Challenge Name
Map
Towers
From
To
Mode
RBE
Completion
Difficulty
Walkthrough
Archipelago
Bloon Circles
Castle
Clock
Death Valley
Dockside
Lightning Scar
Monkey Lane
Mount Magma
Park Path
Rink
Snake River
Switch
Easy
Medium
Hard
Deflation
Apopalypse
Normal
Modified
Trivial
Easy
Medium
Hard
Extreme
Building the Ark Park Path 2 ninjas, DMs, bucs, apps and snipers 1 65 Medium Trivial
Show/hide : Lots of different ways to succeed. Ninja is a good starting tower to minimize risk of leaking. Two snipers set to strong provide early help, then up them to 1/1, ninja to 2/1 and another, then both to 4/1. One ninja to 4/1, Snipers to 2/2 (might need to set one to first in 39 for leads), then 2/3, second ninja to 4/1 for round 46. Then add 2 3/2 buccaneers (be brave, you won't need MOAB takedown ability :)), 2x 2/3 apprentices (strong) and 2x 4/0 DMs. You can get two phoenixes if you wish, for 63/64, or an AC for 65. (Set snipers to first once the MOABs appear in 65). Good place for juggernauts is facing spawn from the opposite stream bank - they'll have three separate bits of track to shoot at (spawn bend, bottom U turn, middle U turn).
Crop Dusting Bloon Circles ace, GG, farm 1 65 Medium Leaks, Selling Hard
Show/hide : NAPSFRILLS not likely doable. Start with 2x 2/1 GG. After round 9, sell one and up another to 2/2. Add ace, to 2/0, then 2/2, 3/2. Leaked 9 lives on 3 separate levels before I could get neva-miss. Not sure if that's avoidable without farming and/or pineapples, or heaps of luck. Once you have nevamiss, set GG to strong. Add another 3/2 ace. Sell GG and one ace for spectre in 46. Spam 3/0 aces for the win, or after 4 aces, add a dart storm, with GZ upgrade for rounds 64 and 65.
Don't Mess Up Bloon Circles ice, app 4/2, gg 42 62 Easy Selling Medium
Show/hide : With tower selling, this one is trivial - put a 3/1 GG up front, and as soon as the regens are all glues, sell him - and 3x 2/2 apprentices in the exit circle will be enough to deal with the camos.
Heart of the Maelstrom Bloon Circles tacks 1 60 Medium Easy
Show/hide : Start with 7 tacks in the first circle (placing from bottom right seems to work for me). Upgrade the bottom right to 4/1, Add meerkat and 2x 2/4 tacks in the serpent, upgrade remaining tacks to 3/0, then keep adding 3/2 tacks around the circle on spawn side (4 on each side). Upgrade remaining two 2/3s to 2/4s and add two more (you should be able to squeeze all 6 into the serpent). Use the ability once each MOAB is popped just to be sure, also use it on the last cera group in 55.
High explosive rounds Lightning Scar sniper, cannon 2/2 35 50 Easy Medium
Show/hide : The early levels are harder - a single sniper will be soon overwhelmed. 2/3 sniper, 0/0 cannons up to 5, be ready to toggle sniper from Strong to first occasionally. Add a 0/2 sniper in 37 (first), to 2/2 (strong) later. Two cannons to 2/2, sniper to 2/3, remaining cannons to 2/2. (I had two cannons to close and 3 to first, around the Z section. Add two 1/2 snipers for 47 just to be sure, up both to 2/3 (strong)
Park Path, Medium Park Path sniper, tack, ace, mortar, farm 1 65 Medium Easy
Show/hide : Start with sniper (strong) and tack (bottom U turn). Tack to 3/0, add mortar 2/2, sniper to 1/2, mortar to 3/2, then add ace 2/2 to 3/2 and another. (they can be squeezed at the bottom between paths, set to horizontal 8), sniper to 2/3. Then spam a nice curve of 3/0 tacks between two outermost paths (from 12 to 9 o'clock). After 10, go back to spamming 2/3 snipers (strong). There are more elegant solutions (farming, 2/3 mortar, spectre) - this is just to show an alternative. After 4th sniper, added one more 3/0 ace and one more during 63. It's recommended to set mortar target to spawn bend to set the ceramics on fire and then move it to the bottom right tack to help with the rest of each cera rush.
Rebuilding the Ark Snake River Boomer, Ice, Ace, SM, dartling 35 60 Hard Medium
Show/hide : Start with 3/0 ace (upward peninsula, vertical 8), 0/3 boomer (downward, above narrowest part) Up to 3/2 and 2/3 respectively, add another 3/2 below first, Add 0/0 SM above aces. For round 46, get turbocharge, activate when MOAB is coming back up. It'll help early in 47 too. Then get 3/0 boomer in the narrowest part. Up SM to 1/0, use turbocharge against first MOAB in 50, up SM to 2/0, then 2/2. Turbocharge in 52 and 54, boomer to 4/0. For round 60, add 3/2 ice between boomers, turbocharge when MOABS are near to popping. Turbocharge and SM to first in 64, same in 65 when BFBs break. With good SM targetting, you can get through the next few levels just fine, saving for spectre (71+) SM to 2/3 in 75, set to first against BFB rush in 77 once you pop the left-side BFBs. Add another SM (strong) on right bank, to 2/0 then 2/2, 2/3
SHREDR of all Shredders Bloon Circles spactories 2/4, boomers 3/2, tacks 2/3 30 60 Medium Medium
Show/hide : Start with 1/2 spactory, 4 tacks, boomers 3/2 and 2/2 (strong), to 3/2. Tacks to 2/3, spactory 1/2 at entrance, add 5th 2/3 tack. Spactory to 1/3, another 3/0 boomer. Front spactory to 2/4, 6th 2/3 tack. Another 1/2 spactory at start, used ability in 52, then spactory to 1/3. Another 1/2 spactory at exit, 1/3 to 1/4, then 2/4 during 59, and feel free to use the ability - one will be enough for 60.
They Need to Sort Out Their Priorities Lightning Scar aimless 50 62 Hard Medium
Show/hide : Not without dartlings, this one. Start with 2x 3/0 ace, 2/2 and 2/1 dartling (leads!) and tacks 3/0 and 1/0 (up that during the round). Add spactory on each side, left to 1/0, right to 1/2 during round, then left to 1/2. (Dartlings were placed on left edge, roughly same level as right bottom horizontal. They should be slightly to the right from the spawn line, so that their spread will hit along the lane). Dartling to 3/1, then the other to 2/3. 2x 1/2 spactory for round 60 (both placed between the horizontals. NLL needs patience and good dartling aim.
You've Got On the Hat Monkey Lane Hat-wearing 1 50 Easy Trivial
Show/hide : Engineer's heaven - one to 2/0, then add two 2/3 mortars to guarantee camo stripping, and just keep spamming engineers.
Three by three Rink three of a kind, limited to tier3 1 65 Medium Trivial
Show/hide : Engineer to 2/0, apprentice to 2/2, 3/2 cannon, apprentice to 2/3, add 2 2/3 cannons Add 3 3/0 tacks, 3 3/1 ships, 3/2 mortar, 3 3/0 boomers and two more 2/3 apprentices And add two more 2/0 engineers, all to 2/3
Organic Warfare Park Path buc, ace, farm, pineapples 45 65 Medium Easy
Show/hide : 3/0 ace, 3/1 bucc, another 2/3 during round. Add another ship to 1/1, add camo detection to destroyer and ace during round, then ship to 3/1 Add another ace in 49, to 3/2, then save for aircraft carrier. Add another 2/3 ship closer to spawn set to close for 59 camo leads. Keep adding 3/0 aces
Recognition Clock app, dm, tack, dartling, ice, gg, spactory, farm 25 65 Medium Medium
Show/hide : Given how unfriendly this map is to juggernauts and tackshooters, and with corrosive glue disabled, we'll go the dartling way. Start with 2/1 dartling, apprentice to 2/2 and then keep adding 2/1 dartlings. After 47, stop adding dartlings, up one to 2/3 and then go back to adding 2/1s. Just be careful in 63 – short loss of concentration easily causes leask
The explosives union Lightning Scar all but apps, lead popping restricted 30 65 Medium Medium
Show/hide : 3/0 cannon (close), 2x 3/0 tack, add two 1/0 ninjas, to 2/1, add 2/0 engineer, cannon to 3/2 ninjas to 3/1 then 4/1 Add village 1/1, 2/3 cannon. Village to 2/1, cannon to 4/2, then add 5 more 2/3 cannons and two more engineers, all to 2/1 Add another 4/1 ninja, village to 2/2 for 59, GG 1/3 and more 2/3 cannons. Placement details: all engineers in bottom segment with 1 ninja, impacter in first arrow, tacks in other two, village covering engineers and right side and that's filled with cannons
Sneak attack Mount Magma Sniper, ace, ninja, spactory (all 2/4) 1 65 Easy Hard
Show/hide : Two 2/1 ninjas (at 12 and 10 o'clock), sniper to 1/3, two more ninjas, sniper to 2/3 and another 2/1 to 2/3. One ninja to 2/4, another 2/3 sniper and then ace 2/4 and another. Use GZ in 52, 54. Use sabotage before last rush in 55. Use one or both Gzs in 57 if needed (sniper targetting might be enough) In 61, use GZ at last moment, then immediately use sabotage, keep adding dart storms. In 63, use first GZ ASAP, second ASAP, then use sabotage.. First GZ should recharge in time for 64
Everything you need Rink ninja, cannon, village, farm 30 65 Hard Easy
Show/hide : 3/0 cannon and 3/1 ninja, another ninja 0/0, cannon to 3/2, ninja, village, ninja to 3/1 and then both to 4/1 and just keep spamming 4/1 ninjas, village to 2/1 after four ninjas and to 2/2 for 59, cannon to 4/2.
The forgotten duo Rink GG, ice, village 1 45 Easy Leaks Medium
Show/hide : GG 2/1 (strong), another set to first... ice 2/0 in 13 to thin out the reds and another to help with yellow regens. Giving up on NLL by leaking camo in round 24 intentionally. You could save for a 0/2 village, but not leaking from subsequent yellow regens would be a pain or would mean selling the village. Village to 0/1 and add third ice... first two ices to 2/2. Leaks from regens in 31 are hard to avoid. Village to 0/2, and then you should only leak a bit more from some regens before you can make one ice 2/3 and another 3/2... GG to 3/2 would help too but is not needed.
The weird RBE Bloon Circles all 1 60 Hard Hard
Show/hide : Start with 2/3 boomer in serpent, tack to 3/0 in circle, cannon to 3/2 (close) in serpent, village 0/1 in serpent. Add 5 more tacks in circle if you can squeeze them in. Up only two to 3/0 to have enough cash for village 0/2 in round 24, then rest to 3/0 Village to 2/2, then build a GZ, use it in 40, 43, 47, 49. Add a SM (2/3 for 46). After 47, you can get tech terror upgrade. And then you're rolling in cash so keep adding GZs. Sometimes there were minor leaks in the early levels, obviously depending on pixel-differences in boomer placement. Note that this strategy relies on old GZ that kills BFBs, so once deluxe gets the nerf to 500 dmg, a change of plan is needed.
Super Bomb Factory Monkey Lane Cannon, SM, spactory, 2 of each 30 65 Medium Medium
Show/hide : Start with 1/1 spactory, 3/2 cannon, add 2/2 cannon (both below top two lanes), spactory to 1/2. Lots of blacks will reach the spikes, but never mind. Add SM (strong) dead center, to 0/2, cannon to 4/2, cannon to 2/3, SM to 2/2, then 2/3 Spactory to 1/3 then 1/4, then add another spactory to 2/2 slightly ahead (to 3/2 during 59). Another SM to 0/2, use spike storm against first rush in 63 if you want, although not needed, use mid-64 and late 65 (both probably not needed either)
Investment cap Clock upgrades not costlier than tower 25 65 Medium Medium
Show/hide : Start with 2x 2/1 GG (strong), add two 2/0 engineers, 2 2/1 ninjas, 2/3 mortar. Add 0/1 village, SM, village to 2/1, another SM, and then just spam 2/1 engineers (upgrade the first 2 too) Add a few 1/1 dartlings as camo safeguards, two 1/2 apprentices at around 1 o'clock just in case a camo lead in 59 gets past the mortar.. Mortar dragging in 63 is recommended anyway.
Enhanced Bombardment Monkey Lane cannon, mortar, pineapple 1 50 Easy Easy
Show/hide : Cannon between top two lanes set to first, another one lane lower set to strong, then add mortar to 2/2. Lower cannon to 3/0 then 3/1. Mortar to 2/3, cannon to 3/2, upper cannon to 2/2, another mortar to 1/3 then 2/3, add 6 more 2/0 cannons near the 3/2, up 4 to 2/3. 3/2 cannon to 4/2., remaining 2/0s to 3/2, minimal mortar work for camos in 47, spam 3/2 and 2/2 cannons afterwards
Bionic boomer Monkey Lane boomer 2/3, mortar 30 50 Easy Easy
Show/hide : 2/3 boomer, mortar to 2/2, then 2/3, then one more of each (just to be sure with pink camos in round 47), then one more 2/3 boomer, then 3/2 mortar. 2 Boomers to 2/4, use when MOAB comes back up. Note that boomers are placed above spawn inverted U bend. Mortar to 4/2, last boomer to 2/4, use one turbo on first MOAB and two on second
The switched RBE Switch 1 65 Medium yes Farming, Leaks Hard
Show/hide : Engineer 2/0, farm 1/0, another 2/0 engineer, 3 more 1/0 farms, 2/0 GG (strong) between horizontal pipes. Note that farms go just below spawn pipe so 2 will be under village that's about 1/4 of screen from left spactory bottom path, village, cannon to 3/2. 3 farms to 2/0, one more 2/0 engineer, village to 0/1, chipper 3/2 (strong) (between horizontals, left of GG). Village to 2/1 then 2/2. GG to 2/2, another 2/0 engineer (3 are above spawn lane) Chipper to 4/2, add another cannon to 2/2 during 40. For 43, upgrade second cannon to 4/2, add another 3/2 chipper (strong) at about 7 o'clock from switch. (The first chipper will leak one MOAB which will be popped normally so the ceras need killing) - add one 2/0 engineer during round as well, although a dartling might do a better job (still leaked 40 lives, but I screwed the targetting of the second chipper, left it on first) All engineers to 2/1, add another 4/2 chipper near spawn (note - above the pipe, until the bug with them ignoring MOABs sometimes is fixed). Add 2/0 SM, third chipper to 4/2 (strong), then SM to 3/2, GG to 2/3, and another SM to 2/3, squeeze more 4/2 chippers (strong) under the village and above spawn. For 63, a few more 3/2 or 4/2 cannons covering bottom fork and exit will help.
Nine by Three Bloon Circles max 3 of each and 9 total 1 65 Medium Medium
Show/hide : Tack, to 3/0, spactory, engineer behind tack (last) to 2/0, chipper (3/1 then 3/2, strong) in serpent) spactory to 1/0, two more 3/0 tacks, another 3/2 chipper (strong), 2 more 2/0 engineers (all to 3/0 for round 42, 3/1 afterwards) Chipper to 4/2 for 46, then spactory to 1/2, 3/2, 4/2. Despite the chipper not quite catching MOABs as it should still managed NLL ). Added a bloon trap, then second chipper to 4/2, two more bloon traps, tacks to 4/2 for 63. With the chipper-MOAB bug fixed, things will be easier
An unlikely trio Park Path buccaneer, ice, spactory 1 65 Medium Selling Hard
Show/hide : Ship (bottom of the center lake, a bit to right side), spactory, ship to 3/0, ice 2/1 at bottom U turn, spactory to 3/2. The placement of ship and ice is needed to minimize opportunity for regens to multiply Round 42 - sell ice and ship to prevent regen death. Once the last regen is about to leave the inner circle, promptly get 3/2 ship back, should prevent leaks. Get a 3/2 ice back too. In round 49, as soon as the ceramics are dealt with, sell the 3/2 ice and get spactory to 4/2 After that, it's just saving for the AC, and adding 3/2 ice for rushes in 63. In 65, once the BFBs appear, sell the 4/2 spactory, make a 2/4 and use the ability - just to make things faster :)
The Skewed RBE Monkey Lane 1 50 Easy yes Medium
Show/hide : Problem - money. First 14 rounds you'll be seeing reds, then blacks appear. One 2/0 engineer is good enough. In round 22, you'll get a lead surprise. Adding 2/2 apprentice might be a sensible option with future camos in mind. Then add 3/0 ace and start spamming 2/1 dartlings (add village after first, up village to 2/1 after 6). Then add 2/4 and 3/2 cannons under village, use assasin in 46, then add 5 more 2/3 maulers, up 3/2 to 4/2 Ability again in 50, and you'll be rolling in money for a spectre. (In 49, a few 3/0 boomers would help, but it was no stress anyway). Not sure how a non-dartling solution would work - a 4/2 bloonchipper will take care of round 40, but the camo ceras in 42 pose a problem unless 0/2 village can be obtained in time.
