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Guide By: Dark_Phantom_89; Ed-_- (DLC) There are 75 Trophies that can be earned in this title.
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Show / Hide Guide Road Map 
Worms 2: Armageddon is a turn-based 2D strategy game whereby the objective is to eliminate all of the enemy worms before they eliminate you. In order to achieve this, you have a wide range of weaponry at your disposal, ranging from the fearsomely powerful to the downright comical.
ROAD MAP:
- Estimated Platinum Difficulty: 7/10 (My personal view)
- Approximate Time To Platinum: 25-30 hours
- Offline: 7 2 2
- Online: 3 7 5
- Missable Trophies: None
- Minimum Number of Playthroughs Required: 1
- Difficulty Affects Trophies: No
- Glitched Trophies: "Mine Gott!" "Mine All Mine!"
- Cheats: None
The approximate time to Platinum was calculated using the following timeframes:
- 4 Hours for the Campaign.
- 20 Hours for the Online Trophies (this may vary depending on how lucky you are with weapon pickups and how many matches you win.)
- 1 Hour to collect any other trophies that you may have missed.
These times are based on not boosting. If you boost any of the online trophies, then it may take less time.
As you can see, the "Mine Gott!" and Mine All Mine!" trophies have been listed as glitched, as the trophy descriptions are incorrect and meeting these criteria will not award you with these trophies. However, rest assured that they CAN be obtained - please refer to the "Mine All Mine!" trophy description for more information.
The road to Platinum can be broken down into three steps:
STEP ONE – COMPLETE THE TUTORIALS AND CAMPAIGN: Before you start the campaign, you may wish to create a team and then complete the tutorials in order to obtain two trophies in a fairly short space of time. Afterwards, you can begin the campaign, where your main aim will be completing it for the Going Solo trophy. You may unlock some additional trophies along the way, particularly Six Pest and Collateral Damage which can both be earned on Mission 30. It's likely that you'll also earn Any Way Up for dealing 69 damage to an enemy worm at some point during the campaign as well.
The campaign is split into two sections – Deathmatches and Puzzles. Deathmatches are simply matches against the AI which get increasingly harder as you progress through. Puzzles on the other hand, are a little different – the main objective here will be to reach a certain location using what little weaponry you have, usually within a set time limit. After you have completed Mission 30, you'll also have enough cash to obtain the Martyn's Missus trophy as well, so by all means go for this too. Remember that you'll need to buy the final 5 missions in the shop for 100 cash each. See the trophy descriptions for more information.
After this step, you should obtain the following trophies:
Name and Fame
Teacher's Pet
Any Way Up
Six Pest
Collateral Damage
Martyn's Missus
Going Solo
STEP TWO – OBTAIN THE ONLINE TROPHIES: This step will be the most difficult to complete, and the vast majority of your time will be spent here. Please refer to the "Online Trophies" section of the guide for information and advice on obtaining these trophies. If you are having a hard time trying to get any of these trophies, we have a Boosting Thread which can be found here: Worms 2: Armageddon Boosting Thread
The online trophies are as follows:
Drop Your Load
Happy Shopper
Six Dollar Worm
Mine Gott!
Get Your Lob On
In Your Own Time
Cheeky Flocker
Wind Assisted
Dead-Eye Dick
Mine's A Drink
Mine All Mine!
Ranked Master
One Good Turn...
Armageddon Good At This!
Donkey Dodger
STEP THREE – CLEAN-UP: In this step, you should focus on any trophies that did not come naturally during the first two steps. It is very likely that you would have obtained some of these already, especially if you have completed the online trophies. If not, then simply refer to the trophy descriptions for a more detailed insight.
These trophies include:
Prod For Victory
I'll Try Anything Once
Oldest Swinger In Town
Fire Starter
And finally...
Worms Elite
[PS3T Would Like to Thank Dark_Phantom_89 for this Road Map]
Retro Pack DLC
- Estimated Trophy Difficulty: 5/10
- Offline: 11 1
- Online: None
- Approximate Time To Complete: 4-5 hours
- Minimum Number of Playthroughs Required: 1
- Missable Trophies: None
- Difficulty Affects Trophies: No
- Glitched Trophies: Worminator
As you can see, the Worminator trophy has been listed as glitched, however it can still be obtained. Please refer to the Mission Walkthrough for Retro 9 for more information.
The road to obtaining all of these trophies can be broken down into either one or two steps:
STEP ONE – PLAY THROUGH AND COMPLETE EACH OF THE RETRO PACK MISSIONS: As the title suggests, the main aim here is to complete all 20 of the Retro Pack missions. The missions consist of classic Deathmatch-style battles against enemy worms, Vital Crate and Vital Worm missions. If you solely aim to complete all of these missions and don’t focus on the campaign specific trophies, then you will obtain the Modernist, So Last Year, Stuck in the 90s, and Retrograde! trophies in this step. If you wish to complete this DLC in one playthrough, then you will need to be aware of the campaign specific trophies available in the following missions:
Mission 1: Last Worm Scout
Mission 5: Can't Be Rocked
Mission 8: An Apple a Day...
Mission 9: Worminator
Mission 12: Leave No Worm Behind
Mission 13: We Don't Need Roads
Mission 14: Child's Play
Mission 15: Crate Fishing
We have incorporated these trophies into our mission guide, so you should be able to obtain all of them in one playthrough if you follow it. Please note that the strategies mentioned in the guide detail how we were able to complete each mission, so there may be more than one way of finishing them.
STEP TWO – REVISIT CERTAIN MISSIONS AND OBTAIN THE CAMPAIGN SPECIFIC TROPHIES (OPTIONAL): If you missed any of the campaign specific trophies, then you will need to revisit the required missions via the mission select screen. This DLC set features varying mission requirements for the extra trophies ranging from receiving no damage to keeping all of your worms alive.
[PS3T Would Like to Thank Dark_Phantom_89 and Ed-_- for this Road Map]
Time Attack DLC
- Estimated Trophy Difficulty: 5/10
- Offline: 11 1
- Online: None
- Approximate Time To Complete: 3-5 Hours
- Minimum Number of Playthroughs Required: 1
- Missable Trophies: None
- Difficulty Affects Trophies: No
- Glitched Trophies: None
The road to obtaining all of these trophies can be broken down into either one or two steps:
STEP ONE – PLAY THROUGH AND COMPLETE EACH OF THE TIME ATTACK MISSIONS: As the title suggests, the main aim here is to complete all 20 of the Time Attack missions. The missions comprise of three main objectives – reaching an exit point, collecting a crate, or completing a set number of laps around a course within a certain amount of time. If you solely aim to complete all of these missions and don’t focus on the campaign specific trophies, then you will obtain the Swift Exit, Ain’t No Lap Dog and The Cratest trophies in this step. If you wish to complete this DLC in one playthrough, then you will need to be aware of the campaign specific trophies available in Missions 1-4, 6-7, 9, 13 and 17.
STEP TWO – REVISIT CERTAIN MISSIONS AND OBTAIN THE CAMPAIGN SPECIFIC TROPHIES (OPTIONAL): If you missed any of the campaign specific trophies, then you will need to revisit the required missions and obtain these. This DLC set features a fairly large ratio of specific trophies in comparison to the others, all of which can be split into four distinct categories. These include taking no Mine, Fall or Sentry damage and completing a Time Attack mission in a much faster time than the allocated limit.
The trophies that you’ll be focusing on in this step (if you don’t already have them) will be:
No Mine Damage: Defused and Twinkle Toes
No Fall Damage: Fall Guy and Down-to-Earth
No Sentry Gun Damage: Gun Shy and Bullet Dodger
Set Time Completion: Nut ‘n’ Bolt, Lightning Bolt and Me Sane Bolt
[PS3T Would Like to Thank Dark_Phantom_89 and Ed-_- for this Road Map]
Forts Pack DLC
- Estimated Trophy Difficulty: 4/10
- Offline: 11 1
- Online: None
- Approximate Time To Complete: 5 - 10 hours
- Minimum Number of Playthroughs Required: 1
- Missable Trophies: None
- Difficulty Affects Trophies: No
- Glitched Trophies: None
It is possible to obtain all of the trophies within one playthrough by following this guide. However, you can also simply play through all of the missions first, and then use mission select to return to any trophies that you may have missed.
STEP ONE – PLAY THROUGH AND COMPLETE EACH MISSION: For this step, you simply need to play through and finish all 20 missions by completing whatever objective is presented to you. You will unlock the Death Matched, King's Defender, Crate Scott, Vital Ballistics, and Head Hunter trophies during this step if you focus solely on the missions and don't attempt to get any of the mission specific ones. However, you are likely to unlock many additional trophies along the way without trying, as many of them are reasonably straightforward. If you wish to complete the DLC in one playthrough, you will need to look out for the extra trophies available in the following missions:
Mission 11: Holy Moly
Mission 13: Bridge Burner
Mission 14: Call off the Strike
Mission 16: Gone Bananas
Mission 17: Stalwart
Mission 18: Soak-Crates
Mission 19: Dream Team
STEP TWO – CLEAN UP (OPTIONAL): Here, your goal will be to obtain any of the mission specific trophies that you may have missed during your first run through of the Forts. All missions can be replayed through the mission select screen. These additional trophies involve finishing games by using certain weapons, ensuring that a protection target suffers no damage, and losing no worms.
[PS3T Would Like to Thank Dark_Phantom_89 and Ed-_- for this Road Map]
Puzzle Pack DLC
- Estimated Trophy Difficulty: 6/10
- Offline:  11  1
- Online: None
- Approximate Time To Complete: 5-10 Hours
- Minimum Number of Playthroughs Required: 1
- Missable Trophies: None
- Difficulty Affects Trophies: No
- Glitched Trophies: None
The road to obtaining all of these trophies can be broken down into either one or two steps:
STEP ONE – PLAY THROUGH AND COMPLETE EACH OF THE PUZZLES: This step is fairly straightforward and involves simply completing all 20 puzzles. You will obtain the "Amateur Puzzler," "Detective," and "Super Sleuth" trophies if you solely focus on finishing and not worrying about the additional requirements for the other trophies. All of the Puzzle DLC Pack trophies are offline, single player and can technically be obtained in one playthrough, which is what the guide will focus on. However, you may find that you’ll need to revisit some puzzles in order to obtain the remaining trophies.
STEP TWO – CLEAN UP (OPTIONAL): If you missed any of the trophies that require you to meet criteria other than completing the mission, then you’ll need to play through these Puzzles again. These additional trophies fall into three categories, those being taking no damage, completing a Puzzle with at least one item left over and finishing before Sudden Death kicks in.
The trophies that you’ll be focusing on in this step (if you don’t already have them) will be:
No Damage: "Pain Prevention," "Damage Dodger" and "Odynophobiac"
Remaining Items: "Economical," "Thrifty," and "Gnat’s Nostril"
Avoiding Sudden Death: "Lightfoot," "Done in 20 Seconds," and "Ain't Got Time to Speed"
[PS3T Would Like to Thank Dark_Phantom_89 and Ed-_- for this Roadmap]
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 | Worms Elite |  |
| Easy, just unlock all the other trophies! | (4) |
Like all Platinums, this will be awarded once you obtain your last trophy.
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 | Any way up |  |
| Cause 69 damage to an enemy Worm. | (2) |
This trophy is tricky and a degree of luck is required to obtain it. I would suggest using either a Sheep and detonating it just before it touches the enemy worm, or planting a Dynamite. These weapons can cause up to 75 damage, but more often than not, tend to inflict between 65-70 damage. Be patient - this trophy will come eventually.
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 | Six Pest |  |
| Kill 6 enemy worms in a single turn. | (1) |
This trophy can be achieved in Mission 30 of the Campaign. When you near the end of the mission, you will obtain the "Armageddon" weapon which will wipe out all six enemy worms when you use it.
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 | Prod for Victory |  |
| Win a game by using the Prod. | |
This trophy does not specify that it needs to be done in a Ranked Match, so you can try for this in the campaign, as it will be a lot easier. Remember, that you must kill the last enemy worm by using Prod and no other weapon. Try to push the enemy worm into the water, as that is an instant death. It is so far unconfirmed whether prodding a worm into a mine will work, so I would recommend you try for the water just to be sure. It has been confirmed by Switchy that this trophy can also be obtained in Local Multiplayer.
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 | I'll Try Anything Once |  |
| Use every weapon and utility in the game once. | |
There are a lot of weapons and utilities in the game, but this trophy will come over time, especially if you play through the Campaign. However, you can speed things up by entering Firing Range 1, as you'll have access to all weapons and utilities there.
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 | Drop Your Load |  |
| Kill a worm in a Ranked Match by dropping a weapon from the Jet-Pack or Ninja Rope. | |
The easiest way to get this trophy is to use a Jet Pack and drop a Dynamite. Select the Jet Pack from your Inventory, and press to activate it. Use the Analog Stick to navigate around the map and press to drop the Dynamite. Make sure that the enemy worm has under 50 health and you drop it exactly on him just be sure of a kill, and remember to retreat to a safe distance after dropping it!
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 | Happy Shopper |  |
| Collect more than 10 Weapon Crates in a single Ranked Match. | |
Considering that this trophy requires you to play a Ranked Match in order to achieve, there’s only really one game mode that you can try this in - Crazy Crates. This mode has a lot of crate drops each turn and is your best chance at getting this trophy. The easiest type of map to get this on would have to be an underground one - you’ll be able to attach your Ninja Rope to the ceiling and navigate around the majority of the map. The Jet Pack will also work for this, so by all means, feel free to use that as well. You do not have to collect the crates all in the same turn or with the same worm.
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 | Six Dollar Worm |  |
| We can rebuild him! Collectt 6 Health Crates with one worm during a Ranked Match. | |
This does not need to be done in one turn, but must be done with the same worm. If the worm dies, then you'll have to start over with another one, so make sure that it is suitably protected after you have collected a few crates. I would recommend a similar strategy as mentioned in "Happy Shopper" for this one. An underground map on Crazy Crates is your best bet for this - remember that Ninja Rope is your friend here. Make sure that the round progresses a little before going for this, as there will be many more crates on the field, thus making it a little easier.
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 | Martyn's Missus |  |
| Spend more than 2000 cash unlocking items in the shop. | |
In order to earn enough cash for this trophy, you'll have to progress through the Campaign and complete Mission 30 first. Enter the Shop from the Main Menu and buy everything possible.
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 | Teacher's Pet |  |
| Complete all tutorials. | |
After creating your team, a notification will appear on screen asking if you wish to try the Tutorial. If for whatever reason you didn't try it at this time, you may access it via the Single Player Menu.
You'll have to complete 3 Tutorials in order to obtain this trophy:
1) Basic Tips and Weapon Usage - The first tutorial will take you through the basic elements of the game - moving, jumping and weapon usage.
2) Utility Usage and Crate Types - You'll learn how to use the Ninja Rope and Jet Pack in this one. The game will also take you through the three crate types in the game - Weapon, Utility and Health.
3) Basic Deathmatch - Your newly-learnt skills will be put to the test here and you'll have to face the AI in a Deathmatch and win. You will have plenty of weapons in your arsenal, so this shouldn’t be too much of a problem.
After you’ve finished these tutorials, you will be rewarded with the trophy.
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 | Name and Fame |  |
| Name a team and choose hats, speech-banks, gravestones and victory dances for them. | |
This will likely be the first trophy that you get. As soon as the game starts, you'll be prompted to create a Team. Remember to use and to scroll between the different options and make sure you set each one.
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 | Mine Gott! |  |
| Detonate at least 3 Mines during one turn in a Ranked Match. | |
This trophy is glitched, but can be obtained. Please see the "Mine All Mine!" description for more information.
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 | Get Your Lob On |  |
| Win and Playstation Network game using just the Grenade. | |
You must ONLY use the Grenade to damage the enemy in order to obtain this trophy, however you CAN use some Utilities. However, I would recommend that you use nothing else just to be sure. I found that the best mode to try this on is Pro - there's no Jet Packs and only 2 Ninja Ropes available in the Inventory, which means that the enemy will not be able to move around the map as much. Remember that you can also change the fuse on Grenades to anything between 1-5 seconds by pressing to suit certain situations. A useful tip I can offer is that Grenades can also be used as cheap dynamite - you can set the fuse to 5 seconds and drop it by an enemy worm. However, I'd only recommend this if you're in a sticky situation, otherwise you'll be left wide open for attack by the enemy.
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 | In Your Own Time |  |
| Win a Ranked Match by being the last surviving worm not killed by the rising water in Sudden Death. | (1) |
This trophy is a little tricky, as most matches end before Sudden Death. The water will begin rising after the 15 minute (20 minutes in Fort) match time has expired, so make sure that you get to high ground when this happens. Ninja Rope, Jet Pack and Teleport will be your friends here - however, remember that you need to only have one worm left. You can kill the enemy worm during Sudden Death and still obtain this trophy. If you're looking to bring on Sudden Death, I would recommend you play a game of Fort. This mode is a real battle of attrition, as you'll only have a select few weapons which can deal damage at long range, so the match will take a fairly long time. You'll also have to use your Blowtorch to dig through your Fort, which will also make it harder for the enemy worms to hit you. During Sudden Death, all worm's health will be reduced to 1, therefore anything can kill. If you have an Airstrike or Homing missile saved up and the enemy worm is out in the open, then by all means use it.
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 | Cheeky Flocker |  |
| Deploy 25 Sheep in any ranked games. | (1) |
This is cumulative and does not need to be done in a single match. This will come over time, so be patient. You will have a Sheep in your Inventory at the start of each Ranked Match, so if you’re looking to speed things up, make sure that you always use it.
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 | Oldest Swinger inTown |  |
| Use the ninja rope 1000 times. | |
Again, this trophy will come over time. The definition of "using" the Ninja Rope is firing the first shot of it. This does NOT need to be done in a Ranked Match (though if it is used in these matches, it will count,) so if you’re looking to speed this up, you can simply enter the Firing Range and use the rope there - you'll have an unlimited number of them. SandeProElite has suggested the following tip for maximum efficiency:
