Overview
This guide covers my methods for completing all levels and formicarium challenges on insane difficulty. This does not cover level challenges, scenario levels, or achievements. However, the skills learned here should help with those separately.As new story levels are added I will do my best to add their respective guides.
Before we begin…
Throughout this guide I may refer to some mechanics/entities as the following:
- Rooms are new colony expansions, usually with hidden creatures or food inside.
- Hexes refers to hexagonal nurseries and other chamber types, where a 3×3 Hex is a hexagonal room with side lengths of 3, or 19 total tiles. These are usually the size nurseries I prefer (occasionally, I may use other notations such as 3×8, where two parallel sides are 8 tiles long, for 44 total tiles).
- Crown Workers are the 7 starting workers. Other workers are Auxiliary Workers.
- Critters are passive insects used for food, such as woodworm. Aggressive insects, when referred to generally, are Ads. If ads require specific tactics, I will address them directly (Tiger Beetles, Adult Coach Horse, etc.).
- Markers are pheromone markers, and will be addressed as M1, M2, etc.
- Marks are specific tasks in time based play that must be fulfilled for further play to be justified. For example, if I say one mark is collecting X food or having Y ants at a specific event, that mark usually needs to be fulfilled, within a reasonable margin, for the run to be worth continuing. 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. Generally, marks need to be fulfilled before dawn/dusk on specific days.
I’m going to throw out a huge disclaimer, since these levels are covered on insane difficulty. These levels can be very unforgiving, and demand quite a bit of tact and respect. Some runs on certain maps, such as with 2.1 and 3.1, 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.
Additionally, it was often helpful to spend a few practice runs simply getting to know each map on each difficulty (i.e. 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.
Speed is King. 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. Make a habit of finding a layout you like and building it as fast as possible. You will need every second you can get, especially in level 2 and 3 maps.
Lastly, each section will likely be the equivalent of its own guide in terms of length and detail. This is entirely intentional, and I do not intend to spare any information. Please be mindful of this.
With these things out of the way, these levels are still doable with proper patience and planning. Remember that, in the end, it’s just a game, and we’re meant to have fun playing it 🙂
Level 1.1: New Home / Insane
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. You won’t even need to build very many nurseries if your layout is good.
0a. Before we begin, disable attack/gather on your nest group (this will become apparent later). If you need to gather food, simply add your workers to another group.
1a. Begin by digging out the two rooms to the west and gathering all food. Dig a 3×3 hex for soldier ants separated by 1 tile from your queen in this direction and add 4 nurseries here. Take the southern and eastern rooms and build up to 7 soldiers, along with some basic food storage. Until step 3, you can simply place your soldiers outside of each new room to clear them.
1b. It’s 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 be explained later).
2. You now have access to the rest of the critter-only rooms with the tunnel layouts shown below. Build up to 19 soldiers and then begin upgrading them (be sure to leave ~200 food prior to step 3). Pro Tip: you can use speed tiles around the edges of nurseries to increase the score of the outer tiles. Once you’ve gathered all available food, open the 2 remaining southern rooms and the 2 rooms to the northeast. These are the last rooms free of adult beetles.
The northwestern and northeastern tunnels
3a. The rest of these encounters will be battles of attrition. 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, and since combat and gathering is disabled on the nest group, your workers will stay out of the fight. Open the remaining rooms in ascending order of difficulty: center, east, north, west. You should have gathered enough food by this point for 19 level 3 soldiers and 19 level 3 food tiles. For the last fight I recommend adding a nursery of 7 worker ants to aid in brood rearing, since your losses will be very high. You should go into the last fight with at least 700 food, but 1000 is not too hard to get at this stage.
3b. In the last battle you will encounter 5 adult beetles, and in many of my early attempts I did very well until being slaughtered here. However, as long as you have your 19 level 3 soldiers stationed outside your nursery, 7 additional workers on nest duty, and lots of food stored up, you should come out of this battle fine. I went in with 1000 food on several attempts and came out with ~500 left over.
Level 1.2: Subjugation / Insane
This level will get more difficult as time goes on, so efficiency will be key here. The main difference from easier difficulties on this level is the number of spiders and the intensity/frequency of ant waves. Victory here requires a bit of cheesing, and hinges on how quickly you can build your armies.
0a. Disable combat and gathering for your nest group. Your primary focus here will be gathering food and clearing space for nurseries. Keep in mind that the Slave Maker ants will not begin their assaults until you defeat a Funnel Web Spider, so using this time to plan your moves would be wise. If you need food, add ants to another group.
1a. Dig out a 3×3 hex to the south and a longer 5×2 hex in the pocket to the northeast, dug into from the queen’s chamber. The northern room will be for workers while the southern room will be for soldiers. The cavern directly north of the queen is for food storage, but we’ll get to that later. With the food you can gather (without attacking the spiders obviously), you should have enough to raise 9 or so soldiers.
Recommended soldier and worker nurseries
1b. Set your soldiers to M1 and your workers to M2, and have attack/gather disabled on both by default. Only switch these for active fighting/gathering, this will prevent unwanted spider attacks. Going forward, any ads exposed should be fought so that your soldiers avoid any conflicts with spiders. Any food gathered by workers during step 2 should be handled as follows:
- Move your workers to the food you want to gather.
- Enable gathering. Your workers should immediately grab the nearest food.
- Once every ant is carrying food, disable gathering. Workers will still deliver any food they are carrying.
- Repeat as necessary.
