Difference between revisions of "Mission walkthrough (Worms Armageddon)"

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{{ParentArticle|[[Guides, FAQs, and ReadMes]]}}
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{{ParentArticle|[[Guides, FAQs, and ReadMes]] or [[Missions]]}}
 
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[[file:Thumb0 (WA).png|thumb|Missions]]
Page needs completing
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'''Disclaimer:''' The following textual, video and replay guides are by far not the only ways of beating W:A's trainings and missions. They are only meant to help you out when you're out of ideas.
 
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* add replay download links
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* add text walkthroughs
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 +
You can also see the [http://wa.team17.com/main.html?page=good&area=play&play=trai training guide] and [http://wa.team17.com/main.html?page=good&area=miss missions guide] from Team17.
 +
{{todo
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|add text walkthroughs for remaining missions
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|add more youtube tutorials as they become available
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|add replays
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}}
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{{clear}}
 
__TOC__
 
__TOC__
 +
== Training Exercises  ==
  
== Training Exercises ==
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=== [[Image:MissionMedalBronzeBig.png|25px]] Bronze Medal ===
 +
To start the missions you need to complete the Bronze [[Training Disciplines (Worms Armageddon)|training]], which includes the following skills tests as shown below.
  
------------------------------------------------------------------------------------------------
+
==== Grenade Skills Grade 1 ====
Before going through any missions have a good look at controls and weapons.
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[[Image:Grenade-Skills-Grade-1.jpg|140px|right| Grenade Skills Grade 1]]
 +
You have 50 seconds to finish this stage. You only have 1 HP and cannot move. Terrain is indestructible.
 +
# This exercise requires fuse settings to be used to the fullest.
 +
# With whatever the angle of the throw may be just for the 1st ramp target keep fuse setting to one with minimum bounce with a fuse settings of 1-2.
 +
# For the second ramp with a decent angle and power keep the fuse settings to 2-3 depending on the throw.
  
Below are all the controls for Worms Armageddon. Some of them (such as the fuse timer) only work for specific weapons.
+
* [[Grenade|More about Grenade.]]
+
* [http://xpsdz.freehostia.com/grenade%20traning.WAgame See how it is done. ]
Left / Right Moves the worm to the left/right.
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On the rope :: Swings the worm to the left/right.
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On the parachute :: Slows down/speeds up the direction of travel.
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On the bungee :: Swings the worm to the left/right.
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On the jetpack :: Flies to the left/right.
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Using the girder :: Rotates the girder. Full 360 degrees to double/ halve the length.
+
+
Up / Down Aims the weapon up or down.
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On the rope :: Reels in/lets out more rope.
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On the parachute :: Slows down/speeds up decent.
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On the bungee :: Cycling up/down keys in tandem with the worm movement, will make the worm bounce more.
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On the jetpack :: Flies up.
+
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Spacebar Fire selected weapon.
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On the rope :: Controls the release and repeat firing of the rope.
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On the parachute/bungee/jetpack :: Controls the release.
+
In replay :: Fast forwards the replay.
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Enter Jump forwards.
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+ x2 :: Jump backwards.
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On the rope/parachute/bungee/jetpack :: Fire selected weapon.
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Backspace Jump upwards.
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+ x2 :: Backflip.
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+ x2 then Enter :: Low Backflip.
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Mouse Left-click With point-and-click weapon :: Fire selected weapon.
+
+
Mouse Right-click Expand/Retract the weapons console.
+
+
Mouse Movement Scroll around the terrain.
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+
Escape Open/Close quit panel.
+
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R immediately after the shot :: Force action replay.
+
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S In replay :: Force slow motion.
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Tab With Worm Select enabled :: Rotate through Worms in team.
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+
Insert Rotate through graphics detail level.
+
+
Delete Rotate through Worm name detail level.
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+ Shift :: Force Energy Bars display
+
+
Home Center on the current worm in play.
+
+
Page Up/Down On network games :: Open/Close chat window.
+
+
F1 - F12 Weapon speed-keys.
+
+ x1-5 :: cycle through all weapons in the group.
+
+
1 - 5 cetain weapons :: Set weapon fuse time.
+
with mad cows :: Set number of mad cows for realease.
+
+
+ / - Set high or low bounce.
+
+
  
Below are all the commands you can use in the chatbox, during network games. Remember, the Page Up/Down keys move the chat box up/down. Note, you will not be able to control your worm while the chat box is down.
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==== Shotgun Skills ====
+
[[Image:Shot-Gun-skills.jpg|140px|right| Shotgun Skills]]
Typing '/me' Green text :: performs an action.
+
You have 60 seconds to finish this stage. You only have 1 HP but can move. Terrain is destructible.
'/me says hello' produces 'your_nickname says hello'.
+
# This exercise is based on accurate use of shotgun.  
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# The targets appear in a specific order as shown in the image.  
Typing '/anon' Yellow text :: anonomous message.
+
# Shoot the targets as they come, the 4th target requires two shots, one to reduce the ramp.
'/anon Who said this?' produces '[Who said this?]'.
+
+
Typing '/msg' Blue text(sent) / White text(recieve) :: private message.
+
'/msg player_nickname psst! this is a secret message' sends 'psst! this is a secret message' to player_nickname, other players just see '*Whisper*'
+
+
F1 - F12 Private message speed-keys.
+
+ Ctrl :: Ignore/Unignore player.
+
  
+
* [[Shotgun|More about Shotgun.]]
(Function key numbers for individual players are next to their names to the right of the chat box.)
+
* [http://xpsdz.freehostia.com/shotgun.WAgame See how it is done. ]
  
Source for the above controls
+
==== Bazooka Skills Grade 1 ====
[http://wormsarmageddon.team17.com/main.html?page=abou&area=cont team17.com]
+
[[Image:Bazooka.jpg|140px|right| Bazooka Skills Grade 1]]
 +
You have 40 seconds to finish this stage. You only have 1 HP and cannot move. Wind always travels slightly to the left. Terrain is indestructible.
 +
# This exercise requires a lot of practice with the bazooka with respect to wind.
 +
# There are two targets 1st one on right 2nd one on left.
 +
# For the 1st one use a steep angel with high power and second use a wide angle with low power, while shooting the second one take caution cause it may hit you.
  
------------------------------------------------------------------------------------------------
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* [[Bazooka|More about Bazooka.]]
WEAPONS
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* [http://xpsdz.freehostia.com/bazooka.WAgame See how it is done. ]
  
------------------------------------------------------------------------------------------------
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=== [[Image:MissionMedalSilverBig.png|25px]] Silver Medal ===
i)Weapon Usage (Techniques)
+
To access to mission 13 ("Who left the flood-gates open?") and above you need to complete the Silver Medal training.
------------------------------------------------------------------------------------------------
+
  
Bazooka (F1)            Usage: Aim with up and down keys, and fire by holding down the
+
====Rope Grade 1====
                                spacebar. The longer you hold it down the greater the velocity
+
You have 50 seconds to finish this stage. You only have 1 HP but you can walk and run.
                                the round is shot out of the Bazooka.
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# Rope across the very long girder to collect the weapon crate containing a Baseball Bat. Use your Ninja Rope to swing across.
                        Damage: 50 max.
+
# Whack the target with the Baseball Bat.
                        Techniques:
+
                        * Bazooka rounds are effected by wind, good use of this is vital.
+
                        * If fired along water, Bazooka rounds can skim across the water.
+
  
Homing Missile (F1)    Usage: Set target with left click on mouse, and fire it the same way
+
====Grenade Skills Grade 2====
                                as a Bazooka.
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You have 60 seconds to finish this stage. You only have 1 HP and you cannot move. Terrain is indestructible.
                        Damage: 50 max.
+
                        Techniques:
+
                        * Make sure the missile has a fairly clean path.
+
                        * Homing Missiles are aquatic, but make sure they don't go too far
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                          underwater.
+
  
Mortar (F1)            Usage: Aim like a Bazooka but a single tap of the spacebar fires it.
+
# Throw grenades as done in Grade 1.
                        Damage: Explosion-20 max. Clusters-30 max.
+
# In Grade 2, you must also hit the third target that is higher up the girders.
                        Techniques:
+
                        * Best used by firing at a wall above lots of worms so the shrapnel
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                          lands on them.
+
  
Homing Pigeon (F1)      Usage: Target with left click, then fire it the same as a Mortar.
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====Fire Punch Training====
                        Damage: 75 max.
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You have 50 seconds to finish this stage. You only have 1 HP but you can move. Fall damage is disabled.
                        Techniques:
+
                        * More Intelligent version of the Homing Missile. Its path doesn't
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                          have to be that clear.
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Sheep Launcher (F1)    Usage: Aim like a Bazooka then one press of the spacebar launches it.
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# Backflip and use Fire Punch to collect the weapon crate. It has 2 Fire Punches.  
                                Press the spacebar again to detonate it.
+
# Up-jump and use Fire Punch to punch the middle target.
                        Damage: 75 max.
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# Fire Punch the left target.
                        Techniques:
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                        * Fairly erratic, just fire and hope for the best.
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                        * Try to remember how hard the sheep is launched out of the Bazooka.
+
  
Grenade (F2)            Usage: Set then bounce with -(low) +(high) and the fuse with 1-5, then
+
=== [[Image:MissionMedalGoldBig.png|25px]] Gold Medal ===
                                throw it the same way you fire a Bazooka (not wind effected).
+
To access to mission 24 ("Countdown to Armageddon") and above you need to complete the Gold Medal training.
                        Damage: 50 max.
+
                        Techniques:
+
                        * Make good use of the bounce and time settings on them.
+
  
Cluster Bomb (F2)      Usage: Same as Grenade.
+
====Rope Grade 2====
                        Damage: Explosion-20 max. Clusters-30 max.
+
You have 60 seconds to finish this stage. You only have 1 HP but you can run and jump.
                        Techniques:
+
# Rope across the very long girder to collect the weapon crate containing a Dynamite. Use your Ninja Rope to swing across.
                        * After the patch, the "fire in the hole" trick doesn't work as well.
+
# Drop the dynamite carefully to the target and swing your rope out of there! Find a safe location to land. If you survive, you win.
  
