Training Disciplines (Worms World Party)
From Worms Knowledge Base
Disclaimer: The following textual guides are by far not the only ways of beating WWP's Training Disciplines. They are only meant to help you out when you're out of ideas.
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Contents
- 1 Basic Shotgun Training
- 2 Basic Bazooka Training
- 3 Basic Fire Punch Training
- 4 Basic Grenade Training
- 5 Bazooka Training
- 6 Cluster Bomb Training
- 7 Grenade Training
- 8 Jet Pack Training
- 9 Mortar Training
- 10 Rope Training
- 11 Super Sheep Training
- 12 Uzi Training
- 13 Advanced Move and Fire Training
- 14 Advanced Cheeky Jumps
- 15 Advanced Rope Assault
- 16 Advanced Wind Training
- 17 Advanced Digging
- 18 Advanced Shelter Training
- 19 Advanced Movement
- 20 Trivia
- 21 See also
Basic Shotgun Training
60 seconds to destroy all 7 targets with your Shotgun. Terrain is destructible. You must move around to find and then aim the targets. You have only 5 health, so please don't hurt yourself. The last target is almost directly downwards you, which is typically the hardest part of this training discipline.
Basic Bazooka Training
60 seconds to destroy all 4 targets with your Bazooka. Terrain is indestructible. You cannot move, so you must rely on arcing and wind to launch from afar. Wind is always slightly to the left.
Basic Fire Punch Training
60 seconds to destroy all 4 targets with your Fire Punch. Terrain is destructible. You only have four Fire Punches.
Basic Grenade Training
80 seconds to destroy all 6 targets with your Grenade. Terrain is indestructible.
Bazooka Training
Destroy targets with your Bazooka. Start with 65 seconds, and gain extra time for every target you destroy. Your worm cannot move. Terrain is indestructible.
Cluster Bomb Training
Destroy targets with your Cluster Bomb. Start with 65 seconds, and gain extra time for every target you destroy. Your worm can move around. Terrain is indestructible.
Grenade Training
Destroy targets with your Grenade. Start with 65 seconds, and gain extra time for every target you destroy. Your worm cannot move. Terrain is indestructible.
Jet Pack Training
Collect crates by flying around with your Jet Pack. Start with 65 seconds, and gain extra time for every crate you collect. Your worm can move manually, but walking is unnecessary. Around the landscape are many instant mines. Your 50 health allows for up to 1 mine explosion, although a crate exploding near you would be an instant death in combination with a mine explosion.
Mortar Training
Destroy targets with your Mortar. Start with 65 seconds, and gain extra time for every target you destroy. Your worm cannot move. Terrain is indestructible.
Rope Training
Collect crates by navigating with your Ninja Rope. Start with 65 seconds, and gain extra time for every crate you collect. Your worm can move manually. Around the landscape are some fused mines. Your 15 health won't leave much room for fall damage.
Super Sheep Training
Collect crates by controlling your Super Sheep. Start with 65 seconds, and gain extra time for every crate you collect. Your worm cannot move, relying on the Super Sheep to collect crates for you. Starting with one Super Sheep, collect crates to receive more Super Sheep ammo. You only have 5 health.
Uzi Training
Destroy targets with your Uzi, while avoiding the Old Women. Start with 99 seconds, and gain extra time for every target you destroy, but lose time for every Old Woman you destroy. Your worm can move. Terrain is destructible. You have only 5 health, which does allow you to survive minor falls but not a single misfired Uzi bullet.
Advanced Move and Fire Training
Destroy all 14 targets within 75 seconds. Note that Stop Timer When Firing mode is on, so you can just spam weapons at your leisure. With infinite Bazookas and infinite Grenades, use these weapons to hit all but the 14th target, which you need a rope to get around to the very right. Wind is always a tiny bit to the right.
Advanced Cheeky Jumps
With no weapons in your inventory, walk up to the mines, and time your jumps to just avoid the mines and avoid the flying enemy worms. As you jump up to each of the rooftops, take caution with your distancing. Mines have 3 seconds fuse. Just 75 seconds on the clock.
Advanced Rope Assault
You have only 30 seconds to finish this training discipline, and you must be skillful with your Ninja Rope. Use your Shotgun to get through poles. And, most importantly, use your Ninja Rope to get close to the enemy worm and kill him with your remaining firearms, typically the remaining Handgun. Mines have instant fuse. Ninja Rope has an incredibly high power in this training discipline. If you are super daring, you can just rope your way over the barbed wires without needing to Shotgun through. You will win if you can destroy your enemy.
Advanced Wind Training
Shoot 4 targets with your Bazooka, within 80 seconds. Note that Stop Timer When Firing mode is on, so you can just spam weapons at your leisure. With infinite Bazookas, use the wind to push the rockets leftwards. Wind is always moderately strong towards the left.
Advanced Digging
65 seconds to use your digging tools to go collect. Dig your way to the final crate at the left of the terrain using a variety of weapons: 7 Blowtorches, 1 Pneumatic Drill, 5 Shotguns, 1 Fire Punch. The first crate is helpful, giving you a second Pneumatic Drill. You only have 1 health and you can take fatal fall damage.
Start with a Pneumatic Drill to break your fall to the first crate. Blowtorch upwards, use a Fire Punch, and Shotgun almost upwards but just low enough so you can jump up above. Blowtorch upwards again, and then horizontally to avoid the mines, Blowtorch again, use a Shotgun to get yourself higher, Blowtorch upwards twice, and Shotgun again. Finally, Pneumatic Drill to break your fall again, to that vital crate.
Advanced Shelter Training
This time, you face a battle against a CPU Level 5 throwing Cluster Bombs at you, while you survive with just Girders to protect you and avoid the rising water. Bad news, because you have no Skip Go, so you must use a Girder on every turn. After 20 turns, your enemy worm will drown. You have 25 Girders. You have only 10 HP, so protecting yourself will be more important than getting up the water.
Advanced Movement
120 seconds for you to move around a sophisticated terrain, and go collect that vital crate. You do not start with any weapons, but the first two weapon crates grant you Parachutes so you can take advantage of its movement speed to safely avoid some mines and glide down to that vital crate. The utility crate contains a Fast Walk that you must use to activate a bunch of mines and run off before they explode on you. You have 50 health.
Trivia
- If the player fails a Training Discipline, the failure message will read:
- Many eyes look away.
- The talking stops and the room goes silent.
- Your friends are embarrassed for you, that was a complete failure.