (Infinite)
  • Pneumatic Drill (Infinite)
  • Girder (4)
  • Poison Gun (Infinite)
  • UFO (Infinite)
  • Lightning Strike (Infinite)
  • Water Strike (Infinite)
  • Crate Strike (Infinite)
  • Plug Hole (2)
  • Buffalo Of Lies (Infinite)
  • Worm Select (Infinite)

Alternate: If you do not have the Mars DLC, you will not be able to use the 'Crate Strike' weapon and thus you will not be able to get the 'Kleptomaniac' achievement using the following method. However, you will be able to get all other non-Mars-DLC achievements listed on this page using this method. If your friend has the Mars DLC, but you do not, get him to make the game, with the game type and settings I list on this page, as this will enable you to pop Mars DLC achievements. If neither of you have the Mars DLC, I will mention the alternate way to get the 'Kleptomaniac' achievement further down this page.

Once these weapons/tools have been selected, click B to go back to the 'Edit Game Settings' menu. Now click on 'Game Options'.

You want to have the following game options set:

Note that to scroll down the options, you have to select the thin, downwards-pointing arrow and press A to move down the options. I have no idea why the developers did this, as it is counter-intuitive.

Wins: 1

Round Time: 30m

Turn Time: 90s

Worm Health: 50

Retreat Time: 5

Worm Movement: On

Sudden Death: None

Fall Damage: Off

Rope Retreat: 5

Rope Swings: Infinite

Worm Select: Off

Teleport In: On

Girder Restriction: Off

When you have selected the settings listed above, press B, to go back to 'Edit Game Settings'. Now click 'Object Options'.

You want to have the following object options set:

Note that to scroll down the options, you have to select the thin, downwards-pointing arrow and press A to move down the options. I have no idea why the developers did this, as it is counter-intuitive.

Weapon Drop: 90%

Utility Drop: 0%

Health Drop: 0%

Health Value: 100

Coin Drop: 0%

Mines: None

Mine Fuse: 3

Dud Mines: Off

Oil Drums: None

Physics Objects: Lots

Dynamic Water: On

When you have selected the settings listed above, press B, to go back to 'Edit Game Settings'. Click B again, and it'll ask you to save your changes. Click 'Yes'. Go all the way back to the main menu.

On the main menu, click 'Xbox Live' and then click 'Create Player Match'. On the menu that comes up, you want the following settings:

Max Players: 2

Friend Slots: All

Game Mode: Deathmatch

Game Settings: Crate Achieves* (This will be right at the bottom of the list)

* If you did not name your game mode 'Crate Achieves', it'll be listed as whatever you called it.

Turn Time: 90s

Wins: 1

Teleport In: On

In the game lobby that appears, double-check the settings above are the same as the settings on the left side of the lobby display. Invite your friend to the game. When they're in, ready up, and load the game.

Unlike in Forts, you now get to choose the layout of the map that you will be on, as well as decide if it is enclosed or not. For this, if you have the Mars DLC, under 'Theme' on the pre-match options (after you've readied up and started the match, but before the actual match has started where you can see and move your worms), set the theme to 'Mars'. If you only have the Mars DLC, this will be the bottom option. If you do not have any of the DLC, the theme does not matter. You also want to set the landscape to be just the large, singular 'island'. This is the top option. You want to make sure, under the third map option, that Physical Objects are set to 'Lots' and that Dynamic Water is set to 'On'. Once these settings are locked in, load the match.

On the map, somewhere, there should be a reserve of Dynamic water. As we've got the setting 'Teleport In' set to 'On, we'll be able to place our worms where we want on the landscape. Teleport one of your worms above the dynamic water, so he drops into it. Your friend, assuming he's getting the achievements at the same time as you, should do the same.

You now need to check around the rest of the map. Somewhere on the landscape, there should be a slanted, v-like indentation of land along the topside. See the below image for an example landscape. Notice that there's some dynamic water (middle red circle), and two large v-like indentations of land (the other two red circles). These two v-like indentations are PERFECT for manipulating weapon pickups using the 'Crate Strike' weapon. More on that shortly. Notice that there are also two physical objects on the map (circled green).

Example landscape for Kleptomaniac Map.

Ideally, one of yours and your friend's worms should be in the dynamic water. Two of the remaining three worms on each team should be in your selected v-like indentation. The final worm on each team wants to be right at the highest two points of the map, on top of the landscape, with no other bit of land above them.

The match should now start. Keep an eye on your worms in the water, as they will lose 5 HP each turn that they're underwater. You now want to use the UFO utility, use it to pick up one of the physical objects, and then move it as high as you can, directly above your friend's worm at the top of the map. Then release it. This should cause 10 HP damage every time it lands on one of your worms. Try and drop it in such a way that the dynamic item does not fall or roll off of the landscape into the water.

Remember, because you have selected Infinite 'ammo' for 'Worm Select', you can choose whichever worm that you need to for your moves in this game. Keep doing the move using the UFO, with you and your friend attacking each other's worm by dropping the dynamic item onto the worm until the following achievement pops:

Glug Glug Glug

Go for a swim...a 5 turn swim

Glug Glug Glug
2 guidesOnline/OfflineSingle PlayerVersus

When this achievement pops, it means that your worm in the dynamic water has been there for five turns. His health should be at 20 or 25 HP. Teleport him up to the top of the area, but not directly under where you are dropping the physical object.

Now, continue dropping the physical object on the worms that you were dropping it on. It should give 10 damage each time. When you've killed one of your worms by doing this, you'll get the following achievement:

Squashed

Kill an enemy worm through a physics object squashing them

Squashed
2 guidesOnline/OfflineSingle PlayerVersus

Now, if you have the Mars DLC, you should use the Lightning Strike on the gravestone of your team's worm that has just died. If neither of you have this content, skip this step. This will unlock the following achievement, assuming that either you or your friend owns the Mars DLC:

Re-animator

Resurrect at least one worm using the Lightning Strike

Re-animator
1 guideOnline/OfflineSingle PlayerVersus

The worm you use the Lightning Strike on will be revived with 30 health. Now temporarily, use the UFO to move the object you've been squashing the worms with to another location temporarily. Make sure that it does not get destroyed, or roll off of the landscape into the sea. Use the shotgun to take 25 HP off of the revived worm, leaving him with 5 HP. Make sure you do not use both shots of the shotgun, as this will kill the worm.

Alternate: If you did not do the above step regarding the reanimator achievement, move the worm that was in the dynamic water, and instead of using the shotgun, position the worm that was in the dynamic water right next to where the squashed worm died. If the worm is at 25 HP, squash him twice with the dynamic object, bringing him down to 5 HP. If he's at 20 HP, squash him once with the physical object, bringing him to 10 HP.

We now need to explode the physical object to kill a worm. If you have shotgunned the worm, (because you had the Mars DLC) start shooting the physical object above your friend's worm. If you did not do the shotgunning, jetpack one of your group-of-two worms up to the physical object, and attacking it with a shotgun. The reason we use the shotgun here, and not any explosive weapon like the bazooka or a grenade, is that we don't want to accidentally cause damage to the worm before the explosion. After a few turns of shotgunning the physical object should explode, killing the worm that was underneath it, and awarding you with the following achievement:

Boom Boom

Kill a worm with an exploding physics object

Boom Boom
1 guideOnline/OfflineSingle PlayerVersus

If you are playing with the Mars DLC content enabled, continue reading here. If neither you nor your friend have the Mars DLC, skip the following two paragraphs.

At this point, if you have the Mars DLC, each team member should have three worms alive. You and your friend should also have 1 worm at the top of the screen each. Now, as it's a low-HP game, the next achievement is very easy. Go about 5 worm-lengths away from your friend, make sure you are at relatively the same horizontal height as each other, with no gap in between you, and release the Buffalo Of Lies weapon. This will almost definitely kill him, and award you the following achievement. Don't forget to allow your friend to revive his worm, and then let him use the Buffalo Of Lies on your worm.

Trampled Upon

Kill at least one worm using the Buffalo

Trampled Upon
Online/OfflineSingle PlayerVersus

Once you have both popped the above achievement, and your worms are revived using Lightning Strike, you now need to use the Poison Gun on each other. We are now going to leave these worms alone.

If you do not have the Mars DLC, read this paragraph, and then skip ahead (Ctrl+F) on this page to the words 'Health Kits & Mines Achievements'. Whilst we've been doing the above achievements, you may have noticed weapon crates dropping around the area. If you do not have the Mars DLC, you will want to spend the remainder of this match jetpacking around, picking up any crates that drop, and then for your move, using 'Skip Go'. If the 'Kleptomaniac' achievement does not pop, when the time runs out, one team should surrender, and then restart the match. Continue doing this until the 'Kleptomaniac' achievement pops.

