Challenge Name |
Date |
Thread |
Map |
Towers |
From |
To |
Mode |
RBE |
D |
O |
Completion |
Difficulty |
Author |
Walkthrough |
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Monkey Lane, Easy | 2012-01-27 | link | Monkey Lane | DM, sniper, ninja, cannon | 1 | 50 | Easy |
| x | x | | Trivial | coyotik | 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.
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Bloon Circles, Easy | 2012-01-28 | link | Bloon Circles | tack, boomer, glue, app | 1 | 50 | Easy |
| x | x | | Trivial | coyotik | 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
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Park Path, Easy | 2012-01-29 | link | Park Path | buccaneer, ace, ice, dartling | 1 | 50 | Easy |
| x | x | | Trivial | coyotik | 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
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Mount Magma, Easy | 2012-01-30 | link | Mount Magma | boomer, SM, village, mortar | 1 | 50 | Easy |
| x | x | | Trivial | coyotik | 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.
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Archipelago, Deflation | 2012-01-31 | link | Archipelago | buccaneer, apprentice, cannon, glue | 25 | 65 | Deflation |
| x | x | | Easy | coyotik | 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
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Switch, Easy | 2012-02-01 | link | Switch | boomer, ninja, ace, bomb | 1 | 50 | Easy |
| x | x | | Easy | coyotik | 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
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Monkey Lane, Apopalypse | 2012-02-02 | link | Monkey Lane | snipers, ninjas, dartlings, apps | 1 | 65 | Apopalypse |
| x | x | Leaks (sloppiness) | Easy | coyotik | 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.
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Park Path, Medium | 2012-02-03 | link | Park Path | sniper, tack, ace, mortar, farm | 1 | 65 | Medium |
| x | x | | Easy | coyotik | 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.
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Ice and fire | 2012-02-04 | link | Castle | app, mortar, ice, cannon, pineapples | 1 | 65 | Medium |
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Castle, Easy | 2012-02-05 | link | Castle | dm, boomer, ship, apprentice | 1 | 50 | Easy |
| x | x | | Easy | coyotik | 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
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Bloon Circles, Deflation | 2012-02-06 | link | Bloon Circles | DM, ninja, bomb, mortar | 26 | 65 | Deflation |
| x | x | | Trivial | coyotik | Show/hide: 2/3 mortar, 4/1 mortar, 4/2 cannon, 2x 3/2 cannons, 8 2/3 cannons
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Pass 10 Epic Rounds With Lots o' Cash | 2012-02-07 | link | Park Path | | 85 | 95 | Medium |
| x | | | Trivial | coyotik | Show/hide: two villages, one to 4/1 another to 2/2. 3 glaive lords and 12 4/2 bloonchipers (strong) mixed together under the villages. Add more glaive lords, two grounds zeros to make things quicker.
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Archipelago, Medium | 2012-02-08 | link | Archipelago | DM, app, buccaneer village | 1 | 65 | Medium |
| x | x | | Easy | coyotik | 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
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Super Clock | 2012-02-09 | link | Clock | DM, SM, village, pineapple | 1 | 50 | Easy |
| x | x | | Trivial | coyotik | 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
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Where'd My Towers Go | 2012-02-10 | link | Castle | farms, road spikes, bombs | 10 | 45 | Easy |
| x | x | | Trivial | coyotik | 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
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Strapped for Cash | 2012-02-11 | link | Castle | | 1 | 50 | Hard |
| x | | | Easy | coyotik | 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
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Harrisson's Challenge | 2012-02-12 | link | Monkey Lane | tack, app, cannon, dartling | 1 | 85 | Easy |
| x | x | Dartlings (but no serious work) | Easy | coyotik | 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
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Switch it Up | 2012-02-13 | link | Switch | DM, apprentice, ice and SM | 1 | 65 | Medium |
| x | x | | Medium | coyotik | 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. Add another 3/0 monkey behind switch, with any leftover money upgrade any 0/3 to 2/3 if it helps him reaching downward path or bottom exit. During round, add two 0/3s in bottom loops. Switch juggernauts to first. 63 should be NLL. In 64 use SMFC, add 0/3 DMs top right of switch during 65, SMF when first BFB pops
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Davy Jones Locker | 2012-02-14 | link | Archipelago | all except buccaneers | 1 | 65 | Medium |
| x | | | Trivial | coyotik | 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...)
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Ice, Wind & Fire | 2012-02-15 | link | Rink | app, ice | 1 | 85 | Hard |
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Dart monkeys aplenty | 2012-02-16 | link | Monkey Lane | DM, road items | 1 | 40 | Medium |
| x | x | | Trivial | coyotik | 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
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Classic BTD | 2012-02-17 | link | Rink | DM, tack, bomb, ice, SM | 1 | 50 | Easy |
| x | x | | Trivial | coyotik | 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.
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Long siege | 2012-02-18 | link | Castle | | 10 | 100 | Medium |
| x | | | Medium | coyotik | 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. I had something like 14 chippers in the end - enough to comfortably and slowly chew on all ZOMGs. It was then just a mater of patience, the last 5 rounds took a long time. so finally built some tech terrors to make it a bit faster. My strategy is probably quite inferior (there were a few close calls for NLL in mid/late game), but it works.
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Air and Sea | 2012-02-19 | link | Castle | bucs and aces | 1 | 50 | Easy |
| x | x | Leaks | Hard | coyotik | 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
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Apopalypse Now | 2012-02-20 | link | Mount Magma | sniper, mortar, army, farm, pineapple | 1 | 40 | Apopalypse |
| x | x | | Trivial | coyotik | 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.
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Crop Dusting | 2012-02-21 | link | Bloon Circles | ace, GG, farm | 1 | 65 | Medium |
| x | x | Leaks, Selling | Hard | coyotik | 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.
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Two of a Kind | 2012-02-22 | link | Park Path | 2 of any | 1 | 85 | Hard |
| x | | | Easy | coyotik | 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
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Time's Up | 2012-02-23 | link | Clock | boomer, bomb, ace, dartling | 1 | 50 | Easy |
| x | x | | Easy | coyotik | 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
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Sniper Alley | 2012-02-24 | link | Monkey Lane | snipers, farms, road items | 1 | 50 | Easy |
| x | x | Road Items | Medium | coyotik | 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)
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Pirates and Ninjas | 2012-02-25 | link | Archipelago | ninja, ship, village, farm, pineapple | 1 | 65 | Medium |
| x | x | | Easy | coyotik | 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 For round 63, up ninjas to 4/2 and set them to strong (had cash for 4 before round). Use sabotage, up two more ninjas, use another sabotage for second rush, add one more 1/1 ship - and the third rush should be held with a bit of room to spare. (It's quite likely that instead of the saboteurs, having 8 4/2 ninjas and a few more cannon ships would work by brute force. Sabotage not needed in 64 and 65.
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A Stroll Down Monkey Lane | 2012-02-26 | link | Monkey Lane | DM, cannon, GG, mortar, road spikes | 25 | 50 | Deflation |
| x | x | | Trivial | coyotik | 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
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Roger That Gold Leader | 2012-02-27 | link | Park Path | aces and buccaneers | 1 | 50 | Easy |
| x | x | | Trivial | coyotik | 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
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Mortar and Tack | 2012-02-28 | link | Rink | Mortars, DM 0/0 | 1 | 50 | Easy |
| x | x | | Trivial | coyotik | 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
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Nature calls | 2012-02-29 | link | Park Path | SM, free agents | 2 | 55 | Medium |
| x | x | | Trivial | coyotik | 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
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Plumb In Front | 2012-03-01 | link | Switch | 5 total, DM, Tack, boomer, ice | 1 | 40 | Hard |
| x | x | Selling (maybe avoidable) | Easy | coyotik | 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.
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It Takes A Village | 2012-03-02 | link | Bloon Circles | village, boomer, bomb, ice, road items, free BDD | 1 | 60 | Apopalypse |
| x | x | | Easy | coyotik | 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
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A Cool Challenge | 2012-03-03 | link | Rink | DM, bomb, village, road spikes | 1 | 85 | Hard |
| x | x | | Trivial | coyotik | 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
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One ring to rule them all | 2012-03-04 | link | Mount Magma | 1 of each except villages, road items banned | 1 | 65 | Medium |
| x | | | Trivial | coyotik | 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
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Heart of the Maelstrom | 2012-03-05 | link | Bloon Circles | tacks | 1 | 60 | Medium |
| x | x | | Easy | coyotik | 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.
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Martial Arts Masters | 2012-03-06 | link | Switch | ninja, boomer, road items | 1 | 65 | Medium |
| x | x | Road Items (a bit random small leaks in midgame rounds) | Hard | coyotik | 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. For 60, upper boomer to first again. Use sabotage when the BFB is almost popped. For 63, two more 3/0 boomers on bottom path somewhere, and all ninjas to 4/2. For 64, sabotage after 3 MOABs appear, both turbocharges. For 65, two more 3/0 boomers on upper path. All abilities will recharge, and repeat round 60
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Low Tek | 2012-03-07 | link | Rink | no upgrades, no road items | 1 | 50 | Easy |
| x | | | Trivial | coyotik | 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
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Deflate the Clock | 2012-03-08 | link | Clock | | 30 | 50 | Deflation |
| x | | | Trivial | coyotik | 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)
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Classic | 2012-03-09 | link | Monkey Lane | DM, tack, bomb, ice - all restricted to 1/1, road spikes | 1 | 50 | Easy |
| x | x | Road Items (no camo detection) | Easy | coyotik | 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)
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Bombs, Glue, Village | 2012-03-10 | link | Castle | bomb, glue, village, road items | 1 | 50 | Easy |
| x | x | Road Items | Medium | coyotik | 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)
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ZOMG | 2012-03-11 | link | Monkey Lane | | 85 | 85 | Medium |
| x | x | | Trivial | coyotik | 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
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One rink to rule them all | 2012-03-12 | link | Rink | 1 of each except villages, road items banned | 1 | 65 | Medium |
| x | | | Trivial | coyotik | 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
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Ninja Glue on the Farm | 2012-03-13 | link | Monkey Lane | ninja, glue, farm | 1 | 65 | Medium |
| x | x | | Easy | coyotik | 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
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Storm at sea | 2012-03-14 | link | Archipelago | buc 2/4, app 4/2 | 35 | 65 | Medium |
| x | x | Leaks (random) | Easy | coyotik | 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
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Switch It Up | 2012-03-15 | link | Switch | mortar, DM 2/2, tack 2/2, bomb 2/2, one meerkat and bloonberry provided | 1 | 65 | Medium |
| x | x | Leaks, Selling | Hard | coyotik | 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.
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Ice breaker | 2012-03-16 | link | Rink | buccaneers, bombs, boomers | 1 | 50 | Easy |
| x | x | | Easy | coyotik | 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.
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Banned: Camo detection | 2012-03-17 | link | Park Path | tack, cannon, ice, glue, chipper | 1 | 36 | Hard |
| x | x | Leaks (all camo) | Easy | coyotik | 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
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Super Glue Vacation | 2012-03-18 | link | Switch | all but SM, glue and spactory | 1 | 65 | Hard |
| x | | | Medium | coyotik | 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
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Building the Ark | 2012-03-19 | link | Park Path | 2 ninjas, DMs, bucs, apps and snipers | 1 | 65 | Medium |
| x | x | | Trivial | coyotik | 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).
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Mount Boom | 2012-03-20 | link | Mount Magma | boomer, ace, dartling, farm, free agents | 1 | 65 | Medium |
| x | x | | Easy | coyotik | 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
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Time Goes On | 2012-03-21 | link | Clock | ice, sniper 4/2, tack, boomer, bomb, spikes | 1 | 65 | Medium |
| x | x | | Medium | coyotik | 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
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Yin | 2012-03-22 | link | Rink | all restricted to x/0 | 1 | 85 | Hard |
| x | | | Easy | coyotik | 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
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Yang | 2012-03-23 | link | Park Path | all restricted to 0/x | 1 | 85 | Hard |
| x | x | | Easy | coyotik | 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
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Deflated | 2012-03-24 | link | Mount Magma | all except SM and village, 4 max | 30 | 60 | Deflation |
| x | | | Trivial | coyotik | 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
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Apopalypse Now | 2012-03-25 | link | Monkey Lane | ice, spactory, dm, ninja, tack, cannon - all 0/0, and pineapples | 1 | 40 | Apopalypse |
| x | x | Road Items (camo leads) | Easy | coyotik | 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
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B-Day | 2012-03-26 | link | Monkey Lane | beekeeper and 4 B-devices | 20 | 65 | Medium |
| x | x | Leaks | Extreme | coyotik | 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.
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The Big Bang | 2012-03-27 | link | Park Path | bomb, mortar, ace, ship 4/2, pineapples | 1 | 85 | Hard |
| x | x | Leaks (avoidable) | Easy | coyotik | 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
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Ice, Ice Baby | 2012-03-28 | link | Bloon Circles | sniper, ice | 1 | 50 | Easy |
| x | x | Leaks (unavoidable first round) | Medium | coyotik | 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
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Ride The Lightning | 2012-03-29 | link | Rink | apprentices 4/2, farms, villages | 1 | 85 | Easy |
| x | x | | Easy | coyotik | 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
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Firestorm | 2012-03-30 | link | Archipelago | apps, villages, road items, one turtle | 1 | 85 | Hard |
| x | x | Farming, Road Items, Selling | Hard | coyotik | 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. For round 84, you can sell both farms, place discount village on treasure island, up the present village from 2/2 to 2/4 and then up the discount to 4/0, and burn any remaining big money on phoenixes, using the village ability when the going gets tough. (In BTD5O, you'll instead be able to cram more apprentices in good spots using low quality, so this will not be needed)
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Mortar in the mount | 2012-03-31 | link | Mount Magma | mortars, spikes | 10 | 60 | Easy |
| x | x | Road Items | Trivial | coyotik | 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
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Hard? That was Easy | 2012-04-01 | link | Castle | spactory, boomer, bomb, glue, buccaneer | 1 | 45 | Apopalypse |
| x | x | | Easy | coyotik | 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
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Look Left | 2012-04-02 | link | Park Path | left towers | 1 | 65 | Medium |
| x | | | Trivial | coyotik | 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)
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Look Right | 2012-04-03 | link | Bloon Circles | only right column | 1 | 50 | Easy |
| x | | | Easy | coyotik | 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)
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Cross the Road | 2012-04-04 | link | Monkey Lane | dm, boomer, ninja, glue, apprentice, village, dartling, road items | 1 | 85 | Hard |
| x | x | | Easy | coyotik | 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
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Tackticks | 2012-04-05 | link | Park Path | tacks 3/2, spactories 2/2, road spikes | 1 | 60 | Medium |
| x | x | | Easy | coyotik | 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
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Ice breaker | 2012-04-06 | link | Rink | buc, sniper | 1 | 65 | Medium |
| x | x | Selling | Medium | coyotik | 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)
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Green Eyed Monsters | 2012-04-07 | link | Archipelago | SM 0/2, free agents | 1 | 50 | Easy |
| x | x | Leaks | Hard | coyotik | 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.
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That was quick | 2012-04-08 | link | Tree Tops | no agents | 74 | 74 | Hard |
| x | x | | Trivial | coyotik | Show/hide: 2/0 village, 2/4 cannon, 2x 2/3 cannon and the rest in 3/0 boomers
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Slowed and Steady | 2012-04-09 | link | Bloon Circles | sniper and GG | 1 | 46 | Easy |
| x | x | Selling | Medium | coyotik | 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
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Monkey Strike | 2012-04-10 | link | Switch | spactory, chipper, tack, bomb, village, farm, road items, free agents | 1 | 65 | Medium |
| x | x | | Easy | coyotik | 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
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The Power of Three... Types of Towers | 2012-04-11 | link | Mount Magma | app, boomer, ninja | 1 | 65 | Medium |
| x | x | | Easy | coyotik | 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)
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A Walk in the Park | 2012-04-12 | link | Park Path | DM, one tribal turtle | 1 | 85 | Hard |
| x | x | | Hard | coyotik | 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
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Bull's Eye | 2012-04-13 | link | Clock | dartlings | 1 | 65 | Medium |
| x | x | Dartlings | Easy | coyotik | 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
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Upon the Boiling Sea | 2012-04-14 | link | Archipelago | buccaneers | 1 | 65 | Medium |
| x | x | SB, Selling | Extreme | coyotik | 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. Giving up on NAPS, enabled the SB and then replicated everything up to round 55 in a much more relaxed spirit - 2 cannon ships and 8 destroyers. Upped one to 4/1 in center, set it to strong, then added heaps of 2/3 ships in right side of the map. (only one of the first two was set to last to get leads out of the way). NLL just fine, no close calls even)
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The Three Ninjas | 2012-04-15 | link | Monkey Lane | 3 ninjas | 1 | 48 | Easy |
| x | x | Leaks (random, possibly avoidable) | Easy | coyotik | 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
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The Whirling trio | 2012-04-16 | link | Monkey Lane | 3 boomers | 1 | 48 | Easy |
| x | x | Leaks | Easy | coyotik | 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)
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The Color of Magic | 2012-04-17 | link | Monkey Lane | 3 apps | 1 | 48 | Easy |
| x | x | | Trivial | coyotik | 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
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Bombs, Ice and Fire | 2012-04-18 | link | Rink | bombs, ice, tack 4/2, one meerkat | 1 | 65 | Medium |
| x | x | | Easy | coyotik | 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
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Monkey River | 2012-04-19 | link | Snake River | all monkeys | 46 | 65 | Medium |
| x | | | Easy | coyotik | 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
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Nine by Three | 2012-04-20 | link | Bloon Circles | max 3 of each and 9 total | 1 | 65 | Medium |
| x | | | Medium | coyotik | 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
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Darts Galore | 2012-04-21 | link | Archipelago | dart users | 1 | 65 | Hard |
| x | x | | Medium | coyotik | 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 Add eight 0/3 DMs on the main island, two 0/0 (all to strong), up three 0/3s to 2/3 (to help with camos in 42), then all ten to 2/3, one 2/1 buccaneer to 3/1, then another. Then add ace on right side of treasure island, to 3/0. Add one more 3/1 ship above the three central islands, set 2/3 ship to first whenever moab contents are making it past it (namely in 53 and 54, those slightly spaced MOABs are the worst). Enough cash to get ace to 4/2 by 60 (all destroyers set to strong, cannon ship left on last) Immediately start on another next to it, flying vertical 8 complementing the first one After the second spectre, Add 3/1 destroyers, stop after level 80. In 82, set most of them to first, except those that do not reach BFBs on the upward path, these can stay strong (try to have about 11 total, about 5 to the right of the small central islands). |
Enhanced Bombardment | 2012-04-22 | link | Monkey Lane | cannon, mortar, pineapple | 1 | 50 | Easy |
| x | x | | Easy | coyotik | 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
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Mechanically Inclined | 2012-04-23 | link | Switch | boomers 2/4 and supers 2/4, one meerkag | 1 | 65 | Medium |
| x | x | Selling | Hard | coyotik | 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.
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Budget cuts | 2012-04-24 | link | Castle | all restricted to 2/2 | 1 | 65 | Medium |
| x | | Leaks, Dartlings | Hard | coyotik | 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
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Don't Pollute The River | 2012-04-25 | link | Snake River | spactories | 1 | 65 | Medium |
| x | x | Leaks, Selling | Trivial | coyotik | 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.
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A small selection | 2012-04-26 | link | Monkey Lane | DM, boomer, ninja, cannon and ice, all 0/0 | 1 | 50 | Easy |
| x | x | | Trivial | coyotik | 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.
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Bloon stopping | 2012-04-27 | link | Switch | ninja and glue 2/4, bomb 4/2, ice, one SMS | 1 | 65 | Medium |
| x | x | Leaks (random) | Hard | coyotik | 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
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Fight Fire with Fire | 2012-04-28 | link | Mount Magma | cannon, apprentice, mortar, pineapples | 1 | 85 | Hard |
| x | x | | Easy | coyotik | 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
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Boomer-Vanced Aircraft | 2012-04-29 | link | Monkey Lane | boomers and aces (3/3) | 1 | 65 | Medium |
| x | x | | Easy | coyotik | 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
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You Stay On Your Side | 2012-04-30 | link | Bloon Circles | left 4/0, right 0/4 | 30 | 85 | Hard |
| x | | | Hard | coyotik | 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. circle village to 2/0, add another apprentice in the serpent, to /3 ASAP, then up spactory to 1/0. That and one well-timed GZ should make round 70 narrowly NLL. Maelstrom your way till 77, use GZ there, and you can get another. Use all three for first rush in 78, then GZ for second. add a x/3 dartling to hammer the circle beginning, and use carefully spaced maelstroms throughout. One GZ during 80. Add another /3 ace for 82, use GZs at last moment. Third ace will become /4 early in 83. Use GZ as soon as all MOABs appear to get max recharge time. 84 doable with just one GZ, and 85 too, just let the ZOMG get sucked to pieces
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We Need to Go Faster | 2012-05-01 | link | Park Path | upgrade paths that increase attack speed | 1 | 50 | Easy |
| x | x | | Trivial | coyotik | 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
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Bad Aim | 2012-05-02 | link | Monkey Lane | ace 2/3, dartling 0/3 | 1 | 50 | Easy |
| x | x | | Easy | coyotik | 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
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BBBB | 2012-05-03 | link | Snake River | bomb, bucc, boomer, farm | 1 | 65 | Medium |
| x | x | | Medium | coyotik | 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
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Wait, What? | 2012-05-04 | link | Rink | All lead poppers / upgrades banned, except for village | 1 | 50 | Hard |
| x | | Farming, Selling, Road items | Easy | coyotik | 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
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Excuse Me, This Is Our side | 2012-05-05 | link | Snake River | left towers 0/4, right 4/0 | 30 | 85 | Hard |
| x | | | Easy | coyotik | 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
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Eight's Unlucky | 2012-05-06 | link | Clock | 7 max, no road items | 13 | 85 | Hard |
| x | | | Easy | coyotik | 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.
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Special Assets | 2012-05-07 | link | Castle | tacks, snipers, bombs, bucs (4/2), aces, mortars, dartlings | 30 | 85 | Medium |
| x | x | Dartlings | Hard | coyotik | 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). Last round is a bit tricky - with the GZ not recharged in time. Either rebuy it, or do it without - up two more cannons to 2/4, wait for the ZOMG to be popped, then quickly fire all 4 assasins AND rocket ability. First salvo will be wasted, but then the MOABs will get popped and the next salvoes will wipe them completely. (At least that happenned on the short path. On the longer path, your mileage may vary and it might be simpler just to wait for the GZ to recharge, aiming dartling away, and once the GZ is ready, popping all BFBs with assasins
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You've Got On the Hat | 2012-05-08 | link | Monkey Lane | Hat-wearing | 1 | 50 | Easy |
| x | | | Trivial | coyotik | Show/hide: Engineer's heaven - one to 2/0, then add two 2/3 mortars to guarantee camo stripping, and just keep spamming engineers.
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Maul those Moabs | 2012-05-09 | link | Rink | bombs, SM and spactories 2/3 | 46 | 65 | Medium |
| x | x | | Easy | coyotik | 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
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One at a Time, Please | 2012-05-10 | link | Monkey Lane | SM, DM, tack, sniper, glue, dartling (all restricted to single-target attacks), village, farm | 1 | 50 | Easy |
| x | x | | Easy | coyotik | 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
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An unlikely trio | 2012-05-11 | link | Park Path | buccaneer, ice, spactory | 1 | 65 | Medium |
| x | x | Selling | Hard | coyotik | 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 :)
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The Glue, the BADS and the factory | 2012-05-12 | link | Snake River | 1 of each gg, dartling 2/4, spactory | 30 | 65 | Medium |
| x | x | | Easy | coyotik | 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
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Tribal Warfare | 2012-05-13 | link | Bloon circles | boomers 1/2, farms 2/2 | 1 | 65 | Medium |
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Bionic Artillery | 2012-05-14 | link | Monkey Lane | boomer 2/4, mortar | 30 | 50 | Easy |
| x | x | | Easy | coyotik | 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
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Dart shortage | 2012-05-15 | link | Rink | all non-darters | 10 | 50 | Easy |
| x | | | Easy | coyotik | 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
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Liquid Hot Magma | 2012-05-16 | link | Mount Magma | tacks and spactories | 1 | 36 | Easy |
| x | x | | Easy | coyotik | 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
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Specialization | 2012-05-17 | link | Snake River | tack 3/4, glue 4/3, buccaneer 3/2, farm, spikes, one SMS | 20 | 65 | Medium |
| x | x | | Medium | coyotik | 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.)
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Fire, Water, Glue | 2012-05-18 | link | Archipelago | Tack, Bomb, Glue | 40 | 65 | Medium |
| x | x | | Medium | coyotik | 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.
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Red, White and Blue | 2012-05-19 | link | Monkey Lane | Ninja, ice and SM | 40 | 65 | Hard |
| x | x | Distraction luck | Medium | coyotik | 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.
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Almost a Zoo | 2012-05-20 | link | Park Path | Beekeeper, Meerkat, squirrel, turtle and SM | 25 | 45 | Easy |
| x | x | Leaks | Hard | coyotik | 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
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Ride The Lightning: Part Deux | 2012-05-21 | link | Lightning Scar | apps 2/2, farms | 20 | 65 | Medium |
| x | x | Leaks, Farming | Hard | coyotik | 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
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Pool Party | 2012-05-22 | link | Monkey Lane | buccaneers (two pools) | 45 | 65 | Medium |
| x | x | Selling | Hard | coyotik | 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.
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The No Aim Game | 2012-05-23 | link | Park Path | tack, ice, ace 2/4, village 3/4, farm, spactory | 30 | 60 | Hard |
| x | x | Leaks (likely avoidable) | Medium | coyotik | 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
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Icey Valkyries | 2012-05-24 | link | Rink | all restricted to 1/2, SM banned | 30 | 45 | Apopalypse |
| x | | | Trivial | coyotik | 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.
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Self serving | 2012-05-25 | link | Archipelago | towers/upgrades that can pop all bloon types | 30 | 65 | Hard |
| x | | | Medium | coyotik | 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
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High explosive rounds | 2012-05-26 | link | Lightning Scar | sniper, cannon 2/2 | 35 | 50 | Easy |
| x | x | | Medium | coyotik | 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)
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Widespread Malfunction | 2012-05-27 | link | Switch | DM 2/4, SM 4/2, boomer 4/2, ninja, ice, apprentice | 50 | 85 | Hard |
| x | x | Leaks (random, small) | Hard | coyotik | 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. For 84, sell the upper GL and remaining DMs, get a GL between the bottom pipes (you can actually do that during 83 already), flanked by two more 3/0 boomers. Set sungods to last, use sabotage when about 3-4 BFBs appear. Switch one sungod to first once MOABs are getting past the first turn on the bottom path. Rebuy saboteur and be sure to activate sabotage just before the round ends. Sell all the boomers and glaive lords and spend all the money on 0/0 SMs squeezed in the upper loops. Before the ZOMG pops, activate one more sabotage. I actually screwed up, failed to activate the sabotage before 84 end, so ZOMG came at full speed, and I stupidly wasted the sabotage early in the round... so I resold and activated it again just when I was mopping up MOABs and still won - so if you sell the ninja and just make the SMs 0/1, it should work as well
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The Skewed RBE | 2012-05-28 | link | Monkey Lane | | 1 | 50 | Easy |
1-4 -> 1, 5+ -> +1 | x | | | Medium | coyotik | 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.
