Детские черви чит-файл №1

Worms (Player's Guide)

A collection of hints, tips and tricks - By Simon "LuDeCk" Burrows

This document contains a large collection of hints, tips and tricks
which I have compiled whilst playing this excellent game from Team
17 over the past few weeks. It is not a player's guide and does not
therefore contain obvious points, explanations or guides on the
basic play of Worms. Instead, it contains a series of 'specialist'
points, only some of which each reader of this document will find
useful. Although I have attempted to structure the points under
some general sections and headings, to get best use from this
document you should take the time to read from start to finish so
you may take in all of the information.
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OPTIMISING WORMS: Affecting the difficulty of the game
------------------------------------------------------

The team select option of the main menu gives you the opportunity to
affect the difficulty of the game. At its simplest level this can
be used to 'cheat' by setting your opponent's energy levels to a
minimal value, and your's very high. This, however, is a bit
pointless unless you really are crap at the game and need the
advantage. A better use for the energy-level option would be to
give handicaps to those teams which are better, or to extend the
length of each round by increasing worms' energy levels all round.
The latter option must also be accompanied by an increase in the
round time before sudden-death mode kicks in, because otherwise
you'll find that you'll never complete a round before the time's up!

Also on the team select screen you can affect the skill level of CPU
teams. By setting these to high you can give yourself more of a
challenge or see a better battle if there are no human players, and
setting them to low will give you a laugh and an easy victory.



OPTIMISING WORMS: Enjoying Worms to the full
--------------------------------------------

The whole point of a game like this is to have a whole lot of fun,
of course. With this in mind you should always be out to have as
much fun as possible in the moves you make, so long as this doesn't
affect your success. Often the best fun can be had near the end of
a round which you have almost certainly won - for example, when
you have 2 worms left of fairly high energy and there is only one
other worm still standing. At this point why not try and kill this
last worm in the most inventive, humiliating or satisfying way
possible, just for a bit of a 'laff? Try blasting him out of the
screen with a huge dynamite or sheep explosion, nudging him over the
edge of a platform and to his doom with a prod, digging or blasting
into him with the pneumatic drill or blow torch, or blowing holes in
him with a close range oozi or mini-gun attack.



OPTIMISING WORMS: Generating personalised levels
------------------------------------------------

I have included this point here because I have found absolutely no
reference to it anywhere in the manual, although I'm sure it is, or
should be in there somewhere! This feature allows you to enter your
own numbers to generate levels, rather then the computer using
random numbers to do this job automatically. The only point of this
feature is so that, if you find an access code which generates a
good level, you can make a record of this code and use it again at a
later date when you want a particularly good battle.

To enter your own numbers, press the [SPACE BAR] on the screen where
you are asked to press the left-mouse-button to accept the randomly-
generated level, or the right-mouse-button to reject it and move
onto the next one. You can then enter a code which can be made up
of letters, numbers, spaces and probably punctuation marks as well.
The maximum length of an access code is 10 digits (including any
spaces you put in it), although you can have any number of digits
less than ten and this will not mean you will get a crapper level or
a smaller one!



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GAME TACTICS: Mixing 'dark side' & expansive play styles
--------------------------------------------------------

Although most players of this game, and certainly those who wrote
its documentation, are against so called 'dark side' play, it is a
very useful tactic to compromise and use 'dark side' to a small
extent, whilst still allowing for expansive, high-explosive play for
the majority of each round. This can be achieved by teleporting the
worm you use for your first move into a safe location, or by digging
him into a safe place. You can then get to work winning the game
with your other three worms in the knowledge that you will always
have one worm which is safe and will therefore be available late in
the game to win it for you when all the other surviving worms are
already badly injured.

In order to protect a worm which you have put away in an apparently
safe place, you may have to do something about enemy worms which
start attacking him at some stage in the round. This may be
achieved by constructing girders to barricade him in further, or by
attacking those worms which pose most threat to him. Alternatively,
you may wish to dig him in further or bring him out into the fray
and try to survive without him in a safe place if this seems viable.



GAME TACTICS: Playing against computer-operated worms
-----------------------------------------------------

Something which is immediately obvious from studying the computer-
operated worms is that they will go for those enemy worms which it
is easiest to hit with the most effect, as long as this action will
not injure a worm from their own team. With this in mind, you can
remain fairly safe by moving your worms out of harm's way, because
when the computer's worms see you have done this, they will do the
easier moves - scrap amongst themselves! This means you will
probably be thoroughly safe until all but a few of the enemy worms
survive, at which point you may have to emerge and finish them off.



