Worms 3D Walkthrough :
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Walkthrough - WalkthroughWORMS 3D WALKTHROUGHWORMS 3D WALKTHROUGH --------------------------------------------------------------------- For Xbox Version: 1.0 Author: Ding Chavez Contact: goldfishinabowl@hotmail.com Date Began: 7 January 2005 Last Update: TBA Please contact me if you can help me on the following- +Unlockables (ie Weapons, Wormpaedia entries, voice banks etc., NOT MAPS) +Better strategies to get Gold +Secrets (NOT the one in the Atlantis Training Facility but any others) +etc. UPDATES 12 Jan 05 - Finished all sections up to section 7. 24 Jan 05 - Finished Section 8.1 - Training Levels. PLEASE DO NOT REPRODUCE, FOR COMMERCIAL BENEFIT OR OTHERWISE, ANY PART OF THIS WALKTHROUGH WITHOUT WRITTEN PERMISSION FROM THE WRITER. THAT IS ALL. --------------------------------------------------------------------- CONTENTS: 1. Authors Note 2. QuikFAQ 3. Game Introduction 4. Box Information 5. Controls 6. The HUD 7. Weapons, Utilities And Instant Effects 8. Single-Player Mode 8.1 - Training Levels 8.1a - Atlantis Training Facility 8.1b - Down In The Dumps 8.1c - Return To Chateau Assassin 8.1d - The Mighty Kong 8.1e - The Driving Range 8.2 - Campaign Levels 8.3 - Challenge Levels 9. QuickMatch 10. Multiplayer --------------------------------------------------------------------- 1. AUTHOR’S NOTE ================ Ah yes. Several years ago, Worms debuted on the consoles of yester-yester-yesteryear as a pixel-by-pixel turn-based action game. Since then, it has progressed to appearing on the PC, PS1, GameBoy Colour, GameBoy Advance, PS2, Gamecube and, of course, the Xbox. The likes of Worms 2, Worms Armageddon, Worms World Party and Worms Forts Under Siege have cemented this series as a classic and have made Team17 a semi-household name. Worms 3D is the approximately 6th Worms game to appear on store shelves. It made history as being the Worms first foray into 3D, and Team17 did a damn good job of it. This is my first foray into writing walkthroughs, and I chose Worms 3D because I assumed it would be easy to write about. I was dreadfully wrong. Worms 3D is a very extensive game, and its fairly bad save system (on a par with the likes of Marvel Vs. Capcom 2, Speed Kings and Dead Or Alive 3) makes it even harder to write about because I started writing AFTER I’d unlocked 72% of the game. Needless to say a few expletives were coming out of my mouth when I realised that. Still, I have pressed on. This walkthrough is about 65-75% complete. I am especially interested in anybody who can help me on the unlockables, as I have since forgotten which Campaign and Challenge map gives you which Wormpaedia entry or weapon etc. Also, any suggestions on improving the walkthrough are also welcome. However, I stress to you at your computer reading this that copying any part of this walkthrough not for personal use without my permission will result in any kind of legal action I can get my hands on. You have been warned. --------------------------------------------------------------------- 2. QUIKFAQ ========== This is a section I like to call QuikFAQ. This is basically all the characteristics of a normal FAQ crammed into a tiny, bite-sized package. Enjoy! Worms is an turn-based action game set in an alternate universe where army-trained worms use Holy Hand Grenades, Mad Cows, Banana Bombs, Nuclear Tests and Earthquakes to destroy the opposition. The game rose to fame because of its unique turn-based gameplay, crazy weapons and its general off-the-wallness. It is a hit online and offline, though it is not online on this Xbox version. Not very. Unfortunately, Worms 3D was not a phenomenal seller, both commercially overlooked and critically overlooked by some of the lesser game magazines (GamePro Australia, anyone?). However, it should be a bit easier to get a copy of as it has been released as an Xbox Classic in PAL territories. As far as I know, it is either being re-released or released for the first time in the USA. Worms 3D is aimed at ages 8+ according to the Australian Censorship Board, which is much more accurate than the 3+ rating given to it by the European Censorship Board (I think). Of course there is violence (cartoonish violence) but no blood and guts, no profanity and certainly no *ahem* questionable scenes. Indeed it is. $49-$59 NZ. Look on the back of the box. It does support Dolby Digital 5.1 but I have no idea how extensively. No idea. (Anyone who can tell me WHAT Progressive Scan is please contact me). No, in a very criminal act, Team17 decided not to incorporate this feature. Unknown. (What is PAL60 mode? If you know, please contact me). The box says 1-4, but if you get one person to play a worm each that’s anything from 1-16 players. You do the math. I don’t know if you can get a hold of these anymore, but I recommend for a similar fix Gladius (from LucasArts) and Future Tactics: The Uprising (publisher unknown). Also try out Worms Forts Under Siege. Oh, and you should be able to obtain the likes of Worms World Party, Worms 2 and Worms Armageddon at your local Warehouse (or Walmart in USA) for under 10 dollars. NO. If the video is one of a worm firing cannons, it normally does that (anyone who owns a copy that doesn’t, contact me). Also, the health bars have a habit of vanishing on you to make the game harder. I wouldn’t worry. --------------------------------------------------------------------- 3. GAME INTRODUCTION ==================== Welcome to the world of Worms 3D, a world where army-trained teams of worms do battle against each other all in the names of their religions. You take control of a team of 1-6 worms in a series of campaigns, challenges, training missions and Quickmatches, using such weapons as Bazookas, Grenades, Sheep, Scales Of Justice, Shotguns, Petrol Bombs and Blow Pipes. Your job is to destroy the opposition before time runs out, water rises over your team, drowning your team, or the other team destroys you. To quote from the manual: ‘Worms 3D is the next generation of the massively successful Worms series. Representing a significant shift in terms of visual style and technical improvement, the gameplay that has won so many fans and awards has been magically transformed into three dimensions!’ ‘Worms 3D expands and stretches Worms to new heights, offering more features, weapons, options and hours of brilliantly crazy gameplay than ever before. Worms 3D is both a single and multiplayer game that blends no-holds-barred action, strategy and sheer outrageous fortune, meaning you can play for 20 minutes or 20 hours!’ Please do not bug me for a storyline summary, as, quite simply, there is no storyline. However, this does not mean to say Worms 3D single-player is bad. In fact, Worms 3D single-player is one of the deepest, most immersive, most addictive single-player experiences I have had the fortune of playing, right up there with Rainbow Six 3, Splinter Cell, and, dare I say it, Halo 1. I hope you enjoy Worms 3D as much as I did. Now, on with the walkthrough! --------------------------------------------------------------------- 4. BOX INFORMATION ================== Title: Worms 3D Developer: Team17 Publisher: Sega® Europe AFLB Rating: G8+ PEGI Rating: 3+ Price: NZ$59.99 Rarity: Uncommon Players: 1-4 Released: Late 2003, Re-released in PAL territories Late 2004 Special Features: In-game Dolby® Digital --------------------------------------------------------------------- 5. CONTROLS =========== For some reason the manual that comes with Worms 3D does not adequately explain all the controls, and, according to most Neoseeker forums, I am not the only one who has recognised this. Also, as a note, this guide is written using non-inverted controls. There is an option to invert the y-axis in Worms 3D, but, to be honest, I find it easier playing non-inverted. Just thought you all should know. Start button - Pause game Back button - Not Used Left thumbstick (push)- Move worm, Move through menu (in-game and pre-game menus), Move camera (when in Blimp view) Left thumbstick (click) - Toggle worm status bars in game (health, name or both) Right thumbstick - Rotate camera A button - Fire, Select Weapon (Weapon Select Menu), Select option (in-game and pre-game menus) B button - Jump, Back (pre-game menus) Double tap B button - Backflip Y button - Worm Select (Only used when Worm Select weapon is chosen, unless Worm Select option is on in multiplayer) X button - Open Weapon Select Menu Left trigger - Blimp (birds-eye) view Right trigger - First Person view Right trigger + D-Pad/Left thumbstick - Adjust trajectory White button - Set grenade fuse time (1-5 seconds when grenade, cluster bomb, Holy Hand Grenade, Banana Bomb or Sticky Bomb are selected) Black button - Not Used --------------------------------------------------------------------- 6. THE HUD ========== --------------------------------------------------------------------- --- --------------------------- --- / \ -You don’t even bother me!- / \----- | 1. | --------------------------- | | \ \ / 2. \ / 3. | --- ---\ / /-----\ \+|100/ ----- ---- / || \ / || \ 4. |--OO--| \ || / \ || / ---- 5. 6. ---- CPUWORMS()|===============| ---- / |_\ Human Team()|=============| / \ | |__|_8.__ __| 7. | \ |_/ 20 \ /01 / ----\11:45 / \ /----- ------ -- --------------------------------------------------------------------- 1. SCANNER/RADAR Whatever you want to call it, the Scanner/Radar does but one, very vital thing. It outlines all enemy and friendly worms on the map so, if the Worm Status bars (the bar that appears above a worm showing team colour, worm name and health left) disappear, you can use the Radar to pinpoint an enemy and flush him out. It also shows (thank God) crate positions on the map, so you don’t spend all day looking for that crate that finishes the mission. 2. COMMENTARY PANEL Sometimes the Commentary Panel pops in and out of combat, feeding you hints, tips and other relevant information concerning the battle at hand. 3. WEAPON/HEALTH INDICATOR When you select a weapon, the current weapon is displayed in the top right hand corner of the screen, for example, if you have selected a Bazooka, a small Bazooka will appear in the top right hand corner of the screen. In the little circle slightly above it, one of the two triggers will displayed. This is the recommended view to fire the weapon with, so take heed of it. Underneath the weapon indicator is a small bar that has a cross with a number next to it, numbered from 0 to 200. This is the health indicator, which, you guessed it, indicates the amount of health your selected worm has. The colour of the bar indicates, in case you forget, what your team colour is. 4. TARGETING RETICLE The Targeting Reticle is only available in First Person View, and allows you to precision aim with ease and skill. Nowhere near as tricky as using the Blimp view, the First Person View is basically the only view you’ll use when firing weapons (unless your selected weapon is an Air Strike or Homing Missile). 