Worms Armageddon Walkthrough :
This walkthrough for Worms Armageddon [PC] has been posted at 29 Apr 2010 by LilKID and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up LilKID and share this with your freinds. And most important we have 6 other walkthroughs for Worms Armageddon, read them all!
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4.122 Cool As Ice 4.131 Do The Locomotion 4.132 Sand In Your Eyes 4.141 Not Mushroom Out There... 4.142 Big Shot 4.143 Water Suprise 4.151 Jurassic Worm 4.152 Chemical Warfare 4.153 No Substitute ------------------- 4.200 Honarary Missions 4.211 Who Left The Flood Gates Open? 4.212 Super Sheep To The Rescue! 4.221 Hot Stuff 4.222 Trouble On Mount Wormmore 4.231 Chateau Assassin 4.232 Rescue Agent Dennis! 4.241 Horny Nuke 4.242 Rumble In The Farmyard 4.243 Wooden Ambush 4.251 Go Bananas! 4.252 The Drop Zone ------------------- 4.300 Elite Missions 4.311 Countdown To Armageddon! 4.312 Mars Star 4.313 Mad Cows 4.321 Bazooka On The Rocks 4.322 Stolen Goods 4.331 Sinking Ice Cap 4.332 Aim Long, Aim True 4.333 Goody Two-Shoes 4.341 Trouble In The Toy Store 4.342 Spectral Recovery? 5.0 Deathmatch Guide 5.1 Ranks & Descriptions 5.2 Enemies 5.3 Tips 6.0 Multi-Player Mode 6.1 Weapons Select 6.2 Rules Select 6.3 Map Select 6.4 Team Select 6.5 Multi-Player Awards 6.6 Wormnet 7.0 Options 7.1 Worms 7.2 Game 7.3 Audio 7.4 Graphics 8.0 Mapmaker 9.0 And The Rest! 9.1 F.A.Q 9.2 E-mail Guide 9.3 Website List 9.4 Credits 9.5 Legal Disclaimer To search for the section wanted in this Guide, Highlight the Number beside the subject (Such as 3.3) and press Ctrl + C, then F, and then V. This will activate a finding system to look for the text put in (in this case, a number with a decimal) and simply click “Next”. ================== 1.0 > Introduction < ================== Good morning readers! Raining Metal is high speed, low drag! I decided to make this guide because no other series is like this game, which I'm interested in. This game doesn't take itself too seriously, with all the animal explosives and such. Worms Armageddon was originally to be an expansion for Worms 2, but then Team 17 and Micro Prose decided to make it independent. What a smart choice that was! Remember: This isn't a guide, IT'S AN ADVENTURE! -------------------- 1.1 > Version History -------------------- Version 0.97 Added new ASCII art to the title. ------------------------------------------------------------------------------- Version 0.96 Thomas Toth has added the note to the Drill. ------------------------------------------------------------------------------- Version 0.95 Some people have contributed to some additions to this Guide, however, everything explained below is still needed. ------------------------------------------------------------------------------- Version 0.90 I could use some additional information on the mapmaker and wormnet, as well as some names for the enemies in Deathmatch mode. ============ 2.0 >Basics < ============ Here's all the stuff to know about the game! -------------- 2.1 > Controls < -------------- Here's what's needed to control the worms. Left Arrow: Move Left, Angle Strike to the left, Rotate Girder clockwise, Swing left on the rope, Rocket left on the Jetpack. Right Arrow: Move Right, Angle Strike to the right, Rotate Girder counter- clockwise, Swing right on the rope, Rocket right on the Jetpack. Up: Climb up the rope, Rocket upward on the Jetpack Down: Extend the rope. Space Bar: Fire, Use weapon, Hold to increas the trajectory of the weapon, place Girder. Enter: Jump, Jump Backwards when pressed twice. Drop weapon from rope, Jet pack, and parachute. Backspace: Jump upwards. Backflip when pressed twice. TAB: When there's a rotating circle of arrows above the worm, that means that the select worm is active. Use this to switch between worms. R: Manual replay. Press at the end of the move. S: Slow motion. Do slow motion while in a replay! 