__ __ ____ _____
\ \ / /__ _ __ _ __ ___ ___ |___ \ | __ \
\ \ /\ / / _ \| '__| '_ ` _ \/ __| __) || | | |
\ ` ` / (_) | | | | | | | \__ \ |__ < | | | |
\_/\_/ \___/|_| |_| |_| |_|___/ ___) || |__| |
___________________________________ |____/ |_____/
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