2a. We now need to gather as much food as we can without confronting the spiders. The food east of the nest is heavily guarded by spiders, so we will largely avoid this food until just before we start hunting them. The first rooms we will open are the northwest rooms, populated by a few ads and critters. Engage these creatures before they are taken by the spiders if possible; while the food is not permanently lost, you won’t be able to get it back until the spider is killed. Add more soldiers as food comes in. At this point, you should be able to raise 19 soldiers and fill the northern cavern with level 1 food storage.
2b. The next rooms to be cleared are to the west, which requires digging next to a funnel web. Once exposed, the ads near the back will begin fighting some critters and spiders. If you’re feeling lucky, you can try to kill them before everything scatters into the nearby webs, getting an extra 100 or so food. Repeat the drill as before, upgrading your soldiers and storage as you go. For now, avoid upgrading beyond level 2, but don’t go overboard here; only upgrade to free up storage.
2c. This step is somewhat optional, but it’s very rewarding if you can pull it off now. In the far east is a pocket of critters worth a few hundred food. If you can manage the tunnel dig to minimize worker loses, and order your soldiers to kill the critters before they wander into the nearby webs, you will pretty much secure all food that isn’t guarded by a spider.
There is another pocket of food to the southeast. However, the shape of the rooms and proximity of the webs will typically result in a net food loss from spider attacks. This is best saved for when all other food is gathered, but if you are lucky you won’t need it anyway.
2d. The final preparation requires exposing some of the funnel web nests, making the spiders easier to kill. As seen in the image here, you can actually dig out tiles next to some spider webs, allowing your soldiers to avoid the tripwires altogether and saving precious food. The following spiders can be exposed in this way:
- The spider west of the nest entrance.
- The 2 spiders west of the queen’s chamber.
- The spider east of the worker nursery room.
- The center spider at the southeast corner of the map.
If you have the food, go ahead and raise a few extra workers for the sake of having an independent worker group. Assign the crown workers to the nest group.
3a. I won’t lie, these next few steps might take a few tries to pull off, depending on how quickly you can gather food and upgrade ants. Begin by taking out the 2 spiders to the east of the worker nurseries. This has the benefits of proximity, a ton of food, and real estate for a second soldier nursery.
Having a separate attack group for spiders will allow you to somewhat ignore the slave makers until the end of the level. Your priority here is gathering the most food as soon as possible. This first move will pay for another 7 or so soldiers who can protect the queen from immediate danger so that the first group of 19 soldiers can focus on clearing out spiders. The nest group should remain passive at all times, the queen’s guard should never gather, and the active soldiers and workers both should gather, attack, and defend as needed.
3b. After claiming the space east of the workers chamber, send your soldiers to the southwest region, home to 4 spiders, some critters, and a load of extra food. Your attack squad should be able to handle the spiders with proper commands, so put any food you gather into bolstering the queen’s guard (be wary of starvation!). Once this is done, send your soldiers west to take out 3 more spiders. Build your queen’s guard until you meet the requirement for 50 soldier improvements (don’t go over if you can help it, since 1 soldier is worth 2.5 workers). All remaining food should go into worker nurseries/upgrades.
3c. You should be getting very close to the final stages, having fended off the 3rd or 4th wave of around 2-3 dozen ants. The only viable sources of food left are the lone spider to the north and the 2 to the south.
The best way to survive at this point is to reduce the number of waves you fight. If you haven’t met your marks by the end of a wave, you will need to survive yet another, greatly increasing the number of slave makers you have to face. In other words, you should focus on meeting your marks first as opposed to building up your army. Thus, facing the single spider for just the food you need may be wiser than spending more time fighting 2 spiders for excess food.
Regardless, if you have managed yourself well enough, you shouldn’t need to face more than 5 waves, which can easily be fended off by around 60 partially upgraded ants. Don’t forget that these levels can be challenging, so don’t feel too bad if your first few tries don’t go so well. Enough practice with this method should net you the dub.
Formicarium Challenge 1 / Insane
These formicarium challenges ought to be the easiest of the bunch, the main reason being that the player has virtually unlimited resources with which to prepare themselves. For the sake of being thorough, I will present a basic strategy for completing the first of these challenges on insane difficulty. Keep in mind that some gene abilities are more useful in higher story tiers, namely tier 3.
0a. While completing missions on insane can feel rewarding, the actual rewards scale pretty poorly. In fact, beating missions again on easy with the challenge active grants you more resources relative to the actual difficulty. With this out of the way, play the first 2 levels as needed until you have at least 38 fully upgraded soldiers and 19 extra workers, preferably upgraded, and around 2000 food. The nest layout, as well as the gene abilities for workers and black ants, are arbitrary. However, the Royal Guard and Fierce Mother queen abilities are recommended for the FC3 Insane guide.
1a. Have your soldiers stationed just inside the entrance to your nest. Any ant that wanders in will be immediately killed, and you should only lose 1 or 2 ants before the cavalry arrives.
1b. After you have faced 30 of both fusca and ereptor ants, the mad scientist will permanently open the feeder colonies and begin dropping ads, finishing off with 6 or so adult beetles. Eventually the scientist will end the experiment, leaving your colony to clear out the remaining adult beetles. While your ants should be able to fend them off at the entrance, a few tactical retreats may be necessary. The challenge should end relatively quickly.
Level 2.1: Rising Tide / Insane (Part I)
The increase in difficulty between Level 1 and Level 2+ missions is especially steep, and success is often decided on the smallest margins. A simple misplaced marker or AI targeting can sometimes decide a whole match, especially in the early stages. Rising Tide in particular was very hard to complete, mainly due to the number of ads you have to fight each night relative to the amount of time you’re given to prepare. Keep in mind that for many this may be the hardest mission to complete on insane.
This mission probably requires the most tactical coordination, so focus on the strategy that helps you meet the marks for each night the fastest more than anything.