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Rebuilding the Ark | 2012-05-29 | link | Snake River | Boomer, Ice, Ace, SM, dartling | 35 | 60 | Hard |
| x | x | | Medium | coyotik | 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
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I'm No Pro | 2012-05-30 | link | Bloon Circles | sniper, boomer 2/2, ice, ace 0/4, boomer 2/2 | 35 | 55 | Medium |
| x | x | Leaks, Selling | Hard | coyotik | 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 So the alternative is 3 ices, 5 2/1 boomers and 2 snipers, one more boomer, sniper to 2/2 then 2/3, second sniper to 2/2 then 2/3...
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The three monkeyteers | 2012-05-31 | link | Clock | 3 total, 1 of each, monkeys only | 35 | 55 | Medium |
| x | x | Leaks | Hard | coyotik | 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
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The switched RBE | 2012-06-01 | link | Switch | | 1 | 65 | Medium |
1->2, 2->1 and so on | x | | Farming, Leaks | Hard | coyotik | 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.
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Frozen Morterstorm | 2012-06-02 | link | Monkey Lane | tacks, ice, mortar | 45 | 85 | Hard |
| x | x | Leaks (avoidable - mortar dragging in slow mode) | Hard | coyotik | 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.
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The Best Super-Glue in Town | 2012-06-03 | link | Bloon Circles | 1 SM, GG and village | 30 | 65 | Medium |
| x | x | Leaks (small, in late 30s) | Hard | coyotik | 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
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FIRING MA LAZAH! | 2012-06-04 | link | Mount Magma | SM 1/2, dartling 4/2, village 4/2, 1 BDD | 35 | 65 | Apopalypse |
| x | x | | Medium | coyotik | 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
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Two by Two | 2012-06-05 | link | Snake River | 2 of each, odd rows | 40 | 70 | Hard |
| x | | | Hard | coyotik | 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...
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Two By Two: Part Two | 2012-06-06 | link | Clock | two of each, even rows of towers | 40 | 70 | Hard |
| x | | Dartlings | Hard | coyotik | 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
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Pink and Yellow, Purple... Castle? | 2012-06-07 | link | Castle | spactory, chipper, sniper, boomer, glue, dartling | 30 | 55 | Medium |
pinks, yellows and ceramics | x | | | Medium | coyotik | 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
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Two Time, Bloon Time | 2012-06-08 | link | Rink | all except SM and farms, 2 of each | 1 | 50 | Medium |
+2 to all | x | | | Hard | coyotik | 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...
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They Need to Sort Out Their Priorities | 2012-06-09 | link | Lightning Scar | aimless | 50 | 62 | Hard |
| x | x | | Medium | coyotik | 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.
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Precision pineapples | 2012-06-10 | link | Monkey Lane | no lead poppers/upgrades | 28 | 60 | Hard |
| x | | | Easy | coyotik | 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
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Defensive Line | 2012-06-11 | link | Park Path | 5 total, 1 of each, no road items | 25 | 65 | Medium |
| x | | | Easy | coyotik | 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
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Beach-Side Picnic | 2012-06-12 | link | Archipelago | 3 of each DMs, 2/4 tacks, ninjas, spactories | 32 | 65 | Medium |
| x | x | | Easy | coyotik | 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)
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Four Port Switch | 2012-06-13 | link | Switch | 4 of each - DM, sniper, boomer, mortar | 32 | 60 | Medium |
| x | x | | Medium | coyotik | 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
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Wind, Plane and Glue | 2012-06-14 | link | Snake River | 3 of each GGs, aces, apprentices, road items | 32 | 60 | Medium |
| x | x | Selling | Trivial | coyotik | 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
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That's No Dart-agnan | 2012-06-15 | link | Switch | 3 of each DM, glue 2/4, village | 30 | 50 | Deflation |
| x | x | | Trivial | coyotik | 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
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Tack attack | 2012-06-16 | link | Lightning Scar | tacks, spactories, road spikes | 40 | 60 | Easy |
| x | x | Road Items (to plug random small leak in 46) | Easy | coyotik | 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
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Explosive Ordonance | 2012-06-17 | link | Archipelago | 4 total, 1 of each mortar, ninja, spactory, cannon, ship, ace, dartling | 30 | 65 | Medium |
| x | x | | Medium | coyotik | 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
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Circles Circles | 2012-06-18 | link | Bloon Circles | 2 of each DM, boomer, ninja, apprentice | 30 | 65 | Medium |
| x | x | | Medium | coyotik | 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
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Special! | 2012-06-19 | link | Park Path | 3 total, 1 of each, app, dm, tack boomer, cannon | 30 | 60 | Medium |
| x | x | Leaks | Medium | coyotik | 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
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Support Monkeys | 2012-06-20 | link | Clock | DM 2/2, SM, farms, pineapples | 1 | 40 | Easy |
| x | x | Leaks (NLL possible but quite tedious, avoiding pineapple mistakes) | Easy | coyotik | 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.
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Brick and Mortar | 2012-06-21 | link | Mount Magma | Mortars, villages, farms, one tribal turtle | 35 | 50 | Medium |
| x | x | Farming, Selling | Medium | coyotik | 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
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Super Bomb Factory | 2012-06-22 | link | Monkey Lane | Cannon, SM, spactory, 2 of each | 30 | 65 | Medium |
| x | x | | Medium | coyotik | 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)
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Overzealous Exposives Disposal | 2012-06-23 | link | Snake River | all except mortar and bomb, some restricted, no road items | 30 | 65 | Medium |
| x | | | Easy | coyotik | 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.
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Everything you need | 2012-06-24 | link | Rink | ninja, cannon, village, farm | 30 | 65 | Hard |
| x | x | | Easy | coyotik | 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.
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Special!: 2 | 2012-06-25 | link | Park Path | 3 total, 1 of each, spactory, ninja, ice, ace, mortar | 30 | 60 | Medium |
| x | x | | Easy | coyotik | 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)
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Chase-a-Bloon | 2012-06-26 | link | Bloon Circles | boomer, ninja, ace, village - all 4/2 | 35 | 85 | Hard |
| x | x | | Easy | coyotik | 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
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Super Monkey Squad | 2012-06-27 | link | Snake River | 6 total of SM 2/3, Village | 25 | 65 | Hard |
Low to pink, middle to zebras, zebras, rainbows and ceras +1 | x | x | | Trivial | coyotik | 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)
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Organic Warfare | 2012-06-28 | link | Park Path | buc, ace, farm, pineapples | 45 | 65 | Medium |
| x | x | | Easy | coyotik | 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
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The explosives union | 2012-06-29 | link | Lightning Scar | all but apps, lead popping restricted | 30 | 65 | Medium |
| x | | | Medium | coyotik | 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
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Playing With Fire | 2012-06-30 | link | Bloon Circles | 2 of each mortars, tacks 4/2, spactories 4/2 apps 2/4 | 1 | 65 | Medium |
| x | x | | Easy | coyotik | 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
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The Volcano that Time Forgot | 2012-07-01 | link | Mount Magma | DM 4/2 | 1 | 50 | Easy |
| x | x | | Trivial | coyotik | 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
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Third Time's a Charm | 2012-07-02 | link | Park Path | 3 of each | 1 | 50 | Easy |
+3 to all | x | | | Medium | coyotik | 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
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Recognition | 2012-07-03 | link | Clock | app, dm, tack, dartling, ice, gg, spactory, farm | 25 | 65 | Medium |
| x | x | | Medium | coyotik | 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
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Restricted War Zone | 2012-07-04 | link | Archipelago | 2 snipers, aces and mortars 2/3 | 1 | 50 | Easy |
| x | x | Leaks (early, unavoidable) | Easy | coyotik | 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
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Crazy Eights | 2012-07-05 | link | Monkey Lane | 8 total, tack, bomb, ace | 30 | 65 | Medium |
| x | x | Leaks (randomly unavoidable in 59) | Easy | coyotik | 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
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The Forgotten Duo | 2012-07-06 | link | Rink | GG, ice, village | 1 | 45 | Easy |
| x | x | Leaks | Medium | coyotik | 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.
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Special!: 3 | 2012-07-07 | link | Park Path | 3 total, 1 of each, sniper, GG, dartling, buccaneer SM | 30 | 60 | Medium |
| x | x | | Hard | coyotik | 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
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Diamond Dust | 2012-07-08 | link | Monkey Lane | ice, village 2/2, boomer 1/1 | 10 | 50 | Medium |
no MOABs, no whites. | x | x | Leaks, Selling | Hard | coyotik | 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
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Supply Convoy | 2012-07-09 | link | Archipelago | 3 of each buccaneer 4/2, sniper 2/4, dartling and bomb | 20 | 65 | Medium |
all except leads and MOAB class +1 | x | x | | Medium | coyotik | 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)
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Black and White | 2012-07-10 | link | Rink | bomb, mortar, ice | 30 | 65 | Medium |
| x | x | | Medium | coyotik | 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
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Investment cap | 2012-07-11 | link | Clock | upgrades not costlier than tower | 25 | 65 | Medium |
| x | | | Medium | coyotik | 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.
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Something Blue | 2012-07-12 | link | Rink | towers with blue | 20 | 60 | Easy |
up to pink -> blue, up to rainbow -> rainbow, cera+ -> MOAB | x | | | Trivial | coyotik | 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.
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The weird RBE | 2012-07-13 | link | Bloon Circles | | 1 | 60 | Hard |
7, -1, 2, -1, 4, -4, 4, 0, -1, -7, 2, 1, -2, 0 | x | x | | Hard | coyotik | 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. Alternate version for nerfed GZ involves farming and selling: boomer 2/3, tack 3/0, cannon 3/2, 2 farms 1/0, boomer 3/0, 2 more farms 1/0, two farms to 2/0, spactory, 2 more farms to 2/0, two more 2/0 farms, village, SM, village to 2/2, SM to 0/3 (set to strong by 34). For 40 sell two farms after collecting, upgrade SM to 0/4 and use. Use again in 43, start building another. After third usage in 47, you should have enough cash to upgrade the second too, and plain sailing afterwards.
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Sneak attack | 2012-07-14 | link | Mount Magma | Sniper, ace, ninja, spactory (all 2/4) | 1 | 65 | Easy |
| x | x | | Hard | coyotik | 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
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Anti-MOAB Squad | 2012-07-15 | link | Monkey Lane | 2 of each mortar, sniper, cannon, buccaneer, SM (+portable lake) | 46 | 86 | Medium |
| x | x | | Hard | coyotik | 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. The two toughest levels to NLL are 47 and 49, plus not screwing up 76-78 (by wasting money on unnecessary upgrades and not having enough for what is really needed)
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Go Back To Start | 2012-07-16 | link | Castle | boomers, ninjas and apps, all 4/2 | 30 | 59 | Medium |
| x | x | Leaks (random), Selling | Hard | coyotik | 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.. Unfortunately this strategy requires some luck with distraction. I've been able to do it with just 2 lives lost, but I've managed to lose lives in 40, 43, 46 and 50 on occasions - both distraction luck (I experimented a bit with ninja placement)
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The Four Monkeys of the Apopalypse | 2012-07-17 | link | Bloon Circles | 1 of each sniper, ice, glue, dartling | 1 | 40 | Apopalypse |
| x | x | | Easy | coyotik | 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.
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Chemical Warfare | 2012-07-18 | link | Snake River | Mortars, 4/2 GGs, 2/4 aces and dartlings | 30 | 50 | Hard |
All under leads are leads | x | x | Dartlings (last round only) | Easy | coyotik | 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)
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Stick to Your Guns | 2012-07-19 | link | Park Path | weapon-changers disabled | 30 | 75 | Hard |
| x | | | Trivial | coyotik | 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
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Short Range, Long Range | 2012-07-20 | link | Bloon Circles | tack, sniper | 30 | 55 | Medium |
| x | x | | Easy | coyotik | 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
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Caught Unawares | 2012-07-21 | link | Monkey Lane | | 15 | 65 | Medium |
| x | | Road Items | Easy | coyotik | 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
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Extreme Farming | 2012-07-22 | link | Park Path | | 1 | 46 | Easy |
MOAB -> ZOMG | x | | Farming | Easy | coyotik | 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
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Round and round we go | 2012-07-23 | link | Castle | Tacks, road spikes | 1 | 45 | Easy |
| x | x | | Medium | coyotik | 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.
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SHREDR of all Shredders | 2012-07-24 | link | Bloon Circles | spactories 2/4, boomers 3/2, tacks 2/3 | 30 | 60 | Medium |
| x | x | | Medium | coyotik | 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.
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Everyone's Special | 2012-07-25 | link | Rink | ice, mortar, buccaneer | 1 | 50 | Easy |
| x | x | | Easy | coyotik | 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 :)
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Little Helpers | 2012-07-26 | link | Park Path | monkey-operated machines | 20 | 65 | Medium |
| x | x | | Easy | coyotik | 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)
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Summer Time! | 2012-07-27 | link | Dockside | bucs, ice, villages, farms | 30 | 65 | Medium |
| x | x | | Easy | coyotik | 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
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Mage Gunners | 2012-07-28 | link | Mount Magma | glue, app, dartling 2/2 | 35 | 65 | Medium |
| x | x | | Easy | coyotik | 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
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Three by three | 2012-07-29 | link | Rink | three of a kind, limited to tier3 | 1 | 65 | Medium |
| x | | | Trivial | coyotik | 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
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20 ceramic bloons on the wall | 2012-07-30 | link | Archipelago | | 1 | 1 | Medium |
Red->Cera, Blue->MOAB etc. | x | x | | Trivial | coyotik | 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
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Weathering the Storm | 2012-07-31 | link | Monkey Lane | SM 3/2, apps 4/2 | 1 | 60 | Medium |
all +1 | x | x | Leaks (avoidable), Selling | Hard | coyotik | 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)
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Six Selection | 2012-08-01 | link | Bloon Circles | 1 boomer, village, cannon, ace, dartling and apprentice | 1 | 65 | Medium |
| x | x | | Medium | coyotik | 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.
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Pass All the Rounds! | 2012-08-02 | link | Switch | tack, sniper, cannon, ice, buccaneer, ace, SM, village, farm, spactory, one lake | 1 | 85 | Hard |
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Where's My Favorite Upgrade | 2012-08-03 | link | Snake River | 1 of each, lots of upgrade restrictions | 1 | 50 | Medium |
| x | | | Trivial | coyotik | 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.
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Marina Mayhem | 2012-08-04 | link | Dockside | 1 DM, ninja, GG, app, village and spactory | 1 | 65 | Medium |
| x | x | | Medium | coyotik | 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
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Another Vintage | 2012-08-05 | link | Monkey Lane | DM, SM, tack, bomb, ice | 28 | 65 | Medium |
| x | x | | Medium | coyotik | 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. In retrospect, maelstrom is not a good choice - was used only once and different use of the cash might be better
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Frozen in Time | 2012-08-06 | link | Clock | 4 of each Bomb 4/2, ice, ninja 2/4, sniper 4/2 | 30 | 60 | Medium |
| x | x | Selling, a bit of random leaking (15 in round 39) | Hard | coyotik | 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)
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Sand Sandwich | 2012-08-07 | link | Archipelago | 9 total, DM, sniper, ninja, boomer, ship, app, dartling, glue | 1 | 65 | Medium |
| x | x | | Hard | coyotik | 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.
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Don't Mess Up | 2012-08-08 | link | Bloon Circles | ice, app 4/2, gg | 42 | 62 | Easy |
| x | x | Selling | Medium | coyotik | 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.
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Blistering sands | 2012-08-09 | link | Death Valley | tack, cannon, spactory, village, farm, chipper, road items | 1 | 50 | Easy |
| x | | | Hard | coyotik | 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
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Near and Far | 2012-08-10 | link | Snake River | Tack, sniper, ice, mortar, dartling | 35 | 65 | Medium |
| x | x | Leaks (a bit random, in 46) | Medium | coyotik | 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. In one attempt, made 46 NLL, in another leaked 11 there.
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Import Bombs/Export Bloons | 2012-08-11 | link | Dockside | bombs, mortars and DMs | 30 | 65 | Medium |
| x | x | | Easy | coyotik | 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
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Castle Defense | 2012-08-12 | link | Castle | aces, tacks, spactories, ships | 1 | 50 | Easy |
| x | x | | Easy | coyotik | 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
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Watch your step | 2012-08-13 | link | Park Path | tack 3/4, spactory 2/4 | 30 | 60 | Easy |
| x | x | | Trivial | coyotik | 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
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Stars on Your Head | 2012-08-14 | link | Rink | bomb 4/2, ninja 2/3, app 3/3 | 30 | 65 | Medium |
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Shoot the Moon | 2012-08-15 | link | Bloon Circles | DM 2/3, GG, app 4/2, dartling 3/3 | 1 | 65 | Medium |
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Skin Protection | 2012-08-16 | link | Snake River | fully-dressed | 30 | 65 | Medium |
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Five Tiny Towers of Power | 2012-08-17 | link | Castle | ninja, DM, tack, sniper, boomer | 1 | 50 | Easy |
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No Darts. No Tacks | 2012-08-18 | link | Park Path | no spikey attackers | 1 | 65 | Medium |
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Separation of Powers | 2012-08-19 | link | Rink | Left towers detect camo but cannot pop lead. Right towers pop lead but cannot detect camo | 25 | 65 | Medium |
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Close Minded | 2012-08-20 | link | Switch | towers without range upgrades | 1 | 65 | Medium |
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Ninja Ice Bureau | 2012-08-21 | link | Dockside | ninja, ice, village | 1 | 65 | Medium |
| - | x | | Easy | coyotik | Show/hide: Start building the ninjas on right side of left pier, from the bottom up, as close to each other as possible. When you have 4x 2/1, you should have 1031 cash left after round 27. 2/0 ice (placed near bottom of right pier). all 4 ninjas to 3/1 2 more ninjas 3/1 (in a few attempts, I leaked a few lives, not sure exactly why as I wasn't using distraction yet at all). Village 0/0 placed on the boat between piers. It should just barely reach the ninjas. It will reach ice when upgraded. 2 ninjas to 4/2 (should be enough to take care of round 46). From then it should be easy. village to 2/1, a few ninjas to 4/2, village to 2/3, ice to 2/3, another ice 2/2 above it (should be within village radius), keep adding ninjas 4/2 (four on the boat, I also squeezed two under the ice on right pier, upper ice to 3/2.
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Scrooge McMonkey | 2012-08-22 | link | Snake River | all restricted to one path (cheaper in total?), no road items | 1 | 85 | Hard |
| - | ? | Selling | Hard | coyotik | Show/hide: All towers go above the narrow part of the center peninsula unless noted otherwise. Boomer 0/0, DM 0/0 (left peninsula, close to top for best coverage). With a bit of luck, no leak happens until you can sell the DM and buy a spactory Tack, bottom of peninsula (not quite bottom, just nicely covering track), to 3, boomer to 3, village for discounts, just above the narrow part, one ninja (3), cannon (3) on the right coast of the left peninsula, set to close. Two catapults (jugs by round 40) - one at river junction and another facing it from the bottom (set to last), ninja to 4, another ninja to 4. (This should be enough to handle the moab) Keep adding ninjas (4). I had 11 in the end another jug set to last on the upper return. Two more tacks (3), Cannon to 4 for round 63, another one if you can afford it, sooner or later. (I also built a mortar(3) that probably didn't make much difference) Ace, build to GZ. Use GZ when really needed, resell if necessary (had to do it twice, but you can easily ditch spactories by now). In round 78, if you activate the ability as soon as the first ceramic rush completely appears, it should cool down before the second one. Round 85 is a piece of cake - just don't try to pop the ZOMG aggresively if your GZ is still cooling down.
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Fibomonkey Sequence | 2012-08-23 | link | Clock | DM, tack, sniper, ninja, glue, village | 13 | 55 | Medium |
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Bad Economy | 2012-08-24 | link | Bloon Circles | no farms | 50 | 85 | Hard |
| x | x | Selling | Hard | coyotik | Show/hide: 3x 1/1 dartling below exit, village 0/1 in crescent, 2x 2/1 GG (strong) next to it, add 3/0 tacks in first circle. Squeezed 8 there in LQ - but leave the last two as 0/0, add another 1/1 dartling. 52: during round you can upgrade the last two tacks using keyboard shortcuts - selecting them will keep dartling aim where you want it :), 56: Sell one GG, other to 2/3, 2 dartlings to 2/1, 59: village to 0/2, 63: Second village covering dartlings, up one dartling to 2/3 (115 cash left), 64: Remaining dartlings to 2/1, 65: first village to 2/2 and second to 0/1 during round, 66: second village to 2/1, Two more 2/1 dartlings, 2/4 ninja in crescent, 3/2 cannon in crescent. 76: just be careful to spread your dartling love over all ceras - once they're slowed, it becomes easy. 77: cannon to 4/2, sabotage when first BFB appears. 78: same as 76. Upgrade one dartling to 3/1 if you wish. Then keep adding 2/3 maulers around the first circle under village reach until round 83 (7 total). 84: sabotage when BFBs appear. This was the only late round when I had to move dartling aim. 85: Sabotage wouldn't recharge in time, so I upped 4 cannons to 2/4 and used them when ZOMG was popped. Alternatively buy another saboteur (and a few cannons to 2/4) and use sabotage just before the ZOMG pops to slow 3 of the 4 BFBs).
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The One Where Everything Explodes | 2012-08-25 | link | Lightning Scar | bomb, apprentice, mortar, ace, dartling 2/4 | 20 | 70 | Medium |
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This Monkey's Got Deep Pockets | 2012-08-26 | link | Castle | the more expensive path for each tower | 1 | 85 | Hard |
| - | x | Leaks, Selling | Hard | coyotik | Show/hide: 1: one DM at spawn 2: one spike 3: sell DM, +spactory 7: one spike 8: +spactory 13: +farm, one spike 14: farm+ 16: spactory+ 18: two spikes 19: +farm 20: farm+ 22: spactory+ 24: +farm 25: farm+ 26: +gg (++) 27: 6-7 spikes 28: +farm+ 30: +gg++ 31: 2 spikes (farm++) (sometimes GG missed the regen and that meant 10 spikes) 32: rarely some spikes 33: farm++ 34: farm++, 4-5 spikes 35: farm++, spikes (about 10-15) 36: +ace++, sometimes 4-5 spikes (the pink rushes NEED thinning out) 38: ace+++ (lead bombing if they get past GGs) 39: +ace (+++) 40: +gg++ 42: spike the camos 46: -spactories -glues +village, ace to spectre (about 500 cash left) 47: (village++ asap, should happen easily before camos start) 51: heavy spiking due to spectre targetting issues. ace to spectre ASAP 53: discount village at spawn, start surrounding it with 0/3 cannons set to strong. 55: +spactory 2x, upgrade to 3/0 60: mauler count: 6 64: mauler count: 11 70: mauler village 0/3, 14 maulers around it by 79 I had 3rd spectre and 4/0 spactories that had total of 250 popcount between them :) Placement details: 1) the early spactories have to be placed below exit, inside castle so that they barely reach the join of the two paths - so almost all of the spike piles will be on the crossroad, not on the paths. 2) gluegunners are black magic. Place them near spawn, but not too close to screen edge, because you want them to reach the sideways paths a lot... both set to strong should work well. I've played the early stages about a dozen times and sometimes the GGs caught everything and sometimes I needed up to 10 spikes (levels in 30s...) 3) first ace above the castle, second (and third) just below the north wall, all flying horizontal but spaced out. 4) mauler village just below castle.
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A Stroll through Death Valley | 2012-08-27 | link | Death Valley | | 40 | 60 | Easy |
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Binary RBE | 2012-08-28 | link | Monkey Lane | | 25 | 65 | Hard |
Even ranks +1 | - | | | | | |
Ol' Reliable | 2012-08-29 | link | Snake River | ninja, buccaneer and app unrestricted, everything else 1/1 | 30 | 65 | Medium |
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The Criss-Crossed RBE | 2012-08-30 | link | Bloon Circles | | 15 | 65 | Medium |
yes | - | | | | | |
Across the River | 2012-08-31 | link | Snake River | 2 of each boomer, mortar, ice and SM, 6 total | 30 | 65 | Medium |
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SWAT | 2012-09-01 | link | Lightning Scar | towers that do extra damage to MOABs | 46 | 85 | Hard |
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A Cold Bunch | 2012-09-02 | link | Rink | boomer, ninja, glue, spactory | 30 | 60 | Medium |
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31st Monkey Expeditionary Unit | 2012-09-03 | link | Dockside | DM, sniper, buccaneer | 35 | 75 | Hard |
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The Bloons Go One By One | 2012-09-04 | link | Clock | ace, mortar, spactory | 25 | 65 | Easy |
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One Small Step for a Monkey | 2012-09-05 | link | Space Truckin' | 3 total, 1 of each | 30 | 50 | Hard |
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Burning Rubber | 2012-09-06 | link | Drag Strip | explosive/fire | 20 | 50 | Easy |
| - | x | Leaks if your aim is sloppy | Medium | coyotik | Show/hide: dartling 2/1 bottom right (when you aim to upper spawn, you'll be getting lower bloons coming almost straight at you about mid-strip spactory 1/0, dartling to 2/2, spactory to 1/2 (the last level is most likely to leak), ace to 3/2 and another, keep adding 2/1 dartlings.
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John Monkeyton's Favourites! | 2012-09-07 | link | Monkey Lane | DM, tack, ninja, buccaneer, ace, SM and dartling | 40 | 85 | Hard |
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Home Sweet Home | 2012-09-08 | link | Space Truckin' | blue and green | 30 | 75 | Hard |
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Indistinguishable from Magic | 2012-09-09 | link | Snake River | boomer, SM, app, turtle and BDD provided | 35 | 75 | Hard |
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Drowning Darts | 2012-09-10 | link | Archipelago | DM, ace, SM 0/3, 3 of each, 8 max | 25 | 60 | Medium |
| - | x | Selling, a bit of random leaking possible | | coyotik | Show/hide: Jug 4/0 at the top set to last. This is the one you'll have to switch to first and last a few times (26, 28, 29, 30, 31) whenever there's more bloons heading down past the bend. 2x 2/3 DM on the two central small islands, left/up set to strong. Ace 0/0 left island, 8 shape. Ace to 2/0, After round 30, sell the two 2/3 DMs, ace to 3/0, one DM on right side of last island, upgrade to 2/3 just in case. Before 33, ace to 3/2 (should have enough cash), another ace on treasure island, to 3/0 ASAP. (in round 38 might be pretty close to leaking) DM 4/0 bottom left firing up the first vertical, third ace 3/0 on treasure island (you couldn't save up for spectre for 46), SM 0/0 on main left island (should fit to top right just above ace). before 50, sell SM, one ace 3/0 and the safety DM at exit, the right side ace spectre, later 4/2, and gradually 3 SMs back on left island set to strong, range to max after that, safety DM to back island for round 59 (almost leaked a few camos that slipped. Generally if you don't leak by 30, then you shouldn't, except maybe in 38 - but unlucky flight paths of the aces can sometimes lead to a small leak when their darts are chasing a pink around.
