Weapon cheats
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Worms Armageddon PlayStation Tips And
Cheats 3/9/99
Scheme Awards
Bonus1
Bonus2
Bonus3
Bonus4
Bonus5
Bonus6
Bonus7
Games Schemes with increased „Special Weapons‟ awarded for successful completion (Bronze Medal standard) of
all training events (1 bonus scheme awarded for completing all of them) and certain missions (missions 7, 16, 23,
29, 35 and 43 – the remaining 6 schemes awarded). Bonus Schemes 1-7 are given in any order e.g. Bonus scheme 1
could be given for doing the training events at Bronze Medal standard, or if the player has attempted the missions
first he could be awarded Bonus scheme 1 for his first Bronze Medal success on a Bonus scheme awarding mission.
The medal you achieve on a training level is determined by how long you can survive on it. You start off with a
certain amount of time, and gain time by shooting targets or collecting crates, while the timer ticks away... The table
below shows how long you need to survive for each medal,
Level Initial time (s) Bronze Silver Gold
Super Sheep Racing 35 1:00 1:30 2:00
Rifle Range 45 1:00 1:30 2:00
Crazy Crates 60 1:15 1:50 3:00
Artillery Range 50 1:00 1:30 2:00
Euthanasia 60 1:10 1:30 2:00
Training
Super Sheep Racing
The best thing to do on this level is to keep your Super Sheep close to the ground, doing this minimises excessive
flying and saves a bit of time. Also when you have been on this level for a while, you should notice that a pattern
starts to emerge and this makes it easier to anticipate where the next Crate is coming from. Also when the Crate on
the far left of the screen appears, rather than collect it and go back to the others, it is better if you crash the Sheep
straight after collecting this Crate. Then launch another Sheep and carry on, as this will save you about 2 or 3
seconds.
Rifle Range
On this level you should keep Worm movement to a minimum, it may seem easier for one target but then you may
have to move a greater distance to get to the next target. One way to get around this is to attempt to shoot targets as
they are falling.
Crazy Crates
Once your Worm is on the Rope, try to stay on it. You can swing slowly as long as you keep a fluid movement
going. Roping around like a lunatic gets you nowhere, as most of the time you will be bouncing off walls. Coming
off the Rope costs valuable seconds, as you have to re-aim and get back into motion. When going to collect a Crate
rather than stand still and rope straight down, keeping some sort of swinging action makes it easier to rope to the
next target, as you are keeping quite a bit of momentum and you don't have to try and get a swing going when you
have just picked up the Crate.
Artillery Range
The most time you'll need to put onto the fuse of the Grenade should be 2 seconds. Keeping your Grenade shots low
and fast is a really good time saver. Doing long high shots wastes too much time, as you shoot and then you have to
wait for it to fall back down. Sometimes if you can see where the Crate is coming from you can catch it on it's way
down, just set your fuse to 1 second and throw it across and try to beat it, thus blowing it up before it hits the ground
and saving lots of time.
Advanced Weapon Training
When taking the Bazooka shots on this level, you don't have to be perfectly spot on with the shots. If you just aim
approximately the blast radius should do most of the work, so just aim close. When firing Homing Missiles, you'll
have to pick your target, when you have done that just aim upwards and fire at full power. Aiming upwards is just a
precaution against the slight chance that the Homing Missile should hit the ground rather than the desired target.
Basic Training
Grenade Skills Grade 1
The two Grenade targets should be set to a 1 second fuse, set the angle at roughly 70 degrees, then using about 3/4
power destroy the first, then adjust to full power for the second target.
Shotgun Skills Grade 1
This is about knowing where the targets will appear, thinking ahead and getting into position quickly, this can be
done quickly without having to move the Worm much at all, this is the sequence :- Shoot top right, bottom left, far
right, top left, far left and finally bottom right.
Bazooka Skills Grade 1
First aim up at about a 70 degrees angle, full power should take out the first target, the second needs around a 20
degree angle at about half the power.
Rope Skills Grade 1
This relies on using the use of the repeat swing function accurately, first attach the Ninja Rope at a 45 degree angle,
repeat swing throwing the Worm for about a second and catch the Girder again. You should now be able to land on
the second platform and pick up the Baseball Bat. Re-attach the Ninja Rope using the same method and land on the
second Girder and hit the target with the Baseball Bat. Hint:- Hang off the Ninja Rope and scroll the camera to give
a wider view so you don‟t repeat swing off the end of the Girder!!.
Grenade Skills Grade 2
The first two can be taken out as in Grenade skills 1, the third is slightly harder, use a 3 second fused Grenade and
point the angle at about 20 degrees at around 3/4 power.
Using the Firepunch
You must use the backflip jump to full effect here, first move to nearly the right end of the Girder, turn around to the
left and backflip, whilst in the air hit FIRE to release the Firepunch and pick up the Crate. The second Target can be
hit using the same method , the third doesn‟t need the jump just press FIRE to Firepunch the Target.
Rope Skills Grade 2
Point the Ninja Rope to the left at about 45 degrees, you can collect the Crate and land back on the platform in one
move here if you are careful! Re-connect the Ninja Rope using the same method to the right, and let the Worm hang
down over the target straight. Press JUMP to release the Dynamite over the target. Then swing the Worm back to the
left to land on the platform. Remember, this can only be done in 1 move as you only have 1 rope.
Bazooka Skills Grade 2
First point the Bazooka at about 45 degrees to the right, use near to full power to destroy the Target. The second
Target needs a 70-degree angle using nearly full power, the third can be taken out at a 10-20 degree angle using half
power, and the last Bazooka is bounced along the water at just above 90 degrees using full power.
Grenade Skills Grade 3
The first Target is on the second platform; this can be taken out as before using a 50-60 degree angle at 1 second.
The second Target is on the first Girder platform and can be taken out with a 1 second Grenade also at 80 degrees at
around 3/4 power. The third Target lies on the third platform, aim for around 30-40 degrees on a 3 second fuse, use
3/4 power here (As the yellow part of the power bar appears). The fourth Grenade needs to be set at 4 seconds, aim
at the sharpest angle possible at the furthest Target that does not result in hitting the above Girder, use just under full
power. The last Grenade should be set to 1 second, aim up at about 5-10 degrees and use about 3/4 power so that the
Grenade explodes underneath the Girder destroying the last Target.
Utility tips
Low Gravity
This is most useful combined with the Baseball Bat to launch Worms over long distances (usually into the water). It
is also useful to gain ground quickly and to get out of tight situations using the backflip jump, it can also help the
Worm to avoid fall damage after jumping long distances.
Laser Sight
Laser sight is most useful combined with the Shotgun, Uzi or Minigun.. With a short turn time setting e.g. 15
seconds, the ability to hit Targets quickly is very important so Laser Sight should be used at every opportunity in
these circumstances.
