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Here in Seattle our "April Showers" start in... well, actually, some would say our "April Showers" don't start in April because they still haven't stopped.
You probably recognize the bouquet of coffee filter flowers I made for the mantel {HERE}.
This was such a delightful post! {clicking to follow you as soon as I send this comment out!} I loved learning a little about your weather. Golly, I must be some sort of weather geek! As a Californian, I seriously thought you had rain, rain, rain. When it gets 110 here, I should come up and give your delightful climate a chance! I can so relate to turning your back for a nano-second and returning to a disaster. NOT that your sweet mini pallet project is a disaster. Quite the opposite. IT IS FANTASTIC. I love that it has traveled so many places in your home. The next time I see big, fat raindrops I am going to remember this amazing project. I hope this week gives you sunshine and rainbows... Happy Easter!
It's super cute. And I wouldn't have noticed any crazy monsoon rains if you hadn't mentioned it. I really enjoyed this idea!
how very cute and creative come see me at http://shopannies.blogspot.com
What a creative idea {and one of my favorite color combos!} It can get quite monsoon like around here at times!
Jenn :)
I love this! I think the monsoon works. :) I'd love it if you stopped by and linked up to my party.
I'm gonna go follow along!
Love this! What a great idea and I love the blue and yellow.
yay for PNW bloggers!
just moved to portland last year so i am still adjusting to the excessive amounts of rain.
xx jes, newest follower
I remember doing something similar in summer camp as a kid, but clearly you took it to a whole different level of amazing artistry. This is such a great piece of art. Thank you for this wonderful post! I would love it if you would share this at our What's It Wednesday blog party. Hope to see you there.


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DURHAM, N.C. - Duke senior tight end Cooper Helfet has been named to the 33-member preseason John Mackey Award watch list. The John Mackey Award is presented annually to the most outstanding tight end in FBS college football. Other requirements for the award include sportsmanship, good academic standing, and exceptional leadership abilities.
Helfet, a 6-4, 235-pound Kentwood, Calif., native was an honorable mention All-ACC selection in 2010, his first season with the Blue Devils. He was a key component of the Duke passing attack that ranked second in the ACC and had five players with 30 or more receptions for the second time in school history. Among ACC tight ends, Helfet ranked first in receiving yardage and second in receptions. In Duke's win over Virginia, he posted 122 receiving yards, marking the fifth-highest single game total by a tight end in Duke History, and received ACC Player of the Week honors.
Others included on the list are Allen Dwayne (Clemson), Brandon Barden (Vanderbilt), Tim Biere (Kansas), Ted Bolser (Indiana), George Bryan (N.C. State), Charles Orson (Georgia), Josh Chichester (Louisville), Jack Doyle (WKU), Drake Dunsmore (Northwestern), Kyle Efaw (Boise St.), Michael Egnew (Missouri), Tyler Eifert (Notre Dame), Rhett Ellison (USC), Coby Fleener (Stratford), Ladarius Green (Louisiana), Ryan Griffin (Connecticut), Joe Halahuni (Oregon St.), DC Jefferson (Rutgers), Kevin Koger (Michigan), Eric Lair (Minnesota), Brian Linthicum (Michigan St.), Philip Lutzenkirchen (Auburn), Anthony Miller (California), Chris Pantale (Boston College), David Paulson (Oregon), Colter Phillips (Virginia), Nick Provo (Syracuse), Lucas Reed (New Mexico), Kyler Reed (Nebraska), Evan Rodriguez (Temple), Jake Stoneburner (Ohio St.), Michael Williams (Alabama) and Luke Wilson (Rice).
The John Mackey Award was created in 2001 by the Nassau Country Sports Commission and is selected by vote by the John Mackey Selection Committee. The 2011 John Mackey winner will be presented live at the Home Depot ESPN College Football Awards Red Carpet Show on December 8, 2011 at 6 p.m. EST on ESPNU.
John Mackey, the award's namesake, is regarded as one of the best to have every played the tight end position. Mackey, a role model on and off the field, played in the NFL 10 years where he was elected to the Pro Bowl five times and was a three-time All-NFL player. For more information on the John Mackey Award and a list of past recipients, visit www.johnmackeyaward.org.
Duke opens the 2011 season at home versus Richmond on September 3 at 7 p.m. Season tickets are available and may be purchased online at www.GoDuke.com or by calling the Duke Athletic Ticket Office at 1-877-375-DUKE (3853).

subset: commoncrawl


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Must be read to be believed.
Seriously, thank you to the True Christians who had the decency to step up and defend your god against people like Kern.
Do it again.
Louder, if you really love the beautiful religion of Christianity.
*atheist dream sequence*
Churches turned into libraries. The mega churches into schools. Pews chopped into lumber to rebuild New Orleans. All the shiny shit melted into scrap metal and all those god awful 'Christian Rock' CDs thrown into a food processor. The Bible is required reading for an ancient literature course that students dread more than Herodotus. Crazy motherfuckers like Kern living in compounds in the hills, waiting for TEH HOMO MAN to come eat their children, but never in a political office. Never daring to speak their hateful thoughts around humans.... I dont think its TEH HOMOZ you need to be worried about, Mizz Sally Kern. I think its a fucking mirror.


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When I came across Jason Byassees article "License to Thrill" (December 2004), I felt like a rubbernecker: I hate the "prosperity gospel," but I secretly love to read about the jokers who are writing and hawking this stuff. First, Byassee takes The Prayer of Jabez to task - no shock there. Second, Jesus, Life Coach, whose title alone should deter anyone who gives serious thought to systematic theology. But Wild at Heart, seriously?
Im no huge John Eldredge fan, but in a rush to round out his axis of ambition, Byassee really goes off path with this one. Eldredges point is certainly not that "men recover their battling, adventuring, beauty-saving hearts by watching lots of movies." His point, which stands, is that mainstream Christian men are becoming complacent, not that theyre "girlie men," though he may think (and occasionally imply) that, too.
Truly this is poor literary criticism. The overall message of the book is tossed aside for sound-bite examples of Eldredges supposed chauvinism, and Byassee somehow arrives at the theory that Eldredge really believes men should be out conquering for all their days. Never mind that Eldredge doesnt come close to saying that.
The book may not evaluate all aspects of Jesus message, but does it have to? I always thought these types of expository books were meant to explore one or two aspects of the Bible, not the entire range of its contents. Leave that for commentaries, which are good for studying but make for bad bathroom reading.
R. Justin Shepherd
Bowling Green, Kentucky


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Worms 4: Mayhem – FAQ/Walkthrough
FAQ/Walkthrough by krdrt536701
Version: 1.0 | Updated: 04/02/09
==================== Worms 4: Mayhem for PC ==================== ********************* Table of Contents ********************* 0. Versions (Updated!) 1. Introduction 2. Rating Guide 3. Walkthrough 4. Weapons, Utilities, and Effects 5. Wormpot Options 6. Trophies 7. Create-A-Weapon 8. Miscellaneous 9. Contact 10. Legal *********** Versions *********** 1.1 - Minor update. 1.0 - Added a notice in the Introduction section. 0.9 - The main guide is done for now. Perhaps I will finish the last two (Create-A-Weapon and Miscellaneous) soon, but this is sufficient for a Walkthrough. 0.8 - Finished entire Utilities section. Finished Wormpot Options section. Finished Trophies section. 0.7 - Finished the entire Weapons section. Added Create-A-Weapon, Trophies, Miscellaneous, and Wormpot Options sections. 0.6 - Added the final Walkthrough (for Story) write-ups. Added the Weapons, Utilities, and Effects guide. Finished Effects section. 0.5 - Added five write-ups. 0.4 - Added another write-up. Added Rating Guide. Added Ratings for each write- up so far. 0.3 - Added two more write-ups. 0.2 - Added another write-up and some other stuff. 0.1 - Added some more Walkthrough pieces (nine additional write-ups). 0.0 - Started Guide, finished the Tutorial write-up and five of the Story write-ups. ************** Introduction ************** Hello there fellows Worms players! Welcome back (or hello for new players) to the wacky world of WormsTM. Worms 4: Mayhem is the third (Worms 3D and Worm Forts: Under Siege were the two previous) installment of the WormsTM series that is fully three-dimensional. This is not my first WormsTM game or guide, my first game and guide were both on the PS2 version of Worms 3D. I am a bit saddened that Worms 4 didn't come out in North America for the PS2. No matter, the PC game is fine as well. I will add sections to this guide as I see fit. *Note: To help you find your way through the guide, you can use the key combination of 'Ctrl + F' to help you find specific areas. Even though I have not seen other sites (or people, rather) stealing my material, I would like to point out that these are the only sites I have contributed to: IGN.com (and I assume its many affiliates, like GameSpy and GameStats) If you see my guide on any of the sites below (or any site not listed above), please Contact me immediately! GameFAQs.com CheatCC.com *************** Rating Guide *************** ================= Walkthrough Ratings ================= This is the rating guide for how difficult each level was. Note that the difficulty is based on General Difficulty AND Time Bonus Difficulty Combined. Ratings: 1 = Incredibly Easy 2 = Very Easy 3 = Easy 4 = Moderately Challenging 5 = Challenging 6 = Moderately Difficult 7 = Difficult 8 = Very Difficult 9 = Very Tough 10 = Incredibly Tough ========== Item Ratings ========== Ratings: 1 = Useless 2 = Abysmal 3 = Terrible 4 = Awful 5 = Mediocre 6 = Above Average 7 = Good 8 = Great 9 = Fantastic 10 = Perfect *************** Walkthrough *************** This walkthrough will help you achieve the Time Bonus on every mission and find Easter Egg available. ======= Tutorials ======= ----------------------------- Worminkle University ----------------------------- Rating: 1/10 Very simple tutorial, grab any of the Crates you want and blast away at the stationary worms. Once they are all dead, you win. ---------------------------- Unsporting Behavior ---------------------------- Rating: 2/10 Another simple tutorial. Your opponents will fight back, but they will be relatively easy. Use all the means at your disposal to eradicate all the