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    Mission Guide by Grenade Guzzler

    Version: 1.4 | Updated: 04/30/02 | Printable Version | Search Guide | Bookmark Guide

    Worms Armageddon: Gold Medal Mission Guide
    Version 1.3
    Created by: Grenade Guzzler
    E-mail address: kingsrook12@yahoo.ca
    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 donít hesitate to send me
    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 ďSpecial ThanksĒ section.
    Version 1.4: More minor fixes.
    Table of contents:
    1. Introduction
    2. Difficulty ratings
    3. Mission guide
    4. Closing statement
    5. Special Thanks
    6. Legal notice (you know the drill)
    1. Introduction
    Welcome to the world of Worms! The game where you can
    blast your friendís 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!
    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 donít blow up, take another turn.
    Turn 2: This might sound stupid at first, but throw
    yourself against the mine thatís still on the stalk.
    It will explode and you will take damage. Donít 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 arenít so skilled
    with grenades, use a Blowtorch or Girder to get up
    close and personal. Drop a 5 second grenade on an
    enemyís head, then run. Eventually, all your enemies
    will be dead and youíll 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 donít
    have any Worms near the bottom.
    Turn 2: If your second Worm hasnít 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, itís basically a matter of how well you
    can fight off the enemies. They arenít too smart, so
    you donít 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 havenít got any
    Worms near the edges or theyíre 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
    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 bearís 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, youíll have to adjust
    your aim accordingly. With luck, heíll be hit in the
    right spot and will slip and slide right into the icy
    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 youíll 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. Youíll 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). Heíll drown in the water.
    Turn 2: Blowtorch under the tree. If you are quick
    enough, you can backflip onto the treeís right side to
    get a helpful Girder.
    Turn 3:  If you didnít 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
    Turn 4: Now there is a mine in the way on top of the
    train. You have to play chicken with it Iím afraid.
    Walk up close enough for it to start beeping. Jump
    away so you donít 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 donít 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 camelís
    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 donít 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 wonít 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 camelís head. You should have a clear shot at the
    Field Soldier on the right. Blast him to kingdom come.
    Turn 8: If youíre good at roping, use your first Worm.
    If youíre 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!
    ***MISSION 7: Not Mushroom Out ThereÖ*** Difficulty =
    3 (10 if you canít rope properly. I mean it)
    For getting gold on this mission, you MUST know how to
    rope properly. If you donít, getting over the gigantic
    mushroom at the start will be impossible. Practice
    roping before approaching this mission at all costs.
    This mission can actually be done in two turns.
    Turn 1: This is by far the hardest turn in the entire
    mission. Attach your Rope as far to the left as
    possible on the mushroom. Then swing until you get on
    top of the mushroom. The hard part is over already.
    Get the crate on the mushroom. You will get a Girder
    Starter Pack. Use four Girders to make a bridge over
    the mine ridden second mushroom, and the last to make
    a walkway in between the second mushroom and the
    Turn 2: Walk and/or jump across your bridge. After you
    get to the other side, drop down under the second
    mushroom and collect the crate. It will be a Teleport.
    Use it to teleport onto the vital crate on the right
    of the entire mission terrain to win the mission. 
    I do not know why this crate contains a Teleport.
    Perhaps it was a mistake in programming? Either way,
    this allows you to finish the mission on your second
    ***MISSION 8: Big Shot*** Difficulty = 3
    Turn 1: Climb up the rocks to your right and get the
    crate on the frogís foot. Then use your Handgun (you
    heard me) to knock the enemy on the central mushroom
    into the mine.
    Turn 2: This oneís a little tricky. You should try to
    get to those leaves on the left side of the terrain.
    To do this, attach a Rope on the central mushroom.
    Swing a round a bit until youíre directly under the
    leaf. Quickly press the spacebar twice. Youíll be on
    the leaf. Swing until you can stop on the top of the
    leaf. Release the rope. Attack any enemy you want.
    After this, try to torch through the leaves to get the
    crates. Sudden Death will eventually come. Make sure
    you collect the crate with a Girder so you can get to
    higher ground. The enemies will hopelessly drown.
    Oh, and the Guard worms have Miniguns. Beware!
    ***MISSION 9: Water Surprise*** Difficulty = 6
    This mission can be very frustrating, but itís not
    really that hard if you know what youíre doing. I gave
    this mission a rating of 6 because the enemy General
    can get some lucky wind for his Napalm Strike. 
    Turn 1: Attach a girder 45 degrees pointing towards
    the crate on the Eiffel Tower (close enough so you can
    backflip onto it from the glass pyramid). This will
    not only provide a stepping stone for you, but it will
    also protect you from the enemyís deadly air strikes.
    Turn 2: With your second Worm, walk up the girder. You
    have to make a bridge made of Longbow arrows to get up
    to the vital crate. Start it by firing arrows directly
    under the crate.
