Super Sheep

The Super Sheep works just like the Sheep, except you can launch it into the air and control its flight.

Description
The Super Sheep is a weapon with the same explosive power of the Sheep, with the only difference being that it can fly, and its only cosmetic difference being that it has a red superhero cape. Like the original Sheep, it can be manually detonated using the same button to make it fly. If a Super Sheep remains undetonated for too long, it will explode on a 5-second fuse. It was replaced in Worms Forts: Under Siege by the Super Hippo.



Usage
Upon launching, it'll behave like a normal Sheep, but, it can be made to fly by pressing the Fire Button. While in flight, it is controllable using normal directional keys. By pressing the Fire Button again, the Sheep will lose its ability to fly and start falling. Pressing it one more time will finally detonate the Sheep. Be warned, any contact with an object (except for Crates, which can be collected by the Super Sheep) will cause the Super Sheep to explode.

Tips & Tricks

 * If a foe is hiding on the face of a cliff or at the edge of one, you can kill them by using the Super Sheep.
 * If you're playing Worms 4: Mayhem, there is a David and Goliath setting on Wormpot, you can destroy the enemy's team, tactics and morale (confidence) if you target the Goliath in one such location by using this weapon.
 * The Super Sheep can collect any Crate, so use the Super Sheep to collect them at hard-to-reach places. And if you're careful enough to avoid touching the ground whilst doing so, you can also cause damage to your opponents normally too, making the Super Sheep quite a useful weapon.
 * In 3D games, beginners should use the D-pad to control this weapon instead of the control stick.

Trivia

 * The Super Sheep is one of the few weapons that can collect Crates. The other ones are Sheep, Mole Bomb, Skunk, Old Woman and Inflatable Scouser.
 * The Super Sheep first appeared in Worms: The Director's Cut, but it was very fast and difficult for maneuvering. In the rest of the series, starting with Worms 2, it was slower and easier to get to the desired target.
 * Also, in Worms: The Director's Cut, the Sheep's "baa" sounded quite strange and slighty high-pitched. In the 2nd generation games, it sounded much more like an actual Sheep.
 * The Super Sheep fanfare sound can be heard in The Mighty Boosh episode "Tundra" when Dixon Bainbridge (played by Worms Revolution narrator Matt Berry) enters the zoo.

Glitches

 * In Worms 2: Armageddon, if you activate the Super Sheep to fly when it comes in contact with water, the Sheep will fly up with no cape and disappear as if it fell into the water. However, this can only be done with perfect timing.