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THE MISSION TIPS! (Provided by Team17)
1: Pumpkin Problems
It is possible to avoid attacking any of the Enemy Worms and go straight for the Crate. On the first turn, attach a Ninja Rope just below the Oil Drum to the right. Next, you need to gain momentum on the Rope and by shortening it, it should then be possible to swing vertically over and get on top of the Artillery Worm on top of the Pumpkin before detaching the Rope. From here face left and attach another Ninja Rope to the Pumpkin you are on. When on the Rope you need to gain as much height as possible, before allowing the Worm to drop down. Since you have 150 health it is safe to land on the Mine furthest to the right, on the branch between the pumpkins. This will blow a hole in the branch which makes it easier to get the Crate on the next turn.
2: Operation Market Garden
Use Girders to get your Worms into positions where they can shoot straight at the enemy, then just go for it.
3: All quiet in the library?
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 (ie don't leave Worms right near the edge of the landscape, or clustered together), this level should be reasonably easy.
4: Cool as ice
Use the Jetpack. Go over to the right hand side of the landscape *without* getting the crates that are on the "bridge" above the enemy Worm. Get all the crates on the right hand side, and land just to the right of the tree. Now aim a homing missile at the middle of the bridge, and fire almost straight up with maximum power. (The power is important - too little and the missile will hit the sleight.) If you're lucky, the enemy will now slide into the water due to the flames from the exploding crates. If he doesn't fall in the water, go over to the bridge on your second go and attack him with your other weapons... this is harder, but remember that a draw counts as a victory, so you can use the 25 points your Worm can do by dying to your advantage.
5: Do the Locomotion
Go 1: Walk underneath the first enemy (stand by the tree trunk), and do a Firepunch left to knock him into the sea.
Go 2: Blowtorch under the tree, and use backflip to get onto the tree and collect the crate, which contains a Girder.
Go 3: Use the Girder to build a bridge between the tree and the train.
Go 4: Go across the Girder, and blow the Mine up by walking near it then jumping away. You should be able to do this without losing your go. Now continue to the right, dropping down onto the back of the train. Use the bungee when you need to, and you should be able to get the utility crate - you probably won't have enough time to use it though. Just get ready for the next go by climbing towards the health crate as far as possible.
Go 5: Do or die time. Use the Jetpack, and you should *just* have enough time to get the crate on the far right, which will complete the mission.
6:Sand in your eye
The best way to do this mission is to make full use of the Tab key to select which Worm you use. By selecting the Worm on the back of the camel, Rope on to the camels head and use the Uzi to shoot the Field Soldier Worm on the Camels head to the left. The Flame-thrower can be used on the next turn to kill the Field Soldier and one of the
Sentry Worms. When a Crate appears on the Palm Tree, the Worm underneath the tree should be selected and used to Rope on top of the tree to collect the Crate before using Fire punch to despatch the Enemy Worm into the Water. The Secret Agent Worm should be the next target and should be killed before the last sentry Worm is finished off with the Flame thrower.
7: Not Mushroom out there...
Go 1: Use the Ninja Rope to get on top of the first mushroom and collect the first Girder kit. Use the kit to build a shell around the Mines on the second mushroom, and a walkway down to the first Worm. Don't worry if you don't have quite enough Girders.
Go 2: Collect the second Girder kit from the left of the first Worm, and use it to finish off your shell, making sure you've got enough of a ramp to get onto it. (I use the Girder just next to vertical as a good way of gaining height.) Also build a Girder across from the middle mushroom to the last one, and then place a small vertical Girder on the far right hand side, in a position such that you can drop onto it and then pick up the crate in the third go.
Go 3: Get the crate!
8: Big Shot
Start off by collecting the Crate to the right and then, using the Handgun, shoot the Enemy Worm on the mushroom onto the Mine. On the next turn use the Rope to get on to the mushroom and use the Uzi to get the Sentry Worm to the left. Killing this Worm should hopefully blow a hole in the leaf stalk that will allow you to attack the Guard Worm.
One of the best ways to guarantee killing the Guard Worm is to get underneath it and use the Uzi to shoot the Worm onto the Mine above. Then simply use the Blowtorch to get the Crate on the lower leaf and use the Homing Missile from this Crate to get the Enemy Worm on the toad.
