Bloons Tower Defense 6 Secrets
Bloons TD six WiKi: Tips and Tricks for Game Walkthrough
BLOONS TD vi - Android game with release date 06/xiii/2018 from Ninja Kiwi. Game genre: Strategy. In the article, we take summarized tips for leveling from TOP players, developers answers to gamers questions, guides for beginners from the official website and our secrets of passing the game. Attention, the Wise Geek website is constantly updated, visit us more often.
Contents
- Game Review
- Game Modes Wiki
- Brawl Guide
- Hero Guide
- Tower Guide
- Map Overview
- Ball Fighting Secrets
- Tips for Making Coin
Bloons TD vi: Game Review
Bloons TD 6 is a continuation of the famous Bloons TD, which was released back in 2007. So there was a whole series of new products that cruel in beloved with players of different ages. The game is made in the mode of "tower defense". But instead of towers, funny monkeys are placed on the field.
The primary job of the histrion is not to let the balloons cantankerous the map and reach the final signal. To exercise this, yous need to place monkeys or special items on the field. Each tower has its own characteristics, while causing damage to assurance. But the assurance are not as simple as they might seem at starting time glance. The game has a large number of towers that improve in battles. And there are a lot of unlike kinds of balls. The most powerful of them are airships, which are also divided into several types.
At the start of the game, the gamer is introduced to the gameplay and gives a feel for the atmosphere of the battle. Y'all will receive a monkey with darts for free, and you will be given a concatenation of crimson assurance to tear autonomously.
Information technology is important to read all the tips that the developers have left in the game. They will help y'all amend understand what is happening at the moment. These tips should not be neglected if this is your outset time playing Bloons TD.
Achievements. There are a number of achievements in the game (sure tasks completed past the histrion). Ha achievements players tin receive an award or medal. To see the list of tasks, click on the "Achievements" button on the chief screen of the game.
Bloons TD 6: Game Modes Wiki
At the beginning of the game, you will have a limited number of towers, but as you progress, you will unlock all the buildings. The game is very various and can be hooked for a long fourth dimension, since only at the showtime y'all can play on 9 maps. In the future, other fields will also get available. There are iii types of difficulty, which in turn are divided into subtypes.
To unlock a specific game mode, you must unlock the previous mode, starting with the corresponding standard manner of the map. Standard style is unlocked at once for all difficulty levels.
Like shooting fish in a barrel difficulty - 40 rounds.
- Standard - Simple balls movement a little slower than in other modes, towers and upgrades price fifteen% less than usual, and y'all have 200 lives.
- Primary Monkeys But - Only Primary Monkeys can be used (requires completing the standard).
- Sandbox - exam towers and balls in a safe environment, on simple difficulty settings (standard is required).
- Deflation - a fixed amount of greenbacks is given at the showtime and you lot cannot earn (requires completing the Primary Monkey fashion).
Average difficulty - threescore rounds. Towers and balls are common. The waves of balls appear in a random order. In this case, the moving ridge of balls can become in the reverse direction. The blue balls are moving at an increased speed.
- Standard - on average, everything is fine, but you accept 150 lives.
- Reverse - balls come from the reverse side of the lane (standard is required).
- State of war Monkeys Simply - Only war monkeys can be used (standard required).
- Apocalypse - waves of balls go without stopping (you need to consummate the fashion with war monkeys).
- Sandbox - exam towers and balls in a safe surround, at medium difficulty settings (requires reverse).
Hard difficulty - 80 rounds. The cost of towers is 8% higher than in the boilerplate fashion. Orbs with special skills appear. Airships have two times more health points than regular balloons. It is meliorate to use magic heroes and magic towers here.
- Standard - balls are fast, towers are expensive and you accept 100 lives starting at round 3.
- Sandbox - test towers and balls in a safe environment, at high difficulty settings (standard is required).
- Culling rounds of balls - objects have inverse characteristics, which makes the level more difficult (y'all need to complete the standard).
- But magic monkeys - only magicians tin can be used (standard is required).
- Unstoppable - fifty-fifty more expensive towers and upgrades, 100 rounds and only 1 life starting at circular 6 (requires completing alternate orb rounds).
- Double health points for airships - airships take two times more wellness (you need to complete a style with mages).
- Champion Mode - Difficult mode starting at Round six with special rules (all previous modes must exist completed). For passing, the Blackness Chimpanzee Medal is given if the mode is completed at ane time (without saving).
- Half Greenbacks - You will earn half cash from destroying balloons, get ½ bonus at the end of the round, and ½ cash drops, banana farms, starting coin, and all other forms of income (requires double health of the blimps).
You lot should carefully report all the properties of balls, towers and heroes in order to win the match. Over time, a big number of different balls will appear, and some crave special monkeys.