If you do have the Mars DLC, continue reading. We are now going to be using the 'Crate Strike' weapon. Using the worms that are in your v-like indentation, call in a 'Crate Strike'. The five weapon crates that drop should roll down the sides of v-like indentation, and roll directly into you where you pick them up automatically (if the indentation is steep), or will roll near you for you to pick them up on your following turn (if the indentation is a more gradual incline). Upon using the 'Crate Strike' for the first time, you'll be rewarded with the following achievement:

New Kit

Use each of the Buffalo, Poison Gun, Lightning Strike and Crate Strike at least once

New Kit
1 guideOnline/OfflineSingle PlayerVersusCumulative +

Now we have all but one of the Mars DLC achievements complete, we're going to be spending the remainder of the match using 'Crate Strike' on our own worms. If you find that the weapon crates that are dropped by 'Crate Strike' aren't rolling to you enough, set up diagonal-direction girders in a '\ /' shape, directly over the worm calling in the 'Crate Strike'. Make sure there is a gap between the two girders wide enough for crates to fall through. This will make the crates hit the girders, and roll through the hole in between them, and land directly atop of your worm. This means that for every crate strike, you can get 5 weapon crate pickups. Do this for 20 turns, picking up all of the crates, and the following achievement will pop:

Kleptomaniac

Be greedy and collect 100 weapon or utility crates!

Kleptomaniac
1 guideOnline/OfflineSingle PlayerVersusCumulative +

If your friend already has the achievement, he can halve the amount of time it will take by directing his own 'Crate Strike' turns into your worm, too.

Now, once the above achievement has popped, and the game is over (either by you killing the other team, or by one of you surrendering), start the game again. Make sure that the game still uses the Mars theme. As soon as it loads, one of you surrender. Keep starting the game and surrendering, making sure that the Mars theme is active each time. Once you have won 5 games on the Mars theme, the following achievement will pop:

Mars Rover

Win at least 5 online games in the Mars theme

Mars Rover
1 guideOnline Game ModeVersusCumulative +

We are now ready to move onto a different game.

Health Kits & Mines Achievements

From the main menu, we now need to customise another game type, so click on 'Customisation'. Click 'Edit Game Settings'. Click 'Deathmatch', then in the list, click, 'Create Game Settings'.

Click 'Edit Name'. I called this setting 'MEDIC!'.

Next, click 'Weapon Options'. Now, the only weapons/tools you want on this game are the following:

  • Banana Bomb (Infinite)
  • Jetpack (Infinite)
  • Ninja Rope (Infinite)
  • Parachute (Infinite)
  • Teleport (Infinite)
  • Mine (Infinite)
  • Girder (4)
  • Worm Select (Infinite)

Once these weapons/tools have been selected, click B to go back to the 'Edit Game Settings' menu. Now click on 'Game Options'.

You want to have the following game options set:

Note that to scroll down the options, you have to select the thin, downwards-pointing arrow and press A to move down the options. I have no idea why the developers did this, as it is counter-intuitive.

Wins: 1

Round Time: 10m

Turn Time: 90s

Worm Health: 50

Retreat Time: 5

Worm Movement: On

Sudden Death: Sink

Fall Damage: Off

Rope Retreat: 5

Rope Swings: Infinite

Worm Select: Off

Teleport In: On

Girder Restriction: Off

When you have selected the settings listed above, press B, to go back to 'Edit Game Settings'. Now click 'Object Options'.

You want to have the following object options set:

Note that to scroll down the options, you have to select the thin, downwards-pointing arrow and press A to move down the options. I have no idea why the developers did this, as it is counter-intuitive.

Weapon Drop: 0%

Utility Drop: 0%

Health Drop: 90%

Health Value: 25

Coin Drop: 0%

Mines: None

Mine Fuse: 3

Dud Mines: Off

Oil Drums: None

Physics Objects: None

Dynamic Water: On

When you have selected the settings listed above, press B, to go back to 'Edit Game Settings'. Click B again, and it'll ask you to save your changes. Click 'Yes'. Go all the way back to the main menu.

On the main menu, click 'Xbox Live' and then click 'Create Player Match'. On the menu that comes up, you want the following settings:

Max Players: 2

Friend Slots: All

Game Mode: Deathmatch

Game Settings: MEDIC!* (This will be right at the bottom of the list)

* If you did not name your game mode 'MEDIC!', it'll be listed as whatever you called it.

Turn Time: 90s

Wins: 1

Teleport In: On

In the game lobby that appears, double-check the settings above are the same as the settings on the left side of the lobby display. Invite your friend to the game. When they're in, ready up, and load the game.

We have three achievements to get on this game-type. However, because of a glitch in the game, we have to split the 'Nightingale' achievement up over the course of 3 or 4 games. This is because of a glitch in the game, which freezes the game, and leaves you in a permanent no-motion game if you pick up too many health kits in one game.

As we start the game, we want to make sure that the area is an enclosed area. This allows us to use the ninja-rope with much more agility than we would be able to if it was an open-area landscape.

When placing the worms at the start of the match, make sure they're all on as many cliff face edges of landscape, or on the edges of pits in the landscape, where your worms can all drop mines, and they won't stay in front of the worm who's just dropped it; i.e. they'll fall away/roll away from the worm to safety.

On the first turn of the match, get one of your worms to ninja rope above them, so they're hanging from a large ledge or from the ceiling. Now all you need to do is swing back and forth on multiple ninja ropes without touching the ground. You can do this by holding direction with the left stick, and pressing A to release the rope, then A to fire the rope again. Do this five times, without swinging into, or touching land, and then after doing a minimum of 6 swings, land your worm onto land, without damage, and the following achievement will pop:

Tarzan

Repeat swing on the rope five times without touching the ground

Tarzan
2 guidesOnline/OfflineSingle PlayerVersus

Return that worm, using infinite jetpacks, to its land-edge. There should be somewhere on the map where there's a large amount of vertical space. Place a horizontal girder somewhere near the top, where you have room to jump off the girder, and not hit any land mass. Get your friend to place a worm somewhere beneath the girder. What you're going to want to do is select 'Parachute' as your weapon. You will then need to jump off the girder (with X button) and then press A to activate the Parachute. Quickly, whilst you're floating down (with the wind hopefully not blowing you into the wall), you're going to want to press B to select another weapon, whilst parachuting. Select 'Banana Bomb'. Use the L stick to guide yourself to your friend's worm below the girder. When you're above him but have not landed, press X to drop the Banana Bomb. With how powerful the banana bomb is, and as we're playing with 50 HP-start worms, the Banana Bomb, assuming it lands close to your friend's worm, should explode, and cause enough damage to kill him. This will unlock the following achievement:

Death from Above

Kill a worm using a weapon dropped from the Parachute

Death from Above
1 guideOnline/OfflineSingle PlayerVersus

Now, with the remainder of your worms, drop a mine off the edge each turn. Do this for a few turns until there are six health kits on the landscape. Once there are six health kits on the landscape, use your jetpack to collect them all. That's six towards your 'Nightingale' achievement. I recommend taking it in turns with your friend to pick up the jetpacks. The rest of your worms should be dropping mines into their pits/off of the land edges. If the mine image appears greyed out on your weapon selection, it means there are too many mines on the screen. So, sacrifice one of your worms into the pile of mines underneath him, and this should clear the game's buffer for some more mines to be dropped. Do this until time runs out. When time runs out, either you or your friend should surrender. The game will go back to the lobby. Replay the game, focussing on dropping mines and picking up health kits. Keep replaying the game until the following two achievements have popped:

Nightingale

Act like Florence and collect 100 health crates

Nightingale
1 guideOnline/OfflineSingle PlayerVersusCumulative +

Claymore More

Drop mines like nobody’s business, 50 in fact

Claymore More
1 guideOnline/OfflineSingle PlayerVersusCumulative +

Our next task is to meet some people online...

Our next task is to get the 'Buddy Buddy' and 'Social Butterfly' achievements.

The requirement for the 'Buddy Buddy' achievement is to win ten allied matches. The requirement for 'Social Butterfly' is to complete a round with 20 different gamertags.

On the main menu, click 'Xbox Live' and then click 'Create Player Match'. On the menu that comes up, you want the following settings:

Max Players: 4

Friend Slots: 1

Game Mode: Deathmatch

Game Settings: MEDIC!* (This will be right at the bottom of the list)

* If you did not name your game mode 'MEDIC!', it'll be listed as whatever you called it.

Turn Time: 90s

Wins: 1

Teleport In: On

Once the game lobby has loaded, invite your friend in. Click on your gamertag with the A button, and you'll be given an option to change the colour that you represent. Make sure that both you and your friend choose the same colour. You now need to wait for one or two random players to join. I recommend playing against two random players, because it a) makes the games more fun, b) makes it less likely that the random person will quit when they realise its 2v1, instead of 2v2 or 1v1v1.

