Weapons

Air Strike (F6)

Each of the five missiles does a maximum of 30 points of damage.

A guaranteed hit, very useful on groups of Worms standing out in the open, especially in Sudden Death mode, use wisely. And be prepared to be moaned at for taking 'the easy option'.

Banana Bomb (F2 x3)

Each Banana inflicts a maxiumum of 75 points of damage.

If it's mass destruction you're after, this weapon is the one. Meet the Banana Bomb. The only advice we can give to anyone who uses this weapon is, BE CAREFUL! This 'soft fruit of doom' is capable of taking out an entire team. Make sure that your Worm is safely hidden away when this beast explodes; each banana alone is as powerful as Dynamite. The best tactic is to throw the Banana Bomb, on a short fuse, over the top of a group of enemy Worms, making sure all of your Worms are safely hidden away. Also watch out for the Bananas which come from the main explosion, they don't fall in any set pattern and could quite easily fall back to where they came from. And wouldn't want that, would we?

Bazooka (F1)

The Bazooka inflicts a maximum of 50 points of damage.

Bazookas can be skimmed across the water (say to take a shot from one island to another). The trick with this is to make sure that the trajectory isn't too steep, there is plenty of power in the shot and it is important that the Worm is as close to the water as possible (making the angle easier). This is a standard issue weapon, therefore to really master W2 the player needs to practice a lot with this weapon, especially with the wind shots - these can help out a skilled player in bad situations. No two ways about it, master the Bazooka if you want to succeed.

Baseball Bat (F7 x4)

The Baseball Bat inflicts 30 points of damage.

The best use of the Baseball Bat is to hit the enemy Worm off the landscape into the water. The Baseball Bat is capable of a great distance when used correctly. It is also possible to use the Baseball Bat to hit Land Mines into enemy Worms, or just hit them around generally if you like that sort of thing.

Blow Torch (F7)

More twisted individuals can use the Blow Torch to inflict 15 points of damage on enemy Worms.

Like the Drill, the Blow Torch is best used for hiding Worms underground, although the Blow Torch can be used to cut through the landscape towards enemy Worms where the upward motion is usually enough to knock the Worm skyward, (especially useful when enemy Worms are on the waters edge). It can also be used on Worms with low energy (under 15 points) to make a kill. We don't really recommend this tactic though, as the dead Worm can quite easily land next to your own Worm and injure him with the self-destruction blast. This weapon is also used to reach better areas for players who are unlucky enough to start the game in a dangerous place.

Bungee (F8 x2)

The best bet for players wanting to become experts, would be to practice the art of building up speed whilst springing on the Bungee rope. Then once you have enough speed built up, let go of the rope, thus throwing yourself to a new destination on the landscape. This is a very tricky move normally only used my the W2 masters, like us... Also make sure that when the Worm lets go of the rope, there is not too much of a drop or else your turn will end.

Cloned Sheep (F11 x3)

Cloned Sheep are just like normal Sheep except these boys come in groups (between 1 - 5, selectable via the number keys), they are launched in the same way as the Mad Cow expect they have the jumping ability of the Sheep.

Only advice we can give to people planning on using this beastly invention is BE CAREFUL! Each Sheep packs a blast equivalent to Dynamite, it's hard to imagine 5 rampant sticks of dynamite jumping around the landscape, and if you think that sounds hard enough! Try controlling them! I have seen so many a Worm get cocky with the Cloned Sheep and end up sitting in tears. Don't get me wrong, if used in the right situation the Cloned Sheep are a fantastic weapon all Worms 2 expert wannabes must master. Don't forget that a Worm can turn midway through dropping the Cloned Sheep, fire some Sheep one way, and the rest of the Sheep another way - another tactic all Worms 2 players should master. Best suited for situations when the enemy thinks they have you surrounded, unleash 2 Cloned Sheep one way, and 3 Sheep the other way, they wont know what hit them!

Cluster Bomb (F2 x2)

Each cluster does a maximum of 30 points damage.

The Cluster Bomb can have devastating consequences if dropped onto an enemy Worm, sometimes every single cluster can impact with the enemy sending them hurtling skywards. Another tactic with the Cluster Bomb is when the player selects a short fuse, before throwing the bomb into the air, directly above a group of enemy Worms. The mid-air explosion spreads the clusters over a large area, exploding on anything or anyone who happen to be in the area.