GAME TACTICS: Guarding against teams winning both rounds
--------------------------------------------------------

In those matches where you must win two rounds to be the out-right
winner, it is good practice to remember which of the enemy teams
have won rounds so you can make sure they don't win another round
and therefore clinch the match. Of course, you can see which teams
have already won a round by scrolling up to the status bar at the
top of the play area and seeing which team's energy bar is marked
with a medal. If you see, for example, that Take This are the only
team to have won a round so far, you can then make sure they don't
win the next round, and therefore the match, by killing all of their
worms first. You will probably want to do this anyway to get
revenge at those teams which defeated you in previous rounds!



GAME TACTICS: The effects of explosions caused by about-to-die worms
--------------------------------------------------------------------
                               
Something which you should always be aware of is the impact which
explosions caused by dead worms can have (you know, when they blow
themselves up with the plunger and TNT). You should be aware of
this impact both so you can use it to your advantage and so you can
guard against it having a detrimental effect on your success.

An example of where it could be very useful to have these dying
worms exploding is if you have two enemy worms, one close to your
worm, and one a little further away. They both have less than 30
points of energy. In this situation, a good move would be to
approach the first worm and use the fire punch or dragonball on
him. This will send him flying over so he lands on or very near to
the other worm. Now, when this first worm dies, which he will do
because both the fire punch and dragonball take off a full 30 energy
points, the resulting explosion will take in the other enemy worm,
and if close enough will kill him as well!

In terms of guarding against these explosions harming your team, you
should be aware of them and think about the results of your moves.
If you can see that an enemy worm you are planning on hitting and
killing will land near one of your worms, you must decide whether
the damage this will do to your team makes the move one to avoid, or
whether it will be worth it for the damage you will do to the
opposition.



GAME TACTICS: When you're in control
------------------------------------

When you find yourself in control of a round - when you are the
one in the good positions and with the worms which still have high
energy - do not rush into the game trying to win it as quickly as
possible. Instead, take your time and ensure an easy victory by
moving to dominant positions in the play area, collecting weapon
crates even if this means teleporting around a bit to get them, and
making at least one of your worms completely safe from attack by
teleporting to a enclosed area or digging into the land. Also, why
not try a few original moves or practise some new tactics?



GAME TACTICS: Big explosions vs. carefully planned moves
-------------------------------------------------------

A good thing to remember is that it is not always the biggest
explosions which cause the most damage. Sometimes, careful planning
of seemingly minor moves can cause a lot more damage, and, of
course, you have much more control over these types of moves and are
less likely to make a mistake. A good example is using a dragonball
or fire punch to propel a worm into a mine. In this way, the
dragonball or fire punch will take off 30 energy points, and the
mine anything up to 40/50 depending on how sweetly the worm hits it.
This means that you could take off 80 points in one move, which is
more than one stick of valuable dynamite will do!



GAME TACTICS: The best ways to kill a worm
------------------------------------------

Further to the above point, it is, of course, easier to kill a worm
by propelling him out of he screen or into a pool than it is to
blast him with weapons like the bazooka and grenade, which can often
take several hits to complete the job. With this in mind, take all
the chances you get to kill worms in the water or out the screen,
particularly against computer-operated worms which are prone to
teleport away from precarious and dangerous positions as soon as
possible.

It is a useful point to remember that you don't have to use the
dragonball, fire punch, or prod to push a worm over the edge, and
often you wouldn't want to or wouldn't be able to because these
involve getting very close to your target worm. Instead, you can
fire at the worm from long range with the bazooka or grenade. If
you are going to do this, however, just make sure you hit the
opposite side of the worm to the edge of the screen or pool you are
attempting to kill them into. In this way, the explosion caused by
the weapon will blow the worm to their doom, either into the pool or
out of the screen, case depending. Another useful way of pushing a
worm into a pool or out of the screen is with the shotgun, but more
of this later...



GAME TACTICS: Waiting for the best time to strike at the enemy
--------------------------------------------------------------

When you get into a situation where there are perhaps only one or
two enemy worms remaining from the same team, and one of your worms,
and you are in a safe position where you cannot immediately be hit,
do not rush into trying to win the round. Instead, wait until your
enemy uses his teleports, which he will often do if he has nothing
else to do. Usually you will find that he will teleport into an
area from which he will be easier to kill such as on top of an
exposed object. At this point, make use of this advantage and fire
at him, perhaps with your airstrike which I suggest you save for
these late confrontations, or maybe with a homing missile to ensure
success. More on the saving of airstrikes later as well...



GAME TACTICS: Using slippery ground to your advantage
-----------------------------------------------------

Something which can be both a great advantage and a great
disadvantage in Worms are those landscapes with greatly reduced
friction, notably the arctic but also others including, it would
seem, the candy world. By learning to cope with these, and at the
same time, using them to your advantage, you can have a much greater
chance of winning rounds than you do in other landscapes.