worms. ---------------------------------- Mike's Secret Laboratory ---------------------------------- Rating: 4/10 A step up from the last tutorial. This fight is what you can come to expect of normal missions. Kill them all, and it's mission done. Congratulations! You are now a novice at Worms 4: Mayhem! ========= Story Mode ========= ----------------- Diner Might ---------------- Rating: 2/10 A rather simple mission. As the cut-scene showed you, the enemy worms are all near explosive dynamite. Use this to your advantage by blowing up two barrels at a time with a Shotgun. Since there are only four targets, this mission will be over fast. ------------------------------- Sneaky Bridge Thieves ------------------------------- Rating: 4/10 Your objective for this mission is steal all the tools laying around on the bridge. After you steal the first three, the enemy worms will all pop up. Ignore them as best as you can, only taking potshots at them if you have leftover time after grabbing the tools. There are eight saws to steal in total. Steal the first three which are all near each other. The enemy will pop up at this time, ignore them as much as you can. Continue forward past the worm but collect the Weapon Crate and Utility Crate along the way. Place a Girder between the gap nearby. Hop over the gap and grab the two saw nearby. Run up the plank and grab the Weapon Crate. Try to take a potshot at the worker nearby. After you regain control, use Worm Select to switch back to the further worm. Go farther up the plank to grab a Parachute. Parachute over and grab the saw. Jump and parachute over to the next section. Be quick and grab the saw on the way and jump up to the last section. Hurry and jump on the barrel to get the last saw, and the mission will be over. -------------------------------- Building Site Saboteurs -------------------------------- Rating: 3/10 Grab the Crate in front of you and place a Dynamite near the Dozer. Use your retreat time to back off a bit. Grab the nearby Crate and the other Crate down the steps. Go to the ledge near the second Dozer. Double-jump to the boat and place the Dynamite, go quickly to the corner and double jump back to the dock towards the stairs up to the third Dozer. Place the last Dynamite near the third Dozer and use your retreat time to get as close as you can to the entrance of the nearby building. Two guards will pop up. Go inside the building and collect all the Crates. Dispose of both guards however you want but do it quickly. Once they're dead, the mission will be over. ------------------------- The Crate Escape ------------------------- Rating: 3/10 To get the bonus, you'll have to be quite fast. You'll have to do the entire level in one turn. Just guide your worm to jump on all the barrels and up each level until you get to the top, don't attack any worms on the way. When you make it to the top, grab the Parachute and use it to go over to the Utility Crate on the board. When you grab it, the mission will be over. -------------------------- Destruct and Serve -------------------------- Rating: 5/10 This is the first mission that's a bit difficult to get the Bonus on. The mission tells you blow up the building and then kill all the worms. I recommend it the other way because when all the worms are dead, you get infinite turns plus the enemies won't waste your time. A good trick I found out to save time is this: Jetpack up to the rooftop of the building. Place a stick of Dynamite halfway between the explosives and the Agent. If you did it right, the explosives should detonate and the worm should flying. When he dies, he should explode and take out the explosive behind that tip, which will also send a second worm to his death. A four-in-one kill (two Worms, two Explosives) with one Dynamite really saves you a bit of time. Note that every time you kill an Agent, a powerful Weapon Crate is dropped (I believe that you get 1 Super Sheep, 2 Banana Bombs, and 2 Holy Hand Grenades total from the crates to use on the other worms, but I may be missing one.). Just deal with all the Agents as best as you can, then use any weapons at your disposal to get rid of the rest of the explosives (if you can't reach the explosives on the top of the building, use a Bazooka to shoot them from below ). Once all the Agents are dead and the Explosives detonated, the mission will be over. ******************************************************************************* ************* ---EASTER EGG EASTER EGG EASTER EGG EASTER EGG EASTER EGG--- ******************************************************************************* ************* "88 MPH" Easter Egg - You may have noticed an out-of-place sports car on the left road (if you are facing the building). That is actually the DeLorean from the "Back to the Future" movie series. Destroy the car to see a short cut scene and unlock an Easter Egg. Each Easter Egg you unlock nets you a nice 1,000 coin bonus at the end of the mission. ******************************************************************************* ************* ---EASTER EGG EASTER EGG EASTER EGG EASTER EGG EASTER EGG--- ******************************************************************************* ************* ------------------------ Storm the Castle ------------------------ Rating: 5/10 In this mission, you must rid of all the enemies and collect the time machine piece at the top. You have to do this in a timely fashion if you want to get the Bonus. Note that I only used one worm for this entire mission (infinite Worm Selects) but you probably could cook up some strategies with more than one. Send your worm up to the second archer (on the right hand side when you are facing the castle). Stand near or on the archer and take out his friend on the opposite tower with a Shotgun. If you are accurate enough, it should tumble him into the water. Use your other shot on another worm. Now just take out the remaining three worms however you want, but DON'T collect the Utility Crate yet! After they are all dead, collect it and place a Girder seven movements up (the maximum Double Jump Height) and jump on it, waste your turn with a Skip Go or whatever you want to. Now a Wizard and some Knights will pop up. Each turn, place a Girder higher (second should be another seven up and the third can be five or six if you want) to the top and take out one Knight with a Bazooka. When, you reach the top, place a Girder between the gap of the tower and the cage. Take out the final Knight with the remaining time. After the Wizard attacks, hop over to the last Girder and collect the piece, then just use whatever you want to rid of the Wizard (Dynamite works well). Once he's dead, the mission will be over. ------------------------- The Windy Wizard ------------------------- Rating: 2/10 A rather simple mission. Just use your Bazooka to blast one of the four Explosives. Then take out each Apprentice that comes to attack you. Once all four parts have been destroyed, the Windy Wizard will show up. Use a few Bazooka blasts to either kill him or knock him into the water. ----------------------- Rob in the Hood ----------------------- Rating: 4/10 Use a Jetpack to fly over to the worm on the shorter tower and grab the Utility Crate. Place a stick of Dynamite near the worm and use your retreat time to move somewhere safe, like a place on the opposite higher tower. Use your next worm to Jetpack over and grab the Weapon Crate (note that the weapon you get depends on which worm you kill, in this case, it will be a Homing Missile). Blast the worm on the bridge with a Bazooka shot. Take out the final worm however you want. The Rogue Wizard will now appear, try to take him out as fast as you can, he has very powerful weapons in his arsenal and WILL use them. On the floor of the battlegrounds, there are some Weapon Crates containing powerful attacks. Use them in combination of your previous arsenal and rid of the Rogue Wizard. Once he is dead, the mission is over. ------------------- Joust About It ------------------- Rating: 4/10 In this mission, you will have to kill three sets of three worms with three different weapons each time. In the first set, you will have only Melee attacks (Fire Punch, Prod, and Baseball Bat). Just use either a Punch or Bat to kill each of the three worms for a simple set. The second set involves "BnG" (Bazooka and Grenade) weapons (limited Bazooka, one Homing Missile, and infinite Grenades). Use a Bazooka for the two worms on the lower areas and take out the highest worm with a Homing Missile. The final set is Long-Range weaponry (Shotgun, Poison Arrow, Sniper Rifle). Use a Poison Arrow on each worm until all of them are poisoned (sometimes you can get two in one shot). From there out, just use a Sniper Rifle or Shotgun to finish off the worms. After all the worms are dead, all that's to do is collect the piece in the booth from the Wizard. Once it's collected, the mission is over. ------------------------- Nice to Siege You ------------------------- Rating: 6/10 In this mission, you have to protect the Professor from dying for fifteen minutes. The task is rather simple, beat back as many worms as you can as many times as you can. Be on the lookout for the Catapult worms, you should try to rid of them as quickly as possible. Can't really give you any help on this mission, it just all depends on how you do it. Be careful though, by the end of the mission, the worms seem to get a LOT more accurate at hitting the Professor. Just kill worms for fifteen minutes and the mission will be over. (The Time Bonus for this mission is sixteen minutes, so you can't really not get it.) ******************************************************************************* ************* ---EASTER EGG EASTER EGG EASTER EGG EASTER EGG EASTER EGG--- ******************************************************************************* ************* "Hidden Room" Easter Egg - You may or may not have noticed, but the land mass (I'll call it a mountain) you begin on has a cave in the back. If you walk a worm to the entrance of the cave, you'll see a short cut-scene of worm in Bunny Ears running off. After the cut-scene, you'll unlock this Easter Egg. Each Easter Egg you unlock nets you a nice 1,000 coin bonus at the end of the mission. ******************************************************************************* ************* ---EASTER EGG EASTER EGG EASTER EGG EASTER EGG EASTER EGG--- ******************************************************************************* ************* ------------------ Mine All Mine ------------------ Rating: 3/10 A decently easy mission, just set your Baseball bat to the maximum aim upwards at hit a mine in the general direction of each target. For the final worm (the highest up) just Jetpack up to the cliff and hit the barrel itself (the mine for that part is hard to hit just right). After the last worm is gone, the mission is over. ---------------------------- Ghost Hill Graveyard ---------------------------- Rating: 6 or 7/10 This can be a tough mission, so read and do exactly what