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[ goodies | missions guide | missions 1-7 ]

 
Frustration Factor 3
 
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.
 

 
Frustration Factor 3
 
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.
 

 
Frustration Factor 3
 
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.
 

 
Frustration Factor 3
 
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.
 

 
Frustration Factor 3
 
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.
 

 
Frustration Factor 2
 
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.
 

 
Frustration Factor 1
 
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!
 

 
[ goodies | missions guide ]
Here it is, the official Team17 Single-player missions guide! These missions require expert advice so we got the Team17 QA department to pass on their hot tips.
 
[ missions 1-7 ]
[ missions 8-13 ]
[ missions 14-20 ]
[ missions 21-26 ]
[ missions 27-33 ]
 

 
Medals
On each level, you get a gold medal if you finish first time, or on your first attempt after winning a silver or bronze medal. The next attempt or two (depending on the level) will get you a silver medal, and thereafter it's worth bronze. There is a reason for this: on attempts worth gold medals, you'll get hardly any help in terms of crates. Silver will give you a bit more help, and bronze a bit more still. Thus getting a gold medal really is harder than getting a silver or bronze, in many cases.
 

 
The frustration factor
The single-player missions in Worms Armageddon range from fairly easy to rock hard. So, as a guide, what we've done is allocated a difficulty level for each mission ranging from factor 1 (sweet dreams) all the way up to factor 5 (your worst nightmare). Play a level with a frustration factor of 5 and you're sure to be pulling your hair out! You have been warned.
 

 
 
 
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