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Worms: Ultimate Mayhem - Campaign Walkthrough


Dark_Phantom_89

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http://i.imgur.com/SPglN.png

Many thanks to ub40f for the image.

 

This is a walkthrough for the Mayhem Campaign. Completing all of these missions will earn you the Billy No Mates (G) trophy.

 

Due to nature of Worms, many matches can and will turn out differently to what you may see in a text description or video. I have tried to cater for various scenarios here and provide a general overview on how to finish each one.

 

MISSION 1: Diner Might

DIFFICULTY: Easy

 

This is a very straightforward mission. Simply focus on the TNT barrels and ignore the enemy worms. To obtain the time bonus, use the Shotgun as that will give you two shots per turn, thus enabling you to destroy two TNT barrels per turn instead of one.

 

MISSION 2: Sneaky Bridge Thieves Inc.

DIFFICULTY: Easy

 

You only need to collect the various tools scattered around the landscape for this one, so don’t worry about the enemy worms. Although you have two worms at your disposal, you’ll only actually need one of them, so use Worm Select to choose your main worm when it’s the other one’s turn. Start out by climbing up the wooden planks and jumping onto the highway. Move along and collect the three sets of tools in front of you.

The enemy will now appear and start to attack you, but you don’t need to worry too much as they aren’t particularly accurate. Ignore the worm in front of you and move along to the next structure where you’ll collect a Girder. Use this to build yourself a bridge to the other side and collect the two tools over there. Once you’ve done that, climb up the wooden planks in front of you to collect a Bazooka and Parachute. Parachute down to the road below and then use another Girder to bridge the gap across. Once across, climb up the wooden plank straight in front of you and build yourself another Girder up onto the final stretch of road. You’ll probably need to make use of your Backflip here to jump onto the Girder and then onto the road in order to collect that final tool.

 

MISSION 3: Building Site Saboteurs

DIFFICULTY: Easy

 

Start out by collecting the two crates in front of you. Move over to each of the diggers and set the Dynamite in front of the TNT Barrels. It’s best to start with the two located to your right and finish off with the other one. Once you’ve destroyed two of them, grab the final crate and make your way over to the third and final digger and plant the Dynamite on it. This will alert two guards, but it will also trigger the delivery of some weapons. Use the two Airstrikes to make light work of the enemies.

 

MISSION 4: The Crate Escape

DIFFICULTY: Easy

 

This mission is very straightforward, although it’ll be a tight squeeze to make the 45 second time bonus. Simply make your way into the building and backflip onto the crates to reach the next level. Follow the path around until you reach the top of the building. Grab the Parachute and glide down to the escape crate.

 

MISSION 5: Destruct And Serve

DIFFICULTY: Easy

 

Try to take out the agents first so you can then secure the building. You have more than enough weaponry, worms and health to do this, so it shouldn’t be too much of a problem. Try and save your Jet Pack, Airstrike and Super Sheep to take out the TNT barrels on top of the building, as they will make it a lot easier to do so.

 

MISSION 6: Storm The Castle

DIFFICULTY: Medium

 

This Mission is actually more annoying than difficult. Start out by making your way up to the enemy Archers and disposing of them in whatever way you see fit. Once they’re all dispatched, the Storm Wizard will appear along with three more Royal Guards. You’ll need to scale the castle using the Girders to bridge the gap between each of the small platforms that the Knights are standing on, gradually getting higher each time until you reach the Wizard.

Make sure that you take out the Knights first by shooting them off of their perches; otherwise they’ll give you a lot of trouble and keep knocking you back down as you scale the castle. Unfortunately, it’s very difficult to actually hit the Wizard from down below, so you will need to keep pushing upwards and build the Girders to scale the castle whilst he is attacking you. Remember to make use of your backflip should you need it, especially for the final platform as this one is notoriously tricky to get off of.

When you finally reach the Wizard at the top, give him some payback and whack him off of the ledge with the Baseball. Finally, build one more Girder to reach the time piece, and then kill off the Wizard if he is still alive.

 

MISSION 7: The Windy Wizard

DIFFICULTY: Easy

 

Every time you destroy a Wind Machine, the speed of the wind will increase, making it harder for you to aim your Bazooka. Therefore, it is recommended that you destroy the two furthest Wind Machines first (the ones to your left.) Each time you destroy one, an apprentice will appear on a cloud and start to attack you. As soon as this happens, immediately dispatch of him by using the Bazooka to knock him off and into the water. Repeat this process for the other three machines until the Windy Wizard falls off of his cloud.

Simply use a combination of your Bazooka or Grenade to finish off the Wizard (I used the Banana Bomb as well to inflict big damage).