The fastest way to get this trophy in 5 minutes is to enter the Firing Range, drill a hole and keep spamming  Reason you want to drill a hole is because the next rope shot will fire to the opposite direction always, so when there's a wall at both sides it's easy and fast to get the trophy.
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 | Wind Assisted |  |
| Win a Ranked Match using only the Bazookas. | |
You must ONLY use the Bazooka to damage the enemy in order to obtain this trophy, however you CAN use some Utilities. However, as previously stated, I would recommend that you use nothing else just to be sure. I found that the best mode to try this on is Pro - there's no Jet Packs and only 2 Ninja Ropes available in the Inventory, which means that the enemy will not be able to move around the map as much. Remember to take note of the wind direction and the position that you plan to hit when firing - landing a Bazooka to the left of a worm will send it flying over to the right, and vice versa. This is especially useful if an enemy worm is near some water. The environment is also important - make note of any explosive barrels and mines and try to use these to your advantage. An "above ground" map is recommended for this, as there will be no ceiling blocking your Bazooka.
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 | Fire Starter |  |
| Use the fire weapons 200 times. | |
The definition of a "fire weapon" is one that emits fire when used, therefore Napalm Strike and Petrol Bomb are your only options here. This trophy will come over time, but if you wish to obtain it quicker, then you can enter the Firing Range and try there as you'll have unlimited ammo.
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 | Dead-Eye Dick |  |
| Inflict maximum damge on an enemy worm with a weapon during a Ranked Match. | |
The description for this trophy is a little misleading, as it makes it sound harder than it actually is. "Maximum Damage" refers to the highest amount of damage that a weapon can do (Dynamite - 75, Bazooka - 50, Fire Punch - 30, etc.) I got this in the very first online match that I played by using the Fire Punch for 30 damage.
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 | Mine's a Drink |  |
| Knock an enemy worm into the water using only a Mine in a Ranked Match. | |
Make sure that an enemy worm is a sufficient amount of space from the water before trying. When going for this trophy, remember to position the mine at the opposite side of the water that the worm is facing. For example, if the water is to the left of the enemy worm, then place the mine a little over to the right so the explosion will send the worm in the opposite direction.
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 | Going Solo |  |
| Complete the Single Player Campaign. | (1) |
There are a total of 35 missions that must be completed for this trophy (the last 5 of which must be purchased from the In-Game Shop.) The campaign consists of two sections - Deathmatches and Puzzles. As previously mentioned in the Road Map, the Deathmatches are simply matches against the AI which get progressively harder throughout.
Remember to think strategically when facing the AI, especially towards the end of the Campaign - don't leave your worm out in the open, use cover to your advantage and don't use all of the powerful weapons straight away, as you never know when you may need them in an emergency to tip the tide of battle. From around Mission 20 onwards, the AI start to become much more accurate and you begin to be massively outnumbered, so these missions may take a few tries, and will definitely require tactical thinking.
If you start well protected in cover, try and stay there if possible and use the Blowtorch to dig your way around. When you dig all the way through and emerge from your tunnel, don't leave it behind. Take shots at the enemy and retreat to the safety of your underground network. Failure to retreat to cover will result in an early death, especially during the later missions. Water will be vital here, so make it your main aim to kill as many enemies as possible in this way - it'll save you a lot of ammo which can be used for those worms which cannot be knocked into the sea.
The other section of the Campaign is a range of Puzzles which require you to reach the end location using the limited weapons in your Inventory, sometimes under a Time Limit. Tips on how to complete these Puzzles can be found here: Worms 2: Armageddon - Puzzle Tips
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 | Mine All Mine! |  |
| Detonate at least 5 Mines during one turn in a Ranked Match. | (1) |
Unfortunately, this trophy along with the "Mine Gott!" trophy are glitched, but it has been confirmed that they can still be obtained. Thanks to CaptainSellers for this information:
You can use YOUR OWN mines. I just tested this - the 3 mine trophy never worked, until I detonated 4. I tested the 5 mine trophy with 6 of my own just in case, and can confirm this works.
First, you’ll need to find a map with 6 mines located relatively close together. The best way to earn this trophy would be to use either the Ninja Rope or Jet Pack and navigate around the map. There's a likely chance that you won't have enough swings/fuel to get all of the mines with the Ninja Rope/Jet Pack, so be prepared to have to use another. Standard seems to be the best mode to get this in, as you'll have more time during your turn. Remember to not fly too close and get hit by the explosion or you'll have to try again. This is one of the more difficult online trophies, so if you're looking to boost it, the relevant thread can be found here: Worms 2: Armageddon Boosting Thread
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 | Collateral Damage |  |
| Inflict more than 150 damage on a single enemy worm by detonating at least one barrel. | (1) |
This trophy can be achieved in Mission 30 of the Campaign. As with the "Six Pest" trophy, there's an extremely high chance that you'll get it at the end of the mission. Using the "Armageddon" weapon will cause massive damage to the enemy worms and will detonate the explosive barrels that they are standing next to.
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 | Ranked Master |  |
| Achieve 17 wins in each of the following ranked game modes: Standard, Pro, Crazy Crates and Fort. | (1) |
This trophy is self-explanatory and will come over time. You can look at your Save File to see how many ranked games you have one, but bear in mind that this is only an overall figure, and thus does not tell you how many wins you have in each mode. Therefore, I would recommend that you keep a record of your wins yourself.
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 | One Good Turn... |  |
| Inflict maximum damage on an enemy worm the turn after they've inflicted maximum damage on one of your worms during a Ranked Match. | |
Although the description makes this trophy sound extremely difficult, rest assured that it is much easier than it sounds. As previously stated, "Maximum Damage" refers to the highest amount of damage that a weapon can do. The Fire Punch, Dragon Ball and Baseball Bat will always inflict a maximum of 30 damage upon impact, so a sure-fire way to obtain this trophy would be to use any of these weapons on an enemy worm if they have used them on you in the previous turn. It does not need to be on the same enemy worm.
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 | Armageddon Good At This! |  |
| Win a Ranked Match by being the last worm standing after deploying Armageddon. | |
Please note that this weapon CANNOT be used or obtained on an underground map. Armageddon is an extremely powerful weapon which will bring a Meteor Shower on the entire landscape and destroy anything in its way - barrels, mines, your worms, enemy worms - nothing is safe from this almighty weapon. Needless to say, you'll need to find yourself some sufficient cover before using this weapon - the Blowtorch/Pneumatic Drill will allow you to dig deeper into the landscape to find cover, or Teleporting to a well-covered position will also help.
This trophy is based completely on luck, as not only is Armageddon difficult to obtain, but there is a chance that it will wipe you out as well. Although the description states that you must be "the last worm standing," I can confirm that you CAN obtain this trophy if you have more than one worm left on your own team. As well as this, if you use Armageddon and it does not destroy the enemy team, but you go on to win the match, then you will also obtain this trophy. The best chance of getting Armageddon would be to play a Crazy Crates match, as this mode drops the most weapons and therefore increases your chances of obtaining the weapon. There’s not really much more advice I can give other than to be well prepared before using this fearsome weapon.
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 | Donkey Dodger |  |
| Survive the enemy deploying a Concrete Donkey in a Ranked Match and go on to win the round. | |
This is another extremely difficult trophy and again, requires a large amount of luck to obtain, mainly because even if your opponent obtains it, there's a chance that they may not even use it. The Concrete Donkey is a truly mighty weapon and no worm is safe from it's path whether they are under cover or not - this weapon will tear through the landscape right through until the water at the bottom. Although the trophy description states that you need to "survive" the enemy deploying the weapon, I can confirm that your worm CAN be killed by it. As long as you go on to win the match, then you will obtain this trophy. As previously stated, the best chance of obtaining the Concrete Donkey would be to play a Crazy Crates game, as this mode drops the most weapons and therefore increases your chances of obtaining it.
However, that’s not all - remember that you still need to win the match. Be extremely cautious after a Donkey attack and try not to engage in direct combat unless absolutely necessary. Cover will be absolutely vital here. This is one of the more difficult of the online trophies to obtain, so if you're having no luck in getting it, you can refer to the Boosting Thread located here: Worms 2: Armageddon Boosting Thread
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| DLC: Puzzle Pack |
| Cost: 4.99 Trophies: 12 |
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 | Amateur Puzzler |  |
| Complete Puzzles 1-7 | |
As stated in the description, you need to complete the first seven Puzzles in order to obtain this trophy. Please note that the walkthroughs below are how we were able to complete the Puzzles, so there may be more than one way of finishing them.
PUZZLE 1:
Difficulty: Easy
This Puzzle is very straightforward. Simply fire your Bazooka at the worm called "Puzzle." He will fall down, die and kill the second worm in the process.
PUZZLE 2:
Difficulty: Easy
Start out by using your Super Sheep to collect the Utility crate above the enemy worm. Make sure that you do not destroy it, because it is vital to completing the mission. If you do destroy it, restart. Once you have the crate (Lightning Strike,) use the weapon on yourself. This sounds crazy, but the Lightning Strike actually heals any worm that it touches. You will need to give yourself more health in order to survive the next part.
Next, teleport inside the loop where the enemy worm is located, and use the Dynamite. You will suffer a lot of damage here, but will survive thanks to the Lightning Strike.
PUZZLE 3:
Difficulty: Easy
As well as completing the Puzzle, the strategy below will also focus on obtaining the Economical trophy.
The first bit is the hardest, as you'll have to execute some good timing and judgement to pull it off. Remember that you'll want to save a weapon, so you'll have to use this slightly trickier method in order to do that. Select your Pneumatic Drill, jump, and as soon as you are above the enemy worm below, activate it. You should hit him, causing him to fall down into the pit alongside the other worm. You should also have fallen down, but you will suffer no damage because you are using the drill.
Next, move over to the lone worm on the right, and use the Baseball Bat to knock him into the area with the other two worms. Make sure that they are all bunched together. Finally, use the Airstrike on all three, and they should all die. You should have a Blowtorch and a Parachute left over in your inventory if you did this correctly, therefore earning you the Economical trophy.
PUZZLE 4:
Difficulty: Easy
Start out by placing the Electromagnet next to your worm, ensuring that it is set to repel and that it does not fall into the Mine pit below. On your next turn, use your Baseball Bat to knock the Electromagnet into the small pit directly below the enemy worm. If it falls into the Mine pit below, then you didn’t aim high enough and will have to restart. Finally, select your Grenade, setting it to a 5 second fuse just to be sure, and chuck it through the gap and towards the magnet. The Electromagnet will repel the Grenade, allowing it to curve around and up to the enemy worm, killing him.
PUZZLE 5:
Difficulty: Medium
As well as completing the Puzzle, this strategy will also focus on obtaining the Pain Prevention trophy. You have four turns of the enemy (five turns for you) to complete this Puzzle before you start to be attacked.
TURN 1: Firstly, select your Sheep and blow him up before he reaches the first crate to your right. The idea here is to make him create an opening so that the crate can be accessed. If you accidentally blow up the first crate, or don't make a complete opening, then restart.
TURN 2: Use the Buffalo of Lies now and deploy him to your right. He should enter through the opening made by your Sheep and collect the first crate (an Airstrike.) Don't blow him up yet, as he will continue to make his way right and over to the second crate (Ferrets.) Once he has collected those, you can either leave him to explode on his own, or do it yourself.
TURN 3: You will now need to use the Airstrike and aim it at the thin strip of land that is blocking access to the crate directly below you. Remember to use to change the angle that the Airstrike comes down from.
TURN 4: Now that you have access to the final crate, deploy your Ferrets to the left. The beauty of Ferrets is that they stick to the land, meaning that they will make their way down and stick to the ceiling of the alcove below, enabling them to collect the crate (Super Bunker Buster.)
TURN 5: Finally, use the Super Bunker Buster to kill the enemy worm. Simply aim it directly at him, and it will tear through the land and kill him.
PUZZLE 6:
Difficulty: Easy
As well as completing the Puzzle, this strategy will also focus on obtaining the Damage Dodger trophy.
You'll notice that you have a Fire Punch here, but don't be tempted to use it on the enemy worm, because it won’t kill him and will result in you taking damage when it's his turn. Instead, move over to the left and jump into the small ditch where the Mine is (directly below the Utility Crate.) Make sure that you judge the distance and jump through the gap rather than touching it and falling into the Mine. If you get hit, then restart.
Next, use the Fire Punch to propel yourself into the air and collect the Utility Crate (Jet Pack.) Remember to position yourself directly below the crate so you don't miss it. Next, use the Jet Pack to fly over to the second Utility Crate (Blowtorch) high up to your left. Fly down, land next to the enemy worm and use the Blowtorch to send him into the water.
PUZZLE 7:
Difficulty: Medium
The difficulty in this Puzzle lies in the amount of trial and error that you’ll need to do before you get it right. Start by parachuting and collecting the crate that is directly below you. You'll notice that the wind is severely against you, so pull the left Analog stick to the right to slowly guide the parachute down and prevent yourself from being blown away. Next, use one of your teleports to pick up the second crate on the opposite side, and then use another one to get onto the middle platform.
Now here's the annoying part. You need to place your Electromagnet (make sure that it's set to repel) in the middle of this platform and then call down an Airstrike on yourself. The magnet will repel the fire and send it towards both enemy worms. You'll notice that it may not always kill both of them, in which case you will need to restart the mission. To give yourself the best chance of completing this Puzzle, make sure that the magnet is in the dead centre of the platform and then you aim the Airstrike right in the middle of the magnet.
|
 | Detective |  |
| Complete Puzzles 8-15 | |
As with the previous trophy, please refer to the following walkthrough on how to complete each Puzzle. Remember that the methods described are how we were able to complete them, so this may not necessarily be the only way to do some of them.
PUZZLE 8:
Difficulty: Hard
This is another trial and error Puzzle that will most likely have you selecting "Restart Level" over and over again. Firstly, pick up the two crates (Holy Hand Grenade and Jet Pack.) The trick here is to stand to the right of the explosive barrel, throw the Holy Hand Grenade next to it, and then stand slightly to the right of the grenade. If you do it correctly, your worm will be sent flying towards the two enemies, knock them both off of their perch and into the Mine/explosive barrel pit below. It's a lot easier said than done, so don't expect to get it right on your first go.
PUZZLE 9:
Difficulty: Medium
You will need to activate your Ninja Rope and grab onto the ledge that is above and to your right. If you attach the rope to the far right edge and pull yourself right up, you can then go to your inventory and select Parachute from there. Then press to open it and you can make your way over to the enemy worm. Remember to guide the Parachute along using the left Analog stick so you don't fall short and end up in the water.
PUZZLE 10
Difficulty: Easy
Although you have a Ninja Rope in your inventory, you don't actually need it to complete this Puzzle. As the message states in the game, sacrifice is key here. Move one of your worms directly behind the enemy worm and leave him there. Then, your next one will need to hit both of them with the Baseball Bat. Your first worm will die, but it will also take out the enemy worm with it. When using the Baseball Bat, make sure that you aim the crosshair as low as it will go, and that you hit both worms over to the right so that they don't get separated.
PUZZLE 11:
Difficulty: Easy
The Odynophobiac trophy is almost guaranteed after you complete this mission, as it is very likely that you won’t take any damage here.
Start out by using the Bunker Buster and aiming it directly above the cave with the Mines in it. You'll notice that the terrain dips slighty above the Mines – this is the ideal place to aim it. Now, you'll have a tunnel with direct access to the Mine cave. Now, select your Homing Missile and aim it at the crate that the enemy worm is standing next to. Do not collect the crate, as it only has a Prod in it which is completely useless here. You will need the explosion caused by the crate to propel the enemy worm into the tunnel. When firing, make sure that you aim the Homing Missile upwards so that it hits the crate and not the worm.
PUZZLE 12:
Difficulty: Easy
Fire Punch is the name of the game here, and you have three of them at your disposal. Start by using two of them on the worm directly in front of you. For the first one, make sure that you punch him over to the right, so that he ends up in the middle of the landscape. Do the same for the second Fire Punch, ensuring that you knock the enemy over to the right once more and into the water.
For the second worm, position yourself directly below him, and backflip by pressing twice in quick succession. When your worm reaches the full height of his backflip, immediately activate the Fire Punch to boost him further up into the air, knocking the enemy worm off of the ledge and into the water.
PUZZLE 13:
Difficulty: Medium
With your first two turns, use the Blowtorch to make two chutes down to the enemy worm. They should be positioned like this:

