************************************************************************ Worms Armageddon: Gold Medal Mission Guide Version 1.3 Created by: Grenade Guzzler E-mail address: kingsrook12@yahoo.ca ************************************************************************ This FAQ is for missions ONLY. If you need a refresher on the basic concept and weapons, look at the other FAQs available for this game. I have gotten gold on every single mission, so these strategies are foolproof. If you have any e-mail suggestions for possible strategies, please don't hesitate to send me them. Version 1.0: Introduction, difficulty ratings and missions 1-10. Version 1.1: Missions 11-20 added, e-mail suggestions now being accepted. Version 1.2: Missions 21-26 added, fixed a few spelling errors and minor missing information. Added something crucial to mission 3 that I forgot in previous versions. Version 1.3: Missions 26-33 added, more minor spelling fixes, added a "Special Thanks" section. *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ Table of contents: 1. Introduction 2. Difficulty ratings 3. Mission guide 4. Closing statement 5. Special Thanks 6. Legal notice (you know the drill) *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 1. Introduction Welcome to the world of Worms! The game where you can blast your friend's behind with just a push of the keyboard. Worms is a strategy game. It involves small worms with a big arsenal of weapons. With these weapons, you are to destroy all opponents and walk off victorious. The missions are a big part of the game. You might have trouble with a few ones. This guide will provide a good walkthrough for the game. Enjoy! *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 2. Difficulty ratings: 1: REALLY easy 2: Very easy 3: Easy 4: Below average 5: Average 6: Kind of hard 7: Hard 8: Very hard 9: Unfairly hard 10: Whoa! *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 3. Mission guide ***MISSION 1: Pumpkin Problems*** Difficulty = 1 (Note that you need at least a Bronze medal in Basic Training to attempt the missions) Turn 1: Walk over to the right side of the pumpkin you start on. Fire your Ninja Rope on the highest pumpkin and rope up. Ignore the Sentries, they will only waste your time. Once you get up, take out your Shotgun and fire at the enemy Worm beside you. He should fall smack dab into the mines and die. If all the mines explode, walk over to the hole in the pumpkin stalk. Drop down to the crate that ends the mission. If all the mines don't blow up, take another turn. Turn 2: This might sound stupid at first, but throw yourself against the mine that's still on the stalk. It will explode and you will take damage. Don't worry, you can survive it. Turn 3: Drop down to the crate that ends the mission. ***MISSION 2: Operation Market Garden*** Difficulty = 3 (1 if you are skilled with grenades) Basically, just stand around and hurl grenades at the enemy Worms in the valley. If you aren't so skilled with grenades, use a Blowtorch or Girder to get up close and personal. Drop a 5 second grenade on an enemy's head, then run. Eventually, all your enemies will be dead and you'll walk off victorious. ***MISSION 3: All Quiet In the Library?*** Difficulty = 1 to 4 depending on how skilled you are. Turn 1: Rope up to the book on the far left. There should be two Grenadiers there. Take out your Uzi, and open fire on the higher one. He should go flying, bumping his partner and both of them should plop right into the water. Run away from the edge once this is done (to prevent death from the turn 7 earthquake) before your turn runs out. There is also a nuke that happens after turn 6 finishes, so make sure you don't have any Worms near the bottom. Turn 2: If your second Worm hasn't been too badly blasted into the ground (if he is just use the rope), go up the book on your right. Open fire on the enemy to the left of you. After this, it's basically a matter of how well you can fight off the enemies. They aren't too smart, so you don't have to worry too much about them making amazingly accurate shots. The rightmost enemy can be easily taken care of by using your Baseball Bat. After turn 6 is done, there will be a nuke that will make the water rise. After the computer moves there will be an earthquake. Make sure you haven't got any Worms near the edges or they're going for a swim. ***MISSION 4: Cool as Ice*** Difficulty = 5 This mission is a tad difficult. Take out a Jet Pack (you have a spare in case you run out of fuel) and rocket to all possible crates. DO NOT GET THE UTILITY CRATE ON THE LEFT SIDE OF THE TERRAIN!!! This contains a useless Crate Spy, and will only eat up turn time and Jet Pack fuel. After you get all the weapon crates, fly onto the polar bear's head and release your jets. This is the hard part. You have to use the Flamethrower you got from the crate to kill your enemy. Depending on the wind, you'll have to adjust your aim accordingly. With luck, he'll be hit in the right spot and will slip and slide right into the icy water. If this backfires, Dynamite (yes, Dynamite) through the ledge so you can get up to him. Be careful not to place it too close of course, or you'll regret it. Once you get there, kill him! Be warned, if he is not dead by turn 4, he gets a Bazooka and will probably blast you to oblivion. He is a smart computer. ***MISSION 5: Do the Locomotion*** Difficulty = 3 At first, this looks like a hard and complicated mission. Looks are deceiving though. Follow this guide for an easy gold: Turn 1: Walk over to the left. You'll be stopped by a tree. An enemy Worm seems