I say. First off, grab the first nugget, jump up the ledge and Bazooka this zombie worm. Next, go grab the second nugget, and use a Holy Hand Grenade (total downwards aiming) and kill BOTH of the worms here in one shot (it's hard to get right, but possible). Grab the third nugget, and use as precise aiming as you can to try to knock all three worms into the water. (If you don't know how to get back up, go to the right-hand side and follow the beach around.) Before you grab the final nugget, I highly recommend blasting each tombstone away with the Bazooka. Grab the nugget and try to sink each worm with a good Bazooka shot. (Note that sometimes your enemy will Skip Go if you are in that little hole with the orange-ish coffin.) Once all of the worms are dead, the mission is over. ------------------- Tin Can Wally ------------------- Rating: 3 or 4/10 EVERY target on your side can be taken out with the Shotgun (including that last far target), so just pop two targets a turn and win. Afterwards, use your retreat time to move to an obstacle so your opponent will Skip Go. Use the same method of Shotgun firing to take out two targets at a time. After they are all dead, a nugget will appear. Grab it, and the mission is over. ******************************************************************************* ************* ---EASTER EGG EASTER EGG EASTER EGG EASTER EGG EASTER EGG--- ******************************************************************************* ************* "Shoot the Crapper" Easter Egg (Yes, that is the name of it) - Behind your starting position is a toilet in an outhouse, shoot it to unleash a poisonous cloud as well as unlocking this Easter Egg! Each Easter Egg you unlock nets you a nice 1,000 coin bonus at the end of the mission. ******************************************************************************* ************* ---EASTER EGG EASTER EGG EASTER EGG EASTER EGG EASTER EGG--- ******************************************************************************* ************* -------------------- Doom Canyon -------------------- Rating: 6/10 This one is kind of tough to get the Bonus, on every turn, you MUST hit a worm into the water (or very near the edge of the rising water). Okay, to start it off, run up to pedestal after the ledge up. From here, blast the worm on the branches behind you into the water. Place a Girder between the pedestal and the canyon ledge in front of you. Hop up to the canyon and go behind the rock structure there. Use a Bazooka on the structure near the middle to send the worm flying. Cross the bridge and lay a Dynamite on the right side (if you were facing him from where you came) near the worm that has a worm to the left (below) of him. Blast the ledge where the worm below you is to send him flying. Now just go towards the last worm, place a Girder across the gap, and lay a Dynamite next to him (where is dependant on how close he is to which ledge) to send him flying. When he sinks, the tough (to get the Bonus) mission is over. ----------------------- High Noon Hijnix ----------------------- Rating: 5 or 6/10 Nothing I can really say about this one much, it's like the Deathmatch on the same map. For the first part, just place a Girder between the two buildings, climb to the next Girder, fall down to the rooftop, crawl to the water tower, grab the Parachute, hop down with it and land behind the fence, and grab the Dynamite Crate (this can all be done in one turn). Then just use the Dynamite on the gate and go fight Deathmatch style. The only hint I can give is to make good use of your infinite Dynamite in this mission. The Air Strikes, if targeted properly, can really help knock worms into the water. Good luck, just use the powerful weapons to the best of your extent to kill all the worms. When they are all dead, the mission is over. ---------------------- Turkish Delights ---------------------- Rating: 4/10 Just use the Baseball Bat on each worm at 135 degrees (the line between totally vertical and totally horizontal) to bag each worm. The closest should only require one hit, the middle distance one requires two, and the last far away worm should only take three hits if you do it right. When they are all captured, the mission is over. ------------------------- No Room for Error ------------------------- Rating: 2/10 An easy mission, just kill a worm a turn (if you are good aim, you can get two with one Shotgun) and you'll win the Bonus. When they are all dead, the mission is over. -------------------- Carpet Capers -------------------- Rating: 2/10 A very easy mission, the Bonus is also VERY easily attained. You can easily kill ALL of the worms in about half the time of the Bonus. Since all the worms have fifty health, a well placed Bazooka shot will either knock them into the water or kill them. When they are all dead, the mission is over. ******************************************************************************* ************* ---EASTER EGG EASTER EGG EASTER EGG EASTER EGG EASTER EGG--- ******************************************************************************* ************* "Hidden Crate" Easter Egg - A weirdly named Easter Egg (it's called the Hidden Crate Egg, but you collect Jewels, I think they changed it along the way without fixing it completely). See the enemy worm named "Egg" (VERY subtle clue to an Easter Egg)? Yeah, he is on top of a tower. There is a hole in the bottom of the tower (or you can make one yourself, if you wish). On the bottom, there are jewels. Now, for some strange reason (I think a programming error), if you collect them, you may not actually get the Easter Egg, it may simply show the cut-scene saying: "Kill all the enemies." again. I've tried a few methods, but the only method of getting the Egg unlocked (for me) was this: You had to collect all nine Weapons Crates lingering around the level BEFORE collecting the jewels. After collecting the nine crates, collecting those jewels SHOULD say you found an Easter Egg and unlock it. Each Easter Egg you unlock nets you a nice 1,000 coin bonus at the end of the mission. ******************************************************************************* ************* ---EASTER EGG EASTER EGG EASTER EGG EASTER EGG EASTER EGG--- ******************************************************************************* ************* ------------------------- Traitorous Waters ------------------------- Rating: 2/10 Another relatively easy mission. You'll notice that the cannons that are about to fire all have flaming fuses. Take out each flaming fuse cannon to make there be virtually no time loss in between turns. If you take out each cannon appropriately and accurately, you should finish around half the acceptable time. Once each cannon is destroyed, the mission is over. ------------------ Gibbon Take ------------------ Rating: 3/10 An easy-ish mission. Just use your navigation skills with jumps, the Ninja Rope, the Jetpack, and the Icarus Potion to get around. If you've had experience with all of those, you shouldn't have any problems getting the Bonus. Once you collect the final jewels near Ali Baboon, the mission is over. --------------------- Fast Food Dino --------------------- Rating: 2/10 Use your (by now hopefully) honed Jet Pack skills to quickly collect all the vegetables. Once the final one is collected, the mission is over. ------------------------------- Escape from Tree-Rex ------------------------------- Rating: 4/10 Use your Icarus Potion, Bazooka, Baseball Bat, Parachute, and Jet Pack skills to get through this mission. It's not really hard, you just have to be quick. Once you reach the cave, the mission is over. ******************************************************************************* ************* ---EASTER EGG EASTER EGG EASTER EGG EASTER EGG EASTER EGG--- ******************************************************************************* ************* "Feed the T. Rex" Easter Egg - Shoot a Bazooka shot into the Tyrannosaurus Rex's mouth. Soon as you do, you unlock this Easter Egg. Each Easter Egg you unlock nets you a nice 1,000 coin bonus at the end of the mission. And if you've been following this guide all along, this should've been the last one. ******************************************************************************* ************* ---EASTER EGG EASTER EGG EASTER EGG EASTER EGG EASTER EGG--- ******************************************************************************* ************* ---------------------- Chute to Victory ---------------------- Rating: 4/10 Use your Retreat Time, Parachute, and quick movement skills to cross the river in safety. You should try to take out each worm in your path with the weapon available; it makes crossing much easier. Once you land on the pad, the mission is over. ----------------------------------------- The Land That Worms Forgot ----------------------------------------- Rating: 4/10 Now, in which order you want to do it up to you, but here are some tips on how to kill the worms the most efficiently. Dynamite the worm near the Bovine Blitz crate. Baseball Bat the worm near the Concrete Donkey crate. Bovine Blitz (when the wind is low, this weapon is a bit hard to aim well) the worm on the bridge and the worm on the island (near the volcano). It takes some good aiming, but it is possible to kill them both. Super Sheep the worm on the Pterodactyl. Concrete Donkey the worms near the Health Crate. Hopefully, the Donkey should kill or severely harm both worms. Now, just use some well placed Shotgun shots should mop up the remaining worms (Use one shot to take out the worm near the Concrete Donkey victims with a good aim to knock him into the water.). Now, just go to the final island (you can cross the bridge using the rope supports if you blew the main bridge up) and place a Girder between the gap of the rock pile and the volcano island. Now, just cross the Girder and reach your fellow team-mate. Once you reach him (and killed all the previous worms), the mission is over. --------------------------------- Valley of the Dinoworms --------------------------------- Rating: 5/10 Now, however you want to kill the worms is up to you, but I'll give you a few hints. 1. Set up the Sentry Gun in the clearing just in front of you between the two worms. This will aid GREATLY in finishing off low-health worms. 2. Use the Concrete Donkey on the worm standing on the middle of the bone support. Doing so will kill two worms in one shot. 3. Use Dynamite (or the Holy Hand Grenade) to knock worms into the path of the Sentry Gun to finish them off completely. 