[ goodies | players guide | training | bronze ] |
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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.
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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.
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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.
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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!!
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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.
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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.
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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.
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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.
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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.
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[ goodies | players guide | training | additional ] |
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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.
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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.
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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.
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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.
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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.
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