Fast Walk
Fast Walk is good as an offensive or defensive utility, most obviously when the turn time is set to 15 or 20 seconds.
Being able to place a weapon and retreat to safety quickly is severely reduced with this time restriction, so Fast
Walk helps immeasurably. It can also be used to obtain Crates which would normally be avoided with time
prohibiting.
Jet Pack
Being able to use the Jet Pack efficiently, can decide game outcomes in some circumstances as very powerful
weapons can be carried over long distances e.g. Holy Hand Grenade or Banana Bomb. If the fuel is low then
hovering is the best way to gain ground and conserve fuel, without dropping to the ground prematurely mid-flight!
Deathmatch Tips And Ranks
Tips
The key to Deathmatch success relies heavily upon your tactical skills such as out and out fighting and defensive
ability. First of all find a nice 'out of the way' place suitable to hide in, take just one Worm, and from here tunnel
inwards. The next thing you need to do is take your other Worms and go all out fighting like you've never fought
before, try with each shot to damage more than one of the Enemy's Worms, always trying for the multiple kills. In
the later levels don‟t forget to always take a Worm and tunnel to safety. This is due to the vast amount of Enemy
Worms you have to contend with, the hidden Worm needs to then adopt the tactic known as 'Move and Fire' with
this I mean edge your Worm out into the open, not too far though or this will leave you open to attacks, then launch
a Grenade to where the enemies are then run back into your shelter. Eventually you will grind down your Enemy to
a sorry state. Be patient and be careful, seriously though do be careful!
Remember your strikes! Save them until they're going to be really useful, but certainly don't venture out near the end
until you've used them all up - unless you can guarantee victory anyway, of course... ... which leads me nicely onto
my next point. Try to keep a Ninja Rope and the Jetpack for the last turn, as you can often come out of cover when
there's one more Worm, and make absolutely sure you kill it. Often it's not got much health left anyway, or you can
knock it into the water as most of the landscape will be gone - either way, it's a good deal quicker than hanging
around trying to get it from a long range. Do take care that you can definitely kill it though, and that it's the last one.
Ranks
You gain a rank every time you win a game and lose a rank every time you lose, draw, or quit (must lose twice to be
demoted in rank, unless you‟re at Elite status then 1 loss will take you down a peg). If you quit, it doesn't show up as
a loss but you lose the rank anyway. Note that if you win after being Elite, then lose, you still drop a rank - i.e.
there's no "buffer zone" of spare won matches.
20: Elite
19: Superstar
18: Hero
17: Field Marshall
16: General
15: Major
14: Highly Distinguished
13: Distinguished
12: Veteran
11: Highly Competent
10: Competent
9: Fairly Competent
8: Above Average
7: Reasonable
6: Average
5: Below Average
4: Novice
3: Rookie
2: Inexperienced
1: Beginner
0: Absolute Beginner
Single Player Mission Guide
Medals
On each level, you get a gold medal if you finish first time, or on your first attempt after winning a silver or bronze
medal. The next attempt or two (depending on the level) will get you a silver medal, and thereafter it's worth bronze,
and then no medal at all (if the performance is particularly poor!).
There is a reason for this: on attempts worth gold medals, you'll get hardly any help in terms of crates. Silver will
give you a bit more help, and bronze a bit more still. Thus getting a gold medal really is harder than getting a silver
or bronze, in many cases. When I say below that you "get" something on a silver/bronze attempt, it means that
there'll be a crate containing it.
1: Pumpkin Problems
Difficulty: 1
It is possible to avoid attacking any of the Enemy Worms and go straight for the Crate. On the first turn, attach a
Ninja Rope just below the Oil Drum to the right. Next, you need to gain momentum on the Rope and by shortening
it, it should then be possible to swing vertically over and get on top of the Artillery Worm on top of the Pumpkin
before detaching the Rope. From here face left and attach another Ninja Rope to the Pumpkin you are on. When on
the Rope you need to gain as much height as possible., before allowing the Worm to drop down. Since you have 150
health it is safe to land on the Mine furthest to the right, on the branch between the pumpkins. This will blow a hole
in the branch which makes it easier to get the Crate on the next turn.
2: Operation Market Garden
Difficulty: 1
Use Girders to get your Worms into positions where they can shoot straight at the enemy, then just go for it.
3: All quiet in the library?
Difficulty: 2
Chances are you're going to be nuked in this level - you're unlikely to finish it before then. However, that in itself
shouldn't be a problem. As suggested, try to get your Worms away from the edge before the Earthquake (which
comes one go after the nuke). If you can (and you don't think the enemy will grab them), leave a health crate or two
lying around so you can heal yourself after the nuke strikes.
So long as you're not stupid (i.e. don't leave Worms right near the edge of the landscape, or clustered together), this
level should be reasonably easy.
4: Do the Locomotion
Difficulty: 5
Go 1: Walk underneath the first enemy (stand by the tree trunk), and do a Firepunch left to knock him into the sea.
Go 2: Blowtorch under the tree, and use backflip to get onto the tree and collect the crate, which contains a Girder.
Go 3: Use the Girder to build a bridge between the tree and the train.
Go 4: Go across the Girder, and blow the Mine up by walking near it then jumping away. You should be able to do
this without losing your go. Now continue to the right, dropping down onto the back of the train. Use the bungee
when you need to, and you should be able to get the utility crate - you probably won't have enough time to use it
though. Just get ready for the next go by climbing towards the health crate as far as possible.
Go 5: Do or die time. Use the Jetpack, and you should *just* have enough time to get the crate on the far right,
which will complete the mission.
5: Cool as ice
Difficulty: 5
Go 1: Use the Jetpack. Go over to the right hand side of the landscape *without* getting the crates that are on the
"bridge" above the enemy Worm. Get all the crates on the right hand side, and land just to the right of the tree. Now
aim a homing missile at the middle of the bridge, and fire almost straight up with maximum power. (The power is
important - too little and the missile will hit the sleigh.) Rope over to the sleigh and attack the enemy Worm with
your other weapons... this is harder, but remember that a draw counts as a victory, so you can use the 25 points your
Worm can do by dying to your advantage.
6: Sand in your eye
Difficulty: 3
The best way to do this mission is to make full use of the Tab key to select which Worm you use. By selecting the
Worm on the back of the camel, Rope on to the camels head and use the Uzi to shoot the Field Soldier Worm on the
Camels head to the left.
When a Crate appears on the Palm Tree, the Worm underneath the tree should be selected and used to Rope on top
of the tree to collect the Crate before using Fire punch to despatch the Enemy Worm into the Water.