to have made himself comfortable up there. Yank the rug out with a Fire Punch (you have to jump first to get the extra height). He'll drown in the water. Turn 2: Blowtorch under the tree. If you are quick enough, you can backflip onto the tree's right side to get a helpful Girder. Turn 3: If you didn't get the crate on turn 2, do so now. Place the Girder in between you (top of the tree) and the train. Walk up with whatever retreat time you have. Turn 4: Now there is a mine in the way on top of the train. You have to play chicken with it I'm afraid. Walk up close enough for it to start beeping. Jump away so you don't carelessly lose your turn and/or go flying. After the explosion, walk or jump to the other side of the train (you can ignore the enemy that the mine explosion hurt). Bungee to the tracks. You will be face to face with a utility crate. Get it, it contains an integral Jet Pack. Let your turn time run out here; you don't have enough to complete the mission just yet. Turn 5: Take a deep breath and activate your Jet Pack (try to walk as far as you can towards the health crate first). Fly over the signal light and over a batch of your enemies. Drop down and collect the crate. You should have just enough fuel to collect it. Note that killing yourself after collecting the crate will result in mission failure. Also note that if you take too long, an earthquake will come and the vital crate will sink. This will result in a crushing failure. ***MISSION 6: Sand in Your Eye*** Difficulty = 2 This one is very easy. If you switch Worms often (can be done by pressing the tab key before you start moving) you will finish this mission without any trouble at all. Note that your fourth Worm is only useful if the third one somehow gets killed. Turn 1: Switch to your third Worm. Rope up the camel's head and shoot a Longbow at the Field Soldier so he flies to the right. He should stop right after he falls off a nearby oil drum. Ignore him (he is actually friendly to you. When it is his turn to move, he will just jump against the oil drum for his entire turn. I don't know why this is, but it makes your job A LOT easier =D ) and go for the Sentries on the pyramid. Fire your remaining arrow at the one on the left so that he goes flying to the left. Turn 2: Again, use your third Worm. The Flamethrower is your best friend here. Use it on the Sentry you shot with the arrow. He should stay in his little rut and will turn into pot roast in no time. Turns 3-4: Take out the other Sentry with whatever means possible, The Flamethrower probably won't take him out in one turn here, so an extra turn is needed. Turn 5-6: Now use your second Worm (the one wedged in with the Secret Agent) to kill the Secret Agent. He will have blasted you and an oil drum before in previous turns. First, Longbow him into his little hole. On turn 6, Bazooka him into the water. Turn 7: The vital mission crate will appear on this turn. If this crate gets destroyed, you fail the mission. Use your third Worm to get it, then walk to the camel's head. You should have a clear shot at the Field Soldier on the right. Blast him to kingdom come. Turn 8: If you're good at roping, use your first Worm. If you're not, use your third. Go to the remaining enemy (the other Field Soldier) and use your Longbow to fling him into the water. Mission accomplished! ***MISSION 7: Not Mushroom Out There.*** Difficulty = 3 (10 if you can't rope properly. I mean it) For getting gold on this mission, you MUST know how to rope properly. If you don't, getting over the gigantic mushroom at the start will be impossible. Practice roping before approaching this mission at all costs. This mission can actually be done in two turns. Turn 1: This is by far the hardest turn in the entire mission. Attach your Rope as far to the left as possible on the mushroom. Then swing until you get on top of the mushroom. The hard part is over already. Get the crate on the mushroom. You will get a Girder Starter Pack. Use four Girders to make a bridge over the mine ridden second mushroom, and the last to make a walkway in between the second mushroom and the first. Turn 2: Walk and/or jump across your bridge. After you get to the other side, drop down under the second mushroom and collect the crate. It will be a Teleport. Use it to teleport onto the vital crate on the right of the entire mission terrain to win the mission. I do not know why this crate contains a Teleport. Perhaps it was a mistake in programming? Either way, this allows you to finish the mission on your second turn. ***MISSION 8: Big Shot*** Difficulty = 3 Turn 1: Climb up the rocks to your right and get the crate on the frog's foot. Then use your Handgun (you heard me) to knock the enemy on the central mushroom into the mine. Turn 2: This one's a little tricky. You should try to get to those leaves on the left side of the terrain. To do this, attach a Rope on the central mushroom. Swing a round a bit until you're directly under the leaf. Quickly press the spacebar twice. You'll be on the leaf. Swing until you can stop on the top of the leaf. Release the rope. Attack any enemy you want. After this, try to torch through the leaves to get the crates. Sudden Death will eventually come. Make sure you collect the crate with a Girder so you can get to higher ground. The enemies will hopelessly drown. Oh, and the Guard worms have Miniguns. Beware! ***MISSION 9: Water Surprise*** Difficulty = 6 This mission can be very frustrating, but it's not really that hard if you know what you're doing. I gave this mission a rating of 6 because the enemy General can get some