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/_/ЇЇЇ\_\_| |_| |_| |_|\__,_|\__, |\___|\__,_|\__,_|\___/|_| |_|
|___/
F A Q / S T R A T E G Y G U I D E
V e r s i o n 2 . 6
Written By AstroBlue (astroboy_blue@yahoo.com)
**********************************************************************************
**************
Worms is one of the best strategy games around, The reason why? cuteness,humour
and the ability
to not taking itself too seriously. I've loved worms ever since the first WORMS
came out on
SNES, but W:A and W2 are much better and the sprites are less shitty looking.
F I L E S -
I have created a wide range of User Files for use with the PC version.
Conor Chapman has also contributed the Quick Reference Chart.
If you want any of the following files go to:
http://members.aol.com/astroboyblue/downloads.html
* Roper Training Pack 9KB 4 Terrains & a Settings Scheme File, to practice
roping with.
* Flag Pack 4KB 8 custom made Flags.
* Grave Pack 11KB 16 custom made Graves.
* Weapon Shortcuts 61KB A Printable Quick Reference Chart in Rich Text
Format.
* Evangelion Terrain 170KB Lanscape Eva01 fighting an Angel.
* Reference Chart 88KB Weapon Shortcuts, WormNET Lingo & Ranks in Windows
Bitmap Format.
For other Files (Not created by me) go to The Official Worms Site
(worms.team17.com)
C O N T E N T S
===============
1)BASIC STUFF
i)Controls
ii)Techniques (Multi-Player Strategy)
2)WEAPONS
i)Weapon Usage (Techniques)
ii)Utilities
iii)Super Weapon Descriptions
iv)Which Special Weapon Should I Choose?
3)SINGLE PLAYER
i)Training Medal Times
ii)Mission Walkthrough
iii)Deathmatch Tips
iv)Cheat Criteria
4)WormNET
i)WormNET Information
ii)WormNET Strategy
iii)WormNET Lingo
5)CONSOLE & PORTABLE VERSIONS
i)Dreamcast
ii)Nintendo 64
iii)Playstation
iv)Gameboy Color
6)USER FILE SPECIFICATIONS
i)User Graphic Specs
ii)Soundbank File List
7)THANKS TO
VERSION HISTORY
---------------
Version 1.0 01/10/99
Added BASIC STUFF,Worms Lingo,Utilities,Super Weapon Descriptions,Which Special
Weapon should I
Choose?,Training Medal Times & USER FILE SPECIFICATIONS finished. Weapon Usage
1/2 done.
(Unpublished at GameFAQ's)
Version 1.1 15/12/99
Added Intro,Files i've made,Writers Note,Cheat Criteria & Finished more of the
Weapon Usage
section. This FAQ can also now be seen at Gaming Addiction (soon).
(First Published Version)
Version 1.2 16/12/99
More of Weapon Usage is done.
Version 1.3 17/12/99
Finished more of the Weapon Usage and Mission Walkthrough sections.
Version 1.4 18/12/99
Finished more of Weapon Usage, fixed some errors and added some bits.
Version 1.5 20/12/99
Finished Deathmatch Tips.
Version 1.6 22/12/99
More of the Mission Walkthrough is finished.
Version 1.7 27/12/99
Added CONSOLE & PORTABLE VERSIONS section only N64 section has any info though.
Fixed some errors.
Finished more of the Walkthrough off.
Version 1.8 06/01/00
Added controls for the Dreamcast version of Worms Armageddon thanks to Josh
Houdek.
Added some info about the Dreamcast version thanks to David Miller.
Added some stuff, took out some stuff.
Mission Walkthrough 48% complete.
This is a fairly rushed version so please report any errors (no spelling
errors).
Version 1.9 09/01/00
Added INFO for PlayStation version thanks to Audel Ross Almazan.
Added heaps more info for the DC version thanks to David Miller
Version 2.0 27/01/00
Removed all the personal notes in Version History so it's less chunky.
Fixed errors and changed,removed and added small things everywhere.
Mission Walkthrough more than 50% done.
Added WormNET section.
This FAQ can also now be seen at Video Game Strategy at About.com (soon).
Version 2.1 03/02/00
Added 3 more Missions to the Walkthrough.
Fixed errors in Mission Walkthrough mainly in "Chateau Assasin".
Fixed Ninja Rope Techniques.
Moved Worms lingo to the WormNET section and Renamed it WormNET Lingo
Did usual fix errors I spot and general housekeeping.
This FAQ can also now be seen at Absolute Playstation International (soon).
Version 2.2 19/02/00
Reformated lots of sections.
Added PSX controls thanks to Bobby.
Added CGB version info, How to do the "Using Fire Punch" training.
Finished more of the Mission Walkthrough (nearly done, 8 to go)
Version 2.3 05/03/00
Added Game Boy CoLoR version passwords, Automatic Utilities.
Finished more of the Mission Walkthrough (almost done, 4 to go)
Started Cheat Criteria for N64 version.
Version 2.4 18/03/00
Fixed errors and changed, removed and added small things everywhere.
Finished Mission Walkthrough & N64 Cheat Criteria!
Version 2.5 15/05/00
Added Conor Chapman's Quick Reference Chart to the Request Files.
Version 2.6 13/04/01
Changed e-mail address and removed all trailing spaces.
Fixed some errors and changed formatting.
Changed Request File System to Webpage in AOL Members Space.
==================================================================================
==============
1)BASIC STUFF
==================================================================================
==============
-------------------------------------
--------------
i)Controls
-------------------------------------
--------------
______________
|Mouse Controls|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Move Mouse = Scroll Terrain.
Right Click = Bring Weapon Panel Up.
Left Click = Choose Weapon from Weapon Panel.
Confirm Weapons Target (Homing Missile & All Strikes).
Confirm Teleport destination.
If Girder or Girder Starter Kit is selected cycle through girder
orientations.
_________________
|Keyboard Controls|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Left = Move Selected Worm Left.
Set strike to fall diagonally left.
If Girder or Girder Starter Kit is selected cycle through girder
orientations.
Swing left on ropes.
Thrust Left on Jetpack.
Right = Move Selected Worm Right.
Set strike to fall diagonally Right.
If Girder or Girder Starter Kit is selected cycle through girder
orientations.
Swing right on ropes.
Thrust Left on Jetpack.
Up = Decrease length on Ninja Rope.
Thrust up on Jetpack.
Down = Increase length on Ninja Rope.
Space Bar = Use selected weapon-
* Hold to increase strength in weapon firing speed distance on
including but not
Limited to Bazooka, Homing Missile, Grenade, Cluster Bomb,
Banana Bomb,
Holy Hand Grenade & Petrol Bombs.
* On Super Sheep first press sets him of as his Clark Kent
persona the second
press transforms him into Super Sheep a third press robs him
of
his powers.
* First press releases weapon, Second Detonates it. (Sheep &
Moles)
* Confirm Girder Placement.
Enter/Return = Once - Jump. Twice - Jump Backwards.
Drop Weapon from Ninja Rope, Jet Pack ,Bungee Rope & Parachute.
Backspace = Once - Jump upwards. Twice - Backflip
1-5 = Set fuse time on weapons (e.g. grenades)
- + = Set min bounce , Set max bounce respectively.
-------------------------------------
--------------
ii)Techniques (Multi-Player Strategy)
-------------------------------------
--------------
* Remember the Hot Keys for all weapons it's a lot quicker than using the
Weapon
Panel.
* It's easier to drown a worm then to kill it.
* Remembering your worms order and your opponents worms order is very helpful
but don't name
your worms obvious names that go in a certain order.
* Think about were you place your worms after there go trouble spots are
- On the edge of a cliff.
- Were they could be pushed into a mine.
- Below a cliff (Dynamite alert).
- At the edge of a cavern with no border or land on the edge.
- Near or below Oil Drums.
- On a bridge with nothing below it.
* Hide a couple of your worms
* Try to do as much damage as possible without using your go (i.e set off
landmines while on
the ninja rope)
* Learn to use the Ninja Rope.
* You have to break a few eggs to make a omelette (In other words worms can be
spared if in
the process you weaken the opposing team).
* Sheep and Old Women can collect crates.
* Crates, Tool Boxes & Health can explode much like Oil Drums because of
explosions but can't
overheat and explode because of fire like Oil Drums.
* Girders are versatile things (nuff said)
==================================================================================
==============
2)WEAPONS
==================================================================================
==============
-------------------------------------
--------------
i)Weapon Usage (Techniques)
-------------------------------------
--------------
(Note = I didn't write how many times you have to press the hot key
to select the weapon because it depends on what weapons you have.)
Bazooka (F1) Usage: Aim with up and down keys and fire by holding
down the spacebar,
The longer you hold it down the greater the
velocity the round
is shot out of the Bazooka.
Damage: 50 max.
Techniques:
* Bazooka rounds are effected by wind, Good use of this
is vital.
* Bazooka rounds if fired along water can skim across
the water.
Homing Missile (F1) Usage: Set target with left click on mouse and fire the
same way as a
Bazooka.
Damage: 50 max.
Techniques:
* Make sure the missile has a fairly clean path.
* Homing Missiles are aquatic but make sure they don't
go to far
underwater.
Mortar (F1) Usage: Aim like a Bazooka but a single tap of the
spacebar fires it.
Damage: Explosion-20 max. Clusters-30 max.
Techniques:
* Best used by firing at a wall above lots of worms so
the shrapnel
lands on them.
Homing Pigeon (F1) Usage: Target with left click then fire it the same as
a
Mortar.
Damage: 75 max.
Techniques:
* More Intelligent version of the Homing Missile, Its
path doesn't
have to be that clear.
Sheep Launcher (F1) Usage: Aim like a Bazooka then one press of the
spacebar
launches it,
Then press spacebar again to detonate it.
Damage: 75 max.
Techniques:
* Fairly erratic just fire and hope for the best.
* Try to remember how hard the sheep is launched out of
the Bazooka.
Grenade (F2) Usage: Set then bounce with -(low) +(high) then the
fuse
with 1-5 then
throw it the same way you fire a Bazooka (not
wind effected).
Damage: 50 max.
Techniques:
* Make good use of the bounce and time settings on them
.
Cluster Bomb (F2) Usage: Same as Grenade.
Damage: Explosion-20 max. Clusters-30 max.
Techniques:
* After the patch the fire in the hole trick doesn't
work as well.
Banana Bomb (F2) Usage: Same as Grenade.
Damage: Initial Explosion-75 max. Each Banana-75 max.
Techniques:
* If fired in a cavern with a bunch of worms, It can
slaughter the lot.
* Remember it bounces a lot.
Battle Axe (F2) Usage: Stand near a worm and press the Spacebar.
Damage: Halves energy of any worm in contact with the
blade.
Techniques:
* Usually other weapons can inflict more damage then it
but
since it halves the other worms energy if it has 200
hp
you can inflict 100 damage (Do the math).
Shotgun (F3) Usage: Aim with up and down keys and fire by taping the
spacebar.
Damage: 25 max for each shot (2 shots)
Techniques:
* The best use of the shotgun is to knock worms onto
mines.
* You get two shots so try setting up chain reactions
like
shooting Oil Drums or mines into worms.
Handgun (F3) Usage: Same as Shotgun but all bullets fire out from
one tap of the spacebar.
Damage: 5 max for each shot (6 shots)
Techniques:
* Can be effective in knocking worms off cliffs.
Uzi (F3) Usage: Same as Uzi.
Damage: 50 max
Techniques:
* If you shot a worm with this on a flat or sloping
down
surface the
worm will make like tumbleweed and roll, taking other
worms with it.
* Makes perfect size tunnels for throwing grenades and
such through.
Minigun (F3) Usage: Same as Uzi.
Damage: 75 max
Techniques:
* Can blast a bunch of worms off cliffs.
* If a worm is on a thin platform above you stand
directly under it &
fire up then worm will fly like a bird then drop like
a stone so a
lot of fall damage will register.
Long Bow (F3) Usage: Same as Shotgun.
Damage: 15 always for each shot (2 shots)
Techniques:
* You can use this to knock worms off ledges or into
mines.
* Aim so worms bump into other worms and so they all
end
up falling
in the drink on WORMNET I once killed all my
opponents
worms in
one turn.
* Arrows make good platforms.
Fire Punch (F4) Usage: Press spacebar to activate a vertical punch.
Damage: 30 always
Techniques:
* Effective in knocking worms of cliffs.
* It also cuts vertically through terrain.
* If a worm is on a thin platform relatively not that
high
up you can jump and then activate it to get higher
than
usual to punch the other worm..
* If you accidentally fall of a cliff press F4 then
Spacebar
to save your skin you won't roll or receive any fall
damage.
Dragon Ball (F4) Usage: Press spacebar to shot a projectile in the
direction your facing
Damage: 30 always
Techniques:
* Can knock worms off at a lower trajectory than a Fire
Punch.
* Can knock mines further than a Shotgun.
Kamikaze (F4) Usage: Select 1 out of 6 directions then press spacebar
Damage: Final Explosion-50 max Hit by Suicidal Worm-30
always
Techniques:
* Careful use of this can be vital, only use if you
worms energy is
34 at the most.
* Can be used with the laser sight.
Suicide Bomber (F4) Usage: Press Spacebar.
Damage: Initial Explosion-30 max Poison Rate-5 a turn.
Techniques:
* Can't see the point, I would use something else like
sheep or
dynamite really close and it will cause more damage
(see Sheep).
* Best used if you have a fairly weak worm early that's
going to be
picked off soon, the bombing inflicts minimal damage
but sickens
any worms close and above it (Take wind into
account).
Prod (F4) Usage: Face worm and then stand next to it then press
spacebar.
Damage: None
Techniques:
* Good for pushing a well hated worm to its doom.
Dynamite (F5) Usage: Press Spacebar ( Press Enter if on Rope etc.)
Damage: 75 max.
Techniques:
* You can drop this from a rope or from a jetpack.
* Try to use it to fling worms in the air and off
cliffs, To do this
place the dynamite on the opposite side of the worm
the cliff is.
Mine (F5) Usage: Same as Dynamite
Damage: 50 max.
Techniques:
* Use it on frozen worms but Petrol Bombs are more
effective.
* Use them to guard tunnels but make your tunnels zig-
zag to prevent
others hitting the mine down your tunnel at you.
Sheep (F5) Usage: First press lets it loose second press of
spacebar detonates it.
Damage: 75 max.
Techniques:
* These furry friends can collect crates.
* Watch out i've seen them ending up backfiring on the
user.
* Instead of using a Suicide Bomber or Kamikaze just
move your worm
really close to the worms your want to kill then
press
spacebar
twice really quick.
Super Sheep / Usage: First press releases it, Second press of the
spacebar makes it
Aqua Sheep (F5) begin to fly, Third press makes it normal again.
Press left and
right while in flight mode to steer.
Damage: 75 max.
Techniques:
* Be careful in collecting crates, You only have a
minimal amount of
time to collect crates and attack a worm before it
explodes.
* Steer and to blast worms into the water below.
Mole (F5) Usage: First press of the spacebar sets him on his way
second press
begins him digging third press detonates him.
Damage: 30 max.
Techniques:
* Remember the way it jumps up then into the ground and
utilise it.
Air Strike (F6) Usage: Press left or Right to set the direction the
click on the target
Damage: 60 on average.
Techniques:
* Leave this till the end.