Each friction match gets harder equally the rounds get higher. New rounds open up a variety of balls and towers for the player. At the same time, the difficulty of passing the match increases with each circular. The variety of modes in the game allows the gamer to play through the same map in dissimilar ways. In this six version of Bloons TD is more than interesting than previous games.
At the finish of the friction match, players receive a certain amount of monkey coin, based on the difficulty of the selected bill of fare and the selected way. After 40+ rounds, airships announced, which have a huge amount of health points. On round 100, the player is given the almost powerful Insta Monkey, which already has all the improvements.
Cooperative mode. It was first introduced in Update eleven.0. Co-op tin be played with 2 to 4 players. At that place are a number of cards where infinite is distributed universally among all players. Companions tin exchange income with each other, likewise as asking money.
Custom mode. It is used to create various challenges in the game. In the claiming editor, players can set the map, difficulty, starting money, lives, rounds and other special parameters to increase the overall difficulty of the game.
For example, the health and speed of regular balls and airships tin can exist increased or decreased, some towers and upgrades tin exist limited. In addition, the player tin can set up all the regular balls so that they go cover-up or multiply. Having created a new adventure, the player tin can share it with friends, or ship it to the developers.
The kickoff few maps may give the simulated impression that the game is very easy to consummate, even on hard difficulty. Only over fourth dimension, y'all volition realize that problems can ascend even on an easy difficulty.
Bloons TD half dozen: Ball Guide
There are ii classes of assurance in the game: regular balls and airships (MOAB). The latter are much stronger and more tenacious than ordinary balls. There are likewise boosted assurance that announced randomly at the high rounds.
Ordinary balls
Name of balls | Description |
Red | The first ball that appears in the game. Appears commencement in each circular. The red balls have a irksome movement speed. Has no additional functions |
Blueish | Moves a little faster than the blood-red ball. After the bluish balloon bursts, information technology turns into a reddish balloon |
Green | Moves slightly faster than the blue ball. Afterward the green balloon bursts, it turns into a blueish balloon |
Yellow | He has a high movement speed. Afterwards destroying information technology, it turns into a greenish brawl |
Pink | The fastest ball in the game. When destroyed, turns into a green ball |
The black | The speed is about the same every bit the green ball. It is immune to explosions. When destroyed, turns into 2 pink balls |
White | The speed is slightly higher than that of the black ball. Information technology is immune to freezing. When destroyed, turns into 2 pink balls |
Violet | The speed is the same as the greenish ball. Immune to burn, light amplification by stimulated emission of radiation and plasma attacks. When destroyed, turns into 2 pink balls |
Zebra | The speed is the same every bit the green ball. Allowed to frost and explosions. When destroyed, turns into 1 black and 1 white ball |
Lead | The speed is the same as the red ball. It is immune to steel projectiles. Upon destruction, turns into 2 black balls |
Rainbow | The speed is the same every bit that of a zebra. When destroyed, turns into 2 zebras |
Ceramic | Has 10 health points. The speed is higher than the rainbow, but slower than the yellow brawl. Afterward being destroyed, they turn into 2 rainbows. If you play on round 81+, so these balls volition have 6 times more wellness points. Merely instead of 2 rainbows, 1 rainbow ball will appear |
Airships - all balls of this class, after reaching 81+ rounds, receive 2 times more health than at the start. Each subsequent circular gives + two% to the current amount of airship health points.
Name of assurance | Description |
Massive air single balloon | Has 200 health points. The speed of movement is like a red brawl. Upon destruction, 4 ceramic balls appear |
Tough flying hippo | Slower than the red ball. Has 700 wellness points. Upon destruction, four massive balloons appear |
Zeppelin | Has 4000 health points. Upon devastation, four behemoths appear |
Dark airship titan | Has 400 health points. Moves with the speed of a purple ball. Upon destruction, 4 ceramic camouflage regeneration balls appear. KKRSh is a mix of pink, blackness, lead and camouflage red balls. This means that they have a large amount of wellness, cannot be hitting by non-hot sharp projectiles and explosives. At the same time, they take a very high speed of movement. |
Nifty airship of fate | Have 20,000 health points. Moves like a zeppelin. Afterward death, they plough into 2 zeppelins and 3 KKRSh. This is the virtually powerful airship |
Boosted balls
Name of assurance | Description |
Rainbow heart | These are special balls that tin restore lost health points. If conditions permit, they can contribute to the multiplication of ordinary balls in the field. New assurance become particularly unsafe in the reeds, where there is little protection. They can hands pass the towers, but they are afraid of the super - monkey |
Camouflage ball | They tend to exist invisible to towers, but to combat them, the ability to run across invisible balls should be learned from monkeys. These assurance can have any base of operations of ordinary assurance (while taking his abilities). Y'all can also put a monkey farm on the field, which perfectly sees camouflage balls |
Reinforced airship | These assurance can double the health points of whatsoever fortified ball |
Hardened Orbs are balls that have an extra layer of armor. To destroy such objects, y'all must first suspension through the protection layer. First announced in round 45. This ability tin can be combined with camouflage to brand targets more powerful. Reinforcement can only be applied to lead and ceramic assurance, and airships. If hardened balls generate regular balls, then reinforcement is not applied to them, but if the brawl (balloon) generates lead and ceramics, so they volition too exist fortified.
