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Submitted by System on 09/03/2006, 09:50. Print file.
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Worms Armageddon: Gold Medal Mission Guide
Version 1.3
Created by: Grenade Guzzler
E-mail address: kingsrook12@yahoo.ca
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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.

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Table of contents:

1. Introduction
2. Difficulty ratings
3. Mission guide
4. Closing statement
5. Special Thanks
6. Legal notice (you know the drill)

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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!

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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!
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Other files from this game:
  1. Worms Armageddon document by System on 14/03/2006, 06:30
    Please read readme.txt for more information
  2. Worms Armageddon document by System on 14/03/2006, 06:30
  3. Worms Armageddon FAQ by System on 09/03/2006, 09:50
    Strategie Guide
  4. Worms Armageddon FAQ by System on 09/03/2006, 09:50
  5. Worms Armageddon hints by System on 09/03/2006, 09:50
  6. Worms Armageddon cheats by System on 09/03/2006, 09:50
  7. Worms Armageddon FAQ by System on 09/03/2006, 09:50