The most obvious tactic of them all in slippery conditions is to
push worms down the slippery slope by means of the fire punch or
the dragon ball. These pushes, which will result in the target
slipping down the slope a lot further than they would under normal
conditions, can be used to push the worm out of the screen, over the
edge and into a pool, or into a mine.

The other main attacking tactic which can be used in slippery
landscapes is the use of big explosions to propel worms into long
slides which will often take them to further danger, in, for
example, the form of faraway mines. This is best achieved by
causing the explosion just by the side of the target worm so they
are propelled to the side rather then upwards which they may be if
you hit them dead on. If you are using the dynamite or mines, drop
them beside rather then on top of the worm, and then watch the
results!

The best method of coping with the down side of slippery slopes -
that is, your worms slipping to their doom in a variety of ways -
is to be aware at all times of the danger your worms may be in, and
acting on this. For example, you may wish to put up a girder
between your worm and a danger at the bottom of the slippery slope
which they're standing on so that they do not get pushed onto this
danger.

Another good idea is to dig in, or teleport to a safe location, at
least one of your worms early in a round taking place on a slippery
location because these rounds can often be over very quickly, and to
have one worm protected will be a great advantage and will ensure
that your whole team isn't wiped out before you know it!



GAME TACTICS: Inducing the computer into certain moves
------------------------------------------------------

It becomes fairly obvious from watching the computer that he goes
for maximum injuries on every move. That means that if at all
possible he will aim to mix up more than one opposing worm in each
of his moves. With this in mind, you can induce the computer-
operated teams into making certain moves for you with the advantage
of both saving your worms from being hit instead, and of helping you
to win the round.

The best way to inducing the computer into a move is to try and
huddle at least two worms together which are neither in your team or
the computer-operated team you want to carry out the move. This
can be achieved either by pushing or blasting a worm into another.
When the computer sees these two worms next to each other, he will
not be able to resist the temptation to blast them, unless of course
there is no way for him to do this.

In order to protect your worms from being caught up in multi-worm
incidents, just keep your worms separate both from the opposition's
worms and from your own. This way, the computer-operated teams are
far less likely to want to go for you because you are a single
target and therefore you will be seen as having only limited scope
for damage. On the large scale, try to stay out of groups of worms
early in the round where the computer-operated teams use their
airstrikes. Instead, push worms into huddles so the computer teams
will use up their airstrikes on these both with the advantage of
saving your worms from being airstriked and of injuring several
enemy worms in one go.



GAME TACTICS: Pressurising opponents/inducing the use of teleports
------------------------------------------------------------------

An interesting tactic which I doubt is used very often is to
teleport onto the heads of computer-operated worms. This should
only be done right at the end of a round where the only teams
remaining are your's and the one which you are teleporting onto.
There are two main advantages of doing this. The first advantage is
that the computer-operated worm will get scared and teleport away if
he has any teleports left, even if he has far more energy than you
and could kill you by sticking around. The main reason for wanting
to make computer-operated opponents teleport is that they often do
this to exposed locations such as on top of high points, and from
there they can be easily picked out and killed.

The other main advantage of teleporting onto the heads of enemy
worms, this time when they don't have any teleports remaining, is
that you will obviously end up very close to them. This means that
so long as you have enough energy to survive one battering from
them, you will then be in a prime location to kill them next move.
The best way to utilise this tactic would be to leave one worm in a
safe place, and teleport your other worm into the danger zone. This
way, you can kill or at least injure the enemy worm and still have
one worm hidden away so if you are killed first you will not have
lost the round. With this second worm you can then teleport onto
the head of the enemy worm again, this time with him seriously
injured, and then it will be the simple matter of finishing him off
with your next move.

I suggest you do NOT teleport onto the head of a human-operated
worm, because it is likely that the human in question will know some
way to kill you from close range, and will be unlikely to teleport
away. If he has only a very small amount of energy and you have
loads, teleporting onto his head may be a fun way of pissing off the
computer opponent and scaring him, however!



GAME TACTICS: The explosive personalities of weapon crates
----------------------------------------------------------

As it says in the game's manual: exploding weapon crates is a tactic
in itself. If you manage to explode a weapon crate next to an enemy
worm, this, in association with the damage caused directly by your
weapon, can be quite devastating. If you can't hit a worm directly,
but a weapon crate stands very close by which you can hit, blast
this instead and the ensuing explosion will take in the enemy team
member, causing some damage.

Unfortunately, the blasting of weapon crates is one of the
computer's favourite occupations and so a worm of yours close to a
weapon crate is likely to be a target for computer-operated fire.
It is good practice, therefore, to keep your distance from weapon
crates, and one way to do this is to teleport on top of any that are
near. Of course, this means you will collect the crate's contents
at the same time which can often be a valuable addition to your
weapon inventory.