The Whirling trio Monkey Lane 3 boomers 1 48 Easy Leaks Easy
Show/hide : The obvious goal is to get a glaive lord no later than round 37. Start with 2 boomers, one to 3/0 (in the inverted U bend after start, but hugging the top path) and another to 2/3 (above the U bend) Set the 2/3 to last so that his returning projectiles hit something. You'll get enough money to get the glaive lord before camos in 37. Get another 2/3 boomer, get turbocharge for both. Use one in 43, one in 46 (once the MOAB comes back up) and one in 47. You might leak a few more lives now and then apart from the 83 to early camos, my count was 101 lives remaining)
Mount Magma, Easy Mount Magma boomer, SM, village, mortar 1 50 Easy Trivial
Show/hide : Two boomers, mortar 0/1, village, boomer to 2/0, mortar to 2/3, boomer to 3/0, boomer to 2/3 Just for the fun of it, going for boomer 2/3 spam And it worked like a charm.
Monkey Lane, Easy Monkey Lane DM, sniper, ninja, cannon 1 50 Easy Trivial
Show/hide : Lots of unnecessary towers here :). Start with 3 ninjas. Up one to 3/1, one to 2/1, one to 0/1. For round 28, up the 2/1 to 2/3 and set him to last. Up 0/1 to 3/1, then both 3/1s to 4/1, then just keep adding 4/1s. (for 46, 3/1 and 2/1). All 4/1s are placed just below the upper two paths, so they reach spawn U bend but mainly cover the two paths above.
Circles Circles Bloon Circles 2 of each DM, boomer, ninja, apprentice 30 65 Medium Medium
Show/hide : Boomer 3/0 in the circle, (leave room for another), rest in the serpent: app 2/1, ninja 3/0. Ninja to 3/1, add 2x 0/3 DM. (Use space efficiently - you'll need all 6 to go in there) Ninja to 4/1, then another. Apprentice to 2/3 (strong), add another 2/1 and remaining boomer 2/0 for round 46. Then boomer to 3/0. First boomer to 4/0 even before the MOAB in 50 pops, second app to 2/3 (strong). Second boomer to 4/0 in 56. Phoenix for 60 just in case. DMs to 2/3. Fun - had to use Phoenix to kill one single red leaking after 64. Recharged in time, so I had two phoenixes for end of 65
Archipelago, Deflation Archipelago buccaneer, apprentice, cannon, glue 25 65 Deflation Easy
Show/hide : 4/2 bomb, 2/3 glue, 2x 2/3 mauler, 2x 3/2 and 1x 4/2 ships, apprentices 1/1 and 1/0
Monkey River Snake River all monkeys 46 65 Medium Easy
Show/hide : Dartling spam would be the obvious solution here. But let's try something more interesting. Start with 2/2 GG, 0/2 SM (both in center), a 3/2 destroyer on left center and a 3/0 ace. Up that to 3/2 too. Add 3/0 boomer and 2/3 apprentice (boomer in the narrow section, app above it) (SM, GG and app are set to strong). Close call in 52, boomer to 4/0 afterwards SM to 2/2 and then just for the fun of it, add a few 2/0 engineers near the river joint. GG to 2/3, keep spamming engineers
Bad Aim Monkey Lane ace 2/3, dartling 0/3 1 50 Easy Easy
Show/hide : Start with dartling bottom right, to 0/1... then build 1/3 ace, dartling to 0/2 just in time for 28 And then just keep adding 1/3 aces. Your lone dartling will easily take care of any leads that escape the carpet bombing Ceramics die very quickly, so don't worry about the MOAB making it halfway through the map. Upgrade to 2/3 aces for 49 as there are more targets
The Power of Three... Types of Towers Mount Magma app, boomer, ninja 1 65 Medium Easy
Show/hide : Start with a ninja, then add boomer to 2/3, apprentice to 2/3, ninja to 4/1 and 8 more, stopping only to add 3x 3/0 boomer for round 63 and setting most ninjas to strong. (Break the ceramics so that the glaive ricochets can get busy)
Two Time, Bloon Time Rink all except SM and farms, 2 of each 1 50 Medium +2 to all Hard
Show/hide : All towers in the center square. Engineer 2/0 (as up as possible), apprentice 2/1 a bit right (strong), village 0/2 (slightly up), boomer to 3/0 a bit left ASAP, chipper 3/2 ABOVE the square (until the MOAB-targetting bug is fixed. Chipper to 4/2 (just in time, MOABS in 35), another 3/0 boomer, another 4/2 chipper, village to 2/2 Add 3/2 cannon, to 4/2 (close, left side), ace 3/0, then 4/0. Then add a village on the left and place another ace 4/0 there, and a 4/1 mortar and another.... you'll be rolling in cash, so two 2/4 ships, apprentice to 2/3 and another, then both to 2/4. Use all abilities in 49 just to make things quicker, add two 2/4 spactories, again use all abilities during 50...
Sand Sandwich Archipelago 9 total, DM, sniper, ninja, boomer, ship, app, dartling, glue 1 65 Medium Hard
Show/hide : Ship, to 0/1 in center, hugging downward path, GG 2/0 (strong) on main island, below center... ship to 2/1, ninja on the tip of the main island, to 3/1, GG to 2/2 Ninja to 4/1, ship to 3/2, add 2/3 boomer (strong) on main island, add two more 4/1 ninjas for 46, then a 3/0 boomer Set GG to first when popping MOABs. Add 2/4 ship, use ability for second MOAB in 50... Add another, use in 52. Pull second MOAB in 53, second in 54. Boomer to turbo. GG to 2/3. Pull 60, pull second or third MOAB in 61 and fire off turbocharge. For 63 boomer to 4/0 and all ninjas to 4/2 and set to strong. Use turbocharge in 64, pull two MOABs from the second half (remember that the ability targets the NEAREST). 65 is a breeze.
Special Park Path 3 total, 1 of each, app, dm, tack boomer, cannon 30 60 Medium Leaks Medium
Show/hide : cannon to 3/0, boomer 3/0, apprentice 2/2. Boomer to 4/0 in round 40. cannon to 3/2, apprentice to 2/3, cannon to 4/2, apprentice to 2/4 Use phoenix in 52 (not too late), 53, 57, 58. Exact timing and good tower placement might lead to NLL, along with targetting mage and cannon. My cannon was set to close all the time and mage switched betwen first and strong, leaked about 50 in round 58
You Stay On Your Side Bloon Circles left 4/0, right 0/4 30 85 Hard Hard
Show/hide : village in first circle, top left, next all serpent - apprentice to /3, mortar to 3/, another apprentice to /2, two chippers to 3/, up app to /3, up chipper to 4/ spactory (random minor leaks might happen early 47), another chipper to 3/0, then 3 /4 tacks in first circle. (Use against ceras in 49, then fire at will). Up another chipper to 4/ as otherwise you might leave MOAB untouched if the first chipper is chewing on ceras, lacking the second path upgrades). Another village, 2xace /3, (village in center, aces behind first circle use all 3 maelstroms in 59 once the camo leads appear, to minimize number of targets for apprentices/ace. All 3 used in 61 too, and one for each cera pack in 63. 64 with a little maelstrom help, although you can up the ace already and use GZ. Actually 65 doable without GZ too, but might be a close shave depending on your maelstrom timing.
Round and round we go Castle Tacks, road spikes 1 45 Easy Medium
Show/hide : Tack 3/0 at the very bottom of spawn, two more tacks in bottom towers, always hugging the outward bulge so that their horizontal/vertical attacks aim at the straight paths. tThose tacks to 3/0 gradually, then one more 3/0 above the first. First to 3/2 for round 28. Another, 2/3 above first, to 2/4 Two more 3/0s in bottom towers, 2/3 to 2/4, use in 40. two more 2/0s in upper turrets, one more 2/4 near spawn, use both in 43, up the upper 2/0s to 3/0s. (You can actually do one earlier). Spike all camos and expect to spike a handful of leaks if you're trying for NLL.
Six Selection Bloon Circles 1 boomer, village, cannon, ace, dartling and apprentice 1 65 Medium Medium
Show/hide : boomer in serpent, app to 0/1 in serpent. Boomer to 0/3 then 2/3. App to 2/2 add ace to 3/0 then 3/2 dead center village, Boomer to 2/4 (use in 40), add 2/1 dartling, use boomer in 43. Dartling to 3/1, cannon 2/2. In 46, use turbocharge quite late, so it will stretch into 47. Cannon to 4/2, village to 2/1, apprentice to 2/3. Turbocharge earlier in 52, then 53. Another turbo in 57, and you will have enough for spectre in 58. Phoenix for 65 is just to make things quicker.
Marina Mayhem Dockside 1 DM, ninja, GG, app, village and spactory 1 65 Medium Medium
Show/hide : Ninja to 0/1 middle of left pier, spactory, ninja to 2/1 (strong). Village on middle boat, GG 2/0 next to it (strong), DM 1/3 near ninja. apprentice to 2/2, village to 2/1, spactory to 3/2 by round 46. spactory to 1/2, ninja to 4/2, apprentice to 2/3, spactory to 4/2, GG to 2/2 village to 3/1, then 4/1 (during 61 - it's a good idea to set everything to first to prevent regen death). GG to 2/3. Phoenix in 65 just to be sure
Ice breaker Rink buccaneers, bombs, boomers 1 50 Easy Easy
Show/hide : Bucs are the only camo detection, so we start with a 0/1 buc, then go for 0/3 boomer in center (last), to 2/3, then ship to 1/2, 3/2 and add third one. Add another 0/1 ship, set the 3/2 to strong, up the next to 3/1. Add a 3/0 boomer, up the second ship to 3/2 by end of 37. Add 4x 2/2 cannons set to strong. Up one to 3/2 and rest to 2/3. Boomer to 2/4 and build another, just to be sure, using turbocharge on ceras in 49 and against both MOABs in 50, although neither is needed.
Something Blue Rink towers with blue 20 60 Easy up to pink -> blue, up to rainbow -> rainbow, cera+ -> MOAB Trivial
Show/hide : 5 2/0 engineers, up one to 3/0. 5 more 2/0 engineers, two of them to 3/0. Then add 4/2 chipper and three more All engineers to x/1, add two more 2/1s and then 2/3 chipper (will become handly in 49). Up that to 2/4, add one more (both are in left column middle row) and just spam 2/1 engineers, throwing in one more 2/3 chipper. Upgrade a few more engs to 3/1 for 59 There are of course many other solutions using non-deluxe towers. I.e. starting with a 2/3 boomer, ninja, a few 3/0 boomers (extremely effective here) and then a robo for MOAB poppage.
Special!: 3 Park Path 3 total, 1 of each, sniper, GG, dartling, buccaneer SM 30 60 Medium Hard
Show/hide : SM, sniper 1/2 (strong), ship 2/2 then 3/2. Sniper to 1/3 then 2/3 (lead rounds are a bit scary but given track length, all stronger bloons should be hit fast enough to give time for leads... SM to 2/1 (1$ left at start of 46), 2/2... then you can save for SunGod or go for Robo, either should work. I used SunGod
Four Port Switch Switch 4 of each - DM, sniper, boomer, mortar 32 60 Medium Medium
Show/hide : 2x 2/3 boomer, 1/2 sniper (strong), 3/0 DM behind switch. Mortar to 1/3 then 2/3. 2 more 2/3 boomers, one to 2/4. Add 3x 2/3 DM and one more 1/2 sniper (strong) Sniper to 2/3, second to 2/2 then 2/3. Turbo in 52 (more a precaution), bottom boomer to 2/4, another sniper 2/1, both turbos in 53. Slight mortar help in 54, sniper to 2/3, then another In 57 one turbo against each MOAB pair. In 60, third boomer to 2/4 (on the right path), fire all 3 off once the BFB breaks
Nature calls Park Path SM, free agents 2 55 Medium Trivial
Show/hide : No room for decision. Place all bushes at the exit, beekeeper near the upper U turn set to strong. Once you get SM, set beekeeper to last. Use SMS against all leads - 28, 30, 32 and 37 (wait for all camos to appear) and 38. If you place your SM across the river from spawn, you could save the last SMS, but you're not gonna need it anyway and that location is inferior. Add SMs, win
Two of a Kind Park Path 2 of any 1 85 Hard Easy
Show/hide : All towers placed near the first U-bend: 2/0 engineer, village, ninja, another 2/0 engineer. 2/0 chipper (strong), ninja to 2/1, chipper to 3/1, village to 0/1 then 0/2, chipper to 3/2 and another 3/2 (strong) 3/2 cannon reaching exit path (close), ninja to 4/1, 3/2 mortar, cannon to 4/2, chipper to 4/2. (you can start with the chipper, but it's not really needed for round 46). Village to 2/2, second chipper to 4/2 Add two glaive lords between two outermost paths, build sun god (during 77, range upgrades later), add 2/3 glue gunner. Overclock the Sungod in 84 just to make things faster
Look Right Bloon Circles only right column 1 50 Easy Easy
Show/hide : Tack shooter - check. Camo and lead popping - check. What else you want for this map? But hey, since it's deluxe, we'll start with a 2/0 engineer anyway, in the serpent. Add 6-7 tacks after that, should squeeze them in the first circle easily (6) or with some patience (7) Add apprentice to 2/2 just before first circle, set to strong. Up the engineer to 3/1 (precaution for small camo leaks), up all tacks to 3/0 Add 3/2 ace, apprentice to 2/3 and fill the serpent with 2/1 engineers (not really needed though)
Diamond Dust Monkey Lane ice, village 2/2, boomer 1/1 10 50 Medium no MOABs, no whites. Leaks, Selling Hard
Show/hide : Apart from leaking early camos, some nasty yellows will slip by early. Start with village, add 8 plain boomers. Up all to 0/1, set 4 closer to spawn to strong. Add ice 2/1 (inverted U), two more 0/1 boomers, village to 0/2 for 33 The boomers set to strong upped to 1/1. Substantial leaks in 38. In 39, just when leads appear, quickly sell 5 weaker boomers, ice to 3/1... then slowly build boomers back, all as 1/1 Village to 2/2 in mid 40s, add 2/3 ice if you wish
BBBB Snake River bomb, bucc, boomer, farm 1 65 Medium Medium
Show/hide : Start with a buccaneer (to 0/1 then 2/1) in left middle bay. Add a 2/3 boomer above narrowest part of center (set to last once upgraded - his projectiles will go up the river nicely), ship to 2/2 then 3/2. Build a 2/3 cannon ship in right spawn bay (last), 3/0 boomer at the bottom loop, another 3/2 ship at top left bay, cannon ship to 2/4, pull MOAB in 46. Set cannon ship and 2/3 boomer to strong in 47 to crack ceras open quicker, then boomer to first and ship to last. boomer to 4/0 for 49 Pull first MOAB in 50, up 2/3 boomer to 2/4, turbo on second MOAB. Repeat the same in 52. Add two more 2/4 boomers, using one turbo on every MOAB, and two more 2/3 boomers. By then you don't need the turbocharge on single MOABs. Another 2/3 cannon ship. Pull 60, turbo once or twice in 61. Two more 3/0 boomers for 63 although not really needed. Fire off all three turbos in 64, up another cannon ship to 2/4, pull both reds, win
Tackticks Park Path tacks 3/2, spactories 2/2, road spikes 1 60 Medium Easy
Show/hide : Start with one tack then another (in U bends). Up the first to 3/0. Use road spikes if you want to prevent early leaks (had a red slip by twice). Second tack to 3/0, spactory to 2/2, third 3/0 tack Add one more 1/2 spactory mixing with first and spam 3/0 tacks in the outer circle. Not really entertaining with the total lack of choice Add another 1/2 spactory after 50 and one more after 58, up one more to 2/2
Chase-a-Bloon Bloon Circles boomer, ninja, ace, village - all 4/2 35 85 Hard Easy
Show/hide : Village in serpent, 3/2 ace behind it, 3/2 boomer in circle (strong), ninja in serpent to 2/1 then 4/1, then another. Might leak a bit if the lead-ricochet bug bites you. Another 3/0 ace (both on circular paths complementing) Boomer to 4/0, village to 2/1, two more boomers in first circle (both to 3/0 then 4/0) Ninjas to strong and just keep spamming 4/1 ninjas set to strong around the circle under village
Slowed and Steady Bloon Circles sniper and GG 1 46 Easy Selling Medium
Show/hide : If you want a NLL win; sniper, GG set to last. Sell GG to get another sniper (set both to strong). Then get GG again (strong), set snipers to first. Get more snipers, stop at count of 8 Up one sniper to 0/2 (strong), GG to 2/0 then 2/2 (right into round 27), sniper to 1/2, 1/3 then 2/3. Another sniper to 2/3, GG to 2/3 (0 cash left at start of 43) For 46 up all 0/0 to 1/0 and add more
Firestorm Archipelago apps, villages, road items, one turtle 1 85 Hard Farming, Road Items, Selling Hard
Show/hide : turtle, farm to 1/0, apprentice (turtle to last), another farm to 1/0, another apprentice. Up one apprentice to 2/2 and one to 0/1, farms to 2/0. (spike leaks and camo in 24). Village, two more 2/1 apprentices, up one to 2/2, then 2/3, village to 2/1. (All three good apps are on the right side) Another village, add 2x 2/3 apprentice (strong) on left side. Village to 3/0 during 49, to 4/0 for 52, set to strong. Sell discount village, place it near farms, up farm to 3/0, 4/0, 4/2, another to 3/0, then 4/0. One spike needed in 60 :), farm to 4/2, sell village. For round 63, up 3 apps to 3/1, add another on the bottom central tiny island, all set to strong, add 2/1 to exit and main island, and 0/1 to tiny spawn island. Add more 2/1s near exit (small island, treasure island). After 63, sell all blues on main island and replace with reds Total of 9 reds on main island plus one under village in the bottom narrow island. 3 more reds in the top left of three small central islands. village on treasure island (2/2), covering 3 remaining 3/1s - up them to 4/1. Fill the bottom long island with 2/2s, add two more reds on treasure island, village on exit island and up the guardian to 4/1 and add another. Another red on treasure island, 4 2/2s spread on free spots in left side of the map.
