__ __ ____ _____ \ \ / /__ _ __ _ __ ___ ___ |___ \ | __ \ \ \ /\ / / _ \| '__| '_ ` _ \/ __| __) || | | | \ ` ` / (_) | | | | | | | \__ \ |__ < | | | | \_/\_/ \___/|_| |_| |_| |_|___/ ___) || |__| | ___________________________________ |____/ |_____/ for the Nintendo GameCube FAQ / Strategy Guide Version 1.15 Written by AstroBlue (tetsuwan_blue(at)yahoo.com.au) Last Updated: June 6th, 2004 ******************************************************************************* Back in the December of 1999, I posted my first ever videogame FAQ. It was for the 4th game in the worms series; Worms: Armageddon. After 3 or so months of intermittent work... my 95 kilobytes of achievement was frankly... an incoherent pile of shit. The strategies were good, but it was unreadable. I knew this, and anyone who read the FAQ would've known this. But I kept at my new found hobby; rationing spare time to improve my writing. Roughly 50 guides later and almost out of University, I'm slowly scaling down my time spent on this hobby and online. So now it's time to go full circle and cover the game that Wormers have been asking for since a "floating point" was first calculated by game's console, Worms in 3D! C O N T E N T S =============== 1)GAMEPLAY BASICS i)Controls ii)Game Synopsis 2)FAQs 3)INVENTORY i)Weapons ii)Utilities 4)CAMPAIGN WALKTHROUGH 5)CHALLENGE TACTICS 6)UNLOCK LIST 7)THANKS TO =============================================================================== 1) G A M E P L A Y B A S I C S =============================================================================== ------------------------------------------------------------------------------- i)Controls ------------------------------------------------------------------------------- Control Stick - * Move menu cursor * Control Worm * Pan camera in Blimp View mode * Move Girder Control Pad - * Change weapon trajectory * Tilt (up/down) and spin (left/right) Girder * Shift weight towards head (up) or tail (down) on Ninja Rope C Stick - * Rotate camera around focus * Rotate Super Sheep when flying A Button - * Accept/toggle menu selection * Use weapon/utility * Zoom-in with Binoculars B Button - * Cancel menu selection * Jump forward * Back-flip (double tap) * Vertical Jump (hold) * Zoom-out with Binoculars X Button - Open/close Weapon Panel Y Button - * Drop weapons from Ninja Ropes, Parachutes and Jet Packs * Scrolls through Worms in team with Worm Select Z Button - * Select fuse time for Grenades, etc. * Select quantity for Mad Cows * Toggle between large/small Girders * Shorten Ninja Rope L Button - * Switch to Blimp View * Raise Girder R Button - * Switch to 1st Person View * Lower Girder * Lengthen Ninja Rope Start/Pause - Open/Close Pause Menu ------------------------------------------------------------------------------- ii)Game Synopsis ------------------------------------------------------------------------------- Worms 3D is a Turn-Based Strategy (TBS) game in which groups of cute pink annelids battle each other. It is called turn-based, because like Chess, each player takes turns at defeating the other player(s). Only one worm is active at any given time, and during this time (their turn) they may move around and use as many utilities as they want. But once they use a weapon, their turn time runs out, or they take damage; a worm from the next team will become the active worm. The player with the last surviving worm is the winner. =============================================================================== 2) F A Q s =============================================================================== Q: Why... What... How...? A: Before you even ask anything, check TEAM17's official Worms 3D FAQs: http://worms3d.team17.com/support.html?area=faqs - - - - - - - - - - Q: Why did this game come out in Europe/Australia before America or Japan? A: Because Team17 are based in England (Osset in West Yorkshire). - - - - - - - - - - Q: It says your guide is for the GameCube version. Will it still "work" for the PC, PlayStation2 and Xbox versions? A: Yes, they're all basically the same. But since I refer to the GameCube controls, here's a chart to make this guide more multi-console friendly. Control GameCube P C PlayStation 2 Xbox ---------------------------------------------------------------------------- Move Worm Control Stick W A S D Keys Left Analogue L. Thumbstick Aim Weapon Control Pad Arrow Keys Direc. Buttons Digital Pad Move Camera C Stick Mouse Right Analogue R. Thumbstick Confirm/Fire A Button Left Click X Button A Button Cancel/Jump B Button Enter/Backspace Square Button B Button Weapon Panel X Button Right Click Circle Button X Button Drop/Select Y Button Backspace Triangle Button Y Button Fuse Z Button 1 - 5 Keys L1 Button White Button Blimp View L Button E Key R2 Button L Button 1stP View R Button Q Key R1 Button R Button Pause Start/Pause Esc Start Start Worm Status None Delete Select L. Thumbstick - - - - - - - - - - Q: I'm missing ~7% and I've got Gold in all Campaigns and Challenges! I've heard something about "Easter Eggs" which may be what I am missing, do you know anything about them? A: Yup, here is a rough list: Atlantis Training Facility (Terrain) - In the tutorial of the same name, look for a chamber near the seaplane. Bridge Kit (Equipment) - In Beefcake Breakfast Brawl, collect the utility crate in the roof. French Lover (Speech Bank) - In A Quick Fix, type out TEAM17 on the keyboard. Grandpa (Speech Bank) - In Nobody Rides For Free, complete the campaign without any mistakes. The Horror Theme (Wormapedia) & Horror (Speech Bank) - In Grave Danger, place a Grenade on the mound of dirt behind the chapel. Madchester (Speech Bank) - In Schools in for Summer, throw a Grenade through each basket ball hoop. That Angular Chap (Wormapedia) - In Showdown at the OK Corale Reef, collect the crate from the red roof. - - - - - - - - - - Q: How do you complete the "Driving Range" tutorial? I've tried everything. A: You can't actually complete it, it's just a firing range for you to test and become familiar with various weapons. - - - - - - - - - - Q: Is something wrong with my game? No more campaigns unlocked after I got Gold on the 'Alien Juice Suckers' campaign. A: 'Alien Juice Suckers' is the last campaign. - - - - - - - - - - Q: Is the ________ weapon in this game? A: All available weapons and utilities are listed in the inventory section. Remnants of programming for the Magic Bullet, Mine Strike, Sheep Strike, Armageddon, and Laser Sight are in the game, but they are inaccessible and unusable (the game would freeze if you attempted to use them). - - - - - - - - - - Q: I know it's sad, but I'm actually having trouble with the Tutorials... A: That's not a question, heh... if you read all of Major Carnage's directions in the tutorials (and just persevere and practice) you should be able to get good enough to complete them. After all, the Tutorials are there to teach you and train you up enough so you can fight for yourself in the other modes. Anyway... to be nice, here is a mini-guide on the tutorials. Atlantis Training Facility - This tutorial covers the "worms" basics; moving, jumping and 'Zooks. If you're having trouble hitting the targets with the Bazooka, try using a flat trajectory (so if you hold the R button the crosshair should be in-line with the top of the Greek pillar) and use full power. Also, just before you head to the seaplane, look around that area for an entrance to a chamber under the ruins. There is a secret (easter egg) Treasure Chest inside that will unlock this terrain for multiplayer games. Down in the Dumps - Time to learn proper use of bombs (Dynamite, Grenade, and Cluster Bombs). If you're having trouble killing the worms with Grenades and Cluster Bombs, try changing the fuse time to 5 seconds and then attempt to throw them so they rest in the hub of the wheel that the enemy worms are on. Return to Chateau Assassin - A return to one of the more memorable missions in Worms: Armageddon. You'll learn advanced weapons here (Homing Missiles, Airstrikes, Shotguns and Sheep). When using the Sheep, don't stand too far away from the last Assassin, or the Sheep will jump over him. Stand near the middle of the wall, face him, let go of the Sheep, and detonate it when it reaches him. The Mighty Kong - You'll learn how to use utilities which help you to move around in this tutorial (Girders, Jet Packs, Parachutes and Ninja Ropes). To get up to Cheeky with the Ninja Rope: stand on the top wing of the Biplane, hold the R Button and fire the rope at the target that's under the wing of the plane above Cheeky, then hold the Z Button to pull your worm up to the crate so you can fire punch Cheeky to kill him. Test Tubes - This is basically just a practice death match, both you and the opposition (The Darksiders) are on separate lab benches. It shouldn't be that hard to win, since you have a lot of Super Weapons in your arsenal to decimate them with. If you win, you will unlock the Test Tubes terrain and the Pro scheme. Driving Range - You can't actually complete this tutorial. Any targets you hit will re-appear unless they fall in the water, and even if you drown them all nothing will happen. It's essentially just an excuse to let you play with weapons. You have an unlimited supply of: Bazookas, Homing Missiles, Mortars, Grenades, Cluster Bombs, Holy Hand Grenades, Banana Bombs, Shotguns, Uzi, Petrol Bombs, Sticky Bombs, Sheep, Super Sheep, Old Women, Mad Cows, Airstrikes, Lottery Strikes, and Binoculars. - - - - - - - - Q: Do you know the lyrics for "Shake your Coconuts" by Junior Senior? A: Yup, here are just the core lyrics, minus MC prattle and samples. C'mon in, hang your coat! Eat our chips, c'mon, we've got loads! Shake your Coconuts, Co-Co-Boys!! Until the milk comes out, Co-Co-Girls!! CHORUS Just keep on dancing now, Just keep on getting down, Just keep on having fun, The party's just begun! x2 All dressed up, impressed to kill! Doctor says, c'mon, eat your pills! Shake your Coconuts, Co-Co-Boys!! Until the milk comes out, Co-Co-Girls!! CHORUS x2 It's Junior Senior's time to show us you care! Just feel the power put your hands in the air! Hey boys and girls we want to see what you got, we wanna see you shaking, Co-Co-Nuts! We'll get up, to sweet sounding music! We'll get down, to Grant's new kind of kick! Shake your Coconuts, Co-Co-Boys!! Until the milk comes out, Co-Co-Girls!! CHORUS x3 - - - - - - - - Q: What did you name your team and worms? A: Strange question... anyway, I have a couple. For my teams I have Kill Bill and Aliens inspired ones, and for computer teams I have variations on the classic Worms CPU teams (TEAM17 and The Gods). DiVAS Marine Corps TEAM 17 The Gods ------------ ------------ ------------ ------------ Bill Sgt. Apone Spadge Odin Black Mamba Cpl. Hicks Boggy B Thor Cottonmouth Lt. Ripley Kilburn Loki Copperhead Pvt. Hudson Lambo Freya Sidewinder Pvt. Vasquez Tapper Sigurn CA Mt. Snake Bishop Agent Dennis Tyr =============================================================================== 3) I N V E N T O R Y =============================================================================== ------------------------------------------------------------------------------- i)Weapons ------------------------------------------------------------------------------- Bazooka Usage: Aim with the Control Pad, or the Control Stick in FPV mode, and then hold the A Button to fire. The duration you hold down the A Button determines the velocity it is shot out of the Bazooka. Damage: 55 max * Effected by wind. * Can skim across the water surface, just like a skipping stone. Just fire it fast and roughly parrallel with the water's surface. Homing Missile Usage: Set the target of the missile by using the Blimp or 1st Person Views modes, pressing the A Button to lock-on to the target. A blue target means it's targeting water. Then aim and fire the missile in the same way as the Bazooka, and after 2 seconds the targeting will kick in and it will home in on its target Damage: 45 max * Generally it's best to fire the missile up and away from your target so it will come down sharply on the target. Just watch out for obstacles, as the Homing Missile will not attempt to dodge them. * Homing Missiles are not aquatic like in previous Worms games. They can only skim under the surface of the water. Mortar Usage: Aim in the same way as a Bazooka, and then press the A Button to fire the mortar. It will explode on impact and release four smaller clusters. Damage: impact~10 and clusters~10 each * Mortars are best used in small, confined areas where the clusters will explode near the target, concentrated. Homing Pigeon Usage: Set the pigeon's destination with the A Button in Blimp or 1st Person Views modes. Then aim it like a Bazooka and press the A Button to release the Pigeon. After 2 seconds the Pigeon will begin to home in and avoid any obstacles to reach its destination. Damage: 75 max * Generally always release it into