Bloons TD 6: Hero Guide
Heroes in Bloons TD 6 are additional towers that amend automatically equally you lot progress through the rounds. Each character has its ain unique characteristics, which are advised to use to destroy a sure blazon of balls. These towers volition be your main weapon confronting airships and fortified balls. Yous can only take 1 hero into a lucifer. We decided to list all the heroes in the game, since many players do not understand which balls to put certain heroes against.
Heroes, like towers, can be upgraded past 5. But information technology is so powerful that it tin simply exist performed on 1 monkey and hero. But in that location are cards on which it is immune to select ii monkeys in lodge to strengthen them to level 5.
Ezili (Voodoo Warlock)
This is a magic tower that deals periodic (that is, over a certain time) massive damage from explosions. As a effect, balls from explosions lose their properties when the hero reaches high levels. Ezili is recommended to be put confronting airships, and against KKRSh. Works great on loftier rounds (threescore, 80,100).
Abilities:
- Given at levels 3 and 12 - temporarily zeroes the multiplication belongings for all balls. Improvement: Increases the elapsing of the explosion and reduces the reload time.
- Given at 7 and 16 levels - yous can identify a totem that volition strengthen the neighboring towers, and temporarily get in possible to encounter camouflage balls. Upgrade: The cost of the totem is reduced by 90%, and its duration is increased by 2.5 times.
- Information technology is given at x and xx levels - a hexagon opens, which should be installed on the field against the airships. It volition deal harm equal to x% of the brawl's maximum health every 2d. If the object destroys the airship, then the ball will non exist able to spawn other balls. Update: Deals l% more damage.
Quincy (Archer)
This is the offset hero you lot will come across in the game. Information technology will help a lot at the start. The monkey is a crossbow shooter who decided to change the crossbow for an one-time longbow. Information technology has cosmetic pare and is all-time used from round 1 to xl. And so information technology is recommended to change Quincy to another hero, since all other characters practice more damage or can give positive effects to neighboring towers.
Abilities:
- Given at ane and 15 levels - chop-chop shoots 3 arrows for a brusque time. Improvement: fires 4 arrows, reload time is significantly reduced.
- Given at x and 18 levels - shoots a ring of arrows that can hit a large number of assurance. Only at the same fourth dimension it has low damage. Upgrade 1: Deals fifty% more damage. Upgrade 2: Deals 100% more than damage (from base level). Just 250%.
Gwendoline (pyromaniac)
Handyman. It has the ability to ignore belfry immunities. Handles tricky rounds with ease. Has very high impairment per second (second just to Captain Churchill). In our opinion, the all-time grapheme in the game.
Abilities:
- Given at levels three, xiv and 20 - shoots a hammer on a cable. Its harm is much stronger than the impairment of magic towers. Has a huge hitting radius. Upgrade 1: Deals 2 times more harm. Upgrade two: the hammer creates 2 walls of fire, dealing double damage.
- Given at 10, 16 and 20 levels - burns all the balls on the map, completely destroys ceramic balls, deals a lot of damage to airships and KKRSh. Upgrade one: Deals more damage over a longer period. Upgrade 2: Deals fifty-fifty more damage.
- It is given at 4, vii and 17 levels - this is a passive skill. Allows towers to burst steel balls and 1 striking, and deals damage to nearby balls. Upgrade i: Increases the radius of the upshot and damage. Comeback 2: increases damage.
Striker Jones (commander of the artillery)
Quite a strange hero, he is suitable for passing difficult rounds. Although it has low damage, it gives many positive effects to other towers, the damage of which is based on explosive and mortar damage. His presence on the pitch depends on your strategy.
Abilities:
- Given at levels three, 14 and xv - launches a cloud that stuns the assurance, except for the Peachy Airship of Destiny. Upgrade one: Increases the time and area of effect of the stun. Improvement 2: reduces reboot time. The stun action works on more balls.
- It is given at 10 and 20 levels - this is a passive skill. Increases the attack speed of bombs and mortars past ten%. Upgrade 1: Mortars take 10% more than damage (20% total). Improvement 2: increases the attack range past v% of the towers - bombs, and increases the damage per shot past 25%. Comeback 3: Increases the outcome of the original effect. At ninth level, the ability to ignore the immunity of black assurance is unlocked.
Obin (Forest Baby-sit)
Has the special ability to practise several things at the same time. Obin has many uses, he slows balls downwards a lot at high levels. When he is at the cease of the runway, he tin can shoot spikes, but he cannot utilize other abilities. It is recommended to put Obin with monkeys - ninja.