Make sure that you don't fall into the pit with the enemy worm and that your newly created tunnels extend all the way through the land. Next, use the two shots from your Shotgun to create gaps in the walls which are holding the two mines on the left side of the map. This will be very important later on in the mission.
Next, use the Teleport to collect the weapon crate (Earthquake) located to the left of the enemy worm. With your next turn, use the Bunker Buster and position it so that it breaks the walls next to the mines at the top right of the map. An ideal position is shown here:

Finally, use the Earthquake to shake things up a bit. This will send all of the mines falling down and through the tunnels that you made, killing the enemy worm.
PUZZLE 14:
Difficulty: Medium
Position your worm as far right as you can on the first platform. Next, use your Homing Missile and lock on to the ground immediately to the left of your worm. Then, fire the missile straight up with full power. The explosion should send your worm flying in the air and over to the next platform. Here, collect the weapon crate (Homing Missile,) and move to the right of this platform, ensuring that you jump over the utility crate without collecting it. The reason that you won’t be collecting this crate is that you will need the explosion caused from it to propel your worm further into the air and onto the next platform.
Select the Homing Missile from your inventory and lock on to the utility crate which you should now be standing next to. This explosion should send your worm flying to the far right of the map allowing you to collect the two utility crates and a weapon crate.
On your next turn, Blowtorch through the wall to the left in order to collect the second weapon crate. Now, position your worm right next to the oil drum on the left hand side, lock onto it with your Homing Missile and fire straight up with maximum power. This explosion should send your worm flying over to the final platform with the enemy worm. All you have to do now is Blowtorch through to the enemy worm, stand a good distance away and let the enemy worm feel the wrath of the Holy Hand Grenade. Hallelujah!
PUZZLE 15:
Difficulty: Very Hard
For the trophy Lightfoot, this puzzle must be completed before sudden death kicks in. This means that you have 2 minutes in which to reach and kill the enemy worm.
Firstly, use the Lightning Strike to increase your worm's health by 30. Next, you need to place a mine a few paces back from the right edge of the first platform. Trigger the mine with your worm, and the resulting explosion will need to take you over to the next platform. If your worm doesn't make it, then restart the mission.
Now, you need to get to the top of this platform and parachute down to the right. However, there is a wall in your way. Place a Dynamite as high up on the wall as possible, stand back, and allow it to explode and create a path for you. Move along your newly created pathway.
Now comes the hardest part. You are going to have to Ninja Rope your way up to the enemy worm without touching the ground. Fire the Ninja Rope upwards at about a 30 degree angle, then swing. At the far right of the swing, press to release and quickly press again to reattach further up. Repeat this until you are next to the enemy worm. This will take many attempts as the Ninja Rope can be very temperamental, so remain patient and don’t expect to do it on your first go. Bear in mind that you only get a maximum of 5 shots of the Ninja Rope to make it up to the enemy worm, which should be more than enough if you’re able to get it right. When you are next to the enemy worm, finish this puzzle by smashing him into the water with the Baseball Bat.
|
 | Super Sleuth |  |
| Complete Puzzles 16-20 | |
These Puzzles are the hardest of the set. The walkthrough below will explain in detail how we were able to complete these missions:
PUZZLE 16:
Difficulty: Medium
Take a few strides forward and place an Electromagnet set to attract. Next turn, use your Prod to push the magnet down the slope, allowing it to collect the mines along the way. Now, select the Parachute from your inventory and jump forward from the top of the slope. You want to aim to land above the mines as shown here:

Next, you need to Blowtorch your way through to the enemy worm, however try not to move the enemy worm from its starting position just yet. The direction shown above is the ideal situation to be in. Once through, get to the left of the enemy worm and use the Blowtorch once more. This time, push him through the path you created last turn, and make him drop from the edge and into the cluster of mines. This should cause more than enough damage to finish him off.
PUZZLE 17:
Difficulty: Hard
For the trophy Thrifty, you must complete this puzzle with an extra item in your inventory. This walkthrough will leave you with a Jet Pack.
With your first worm, Jetpack up to the first ledge, however don't use all of your fuel at once. Take it slow so that you make it up with relative ease. Then position this worm as shown:

Once you're up, skip this turn and wait for the next one. With the next turn with your main worm, you need to build a Girder in the position shown here:

Once you have done this, you will once again need to skip your other worm's turn.
Back with your main worm, you need to go to the far left of the bottom platform. Next, you will need to aim upwards with the Ninja Rope and fire. Now you are attached, you should be able to stretch your rope to the very top of the map as shown (method is courtesy of DarkSeraphim666):

If you are struggling to make it to the top, just bounce around a bit and make sure that you extend your rope at the right moment! Next, simply drop down to the weapon crate and collect it (Holy Hand Grenade.). Now, use it at full power and throw it back up where you came. The Electromagnets should direct it back up to the girder that you placed earlier, starting a chain reaction and killing the enemy worm.
PUZZLE 18:
Difficulty: Medium
For the trophy Done in 20 Seconds, you will need to complete this puzzle before sudden death kicks in. This gives you 2 minutes to reach and kill the enemy worm.
Double jump up to a thinner part of the first wall, and use the Blowtorch to dig yourself through. Once through, (and before jumping down,) use the Shotgun and shoot twice at the next wall at its thinnest section. This again should create a clear path through after you double jump up to this gap. Next, you need to use the Blowtorch again to clear a path through to the mine and oil drum. In the same turn, trigger the mine and then retreat as far right as possible to minimise the damage inflicted on you. The resulting explosion should create a gap through the next wall.
Now, use the Bunker Buster to the immediate left of the repelling Electromagnet. This should create a path through the penultimate boot. Finally, dig a path through to the final boot using your last Blowtorch. Then, stand back and use your Holy Hand Grenade to wipe out the enemy worm.
PUZZLE 19:
Difficulty: Hard
For the trophy Ain't Got Time to Speed, you will need to complete this puzzle before sudden death kicks in. This gives you 2 minutes to reach and kill the enemy worm.
Use the Pneumatic Drill to drill down to the bottom level on your first go. Next, you will need to create a trench above the mines using the Blowtorch. It should look something like this:

Next, teleport back up to your starting position and use the Airstrike to bombard the trench that you just created, leaving the mines exposed. If the mines aren’t exposed, then restart. For the next step, you need to line up a Girder so that the enemy worm will hit it when struck by the Baseball Bat and fall into the mines below.

Now all you need to do is hit the enemy with the Baseball Bat, and he should fall to an explosive death!
PUZZLE 20:
Difficulty: Very Hard
For the trophy Gnat's Nostril, you must complete this puzzle with an extra item in your inventory. This walkthrough leaves the Ninja Rope in your inventory
First, free fall down to the ditch underneath the enemy worm, but don't use your Parachute, because it will be needed for later. Place an Electromagnet set to attract at the bottom of the ditch and climb up to the pointed object on your right. You should now have a clear shot at breaking the enemy worm out of its cage. Use the Shotgun to make a hole underneath the enemy worm. If done correctly, the enemy worm will fall near the Electromagnet. This may take many attempts, as it can be quite difficult to line up the shots accurately.
Next, teleport up to the top cloud, place your worm in the small ditch and place another Electromagnet (this time set to repel.) This should force the mine into the ditch where the enemy worm and attracting Electromagnet are. Hopefully this will cause the mine to detonate, damaging the enemy worm. If this doesn’t happen, then you will have to restart.
Parachute down to the next cloud and quickly use the Baseball Bat to hit the mine on this cloud into the ditch with the enemy worm. Again, if this misses or fails to damage the enemy worm, then you will need to restart. The enemy worm should now be left with very minimal health (<20)
Finally, Parachute to the final cloud and use a fire punch to knock the last mine at the enemy worm. This should cause enough damage to kill him, so sit back and give yourself a pat on the back, because you’ve just completed the Puzzle Pack!
|
 | Damage Dodger |  |
| Complete Puzzle 6 without taking damage | |
Please refer to the walkthrough for Puzzle 6 which contains a strategy for obtaining this trophy.
|
 | Pain Prevention |  |
| Complete Puzzle 5 without taking damage | |
Please refer to the walkthrough for Puzzle 5 which contains a strategy for obtaining this trophy
|
 | Odynophobiac |  |
| Complete Puzzle 11 without taking damage | |
Please refer to the walkthrough for Puzzle 11 which contains a strategy for obtaining this trophy
|
 | Economical |  |
| Complete Puzzle 3 but have at least 1 item left in your inventory that isn't Skip Go or Surrender | |
Please refer to the walkthrough for Puzzle 3 which contains a strategy for obtaining this trophy.
|
 | Thrifty |  |
| Complete Puzzle 17 but have at least 1 item left in your inventory that isn't Skip Go or Surrender | |
Please refer to the walkthrough for Puzzle 17 which contains a strategy for obtaining this trophy.
|
 | Gnat's Nostril |  |
| Complete Puzzle 20 but have at least 1 item left in your inventory that isn't Skip Go or Surrender | |
Please refer to the walkthrough for Puzzle 20 which contains a strategy for obtaining this trophy.
|
 | Lightfoot |  |
| Complete Puzzle 15 before Sudden Death kicks in | |
Please refer to the walkthrough for Puzzle 15 which contains a strategy for obtaining this trophy.
|
 | Ain't Got Time to Speed |  |
| Complete Puzzle 19 before Sudden Death kicks in | |
Please refer to the walkthrough for Puzzle 19 which contains a strategy for obtaining this trophy.
|
 | Done in 20 Seconds |  |
| Complete Puzzle 18 before Sudden Death kicks in | |
Please refer to the walkthrough for Puzzle 18 which contains a strategy for obtaining this trophy.
|
| |
| |
| DLC: Forts Pack |
| Cost: 4.99 Trophies: 12 |
| |
|
 | Call off the Strike |  |
| Complete Fort 14 without using the Airstrike | |
For this trophy, you need to kill off all of the enemy worms without using your Airstrike. This shouldn't cause you too many issues, as you are given a very wide arsenal of weapons in this mission. Take down the enemy worms using any means necessary (a combination of Bazooka, Grenades, Homing Missile, Super Sheep and Banana Bomb is best.) It should also be noted that the Super Bunker Buster is great for exposing enemy worms that are in cover, and it can be a formidable weapon when dropped straight onto a group of them. If there are only one or two worms remaining, then don't be scared to Jet Pack over and give them a taste of your Dynamite or Baseball Bat. Make sure not to use the Airstrike and this trophy will unlock when you complete the level.
|
 | Gone Bananas |  |
| Complete Fort 16 by using the Banana Bomb | |
For this trophy, you need to end (i.e. kill the last enemy worm) on Mission 16 by using the Banana Bomb. The easiest way to do this is to first eliminate all the worms to the right of the starting position. You can remove the two nearest worms on the house, each with a 1-2 Bazooka shots, as they should fall into the water once hit by them. This should then leave you with 4 worms on the house and 3 above you on the tree.
Next, start removing the remaining worms on the house using whatever means you wish. Super Sheep and Airstrike should be able to take out most of them once they become available, and the Poison Strike is a great way of slowly diminishing health. If you get the stage where you don't have any decent weapons left to take out the worms on the house, then don't despair, as Grenades and Cluster bombs are also available. Providing that they are poisoned, one tiny cluster of a Cluster Bomb will be enough to take a severely poisoned enemy worm down. Make sure not to use the Homing Missile, as that is needed in the next step.
Once the worms on the house are disposed of, you need to target the worm on the far left of the tree with the Homing Missile. Place the reticule just to the right of the enemy worm to ensure that he flies over to the left and into the water.
Hopefully the remaining two worms will be in a reasonably close proximity to each other, and both close to an oil barrel. You have two options here:
OPTION 1: THE WORMS AREN'T CLOSE TO EACH OTHER:
Use another means to kill one of the remaining worms. You should still have a Baseball Bat in your inventory or you can stick to your trusty Bazooka/Grenades if you don't think it is safe to go up just yet. Remember that you will be aiming to kill only one of the remaining worms here. After removing the penultimate worm, move up to the final worm and place the Banana Bomb directly next to him (as before, think of it as Dynamite.) The resulting explosion should cause more than enough damage to kill him and complete the mission.
OPTION 2: THE WORMS ARE CLOSE TO EACH OTHER:
Simply Jet Pack up to the enemy worms and place the Banana Bomb directly in between them. The resulting explosion nearly always kills both worms due to the added damage from the oil drums. If you’re not confident that they will be killed, then you can always use a Poison Strike first (if you have one and didn't use it earlier,) and wait it out until their health has dropped to a low level.
|
 | Holy Moly |  |
| Complete Fort 11 by using the Holy Hand Grenade | |
As stated in the description, this trophy requires you to end Mission 11 by using the Holy Hand Grenade. When you use it, it must kill the last enemy worm on the map in order for it to count. The easiest way to achieve this is to eliminate all enemy worms except one, by using a combination of the Bazooka, Homing Missile, Super Sheep, and Airstrike. Finish off the final one with the Holy Hand Grenade.
The best way to approach this would be to use the Bazooka and Homing Missile to clear the worms at the top of the Fort. The Super Sheep and Airstrike are particularly useful in clearing out the worms at the far end of the Fort, who are harder to reach with standard weapons. When you get down to the last enemy worm, the Poison Strike is a fantastic way of slowly whittling down his health without actually killing him. Once poisoned, a worm will lose 5HP every turn until he reaches just 1. It's not totally necessary to wait this long, however, you can if you want to be sure that the Holy Hand Grenade will kill him.
When there's only one enemy worm remaining, use your Jet Pack to fly over to his position and place a Holy Hand Grenade directly next to him. Don't power it up, just press to instantly drop it (think of it as a form of Dynamite.) Don't worry about your worm taking damage, as you should have other worms alive to compensate for any loss that may occur here. Providing that the Holy Hand Grenade kills this last worm, you will obtain this trophy at the end of the mission.
|
 | Head Hunter |  |
| Complete Fort mission 20 | |
Due to the nature of Forts, there isn't really a set strategy that we can provide for each mission here due to the unpredictability of these games. Instead, we have compiled a list of general tips and advice to consider if you want to play a tactical game and emerge victorious.
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Don't waste all of your good weapons at once - you never know when you might need them.
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If your worm is stuck in a bad position, try and at least do something, rather than waste a turn. Can you use an Aerial attack or Blowtorch your way to a better position?
-
If your vital worm comes under fire, protect him using Girders and the Bridge Pack. They are great for acting as fortification barriers and will buy some time.
-
If possible, aim for the target worm whenever you can, because this will instantly win you the match. Bunker Busters, Airstrikes, Homing Missiles - use anything you can to take him down.
-
When going for the vital crate, try and kill all of the enemy worms first. If you start building bridges across, they may get destroyed if there are enemies still alive.
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The Poison Strike is a great way of slowly whittling down the enemy worms health. It’s even better if you can get it to hit a group or a target worm. You can play a waiting game and watch their health slowly diminish to 1 and finish them off with any weapon.
-
Explosive barrels make for good damage, not to mention they throw worms a fairly long distance. If you see an enemy next to one, try and aim for the barrel.
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Run out of Blowtorches? Fear not, as the Buffalo of Lies is a fantastic terrain-clearance weapon. If you’re nearing a vital crate and are worried that using a weapon to dig through may destroy it, then the Shotgun is perfect for this. It won’t cause any explosive damage when it hits terrain, meaning that the vital crate will remain perfectly safe.
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Keep an eye on the wind level, as it is nearly always coming against you in the Forts DLC. Remember that Thrown Weapons such as Grenades and Banana Bombs are unaffected by this.
-
Make use of the water - always aim to get enemy worms to drown as it is an instant death.
-
Make strong use of cover. Move out of cover if you need to use a weapon, and then retreat back in to the safety of your underground network.
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Never leave your worm in an open space, or on an edge. This makes you a sitting duck (or worm.)
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Don't immediately use your Teleport/Jet Pack to get into the enemy Fort unless there are very few enemies remaining. You will be very quickly disposed of!
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Is there a trapped enemy worm that keeps skipping his turn? Sometimes it’s best to leave those where they are until a later time. A free turn for you is always a good thing.
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If you are the last remaining worm and coming under very heavy fire, place down a repelling magnet. This should bend many weapons away from you.
|
 | Dream Team |  |
| Complete Fort 19 without losing a worm | |
As stated in the description, you cannot lose any worms here, meaning, that you will need to have all four still alive by the end of the mission. However, your worms can take damage (which they are extremely likely to.)
Your worm that is located at the very top of your Fort is the most vulnerable here, due to the fact that he is completely exposed in the open. You will therefore need to protect him as soon as possible so that he doesn't get killed by the enemy. The best strategy here would be to drop down to a lower part of your Fort with this worm and use the Blowtorch to provide a tunnel for your other two worms who are embedded deep within your Fort. A "fire and retreat" tactic is vital here when targeting the enemy worms, as you always want to make sure that you are protected by your underground network to minimize damage.
As stated in the tips section, if your worm is trapped, then don’t waste a turn and feel free to stay there. A trapped worm can’t be hit as easily, plus there are weapons in your arsenal that he will be able to use, such as the various Aerial attacks. The enemy worms are mostly grouped together, so a well-played Airstrike, Homing Missile, or Super Sheep can cause severe casualties. If one of your worms falls below 35 health, then immediately get him to cover where he can’t be hit at all and ensure that he is guarded by your other worms. You may want to use some more Girders as defense barriers if you feel it necessary.
If you’re lucky, sometimes the enemy worms get confused and accidentally hit themselves. This is an ideal situation, but don’t worry if it doesn’t happen, because it’s definitely possible to take them all out yourself.
|
 | Stalwart |  |
| Complete Fort 17 without vital worm taking damage | |
This trophy is not as difficult as it may seem, because your Vital Worm is actually in a very good position here. If you wish to be extra cautious then a Bridge Kit can be used as a fortification barrier to provide further protection. Staying in cover is absolutely essential here, because the enemy is extremely accurate, and will pick off your worms with ease if they are left out in the open.
If possible, try and save your Airstrike for groups of enemy worms and use your other weapons to pick off any stragglers. Remember the key thing here – fire and retreat. You can't afford to take too much damage, because the enemy will eventually overwhelm you due to sheer mass in numbers. Don't worry too much about the worm that is trapped in the middle of the Fort, because he won’t attack unless his cave is exposed. Ideally, you’ll want to leave him in there and finish him off last.
If you’re feeling confident, then you can either use a Jet Pack or Teleport to infiltrate the enemy Fort, however, caution is advised if you wish to do this, because you are likely to instantly become the main target. If you can be hit, they will go for you. Therefore, it is advisable that you don't make your way over to the enemy Fort until there are only a couple of them left.
|
 | Soak-Crates |  |
| Collect the vital crate on Fort 18 before sudden death kicks in | |
You have 15 minutes to complete this mission before Sudden Death kicks in and renders the trophy unattainable. Rest assured however, that this should be more than enough time. It is highly recommended that you kill off all enemy worms before going for the crate, because they are highly accurate and are likely to kill you as you go.
You’ll notice that there is a large group of enemy worms located on top of the Fort as well as some nicely placed explosive barrels. These will be your priority target – try to blow them up and kill as many enemy worms as you can before they separate. You may be tempted to use the Bunker Buster to expose the worm called "Ooga," but it is recommended that you don’t try and kill this worm. He’s trapped, and will continue to skip his turn unless he is able to break out of his location, which effectively gives you a free turn. If he is able to break out however, then you will have no option but to dispose of him as well.
Once the enemy worms are disposed of, you’ll need to collect the crate. It is recommended that you don’t use the Jet Pack here, because it only has 30 fuel which isn’t enough to transport you to the other side. Instead, use the Bridge Kit and Girders to build yourself a bridge across, remembering to place a gap in between them that your worm can jump across. You’ll notice that the crate is rather well protected behind a thick portion of the terrain. Depending on how your earlier battle with the enemy worms went will determine how much land you will have to dig through to reach it. Use the Buffalo of Lies to make a sizeable contribution to your underground tunnel, and the Blowtorch and Shotgun to continue the work. I completed this mission with 6 minutes left on the clock, so you have a decent margin for error here.
If you’re able to get on top of the landscape, you can simply walk across and use the Parachute to drop down and collect the crate; however, this may prove to be a trickier method.
|
 | Death Matched |  |
| Complete any deathmatch mission | |
This will unlock on your first playthrough after completing Mission 1 - all you need to do here is defeat every enemy worm. You shouldn't have any problems here, as the enemy team has significantly lower health than you, not to mention the fact that they are extremely inaccurate. You also have a decent selection of weapons to choose from, including Homing Missiles, Airstrikes, and the Super Sheep.
|
 | King's Defender |  |
| Complete any defend vital worm mission | |
This will unlock on your first playthrough after completing Mission 6. You need to protect the Vital Worm on your team, ensuring that he doesn't die. Again, this shouldn’t be too much of a problem, because your Vital Worm is actually in a very good position and will be very hard to hit seeing as the enemy mainly uses Bazookas and Grenades here. If you want to be extra cautious though, you can use Girders/Bridge Kits as a form of fortification barrier to further protect your Vital Worm.
|
 | Crate Scott |  |
| Complete any vital crate mission | |
This will unlock on your first playthrough after completing Mission 3. The key here is to collect the Vital Crate located in the enemy’s Fort without it getting destroyed. You don’t actually need to kill any of the enemy worms, however, it is much easier if you do. This is so they don't interfere with your plans by destroying any bridges that you may place to get across. Again, this shouldn’t prove too challenging, as the enemy team is also very inaccurate here.
|
 | Vital Ballistics |  |
| Complete any kill vital worm mission | |
This will unlock on your first playthrough after completing Mission 4. This is effectively an assassination mission whereby the goal is to kill the target worm. The other worms don't matter so much here, but you may wish to take one or two of them out if they are causing you problems. The target worm will almost always skip his turn, so you don’t need to worry too much about being attacked by him. He is rather well dug in and protected, so you may need to consider making your way across to the enemy’s Fort by using either a Jet Pack or Parachute and Blowtorching your way through if you can’t reach him with your other weapons.
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 | Bridge Burner |  |
| Collect the vital crate on Fort 13 without using the Bridge Kit | |
This trophy requires you to reach the Vital Crate without you using the Bridge Kit in your inventory. Although you cannot use the Bridge Kit, you CAN use Girders, as the description mentions nothing about these. It should be noted that this mission is much easier if you kill all enemy worms first. This way, you won't risk your Girders being destroyed by enemy fire.
The enemy worms in the mission are particularly accurate, so cover is vital here. Move out to shoot and instantly retreat back into cover afterwards. Avoid leaving your worms out in the open, or on a high point on the map, as this will likely result in a very early death. Use a combination of Grenades, Bazookas, Homing Missiles, Napalm Strike, Banana Bomb, and Poison Strike to take out the enemy worms whilst referring to the general tips and suggestions section listed under the Head Hunter trophy. Unfortunately, there isn't really a set tactic on how to remove these worms, as their shots and movements can be very unpredictable.
Once the enemy worms have been disposed of, it's time to cross the water. You need to choose a place on the edge of your Fort where you feel comfortable placing 3 Girders to get across. The most ideal place is from the top of the palm tree if it is still intact, as you can easily make it across the water and jump to the other side, however, anywhere in this general area should suffice.
When placing your Girders, make sure that they are at an upwards diagonal angle. The reason for this is that you will need to jump onto them, walk up to gain sufficient height, and then jump down to the next one. This means that all three of your Girders may need to be at different heights, starting high and slowly getting lower. The picture below shows the ideal position to place your Girders:

Another method is to use the Parachute to slowly drop down from the tower and instantly land on the other side, although this is harder to achieve. If you try this tactic, then you should aim to land right at the bottom left side of the enemy Fort (where the fishing hook is.) Having only one arrow of wind is the perfect scenario for this, so keep skipping your turn until this happens.
Once across, use all remaining Blowtorches to dig through the land to the crate. If you don't make it, then the Buffalo of Lies is a good option for clearing space, however make sure that it doesn’t destroy the crate. If you're near the crate and are worried that it could get destroyed by any further explosions, then you have three Shotguns which are ideal to shoot your way through the land. The beauty of Shotguns is that they don't make an explosion when they hit terrain, meaning that you'll be able to shoot right through to the crate without fear of destroying it.
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| DLC: Time Attack |
| Cost: 4.99 Trophies: 12 |
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|
 | Swift Exit |  |
| Awarded when the player has set fastest times on all the A-to-B (exit point) Time Attacks | |
The A-B missions are those which feature an Exit Point that must be reached to finish the mission. Setting a fastest time is a relatively simple thing to do, so you shouldn't have too many problems here.
This trophy will unlock once you have completed Missions 1, 4, 7, 8, 13, 15 and 17.
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 | Ain't No Lap Dog |  |
| Awarded when the player has set fastest times on all the lap-based Time Attacks | |
The lap-based Time Attacks are the ones which feature a circuit in which you must complete anywhere between 1-3 laps of. These types of mission end when the allocated number of laps have been completed. Again, this is fairly straightforward and shouldn't be too difficult.
This trophy will unlock once you have completed Missions 5, 6, 10, 11, 14, 16 and 20.
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 | The Cratest |  |
| Awarded when the player has set fastest times on all the Crate Collect Time Attacks | |
The Crate Collect Time Attacks involve navigating your worm around a course in order to collect all vital crates on the map. These missions are completed once all vital crates have been collected. As with the previous two trophies, setting a fastest time is relatively simple and shouldn't give you any problems.
This trophy will unlock once you have completed Missions 2, 3, 9, 12, 18 and 19.
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 | Bullet Dodger |  |
| Awarded by completing Time Attack 7 by setting the fastest time and without taking Sentry Gun fire damage | |
This trophy is very simple to achieve, as it is is possible to reach the exit point in this map without even encountering a Sentry Gun. The ideal route is shown in the image below:

Although you cannot suffer any Sentry Gun damage, you are allowed to take Fall and Mine damage and will still obtain this trophy. If you follow the route shown above, you are guaranteed to earn this trophy.
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 | Gun Shy |  |
| Awarded by completing Time Attack 3 by setting the fastest time and without taking Sentry Gun fire damage | |
You have a Jet Pack here, and will need to execute some quick flying in order to dodge the tracking of the Sentry Guns. The only crates that are guarded by Sentry Guns in this mission are the two crates that are located towards the bottom-middle of the screen and two located at the far right, so you shouldn’t have any problems collecting the others. Please note, that although you cannot take any Sentry Gun damage here, you CAN take Mine damage, so don’t worry if this happens. I can confirm that the explosion from a Mine can also destroy a crate; however this will count as collected and will not disrupt your trophy progress.
Once you reach the bottom-middle of the screen, you’ll see that there are two crates located either side of the Sentry Gun in the ditch. Starting with the one on the left, slowly inch yourself towards the crate and collect it. You will hear the Sentry Gun starting to track you, so instantly retreat and hide in the small ditch located just underneath this crate and you will not be hit. See the picture below for an illustrated explanation:

For the crate over to the right, don’t be tempted to fly out into the Sentry Gun’s sight, as this is a very risky move that will most likely end in disaster. Instead, take the path that leads upwards and over the Sentry Gun and make your way over to the second crate this way. There’s a chance that you may accidentally activate the Mine here which in turn will destroy the crate. However, don’t worry if this happens, because as previously stated, it will still count as a crate collection even though you didn’t technically obtain it.
Finally, for the two crates located at the far right of the screen, you’ll have to navigate through the land and drop down, passing the sight of two Sentry Guns. This shouldn’t prove to be too difficult, because as long as you continue to descend with your Jet Pack and don’t slow down, then the Sentries cannot get a proper lock on you and thus will not be able to shoot.
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 | Twinkle Toes |  |
| Awarded by completing Time Attack 13 by setting the fastest time and without taking Mine damage | |
This shouldn't be too difficult to obtain as long as you take it slowly and carefully around the Mines. An ideal route which minimises the number of Mines that you need to pass is shown in the image below:

To get past the first set of mines, approach them slowly and hold the left analogue stick up and to the right ( ). Navigate your way past the second set of mines in the same way, except this time, hold the left analogue stick up and to the left ( ). You should now be just above the Exit Point, so simply drop down whilst taking care to avoid the Mine on the floor to your right. Now, simply keep flying to the left and then drop down once more to the Exit Point.
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 | Defused |  |
| Awarded by completing Time Attack 1 by setting the fastest time and without taking Mine damage | |
There are a number of ways to complete this mission, as there are a variety of routes available for your worm to take. As the description states, you cannot take any Mine damage, however you can take Fall or Sentry damage and still obtain this trophy. Be very careful when approaching the mines with your Jet Pack, and take it slowly. Time is not an issue here, as the limit is set at 60 minutes, so simply completing the mission with whatever time below this will instantly be considered a “fastest time.” Take it very slowly when approaching the mines, and try to stick to the ceiling of whichever piece of land you are navigating through. There is more than enough space to fly over the mines as long as you fly along the roof. Please see the picture below for a suggested route through the mines:

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 | Fall Guy |  |
| Awarded by completing Time Attack 2 by setting the fastest time and without taking fall damage | |
This trophy is fairly straightforward and shouldn’t give you too much trouble. You’ll need to make your way around the map using only the Ninja Rope for transport, but there is more than enough pieces of land for the rope to attach itself to. Remember to take things slowly and use the detach and reattach method to move yourself around more quickly. Once aimed at a piece of land, press to attach the rope and use the left analog stick to swing/move your worm around. Once you’ve gained enough momentum, press again to release the rope, and whilst you’re in midair, again to reattach it to a new section of the land.
There isn’t really an optimum way to collect these crates seeing as they are all scattered around the landscape, but for best results, it is recommended that you start by collecting the crate directly in front of you first and then slowly lowering yourself down to collect the one below. Finish up with all of the crates on the left side of the map before moving onto the right whilst remembering to use the detach and reattach method to move around. Make sure that you don’t build up too much momentum whilst swinging, or you’ll risk taking Fall damage and will have to restart.
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 | Down-to-Earth |  |
| Awarded by completing Time Attack 17 by setting the fastest time and without taking Fall damage | |
Remember that although you cannot sustain any Fall damage here, damage inflicted by Mines will still make you eligible for the trophy. Because of this, this is a fairly straightforward trophy and should not prove to be too challenging. Make sure that whenever you need to drop down, that you fire the Ninja Rope above the drop and then slowly extend the rope down to the next platform. Similarly, when you need to go up, fire the Ninja Rope directly above you and then swing on top of the next platform. When you release from the Ninja Rope, make sure you are completely stationary, otherwise you may release and fall back down, therefore receiving Fall damage.
Although you can sustain Mine damage here, it is recommended that you try to avoid this as much as possible in order to set a good time. However, don't worry if you are hit by a couple of then, because a few explosions will still be acceptable.
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 | Lightning Bolt |  |
| Awarded by completing Time Attack 6 in under 70 Seconds | |
Although this is not as difficult as the Nut ‘n’ Bolt, trophy, it can still prove to be a challenge. The idea here is to use your Ninja Rope to complete three laps of the circuit. As before, you will need to make use of the detach and reattach method if you wish to succeed. If possible, always try and aim for a higher part of the course in order to pull yourself up, and remember to do the opposite when lowering yourself down. Although 70 seconds is a reasonably tight constraint, there is room for error here, as it is possible to suffer Fall damage, accept the penalty and still go on to obtain the trophy. On average, you will need to complete a lap every 23 seconds, so if it is taking you longer than this, then you’ll need to restart.
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 | Me Sane Bolt |  |
| Awarded by completing Time Attack 9 in under 50 Seconds | |
For this trophy you will need to collect all the crates on Mission 9 in under 50 seconds. This shouldn't prove to be too difficult, as it is possible to complete this mission well under this time. An ideal route is shown below:

Using this method, you can easily make it around the course in under 45 seconds. As you can see from the picture, Ed-_- managed to obtain a time of 43.36 seconds using this route. Just make sure to be quick with the Jet Pack and don't stay in the same place for too long. There is room for error here, so don't worry if you miss a crate and have to fly back to collect it. An interesting fact about the Jet Pack missions is that you cannot sustain any Fall damage whilst using the Jet Pack, so you can freefall down all of the drops to improve your time and will not have to worry about any time penalties.
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 | Nut 'n' Bolt |  |
| Awarded by completing Time Attack 4 in under 20 seconds | |
This is by far the hardest trophy in this DLC set and can prove to be quite a challenge. There’s very small room for error here, and you will need to rely on skill (and perhaps a little bit of luck) to be able to pull it off. Firstly, it should be noted that you cannot take ANY form of damage here, as the five second penalty imposed on you will make the challenge almost impossible to complete. If you do take damage from anything, then restart.
Start out by attaching your rope to the roof above and moving down and into the pit with the Sentry Gun. As it’s trying to lock on to you, you need to immediately swing yourself, detach the rope, and reattach it to the roof above the pit to your right and pull yourself up. This may take a few tries to get right, so don’t feel disheartened if you cannot do it straight away – it takes practice.
Next, you’ll need to shorten your rope a little and continue to detach and reattach it to the ceiling whilst swinging yourself over and above the mines. Once you reach the end of this section, lower yourself down and continue to detach and reattach to the landscape in order to abseil down. Please note that if you have reached the bottom area of the map and this has taken longer than 13 seconds, then you’ll need to restart the mission because you won’t make it in time.
Continue to make your way over to the left, detaching and reattaching as you do so. When you reach the second Sentry pit, you will need to swing over and into the small alcove located at the bottom of the slope with the exit teleporter. Stay here very briefly so that the Sentry Gun loses its tracking, and then continue to attach yourself to the ceiling and fling yourself into the exit teleporter.
I (Dark_Phantom_89) was able to complete this mission in 16.08 seconds after many attempts; however you will obviously have more time than this. As a guide, here is a rough estimate of how much time has elapsed during the mission and where you should be:
4 seconds – Escaped the first Sentry pit
9 seconds – Made it past the Mines
13 seconds – Reached the lower area of the map
17 seconds – Escaped the second Sentry pit
19 seconds – Reached the exit
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| DLC: Retro Pack |
| Cost: 4.99 Trophies: 12 |
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|
 | Last Worm Scout |  |
| Complete Retro 1 without the Mayor taking damage | |
Please refer to the walkthrough for Retro 1 for tips on obtaining this trophy.
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 | Can't Be Rocked |  |
| Complete Retro 5 without taking damage | |
Please refer to the walkthrough for Retro 5 for tips on obtaining this trophy.
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 | An Apple a Day... |  |
| Complete Retro 8 without picking up a Health Crate | |
Please refer to the walkthrough for Retro 8 for tips on obtaining this trophy.
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 | Worminator |  |
| Complete Retro 9 and kill all the enemy worms | |
Please refer to the walkthrough for Retro 9 for tips on obtaining this trophy.
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 | Leave No Worm Behind |  |
| Complete Retro 12 with all 3 player worms alive | |
Please refer to the walkthrough for Retro 12 for tips on obtaining this trophy
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 | We Don't Need Roads |  |
| Complete Retro 13 without using the Bridge Kit | |
Please refer to the walkthrough for Retro 13 for tips on obtaining this trophy.
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 | Child's Play |  |
| Complete Retro 14 without the Toy Master taking damage | |
Please refer to the walkthrough for Retro 14 for tips on obtaining this trophy.
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 | Crate Fishing |  |
| Collect all the crates on Retro 15 | |
Please refer to the walkthrough for Retro 15 for tips on obtaining this trophy.
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 | Modernist |  |
| Complete Retro 1-5 | |
RETRO 1
Difficulty: Medium
This mission involves taking out four enemy worms as you protect a Vital Worm on your team. In order to obtain the trophy Last Worm Scout, you have to ensure that the Mayor receives no damage whatsoever. After your 8th turn, the remaining enemy worm(s) will use Armageddon, so ideally you will want to ensure that you take out them out before this happens.
Ignore the Utility Crates, as you don’t have time to use them. First, Jet Pack up to the worm on the left and use the Baseball Bat. This should knock the enemy worm into one of the other enemies towards the middle. When you get your next turn, use your Jet Pack again, only this time, fly towards the worm on the right. Place a grenade to the right of this worm so that the resulting explosion knocks him over to the left and into the water. Make sure to stand well clear, and set a long fuse time.
Now that the 4 enemy worms are well bunched together, you should be able to take them out with your remaining 6 turns. Make sure to combine your attacks so that they damage as many worms as possible (Bazooka and Grenades are ideal.) Once these enemy worms are killed you have completed the mission. Providing you complete it within 8 turns you will unlock this trophy.
Alternatively, if you’re having trouble killing the enemy worms in time, you can also Prod the Mayor into the small ditch to the left and collect the Utility Crates (Bridge Kit.) These can be used as fortification barriers to protect him if the Armageddon weapon is used.
RETRO 2
Difficulty: Easy
With your first turn, use your Ninja Rope to fire across to the highest pumpkin, going over three enemy worms, and avoiding the three Mines in the process. Now, move up to the single worm on top of this pumpkin and use Fire Punch to hit him into the three mines ahead. This should detonate two of them, and the other will fall into the water.
The enemy will now start to attack you, most likely with a Bazooka, however it shouldn’t cause enough damage to kill you. As long as it doesn’t knock you back off of the highest pumpkin and into the three enemy worms to your left, then you’ll be fine. If it does, then you will need to restart. On your next turn, continue moving over to the right. When you are in line with the top of the stalk of the final pumpkin, fire your Ninja Rope and pull yourself onto it. Simply walk across and collect the Vital Crate to complete the mission.
RETRO 3
Difficulty: Easy
Keep using Skip Go until you are in control of your fourth worm, which starts on top of the animal on the right side of the map. By the time it is this worm’s turn, it shouldn’t have received too much damage. However, if it has less than 50 health at this point, then restart. With this worm, use the Blowtorch to cut through to the other side of the animal’s head. Once through, retreat back into your tunnel and take cover.
All you now have to do is keep using Skip Go with your other worms until you take control of the worm in the Blowtorch tunnel again. If for whatever reason this worm is killed whilst waiting for your next turn with it, you’ll need to restart. By now, the Vital Crate should have dropped, so when you next control the worm in the Blowtorch tunnel, simply move across to the left and pick up the Vital Crate to complete the mission
RETRO 4
Difficulty: Easy
This is a simple Deathmatch style mission in which you must kill all the enemy worms. It shouldn’t pose too much of a challenge as your worms all start in very advantageous positions and the enemy is very inaccurate throughout this mission. Make good use of the Grenades and Petrol Bombs that you are given, as they can be used to move the enemy worms into the conveniently placed mines surrounding them. With your worm that starts on the right hand side of the map, you can move him towards the centre of the map to the enemy worms if you feel you need to by using just one Girder between the second and third flowers to the right. This worm can then provide very accurate attacks on the enemy worms with the Uzi, Grenade or Fire Punch.
If all else fails, simply keep your worms in their starting positions and use Petrol Bombs and Grenades until they are killed. The enemy shouldn’t be able to hit you too often, which also makes this a very efficient way of dealing with this level if you are accurate with thrown weapons.
RETRO 5
Difficulty: Hard
For the trophy Can’t be Rocked, you have to collect the crate at the far side of the map and receive no damage. With your first turn, use your Jet Pack to fly up to the top of the mushroom that you start underneath. Move to the very top and then keep going to the right until you get to the end of the first white patch. Now here’s the tricky part - with your Uzi, you need to shoot at the two mines nearest to you on top of the next mushroom. The objective is to move them out of the way, so that they roll down the mushroom and hit the enemy worm nearest you. If they don’t, then you need to restart.
When the enemy takes its next go, it should shoot the two mines nearest to it. This will either make them roll down and kill the enemy worm on the ground, or put them into a dip in the mushroom. For your next turn, move just a little further down on the mushroom and Skip Go. If you failed to kill the worm beneath you it will be its turn, although you should have inflicted enough damage to kill it. You will now need to keep skipping your turn until the enemy worms have shot enough at the Mines to either move them out of the way or place them in a ditch that can be jumped over. Once the Mines are safely scattered, make your way over to this mushroom.
Climb to the peak of the mushroom and select your Parachute from the inventory (make sure that the wind strength is at least three arrows to the right before attempting this next jump.) Backflip and immediately activate your Parachute, ensuring that you guide yourself over to the right using the analogue sticks. If you make it over to the final mushroom with the Vital Crate on it, you can simply walk over and collect it. If not, then drop down to the small mushroom with the Utility Crate (Teleport.) You can also use this to transport yourself to the Vital Crate and collect it that way.
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 | So Last Year |  |
| Complete Retro 6-10 | |
RETRO 6
Difficulty: Medium
This level can be tricky, especially in getting your worms to higher ground. You need to get at least one of your worms to the top of the dinosaur to collect the crate (Bunker Buster,) which is vital for killing the enemy worm situated underneath the dinosaur. To get to the top, Ninja Rope as high as you can on the neck of the dinosaur on the left. Now you are attached, swing and extend your rope so your worm settles on the head of the dinosaur to the right. It is now just a simple Ninja Rope across to the top of the dinosaur on the left. Alternatively, you can place two Girders in between the dinosaurs to act as posts to attach your Ninja Rope to. The more worms you are able to get to the top of the dinosaur the better, as this makes it easier to hit the enemy worms below.
You’ll notice that the dinosaur has a few Mines on it which can be used against the enemy. Simply shoot at these with your Shotgun to make them drop down and explode on them. Once the worms on top have been disposed of, use the Bunker Buster you collected earlier to make a chute to the final worm underneath the dinosaur. Now, simply finish off this worm with whatever weapons you have remaining in order to complete the level.
RETRO 7
Difficulty: Easy
This mission is quite straightforward. The main difficulty will be placing the girders in suitable positions to reach the Utility Crate at the top (Blowtorch.) Please refer to the image below for a recommendation on how to place your Girders:

Once you have the Blowtorch, use it to dig through to the enemy worm and then use your Shotgun to finish him off.
RETRO 8
Difficulty: Easy
For the trophy An Apple a Day... you have to complete this mission without picking up a health crate. All of the worms are immediately reduced to 1 health, and the tide begins to rise after Sudden Death is instantly activated. With your first worm, take out the enemy nearest to you, who is located slightly above you to your right. The Shotgun is the best way to dispose of this worm, however any weapon will do as long as it hits him. The enemy’s next turn is most likely to kill your second worm, so you will need to rely on your third worm for your next turn. When it’s his turn, use the Homing Missile to kill the enemy worm on top of the tree. The enemy will then most likely take out your first worm, leaving you with only worm remaining.
The reason that we suggested you take out those two particular enemy worms first is that they were located on the highest ground on the map. You’ll notice that the two enemies who killed your second worm at the beginning have now drowned due to the rising tide, and that the enemy also has only one worm remaining. You can climb the palm tree to reach higher ground, which should be on a more elevated level than the enemy. You can now either Blowtorch your way up to the very top of the tree and take out the enemy, or you can continue to skip your turn until the rising tide finishes him off.
RETRO 9
Difficulty: Medium
For the trophy Worminator, you have to kill all the enemy worms before you kill their Vital Worm. To begin with, you will need to completely ignore this worm until all of the others have been disposed of. Please note that this trophy is glitched, and will only unlock if you kill the Vital Worm at the end on dry land and not by drowning him.
First, you need to make your way up to the statues above. You can do this by climbing the tree to your right and using either your Ninja Rope or two Girders. Once at the top, fire a Bazooka at the nearest enemy worm, which should knock him into the Mines behind. With your next turn, repeat this method and fire your Bazooka at the other worm at the top. Make sure not to damage the enemy’s Vital Worm sitting on top of the sign.
You now need to make your way over to the enemy worm located under the sign. Be wary of any Mines that may still be in front of you, and either use Girders to climb over them, or other weaponry to move them out of the way. The worm under the sign can be a bit tricky to kill but fire a Bazooka at the base of the sign to create a gap and the enemy worm should move into it making it an easy kill for you on the following turn.
Once you only have the Vital Worm left, use whatever weapons you have left to cause damage. You need to make sure you don’t hit him into the water so be cautious when using explosive weapons such as the Bazooka and Grenade. The Shotgun and Uzi may be safer options, as these are less likely to throw the worm into the water.
Once you have killed the Vital Worm on dry land, the mission is complete. The trophy should unlock shortly after.
RETRO 10
Difficulty: Medium
Ideally, the aim at first is to remove all three mines in the middle of the map. You can do this either by firing a Bazooka at an enemy worm and knocking him into the first Mine, or shooting the apple stalk and getting the Mine to fall down in amongst the enemies. If you do not detonate the Mine nearest to you on this turn, then you will need to restart.
On your next turn, you should target the worm on the leaf. Fire your Bazooka at him to knock him back; which should hopefully detonate the next two mines. If not you may wish to consider restarting the mission, or you can continue and try to get rid of any extra Mines later.
Over the next few turns you should try to kill the three worms in the middle whilst also clearing a path through to the banana. Once you have done this, Parachute down and walk to the banana. You will now need to dedicate a few turns to Blowtorching your way through this banana and up to the Vital Crate. Once this is done, you will have a direct route through to the Vital Crate, so walk over to it and pick it up.
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 | Stuck in the 90s |  |
| Complete Retro 11-15 | |
RETRO 11
Difficulty: Easy
This is a very straightforward mission. With your first turn, you need to use the Bridge Kit to get across the first gap. Place up to four of the Girders across the gap and the rest over the enemy worm beneath, which will prevent him from being able to attack you during the enemy’s next turn.
Repeat this method for the next two gaps (you are given three Bridge Kits in total, so have plenty of Girders to make it across.) Once you reach the Vital Worm, stand a good distance away and shoot the oil barrel with your Shotgun. The explosion should then send him flying into the water. Mission Complete!
RETRO 12
Difficulty: Medium
For the trophy Leave No Worm Behind, you must complete this mission with all three of your worms still alive. However, this is not as difficult as it may first seem. There are a number of Mines scattered around the landscape which you can use against the enemy worms, and you have two Health Crates nearby if a worm of yours starts to get low on health. Remember that you will need to move your enemy worms away from any water edge so that you lower the risk of them drowning, because the enemy is fairly accurate here.
The hardest part about this mission is that you only have 20 seconds per turn, so you will need to be quick. Start out by using your Bazooka on the first enemy worm called “Ames.” The impact should knock him into at least one Mine and instantly kill him. With your next turn, it is recommended that you remain on your cow, but move as fair over to the right as possible so that you don’t get knocked into the water. Again, a Bazooka is ideal for disposing of the second enemy worm named “Mather,” but killing him is not essential. Your third worm should use the Blowtorch to dig through the landscape to the right in order to make a tunnel so your other worms can retreat into once they’ve fired their weapons.
Once you have established a reasonably safe underground network, it is up to you how you choose to dispose of the enemy worms. You have a Homing Missile, Banana Bomb and Holy Hand Grenade in your inventory which can cause havoc if placed in good positions. You may also choose to make your way over to the enemy if any areas of their terrain have been destroyed and will allow access. Dynamite will come in very useful and is almost guaranteed to be a one-hit kill if you can get close enough. However, remember that you only have 20 seconds per turn, so you need to judge whether or not you can get close to the enemy, cause damage and then retreat to a safe distance after doing so. The best way to make your way over to the enemy would be to use your Blowtorch to dig underneath the landscape. Don’t leave yourself out in the open, as you will be an easy target and quickly killed. If any of your worms fall below 50 health, then have them retreat back into the very first tunnel dug by your third worm and keep them there as a precaution.
RETRO 13
Difficulty: Medium
In order to obtain the We Don't Need Roads trophy, you must complete this mission without using the Bridge Kit. The only damaging weapon that can be used in this entire mission (both by you and the enemy) is the Bazooka. Although you cannot use the Bridge Kit, you do have two Parachutes which will be vital to making your way over to the worm named “Bunga,” who is by far the hardest to kill in this mission. However, before you attempt to infiltrate the enemy’s territory, make sure that you take out the two worms located here first. This shouldn’t be too difficult, as they are not always accurate, but please note that if any of your worms fall into the ditch below with the Health Crate, either kill them or restart the mission. This is a very bad place to be with only a Bazooka, and you’ll effectively be trapped, wasting a turn in the process.
Once the two worms have been killed, wait for the wind to be blowing to the left with at least two arrows of strength. Backflip by double tapping the button, and instantly release your Parachute and use the left Analog stick to guide yourself over. Your main objective will be to make it over to where the enemy is located and parachute down to him, although you can also use the Bazooka to slowly take chunks of the terrain and gain access to him this way.
RETRO 14
Difficulty: Medium
The trophy Child's Play requires you to complete this mission without your Vital Worm (the Toy Master) taking any damage. You will need to show some good Grenade skills here, as it’ll be the main weapon that you’ll be using. The Toy Master is reasonably well protected; however you may wish to use some Girders to further fortify his position, because he is the enemy’s number one target and they will do anything to get to him. If possible, try and aim the Grenades so that it knocks the enemy worms into Mines and even better, into a ditch where they will be trapped. You’ll notice that the worm named “Barry” is trapped, however this will not be for long, as he will use his Shotgun to blast his way out. When he’s made an opening, use a Dynamite on him which should result in an instant death. If not, simply continue to throw Grenades at him until he dies.
It is most likely that you’ll need to change the timing of your Grenades (pressing the button) to adapt to certain situations. For example, if you’re aiming at an enemy out in the open, a 1 or 2 second Grenade should be enough, whereas you may wish to use a 5 second Grenade at a worm in a ditch so that it rolls in before exploding.
RETRO 15
Difficulty: Hard
In order to obtain the Crate Fishing trophy, you will need to collect all weapon crates on the battlefield. The hardest part of this mission is not actually collecting all of these crates, but rather completing it. Ammo is very scarce here, and there’s a chance that you’ll run out completely, in which case you will need to restart.
Begin the mission by using two Blowtorches to dig yourself out of your area and into the open. Next, you will need to use the Super Sheep to fly around and collect as many of the crates as possible. This is not an easy task, and you may end up accidentally destroying some of them, however don’t worry if this happens. Firstly, you have two Super Sheep so can try again, and secondly, you can actually destroy the crates and still obtain the trophy. As long as there are no crates remaining on the field at the end of the mission, then you will obtain the trophy. Ideally, you will want to collect a Holy Hand Grenade, Banana Bomb, Airstrike and Bunker Buster from the crates (any other weapons are a bonus) and then inflict damage on an enemy worm; however the damage is not mandatory. If you don’t have at least three of these weapons, then restart the mission, because you will run out of ammo.
Once you’ve built up your arsenal, take care of the worm directly in front of you by Fire Punching him into the water. Next, use either a Holy Hand Grenade or a Banana Bomb on the second worm slightly over to your right. Ideally, you’ll want him to die, but if he doesn’t and there isn’t a direct path to him, then restart.
Afterwards, you can use your Aerial-based attacks to chip away at the remaining two worms (try and get the two mines to detonate, as this will really help.) Next, you’ll notice that ammo is becoming scarce now, so you will need to make an opening to the enemy and get in closer. Make your way over to where the second worm was, and use the Blowtorch to make a path over to them.
You have three Shotguns, so use these to finish off the remaining two worms. You’ll notice that the enemy located to the far right will start trying to shoot you, but will end up making a tunnel in the process. Wait until the tunnel is complete before using your own Shotgun to finish him off.
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| Complete Retro 16-20 | |
RETRO 16
Difficulty: Hard
This mission is one of the hardest in the set to complete, and you’ll need to execute some patience and strategic play in order to finish it. Before you begin, it should be noted that this mission is much easier if you are able collect the two Health Crates located in the middle of the map with one of your worms. It is recommended that you have only one of your worms collect them, as one high powered worm will actually be far more beneficial to you here rather than two mid-powered worms. Also note that the enemy worm called “Cruetzfeldt” is trapped and will only use Poison Strike attacks on you if the match time has elapsed far enough. Because Poison Strike can only whittle your health down to 1, but not actually kill you, it is recommended that you leave this enemy worm until last.
Start out by aiming for the enemy worm situated above “Crutezfeldt” either with a Bazooka or Grenade. You’ll want to try and get this worm off of the high ground, because he is a deadly foe up there. Don’t worry if it takes a few turns to do this – as long as he dies or falls off, then you’ll be fine.
With your second worm, move down and collect the two Health Crates located near the enemy worm called “Frederick” Now you’ll want to shoot him using whichever weaponry you feel appropriate.
Back with your first worm, you’re going to want to aim for the two worms located next to each other. Try and throw a Grenade in there and get the two Mines to detonate. It’s not essential to do this, but it will help.
Now that the enemy worms are not in their original positions, it should be slightly easier to finish them off. It is still by no means easy, so think strategically and try to pick the worms off one at a time. You only have three Grenades in this mission, so if you run out, you may wish to consider making your way over to the enemy and using the Bazooka on them. Whatever you do, do not touch “Crutezfeldt” until all of the other worms are disposed of.
After a while, you’ll notice that “Crutezfeldt” will start using Poison Strikes on you. Ideally, you need to have killed all of the other enemy worms before this happens; otherwise it is going to be a lot harder for you. Use your Blowtorch to dig yourself a path to “Crutezfeldt” and then simply continue to use Bazookas on him until he dies. You don’t need to worry too much about exposing him, because he is extremely likely to only use Poison Strikes on you. However, make sure that you have a means of escape just in case he changes his mind and uses a different weapon against you.
RETRO 17
Difficulty: Medium
Those who played this in the original Worms: Armageddon game will remember this mission as a particularly challenging one. Fortunately, it is now much easier than its PS1 counterpart.
Start out by collecting the three weapon crates in front of you (Fire Punch, Gas Pump and Grenade.) On your next turn, jump across to the polar bear and use your Jet Pack to fly up and collect the weapon crate on the polar bear's head (Uzi.) If you're able to, try and fly over in small thrusts and over to the sleigh which contains an additional weapon crate (Electromagnet.) Don't worry if you cannot get to the Electromagnet, because it is not essential to completing the mission.
You will now need to break the ice bridge and clear a path to the enemy worm. Skip your go, and the enemy should try to fire a Bazooka at you, opening up a gap in the process. If you weren’t able to collect the Electromagnet, then you’re going to need to drop down and Fire Punch the enemy into the water. If you did collect the Electromagnet, then you can set it to attract and drop it down into the enemy area. All you'll then need to do is throw a Grenade (assuming you didn't use it earlier,) which will instantly stick to the magnet and finish him off. Any of these options are suitable, but if you find that they don't work, then you still have a Grenade and Uzi at your disposal.
RETRO 18
Difficulty: Easy
You only have five turns to complete this level before the vital crate drops into the water. You don’t need to kill any of the enemy worms here, so make collecting the crate and preventing it from falling into the water your main priority.
On your first turn, use the Blowtorch and dig upwards towards the Mine. Once your Blowtorch has run out, immediately walk underneath the Mine to set it off and retreat to a safe distance. The reason for doing this is twofold – firstly, you’ll want to make an opening to the main land to save wasting another turn breaking through to there, and secondly, the small crate will provide protection from the enemy worms.
Once the enemy worm has skipped his turn (this one always does this,) then Teleport into the crater that was recently created by your first worm. Make sure that you are not in direct sight of the enemy worm to the right.
It is likely that the enemy worm will use some sort of thrown weapon against you here, which is the best situation to be in. If you did not have the protection of the crater, the enemy would have sent you flying off of the edge and into the water with an Uzi.
Next, you’ll see a notification on screen stating that this is your last turn to prepare for the incoming crate. Simply place a Girder on the very edge of the map which will prevent the vital crate from falling into the water and collect it on your next turn.
RETRO 19
Difficulty: Medium
Start out by positioning yourself underneath the enemy worm and using the Fire Punch to send him flying into the water. Next, Blowtorch your way through the tree, but continue digging and make a small tunnel into the land in order to protect yourself from enemy fire.
On your next turn, backflip up to the top of the tree and collect the Utility Crate (Bridge Kit.) Use this to build yourself a network of bridges leading up to the top of the train. Once you’ve finished, make sure to retreat back into your small tunnel to protect yourself.
After the enemy worms have stopped firing at you, make your way to the top of the train. If you’re lucky, the enemy worm may have already disposed of the mine in front of you by firing an inaccurate shot at you earlier. If not, then use the two shots granted to you by the Shotgun to move it out of the way.
Next, make your way over and drop down to the second Utility Crate (Jet Pack.) Use this to fly over the lights and collect the Vital Crate. Make sure that you don’t use all of your fuel at once and fly up in small thrusts.
RETRO 20
Difficulty: Hard
The final mission in the DLC pits you against dozens of enemy worms. Being severely outnumbered, you’re going to have to play a tactical game in order to win this one. Start out by using your Uzi and shooting the three worms directly to your left. If done correctly, they will be knocked into the Mines and at least one of them should die.
Next, you’re going to want to focus on the two worms situated on the letter “A.” Use a Bazooka to knock both of them into the ditch between letters. This should get them out of the way for a while, thus buying you more time. After, you should turn your attention to the three worms located at the far end of the map on the number “7.” Use either a Banana Bomb or Holy Hand Grenade to kill as many of them as you can.
You may notice that your health is starting to get considerably lower now, but try to hold on if possible and take out at least one enemy worm located in the ditch between the letters “E” and “A.” If your health drops below 45, then use your Teleport to collect the Health Crate contained inside the letter “A.”
Once you’ve collected the crate, it’s best to stay where you are and pick off any remaining worms. You may wish to use your Blowtorch to dig yourself an opening out, or you can use your Aerial attacks and wait for the enemy to chip away and make an opening for you. The best way to kill the enemy worms is to drown them, and this should be your main priority. Remember to be patient, and don’t make any foolish moves in an attempt to speed things up, as you have plenty of time to complete this mission.
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