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[ goodies | players guide | training | bronze ]

 
Grenade Skills Grade 1
The two Grenade targets should be set to a 1 second fuse, set the angle at roughly 70 degrees, then using about 3/4 power destroy the first, then adjust slightly less power for the second target.
 

 
Shotgun Skills
This is about knowing where the targets will appear, thinking ahead and getting into position quickly, this can be done quickly without having to move the Worm much at all, this is the sequence :- Shoot top right, bottom left, far right, top left, far left and finally bottom right.
 

 
Bazooka Skills Grade 1
First aim up at about a 70 degrees angle, full power should take out the first target, the second needs around a 20 degree angle at about half the power.
 

 
[ goodies | players guide | training | silver ]

 
Rope Skills Grade 1
This relies on using the use of the repeat swing function accurately, first attach the Ninja Rope at a 45 degree angle, repeat swing throwing the Worm for about a second and catch the Girder again. You should now be able to land on the second platform and pick up the Baseball Bat. Re-attach the Ninja Rope using the same method and land on the second Girder and hit the target with the Baseball Bat. Hint:- Hang off the Ninja Rope and move the mouse to give the camera a wider view so you don't repeat swing off the end of the Girder!!
 

 
Grenade Skills Grade 2
The first two can be taken out as in Grenade skills 1, the third is slightly harder, use a 3 second fused Grenade and point the angle at about 20 degrees at around 3/4 power.
 

 
Using the Firepunch
You must use the double backspace jump to full effect here, first move to nearly the right end of the Girder, turn around to the left and double back space jump, whilst in the air hit space to release the Firepunch and pick up the Crate. The second Target can be ht using the same method , the third doesn't need the jump just press space to Firepunch the Target.
 

 
[ goodies | players guide | training | gold ]

 
Rope Skills Grade 2
Point the Ninja Rope to the left at about 45 degrees, you can collect the Crate and land back on the platform in one move here if you are careful! Re-connect the Ninja Rope in the same method to the right, and let the Worm hang down over the target straight. Press Return and release the Dynamite over the target. Then swing the Worm back to the left to land on the platform.
 

 
Bazooka Skills Grade 2
First point the Bazooka at about 45 degrees to the right, use near to full power to destroy the Target. The second Target needs a 70-degree angle using nearly full power, the third can be taken out at a 10-20 degree angle using half power, and the last Bazooka is bounced along the water at just above 90 degrees using full power.
 

 
Grenade Skills Grade 3
The first Target is on the second platform; this can be taken out as before using a 50-60 degree angle at 1 second. The second Target is on the first Girder platform and can be taken out with a 1 second Grenade also at 80 degrees at around 3/4 power. The third Target lies on the third platform, aim for around 30-40 degrees on a 3 second fuse, use 3/4 power here (As the yellow part of the power bar appears). The fourth Grenade needs to be set at 4 seconds, aim at the sharpest angle possible at the furthest Target that does not result in hitting the above Girder, use just under full power. The last Grenade should be set to 1 second, aim up at about 5-10 degrees and use about 3/4 power so that the Grenade explodes underneath the Girder destroying the last Target.
 

 
[ goodies | players guide | training | additional ]

 
Super Sheep Racing
The best thing to do on this level is to keep your Super Sheep close to the ground, doing this minimises excessive flying and saves a bit of time. Also when you have been on this level for a while, you should notice that a pattern starts to emerge and this makes it easier to anticipate where the next Crate is coming from. Also when the Crate on the far left of the screen appears, rather than collect it and go back to the others, it is better if you crash the Sheep straight after collecting this Crate. Then launch another Sheep and carry on, as this will save you about 2 or 3 seconds.
 

 
Rifle Range
On this level you should keep Worm movement to a minimum, it may seem easier for one target but then you may have to move a greater distance to get to the next target. One way to get around this is to attempt to shoot targets as they are falling, aiming above the targets normally works as by the time the bullet has been shot the target should be in line.
 

 
Crazy Crates
Once your Worm is on the Rope, try to stay on it. You can swing slowly as long as you keep a fluid movement going. Roping around like a lunatic gets you nowhere, as most of the time you will be bouncing off walls. Coming off the Rope costs valuable seconds, as you have to re-aim and get back into motion. When going to collect a Crate rather than stand still and rope straight down, keeping some sort of swinging action makes it easier to rope to the next target, as you are keeping quite a bit of momentum and you don't have to try and get a swing going when you have just picked up the Crate.
 

 
Artillery Range
The most time you'll need to put onto the fuse of the Grenade should be 2 seconds. Keeping your Grenade shots low and fast is a really good time saver. Doing long high shots wastes too much time, as you shoot and then you have to wait for it to fall back down. Sometimes if you can see where the Crate is coming from you can catch it on it's way down, just set your fuse to 1 second and throw it across and try to beat it, thus blowing it up before it hits the ground and saving lots of time.
 

 
Euthanasia
When taking the Bazooka shots on this level, you don't have to be perfectly spot on with the shots. If you just aim approximately the blast radius should do most of the work, so just aim close. When firing Homing Missiles, you'll have to pick your target, when you have done that just aim upwards and fire at full power. Aiming upwards is just a precaution against the slight chance that the Homing Missile should hit the ground rather than the desired target.
 

 
Single-player Multi-player LAN/Internet Options
[ goodies | players guide | game menus ]
Worms Armageddon has a pretty extensive menu system - loads of options. If you're new to Worms Armageddon and unsure what to do, worry not. With our walk-through guide it's easy! Simply follow the menus by clicking on a menu option as you would do in-game, to find out more information.
 

 
Main Menu
Worms Armageddon features a useful on-line help system. If you're unsure what something does, simply move the cursor over an icon, text or dialog box for instant help - useful text will appear at the bottom of the screen.
 
[ Single-player ]
[ Multi-player ]
[ LAN/Internet ]
[ Options ]
 
Tip :: Pressing the ESCAPE key takes you back to the previous menu screen.
 

 
[ goodies | players guide | WormNET ]
WormNET is an exclusive environment created for the Internet gaming community, a place where you can meet other players and talk to them directly via a built-in IRC chat facility. Once you've registered you can log-in and pick a fight. Now you can play people from all around the world!
 

 
WormNET (internet play)
There are four gaming channels that you can join, the more you play the further you'll progress in the ranks - that's if you win, that is... May the Worm be with you, but do not be swayed by the Dark Side!
 
WormNET is constantly evolving, day-to-day tweaks are made to further enhance your gaming experience. Check out our guide for more in-depth info or our faqs if you have a specific problem.
 
[ WormNET guide ]
 

 
[ goodies | players guide | training ]

 
Basic training
The following guide to the basic training was provided by the Team17 QA department.
 
[ training guide ]
 

 
 
 
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