9: Water Surprise
This is a really hard one, pretty early on. However, the following guide should be a pretty much foolproof way of doing it, so long as you can remember exact pixel locations and fly a Sheep. You may need to experiment to find the exact locations here, but once you do you should be able to do the mission every time.
Go 1: Stand on top of your other Worm's head and fire right, without changing your aim. Then move tothe left, and come down very slightly from the top of the pyramid until the tip of your tail covers about half of the thick dark blue line which goes down the middle of the pyramid. Aim as high as you can to the right, and fire. The top Mine should bounce safely out of harm's way. When it's gone past you move to the left a bit.
Go 2: Don't move, but aim as high as you can and fire. Now move down to the join between the pyramid and the tree. You want to be facing right and be at the first location where your tail is flat on the tree rather than sloping up the pyramid. Fire, and the second Mine will land on you, killing you. Don't bother trying to move, you can't get away. It doesn't matter though.
Go 3: Move your other Worm to the location you just died in, and fire twice (with the same max. height aim as last go).
Go 4: Scale the tower using backflips until you're on your topmost arrow. Face left, and select Girder. Rotate the Girder until it's double length, and nearly vertical top-left to bottom-right. Place it so that the right hand tip touches your hard hat.
Go 5: Turn round and jump backwards. Go to the top of the Girder, and fire twice horizontally at the topmost light grey small line inside the tower.
Go 6: Jump onto the arrows, turn round, backflip to get the crate, then let loose the Sheep of war. Get the Sheep flying as soon as possible and get it into the water quickly - I usually go to the left. Obviously, you then just need to fly it up to the general and kill him.
10: Jurassic Worm
Go straight for the captain on this one. You should be able to launch a Mole Bomb (contained in the crate on the left hand dino's head) on the first go. Assuming this opens up the captain's den, you can go down there and drop a Mine on the ground on your second go, which should drown him. Turn time is the only real problem here - you've got to act quickly, especially on the Ninja Rope.
11: Chemical Warfare
On the first turn select Parachute and walk right till the Worm drops off the edge. The Parachute will automatically activate just before the Worm hits the ground. Use the Uzi to send the Worm next to you into the water. In this mission it is important to use the Ropes effectively to collect all the Crates. It is best to kill all the Worms on the outside first, but remembering to seek cover at all times since the Enemy will use the Air Strike a lot. When all the Worms on the outside are disposed of then use the skunks to Gas the Worms on the Inside. Take care to watch the Wind direction and remember that the explosion of a Skunk can do some damage. Generally when the Enemy Worms health has reached 1, the blast radius of the shotgun will finish them off. In some cases it may be necessary to use another Skunk and explode that near an Enemy if the blast radius of the Shotgun is out of reach.
12: No Substitute
Another general hints level, this one: The key to this level is getting the high ground - ie somewhere on the tree - and keeping it until everyone else has drowned. The actual top of the tree is rather dangerous as it's easily to get chucked off it. Having said that, it's good to use a Girder so that you can get on top when (say) all the enemies are under the tree. I've found that in practice it's the Worm that starts under the tree that is most likely to survive. The Homing Missile can be really handy in this mission in various places.
13: Who left the flood-gates open?
In this level, I always pretty much forget about the left hand Worm: it's very hard to save both Worms, and the one on the right has less competition. Both goes below refer to the right hand Worm.
Go 1: Go onto the bit of land on your right, vaguely close to the pipe on the right. You can skip the rest of the go. With any luck, the Worm on your right will now fire a bazooka which will nearly open up the way.
Go 2: Use the shotgun to get out, using the spare shot on the enemy.
Go 3: Ninja Rope up to the far right hand corner. From here, you should play it by ear to a certain extent. However, you can assure victory by building Girders up to the right hand edge of the yellow thing in the middle at the top. You can make a nice little hidey-hole, and you'll be higher than anyone else on the level. Then you just need to wait for the water to rise.
14: Super Sheep to the rescue!