The Secret Agent Worm should be the next target and should be killed before the last sentry Worm is finished off
with a suitable weapon.
7: Not Mushroom out there...
Difficulty: 2
Go 1: Use the Ninja Rope to get on top of the first mushroom and collect the first Girder kit. Use the kit to build a
shell around the Mines on the second mushroom, and a walkway down to the first Worm. Don't worry if you don't
have quite enough Girders.
Go 2: Collect the second Girder kit next to the first Worm (on the left of the play area), and use it to finish off your
shell, making sure you've got enough of a ramp to get onto it. (I use the Girder just next to vertical as a good way of
gaining height.) Also build a Girder across from the middle mushroom to the last one, and then place a small vertical
Girder on the far right hand side, in a position such that you can drop onto it and then pick up the crate in the third
go.
Go 3: Get the crate!
8: Tectonic Troubles.
Step 1: Collect the crates on the statue and then rope over and collect the jetpack. Still using the same rope swing
settle on top of the first tree in the crevice between the leaves and place a girder behind your worm. This prevents
your worm from being thrown into the water.
Step 2: After enduring the tremor simply jetpack around the island to the location of the crate and collect it to
complete the mission.
9: Big Shot
Difficulty: 4
Start off by collecting the Crate to the right and then, using the Handgun, shoot the Enemy Worm on the mushroom
onto the Mine. On the next turn use the Rope to get on to the mushroom and use the Uzi to get the Sentry Worm to
the left. Killing this Worm should hopefully blow a hole in the leaf stalk that will allow you to attack the Guard
Worm.
One of the best ways to guarantee killing the Guard Worm is to get underneath it and use the Uzi to shoot the Worm
onto the Mine above. Then simply use the Blowtorch to get the Crate on the lower leaf and use the Homing Missile
from this Crate to get the Enemy Worm on the toad.
10: Water Surprise
Difficulty: 7
1. On your first turn set a grenade to a low fuse and remove the first mine on the tower. When this mine falls off, it
will probably hit one of your worms and explode - no worries you have beaucoup energy.
2. Repeat step one but take out the second mine placed on the tower.
3. Backflip onto the first ledge on the tower and then move your worm about halfway up the first gradient and skip
go.
4. With the other worm, backflip onto the same ledge and then again onto your previously moved worm. Once on
this worm, backflip again onto the next ledge and then backflip again onto a slight pixel that is situated on the
next gradient - this is the highest point you can reach for now. The next thing to do is select the girder and place it
above the worm at a position of 11'o clock (Long girder).
5. Take the worm lowest to the left of the landscape and stand on the tree and skip go - this worm is merely a decoy
now, son.
6. With this worm well on his way to success, stand on the top of the previously placed girder then place another
long girder towards the crate (About 1'o clock) so that you will be in touching distance of the crate if
you are positioned on top of this soon to be placed girder. Once this girder has been placed, run back down to the
bottom of the previously placed girder for shelter just incase the enemy tries to strike you.
7. If this worm isn't dead yet, just skip go.
8. Run up to the top of the newly placed girder and collect the crate. In this crate you will find an aqua sheep. This
means you can fly it underwater - enabling you to fly round the landscape, into the water and *BANG* take him out.
11: Jurassic Worm
Difficulty: 5
Go straight for the captain on this one. You should be able to launch a Mole Bomb (contained in the crate on the left
hand dino's head) on the first go. Assuming this opens up the captain's den, you can go down there and drop a Mine
on the ground on your second go, which should drown him. Turn time is the only real problem here - you've got to
act quickly, especially on the Ninja Rope.
12: King Of The Castle.
Step 1: Using Low gravity collect the crate containing the blowtorch by the bomb then jump that same worm into
the space between the first two mines. Jump over to the third mine and use Firepunch to hit the mine into the enemy
worm by the bridge. With the remaining retreat time, move onto the barricade just left of your worm‟s position.
Step 2: Use select worm to reselect your starting worm, then back flip onto the bridge where the enemy worm
would have been or still is and move to a position level to that of the crate. Then use kamikaze to pickup the critical
crate and complete the mission.
13: Chemical Warfare
Difficulty: 4
On the first turn select Parachute and walk right till the Worm drops off the edge. The Parachute will automatically
activate just before the Worm hits the ground. Use the Uzi to send the Worm next to you into the water. In this
mission it is important to use the Ropes effectively to collect all the Crates.
It is best to kill all the Worms on the outside first, but remembering to seek cover at all times since the Enemy will
use the Air Strike a lot. When all the Worms on the outside are disposed of then use the skunks to Gas the Worms on
the Inside. Take care to watch the Wind direction and remember that the explosion of a Skunk can do some damage.
Generally when the Enemy Worms health has reached 1, the blast radius of the shotgun will finish them off. In
some cases it may be necessary to use another Skunk and explode that near an Enemy if the blast radius of the
Shotgun is out of reach. Also, it is wise to conserve ammo, don‟t fritter it away needlessly.
14: No Substitute
Difficulty: 5
Another general hints level, this one:
The key to this level is getting the high ground - i.e. somewhere on the tree - and keeping it until everyone else has
drowned. The actual top of the tree is rather dangerous as it's easily to get chucked off it. Having said that, it's good
to use a Girder so that you can get on top when (say) all the enemies are under the tree. I've found that in practice it's
the Worm that starts under the tree that is most likely to survive. The Homing Missile can be really handy in this
mission in various places.
15: Flood Zone
Difficulty: 7
In this level, I always pretty much forget about the left hand Worm: it's very hard to save both Worms, and the one
on the right has less competition. Both goes below refer to the right hand Worm.
Go 1: Go onto the bit of land on your right, vaguely close to the pipe on the right. You can skip the rest of the go.
With any luck, the Worm on your right will now fire a bazooka which will nearly open up the way.
Go 2: Use the shotgun to get out, using the spare shot on the enemy.
Go 3: Ninja Rope up to the far right hand corner.
From here, you should play it by ear to a certain extent. However, you can assure victory by building Girders up to
the right hand edge of the yellow thing in the middle at the top. You can make a nice little hidey-hole, and you'll be
higher than anyone else on the level. Then you just need to wait for the water to rise.
16: Trouble At T’mill.
There is no real preferential strategy to this mission, the aim being merely to kill the enemy Worms before they turn
their attention to the Worm with the hat, who you are supposed to be protecting. With your first Worm, rope over to
the top of the tree and Firepunch the top Grenadier Worm into the water. With your second Worm shoot the
Grenadier Worm on the right bottom branch of the tree with a well aimed Bazooka shot. Your third Worm should
rope down to the right of the Mill and drop a grenade from the rope to knock the precariously placed Grenadier into
the water. Depending on how the battle is going (i.e. how many Worms you have left) you should be left against 2
enemy Worms. The one on the left of the level can be got with the same Worm that punched the first enemy Worm
into the water by Jetpacking down and punching or exploding the enemy Worm into the water. Now you are faced
with just one enemy Worm to dispose of. Use any weapons you have left to do this, taking care not to damage your
„protectee‟. It‟s as simple as that!
