Worms Armageddon for Playstation Faq Version 1.0 By Ken-Oh-Ki (aka Casey J. Anderson) Table of Contents A. Updates B. Tech Data C. Game Summary D. Controls E. Weapon Guide F. Training Walkthrough G. Mission Walkthrough H. Game Extras I. Deathmatch Tips J. Credits ----------------------------------------------------------------------- ----------------------------------------------------------------------- A. Updates Nothing yet! E-mail me if you see a mistake or have found a code or cheat for this game that is not printed in section H. My address is at the bottom of the faq. ----------------------------------------------------------------------- ----------------------------------------------------------------------- B. Tech Data Number Of Players: One to four (no multi-tap needed!) Game Type: Strategy Company: Micro Prose and Team 17 Release Date: December 1999 (Playstation version) Platforms: Originally for PC. Now on Playstation, Game Boy, Nintendo 64, and Dreamcast ESRB Rating: E for everyone ----------------------------------------------------------------------- ----------------------------------------------------------------------- C. Game Summary Welcome to the wacky world of Worms Armageddon! This is the third installment of this action-packed strategy series. The basic object of the game is to kill all other teams of worms while keeping your team alive. You do this by using your large arsenal of explosive, devastating, and sometimes downright stupid (but funny) weapons. Everything you need to entertain your self after the apocalypse is packed into this game, except for a friend or three! Happy shooting! ----------------------------------------------------------------------- ----------------------------------------------------------------------- D. Controls Control Pad: moves worms/ moves cross hairs Left Control Stick: moves worms/ moves cross hairs Select: weapon menu Start: pauses the game, then brings up in-game menu Right Control Stick: scroll mode Square: scroll mode Triangle: jump 1 Circle: jump 2 X: fire/ select weapon L1: bounce/ girder rotate/ which way air strikes will hit the terrain L2: fuse setting/ girder rotate/ which way air strikes will hit the terrain/ when using "mad cow" weapon, press this to launch a greater number at once (only works if you have another in stock) R1: toggle worm name and health detail level R2: worm select/ when using "mad cow" weapon, press this to launch a greater number at once (only works if you have another in stock) *Note* The controls listed are the default set (Type A). You can change the controls by going into option menu from the main menu then into the controls menu. ----------------------------------------------------------------------- ----------------------------------------------------------------------- E. Weapons Guide I will list weapons by type. An explanation will be given at the beginning of each new category. Key: ! Means weapon is affected by the wind * Means weapon walks or jumps around on its own after it is fire and collects crates ----------------------------------------------------------------------- Launching Weapons To correctly use these weapons, you will need to first aim the weapons in the direction to be fired, and then you must press fire. The weapon will fly toward its target. -!Bazooka: After you aim it, hold down fire to make it fly harder. The longer the red bar, the harder it flies. Wind does effect this weapon, so be careful. If you fire hard and a little below horizontal, you can make the missile skip on the water's surface. -Homing Missile: The first time you press fire, an arrow appears. Place the arrow where you want the missile to strike and press X. Fire it like a bazooka. -Homing Pigeon: Like the homing missile, but not as reliable. Use it the same way as the homing missile (you don't have to hold down X when you fire). -Magic Bullet: This is a "magic" bullet that makes a really big explosion when it hits the target. Use it the same way as the homing missile, but you don't have to hold down X when you fire. -Mortar: This missile flies at full speed toward its target. Once it hits something, tiny bombs spread out around the immediate area. ----------------------------------------------------------------------- Physical Weapons These weapons have a range limit. Usually you have to stand right new to your victim for the attack to have any effect. -Baseball Bat: What? No one brought a ball? Just use the worm next to you as one! Aim and swing to send them flying out of the park. -Battle Ax: A very large ax that cleaves worms into. It also slices the victim's health in two! Stand next to a large group of worms for a big effect. -Dragon Ball: Your worm dons a red bandana and shoots a ball of energy toward the worm next to you, sending him flying and causing 30 points of damage. Hmm…Perhaps this attack was inspired by a popular anime/manga… -Fire Punch: Once again, your worm puts on a blood-red bandana. This time, the worm jumps strait up and punches, sending enemies flying through the air causing 30 damage points. -Kamikaze: Still wearing the bandana, the worm launches himself forward. He destroys everything in his path and then explodes in a mad rage, proving there is honor in death. Aim with the crosshair to control the direction he flies and dies. -Prod: Not exactly an "attack," but still useful if you want to conserve ammo. Gives that worm teetering on the edge of a cliff that little push he needs to fall into the water. -Suicide Bomber: While not as dramatic as the kamikaze, it will still make lemmings happy. The worm explodes and a green gas makes the worms that breath it turn green in sickness. ----------------------------------------------------------------------- Firearms These weapons are um… guns. Aim with cross hairs and fire. -Handgun: Aim and fire. Six rounds will come out. You can still aim with the control pad after you press fire. -Uzi: Like the handgun, but this is an automatic weapon. That means more bullets being shot at a faster rate. Use it the same way as the handgun. -Mini Gun: A large, powerful weapon. Use it like the uzi, but expect a bigger result. -Shotgun: Double barrel shotgun. Mess up the first time? No problem! You get two shots with this weapon. ----------------------------------------------------------------------- Grenade-Type Weapons and Other Explosives Most of these weapons act like your basic grenade. Like the launching weapons, you need to press down the fire button to throw them harder. You can set the fuse using the default button L2. Set the fuse from 1 to 5 seconds. You can also set how high the grenade bounces by pressing L1. A few other weapons, like dynamite, you can't throw or set the time limit. -Grenade: Shoot it like a bazooka, aiming then holding down the fire button to adjust how hard you want to throw it. Press L2 to determine how high it will bounce and press L1 to set the fuse from anywhere between one and five seconds. -Cluster Bomb: Exactly like a grenade, but when it explodes small bombs fall out and will explode when they hit the ground. -Holy Hand-Grenade: A really powerful version of a normal grenade that easily does 100 damage to those standing nearby the explosion. This has a fuse of three seconds, no more, no less. Four is too many, and five is way off. By the way, if you don't know where this weapon came from, go to your local movie rental place and rent a copy of <Monty Python's The Search for the Holy Grail>. It is a very, very funny movie that I think most everyone would enjoy. -Banana Bomb: A much, much more powerful version of the cluster bomb that takes the form of a harmless looking banana. Once it explodes, smaller bananas rain down upon the land, spreading terror and destruction. You can't set the bounce; the setting is always high. -Super Banana Bomb: Just like the banana bomb, but you can detonate the bomb and the smaller bananas manually by pressing fire again. -Dynamite: A big boom sends worms over the rainbow. Fire to drop and GET AWAY QUICKLY! Drop it from a ninja