lucky wind for his Napalm Strike. Turn 1: Attach a girder 45 degrees pointing towards the crate on the Eiffel Tower (close enough so you can backflip onto it from the glass pyramid). This will not only provide a stepping stone for you, but it will also protect you from the enemy's deadly air strikes. Turn 2: With your second Worm, walk up the girder. You have to make a bridge made of Longbow arrows to get up to the vital crate. Start it by firing arrows directly under the crate. Turn 3: Move your first Worm directly under the girder and skip go. Turn 4: Continue on the bridge. Turn 5: Skip go. Turn 6: Repeat turn 4. Turn 7: Repeat turn 5. Turn 8: This is the turn where the enemy General gets a Napalm Strike. Continue on the bridge, then stay there. DON'T go for cover. Turn 9: Hopefully the enemy has not knocked out both Worms. If your second Worm is still alive, kill him on turn 10 by jumping on a mine. He will only slow you down. For the time being, skip go. Turn 10: Kill your weakened second Worm if he isn't already dead. The enemy will get an Air Strike on this turn. Keeping your first Worm under the girder, do your turn accordingly. Turn 11: After the enemy General hopelessly wastes his Air Strike, continue on the bridge with your first Worm. Turn 12 and on: Continue on the bridge until it is finished. Once the bridge is completed, go up and collect the crate on the top of the tower. It will be an Aqua Sheep. Fly the sheep underwater and ram the enemy General from below. He will go sinking into the water. Mission accomplished! ***MISSION 10: Jurassic Worm*** Difficulty = 3 (8 if your roping skills are under par) This mission can be very hard if your roping skills are rusty. Like with mission 7, practice your roping before approaching this mission. You have to go for the enemy under the left dinosaur. When he dies, his teammates will surrender. Turn 1: With your first Worm, rope up until you can swing over the left dinosaur's head. Get the crate. It contains two Mole Bombs. These will be vital to your mission completion. Launch one, and if your aim is right, it will tunnel right down into the enemy's hideout. Turn 2a: If your Mole Bomb had good aim and tunneled into the enemy's hideout, rope up and drop a Mine where he sits. He will plunk into the water. Turn 2b: If your Mole Bomb missed, launch another one. If this one also misses, there's a good chance you won't be able to complete the mission (unless you can Uzi through the ground to the enemy). Turn 3: If turn 2b was done, rope up and go into the enemy's hideout. Drop a Mine and he will be good as dead. ***MISSION 11: Chemical Warfare*** Difficulty = 5-8 This mission can be a real pain, or it can't, depending on how you approach. Even with the best of skill this is an average difficulty for a mission. Turn 1: This turn is imperative to your success. With your first Worm, parachute down to the ledge where an enemy stands. Firepunch him into the water, then go with whatever retreat time you have to backflip onto the salt shaker. This Worm will provide a decoy for the Major's Air Strikes (they will usually hopelessly aim for him). Turn 2: Shotgun the mine on the bottle with your second Worm to the left so it explodes on the enemy Major. He will take damage. Your second shot can't affect him, so just shoot it anywhere and let your retreat time run out. Turn 3: You get reinforcements on this turn in the form of Skunks. These will be very important to weaken the enemy Majors. Launch one at the Major hiding over the mine ridden cave. He should be poisoned depending on if your shot was accurate. Turn 4a: If your fourth Worm is alive, rope up and use your Minigun to open fire on the Field Soldier to the right of you. He should die if he has placed himself close to the wall. If not, he will be seriously weakened. Turn 4b: If your fourth Worm is dead, get the crate next to your first Worm and jump back on the salt shaker. Skip go. Turn 5a: If it is now your first Worm's turn, collect the crate and head to the salt shaker again. Skip go. Turn 5b: If it is now your second Worm's turn, jump back on the bottle. You will notice an enemy right above you. Walk on the bottle until you are directly beside the worm on the vertical axis (to the left of him). Jump upwards and Fire Punch. It should connect and he will die. Turn 6a: If it is NOW your second Worm's turn, use the same strategy described in turn 5b. After this, it's just a matter of poisoning the enemy Majors and killing them and the Field Soldiers. Keep your first Worm on the salt shaker at all times. He should only come out and fight if you are desperate for another man. By staying on the salt shaker, he will divert the enemy Air Strikes away from your third and fourth Worms (providing he is alive. Your second Worm should be well covered at all times unless he must come out and help/replace your third Worm). ***MISSION 12: No Substitute*** Difficulty = 4 Turn 1: With your first Worm, move a bit to the right. Take out your shotgun and aim for the health crate on the top of the submarine. If it hits, the flames will take out the enemy on the left easily. Before firing your second shot, walk all the way to the right tip of the sub (you will get a crate containing a Girder on the way). Use your second shot on the enemy right in front of you (on the tree). He will go into the valley where the water is rising. Turn 2: With some good aim, aim your Bazooka at the enemy Worm just under the tree's stump. Aim at the tall grass behind him. If your aim is true, he will slide into the water. After this, the enemies will just try to