17: Super Sheep Rescue!
Difficulty: 8
If you're really good with the Super Sheep, you can fly it all round the level and get the crate. Use the firepunches in
the crate to kill the enemy Worm. An easier to get crate appears if you fail to complete this mission the first time
(happens twice, 1 crate under your start position, the other at the end of the first straight).
18: Trouble on Mount Wormore
Difficulty: 4
Go 1: Change Worm, and pick up the Ninja Ropes. Ninja over as far as you can, setting off any Mines you can as
you go. Uzi the enemy Worm, which will hopefully set off at least one more Mine.
Go 2: Finish off the nearest enemy Worm, setting off as many Mines with you as possible.
Go 3: Keep making your way over to the general. It's possible to jump over a Mine if you're lucky, as the delay is
quite long.
About now, depending on how many turns you've taken so far (due to bad luck or whatever), some dynamite should
appear in a crate on the sign. Get it with the Ninja Rope, and stand back on the mountain, where you can fire into the
posts of the sign. When you've made enough of a hole with the Uzi, go in and Dynamite the general. There isn't
much ground there, so he should drown easily. If not, use the mortar to finish him off. Don't forget, you don't need
to survive.
19: Hot Stuff
Difficulty: 6
Use the first Worm to collect the Crate on the left and then walk right. Use a Rope and fire it into the pipe above the
closest of the two Worms on the lower level. Swing over and lower yourself down beside that Enemy Worm. Place
the Holy Hand Grenade as close to the right hand side of the Enemy Worm as is possible and beat a hasty retreat. If
placed correctly this should send the Enemy high into space and into the water on the left.
On the next turn use the Rope to get next to highest Enemy Worm and place Dynamite just to the right of that
Worm. This should send that Enemy into the Water leaving just one Enemy Worm to finish off.
To finish off the final Enemy use all the weapons at your disposal, and be sure to collect the Crates containing the
Old Woman and the Sheep launcher as they appear if you‟re in need of assistance!
20: The Drop Zone
Difficulty: 5
I used to think this level was a complete pain - but that was before I learnt to use the parachute properly. As well as
left and right, you can use up+left to really slow your descent. If you want a real challenge, try the level without
using the up key during parachuting...
Okay, so you need to parachute down onto each Worm in any order, and blow them up. Firepunching the rightmost
Worm left kills the one next to it - otherwise you wouldn't have enough suicide bombers (although the Mine by the
third one can kill it). If you fail a few times, you can use a shotgun for two turns, which makes it much easier, but
you'll only get a bronze medal. Use Girders to extend the cliff if the enemy blows up the end of it. Use the furthest
Worms for the rightmost enemies, as you won't have enough time to get them all the way over to the left... also,
they're the most likely to die, so you should use them early.
21: Mad Cows
Difficulty: 4
Use the Worm Select to control the Worm on the right and walk over to the Enemy closest to the water on the right
hand side. Place a Grenade beside him and move away, this will dispatch the Enemy into the water, one down 3 to
go. The next Worm to go for is the one on the Cows head. Using the Rope it is possible to get to this Worm and
place a stick of Dynamite just to the left of this Worm. This Worm should also be blown in to the Water.
The remaining two Worms shouldn‟t pose too much difficulty. Just remember to collect the Mad Cow that appears
on the Cows back and use that to maximum effect.
22: Horny Nuke
Difficulty: 4
If you've done the Crazy Crates training mission, this landscape should look familiar...
You need to get the nuke on this one, but you don't need to use it until right at the end. You may be able to get away
without using it at all, but it's best not to risk it!
On the way over, make sure you get the crates under the blue tentacle on the right, as the rightmost one contains
another two Ninja Ropes. Whilst not absolutely critical to the mission, they give you The crate above and to the left
of the nuke crate (which is the red flashing one at the bottom left) contains a pneumatic drill which should get you
the nuke on the second go. (Your first, if you can Ninja over that quickly!)
Go back over to the far right of the screen, and knock Artillery off his perch with the Uzi (don't worry, you have
plenty of goes in which to do this), and kill the closer couple of Worms while you wait for sudden death. Use the
nuke a turn or so before the last enemy is going to drown - that way you don't need to worry about losing energy
because of it. Don't forget that the nuke raises the water level a lot, so if you want to survive (not that you have to),
you may want to Ninja up to the highest perch on the right before going nuclear.
23: Rumble in the Farmyard
Difficulty: 4
Another play-by-ear level, this one, but here are some tips:
On your first go, jump and Ninja over to the far left, get the dynamite, and blowtorch into Captain's area.
It's vital that you kill Captain fairly quickly, as he will napalm strike you every turn otherwise. You should
only need to use one Ninja Rope to do this.
The Earthquake is pretty useless on this level, although it moves Mines too, so be careful of that.
When you've killed Captain, his hiding place can work really well for you too - it's quite easy to win the
whole mission with just one suitably placed Worm.
24: Wooden ambush
Difficulty: 5
This level can be easy or a pain, depending on a bit of luck near the start. The enemies on the left will blast through
to one of your Worms, and if you can drowned them without too much of a problem, you should be able to do the
rest of the level easily. If they're persistent, you may have more of a problem. Don't forget to fire mortars behind
their heads for maximum effect, or at their heads from above. You may wish to use the Ninja Rope to knock them
down the slope a little before firing at them from the top of the enclosure. Even if you don't kill them in the first
shot, you should then be able to survive and kill them in the second.
Although you can take the level fairly slowly, the enemy gets airstrikes after a while, so be careful.
A crate containing two old women near the middle (just above the pumpkin) - this is really useful against the Worms
on the right.
The Jetpacks are really handy, but don't be too ambitious - they don't have much fuel.
25: Go Bananas!
Difficulty: 5
You must finish this level before the Earthquake chucks the crate into the water. Here's how:
Go 1: Move your Worm onto the top of the grape stalk, and fire a bazooka just under Sentry. This will hopefully kill
him. As soon as you've fired, jump onto the apple. You'll take minor damage, but don't worry.
Go 2: Leave a Grenade at the point where the stalk of the big apple meets the leaf (i.e. the really thin bit) - then get
out of the way! This should provide you with a route to the bananas.
Go 3: Blowtorch into the banana.
The enemy will hopefully now fire a bazooka into the banana, from the other side.
Go 4: Retreat a bit, then fire a bazooka down your blowtorch tunnel to make a path through the banana.
