Drive Them Back: Difference between revisions

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{{Mission_Infobox|image=File:Drive Them Back Surface.png|name=Drive Them Back|category=Story<br/>Documentary|environment=Savannah|player=Matabele ant|unit=Matabele ant worker<br/>Matabele ant medic ''(either)''<br/>Matabele ant soldier|surface=Yes|feature=Challenge mode<br/>AI colonies<br/>Circadian rhythm<br/>|playmore=No}}
{{Mission_Infobox|image=File:Drive Them Back Surface.png|name=Drive Them Back|category=Story<br/>Documentary|environment=Savannah|player=Matabele ant|unit=Matabele ant worker<br/>Matabele ant medic ''(either)''<br/>Matabele ant soldier|surface=Yes|feature=Challenge mode<br/>Non-player colonies<br/>Circadian rhythm<br/>|music=Drive Them Back Theme<br/>Subjugation Theme}}
Without termites to eat, the [[Matabele Ant|Matabele]] will starve. They must be protected.<br/>
Without termites to eat, the [[Matabele Ant|Matabele]] will starve. They must be protected.<br/>
Well disguised [[Assassin Bug|assassins]] walk unhindered amongst the ants. ''(challenge)''
Well disguised [[Assassin Bug|assassins]] walk unhindered amongst the ants. ''(challenge)''
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<br/>
=='''Objectives'''==
=='''Objectives'''==
*Eliminate 100/ 125/ 150/ 150/ 150 [[Driver Ant|driver ants]] and prevent them from taking 30/ 25/ 20/ 20/ 20 termites in a single raid.
*Remove 120/ 135/ 150/ 150/ 150 [[Driver Ant|driver ants]] and prevent 30/ 25/ 20/ 20/ 20 driver ants from leaving with dead termites in a single raid.


*Keep at least a termite colony alive.
*Keep at least a termite colony alive.
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* ''Completion bonus:'' + 200%
* ''Completion bonus:'' + 200%
* ''New game plus bonus:'' + 40% x ''plus number''


<br/>
<br/>
=='''Settings'''==
=='''Settings'''==
A Matabele ant colony must repel an advancing swarm of driver ants and protect its food sources.
Your Matabele ant colony must repel an advancing swarm of driver ants and protect its food sources.


The level starts at night.
The mission starts at night.


You have access to 4 termite colonies.
You have access to 4 termite colonies. Dead colony termites disappear after 2 minutes while other dead enemies disappear after 5 seconds. Dead enemies in your nest and dead mature termite queens don't disappear.


You can attempt the first objective everyday until you succeed. The game only checks the requirement after the driver ants have retreated. You don't need to eliminate the driver ants yourself.
You can attempt the first objective everyday until you succeed. The game only checks the requirements after all driver ants have been removed from the map.


You must choose either anesthetist or fast-responder medics before playing the level. You start with 13/ 10/ 7/ 6/ 6 soldier brood tiles and 7 food storage tiles.
You must choose either anesthetist or fast-responder medics before playing the mission. You start with 11/ 9/ 7/ 6/ 6 soldier brood tiles and 7 food storage tiles.


<br/>
<br/>
=='''Non-player colonies'''==
=='''Non-player colonies'''==
The termite colonies don't interact with each other.
Enemy termite colonies are hostile to each other.
 
Minor soldiers and major soldiers are kept around the queen and are only deployed to protect the gathering groups or to defend against the driver ants.


Minor soldiers and major soldiers are kept around the queen and are only deployed to protect the gathering groups.
Brood tiles with eliminated termites can't incubate for 12 minutes. Enemy colonies don't get free nanitic workers when they don't have any food or workers left.


The termite colonies retreat inside at noon and gather lignocellulose within their territories for the rest of the day.
Enemy colonies retreat inside at noon and gather lignocellulose within their territories for the rest of the day.


Brood tiles with eliminated termites can't incubate for 12 minutes.
Defeated colonies turn into dead larvae instead of dead termites if the queens are eliminated by driver ants. They give normal food amount despite not being counted toward the second objective.