5. POWER BAR/TRAJECTORY ARROW The Trajectory Arrow (left) shows the elevation at which the your chosen weapon/projectile will be fired. The trajectory can be changed by going into First Person View and using the left thumbstick or D-Pad to move the targeting reticle up and down. The Power Bar indicates how much power you have put into throwing/firing your projectile/weapon. Only certain weapons, such as the Bazooka, Grenade, Homing Missile and Mortar require you to use the Power Bar to determine how far they will go before they collide with their intended target. The longer you hold A while holding one of these weapons, the further they’ll go. I suggest that you always hold it to full power. That’s what I do, and it’s always worked for me. 6. TEAM STATUS The sum of the health of all of the worms in a team make up the teams total energy, which is displayed in a bar at the bottom of the screen. The name of the team, the current placings of the teams playing and the flag of the team are also displayed here. 7. WIND INDICATOR Weapons such as the Bazooka and Utilities such as the Parachute are affected by the direction and the strength of the wind. The Wind Indicator gives you the exact direction and speed that the wind is travelling. 8. TURN/ROUND TIME INDICATOR Worms 3D is a turn-based game, meaning you have a certain time limit to make your turn. At the end of this turn the next player takes their turn and so forth. The larger number at the top of the Turn/Round Time Indicator indicates how much time you have left in your turn. The smaller, less distinguishable number underneath the turn time is the time until the round/match has left until it either finishes or goes into Sudden Death (this will be explained in depth later in the walkthrough). --------------------------------------------------------------------- 7. WEAPONS, UTILITIES AND INSTANT EFFECTS ========================================= In this little section, I will go over every weapon and utility that is found in the Wormpaedia, and even some that aren’t. I will address them as one of three types: Weapons, Utilities, and Instant Utilities. I will also rate each weapon on a 5-star system - 5 stars meaning good, 1 star meaning bad. There is also a brief description relating to each weapon. BAZOOKA MAX. DAMAGE: 55 health TYPE: Weapon RANGE: **** POWER: **** OVERALL: **** A strangely underrated weapon. Can be used effectively at any range and, for a weapon that’s one of the ‘standard’ Worms weapons, it packs a hell of a lotta punch. Great overall. GRENADE MAX. DAMAGE: 45 health TYPE: Weapon RANGE: ** POWER: **** OVERALL: *** The Grenade is talked up from even the Training levels. However, it’s a weapon that is unreliable and, because it bounces, inaccurate. However, it is an excellent short-range weapon and inflicts a lot of damage when thrown accurately (as all CPU players can). Only use it when you have to. CLUSTER BOMB MAX. DAMAGE: Dependent on how many clusters hit the target TYPE: Weapon RANGE: *** POWER: ** OVERALL: ** The worst weapon in the Worms game. The Cluster Bomb is very inaccurate and the clusters don’t deal as much damage as they are cracked up to be. Don’t ever try to use it. A waste of space. MORTAR MAX. DAMAGE: See Cluster Bomb TYPE: Weapon RANGE: *** POWER: **** OVERALL: **** This weapon is like a cross between the Bazooka and the Cluster Bomb, except it is far more powerful than the Cluster Bomb and a lot more fun to use than the Bazooka. Simply aim and press A button. It’s as simple as that. One of the better weapons in the Worms arsenal. HOMING MISSILE MAX. DAMAGE: 45 health TYPE: Weapon RANGE: ***** POWER: **** OVERALL: **** The Homing Missile is a neat weapon. It is almost 100% accurate and very powerful. However, it’s best saved for a rainy day, so to speak, as the controls when using it are fiddly and can take valuable seconds off your turn time. HOMING PIGEON MAX. DAMAGE: 70 health TYPE: Weapon RANGE: ***** POWER: *** OVERALL: *** Another highly overrated weapon, the Homing Pigeon is unreliable and biased in the fact that when the CPU use it, it explodes upon impact with the subject, yet, when I’ve used it, almost 90% of the time it has hit the subject, flapped around in his face then flown away and blown up miles away from the target. However, it can manoeuvre obstacles when homing, which gives it an advantage against the Homing Missile. BANANA BOMB MAX. DAMAGE: 75 health TYPE: Weapon RANGE: *** POWER: ***** OVERALL: **** The Banana Bomb is similar to the Grenade in that it will bounce around a lot, and, it being a banana, it is far bouncier than the Grenade. As far as I know, there is no option to explode it by pressing A, like there is in the previous, 2D, Worms titles, just showing you how detrimental 2D to 3D conversions can be. However, the original blast and the following blasts of the Banana clusters are extremely powerful, and it can be a useful weapon in a pinch. VIKING AXE MAX. DAMAGE: Half the health of target worm TYPE: Weapon RANGE: * POWER: **** OVERALL: *** Another weapon I tend to steer away from using, the Viking Axe does a hell of a lot of damage but doesn’t do enough compared to other close-combat weapons such as the Fire Punch and Baseball Bat. A disappointing weapon that could have done a lot more. PROD MAX. DAMAGE: 0 health TYPE: Weapon RANGE: * POWER: *** OVERALL: ** Despite the above statistics, the Prod is a handy weapon. It can prod enemies over great distances meaning, if the target is near water, you can get him to drown without wasting a Baseball Bat or Fire Punch. FIRE PUNCH MAX. DAMAGE: 30 health TYPE: Weapon RANGE: ** POWER: **** OVERALL: **** The Fire Punch has been well-translated from 2D to 3D and its newfound strength and power makes it one of the better weapons in the game. It can