gun you down. If you can fight back efficiently, they will be dead. Don't forget you have a Homing Missile and a Holy Hand Grenade in your arsenal. Use them! ***MISSION 13: Who left the flood gates open? (SILVER CHECKPOINT)*** Difficulty = 6-9 depending on your roping skills This is the SILVER CHECKPOINT mission. This means that you must have at least a silver medal in the basic training to be able to play missions 13 to 24 (24 is the gold checkpoint). I'm sure you already have one, so let's get on with the guide, shall we? The water is rising for the entire mission. You have to get to high ground and act like a coward I'm afraid. It will win the mission though. Turn 1: With your first Worm, go up the box and fire your Bazooka to the left of you so that it creates a gap in the terrain. You might get damaged a bit, don't worry. Your second Worm will sink on this turn, but there's no way to save him in the first place. Ignore this fact. Turn 2: Hopefully the enemy has blasted a way out for you (if they haven't, use another turn to blast yourself out using the same method as described in turn 1). Try to blast the Worm on the silver ledge right above you (the one in the upper part of the map). Turn 3: You will get your Ninja Ropes on this turn. Use one to rope up to the ledge where the Worm you just blasted was. Go as high as you can and place a girder to protect you. Turn 4: Blowtorch diagonally up to the left. After this, it's just a matter of time before the enemy sinks. If necessary, Minigun to the ceiling and jump up to get even higher ground. The enemies will eventually sink. ***MISSION 14: Super Sheep to the Rescue!*** Difficulty = 1-10 (it's all a matter of skill) This mission can be impossibly hard, or dead easy, depending on your Super Sheep flying skills. You might want to practice Super Sheep Racing a bit before trying this mission. I can't give a turn walkthrough for this one. Just fly your sheep through the maze and collect the crate (destroying it will also win the mission). When you get the crate, use the Fire Punch on the enemy in front of you. Mission complete. ***MISSION 15: Hot Stuff*** Difficulty = 3 This one is quite easy, despite how it looks. The tough 300 health enemy Worms are actually pretty easy to take care of. Turn 1: Walk to the right and jump over the Oil Drum. Fire a Shotgun bullet at the Field Marshall to the right of you. Aim it so he goes flying in front of the mine. If done correctly, he will pile up with another Field Marshall. Walk up to them, then fire your second shot so both of them go flying into another mine beside a utility crate. They will both explode, and both enemies will be trapped in a pit. Turn 2: Rope up to the spot where the third Field Marshall is. Place your Dynamite slightly to the right of him (if you want to assure a kill, use your Holy Hand Grenade). He should go flying into the water. Turn 3: Rope down with your third Worm and place a Holy Hand Grenade (or Dynamite depending on what you used on turn 2). They should both go into the water. If one flies out and survives, don't worry. He will be seriously weakened and it will be a piece of cake to defeat him with your other weapons. ***MISSION 16: Trouble on Mount Wormore*** Difficulty = 5 This mission is average difficulty. Like with mission 10, you have only one main target: the enemy General. Once he dies, his teammates will surrender. Turn 1: Switch to your second Worm and jump. You will get a crate containing 2 Ninja Ropes. Get back up the tree, and rope up the stone worm's head. You can play chicken with a mine while still on a rope and set it off. Get off the rope and fire your Uzi at the Sentry to your left. If aimed properly, he will go into a mine. With your retreat time, walk as far left as you can without setting off a mine, then jump. You will remain unharmed. Turn 2: (second Worm) Jump to the left and set off the mine. You will lose your turn here (and get hurt), but this is a lot better than using up another rope. Turn 3: (second Worm) Walk down the left side of the mountain and use your Uzi to expose the enemy General. If you can, backflip onto the mountain side to avoid the General shooting you. Turn 4: (second Worm) Continue with the Uzi and retreat trick. Turn 5a: (second Worm) If the Sentry has lowered your health down to almost dead (20 or under), use a Kamikaze to ram the General. Turn 5b: (second Worm) If you are still healthy (21 health or more), continue with the Uzi and retreat trick. You should kill the General within the next two turns. Turn 6: (first Worm) If turn 5a was done, rope up and get to the left side of the mountain. Do the Uzi and retreat trick until the General is dead. ***MISSION 17: Chateau Assassin*** Difficulty = 7 This one is quite hard. You have to use some suicidal tactics to get past this one. Oh, and if the General dies, his partner (the Major) will surrender. Turn 1: You have to create a "Worm ladder" to get on top of the oil drum. To do this, use any Worm and walk up to the "spike" (the highest point) on the roof you can walk on. Use a Select Worm and put another Worm on the first one. Select Worm again and backflip onto the two piled up Worms and then backflip onto the oil drum (phew!). Now with whatever time you have, get the crate (it contains 3 Girders) and use one to make a bridge for the other two Worms to climb up. Once this is done, throw yourself against the landmine of the right. Your Worm will die, but it will save you a valuable Girder. Turn 2: Jump up the girder and walk up the roof where the mine was. Place another Girder to form a bridge over the single