 

MISSION 8: Rob In The Hood

DIFFICULTY: Easy

 

This mission is much easier if you’re able to use your two available Jet Packs to fly up to the high towers where two of the enemy worms are situated. Simply knock them off and they stay there until the Wizard emerges. As for the remaining worm, try to use the Sniper Rifle to knock him off of the castle wall and into the courtyard. You can then either Parachute over and take care of him, or use one of your two tower worms to finish him off. When the Wizard emerges, he will be in one of the towers that you previously flew up to. Simply knock him off and then rain hell on him from above.

 

MISSION 9: Joust About It

DIFFICULTY: Easy

 

You have to kill three groups of enemy worms using three different weapons sets in this one. For the first group, you’re restricted to the Fire Punch, Baseball Bat and Prod. Luckily though, the enemy worms only have 25 health each, so simply make your way over to each of them and use the Fire Punch to take them out in one hit.

 

The second wave of enemies have 50 health each, and you must use either the Bazooka, Grenade or Homing Missile to take them out. Save the Homing Missile for the enemy right at the very top, and use the Bazooka to take out the other two.

 

The final wave of enemies have 75 health each, and this is strictly a Shotgun, Poison Arrow and Sniper Rifle match. Use the Poison Arrow to slowly whittle down an enemy’s health, and then blast him with two shots of the Shotgun when he has 50 health or below. Feel free to use the Sniper Rifle as well should you also need it.

 

MISSION 10: Nice To Siege You

DIFFICULTY: Easy

 

The aim here is to hold off the enemy worms for 15 minutes while the Professor repairs the time machine. Enemies will constantly spawn in to attack you, so you’ll never be able to get rid of all of them. The best technique that worked for me was to place two worms on the outer walls to Shotgun/Fire Punch the archers that spawn there, one worm on the hill with “Knight Styx” to constantly Baseball Bat him off when he respawns, and finally, one worm at the front gate to Dynamite the enemies that spawn outside. Whenever you get the notification to destroy the Catapult worm, immediately do this on your next turn even if there’s an enemy right next to you. If you don’t, then he will fire the catapult at the Professor and deal major damage to him. A well placed Sniper Rifle shot is a good way to take him down.

 

MISSION 11: Mine All Mine

DIFFICULTY: Easy

 

You’ll need to walk up to each of the mines with the Baseball Bat equipped and then whack them into the enemy. This is very simple, and doesn’t require any changing of aim in the Baseball Bat. Don’t forget to use the Jet Pack to reach the guy on top.

 

MISSION 12: Ghost Hill Graveyard

DIFFICULTY: Medium

 

Make your way around the landscape, collecting the golden nuggets as you go. As soon as you collect one, an undead Worm will rise from the dead and start to attack you. Make sure that you take them out before moving onto the next nugget. The Fire Punch is a great help here, as the majority of the enemies can be pushed into the water. For the ones than can’t, the Dynamite, Sheep and Old Woman are great alternatives to inflict major damage.

 

For the nugget located lower down, use the Parachute to make your way over to it, and then use your Girders to scale the landscape and get back on top again to collect the final nugget.

Edited by TheFlyingToaster
Editorial Sweep
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MISSION 13: Tin Can Wally

DIFFICULTY: Easy

 

Your shooting skills will be put to the test here. You’ll need to destroy all of the targets before your opponent does. Make use of the Shotgun as it has two shots per turn, and take it slow with the targets. You can use the Sniper Rifle to destroy the ones that are far away, but only use this a few times, as two shots per turn is better than one, and your opponent has perfect accuracy.

 

Afterwards, you’l need to take out four enemy worms. Use the Shotgun again to take out two per turn, and finally, collect the gold nugget to complete the mission.

 

MISSION 14: Doom Canyon

DIFFICULTY: Medium

 

Start out by moving away from the raft and using the backflip to reach the area with the tepee. Shoot out Omaha Hi from the tree, and then try to snipe Robert The Kidd from his position on the far end of the canyon. Once those are dealt with, move along the narrow beam to your right and walk up the one on the other side. You may wish to take a few potshots from here at the other enemy worms. Wait a few turns, and then build a Girder to reach the higher platform. You can now backflip up to the top of the canyon and deal with the enemy worms.

 

MISSION 15: High Noon Hijinx

DIFFICULTY: Easy

 

Collect the Utility crate to your right, and then build a Girder to enable you to jump across to the other building. Backflip up the wooden plank and collect the second Utility crate. Afterwards, drop back down and move along the building, making sure not to fall down the cracks whilst doing so. Walk up the narrow plank to collect the third Utility crate, the Parachute, and then glide down to collect the Dynamite. Blow open the doors to allow your teammates in.

 

After that, it’s a regular Deathmatch. Collect the weapon crates and use them to dispatch the enemies. You may want to consider using the Airstrike to hit the ones that are high up.