    Turn 3: Move your first Worm directly under the girder
    and skip go.
    Turn 4: Continue on the bridge.
    Turn 5: Skip go.
    Turn 6: Repeat turn 4.
    Turn 7: Repeat turn 5.
    Turn 8: This is the turn where the enemy General gets
    a Napalm Strike. Continue on the bridge, then stay
    there. DONíT go for cover.
    Turn 9: Hopefully the enemy has not knocked out both
    Worms. If your second Worm is still alive, kill him on
    turn 10 by jumping on a mine. He will only slow you
    down. For the time being, skip go.
    Turn 10: Kill your weakened second Worm if he isnít
    already dead. The enemy will get an Air Strike on this
    turn. Keeping your first Worm under the girder, do
    your turn accordingly.
    Turn 11: After the enemy General hopelessly wastes his
    Air Strike, continue on the bridge with your first
    Turn 12 and on: Continue on the bridge until it is
    Once the bridge is completed, go up and collect the
    crate on the top of the tower. It will be an Aqua
    Sheep. Fly the sheep underwater and ram the enemy
    General from below. He will go sinking into the water.
    Mission accomplished!
    ***MISSION 10: Jurassic Worm*** Difficulty = 3 (8 if
    your roping skills are under par)
    This mission can be very hard if your roping skills
    are rusty. Like with mission 7, practice your roping
    before approaching this mission. You have to go for
    the enemy under the left dinosaur. When he dies, his
    teammates will surrender. 
    Turn 1: With your first Worm, rope up until you can
    swing over the left dinosaurís head. Get the crate. It
    contains two Mole Bombs. These will be vital to your
    mission completion. Launch one, and if your aim is
    right, it will tunnel right down into the enemyís
    Turn 2a: If your Mole Bomb had good aim and tunneled
    into the enemyís hideout, rope up and drop a Mine
    where he sits. He will plunk into the water.
    Turn 2b: If your Mole Bomb missed, launch another one.
    If this one also misses, thereís a good chance you
    wonít be able to complete the mission (unless you can
    Uzi through the ground to the enemy).
    Turn 3: If turn 2b was done, rope up and go into the
    enemyís hideout. Drop a Mine and he will be good as
    ***MISSION 11: Chemical Warfare*** Difficulty = 5-8
    This mission can be a real pain, or it canít,
    depending on how you approach. Even with the best of
    skill this is an average difficulty for a mission.
    Turn 1: This turn is imperative to your success. With
    your first Worm, parachute down to the ledge where an
    enemy stands. Firepunch him into the water, then go
    with whatever retreat time you have to backflip onto
    the salt shaker. This Worm will provide a decoy for
    the Majorís Air Strikes (they will usually hopelessly
    aim for him).
    Turn 2: Shotgun the mine on the bottle with your
    second Worm to the left so it explodes on the enemy
    Major. He will take damage. Your second shot canít
    affect him, so just shoot it anywhere and let your
    retreat time run out.
    Turn 3: You get reinforcements on this turn in the
    form of Skunks. These will be very important to weaken
    the enemy Majors. Launch one at the Major hiding over
    the mine ridden cave. He should be poisoned depending
    on if your shot was accurate.
    Turn 4a: If your fourth Worm is alive, rope up and use
    your Minigun to open fire on the Field Soldier to the
    right of you. He should die if he has placed himself
    close to the wall. If not, he will be seriously
    Turn 4b: If your fourth Worm is dead, get the crate
    next to your first Worm and jump back on the salt
    shaker. Skip go.
    Turn 5a: If it is now your first Wormís turn, collect
    the crate and head to the salt shaker again. Skip go.
    Turn 5b: If it is now your second Wormís turn, jump
    back on the bottle. You will notice an enemy right
    above you. Walk on the bottle until you are directly
    beside the worm on the vertical axis (to the left of
    him). Jump upwards and Fire Punch. It should connect
    and he will die.
    Turn 6a: If it is NOW your second Wormís turn, use the
    same strategy described in turn 5b.
    After this, itís just a matter of poisoning the enemy
    Majors and killing them and the Field Soldiers. Keep
    your first Worm on the salt shaker at all times. He
    should only come out and fight if you are desperate
    for another man. By staying on the salt shaker, he
    will divert the enemy Air Strikes away from your third
    and fourth Worms (providing he is alive. Your second
    Worm should be well covered at all times unless he
    must come out and help/replace your third Worm).
    ***MISSION 12: No Substitute*** Difficulty = 4
    Turn 1: With your first Worm, move a bit to the right.
    Take out your shotgun and aim for the health crate on
    the top of the submarine. If it hits, the flames will
    take out the enemy on the left easily. Before firing
    your second shot, walk all the way to the right tip of
    the sub (you will get a crate containing a Girder on
    the way). Use your second shot on the enemy right in
    front of you (on the tree). He will go into the valley
    where the water is rising.
