To beat Clonehenge on Heroic difficulty in Fieldrunners 2 for iPad for iPad without selling towers, using consumable items, or triggering airstrikes, establish a permanent kill zone directly past the first duplication stones. Because runners duplicate into double-density swarms when crossing the standing stones, deploy an early Glue tower to compress the cloned groups into tight packs, then upgrade high-yield area-of-effect (AoE) towers in place.
Core Restrictions on Clonehenge
A clean Heroic clear under these self-imposed rules removes every standard safety net. Every tile commitment is permanent and must remain effective from opening waves through the final boss mechs.
- No Selling: You cannot deploy cheap temporary turrets to redirect early pathing and sell them later. Every placed tower must contribute to long-term kill-zone damage.
- No Consumables: Rewind clocks, freeze packs, and mine drops cannot be used to catch leaked units.
- No Airstrikes: Emergency screen-clearing superweapons are off-limits, requiring static defenses to handle all tank and swarm health pools.
- Duplication Stones: Enemy formations double in number upon passing through the stone arches, making single-target turrets inefficient past early rounds.
Recommended Tower Roles and Investment Priority
Select a loadout that emphasizes crowd control, sustained splash damage, and heavy armor penetration.
| Tower Type | Tactical Role | Upgrade Priority |
|---|---|---|
| Glue Tower | Slows and condenses duplicated swarms into tight clusters | High (reach Tier 2 early for wider slow radius) |
| Gatling Tower | Establishes maze walls and clears early light scouts | Low (leave at Tier 1; do not over-invest) |
| Flamethrower | Inflicts continuous line damage along straight corridors | Medium (place at straight bottlenecks) |
| Mortar / Missile | Long-range splash artillery and heavy armor damage | High (maximize tier levels for dense swarm clears) |
| Pulse / Spark | Emits 360-degree radial bursts against clustered infantry | Medium to High (anchors central intersections) |
Wave Progression and Placement Strategy
1. Opening Setup and Creep Compression
- Place basic Tier 1 Gatling towers to establish your initial routing channel toward a central intersection.
- Build a Glue tower immediately after the exit of the cloning archway. Slowing the lead runners forces the duplicated pack to bunch tightly together before reaching the main firing line.
- Save early gold instead of upgrading Gatling turrets. Let the Glue tower hold creeps within range of your starting weapons until you can afford dedicated splash defenses.
2. Mid-Game Splash Scaling
- Upgrade the central Glue tower to Tier 2 to increase its slow percentage and splash coverage.
- Build a Mortar or Pulse tower adjacent to the slow field. Concentrated AoE artillery obliterates bunched infantry and fast motorbike waves that single-target turrets cannot handle.
- Add a Flamethrower covering a straight tile stretch directly past the slow pool.
- Upgrade your existing Mortar and Pulse towers to Tier 2 and Tier 3 before placing new structures. Upgrading existing footprints yields significantly higher damage per tile, which is essential given the limited space around Clonehenge's stone formations.
3. Late-Wave Armor and Swarm Control
- Construct a secondary Glue tower further down the track to catch surviving elite units.
- Position long-range Missile towers behind your front line to target armored vehicles and heavy mechs.
- Tap heavy targets manually if high-durability runners pull ahead of the pack, forcing your high-tier artillery to eliminate tanks before they shield trailing infantry.
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Player Comments
95 players commented on this guide.
I wish I had read this before upgrading the wrong thing.
This helped me understand heroes much better.
The explanation is clear, especially for beginners.
I tried this today and it worked better than my old setup.