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[[Earwig|Earwigs]] and termites live in your nest.
[[Earwig|Earwigs]] and termites live in your nest.


Surface enemies don't invade your nest. They occasionally fight among themselves to keep their own number in check.
Surface enemies don't invade your nest. They may fight among themselves to keep their own number in check.


[[Wafer Trapdoor Spider|Wafer trapdoor spiders]] hide themselves around your nest and termite mounds.  
[[Wafer Trapdoor Spider|Wafer trapdoor spiders]] appear over time on the ways to termite mounds.  


[[Huntsman Spider|Huntsman spiders]] occasionally move toward the center of the map and retreat after they have eaten any food.
[[Huntsman Spider|Huntsman spiders]] occasionally appear one at a time and follow your most recently place pheromone marker. They run out of the map after they have eliminated 1/ 1/ 1/ 4/ 8 enemies or after they have eaten food.


[[African Tiger Beetle|African tiger beetles]] and [[Rainbow Lizard|rainbow lizards]] only appear on the surface during the day.
[[African Tiger Beetle|African tiger beetles]] and [[Rainbow Lizard|rainbow lizards]] only appear on the surface during the day.  


Rainbow lizards run out of the map when they have below 45% of their health.
Rainbow lizards run out of the map when they have below 45% of their health.


Earwigs, [[Sun Spider|sun spiders]], [[African Giant Centipede|African giant centipedes]], [[Alligator Back Scorpion|alligator back scorpions]] and [[Emperor Scorpion|emperor scorpions]] only appear on the surface at night. Some enemies can come out of empty termite mounds.
Earwigs, large [[Sun Spider|sun spiders]], large [[African Giant Centipede|African giant centipedes]], [[Alligator Back Scorpion|alligator back scorpions]] and large [[Emperor Scorpion|emperor scorpions]] only appear on the surface at night. Some enemies can come out of empty termite mounds.


'''African stink ants'''
'''Driver ants'''


African stink ants frequently appear underground and move around through the soil. They quickly leave if you don't dig into their paths. You must eliminate a certain number of stink ants to make them close off their tunnels.
Driver ants conduct raids on termite colonies from midnight until noon every day. Attacking waves appear on the map every 75 seconds and consist of workers, medium soldiers and large soldiers. The fourth wave of each raid always retreats midway. Driver ants don't invade your nest.  


African stink ants also travel between termite mounds on the surface only in the morning, about 10 to 20 seconds before the driver ants appear.
The targeted mound is chosen in this specific order: green - yellow - blue - pink. Driver ants gather any food on the way and only move to the next mound when there isn't any food in the current mound, not counting the dead queen.


African stink ants gather any food on the way. They have 40% chance to spawn more stink ants from nearby spawners when they take damage.
Large driver ant soldiers can inflict 100% more damage on termites and take 50% less damage from them.


'''Driver ants'''
'''African stink ants'''


Driver ants don't invade your nest. They conduct raids on termite colonies during the day and retreat at night. They gather any food on the way.
Level 1 African stink ants frequently appear underground and move around through the soil. They follow the shortest paths between spawners after you dig into their tunnels. You must eliminate 6/ 7/ 8/ 12/ 16 African stink ants consecutively to close off each tunnel. Your progress is reverted over time if you can't finish it in a single attempt.


The target is chosen in a specific order: green - yellow - blue - pink. They only move on to the next colony after they have gathered all available food in the current mound.
Level 1 African stink ants move between the initial spawner and the targeted mound on the surface at night. They disappear just before the driver ants arrive, bring dead termites with them.


Large driver ant soldiers can inflict 100% more damage on termites and take 50% less damage from them only in this level.
African stink ants have 40% chance to summon an extra stink ant only once when they take damage. Summoned ants keep moving along the underground tunnels or linger around on the surface for 60 seconds. They gather any food on the way.