    Turn 2: With some good aim, aim your Bazooka at the
    enemy Worm just under the treeís stump. Aim at the
    tall grass behind him. If your aim is true, he will
    slide into the water.
    After this, the enemies will just try to gun you down.
    If you can fight back efficiently, they will be dead.
    Donít forget you have a Homing Missile and a Holy Hand
    Grenade in your arsenal. Use them!
    ***MISSION 13: Who left the flood gates open? (SILVER
    CHECKPOINT)*** Difficulty = 6-9 depending on your
    roping skills
    This is the SILVER CHECKPOINT mission. This means that
    you must have at least a silver medal in the basic
    training to be able to play missions 13 to 24 (24 is
    the gold checkpoint). Iím sure you already have one,
    so letís get on with the guide, shall we?
    The water is rising for the entire mission. You have
    to get to high ground and act like a coward Iím
    afraid. It will win the mission though.
    Turn 1: With your first Worm, go up the box and fire
    your Bazooka to the left of you so that it creates a
    gap in the terrain. You might get damaged a bit, donít
    worry. Your second Worm will sink on this turn, but
    thereís no way to save him in the first place. Ignore
    this fact.
    Turn 2: Hopefully the enemy has blasted a way out for
    you (if they havenít, use another turn to blast
    yourself out using the same method as described in
    turn 1). Try to blast the Worm on the silver ledge
    right above you (the one in the upper part of the
    Turn 3: You will get your Ninja Ropes on this turn.
    Use one to rope up to the ledge where the Worm you
    just blasted was. Go as high as you can and place a
    girder to protect you.
    Turn 4: Blowtorch diagonally up to the left.
    After this, itís just a matter of time before the
    enemy sinks. If necessary, Minigun to the ceiling and
    jump up to get even higher ground. The enemies will
    eventually sink.
    ***MISSION 14: Super Sheep to the Rescue!***
    Difficulty = 1-10 (itís all a matter of skill)
    This mission can be impossibly hard, or dead easy,
    depending on your Super Sheep flying skills. You might
    want to practice Super Sheep Racing a bit before
    trying this mission.
    I canít give a turn walkthrough for this one. Just fly
    your sheep through the maze and collect the crate
    (destroying it will also win the mission). When you
    get the crate, use the Fire Punch on the enemy in
    front of you. Mission complete.
    ***MISSION 15: Hot Stuff*** Difficulty = 3
    This one is quite easy, despite how it looks. The
    tough 300 health enemy Worms are actually pretty easy
    to take care of.
    Turn 1: Walk to the right and jump over the Oil Drum.
    Fire a Shotgun bullet at the Field Marshall to the
    right of you. Aim it so he goes flying in front of the
    mine. If done correctly, he will pile up with another
    Field Marshall. Walk up to them, then fire your second
    shot so both of them go flying into another mine
    beside a utility crate. They will both explode, and
    both enemies will be trapped in a pit.
    Turn 2: Rope up to the spot where the third Field
    Marshall is. Place your Dynamite slightly to the right
    of him (if you want to assure a kill, use your Holy
    Hand Grenade). He should go flying into the water.
    Turn 3: Rope down with your third Worm and place a
    Holy Hand Grenade (or Dynamite depending on what you
    used on turn 2). They should both go into the water.
    If one flies out and survives, donít worry. He will be
    seriously weakened and it will be a piece of cake to
    defeat him with your other weapons.
    ***MISSION 16: Trouble on Mount Wormore*** Difficulty
    = 5
    This mission is average difficulty. Like with mission
    10, you have only one main target: the enemy General.
    Once he dies, his teammates will surrender.
    Turn 1: Switch to your second Worm and jump. You will
    get a crate containing 2 Ninja Ropes. Get back up the
    tree, and rope up the stone wormís head. You can play
    chicken with a mine while still on a rope and set it
    off. Get off the rope and fire your Uzi at the Sentry
    to your left. If aimed properly, he will go into a
    mine. With your retreat time, walk as far left as you
    can without setting off a mine, then jump. You will
    remain unharmed.
    Turn 2: (second Worm) Jump to the left and set off the
    mine. You will lose your turn here (and get hurt), but
    this is a lot better than using up another rope.
    Turn 3: (second Worm) Walk down the left side of the
    mountain and use your Uzi to expose the enemy General.
    If you can, backflip onto the mountain side to avoid
    the General shooting you.
    Turn 4: (second Worm) Continue with the Uzi and
    retreat trick.
    Turn 5a:  (second Worm) If the Sentry has lowered your
    health down to almost dead (20 or under), use a
    Kamikaze to ram the General.