the sky. Although the Pigeon will avoid obstacles, it's still a dumb bird and will sometimes get caught. Grenade Usage: Aim with the Control Pad, or the Control Stick in the 1st Person View, select the fuse time (1-5 sec) with the Z Button, and then hold the A Button to throw the Grenade. The duration in which you hold down the A Button determines how hard your worm will throw the Grenade. Damage: ~45 * Grenades will bounce around quite a bit and aren't effected by wind like Bazooka rounds. * For a sure fire hit, try setting the fuse time to five seconds, tap the A Button to drop the Grenade near a worm, and then retreat as fast as you can. Cluster Bomb Usage: Used in exactly the same way as Grenades. Upon detonation the bomb will break into five clusters. Damage: detonation~10 and clusters~10 each * Best used in small confined areas where as many clusters as possible will hit the target. Gas Canister Usage: Thrown exactly the same way as Grenades. After the five second fuse ticks over, the canister will release a cloud of poisonous gas. Damage: poison 3 per turn * Throw amongst a gathering of enemy worms to slowly weaken them. Every little bit helps, and over a very long battle it will all add up. Attrition, I tell you! Holy Hand Grenade Usage: Thrown exactly the same way as Grenades. The Holy Hand Grenade will count down from three, but will only explode once it completely settles. Damage: 100 max * The Holy Hand Grenade of Antioch's explosion will cause a HUGE hole in the terrain. Apart from killing worms directly, it's great for making a "drowning hole". * Try the HHG Headbutt. Face the enemy (who is a short distance away) then throw the grenade directly up into the air and do not move. The HHG will come down and bounce off your worms head in the direction of the enemy, settling quickly and exploding near them. Banana Bomb Usage: Used in exactly the same way as Grenades. Upon detonation the Banana bunch will break into five separate banana clusters. Damage: detonation ~55 and banana clusters ~75 each * Devastating, especially to the terrain. The trick is not to throw it so it lands near the target(s), but to throw it so it explodes above the target(s) and rains down yellow potassium rich death. Petrol Bomb Usage: Thrown exactly the same way as Grenades. These Molotov Cocktails explode on impact and soak the immediate area in flames. Damage: impact ~20, small flames 1, and large flames 2 * Quite useless as a weapon of damage. The damage you can inflict with them is minimal, and the flames dissipate quite quickly and do not burn into the terrain. * Best used as a "worm lubricant". Throw the Petrol Bomb at a worm full power and it will send them flying and sliding away, hopefully into the water. Sticky Bomb Usage: Used in exactly the same way as Grenades. As the name implies, the Sticky Bomb will stick to the first object it touches, including worms. Damage: 40 max * The Sticky Bomb has many great uses, it's the best new addition to the worms arsenal. Try throwing it up at the bottom of a platform a worm is standing on, or throw it directly at a worm so it sticks to their face. Shotgun Usage: Aim with the Control Pad, or the Control Stick in FPV mode, and then fire with the A Button. You get two shots for each Shotgun, and you can move around between shots Damage: 50 (25 each shot) * Try shooting worms close to cliff-faces over the edge. * Use spare shots to detonate Oil Drums from a distance. * Also great for finishing off a couple of weak worms. Uzi Usage: Aim and then begin firing with the A Button. Whilst firing you can still aim your gun to follow targets. Damage: 60 max * Uzis are probably the most reliable way to administer a decent 60 HP worth of pain to an enemy worm. * The ability to strafe whilst shooting allows you to distribute damage between a group of worms. Blowpipe Usage: Aim and then blow the dart with the A Button. Damage: poison 1 per turn * Quite useless... the natives are angry. Fire Punch Usage: Press A to perform a vertical shoryuken punch. Which will cut through any terrain above your worm, and with contact will send worms flying in an arc. Damage: 30 * Great for uppercutting worms to an early, watery death. Baseball Bat Usage: Alter trajectory with the Control Pad, and then press the A Button to swing the baseball bat and send worms flying for a home run. Damage: 30 * Much like the Fire Punch, the Baseball Bat is great for hitting worms into the water to drown them. Viking Axe Usage: Press A to swing the huge Axe into the ground in front of your worm. If you manage to hit a worm with it you will slice their HP in half. Damage: 1/2 current health * Great for cutting very healthy worms down to size. * Much harder to use than in the 2D Worms, practice. Prod Usage: Press A to prod. Damage: Nil * Doesn't cause any damage, but is great for knocking worms off the edges of cliffs or into Land Mines. Land Mine Usage: Press A to drop. Will explode when any worm comes in its immediate proximity. Damage: 55 max * Best used as just a smaller Dynamite, but you can also place them to booby trap vital parts of the terrain, such as bridges or causeways. Dynamite Usage: Press A to drop. After the five second fuse burns out it will explode. Damage: 75 max * Drop amongst a bunch of worms and then flee as fast as possible. You can also fly in with a Jet Pack, drop dynamite with the Y Button and then fly away to flee. Sheep Usage: Press the A Button to release the sheep, it will detonate after roughly 10 seconds if you don't press the A Button once more to manually detonate it. Damage: 75 max * Sheep will attempt to jump over gaps and obstacles. If they fail to do so a couple of times they will change their direction... to the angle of reflection. * Can collect crates. Super Sheep Usage: Press the A Button to release the Super Sheep, a second press of the A Button will send it flying, and a third press of the A Button will make the Super Sheep fall and explode on impact. The Control Stick controls flight, and the C Stick rotates the sheep laterally. Super Sheep will detonate after roughly 25 seconds. Damage: 75 max * Super Sheep are great for collecting lots crates strewn all over the terrain, but be careful, you only have a minimal amount of time to collect crates. Your primary goal should always be to attack the enemy. * There are no Aqua Sheep in this game, and let's just say the normal Super Sheep is no Ian Thorpe... Old Woman Usage: Press the A Button to release this old biddy from nursing home. She will detonate after 10 seconds, or if she makes contact with a worm, whichever comes first. Damage: 75 max * Be careful, unlike Sheep, Old Women will not jump obstacles or gaps. They will simply change direction and drown respectively. Mad Cow Usage: Select the quantity of cows to release (between 1-5) with the Z Button, and then press the A Button to begin releasing these Creutzfeldt-Jakob carrying bovine. Damage: 75 max. each * It's possible to change direction and jump while releasing cows to spread the carnage. The only problem is that the camera will follow the first cow, so you'll have to do it blind... Mega Mine Usage: Just like a Land Mine, Press A to drop it. It will explode when any worm comes near it. Damage: 70 max * The radius of the explosion and the damage it inflicts is only slightly greater than a normal Land Mine. However, the explosion is very concussive and will send any worm near it flying higher than any other weapon. Air Strike Usage: With the Blimp View, use the Control Stick to set the target, and the C Stick to alter the bombing direction. Then press the A button to call the plane to release the six bomblets Damage: 30 max. each * Keep this strike for last to pick of any worms. Concrete Donkey Usage: Using the Blimp View, target with the Control Stick and drop the donkey from the sky with the A Button. The donkey will bounce on the terrain until it creates a huge hole down to the water, or it will self-destruct. Damage: 55 max each bounce * Use carefully, it's worth it's weight in gold. Lottery Strike Usage: Target in the same was as an Airstrike, and then press the A button to call the plane to release the six explosive lottery tickets. Damage: Randomly between 1-49 each * Note that the floating tickets are wind effected. Doctors Strike Usage: Target in the same was as an Airstrike, and then press the A button to call the plane to release the six health crates Damage: Nil * Great for curing your worms of poison after a Nuclear Bomb has been dropped! Earthquake Usage: Press the A Button to summon the great earth shaker with the witch doctor mask. Damage: Nil * The quake itself causes no damage. But, it will shake the terrain so vigorously that worms will be tossed into any nearby body of water, and objects such as Land Mines and Oil Drums will bounce around the terrain and will sometimes explode, creating a literal natural disaster. Nuclear Bomb Usage: Press the A Button to detonate a Nuclear Test on a nearby atoll. Damage: poison 5 per turn * It won't cause any destruction because it's too far away, but it will expose every worm to enough gamma to give them radiation poisoning. ------------------------------------------------------------------------------- ii)Utilities ------------------------------------------------------------------------------- Jet Pack Usage: Press A for throttle, and use the Control Stick to manoeuvrer. You can drop weapons with the Y Button whilst flying as well. * Rocket Man... burning out his fuel! This is the best way to get your worms around. Take note that it's more efficient to use long bursts of throttle rather then a lot of smaller bursts. Ninja Rope Usage: Aim with the Control Pad, or the Control Stick in FPV mode, and then fire the grapple with the A Button. Once attached; use the Z Button to shorten the rope, the R Button to extend the rope, up on the Control Stick to swing towards your worms head, and down to swing towards your worms tail, and the Y Button to drop items from the rope. Pressing A once more will detach the grapple, and pressing it yet another time will send the rope out to re-attach while falling. * The Ninja Rope only really allows you to swing along a 2D axis. You cannot shift your weight to "turn" while swinging much. This Ninja Rope is far less effective than in previous versions of Worms. You can still swing like Tarzan of the jungle, but it's harder to flick over obstacles or do any tricks. Let's just say there will be no proper "PROper" games on WormNet. Teleport Usage: Using the Blimp View, place the target on your wanted destination with the Control Stick, and then press the A Button to teleport there. * Good for teleporting to higher ground in sudden death. Parachute Usage: Whilst falling or jumping, press the A Button to deploy the 'chute. Another press of the A Button will disengage the parachute. * Be highly aware of wind direction and strength before attempting to use the Parachute. Understandably, the parachute is highly effected by wind and you may get blown out to sea. * Remember that you can drop explosives like Dynamite from the parachute by pressing the Y Button after selecting them from the Weapon Panel. Girder / Usage: Use the Control Stick to move the position of the Bridge Kit Girder, use the L & R Buttons to raise and lower the Girder respectively, up and down on the Control Pad controls the tilt of the Girder, whilst left and right spins it. Also, use the Z button to toggle between big/small Girders. Pressing the A button will build the girder in the place and orientation you set. * The Bridge Kit is just a pack of 5 Girders. * Highly versatile, set them as platforms for reaching inaccessible areas, or use them as barriers to protect your worms from enemy attacks. * Girders make perfect bridges upside down, so flip them with the Control Pad when creating one. Binoculars Usage: Use the 1st Person View mode to peer through them. The A Button zooms-in, and the B Button zooms-out. * I can't really see any use for them. Freeze Usage: Press A to Freeze all worms in your team. * Freezing your worms protects them from being knocked around or taking damage, but it does not protect against drowning. If an enemy worm makes a hole between your frozen worm and the water, say goodbye. Worm Select Usage: Press A to activate and then use the Y Button to scroll through worms in your team. Once you are on the worm you want to use, just move to select it. * The most strategic utility in the game. Fast Walk Usage: Press A to use the Flash Gordon's headgear. * Double walking speed! Low Gravity Usage: Press A to equip an anti-gravity space suit. * Jump higher and longer! Red Bull Usage: Press A to drink! * Red Bull - gives you wiiings! err... maybe not. Basically it's just Fast Walk and Low Gravity in a can. Scales of Justice Usage: Press A to use the great equaliser. * The Scales of Justice balance out all health, so both teams are on equal footing. Health is distributed evenly between