I strongly recommend using Rapid Fire ants for this level. While mortar’s AOE sounds pretty good, I’ve found RF’s ability to decrease ad dps to be invaluable against spiders, arguably the hardest tier 2 predator.
0a. Disable combat/gather on your nest group.
Familiarizing yourself with the underground portion of the map is encouraged before you start playing seriously. Figuring out where the boundaries of rooms are will help you expand more confidently, and allow you to know exactly what you will be facing.
1a. You start the level with a carcass worth 300 food. While your workers are gathering this, build up 4 melee ants, or Tanks, in the southern pocket (don’t bother digging here just yet, just build where you can). Once you’ve placed all 4, dig out a 2×2 hex near the entrance, then the entrance itself. Build 7 food storage in the hex here, capping the room with speed tiles for upgrading later.
Set 2 markers near the surface seeds and disable combat for both. Have your tanks gather the southern pile and the workers gather the eastern one once they’ve finished building. Queue up 3 RF ants in the northern pocket of your colony, and switch your workers back to nest duties. Once the RFs are raised, take over the room to the west. Use the food to upgrade your storage to level 2.
Note: you may find it helpful to have tanks and RF in separate groups for independent orders. RF will get shredded by just about anything, and tanks are not good for dps.
The rest of Day 1 and the beginning of Night 1 will largely be up to you to coordinate, but I will include a recommended procedure. By the beginning of Night 1, you should have 6 tanks, 8-10 RF, and around 100 food.
1b. Have your workers join the tanks and send all ants to the edge of the first ramp towards the beach. When the path north is mostly free of ants, send your groups to gather the food there before retreating (you may need to disable combat once the food is gathered to prevent them from unnecessarily engaging). Once your ants have reassembled, repeat this move to the south once the tiger beetles give you some room (definitely disable combat here).
While gathering be sure to queue up RF to free up storage, but keep your workers on gathering for now.
1c. These next moves are risky but rewarding. If you are short on time definitely do the latter two. Only attempt the surface steps once each, focus on getting as much in one go as you can.
- Park your ants just north of your colony with combat disabled. Depending on your luck, the 4 beetles to the north will occasionally give you enough room to gather the pile of food here, giving you a chance at 75-120 food.
- Don’t attempt this unless you have 6-7 RF and preferably a 5th tank. Station just your tanks and RF (make sure combat is enabled!) at your tank nursery and move your workers back to nest duties. Dig out the room south of the nest, then have your tanks engage the ads just beyond their nursery with RF close behind. If done properly, this can net you an extra 200 food.
- Station all ants southeast of the colony near the overlook to the beach below with combat disabled, just out of reach of a large pile of food. Once the narrator begins talking about hermit crabs, the tiger beetles will retreat to their nests. This gives you a short window to gather about 100-150 food just before the first wave.
Remember to re-enable combat on combat groups once these steps are done!
1d. Build up as many RF as you can while sparing around 50 food. Station your RF behind the tanksahead of the queen’s chamber. Wait for the hermit crabs to draw close to the queen before engaging tanks, followed closely by RF. This step is largely shared by all 3 waves. The first wave may overlap with some gathering from the previous step, but 2 hermit crabs aren’t too hard to kill with what you should have.
1e. By wave 3 you should have 7 tanks, 10-13 RF, and around 180-200 food. This last wave is fairly hard, during which you face 7 hermit crabs. During my early runs, my most common problems were starvation and poor group ordering. If you don’t have enough tanks here, you risk your RF being wiped out, and without enough food, your workers won’t raise any tanks. If you position your RF too close to the action, you run the risk of a hermit crab targeting them instead of your tanks. To some extent you can use your queen as a damage sponge, but this should be a last resort. You should be fine with the above marks met, just be patient.
Fighting the 3rd wave may run into the next morning, so it’s not the end of the world if you have 2 or so crabs left, since their health pools and regeneration are quite challenging.
2a. Use the food from the night to build up to 8-10 tanks and some RF while sparing 50-80 food. Go ahead and dig out 3 3×3 hexes for tanks, RF, and storage, then complete the storage.
I recommend building a 2×2 hex for workers connected only to the queen’s chamber, this will be touched on later.
2b. There are 4 pockets of ads in the underground we can clear to the west, northwest, north, and southeast for ton of food. The former 3 are mostly the same, holding an adult coach horse and some larvae, while the southeast pocket has 2 adults and an extra 300 food. As long as all are cleared by Night 2, order is arbitrary. Once a room is clear, send all available ants to gather before moving on.
2c. You should try to have the underground cleared no later than the last rising tide, but on good runs you can sometimes do this even before tides begin. You should end this phase with no fewer than 19 tanks and RF each and a few hundred in food. At this point, I highly recommend hunting as many highland tiger beetles as you can before the day is done, which gives you 200 food for each one you kill. (Be careful to not attract more than 2 at a time). It’s possible to hunt all 8, but meeting the mark below is enough.
By the start of Night 2 you should have 200-300 food, 38 RF, and 19-38 tanks as a minimum!
Level 2.1: Rising Tide / Insane (Part II)
Recap: by Night 2 you should have at least 19-38 tanks, 38 RF, 7-10 extra workers, and 200-300 food.
2d. If you managed to slay some beetles, but have yet to finish harvesting them, bring your attack groups back to the queen and send your extra workers to gather them with combat disabled. A few hermit crabs and spiders might give chase, but with your numbers they’re only extra food. Be sure to keep an eye on gathering progress, though.
2e. Position your tanks and RF in the worker nursery next to your queen’s chamber. While spider AI generally has them darting between nurseries, they will usually end up at the queen. Once this happens your ants should have little trouble picking them off without your RF getting outflanked. The first 2 waves are quite tame with only 4 spiders each. Try to build up as many extra tanks while staying above 250-300 food.
