Mystery Crate

"The Mystery Crate can really throw the outcome of the game, but carry a risk." --- in-game description

Mystery Crates are a type of Crate that so far only appeared in Worms 4: Mayhem and Worms: Ultimate Mayhem. They can contain both good things or bad things, and can be similar to the Booby-trap Crates from first generation Worms games and Worms 2. Here is what you can get:


 * Barrel O' Laughs: Some Oil Drums randomly explode.


 * Bring On The Mines: Mines are deployed on the landscape, and some Mines will do extra damage.


 * Random Detonation: A Land Mine or an Oil Drum explodes.


 * Moon Physics: Low Gravity.


 * Hyperactive!: Fast Walk.


 * Reposition Worm: Your Worm automatically teleports to a random location.


 * Super Health: Your Worm gets 100 extra HP.


 * Medical Insurance: Your Worm gets 25 extra HP.


 * Damage Incoming: Your Worm loses 25 HP and your turn ends.


 * Sick It To Them: All Worms on the other team(s) get poisoned.


 * Team Disease: All Worms on your team get poisoned.


 * Global Warming: A Flood appears, but your turn doesn't end.


 * Sabotage Inventory: A random item in your inventory disappears.


 * Big Guns!: A random superweapon is added to your inventory.


 * Extended Time: Double Turn Time.

Tips & Tricks

 * Use Crate Spy to your advantage. Collect any Mystery Crate that has a good effect on you, such as the "Super Health" Crate, or the "Sick It To Them" Crate, since it poisons every single enemy Worm on the landscape. You should also collect "Barrel O' Laughs" Crates if there are enemy Worms next to Oil Drums (just make sure none of your own Worms are near any Oil Drums). But you should especially collect the "Global Warming" Crates if there are enemy Worms close to the water level (just make sure none of your own Worms are near the water level). No matter how many Worms you harm or kill using Mystery Crates, your turn won't end, which is why Mystery Crates are so useful.
 * It's also highly recommended to use the Ninja Rope to drag a Mystery Crate towards an enemy Worm, but only if that Mystery Crate has a bad effect on the Worm who obtains it. For example, you should drag the "Damage Incoming" Crate towards an enemy Worm, especially if that Worm has low health. That way you can harm or kill that Worm without ending your turn. Or if there are no "Sick It To Them" Crates and only the "Team Disease" Crate instead, you can drag the "Team Disease" Crate towards an enemy Worm so that Worm's entire team will become poisoned.
 * If your Worm only has 25 HP or less, don't collect any Mystery Crates without Crate Spy, because there's a high chance these Crates could contain "Damage Incoming", which would kill your Worm. "Damage Incoming" Mystery Crates are common.
 * Also, the "Damage Incoming" Mystery Crate is somewhat similar to a Booby-trap Crate from older Worms games.