all worms of a team. Crate Spy Usage: Instant! * Allows you to view the contents of crates before collecting them. Double Time Usage: Instant! * Doubles the remaining amount of turn time. Double Damage Usage: Instant! * Doubles the amount of damage caused during this turn. =============================================================================== 4) C A M P A I G N W A L K T H R O U G H =============================================================================== D - D a y ~~~~~~~~~~~ Crush the Axis powers! For the first four or so turns you won't be able to get up to the enemy stronghold to attack them directly. Instead you will have to bide your time and attack them from the beach with Grenades, etc. Just watch out for the minefield in the centre of the beach. You could try using the Homing Missile on Scutze (who is on top of the bunker), target him and then fire the Homing Missile high and in the opposite direction (facing the beach landers), so the Missile must make a sharp turn and come down at Scutze. It doesn't matter if you don't blast him into the sea. If it hits, the damage should be enough to kill him. On your third turn a Health Crate will drop on the left side of the beach, and on the fourth turn a Utility Crate will drop near the broken tank on the right side of the beach. Collect it for four Jet Paks, one for each of your worms. Fly your members up to the stronghold to attack the enemies directly. They only have 30 HP each so it shouldn't be that hard. Try placing a 5 second Grenade between Fritz and Heinz, and then finish them off in the next turn with your Shotgun. Grunt is just begging to be Uzi'ed into the drink! C r a t e B r i t a i n ~~~~~~~~~~~~~~~~~~~~~~~~~~ You only need to collect the 'special' crate filled with Miracle Grow to clear this mission, you don't need to lay a finger on the Bad Boys, but you will... Follow these steps to get Gold on this campaign: 1. You want to quickly head over to the island where Boggy Pete is. To do this, backflip on to the ledge up ahead, walk past Alan and over the bridge, turn left past the carrots (ignoring the utility crate). Then cross the rickety jetty; jumping over the holes and collecting the Health Crate on the way. Finally, flip over the fence and fire punch Boggy Pete into the water. 2. With your second worm, head over to the utility crate you ignored before, it's only Girders. Try to take out some Worms. You could use a Homing Missile to remove Ian from the top of the house, or fire punch Jegget into the murky depths. 3. Back with your first worm, jump over the fence behind the cart. Move your camera with the C Stick so it's looking down on your worm, and then drop off the edge of this island to the platform below. Cross the islands to reach a utility crate with a Jet Pak inside. Quickly use it, and fly over to the special utility crate; which is on a small floating island on the opposite side of the island with the cart and house. G r a v e D a n g e r ~~~~~~~~~~~~~~~~~~~~~~~~ There are no enemies in this mission, so your lone worm basically has free reign of the entire terrian. The basic premise of this mission is to search for crates with Grenades, and then drop them (with 5 second fuses) on to graves to exhume either treasure or tragedy. There are 9 Grenades that you can collect: * Amongst the branches of the tree near the bridge. * Outside the side-door of the Chapel, the huge building with the bell. * On-top of the mound behind the Chapel. * On the sand, down some stairs from the Chapel. * Behind the Undertaker's Hut, the smaller building close to the graves. * On the sand, between the Chapel and the Undertaker's Hut. * On the lid of the toilet in the Outhouse. * Behind the Outhouse, on the sand. * Behind the huge angel-worm tombstone. But you only need to collect four if you know which graves are the ones with treasure. The treasure graves are angel-like, and the booby-trapped graves are devil-like. Otherwise you could simply just use this map. Hold the L Button (for the Blimp View Mode) so you can read the map easier. Chapel ___ | | X = Treasure (Health Crates) |_1_| /\ 1 = Mine Shower /\ /X/ 2 = Airstrike \2\ \/ ___ 3 = Water ___ \/ |_3_| 4 = Curse (Poison) |_X_| /\ /\ \X\ /X/ \/ ___ \/ |_4_| | | Statue This campaign also has an Easter Egg. There is a mound of dirt behind the chapel; use a Grenade on it to unearth a hidden grave with the Horror theme wormapedia entry and speech bank inside. A L e e k i n a V e g e t a b l e P a t c h ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Because the water is constantly rising and all of your worms are very low, your first priority should be get all of your worms to higher ground. So with your first worm, collect the three utility crates (with Teleports inside) and then climb up on to higher ground (such as the nearby shovel). Finally, attempt to knock Apone off the suspended carrot, and Boggy Pete off the tap with your Shotgun. After that, have your other three worms teleport to high perches: such as the top of the fence or the red handle of the pitch fork. Most of The Villains should drown, so it's simply a case of picking off the stragglers with your Uzi, or knocking off the ones that have climbed for higher ground with Prods and Fire Punches. You also have a Holy Hand Grenade to play with, but it's fairly hard to use in such a water filled terrain. I c e , I c e , M a y b e ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ You must stop Boggy Peter executing Sheep. You can do this by collecting the three utility crates. The crate inside the grotto of the mountain has two Freezes, the crate behind the stalagmites has another Freeze, and the crate between the two trees behind the snowman has the Girders. Freeze at the end of each turn to protect against Boggy Pete's attacks and then use the Girders to reach the cabin, and then head through it to the switch. You can get a Gold from doing it that way if you're fast, but there is actually a faster way of completing this mission. It just requires you to be very agile with your worm. 1. Walk off the right side of the mountain and head into the grotto to collect the utility crate with 2x Freeze inside. With a great sense of urgency, make your way around the icepool to the spout on the other side of it and Freeze. 2. Flip onto the spout. To do this, stand on the very edge of the icepool then backflip diagonally onto the lowest part of the spout that is hanging over the water. Once up on it, follow the pipe to the base of the refrigerator and quickly Freeze. 3. Carefully hop down to the electrical wires, and follow them all the way to the switch that turns on the fridge, hence freezing the icepool and saving the poor sheepies. W h e n A n n e l i d s C o l l i d e ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Jill Valentine eat your heart out! For all intensive purposes this is a standard 4-on-4 deathmatch, although the Zombies have slightly less Health than your worms. Also, the Weapon Crate in the ruins has Cluster Bombs inside, and a health crate will fall in one of the spooky trees before your third turn. Try the following strategy if your have trouble beating them fast enough: 1. Traverse the bat infested cave under the haunted mansion to find a weapon crate with a Homing Missile inside. Use the Blimp View to target the zombie called 'Normal' who is in the ruins, and then fire it up near Freq Nasty, i.e. high and in the opposite direction to Normal. Hopefully with some luck and skill the Missile will have to make a sharp turn and will send poor old Normal to Davy Jone's locker. 2. Head around the perimeter of the house and over to Cap'n Harsh. Use the Shotgun to knock him down into the water, then use your second shot on Freq Nasty. If you shoot from near the gatehouse by the bridge he will mosy likely land in the water. 3. Quickly traverse the terrain over to J, and Prod/Fire Punch him into the water. You could also collect the Health Crate from the tree, but you would be cutting things very short, and it's unnecessary since J should be your last worm to kill. R u m D e a l ~~~~~~~~~~~~~~~~ If you're proficient with the Jet Pack it should be easy to retrieve the admiral's grog (alcohol). Complete this campaign in the first turn and you will get Gold, so time (and safety) is of the essence. In total, there are ten barrels of booze. 7 in the ocean and 3 in the tentacles of the giant squid. My only real advice (that is common sense anyway)... if you set off a barrel, quickly collect the crate and fly the hell away from it. It may help to turn the volume up high for this campaign so you can hear the barrels beep when you set them off. E a r n Y o u r C r u s t ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ It's pretty easy to destroy the Dirty Thieves if you follow this strategy: 1. Carefully cross the bridge, passing Number 2, then fire punch Crony at the end of the bridge into the drink. 2. Head up towards the mill to Henchmen and Fire Punch him into the water. 3. From where your worm is, shoot a Bazooka round at Number 2. The explosion of the barrel and the Bazooka round should either fling him into the drink or kill him outright. 4. Head to either side of the mill on the brick section, and then use the Jet Pack to carefully collect the three health crates. You should be pretty good at this thanks to the last campaign. Once that's done, fly up to Boggy Pete and Fire Punch him into the ocean. A p p l e C o r e I s l a n d ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is one of the first challenging campaigns. It's filled with tricky jumps, you only get a _VERY_ limited amount of Jet Pack fuel to play with, and the terrian is filled with scurvy-ridden Pirates intent on protecting their booty. Not to mention you must complete this campaign in two turns to get Gold... Anyway, with your first worm; quickly climb over the top of the island and drop down onto the sand on the other side (swing the camera above your worm with the C Stick). Cross to the main island using the floating coin as a platform, head over in Scurvy Sue's direction, jump on the floating barrel up ahead and then to the coin for the Jet Pak. Quickly use Freeze to protect your worms from Old Sea Dog's attack. Then with your second worm; head to the main island using the floating message-in-a-bottle as a stepping stone. Stand just under the booty, do a backflip and use the Jet Pack just before the height of your jump to boost yourself up to the booty. H e l t e r S k e l t e r ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ You must protect a boy called Tom Courtney (who is on the very top of a Helter Skelter i.e. an amusement slide) from some bullies. You come equipped with only three Parachutes, so you must collect weapon crates to arm yourself. Along the base of the slide (amongst mines) are crates filled with Cluster Bombs. Once you collect all of them, more crates with Cluster Bombs will appear on the surrounding islands. Once you collect all of those, the crates around the base of the slide will appear again, rinse and repeat. Up the slide are crates filled with Bazookas, every time you collect all the crates on the slide, it will restock with Weapon Crates filled with Bazookas and Grenades. If you are good at attacking with the Bazooka, you should have no trouble at all with this mission. Have your worm climb up the slide to collect the Bazooka rounds, then fire at the bullies from the gazebo up there to blast them into the water. James and Georgia should be easy to drown because their platforms are fairly small and high, but the building Ira's standing on is broad and low, and therefore hard to knock him off of. If you need to finish them off, you can always walk down the slide to get some Grenades, then either tightrope the ropes down to where they are. Or jump from the top of the Gazebo and parachute down to them. Then you can just drop 5 second Grenades near them and flee. T a k e M y C h e r r y ~~~~~~~~~~~~~~~~~~~~~~~~~~~ This campaign is easy to complete, but hard to master. To complete it you have to just traverse the terrain to reach the crate at the end, and then kill Boggy Pete with the Homing Missiles you collect. But to complete it fast, you must do it this way: 1. Quickly drop down the flowers on to the reed below, head up the reed past the ants to the island, jump from the island to the aardvark's right hand, climb up on to the aardvark's head and jump down to the island with the crate below and collect it for Low Gravity. 