Fieldrunners 2

End of Doom - Three Stars

Map Type: Survival
Total Waves: 70
Our Goal: Let no units leave the map
Max Heroic Score (No-Combos): 956,370
Max Heroic Coins (No-Combos): 153

Towers Used:
Gatling/Machine Gun
Slow Tower/Polymorph
Spark Tower
Hive Tower
Plasma Tower
Tesla Tower

Waves 1 - 10

 - 
	You'll want to block off the lower region of the map as this is a very short route to the exit. So place a Gun Tower opposite the entrance, fully upgrade it.

You'll want to block off the lower region of the map as this is a very short route to the exit. So place a Gun Tower opposite the entrance, fully upgrade it.

 - 
	You'll want to block off the lower region of the map as this is a very short route to the exit. So place a Gun Tower opposite the entrance, fully upgrade it.

You'll want to block off the lower region of the map as this is a very short route to the exit. So place a Gun Tower opposite the entrance, fully upgrade it.

 - 
	You'll want to block off the lower region of the map as this is a very short route to the exit. So place a Gun Tower opposite the entrance, fully upgrade it.

You'll want to block off the lower region of the map as this is a very short route to the exit. So place a Gun Tower opposite the entrance, fully upgrade it.

 - 
	You'll want to block off the lower region of the map as this is a very short route to the exit. So place a Gun Tower opposite the entrance, fully upgrade it.

You'll want to block off the lower region of the map as this is a very short route to the exit. So place a Gun Tower opposite the entrance, fully upgrade it.

-- Once the Toastmasters make an entrance, get ready to drop a Gun Tower in the bottom right corner (where the glass tube walkway leads to the bottom walkway). This will pick them off before they reach the exit.

-- Drop another Gun Turret on the bottom walkway so you're directing the runners through the fire tiles north (see screenshot above).

Waves 11 - 20

Fieldrunners 2 - 
	Use these next 10 rounds to set up the key area where you'll contain nearly all the other units.

Use these next 10 rounds to set up the key area where you'll contain nearly all the other units.

Fieldrunners 2 - 
	Use these next 10 rounds to set up the key area where you'll contain nearly all the other units.

Use these next 10 rounds to set up the key area where you'll contain nearly all the other units.

Fieldrunners 2 - 
	Use these next 10 rounds to set up the key area where you'll contain nearly all the other units.

Use these next 10 rounds to set up the key area where you'll contain nearly all the other units.

Fieldrunners 2 - 
	Use these next 10 rounds to set up the key area where you'll contain nearly all the other units.

Use these next 10 rounds to set up the key area where you'll contain nearly all the other units.

-- Focus first on the bendy fire tiles, drop a Gun Tower on each indentation and then block off the entire path here fully.

-- Placing a Slow Turret in the corner of these fire tiles will maximise the damage they do.

-- Set down four Gun Towers near the entrance so the runners are heading through the fire tiles here.

Waves 21 - 30

Fieldrunners 2 - 
	With your main path laid out, now's the time to up the ante with better towers.

With your main path laid out, now's the time to up the ante with better towers.

Fieldrunners 2 - 
	With your main path laid out, now's the time to up the ante with better towers.

With your main path laid out, now's the time to up the ante with better towers.

Fieldrunners 2 - 
	With your main path laid out, now's the time to up the ante with better towers.

With your main path laid out, now's the time to up the ante with better towers.

Fieldrunners 2 - 
	With your main path laid out, now's the time to up the ante with better towers.

With your main path laid out, now's the time to up the ante with better towers.

-- Make sure your Slow Tower is upgraded and then replace the middle zig-zagging fire tile with a Spark Tower (that you should fully upgrade ASAP).

-- Put a Plasma Tower just right of the entrance facing Gun Tower. It'll be close enough to trigger when runners leave the exit and it'll usually finish any runners just coming out of the zig-zagging fire tiles.

Waves 31 - 40

Fieldrunners 2 - 
	The Plasma Towers will be your key strategy here as they'll deliver serious damage on a constant basis across a key portion of the map.

The Plasma Towers will be your key strategy here as they'll deliver serious damage on a constant basis across a key portion of the map.

Fieldrunners 2 - 
	The Plasma Towers will be your key strategy here as they'll deliver serious damage on a constant basis across a key portion of the map.

The Plasma Towers will be your key strategy here as they'll deliver serious damage on a constant basis across a key portion of the map.

Fieldrunners 2 - 
	The Plasma Towers will be your key strategy here as they'll deliver serious damage on a constant basis across a key portion of the map.

The Plasma Towers will be your key strategy here as they'll deliver serious damage on a constant basis across a key portion of the map.

Fieldrunners 2 - 
	The Plasma Towers will be your key strategy here as they'll deliver serious damage on a constant basis across a key portion of the map.