Banana Bomb (F2)        Usage: Same as Grenade.
+
==== Bazooka Skills Grade 2 ====
                        Damage: Initial Explosion-75 max. Each Banana-75 max.
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You have 60 seconds to finish this stage. You only have 1 HP and you cannot move. Wind always travels slightly to the left. Terrain is indestructible.
                        Techniques:
+
                        * If fired in a cavern with a bunch of worms, it can slaughter the lot.
+
                        * Remember it bounces a lot.
+
  
Battle Axe (F2)        Usage: Stand near a worm and press the Spacebar.
+
# Fire the Bazooka as done in Grade 1.
                        Damage: Halves energy of any worm in contact with the blade.
+
# For Grade 2, you must let the Bazooka's rocket skip across water to hit a faraway target.
                        Techniques:
+
                        * Usually other weapons can inflict more damage than it. But since it
+
                          halves the other worms energy, if it has 200 HP you can inflict 100
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                          damage (do the math).
+
  
Shotgun (F3)            Usage: Aim with the up and down keys and fire by taping the spacebar.
+
====Grenade Skills Grade 3====
                        Damage: 25 max for each shot (2 shots)
+
You have 99 seconds to finish this stage. You only have 1 HP and you cannot move. Terrain is indestructible.
                        Techniques:
+
                        * The best use of the shotgun is to knock worms onto mines.
+
                        * You get two shots, so try setting up chain reactions like shooting
+
                          Oil Drums to make them explode, or mines into worms.
+
  
Handgun (F3)            Usage: Same as the Shotgun, but all bullets fire out from one tap of
+
# Throw grenades as done in Grade 2. However, this time, the second-furthest target goes first, and then the closest target.
                                the spacebar.
+
# In Grade 3, you will need to hit a fourth target that is very far away from you. Try aiming about 45 degrees with 3 seconds fuse and full power.
                        Damage: 5 max for each shot (6 shots)
+
# As a further step to Grade 3, you must also hit the fifth target that is very high above you. One of many ways to destroy it is to time the grenade to explode mid-air just below the girder.
                        Techniques:
+
                        * Can be effective in knocking worms off cliffs.
+
  
Uzi (F3)                Usage: Same as Uzi.
+
[[Image:Cheat unlocked.png|40px]] ''Beating all stages of Basic Training will unlock the Blood Mode cheat''.
                        Damage: 50 max
+
                        Techniques:
+
                        * If you shoot a worm with an Uzi on a flat or sloping surface, the  
+
                          worm will make like tumbleweed and roll, taking other worms with it.
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                        * Makes perfect size tunnels for throwing grenades and such through.
+
  
Minigun (F3)            Usage: Same as Uzi.
+
== Mission 1 - Pumpkin Problems ==
                        Damage: 75 max
+
[[Image:Wa_mission_1.png|frame|240px|right|Pumpkin Problems<br />[http://uk.youtube.com/watch?v=rn9gB1sdgPo Click here] for a YouTube tutorial.]]
                        Techniques:
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{{ReplayBox|Mission_1_walkthrough.WAgame|Commented gold medal walkthrough of Mission 1}}
                        * Can blast a bunch of worms off cliffs.
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You start off at the left pumpkin. With a selection of transport tools (Girders, Ropes) and limited firearms (Shotgun and Uzi), your aim is to collect that vital crate near the bottom. Be careful, because the enemy worms do have Shotguns and Grenades to knock you down to the deadly instant-fuse mines.  
                        * If a worm is on a thin platform above you, stand directly under it
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                          and fire up. The worm will fly like a bird and drop like a stone, so
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                          a lot of fall damage will register.
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Long Bow (F3)          Usage: Same as Shotgun.
+
# Walk to the right edge of the pumpkin that you start on and fire a ninja rope just below the oil drum. Retract the rope and try to bounce the rope off of the floor until you gain enough speed to move yourself over the oil drum so you can collect the crate containing the Baseball Bat. Walk behind the artillery worm next to you and aim your baseball bat horizontally and fire. The worm will fall into the three mines below, opening a hole down to the vital crate.
                        Damage: 15 always for each shot (2 shots)
+
# Walk to the crate and collect it.
                        Techniques:
+
                        * You can use this to knock worms off ledges or into mines.
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                        * Aim it so worms bump into other worms and so they all end up falling
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                          in the drink. On WormNET, I once killed all my opponents worms in
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                          one turn.
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                        * Arrows make good platforms.
+
  
Fire Punch (F4)        Usage: Press spacebar to activate a vertical punch.
+
<br clear="all">
                        Damage: 30 always
+
                        Techniques:
+
                        * Effective in knocking worms of cliffs.
+
                        * It also cuts vertically through terrain.
+
                        * If a worm is on a thin platform relatively not that high up. You can
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                          jump and then activate it to get higher than usual to punch the
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                          other worm.
+
                        * If you accidentally fall of a cliff, press F4 then Spacebar
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                          to save your skin. You won't roll or receive any fall damage.
+
  
Dragon Ball (F4)        Usage: Press spacebar to shot a projectile in the direction you're
+
== Mission 2 - Operation Market Garden ==
                                facing (left or right).
+
[[Image:Wa_mission_2.png|frame|240px|right|Operation Market Garden]]
                        Damage: 30 always
+
Destroy the enemy. You start with two worms, and an unlimited supply of Grenades and Fire Punches, but a limited amount of Shotguns, Blowtorches, and Girders.
                        Techniques:
+
                        * Can knock worms off at a lower trajectory than a Fire Punch.
+
                        * Can knock mines further than a Shotgun.
+
  
Kamikaze (F4)          Usage: Select 1 out of 6 directions then press spacebar
+
Use girders to get your worms into positions where they can shoot straight at the enemy, then just go for it.  
                        Damage: Final Explosion-50 max  Hit by Suicidal Worm-30 always
+
                        Techniques:
+
                        * Careful use of this can be vital, only use if you worms energy is
+
                          34 at the most.
+
                        * Can be used with the laser sight.
+
  
Suicide Bomber (F4)      Usage: Press Spacebar.
+
Sources: [http://www.yoda.arachsys.com/worms/wa/missions.html Yoda's Page][http://dlh.net/chtdb/chtview.php?lang=ger&sys=pc&disp=e25766 dlh.net]
                        Damage: Initial Explosion-30 max Poison Rate-5 a turn.
+
                        Techniques:
+
                        * Can't see the point, I would use something else like a Sheep or
+
                          Dynamite really close and it will cause more damage (see Sheep).
+
                        * Best used if you have a fairly weak worm early on that's going to
+
                          be picked off soon. The bombing inflicts minimal damage but sickens
+
                          any worms close and above it (take wind into account).
+
  
Prod (F4)              Usage: Face worm and stand next to it, then press spacebar.
+
''Note: the name of this mission is the name of a [[w:Operation Market Garden|military operation during the Second World War]] (see [[References to other media]]).''
                        Damage: None
+
                        Techniques:
+
                        * Good for pushing a well hated worm to its doom.
+
  
Dynamite (F5)          Usage: Press Spacebar ( Press Enter if on Rope etc.)
+
<br clear="all">
                        Damage: 75 max.
+
                        Techniques:
+
                        * You can drop this from a rope or from a jetpack.
+
                        * Try to use it to fling worms in the air and off cliffs. To do this
+
                          place the dynamite on the opposite side of the worm the cliff is.
+
  
Mine (F5)              Usage: Same as Dynamite
+
== Mission 3 - All Quiet in the Library ==
                        Damage: 50 max.
+
[[Image:Wa_mission_3.png|frame|240px|right|All Quiet in the Library]]
                        Techniques:
+
Start with loads of worms, plenty of incoming crates, and you have a generous stock of weapons including unlimited Bazookas. After a number of turns, a nuke will be announced, and once detonated it will create a massive flood and poison all worms by 2 health every turn. One turn after that, an earthquake will trigger. However, nothing much happens after that.
                        * Use it on frozen worms, but Petrol Bombs are more effective.
+
                        * Use them to guard tunnels. But make your tunnels zig-zag to prevent
+
                          others hitting the mine down your tunnel at you.
+
  
Sheep (F5)              Usage: First press of the spacebar lets it loose, second press of the
+
Chances are you're going to be nuked in this level - you're unlikely to finish it before then. However, that in itself shouldn't be a problem. As suggested, try to get your worms away from the edge before the earthquake (which comes one go after the nuke). If you can (and you don't think the enemy will grab them), leave a health crate or two lying around so you can heal yourself after the nuke strikes.
                                spacebar detonates it.
+
                        Damage: 75 max.
+
                        Techniques:
+
                        * These furry friends can collect crates.
+
                        * Watch out, I've seen them backfiring on the user.
+
                        * Instead of using a Suicide Bomber or Kamikaze, just move your worm
+
                          really close to the worms you want to kill, then press spacebar
+
                          twice really quick.
+
  
Super Sheep /          Usage: First press releases it, Second press of the spacebar makes it
+
So long as you're not stupid (i.e. don't leave worms right near the edge of the landscape, or clustered together), this level should be reasonably easy.  
Aqua Sheep (F5)                begin to fly, Third press makes it normal again. Press left and
+
                                right while in flight mode to steer.
+
                        Damage: 75 max.
+
                        Techniques:
+
                        * Be careful in collecting crates, you only have a minimal amount of
+
                          time to collect crates and attack a worm before it explodes.
+
                        * Steer and to blast worms into the water below.
+
  
Mole (F5)              Usage: First press of the spacebar sets him on his way, second press
+
Sources: [http://www.yoda.arachsys.com/worms/wa/missions.html Yoda's Page][http://dlh.net/chtdb/chtview.php?lang=ger&sys=pc&disp=e25766 dlh.net]
                                begins him digging, and the third press detonates him.
+
                        Damage: 30 max.
+
                        Techniques:
+
                        * Remember the way it jumps up then into the ground and utilise it.
+
  
Air Strike (F6)        Usage: Press left or Right to set the direction the click on the target
+
<br clear="all">
                        Damage: 60 on average.
+
                        Techniques:
+
                        * Leave this until the end.
+
                        * The force of the bomblets can easily make a worm fly into the drink.
+
  
Napalm Strike (F6)      Usage: Same as Airstrike.
+
== Mission 4 - Cool as Ice ==
                        Damage: 60 on average
+
[[Image:Wa_mission_4.png|frame|240px|right|Cool as Ice]]
                        Techniques:
+
                        * Take wind into account.
+
                        * And also take height into account. If the land is higher up the
+
                          napalm is going to have less time to be effected by wind.
+
  
Blow Torch (F7)        Usage: Press spacebar to start diggin'
+
{{ReplayBox|Mission_4_walkthrough.WAgame|Commented gold medal walkthrough of Mission 4}}
                        Damage: 15 each time it hits a worm.
+
                        Techniques:
+
                        * Pressing up and down during the torching will change the angle of the
+
                          torching. Curved or zig-zaged tunnels can be very helpful.
+
                        * Remember you can also cause damage with it.
+
  
Pneumatic Drill (F7)    Usage: Press spacebar to start drillin'
+
The enemy worm has 100 health and sits below the protective arc near the polar bear. Your 10-HP worm starts off with only a few utilities, including a Jet Pack. Many weapon crates are scattered around the area, but only a few of them are necessary to beat this mission. On the enemy's 4th turn, the enemy will gain access to all its weapons. The best method for completing this mission is to break open the barrier and knock the worm into the water, in two separate turns.
                        Damage: 15 each time it hits a worm.
+
                        Techniques:
+
                        * Drill down a bit before an Earthquake in Missions to prevent falling
+
                          off cliffs.
+
  
Girder (F7)            Usage: Press left or right to change the Girders angle, then move it
+
# Use a [[Jet Pack]] to collect the two right-most weapon crates, which contain a [[Longbow]] and a [[Dynamite]]. Fly back to the polar bear and drop the dynamite to open a hole to reach the enemy.
                                with the mouse to where you want to place it then press the
+
# Use a [[Parachute]] to glide down to the enemy (or your second [[Jet Pack]] if you still have it), and use the [[Longbow]] to knock the enemy into the water.
                                spacebar.
+
                        Damage: N/A
+
                        Techniques:
+
                        *Worm Bridges & Ramps
+
                        *Sheep Bridges & Ramps
+
                        *Shelter
+
                        *Grenade reflectors
+
                        *Gaol Cells
+
  