work wonders on enemies that are located in deepish holes near water. BASEBALL BAT MAX. DAMAGE: 30 health TYPE: Weapon RANGE: ** POWER: ***** OVERALL: **** The Baseball Bat is an amazing weapon in this game, and does astounding amounts of damage if used properly. A great weapon to use to smack an enemy into a mine or into the water as it has great smashing distance. Can also be used to clear mines from a tricky spot. SHOTGUN MAX. DAMAGE: 25 health per shot TYPE: Weapon RANGE: *** POWER: *** OVERALL: *** The Shotgun is a weird weapon in that it lets you have two shots at an opponent, whereas other, more powerful weapons only let you have one. Use it preferably on coastal opponents, as you can take out two worms in one turn if they are both near the water. UZI MAX. DAMAGE: 50 health TYPE: Weapon RANGE: ** POWER: *** OVERALL: *** The Uzi is one of the more strategic weapons in the game but should only really be used at close-range, as damage diminishes over distance. If held on one worm the Uzi can do up to 50 points damage, but it can be strafed to shot several worms at once. Use it on weakened opponents, as it has minimal effect on anyone with large amounts of health. DYNAMITE MAX. DAMAGE: 75 health TYPE: Weapon RANGE: ** POWER: ***** OVERALL: **** Dynamite. Possibly the most powerful non-secret weapon in Worms 3D, the Dynamite requires you to plant it next to an opponent and get as far away as possible once it is planted. After 5 seconds it explodes and, like in the 2D predecessors, it does phenomenal amounts of damage. Best used on groups of enemy worms. LAND MINE MAX. DAMAGE: Unknown TYPE: Weapon RANGE: ** POWER: **** OVERALL: *** Like a weak version of the Dynamite, the Land Mine is basically the mines scattered around the map at the start of the game, except there are no duds when you plant them. Use on groups of enemy worms for the best fireworks. SHEEP MAX. DAMAGE: 75 health TYPE: Weapon RANGE: **** POWER: **** OVERALL: **** As we all know, sheep are stupid animals (it’s amazing they haven’t created a Lemmings spin-off called Sheep yet). In this, their stupidity is used to your advantage. Sheep in this game are a ticking bomb that you can detonate it by pressing A when it gets near an opponent, inflicting generous amounts of damage, increasing the closer to the target you explode them. They can also manoeuvre obstacles. Genuinely funny and genuinely powerful. SUPER SHEEP MAX. DAMAGE: 75 health TYPE: Weapon RANGE: ***** POWER: **** OVERALL: **** This is your basic sheep except, when you press A after releasing it, it dons a cape and starts to fly. To steer it, use the left thumbstick. Only use the right thumbstick if you are confident with using the Super Sheep. Steer it into large groups of enemies to get the best effect. MAD COW MAX. DAMAGE: 75 health per cow TYPE: Weapon RANGE: *** POWER: **** OVERALL: *** The Mad Cow is a weapon whose damage dealing depends on the number of cows the CPU decides to launch for you. Press A to release these bovine-bombs (see what I’ve done there?) and they will run in a straight line across the landscape for around 5 seconds, then explode. The following cows will then explode in exactly the same place, so it is best the Mad Cow is used on a stretch of high land. OLD WOMAN MAX. DAMAGE: 75 health TYPE: Weapon RANGE: *** POWER: ***** OVERALL: **** This old grandma is more powerful than most of the special weapons, but also a lot more stupid. Press A to launch her, then sit back and watch as she walks in a straight line until she encounters an obstacle, then she doubles back until she encounters another obstacle, and so forth, HOLY HAND GRENADE MAX. DAMAGE: 100 health TYPE: Weapon RANGE: **** POWER: ***** OVERALL: **** If you have ever watched the movie Monty Python And The Holy Grail, you will know just how crazy this weapon is and how well it goes with this game. The Holy Hand Grenade is extremely powerful but is best used on enemies only a short distance away. It is problematic in that it either explodes when its fuse runs out or when it stops moving, making it quite unpredictable. It is also very bouncy and can take out quite a lot of land when detonated, meaning you’ll want to get as far away from it as possible before she blows. EARTHQUAKE MAX. DAMAGE: Unknown TYPE: Weapon RANGE: ***** POWER: **** OVERALL: **** Effecting all worms on the map, the Earthquake shakes the screen violently, meaning all worms near the water will drown and all worms in high spots are likely to fall off their pedestals. A very powerful weapon but best used when your worms are in a safe position or when you are near death. PETROL BOMB MAX. DAMAGE: Unknown TYPE: Weapon RANGE: *** POWER: **** OVERALL: *** Known in this world as a Molotov Cocktail, the Petrol Bomb delivers a powerful blast that can send any worm flying a few metres if thrown properly. It also leaves fire around the blast site for around three turns, so if the enemy worm is surrounded, he’s stuck there lest he get damaged. It averages around 25 damage. SCALES OF JUSTICE MAX. DAMAGE: Varied TYPE: Utility RANGE: ***** POWER: **** OVERALL: **** A great weapon to use if you are losing and down to your last couple of worms, The Scales Of Justice robs the healthy and gives to the sick, so to speak. Once activated, all of the team energy bars will equalise, meaning that the match becomes anyone’s game. GAS CANISTER MAX. DAMAGE: 3 health per turn TYPE: Weapon RANGE: *** POWER: *** OVERALL: *** The Gas Canister is similar to the Nuclear Test/Bomb and the Blow Pipe in that it administers what is known as ‘The Dreaded Lurgie’ on the target worm. They