The Plasma Towers will be your key strategy here as they'll deliver serious damage on a constant basis across a key portion of the map.

-- Swap out the Spark Tower for a second Plasma Tower, so it's in-line with the first one, covering that horizontal central corridor with double firepower, as well as now covering enemies just approaching the Slow Tower.

-- Upgrade both Plasma Towers to level two and replace the lower zig-zag Gun Tower with a Spark Tower (and be sure to fully upgrade it to level three).

Waves 41 - 50

Fieldrunners 2 - 
	Drop a Slow Tower in the short pathway that leads to the new corridor-of-plasma-doom and fully upgrade it (this'll catch out planes and heavier troops in the plasma balls of green death.

Drop a Slow Tower in the short pathway that leads to the new corridor-of-plasma-doom and fully upgrade it (this'll catch out planes and heavier troops in the plasma balls of green death.

Fieldrunners 2 - 
	Drop a Slow Tower in the short pathway that leads to the new corridor-of-plasma-doom and fully upgrade it (this'll catch out planes and heavier troops in the plasma balls of green death.

Drop a Slow Tower in the short pathway that leads to the new corridor-of-plasma-doom and fully upgrade it (this'll catch out planes and heavier troops in the plasma balls of green death.

Fieldrunners 2 - 
	Drop a Slow Tower in the short pathway that leads to the new corridor-of-plasma-doom and fully upgrade it (this'll catch out planes and heavier troops in the plasma balls of green death.

Drop a Slow Tower in the short pathway that leads to the new corridor-of-plasma-doom and fully upgrade it (this'll catch out planes and heavier troops in the plasma balls of green death.

Fieldrunners 2 - 
	Drop a Slow Tower in the short pathway that leads to the new corridor-of-plasma-doom and fully upgrade it (this'll catch out planes and heavier troops in the plasma balls of green death.

Drop a Slow Tower in the short pathway that leads to the new corridor-of-plasma-doom and fully upgrade it (this'll catch out planes and heavier troops in the plasma balls of green death.

-- It's time to create a square of plasma-filled pathways, so directly south of each existing Plasma Tower (on the very bottom walkway), that way each Plasma Tower is bouncing off each other.

-- Fully upgrade the top two Plasma Towers to level three.

-- Swap out another Gun Tower by the zig-zag fire tiles for a Spark Tower (upgrade it to maximum as per usual).

Waves 51 - 60

Fieldrunners 2 - 
	Switch out any remaining Gun Towers with Spark Towers and upgrade them fully.

Switch out any remaining Gun Towers with Spark Towers and upgrade them fully.

Fieldrunners 2 - 
	Switch out any remaining Gun Towers with Spark Towers and upgrade them fully.

Switch out any remaining Gun Towers with Spark Towers and upgrade them fully.

Fieldrunners 2 - 
	Switch out any remaining Gun Towers with Spark Towers and upgrade them fully.

Switch out any remaining Gun Towers with Spark Towers and upgrade them fully.

Fieldrunners 2 - 
	Switch out any remaining Gun Towers with Spark Towers and upgrade them fully.

Switch out any remaining Gun Towers with Spark Towers and upgrade them fully.

-- With your main towers now in place, it's a case of upgrading the lower Plasma Towers to level three one at a time and then working on the rest of the remaining towers.

Waves 61 - 70

Fieldrunners 2 - 
	Near the entrance you'll want to place a Tesla Tower so it picks off the increasing number of helicopters and planes that turn up.

Near the entrance you'll want to place a Tesla Tower so it picks off the increasing number of helicopters and planes that turn up.

Fieldrunners 2 - 
	Near the entrance you'll want to place a Tesla Tower so it picks off the increasing number of helicopters and planes that turn up.

Near the entrance you'll want to place a Tesla Tower so it picks off the increasing number of helicopters and planes that turn up.

Fieldrunners 2 - 
	Near the entrance you'll want to place a Tesla Tower so it picks off the increasing number of helicopters and planes that turn up.

Near the entrance you'll want to place a Tesla Tower so it picks off the increasing number of helicopters and planes that turn up.

Fieldrunners 2 - 
	Near the entrance you'll want to place a Tesla Tower so it picks off the increasing number of helicopters and planes that turn up.

Near the entrance you'll want to place a Tesla Tower so it picks off the increasing number of helicopters and planes that turn up.

-- Place a second Tesla Tower to the right of it (near the zig-zag fire tiles) to not only finish off any helicopters or planes, but also significantly damage any runners that inevitably cross its path.

-- Got an Airstrike ready? Save it for the final round when the Hindenburg shows up to the party. That's the final level three-starred. Good work!

End of Doom Heroic Difficulty