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Guide Worm Tower

Worm Tower Guide (2026)

Full Worm Tower guide covering all 75+ checkpoint solutions, movement tips, and puzzle strategies. I tested every stage myself to help you climb faster.

8 min read
Worm Tower Guide (2026)

Worm Tower has 75+ checkpoints where you control a worm that eats apples to grow longer, then uses its body to bridge gaps and reach the green flag. The game hit 4.4 million visits since launching in November 2025, and it's currently sitting in Roblox's "Up-and-Coming" section with an 87% rating.

After grinding through every stage, the hardest part isn't the puzzles themselves. It's learning how your worm's length affects movement. Once that clicks, most stages become manageable. The expert checkpoints still took me 10+ attempts each, but the early game flies by once you understand the physics. Take the first 10 stages seriously even though they feel like filler.

No codes exist for this game. The developer (Scanner) hasn't added a code system, so don't waste time searching for freebies.

How the Game Works

The gameplay loop breaks down into four steps:

  1. Eat apples to grow your worm's body length
  2. Use your length to bridge gaps between platforms
  3. Reach the green flag to complete the checkpoint
  4. Move on to harder puzzles with tighter margins

Your worm moves like a snake. The head goes where you point, and the body follows with a slight delay. This delay is the whole game. Sharp turns on narrow platforms will throw your tail off the edge even when your head is safe. I lost count of how many times I died because I forgot about my tail swinging wide on a corner.

The game runs 25-player servers, but it's not competitive. Everyone's doing their own thing, working through checkpoints at their own pace. You can see other players struggling on the same stages you're stuck on, which is oddly comforting.

Worm Tower gameplay showing the worm bridging a gap between platforms

Controls

Action Control
Move WASD or Arrow Keys
Camera Mouse
Reset R key

No jumping. No special abilities. Just movement and eating. The R key becomes your best friend on harder stages when you eat the wrong apple or take a bad path.

Checkpoint Difficulty

The 75+ checkpoints break down like this:

Checkpoints Difficulty What to Expect
1-10 Tutorial Basic movement, simple gaps
11-25 Easy Longer bridges, timing elements
26-40 Medium Multi-apple puzzles, narrow paths
41-60 Hard Precise positioning, complex routes
61-75+ Expert Everything combined, minimal margin

The first 10 stages teach you the mechanics. Don't rush through them thinking they're just filler. The lessons about body physics and apple management matter a lot more in the later stages. I wish I'd paid more attention early on instead of speedrunning to the "real" content.

Movement and Apple Strategy

The head leads, the body drags. When you turn, your body takes time to follow. This sounds obvious but it's the source of most deaths in the game. Fast movement plus sharp turn equals falling. Approach corners slowly and your body will follow the path cleanly.

Longer worms aren't always better. More apples mean you can bridge wider gaps, but they also make you harder to control. Sometimes eating fewer apples makes a puzzle easier. On checkpoint 13, for example, the gap looks wider than it is. Two apples are enough. Three makes the turn after the bridge too tight, and I failed it repeatedly before figuring that out.

Apples spawn in fixed locations on each checkpoint. The puzzle is figuring out which apples to eat and in what order. Some apples are traps. Eating every apple on a stage often makes it harder because the extra length becomes a liability on narrow sections that come later.

Count the gap before you start eating. Look at what you need to bridge, estimate how many body segments that requires, then eat exactly that many apples. Planning beats improvisation in this game.

Common Mistakes

I made all of these multiple times. Checkpoint 23 alone taught me three of them the hard way.

Eating every apple immediately turns your worm into an uncontrollable mess. Eat only what you need for the next gap. Moving too fast is the other big one. This isn't a speedrun game. Slow, deliberate movement beats rushing every single time.

The default camera angle hides gaps and platforms. Rotate constantly to see what's ahead. Planning your route matters more than reaction speed, and my death rate dropped significantly once I started rotating the camera before every move.

If you're stuck in a bad position, hit R to reset. Don't waste time trying to recover from a mistake. The checkpoint system is generous, so resetting costs you nothing but a few seconds.

Your tail swings on turns. Account for this when navigating narrow paths. I can't stress this enough. Your head can be safely on a platform while your tail swings off into the void.

Checkpoint Tips

Stages 1-10 are pure tutorial. Single apple, single gap, move forward, eat, bridge, done. Stages 6-10 introduce multiple apples and slightly wider gaps, teaching you that more apples equals longer body equals wider bridges.

Stages 11-25 start requiring actual thought. You'll need to plan apple order and bridge multiple gaps. Some stages have more apples than you need, and eating all of them makes later sections harder. This is where the game stops holding your hand.

Stages 26-40 introduce narrow platforms. Your body physics become a real factor here. The margin for error shrinks significantly. I had to consciously slow down my movement speed to stop falling.

Stages 41-60 are multi-stage puzzles. You'll bridge a gap, eat more apples, bridge another gap, work through a maze, then reach the flag. Plan the entire route before moving. I failed checkpoint 47 about 15 times before I stopped rushing and actually looked at the layout first.

Stages 61-75+ combine everything. Precise movement, optimal apple selection, exact routing. These took me 10+ attempts each. Checkpoint 68 alone cost me 20 minutes. I started screenshotting layouts on my phone to plan routes before attempting them.

Badges

Worm Tower has two badges:

Badge Rarity How to Get
Welcome! 100% (Freebie) Join the game
You win! 0.7% (Impossible) Beat all checkpoints

The "You win!" badge has a 0.7% earn rate, which Roblox classifies as "Impossible" rarity. Only about 15,600 players have earned it out of the millions who've played. That number tells you how many people actually finish the game versus how many give up partway through.

Getting the completion badge took me around 3 hours total. Some checkpoints I cleared in seconds, others took 15+ attempts. The difficulty curve is steep but fair. Every stage is beatable, and the developer confirms all stages are tested.

Why the Game Works

Worm Tower does something clever with its core mechanic. Your length is both your tool and your obstacle. More apples let you bridge wider gaps, but also make you harder to control. Every stage is a balance between "enough length to bridge" and "not so much that I can't move properly." That tension keeps the puzzles interesting even when the basic mechanics stay the same.

No microtransactions. No pay-to-win. No codes. No grinding for currency. Just puzzles and skill. The 87% rating reflects a game that respects players' time. I spent about 3 hours clearing all 75+ checkpoints, and none of that time felt wasted on artificial padding or waiting for timers.

The checkpoint system is generous. You don't restart from the beginning when you fall. Take risks knowing you'll respawn at the last checkpoint. The green flag hitbox is also generous. You don't need to land exactly on it. Getting close enough triggers completion.

Is It Worth Playing?

If you like puzzle games and obbies, yes. This is one of the better puzzle obbies on Roblox right now. The mechanics are simple but the puzzles get genuinely challenging. The game is in Roblox's Up-and-Coming section for a reason. It's polished, fair, and doesn't waste your time with monetization schemes.

My only complaint is the lack of replay value. No leaderboards, no time trials, no reason to go back once you've cleared everything. But getting through all 75+ checkpoints is satisfying enough that I don't regret the time spent. The "You win!" badge sitting at 0.7% rarity feels earned.

The game launched in November 2025 and got updated as recently as January 2026, so the developer is still active. Whether more checkpoints get added remains to be seen, but the current content is substantial enough to justify playing.

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