WORMS 2 FAQ V1.0 By sometimes i breathe ================= TABLE OF CONTENTS ================= I. Frequently Asked Questions II. Walkthrough III. Weapons IV. Strategies V. Tips/Hints VI. Cheats VII. Legal Stuff VIII. Credits This is my first FAQ. I hope it'll help the newbies out there that play Worms 2. I know this FAQ isn't perfect. Since there is so much crap in this FAQ, I suggest you press Ctrl+F to find what you need. ----------------------------------------------------------------------- I. Frequently Asked Questions ----------------------------------------------------------------------- Q: Why did you buy worms 2? A: It was cheap. I had some money. I love this game. I hate the original Wroms and I also hate Worms Armageddon. Liero was cool though. Q: Did you actually spend the time to play through single-player? A: Yea, I know. I'm a loser. Q: When do you play online? A: I play on the UK server sometimes during some weekends. My handle is sometimesibreath(the e wouldn't fit). Q: I get my %$# kicked all the time online. What should I do? A: Read the strategies, and tips/hints section. Q: Why isn't this game more popular? A: I'm trying to figure out the same question. My friends never even heard of it. Q: Do you play any other games? A: Yes. Yes I do. I love all sorts of games. Worms 2 is just my favorite strategic game. Q: Do you have a website? A: ..sadly yes. http://sometimesibreathe.tripod.com/index.html Q: Is there a way to contact you? A: I don't use e-mail because I'm lazy. Message me using AIM. My handle is pshcyosteven. ----------------------------------------------------------------------- II. Walkthrough ----------------------------------------------------------------------- -I completed the game without any cheats and I suggest you do the same. -I bet you can go through most of these missions by yourself but I created this section just in case you get stuck on the harder missions. -The difficulty levels range from 1 to 5. 1 Being very easy and 5 being very hard. - I'm probably not going to reveal much about the first 20 or so missions, because they aren't hard, and there's not much to talk about. Mission 1: Difficulty: 1 What can I say? Attack. You can't lose, unless by force. Mission 2: Difficulty: 1 Know how to aim(Great advice hunh?). Mission 3: Difficulty: 1 Just wait for the crates to drop, and then take them one by one. Mission 4: Difficulty: 1 Use the Homing Missile when you get it. Try to knock the blue into the mines. Mission 5: Difficulty: 1 One shot, one kill. Just don't miss more than the computer. Mission 6: Difficulty: 1 USA! Use the shotgun and just take turns shooting back at each other until you win. Mission 7: Difficulty: 1 Collect then destroy. Use the Ninja Rope, and repeat swing to pick up multiple crates. Mission 8: Difficulty: 2 Use the force or the Shotgun either way; you should win. Mission 9: Difficulty: 1 It's left side vs right side. Repeat swing to the other side and Dynamite them all. Mission 10: Difficulty: 2 This is an aiming map. You shouldn't have trouble. If you do, just teleport on a worm, shoot next to it. It'll hurt you but it'll hurt the blue more. Mission 11: Difficulty: 1 Try to knock the blue into the mines, or out of the water. Mission 12: Difficulty: 1 By now, you should know what do. There are more opponents than before. Mission 13: Difficulty: 2 This is the Worms 2 stage, and an unlucky number. The mission is simple though. Just collect a crate, and blast a worm. Mission 14: Difficulty: 2 This mission really isn't hard. If you really need it, wait for the air strikes to come in. Mission 15: Difficulty: 2 Use a bazooka to knock the one on the very left first out of bounds. Then, do the same on the very right. You are set for this mission. The rest is simple. Mission 16: Difficulty: 2 This mission isn't hard, but you do need to aim correctly. Use the Shotgun. Mission 17: Difficulty: 2 This is Team 17, the Micro Prose level. There should be 3 blue close together. Take your time to gather the crates, and kill them all. Mission 18: Difficulty: 2 Use your Ninja Rope to collect all the crates and screw the blue team. It's not hard, but I did fail once, on accident. Mission 19: Difficulty: 3 Use your shotgun only. Your first worm can move forward and drop straight down, next to the blue worm. Knock the blue worm into the water and try to kill another blue worm. I don't remember