2. Now for the hard turn! Use the Low Gravity. Then from the petals of the red flower, jump to the vertical reed between the flowers and the ant hill. I suggest you swing the camera above your worm so you can adjust the jump accordingly. It's really hard to do! Then jump from the reed over to the anthill and climb up the side of it that the bridge is attached to, and then flip up onto the bridge. Finally snatch the crate off the ant to recieve infinite Homing Missiles. Quickly select Homing Missiles, use the Blimp View to target Boggy Pete and let loose with a missile. He only has 20 HP, so a hit should equal a kill. I n S p a c e , N o - O n e C a n H e a r Y o u C l e a n ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Despite what the campaign spiel infers, collecting crates is not an objective of this mission. But doing so will get you weapons that are great for killing the Dirty enemy, which IS the objective of this mission. Here is the sequence of where the crates appear: * On the cockpit of Mad Frank's mothership - 2x Bazooka * On-top of the large UFO in the swarm - 1x Shotgun * On the base of the satellite - 1x Super Sheep * On-top of the vacuum robot's head - 1x Dynamite * On the head of the oven-like robot - 2x Grenades * Then the cycle will reset, starting from crate with the Shotgun. There are only four enemy worms that you need to kill. Mad Frank, who is standing on the lip of the shuttle mothership; Stig, who is balancing on the tip of the satellite's antenna; Treebus, who sitting on a rocket (very low); and finally Truffle, who is riding upon a classic UFO that is the highest object in this terrain. Practically all of them can be prodded into the drink, only Stig is hard to Prod. And that's only because he's hard to stand next to on that tiny tip of on the satellite's antenna. It's easier to Shotgun him down into the water, or use a Super Sheep ^_^ S h i v e r M e T i m b e r s ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This mission has three objectives; rescue the Captain, defeat the Pirates, and steal the Pirate Ship to escape. The captain is stranded on rocks nearby his shipwreck. You can get him to the mainland by placing a girder between the rocks off the coast of the island, and the rocks by his shipwreck. There are various crates strewn across the island, the weapon crates contain Grenades and replenish after you collect them all; and the three utility crates (inside the skull cave, near the treasure chest, and on rocks across from the shipwreck) all contain Girders. Also, after collecting them all, a utility crate with a Jet Pack inside will appear on the shore near the pirate ship. The Jet Pack is great as an alternative to getting the Captain to the ship, or as a way to get to the hard to reach pirate called Cargo. Anyway, here is what a Gold medal play would look like: 1. Head down to the shore, jump over to the red lifeboat, then jump over to where your second worm is standing and collect the weapon crate up there. From that ridge, fire a Bazooka with full power down at Scurvy in the lifeboat. He should drown and the tip of the boat should be spared. 2. Climb the ridge up to Typhoid and Fire Punch him into the sea. 3. Head over and collect the utility crate (Girder) on the rocks across from where the Captain is. Make the Girder large and place it between your current worm and the Captain. 4. It's time to get the Captain over to the ship! Cross the Girder to the mainland and then head down to the shore near the pirate ship. Jump over to the remains of the red lifeboat, then backflip onto the Pirate Ship from it. How you spend this turn doesn't matter. Either place a protective Girder or have a go at hitting Cargo from here with a Grenade or Bazooka. 5. Head over to where the remaining Pirates are and attempt to hit Cargo with a Bazooka round. He's on a separate island with a building, and easy to hit if you are decent with the Bazooka. 6. Kill Cutlass. Try blasting him in the water with a Grenade or Bazooka. If you miss, try again to finish him off next turn. You have a couple of turns worth of breathing space to pick of the remaining pirates. F a l l i n g F o r Y o u ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ One of the coolest missions in the game. You must parachute down from plane to plane to reach your aircraft carrier, from where you can attack the frigate that shot your plane down. For each jump, just select the parachute and then jump in the direction of the next crate you must collect. The cute will automatically open up and the inertia should take you to your destination fast. Then just float above the next plane until you see your worm's shadow is pretty big, which means it's safe to disengage the parachute and fall down7 to collect the next crate. You should be able to jump down to two planes in your first turn, then down to the final plane and then the aircraft carrier in your second. The crate on the aircraft carrier has 20x Bazooka rounds and 5x Grenades, which is more than enough to take out the sailors in the frigate. General Sadist has 10 HP, and his crew, Matey and Skip have 5 HP each; which means you basically just have to nick them with an explosion to kill them. Try killing the crew by shooting a Bazooka in their direction with a flat trajectory, so the round skims across the water and torpedos the side of the boat. The damage from such an explosion should be enough to kill the crew member you were aiming at. You'll have to kill General Sadist with a well aimed Bazooka round, you could always use Grenades but that's a bit harder. If you use Grenades, try 45 degrees, 3 seconds, with about 75% power. C r o p C i r c l e ~~~~~~~~~~~~~~~~~~~~~~ You have an infinite supply of Dynamite in this campaign... but all of the enemy worms are aliens riding upon a UFO flying high in the sky. You'll have to figure out a way to either get them down on to the crop circle so you can Dynamite them, or a way to get your worms up on the UFO where you can blast them directly. But as the saying goes "don't put all your eggs in one basket". A two pronged attack is the best method. Have your first worm follow the trail of weapon crates, and have your second worm use two large Girders to make a bridge up to the UFO. Once up on the UFO your worm can place Dynamite near the Space Cadets one by one. Your first worm can follow the trail pretty quickly, within three or so turns. Just follow my directions and collect every crate on the way: Go down the wooden steps to the beach where there is a utility crate (2x Parachute). Head over the crop circle, past the scarecrow to another beach, up the ledge to the barn, and across the natural bridge to a utility crate with a Girder. Parachute across to the next island (unless the wind is really bad), jump over to the next island for another Girder, and then Parachute across to the island up ahead. Collect the utility crate with the Girder and then jump over to the next island... but be very careful, it's a hard jump. Jump over to the beach, head around the rock pillar holding up the house, then over to the last crate under the wooden steps. The crate course will reset and a Banana Bomb will materialise in the middle of the crop circle. Collect the Banana Bomb. Your worm can attack the Space Cadets from the crop circle with all the weapons you've collected . With the Bazooka just aim directly up at them and use full power. For Grenades, Cluster Bombs and the Banana Bomb; make the fuse time one second and throw it directly up at them with full power. The Banana Bomb can cause massive damage if the bomblets all hit the UFO, otherwise get ready to flee as a couple of rogue bomblets rain down on your worm. Finish any worms that fall down and survive with Dynamite. T r e e V i l l a g e T r o u b l e ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This campaign will really test your worms' agility. The basic premise is that there are bullies threatening to chop down ancient trees and are intimidating villagers (Danny & Karl). With your two worm team you must negotiate the tree tops and dispatch the bullies with hand to hand combat. 1. Jump up to collect the Girder. From the stump, flip towards the platform with Naughty Nic and release your parachute at the height of the jump to float over to the platform (if you're on the wrong side of the rope hold the B Button to hop over it). Head past Nic around to the other side of the platform to find a crate with a Fire Punch. Collect it and quickly go fire punch Nic into the drink... 2. Press B to cancel the Girder. Now Jump across the little islands to collect a crate with Prods and over to the trunk ahead. Quickly scale the platforms spiralling the trunk to reach the crate at the top for a Baseball Bat. Then head across the wooden bridge to a utility crate with a Ninja Rope, turn right and jump over the rope to a platform on a branch, and then over to the weapon crate (Fire Punch). You don't need to do all that in one turn. As long as you at least get the Baseball Bat, all is fine. As you can roll anything you fail to do over to that worm's next turn. 3. Head over to the other side of the trunk and across the bridge to Kiwi Kie. Flip onto the hut and hit him into the water with the Baseball Bat 4. Collect the other crate up here for another Fire Punch, then jump in Dangerous Dave's direction (over the rope) and parachute down to him. Fire Punch him into the drink, and all should be terrific in the treetops. M o v i e M a y h e m ~~~~~~~~~~~~~~~~~~~~~~~~ As Team17 admit in "The Lost Missions..." Wormapedia entry, Movie Mayhem is essentially just a Deathmatch game. It's 4 vs 4, but they have 100 HP each and your team has 75 HP each. But the big equaliser is water, it can kill a worm regardless of how strong they are. You can kill the Key Grip with your first worm by jumping across the scaffolding of the lighting rid to reach him, and then prod him into the water. With your second worm, drop down to the rocket and fire punch Boom Boy in the Cameraman's direction so he's closer to the water. Then it's simply a case of knocking the remaining film crew into the water one by one. But be warned, the last worm will usually head for the centre of the set, far away from water. This means you'll probably have to kill the last worm conventionally. Because you've already knocked 30+ HP out of the Boom Boy you should leave him for last. Anyway, it's easy to Prod the Gaffer from his chair into the water, and the Cameraman is so close to the water from the beginning. W o r m a n d t h e B e a n s t a l k ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ You must parachute your worms down to the safety of a boat at the base of the giant beanstalk. Collecting 15 targets (evidence) on the way down. 1. Jump off the cloud in the direction of the first target and deploy the parachute. Follow the targets spiralling around the beanstalk. Make sure you begin lining up the next target as soon as you know your definitely going to hit the one before it. Then land in the boat. You don't need to collect all targets in the first drop, but it helps a lot. 2. Drop off the cloud and when the parachute deploys, press A again to retract it back in and freefall. Press Y to open your menu, and then at the last minute (second, even) double click to select the parachute and deploy it. Float gently down to the boat. 3. Same as step 2, but for this worm. S c h o o l s i n f o r S u m m e r ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Usually schools would just separate bullies or call the cops, but this school hires mercenaries to blow them up with bazookas. Like 'Movie Mayhem' previously, this is a glorified death match. Attack the Gang Leader first as his turn will come up more often since he's in his own sub-team, has far more HP than the others, and has a Banana Bomb in his arsenal. It's practically impossible to kill him in two turns (before his turn). The only way is to place Dynamite in front of his face so he blasts over to the mines near the big teddy, that will detonate and hurt him more. Note that leaving a small gap between the Dynamite and the worm will make them fly further than a point blank drop. Next turn simply finish him off with a Bazooka or Landmine. The rest of the gang are fairly easy to dispatch. Hector on the slide can be drowned with a Fire Punch, Rocky on the climbing frame (or on the land below it) can be Prod into the water, and you have some very strong weapons like the Holy Hand Grenade and Sheep to kill Gripper on the basketball court and Bash by the swing. In fact, it is also possible to fire punch Bash into the water. Beware, the bullies also have a Holy Hand Grenade at their disposal. This campaign also has an Easter Egg. Toss a Grenade/Cluster Bomb through each of the basket ball hoops in order to get the Madchester speech bank. You can either do it the legitimate way, by standing in the middle of the court and roughly using a trajectory of around 80 degrees and 30% power; or you can cheat, by standing directly under the hoops and aiming directly up with a 5 second fuse and 50% power. After throwing a bomb run like hell, it should fly up through the hoop and then come back down through it and explode. H i g h S t a k e s ~~~~~~~~~~~~~~~~~~~~~~ A very interesting campaign... your team must assist the esteemed professor of parapsychology, Van Helsi... er... Van Wormsing to DracuWorms, so the