The game mode is selected as above, because of all the extremely strong weapons, if you and your team mate use the infinite Concrete Donkeys, Banana Bombs, and Holy Hand Grenades, the matches will take a very short amount of time. Hopefully you'll get to play first. Either way, continue playing these allied matches with the above game settings, and once you've won ten, you'll get the following achievement:

Buddy, buddy

Win 10 allied matches online

Buddy, buddy
1 guideOnline Game ModeVersusPlayers Required

Now, to ensure that you get the Social Butterfly achievement, I suggest explaining to opponents that you're trying to go for it, after each game, which is why you're trying to play as many different people as possible. The online is slightly active, but you can be waiting around for a few minutes for some games, so it's a good idea to ask your opponents if they have any other gamertags they can log on with and contribute to your count.

After completing a round against twenty different gamertags (don't forget, your friend will have counted as one, too), the following achievement will pop:

Social Butterfly

Enjoy the company of 20 others online

Social Butterfly
2 guidesOnline Game ModeVersusCumulative +

Next up, is boosting 'Worminator' with your friend...

Our next task is the 'Worminator' achievement, which requires you to kill 300 worms online. After all the boosting so far with your friend, you will have probably done at least 50-80 kills, dependant on how many kills you got during the allied matches.

On the main menu, click 'Xbox Live' and then click 'Create Player Match'. On the menu that comes up, you want the following settings:

Max Players: 2

Friend Slots: 1

Game Mode: Deathmatch

Game Settings: MEDIC!* (This will be right at the bottom of the list)

* If you did not name your game mode 'MEDIC!', it'll be listed as whatever you called it.

Turn Time: 90s

Wins: 3

Teleport In: On

Once the game lobby has loaded, invite your friend in. For the first two rounds, get your friend to pile all four of his worms up, one on top of the other, right on the edge of the land mass. Kill them with an explosive weapon. Then, on rounds three & four, you let your friend kill you. For the fifth, and deciding round, your friend pile's his worms up, and you kill them. This will give you 12 worm kills for this match, and your friend 8 worm kills for the match. In the next match do the same thing, but this time, your friend gets to kill you in the fifth round.

Whilst you're playing these games, the following achievement will pop:

Bug Gulp

Kill 50 worms by sending them into the drink

Bug Gulp
1 guideOnline/OfflineSingle PlayerVersusCumulative +

Keep alternating matches like this until the following achievement pops:

Worminator

War is hell, kill 300 enemy worms in online matches any way, anyhow!

Worminator
1 guideOnline Game ModeVersusCumulative +

Our next achievement is to unlock all classes, and for that, we need to go back to the Single Player puzzles...

We are now going to start earning some credits for the 'Class Act' achievement, so to start, we'll be doing the puzzles first.

On the main menu, go to 'Single Player', then 'Puzzles'. This is the Puzzles hub. Choose the puzzles and follow the instructions below to complete them. Each puzzle is worth 40 credits if you can get a gold medal on them. Follow the instructions below and you should have no problem.

Sewer 1 - Bobsticles - If you've followed this guide exactly, you will have already done this level.

  • Move right, jumping over two small holes (using the X button).
  • Move right/jump right to be up against the side of a 'platform'.
  • Double click the X button, and then as soon as your worm has started his backflip, hold right on the L-Stick to direct your backflip to the right, so that you land atop of the 'platform'. You will pick up the Fire Punch weapon.
  • After a short bit of narration, press X to jump over the third hole, and move your worm so you're right up against the enemy worm, on its right side.
  • Press the B button and then select the Fire Punch weapon with the A button. Press the A button again to use it. This will send the enemy worm into the third hole, where he will die because of the mine's explosion.

Sewer 2 - Flotsam And Jetsam

  • From the start, jump two times to the left, picking up the Mine in the weapon crate during your first jump.
  • Drop the Mine in the small pit and let it explode on you.
  • Pick up the Blow Torch in the utility crate. Use the Blow Torch to the left.
  • As soon as you are through, jump to the left multiple times, picking up the Dynamite. Keep jumping to the left, and place the Dynamite where you're prompted.
  • RUN! Jump to the right as far as you can. You will fail this mission if the Dynamite kills you.

Sewer 3 - Dirty Bomb

  • Select the Parachute. Jump to the right, and press A once you've cleared the starting platform, to trigger the parachute. Float down to the utility crate, where you find a...
  • ...Ninja Rope. Use it and swing to the next platform. This is where you'll realise the controls for the ninja rope have changed quite considerably from all the other previous 2D worms games. I don't like the new controls either. Anyway, once you're on the next platform, grab the next utility crate, where you find a...
  • ...Jetpack. Use it to fly up and to the right. Make sure not to fly too high, otherwise the enemy sentry gun will shoot you.
  • Move right next to the enemy worm. Prod him. He will fall down the pit.
  • Move right into the spot where the enemy worm was, and use your Dynamite. It will drop down the pit, and blow up the enemy worm up completely.

Sewer 4 - Days Of Mould

  • Move to the left, pick up the Girder from the utility crate, and place it horizontally to the left of your worm, so that you can jump on top of it, and then over the gap.
  • Continue to the left, picking up the Shotgun from the weapon crate.
  • Shoot the wall blocking your advance. Make sure to not be too close or you'll get splash damage, and have to restart the level if you get hit with splash damage with your first shot.
  • Continue left through the Shotgun-blasted hole to pick up the blow torch in the weapon crate.
  • Use the blow torch in an 8 o'clock direction towards the weapon crate, which is an AirStrike. You have to use the blow torch to avoid the Mine.
  • Now, don't do what I did here! I was over-complicating things here, and trying to use the AirStrike to free the dynamic water above you, to try and flood the enemy worms. When I realised this I had a very long 'DERP' moment. What you're actually supposed to do is use the AirStrike on the enemy worms. Yeah; it's that easy!

Sewer 5 - Touch Of Class

  • Move to the right with your Scout-class worm, and do a backflip (double click X) whilst holding right on the L-Stick. Move up the slope to collect the Shotgun from the weapon crate.
  • Still with the Scout-class worm, select the parachute, and slither off of the edge. You will float down and collect the Teleswap from the utility crate.
  • Do a backflip up to the ledge to your right, and use the Teleswap. The controls for using the Teleswap can be a bit finicky, so select Teleswap (Press A) from your weapon inventory. Press A to use it. Now press Y to switch to the Heavy-class worm. Press A again to confirm. This will switch the places of your Heavy-Class and Scout-Class worms.
  • With your Heavy-class worm, get a bit of distance between you and the wooden beams to your right. When there's enough space where you will not get splash damage, use the two Shotgun shots to get through each beam. If you attempt to use the Shotgun shots with your Scout-class worm, they will not be strong enough.
  • Slither your Heavy-class worm through the shotgun-blasted beams, making sure that the Heavy-class worm does not stop right in the middle of the beams, blocking the way through for your...
  • ...Scout-class worm. Repeat its earlier movements, all the way up to the point where it used the Teleswap, including using a Parachute to float down. Continue through the path formed by the Heavy-class worm. Then, continue moving to pick up the Blow Torch from the utility crate.
  • From the Blow Torch in the utility crate, move slightly left (by about three worm-lengths), and then, whilst holding left on the L-Stick, press X to jump once. This should make your worm jump through the air onto the steep incline to the left. Slither up it.
  • Use the blow torch once you're in line with the weapon crate. Pick up the Bazooka from the weapon crate. Now, with your Heavy-class worm, move up the slope to the right, but do not drop down. Do not fire the Bazooka at the worms either. Up above you, to the right, you will see some dynamic water. If you can't see it, hold the Left Trigger (LT), so your screen zooms out. Aim the Bazooka at the brown bit of land just below the water, to break the dynamic water pocket, and let it fall down to flood the worms, killing them, and finishing this set of puzzles.

Beach 1 - Dodge, Bodge, Kill!

  • Select the Parachute, and then jump off the left side of the platform that had the utility crate on it. After you've cleared the platform, press A to activate the Parachute, and hold left on the L-Stick to drift with your Parachute, over to the land mass with the two weapon crates on, one containing a Bazooka, the other containing a Mine.
  • Move to the left edge of the platform you're on. Do not jump down, or fire your Bazooka. Select the Mine, and use it so that it drops off the edge of the ledge that you are on. It should drop down, and start a chain reaction. It will explode next to the first worm, sending the body of the first worm near to the second. The body of the first worm will kill the second worm, and send the mobile phone physical object to the right slightly.
  • Now fire your Bazooka at the oil drum embedded in the wall near the dynamic water. This should release the dynamic water down into the pit below you.
  • Jump down into the dynamic water in the pit below you. The dynamic water breaks your fall so that you do not take fall damage. Move to the right. When you get to the bottom, where the second worm was, you'll have to do a backflip to go to the next ledge. Continue to the right, jumping over the gap, to pick up the Sheep from the weapon crate.
  • Use the Sheep. It will walk past the Mines, not setting them off, and jump down into the pit where the last worm is. It will most likely jump on top of the lighter physical object. Press the A button to explode the Sheep, and to explode the lighter physical object. This will kill the worm, and end the puzzle.