Concrete Donkey (F11 x4)

The fabled Donkey appears only in crates if secret weapons are enabled. Not the most common of weapons, use carefully, note the Concrete Donkey is not available in cavern levels.

The Donkey is aimed the same way as the strike weapons (Air, Napalm & Homing Air Strike) even though the trajectory of the Donkey is not the same. The Donkey falls straight out of the sky, nothing stands in its way, be it buildings or landscape, if it's in the way of the Donkey, its goodnight vienna! The Donkey covers an area about the same size as the blast from the Dynamite, so it should be pretty easy to find a suitable target. It's safe to say if the Donkey hits a Worm, the Worm dies, so don't risk dropping the Donkey in an area which contains your own Worms, drop it in a place far away from your own team but close to your enemies.

Dragon Ball (F4 x2)

The Dragon Ball Inflicts 30 points of damage.

The Dragon Ball is used in the same way as the Fire Punch, using pretty much the same tactics (mid-air moves). Only the Dragon Ball has the ability to hurtle the enemy Worms much further than the Fire Punch, but instead of knocking the Worm high into the air like the Fire Punch, the Dragon Ball doesn't quite have the height. Each of the two close combat moves have their own place in the game, e.g. if the player wanted to send the enemy hurtling across a long distance, they'd use the Dragon Ball. But if the player needed to knock the enemy over an object into the water, they'd opt for the Fire Punch.

Drill (F7 x2)

You can turn the drill on enemy Worms to inflict 15 points of damage.

A common attack method with the Drill is to trap an enemy Worm before drilling downwards, getting multiple hits off the enemy Worm - a high-damage move if performed correctly. Also useful for drilling down through the landscape onto Worms heads, as well as being a great tool for getting away from the surface of the landscape.

Pssst! Secret Cheat! The Drill can be used in mid-air, this causes the Worm to slide across the landscape into any enemy Worms. It's not the most effective move ever, but a cool move to see.

Dynamite (F5)

Dynamite causes a maximum of 75 points of damage.

This powerful weapon is one of the most-used in W2. With such classic tricks such as placing the Dynamite by the side of a Worm then watching him go flying when the Dynamite explodes. But in W2, new tricks such as Dynamite from a rope are what wins matches. The ability to swing away to safety once the Dynamite has been dropped makes this weapon even more useful. Like most other powerful weapons, Dynamite is best used on multiple Worms - wasted on just one.

Fire Punch (F4)

The Fire Punch inflicts 30 points of damage.

The Fire Punch is a great close combat weapon. It can be used at close range with, no damage inflicted on the players Worm (unless of course the Worm who was punched, dies and explodes right next to the player). A trend amongst W2 experts is to apply the mid-air Fire Punch. Jump towards the enemy, (with Fire Punch selected) and just as the Worms touch, a quick press of the spacebar sends the enemy flying! A great move and impressive to watch if done correctly. The Firepunch also comes in handy when the player needs to get at an enemy Worm which is on some landscape above. The Fire Punch has the ability to cut through the landscape as well as inflict a good 30 damage. It is possible to get a 'two-hit-combo' from the Fire Punch if used correctly. It takes practice but it is possible to Fire Punch an enemy Worm who is trapped by the landscape - a full 60 damage! The Fire Punch is also used to knock enemy Worms off the landscape into the water, due to its ability of lifting the enemy Worm up into the air as the punch makes contact. All in all, a very versatile move.

Girder (F7 x3)

A good use of the Girder is as a way of building bases for Worms to hide under, usually before Sudden Death is about to start. Some sick people even use the Girder as a way of imprisoning enemy Worms! We also use Girders as a way of getting Worms to higher ground when the water starts rising in Sudden Death.

Grenade (F2)

The Grenade inflicts a maximum of 50 points of damage.

The Grenade is the weapon of the W2 masters. It is used in many different styles, one of which is the 'old chestnut' of selecting a high fuse, dropping the Grenade next to an enemy Worm and running off to safety - not very exciting but it does the job. Another tactic with the Grenade is the old CPU favourite. Select a low fuse (1 or 2) and throw the Grenade just so that it explodes at the exact moment it reaches the enemy Worm - a true shot of the W2 master! Like the Bazooka, the Grenade is a standard issue weapon that needs to be mastered by any self-respecting W2 player.

