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:: weapons guide ::
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[ goodies | weapons guide | weapons F10 to F12 ] |
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Petrol Bomb F10
The Petrol Bomb is best used on enemy Worms that are stuck in a hole or
crater. Once the bomb meets the ground, flames burst out and will roll down
hills and into craters, burning every Worm it hits. But be careful as the
flames have a tendency of spreading quite a distance!
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Priceless Ming Vase F10 x2
The Ming Vase is another weapon in what we call the 'devastating weapons'
range. Probably the best use of this priceless artifact is when you are on
the Ninja Rope, and so able to make a quick escape. When the Ming Vase
explodes, it shatters into fragments, and each one of these has the power
of Dynamite - Not something you'd like landing on your own Worms head!
If you can shoot, punch and blast as many of your enemy's Worms into a
crater, dropping the Ming Vase on their heads will finish them all off in
'one fell swoop'.
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Max Damage 30
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Sheep Strike F10 x3
Being furry, they also bounce on landing causing much more damage than a
normal Air Strike.
The Sheep Strike is similar to the Air Strike, but more powerful.
You do need to be careful though, when the Sheep land they do not always
stick to the same area. They have a tendency to bounce all over the place,
destroying anything in their path. Fantastic for willful, random mass
destruction!
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Mike's Carpet Bomb F10 x4
In-between making terrible adverts and selling cheap carpets, our man Mike
likes nothing more than to take a ride out in his van and drop his deadly
carpets on unsuspecting Worms. Be warned the Carpet Bomb is the ultimate of
strike weapons, this beast is capable of taking out an entire army without
batting an eye-lid.
The Carpet Bomb needs to be used very carefully. In the same way as the
Sheep Strike, the Carpet Bomb can so easily go pear-shaped and end up
killing the wrong Worms. The Carpets are dropped onto the landscape at an
angle (user selectable via the cursor keys), once the deadly carpets have
hit the landscape for the first time, they multiply! From here on no one
knows where they're gonna go, all we can guarantee is that any Worm in the
near by area is gonna be sore! Use carefully, making sure that you have no
Worms in the area which the Carpet Bomb is to be dropped - Unless you like
that feeling of not knowing what's going to happen OR you just like living
dangerously OR you're just down-right crazy (you get the idea).
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Max Damage 75
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Mad Cows F11
The most important thing to remember when using the Mad Cow is to make sure
the cows have a clear path in which to run, the slightest obstacle in their
way and they'll explode! So don't unleash your cows if you are near any
obstacles.
A good time to opt for the Mad Cow, is when an obstacle lies between your
attacking Worm and the enemy. Then you can send in your cows and the first
one will take out the landscape leaving subsequent cows to destroy the
enemy!
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Old Woman F11 x2
The Old Woman is best used in confined areas; she usually works best on
multiple Worms that are trapped in a hole.
Old Women also seem to have the talent of fitting through the smallest of
gaps in the landscape, bless them. But! They can be a little bit forgetful
and will wander off in the wrong direction sometimes.
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Max Damage 75
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Cloned Sheep F11 x3
Cloned Sheep are just like normal Sheep except these boys come in groups
(between 1 - 5, selectable via the number keys), they are launched in
the same way as the Mad Cow expect they have the jumping ability of the
Sheep.
Only advice we can give to people planning on using this beastly invention
is BE CAREFUL! Each Sheep packs a blast equivalent to Dynamite, it's hard
to imagine 5 rampant sticks of dynamite jumping around the landscape, and
if you think that sounds hard enough! Try controlling them! I have seen so
many a Worm get cocky with the Cloned Sheep and end up sitting in tears.
Don't get me wrong, if used in the right situation the Cloned Sheep are a
fantastic weapon all Worms 2 expert wannabes must master. Don't forget that
a Worm can turn midway through dropping the Cloned Sheep, fire some Sheep
one way, and the rest of the Sheep another way - another tactic all Worms 2
players should master. Best suited for situations when the enemy thinks
they have you surrounded, unleash 2 Cloned Sheep one way, and 3 Sheep the
other way, they wont know what hit them!
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Max Damage lots!
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Concrete Donkey F11 x4
The fabled Donkey appears only in crates if secret weapons are enabled. Not
the most common of weapons, use carefully, note the Concrete Donkey is not
available in cavern levels.
The Donkey is aimed the same way as the strike weapons (Air, Napalm &
Homing Air Strike) even though the trajectory of the Donkey is not the
same. The Donkey falls straight out of the sky, nothing stands in its way,
be it buildings or landscape, if it's in the way of the Donkey, its
goodnight vienna!
The Donkey covers an area about the same size as the blast from the
Dynamite, so it should be pretty easy to find a suitable target. It's safe
to say if the Donkey hits a Worm, the Worm dies, so don't risk dropping the
Donkey in an area which contains your own Worms, drop it in a place far
away from your own team but close to your enemies.
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Skip Go F12
If for some reason you feel that you needn't cause any willful decimation
during your turn, you can skip it by pressing the spacebar. No tips for
this one, we don't use it...
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Surrender F12 x2
If you are unable to face it anymore, you can surrender. The humiliation
continues however, as your team remain waving little white flags, for the
other teams to pick them off in a totally immoral way! We don't use this
option either!
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Nuclear Bomb F12 x3
This devastating weapon causes the lower half of the landscape to slip into
the water, taking out any Worms who happen to be anywhere near the water
level.
There isn't much advice we can give really on the Nuclear Bomb, it cannot
be aimed, it cannot be controlled, it just happens. A single press of the
spacebar launches the bomb, once started the Nuclear Bomb cannot be
stopped, make sure all your Worms are a good distance (30 or so pixels)
away from the water level or it'll be curtains!
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Patsy's Magic Bullet F12 x4
It's magic, it's a bullet and guess what, it belongs to Patsy! Patsy's magic
Bullet is very similar to the Homing Pigeon in the way in which it is used,
although this little baby has more IQ than a bus full of rocket scientists
on their way to the annual Open University open day.
This weapon is fired in the exact same way as the Homing Pigeon although it
has the ability to cross most landscapes, no matter how complicated they
are. The best advice to a Worm, would be to make sure a clear path is
evident from the Worm to its enemy. Remember the bullet (as magic as it is)
cannot pass through the landscape and will explode on impact. Also it's
advisable not to fire the bullet in a situation where it has a choice of
route around say, a wall. In most cases like this Patsy's Magic Bullet will
spend so long deciding which route to follow it runs out of steam and crashes into
the nearest piece of land.
Remember the magic bullet doesn't need much room to arm itself, so it's a
fantastic weapon in caverns or tight situations, it also has the ability to
travel underwater, unlike its feathered counterpart.
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[ goodies | weapons guide ] |
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Can you do battle with the Bazooka? Think you've mastered the art of the Mine? Reckon you can cut it with the
Cluster Bomb? Well read on - the official Team17 weapon guide might just unearth a few tricks and tactics you'd
not yet thought of.
Team17 QA give you the benefit of their wealth of Worm-warfare experience. So here it is, the official Worms 2
Weapon Guide brought to you by Worms veteran Kelvin Aston, lead tester on Worms 2.
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weapon selection menu
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[ F1 to F3 ]
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[ F4 to F6 ]
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[ F7 to F9 ]
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[ F10 to F12 ]
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weapon guide help
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Click the weapon or tool of your choice by clicking from the above Weapon Selection Menu
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