Abilities:
- Given at three, 7 and 16 levels - creates a cloud of blackberries, which works similar thorns, causing damage 50/100/500 points (depends on the level).
- Given at x and xx levels - creates a wall of copse that blot 3000/5000 wellness points from the balls.
- It is given at two, 11 and 18 levels - a passive skill. Increases the effectiveness of nearby magic towers. Upgrade 1: Increases the radius of the ability. Comeback 2: increases the reload speed of neighbors.
Helm Churchill (Defender)
The hero with the highest harm per 2d. Monkey in a tank with a large rocket launcher, machine gun and rocket to destroy airships. Captain Churchill is past far the most expensive hero, so he is difficult to take in the early on rounds, and he levels upwards very slowly. He is fit for the final rounds.
Abilities:
- Given at levels 3, 13 and 17 - temporarily places black balls that deal damage to ceramics and airships. Improvements: increase damage to all balls.
- Given at x and 20 levels - launches a salvo of 10 missiles at 10 airships, which inflict 100 harm per missile (full - 10,000 damage). Upgrade: Increases the damage of each missile by 250% (total 25,000 damage).
Benjamin (Money Monkey)
Benjamin is not really a hero to exist taken seriously, unless you plan on taking advantage of the rather lucrative combination of his ability to generate money up to round 40. He has no damage, only he volition bring you dollars.
Ability - given at 2, 8, eleven, xv and 17 levels. Income per round: 100/150/250/300/500/800 (depends on the level).
Adora (High Priestess)
A relatively new hero. She has high harm, besides has positive effects. But she, compared to other heroes, is not equally effective at any phase of the game. Maybe in the futurity, the developers will fix the shortcomings of the monkey.
Abilities:
- Increases shot harm and range by 25%. Upgrade: Each projectile shot deals triple impairment, increases projectile speed and reduces reload time by 33%.
- Sacrifices a tower to add value while improving the hero. Later such an comeback, Adora takes huge impairment.
- Summons a laser that deals massive damage to the assurance. Improvement: increases the damage of each projectile and its flight speed.
Footsie (Behemothic Monkey)
Undisputedly the strangest hero on this listing, he has a brusk assault range, and also has some slow massive attack explosions. With the upgrade, he gains the ability to finish airships. Can requite a positive skill that has a minor diameter of action. Information technology is useful in the early on stages confronting steel balls. He's not a destructive hero and you shouldn't expect him to be the soloist in battle. Only information technology does its task very well every bit a support belfry.
General improvements:
- Level 5 - Deals damage to airships.
- Level 13 - attacks stun airships and nearby balls.
- Level 17 - increases the duration of the stun.
Abilities:
- Rally Roar - All towers inside range do more than harm. Upgrade (Level fourteen): Increases the range of the effect.
- Big Clasp - Footsie stops attacking and pulls 2 nearby airships. Upgrade (Level 20): Increases the range of the effect.
Bloons TD half-dozen: Tower Guide
Monkeys - towers are divided into 4 categories:
- Chief.
- Armed services.
- Magical.
- Back up.
Some maps have limitations (for example, merely military units), but in other modes you can mix towers at your discretion. The toll of monkeys in easy rounds is cheaper than in more than difficult ones.
General recommendations for upgrading towers
The skill of towers seems to beginners to be a very circuitous organisation that volition accept a long time to sympathize. Many players who accept simply started playing Bloons TD 6 inquire questions nigh the priority skills that demand to exist pumped starting time.
It is worth noting that information technology is not enough to purchase an ability, it will still take to be activated. Therefore, information technology is important to retrieve that you will pay (in game currency) for the skill itself and for its activation. This is necessary to distribute money for all rounds of the match.
- Monkey with darts - given for free at the very beginning of the game. She brings 170 coins each. She should definitely report Triple Crossbow Darts. In order to make the monkey effective, you should cull skill 2 "Absurd shooter", so keep with the selected branch. Subsequent updates should improve the initial knowledge of the towers.
- Airships are very difficult objects to destroy, so information technology is advised to take skills that are effective against these powerful opponents.
- Price - Primary monkeys have a skill that reduces the buy of armed services towers, which accept proven themselves well against balloons. Also, military monkeys tin be placed in puddles, which is advisable on some maps.
- Mana Shield - This skill will assist your team hold out on difficult levels.
Each monkey has its own characteristics that you lot are advised to improve starting time. If at high rounds the tower no longer benefits you, then you can sell it and buy a new 1.
Characteristics of monkeys
Primary monkeys - the chosen hero is not primal.