prof may destroy the evil count with his holy stake (Baseball Bat). However, the undead Team17 staff will rise if you disturb their graves, and to make matters worse, they are invincible as long as DracuWorm is alive... well undead. It's possible to complete this campaign by getting Van Wormsing to DracuWorm whilst weakening his minions (but don't kill them since they will just reappear), then after killing DracuWorm finish off his minions with the Shotgun to kill two each turn. Since that method is a bit slow, you may not get the best result. However, there is a sure fire way of receiving a Gold, it just requires a lot of skill. You must get to DracuWorm without awakening any zombies. Only use Van Wormsing's turns, make sure you skip your normal Worms' turns. As Wormsing, stay as far left as you can when on your odyssey to prevent waking the dead. Have him jump over to the wood ahead, then over to the coffin bridging the two ledges, flip onto to the ledge ahead and then jump over to the twisted spooky tree. Make sure you jump over to the tip of the left branch or you may possibly awaken a zombie. From the tree, jump over to the left of the ledge ahead and scale it, then jump and parachute down to the left spike of the castle gate, and then jump over to the cliff face under the castle. Directly below DracuWorm and before the lantern is a very small ledge that's hard to get to; it is the gateway between the castle and land below. It's very hard to do, but you can jump up to it using vertical jumps, just only push in the direction of the ledge at the height of your jump. Once up there, jump over to the ledge above the lantern, and then over to a similar ledge further on. From here backflip up the castle and hit Dracuworm with the holy stake (Baseball Bat)... fin. A Q u i c k F i x ~~~~~~~~~~~~~~~~~~~~~ Look at the instructions on the table top. You must place a mine between bulbs to complete the circuit, and you must place them like the diagram. The green spots show the places which need to be connected. Here is a copy of the diagram (flipped), with x's showing where you need to place mines. S C R E E N O - O x O x O | x | | O x O - O - O | x | | O - O x O - O B A C K The desktop is littered with crates. For every three mine crates you collect, another three will appear. There is also a crate on paper which contains 3x Cluster Bombs, a crate with 2x Shotguns in the corner of the desk, and two 40HP Health Crates; one in the coffee mug, another on the computer chair. You must finish this campaign in roughly eight turns to get Gold, so there are an extra 2 turns you have at your disposal to ensure a safe victory. Only Lorrain on the desktop and Lennon in the palm can really disturb your worm that is placing mines in the monitor. Anyway, here's the strategy: 1. Collect the crate in front of the keyboard for mines, head behind the monitor for another crate filled with mines. Now that you have mines, backflip onto the lip of the coffee mug and then onto the eraser, jump up to the monitor and place a mine on the first circuit in the top right near the screen. 2. Collect the two crates nearby for 2x Shotguns and more mines. It's time to take out Lennon on the palm, who can lob grenades into the monitor to stop your repairs. Two spot-on Shotgun shells will do the trick, or if there's no wind a full power bazooka aimed at the bottom of the leaf he's on. 3. Place the next mine on the connection that leads to the tube of the monitor. 4. Like Lennon before her, kill Lorraine with two precise Shotgun shells, or a Bazooka round. 5~ Place mines on the next three connections. Switch to the worm in the monitor with the Y Button if necessary. Then after placing the last mine on the final connection, drop down on the black switch to turn on the monitor. This campaign also has an Easter Egg. See the instructions? In the corner it says TEAM17 and there is a picture of an Easter Egg. Try typing TEAM17 on the keyboard. Just walk over to the letters and then hold to A to jump on the spot to type it in. You can use either the alpha-numeral keys or numbpad to type in the 17. Use whatever you think is best. A l l C o o p e d U p ~~~~~~~~~~~~~~~~~~~~~~~~~ This is a very basic campaign. With your first worm you should head directly forward from the exit of the chicken coup and cross the platform bridges to reach the island with the mailbox. It's easier to flip up to it from the small floating island amongst the bridges, than to follow the bridges to the island. Then collect the crate on the rock by the mailbox for unlimited Bazookas, then flip up to the Mailbox for a crate with unlimited Grenades. Then it's simply a case of getting worms in attacking range and letting loose on the Wardens. Almost all of them can be shot into the drink by a high powered Bazooka round shot at them from the middle of their island (the fireplace). Dim Worm will easily fly into the drink, mainly due to the explosion of the oil drum beside him, Hot Shot in the tree is harder to kill; but a dead on Bazooka should fling him into the water. Village Idiot is so close to the water it will actually be hard to not drown him with a Grenade or Bazooka in his vicinity, in fact he can actually be prodded into the sea from his original position. The only hard hombre to drown is Mr. Mediocre. But you can kill him conventionally with two hits from Bazookas or Grenades, or if you're really good you may be able to prod him so he rolls off the beach into the water. T r a i l o f t h e D a m n e d ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ An obstacle course in purgatory. Collect the utility crate for a girder. Make it large (Z Button) and drop it down (R Button) so it's positioned as a large step down to the large platform ahead (the one with a rope tied to a bone). Jump down to it and cross the rope to the next floating island with the large arch. Take a left and carefully jump down to the next floating island with another arch. Cross the two small islands to the tomb, and head around it to the large rib cage. Jump up on it and follow the spine, then drop down to the ground at the end, and cross the bones ahead to reach the branch coming out of the bottom of the next island. Climb to the top of it and jump down to the big island with the guillotine ahead (don't worry about fall damage). If you didn't jump far enough the explosion will take out the land below and you will fall into the vortex to hell. Head around the guillotine, and jump across the small islands to the blue portal to the afterlife. S h o w d o w n a t t h e O K C o r a l e R e e f ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Another campaign against Pink Beard! You must make your way through the Pirate laden streets of Barnacle Bay to reach the stolen the Concrete Donkey. Speed is of the essence! 1. Jump from the lifeboat over to land and follow the cobble stone path, head between the mines and over the bridge it leads to. Quickly prod Shipmate Maddy into the briny deeps. Retreat to the nearby doorway. Your second worm will be attacked by Cap'n Wriggly... pray to Allah he misses. If your worm dies, do turn 2 with your next worm and skip turn 3. 2. Head to land and over to Pink Beard under the verandah of the nearby building. Place Dynamite near him. If you placed it right near him he should fly up hit the roof and then fall down directly into the water in the crater you made. 3. Head behind the nearby building and you will see a small roofed annex. Backflip onto that, then vertical jump onto the roof. From there, jump over to Ship Mate Danny and Prod/Fire Punch him into the water. 4. Backflip onto the barrel then up to the treasure. It's a Concrete Donkey! Anyway, Shotgun, Prod or Firepunch Shipmate Elliot into the water. 5. Use the Concrete Donkey on Cap'n Wriggly. With all the water around him there's a good chance he will drown. If not, just finish him off in the next couple of turns, along with any other surviving pirates. This campaign also has an Easter Egg. Collect the weapon crate resting on the spire of the building with the red roof to unlock the "That Angular Chap..." Wormapedia Entry. You can get to it by crossing the ropes connected to other buildings which have stairs to their upper levels. P l a i c e H o l d e r ~~~~~~~~~~~~~~~~~~~~~~~~~~ This campaign is pretty cool. The game will prompt you to do all this tasks which will result in you sending flares to the Coast Guard to save your worm. It sure resembles Amity Island to me... anyway... * Climb up the steps to the lighthouse and collect the Bazooka inside. Head outside and shoot the Bazooka at Quint... I thought Hooper was the one that went in the anti-shark cage... anyway, he has an Oil Drum right next to him and only 50 HP, so you basically only have to get the explosion near the drum to kill him. Just aim at the top of the cage and fire with full power. If you miss another Bazooka will appear in the lighthouse and you will be able to try again. * Collect the utility crate on the other side of the lighthouse for a Jet Pack. Fly over to the remains of the great white shark to collect another Jet Pack. You should've only used a small amount of fuel to get here, if you have less than 10 units of fuel select Jet Pack again to refuel it to 10. Otherwise, forget it. Fly over to the boat shed. Just land on its roof then drop through the shutters to collect the utility crate below with two Girders inside. * Press B to cancel the Girders. Head over to the lighthouse. You can climb up to the top with vertical jumps (hold B), then use a Girder to make a platform you can flip on to and then flip from te girder to the top of the lighthouse. The utility crate up there has a Parachute inside. * Parachute down to the fishing boat. Practically every part of the boat is safe from the earthquake apart from the bow (front). Regardless, it's safest to stay in the boat's cabin. * Once the earthquake is over, head to the bow (front) of the ship and collect the crate at the end of the plank for Low Gravity. Use it, then jump to the island, either directly from the port (left) of the boat or indirectly via the great white shark. Collect the crate at the base of the lighthouse's steps, then jump from the rock arch to the island the "Worm Island sign is on. You could also use the buoy as a stepping stone. Backflip onto the sign and get the last crate to use those flares. H o o k , L i n e a n d S k i m m e r ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The enemy are on the other side of an ARCHipeligo... haha. Pink Beard is on the island with their base, two henchmen are on nearby islands, and another henchmen is aboard a airship. Crates with Bazookas will appear on the chain of islands your worms are on; firstly on the central beach, then on the north-most island (the sun sets in the west you know) out from the paw shaped island, then on the south-most island connected to the main island by a rope bridge. Then back to the central beach again to continue the cycle. Pink Beard and the two land loving Henchmen are near barrels which will destroy their islands if agitated, and the henchman in the airship only has 10 HP. So you essentially only have to hit their vicinity with a Bazooka round to kill them. Your best bet is sending your worms out to opposite ends of the island chain. Then have northern one attack the henchman in the airship and the henchman on the northern island; and have the other one attack Pink Beard and the henchman on the southern island. As the name of this campaign suggests, the skimming technique is quite helpful, so aim low and aim true... full power. N o b o d y R i d e s F o r F r e e ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Bloody carnies, smell like cabbage... small hands. They want their payment in mines or worm blood, your actions decide the currency. There are three ticket booths and three crates with mines inside. The mines are located; in one of the rockets, on the corner of the roller coaster track near the ferris wheel, and in the back carriage of the coaster. Once you place a mine in a ticket booth the carnival worm associated with that booth will stop attacking you. So... the trick is to take note in which order the Carnival Folk take turns (Patrick, Enrique, then Mar) and always pay the one who is going to attack next. Also if you stand on the worm that is going to attack next they will skip their go. If you use this method you will rarely have to endure any attacks from the carnies. Try various strategies, but here is the one I prefer: 1. Quickly head over to the rocket ride, collect the mine crate there, and then head over to Patrick's booth (who will attack first) and pay him. This is by far the hardest turn to pull off, simply because of the measly 30 seconds you get. Jump the whole way, make sure you don't hit your worms head on anything, and select the Landmine in midair (X then A) to save as much time as possible. Once you place the mine in the booth, head up the stairs beside the booth. 