mine on the second roof. Turn 3: With your Worm that is still under the oil drum, walk up the two girder bridges. When you get to the top of the terrain, collect the crate (spare Girder) and make a bridge between the two roofs. Turn 4: Walk across your new bridge and collect the crates. Form another girder (45 degrees pointing towards the sky). Turn 5: Now, use up your last Girder (exactly horizontally) to form a stepping stone in between the last roof and the enemy Worms. Turn 6: Take a deep breath, and Parachute down to where the enemy Major stands. Handgun him into the mine down below and he will kill the General. Mission accomplished! Turn 7: If turn 6 somehow backfired (the Major didn't set off the mine next to the General), then use a Select Worm and use the Worm you just shot the Major with. Use your remaining Handgun on the mine to the right of you. It should fall and kill both the Major and the General. If this backfires, jump down to the area where the enemies are with your retreat time. Suicide against the mine beside the General. It will kill him (and yourself). Don't worry, you still have one Worm left to claim victory. ***MISSION 18: Rescue Agent Dennis!*** Difficulty = 8 First of all, don't get confused and start looking for Agent Dennis. Your Worm (whatever he is named) acts as the trapped agent. You have to kill all your enemies while surviving yourself. Easier said than done. This one can't get a turn walkthrough, because there are so many different ways this battle could end up because of your luck. So, here is a basic walkthrough for this mission: Walk to the left and A BIT down the slope beside you (maybe a couple of pixels). Take our your Minigun and open fire on the two enemies on the giant T. The shot should hit the oil drum and take out both enemies. With your retreat time, jump down into the trench under the giant E (you will receive fall damage, but don't worry). DO NOT GET THE CRATE IN THE PROCESS!!! Leaving this crate alone is integral (it is useless for you anyway). Now take out the enemy General and Assassin (the one you lured into the trench with the crate you left alone) with whatever means possible. Don't forget you have an Old Woman and a Dynamite to take care of them (in addition to a Shotgun and Bazooka). Now, go as high as you can on the left side of the E. Blowtorch to the left (but stop just before you break through completely and stop yourself just before a cliff above water) and dig yourself a nice hiding spot. After that, fire a couple of Longbow arrows to close up your hideout completely. While in your hideout, don't do anything. Always Skip Go until the earthquake comes. This earthquake will most likely leave one Worm alive (usually the one on the giant 17), so use your Napalm Strike on the Worm that lived. This will kill him (if not, weaken him). If he still lives, Shotgun out of your hideout and rope up the giant A. With your Banana Bomb, throw it at the Worm that is still alive. If your Banana missed or if he STILL survived, you have to use your Homing Missile, Bazooka and Grenade to take care of him. Let's hope you have good aim! If he is still alive after all this is used up, then there is a big chance you will fail the mission. Good luck! You'll need it. ***MISSION 19: Horny Nuke*** Difficulty = 4 Don't ask me where the mission name comes from, I'm just writing this FAQ. This mission isn't that hard, but you should practice roping a bit here because this mission involves a lot of it. No turn walkthrough for this one, pal. There are only three simple elements to completing this mission. Follow them and you're assured your gold. 1) Collect the crates. They provide some nice weaponry to kill some of the enemies earlier off. Don't forget the flashing red one in the left side of the terrain. It contains an Indian Nuclear Test which will certainly speed up the mission. 2) Rope efficiently. Let's face it, it's never a good feeling to run out of ropes when you need one. Try to stay on your rope as long as possible without letting go. This will help you in the long run. 3) After you get the Indian Nuclear Test, rope back to the highest ground above your starting point. This will give you a fine point to just sit back and watch Sudden Death kick in and drown all your enemies. It's basically the same tactic as with mission 13, except here you're not in so much danger of being attacked. Follow these tips and you will get gold in no time. ***MISSION 20: Rumble in the Farmyard*** Difficulty = 2 This one is very easy. This mission just involves you killing all of your enemies. Turn 1: Drop down the chicken and attach a Ninja Rope on the top of the pitchfork. Swing around and land yourself on the barn top. Get to the other side of the barn (the left side), and put a Girder down to create a stepping stone for you. Turn 2a: If your second Worm is still alive, throw him into the water. He will only slow you down. Turn 2b: If your second Worm is dead, use your first one to Blowtorch into the Captain's hideout. Turn 3a: After your second Worm commits suicide, do the same strategy as described in turn 2b. After this, it's just a matter of how quickly you can kill them all off. The Captain should die with three turns from the Uzi (if aimed correctly). Once this is done, get out of the barn from the right side and Uzi, Bazooka and Grenade the other enemies dead. ***MISSION 21: Wooden Ambush*** Difficulty = 5 This one shouldn't be much of a problem. First of all, look around the landscape. Loads of crates, loads of mines. Collect as many as you can with your Jet Packs but don't get hit by a