rope if you can. -Mine: A proximity mine. Press fire to drop one directly below you. If a worm gets too close it will start to blink and explode. Sometimes mines will already be on the landscape when you start the level. Some mines have longer fuses than others. Some will even explode as soon as you get inside the blast area. Some mines are duds. -Priceless Ming Vase: A nice blend of dynamite and a cluster bomb. You have five seconds to get away, far away, after you drop this. Try to drop it from ninja rope or a jet pack. Easily does 100 damage to those on top of this vase. -*Sally Army: A walking priceless ming vase. You can also self detonate sally army by pressing fire. Can do well over 100 points of damage if more than one of those little explosives hit a worm. -*Old Woman: A kindly old lady walks around for five seconds and then EXPLODES IN A MAD RAGE, KILLING WHATEVER IS NEXT TO HER! HA, HA! ----------------------------------------------------------------------- Air Strikes These weapons come raining down from the sky. Because of this, you will not be able to select them when inside cave-like terrain. Change the direction they fall from pressing either of the L buttons. Some of these weapons are affected by wind. -Armageddon: Undoubtedly the most powerful weapon the entire game. Meteors fall down from the heavens above destroying just about everything. -Air Strike: Five missiles are dropped from a passing plane. Change the angle they are dropping from by pressing L1 or L2. -Mole Squadron: A cross between an air strike and a mole bomb. Five moles drop like missiles and dig until they hit a worm or get to the other side of dirt they're digging through. -!Mail Strike: Five letters lost by the postal service find their way to the battlefield. For some reason they explode when they hit the ground. Remember to check the wind when you use this one. -!MB Bomb: The instruction book says this is an overweight video game producer. I don't see a resemblance, it looks to me like a gift basket. Oh, and if he's so fat, why is he affected by the wind? Doesn't do much damage, anyway, so it's really more trouble than its worth. -Mine Strike: Five mines fall from the sky. They are exactly like regular mines. -French Sheep Strike: Five flaming fluffy sheep fall from the sky. They bounce once and explode twice. Use with caution. -Carpet Bomb: Five carpets fall to the earth, bouncing and exploding many times before finally leaving peace to the land. -Concrete Donkey: A giant concrete donkey falls from the sky destroying everything below it, and I mean EVERYTHING! You're guaranteed to have a big hole in the ground after using this one. One of the most useful weapon in the game. ----------------------------------------------------------------------- Barnyard Surprise Weapons That's right! These animals are packed with explosives and explode usually when you tell them to. These are some powerful weapons, so watch out when a cute fluffy little sheep comes bouncing your way. -*Sheep: Have your dirty work done for you. Hire a sheep. Press fire to launch. Your clueless friend(s) will laugh at you as the fluffy barnyard dweller jumps and bounces toward their worms, until you press fire again. -*Sheep Launcher: This crash helmet-wearing sheep flies through the air. Aim and shoot like a launching weapon. After he lands, he acts just like a regular sheep. -*Super Sheep/ *Aqua Sheep: Super sheep is the envy of all other sheep because of its ability to fly. When it is first launched, but when fire is pressed it takes to the skies flying strait up. Control it with the left and right buttons on the control pad or the left stick. It will only fly for a limited time, so get it to where it needs to be before a timer appears above his head. Press fire again to detonate manually. Sometimes a super sheep is upgraded into an aqua sheep that takes the super sheep's place on the weapon select screen. This blue-cape wearing marvel can swim underwater, traveling below the land. -Skunk: Release this little fellow with the fire button and watch him jump around. When the counter reaches zero (or when you press fire again) it releases a tall stack or green smoke. When this smoke comes in contact with a worm, they will become sick. Press fire again for a small explosion and no more skunk. The sickness drains 5 points of damage every turn. When the sick worm's health reaches 1, it causes no damage. The illness can be cured with a health crate. -*Mole Bomb: It bounces along like the sheep, until you press fire again. When you press fire it jumps up high and then dives digging into the ground. It automatically explodes if it hits a worm or gets to the other side of what it's digging through. -*Mad Cow: A mad cow charges across the land and explodes when something blocks its path. Press L2 to launch a greater number at once (only works if you have another in stock) ----------------------------------------------------------------------- Miscellaneous Other useful weapons or stuff that didn't fit into the other categories I put here. Since no weapon here is like another, I put an explanation of how to use each with the explanation of what it does. -Earth Quake: Press fire to cause a massive earthquake. The earthquake moves worms, mines, crates and other loose objects bouncing around the screen and flying into the water. -Blowtorch: Makes a passage through the land for you. Aims at 45 degrees between up, straight in front, and 45 degrees downward. You can also use it to cause damage to other worms. -Indian Nuclear Test: The battlefield is hit with a nuclear device. The water level rises a lot, so make sure that all your worms are on higher ground. Causes sickness to all worms, not just to other teams. This sickness will drain 2 points of damage every turn, until it reaches 1 and then will cause no more damage. -Pneumatic Drill: Worms with these put on a hardhat and dig straight down to the center of the earth. Well… not quite that far. You can hit other worms with it, but it only causes 15 points of damage. -Girder: A long piece of steel. Use it as a bridge, a base for a ninja rope, a shield, or as something to block an enemy worm. Press L1 or L2 to position it and make it longer or shorter. -Girder Starter-Pack: Five girders in one. That's all there is to it. -Teleport: Gets you to where you want to be in an instant. Move the cursor to where you want to be and press fire. -Ninja Rope: Quite possibly the most useful and important "weapon" in the game. Aim and fire. Use left and right to swing and up and down to lengthen and shorten the rope. Press fire to detach and fire again to reattach. Open the weapon menu again to select a weapon you want to drop and a picture of it should appear in a box above your worm. Not all weapons can be dropped. If you've got a lot of momentum and your attached to the end of a ledge above your head, swing into a wall and press up. You might be able to swing over to the top of the ledge. Press down when you're over the edge you will swing upwards. You will be able to land on top of the edge. This is hard to do at first, but if you can master it, it will be a very useful skill. -Bungee: Press fire next to an edge and walk off. The bungee cord will catch you. Press directional buttons the same way as you do the ninja rope to move, however, you cannot let go and reattach your self like you do with the ninja rope. You can also drop stuff like you do with the ninja rope. -!Parachute: Select the parachute. Jump off a ledge and the parachute will come out automatically, or you could press fire to release it manually. Press left and right to fight or go with the wind. Press up to slow your decent or press down to fall faster. You can drop stuff the same way you do with the ninja rope. -Scales of Justice: This evenly distributes the energy of all worms on every team. Doesn't really do any damage, it just makes each worm have the same amount of energy. -Freeze: Cryogenic freezing can save your worm from death. Once used, your entire team will be encased in