NecroWorm

NecroWorm

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NecroWorm: Level Layout Bugs and Path Workarounds
By Khorosiv
Identification of specific level layout bugs that can affect normal gameplay, along with provision of path workarounds.
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Introduction
As of writing, there are currently six levels with layout bugs: 096, 097, 098, 101, 106 and 114. I am assuming that most of these bugs were introduced after the original version of the game, Omnom Necropolis, was developed into its current incarnation, NecroWorm.

These are relatively minor issues, but they can affect the way one approaches path-making for the worm. In these levels, certain rocks and void spaces seem to be insurmountable obstacles and bridge-tunnels don't provide the special traversal functions that they do in non-bugged levels.

However, each of these bugged objects behave like empty tiles, so a path can still be made. Therefore, even in the game's current state, all levels can be completed and all achievements potentially earned.

For each bugged level, I have provided an image identifying each bugged object with a coloured thumbtack and a corresponding image demonstrating the worm's path, either through or around those objects. Yellow thumbtacks indicate bugged objects that are unavoidable by the worm or are required for more optimal path-making. Light-blue thumbtacks indicate bugged objects of less significance.

A simple Changelog section has been added below, to track any guide updates.

Changelog
Any guide updates will be tracked in this section.

Published: 2022-04-01

Updated: 2022-06-10
  • Altered guide title for consistency with my other guides
  • Added Changelog section and mentioned it in the Introduction section

Level 96
There are three bugs here: the two bridge-tunnels and one void space, each marked with a yellow thumbtack.


If the bridge-tunnels functioned correctly, then the path could be resolved normally. However, if the bridge-tunnel on the left side of the level is used as a tunnel, then the path to the right side becomes blocked. But, it can be traversed as an empty tile. To complete the right side, a void space and the other bridge-tunnel can also be traversed as regular empty tiles.

Level 97
There are five bugged objects here. All are rocks. Four are marked with a yellow thumbtack and one marked with a light-blue thumbtack.


Each rock can be traversed as a regular empty tile. Optimal path-making comes from traversing the rocks marked with a yellow thumbtack and avoiding the rock marked with the blue thumbtack.


Below, a path traversing the rock marked with the light-blue thumbtack is demonstrated.

Level 98
There are four bugged objects here: one bridge-tunnel and three void spaces, each marked with a yellow thumbtack.


Moving through the tunnel blocks the right side of the level. But, it can be traversed as a regular empty tile. The three void spaces would normally prevent progress if functioning correctly, but can also be traversed as regular empty tiles. Perhaps portals were supposed to be added to this level.

Level 101
There are two bugged objects here. Both are rocks. One is marked with a yellow thumbtack and the other is marked with a light-blue thumbtack.


Each rock can be traversed as a regular empty tile. Optimal path-making distance doesn't seem to be affected by either traversing or avoiding the rock marked with the blue thumbtack. Optimal manoeuvrability might be affected by avoiding that rock. Both methods are demonstrated below.



Level 106
There is one bugged object here: a regular empty tile, but without its dashed border. It is marked with a light-blue thumbtack.


This bug is the least significant of those listed in this guide. Perhaps this tile was earmarked for removal in favour of intended void space. It can be traversed as a regular empty tile or avoided. There doesn't seem to be a difference for optimal path-making, distance-wise, but manoeuvrability might be affected by the choice. Below is a demonstration of each method.


Level 114
There is one bugged object here: a bridge-tunnel. It is marked with a yellow thumbtack.


If the bridge-tunnel functioned correctly, then a path could be resolved normally. But, if a path is made through the tunnel, then the bridge cannot be used to access the right side of the level. The bridge-tunnel must be traversed as a regular empty tile.


Additional
There is also a control scheme display reminder on levels 001-003, which details incorrect keys for worm movement.


These should be the cursor (arrow) keys or, alternatively, the W, A, S and D keys.
Acknowledgements
Thanks to Pris and her Omnom Necropolis guide. As a screenshot comparison tool, it helped me confirm the bugs I stumbled across through poor movement control and frustrated experimentation.
Conclusion
Although unlikely at this stage in the game's life, perhaps the aforementioned bugs will be patched out one day, thereby making this guide redundant. Until then, hopefully it helps you find your path.

7 Comments
F2B 8 Dec, 2024 @ 3:32pm 
Thank you for the guide. Level 98 was the first time when I needed this. I laughed when in level 99 the bridge-tunnels worked correctly for the first time even though they were introduced many levels ago.
Khorosiv  [author] 16 Sep, 2023 @ 11:25am 
Cheers, mate. Thanks for checking out the guide.
Saxcore 31 Aug, 2023 @ 2:41pm 
Hah, I just completed levels 97 and 98, and assumed there was some game mechanic that I'd missed being introduced. Thought perhaps some rocks had been passable the entire time and I'd somehow missed it! Looks like I've still got some bugged levels ahead of me, so thanks for the guide!
Khorosiv  [author] 31 Oct, 2022 @ 11:19am 
You're welcome, mate. Thanks for the feedback and – I assume – the points.
Drakezer0 23 Oct, 2022 @ 11:15am 
Thank you very much for the guide. Helped a lot. I was totally confused at level 96 with that new tiles and then they are bugged at the first time you meet them :D
Khorosiv  [author] 29 Apr, 2022 @ 12:50pm 
No worries, mate. I'm glad it helped.
Zoduark 27 Apr, 2022 @ 11:05am 
Thx bro !:steamthumbsup: