[ goodies | missions guide | missions 27-33 ] |
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Frustration Factor 4
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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.
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Frustration Factor 5
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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!
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Frustration Factor 4
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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 that you'll be able to finish it next go.
Go 6/7 :: Kill the last Worm, using either the Mine or the oil drum if you need to. You don't need to survive, which makes things much easier.
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Frustration Factor 4
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30 :: Aim long, aim true
The best method of doing this mission is to place Girders over the three central Enemy Worms so they can't fire
anything at you. These Girders can also be placed in such a way, that they funnel Grenades towards the Enemy
Worms. Once the central Worms have been finished off, the attention focuses on the Enemy Worm on the right hand
side. Girders need to be placed to direct a Grenade to this Worm and a very skilful shot is required. A five
second fuse should be used and the Grenade should be fired at a fairly steep angle, using just a little less
than full power. Also remember to adjust the Grenade bounce in this task.
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Frustration Factor 4
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31 :: Goody two-shoes
Start off by blowtorching your way out of the left shoe, always retreating into cover between turns. If you're
lucky, you may be able to blowtorch an enemy Worm into the water as you make your escape. When you're free, get
that Super Sheep flying, and pick up the crates. The crates are (left to right, on gold attempt) :: 1 x
Airstrike, 5xMortar, 4xCluster bomb, 2xGirder, 9xGrenade, 3xNinja Rope, 2xBaseball bat. If you possibly can,
get all the crates then blow up an enemy Worm... it's tricky though! Make sure you get the Ninja Ropes. After
that, it's up to you... depending on how much of the weaponry you amass, it can vary from easy to impossible.
You may need to use a Girder to provide a platform for you to drop onto if you emerge from the left of the boot
(as opposed to the top). I find it easier to deal with the left hand side first, just 'cos it means you can
attack close up then rope over to the other side. Also, if you can end your go on top of two Worms, they often
leave you alone. One final key point - sudden death is a blessing in this level, as it takes away their Worm
select ability. Knowing this, you can plan when to move where. The water does rise, but only very
slowly.
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Frustration Factor 4
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32 :: Trouble in Toy Store
Your first priority in this mission should be to kill the assassin underneath the scientist. Use a mortar
and/or uzi to get at him, then blow him away however you please. If you can't kill him by his first turn, he'll
probably move. If he does, you may not be able to get at him for a while. Use Girders to patch up holes in your
defences. If you've blown a hole through to water in killing the assassin, block it off quickly. The nearest
Worm is easy to kill, as there are lots of Mines around and often he has crates nearby which can help damage
him. In fact, the crates can help kill most of the enemy. Try to keep your Worms away from the scientist, as
they can draw fire away from him.
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Frustration Factor 2
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33 :: Spectral recovery?
Go 1 :: Blowtorch to the right and retreat.
Go 2 :: Stand on the oil barrel - this is very important as you must die before you'd get another turn with that Worm. You can kill the Worm that attacked you if you like, but if you leave it alone it will take turns from other enemy Worms that might block your patch later.
Go 3 :: Shotgun your way out of the tape and retreat.
Go 4 :: Go onto the next tape, at about the same height (so that you can jump back in even if the oil barrel has been blown up by the time you come back) and blowtorch diagonally downwards towards the crate. Stand at the bottom of your tunnel.
Go 5 :: Blowtorch or shotgun to the crate. Make sure you'll be able to get out... and start doing so, if you can. If you have been shotgunned in your last turn and the enemy is in the way, you should use the shotgun to get through to the crate - you should be able to do this in one blast, and then blast the enemy with your other shot, walking past him while he's recovering. If you don't get the crate this go, quit - you're going to fail this time.
Go 6 :: Run back to the starting point, and blowtorch left.
Go 7 :: Blowtorch left again.
Go 8 :: Blowtorch left again.
Go 9 :: Place a Girder horizontally next to you (outside the tape). The crate will now drop.
Go 10 :: Blowtorch through the final bit of tape and get the crate.
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Alternative version - sent in by Kris
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Go 1 :: Blow torch to the left, toward the other hole in the first tape.
Go 2 :: Get in the little corner the intersection the two tapes make, and blow torch down and to the left.
Go 3 :: Continue to blowtorch toward the other hole in the tape.
Go 4 :: Blowtorch down and left again.
Go 5 :: Blowtorch left, toward the left edge of the tape.
Go 6 :: Blowtorch down and to the left a third time.
Go 7 :: Put a 5 second grenade at the end of the tunnel and retreat...this opens up the side of the tape.
Go 8 :: Blowtorch down and to the right and get the girder.
Go 9 :: Place the girder by your opening so the crate falls on it.
Go 10 :: Skip it, blow yourself up, shoot something at random, it doesn't matter.
Go 11 :: Collect the crate.
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[ goodies | missions guide ] |
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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.
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[ missions 1-7 ]
[ missions 8-13 ]
[ missions 14-20 ]
[ missions 21-26 ]
[ missions 27-33 ]
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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.
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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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