2f. I won’t sugarcoat this last wave, as it’s absolutely the biggest hurdle of the level by far. And to be honest even if you’ve met the marks above a few spiders darting into your RF can spell disaster. However, compared to my earlier strategies, this one worked far more often than it failed.
As before, station your tanks and RF in your worker nursery and wait for the spiders to descend upon the queen. Once you’ve recovered from this wave, move your army to the surface and prepare to fight the highland beetles, splitting both your RF and tanks between 2 “platoons.”
Now that we’ve created a substantial army, it’s time to hunt just about every tiger beetle on the map!
3a. Once you’re at full strength, have your 2 platoons attack their 4 respective tiger beetles. Next, move your army to the east and begin clearing out each level of tiger beetles in ascending order. Make sure to have 38 each of RF and tanks and upgrade your RF as much as you can.
3b. Eventually the tide warnings should start appearing, at which point it’s time to retreat to the third level, focusing on the 6 tiger beetles here. Time is limited, so focus on gathering over chasing down tiger beetles. Retreat back to your queen as soon as the third tide reaches it’s highest point. If done well enough, you might have harvested all 20 beetles.
Be sure to have all RF at level 3 and around 300 food stored up. Upgrade tanks if you have extra food.
3c. The first wave is almost the same as the last wave of Night 2 only with larger spiders. However, by using the same strategy as before they shouldn’t be too much of a problem. Be warned that your queen can become envenomed rather quickly, so don’t let her soak up too much damage. Try to have 400 food in reserves afterward, you will almost never have time to gather this next wave.
3d. Wave 2 features no less than 25 hermit crabs. Only use your first tank nursery while keeping your second in reserve, preferably in your worker nursery; you may not be able to clear all crabs by the time wave 3 arrives, especially if you had to recover from the first one, and wiping a game because your RF weren’t defended really stinks (trust me, the agony is real).
3e. The final wave pits you against 2 full wolf spider broods, and while the adult spiders aren’t too difficult, the several dozen weaker ads can distract your tanks and RF, not to mention that they may still be chewing on a few hermit crabs. However, the reserve tanks and fresh RF broods should save you if they give you extra trouble, so long as you have enough food.
This last night was a pain to test, as each attempt required a 40 minute setup. Even on very good setups with mortars I often barely recovered from the first wave and still had a few hermit crabs left by the time the broods arrived. As was the case with earlier attempts on previous nights, my results when switching over to RF were much better. If you persevere and focus on improving your first 2 days I have confidence that you can succeed.
Level 2.2: Queen of the Hill / Insane
To say that Rising Tide is one of the most difficult missions isn’t to say that other levels aren’t equally intense, if not more so. Such is the case with Queen of the Hill. In fact, the centerpieces of the level, the aphids, are essentially made nonviable due to how many ladybird beetles the player is expected to fight off. Fortunately, the ridiculous number of ads present at night provides substantially more food than could ever be harvested otherwise.
However, there are two sides to this coin. The rival colonies possess far superior numbers with the final waves numbering in the hundreds. As such I highly recommend using mortars for this level, as these ant swarms will be the primary threat. While RF served us well against the agile wolf spider, the overwhelming ant armies can only really be countered by mortars’ AOE with the time we’re given to prepare.
Fortunately, once we survive Day 2 the game becomes far easier. I would still advise taking some time to get used to the early stages of the level.
1a. Dig into the room directly west. Once the workers return food and hatch all 7 workers, dig 4 tiles to make a 2×2 hex in this new pocket, which will return more food. Dig another 2×2 hex southeast of the queen, placing 3 workers here and putting them in M1. Dig out the room north of the entrance for a hidden 300 food, beginning work on a 2×2 food storage there. Next have M1 gather the rest of the exposed food while building 3-4 Mortars in the first hex. Once that’s finished, send all ants to take the room to the east, giving you food for 7 total mortars.
1b. Open the entrance and begin gathering honeydew from the aphids, ignoring the ladybirds for now. Dig out a 2×2 hex just south of your queen for 4-5 Tanks and expand your mortar nursery to a 3×3 hex. Continue gathering until the first ant wave begins, then have your ants retreat to the queen. At this point put your tanks in M1 near the entrance and mortars in M2 near the queen (remember to check that combat is enabled). Once the wave enters your nest, have your tanks charge the ants followed closely by mortars. Continue gathering food until you have 5 tanks and 10-12 mortars with 50-100 food, retreating and using the same tactic for wave 2.
1c. By the end of this night we need to have 7-10 level 3 mortars, 7 tanks, and 300-350 food. While this feels like a very high bar, there are more than enough ads we can harvest for food. Dig to the west and take the 2 rooms here and either the room just south of them or the one to the east. The worst that you’ll face here is an adult coach horse and some larvae. Raise up to 13 mortars and begin upgrading them (you may need to use temporary speed tiles here). Once these rooms are clear move your army to the surface and start hunting the highland ads for the rest of the night (be sure to hunt both sides). This should get you the food required for the above marks. If you have extra food expand your tank nursery to a 3×3 and raise more.
2a. There won’t be a lot of gathering for the rest of the game during the day, so it’s important to have the required food saved up. The strategy here largely remains the same as before, with tanks up front and mortars in the rear. The ants will enter combat very close together and remain stationary, and despite the large numbers of enemy ants the rival colonies never actually send upgraded variants. As such, your 10 or so level 3 mortars can easily wipe out these waves as long as your tanks hold the line.