Baseball Bat (F7)      Usage: Set Angle with up and down, then press spacebar to batter up.
+
[[Image:Cheat unlocked.png|40px]] ''Beating this mission will unlock the [[Laser Sight]] utility, so you can edit its ammo and delay settings while editing schemes''.
                        Damage: 30 always + fall damage
+
                        Techniques:
+
                        * Hit Worms off cliffs, or hit them into other worms near cliffs to
+
                          start a chain reaction.
+
  
Girder Starter Kit (F7) Usage: U have more Girders
+
<br clear="all">
                        Damage: N/A
+
                        Techniques:
+
                        * See Girder
+
  
Ninja Rope (F8)        Usage: Swing low, sweet chariot, comin' for to carry me home!
+
== Mission 5 - Do the Locomotion ==
                                Aim for an object, then press the spacebar to launch the Ninja
+
[[Image:Wa_mission_5.png|frame|240px|right|Do the Locomotion<br />[http://uk.youtube.com/watch?v=dmKC9BDw110 Click here] for a YouTube tutorial.]]
                                Rope out. Once it has grappled onto something, use left and
+
                                right to distribute your weight in that direction, and use down
+
                                to lengthen the rope, and up to shorten the rope. Another press
+
                                of the spacebar will disconnect you from the object, but another
+
                                press will send the rope out again. By using this, you can swing
+
                                like Donkey Kong.
+
                        Damage: None, with Rope Knocking disabled after the patch.
+
                        Techniques:
+
                        * Swing, let go & swing again (nuff said).
+
                        * Speeding Up- Press up a little bit before you disconnect from the
+
                                        rope, when you reattach you should swing faster.
+
                        * Wall Bounce- Bash your worm against a wall then disconnect the rope
+
                                        the second you bounce back, you should fling yourself
+
                                        pretty far.
+
                        * Flik Around- To get over a obstacle, keep swinging back and forth
+
                                        whacking your worm against the terrain. As soon as you
+
                                        start swinging out far enough (and you are almost
+
                                        vertical) extend the rope out really quickly and lean
+
                                        in the direction of the obstacle, you should flick
+
                                        yourself over it.
+
                        If you have still have trouble e-mail me for a Roper Training Pack
+
                        (Which basically just contains a lot of terrains to practice on)
+
  
Bungee Rope (F8)       Usage: Set, then fall off a cliff, don't jump.
+
{{ReplayBox|Mission_5_walkthrough.WAgame|Commented gold medal walkthrough of Mission 5}}
                        Damage: Only if you don't use it right.
+
The aim of this mission is to collect the vital crate at the bottom-right of the terrain. Although you do have some firearms (including a [[Shotgun]]), you will not need them to complete this mission, plus they've got a two-turn delay. Your worm starts with 50 health.  
                        Techniques:
+
# Climb up to the tree and [[Fire Punch]] the enemy into the water.
                        * Use the key pad to gain momentum or swing.
+
# [[Blowtorch]] through the tree, and collect the crate (it contains a [[Girder]]).
 +
# Place the [[Girder]] so that you can use it as a ladder to climb to the top of the train.
 +
# Trigger the [[Mine]] then quickly jump away to avoid harm. The climb down the other side of the train, using the [[Bungee]] where necessary, and collect the utility crate (it contains a [[Jet Pack]]). Use it to collect the weapons crate on the far right of the map.
  
Parachute (F8)          Usage: Press spacebar when falling.
+
<br clear="all">
                        Damage: Only if you don't use it correctly?
+
                        Techniques:
+
                        * Press up to slow descent, press down to quicken descent.
+
  
Teleport (F8)          Usage: Point and Click.
+
== Mission 6 - Sand in Your Eye ==
                        Damage: Your worms arse might be on back to front.
+
[[Image:Wa_mission_6.png|frame|240px|right|Sand in Your Eye]]
                        Techniques:
+
                        * None, dah!
+
  
Super Banana Bomb (F9)  Usage: First throw it like a Grenade, then the next press of the
+
{{ReplayBox|Mission_6_walkthrough.WAgame|Commented gold medal walkthrough of Mission 6}}
                                spacebar will disperse the bunch, the next press will detonate
+
                                all the bananas.
+
                        Damage: Initial Explosion-75 max. Each Banana-75 max.
+
                        Techniques:
+
                        * Throw it at a bunch of worms, then press the spacebar twice really
+
                          fast, it should blow them up real good.
+
  
Holy Hand Grenade (F9)  Usage: Same as Grenade.
+
Destroy the enemy. Keep in mind that you do have infinite Fire Punches and Longbows, and a solid supply of other weapons and utilities. Unlike you, your enemy cannot move and have less variety of weapons. Both you and your enemy can select worms at the start of each turn, but note that your enemy is split into multiple allied teams.
                        Damage: 100 max.
+
                        Techniques:
+
                        * Just pray to God, Budda, Ala or Elvis.
+
                        * Remember it only blows when it's still.
+
  
Flamethrower (F9)      Usage: Same as Minigun.
+
This one's pretty easy, really... just get to the top of the pyramid with one of your worms fairly early on, and keep plugging away... Don't forget that you have worm select on this round - it can make all the difference! (For instance, the first go is best taken with the worm on the right, on the tree.)
                        Damage: 70 max.
+
                        Techniques:
+
                        * You can kind of lift the worms up and off cliffs if you do it right.
+
  
Petrol Bomb (F10)      Usage: Same as Grenade
+
Sources: [http://www.yoda.arachsys.com/worms/wa/missions.html Yoda's Page][http://dlh.net/chtdb/chtview.php?lang=ger&sys=pc&disp=e25766 dlh.net]
                        Damage: 30 on average.
+
                        Techniques:
+
                        * Throw it at a Frozen Worm, the next turn it will fry good.
+
  
Skunk (F10)            Usage: One press of the spacebar will set him on his way the second
+
<br clear="all">
                                will set of his gas & the third will explode him.
+
                        Damage: Final Explosion-30 max Poison Rate-5 a turn.
+
                        Techniques:
+
                        * Dig a tunnel under a group of worms, then send it down the tunnel.
+
  
Mad Cow (F11)          Usage: Set the amount with the number buttons. then let 'em rip with
+
== Mission 7 - Not Mushroom Out There... ==
                                a single tap of the spacebar.
+
[[Image:Wa_mission_7.png|frame|240px|right|Not Mushroom Out There...]]
                        Damage: 75 max.
+
                        Techniques:
+
                        * Move in the opposite direction while letting them loose, to kill
+
                          worms on both sides of you.
+
  
Old Woman (F11)        Usage: Same as Sheep
+
{{ReplayBox|Mission_7_walkthrough.WAgame|Commented gold medal walkthrough of Mission 7}}
                        Damage: 75 max.
+
                        Techniques:
+
                        * Drop between 2 enemy worms so she isn't miss used.
+
  
Freeze (F12)            Usage:Space Bar
+
Navigate around the mushrooms with your Ninja Rope and collected Girder Starter Packs to get towards the vital crate on the bottom-right of the landscape. If you wait too many turns, a nuke will trigger, flooding hugely and sinking the vital crate. Watch out for the enemy's [[Shotgun]]s and [[Grenade]]s, and a group of mines. The terrain is indestructible. At the silver stage and below, you will receive a nearby Girder Starter Pack crate to start you off so that you wouldn't have to use your Ninja Rope to begin the first turn.
                        Damage:N/A
+
                        Techniques:
+
                        * Can be helpful if you're halfway on a trip to a worm.
+
                        * Really if you use this, you're prolonging the inevitable.
+
                        / See Petrol Bomb for a sure fire (bad pun!) way to \
+
                        \ overcome the invincibility of a worm using this. /
+
------------------------------------------------------------------------------------------------
+
------------------------------------------------------------------------------------------------
+
ii)Utilities
+
------------------------------------------------------------------------------------------------
+
________________
+
|Manual Utilities|
+
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
+
Jetpack      * Good for dropping dynamite and such then getting away fast.
+
  
Low Gravity  * If you've run out of Jetpacks and Ninja Ropes this can be a saver.
+
For gold medal:
 +
# Attach the [[Ninja Rope]] to the very edge of the mushroom, and swing your worm over on top of the mushroom. This may take a bit of practice. If you are struggling, you can build up extra speed by retracting the rope by holding up. Collect the crate, and use the [[Girder Starter Pack]] to build a walkway over the minefield. Stay on the first mushroom, so that Sentry can't shoot you.
 +
# Use the walkway to collect the crate just to the right of the minefield, then [[teleport]] to the flashing crate on the far right.
  
Fast Walk    * Helps you travel a grater distance in one turn.
+
<br clear="all">
              * Good for getting away quick from dropped dynamite.
+
  
Laser Target * Helpful if you're a newbie. Most useful with the kamikaze, so you don't
+
== Mission 8 - Big Shot ==
                waste a worms life.
+
[[Image:Wa_mission_8.png|frame|240px|right|Big Shot]]
 +
''Note: The briefing text indicates that the mission involves one Worm with an unlimited supply of shotgun bullets is incorrect. The actual ordnance for the mission is:''
 +
:''3× Handgun, 2× Uzi, 2× Longbow, 3× Girder, Unlimited Blowtorch.''<ref>This message is from WA v3.0 patch info file (patchinfo.rtf).</ref>
  
Invisibility * Only useful on the net.
+
Firstly, ignore the briefing - you don't have an unlimited supply of [[Shotgun]] ammo. In fact, you don't have a Shotgun at all. Just [[Handgun]]s, [[Uzi]]s, and [[Longbow]]s as your firearms. You do have an infinite [[Blowtorch]], however, and plus some [[Girder]]s. There are several crates scattered around the field that you can take advantage of, with important ones including a [[Ninja Rope]] and [[Homing Missile]]. Cannon Fodder, the first team, are armed with Uzis. Enemy, the second team, are armed with Miniguns. If you can survive before them, you win.
  ___________________
+
|Automatic Utilities|
+
  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
+
Double Turn Time * Increases turn time by two fold.
+
  
2x Damage        * Increases damage from all weapons, apart from the Battle Axe.
+
There are no hard-and-fast rules for doing this one - you have to play it by ear. However, here are a few guidelines:
  
Crate Shower    * Showers about 6 crates on to the terrain, 1 is usually a Super Weapon.
+
* On your first go, you can set off the nearby mine with the ninja rope without doing yourself any damage. This should hurt Guard a little. Similarly, you can clear the mine on the far left, as the ninja rope has infinite repeat swings.
 +
* Although the enemy can select which worm they use, they can only select amongst one team - this sometimes means you can stand right by one worm, knowing that it can't take the next turn.
 +
* Cannon Fodder (the team with the worms called Sentry) has the first enemy go.
 +
* If a team can't attack you, it may well have a go at the other team. They can do a fair bit of damage to each other while you're busy collecting the crates on the far left.
 +
* Blowtorches can do reasonable damage - I did 45 damage in one turn in this level.
 +
* You have some girders - use them!
 +
* An old woman launched from the top of the highest leaf can easily kill the worm on the mushroom.
 +
* Sudden death can be a pain in the neck or a blessing... just bear it in mind as it comes quite quickly.  
  