Beach 2 - Kiss With A Fist

  • Collect the utility kit to your left to get an Electromagnet, and then collect the utility kit to your right to get a Teleport.
  • Use your Jetpack. You should notice that your Jetpack has unlimited movement, but only for this turn. Move up to the right side of the screen, collecting to the two utility kits there, to pick up an Electromagnet (top utility kit) and a Blow Torch (bottom utility kit). Land where the Blow Torch utility kit is.
  • Use the Blow Torch to the left of where you picked it up, so that you melt a tunnel through to the space under the Mine.
  • It is time to place your first Electromagnet. Make sure that it is coloured blue, as this means the Electromagnet is set to 'Repel'. If it is coloured red, press the Y button to change it from 'Attract' (red), to 'Repel' (blue). Place the Electromagnet below and slightly to the right of the Mine, by pressing the A button. The Mine should then be pushed away from the Electromagnet, and it will go around the land mass until it has hit the enemy worm, and done some damage.
  • Now use your Teleport. Teleport above the other utility crate, on the left side of the screen, so that when you drop from the Teleport, you'll pick up the utility crate, which turns out to be a third Electromagnet.
  • Place your second Electromagnet (still coloured blue/set as 'Repel') in the middle of the platform your worm is standing on. The Mine to the right will be sent down to the left of where you started this puzzle level. If you're lucky, the Mine will roll down to the enemy worm, and finish the level.
  • If the Mine doesn't roll down, move to the right of the platform that you're standing on, and drop your third Electromagnet (still coloured blue/set as 'Repel') off the side. This should roll the Mine down, to finish the enemy worm off. Sometimes, you may get unlucky with its final resting position, and it will not be triggered. There's nothing that can be done about this, and you'll have to restart the level.

Beach 3 - Sinking Feeling

  • Slither to the right, without jumping, and pick up the Pneumatic Drill from the utility crate under the Mine, and then pick up the Sentry Gun from the weapon crate. Place the Sentry Gun in the exact spot that the weapon crate was located.
  • Jump over the top-most oil drum, go up the tunnel, and collect the Prod from the weapon crate.
  • Jump next to the enemy worm, and go right up against his right side. Use the Prod. The Sentry Gun should cause the oil drums to explode, sending the enemy worm down next to the bottom-right enemy worm. On some occasions, you'll be unlucky, and the explosion will knock you down there as well. This is just incredibly bad luck, and you'll have to restart the level.
  • Assuming that you haven't been knocked down, you should now be able to slither to the spot where the worm you used Prod on was. At the edge of this spot, press X once to jump, and hold left on the L-Stick. Your jump should carry you over any still-burning flames.
  • Now, go to the worm on the left, and collect the utility crate, which contains an Electromagnet.
  • Select the Electromagnet, and press Y to change its setting from 'Repel' (blue) to 'Attract' (red). Press the A button to release it next to the left-most worm. The Electromagnet will attract the Mine to the left, so make sure that you're to the right of the worm when you use the Electromagnet. Once you've released the Electromagnet, move back towards the middle. Do not jump at this point, you must slither only.
  • Once the Mine has triggered, and the top left worm has been killed, squirm yourself back to the left, and drop down. Do not jump, as this will give you fall damage. You should land on a small ledge of land mass on the side of the vertical shaft. Drop down again onto the sand. Use the Pneumatic Drill.
  • You should drill through the sand easily. Collect the weapon crate, which contains a Sheep, and then slither up to the left, to collect the Teleswap from the utility kit. Standing where the Teleswap utility crate was, use the Teleswap with your Scientist-class worm. Your Scientist-class worm is now safe, positioned where the Teleswap utility crate was.
  • You now want to use your Sheep. Slither up next to your Scientist-class worm, face to the right, and release the Sheep. It was bounce its way down the incline. When it gets in line with where you used the Pneumatic Drill, press the A button. This will make the Sheep explode, and will remove the second bit of sand that the Scientist-class worm was originally positioned on. If you do it further to the right of this point, you will trigger the oil drums on the other side of the level and triggering them will mean that you will have to restart the level.
  • Move yourself under where you used the Pneumatic Drill, and use the Jetpack to return to the top of the level.
  • You should have enough Jetpack fuel to trigger the Mine underneath the dynamic water, and then quickly move yourself to the ledge at the top left, so you are clear from the dynamic water moving down the level. Once the Mine explodes, the dynamic water should flow down through the two 'pipes' of the level, and wash away any remaining enemy worms, and finally end this puzzle.

Beach 4 - Double Bubble

  • Collect the utility crate next to you. Use the Telekinesis from the utility crate on the rounded fish next to you. Place the fish atop of the two sentry guns to the left of you.
  • Move to the left, jump over the fish, the two enemy worms and the gap to collect a utility crate with a Blow Torch in it.
  • Move up to the top left, use the Blow Torch to get through the sand at the top left. It contains a UFO.
  • Use the UFO to move the fish you moved earlier with Telekinesis. This time, move it between the incline you slithered up, and the platform containing the two weapon crates.
  • Jump over the fish to get the two weapon crates. They contain a Water Strike and a Prod.
  • Slip down, and prod the right-most worm into the pit between the two worms. Do not, under any circumstances, move away from the platform that you are currently on.
  • Use the Water Strike, and set the Water Strike so that the arrow is pointing towards the bottom right of the screen. If it is pointing towards the bottom left, press the Y button. When you call it in, you want to aim it so that the target of the Water Strike is half-way up the incline between where the fish touches the incline, and the top of the incline. A lot of the dynamic water from the Water Strike should slip through a small gap, and send the left-most worm into the watery pit. This should kill him, and the death explosion should kill the second worm, completing the puzzle.

Beach 5 - Tan Their Hides

  • Jump over the gap. Collect the utility crate, containing a UFO, and the weapon crate containing the Fire Punch. Move back to the first worm, Parasol, and stand by his right side. Face him, and use the Fire Punch, sending him in to the pit to the left.
  • Climb over the lighter, and collect two utility crates and two weapon crates, containing an Electromagnet, a Dragon Ball, a Girder, and a Bunker Buster. Select the Girder. You'll notice below you is a J-shaped pit. Place the Girder in the bottom right corner of the pit, at an angle of about 8 o'clock to 2 o'clock.
  • Next, select the Electromagnet, and set it to 'Repel' (blue). Drop it down the pit, and it should roll to the left, triggering a Mine, which will damage and knock a worm down onto a slope below.
  • Jump over the entrance to the J-shaped pit, and collect the Parachute from the utility crate. Backflip up next to the worm named 'Sandy'. You want to be on Sandy's left side. Use the Prod to knock Sandy down.
  • Equip the Parachute, and jump down, holding left on the L-Stick when you need to, to make sure that you're going straight down, and not floating into the land mass to the left, or to the right into the water. Pick up the utility crate containing Plug Hole.
  • Head up the incline (jumping is faster), and line yourself up horizontally with the worm named Crabby. Face him, and use the Dragon Ball. It should hit Crabby, and knock him down onto the slope.
  • Move to the left, so that you're near the worm with the crown (most likely named 'Pebble'). Use the Plug Hole here, so that it is placed underneath the vertical shaft where you slipped down.
  • Now use the UFO. You want to move the lighter at the top of the level, and drop it down so that it is on top of the worm that you Fire Punch'd (Python).
  • Finally, use the Bunker Buster on the lighter to make it explode, kill Python with the explosion, and make the dynamic water slip down the slope, and wash the other three worms away into the sea.

Spooky 1 - Hide And Eek!

  • Grab the Electromagnet from the crate, and equip it with 'Repel' (blue) selected.
  • Move to the right, and drop it near enough to the Mine that it repels it, but not near enough where the Mine's fuse will be triggered.
  • Move as far to the right as possible without sliding onto the Mine, and equip the Ninja Rope. Zoom in with Right Trigger (RT) for this. You want to aim the Ninja rope at the ceiling above the enemy worm, 'Booger'.
  • Pull yourself up, and collect the two weapon crates, which contain a Fire Punch and a Water Pistol. Use the Fire punch when standing next to 'Booger', to his right, and he should be knocked down onto the Mine you repelled. Note: If you're unlucky, the Fire Punch and the Mine will do between 70-74 damage. If this happens, you'll have to restart the level, as this is out of anyone's control, and just bad luck.
  • Jump to the ledge to the left of where 'Booger' was. Aim your water bomb down, and at the wall, and fire it. You should then be able to move off the edge, and fall into the dynamic water safely without getting fall damage. For this to work you must be constantly holding right on the L-Stick.
  • Move to the right of the dynamic water pit, and do a backflip to get up to the next utility crate, which contains a Blow Torch.
  • Go back into the dynamic water pit, to the left, and use the Blow Torch, aiming it as far up and to the left as you can. Go up, collect the UFO from the utility crate, but go no further. Retreat back, and then use the UFO.
  • You will notice an ammeter physical object on the left of the level. Pick it up with the UFO, and drop it onto the test tube, which will send it, the test tube, and the last enemy worm into the sea.