Go 5: Parachutes should now be enabled. Walk up to the top of the second banana, activate parachutes, and jump to
avoid the Mine. When you're past the Mine, hold down left to pick up the crate, and the mission is done.
26: Monkey Business.
First pick up any nearby crates and then use the jetpack to get to the top of the first tree. Drop down to the right and
use the bazooka to shoot left into the tree, blowing the first artillery worm into the water. Move right
after the shot so that the coming enemy Airstrike doesn't destroy the weapon drop that's coming. Use the ninja rope
to collect the banana bomb and then dropping back down to the previous position and blowtorch into the branch
below without dropping down. Next, drop down to the bottom leaf and from there jump onto the rock on the right,
From here, use the bazooka to shoot the guard worm. He should slide towards the mine and detonate it, killing
him. Use one or two jetpacks to get to the dropzone, and collect either one or two crates, depending on how much
time is left and proficiency with ropes. Get back to the left hand side of the sniper worm, and shoot with the
Uzi. He should fall onto the mine to the right of him, creating a hole in the trees. Next turn, drop down the hole
created by the death of the sniper worm and use a grenade or Uzi to destroy the artillery worm sitting by the
tree. Finish the job with the handgun if necessary. Use the blowtorch to dig through the tree to the right. Use a
grenade or sheep to kill the artillery worm down there and then a rope to move up under the monkey and from there,
use a homing missile (if on a retry) or sheep, or any remaining bazookas to blow the sniper worm right into the
water. Use a combination of the jetpack and ninja rope to pick up the remaining crates. In two of these crates are
ropes and jetpacks which should allow enough movement to collect all remaining crates (if you've been sensible
with the jetpacks and ropes so far) and get down to the far right hand side of the map. From this position
it is a fairly simple task to destroy the two remaining worms with either bazookas, super sheep, sheep or other
remaining weaponry.
27: Chateau Assassin
Difficulty: 6
Firstly move the all of your Worms onto the top left corner of the first roof. Make your Worms form a „Worm‟
ladder, by stacking the 3 Worms on top of each other by backflipping onto each other‟s heads. The quickest way of
accomplishing this feat is by using the Worm Select utility and changing between your Worms during your turn. If
done quickly this should allow you to complete this task in one turn.
Make the top Worm backflip onto the Oil Drum and collect the Crate with the Girders in it. Place the first long
Girder slightly to the left of the barrel, make it lean upwards slightly from left to right. Use this Girder to shelter the
two other Worms and only use the remaining Worm to get across the Rooftops. Make sure the sheltered Worms are
away from the Oil Drum.
Place another long Girder to allow you to get to the next Crate and avoid the two Mines below, remember, you can
shoot the second Mine to get it out of the way. Backflip over the chimney and place a small Girder above the next 2
Mines and collect the next Crate which contains another set of Girders. Use this to avoid the Mine on the last tower
and to create a ramp to jump off, onto the trees. Place the long Girder slanting upwards from left to right so the end
is placed over the tip of the roof. When jumping off the chateau it is best to wait until the wind is blowing from left
to right. Do this by using the Worm select utility. Use the Parachute and jump off the Girder and press the up and
right keys to drift past the 3 Mines. To dispatch the Major simply use your regulation issue Handgun and shoot the
Mine into him, if you‟re lucky this will sometimes kill the general as well. If you want to stylishly end the mission
just jump onto the Mine beside the General and the blast radius will blow him into the water to complete it.
28: Countdown to Armageddon!
Difficulty: 5
This level doesn't require much skill, but it does require a fair bit of luck, so don't worry if you fail a few times
before succeeding.
Go 1: Ninja Rope over to the captain, and baseball bat him out of his hole. (Aim as high as possible and to the left -
he'll bounce to the right.)
Go 2: Ninja Rope to the mayor, and prod him into the now vacant hole.
Go 3: Join the mayor in the hole (if you're not already there), and build a Girder to seal yourself in.
Go 4: Build another Girder.
Go 5: There should be two crates on the left-hand side, and two health packs. One crate contains a Girder, the other
contains a Girder starter kit. Pick all four items with your final Ninja Rope, and Firepunch the Worm off the top left.
Place Girders for the next two goes, and then you've just got to hope... You have to be lucky with where the comets
fall, as they can easily get rid of as many Girders as you can place. It is possible though. Place long Girders
horizontally, with gaps of about an inch between them, both vertically and horizontally. Obviously, start placing
from as near to the mayor as possible, forming a V shape to protect from diagonal comets as well as ones which fall
straight down. You may wish to place one short Girder in the hole itself.
29: A Crate Too Far
Difficulty: 2
This one's dead easy. You may be used to the landscape from the Super Sheep Racing training, but the Sheep you
have in this mission doesn't fly. It does, however, jump - and it's got to jump lots.
Use your Girder starter pack, laying two Girders between your Worm and the second block, one Girder (slightly
lower than the top of the landscape) in the next gap, then two Girders for the last gap (just to be on the safe side).
The first Girder should be placed right next to the green spaceship, so that if the Sheep falls back it will keep going.
Now launch your Sheep. If you've placed the Girders correctly, the Sheep will run all the way to the right of the
terrain. Detonate it at the bottom of the rightmost strut (when it lands after its last jump). Then use your other bridge
kit to build a deflecting wall around the crate so you can throw grenades at the crate. Use 5 second fuse and throw
the grenades into you girder constructed funnel to detonate the crate.
If you fail the retry will give you a jetpack to allow you to get nearer the crate. Still use the sheep over girder bridge
strategy, then use the jetpack to fly as close as you can to the crate. Grenading the crate will now be easier.
30: Rescue Agent Dennis!
Difficulty: 6
This mission is really a battle of attrition, take out the enemy before they take you out, usually by knocking you off
the level into the drink. Firstly concentrate on the General and the Assassin situated between the E and the A of the
level. Use bazookas and grenades to take these out. Next, fire your banana bomb at the Worms on the M, this, if
timed correctly should take all three out. Use the Postal Strike to take the two Worms on the T out and carefully aim
the homing missile to knock the Worm on the 7 into the water.
31: Bazooka on the Rocks
Difficulty: 7
This can be made more difficult due to the placing of the bottom right Worm, making it difficult to use that Worm
effectively. It can be useful to sacrifice this Worm. This allows you to use the three other Worms more often since
they are better placed for the fight. The only other thing to remember is that blowing up Oil Drums can be very
effective in this mission.
32: 3 Strikes And You’re Out.
Pick up any nearby crates and use the jetpack to clear the tank and land on the first crate (being careful not to trigger
the mine). Use the ninja rope that was in the crate and attach it to the top of the first missile. Swing
over and re-attach the rope at the top of the second missile. Collect the second crate, again being careful not to set
off the mine. Swing over the second missile and re-attach the rope to the top of the radar dish. Swing
over, let go of the rope and collect the last crate to finish the mission.
