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Retro Game Walkthroughs For
"Worms World Party"
(PC Games)

This game is also available on DC, GBA and PS1.

Retro Game Walkthroughs for Worms World Party (PC Games)
Submitted By: Little Hobbo
Welcome to Hobbo’s WWP walkthrough. Firstly, here is my ultimate weapon guide to help you get the most out of the tasty array of weapons available to you.


BAZOOKA
The bazooka is your staple weapon, and can be deadly in the right hands. To use it effectively you have to fully utilize it's varying strengths, and combine that with wind control. Impossible shots can be pulled off with the correct launching strength and a favourable wind. Always remember that shooting it at a 45' angle into a full oncoming wind will bring the bazooka straight back to you, so the further you aim up or down from 45' will make the bazooka land further away from you.
Also, the bazooka will skim on water like a stone if not at too adverse an angle, and so can be used for crafty shots. It has a maximum damage capability of 45 life points, so it is reasonably powerful.


GRENADE
The most useful feature of the grenade is the capability to set the fuse time. Normally you would use a grenade for lobbing down holes containing enemy worms, and so would want to have a 5 second fuse to allow it to properly settle at the bottom. On the odd occasion though you will need to lob a grenade at worm in a place where the grenade cannot come to rest, so this requires precise fuse settings depending on the situation. The only way to get the hang of this is merely to experiment for yourself. A handy reminder though is that a grenade lobbed skywards will reach the ground in exactly 4 seconds.


SHOTGUN
Another of your 'standard' weapons, the shotgun can be extremely handy in certain situations. If you are fairly close to an enemy worm, then a shotgun would be advisable because not only does it have two shots, but these take away 25 life points each, making it more powerful than a bazooka. Additionally though, there are two very nifty tricks you can pull of with it.

1) Since there are two shots, this means that two different worms can be dispatched within the same turn if they both have little life, or if one is near an edge or fire barrel etc.

2) If you want to venture into a dangerous place to take a shot, you can do so, take one shot, and then retreat all the way back to safety as your turn will not end until you either use both shots or run out of time.


CLUSTER BOMB
The higher the cluster bomb when it explodes, the further the clusters will spread out. It is a good weapon for carpet-bombing an area, and ideal if you need to blow up a crate or fire barrel that is out of accurate range. Be warned though that the clusters fall in random directions. The best way to use this on a single worm is in a confined area where all the clusters will explode at once.


AIRSTRIKE
A lovely way of damaging multiple worms in close proximity, or else just a sure-fire hit on an exposed worm. The air strike can be targeted wherever you like and is not affected by wind. The only thing to be careful of is that there is no scenery above your target worm, as your air strike will hit that first.


NAPALM STRIKE
An immensely powerful weapon when used optimally, but can be suicide or a wasted turn in inexperienced hands. The danger factor is that the wind has a very heavy bearing upon the napalm, so even if you aim it directly at your target, a strong wind can leave him entirely unharmed. As with the air strike though, this weapon covers a large spread of land with a heavy carpet of napalm, and so can be extremely damaging to multiple enemies, and yourself if you're not careful. The best way to use napalm strike is at a worm enclosed in with scenery from both sides. This will prevent him from knocked out of range of the napalm as he gets shot into the air. As long as he remains on the sizzling substance the life points will decrease very rapidly, and it has been known for a single napalm strike to take over 150 life points off an unfortunate worm.


BASEBALL BAT
Although this only takes 30 life points off a worm, the range it knocks them can be used to great effect. If you are near an edge than you can easily dispatch a worm with any amount of health by merely batting him into the ocean. In some cases, you can bat one worm into another and send them both tumbling. If your target worm is in the middle of a map though, you can still dispose of him by first enabling low gravity, and then batting him. This should send him sailing way over even the highest of hills.


MINIGUN
Make sure that you only ever use the minigun at close range, because at medium to long range the bullets will spread out so widely that damage on a specific area will be very weak. When shooting at close range though, the minigun is so powerful that it can take 90 life points off a worm, assuming every bullet hits that is. But usually some bullets will go astray anyway, so 60 life points is probably the average.


BANANA BOMB
One of the more wacky weapons, the banana bomb is rather like a glorified cluster bomb. The difference is immense however, because each separate chunk of the banana bomb is almost as powerful as a stick of dynamite. You can rake exposed areas by aiming high and letting all the bits fall down in carpet bombing style, or alternatively place a banana bomb into a confined area to make all the bits explode simultaneously and cause horrendous damage.


HOLY HAND GRENADE
Unlike the normal grenade, the holy grenade cannot have it's fuse time set, and it waits until it has completely stopped moving before detonating. The power of the explosion is just breathtaking, and can turn the tide of battle if used on multiple enemies.