'''Challenge'''
'''Challenge'''


Assassin bugs gather on the ways to termite mounds. They disappear at noon. They are ignored by the driver ants and stink ants even without their armor.
Assassin bugs gather on the ways to termite mounds and only disappear briefly at noon. They don't attack other enemies.


<br/>
<br/>
=='''Achievements'''==
=='''Achievements'''==
''(to be added)''
{|class="mw-collapsible wikitable"
|colspan="3"|<big>'''Achievements'''</big>
|-
|width="10%" style="text-align:center"|'''Icons'''
|width="20%" style="text-align:center"|'''Name'''
|width="70%" style="text-align:center"|'''Requirements'''
|-
|[[File:Drive Them Back 1.png]][[File:Drive Them Back 2.png]][[File:Drive Them Back 3.png]][[File:Drive Them Back 4.png]][[File:Drive Them Back 5.png]][[File:Drive Them Back X.png]][[File:Drive Them Back X4.png]]
|'''Drive Them Back'''
|Beat the mission on designated difficulty.
|-
|[[File:No Mound Left Behind.png]]
|'''No Mound Left Behind'''
|Beat the mission without losing any mature termite queens. ''(medium)''
|-
|[[File:All the Heals.png]]
|'''All the Heals'''
|Beat the mission without building or upgrading any soldier brood tiles. ''(hard)''
|-
|[[File:Peg on Your Nose.png]]
|'''Peg on Your Nose'''
|Close all stink ant tunnels within the first 20 minutes then beat the mission. ''(extreme)''
|-
|[[File:Pillage the Pillagers.png]]
|'''Pillage the Pillagers'''
|Gather 200 dead termites from the returning driver ants then beat the mission. ''(impossible)''
|-
|[[File:Assassinate the Assassins.png]]
|'''Assassinate the Assassins'''
|Eliminate 10 assassin bugs within 2 minutes then beat the mission. ''(challenge)''
|-
|[[File:I Am the Assassin.png]]
|'''I Am the Assassin'''
|Eliminate 3 mature termite queens then beat the mission. ''(impossible - challenge)''
|}


<br/>
<br/>
=='''Trivia'''==
=='''Trivia'''==
''(none)''
* Huntsman spiders can feed on dead creatures, taking away 1 food each time.
 
* Tile-lock is disabled for the green colony until the the first raid ends to keep it alive for another day.


<br/>
<br/>

Latest revision as of 13:07, 22 November 2024

Information
Drive Them Back Surface.png
Name Drive Them Back
Categories Story
Documentary
Environment Savannah
Player species Matabele ant
Player units Matabele ant worker
Matabele ant medic (either)
Matabele ant soldier
Surface Yes
Features Challenge mode
Non-player colonies
Circadian rhythm
Music Drive Them Back Theme
Subjugation Theme


Without termites to eat, the Matabele will starve. They must be protected.
Well disguised assassins walk unhindered amongst the ants. (challenge)


Objectives

  • Remove 120/ 135/ 150/ 150/ 150 driver ants and prevent 30/ 25/ 20/ 20/ 20 driver ants from leaving with dead termites in a single raid.
  • Keep at least a termite colony alive.


Rewards

  • Base value: 6 territory/ 475 food/ 17 Royal Jelly
  • Difficulty bonus: 300%/ 325%/ 350%/ 380%/ 420%
  • First-time bonus: + 1500%
  • Challenge bonus: + 100%
  • Completion bonus: + 200%
  • New game plus bonus: + 40% x plus number


Settings

Your Matabele ant colony must repel an advancing swarm of driver ants and protect its food sources.

The mission starts at night.

You have access to 4 termite colonies. Dead colony termites disappear after 2 minutes while other dead enemies disappear after 5 seconds. Dead enemies in your nest and dead mature termite queens don't disappear.

You can attempt the first objective everyday until you succeed. The game only checks the requirements after all driver ants have been removed from the map.

You must choose either anesthetist or fast-responder medics before playing the mission. You start with 11/ 9/ 7/ 6/ 6 soldier brood tiles and 7 food storage tiles.


