You should go into the last fight with at least 700 food, but 1000 is not hard to get at this stage.ģb. For the last fight you should add a nursery of 7 worker ants to aid in brood rearing, as your losses will be very high. You should have enough food gathered by this point for 19 tier 3 soldiers and 19 tier 3 food tiles. Open the remaining rooms in ascending order of difficulty: center, east, north, west. Unless you are gathering food station your soldiers at the mouth of the tunnel leading from their chamber so that the next battles will be just outside any ants lost here will be immediately replaced. The rest of these encounters will be battles of attrition. The northwestern and northeastern tunnelsģa. These are the last rooms free of adult beetles. Once you’ve gathered all food open the 2 remaining southern rooms and the 2 rooms to the northeast. Build up to 19 soldiers and begin upgrading them (be sure to leave ~200 food prior to step 3.) You can use speed tiles around the edges to increase the score of the outer nurseries. You now have access to the rest of the critter-only rooms with the tunnel layouts shown below. Rinse and repeat for a while dig out the rooms with up to 4 ads to the east and west, building soldiers as you go ( Be wary of starvation!) Once you’re ready to tackle the room with 5 ads dig into it with a tunnel from your soldier nursery (this will come into play later.)Ģ. Until step 3 you can simply place your soldiers outside of each new room to clear them.ġb. Take the southern room and eastern room and build up to 7 soldiers and some basic food storage. Build a 3×3 hex for soldier ants separated by 1 speed tile from your queen in that direction and add 4 nurseries here. Begin by digging out the two rooms to the west and gathering all food. If you need to gather food, simply add your workers to another group.ġa. Before you begin go ahead and disable attack/gather on your nest group. You won’t even need to build very many nurseries as long as your layout is good.Ġa. This is by far the easiest level given that you are entirely responsible for setting the pace, so as long as you are wise with your food, there is absolutely no reason to rush. With these things out of the way, these levels are still doable with proper patience and planning, and remember that, in the end, it’s just a game, and we’re meant to have fun playing it □ This is entirely intentional, and I do not intend to spare any information. Lastly, each section will likely be the equivalent of its own guide in terms of length and detail. Speed is King, and while I’ve done my best to make sure these are generally repeatable runs, you should take these with a grain of salt and modify them to suit your style or preference if you can (you don’t need to place nurseries exactly where I do, and as long as all marks are made, order is arbitrary.) Get in the habit of finding a layout you like and making it as fast as possible, you will need every second you can get, especially in level 2 and 3 maps. deliberately digging out critters to see how viable that option was or where exactly I should avoid digging), as well as planning out an effective infrastructure. Not only that but on certain maps, such as playing 2.1 and 3.1 over the span of around 40+ minutes, certain runs will go better than others for various and entirely random reasons (Tiger Beetles catching you at the wrong time, Hermit Crabs and Spiders attacking ranged ants instead of melee, jungle ads spawning and moving in different ways between attempts, etc.) However, I was still able to replicate these results across multiple runs.Īdditionally, it was often helpful to spend a few dummy runs simply getting to know each map on each difficulty (i.e. I’m going to throw out a huge disclaimer since these levels are covered on insane difficulty. Generally marks need to be fulfilled before dawn/dusk on specific days. I do not recommend time keeping, if a run isn’t going to work out, the game has plenty of ways to let you know. For example, if I say one mark is collecting x food or having x ants at a specific event, that usually needs to be fulfilled for the run to be worth continuing.
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