Crate Spy        * Lets you see what is in any crate.
+
Sources: [http://www.yoda.arachsys.com/worms/wa/missions.html Yoda's Page] [http://dlh.net/chtdb/chtview.php?lang=ger&sys=pc&disp=e25766 dlh.net]
  
================================================================================================
+
[[Image:Cheat unlocked.png|40px]] ''Beating this mission will unlock the [[Jet Pack]] utility, so you can edit its ammo and delay settings while editing schemes''.
iii)Super Weapon Descriptions
+
================================================================================================
+
  
Earthquake (F2)          * Boom Boom Shake the Room! er terrain? This throws unsuspecting
+
<br clear="all">
                            worms and objects clear off their perches by an earthquake.
+
                          * Only use if you're inland, away from cliffs.
+
  
Mail Strike (F6)          * It's a wind effected strike, and its bombs are slightly more
+
== Mission 9 - Water Surprise ==
                            powerful than the ones in a Air Strike.
+
[[Image:Wa_mission_9.png|frame|240px|right|Water Surprise<br />[http://uk.youtube.com/watch?v=Oy0RSLb2-RA Click here] for a YouTube tutorial.]]
 +
You have two worms with 30 health. Your team has 1 [[Girder]] and 15 [[Longbow]]s, and must collect the crate at the top. Two mines on each side of the Eiffel tower are in the way. The enemy worm sits below the Eiffel tower. As the land is indestructible, the only way to win is to collect the crates containing [[Aqua Sheep]] and hit the enemy worm from underneath. On the enemy's 5th turn, the enemy may use a [[Napalm Strike]], and then a few turns later unlocks the [[Air Strike]]. On the Silver attempt and below, you may occasionally receive health crates worth +15 health.
  
Mine Strike (F6)          * Watch out, it's very erratic! These mines bounce everywhere.
+
# Stand on your other worm's head and fire the first arrow to the right, horizontally. Fire your second arrow at the highest mine. The best way to ensure a hit is to use the greatest possible firing angle and adjust the position of your worm until you get it right. The mine will bounce off and land at the bottom of the Eiffel Tower. You will need to retreat to the right a little bit to avoid triggering the mine.
                          * A good idea is to use a Napalm Strike before you use it, so the
+
# Without moving your worm, fire an arrow upwards with the maximum angle. Use your second arrow to shoot the remaining mine. The best way to ensure hitting it is to position your worm at the bottom of the pyramid's slope, and fire an arrow up with maximum angle. The mine will hit you, but this is unavoidable.
                            terrain is textured so the mines settle faster.
+
# Move to the bottom of the pyramid's slope and fire both arrows upwards with maximum angle.
 +
# Climb the tower using backflips, then place a long girder so that you can reach the crate.
 +
# Collect the crate and use the [[Aqua Sheep]] to kill General. The Aqua Sheep can be flown underwater.
  
Mole Squadron (F6)        * Digging version of the Air Strike.
+
An alternate strategy which is self explanatory:
  
Scales of Justice (F8)    * Equally distributes out everybody's energy.
+
[[Image:Water_Suprise_walktrough.jpg|left|150px]]
  
Sally (F9)                * Cluster version of an Old Woman.
+
<br clear="all">
  
MB Bomb (F9)              * Useless (to a degree) wind effected floating Dynamite.
+
== Mission 10 - Jurassic Worm ==
 +
[[Image:Wa_mission_10.png|frame|240px|right|Jurassic Worm<br />[http://uk.youtube.com/watch?v=qguVytcd9wU Click here] for a YouTube tutorial.]]
  
Ming Vase (F10)          * Like a cluster version of Dynamite.
+
{{ReplayBox|Mission_10_walkthrough.WAgame|Commented gold medal walkthrough of Mission 10}}
 +
You have unlimited Uzi, 6 [[Ninja Rope]]s, and a few other weapons available. The aim of the mission is to kill Captain, the worm hiding underneath the left dinosaur, and is armed with [[Napalm Strike]]s, [[Bazooka]]s, and [[Fire Punch]]es. Additionally, three other enemy worms initially stand on the dinosaurs. While this mission is possible to be completed without the [[Mole Bomb]], the mission will be less difficult with the Mole Bomb. Mines are scattered around the back of the left dinosaur, and underneath the left dinosaur too. The crate to the right of the right dinosaur contains 4 [[Grenade]]s, but the very important crate is the 2 Mole Bombs at the top of the left dinosaur. This mission must be completed in less than 5 minutes, otherwise resulting in a draw, losing the mission. For the Silver and Bronze Stages, a [[Jetpack]] crate is summoned near your worms on the round after your first turn, two Jetpack crates at Bronze.
  
French Sheep Strike (F10) * Best way to describe it is an Air Strike that has bouncing missiles
+
Essentially, to complete the mission:
                            that give off flames (very funny).
+
# Use your [[Ninja Rope]] to collect the crate containing [[Mole Bomb]]s on top of the dinosaur's head. Release a mole bomb to the right, and make it start digging when it walks over the first [[mine]].
 +
#* If you can’t do an upward rope onto the dinosaur’s head, just rope to the thigh of the left dinosaur, rope towards the bump of the right dinosaur, and rope to the neck of the left dinosaur, and walk towards the crate.
 +
# Use another [[Ninja Rope]] to get your next worm on top of the dinosaur, and set off the first [[mine]]. This should knock another [[mine]] down the hole and into the enemy worm. If it gets stuck inside the tunnel, you can use an [[Uzi]] to knock it down the tunnel, or otherwise use your remaining worms to kill the opponent worm.
  
Mikes Carpet Bomb (F10)  * Bouncy version of an Air Strike.
+
<br clear="all">
  
Concrete Donkey (F11)    * Bounces until it makes a bloody big hole in the terrain, while
+
== Mission 11 - Chemical Warfare ==
                            squishing worms.
+
[[Image:Wa_mission_11.png|frame|240px|right|Chemical Warfare]]
  
Indian Nuclear Test (F11) * Scare off Pakistan with fusion of a ground sinking kind.
+
Multiple enemy worms are trapped inside the indestructible pipes, and with a few outside of them. You have four worms, each with 90 health, compared to 70 for most of the enemy worms, except a few of them. Among your transport weapons, you only have 5 Ropes, which will be helpful to reach towards the leftmost worm and collect a [[Skunk]] crate at the top of the pipes. Enemy worms are armed with only [[Air Strike]]s and [[Grenade]]s. You start with 1 Skunk, with the intention of wearing some of your enemies enough to kill the hidden enemy worms in one weak shot each, but unfortunately Skunk is locked for 2 turns and you’ll need to collect up to two Skunk crates to access more Skunks. On the Silver stage and below, you’ll also get a nearby [[Dynamite]] crate, with the intention that shooting the leftmost worm becomes optional; just drop the Dynamite from the sky to below.
                          * Also poisons all worms much like a skunk. However, I think the
+
                            energy loss is slower.
+
  
Armageddon (F11)          * Bruce Willis obviously didn't end up saving the planet. It calls a
+
This level is fairly straightforward when you get the hang of it. You should poison all the worms you can't reach (as the landscape's indestructible) as soon as you have the skunk. Until then, use any infinite weapons you have such as the [[Fire Punch]] and [[Uzi]] to do damage. The worm in the bottom right corner is ripe for a kicking as soon as possible.
                            barrage of Meteors or Comets (whatever) onto your Enemy's worms,
+
                            and unfortunately yours as well.
+
  
Magic Bullet (F12)        * Very intelligent version of the Homing Pigeon and causes more
+
When the poisoned worms have lost all but one point of energy each, start using the shotgun on them carefully. Following these rules, you should have no problems, although it's worth getting under cover, as the enemy will be using plenty of airstrikes.  
                            damage as well... or maybe it's triangular crossfire.
+
Source for the above weapons
+
[http://www.gamefaqs.com/console/psx/file/199340/6238 gamefaqs.com]
+
  
== Mission 1 - Pumpkin Problems ==
+
Sources: [http://www.yoda.arachsys.com/worms/wa/missions.html Yoda's Page][http://dlh.net/chtdb/chtview.php?lang=ger&sys=pc&disp=e25766 dlh.net]
[[Image:Wa_mission_1.png|240px|right|Pumpkin Problems]]
+
  
# Walk to the right edge of the pumpkin that you start on and fire a ninja rope just below the oil drum. Retract the rope and try to bounce the rope off of the floor until you gain enough speed to move yourself over the oil drum so you can collect the crate containing the Baseball Bat. Walk behind the artillery worm next to you and aim your baseball bat horizontally and fire. The worm will fall into the three mines below, opening a hole down to the vital crate.
+
<br clear="all">
# Walk to the crate and collect it.
+
  
== Mission 2 - Operation Market Garden ==
+
== Mission 12 - No Substitute ==
[[Image:Wa_mission_2.png|240px|right|Operation Market Garden]]
+
[[Image:Wa_mission_12.png|frame|240px|right|No Substitute]]
  
<br clear="all">
+
Every turn, the water will rise. Take advantage of your unlimited [[Bazooka]]s to hit enemy worms into the water, or at least down to low ground. In your inventory, you've got unlimited [[Fire Punch]]es, unlimited [[Dragon Ball]]s, a [[Girder]], and a limited amount of [[Grenade]]s, [[Cluster Bomb]]s, [[Shotgun]]s, and [[Uzi]]s, plus a [[Kamikaze]] and [[Holy Hand Grenade]]. If you're focused with aiming properly and do your best to stay away from exposed locations, this mission should be fairly easy.
 
+
== Mission 3 - All Quiet in the Library ==
+
[[Image:Wa_mission_3.png|240px|right|All Quiet in the Library]]
+
  
 
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== Mission 4 - Cool as Ice ==
+
== Mission 13 - Who left the flood-gates open? ==
[[Image:Wa_mission_4.png|240px|right|Cool as Ice]]
+
[[Image:Wa_mission_13.png|frame|240px|right|Who Left the Flood-Gates Open]]
  
# Use the jetpack to collect all the crates on the right side of the map (around where the tree is), without collecting those on the ice bridge above the enemy worm. Land your worm just to the right of the tree and fire a homing missile straight up with maximum power, targeting the crates on the bridge.
+
{{ReplayBox|Mission_13_walkthrough.WAgame|Commented gold medal walkthrough of Mission 13}}
# If the fire from the exploded crates didn't knock the enemy worm into the water, use your second jetpack to fly over there and finish him off with the other weapons you've collected.
+
  
== Mission 5 - Do the Locomotion ==
+
Essentially, your aim is to use one of two of your worms to reach for and secure the high ground, outlasting the enemy worms that try to knock you down. You don't have any infinite weapons aside from the [[Prod]], so it is best to seek a safe location to hide. Alongside a selection of offensive weapons, you also have a [[Ninja Rope]] that is delayed for several turns, and a few [[Girder]]s.
[[Image:Wa_mission_5.png|240px|right|Do the Locomotion]]
+
# Use a [[Worm Select]] to select your second worm and place a [[Girder]] to get on to the central green platform. It is best to end the turn under cover so you do not get shot.
 +
# Backflip onto the silver mechanical arm above you and walk towards the mine, then girder over it so you can collect the weapons crate.
 +
# [[Bazooka]] the worm on the blue wire above you to knock him down from his high spot.
 +
# [[Ninja Rope]] up to the blue wire, stand in a safe location and then place a Girder directly above the leftmost worm so that he cannot attack you directly.
 +
# Use your [[Blowtorch]] to dig upwards as close to the roof as possible.
 +
# Skip your remaining turns and the enemy worms will all drown. If a worm teleports up to your safe haven, use the minigun or longbow to knock him away.
  