ice, protecting them from any attacks your opponent uses. Your worms will thaw out when it is your turn again. -Select Worm: Press fire and R2 to change the worm you want to use this round. -Surrender: Your worm holds up the white flag of shame saying, "Please no more!" Very humiliating. You should have no need for this. Fight with honor until the death of either you or your enemy. -Skip Go: If you feel like wasting a turn, use this. Your worm will literally "skip" the turn away. If you change your mind, go back to the weapon select screen and select a new weapon. ----------------------------------------------------------------------- Utilities These aren't weapons, exactly, but they do provide worms with useful abilities or tools. There are two kinds, the ones you can collect and store, and those that effect you the moment that you pick them up. --Collectible-- -Jet Pack: Fly with the control pad or stick until the 30 units of fuel are gone. You can drop stuff while you fly just like with ninja rope. -Low Gravity: Your worm acts as if it is on the moon and jumps extra high. Also effects some physical weapons such as fire punch. -Fast Walk: Your worm walks and jumps twice as fast. -Laser Sight: Adds uh… laser sight to all firearm weapons. --Instant Effect— -Double Time: Doubles the time left for your turn. -Crate Shower: Drops a few more crates from the sky. -Crate Spy: Allows your team to see what is inside any crate. Lasts to the end of the round. -Double Damage: Any damage given by an explosion is doubled. Lasts until the end of the turn you picked it up in. ----------------------------------------------------------------------- ----------------------------------------------------------------------- F. Training Guide There are six different training missions for Worms Armageddon. These are Basic Training, Super Sheep Training, Rifle Training, Crazy Crates Training, Artillery Training, and Advanced Weapon Training. ----------------------------------------------------------------------- Basic Training 1 -Grenade Skills 1: There are two targets a ways in front of you. Aim relatively low and fire a one-second grenade at the first target. For the second farther off, aim a tad higher, but keep the fuse at one second. Use full power on this one. -Shotgun Skills: There's not much to this one. There are six targets. All you have to do is aim and shoot. -Bazooka Skills 1: Aim at a low angle and shoot the target at full power. For the next one, use the wind to help you. Face right and aim a little off vertical and shoot with about half power. Basic Training 2 -Rope Skills 1: This isn't too hard if you know how to use ninja rope correctly. Aim and shoot the ninja rope at the long girder platform above you. Press up on the control pad to launch yourself swinging into the air. At the peak of each swing to the right, press fire to let go. Press fire to launch the rope again before you fall to a watery grave. When you see a platform below you, don't let go of the rope, but pick it up while you're still holding on. You will find a baseball bat in the crate. Continue swinging until you reach the platform with the target. Let go of the rope and whack it with the baseball bat. -Grenade Skills 2: This is just like the first Grenade Skills, but with a third, higher target. Aim at it with a 2-second grenade at about 45 degrees. -Fire Punch Skills: You will need to backflip and use the fire punch to pass this test. Backflip under the platform with the crate, and when you reach the top of the jump use Fire Punch. Do the same under the other platforms. Basic Training 3 -Rope Skills 2: Use the rope the same way you did in the first Rope Skills. Grab the crate to find dynamite. Swing over to the target and get right up next to the target. Pull up the weapon select screen and select the dynamite. Press the triangle button to let go of the dynamite and quickly get back to the platform that you started on. If you hadn't already, you will let go of the rope automatically when the dynamite explodes. -Bazooka Skills 2: Fire with full power strait at the first target. Fire the next one at full power slightly lower. The next target is behind you, just like the second target in the first Bazooka Skills, kill it the same way. For the last, aim at a very low angle with full power. It should skim the surface of the water and hit the target. -Grenade Skills 3: The first three are the same as last time, but the first two are backwards. Aim the first right below the lower right corner of the girder above you at fire with full power. Use a four-second fuse. The last is right above your head. Use a one-second fuse, a tad off vertical, at around three fourths power. ----------------------------------------------------------------------- There is no easy strategy for the other five training areas, and you will need to get gold on all of them if you have any hope on getting your team of worms a 100% rating on the teams status menu. You will need to play them over and over for hours on end, learning the patters of each of the targets, just like I did. All I can say is good luck. ----------------------------------------------------------------------- ----------------------------------------------------------------------- G. Mission Guide Here I will give you a step by step explanation on how to beat each mission. To access the early missions, you will need to get a bronze medal in Basic Training by beating Basic Training 1. To access the middle set of missions you need a silver medal by beating Basic Training 2, and for the hardest set of missions, you need a gold medal by beating Basic Training 3. Of course, you shouldn't have too much trouble beating those Basic Training missions with the strategy in the previous section. Before starting the missions, I recommend getting gold on ALL the training missions, not just Basic Training. I also suggest getting Elite in the one-player Deathmatch mode. By the time you accomplish both these things, you should be very good at the game and the missions will seem a lot easier. I've heard that the more times you fail the mission, the easier it gets, for example, there may be an oil barrel where there wasn't before or there is a stronger weapon in a crate you pick up once you fail the mission once. Every time that I failed a mission, I reset my Playstation, so that failure wouldn't count, so I never played the easier, "failed" missions. I also saved my game every time I beat a mission. I will be writing this guide from the hardest level of difficulty. If you beat a level with several failures and you want to try to get a gold, beat it again in one try. *NOTE* After the mission name, I wrote the basic objective of the level. *NOTE* 1. Pumpkin Problems-collect the crate Turn 1: Move to the far right edge of the pumpkin you're on and use the ninja rope to get to the top of the pumpkin above the Snipers. Collect the baseball bat in the crate and use it to hit the worm to your right into the mines. If you're lucky, he will die and destroy all the mines, making a passage to the crate for you. Turn 2: If there is no passage to the crate yet, place a girder to get across the mines that are left. Get back to the top of the pumpkin, as the Artillery on the far right will try and throw a grenade at you. Turn 3: Cross the girder you placed to get to the pumpkin on the far right. Use the shotgun and shoot the green stock to make a passage to the crate. Collect the crate. 