33: Stolen Goods
Difficulty: 8
This level can be a real pain, or it can be pretty easy, depending on the enemy... if they use banana bombs, for
instance, you're in big trouble.
You can walk down the right of the E, if you're careful.
Don't worry about losing one of your Worms early on - in a way, you'll be faster with only one anyway.
If you're good with the Ninja Rope you can Ninja under quite a few of the letters really early on.
Keep as low as possible (starting from the bottom of the E), and retreat after each turn (if you have enough
cover) so that the enemy will be blowing up landscape you don't care about.
One long horizontal Girder just below the P and the R provides a safe method of getting between them.
Stay under the R, blasting into the bottom of the P, until you need to move or you can go through to the O
of "Micro".
Use a small vertical Girder to bridge the gap between the O of "Micro" and the P. I suspect you could even
use two, if you wanted a bit more safety.
When you've got the Sheep Strike, get under a bit of cover (although it doesn't really matter), and launch
the strike. If the enemy Worms are close enough together, you're very likely to get them all - this is a really
dangerous weapon!
34: Sinking Ice Cap
Difficulty: 7
The tricky bit in this level is getting every go right. None of them is particularly hard, but all are require an element
of precision and you don't have much time. Prowess on a Ninja Rope is definitely required... one slip onto a Mine
usually spells disaster.
Go 1: Ninja Rope over to the far left using the tree stump as a second attachment point, and blowtorch into the
stump, through the enemy Worm. You should be able to hit him with the blowtorch 3 or 4 times, which will kill
him.
Go 2: Ninja Rope back over to the central tree. You should just about make it to the top with enough time spare to
freeze yourself.
Go 3: Ninja Rope to the bottom left of the house (you can survive the dodgy-looking drop at the top of the tree to get
closer), and blowtorch into the house, killing the Worm there.
Go 4: Ninja Rope over the house, and blowtorch into the house again, hitting the Worm. You may well not kill him
due to the steepness of the slope, but that doesn't matter.
Go 5: (If you didn't kill the Worm in the previous go, kill him now then do this go next.) Ninja back over towards
the central tree. Freeze when you get close enough that you'll be able to finish it next go.
Go 6/7: Kill the last Worm, using either the Mine or the oil drum if you need to. You don't need to survive, which
makes things much easier.
35: Jolly Roger
Move the first worm to the top of the mast with the flag, and place a girder here between yours and the enemy ships.
Walk across the girder and pick up the bazooka crate. You only really need to get one worm onto the enemy ship
and out of their line of sight: the enemy worms are in artillery mode and are not able to follow you. Use the worm
that is on the enemy ship to bazooka holes in the mast, far enough above the crates you need to collect
so as not to destroy them, but low enough so that your worm can make it through the hole. Backflip through the
holes created and collect all the crates to finish the mission.
36: Aim long, aim true
Difficulty: 6
The best method of doing this mission is to place Girders over the three central Enemy Worms so they can‟t fire
anything at you. These Girders can also be placed in such a way, that they funnel Grenades towards the Enemy
Worms. Once the central Worms have been finished off, the attention focuses on the Enemy Worm on the right
hand side. Girders need to be placed to direct a Grenade to this Worm and a very skilful shot is required. A five
second fuse should be used and the Grenade should be fired at a fairly steep angle, using just a little less than full
power. Also remember to adjust the Grenade bounce in this task.
37: Goody two-shoes
Difficulty: 6
Start off by blowtorching your way out of the left shoe, always retreating into cover between turns. If you're lucky,
you may be able to blowtorch an enemy Worm into the water as you make your escape.
When you're free, get that Super Sheep flying, and pick up the crates. The crates are (left to right, on gold attempt):
1 x Airstrike
5 x Mortar
4 x Cluster bomb
2 x Girder
9 x Grenade
3 x Ninja Rope
2 x Baseball bat
If you possibly can, get all the crates then blow up an enemy Worm... it's tricky though! Make sure you get the Ninja
Ropes.
After that, it's up to you... depending on how much of the weaponry you amass, it can vary from easy to impossible.
You may need to use a Girder to provide a platform for you to drop onto if you emerge from the left of the boot (as
opposed to the top). I find it easier to deal with the left hand side first, just 'cos it means you can attack close up then
rope over to the other side. Also, if you can end your go on top of two Worms, they often leave you alone.
One final key point - sudden death is a blessing in this level, as it takes away their Worm select ability. Knowing
this, you can plan when to move where. The water does rise, but only very slowly.
38: Double Oh Behave
Step 1: Collect the crate to the worms immediate left then jetpack over lamp post, collecting the energy and landing
next to the central tower.
Step 2: Blowtorch through the tower to the other side collecting the crate in the barbed wire at the same time.
Retreat back into a safe position to avoid enemy fire.
Step 3: Shotgun through the barbed wire and avoid the mine near the stop sign and reach the small tower.
Step 4: Rope over the small tower and use the blowtorch to burn your way through the lamppost collecting the crate
on the other side.
Step 5: Swing back over the small tower using the rope, then back flip onto the stop sign to speed your way back to
the tunnel you crated earlier in the central tower.
Step 6: From the left side of the central tower release the homing pigeon to destroy the target and the mission critical
crate will appear where your worm started the mission.
Step 7: Rope over the lamppost to collect the mission critical crate and complete the mission.
39: Trouble in Toy Store
Difficulty: 7
Your first priority in this mission should be to kill the assassin underneath the scientist. Use a mortar and/or Uzi to
get at him, then blow him away however you please. If you can't kill him by his first turn, he'll probably move. If he
does, you may not be able to get at him for a while.
Use Girders to patch up holes in your defences. If you've blown a hole through to water in killing the assassin, block
it off quickly.
The nearest Worm is easy to kill, as there are lots of Mines around and often he has crates nearby which can help
damage him. In fact, the crates can help kill most of the enemy.
Try to keep your Worms away from the scientist, as they can draw fire away from him.
40: Dread Zeppelin
Step 1: Whilst on the rope swing round and get the crate nearest your worm, on the same rope, repeat swing over to
the wooden post on the far left of the landscape.
Step 2: Climb to about half way up the wooden post using the back flip technique, making sure your worm is
slightly to the left of the target which is above on the rope.
Step 3: Using low gravity back flip up towards the target, at the peak point in the jump use Firepunch to destroy the
target.
Step 4: Swing over to the anchor and place a girder underneath the anchor whilst on the rope. This provides a place
on which to end your turn.
Step 5: Using the rope and repeat swings, collect the remaining crates on the right of the landscape to complete the
mission.