# Climb up to the tree and firepunch Sniper into the water.
+
[[Image:Cheat unlocked.png|40px]] ''Beating this mission will unlock the [[Fast Walk]] utility, so you can edit its ammo and delay settings while editing schemes''.
# Blowtorch through the tree, and collect the crate (it contains a girder).
+
# Place the girder so that you can use it as a ladder to climb to the top of the train.
+
# Trigger the mine then quickly jump away to avoid harm. The climb down the other side of the train, using the bungee where necessary, and collect the utility crate (it contains a jetpack). Stay put and wait for your next turn.
+
# Use the jetpack to collect the weapon crate on the far right of the map.
+
 
+
== Mission 6 - Sand in Your Eye ==
+
[[Image:Wa_mission_6.png|240px|right|Sand in Your Eye]]
+
  
 
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== Mission 7 - Not Mushroom Out There... ==
+
== Mission 14 - Super Sheep to the Rescue! ==
[[Image:Wa_mission_7.png|240px|right|Not Mushroom Out There...]]
+
[[Image:Wa_mission_14.png|frame|240px|right|Super Sheep to the Rescue!]]
  
# Attach the ninja rope to the very edge of the mushroom, and swing your worm over on top of the mushroom. This may take a bit of practice. Collect the crate, and use the girder pack to build a walkway over the minefield. Stay on the first mushroom, so that Sentry can't shoot you.
+
Easier said than done. This mission really relies on [[Super Sheep]] skills. You have to collect the crate at the opposite of the map using a Super Sheep. The crate contains a [[Fire Punch]], which has to be used in order to kill the enemy. Once hit by the Fire Punch, the enemy is tossed far enough from you that the gravestone explosion won't hit you. You must survive and eliminate your enemy to win; you can’t just explode a Super Sheep.
# Use the walkway to collect the crate just to the right of the minefield, then teleport to the flashing crate on the far right.
+
  
== Mission 8 - Big Shot ==
+
Remember, the Super Sheep is steered with the left and right arrow keys, rotating direction. Avoid oversteering clockwise in the initial flight, or else the Super Sheep's explosion will hit your worm. Plenty of fine motor movement to briefly tap the left and right keys during the flight of the Super Sheep will be helpful.
[[Image:Wa_mission_8.png|240px|right|Big Shot]]
+
  
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+
Not going for gold will give you closer and thus easier crates to collect.
  
== Mission 9 - Water Suprise ==
+
[[file:Supersheep_mission_bronze.png|thumb|left|300px|Gold, Silver, and Bronze crate placements, all sequentially along the tunnel]]
[[Image:Wa_mission_9.png|240px|right|Water Surprise]]
+
  
# Stand on your other worm's head and fire the first arrow to the right, horizontally. Fire your second arrow at the highest mine. The best way to ensure a hit is to use the greatest possible firing angle and adjust the position of your worm until you get it right. The mine will bounce off and land at the bottom of the Eiffel Tower. You will need to retreat to the right a little bit to avoid triggering the mine.
+
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# Without moving your worm, fire an arrow upwards with the maximum angle. Use your second arrow to shoot the remaining mine. The best way to ensure hitting it is to position your worm at the bottom of the pyramid's slope, and fire an arrow up with maximum angle. The mine will hit you, but this is unavoidable.
+
# Move to the bottom of the pyramid's slope and fire both arrows upwards with maximum angle.
+
# Climb the tower using backflips, then place a long girder so that you can reach the crate.
+
# Collect the crate and use the aquasheep to kill General. The aquasheep can be flown underwater.
+
  
 +
== Mission 15 - Hot Stuff ==
 +
[[Image:Wa_mission_15.png|frame|240px|right|Hot Stuff]]
  
An alternate strategy which is self explains
+
{{ReplayBox|Mission_15_walkthrough.WAgame|Commented gold medal walkthrough of Mission 15}}
[[Image:Water_Suprise_walktrough.jpg|thumb|right|300px]]
+
  
== Mission 10 - Jurassic Worm ==
+
With your four 100 HP worms and a variety of weapons, kill the enemy. You have a few [[Ninja Rope]]s to help you get around. 300 HP worms may sound hard to kill at first, but they're actually easy to sink:
[[Image:Wa_mission_10.png|240px|right|Jurassic Worm]]
+
  
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+
# First, focus on piling the two worms at the bottom the map. Use a shotgun for that: the first shot has to push the worm on the red wire onto the mine, which will then push him next to his teammate. The second shot will then push both worms onto another mine next to a utility crate. If everything is done correctly, drowning them should be easy.
 
+
# Then, on the second turn, kill these worms using either a Dynamite or a Holy Hand Grenade.
== Mission 11 - Chemical Warfare ==
+
# Finally, use your Ninja Rope to go near the remaining enemy and drop a Dynamite or a Holy Hand Grenade (depending on what you've used on the previous turn) on the right of that enemy's head.
[[Image:Wa_mission_11.png|240px|right|Chemical Warfare]]
+
  
 
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== Mission 12 - No Substitute ==
+
== Mission 16 - Trouble on Mount Wormore ==
[[Image:Wa_mission_12.png|240px|right|No Substitute]]
+
[[Image:Wa_mission_16.png|frame|240px|right|Trouble on Mount Wormore]]
  
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+
''Note: this mission is probably a reference to [[w:Mount_Rushmore|Mount Rushmore]], located in the USA (see References to other media).''
  
== Mission 13 - Who Left the Flood-Gates Open ==
+
Your aim is to kill General from underneath the welcome sign. Rope safely over the Mount Wormore monument and break through the signpost, while avoiding getting hit by the mines. Although the enemy has [[Mortar]], the enemy will never use it, and so are only armed with [[Uzi]], so stay out of direct firing range. Once you reach General, the easiest way to kill him is to knock him into the water into a hole.
[[Image:Wa_mission_13.png|240px|right|Who Left the Flood-Gates Open]]
+
  
 +
[[Image:Cheat unlocked.png|40px]] ''Beating this mission will unlock the [[Invisibility]] utility, so you can edit its ammo and delay settings while editing schemes''.
 
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== Mission 14 - Super Sheep to the Rescue! ==
+
== Mission 17 - Chateau Assassin ==
[[Image:Wa_mission_14.png|240px|right|Super Sheep to the Rescue!]]
+
[[Image:Wa_mission_17.png|frame|240px|right|Chateau Assassin]]
 +
Hop your worms on top of each other (using [[Select Worm]]s to switch to each worm) so your last worm can jump up the first oil drum, then use Girders to get up the building without getting hit by the mines. Once you are within range, you can begin killing General. One way to kill him is to knock Major down to the ground via the [[Handgun]], the worm triggering a mine that sends General to the water. Remember that all mines are instant.
 +
 
 +
You only have 5(?) turns before the enemy starts accessing offensive weapons. It is possible to complete this mission in as short as 4 turns.
  
 
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== Mission 15 - Hot Stuff ==
+
== Mission 18 - Rescue Agent Dennis ==
[[Image:Wa_mission_15.png|240px|right|Hot Stuff]]
+
[[Image:Wa_mission_18.png|frame|240px|right|[http://uk.youtube.com/watch?v=JrHhoXy81jI Click here] for a YouTube tutorial.]]
  
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+
{{ReplayBox|Mission_18_walkthrough.WAgame|Commented gold medal walkthrough of Mission 18}}
  
== Mission 16 - Trouble on Mount Wormore ==
+
It is not easy to have everything working as intended, but if there are any survivors, just kill them afterwards (except the General, which you should kill as soon as possible because he plays very often).
[[Image:Wa_mission_16.png|240px|right|Trouble on Mount Wormore]]
+
  
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+
# First go, hide in the E (in the small tunnel between the two top bars, in order to reach it: go below Assassin, walk backwards until the worm blocks you and jump) and kill the worms on the M using a Napalm Strike.
 +
# Then, kill the Assassin using a Longbow; this may kill the previous attack's survivor(s), if there are any. Use your second shot to push the Field Soldier so it is closer to the barrel. Retreat in a way the General will have to get close to the A - you'll need that A as a wall for the Minigun to work.
 +
# Go down and kill the General using a Minigun. Retreat left in the E as far as possible. (Don't climb on the A like I did in the replay, as this messes up the leftmost pile.)
 +
# Kill the rightmost worm (Field Soldier) using a Homing Missile.
 +
# Kill the two leftmost worms using a Banana Bomb: in order to do that, use the Ninja Rope so you can go to a place where you think you can fire the Banana easily.
 +
 
 +
See also (References to other media): {{Wormopedia|Agent_Dennis|Agent Dennis}}
  
== Mission 17 - Chateau Assassin ==
 
[[Image:Wa_mission_17.png|240px|right|Chateau Assassin]]
 
  
 
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== Mission 18 - Rescue Agent Dennis ==
+
== Mission 19 - Horny Nuke ==
[[Image:Wa_mission_18.png|240px|right|Rescue Agent Dennis]]
+
[[Image:Wa_mission_19.png|frame|240px|right|Horny Nuke]]
  
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+
{{ReplayBox|Mission_19_walkthrough.WAgame|Commented gold medal walkthrough of Mission 19}}
  
== Mission 19 - Horny Nuke ==
+
The following walkthrough is absolutely fool proof but also boring to perform.
[[Image:Wa_mission_19.png|240px|right|Horny Nuke]]
+
# Collect the two crates closest to you, which contain 2 ninja ropes and 2 blowtroches. Use a single ninja rope to collect the leftmost crate, ignoring all other crates along the way. This crate contains a Pnumatic drill, which you can use this turn to collect the flashing crate.
 +
# Fire your second ninja rope straight up to escape this pit, and then use it to get on to the red tentacle above. Fire an uzi to knock the two top-most enemy worms off of the red and green tentacles.
 +
# Jump onto the brown stalagtite and blowtorch up towards the roof of the map.
 +
# Launch the Nuclear Test for fun.
 +
# Go and make lunch because you will now win the map with no further keyboard input. Sudden death will eventually trigger and the all enemy worms will eventually drown.
  
 
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== Mission 20 - Rumble in the Farmyard ==
 
== Mission 20 - Rumble in the Farmyard ==
[[Image:Wa_mission_20.png|240px|right|Rumble in the Farmyard]]
+
[[Image:Wa_mission_20.png|frame|240px|right|Rumble in the Farmyard]]
 +
 
 +
[[Image:Cheat unlocked.png|40px]] ''Beating this mission will unlock the [[Low Gravity]] utility, so you can edit its ammo and delay settings while editing schemes''.
  
