Worms Armageddon - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for Worms Armageddon - Strategy Guide (Page 02).
If you possibly can, get all the crates then blow up an enemy worm... it's tricky though!
Make sure you get the ninja ropes.
After that, it's up to you... depending on how much of the weaponry you amass, it can vary
from easy to impossible. You may need to use a girder to provide a platform for you to drop
onto if you emerge from the left of the boot (as opposed to the top). I find it easier to deal
with the left hand side first, just 'cos it means you can attack close up then rope over to the
other side. Also, if you can end your go on top of two worms, they often leave you alone.
One final key point - sudden death is a blessing in this level, as it takes away their worm
select ability. Knowing this, you can plan when to move where. The water does rise, but only
very slowly.
32: Trouble in Toy Store
Difficulty: 7
Your first priority in this mission should be to kill the assassin underneath the scientist.
Use a mortar and/or uzi to get at him, then blow him away however you please. If you can't
kill him by his first turn, he'll probably move. If he does, you may not be able to get at
him for a while.
Use girders to patch up holes in your defences. If you've blown a hole through to water in
killing the assassin, block it off quickly.
The nearest worm is easy to kill, as there are lots of mines around and often he has crates
nearby which can help damage him. In fact, the crates can help kill most of the enemy.
Try to keep your worms away from the scientist, as they can draw fire away from him.
33: Spectral recovery?
Difficulty: 7 - 2 with this guide
There are two methods for this one: the first is fairly foolproof, and is adapted slightly
from the one Hakan Waag sent me (thanks!). The second is my way of doing it, which takes one
less go but is slightly more dodgy.
First method
Go 1: (Left worm) Blowtorch left.
Go 2: (Right worm) Blowtorch down/left from the bottom of the grenade hole which you'll
probably be standing in.
Go 3: (Left worm) Blowtorch left.
Go 4: (Right worm) Blowtorch down/left again.
Go 5: (Left worm) Blowtorch left again from far left of tape hole.
Go 6: (Right worm) Blowtorch down/left again.
Go 7: (Left worm) Fire the shotgun horizontally left twice from a safe distance - that should
get you out of the tape.
Go 8: (Right worm) Blowtorch down/right, into the hole with the crate in - you must pick it
up this turn.
Go 9: (Left worm) Place the girder you just picked up horizontally next to you (you'll need to
use a short girder).
Go 10: (Right worm) Doesn't matter what you do.
Go 11: (Left worm) Collect the crate, which completes the mission.
Second method
Go 1: Blowtorch to the right and retreat.
Go 2: Stand on the oil barrel - this is very important as you must die before you'd get
another turn with that worm. You can kill the worm that attacked you if you like, but if you
leave it alone it will take turns from other enemy worms that might block your patch later.
Go 3: Shotgun your way out of the tape and retreat.
Go 4: Go onto the next tape, at about the same height (so that you can jump back in even if
the oil barrel has been blown up by the time you come back) and blowtorch diagonally downwards
towards the crate. Stand at the bottom of your tunnel.
Go 5: Blowtorch or shotgun to the crate. Make sure you'll be able to get out... and start
doing so, if you can. If you have been shotgunned in your last turn and the enemy is in the
way, you should use the shotgun to get through to the crate - you should be able to do this
in one blast, and then blast the enemy with your other shot, walking past him while he's
recovering. If you don't get the crate this go, quit - you're going to fail this time.
Go 6: Run back to the starting point, and blowtorch left.
Go 7: Blowtorch left again.
Go 8: Blowtorch left again.
Go 9: Place a girder horizontally next to you (outside the tape).
The crate will now drop.
Go 10: Blowtorch through the final bit of tape and get the crate. Congratulations - you've
completed all the missions!
---------------
~!~Training Guide~!~
And again, thanks to Jon Skeet for letting me use this too.
~Basic Training~
This comes in three stages, one per medal, and there are three tasks per stage.
