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[ goodies | missions guide | missions 14-20 ]

 
Frustration Factor 4
 
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.
 

 
Frustration Factor 4
 
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!
 

 
Frustration Factor 2
 
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.
 

 
Frustration Factor 3
 
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.
 

 
Frustration Factor 3
 
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.
 

 
Frustration Factor 2
 
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.
 

 
Frustration Factor 3
 
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.
 

 
[ 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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