Mission walkthrough (Worms Armageddon)

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Training Exercises

Grenade Skills Grade 1

Bronze Medal.jpg Bronze Medal

Grenade Skills Grade 1

  1. This exercise requires fuse settings to be used to the fullest.
  2. With Whatever The Angel Of the trow 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 angel and power keep the fuse settings to 2-3 depending on the throw.

More about Grenade. Here is a preview of how to do it.

Shotgun Skills

Shotgun Skills
  1. This exercise is based on accurately usage of shotgun.
  2. The target's come is order as per shown in the image.
  3. Shoot the targets as they comes the 4'th target requires you two shots one to reduce the ramp.

More about Shotgun. Here is a preview of how to do it.

Mission 1 - Pumpkin Problems

Pumpkin Problems
  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


Mission 3 - All Quiet in the Library

All Quiet in the Library


Mission 4 - Cool as Ice

Cool as Ice
  1. 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.
  2. 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

Do the Locomotion
  1. Climb up to the tree and firepunch Sniper 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 jetpack). Stay put and wait for your next turn.
  5. Use the jetpack to collect the weapon crate on the far right of the map.

Mission 6 - Sand in Your Eye

Sand in Your Eye


Mission 7 - Not Mushroom Out There...

Not Mushroom Out There...
  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. 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.
  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


Mission 9 - Water Suprise

Water Surprise
  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 aquasheep to kill General. The aquasheep can be flown underwater.


An alternate strategy which is self explains

Water Suprise walktrough.jpg

Mission 10 - Jurassic Worm

Jurassic Worm


Mission 11 - Chemical Warfare

Chemical Warfare


Mission 12 - No Substitute

No Substitute


Mission 13 - Who Left the Flood-Gates Open

Who Left the Flood-Gates Open


Mission 14 - Super Sheep to the Rescue!

Super Sheep to the Rescue!


Mission 15 - Hot Stuff

Hot Stuff


Mission 16 - Trouble on Mount Wormore

Trouble on Mount Wormore


Mission 17 - Chateau Assassin

Chateau Assassin


Mission 18 - Rescue Agent Dennis

Rescue Agent Dennis


Mission 19 - Horny Nuke

Horny Nuke


Mission 20 - Rumble in the Farmyard

Rumble in the Farmyard


Mission 21 - Wooden Ambush

Wooden Ambush


Mission 22 - Go Bananas

Go Bananas


Mission 23 - The Drop Zone

The Drop Zone


Mission 24 - Countdown to Armageddon

Countdown to Armageddon


Mission 25 - Mars Star

Mars Star


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


Mission 30 - Aim Long, Aim True

Aim Long, Aim True


Mission 31 - Goody Two-Shoes

Goody Two-Shoes


Mission 32 - Trouble in the Toy Store

Trouble in the Toy Store


Mission 33 - Spectral Recovery

Spectral Recovery
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