will then proceed to lose 3 health per turn until they can collect a health crate, at which point they will be cured. I tend not to use this weapon as it doesn’t have the same instant effect that the other weapons have, but it’s a handy backup. AIR STRIKE MAX. DAMAGE: 30 health per missile TYPE: Weapon RANGE: *** POWER: **** OVERALL: **** The Air Strike is a fiddly weapon but a good one to use on a huddle of enemies. Generally delayed for at least 4 turns, the Air Strike is a powerful weapon that knows no boundaries, except if the enemy worms are hidden under a thick rock, in which case it is useless. NUCLEAR TEST/BOMB MAX. DAMAGE: 5 health per turn TYPE: Weapon RANGE: ***** POWER: **** OVERALL: ***** Generally a pickup, the Nuclear Test/Bomb, when detonated, infects every worm, friend and foe, on the map, with the ‘Dreaded Lurgie’, and makes the water rise. Not a good weapon to use if you are winning, that is my sound advice. WORM SELECT MAX. DAMAGE: O health TYPE: Utility RANGE: ***** POWER: OVERALL: **** Worm Select is a utility generally given out sparingly. Obviously, it enables you to select a worm using the Y button, and is useful if you have a worm or two in a tight spot. Do not waste these early on as it pays to have a couple handy. TELEPORT MAX. DAMAGE: O health TYPE: Utility RANGE: ***** POWER: OVERALL: ** The disadvantage Teleport has over other transporting utilities (Jet Pack, Ninja Rope) is that once you use it, you cannot make another turn after that, putting you and your worms in a pickle if you have Teleported within Bazooka range of an enemy. Only use if you absolutely have to. PARACHUTE MAX. DAMAGE: O health TYPE: Utility RANGE: **** POWER: OVERALL: *** The Parachute is a simple utility to use. Just jump then press A to activate the ‘Chute, then use the left thumbstick to steer. However, it is best used when the wind is still or at least blowing in the direction you are wishing to go in, as any wind that blows at over 4 kilometres an hour (or something like that) will seriously effect the Parachute’s reliability. NINJA ROPE MAX. DAMAGE: O health TYPE: Utility RANGE: **** POWER: OVERALL: **** The Ninja Rope is a very versatile utility as it can bend easily around obstacles and has no fuel limit or reliability on wind conditions to detract from the sheer fun of using it. Controlling it is simple. Aim it like you aim a Bazooka, press A to fire, and use Left and Right triggers to lengthen and shorten the rope. Definitely the best transport utility on the board. GIRDER MAX. DAMAGE: O health TYPE: Utility RANGE: *** POWER: OVERALL: ** Possibly the worst utility in Worms, the Girder is only useful (not that it is, mind) if you want to gain small ground fast, usually when the water’s rising and your time is running out. If you really need to know how to use it, use the Left thumbstick to move it around and Left and Right triggers to lower it and heighten it. JET PACK MAX. DAMAGE: O health TYPE: Utility RANGE: ***** POWER: OVERALL: **** A utility that takes a lot of mastering, the Jet Pack should be used sparingly by those not familiar or confident with the Xbox controller. It is a difficult utility to use but its ability to reach any nook and/or cranny makes it all worth the time and energy you put into mastering it. If you want to know how to use it, press and hold A to activate the thrusters and use the left thumbstick to steer. To conserve fuel, make a series of short presses (not taps) while flying. STICKY BOMB MAX. DAMAGE: Unknown TYPE: Weapon RANGE: **** POWER: **** OVERALL: **** One of the new weapons in the Worms armoury, the Sticky Bomb works kind of like a cross between a Worms Grenade and a Halo plasma grenade, in that it aims and is used like a Worms Grenade but has the style and entertainment value the Halo plasma grenade has when it sticks to a Grunt, as you, and the target, knows it will get seriously hurt, and the target can only wait in horror as the seconds tick down. Fun, but not necessary. BLOW PIPE MAX. DAMAGE: 1 health when target hit + 4 each turn until inflicted worm collects Health crate TYPE: Weapon RANGE: **** POWER: *** OVERALL: *** Another new addition to the Worms arsenal, the Blow Pipe works like a Shotgun or Uzi, except with no strafing or second shot. It does, however, inflict ‘The Dreaded Lurgie’, making the effort all worthwhile. LOTTERY STRIKE MAX. DAMAGE: 49 health per ticket TYPE: Weapon RANGE: *** POWER: **** OVERALL: *** Similar to the Air Strike, the Lottery Strike only appears once in the whole game, during the Driving Range mission in Training. However, the Lottery Strike bears more than a passing resemblance to Worms 2’s Mail Strike, both in power and in animation. DOCTOR’S STRIKE MAX. DAMAGE: 0 health TYPE: Weapon RANGE: *** POWER: * OVERALL: *** The Doctor’s Strike is a useful yet unlucky weapon to pick up during a Deathmatch as it doesn’t release exploding health crates, exploding doctors or even pointy exploding needles, but rather a series of health crates that you can pick up in the following turns IF any nearby enemies don’t get to them first. BINOCULARS MAX. DAMAGE: 0 health TYPE: Utility RANGE: ***** POWER: OVERALL: ** Pretty useless, really. Press A to zoom in and B to zoom out. Need I say more? CRATE SPY MAX. DAMAGE: 0 health TYPE: Instant Utility RANGE: ***** POWER: OVERALL: *** This little Instant Utility allows you to see what is in the crates on the map. It is usually a blessing, but can also be a curse if the enemy picks up the crate you can see has a Concrete Donkey or Holy Hand Grenade. DOUBLE DAMAGE MAX. DAMAGE: x2 normal damage TYPE: Instant Utility