![]() Expect to let at least 4-5 of them through.įrom what I remember, enemies slipped through on waves 149, 179, 199, 229, 239 and 249. Ten helicopters with insane amount of health in two rows. Wave 249: The final wave you need to beat. Wave 225: It's all about juggling by this point. Wave 200: In hindsight, you don't need to build the two towers up top at the entrance, because you'll end up selling them anyway. Wave 175: Close the middle ground path to add more anti-air towers. Wave 150: By this point, your maze should look something like this: Also, the difficult waves with flying enemies always come in two rows, so you need the Laser Towers placed two deep. You receive a lot of money on this map, so don't be afraid to juggle when needed. Most waves don't need juggling, but the APCs and mechs usually do, especially on later waves. You can start juggling around wave 110-120. You should reach wave 100 with no trouble.īy wave 100, you should have the initial maze mostly finished. Play Skyway with the same build as the regular (classic) version of the map, only slightly modified. This is literally the only viable strategy I could find. This strategy allows you to deal with ground waves efficiently, although it can be time-consuming. You can repeat this as long as you have the money (selling a tower only refunds part of its cost). This forces the enemies to backtrack the entire length of the maze, at which point you can rebuild the tower and change their direction again. When enemies reach the end of your maze (blue), the Gatling tower near the entrance (red) can be sold and rebuilt there to block their path. This is one of the easier maps of the game because ground enemies only come from one direction and can easily be juggled. Try to get the first Tesla Tower up by wave 20 for the helicopters. Strategy: You should place most of your upgraded towers on the direct path between the enemy spawn point and the exit to catch the flying enemies. Only a few flying enemies should be able to slip through during later waves on hard difficulty. Loadout: Gatling, Goo, Missile, Tesla (EX mode adds Flame and Mortar Towers)īasics: The first map and one of the easiest. The developer, Subatomic Studios, says there is well over 20 hours of gameplay to be had in Fieldrunners 2, so don't worry about finishing this game too quickly.Grasslands Gold Get to round 100 on Grasslands in Extended mode on Hard. You can buy additional coins as in-app purchases ranging from $1.99 to $99.99, but if you want the biggest challenge, you'll just grind it out yourself. New towers and items are unlocked by passing levels on harder difficulties, and purchased with in-game coins that you also receive for passing through levels with higher marks. Items for example can rewind game progress or kill enemies with hidden mines - things that will be basically required when on "heroic" difficulty. Beyond the normal towers, you also have about a dozen different special "items" as limited use tools to help you get through tough rounds of enemies. As the game progresses, you'll have the option to unlock and equip up to 6 different towers at a time, with over 20 to choose from in total. Beyond a complete visual overhaul, Fieldrunners 2 adds a whole host of new upgrades, towers and gameplay mechanics to keep things fresh.
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