Spooky 2 - Let My People Grow

  • Grab the weapon crate, which contains an Old Lady, and the utility crate, which contains an Electromagnet, by jumping over the gaps.
  • Jump back over to the bit of land between the first and second gaps. Select the Electromagnet, and set it to 'Attract' (red) by pressing the Y button. Drop it down into the left-most pit. This will kill the first enemy worm.
  • The worm you control will now change. Move to the right, picking up the Teleport from the utility crate and a Dynamite from the weapon crate.
  • Jump over the right-most gap (hold right on the L-Stick as you do), and pick up the second Electromagnet from the utility crate. Jump back over (hold left on the L-Stick as you do), and use the second Electromagnet on the 2nd pit from the right. You want this Electromagnet set to 'Repel' (blue). This will repel a mine to the right, and kill the second enemy worm.
  • Your control will go back to the first worm. Use the teleport, and aim at the highest enemy worm, named 'Bolt'. Aim very slightly to the right side of his body, and then move your teleport at a decent height above him, so that when you use the Teleport, you'll get fall damage, and kill your first worm. The explosion should send Bolt down into the right-most pit.
  • Now in control of your second worm, move to the left edge of the right-most pit, and use the Old Lady. She should go down to the bottom of this pit, and explode, killing both Bolt and the other worm.
  • Now, jump across the pits to the left, so that you're on the platform between the second and third pit. Drop the Dynamite down the 2nd pit from the left, to complete the puzzle.

Spooky 3 - Mow Them Down

  • As soon as you start, use the UFO to grab the screw physical object at the right side of the map. Place it on the ledge to your right, so that it is standing on its end, beneath the right side of the pocket of dynamic water above you.
  • Move your worm to the right, knocking it over, so that the screw head is in line with the worm named 'Coil', below him.
  • Select the Fire Punch, but don't use it yet. What you want to do is backflip, whilst you have Fire Punch selected, so that vertically, you're below Coil. When you're exactly in line, press A to use the Fire Punch, mid-backflip.
  • Use Teleport, and teleport next to the worm named 'Petrify', on the left side of the map, so that you're next to him on the left.
  • Use your second Fire Punch on Petrify, knocking him out of the little area he was in.
  • Use your second Teleport, to teleport to the right side of the worm named 'Gastly', at the top right of the map. Move to the right of him so that there's about 3-4 worm-length space between you.
  • Use the Dragon Ball on Gastly. Yes, you may do a 'Hadouken' impression and sound effect.
  • The Dragon Ball should knock Gastly over the first pit on the right, and make him slide down the second pit, below the screw physical object.
  • Jump across the first pit, and then slither down the second, past Gastly, to pick up the weapon crate, which contains a Mine. Drop the Mine off the ledge to the left, just below and to the right of Petrify.
  • Slither your way back up the slope, slithering over Gastly (you'll have problems jumping over him), and then go back past Coil, and the screw physical object. You will have to backflip up onto the screw head to move over it. Slither all the way up to the Mine under the dynamic water, and when you're near it, do a left jump under it, so that it triggers the Mine. Continue moving up and to the left to avoid the Mine's explosion and the dynamic water. After the water moves, the puzzle will be complete.

Spooky 4 - Mined the Step

  • Use the Blow Torch to your left, but use it in a V-shape so that you get to the other side, but don't trigger the Mines above you. To do this, aim it horizontally to the left, but before you start, tap down on the L-Stick. This will change the angle to about 8 o'clock. After about a second of Blow Torching, press up on the L-Stick to make your Blow Torch go horizontally to the left, then when you're nearly at the other side press up on the L-Stick again to make it go to a 10 o'clock angle. This should put you through to the other side, so that you can pick up an Electromagnet from a utility crate. This may take a couple of attempts. Use only one Blow Torch whilst doing this. If you don't make it to the other side with one Blow Torch, restart the level.
  • Use a second Blow Torch, horizontally to the left, so that you kill the first enemy worm by Blow Torching him through the wall, and into the sea below.
  • Go back through the tunnel your Blow Torch made. Do not jump under any circumstances, as this will set off the Mines above, and kill you. Go close enough to start the fuse/trigger for the Mine just to the right of where you started, and quickly jump to the left once to avoid its explosion.
  • Go right to the edge of the land mass where the Mine just exploded. Do a backflip whilst holding right on the L-Stick, which will land you on the land mass above and to your right. This will trigger a Mine's fuse, so the moment you land, jump back to the left to avoid the explosion.
  • Slip down into the pit between where the two Mines exploded. Jump into the little indentation to the right, and then select Blow Torch from your inventory. You want to aim it at 5 o'clock. Trigger it, and then when you're horizontally level with the next worm, change the Blow Torch's direction to 3 o'clock. Once you've hit the worm, evacuate to the left, so you do not take damage from the enemy worm's death explosion.
  • After the explosion, go as far to the right as you can, and then use three Blow Torches at an angle as high and to the right as possible, so that you can get to the top, to the right of the highest enemy worm.
  • At this point, you should have one Blow Torch left. Use it on the worm to your left, horizontally, so that he falls down onto the Mine. The moment he falls, press A to stop Blow Torching, and jump to the right, to avoid the explosion.
  • Move to the right of the bit of land you're on, past the bit where your Blow Torch came up from underground. Go right to the ledge, and drop your Electromagnet, set to 'Repel' (blue) off the edge. The Mine there should be repelled down the tunnel to kill the last worm of this puzzle.

Spooky 5 - One, Two, Three, War!

  • Grab the two weapon crates containing a Baseball Bat and a Mine.
  • Use the UFO to move the bottle to the space at the top right, below an enemy worm named 'Petrify'. Use the second UFO to move the screw to the left of the worm called 'Shackle' to the space above the worm on your team named 'Coil'.
  • Place a Mine next to the worm named 'Bolt', on his left side. Bolt should hand on top of the screw head. If you're unlucky, he'll hit it with such force that the screw will crush your team's worm, Coil, beneath it. There is nothing you can do about this, and it's just bad luck. If this happens, you'll have to restart the level.
  • Jump across the burning oil, and continue right to collect two weapon crates, containing a Dragon Ball and a Prod.
  • Move as far to the right as you can, and when you're on the right side of Shackle, turn to the left to face him, and use your Dragon Ball on him. Again, feel free to do the Hadouken impression and sound effect.
  • Teleport up on top of the weapon next to Petrify. You'll find that the weapon crate contains an AirStrike.
  • Prod Petrify so he lands on top of the bottle.
  • Move to Petrify's right side, and hit him with the Baseball Bat. This should send him next to or between the oil drums.
  • Call in the AirStrike over the middle of the oil drums, with the AirStrike coming from the right to the left. This should kill the three enemy worms, and end the puzzle.

Farm 1 - Farmed And Dangerous

  • Select the Pneumatic Drill, which is your only weapon at the start. Jump to the right, off of the ledge, and in mid-air, start drilling so that you get no fall damage when you land.
  • Move to the right, collecting the health kit. Move right to the end of the platform. Face the left, place the Dynamite. This should blow you across to the two utility crates and the weapon crate.
  • In the crates are a Parachute, a Mine, and a Telekinesis. Place the Mine to the right, and move to the left so that you turn can 'end' and restart, so that you don't get caught in a premature detonation.
  • Once you can move after your turn 'ends', move close to the Mine to trigger its fuse, and then jump to the left out of the explosion. This will release the dynamic water, which washes away the Sentry Gun and the Mines to the left of it.
  • Equip the Parachute, and jump to the left. The strong wind coming from the left will blow you to the right, onto the slope where the Sentry Gun and Mines were. Slither down the slope, and then jump over the gap where the Sentry Gun and Mines fell.
  • When you're nearly underneath the lighter fluid physical object, aim your Telekinesis at it, and use it. You will now be able to move the object. Use the Y button to rotate it around so that it is horizontal/on its side, and place it over the gap to your left, which will stop the weapon crate falling down through the gap.
  • Backflip up, and collect the weapon crate, which contains an AirStrike.
  • Select the AirStrike, and aim at the oil drum at the top left of the map. You want the AirStrike to be coming in from the left of the screen, firing the AirStrike missiles to the right. This will free the dynamic water, and finish the puzzle.