Tower proper name | Basic characteristics | Recommended development path |
Monkey with darts | Cost - $ 200, defeat - two punctures and ane defeat. Shooting range - short / medium. Weaknesses - lead, frozen and camouflage balls | Scheme: 0-2-4, will bargain a lot of damage with a long range, and have few weak points |
Boomerang monkey | Cost - $ 325, defeat - iv punctures and ane defeat. Shooting range - medium / long. Weaknesses - pb, frozen and camouflage balls | Schemes: 4-0-2, deals harm to more targets. 0-ii-iv is best used after ceramics become super ceramics |
Shooter bomb | Price - $ 600, defeat - 18 punctures and one defeat. Shooting range - long range. Weaknesses - black and camouflage assurance | Scheme: 2-0-iii, after doing upgrade Twenty-iv it is all-time to deploy a lot of these cluster bombs, they can do up to 16 damage to xx balls at once, which is much meliorate than other means, however avoid level 5 bombs |
Gals shooter | Price - $ 280, defeat - one puncture and 1 defeat. The firing range is very depression range. Weaknesses - pb, frozen and camouflage assurance | Hither you should choose improvements to increase the speed and range of attacks, as well equally increasing the damage of projectiles. |
Ice monkey (freezes balls) | Price - $ 500, defeat - 40 punctures and ane defeat. The firing range is very low range. Weaknesses - lead, white, frozen and camouflage balls | Kickoff of all, it is worth increasing the assault range, and so the duration of the freeze, then increment the damage. When you attain 81+ rounds, information technology is better to improve the freeze effect on all kinds of balls and airships |
Glue monkey | Price - $ 275, defeat - ane puncture and one defeat. Shooting range - long range. Weaknesses - cover-up ball and airships | In the early rounds, y'all should increment the damage. Further develop types of glue that inflict periodic damage |
War Monkeys - the chosen hero is not of import.
Tower name | Basic characteristics | Recommended evolution path |
Sniper | Toll - $ 350, defeat - ii damage. The shooting range is unlimited. Weaknesses - lead, white, frozen and cover-up balls | At the get-go, you should pump damage and attack speed, and closer to high rounds - stunning all types of assurance and airships. These balls are specialized in ceramic damage |
Submarine | Price - $ 350, defeat - 2 punctures and 1 defeat. Shooting range - medium / long. Weaknesses - lead, white, frozen and camouflage balls | First, y'all should pump the assail range, then study the "Modern processor" (allows yous to use the attack range of other towers, also makes cover-up visible). Damage increment with side effects |
Pirate | Price - 550 $, defeat - 4 punctures and one defeat. Shooting range - long range. Weaknesses - lead, white, frozen and cover-up assurance | The attack speed should be increased, so the damage and the number of projectiles fired |
Joker | Price - $ 800, defeat - 5 punctures, 1 defeat and 8 shells. The shooting range is unlimited. Weaknesses - pb, white, frozen and camouflage balls | Increase the assail speed and the number of projectiles fired. Then camouflage detection |
Helicopter airplane pilot | Cost - $ 1500, defeat - 3 punctures and 2 defeats. The shooting range is unlimited. Weaknesses - lead, white, frozen and camouflage assurance | Increase the number of guns and the speed of movement. Then attack speed and damage |
Mortar monkey | Cost - $ 750, defeat - 40 punctures and 1 defeat. The shooting range is unlimited. Weaknesses - black and camouflage balls | Increase the area of issue of the defeat, the speed of reloading. So purchase a Shockwave to stun objects. Then "Burn down" for damage over time |
Magic monkeys - it is recommended to bet with the heroes: Obin (well-nigh effective with magicians), Adora and Gwendolyn.
Tower proper noun | Basic characteristics | Recommended development path |
Wizard | Toll - $ 450, defeat - 2 punctures and 1 defeat from 1 projectile per second. The shooting range is unlimited. Weaknesses - atomic number 82, imperial and cover-up balls | Scheme: 3-0-2 (0-2-3 + at the mage just to help detect camouflage in the absenteeism of the hamlet). Better to put them with the Alchemist and Druid. |
Super Monkeys - They practice the most impairment, have the most static range (excluding snipers) and accept the well-nigh powerful upgrades in the game | Price - $ 2700, defeat - i puncture and 1 defeat from 17.five rounds per second. The shooting range is unlimited. Weaknesses - lead and camouflage balls | Schematic: 3-2-0 Triples the number of projectiles, and each of them gains the total benefit of the Druid and Alchemist effects. You tin put Futsy with them - it will maximize the damage |
Monkey Ninja | Toll - $ 450, defeat - ii punctures and i defeat from 1.five shells per second. The shooting range is unlimited. Weaknesses - Lead Ball | Scheme: 4-0-2. This is a straightforward path, information technology deals a lot of damage, is very cheap, is easily acquiescent to side effects and has great potential. |
Druid | Cost - $ 450, defeat - 2 punctures and i defeat from 1.five shells per 2nd. The shooting range is unlimited. Weaknesses - lead and camouflage balls | Scheme: 0-1-four, after which the Druid volition take the maximum benefit from Obin, dealing more harm, will have more projectiles. Recommended to be paired with Aubin |
Alchemist | Toll - $ 550, defeat - 15 punctures and 1 defeat from 0.5 rounds per second. Applies acid that deals 2 harm per 2d for 5 seconds. The shooting range is unlimited. Weaknesses - camouflage ball | Yous should improve the skills of potions as much as possible, since they exercise not intendance what object they striking (they will bring equal damage) |
Support monkeys (support towers). It is recommended to put them with the heroes Fast, Benjamin, Ezili.