1-5: Set fuse time, set amount. -: Lower bounce. +: Higher bounce. ------------- 2.2 > Weapons < ------------- Here's the smash inventory! Note that the crate stats is on intermediate mode. ********* *Bazooka* ********* Rate of Fire: Charge. Power: Average. Accuracy: Medium. Usage: Very High. Range: Medium. Weight: Medium Crate: None. Notes: Affected by the wind, can skim across water for a limited time. The most versitale weapon in this game, this weapon can do almost anything. Use the wind for the best effects. **************** *Homing Missile* **************** Rate of Fire: Charge. Power: Average. Accuracy: High. Usage: Medium. Range: Short. Weight: Light. Crate: Low. Notes: Can go underwater. Can be charged up. The missile requires a straing and direct path, because it does not guarantee a safe trip. Only rarely should this weapon be tested underwater. ******** *Mortar* ******** Rate of Fire: Launch. Power: Average. Accuracy: Low. Usage: Low. Range: Very Long. Crate: Low. Notes: When blown up, shrapnel comes out the opposite direction. Not many players use this weapon because it is hard to control. The benefit of using this is that it can fire at a long distance. Experts find this weapon useful. **************** *Homing Pigieon* **************** Rate of Fire: Launch. Power: High. Accuracy: High. Usage: High. Range: Medium. Weight: Light. Crate: Medium. Notes: Avoids contact with land unless targeted. The pigeon has a natural brain, so it doesn't go suicide on an undesignated part of the earth. The only drawback is that unlike the missile, it cannot breathe below sea level. Very easy to use, and good for beginners. **************** *Sheep Launcher* **************** Rate of Fire: Launch. Power: High. Accuracy: High. Usage: Low. Range: Long. Weight: Light. Crate: Medium. Notes: Similar to the regular sheep (see below). The sheep with the motor cycle helmet can be launched at first and then behaves like the regular sheep. Keep in mind that the first launch should be for the long gaps if needed. The reason to choose this over the super sheep as a special weapon is in caverns, where the super sheep would be cramped and would be of limited use. Sheep don't blow up when colliding with terrain when launched. ********* *Grenade* ********* Rate of Fire: Throw. Power: Medium. Accuracy: Medium. Usage: High. Range: Medium. Weight: Medium. Crate: None. Notes: Fuse can be changed along with bounce. The simple grenade can used as an alternative to the bazooka, in case if the wind is blowing against the worm. Make use of the bounce and fuse options. Very basic and simple. ************** *Cluster Bomb* ************** Rate of Fire: Throw. Power: Medium Accuracy: Medium. Usage: Medium. Range: Medium. Weight: Medium. Crate: Medium. Notes: Fuse can be changed along with bounce. When blown up, shrapnel comes from above. Similar to the grenade, but weaker at the first strike. Better to use on grouped enemies as well as the ones in pits. ************* *Banana Bomb* ************* Rate of Fire: Throw. Power: Very High. Accuracy: Medium. Usage: Medium. Range: Medium. Weight: Medium. Crate: Low. Notes: Really bouncy. When blown up, bananas come from the explosion. Like the cluster bomb, but a LOT deadlier! Use this on well-grouped enemies. Can cause lots of damage, and should be spared for the oportune moment. ************ *Battle Axe* ************ Rate of Fire: Single. Power: Varies. Accuracy: Confident. Usage: Medium. Range: Melee. Weight: N/A. Crate: Medium. Notes: Halves HP. Can hurt multiple worms simultaneously. Only use this on strong opponents, which will maximize the damage caused. Also, it can hurt multiple worms. ************ *Earthquake* ************ Rate of Fire: Instant. Power: None. Accuracy: Confident. Usage: Low. Range: Infinite. Weight: N/A. Crate: Low. Notes: Moves worms and items around. This is a good weapon to use on worms that are above cliffs or edges. ********* *Shotgun* ********* Rate of Fire: Double. Power: Medium. Accuracy: High. Usage: High. Range: High. Weight: Light. Crate: None. Notes: None. There's no infantry weapon like the shotgun! Use this to snipe other enemies or use