mine. After you have collected what you need, go after the enemies! You can change Worms in this one by pressing the tab key (thank goodness!) Try to focus on one batch of enemies before going after another. RIGHT ENEMIES: To take care of the enemies on the right, you have to your weapons accordingly. Note that you can launch Grenades, Sheep and other animal weapons through a path in a tree right above your enemies (a "tunnel" through two branches that is too small for your Worms to fit through, but animals and Grenades will have no problem). If the enemy blasts a hole through the branch where you can throw the weapons down, drop down through the hole and gun the enemies to death. Just try to use the Shotgun, Uzi and Handgun to take care of them. LEFT ENEMIES: Once the enemies on the right are gone, use a Worm to drop down to the extreme left of the terrain. Fire a Bazooka at the tree stump to your right so it creates a hole (not big enough to get through to the enemies, but don't worry). Hopefully the enemies will shoot something right beside the hole you made, creating a pathway. After that, walk right through the hole and take care of them with whatever means possible. ***MISSION 22: Go Bananas!*** Difficulty = 6 This one made me really pissed off until I got the proper way to complete the mission. First of all, only use one Worm the whole time (you can switch worms with the tab key). The objective is to get the crate on the far right of the terrain. Beware, if you haven't completed the mission after turn 6, an earthquake comes and sinks the crate, resulting in mission failure. Turn 1: With any Worm, move to the extreme right of the grape stalk. Fire a Bazooka just slightly under the nearest Sentry. If aimed correctly, he will be killed. Jump down onto the apple below you (you will receive fall damage, don't worry about it). Turn 2: Same Worm. Walk up all the way to the right of the apple stalk and drop a 5 second Grenade on the ground (EXACTLY where the stalk and apple meet). Run away before it explodes so you don't get hurt. This will provide you with a path to the giant bananas. Turn 3: Same Worm. Blowtorch into the banana as far as you can. Hopefully the enemy will fire a Bazooka at you where your tunnel is. This will give you an edge to getting to the crate. Turn 4: Walk a bit to the left, then use a Bazooka to open up the tunnel through the banana (to the right of course). Turn 5a: You need a bit of luck on this turn. If the wind is blowing to the right (unlucky), blast the enemy and the mine off with a Bazooka. This will make things a lot easier on your next turn. Turn 5b: If the wind is blowing to the left (lucky), use a Low Gravity. Take a deep breath, then jump off the rightmost banana. Use your parachute and hold both up and left on the arrow keys. You should float down to the crate. Turn 6: If turn 5a was done, use any means possible to collect the crate to end the mission. Don't worry if you kill your Worm in the process. As long as you still have one Worm alive on the grapes, you will beat the mission. ***MISSION 23: The Drop Zone*** Difficulty = 8 This one is a doozy. You have all eight of your Worms, sure, but more Worms doesn't mean an easier mission. First of all, you NEED the wind for your Parachute. The wind is crucial to your success. Just to be sure, place a 45 degree Girder pointing upwards at the left end of your plateau. Place a straight vertical one on the right side to prevent any Worms from falling off. Turn 1: Place the Girder on the right side of the terrain as described above. Turn 2: Place the Girder on the left side of the terrain as described above. After this is done, Parachute down to the enemies in random order (leave the two on the right alone though). Once all but the two on the right are gone, use one Worm to parachute down to the farthest enemy on the right. Fire Punch him to the left. He will go flying and will take his partner with him. Not as easy as it sounds. Good luck! ***MISSION 24: Countdown to Armageddon! GOLD CHECKPOINT*** Difficulty = 7 This mission is the GOLD CHECKPOINT. This means that you must have at least a Gold medal in basic training to attempt this mission and the others coming up. You should have one, so let's get on with the guide. This one can mean trouble, but it's not as hard as the last mission. First of all, beware. There will be an Armageddon coming after a certain amount of turns (the messages will warn you when it gets near. When it says "The end of the world is nigh!", it will come next turn). You have to save the mayor to win. If he dies, you fail. Turn 1: Rope down to where the mayor Worm (the one with the "big brain" standing on his head). This move requires lots of practice and requires you to be a traitor, I'm afraid. Take out your Baseball Bat and, if your aim is true, bat the mayor into a trench in between the first and second buildings on the left. Sure, this might sound stupid at first, but this trench is excellent protection from the Armageddon. Turn 2: Rope up with one of your Worms to where the mayor sits and build a girder above your head (outside the trench though). Turn 3: Hit an enemy with anything. (if you have excellent aim, you can pick off the enemy on the far left with a Grenade) Turn 4: Hit an enemy with anything. Turn 5: There will now be two crates lying on the farthest left building. Use your last Ninja Rope to collect them both. They will be a Girder, and a vital Girder Starter Pack. Sit somewhere near where the trenched mayor is, and put up another girder above the first one. Turn 6: Use your Girder Starter Pack to create