    Turn 5b: (second Worm) If you are still healthy (21
    health or more), continue with the Uzi and retreat
    trick. You should kill the General within the next two
    Turn 6: (first Worm) If turn 5a was done, rope up and
    get to the left side of the mountain. Do the Uzi and
    retreat trick until the General is dead.
    ***MISSION 17: Chateau Assassin*** Difficulty = 7
    This one is quite hard. You have to use some suicidal
    tactics to get past this one. Oh, and if the General
    dies, his partner (the Major) will surrender.
    Turn 1: You have to create a ďWorm ladderĒ to get on
    top of the oil drum. To do this, use any Worm and walk
    up to the ďspikeĒ (the highest point) on the roof you
    can walk on. Use a Select Worm and put another Worm on
    the first one. Select Worm again and backflip onto the
    two piled up Worms and then backflip onto the oil drum
    (phew!). Now with whatever time you have, get the
    crate (it contains 3 Girders) and use one to make a
    bridge for the other two Worms to climb up. Once this
    is done, throw yourself against the landmine of the
    right. Your Worm will die, but it will save you a
    valuable Girder.
    Turn 2: Jump up the girder and walk up the roof where
    the mine was. Place another Girder to form a bridge
    over the single mine on the second roof.
    Turn 3: With your Worm that is still under the oil
    drum, walk up the two girder bridges. When you get to
    the top of the terrain, collect the crate (spare
    Girder) and make a bridge between the two roofs.
    Turn 4: Walk across your new bridge and collect the
    crates. Form another girder (45 degrees pointing
    towards the sky). 
    Turn 5: Now, use up your last Girder (exactly
    horizontally) to form a stepping stone in between the
    last roof and the enemy Worms.
    Turn 6: Take a deep breath, and Parachute down to
    where the enemy Major stands. Handgun him into the
    mine down below and he will kill the General. Mission
    Turn 7: If turn 6 somehow backfired (the Major didnít
    set off the mine next to the General), then use a
    Select Worm and use the Worm you just shot the Major
    with. Use your remaining Handgun on the mine to the
    right of you. It should fall and kill both the Major
    and the General. If this backfires, jump down to the
    area where the enemies are with your retreat time.
    Suicide against the mine beside the General. It will
    kill him (and yourself). Donít worry, you still have
    one Worm left to claim victory.
    ***MISSION 18: Rescue Agent Dennis!*** Difficulty = 8
    First of all, donít get confused and start looking for
    Agent Dennis. Your Worm (whatever he is named) acts as
    the trapped agent. You have to kill all your enemies
    while surviving yourself. Easier said than done.
    This one canít get a turn walkthrough, because there
    are so many different ways this battle could end up
    because of your luck. So, here is a basic walkthrough
    for this mission:
    Walk to the left and A BIT down the slope beside you
    (maybe a couple of pixels). Take our your Minigun and
    open fire on the two enemies on the giant T. The shot
    should hit the oil drum and take out both enemies.
    With your retreat time, jump down into the trench
    under the giant E (you will receive fall damage, but
    donít worry). DO NOT GET THE CRATE IN THE PROCESS!!!
    Leaving this crate alone is integral (it is useless
    for you anyway). 
    Now take out the enemy General and Assassin (the one
    you lured into the trench with the crate you left
    alone) with whatever means possible. Donít forget you
    have an Old Woman and a Dynamite to take care of them
    (in addition to a Shotgun and Bazooka).
    Now, go as high as you can on the left side of the E.
    Blowtorch to the left (but stop just before you break
    through completely and stop yourself just before a
    cliff above water) and dig yourself a nice hiding
    spot. After that, fire a couple of Longbow arrows to
    close up your hideout completely. 
    While in your hideout, donít do anything. Always Skip
    Go until the earthquake comes. This earthquake will
    most likely leave one Worm alive (usually the one on
    the giant 17), so use your Napalm Strike on the Worm
    that lived. This will kill him (if not, weaken him).
    If he still lives, Shotgun out of your hideout and
    rope up the giant A. With your Banana Bomb, throw it
    at the Worm that is still alive.
    If your Banana missed or if he STILL survived, you
    have to use your Homing Missile, Bazooka and Grenade
    to take care of him. Letís hope you have good aim! If
    he is still alive after all this is used up, then
    there is a big chance you will fail the mission. 
    Good luck! Youíll need it.
    ***MISSION 19: Horny Nuke*** Difficulty = 4
    Donít ask me where the mission name comes from, Iím
    just writing this FAQ. This mission isnít that hard,
    but you should practice roping a bit here because this
    mission involves a lot of it.
    No turn walkthrough for this one, pal. There are only
    three simple elements to completing this mission.
    Follow them and youíre assured your gold.
    1) Collect the crates. They provide some nice weaponry
    to kill some of the enemies earlier off. Donít forget
    the flashing red one in the left side of the terrain.