4. The less worms you have at the end of the fight, the better, because you'll be faster building your "bridge". After all the worms are eliminated, just grab the Utility Crates and head over to the spit of land furthest into the water. From there, just head each worm to the area and place enough Girders to cross (should be three-four) the gap. As soon as a worm steps close enough on the island, the mission will be over! Congratulations! You are now a champion at Worms 4: Mayhem! Note that beating Story Mode will unlock the Professor Character Set. Also note that completing all the Time Bonus requirements in Story Mode will unlock the Alien Character Set (no, not the cool-looking alien stuff from the Alien Abduction Weapon, a different one). *Note: No, I won't help you with any of the Challenges. The only one I even had any trouble on was the Icarus Potion Challenge. Eventually with enough practice I easily beat it. None of the Challenges are really that difficult, I beat probably 90% of them on my first try. ************************************ Weapons, Utilities, and Effects ************************************ ======== Weapons ======== This section will talk about the weapons of Worms 4: Mayhem. It will also indicate new weapons and weapons that did not make it from Worms 3D. Example: Name (If applicable, this area will say NEW! or Missing, which indicates that this weapon did not appear in Worms 3D or it did not appear in Worms 4 respectively.) Family* Description Difference from Worms 3D, or similarities to other Worms 3D weapons.* Rating* *Note: Missing weapons won't have any of these sections as they don't need to, but they will have a special section: "Possible explanation for disappearance". I'm not including the Forts weapons because Forts is a different style of play than 3D and Mayhem. -Bazooka- First-Person Aiming Weapon The classic and well-known weapon from the Worms series. It's the same as always, it is highly effected by wind and does a decent amount of damage. All I would say is different is that it is slightly stronger, which is a good thing. 7.2/10 Good -Homing Missile- First-Person Aiming Weapon/Homing Weapon Another well-known weapon from the Worms series. Also relatively the same besides a graphical change. It homes in on its target of course. The homing mechanism seems to have been effected a bit, though I can't say it is worse or better, most likely worse. A plausible reason for the change is the added Advanced Homing option in the Weapon Creator. And it still has that problem where it can "loop" around the target if you aim bad. 7.5/10 Good -Shotgun- First-Person Aiming Weapon A great weapon because it can be used in a variety of ways: Two-kill combination, Worm Mop-up, Sniping, and Focused killing of one worm. It wobbles a lot. A large change in the gun wobble. Not only does it wobble a lot more, now wind doesn't seem to affect it at all. 7.9/10 Good -Poison Arrow- (NEW!) First-Person Aiming Weapon/Poisonous Weapon Similar to a Bazooka-launched Gas Canister. Somewhat similar to the Blowgun from Worms 3D. 6.4/10 Above Average -Sentry Gun- (NEW!) Stationary Weapon A stationary weapon that takes a turn to set up. It activates whenever a worm moves (as in walking or falling) into its range, which is pretty good. If the area is open, the gun may drown a worm. If the area is closed, the bullets may finish off a damaged worm. It can be destroyed though. Also note that if a controlled worm is hit by the gun, the turn will end. I guess you could say the Sentry Gun is a stationary super-Uzi, but it has no direct relation to Worms 3D. I think it is supposed to be related to the Minigun from Worms Forts: Under Siege. 9.2/10 Fantastic -Sniper Rifle- (NEW!) First-Person Aiming Weapon It's a sniper rifle, it can zoom, it can shoot. No direct relation to Worms 3D or Worms Forts: Under Siege. May have been in a previous Worms game. 5.4/10 Mediocre -Grenade- Fused Explosive/First-Person Aiming Weapon Another Classic weapon of the Worms series. Same as always, a varied five- second fuse. The Grenade seems to be stronger from Worms 3D, the most noticeable effect seems to be the blast radius. 6.8/10 Above Average -Cluster Bomb- Fused Explosive/First-Person Aiming Weapon/Cluster Weapon Still the computer-A.I. favorite weapon. On a five-second fuse that when ended, detonates the bomb into smaller and more powerful clusters. I can't seem to tell the difference from the one in 3D, it's still used just as much by the computer, but I think the blast radius increased. 6.1/10 Above Average -Gas Canister- Fused Explosive/First-Person Aiming Weapon/Poisonous Weapon Grenade - Damage + Poison = Gas Canister. I think the blast radius for the Canister has been increased as well. It still has the locked five-second fuse. I personally think the Canister has become obsolete as it wasn't that useful last time, and now the Poison Arrow has come about. 5.2/10 Mediocre -Holy Hand Grenade- Stop-Detonation Explosive/First-Person Aiming Weapon A favorite of people who martyr worms (like me) or people with fantastic aim. It's still a powerful explosive. Ah, one of my favorite weapons returns. There's nothing quite like going up to an opposing worm to ensure damage and watching the look on your opponent's face (if you can). It's still a powerhouse, but I think the blast radius was toned down a little bit. 8.2/10 Great -Banana Bomb- Fused Explosive/First-Person Aiming Weapon/Cluster Weapon The super-cluster bomb returns. As before, it has a variable fuse and strong clusters. The bounciness of the bomb seems to have been toned down a little bit, but the power and blast radius of the clusters was ramped up quite a bit. I disliked using it before because it was hard to aim. But now you can "lay" it Dynamite style since the bouncing was lowered a little, so it's useful for blasting a close group. 7.7/10 Good -Fatkins Strike- (NEW!) Bombardment Weapon A large "bomb" is dropped from a helicopter which bounces three times and then explodes. It does a considerable amount of damage, but is a bit hard to control. As far as I know, there was no weapon similar to this in Worms 3D. The Rhino could perhaps be the Precursor to his weapon (Worms Forts: Under Siege). 6.9/10 Above Average -Fire Punch- Melee Weapon A close range melee weapon that launches the target into the air. I think it's pretty much exactly the same as the first game, minus the headband. I think the fact that aiming changes the trajectory a bit is new though. 7.0/10 Good -Prod- Melee Weapon Prod is back! The ultimate and simplest finishing move is back! Just poke a target into the water for a satisfying death. Pretty much exactly the same as in Worms 3D. 7.0/10 Good -Baseball Bat- Melee Weapon A close range melee weapon that knocks worms away according to the set trajectory. Trajectory of the hit seems to have much more of an impact (what a bad pun) on the flight of the worm. The baseball hat is gone as well. -Air Strike- Bombardment Weapon A bombardment from a helicopter. The power of the Strike seems to have been toned down quite a bit, if a worm is under any significant cover, it is unlikely to be damaged. 7.3/10 Good -Bovine Blitz- (NEW!) Bombardment Weapon/Linear Travel Weapon An interesting bombardment of three paratrooping cows. I think it is wind- affected. This weapon is great if you want to hit enemy worms in a line. Besides doing rather good blast damage, this is a weapon that you can control where the cows end up along the line. Mad Cow + Parachute + Air Strike = Bovine Blitz. 8.1/10 Great -Alien Abduction- (NEW!) Miscellaneous Weapon/Homing Weapon An overhead weapon that you can use to abduct a worm from the playing field, which alters their appearance and health status (automatically cuts their health in half at first). The change in health is completely random, they may gain or lose a random number of health points each turn. I personally don't like this weapon because of the fact the damage infliction is totally random or non-existent. No related weapons that I know of exist in Worms 3D or Worms Forts: Under Siege. This weapon may have existed in a previous Worms game. 3.5/10 Terrible -Land Mine- Fused Explosive/Stationary Weapon Your personal Land Mine is pretty much exactly the same as any other previously-laid Land Mine on the field. Besides ALL Land Mines being upgraded from Worms 3D, I can't really tell any other difference between them. The fuse on the Mine is the same as the fuse of the Game Mode's setting. Can be used in conjunction with a Transport Utility. 7.0/10 Good -Dynamite- Fused Explosive/Stationary Weapon Ah, good old Dynamite, another one of my favorites. Just drop and run away for almost guaranteed carnage. Fixed five second fuse. Can be used in conjunction with a Transport Utility. With perhaps a small increase to power and blast radius, I think it's relatively unchanged from Worms 3D. -Sheep- Animal Weapon/Linear Travel Weapon/First-Person Aiming Weapon The classic animal weapon is baaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaack! Sorry for the awful pun there. The sheep is one of the simpler weapons to handle, just aim, let it go, let it jump if necessary, and detonate it when it's close to the intended target. Can be used in conjunction with a Transport Utility. Pretty much a clone from Worms 3D, although there is a graphical update and perhaps a small increase in blast radius and power (seems like a lot of weapons are getting those small increase or decreases, eh?). 7.2/10 Good -Old Woman- First-Person Aiming Weapon/Controlled Travel Weapon A slow walking old lady that you can steer and detonate at will. She cannot jump like the sheep, so she is not really that good. Pretty much a clone from Worms 3D, although there is a graphical update and perhaps a small increase in blast radius and power. 5.7/10 Mediocre -Inflatable Scouser- (NEW!) First-Person Aiming Weapon/Controlled Travel Weapon A slow walking balloon that you can steer into worms. Once a worm is caught, the Scouser will inflate and float in the direction of the wind. Doesn't do much damage on its own, but if you have a strong wind blowing, it's could get you a kill by drowning. No related weapons that I know of exist in Worms 3D or Worms Forts: Under Siege. This weapon may have existed in a previous Worms game. 6.6/10 Above Average -Super Sheep- Animal Weapon/Controlled Travel Weapon/First-Person Aiming Weapon The beloved animal weapon is baaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaack as well! Can be launched like a normal sheep, flown and controlled in the sky, or dropped and detonated. Note that there isn't really a difference in damage between a normal Sheep and a Super Sheep. Note that the time spent flying around takes away from the Counter time, and not Turn time. Pretty much a clone from Worms 3D, although there is a graphical update and perhaps a small increase in blast radius and power. -Flood- (NEW!) Miscellaneous Weapon A weapon that raises the water level by the same amount of the Game Mode's setting. Nuclear Bomb - Poison = Flood -Tail Nail- (NEW!) Melee Weapon/Miscellaneous Weapon A weapon that smashes a worm into the ground, the victim can't move and can only use certain weapons. The only way to get them out would be to destroy the land around them. Sure, it sounds useful, but unless you are playing something like Survival with limited weapons, it's almost totally useless. No related weapons that I know of exist in Worms 3D or Worms Forts: Under Siege. This weapon may have existed in a previous Worms game. 2.6/10 Abysmal -Starburst- (NEW!) Controlled Travel Weapon/Miscellaneous Weapon People who have played the older Worms game will probably remember this weapon, the Kamikaze/Suicide weapon! At the expense of one worm, you can inflict some strong worm damage (with little land damage). If you have a shortage of weaponry but a "surplus" of worms (or worms already near death), you can use this crafty weapon. A worm for a worm perhaps? No related weapons that I know of exist in Worms 3D or Worms Forts: Under Siege. This weapon has existed in a previous Worms game. -Concrete Donkey- Animal Weapon Well, well, if it isn't that old Donkey that appeared in many Worms games. It's still powerful as ever. Just drop it and it'll force a hole deep into the landscape and clear any worms in its path. It will explode after quite a few smashes, but the Donkey should burrow into the water before that happens. Besides a slight graphical and possible power update, the Donkey is the same as ever. Appeared in both Worms 3D (as the Concrete Donkey) and in Worms Forts: Under Siege (as the Trojan Donkey). 