Mission walkthrough (Worms World Party)

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Missions

Disclaimer: The following textual guides are by far not the only ways of beating WWP's missions. They are only meant to help you out when you're out of ideas.


This article has a to-do list:
  • add text walkthroughs for missions

Mission 1 - Good Ship Armageddon

Good Ship Armageddon

Your aim is to collect the vital crate at the top of the ship. Use the two girders to get up from the rowboat. Afterwards, use your Jetpack to lift yourself up above the ship's flag. Don't worry if you can't immediately jetpack to the vital crate; the crate nearby the vital crate contains a Teleport.

Mission 2 - Doo Wop

Doo Wop

Drill holes with your Pneumatic Drill to reach the bottom and kill that enemy worm. You will need to conserve your limited Pneumatic Drills by digging the right holes. Some mines are present to allow you to break more of the terrain, but try to dodge the explosions if possible. If you reach the bottom platform, you will find a Baseball Bat, but you can still kill the enemy worm with your Pneumatic Drill.

Mission 3 - Jumble Sail

Jumbo Sail

The first deathmatch-style mission. You will want to focus on knocking the first closest enemy worm to the water before using the rest of your weapons to destroy the other worms on the left ship. Your Jetpack may be helpful to get yourself to the left ship.

Mission 4 - Shell Shock

Shell Shock

This mission is much different from a typical beat-the-enemy mission; health crates stock up "ammo" for the ship that your worm is riding upon. The intended solution for this mission is to collect a certain number of health crates, drop to the seat of the ship, and the mines will shoot at the enemy worms like a cannon. The girder provided will provide some protection against the shock of the mines.

Mission 5 - It's Raining Mines, Hallelujah

It's Raining Mines, Hallelujah
Note: the name of this mission is probably a reference to the song It's Raining Men by The Weather Girls (see References to other media).

Your worm must use the Jetpack to cross raining mines multiple times, starting with grabbing the crate for the 2x Mines, then going the opposite side of the lollipops to drop a Mine at an enemy worm, and dropping a Mine on the other enemy worm, and then fly to safety. Your Jetpack has 100 units of fuel, meaning you won't need to worry too much about efficient usage of it, but you still need to avoid spending too long in the air. You can take your worm on a break between flights by landing on a safe location before continuing the next flight.


Mission 6 - Take Out The Trash

Take Out The Trash

Use a girder to get up between the first building and the tall left building. Some mines will rain down from above after the end of the opponent's turn, between the two tall buildings. You will need to be careful with placing the next girders; try spacing the girders to avoid the mines falling on them. Use your Low Gravity once you reached the tall right building, and quickly run and jump to the bottom while your Low Gravity is active. Collect that vital crate, which contains a Patsy's Magic Bullet, and aim at the middle of the three enemy worms.


Mission 7 - Missile Base

Missile Base

Use your Blowtorches to traverse through the terrain. Be mindful of how you use your Blowtorches and where you begin and move your worm. Also mind that the opponent can throw Grenades at you; before ending each turn, retreat to the middle of a tunnel, where Grenades won't be so useful.

Mission 8 - Woodland

Woodland

Your aim is to collect the vital crate at the very right of the landscape. With a limited amount of mobility tools and "shoveling" weapons, traverse through the cliffs without your enemy picking off your health points. Your enemies will be loaded with Handguns and cannot move themselves. In this mission, Jetpacks only have 10 units of fuel.

On the first turn, you will need to use your Girder to secure the utility crate that would otherwise be dropped in the water; it contains two Jetpacks with low fuel. The first Jetpack should be enough for you to lift yourself up to the protruding left cliff. There are multiple solutions to get past the rest of the cliffs. For instance, the Girder can be used to get yourself up the highest cliff, and your Blowtorches will allow you to get through the landscape.

Mission 9 - Jumpjet Defense

Jumpjet Defense

Be careful when using your Jetpack to avoid the activated Armageddon to kill the enemy worm. Anticipate where the meteors of the Armageddon will aim. You have 200 fuel for your Jetpack in this mission. You can protect yourself somewhat by hiding underneath the aircraft.

Mission 10 - Operation Alcatraz

Operation Alcatraz

The hardest part of this mission actually is to perform jumps correctly with your Low Gravity in use. To correctly jump over the boat with your two backflips, the first backflip should reach the leaf of the boat, and don't be afraid to stay close to the edge afterwards to make the second backflip up to the mast. You will need to find a way to get across to the island with your respectable amount of weapons available. Destroying the enemies with direct line of sight before reaching for that vital crate may be useful if you cannot complete the manoeuver to that vital crate after your second turn.