Handgun (F3 x2)

This weapon is usually used when the player knows they have a definite kill. As cool a weapon as it is, it's no Minigun! Some expert players may use it to 'toy' with their victims before bringing out any of the heavy artillery. But we wouldn't know, we're not like that...

Holy Hand Grenade (F9 x2)

Unleash the power of the heavens with the Lords preferred weapon. This is a 3 second (no more, no less) low bounce grenade that will only explode on landing.

The most powerful weapon in the game (only a certain garden ornament could possibly be more dangerous), it is capable of delivering 100 points of damage.

The most important thing to remember, is that this weapon will not explode until it has come to a total stop. Also it is advisable to make sure that you are as far away from where the Holy Hand Grenade is going to explode as possible. This weapon causes one big blast! The Holy Hand Grenade is best used on enemy Worms that are stuck in a hole or crater.

Homing Cluster Bomb (F2 x4)

Each cluster does a maximum of 30 points of damage.

This weapon needs lots of space in which to arm its homing clusters, even more than the Homing Missile. The fact that the clusters take up so much room when arming, makes this weapon a bit of a 'no-no' when it comes to caverns. The best bet with the Homing Cluster is to aim at a target as far away as possible, set a high fuse then let it go, (at full power), high across the landscape. Clusters have no trouble finding their target; and if anything gets in the way of these boys it's goodnight! Practice of this is vital, once perfected there is nowhere which the Homing Cluster cannot reach - a deadly weapon in the right hands.

Homing Missile (F1 x2)

This missile inflicts a maximum of 50 damage points.

When using this weapon, the player needs to make sure they allow the missile plenty of room in which to arm itself. Common mistake no.1: player fires Homing Missile without allowing it space to arm, missile ends up hitting landscape. Best bet for the Homing Missile is to fire the weapon straight up into the sky, that way it has plenty of room with which to arm itself and get on course for the target. Also make sure that none of the players Worms are in the way of the Homing Missile, once armed the missile heads straight for its target, it doesn't care who or what is in the way. Allow for the Missile to arc, practice with the Homing Missiles arc, it can work to the players advantage. A new feature of the Homing Missile is the new underwater capabilities, these also need to be mastered, when used in 'sudden sinking' mode (when the water is high) the Homing Missile is a Worms best friend.

Homing Air Strike (F6 x2)

Each missile inflicts a maximum of 30 points of damage.

Pretty much the same as the Air Strike except for the fact each cluster hits the same spot. The Homing Air Strike is best used when no other move can be taken, or if there is a definite chance of a kill. If your opponent has a Homing Air Strike, all we can suggest is that you hide, quick!

Kamikaze (F4 x3)

The final explosion does a maximum of 50 points damage, and any Worms unlucky enough to be hit along the way also suffer 30 points.

Most people think of this weapon as a last resort, but experts use it as the tactical, devious weapon it is. For example, if the player has 2 Worms left and the enemy has just one, the best bet would be for the player to Kamikaze one of their Worms into the enemy - Worm for a Worm. This would leave the player with one Worm left, winning the match. The Kamikaze weapon can also be used in mid-air, and also has the ability to cut through the landscape.

Mad Cows (F11)

Frothing mad cows intent on mass destruction. Each cow can do up to 75 points of damage.

The most important thing to remember when using the Mad Cow is to make sure the cows have a clear path in which to run, the slightest obstacle in their way and they'll explode! So don't unleash your cows if you are near any obstacles. A good time to opt for the Mad Cow, is when an obstacle lies between your attacking Worm and the enemy. Then you can send in your cows and the first one will take out the landscape leaving subsequent cows to destroy the enemy!

MB Bomb (F9 x4)

The MB Bomb is a lightweight balloon filled with more explosive than a rampant Worm can shake a stick at - sporting a face modeled on our very own Martyn Brown (or 'Spadge' as he's known as in the world of Worms), packing more blast than a stick of dynamite, this is no ordinary bomb.

The MB Bomb is aimed and fired the same way as the Airstrike, don't forget to take into account that the MB Bomb is strongly affected by the wind - something worth taking into account, you don't want to see this hitting one of your own Worms as it packs one heck of a punch!