2. Operation Market Garden-kill all enemies Turns 1 and 2: Use the two girders you have to make a path from where your worms are to the flowers that are closer to the water can. Turns 3 and up: Just use your own good judgement from here on. Try to stay on the flowers so you have an advantage in higher ground. Kill the three worms on the top of the water can first, then jump down and get the last grenadier last. 3. All Quiet In The Library-kill all enemies Turn 1: Move all the way over to middle of the screen collecting both crates. Backflip back onto the top of the green book and find somewhere to hide. Use the mail strike to kill the two worms on the very left of the screen. Remember to check the wind before using the mail strike. Turn 2: Use the air strike on the Captain. Turn 3: Grab the health pack and attack the captain anyway you want, but don't use the baseball bat. Turn 4: Walk to the left side of the Field Soldier and hit him with the baseball bat as high as you can so you knock him into the water. Turns 5 and up: Try to get the other non-captain worms knocked into the little nook in the middle of the screen and place a short girder strait up so they can't get out. You can throw grenades in there and they won't be able to attack back very well. The rest is up to you. By the fifth turn there should be two more crates, the one on the right containing a sheep, and in the other, an air strike. Sometime around these turns a nuclear device will be dropped and an earthquake will occur. By the eighth turn there should be another crate at the very far right that you can get. It contains a homing missile. 4. Do The Locomotion-get the crate Turn 1: Get the crate, inside is a blowtorch. Stand directly below the Sniper and fire punch him into the water. Turn 2: Blowtorch through the tree trunk. Turn 3: Backflip onto the tree and get the crate. Use the girder inside and place a long one in front of you so you can climb onto the train car next turn. Turn 4: Climb unto the train and when you get to the mine get close enough to trigger it a quickly turn around and jump back. If you didn't take any damage, drop down and get the utility and health crate. Skip the rest of this turn. Turns 5 and up: Walk over the train and walk down the right side. Get the crates and use the jet pack you get to fly to the edge of the tracks. Use the bungee to drop down and get the crate, then safely swing to the ground the crate was on. 5. Cool As Ice-kill the soldier Turn 1: Get the two crates to your right then jet pack to the ledge with the crate that's to the right of the sleigh. On the way, be sure NOT to collect any of the three crates on the ledge directly above the guard. Use a bungee to fall down and collect the two crates. Turn 2: Use your second jet pack to collect the two crates on the island with the tree and then fly to the island to the right of that one and collect the two crates on that island. Backflip to the top of that island and use your ninja rope to get to the top of the tree on the island to the right. Set yourself on the very top. Turn 3: Face to the left and select one of your homing missiles, you should have two. Place the target right on Guard's head. Aim a little off vertical, tilting to the left and fire with full power. Once your turn is over the Guard should have a bazooka and widen the top of the hole a little. Turn 4: Fire your second homing missile the same way you did as in the last turn. Hopefully you will kill him. If not, reset your Playstation and try again. 6. Sand In Your Eye-kill all enemies Turns 1 and up: I have no full-proof strategy for this one. Use worm select and try to get all your worms to higher ground as the water will probably start to rise before you finish this level. Around three turns into the game, there's a crate that appears on the palm tree to the far left that contains two mail strikes. Get it as soon as you can. The crate that appears on the camel's hump is a mini gun. This is also very useful. 7. Not Mushroom Out There-get the crate Turn 1: Flip unto the top of the mushroom using the "rope flipping" skill with the ninja rope. Grab the crate on the top to get a girder starter-pack. Jump on the mushroom to the right, then jump back left to the small mushroom with Sentry on it. The crate to the left holds another girder starter-pack, but you don't need to get it. You don't need to get the one on the right either, but it holds a cluster bomb. Turn 2: Use one of you girder starter-packs. Place the first so you can climb out of where you are. Use the other four to create a "bridge" over the mines. Turn 3: You shouldn't need to get it, but a mini gun should drop next to the small mushroom you're on. Climb over the bridge and drop off the mushroom to the grass patch with the crate on it. In the crate is a teleport. Use it to get to the crate. 8. Tectonic Trouble-get the crate Turn 1: Get the ninja rope and use it to get on the other side of the Easter Island head to your life. Jump and use it so you can connect to the leaves of the palm tree. Get the crate, it should contain a jet pack, and set off the mine while still on the rope so you can go back up and not be damaged. Flip back up to the top of the tree and use a girder so you won't slip when the earthquake starts. Turn 2: Use the jet pack to fly to the top of the tree where the crate you need to get is. Slowly climb down the side, making sure not to set off the mine, as it will kill the crate you need to get, until you can blowtorch at an angle where you can get in and grab the crate. 9. Big Shot-kill all enemies Turn 1: Backflip up to the crate on the left side of the island with the frog. Use the ninja rope to flip up onto the frog and kill the Sentry on the top with a shotgun. Turn 2: Place a girder between the frog and the mushroom with the Guard on top. Turn 3: Cross over to the mushroom and use a handgun to shoot the Guard onto the mine on his left, hopefully killing him. Turn 4: Place a girder between the mushroom and the plants to the left. Sudden death should occur sometime around now. Turn 5: Kill the other Sentry Turns 6 and up: Kill the guard. Remember to get crate drops, I found a holy hand-grenade. 10. Water Surprise-kill the enemy Turn 1: Use a grenade to clear the bottom mine from the left side of the tower. Turn 2: Have one of your worms climb up to the top of the second section from the bottom. Go back down a little bit. Turn 3: Have your other worm backflip on top of the other. Continue to backflip to the middle of the next higher section. Place a long girder tilting from upper left to lower right just off vertical. Turn 4: Do nothing. Turn 5: Place another girder facing the other way, so you can climb up and get the crate. Turn 6: Do nothing. Turn 7: Get the crate and use the aqua sheep inside. Fly it underwater and under the land then hit the General with it. 11. Jurassic Worm-kill the Captain Turns 1 and up: Just kill the Captain. On your second go, get the crate atop the dinosaur's head. Use the mole bombs inside to dig a passage to the captain. Use your third go to get atop the same dino's head and set off the mines to clear a path to the tunnel you made with the mole bomb. Walk down the tunnel and kill him the next chance you get. Finish the level before the timer reaches zero. 12. King Of The Castle-collect the crate and don't let the special worm die (the worm with the funny hat) Turns 1 and up: First, get the crate left of where your first start, in it is a blowtorch. Use a homing missile or bazooka to knock the guard in front of the castle onto the mines. Use a girder or low gravity to get over the mines that are left and get next to the castle and blowtorch into the chamber that holds the crate and hostage. You might also find that the ninja rope inside your castle can be useful. 