2b. By the end of the night we need to have 19 level 3 mortars, 19 tanks, and 200-300 food. The means of gathering this food is up to you, but my recommendation would be to focus on the surface, as by the time you dig out ads in the underground the same number of ads will usually spawn above ground. Keep an eye out for the hermit crabs, as each one is worth 180 food, enough for 3 mortar improvements.
3a. There isn’t much difference between today and Day 2 apart from the wave intensity. However, because of the improvements to your army, you will actually lose less food despite facing more and harder waves.
3b. Again, the strategy remains the same as before. By the end of the night be sure to have 38 level 3 mortars, 19-38 tanks, and 300-400 food. At this point, the ads on the surface provide so much food that the underground can be ignored.
4. The final day ends rather anticlimactically at this point. Even though each wave ranges from 100-300 ants, your 38 mortars will destroy any ant that enters your nest within seconds. Victory should be as good as yours.
Formicarium Challenge 2 / Insane
Updated guide has been posted.
This challenge plays out much like the first and shouldn’t prove to be too difficult. I recommend going in with 38 fusca ants (2 3×3 nurseries), 19 (1 3×3 nursery) ereptor, and 57 rufa (3 3×3 nurseries) (Rapid Fire Ants will prove more useful during FC3). All ants should be at level 3. At this point food shouldn’t be too much of an issue, but 2000 is usually a good benchmark.
In terms of abilities, the ones chosen for the ereptor and fusca are arbitrary. However, the queen and rufa abilities are relevant to the guide for FC3.
- Wood Ant: choose the Rapid Fire variant, making sure to add the Crippling ability.
- Queen: choose the Royal Guard and Fierce Mother abilities.
The justifications for these abilities are laid out in FC3.
1a. Place 1 fusca and 2 rufa groups near the entrance, similar to level 2.2, with one of both guarding the nest. This formation should be able to deal with any encountered enemy. Keep combat enabled on your nest group.
Sample nest layout and entrance vanguard.
1b. The biggest threat will of course come from the 10 or so large wolf spiders which will avoid the fighting and go straight for your nurseries. Having your nest group guarding the queen will ensure that she is not overwhelmed, at least until the mad scientist ends the experiment. You can then move the rest of your army to neutralize the remaining spiders. If the queen does take significant damage, your queen abilities should be able to hold off the spiders until your main force arrives.
Once the battle is over, make sure to gather the reward food before rehousing, as this will earn you a little more royal jelly for upgrades. If you’ve followed this guide entirely, plus the mission challenges, you should get enough jelly to fully upgrade the leafcutter major of your choice. For the FC3 Insane guide I outline why the Stun variant is my recommendation.
Brief Leafcutter Guide
Before we tackle Tier 3 missions, I am including a brief guide for playing with atta cephalotis leafcutters that covers the essential mechanics.
1. Food now comes in 3 forms: leaf, fungus, and refuse.
- Raw leaves are the resource gathered by your ants. They cannot be stored in the queen’s nursery, and they require a leaf storage tile to even be gathered. Stored leaves will almost immediately be carried off for processing, so leaf storage will usually be the smallest part of your colony.
- Fungus is the active food resource which is consumed to build other tiles, and it is generated from processed leaves at any nursery, where it is then stored. The amount of fungus generated is 1 per second per tile, regardless of level, and the amount stored is 20 at level 1, with an additional 10 per level. You should always have at least one nursery very close to your leaf storage for quick generation.
- Refuse is essentially spent food in physical form, and it is generated whenever tiles are built or larvae are hatched. Refuse can be stored at nurseries, but it must be disposed of at refuse tiles. At a refuse tile 1 refuse decomposes every 5 seconds at level 1, every 4 seconds at level 2, and every 2.5 seconds at level 3. (A 2×2 level 2 refuse dump consumes 1.75 refuse per second, while a 3×3 level 3 one consumes 7.6 per second.)
Additionally, refuse tiles will decrease the point value of nearby tiles. While they should be close to primary generation sites, they should have a few tiles between them.
A basic leaf processing setup.
2. Ants are divided into several different castes, each with a specific role.
- Minims – small autonomous workers that carry leafs and refuse to their appropriate locations. These are not raised or upgraded but rather come for free with every nursery tile. The more nurseries you build, the more efficient your food processing will become.
- Minors – the standard worker caste. They’re primarily used for nest duties, but they can gather leaves in half portions, albeit at a slower walking speed.
- Mediae – slightly larger than minors, these ants are the primary harvesters, able to collect leaves in normal quantities and without any movement penalties. These ants can defend themselves in groups against basic ads, but they will succumb to greater threats if not protected.
- Majors – these beefy ants are the paladins of the colony, able to hold their ground against most predators in small groups. They can also gather larger leaves similar to mediae.
All main ant castes: minor, media, and major.
Level 3.1: The Harvest / Insane (Part I)
This mission is unique from ones we’ve done so far in that the enemy spawning and enemy movement are randomized each time it is loaded. The rival colony, for example, can choose from 5 different harvesting sites which affects how fast they gather food. The level’s giant mantises will also spawn in and path to different locations, making some groves nonviable at certain stages of the game, potentially ruining a whole run (these can also spawn in ways that obstruct your opponent). As a result, there are some “seeds” that will be much easier and some that are much harder (this will be touched on later). As was the case with 2.1, this will be a very tough mission for many, so please be patient.
The main strategy for this level will be both rapid expansion and sabotage. Since we will mainly be building media for this mission, we need a major that complements our army type. While Stun majors may be what you’re used to for general play I highly recommend using Taunt majors here. We won’t really have an issue with damage output in the later stages of play due to shear numbers, so having our majors assume a tank role will work best for us.