* The force of the bomblets can easily make a worm fly
into the drink.
Napalm Strike (F6) Usage: Same as Airstrike.
Damage: 60 on average
Techniques:
* Take wind into account.
* And also take height into account, If the land is
higher up the
napalm is going to have less time to be effected by
wind.
Blow Torch (F7) Usage: Press spacebar to start diggin'
Damage: 15 each time it hits a worm.
Techniques:
* Pressing up and down during the torching or (blowing)
will change the
angle of the torching. Curved or zig-zaged tunnels
can
be very
helpful.
* Remember you can also cause damage with it.
Pneumatic Drill (F7) Usage: Press spacebar to start drillin'
Damage: 15 each time it hits a worm.
Techniques:
* Drill down a bit before an Earthquake in Mission to
prevent falling
of cliffs.
Girder (F7) Usage: Press left or right to cycle change the Girders
angle then move
it with the mouse to where you want to place it
then press the
spacebar.
Damage: N/A
Techniques:
*Worm Bridges & Ramps
*Sheep Bridges & Ramps
*Shelter
*Grenade reflectors
*Gaol Cells
Baseball Bat (F7) Usage: Set Angle with up and down the press spacebar to
batter up
Damage: 30 always + fall damage
Techniques:
* Hit Worms off cliffs or hit them into other worms
near
cliffs to
start a chain reaction.
Girder Starter Kit (F7) Usage: U have more Girders
Damage: N/A
Techniques:
* See Girder
Ninja Rope (F8) Usage: Swing low swing chariot come ta, come ta carry
me
home!
Aim for a object then press the spacebar now use
left and right
to distribute your weight in that direction and
use down to
lengthen the rope and up to shorten the rope
another press of
spacebar will disconnect you from the object but
another press
will send the rope out again using this you can
swing like
Donkey Kong.
Damage: None, with Rope Knocking disabled after the
patch.
Techniques:
* Swing, let go & swing again (nuff said)
* Speeding Up- Press up a little bit before you
disconnect from the
rope, When you reattach you should swing
faster.
* Wall Bounce- Bash your worm against a wall then
disconnect the rope
the second you bounce back, You should
fling yourself
pretty far.
* Flik Around- To get over a obstacle keep swinging
back
and forth
waking your worm against the terrain as
soon as you
start swinging out far enough (and you
are almost
vertical) extend the rope out really
quickly and lean
in the direction of the obstacle, you
should flick
yourself over it.
If you have still have trouble e-mail me for a Roper
Training Pack
(Which basically just contains a lot of terrains to
practice on)
Bungee Rope (F8) Usage: Set then fall of a cliff don't jump.
Damage: Only if you don't use it right.
Techniques:
* Use the key pad to gain momentum or swing.
Parachute (F8) Usage: Press spacebar when falling.
Damage: Only if you don't use it correctly?
Techniques:
* Press up to slow descent press down to quicken
descent.
Teleport (F8) Usage: Point and Click.
Damage: Youre worms arse might be on back to front.
Techniques:
* None dah!
Super Banana Bomb (F9) Usage: First throw it like a Grenade then the next
press
of the
spacebar will disperse the bunch the next press
will detonate
all the banana's.
Damage: Initial Explosion-75 max. Each Banana-75 max.
Techniques:
* Throw it at a bunch of worms then press the spacebar
twice really
fast it should blow them up real good.
Holy Hand Grenade (F9) Usage: Same as Grenade.
Damage: 100 max.
Techniques:
* Just pray to God, Budda, Ala or Elvis.
* Remember it only blows when it's still.
Flamethrower (F9) Usage: Same as Minigun.
Damage: 70 max.
Techniques:
* You can kind of lift the worms up and off cliffs if
you do it right.
Petrol Bomb (F10) Usage: Same as Grenade
Damage: 30 on average.
Techniques:
* Throw it at a Frozen Worm the next turn it will fry
good.
Skunk (F10) Usage: One press of the spacebar will set him on his
way
the second
will set of his gas & the third will explode
him.
Damage: Final Explosion-30 max Poison Rate-5 a turn.
Techniques:
* Dig a tunnel under a group of worms then send it down
the tunnel.
Mad Cow (F11) Usage: Set the amount with the number buttons then let
em rip with
a single tap of the spacebar.
Damage: 75 max.
Techniques:
* Move to the opposite direction during you letting
them
loose to kill
worms on both sides of you.
Old Woman (F11) Usage: Same as Sheep
Damage: 75 max.
Techniques:
* Drop between 2 enemy worms so she isn't miss used.
Freeze (F12) Usage:Space Bar
Damage:N/A
Techniques:
* Can be helpful if you're halfway on a trip to a worm.
* Really if you use this your prolonging the
inevitable.
/ See Petrol Bomb for a sure fire (bad pun!) way to \
\ overcome the invincibility of a worm using this. /
-------------------------------------
--------------
ii)Utilities
-------------------------------------
--------------
________________
|Manual Utilities|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Jetpack * Good for dropping dynamite and such then getting away fast.
Low Gravity * If you've run out of Jetpacks and Ninja Ropes this can be a
saver.
Fast Walk * Helps you travel a grater distance in one turn.
* Good for getting away quick from dropped dynamite.
Laser Target * Helpful if you're a newbie, Most useful with the kamikaze so you
don't
waste a worms life.
Invisibility * Only useful on the net.
___________________
|Automatic Utilities|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Double Turn Time * Increases turn time by two fold.
2x Damage * Increses damage from all weapons apart from Battle Axe.
Crate Shower * Showers about 6 crates on to the terrain, 1 is usually a
Super Weapon.
Crate Spy * Lets you see what is in any crate.
==================================================================================
==============
iii)Super Weapon Descriptions
==================================================================================
==============
Earthquake (F2) * Boom Boom Shake the Room! er terrain? this throws
unsuspecting
worms and objects clear off there perches by an
earthquake.
* Only use if you're inland away from cliffs.
Mail Strike (F6) * It's a wind effected strike & it's bombs are
slightly more
powerful than the ones in a Air Strike.
Mine Strike (F6) * Watch out! its very erratic these mines bounce
everywhere.
* A good idea is to use a Napalm Strike before you
use
it so the
terrain is textured so the mines settle faster.
Mole Squadron (F6) * Digging version of the Air Strike.
Scales of Justice (F8) * Equally distributes out everybody's energy.
Sally (F9) * Cluster version of an Old Woman.
MB Bomb (F9) * Useless (to a degree) wind effected floating
Dynamite.
Ming Vase (F10) * Like a cluster version of Dynamite.
French Sheep Strike (F10) * Best way to describe it is an Air Strike that's
missiles bounce and
give off flames (very funny).
Mikes Carpet Bomb (F10) * Bouncy version of an Air Strike.
Concrete Donkey (F11) * Bounces until it makes a bloody big hole in the
terrain while
squishing worms.
Indian Nuclear Test (F11) * Scare off Pakistan with Fusion of a ground sinking
kind.
* Also poisons all worms much like a skunk, But I
think
the energy loss is slower.
Armageddon (F11) * Bruce Willis obviously didn't end up saving the
planet, Call a
barrage of Meteors or Comets (whatever) onto your
Enemy's worms
and unfortunately yours as well.
Magic Bullet (F12) * Very intelligent version of the Homing Pigeon and
causes more
damage as well. or maybe it's triangular crossfire.
-------------------------------------
--------------
iv)Which Special Weapon Should I Choose?
-------------------------------------
--------------
Choosing which special weapon you want can be a simple as the one your most
skilled with.
But here is the Pros and Cons of each weapon which may help you decide.
This is a Pro /\
This is a Con \/
____________
|Flamethrower|
ЇЇЇЇЇЇЇЇЇЇЇЇ
Amount Given x 1 \/
Delay = One Round /\
Damage = 70 max /\
Other = Can be aimed
while using. /\
_____________
|Homing Pigeon|
ЇЇЇЇЇЇЇЇЇЇЇЇЇ
Amount Given x 2 /\
Delay = Two Rounds \/
Damage = 75 max /\
Other = Homes in doesn't
need much skill. /\
________
|Mad Cows|
ЇЇЇЇЇЇЇЇ
Amount Given x 2 /\
Delay = Two Rounds \/
Damage = 75 max /\
Other = 2 can be released
in 1 go. /\
3 can be released
if you cheat. /\
_________________
|Holy Hand Grenade|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Amount Given x 1 \/
Delay = Four Rounds \/
Damage = 100 max /\
Other = Needs skill with
Grenades. \/
Makes massive
hole in terrain /\
_________
|Old Woman|
ЇЇЇЇЇЇЇЇЇ
Amount Given x 1 \/
Delay = One Round /\
Damage = 75 max /\
Other = Can pick up items. /\
______________
|Sheep Launcher|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Amount Given x 1 \/
Delay = One Round /\
Damage = 75 max /\
Other = Why use this when
you can use a
Super Sheep. \/
Can pick up items. /\
___________
|Super Sheep|
ЇЇЇЇЇЇЇЇЇЇЇ
Amount Given x 1 \/
Delay = Seven Rounds \/
Damage = 75 max /\
Other = Can fly it around. /\
Needs skill. \/
Can pick up items. /\
_________
|Mole Bomb|
ЇЇЇЇЇЇЇЇЇ
Amount Given x 3 /\
Delay = None. /\
Damage = 30 max \/
Other = Bores holes. /\
Looking at these results I think-
Beginners should use Homing Pigeons.
Intermediate players should use Mad Cows.
Advanced players should use Super Sheep.
Ropers should use Holy Hand Grenades.
==================================================================================
==============
3)SINGLE PLAYER
==================================================================================
==============
-------------------------------------
--------------
i)Training Medal Times
-------------------------------------
--------------
Level Bronze Silver Gold
Super Sheep Racing 1:30 2:30 3:30
Rifle Range 1:30 2:00 2:30
Crazy Crates 1:30 3:00 4:30
Artillery Range 1:30 2:30 3:30
Euthanasia 1:30 2:00 2:30
The only training mode people e-mail me about is "Using Fire Punch" so here is
how you do it,
Walk under the crate on the highest platform and backflip, At the highest point
of your jump
Fire Punch & you should collect the crate. Now do the same backflip Punch Combo
on the middle
target then Fire Punch the lowest target.
-------------------------------------
--------------
ii)Mission Walkthrough
-------------------------------------
--------------
Note- Walkthrough is subject to differences in what attempt your at on finishing
a level
________________
|Pumpkin Problems|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
1: Move your worm to the right so it's above the brown patch on the pumpkin, Now
aim with your
Ninja Rope directly below the Oil Drum to the Right and swing up and over to
collect the
crate, Now move so your on the Left side to the worm that was closest to the
crate you
collected and hit him to the right with your Baseball Bat at the lowest
trajectory possible,
He should hit the rightmost mine explode then hit another mine then die.
2: Now stand on the edge of the pumpkin (A crater should be below you) and aim
your Ninja Rope
to the right so you grapple on the leftover vine now swing down and collect
the crate.
_______________________
|Operation Market Garden|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
1: Set a Girder horizontal above you so the tip is adjacent to the Horizontal
petal of the
flower above the watering cans spout, Then move to the right a bit.
2: Move to the left off the edge of the petal you were on now aim a Grenade
almost vertical
but a little to the left and fire at half power.
3: Backflip onto the Girder then now go to the nook where the flower meets the
watering can on
the opposite side of the flower, Then fire a Grenade Minimum bounce between
the two worms to
the right of you.
4: Fire down at the stem to the left of you where it meets the flower with the
Shotgun, then
go through the hole onto the flower to the left of you and fire at the worm
to
the far left
of you so they fall in the water.
5: If the worm you shot before is still alive shoot him again otherwise throw a
Grenade
Diagonally up and to the right at half power.
6: If the worm below you isn't dead throw a grenade 5 second fuse down at him
lightly.
________________________
|All Quiet in the Library|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
1: Move to the right, A little past the worm to your right, Now face left and
let
loose with a
Uzi at him if you did it right he will roll down the book and take another
worm with him.
2: Bazooka the Captain close to you
3: Bazooka between the Field Soldier and the Grenadier or at either of them.
4: Do the same as step 3
5: Go right until you get to the Field Soldier then stand just to the left of
him
and hit him
with the Baseball Bat so he goes into the drink.
6: Use anything you've got on any remaining worm
* Repeat step 6 till you win a Nuke comes after this step then a Earthquake
after
step 8
___________
|Cool as Ice|
ЇЇЇЇЇЇЇЇЇЇЇ
1: Walk right until you fall of the edge of a cliff to collect your third crate
now turn on your
jetpack and fly right but don't collect the crates above the enemy apart from
the rightmost
one that has a Mortar that might come in handy now fly over Santa's Sleigh
and
collect all
the crates left, now fire a Homing Missile targeted at the middle crate above
the enemy
fire it full power directly up.
2: If the enemy isn't dead do a fly by bombing using dynamite or shot another
Homing Missile.
_________________
|Do the Locomotion|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
1: Go right and climb the cliff, Now blowtorch through the tree, retreat back
into tunnel.
2: Backflip onto the tree to get the crate, Now place the girder diagonally so
you can climb
onto the trains roof, Now climb up the girder as much as you can.
3: Backflip onto the train then keep on jumping right, To avoid the mine stand
on
the tip of
the trains horn then jump across try to make it down to the utility crate use
a bungee cord
if needed but it can get you in trouble.
4: If you haven't collected the crate collect it now use the jetpack to collect
the red flashing
crate.
_________________
|Sand in your eyes|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
1: Tab to your 3rd worm (The one on the palm tree) now move left till you get to
the highest
part in the camel's hump now shoot an arrow to the left, Now backflip up the
arrow onto the
camel's head from here shoot the Field Soldier in the head he should hit the
mine, Retreat
back to the arrow in the camel's neck.
2: Tab to your 1st worm (The far left one) and place a girder parallel to the
palm left leaf
so it's diagonal remember your using this as a grapple for the Ninja Rope.
3: Tab to your 1st worm and scale the palm to get the crate now Dragon Punch the
worm that is
close into the water.
4: Sit on the edge of the scorched earth and use your Flamethrower to get the
Special Agent into
the pit.
5: Collect the crate near you then Bazooka the Field Soldier.
6: Tab to your 2nd worm (The one under the tower) and fire a Bazooka or a
Grenade
into the pit
sending the Special Agent into the drink.
7: Go collect the red flashing Crate use a Ninja Rope if needed then
Flamethrower
any worms left
8: Kill any leftover worms.
_________________________
|Not Mushroom out there...|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
1: Swing yourself on top of the mushroom using a Ninja Rope (it's very tricky)
now collect the
and move right enough so you can build a bridge over the mines on the next
mushroom, don't
block the crate on the little mushroom right of the mine mushroom
2: Go over the bridge and collect the crate on the little mushroom then teleport
over to the
red flashing crate.
________
|Big Shot|
ЇЇЇЇЇЇЇЇ
1: Go right and climb the cliff to get to the crate now go left back to the
middle of the light
blue are of the mushroom now jump left then backflip up the mushroom no stand
on the highest
part of this mushroom and fire an arrow at the worms head to the left of you
he should hit
the mine and fly over your head. Now stand on the left edge of the crater and
look down and
fire a arrow at the Sentry, Now retreat to the right, If you did it right the
Sentry will
now kill the Guard with an Uzi.
2: Shot the Sentry to more times with the Bow.