RANGE: *** POWER: ***** OVERALL: **** Pretty self-explanatory, really. DOUBLE TURN TIME MAX. DAMAGE: 0 health TYPE: Instant Utility RANGE: POWER: OVERALL: **** Once again, pretty self-explanatory. FREEZE MAX. DAMAGE: 0 health TYPE: Utility RANGE: POWER: OVERALL: *** This little number freezes your worm in an icecube until your team’s next turn, meaning that he is oblivious to the effects on any Nuclear Test/Bomb, Bazooka or Shotgun. HOWEVER, is the land underneath him is destroyed, he WILL sink. LOW GRAVITY MAX. DAMAGE: 0 health TYPE: Utility RANGE: POWER: OVERALL: *** Both a blessing and a curse, Low Gravity enables you to jump higher, jump further and throw/fire weapons further and higher. However, it is possible to overshoot the mark with this utility. RED BULL MAX. DAMAGE: 0 health TYPE: Utility RANGE: POWER: OVERALL: **** This little bit of product placement replenishes your worm’s health and gives them super speed. The Red Bull is a convenient weapon to have when you are down to your last worm. FAST WALK MAX. DAMAGE: 0 health TYPE: Utility RANGE: POWER: OVERALL: *** Do I really need to tell you what this does? BRIDGE KIT MAX. DAMAGE: 0 health TYPE: Utility RANGE: **** POWER: OVERALL: *** The Bridge Kit is basically a series of Girders placed like a bridge, but is a whole lot more useful than the pathetic Girder. Most useful when you are stuck in a space that you cannot get out of with any other utility and the water is rising. CONCRETE DONKEY MAX. DAMAGE: Unknown TYPE: Weapon RANGE: *** POWER: ***** OVERALL: ***** Anyone who has played any of the Worms games will remember this weapon as the best available. Simply use left trigger to aim it, press A and watch it DEMOLISH everything in its path. An awesome weapon, but low in supply at all times. First appears in the level Showdown At The OK Corral Reef. --------------------------------------------------------------------- 8. SINGLE-PLAYER MODE ===================== 8.1 Training Levels =================== 8.1a. ATLANTIS TRAINING FACILITY Your worm health - 100 Welcome to the first Worms 3D single-player level you SHOULD have the pleasure of playing. Atlantis Training Facility looks like a Greek ruin, but is fairly simple to walk around. To start off, you are commanded to move your worm through the health crates that appear. There are 14 health crates and you should be led back to the where you started. Next, your jumping skills are tested. Turn 180 degrees and jump up the stairwell-shaped wall. Collect all three health crates and get given your next goal. Now, you are told to utilise both your jumping and backflipping abilities to obtain a weapons crate at the top of a pillar. Move away from the area you were at towards a series of four pillars, two with a fallen pillar bridging the gap between them. Jump on the first pillar, then the second one. Now, turn your back to the next pillar and backflip onto the pillar. Slide up the ‘bridge’ and collect the crate. The first weapon you SHOULD be getting your hands on in Worms 3D is the famous Bazooka. To use it, pull the Right trigger to aim, use left thumbstick to move the reticle and press and hold A to gain power, then release the A button to fire (though the game should tell you that). Aim at the top left hand side of the erect pillar (no sexual innuendo intended) and fire to get the first target. To get the second target, aim at the opposite side of the aforementioned pillar. To successfully shoot the final target, aim slightly above the cut-down pillar and fire. Now you are assigned to go and report to the sea plane. Jump down from the bridge and crawl down to the ramp on one side of the island. Before reporting to the sea plane, however, slide into the small corridor on the left hand side of the ramp as you are walking down the ramp. Walk through it to the treasure chest at the end of the corridor. You will then be greeted by a nice blue screen of text telling you about secrets and how you have unlocked the Atlantis Training Facility multiplayer map. Congrats. Now make your way out of the passage and walk to the seaplane. Mission complete! 8.1b. DOWN IN THE DUMPS Your worm health - 25 Enemy worm health - 1 No. of enemy worms - 7 (Scruffy, Rubbish, Trash, Landfill, Rubbishdump, Filthy, Smelly) There’s some pear-shaped story to go with this training mission about enemy worms intercepting transmissions and gatecrashing the party but HEY! who needs a story when you can just kill worms (one of the big problems with this game). Your first objective is to take out Scruffy. Collect the crate with Dynamite in it and drop it next to Scruffy by pressing A. Now run as far away as possible (but not into the water or off the car). Scruffy should be propelled into the water which teaches you an important Worms lesson - worms can’t swim. Now, collect the next crate. This crate contains infinite Grenades, which must be thrown at recently deployed worm Rubbish. Pull Right trigger, aim somewhere above Rubbish, set the fuse to 2 seconds using white button, press and hold A and release A to throw the Grenade. The next unfortunate worm to fall under your blood-hungry eyes is Trash. Follow the above instructions to kill him. Pick up the next crate. In it is a Cluster Bomb, possibly the weakest and most pathetic weapon in the game that isn’t a utility. You must kill both Landfill and Rubbishdump, who have been unwittingly deployed on the other side of the map. Follow the instructions for the Grenade to throw the Cluster Bomb. Now you can use either your trusty Grenade or the unreliable Cluster Bomb to kill worms Filthy and Smelly. Now the above comment may more than subtly suggest you should use the Grenade, but disregard as, because the enemy worms only have 1 health, I suggest you use the Cluster Bomb to get the job done quicker. Kill the gatecrashers and complete the mission! 