Content warning

This guide includes stage names and structural details but does not provide complete tower-by-tower solutions. Some detailed map mechanics are platform-specific or are not fully documented by primary sources.

The answer before the background

Our recommendation

Fieldrunners 2 has four campaign areas: Hometown, Grasslands, Drylands, and Lavaflow. The documented campaign route contains 25 stages: Meanwhile, Last Limbo, Be Mine, The Mean Streets, Carnie Guarding, and Hokus Poke Us in Hometown; Twist of Fate, Clonehenge, Speedhenge, Broken Branch, Home on Derange, Tangled Turnpike, and Tangled Express in Grasslands; Bizarre Bazaar, Dry Run, Dryer Straits, Cardio Canyon, Turbo Dryer, and Curious Gorge in Drylands; and The Frying Pan, Scrambled Eggs, Ring of Fire, Flash Fire, High Steaks, and End of Doom in Lavaflow. Plan around the route marker, keep escape lanes open, and treat special-objective stages differently from standard survival maps.

How the campaign map is organized

The world map is divided into four named regions. Hometown is the opening area, followed by Grasslands, Drylands, and Lavaflow. The map screen tracks completed stages, stars, scores, and area progress, so it functions as both a level selector and a progress overview.

The documented stage list contains 25 campaign maps. Hometown has six stages, Grasslands has seven, Drylands has six, and Lavaflow has six. The areas are not merely visual changes: the game’s store description specifically highlights fields, deserts, cities, and a volcano setting, while also calling out trenches, bridges, and tunnels as part of the map design.

A useful distinction is between the campaign region and the individual stage. The region tells you the broad environment and progression point. The stage name identifies the particular battlefield, objective, and route puzzle. When looking for a solution, search by the full stage name rather than by area alone.

  • Hometown: Meanwhile; Last Limbo; Be Mine; The Mean Streets; Carnie Guarding; Hokus Poke Us.
  • Grasslands: Twist of Fate; Clonehenge; Speedhenge; Broken Branch; Home on Derange; Tangled Turnpike; Tangled Express.
  • Drylands: Bizarre Bazaar; Dry Run; Dryer Straits; Cardio Canyon; Turbo Dryer; Curious Gorge.
  • Lavaflow: The Frying Pan; Scrambled Eggs; Ring of Fire; Flash Fire; High Steaks; End of Doom.
AreaStagesWhat to expect
Hometown6The opening group and the safest place to learn how pathing responds to towers.
Grasslands7Open-field maps and route manipulation become more important.
Drylands6Desert and city-themed layouts with more demanding coverage decisions.
Lavaflow6Volcanic layouts and late-campaign pressure, including bridge and choke-point problems.
Verified fact versus guide shorthand

The reference guide describes 25 maps and lists the stages above. It also reports a maximum of 75 stars on the world map, which is consistent with three stars across 25 stages. That does not mean every platform presents the interface identically.

Read the battlefield before placing towers

The central rule for every stage is that enemies dynamically choose routes around your towers. A tower is therefore both a weapon and a piece of road. Placing one may lengthen the route, close a lane, or make another entrance more dangerous. The best layout is not automatically the one with the most towers; it is the one that gives your damage towers enough time to work.

Start each map by identifying every entrance, exit, bridge, trench, tunnel, and fixed obstruction. Follow the route marker without building anything if the opening allows it. Note where paths merge and where enemies can split. A single tower near a junction can sometimes redirect traffic into a long loop, but the same tower may also create a short route toward the exit if placed on the wrong side.

Build in stages. First, create a safe route that does not accidentally open a direct lane. Second, place early damage near the entrance or first merge so weak enemies pay for the longest part of the journey. Third, add coverage near the exit as insurance. This final layer matters because fast units, armored units, or a newly recalculated path can slip past the first defense.

Do not seal every available square immediately. Leave room to replace low-value towers, reinforce a weak corner, or alter the route when a later wave exposes a problem. The store description confirms that the game expects players to build winding paths, but the route should remain adjustable rather than becoming a rigid maze too early.

  • Mark the entrance, exit, merge points, and any route that can be reopened by a tower change.
  • Prefer bends and loops that keep enemies inside overlapping attack ranges.
  • Keep a reserve of buildable space near the exit until the map’s later waves are understood.
  • Watch the path marker after every major placement because the enemy route can change immediately.
  • Use special items to correct a failing layout rather than spending every item during the opening waves.
Map situationRecommended responseCommon mistake
One obvious laneLengthen the route with controlled bends and overlapping coverage.Blocking the lane so enemies receive a shorter alternative.
Multiple entrancesDefend the first shared section if possible, then keep separate backup coverage.Building equally across every entrance and running out of money.
Bridge or tunnelTreat the crossing as a timing point and place coverage before and after it.Assuming enemies will remain on the expected side of the crossing.
Puzzle or timed objectiveSolve the objective first, then optimize damage.Using a normal survival maze that ignores the stage’s special rule.
Recommendation

These are practical planning principles derived from the game’s documented dynamic pathing and map features. Exact tower choices depend on the loadout, platform, difficulty, and unlock state.