If you get stuck, the game may offer you an extra crate on top of the boat, containing 2 Bazookas.

Mission 11 - Apple Of Your Eye

Apple Of Your Eye

This mission is all about timing your jumps across the apples to avoid getting struck by the mines, and quickly strike the enemy with a Fire Punch before the 60 seconds run out. Your respectable 100 health gives you room for up to 3 mine explosions. At the Bronze stage, you will be provided with a Fast Walk to help you quickly run to the next apples.

Mission 12 - Fruit Bastilles

Fruit Bastilles

Hurry yourself with the Jetpack (which has a measly 6 units of fuel in this mission) to get up the cherry blossom tree, and use your Low Gravity to jump across the two castles. There is a target that you can destroy with any of your weapons to deploy a crate containing a Fire Punch. The crate will float down towards the mines at the grass, so you would need a Girder in advance to stop its fall. Bungee yourself down the right tree and use your available offensive weapon to send the enemy into the water. Spend as few turns as possible, before the enemy unlocks new weapons to attack you or your helpless vital worm. Note that in this mission, you can perform multiple weapons on your turn, allowing you to use a Girder and a Baseball Bat on the same turn to secure the Fire Punch crate. Still, you only have 30 seconds per turn.

Mission 13 - Stairway to Armageddon

Stairway to Armageddon
Note: the name of this mission is probably a reference to the song Stairway to Heaven by Led Zeppelin (see References to other media).

Shotgun the targets to help get up to the top, building "stairs" of the staircases. As you make way up the ladders, remember to conserve your Shotguns. Note that you can destroy up to two adjacent targets with each Shotgun shot; aim between the two targets to achieve this. The second and third "staircases" contain mines that you'd need to dispatch with your Shotgun. The second "staircase" just involves removing one target to push down the layers of the third column. The third "staircase" requires you to knock back the mine with the destruction of a target; aim at the mine such that it falls off the stacks of targets. You can afford to use the Skip Go if you're running out of time, but be sure to use all two shots from each Shotgun first or else you'll waste the free last shots.

Creating the "stairs" with your limited Shotguns is not your only problem. As you get up the "stairs", you will need to jump over the targets competently. The first leap to the stairs requires at least 1 target tall to jump over, you can jump up to just over 2 targets tall with a backflip, and you must never get within range of the mines (which all have 2 seconds fuse time) or else your puny 5 health will become nothing. Fortunately, you are still able to perform close-range Shotgun shots to simultaneously hit two targets without blasting your worm.

If you get stuck on this level, the game may offer you a crate with a Laser Sight, and if you are really stuck, the game may provide you a crate with an extra 2 Shotguns.


Mission 14 - Rainforest Ruckus

Rainforest Ruckus

In this mission, your aim is to use the Ninja Rope to move around the landscape and launch your limited weapons at your enemies as quickly as possible within your available turns. Luckily, in this mission, using a weapon will not trigger retreat time; you can spam weapons at your leisure. Unlike you, your enemy will fire slowly, cannot move, but they can choose any of their worms to start blasting you. Your worm has 150 health. Each team has 35 seconds per turn.

You start with 8 Grenades, 8 Cluster Bombs, 1 Girder, 6 Blowtorches, and, most importantly, infinite Ninja Ropes.

  • For the Ninja Rope, you must learn at least the technique of performing mid-air roping and the jump-and-rope tactic to adequately get through this mission, but it is recommended you additionally learn how to perfect the upwards roping technique.
  • It is best to use those Grenades and Cluster Bombs to carpet-bomb from your Ninja Rope to your nearby enemies.
  • Use your Blowtorches to get out of tunnels and also hide somewhat from your enemy.
  • The Girder is completely optional, but you can use this to gain leverage to your grenade weapons or bridge the landscape for your worm.

The enemy is a CPU 5, meaning they have the best AI-programmed accuracy in the game, and they have full access to unlimited supplies of Bazookas, Grenades, Shotguns, and Air Strikes (unlocked after their 3rd turn). There are two enemy worms, one on opposite sides, with 150 health each, and another worm at the top with only a measly 50 health. You can try to outsmart their AI by standing on any of the enemy worms' heads, or position in a location where no enemy worm is able to get a clear shot out of you. You could try to stall their turns and hope for them to make an unlucky shot that forfeits their turn or gives you a navigational advantage, but bear in mind that the match time is only about 15 minutes before Sudden Death begins, and by Sudden Death the mission would become a loss.