13. Chemical Warfare-kill all enemies. Turn 1: Remember that you cannot destroy the landscape when you do this mission. Parachute down to the level below you and fire punch the Field Solider into the water. Hide yourself, as you will be the target of air strikes. Turn 2: Use the ninja rope to get rid of the mine and not hurt yourself. Turn 3: Attach ninja rope to the top of the red tub to the left, get the crate, and swing back down without letting go. Stand under the Major to the left and release the skunk and its gas as soon as you can and poison the Major. Hopefully it will poison the other Major too. Turn 4: Ninja rope-flip to the top of the poison can and get the crate, which should contain another skunk. Baseball bat the Field Soldier into the water. Turns 5 and up: Poison the other Majors and kill the other Field Soldier when you have a chance. When The Majors' health meters get to 1, use the shotgun to take out one, then the other. Do it again for the other pair. 14. No Substitute-kill all enemies Turns 1 and up: Get the girder in the crate and use it to block the gap between the sub and the tree. Use common sense and kill worms, there's not much to it. Use the holy hand-grenade with caution 15. Flood Zone-kill all enemies Turn 1: Launch a Bazooka straight at the Field Solider to the right. Make sure you get to higher ground as the water starts rising immediately. Your other worm will die by next turn, but that's OK, and it will actually make the mission easier. Turn 2: Use the bazooka again to get out of the hole where you are. Turn 3: Place a long girder straight up and leaning up to the right. Use it as a ladder to climb up to the little nook to the right of the Secret Agent near the ceiling. Turn 4: Climb up into the nook and seal yourself in with another girder. Turn 5: Use a bazooka to open the passage that most likely was made by the Secret Agent near you. Turn 6: Kill the Secret Agent with your last bazooka. Turn 7: Launch homing missile at the Secret Agent standing on the blue wire across the room. It should kill him. The last Secret Agent will teleport to the blue wire or climb up the wires that he is standing on. Turns 8 and up: Ninja rope over to where the last Secret Agent you killed was standing. If the other Secret Agent is standing on the blue wire, kill him. If not, then make a passage to him with the shotgun and then kill him. 16. Trouble At T'mill-kill all enemies to and protect the worm with the funny hat Turn 1: Bazooka the Grenadier closest to the ground. Turn 2: If the Grenadier you just hit isn't near the worm with the funny hat, dynamite him. If he is, find some other way to kill him. Turn 3: Jet pack over to the Grenadier at the top of the tree and fire punch him into the ocean. Turn 4: Jump down to the right, backflip over the tree, and stand at the left side of the Grenadier. Fire punch him. You won't be needing this worm anymore, so go ahead and jump into the water. Turn 5: Bazooka through the trunk of the tree to your left to get through to the last enemy. Turn 6: Break through to the other side of the tree if you haven't. If you have, fire punch the last Grenadier into the water or plan a mine on him if he isn't close enough the edge of the land. Turn 7: If you haven't killed him yet, lower you worm from the top of the tree with the ninja rope and kill him. 17. Super Sheep Rescue-get the crate and kill the enemy Turns 1 and up: Use the super sheep to fly to the crate and collect it. Hope you've had training, 'cause it's harder than it looks. Use the fire punch inside to kill the Guard. 18. Trouble On Mt. Wormore-kill the General Turn 1: Use the worm select to switch to your second worm and jump forward to grab the crate, inside are two ninja ropes. Jump back on the tree and use one of the ninja ropes to flip on top of Mt. Wormore. Set off the first mine. Turn 2: Once again use worm select to use the worm you used last turn, then use the ninja rope, attach it to the small mount that the Sentry was standing on and pull yourself over the mines and grab the utility. A low gravity should be inside. Use it and jump over the mine on the small mount, then backflip to the top of the Mt. Wormore sign. Fire punch the Guard into the water if you have time. Turn 3: Do nothing. Turn 4: Worm select to the worm on the Mt. Wormore sign and then grab the crate of dynamite and the crate with a blowtorch on your sides. Walk down the right side of the sign and turn to the left. Use a blowtorch to make a path to the General. Turns 5 and up: Walk to the General and then use dynamite to drown him. Don't worry about escaping from the dynamite blast as the other worm should still be alive. 19. Hot Stuff-kill all enemies Turn 1: Grab the crate on the left and air strike the Field Marshall on the top of the orange hose thing. Make the air strike plane drop the missiles so they fall at an angle to the left so they hit him down with the other Field Marshals. Turns 2 and up: Use the holy hand-grenade when they are all close together on the thin, gray tube thing so it will blow a big hole in it where they can all fall in. Kill the rest by getting them to drown in the hole you just made. 20. The Drop Zone-kill all enemies Turn 1: Equip the parachute and jump. Watch the wind and correct any mistakes or problems with the wind using the control pad. Land on the island right below from where you dropped. Fire punch the enemy onto the island to the left, taking out the enemy worm there. Turn 2: Wait until the wind fills the bar about half way to the left and jump. Hold down up and left. Make for the worm closest to you and use suicide bomber. Turn 3: Wait until the wind fills most of the bar with strong wind going to the left. Do the same thing as the last step. 21. Mad Cows-kill all enemies Turns 1 and up: One of the enemy worms is randomly placed. If he is near the water, fire punch him in. Use worm select to your advantage and use it. Fire punch the Major on the very far right into the water when you can. Sometimes the worm that is randomly placed starts next to your fourth worm. You can knock him into the worm on the far right and they will both die. The rest of the level is like a deathmatch, so just use common sense. A mad cow is dropped by crate early in the mission. 22. Horny Nuke-kill all enemies Turn 1: Drop off of your perch and collect the crate of ninja rope. Use it and swing a little to your left and get the crate. Swing over to the left some more and collect the crate on the blue thing. Swing over to the left a little more and drop off. Walk under the blue thing, get the crates, walk out and fire a one-second grenade at the Sniper to knock him off his pink thing and to the floor. Turn 2: Backflip back onto the blue thing and ninja rope over to the are to the left and get the two crates. Then, ninja rope over the crate to the left and over into the area with all the worms. Drop yourself on the health crate between the Guard and the Grenadier. Turn 3: Backflip and jump over to where the crate to the left is. Use the pneumonic drill inside between the green and purple things and press fire as soon as you dig all the way through. Turn 4: Get out with a ninja rope pointed straight up. Knock the Artillery off his perch. Turns 5 and up: All worms that are higher than the Guard under the Artillery that you just knocked off should be knocked off their perches. Kill until sudden death and get yourself high up and use Indian nuclear test. Kill all survivors. 23. Rumble In The Farmyard-kill all enemies Turns 1 and up: Another deathmatch-like mission. Get all the crates you can and get to where the Captain is and kill him. Hide where he was and just kill everyone else. 24. Wooden Ambush-kill all enemies Turns 1 and up: Collect all the crates you can, conserve your weapons, and try to drown the enemies since they are near the water. One crate that appears later in the mission has old women in it. Very useful. Although you don't have to rush, the enemies do get air strikes later in the mission. 