| Bazooka |
In the right hands, the Bazooka
is a skillful weapon. It is always in plentiful supply and has a few
neat tricks to learn. When inflicting maximum damage, the Bazooka can
claim a moderate 45 points of health from your foe! To make the best of
the Bazooka you must learn from the environment. It is greatly affected
by the strength and direction of the wind and in some situations it can
become almost aquatic in its abilities.
|
| Homing Missile |
The Homing Missile gives a
helping hand to those players trying to pick off a hard target. Before
firing the Homing Missile, you must first mark on the landscape their
desired point of impact. Make sure that it is fired with enough power
to make it past any obstacles that may be in its way as it travels
towards its target. Very useful when there's no direct line of sight to
your opponent! A direct hit can result in 45 points of damage.
|
| Mortar |
The Mortar is a weak weapon at
face value, the shell that is fired does hardly any damage to your
opponent and has a small blast radius. The real power behind this
weapon lies in its spread of clusters. The trick to maximising the
effect of these little beauties is to try and make them detonate all in
the same place.
|
| Homing Pigeon |
The Homing Pigeon is a very
powerful yet dim bird. It acts rather like the Homing Missile in that
the user has to mark the landscape before firing it and when fired it
makes its own way towards the target. However, the Homing Pigeon is not
only more intelligent in avoiding obstacles between you and your
opponent, but it can also inflict a devastating 70 points of damage if
it manages to find the target correctly!
|
| Grenade |
This weapon makes up the basic
"Worms” arsenal along with weapons such as the Bazooka and
the Shotgun. The player can set the Grenade fuse time, while how long
the fire button is pressed for decides how far the Grenade is thrown.
Mastering the Grenade is an essential skill, and is all part of
becoming a top Wormer! A direct hit can result in 45 points of health
being claimed from your opponent.
|
| Cluster Bomb |
This Grenade-like weapon
explodes after its fuse burns down, and showers the surrounding area
with powerful cluster fragments. The actual explosion from the Cluster
Bomb doesn't do much damage, it's the clusters that contain all the
power, and so the key to this weapon is trying to make all the clusters
hit the same place.The amount of damage the Cluster Bomb does is
dependent on how many clusters hit the target.
|
| Holy Hand Grenade |
The Holy Hand Grenade is a
super-strong weapon that can wreak absolute havoc when used in the best
possible situation. The key to getting the most from the Holy Hand
Grenade is to use it in a bunched area of enemy worms. Don't worry
either if they're in the centre of the landscape, the Holy Hand Grenade
will catapult the enemy high and wide... often resulting in watery
deaths. The Holy Hand Grenade can cause up to 100 points of damage.
Excellent!
|
| Banana Bomb |
The Soft Fruit of Doom! This is
like a heavily pumped-up version of the Cluster Bomb. After a Banana
Bomb's fuse burns down, it splits into five Banana-bomblets, which
shower the landscape and cause mass devastation. Each of these bombs
can cause up to a maximum of 75 points of damage. Watch out though, if
you aim this high into the air there is a chance that the bombs will
spread out far enough to damage one of your own worms.
|
| Shotgun |
One of the most useful weapons
in the game, the Shotgun comes loaded with two rounds of ammunition,
making it a rather tactical weapon in the right hands. The weapon is
activated as soon as the fire button is pressed, one shot is taken and
then the second one after that. Be careful though, if your worm falls
too far or stumbles onto a Land Mine and gets injured, your turn is
taken off them and you do not get to use your second shot. Disaster!
Each round from the Shotgun blows a hole the size of 25 points in your
enemy's health.
|
| Uzi |
The weapon of choice for
gunning worms about the landscape. The Uzi fires a stream of rounds off
in one go, while the direction of firing can be strafed around the
target area. It can send worms sliding long distances, and is perfect
for grouping your enemies together. All in all, the Uzi can claim about
50 points of energy from your unwitting foe.
|
| Petrol Bomb |
The Petrol Bomb is a great
weapon! Remember that the flames will remain for a short while where
they land, which means your enemy will more than likely be trapped by
the surrounding flames, unable to move without using a utility such as
the Ninja Rope. The Petrol Bomb can do serious damage when used
correctly. |
| Fire Punch |
The Fire Punch sends your
enemies flying in all directions, and in the best circumstances, onto
mines or off the landscape! The Fire Punch must be activated while
standing directly next to your arch-enemy. When so positioned, it sends
them flying in the direction that you're facing and chops 30 points
from their health.
|
| Baseball Bat |
The Baseball Bat is an
excellent weapon for removing unwanted enemies far and lengthy
distances across the landscape often with wet results. And remember not
to waste the Baseball Bat when you can knock worms into the water using
other, less useful weapons, such as the Prod. The Baseball Bat can
cause up to 30 points of damage.
|
| Viking Axe |
This is a weapon quite unlike
all the others. The Viking Axe is a close-combat weapon which splits
your enemy's health in two and buries the poor victim into the
landscape. If a worms' health is down to a single point then the Viking
Axe will kill them.
|
| Prod |
Ack!! You want to upset
somebody!?! What're you playing at with this one then, eh?? Oh
alright... we'll let you off... it is kind of funny. The Prod move is
the ultimate insult, even more so when you get it right. It doesn't do
any damage, just gives your opponent a nasty little push in the
intended direction.
|
| Land Mine |
Your standard army issue Land
Mine, works like every other Land Mine on the landscape. Ensure that
you have enough time to run away after dropping the Land Mine... you
don't want to get caught by your own weapons!
|
| Dynamite |
Do we really need to say much
about this one? It's Dynamite... so be careful with it! Once you've
dropped it, you'd better pray you make good with your escape plan,
because the Dynamite takes no prisoners! It has a 5 second fuse and a
nasty habit of blowing a huge 75 points of health off anything caught
in the blast.