what I did next, but I do remember this mission wasn't really hard. Mission 20: Difficulty: 2 No land, no weapons, but you do have 6 Ninja Ropes. That's more than enough. Don't repeat swing unless you are good at it. You'll just end up falling into the water. Mission 21: Difficulty: 2 You'll lose 2 worms in the beginning. This mission is easy as long as you are secluded. Save your air strikes for the worms at the top later. Mission 22: Difficulty: 1 There's infinite Ninja Rope. The teams are fair. Get your worms off the girders and shotgun the blue into the water. Mission 23: Difficulty: 2 You can't select your worm, but you have powerful weapons at your disposal. Just attack with your most powerful weapons. Mission 24: Difficulty: 1 There's infinite Ninja Rope. Your worms have more health. This is too easy. Just knock every blue worm into the water. Mission 25: Difficulty: 5 This mission is very frustrating and requires good aim. You start out with 6 worms vs. 8. It's your turn first so you're in luck, but you're not allowed to select which worm to use first. It automatically starts you off with the worm on the right. Attacking the worm below you is an alternative, but I suggest you fire a bazooka with max power above you. If you get lucky, the force will knock the worm over one of your worms and into another blue worm. Those 2 will fall into a little pit. There should be 3 blue worms at the bottom of the pit, including the one that was there before. When it's your turn, use your closest worm and try to sink those three in 2 rounds. The other 5 worms are up to you. Aiming is crucial here. If you get lucky, like me, you'll win. Mission 26: Difficulty: 3 This is the first mission where you're not allowed to move. At least you are allowed to select your worm this time. This makes all strategies useless and makes aiming important. I suggest you use the right most worm first and knock the blue into the water. You'll take some damage for this, but it's worth it. Use your left most worm to knock the 2 blue into the water. This may take a few tries. The rest of the blues shouldn't be so hard. After awhile, you get the banana bomb, which will make the mission a lot easier. Mission 27: Difficulty: 4 Ya, another no land map. You are outnumbered 8 to 7 so make every shot count. Don't even think about using the handgun or uzi. Teleport is useless because the computer has great aim. Mission 28: Difficulty: 3 You're not allowed to move or select your worm in this mission. Try to sink the 3 blue at the top left first with grenades. When you are using the worm at the very right, aim straight up and fire the bazooka at max. It'll knock the blue into the water. A blue worm might teleport next to a barrel. Use this to your advantage. Just shoot the barrel next to him and the acid will eat away his 100 health. Spend the next few rounds aiming and firing at the computer. If you are having trouble, then a good strategy is to teleport on top of a blue worm. It'll give you defense against other blue worms, and since the one below you can't move, you can drop a grenade. It'll hurt you, but it'll hurt the computer more. Mission 29: Difficulty: 2 You are outnumbered 8 to 5, but this mission is easy because of all the weapons you start out with. You can't select your worm, but you can use the more powerful weapons as opposed to the computer's bazooka only threat. When sudden death looms, teleport one of your worms as high as you can to easily beat the computer. Watch the as the blue dies and the water rise. Mission 30: Difficulty: 2 This mission is a little easier than 29 because you get infinite ninja rope, and more time. Just make sure you move all your worms at the bottom up, because sudden death will raise the water after every turn. Mission 31: Difficulty: 5 You are outnumbered 8 to 5. Everybody on your team has 1 health, and everybody on the blue team has 50 health, and did I mention that you are on another no land map? This mission is difficult, very difficult. With your first worm, try to hit the one above you so it will bounce off a barrel and land knock another blue worm into the water. To beat this mission, shoot the barrel with the shotgun, and it should take out another 2 blue ones with it. Make sure you check the wind, and aim the shotgun perfectly. Teleport on top of a blue worm, and snipe all the other blue worms with your shotgun. The computer