The Weapons of Worms 3D
Those silly Worms have plenty of tricks up their Well, they dont have sleeves, but you get the point. Practice makes perfect with many of the weapons, especially the ones that you throw or shoot. Many of them have a maximum damage potential because part of the landscape, or another Worm, can absorb part of the blow.
- Bazooka: A common weapon in the game, the bazooka can be fired straight at your opponent or in an arc, coming down right on his head if you get the angle right. It inflicts a maximum of 55 points of damage, but watch the strength and direction of the wind or it might go astray. To skip it across water, fire the bazooka shell as close to parallel with the surface as you can.
- Grenade: Another basic tool in your arsenal, the grenade can knock off 45 health points with a direct hit. You can adjust its timer so that it goes off sooner or later, giving you enough time to toss the grenade over obstacles. While its obviously best used against opponents who are far away, you can try setting the timer to five seconds, dropping the grenade next to an enemy worm, and running away as fast as your worm can wiggle.
- Shotgun: You dont need to be right next to a Worm to use the shotgun, but you cant expect it to have the same range as the bazooka. The shotgun gives you two shots (at one opponent or two) that inflict up to 25 points of damage each, complete with an extra push that sends your enemy in the direction of the shot, although not as far as the Baseball Bats range.
- Cluster Bomb: This one is similar to the grenade in use, but when it explodes, smaller bombs pop out and inflict extra damage. The maximum amount depends on how many clusters hit your opponent; they can do 10 points each, with an additional 10 created by the impact.
- Holy Hand Grenade: It has a three-second timer, but it wont explode until it settles in a spot on the landscape. It causes up to 100 points of damage and blasts a huge hole in the ground, sending your opponents hurtling through the air. If you want to use it against a nearby Worm, you might want to try tossing it straight up in the air and letting it bounce off your Worms head. It will ricochet toward your opponent and settle right near him.
Mortar: The mortar is to the bazooka what the cluster bomb is to grenades, with the same amount of damage produced by the cluster bomb. Remember that gravity plays a role in Worms 3D, so dont fire the mortar, bazooka or other missile weapon directly at a nearby enemy. Youll need to adjust your aim up a little bit, to compensate for the downward pull; the farther away your opponent, the higher your aim.
Both the mortar and the cluster bomb should be tossed into a confined area where their bomblets can do maximum damage.- Homing Missile: This weapon comes in handy when youre trying to nail another worm hiding behind a structure. Before you fire it, you can survey a top-down view of the map and select your target with the crosshairs. When you launch the homing missile, it will do its best to strike pay dirt, with a maximum of 45 damage points. Instead of firing the missile straight at an opponent, try aiming up above them, so that it goes up and then comes down directly on them.
- Homing Pigeon: Similar to the homing missile, this dim-witted bird can also help you hit an opponent who doesnt present you with a clear line-of-sight. It does a better job, however, because it can fly around obstacles, and when it makes contact, it produces up to 70 damage points.
- Banana Bomb: This staple of timeless comedy gags gets new life as a Worm weapon. Like the cluster bomb, the banana bomb does damage upon impact, with five smaller bombs popping out and adding to your opponents misery. This one racks up as much as 55 points of damage on detonation and up to 75 points per bomblet. While its tempting to toss the banana bomb in the air above an opponent, be careful or its clusters may fall on your teammates.
- Sticky Bomb: Throwing grenades and bombs can be tricky given the fact that they can bounce all over the place. The sticky bomb, though, attaches itself to the first thing it touches, including another Worm. When it explodes, it eliminates up to 40 points of damage. You can also use it to blow out part of the landscape from under a Worm, sending him tumbling to his demise.
- Viking Axe: Use this weapon to cut another worms health points in half. If it has one point left, the worm will die.
- Fire Punch: Another short-range weapon, pounds a Worm standing next to yours for 30 points of damage and sends him flying in the direction youre facing. Hopefully he will land on a mine for even more damage, or simply fall off a cliff or into the water.
- Prod: Lets say you have an opponent on the edge of a cliff, or right near the water (Worms die instantly when they fall in water) or even a land mine, and youd like to give them a send-off. Prod doesnt inflict any damage, but it does push your enemy in the right direction. And cause much embarrassment that you eliminated him out so easily.
- Baseball Bat: Causes the same amount of damage as Fire Punch and also knocks the Worm through the air, but the Baseball Bat also allows you to alter his trajectory and aim for something.
- Uzi: As you might expect, this gun can spray health loss around a group of Worms huddled together. It causes up to 60 points of damage, deducted from one opponent or spread among several.
- Dynamite: Drop it and get as far away as possible before the five-second fuse ignites an explosion that tears 75 points away from any Worm caught in it. A tip: use a utility, such as the jet pack, to leave the scene.