    It contains an Indian Nuclear Test which will
    certainly speed up the mission.
    2) Rope efficiently. Letís face it, itís never a good
    feeling to run out of ropes when you need one. Try to
    stay on your rope as long as possible without letting
    go. This will help you in the long run.
    3) After you get the Indian Nuclear Test, rope back to
    the highest ground above your starting point. This
    will give you a fine point to just sit back and watch
    Sudden Death kick in and drown all your enemies. Itís
    basically the same tactic as with mission 13, except
    here youíre not in so much danger of being attacked.
    Follow these tips and you will get gold in no time.
    ***MISSION 20: Rumble in the Farmyard*** Difficulty =
    This one is very easy. This mission just involves you
    killing all of your enemies.
    Turn 1: Drop down the chicken and attach a Ninja Rope
    on the top of the pitchfork. Swing around and land
    yourself on the barn top. Get to the other side of the
    barn (the left side), and put a Girder down to create
    a stepping stone for you.
    Turn 2a: If your second Worm is still alive, throw him
    into the water. He will only slow you down.
    Turn 2b: If your second Worm is dead, use your first
    one to Blowtorch into the Captainís hideout. 
    Turn 3a: After your second Worm commits suicide, do
    the same strategy as described in turn 2b.
    After this, itís just a matter of how quickly you can
    kill them all off. The Captain should die with three
    turns from the Uzi (if aimed correctly). Once this is
    done, get out of the barn from the right side and Uzi,
    Bazooka and Grenade the other enemies dead.
    ***MISSION 21: Wooden Ambush*** Difficulty = 5
    This one shouldnít be much of a problem. First of all,
    look around the landscape. Loads of crates, loads of
    mines. Collect as many as you can with your Jet Packs
    but donít get hit by a mine. After you have collected
    what you need, go after the enemies! You can change
    Worms in this one by pressing the tab key (thank
    goodness!) Try to focus on one batch of enemies before
    going after another.
    RIGHT ENEMIES: To take care of the enemies on the
    right, you have to your weapons accordingly. Note that
    you can launch Grenades, Sheep and other animal
    weapons through a path in a tree right above your
    enemies (a ďtunnelĒ through two branches that is too
    small for your Worms to fit through, but animals and
    Grenades will have no problem). If the enemy blasts a
    hole through the branch where you can throw the
    weapons down, drop down through the hole and gun the
    enemies to death. Just try to use the Shotgun, Uzi and
    Handgun to take care of them.
    LEFT ENEMIES: Once the enemies on the right are gone,
    use a Worm to drop down to the extreme left of the
    terrain. Fire a Bazooka at the tree stump to your
    right so it creates a hole (not big enough to get
    through to the enemies, but donít worry). Hopefully
    the enemies will shoot something right beside the hole
    you made, creating a pathway. After that, walk right
    through the hole and take care of them with whatever
    means possible.
    ***MISSION 22: Go Bananas!*** Difficulty = 6
    This one made me really pissed off until I got the
    proper way to complete the mission. First of all, only
    use one Worm the whole time (you can switch worms with
    the tab key). The objective is to get the crate on the
    far right of the terrain. Beware, if you havenít
    completed the mission after turn 6, an earthquake
    comes and sinks the crate, resulting in mission
    Turn 1: With any Worm, move to the extreme right of
    the grape stalk. Fire a Bazooka just slightly under
    the nearest Sentry. If aimed correctly, he will be
    killed. Jump down onto the apple below you (you will
    receive fall damage, donít worry about it).
    Turn 2: Same Worm. Walk up all the way to the right of
    the apple stalk and drop a 5 second Grenade on the
    ground (EXACTLY where the stalk and apple meet). Run
    away before it explodes so you donít get hurt. This
    will provide you with a path to the giant bananas.
    Turn 3: Same Worm. Blowtorch into the banana as far as
    you can. Hopefully the enemy will fire a Bazooka at
    you where your tunnel is. This will give you an edge
    to getting to the crate.
    Turn 4: Walk a bit to the left, then use a Bazooka to
    open up the tunnel through the banana (to the right of
    Turn 5a: You need a bit of luck on this turn. If the
    wind is blowing to the right (unlucky), blast the
    enemy and the mine off with a Bazooka. This will make
    things a lot easier on your next turn.
    Turn 5b: If the wind is blowing to the left (lucky),
    use a Low Gravity. Take a deep breath, then jump off
    the rightmost banana. Use your parachute and hold both
    up and left on the arrow keys. You should float down
    to the crate.
    Turn 6: If turn 5a was done, use any means possible to
    collect the crate to end the mission. Donít worry if
    you kill your Worm in the process. As long as you
    still have one Worm alive on the grapes, you will beat
    the mission.