~!~Bronze Stage~!~
~Grenade skills Grade 1~
Both targets can be hit with grenades with 1 second fuses. The second one requires full power
or slightly less; both require quite low angles. (In fact, you can hit both targets using the
same angle if you're lucky.)
~Shotgun skills~
Just shoot the targets - not a lot more to be said, really. When you're shooting down, get to
the edge of the girder first, otherwise there's a chance you'll hit the girder and hurt
yourself.
~Bazooka skills Grade 1~
First target: Full power, low angle
Second target: About half power, facing right but nearly vertical - the wind takes the shot.
~!~Silver Stage~!~
~Rope Grade 1~
Use repeat swings here - press space to come off the rope, and space again to fire another
time. You should pick up the baseball bat in the crate without coming off the rope, then
continue to the target, where you drop off the rope, select the baseball bat, aim and fire.
See the weapon tips page (when it's up) for more details on the ninja rope.
~Grenade Skills 2~
The first two targets are the same as before. The third one should be destroyed with a 2
second grenade fired at about 45 degrees and just under full power. Remember that you can
fire more than one grenade at a time.
~Using Firepunch~
You need to combine jumping with firepunching. Stand under the crate, select firepunch, hit
backspace twice to do a backflip, and when you're at the top of the jump, press space. This
will perform a firepunch from where you are, enabling you to collect the crate, which gives
you two more firepunches. You can then punch the targets in much the same way. For the last
one, you don't need to use a backflip - try a "straight up" jump, given by just hitting
backspace once. (In fact, you may not need to jump at all; I haven't tried a standing
firepunch.)
~!~Gold Stage~!~
~Rope Grade 2~
This is quite similar to grade 1. Collect the dynamite from the left hand side of the screen,
then make your way over to the target on the right (using repeat swings). Select the dynamite
by pressing F5, then when you're over the target (preferably not moving much), press return
to drop the dynamite. Land on the middle platform again, and watch the target blow up.
~Bazooka Skills Grade 2~
First target: full power, about 40 degrees from the horizontal.
Second target: full power, slightly lower.
Third target: about half power, facing right and just off vertical.
Fourth target: full power, and very shallow angle - the bazooka will skim the surface of the
water before hitting the target.
~Grenade Skills Grade 3~
The first three targets are as before (except with the first two the other way round). The
fourth target requires a full power, 4 second grenade aimed just below the corner formed by
the girders abouve you (ie about 30 degrees from the vertical). The final target can be hit
from below with a 1 second grenade at a slightly higher angle and about 75% power.
---------------
~!~Weapons~!~
This section will be revised soon, so just wait.
Bazooka - A bazooka that fires a missile.
Homing Missile - A missile that homes, make sure you fire it far or it will explode on
the first thing it hits, like the ground below you.
Mortar - It is just like the Bazooka, except it doesn't do much damage but it drops more
explosives when it explodes.
Hand Grenade - A regular granade.
Cluster Bomb - This grenade will shoot out more grenades when it explodes.
* Skunk Bomb - You can set off fumes by pressing spacebar and making it explode by pressing
Space Bar again.
Petrol Bomb - This will explode on contact and will keep the ground burning for a long time.
Banana Bomb - Like the cluster bomb except does more damage.
Hand Gun - A dinky gun.
** Shot Gun - This is a powerful gun, it can do up to 25 damage per shot.
Uzi - A fast firing gun.
Mini Gun - This gun is great shoots fast and does a lot of damage.
** Long Bow - The thing that Robin Hood uses
***Air Strikes - Send missiles down from the air.
***Napalm Strike - Sends missiles from the air, but they explode leaving fire to rain down from
the sky.
Land Mine - A mine that will explode when you go near it.
Fire Punch - Punches straight up, burns straight through landscapes.
Dragon Ball - A ball of energy that does 30 damage.
Kamakaze - Your worms sacrifices itself to fly a explode in the direction you aimed.
Prod - Just pushes the worm you touched. Does no damage, just used to push guys into water.
Axe - Cuts enemies life by half.