25. Go Bananas-get the crate Turn 1: Use worm select to choose the worm farthest on the right and then use a parachute to fly over the Sentry and land near the Guard to the right. Use a grenade to blow a hole through the leaf. If the wind's really strong, you might be able to land on the red leaf and skip this step. Turn 2: Use worm select again to use the same worm you did last turn. Crawl through the hole you made last turn and blowtorch to the right through the banana. Turn 3: Use worm select again to use the same worm you did last turn. Use a bazooka to further your tunnel. Turn 4: Use worm select again to use the same worm you did last turn. Use something to get out if you are still trapped in the banana. Crawl to the top of the banana that's next to the crate. Use a handgun or uzi to get rid of the mine. Grab the crate with a parachute or bungee next turn. 26. Monkey Business-kill all enemies Turn 1: Use one jet pack fly up to the enemy directly above you. Land in the little nook directly to his right. Leave a grenade and fly up over the leaves and then right. Land under the monkey. Turn 2: Use another jet pack and fly to the crate to your upper left with the banana bomb and then to the left to the crate with the sheep in it. Use an uzi or handgun to push the Sniper onto the mine, killing him and making a hole to the Artillery below. Turn 3: Walk to the left and straight off the edge into the pit with the Guard. You'll loose a turn, but that's OK. Turn 4: If the Guard is at the bottom of the pit with the mine, throw a grenade at him, if he is still on the leaf, jump over to him and leave a grenade to push him on the mine. Turn 5: Jet pack out and into the hole you made in your second turn. Kill the Artillery with a bazooka. Turn 6: Jet pack out of the hole, grab the health crate on you right, and use a bazooka to kill the Sniper on top of the tree to your right. Seek shelter since you will be targeted by an air strike. Turn 7: Walk to the enemy to your left under the monkey. You can walk off the ledge to him and not get damaged. Use an uzi or handgun. Turn 8: Blowtorch the tree trunk to the right to get to the last two worms. Turn 9: Use a sheep to kill the Guard. Turn 10: Put yourself DIRECTLY (and I mean directly, it's in caps for a reason) over the Artillery and kamikaze straight down. 27. Chateau Assassin-kill all enemies Turn 1: Walk to the right and stop right before you go under the roof. Worm select and backflip from on top of worm under the roof. Grab the girder in the crate and place it so you can climb up over the mine. Turn 2: Move this worm onto the roof also. Select another girder and use it so you can get up over the next mine onto the roof with the next crate. Turn 3: Worm select to the worm you placed the first girder with. Walk to the right and collect the crate. It contains a fire punch. Place another girder to the right over the mines so you can reach the next two crates. Turn 4: Walk to the right and use your last girder to fill the gap between you and the last roof. You can go under it for protection against air strikes if you are behind a step or two. Turn 5: Use your worm with the lowest health to step on the mine on the last roof. Turn 6: Use the other worm on the roof to jump off with the parachute. Hold up and right and you should be able to clear the two mines. Use the handgun to shoot the mine near the Major into him. Turn 7: Use worm select to use the worm you used last turn. Walk over to the very edge of the tree you're on. Use the handgun to do the same thing you did last turn to the General. Shoot the mine into him. 28. Countdown To Armageddon-kill all enemies and protect the worm in the hat Turn 1: Ninja rope to the building on your left. Kill the Field Solider on top by fire punching him to the left, drowning him. Turn 2: Ninja rope to the platform to your right. Use the baseball bat, facing the left aimed as high as you can, to hit the worm in the hat into the pit to the right your first worm. Turn 3: Do whatever you want. Kill some enemies. Turn 4: Walk to the left and grab the health and crate. Walk back right and into the pit with the worm with the hat. Turn 5: Use the girder starter-kit to place girders all around the hole where your first worm and the worm with the hat are, especially around the top. Turns 6 and up: Hold your ground. Kill all you can while waiting for the end. Hold on to your horses when you see the words "Judgement Day." 29. A Crate Too Far-destroy the crate Turn 1: Use your girder starter-kit. Place two between you and the top of the green space ship-building thing to your right, one flat over the Grenadier, and the last two between the gap between the blue/purple and the yellow things. Turn 2: Launch a sheep. Hopefully, it will cross all the gaps without falling or turning around. Make it explode when it gets as close as it can to the crate. You may have to reset your Playstation several times before this will work. 30. Rescue Agent Dennis-kill all enemies Turn 1: Use the ninja rope to get in the small slit of open area in the top part of the E that's across from the Assassin. Use the shotgun on the assassin so he will fall to the bottom of the E with the General. Use your second shot horizontal facing the left. Turns 2 and up: Use a blowtorch straight across, facing left, to bury yourself deeper. Stay in the hole until the earthquake. After that, use your mail strike, homing missile, and banana bomb to kill those worms that are left. 31. Bazooka On The Rocks-kill all enemies Turn 1: Walk a little to the left and place a girder between you and the ground to the left. Jump back to the right. Turn 2: Walk/jump to the left and sit yourself down on the Captain's head (the captain on the grass, not the one on the mammoth) Turn 3: Backflip onto the mushroom. Walk to the left and fire a bazooka at the Major. Turn 4: Kill this worm. He is useless. Turn 5: Walk left and jump over to the mammoth on the left. Fire a bazooka in a way that the Captain on the mammoth so he will fly off and drown. Turns 6 and 7: Use these two turns to kill the other Captain and the Major if you haven't already. Turn 8: Climb to the edge of the mammoth and fire a bazooka so that it will kill the Captain that's on the small ledge of land to the left of the mammoth you're on. Turn 9: Kill whoever you haven't. 32. 3 Strikes And You're Out-get the crate Turn 1: Walk to the right and grab the Crate Spy in the utility box. Walk back to the left and place a girder nearly straight up, but leaning upper right and lower left in a way so you can climb up to the top of the tank next turn. Most likely, the Sniper who goes after you will shoot off the mine on the antenna next to him. Turn 2: Climb to the top of the girder and backflip onto the side of the gun on the tank. Grab the parachute and walk to the antenna where the mine was. Equip the parachute and jump off. Let the parachute open automatically and press fire to let go when it opens. Grab the crate of ninja rope to your right and crawl left under the tank and skip the rest of the go. Turn 3: Jet pack over to the crate on the third rocket and land on the wing to the left of it. Use up your jet pack fuel and grab the crate. Backflip to the top of the rocket you're on and sit on the Sniper. Launch a bazooka and aim full power at the antenna between the worm on your right and the mine on your right. It should get rid of the mine and kill the enemy worm. Turn 4: Climb off the rocket and jump into the crater you made on the rocket to the right. Ninja rope to the dish on your left. Use low gravity and backflip over the mine once you set it off. Make sure you are facing to the left when you backflip. You should be able to avoid the mine this way. Walk to the left and collect the crate. 