3: Use your Ninja Rope to get on top of the Frog (watch out for the mines) and
shot the worm up
there with an Uzi.
4: Finish him off with anything.
______________
|Water Surprise|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Note-This level is the hardest level to explain how to do it but if you take
advantage of
that the highest angle you can shoot an arrow is 45є, It became a lot easier
so I got
out my 45 degree set square I use in Tech. Drawing and trigged away, Here is
a
small ASCII
drawing of where all the shoots are fired from on top of the louvre, note t
means Tree.
Louvre Diagram Note= In all positions the worm is facing
right and the
-------------- worms belly is it's lowest point
while
on a slope.
____A A= Stand so the light blue triangle points to
the crease in
/ |\ worms tail.
/____|_\B B= Stand so the worms belly is just touching
the horizontal
/ | \ thin dark blue line.
ttt/______|___\C C= Stand so the worms belly is just touching
the horizontal
tttttttttt \ thin dark blue line.
tttttttttttt \D D= Stand so the worms tail is flat and it's
belly is on the
ttttttttttttttttttttt edge of the lightest green area of the
tree.
1: Move to point B and fire horizontally with the Long Bow. Then move to point
A
and fire at
the highest trajectory then quickly jump to the left and huddle against the
tree.
2: Move to point C and fire at the highest trajectory then go to point D and
fire the same way.
Your worm will die and set off both mines.
3: Move to point D and fire at the highest trajectory twice.
4: Backflip up the arrows in the Eiffel Tower now stand on the little bit
jutting out almost
at the top, now place the girder diagonal NNW in direction, Then quickly
face
the Eiffel
Tower and backflip then move a little up the girder then back flip to get
the
crate.
5: Now, Get onto the Girder and stand on the tip now let go of the sheep make
him fly over and
under the Arc de Triumph into the water and fly him into the enemy worm,
Don't worry you
don't have to be to accurate any little touch from the explosion will make
him swim.
_____________
|Jurassic Worm|
ЇЇЇЇЇЇЇЇЇЇЇЇЇ
1: Swing up from one Diplodocuses neck to another with a Ninja Rope until your
attached to the
left ones head now swing over and collect the crate now release the Mole to
the left and
press the spacebar when it's between the 1st and 2nd mines if it isn't going
to hit the
captain when it's close to him press the spacebar again.
2: Swing up like before then use another mole or climb down the moles hole and
put a mine next
to the captain if he dies they will all surrender and you'll win.
________________
|Chemical Warfare|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
1: Go right and use a Parachute to drop of the saucepan's handle, Watch out
though the wind is
usually pretty strong then Dragon Ball the Worm down there into the water,
Then backflip onto
the saltshaker.
2: Uzi the Mine of the top of the bottle you should probably hit the Major as
well.
3: Go to the left of the Field Soldier and fire up at him with a Uzi he should
fall and land on
mine.
4: Use a Ninja Rope to flip over the Poison Gas Tank then Mini-gun the Field
Soldier
5: Flip over back to where you were before then stand next to the bottle that
used to have the
mine on it and Backflip and release a Skunk.
6: Now for the rest of the turns Poison the Majors with Skunks then Shoot them
with Shotgun's
when they get down to 1, And blast the rest of the Field Soldiers with Uzi's
_____________
|No Substitute|
ЇЇЇЇЇЇЇЇЇЇЇЇЇ
1: From the tip of the gun using a Shotgun fire at the crate don't worry you
won't kill it,
Now collect the crate and backflip onto the Icebreaker (Saw thing) then fire
across at the
Field Soldier
2: Bazooka the Major, Aim just a little behind him.
3: Aim a Homing Missile at the Field Soldier on top of the Palm but fire it up
and to the left
at 2/3 power, He should fall in the drink.
4: Put a Holy Hand Grenade near Artillery then pray n' run.
5: Use Bazooka's and Grenades to kill anything standing or use a Girder to get a
higher vantage
point (repeat till you win).
______________________________
|Who left the flood gates open?|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
1: Shoot directly up at the Secret Agent using a Shotgun, You won't reach him
though then get
up onto the top brown box and shoot at the Field Soldier you also won't get
through to him.
2: Shoot directly up again at the Secret Agent with a Shotgun now walk through
the hole you and
the Field Soldier made and shoot him.
3: Place a Girder Diagonally so you can get up onto the brown cable so you can
get to the top
right corner but don't climb up more than 1/3 of it yet.
4: Climb up the Girder and onto the brown cable and shoot at the Field Soldier
across from you
with a Bazooka now retreat to the top right.
Now for the rest of your turns try to do these certain tasks:
* Mini Gun a tunnel into the top right corner.
* Kill the Secret Agent close to you.
* Create a shelter.
* Keep the Homing Missile for the end then Lock it on the remaining worm stand
on
the edge
of the land then tap the spacebar (Warning: Only do this if the enemy worm
only
has a thin
piece of land between him and the water.
__________________________
|Super Sheep to the Rescue!|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
European Version- 1: Kill you and the worm next to you with the Super Sheep.
American Version- 1: Collect the red flashing crate with the Super Sheep
2: Kill the other worm with the weapon you get.
_________
|Hot Stuff|
ЇЇЇЇЇЇЇЇЇ
1: Quickly collect the crate to the left of you then quickly travel right
speeding up the
process by roping along the bottom of the pipe to get to the Utility crate,
But never I mean
never set of the mine next to it, Now put a Holy Hand Grenade next to the
worm
close by but
don't bother running away, The reason why? A HHG and a Damagex2 crate used
together create
one mother whopping explosion that will make a crater the size of the Grand
Canyon
2: Now for the rest of the turns try to get the two remaining worms into the
drink using
Fire Punches, Dragon Balls, Dynamite and a Air Strike maybe.
________________________
|Trouble on Mount Wormore|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
1: Jump across to the other tree then backflip up it, Now stand on your other
worms head & jump
to get the crate then get back up on your other worms head and flick yourself
up onto the
mountain using the Ninja Rope jump some mines and Uzi a Sentry if you still
have time.
2: Get your other worm on top of the mountain using a Ninja Rope then collect
the
Utility crate
there and Uzi a Sentry.
3: Collect the Health crate then try to Uzi a Sentry into a mine.
4: Use the Low Gravity and scale the Welcome sign using backflips, now collect
the crates up
there and Uzi the Guard if you do it perfectly you can get 50 out oof him and
kill him.
5: Blowtorch into the sign to get to the General.
6: Place Dynamite near him.
7: If that didn't work Uzi him.
________________
|Chateau Assassin|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
1: Stack your first two worms up under the Oil Drum so your third worm can
backflip onto the
others then onto the Oil Drum then get the Crate, You can do this and collect
the crate on
this turn if you use the Worm Select.
2: Tuck this worm into the nook under the Oil Drum
3: Stand you worm below the Oil Drum and the use a Short NEE Girder to crate a
roof, Make sure
you create a seal between the girder and the Chateau.
4: Stand on the Oil Drum then place a Long NNE Girder so its bottom edge is
touching the top
right edge of the Oil Drum.
5: Worm select to your third worm then Handgun the Mine across from the top edge
of the Girder
you just placed.
6: Worm select to your third worm again then jump across to the next roof then
backflip up the
next roof to collect the crates now place a long Horizontal Girder
7: Worm select to your third worm again then jump onto the Girder you just
placed
now walk over
it and make your way to collect the crates now Hangun the Mine across from
you
on the tallest
spire of the Chateau.
8: Skip Go
9: Hide in the same corner the other worm is.
10:Place a Long Horizontal Girder so it's leftmost tip touches the the tip of
the
highest spire
of the Chateau.
11:Skip Go
12:Skip Go
13:Jump across to the tallest spire the backflip up to the Girder you just
placed
then stand on
edge of it now select Parachute then jump then press spacebar now hold Up and
Right until
your directly above the Major now just press Down (Watch out for the Mine!)
now Fire Punch
him to the right.
14:Jump of the edge of the tree so you hit the mine next to the General or take
him with you.
____________________
|Rescue Agent Dennis!|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
1: Collect the crate to your left then walk to the right until you cannot walk
any more then
face left and let go of the Old Woman (or Boomin Granny if u know the
Beasties
shit)
2: Walk to the right so that you have a clear shot into the corridor in the E
fire your Ninja
Rope in there then drop down and put Dynamite near the General and Assassin
then retreat into
the corridor in the E by pressing up on the rope.
3: Retreat further into the corridor then Napalm Strike the 2 worms above you.
4: From the Dead End of the E corridor Blowtorch diagonally down and to the
left.
5: Send a Skunk up the tunnel you made to poison the Major that's probably still
alive above
you if he isn't up there just Skip Go.
6: If the Major has finally hacked down into the E to you climb up the crater
and
Bazooka him
if not just Skip Go.
7: Drill down a little bit (for like 3/4 of a second).
8: Collect any Health Crates in your immediate vicinity then retreat back to
your
drilled hole.
* If the old 5.0 on the Richter Scale didn't kill them use your Banana Bomb so
it
rains Bananas
on them or use your Homing Missile.
__________
|Horny Nuke|
ЇЇЇЇЇЇЇЇЇЇ
1: Drop down and collect the crate below you then Rope and collect all the
crates
on or below
the blue tentacle then retreat below the tentacle and wait for the timer to
run out.
2: Rope up and across to the far left crate collecting all Crates and Health on
the way then
walk to the right and Drill between the Purple and Teal tentacles to collect
the Indian
Nuclear Strike press spacebar again after collecting the crate to stop
drilling.
3: Rope up to the Guard that should have 125 health now and stand to the left of
him then let
her rip with the Uzi on him.
4: Roll grenade on the Guard you just Oozed
5: Rope across to the to crates that have teleported in on the other side of the
terrain then
rope back using the same Ninja Rope to the Artillery on the Puke Yellow
Tentacle and Uzi him
to the left so he falls down with the other worms.
6: Rope so your dangling down near the three worms down and to the left that let
go of a HHG
then retreat back onto the Puke Yellow Tentacle.
7: Throw (very lightly) a Banana Bomb down with the worms you just HHG'ed.
8: Use Indian Nuclear Test (go for high ground before you use it)
9: Uzi a Sniper into the drink.
10:If they've made a hole Uzi the Guard and Co. if not throw a Grenade over at
them.
* Finish off any other Worms.
______________________
|Rumble in the Farmyard|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
1: Walk to the left jumping the mine from the Hay till you get to the edge of
the
first wooden
bit (The carts edge not it's handle and Zooka the Field Soldier then jump.
2: Hopefully your second worm is alive, Now this is hard go to where the last
worm Zook'd the
Field Soldier and aim a Ninja Rope at the mine on the pitch forks handle now
flick up and
over to the Wells roof then collect the crate up there then Fire Punch the
worm up there to
the right.
3: Shoot the Mine of the top of the Pitchfork's handle with a Shotty now use
your
next shot for
Field Soldier down with you.
4: Using the left spearhead thing on the roof of the Well as a base abseil down
to the crate
then press up so your back on the roof then stand left of the right spearhead
and Blowtorch
down so you make a hole down through to the Captain and fall down into the
captains den.
5: Shoot both of the Field Soldiers you'll probably have to climb over some
stuff.
6: Get the Health crate then put a Grenade near the Captain.
7: Bazooka the Field Soldier.
8: Put Dynamite in the bottom left corner of the Captains Den.
9: Shotgun the two worms down with you.
10:The Captain should be standing on a grass patch Fire Punch him into the
water.
* Finish any other worms off.
_____________
|Wooden Ambush|
ЇЇЇЇЇЇЇЇЇЇЇЇЇ
Here are just some hints on how to complete this level because every time I
tried
to write a
walkthrough for it, It was flawed.
* Whats in the crates?
In order from left to right at the start-
2x Petrol Bomb > 3x Cluster Bomb > 1x Sheep > 3x Shotgun > 3x Motar > 1x
Teleport
Appears in about turn 3 NW of the Pumpkin- 1x Flamethrower
Appears in about turn 6 Far North of the Pumpkin- 2x Old Woman
* Take the Boomin Granny for a walk on the right side, The way the branches
above
the 2 worms on
the right are designed a Old Woman can easily zig-zag down into there cavern.
* Drown the ones on the left with a Grenade or Sheep but be careful not to drown
yourself.
* Shot of mines guarding crates with your Handgun.
* If you set of a mine while using a Jetpack get out of there quick.
___________
|Go Bananas!|
ЇЇЇЇЇЇЇЇЇЇЇ
1: Backflip onto the high Grapes then walk to the end of the Grape stem, Now
walk
off after you
equipped the Bungee Cord, Now detach from the Bungee Cord and Bazooka the
Sentry on the Pear
stem.
2: Tab to your 1st worm, Then stand on what's left of the Pear stalk and Bazooka
the bottom of
the Apple Leaf.
3: Don't Tab to your 1st Worm then make your way to the Banana Bungee Jumping
like before then
Blowtorch horizontally through the Banana.
4: Tab to your worm in the Banana now Place a Grenade at the dead end of your
tunnel using
a 5 second fuse and a tap of the spacebar, retreat like hell!!.
5: Tab to your worm in the Banana then jump then mine, Now if the Wind isn't
Gailforce blowing
right stand on the Captains Head then jump of and Parachute to the Crate. If
it is Gail force
blowing to the right Handgun the Captain into the mine, then jump down using
Low Gravity
next turn.
_____________
|The Drop Zone|
ЇЇЇЇЇЇЇЇЇЇЇЇЇ
The wind changes the outcome too much so I will just give the basic gist of how
to complete it:
* Tabbing to your rightmost worm always, Parachute down to the Enemy worms and
Suicide Bomb them
so they fly of there perch.
* If the wind is Gailforce blowing to the left always give priority to the
leftmost worm.
* Fire Punching the rightmost worm to the left will take out the worm to the
left
of it.
________________________
|Countdown to Armageddon!|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
1: Throw a 5 sec Grenade at the Artillery to do this bounce it against the wall
to the right of
him it should land near him and weaken him.
2: Finish him off with a Uzi.
3: Ninja Rope to the Crate with the Girder Starter Pack, only use a max of 2
ropes.
4: Ninja Rope up to the Mayor and Prod him to the left.
5: Fill the Mayors hole with the Girder Starter Pack be more economical by
making
spaces.
6: Place a Girder above the hole.
7: Place a Girder above the hole.
8: Hope for the best!
_________
|Mars Star|
ЇЇЇЇЇЇЇЇЇ
1: Use the Girder Starter Pack to make bridges for the sheepie place them like
this:
i) A NE Long Girder, Line up the Bottom Left edge so that its
horizontally
in line with
your worms butt and vertically in line with the highest tip of the
Octopus's head.
ii) A Horizontal Girder, Adjacent to the ledge after the Green Pod.
iii) A NEE Short Girder, Placed as an extension of the last girder so it
has
a little ramp
at the end of it.
iv&v) Set out in the same orientation as ii&iii but place it adjacent to the
purple pod but
leave a small gap between the first girder and the purple pod, It
might
be an idea to
place the smaller girder first.
2: Let the fluffy one loose and detonate the sheep just after it lands after it
jumps off the
light yellow pod.
________
|Mad Cows|
ЇЇЇЇЇЇЇЇ
This plays more like a Death Match game so here are some hints and tips:
* The Crate that appears on the tail of the left cow on your third turn contains
1x Mad Cow.