Farm 2 - Burrowed In

  • Collect the two weapon crates next to where you start. They contain a Dragon Ball and a Fire Punch.
  • Use the Fire Punch on the 'Attract' (red) Electromagnet to your right.
  • Drop your Mine off of the edge on the right, so that the Electromagnet attracts it, and blows up the worm below you.
  • Go to the left edge, and do a backflip whilst holding left on the L-Stick. It'll backflip you to the platform next to the 'Repel' (blue) Electromagnet.
  • Use the Dragon Ball to send it flying to the left, repelling a Mine into the second enemy worm, causing it to die.
  • Equip the Parachute, jump off the left side of the platform where the 'Repel' (blue) Electromagnet was, and move down to the left to where the second worm was. The explosion of the Mine will have opened up a route to the next utility crate, which contains a Teleport.
  • Use the Teleport and teleport up and to the left, onto the weapon crate to the right of the paintbrush. The weapon crate contains a Baseball Bat.
  • If you're unlucky, this next bit can be tough. You want to backflip onto the handle of the paintbrush. This will cause the paintbrush to fall down. Most of the time, you will automatically be deposited on land when the right side of the paintbrush hits the ledge at the bottom of the pit, however, on occasion this doesn't work, and you'll have to jump to the left before the paintbrush falls into the water.
  • Go next to the final worm, and use the Baseball Bat to complete the puzzle.

Farm 3 - Loose Cannon

  • Teleport your first worm into the middle of the dynamic water pocket above the oil drum.
  • You will now be in control of your second worm. Move to the left to pick up the Electromagnet from the utility crate. Place the Electromagnet, set to 'Repel' (blue) in the small, circular corner to the left.
  • Back in control of your first worm, use the Pneumatic Drill, and drill through onto the oil drum below you. This will cause the three worms below the water pocket to drown, and send a Mine to the lowest-situated enemy worm.
  • In control of your second worm again, move to the right and use your Blow Torch on the final worm to kill him and finish the puzzle.

Farm 4 - Garden Whose?

  • Collect the first weapon crate, which contains an Uzi. Use it on the oil drum to the right. This will make a Rat-nox physical object drop.
  • Move further to the right to pick up the second weapon crate, which contains a Dynamite. Place the Dynamite against the right wall, and then retreat to the left.
  • Continue to the right, and jump across to collect the UFO in the utility crate.
  • Use the Electromagnet on the spot where the utility crate containing the UFO was. You want the Electromagnet to be set to 'Repel' (blue). This will send a Mine down to the next wall.
  • Drop down on the left side of the drop so that you don't take any fall damage. Move next to the wall to start the Mine's fuse, and jump to the left so that you don't take any explosion damage when the wall explodes. Move to the right to get the next utility crate, containing a Teleport.
  • Use the Teleport to teleport onto the two weapon crates above and to the right of you. They contain a Dynamite and a Shotgun.
  • Jump to the left slope, and go right next to the upper oil drum. Face the bottom oil drum, and shoot it with the first shot of the Shotgun. Then, slither down as far as you can, and jump back to the right slope. You may have to hold right on the L-Stick to reach. Use the second shot of the Shotgun to shoot the other oil drum.
  • Use the UFO to move the Rat-nox physical object from where it fell at the start to the right of where the dynamic water flowed down, and below and to the left of the last remaining worm.
  • Slither yourself down there, backflip onto the Rat-nox physical object, jump up to the last worm, use the Dynamite on the last worm, and retreat to finish the puzzle.

Farm 5 - Ho Down

  • The level is very annoying because of how precise you have to be. You need to put two Girders down, completely horizontal at 8 o'clock to 2 o'clock angles, spaced exactly one worm jump's length away from each other, and your starting platform, horizontally in line of where you start. Remember, a worm can only jump as far as the length of a Girder, so use the Girder lengths to decide the Girder placements.
  • Once you're standing on the second Girder, use the UFO and grab the first Girder you placed. Move the first Girder so its right edge is touching the land, horizontally from where you are standing on the second Girder. Place it, and jump over to it.
  • Move up and collect the three creates, containing an Electromagnet, a Mine, and a Fire Punch.
  • Place the Electromagnet in the small notch below the platform where the crate containing the Mine was. Now, backflip up to the platform above.
  • Move your worm as far left as you can go on that platform without falling off. This needs to be pixel-perfect. I advise zooming in with Right Trigger (RT) to make sure that you are indeed pixel-perfect. Select a Mine, and release it. This should use the Electromagnet to send the Mine up to the top left, killing an enemy worm, releasing some dynamic water, and pushing the utility crate down onto the most-right Girder, which was the one you used the UFO on.
  • Go down to that utility crate to find that it now contains a second UFO.
  • Move back up to the little platform, and this time, move to the right side of the platform. This time, move only so much is so that only a tiny part of your body is hanging off the side. This also needs to be pixel-perfect, and I recommend zooming in again to make sure that you are pixel-perfect. Select a Mine, and release it. This should use the Electromagnet to send the Mine up to the top right and kill the worm in the hook-shaped spot.
  • Move down, and go to the left side of the Electromagnet. Get right up close to it, and Fire Punch it. This should send it along to the right and into the sea. This will also remove a Mine on the right, and send that into the sea as well.
  • Use the UFO to move the Girder that you moved before, and now move it so it connects to the top of the platform to your immediate right, by its short right side.
  • Jump across, and collect the Bunker Buster from the weapon crate.
  • Jump back to the left, where you had the Electromagnet, and then use the Bunker Buster on the worm that was on the slope above and to the right of where the Bunker Buster weapon crate was. This should cause the worm to slip down, land on top of or near the oil drum, do its death explosion, and blow up the oil drum.
  • Go on top of the small middle platform again, and this time, do a backflip off of the top of it. We want to get some fall damage so that the flames from the oil drum die down. Try and land in the little notch under the platform, if you can. This should allow you to lose 1 HP in fall damage.
  • The flames will now die down, so you can slither down there. Jump across the gap at the bottom and collect the weapon crate, which contains a Boggy B. Use it on the final worm at the top of the map. You want to try and aim right between the worm and the oil drum directly below it. This will kill the last worm, a Heavy-class, and complete the base game's puzzle mode!

Go back to the main menu. Go to 'Customisation', then to 'My Worms'. You'll see we now have 800 more credits from the 20 puzzles we've done.

Having already purchased 1 additional Scientist, Heavy, and Scout class worms, we should have had 400 credits remaining. With the additional 800 we've just earned, we should now have 1,200 credits. Purchase two more Scientist, Heavy, and Scout-class worms. After doing this, we will have a total of 160 credits left, meaning that we require 800 more credits to get the three remaining worms...

We are now going to continue earning some credits for the 'Class Act' achievement. At this point, we need 800 more credits until we can get the 'Class Act' achievement.

On the main menu, go to 'Single Player', then 'Campaign'. This is the Campaign hub. Choose the campaign of your choice. Please note that because these are actual Deathmatch-type games against computer opponents, each game is likely to be different. I can only describe the way that I completed them.

The first seven sewer levels are tutorials, and the game holds your hand through them, telling you what to do at every step, so the following levels can just be done by following the computer's instructions:

  1. Sewer - Training 1: Weapons
  2. Sewer - Training 2: Hazards
  3. Sewer - Training 3: Utilities
  4. Sewer - Training 4: Physics Objects*
  5. Sewer - Training 5: Water
  6. Sewer - Training 6: Darkside
  7. Sewer - Training 7: Worms

* Note: During this training level, you will have to destroy two physical objects. Dependant on how many physical objects you've destroyed previously whilst playing games with your friend and online, you may or may not unlock the following achievement. If you do not unlock it, don't worry, as there is plenty of time to get it when boosting local 4-player games for the 'Wormicide' achievement

Wrecking Ball

Smash up one of each type of physics object

Wrecking Ball
1 guideOnline/OfflineSingle PlayerVersusCollectable

Sewer - Boss: Poisonous Pete - Gold Medal: 10 Credits. After getting this Gold Medal, we need 720 more credits.

  • Move right, collecting the infinite Prod from the weapon crate.
  • Continue right, jumping over the Mine. You will most likely trigger its fuse, so keep jumping to the right.
  • Backflip over the oil drum. Move up to the left side of the first worm, and use Prod to send him into the pit with the Mine at the bottom.
  • Jump over the pit and keep jumping to the right. Don't stop!
  • Move to the second worm, collecting the weapon crate next to him. It contains a Fire Punch. Use it, sending him to the right. Jump to the left twice, so that you don't get hit by his death explosion.
  • The Mine that exploded on him will have opened up a sloping tunnel. Go down it.
  • Pick up the weapon crate containing the Bazooka. Fire it at the tunnel block to allow lots of dynamic water to flow. Make sure you stand back when shooting it so as not to get splash damage (Pun not intended).
  • The dynamic water will slip down and wash the third enemy worm into the sea.
  • Slither down the slope. Do not jump. When you get to the end, jump across to get the Water Pistol from the weapon crate.
  • Move right to the left of the bit of land you're on, aim the Water Pistol between 10 o'clock and 11 o'clock, and fire. The dynamic water from the Water Pistol will wash Poisonous Pete into the sea.