What changes from region to region

Hometown is the best place to learn the interface and the basic relationship between towers and movement. Its six stages are Meanwhile, Last Limbo, Be Mine, The Mean Streets, Carnie Guarding, and Hokus Poke Us. Expect the region to teach fundamentals before later areas add more complicated route pressure.

Grasslands contains seven stages: Twist of Fate, Clonehenge, Speedhenge, Broken Branch, Home on Derange, Tangled Turnpike, and Tangled Express. The area is especially useful for practicing long open routes. When there is more free space, resist filling it immediately. A longer route with fewer, better-covered bends is usually easier to repair than a dense maze with several uncontrolled alternatives.

Drylands contains Bizarre Bazaar, Dry Run, Dryer Straits, Cardio Canyon, Turbo Dryer, and Curious Gorge. The names identify the stages, but they do not by themselves verify a specific layout gimmick. Use the visible terrain and route marker rather than assuming that a desert or city-themed map follows the same pattern as another map in the area.

Lavaflow contains The Frying Pan, Scrambled Eggs, Ring of Fire, Flash Fire, High Steaks, and End of Doom. This is the final named region in the documented campaign. Themed scenery can make routes harder to read, so zoom in before placing a tower and check whether a bridge, tunnel, or narrow crossing changes the apparent path.

The campaign also includes different rule sets. The Steam listing identifies Puzzle, Sudden Death, and Time Trial maps, while the reference material distinguishes ordinary survival maps from special stages. A survival layout can be improved gradually. A puzzle or timed layout may instead reward a precise sequence of placements, quick execution, or satisfying a route condition.

  • For first clears, prioritize survival and leak prevention over score chasing.
  • For three-star attempts, replay after learning the route instead of trying to perfect the first attempt.
  • For special stages, read the objective and identify what counts as success before spending money.
  • For high-score attempts, preserve long routes and look for safe opportunities to create combos without compromising the exit.
RegionNamed stagesPlanning priority
Hometown6 stagesLearn path markers, merges, and defensive fallback positions.
Grasslands7 stagesUse open space to create long, readable routes.
Drylands6 stagesCheck terrain carefully and protect against split or redirected paths.
Lavaflow6 stagesPrioritize choke points, crossings, and late-wave stability.
Uncertainty

Available references name the areas and stages, but they do not provide a complete, consistently verified terrain diagram for every platform. Do not infer an exact entrance, exit, or obstacle position from a stage name alone.

Why a solution may differ by platform

Fieldrunners 2 was released across several platforms, and the documented differences are important when comparing map advice. The reference guide lists Field Guide availability, graphics options, controls, tower availability, commentary, and in-app purchase differences by platform. Steam has keyboard and non-touch controls, while iPhone and Android do not use the same control scheme.

The guide also records different Polymorph Tower costs between iPhone or iPad, Steam, and Android. Android has additional coin-based tower-unlock options in the documented version. These differences can affect when a recommended tower is available, but they do not establish that the battlefield itself is identical in every release.

For a reliable comparison, match the platform first, then the difficulty, then the tower loadout. If a walkthrough recommends a tower that you cannot select, do not assume the map is broken. Check whether the advice was written for Steam, iPad, Android, or another version. The same route principle can still apply, but the timing and damage output may not.

The Steam store page remains the clearest current listing for the PC edition, but it does not provide a full stage-by-stage terrain guide. The named stage list and area breakdown in this article come from the detailed reference guide, and platform-specific claims are limited to what that reference explicitly documents.

  • Record your platform before following a tower-build guide.
  • Confirm whether the recommended tower is unlocked in your version.
  • Treat touch-control and keyboard-control instructions as separate advice.
  • If two guides disagree, prefer the one that names the same platform and difficulty.
CheckWhy it matters
PlatformTower costs, controls, graphics, and unlock systems can differ.
DifficultyEnemy pressure and scoring expectations change with difficulty.
Objective typeSurvival, Puzzle, Sudden Death, and Time Trial maps reward different plans.
LoadoutA route that works with one damage tower may fail without it.
Practical conclusion

There is no single universal tower order for every release. The dependable constant is route inspection: keep the path visible, preserve adjustment space, and verify the stage objective before committing to a maze.

Common questions

How many maps are in Fieldrunners 2?

The documented campaign contains 25 stages. They are grouped into six Hometown stages, seven Grasslands stages, six Drylands stages, and six Lavaflow stages.

What are the four campaign areas?

The four named areas are Hometown, Grasslands, Drylands, and Lavaflow.

Does tower placement change enemy routes?

Yes. The game is built around dynamic pathing, so enemies can choose different routes as towers alter the available battlefield paths.

Are all stages standard survival maps?

No. The game includes Puzzle, Sudden Death, and Time Trial maps in addition to ordinary defense stages.

Why does a map guide recommend towers I do not have?

Platform versions differ in tower availability, unlock methods, costs, controls, and other features. Match the guide to your platform before copying its loadout.

What is the safest first step on a new map?

Identify every entrance and exit, follow the initial route marker, and place only enough early defense to keep the route long and controllable. Add the main maze after you understand how the first placements redirect enemies.

What we checked

Official listings establish current availability and product facts. Community pages are used for mechanics and build history, then labeled separately.