Mike's Carpet Bomb (F10 x4)

In-between making terrible adverts and selling cheap carpets, our man Mike likes nothing more than to take a ride out in his van and drop his deadly carpets on unsuspecting Worms. Be warned the Carpet Bomb is the ultimate of strike weapons, this beast is capable of taking out an entire army without batting an eye-lid.

The Carpet Bomb needs to be used very carefully. In the same way as the Sheep Strike, the Carpet Bomb can so easily go pear-shaped and end up killing the wrong Worms. The Carpets are dropped onto the landscape at an angle (user selectable via the cursor keys), once the deadly carpets have hit the landscape for the first time, they multiply! From here on no one knows where they're gonna go, all we can guarantee is that any Worm in the near by area is gonna be sore! Use carefully, making sure that you have no Worms in the area which the Carpet Bomb is to be dropped - Unless you like that feeling of not knowing what's going to happen OR you just like living dangerously OR you're just down-right crazy (you get the idea).

Mine (F5 x2)

Mines cause a maximum of 50 damage points.

Mines are generally used in the same way as Dynamite, they just aren't as powerful. One trick is to jump over the enemy Worm and drop a Mine, mid-jump, onto the Worms head, before making a quick get away to stand back and watch the fireworks. Expert players plan ahead when using Mines. If calculated correctly, players can set a shot so that one Mine sends the victim Worm hurtling straight into another Mine - maximum damage!

Priceless Ming Vase (F10 x2)

The Ming Vase is another weapon in what we call the 'devastating weapons' range. Probably the best use of this priceless artifact is when you are on the Ninja Rope, and so able to make a quick escape. When the Ming Vase explodes, it shatters into fragments, and each one of these has the power of Dynamite - Not something you'd like landing on your own Worms head! If you can shoot, punch and blast as many of your enemy's Worms into a crater, dropping the Ming Vase on their heads will finish them all off in 'one fell swoop'.

Minigun (F3 x4)

Pretty much the same as the Uzi except twice as powerful, it also has a wider bullet spread. They're pretty rare in a standard game though, so use wisely and only when a standard issue gun won't be effective.

Mortar (F1 x3)

Each cluster can do 30 points damage.

This weapon is best used in confined areas. If aimed correctly (at a Worm stuck in a hole for example), the Mortar can be devastating. Be warned though, the angle at which the clusters fly back is dangerous! Practice with this weapon in cavern areas or tight spots on a landscape. A good tactic with the Mortar is to fire at a Worm which is stood in front of a wall, but aim just above the Worms head so that all of the clusters fly back and hit the Worm.

Napalm Strike (F6 x3)

Wind plays a large role with this Air Strike-style weapon. Many new players of W2 dive straight in, not allowing for the wind, and end up torching half of the landscape leaving the enemy Worm un-injured. Perfect your skills with this weapon before attempting to use it in an important match, as you may end up doing more damage to your own Worms than the oppositions. Nevertheless, this is a great Sudden Death weapon, and therefore best saved until the end or if there is a definite chance of a kill. The Napalm Strike is capable of covering a large distance with the fire spread, so it is best used on multiple Worms.

Ninja Rope (F8)

Ropes can be used to manoeuvre Worms into otherwise inaccessible areas.

This tool is something all W2 players need to master if they wish to get anywhere in the game. Once mastered, there is nowhere on the landscape a skilled player cannot reach with their trusty Ninja Rope. A good idea would be to try experimenting with weapons whilst on the Ninja Rope, along with the new 'mid-air rope-repeat' feature. One of the best Ninja Rope tricks, (and I stand to get a good kicking from the rest of QA for telling you this), is to jump and fire the Ninja Rope straight into the ground, pushing your worm up vertically. Mastering this trick will open up the game to a whole new style of play - Not one Worm on the level will be safe from you! Another good Ninja Rope trick is to hoist yourself up to the ceiling of a cavern, then whilst still on the rope, place a Girder underneath you. The worm will then drop onto the Girder giving him an excellent advantage above the rest of the Worms.

Nuclear Bomb (F12 x3)

This devastating weapon causes the lower half of the landscape to slip into the water, taking out any Worms who happen to be anywhere near the water level.

There isn't much advice we can give really on the Nuclear Bomb, it cannot be aimed, it cannot be controlled, it just happens. A single press of the spacebar launches the bomb, once started the Nuclear Bomb cannot be stopped, make sure all your Worms are a good distance (30 or so pixels) away from the water level or it'll be curtains!