 
<br clear="all">
 
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== Mission 21 - Wooden Ambush ==
 
== Mission 21 - Wooden Ambush ==
[[Image:Wa_mission_21.png|240px|right|Wooden Ambush]]
+
[[Image:Wa_mission_21.png|frame|240px|right|Wooden Ambush]]
 +
 
 +
{{ReplayBox|Mission_21_walkthrough.WAgame|Commented gold medal walkthrough of Mission 21}}
  
 
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== Mission 22 - Go Bananas ==
 
== Mission 22 - Go Bananas ==
[[Image:Wa_mission_22.png|240px|right|Go Bananas]]
+
[[Image:Wa_mission_22.png|frame|240px|right|[http://uk.youtube.com/watch?v=-Sb3cLSO_3Y Click here] for a YouTube tutorial.]]
 +
 
 +
You don't have many turns to collect the crate; an Earthquake occurs a few turns after the mission starts.
 +
 
 +
First, ignore your first two worms and just play with the third one: don't forget to select it at the beginning of each turn. Then, well, focus on digging a way to the crate:
 +
# Fire a Bazooka on the Sentry so you can walk to the next fruit; don't forget to fall down right after firing, during your retreat time.
 +
# Then, open the way to the first banana by throwing a Grenade behind the Guard.
 +
# Walk to the banana and use Blow Torch to dig through it; aim it upwards. Do not walk back to the beginning of your tunnel during the retreat time, otherwise CPU won't help you finishing digging.
 +
# Remove the remaining tiny wall using a Bazooka. You're done with the digging job.
 +
# Finally, walk to the right until the crate, paying attention to mines. Fall down with a bungee or a parachute in order to collect it.
 +
 
 +
{{ReplayBox|Mission_22_walkthrough.WAgame|Commented gold medal walkthrough of Mission 22}}
  
 
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== Mission 23 - The Drop Zone ==
 
== Mission 23 - The Drop Zone ==
[[Image:Wa_mission_23.png|240px|right|The Drop Zone]]
+
[[Image:Wa_mission_23.png|frame|240px|right|The Drop Zone]]
 +
 
 +
{{ReplayBox|Mission_23_walkthrough.WAgame|Commented gold medal walkthrough of Mission 23}}
  
 
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== Mission 24 - Countdown to Armageddon ==
 
== Mission 24 - Countdown to Armageddon ==
[[Image:Wa_mission_24.png|240px|right|Countdown to Armageddon]]
+
[[Image:Wa_mission_24.png|frame|240px|right|Countdown to Armageddon]]
  
 
<br clear="all">
 
<br clear="all">
  
 
== Mission 25 - Mars Star ==
 
== Mission 25 - Mars Star ==
[[Image:Wa_mission_25.png|240px|right|Mars Star]]
+
[[Image:Wa_mission_25.png|frame|240px|right|Mars Star]]
 +
 
 +
[[Image:Cheat unlocked.png|40px]] ''Beating this mission will unlock the Indestructible Terrain scheme option, available in the first-party scheme editor''.
  
 
<br clear="all">
 
<br clear="all">
  
 
== Mission 26 - Mad Cows ==
 
== Mission 26 - Mad Cows ==
[[Image:Wa_mission_26.png|240px|right|Mad Cows]]
+
[[Image:Wa_mission_26.png|frame|240px|right|Mad Cows]]
  
 
<br clear="all">
 
<br clear="all">
  
 
== Mission 27 - Bazooka on the Rocks ==
 
== Mission 27 - Bazooka on the Rocks ==
[[Image:Wa_mission_27.png|240px|right|Bazooka on the Rocks]]
+
[[Image:Wa_mission_27.png|frame|240px|right|Bazooka on the Rocks]]
  
 
<br clear="all">
 
<br clear="all">
  
 
== Mission 28 - Stolen Goods ==
 
== Mission 28 - Stolen Goods ==
[[Image:Wa_mission_28.png|240px|right|Stolen Goods]]
+
[[Image:Wa_mission_28.png|frame|240px|right|Stolen Goods]]
  
 
<br clear="all">
 
<br clear="all">
  
 
== Mission 29 - Sinking Icecap ==
 
== Mission 29 - Sinking Icecap ==
[[Image:Wa_mission_29.png|240px|right|Sinking Icecap]]
+
[[Image:Wa_mission_29.png|frame|240px|right|Sinking Icecap]]
 +
 
 +
Boring but easy. Just rope to the rightmost enemy, and then every turn until Sudden Death wait without doing anything. Warning however, when it's going to be the worm you're close to's turn, you have to freeze on the last second of the turn, so don't be in a continuous awayness! Turn order for CPU worms is Left -> Right.
 +
 
 +
On Sudden Death, you don't have to wait anymore, just to skip until it's guaranteed that all the 3 other worms will die within the next two turns. Once it's the case, just kill the enemy you're close to using a Blowtorch.
  
 
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== Mission 30 - Aim Long, Aim True ==
 
== Mission 30 - Aim Long, Aim True ==
[[Image:Wa_mission_30.png|240px|right|Aim Long, Aim True]]
+
[[Image:Wa_mission_30.png|frame|240px|right|[http://uk.youtube.com/watch?v=CzVwzSaWI20 Click here] for a YouTube tutorial.]]
  
 
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== Mission 31 - Goody Two-Shoes ==
 
== Mission 31 - Goody Two-Shoes ==
[[Image:Wa_mission_31.png|240px|right|Goody Two-Shoes]]
+
[[Image:Wa_mission_31.png|frame|240px|right|Goody Two-Shoes]]
  
 
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== Mission 32 - Trouble in the Toy Store ==
 
== Mission 32 - Trouble in the Toy Store ==
[[Image:Wa_mission_32.png|240px|right|Trouble in the Toy Store]]
+
[[Image:Wa_mission_32.png|frame|240px|right|Trouble in the Toy Store]]
  
 
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== Mission 33 - Spectral Recovery ==
 
== Mission 33 - Spectral Recovery ==
[[Image:Wa_mission_33.png|240px|right|Spectral Recovery]]
+
[[Image:Wa_mission_33.png|frame|240px|right|[http://uk.youtube.com/watch?v=jK6KYjCyhgk Click here] for a YouTube tutorial.]]
 +
 
 +
{{ReplayBox|Mission_33_walkthrough.WAgame|Commented gold medal walkthrough of Mission 33}}
 +
 
 +
Basically:
 +
* The first worm digs to the left, using 3 Blow Torches and 1 or 2 Shotguns.
 +
* The second worm digs to the weapon crate (which contains a girder), using 4 Blow Torches. In order to achieve that, you'll have to keep digging downwards, digging three times in total to the left and once to the right.
 +
 
 +
The second worm must have collected the crate after it finished using its 4th Blow Torch; otherwise, the mission has to be restarted. The first worm has to place a girder as far on the left as possible on its 5th turn, i.e. right after the "Almost here!" message appeared. If necessary, this worm will finish digging to the crate and then collect it on its 6th turn.
 +
 
 +
[[Image:Cheat unlocked.png|40px]] ''Beating this mission will unlock the Banana Upgrade, a special cheat which when enabled creates many more powerful banana clusters that deal 100 damage instead of 75''.
 +
 
 +
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 +
 
 +
== Notes ==
 +
<references/>
 +
 
 +
== See also ==
 +
* [[Mission records]]
 +
* [[Mission walkthrough (Worms World Party)]]
 +
* [[Training Disciplines]]
 +
* [[Time Attack]] (WWP only)
 +
 
 +
== External links ==
 +
* [https://web.archive.org/web/20000511030605/http://worms.team17.com:80/pc/?guide_basic-training Archive of Team17's Basic Training Guide]
 +
* [https://web.archive.org/web/20000301192014/http://worms.team17.com:80/pc/?missions0 Archive of Team17's Single Player Missions Guide]
 +
* [https://web.archive.org/web/20010709022034/http://www.yoda.arachsys.com/worms/wa/training.html Archive of The Page of Light's Basic Training Guide]
 +
* [https://web.archive.org/web/20010624210734/http://www.yoda.arachsys.com/worms/wa/missions.html Archive of The Page of Light's Single Player Missions Guide]
 +
* [https://web.archive.org/web/20040307145920/http://www.yoda.arachsys.com/worms/wa/missions.html Archive of old website page with Single Player Missions Guide]
 +
* [https://web.archive.org/web/20000711231603/http://www.geocities.com/TimesSquare/Zone/7879/Hints___Tips/Training/body_training.html Archive of Worms Armageddon Unofficial's Basic Training Guide]
 +
* [https://web.archive.org/web/20010602235908/http://www.geocities.com/TimesSquare/Zone/7879/Hints___Tips/Missions/body_missions.html Archive of Worms Armageddon Unofficial's Single Player Missions Guide]
 +
* [https://web.archive.org/web/20020206212049/http://worms.strategy-gaming.com/wormsthinktank/mission_guide.shtml Archive of Worms Think Tank's Single Player Missions Guide]
 +
* [https://www.angelfire.com/ar/mwc/TOCFORWALKTHROUGH.html Archive of Mole Squadron's Single Player Missions Guide] ([https://www.angelfire.com/ar2/worms/walkthroughlight.html Alternative page])
 +
* [https://web.archive.org/web/20011101053633/http://www.wormscenter.com/missionguide.phtml Archive of Worms Center's Single Player Missions Guide]
 +
* [https://web.archive.org/web/20021116095929/http://angelfire.com/games2/WWW/training.html World War Worm's website archive with Basic Training Guide]
 +
* There is a [https://www.speedrun.com/worms_armageddon page on speedrun.com] dedicated to leaderboards for unassisted Worms Armageddon speedrunning categories, including the "All Missions" category. To qualify for placement in that category, players must follow the posted rules visible when clicking "View Rules" on that page.

Latest revision as of 00:35, 13 November 2024

Missions

Disclaimer: The following textual, video and replay guides are by far not the only ways of beating W:A's trainings and missions. They are only meant to help you out when you're out of ideas.

You can also see the training guide and missions guide from Team17.


This article has a to-do list:
  • add text walkthroughs for remaining missions
  • add more youtube tutorials as they become available
  • add replays

Training Exercises

MissionMedalBronzeBig.png Bronze Medal

To start the missions you need to complete the Bronze training, which includes the following skills tests as shown below.

Grenade Skills Grade 1

Grenade Skills Grade 1

You have 50 seconds to finish this stage. You only have 1 HP and cannot move. Terrain is indestructible.

  1. This exercise requires fuse settings to be used to the fullest.
  2. With whatever the angle of the throw may be just for the 1st ramp target keep fuse setting to one with minimum bounce with a fuse settings of 1-2.
  3. For the second ramp with a decent angle and power keep the fuse settings to 2-3 depending on the throw.

Shotgun Skills

Shotgun Skills

You have 60 seconds to finish this stage. You only have 1 HP but can move. Terrain is destructible.

  1. This exercise is based on accurate use of shotgun.
  2. The targets appear in a specific order as shown in the image.
  3. Shoot the targets as they come, the 4th target requires two shots, one to reduce the ramp.

Bazooka Skills Grade 1

Bazooka Skills Grade 1

You have 40 seconds to finish this stage. You only have 1 HP and cannot move. Wind always travels slightly to the left. Terrain is indestructible.

  1. This exercise requires a lot of practice with the bazooka with respect to wind.
  2. There are two targets 1st one on right 2nd one on left.
  3. For the 1st one use a steep angel with high power and second use a wide angle with low power, while shooting the second one take caution cause it may hit you.

MissionMedalSilverBig.png Silver Medal

To access to mission 13 ("Who left the flood-gates open?") and above you need to complete the Silver Medal training.

Rope Grade 1

You have 50 seconds to finish this stage. You only have 1 HP but you can walk and run.

  1. Rope across the very long girder to collect the weapon crate containing a Baseball Bat. Use your Ninja Rope to swing across.
  2. Whack the target with the Baseball Bat.

Grenade Skills Grade 2

You have 60 seconds to finish this stage. You only have 1 HP and you cannot move. Terrain is indestructible.

  1. Throw grenades as done in Grade 1.
  2. In Grade 2, you must also hit the third target that is higher up the girders.

Fire Punch Training

You have 50 seconds to finish this stage. You only have 1 HP but you can move. Fall damage is disabled.