The fact that computer-operated worms go for other worms standing
close to weapon crates can be used to your advantage - by pushing
another worm close to a weapon crate you will create an attractive
target for a computer-operated hotshot!



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MOVEMENT SKILLS: Ensuring the blow torch blasts proper tunnels
--------------------------------------------------------------

A problem which sometimes occurs with the blow torch is it stopping
almost as soon as you start blasting into a wall because the area
you are digging into is 'messy' and there are air holes. If you hit
an air hole big enough with the blow torch it will stop, and you
will have got nowhere. To ensure this does not happen, first use
the shot gun to tidy up the area you are digging into. If one shell
is enough to do this you could use the other shell to hit an
opposing worm, or you could get yourself under some cover before
firing the other shot into the air, thus ending your turn.



MOVEMENT SKILLS: The best way of safely emerging from a tunnel
--------------------------------------------------------------

One problem which is often encountered with the digging of tunnels
is the tunnelling worm being hit between the move when he opens the
tunnel to the outside world, and his next move when he gets the
chance to strike out against the opposition. This will often occur
when you dig a tunnel with the aim of finding safety, but later
decide to extend the tunnel so you may get back to battle. The
problem is, your turn will finish when the blow torch used to
complete the tunnel reaches open air, and then you are badly exposed
to enemy fire until your next go when you can move on or shoot the
threatening worms.

The solution to this problem is to use a firing weapon to open up
the tunnel instead of the blow torch. This may be achieved by
starting the horizontal movement to the outside world with the blow
torch, but when you get near the open air, by stopping and
retreating back to the start of the horizontal tunnel. From there
you can face back down the tunnel once again and blast the remainder
of the distance to the open air. This blasting can be achieved with
the shotgun if the distance left to blast is small, the oozi if it
is a bit greater, or with the bazooka for larger distances. You
could even use the dynamite if you can retreat a good distance and
if you wouldn't rather save this for a more constructive use.

When carrying out the blasting process, make sure you don't stand
too close, of course, otherwise you will injure yourself in the
resulting explosion.

When your weapon has opened the tunnel to the open space beyond, you
will still be standing in safety, a little way back down the tunnel.
This time, however, you will be able to continue down the tunnel,
climb back out into the open air, and strike out at the enemy worms.



MOVEMENT SKILLS: The Bungee
---------------------------

Remember to always use the bungee at those times where it is
possible that you will need it to protect your worms against falls
long enough to end your go. This includes those times when you
don't think it will be necessary, because if you don't bother and it
turns out that you did need it, you will have wasted you go and you
may be left in a very exposed position until your next turn.
Remember also that the bungee will only kick in if you walk off a
high point, and not if you jump over it, so make sure that you keep
your feet firmly on the floor when going over the top if this is at
all possible.

Do not use the bungee as an easier replacement for the ninja rope
when you want to swing underneath a platform which you are standing
on to get to a particular location. You will find that this will
not work because you cannot extend or retract the bungee once you're
swinging on it and so you will find yourself stranded on the end of
the bungee in a tricky situation, particularly if over a pool!
Instead, you should shoot the ninja rope into the side of a hole in
the platform you are on, and if not available into the side of the
chasm below you which you are hoping to swing into.



MOVEMENT SKILLS: Vertical tunnelling
------------------------------------

Have you ever got into the situation where you have tunnelled in,
near the bottom of a large mound of earth, and now you want to
tunnel upwards to get into the open land at the top of the mound?
This cannot easily be achieved because the blow torch will not
tunnel vertically, and zigzagging upwards with diagonal blow torch
tunnels will not work (you'll see why if you try it). The answer
lies in the fire punch which can be used to cut a narrow shaft
upwards. However, this on its own will only be successful if the
distance needed to get to the top of the mound is small, because one
fire punch will only reach a certain distance, and if this is not
long enough you're stuck...or are you?

The answer to this problem is to first use the fire punch, and then
on your next go to fire a bazooka at full power, vertically up the
shaft. This will result in a round 'cave' being formed at the top
end of the shaft. You can now use the ninja rope on your next go to
climb up the shaft, then when you reach the top, you can swing from
side to side for a minute, before releasing your grip on the rope so
you land on one of the rounded sides of the 'cave'. To get a rope
up this shaft, and to climb up it, will require a bit of
experimentation and shifting around, because the computer will only
let you throw the rope if you are standing in the perfect place and
facing in the right direction. Once you are up in the round 'cave',
you can do a further fire punch, fire your bazooka again, and then
climb up further. This process can be repeated until you reach the
summit of the mound where you can happily climb out into fresh air
and once again cause havoc to enemy worms!