41: Spectral recovery?
Difficulty: 8 - 3 with this guide
Go 1: Blowtorch to the right and retreat.
Go 2: Stand on the oil barrel - this is very important as you must die before you'd get another turn with that Worm.
You can kill the Worm that attacked you if you like, but if you leave it alone it will take turns from other enemy
Worms that might block your patch later.
Go 3: Shotgun your way out of the tape and retreat.
Go 4: Go onto the next tape, at about the same height (so that you can jump back in even if the oil barrel has been
blown up by the time you come back) and blowtorch diagonally downwards towards the crate. Stand at the bottom
of your tunnel.
Go 5: Blowtorch or shotgun to the crate. Make sure you'll be able to get out... and start doing so, if you can. If you
have been shotgunned in your last turn and the enemy is in the way, you should use the shotgun to get through to the
crate - you should be able to do this in one blast, and then blast the enemy with your other shot, walking past him
while he's recovering. If you don't get the crate this go, quit - you're going to fail this time.
Go 6: Run back to the starting point, and blowtorch left.
Go 7: Blowtorch left again.
Go 8: Blowtorch left again.
Go 9: Place a Girder horizontally next to you (outside the tape).
The crate will now drop.
Go 10: Blowtorch through the final bit of tape and get the crate.
42: Escape From Alcatraz
Blow torch left out of the hole, making sure that the mine drops into the water. Shoot the guard near the water using
the bazooka and retreat back into the hole. Use the girder and place it to the right of the hole. Jump
over onto it and ninja rope up on top of the prison, above the window with the critical crate. Use the pneumatic drill
to dig down to the crate. Next, use the blowtorches to dig right towards the crate in the window. When both
blowtorches are used, use grenades and the bazooka to blow a hole through to the right hand side of the prison. Use
the bazooka to kill the worm on the raft, the guard below you and to remove the mines from the left hand side of
the raft's sail. Wait until the wind is blowing strongly to the right and then rope up to the top right hand corner of the
prison and jump off using the parachute to glide to the raft and collect the last crate, completing
the mission.
43: Atlantic Dash
Difficulty: 8
Use the ninja ropes to move back and forth between New York and London, collecting the weapon crates. It will be
necessary to use the repeat swing feature of the ropes. Detonate the mine on the left wing of the yellow
aeroplane to allow easy travel under it. Collect all the crates until no more appear, remaining out of line of sight of
all enemy worms. When all the crates have been collected, there are more than enough weapons, ropes and
jetpacks to allow the destruction of all the enemy worms, but be warned, the hard bit is roping back and forth to
collect the crates. The difficult part of this mission is actually concentrating on your roping underneath the planes,
it‟s really easy to get carried away and try to go too fast! Congratulations - you've completed all the missions!
Basic Weapons Guide
Grenade Timers
1 Second Use
If you want to hit a Worm about the same vertical level, but who is several inches away. Do not use this with high
power as it is very inaccurate. In rope games, drop a one second Grenade, pull away, and slide in next to the same
enemy Worm to annoy your enemy and possibly prevent from getting shot at. Can also be used to hit Worms
directly above you, but use with limited power.
2 Second
A 2 second fuse is generally useful to hit Worms on an arc, and if thrown well, will blow up in your enemy's face.
Three seconds is too long for most Grenade shots, and the two second fuse, when done correctly, will produce
computer-style shots. (You know, the ones where it blows up right on top of a Worm a screen away)
3 Second
An overused setting, mostly because nobody bothers to change it. This is useful for longer shots, or if you need the
Grenade to settle into a hole nearby an evil enemy Worm. Avoid using the three second setting, as most of the other
ones will work much better.
4 Second
Use the 4 Second setting on shots with a very high arc. If you're throwing Grenades up at near full power, this is
probably the best setting to use.
5 Second
If you don't have much of an angle on a shot, and must aim it extremely high, on full power, use this setting. The
five second setting is another one to avoid, as another setting will probably work better.
Another use for the Grenade is to walk up to an enemy Worm and drop the Grenade on its head. The five second
setting is useful here, as it gives you more time to escape the blast area. To escape a Grenade blast using this
method, you need at least a two second fuse (three recommended) in most cases. Making extremely accurate
Grenade shots from long ranges and saying "Hmm. I seem to be a bit off today." And acting generally disappointed
when you don't get a full fifty damage- will also cause your opponents to wonder if you're really a mortal. The max-
bounce setting is used well to fire down tunnels, and also to make longer shots. Use with a five second fuse, as it
takes a while for these shots to come back down to earth. The Grenade can be used to line up other shots, like
Banana Bombs and Holy Hand Grenades.
Basic Roping
If you're not too good at roping, I suggest a bit of insanity. Set fall damage to Zero and do some really stupid things,
like roping into walls, and flying about the screen with total disregard to everything. If you want techniques, then I
will mention a few here.
If you need to get above something, attach your rope to an object higher than it. If you can get attached to something
higher, just pull up until you're there. If you can't attach to something higher, then attach the rope to something
nearby to what you want to get above. Pull in, swing around a bit, and push out when you're at an angle where that
will get you over the obstacle.
When swinging around, try to avoid pulling in all the way and batting your head on the landscape whenever
possible, as that is pretty random and may not get you anywhere. Also, when swinging, it is generally best not to
alternate between the left and right keys on small swings, but rather to hold just one.
Another thing that you should get the hang of before moving on to intermediate roping is that tarzan swing. Swing,
release, fire, repeat until golden brown. This is a basic element of rope games. And can greatly help your game in
general. Once you have this down, apply it to normal games. When you need to reach a far off place, and you've
reached the end of your current rope, bounce a little, fly through the air a bit, and fire again. Make sure to use the
entire length of the rope if you've got the time.
Intermediate roping The insanity part in basic roping is quite important. Exceedingly important, and I think of it as
the most important part of roping. You must be insane. Some of the stuff you will find in this section will require a
certain degree of insanity, and if you don't have it, then you probably wont get much of this right. You also need to
think that what you are doing is possible. Have “faith” in your roping skills.
A good way to build faith is to try roping across a big cavern, with lots of platforms in the middle, and the bottom
open to the water. This is dangerous, sure, but that's sort of the point. If you're not going too fast, try selecting
parachute while roping. If you hit one of the platforms, (not too hard now) you should just float down on your chute,
which will auto open if you didn't hit too hard.
In order to rope well you have to do some pretty dangerous, and occasionally stupid stuff. First in intermediate
roping is how to get to the ceiling of a cavern. Attach your rope to something higher than you or on your level, and
start bouncing. That's right, just sit back and bounce up and down a bit. When you're got some momentum, release,
and fire. If you go high enough, you'll catch the ceiling. Good for you. If you didn't make it, try another method.