  1. Backflip and use Fire Punch to collect the weapon crate. It has 2 Fire Punches.
  2. Up-jump and use Fire Punch to punch the middle target.
  3. Fire Punch the left target.

MissionMedalGoldBig.png Gold Medal

To access to mission 24 ("Countdown to Armageddon") and above you need to complete the Gold Medal training.

Rope Grade 2

You have 60 seconds to finish this stage. You only have 1 HP but you can run and jump.

  1. Rope across the very long girder to collect the weapon crate containing a Dynamite. Use your Ninja Rope to swing across.
  2. Drop the dynamite carefully to the target and swing your rope out of there! Find a safe location to land. If you survive, you win.

Bazooka Skills Grade 2

You have 60 seconds to finish this stage. You only have 1 HP and you cannot move. Wind always travels slightly to the left. Terrain is indestructible.

  1. Fire the Bazooka as done in Grade 1.
  2. For Grade 2, you must let the Bazooka's rocket skip across water to hit a faraway target.

Grenade Skills Grade 3

You have 99 seconds to finish this stage. You only have 1 HP and you cannot move. Terrain is indestructible.

  1. Throw grenades as done in Grade 2. However, this time, the second-furthest target goes first, and then the closest target.
  2. In Grade 3, you will need to hit a fourth target that is very far away from you. Try aiming about 45 degrees with 3 seconds fuse and full power.
  3. As a further step to Grade 3, you must also hit the fifth target that is very high above you. One of many ways to destroy it is to time the grenade to explode mid-air just below the girder.

Cheat unlocked.png Beating all stages of Basic Training will unlock the Blood Mode cheat.

Mission 1 - Pumpkin Problems

Pumpkin Problems
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You start off at the left pumpkin. With a selection of transport tools (Girders, Ropes) and limited firearms (Shotgun and Uzi), your aim is to collect that vital crate near the bottom. Be careful, because the enemy worms do have Shotguns and Grenades to knock you down to the deadly instant-fuse mines.

  1. Walk to the right edge of the pumpkin that you start on and fire a ninja rope just below the oil drum. Retract the rope and try to bounce the rope off of the floor until you gain enough speed to move yourself over the oil drum so you can collect the crate containing the Baseball Bat. Walk behind the artillery worm next to you and aim your baseball bat horizontally and fire. The worm will fall into the three mines below, opening a hole down to the vital crate.
  2. Walk to the crate and collect it.


Mission 2 - Operation Market Garden

Operation Market Garden

Destroy the enemy. You start with two worms, and an unlimited supply of Grenades and Fire Punches, but a limited amount of Shotguns, Blowtorches, and Girders.

Use girders to get your worms into positions where they can shoot straight at the enemy, then just go for it.

Sources: Yoda's Pagedlh.net

Note: the name of this mission is the name of a military operation during the Second World War (see References to other media).


Mission 3 - All Quiet in the Library

All Quiet in the Library

Start with loads of worms, plenty of incoming crates, and you have a generous stock of weapons including unlimited Bazookas. After a number of turns, a nuke will be announced, and once detonated it will create a massive flood and poison all worms by 2 health every turn. One turn after that, an earthquake will trigger. However, nothing much happens after that.

Chances are you're going to be nuked in this level - you're unlikely to finish it before then. However, that in itself shouldn't be a problem. As suggested, try to get your worms away from the edge before the earthquake (which comes one go after the nuke). If you can (and you don't think the enemy will grab them), leave a health crate or two lying around so you can heal yourself after the nuke strikes.

So long as you're not stupid (i.e. don't leave worms right near the edge of the landscape, or clustered together), this level should be reasonably easy.

Sources: Yoda's Pagedlh.net


Mission 4 - Cool as Ice

Cool as Ice
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The enemy worm has 100 health and sits below the protective arc near the polar bear. Your 10-HP worm starts off with only a few utilities, including a Jet Pack. Many weapon crates are scattered around the area, but only a few of them are necessary to beat this mission. On the enemy's 4th turn, the enemy will gain access to all its weapons. The best method for completing this mission is to break open the barrier and knock the worm into the water, in two separate turns.

  1. Use a Jet Pack to collect the two right-most weapon crates, which contain a Longbow and a Dynamite. Fly back to the polar bear and drop the dynamite to open a hole to reach the enemy.
  2. Use a Parachute to glide down to the enemy (or your second Jet Pack if you still have it), and use the Longbow to knock the enemy into the water.

Cheat unlocked.png Beating this mission will unlock the Laser Sight utility, so you can edit its ammo and delay settings while editing schemes.


Mission 5 - Do the Locomotion

Do the Locomotion
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The aim of this mission is to collect the vital crate at the bottom-right of the terrain. Although you do have some firearms (including a Shotgun), you will not need them to complete this mission, plus they've got a two-turn delay. Your worm starts with 50 health.

  1. Climb up to the tree and Fire Punch the enemy into the water.
  2. Blowtorch through the tree, and collect the crate (it contains a Girder).
  3. Place the Girder so that you can use it as a ladder to climb to the top of the train.
  4. Trigger the Mine then quickly jump away to avoid harm. The climb down the other side of the train, using the Bungee where necessary, and collect the utility crate (it contains a Jet Pack). Use it to collect the weapons crate on the far right of the map.


Mission 6 - Sand in Your Eye

Sand in Your Eye
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Destroy the enemy. Keep in mind that you do have infinite Fire Punches and Longbows, and a solid supply of other weapons and utilities. Unlike you, your enemy cannot move and have less variety of weapons. Both you and your enemy can select worms at the start of each turn, but note that your enemy is split into multiple allied teams.

This one's pretty easy, really... just get to the top of the pyramid with one of your worms fairly early on, and keep plugging away... Don't forget that you have worm select on this round - it can make all the difference! (For instance, the first go is best taken with the worm on the right, on the tree.)

Sources: Yoda's Pagedlh.net


Mission 7 - Not Mushroom Out There...

Not Mushroom Out There...
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Navigate around the mushrooms with your Ninja Rope and collected Girder Starter Packs to get towards the vital crate on the bottom-right of the landscape. If you wait too many turns, a nuke will trigger, flooding hugely and sinking the vital crate. Watch out for the enemy's Shotguns and Grenades, and a group of mines. The terrain is indestructible. At the silver stage and below, you will receive a nearby Girder Starter Pack crate to start you off so that you wouldn't have to use your Ninja Rope to begin the first turn.

For gold medal:

  1. Attach the Ninja Rope to the very edge of the mushroom, and swing your worm over on top of the mushroom. This may take a bit of practice. If you are struggling, you can build up extra speed by retracting the rope by holding up. Collect the crate, and use the Girder Starter Pack to build a walkway over the minefield. Stay on the first mushroom, so that Sentry can't shoot you.
  2. Use the walkway to collect the crate just to the right of the minefield, then teleport to the flashing crate on the far right.


Mission 8 - Big Shot

Big Shot

Note: The briefing text indicates that the mission involves one Worm with an unlimited supply of shotgun bullets is incorrect. The actual ordnance for the mission is:

3× Handgun, 2× Uzi, 2× Longbow, 3× Girder, Unlimited Blowtorch.[1]

Firstly, ignore the briefing - you don't have an unlimited supply of Shotgun ammo. In fact, you don't have a Shotgun at all. Just Handguns, Uzis, and Longbows as your firearms. You do have an infinite Blowtorch, however, and plus some Girders. There are several crates scattered around the field that you can take advantage of, with important ones including a Ninja Rope and Homing Missile. Cannon Fodder, the first team, are armed with Uzis. Enemy, the second team, are armed with Miniguns. If you can survive before them, you win.

There are no hard-and-fast rules for doing this one - you have to play it by ear. However, here are a few guidelines:

  • On your first go, you can set off the nearby mine with the ninja rope without doing yourself any damage. This should hurt Guard a little. Similarly, you can clear the mine on the far left, as the ninja rope has infinite repeat swings.
  • Although the enemy can select which worm they use, they can only select amongst one team - this sometimes means you can stand right by one worm, knowing that it can't take the next turn.
  • Cannon Fodder (the team with the worms called Sentry) has the first enemy go.
  • If a team can't attack you, it may well have a go at the other team. They can do a fair bit of damage to each other while you're busy collecting the crates on the far left.
  • Blowtorches can do reasonable damage - I did 45 damage in one turn in this level.
  • You have some girders - use them!
  • An old woman launched from the top of the highest leaf can easily kill the worm on the mushroom.
  • Sudden death can be a pain in the neck or a blessing... just bear it in mind as it comes quite quickly.

Sources: Yoda's Page dlh.net

Cheat unlocked.png Beating this mission will unlock the Jet Pack utility, so you can edit its ammo and delay settings while editing schemes.


Mission 9 - Water Surprise

Water Surprise
Click here for a YouTube tutorial.

You have two worms with 30 health. Your team has 1 Girder and 15 Longbows, and must collect the crate at the top. Two mines on each side of the Eiffel tower are in the way. The enemy worm sits below the Eiffel tower. As the land is indestructible, the only way to win is to collect the crates containing Aqua Sheep and hit the enemy worm from underneath. On the enemy's 5th turn, the enemy may use a Napalm Strike, and then a few turns later unlocks the Air Strike. On the Silver attempt and below, you may occasionally receive health crates worth +15 health.

  1. Stand on your other worm's head and fire the first arrow to the right, horizontally. Fire your second arrow at the highest mine. The best way to ensure a hit is to use the greatest possible firing angle and adjust the position of your worm until you get it right. The mine will bounce off and land at the bottom of the Eiffel Tower. You will need to retreat to the right a little bit to avoid triggering the mine.
  2. Without moving your worm, fire an arrow upwards with the maximum angle. Use your second arrow to shoot the remaining mine. The best way to ensure hitting it is to position your worm at the bottom of the pyramid's slope, and fire an arrow up with maximum angle. The mine will hit you, but this is unavoidable.
  3. Move to the bottom of the pyramid's slope and fire both arrows upwards with maximum angle.
  4. Climb the tower using backflips, then place a long girder so that you can reach the crate.
  5. Collect the crate and use the Aqua Sheep to kill General. The Aqua Sheep can be flown underwater.

An alternate strategy which is self explanatory:

Water Suprise walktrough.jpg


Mission 10 - Jurassic Worm

Jurassic Worm
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You have unlimited Uzi, 6 Ninja Ropes, and a few other weapons available. The aim of the mission is to kill Captain, the worm hiding underneath the left dinosaur, and is armed with Napalm Strikes, Bazookas, and Fire Punches. Additionally, three other enemy worms initially stand on the dinosaurs. While this mission is possible to be completed without the Mole Bomb, the mission will be less difficult with the Mole Bomb. Mines are scattered around the back of the left dinosaur, and underneath the left dinosaur too. The crate to the right of the right dinosaur contains 4 Grenades, but the very important crate is the 2 Mole Bombs at the top of the left dinosaur. This mission must be completed in less than 5 minutes, otherwise resulting in a draw, losing the mission. For the Silver and Bronze Stages, a Jetpack crate is summoned near your worms on the round after your first turn, two Jetpack crates at Bronze.