8.1c. RETURN TO CHATEAU ASSASSIN Your worm health - 300 Enemy worm health - 1 No. of enemy worms - 5 (Assassin1, Assassin2, Assassin3, Assassin4, Assassin5) Despite the fact that this is the first visit to Chateau Assassin in Worms 3D, the mission is called Return To Chateau Assassin, but we are not here to ponder, but to protect the General, who’s dinner party is under threat from paratrooping enemy ninja assassin worms (complicated, I know). In this mission however, you are introduced to the wonders of Sudden Death and Turn Time. To start with, you have 99 seconds to take your turn. Start by picking up the first crate, containing a Homing Missile. To use this little beaut, pull the Left trigger to select Blimp view, and use the left thumbstick to locate and target poor Assassin1, who has holed himself up on a tower near the edge of the island. Be careful though, as you have to get him right under the reticle. If the reticle is blue, it will probably land in the water, and if the reticle is red, you cannot select the area. Once you have selected Assassin1 by pressing A, pull Right trigger and aim for the skies. Make sure the power bar is full, release A, and wait for the missile to home in on Assassin1. If you miss, the enemy will take their turn and then you can try again. If you have killed Assassin1, Assassin2 will parachute in and attack you with a Cluster Bomb (for Assassins, they’re pretty unprepared). Now, collect the crate with the Air Strike on the top of the house in front of you by forward-flipping (face the desired location, double-press B and push forward on the left thumbstick). To use the Air Strike, pull Left trigger and drag the centre of the reticle over Assassin2 with the left thumbstick. To select Assassin2, press A. Now, watch the little cut-scene showing a small, cartoony bomber plane unloading several missiles onto Assassin2. If you missed, try again next turn. If you didn’t, you will now be targeted by Assassin3, who, along with Assassin4, has just been dropped in to take care of the resistance. After their Cluster Bomb attack, jump onto the house with the crate on it. It contains a Shotgun. To use the Shotgun, pull Right trigger, aim at Assassin3 and press A. He will explode if you hit him. Then, target Assassin4 who, by now, should be shaking in his paratrooping enemy ninja worm boots. Shoot, and kill. Now, Assassin5 should drop in with HIS Cluster Bomb (what a limited arsenal these Assassins have). You must now jump onto the third house you have not jumped onto yet and forward-flip onto the platform that Assassin5 and the crate you need are located on. The crate contains everyone’s favourite suicidal farm animal, the Sheep. To use the Sheep, face in the general direction of Mr. Assassin5 and press A, then press A again when the Sheep gets near the inept worm. The Sheep should explode and should send the unwitting pink menace into the drink. If not, try again next turn. Once you have finally killed him, go and join the dinner party as guest of honour before moving onto the next mission. 8.1d. THE MIGHTY KONG Your worm health - 1 Enemy worm health - 1 No. of enemy worms - 1 (Cheeky) Ah, the joy of the homage. This homage to the 1933 epic film sees you jumping around planes to dispatch of Cheeky, an enemy worm who seems to have unleashed a giant ape (who looks decidedly placid) on Manhattan. To start, collect the utility crate (which looks like a worker’s toolbox or a small child’s lunchbox) on your plane. It contains a Girder. To use the Girder, pull Left and Right triggers to move it up and down and left thumbstick to move it around. Jump onto the Girder and onto the (*ahem*) Empire State Building. Now collect the crate at the end of the high-rise. This contains a Jet Pack, a Utility that requires great skill to use. You must now travel to another designated plane with a crate on its wing. To use the Jet Pack, press A to activate the thrusters and hold A to lift off and stay in the air, and use Left thumbstick to steer. A good tactic when using the Jet Pack is to hold A in short bursts, thus preserving fuel. The next crate, once you reach it, holds a Parachute. That’s right folks - we’re parachuting. You must navigate yourself, using the Parachute, to another plane, containing YET ANOTHER crate. To use the Parachute, select Parachute in the Weapon Select menu, press B to jump and press A to activate the Parachute, then steer it using Left thumbstick. However, this is one of the (few) Weapons and Utilities affected by the wind, so be on your guard when using it. Now, once on the new plane, collect the crate. It contains a Utility that requires a lot of skill and finesse (I love that word) to use - the Ninja Rope, which you will be familiar with if you have played any Worms game. To use this harpoon-like Utility, aim with the Right trigger, press A (if the reticle isn’t red) to shoot the Rope, then use Left and Right triggers to shorten and lengthen the Rope. If you feel lucky, you can also use the Left thumbstick to swing the Rope back and forth. Use this method to attach the Ninja Rope to the target above. Swing yourself down onto the plane that Cheeky is taking refuge on and press A to release yourself onto the plane. Now it’s time to take out the trash. Collect the Weapons Crate, which contains a Worms favourite - the Fire Punch. Select it, walk right up close to Cheeky, and press A. Cheeky should effectively die, leaving you to sit back with a Pena Colada and a fine Cuban cigar and watch King Kong destroy New York (well, not really, you know what I mean). Mission complete! 