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Are They as Special as They Look? | 2012-09-11 | link | Drag Strip | DM, tack, spactory | 20 | 60 | Easy |
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Monkey See, Monkey Do | 2012-09-12 | link | Castle | all but ninja, buccaneer, SM, dartling and spactory | 24 | 65 | Medium |
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Consider the Price | 2012-09-13 | link | Monkey Lane | upgrades limited to below 5k | 45 | 80 | Medium |
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He's a Frosty One | 2012-09-14 | link | Switch | lead-popping limited to ice | 28 | 50 | Easy |
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Lucky 7 | 2012-09-15 | link | Mount Magma | max 7 total | 17 | 70 | Medium |
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Sit in the Corner | 2012-09-16 | link | Park Path | max 6 total, tack, boomer, ice and spactories | 30 | 65 | Medium |
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Venture in to Deep Space | 2012-09-17 | link | Space Truckin' | 2 of each, all but SM, buccaneer, village, farm, spactory | 10 | 65 | Medium |
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The Monkey is Always Right | 2012-09-18 | link | Bloon Circles | monkeys right path, non-monkeys left | 30 | 65 | Medium |
| - | x | Farming | Easy | coyotik | Show/hide: starting with village for discounts, 2x 0/2 apprentice, 3/0 tack, adding a safety spactory, three farms to 2/0, then more apprentices and tacks, boomer 0/3 just for fun, two 4/0 cannons and 0/3 mortar, although probably not needed. Ended up with 4x 3/0 tack, 4x 0/3 apprentice, HEB and GZ which I probably wouldn't need, used it to pop the two reds at the very end but I think I'd manage otherwise, especially if I spent the money on 3 0/3 apprentices instead
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The Monkey isn't Always Right | 2012-09-19 | link | Snake River | monkeys left path, non-monkeys right | 30 | 65 | Medium |
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Camo, Right? | 2012-09-20 | link | Dockside | Right towers can pop camo but not lead. Left towers can pop lead but not camo | 30 | 65 | Medium |
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Tricky Bloons | 2012-09-21 | link | Slalom | Only mortar can hit camo and lead, 8 towers max | 28 | 65 | Hard |
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That Special Bunch | 2012-09-22 | link | Monkey Lane | max 8 total | 35 | 85 | Hard |
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Stealth Mode | 2012-09-23 | link | Slalom | 4/2 ninjas, snipers and 2/3 ices, 1 meerkat | 30 | 62 | Hard |
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Booming In Space | 2012-09-24 | link | Space Truckin' | 3 of each, 7 total, boomer bomb and mortar, all without abilities | 20 | 65 | Hard |
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Tack, Ice and a Sprinkle of Dartlings | 2012-09-25 | link | Lightning Scar | tack, ice, dartling | 1 | 65 | Medium |
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Resistance is Fruitful | 2012-09-26 | link | Rink | bomb 1/3, ice 2/3, GG 2/3, mortar 3/1 | 1 | 51 | Easy |
0, 4, 3, 3, 2, 3, 2, 1, 2, 1, 0, 0, 0, 0 | - | | | | | |
Speedy Start | 2012-09-27 | link | Drag Strip | | 20 | 60 | Easy |
low boosted a lot, rainbows and ceras -1 | - | | | | | |
Dust | 2012-09-28 | link | Death Valley | app, mortar, bomb, spactory, tack, boomer, ninja, pineapples | 25 | 65 | Easy |
no blacks, zebras and leads (rainbows instead) | - | | | | | |
The Persistence of Memory | 2012-09-29 | link | Clock | heat-users (limited mostly to 4/2 or 2/4) | 35 | 75 | Medium |
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One Must Not Falter | 2012-09-30 | link | Monkey Lane | DM 4/0, boomer 4/0, farm | 1 | 50 | Easy |
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Snack River | 2012-10-01 | link | Snake River | one of each | 35 | 65 | Easy |
some +1 or +2, incl BFB on 46 | - | | | | | |
That Took a While | 2012-10-02 | link | Clock | all 3/3 | 1 | 65 | Medium |
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Don't Trust the Monkeys | 2012-10-03 | link | Dockside | 3 of each, monkeys cannot upgrade, no road items | 25 | 65 | Medium |
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Safety First | 2012-10-04 | link | Park Path | max 12 total, no explosions and dart spammers | 45 | 79 | Easy |
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Fire Shuriken | 2012-10-05 | link | Snake River | tacks and ninjas, both 4/2 | 28 | 62 | Medium |
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Mad Gunners | 2012-10-06 | link | Dockside | sniper, GG and dartling | 30 | 65 | Hard |
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Space Conscious | 2012-10-07 | link | Space Truckin' | buccaneer, ace, mortar, dartling, village, farm | 45 | 85 | Hard |
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Mirror Mirror on the Clock | 2012-10-08 | link | Clock | Left towers can only use upgrades similar to the right towers and vice versa | 20 | 50 | Easy |
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Artillery in the Valley | 2012-10-09 | link | Death Valley | DM 4/0, bomb 4/1, mortar | 1 | 50 | Easy |
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Wheat Fields | 2012-10-10 | link | Bloon Circles | sm, spactory, boomer, village, ice, and ninja, buccaneer (pool provided) | 15 | 65 | Medium |
yes | - | | | | | |
All Around the World | 2012-10-11 | link | Snake River | 3 of each, max 8 total, ice, glue, ace, mortar - all 2/4 | 27 | 50 | Medium |
| - | x | | Easy | coyotik | Show/hide: Starting with 2x 2/1 GG, then adding a mix of 2/3 and 4/0 DMs (4 of each), upgrading one GG to 2/2 and a single SM (0/1). Round 46 fairly easy, then SM to 2/3 - and about the only tough part are the rainbow regens at the end of round 62 - if you make the mistake of going for second robo monkey instead of adding more 2/3 and 4/0 DMs. (2 jugs and 4 DMs were just not enough, especially with the regens multiplying...... 6+6 - total wipeout). One GG to 2/3 for 63 just to be safe, heaps of cash left.
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A Nice Family Picnic | 2012-10-12 | link | Park Path | SM, ice, GG, DM | 10 | 65 | Medium |
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The Uncertainty Principle | 2012-10-13 | link | Space Truckin' | 2 of each, max 10 total, some restrictions | 59 | 85 | Hard |
| - | x | | Easy | coyotik | Show/hide: Hmm, I found this one quite easy ... I spent about 20 minutes trying to find a non-dartling solution, then gave up - and found that 2/1 and 2/3 dartlings with a SM (all under discount village) were a good start. The dartlings alone even handle the round 78 camo cera rush with some effort. (I forgot to upgrade the village to x/2 so I found out the hard way). The key was good placement - north america, so that the rockets can hammer the intersection between 2nd and 3rd circle. (Other placements might be problematic when MOABs stop the rockets intended for a larger audience)
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The Castle of Horror | 2012-10-14 | link | Castle | boomer, spactory 4/2, ace 4/2, ninja, farm 4/0, village 4/2 | 5 | 70 | Medium |
+1 to most | - | | | | | |
Keep On Throwing | 2012-10-15 | link | Snake River | DM 2/4, ninja, boomer, SM 0/2 | 25 | 65 | Medium |
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Masters of Disguise | 2012-10-16 | link | Rink | bomb 4/1, ice, glue 2/4, app 1/4 | 10 | 56 | Medium |
1, 2, 1, 2, 2, 1, 2, 3, 2, 1, 0, 0, 0, 0 | - | | | | | |
Tag Strip | 2012-10-17 | link | Drag Strip | 3 of each, DM, boomer, app, glue, ninja, ice, sniper, SM (restrictions) | 5 | 50 | Easy |
red and green are yellow | - | ? | Leaks | Hard | coyotik | Show/hide: Start with 3x GG 2/0 near spawn but not too tight. R7 - ninja near finish, R8 upgraded to 0/1, later 2/1, another ninja, 2/1 too. The yellow swarm leaked down to 133 lives left. Boomer, after level 18 3/0, few more leaks. For round 26, sold one GG and upgraded another to 2/2. Leaked only 5 in level 27, down to 120. Two snipers 1/0 although not necessary. Two ninjas handled level 32 OK, upgraded second GG to 2/2, then ninjas to 3/2. Leaked a few on the next camo level because I forgot about it and didn't upgrade sniper (had the cash). Three snipers 1/1 at that point. One up to 2/3 in level 41. Got 3rd ninja (all now 3/2) and 1 apprentice (1/2). Two snipers 2/1, leaked 10 in level 46 (depends on how lucky your ninjas are). Rest boring, 3 snipers 2/3 in the end. LL111 out of which about 15 was just carelessness and the rest probably a few bad decisions. But definitely an interesting challenge.
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Pointless Hill | 2012-10-18 | link | Slalom | 3 of each, no sharp projectiles | 1 | 65 | Hard |
| - | ? | Leaks, Selling | Medium | coyotik | Show/hide: 2x GG2/1, 2x cannon 0/0, Ice 0/0, 3rd cannon 0/0, sniper 1/2 for round 33 3rd cannon 3/0, apprentice 0/2 but still leaked camos, 19 lives left. Sell one GG to upgrade the other to 2/2, remaining cannons to 2/2, apprentice 2/2 round 41, 3/0 cannon to 3/2, two more 0/2 snipers cannons to 2/3, snipers to 1/2, mortar in round 46 upgraded to 2/3 in the next round, second ice 2/2 (first still 0/0), snipers all to 2/2 by round 49, which made 50 piece of cake... snipers to 2/3, next mortar 3/2. In rounds 61 and 64 I was close to dying, throwing stopgap measures around the last right bend, but most probably selling my GG from spawn and putting him as 3/2 about the middle would make it all piece of cake. Had enough money to upgrade two cannons to 2/4 to deal with Moabs but probably could do without.
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More Layers, More Bloons | 2012-10-19 | link | Mount Magma | mortar 4/2, glue 4/2, SM | 1 | 50 | Easy |
5, 4, 4, 3, 3, 2, 2, 0, 2, 0, 0, 0, 0, 0 | - | | | | | |
Camolead | 2012-10-20 | link | Park Path | spactory, ninja, dartling, app, village - all 4/2 | | | Medium |
all that appear as camo are lead (except rainbows) | - | x | | Easy | coyotik | Show/hide: I started with a dartling 2/2 (to pop leads and camos) right upper side (about where the first bend is) and then added 0/1 dartlings below that, later upgraded to 2/1. This setup allowed me to pop all leads with the topmost dartling while the ones below zapped everything else. And when things got harder, I could always shoot straight at the first bloons if I wanted, never through any stronger, and that made it a piece of cake.
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50 Waves to Save the World | 2012-10-21 | link | Space Truckin' | all 4/2 | 10 | 60 | Hard |
| - | ? | | Easy | coyotik | Show/hide: cannon 0/0 set to close, sniper 0/0, GG 2/0, ninja 0/0, upgrade cannon to 3/2, sniper to 2/2, GG to 2/2, another sniper and apprentice. Ended up with 4/2 ninja and apprentice, 3/2 rest. There were a few occasions when I had to toggle targetting of snipers but no real close calls.
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Striker | 2012-10-22 | link | Lightning Scar | dart 2/4, glue, ninja, ice | 30 | 60 | Medium |
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Bomb Sledding | 2012-10-23 | link | Slalom | 4 of each 2/3 buccaneer and ice and ninja, 3/3 bomb. | 30 | 65 | Medium |
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Precise Ice | 2012-10-24 | link | Monkey Lane | 4 of each, max 7 total, 2/4 GG, 2/4 ice, sniper | 30 | 60 | Easy |
| - | x | | Easy | coyotik | Show/hide: GG2/2, sniper 1/0, sniper 0/0, sniper 0/0. Then in no particular order update snipers to 1/2, add ice towers (above start U bend, right of first tunnel exit. The key to survival was, for round 46, to have 3 snipers 1/3 and 1 sniper 2/2 (didn't have cash for 1/3. In other words, it doesn't really matter how quickly you can kill the blimp, it matters how quickly you can dispatch it's payload - and the 3x firerate is a must for this. After that, upgrade snipers and glue to 2/3, then ices and then go for abilities. 2/3, both ices 2/4 and gg 2/4 too - and the abilities WERE quite useful in the later rounds. GG set to target first all the time - and thinking about it, it'd be even better if he were placed one road higher, above the ice. Snipers were most of the time set to target strong, but several times I switched to first, i.e. for the pink camo masses.
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Organized ChaoS | 2012-10-25 | link | Park Path | explosives 3/1, darters 1/3, everything else 2/2 | 1 | 45 | Apopalypse |
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Rare Technology | 2012-10-26 | link | Bloon Circles | 1 of each spactory, tack, bomb, village, farm | 36 | 60 | Easy |
| - | x | Selling | Hard | coyotik | Show/hide: Cannon 3/1 (bottom right of first circle), tack 2/0 (top left), SP 0/0, tack to 2/3, cannon to 3/2. Village 0/0, cannon 4/2 (just in time for ceramics), village to 0/2 (just in time for camos), village to 2/2, then spactory to 3/2. To deal with level 46, I sold the cannon, bought a 0/4, popped the blimp, sold the 0/4 and bought 4/0 near exit. Narrowly made the NLL, sold the 4/0 there, bought it again on the first crossroad, upgraded back to 4/2. After that, it went fairly easy, with the second crucial moment being after round 59. Selling the 2/2 village gave me just enough money to upgrade spactory to 4/2 . Bought the village back quite soon, tack to 4/2 and just made sure in the last round NOT to try and pop the red blimp. Gave the spactory enough time to build up a huge pile.
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Heartbreaker | 2012-10-27 | link | Monkey Lane | max 7 total of DM, tack, boomer, SM, mortar | 15 | 65 | Medium |
yellow -> zebra, pink -> rainbow, zebra -> rainbow, rainbow-> ceramic | - | x | | Trivial | coyotik | Show/hide: The only worry is getting mortar 0/3 in time for first camo, but that's a worry of memory only. You'll be rolling in cash soon afterwards. Start with 2/3 and 2/0 boomer above the start U bend, up the second to 2/3 (one strong one first), build the mortar to 2/3... then to 2/4 and then whatever. If you're looking for a challenge, try winning with just more boomers. (SMs are boring)
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Super-Piloted Gunners | 2012-10-28 | link | Switch | 1 of each glue, ace, dartling, SM | 30 | 65 | Medium |
| - | x | Selling | Hard | coyotik | Show/hide: GG 2/1 above start lane so he can also glue upper path return, set to first. Ace 3/2 just behind the switch. GG to 2/2, Dartling placed at bottom right, directly below the vertical bit, upgraded up to 3/2 For round 46, enough money to get 0/0 SM, placed close to switch, left bottom quadrant, set to strong most of the time. SM to 2/2 Sell the GG when it will be enough to upgrade SM to 2/3, then buy it again. (It's a close call but I found that without the robo I'd be leaking in the level after which I would have for the upgrade normally). Sell the GG when it will be enough to upgrade ace to spectre. You can rebuy him and place near switch as 0/2 just as a safety measure, but it shouldn't be needed.
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The Sight of a Dart | 2012-10-29 | link | Rink | 8 total, all camo detectors banned except 2/2 DM. 1 SMS | 24 | 60 | Medium |
| - | x | Farming, Selling | Hard | coyotik | Show/hide: DM 2/2, Farm 1/0 (DM in center, farm below so that it will be in reach of village). GG 2/2, Farm to 2/0. 2 more DM 2/2 (needed for round 33, but I'd want one sooner for regens), Farm 1/0 anywhere Farm to 2/0, village 0/0, GG to 3/2, farm below village to 3/2, Village to 2/1 (round 40), round 42 - sell the 2/0 farm, buy 2 more 2/2 monkeys. I placed one in reach of village (top right corner of center, target first), one on the top facing spawn targetting last. Once the camos are past him, sell him and buy him in bottom left, facing the downward lane, and you might have to resell him again and place him near the exit. (Obviously there is room for improvement of DM placement so that this wouldn't be necessary) Round 43 - sell the last DM and get a SM. He'll get to 2/2 in time for 46. round 47 - sell the farm, get DM 2/2 again, place him left facing the left-bound lane set to last. Might not be necessary, but this setup made pink camos easy. SM 2/3 for round 53 you can play it safe and sell the GG and village to get two more DMs, after 53 sell the DMs, get back the GG and village. But the pinks should be doable by 5 DMs. You'll be rolling in cash by now, so even with the resell you can afford 4/2 GG just for show. 12) just don't bloody forget to activate SMS on round 59 when the camo leads appear :)
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High Charity | 2012-10-30 | link | Space Truckin' | 3 of each, 7 total of ice, glue, SM, app, mortar | 40 | 85 | Hard |
| - | x | SB, Selling | Medium | coyotik | Show/hide: GG 2/2, mortar 2/2, walk the ceramics. mortar 2/3 hitting first crossroad (deals with the camo rainbows). SM 1/0 (you can wait up to 46) in the middle of Venus. Sell GG, apprentice 2/2, apprentice 0/1 (upgrade to 0/2 asap) - should deal with pink camos. SM 2/0 during 49 next to first, you can rebuy the GG 2/2 now but not really needed (see below for location), SM to 2/2, a bit of switching betwen first and strong. After 53 sell the weaker apprentice, SM to 2/3, once you get enough money to get mortar to 2/3, sell the other apprentice (and just watch out in case something slips by without losing camo status) Round 60 is piece of cake with robo. Now you want the GG placed in Eastern Canada and upgraded to 3/2 and go for more SMs 2/3 and one 3/2 mortar. (Another 3/2 GG near the first could help as well, I did without). Round 76 both SMs set to first (not really needed I guess). Round 77 second robo, set one to first if needed later in the round. In 79, mortar 4/2, hitting north pacific or so. In 81, another SM in South America set to first, gradually upgraded to 2/2. In 82 and 84 I used the mortar ability (and switched SMs to first after a while). Getting a 0/4 ice is an option, the third SM should be enough as 2/0, he'd be busy enough.
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Frugal Pop | 2012-10-31 | link | Bloon Circles | DM 4/3, tack 3/2, boomer 3/3, app 2/2 | 20 | 65 | Medium |
| - | x | | Easy | coyotik | Show/hide: 1DM 3/2 facing spawn set to last, two tacks behind him, one DM near exit just in case. For leads, add apprentice, get him to 2/2 in time for round 33... then I went for two boomers (3/2 and 2/3), upgraded DM to 4/2 in time for round 40, added another 4/2 DM behind him set to last too - and then just spammed 2/2 DMs all in and round the first circle.
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Popping Evolved | 2012-11-01 | link | Snake River | towers that just improve themselves without getting new weapons | 28 | 65 | Medium |
| - | x | | Hard | coyotik | Show/hide: Start: Two DMs just above the narrowest center part. Above them boomer 0/3, spactory. Up boomer to 1/3, DMs to 0/3 and 0/1. 31: set both DMs to strong just for this round. Up 0/1 to 0/3. 33: Two DMs 2/0 (the second during the round). Update both to 2/3. Keep adding 0/3 DMs around the boomer and below, last one on the right bank of the left upward peninsula. 41: Once you reach count of 13, upgrade those around the boomer to 2/3, and the loner on the left side too, for 42. 43: Add 2 more 0/3 and one 2/3. 46: should be fairly easy - when the MOAB came from the right (worse), only a few reds made it past the top turn and were caught by the last DM. 3872 cash after round 46 means easy SMFC by round 49, use against ceras ASAP. 50: SMFC roughly when MOAB appears 51: SMFC when ceras start being bothersome. Get second SMFC. 52: SMFC same as 51, should last for MOABs. 54: SMFC when first MOAB almost reaches bottom (well, I decided on ceramics making trouble). 55: Get another SMFC. First set of ceras covered by previous use, second will be almost wiped when you activate SMFC for third and fourth. 56: SMFC used late (when regens go up in strength) will cover first pair of MOABs in 57). 57: SMFC on second pair. 58: one SMFC somewhere in the middle was enough, but feel free to use two. 59: add 1/3, 1/2, 1/2 and 1/0 sniper, all set to last. Use SMFC when leads appear, up the last sniper to 1/2. Once the ceras are out of the way, set all snipers to first. Will be a close call most likely. 60: one SMFC is enough, wait till the BFB is popped. 61: one SMFC is enough. 62: up all DMs to 2/3 (well, not really needed - even with snipers stupidly set to first, the regens at the end looked a bit threatening but I survived NLL - if you set snipers to strong, should be a piece of cake. But the 2/3 upgrade doesn't hurt for 63). 63: spam cannons where the rivers merge (or better, put some to start of both paths, I didn't) - to get the leads out of the way, set some of them to last, some to close, some to first. Activate SMCF on each rush - ASAP. 64: one SMFC when MOABs reach bottom. 65: SMFC on ceras (takes MOABs as well), one or two on BFBs.
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Alphamonkey Order | 2012-11-02 | link | Archipelago | Upgrade paths limited to which upgrade is first alphabetically in final upgrade | 1 | 40 | Apopolypse |
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Twist Master | 2012-11-03 | link | Slalom | boomer, tack, village, farm | 15 | 65 | Medium |
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Lucky Look | 2012-11-04 | link | Archipelago | max 6 total and 2 of each, upgrades only in the path with camo detection and stopping at that | 40 | 70 | Medium |
| - | ? | | Medium | coyotik | Show/hide: 2x3/0 boomer, 2/0 ninja. 1/1 dartling placed on the upper right island (so that it can shoot both diagonally crossing up to 3 lanes (spawn horizontal and up and down verticals) and also shoot straight against those coming up after the big island. The key was then to go for dartlings 2/1 and 2/2 for round 46..., ninja to 4/0, then a spactory... dartlings were then upgraded to 2/3 and 3/2 and I was surprised how easily I dealt with round 63, nothing reached the spikes. And the second important thing was spactory to 4/2 at round 61. Finished with ninja 4/2 and one glaive lord - and apart from a few early rounds where I had to be careful about dartling targetting, it seemed all quite easy.
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The Alphabetical RBE | 2012-11-05 | link | Rink | no cash (supply drop and banana disabled) | 28 | 49 | Deflation |
complicated and tough | - | x | | Easy | coyotik | Show/hide: SM 2/4, village 2/2, gg 2/3, 2x cannon 2/3 and ice 2/2, and the only worry I had was to switch targetting of the SM from strong to first on a few occasions
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R Not Allowed | 2012-11-06 | link | Slalom | 5 total, ninja, ace, village, pineapple | 10 | 60 | Medium |
| - | x | Selling, Pineapples | Medium | coyotik | Show/hide: 3 Ninjas to 2/1, first set to strong, manual bombing as needed. First ninja to 2/3, In round 32 I had to bomb a few regens a bit, then I felt safe with how things were... village 0/0, remaining 2 ninjas to 2/2, ace to 3/1, ninjas to 4/2, village 1/1 (before round 46), village 2/1 - and just keep saving for spectre (You'll have to sell the 2/3 ninja for it)
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Scared of the Dark | 2012-11-07 | link | Space Truckin' | mortar, app and ninja all 2/4, tack and SM both 4/2 | 47 | 80 | Medium |
| - | x | Selling | Medium | coyotik | Show/hide: tack 3/2 center of mercury, apprentice 2/2 below center of of venus, another tack 1/1 above center of venus, mortar 2/3 and a lot of manual care in first round. 48: tack to 3/2. Mortar targets the first intersection. 49: SM 0/0, initially set to strong, but you should switch to first and manual morta during the round... also during the round SM 1/0, 1/1 - should be comfy for blimps in 50, but mortar manual again. (it's the bottom one in the pic).51: SM to 2/1 when possible 52: another 2/2 apprentice, piece of cake. 56: anoter SM, 2/1 no later than before 60. 63: both tacks to 4/2, bit of manual mortaring but probably unnecessary (although setting the ceramics all burning helps - once they're popped by SMs, the mortar hits it's cap quickly). 65: another SM (3/0 during 70). 74: just watch out and switch one SM to first if needed (had a tight bunch of yellows on the last track, probably wouldn't make it past the two apprentices but I didn't want to spoil my NLL that late). 76: you want a sun god for this one, selling both apprentices should give you enough if you didn't upgrade the centermost SM to x/1. (alternatively, mortar to 2/4 and use ability, I didn't test that but it could work fine). 78: be careful with camo ceramics, manual mortar does it.
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Keep Your Range | 2012-11-08 | link | Drag Strip | upgrades that do not change range | 30 | 65 | Medium |
| - | ? | Selling, Farming | Hard | coyotik | Show/hide: ace 3/0, GG 2/2 (strong), farm 1/0. Ace to 3/2, another farm 1/0, spactory 0/0, farms to 2/0, Sniper 1/1 (strong) (good in case gg misses a lead). 40: village next to sniper to get him to 2/1, during round spactory to 0/1 just in case. Sniper 2/2. 46: Sell enough get a spectre (village first). I had 7912, so I kept one farm and 0/1 spactory, resold the village and got 1/1 sniper. Just about made it clean. 47: Village to save money on snipers, building always 2/1 -> 2/2. 53: 3 snipers 2/2, so let's try to aim for another spectre. (Round 64 will pwn you if you go snipers only). Sell enough to get a GZ.
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Lead Zeppelin | 2012-11-09 | link | Lightning Scar | farms limited to 1/0 | 16 | 60 | Medium |
all under ceramics are leads, ceras are MOABs | - | x | Farming | Medium | coyotik | Show/hide: GG 2/2, Ice 2/0 (to 2/2), another ice 2/0. This should catch almost all regens, spike the rest, start farming. First camo handled by 0/2 apprentice, then 2x boomer 3/2 (there's one level around 30 that's a bit intense), round 33 camos handled by village... farm some more, the goal is to get robomonkey for 40 and another one soonish afterwards. After that you'll be rolling in cash. I went for 2/4 cannon to zap the first red blimp at 46, then spammed 0/3 cannons, got a spectre... not that it really matters.
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The Burn of a Boomerang | 2012-11-10 | link | Bloon Circles | the only way to pop leads is 2/2 boomer | 28 | 60 | Medium |
| - | x | Farming | Easy | coyotik | Show/hide: Boomer 2/2 (behind first small circle) tack 3/0 and 2/0 (first circle), farm 1/0. Spactory 0/0, another farm 1/0. Ninja (1/1 is enough) for 33 and 37. Tacks upgraded to 3/2 and 2/3, another 2/3 added. For round 40, just in case, tack 2/4. Ninja upgraded to 3/2. And onwards, DM 2/3 spam with a 2/1 village (2/2 for 59 and make sure the boomer's in range). That should be enough to defeat the first blimp comfortably, didn't even use the tack ability. More spam, glue 1/2 just in case. Ended with 3 tacks 2/4, one DM 2/4, spactory 1/2, 2 farms 2/0 - and none of this was necessary.
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Magical Ice Boom | 2012-11-11 | link | Dockside | boomer 4/3, ice, 2/4 apprentice | 18 | 65 | Medium |
| - | x | | Easy | coyotik | Show/hide: boomer 2/3 right pier, apprentice 0/2 right pier (strong), apprentice 0/2 left pier (strong), right apprentice to 2/3. for 46, fill the boat between piers with 2/3 boomers, left pier 4 ices (topmost 2/2, rest 0/0) and keep adding 2/3 boomers, incl. one at tip of left boat. After 46, 2 more 2/3 apprentices on left pier, upgraded another ice to 2/3. Had one boomer 3/2. Didn't even have to sell towers from right pier at 65.