Blow Torch - Burns through landscapes
Pneumatic Drill - Drills down.
Girder - A bridge that you can place where you want, you can change it by pressing <- or ->.
** Ninja Rope - A rope that you can shoot and hang on things.
Dynamite - A stick of dynamite.
* Sheep - Sheep that bounces around.
Baseball Bat - A Baseball bat.
Parachute- A way going down easily.
Bungee - Another way of going down but more exciting.
Teleport - The best way of traveling ling distances
Flame Thrower - A cool weapon that does a lot of damage and burns through landscapes
Homing Pigeon - Like the Homing missile, but more dumber.
Mad Cow - Releases 1 to 5(you choose) cows that roam around and explodes when they hit a wall.
Holy Hand Grenade - Like a grenade it explodes, but does more damage. Up to 100 damage
Old Women- An exploding old granny.
* Sheep Launcher - Launches a sheep with a helmet.
* Super Sheep - A flying sheep that you can control.
* Mole Bomb - A bomb that jumps up and explodes.
~Legend~:
* - You manually explode it (With SpaceBar).
** - You get 2 shots with it.
*** - You can change where it comes from by pressing -> or <-.
---------------
~Special Weapons~
These are the weapons that you cannot configure in the menu, except the super sheep of
course. I put them into sections to give you a better thought of what it is or what it does.
~Heavy Duty Killer Weapons~
Super Banana Bomb - Like the Banana Bomb but you have to manually explode it.
Indian Nuclear Test - When it explodes, it raises the water level and makes everyone infected.
** Concrete Donkey - It goes down and smashes anything beneath it or around the smashed part.
Armageddon - It starts to rain meteors, a whole hell of a lot of them!!!!
Magic Bullet - It a bullet that will home on your target and will avoid contact with
the land.
~Regular Explosives
Aqua Sheep - Your sheep can now go into water and swim around.
Ming Vase - Like a mine, but pieces of the vase fly out and explode on contact.
Sally Army - Like the old lady, but little tamberines come out and explodes on contact.
* MB Bomb - A fat round thing falls from the sky.
Suicide Bomber- Your worm inflates and exlodes. Any one that touches the green smoke after
it gets infected.
~No Damage Weapons~
Worm Select - Let's you select other worms with TAB.
Scales of Justice - Evens out the healt to everyone.
Girder Starter Kit - Let's you make 5 girders in one turn.
EarthQuake - Shakes things around, won't hurt anyone. This is used to push guys off edges
or to mines.
~Strikes~
* Mail Strike - 5 Letters come slowly falling from the sky.
Mine strike - 5 mines fall to ground. These things bounce when the hit.
Mole Squadron - 5 moles get dropped off and dig their way until they hit something
** Sheep Strike - 5 Flaming sheep fall from the sky, they will bounce around making more damage.
** Mike's Carpet Bomb- This is like the Sheep Strike but, they are carpet bombs. They bounce,
blow up more times the than the Sheep Strikes does and causes a lot of damage.
~Legend~
* -Affected by wind.
**-They will blow up, bounce, blow up, bounce, blow up, etc.
---------------
~Weapons Buttons on Keyboard~
Utilities - Jet Pack , Low Gravity , Fast Walk , Laser Sight , Invisibility
F1 - Bazooka , Homing Missile , Mortar , Homing Pigeon , Sheep Launcher
F2 - Grenade , Cluster Bomb , Banana Bomb , Axe , EarthQuake
F3 - Shot Gun , Hand Gun , Uzi , Minigun , Long Bow
F4 - Fire Punch , Dragon Ball , Kamakaze , Suicide Bomber , Prod
F5 - Dynamite , Land Mine , Sheep , Super/Aqua Sheep, Mole Bomb
F6 - Air Strike , Napalm Strike , Mail Strike , Mine Strike , Mole Sqaudron
F7 - Blow Torch , Pneumatic Drill, Girder , Baseball Bat , Girder Starter Kit
F8 - Ninja Rope , Bungee , Parachute , Teleport , Scales of Justice
F9 - Super Banana Bomb, Holy Grenade , Flame Thrower , Sally Army , MB Bomb
F10 - Petrol Bomb , Skunk , Ming Vase , Sheep Strike , Mike's Carpet Bomb
F11 - Mad Cow , Old Woman , Concrete Donkey, Indian Nuke , Armageddon
F12 - Skip Go , Surrender , Worm Select , Freeze , Magic Bullet
---------------
~!~Cheats~!~
There are no type cheats, they all have to be earned.