* Because of the tight time restrictions of this mission you must move quickly,
All the utility
crates contain Double Turn Time's which are very useful.
* Dynamite placed on the left side of the worm on the head of the cow chewing
cud
will kill it
indefinitely
* Letting loose with a Uzi on the worm on the far right so it lands near the
mine
will kill it
indefinitely.
* I'm sure more crates containing Mad Cows fall down
____________________
|Bazooka on the Rocks|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Like Mad Cows this is a level of pure skill, so here is:
* You have to make a Bridge from the Wildebeest to the cliffs, It's hard because
of the
sensitivity there, If you succeed run like hell so it doesn't get destroyed by
a Bazooka
Round.
* After making the bridge just negotiate the terrain and kill al the worms.
* If your bridge ends up blown up and you end up in a big canyon dig through the
rock face using
Bazooka rounds from a distance it takes a while though.
* You can either do two things with your worm in the far bottom right corner, 1:
make him commit
suicide or 2: Dig through the rock face using Bazooka rounds from a fair
distance away, I
would do 1 cause 2 takes too long.
____________
|Stolen Goods|
ЇЇЇЇЇЇЇЇЇЇЇЇ
1: Stand on the edge of the E, now face left select Ninja Rope then press Enter
twice fast then
when you drop down a little press spacebar, You should grapple on to the top
of the E now
abseil down into the bottom gap in the E, Now place a Girder so it creates a
shelter for your
other worm.
2: Abseil down like before then Skip Go.
3: Blow Torch horizontally into the bottom gap of the S, Stand a little back
from
the edge so
your other worm can fit through to Blow Torch next turn.
4: Walk right up against the wall in the bottom hole of the S then Blow Torch
into the hollow
of the O to get the Homing Missile.
5: Back track to the edge of the E, Then target the Homing Missile on to the
worm
standing on
the other worms head and fire almost vertically.
6: Blow torch in to the hollow in the R.
7: Walk to the left until you get to the hollow in the O and Place a Long
Horizontal Girder so
that so the bottom of the P touches the left end of the Girder and the bottom
of the R
touches the right end of the Girder.
8: Blowtorch down onto the Girder.
9: Drop down with the other worm and fire your Shotgun at the left wall so that
the bottom of
the crater just takes a little out of the Girder & then just fire up or wait
for your turn to
pass.
10:Stand up against the left edge of the crater and Blowtorch up.
11:Place a small Girder connecting your tunnel to the O, Place a Small NNW for
best results.
12:Blowtorch into the O to get the Sheep Strike.
13:Launch Sheep Strike onto Enemies.
* If you haven't won yet, Get to the other crate using your remaining Blowtorch
and Shotgun
shells then use the Carpet Bomb on the living worms, If that doesn't work use
your Uzi.
_______________
|Sinking Ice Cap|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
1: Jump up to the right so you can use the Ninja Rope to grapple onto the roof
now swing down to
the worm near the bunny, and stand to the left of him now blowtorch NE but
after you hit him
twice change your direction so your blowtorching horizontally.
2: Use your Ninja Rope to get on the roof and blowtorch into the roof hitting
the
worm up there
twice as you do it.
3: Rope to the tree's top and Freeze.
4: Jump off the tree, but choose Ninja Rope before you do it so you can grapple
onto the tree
stump to the left in mid flight, now blowtorch SWW by changing direction.
5: Blowtorch into the Assassin to the left of you.
6: Now kill the last Assassin with your Blowtorch (Remember: You don't have to
survive if you
are not a yank)
__________________
|Aim Long, Aim True|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Here's some tips, Because this Mission relies on Grenade skills to much to make
a
Walkthrough.
* First turn use a Girder Starter Pack and place the Girder's like so:
i) A NNE Long Girder between the Red Robot your standing on and the Blue
Robot to the right
of you, Place it so you can't fall down on to the mines.
ii) A NW Short Girder, Place it so you can't get blown into the drink.
iii) A NNE Short Girder to the right of the worm closest to you, Place it so
it creates a
funnel to the worm.
iv) A NE Short Girder to the right of the worm on the Red Oil Drum blocking
the gap to the
right of it.
v) A NNW Long Girder to the left of the worm on the shoulder of the right
Blue Robot,
place it so it funnels much like Girder No.3 (Just mirrored)
* Use 5 second Grenades the way you have created the funnel layout it should
work
really well.
* It's hard to desribe but to get the hard to get Worm, But make a Halfpipe with
the other
Girder Strater Pack if you throw a 5 second Grenade it will roll down & damage
him.
_______________
|Goody Two-Shoes|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
1: Collect the Crate then Blowtorch NW through the Blue Shoe.
2: Blowtorch NW.
3: Blowtorch into the Worm to the left of you but make sure you finish it of at
least horizontal
if you finish it off facing downwards you won't be able to get out.
4: Release the Aqua Sheep up and out of your tunnel then fly it over to collect
crates then
attack a worm.
Here is what's in the crates-
On Red Shoe- 1x Airstrike
On Green Shoe- 2x Baseball bat
On Shoe Box from left to Right-
5x Mortar > 4x Cluster Bomb > 2x Girder > 9x Grenade > 3x Ninja rope
From now on I'm using tips because it depends on what crates you got:
* If you got Girder's but no Ropes you can use them to negotiate the terrain.
* But Girder's can also be used for shelter.
* The Airstrike can kill both worms on the green shoe if you face it left and
place it between
them.
* Use Ninja Ropes to negotiate the terrain then Baseball Bat or Fire Punch them
off.
____________________
|Trouble in Toy Store|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
1: Jump from the Bandaged Bear's Ear to the Trike (You won't take any damage)
Now
place a NEE
Long Girder bridging the Trike's handle Bars and the A Block (Like all
important Girders
don't get too close so it doesn't get blown up.
2: From were your standing place A NNW Long Girder Bridging the A Block and the
Teddy's Ear.
3: Walk all the way to the other Teddy's head and collect the Health Crate the
place a Grenade
to the left of the Captain by facing downward using a 5 second Grenade then
just tapping the
Spacebar, retreat quickly.
4: Uzi the Captain.
5: Collect the crate near you then walk to the 2nd Girder you placed and Uzi the
Sniper.
6: Collect the Health close by then collect the Crate and Health on the A Block
then go back to
the Teddy's head and Mail Strike the Artillery and Grenadier(take the wind
into account) it
should kill them if not Mail Strike them later.
7: Walk down into the Cave between the Bandaged Bear and the Trike and stand on
the Bear's arm
and Uzi into the Assassin's Den.
8: Uzi the Sniper or Captain only if there are other enemy worms alive apart
from
the Assassin.
9: Skip Go.
10:Uzi into the Assassin's Den.
11:Skip Go.
12:Uzi any remaining worms.
* Now kill the Assassin with any weapon you choose then finish any alive worms
off with Mail
Strikes and such.
__________________
|Spectral Recovery?|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
1: Blowtorch left.
2: Collect the Utility then Blowtorch SE from the lowest possible point.
3: Blowtorch left.
4: Blowtorch SW.
5: Shotgun twice to the left.
6: Blowtorch SE so you burn through the text ZX SPECTRUM do this by standing a
little to the
right of M, after tunnelling the word SINCLAIR should run above you parallel
to your tunnel.
7: Blowtorch left to your freedom.
8: Blowtorch SE and drop down into the cave to get the crate.
9: Place a Small Horizontal Girder so it extends your tunnel.
10:Skip Go.
11:Collect the Tapes in the Crate.
-------------------------------------
--------------
iii)Deathmatch Tips
-------------------------------------
--------------
* Play a Darksided (Defensive Game) the computers teams are dumb and youll win
in the end.
* Keep all your Strikes for the end.
* Remember "tis easier for thou to drown a foe, then thou having to use all of
oneselves vigour
to kill a foe"
* Remember you usually are playing against two teams make them kill each other.
-------------------------------------
--------------
iv)Cheat Criteria
-------------------------------------
--------------
______________
|Mission Earned|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Earned if you finish that mission.
-
Cool as Ice- Laser Sight
Big Shot- Jet Pack
Who left the flood gates open?- Fast Walk
Trouble on Mount Wormore- Invisibility
Rumble in the farmyard- Low Gravity
Mars Star- Indestructible Landscapes
Spectral Recovery- Super Banana Bomb
_______________
|Training Earned|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Earned if you get gold in that Training mode.
-
Basic Training- Blood Mode
Super Sheep Racing- Aqua Sheep
Crazy Crates- Sheep Heaven
Rifle Range- Shotgun (upgrade)
Artillery- Grenade (upgrade)
Euthanasia- Longbow (upgrade)
_____
|Other|
ЇЇЇЇЇ
Invincible Worms- Get Elite Ranking in Deathmatch mode
Full Wormage- Gold in all Training Modes
Gold in all Missions
Elite Ranking in Deathmatch
==================================================================================
==============
4)WormNET
==================================================================================
==============
-------------------------------------
--------------
i)WormNET Information
-------------------------------------
--------------
All INFO from this section has been directly converted from the WormNET
Information FAQ
accessible after the Patch. Some of this INFO is out of date since, their is
no
ranking system
on WormET anymore.
RANKINGS
All players are ranked according to their points in the WormsLeague channels
(WormsLeagueAM and
WormsLeaguePRO). Both of these channels share the same results and it is split
into two to
ensure that lower-skill players do not get "picked off" by higher skilled
players.
As soon as you have a star in your rank you may play games in the PRO channel
and
when you have
2 stars or more, you cannot compete in the AM channel.
As you win matches (and points) then you proceed to go up in rank, of which
there
are 12;
Beginner is the lowest rank (0 points), being a small bronze arrow, ELLTE is the
highest rank
(250 points) which is three stars.
Your rank may fall as well as rise,ranks are automatically calculated by the
system. Higher
ranks are harder to achieve than the first few ranks.
When you reach the mighty status of ELITE rank, you can then compete in the
separate ELITELEAGUE
with the best of the best! Elite players also get a very special blue flaming
power-bar!
Note: Scores in the ELITE,ROPE,BnG or Team17 leagues do NOT count towards you
rank, just the
games in the WormsLeagueAM and WormsLeaguePRO channels.
Team17 may, from time to time, open up new completion channels (as demonstrated
recently with
BnG and Team17 Leagues).
SCORING SYSTEM
The first important thing to note is that competing in the WormsLeage "costs" 5
points each time
you play. This is automatically deducted from your score upon starting the game.
(This is to
prevent people from dropping their connection if losing, since points are given
back after the
game, even if you lose.)
You score more points for beating a higher-ranked player and less for beating a
lower-ranked
player.
You get points back for losing but finishing the game. The tougher the opponent,
the more points
you get back (to a maximum of 4).
E.G A Player has 10 points, it costs 5 to play. He wins the game and is given 11
points, making
a new total of 16.
E.G A Player has 50 points, it costs 5 to play, leaving him with 45 points, He
loses the game,
but is given 2 points,making a new total of 47 points.
LEAGUES
WormsLeague
Made up of channels WormsLeagueAM and WormsLeaguePRO. Both channels contribute
towards your
WormNET ranking and it is split into two leagues to give beginners a more
reasonable chance of
playing similar skilled players at the outset. When you have at least 1 star in
your rank, you
may play in the PRO channel. When you have 2 stars or more, you can no longer
compete in the
AM channel. ELITE ranked players can continue to play in the PRO channel.
EliteLeague
This is a separate league for the best of the best! Only Elite players may HOST
or JOIN in this
channel. Elite players can be spotted in other games by there incredible power
bar!
RopeLeague
A special league for rope players, in which anyone may play. If you find it
tough, get
practising on CRAZY CRATES. This league uses the HORNY landscape and you'll need
to be an
excellent roper to compete with the best.
BnG League
This league is a game based on skill, using mainly Bazookas and Grenades. It
features no special
weapons, a random terrain and teleport in. This league is reset monthly (around
the 17th) and
the winner gets a special flaming RED power-bar and an entry in the WA Hall of
Fame on the
website.
Team17League
This league is a "shopping" game based on collecting the crates that drop each
turn. You start
with limited and 5 ropes. The emphasis of this league is fun and less skill, so
everyone stands
a chance of winning games.This league is reset monthly (around the 17th) and the
1inner gets a
special flaming RED power-bar and an entry in the WA Hall of Fame on the
website.It will be
reset monthly, along with the BnG league on the 17th.
OTHER CHANNELS
PartyTime
An open channel for games with 2-6 teams. The host may select the teams,
landscape and game /
weapons options you use. Games in this channel feature no
rope "knocking"/"sliding" and no blood
fx.
AnythingGoes
An open channel for games with 2-6 teams. The host may select the teams,
landscape and game /
weapons options you use. Games in this channel allow rope "knocking"/"sliding"
and have blood
fx when worms lose energy.
WormTalk
An open channel for chat only. Anyone may join. Team17 may decide to hold
conferences in here!
MISCELLANEOUS INFORMATION
Ranking Points
The breakdown of points to get to a certain rank is as follows:
Beginner 0
Rookie 5
Amateur 12
Private 20
Corporal 35
Sergeant 55
Veteran 85
General 110
Commander 140
Major 180
Field Marshall 215
Elite 250
Additional Servers
Because WormNET uses IRC protocols, It's resonably easy for us to add additional
servers should
the system experience a lot of traffic. All data logging is still done in the
UK,
but additional
servers will carry the chat text.
HostingProblems
Please note that it is currently IMPOSSIBLE to successfully HOST games if your
internet
connection is protected by a proxy server (or firewall). The reason for this is
that your I.P.
address cannot be successfully negotaited and other players cannot 'see' it
properly, which
means they cannot join your game. You can, however join other games without
problem.
If you experience problems HOSTING games and can successfully JOIN games without
problem, then
please check your internet connection as it's likely that this is causing the
problem.
-------------------------------------
--------------
ii)WormNET Strategy
-------------------------------------
--------------
*Remember the closest 1 Player games to what you'll experience on WormNET are
Deathmatch Games.
*Learn to Rope really well it will help you a lot.
*Keep the strikes and Homing Missiles for last.
*Chat a lot but don't be a Spammer, Seeing that Phone Ring can put others off so
submit what
your saying at a crucial moment.
-------------------------------------
--------------
iii)WormNET Lingo
-------------------------------------
--------------
In the chat function on WormNET you'll see some pretty weird shit heres what it
all means
___________________
|Person Descriptions|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Lamer Sad case.
Newbie Unexperienced or new player.
Roper Someone who's good on the Ninja Rope and uses it heavily while playing
worms.
Wormer Someone who would rather blow up Pink Annelids then do normal stuff.
__________
|Game Types|
ЇЇЇЇЇЇЇЇЇЇ
B&G A game in which skills using Bazooka's and Grenades are more important
then roping
and other skills.
Roper A Game which relies on prowess with the Ninja Rope.
_______________
|Moods,Faces etc|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
:) Your happy.
:( Your Sad.
:o Impressed.
:p Taunt.
;) Winking at someone.
