To beat Grasslands 03: Speed Henge on Heroic in Fieldrunners 2 for iPad for iPad, build an extended S-shaped maze that anchors to the map's permanent stone monoliths. Heroic difficulty features faster creeps, higher health pools, and zero tolerance for leaks. Your immediate priority is extending the creep path using inexpensive baseline towers before spending funds on high-tier damage upgrades.
Mazing Layout Around Stone Monoliths
The stone pillars scattered across the center of Speed Henge cannot be removed or sold, functioning as indestructible maze barriers. Placing towers directly against these pillars lets you build long winding corridors with minimal early gold.
- Divert the upper entrance: Place cheap Gatling towers across the upper quadrant to turn incoming creeps toward the outer edge rather than allowing a straight run down the center.
- Seal the direct exit: Construct a horizontal wall of towers across the lower lane to block the shortest route to the exit, forcing creeps to loop back toward the middle of the field.
- Form a serpentine corridor: Weave paths back and forth between the natural stone monoliths so that enemies must travel across the same firing lines multiple times.
- Hold an emergency cash buffer: Avoid spending all available cash at the end of a wave. Keep enough gold in reserve to place a reactionary blocking tower if a runner threatens to break out of an incomplete turn.
Lengthening the travel path early is mandatory. An un-upgraded runner will easily bypass expensive standalone towers if the route to the exit remains short.
Tower Roles and Placement Priority
Heroic waves mix large groups of fast runners with durable armored leads. A successful defense divides tasks between cheap walling, crowd control, and overlapping area-of-effect damage.
| Tower Type | Primary Tactical Role | Placement Priority | Investment Timing |
|---|---|---|---|
| Gatling Tower | Low-cost walling and early single-target cleanup | Outer boundary lines and turn anchors | Wave 1 through early game |
| Glue Tower | Movement speed reduction and wave compression | Entrance chokes and mid-maze hairpin turns | Active across all waves |
| Rocket Tower | Long-range burst damage and armor penetration | Central spots covering three or more parallel lanes | Mid-game through late game |
| Plasma / Flame Tower | High-density splash damage against clustered units | Inner corners where slowed units pack together | Mid-game through late game |
Positioning Glue towers immediately before tight turns forces incoming runners to bunch tightly behind slower units. This clustering maximizes the efficiency of Rocket and Flame splash damage as groups navigate each bend.
Upgrade Priority and Threat Management
Once the maze path is fully established, stop adding perimeter wall towers and concentrate resources on upgrading your central defense hubs.
- Upgrade multi-lane anchors: Prioritize Level 2 and Level 3 upgrades on Rocket and splash towers placed inside the central henge. A single upgraded hub positioned in the middle reaches enemies traversing three separate corridors, providing higher damage per dollar than spreading basic towers along the edges.
- Stagger slow coverage: Upgrade Glue towers to increase their slow percentage and area of effect. Place a secondary Glue tower midway through the maze so the movement penalty refreshes before creeps reach the final exit stretch.
- Manually focus armored targets: When heavy vehicles lead a pack of agile sprinters, manually tap the armored unit so your heavy artillery burns it down quickly, allowing splash damage to clear the trailing runners before they can slip past.
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Player Comments
147 players commented on this guide.
I tried this today and it worked better than my old setup.
Can you add more details about heroes in a future update?
Nice guide. I am checking the other Fieldrunners 2 for iPad articles next.
I wish I had read this before upgrading the wrong thing.