Old Woman (F11 x2)

This old girl causes up to 75 points of damage.

The Old Woman is best used in confined areas; she usually works best on multiple Worms that are trapped in a hole. Old Women also seem to have the talent of fitting through the smallest of gaps in the landscape, bless them. But! They can be a little bit forgetful and will wander off in the wrong direction sometimes.

Parachute (F8 x3)

Useful when dropping off a rope or as an alternative to the Bungee.

Remember that you can drop weapons from your Worm whilst using the Parachute. Try to master the trick of dropping weapons from the Parachute making your Worm an 'aerial bomber', the sort of trick people watching W2 love to see.

Patsy's Magic Bullet (F12 x4)

It's magic, it's a bullet and guess what, it belongs to Patsy! Patsy's magic Bullet is very similar to the Homing Pigeon in the way in which it is used, although this little baby has more IQ than a bus full of rocket scientists on their way to the annual Open University open day.

This weapon is fired in the exact same way as the Homing Pigeon although it has the ability to cross most landscapes, no matter how complicated they are. The best advice to a Worm, would be to make sure a clear path is evident from the Worm to its enemy. Remember the bullet (as magic as it is) cannot pass through the landscape and will explode on impact. Also it's advisable not to fire the bullet in a situation where it has a choice of route around say, a wall. In most cases like this Patsy's Magic Bullet will spend so long deciding which route to follow it runs out of steam and crashes into the nearest piece of land. Remember the magic bullet doesn't need much room to arm itself, so it's a fantastic weapon in caverns or tight situations, it also has the ability to travel underwater, unlike its feathered counterpart.

Petrol Bomb (F10)

The Petrol Bomb is best used on enemy Worms that are stuck in a hole or crater. Once the bomb meets the ground, flames burst out and will roll down hills and into craters, burning every Worm it hits. But be careful as the flames have a tendency of spreading quite a distance!

Homing Pigeon (F1 x4)

As the pigeon is strapped to large amounts of high explosive, it does a maximum of 75 points damage.

This weapon is similar to the Homing Missile, but unlike the Homing Missile it doesn't take up as much room when arming itself. This means it has much more use in confined spaces, such as caverns. Don't rely on the pigeon too much though, they have a tendency to get a bit confused and wander off track. (Having said that, who wouldn't get a little confused if they had just been fired into the air with half a ton of high explosives strapped to their back?) Also, don't forget that the Pigeon is a timed weapon. If it doesn't reach its target after a few seconds, it'll simply fall out of the sky and destroy whatever it happens to land on.

Postal Strike (F6 x4)

Letters of fate, dropped from the sky by a flying post box... Doesn't sound scary does it? Well wait till you see it! These letters have the power to take out any nearby Worms. Strongly affected by the wind, the Mail Strike is a weapon worth mastering, many a time has it saved my skin in Sudden Death mode!

Before dropping the Postal Strike, take into account the wind along with the wide bomb spread, when used in the right situation it has amazing capabilities. It is also an extremely useful weapon in Sudden Death mode, the way in which the first few letters destroy the landscape opens it up for the following letters, making it a great weapon for exposing (and hurting) 'Dark Side' Wormers! A true match winning weapon!

Prod (F4 x4)

Sarcasm personified in a move. Press the spacebar to nudge a Worm and send it to it's doom.

Not the most powerful weapon in the game, but one which no-one likes to lose a Worm to! Remember that this move doesn't actually take any energy from the victim, so make sure that the Prod is going to send them somewhere that they won't be coming back from! A dirty little trick for players is the old "Set-Prod-to-100-Damage-Value-and-Don't-Tell-Anyone" trick. Like the name says, set the Prod to 100 damage value in the Weapon Editor, don't tell anyone, then in the game let the Killer Prod loose. It's a dirty trick, but it wins matches and that's what W2 is all about...

Salvation Army (F9 x3)

Ever wondered about the explosive power of the Salvation Army tambourines? Wonder no more, here is the chance to test out your theory.

The Salvation Army lady (if you could call her that) is set about her duties by a single press of the spacebar, once you feel she is in the place best suited for her, errrrm, explosive abilities, another press of the Space Bar will send forth vast quantities of deadly tambourines. Each tambourine causes a massive explosion so be warned, don't let the Salvation Army come knocking at your door (well don't say we didn't warn you!). All in all, just be careful when using this weapon, in the right situation this lady can win matches, in the wrong situation she can cause tears.