will skip their turns because they don't make sacrifices. Mission 32: Difficulty: 3 The beginning should result to 4 worms falling into the water. Hilarious. This is another one of those maps where you have to know how to aim. Try to knock all the blue worms close together because sudden death will come in after a few turns. This will lower all the worms' health to 1. Mission 33: Difficulty: 3 This map is cool! You are greatly outnumbered, but use the better weapons to your advantage. Mission 34: Difficulty: 4 Your first roperz game, sort of. You get about 15 seconds to do your stuff. If you know how to repeat swing, then you'll do fine. Mission 35: Difficulty: 3 Whoa, the Statue of Liberty. Not really much of an explanation here. Just grab the crates when you can. By now, you should be able to grab at least 3 crates in one turn. Mission 36: Difficulty: 1 2 vs 6. It's not as hard as you think it is. Infinite Ninja Rope makes it easy. You could easily knock the most left two blue out. Mission 37: Difficulty: 3 Yeah, you remember this map. This mission has the same idea, different story. You get 2 worms this time. Collect what you can and blow the blue into the water. Mission 38: Difficulty: 2 It's a cave, with infinite Ninja Rope. What more do you need? Use your first worm to knock out the 2 blue. Just make sure you are not close to the water. Mission 39: Difficulty: 3 No land again! Just use the shotgun, and don't miss! Try teleporting on top of a blue worm. You'll be safe, and when it's your turn again, use the Hand Gun to knock him off. Mission 40: Difficulty: 3 It's sudden death already? Kill the 2 blue worms to the left with 1 shot. After that, you'll be in the lead with 1 worm. Just don't miss. Mission 41: Difficulty: 2 USA! There's a quick sudden death. Just kill the 3 middle ones with a Dynamite, and you are set. Mission 42: Difficulty: 4 Oh, websites. There are a lot of blue worms. Don't waste your Ninja Rope on the first couple of turns. Wait till a few crates come, then gather them all up. Try to kill all of the blue at the top first. Mission 43: Difficulty: 2 2 vs 8. This mission is actually very easy. Just Ninja Rope to the top, and knock the blue down. The water will rise every turn, and all 8 will die. Mission 44: Difficulty: 5 This mission is hard. It's sudden death with everybody having 1 health. Use the your worm on the right and aim straight up. Shoot the barrel. It should kill the 2 above you, you, and the one below you. Sure, you made a sacrifice, but you also took down 3 blue worms with you. The next couple of worms shouldn't be a problem. Try to shoot the barrel and kill 2 worms at once. Mission 45: Difficulty: 3 This mission is surprisingly easy considering it being the last mission. Just don't miss. I admit that I failed a couple times. Then I learned a secret that saved my life. USE A RULER. It gave me a straight aim, and it made the game a lot easier. ----------------------------------------------------------------------- III. Weapons ----------------------------------------------------------------------- -I listed all of the weapons. -All of these weapons are set on the default damage. -I rated them from 1(very useless) to 5(very useful). -Air Strike: Usefulness: 3 It's great during sudden death, but overall, it's weak. -Banana Bomb: Usefulness: 5 The Banana Bomb inflicts great damage. Each banana also inflicts 75 damage. If you know what you are doing, then this is a great weapon. -Bazooka: Usefulness: 3 This is your basic weapon. If you can aim this, than this is a good weapon. Stick to the dropping grenades and running if you can't aim. -Baseball Bat: Usefulness: 5 This is the best weapon to knock a worm high into the air and into the water. -Blow Torch: Usefulness: 2 It's a lot more useful than the Drill, but that's not saying much. It's a great way to hide from Air Strikes and such. -Bungee: Usefulness: 2 Use this when you know the wind is too strong for the Parachute. -Cloned Sheep: Usefulness: 4 This secret weapon is the same as the Mad Cow, except these babies jump, and you can control the time of the explosion. -Cluster Bomb: Usefulness: 2 Each cluster does 30 damage, but there are only 2 clusters. I think the grenade is a better choice. -Concrete Donkey: Usefulness: 3 This secret weapon is instant kill. If you find it, I suggest that you don't sue it because it's very cheap. It falls from