To begin, you will need to Blowtorch out of any side to then Ninja Rope your way around the landscape as you mercilessly target your exposed enemies with your weapons. You will need to show proficiency with the Ninja Rope to get around the landscape, rather than wasting your weapons to just plow through the landscape. Learning how to retreat from your rope after dropping weapons is an important skill, allowing you to perform a tactic involving carpet-bombing enemy worms with your Grenades or Cluster Bombs; it takes less time to carpet-bomb than to manually throw them. If you're struggling to get a good act of carpet-bombing from your Ninja Rope, try standing right on top of the enemy worm's head, stick the rope diagonally at 45-degrees, then carpet-bomb up to a certain number of grenade weapons with max fuse time, and finally rope off before the explosions end up hurting you.

It is possible to complete this mission in one single turn. However, most players will have difficulty roping around the entire landscape within the 35 seconds per turn and still kill all three enemy worms; if you're having trouble, always aim for the most exposed worm in your turn and ensure that worm is dead by the end of your turn.

If you're stuck on this mission, the game may provide you a Shotgun crate far off from you, and if you're still stuck then they'll provide a nearby Health Crate worth +50 health.


Mission 15 - Castle Hassle

Castle Hassle

You must reach towards the end of the landscape with your utilities to acquire the almighty Armageddon and kill every single enemy. As the Armageddon has an element of RNG, a single Armageddon still may allow one or more enemies to survive; to be safe, kill the first enemy worm with your Fire Punch. Your enemies are immobile but armed with weapons, so find a location that will protect you between turns. Take advantage of your Jetpack, Low Gravities, and Girders to get around the terrain. You will also be supplied with a Bungee and Ninja Rope (plus one more Ninja Rope with another crate). Use your utilities to move around the second castle and then hide beneath it with your Blowtorches. You may use one or two Blowtorches to go through any of the castles, but never use a third Blowtorch until you get that Armageddon crate.

If you get stuck, the game may offer you a nearby crate containing an extra Ninja Rope.

Mission 16 - Bookworm

Bookworm

Quickly navigate your way across the books so you can use your Prod to toss your enemy into the stacks of mines. But before then, watch out for the time. You will be supplied several Fast Walks to assist your otherwise sluggish movement speed. Your girders will be useful for protecting you from the enemy worm's Grenades.

Mission 17 - Parachute Problems

Parachute Problems

Quickly parachute across the platform to collect the crates as you travel to the small platform to smash that target with your Battle Axe within 30 seconds. Your first jump will be very important to begin the parachuting journey. Don't waste time thinking about how to begin, because you only have 30 seconds per turn. If you have to, you can use a Skip Go to hope for a more favorable wind direction, and also reset your turn time.

Remember that you can slightly adjust your parachute movements with the arrow keys.

  • Up: Slows down the fall
  • Down: Speeds up the fall
  • Left: Push slightly to the left
  • Right: Push slightly to the right


Mission 18 - Pole To Pole

Pole To Pole

Much like Apple Of Your Eye, this is a mission that relies on timing your jumps to avoid the moving mines. However, the platforms are straight and mines bounce upwards from the bottom. You got a generous 100 seconds to reach the final platform to kill the enemy worm with the crate containing a Fire Punch, but you'll need to be extra prepared to dodge all of the mines. As your worm only has 10 health, a single mine explosion is enough to lose the mission.

As a tip, jump to the next platform after the mines fall down, and time a backflip to dodge mines on your current platform.