8.1e - THE DRIVING RANGE Your worm health - 1 Weapons available from start - Infinite x Bazooka Infinite x Uzi Infinite x Homing Missile Infinite x Petrol Bomb Infinite x Mortar Infinite x Sticky Bomb 1 x Homing Pigeon Infinite x Sheep Infinite x Grenade Infinite x Super Sheep Infinite x Cluster Bomb Infinite x Mad Cow Infinite x Holy Hand Grenade Infinite x Old Woman Infinite x Banana Bomb Infinite x Air Strike Infinite x Shotgun Infinite x Lottery Strike Infinite x Binoculars The Driving Range isn’t necessary to complete, because you can’t. This is a do-what-you-want, shoot-what-you-want, target practice level where you get to grips with all of the weapons available in the game. However, I pose a challenge to all of you - I dare you to eradicate the landscape, make it disappear, using each weapon at least once. Go on - I know you want to. --------------------------------------------------------------------- 8.2 Campaign Levels =================== 8.2a - D-DAY No. enemy worms- 4 (Fritz, Heinz, Scutze, Grunt) No. your worms-4 Enemy worm health - 30 Your worm health - 150 Round time - 30 min. Turn time - 55 sec. Weapons available from start - Infinite x Bazooka Infinite x Shotgun 1 x Homing Missile Infinite x Uzi 4 x Mortar Infinite x Fire Punch Infinite x Grenade 1 x Air Strike (9 turns) Crates - 4 x Jet Pack 1 x Health TO ACHIEVE GOLD ON D-DAY: Have 24:30 left on clock at most UNLOCK: D-Day Multiplayer Map Let's begin with the first of the campaign levels. D-Day plants you at the front of Wormaha Beach, with the task of eliminating all four German worms. However, you have been ill-prepared by your superiors and you are expected to make your way over a live mine-field and a tall cliff without a single Baseball Bat or Jet Pack. There is a small glimmer of hope, though. The far-left and far-right hand sides of mine-field are clear of mines and therefore safe to cross. Use your first worm and walk around the side. Now, it is time to take out the first of the worms. Select the Homing Missile and target Scutze, who is located on the roof of the bunker, as he is the most exposed target and the biggest threat to your squadron. Make sure you pinpoint Scutze, and fire. Hopefully he dies. Get ready for some retaliation, as Fritz is now lining up to pop a cap in yo ass, so to speak. He'll attack, usually with a Cluster Bomb, and then let you move yet ANOTHER worm to the cliff-face. This time, move your worm around the right-hand side instead of the left. Take aim and make a pot shot at one of the enemy worms, then let Heinz return the favour. Now, a Health crate will appear. Move your next worm around the left-hand side, collect this Health crate, and shoot one of the enemies (if your pot shots are accurate). Now it is either Scutze's (if he somehow survived the Homing Missile attack) or Grunt's turn. After the pitiful opposition have fired at you, move your final member of the troop around the right-hand side of the mine-field and collect the Utility crate, full of Jet Packs. Now Jet Pack up to the top of the cliff and show those smarmy enemies what you're made of. I suggest using the Fire Punch on the worms, as its maximum damage is 30 health, and the enemy worms have but that much health. Feeble, huh? After the next enemy move (depending on who's alive), repeat the above process. Now, just continue the above method and you will have eventually destroyed all of the little wormies. You know the one, Jet Pack, Fire Punch, Jet Pack, Fire Punch etc. etc. Once they are all dead, retire to the mess hall for a quick steak and cheese pie before the next mission begins. 8.2b - CRATE BRITAIN No. enemy worms- 5 (Boggy Pete, Alan, Ian, Jeggett, ?) No. your worms- 2 Enemy worm health - 4 x 30, 1 x 40 Your worm health - ? Round time - 50 min. Turn time - 50 sec. Weapons available from start - 5 x Bazooka 2 x Fire Punch 1 x Homing Missile Infinite x Prod 2 x Grenade 2 x Land Mine Infinite x Cluster Bomb 1 x Dynamite 1 x Shotgun 1 x Sheep 2 x Blow Pipe 2 x Freeze Crates - 1 x Girder Infinite x Jet Pack TO ACHIEVE GOLD ON D-DAY: Have 47:00 left on clock at most UNLOCK: Crate Britain Multiplayer Map, Boggy Pete Wormapaedia Entry Farmer Boggy Pete's up to no good, and it's up to you to stop his dastardly plans. He has stolen a secret formula that enables vegetables to grow to extravagant proportions and is planning to make millions off selling them to the unwitting public, after being left on the subs bench by his cousin, Boggy B. Now, despite first impressions, you DO NOT, I repeat, DO NOT, need to kill off the enemy. They are there as a side mission, rather than a task. To begin, forward flip (see Return To Chateau Assassin for more details) up the bank. Make your way across the bridge, skip the Girder (unless you really want it), jump over the broken bridges and make your way to the carrot cart. Select Freeze and use it. After Boggy Pete has made his move, Freeze yourself. Let the enemy take its turn, then move the first worm over Boggy Pete and jump (press B ONCE) onto the first island, then onto the following islands. Collect the Utility crate holding the Jet Pack, then Jet Pack over to the island with the sparkly Utility crate that (supposedly) contains the formula. Now watch Boggy Pete realise his plans have been thwarted, and laugh. Onto the next mission, SOLDIER! |
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