The Big Bang Park Path bomb, mortar, ace, ship 4/2, pineapples 1 85 Hard Leaks (avoidable) Easy
Show/hide : start with ship to 0/1 then 2/1, add circular ace straight below the center, to 1/0... another ship to 2/2. Cannon (strong), ace to 2/0. Leaked one lousy almost-dead regen in 31 ace to 3/0, cannon to 3/2, ace to 3/2, ship to 3/2. Lost about 30 lives in 49 out of greed (saving for spectre and not wanting to sell the second ship, plus underestimating. Either sell the ship and get spectre, or set destroyer to strong to crack camos faster, or up cannon to 4/2. Spam 2/3 cannons FTW
Don't Pollute The River Snake River spactories 1 65 Medium Leaks, Selling Trivial
Show/hide : With good round knowledge, piece of cake. 1/0 then 1/2. Add 1/0, up 1/2 to 2/2, then 3/2... keep adding 1/2 until round 43. Sell all except the first, up that to 4/2, then build another 4/2 and then 1/4 if you wish The only level where leaks happenned was round 43, most likely not avoidable, but I lost 14 lives only. Maybe instead of upgrading the last to 1/2, throwing a 0/0 in the middle of the narrow part MIGHT pop ceramics to something slower. Didn't bother to try. People have lucked this NLL somehow.
Pirates and Ninjas Archipelago ninja, ship, village, farm, pineapple 1 65 Medium Easy
Show/hide : 0/1 ship (last) behind main island (switch targetting if needed in early rounds), another 0/1 just behind the downward path, near top of the main island. Village, another 0/1 ship below the second. Up all ships to 1/1, then the first to 1/3, then all to 2/x, add ninja (top of the main island), up to 3/1, both 2/1 ships to 3/1, ninja to 4/1, village to 1/0, then 1/1. Another 4/1 ninja. Village to 2/1, ninja 3/0 for 46, to 4/1, and then keep adding more Fill the island with 0/0 ninjas after round 50, and upgrade all but two to 4/1. (I had 7 4/1s). Up the remaining two to 2/1. After round 61, up them both to 2/4, add one more cannon ship above the island
Short Range, Long Range Bloon Circles tack, sniper 30 55 Medium Easy
Show/hide : sniper 1/3 (strong), 3/0 tack and fill the first circle with 5 more Sniper to 2/3 just before ceramics appear in 40. Add two 1/2 snipers (first), up one to 1/3, add 2/3 tack in serpent, add another 1/2 sniper immediately. VERY close call in 47 :) Tack to 2/4, use in 49 on ceramics, build another. Use another storm on first MOAB in 50 (pesky leads), up second sniper to 2/3 and set to strong), third sniper to 1/3 then 2/3, storm in 53 once, then in 54 on each MOAB, then on third and fourth cera waves in 55
The three monkeyteers Clock 3 total, 1 of each, monkeys only 35 55 Medium Leaks Hard
Show/hide : Start with 2/2 GG at 1 inner circle. Add ninja at 11 outer circle, to 4/1 ASAP in 36 Add SM at 12 inner circle (strong), to 0/1 (tweak targetting between strong/first), 2/1 for 46, then 2/2, 2/3 There must be a better way. NLL with this approach hangs on a bit of luck (ninja homing shurikens) and SM placement - to break all ceras in 40 and 43, break MOAB well in 46 and reach exit in 49 well enough when remnants of ceramics get there. Leaked in 46 and 49
Summer Time! Dockside bucs, ice, villages, farms 30 65 Medium Easy
Show/hide : Village second pier. 2/3 ship between piers (last), 1/1 (strong) next to it, two more above big boat, to 0/1, then one more. One of the left boats to 3/1 then 3/2, the other two to 3/1 Village to 2/1, cannon ship to 2/4, pull MOAB in 46. remaining 1/1 to 3/2. Add 4 cannon ships in left section under village and two to the right bottom of the second pier (strong) You should be able to up the 3/2 destroyer to 4/2 during 59 before camos arrive. Pull BFB, add two more cannon ships (strong). Up one more ship to 2/4 just to make 65 quicker
Special!: 2 Park Path 3 total, 1 of each, spactory, ninja, ice, ace, mortar 30 60 Medium Easy
Show/hide : 3/0 ace (circular, below pond), 2/3 mortar, spactory to 4/2, win. (Switch mortar from spawn bend to first and then second U-bend in ceramic-heavy rounds before 4/2 spactory) (Spectre during 54)
Apopalypse Now Monkey Lane ice, spactory, dm, ninja, tack, cannon - all 0/0, and pineapples 1 40 Apopalypse Road Items (camo leads) Easy
Show/hide : With the extra cash, two ninjas are a good starting choice, placed above the downward path. Add a cannon (in first bend, close, should catch all leads), spactory and ninja spam
Black and White Rink bomb, mortar, ice 30 65 Medium Medium
Show/hide : Start with 2/2 mortar, add cannon 2/0, then another (close, near top right crossing). A bit of mortar dragging in 31 (follow regens). Mortar to 2/3. Aiming at second crossing should catch all camos. Up the cannon set to close to 3/0 during 34 Add ice at first crossing, up to 2/1. Watch out if a black goes past second crossing, or a pink regen in 38. Cannon to 4/2 during 39, second cannon to 2/3, add second 2/3 mortar, cannon to 2/4 and boom 46. Use one mortar for firefighting the camos in 47. Add 3 more 2/3 maulers Build 3/2 ice on the inner side of third crossing, up one mortar to 2/4 and add more maulers
Time Goes On Clock ice, sniper 4/2, tack, boomer, bomb, spikes 1 65 Medium Medium
Show/hide : Sniper (strong), boomer between XI and XII, below the gold rim, to 0/3 then 2/3. Camos are going to be a problem, so we'll start working on a glaive lord straight away, at XII. After getting the boomer to 3/0, sniper to 0/2, then 1/2, then add another, then boomer to 4/0. A bit of sniper micromanagement will sail you through 42. Then a 2/4 cannon and another 3/0 boomer, to 4/0 after 49 Add 2/0 cannon, first MOAB is handled OK, pop the second with ability, up cannon to 2/3 and set to strong. Put a 3/2 cannon on XI, then just keep adding 2/3 maulers set to strong). Might have minor leaks in 59 from camos, so set snipers to first there (and leave them that way). Pop the BFB in 60, up cannon to 4/2
B-Day Monkey Lane beekeeper and 4 B-devices 20 65 Medium Leaks Extreme
Show/hide : Three words - google aresake's video Long story - extremely tough. I barely managed to make it to round 61 or 62 with 4 BDDs, but struggled with one extra afterwards. It CAN be done with 4, requiring extreme recharge farming (popping all but one lousy red at the end) in late 50s.
Castle, Easy Castle dm, boomer, ship, apprentice 1 50 Easy Easy
Show/hide : Start with 3 DMs - one above each entry and one at exit. Set the entry ones to last and up them to 0/3, up the rear guard to 0/3 then 2/3 Add boomer between spawn lanes, set to last, to 2/0. Add 3 plain DMs at exit. Boomer to 2/3 for 22. Add another boomer above the 2/3, to 3/0. Add ship at entrance, to 2/3 (strong). Add apprentice at spawn, to 2/2 (strong). At end of 37, be ready to up exit guard or two to 2/0 if dangerous camos get through the spawn For 40, up boomer to 2/4, use ability on ceramics. Then apprentice to 2/3, spawn DMs to 2/3, ability in 43... ship to 2/4, pull 46, another cannon ship, turbo in 47, two more 3/0 boomers, turbo in 49 on ceras
Storm at sea Archipelago buc 2/4, app 4/2 35 65 Medium Leaks (random) Easy
Show/hide : One 2/1 app on main island, 5 2/3 ships in center (close to downward path), one more 2/1 app on bottom of three central small islands) Up one ship to 2/4 for 46, add 3 more 2/3 ships, fill main island with 0/1 apps (strong) in 50 - you should survive the first MOAB just fine - keep adding more cannon ships after that. Those that cannot reach the upward path next to treasure island should be set to strong. Stop adding after round 57 Pull the BFB. For 63, up the rear guard app to 3/1, and the original 2/1 on main island plus one more (these set to strong). A bit of luck might be needed for NLL. (Place 0/1 app(s) near exit. Pull BFB, and you should have enough cash to up another ship to pull the second as well
Boomervancer Aircraft Monkey Lane boomers and aces (3/3) 1 65 Medium Easy
Show/hide : The tough part is in the beginning - finding the right spots for boomers to NLL you towards first 2/3 boomer. Place two boomers, up one to 2/0 then 2/3 (for round 13). Then put down ace in center, to 1/1, then 1/2. A bit of luck in 24 is needed for NLL Ace to 3/2 before 32, and then add another. (Aces' pineapples are gonna be your only defense against camo leads in 59). Once you have 3 3/2 aces in center, flying circle paths, adjust them so that they complement each other - and add more 3/0 close to center. Up the second boomer to 3/0 for round 49, up first boomer to 2/4 for emergencies, then keep adding 3/0 aces till after round 56 Round 59: Up all aces to 3/2 (total 9, money left for one 1/2). This carpet bombing squadron should be enough. Add 3/0 boomers in the upper part to help with BFB shrapnel. Up all 3/0 boomers to 3/2 for 63 (4 total), win. Note - the emergency turbocharge wasn't needed
Everyone's Special Rink ice, mortar, buccaneer 1 50 Easy Easy
Show/hide : Start with ship, to 0/1. Add another, set the first to last. Up the second to 0/1 too. Add mortar, to 0/2 then 3/2 ship to 2/2, then the second to 3/2, first to 2/3. Add ice 2/1 at the first crossing where mortar hits. To 3/1 before 40. Add 2/3 mortar, up cannon ship to 2/4, pull MOAB and add another 2/4 ship for round 50. Or up the mortar to 4/2 and beat the MOAB by brute force :)
Restricted War Zone Archipelago 2 snipers, aces and mortars 2/3 1 50 Easy Leaks (early, unavoidable) Easy
Show/hide : Start with sniper (there's no way to NLL first round) and another, leaking a bit more in round 4. During round 6 add mortar, afterwards targetting the tiny spawn island. (Note - place it well - you need to fit two of them on the bottom right island) Once the mortar is 0/2, set snipers to strong, mortar to 2/2. Add a crowd-thinning ace (circle path) on main island, to 1/1. One sniper to 1/2, another to 1/1. Round 32 is the only tricky one - either mortar or (preferrable) sniper targetting will pull you through without leaks. Ace to 1/3. Sniper to 1/3 after 37, then 2/3, then the other to 2/1 then 2/3 Up ace to 2/3, add another on treasure island, 8 path. Add another 2/2 mortar
Mortar in the mount Mount Magma mortars, spikes 10 60 Easy Road Items Trivial
Show/hide : It's not a coincidence that the starting cash pays for a 2/2 mortar :). Add a 3/1 then, up 2/2 to 2/3 and keep adding 3/1s up to round 40. Offset targetting of 3/1s a bit to up/left - most blacks/zebras will burn slowly and payload will possibly reach the first exit, so you want some of the explosions to reach a bit down there as well. Spike minor leaks that get past the provided Turtle agent, if these minor leaks bother you Up a 3/1 to 4/1, Spike MOAB in 46 (about 14 piles), up another to 4/1, 8 piles for next MOABs, another 4/1, 5 piles for next MOABs. With 4 4/1s, 2 piles just to be sure. A big spike pile in 60
Hard? That was Easy Castle spactory, boomer, bomb, glue, buccaneer 1 45 Apopalypse Easy
Show/hide : 2/3 boomer, 2/2 GG, 3/0 boomer, build another, and then just work on spactory 4/2 I had enough cash (very narrowly) after popping second MOAB - and then I added 5 2/3 maulers and 2 3/2 cannonts and then more maulers I didn't bother trying how little would be needed apart from the spactory - maybe starting with a 3/2 spactory would be even better
The Three Ninjas Monkey Lane 3 ninjas 1 48 Easy Leaks (random, possibly avoidable) Easy
Show/hide : Obviously we'll need a x/3 for leads and 4/2s for raw firepower. We can afford 3x2/1, upping one to 2/3 before 28 with 200$ to spare Then up the other two to 3/1, then 4/1, then 4/2. And since we have the cash, up the 2/3 to saboteur Activate sabotage just before the leads at end of 45 are killed. Leaks may happen in 47 - settting all ninjas to strong might help to increase likelihood of distraction sending them back. Or you can try doing round 46 without sabotage (should be OK) and use it after a few ceras enter in 47. Not having a retry button, I didn't bother trying that
Maul those Moabs Rink bombs, SM and spactories 2/3 46 65 Medium Easy
Show/hide : Resist the SM temptation. You need just a little moab popping power and lots of shrapnel. 1/1 spactory, 2 maulers (strong) and 2/0 cannon spam should see you to round 53. It's a good idea to start placing bare cannons so that you use the central area most effectively - fill the bottom and right sides, then place the meerkat. You should have a 3x4 grid - 2 maulers, 1 meerkat and 8 2/0 cannons - leave room for a SM there under meerkat coverage Then get the SM, up to 2/0. Accidental regen farming might happen - had the SM to 2/2 after 51 And just keep spamming 2/0 cannons
Bloon Circles, Deflation Bloon Circles DM, ninja, bomb, mortar 26 65 Deflation Trivial
Show/hide : 2/3 mortar, 4/1 mortar, 4/2 cannon, 2x 3/2 cannons, 8 2/3 cannons
Self serving Archipelago towers/upgrades that can pop all bloon types 30 65 Hard Medium
Show/hide : 2/1 app (strong), engineer 2/0, spactory. 4 more engineers, spactory to 1/2, 3 more engineers Add ace, to 3/2. To 4/2 mid-54, no close calls before that
The Glue, the BADS and the factory Snake River 1 of each gg, dartling 2/4, spactory 30 65 Medium Easy
Show/hide : 2/2 GG, spactory to 3/2. Set GG to close so that zebra/lead combos don't cause trouble Dartling to 2/3, when MOABs reach spiked mines, aim at them to help as much as possible (in MOAB-heavy rounds). Dartling to 2/4 after 60, win
Banned: Camo detection Park Path tack, cannon, ice, glue, chipper 1 36 Hard Leaks (all camo) Easy
Show/hide : In other words, survive leaking at most 16 lives (100-80-3). Translates into finding very good locations for tacks. Start bend and both U-bends, hugging the path... Then add a GG (strong) above the upper U-bend, up it to 2/1. It's glue will slow the bloons for the last tack. Up the bottom tack to 3/0, then a chipper to 1/1, 1/2, 3/2 (near the GG) Add a cannon to 3/0, then 3/2
Classic BTD Rink DM, tack, bomb, ice, SM 1 50 Easy Trivial
Show/hide : Start with a cannon upper right corner of square. Add a DM to 1/0 then 1/3 then 2/3, dead center. Cannon to 3/2, set to close Then just for fun build a tack, at right side of square. After it's 3/2, add one more 2/3 DM, tack to 4/2, add another 2/3 DM. Then 4x 3/2 tack aroud first crossing and 3 more 2/3 DMs And then just sit back and watch the money grow and the bloons disappear. 8k spare against first MOAB.
Dart monkeys aplenty Monkey Lane DM, road items 1 40 Medium Trivial
Show/hide : Start with a 1/2 to 2/3, add one more if you wish, then build a 4/0 to deal with leads, and then whatever... 3/0s just for the fun of firing down straight lanes
Monkey Lane, Apopalypse Monkey Lane snipers, ninjas, dartlings, apps 1 65 Apopalypse Leaks (sloppiness) Easy
Show/hide : Start with ninja, add sniper to 1/0 (strong), add apprentice to 2/1, (a bit of sniper micromanagement might be needed for NLL depending on random) 3x 2/1 dartlings... up one to 2/3, then add 3 more 2/1s and up then to 3/1. Keep upgrading to 3/1 and then adding more. The early 40s are the toughest, but once you have 4+ lazers, it becomes easier. Stop at 14, farm the BFB levels (most dartlings in bottom right and remaining 4 in top right area), Upgrading a few to 4/1 NLL is about a lot of patience and good aiming in early 40s. Maximizing opportunities to hit more than 1 MOAB at a time, being content with popping them on the right downward path.