Super Banana (F9)

Although looking like your standard Banana Bomb, this one has the added bonus of manual detonation. Just press the spacebar after you have thrown it, and shower your enemies in 'soft fruit'.

A truly devastating weapon, there are 2 main ways of using this awesome piece of 'soft fruit'. First there is the old trick of throwing the Super Banana into the air, pressing the space bar and letting the Bananas drop into enemy territory, then with another press of the space bar, taking them all out! Another method is as follows. Throw the Super Banana into an opponent, as soon as the Super Banana nears the enemy, press the space bar twice, (very quickly), sending the enemy Worm flying into orbit at high speed. (I have seen this trick take off over 350 energy from a Worm!)

Sheep (F5 x3)

Sheep can inflict a maximum of 75 points of damage.

The main thing to remember when using the Sheep, is make sure that there is a clear path which the Sheep can use to reach your target. (Use Girders, Blowtorch, Pneumatic Drill etc. to make this path if necessary). It is also important that the Sheep cannot return back to the player's Worm if it becomes stuck and as a consequence turns back round the way it came. To ensure this doesn't happen most players elect to drop Sheep from a safe place such as a cliff or from a rope.

Sheep Strike (F10 x3)

Being furry, they also bounce on landing causing much more damage than a normal Air Strike.

The Sheep Strike is similar to the Air Strike, but more powerful. You do need to be careful though, when the Sheep land they do not always stick to the same area. They have a tendency to bounce all over the place, destroying anything in their path. Fantastic for willful, random mass destruction!

Shotgun (F3)

Each shot inflicts a maximum of 25 damage points.

Top weapon, used in many different styles. In the 'Sudden Death' situation, the Shotgun has an advantage over all the other weapons - two clear shots, and as you should all be aware, in Sudden Death, one shot equals one kill. In the normal game situation, the Shotgun is sometimes used to finish off a Worm, then with the second shot the player uses the time to escape. Another good tactic is for the player to set up a trap with the first shot, (for example make a hole in the landscape near an enemy Worm), then with the second shot simply knock the enemy Worm into the trap. Be careful when using the Shotgun at close range, it has quite a blast radius which can injure any Worms who stand too close to their victims, (if the Worm gets injured their second shot is taken from them).

Skip Go (F12)

If for some reason you feel that you needn't cause any willful decimation during your turn, you can skip it by pressing the spacebar.

No tips for this one, we don't use it...

Super Sheep (F5 x4)

A Super Sheep can do a maximum of 75 points of damage.

An important factor to take into account with the Super Sheep is the space that the unleashed Sheep needs when it changes to the Super Sheep. All W2 players, at some time, will need to master the art of piloting the Super Sheep. A good idea is to make a special landscape on which to practice in the Terrain editor. Here at Team17 QA we went through a phase of making special 'Sheep run levels'! Perfect for just this purpose. A little-known fact is that Super Sheep can also be used to collect crates. Once mastered the Super Sheep is a truly amazing weapon, no Worm is safe from it's furry force.

Surrender (F12 x2)

If you are unable to face it anymore, you can surrender. The humiliation continues however, as your team remain waving little white flags, for the other teams to pick them off in a totally immoral way! We don't use this option either!

Teleport (F8 x4)

Note: You cannot teleport into solid land.

The Teleport is a good method of collecting crates that may be out of reach to you. But when using the Teleport it is vital that players plan a move ahead, many people teleport onto a crate, un-aware that they have placed themselves directly in the line of fire - picking up a crate is no good if you're just going to get blown apart on your opponents next turn!

Uzi (F3 x3)

The best use for the Uzi is when you have the enemy trapped against the landscape. The landscape will act as a restraint, leaving you to pummel every single bullet into the poor blighter! Be careful when using the Uzi in open spaces as the first few shots are likely to knock the Worm off in another direction, leaving you to stand firing the rest of your bullets into thin air. This weapon can also be used to get at a Worm that might be standing behind a barrier or part of the landscape. The high bullet-count allows it to cut through the landscape like butter, without actually making a hole big enough for the enemy Worm to climb back through. ŠTeam17 Software 1998


home | sitemap | contact us |
© 2005 Sunday School Ltd. No animals were harmed in the building of this website.