Mission 19 - Island Antics

Island Antics

Not very straightforward of a mission, and also the first mission where you must destroy a vital crate to win the mission. The order for completing this mission roughly goes like this:

  1. Jetpack your first worm to the crate near the frontfacing moai. It contains a Longbow. Skip turn. The enemy worm will also skip turn on their first turn.
  2. Your second worm will try to dispatch the instant-timed mine on the trap. Use the Longbow. Optionally, you have the Laser Sight to allow you to accurately target. If you intend to use your second worm, make sure that worm is out of its original spot, or else Step 5 will be messed up. Enemy worm will skip turn once again.
  3. Your first worm will use a Low Gravity to backflip to the frontfacing moai, then backflip to the large palm tree, jump off the palm tree by jumping off the oil drum to avoid the two mines, and try to collect the Utility Crate nearby. The Utility Crate contains a Low Gravity. You must collect that crate in order to summon the rest of the crates. If a mine is in the way, dispatch the mine with your Handgun so you can collect a Utility Crate safely. Enemy worm should again just skip turn.
  4. If your second worm is still not dead, skip turn. Enemy worm should again just skip turn.
  5. Your first worm should collect the final crates towards the left with the aid of your currently available utility weapons. If you manage to collect the final crate leftwards of the island, you will need to safely destroy the vital crate with any of your worms. Do not attempt to collect the vital crate.


Mission 20 - Berlin Boss

Berlin Boss


Mission 21 - Windymill On High

Windymill On High


Mission 22 - Bunged Up

Bunged Up


Mission 23 - Steeple Jack

Steeple Jack


Mission 24 - Radical Rescue

Radical Rescue


Mission 25 - Roping With Dinosaurs

Roping With Dinosaurs


Mission 26 - Rescue Me

Rescue Me


Mission 27 - Jegg Central

Jegg Central

Depending on your version of the game, Jegg Central is completed in distinct ways. On the PC version, you will use your Longbow to create massive arrow bridges across the terrain and aim at targets, whereas on the PlayStation version you use Girders to bridge across and Shotguns to aim at targets. Either way, aim accurately at the targets from different points of the landscape, and then finally collect the very last crate before the timer runs out.

Mission 28 - Chase The Ace

Chase The Ace


Mission 29 - Rule The Rooster

Rule The Rooster


Mission 30 - Super Tricky Sheep

Super Tricky Sheep

The intended solution is to keep using Super Sheep to collect crates while avoiding your helpless vital worms; collecting the crates with your Super Sheep will eventually give you Battle Axes that you can use to slash the health of your nearby enemy worms.

As your worm cannot move itself, you have to rely on your Super Sheep to do all the dirty work. You must be proficient with controlling your Super Sheep to win this mission. Also watch out for the automatic timer on the Super Sheep so you don't accidentally mid-air explode your vital worms. Your enemy worms will always skip their turns, so don't worry about what the enemy does, just your Super Sheep skills.

Mission 31 - Down On The Farm

Down On The Farm


Mission 32 - Icy Encounter

Icy Encounter


Mission 33 - Have No Fear, Old Dear

Have No Fear, Old Dear

Using your Bazooka, kill all enemy worms hidden inside the indestructible wells, while avoiding the falling old women, all within 100 seconds of a single turn. Like the old women in Uzi Training, hitting an old woman loses time; damaging her makes her pop and removes 5 seconds from your remaining time. You cannot move, only standing on top of the windmill. The lack of wind means you only need to rely on the trajectory of each bazooka shot without accounting for wind direction.

Mission 34 - Back And Forth

Back And Forth


Mission 35 - Beachside Juggler

Beachside Juggler


Mission 36 - End Of The Line

End Of The Line


Mission 37 - Take'em Down

Take'em Down


Mission 38 - Pie Eating Piper

Pie Eating Piper


Mission 39 - Plane Crazy

Plane Crazy


Mission 40 - All Aboard

All Aboard

Plays almost like Mission 9 but you are now fully exposed. Now you must rely on dodging the meteors successfully. You still have 200 fuel for your Jetpack, fortunately.

Mission 41 - Bungee Fun

Bungee Fun

The thumbnail looks like nothing, but in reality, your worm is standing on a tiny platform ready to bungee down and eventually get rid of the two enemy worms on the other tiny platforms opposite your platform. Swing your bungee to the locations of the incoming crates. Time the swings and aim your worm. Once you get the last few crates, you will gain access to two Homing Missiles; just aim directly at a worm and drop the missile, twice. You do have a girder to save yourself after collecting every other crate, but that is optional. You have only 60 seconds in this mission.

Mission 42 - Hindenburger

Hindenburger


Mission 43 - Puzzle At T'Mill

Puzzle At T'Mill


Mission 44 - Revenge at Stonehedge

Revenge at Stonehedge


Mission 45 - Invertebrate Invaders

Invertebrate Invaders


See also

External links

There is a page on speedrun.com dedicated to leaderboards for unassisted Worms World Party 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.


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