Bloon stopping Switch ninja and glue 2/4, bomb 4/2, ice, one SMS 1 65 Medium Leaks (random) Hard
Show/hide : Ninja behind switch, to 0/1 then 2/1. Cannon during round 10, to 2/0 (close), between pipes) and then just add 3 more, with a mix of targetting options. Up one to 3/2. Add one more ninja for 33 (to 2/1 afterwards), another 2/1 ninja in 37 Add more 2/0 cannons (7 after 40), then add more 2/1 ninjas behind switch. Add two more 3/2 cannons (one down left from switch, one up right from switch, up the bottom and then the right to 4/2, then the first one too). Add ninjas to count of 8. Then add more cannons Stop adding cannons after round 57. Use SMS in round 59, place a 0/4 ninja, spend remaining money on cannons. Activate the sabotage when the BFB is almost dead. Add two more ninjas, up all you can to 2/2. Sabotage in 64 after 2-3 MOABs enter, in 65 either after first or second BFB
One rink to rule them all Rink 1 of each except villages, road items banned 1 65 Medium Trivial
Show/hide : This is so easy that my solution is simply based on stuff I like (and deluxe ofcourse): Engineer to 2/0, chipper to 3/2, ninja to 3/1, apprentice to 1/2 then 2/3, ninja to 4/1, 3/0 boomer, engineer, to 2/1, chipper to 4/2 Add 3/2 ship, 3/2 ace, 2/3 GG - and that should be more than enough, although a spactory just in case wouldn't hurt
Overzealous Exposives Disposal Snake River all except mortar and bomb, some restricted, no road items 30 65 Medium Easy
Show/hide : 2/2 apprentice, 2 engineers 2/0, spactory to catch camo leaks, 2 more engineers Add ship to 0/2 then 3/2, then a chipper (strong), to 3/2. Village covering chipper and engineers, chipper to 4/2, village to 1/0 then 1/1 then 2/1, add a 3/0 boomer in the narrow part if you can squeeze him in. 4/0 after 50 It should be a piece of cake afterwards... add another 4/2 chipper, a few 3/0 boomers, up village to 2/2, up engineers to 2/1, whatever. One chipper should be enough anyways.
Low Tek Rink no upgrades, no road items 1 50 Easy Trivial
Show/hide : Spamfest... cheap towers with good firerate/penetration. Start with a ninja, add a few engineers, a few cannons (at crossings, set to close), a chipper as second to last resort, spactory at the end, a few buccaneers set to last Then spam more ninjas and engineers. (5-6 ninjas for 37, 10 for 42 - all in center)) 10 ninjas, 25 engineers, 7 cannons, 2 buccaneers, 1 chipper, heaps of spare cash. Even round 49 didn't make it to second loop
Precision pineapples Monkey Lane no lead poppers/upgrades 28 60 Hard Easy
Show/hide : chipper, ninja, 2x 2/0 engineer. Don't miss the first pineapple :). Ninja to 2/1, spactory Add 3 3/0 tacks in the spawn U bend, ninja to 3/1 and another, two more 2/0 engineers. Village covering ninjas, tacks and some engineers. One ninja to 4/1. Add 3/0 boomer, up village to 2/1, second ninja to 4/1, 3 more tacks, 1 more 3/0 boomer, village to 2/2, should be plain sailing from then on, spam whatever (engineers, ninjas). Stopped spending after round 54 and comfortably won
Ride The Lightning: Part Deux Lightning Scar apps 2/2, farms 20 65 Medium Leaks, Farming Hard
Show/hide : Start with 1/1 (last) facing the spawn lane), add 2x 0/1s in arrow points. You will leak a bit, including the camo in 24.. Put down a farm ASAP, to 1/0. A bit more leaking in 26, second farm 1/0 during 27. Bottom app to 2/1, third farm to 1/0, camo upgrade to 2/1 and 1/1, another 1/0 farm, 1/2 to 2/2. All farms to 2/0, then 0/1 apps (total 8), add two 2/2s and spam 0/1s with most coverage. Before 46: lives 71, 3x2/2, 20x0/1, added one more during the round - and no leaks. Continue 0/1 spam, setting those who only reach the spawn straight to strong After round 54, start upgrading the rear guards to 2/1 and adding more (13 in total, 9 in the middle bottom section). Cash from round 59 spent on more 0/1 spam, then some more. Cash from round 62 on upgrades to 2/1 in the rear, more during 63 - no leaks, but not much breathing room, so feel free to sell the farms and up more to 2/1. NLL MIGHT be possible, but probably a matter of big luck
Explosive Ordonance Archipelago 4 total, 1 of each mortar, ninja, spactory, cannon, ship, ace, dartling 30 65 Medium Medium
Show/hide : Cannon on main island (strong), ace 3/0 on treasure island, spactory 1/0. Cannon to 2/0, ace to 3/2, cannon to 3/2 (strong), spactory to 3/2, cannon to 4/2. For 46, add a 2/1 dartling or a cannon ship (the MOAB needs just a little weakening to NLL, and so does round 47). Spactory to 4/2 just after first MOAB in 50, spectre before round 59
Go Back To Start Castle boomers, ninjas and apps, all 4/2 30 59 Medium Leaks (random), Selling Hard
Show/hide : 2/1 app (strong) at spawn to pop leads. 2x 4/2 ninja, then build 2 more, all at exit, leaving room for one just directly at the T. Might need a bit of luck in round 40 and 43 with distraction (set two outer ninjas to strong maybe?). Save money for round 46. Once the MOAB is out of range of the apprentice, sell it and place 4/2 and 3/2 ninjas so that they'll be on the side of the castle that the MOAB took, just barely reaching the exit juncition (the range upgrade adds about a bloons' width, so place it so that it almost reaches the path) (3/2 the outer one). This should be enough to pop the MOAB and hit the ceramics with enough projectiles to distract them all. For round 50, get the apprentice back (leads appear) and build 4/2 ninjas so that you have one dedicated (strong) MOAB weakener on te left side, 3 more 4/2s next to it, a gap for one at T, three in triangle and one dedicated (strong) further down right. Then fill the gap - with 2/3 ninja, set to close For round 56, sell apprentice, get 3 boomers in the exit turret (to 3/0, last during the round).3 3/0 boomers near exit. Up the ninja to 2/4 ASAP and fire off the ability immediately. Note that this is needed only if the MOABs split paths, not sure if it happens all the time. Apprentice back, 2/2, no lead should get through but you can use the sabotage just in case..
Another Vintage Monkey Lane DM, SM, tack, bomb, ice 28 65 Medium Medium
Show/hide : cannon in first bend (close), build 3 1/3 DMs just below the second horizontal, above the spawn U bend. Add 3 tacks, up 2 DMs to 2/3, two tacks to 3/0, third DM to 2/3, third (middle) tack to 2/3 Round 40 - tack to 2/4, cannon to 2/1, use maelstrom. Add 3 more 2/3 DMs just above the second horizontal. Cannon to 2/3, two more 3/0 tacks in the inverted U, 2/2 cannon above the tacks. Add two juggernauts (one firing down the vertical straight, one right of that path facing spawn set to last), 2/2 cannon to 3/2 during 49. Add 8 2/3 cannons, up 3/2 to 4/2 and add one more, then add one more DM 4/0.
Switch, Easy Switch boomer, ninja, ace, bomb 1 50 Easy Easy
Show/hide : ninja behind switch, slightly lower. boomer hugging downward pipe from the left. Ninja to 2/1, boomer to 0/3 then 2/3 Add ace close to switch, bottom left quadrant, to 3/0 then 3/2. Another boomer in upper path U, set to last, to 0/3 then 2/3. Ninja to 4/1 Add 4 2/3 maulers (two near bottom boomer, two between the horizontal pipes), all set to strong. Add 3/2 cannon behind switch and another next to upper maulers, two 3/0 boomers for 49
Pink and Yellow, Purple... Castle? Castle spactory, chipper, sniper, boomer, glue, dartling 30 55 Medium pinks, yellows and ceramics Medium
Show/hide : 3/0 boomer just above spawn. 3 3/2 chippers above it, another 3/0 boomer near them, spactory to 1/2, another 3/0 boomer Spactory to 3/2, add another to 1/4 (use spikestorm on camo ceras in 42, when the first are about half-way through), bottom boomer to 4/0 Chipper to 4/2 for 46, second boomer to 4/0, then third, and it's plain sailing to 55, with spikestorm ready for trouble
Time's Up Clock boomer, bomb, ace, dartling 1 50 Easy Easy
Show/hide : Start with boomer and another somewhere between XI and XII. Up one to 0/3 then 2/3 (having just one, getting it to 0/3 was with a few leaks, didn't try 2/0 first). Once you have a 2/3, set the other one to strong Now you have two options with regard to round 24 - either get an ace and hope for a bit of luck, or get a dartling. The luck choice worked for me, so ace from 1/2 to 3/2 after 27. Add 2 2/2 cannons set to strong (near I) Add another 1/0 ace, to 3/0. boomer to 2/4, ace to 3/2. Add 3/2 cannon a little left under center, 2/2s to 2/3s and add one more, spawn boomer 0/0 to 3/0. 3/2 cannon to 4/2, piece of cake
Where's My Favorite Upgrade Snake River 1 of each, lots of upgrade restrictions 1 50 Medium Trivial
Show/hide : Restrictions missed deluxe towers, so the obvious engineer+chipper combo sounds like a good plan... 2/0 engineer, spactory to deal with camos. Add 1/2 apprentice (strong) as lead backup, ship in left middle bay (strong), 2/2 tack in the bottom, 2/0 ninja, spactory to 1/2, 2/2 ace under ship.and 0/2 sniper - and engineer to 3/1. That should ensure no camos hurt us much Chipper to 4/2 and then just waste the money on any other tower you see fit, they all suck.
Mage-Gunners Mount Magma glue, app, dartling 2/2 35 65 Medium Easy
Show/hide : 2/2 GG, 2/2 apprentice, add 3 0/1 apprentices, up one to 2/2 during 37, keep adding 0/1 up to round 40. Then up another to 2/2, then to 2/3, then add more 0/1s for 46. Up two 2/2s to 2/3, set them to strong, then go back to 0/1 spam. I squeezed in 22 of them all around the track. GG to 2/3, then just upgrade more apps to 2/3 Once you reach 65, up the last one and spend remaining money on two more 0/1s
Castle Defense Castle aces, tacks, spactories, ships 1 50 Easy Easy
Show/hide : Spactory on easy in round 1, yum... Ship at spawn (strong) to 1/1. Add ace to 1/0, spactory to 1/2 then 2/2, ship to 1/3 ace to 3/0 then 3/2, then add two more. Ship to 1/4, pull the MOAB Add one more 1/3 ship, one more ace 2/3, spactory to 3/2. You'll have cash for second 1/4 ship upgrade, but you don't really need it
Dart shortage Rink all non-darters 10 50 Easy Easy
Show/hide : Well, maybe not too easy as it starts on round 10 with the usual 650 cash... except this is Deluxe and a single engineer will own the bloons for a long time. Just put it to the bottm right corner of the square, so that shooting upwards, it'll maximize penetration. Brain-dead central placement needs luck in where will the first sentry be placed. Add two more 2/0 engs, just enough cash to up one to 3/0 for 24. Then add mortart, up it to 2/3 by 33 - that and the foam should stop all camos reliably. Then build a bloonchipper to 3/2 (strong), spam more 2/0 engineers. Just don't forget to save cash for 4/2 chipper for round 46, and upgrade engineers to 2/1 once you have about 8 of them. Watch out for camos in 47 - plain spactory at exit is enough If you feel that engineer kills the challenge, you can start with a ninja in the same spot, upping him to 1/0 during round... then to 2/1, then add mortar 1/2, one more 2/1 ninja, up both to 3/1, up mortar to 3/2, ninjas to 4/1, then 3/2 cannon and 2/3 cannons, win
Deflated Mount Magma all except SM and village, 4 max 30 60 Deflation Trivial
Show/hide : Curiously this shows farms as banned too ingame, but not with red background, and without tooltip info. Well anyway, so many solutions. mortars 4/2 and 2/4, 4/2 chipper (strong) and 3/1 engineer, heaps of cash to spare
A Stroll Down Monkey Lane Monkey Lane DM, cannon, GG, mortar, road spikes 25 50 Deflation Trivial
Show/hide : 2/3 mortar, 2/2 GG, 3x 2/3 mauler (strong), 3/2 cannon, 2x 2/3 DM, leftover 1/2 DM. Mortar retargeted once in 49 and twice in 50, very minor stuff
Yin Rink all restricted to x/0 1 85 Hard Easy
Show/hide : Happy time. Engineer 2/0 and another. Then add a 2/0 ninja for early camos, single spactory for leaks, cannon 3/0 (close) for general poppage and lead-breaking, boomer 3/0. One engineer to 3/0 (should be enough for 42). Add 4/0 bloonchipper (strong) for MOABs (should take care of everything up to round 65). Second engineer to 3/0 for 47, up boomer to GL. Add village, to 3/0. Build a Sun God, then add two more 4/0 bloonchippers (strong). Your last big worry will be camo cera rush in 78 - solve that by spamming 3/0 engineers in near spawn, removing the camo status well before the ceras get popped by the GL I only added 4 engineers and had enough for another GL under village, plus upgrading the ninja to 4/0 during the round and adding a 2/0. After that, 4/0 bloonchipper spam
Yang Park Path all restricted to 0/x 1 85 Hard Easy
Show/hide : Start with a buccaneer to 0/1, then another. Up one to 0/3. Add ace, 0/2 apprentice - above the upper U turn. Village in it should cover all of them, 5x0/3 DM right of the U-turn. Up ace to 0/3. Village to 0/2 and then spam 0/3 DMs under it. Apprentice to 0/3 (after some 19 DMs) Village a bit left from the bottom U-turn. It will cover two more 0/3 aces that are between the paths, and two 0/3 tack shooters in the bend, to be upgraded later. Add more 0/3 DMs under the village, up it to 0/1. Up both tacks to 0/4. They'll take care of end of round 65, and soon you'll have the cash to get GZs. First used in 77, second in 78 (camo cera rush) - easily after the BFBs break, so it'll work post-nerf too. You can add more maelstroms and you'll need max 1 GZ for each of the late rounds. With 7 of them, you can activate all 3 times in round 85
Third Time's a Charm Park Path 3 of each 1 50 Easy +3 to all Medium
Show/hide : MOABs in round 26, well that IS fun. Luckily in deluxe we have bloonchippers - and after you get through the first few tough rounds, you'll be rolling in cash. village, 3/0 boomer, 2/0 engineer and another, then a 3/2 bloonchipper (strong). Chipper to 4/2, village to 2/1, engineer to 3/0. Add SM to 2/0, village to 2/2, SM to 2/2 (strong most of the time, first as needed), another 4/2 chipper (strong) just in time during 35, two more 3/0 boomers ASAP Up the tack to 0/4 and add another
Bull's Eye Clock dartlings 1 65 Medium Dartlings Easy
Show/hide : Just a few bits of advice: 1 rocketeer is enough, place dartlings in upper left corner, far enough from the track that they will not overlap with it and darts leaving barrels will rip through any bloons nearing the exit. The goal is to aim just below 1 o'clock most of the time Resist the temptation of early upgrades. 4 0/0 dartlings are a good way to go - even a pink won't stand a chance at close range. Then up the top/rightmost one to 1/1, 2/1, 2/2 (by round 22, you might start getting a bit more careful, because while your 4 dartlings can handle a single pink, they might easily leak something from two yellows). Up all to 1/1, then 2/1 (now you can handle serious leaks), then add one more 2/1 and a 1/0 and save money For 46, up the 2/2 to 2/3, then up the 1/0 to 3/1 and add two more 3/1s from scratch. Then just spam 2/1s
Ride The Lightning Rink apprentices 4/2, farms, villages 1 85 Easy Easy
Show/hide : three plain apps on the right side of the central square. Then add village, another apprentice 0/1 (close) above the others, at the second crossing, then to 2/1 and 2/2, up another to 2/2 too. Add second village covering the first up the first to 2/1. Fill the central area with apps (I had 15 there). Up one more to 2/2, then all others to 0/1 Village to 3/1, then 4/2 (in time for 50), set to strong. Add 9 more apps, up everybody to 2/1. Then spam 0/1s all around the place, first under village, then place another village on the right middle side, 2/1 and surround it with 0/1 apps. Up remaining 0/1s under main village to 2/1. I don't think that it really matters what exactly you do - spamming 2/1 apps under 2/1 villages will do the job, but ignoring the lightning and going for more 0/1s might work as well. I went for the lightning though - and my leftmost apps clocked popcount in double digits
It Takes A Village Bloon Circles village, boomer, bomb, ice, road items, free BDD 1 60 Apopalypse Easy
Show/hide : village (serpent), boomer 2/3, boomer 3/0 (the latter exactly in center of first circle). Village to 0/2. If you see camos before round 28, use the provided BDD or let them leak Add 3/2 cannon and then 5 2/2 cannons, up them to 2/3, set to strong. Up 3/2 to 4/2. Up boomer to 3/1 and squeeze 2/3 ice into the first circle. Then you can go back to 2/3 cannon spams, village to 2/2. Boomer to 4/0, more maulers. Once you run out of room, village to 4/2. Trivial afterwards
Green Eyed Monsters Archipelago SM 0/2, free agents 1 50 Easy Leaks Hard
Show/hide : Really nothing much to do. Place the meerkat so that you'll be able to put at least 4 SMs next to it on the main island, plus several turtles under it's influence. Two turtles set to last in a way that will have them shooting down the spawn lane. (all other turtles set to strogn) Then just spam SMs as you get cash. Do not waste money on range upgrades - the toughest round, 49, will have your SMs busy all the time even with limited range. Set two left/bottom SMs to strong. After 4 on main island, 1 on top central one, 1 left tip of tresture island and 2 on exit island, there's no good spots for more, so now pay for extra range - on the exit ones (as they reach the downward path too) then on the treasure island one. Switched strong SMs to first during cera part, but still leaked about 80 lives.Not sure what's the best turtle positioning and if it can get you NLL.
