To earn a Perfect 20-heart clear on The Frying Pan on Heroic difficulty in Fieldrunners 2 for iPad for iPad without selling towers or using consumable items, build a serpentine maze that routes all ground waves through a compact, centralized kill zone. Keeping baseline routing walls at Level 1 while investing exclusively in high-tier core damage and corner slow effects allows you to withstand all 60 rounds and bank more than $1,100 in unspent cash.
Core Setup and Build Rules
On Heroic difficulty, creeps move faster and have larger health pools. To finish with a high cash surplus and zero leaks under the "No Sell, No Items" restriction, apply these build constraints:
- No Reselling: Every placed tower must permanently serve as either a routing wall or an active damage dealer. Selling forfeits gold and weakens late-game economy.
- No Consumables: Do not spend cash on items such as Crates, Land Mines, or Rewinds. Rely entirely on tower placement and range coverage.
- Compact Upgrades: Prioritize upgrading interior damage towers to Level 2 and Level 3 instead of building long lines of basic turrets. High-tier towers provide superior damage-per-dollar efficiency against armored targets.
- Dedicated Slows: Place Glue Towers directly at key switchback corners where their slowing aura covers creeps doubling back through adjacent corridors.
Mazing and Economic Progression
The Frying Pan features open ground that requires you to construct artificial choke points immediately. Funnel incoming waves into multi-lane switchbacks before directing them toward the exit.
| Round Phase | Primary Tower Focus | Economic Target | Tactical Objective |
|---|---|---|---|
| Rounds 1–20 | Level 1 Gatling Towers | Maintain sub-$50 reserve buffer | Block direct exit routes; establish serpentine corridors. |
| Rounds 21–40 | Glue Towers and Level 2 Area Damage | Grow reserve past $300 | Anchor bends with slow effects; eliminate dense infantry swarms. |
| Rounds 41–58 | Level 3 Core Towers (Missile, Spark, Flame) | Build reserve past $800 | Melt heavily armored vehicles across central firing loops. |
| Rounds 59–60 | Complete Static Lockdown | Maintain $1,100+ surplus | Stop building; hold lines against elite waves and bosses. |
Early Routing (Rounds 1–20)
Use cheap Level 1 Gatling Towers strictly as perimeter walls. Block the direct path to the exit, forcing enemies to travel outward into a wide loop. Keep these wall units at Level 1 to conserve gold. Place your initial damage dealers in the center where their attack radius intersects multiple future switchbacks.
Mid-Game Scaling (Rounds 21–40)
Anchor switchback apexes with Glue Towers. Trapping runners in overlapping firing arcs ensures your area-of-effect towers deal sustained damage. Upgrade your central damage dealers to Level 2. Once waves are consistently dying before reaching the second half of your maze, stop placing new towers and let your gold balance grow.
Late-Game Waves (Rounds 41–58)
Upgrade your central heavy hitters—such as Missile, Spark, or Flame towers—to Level 3 to handle elite armored vehicles. Do not panic-build additional towers near the exit if high-health units survive the first loop. The extended path length gives your central towers time to re-engage them on their second and third passes. Your banked cash should cross $800 by Round 50 and exceed $1,000 by Round 58.
Clearing Rounds 59 and 60
Round 59 serves as the final high-density armor wave. Your Level 3 damage core and Glue anchors will dissolve the columns without requiring emergency tower placements.
Once Round 59 is cleared, Round 60 releases massive, slow-moving boss units. You have two ways to finish the stage while preserving your 20 hearts and your $1,100+ surplus:
- Active Airstrike Finish: Let the boss units navigate through your maze for roughly 10 minutes while your static towers strip away the bulk of their health pools. Once they reach the final corridor, trigger your tactical airstrike to eliminate them immediately.
- Hands-Free AFK Clear: If you want a completely automated clear, do not touch the screen. The serpentine layout forces the bosses into such an extended walk that your Level 3 towers will chew through their entire health bars before they can reach the goal line.
Both methods complete the stage with zero leaks, zero items used, zero towers sold, and at least $1,102 remaining in reserve cash.
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Player Comments
67 players commented on this guide.
This saved me time in the early game.
The explanation is clear, especially for beginners.
I tried this today and it worked better than my old setup.
Good guide for Fieldrunners 2 for iPad players. The heroes part was useful.