    ***MISSION 23: The Drop Zone*** Difficulty = 8
    This one is a doozy. You have all eight of your Worms,
    sure, but more Worms doesnít mean an easier mission.
    First of all, you NEED the wind for your Parachute.
    The wind is crucial to your success. Just to be sure,
    place a 45 degree Girder pointing upwards at the left
    end of your plateau. Place a straight vertical one on
    the right side to prevent any Worms from falling off.
    Turn 1: Place the Girder on the right side of the
    terrain as described above.
    Turn 2: Place the Girder on the left side of the
    terrain as described above.
    After this is done, Parachute down to the enemies in
    random order (leave the two on the right alone
    though). Once all but the two on the right are gone,
    use one Worm to parachute down to the farthest enemy
    on the right. Fire Punch him to the left. He will go
    flying and will take his partner with him.
    Not as easy as it sounds. Good luck!
    ***MISSION 24: Countdown to Armageddon! GOLD
    CHECKPOINT*** Difficulty = 7
    This mission is the GOLD CHECKPOINT. This means that
    you must have at least a Gold medal in basic training
    to attempt this mission and the others coming up. You
    should have one, so letís get on with the guide.
    This one can mean trouble, but itís not as hard as the
    last mission. First of all, beware. There will be an
    Armageddon coming after a certain amount of turns (the
    messages will warn you when it gets near. When it says
    ďThe end of the world is nigh!Ē, it will come next
    turn). You have to save the mayor to win. If he dies,
    you fail.
    Turn 1: Rope down to where the mayor Worm (the one
    with the ďbig brainĒ standing on his head). This move
    requires lots of practice and requires you to be a
    traitor, Iím afraid. Take out your Baseball Bat and,
    if your aim is true, bat the mayor into a trench in
    between the first and second buildings on the left.
    Sure, this might sound stupid at first, but this
    trench is excellent protection from the Armageddon.
    Turn 2: Rope up with one of your Worms to where the
    mayor sits and build a girder above your head (outside
    the trench though).
    Turn 3: Hit an enemy with anything. (if you have
    excellent aim, you can pick off the enemy on the far
    left with a Grenade)
    Turn 4: Hit an enemy with anything.
    Turn 5: There will now be two crates lying on the
    farthest left building. Use your last Ninja Rope to
    collect them both. They will be a Girder, and a vital
    Girder Starter Pack. Sit somewhere near where the
    trenched mayor is, and put up another girder above the
    first one.
    Turn 6: Use your Girder Starter Pack to create an even
    big shelter above.
    Turn 7: Use your final Girder to place on top of all
    the others.
    After this, you just have to pray that the Armageddon
    doesnít get you. It will eventually come. Happy
    ***MISSION 25: Mars Star*** Difficulty = 2
    After all the complicated and hard missions youíve
    just faced, this one is refreshingly easy. You need to
    blow up the weapon crate next to an oil drum on the
    right side of the terrain with a Sheep. ďOh, but we
    have a Super Sheep. This will be dead easy!Ē NOT true.
    You DONíT have a Super Sheep, but a regular Sheep. It
    canít fly, but it can jump. 
    Use your Girder Starter Pack and place the Girders in
    the following order:
    Girder one: To the right of your Worm and to the right
    of the green spaceship on the terrain.
    Girder two: To the right of Girder one. Make sure itís
    an acceptable jumping distance for the Sheep to get
    Girder three: Place a Girder slightly lower than the
    landscape to the right (in the next big gap of
    Girders four and five: Place them accordingly in the
    last gap. Once these are placed, launch your Sheep.
    Your turn doesnít end when the last girder is placed.
    When the sheep gets across all the Girders, detonate
    it when itís close enough to the oil drum. Mission
    ***MISSION 26: Mad Cows*** Difficulty = 4
    Kill all your enemies. Plain and simple.
    Turn 1: With your fourth Worm (switch with the tab
    key), go to the rightmost enemy and drop a five second
    Grenade just to the left of him. Run away. He will
    fling into the water.
    Turn 2: Again with your fourth Worm, rope up the cowís
    head and drop Dynamite to the left of the enemy on the
    cow. Jump to the left to retreat (donít worry about
    the fall damage). This enemy should also be thrown
    into the water.
    After this, just kill your enemies however you please.
    The ďIron EagleĒ that you see on the mission messages
    is actually just one Mad Cow in a crate. Even so, you
    should collect it and put it to good use.
    ***MISSION 27: Bazooka on the Rocks*** Difficulty =
    4-10 depending on your skills.
    This one can be a real pain, or it canít, depending on
    how good you are with the Bazooka. Three out of your
    four Worms are placed well. One isnít. Your fourth
    Worm is on the extreme right of the terrain. He is in
    a totally useless spot that will only take up turns.
    When it his turn, throw him into the water.
