Gameboy Color
Weapons

The Wormy Gameboy arsenal has been increased since original Worms. But because of problems with programming them or something, some classics like uzi and cluster bomb has also been left out. Oh well, tips on how to use the weaps are below.

BAZOOKA
GRENADE
SHOTGUN
FIRE PUNCH
DYNAMITE
AIR STRIKE
TELEPORT
SHEEP
BANANA BOMB
SKIP TURN
JET PACK
BASEBALL BAT
BATTLE AXE
BLOWTORCH
ARMAGEDDON

Stuff = Includes the following short info:
NAME
If it's a weapon or a tool
Max damage
Hints and Tips = Hints, tips and glitches described, and also more detailed usage of the weapon/tool.
Stuff Hints and Tips
BAZOOKA
Weapon
50
  • Hardly not affected by wind at all. Shoot full power and you should hit your man
  • To do more damage, aim low on your target worm
  • Bazooka have about no explosion radius at all, which means you can stay close to the explosion without taking damage
  • Not recommended for pushing worms into the water, as the shockwave from the explosion is very weak
  • GRENADE
    Weapon
    50
  • This weapon has is very bouncy and has a fuse which is around three seconds.
  • Grenade works good as "mines": Just walk close to an enemy, aim down, drop it and run.
  • Note that even though the grenade doesn't do more damage than the bazooka, the explosion is larger.
  • SHOTGUN
    Weapon
    25 x 2 shots
  • Like in the other Worms games, good for many different things.
  • Aim low on your target worm to make the max 25 points of damage.
  • Good for killing off worms with health 50, or picking off multiple less healthy worms in one turn.
  • FIRE PUNCH
    Weapon
    30
  • Note that unfortunately this one doesn't punch worms that far away, only about two worms length in the chosen direction.
  • The worm using this weapon will "dig" away any ground in its way when jumping up.
  • This weapon always does atleast 30 points of damage when hitting a worm.
  • DYNAMITE
    Weapon
    75
  • Unlike the PC W:A-dynamite, this one does the max damage if you put it "inside" the worm you want to hurt badly, instead of on top of it.
  • When using dynamite, try to make it so the enemy worm falls a long distance. Fall damage in W:A GBC is *very* high, and using this method you can do up to 90 points of damage to a worm with one dynamite!
  • When out of baseball bats, dynamite can also blow worms far away. Just place it by the side of the worm and the explosion should take care of the rest.
  • AIRSTRIKE
    Weapon
    3 x 30
  • This airstrike will drop three bombs in the area of the marked position. Note though that the bombs come in separate runs, so targeting a worm that will stay in its place is a good idea.
  • The bombs are dropped slightly diagonally, and the direction of the drop is not chosable.
  • The explosions of the airstrike bombs are very small, so don't expect it to do too much damage. Because of this, it's also good to use this on groups of worms.
  • TELEPORT
    Tool
    n/a
  • This one's pretty much exactly like it's always been. You can't teleport into solid ground, teleporting to a crate could be good aswell as saving teleports for sudden death when you need to get away from the rising water.
  • Usually it's better to use the jetpack instead of teleport if you can, because then you will still have your turn left.
  • SHEEP
    Weapon
    75
  • Jumps as soon as it hits the ground, making the max damage a very hard task to accomplish.
  • Be sure to stay away from the sheep once you've let it out, as it has a tendancy to jump back to its user.
  • BANANA BOMB
    Weapon
    75 x 5 bounces
  • If you think the grenade has too much bounce in this game, you should probably stop reading this now. The bounce ratio is more than 200% for this weapon (a guess), so if you want to be sure that it will hit - just aim down and drop it.
  • Ofcourse, if you want destiny to decide the outcome of the game you could always just throw it and keep your fingers crossed (especially fun in cavern levels...).
  • Unlike normal Worms banana bombs, this one bounces a bit like the legendary Concrete Donkey (except that it's in all directions), instead of throwing out many banana bombs upon detonation. Each bounce does about 75 points of damage max, and according to my calculations there are about 5 bounces available.
  • SKIP TURN
    Tool
    n/a
  • Like the name says, this one simply skips your current turn without doing nothing.
  • Beware though, the moment you chose skip turn as your weapon, your turn will be skipped. There's no talking about pressing buttons or such advanced stuff here. Hell no.
  • Honestly you shouldn't be using this thing, there are way too many better things to do.
  • JETPACK
    Tool
    n/a
  • A true spoiler of the idea the whole Worms concept was built on, even worse than the so popular Ninja Rope. Now even with waahahaaay too much fuel. I wonder what these guys were thinking about when they put the default setup to three... I mean, what good is it being able to hit with a grenade from far away when things like these exist?
  • Use when you can do something to a worm that is far away which will have a strong effect on the outcome of the game.
  • If you have few, also consider saving these for sudden death, you might need 'em better then.
  • BASEBALL BAT
    Weapon
    30
  • Not that powerful, and you can't change the direction's y axis, but still useful for smashing worms into water or off the screen.
  • BATTLE AXE
    Weapon
    Half of the health
  • Use on worms that have full health, and then kill 'em off with the shotgun.
  • Also good for doing much damage to many worms in the same place, or high-healthed worms.
  • Note: You can only actually kill worms which have health 1 with this weapon.
  • BLOWTORCH
    Tool
    0
  • Only "digs" in a straight horisontal line, no direction chosing available here. Won't do any damage either.
  • Sometimes using the shotgun to get through the ground is better, if you have more/an unlimited amount of those.
  • Press the fire button at any time to stop digging.
  • ARMAGEDDON
    Weapon
    n/a (Infects all enemy worms)
  • Just activate, and all enemies will be sick and lose 2 points of health every turn.
  • Good at any time, just go ahead and use it. The longer they stay deceased, the more health they lose.



  • The weapon descriptions and the layout of this page are copyright © Daniel Jonsson 1999, and are NOT to be used on any other site without the author's acceptance.