1a. Begin by placing 3 worker tiles and a refuse tile near your queen, then dig out the tiles shown here; the room adjacent to the entrance is for leaf storage, the small room north here is the worker nursery, the center room is for mediae, and the western room is the refuse dump. Once this is cleared, place 4 leaf storage adjoining the 2 nurseries and 2 refuse tiles at the rear of the dump. Now open the entrance.
Note: having the ability to gather the large plants in the center of the map proved most helpful in my best runs, and the groves in the northeast corner are our rival’s next most critical source of food. The best possible start happens when the rival colony is gathering from the two western groves, as these cause your opponent to progress much more slowly. Consider this before continuing.
1b. Send your crown workers to the west with combat disabled; the spider(s) shouldn’t cross paths with your ants, but be prepared to temporarily send your ants the other way if they cause trouble. As food comes in, begin adding workers to their nursery room and adding them to the harvest. You will need to add workers to your nest group to keep up with expansion, so I recommend adding a 4th worker at 3 and another at 7.
1c. Once the worker nursery is full, add 3 storage and 2 refuse tiles (you can also remove the single starting refuse tile). Our next objective will be to raise mediae, since they can gather twice as much food and transport it twice as fast which is vital for longer supply lines. To stay on pace you should try to begin raising mediae by nightfall, but on good runs you can have 3-5 tiles built. Clear as much of the lowland food as you can by day 2.
1d. Continue raising mediae through the night and enable combat only when necessary (harvestmen and rove beetle larvae are fairly trivial, any adults should be avoided entirely). By daybreak you should have at least 19 mediae. If you get here early, start expanding your media nursery to the northwest and add some more. You will need to expand your storage and refuse as your colony grows to maximize efficiency; as a rule add/upgrade 2-3 refuse and 1 storage for every media (try to have these maxed out by night 2). Make sure to switch your crown workers back to nest duties at this point and re-enable combat on your harvesters.
2a. We are still behind our opponent’s score, but our pace should be just about matched. You now need to be gathering to the north whether you’ve finished gathering the lowland leaves or not, and we need to gather as much from these 2 sites as possible before nightfall. Be sure to avoid the odontomachus bauri trap-jaws if at all possible, as they will cost you time and resources. By Night 2 we need to have at least 44 mediae (3×8 nursery) and have started raising majors, which will ensure that our supply lines run fast and relatively uninterrupted; on a good run you can have 7 majors added to the harvest by nightfall. Make sure to save the space southwest of the queen for more mediae later.
It is possible for an adult mantis to spawn in either of these 2 locations as seen in the above image. You can try avoiding them as I am in this case, however this mantis actually arrived after I had started and stayed mostly out of the way (this will not always be the case). If your rival isn’t gathering from the center at this point, you can probably get away with gathering to the west for the rest of the day and returning here during the night once the mantis leaves. The nighttime ads can be a pain, but this is the best option for saving a run where your rival’s harvesting sites are favorable.
Level 3.1: The Harvest / Insane (Part II)
Recap: you should have 44 mediae, maxed out storage/refuse, and 1-7 majors at this point.
2b. The ads during night 2 will infest the center and eastern sectors. For now the best option for food is to the west, assuming you managed to clear the center during the day, since this area is both closer and less patrolled by ads. Once you have 7 majors added to the harvest, start working on a 3×3 media nursery south of the queen. By the end of the night try to have 7-19 majors and an extra 19 mediae, both in a separate attack squad.
It was often the case that delays due to ad encounters caused me to wipe more often than attacks from the rival colony on night 3. Keeping a close eye on enemy movement can prevent you from unnecessarily losing time and resources. You have a few locations from which you can gather, so be sure to re-position your supply lines to avoid unwanted attention.
Ads will also begin raiding your nest in assaults can include anything from a few rove beetle larvae or trap-jaws to 3-5 adult rove beetles. As such, you may find it helpful to keep your majors near your nest to defend in case your mediae are out gathering, at least until their numbers are bolstered. Try to keep a hundred food in reserve in case you run into these packs of rove beetles.
3a. By now you should at least be neck and neck with the rival colony, and with a better gathering force than what they have to hand. However, the remaining food is quickly depleting, so you must decide carefully how to proceed. If your opponent was slow at the start, you might be able to harvest your way to victory, but if your opponent is still ahead of you it may be wiser to sabotage their supply lines. Be sure to gather all food from an area before moving on, as the endgame will come down to the last wayward scraps of foliage.
Your main objective is still gathering, so have your harvesters collect from the closer saplings to the east while your attack squad runs interference and/or gathers here as well. If you decide to engage, know that your army can usually hold off a counterattack, but having your other 44 mediae on standby can be a good idea (make sure to have a few hundred food stored up before engaging reinforcements). If you’re lucky, this cleared area will be the northeast corner, giving you access to a few thousand food. By the time your opponent begins to assault your base directly you should have 19 majors and 29+ (3×5 nursery) mediae in your attack squad.
3c. If you’ve done well enough you should have passed your opponent’s score by now, and in desperation they will strike at your colony with squads of 20 or so level 2+ majors every few minutes. Your attack squad can take on these ants pretty easily (make sure your media have combat enabled). However, this will force you onto 2 fronts, which can be very challenging especially with the limited food. Be sure to keep a few hundred food in storage for the new brood.
If you’re feeling lucky, you can try to time your gathering to overtake your opponent’s score in the final moments of the match to reduce the number of assaults you have to face. While this is a valid strategy, there are several random ad encounters that can make this hard to execute perfectly, so proceed with caution.