    This one canít get a turn walkthrough. First off, you
    should place your Girder in between the rocks and that
    big animal thingy (a buffalo?). Then, walk over it
    with your Worms and blast your enemies to kingdom
    come. They are pretty accurate with their shots, so
    you should be very careful. Use the oil drums on the
    terrain to your advantage.
    ***MISSION 28: Stolen Goods*** Difficulty = 10
    Oooooooo!!! This one made me really ****ed off! This
    is one of those missions that just wants to make you
    drop down and cry. I was able to get gold on this
    mission eventually, but I was darn lucky.
    Turn 1: Rope down the giant E and drop yourself in the
    lower ďcrackĒ of the E. See the diagram below for what
    I mean:
    If you can understand that diagram pretty well, youíll
    know where you have to go. Blowtorch to the left.
    After this, just basically keep Blowtorching to the
    left (the enemies should kill off your second Worm
    pretty easily. If he survives, throw him into the
    water). When you get to the giant P, put a Girder down
    so that you wonít fall into the water.
    When you blowtorch out of the giant ďPROSEĒ, use a
    Shotgun to blast two holes in the giant O that are
    reasonable jumping distances. When you jump in your
    blasted hole, Blowtorch and Shotgun your way to the
    crate resting in the middle of the O. It will be a
    French Sheep Strike. Hopefully the enemy Worms will
    all be cluttered up. Use it. If you die while your
    enemies get killed, you still complete the mission.
    So why did I give this mission a difficulty of 10?
    Sometimes instead of throwing Cluster Bombs, the enemy
    will throw a Banana Bomb. This will ALWAYS kill you.
    The do this about 4 times out of 5. Youíll be trying
    this one over and over again buddy. Good luck, and may
    the Force be with you! (Star Wars style :D )
    ***MISSION 29: Sinking Ice Cap*** Difficulty = 7
    This one can be a headache, but itís not as hair
    rippingly hard as the last mission. You have to kill
    all your enemies. ďHow?Ē With Blowtorches. Yes,
    Blowtorches. The enemies are at respectably low health
    and shouldnít be much trouble to take care of.
    Turn 1: Be very careful with the Ninja Rope here,
    because the mines have an instant fuse. Rope with
    caution to the tree stump on the left of the terrain.
    Kill the enemy with a Blowtorch and dig in about
    halfway through the tree stump.
    Turn 2: Skip go.
    Turn 3: Now that the enemy has used up their two Air
    Strikes, things will be a lot easier for you. Rope (or
    walk if the Air Strike blasted a way out for you) to
    the right of the tree stump. Kill the enemy.
    Turn 4: Rope past the giant tree and get to the right
    side. Kill the enemy under the chalet. With your
    retreat time, walk as far right as you can (under the
    chalet and the oil drum).
    Turn 5-6: Rope up the chalet and destroy your last
    enemy. It will probably take a couple of turns to kill
    ***MISSION 30: Aim Long, Aim True*** Difficulty = 4-10
    (all a matter of skill).
    This mission can be quite frustrating due to the
    placement of the enemy Worms. You have loads of
    Girders, a couple of Girder Starter Packs, and
    infinite Grenades to take care of them. The terrain is
    indestructible, so you canít dig for them.
    No turn walkthrough here. Before you start firing your
    Grenades, use up your Girder Starter Packs to place
    your beams in such positions that the enemies canít
    attack, yet youíll have an easy route to them. Such an
    example goes as follows:
           II                II 
           II                II
           II                II                           
           II                II                           
           II                II                           
           II      **      II                             
     ---  II      ---      ---
     #  \ II     /# \__/##
     ## \___/ ####### 
    II = Girder
    ** = Enemy
    ### = Terrain
    If you follow the diagram well enough, you should know
    how to reasonably place your Girders for the three
    Worms on the junked robots.
    The fourth Worm however (the General) is absolutely
    frustrating to get. You have to place your Girders so
    that they make a path for a 5 second Grenade to bounce
    off and hit him.
    Good luck!   
    ***MISSION 31: Goody Two-Shoes*** Difficulty = 6
    This mission involves a bit of sheep flying, so a
    little Super Sheep Racing practice is recommended for
    anyone who isnít that skilled. Collect the crates with
    your Super Sheep, then use them on the enemies.
    First of all, Blowtorch out of your cave. Go on a 
    left diagonal path towards the surface. Once you have
    Blowtorched out (sometimes an enemy will place himself
    on the edge of the terrain on the left. If he does
    this, switch direction and ram him into the water),
    use your Super Sheep to collect the crates in the
    center of the terrain. Be sure to collect as many as
    possible. Collect especially the crate farthest to the
    right. It contains three valuable Ninja Ropes.
    After this, just be careful and use your weapons
    accordingly. Your enemies will be dead in no time.