~Smiley Face~
On certain days of the month, a smiley face will replace the thumping nuclear
symbol. Just to tell ya, this isn't really a cheat. I just didn't know where to stick it.
Days:
17 of each month
Jan. 1
Note: I don't know all the days, so please e-mail me.
~More Multi Player Maps~
To get the Mission Maps as levels, you must get a Silver or Gold Medal. A Bronze will get
you nothing.
~Weapon Options~
Laser Sight - Complete Level 4
Jet Pack - Complete Level 8
Fast Walk - Complete Level 13
*Invisibility - Complete Level 16
Low Gravity - Complete Level 20
Upgrades:
! Super Banana Bomb - Complete Level 33
**Aqua Sheep - Gold on Super Sheep Racing
!**Longbow - Gold on Euthasia
!**Shotgun - Gold on Rifle Range
!**Grenade - Gold on Artillery
~Game Options~
**Blood - Gold on Basic Training
**Sheep Mode - Gold on Crazy Crates
**Invincible Worms - Elite on Death Match
Indestructible Landscapes - Complete Level 25
~Game Setups~
**Full Wormage- Gold on Everything
Elite Ranking
~Legend~:
* - Only works on the net.
** - You need earn this medal or earn this ranking.
! - Makes the weapon stronger, doesn't change what it is.
---------------
~!~Tips~!~
- Sheep can collect crates and stuff.
- Think of the wind when firing.
- Burrow at least one worm.
- Use strikes and super weapons if you are sure you are going to win.
- Try to shoot them into the water on island maps if you can.
- Try to conserve ammo.
- Make every shot count.
- Losing one worm doesn't mean anything if you kill 2 worms with it.
- If you can't hit the enemy worm(s) try hitting something near them to cause damage.
- Use girders for protection.
- Pick your targets carefully.
- Try to get crates or utilites before some one else gets it.
- Blow up crates or utilites if you don't want anyone getting it.
- Hide after you shot your weapon.
- Teleport when in trouble.
- Take the shot if you can.
- Take out weakest guy or a guy near on an edge first.
- Get crates.
- Stay near an enemy so their other worms can't hit that worm, beware of Worm Select.
- Use weak guys as decoys so you can get stronger to come and take them out.
- Trap an enemy in with girders, that'll make sure he won't get you for awhile.
- Use your weak worms for suicide soldiers. Like run into a mine near an enemy or blow
yourself up and an enemy with a stcik of Dynamite. Make you do a lot of damage.
---------------
~!~Contacts~!~
Hi, my name is N.A.P.A.L.M., here is where you can contact me for anything you want.
My ICQ(UIN) - #36991746 (I don't mind if you add me to your list and vice versa)
My E-mail - NapalmX@IgnMail.com
My Name on WormNet - NAPALMX
My Name on Battle.Net -N.A.P.A.L.M.
If you see me on, say hi or something.
---------------
~!~Credits~!~
Me - For making this FAQ.
You - For reading it.
Team 17 - \
MicroPose - } For making Worms Armageddon.
Hasbro - /
My cat and dog- They inspired me to do this
Jon Skeet - For the Mission Guide and the Training guide.
---------------
~!~Legal Stuff~!~
This is N.A.P.A.L.M. Copyright 1999, please DO NOT steal anything from this FAQ without my
permission. If you want to use this FAQ on your page, please ask me first. I won't turn you
down, so just ask.
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