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[ goodies | tips | Commander Davidson's Alternative Theories ]

 
Heed the advice of none other than Andy Davidson, the creator of Worms, as he presents to you his Wormer's Guide
 
1,2,3,4?
 
Choosing good names for your Worms is VERY important. A good Worm name will strike fear into enemy Worms - Joanna Lumley being a good example. Some people, however, get scared when asked to name their Worms and resort to the EVIL 1,2,3,4 team - these people should be shouted at very loudly.
 
A bad Worm name though can make life very difficult for your team - like the person who decided to have DANNY BAKER on their team. Danny was far too tempting a target for everyone else, resulting in a hunting game until he was dead - nobody has Danny Baker on their team anymore...
 
You're not my father...
 
The Dark Side of Worms playing, used by only a few, can be very annoying to those who play a very violent game. Someone you know may have Dark Side tendencies - these are the tell-tale signs...
  • Excessive use of the Blow Torch
  • Teleporting Worms into remote places like Croydon
  • Slapping Girders down everywhere
  • Naming Worms after US presidents or letters of the alphabet
If this type of play makes you physically sick, you can either change the Weapon Options to limit the use of Blow Torch and Girders, or you can use the preferred method - PERSECUTE THEM! This involves everyone else declaring a truce until the Dark Side Worms have been removed. Once this has been achieved the game carries on as normal.
 
The force
 
This is something Dark Side players just can't do. Using the Force involves hitting an enemy Worm who's atleast a screen away, without scrolling the screen to see where he is. Once you can do this, you have reached a higher level of WORMS playing.
 
60 Seconds?
Change it!
 
Once you've got the hang of WORMS, change the move time to 30 seconds and the round time to 15 minutes.
 

 
Max Damage 50
 
Bazooka F1
This is the Swiss Army Knife of weapons, having many different uses. What separates the good from the bad, though, is being able to use the wind. When there is strong wind, firing straight up and letting the wind take it is known as an OVER-SHOULDER-BOULDER. Hitting a Worm with one of these shots is well worth activating smug-mode for. Other good uses for the Bazooka are dislodging Mines and close-up over-the-top assasinations.
 

 
Max Damage 50
 
Homing Missile F1 x2
If you've got a lot of will-power it is best to save these for Sudden Death. But for most people if you've got 'em, you've got to use 'em. The best times to use Homing Missiles are when lots of worms are on the edge of a cliff, or a load of Worms are standing near a load of Mines.
 
If you're feeling confident, use the WHEEL OF FORTUNE shot. Target the Homing Missile in the open air, and let fate decide...
 

 
Max Damage 50
 
Grenade F2
Grenades are better for long-range shots, as they are not affected by the wind. Once you've got the power right, you can keep doing roughly the same shot. As Cluster Bombs and Banana Bombs are thrown in the same way, use Grenades to gauge the power/angle required and then lob one of the better weapons.
 

 
Max Damage 30
 
Cluster Bomb F2 x2
In general use these instead of Grenades if you have them, as you stand more chance of hitting. It is best to save a few for Sudden Death though...
 

 
Max Damage 75
 
Banana Bomb F2 x3
Or the 'How to win a game with only one Worm left' weapon. The Soft Fruit of Doom is the most powerful weapon in the game and if you do get one, wasting it can be very embarassing. To avoid this, use Grenades to judge the range before unleashing the Bananas. Air bursts are also very effective - use a 1 or 2 second fuse and lob it full power across the screen.
 

 
Max Damage 25
 
Shotgun F3
Best used for finishing off crippled Worms, especially when you have a whole family of them to shoot. More cunning uses of the Shotgun are blasting holes in the scenery to allow your Worm to walk through and kill an unsuspecting member of the royal family. Smug shots with the Shotgun are long-range sniper shots, hitting Worms over a screen length away. Other good uses are dislodging Mines and shooting the bridge out from under other Worms.
 

 
Uzi F3 x3
Save it for those special occasions - a close-up assasination of a particularly disliked worm. The Uzi is most effective when the victim is pinned against a wall - laugh as they're spun around helplessly...
 