>:) Your Evil.
|This FAQ is best Viewed with Worpad full screen at 800x600 resolution using|
|Courier New 10pt and is best Printed with Worpad using Courier New 7pt. |
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
__ __
\ \ / /__ _ __ _ __ ___ ___ _
\ \ /\ / / _ \| '__| '_ ` _ \/ __| (_)
\ ` ` / (_) | | | | | | | \__ \ _
\_/\_/ \___/|_| |_| |_| |_|___/ (_)
_ _ _
/ \ _ __ _ __ ___ __ _ __ _ ___ __| | __| | ___ _ __
/ _ \ | '__| '_ ` _ \ / _` |/ _` |/ _ \/ _` |/ _` |/ _ \| '_ \
/ \| | | | | | | | (_| | (_| | __/ (_| | (_| | (_) | | | |
/_/ЇЇЇ\_\_| |_| |_| |_|\__,_|\__, |\___|\__,_|\__,_|\___/|_| |_|
|___/
F A Q / S T R A T E G Y G U I D E
V e r s i o n 2 . 6
Written By AstroBlue (astroboy_blue@yahoo.com)
**********************************************************************************
**************
Worms is one of the best strategy games around, The reason why? cuteness,humour
and the ability
to not taking itself too seriously. I've loved worms ever since the first WORMS
came out on
SNES, but W:A and W2 are much better and the sprites are less shitty looking.
F I L E S -
I have created a wide range of User Files for use with the PC version.
Conor Chapman has also contributed the Quick Reference Chart.
If you want any of the following files go to:
http://members.aol.com/astroboyblue/downloads.html
* Roper Training Pack 9KB 4 Terrains & a Settings Scheme File, to practice
roping with.
* Flag Pack 4KB 8 custom made Flags.
* Grave Pack 11KB 16 custom made Graves.
* Weapon Shortcuts 61KB A Printable Quick Reference Chart in Rich Text
Format.
* Evangelion Terrain 170KB Lanscape Eva01 fighting an Angel.
* Reference Chart 88KB Weapon Shortcuts, WormNET Lingo & Ranks in Windows
Bitmap Format.
For other Files (Not created by me) go to The Official Worms Site
(worms.team17.com)
C O N T E N T S
===============
1)BASIC STUFF
i)Controls
ii)Techniques (Multi-Player Strategy)
2)WEAPONS
i)Weapon Usage (Techniques)
ii)Utilities
iii)Super Weapon Descriptions
iv)Which Special Weapon Should I Choose?
3)SINGLE PLAYER
i)Training Medal Times
ii)Mission Walkthrough
iii)Deathmatch Tips
iv)Cheat Criteria
4)WormNET
i)WormNET Information
ii)WormNET Strategy
iii)WormNET Lingo
5)CONSOLE & PORTABLE VERSIONS
i)Dreamcast
ii)Nintendo 64
iii)Playstation
iv)Gameboy Color
6)USER FILE SPECIFICATIONS
i)User Graphic Specs
ii)Soundbank File List
7)THANKS TO
VERSION HISTORY
---------------
Version 1.0 01/10/99
Added BASIC STUFF,Worms Lingo,Utilities,Super Weapon Descriptions,Which Special
Weapon should I
Choose?,Training Medal Times & USER FILE SPECIFICATIONS finished. Weapon Usage
1/2 done.
(Unpublished at GameFAQ's)
Version 1.1 15/12/99
Added Intro,Files i've made,Writers Note,Cheat Criteria & Finished more of the
Weapon Usage
section. This FAQ can also now be seen at Gaming Addiction (soon).
(First Published Version)
Version 1.2 16/12/99
More of Weapon Usage is done.
Version 1.3 17/12/99
Finished more of the Weapon Usage and Mission Walkthrough sections.
Version 1.4 18/12/99
Finished more of Weapon Usage, fixed some errors and added some bits.
Version 1.5 20/12/99
Finished Deathmatch Tips.
Version 1.6 22/12/99
More of the Mission Walkthrough is finished.
Version 1.7 27/12/99
Added CONSOLE & PORTABLE VERSIONS section only N64 section has any info though.
Fixed some errors.
Finished more of the Walkthrough off.
Version 1.8 06/01/00
Added controls for the Dreamcast version of Worms Armageddon thanks to Josh
Houdek.
Added some info about the Dreamcast version thanks to David Miller.
Added some stuff, took out some stuff.
Mission Walkthrough 48% complete.
This is a fairly rushed version so please report any errors (no spelling
errors).
Version 1.9 09/01/00
Added INFO for PlayStation version thanks to Audel Ross Almazan.
Added heaps more info for the DC version thanks to David Miller
Version 2.0 27/01/00
Removed all the personal notes in Version History so it's less chunky.
Fixed errors and changed,removed and added small things everywhere.
Mission Walkthrough more than 50% done.
Added WormNET section.
This FAQ can also now be seen at Video Game Strategy at About.com (soon).
Version 2.1 03/02/00
Added 3 more Missions to the Walkthrough.
Fixed errors in Mission Walkthrough mainly in "Chateau Assasin".
Fixed Ninja Rope Techniques.
Moved Worms lingo to the WormNET section and Renamed it WormNET Lingo
Did usual fix errors I spot and general housekeeping.
This FAQ can also now be seen at Absolute Playstation International (soon).
Version 2.2 19/02/00
Reformated lots of sections.
Added PSX controls thanks to Bobby.
Added CGB version info, How to do the "Using Fire Punch" training.
Finished more of the Mission Walkthrough (nearly done, 8 to go)
Version 2.3 05/03/00
Added Game Boy CoLoR version passwords, Automatic Utilities.
Finished more of the Mission Walkthrough (almost done, 4 to go)
Started Cheat Criteria for N64 version.
Version 2.4 18/03/00
Fixed errors and changed, removed and added small things everywhere.
Finished Mission Walkthrough & N64 Cheat Criteria!
Version 2.5 15/05/00
Added Conor Chapman's Quick Reference Chart to the Request Files.
Version 2.6 13/04/01
Changed e-mail address and removed all trailing spaces.
Fixed some errors and changed formatting.
Changed Request File System to Webpage in AOL Members Space.
==================================================================================
==============
1)BASIC STUFF
==================================================================================
==============
-------------------------------------
--------------
i)Controls
-------------------------------------
--------------
______________
|Mouse Controls|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Move Mouse = Scroll Terrain.
Right Click = Bring Weapon Panel Up.
Left Click = Choose Weapon from Weapon Panel.
Confirm Weapons Target (Homing Missile & All Strikes).
Confirm Teleport destination.
If Girder or Girder Starter Kit is selected cycle through girder
orientations.
_________________
|Keyboard Controls|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Left = Move Selected Worm Left.
Set strike to fall diagonally left.
If Girder or Girder Starter Kit is selected cycle through girder
orientations.
Swing left on ropes.
Thrust Left on Jetpack.
Right = Move Selected Worm Right.
Set strike to fall diagonally Right.
If Girder or Girder Starter Kit is selected cycle through girder
orientations.
Swing right on ropes.
Thrust Left on Jetpack.
Up = Decrease length on Ninja Rope.
Thrust up on Jetpack.
Down = Increase length on Ninja Rope.
Space Bar = Use selected weapon-
* Hold to increase strength in weapon firing speed distance on
including but not
Limited to Bazooka, Homing Missile, Grenade, Cluster Bomb,
Banana Bomb,
Holy Hand Grenade & Petrol Bombs.
* On Super Sheep first press sets him of as his Clark Kent
persona the second
press transforms him into Super Sheep a third press robs him
of
his powers.
* First press releases weapon, Second Detonates it. (Sheep &
Moles)
* Confirm Girder Placement.
Enter/Return = Once - Jump. Twice - Jump Backwards.
Drop Weapon from Ninja Rope, Jet Pack ,Bungee Rope & Parachute.
Backspace = Once - Jump upwards. Twice - Backflip
1-5 = Set fuse time on weapons (e.g. grenades)
- + = Set min bounce , Set max bounce respectively.
-------------------------------------
--------------
ii)Techniques (Multi-Player Strategy)
-------------------------------------
--------------
* Remember the Hot Keys for all weapons it's a lot quicker than using the
Weapon
Panel.
* It's easier to drown a worm then to kill it.
* Remembering your worms order and your opponents worms order is very helpful
but don't name
your worms obvious names that go in a certain order.
* Think about were you place your worms after there go trouble spots are
- On the edge of a cliff.
- Were they could be pushed into a mine.
- Below a cliff (Dynamite alert).
- At the edge of a cavern with no border or land on the edge.
- Near or below Oil Drums.
- On a bridge with nothing below it.
* Hide a couple of your worms
* Try to do as much damage as possible without using your go (i.e set off
landmines while on
the ninja rope)
* Learn to use the Ninja Rope.
* You have to break a few eggs to make a omelette (In other words worms can be
spared if in
the process you weaken the opposing team).
* Sheep and Old Women can collect crates.
* Crates, Tool Boxes & Health can explode much like Oil Drums because of
explosions but can't
overheat and explode because of fire like Oil Drums.
* Girders are versatile things (nuff said)
==================================================================================
==============
2)WEAPONS
==================================================================================
==============
-------------------------------------
--------------
i)Weapon Usage (Techniques)
-------------------------------------
--------------
(Note = I didn't write how many times you have to press the hot key
to select the weapon because it depends on what weapons you have.)
Bazooka (F1) Usage: Aim with up and down keys and fire by holding
down the spacebar,
The longer you hold it down the greater the
velocity the round
is shot out of the Bazooka.
Damage: 50 max.
Techniques:
* Bazooka rounds are effected by wind, Good use of this
is vital.
* Bazooka rounds if fired along water can skim across
the water.
Homing Missile (F1) Usage: Set target with left click on mouse and fire the
same way as a
Bazooka.
Damage: 50 max.
Techniques:
* Make sure the missile has a fairly clean path.
* Homing Missiles are aquatic but make sure they don't
go to far
underwater.
Mortar (F1) Usage: Aim like a Bazooka but a single tap of the
spacebar fires it.
Damage: Explosion-20 max. Clusters-30 max.
Techniques:
* Best used by firing at a wall above lots of worms so
the shrapnel
lands on them.
Homing Pigeon (F1) Usage: Target with left click then fire it the same as
a
Mortar.
Damage: 75 max.
Techniques:
* More Intelligent version of the Homing Missile, Its
path doesn't
have to be that clear.
Sheep Launcher (F1) Usage: Aim like a Bazooka then one press of the
spacebar
launches it,
Then press spacebar again to detonate it.
Damage: 75 max.
Techniques:
* Fairly erratic just fire and hope for the best.
* Try to remember how hard the sheep is launched out of
the Bazooka.
Grenade (F2) Usage: Set then bounce with -(low) +(high) then the
fuse
with 1-5 then
throw it the same way you fire a Bazooka (not
wind effected).
Damage: 50 max.
Techniques:
* Make good use of the bounce and time settings on them
.
Cluster Bomb (F2) Usage: Same as Grenade.
Damage: Explosion-20 max. Clusters-30 max.
Techniques:
* After the patch the fire in the hole trick doesn't
work as well.
Banana Bomb (F2) Usage: Same as Grenade.
Damage: Initial Explosion-75 max. Each Banana-75 max.
Techniques:
* If fired in a cavern with a bunch of worms, It can
slaughter the lot.
* Remember it bounces a lot.
Battle Axe (F2) Usage: Stand near a worm and press the Spacebar.
Damage: Halves energy of any worm in contact with the
blade.
Techniques:
* Usually other weapons can inflict more damage then it
but
since it halves the other worms energy if it has 200
hp
you can inflict 100 damage (Do the math).
Shotgun (F3) Usage: Aim with up and down keys and fire by taping the
spacebar.
Damage: 25 max for each shot (2 shots)
Techniques:
* The best use of the shotgun is to knock worms onto
mines.
* You get two shots so try setting up chain reactions
like
shooting Oil Drums or mines into worms.
Handgun (F3) Usage: Same as Shotgun but all bullets fire out from
one tap of the spacebar.
Damage: 5 max for each shot (6 shots)
Techniques:
* Can be effective in knocking worms off cliffs.
Uzi (F3) Usage: Same as Uzi.
Damage: 50 max
Techniques:
* If you shot a worm with this on a flat or sloping
down
surface the
worm will make like tumbleweed and roll, taking other
worms with it.
* Makes perfect size tunnels for throwing grenades and
such through.
Minigun (F3) Usage: Same as Uzi.
Damage: 75 max
Techniques:
* Can blast a bunch of worms off cliffs.
* If a worm is on a thin platform above you stand
directly under it &
fire up then worm will fly like a bird then drop like
a stone so a
lot of fall damage will register.
Long Bow (F3) Usage: Same as Shotgun.
Damage: 15 always for each shot (2 shots)
Techniques:
* You can use this to knock worms off ledges or into
mines.
* Aim so worms bump into other worms and so they all
end
up falling
in the drink on WORMNET I once killed all my
opponents
worms in
one turn.
* Arrows make good platforms.
Fire Punch (F4) Usage: Press spacebar to activate a vertical punch.
Damage: 30 always
Techniques:
* Effective in knocking worms of cliffs.
* It also cuts vertically through terrain.
* If a worm is on a thin platform relatively not that
high
up you can jump and then activate it to get higher
than
usual to punch the other worm..
* If you accidentally fall of a cliff press F4 then
Spacebar
to save your skin you won't roll or receive any fall
damage.
Dragon Ball (F4) Usage: Press spacebar to shot a projectile in the
direction your facing
Damage: 30 always
Techniques:
* Can knock worms off at a lower trajectory than a Fire
Punch.
* Can knock mines further than a Shotgun.
Kamikaze (F4) Usage: Select 1 out of 6 directions then press spacebar
Damage: Final Explosion-50 max Hit by Suicidal Worm-30
always
Techniques:
* Careful use of this can be vital, only use if you
worms energy is
34 at the most.
* Can be used with the laser sight.
Suicide Bomber (F4) Usage: Press Spacebar.
Damage: Initial Explosion-30 max Poison Rate-5 a turn.
Techniques:
* Can't see the point, I would use something else like
sheep or
dynamite really close and it will cause more damage
(see Sheep).
* Best used if you have a fairly weak worm early that's
going to be
picked off soon, the bombing inflicts minimal damage
but sickens
any worms close and above it (Take wind into
account).
Prod (F4) Usage: Face worm and then stand next to it then press
spacebar.
Damage: None
Techniques:
* Good for pushing a well hated worm to its doom.
Dynamite (F5) Usage: Press Spacebar ( Press Enter if on Rope etc.)
Damage: 75 max.
Techniques:
* You can drop this from a rope or from a jetpack.
* Try to use it to fling worms in the air and off
cliffs, To do this
place the dynamite on the opposite side of the worm
the cliff is.
Mine (F5) Usage: Same as Dynamite
Damage: 50 max.
Techniques:
* Use it on frozen worms but Petrol Bombs are more
effective.
* Use them to guard tunnels but make your tunnels zig-
zag to prevent
others hitting the mine down your tunnel at you.
Sheep (F5) Usage: First press lets it loose second press of
spacebar detonates it.
Damage: 75 max.
Techniques:
* These furry friends can collect crates.
* Watch out i've seen them ending up backfiring on the
user.
* Instead of using a Suicide Bomber or Kamikaze just
move your worm
really close to the worms your want to kill then
press
spacebar
twice really quick.
Super Sheep / Usage: First press releases it, Second press of the
spacebar makes it
Aqua Sheep (F5) begin to fly, Third press makes it normal again.
Press left and
right while in flight mode to steer.
Damage: 75 max.
Techniques:
* Be careful in collecting crates, You only have a
minimal amount of
time to collect crates and attack a worm before it
explodes.
* Steer and to blast worms into the water below.