All eight of the above sewer-theme levels give you 10 credits for getting a gold medal.

Beach - 1 - Beach Bandits - Gold Medal: 80 Credits. After getting this Gold Medal, we need 640 more credits.

  • As soon as you start, use Worm Select to switch to switch to your Scout-class worm. Go through the Scout-only tunnel, picking up the Homing Missile in the weapon crate, and the Teleport in the utility crate. Jump/slither up to the first worm, a Heavy-class, and slither onto the left side of his head. Place a Mine right on top of his head, and jump to the left a couple of times. This will let the Mine explode, as well as the lighter physical object right next to the enemy worm. This will kill the Heavy worm.
  • After the enemy's turn, switch to your Scout-class worm again, if it's still alive (if it's not, use one of your others), and Jetpack to the next-closest worm. Use a Fire Punch from his right side to knock him down the slope, and most likely into the crater where the lighter physical object exploded.
  • After the enemy worm (who you just hit), has had his go, I like throwing a grenade down there to kill him, so do that.
  • The enemy's third worm (who is completely surrounded by sand), will probably just fire a Bazooka in his local area, and he shouldn't cause you any problems.
  • At this point, use one of your worms to Jetpack to the top right of the screen, and whilst you're still Jetpacking, drop a Dynamite on the high-HP enemy worm. If you're lucky, the Dynamite will send him down onto the Mines below him for a OHKO.
  • If it doesn't, keep your attacks going on that worm until he's dead. Then all you've got left is the low-HP worm below. With all of your worms left, you should have no trouble.

Beach - 2 - Wave of Destruction - Gold Medal: 80 Credits. After getting this Gold Medal, we need 560 more credits.

  • You have a few Jetpacks, so you can fly closer to the other worms. You have enough strong weapons in this game to do high-velocity projectiles to completely dominate this game.
  • The enemy worms' accuracy on this level is terrible so you should have no problem whatsoever.
  • If you want a quick, high-damage hit, use a Jetpack to go down to the left of your starting position, where there is a weapons crate which contains an AirStrike. However, do watch out for the Mine that is near it. If you use the Blow Torch and get the completely-enclosed weapon crate, you'll find it holds a Holy Hand Grenade.

Beach - 3 - Life's a Beach - Gold Medal: 80 Credits. After getting this Gold Medal, we need 480 more credits.

  • The only thing you need to worry about are the two Sentry Guns. Destroy the one that's near you with a Bazooka shot. The second Sentry Gun, which is at the top left of the landscape, can shoot you out of mid-air if you jetpack over.
  • When you can, move all of your worms closer to the other team. The closest worm can be dispatched with a Water Bomb, which will send him down a small waterway into the sea, do this as soon as you can.
  • You also want to take up a position closer to the enemies. Use whichever of your worms has the highest HP (you can use Worm Select to choose the worm), and Jetpack over. Land in the group of worms. It is very likely that you will get hit by the enemy team Sentry Gun, but if you drop quickly you'll only get fall damage. The following move you'll get some damage, but most likely survive. Use Worm Select again to choose the worm you Jetpacked with, and use a high-power weapon such as Dynamite to cause major damage to some of your opponent's worms. Try and get as clear of the weapon you use as you can.
  • The more damage you do to the group of worms, the more likely it is that you will be able to keep using Worm Select to kill the last couple of worms there with the worm you Jetpacked with. If this worm does die, just Jetpack a second worm up there and continue.

Beach - 4 - Beware, Pirates! - Gold Medal: 80 Credits. After getting this Gold Medal, we need 400 more credits.

  • This level has a big water deposit at the top right, so first, Bazooka the worm right in the middle of the map to drop him down onto the slope.
  • Our next priority is to try and wash the three worms on the slope away with the dynamic water.
  • With the rest of your worms, use all the power you've got to destroy the last worm.

Beach - 5 - Pain Ahoy! - Gold Medal: 80 Credits. After getting this Gold Medal, we need 320 more credits.

  • On this, for your first worm, ignore the enemy worm furthest to the right. You can get that easily with your second worm with a simple Bazooka shot. Instead, move your first worm up to the top of the level with a jetpack, and drop the Dynamite, whilst you're still jetpacking, next to the enemy worm next to the lighter. Move the jetpacking worm back down the right side where it came from. This will kill that enemy worm.
  • The next enemy worm to move will be 'Blister'. In your current position, he shouldn't be able to do any significant damage, if any at all, to you.
  • Your second worm should be able to move to the right, and knock the right-most enemy work, Crabby, off into the sea.
  • Your third worm should be able to move to the left. Take note, the mine in the gap has a 1-second fuse, so instead of jumping over it, just send a grenade into the gap to destroy the mine safely, without causing any damage to you.
  • Your fourth worm should be able to move all the way to the left, and backflip onto the shell at the bottom left of the landscape. Then use a Bazooka shot to send the enemy worm, Seaweed, into the sea.
  • By the time of your next move, the usage-delay on the AirStrike should have ran out, so use it. You want to aim at the water bottle physical object at the top left of the landscape, this should explode and send another enemy worm into the sea.
  • You should now be able to Jetpack/teleport up to the top of the map to finish off the last of the enemy worms.

Beach - 6 - Beach Brawl - Gold Medal: 80 Credits. After getting this Gold Medal, we need 240 more credits.

  • This is very hard to get gold on, because the enemy worms take ages to take a move. To get gold you need to complete this level in 8 minutes or less.
  • With your first worm, use Ninja Rope, and swing along the top of the level, multiple times, to go into the top right corner. Fire a bazooka shot to release the water onto the two top left worms (some water going left, some water going right). The one on the right will start taking drowning damage, until he teleports away, and the left worm, and yourself, will be washed out of the corner. This is tremendously helpful because it completely takes out that corner of the landscape early.
  • On your second turn, use Worm Select to select your Scout-class worm, and get them to move along the bottom of the level, collecting the weapon crate with the Old Lady inside. The scout should be able to slip down the right side of the shell physical object onto the Mine. The moment that the worm lands on the mine, jump to the right and move as far right as you can, collecting the Holy Hand Grenade. Once the Mine has exploded, Jetpack out of the 'cavern' and up into the main area. Jetpack to the left, and drop the Holy Hand Grenade on the worms at the bottom right corner.
  • I then used the Ninja Ropes to move all my worms to the middle and to the right side of the landscape, because that allows us to keep pressure on the enemy.
  • At this point, you should have the pressure on the enemies. Use all your high-powered weaponry on the enemies, and use your Jetpacks, Ninja Ropes, and Worm Selects to your advantage. Don't forget that you have a few pockets of dynamic water you can use to flood the enemies and make them lose continuous damage.

Beach - 7 - Sand and Deliver - Gold Medal: 80 Credits. After getting this Gold Medal, we need 160 more credits.

  • In this level, the enemies seem to be very accurate with the bazooka, and other long-range projectiles, so I would suggest trying to stay underground as much as possible when not firing a weapon.
  • If you're quick with your jumps to the right, you can get into the tunnel before the nearby Sentry Gun can shoot you. Continue on through the tunnel to pick up the weapon crate, which contains a Water Strike. Be warned that on the way, you pass through a small puddle of dynamic water. It has a Mine in, so go through it quickly. Get some space away from the end of the tunnel, and fire a Bazooka at the end. If you're lucky, it'll open up a small slit in the land mass to the open area.
  • Use the Water Strike earlier on the enemy worm, 'Blister' with the Water Strike coming in from right to left.
  • This level is one where you want to try and stay in the tunnels as much as possible, for self preservation. Other than that, I'm sorry, but you're on your own. There is no pattern or logic with the enemy on this level. It truly is a level which is different every time you play it.

Beach - 8 - Boss: Cap'n Plank - Gold Medal: 140 Credits. After getting this Gold Medal, we need 20 more credits.

  • First thing to do on this level is to Fire Punch the enemy worm to your left. He should fall into the dynamic water, and the Mine inside will explode and kill him.
  • Jump across the pit, move to the next enemy worm, and use Prod. The 2nd enemy worm will die.
  • Continue on, over the shell. Use the Baseball Bat on the third worm. Make sure that before you swing, you're next to his right side, and the aiming reticule is horizontal, to your left. He should hit the mobile phone physical object, and fall into the pit with the Mine, which should kill him. Jump back to the right once, just to make sure his death explosion doesn't get you.
  • You'll get a bit of narration, and a weapon crate and a utility crate will appear.
  • Use the Bazooka on the lighter physical object and release all of the dynamic water.
  • You should now equip the Parachute, and jump off the ledge, to your left. Because of the extremely-strong left-to-right wind, if you hold right on the L-Stick enough, you should be able to float all the way across to the bottom right of the screen, behind Cap'n Plank, and pick up the weapon crate, which contains a dynamite. Use it on Cap'n Plank, and retreat through the short tunnel to the right.