Tower name | Basic characteristics | Recommended development path |
Thorn Manufactory | Price - $ 800, defeat - 6 punctures and 1 defeat from 1 projectile per 2nd. Shooting range - brusk / medium. Weaknesses - Atomic number 82 Ball | Scheme: 2-4-0. It is by far the all-time spike mill, it can comprehend the map with alpine spikes that deal damage and is effective against airships. She is superior in every mode to other towers |
Monkey village | Toll - $ 1175, defeat - 6 punctures and 1 defeat from 1 projectile per second. Firing range - medium (increases the range of nearby towers by a small amount). | Y'all can cull any path of development, so the choice is completely based on which other towers you will employ. |
Engineer | Price - $ 500, defeat - 3 punctures and 1 defeat. The firing range is medium. Weaknesses - atomic number 82, white, frozen and cover-up balls | You should increase the harm range, then learn freeze, which stops the balls. Closer to the high rounds, it is brash to larn shooting nails at airships and detecting camouflage |
Bloons TD 6: Map Overview
Bloons Tower Defense force 6 currently has 43 maps:
- 15 starting cards.
- thirteen intermediate cards.
- ten advanced cards.
- 8 good cards.
The payment of monkey coin for passing the map depends on the previously selected difficulty of the map, and on the selected difficulty of the game.
Starting cards
Card name | Clarification |
Monkey meadow | This is a grassy map. The map does not contain any objects blocking the view and no water, which makes information technology the easiest map in the game. Monkeys can be placed on pumpkins in the upper left and upper right corners of the map, despite the pumpkins being static objects (map decor) |
Stump | The map is located around the stump. The assurance circle effectually the stump, so make a larger circle before exiting. The stump volition block the view of the towers, but the towers on the stump have no restrictions. Yous tin can tap the tree stump with an ax, which makes it move. And if you click on the mushrooms, they start to smoothen |
City center | Grassy map with a monkey city temper. The water lines in the upper left corner of the map are too small-scale and too far off the rails to be useful. Just you lot tin employ the Processor Submarine upgrade to employ water. Information technology is recommended to use merchants here, every bit they generate money regardless of the type. Near the building on the correct, there are crates that can be used for h2o towers. The buildings and the windmill are obstructions to the view. This is the map shown in the game tutorial |
Falling processed | Processed-filled card with a chocolate river flowing in the middle where water monkeys can be placed, based on Willy Wonka's chocolate mill |
Winter park | Snow-covered park area with a pocket-size fountain in the centre where you can place water monkeys |
Park path | Clean, pleasant, long and winding path with water in the stream. Something like a spiral |
Alpine rail | Snowfall card based on ski lift |
Freezing | Ice themed map. It has many triangles with plenty of room for h2o towers. |
In the loop | Autumn thematic card. The objects follow a square that has loops at the corners. In that location is water in the upper correct hinge. Copse and tools on this map can block the monkeys' field of view |
Cubism | Abstract fine art card. The balls go around triangles and quadrangles. There is water in the lower right corner and in ane of the triangles, which allows y'all to identify h2o towers. There are 2 storm drains on the map that exercise not impact gameplay |
Four circles | Sprint track map. The assurance become most 4 circles. The top left and lesser correct circles are h2o. The map has a timer in the lower right corner that counts down minutes and seconds. It too blocks the vision of monkeys |
Hedge | Herbaceous garden map. Objects fly by nearly the hedge. In the center in that location is a statue of a sprint monkey. The hedges along the walkway block the monkeys' line of sight and cannot be removed. If you lot knock on the statue of a dart monkey, it rotates ninety degrees |
End of the road | Desert road map. The balls follow a horizontal road with two bends so render to where they came from. There is water at the end of the road, which makes it possible to place water towers. Cacti block the view of the monkeys, although this practically does not bear on the gameplay |
Magazines | A map that looks like a swamp. Objects follow a vertical checkerboard path and then a horizontal i, passing nether numerous logs. The heart square of the checkerboard pattern is h2o, not earth, which allows the utilise of water towers. Monkeys cannot see through the logs |
Intermediate cards
Card name | Description |
Bazaar | Second customs-adult map added to the game and set to the Desert Market place. There are many line-of-sight obstructions on the map, such as copse and central counters. Balls come from alternating stripes on opposite sides |
Temple of Adora | Map showing a temple with multiple fountains, multiple entrances and exits for balls, and layered steps to place towers |
Bound | A jump-themed map showing the central island with the surrounding water. The balls travel forth two paths, with both paths having the aforementioned entry and exit. No obstructions that reduce vision (rocks around the border cake vision, merely not enough to thing) |