 
Max Damage 30
 
Fire Punch F4
Most common use is for walking up to enemy Worms and wacking them into the water. Variations on this are wacking them into a load of Mines, or off the side of the screen. Cunning uses are using it to cut through the land and hit Worms on the top. Double Fire Punches are possible by hitting one Worm on the ground and the second Worm when your in the air. You can also use Fire Punches to collect Weapon Crates.
 

 
Max Damage 30
 
Dragon Ball F4 x2
Use it when a Fire Punch wouldn't send the Worm far enough across the screen, or when you don't want to move your Worm next to the enemy. A very cunning use of the Dragonball is to knock a Mine with one. This is very useful on bridges.
 

 
Max Damage 50
 
Kamikaze F4 x3
Not just a weapon of last resort, Kamikaze has many devious uses. The most common use is to strip a bridge of all it's Worms. More cunning is to hit Worms in their tunnels by judging the distance so your Worm explodes right on them. It your Worm punches a Worm and explodes at the same time it will do about 80 damage, as well as sending the enemy worm into orbit. Kamikaze-ing through a hill to knock a Worm off the other side is also rather good. Mines can be used as air-brakes to stop your Worm, so if you are really cunning you can have all the benefits of Kamikaze without the nasty side-effects of death. You can also pick up Weapon Crates whilst Kamikaze-ing.
 

 
Prod F4 x4
A legend in it's own lifetime, the Prod move is easily the most sarcastic way of killing an enemy Worm. The more experienced the enemy Worm, the better.
 
On the Amiga the Prod move is not available in any shops, you can only do it by doing this combination of moves (in the best Mortal Kombat tradition) :: Get next to your victim and press AWAY, AWAY, TOWARDS, TOWARDS (in other words, if your Worm is facing right press left, left, right, right)
 

 
Max Damage 75
 
Dynamite F5
As well as using it to make a mess of a load of Worms, you can also use it to propel Worms up and over things by dropping it on their nose or the back of their head. It can also by dropped on Worms from a great height. It's also worth remembering that the Dynamite doesn't have to be dropped on a Worm to kill it, if it is already crippled - you can drop the Dynamite some distance away and still kill it. This is useful in Sudden Death when playing against the Dark Side as you can drop the Dynamite in the tunnels where their Worm is.
 

 
Max Damage 50
 
Mine F5 x2
Although intended for protecting your tunnels, most people use it as a less powerful, fluffier Dynamite. Careful positioning of the Mine can result in exploding hats, scarves and turtles!
 

 
Max Damage 75
 
Sheep F5 x3
Sheep like running and jumping - remember this. You can help a Sheep do this by building Sheep ramps out of Girders. A well-built Sheep ramp resembles one of those charity donation things which you dropped a penny in and watched it roll down to the bottom. Sheep are also a useful weapon against the Dark Side, able to infiltrate their tunnel networks with ease. One other feature of Sheep is that they have extremely large pockets and can pick up Weapon Crates on their travels.
 

 
Max Damage 30
Air Strike F6
Punish enemy Worms by burning them with an Air Strike. This is the Dark Side's favourite weapon as they can be underground in a tunnel and still use it. Very effective on bridges, but more useful if you save it for the end of a round.
 

 
Max Damage 15
 
Blow Torch F7
The tool of the Dark Side. Over-use is dangerous, but a cunning use is to Blow Torch through a tree, hitting a Worm on the other side and sending him to his doom. Can also be used to pick up Weapon Crates.
 

 
Max Damage 15
 
Drill F7 x2
This can leave your Worm open to abuse from above, but it is useful for infiltrating enemy tunnels. The cleverest use of the drill though, is to drill through a bridge and land on a Worm's head, spinning him off into the water. Like the Blow Torch, you can also pick up Weapon Crates.
 