it up close. Useful for making chain reactions. ********* *Handgun* ********* Rate of Fire: Semi-Automatic. Power: Low. Accuracy: High. Usage: Low. Range: Medium. Weight: Light. Crate: None. Notes: Angle can be changed when firing. Only use this as a last resort for knocking opponents off cliffs. And only do that if the enemy is out of range for a punch. ***** *Uzi* ***** Rate of Fire: Automatic. Power: Medium. Accuracy: Medium. Usage: Medium. Range: Medium. Weight: Medium. Crate: None. Notes: Angle can be changed when firing. This is a very basic weapon. Useful for knocking worms off edges. ********* *Minigun* ********* Rate of Fire: Automatic. Power: High. Accuracy: Medium. Usage: Medium. Range: Medium. Weight: Heavy. Crate: Medium. Notes: Angle can be changed when firing. The heavy cousin of the Uzi SMG. Can be used to knock worms off the edges or to shoot them to death. ********* *Longbow* ********* Rate of Fire: Double. Power: Medium. Accuracy: High. Usage: Medium. Range: Long. Weight: Medium. Crate: Medium. Notes: Can only aim up to 45 degrees up and down. These are an alternative to the shotgun. Instead of destroying the terrain, they add to it. Can be used to make bridges. Good for close and far ranges. ************ *Fire Punch* ************ Rate of Fire: Single. Power: Medium. Accuracy: Confident. Usage: Medium. Range: Melee. Weight: Light. Crate: None. Notes: Cuts through terrain vertically. The best way to use this is to punch somebody off a cliff. This does light damage. ************* *Dragon Ball* ************* Rate of Fire: Single. Power: Medium. Accuracy: High. Usage: Low. Range: Short. Weight: Light. Crate: None. Notes: None. This is rarely used. But it can be useful for clearing obstacles and worms. It can be used from a short distance. *********** *Kamakazie* *********** Rate of Fire: Single. Power: Medium. Accuracy: High. Usage: Low. Range: High. Weight: Light. Crate: Low. Notes: Kills user. Limited angles. Only use this as a last resort. And only do it if the user's health is low. **************** *Suicide Bomber* **************** Rate of Fire: Single. Power: Low. Accuracy: Confident. Usage: Low. Range: Melee. Weight: Light. Crate: Low. Notes: Kills user. Sends toxins flying. Again, only use this rarely. ****** *Prod* ****** Rate of Fire: Single. Power: None. Accuracy: Medium. Usage: Low. Range: Melee. Weight: Light. Crate: None. Notes: None. Only use this to push someone off a cliff to the water. Good for humiliating scores. ********** *Dynamite* ********** Rate of Fire: Plant. Power: High. Accuracy: High. Usage: Medium. Range: Drop. Weight: Medium. Crate: Medium. Notes: Can be dropped by rope or parachute. The classic cartoon style explosive. This weapon can also be used above cliffs to be dropped down the cliff. ****** *Mine* ****** Rate of Fire: Plant. Power: Medium. Accuracy: High. Usage: High. Range: Drop. Weight: Light. Crate: None. Notes: Will only go off next to a worm. Can be dropped by rope or parachute. Can be used the same as the dynamite. However, it can also limit the enemy's movements as well, along with trapping a frozen bad guy. Drop this close to an enemy, or it won't detonate! ******* *Sheep* ******* Rate of Fire: Plant. Power: High. Accuracy: Medium. Usage: Medium. Range: Medium. Weight: Light. Crate: Medium. Notes: Jumps when coming across a ledge or cliff. Remeber how the sheep jumps. Press the space bar to detonate. Avoid using this on ropes. ************* *Super Sheep* ************* Rate of Fire: Plant. Power: High. Accuracy: High. Usage: Medium. Range: Long. Weight: Light. Crate: Medium. Notes: None. Press the space bar when the sheep's active to set it flying. Press space bar again to take away its cape. When losing the cape, it will explode when it hits the earth. ************ *Aqua Sheep* ************ Rate of Fire: Plant. Power: High. Accuracy: High. Usage: Medium. Range: Long. Weight: Light. Crate: Low. Notes: Can go underwater. Like the Super Sheep, except can breath underwater. *********** *Mole Bomb* *********** Rate of