That was quick Rink no agents 74 74 Hard Trivial
Show/hide : 2/0 village, 2/4 cannon, 2x 2/3 cannon and the rest in 3/0 boomers
Almost a Zoo Park Path Beekeeper, Meerkat, squirrel, turtle and SM 25 45 Easy Leaks Hard
Show/hide : NLL is going to be the hard part. There's really not much to do otherwise - get SM, up it to 2/0 then 2/2. Leaked in 27 and 31. Didn't try really hard though
Long siege Castle all 10 100 Medium Medium
Show/hide : 2x2/0 engineer at start, 1x 2/0 at the end, village inside castle (to cover spactory but also the area above spawn), spactory covering exit (24). GG 2/1 (last) at screen edge at spawn, to 2/2. Spactory to 1/0 (might be a close call for NLL in 33). Ace 1/3 next to village Chipper 3/2 as low as possible under village, spactory to 1/2. chipper to 4/2, village to 2/1, another 1/3 ace next to it and then two more. Village to 2/2 then 3/2. 3/2 cannon below castle (will handle all camo leads), one more 4/2 chipper. Two 3/0 boomers (one towards each side) under village for 63, SM under village (strong) aftewards. to 2/0 then 2/2 Ace to 1/4 for 76. Up another ASAP during 77 and use immediately (quite close call) and camo part of 78. Spam 4/2 chippers (strong) until 85. In freeplay, up two more GZs, then go back to 4/2 chipper spam.After round 91-92 Make the SM into Sun God and set to first to slow down MOAB trains that will be the prime triggers for GZ, spactory to 4/2 and add 1/4 next to it.
Watch your step Park Path tack 3/4, spactory 2/4 30 60 Easy Trivial
Show/hide : Trivial, the whole challenge being about “how many spactories I need to handle leads and camos”. Spactory 2/2 and then spam 3/0 tacks inside the upper Ubend. After round 35, add one more 1/2 spactory on the other side of the road, with exactly the same road coverage as 2/2. Continue 3/0 tack spam until mid-round 49 (by now you should have filled the inner path and have 4-5 in the outer layer. Build 1/3 spactory covering the upper U-bend and spawn lane (by now you can survive a bit of accidental regen farming) and another next to it. Upping one to 2/4 is one possibility, or just bot to 2/3 and more tack spam
Tack attack Lightning Scar tacks, spactories, road spikes 40 60 Easy Road Items (to plug random small leak in 46) Easy
Show/hide : 1/2 spactory on each path, 3/0 tack in left arrow, 4/2 tack to the left of this. Another 3/0 in upper right arrow. Then add a spactory covering just the first turn, to 1/2 then 1/3. Two 0/0 tacks for 46. Small leak might occur there, 1-2 spike piles. Spam 3/0 tacks, but here the range upgrades also make sense when they make the tack reach the path after next turn. After 19 3/0s and 3/2s, I added another 4/2 (both 4/2 are the last tacks near the junction. For 59, red hot spikes on all spactories, add 1/0 spactory helping on each exit path (probably unnecessary, up to 1/1 for 60
Excuse Me, This Is Our side Snake River left towers 0/4, right 4/0 30 85 Hard Easy
Show/hide : Village on right bank of left upward land. Ace 3/0 under it, app 2/0 in narrow section (strong). Spactory 0/1, 2/0 engineer,. Boomer 3/0 in the narrow section, 2x3/0 tacks in the U bend, village 0/2, 5 more tacks, another 3/0 boomer, 4/0 cannon Both boomers to 4/0, spam 2/0 engineers up to round 60. Add SM 0/2 for end of 65.. Ace to 4/0, spactory to 0/4 and another... and whatever you wish, win
Air and Sea Castle bucs and aces 1 50 Easy Leaks Hard
Show/hide : ship 0/1 at exit, then two more (strong) at start. Since I couldn't figure out a NLL start, I won't worry about minor leaks anytime later... Up all to 1/1, then one to 1/3. Add ace, up exit to 3/2 by 33, then ace to 3/2. The other start ship to 3/1 and add one more on the other side, then complement the lone 3/1 with 1/3. Cannon ship to 2/4, another ace 2/0. Pull the MOAB, almost die in 47 losing 97 out of 100 remaining lives. Oh boy this solution is sooo bad :) Add ace 1/3 for 49, surprisingly easy, enough money to up the second cannon ship to 1/4, win with a double pull
Near and Far Snake River Tack, sniper, ice, mortar, dartling 35 65 Medium Leaks (a bit random, in 46) Medium
Show/hide : Mortar 2/2, sniper 1/1 (strong), cram 7 tacks in the bottom U, ideally in a flwoer pattern (one in center surrounded by 6) Leave two bottom-most untouched, up the 5 above to 3/0. Camo upgrades to both mortar and sniper, then sniper to 1/3, 2/3. Mortar should generally aim at the narrow part (to get two opportunities for every target) Both bottom tacks to 2/3, then one 2/4, spending remaining money on another 3/0 Round 46 should be just about doable without the ability with mortar dragging from the very start. You'll be glad to have the maelstrom for early 47. Set the sniper to first after the camos appear. Up the other 2/3 tack to 2/4, add two more 3/0s. You can use both abilities in 49 Build a 4/2 tack near the top of left upward land, and an ice next to it, to 3/2, using maelstroms to deal with ceras from MOABs. Sniper to first for round 53. Build one more 2/3 one 3/1 mortar, both aiming near the ice/fire combo. (You'll need the 2/3 for 62). Then just spam 3/0 tacks near the river joint (top of the right upward land - 3, rest on the other side. Set 2/3 mortars well in 63 to strip camos, get ready to set sniper on first just in case. In 63 make sure mortars pop all leads before they reach the maelstorms, wipe the ceras with them. Two more maelstorms will handle 64 just fine. For 65, build one more. Once the MOABs are handled (no ability needed), set sniper to first, use one ability on each group of MOABs from BFB.
Bombs, Glue, Village Castle bomb, glue, village, road items 1 50 Easy Road Items Medium
Show/hide : Given the generous starting cash, start with village 0/1 and two /2/1 GGs set to last under it (each in the mini-turret area on the side of spawn). The village should be placed just under the bottom wall and almost above right entrance. Add two 3/0 cannons inside castle, each covering one side (the right one should be under village). 2/0 cannon at exit, village to 0/2, another 2/0 cannon at exit. 3/0s to 3/2, GGs to 2/2. 1-2 spikes at the end of 37. GG to 3/2, then another (ASAP during 40. exit cannons to 2/2, one then to 2/4, pop the MOAB. Spike any leaking pink camos (plenty of them), up 3/2 cannons to 4/2, add three more 2/0s for round 49, up second 2/2 to 2/4, pop both MOABs. In a few rounds there might be small leaks that need to be plugged with spikes. (regens, pinks, camo pinks in 47)
Martial Arts Masters Switch ninja, boomer, road items 1 65 Medium Road Items (a bit random small leaks in midgame rounds) Hard
Show/hide : Ninja behind switch, boomer in left loop (last). Ninja to 2/1, boomer to 1/0 then 1/3, 2/3. Another ninja (to 2/1) a bit left of downward pipe (leave room for one boomer on his right). Then this boomer, to 0/3 then 2/3. Right ninja to 3/1 then 4/1, same with the left one, add one more next to him. Turbocharge for the upper boomer, use in 46 when the MOAB turns at the switch (and have him set on first for that round and everytime he's dealing with MOABs on upper path). Add another ninja with remaining money behind the switch above the first, 2/1 Add 3/0 boomer top left of the switch, turbocharge on second boomer, ninja to 4/1. Add 3 3/0 boomers close to switch, top left, bottom left and behind. One more 4/1 ninja behind switch, one 3/1. For 59, 1/4 behind pipes set to close, then 3/1 to 4/1.
A Walk in the Park Park Path DM, one tribal turtle 1 85 Hard Hard
Show/hide : Start with 3 DMs spread apart. Build a 3/0 facing spawn from across the brook, set to last. Up rest to 0/3, one to 2/3, then the 3/0 to 4/0. Then another 4/0 up right from the first, set to first so he fires down the outer circle top right section. (He gets the best aim only after the last upgrade, don't worry that the 3/0 shoots too high). Add 3 more 0/3s, up one more to 2/3 for camos at end of 37. Then keep adding 0/3s in the outer ring and 2/3s in the inner ring (5 by round 42) Stopped spamming when I had 16 0/3s and 10 2/3s (start of 49). Added 4 4/0s right of the bottom U-bend - set the lower ones to last and upper to first, to fire roughly left. Upped 1 of the 2/3s inside upper U bend to 2/4. Used SMFC on 64 and 65. Added more 4/0s, stopping at round 70, saving for another SMFC, then back to 4/0 spam (using SMFC again in 71, quickly in 76 and both in 77). After 78, save for third SMFC and then again 4/0 spam, using SMFC practically back to back
We Need to Go Faster Park Path upgrade paths that increase attack speed 1 50 Easy Trivial
Show/hide : There's just a few things to worry about. Early camos, leads, early regens. All sorted easily. Start with a spactory, add boomer 0/3 set to last, spactory to 0/1, then ace to 3/0 (below pond, circle path) And then just spam 4/0 ninjas
Caught Unawares Monkey Lane all 15 65 Medium Road Items Easy
Show/hide : With the low starting cash, early rounds are impossible to NLL even with engineer. Place 3 DMs, experiment with setting (some to strong might help). Spikes used: 1,4,4 (place engineer ASAP), 5, 1, 1 (engineer to 1/0, then 2/0), spike the camo (last spikes in the game) Another engineer, app to 0/1 (strong), engineer to 2/0. App to 0/2, two DMs to 2/0 then 2/3. Village, chipper to 3/2 (strong), another 2/0 engineer, village to 0/2, third DM to 2/3, chipper to 4/2, 3/0 boomer, village to 2/2, two more 3/0 boomers, then just about whatever, although another 4/2 chipper won't hurt, and more 3/0 boomers
The Color of Magic Monkey Lane 3 apps 1 48 Easy Trivial
Show/hide : Place three apps, then all to 0/1, 1/1.. one to 2/2, two to 1/2, then all to x/3. One to x/4 just in case for round 46, then 2/x upgrade on the rest
Pool Party Monkey Lane buccaneers (two pools) 45 65 Medium Selling Hard
Show/hide : Surprisingly hard in Deluxe, mainly because I can't seem to fit 4 ships in one pool. Anyway, 1/3 (last), 3/1, 3/0. Add two 0/1s for 46, then give camo to destroyers. Then up others to 2/1 then 3/1, cannon ship to 2/4 and use whenever you're in a tight spot (namely round 54 is a pain, at least one MOAB needs pulling, so use it in 53 ASAP to have it recharged, plus do some targetting switching to crack the MOABs no later than on the way up) In the earlier rounds, you might need to switch destroyers to strong to crack ceramics for the cannon ship, then back to first. Up one destroyer (with camo) to AC. For 63 sell 3 destroyers and up another to AC.
The Four Monkeys of the Apopalypse Bloon Circles 1 of each sniper, ice, glue, dartling 1 40 Apopalypse Easy
Show/hide : Dartling, sniper (strong), GG (strong) to 2/0 (leaked 18 lives here), dartling to 1/1, sniper to 1/0, dartling to 2/1, GG to 2/2, sniper to 1/3 then 2/3. Then add ice 2/3, although you'll win without it too.
A Cool Challenge Rink DM, bomb, village, road spikes 1 85 Hard Trivial
Show/hide : 3 DMs (one strong), cannon 2/0 at second crossing (close), village, 2 more DMs. Village to 0/1, the strong DM to 2/0 (24) then 2/3, cannon to 3/2, one more DM to 2/3. Village to 2/1, DMs to 1/3, two 2/0 cannons, village to 2/2, another 2/0 cannon, all three to 2/3 (strong), two more 0/3 DMs Cannon to 4/2, 4/0 DM (last) above spawn lane and another facing the leftbound path. Then add 3 more 2/3 cannons in the middle top section (my village was above the centra DMs so it reached there. And one more 4/2 cannon Spam 0/3 DMs and 2/3 cannons at will, some 4/0 jugs won't hurt either
Playing With Fire Bloon Circles 2 of each mortars, tacks 4/2, spactories 4/2 apps 2/4 1 65 Medium Easy
Show/hide : app to 0/1 in serpent, tack to 3/0 in circle, spactory, mortar 3/2, app to 1/2 then 2/2 then 2/3, then another 2/3, set both to strong. Spactory to 1/2 then 4/2 (round 51), mortar to 4/2, then whatever
Mortar and Tack Rink Mortars, DM 0/0 1 50 Easy Trivial
Show/hide : Starting cash is enough for 2/2 mortar, so get it, then build another. One to 3/2. Then add 8 DMs set to strong, mortar to 2/3. Then another 2/3 mortar and spam DMs until you fill the central square (19 or so) Mortar to 4/2 before 43. Mortar to 2/4 during 47, then spam more DMs. Ability not used
Fire, Water, Glue Archipelago Tack, Bomb, Glue 40 65 Medium Medium
Show/hide : GG 3/2 (main island, vertically in center, horizontally in the left part - in a few attempts, you'll get 40 and 41 NLL), add meerkat. Once you get enough cash, another GG 3/1, set the first to last so that he doesn't waste his splash on any single leaks. This should be enough to handle even the pink stream in 45. Add 0/4 mauler in the center (top side of the left left of the three small islands), use ability in 46, up second GG to 3/2. Add 2/4 mauler on the main island, up the first to 2/4, then 4 more 2/3 maulers on the main island (all set to strong). Add 3/2 cannon below the first mauler. Add another 3/2 on southern of the small central islands, up both to 4/2. Add 0/4 tack on top left of treasure island, then start building another. Use first on first cera set in 63, and you should get enough cash just as the second rush transformed to pink stream reaches the island. Interestingly it seems that the second set was somehow dealt with much better by the cannons, so the ability wasn't even needed, really. And it certainly wasn't needed in 65 either, just don't pop both BFBs too quick - leave the maulers to deal with the MOABs first.
Look Left Park Path left towers 1 65 Medium Trivial
Show/hide : Start with a ninja, then add buccaneer roughly halfway up the right waterline set to last, to 0/1 then 2/1, chipper (strong) above the path just reaching spawn. Village covering all three. Ninja to 2/1, ship to 2/3 for 28 Ninja to 4/2, chipper to 3/2, village to 2/1, mortar 2/2 (under village, hitting chipper). Chipper to 4/2, mortar to 4/2, win (just about anything will work, but I added two more 4/2 mortars and got the ship to 2/4 and another 0/4, just for elegance of the solution (adding more 4/2 chippers would work as well)
Harrisson's Challenge Monkey Lane tack, app, cannon, dartling 1 85 Easy Dartlings (but no serious work) Easy
Show/hide : Start with apprentice hugging second horizontal above downward. Tack in inverted U bend, to 3/0 and another (you'll be building rows of three) apprentice to 2/0 then 2/2, then cannon 0/0 (strong), another apprentice to 0/2 then 2/2, then another 3/0 tack Apprentice to 2/3, cannon to 2/2 and another to 3/2, then first to 2/3 and add more 3/0 tacks, second row in the U bend. Cannon to 4/2, then add 4/2 tack in third row in the U bend, 3 more 2/3 maulers above. And since stopping the camo cera rush in 78 AND camo regen rainbows in 82 would be a big pain with apprentice spam, we give up and build a BADS dartling. (Although I imagine it WOULD be doable by placing a good bunch of 3/2 apps set to strong so they'd spread the ceras in time. But avoiding regen death in 82 might the require selling them and replacing with 2/3s. Spam 2/3 maulers afterwards. You only need to work the dartling in 76, 77 and mainly 78
That's no Dart-agnan Switch 3 of each DM, glue 2/4, village 30 50 Deflation Trivial
Show/hide : Two villages, up the second to 4/2 (strong), two 2/3 GGs, three 4/0 jugs (strong). In other words, your only worry is that glued ceramics won't be popped fast enough for the glue to deal with the rest
Ice, Ice Baby Bloon Circles sniper, ice 1 50 Easy Leaks (unavoidable first round) Medium
Show/hide : 4 snipers, one to strong and to 1/0. After round 11, 2/0 ice, then the strong sniper to 1/3 then 2/3. Ice to 3/0 (in the last round before getting it, you might have to babysit your sniper switching to first sometimes) For 42, another sniper to 1/3 and another to 1/2. Up 1/3 to 2/3 and set to strong, then the 1/2 to 2/3 (strong)... should be a piece of cake
Monkey Strike Switch spactory, chipper, tack, bomb, village, farm, road items, free agents 1 65 Medium Easy
Show/hide : With the free agents, a comfortable start - beekeeper up front se to strong, turtles behind switch set to last, with a spactory guarding each exit. Then get a village and put two 3/2 bloonchippers under it, with two 3/2 cannons to provide damage (start with chippers 0/0, cannon to 3/2, bottom spactory to 1/0 for 33, chipper to 3/2, village to 0/1, chipper to 3/2, another cannon to 3/2, village to 0/2 then 2/2) Chipper to 4/2, another 3/2 cannon, then the first 3/2 to 4/2. Add 4/2 tack, second chipper to 4/2, remaining cannons to 4/2, then whatever. (Beef up lower path a bit for 63 - spactory to 3/2, maybe supavac or more cannons or a RoF in the right bend
Brick and Mortar Mount Magma Mortars, villages, farms, one tribal turtle 35 50 Medium Farming, Selling Medium
Show/hide : You'll have to farm enough to get a 4/2 village by 46. Start with a village above but quite close to the track, 3 2/0 farms above itplace 3/2 and 0/0 mortars and the turtle (strong). Up mortar to 2/1 during the round, then another farm (to 1/0 ASAP, then 2/0 and mortar to 2/3 ASAP) Place three more 3/1 mortars, aiming a bit closer to the top left from the center. Village to 2/0. After 45, sell farms, get a discount village to cover the first and up the first to 4/0. I had to sell one of the 3/1 mortars too, but then I didn't have things really optimized - my fourth farm and all but the first two mortars were outside the original village, therefore costing more. If you experiment in sandbox, you might find it easier to locate everything in the left segment, squeezing more stuff under the village. Just make sure the village itself is close enough to pop MOABs easily
Red, White and Blue Monkey Lane Ninja, ice and SM 40 65 Hard Distraction luck Medium
Show/hide : 4/2 and 3/2 ninjas above the inverted U-bend (strong), ninja in right U bend (to 3/1). 2/0 ice in bottom left turn, but not too close to the track. Another 3/1 ninja next to the one top right. If you're not very unlucky with distraction, you should NLL 40 and 43 this way. 3/2 to 4/2 and another 1/0 there, to 4/2 (two set to strong, one to first). SM above the ice, to 1/0 (on the tunnel above horizontal towards exit). To 2/0 during 53, then 2/2. Use the SMS on camo leads, ice to 3/0. Then add two 2/3 ices above the first, one hugging downward path and one exit path, both just on the edge of 3/0 ice range. They'll get benefit from it's slow aura and will freeze bloons with ice shards applied before the 3/0 can freeze them without, and the SM sparks the poppage. (Also set 4/2s aboeve spawn to first) You should have enough cash near end of 65 to get sabotage - make sure you leave the BFBs alive until everybody else is dead, then use the sabotage. (Note that the ice shards in Deluxe didn't seem to work too well, but if it gets updated or you're playing online, odds are that there will be many more pops from these.
