Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If you haven't already got 4 scientists, get credits by: getting gold medals elsewhere, in other campaign missions and puzzles, or even the dlc or online ranked games. Doing this efficiently requires a team of 4 scientists. You can complete campaign missions beyond the current one in any given area, like if I wanted to do mission 7 in farm, I can do it without beating mission 6, so that might help get some credits.
Once you have your team of scientists, here's how it starts:
I'll refer to your worms in order like WormA WormB, etc.
Start off by knocking wheaty into the water with a dragon ball, position your WormA underneath the water canister. If you have done this correctly, one of the enemy worms on the right side of the map will teleport near wormD
Use WormB to attack Maizey with a simple 5 second grenade thrown down the slope, make sure to position that worm underneath the rat nox box so they cant use bunker buster on him.
WormC should hop all the way over to Husker and stand on top of him. Next get out your mole, and dig down then pull him back up a nice gradient through to Corny, who by now has plonked himself closer in his little cave to you. For extra damage, hit Corny with the mole, though the point is you want a nice slope to walk up so you can get at that scientist/possibly jetpack up to the top worms later.
Finally, WormD should place a sentry gun so that it can hit both Daisy and Husker so their turns are nullified, ignore them for now and make sure to jump WormD all the way to the right in the little cave in the direction of the weapon crates.
From here on, start watching what your enemy does, they shouldn't be able to use bunker busters and will probably uselessly attack the terrain around them. Sometimes they even hurt each other, which is not bad, but when I finally completed it, the run I did they didn't hurt each other before getting to you.
In any case, you should finish off Maizey with grenades/uzis/shotguns and keep your worms positioned under physics objects to ensure they can't bunker buster you. Eventually they will probably bunker buster but by then, your full team of scientists will have gained quite a bit of health. Eventually you will kill Corny and then blowtorch your way down to the Airstrike and Waterstrike, both need to be used in efficient ways to finish your enemy, don't just use them willy nilly, think about how you can deal the most damage, and open up the top area for your worms to get at the blowtorching enemy ones.
After a while, either the enemy opens up the area by blowing up the water in the middle and then fires down at you, or your airstrike will open up an area by blowing up something.
Here's how I used my airstrike: Position the cursor in the middle of the rat nox box but slightly to the left. If this works right, Bailey will get poisoned and take some fair damage, the rat nox box will explode, and Croppage will either fall down to your level or get shot further to the left, taking heavy damage.
The waterstrike I tend to use on the far left hand side of the map. The enemy tended to walk all the way to the horseshoe thereby making themselves very vulnerable to waterstrike. Another thing you can do if you want to save your waterstrike for an emergency is, wait till the scientist and the other worm move onto the horseshoe, then use telekinesis with WormA on the horseshoe and move it from under their feet, sending them into the salty depths below.
You may or may not want to create a bunker using your second mole just in case things go pearshaped and you're down to your last worm.
The idea of the mission is to be patient, sit tight and let your worms get to ridiculous HPs before they are in significant danger. I finished the mission with 3 worms slightly above 200hp, they could take several shots to the face before they were in any danger. Keep your jetpack and sheep for Hay Dude and Banjo. Jet pack up to them and be careful of the turret. Stand well away and sheep when they are close together, it will knock them away or do enough damage so you can easily pick them off.
Save your rope, girders and bunker buster for emergency situations.
Good luck, it may still take a bit with these strategies.
Worms is not balanced at all, the A.I ♥♥♥♥♥♥♥ cheats. This game isn't even worth the frustration at this point. making the last few levels ♥♥♥♥♥♥♥ impossible.
If someone would send me they're save game with all levels finished, I'd pay you $5 in steam or gift you a game. I'm tired of this bullS*
Same as the one before me, thanks, mate, it helped a lot!