Fire: Plant. Power: Low. Accuracy: High. Usage: Low. Range: Short. Weight: Medium. Crate: Medium. Notes: Burrows into the ground. Press space bar to make it jump when active and burrow into the ground. Used on well-trenched worms. ************ *Air Strike* ************ Rate of Fire: Set. Power: Medium. Accuracy: Very High. Usage: High. Range: Infinite. Weight: N/A. Crate: Medium. Notes: Cannot access burrowed targets. Unavailable in caverns. Pressing left and right sets strikes to a different angle. Use it on worms on the surface. Resented by many. *************** *Napalm Strike* *************** Rate of Fire: Set. Power: Medium. Accuracy: High. Usage: Medium. Range: Infinite. Weight: N/A. Crate: Low. Notes: Cannot access borrowed targets. Unavailable in caverns. Affected by the wind. Very similar to the air strike. The flames are affected by the wind, so pay attention. ************* *Mail Strike* ************* Rate of Fire: Set. Power: High. Accuracy: High. Usage: Medium. Range: Infinite. Weight: Light. Crate: Medium. Notes: Affected by the wind. Unavailable in caverns. Good for wind-based battles. Does more damage than the air strike. ************* *Mine Strike* ************* Rate of Fire: Set. Power: High. Accuracy: Low. Usage: Medium. Range: Infinite. Weight: Light. Crate: Low. Notes: Very bouncy. Unavailable in caverns. It is best used in rigid terrain, as the mines bounce a lot. *************** *Mole Squadron* *************** Rate of Fire: Set. Power: Medium. Accuracy: High. Usage: Medium. Range: Infinite. Weight: Medium. Crate: Low. Notes: Digs. Moles and an airstrike put together. Good for breaching a secure area. ************ *Blow Torch* ************ Rate of Fire: Automatic. Power: Medium. Accuracy: High. Usage: Medium. Range: Melee. Weight: Medium. Crate: High. Notes: Used on terrain, but can be used as a weapon. Can only aim up to 45 degrees up and down. Good for dark-sided games. Dig the trench to be protected from airstrikes. Beware of moles. ***************** *Pneumatic Drill* ***************** Rate of Fire: Automatic. Power: Medium. Accuracy: N/A. Usage: Medium. Range: Melee. Weight: Medium. Crate: Medium. Notes: Dills downward only. A good way to use this is to drill some worms in a pit. Then keep drilling. Thomas Toth states that this is a safe way to drop from high distances. The worm will not be harmed by the fall and will instead keep drilling. The drill will also not penetrate through crates and will instead allow the worm to collect the crate. ******** *Girder* ******** Rate of Fire: Set. Power: None. Accuracy: N/A. Usage: Medium. Range: Medium. Weight: Heavy. Crate: High. Notes: Makes a bridge to walk across or to make a barrier. In missions, this item is very valuable. It can also affect the way grenades bounce. ************** *Baseball Bat* ************** Rate of Fire: Single. Power: Medium. Accuracy: N/A. Usage: Medium. Range: Melee. Weight: Light. Crate: Low. Notes: When a worm drowns from a swing from this, a home-run message appears. Good for knocking out worms. Also, the victim can be reflected across walls. ******************** *Girder Starter Kit* ******************** Rate of Fire: Five Set. Power: None. Accuracy: N/A. Usage: Medium. Range: Long. Weight: Heavy. Crate: Low. Notes: Makes bridges. This makes five girders in one turn! Wow! ************ *Ninja Rope* ************ Rate of Fire: Rope. Power: None. Accuracy: High. Usage: High. Range: Long. Weight: Medium. Crate: High. Notes: Useful for getting around places (especially caverns). Can drop bombs. Knowledge of using this is vital to completing some missions. If the user is already hanging from a rope, he can drop and use it again. In multi-player, this method can only be used two times. Also, swinging from the rope can certainly change the tide of the battle. ******** *Bungee* ******** Rate of Fire: Use. Power: None. Accuracy: N/A. Usage: Low. Range: N/A. Weight: Medium. Crate: Low. Notes: Prepare this for unsafe falls. Can drop bombs. This can also be used to drop explosives. Keep in