8.7/10 Great -Team Weapon- (NEW!) Bombardment Weapon/Thrown Weapon/First-Person Aimed Weapon/Miscellaneous Weapon Check out the Create-A-Weapon section in this guide for more information. Some bits and pieces were collected from Worms 3D and Worms Forts: Under Siege as well as some other previous Worms games I assume. 0.0-10.0/10 (All depends on how much you tweak it.) -Mortar- (Missing) The Mortar acted as launched cluster bomb of sorts, as when it impacted, it created cluster bombs to hurt nearby enemies. The most likely reason is because it was too similar to the Cluster Bomb, which did make a reappearance in Worms 4. -Homing Pigeon- (Missing) The Homing Pigeon used the Advanced Homing feature (which is available in the Create-A-Weapon menu), which allowed it to home towards its target while avoiding most obstacles. Perhaps the reason for removing this is that the Homing Missile does a decent enough job of doing it and the option for advanced homing is available in the Create-A-Weapon. It was a good weapon, it's strange that it was removed (ESPECIALLY since it appeared in 3D and Forts). -Red Bull- (Missing) The Red Bull Weapon (should've been a Utility) gave you the Low Gravity Utility and Hyperactive (Fast Walk) Utility all in one package. Both Mystery Crates and Wormpot Modes give the features (albeit singularly) that the Red Bull gave. Although, I think the true reason is because people didn't want to see a real-world product in their game. Also, the Icarus Potion in Mayhem is the Utility that gives you wiiings! -Uzi- (Missing) The Uzi was a weapon that you could use to either hit a variety of objects with its multiple firing, or just to slide and damage a specific worm. Also, the Uzi was rather weird as besides Red Bull, it was the only weapon in-game that used a real product name. The Uzi itself was that great of a weapon and the Sentry Gun is like a superior Uzi. -Petrol Bomb- (Missing) A weapon that acted as a Molotov Cocktail. The initial explosion held the true power with a strong blast radius and some rather weak flames were left behind to surround the victim. I was pretty sad to see this weapon leave, it was a favorite of both me and the A.I. I can't really think of any reason why it was removed as I can't think of any similar weapons in Mayhem. Perhaps people just weren't using it enough. -Blowpipe- (Missing) The Blowpipe was a very simple weapon that inflicting laughable damage and poisoned its victim. I personally think it was placed as a dud in the Weapons Crates as this weapon was quite awful and annoying. A number of reasons: People hated it, it was a joke, it was an awful weapon, and the list could go on. Perhaps it's not any of those reasons, perhaps it's because the Poison Arrow supplanted it. -Sticky Bomb- (Missing) The Sticky Bomb was a special weapon that was only available in certain circumstances. It acted much like a fused Grenade that stuck to whatever it impacted. It was a great weapon as you could really use it as a safe and effective weapon. I would think it is probably due to the Sticky Mode that makes everything (worms and weapons) stick to the landscape. It was a rather good weapon and it's a shame it's gone. Or it may have just been due to the fact that it wasn't always available of made some things too easy. -Mega Mine- (Missing) The Mega Mine was quite literal. It was a huge Land Mine that created a huge impact on land around it. Besides not ever appearing in the Single Player story, it was also a bit ridiculous. The true reason for its disappearance was probably because normal Land Mines explode in a variety of ways in Mayhem. -Viking Axe- (Missing) The Viking Axe was a melee weapon that you could use to cut an enemy worm's health in two. It was relatively useless unless they had more than 100 health. Besides the Tail Nail and the Alien Abduction weapons that do similar-ish things, I stated earlier how it wasn't really that useful. -Mad Cow- (Missing) The Mad Cow(s) was(/were) a weapon that you could fire while rotating (you could launch 1-5 cows) to cause quite some havoc. The only reason (and a rather reasonable one) I can think of is that the Bovine Blitz (which is infinitely better) weapon replaced it. -Lottery Strike- (Missing) The Lottery Strike weapon was strong, but it was HIGHLY affected by wind and really not that useful at all (and was grudgingly slow). Besides being terrible, I assume it wasn't used much and people complained. If you really wanted it badly, you can make a similar weapon in Create-A-Weapon. -Doctor's Strike- (Missing) Doctor's Strike was a weapon that dropped Health Crates to wherever you wanted them to land. However, it was useless as your enemy could easily grab them all as this weapon ended your turn. Besides being useless, I assume it wasn't used much and people complained. Besides being rarely useful, I assume it wasn't used much and people complained. -Earthquake- (Missing) This weapon caused the entire landscape to shake, moving about the Mines, Barrels, and Worms on it. I think it was probably removed due to the fact that it was an extremely cheap way to severely hinder a match if it was available from the start. However, it did appear in 3D and Forts. -Nuclear Bomb- (Missing) This weapon caused every worm on the map to become sick and it raised the water level. Rather annoying as a weapon. Also, the Flood weapon replaces it without the poisoning. However, it did appear in 3D and Forts. ====== Utilities ====== Example: Name (If applicable, this area will say NEW! or Missing, which indicates that this utility did not appear in Worms 3D or it did not appear in Worms 4 respectively.) Description Difference from Worms 3D, or similarities to other Worms 3D utilities.* Rating* *Note: Missing utilities won't have any of these sections as they don't need to, but they will have a special section: "Possible explanation for disappearance". As far as I know, there were no "utilities" in Forts, only buildings, which are a totally different story. -Parachute- Transport Utility The parachute is pretty much what you'd expect it to be, a utility that you can deploy to help steer you in the wind, or a lifeline when you are plummeting to your doom. Advanced maneuvers like the "Suicide Para-Drop" can be used (and were used, if you wanted to win those Parachute Challenges in Worms 3D) with this utility for fast and effective transportation. Besides the nice graphical change and wobble, the parachute remains very similar to its predecessor. It might also be a bit easier to use now. 7.5/10 Good -Ninja Rope- Transport Utility The Ninja Rope was used for fancy transport. Definitely a hard utility to master, but useful if you can. Besides New Utilities, the Ninja Rope underwent the most change. The Rope can now grab both Crates (any variety) and Barrels for whatever purpose you may wish to fill. It's also rumored they can move Land Mines, but I haven't had any luck with that. The graphics of the Rope have remained the same, and the length of rope is still rather limited. 8.0/10 Great -Icarus Potion- (NEW!) Transport Utility The Icarus Potion allows you to use constant tapping of the "jump" button to help you fly anywhere you want. Flying requires quite a bit of practice and skill (ESPECIALLY on the PC version of the game), but the Potion lasts for your entire turn, so you can fly to your heart's content! As far as I know, neither 3D or Forts contained a similar utility. It may have appeared in a previous Worms game though. 7.6/10 Good -Jetpack- Transport Utility The Jetpack is a Utility that allows you to fly up to wherever you want (provided the Fuel is available). It is the simplest and one of the more effective Utilities to use. Same as ever, even the helmet returns. Although, I think the Glitch was removed (The Glitch was that you could turn on the Jetpack and fall all the way down to the ground without having fall damage incurred.). Also, the Boost may have been removed too (if you fell far down enough with the Jetpack, you could fire it up to give you a powerful burst of speed). 9.0/10 Fantastic -Girder- Transport Utility/Defense Utility/Stationary Utility The Girder is a simple utility that allows you to bridge a gap or added a little extra defense in your area. As far as I know, the Girder cannot be rotated vertically anymore. That is bad because it makes vertical bridges much slower. However, it is good because this way, the Girder can't be used as a cheap line of relatively total defense. Graphically and functionally, it's pretty much the same. 6.7/10 Above Average -Bubble Trouble- (NEW!) Defense Utility/Stationary Utility This Utility allows you to place a protective bubble that protects any worms inside of it. There is just two problems though: One, it only lasts for two or so turns. And two, there is nothing stopping the enemy to destroy the land below it, or coming up to your face and harming you. Was similar (but better) than the Freeze Utility from Worms 3D. 6.3/10 Above Average -Skip Go- Miscellaneous Utility This Utility allowed you to skip your turn if you wanted to, usually would only occur is there was nothing else to do. Remains the same from 3D. 6/10 Above Average -Worm Select- Miscellaneous Utility This Utility allows you select which worm you want to use, it's useful because certain worms may be in a better position than others. It can also be used to move multiple worms with multiple uses. Remains the same from 3D. 9/10 Fantastic -Surrender- Miscellaneous Utility Allows you to surrender, thus ridding of your entire team and guarantees loss. Now, why would you want to surrender in the first place? Starbursts would be a better option. Remains the same from 3D. 1.0/10 Useless (Well, you can use it if your team is quitting, but I still think martyring them would be "better".) -Teleport- (Missing) A Utility that allowed you to teleport anywhere on (and sometimes IN) the landscape. It was probably