Extreme Farming Park Path all 1 46 Easy MOAB -> ZOMG Farming Easy
Show/hide : In deluxe, this is a non-challenge. Even without farms, it's trivial (starting with an engineer 2/0) to get a few well placed 4/2 chippers and a bunch of 3/0 boomers to deal with the rest. (engineer 2/0, ace 3/2 for camos, two 4/2 chippers and 4 3/0 boomers) If you want to be challenged, try it in Online. Still I can imagine that a buccaneer and two farms will be easy enough start and
FIRING MA LAZAH! Mount Magma SM 1/2, dartling 4/2, village 4/2, 1 BDD 35 65 Apopalypse Medium
Show/hide : Place a village not too far from the track. 2/2 dartling and rest 0/0 dartlings. Village to 0/1, dartlings to 2/1, then village to 2/1. Now you should be able to hold out, upping village to 3/1. With a total of 8 3/x dartlings, easy going until first BFB, but by that time you'll have first RoD. Just always slow down and upgrade very quickly. I actually had two RoDs already when first BFB appeared. Once you have four RoDs, add more 3/1s up to round 59. Up village to 4/1 (strong), select one dartling for keyboard upgrade and just don't move the mouse anymore
Ninja Glue on the Farm Monkey Lane ninja, glue, farm 1 65 Medium Easy
Show/hide : Ninja to 3/1, GG to 2/1 (strong), another ninja to 3/1, GG to 2/2 and then just ninjas to 4/1 and spam more Stop with 8 4/1s, add 2/4 in first bend set to close, use sabotage as soon as camo leads appear, build another 4/1. Sabotage in 61, GG to 2/3. Start on another 4/1 ninja, set most ninjas to strong for 63 (all will be glued, so you want to spread the cracking). Sabotage in 64 when first 2-3 MOABs appear, in 65 just before the first BFB pops
Little Helpers Park Path monkey-operated machines 20 65 Medium Easy
Show/hide : 0/1 ship, 1/2 mortar to 2/2 then 2/3, ship to 3/1. A bit of mortar work in levels with regens and in 33 where the yellow spacing games the mortar. Ace to 3/0 (set destroyer to strong) and two more (camos in 42 should be easy), up one to 3/2 during 47, 4/0 juggernaut above exit path reaching also both U bends, two more 3/0 aces, 4/1 mortar, more 3/0 aces, win. (of course, you can instead get a spectre, but that's so boring)
Stick to Your Guns Park Path weapon-changers disabled 30 75 Hard Trivial
Show/hide : ace 3/2, GG 2/1 to 2/2, village, chipper to 4/2 (strong), village to 2/1, mortar to 3/2 then 4/2 Village to 2/2, GG to 2/3, one more 4/2 chipper, spam 3/0 aces, win
Bloon Circles, Easy Bloon Circles tack, boomer, glue, app 1 50 Easy Trivial
Show/hide : app will be main killer for camos and leads, but just for fun we can start with 2/0 boomer, 3/0 tack, boomer to 3/0, app to 0/1 then 2/1 then 2/2, then another 3/0 tack, another 2/2 app, another 3/0 tack 2/4 boomer (turbo for 40 and 43) then both apps to 2/3, GG 2/2, another 3/0 boomer and another 2/2 app
Crazy Eights Monkey Lane 8 total, tack, bomb, ace 30 65 Medium Leaks (randomly unavoidable in 59) Easy
Show/hide : start with 3/0 ace (circle) in center and a cannon set to strong. Ace to 3/2, cannon to 3/0 (close), another 3/0 ace. Build two tacks to 2/3 then 2/4, ace to 3/2, cannon to 4/2. Use the ability as you see fit Then just build more 3/2 aces. As you'll be rolling in cash, you could improve your NLL changes by selling tacks and cannon for 3 more aces 3 maelstorms in 63 (impressive how a tack placed tightly in a corner will score something like 3000 pops against the cera rush), two in 64 and two in 65
Defensive Line Park Path 5 total, 1 of each, no road items 25 65 Medium Easy
Show/hide : Engineer 2/0, spactory. This should handle the first round without leaks. Boomer 2/0, to 2/2 for 28, to 3/2. Ace to 3/0 then 3/2, chipper to 4/2, save for spectre or have fun with engineer to 4/1, spactory to 3/2, boomer to 4/2 and then spectre
Liquid Hot Magma Mount Magma tacks and spactories 1 36 Easy Easy
Show/hide : 3/0 and 2/3 tacks, spactory. Tack to 4/2, spactory to 0/1, two more 2/3 tacks, spactory to 1/2 and one 1/1. Remaining tacks to 2/4, spactory to 1/2 and one more One 2/3 to 2/4, one more 1/2 spactory
20 ceramic bloons on the wall Archipelago all 1 1 Medium Red->Cera, Blue->MOAB etc. Trivial
Show/hide : The easiest solution for me is a 3/2 GG at the tiny spawn island and ice tower spam to just ensure that all ceramics are stopped within the GG range and delayed enough for the glue to work
Super Clock Clock DM, SM, village, pineapple 1 50 Easy Trivial
Show/hide : With the insane starting cash, village, 4/0 DM (last) below spawn, add 4 0/3 DMs between XI and XII, village to 0/1 then 2/1 then 2/2, two more 0/3 DMs at XI Add SM below I (strong) and another below XI, up that one to 2/2 then 2/3
Support Monkeys Clock DM 2/2, SM, farms, pineapples 1 40 Easy Leaks (NLL possible but quite tedious, avoiding pineapple mistakes) Easy
Show/hide : Ignore farms and SMs. All you need is lots of 0/2 DMs (8 2/2s are enough for 37), set up mostly between IX and XII, with a good mix of targetting options. The only pain comes from popping leads with pineapples. You can do it only on the outer rim, so either at spawn or at whatever they use (at least half of the track in all levels with leads luckily). The only thing to avoid is congestion. Blow the leads from the start of the chain, and especially in 37-39, aim ahead, popping just a few with each pineapple. Dropping one “efficiently” to pop as many as possible at once means that your poor DMs will have to deal with lots of faster blacks.
Frozen in Time Clock 4 of each Bomb 4/2, ice, ninja 2/4, sniper 4/2 30 60 Medium Selling, a bit of random leaking (15 in round 39) Hard
Show/hide : Start with 3/0 (close, below XII and a bit to the left side to help with exit cleaning, set to first when needed), 2/0 and 2/0 cannons, two 2/1 ninjas, add 1/2 sniper (strong), ice tower in the second rim below XI to 2/0. Once you get to 4700 cash in round 39, quickly sell both 2/0 cannons to upgrade the ice to 3/0. If you position it right, it will not freeze anything except fat ceramics on the outer rim, but it will reach there with the slow aura. Rebuild the two 2/0 cannons. Add third ninja to 2/4, use just before round 45 ends. Add another ninja to 2/1 Add 2/0 cannon, all cannons to x/2, sniper to 2/2 then 3/2. Survived round 50 without sabotage, add snipers 1/1 (strong), upping them to 2/1. Sabotaging round 53 from second MOAB onwards. Sabotage the camo leads in 59 and sabotage the BFB when it is just about to break. (Set snipers to first to deal with the only fast MOAB, then to strong)
One ring to rule them all Mount Magma 1 of each except villages, road items banned 1 65 Medium Trivial
Show/hide : Engineer to 2/0, ninja to 3/1, mortar to 2/3, chipper to 3/2 (strong), ninja to 4/1, chipper to 4/2, cannon to 4/2, ace 3/2, SM to 2/0 then 2/3, win
Mount Boom Mount Magma boomer, ace, dartling, farm, free agents 1 65 Medium Easy
Show/hide : With the starting cash 0, we have to use the beekeeper. boomer 2/2 to 2/3, ace 0/2 to 3/2 (NLL depends on luck in 24) and another, up the 2/3 boomer to 2/4 and then spam 0/3 boomers (strong). Use turbo just after the MOAB is popped in 46. Add 8 more 2/3 boomers and one more 0/3 boomer. That should allow you to get spectre just in time for camo leads in 59. Then burn money on turbocharges and fire them all at the end of 65
Two by Two Snake River 2 of each, odd rows 40 70 Hard Hard
Show/hide : Ace 3/0 on left upward (circle), spactory, two 2/0 engineers, DM to 0/3 during 40. Ace to 3/2. Two tacks in the bottom turn, 3/0 and 2/0 (to 3/0 early in 43), another 0/3 DM above the ace. 2/3 cannon (strong) during 45 (above center), DMs to 2/3 1/0 ninja set to last, to 2/1 ASAP (near the cannon). Village covering these two and engs/DMs on the left upward, another cannon 2/0 next to it, village to 0/1 then 2/1, cannon to 2/3. Village to 2/2, another ace on the right bank should fit under it, to 3/0, ninja to 2/4, sabotage the BFB when it's almost popped. This should give you enough money for spectre in 63, then add destroyers and win. NLL is luck-based, up to round 49 leaks are possible and likely...
Plumb In Front Switch 5 total, DM, Tack, boomer, ice 1 40 Hard Selling (maybe avoidable) Easy
Show/hide : Starting cash is enough for 0/3 boomer (inside the up U bend, set to last). And start working on another to the left of downward path, covering switch entry and bottom exit as well. Then both to 2/3. Then add two 2/0 DMs, to 2/3, and build a 4/0 behind the switch set to last. This might leak a bit from camos in 37, so sell the bottom boomer for another 2/3 DM. Most likely the bottom boomer isn't needed anyway and building the 2/3 DM from start will work as well. Get turbo on upper boomer for round 40 just in case.
Beach-Side Picnic Archipelago 3 of each DMs, 2/4 tacks, ninjas, spactories 32 65 Medium Easy
Show/hide : DM 4/0 below spawn, 1/2 spactory, 2/3 tack at the top of the island, DM to 0/3. Another tack 2/3 and DM 0/3 on the main island. 2/1 ninja, tack to 2/4 and use in 40, ninja to 4/1. Another tack to 2/4. Add plain ninja for 46. First ability when the MOAB goes up, second when it goes down and is close to the tack. Should be without leaks and the first will recharge to help in 47. Another use in 49, remaining ninjas to 4/2, DMs to 2/3. By now you should be popping MOABs with ease, so use the blades only if the ceramics do not get distracted, or against multiple MOABs (52, 53, 54 is about toughest, 57). Third tack at spawn island to 2/3. Spactory to 4/2, win (you can get third tack to 2/4, use blades at will, don't forget to use them in 63 and 65)
Cross the Road Monkey Lane dm, boomer, ninja, glue, apprentice, village, dartling, road items 1 85 Hard Easy
Show/hide : Start with ninja above the vertical down path (hugging second horizontal from the bottom), add spactory, ninja to 2/1. Village in center, so that it will cover top right corner inside the inverted U bend, GG to 2/1 there set to last, apprentice 0/1 to 2/1, village to 0/1. Boomer to 0/3 then 2/3 then 2/4 (set to last, next to the ninja to thin out the crowds), ninja to 3/1. Turbo in 40, ninja to 4/2 and build another (turbo in 43). Add 3/0 boomer, turbo once the MOAB comes back up towards the kill zone. GG to 2/2, then spam 4/1 ninjas (turbo in rough spots - ceras in 49, end of 50, end of 52). After six ninjas, set the half of them cloesr to spawn to strong, village to 2/1, apprentice to 2/2 for 59. Then place 10 DMs in the central area behind the village, up them all to 2/3. GG to 2/3 just when the first cera rush in 63 appears. Two more 3/0 boomers at bottom right of center (everything is under the village of course). Village to 2/2, add 1/3 spactory covering the downward path and 2/4 ninja. Sabotage in 77 once you see first BFB, build a glaive lord in the inverted U bend. Up a DM to 2/4, sabotage in 81, another DM to 2/4 and use both in 82 (set half of the DMs to strong). Spactory to 2/4. Use all abilities as you see fit in 84, rather sooner so they'll be recharged for 85
ZOMG Monkey Lane all 85 85 Medium Trivial
Show/hide : There's a forum thread that collects all the possible solutions :), some quite interesting. But the obvious choice for deluxe is 4/2 bloonchippers.. Four of them set to strong, three 3/0 boomers behind them, and a 2/0 engineer guarding the exit as the boomers might not necessarily catch everything
Roger That Gold Leader Park Path aces and buccaneers 1 50 Easy Trivial
Show/hide : 0/1 ship (strong) placed roughly above the start of exit straight should allow you to build a 3/0 ace easily (between paths south). Ace to 3/2, ship to 2/3 for 28, then just spam more 3/0 aces
I'm No Pro Bloon Circles sniper, boomer 2/2, ice, ace 0/4, boomer 2/2 35 55 Medium Leaks, Selling Hard
Show/hide : 0/3 ace in the center, closer to exit. 1/1 sniper (strong), two 2/0 boomers (last) in serpent, three plain snipers. Start boomers to 2/2, sniper to 1/2. Three ices in first circle, four more 2/1 boomers Snipers to 1/1 (strong) for 46, 1/2 for 47. Down to 83 lives, another 0/3 ace, down to 47 lives after 49 In 52, if you don't crack the MOABs under ice, sell 2/3 and 1/2 sniper, get GZ, boom - and then just GZ your way through the rest, always preparing the next 0/3 ace, so that you can sell, upgrade and boom quickly. Round 55 is the trickiest - you won't be able to afford 3 nukes, so you should spend remaining money on 2/1 boomer(s), even selling the 1/2 snipers), to get max popping power to hold the first two waves of ceramics and blow the remains of third wave just when fourth wave appears. Then you'll have time to sell and nuke the last MOAB. Forum posts indicate that ace+sniper solutions are possible and likely easier. I even found my own forum post where I did it without aces
Import Bombs/Export Bloons Dockside bombs, mortars and DMs 30 65 Medium Easy
Show/hide : 2/2 mortar, 3/2 cannon on the brown boat, 2/3 and 0/3 DMs next to it, another DM on the top of left pier to 3/0 (last), motar to 2/3. 3 2/0 cannons on top right boat (strong), DM to 4/0 3 0/3 DMs on left pier, cannon to 4/2. Two cannons to 2/3, fourth 0/3 DM on left pier. Then the left pier DMs to 2/3 (should any damn pink camo slip past the mortar), Fifth 2/0 cannon on the right boat, then all to 2/2, 2/3. (4/2 cannon is set to last as that covers the path between piers too Two more 4/0 DMs on the right pier (one last, one first). 4/2 cannon on the tip of exit boat set to last (freezes for the left pier DMs), and then 4 more 0/3 DMs on that pier. One cannon to 2/4. One DM to 2/4 just in case :) (All these are probably unnecessary, and getting a 4/2 mortar instead is certainly a viable alternative. Extra firepower for 63 is a good idea though (3/2 cannons are the best). You'll get enough cash for second cannon to 2/4 just to make end of 65 trivial
Where'd My Towers Go Castle farms, road spikes, bombs 10 45 Easy Trivial
Show/hide : Utterly annoying challenge. 5 farms 2/0, 1 farm 1/0. Keep adding 2/0 farms up to 10. From then on it's just a click fest with the occasional pineapple - but almost never it's worth using except leads. It's a good idea to look up the round RBE guide and place the spikes upfront. It's a good idea to place spikes in piles of i.e. 20 so it makes it easier to keep track of how many you've placed
Super Glue Vacation Switch all but SM, glue and spactory 1 65 Hard Medium
Show/hide : Engineer behind the switch, to 2/0 (set to last), then one more just under the entry lane next to switch, to 1/0 only. Village above the left engineer, add ninja next to the left engineer and cannon (strong) between the pipes, then 3/0 boomer (should be under the village with engineer and ninja. Another plain ninja should be enough for 33. Engineer to 2/0, Village to 0/1, cannon to 0/1, village to 0/2, cannon to 3/1. Chipper (strong) in the left loop, to 3/0, village to 2/1, another 3/0 boomer (should be under village, close to the first one). Chipper to 4/2, cannon to 4/2. Engineers to 2/1 and add two more, then build 3/2 mortar (above the village) and 1/3 ace (under the village too, next to mortar) and another 3/2 cannon behind the switch (under village) Cannon to 4/2. 63 should be a piece of cake, nothing making it to the return path to exit.. Ace to GZ just to speed things up, boom 64 and end of 65
Park Path, Easy Park Path buccaneer, ace, ice, dartling 1 50 Easy Trivial
Show/hide : 0/1 ship (strong) placed roughly above the start of exit straight should allow you to build a 3/0 ace easily (between paths south). Ace to 3/2, ship to 2/3 for 28, then just spam more 3/0 aces Same as Roger That Gold Leader, of course - the extra towers aren't any better for the job
Sniper Alley Monkey Lane snipers, farms, road items 1 50 Easy Road Items Medium
Show/hide : 7 snipers, then up two to 1/1 (strong), then one to 1/2. This should be enough for the rushes in 27 with the exception of the reds - 2-3 pineapples to sort them out. Sniper to 1/3, then 2/3 (set the 1/1 to first then, up to 1/2 then 2/2 and back to strong). Add more 0/0s (up to 10), up all to 1/0, then keep adding more right up till the end of 43. Up 2/2 to 2/3. Up three 1/0s to 1/1 before 46, to 1/2 before 47, then fourth one during round, place a few pineapples into the yellows, then back to 1/0 spam). (The 4 1/2s were maybe unnecessary and more 1/0s instead would mean no pineapples needed, but I was too tired to risk a forced retry). Spam pineapples during cera part of 49 a bit (more of a precaution, used about 20 or 30)