mind, however, that the worm will drop. Good for going down high cliffs. *********** *Parachute* *********** Rate of Fire: Use. Power: None. Accuracy: N/A. Usage: Medium. Range: N/A. Weight: Light. Crate: Medium. Notes: Affected by the wind. Can drop bombs. The wind is the judge of this one. Just to be safe, press the right or left arrow keys to increase the distance of the float. Up and down also work. ********** *Teleport* ********** Rate of Fire: Use. Power: None. Accuracy: Confident. Usage: Medium. Range: Infinite. Weight: Light. Crate: Medium. Notes: Ends worm's turn. Use this if the worm is trapped in a hole or if he is out of ropes. This will end his turn, making him vulnerable. ******************* *Scales Of Justice* ******************* Rate of Fire: Instant. Power: Varies. Accuracy: Confident. Usage: Medium. Range: Infinite. Weight: N/A. Crate: Medium. Notes: Evens out the worm's health. Only use this if the user is loosing. ******************* *Super Banana Bomb* ******************* Rate of Fire: Throw. Power: Insanely High! Accuracy: Medium. Usage: Medium. Range: Medium. Weight: Medium. Crate: Very Low. Notes: Really bouncy. When blown up, bananas come out. Manual detonation. The premier weapon in the game! If the space bar is pressed twice after being thron, it will do massive damage. ******************* *Holy Hand Grenade* ******************* Rate of Fire: Throw. Power: Very High. Accuracy: Medium. Usage: Medium. Range: Medium. Weight: Heavy. Crate: Medium. Notes: Only detonates when still. Fuse cannot be changed. Remember to put this in a secure spot. If it keeps moving, then it won't detonate! Avoid using this on a round edge. ************** *Flamethrower* ************** Rate of Fire: Automatic. Power: High. Accuracy: Medium. Usage: Medium. Range: Short. Weight: Medium. Crate: Medium. Notes: Good for sinking worms or lifting them. Angle can be changed when firing. Affected by the wind. Remeber about the wind. Worms can be lifted from the flames and into a trap. ************* *Petrol Bomb* ************* Rate of Fire: Throw. Power: High. Accuracy: Medium. Usage: Medium. Range: Short. Weight: Medium. Crate: High. Notes: Detonates on contact. Flames stay until worn out by turns or worms. Effective on frozen worms and trapped worms. Best used on a pit. ******* *Skunk* ******* Rate of Fire: Plant. Power: Low. Accuracy: Medium. Usage: Medium. Range: Medium. Weight: Light. Crate: Medium. Notes: Emits toxins. Jumps when coming across a ledge or a cliff. Behaves like a sheep. Note that when the space bar is pressed when deployed, it will let out the anthrax, poisoning the victims from turn-to-turn until one of the team's personel finds a medkit. *********** *Ming Vase* *********** Rate of Fire: Plant. Power: Very High. Accuracy: High. Usage: Medium. Range: Short. Weight: Heavy. Crate: Low. Notes: When blown up, shards come out. Similar to the dynamite and the banana bomb. Fun to use. Run to avoid damage! ******************** *Mike's Carpet Bomb* ******************** Rate of Fire: Set. Power: Very High. Accuracy: High. Usage: Medium. Range: Infinite. Weight: Medium. Crate: Low. Notes: Bounces and explodes in contact. A bouncy version of the airstrike. I love this. Good in pits and the like. ********************* *French Sheep Strike* ********************* Rate of Fire: Set. Power: Very High. Accuracy: High. Usage: Medium. Range: Infinite. Weight: Heavy. Crate: Low. Notes: Bounces and explodes in contact. Firey version of the carpet bomb, along with the French Anthem. ********* *Mad Cow* ********* Rate of Fire: Plant. Power: High. Accuracy: Medium. Usage: Medium. Range: Medium. Weight: Heavy. Crate: Medium. Notes: More than one can be used in one turn. The number keys determine how many cows to release. Also, the cows cannot jump and instead blow up on contact with an unclimbable surface. This is where the herd concept comes handy. *********** *Old Woman* *********** Rate of Fire: Plant. Power: High. Accuracy: Medium. Usage: Medium. Range: Medium. Weight: Medium. Crate: Medium. Notes: None. The senior is like the mad cows, but only one can be used. However, when she walks, she doesn't blow up when in contact with an unclimable surface and instead turns around. Good for pits. Five second countdown. ************ *Sally Army* ************ Rate of Fire: Plant. Power: Very High. Accuracy: Medium. Usage: Medium. Range: Medium. Weight: Medium. Crate: Low. Notes: When blown up, tambourines come out. Similar to the old woman and to the banana bomb. Very rare. Custom detonation. ********* *MB Bomb* ********* Rate of Fire: Set. Power: Very High. Accuracy: Low. Usage: Medium. Range: Infinite. Weight: Light. Crate: Low. Notes: Affected by the wind. Unavailable in caverns. Or should it be named "Martyn Brown Bomb", as it resembles him (the director of this game). Needs patience and smarts to use this well. Massive damage. ***************** *Concrete Donkey* ***************** Rate of Fire: Set. Power: Very High. Accuracy: Very High. Usage: Medium. Range: Infinite. Weight: Heavy. Crate: Very Low. Notes: Bounces straight onto land until it reaches the water. Very powerful and can make a HUGE dent in the land. Keeps bouncing vertically until it sinks into the sea. ********************* *Indian Nuclear Test* ********************* Rate of Fire: Instant. Power: N/A. Accuracy: Confident. Usage: Low. Range: Infinite. Weight: N/A. Crate: Medium. Notes: Poisons everybody and raises the water. This is a risky choice. Use it only to poison the others to gradually weaken them. ************ *Armageddon* ************ Rate of Fire: Instant. Power: Insanely High! Accuracy: Confident. Usage: Low. Range: Infinite. Weight: Heavy. Crate: Low. Notes: Bombs the arena with craters. Use this when the user has a good enough barrier. This attack can turn girders into a junkyard in seconds! ************** *Magic Bullet* ************** Rate of Fire: Launch. Power: Very High. Accuracy: High. Usage: Medium. Range: Long. Weight: Heavy. Crate: Very Low. Notes: Avoids contact with the land. An advanced prototype of the homing pigeon. Very cool indeed. ************* *Select Worm* ************* Rate of Fire: Instant. Power: None. Accuracy: N/A. Usage: High. Range: Infinite. Weight: N/A. Crate: Very High. Notes: Allows players to switch between worms. When activated, players can select their own worms, regardless of their location on the terrain. In multi-player mode, this option can be turned on automatically. ******** *Freeze* ******** Rate of Fire: Use. Power: None. Accuracy: N/A. Usage: Low. Range: N/A. Weight: Heavy. Crate: Low. Notes: Protective surface. Unfortunately, the frozen worm is not always invulnerable. They can be trapped by mines, petrol bombs, or even be sunken in! --------------- 2.3 > Utilities < --------------- Here's the enhancers for the battle! ********* *Jetpack* ********* Description: Allows worms to fly freely for a limited time. This is very valuable for collecting crates or just getting around. ************* *Low Gravity* ************* Description: Lowers gravity for higher jumps. Along with jumping, this also affects the bounciness of grenades. *********** *Fast Walk* *********** Description: Lets the user walk faster. Excellent for short turns. ************** *Laser Target* ************** Description: Extends the crosshairs' range. Turn the shotgun into a sniper rifle! Good for open maps. ************** *Invisibility* ************** Description: Turns the user invisible. Only on the net. Not much is known about this utility. ****************** *Double Turn Time* ****************** Description: Extends the turn time being used. Instant. It's good for making plans in the spare time or to relax the tension. *********** *x2 Damage* *********** Description: Doubles the damage. Instant. See if there's any crazy weapons to use... ************** *Crate Shower* ************** Description: Spawns six weapon crates. Instant. There's a chance that one of the crates contains a superweapon. *********** *Crate Spy* *********** Description: Reveals what's in crates. Instant. This