    *There is an alternate strategy for this mission. From
    the moment you start, let your turn time run out on
    every single turn. Donít move at all. Eventually,
    Sudden Death will come and your enemies wonít be able
    to switch Worms. After this, Blowtorch out and collect
    the crates.*
    Just remember that the enemy Worms are pretty smart
    and can make some accurate shots. Be prepared to hide!
    ***MISSION 32: Trouble in Toy Store*** Difficulty = 7
    This mission can really be annoying. First of all, you
    are equipped with not a Bazooka, but a Mortar. The
    Mortar canít really deal a lot of damage and itís a
    bit difficult to aim. Second of all, you have to save
    a poisoned scientist. If he dies, you fail.
    The Assassin enemy under the scientist is your biggest
    threat. With your first Worm (only do this when it is
    on the first Wormís turn. On the second and third,
    just fire Mortars at the other enemies), Mortar and/or
    Uzi into his hideout and kill him ASAP. Once he is
    dead, concentrate on the enemies on the left side of
    the terrain.
    There will occasionally be health crates falling to
    the enemyís terrain. These can actually work against
    them if you have exceptional aim (or if you collect
    the crate containing a Homing Missile). The crate that
    falls to the extreme left of the terrain can take out
    two enemies. One will drown, one will get burned to
    After this, just use your Mortar and Uzi on any
    remaining enemy Worms. They will eventually be dead.
    Oh and I repeat, DONíT let the scientist die. 
    ***MISSION 33: Spectral Recovery?*** Difficulty = 5
    The final mission! At last! Usually in most games, the
    final mission/stage/level etc. is usually the hardest.
    Not in Worms Armageddon! 
    There is a vital crate that is slowly falling just to
    the left of the giant tapes. It will miss the tapes
    slightly and will fall into the water. Without a
    Girder, it will hopelessly sink.
    So where do you get this Girder? In the form of a
    weapon crate inside the central tape. You have to get
    it somehow.
    For this mission walkthrough, all the odd numbered
    turns correspond to your first Worm. The even ones are
    about your second one.
    Turn 1: Blowtorch diagonally down to the left as far
    as you can go.
    Turn 2: Walk as far left as you go, then Blowtorch
    diagonally down to the left. (your torched tunnel will
    also provide cover from the enemyís Grenades)
    Turn 3: Blowtorch diagonally down to the left.
    Turn 4: Blowtorch diagonally down to the left.
    Turn 5: Blowtorch diagonally down to the left.
    Turn 6: Donít worry. You wonít see the same text a
    fourth time. Here you must do something different. Run
    up your shaft a bit then throw a Grenade (5 second
    fuse just for safety) down your hole. It will explode
    and will get you closer to that crate.
    Turn 7: Blowtorch diagonally to the left. You should
    now break through the tape and be open on the left
    side of the terrain.
    Turn 8: With your Shotgun, blast two holes that lead
    to the crate. With your retreat time, drop down and
    collect it.
    Turn 9: This is the critical turn. Using that Girder,
    place it just to the left of you (far enough that you
    can jump out next turn). The sinking crate should now
    fall and rest on your Girder.
    Turn 10: Do anything. Use any weapon (except Surrender
    of course). Do whatever the heck you want with this
    Turn 11: If necessary, use a Shotgun to create a
    bigger exit that leads to the crate (just be careful
    not to shoot the crate!) Collect the crate. Victory!
    4: Closing Statement
    And there you have it. My guide is finally complete.
    Now you should have less difficulty with the missions
    and you may even get gold on most of them =D
    What am I saying? Of course you will get gold for ALL
    of them! Just follow the tips and youíll have bragging
    rights in no time.
    Who knows? Maybe Iíll write up more FAQs for the game
    in the near future.
    Now get to the Deathmatch! Youíll do some fine
    fighting there.
    Good luck!
    ~Grenade Guzzler
    5: Special Thanks
    I would like to thank the following people for their
    help and thanks in creating this guide.
    All the TEAM17 STAFF: You guys created this game and
    the others in the Worms series. Why shouldnít I thank
    you? =D
    WWW.WORMS.TEAM17.COM: This site gave me some resource
    and advice on many on the mission. Visit it!
    C JAY C: You created GameFAQs. You deserve credit!
    GAMEFAQS: Thanks for posting my FAQ! Your site is the
    OTHER GAMING SITES: There have been a couple of sites
    (http://DLH.net and www.neoseeker.com ) that actually
    wanted my FAQ on their pages. Visit them also!
    WORMS: Thanks for umÖ making the game possible. You
    guysÖ umÖ should be blasted to your death now.
    6: Legal Notice (you know the drill)
    As any FAQ ends, you need the legal notice. If you
    wish to use my text for any purpose (other than actual
    help with the missions), please email me. My address
    is at the top of the page.
    ***Worms Armageddon and other Worms games are
    copyrighted by the Team17 company.***