3d. Both you and your opponent will now be very close to 14,000 food with almost no major harvesting sites remaining. This last phase really depends on how well you played until this point. On several of my runs I only won by margins of 500 or less while gathering from patches of 100 or so uncollected food, and on a few others I lost it all with only 100 food remaining from starvation. However, my defenders hardly ever failed me when they had food for reinforcements. As long as you continue to gather where you can, you will eventually catch a break.
The shot below was actually take on day 4, and the match came down to 100 food that my rival had left uncollected just north of their nest entrance. I also noticed that major ant raids had stopped here, but whether this was from lack of food or from it being the 4th day, I am not sure.
Level 3.2: Front Line / Insane (Part I)
While 3.2 in hindsight was not as hard as 3.1 in terms of shear difficulty, this level presented a number of challenges that made working out a good strategy rather frustrating. Firstly, the level shares some dependence on RNG with 3.1, where ad pathfinding can sometimes cause mantises to walk directly into the places where you’re gathering or attacking enemy supply lines. Additionally, nighttime ads appear to persist between nights to the point where any gathering beyond night 2 largely results in a net loss of food. As a result, any harvesting beyond this point can only happen during certain limited windows, and the endgame stages are largely based on attrition and food management.
I highly recommend using stun majors for this level. The ability to momentarily negate the army ants’ high damage will prove far more useful than simply redirecting the attacks to a single target. A single squad of 19 level 3 majors can hold off a supply line for an entire day with very few losses.
Note: This level takes the most time to complete by far, and it’s not uncommon to have runs that are 90-120 minutes. Consider this before continuing.
There are a few things we must do to solidify the colony’s infrastructure before we can begin gathering.
0a. Firstly, put all groups in M1 and dig vertical paths into the lone young whip spiders both between the entrance and the queen’s chambers and just north of the entrance. Once this is finished, put all workers on nest duties and have them excavate the tiles shown here. Be sure to queue up a few storage and refuse tiles (south and north of the entrance, respectively). The open space north of the queen’s chamber will be where we raise majors.
0b. While this is happening send your mediae out with combat disabled to gather in the direction shown here until day breaks. Once the rooms are dug out, add your auxiliary workers to M1 and begin adding additional workers to its respective nursery until you have 19 total. If you have spare food increase storage and refuse to 3×3 hexes and start raising more mediae. Be sure to re-enable combat at dawn.
1a. We can largely ignore the army ants today save for the occasional scouting party. As soon as day breaks, move your harvesters to the plateau just northwest of the nest with combat re-enabled. If you notice a scouting party venturing close to your soldiers, you will need to chase them down before they return to their nest. Failure to do so will result in a squad of a dozen or so army majors and workers intercepting your supply trail, greatly stalling your progress. With this said, be sure to have 19 mediae and 5-7 majors raised by nightfall (the actual start of night, not the time the army ants retreat). You should be able to clear most or all of the plateau in this time.
1b. Focus on gathering as much of the food from the 2 plateaus to the west and the sapling to the southeast as possible. As food comes in, be sure to raise as many majors as possible. You should have 12-16 majors by daybreak. Be sure to upgrade storage to level 2 and refuse to level 3 as well.
You may also find it useful to have minors and mediae in M1 and majors in M2 for independent roles if needed.
The army ants’ descent upon the nest is nigh, but you have enough majors to repel them in small skirmishes. Our goal today will be to hold the line at the 2nd supply line and continue gathering food. Try to avoid excessive combat, our goal today is merely to hold the line, not to drive them back.
2a. Move your majors just south of the ramp to the northwest plateau and wait for the army ant front to pass. While this is happening, try having your M1 group gather from either the saplings to the north or south, or any missed food gathered during the night. As food comes in, begin upgrading your majors once you have 19, prioritizing level 3 when possible. Pro Tip: You can use speed tiles to increase the score of adjacent nursery tiles.
2b. Once you’re comfortable with the state of the progress bar, have your army focus on gathering food, engaging scouts as necessary. You should try to have between 1-4 level 3 majors and around 200 spare food by night 2. Be sure to return your army to the nest once night begins to fall.
2c. The massive whip spider that has largely stayed in the center of the map will venture towards the colony. Once its location relative to your nest and the other nighttime ads is favorable, send your majors to confront it. You should only need one wave with the above marks but you may need a tactical retreat if a bush cricket or rove beetle decides to join the party.
2d. Once the spider is eliminated, the path to the two center saplings should be relatively safe. Have both groups gather here as much as possible (you may need to disable combat on M1 and have your majors defend from adolescent whip spiders or the odd ad). If you have the time and means to do so, you can try the leaves north of center as well. You should have between 5-7 level 3 majors and around 300 spare food by Day 3. Be sure to move your majors to the location described in 2a before the swarm returns.
Level 3.2: Front Line / Insane (Part II)
Recap: By Day 3 you should have 5-7 level 3 majors and around 300 spare food. Your army should be positioned to push into the second supply line.
3a. The goal for today is to push the army ants back to or close to the final supply line. When the initial swarm front has passed, send your majors into the second supply line and begin working your way south. Your target will be the southern edge of the map, where you can essentially spawn camp the army ants. However, you may need to re-position to deal with mantises or other ads that block reinforcements.
3b. If there is food available east of center, have your M1 gather as much as possible while upgrading any remaining majors. If there is no additional food here, wait until the army ants are pushed to the southern edge of the map. Once this happens, send M1 to the southern central plateau (or another north/northwest of center if this has been gathered) and continue gathering until just before night falls. Try to have 8-10 level 3 majors before nightfall. Be sure to not get caught too far out from your nest when night arrives.
3c. The ads at this point have accumulated well beyond the point of justifying any nighttime gathering. The best play here will be to save our food for pushing back the swarm. The only real viable harvesting site left would be the central northern plateau, assuming the ads have settled into their positions atop other locations around the map.