way, worms will not waste their turns picking up a useless box. ------------ 2.4 > Crates < ------------ There's bound to be a crate dropping here and there. There's three types of them: Weapon Crates give the team additional weapons, some coming in groups. Crate Showers spawn six crates in one turn. Utility Crates give the team tools to use in the battlefield. They enhance weapons or give the team a special ability. Health Crates give the shopper some health. The amount of health depends on the settings for the game. --------------------- 2.5 > The Worms Team! < --------------------- Want to customize a team? Here's how: Names: Here, there's a team name along with eight worm names. Click the ? to get a random name. Stats: This makes the team available to human hands, or controlled by CPU. The higher the number, the more intellegent. Grave: When a worm dies, he always leaves a grave behind, unless drowned. There are six animated graves, and a lot of still graves. Special Weapon: In deathmatch and in some settings for multi-player, there will be a special weapon available in the inventory. Some have special settings. Voice: There are many languages here, as well as novelty voices. Most are very squeaky and high pitched. Anthem: At the end of the round, the winning team's anthem plays. There's some serious ones, like America's, and goofy ones, like the Funny-Machine. Flag: Beside the total health for the team in the game, there's a flag. The serious ones are at the top, the funny ones at the bottom. -------------------- 2.6 > Unique Tactics < -------------------- The human can do a lot more than the CPU. Here's why: -The CPU teams usually use the bazooka, the shotgun, grenades, mines, dynamite, the fire punch, air strikes, and teleport. The human can do a lot more than that! -Careful planning is vital to some missions and deathmatches. -Remember that it's easy to drown an enemy than to beat him to a pulp. -Girders and arrows change the terrain immensly. -The ninja rope is the grail of this game. Use it well. ==================== 3.0 > Training Guide < ==================== Here's the guide for basic training, as well as for the extra challenges. -------------------- 3.1 > Basic Training < -------------------- This covers all three stages in Basic Training. ------ Bronze ------ Grenade Skills Grade 1: Here, the fuse time is useful. Both targets can be taken out with one second on the fuse. Shotgun Skills: This is easy. Simply fire at the targets from the worm's position. Bazooka Skills Grade 1: The first target should be no problem. The second requires the guidance of the wind. Aiming upward should do the trick. ------ Silver ------ Rope Skills Grade 1: In Single-player, the rope can be used like Tarzan's vine or Spider-man's web rope for an infinite amount of times. Do this to the girder above, collecting the crate on the way, and reach the target. Then beat up the flashing circle. Grenade Skills Grade 2: Do the same thing, except that the final target needs more than one second. Three or two will do it. Using The Firepunch: First of all, backflip underneath the crate and use the punch to collect it. This will give the team twice as more punches, allowing the worm to destroy both targets. ---- Gold ---- Rope Skills Grade 2: Go left and collect the crate. Then go above the target and drop the dynamite, getting out of the way. Bazooka Skills 2: First off, there really WAS a bouncing bomb in the British arsenal. Shoot both targets here, and take down the one on the left. Fire the rocket across the water to skim it across, taking the target down. Grenade Skills 3: Take down the first three targets likewise from Grade 2. Fire the grenade so that it just barely misses the girders above to hit the fourth target (four seconds). Then just aim upward with a well timed explosive to get the final target. ------------------------ 3.2 > Super Sheep Racing < ------------------------ Level: Mars. Score: -Gold: 3:30. -Silver: 2:30 -Bronze: 1:30 Reward: Aqua Sheep Enabled. Here, the worm MUST have