Mole (F5) Usage: First press of the spacebar sets him on his way
second press
begins him digging third press detonates him.
Damage: 30 max.
Techniques:
* Remember the way it jumps up then into the ground and
utilise it.
Air Strike (F6) Usage: Press left or Right to set the direction the
click on the target
Damage: 60 on average.
Techniques:
* Leave this till the end.
* The force of the bomblets can easily make a worm fly
into the drink.
Napalm Strike (F6) Usage: Same as Airstrike.
Damage: 60 on average
Techniques:
* Take wind into account.
* And also take height into account, If the land is
higher up the
napalm is going to have less time to be effected by
wind.
Blow Torch (F7) Usage: Press spacebar to start diggin'
Damage: 15 each time it hits a worm.
Techniques:
* Pressing up and down during the torching or (blowing)
will change the
angle of the torching. Curved or zig-zaged tunnels
can
be very
helpful.
* Remember you can also cause damage with it.
Pneumatic Drill (F7) Usage: Press spacebar to start drillin'
Damage: 15 each time it hits a worm.
Techniques:
* Drill down a bit before an Earthquake in Mission to
prevent falling
of cliffs.
Girder (F7) Usage: Press left or right to cycle change the Girders
angle then move
it with the mouse to where you want to place it
then press the
spacebar.
Damage: N/A
Techniques:
*Worm Bridges & Ramps
*Sheep Bridges & Ramps
*Shelter
*Grenade reflectors
*Gaol Cells
Baseball Bat (F7) Usage: Set Angle with up and down the press spacebar to
batter up
Damage: 30 always + fall damage
Techniques:
* Hit Worms off cliffs or hit them into other worms
near
cliffs to
start a chain reaction.
Girder Starter Kit (F7) Usage: U have more Girders
Damage: N/A
Techniques:
* See Girder
Ninja Rope (F8) Usage: Swing low swing chariot come ta, come ta carry
me
home!
Aim for a object then press the spacebar now use
left and right
to distribute your weight in that direction and
use down to
lengthen the rope and up to shorten the rope
another press of
spacebar will disconnect you from the object but
another press
will send the rope out again using this you can
swing like
Donkey Kong.
Damage: None, with Rope Knocking disabled after the
patch.
Techniques:
* Swing, let go & swing again (nuff said)
* Speeding Up- Press up a little bit before you
disconnect from the
rope, When you reattach you should swing
faster.
* Wall Bounce- Bash your worm against a wall then
disconnect the rope
the second you bounce back, You should
fling yourself
pretty far.
* Flik Around- To get over a obstacle keep swinging
back
and forth
waking your worm against the terrain as
soon as you
start swinging out far enough (and you
are almost
vertical) extend the rope out really
quickly and lean
in the direction of the obstacle, you
should flick
yourself over it.
If you have still have trouble e-mail me for a Roper
Training Pack
(Which basically just contains a lot of terrains to
practice on)
Bungee Rope (F8) Usage: Set then fall of a cliff don't jump.
Damage: Only if you don't use it right.
Techniques:
* Use the key pad to gain momentum or swing.
Parachute (F8) Usage: Press spacebar when falling.
Damage: Only if you don't use it correctly?
Techniques:
* Press up to slow descent press down to quicken
descent.
Teleport (F8) Usage: Point and Click.
Damage: Youre worms arse might be on back to front.
Techniques:
* None dah!
Super Banana Bomb (F9) Usage: First throw it like a Grenade then the next
press
of the
spacebar will disperse the bunch the next press
will detonate
all the banana's.
Damage: Initial Explosion-75 max. Each Banana-75 max.
Techniques:
* Throw it at a bunch of worms then press the spacebar
twice really
fast it should blow them up real good.
Holy Hand Grenade (F9) Usage: Same as Grenade.
Damage: 100 max.
Techniques:
* Just pray to God, Budda, Ala or Elvis.
* Remember it only blows when it's still.
Flamethrower (F9) Usage: Same as Minigun.
Damage: 70 max.
Techniques:
* You can kind of lift the worms up and off cliffs if
you do it right.
Petrol Bomb (F10) Usage: Same as Grenade
Damage: 30 on average.
Techniques:
* Throw it at a Frozen Worm the next turn it will fry
good.
Skunk (F10) Usage: One press of the spacebar will set him on his
way
the second
will set of his gas & the third will explode
him.
Damage: Final Explosion-30 max Poison Rate-5 a turn.
Techniques:
* Dig a tunnel under a group of worms then send it down
the tunnel.
Mad Cow (F11) Usage: Set the amount with the number buttons then let
em rip with
a single tap of the spacebar.
Damage: 75 max.
Techniques:
* Move to the opposite direction during you letting
them
loose to kill
worms on both sides of you.
Old Woman (F11) Usage: Same as Sheep
Damage: 75 max.
Techniques:
* Drop between 2 enemy worms so she isn't miss used.
Freeze (F12) Usage:Space Bar
Damage:N/A
Techniques:
* Can be helpful if you're halfway on a trip to a worm.
* Really if you use this your prolonging the
inevitable.
/ See Petrol Bomb for a sure fire (bad pun!) way to \
\ overcome the invincibility of a worm using this. /
-------------------------------------
--------------
ii)Utilities
-------------------------------------
--------------
________________
|Manual Utilities|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Jetpack * Good for dropping dynamite and such then getting away fast.
Low Gravity * If you've run out of Jetpacks and Ninja Ropes this can be a
saver.
Fast Walk * Helps you travel a grater distance in one turn.
* Good for getting away quick from dropped dynamite.
Laser Target * Helpful if you're a newbie, Most useful with the kamikaze so you
don't
waste a worms life.
Invisibility * Only useful on the net.
___________________
|Automatic Utilities|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Double Turn Time * Increases turn time by two fold.
2x Damage * Increses damage from all weapons apart from Battle Axe.
Crate Shower * Showers about 6 crates on to the terrain, 1 is usually a
Super Weapon.
Crate Spy * Lets you see what is in any crate.
==================================================================================
==============
iii)Super Weapon Descriptions
==================================================================================
==============
Earthquake (F2) * Boom Boom Shake the Room! er terrain? this throws
unsuspecting
worms and objects clear off there perches by an
earthquake.
* Only use if you're inland away from cliffs.
Mail Strike (F6) * It's a wind effected strike & it's bombs are
slightly more
powerful than the ones in a Air Strike.
Mine Strike (F6) * Watch out! its very erratic these mines bounce
everywhere.
* A good idea is to use a Napalm Strike before you
use
it so the
terrain is textured so the mines settle faster.
Mole Squadron (F6) * Digging version of the Air Strike.
Scales of Justice (F8) * Equally distributes out everybody's energy.
Sally (F9) * Cluster version of an Old Woman.
MB Bomb (F9) * Useless (to a degree) wind effected floating
Dynamite.
Ming Vase (F10) * Like a cluster version of Dynamite.
French Sheep Strike (F10) * Best way to describe it is an Air Strike that's
missiles bounce and
give off flames (very funny).
Mikes Carpet Bomb (F10) * Bouncy version of an Air Strike.
Concrete Donkey (F11) * Bounces until it makes a bloody big hole in the
terrain while
squishing worms.
Indian Nuclear Test (F11) * Scare off Pakistan with Fusion of a ground sinking
kind.
* Also poisons all worms much like a skunk, But I
think
the energy loss is slower.
Armageddon (F11) * Bruce Willis obviously didn't end up saving the
planet, Call a
barrage of Meteors or Comets (whatever) onto your
Enemy's worms
and unfortunately yours as well.
Magic Bullet (F12) * Very intelligent version of the Homing Pigeon and
causes more
damage as well. or maybe it's triangular crossfire.
-------------------------------------
--------------
iv)Which Special Weapon Should I Choose?
-------------------------------------
--------------
Choosing which special weapon you want can be a simple as the one your most
skilled with.
But here is the Pros and Cons of each weapon which may help you decide.
This is a Pro /\
This is a Con \/
____________
|Flamethrower|
ЇЇЇЇЇЇЇЇЇЇЇЇ
Amount Given x 1 \/
Delay = One Round /\
Damage = 70 max /\
Other = Can be aimed
while using. /\
_____________
|Homing Pigeon|
ЇЇЇЇЇЇЇЇЇЇЇЇЇ
Amount Given x 2 /\
Delay = Two Rounds \/
Damage = 75 max /\
Other = Homes in doesn't
need much skill. /\
________
|Mad Cows|
ЇЇЇЇЇЇЇЇ
Amount Given x 2 /\
Delay = Two Rounds \/
Damage = 75 max /\
Other = 2 can be released
in 1 go. /\
3 can be released
if you cheat. /\
_________________
|Holy Hand Grenade|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Amount Given x 1 \/
Delay = Four Rounds \/
Damage = 100 max /\
Other = Needs skill with
Grenades. \/
Makes massive
hole in terrain /\
_________
|Old Woman|
ЇЇЇЇЇЇЇЇЇ
Amount Given x 1 \/
Delay = One Round /\
Damage = 75 max /\
Other = Can pick up items. /\
______________
|Sheep Launcher|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Amount Given x 1 \/
Delay = One Round /\
Damage = 75 max /\
Other = Why use this when
you can use a
Super Sheep. \/
Can pick up items. /\
___________
|Super Sheep|
ЇЇЇЇЇЇЇЇЇЇЇ
Amount Given x 1 \/
Delay = Seven Rounds \/
Damage = 75 max /\
Other = Can fly it around. /\
Needs skill. \/
Can pick up items. /\
_________
|Mole Bomb|
ЇЇЇЇЇЇЇЇЇ
Amount Given x 3 /\
Delay = None. /\
Damage = 30 max \/
Other = Bores holes. /\
Looking at these results I think-
Beginners should use Homing Pigeons.
Intermediate players should use Mad Cows.
Advanced players should use Super Sheep.
Ropers should use Holy Hand Grenades.
==================================================================================
==============
3)SINGLE PLAYER
==================================================================================
==============
-------------------------------------
--------------
i)Training Medal Times
-------------------------------------
--------------
Level Bronze Silver Gold
Super Sheep Racing 1:30 2:30 3:30
Rifle Range 1:30 2:00 2:30
Crazy Crates 1:30 3:00 4:30
Artillery Range 1:30 2:30 3:30
Euthanasia 1:30 2:00 2:30
The only training mode people e-mail me about is "Using Fire Punch" so here is
how you do it,
Walk under the crate on the highest platform and backflip, At the highest point
of your jump
Fire Punch & you should collect the crate. Now do the same backflip Punch Combo
on the middle
target then Fire Punch the lowest target.
-------------------------------------
--------------
ii)Mission Walkthrough
-------------------------------------
--------------
Note- Walkthrough is subject to differences in what attempt your at on finishing
a level
________________
|Pumpkin Problems|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
1: Move your worm to the right so it's above the brown patch on the pumpkin, Now
aim with your
Ninja Rope directly below the Oil Drum to the Right and swing up and over to
collect the
crate, Now move so your on the Left side to the worm that was closest to the
crate you
collected and hit him to the right with your Baseball Bat at the lowest
trajectory possible,
He should hit the rightmost mine explode then hit another mine then die.
2: Now stand on the edge of the pumpkin (A crater should be below you) and aim
your Ninja Rope
to the right so you grapple on the leftover vine now swing down and collect
the crate.
_______________________
|Operation Market Garden|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
1: Set a Girder horizontal above you so the tip is adjacent to the Horizontal
petal of the
flower above the watering cans spout, Then move to the right a bit.
2: Move to the left off the edge of the petal you were on now aim a Grenade
almost vertical
but a little to the left and fire at half power.
3: Backflip onto the Girder then now go to the nook where the flower meets the
watering can on
the opposite side of the flower, Then fire a Grenade Minimum bounce between
the two worms to
the right of you.
4: Fire down at the stem to the left of you where it meets the flower with the
Shotgun, then
go through the hole onto the flower to the left of you and fire at the worm
to
the far left
of you so they fall in the water.
5: If the worm you shot before is still alive shoot him again otherwise throw a
Grenade
Diagonally up and to the right at half power.
6: If the worm below you isn't dead throw a grenade 5 second fuse down at him
lightly.
________________________
|All Quiet in the Library|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
1: Move to the right, A little past the worm to your right, Now face left and
let
loose with a
Uzi at him if you did it right he will roll down the book and take another
worm with him.
2: Bazooka the Captain close to you
3: Bazooka between the Field Soldier and the Grenadier or at either of them.
4: Do the same as step 3
5: Go right until you get to the Field Soldier then stand just to the left of
him
and hit him
with the Baseball Bat so he goes into the drink.
6: Use anything you've got on any remaining worm
* Repeat step 6 till you win a Nuke comes after this step then a Earthquake
after
step 8
___________
|Cool as Ice|
ЇЇЇЇЇЇЇЇЇЇЇ
1: Walk right until you fall of the edge of a cliff to collect your third crate
now turn on your
jetpack and fly right but don't collect the crates above the enemy apart from
the rightmost
one that has a Mortar that might come in handy now fly over Santa's Sleigh
and
collect all
the crates left, now fire a Homing Missile targeted at the middle crate above
the enemy
fire it full power directly up.
2: If the enemy isn't dead do a fly by bombing using dynamite or shot another
Homing Missile.
_________________
|Do the Locomotion|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
1: Go right and climb the cliff, Now blowtorch through the tree, retreat back
into tunnel.
2: Backflip onto the tree to get the crate, Now place the girder diagonally so
you can climb
onto the trains roof, Now climb up the girder as much as you can.
3: Backflip onto the train then keep on jumping right, To avoid the mine stand
on
the tip of
the trains horn then jump across try to make it down to the utility crate use
a bungee cord
if needed but it can get you in trouble.
4: If you haven't collected the crate collect it now use the jetpack to collect
the red flashing
crate.
_________________
|Sand in your eyes|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
1: Tab to your 3rd worm (The one on the palm tree) now move left till you get to
the highest
part in the camel's hump now shoot an arrow to the left, Now backflip up the
arrow onto the
camel's head from here shoot the Field Soldier in the head he should hit the
mine, Retreat
back to the arrow in the camel's neck.
2: Tab to your 1st worm (The far left one) and place a girder parallel to the
palm left leaf
so it's diagonal remember your using this as a grapple for the Ninja Rope.
3: Tab to your 1st worm and scale the palm to get the crate now Dragon Punch the
worm that is
close into the water.
4: Sit on the edge of the scorched earth and use your Flamethrower to get the
Special Agent into
the pit.
5: Collect the crate near you then Bazooka the Field Soldier.
6: Tab to your 2nd worm (The one under the tower) and fire a Bazooka or a
Grenade
into the pit
sending the Special Agent into the drink.
7: Go collect the red flashing Crate use a Ninja Rope if needed then
Flamethrower
any worms left
8: Kill any leftover worms.
_________________________
|Not Mushroom out there...|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
1: Swing yourself on top of the mushroom using a Ninja Rope (it's very tricky)
now collect the
and move right enough so you can build a bridge over the mines on the next
mushroom, don't
block the crate on the little mushroom right of the mine mushroom
2: Go over the bridge and collect the crate on the little mushroom then teleport
over to the
red flashing crate.