2. Follow the stairs up to the roller coaster track, and follow it clockwise. Flip up the sharp incline. Once you collect the crate on the corner, head forward a little so the ferris wheel is between you and Enrique (who will attack next). Hopefully your worm will be spared. 3. Keep following the track until it dips down to ground level. Get off and head over to Mar and pay him. Retreat back towards the roller coaster track. 4. Get back on the track and collect the utility crate in the dip for a Parachute. Climb the tracks up to the back carriage to collect the last mine. Skip Go or wait. 5. Parachute down to Enrique and pay him. This campaign also has an Easter Egg. Finish the campaign without making any mistakes to unlock the "Grandpa" speech bank H o l d U n t i l R e l i e v e d ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is war! You have two groups of three worms to storm the enemy installation. There are four areas marked with a huge bull's-eye target; the Bridge, Gun Turret, Boat and Building. To capture the area you must simultaneously hold all four areas for five turns. The enemies will call for help and constantly repopulate as fast as you kill them. Born to Kill calls Sarge, Soldier Boy calls Private, Riley calls Grunt, and Camo calls Lieutenant; and the replacements will reappear almost as soon as they die. Anyway, with your two teams (let's call the one near the bridge Alpha and the one near the crane-base Bravo), send Alpha to capture the Gun Turret and Bridge, and Bravo to capture the Boat and Building. Use firepunches to clear Soldier Boy off the bridge, and Camo off of the Boat. Note you can jump to the boat from the stone wall near the crane-base. Born to Kill can be shotgunned off the top of the building. There is automatic Worm Select at the start of every turn, and you have an unlimited supply of manual Worm Selects. So if any of your "holding" worms get knocked off their positions, use Worm Selects to get them back on target... hawhaw! T o B o l d l y G o ~~~~~~~~~~~~~~~~~~~~~~~ A very simple campaign, you must climb a trail of space debris to your space shuttle. To make things interesting the water level is constantly rising, so you must be fast. It's a fairly obvious route up to the shuttle, just make sure near the top you climb up using the dumbells and not the second astronaut. Collect the crate in the shuttle's cargo bay to complete the campaign. B e a u t i f u l B a l l o n ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Your worms are aboard a large Zeppelin, accompanied by two smaller wing airships, that is being followed by the deadly Flying Circus squadron. In addition, your airships will constantly loose altitude unless you keep collecting fuel that appears on the two wing airships. The Squadron are high and far away, but thankfully a small explosion is enough to bring each of their planes down. It's just a matter of hitting those bulls-eyes. 1. Don't move. Aim your Bazooka at the very tip of of Red Five's right wing (on your left) and fire with full power. If done correctly the Bazooka should hit the bottom of Red Leader, taking Gold Leader down with it. Two birds with one stone, heh! 2. Climb up the red fuel line on your left to the propeller using vertical jumps, and then jump from its wing over to the smaller airship. Collect the fuel crate and then don't move. Aim at Red Two's left wing (your right) and then shift the trajectory up to an elevation of around 60 degrees. Fire it at full power and it should hit Red Five dead on. 3. Head up to where your first worm is and select Cluster Bombs. Leave the fuse on 3 seconds and aim left-right so you are in line with both the Red Five's left wing and Green Five's right wing. Shift the trajectory up to 60 degrees and throw the Cluster Bomb with full power. Depending on how the bomblets fall, you may destroy both planes or none at all. But the most likely outcome is that you will destroy Red Five. 4. Use the Teleport to collect the fuel crate on the other wing airship. 5. Use the Homing Missile to kill the remaining plane (probably Green Five). A G o o d N i g h t s S l e e p ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ In this quirky campaign you must collect Sheep and then set them off so they jump fences, which will help put the insomniac Colonel to sleep. The Colonel must see three sheep clear four fences each in order for the sandman to visit. 1. Climb the clouds up to the Z Barn, then jump over to the cloud on the other side with the sheep crate. Keep going on, over the clock, past the hourglass then across the cloud to the sheep releasing pad (it has a sheep on it). Face the fencing dead-on and release the sheep. If you didn't use the Parachute (which you shouldn't of) press the Y Button. If the sheep manages to jump all four fences, the Colonel will get a little drowsy. 2. As long as there is not a strong headwind. Parachute down to the crate on the small island. Climb up the clouds to where your other worm is and release the sheep. You could always head over to the opposite sheep releasing pad. You'd just have to detonate the sheep as soon as it clears the last fence so you don't kill your own worm. 3. Cross the clouds over to the sheep crate near the clock, then head back to the sheep launching pad and release the last sheep to send the Colonel to La-la Land and pleasant dreams. B e e f c a k e B r e a k f a s t B r a w l ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ You must eliminate the vermin, in the original sense of the word, from this domesticated kitchen. It's essentially just a Deathmatch, but since the tap was left running the water will begin to rise after 4:40 minutes pass. So, if you get all the enemies down on the wet floor, they'll die when the clock strikes 0. Because the outcome can be different from how the enemy worms fightback, there's no foolproof strategy. But here are some tips. * There are weapons and tools scattered all over this kitchen. 5x Bazooka, near the spilt port bottle under the counter. 5x Grenades, under the sink 1x Petrol Bomb, behind the toaster on the counter. 2x Fire Punch, on the fridge door. 3x Girder, on the kitchen counter door. 1x Bridge Kit, on the central roof crossbeam. * If you get knocked down to the kitchen floor, you can get back up by backfliping onto the bottom shelf of the cupboard, then by jumping from the neck of the alcohol bottle over to the chair. * With your first worm, you should use the Low Gravity to backflip up to the top of the cupboard (where Mr. Cecil is), and then over to the crossbeams where you can find the Bridge Kit and Caveman Kayvan, who you should knock down to the kitchen floor. Likewise, when on the top of the cupboard you could drop a Dynamite from the bookend down on Mr. Cecil, then move to stabilise the camera, and then flip towards the camera and then pan up to adjust your fall so you land on the crossbeam. * Try firepunching Six Eight Eight and Big Johnny off their chair and kitchen counter respectively. This campaign also has an Easter Egg. Simply collect the Bridge Kit lying on the central roof crossbeam to unlock it in the weapons editor. C o s t a D e l D a n g e r ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Your mission is to clear a tropical paradise of land mines. You can dispose of them one of two ways; get close enough to set them off and then flee, or you could run up to them and hit them away with the Baseball Bat. Lord know's that's how the United Nations do it. Here is the location of all 15 mines in the fastest order possible. Use the Baseball Bat unless mentioned, and make sure you adjust your bat to the highest trajectory before you begin clearing mines from this tropikos de sol. * On the beach behind your worm at the start (1), * Behind the white restaurant near the Worms 3D coin-up (2), * On the beach between the restaurant and the cream hotel (3), * On the end of the pool's diving board (4), * Backflip on the awning of the cream hotel from the beach umbrella and then jump vertically to set off the mine on the first balcony (5), retreat. * Vertical Jump under the awning of the pink hotel to set off the mine resting on it (6), retreat. * On the beach between the pink and blue hotels (7), * Backflip onto the awning of the blue hotel and vertical jump to set off the mine on the balcony (8), retreat. * On the beach between the blue and green hotels (8), * Jump on the awning of the green hotel, and then set of the mine on it's balcony by performing a vertical jump (10), then retreat. Now head behind the green hotel and climb the pipes up to the top. Do this by swinging the camera so it's facing the back of the hotel directly. Then backflip up the pipes systematically. Backflip onto the pipe, face the other direction, backflip, face the other direction, backflip, rinse and repeat. * On the roof of the green hotel (11), * Carefully cross the clothes line and set off the mine balancing in the middle of it (12), * On the roof of the pink hotel (13), * Cross the clothes line or parachute down to the roof of the blue hotel, and hit the mine up there for six (14). * Cross back to the pink hotel, then cross another clothes line down to the pink hotel. Detonate the last mine up there (15). R a g n a r o k a n d R o l l ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Valhalla awaits... it's time to destroy these plundering Viking in their own tree of life, Yggdrasil. You only have one weak worm armed only with his ability to Prod and Skip Go to decimate a hoard of seven Viking. I hope that Odin is on your side... but I doubt it. 1. Collect the Jet Pack near the giant horn and then cross the transparent sparkling bridge to the snowy fortress, collecting the crate with 2x Shotgun on the way. Collect the Girder after heading through the arch and then right and collect the weapon crate for 2x Grenades. Shoot Sven with your Shotgun and then head over the other side of the fortress and collect the Fire Punch from the weapon crate. Outside of the arch near Erik is a land mine, you want to blast Erik into that landmine with your second Shotgun shot. So stand near the corner of the building so Erik is directly between your worm and the landmine, and then shoot him. If he doesn't set off the mine, just set it off manually the next turn. Anyway, retreat up against the fortress to confuse Sven so he will hopefully miss you. 2. Head around and finish off Sven with your Shotgun. Backtrack to where Erik was and collect another Fire Punch from the crate near the landmine crater. Continue on and jump down to where Olaf is and shoot at him from the ledge below him on the fortress side. He should hopefully set off the landmine in the ditch and die. 3. Jump over to the utility crate to receive 2x Parachutes, and then Parachute down to the village below. Collect the three crates for a Bazooka, Baseball Bat and Dynamite, and then prod Hagar into the sea. Take shelter near the nearby hut. 4. Backtrack a little and prod Baldar into the sea. 5. You could kill the worms in the Drakkar (Viking Warship) from up here with your Bazooka and Grenades, or by flying down with your Jet Pack and droping Dynamite on them, but it's actually safer to board the ship. So follow the arrows to climb down Yggdrasil's branches. Jump the mine to the health crate, get the crate from the branch stump for 2x Dynamite, and collect the utility crates on the roots for Freeze and a Girder. From the left root jump over to the nearby oar, and cross it to the Drakkar. Fire Punch Angus into the briny deep or Dynamite him to oblivion, then head towards Tor as fast as you can. 6. Tor should skip his go if you got close enough to him. Just finish kill him the same way as Angus. Drown with Fire Punch/Baseball Bat or kill him outright with Dynamite. A l i e n J u i c e S u c k e r s ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The final campaign. Your mission is to prevent the alien worms from siphoning away energy with their UFOs. It's yet another deathmatch style affair, so because of the variation I will only give a strategy for the first round of turns. I will then give you tactics for finishing them off. 1. Collect the utility crate under the electrical lines for a Teleport, then scale the lines to the top of the electrical tower. You can get to the top of the tower by flipping onto the diagonal beam, and then onto the top. Prod Wakawaka into the Fanta orange sea. 2. Teleport your worm near the hut near the helicopter pad. You can actually teleport inside the hut if you tap down on the C Stick so the angle of the camera is shallow, and then target the doorway from far away. 3. Use your Parachute to glide over to Hucka Hucka's downed UFO. Collect the utility crate on it for another Teleport, and then firepunch Hucka Hucka into the Sunkist orange sea. 4. Follow your first worm and scale the electrical lines. If you're fast you should be able to reach the second