the sky and makes a path straight down, while taking the worms with it. -Dragon Ball: Usefulness: 3 Dragon Ball is like Fire Punch, except this weapon is used for range, not height. -Drill: Usefulness: 1 Drilling a hole straight down for defense doesn't seem like a bad idea. But when the opponent drops a grenade down there, you are screwed. Going down is also a bad idea, because when sudden death comes, you'll want to get to higher grounds. -Dynamite: Usefulness: 4 Dynamite is an alternative to the grenade. This does 75 damage, and it's radius is a lot larger. -Fire Punch: Usefulness: 3 Fire Punch does about 30 damage, so it's bad to use it as a offensive weapon. It's best used to knock people over a small hill, and into the water. -Girder: Usefulness: 2 Great for defense, but can also be considered cheap. It's not a bad idea to place girders around a worm to protect or to annoy. -Grenade: Usefulness: 3 This weapon is used by the most skilled people(the Roperz). It does 50 damage, and it's just a basic weapon. -Handgun: Usefulness: 1 Think of the Uzi, except this fires 5 times, and it's very weak. -Holy Hand Grenade: Usefulness: 5 This weapon makes a huge explosion. Think of the dynamite, except this kills. This is best use in the center of a group of worms. The explosion will blast the worms off screen. -Homing Cluster Bomb: Usefulness: 4 There is one tactic I listed that makes this weapon useful. Never use this one in caves. -Homing Missile: Usefulness: 3 This is for people that can't aim the Bazooka. It's a bad idea to use this in caves because it has to take time to arm itself. The damage is also the same as the Bazooka. -Homing Air strike: Usefulness: 4 Each missile does about 30 damage. It's like the Air Strike, but this homes in on the opponent. I don't use this as a last resort. -Kamikaze: Usefulness: 1 The path of the Kamikaze does only 30 damage. The finale does 50 damage. Sure, it goes through landscape, but I find this weapon useless. The damage is just too weak. I think having a worm left with 1 health is still a lot better than using Kamikaze. -Mad Cows: Usefulness: 4 It's dynamite that runs. It also does up to 75 damage. 1 cow isn't very affective but when you release a few, they can blow their way through tunnels until they reach the target. Just remember: The slightest obstacle can blow up the cow and mess up the whole operation. -MB Bomb: Usefulness: 3 I don't remember what this secret weapon does. -Mike's Carpet Bomb: Usefulness: 3 It's the sheep strike, except with more craziness. This secret weapon will more than likely go wherever it wants to go and land on one of your worms. -Mine: Usefulness: 3 The mine isn't really used for defense. It does 50 damage max(like the grenade). The only difference is gives you more time to run away than the grenade. -Priceless Mining Vase: Usefulness: 4 Each fragment of this explosion can cause up to 75damage. I usually use this when there is one worm at the bottom and there are a few above him. I drop the vase, and Ninja Rope away. -Minigun: Usefulness: 3 It's an Uzi, except with more firepower, and spread. I still think shotguns are a lot better. I use this when a worm is trapped in a corner. -Mortar: Usefulness: 4 Most people don't use this weapon because they don't know how to use it. Each cluster of the Mortar does 30 damage. Read the strategy about the Mortar and Rope I listed in the section below. -Napalm Strike: Usefulness: 4 I like to save Napalm Strike for last. When sudden death brings all the worms' health down to 1, using this is an easy win. The wind affects this weapon, but not as much as the Postal Strike. -Ninja Rope: Usefulness: 5 This is what makes Worms so fun. If you know how to use the Ninja Rope well, you can defeat anybody. -Nuclear Bomb: Usefulness: 2 Use this when there is a worm at the very bottom of the screen. I'll use this secret weapon if I could find it. -Old Woman: Usefulness: 3 The Old Woman could cause up to 75 damage. Use it on worms that are trapped in a confined area. I use it from a distance sometimes. Just remember the Old Woman blows up in about 5 seconds so measure the distance it'll take if you have time. -Parachute: Usefulness: 3 Use the parachute to get from a really high place to the bottom. I use this if I want to save some Ninja Rope for later. -Patsy's Magic Bullet: Usefulness: 4 It's a Homing Missile, except better in every way. It's