HOMING MISSILE
This is basically just a bazooka with a guidance system. It is very unintelligent though, and takes a long time to straighten out into it's desired path once fired. However you shoot this it will always curl outwards, so take this into account and give it less than the usual power.
The real beauty of this that very few people actually realize is that it can operate underwater. Shooting underwater from one side of the map can reach a player the other side by travelling through water alone. The air is usually a lot safer though, so don't use the water unless it is really necessary or you want to feel really smug in front of your friends.


BATTLE AXE
The battle axe is another weapon that can be powerful in certain circumstances, but pathetic in others. It always takes half the remaining life points off a worm. Consider this carefully before using it, as one of your other weapons could cause more damage. The best time to use the battle axe is when the target worm has lots of life, because remember, the more life he has, the more life you can take away from him.


ARMAGEDDON
The ultimate weapon in the worms inventory. This shoots down a flurry of fire meteors from the heavens in a shower. Each meteor is as powerful as a grenade, and the bombardment lasts for approximately 30 seconds. By the end of an armageddon attack the scenery will be lowered considerably, and any exposed worms will be have been slaughtered. So before you unleash an armageddon attack, make sure you are well hidden underground and not near an edge.
This weapon is especially handy to use when you are badly outnumbered and short on health. Just set off armageddon to make the best of your losses and force a draw.


SUPER SHEEP
Your very own remote controlled sheep. This is fairly easy to use so I don't have any advice for this one except practice, and make sure you launch it from an open area. Launching in a confined area could injure you. And don't forget that super sheep can pick up crates for you.


AQUA SHEEP
Identical to the super sheep, but can fly underwater as the name implies. Useful for attacking a darkside player hidden deep underground.


EARTHQUAKE
Only really useful when one or more enemy is near an edge, and so can fall in. Or else an earthquake can dislodge a mine onto worm beneath it. Make sure you are firmly lodged into a crevice so you don't go slithering off down a slope when the earthquake starts.


DYNAMITE
Produces a large explosion and is handy for hurting multiple worms. Place at an angle next to a worm to blow him in a certain direction, maybe into the murky deep, and maybe into a mine.




That should help you utilise all the destructive powers available to best effect. Now for some gameplay tips that should aid you when playing single and multi-player deathmatches.


Once you have completed a mission, that map will then become available to use as one of the pre-made maps in the multiplayer menu.


The handy map editor allows you to create the ultimate map you have always wanted. Here are a few suggestions for fun maps:

--Try leaving a map totally blank. When you play it, bridges will appear by default, and all the worms will have a small platform each. This can be good for practicing your basic weapon skills.

--Make an island for each team, ensuring that each one has some good spots for snipers, some defensive scenery, and some safe places for injured worms. Battles can last quite a long time on maps such as this, but they are very good fun.

--Simply draw a thick, straight line from one side to the other but with ledges either side to stop worms falling off easily. Despite it’s simplistic nature this map will be tricky to dominate without hurting yourself. A lot harder than it sounds.


You can fully customize what the weapon and tool crates contain, and how much life the health packs restore. This can be handy because you can disallow mega-weapons if you want a nice, gentle game, and give huge health boosts if you are playing a frantic match. You can also adjust the frequency with which they fall, from making it literally rain crates, to stopping them altogether. Everything about crates can be customized, so change it to suit your style of playing.


To really learn the staples of grenade and bazooka well, make your own weapon scheme. The one I have created which works really well is the following:

Movement disabled
Unlimited bazookas
Unlimited grenades
1 Cluster bomb
1 Baseball bat
2 Bow and arrows
Unlimited teleporters

This really improves your capability of the staple weapons, and it is much more satisfying to win by pure skill than by who has the best weapons left.


When placing your worms on a map, make sure you make place them optimally, in a place where they can inflict damage upon enemies with the least chance of getting hit themselves. You obviously don’t want to move onto a concave surface, because a grenade will soon dislodge you from there. Try to find a small bump, obstacle or hill that has some scenery in front and behind, so you are partially shielded. The very safest place to go though is on a speck of scenery in the air that is the result of some badly battered scenery. You will be very hard to hit there, and even homing missiles can't always get you.


When playing the later deathmatch levels, plain fighting won't be an option as you will always be heavily outnumbered, and your opponents will be at skill level 5, so extremely accurate. Your best bet then is to tunnel underground using blowtorches and drills and fight the battle from there. Slither to your tunnel opening to fire a shot, and retreat into it's depths for safety during the next turn. It will take a long time this way, but it's the only way you can do it. The highest deathmatch rank you can achieve is Elite.


Never forget that although the AI worms can be unnervingly accurate and skilful, they have the intelligence of a 3 year old. Except for moving away from explosives once laid, the AI worms show no sign of intelligence whatsoever and will not recognize your tactics at all, no matter how obvious. This makes defeating the higher skill level AI more a matter of thinking than skilful shooting.


Although the AI worms make use of many weapons, there are quite a few that they will never touch. They will never use a super sheep for example, nor a ninja rope, jetpack, homing missile or many others. This can be very useful to bear in mind when designing your own weapon scheme.


I hope this guide has been of help to you. Good luck in your wormy ways.

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