removed since it made travel a bit unfair. -Bridge Kit- (Missing) The Bridge Kit allowed you to place up to five Girders as a means of building and extensive bridge, or more likely, a sturdy defense. Besides Girders being toned down from 3D, the Bridge Set was used more as a cheap defense tool rather than a bridge builder. Also, an option in the Game Mode settings let you choose whether or not you can place more than one Girder at a time. -Freeze- (Missing) Freeze was an ability that would protect you from harm and poison but cause you to slide around a lot. Besides being rather useless, I assume it wasn't used much and people complained. Also, Bubble Trouble (which does the same thing and better) could've supplanted it. -Scales of Justice- (Missing) The Scales evened out every single worms' health to be exactly the same. Its purpose was to help out people who had little health or few worms against opponents with the opposite. -Binoculars- (Missing) Binoculars were used to help see other worms, although Blimp mode did it much better. Rather useless and Blimp Mode could do it much better, faster, and free. -Fast Walk- (Missing) Allowed you to move faster. Available from both Mystery Crates and Wormpot Modes. -Low Gravity- (Missing) Allowed you to jump farther and higher. Available from both Mystery Crates and Wormpot Modes. ====== Effects ====== Collecting a Health Crate: Rewards you with 25, 50, 75, or 100 health to your worm. Collecting a Mystery Crate: Barrel 'o' Laughs - A poisonous barrel will randomly explode. Beneficial? = Neutral Big Guns - A powerful weapon is added to your inventory. Beneficial? = Yes Bring on the Mines - A random amount of Land Mines are tossed all over the map (similar effect as the Mine Factory launching mines). Beneficial? = Neutral Crate Shower - All available types of Crates will drop everywhere around the landscape. Damage Incoming - Damages the worm that picked up this crate for 25 damage and ends its turn. Beneficial? = No Global Warming - Starts raining and water rises. Similar effect to the Flood Weapon. Beneficial? = Neutral (It depends really, it could be good if you control most of the high ground, but bad if the map [or you] is low in altitude.) Hyperactive - Makes your worm move much faster than normal. Beneficial? = Yes Medical Insurance - Gives your worm 25 extra health (and I also believe it sometimes gives you the Armor power-up, but I'm not 100% sure). Beneficial? = Yes Random Detonation - A Land Mine explodes somewhere. Beneficial? = Neutral (Pretty useless, so more on the No side. Unless of course an enemy was near one of those mines.) Reposition Worm - Your worm is randomly teleported somewhere. Beneficial? = Neutral (All depends on where you end up.) Sabotage Inventory - A weapon (or sometimes weapons if I remember correctly) is removed from your inventory. Beneficial? = No Sick it to Them! - Makes every worm on the other team poisoned. Beneficial? = Yes Super Health - Gives your worm 100 extra health. Beneficial? = Yes Team Disease - All of your team is poisoned. Beneficial? = No Collecting a(n) Utility Crate: Armor - Makes weapons do considerably less damage to you (I think your worm only takes about 25% of the damage normally inflicted.). Crate Spy - Shows what each Crate contains. *Note: If you are playing against Human players with one screen, this doesn't prevent them from seeing what's in them during your turns! Double Damage - All weapons will inflict up to twice the normal damage and will knock back worms further. Extended Time - Additional time for this turn is added (up to 99 seconds total maximum). Moon Physics - For this turn, all worms will fly back further when damaged and worms can jump higher. Random Utility Item - Adds one utility item to your inventory (Bubble Trouble, Girder, Icarus Potion, Jet Pack, Ninja Rope, Parachute, or Worm Select) IF they are available for addition. Collecting a Weapon Crate: Gives you a random weapon, whichever are available. ********************* Wormpot Options ********************* Example: Name (If applicable, the only reel it shows up on. If no parenthesis, it means this option is available on all three reels.) Short Description Empty Reel No added Wormpot option. Super Explosives Explosive weaponry is more powerful. Super Clusters Weapons that release exploding clusters become more powerful. Super Animals Animal weaponry is more powerful. Super Firearms Gun weaponry (like the Shotgun) is more powerful. Super Hand-to-Hand Melee weaponry is more powerful. Crates Everywhere All available Crate types appear during each intermission between each turn, unless many are already on the ground. Similar to Crate Shower Effect. Double Damage All weapons can do up to twice as much damage as before. Crate Drops Only (1st) You can only collect useable weapons from Weapon Crates. Max Fall Damage Falling (and landing) will do a lot more damage than usual. Energy or Enemy (1st) Every worm starts out with 1 Health. You decide whether you should go and collect the Health Crates spread around, or the Weapon Crates, to kill the already weak enemy. Wind Affects All All weapons become highly effected by the wind speed. Try using this in conjunction with a Concrete Donkey! Max Health Drops All Health Crates will give you 100 extra health. No Cowards Retreat Time is set to 0 seconds. Specialists (1st) Each worm on your team will have a different weapon set. Worms Only Drown (1st) Worms have infinite Health, the only way to kill them is to knock them in the water. Vampire (1st) Your first worm in your team is a vampire. The worm will heal half the damage they do, and sometimes heal small amounts of damage each turn automatically. Low Gravity Worms can jump higher and farther. Weapons will also knock them back more. Wind Affects Guns Guns (like the Shotgun) will be strongly affected by the wind. Have fun aiming! No Blimp View Self-explanatory. You can only aim through First-Person View. Multiple Girders You can place more than one Girder per turn. Dim-Mak (1st) The Prod Weapon will do a massive amount of damage. No Bombing You can't use Weapons (like Dynamite) in conjunction with Transport Utilities. Vital Worm A single worm on your team is crowned vital. If they die, you lose. Super Secret Weapons A random weapon in your inventory will do more damage than normal. Wind Affects Worms Wind speed will affect worms while jumping or falling. Slippy Mode (2nd) Worms will slide a bit after jumping or getting knocked around. Sticky Mode (2nd) Worms will stick to the landscape well after jumping or getting knocked around. David and Goliath (2nd) One of your worms will have more health than all of your other worms. One Shot One Kill (2nd) Each worm will start with only one Health. Quick Walk (3rd) Worms can move around much faster. Tug O Worms (3rd) You can only use the Ninja Rope to transport yourself. No Jumping (3rd) Self-explanatory. Worms can't jump around on the landscape. Jumping Only (3rd) Self-explanatory. Worms can only get around by jumping. Mine Respawn (3rd) All Land Mines respawn near the position they exploded at and the landscape is indestructible. *********** Trophies *********** This section will help you achieve the requirements for all 15 trophies. Note that Trophies can be fulfilled in Skirmish (Multiplayer) or Single Player Modes. Name Class Requirement Tips Bronze Damage Damage Class Cause over 25,000 points of damage. Use Double Damage and some form of Super _____ Modifications (Wormpot Options) in Skirmish battles to help increase your Damage Total. Silver Damage Damage Class Cause over 50,000 points of damage. Use Double Damage and some form of Super _____ Modifications (Wormpot Options) in Skirmish battles to help increase your Damage Total. Gold Damage Damage Class Cause over 100,000 points of damage. Use Double Damage and some form of Super _____ Modifications (Wormpot Options) in Skirmish battles to help increase your Damage Total. Body Count Death Class Kill over 500 Worms. Use weaponry that easily kills worms. Double Damage, Dim-Mak, and Super _____ are examples of helpful Wormpot Options. 3 Bagger Death Class Kill 3 worms with one weapon use. Try using something powerful, like the Holy Hand Grenade, as well as Wormpot Options to make this task easier. Small maps may also help. 4 Bagger Death Class Kill 4 worms with one weapon use. Try using something powerful, like the Holy Hand Grenade, as well as Wormpot Options to make this task easier. Small maps may also help. Barrel Buster Accumulative Class Destroy 500 Poison Barrels. Try using the Ninja Rope to gather together barrels and then chain reacting them. Weapons like the Shotgun and Holy Hand Grenades as well as Wormpot Options make the task simpler. Small maps help as it's easier to clump the barrels together. Hot Foot Accumulative Class Trigger (not sure if you have to avoid) 500 Land Mines. Wormpot Options like Quick Walk and Mine Respawn make this easier. Big Blast Damage Class Cause 500 Damage in one weapon use. Try using something powerful, like the Holy Hand Grenade, as well as Wormpot Options to make this task easier. Rocketeer Accumulative Class Use 2,000 points of Jetpack Fuel. Just repeatedly use the Jetpack. Animal Lover Specialist Class Kill 200 worms with Animal Weaponry. Make a Custom Scheme that gives you unlimited amounts of Animal Weapons (like Super Sheep) and use them to kill worms. Wormpot Options may help. Magic Bullet Specialist Class Kill 3 worms within two blasts of the Shotgun. Wormpot Options like Low Gravity and Super Firearms can help you achieve this goal. Kill one worm normally with the Shotgun, and kill a pair very close to each other to get he requirement. Greedy Worm Accumulative Class Collect over 500 Crates. Wormpot Options like Crates Everywhere can help you achieve this goal. You may also achieve it through the Story Mode as you will collect many Crates. Weapon Specialist Specialist Class Cause over 8,000 points of damage with the Bazooka weapon. If you use the Bazooka a lot, this trophy should be no problem. Wormpot Options like Super Explosives and Double Damage may help. The Beast Within Specialist Class Kill 3 worms with one Animal weapon. Wormpot Options like Super Animals and Double Damage, as well as small maps, may help. Note that collecting all the trophies unlock the rather interesting Cyborg Character Set. ********************** Create-A-Weapon ********************** Coming eventually! ***************** Miscellaneous ***************** Coming eventually! ********** Contact ********** If want to contact me, you can do so via email@example.com. I'd appreciate it if you'd do so via e-mail rather than MSN Messenger. Please DO NOT TYPE IN ALL CAPS or typ lik ths os i cnt udnrstnd yo (type like this so I can't understand you). Thank you. ******* Legal ******* This is my own work that I spent hours compiling, and as such, I believe it should not be reproduced for any reason (except for personal and non- profitable usage) without my personal permission and credit for my work. Thank you.