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Deflate Ability | 2012-11-12 | link | Rink | all 1/4, 2 of each | 45 | 75 | Deflation |
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Rainbowed RBE | 2012-11-13 | link | Archipelago | | 1 | 55 | Easy |
from pinks to ceramics everything is rainbow | - | x | | Easy | coyotik | Show/hide: 2 ninjas to 2/1, then GG to 2/2, then the ninjas to 3/1, then the GG to 3/2, then cannon 4/2, then ninjas to 4/2, then sniper 2/3 (strong) and 5 cannons 2/3. If you add another ninja, you won't even have to spike camos in round 47 . And it will get you all the way to round 60. (by which point you'll have 40k extra cash).
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Chain Reaction | 2012-11-14 | link | Lightning Scar | ice, app, ninja, 4/2 boomer | 15 | 50 | Easy |
| - | ? | | Medium | coyotik | Show/hide: Apprentice 0/1 and boomer 0/0 near the first horizontal, and then I just kept adding 3/2 ninjas and upgraded the initial app to 2/2 and boomer to 3/2.
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Mortar and Pestilence | 2012-11-15 | link | Bloon Circles | 2/0 farms, mortar, gg, 1 beekeeper | 1 | 50 | Medium |
| - | x | Farming, Selling | Easy | coyotik | Show/hide: Started with 1 farm 1/0, found out that the beekeeper sometimes leaked one in the first bloon rush so added GG 0/0 just to slow them down... mortar 0/1 (and beekeeper set to strong), later GG 2/1, mortar 2/3, but farming as much as possible. For round 32, I needed GG 2/2, for round 33 I added another 0/3 mortar, then it was plain sailing, spamming 0/1 mortars keeping in mind that you will need two Pop'n'Awes for round 46. (A few choices here - farm heavily to get two straightforward, get one on a 0/4 mortar, sell after use and buy on a 2/3, or sell the farms after 45... Unless you want to have fun at freeplay (Made 65 with just one pop-n-awe ), it doesn't really matter, because after the two pops in 46, you'll need probably 4 pops in 50, by which time you'll either have the money or gladly sell them)
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Cool Weapons | 2012-11-16 | link | Slalom | heat attacks disabled | 28 | 70 | Medium |
| - | ? | Selling | Medium | coyotik | Show/hide: village, GG 2/2, ninja, then another... again a bit of spiking against the first blimp, but NLL NAPS with only 7 4/2 ninjas, one 3/0 boomer, one 3/2 GG, two 2/3 tacks (one quite low pop count, a 3/2 ninja would do better), two arctic winds and a 2/3 village. GG originally placed early, relocated after MOABs appear.
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All Bloon's Eve | 2012-11-17 | link | Lightning Scar | | 40 | 60 | Medium |
under black -> black, under ceramic -> ceramic, MOABs and BFBs +1 | - | ? | | | | Show/hide: start with a village (which becomes 1/2 or 2/2 for round 42), 3/2 GG and several ice towers along the spawn lane, soon made 2/2), then I built cannons (one 0/4, rest 0/3) until round 46. Forgot the particular order for the rest - 2 boomers 2/3 to mass-hit frozen bloons, ninjas 3/2 to catch up any leaks. (bottom two ninjas had something like 300 pops, the row of boomers and nijna above them about 3k). These defenses were partially built up in 47-49 (ninjas 3/1, boomers 2/3) - what was enough to kill the blimp in 46 should be enough to start round 50, during which you'll earn enough to upgrade one more cannon to 0/4 to pop the second MOAB. Then just keep adding 0/3 cannons (1/3 for those farther from the spawn lane) and upgrading more and more to x/4. Don't waste money on 4/x ninjas just yet - you will have to upgrade the 5th cannon during round 54 (I was about 300 cash short when the MOAB appeared, but luckily there were still bloons ahead getting glued into cash ).
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Down the Barrel | 2012-11-18 | link | Dockside | 8 total, 2 of each tack 3/2, bomb 4/1, SM 2/3, sniper, buccaneer, mortar, dartling | 35 | 70 | Medium |
| - | x | | Medium | coyotik | Show/hide: mortar 2/2 right pier, 2 buccaneers 0/0, 2 snipers 0/0, tack shooter right pier (to pop zebras and blacks early) upgrade buccaneers to 1/1, mortar to 2/3 during 37, snipers to 1/0 (strong), add 2 cannons (right pier, boat between piers), buccaners to 2/1... cannons to 3/1... sniper to 2/3, left cannon to 4/2, other sniper to 2/3. Then you can go for SM on left pier, up to 0/2 to reach right pier, then 2/2, buccaners to 3/2, the other cannon 3/2 and SM to 2/3.
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Tricky Pinks | 2012-11-19 | link | Snake River | ace 3/2, app 2/3, DM 2/3, boomer 3/3, ninja 4/2, tack, dartling, buccaneer, spactory | 1 | 65 | Medium |
under pink -> pink | - | x | | Hard | coyotik | Show/hide: Took me some serious effort and experimenting to do the start without leaking - getting slowly up to 10 0/0 DMs, a few set to strong (all in the central narrow part). The breaking point was when I was able to get a boomer and upgrade it to 0/3 (on right side of the left land). Then I added ninja 2/1, another 3/0 boomer, apprentice 2/2, two tacks, one 3/2 ace and ninja spam, plus one buccaneer. 63 was just about OK with 8 ninjas 4/2, although getting a few boomers 3/0 would make it easier (first ceramic wave got cleaned up getting round the upward peninsula, so no real stress) (You can try your luck with leak-free 3/0 tack in the bottom loop. I've seen it happen in vids but it wouldn't work for me)
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MOABday Device | 2012-11-20 | link | Bloon Circles | ice 4/2, gg, village 3/4, farm | 46 | 60 | Easy |
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Compact Attack | 2012-11-21 | link | Slalom | | 30 | 65 | Medium |
lots of leads and zebras | - | x | | Medium | coyotik | Show/hide: 2/2 mortar, 3/0 DM on right side set to last, 3/0 DM on left side set to first, two 0/0 DMs down. Upgrade both DMs to 0/3. Upgrade mortar to 2/3 (for round 33). Add mortar 3/1. Add mortar 3/1. Add another DM 3/0 on right side set to last. Note that a bit of manual mortaring might be needed before you get to the end of this upgrade list, to prevent a few small leaks, i.e. regens in round 2. From then on, it's plain sailing, in the screenshot I've already placed both villages (the lower will go only to 2/0 to support mortars and make upgrades cheaper, the upper will become a 4/1 surrounded by 16 2/3 DMs ) (Upgrading mortars comes later, the DM army has a priority for easy popping of the blimps, and you can start with them 0/3, all set to strong)
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A Variety of Popping | 2012-11-22 | link | Rink | all 4/1 - farm, spactory, tack, ninja, SM, village 1/4 | 1 | 39 | Easy |
pink, black and white +1, lead -> red, rainbows are MOABs | - | x | | Medium | coyotik | Show/hide: went for a spactory and heavy farming, buying the first SM right during the level that a lone 2/1 spactory would not handle. Easy sailing from then on, ending with 2x 3/1 SM and 4 4/1 tacks (and the spactory bored to death by lack of action)
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Omegamonkey Order | 2012-11-23 | link | Space Truckin' | Upgrade paths limited to which upgrade is last, alphabetically | 20 | 75 | Medium |
| - | x | Selling (maybe avoidable) | Easy | coyotik | Show/hide: Buccaneer Central America, set to strong., spactory mars. Buccaneer to 0/1 (change to first on rounds with regens) Tack on Mercury, to 3/0, boomer 0/2 just in time for 28, for 33 either upgrade spactory to 0/1 or buccaneer to 0/2 or both. Plain sailing... I went for a village on Venus, mortar 3/0, added one more tack, sold boomer to make room for cannons. For round 42, you will need some more camo-handling (buccaneer 0/2 and spactory 0/1 = 60 LL) - and you should be able to afford to upgrade the village to 0/2 (using another for discount) and still get 4 moab maulers for 46.... and then just tack + mauler spam in range of the village, up it to 0/3 too..
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Master of the Mortar | 2012-11-24 | link | Park Path | Only mortar can hit camo and lead | 22 | 65 | Medium |
| - | x | | Medium | coyotik | Show/hide: Mortar 0/2, tack 2/0, DM 0/0. Mortar to 0/3, another DM 0/0, mortar to 2/3, another tack 2/0. Tacks to 3/0, village, another 3/0 tack near it, buccaneer 2/1 near it. By round 45, buccaneer is 3/1, village 2/1 and there's a SM set to strong next to it - and plain sailing from now on (2 more 3/1 buccaneers, village next to mortars, ace 3/0 next to it)... If you stop at 5 buccaneers, 3 tacks 3/2, 1 tack 2/3, 1 ace, 2 mortars 2/3 and the SM, you can get a Big One for round 63, not that you'd really need it.
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Ambidextrous | 2012-11-25 | link | Archipelago | SM, DM and boomer 4/0, ninja and app 0/3, bomb 3/0, ace 4/1, buccaneer 0/2, one turtle | 1 | 50 | Medium |
| - | x | | Easy | coyotik | Show/hide: Buccaneer, turtle, apprentice 0/1 (all strong). Buccaneer to 0/1. Ace 1/0. Ninja on last island (safety). 24: apprentice 0/2. Ace to 3/0 (during 29, before pink regens). Buccaneer 0/2. Another buccaneer to 0/2 (upper reset to first, lower set to strong). You should survive 33 without any leak. Another 0/2 apprentice (37 shouldn't leak). Another ace 3/0 during 39. Cannon 3/0 during 40. Two more apprentices 0/2 (strong), another ninja (both to 0/1) - should make it past 42 camos. 3 2/0 cannons and 46 is OK. Another 3/0 ace - and that should be it, although you can add 4th just for comfort.
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Frozen Superbattery | 2012-11-26 | link | Switch | ice, sm, mortar 2/4 | 40 | 65 | Easy |
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Power Overwhelming | 2012-11-27 | link | Dockside | SM, ace, village | 40 | 75 | Hard |
pink -> lead, zebra and above +1 | - | x | Selling | Medium | coyotik | Show/hide: Village 2/1 with 3 aces 3/2 at bottom left, add SM bottom of left pier, add village 0/0 for it. SM to 2/0 just in time to pop leads in 45, upgrade to 2/2 and village to 1/1 afterwards. Should have enough cash to get one more 0/0 ace. With SM set to strong, you should not leak anything in 46. Sell the spare ace, monkey's village to 2/2 and from then it should be easy peasy - robo to 2/3, spectre, another 2/3 robo, another spectre, another spectre, another 2/3 robo.
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Bloon a la bomb | 2012-11-28 | link | Lightning Scar | 1 of each, only bomb can pop lead | 14 | 60 | Medium |
under lead -> lead, lead, zebra and rainbow +1 | - | x | Selling | Medium | coyotik | Show/hide: Village, cannon, tack 2/0 (left arrow), boomer 3/0 (top of the bottom inner area), monkey a bit to the left, sell village, monkey to 1/3, tack to 3/0... The only complicated part was cannon targetting - in the first round, anything but first could cause a leak, but later close seemed to do the job well. Once you get the cannon to 3/2, you can go for village 0/2 (sell monkey) and then pretty much whatever you want. (I went for 3/0 ace) By round 46, I had a 1/4 spactory so I used the ability to real with the blimp, although I think that spending the money on anything else, i.e. 4/2 ninja, would do the job.
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Pop n Rescue | 2012-11-29 | link | Archipelago | 3 of each ace, ninja and buccaneer, all 4/2 | 50 | 65 | Medium |
| - | x | | Trivial | coyotik | Show/hide: spectre, destroyer x3, ninja x3 in that order
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Polluted Park | 2012-11-30 | link | Park Path | 1 of each bomb, mortar, gg, ace and dartling | 47 | 67 | Hard |
| - | x | Selling | Medium | coyotik | Show/hide: Ace 3/2, mortar 0/3, spactory 0/0, gg 2/2, dartling (to 1/1 during first round). By 50, mortar 2/3, cannon 2/3, dartling 2/1 and spactory 1/2. this should be enough to save for spectre , switching mortar from spawn to inner loops during rounds as you pop blimps. (I sold spactory in mid of round 58 to get spectre, but you could just as well drop mortar and GG), spactory back immediately and upgrade to 1/2 again. Dartling 3/1 by 62. Spectre bottom right good for not wasting much attention on bloons at spawn, cannon inside loop has lots of time to hit blimps
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Like a Ninja | 2012-12-01 | link | Snake River | 1 of each, only ninjas 4/2 can pop camo | 14 | 58 | Medium |
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When the Wizard Lord's Away | 2012-12-02 | link | Lightning Scar | | 25 | 50 | Medium |
up to lead +3, zebra +2, rest +1 | | x | Selling, one road spike | Medium | coyotik | Show/hide: Started with two 0/0 ices on the first two arrows , GG 2/2 next to first, cannon 3/0. Added boomer 2/3 (one spike used in the round I upgraded him), boomer 3/1, before 33 village (had to sell one ice to get the village to 0/2), get the ice back, both upgraded to 2/2. This should be enough to hold off all regular bloons. By 39 I added 2/1 SM, before 40 upped it to 2/2, cannon to 3/2 - and start adding 0/3 cannons. With 2 of them, I didn't have to spike in round 40, and from then on it's plain sailing, adding more cannons 0/3 or 2/3. Just 6 of them and SM 2/3 are enough to make it through (and ice 3/2 and glue 3/2), but most likely just about anything will work from this point on.
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Without a Paddle | 2012-12-03 | link | Snake River | 1 of each, boomer and ninja unlimited, rest cannot pop camo/lead | 22 | 65 | Medium |
| | x | | Medium | coyotik | Show/hide: Boomer 0/0 (downward peninsula, upper part). Tack 2/0 (downward peninsula, not quite tip). Ninja 2/1 (upward peninsula , right side, close to boomer). (all these should be covered by a village that will also support the buccaneer in left bay). Ninja to 3/1, boomer to 2/2 (28), tack to 3/0. Buccaneer 2/1, ninja to 3/2. Should have just enough money to make ninja 4/2 during 37, in time to deal with the camos. Village 0/0, boomer to 3/2, village, to 2/1, ace 3/0, SM 0/2.... should be plain sailing from then on. If you don't waste money on stupid upgrades, you can get glaive lord for 59 and aircraft carrier for 63 with time to spare, and then get various safety enhancements with the remaining money.
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Numerical Tiers | 2012-12-04 | link | Drag Strip | left side 1/2, right 3/4 | 25 | 65 | Medium |
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Castle of Nobility | 2012-12-05 | link | Castle | boomer, ninja and super all 4/2, app | 40 | 80 | Medium |
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Sun Ray Beamin' | 2012-12-06 | link | Space Truckin' | 2/4 mortars and ninjas, 4/2 bombs and dartlings, one BDD | 55 | 80 | Medium |
| | x | | Easy | coyotik | Show/hide: The 4/2 bomb is extremely powerful here. For a long time, I had just one, ended up with two, one mortar 2/3 and a bunch of dartlings (1x3/2, 1x 3/1 and rest 2/1). Used the BDD a few times, but except for the first use I could do without.
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There it Goes | 2012-12-07 | link | Monkey Lane | 4 of each, gg, sniper, ice, app | 42 | 69 | Medium |
| | x | | Hard | coyotik | Show/hide: GG 2/2, sniper 2/2, apprentice 2/1 (upgraded to 2/2 only after the sniper pops the rainbow camos). Another apprentice 1/1, Sniper to 2/3 (a bit of micromanagement needed). 3 ices 0/0 for 46, apprentice to 2/2 ASAP, ices to 2/1, another sniper 2/1, sniper to 2/3, another apprentice 2/2 Two more snipers to 2/3, GG to 2/3 for 61. Added last ice (right side) 2/2, ice to 2/3, GG 2/1, later 2/2, apprentice to 2/3 (the right from the two, the left got it only for last round)
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Bionic Clock Repairmen | 2012-12-08 | link | Clock | 4 total, 2 of each 2/4 boomer and 2/3 SM, one meerkat | 1 | 50 | Easy |
| | x | | Easy | coyotik | Show/hide: Placing both boomers between 11 and 12 and SM between 12 and 1 works quite well and there really is nothing else to think about... boomer to 0/3, another boomer to 0/3, then both to 2/3, then SM, even if you start with range upgrades, you'll get 2/2 just in time for first ceramics. And you'll be rolling in cash so you can either get 2/4 boomers (probably not needed) or go for 2/3 SM.
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Floating Downstream | 2012-12-09 | link | Snake River | 2 of each tack, ninja, SM, app, farm | 20 | 60 | Easy |
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Arranged Chaos | 2012-12-10 | link | Dockside | monkeys 3/1, machines 1/3, rest 2/2 | 1 | 40 | Apopalypse |
| | x | Farming | Medium | coyotik | Show/hide: Tack right pier, spactory, gg 2/0, tack to 1/0, farm 1/0, gg to 2/1, farm 1/0, farm 1/0 Buccaneer below left pier set to last, 2/1, apprentice 2/1 (boat that reaches exit and left pier), ace (3/0) on the boat with mage, village 0/2 (next to mage and ace)
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Rushing Downstream | 2012-12-11 | link | Downstream | tack, ninja, SM, app, village, farm | 20 | 60 | Easy |
| | x | Leaks, Selling | Hard | coyotik | Show/hide: Tack 3/0 (as high as possible on first island) apprentice 2/0 (absolute bottom of first island) ninja 1/1 (top of second island), Ninja to 3/1, Another tack to 2/0 just below the first 28: another apprentice 0/0 laast (left bank, level with upper tack), Another ninja to 3/1 (just below the apprentice), tack to 3/0, apprentices to 2/1, then 2/2, ninjas to 3/2, then 4/2 (LL: 25), village 0/1 in the middle of first island 45: SM (strong) just behind the apprentice and ninja on left shore. 46: SM 0/2, village 1/1 (20 more LL and it might get worse depending on distraction kicking in or not). 47: another SM (0/1) on the other bank, level with village, village to 2/1. 50: SM to 2/2 during round. 51: SM to 1/2 during round. 54: SM to 2/2 (LL: 100). 58: SM to 2/3. 60: sold one tack as I needed 400 more for second 2/3 SM, but probably not needed.
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Don't Upset the Balance | 2012-12-12 | link | Bloon Circles | bomb and ninja | 15 | 65 | Medium |
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Pop Bloon Glue Gun Style | 2012-12-13 | link | Switch | ice 1/4, GG | 24 | 65 | Medium |
no MOABs | | x | Leaks | Hard | coyotik | Show/hide: Start with 2/2 GG placed between the horizontal pipes, meerkat from the bottom and 7 0/0 ices - 4 between the pipes, 2 hugging the meerkat and 1 in the return loop above switch. 29: add three more ices in the bottom loops. 31: sell all but 3 ices (at least 2 near meerkat), GG to 3/2. 34: GG 2/1 behind the switch, slightly higher, 2 ices in lower bends. 35: 1 more ice in lower bends. 37: sell bottom ices, GG to 3/1 Spam ices in bends to reach total of 10 or so, relocate second GG to front of switch in range of meerkat, up to 3/2 ices to 1/3, starting with the ones near meerkat, then the ones in lower bends
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Popping Interrupted | 2012-12-14 | link | Space Truckin' | DM, ninja, ice | 25 | 65 | Medium |
| | x | | Trivial | coyotik | Show/hide: Ninja 3/1 in Alaska, 0/3 DM behind him. For 28, add 2/1 ice on the moon/mercury, near the junction, and another in center of moon (probably just one would suffice anyway) Then add another 3/1 ninja somewhere in America, then you can go for two jugs 4/0 (those pop frozen), one in center of venus set to last, another in northern canada, set to first. (He'll reach the moon orbit and fire in the face of bloons coming around venus) And then just keep spamming Earth with 4/2 ninjas. (Had to add one 0/0 DM as safety in south of venus to catch a single blue bloon in early rounds).
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Burst Fire | 2012-12-15 | link | Archipelago | burst fire towers | 20 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: Tack 3/0 bottom right of tiny spawn island, tack 3/0 top left of treasure island, DM 0/0 bottom of exit island. DM to 1/1, 2/2, 2/3. Cannon (last) bottom shard island. 28: ninja upper part of big left island, strong. Ninja 1/0, 1/1, 2/1, 3/1 34: another cannon above ninja, to 3/0, then 3/2. 38: another tack on spawn island, to 3/2, then the first to 3/2 too. 40: another 3/1 ninja (strong) next to first. 42: ninja to 4/1. 44: ninja to 4/1. 45: spawn cannon to 2/2. 46: ninja 3/1 on southern of the three small central islands. 48: all ninjas 4/2. 50: one more 4/2 ninja. 51: upper cannon to 4/2. From here it seems easy. Added 3/2 ace on treasure island, 3/2 bucc in center, 2/3 buc for 59 bottom right of left main island, another 4/2 ninja and 2/3 tack (wasted money I guess, I was planning for 3x 2/3 for round 63 if things got tough, they didn't :)) on main island. Spawn cannon to 4/2 - and that was enough for 63 comfortably. One more 4/2 ninja and that was it.
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Super Mortar Factory | 2012-12-16 | link | Monkey Lane | 1 of each spike, mortar, SM | 24 | 50 | Easy |
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Mega Cyclones | 2012-12-17 | link | Monkey Lane | tack 2/4, ace 2/3, SM 3/2, app 4/2, spactory 2/4, one SMS | | | Easy |
+2 to all | | x | | Easy | coyotik | Show/hide: Tack 2/3 in first U turn, mage 0/1 (strong) above it, second tack in right side retarder, spactory 0/0... then go for 2/3 plane in the middle (great for thinning out all bloons, especially camos, I didn't have to worry about them at all). Then I went for one SM.... used SMS on the first blimps, SM 2/2 managed to handle the second ones... then, when the third set appeared, the long train of them, I sold everything except the ace to upgrade the SM to 3/2, then bought another SM 2/2, and another and another (was rolling in cash). Added two spactories 1/2 to the exit, turned out that one 0/0 would be enough (12 pops total :)). Ended with 5 sun gods and 2 spactories 2/4, used the tack spray a few times but probably unnecessary). A bit of targetting micromanagement when I only had 1 sungod...
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Vibrant RBE | 2012-12-18 | link | Bloon Circles | | 1 | 60 | Medium |
blue -> yellow, green and yellow -> pink, black -> rainbow | | x | | Easy | coyotik | Show/hide: spactory, 2/0 GG in front of first circle, 2/0 GG in crescent (both strong), 3/0 cannon in crescent (close), spactory to 1/0. Boomer to 0/3 then 2/3 in crescent (upper part) (last). Village in crescent, the GG next to it to 2/2. Cannon to 3/2 during 32, spactory to 1/1. Village to 2/0, two 3/0 boomers in the small circle. GG to 2/3, village to 2/2, add 2/3 cannons (strong) under village until 46. (now utterly boring, even the BFB doesn't stand a chance). Then build a 2/0 to 2/3 SM just behind crescent under village (strong), then boomers to 4/0. A big disappointment that round 60 doesn't have a ZOMG :)
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Ember's Game | 2012-12-19 | link | Lightning Scar | First five towers - 4/4, 3/3, 2/2, 1/1 and 0/0 | 1 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: started with one DM facing spawn, set to last, that became the first jug just in time for 28. other jugs were below it (one more set to last means no ceramics will get past, others left to first) - and a row of 0/3 on each side of spawn, and a cluster of 2/3 in the zigzag parts, about 8 on the top of the middle section.
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The Super Monkey Force | 2012-12-20 | link | Dockside | SM, boomer, GG and ninja | 30 | 60 | Medium |
4,3,2,1,3,3,2... | | x | Selling | Medium | coyotik | Show/hide: GG 2/0 on boat between piers, boomer 2/3 on left pier, ninja to 3/2 on left bottom boat, GG to 2/2 ASAP 37: ninja to 4/2, 38: SM 0/0 next to GG ASAP, 44: SM to 2/0, strong, 47: sell boomer, get glaive lord right pier, 48: SM to 2/2, 49: sell GG, SM to 2/3
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Glaives o' Fire | 2012-12-21 | link | Mount Magma | boomers and mortars | 25 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: get a BB, then 2/3 mortar, then 3/2 mortar, then the all BBs. Mortarts to 2/4 and 4/2, boomers to 2/4 as money lasts. In round 60, use mortar ability and all boomer abilities you have. Repeat the same in round 65 when all reds are out. (All other levels were fine with 8 boomers 2/3. Round 63 didn't even show the usual lag when the ceramics made their rather short appearance)
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Perpetual Motion | 2012-12-22 | link | Snake River | animated towers | 30 | 65 | Medium |
| | x | | Medium | coyotik | Show/hide: Start off with a village on left peninsula, ace 3/0 beneath it, apprentice 1/1 (strong) on the right peninsula, to the up right edge of village reach. Tack 3/0 bottom of south peninsula (again under village), ace to 3/2 for round 33. Buccaneer in little bay behind village, to 3/2, apprentice to 2/2. Another ace 3/0 under first, then one tack near top of left peninsula and one on the narrow section of right peninsula. Village to 2/1. For round 46, add more 2/0 tacks on the narrow part. Then up them to 3/0 and just save for spectre. I had enough for spectre during round 62, before moabs came.
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Same Price | 2012-12-23 | link | Dockside | ninja, bomb, ice, app | 20 | 65 | Medium |
| | x | Leaks (small, a bit random in early rounds) | Hard | coyotik | Show/hide: I couldn't figure out exact placement within what I wanted to start with that would prevent leaks 100% in rounds 2 and 3). Start with 3/1 ninja on the boat between piers and 0/0 apprentice on right... up apprentice to 0/1, add another 3/1 ninja of left pier, and another... add 3/0 cannon on the boat with first ninja, upgrade left ninjas to 4/2... for 46, to be on the safe side, I got 2/4 cannon, used the ability, then added one more 2/3 cannon, two 1/1 apprentices on the right boat, upped cannon from 3/0 to 4/2, apprentices to 2/3 and it was fairly a piece of cake, didn't even notice round 63. The only nontrivial bit was round 65, where I upgraded another mauler to 2/4, set everybody to first and popped the two reds with abilities only when there was nothing in front of them. Probably a bit too careful but I didn't want to screw up on the last round
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The Beginning, Middle and End | 2012-12-24 | link | Snake River | 5 total, 2 of each DM, buccaneer, spactory | 1 | 50 | Easy |
| | x | | Easy | coyotik | Show/hide: spactory 0/0, buc, to 2/1 (left bay), DM, to 4/0 (above river join), spactory to 1/0, buc to 3/1 spactory to 1/2, another buc at river join. In 43 I almost leaked. 47: spactory to 4/2 ASAP (had about 3 spike balls left and it was obvious I'd get overrun) (you can of course go for a bit of selling - get extra 0/0 spactory in 43, sell it and the jug before 46 and you should have enough to upgrade the main one to 4/2 straight away)
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Yuletide Spirit | 2012-12-25 | link | Rink | | 11 | 66 | Easy |
| | x | | Trivial | coyotik | Show/hide: I wanted to grow my christmas tree to the max so I protected it by spactory, added two DMs to thin out the bloons, then a boomer to 2/3 - and from that point onwards, rarely a bloon made it halfway through the track, so I could comfortably add a village and then whatever else I wanted (I went for Ace 3/2), and with each round, the point at the last bloon got killed moved closer and closer to spawn. No level 4 upgrades used, no tower spamming.