________
|Big Shot|
ЇЇЇЇЇЇЇЇ
1: Go right and climb the cliff to get to the crate now go left back to the
middle of the light
blue are of the mushroom now jump left then backflip up the mushroom no stand
on the highest
part of this mushroom and fire an arrow at the worms head to the left of you
he should hit
the mine and fly over your head. Now stand on the left edge of the crater and
look down and
fire a arrow at the Sentry, Now retreat to the right, If you did it right the
Sentry will
now kill the Guard with an Uzi.
2: Shot the Sentry to more times with the Bow.
3: Use your Ninja Rope to get on top of the Frog (watch out for the mines) and
shot the worm up
there with an Uzi.
4: Finish him off with anything.
______________
|Water Surprise|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Note-This level is the hardest level to explain how to do it but if you take
advantage of
that the highest angle you can shoot an arrow is 45є, It became a lot easier
so I got
out my 45 degree set square I use in Tech. Drawing and trigged away, Here is
a
small ASCII
drawing of where all the shoots are fired from on top of the louvre, note t
means Tree.
Louvre Diagram Note= In all positions the worm is facing
right and the
-------------- worms belly is it's lowest point
while
on a slope.
____A A= Stand so the light blue triangle points to
the crease in
/ |\ worms tail.
/____|_\B B= Stand so the worms belly is just touching
the horizontal
/ | \ thin dark blue line.
ttt/______|___\C C= Stand so the worms belly is just touching
the horizontal
tttttttttt \ thin dark blue line.
tttttttttttt \D D= Stand so the worms tail is flat and it's
belly is on the
ttttttttttttttttttttt edge of the lightest green area of the
tree.
1: Move to point B and fire horizontally with the Long Bow. Then move to point
A
and fire at
the highest trajectory then quickly jump to the left and huddle against the
tree.
2: Move to point C and fire at the highest trajectory then go to point D and
fire the same way.
Your worm will die and set off both mines.
3: Move to point D and fire at the highest trajectory twice.
4: Backflip up the arrows in the Eiffel Tower now stand on the little bit
jutting out almost
at the top, now place the girder diagonal NNW in direction, Then quickly
face
the Eiffel
Tower and backflip then move a little up the girder then back flip to get
the
crate.
5: Now, Get onto the Girder and stand on the tip now let go of the sheep make
him fly over and
under the Arc de Triumph into the water and fly him into the enemy worm,
Don't worry you
don't have to be to accurate any little touch from the explosion will make
him swim.
_____________
|Jurassic Worm|
ЇЇЇЇЇЇЇЇЇЇЇЇЇ
1: Swing up from one Diplodocuses neck to another with a Ninja Rope until your
attached to the
left ones head now swing over and collect the crate now release the Mole to
the left and
press the spacebar when it's between the 1st and 2nd mines if it isn't going
to hit the
captain when it's close to him press the spacebar again.
2: Swing up like before then use another mole or climb down the moles hole and
put a mine next
to the captain if he dies they will all surrender and you'll win.
________________
|Chemical Warfare|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
1: Go right and use a Parachute to drop of the saucepan's handle, Watch out
though the wind is
usually pretty strong then Dragon Ball the Worm down there into the water,
Then backflip onto
the saltshaker.
2: Uzi the Mine of the top of the bottle you should probably hit the Major as
well.
3: Go to the left of the Field Soldier and fire up at him with a Uzi he should
fall and land on
mine.
4: Use a Ninja Rope to flip over the Poison Gas Tank then Mini-gun the Field
Soldier
5: Flip over back to where you were before then stand next to the bottle that
used to have the
mine on it and Backflip and release a Skunk.
6: Now for the rest of the turns Poison the Majors with Skunks then Shoot them
with Shotgun's
when they get down to 1, And blast the rest of the Field Soldiers with Uzi's
_____________
|No Substitute|
ЇЇЇЇЇЇЇЇЇЇЇЇЇ
1: From the tip of the gun using a Shotgun fire at the crate don't worry you
won't kill it,
Now collect the crate and backflip onto the Icebreaker (Saw thing) then fire
across at the
Field Soldier
2: Bazooka the Major, Aim just a little behind him.
3: Aim a Homing Missile at the Field Soldier on top of the Palm but fire it up
and to the left
at 2/3 power, He should fall in the drink.
4: Put a Holy Hand Grenade near Artillery then pray n' run.
5: Use Bazooka's and Grenades to kill anything standing or use a Girder to get a
higher vantage
point (repeat till you win).
______________________________
|Who left the flood gates open?|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
1: Shoot directly up at the Secret Agent using a Shotgun, You won't reach him
though then get
up onto the top brown box and shoot at the Field Soldier you also won't get
through to him.
2: Shoot directly up again at the Secret Agent with a Shotgun now walk through
the hole you and
the Field Soldier made and shoot him.
3: Place a Girder Diagonally so you can get up onto the brown cable so you can
get to the top
right corner but don't climb up more than 1/3 of it yet.
4: Climb up the Girder and onto the brown cable and shoot at the Field Soldier
across from you
with a Bazooka now retreat to the top right.
Now for the rest of your turns try to do these certain tasks:
* Mini Gun a tunnel into the top right corner.
* Kill the Secret Agent close to you.
* Create a shelter.
* Keep the Homing Missile for the end then Lock it on the remaining worm stand
on
the edge
of the land then tap the spacebar (Warning: Only do this if the enemy worm
only
has a thin
piece of land between him and the water.
__________________________
|Super Sheep to the Rescue!|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
European Version- 1: Kill you and the worm next to you with the Super Sheep.
American Version- 1: Collect the red flashing crate with the Super Sheep
2: Kill the other worm with the weapon you get.
_________
|Hot Stuff|
ЇЇЇЇЇЇЇЇЇ
1: Quickly collect the crate to the left of you then quickly travel right
speeding up the
process by roping along the bottom of the pipe to get to the Utility crate,
But never I mean
never set of the mine next to it, Now put a Holy Hand Grenade next to the
worm
close by but
don't bother running away, The reason why? A HHG and a Damagex2 crate used
together create
one mother whopping explosion that will make a crater the size of the Grand
Canyon
2: Now for the rest of the turns try to get the two remaining worms into the
drink using
Fire Punches, Dragon Balls, Dynamite and a Air Strike maybe.
________________________
|Trouble on Mount Wormore|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
1: Jump across to the other tree then backflip up it, Now stand on your other
worms head & jump
to get the crate then get back up on your other worms head and flick yourself
up onto the
mountain using the Ninja Rope jump some mines and Uzi a Sentry if you still
have time.
2: Get your other worm on top of the mountain using a Ninja Rope then collect
the
Utility crate
there and Uzi a Sentry.
3: Collect the Health crate then try to Uzi a Sentry into a mine.
4: Use the Low Gravity and scale the Welcome sign using backflips, now collect
the crates up
there and Uzi the Guard if you do it perfectly you can get 50 out oof him and
kill him.
5: Blowtorch into the sign to get to the General.
6: Place Dynamite near him.
7: If that didn't work Uzi him.
________________
|Chateau Assassin|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
1: Stack your first two worms up under the Oil Drum so your third worm can
backflip onto the
others then onto the Oil Drum then get the Crate, You can do this and collect
the crate on
this turn if you use the Worm Select.
2: Tuck this worm into the nook under the Oil Drum
3: Stand you worm below the Oil Drum and the use a Short NEE Girder to crate a
roof, Make sure
you create a seal between the girder and the Chateau.
4: Stand on the Oil Drum then place a Long NNE Girder so its bottom edge is
touching the top
right edge of the Oil Drum.
5: Worm select to your third worm then Handgun the Mine across from the top edge
of the Girder
you just placed.
6: Worm select to your third worm again then jump across to the next roof then
backflip up the
next roof to collect the crates now place a long Horizontal Girder
7: Worm select to your third worm again then jump onto the Girder you just
placed
now walk over
it and make your way to collect the crates now Hangun the Mine across from
you
on the tallest
spire of the Chateau.
8: Skip Go
9: Hide in the same corner the other worm is.
10:Place a Long Horizontal Girder so it's leftmost tip touches the the tip of
the
highest spire
of the Chateau.
11:Skip Go
12:Skip Go
13:Jump across to the tallest spire the backflip up to the Girder you just
placed
then stand on
edge of it now select Parachute then jump then press spacebar now hold Up and
Right until
your directly above the Major now just press Down (Watch out for the Mine!)
now Fire Punch
him to the right.
14:Jump of the edge of the tree so you hit the mine next to the General or take
him with you.
____________________
|Rescue Agent Dennis!|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
1: Collect the crate to your left then walk to the right until you cannot walk
any more then
face left and let go of the Old Woman (or Boomin Granny if u know the
Beasties
shit)
2: Walk to the right so that you have a clear shot into the corridor in the E
fire your Ninja
Rope in there then drop down and put Dynamite near the General and Assassin
then retreat into
the corridor in the E by pressing up on the rope.
3: Retreat further into the corridor then Napalm Strike the 2 worms above you.
4: From the Dead End of the E corridor Blowtorch diagonally down and to the
left.
5: Send a Skunk up the tunnel you made to poison the Major that's probably still
alive above
you if he isn't up there just Skip Go.
6: If the Major has finally hacked down into the E to you climb up the crater
and
Bazooka him
if not just Skip Go.
7: Drill down a little bit (for like 3/4 of a second).
8: Collect any Health Crates in your immediate vicinity then retreat back to
your
drilled hole.
* If the old 5.0 on the Richter Scale didn't kill them use your Banana Bomb so
it
rains Bananas
on them or use your Homing Missile.
__________
|Horny Nuke|
ЇЇЇЇЇЇЇЇЇЇ
1: Drop down and collect the crate below you then Rope and collect all the
crates
on or below
the blue tentacle then retreat below the tentacle and wait for the timer to
run out.
2: Rope up and across to the far left crate collecting all Crates and Health on
the way then
walk to the right and Drill between the Purple and Teal tentacles to collect
the Indian
Nuclear Strike press spacebar again after collecting the crate to stop
drilling.
3: Rope up to the Guard that should have 125 health now and stand to the left of
him then let
her rip with the Uzi on him.
4: Roll grenade on the Guard you just Oozed
5: Rope across to the to crates that have teleported in on the other side of the
terrain then
rope back using the same Ninja Rope to the Artillery on the Puke Yellow
Tentacle and Uzi him
to the left so he falls down with the other worms.
6: Rope so your dangling down near the three worms down and to the left that let
go of a HHG
then retreat back onto the Puke Yellow Tentacle.
7: Throw (very lightly) a Banana Bomb down with the worms you just HHG'ed.
8: Use Indian Nuclear Test (go for high ground before you use it)
9: Uzi a Sniper into the drink.
10:If they've made a hole Uzi the Guard and Co. if not throw a Grenade over at
them.
* Finish off any other Worms.
______________________
|Rumble in the Farmyard|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
1: Walk to the left jumping the mine from the Hay till you get to the edge of
the
first wooden
bit (The carts edge not it's handle and Zooka the Field Soldier then jump.
2: Hopefully your second worm is alive, Now this is hard go to where the last
worm Zook'd the
Field Soldier and aim a Ninja Rope at the mine on the pitch forks handle now
flick up and
over to the Wells roof then collect the crate up there then Fire Punch the
worm up there to
the right.
3: Shoot the Mine of the top of the Pitchfork's handle with a Shotty now use
your
next shot for
Field Soldier down with you.
4: Using the left spearhead thing on the roof of the Well as a base abseil down
to the crate
then press up so your back on the roof then stand left of the right spearhead
and Blowtorch
down so you make a hole down through to the Captain and fall down into the
captains den.
5: Shoot both of the Field Soldiers you'll probably have to climb over some
stuff.
6: Get the Health crate then put a Grenade near the Captain.
7: Bazooka the Field Soldier.
8: Put Dynamite in the bottom left corner of the Captains Den.
9: Shotgun the two worms down with you.
10:The Captain should be standing on a grass patch Fire Punch him into the
water.
* Finish any other worms off.
_____________
|Wooden Ambush|
ЇЇЇЇЇЇЇЇЇЇЇЇЇ
Here are just some hints on how to complete this level because every time I
tried
to write a
walkthrough for it, It was flawed.
* Whats in the crates?
In order from left to right at the start-
2x Petrol Bomb > 3x Cluster Bomb > 1x Sheep > 3x Shotgun > 3x Motar > 1x
Teleport
Appears in about turn 3 NW of the Pumpkin- 1x Flamethrower
Appears in about turn 6 Far North of the Pumpkin- 2x Old Woman
* Take the Boomin Granny for a walk on the right side, The way the branches
above
the 2 worms on
the right are designed a Old Woman can easily zig-zag down into there cavern.
* Drown the ones on the left with a Grenade or Sheep but be careful not to drown
yourself.
* Shot of mines guarding crates with your Handgun.
* If you set of a mine while using a Jetpack get out of there quick.
___________
|Go Bananas!|
ЇЇЇЇЇЇЇЇЇЇЇ
1: Backflip onto the high Grapes then walk to the end of the Grape stem, Now
walk
off after you
equipped the Bungee Cord, Now detach from the Bungee Cord and Bazooka the
Sentry on the Pear
stem.
2: Tab to your 1st worm, Then stand on what's left of the Pear stalk and Bazooka
the bottom of
the Apple Leaf.
3: Don't Tab to your 1st Worm then make your way to the Banana Bungee Jumping
like before then
Blowtorch horizontally through the Banana.
4: Tab to your worm in the Banana now Place a Grenade at the dead end of your
tunnel using
a 5 second fuse and a tap of the spacebar, retreat like hell!!.
5: Tab to your worm in the Banana then jump then mine, Now if the Wind isn't
Gailforce blowing
right stand on the Captains Head then jump of and Parachute to the Crate. If
it is Gail force
blowing to the right Handgun the Captain into the mine, then jump down using
Low Gravity
next turn.
_____________
|The Drop Zone|
ЇЇЇЇЇЇЇЇЇЇЇЇЇ
The wind changes the outcome too much so I will just give the basic gist of how
to complete it:
* Tabbing to your rightmost worm always, Parachute down to the Enemy worms and
Suicide Bomb them
so they fly of there perch.
* If the wind is Gailforce blowing to the left always give priority to the
leftmost worm.
* Fire Punching the rightmost worm to the left will take out the worm to the
left
of it.
________________________
|Countdown to Armageddon!|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
1: Throw a 5 sec Grenade at the Artillery to do this bounce it against the wall
to the right of
him it should land near him and weaken him.
2: Finish him off with a Uzi.
3: Ninja Rope to the Crate with the Girder Starter Pack, only use a max of 2
ropes.
4: Ninja Rope up to the Mayor and Prod him to the left.
5: Fill the Mayors hole with the Girder Starter Pack be more economical by
making
spaces.
6: Place a Girder above the hole.
7: Place a Girder above the hole.
8: Hope for the best!
_________
|Mars Star|
ЇЇЇЇЇЇЇЇЇ
1: Use the Girder Starter Pack to make bridges for the sheepie place them like
this:
i) A NE Long Girder, Line up the Bottom Left edge so that its
horizontally
in line with
your worms butt and vertically in line with the highest tip of the
Octopus's head.
ii) A Horizontal Girder, Adjacent to the ledge after the Green Pod.
iii) A NEE Short Girder, Placed as an extension of the last girder so it
has
a little ramp
at the end of it.
iv&v) Set out in the same orientation as ii&iii but place it adjacent to the
purple pod but
leave a small gap between the first girder and the purple pod, It
might
be an idea to
place the smaller girder first.