33. Stolen Goods-kill all enemies Turn 1: Carefully walk to the right, you won't fall into the water. Keep walking to the right until you reach the second gap in the E. Walk over to the right and lay a flat girder as close as you can to the water under the R in PROSE. Turn 2: If your other worm isn't dead yet, go to the same place as your first worm; if your other worm is dead, just use the one you used in the first turn. Ninja rope the very tip of the middle part of the letter E. Ninja rope slowly under the letters until you get to the girder you laid earlier. Be very careful, because if you get too far into the water, you let go. Get off the ninja rope and place another girder between the gap of the P and O to your left. If you make an imaginary line from the right side of the girder straight up, it should touch the mine in the P. Turn 3: If you're other worm is dead, kill him now. If he is dead, go to turn four. Turns 4 and up: Ninja rope over to the last girder you placed and place another girder under the R in Micro. Hid under the leg of the P this turn so the enemy can't get you. Next time you're up, jump over to the girder you placed last turn and ninja rope again straight up the leg of the R, so you can climb up the leg as far as you can. Blowtorch left to the C. When you're close, aim the blowtorch left/up to break into the C. Next turn you use this worm, use the shotgun to get into the C, if you haven't. If you have, grab the crate and make your way back to the R and use a shotgun the next two turns to get into the O. Use the carpet bomb and the mail strike to kill the enemies above you. Kill anyone left with the shotgun or uzi. 34. Sinking The Ice Cap-kill all enemies Turn 1: Walk down the left side of the tree. Right above the mine on the tree, equip the ninja rope and shoot it after you jump off. You should hang on to the stump. Get off and use the blowtorch to dig though the stump. You should hit the Assassin at least three times to kill him. Turn 2: Connect the ninja rope to the top of the large tree in the middle of the terrain. Carefully use the Ninja Rope to swing over the mine next to the Assassin to your left. Let go at the end of your swing and you will land on the small branch to the left of the mine. You'll take damage, but that's OK, because it will kill the Assassin. Turn 3: Blowtorch through the tree trunk to your right. Turn 4: Use the ninja rope to swing over to the Assassin. Blowtorch him into the mine beside the rabbit. Turn 5: Use the ninja rope to get on top of the house. Chances are that you won't make it to the last worm by the end of the turn, so use freeze. Turn 6: Blowtorch the Assassin. Don't worry if he's near the mine, because you don't have to survive to win the mission. 35. Jolly Roger-get all four crates Turn 1: Walk to the very right end of your ship and place a girder over the mines, between you and the pelican next to the Guard. Turn 2: Walk over the Guard next to the pelican and grab the crate under him. Place a girder over the Guard above you, so your next worm can get over to the second mast. Turn 3: Place a girder so you can get up out of the hole you're in and onto the same mast as your fourth worm. Turn 4: Place a girder so you can get back to the very left of your ship and grab the utility, a few low gravities. Turns 5 and up: When it's the turn for the worm that got the first crate, use a bazooka to make a hole in the middle of the pole to your left, being careful to not blow up the crate. When it's that worm's turn again, make a hole in the middle of the pole behind the one to your right, once again being careful not to blow up any of the crates. Then, use low gravity to backflip through the holes and get the crate. Make a hole to your upper right, careful not to let any of the mines down or to blow up the crate, and collect the final crate. 36. Aim Long, Aim True-kill all enemies Turn 1: Use the girder starter-pack. Place a short one over the Grenadier's head to your right. Make it diagonal leaning to the upper right, so grenades will bounce in, but he can't throw any back. Make another leaning a little off vertical, but still leaning to the upper right over the Grenadier on the red thing in the middle of the course. Place two long ones diagonally so you won't fall anywhere if a grenade hits you. The last one you can place anywhere. You can place it straight up over your head so grenades can't hit you, but it doesn't really matter. Turn 2: Use one girder. Place a long one, two presses of L2 from horizontal, leaning to the upper left on the left side of the right- most Grenadier. Turns 3, 4, and 5: Kill the Grenadiers from left to right. Use a 4- second grenade thrown at a little less than 50% power to kill the left- most one. Use a 5-second grenade, thrown a little harder to kill the middle one. Aim as shallow as you can without the grenade bouncing back off the robot's head at about 87% power and with a 3 or 4-second timer to kill the last one. It may take several tries to get this one. Turns 6 and up: Build a long funnel with your last girder starter-kit. Have the one nearest to the General as close as you can to the land near him, because he might fall down through a crack, making him impossible to kill after your first hit. You should place one long, tall girder as high as you can, far out from the robot's head. You will have to try this many times before you can finally hit him. 37. Goody Two Shoes-kill all enemies Turns 1, 2, and 3: Grab the crate and blowtorch upper left through the blue shoe. If you can, blowtorch the Field Solider into the water. Turn 4: Kill the Field Solider if you haven't. If you have place a girder so you can get to the top of the tongue of blue shoe. Turn 5: Climb to the top of the shoe and fire punch the Field Solider into the water. Turn 6: Place your last girder so you can get to the top of red shoe next turn. Turn 7: Jump/walk right and grab the crate on the red shoe. Use the air strike inside to kill the Field Solider on the very right on the green shoe. Turn 8: Grab all the other crates. Use the ninja rope to get the crate on top of the green shoe and baseball bat the Major into the water. Jump back over to the left side of the green shoe, so you won't fall into the water if the enemy hits you next turn. Turn 9: Use the aqua sheep to kill the Field Solider on the red shoe. If that doesn't do it, use the ninja rope to get back up on the shoe and finish him off with whatever you have left. 38. Double Oh Behave-get the crate, shoot the target, get the crate Turn 1: Get the utility to your left and use the jet pack to fly over the pole and grab the health crate. Use the rest of your fuel to fly over the mine and get the crate next to the tower. Blowtorch to the other side of the tower and get the crate in the barb wire. Turn 2: Use low gravity and one shotgun blast to get out of the barbwire. Jump over to the pole on the right side of the terrain near the crate. Use your second shot to open a hole in a thin part of the pole and jump through. Turn 3: Collect the crate and climb back to the other side of the pole. Ninja rope back over to the left side of the terrain using the same path you made in the first two turns. Use the homing pigeon or bazooka to hit the target. Turn 4: Use the ninja rope to flip over the pole and collect the crate. 39. Trouble In Toystore-kill the enemies, protect the worm with the hat Turn 1: Walk left into the pit with the worm you are trying to protect. Place a girder so you can get up onto the handlebars of the tricycle, but are still able to go under to where the sick worm is. Turn 2: Backflip onto the bear's ear and walk over to the top of the tricycle. Place a girder over the gap of mines so you can walk over to the Sniper. Don't cross onto the girder yet, as you will probably be killed if you do so. Turn 3: Skip go. Turn 4: Place a grenade in the nook between the tricycle seat and the bear's arm. It should blow a hole so you can reach the Assassin in a few more turns. Turn 5: Uzi the Sniper sitting on the packages onto the mines. Turn 6: Collect the crate and use the homing missile inside to kill the two worms at the very left of the terrain. Turns 7 and up: Get out of the hole and walk to where the Sniper was. Collect the crates and move back in with the sick worm. Stand in the hole you made with the grenade and aim a mortar at the area where the yellow seat meets the red bar and fire. Keep doing this until you get to the Assassin. Kill him with dynamite. Kill all the other enemies with the two mail strikes. 40. Dread Zeppelin-collect the crates, shoot the target Turn 1: Backflip to get on the higher part of the anchor. Place a near horizontal girder to fill the gap between the anchor and the weights with the crate on them. You should leave space so you can get to the left and the right. You will get shot, but if the slop of the girder is not too steep, you should not fall into the water, but on the girder instead. Turn 2: Place a flat, long girder under the anchor. Place it so that the Assassin on the other side of the anchor can't fall down on it. Turn 3: Drop down onto the girder you just laid. Ninja rope to the zeppelin and get on the other side of the anchor. Fire punch the Assassin into the water. Turn 4: Ninja rope to the raft, picking up the crate on the far left of the raft. Land on the Assassin. Fire punch the Assassin to the left, setting off the other mine. Turn 5: Get the last two crates, carefully avoiding the mines. Turn 6: Ninja rope back on the anchor, landing on the lower part of the right side. Turn 7: Ninja rope to the last Assassin and fire punch him. Turn 8: Use the bazooka to shoot the target. 