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Au Contraire | 2012-12-26 | link | Bloon Circles | DM, tack, spactory | 30 | 60 | Medium |
lead and zebra -1 | | x | | Medium | coyotik | Show/hide: 30: tack 4/0 in first circle. 31: DM strong in crescent, another DM next to it ASAP, might need moving to exit to catch leaks if you really care about NLL. key 33: spactory 0/0, one DM up to 2/0, key 37: spactory to 1/0, two 2/3 DMs, key 40: at least 3 3/0 tacks and 2 2/3 DMs, key 42: at least 4 2/3 DMs, spactory to 1/2, summary before round 46: 1 tack 4/0, 5 tacks 3/0, 5 DMs 2/3, spactory 1/2, about 1200 cash left. Added yet another tack although this was enough. 49: spactory to 3/2, tack 4/0 to 4/2. (surrounded by 6 3/0s, backed up by 5 DMs). 50: 6k cash in reserve, this setup deals with blimps almost completely. 53: spactory to 4/2. (If you went only for 5 DMs and 1+5 tacks, you can have it a bit sooner) 2x DM 4/0 set to last
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The Big, the BADS and the Terror-fying | 2012-12-27 | link | Space Truckin' | one of each 4/2 mortar, 2/4 dartling and 2/4 SM | 24 | 65 | Medium |
| | x | | Trivial | coyotik | Show/hide: 24: dartling, 25: 3/2 mortar (aim both at the first crossroad), yawn, dartling to 2/1 (yea, round 41 IS a bit challenging with 0/0 dartling and without mortar tracking) more yawn, save for SM, 37: camos dealt with without moving the dartling aim, 42: oh, you actually have to aim at camos here. SM, to 2/0 then 2/3 and keep yawning for the Big One.
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The ZOMG Parade | 2012-12-28 | link | Park Path | farm, dartling, mortar, spactory, sniper, bomb, ice, app, road spikes | 1 | 40 | Apopalypse |
only colours seen on ZOMG | | | | | | |
New World Technologies | 2012-12-29 | link | Monkey Lane | max 4 total, 1 of each sniper, ace, mortar, boomer 2/4, super 2/4, spactory 2/2 | 20 | 78 | Hard |
| | x | | Easy | coyotik | Show/hide: start with 0/0 spactory and 1/1 sniper set to strong, add boomer, 2/0. 27: spactory to 1/0 ASAP. 32: boomer to 2/3 ASAP, then add 2/0 ace. 37: spactory should handle the camos, ace to 3/2 46: sell sniper, get SM 1/2. Then it's plain sailing. You can get spectre as soon as round 54 if you sell boomer and spactory. Or you can go for 2/3 SM, in which case you'll have to get a 2/3 mortar for round 59, and do without spectre right until 63... (I had spactory 2/2 in my first attempt so I went that way)
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Upon the Boiling Sea II | 2012-12-30 | link | Dockside | buccaneer | 1 | 65 | Medium |
| | ? | | Medium | coyotik | Show/hide: one cannon ship (right side) set to last, 3 cannon ships set to strong, one carrier and rest 3/1 buccaneers.
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Patience is Key | 2012-12-31 | link | Snake River | 3 of each of DM, ninja, village, mortar (all 0/4), bomb, sniper (both 4/0), ice and glue (both 4/4) | 28 | 50 | Medium |
| | x | | Easy | coyotik | Show/hide: Start with two 2/3 DMs on left peninsula, hugging right edge, sniper 1/1 strong and cannon in the narrow part of right peninsula. Add 3rd 2/3 DM, up cannon to 3/2, then add 2 more 1/1 snipers (be sure to place towers so that a village on left peninsula will cover them all) 39: village 1/1. 41: village to 2/1. 42: one sniper to 2/2. 44: another sniper to 2/1. 45: last sniper to 2/1. 46: 2/0 cannon. 47: 2/1 ninja, add camo detection to remaining snipers ASAP within round (a bit of overkill maybe for camos, but better safe than sorry). 49: cannon to 4/2, another 2/1 cannon. 50: cannons to 2/2, 2 more 2/2 ninjas (or whatever)
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Sharper Than Before | 2013-01-01 | link | Clock | buccaneer 4/2 (one lake provided), ace 2/4, tack 2/4, dartling 2/2, SM 0/3 | 1 | 65 | Medium |
| | ? | | Hard | coyotik | Show/hide: Place lake below start so that the boats will have decent overlap with the outer circle. Put 4 boats in it, the one most aligned with spawn lane set to last, rest first. Get a dartling, will be 2/2 in time for round 28. Start upgrading buccaneers, only one needs camo detection. Once you have all four bucs to destroyers, start adding more dartlings. Once you have 4 dartlings (the original 2/2 and 3x 2/1), get a 2/4 ace. round 60: GZ You'll nuke your way out of the end game - in round 63, prepare two more 0/3 aces, then nuke each cera wave, get another GZ ready for 64, and then another for 65. (You have to be careful with dartling aim and then quick with activating the ability - when the reds appear, ceramics might be quite close to exit )
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Angry Volcano | 2013-01-02 | link | Mount Magma | boomer, ice, buccaneer, ace, two squirrels and lake | 25 | 60 | Medium |
3,2,2,0,1,2,1,0,0,1,0,1,1,0 | | ? | | Hard | coyotik | Show/hide: Start with 3/0 boomer and two squirrels. Boomer placed on the left side, slightly below center (so that it reaches first exit comfortably). Squirrels placed in the top section - both about one-tower-apart on the sides of the V formed by the top curve and the first exit. Pool placed below the first exit, so ships will fire in the face of advancing bloons. Not sure how much these placements matter. Add another 2/0 boomer, upgrade both boomers to x/2 for round 28. Then add buccaneer ASAP to help with the regens. Up the buccaneer to 2/2 (will handle round 33 alone). Up second boomer to 3/2. Add two more 1/0 buccaneers set to strong (helps with round 35 ceramics), add another 2/0 boomer, upgrade buccaneer to cannon ship and the two 1/0 to 1/2 (camos at end of 37). Up the 3rd boomer to 3/0 (so you have 2x 3/2 and 1x 3/0). By round 40 I added a 3/0 ace (left edge of screen, vertically centered, circle path), to 3/2 for round 42, along with upgrading one bucc to 3/2. (So, bucs 2/3, 3/2, 1/2 and the 3/2 ace are enough to stop the cera camos). Next buc to 3/2, cannon ship to 2/4. Pull the red in 46. By level 50 you'll be able to get spectre without having to sell anything. Set destroyers to first though. Pull the first red. Add another ace 3/2, and another later. |
Gluetack City | 2013-01-03 | link | Park Path | tack 3/4, gg, village | 38 | 60 | Medium |
| | x | | Medium | coyotik | Show/hide: Start with village above first U turn, 2/2 GG (strong) to right of it and 2 3/0 tacks in the U turn, add 3rd 3/0 tack to the left of village. 40: GG to 3/2. 41: village to 0/1. 42: village to 0/2. Now keep adding 3/0 tacks to the left of the village in two rows, between the outer and first inner circle. You should have 6 before round 46, with a bit of cash to upgrade the two inner tacks to 3/1. That should be comfy for 46. From now on, it's easy peasy - village to 2/2 add tacks to have about 12 in the outer area and 4-5 in the inner area (those can get range boost) - and you can easily save for HEB for round 60 to finish in style.
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Monkey Metropolis Destruction | 2013-01-04 | link | Park Path | monkeys and villages | 1 | 40 | Apopalypse |
| | x | | Medium | coyotik | Show/hide: Start: sniper (strong), DM somewhere upper left quadrant, hugging the 2nd path from the left so he can have two pops at bloons that got past him. 9: sniper to 1/0. 12: another DM placed just above the upper U turn, set to strong, upgrade to 0/3, then 1/3. 20: sniper to 1/1. 23: ace just below the lake (below the innermost path), circular path, upgrade to 2/0. (now you might have to watch out for possible leaks, switching targetting on either sniper or the 1/3 DM to first occasionally) 30: ace to 3/0, then add camo detection to sniper and ace at your leisure, and just save cash for sniper 2/3. (I went for 1/3 first, not 2/2, because there's enough firepower to deal with weaker bloons and I don't want some pesky lead to go round and round just because the sniper has juicier targets)
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Magical AdvICE of Doom | 2013-01-05 | link | Space Truckin' | one of each app, ice, farm and dartling | 25 | 65 | Medium |
| | ? | Selling | Easy | coyotik | Show/hide: Used 2/4 apprentice, 3/2 ice and 3/2 DG, but for 63 I decided to play it safe and swapped the DG for 2/4. Piece of cake.
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The Next Best Thing | 2013-01-06 | link | Switch | 4/2 DM, 2/3 tack, 2/2 sniper, 2/4 boomer, 3/4 ninja, 3/2 bomb, 2/2 ice, 4/4 glue, 3/3 ace, 3/2 app, 3/3/ mortar | 40 | 65 | Medium |
-1 to all | | x | Selling | Hard | coyotik | Show/hide: boomer 2/3 just below start lane close to switch, mortar 1/2, mortar to 2/2 (some tracking occasionally needed), mortar to 2/3, 2x 2/0 GG strong near start, DM 3/0 last (behind switch) 47: 3/2 ninja behind and above switch. 49: add 3/2 boomer. Add another 2/3 boomer covering bottom. Jug to 4/0, one GG to 2/2, Spam 2/0 cannons For round 50, you could go for boomer ability, although I have just very narrowly survived without leaks without ability. For 63, sell one GG and get a gluehose, a bit of mortar tracking might be needed. For round 65, sell mortar and GG, get both boomers to 2/4.
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Black and Yellow | 2013-01-07 | link | Mount Magma | one bomb, one app and one beekeeper | 1 | 37 | Medium |
all under yellow are yellow, all above are black | | | | | | |
Countdown Tiers | 2013-01-08 | link | Clock | left towers are 4/3, right are 2/1 | 25 | 65 | Medium |
| | x | | Medium | coyotik | Show/hide: Dartling 1/1 (top left), GG 1/0. Steady hand needed - aim at the inner ring or slightly above, if they get past, switch to when they go up on the outer ring, should be a piece of cake. GG to 2/1 (strong). DM 0/1 (last) (here you need to thin out the yellow rush). DM to 0/3 (first). 32: another 2/1 GG (first). 33: DM to 2/3, DG to 2/1. 37: village, to 0/1 before the leads arrive. 38: 1/1 ninja. 39: ninja to 3/1. 40: (ninja to 4/2). 42: another ninja 3/1. 44: ninja to 4/1. 46: ninja 3/0, village to 2/1. Keep adding 4/2 ninjas up to 6 (3 quite to the left side). 59: village to 2/3, ice 2/2, another 3/2 ninja. 60: ninja to 42. 63: ice to 3/2. In the earlier rounds, it worked well not to aim the dartling at spawn, letting the GGs glue strong container bloons first.
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Paint the Lane Yellow | 2013-01-09 | link | Monkey Lane | gg, village, ace 2/4 | 15 | 55 | Easy |
| | x | Leaks | Medium | coyotik | Show/hide: Started with one ace and one 2/0 GG, then added another GG (both 2/1) then added 0/1 village, sold one GG to upgrade the village to 0/2 for round 33... got it back, got one GZ for round 46 and just narrowly another without selling for the end of round 50, win.
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Once in a Glued Bloon | 2013-01-10 | link | Bloon Circles | 1 of each, towers and upgrades that pop lead are banned except for GG | 28 | 60 | Medium |
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The Odd Ones Left | 2013-01-11 | link | Space Truckin' | 4 total, left limited to 1/3, right to 2/4 | 2 | 65 | Medium |
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Battle Time | 2013-01-12 | link | Monkey Lane | DM, tack, sniper, ninja, bomb - all 3/3 | 1 | 50 | Medium |
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That's Odd, Right? | 2013-01-13 | link | Space Truckin' | 5 total, Left towers are 4/2 and right are 3/1 | 1 | 65 | Medium |
| | x | Selling | Easy | coyotik | Show/hide: Indeed very easy. Started with a tack and DM (just as in the other similar challenge). Spent most time with tack 3/1, added mortar to deal with lead and ninja to deal with camos, then in the boredom of eliminating wave after wave thought about camo leads in 59 and realized that SM + village will be about the only sensible option... so added a village, sold DM, added SM and that was it, piece of cake.
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Mission Downstream | 2013-01-14 | link | Downstream | app, village, farm, spactory, DM, tack, GG | 1 | 50 | Medium |
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Panic Button | 2013-01-15 | link | Castle | 3 of each, limited to 2/4 | 25 | 65 | Medium |
| | x | Selling | Hard | coyotik | Show/hide: spactory 1/1, farm 1/0. Spactory to 1/2. DM 0/2 (last) facing left spawn. Boomer 0/2 (strong) above spawns. DM to 0/3, another DM 0/2, to 0/3 31: everybody set to strong. Sometimes you'll leak here, about 30% of my attempts. Maybe precise placement of DMs matters. You might try upgrading one or both DMs to 1/3 (I think that the missing 180 cash shouldn't be a showstopper anytime between now and round 42 where you are going to do the upgrade anyway), boomer to 2/2, farm to 2/0, boomer to 2/3 (ASAP), village, boomer inside castle near exit (his loop nicely circles the top rampart), to 2/4 (ability in late round 40), village to 2/1. 42: DMs to 2/3, ability in 43, another 2/3 boomer above spactory, another 1/2 spactory, 46: ace 0/0, another 1/2 spactory, another 2/3 DM at spawn. Surprisingly this is enough even without boomer ability!, 47: so now the ability comes handy against the early ceramics... ace to 1/2. 48: ace to 2/3. 49: another ace, to 2/3. 50: and another, to 2/3. 52: add 3rd 1/2 spactory (unfortunately left-biased). 53: add 1/3 mortar (to 2/3), use ability if moabs take right path. 57: second boomer to 2/4 (both abilities used against one pair of moabs each). 58: ability used against last moab (again they went right). 60: ace to 2/4, boom! 61: both boomers activated. 62: one boomer activated (very close call, boomers mostly on the right side - use GZ if necessary). 63 and onwards - nuke, sell, upgrade another, rinse and repeat. 64: sell the farm if you have to for another GZ. It will recharge during 65. (I think I sold the mortar after round 62) order of placement - DMs left, right and uppper, boomers bottom, right and left (bottom is the one without ability), spactories center, right and left. It's a good idea to practice the placements of spactories and upper boomers in sandbox so that they will all fit. I managed in sandbox to squeeze both boomers and three spactories in a triangle, but this was at a cost of pressing things a bit more upwards, which means that to keep under the village coverage, you'd have to place the initial DMs about 10 pixels higher than what I did - and I'm not sure if it'd have any impact on earlier rounds. |
Fives | 2013-01-16 | link | Rink | 5 total, without DM, GG, SM, village and farm | 5 | 55 | Hard |
First 5 ranks +5 | | x | | Trivial | coyotik | Show/hide: (started with 0/0 spactory and (anticipating camo lead in 24) 0/2 mortar, added tack shooter, slowly upgraded tack to 3/2 and mortar to 2/3... then cannon 4/2 and just build spectre, yawning through it till the end.
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The Blizzard | 2013-01-17 | link | Death Valley | apps, ninjas and boomers, all 4/2 | 1 | 50 | Easy |
| | x | Road Items | Medium | coyotik | Show/hide: 2x 0/1 apprentice set to strong to handle leads (cheaper and more reliable than one 2/2) and spamming ninjas did the job. (first two 4/1, rest 4/2). Added a 3/0 boomer for round 49, but no big deal. Used a few spikes early, for MOABS and about a dozen in round 49...
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Leeroy Bloonkins | 2013-01-18 | link | Park Path | 1 each of tack 3/4, bomb, buccaneer 2/4, SM 0/3, app 2/4, village 4/3, dartling 2/4, spactory 3/3, one beekeeper | 40 | 60 | Hard |
up to green are lead, up to zebra are rainbow, up to MOAB are ceramic, BFB is ZOMG | | x | | Easy | coyotik | Show/hide: village, cannon 4/2, buccaneer to 2/1, add tack 3/0, up village to x/2 for 42, then 2/2 SM, buccaneer to 3/1, SM to 2/3, village 4/2. The only tricky part is killing the regens in 42 quickly (set cannon to first) - otherwise the beekeeper will multiply them... (or sell him)
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Black with White Stripes | 2013-01-19 | link | Lightning Scar | | 1 | 40 | Medium |
all except black, white and lead are zebras | | x | | Easy | coyotik | Show/hide: start with 2x 2/1 GG and a tack shooter 2/0... add two more more, to 3/0, spactory on each exit if you really care about NLL (sometimes a bloon or two would not get glued), village to 0/1 to double gluing power... 3/2 cannon, robo monkey or whatever...
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The Prime Sequence | 2013-01-20 | link | Park Path | 4 total, 1 of each tack, sniper, ninja, ice, SM, village, spactory | 2 | 65 | Hard |
| | x | Selling, Leaks in early rounds | Hard | coyotik | Show/hide: start with tack, to 1/0, sell when you will be able to get spactory, get sniper, upgrade to 1/0, get tack, to 3/0, then get village, spactory to 1/2, sniper to 2/3... Sell tack to get SM (0/1), then village to 0/1, SM to 0/3, then SM 2/3, village 2/1, spactory to 4/2 (but not really needed)
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Quetzovercoatl | 2013-01-21 | link | Slalom | gg, app, ninja, ice, 2/4 DM, 4/2 boomer | 1 | 65 | Hard |
| | x | Selling (sometimes not needed) | Hard | coyotik | Show/hide: Most forces placed below second rightbound horizontal. Started with ninja, then GG 2/1 (strong), ninja to 1/1, add second ninja. First ninja to 3/1 (strong) then second... GG to 2/2, both ninjas 3/2, then 4/2 (round 40) Then just keep adding 4/2 ninjas (up to 7), apprentice, to 1/3, in first bend, For 63 I chose 2/3 ice (left from apprentice) and GG to 2/3. 8th ninja in 64. If glued ceras make it past your ninjas in 65, sell the spawn ice and mage and relocate them or get more ninjas. Or you could just ditch the spawn ice and replace your 2/3 GG with 3/2 GG, maybe throw a juggernaut or 0/3 DM or two set to strong.
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Intermediate Popping | 2013-01-22 | link | Snake River | boomer, ice, GG, buccaneer | 18 | 68 | Medium |
| | ? | Leaks (sometimes) | Medium | coyotik | Show/hide: Boomer 2/3 (center), buccaneer 2/2 (left bay), to 3/2, two more bucs at joint - first both to 2/2, then left to 3/2, right to 2/3, 40: GG 2/1 (right side of left peninsula GG to 2/2, one more destroyer (upper left bay), boomer 3/0 bottom U bend (not centered, you want to squeeze more there, to 4/0, and another... cannon ship to 2/4 for round 60, another glaive lord in the bottom end. Second 2/4 cannon ship for 65, win. Leaks in mid 50s preventable with left destroyers targetting (leaving on first will leak)
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Set-up Chaos | 2013-01-23 | link | Slalom | Towers with the letter 'm' are limited to 3/1, Rest at 1/3. | 1 | 40 | Apopalypse |
| | x | | Medium | coyotik | Show/hide: started with buccaneer and sniper (strong), upped sniper to 1/0, then buc to 2/1, then sniper to 1/1, then added a protective DM below the lake and a spactory just in case... then realized that popping camo leads might be difficult so I went for a 1/2 dartling... added a ninja to help with camos, then buc to 3/1, cannon 3/1...
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A Job To Do | 2013-01-24 | link | Snake River | max 10 total, 3 of each, DM 2/3, sniper 4/2, boomer 2/2, ninja 4/0, ice 3/2, GG 4/2, buccaneer 2/3, ace 2/3 , SM 0/2, app, mortar, dartling | 30 | 65 | Medium |
| | x | | Medium | coyotik | Show/hide: GG 2/2 up center, DM 2/3 (strong), DM 0/0 (both DMs right side of left peninsula, DM to 1/2, then 2/3, set GG to strong. Apprentice 1/1 near GG, ice 2/2 southern tip, apprentice to 1/2. Buccaneer 0/2 (camos at end of 37), then 2/3 (left bay), add ninja, to 4/0, and then one more. (both near GG). 46: add a 1/0 dartling, then up to 1/2, 2/2. Add another dartling 2/1, apprentice to 2/3 (strong), Dartling to 3/2, then the other to 2/3, arctic wind by round 60, phoenix after 63, so the only tower without final upgrade is the 2/2 GG. Used phoenix in 64, Not needed in 65.
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Space Defender | 2013-01-25 | link | Space Truckin' | all 4/2 - tack, sniper, boomer, ninja, bomb, ice, SM, app, dartling, spactory | 33 | 73 | Hard |
4,0,3,2,3,3,1,3,1,1,0,1,0 | | x | | Easy | coyotik | Show/hide: starting with 3/2 bomb, two 3/1 ninjas, then a 3/0 tack, then adding two 1/2 snipers to handle early camo leads, then upping the ninjas to 4/1 and adding a 4/0 glaive lord... a few more ninjas, then sun god and two plasma monkeys...
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Ouroboros | 2013-01-26 | link | Monkey Lane | no DM, sniper, ninja and bomb | 51 | 85 | Hard |
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Multiplicity Stream | 2013-01-27 | link | Downstream | buccaneer, ace, app, village, one turtle | 10 | 50 | Easy |
| | x | Leaks | Hard | coyotik | Show/hide: 10: apprentice 0/0 (strong) as up as possible on the spawn island, turtle (strong) just below it, buc 0/0 left bottom of that island, as up as possible. 11: buc to 0/1. 13: buc to 1/1. 15: buc2 below the spawn island, right side. 16: buc2 to 0/1. 18: buc2 to 1/1. 19: apprentice to 0/1. 21: buc3 down the stream to the right of buc2. 22: buc3 to 0/1. 24: app to 0/2. 25: buc3 to 1/1. 27: buc4 just below the spawn island. 28: buc4 to 1/1. 31: buc5 even more downstream, 0/1, apprentice to 1/1. 33: buc2 to 1/2. 35: buc2 to 3/2, set to strong. 36: buc5 to 1/1. 37: buc1 to 2/2. 38: village on spawn island (covers bucs 1-4, so boost 2 and 4 to 2/x). Leaked 10 lives. 39: app to 2/2, leaked 11 (could be prevented by adding the 2nd app here). 40: app2 (0/1, strong) on right bank under village, buc1 to 2/3 (strong), leaked 30. 41: buc4 to 3/2 (strong) 42: village to 1/1, app2 to 2/1. 46: buc1 to 2/4, buc3 to 3/1 (strong). 47: ace on right bank, leaked about 30. 48: ace to 1/2, then 2/3. 49: (last buc to 3/1) - leaked 10 more. 50: added 3/2 ace, sell and rebuy 2/4.
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Factories are Super | 2013-01-28 | link | Bloon Circles | SM, spactory and farms can be upgraded, rest 0/0 | 1 | 65 | Medium |
| | x | Farming | Medium | coyotik | Show/hide: DM for round 1, sell to get spactory. Spactory, to 1/0. Farm 1/0, cannon (close) in first circle another 1/0 farm, spactory to 1/1, another spactory, farm to 2/0, second farm to 2/0, second spactory to 1/1, village to cover spactories, get them to 1/2 (second ASAP during round 32), 38: second discount village, SM (strong) beyond first circle) SM to 2/0, then 2/3. (round 40 was a bit of a close call, 2/3 will be in time for 46), another SM 2/2, then beef up both exit spactories to 3/2. (enough to deal with camo leads in 59 and camos in 62), second SM to SunGod by 59, win
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All-Rounder | 2013-01-29 | link | Snake River | towers that can pop camo, lead and damage MOABs | 23 | 69 | Medium |
| | x | | Easy | coyotik | Show/hide: the only worries were a) worry about popping leads in 28, but you can afford a 2/1 and 2/2 dartling by that time, so it's a piece of cake b) worry about round 63, for which one 2/3 dartling with 2/1 spam isn't enough... so I went for one lazer and 3 rocketeers (although 1 BADS would work too).
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Dartling Maelstrom | 2013-01-30 | link | Mount Magma | ace 2/4, tack 2/4, dartling | 20 | 65 | Medium |
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Tough Love | 2013-01-31 | link | Bloon Circles | | 17 | 62 | Medium |
regens upped to lead/ceramic | | x | | Trivial | coyotik | Show/hide: village 0/1, GG 2/1 (inner circle facing spawn, set to last), tack 3/0, DM 0/1, to 0/3, then 2/3 (strong) boomer (strong), 2/2, then 2/3, another 3/0 tack, another tack (to 3/0) - if an odd bloon or three get through, a single DM in the last circle should manage to stop them, 4th 3/0 tack 33: village to 0/2, start on another tack (1/0 if you needed the safety DM), 5th tack 3/0, village to 2/2, now you're rolling in cash... 4/2 cannon and a bunch of 2/3 cannons.
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Double Specialization | 2013-02-01 | link | Switch | 2/2 bomb, 0/3 ninja, 4/0 boomer, 2/3 ice, 4/3 ace, 4/3 app | 1 | 50 | Easy |
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Monkey Sabotage | 2013-02-02 | link | Downstream | all 3/3, village, dartling and road items locked | 20 | 65 | Medium |
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Super Tack Factory | 2013-02-03 | link | Monkey Lane | 1 of each SM, tack and spactory | 20 | 65 | Medium |
| | x | Selling | Medium | coyotik | Show/hide: Tack 3/1 in left top loop, so that it reaches to the left path, spactory 1/0, spactory to 2/2, tack to 4/1, spactory to 3/2 40: SM in center, strong (just below the pink flower). 42: SM to first else the regens will pwn you. 43: SM back to strong. 46 SM to 2/0, then to 2/3, spactory to 4/2, win.
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Bloonbending | 2013-02-04 | link | Monkey Lane | 2 of each ice, DM 4/2, app | 1 | 55 | Medium |
| | x | | Medium | coyotik | Show/hide: Start with one apprentice, add two DMs 0/0 for support, then the apprentice to 2/1, then one DM to 3/0 (or apprentice to 2/2), then second apprentice 2/2, then both DMs to 3/0, then to 4/0... then apprentices to 2/3, ice 2/2 in upper loop (if you put him as low as possible, as 3/2 it will affect even the start bend). This is just enough to deal with MOAB in 46. By 50 you'll have cash for phoenix upgrades and you can comfortably alternate them whenever 2+ moabs appear. Upgrade the ice to 3/2, add ice 2/3 in the start bend although that isn't really necessary.
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Bomb the Bloons! | 2013-02-05 | link | Rink | ace, bomb, mortar, 2/4 ninja, 2/4 dartling, 2/4 buccaneer, 4/2 spactory | | | |
| | x | | Easy | coyotik | Show/hide: spactory 1/1, mortar ASAP (to 2/2), with a bit of early tracking, then I think I went for 3/0 ace, buccaneer, wasted money on ninja, ace to 3/2 and buccaneer to 2/3 by round 42 (think), 2/3 cannon, spactory to 2/2... made spectre just in time for end of round 52, spactory 4/2 by 60 but not really needed at all).