 

MISSION 16: Turkish Delights

DIFFICULTY: Easy

 

The Baseball Bat is the ideal weapon of choice here, as it will send the enemies flying significantly further. Simply use that to knock them into the designated target zones.

 

MISSION 17: No Room For Error

DIFFICULTY: Medium

 

I gave this a Medium because a degree of luck is required. Jump over to the first weapon crate and use the Shotgun to take out the enemy worm to your immediate right. If you can, try and take out the other enemy who has 25 health too. If not, then simply make your way over to the second weapon crate, which contains a Sniper Rifle. You can simply snipe the remaining enemies. Just hope that they don’t knock you off!

 

MISSION 18: Carpet Capers

DIFFICULTY: Easy

 

Use the Parachute to collect all nine of the weapon crates. It is advised that you leave one of your worms on top of the building so that he can attack the enemies below from a very safe position. The Sniper Rifle is a perfect way to pick off the enemies here, and you have more than enough weaponry to finish off the job should your ammo for that run out.

 

MISSION 19: Traitorous Waters

DIFFICULTY: Easy

 

This mission is very straightforward, and you’ll barely need to move from your starting position. If anything, this mission really serves as a Bazooka training session. Target the cannons that are igniting and take them out using the Bazooka. Remember to aim upwards a little to hit those cannons which are further away, and watch out for the wind direction as well. You’ll need to cater for both of these factors in your shots. Feel free to move around to another platform if you’re not feeling confident and would like to get a clearer shot.

 

MISSION 20: Gibbon Take

DIFFICULTY: Hard

 

You shouldn’t have any problems with this mission until you reach the Icaras Potion section. This Utility is notoriously difficult to use, and a lot of people are having trouble with it (myself included.) You need to work out a rhythm and tap the jump button in this same sequence to flap the wings and fly. The best method that I found was the quickly tap the jump button three times in quick succession every second. You’ll also need to use the analog stick to guide your worm around whilst he is flying.

 

There is a very good trick which I have discovered, that allows you to complete this section without using the Icarus Potion. Before this area, you needed to use the Jet Pack. If you’re quick and good at manoeuvring, you can reach your target with some fuel left over. When you pick up the crate, the Jet Pack disappears from your Inventory; however you can still use the last amount of fuel on the Jet Pack that you still have equipped. I had 4 fuel left and was able to make it over to the next set of diamonds whilst suffering some fall damage. It’s up to you if you decide to use this technique or not. It’ll help you here, but you’ll still need to learn how to use the potion later on in the Icarus Potion Challenge.

 

MISSION 21: Fast Food Dino

DIFFICULTY: Medium

 

You’ll need some good Jet Pack skills for this one. The hardest thing is actually getting your worm to fly over the collectibles, as it is very difficult to tell where he is in relation to them due to the camera angles. Gently tap the thrust to change your speed and height accordingly.

 

MISSION 22: Escape From Tree-Rex

DIFFICULTY: Medium

 

Start out by using your Icaras Potion to collect the first crate. Remember to tap the jump button three times in quick succession every second to navigate around. Once you’ve collected the 2 Bazookas, you can use the potion to return to where you came from, but I preferred the Jet Pack to be safe. Although you have 2 Bazooka’s, you’re actually going to need to save one of them for later. Walk up next to one of the enemy worms and wait for the other one to throw a Cluster Bomb at you, thus damaging his ally in the process and killing him off. Repeat this until one of the enemy worms is dead. Then you can use the Bazooka to finish the other one off.

 

When the other three turn up, use the Jet Pack to collect the second crate (2x Baseball Bat,) and then land on one of the platforms that they are located on. Use the bat to knock them into the water, and then the Bazooka to finish the last one off.

 

MISSION 23: Chute To Victory

DIFFICULTY: Easy

 

You can completely ignore the enemy worms in this one. Start out by Parachuting down to the second island and simply make your way across each one. Backflip and then immediately open the Parachute to make the island crossings easier.

 

MISSION 24: The Land That Worms Forgot

DIFFICULTY: Easy

 

You have a very impressive arsenal of weaponry here and can kill a lot of the worms by drowning them. Treat this as a traditional Deathmatch before heading towards the volcano. Once the enemy are taken care of, then walk across the bridge, place a Girder to the volcano, and rescue your classmate.

 

MISSION 25: Valley of the Dinoworms

DIFFICULTY: Hard

 

This is a traditional Deathmatch, although you are largely outnumbered and the enemy are very accurate. Make use of your high explosive weapons and the cover around you as the enemy are very accurate here. There’s not much really more I can say other than to play strategically.

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Are these exactly the same as the Worms 4: Mayhem missions on PS2?

 

I remember the first level being called diner mite and also the last level.

 

Great guide though as always :applause:

 

Yep, they are exactly the same as Worms 4. It's also got the "3D Campaign" which is identical to Worms 3D, just in a different order.

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