Non-player colonies

Enemy termite colonies are hostile to each other.

Minor soldiers and major soldiers are kept around the queen and are only deployed to protect the gathering groups or to defend against the driver ants.

Brood tiles with eliminated termites can't incubate for 12 minutes. Enemy colonies don't get free nanitic workers when they don't have any food or workers left.

Enemy colonies retreat inside at noon and gather lignocellulose within their territories for the rest of the day.

Defeated colonies turn into dead larvae instead of dead termites if the queens are eliminated by driver ants. They give normal food amount despite not being counted toward the second objective.


Notable enemies

Enemies are on the same side and are hostile to the ants and the termites. Driver ants and African stink ants are hostile to each other.

Earwigs and termites live in your nest.

Surface enemies don't invade your nest. They may fight among themselves to keep their own number in check.

Wafer trapdoor spiders appear over time on the ways to termite mounds.

Huntsman spiders occasionally appear one at a time and follow your most recently place pheromone marker. They run out of the map after they have eliminated 1/ 1/ 1/ 4/ 8 enemies or after they have eaten food.

African tiger beetles and rainbow lizards only appear on the surface during the day.

Rainbow lizards run out of the map when they have below 45% of their health.

Earwigs, large sun spiders, large African giant centipedes, alligator back scorpions and large emperor scorpions only appear on the surface at night. Some enemies can come out of empty termite mounds.

Driver ants

Driver ants conduct raids on termite colonies from midnight until noon every day. Attacking waves appear on the map every 75 seconds and consist of workers, medium soldiers and large soldiers. The fourth wave of each raid always retreats midway. Driver ants don't invade your nest.

The targeted mound is chosen in this specific order: green - yellow - blue - pink. Driver ants gather any food on the way and only move to the next mound when there isn't any food in the current mound, not counting the dead queen.

Large driver ant soldiers can inflict 100% more damage on termites and take 50% less damage from them.

African stink ants

Level 1 African stink ants frequently appear underground and move around through the soil. They follow the shortest paths between spawners after you dig into their tunnels. You must eliminate 6/ 7/ 8/ 12/ 16 African stink ants consecutively to close off each tunnel. Your progress is reverted over time if you can't finish it in a single attempt.

Level 1 African stink ants move between the initial spawner and the targeted mound on the surface at night. They disappear just before the driver ants arrive, bring dead termites with them.

African stink ants have 40% chance to summon an extra stink ant only once when they take damage. Summoned ants keep moving along the underground tunnels or linger around on the surface for 60 seconds. They gather any food on the way.

Challenge

Assassin bugs gather on the ways to termite mounds and only disappear briefly at noon. They don't attack other enemies.


Achievements

Achievements
Icons Name Requirements
Drive Them Back 1.pngDrive Them Back 2.pngDrive Them Back 3.pngDrive Them Back 4.pngDrive Them Back 5.pngDrive Them Back X.pngDrive Them Back X4.png Drive Them Back Beat the mission on designated difficulty.
No Mound Left Behind.png No Mound Left Behind Beat the mission without losing any mature termite queens. (medium)
All the Heals.png All the Heals Beat the mission without building or upgrading any soldier brood tiles. (hard)
Peg on Your Nose.png Peg on Your Nose Close all stink ant tunnels within the first 20 minutes then beat the mission. (extreme)
Pillage the Pillagers.png Pillage the Pillagers Gather 200 dead termites from the returning driver ants then beat the mission. (impossible)
Assassinate the Assassins.png Assassinate the Assassins Eliminate 10 assassin bugs within 2 minutes then beat the mission. (challenge)
I Am the Assassin.png I Am the Assassin Eliminate 3 mature termite queens then beat the mission. (impossible - challenge)


Trivia

  • Huntsman spiders can feed on dead creatures, taking away 1 food each time.
  • Tile-lock is disabled for the green colony until the the first raid ends to keep it alive for another day.


Minimaps