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Mortar Kombat | 2013-02-06 | link | Park Path | DM 2/3, mortar | 30 | 65 | Medium |
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Cheaper Price | 2013-02-07 | link | Archipelago | sniper, ace, ice, ninja, buccaneer | 20 | 65 | Medium |
| | x | | Medium | coyotik | Show/hide: Ninja 3/1, ninja 1/0 (top of left main island), add 1/1 sniper (strong), ninja to 2/1, buccaneer behind main island, to 2/3 (last) - this will take care of leads even when zebras join them, and camo leads in 59) Ninja to 3/1, then both ninjas to 4/2 (on a few occasions I had to watch out and set sniper or buccaneer to first for a moment). Then another 3/2 ninja. (This is enough for round 46), then that one to 4/2, add 3/0 ace (treasure island), then two more 4/2 ninjas. This should make plain sailing through 50s and leave you with enough money to make a spectre for round 60. (And that equals win).
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Bullet, Cannon and the BB | 2013-02-08 | link | Park Path | 1 of each sniper, bomb and boomer | 1 | 50 | Hard |
| | x | | Trivial | coyotik | Show/hide: boomer 2/0, then sniper 0/0 (strong), boomer to 3/0, sniper to 1/2, cannon 0/0. 33: sniper to 1/3, sniper to 2/3, cannon to 3/2, boomer to 4/0, cannon 4/2
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Castle of Infinity | 2013-02-09 | link | Castle | boomer 4/2, rest 2/4 - ice, GG, ace, mortar, SM | 20 | 60 | Easy |
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Captain Glue | 2013-02-10 | link | Dockside | buccaneer, GG | 40 | 60 | Medium |
| | x | | Hard | coyotik | Show/hide: 3/2 GG at the top of right pier, 2x 2/1 buccaneers roughly at bottom corners of left pier, right one set to strong.(left is the second leftmost in the picture), left bucc to 3/2, right to 2/2 (ASAP - the cannon upgrade makes round 42 camos much easier to do - although I once managed even without it). Right buc to 2/4, eat the MOAB in 46. Then keep adding 3/1 destroyers, below the left pier, set to first, and to the right of it, set to strong. Sometimes I lost lives during round 48 or 49, obviously some precision positioning would matter. Eat the first MOAB in 50, keep adding destroyers. Eat the first MOAB in 52 ASAP (quite important!) Add a 0/2 GG on left pier. In round 53, wait till the first MOAB is popped, then eat the second (it's a close call with the recharge). Up the left GG to 2/2. When the moab pairs come, eat the first one. In round 59 just don't forget to add camo detection to a few more destroyers.
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Circle Strike | 2013-02-11 | link | Bloon Circles | 3 of each tack, mortar, boomer 4/2, bomb 4/2, ace 3/4 | 20 | 655 | Medium |
| | x | | Trivial | coyotik | Show/hide: started with a mortar and tacks, added ace, cannon and a few boomers. Used 3/0 and 3/2 aces and 3/0 tacks, one mortar 2/3, two mortars (late) 3/2 and two glaive lords, piece of cake.
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Cut to the Chase | 2013-02-12 | link | Monkey Lane | 2 turtles provided, no restrictions | 1 | 33 | Medium |
1,1,2,2,2,4,3,3,3,3,0,0,0,0 | | x | Road Items, Farming | Hard | coyotik | Show/hide: With the two turtles, build five 2/0 farms, spiking small leaks if you care about them. Then get a spactory, village, SM to 2/2, village to 1/1 for round 26 where MOABs come.
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Monochrome Madness | 2013-02-13 | link | Rink | ninja, iace, bomb 2/1, app 2/2, one SMS | 1 | 50 | Easy |
5,5,3,3,3,0,0,0,0,-1,-1,+2,+2 | | | | | | |
Powers of Two | 2013-02-14 | link | Bloon Circles | max 16 total, first eight towers, limited to 2/4 | 32 | 64 | Medium |
| | x | | Medium | coyotik | Show/hide: Started with GG 2/2, sniper 1/2, added about five 2/3 DMs and 2 2/3 boomers just coz I like them. Sniper to 2/3, one 2/3 mauler and round 46 is done. Camos in 47 won't matter. 3 more maulers, one more sniper 2/3, then one 2/3 ninja. You might want to switch sniper from strong to last in 59, to have him remove some camo leads directly. Round 60 - SMFC. Round 63 - GG to 2/3, round 64 SMFC again.
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Floating Magic Rifle | 2013-02-15 | link | Archipelago | 4 of each sniper, buccaneer and apprentice | 30 | 65 | Medium |
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A Terror-fying Storm | 2013-02-16 | link | Park Path | SM and spactories both 2/4 | 30 | 65 | Apopalypse |
| | x | | Trivial | coyotik | Show/hide: Way too easy. The only good advice is “build your tech terrors close to spawn” as that'll allow you to make the late rounds much quicker. (You won't need more than one spactory for camos I guess)
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A Team Game | 2013-02-17 | link | Slalom | 1 of each boomer, SM, village and spactory, all 4/2. One squirrel and one bush | 1 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: Agents not needed. Boomer placed under second right path (directly on cross of perpendicular lines drawn through red flags). That makes NLL till round 5 - spactory. Set boomer to strong, 2/0 then 3/0 then 3/2. Spactory to 1/1. Village, SM in round 36. Village to 2/1, SM to 0/2, village to 2/2 (round 42), SM to 2/2 (46). Glaive lord (50), sun god (56). (Tweaked SM targetting a bit in 50s, not sure if necessary)
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Power Surge | 2013-02-18 | link | Switch | 4 of each, one BDD | 1 | 65 | Medium |
1,-1,2,-2,3,-3,4,-4,3,-3,2,-2,1,-1 | | x | | Hard | coyotik | Show/hide: 1:boomer 2/2, DM 0/0 covering upper S. Farm 1/0. (use BDD in 4 if you wish). 5: Boomer to 2/3, another farm, to 1/0, both farms to 2/0. Place the farms just behind the switch and slightly upwards, as that's where you'll most of the time aim dartlings/BDD. Dartling, to 2/1. 22: GG 2/0 (strong), plain ice between horizontal pipes, another 1/1 dartling. If you aim right, you can do this one NLL. (popping glued ceramics, quickly eliminating those that didn't get glued). Dartling to 2/1, then another 2/0 farm, then one more 2/1 dartling. 26: BDD against MOABS (piece of cake) 31: village, GG to 2/2, BDD against MOABs (let them move a bit closer so that you can harvest bananas with the beam. Should have no more than 1 MOAB surviving, which the dartlings will handle. Sometimes you get them all). 32: Village to 1/1, SM 0/2 (strong), SM to 1/2. 34: nasty spaced MOABs. Can be NLLed if you deal with the first one and THEN fire off BDD and move quickly - managed to seriously damage even the last one. SM to 2/2, village to 2/1 37 - BDD midround, watch out for camo ceras at the end with dartlings. (You can delay the BDD a bit and sweep them as well). 38: SM to 3/2 ASAP. 39: 3 0/3 maulers under village. Set sungod to strong and keep it that way as long as possible, about halfway through the round switch to first. Should clear 'em fine. 40: add 4th mauler (all to 2/3) and 0/1 SM (strong). BDD against BFBs. 41: SM to 1/2, then 2/2 and 2/3 ASAP. Again sungod to strong as long as possible. 42: village next to dartlings, to 2/1, one dartling to 3/1, add 4th 2/1. 43: sungod to strong again. Remaining dartlings to 3/1. village to 3/1, another SM 2/2 (strong). BDD against reds, then village to 3/2 (camo leads). SM to 2/3, another 2/2 SM. 47: BDD against reds. 49: BDD against reds, last SM to sungod. 50: add spectre and start on another (dartling village) - you won't have BDD against the reds here. Second spectre during the round, 3rd after it and 4th during 51. Then do whatever you want, probably won't need BDD anymore, you'll have heaps of cash for rays of doom. Key placements 1) boomer in bottom left quadrant, covering a fair bit of the exit pipe (try it out in sandbox - a 2/3 boomer should be able to handle greens coming down the tube) 2) GG in the upper loop, ice below horizontal pipes, village close to switch in upper left quadrant - and the first SM (sungod) is going to end up in the bottom end of village's reach - so that with village 1/x and it's own range upgrades, it will reach the top pipe and the last turn on the upper path (this is crucial). Place it as close to swith as possible, but not sacrificing height. |
The Infinity Rangers | 2013-02-19 | link | Space Truckin' | buccaneer 4/2, sniper, ace, dartling | 5 | 60 | Medium |
under pink -> pink, MOABs and BFBs +1 | | x | | Medium | coyotik | Show/hide: Started with 2/3 mortar, added 7 3/x aces (only 1 or 2 were 3/2), 5 3/1 buccaneers and a rest spent on snipers (3x 2/3, about 6x 1/1). Round 60 was a thrill - a crowd made it to the bottom part of last lap. But the huge pack of nevamiss darts won the day
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Ring of Super-Storms | 2013-02-20 | link | Snake River | max 6 total, tack 4/2, SM, spactory 2/4 | 25 | 70 | Easy |
| | | Selling | Medium | coyotik | Show/hide: The key was not bothering with ring of fire for early leads - and not wasting money on range upgrades for SM until you got a sungod. Tack 3/0, spactory to 2/1 then 2/2, another 3/0 tack, to 4/2 by 36, another tack 3/1, another 1/2 spactory SM, to 1/0, then 2/0 (this is early in 47 so it will deal with all the ceramics). SM to 3/0 in 51. Sell both 3/0 tacks, replace with spactories as your only worry now is camo bloons. Range upgrades to sungod. The only lead-popping spactory to spikestorm first (during 59) - although it's probably not necessary. Round 70 - sell sungod, make all spactories 2/4. I think 4 spike storms will be enough although I had 5 and used them. Just don't fire them all at once - roughly when the rainbows arrive at the bottom of the map is a good time, or slightly later.
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The Mortar and the Mage | 2013-02-21 | link | Monkey Lane | mortar and app | 20 | 65 | Medium |
| | x | Leaks | Hard | coyotik | Show/hide: Started still with one mortar 0/2, apprentice 0/1, mortar to 2/2, apprentice to 2/2, second apprentice to 2/2. Leaked almost 50 lives in early rounds, but for round 40 I added a 3/1 mortar. Two disciples of fire were enough for round 46 - and made it through 49 as well. Went for The Big One just because it's awesome, and then just kept adding more disciples of fire - 4x2/3 and then 3x 1/3s. Nothing made it past the top path.
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A Nice Vacation | 2013-02-22 | link | Dockside | no restrictions, two pontoons and beekeepers | 7 | 65 | Medium |
| | x | | Medium | coyotik | Show/hide: Place beekeepers near spawn. Add spactory, buccaneer (to 1/1, strong). Village on the tip of center brown boat, ace next to it (should barely fit), to nevamiss early in 27. Cannon 1/1 (close), to 3/2. Ace to 3/2. Buccaneer to destroyer 3/2. GG to 2/2 on the left pier (to slow down leaks for nevamiss darts). SM (to 0/2) on the left pier under village (strong), Village to 2/2, then SM to 2/2. 46 was a close call, but the SM reached the bottom left path and that was it :). SM to 2/3. Fill spawn boat with 2/3 maulers (strong). Maulers placed on right edge of left pier will reach BFBs on first pier easily, too. Add 2/3 ice on the tip of right pier. And just prepare for ZOMG in 60. Given that you should now have something like 8 maulers, the obvious choice would be the ability, but you can add 2nd robo monkey on left pier. Another 2/2 ice on top of left pier is recommended, although NLL without it was not a problem (you will want to add it for 64 and 65), and add more 2/3 maulers if you can squeeze them in. Added one last 2/2 SM on the tip of bottom boat.
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I Spy With My Eye | 2013-02-23 | link | Rink | dart, ninja, bomb, ice and buccaneer 4/0, tack and SM 0/4, village | 1 | 70 | Hard |
| | x | | Easy | coyotik | Show/hide: ninja, buccaneer to 2/0 (last), DM to 3/0, another ninja 2/0, DM to 4/0, cannon 3/0 (close). Village 0/1 covering bucc, cannon and ninjas. Ninjas to 4/0, add 3rd one, village to 1/1. Round 46 easy, village to 2/1. SM (strong) to 0/3, keep adding 4/0 ninjas and just one more 4/0 DM (last, facing spawn lane). Cannon to 4/0 by round 61.
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Switching It Around | 2013-02-24 | link | Switch | SM 2/1, dartling 2/1, mortar 4/2, one BDD | 40 | 65 | Medium |
| | x | | Hard | coyotik | Show/hide: 40: BDD. Then add 4 2/1 dartlings, 1/2 mortar. In 42 delay last camo kill as long as possible. 43: BDD (should be ready for ceramics). Mortar to 3/2, another dartling 2/1. 47: BDD (just because you can) 49: BDD against ceramics, mortar to big one. Spam 2/1 dartlings, using drag-targetting so that whenever your dartlings pop a MOAB, the ceramics get hammered by The Big One. BDD against camo leads in 59. Used BDD at the end of 65 too, but it wasn't really necessary. NLL might be quite hard since mortar dragging was removed.
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Ninja Aircraft Fighter | 2013-02-25 | link | Archipelago | 4 of each ninja, ace and sniper | 1 | 50 | Easy |
0,1,2,1,0,1,0,1,0,0,0,1,0,0 | | x | | Medium | coyotik | Show/hide: Start with two ninjas. Set the bottom one to strong. Upgrade the upper one to 2/1. Upgrade the bottom one to 0/1, then during round to 1/1 and switch to first. This might be a bit of a close call. Back to strong in round 10, then upgrade both to 3/1, add another 3/1 and 2/1. Then add a 3/0 ace on treasure island, make 3 ninjas 4/2 and one ninja 2/4. For round 46, spend all remaining money on 1/1 snipers. Start the round, use the sabotage ability when the BFB is almost popped. Then just keep adding 3/0 aces. For round 50 you'll have 4 of them, and another 1/0 sniper. Do the first MOAB with the ability just as in 46, then set all ninjas to strong, upgrade one sniper to 2/1 and with some luck you will get NLL (pathing of aces seems to matter a bit, I had them all on vertical 8 roughly in pairs) 4/2 ninjas are on upper tip of left island, 2/4 ninja is roughly in the center of it.
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Going M.A.D | 2013-02-26 | link | Park Path | 3 of each mortar 3/2, ace 2/3, dartling 3/2 | 5 | 55 | Hard |
| | x | | Trivial | coyotik | Show/hide: start with 3 plain dartlings just above the exit, then add mortar 3/2, dartlings to 2/1, 3 2/3 aces, then upgrade dartlings to lazers.
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Follow My Lead | 2013-02-27 | link | Lightning Scar | DM, tack, sniper, ninja, bomb, ace, SM | 1 | 65 | Hard |
| | ? | Leaks | Medium | coyotik | Show/hide: Started with a dart, then another... one to 1/3, then added 3rd, to 3/0 (last). Not the perfect start... added 3/2 cannon (close). DMs to 2/3. Then went for an ace, 3/0 during 37 and 3/2 before the camos arrived. Then DM to 4/0, added 0/3 mauler. Cannon to 4/2 by 43, mauler to 2/4 for 46, use the ability. Add 3 more 2/3 maulers (strong) (enough to handle first moab in 50), add another. Add SM, to 2/0, then 2/2. Lost a few lives due to ace not catching all camos in 59. Pop BFB with ability. SM to 2/3 early in 63, but it was just a tad too late, almost died from the first wave.
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Valuables Deserve Better | 2013-02-28 | link | Snake River | SM 4/4, village and farm 2/2, rest 0/0 | 24 | 65 | Medium |
4,1,2,1,0,3,2,0,1,1,0,1,1 | | x | Farming | Easy | coyotik | Show/hide: Farm 2/0, spactory, 2 more. Cannon (close), cannon (first), 3 tacks in bottom bend, one more spactory. One buccaneer at river joint. Villagev, then SM ASAP in round 37, village to 0/1, one more 1/0 farm, one more spactory. For 43 sell i.e. the buccaneer and cannons for plasma. Farm to 2/0, SM to 2/2, set to strong, to 2/3 for 49, and pretty easy from then on. Add another SM 2/2, village to 2/1, sungod by 59. The only close call was round 26 where precise placement /targetting of the cannon determines NLL - basically you want the blast to hit pinks on both sides of the peninsula. (Other placement - first SM on the left peninsula, village just below the narrowest part of the central one. Long story made short - as soon as you can get a 2/2 SM and a 0/2 village, it's over.
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Spikygluerifleton | 2013-03-01 | link | Castle | spactory, GG, sniper, village | 20 | 65 | Medium |
neighbours of red, yellow, white, rainbow and BFB are changed to be these | | | | | | |
Red, Yellow, White, Rainbow and Red | 2013-03-02 | link | Bloon Circles | | 40 | 60 | Hard |
| | x | Selling | Medium | coyotik | Show/hide: 40: discount village, 4x 3/0 tacks, sell village, place another at exit, spactory, to 3/2. 46: sell all tacks, spactory to 4/2 47: sell discount village at spactory, build it in first serpent as 0/1, get gradually 7 3/0 tacks and then spam 2/3 maulers, with one 4/2 cannon behind the first serpent for good measure, although probably not needed.
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Happiness in the Dark Abyss | 2013-03-03 | link | Lightning Scar | | 10 | 50 | Hard |
5,4,3,2,4,2,2,0,0,1,0,2,1,0 | | x | Farming | Medium | coyotik | Show/hide: bioboomer, dartling to 2/1... 9 1/0 farms, 3/0 boomer, 2/2 mortar. 2 more farms, farms to 2/0, mortar to 2/3 for 33. 3/2 cannon in 35. 2 more 2/0 farms. SM, to 2/3. Be careful with mortar in 42 - if a camo cera passes it, your lone dartling will be busy. For round 46, I added 4 0/4 maulers, upgraded dartling to 2/3, added a gluegunner 2/2 (after collecting bananas), set SM to strong, used the four abilities, once all BFBs were popped set SM to first and took care of the rest with the rocketeer, although it was a close call. (hint - place it so that it can comfortably shoot near both exits.) Round 50 was trivial - upgraded rocketeer to BADS, added several 0/3 maulers and upgraded them to have a total of 8 0/4s. With BADS it's much less stressful than round 46. If you care about NLL, experiment with bio boomer placement. On left bank, in the first wedge, but every pixel matters - in a few attempts the dartling had to kill one red bloon, but once I lost 30 lives before I had enough money for the dartling. If you get the start right, NLL will then just require a bit of attention with dartling, no superhuman skills.
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High Corrosive Rounds | 2013-03-04 | link | Rink | GG 4/2, mortar | 51 | 70 | Medium |
leads and zebras -> rainbow, rainbow and moab -> cera, BFB->MOAB | | x | Selling | Medium | coyotik | Show/hide: You can even start with 3/2 GG (I did because I like them very much). Add 2/4 mortar to catch all camos, then a 4/1 mortar. For MOAB in round 60, you need more firepower, so activate the artillery ability and sell it for another 4/1. You can easily shift targets around so that both 4/1s are hitting the MOAB. Then add 2/4 to deal with camos in round 62 - and the rest is plain sailing, just repeating retargetting in round 65 and one more later.
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Hail Hydra | 2013-03-05 | link | Drag Strip | ninja and SM both 2/4, meerkat | 24 | 50 | Easy |
| | x | Selling | Hard | coyotik | Show/hide: Ninja 2/3 on the left side (strong). This is key - placement near the spawn curves helps the bomb blasts a lot! Then add 4x 2/1 and a 1/0. In 32, upgrade 2/3 to 2/4 as soon as you can and immediately use the ability. This will catch the dense leads. (Note that you do not need the last ninja to be 1/0 - but it's a good indication for timing the ability) Keep adding 2/1 ninjas. Use sabotage on rainbows in 35, then on leads in 37 (this is crucial - without the sabotage, zebras that mix with leads are a pain for Strong targetting. With the sabotage, the leads will be closer together and caught in bomb blasts) After 37, sell the saboteur and enough 2/1 ninjas to get a 2/0 SM, under the meerkat of course. I do not recall exactly what I did next, other than that I got saboteur back for round 43 (not sure if that's necessary) and I got robo monkey for 46, then it's game over.
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Everything in Threes | 2013-03-06 | link | Bloon Circles | DM 2/3, sniper 2/3, SM 3/2, mortar 2/4, dartling 2/4 | 15 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: 2x DM (strong) behind first serpent, DG (bottom right) to 0/1, then 1/1, 2/1, 2/2. DMs to 0/3, 2/2 mortar, 2 more 2/1 DGs, SM 0/2 (strong), to 2/2 ASAP during 49. Dartling to 2/3 and that should pull you through 50s, then Sungod. Mortar dragging used, so it might be harder now
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Salute! | 2013-03-07 | link | Park Path | max 14 total, GG 4/2, SM 1/2, dartling 2/1 | 28 | 75 | Hard |
| | x | | Trivial | coyotik | Show/hide: start with 2/2 GG, add dartling spam. Upgrade GG to 3/2 and set to strong by round 49. Add a SM 1/2 set to first to make NLL easier. Spam more dartlings, add second 3/2 GG for round 63, win. With 11-12 dartlings it's piece of cake. (The SM is optional. In late game you'll be rolling in cash anyway, but I think that the dartlings offer a better performance anyway due to pierce and aiming)
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Operation B.L.O.O.N | 2013-03-08 | link | Slalom | 3 of each, max 10 total, sniper 4/2, bomb 2/4, village 2/4, dartling 2/4, spactory 2/3 | 1 | 60 | Medium |
| | x | | Easy | coyotik | Show/hide: Cannon just below first red flag, set to close. Sniper (if you leak past cannon). Spactory (then sniper if you didn't leak, set to strong) Village, dartling to 2/1, then two more. Village to 0/1, dartling to 2/2. Cannon to 2/3, 2 more. village to 2/1, dartling to 2/3, and then whatever you want as by now you cannot possibly lose. Dartlings were placed just below the last loop, so they were shooting at spawn and crossing every path - and practically no aiming was necessary at all.
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Wonder Machines | 2013-03-09 | link | Park Path | mortar 4/2, bomb, spactory and tack all 2/4 | 35 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: Mortar 3/2, spactory 1/2, tack 1/0, to 2/3, cannon 2/2, another 1/2 spactory, tack to 2/4, Maelstrom used in 43. Another 2/2 cannon, both to 2/3 and another 2/1 for round 46. Maelstrom again in 47. 3rd cannon to 2/3, then add two more. Another Maelstrom in 49 although not needed really, and in 50 and 51. Mortar to Big one, 3rd 1/2 spactory, middle one to 2/2. Spam 2/3 maulers as you see fit. Finished with almost 17k cash left
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The Monkeynaries | 2013-03-10 | link | Snake River | max 10 total, DM, sniper, boomer, ninja, ice, GG, buccaneer, SM, mortar, farm 2/4 | 1 | 46 | Medium |
ZOMG on 46 | | x | Selling, Farming | Medium | coyotik | Show/hide: boomer, farm to 1/0. sniper (strong), farm to 2/0, DM if you care about NLL, boomer to 2/0 then 2/3, sell the DM, sniper to 1/2, farm to 2/2 during 25, then 2/3. Collect cash and up to 2/4 before 35. Add buccaneer 2/1, give it camo detection in 37 only AFTER all camo whites were popped to blues, otherwise you might leak. Add 2/1 GG (strong), to 2/2. Buccaneer to destroyer, collect cash, sniper to 2/3. For round 46, sell GG, get 2/3 SM. After cash comes in, sell farm, when ZOMG is popped (just when it clears the bottom bend, under fire from destroyer, boomer, sniper and robo), sell sniper, get TT, win. Had 1344 cash left after buying TT, and still boomer and destroyer - so there's some leeway in farming.
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Ability-less | 2013-03-11 | link | Mount Magma | all 2/3 | 20 | 65 | Medium |
| | x | | Medium | coyotik | Show/hide: two 0/3 DMs, added bio boomer, sniper, mortar, village and then just heaps of maulers. But in retrospect starting with GG or two would make things much easier, with my approach I had to toggle sniper targetting a few times.
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Support Outsourced | 2013-03-12 | link | Space Truckin' | no camo and lead popping upgrades, two turtles and two meerkats | 1 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: Start with meerkat on Mercury, two turtles on Venus under meerkat coverage. Then fill Mercury with 3/0 tack shooters (in low quality mode, you can easily squeeze something like 18 there, probably more), adding a few 3/0 boomers on Venus, under a second meerkat if you wish. By round 63 you'll be rolling in cash, and you can fill north america and anywhere else with 3/0 boomers.
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Rainbow Rush of Doom | 2013-03-13 | link | Downstream | max 7 total, 2 of each | 62 | 75 | Medium |
rainbows, rainbows | | x | Selling | Hard | coyotik | Show/hide: Round 62: 0/2 village, 2/3 GG and 2x 3/0 boomer. You could do this with some luck with 3/2 and 3/1 GG without the boomers, but you WANT the 2/3 GG for round 63, so this is a better solution. Round 63: sell boomers, get 3/0 ice. Tempting as it is to keep the boomers and try with just i.e. 2/3 ice, GR is what will kill you on this round, because it will create more targets for the GG that even a gluehose can cope with. So, instead you get 3/0 ice, ensuring that GG hoses them all, they also take some damage... then add 2/3 boomers and pretty much whatever you want. (A 2/2 dartling worked for me, with a 3/2 ace thrown there for the end of round 78. Accumulated 500 pops or so, but most likely wasn't needed at all).
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Black and Blue | 2013-03-14 | link | Rink | max 5 total, bomb, ice, SM, app, spactory | 15 | 65 | Medium |
3 blue, 4 black, 3 zebra, BFB is ZOMG | | x | | Medium | coyotik | Show/hide: Start with 1/1 spactory, to 1/2. Add apprentice only for round 27, to 2/1. (You don't want to pop black regens). Add cannon to 3/2, apprentice to 2/2, cannon to 4/2, yawn, start wondering whether we'll get a ZOMG on 46, but no, MOABs are blue, so it'll be on round 60. So, SM, to 2/0, then 2/2. Camos in 47 nasty, but apprentice + spactory is enough. App to 2/3, then save for robo and then another 2/3 apprentice, and then spactory to 3/2, althought not needed. ZOMG on 60 piece of cake with everything set to first. Spactory to 4/2 as two ZOMGs will be a bit too much. (Two phoenixes instead of 4/2 spactory would porbably work just as well (spactory racked 2000 pops in 65)
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Blade-O-Pult | 2013-03-15 | link | Archipelago | DM 4/2, tack 2/4, one turtle | 1 | 45 | Medium |
| | x | | Medium | coyotik | Show/hide: Keep 200 cash for a leakcatcher DM always at hand if you aim for NLL. DM on middle of nothern tiny islands, turtle (last) near southern tip of main island) Tack on northern tip not too much on the right side, to 0/3, then 2/3. Most likely leak catcher needed in round 12 or 13. Top DM to 3/0 (last). Add two 2/2 DMs in the middle of main island (strong). Top DM to 4/0. Add another DM on the left bottom island looking up, to 4/0, then make leak catching forces upgraded to 3x 2/2 DMs. Tack to 2/4, another 2/3 on left spawn island. Use ability in 40 and 43, spam 2/2 DMs around in the meantime.