tower. From there you can fire down at Schned Arrgh. Now things will probably get quite messy, so here are tactics: * Your worm in the hut will be able to retrieve a Super Sheep, Banana Bomb, Jet Pack and Worm Select from its depths. All extremely helpful to your cause, especially the Banana Bomb if used properly. * With a slight tail wind you can Parachute over to the Captain's UFO from the second tower. Up there you can hit or blast the Captain and Harrnini into the water. Try shotting them down the slope of the UFO with your shotgun, or blasting the whole UFO with the Banana Bomb. * Don't waste the Super Sheep on Skimiskmi, who's on top of the only UFO that's actually siphoning energy. Instead Jet Pack up there and Baseball Bat him into the Tang orange sea. * Save the Super Sheep and Homing Missile for last to pick off any remaining aliens easily. f i n ~ =============================================================================== 5) C H A L L E N G E T A C T I C S =============================================================================== S h o t g u n C h a l l e n g e s ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The object of Shotgun Challenges is to shoot as many targets as possible with the Shotgun. For each target you hit, more time will be added to your clock which is constantly ticking down. Therefore, the more targets you hit the longer you will stay in and endure the challenge. Watch the radar to locate targets quickly. The biggest problem with aiming is the instability of the worms little hands. Do not attempt to correct this or you will make it worse. The trick is to aim at the target as best you can, and then wait for the crosshairs to fall on the target and then fire. You may have to correct your aim a little if the target is not swaying close enough to the target. Shotgun Challenge 1 ``````````````````` You must shoot targets from the stationary position atop the anthill. Most targets are fairly easy to spot and hit. However, there is a target atop a reed which is so high up you may miss it; and a target that appears on a cherry floating in the water near the far island, which is so small it's hard to spot sometimes. So if you can't see the target keep those in mind. Gold - 7:05 Silver - 4:30 Bronze - 3:01 Shotgun Challenge 2 ``````````````````` Target practice during a full blown Pacific sea-battle. Targets will appear in tha air and will parachute down into the ocean below, you must shoot them quickly on the way down before they disappear. The best tactic is to aim ever so slightly below the target (it's bottom edge) and then shoot once the target drops down into the crosshairs. Gold - 3:34 Silver - 2:24 Bronze - 2:07 Shotgun Challenge 3 ``````````````````` Head over the bridge and backflip up the hill to this end of the fence. Targets will appear in groups of three, alternating between the two islands on either side of the fence. The best vantage point to shoot at both islands is from the gap between the first and second fence post. You could also stay at the end of the fence and peak through the grass at the islands, but you would have to move your worm a little each time the targets swap islands. Gold - 3:10 Silver - 2:57 Bronze - 2:01 S u p e r S h e e p C h a l l e n g e s ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The point of Super Sheep Challenges is to fly a Super Sheep through a trail of targets, which will add time to the clock. Although you should always watch the main area of the screen, it's important to keep your eye on the radar. Make sure the next target is always at the top of the radar (whilst flying the right way up) and it will only be a case of flying up or down to hit the target. Super Sheep Challenge 1 ``````````````````````` There's LOTS of lebenstraum in this orange, space-themed course. It's a very simple course... the only time it gets even remotely tricky is after you hit the target near the space station, the next target will be really high and out of sight, and then the target after that will be really low. Gold - 5:06 Silver - 3:34 Bronze - 2:13 Super Sheep Challenge 2 ``````````````````````` This challenge has a new twist, huge crates are strewn all over the course and collecting them will deduct time from the clock. This is a fairly direct course, just remember to hit the third target you must fly through the side windows of the boat sheds. Gold - 4:04 Silver - 2:35 Bronze - 1:34 Super Sheep Challenge 3 ``````````````````````` A tricky course through an army base that will have you flying through the small slit in a machine gun bunker. After collecting the last target atop the crane, push down hard to dive between the legs of the crane (watch out for the hook of the crane) to collect the first target in the course again. Gold - 2:28 Silver - 1:34 Bronze - 1:11 J e t P a c k C h a l l e n g e s ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Pretty much the same deal as Super Sheep Challenges. You must fly through targets in a rough course to extend your time. The only difference is that the Jet Pack has a limited amount of fuel, and the only way to top up fuel is to fly through more targets. Oh... and the fact you're controlling a worm in a Jet Pack and not a kryptonian aries. Jet Pack Challenge 1 ```````````````````` A simple course around a house powered by a windmill. Just be careful when targets are very close to the water. It's better to slow down and loose a few seconds, than to die and loose all the time on your clock Gold - 4:09 Silver - 2:18 Bronze - 2:07 Jet Pack Challenge 2 ```````````````````` This is a sporadic course set all over the TEAM17 logo. There are large crates about that will deduct time if accidentally collected. Radar is king on this challenge, as not only can you look for where the target is to collect, but you can see where the crates are that you must avoid. Gold - 4:09 Silver - 3:14 Bronze - 1:16 Jet Pack Challenge 3 ```````````````````` This challenge begins aboard a hot air balloon. You must first parachute down to "Camp Darkside" to collect the Jet Pack. Targets will appear all over the camp, quite easy to collect. If you can only see the target on the radar, try dropping through the hatch on top of the 2nd barracks to touch the target inside. Also, you will occasionally have to fly up the ballon you dropped from to collect targets which appear up there. Gold - 2:24 Silver - 1:31 Bronze - 1:14 P a r a c h u t e C h a l l e n g e s ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ In Parachute Challenges you must glide through a string of targets (which add time to the clock) down to a Jet Pack. You them just use the Jet Pack to fly back up to the drop point, so you parachute down through targets again. In the strategy for the "Worm and the Beanstalk" campaign I explained how to bail from your chute and then redeploy it. There are numerous ways of doing so, all dropping different heights. The trick is to judge how far you need to drop, and then using the right one. Just make sure you do not touch the Control Stick when doing these. First is the Chicken Dive; press A to bail, and then press X to open up the Weapon Panel. Then just before you're going to hit the ground or reach your desired height, press A to select the Parachute and deploy it. Then there is the Full-Bail; press A, X, and then A rapidly to bail, open the Weapon Panel and then select the Parachute really fast. Then when you begin tumbling, which is a fixed distance, the chute will deploy. To do a Half-Bail, just press A, X, and then A twice rapidly so you deploy the chute straightaway. Parachute Challenge 1 ````````````````````` Jump from the plane and glide through targets on the way down to the battleship. There is a Jet Pack on the ship which you must use to fly up to the plane where the next target is. Generally you will be using Full-Bails to drop down to targets, and you can save even more time by flying through as many targets as you can with the Jet Pack. Just be ready to press X then A really quickly when the fuel runs out to deploy your chute. Failing to collect a target will make it impossible to fly back up, as the Jet Pack appears after collecting the last target. Gold - 5:07 Silver - 3:30 Bronze - 1:20 Parachute Challenge 2 ````````````````````` You must parachute off a glacier to glide through a string of targets down to the Jet Pack, which you must use to fly back up to the target on the glacier to reset the course. Missing a target on the way down will not ruin the challenge. You'll be mainly doing Half-Bails here. It's actually possible to do this challenge only using the Parachute in the first drop. Just use three sweeping bursts to get back up on the glacier with lots of fuel (28 units), and then you can use the remaining fuel to blast your way down at break neck speeds, collecting all the targets on the way down. Gold - 4:19 Silver - 3:02 Bronze - 1:29 Parachute Challenge 3 ````````````````````` Fee fie foe fum! This is practically the same as the "Worm and the Beanstalk" campaign, but it's a challenge and instead of parachuting down to a boat, you're parachuting down to the island with the Jet Pack to fly back up. Only use Half-Bails here, as the targets are so densely packed. And when you get the Jet Pack, don't pulse the throttle on the way up or you will run out of fuel. Just use one long strong diamond of a burst to gain enough momentum to barrel up to the clouds. Gold - 2:18 Silver - 1:22 Bronze - 1:07 D e a t h m a t c h C h a l l e n g e s ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Return of the famous Deathmatches from the Worms 2 special versions. The object is simple, kill the enemy as fast as possible. As you go on through the Deathmatches, the amount of worms you need to kill will rise, and the amount of worms you have on your team will drop. Deathmatch Challenge 1 `````````````````````` Jaws eat your heart out! This is a 4(100) vs 4(75) battle. The first enemy worm will always teleport to somewhere like the hull of the boat, which adds a hint of surprise to this challenge. Your first worm should attempt to knock Mysterious Doctor X, who is by the lighthouse, into the drink. It's possible to do this with the Fire Punch. Your next worm can parachute from the bow (front) of the boat to reach Stuntman, standing on the ribs of the shark... wait, sharks have ribs now? Anyway, prod the Stuntman into the water. If Horrible Harry is still on the roof of the boat shed, parachute down and Baseball Bat him towards the lighthouse with a fairly acute trajectory to drown him. Now use your smarts, Jet Pack, Dynamite and Sheep to kill the remaining worm(s). Gold - 6:34 Silver - 7:08 Bronze - 8:31 Deathmatch Challenge 2 `````````````````````` Oh no... the WORMTANIC has crashed into an iceberg and is sinking rapidly! Er.. it's time to kill off the survivors? This is a 3(100) vs 6(100) battle. Get your first worm from the dinghy over to the iceberg. From the tip of your oar jump over to the other boat, then from that boat jump over to the life-saver near the iceberg. Climb to the apex and prod Bertie off the edge of the iceberg into the water. Now with your next worm, Ninja Rope over to the other half of the boat. Don't attach to the smoke stacks, attach to the tip of the mast. Shotgun John towards the split in the boat, and use your second shot to knock Duston off the side... he will probably be saved by the railing. Nasty Man will drown. Climb up the mast to Grenadine, and Baseball Bat her into the water. Now finish off any remaining survivors of the WORMTANIC... Gold - 7:08 Silver - 7:36 Bronze - 8:18 Deathmatch Challenge 3 `````````````````````` A day at the carnival! This is a 2(75) vs 5(100) battle! All enemy worms are quite close to the water, so this Deathmatch is just a subject of drowning them all. Kenny and Duke can be prodded and firepunched respectively into the sea. Climb up to Linz from the dip in the rollercoaster's track to prod him into the sea. Jet Pack up to Larry so you can Baseball Bat him into the sea. And then climb up the tracks to Ste and prod him into the sea. Gold - 7:01 Silver - 7:40 Bronze - 8:32 Deathmatch Challenge 4 `````````````````````` You wanted a holiday from battle? Well you're not going to get it. This is a 4(75) vs 6(100) battle. From the beach on the opposite side of Moz than the pool, use a full powered Bazooka or Petrol Bomb to blast him into the pool, thus drowning him. It's a little hard to line up. The Jet Pack is delayed for four turns, so to get on the roofs of the hotels to kill Naked, Nedsy and Buddy, you must climb up the pipes behind the pink hotel. Once at the top, Fire Punch or Baseball Bat Naked into the water. Prod Dan into the water, he is standing on the awning of the green hotel. Shoot Fernando from the steps of the pink hotel, hopefully you'll drown him. Jet Pack up to one of the worms on the hotels; if one of them has moved to the edge of the roof (usually Nedsy) fly up to them and prod them into the