Spooky - 9 - Turf War - Gold Medal: 80 Credits. After getting this Gold Medal, we have all the credits we need.

  • This level has a LOT of exploding objects on it, and a lot of them are near enemy worms! How lucky for us.
  • With your first worm, climb atop the screw-head to the right, and fire a Bazooka at the pocket of dynamic water to the right. You want to aim for the left side of it, so that it sprays out to the left. It will almost definitely wash the right-side worm below down into a cavern below. After firing, retreat to the left. If you're lucky, it'll also was the left-side worm into the cavern too.
  • With your second worm, move to the left, and toss a grenade at the enemy worm, 'Shadow'. Hopefully you can get it to land between the worm and the oil drum. If you do, the explosion will send Shadow into the sea.
  • For my third worm, I Jetpacked up, and landed next to the enemy worm, 'Mossy'. Remember, when Jetpacking, jetpack high enough to avoid the sentry gun to the right of your first and second worms. On Mossy's turn, he had moved to the right so he was standing on the bottle physical object. I moved to his left, and Fire Punch'd him off the right side. Unfortunately, he did not land in the sea, he landed on top of the Heavy-class worm at the bottom right. Luckily, in our next turn, we can dispatch with both of them.
  • With my fourth worm, I moved to the left, and around the 'spiral' tunnel, to get the Water Strike from the weapon crate. I then used the Water Strike I just got from the weapon crate on the two worms on the right; the Heavy-class worm, and Mossy. Aim directly at them. The water bombs from the Water Strike will explode, and the amount of dynamic water will be enough force to push them both into the sea.
  • At this point, one of the enemy worms who is drowning under the dynamic water we released in our first turn decides to teleport next to my first and second worms. Bad idea. As he has just teleported, we know it's not going to be his turn next, so I moved my first worm onto the screw-head again. Drop to the small ledge of land just to the right of the screw-head, and drop a dynamite off the side, next to the Sentry Gun, and the enemy worm (if he has not moved). When the dynamite is lit, jump to the right, past the view of the Sentry Gun, landing on top of or near to the vial physical object above your fourth worm.
  • With most of the enemy worms damaged or killed, you should now be able to finish the level with your high-powered weaponry, to get the last credits we need for the 'Class Act' achievement!

Now, go back to the main menu, click 'Customisation', then click 'My Worms', and unlock your third member of each worm class! The following achievement will pop:

Class Act

Get all worm classes (4 x Scout, 4 x Scientist, 4 x Heavy).

Class Act
2 guidesOnline/OfflineSingle PlayerVersusShop

Now we just need to grind the last two (three if you didn't get Wrecking Ball earlier) achievements...

Our last task is to boost ourselves to 1000 kills. Whilst we're doing this, we'll be getting Sentry Gun kills, and if we still need them, we'll be destroying all physical objects that we come across.

If you still do not have the 'Wrecking Ball' achievement, we're going to start working on this now. If you do have the Wrecking Ball achievement, skip ahead (Ctrl+F) to the words 'My Gun, My Kill Achievement'.

Wrecking Ball Achievement

On the main menu, go to 'Versus'. On the 'Game Mode' menu, click 'DeathMatch'. On the game lobby that comes up, add three clones of yourself, to make it a 4-player game which will be controlled fully on the single controller that you are using. On the left, under 'Game Settings', set it to 'Infinite'. If you did not name the game type with infinite weapons as 'Infinite', it'll be listed as whatever you named it as.

Under 'Game' and 'Map', you want the following settings:

Round: 10m

Turn Time: 90s

Wins: 1

Teleport In: On

Random Map: Off

Accept the settings. You'll now be on the choose-map setting.

Under the map's settings, choose the first theme listed. If you do not have any non-Mars downloadable content, this should be 'Sewer'. Under the 'Physical Objects' setting, select 'Lots'. For the map layout, the only requirement is that there is a place on the map where the worms can fall into the sea. That is the only requirement now. Start the game.

As one of the settings for this game was 'Teleport In: On', we can now place our worms onto the map. For all three teams of clone worms, pile them up, in a single vertical column of worms, on top of each other, right on the edge of the bit of land where they can be sent into the sea. However, for each of your worms, send them next to one of the physical objects of the level.

Once all worms are placed, you want to have your clones continuously use 'Skip Go'. When it's your main account's turn, use whatever weapons you wish to destroy the physical objects near to your worm. I do recommend using either the Holy Hand Grenade or the Banana Bomb, however. If you do use these two weapons, I recommend activating the Jetpack first, dropping the weapon of choice, and Jetpacking off to a safe distance. When all the physical objects are destroyed either Teleport or use the Jetpack to go to the tower of worm clones. Choose a weapon of your choice with a large explosion (Again, the Holy Hand Grenade works wonders), to send all the clones into the sea, to win the match.

Start the game again, using the same options. However, change the 'theme' to the next one in order. They will be listed in the following order: Sewer, Beach, Spooky, Farmyard, Mars (if you have the Mars DLC). On each game, make sure that the 'Physical Objects' option is always set to 'Lots'. Keep doing the above method, for each theme, and destroying the physical objects until the following achievement pops:

Wrecking Ball

Smash up one of each type of physics object

Wrecking Ball
1 guideOnline/OfflineSingle PlayerVersusCollectable

My Gun, My Kill Achievement

We'll now be going for the achievement that needs the use of the Sentry Gun.

On the main menu, go to 'Versus'. On the 'Game Mode' menu, click 'DeathMatch'. On the game lobby that comes up, add three clones of yourself, to make it a 4-player game which will be controlled fully on the single controller that you are using. On the left, under 'Game Settings', set it to 'Infinite'. If you did not name the game type with infinite weapons as 'Infinite', it'll be listed as whatever you named it as.

Under 'Game' and 'Map', you want the following settings:

Round: 30m

Turn Time: 90s

Wins: 1

Teleport In: On

Random Map: Off

Accept the settings. You'll now be on the choose-map setting. As we have the 'Infinite' game type set, we should have no pre-placed Mines, no oil drums, and no physical objects on the map. Ideally, you want a map set up that looks something like the one below:

Example landscape for Kleptomaniac Map.

This is the image we used earlier for the crate-collection achievement. The strategy is still the same. Search on the map for a v-shaped indentation (like the left and right red circled in the image above). This time, choose v-shaped indentation, and teleport only ONE clone worm in there. Pile the other clone worms up out of the way elsewhere on the map. For your team's worms, put two of your worms each side of the v-shaped indentation.

Your team's team colour is most likely red, so for the purpose of this example, the teams of clones' team colours will be blue, yellow, and green. For our example, we'll assume that the first clone worm that's in the v-shaped indentation is a member of the blue team. For each turn of your worms, you want to set up a Sentry Gun either side of the v-shaped indentation. You do not want to put the Sentry Gun on the slope of the indentation, as they will roll down next to the clone worm, which is not what you want. You want to put the Sentry Gun on a flat bit of land at the top of the indentation, on each side. When it's the blue team's turn, if the worm in the indentation is not selected, use 'Worm Select' to make sure that the worm in the indentation is selected. Make him do a backflip (press the X button twice in quick succession) to attract the attention of the two Sentry Guns. They will fire and cause some damage. Keep doing this until the worm dies. During this process, the yellow and green team worms should just be using 'Skip Go'.

Once the Sentry Guns are in place, your team (the red team) will be able to Skip Go too, unless either of the Sentry Guns is destroyed. If they are destroyed, move one of your worms down to the clone worm in the indentation, and use the move 'Stick Up' to steal a Sentry Gun, and replace the one that was destroyed.

Once the first blue worm has died from the Sentry Guns, teleport the next blue worm over there, and repeat the process.

Continue this until the blue team's worms have all died, and then move on to the yellow or green team's worms. Continue using the Sentry Guns to kill worms until the following achievement pops. You should be able to get the following achievement in one match.

My Gun, My Kill

Kill 10 enemy worms using a Sentry Gun

My Gun, My Kill
1 guideOnline/OfflineSingle PlayerVersusCumulative +

When the above achievement pops, kill the other worms.

Wormicide Achievement

All we have left to do now is to get 1000 worm kills. By now, you should have got between 400-500 kills, thanks to the online worms killed, and all of the Single Player campaign and puzzle missions that we've done. Use the same game settings you used for the above achievement, but instead of setting up Sentry Guns, just have all 12 clone worms piled on top of each other, and have them all use 'Skip Go' until it's your turn. When it is, blast them into the sea. Continue this, match after match, until the following achievement pops:

Wormicide

Kill 1000 enemy worms

Wormicide
1 guideOnline/OfflineSingle PlayerVersusCumulative +

With the above achievement popping, you should now have the full 400/400 in this game. If you've made it this far without getting bored or giving up, well done! You've got a well-earned 400G and game completion!

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