Fieldrunners Walkthrough

Fieldrunners is a tower defense strategy game developed by Subatomic Studio and Twitchy Thumb Entertainment. In a tower defense game players line an area with static units while enemy units make their way from one end of the field to the next. Typically the towers, or units that the player uses, have different powers, strengths and weaknesses to the opposing factions units. 

As the player progresses through the waves of enemies they come across tougher units with more health and a higher defense rating than the starting units had. As a result the player can choose to deploy more units or upgrade the units already in place to increase the power and effectiveness of the unit.

In Fieldrunners players not only place units to defend their territory but to also create the maze that the opposing army passes through. In this manner it is important for the player to take into consideration a towers abilities and effectiveness while also mapping out the path for the enemy to take. It is not possible to completely block the enemies units by sealing off the exit or by creating a wall. It is possible to only direct the enemies progress through the players predetermined path. 

Once the player has made it though a predetermined number of enemies new options become available. These new options include the ability to play through new levels, fast forward the action and unlock extended mode. In extended mode the player is given control of two more towers, for a combined total of six towers, to take on tougher groups of enemies 

Each new stage posses a unique challenge based on the enemies you encounter, the layout of the terrain, the starting positions of the enemy and the towers that you get to use. Each stage lets you use machine guns, some let you use missile launchers and ooze guns as well as the lightning tower. There are also concussion grenade launchers, ice towers, flamethrowers and more that can be used. 

Grasslands

This is the opening stage of Fieldrunners. In it you must hold off 100 rounds of enemies using 4 towers. The four types of towers are a standard machine gun, an ooze gun, a missile launcher and a lightning tower. In addition to the weapons you have to choose from you must lay out a maze for your opponent to traverse. You want to make your opponent take the longest amount of time to get from the entrance to the exit. This will give you the greatest amount of time to damage your opponent.

Starting at round 10 helicopters will start advancing through your field. Aerial units travel above your maze. As such you need to create a large kill zone along the center-line of your labyrinth. This will let you damage ground units as they pass and air units as they fly over. Mostly your maze will consist of primarily machine guns as the walls of the maze as they are the cheapest units but beyond the opening levels they are mostly useless.

Ooze guns should be deployed throughout and always next to a lightning tower, this will help you maximize the damage and efficiency of a lightning tower. Lightning towers will be your major damage dealers but they are also very expensive, therefore you will not be able to deploy too many of them. It is also more efficient to deploy one lightning tower and level it up than it is to deploy three towers separately. Build the center of each line so that it consists of at least one lightning tower, one ooze gun, and at least one missile launcher on each end of that set up, that is four units in total.

As the rounds continue the enemies come in larger waves and with much greater health and defense. At round 40 start considering upgrading your units, start with the ooze guns as they are very inexpensive but allow your units far greater amounts of damage. At this point time you should have roughly five rows for your opponents to travel through. Ultimately you should not need more than eight rows by the end of the level.

Crossroads

In this level your enemy has two points of entering the field. What this means is that you now have to maneuver two rows of enemies into one maze. In addition aerial units will fly over from the top and left sides of the screen. The kill zone has to now be in the direct center of the map, this will allow you to the most damage to both aerial and ground units.

The same basic strategies apply, use the four towers to fight off 100 rounds of enemies. Use lightning towers to do the greatest amount of damage and ooze guns to slow your enemies. When you start building the fortifications for the center of the map focus heavily on two lightning towers to every one ooze gun. And liberally place rocket launchers. Mamuver ground units to the upper left side of the map and place the entrance to your maze there, this lets you focus on one maze.

Drylands

This map you use the same scenario, four towers against 100 rounds of enemies. The map is unique in that your point has to starting spaces on the left side of the map. One at the top and one at the bottom. With this means is that there is no spot were the aerial units will overlap. So you have to build two completely different kill zones to defeat them.

Machine guns will work for the first five rounds, after that you will need to start placing rocket launchers. Place your guns in such a way that the ground units will converge into one stream. Machine guns work well against planes but poorly against helicopters.

At round 10 planes will start flying vertically from the top to the bottom of the screen. Hold off on placing any lightning units until round 25. The most challenging part of this map by far is the aerial units flying the top of the screen to the bottom.

At round 30 you will face a blimp and planes flying this vertical route. Place ooze guns and lightning towers to stop them. Space out sets of these towers to catch both the blimp and the planes. At round 50 you will periodically face the same combination.

Skyway

In this map there are gaps in the field, as well as obstacles that you will not be allowed to build across. These serve as natural barriers but at the same time stop you from attacking your opponent or building a logical maze. The plus side is that there is only one entrance and one exit to the level. Start by planning out your route of where you want to lead your opponent.

The kill zone for this map should once again be in the direct center of the board as it that offers the most space to play with. You also have a new tower to use, instead of the lightning towers you have a laser that will attack your opponents. The laser is a huge addition to your arsenal. It only fires in four directions, up, down, left, and right; but it fires completely across the screen and has a very large trigger radius. This means you set up two or three of them in a row they will fire across the screen and damaged anything in that column. Use these weapons liberally and power them up to level III as soon as you can.

By forcing the enemy down a straight corridor you can accumulate a large amount of damage in a short amount of time. In the ideal scenario you will have a corridor of up to five spaces with a laser on each end of the corridor and an ooze gun on each end supporting the laser.

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Frostbite

This is the last map. There are four entrances to this map, one to the North, South, East and West. Your enemies will be trying to enter your base that is located in the center of the map. The first thing you'll notice is that your ooze gun has been replaced by an ice tower. This serves a similar function to the ooze gun of slowing down your enemy but attacks all enemies in a radius instead of one enemy at a time.

Because there are four entrances be very aware of where your opponents are coming from each round. You don't have the luxury of placing a lot of unnecessary equipment. Therefore place a tower and wait to see the effectiveness before placing a second or third. You want to eventually create a maze that links all the entrances into one corridor.

Starting at round 10 aerial units will start attacking. You should be capable of holding them off using just machine guns until round 15. Work on upgrading your machine guns instead of deploying more for the first 20 rounds, this will increase your firepower and save your cash reserves for the future.

The first major challenge comes at round 48, here a group of helicopters will fly in from the north side. The only way you have enough time to stop them is by using lightning towers. This is a portent for the future, you want your kill zones to be in front of all four entrances. This is because aerial units will be your main threat. By the end of the game you should have two rows per entrance that contain one fully powered ice tower and two fully powered lightning tower. That should be enough to hold off any aerial assault.  

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