2: Let the fluffy one loose and detonate the sheep just after it lands after it
jumps off the
light yellow pod.
________
|Mad Cows|
ЇЇЇЇЇЇЇЇ
This plays more like a Death Match game so here are some hints and tips:
* The Crate that appears on the tail of the left cow on your third turn contains
1x Mad Cow.
* Because of the tight time restrictions of this mission you must move quickly,
All the utility
crates contain Double Turn Time's which are very useful.
* Dynamite placed on the left side of the worm on the head of the cow chewing
cud
will kill it
indefinitely
* Letting loose with a Uzi on the worm on the far right so it lands near the
mine
will kill it
indefinitely.
* I'm sure more crates containing Mad Cows fall down
____________________
|Bazooka on the Rocks|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Like Mad Cows this is a level of pure skill, so here is:
* You have to make a Bridge from the Wildebeest to the cliffs, It's hard because
of the
sensitivity there, If you succeed run like hell so it doesn't get destroyed by
a Bazooka
Round.
* After making the bridge just negotiate the terrain and kill al the worms.
* If your bridge ends up blown up and you end up in a big canyon dig through the
rock face using
Bazooka rounds from a distance it takes a while though.
* You can either do two things with your worm in the far bottom right corner, 1:
make him commit
suicide or 2: Dig through the rock face using Bazooka rounds from a fair
distance away, I
would do 1 cause 2 takes too long.
____________
|Stolen Goods|
ЇЇЇЇЇЇЇЇЇЇЇЇ
1: Stand on the edge of the E, now face left select Ninja Rope then press Enter
twice fast then
when you drop down a little press spacebar, You should grapple on to the top
of the E now
abseil down into the bottom gap in the E, Now place a Girder so it creates a
shelter for your
other worm.
2: Abseil down like before then Skip Go.
3: Blow Torch horizontally into the bottom gap of the S, Stand a little back
from
the edge so
your other worm can fit through to Blow Torch next turn.
4: Walk right up against the wall in the bottom hole of the S then Blow Torch
into the hollow
of the O to get the Homing Missile.
5: Back track to the edge of the E, Then target the Homing Missile on to the
worm
standing on
the other worms head and fire almost vertically.
6: Blow torch in to the hollow in the R.
7: Walk to the left until you get to the hollow in the O and Place a Long
Horizontal Girder so
that so the bottom of the P touches the left end of the Girder and the bottom
of the R
touches the right end of the Girder.
8: Blowtorch down onto the Girder.
9: Drop down with the other worm and fire your Shotgun at the left wall so that
the bottom of
the crater just takes a little out of the Girder & then just fire up or wait
for your turn to
pass.
10:Stand up against the left edge of the crater and Blowtorch up.
11:Place a small Girder connecting your tunnel to the O, Place a Small NNW for
best results.
12:Blowtorch into the O to get the Sheep Strike.
13:Launch Sheep Strike onto Enemies.
* If you haven't won yet, Get to the other crate using your remaining Blowtorch
and Shotgun
shells then use the Carpet Bomb on the living worms, If that doesn't work use
your Uzi.
_______________
|Sinking Ice Cap|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
1: Jump up to the right so you can use the Ninja Rope to grapple onto the roof
now swing down to
the worm near the bunny, and stand to the left of him now blowtorch NE but
after you hit him
twice change your direction so your blowtorching horizontally.
2: Use your Ninja Rope to get on the roof and blowtorch into the roof hitting
the
worm up there
twice as you do it.
3: Rope to the tree's top and Freeze.
4: Jump off the tree, but choose Ninja Rope before you do it so you can grapple
onto the tree
stump to the left in mid flight, now blowtorch SWW by changing direction.
5: Blowtorch into the Assassin to the left of you.
6: Now kill the last Assassin with your Blowtorch (Remember: You don't have to
survive if you
are not a yank)
__________________
|Aim Long, Aim True|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Here's some tips, Because this Mission relies on Grenade skills to much to make
a
Walkthrough.
* First turn use a Girder Starter Pack and place the Girder's like so:
i) A NNE Long Girder between the Red Robot your standing on and the Blue
Robot to the right
of you, Place it so you can't fall down on to the mines.
ii) A NW Short Girder, Place it so you can't get blown into the drink.
iii) A NNE Short Girder to the right of the worm closest to you, Place it so
it creates a
funnel to the worm.
iv) A NE Short Girder to the right of the worm on the Red Oil Drum blocking
the gap to the
right of it.
v) A NNW Long Girder to the left of the worm on the shoulder of the right
Blue Robot,
place it so it funnels much like Girder No.3 (Just mirrored)
* Use 5 second Grenades the way you have created the funnel layout it should
work
really well.
* It's hard to desribe but to get the hard to get Worm, But make a Halfpipe with
the other
Girder Strater Pack if you throw a 5 second Grenade it will roll down & damage
him.
_______________
|Goody Two-Shoes|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
1: Collect the Crate then Blowtorch NW through the Blue Shoe.
2: Blowtorch NW.
3: Blowtorch into the Worm to the left of you but make sure you finish it of at
least horizontal
if you finish it off facing downwards you won't be able to get out.
4: Release the Aqua Sheep up and out of your tunnel then fly it over to collect
crates then
attack a worm.
Here is what's in the crates-
On Red Shoe- 1x Airstrike
On Green Shoe- 2x Baseball bat
On Shoe Box from left to Right-
5x Mortar > 4x Cluster Bomb > 2x Girder > 9x Grenade > 3x Ninja rope
From now on I'm using tips because it depends on what crates you got:
* If you got Girder's but no Ropes you can use them to negotiate the terrain.
* But Girder's can also be used for shelter.
* The Airstrike can kill both worms on the green shoe if you face it left and
place it between
them.
* Use Ninja Ropes to negotiate the terrain then Baseball Bat or Fire Punch them
off.
____________________
|Trouble in Toy Store|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
1: Jump from the Bandaged Bear's Ear to the Trike (You won't take any damage)
Now
place a NEE
Long Girder bridging the Trike's handle Bars and the A Block (Like all
important Girders
don't get too close so it doesn't get blown up.
2: From were your standing place A NNW Long Girder Bridging the A Block and the
Teddy's Ear.
3: Walk all the way to the other Teddy's head and collect the Health Crate the
place a Grenade
to the left of the Captain by facing downward using a 5 second Grenade then
just tapping the
Spacebar, retreat quickly.
4: Uzi the Captain.
5: Collect the crate near you then walk to the 2nd Girder you placed and Uzi the
Sniper.
6: Collect the Health close by then collect the Crate and Health on the A Block
then go back to
the Teddy's head and Mail Strike the Artillery and Grenadier(take the wind
into account) it
should kill them if not Mail Strike them later.
7: Walk down into the Cave between the Bandaged Bear and the Trike and stand on
the Bear's arm
and Uzi into the Assassin's Den.
8: Uzi the Sniper or Captain only if there are other enemy worms alive apart
from
the Assassin.
9: Skip Go.
10:Uzi into the Assassin's Den.
11:Skip Go.
12:Uzi any remaining worms.
* Now kill the Assassin with any weapon you choose then finish any alive worms
off with Mail
Strikes and such.
__________________
|Spectral Recovery?|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
1: Blowtorch left.
2: Collect the Utility then Blowtorch SE from the lowest possible point.
3: Blowtorch left.
4: Blowtorch SW.
5: Shotgun twice to the left.
6: Blowtorch SE so you burn through the text ZX SPECTRUM do this by standing a
little to the
right of M, after tunnelling the word SINCLAIR should run above you parallel
to your tunnel.
7: Blowtorch left to your freedom.
8: Blowtorch SE and drop down into the cave to get the crate.
9: Place a Small Horizontal Girder so it extends your tunnel.
10:Skip Go.
11:Collect the Tapes in the Crate.
-------------------------------------
--------------
iii)Deathmatch Tips
-------------------------------------
--------------
* Play a Darksided (Defensive Game) the computers teams are dumb and youll win
in the end.
* Keep all your Strikes for the end.
* Remember "tis easier for thou to drown a foe, then thou having to use all of
oneselves vigour
to kill a foe"
* Remember you usually are playing against two teams make them kill each other.
-------------------------------------
--------------
iv)Cheat Criteria
-------------------------------------
--------------
______________
|Mission Earned|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Earned if you finish that mission.
-
Cool as Ice- Laser Sight
Big Shot- Jet Pack
Who left the flood gates open?- Fast Walk
Trouble on Mount Wormore- Invisibility
Rumble in the farmyard- Low Gravity
Mars Star- Indestructible Landscapes
Spectral Recovery- Super Banana Bomb
_______________
|Training Earned|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Earned if you get gold in that Training mode.
-
Basic Training- Blood Mode
Super Sheep Racing- Aqua Sheep
Crazy Crates- Sheep Heaven
Rifle Range- Shotgun (upgrade)
Artillery- Grenade (upgrade)
Euthanasia- Longbow (upgrade)
_____
|Other|
ЇЇЇЇЇ
Invincible Worms- Get Elite Ranking in Deathmatch mode
Full Wormage- Gold in all Training Modes
Gold in all Missions
Elite Ranking in Deathmatch
==================================================================================
==============
4)WormNET
==================================================================================
==============
-------------------------------------
--------------
i)WormNET Information
-------------------------------------
--------------
All INFO from this section has been directly converted from the WormNET
Information FAQ
accessible after the Patch. Some of this INFO is out of date since, their is
no
ranking system
on WormET anymore.
RANKINGS
All players are ranked according to their points in the WormsLeague channels
(WormsLeagueAM and
WormsLeaguePRO). Both of these channels share the same results and it is split
into two to
ensure that lower-skill players do not get "picked off" by higher skilled
players.
As soon as you have a star in your rank you may play games in the PRO channel
and
when you have
2 stars or more, you cannot compete in the AM channel.
As you win matches (and points) then you proceed to go up in rank, of which
there
are 12;
Beginner is the lowest rank (0 points), being a small bronze arrow, ELLTE is the
highest rank
(250 points) which is three stars.
Your rank may fall as well as rise,ranks are automatically calculated by the
system. Higher
ranks are harder to achieve than the first few ranks.
When you reach the mighty status of ELITE rank, you can then compete in the
separate ELITELEAGUE
with the best of the best! Elite players also get a very special blue flaming
power-bar!
Note: Scores in the ELITE,ROPE,BnG or Team17 leagues do NOT count towards you
rank, just the
games in the WormsLeagueAM and WormsLeaguePRO channels.
Team17 may, from time to time, open up new completion channels (as demonstrated
recently with
BnG and Team17 Leagues).
SCORING SYSTEM
The first important thing to note is that competing in the WormsLeage "costs" 5
points each time
you play. This is automatically deducted from your score upon starting the game.
(This is to
prevent people from dropping their connection if losing, since points are given
back after the
game, even if you lose.)
You score more points for beating a higher-ranked player and less for beating a
lower-ranked
player.
You get points back for losing but finishing the game. The tougher the opponent,
the more points
you get back (to a maximum of 4).
E.G A Player has 10 points, it costs 5 to play. He wins the game and is given 11
points, making
a new total of 16.
E.G A Player has 50 points, it costs 5 to play, leaving him with 45 points, He
loses the game,
but is given 2 points,making a new total of 47 points.
LEAGUES
WormsLeague
Made up of channels WormsLeagueAM and WormsLeaguePRO. Both channels contribute
towards your
WormNET ranking and it is split into two leagues to give beginners a more
reasonable chance of
playing similar skilled players at the outset. When you have at least 1 star in
your rank, you
may play in the PRO channel. When you have 2 stars or more, you can no longer
compete in the
AM channel. ELITE ranked players can continue to play in the PRO channel.
EliteLeague
This is a separate league for the best of the best! Only Elite players may HOST
or JOIN in this
channel. Elite players can be spotted in other games by there incredible power
bar!
RopeLeague
A special league for rope players, in which anyone may play. If you find it
tough, get
practising on CRAZY CRATES. This league uses the HORNY landscape and you'll need
to be an
excellent roper to compete with the best.
BnG League
This league is a game based on skill, using mainly Bazookas and Grenades. It
features no special
weapons, a random terrain and teleport in. This league is reset monthly (around
the 17th) and
the winner gets a special flaming RED power-bar and an entry in the WA Hall of
Fame on the
website.
Team17League
This league is a "shopping" game based on collecting the crates that drop each
turn. You start
with limited and 5 ropes. The emphasis of this league is fun and less skill, so
everyone stands
a chance of winning games.This league is reset monthly (around the 17th) and the
1inner gets a
special flaming RED power-bar and an entry in the WA Hall of Fame on the
website.It will be
reset monthly, along with the BnG league on the 17th.
OTHER CHANNELS
PartyTime
An open channel for games with 2-6 teams. The host may select the teams,
landscape and game /
weapons options you use. Games in this channel feature no
rope "knocking"/"sliding" and no blood
fx.
AnythingGoes
An open channel for games with 2-6 teams. The host may select the teams,
landscape and game /
weapons options you use. Games in this channel allow rope "knocking"/"sliding"
and have blood
fx when worms lose energy.
WormTalk
An open channel for chat only. Anyone may join. Team17 may decide to hold
conferences in here!
MISCELLANEOUS INFORMATION
Ranking Points
The breakdown of points to get to a certain rank is as follows:
Beginner 0
Rookie 5
Amateur 12
Private 20
Corporal 35
Sergeant 55
Veteran 85
General 110
Commander 140
Major 180
Field Marshall 215
Elite 250
Additional Servers
Because WormNET uses IRC protocols, It's resonably easy for us to add additional
servers should
the system experience a lot of traffic. All data logging is still done in the
UK,
but additional
servers will carry the chat text.
HostingProblems
Please note that it is currently IMPOSSIBLE to successfully HOST games if your
internet
connection is protected by a proxy server (or firewall). The reason for this is
that your I.P.
address cannot be successfully negotaited and other players cannot 'see' it
properly, which
means they cannot join your game. You can, however join other games without
problem.
If you experience problems HOSTING games and can successfully JOIN games without
problem, then
please check your internet connection as it's likely that this is causing the
problem.
-------------------------------------
--------------
ii)WormNET Strategy
-------------------------------------
--------------
*Remember the closest 1 Player games to what you'll experience on WormNET are
Deathmatch Games.
*Learn to Rope really well it will help you a lot.
*Keep the strikes and Homing Missiles for last.
*Chat a lot but don't be a Spammer, Seeing that Phone Ring can put others off so
submit what
your saying at a crucial moment.
-------------------------------------
--------------
iii)WormNET Lingo
-------------------------------------
--------------
In the chat function on WormNET you'll see some pretty weird shit heres what it
all means
___________________
|Person Descriptions|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
Lamer Sad case.
Newbie Unexperienced or new player.
Roper Someone who's good on the Ninja Rope and uses it heavily while playing
worms.
Wormer Someone who would rather blow up Pink Annelids then do normal stuff.
__________
|Game Types|
ЇЇЇЇЇЇЇЇЇЇ
B&G A game in which skills using Bazooka's and Grenades are more important
then roping
and other skills.
Roper A Game which relies on prowess with the Ninja Rope.
_______________
|Moods,Faces etc|
ЇЇЇЇЇЇЇЇЇЇЇЇЇЇЇ
:) Your happy.
:( Your Sad.
:o Impressed.
:p Taunt.
;) Winking at someone.
>:) Your Evil.