You might have noticed just before night fall that the invasion progress meter refilled beyond the point to advance to the second supply line. If this was the case, you may have to repeat the repelling process from 3a. However, the second supply line is fairly easy to push back as long as you begin your attack as soon as possible to maximize the number of army ants killed.
Assuming your majors are fully leveled, you will have more than enough strength to repel the invasion as long as your army stays fed and your assaults are sufficiently relentless. As such, the steps from here on will largely be the same between days.
4a. If the invasion has progressed to the 2nd supply line, repeat step 3a as needed until the army ants are sufficiently repelled. You may need to advance to the southwest corner of the map to continue the assault. Continue gathering where possible.
4b. If the invasion will begin at the first supply line, you should try to meet them at the southwest corner of the map very shortly after dawn if possible. Any delays in positioning your majors here will reduce the number of ants you’re able to kill, and will put extra strain on your food supplies. Continue blocking the last supply line until the withdrawal begins.
4c. If there is ample time between the army withdrawal and nightfall, have your M1 and M2 gather from any available food sources, such as the plateaus northwest/southwest of center or the plateaus/vines to the far west. Be sure to return your forces to the nest before nighttime ads begin to spawn.
As stated before, these nights will be largely repetitive and uneventful due to the overwhelming number of ads.
4d. Wait out the night inside the nest. When dawn begins to approach, start moving M2 along the southern edge of the map, fighting any obstructive ads along the way, until you are positioned to assault the supply lines when the initial wave passes (ideally they should be ready just south of the southern central plateau). While you should try having a few hundred spare food, it shouldn’t be too hard to have close to 1000 in storage at this point.
Repeat this as needed until the level ends. This may take several in game days, depending on how well you are positioned at the start of each day, and 90-120 minute runs are not unheard of.
Formicarium Challenge 3 / Insane
While FC3 is indeed much more difficult than the first 2 challenges, it presents nothing that a little over-preparation can’t overcome. With that being said, there are a few variants and abilities that we need to acquire first to make the battle easier. Since we will be fighting ants with very high dps, we need wood ant and leafcutter variants that can effectively counter this.
- Wood Ant: our ranged ants will be playing mostly an attack/debuff role. As a result, the Rapid Fire variant, which in turn has the Crippling 2nd ability, is particularly well paired with high attack melee units. You may choose either of the 1st abilities.
- Leafcutter Major: as was the case with our selection in 3.2, the Stun variant will be very effective against the hard hitting army ants fought in this challenge. Additionally, the Shockproof and Sharp abilities, which cap and reflect incoming damage, respectively, are similarly useful.
- Queen: while most of the fighting will take place far away from the nest, a number of events may occur that jeopardize your queen. Thus, we should consider which abilities are best for this challenge. My preferred combination pairs the Royal Guard and Fierce Mother abilities. While Fierce Mother incapacitates any threats in the nest, Royal Guard instantly spawns powerful reinforcements to neutralize them, assuming the bulk of your army is away from the colony.
- Both Black Ants and Ereptor Ants are up to your personal preference.
Lastly, it is vital that you avoid removing any markers (or placing them back in the nest after ants are deployed) at any point during the challenge unless your queen is under direct attack. Each offense will trigger an event that spawns multiple, increasingly deadly waves of ads to invade your nest. These include waves of over a dozen rove beetles, among other ads.
In terms of army composition I recommend having 19 Black Ants (3×3), 74 Wood Ants (2 4×4), and 37 Majors (4×4), with the rest of your population consisting of workers. All ants should be level 3. You should also have around 3500-5000 food stored up, or at the very minimum 2500. Nest layout is also arbitrary.
1a. Place your Majors in M1 and your Rapid Fire ants in M2, leaving your workers and Black Ants on nest duties (this way you have a small rearguard in case of emergencies). Once the formicariums are connected, send M1 and M2 about halfway into the tunnel and wait a few minutes for the rival colony to fully deploy their black ants, trapjaws, and their army ants.
1b. Once you are ready to attack, send in your Majors to engage the enemy, followed closely by your RF. After a while the mad scientist will begin smashing the ants out in the open, so re-position M1 and M2 back to the tunnel and wait for the enemy to reacquire and move to engage. You may need to venture back into the open to continue the battle. Repeat this as necessary until enemy spawning stops.
1c. Occasionally, the mad scientist will trigger a mole cricket infestation in your nest. While your rearguard and the new brood, let alone the queen’s abilities, should be enough to protect the matriarch, be sure to keep an eye out in case of any emergency.
1d. Additionally, a cluster of 5 or so adult mantises will be dropped ahead of the tunnel during the bout. While the ants monitoring the trail should be able to clear these out, remain vigilant in case any other developments are also happening.
2a. Once the enemy stops spawning new ants, move your M1 and M2 to invade your opponent’s nest. While there’s only a Black Ant rearguard in place, the enemy queen is equipped with the Royal Decree and Second Wind abilities. An all-out assault on the queen can still work. However, the enormous new brood can be overwhelming if you army is not properly staged. You may instead wish to withhold your RF, sending your Majors in so that only a few engage the queen, withdrawing the rest. Once the new brood has been hatched, feel free to storm the nest en masse. The queen should fall fairly easily afterwards.
Closing Remarks
I hope that these guides enabled you to complete these missions on insane with relative ease. If you found some value in this work please consider liking or adding to favorites so others can find it easier. I do also appreciate the extra reinforcement.
As new story levels are added I will do my best to update this guide accordingly. If you have any constructive feedback or questions you can address me in the comments section.
Thank you for taking the time to read this, and thank you to the devs for all of your hard work!