This can be very difficult or very easy (with this guide). If you're really good with the Super Sheep, you can fly it all round the level and get the crate. Alternatively, with the non-US version, you can win the level instantly by killing yourself with the sheep. You will blow up the enemy (if he isn't already dead), and draw the round - which completes the mission. Simple, eh? I'm afraid that if you've got the US version you'll have to do it properly... but it's not actually that hard.
15: Hot Stuff
Use the first Worm to collect the Crate on the left and then walk right. Use a Rope and fire it into the pipe above the closest of the two Worms on the lower level. Swing over and lower yourself down beside that Enemy Worm. Place the Holy Hand Grenade as close to the right hand side of the Enemy Worm as is possible and beat a hasty retreat. If placed correctly this should send the Enemy high into space and into the water on the left. On the next turn use the Rope to get next to highest Enemy Worm and place Dynamite just to the right of that Worm. This should send that Enemy into the Water leaving just one Enemy Worm to finish off. To finish off the final Enemy use all the weapons at your disposal, and be sure to collect the Crates containing the Old Woman and the Sheep launcher as they appear if you're in need of assistance!
16: Trouble on Mount Wormore
Go 1: Change Worm, and pick up the Ninja Ropes. Ninja over as far as you can, setting off any Mines you can as you go. Uzi the enemy Worm, which will hopefully set off at least one more Mine.
Go 2: Finish off the nearest enemy Worm, setting off as many Mines with you as possible.
Go 3: Keep making your way over to the general. It's possible to jump over a Mine if you're lucky, as the delay is quite long. About now, depending on how many turns you've taken so far (due to bad luck or whatever), some dynamite should appear in a crate on the sign. Get it with the Ninja Rope, and stand back on the mountain, where you can fire into the posts of the sign. When you've made enough of a hole with the uzi, go in and Dynamite the general. There isn't much ground there, so he should drown easily. If not, use the mortar to finish him off. Don't forget, you don't need to survive.
17: Chateau Assassin
Firstly move the all of your Worms onto the top left corner of the first roof. Make your Worms form a 'Worm' ladder, by stacking the 3 Worms on top of each other by backflipping onto each other's heads. The quickest way of accomplishing this feat is by using the Worm Select utility and changing between your Worms during your turn. If done quickly this should allow you to complete this task in one turn. Make the top Worm backflip onto the Oil Drum and collect the Crate with the Girders in it. Place the first long Girder slightly to the left of the barrel, make if lean upwards slightly from left to right. Use this Girder to shelter the two other Worms and only use the remaining Worm to get across the Rooftops. Make sure the sheltered Worms are away from the Oil Drum.
Place another long Girder to allow you to get to the next Crate and avoid the two Mines below, remember, you can shoot the second Mine to get it out of the way. Backflip over the chimney and place a small Girder above the next 2 Mines and collect the next Crate which contains another set of Girders. Use this to avoid the Mine on the last tower and to create a ramp to jump off, onto the trees. Place the long Girder slanting upwards from left to right so the end is placed over the tip of the roof. When jumping off the chateau it is best to wait until the wind is blowing from left to right. Do this by using the Worm select utility. Use the Parachute and jump off the Girder and press the up and right keys to drift past the 3 Mines. To dispatch the Major simply use your regulation issue Handgun and shoot the Mine into him, if you're lucky this will sometimes kill the general as well. If you want to stylishly end the mission just jump onto the Mine beside the General and the blast radius will blow him into the water to complete it.
18: Rescue Agent Dennis!
First turn left and use the Minigun, only slightly raising the angle of attack. This will destroy the Oil Drum and knock 2 Worms into the water. Now it's best to move down to the base of the letter E. Do this and use the Flame thrower to dispatch any Enemy Worms in this area you may need to use some Dynamite to finish off the job. Then prepare to use your long-range weapons such as the Napalm Strike, the Air Strike and banana bomb on the remaining Enemy. The Napalm Strike should take out all three of the Enemy Worms on the letter M.