Supply Convoy Archipelago 3 of each buccaneer 4/2, sniper 2/4, dartling and mobn 20 65 Medium all except leads and MOAB class +1 Medium
Show/hide : 3/0 cannon on main island (close), two snipers 1/1 (strong), another 1/0 sniper, sniper to 1/2, sniper to 1/1. Three buccaneers 0/1, cannon 2/0, ship to 0/2 (33), another 2/0 cannon (both strong). Ships to 3/2 Cannon to 4/2, all snipers to 1/2 then 2/2, second ship to 0/2 (end of 37). One ship to 3/2, babysit snipers at end of 39, then one to 1/3, 2/ 3. Remaining ships to 2/2, one sniper to 2/2. After 42, it's a piece of cake. Cannons to 2/3, sniper to 2/3 and then the last one. Now just up ships to carriers. 63 might be a bit problematic/random, so it might help to set all cannons to first. (Or you could get a 1/3 dartling, you'll have the cash)
Wind, Plane and Glue Snake River 3 of each GGs, aces, apprentices, road items 32 60 Medium Selling Trivial
Show/hide : As there is not going to be enough firepower to deal with fat cats in early 50s, we'll have to do some selling to get spectre for round 50. 3/2 ace, 2/1 GG above the narrow section set to close, to 2/2. Two more 3/0 aces (one to 3/2 for 42), three 0/1 apps. That should make 46 NLL (and most likely all the earlier rounds as well). As a protection against spectre fail targetting, relocate all apprentices to the left upward peninsula as 3/1s. and get the 3/0 ace back
Chemical Warfare Snake River Mortars, 4/2 GGs, 2/4 aces and dartlings 30 50 Hard All under leads are leads Dartlings (last round only) Easy
Show/hide : 3/2 GG at the river joint set to close. 0/3 mortar with a bit of manual work in 33. After that, target it to the narrowest part in center, to handle any and all leaks. Build 2/3 ace on the left upward, as high as possible. Don't forget to mortar end of 37. A bit of mortar work in 42 (get them unmasked for the GG if possible). Ace to 2/4, boom 46, build another 1/3 ace, mortar camos in 47. Use GZ in 49 as late as possible, up mortar to 2/3 (aim at the bottom U turn.and second ace to 1/4. (After the cera rush is bombed, the rest should be manageable between the GG and the mortar. Then just keep building 1/4 aces and using GZ economically (waiting till almost last moment to let others recharge) (mortaring camos in 53 and 59). Even 63+64 is doable, although if you stop saving for the fourth GZ and up the mortar to 2/4, you should be able to eliminate one rush using pop'n'awe instead of the GZ. But GZ works - just use the first in 63 ASAP to have it recharge for 64. Rest doable, for round 70 the 2/4 mortar is a good idea although I guess that 4 aces would manage. 79-83 take 1 GZ each. You'll need two in 84, so use pop'n'awes after the first. And in last round, finally admit defeat :) - get dartlings 2/1 and 3/1 as money lasts, fire off all the GZs you can immediately, pop the ZOMG and GZ the BFBs. (Note that there's a bug still not fixed in Deluxe that when the ZOMG leaks will still credit you with beating the challenge)
Archipelago, Medium Archipelago DM, app, buccaneer village 1 65 Medium Easy
Show/hide : One ship (last) to the right of the narrow part of main island.. DM on tiny spawn island, DM on exit island to 2/0, apprentice on main island. Save for a village on right side of main island, another ship in center under village 0/1, apprentice to 0/1 then 2/1. (occasionally the first ship needs to be set to first to ensure NLL). Apprentice to 2/1 early in 27. central ship to 2/2 then 3/2. DM to 4/0 on the top island, DM to 4/0 on the narrow bottom center island, left side (should be just narrowly under village), set to last at start of rounds, switching to first if needed (juicy throng of bloons coming down) Village to 2/1. First ship to 2/3 then 2/4, pull 46. Fill the main island with 0/3 DMs, add two 4/0 DMs on the horizontal sliver island near spawn, then fill the waters under the village (top and right from main island) with 3/1 ships. I ran out of village coverage after sixth destroyer, so I then added 2/3 DMs on the central small islands (6 total). Pull BFB in 60, squeeze another 2/3 ship under the main island (should be under village too), exit DM to 2/3. 63 should go NLL, but apprentice to 3/1 and set to strong is a good insurance. 64 is a breeze and in 65 you'll have enough for cannon ship to 2/4
Mechanically Inclined Switch boomers 2/4 and supers 2/4, one meerkag 1 65 Medium Selling Hard
Show/hide : boomer hugging downward pipe just as it turns (from the left), boomer in left loop set to last, another boomer next to the bottom one, another just below the last turn of upper path and fifth near the switch, top left quadrant. If you now try to save for upgrading one boomer to 2/3, you might suffer minor leaks, avoidable by getting 1-2 more boomers set to strong, sell them when you'll have enough for 0/3. (Meerkat covers 1x2/3 and 2x0/0). Add a SM under the meerkat, to 2/0 then 2/3. Switch the top boomer on first whenever something might get past the switch and go up. Build another 2/3 SM under the meerkat, the other bottom boomer to 2/3, then both to 2/4. Set SMs to first in 63, activate turbo if needed.
Bombs, Ice and Fire Rink bombs, ice, tack 4/2, one meerkat 1 65 Medium Easy
Show/hide : Start with a cannon upper right corner of square set to close, tack to 3/0 under the first crossing, cannon to 2/0. Ice 2/2 across the road from cannon (in middle right section, top left corner), meerkat under cannon (should reach the ice too), two more 2/0 cannons near meerkat, both set to close, up one to 4/2. That should pull you through round 40. Ice to 3/2, cannons to 2/3 and change to strong, add one more. Add tack to 4/2 near the pond and just spam 2/3 cannons FTW
One at a Time, Please Monkey Lane SM, DM, tack, sniper, glue, dartling (all restricted to single-target attacks), village, farm 1 50 Easy Easy
Show/hide : Start with tack in inverted Ubend (placed top left) and a sniper between the top two paths, hugging the corner. Add two more snipers next to him save for village placed above tack and to the right as much as possible. Tack to 3/0, two snipers to 1/1 (strong), then one to 1/2, then last to 1/1, add two more 3/0 tacks forming a row inside the inverted U Sniper to 1/3 then 2/3 (set the other two to first). Village to 2/0, sniper to 2/2 (strong) then 2/3, another 3/0 tack, third sniper to 1/3 then 2/3, then add tacks 3/2 above the snipers and below them
Wait, What? Rink All lead poppers / upgrades banned, except for village 1 50 Hard Farming, Selling, Road items Easy
Show/hide : Finding the cheapest farming solution so that we could get a 0/3 village by the end of round 27... oh wait, this is deluxe... engineer bottom right corner of central square, farm, engineer to 1/0 (ASAP, he won't handle the 30 greens alone, just narrowly), farm to 1/0. Add farms 1/0 up to 6. Add ninja during 24. Get a village 0/1, start round 28, collect bananas, quickly sell farms, up village to 0/3, engineer to 2/0 and ninja to 2/1 (3/1 after round). Then it's practically over, winning just by 2/0 engineer spam with village upgrade to 2/3
FightFire with Fire Mount Magma cannon, apprentice, mortar, pineapples 1 85 Hard Easy
Show/hide : Apprentice below left exit, to 0/1. Another to the left of top exit, set to last, to 0/1. Mortar, to 0/2 then 1/2 (apprentice to first now), add cannon, mortar to 1/3. Apprentices to 1/1, cannon to 2/0, apprentices to 2/1, cannon to 3/1 then 4/2 (before 40). Three cannons to 2/0 then 2/2 then 2/3, mortar to 2/3, add mortar to 3/1 then 4/1 Add two more 2/3 cannons, 4/2 cannon at second exit and 2/3 cannons until you have 13. Then up mortar to 2/4 (just in case) and add more 2/3 cannons until you have a full circle, then one more 4/1 mortar You should earn cash for 4 cannon upgrades
Pass 10 Epic Rounds With Lots o' Cash Park Path all 85 95 Medium Trivial
Show/hide : two villages, one to 4/1 another to 2/2. 3 gliave lords and 12 4/2 bloonchipers (strong) mixed together under the villages. Add more glaive lords, two grounds zeros to make things quicker.
Icey Valkyries Rink all restricted to 1/2, SM banned 30 45 Apopalypse Trivial
Show/hide : spactory 1/2, engineer 1/0, cannon 1/1 (first crossing, set to close). Add 1/1 buccaneer (last) and spam engineers, adding a 1/2 village covering the cannon.
Super Monkey Squad Snake River 6 total of SM 2/3, Village 25 65 Hard Low to pink, middle to zebras, zebras, rainbows and ceras +1 Trivial
Show/hide : village above the narrowest part in center, SM on the left upward land (2/2), village to 1/2. Add SM (strong) just above village), to 2/1, first to 2/3, village to 3/2, then just keep building 2/3 SMs (three left, two above the village) and then village to 4/2 (strong)
The Best Super-Glue in Town Bloon Circles 1 SM, GG and village 30 65 Medium Leaks (small, in late 30s) Hard
Show/hide : village 0/1, GG 2/1 (last) in serpent), SM behind the first circle. You have to get the positioning right, try it in sandbox - you need to reach the inner side of exit circle with 1/x village and 0/1 range upgrade. If it's firing along the circle, it benefits from the village penetration. Village to 0/2, GG to 2/2. SM to 0/1, to 1/1 and set to close in late 39, strong for ceras in 40, to 2/1 ASAP during 43, then 2/2 SM to 2/3, (set GG to first in 50s), village to 3/2 then 4/2, GG to 2/3, and you'll have enough for TT - although you can manage end of 65 without it, just play it slow and retarget SM if needed. I think that clever use of SM targetting might eliminate most of the leaks, but it's something best practiced in normal game with saves
Ice breaker Rink buc, sniper 1 65 Medium Selling Medium
Show/hide : buccaneer (last) to 0/1. Sniper, two more 0/1 buccaneers (last), then all to 2/1, one to 2/2. Sniper to 1/0 (strong) and 3 more, one to 1/2 (33). All ships to 3/2. Set carriers to different targetting to prevent bad luck leaks in 63. Sniper 1/2 to 2/3, add 1/0 snipers for 46. After 48, sell snipers starting with 2/3 until you can get one ship to 4/2 (one 1/0 sniper should remain, up that to 1/3 then 2/3), manipulate targetting to catch leads in 50 and 59 (upgrade second ship in 58). Spam 1/0 snipers set to close near spawn to remove leads quickly)
Blistering sands Death Valley tack, cannon, spactory, village, farm, chipper, road items 1 50 Easy Hard
Show/hide : Chipper in second turn on the bottom path, tack in first turn on the top path and another on the skull. Spactory for top, then for bottom. Another chipper on the central ridge, reaching below the upper tack and behind the other chipper. Village just below the upper tack. Cannon 2/0 (close) bottom path first turn, top path left of first tack. Cannon (close) on the ridge left of chipper, to 3/0 then 3/2 then 4/2, another 3/2 left of the village. Village to 2/1, chipper(strong) between ridge and lower path, another on the ridge, village to 2/2. (Plain chippers WILL eat cera bloons!). Add cannon under village to 2/4, then more chippers (strong) If the MOAB takes upper path, do not hurry popping it, buying time for some spikes, although it shouldn't be necessary. Cannon 3/2 to 4/2, then build another 2/2 behind village, up start ones to 3/1. Up 2/2 to 2/4 to get second pop in 50
Apopalypse Now Mount Magma sniper, mortar, army, farm, pineapple 1 40 Apopalypse Trivial
Show/hide : Huge starting cash... mortar 2/2, dartling... mortar to 3/2, sniper (strong) to 1/1, dratling to 2/1, another sniper to 2/2 then 2/3.
Specialization Snake River tack 3/4, glue 4/3, buccaneer 3/2, farm, spikes, one SMS 20 65 Medium Medium
Show/hide : 2/1 GG at the top right side of river joint, another just above the narrowest part. Tack 3/0 in the bottom loop, ship to 0/2 then 3/2 in the left middle bay. Two 2/3 tacks in the narrow center. 0/1 ship at the entrance. Tack to 2/4 (but wasn't needed in 40), ship to 3/2. Another 0/2 ship in the top left bay, to 3/2. Left GG to 2/2, use blades when the MOAB is coming up and is almost next to them. Add two 2/1 GGs set to last, within reach of spawn (important for leads in 63, but doesn't hurt even now). Second tack to 2/4. Two more 3/1 ships in the right bay under spawn, set to strong. You should handle moabs without blades in 50, but feel free to use them anyway. Add a 0/0 tack just under the 2/4 (for later). Now just keep adding 3/0 tacks in the bottom (you should manage a 7-piece flower at the bottom and one more below the reserve 0/0. One blade used in 52, one in 53, one in 54... then two in 57... Add more 3/1 ships - one at the exit, (SMS leads in 59), two more at the bottom loop (strong). 5 cash left :) 60 handled with two maelstorms (one on the way down just when the BFB breaks, one on the way up to stop the ceras). Both storms used in 61 (up the reserve tack to 2/4 too after 62, add another 2/0 GG (to 2/1) somewhere above the river joint. In 63, use blade storms when the first half of the rush is going up. You have one extra storm, so use it if your timing wasn't good.... Build another 0/3 tack at the top of the upward left land. In 64, you should handle one or two MOABs by brute force, then use one storm - and another should be recharged soon. Up the last tack to 2/4 during 65. First storm used on the MOABs, second when first BFB was coming down, third when it's contents was coming up. First recharged again, was used when the second BFB was coming up. Only now upgrade the left top tack to 2/4 and use it to finish. (Note that this relies on the ability implementation - that when one recharges, it jumps back to it's position in the queue, so if you have four tacks and use 1, 2, 3 - and then 1 recharges, it will now fire off 1 again, not 4.)
The No Aim Game Park Path tack, ice, ace 2/4, village 3/4, farm, spactory 30 60 Hard Leaks (likely avoidable) Medium
Show/hide : Village near bottom U, spactory 2/2. Add tack into the bottom U bend, to 3/0 for round 32 (not sooner), then ace to 1/0 then 1/3 (above the bend, circle path) Leaked 2 greens in 38, spactory to 3/2. (Maybe doing these two upgrades in reverse order, spactory then ace would help. Or getting a 2/0 ice at spawn in 37 to pop leads - it shouldn't cause regen death later, not with dartstorm ace). Village to 2/1 Anyway, spactory to 4/2 and it's practically over, but just for fun you can add 2/3 near the tack and up that to 4/2
Anti-MOAB Squad Monkey Lane 2 of each mortar, sniper, cannon, buccaneer, SM (+portable lake) 46 86 Medium Hard
Show/hide : SM 1/1 just next to entrance of exit tunnel (above). Two 1/1 ships, placed slightly above center. Mortar 2/3. Up ships to 1/2, Add sniper 1/0 (to 1/1 ASAP). Set SM to strong, aim mortar inside the inverted U at spawn, but once ceras get close to the boats on the way up, move the mortar to between the spawn and return paths. That way, it'll strip some camos and help deal with the ceras at the same time. Switch SM to first once there's work for it. Wasn't even necessary to upgrade sniper to 1/2. Up one ship to 3/2, target mortar to first bend, set SM to strong. Use mortar to help with the cera contents (SM to first). SM to 2/2. Build 4/2 cannon between U and return loop, then 2/3 (strong) inside the U. SM to first, up to 2/3, another SM to 2/0 in the middle (strong, the 2/3 on first), then sit and save money. For 70, shift the mortar closer to spawn SM to 3/0 (needed for 76), switch targetting (2/3 strong, 3/0 first). Mortar to 2/4, SM to 3/2, add mortar 3/1, pop/n/awe once all camo ceras are on screen, sniper to 3/1, pop'n'awe and manual mortar work in 82 as the camo regens can be a pain. (Aiming mortar close to spawn helps, though, as the problem is largely caused by too many non-camo targets eating up mortar explosion pop cap). Sniper to 4/1, start building another, pop'n'awe in 84 and set SM 2/3 to first too to avoid too many MOABs.