very easy to use, and it can be considered cheap. The only problem is finding one in a crate. -Petrol Bomb: Usefulness: 3 This weapon is great if you don't have any types air strike left and every body on the other team has low health. I use this to burn the ground underneath a worm until they slip into the water. -Homing Pigeon: Usefulness: 4 The Pigeon does up to 75 points of damage. It's a lot easier to use than the Homing Missile and it does more damage. I save this weapon until I really need it. -Postal Strike: Usefulness: 4 Wind affects this weapon a lot. This is a great way to attack close targets. I suggest that you save this weapon for later use. -Prod: Usefulness: 2 Prod is a great way to humiliate someone. It can actually be better than Dragon Ball or Fire Punch sometimes, when you don't want to hit the worm over the pit instead of into it. -Salvation Army: Usefulness: 3 I dislike this weapon because the tambourines are random. I may use this if I don't have any Bananas in my stock, and if I could find any. -Super Banana Bomb: Usefulness: 5 This is the most powerful weapon you have(that's not a secret weapon). It can do up to 350 damage if you know what you are doing. -Sheep: Usefulness: 2 Sheep could do up to 75 damage. I prefer using the dynamite instead. If you can time the Sheep well, then Sheep can be useful. Just be careful or sheep may jump back at you or get stuck. -Sheep Strike: Usefulness: 3 I like the other air strikes better because this one is so random. It bounces everywhere, so it could also hit your own worms. -Shotgun: Usefulness: 5 This is the best weapon under F3. It only does 25 damage, but you get two shots. This is best used for knocking worms into the water. -Skip Go: Usefulness: 1 You have to use it in single-player, but using it online is stupid. -Super Sheep: Usefulness: 5 This can do up to 75 damage. It's very useful if you know how to control it well. -Surrender: Usefulness: 1 Total disgrace. Don't even think about using this. -Teleport: Usefulness: 3 I use teleport on single-player all the time, but it's practically useless online. Most people stick with the Ninja Rope. -Uzi: Usefulness: 2 Using this is a great way to knock someone into the water. I still prefer the shotgun over this anytime. ----------------------------------------------------------------------- IV. Strategies ----------------------------------------------------------------------- -I listed some strategies and how to do them. -I rated them from 1(very useless) to 5(very useful). -Mortar and Rope: Usefulness: 4 Ninja rope straight up, above your opponent. Make sure you are about 1 cm above your opponent. Tap the spacebar with the mortar equipped. Then pull up as fast as you can on your ninja rope. The mortar will explode, and all four pellets should hit the opponent. This tactic isn't hard to master, and it causes heavy damage. If all four pellets hit, it can cause 100+ damage. I suggest using this every time, unless you are short on ninja ropes. This will not work if opponent is on a hill. -Mine Bat: Usefulness: 1 Walk up to a dud land mine. Hit the mine with a bat to your opponent. The max damage this will do is 50. This is a way to humiliate someone or show off your skills. I still prefer to save the bat and use it to knock someone into the water. -Cluster Head: Usefulness: 2 Jump right on top of a worm and fire a cluster bomb straight up(not charged). This doesn't work all the time, but it is useful in caves or worms near the water. If done properly, you could kill a worm. I don't think it's that useful, but it can be use for a nice show. -Ninja Rope Pushing: Usefulness: 3 Aim the Ninja Rope above the opponent. Swing back and forth a little. When at the right time, press space, and you could knock the opponent into the water. This is very useful if you don't want to waste a turn. Timing is a little difficult here and this may take your own life. It's risky, but it's worth it if you have the time. -Bazooka Paratrooper: Usefulness: 1 Just press F1 when you are parachuting over the enemy. Your worm will shoot at the enemy at a 45 degree angle. I rarely use the parachute to find this tactic useful anyways. If you do use it, it uses up your turn, and then the enemy would have a perfect chance to get back at you. -Ninja Rope Aimer: Usefulness: 3 Just use the Ninja Rope and fire. Then switch to the shotgun, uzi, or handgun. Fire