- Land Mine/Mega Mine: Think strategically with this one. Once you place it, it wont detonate until a Worm steps on it, so use the land mine to box in a cornered opponent or place a crucial part of the landscape off-limits, unless someone wants to come through and absorb up to 55 points of damage from the standard mine or up to 70 points from the mega one.
- Sheep/Super Sheep: Release the Sheep and it will head toward its target, jumping across gaps and moving around obstacles to get there. Once its in place, press the fire button to detonate it or wait about 10 seconds, when it will explode on its own and inflict up to 75 points of damage. Sheep can also collect crates for you. The Super Sheep variant can fly and drop down on an opponent, as well as collect more crates than its less powerful brethren, thanks to its 25-second timer.
- Mad Cow: Send up to five crazed bovine running toward your opponents and exploding after five seconds, inflicting up to 75 points of damage each. If you move your Worm after releasing each Mad Cow, you can send them in different directions.
- Old Woman: This crinkly Worm explodes 10 seconds after being released or when it touches another Worm, whichever comes first. She can cause up to 75 points of damage, but she wont move around obstacles or jump over gaps; shell simply go in a different direction or fall.
- Earthquake: Shake the landscape for a few seconds, sending Worms into the water or onto land mines. It also causes such objects as crates and oil drums to slide around; the latter might explode, adding extra damage to the mix.
- Petrol Bomb: Petrol is the British word for gasoline. Toss this one like a grenade and watch the initial impact cause 20 points of damage, with an extra 2 from large flames and 1 from small flames. Hurl it directly at a nearby opponent at full power and watch him slide back.
- Gas Canister: Toss it like a grenade and watch it poison all the Worms in the vicinity, dinging them for three health points per turn. It has a five-second timer.
- Blow Pipe: Use it to blow a dart that takes one health point from its victim per turn. Not the most powerful weapon in your arsenal, but handy when you have nothing left, or when your opponent has one point and you want to embarrass him with an easy kill.
- Air Strike: Summon a bomber that drops six bombs on the area you specify, causing up to 30 points damage each. Perfect for finishing off the last Worm.
- Lottery Strike: Just like the air strike, except the bomber drops six bombs that deal out 1 to 49 points of damage each. Take a chance.
- Doctors Strike: Or have the bomber unload six health crates to help out your heavily damaged Worms.
- Nuclear Test: Detonates a nuclear bomb on a nearby island. The radiation fallout inflicts five points of damage per Worm each turn. Grab a health crate, if available, to cure your Worms if theyre afflicted.
- Concrete Donkey: Drop it from the sky and watch it produce up to 55 points of damage with each bounce, along with enough terrain damage to punch a hole in the landscape to the water below.
- Binoculars: Spy on Worms far away.
- Crate Spy: View the contents of all the crates on the landscape.
- Double Damage: Inflict twice as much damage during the current turn. Also doubles the size of blast radii.
- Double Turn Time: Get twice as much time making up your Worms feeble mind.
- Fast Walk: Your Worm slithers twice as fast.
- Freeze: Keep all the Worms on your team from moving for the turn. Keeps them from getting knocked around by blast weapons, if you were wondering. However, it wont keep them from falling if the landscape blows out beneath them.
- Girder: A piece of metal that bridges gaps that were there from the start or were created by exploding ordnance. You can also use it as a shield that will absorb most of an enemy attack. Girders also come in five-pack bridge kits.
- Jet Pack: This handy object allows you to fly anywhere on the map, but it comes with a limited amount of fuel. You can toss most weapons while using it.
- Low Gravity: Jump higher and farther. Thrown weapons travel and bounce farther, and Worms knocked around by explosions cover greater distances.
- Ninja Rope: Attach one end to a piece of landscape and move to your objective. You can also swing off the end of the rope if you want, allowing you to toss a weapon from the apex of your swing.
- Parachute: Fall from great heights with this utility, controlling your descent with the movement keys. The wind affects your fall, which can send you in the wrong direction if its too strong.
- Red Bull: Nope, no wings. Just Fast Walk and Low Gravity in one can.
- Scales of Justice: Balances out the health points between both teams. Useful when your Worms all have low health and your opponents Worms havent been damaged much.
- Teleport: Send that Worm anywhere on the landscape.
- Worm Select: You move each of your Worms in order, but maybe youd like to use a different one when the opportunity arises. Worm Select lets you do that.
- Mac OS X version 10.2 (10.3 recommended)
- 600MHz PowerPC G3 processor (867MHz G4 or faster recommended)
- 256MB of RAM (512MB recommended)
- 32MB video card
- 1.3GB of hard disk space (1.5GB recommended)
- DVD drive
- QuickTime 6