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[ goodies | tips | Darkside vs Lightside ] |
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There are many ways to play a game of Worms, but two states of play which have come to be recognised have been likened to a film we all know and love. Decide which side of the force you're on
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The Darkside
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Tips for the Dark Side Overlord or those seduced by the Dark Side of the
Force.
The bottom line is the Dark Side player is evil.
You will be experienced in low-tech weapons and train your troops in their use,
though you will favour the most destructive possibilities that do maximum
damage.
Despite its proven stress-relieving effect, you will not indulge in maniacal
laughter. When so occupied, it is too easy to miss unexpected developments that a
more attentive opponent could adjust to accordingly.
You will be neither chivalrous nor sporting. If you have an unstoppable
superweapon, you will use it as early and as often as possible instead of keeping
it in reserve.
You will throw Cluster Bombs in the face of the enemy.
You will make it clear that you DO know the meaning of the word "mercy"; you
simply choose not to show the opponent any.
You will never utter the sentence 'but before I kill you, there's just one thing I
want to know'; you will show no mercy, if you do speak you will exclaim 'you
underestimate the power of the dark side'.
Learn to use your psychic abilities, at the end of the enemies' turn you will say
'I knew you were going to do that', this will continue to annoy the other player
time and time again and will confirm your self-righteousness. However, the enemy
may return by saying 'I knew you were going to say that'. Don't let them catch you
out.
You will Blow Torch away to safety providing you've got good cover whenever
possible.
You will create small caves or an 'inner sanctum' in which to hide whenever
possible.
You will protect your inner sanctum with Girders at all times.
The use of Girders is top of your list of priorities.
You will try to prevent devious schemes that involve the opponents team invading
your inner sanctum surrounded by Girders.
If a Girder becomes damaged you will automatically replace it in the next move.
Self-preservation is the main issue, but you do not fear death, you are not
cowardly despite what the opposition may think.
You will destroy the enemy using 'Air Moves'; your ability to use weapons in the
air when jumping or falling. But this comes with patience, though you would prefer
to stay hidden.
You will be secure in your superiority. Therefore, you will feel no need to prove
it by leaving clues in the form of riddles or leaving your weaker enemies alive to
show they pose no threat.
You will not gloat over my enemies' predicament before killing them.
When creating a landscape your tunnels will be too small to crawl through. You
will create pre-built 'inner sanctums' for your protection when you draw your
landscape.
Using the in-game chat facility you will type in as much garbage as possible in an
attempt to distract the enemies' attention thus causing them to blunder
particularly when they are in deep concentration.
As a member of the Dark Side you will worship your master, the Smelly Buffalo of
Lies. When your master enters the vicinity you bow down to your master for his
demonstration of absolute destruction, for you too delight in death.
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The Lightside
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The Light Side of the Force - Skills in the Arts of War and Military
Tactics.
If your main tactic is attack rather than defend then you are a Light Side player.
You know no other way if you are to be a true Light Side veteran.
Self-preservation is not the issue, you are a hero and you are willing to give
your life, you will die with pride and dignity.
As a player which sways to the Light Side you are more courageous and heroic than
your Dark Side opposition, you will show courage, you will show bravery, you are
skilled in the arts of war and military tactics.
You work for the pleasure of the hunt, you may tend to do dumb things like even
the odds to give the other player a sporting chance... but be careful, things
don't always work out as planned.
Every turn you will do as much damage as is possible to your
opponent.
You will travel the whole length of the map if a definite kill is
possible.
You are an opportunist when it comes to killing more than one Worm each
turn.
Remember it's not the winning that counts, it's how many kills you
got.
When your opponent is down to one Worm, move all yours as close as possible and
inflict what ever damage you can.
When your opponent is down to one Worm, do not make it possible for them to
teleport next to you. Ensure all your Worms are in reaching distance of each
other, watch your back and protect your fellow Worms.
Do not be left open to Air Strikes, but always take the risk of obtaining weapon
crates. Weapons of mass destruction can be gained, use these
A.S.A.P.
Take full advantage of Mines, blow the ground so they fall on the
enemy.
Be highly skilled on the Ninja Rope, this will scare the opponent.
Take control of high ground, and the weapon crates will be yours.
It's cool to get a kill using Blow Torch or Drill, oozes class... and takes the
mickey out of the Dark-Side when these weapons are used in an alternative
manner.
Don't be afraid of using the Kamikaze, push for the draw game, make your opponent
sweat and ultimately you will strive for more kills.
As a Light Side player you will memorise 'I will kill with pride, I will kill with
dignity, I will die with a vengeance'.
Be warned that mastery of the Light Side is something which comes with time and
patience - may the Worm be with you, but do not be seduced by the Dark
Side.
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[ goodies | tips ] |
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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.
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[ goodies | tips | our tips ] |
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The definitive collection of tips from Team17's own Worms2 guru's.
[ Our tips ]
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[ goodies | tips | your tips ] |
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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 ]
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[ goodies | tips | Darkside vs Lightside ] |
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A comparison of two distinct styles of play widely recognised throughout the World Wide Worm.
May the force be with you!
[ Darkside vs Lightside ]
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[ goodies | tips | Commander Davidson's Alternative Theories ] |
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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 ]
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[ goodies | tips | Captain Spadge's Battle Tactics ] |
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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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