Standard | A map reminiscent of a race track. The main path starts on the left, under the tunnel, around the second counterclockwise loop, around the offset clockwise loop, above the tunnel, and exits through the right exit. There are two sets of bales of hay and tires that lie in each circumvolve and tin be removed for $ 500 each |
Landing on the moon | Lunar map with three craters, in which almost towers cannot set on targets. Mortar monkeys are perfect for the map |
Downstream | A map set in a meadow that looks like a monkey meadow. The balls make two loops around the rail. There is a large stream in the middle of the screen, hence the name. You cannot place towers in the middle of the loops until you clear the rock debris ($ 350 each) |
Polygon | The assurance will go around the acme of the map and descend from both sides to the exit. Towers can only be located at the lesser of the map with tread tracks, on minor wooden planks and water on the right side. At that place is a watchtower in the middle that blocks the view of the monkeys, merely information technology can be removed for $ g forth with the cinematic animation of the Footing Zero bomber |
Crack | This carte du jour depicts a rock that can be removed for $ 1,000 as information technology blocks the vision of the monkeys. There is a small trunk of water nether the stone. Oddly enough, this map has a sign that blocks towers from being placed on it, but does not block vision. |
Stream bed | Map of the mountain bay with bones. In that location is a rather large reservoir in the lower office. Skull in the middle blocks the view of the monkeys, but tin be removed for $ 1000 |
Parachutes | Temple map. The balls come up out starting from the left lane, then the lanes alternate. There are two monkey statues in the middle that you can hire for $ 350 each as they obscure the view |
Rake | Japanese sand garden map. The balls exit from two sides at once and become out in two places. This map contains a minor ocean. At that place is likewise a statue, which can be removed for $ one thousand, which volition cake your view if not removed. The rake in the upper left corner of the map does not block line of sight, only monkeys cannot exist placed on them |
Spice islands | An archipelago map composed generally of water. Palm trees tin cake the monkey's straight view; they can be removed for $ 1000 |
Advanced Maps
Carte name | Clarification |
Hook | The get-go community map added to the game. The map is based on the machinery on which the towers rotate (on a gear). The carte du jour rotates every round. In that location are no obstacles. Assurance bypass the outer one-half of the gear |
Spillway | A toxic waste product dump filled with waste. Four walls can exist removed for $ two,000 that block the water towers from firing in the center |
Cargo | Most of it is car, boats and h2o. Round 39 unlocks a new path with only airships and two trucks blocking the view (tin exist removed for $ 500 each) |
Pat's pond | Swamp map with a large body of water in the middle. The balls travel forth 2 paths, with the archway to one being the exit from the other and vice versa. Ii sets of trees and stones tin can be removed for $ 500 each |
Peninsula | A rocky map with water on three sides and few tower locations. In that location are three rubble stones that tin can be cleaned for $ 500 each. A large hill is blocking visibility. Towers can be placed on patches of grass |
Loftier finance | The assurance move first in an S-shape and and so in a U-shape around the blocks of the structure site. A pocket-size bridge in the middle allows the bashi. Each of the individual edifice plots obscures the view, however they tin can exist built and towers can be placed on pinnacle to open up the view over other non-built-up areas. The price of building each block ranges from $ 350 to $ i,500 |
Another brick | Brick wall map. Objects bypass the wall that obstructs the view. The entire left side is closed to suit monkeys, but bricks tin can be removed for $ grand each to make room for banana farms, helicopter pilots, temples, alchemists, or anything else whose assault does non depend on vision |
Off the declension | Beach map. The balls emerge from the h2o in the center of the embankment and then return to the water over again. The card depicts a wrecked ship in the water, on which water towers cannot be placed, cannot be removed. Ground towers, however, can be placed on some parts of the wreckage, such as the crow's nest and the bow of the send |
Cornfield | At the very showtime, the just area where the histrion can place towers is a minor square in the middle. The player tin discover more land by paying to remove cornfields. Removal costs range from $ 350 to $ 1,500. Towers can be placed in the mud separating cornfields |
Dungeon | Cave-manner map. The balls fly around two rounded intersecting railways. At that place are no objects blocking the view of the monkeys |
Expert cards
Card name | Description |
Flooded valley | The map is installed on the dam. The track looks like a i-lane track, but instead the balls come up in from two sides at the same time, and come out from reverse ends. The left side is land that is blocked by a loftier dam, while the right side is water |
Inferno | The map is installed inside the volcano. The track consists of ii tracks made of many small-scale floating stones that intertwine in the middle of the map, the inputs of these tracks are on the left side of the screen, and the outputs are on the right side. There are several small stone islands, two of them have water on which to place towers |
