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Missions 26-32

On each level, you get a gold medal if you finish first time, or on your first attempt since you last tried for a 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. When I say below that you "get" something on a silver/bronze attempt, it means that there'll be a crate containing it.

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26: Mad Cows
Difficulty: 4

This one is very similar to a normal game, except the time limit is pretty strict (20 seconds per turn). You only have one ninja rope, so use it wisely - but you can select your worm at the start of every turn, which can be a real life saver.

If you're good at worms in the first place, this level shouldn't cause any real difficulties; if you're not, you don't really deserve to be this far through the missions, do you?

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27: Bazooka on the Rocks
Difficulty: 7

This one can be quite easy or utterly impossible, depending on your luck. It's crucial that you build a girder between the woolly mammoth you start on and the rock to the left fairly quickly, while you can still get over to the enemy - otherwise you'll be hard-pressed to kill the one at the bottom left at the end. However, you need to be very close to where you want to lay the girder before it'll let you do so. (In fact, it's picky in some other way I can't fathom - allow a whole go to get the girder placement right.)

A direct hit on the Major go will usually kill him, as it knocks him onto a mine. Also, the oil barrel near the enemy's starting location can be blown up to good effect.

The worm at the bottom right is useless - kill him off quickly to get yourself more turns with the useful ones. You might as well fire a bazooka and let the wind take it, then jump though... you never know when something will come of it.

The homing missile (crate on the right, silver and bronze attempts only) can be useful for getting the last worm when all your worms are in useless places.

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28: Stolen Goods
Difficulty: 8 (or 4 using the "cheat" method)

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. Note that there is a method which I consider to be cheating and which will probably be made obsolete by the patch - I've put it below here anyway. Thanks to ScoobyDoo for sending it to me.

Normal method

"Cheat" method

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29: Sinking Ice Cap
Difficulty: 7

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 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 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 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 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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30: Aim long, aim true
Difficulty: 6

If you get the girders in the right place at the start of this one, it's not too bad, although you need to be pretty handy with grenades. Here's what to do:

Go 1: Use a girder starter pack:

Go 2: Fire a 5 second grenade at the worm on the red oil can. This is the easiest shot, as everything points down towards it.

Go 4: Use your second girder starter pack to form a curve from the top right girder down to the general. Your final grenade(s) will be bouncing along here, so bear that in mind. Use any spare girders to shield yourself, leaving only the gap you need to fire out - you shouldn't need this, but it can't hurt.

Goes 5 and 6: Kill the worm you put the vertical girder by. This may well take a couple of goes (even with the aim right) as the grenades are likely to nestle in the hollow below and to the right of him. You'll get him eventually though.

From then on: Kill the general! It may take a while to range the shots, but eventually you'll start getting grenades rolling down the girder curve you constructed.

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31: Goody two-shoes
Difficulty: 6

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):

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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32: Trouble in Toy Store
Difficulty: 7

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 defenses. 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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33: Spectral recovery?
Difficulty: 7 - 2 with this guide

There are two methods for this one: the first is fairly foolproof, and is adapted slightly from the one Hakan Waag sent me (thanks!). The second is my way of doing it, which takes one less go but is slightly more dodgy.

First method

Go 1: (Left worm) Blowtorch left.

Go 2: (Right worm) Blowtorch down/left from the bottom of the grenade hole which you'll probably be standing in.

Go 3: (Left worm) Blowtorch left.

Go 4: (Right worm) Blowtorch down/left again.

Go 5: (Left worm) Blowtorch left again from far left of tape hole.

Go 6: (Right worm) Blowtorch down/left again.

Go 7: (Left worm) Fire the shotgun horizontally left twice from a safe distance - that should get you out of the tape.

Go 8: (Right worm) Blowtorch down/right, into the hole with the crate in - you must pick it up this turn.

Go 9: (Left worm) Place the girder you just picked up horizontally next to you (you'll need to use a short girder).

Go 10: (Right worm) Doesn't matter what you do.

Go 11: (Left worm) Collect the crate, which completes the mission.

Second method

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. Congratulations - you've completed all the missions!

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