an even big shelter above. Turn 7: Use your final Girder to place on top of all the others. After this, you just have to pray that the Armageddon doesn't get you. It will eventually come. Happy hunting! ***MISSION 25: Mars Star*** Difficulty = 2 After all the complicated and hard missions you've just faced, this one is refreshingly easy. You need to blow up the weapon crate next to an oil drum on the right side of the terrain with a Sheep. "Oh, but we have a Super Sheep. This will be dead easy!" NOT true. You DON'T have a Super Sheep, but a regular Sheep. It can't fly, but it can jump. Use your Girder Starter Pack and place the Girders in the following order: Girder one: To the right of your Worm and to the right of the green spaceship on the terrain. Girder two: To the right of Girder one. Make sure it's an acceptable jumping distance for the Sheep to get across. Girder three: Place a Girder slightly lower than the landscape to the right (in the next big gap of course). Girders four and five: Place them accordingly in the last gap. Once these are placed, launch your Sheep. Your turn doesn't end when the last girder is placed. When the sheep gets across all the Girders, detonate it when it's close enough to the oil drum. Mission accomplished! ***MISSION 26: Mad Cows*** Difficulty = 4 Kill all your enemies. Plain and simple. Turn 1: With your fourth Worm (switch with the tab key), go to the rightmost enemy and drop a five second Grenade just to the left of him. Run away. He will fling into the water. Turn 2: Again with your fourth Worm, rope up the cow's head and drop Dynamite to the left of the enemy on the cow. Jump to the left to retreat (don't worry about the fall damage). This enemy should also be thrown into the water. After this, just kill your enemies however you please. The "Iron Eagle" that you see on the mission messages is actually just one Mad Cow in a crate. Even so, you should collect it and put it to good use. ***MISSION 27: Bazooka on the Rocks*** Difficulty = 4-10 depending on your skills. This one can be a real pain, or it can't, depending on how good you are with the Bazooka. Three out of your four Worms are placed well. One isn't. Your fourth Worm is on the extreme right of the terrain. He is in a totally useless spot that will only take up turns. When it his turn, throw him into the water. This one can't get a turn walkthrough. First off, you should place your Girder in between the rocks and that big animal thingy (a buffalo?). Then, walk over it with your Worms and blast your enemies to kingdom come. They are pretty accurate with their shots, so you should be very careful. Use the oil drums on the terrain to your advantage. ***MISSION 28: Stolen Goods*** Difficulty = 10 Oooooooo!!! This one made me really ****ed off! This is one of those missions that just wants to make you drop down and cry. I was able to get gold on this mission eventually, but I was darn lucky. Turn 1: Rope down the giant E and drop yourself in the lower "crack" of the E. See the diagram below for what I mean: ||||||||||||||||||||||||||||||||| ||||||||||||||||||||||||||||||||| ||||||||||| ||||||||||| ||||||||||||||||||||||||||||||||| ||||||||||||||||||||||||||||||||| |||||||||||HERE |||||||||||HERE ||||||||||||||||||||||||||||||||| ||||||||||||||||||||||||||||||||| If you can understand that diagram pretty well, you'll know where you have to go. Blowtorch to the left. After this, just basically keep Blowtorching to the left (the enemies should kill off your second Worm pretty easily. If he survives, throw him into the water). When you get to the giant P, put a Girder down so that you won't fall into the water. When you blowtorch out of the giant "PROSE", use a Shotgun to blast two holes in the giant O that are reasonable jumping distances. When you jump in your blasted hole, Blowtorch and Shotgun your way to the crate resting in the middle of the O. It will be a French Sheep Strike. Hopefully the enemy Worms will all be cluttered up. Use it. If you die while your enemies get killed, you still complete the mission. So why did I give this mission a difficulty of 10? Sometimes instead of throwing Cluster Bombs, the enemy will throw a Banana Bomb. This will ALWAYS kill you. The do this about 4 times out of 5. You'll be trying this one over and over again buddy. Good luck, and may the Force be with you! (Star Wars style :D ) ***MISSION 29: Sinking Ice Cap*** Difficulty = 7 This one can be a headache, but it's not as hair rippingly hard as the last mission. You have to kill all your enemies. "How?" With Blowtorches. Yes, Blowtorches. The enemies are at respectably low health and shouldn't be much trouble to take care of. Turn 1: Be very careful with the Ninja Rope here, because the mines have an instant fuse. Rope with caution to the tree stump on the left of the terrain. Kill the enemy with a Blowtorch and dig in about halfway through the tree stump. Turn 2: Skip go. Turn 3: Now that the enemy has used up their two Air Strikes, things will be a lot easier for you. Rope (or walk if the Air Strike blasted a way out for you) to the right of the tree stump. Kill the enemy. Turn 4: Rope past the giant tree and get to the right side. Kill the enemy under the chalet. With your retreat time, walk as far right as you can (under the chalet and the oil drum). Turn 5-6: Rope up the chalet and destroy your last enemy. It will probably take a couple of turns to kill him. ***MISSION 30: Aim Long, Aim True*** Difficulty = 4-10 (all a matter of skill). This mission can be quite frustrating due to the placement of the enemy Worms. You have loads of