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Trouble on Monkey Lane | 2013-03-16 | link | Monkey Lane | without SM, village, farm and road items | 40 | 75 | Hard |
3,2,1,1,1,0,2,0,0,1,0,0 | | x | | Easy | coyotik | Show/hide: 3/2 GG, 2 ices to group ceramics, 2/3 boomer. 2/3 mortar, 4/1 ninja, 2/4 cannon, 2/0 and 1/0 cannon for 46. Should be NLL with GG catching everything from MOABs. Cannons to 2/3, up to count of 6. Add 6 2/3 cannons, 3/2 ice, all cannons set to strong now. Add 2 more cannons 2/3 set to first. Add 3/1 boomer, to 4/1. (otherwise you will hate round 61). Round 60 is not ZOMG, a pleasant surprise. Now rolling in cash, going for spectre. Round 63 barely noticeable due to lag :). Round 64 - nothing made it over the first tunnel. Another 4/1 boomer in 67 just to make rounds quicker. Probably the only hard part was figuring where to place the GG so that it'd be useful both against early ceramics and against MOAB payload until I could get the 3/x ice.
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Going 'Round the World | 2013-03-17 | link | Park Path | 5 total, 2 of each sniper 4/2, ace 2/4, mortar 4/2, dartling | 30 | 65 | Medium |
| | x | | Trivial | coyotik | Show/hide: Start with 0/2 mortar and two dartlings 1/1. Dartlings to 2/1, mortar to 3/2, add two snipers to 3/1 (strong). One dartling to 2/3 With a bit of dartling work you can choose the path of more fun – going for 4/1 sniper, rounds 53 and 54 might be easy to leak. Second dartling to 3/1. And you'll have just enough cash to get mortar to 4/2 for round 63, not that it's really needed.
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King of the Castle | 2013-03-18 | link | Castle | 3 of each ace, SM, village, farm, dartling | 46 | 70 | Medium |
| | x | | Hard | coyotik | Show/hide: 46: village, 3x 3/2 ace, dartling 1/0. The only tricky part is changing their paths to infinity in a way that will have both sides of the castle more or less evenly covered - so before you start the round, fiddle with the pathing to achieve that. If you are quick, the BDD can kill the MOAB and ALL (or almost all) ceramics in 47 (althought it's not necessary). Start the round, immediately activate the ability, zap the moab, quickly start the round with space key and make sure the ray stays as close to spawn as possible. Once the ray disappears, upgrade dartling to 2/1 and it should be a piece of cake. 2 more dartlings 2/1, village to 0/1. 50: dartling to 2/2, then village to 2/1 - I did it in the wrong order, so I had to use BDD to kill leads. Then add 2/2 SM, pay attention to use your 2/2 dartling to pop camo leads in 59 early so that they don't block ace arrows (or just up village to 2/2). Then dartling to 2/3, SM to 2/3, win.
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Sea of Horror | 2013-03-19 | link | Archipelago | boomer, ninja, buccaneer, farm, mortar, spactory, turtle, pontoon and beekeeper | 20 | 70 | Hard |
+1 to all except ceramics | | x | | Hard | coyotik | Show/hide: Bee + turtle + spactory to 1/2. Add boomer 3/0 and 2/3 (Strong). Buccaneer to 3/2. Spactory to 2/2 (camo leads at end of 37). Mortar 3/2 and 3/2 Buccaneer 2/4 (use in 46), boomer 3/0 to 4/0, pull BFB in 50, spactory to 4/2. Add second 4/0 boomer, second destroyer (3/1), then 2/4 ninja. Add second 2/4 buccaneer. Sabotage round 61, add 3rd 4/0 boomer. Sabotage round 64, add two more destoyers (strong). In 65, sabotage as soon as you spot a BFB, pull the first two. You'll be able to pull two BFBs again and sabotage again within the round. Pull in 66, sabotage in 67, up 3rd buccaneer and pull one more. You'll have 3 pulls for ZOMG in 68. Mortar to 2/4 for 70.
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More Expensiver | 2013-03-20 | link | Switch | max 8 total, 3 of each mortar, dartling, ace, super, farm | 20 | 65 | Medium |
| | x | | Medium | coyotik | Show/hide: Start with 3/0 boomer, 0/3 apprentice (both upper part of Venus) a and 3/1 destroyer, to 3/2, then add another 3/0 boomer. First boomer to 4/0 during round 50. Second boomer to 4/0. add another apprentice (strong) to 2/3, first to 2/3 too. 3rd boomer (to 4/0), 3rd apprentice 2/3, 2 more ships 2/2 and hoard cash, ready to fight fire with fire. Turned out to be unnecessary - 76, 77 and 78 surprisingly easy. First bloons to appear around earth were a few yellows in round 81 but they didn't make it to Europe. In 82 a few bloons made it to the last circle, and so did ZOMG shrapnel. 51k cash left
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H.A.R.D | 2013-03-21 | link | Space Truckin' | 3 of each boomer, ice, app, buccaneer | 46 | 85 | Hard |
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Color Blind | 2013-03-22 | link | Lightning Scar | sniper 3/4, boomer 4/2, ninja 0/4, bomb 0/4, ace, app 2/2, dartling, spactory | 1 | 50 | Apopalypse |
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Blind Guessing | 2013-03-23 | link | Downstream | tack 3/3, boomer 1/4, dartling 4/3, farm 2/3 | 12 | 53 | Medium |
red, blue, yellow and pink +1 | | x | Farming, Leaks | Hard | coyotik | Show/hide: 3/0 tack, 1/0 farm. add 3 dartlings (without upgrades), another 1/0 farm. All dartlings to 1/1. Leaked 45 lives before round 27 (25 in round 26, possibly just sloppiness). Both farms to 2/0, all dartlings to 2/1, then add 3 more (right bank, bottom islands). Round 40 requires a bit of care. Sell one farm for 43 to get the first rocket upgrade there. You should have enough for second after round 46 (selling the other farm), and with one rocket on each bank it should be a piece of cake.
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Frugal Space | 2013-03-24 | link | Space Truckin' | max 12 total, 2 of each DM, tack, sniper, boomer, ninja, bomb, ice, glue, app, spactory | 45 | 70 | Hard |
| | ? | Leaks, Selling | Hard | coyotik | Show/hide: 2/1 GG (strong), 3/0 boomer - that is enough for 45. For 46, get 0/4 cannon, use ability, sell immediately, get a 4/1 ninja (strong) on Venus and another ninja (to 2/1) in Europe. During 48, another 3/0 boomer. Add two cannons (I went for 2/3 and 2/2, but 2x 0/3 should be simpler, then both to 2/3), 50 is easy. GG to 2/2. 52: 2/2 apprentice, to 2/3. Relocate the ninja from europe to Venus. 2x 3/0 tack on Mercury. One mauler to 2/4, ability in 60. Another 2/2 apprentice., 63 is piece of cake. Another mauler to 2/4, set maulers to first once the MOABs come in 65. And then I forgot to use the ability, so take it back, 2/3 mauler is enough :). For 70 upgrade boomer to 4/0, win.
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Nuclear Fishin' | 2013-03-25 | link | Snake River | 3 of each bomb, ace, mortar and 2/4 dartling | 50 | 85 | Medium |
| | x | Leaks (small) | Medium | coyotik | Show/hide: start with plain cannon, 2x 3/0 ace below center of upward peninsula (circle route) and dartlings 2/1 and 2/0 (left side, down). Upgrade dartling to 2/1 during round (the first MOAB is the toughest part), cannon to 0/3. Cannon to 2/3, another cannon 3/2, another cannon 2/3, another dartling 2/1. For round 59, dartling to 2/2, for round 63 dartling to 2/3, then spectre and another, for last rounds do whatever you want with the money, 2/4 and 2x 3/2 mortars is what I did, and both cannons to 2/4
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Four To Beat It All | 2013-03-26 | link | Rink | GG, ice, buccaneer, villlage | 1 | 65 | Medium |
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No Dings Here | 2013-03-27 | link | Switch | DM 4/2, boomer, SM 0/3, dartling 2/2, spactory | 32 | 65 | Medium |
from black to ceramic all lead | | x | Leaks (small) | Medium | coyotik | Show/hide: Start with 2/3 boomer, add two 2/1 dartlings. Then add 4/0 jug (last), 4 more dartlings, one more jug, one more 2/3 boomer, 3/2 spactory covering both paths. 60: set jugs to first, lower boomer to 2/4, use ability only when BFB is popped. 61: Add two 3/2 boomers, dartlings can focus on moabs. 64: add 2/4 boomer down, activate both abilities once the boomers open fire. 65: add a 3/0 boomer down right during round, activate both abilities once the first BFB is popped. If you want to make things easier, sell the left 2/3 boomer and the spactory, place the spactory near the exit (1/2 is enough) and instead of the 3/0 boomer, get another 2/4 boomer. With 3 turbocharges, it should be a piece of cake. I hoped to make it without selling.
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Monkey Villagers | 2013-03-28 | link | Rink | ninja, boomer, SM, village | 25 | 65 | Hard |
| | x | | Medium | coyotik | Show/hide: Ninja 2/1 and 0/0, to 2/0. Add boomer 0/2 (strong). Add another ninja. Set everybody to strong once regens in 31 appear. This will weaken them enough not to multiply, switch back to first when needed. All ninjas to 2/1, boomer to 2/2 then 2/3. Village, one ninja to 3/1, add 3/0 boomer. Ninja to 4/1, another to 4/1, another to 3/1 and village to 1/1 (46). SM (strong), last ninja to 4/1. SM to 2/3, village to 2/2 (just in time for 59), win. (added 3/0 boomer and 4/1 ninja just to be sure)
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No Duplication | 2013-03-29 | link | Mount Magma | 1 of each, Towers and Upgrades that do something vaguely similiar to special agents are banned | 15 | 60 | Medium |
| | x | | Medium | coyotik | Show/hide: Start with 2/0 ninja and dartling. Dartling to 2/1, add cannon, cannon to 2/2, village, ninja to 4/0, DM 1/3, mortar to 4/0 and then add remaining towers as you see fit. Key points are: 28: cannon (more useful than upping dartling to x/2), 42: ninja 4/0, 52: mortar 4/0, 59: dartling 2/3.
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Six | 2013-03-30 | link | Space Truckin' | bomb, app, spikes | 6 | 66 | Medium |
| | x | | Easy | coyotik | Show/hide: Cannon just to the right of first crossing, mostly on close, but I switched to first a few times, apprentice to the right of cannon, first. Cannon to 2/0, then 2/2. Apprentice to 0/1, 1/2 (24), 2/2, cannon to 3/2, one more apprentice 1/2 (33), 2/2, add 2x 2/2 cannon, first apprentice to 2/3 (42). 2 more 2/2 cannons, up all 4 to 2/3 (223 cash left), add last 2/3 cannon, spam 2/2 apprentices. Cannon to 4/2, apprentices to 2/3.
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Battles' Beloved | 2013-03-31 | link | Lightning Scar | boomer, bomb, ace, village, farm, spactory | 5 | 63 | Medium |
| | x | Leaks | Medium | coyotik | Show/hide: I started with a cannon, then added boomer, made it 0/3, then 2/3, spactory (should have added one on each path, one in the middle is unreliable), cannon to 3/2, village, ace to 3/2, several maulers and 4 3/0 boomers. Lost something like 70 lives in earlier rounds (a few in 46)
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E.A.S.Y | 2013-04-01 | link | Drag Strip | sniper, ice, glue, bomb | 16 | 50 | Easy |
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Cheap and Useful | 2013-04-02 | link | Snake River | two of each, the cheaper the tower is the more upgrades it can get | 35 | 65 | Medium |
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Originality Required | 2013-04-03 | link | Dockside | dm, tack, sniper, boomer, ninja, bomb, ice, GG, app, village | 15 | 65 | Medium |
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Shoot First, Aim Second | 2013-04-04 | link | Switch | tack and SM 4/0, bomb and village 0/4, buccaneer 4/2, one portable lake | 25 | 69 | Medium |
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More Money, More Upgrades | 2013-04-05 | link | Snake River | the more expensive the tower is, the more upgrades it can get | 35 | 65 | Medium |
| | x | | Medium | coyotik | Show/hide: 3/0 ace, spactory, cannon to 2/0 (careful targetting in 37) and ace to 3/2 during round. (Going for apprentice 0/1 then 2/1 instead of cannon might be better) Add 2/1 and 1/0 dartling. Village, SM 0/2. Village to 0/1, dartling to 1/1, then 2/1. Another ace to 3/0 during 49. SM to 2/2, then it's easy ride (village to 2/2, dartling to 2/3, SM to 2/3, whatever)
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UndeREDated | 2013-04-06 | link | Rink | no red colour on towers | 20 | 60 | Medium |
| | x | | Medium | coyotik | Show/hide: Start with 2/0 GG (strong) and spactory. GG to 2/1, apprentice to 0/1 ASAP, tack to 3/0 (left top) apprentice to 2/2. Another GG 2/1 (strong). Another tack to 2/4 (left top) ASAP, use the ability in late 39, add two more 2/2 apprentices (use the maelstrom in 39) and one more 0/2 apprentice for 42. Then add 3/0 tacks on the right side, (6 of them) and 7 more 3/2 (further from the crossroad). After that, 3 buccaneers to 2/4, and then keep adding 3/0 tacks around top left crossroad. Once the ZOMG is popped, immediately pull 3 reds. Activate maelstrom when at least two MOABs are popped. I finished with about 2 spike piles left, NAPSFRILLS. If you're not up for the stress, just rebuy buccaneers in 65. Oh, and I forgot that village was enabled - it might be much easier, getting it somewhere in the midgame
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One Path Full, Camo and Lead | 2013-04-07 | link | Monkey Lane | two of each, only towers (and upgrade paths) where top upgrade can pop lead and camo, one portable lake | 40 | 65 | Medium |
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Slippery Slope | 2013-04-08 | link | Slalom | tack, GG, mortar, buccaneer | 35 | 70 | Medium |
| | x | | Medium | coyotik | Show/hide: GG 2/2 (strong), ship to 2/1 and another, then both to 2/2, then both to 3/2. (set one to strong then, both when dealing with ceras) Then start spamming tacks from the first blue post to the right, after 4 start from the red post above to the left. After 7th tack (round 47) add 3/2 and 2/3 mortars, then 5 more tacks (upper row staggered to squeeze more in) and then add one cannon ship 2/3. Then get The Big One, and you'll have enough cash for ship to 2/4 upgrade for round 60 (more a convenience than a need though). Glue hose is next, and then add more 3/2 ships. (Glue hose again might not be needed, having TBO for round 63). Pull the first BFB and spam 3/0 tacks.
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Look Ma, No Hands | 2013-04-09 | link | Park Path | 1 of each, spactory, buccaneer, ace, village, farm, bomb, tack, DM 4/0, mortar 0/4, ice 4/2 | 25 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: Tack 3/0 in the bottom U turn, ship to 0/1 in the middle, left/down. spactory 0/0, ship to 2/1, cannon 0/0, ship to 2/2, ace, to 3/0, cannon to 2/2, spactory to 1/2, village 0/1 (ace and tack), spactory to 3/2, cannon to 2/3, ace to 3/1, in 51 cannon to first and ace to spectre before the regens kill you, then cannon back to strong), village to 2/2, spactory to 4/2
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ABC Time | 2013-04-10 | link | Clock | towers/upgrades with letters A, B or C | 33 | 63 | Medium |
1, 0, -1, 2, 1, 0, 1, 0, 0, 0, 0, 0, -1, -2 | | | | | | |
A Sad River Ride | 2013-04-11 | link | Downstream | | 22 | 50 | Medium |
below pink are pink, lead are zebras | | | | | | |
Clockable | 2013-04-12 | link | Clock | tack and spactory 2/4, DM 4/2 | 20 | 50 | Medium |
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Separated RBE | 2013-04-13 | link | Castle | max 4 total, no road items | 20 | 50 | Medium |
below lead +1, above lead -1 | | | | | | |
Secondary Change | 2013-04-14 | link | Dockside | 4/2 sniper, 4/2 bomb, village, spactory, boomer | 28 | 65 | Hard |
| | x | | Medium | coyotik | Show/hide: Boomer 2/3 right pier, spactory, to 1/1. village right boat, boomer 3/0 under first, boomer to 2/4, spactory to 1/2 then another 1/0, first to 3/2. (use ability in 40, 43, 47, 49) Boomer to 4/0, spactory to 1/2, another boomer 3/0, ability late in 50, early (on first MOABS) in 52, early in 53, in 53 boomer to 4/0 and ability, both ASAP. Add 4/2 cannon on the boat between piers, and another 2/4 boomer there for round 60. Use both turbocharges only once the BFB is popped. Add 3rd 2/4 boomer on the left pier and another 1/2 spactory during 65 just in case. Use the same approach (triple turbo charge once BFBs are cracked.) The only tricky parts are getting the first 2/3 boomer placed right (there could be some minor leaks, but it happenned only once in about 10 attempts) - and timing the turbocharge in early 50s. If you do it too late in 53, you might leak a lot and even lose in 54.
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Straight And Curve | 2013-04-15 | link | Bloon Circles | DM 4/2, tack 2/4, ninja 4/2 | 24 | 60 | Medium |
| | x | | Medium | coyotik | Show/hide: DM 2/0 behind first circle set to last, 2x 2/0 tacks. Add a single DM in center of exit circle. First DM to 4/0, then get two ninjas, both to 2/1. Then both tacks to 2/3, one ninja to 3/1, one tack to 2/4, second ninja to 3/1. Maelstrom in 40, another 3/1 ninja. The exit DM accumulated 16 pops and it's really a matter of luck what comes his way... green+blue, green regen + red... Maelstrom in 43, One ninja to 4/1, second tack to 2/4. Add another ninja. Maelstrom early in 46 (as soon as the MOAB touches the circle), then second when the MOAB is popped (should be about halfway through the outer circle). If you time it right, the maelstrom will wipe it ALMOST out - and the few stragglers will give your maelstrom more time to recharge. And some spare cash to beef up exit guard if necessary (I added one DM because what looked like 4 reds was in fact about 10 of them). Then it's plain sailing - up remaining ninjas to 4/1, add 5th... add 5 more tacks 2/3 and more ninjas... use maelstroms as needed... 1 is enough for round 60. The only close calls were some of the early round (before 28, you cannot afford more than one plain DM as exit guard) and round 46 where if you wipe the MOAB too soon with the two maelstroms, ceras in 47 might cause trouble. (Didn't to me in two attempts). One 2/3 tack will do a good job too at start. And to avoid frustration, do NOT upgrade the DM to 3/0 immediately if you place him like I did - sometimes in this position he fails to kill the green camo, leaking 1 on first round...
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The New Black | 2013-04-16 | link | Switch | 2/4 ninja, 4/2 mortar, ace, bomb | 35 | 65 | Medium |
all up to black, zebra, ceramic | | x | Small leaks | | coyotik | Show/hide: 3/0 ace placed between two top pipes set to horizontal 8 and a cannon up right from switch CAN do first round NLL with some luck. Try experimenting with when to start the round (ace position on screen). Then cannon to 3/1, ace to 3/2, ninja left of downward pipe to 2/1 was enough to NLL the first downward round. Then added another ace near the ninja. Lost all lives from ceras in round 40. Ace to 3/2, then just keep spamming aces, add a 1/4 ninja by round 59 (sabotage in 60, 64 and 65), cannon to 4/2...
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Every Monkey For Himself | 2013-04-17 | link | Snake River | towers that affect other towers are banned | 1 | 50 | Medium |
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High Five | 2013-04-18 | link | Space Truckin' | max 5 total, app, buccaneer, SM, ninja, mortar | 20 | 65 | Medium |
up to green, pink, lead, cera and BFB | | | | | | |
The Wonderful Wizard Of Bloonz | 2013-04-19 | link | Monkey Lane | 1 of each DM 4/2, GG 2/4, app 4/2, SM 2/4 | 25 | 60 | Easy |
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Year Of The Snake | 2013-04-20 | link | Snake River | boomer, ninja, ace, app | 40 | 85 | Medium |
| | x | Selling | Easy | coyotik | Show/hide: boomer 2/3, ace 3/2, ninja to 4/1, boomer to 2/4 and two 1/0 ninjas for 46, activating turbocharge when the MOAB goes back up, then again in 49, up ninjas to 4/1 and add 2 more, using turbocharge as needed. Sell two ninjas before 59, get spectre, then add 4/0 boomers or 4/1 ninjas or both, and a saboteur for 80+
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Iceberg Crush | 2013-04-21 | link | Rink | 3 of each 3/2 boomer, 4/2 ninja, 2/2 app | 40 | 60 | Medium |
| | x | Leaks (random) | Medium | coyotik | Show/hide: 2x 3/0 boomers, ninja 0/2 (strong) and hope for some luck in 40. Ninja to 3/2, add another (first) in 42, up to x/2 in 43 (and set to strong). After that it should be a piece of cake - just up one boomer to 3/2 for 45, ninja to 4/2 and add another and up to x/2 as money allows. Late rounds utterly boring - no decisions to make.
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Extravagance | 2013-04-22 | link | Castle | DM, boomer, buccaneer, SM, dartling | 1 | 65 | Medium |
| | x | | Medium | coyotik | Show/hide: Start with 2/3 boomer bottom of the screen (set to strong once leads start appearing) add a few 2/1 dartlings, add another 2/3 boomer at exit (he should handle up to pink leaks leaving your dartlings to work on juicier targets. Then just keep adding 2/1 dartlings, a single 3/0 boomer for round 49, boost exit guard by a 2/2 ship. Up just one dartling to 2/3 by round 52, up the exit ship to 3/2 (this makes camo pinks a non-issue, leaving you to focus on MOABs), then more 2/1 dartlings. Save a bit of money in late 50s so that you can add 3-4 more 3/0 boomers near spawn. Useful for round 61 and 63 - and also for all MOABS as generally you should pop them near spawn now with pure dartling power. And the only advice for 64 and 65 is concentrate fire - clear up right path first left path second.
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Sleight Of Hand | 2013-04-23 | link | Slalom | glue, ace, SM, village, tack, sniper, bomb, ice - all 4/1, road spikes | 36 | 55 | Deflation |
| | x | Road Items | Trivial | coyotik | Show/hide: As we need 4/0 village for MOABs and 2/4 glue for camos, farming will be necessary. Too much money to get anything wrong and ugly need to spike all camos. Use SM SB if you have it just to save the effort
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Monkey Militia Madness | 2013-04-24 | link | Dockside | max 8 total and 3 of each, 2/2 bomb, 2/3 mortar, 4/2 ace and buccaneer, dartling, sniper | 25 | 65 | Medium |
| | x | | Medium | coyotik | Show/hide: A few close calls (basically the first 3 rounds are the toughest, plus round 50. Start with 1/1 and 0/0 dartlings up left. Add cannon, dartling to 1/1, cannon to 2/0, dartlings to 2/1 then add 3rd one. Add ace to 3/2 down left and ship 3/1 between piers (strong). 46 is piece of cake. In 49, set ship to first once the ceras get above it, and focus dartlings on ceras. Then set it back to strong. A bit of patience in 50 and during 51, bloons, meet spectre. Do anything you feel like afterwards
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No One In Particular | 2013-04-25 | link | Bloon Circles | indirect attacks only | 30 | 60 | Medium |
| | x | | Medium | coyotik | Show/hide: 3/0 tack, spactory, mortar aiming at spawn crossing. 31: Mortar to 0/1, aim to center of small circle in 31, then near finish. Very close call - near the end of the round, 4 spike piles were thrown at leaking bloons. Mortar to 0/2, then 0/3 34: another tack 2/0, to 3/0. Mortar to 2/3. Add 3/0 tacks in small circle (7 total). Add 2/4 tack in serpent, use maelstrom in 46. Spactory to 1/2 just in case, ace in center to 2/3 - good enough for 49 as well as single MOABs. Spactory to 3/2. Maelstrom in 54 just in case. Spactory to 4/2.
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Machinations | 2013-04-26 | link | Switch | bomb, tack, spactory | 26 | 60 | Medium |
green is lead, white and pink are black | | | | | | |
Attack Of The Ancients | 2013-04-27 | link | Space Truckin' | max 3 total, 4/0 SM, ninja, apprentice | 31 | 65 | Hard |
| | x | Selling | Hard | coyotik | Show/hide: two 2/1 ninjas placed level with northern tip of NZ. Experiment with targetting - setting to strong early in the round, last when regens appear, first when necessary. Apprentice (strong), to 0/1 ASAP (near first crossing) ninjas to 3/1, app to 2/1, ninjas to 4/1, app to 2/3. For 49, sell one ninja, get a SM in North America, to 2/0 ASAP, then to 3/0, win.
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Tough Bloon To Crack | 2013-04-28 | link | Clock | | 28 | 77 | Medium |
lead and cera swapped | | | | | | |
The Right Monkey For The Job | 2013-04-29 | link | Switch | max 1 - 4/2 buccaneer, 4/1 ace, 1/2 SM, 4/1 apprentice, 3/1 dartling, 1/4 spactory, everything else unlimited, no road items | 20 | 50 | Easy |
| | x | Selling, Leaks | Medium | coyotik | Show/hide: 20-27: dartling, behind downward right path. 28-30: boomer 2/4 (bottom), turbo in 28 (right after round starts). 31-32: boomer 2/3 top right of switch for 32. 33: 1/0 dartling (0/0 is a bit more hassle). 34-35: boomer 2/4 (bottom), turbo against rainbows. 36-37: boomer 2/3 (top right from switch), then quickly sell and get 1/1 dartling. Might leak a few here. 38-39: 3/2 GG at horizontal pipes. (strong) Will leak a handful of pink regens (10-20). 40: 3/1 dartling (you can wait till after the ceras are glued) - placement is important - behind the bottom path turning down, so you're firing at the spawn lane at a very shallow angle AND wiping the short horizontal on the bottom path clear as well - will be important in 43. 43: leaking between 5-20... the key is patience - if a single low-rank bloon gets past, let it, keep hammering the crowd. 45: after pinks, sell dartling and place 2/3 boomer. 46: cannon 0/4, boom, sell, get 3/1 DG behind switch, but near edge of screen. 47 and 48 require a bit of patience - especially in 48 ignore any smaller leaks. 49: spectre (about 300$ left), vertical path, right edge of the screen. This ensures that it's almost all the time firing at whatever's first - piece of cake.
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Lazy Monkey | 2013-04-30 | link | Archipelago | 1 of each mortar, ice, sniper, spactory | 22 | 60 | Medium |
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Forgotten | 2013-05-01 | link | Rink | bomb, ice, farm, village | 31 | 65 | Medium |
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Triangle | 2013-05-02 | link | Monkey Lane | DM 3/3, ice 4/2, bomb 3/3, one SMS | 5 | 65 | Medium |
| | x | | Trivial | coyotik | Show/hide: Just a good mix of towers - one 3/2 ice, 2-3 cluster bombs, 10 maulers and 2/3 DM spam... (and SMS in 59 of course)
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Another 42 Game | 2013-05-03 | link | Castle | boomer, SM, mortar, farm all 4/2 | 1 | 50 | Easy |
red +4, blue +2 | | | | | | |
Antispam | 2013-05-04 | link | Monkey Lane | 1 of each DM, boomer, sniper, ninja, app, dartling | 20 | 65 | Medium |
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Ace Up Your Sleeve | 2013-05-05 | link | Space Truckin' | ace is the only popper. (village 3/4, farm, GG 1/4, ice 1/2) | 1 | 65 | Medium |
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I'm A Bloon Farmer | 2013-05-06 | link | Monkey Lane | 1 of each 3/1 boomer, 4/2 ice, 2/4 glue, 4/2 app, 2/3 mortar, dartling | 31 | 56 | Medium |
| | ? | | Easy | coyotik | Show/hide: Start with 2/2 GG, add apprentice to 0/2, dartling 1/0 just to help with camos in 33, boomer to 3/0, then dartling to 2/1, 2/2. The whole thing is about getting BADS before end of round 52, to deal with MOABs in 52, 53 and 54. The rest is trivial. Might not be able to get BADS by end of round 52 - this walkthrough was made when regen farming was possible (although I didn't try to farm on purpose)
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Dockside Party | 2013-05-07 | link | Dockside | towers and upgrades over 2000 banned | 24 | 65 | Medium |
| | x | | Trivial | coyotik | Show/hide: starting with 2/3 boomer and a spactory, adding some camo handling (be it apprentice or buccaneer) and a bit more crowd control, then spamming maulers on the start boat and 3/0 tacks on the first pier should do the trick - just gradually adding a bit more camo firepower...