Attach your rope as before, and then find a small overhang. Bounce away, and then extend quickly back out over the
overhang. You should quickly bounce back up over it. Try this again, and when you are heading straight up, release,
and fire at the ceiling. If you didn't make it up with either of those two methods, try „em again. Practice.
Another thing to practice is getting the most out of your swings. When you release, try to make your Worm stay
airborne for the longest amount of time possible. If you don't need to immediately fire again, then don't. Spend some
time with the birds, or pigeons, or whatever.
Next Ill cover the reverse, which is used a lot in rope games. When you zap up to the ceiling of your cave and attach
your rope, immediately disconnect it and fire again. This should reverse the angle that the rope was fired. Now you
can fly off in the other direction.
Next I have a useful way to knock evil enemy Worms off cliffs. Attach your rope to something, and position
yourself next to the Worm you want to tap off a cliff. Start a small swing, and release when you near the evil enemy
Worm. If you hit „em too hard, you'll both go off the cliff. Too bad. If you do it right, you should remain at the top
of the cliff while the evil enemy Worm plummets into the drink. Try selecting parachute if you want, as if you
plummet with the other Worm, you'll instead be able to float safely to land, or the water if the wind is bad.
The last thing intermediate ropers should do is work on speed. Play some rope games, with 25 second turns. Work
that down to 20, and eventually 15, and refine your skills.
The following weapons can be used from on a rope:
Bazooka Homing Missile Mortar Mail Strike
Grenade Cluster Bomb Banana Bomb Carpet Bomb
Dynamite Mine Sheep Sheep Strike
Air Strike Homing Air Strike Teleport Old Lady
Pneumatic Drill Girder Holy Hand Grenade
Mad Cows MB Bomb Homing Pigeon
Concrete Donkey Patsy's Magic Bullet Super Sheep
Salvation Army Ming Vase Super Banana Bomb
Try to save at least one rope for Sudden Death.
Missiles
Bazooka
The Bazooka on normal power settings takes a maximum of 45–50 points of energy off on a direct hit. It‟s a very
easy to use weapon, the power of the shot can be charged to make the shot travel further and shots are affected by
the wind.
The real skill in using the Bazooka lies in pulling off perfect “wind shots” – these are shots that take the wind
direction into account and glide the weapon towards your target (hopefully!). It is useful to keep in mind that in
almost every case when you are trying for a wind shot that you will have to aim the weapon high (75 degree angles
are ideal) and probably give it a lot more power than you would expect, as the projectile has to travel quickly to
make the wind really affect its direction.
Homing Missile
The Homing Missile is a charged weapon that is not affected by the wind – but the target is set before the shot is
taken with a press of the FIRE button. The Homing-Missile can take up to about 40-45 points of energy off an
Enemy Worm max.
It is worth remembering that when you are making a long distance shot that the missile will have to be shot high into
the Air (with a lot of power) and then will guide itself towards the target when its power runs out, sometimes a slight
angle will also help – usually facing away from the direction of obstructing landscape. As long as the missile is
fired high enough then you should find that you will avoid blowing up landscape instead of your target.
Mortar
The Mortar is a weapon that is neither charged, nor affected by the wind. This weapon shoots out a missile that
releases a shower of Clusters. The actual power of the missile that is first fired is very low, and will not take much
energy off an Enemy Worm, it‟s the Clusters that do the real damage! For example, firing the Mortar at a piece of
landscape would cause the Clusters to be released perhaps on a group of Enemy Worms below where the shot first
hit the land. The max amount of damage done to an Enemy Worm is dependant on how many Clusters hit them, it
can take off up to 100+ points of energy.
Because the Mortar is not charged or affect by the wind, this means that if you line up a shot and keep the position
of the Worm the same then it is possible to make that shot accurately land in the same place every time (this is worth
remembering!). Both long and short distance shots can be achieved by shooting the Mortar high into the Air and
letting it come back down at a very sharp angle. It is possible to remember how far a Mortar will travel at a certain
angle, shooting the Mortar at the highest angle will make it travel a short distance and not just fire it straight up. By
remembering the length that this crosses the landscape it is possible to adjust the angle of the cursor by just tapping
the up and down arrow keys.
Guns
Shotgun
The Shotgun is operated like all of the gun weapons. Shots are simply aimed and then taken, no shots are affected
by the wind and shots are not charged. With the Shotgun you get to take two shots, after the first round is fired you
are free to re-position the shot and move your Worm around the landscape. Each of the two shots can take up to a
maximum of 25 points of energy off an Enemy Worm with a direct hit.
It is the two shots available that make the Shotgun an affective tactical weapon. Also due to the nature of the
weapon, shots can be fired at fairly close quarters without harming your own Worm or losing the remainder of your
turn. The Shotgun is a very effective weapon for shooting the Enemy onto Mines, Oil Drums (with the two shots
available you can also explode the Drums) and off the landscape entirely. Because of the two available shots you
can open up landscape and shoot the Enemy into the water. Aiming downwards onto the Enemy you can also shoot
through bridges in one clean shot, making the Enemy drop through.
As the shot is taken the Worm takes a little amount of time to load the Shotgun. Even after FIRE has been pressed
the target can still be re-positioned, this time can be used effectively when you are pressed for turn time and have to
get that shot off before your time runs out.
In skilled hands, the Shotgun is an incredibly useful weapon.
Handgun
The Handgun is one of the weakest weapons in the game. You get the one chance to take the shot, and the weapon
fires six bullets. During the duration of the six shots you can constantly reposition and strafe the target. Each bullet
can take up to 5 points of energy off the Enemy, making the total damage power of the Handgun 30 points max.
The Handgun can be used to shoot Mines out of the way, but in multiplayer games it is primarily used to either
insult people (!) or pick off Worms with little health remaining.
Uzi
The Uzi is one continuous stream of bullets, this weapon is not charged or affected by the wind. You only get the
one change to take the shot, but while the Uzi is firing its burst of bullets you can move the target up and down.
With a direct, constant hit the Uzi can do a maximum of 50 points damage.
This weapon is ideal for pushing Worms around at close quarters! It‟s very effective when it comes to sliding those
Worms across the land, and can be used to push Worms upwards into the Air and usually (hopefully) into the water.
Another good tip for the Uzi involves pushing a Worm towards an Oil-Drum and then changing the target position
slightly so that the Drum can be blown up.
Minigun
In essence, the Minigun is simply used in the same way as the Uzi, but is much more powerful. It is probably more
useful in killing Worms which can‟t be knocked into the water, since it is capable of causing 100 points worth of
damage. It is generally best to save this weapon to use on Enemy Worms which have a lot of energy.
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