|
| Sheep |
Exactly what goes on inside the
Sheep's mind? Best not to think about it, just let him go and watch him
bounce across the landscape. If the Sheep comes across an obstacle or
ravine then he will do his best to get across it. Pressing fire once
sends the Sheep on his way, and then a second press detonates him, if
he's left too long jumping around then he will get tired and do
something about it himself. A Sheep in the face can do as much as 75
points of damage!
|
| Super Sheep |
Our favourite farmyard animal
dons his cape and takes to the sky! This Sheep can fly! After being
released, a second tap of the fire button will send him shooting
upwards into the sky, where he can be flown around the landscape. How
cool is that?
|
| Old Woman |
The Old Woman is a deadly timed
explosive weapon that has to be precisely used otherwise you could end
up being the worm on the receiving end of the grumbling pensioner. Best
used in situations where you are above the enemy worms and well out of
harm's way. Simply press the fire button to release her and enjoy the
carnage she brings. The Old Woman can cause up to 75 points of damage.
|
| Mad Cows |
The Mad Cow is a mobile,
explode on impact no-nonsense weapon. They do tend to work on the
principle of 'safety in numbers', so if you come across these
characters it could be you who ends up as chops! Each Mad Cow can cause
up to 75 points of damage.
|
| Air Strike |
The Air Strike is a great
weapon for attacking quite large areas of landscape and provide a
method for a sure-fire kill if the enemy is out in the open when sudden
death begins. Each missile can achieve a maximum of 30 points of damage.
|
| Concrete Donkey |
The Concrete Donkey... oh yeah
this is the one to use alright when the enemy just won't come out of
that nifty little bunker they've created for themselves. |
| Jet Pack |
Who would have thought that
worms would have been able to fly without the aid of explosives?
Amazingly, equipping the Jet Pack allows your team of squishy troops to
take to the skies! Once the Jet Pack is active, the amount of fuel
remaining can be seen displayed in numbers above your worm. Pressing
the fire button fires the engines. Usefully, most weapons can also be
dropped off of the Jet Pack by pressing the jump button, giving your
high-flying worm plenty of time to beat a hasty retreat!
|
| Ninja Rope |
When the Ninja Rope hit the
streets in the original 'Worms', it created various new styles of
gameplay and amassed thousands of its own fans with its incredible
amounts of flexibility and high fun content. The Ninja Rope in 'Worms
3D' provides a classy looking travel tool and can be used to deploy
weapons such as the Dynamite, Bazooka and Grenade in mid-air.
|
| Teleport |
Ideal for getting around,
simply select where you want your little guy to go, press the fire
button, and hey presto! You're there!
|
| Parachute |
The Parachute is great for
drifting from high to low landscape. Ensure that the wind is blowing in
the direction you wish to travel and simply launch yourself into the
air. The way to get the most out of your Parachute is to open it when
you are at the peak of your jump. If the wind is only blowing mildly in
the desired direction of travel and the ground below is water-filled,
don't risk it. More often than not, this will end in the unfortunate
demise of your worm.
|
| Girder |
The main use of the Girder is
to bridge gaps allowing your worms to get to places they otherwise
couldn't reach. However, it can also be used to provide a small
defensive shield that will withstand one direct hit of the Bazooka
before leaving your worms exposed.
|
| Freeze |
The Freeze utility is great to
use when one is about to be involved in a Sudden Death battle, as it
not only provides an impenetrable shield around your worm, but also
protects frozen worms from the energy-sapping effects of Nukes. Pretty
cool huh? A word of warning though, be careful not to use Freeze when
you haven't got much land beneath you, because if you're not too far
above sea level and the enemy plant a well placed Dynamite near your
toes, it could be you who looks worried as your icy wriggler has a
paddle in the drink!
|
| Scales of Justice |
Ah yes, the Scales of Justice,
a cruel, cruel weapon to use when you only have one worm left and the
enemy has many worms. Just as the enemy is counting their chickens.
Slam! They get hit with the Scales of Justice. Grin smugly as your pink
friend gets a healthy top up from the soon to be unhealthy enemy and
laugh with glee as your enemy winces! The maximum damage that can be
incurred varies at all times.
|
| Earthquake |
This causes the landscape to
shake from side to side for a few seconds, making the worms slide
around, sometimes onto mines and sometimes off the edge of the land
altogether! The Earthquake will also make all the other objects on the
land slide around, Crates, Oil Drums and Land Mines!
|
| Nuclear Test |
The Nuclear Test is a weapon
that when used, makes the water rise quite a considerable amount. Not
only that but it will also make each worm on the landscape ill. This
means 5 health points will be taken from each worm per turn. Remember
though, if your worms do get ill they can be cured easily by collecting
a Health Crate.
|
| Skip Go |
Skips the current Worm's turn
and play passes to the next player. Very useful if you are hiding out
or unable to give a decent attack!
|
| Surrender |
Triggering Surrender ends your
participation in the current round or mission. A last resort really!
|
| Worm Select |
Ever thought to yourself 'Ooh
I wish I was controlling *that* worm"? Well now you can! This helpful
little utility gives you the opportunity... but just what is it you
want to do? Get closer to a certain enemy worm? Perhaps move your
damaged soldiers to a safer place? Oh the choices! With Worm Select,
the landscape is your oyster!
|
| Low Gravity |
Low Gravity affects almost all
of the weapons in some way or another. Weapons can be thrown further,
everything bounces higher and the effects of explosions are more
dramatic: worms can be blown all over the landscape! But as well as
using this utility for offensive purposes, it's also useful if you need
to get somewhere without using a Ninja Rope or Jet Pack, as your worms
can jump and back-flip over greater distances! |