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The White House on Thursday nominated two California lawyers to the 9th U.S. Circuit Court of Appeals, including a San Francisco law firm partner who has been involved in the legal challenges to the state's now-defunct gay marriage ban.
President Barack Obama nominated Michelle Friedland, a partner in the San Francisco office of Munger, Tolles & Olson, to the nation's largest appeals court, which shapes federal law in California and eight other western states. The president also nominated another Munger, Tolles & Olson partner, Los Angeles-based lawyer John Owens, to a second 9th Circuit vacancy.
The law firm has been a feeding ground for Obama's 9th Circuit picks. Judge Paul Watford, who joined the 9th Circuit several years ago, also came from there.
Friedland, a 41-year-old Berkeley native who now lives in Silicon Valley, has been with the law firm since 2004, handling issues ranging from antitrust to free speech rights.
The Senate must confirm the nominations, and Friedland's work on behalf of same-sex couples and gay rights could draw some questioning from Republican senators.
The Stanford University law school graduate has been involved in defending gay rights, including helping in the legal challenge to Proposition 8, according to her law firm portfolio. In addition, Friedland has helped defend a state law that bars mental health professionals from trying to change the sexual orientation of minors — a case now pending in the 9th Circuit.
Friedland was a law clerk for former U.S. Supreme Court Justice Sandra Day O'Connor.
Owens is a former federal prosecutor who has worked in the U.S. Justice Department and served as chief of the criminal division in the San Diego U.S. attorney's office. He clerked for Supreme Court Justice Ruth Bader Ginsburg.
Owens would fill one of the most prolonged vacancies in 9th Circuit history. Judge Stephen Trott stepped down in 2004, but there has been unresolved political feuding over whether his seat should be considered a California judgeship or an Idaho judgeship.
Friedland would replace 9th Circuit Judge Raymond Fisher.
Howard Mintz covers legal affairs. Contact him at 408-286-0236 or follow him at Twitter.com/hmintz


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Thursday, 13 May 2010
It Hath Been Taught Us From The Primal State, That He Which Is Was Wish'd Until He Were.
There is nothing more that needs to be known than what is here, all of existence, and the small yet miraculous tools that apprehend it. What you are is not some limited goal or some fleeting life, drowned in the vastness of the universe. That small manoeuvring creature that sometimes wears the mantle of Everything and is named John or Pervez or Maria is not what you are; you are that vast everything, or silent, unquantifiable nothing, and John or Pervez or Mary is an astonishing and extraordinary convenience. The vast cosmos is nothing as well; all of it depends upon its apprehension, by each apparent small parcel of consciousness. Just that it is, is enough. Just that anything is - that is the secret and purpose and meaning that is searched for by each small and seemingly cordoned-off nugget of awareness, and it is a privilege - for no one - to even have the opportunity to search. Many minds have collaborated to envision an ideal of humility and absolute acceptance as the perfect parameters within which to live a life. Happiness through service is lauded as the best way to be. Yet all ways to be are, and all perceptions perceive as they do, and that is just as it must be. What the perception seems to be, whatever that is, is the icing.
The clip is from Antz, a kid's film for grown-ups. "Z" is the narrative character, voiced by Woody Allen. His summing up is a perfect example of the story the ego tells itself when life, just as it is, somehow becomes enough.
17 comments:
- Nicholas (Conscious Flex) said...
*Does a little dance*
- 14 May 2010 at 01:56
- tom sullivan said...
Like the "whisper of existence" metaphor.
- 14 May 2010 at 07:37
- Julian said...
Just to be - aah! x
- 14 May 2010 at 08:31
- The Rambling Taoist said...
I believe that the purpose and meaning of life is...life (whatever that is).
- 14 May 2010 at 08:40
- Colleen Loehr said...
Powerful, clarifying words... thank you. The "need to know" is an imaginary need that has created many sensations of stress and dissatisfaction within me. The instant it is recognized that there is in fact no need to know more, or to figure something out, or to find more meaning than is already here, then the presence of peace is suddenly palpable.
Great video clip too- thank you for this post!
- 14 May 2010 at 18:14
- No One In Particular said...
Hey Nicholas - *does a little Riverdance, badly*
- 14 May 2010 at 18:56
- No One In Particular said...
Hi Tom, thanks.
- 14 May 2010 at 18:56
- No One In Particular said...
Hey Julian, and if just being is just done without thinking it to death - AHHH!!!
- 14 May 2010 at 18:57
- No One In Particular said...
Hi Rambling - yes.
- 14 May 2010 at 18:57
- No One In Particular said...
Hey Coleen, the need to know, the lack of need to know - both still nothing!
- 14 May 2010 at 18:58
- Shamash said...
OMG OMG. I love this post! I've shared it on my blog in a different way too! And what a wonderful clip from Antz. I watched that film ages ago. I love it when the camera pans out - it's exactly what this blog is talking about. We're make a big deal about things that are a big deal on one level, but on another level, are not a big deal at all! Love it when the ant says 'and I've been working with a new therapist. He's brilliant. He's been getting me in touch with my inner maggot" Love it so much :D Thank you Suzanne!
- 16 May 2010 at 07:54
- No One In Particular said...
Hey Shamash, making a big deal of it, not making a big deal of it...same thing. Glad you liked the post!
- 16 May 2010 at 09:15
Hi Suzanne,
Your 'path' of washing the knife -- revealing what is -- sure sounds appealing.
- 19 May 2010 at 15:58
- No One In Particular said...
It would have made more sense if I'd been peeling potatoes! (Revealing the potato...even more apeeling...)
Oh, I DO apologise.
- 19 May 2010 at 19:02
- Christine said...
Nice :)
- 22 May 2010 at 17:48
- No One In Particular said...
Thanks Christine.
- 22 May 2010 at 19:09
- Wellness Education Institute said...
hello, No One!
it's AllWays a pleasure to tap into sOmmmmmme of your Insights.
it's interesting that an ant named "z" ended up on the "a" team, and even more interesting that the drama experienced by his colony is but a blip -- next to an earth-bound water-fountain and a temporary garbage pile -- in relation to a Larger Spectrum.
i (for one) LOVE the way that you re-mind us that there's a Bigger world out there (In Here?), and that no one (literally) has no-thing to worry about.
Love, len
- 23 May 2010 at 02:20


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A cochlear implant is a small electronic device that helps people hear. It can be used for people who are deaf or very hard of hearing. A cochlear implant is not the same thing as a hearing aid. It is implanted using surgery, and works in a different way.
There are many different types of cochlear implants. However, they are usually made up of several similar parts.
Cochlear implants allow deaf people to receive and process sounds and speech. However, it is important to understand that these devices do not restore normal hearing. They are tools that allow sound and speech to be processed and sent to the brain.
A cochlear implant is not right for everyone. The way a person is selected for cochlear implants is changing as the understanding of the brain's hearing (auditory) pathways improves and the technology changes.
Both children and adults can be candidates for cochlear implants. People who are candidates for this device may have been born deaf or become deaf after learning to speak. Children as young as 1 year old are now candidates for this surgery. Although criteria are slightly different for adults and children, they are based on similar guidelines:
Sounds are transmitted through the air. In a normal ear, sound waves cause the eardrum and then the middle ear bones to vibrate. This sends a wave of vibrations into the inner ear (cochlea). These waves are then converted by the cochlea into electrical signals, which are sent along the auditory nerve to the brain.
A deaf person does not have a functioning inner ear. A cochlear implant tries to replace the function of the inner ear by turning sound into electrical energy. This energy can then be used to stimulate the cochlear nerve (the nerve for hearing), sending "sound" signals to the brain.
To have the surgery:
After surgery:
A cochlear implant is a relatively safe surgery. However, all surgeries pose some risks. Common risks include:
These are quite uncommon now that the surgery is performed through a small surgical cut.
Less common complications include:
You may be admitted to the hospital overnight for observation, although many hospitals now allow you to go home the day of surgery. Your health care provider will give you pain medicines and sometimes antibiotics to prevent infection. Many surgeons place a large dressing over the operated ear. The dressing is removed the day after surgery.
