Worms: Open Warfare 2 PSP Questions & Answers
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QUESTIONS & ANSWERS
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Worms: Open Warfare 2
A1: 

You really need to read the message on start up, sometimes it gives a clue. The first worm you are given to use must walk (?) towards the wall still facing the wall do a backflip as close to the wall as poss then at the peak of the jump use the punch and this will fire the other worm to the platform, here you are given a blow torch and I guess must activate the mine. I am stuck at this point. Hope this helps Nick
A2: 

Jump up and fire dragonball over wall knocking your teammate to the other platform. Then make him walk off the side and active the mine. Then use the first guy to blowtorch through the wall, then JUMP to the other platform from the VERY EDGE, and finish!
A1: 

I belive its the Most pain in the ass mission in the game, but here goes:
(1) Select grinder, turn it until its on the last slanting position to the right and move the grinder to the maximum right of the map, then move it upwards near to the cliff wall. Try to move it as up as you can, but you must leave minimum space betveen the cliff wall and the grinder where your worm must squeese trough.
(2) Now put two more grinders next to the first one so you could make a way to the uppest grinder. Climb up the griners, sqeese trough the tight spot and move to the top of the uppest grinder.
(3) There you must backflip on the cliff above you with the green mortar bomb or something.
(4) Drill trough the bomb by using your first blow torch. Collect a new torch on the other side and backflip on the little bump on your left.
(5) Move up the bump until you hit the wall and use three blow torches to get to the hole in the middle of the map and collect the firepunch.
(6) Go to the left of the hole, aim up and drill your way to the next crate, magnet, run back in the hole and wait for enemys turn.
(7) On the next turn you need to go outside the hole, there you must climb and backflip to Commander Cowboy as close as possible, select the magnet, invert it blue, and put it as close to him as possible. Now stand at the same spot with your magnet and wait for enemy turn. The magnet is protecting you from enemy fire (2 turns only)
(8) Next you need to aim up and Drill closer to the enemy by using your last blow torch and run back to the magnet and wait for your next turn.
(9) Now you just have to climb and backflip to him and firepunch the bastard. If you cant get next to him you can also punch him from right underneath the guy, because firepunch goes upwards.
Congratulations, the asshole is dead and you can continue to your space levels!
(10) you also need luck to complete this level, because this cowboy can create some good landscape to climb on, so you might want to wait for the best change before you go out with (7) and make your climbing more comfortable with those two girders you have left.
(1) Select grinder, turn it until its on the last slanting position to the right and move the grinder to the maximum right of the map, then move it upwards near to the cliff wall. Try to move it as up as you can, but you must leave minimum space betveen the cliff wall and the grinder where your worm must squeese trough.
(2) Now put two more grinders next to the first one so you could make a way to the uppest grinder. Climb up the griners, sqeese trough the tight spot and move to the top of the uppest grinder.
(3) There you must backflip on the cliff above you with the green mortar bomb or something.
(4) Drill trough the bomb by using your first blow torch. Collect a new torch on the other side and backflip on the little bump on your left.
(5) Move up the bump until you hit the wall and use three blow torches to get to the hole in the middle of the map and collect the firepunch.
(6) Go to the left of the hole, aim up and drill your way to the next crate, magnet, run back in the hole and wait for enemys turn.
(7) On the next turn you need to go outside the hole, there you must climb and backflip to Commander Cowboy as close as possible, select the magnet, invert it blue, and put it as close to him as possible. Now stand at the same spot with your magnet and wait for enemy turn. The magnet is protecting you from enemy fire (2 turns only)
(8) Next you need to aim up and Drill closer to the enemy by using your last blow torch and run back to the magnet and wait for your next turn.
(9) Now you just have to climb and backflip to him and firepunch the bastard. If you cant get next to him you can also punch him from right underneath the guy, because firepunch goes upwards.
Congratulations, the asshole is dead and you can continue to your space levels!
(10) you also need luck to complete this level, because this cowboy can create some good landscape to climb on, so you might want to wait for the best change before you go out with (7) and make your climbing more comfortable with those two girders you have left.




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