the weapon it should go to the designated target. This is useful only if you are using those weapons. Make sure the Ninja Rope doesn't connect or else you'll was a whole ninja rope. ----------------------------------------------------------------------- V. Tips/Hints ----------------------------------------------------------------------- -Here are some tips/hints that will help you in the future. -Learn how to use the super sheep. This weapon can determine a win or a loss. Controlling it may be difficult, so practice. You can also pick up crates with your super sheep, but don't do it if you know that your skills aren't fine enough. -Always look at the wind direction to determine where you need to aim. Watch how the computer aims. -To repeat swing, press space while one a rope dangling in the air, and press space again. This takes practice, but it's very useful. It's gets you to places a lot faster than jumping. -To back jump, press Enter twice very fast. This is useful to hop on something instead of jumping way over it, and falling into the water. -You can place the game disc in an audio CD player and play the tracks 3 to 13 to listen to the music from the game. Very extremely, incredibly, useful. -Press (S) while in replay to watch it in slow motion. Useful if you want to watch the exact moment the pain occurs. -In the section above, I told you how to use the Ninja Rope aimer. But what if you don't have the Ninja Rope? ? Ancient secret: USE A RULER. Use anything that's straight, a pencil, pen, etc… It gives you a straight aim that you could use in single-player and multi-player. Sure, you look stupid, and people might laugh at you, but you'll be the one laughing once you win. ----------------------------------------------------------------------- VI. Cheats ----------------------------------------------------------------------- -I don't support cheating online, so I don't play Worms Armageddon. -Some of these cheats I actually encourage, because they are fun to fool around with. -Type one of the following codes, and then press [backspace] to activate the cheat. The word "Okay" will appear to confirm correct entry. This only works in multiplayer. Code Description **redblood** The worms bleed when they get hit. **backflip** It's about 5x higher than a backjump. **highjump** Jump really high. **sheepheaven** Everything in crates are converted to sheep weapons. **supershopper** Weapons crates that drop are superweapons. **godmode** You can't die, unless you fall into the water. **suicidebomber** Kamikaze is replaced by a huge explosion. -Enter (OSSETT) as a password and you could get the old terrains from the original worms. -Enter (OnDeadlyGround) to replace all the mines with barrels. -Level Passwords 1 ONCEUPONA 2 TIMETHEREWERE 3 SOMESMALLWORMS 4 WHOGOTVERYVERY 5 ANNOYEDAND 6 DECIDEDTO 7 GOTOARMSIN 8 ORDERTOWIPE 9 OUTTHEIR 10 VICIOUSENEMY 11 COUNTERPARTS 12 THEYDEVELOPED 13 SOMEREALLY 14 COOLWEAPONSSUCH 15 ASBANANABOMBS 16 ANDMAGICBULLETS 17 THEYTRAINED 18 ALLNIGHTAND 19 EVERYDAYSOTHEY 20 WOULDBECOME 21 PROFICIENT 22 INTHEIRWORMLY 23 WAYSSOMETIME 24 THEYWOULDSHOOT 25 GRANNIESJUST 26 FORFUNANDLAUGH 27 ABOUTITINTHE 28 EVENINGTIME 29 WEAPOLOGISEON 30 BEHALFOFALLTHE 31 TERRITORIESTHAT 32 WEWENTTOTHE 33 TROUBLEOFTRANSLATING 34 WORMS2INTOBUTWE 35 DIDNTHAVETIMETO 36 TRANSLATETHESE 37 PASSWORDSNOTTHAT 38 THEYNEEDTOBEDONE 39 WESUPPOSETHAT 40 YOUAREREALLY 41 EXPECTINGTO 42 SEEAWONDERFUL 43 CHEATMODEWHEN 44 FINISHTHEMISSIONS 45 ANDYOUARERIGHT ----------------------------------------------------------------------- VII. Legal Stuff ----------------------------------------------------------------------- This FAQ is Copyrighted by the International Copyright Law. Copyrighted 2002. The Webmasters and people may NOT alter this in any way. This may not be converted to HTML, Java, Javascript, ASP, PHP, .Doc, .Rtf, or ANYTHING. This is to be preserved in its original state, and any altering of it will follow immediate action. Known sites that carry this FAQ http://sometimesibreathe.tripod.com/index.html http://www.gamefaqs.com ----------------------------------------------------------------------- VIII. Credits ----------------------------------------------------------------------- I want to thank -Me, and myself, and I. -All the people that contributed(nobody). -Team 17 -Micro Prose ..that's about it. Copyright(C) sometimes I breathe; 2002-2003