19: Horny Nuke
If you've done the Crazy Crates training mission, this landscape should look familiar... On the way over, make sure you get the crates under the blue tentacle on the right, as the rightmost one contains another two Ninja Ropes. Whilst not absolutely critical to the mission, they give you The crate above and to the left of the nuke crate (which is the red flashing one at the bottom left) contains a pneumatic drill which should get you the nuke on the second go. (Your first, if you can Ninja over that quickly!) Go back over to the far right of the screen, and knock Artillery off his perch with the Uzi (don't worry, you have plenty of goes in which to do this), and kill the closer couple of Worms while you wait for sudden death. Use the nuke a turn or so before the last enemy is going to drown - that way you don't need to worry about losing energy because of it. Don't forget that the nuke raises the water level a lot, so if you want to survive (not that you have to), you may want to Ninja up to the highest perch on the right before going nuclear.
20: Rumble in the Farmyard
Another play-by-ear level, this one, but here are some tips: On your first go, jump and Ninja over to the far left, get the dynamite, and blowtorch into Captain's area. It's vital that you kill Captain fairly quickly, as he will napalm strike you every turn otherwise. You should only need to use one Ninja Rope to do this. The Earthquake is pretty useless on this level, although it moves Mines too, so be careful of that. When you've killed Captain, his hiding place can work really well for you too - it's quite easy to win the whole mission with just one suitably placed Worm.
21: Wooden ambush
This level can be easy or a pain, depending on a bit of luck near the start. The enemies on the left will blast through to one of your Worms, and if you can drown them without too much of a problem, you should be able to do the rest of the level easily. If they're persistent, you may have more of a problem. Don't forget to fire mortars behind their heads for maximum effect, or at their heads from above. You may wish to use the Ninja Rope to knock them down the slope a little before firing at them from the top of the enclosure. Even if you don't kill them in the first shot, you should then be able to survive and kill them in the second. (Note: according to the patch notes, you can't knock Worms around with the Ninja Rope when the patch has been installed. It may still be best to go up the slope and fire down at them, taking the consequences.) Although you can take the level fairly slowly, the enemy gets airstrikes after a while, so be careful. A crate containing two old women near the middle (just above the pumpkin) - this is really useful against the Worms on the right. The Jetpacks are really handy, but don't be too ambitious - they don't have much fuel.
22: Go Bananas!
You must finish this level before the Earthquake chucks the crate into the water. Here's how:
Go 1: Move your Worm onto the top of the grape stalk, and fire a bazooka just under Sentry. This will hopefully kill him. As soon as you've fired, jump onto the apple. You'll take minor damage, but don't worry.
Go 2: Leave a Grenade at the point where the stalk of the big apple meets the leaf (ie the really thin bit) - then get out of the way! This should provide you with a route to the bananas.
Go 3: Blowtorch into the banana. The enemy will hopefully now fire a bazooka into the banana, from the other side.
Go 4: Retreat a bit, then fire a bazooka down your blowtorch tunnel to make a path through the banana.
Go 5: Parachutes should now be enabled. Walk up to the top of the second banana, activate parachutes, and jump to avoid the Mine. When you're past the Mine, hold down left to pick up the crate, and the mission is done.
23: The Drop Zone
I used to think this level was a complete pain - but that was before I learnt to use the parachute properly. As well as left and right, you can use up+left to really slow your descent. If you want a real challenge, try the level without using the up key during parachuting... Okay, so you need to parachute down onto each Worm in any order, and blow them up. Firepunching the rightmost Worm left kills the one next to it - otherwise you wouldn't have enough suicide bombers (although the Mine by the third one can kill it). If you fail a few times, you can use a shotgun for two turns, which makes it much easier, but you'll only get a bronze medal. Use Girders to extend the cliff if the enemy blows up the end of it. Use the furthest Worms for the rightmost enemies, as you won't have enough time to get them all the way over to the left... also, they're the most likely to die, so you should use them early.
24: Countdown to Armageddon!
This level doesn't require much skill, but it does require a fair bit of luck, so don't worry if you fail a few times before succeeding.
Go 1: Ninja Rope over to the captain, and baseball bat him out of his hole. (Aim as high as possible and to the left - he'll bounce to the right.)
Go 2: Ninja Rope to the mayor, and prod him into the now vacant hole.
Go 3: Join the mayor in the hole (if you're not already there), and build a Girder to seal yourself in.
Go 4: Build another Girder.