41. Spectral Recovery-get the crate Odd Turns: These are the directions for the first worm you use, the one on the left. Your goal is to save the package from drowning and then to collect it. Do this by getting to the other side of the tape and placing a girder. I have found that it is easiest to get out by blowtorching left three times and then get out using the shotgun. Place a short girder horizontally at the end of the hole for the crate to be dropped on for the turn 9. On turn 11, get the crate. Even Turns: These are the directions for your second worm, the one on the right. This worm's work is to get the crate below him. Walk a little to the right and then blowtorch down and left for three turns. Blowtorch down and right into the hole with the crate on the 8th turn. Pick it up on the 8th turn too. Skip Go on turn 10. 42. Escape From Alcatraz-get the two crates Turn 1: Backflip up onto the little grass hump to your right and blowtorch to the upper right. Walk back down to where you were when you started. Turn 2: Fire a bazooka into the passageway you just made. Turn 3: Jump to the far right side of the bazooka crater you just made. Fire another bazooka to your upper left, aimed between the two crates. Turns 4, 5, and 6: Fire three bazookas aimed at the little lamp between the two Guards above you, although you can sometimes you can clear the roof of the building with just two bazookas. You should make a hole so you can get out. Kill the Guard above you to the right if you can. Turn 7: Fire a ninja rope and connect it to the tip of the guard tower and swing over the top, collecting the first crate and the health crate. Turns 8 and up: Make your way over the right side of the building, either by ending your last turn by swinging over to the right side of the prison and walking down the side, or by blasting your way over by bazookas. Once on the right side of the building, sit on the Guard on the pelican and place a long, horizontal girder right next to you. Hide somewhere. When the wind is blowing right strongly, walk right to the end of the girder, equip the parachute you got in the crate, and float to the raft. Jump to the right over the guard and walk as far right as you can until the leaf growing downward from the mast stops you. Use your last blowtorch and dig to your lower right until you reach the crate. 43. Atlantic Dash-kill all enemies Turns 1 and up: Aw… come on! Now it wouldn't be any fun if I told you how to beat the last mission of the game by giving you a flawless step by step strategy… would it? Okay, Okay, here's some hints. You need to be very, very good at using ninja rope, so practice. You will need to ninja rope back and forth between the two crate drop off points several times each turn. The more crates you get, the more powerful the weapons will be dropped off. Eventually, you will get a mini gun and a super sheep! My last tip is, don't destroy the landscape too much, as you will need it to ninja rope on to get more crates. Have fun! ----------------------------------------------------------------------- ----------------------------------------------------------------------- H. Game Extras There are two big extras in the game that you will earn by getting higher % ratings for one of your teams and by collecting medals. First of all, every time you get a gold or silver medal on the missions, the terrain for the mission you beat will be available on the custom list of terrain in the multiplayer setup menu. Next, when one of your teams gets to a certain % number, a new bonus weapon scheme becomes available in the multiplayer setup menu. There are a total of seven bonus schemes. The 7th is the last, only available when you reach 100%. This scheme gives your team every single weapon and collectable utility in the game to choose from! I have heard that there are tons more cheats and secrets in the PC version, but I have not found them in the Playstation version. If anyone finds anymore cheats that I have not written about here, tell me how to get them and I will post them here and I will give you credit for finding them. ----------------------------------------------------------------------- ----------------------------------------------------------------------- I. Deathmatch Tips *Want some extra fun? Play a Deathmatch with your friends and turn all the worm names and health bars off so you don't know which worms are on your team. *The ninja rope is one of your most important weapons in your arsenal, especially when playing against the computer. Why? Because the computer cannot use this gift from the gods! Just swing to the roof of the cave or wherever they cannot shoot you. They can't follow you unless they use teleport, which won't be much good since you can kill them before their turn comes up again. I also have never seen a computer controlled worm use armageddon or a jet pack. *Armageddon can be a lifesaver if all but one of your worms are gone. Use a blowtorch or something so you can be in a well-protected area then launch it. Just make sure to be careful when you use this weapon, as it sometimes does not kill all the other worms. *Always double-check how hard the wind is blowing when using weapons that are effected by it. *Animals and old women can go shopping. *Try to shoot or blow up other worms into water instead of trying to get their health to zero. *Conserve ammo when possible. Sometimes a bazooka shot or grenade can be as effective as a sheep. *Hit oil barrels near a large group of worms if possible. *Girders and girder packs can be used as shields and can block enemy movement. *Get crates, health, and utility drops when possible. If you are afraid someone else will get them, you can shoot them to make them explode. *Try to figure out which enemy worm will go next and sit on top another worm of the same team. Unless your opponent is suicidal (as the case might be) they will not hurt you the next turn. Watch out for worm select, though. *Take out enemy worms low on health first. *Use your worms that are low on health as decoys. You can also commit suicide with them by using a powerful weapon right next to the enemy. The small explosion that your weak worm will make after it dies can damage the enemy more if he has happened to survive. *If the water starts rising, use ninja rope, a teleport, or a jet pack to get to higher ground. *If your worm's feeling sick, grab a health crate. They give you health and cure you of your sickness. *If you're playing in your friend's room, steal one of their favorite manga comics and hold it hostage. He will forget to pause the game, and while he is trying to get it back, the timer will run down to zero and his turn will be over. ----------------------------------------------------------------------- ----------------------------------------------------------------------- J. Credits I wrote this all myself… so far. If you contribute to this faq I will give you credit and place your name here. Big thanks go out to Micro Prose and Team 17 for making this great game! E-mail me at kenohki00@hotmail. Title it worms or something like that. Please don't ask me any questions on how to beat this game. I've put all my knowledge about this game in this faq. Just e-mail about wrong stuff or contributions. Thanks for using my faq. If you want to post this faq on your site or reproduce it, please e-mail me first and tell me where it will be posted or be used. This faq was started on Wednesday, March 29th, 2000 and was finished on April 15, 2000 This document Copywrite 2000 Casey J. Anderson