Bloody puddles | A harder version of mud puddles, with 5 lanes instead of four to make it harder to hold the assurance. There is also a wrecked Jeep stuck in the mud that can exist removed for $ 1,000. But after paying for its removal, a collapse appears: when the automobile that appears to remove the jeep breaks down and falls, taking upwards even more than space. Thereafter, the motorcar, jeep and nearby rocks can be removed for ane for $ 500 |
Workshop | The map looks similar a factory workshop. Many tables block the view and shortcut. After round 39, a new path opens, which merely airships take. Two cars can exist activated for free the first time you use them, with one making the main path longer, and the other slowing downwards the balls, and deactivating later a certain time. It is possible to renew the performance of the machines once again simply for money, and the fee increases each time |
Foursquare | Grassy map with four entrances / exits for objects. Four flower farms blocking every entry / exit can exist rented for $ 1,500 each. The pond in the centre allows yous to place water towers |
Dark castle | Thematic map of the castle. There are 4 entrances and i exit. Towers can be placed on top of the castle, but other places will block their view. At that place are copse blocking the view of incoming balls, only they tin be removed for $ 1000 |
Muddied puddles | The balls go out along four winding paths, the paths alternating each circle. The puddles between the paths allow you to place pirates and submarines on them |
Oh! | The balls come out from 4 sides at the same time. Water in the center can be removed for $ 1,000, but if in that location are towers in information technology, it cannot be removed. |
Bloons TD half dozen: Ball Fighting Secrets
Fortified balls. To bargain with larger objects, players can use some of the post-obit tower options:
- x-two-x Alchemist - removes armor from lead and ceramics (does not work on airships).
- x-10-4 and x-x-5 Mortar monkey - for removing armor from balls and airships. And x-3 to inflict boosted explosive impairment on armored targets.
- Using Super Monkeys. Scheme x-x-i for permanent stunning of fortified ceramics.
- Use tower upgrades that bargain boosted harm to hardened balls such as Spiked Balls or Heavy Projectiles.
- Using special tactical or monkey lore buffs that can damage hardened assurance.
- Ninja Monkeys can push fortified pottery to the exit.
Imperial assurance. Although the purple ball tin can be easily destroyed at the beginning of the lucifer, it can be quite dangerous during the later rounds, peculiarly in the 95th circular, where a huge number of airships appear and the player begins to rely on powerful towers, but they mainly use energy. fire and plasma attacks, to which the royal ball is immune. Every bit a result, a group of purple targets tin can pass through the player's defense unnoticed, causing the gamer to lose. The Thorn Manufacturing plant will aid cake any regal orbs, equally they never utilize free energy, fire or plasma attacks.
Best monkeys for detecting camouflage assurance:
- Monkey with a dart - "Improved vision" skill (shoots farther and reveals hidden assurance to other towers).
- Wizard - the "Monkey Feeling" skill (begins to see camouflage) and "Shimmer" (lets other towers see camouflage).
- Ninja - Counterintelligence skill (allows shurikens to remove camouflage from balloons, making them visible to allies).
- Super-monkey - "Ultrasound" skill (detects cover-up).
- Sniper - skill "Dark vision goggles" (allows the sniper to detect and inflict double damage to camouflage balloons).
- Pirate - Crow'south Nest skill (allows the tower to run across camouflage).
- Engineer - Cleansing Foam skill (sprays foam that removes cover-up layers).
All balls and their immunities should be carefully examined in lodge to know how to destroy the target. For example, a lead ball is not susceptible to sharp steel damage, so it is better to hit it with magicians. Above round forty, information technology is recommended to accept skills that detect cover-up so that hidden balls do not pass y'all past.
Bloons TD vi: Tips for Making Money
Since every belfry and every improvement costs money, many players ask the question: "How to make a lot of money." If you accept a Benjamin, y'all should place him first, as he helps provide the starting money. Information technology should exist placed at the far terminate of the map so that you tin't fifty-fifty see information technology, every bit information technology'due south built for the late game when airships spawn.
- It is recommended to identify the monkey villages in a circumvolve with enough infinite in the middle to identify as many druids in the eye as possible. Information technology is not worth improving villages until you have a lot of druids.
- Druids should exist upgraded one at a fourth dimension until the "Bounty of the Jungle" skill unlocks. The scheme is 0-4-0.
- All of your farms should be upgraded to the best Banana Tier Research Centers (iv/0/0) and somewhen get ane Key Banana Farm (5/0/0). It is advised to put a assistant subcontract in the middle of the map to collect more coin.
- If you play with friends, and then send them money periodically.
- Information technology is necessary to learn from the monkeys the skills that requite more money for the destruction of balls and airships.
- Sell ineffective towers.
Article author: Evgeniya K.
Source: https://wisegeek.ru/aad/bloons-td-6
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