ocean. Next, parachute down to the other hotel roof worm (Buddy or Nedsy) and hit them into the water with whatever you got. Finish off any surviving worms. Gold - 10:29 Silver - 11:30 Bronze - 12:27 Deathmatch Challenge 5 `````````````````````` Walking in a winter wasteland wonderland... This is a 3(100) vs 6(115) battle. There's a lot of water about. Judd, Arthur and Terrible Elly can all be prodded into the drink from where they start. Go for Judd first since he has a good vantage point from the top of the mountain. With you next worm, you can climb up to the roof of the cabin by backflipping onto the roof gutter from the ice slab on the jetty. Once up there, stand on the apex of the roof away from Bob, and blast him into the water with a full powered Bazooka shot. Then use the iceberg to reach Nasty Mr Monket and Baseball Bat him into the drink. Next, Prod Arthur into the arctic sea. Now kill off Terrible Elly, Ivan the Cride and any other surviving worms with your spare Dynamite, Fire Punch, etc. Gold - 9:15 Silver - 10:30 Bronze - 10:50 Deathmatch Challenge 6 `````````````````````` This is war! This is a 3(130) vs 6(115) battle. Much like the last Deathmatch, there are a lot of worms near the water, ready to drown. Infact all worms can be prodded from their original position into the water sans Lordy, and he can be Fire Punched into the water. So simply systematically drown each worm one by one, if they move away from the water just use Dynamite or the Baseball Bat to kill them. Use the Jet Pack or Parachute to get to Slips on the boat, but all other worms can be reached by scaling the military installations. Gold - 5:24 Silver - 7:00 Bronze - 8:00 Deathmatch Challenge 7 `````````````````````` Another drownfest... this time in LaLa Land. This is a 3(150) vs 8(150) battle. With your first worm, use a vertical jump to hop on the rope down to the islands to avoid the mine. Once down there, Use the shotgun to drown both Nasty Mr Monket and Sloth T. Next, firepunch Standard Dave, who is by the Z Barn, into the water. The obvious way to get up to the Evil Little Kenny is with the Jet Pack, but that is delayed for four turns, and teleporting up there will be a waste of a turn. However, if you are good with the Ninja Rope, try flicking onto the top of the hourglass by banging against its side to gain momentum. Once up there prod Kenny into the water... but then again you could just not bother climbing/flying up there and kill him with a skilfully shot Bazooka shot. Anyway, drowning the rest of the worms is pretty straight-forward. But try petrol bombing Spanner from his hidey-hole at the base of the tree. Gold - 7:28 Silver - 8:18 Bronze - 9:00 Deathmatch Challenge 8 `````````````````````` A horrifying Translyvanian Deathmatch, and YET another drowning-prod-fest. This is a 3(130) vs 8(125) battle. Head over to the castle gates and firepunch Chips into the water behind him. Now for the rest of your turns, climb up the spiralling path to the castle, probing all the worms on the way up into the water. It is possible to kill two in one go (Frank Ladders and Hammers) with the Shotgun, but you must be very quick. It will probably be hard to kill the three worms up at the top with prods... but try using the Baseball Bat, Dynamite and Land Mines. Gold - 9:34 Silver - 10:01 Bronze - 10:27 Deathmatch Challenge 9 `````````````````````` Attacking an enemy installation with only 2 worms... do they have a deathwish? No, but it's a deathmatch! This is a 2(130) vs 8(134) battle. There are so many worms to kill, that it will take over 9 minutes to complete the battle. Because the battle takes place over such a long time period, differences build up so it plays very differently each time. Therefore I will only give you pointers, not a rough tactical walkthrough. Firstly, shoot Braun with a Bazooka from just outside the hanger and then retreat back into it. Send worms into the drain by the hanger with the firepunch or the force of an explosion from the Bazooka or Petrol Bomb. Hit Coolio off the roof of the hanger with a Baseball Bat. Shotgun worms into Land Mines scattered all over the terrain to cause a lot of damage. Kill the worm under the crane, Turner, with a Bazooka shot from the tracks of the crane, the explosion should send him into the drink. Jim can be shot from the top of the crane into the water with the Shotgun. And finally, after 10 turns you can use the Airstrike to clean up any remaining worms. Gold - 12:10 Silver - 13:06 Bronze - 14:03 Deathmatch Challenge 10 ``````````````````````` The final Deathmatch is based around the Helter Skelter... good luck. This is a 2(100) vs 10(135) battle. You should work by sending one of your worms up the helter skelter while the other one stays on the ground. Buzz and Derren at the base of the helter skelter can be prodded into the water. Hammers, Frank Ladders and Barney on the cable cars can be killed easily with direct Bazooka shots to destroy the platforms they're standing on. Yams can be killed easily by shooting the Oil Drum beside him with a shotgun, the explosion of it will send him into the water. Anyway, climb the helter skelter and firepunch/bat Dukester and Porl into the water on the way up. Once at the top blast Chips with a Bazooka shot from the edge of the gazebo to knock him down into the water. As for Reo, parachute or jet pack up to him and prod him from the roof of that building into the water. Gold - 19:25 Silver - 20:40 Bronze - 22:05 =============================================================================== 6) U N L O C K L I S T =============================================================================== T = Terrian S = Weapons Scheme E = Equipment B = Speech Bank W = Wormapedia Entry Addiction 2? W Gold in Worm and the Beanstalk campaign Alien Juice Suckers T Gold in Alien Juice Suckers campaign All Action S Gold in Hold Until Relieved campaign All Cooped Up T Gold in All Cooped Up campaign Apple Core Island T Gold in Apple Core Island campaign Atlantis Training Facility T Uncover Easter Egg in Atlantis training Banana Bomb E Gold in Parachute Challenge 3 Boggy Pete W Gold in Crate Britain campaign Bridge Kit E Uncover Easter Egg in Beefcake Breakfast Bridghtside W Gold in Schools in for Summer campaign Chatter W Gold in Plaice Holder campaign Concrete Donkey W Gold in Beautiful Ballon campaign Costa Del Danger T Gold in Costa Del Danger campaign Crate Britain T Gold in Crate Britian campaign Crop Circle T Gold in Crop Circle campaign D-Day T Gold in D-Day campaign Darkside W Gold in Trail of the Damned campaign Deathmatch Challenge 1 C Complete D-Day campaign Deathmatch Challenge 2 C Complete Deathmatch Challenge 1 Deathmatch Challenge 3 C Complete Deathmatch Challenge 2 Deathmatch Challenge 4 C Complete Deathmatch Challenge 3 Deathmatch Challenge 5 C Complete Deathmatch Challenge 4 Deathmatch Challenge 6 C Complete Deathmatch Challenge 5 Deathmatch Challenge 7 C Complete Deathmatch Challenge 6 Deathmatch Challenge 8 C Complete Deathmatch Challenge 7 Deathmatch Challenge 9 C Complete Deathmatch Challenge 8 Deathmatch Challenge 10 C Complete Deathmatch Challenge 9 Earn Your Crust T Gold in Earn Your Crust campaign Earthquake E Gold in Jet Pack Challenge 3 Enough in-jokes? W Gold in Movie Mayhem campaign Fakes and April Fools W Gold in Beefcake Breakfast Brawl campaign French Lover B Uncover Easter Egg in A Quick Fix campaign Good Nights Sleep, A C Gold in A Good Nights Sleep campaign Grandpa B Uncover Easter Egg in Nobody Rides For Free Grave Danger T Gold in Grave Danger campaign Helter Skelter T Gold in Helter Skelter campaign High Stakes T Gold in High Stakes campaign Horror B Uncover Easter Egg in Grave Danger campaign Horror Theme, The W Uncover Easter Egg in Grave Danger campaign Ice, Ice, Maybe T Gold in Ice, Ice, Maybe campaign Jet Pack Challenge 1 C Complete Rum Deal campaign Jet Pack Challenge 1 T Gold in Jet Pack Challenge 1 Jet Pack Challenge 2 C Complete In Space, No-One Can Hear You Clean Jet Pack Challenge 3 C Complete Hold Until Relieved campaign Leek in a Vegetable Patch, A T Gold in A Leek in a Vegetable Patch campaign Lightside W Gold in Trail of the Damned campaign Lightside and Darkside W Gold in Showdown at the OK Corale Reef Lost Missions..., The W Gold in In Space, No-One Can Hear You Clean Mad Cow E Gold in Shotgun Challenge 3 Madchester B Uncover Easter Egg in Schools in for Summer Mighty Kong, The T Pass The Mighty Kong training Movie Mayhem T Gold in Movie Mayhem campaign Nobody Rides For Free T Gold in Nobody Rides For Free Nuclear Bomb E Gold in Deathmatch Challenge 10 Parachute Challenge 1 C Complete Falling For You campaign Parachute Challenge 2 C Complete Worm and the Beanstalk campaign Parachute Challenge 3 C Complete Costa Del Danger campaign Pink Beard W Gold in Hook, Line, and Skimmer campaign Plaice Holder T Gold in Plaice Holder campaign Pro S Pass Test Tubes training Ragnarok and Roll T Gold in Ragnarok and Roll Campaign Return to Chateau Assassin T Pass Return to Chateau Assassin training Sally Army, The W Gold in All Cooped Up campaign Schools in for Summer T Gold in Schools in for Summer campaign Shiver Me Timbers T Gold in Shiver Me Timbers campaign Shotgun Challenge 2 C Complete A Leek in a Vegetable Patch campaign Shotgun Challenge 3 C Complete Movie Mayhem campaign Showdown at the OK Corale Reef T Complete Showdown at the OK Corale Reef Sinking BnG S Gold in To Boldly Go campaign Sniper S Gold in Hook, Line, and Skimmer campaign Spadge and Music W Gold in Rum Deal campaign Sticky Wars S Gold in Beefcake Breakfast Brawl campaign Super Sheep E Gold in Super Sheep Challenge 3 Super Sheep Challenge 1 C Complete High Stakes campaign Super Sheep Challenge 2 C Complete Plaice Holder campaign Super Sheep Challenge 3 C Complete A Good Nights Sleep campaign Super Villain B Gold in Alien Juice Suckers campaign Take My Cherry T Gold in Take My Cherry campaign Test Tubes T Pass Test Tubes training That Angular Chap.. W Uncover Easter Egg in Showdown at the OK Tree Village Trouble T Gold in Tree Village Trouble campaign When Annelids Collide T Gold in When Annelids Collide campaign Worms 3D Prototype W Gold in To Boldly Go campaign Worms Story, The W Gold in Falling For You campaign =============================================================================== 7) T H A N K S T O =============================================================================== Robert Bode, for explaining how to tell which graves have treasure in the "Grave Danger" mission. CatFish, for informing me about the missing strategy to "Hold Until Relieved". Z 1, for supplying the Xbox version controls. Team 17 Forum (forum.team17.com) users: beaver2009, Cybaworm, Star Worms, koenvb & Paul.Power; for info on the Easter Eggs. ******************************************************************************* VERSION HISTORY -=-=-=-=-=-=-=-=- Version 0.1ß 11/11/03 Really preliminary version. Basically it just has info on the Tutorials and the first ten Campaigns. Version 0.2ß 19/11/03 Small update, four more Campaigns covered. I've completed this game, I just on't have the time to work on this FAQ extensively. Expect larger updates when I have less on my plate. Version 0.7 05/01/04 Controls, CAMPAIGN WALKTHROUGH and UNLOCK LIST sections completed. More questions have been added to the FAQ section. All that's left are the INVENTORY and CHALLENGE TACTICS sections, and the Game Synopsis. Version 1.0 13/01/04 INVENTORY and CHALLENGE TACTICS sections completed. Consider this FAQ completely finished! Version 1.1 08/03/04 Typed up the missing "Hold Until Relieved" strategy; colour me red ^_^ Version 1.15 06/06/04 Fixed a typo, thanks to Harold Tessmann III. FAQ STATS -=-=-=-=-=- Version 1.15 Update No 5 Size 113KB Pages 36 Words 19149 Characters 111740 Paragraphs 1835 Lines 2184 GameFAQs CONTRIBUTOR PAGE- www.gamefaqs.com/features/recognition/4127.html EMAIL- tetsuwan_blue(at)yahoo.com.au If I don't reply, it's either: Idon't know the answer to the question, the answer to your question is in the FAQ, or you're sending me info I already know or someone else has sent before you. LEGAL SECTION -=-=-=-=-=-=-=- No material from this FAQ may be paraphrased, copied, changed or re-formatted without my permission. It may only be posted on GameFAQs (www.gamefaqs.com) and IGN FAQs (faqs.ign.com). Under no circumstances may this FAQ be posted on Cheat Code Central. This document was written exclusively for use on the internet. It is not intended to be used in any way that is profitable for anyone other than the author. It is not to be reproduced in any way without express written permission from the author. More information on copyright laws can be found at the copyright section of the official Library of Congress web site. (http://www.loc.gov/copyright). Worms 3D and related characters are trademarks of Team17 Software Ltd. ______________________________________________________________________________ © Copyright 2003-2004 AstroBlue