Go 5: There should be two crates on the left-hand side, and two health packs. One crate contains a Girder, the other contains a Girder starter kit. Pick all four items with your final Ninja Rope, and Firepunch the Worm off the top left. Place Girders for the next two goes, and then you've just got to hope... You have to be lucky with where the comets fall, as they can easily get rid of as many Girders as you can place. It is possible though. Place long Girders horizontally, with gaps of about an inch between them, both vertically and horizontally. Obviously, start placing from as near to the mayor as possible, forming a V shape to protect from diagonal comets as well as ones which fall straight down. You may wish to place one short Girder in the hole itself.
25: Mars Star
This one's dead easy. You may be used to the landscape from the Super Sheep Racing training, but the Sheep you have in this mission doesn't fly. It does, however, jump - and it's got to jump lots. Use your Girder starter pack, laying two Girders between your Worm and the second block, one Girder (slightly lower than the top of the landscape) in the next gap, then two Girders for the last gap (just to be on the safe side). The first Girder should be placed right next to the green spaceship, so that if the Sheep falls back it will keep going. Now launch your Sheep. If you've placed the Girders correctly (and you're lucky - I've had some really irritating
goes when writing this guide), the Sheep will run all the way to the right of the terrain. Detonate it at the bottom of the rightmost strut (when it lands after its last jump), and it will blow up the oil drum, which will in turn blow up the crate. If you miss with the Sheep, you can try using the Grenades, but I've never managed to blow it up, even when the Grenades come pretty close.
26: Mad Cows
Use the Worm Select to control the Worm on the right and walk over to the Enemy closest to the water on the right hand side. Place a Grenade beside him and move away, this will dispatch the Enemy into the water, one down 3 to go. The next Worm to go for is the one on the Cows head. Using the Rope it is possible to get to this Worm and place a stick of Dynamite just to the left of this Worm. This Worm should also be blown in to the Water. The remaining two Worms shouldn't pose too much difficulty. Just remember to collect the Mad Cow that appears on the Cows back and use that to maximum effect.
27: Bazooka on the Rocks
This can be made more difficult due to the placing of the bottom right Worm, making it difficult to use that Worm effectively. It can be useful to sacrifice this Worm. This allows you to use the three other Worms more often since they are better placed for the fight. The only other thing to remember is that blowing up Oil Drums can be very effective in this mission.
28: Stolen Goods
This level can be a real pain, or it can be pretty easy, depending on the enemy... if they use banana bombs, for instance, you're in big trouble. You can walk down the right of the E, if you're careful. Don't worry about losing one of your Worms early on - in a way, you'll be faster with only one anyway. If you're good with the Ninja Rope you can Ninja under quite a few of the letters really early on. Keep as low as possible (starting from the bottom of the E), and retreat after each turn (if you have enough cover) so that the enemy will be blowing up landscape you don't care about. One long horizontal Girder just below the P and the R provides a safe method of getting between them. Stay under the R, blasting into the bottom of the P, until you need to move or you can go through to the O of "Micro". Use a small vertical Girder to bridge the gap between the O of "Micro" and the P. I suspect you could even use two, if you wanted a bit more safety. When you've got the French Sheep Strike, get under a bit of cover (although it doesn't really matter), and launch the strike. If the enemy Worms are close enough together, you're very likely to get them all - this is a really dangerous weapon!
29: Sinking Ice Cap
The tricky bit in this level is getting every go right. None of them is particularly hard, but all are require an element of precision and you don't have much time. Prowess on a Ninja Rope is definitely required... one slip onto a Mine usually spells disaster.
Go 1: Ninja Rope over to the far left using the tree stump as a second attachment point, and blowtorch into the stump, through the enemy Worm. You should be able to hit him with the blowtorch 3 or 4 times, which will kill him.
Go 2: Ninja Rope back over to the central tree. You should just about make it to the top with enough time spare to freeze yourself.
Go 3: Ninja Rope to the bottom left of the house (you can survive the dodgy-looking drop at the top of the tree to get closer), and blowtorch into the house, killing the Worm there.
Go 4: Ninja Rope over the house, and blowtorch into the house again, hitting the Worm. You may well not kill him due to the steepness of the slope, but that doesn't matter.
Go 5: (If you didn't kill the Worm in the previous go, kill him now then do this go next.) Ninja back over towards the central tree. Freeze when you get close enough t