Essentially, to complete the mission:

  1. Use your Ninja Rope to collect the crate containing Mole Bombs on top of the dinosaur's head. Release a mole bomb to the right, and make it start digging when it walks over the first mine.
    • If you can’t do an upward rope onto the dinosaur’s head, just rope to the thigh of the left dinosaur, rope towards the bump of the right dinosaur, and rope to the neck of the left dinosaur, and walk towards the crate.
  2. Use another Ninja Rope to get your next worm on top of the dinosaur, and set off the first mine. This should knock another mine down the hole and into the enemy worm. If it gets stuck inside the tunnel, you can use an Uzi to knock it down the tunnel, or otherwise use your remaining worms to kill the opponent worm.


Mission 11 - Chemical Warfare

Chemical Warfare

Multiple enemy worms are trapped inside the indestructible pipes, and with a few outside of them. You have four worms, each with 90 health, compared to 70 for most of the enemy worms, except a few of them. Among your transport weapons, you only have 5 Ropes, which will be helpful to reach towards the leftmost worm and collect a Skunk crate at the top of the pipes. Enemy worms are armed with only Air Strikes and Grenades. You start with 1 Skunk, with the intention of wearing some of your enemies enough to kill the hidden enemy worms in one weak shot each, but unfortunately Skunk is locked for 2 turns and you’ll need to collect up to two Skunk crates to access more Skunks. On the Silver stage and below, you’ll also get a nearby Dynamite crate, with the intention that shooting the leftmost worm becomes optional; just drop the Dynamite from the sky to below.

This level is fairly straightforward when you get the hang of it. You should poison all the worms you can't reach (as the landscape's indestructible) as soon as you have the skunk. Until then, use any infinite weapons you have such as the Fire Punch and Uzi to do damage. The worm in the bottom right corner is ripe for a kicking as soon as possible.

When the poisoned worms have lost all but one point of energy each, start using the shotgun on them carefully. Following these rules, you should have no problems, although it's worth getting under cover, as the enemy will be using plenty of airstrikes.

Sources: Yoda's Pagedlh.net


Mission 12 - No Substitute

No Substitute

Every turn, the water will rise. Take advantage of your unlimited Bazookas to hit enemy worms into the water, or at least down to low ground. In your inventory, you've got unlimited Fire Punches, unlimited Dragon Balls, a Girder, and a limited amount of Grenades, Cluster Bombs, Shotguns, and Uzis, plus a Kamikaze and Holy Hand Grenade. If you're focused with aiming properly and do your best to stay away from exposed locations, this mission should be fairly easy.


Mission 13 - Who left the flood-gates open?

Who Left the Flood-Gates Open
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Essentially, your aim is to use one of two of your worms to reach for and secure the high ground, outlasting the enemy worms that try to knock you down. You don't have any infinite weapons aside from the Prod, so it is best to seek a safe location to hide. Alongside a selection of offensive weapons, you also have a Ninja Rope that is delayed for several turns, and a few Girders.

  1. Use a Worm Select to select your second worm and place a Girder to get on to the central green platform. It is best to end the turn under cover so you do not get shot.
  2. Backflip onto the silver mechanical arm above you and walk towards the mine, then girder over it so you can collect the weapons crate.
  3. Bazooka the worm on the blue wire above you to knock him down from his high spot.
  4. Ninja Rope up to the blue wire, stand in a safe location and then place a Girder directly above the leftmost worm so that he cannot attack you directly.
  5. Use your Blowtorch to dig upwards as close to the roof as possible.
  6. Skip your remaining turns and the enemy worms will all drown. If a worm teleports up to your safe haven, use the minigun or longbow to knock him away.

Cheat unlocked.png Beating this mission will unlock the Fast Walk utility, so you can edit its ammo and delay settings while editing schemes.


Mission 14 - Super Sheep to the Rescue!

Super Sheep to the Rescue!

Easier said than done. This mission really relies on Super Sheep skills. You have to collect the crate at the opposite of the map using a Super Sheep. The crate contains a Fire Punch, which has to be used in order to kill the enemy. Once hit by the Fire Punch, the enemy is tossed far enough from you that the gravestone explosion won't hit you. You must survive and eliminate your enemy to win; you can’t just explode a Super Sheep.

Remember, the Super Sheep is steered with the left and right arrow keys, rotating direction. Avoid oversteering clockwise in the initial flight, or else the Super Sheep's explosion will hit your worm. Plenty of fine motor movement to briefly tap the left and right keys during the flight of the Super Sheep will be helpful.

Not going for gold will give you closer and thus easier crates to collect.

Gold, Silver, and Bronze crate placements, all sequentially along the tunnel


Mission 15 - Hot Stuff

Hot Stuff
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With your four 100 HP worms and a variety of weapons, kill the enemy. You have a few Ninja Ropes to help you get around. 300 HP worms may sound hard to kill at first, but they're actually easy to sink:

  1. First, focus on piling the two worms at the bottom the map. Use a shotgun for that: the first shot has to push the worm on the red wire onto the mine, which will then push him next to his teammate. The second shot will then push both worms onto another mine next to a utility crate. If everything is done correctly, drowning them should be easy.
  2. Then, on the second turn, kill these worms using either a Dynamite or a Holy Hand Grenade.
  3. Finally, use your Ninja Rope to go near the remaining enemy and drop a Dynamite or a Holy Hand Grenade (depending on what you've used on the previous turn) on the right of that enemy's head.


Mission 16 - Trouble on Mount Wormore

Trouble on Mount Wormore

Note: this mission is probably a reference to Mount Rushmore, located in the USA (see References to other media).

Your aim is to kill General from underneath the welcome sign. Rope safely over the Mount Wormore monument and break through the signpost, while avoiding getting hit by the mines. Although the enemy has Mortar, the enemy will never use it, and so are only armed with Uzi, so stay out of direct firing range. Once you reach General, the easiest way to kill him is to knock him into the water into a hole.

Cheat unlocked.png Beating this mission will unlock the Invisibility utility, so you can edit its ammo and delay settings while editing schemes.

Mission 17 - Chateau Assassin

Chateau Assassin

Hop your worms on top of each other (using Select Worms to switch to each worm) so your last worm can jump up the first oil drum, then use Girders to get up the building without getting hit by the mines. Once you are within range, you can begin killing General. One way to kill him is to knock Major down to the ground via the Handgun, the worm triggering a mine that sends General to the water. Remember that all mines are instant.

You only have 5(?) turns before the enemy starts accessing offensive weapons. It is possible to complete this mission in as short as 4 turns.


Mission 18 - Rescue Agent Dennis

Click here for a YouTube tutorial.
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It is not easy to have everything working as intended, but if there are any survivors, just kill them afterwards (except the General, which you should kill as soon as possible because he plays very often).

  1. First go, hide in the E (in the small tunnel between the two top bars, in order to reach it: go below Assassin, walk backwards until the worm blocks you and jump) and kill the worms on the M using a Napalm Strike.
  2. Then, kill the Assassin using a Longbow; this may kill the previous attack's survivor(s), if there are any. Use your second shot to push the Field Soldier so it is closer to the barrel. Retreat in a way the General will have to get close to the A - you'll need that A as a wall for the Minigun to work.
  3. Go down and kill the General using a Minigun. Retreat left in the E as far as possible. (Don't climb on the A like I did in the replay, as this messes up the leftmost pile.)
  4. Kill the rightmost worm (Field Soldier) using a Homing Missile.
  5. Kill the two leftmost worms using a Banana Bomb: in order to do that, use the Ninja Rope so you can go to a place where you think you can fire the Banana easily.

See also (References to other media):



Mission 19 - Horny Nuke

Horny Nuke
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The following walkthrough is absolutely fool proof but also boring to perform.

  1. Collect the two crates closest to you, which contain 2 ninja ropes and 2 blowtroches. Use a single ninja rope to collect the leftmost crate, ignoring all other crates along the way. This crate contains a Pnumatic drill, which you can use this turn to collect the flashing crate.
  2. Fire your second ninja rope straight up to escape this pit, and then use it to get on to the red tentacle above. Fire an uzi to knock the two top-most enemy worms off of the red and green tentacles.
  3. Jump onto the brown stalagtite and blowtorch up towards the roof of the map.
  4. Launch the Nuclear Test for fun.
  5. Go and make lunch because you will now win the map with no further keyboard input. Sudden death will eventually trigger and the all enemy worms will eventually drown.


Mission 20 - Rumble in the Farmyard

Rumble in the Farmyard

Cheat unlocked.png Beating this mission will unlock the Low Gravity utility, so you can edit its ammo and delay settings while editing schemes.


Mission 21 - Wooden Ambush

Wooden Ambush
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Mission 22 - Go Bananas

Click here for a YouTube tutorial.

You don't have many turns to collect the crate; an Earthquake occurs a few turns after the mission starts.

First, ignore your first two worms and just play with the third one: don't forget to select it at the beginning of each turn. Then, well, focus on digging a way to the crate:

  1. Fire a Bazooka on the Sentry so you can walk to the next fruit; don't forget to fall down right after firing, during your retreat time.
  2. Then, open the way to the first banana by throwing a Grenade behind the Guard.
  3. Walk to the banana and use Blow Torch to dig through it; aim it upwards. Do not walk back to the beginning of your tunnel during the retreat time, otherwise CPU won't help you finishing digging.
  4. Remove the remaining tiny wall using a Bazooka. You're done with the digging job.
  5. Finally, walk to the right until the crate, paying attention to mines. Fall down with a bungee or a parachute in order to collect it.
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Mission 23 - The Drop Zone

The Drop Zone
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Mission 24 - Countdown to Armageddon

Countdown to Armageddon


Mission 25 - Mars Star

Mars Star

Cheat unlocked.png Beating this mission will unlock the Indestructible Terrain scheme option, available in the first-party scheme editor.


Mission 26 - Mad Cows

Mad Cows


Mission 27 - Bazooka on the Rocks

Bazooka on the Rocks


Mission 28 - Stolen Goods

Stolen Goods


Mission 29 - Sinking Icecap

Sinking Icecap

Boring but easy. Just rope to the rightmost enemy, and then every turn until Sudden Death wait without doing anything. Warning however, when it's going to be the worm you're close to's turn, you have to freeze on the last second of the turn, so don't be in a continuous awayness! Turn order for CPU worms is Left -> Right.

On Sudden Death, you don't have to wait anymore, just to skip until it's guaranteed that all the 3 other worms will die within the next two turns. Once it's the case, just kill the enemy you're close to using a Blowtorch.


Mission 30 - Aim Long, Aim True

Click here for a YouTube tutorial.


Mission 31 - Goody Two-Shoes

Goody Two-Shoes


Mission 32 - Trouble in the Toy Store

Trouble in the Toy Store


Mission 33 - Spectral Recovery

Click here for a YouTube tutorial.
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Basically:

  • The first worm digs to the left, using 3 Blow Torches and 1 or 2 Shotguns.
  • The second worm digs to the weapon crate (which contains a girder), using 4 Blow Torches. In order to achieve that, you'll have to keep digging downwards, digging three times in total to the left and once to the right.

The second worm must have collected the crate after it finished using its 4th Blow Torch; otherwise, the mission has to be restarted. The first worm has to place a girder as far on the left as possible on its 5th turn, i.e. right after the "Almost here!" message appeared. If necessary, this worm will finish digging to the crate and then collect it on its 6th turn.

Cheat unlocked.png Beating this mission will unlock the Banana Upgrade, a special cheat which when enabled creates many more powerful banana clusters that deal 100 damage instead of 75.


Notes

  1. This message is from WA v3.0 patch info file (patchinfo.rtf).

See also

External links

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