 
Girder F7 x3
Another tool of the Dark Side. They use it to trap Worms in tunnels or trap them against trees. Much more interesting uses of Girders are building Sheep ramps, placing them to swing from, stopping your Worms falling off cliffs into the water, and building small houses. If someone is building a house, wait until they have nearly finished it and then teleport your Worm inside. Squatters can be very difficult to get out.
 

 
Ninja Rope F8
Best left to experienced Worms, such as Agent Copper. As an FBI agent, he was the first Worm to fully exploit the Ninja Rope, swinging across huge valleys to drop Dynamite amongst the Four Worms of the Apocalypse. Excessively violent, or stupid Worms like to throw themselves off the rope at high speed to dislodge other Worms and send them all into the water.
 
Skillful use of the rope can make moving round the landscape alot easier. 'Martyn's Pull-In/Release Technique'(TM) involves pulling the rope in as you release your worm. This will get your Worm up and over things, and get gasps of amazement from the watching crowd. A not-so-exciting, but alot easier way of using the Ninja Rope is to just extend it over long distances so your Worm just ends up sitting on the ground before releasing it. While swinging you can also pick up Weapon Crates.
 

 
Bungee F8 x2
Best used to attack Crevice Girls. Girders can also be used first to make a landing platform. Like the Ninja Rope, you can pick up Weapon Crates whilst swinging.
 

 
Teleport F8 x4
Good players use it to move their Worms to the high ground and better attacking positions. Members of the Dark Side use it to stuff their Worms up small crevices where they can't be hit - call them a CREVICE GIRL if they do. Annoying players quote lines from Star Trek.
 

 
Skip Go F12
Another Dark Side favourite... ZZZZzzzz...
 

 
Surrender F12 x2
Just say no..
 
If all else fails...
 
Sometimes it is necessary to use 'dubious' tactics, usually to get rid of persistent Dark Side players.
  • Accidently drop the joypad while passing it to them.
  • Insult them constantly during the game. This works best if everyone joins in, even if they aren't playing, and will usually result in the Dark Side player storming out.
  • Point out that the three-eyed tree is looking more evil than usual. This will un-nerve them, but check that you have a three-eyed tree before trying it.
  • Throw various objects at them. This usually starts with pencil's and stuff but can end up with chairs and sharpened Wooden Giraffe's if they don't give in easily.
  • Fake serious illness, such as a collapsed lung, if they start doing well.
  • Accidently turn the machine off at the mains if they're about to win.
  • Throw everyone out of the house - although this can cause problems later if it isn't your house.

 
[ goodies | tips ]
Here it is, direct from Team17 World HQ - the Worms tips you've all been waiting for! We've got a varied selection of tips to offer too!
 
Browse through an in-depth comparison between the Dark and Light Side's of the Force - two styles of play widely recognised throughout the Worming World. Check out Andy Davidson's Alternative Theories - play Worms in ways you'd never thought possible. Or you could always go back to the old ways of the Worm as Captain Spadge explains how the War of the Worms was won.
 

 
[ goodies | tips | our tips ]

 
The definitive collection of tips from Team17's own Worms2 guru's.
 
[ Our tips ]
 

 
[ goodies | tips | your tips ]

 
A collection of some of the finest tips available, and what's more, they were all contributed by die hard worms fanatcis like yourself, three big cheers, YIPEEE!
 
[ Your tips ]
 

 
[ goodies | tips | Darkside vs Lightside ]

 
A comparison of two distinct styles of play widely recognised throughout the World Wide Worm. May the force be with you!
 
[ Darkside vs Lightside ]
 

 
[ goodies | tips | Commander Davidson's Alternative Theories ]

 
Wise words of wisdom from the man to blame for all this confusion, Andy Davidson - creator of the Worms universe. We're not worthy!
 
[ Davidson's Alternative Theories ]
 

 
[ goodies | tips | Captain Spadge's Battle Tactics ]

 
Stand to attention as Captain Spadge teaches one and all with his tactics from the old-skool. Don't forget to polish those boots though! Onward, march!
 
[ Spadge's Battle Tactics ]
 

 
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