A week or more after surgery, the outside part of the cochlear implant is secured to the receiver-stimulator that was implanted behind the ear. It is only at this point that you will be able to use the device.
Once the surgery site is well healed, and the implant is attached to the outside processor, you will begin to work with specialists to learn to "hear" and process sound using the cochlear implant. These specialists may include:
This is a very important part of the process. You will need to work closely with your team of specialists to get the most benefit from the implant.
Results with cochlear implants vary widely. How well you do depends on:
Some people can learn to communicate on the telephone. Others can only recognize sound. Getting the maximum results can take up to several years, and you need to be motivated. Patients are often enrolled in hearing and speech rehabilitation programs.
Once you have healed, there are few restrictions. Most activities are allowed. However, your health care provider may tell you to avoid contact sports to lessen the chance of injury to the implanted device.
Most patients with cochlear implants cannot get MRI scans, because the implant is made of metal.
Balkany TJ, Gantz BJ, Gantz BK. Cochlear implantation: medical and surgical considerations. In: Flint PW, Haughey BH, Lund LJ, et al, eds. Cummings Otolaryngology: Head & Neck Surgery. 5th ed. Philadelphia, PA: Mosby Elsevier; 2010:chap 159.
Brown KD, Balkany TJ. Benefits of bilateral cochlear implantation: a review. Curr Opin Otolaryngol Head Neck Surg. 2007;15:315-318.
Papsin BC, Gordon KA. Cochlear implants for children with severe-to-profound hearing loss. N Engl J Med. 2007;357:2380-2387.
Sparreboom M, van Schoonhoven J, van Zanten BG, et al. The effectiveness of bilateral cochlear implants for severe-to-profound deafness in children: a systematic review. Otol Neurotol. 2010 Sep;31(7):1062-71.


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Valerie King is a certified Family Nurse Practitioner from the American Nurses Credentialing Center. Her clinical experiences include family and adult practice, occupational health, school health, long term care staff development, community health, and instructor/ Coordinator of Clinical Resources at UMass Lowell. Currently, she is a visiting professor teaching both didactic and practicum courses for the RN and Senior Nursing students. She has served as a preceptor for Family Nurse Practitioner students and continues to maintain her practice as a Nurse Practitioner in a suburban Dracut, MA practice.
She is very active in Eta Omega Chapter, Sigma Theta Tau International. She is a charter member of that chapter and has served in many leadership positions including President, Treasurer and Newsletter Editor. She also is involved in the Massachusetts Coalition of Nurse Practitioners, Merrimack Valley Chapter and works actively with educational program planning and meetings.
Clinical interests: Care of the diabetic adult, psychiatric illness in the primary care setting, Woman's and adolescent health care, implementation of electronic medical records and other technologies in primary care.


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Fight over heiress' will ends in deal in NY court
NEW YORK (AP) — A feud over how an enigmatic heiress meant to bequeath a $300 million fortune made in Montana copper mines and the beginnings of Las Vegas was settled Tuesday, with a deal that mainly benefits distant relatives and the arts.
A nurse who once stood to inherit as much as $30 million from Huguette Clark will instead have to give back more than $5 million received during Clark's lifetime, and a lawyer and an accountant whose work for Clark came under question get no bequests.
The settlement was filed in court and got a judge's approval Tuesday. Word of a pact emerged over the weekend, as a likely two-month trial loomed over the true intentions of a reclusive woman who died at 104 and signed two starkly different wills within six weeks when she was 98.
"This result is a fair result," Manhattan Surrogate's Court Judge Nora Anderson said.
Clark died in 2011, leaving no close relatives. Her father, U.S. Sen. William A. Clark, made his wealth from mining and the establishment of Las Vegas, among other ventures.
Rarely seen in public since at least the 1960s, Huguette Clark had elected to live in since 1991 in a Manhattan hospital, rather than her grand homes in Manhattan, Santa Barbara, California, and New Canaan, Connecticut.
Her circumstances came under question in 2010, when some descendants of her half-siblings unsuccessfully asked a court to bar her lawyer and accountant from involvement in her affairs. The two have denied wrongdoing.
Then the two wills emerged. The first left most of her money to her distant relations. The second cut them out, giving bequests to arts charities, the nurse, a goddaughter, the hospital and others.
The relatives said caregivers and advisers had manipulated Clark. The beneficiaries said she showed deliberate generosity to those most involved in her life.
The nurse, Hadassah Peri, worked 12-hour days and seven-day weeks for Clark for years, said her lawyer, Harvey Corn. But he said Peri — who will inherit nothing and give back about a fifth of roughly $30 million in gifts before Clark's death — was "very happy to contribute to the settlement."
In the two biggest bequests under the deal, 20 Clark family members will receive a total of $34.5 million, while the estimated $85 million Santa Barbara estate, its contents and $4.5 million will go to an arts foundation. It's envisioned that the property will become a museum. Washington's Corcoran Gallery of Art is to get at least $10 million.


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Writing for the Hartford Courant, an Episcopal priest named Borden Painter accuses Dawkins, Hitchens and Harris of Ignoring Centurys [sic] Godless Atrocities.
Dawkins offers an answer to the query "What about Hitler and Stalin? Werent they atheists?" He dodges the issue by maintaining that Hitler was in some sense religious and that Stalins atheism never motivated his brutality or the policies of his regime.
That assertion ignores the historical record. Stalin conducted savage persecutions of believers in the name of scientific atheism, frequently setting up museums of atheism in churches.
This is a typical Christian response to the problem of Christianity's bloody history. "Oh yeah? Well so-and-so was just as bad, and he was an atheist, so there!" The only trouble is, atheism isn't a something, it's a lack of something, namely a lack of belief in God. Pointing out that Stalin did not believe in God is like pointing out that he didn't eat Jello. Stalin did what he did because he was Stalin, not because he was an atheist. He was a political power, trying to rule over a land that had a long history of church-sponsored political intrigues, and he treated the church the same way he treated any other political threat.
Not to say that Stalin was theologically neutral towards the church, of course. Naturally, as an atheistic despot, he probably enjoyed wreaking havoc in the sanctuary. But here's the difference between Stalin's reign of terror, and the Inquisition's reign of terror: Atheism isn't supposed to fill you with an almighty, supernatural Holy Spirit that guides you in the ways of truth and righteousness. Christianity is.
Comparing state-sponsored persecution under atheists like Stalin and similar persecutions under the church, we see two things really. One, people are people, and some people are going to abuse power when they get it. But the second and more important point is that such abuses are going to happen whether the person is religious or not. Religion makes no difference whatsoever. It's not that atheists are necessarily better than Christians, but that Christians, who allegedly have the uplifting influence of God, are no better than atheists.
Just one more way in which reality documents the absence of God from the real world.


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February 22, 2012 - Larry DeHays
All cars have one. Lots of cars drive around with it turned on. It tells you to do something that never makes it stop. It might go off on the way to the repair shop, or come on as you leave the shop. We could be talking about your back seat driver's running commentary, but we're not. We're talking about something from the twilight zone. It's called the "check engine" light. Why do we have one, and what does it mean?
We have one because congress mandated it. What can you expect when a bunch of lawyers get involved? They said that cars had to tell you if they began to polute the air. That's what the light means, something has happened which has raised the emission level from the car. It doesn't mean you are low on oil or water, or anything else you can reasonably check yourself, so don't ask me why it says to check your engine. There are dozens of sensors all over the car which are monitored by a computer system. If one of those sensors detects a reading out of the normal range, it causes the "check engine" light to come on, even if it has little to do with the engine. For instance there is a sensor which measures the vapor pressure in your fuel tank, which is controlled to avoid letting gas fumes escape, so if the gas cap is left loose, the "check engine" will come on. You'll do a lot of engine checking before you discover that loose cap.
The point here is that there is only one light for multiple problems, instead of different lights for each problem. The light does not identify the problem, but the car's computer does. It requires a special scanning tool to interrogate the computer and a trained technician to diagnose the result. There is no such thing as a machine which you can plug in and have it tell you what part to replace, regardless of what you have heard. An xray machine doesn't tell you what drugs to take. These are tools to be used by diagnosticians who understand the systems involved.
Some of the problems (like the gas tank vapor monitor) will not affect the way the car runs, or cause you to break down, but some of them might. In Florida there is no law requiring you to fix an emissions problem if you don't want to. In states with vehicle inspections you have to get them fixed, so count your blessings if you live here in "paradise", but it could be a mistake to ignore the light. For instance, if a problem is making the gas mixture too rich, and you ignore it, that rich mixture could lead to one or more damaged catalytic converters in the exhaust, which will have to be replaced when they plug up. That can cost big bucks. The rich mixture might have been fixed cheaply. Some people try to bypass some of the emission system, like removing the catalytic converters, but this results in the light staying on forever. You can't out smart it, but you can ignore it, or cover it with tape. Same thing with your back seat driver.
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Man Lives With Family For A Year. Problem Is, They're Dead
Robert James Kuefler, of Minnesota, has been charged with interference with a dead body or scene of death. Police found the bodies of Kuefler's mother and brother in their family home in 2016, after they had both been dead for over a year.
Police didn't figure out that the people had died for over a year until a neighbor reported that the home's grass was unkempt, and that there hadn't been much movement around the house in quite some time. 94-year-old Evelyn Kuefler apparently died in August 2015, several months after the death of Richard Kuefler, both from apparent natural causes.
Before you start thinking this a real life case of Norman Bates, this story is more strange than murderous...
Read the full story on Shared.com.
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