Davy Jones Locker Archipelago all except buccaneers 1 65 Medium Trivial
Show/hide : Engineer 2/0, another 2/0 engineer. Before 24, spactory, make room on main island by selling sentries and put three cannons there. Add apprentice to 1/2 then 2/2, cannons to 3/2 Chipper to 2/2 (strong), engineers to 3/1, chipper to 4/2, spactory to 1/2 then 3/2 then 4/2, cannons to 4/2, then whatever (ace 3/2, more engineer spam...)
Deflate the Clock Clock all 30 50 Deflation Trivial
Show/hide : About half the cash is enough in deluxe. 2/2 village, 4/2 chipper and 6x 2/1 engineer, plus a 2/3 GG for the last two rounds (or a 4/2 cannon, or second 3/2 chipper(strong)). (without the extras you will probably leak in both 49 and 50)
Classic Monkey Lane DM, tack, bomb, ice - all restricted to 1/1, road spikes 1 50 Easy Road Items (no camo detection) Easy
Show/hide : DM, tack in second turn to 1/0, another 1/0 tack. Cannon (close) in first bend Spam 1/0 tacks in every corner where 5 spikes can hit (10 total). Add 5 0/1 DMs in the narrow space between upward and downward on right side. Then add 4 cannons between the two horizontals on the top and 4 below these, above the inverted U. Add 1/1 ice right of the top 4 cannons, add 2 more cannons next to it. Spike each cera in 40 once. Add 3 more tacks 1/0 along the bottom wide U and 3 1/1 tacks top of the tunnel (reaching tunnel entrance and exit path as well. Leaves enough cash for spiking camos in 42. Again spike each cera in 43 once. Then add about 18 0/1 DMs in the right inside area, leaving about 300 cash for 46. You should cope with the MOAB easily - I used one spike when a bucn of blacks and zebras made it to the cannon area. 47 is not a problem, camo spiking only. Up cannons to 0/1 and then just spam 0/1 DMs. About 10 spikes used in 49 more as a precaution (hitting each damaged cera once is a good idea)
Two By Two: Part Two Clock two of each, even rows of towers 40 70 Hard Dartlings Hard
Show/hide : Chipper at spawn (strong), chipper at 1 (strong), 2x GG 2/1 behind chippers) mortar 2/2 firing between the chippers, dartling to 1/1. Mortar to 2/3, first chipper to 4/0. Dartling to 2/1 during 47 ASAP to handle those nasty pink camos One GG to 2/2 (set to first), another 3/0 boomer and two 2/2 apprentices between 11 and 12. Chippers to 4/2 and 3/0, add SM between 11 and 12, to 2/0. Dartling to 2/3 for 63, then second chipper to 3/2, 4/2.] SM to 2/2, add another 2/3 mortar
A small selection Monkey Lane DM, boomer, ninja, cannon and ice, all 0/0 1 50 Easy Trivial
Show/hide : Very similar to “Classic”. A single ninja, then a cannon in first bend set to close, then add about 9 more ninjas and then spam DMs closer to spawn and cannons (from 37 onwards) with an occasional ice in the upper loop.
Strapped for Cash Castle all 1 50 Hard Easy
Show/hide : One beekeeper and one bloonberry bush (for NLL) should be enough in deluxe - get an engineer to 1/0 then another, spactory, apprentice to 2/2, engineers to 2/0, chipper to 3/2, spactory to 1/2. Mortar to 2/3, two more 2/0 engineers, chipper to 4/2, 3/0 boomers till the end. Bush had 9 pops
Eight's Unlucky Clock 7 max, no road items 13 85 Hard Easy
Show/hide : village at XI, engineer 2/0, chipper (strong), apprentice 1/2, village to 0/2, apprentice to 2/2, two 1/0 aces (inside, circle path), SM between X and XI, chipper to 4/2, aces to 1/3, village to 3/2, SM to 2/0 then 2/2 then 3/2 Engineer to 2/4, double your sungod and watch it pwn 76-78. Village to 4/2 (strong), aces to 2/4 for 80s, GZ as needed.
The Volcano that Time Forgot Mount Magma DM 4/2 1 50 Easy Trivial
Show/hide : 10 DMs, two of them to 2/2, then add 4x4/0 at various angles, then surround the track with 3/0s and then second ring of 2/2s
Frozen Morterstorm Monkey Lane tacks, ice, mortar 45 85 Hard Leaks (avoidable - mortar dragging in slow mode) Hard
Show/hide : Get a 2/4 tack in the bottom left corner of the up return loop, 2/2 mortar, another 2/3 tack next to first - and 3/0 tacks in the inverted U. Activate maelstrom when the MOAB is almost touching the tower. Add third 2/3 tack near the first two and continue adding 3/0 tacks - 6 in the inverted U and three above it, one in first bend, two more 2/3 at the top (mortar dragging if needed). Up another 2/3 to 2/4 (the one in the upper corner). Second row of tacks between paths, then more 2/3s (8 total), up third to 2/3. Two are enough to clear the MOABs from the BFB in 60. All three needed in 61. Now get second 2/3 mortar, otherwise 62 should be easy and 63 trivial with maelstorms, 64 OK as well. Up fourth 2/3 to 2/4 (the ones closest to the loop end). Build a 4/2 tack on the right side, roughly where the path would go if it weren't for the loop. First MOAB in 65 should be handled without abilities, two MOABs should need just one, contents of first BFB one and hopefully the first will recharge so you will have two for contents of second BFB. With the 4/2 on right side, you should be able to stop anything up to pink masses. Now build a 3/2 ice to the left of it, and save for 2/4 mortar. Use in 76 once the stream reaches the ice/fire combo. Use the maelstroms heavily in 77 on MOABs, getting fifth... and sixth during 78. Save pop'n'wave for the second rush to strip it of camo status. Build mortar 3/2. The first regen party might be a bit dangerous, but you should now have 8 maelstorms and one pop'n'awe which is a great way to delay bloons while your blades recharge. Mortar to 4/2, that makes the second regen party trivial. Second mortar battery by 83, just two bladestorms used. Now spam 3/0 tacks in early parts to get max damage to ZOMG. Use all 8 blades and one mortar when it's in the upper U section.
Weathering the Storm Monkey Lane SM 3/2, apps 4/2 1 60 Medium all +1 Leaks (avoidable), Selling Hard
Show/hide : Apprentice just below the second horizontal, above downward, to 0/1 then 1/1. (Spike leaks if more than 3-4 bloons). Apprentice inside the right retarder loop, directly on the vertical line. First app to 1/1, second to 1/1. First app 2/1, second to 2/1, another 0/1 then 1/1 (provided that you didn't spike too much - you need 300 for 2/2 upgrade for round 24, I had extra 169 cash at the cost of 8 lives leaked). Up the last to 2/2 too. SM in the central flowers, covering the top right ones (strong), to 2/0 then 2/2, toggle targetting to first (aiming at first should let you hit the last two MOABs as a byproduct. Right app to 3/2 - should NLL (or almost) the camos in 42. In 43, add another 3/2 inside the right retarder spike the MOAB train, roughly 4 spikes per MOAB, leave the SM set to strong until almost all are cracked. For 47, sell enough to get SM to 3/2 (I kept 2/2 and 3/1 apps). Up 3/1 to 3/2, start building the other one back. Switch sungod to first in time to deal with all non-camos before they reach the top right turn, so that the two 3/2s are not distracted by them. Add two more sungods, mixed targetting, then just spam SMs (strong) near spawn to break the ZOMG quick and cheap. Total leaked lives 9 over 3 rounds, so most likely preventable)
Budget cuts Castle all restricted to 2/2 1 65 Medium Leaks, Dartlings Hard
Show/hide : Engineer at exit, to 2/0, then another. Village inside castle above spawn. Spactory to catch camos (should be under village). GG 2/1 (strong) under village, then another. Village to 0/1, buccaneer (strong) at exit, to 1/2. Another 2/0 engineer at exit, SM 0/1 just above village (strong) Place 7 engineers under village below castle.4 and 3), above the GGs, up all to 2/0 and set to strong. Village to 0/2, bloonchipper barely reaching the exit junction (should be under village) to 2/2, village to 2/2, one more 2/0 engineer at spawn. 46 should be a piece of cake. Up all engineers to 2/1 (start with the exit ones), and then add 4 more Add SM 0/2 just above village (needs some patience with selling sentries, ideally do it between rounds). SM to 2/2 (strong). Another SM slightly higher (first), 0/2. Depending on which path the BFB takes, up the corresponding GG to 2/2 in 60. And plan something good for 63
Special Assets Castle tacks, snipers, bombs, bucs (4/2), aces, mortars, dartlings 30 85 Medium Dartlings Hard
Show/hide : mortar 2/2 firing at spawn, 3/0 ace (8) inside right (leaving room for cannon between ace and castle wall), dartling to 1/1 top right. Another ace left, to 1/0. Right ace to 3/2, left ace to 3/0. Add two cannons to 3/0 for 40 next to aces, mortar to 2/3, left ace to 3/2. Cannon 2/2 (strong) at spawn, cannon to 2/4, pop 46. Dartling to 2/1 3/0 cannons to 3/2, 4 cannons at spawn (strong), to 2/0 then to 2/3 one by one. Pop first MOAB in 50 by ability. Keep adding more 2/3 cannons, up to 7. (Use MOAB assasin on one MOAB in 54). In 60, up the 3/2 cannon on the path the BFB takes to 4/2, pop the MOAB with assasin. Dartling to 2/3 afterwards, second cannon 3/2 to 4/2. Up another 2/3 cannon to 2/4, set all to first (just for 65), pop the first BFB ASAP, second when MOABs are history Be careful in 71, all MOABs will take the same path. Pop BFBs quickly in 72, pop second in 73. Dartling to 2/4, pop two BFBs in 75. Then just add more 2/3 cannons (strong). Pop two BFBs in 77 quickly, then deal with right path first. In 78 use the rocket ability against the camo rush. Add 1/3 ace. Use both assasins quickly in 82, then use rockets (aiming fire at some MOAB up ahead, to ensure that the BFBs have plenty of regens underneath. Ace to 2/4, use rockets mid-83 if you want. GZ in 84 when the going gets tough (even with the nerfed GZ not killing BFBs it should work, I used it when two BFBs were alive, and only because I wanted to keep the two assassins for last round ready).
Switch It Up Switch mortar, DM 2/2, tack 2/2, bomb 2/2, one meerkat and bloonberry provided 1 65 Medium Leaks, Selling Hard
Show/hide : Not much of a guide, this one. The solution is simple - 2/0 cannon spam, with about 3-4 2/2 DMs early (that is, one 0/2 set to last, a few 0/0s, then I added a tack 2/2 between the pipes left of switch but that was probably a waste. Single 2/2 DM for 24, meerkat for 33, mortar to 2/3 for 42. You will need a 2/4 mortar for round 60 (use when the BFB and first MOAB get popped), but by that time have some 2/3s already built. In 63, activate pop'n'awe on the first rush, sell the mortar, up 3/2 mortar to 4/2, deal with the rest. In 64, use it for as long as you can, but if it seems you'd leak too much, quickly sell it, up another prepared 2/3 to 2/4 and use. In 65, use the ability when the first BFB is popped (you should handle the MOABs without it) and then sell it and up a prepared 3/2 to 4/2.
Switch it Up Switch DM, apprentice, ice and SM 1 65 Medium Medium
Show/hide : Two DMs (strong) between the horizontal pipes, one (first) behind the switch, but quite far away, covering only the exit pipes. Another directly behind switch (last) to 3/0. A DM just under the downward pipe, another 3/0 behind switch (last). The two above the entry lane to 0/3. Apprentice above the bottom exit, halfway up (covering the entrance pipe and the exit) to 0/1 He should be placed on the green stone, not protruding left. The first DM behind switch to 4/0 (28), apprentice to 2/1 then 2/2, six more 0/3 DMs along the entrance (4 above and 4 below, all where the horizontal return pipe is), second catapult to juggernaut, two more 0/3 DMs next to the 8. Remaining two DMs to 2/3 and add one more next to the apprentice (covering entry path, switch and bottom exit turn.. Set 6 leftmost DMs to strong, add 3x 2/3 in the leftbound upper turns, then more 2/3 DMs next to the apprentice on right side. Keep adding 0/3 DMs to the left of the switch (second row under entrance), setting the ones that don't reach exit paths to strong, two more 2/3s near the apprentice (to the right if there's still room), upgrade the second row under entrance to 2/3. After round 51, add two more DMs near spawn, both to 4/0. Stop spending after 54 (about 1200 cash left). Up one 2/3 to 2/4, use when BFB is popped. Add ice to the left of apprentice. The top of the tower should just about reach the stone below the pipe, horizontally it's just between stones - once you up it to 3/0, it will slow bloons in the entrance path and full way down, plus a bit at exit, but NOT freeze them.
Widespread Malfunction Switch DM 2/4, SM 4/2, boomer 4/2, ninja, ice, apprentice 50 85 Hard Leaks (random, small) Hard
Show/hide : SM 2/2 just behind switch, a bit lower than centered. Has to reach the bottom right corner of upper path U bend and has to cover bottom path well. 5 DMs from switch going left above entrance path - the two on the left 0/3 (strong), the three closer to switch 2/3. 3/0 boomer in first bend on upward, centered in the enclosed area, two more hugging the downward path at first bend from both sides. Build 5 more DMs under the entry path opposite the existing ones, same upgrades/targetting. 3x 2/3 DM next to bottom left boomer. If the MOABs in 52 go up, it's easier, if they go down, you might need to switch SM to strong for a short while to pop the second early enough (also upping at least one DM to 2/3 might help, but you have to time it well. Apprentice to 2/2 roughly in top left corner of the green stone in bottom left quadrant (level with the two boomers, just above exit vertically), remaining boomers to 2/3. One SMFC for round 60. Sell 5 DMs from the entrance party (2/4 included), up SM to 3/2. 65 is uncomfortably close call sitting on the money. For 70, add 4/0 boomer exactly in the center of the first loop of upper path (below the boomer that's already there) and add ninja top right from the switch, to 0/4. 77 is a major pain. Upgrade the boomer in right U to 4/0. Then there are two basic options: The hard way (hard because FIRST targetting is screwed on Switch) - time the sabotage so that it leaves first 2 (or possibly 3) BFBs unslowed, then toggle sungod between close and first , ensuring that nothing goes past him on the bottom path and flicking it up when needed. (this took me about 3 attempts to figure out, although once I realized what I had to do, it worked on first attempt) or the easier way. Activate it after the first BFB appears, then sell it and rebuy it (for 0/4, it's OK to wait till you get enough cash), activating it after the first of the slower BFBs pops. 78 can be braved with just two glaive lords, but be sure that your ninja is 2/4 and all DMs are 2/3. Activate sabotage about 15 seconds (normal speed) after the BFB is popped.. When the ceras are slowed, they should get properly shredded. Add a SM up right from the switch, 0/2 2/2. 81 should be without sabotage. In 82, use sabotage after two BFBs appear, sell ninja, apprentice and enough DMs (had 2 left) to get SM to sungod (now you can have both set to first and each will deal with one path). Get the ninja back as 2/2, back to 2/4 (The glaive lords might be leaking red-green camo regens). 83 is a piece of cake.
Darts Galore Archipelago dart users 1 65 Hard Medium
Show/hide : Start with ship above main island, set to last, to 0/1 (switching to first as needed). Add one more to the right of main island (squeezed above the bottom crescent island), set to last, and then one in center (level with main island top, close to downward path. Align it so that when firing to first, it'll fire straight along the right path). Up that to 0/1 then 2/1. Bottom one to 2/1 then 2/3. One more 2/1 in the center, up the first to 2/1 too. The last added to 2/2. Switch 2/3 to first mid-35 to stop the rainbow payload (about the biggest close call when it comes to NLL). Back to last in 36, up the 2/2 to 3/2
Upon the boiling fields Archipelago buccaneers 1 65 Medium SB, Selling Extreme
Show/hide : Same start as Darts Galore, only easier. Start with ship above main island, set to last, to 0/1 (switching to first as needed). Add one more to the right of main island (squeezed above the bottom crescent island), set to last, and then one in center (level with main island top, close to downward path. Align it so that when firing to first, it'll fire straight along the right path). Up that to 0/1 then 2/1. Bottom one to 2/1 then 2/3. One more 2/1 in the center, up the first to 2/1 too. Then one to 2/2, 3/2. Then others to 3/1, and keep adding 3/1s. After reaching 8 stop. Note that the placement needs to combined good exit coverage with MOAB-coverage. Two between exit island and small islands, the initial one above main island, and remaining five roughly in center. Preventing leaks in 54 requires good targetting work - set enough destroyers to strong to pop the second MOAB, using the 2/3 ship to help with the individual ceras and contents of first MOAB at front. Using half strong half first worked for me, but very close shave. Note that you should place one destroyed 3/2 between the three central islands and exit, and another somewhere more to the left bottom. Up the top right one to AC after 55. The key to surviving 63 is two ACs apart and with different targetting. Round 63 is purely luck-based. The cera waves are identical, the cannon ship manages to clear all leads between rushes, but still you can NLL one wave and get completely wiped in another, no matter what you do.