Girders, a couple of Girder Starter Packs, and infinite Grenades to take care of them. The terrain is indestructible, so you can't dig for them. No turn walkthrough here. Before you start firing your Grenades, use up your Girder Starter Packs to place your beams in such positions that the enemies can't attack, yet you'll have an easy route to them. Such an example goes as follows: II II II II **Legend** II II II II II = Girder II II ** = Enemy II II ## = Terrain II ** II --- II --- --- # \ II /# \__/## ## \___/ ####### ############### If you follow the diagram well enough, you should know how to reasonably place your Girders for the three Worms on the junked robots. The fourth Worm however (the General) is absolutely frustrating to get. You have to place your Girders so that they make a path for a 5 second Grenade to bounce off and hit him. Good luck! ***MISSION 31: Goody Two-Shoes*** Difficulty = 6 This mission involves a bit of sheep flying, so a little Super Sheep Racing practice is recommended for anyone who isn't that skilled. Collect the crates with your Super Sheep, then use them on the enemies. First of all, Blowtorch out of your cave. Go on a left diagonal path towards the surface. Once you have Blowtorched out (sometimes an enemy will place himself on the edge of the terrain on the left. If he does this, switch direction and ram him into the water), use your Super Sheep to collect the crates in the center of the terrain. Be sure to collect as many as possible. Collect especially the crate farthest to the right. It contains three valuable Ninja Ropes. After this, just be careful and use your weapons accordingly. Your enemies will be dead in no time. *There is an alternate strategy for this mission. From the moment you start, let your turn time run out on every single turn. Don't move at all. Eventually, Sudden Death will come and your enemies won't be able to switch Worms. After this, Blowtorch out and collect the crates.* Just remember that the enemy Worms are pretty smart and can make some accurate shots. Be prepared to hide! ***MISSION 32: Trouble in Toy Store*** Difficulty = 7 This mission can really be annoying. First of all, you are equipped with not a Bazooka, but a Mortar. The Mortar can't really deal a lot of damage and it's a bit difficult to aim. Second of all, you have to save a poisoned scientist. If he dies, you fail. The Assassin enemy under the scientist is your biggest threat. With your first Worm (only do this when it is on the first Worm's turn. On the second and third, just fire Mortars at the other enemies), Mortar and/or Uzi into his hideout and kill him ASAP. Once he is dead, concentrate on the enemies on the left side of the terrain. There will occasionally be health crates falling to the enemy's terrain. These can actually work against them if you have exceptional aim (or if you collect the crate containing a Homing Missile). The crate that falls to the extreme left of the terrain can take out two enemies. One will drown, one will get burned to death. After this, just use your Mortar and Uzi on any remaining enemy Worms. They will eventually be dead. Oh and I repeat, DON'T let the scientist die. ***MISSION 33: Spectral Recovery?*** Difficulty = 5 The final mission! At last! Usually in most games, the final mission/stage/level etc. is usually the hardest. Not in Worms Armageddon! There is a vital crate that is slowly falling just to the left of the giant tapes. It will miss the tapes slightly and will fall into the water. Without a Girder, it will hopelessly sink. So where do you get this Girder? In the form of a weapon crate inside the central tape. You have to get it somehow. For this mission walkthrough, all the odd numbered turns correspond to your first Worm. The even ones are about your second one. Turn 1: Blowtorch diagonally down to the left as far as you can go. Turn 2: Walk as far left as you go, then Blowtorch diagonally down to the left. (your torched tunnel will also provide cover from the enemy's Grenades) Turn 3: Blowtorch diagonally down to the left. Turn 4: Blowtorch diagonally down to the left. Turn 5: Blowtorch diagonally down to the left. Turn 6: Don't worry. You won't see the same text a fourth time. Here you must do something different. Run up your shaft a bit then throw a Grenade (5 second fuse just for safety) down your hole. It will explode and will get you closer to that crate. Turn 7: Blowtorch diagonally to the left. You should now break through the tape and be open on the left side of the terrain. Turn 8: With your Shotgun, blast two holes that lead to the crate. With your retreat time, drop down and collect it. Turn 9: This is the critical turn. Using that Girder, place it just to the left of you (far enough that you can jump out next turn). The sinking crate should now fall and rest on your Girder. Turn 10: Do anything. Use any weapon (except Surrender of course). Do whatever the heck you want with this turn! Turn 11: If necessary, use a Shotgun to create a bigger exit that leads to the crate (just be careful not to shoot the crate!) Collect the crate. Victory! *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 4: Closing Statement And there you have it. My guide is finally complete. Now you should have less difficulty with the missions and you may even get gold on most of them =D What am I saying? Of course you will get gold for ALL of them! Just follow the tips and you'll have bragging rights in no time. Who knows? Maybe I'll write up more FAQs for the game in the near future. Now get to the Deathmatch! You'll do some fine fighting there. Good luck!