good skills with the super sheep. He must collect the crates to increase the time allowed to spend. There's a pattern for the sheep to follow. Memorize this so that a record can be obtained. There's also a crate that spawns at the farthest point at the last tower (the red one). Crash the sheep so that the worm can make another one and save off a few seconds. Oh, and remember: Don't let the worm get killed by the sheep! ----------------- 3.3 > Rifle Range < ----------------- Level: Cars. Score: -Gold: 2:30. -Silver: 2:00. -Bronze: 1:30. Reward: Stronger Shotgun. This is tough. The worm starts on the tip of the tallest car. He is surrounded by landmines. The best way to do this, obviously, is to shoot the targets from his starting point. He CAN move, but he should only move if necessary. Targets spawn at two different sides. Precision with a rifle is recommended for this challenge. ------------------ 3.4 > Crazy Crates < ------------------ Level: Horny. Score: -Gold: 4:30. -Silver: 3:00. -Bronze: 1:30. Reward: Crates Containing Sheep Only. Here, the worm must rope across the cavern to get to crates, increasing the time he can spare. Repeat swinging of the rope is the best, and maybe, the only way to do this correctly. Keep swinging and collecting those crates! If the worm touches the ceiling or the floor when he swings in the air without a rope, he will loose his momentum on the rope swinging and will waste some seconds! --------------------- 3.5 > Artillery Range < --------------------- Level: Village. Score: -Gold: 3:30. -Silver: 2:30. -Bronze: 1:30. Reward: Stronger Grenades. This is, in my opinion, the hardest challenge here. Timing the fuse will save seconds, as does skill with throwing, and the bounce options. Also, the worm cannot move. ---------------- 3.6 > Euthanasia < ---------------- Level: New York (unplayable). Score: -Gold: 2:30. -Silver: 2:00. -Bronze: 1:30. Reward: Stronger Longbow. Here, it gets easier. Unlike the other exercises, this includes various weapons to play with. Most of the senior citizens are in good range of the bazooka, but some are better dealt with grenades or cluster bombs, and one spot requires a homing missile or an airstrike! The one at the far left CAN be taken out with the RPG, but it needs practise. =================== 4.0 > Mission Guide < =================== Here are all the missions, where a certain strategy must be used. Good thinking, some experementing, and guides are essential to completing them. ======================== 4.100 > Amateur Missions < ======================== These are available when a bronze medal is acchived ------------------------ 4.111 > Pumpkin Problems < ------------------------ Level: Pumpkins. Reward: None. Difficulty: Easy. Notes: None. Briefing: Small Talk: -Turn 1: Rope up the pumpkins and knock the bad guy into the minefield with the bat. -Turn 2: Collect the Crate. The Worm starts out on the left side of the pumpin patch. Use the rope, avoiding the guards, and knock the artillery with the bat into the minefield, where he will detonate the mines (hopefully, all of them), and die. If the hole isn't big enough or isn't there, use the shotgun or something to get through. Then collect the crate. The enemies are sitting ducks here. ------------------------------- 4.112 > Operation Market Garden < ------------------------------- Level: Flowers. Reward: None. Difficulty: Easy. Notes: None. Briefing: Small Talk: -For Every Turn: Throw grenades into the pit. Will skill on grenades, this should be a breeze. Keep throwing grenades into the enemy position. There are two girders to use, if needed to get to the tip of the flowers. If the worms can make it over the top, they can also get up close. The falls aren't lethal. ---------------------------------- 4.121 > All Quient In The Library? < ---------------------------------- Level: Books. Reward: None. Difficulty: Medium. Notes: Nuclear blast at end of turn 6. Briefing: Small Talk: -Turn 1: Grab the crate and use the bazooka to blast the grenadier on top of the bo |
