To beat High Steaks on Heroic difficulty without items in Fieldrunners 2 for iPad for iPad, you must complete the map with all 20 base lives intact while spending zero coins on consumables like rewinds, mines, or air strikes. Securing this three-star clear requires establishing a long zig-zag maze using cheap towers early, grouping runners with slow effects, and funneling your gold into upgraded area-of-effect and anti-armor weapons.
Deck Selection and Tower Roles
Because the High Steaks map in the Lavaflow zone features open terrain broken up by lava hazards, your deck must balance cheap path-blockers with high-impact splash and armor-piercing damage:
- Gatling Tower: Serves as your primary low-cost wall builder to extend runner paths and clean up early scouts.
- Glue Tower: Slows down enemy clusters, keeping swarms inside your primary firing zones.
- Missile Tower: Provides long-range anti-armor burst against heavy tanks and armored mechs.
- Flame or Gas Tower: Applies sustained damage over time to tightly packed lines of runners.
- Spark or Tesla Tower: Delivers chain damage to groups negotiating tight corners.
Early-Game Mazing Strategy
Do not upgrade towers during the first three to five waves. Your opening priority is establishing the footprint of your maze to maximize running distance before faster units arrive.
- Drop level-one Gatling towers near the entrance lanes to direct enemy waves outward toward the map boundaries.
- Build alternating zig-zag corridors that force incoming units to double back across the firing arcs of your existing towers.
- Verify movement paths before placing each tower. Confirm that your placement extends the walking route rather than sealing off the corridor completely, which triggers unwanted path rerouting.
Keeping early towers at level one preserves your gold reserves so you can complete the maze layout before mid-game runner swarms appear.
Mid-Wave Upgrades and Kill Zone Setup
Once your basic labyrinth is established, transition from path building to damage scaling. Raw kinetic fire from basic Gatlings falls off quickly against shielded and heavy runners, making slow stacking essential.
Position a Glue Tower at a sharp turn where runners naturally compress as they change direction. Immediately overlap this slow field with area-of-effect damage from a Gas, Flame, or Spark tower.
| Tower Type | Optimal Placement | Primary Function | Upgrade Priority |
|---|---|---|---|
| Gatling Tower | Outer maze walls | Path extension; scout cleanup | Level 2 only if fast scouts leak |
| Glue Tower | Core turns and intersections | Swarm clustering and slow fields | Upgrade to Level 2 before wave 15 |
| Missile Tower | Central interior | Armor cracking; single-target burst | Upgrade to Level 2/3 as mechs spawn |
| Gas / Spark Tower | Overlapping Glue slow zone | High sustained area-of-effect damage | Prioritize Level 2 and 3 during mid waves |
Align your linear damage towers down straight corridors so their attacks travel directly through advancing creep lines rather than glancing off single targets at right angles.
Defeating Armored Mechs and Managing Late Waves
The late-game waves introduce heavy combat mechs alongside fast escorts. Without consumable airstrikes or rewinds to bail you out, your central kill box must output enough concentrated burst to eliminate bosses before they reach the exit.
- Focus gold on central upgrades: Upgrading existing towers at the core of your maze provides far more damage per coin than building un-upgraded towers along the perimeter.
- Target armored threats: Level up your central Missile Tower to level 3 so splash impacts weaken trailing infantry while tearing through heavy mech armor.
- Adjust targeting priorities: If fast units begin to outrun the main pack, switch selected towers to target the lead creeps, or place a secondary slow tower near the exit corridor to catch leaks.
- Avoid selling towers at a deficit: Keep your maze intact. Only sell a tower if redirecting the path forces an active boss to loop back through your primary firing zone.
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Player Comments
133 players commented on this guide.
The explanation is clear, especially for beginners.
I tried this today and it worked better than my old setup.
This saved me time in the early game.
Good guide for Fieldrunners 2 for iPad players. The early game part was useful.