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M.I.B. On Hire | 2013-05-08 | link | Snake River | max 6 total, towers that can pop every type of bloon | 30 | 85 | Hard |
| | x | | Medium | coyotik | Show/hide: 2/1 app (narrow center), spactory, ship in left middle to 0/1 (strong), to 2/1 then 2/2... Add ace to 3/0, boomer to 3/0 (narrow center). 40: ship to 2/3. 42: app to 2/2, ace to 3/2. 44: SM, to 0/2 (strong), then to 2/2 (close call with ceras in 49). 54: SM to first... close call. SM to 3/2, back to strong. 64: SM to first. 65: spectre (SM to strong then). Apprentice to 2/3, boomer to 4/0, spactory to 4/2. Up app and ship, abilities used in 84 only to thin out the crowds, but not really needed.
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All Aboard! | 2013-05-09 | link | Dockside | 3 of each ace, buccaneer, DM, GG | 40 | 80 | Medium |
red are ceramic | | | | | | |
Blazing Speed | 2013-05-10 | link | Mount Magma | 1 of each SM, tack, ace, spactory (all 4/2), boomer and dartling 2/4 | 60 | 80 | Hard |
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Burn The Rope | 2013-05-11 | link | Lightning Scar | boomer, ace, mortar all 4/2 | 27 | 63 | Hard |
| | x | Leaks (random) | Hard | coyotik | Show/hide: start with 3/0 ace on the left side just under the bottom horizontal, add 2/2 boomer to 3/2, then ace to 3/2, then another 3/0 boomer. For 40, add a plain boomer. In 42, up the upper 3/2 to 4/2 ASAP, should help with the last camos enough to make it NLL Add another 3/0 boomer, then for 46 spam plain boomers all set to strong where they have the biggest track coverage. Second boomer to 4/0, then up two more to 3/0, then one of them to 4/0. Then spam plain boomers like crazy up to round 60. Afterwards add one more 3/0 ace.
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Cracking Up | 2013-05-12 | link | Space Truckin' | max 4 total | 32 | 60 | Medium |
all ranked up to lead and ceramic | | x | | Hard | coyotik | Show/hide: Start with 2/2 GG at the top of Venus and 2/3 mortar, aim the mortar somewhere further so that it doesn't pop leads before they get glued, plus another plain mortar aimed at a later crossing too. Once ceramics appear, use the 2/3 mortar to help pop them. Camo round is trivial, in the round after that up the GG to 2/3 ASAP. Then up the second mortar to 3/2, and 4/2 ASAP (during that round, be careful). Then spactory to 4/2, mortar to 2/4, ability not needed.
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Pi | 2013-05-13 | link | Archipelago | 2/4 buccaneers and SMs, one meerkat | 31 | 70 | Easy |
| | x | | Medium | coyotik | Show/hide: 31: 5x 0/1 bucs. Placement matters a bit - you need them to hit the regens at the same time, or at least not hit them just once near spawn. 32: up one buc to 0/3 ASAP, might be good to set it to Last, but only when leads are present). 33: place meerkat to cover other bucs. Sup all bucs to 2/x, add 3 more Add SM 0/1 for 42, under meerkat, set to strong, up to 1/2 for MOAB. In 47, you need to switch the SM from strong to first - not immediately, but not too late. SM to 2/2 during 48, switch to first in 49 just when the last cera is weakened by it, back to strong after you clean these. Same target switching in 51, although probably not needed. Up to sungod. All bucs to 2/3, add SM (strong), 2/0 to 2/2. Without meerkat it's a bit harder, but upping the ships with camo detection as needed is feasible, round 70 solved with 1/2 spam.
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Dropping Like Flies | 2013-05-14 | link | Bloon Circles | snipers, 4/2 ninjas, 2/3 ices | 20 | 70 | Easy |
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Winter Explosions | 2013-05-15 | link | Rink | 1 of each mortar, bomb, ice, ace, spactory | 25 | 65 | Medium |
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Behind You! | 2013-05-16 | link | Park Path | max 5 total, 4/2 boomer and bomb, 2/4 apprentice, ninja, ice, ace | 40 | 70 | Medium |
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Silent Was The Night | 2013-05-17 | link | Mount Magma | sniper and ninja | 20 | 60 | Medium |
| | x | Leaks | Medium | coyotik | Show/hide: 1/1 sniper (strong), two 2/1 ninjas, then build 0/3 ninja, then one more 2/1 ninja, up ninjas gradually to 4/1. Once you make it through 46, up ninjas to 4/2 and the 0/3 to 2/4, use sabotage in 49 against ceras and then as you see fit, spamming more 4/2s. (I only used the sabotage once the BFB was almost dead). Leaks happenned in early 30s and most likely could be all handled with sniper targetting
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Bad Geography | 2013-05-18 | link | Archipelago | ace, tack, mortar, farm | 35 | 65 | Medium |
| | x | | Hard | coyotik | Show/hide: 2/2 mortar bottom right, 3/0 ace (treasure island) and squeeze three tacks on the first tiny island. The rightmost tack to 2/3, ace to 3/2, bottlm left tack to 3/0, add one more 3/2 ace and one 3/0 ace (on the main island, circle path, make them complement each other). Tack to 2/4. Use the ability when the MOAB is almost level with it. You will need a bit of mortar help to make it NLL - retarget it a few times. Mortar to 3/2, add one more 3/0 ace on treasure island. Up the third tack to 2/4. Use ability in 50 (it will recharge for second MOAB), then in 52, in 53. Mortar to 4/2, add 2/3 mortar... add 5 3/0 tacks, up them to 3/2 - 3 on bottom sliver island, 2 on left bank of main island, then one 2/2 behind those 2. (use storms on MOABs regularly). Use both storms just when the BFB pops (should be just level with the bladeshooters, so very high damage to MOABs). Up the 2/2 tack to 2/3 and add two more on the main island. 63 with three storms, the third ASAP. You can use the second one later in 64, although it shouldn't be needed. Add one more 3/0 ace. Use one ability to crack first BFB, don't crack the second one immediately.
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Sectional | 2013-05-19 | link | Lightning Scar | 1 of each 2/4 bomb, 2/4 GG, SM, village, 4/2 spactory, 4/2 app | 30 | 75 | Medium |
| | x | Leaks | Hard | coyotik | Show/hide: Start with village village, GG 2/2, cannon, apprentice 0/1, spactory, app to 0/2 then 2/2. Cannon to 2/2, SM (strong), village to 0/1 then 2/2, cannon to 2/4. SM to 0/2, pop the MOAB. SM to first once ceras in 47 are damaged. SM to 1/2, set to strong once ceras in 49 appear. Use the MOAB ability there just before you can afford 2/0 SM, it helps significantly. (Or you can sell spactory before round to upgrade SM earlier). SM to 2/0 then 2/3. GG to 2/3, spactory to 4/2, SM to first on cera rushes in 63 once the ceras were broken up. Leave SM to first, pop the first BFB once the MOABs in 65 are gone. SM to strong. App to 4/2, SM to first during 71. Pop the second BFB in 75.
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Farming Extremist | 2013-05-20 | link | Space Truckin' | 4/x dartling is the only lead popper | 30 | 60 | Hard |
leads are zebras, but MOAB+ are leads | | x | Leaks, Selling | Hard | coyotik | Show/hide: The plan: Get RoD by the end of round 52 - we will leak 3 leads = 69 lives, so we need to leak at most 30 lives elsewhere. Boomer 3/0, Farm 1/0, farm 0/0. Add sniper (strong), set to first when catching leaks. Farms to 1/0, add 1/0 dartling for 33. Add 3 more 1/0 farms. Dartling to 1/1 during 37, farms to 2/0. Add village covering dartling and 3+ farms, dartling to 2/1 and add a ninja on New Zealand, to 2/1 during round. (You might manage without the ninja, but getting all the rainbow camos from central america dartling is not trivial with other bloons in the way) Up one farm to 3/0. After round 44, sell remaining farms and ninja, up farm to 4/0. Add another 2/0 farm. Up 4/0 to 4/2, then add another 3/0 boomer. Care and patience in 47 - it's possible to NLL but you have to spread out your dartling love. (I ended up with 28 lives left, so I lost 3 there). Up the second farm to 4/0. I had about 1500 cash to spare this way, and I think there's room for a bit more effective farming in the last rounds.
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Treasure Island | 2013-05-21 | link | Archipelago | ninja, dart, buccaneer, road items | 42 | 62 | Medium |
| | x | Road Items | Easy | coyotik | Show/hide: Two 4/2 ninjas to start with, add buccaneer to 0/1 then 2/1. Road spikes as needed (0-2 in 43) Buccaneer to 2/3 (this will take care of all leads), ninja 3/2 for 46. Depending on distraction luck, anywhere between 0 and 10 spikes might be needed there for NLL, spam 4/2 ninjas all the way to 56, then save for MOAB takedown.
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A Blessing In Disguise | 2013-05-22 | link | Clock | sniper 0/3, bomb 4/2, SM 1/3, meerkat | 25 | 63 | Medium |
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Face My Army | 2013-05-23 | link | Castle | 2/3 DM, 2/3 bomb, 4/0 tack, 1/2 app, 2/1 dartling | 20 | 50 | Easy |
| | x | Leaks (avoidable, dartling sloppiness) | Easy | coyotik | Show/hide: 2/2 cannon (strong) very close to spawn, dartling 1/1 to 2/1 (top right) then add DMs at bottom turrets (to 0/3) set to strong, two more DMs near the bump in horizontal paths from spawn (when set to last and upped to 2/3, their darts hit the other path coming up quite well), then three more 2/1 dartlings bottom right, another DM 0/3 in top left turret. 4 MOAB maulers were enough, and then spam 0/3 DMs at spawn.
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Alliteration Alcove | 2013-05-24 | link | Archipelago | 2/4 boomer, 2/3 bomb, 2/2 GG, 2/4 SM, 3//2 mortar, meerkat | 6 | 66 | Medium |
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Common Icebreaker | 2013-05-25 | link | Rink | Cheap ice popping towers with upgrades limited to when they can pop ice, as well as 4/4 Ice Towers, Villages, and Farms | 1 | 65 | Medium |
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Activation Energies | 2013-05-26 | link | Snake River | max 8 total, 2 of each, all 2/4 | 30 | 65 | Medium |
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Well That Escalated Quickally | 2013-05-27 | link | Rink | max 7 total | 22 | 28 | Easy |
all upped a lot (camolead in 24, ceras in 26 and MOABs in 28) | | x | | | | Show/hide: apprentice 0/2 is enough to handle round 24 if placed well, 3 3/0 boomers will stop just about everything, adding a cannon for 27 is enough for the lead crowd - so you can have 3 1/3 bombs set to strong in 28 to ensure balanced popping of the top dogs.
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The Four Heroes | 2013-05-28 | link | Switch | SM, ninja, GG, village - all 3/3, road spikes | 30 | 65 | Medium |
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Frolic Through The Field | 2013-05-29 | link | Bloon Circles | 0/3 DM, 4/2 ninja, 4/2 app, village, ace | 32 | 55 | Hard |
| | x | | Medium | coyotik | Show/hide: Ace 3/0 near exit (as all leaks in first attempts were from my darts chasing pinks and yellows in vain). App 1/1 (last). Ace to 3/2 Two ninjas to 2/1 then 3/1. Spam 0/3 DMs up to round 40. For 46, one ninja to 4/1, more 0/3 DMs... then second ninja to 4/1 and continue 0/3 DM spam.
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Bombarang | 2013-05-30 | link | Dockside | 4/2 bomb, 2/4 boomer, 3/4 buccaneer | 20 | 70 | Hard |
| | x | | Medium | coyotik | Show/hide: 3 ships to 0/1 (one between piers, two in left bay), one to 0/2, cannon to 2/0 then 2/1 on first pier. (First ship usually set to strong, cannon close). Ships to 1/x, second to 1/2 by 33. Cannon to 3/1, boomer on the brown boat (last), another cannon 2/0 next to it. Boomer to 2/2, third ship to 1/2, boomer to 2/3 then 2/4, turbo in 40. First ship to 3/2, turbo in 43. 46: Up one more ship to 3/2 and add a 3/0 next to first. Use turbo fairly soon. Up 3/0 ship to 3/2, then the remaining ship to 3/2, then both cannons to 3/1 then 3/2. Then keep adding 3/1 ships near the first. After 3 more, add a 2/3 ship (last). (Use turbo in troublesome rounds.). in 57, use turbo on the first pair of MOABs, and upgrade the ship to 2/4 just in time to pull one from the second pair before they pop. Left cannon to 4/2, pull the BFB. Add two more 2/0 cannons on left pier, right 3/2 to 4/2. Turbo early in 64, pull one of the last MOABs. Add 1/3 ship below the second pier, and a 3/1. This should handle the second BFB. Now make sure all ships have camo detection and add 3/2 with remaining cash.
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Greed | 2013-05-31 | link | Space Truckin' | 2 of each, boomer, ice, app and spactory all 4/2, dartling, GG 2/4 | 31 | 82 | Medium |
| | x | | Easy | coyotik | Show/hide: Boomer 3/0, dartling to help with regens. Boomer to 3/2, another dartling. Dartlings to 1/1, another 3/0 boomer, dartlings to 2/1. Apprentice 1/1 to 2/2. Spactory 1/2i right side, GG 2/2 center. Both boomers to 4/x, both dartlings to 3/1, spactory to 3/2 and another up front. Front one to 4/2, then just about anything. GG to 2/4 (for second rush in 78, although not needed), ice 3/2...
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Deadly Combination | 2013-06-01 | link | Rink | max 3 total | 26 | 65 | Hard |
| | x | | Easy | coyotik | Show/hide: Boomer 3/0 to 3/2, spactory to 1/2, ace to 3/2... after that spactory to 4/2 and ace to 4/2. (but surprisingly close call in 56..
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Castaway | 2013-06-02 | link | Archipelago | boomer, 3/3 GG, 3/3 ice, 2/2 app, 4/0 sniper | 1 | 60 | Medium |
| | x | | Medium | coyotik | Show/hide: App to 0/1 (on the main island directly below the upward line). Mostly set to last, with occasional first, will NLL the first few rounds. Then set to last permamently and add boomeron the northern tip. Boomer to 0/3 (although a leak forced me to thrown in a 0/0 sniper, set to strong unless needed on first), boomer to 2/3, apprentice to 2/2. Another 2/2 app, 3/0 boomer in southern of three central islands, 2/2 GG, meerkat. Then spam 0/3 boomers on main island, and before 46 spend remaining money on a few 0/0 snipers. You should just barely pop the MOAB. Then back to 0/3 spam on main island. Once you run out of room, add two 2/3s on the left of the three central islands. Add 3/0 and 2/3 on the treasure island. Set everybody on main island to strong - and then fill the world with snipers (strong). (Set main island to first for round 59 to prevent small camo leaks, back to strong for 60)
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Watch My Back | 2013-06-03 | link | Bloon Circles | snipers the only ones for camo, apps the only for lead | 1 | 50 | Medium |
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Camboom! | 2013-06-04 | link | Dockside | Camo bloons can only by popped by towers that need explosive upgrades before they can see camo | 24 | 61 | Medium |
| | x | | Trivial | coyotik | Show/hide: Basically a normal fast-track game with apprentices to handle camos, 3/0 boomers for crowd control and destroyers for raw power.
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Lead Is On The Radar | 2013-06-05 | link | Monkey Lane | Towers that can't pop lead unupgraded can't pop lead at all. Also, a Village's radar is your only way to detect camo. | 25 | 65 | Medium |
| | x | Leaks or Selling | Easy | coyotik | Show/hide: village, 3 0/1 buccaneers and apprentice is enough to NLL 32, but a bit short of cash for radar, so I had to sell the apprentice. And village, 2 0/1 and 1 0/0 buccaneer and apprentice meant enough cash for radar for 33, but I leaked 15 lives in 32. Did it while having breakfast so I didn't really try hard with targetting options, maybe it could be done. (The rest was trivial, apprentice to 2/1, 3/0 boomer, ships to 3/1, a few 2/3 cannons)
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Field Defence | 2013-06-06 | link | Bloon Circles | max 8 total and 3 of each DM 0/3, sniper 2/4, bomb 4/3, village 4/2, spactory 3/2 | 18 | 60 | Medium |
| | x | | Medium | coyotik | Show/hide: Cannon (last) in the first circle, spactory, sniper (strong). sniper to 1/0, DM 0/3 then 2/3... then I don't remember exactly the order of upgrades, but cannon went to 3/2, two 2/0 cannons in the serpent, DM 4/0 (last) in the middle of the serpent, spactory to 1/2, cannons to 2/3, another spactory 1/2, sniper to 2/3 and spactories to 3/2, then cannons to 2/4 and use frequently. And there were no close calls in later rounds, a few in the early ones.
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Vassals | 2013-06-07 | link | Castle | max 4 of each of the six cheapest towers, one bush | 1 | 50 | Easy |
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Hedge Your Bets | 2013-06-08 | link | Lightning Scar | max 15 total | 24 | 85 | Medium |
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A Hindrance | 2013-06-09 | link | Snake River | sniper, bomb and app 4/2, ninja and mortar 2/4, GG, ice | 24 | 65 | Medium |
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Star Gazing | 2013-06-10 | link | Space Truckin' | 3 of each boomer, ninja, bomb (all 4/2) and 2/3 mortar | 25 | 65 | Hard |
| | x | | Easy | coyotik | Show/hide: Boomer 3/0 on Venus slightly below center (reaches exit path), cannon to 2/0 (close), ninja to 2/1. Cannon to 3/1, another ninja to 3/1, mortar to 2/2, both ninjas to 4/1. Cannon 2/2 (strong), first cannon to 3/2. Boomer on venus below mercury, to 4/0, third ninja 4/1, mortar to 2/3, another 4/0 boomer just below the first crossing and 2/2 cannon (strong). Cannon to 4/2 for 63
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Kingdom Rush | 2013-06-11 | link | Castle | max 10 total, sniper, app, mortar, spactory | 1 | 50 | Easy |
| | x | | Easy | coyotik | Show/hide: spactory, apprentices away from the exit set to last to fire at long rows of bloons, to 1/1. 1/2 mortar firing at spawn, spactory to 1/2, 6 snipers 1/0 (strong), apps to 2/1, mortar to 3/2. One sniper to 2/2, then 2/3, then another. (This is enough to handle camos in 47) and another, then two to 2/1.
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It's In The Name | 2013-06-12 | link | Switch | towers without “monkey” in the name | 20 | 65 | Medium |
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24/7 | 2013-06-13 | link | Clock | max 5 total, sniper 2/3, mortar 3/3, bomb and dartling 2/2 | 1 | 32 | Apopalypse |
| | x | | Easy | coyotik | Show/hide: One sniper, one dartling then another, up first to 1/1, then sniper to 1/2, then add 2/0 cannon, then add another dartling and up what you want... easy as pie...
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No Accidents | 2013-06-14 | link | Lightning Scar | 1 of each, only towers with no targetting options can pop camo and lead | 30 | 65 | Hard |
| | x | Leaks in 63 | Hard | coyotik | Show/hide: Dartling 1/1, spactory, mortar 1/2. tack 2/0, boomer 3/0, mortar to 2/2 then 2/3. Tack to 2/4, use in 40 and 43. Add village covering boomer, tack and spactory. Add SM and 1/3 DM under the village, village to 0/1, dartling to 2/1, blades in 46 when the moab is almost dead. Add 1/1 GG under the village, set SM to strong, play 47 slowly. Add ace to 3/2, village to 2/1, blades in 49 against ceras. Spactory to 1/2. Blades against MOABs in 52 and 53, dartling to 2/3, spactory to 1/4, SM to 0/1. When the BFB is almost popped, activate both abilities (spikes first, blades once the spikes have landed. Blades ASAP in 61 too, a bit of a close call there. SM to 1/2, boomer to 3/1, add ice 2/2 next to boomer for 63. Here it turns out that dartling placement is quite important - I lost lives because I had in on the left side. It has to be in the middle, so that you can shoot at the sides of both trains, not at their leads only. (Ideally it'd be under village). Upping the ice to 2/3 should take care of the last wave, and if you use blades at the first optimally, it should allow the spactory to produce enough to stop the middle wave. (I am not sure if spikestorming the first wave will have it recharged in time for 64, that'd make it even simpler. 64: one spike storm is enough, but you can use the blades too. 65: same as 60. (Set SM to first, though, to help stop the MOABs first). Once the BFBs are almost dead, spike storm followed by blade storm (and the 2/3 ice will help tremendously as well).
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May Contain Side Effects | 2013-06-15 | link | Monkey Lane | max 5 total, 4/2 bomb, 2/3 ice, 2/3 mortar, 4/2 spactory | 35 | 60 | Medium |
| | x | | Medium | coyotik | Show/hide: 2/2 mortar, spactory, cannon to 3/2, mortar to 2/3, ice to 2/3 (inverted U), spactory to 1/2, another ice to 2/3 (top left loop), spactory to 3/2 (enough for 46). The only close call is round 50 where the 3/2 spactory will produce just enough to stop both MOABs and little else (I think three zebras slipped by) - so you have to be careful there to set most zebras on fire by mortar). Or you can drop one S from NAPSFRILLS and sell one ice to get the spactory built up to 4/2 sooner. One more note - be careful in round 42, some mortar work might be needed to avoid regen death (depending on what gets through your cannon/ices, it might be good to stay away from it...)
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Ability Changerization | 2013-06-16 | link | Switch | boomer, GG and spactory all 2/4, DM | 30 | 65 | Medium |
| | x | | Hard | coyotik | Show/hide: 2/3 and 1/3 boomers - one a bit left from the down path, one right up from switch (set to last most of the time, definitely in downward rounds, mostly in split too, and usually even in upward.) Spactory on each path, up the second boomer to 2/3 after 33. Upper spactory to 1/2, upper boomer to 2/4, use in 40. Add 1/2 spactory to cover entry path only, as close to switch as possible. Use turbo in 43. Entry spactory to 1/1. 5x 2/3 DM under entry lane where the upper path is close to it, start on 6th, finish that after 46 (both turbocharges used). Two more 2/3 boomers near the bottom one. Add 4/0 DM behind switch (last), more 0/3 DMs. (After 50, the total is 5x 2/3 and 5x 0/3 along the entry path close to switch. (Turbo on each MOAB in 50). Add two more 4/0 jugs (last) behind switch), one turbo in 52. Two more 0/3 DMs, turbo in 53. Two more 0/3 DMs, turbo in 54. Set about 5 DMs to strong (those nearest to spawn). Turbo on each MOAB pair in 57. All DMs to 2/3, one to 2/4. Bottom spactory to 1/1. Use SMFC when the BFB is in the middle of the gang, should last for best part of 61 then. Add 2/2 GG (last), turbo on first cera rush, GG to 2/3. Turbo will recharge for 64, use that and SMFC. Add two more 2/3 boomers, turbo on MOABs and SMFC on BFBs.
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Super Bananabattery | 2013-06-17 | link | Snake River | SM, farm, 2/4 mortar | 20 | 60 | Medium |
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Bear Arms | 2013-06-18 | link | Space Truckin' | max 5 total, 1of each sniper, GG, mortar, dartling and beekeeper | 20 | 60 | Medium |
| | x | | Easy | coyotik | Show/hide: Dartling (nothing else will pop camo for 950$), to 0/1. GG 2/0 for leads. mortar 1/2 and dartling to 1/1. (Handle the camos by dartling only, the mortar will become TBO) Dartling to 2/1, sniper to 1/3 then 2/3. GG to 2/2, mortar to 3/2 then 4/2 (before ceras in 49), dartling to 3/1, GG to 2/3 (You can handle 59 with the sniper alone, but you can up dartling to 3/2 or GG to 2/4 just for fun)
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Crescent Upgrades | 2013-06-19 | link | Bloon Circles | every fifth tower is 0/0, next 1/1 and so on | 1 | 65 | Medium |
| | x | | Medium | coyotik | Show/hide: Ninja, to 1/0 1/1 2/1 (in crescent), spactory, boomer (in crescent) to 3/0 then 3/2, GG 2/0 (last) in first circle, bottom right, village behind crescent covering all, ninja to 3/1. Ace behind village, to 3/0 (upgrade ASAP, quite close call in 38), GG to 2/2, ace to 3/2, village to 2/0, SM, 2/1 sniper (strong). Before 49, sell everything but village and ace, get spectre. Then restore MOAB-popping power slowly (all set to strong). 4/1 ninja, 2/1 sniper, SM, mortar 4/2, spactory 1/1 Second sale happens in 65 - once you break the BFBs, replace 4/2 ace with 0/4 and boom (wasn't needed in 64, only had to readjust the TBO a few times). In retrospect going for 2/3 boomer would have been better.
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Carnival | 2013-06-20 | link | Dockside | max 3 total, 1 of each tack 4/2, boomer 2/4, bomb 4/1, SM 2/2, app 2/4 | 10 | 55 | Easy |
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Bullet Maelstrom | 2013-06-21 | link | Rink | tack 2/4, sniper, village | 30 | 65 | Medium |
| | x | | Hard | coyotik | Show/hide: 2x 1/1 sniper (strong), then tack to 2/3i (top right of top right crossing), another to 2/2i (bottom right of top right crossing). (some sniper-first in 32 needed, it's also good to have one on strong and one on last). Sniper to 1/2, second tack to 2/3, add two more snipers. (1/1 strong), one to 1/2 by end of 37. During 39 the leads are almost impossible to pop before tacks, so if you do not manage it somehow, the solution is fairly simple - up tack to 2/4, set snipers to first to deal with the leaking leads and use the maelstrom to stop the rainbows. It will recharge in time for ceras in 40. (And even if you manage the leads, you will most likely need the bladestorm anyway, I did in another attempt). Get a village covering everythingi (inside the square, to the left as far as it can go - you should be able to squeeze a tack to the right of it). Use maelstrom again in 41, easier than micromanaging snipers. For 42, up sniper to 2/2 (strong), others to 1/2 (first) (two 1/2 are enough, one can stay 1/1). Use maelstrom in 43, sniper to 2/3. Second tack to 2/3. In 46, add one more 0/1 sniper, use just one maelstrom, once the MOAB has been popped and ceras are almost level with the tack. In 47 sniper 0/2 (first), remaining 1/1 to 1/2 (strong) and another tack (bottom left of top right crossing). Blades to be used not too soon, all ceras should be popped or almost popped - you need the blades to wipe almost all non-camos out so that your snipers will be busy handling the pink rush. Tack to 2/3, build another at the last free spot at the crossing. Village to 0/1 then 2/1, another 1/2 sniper to 2/3 (strong) (using both bladestorms in 49). 50 handled without abilities, 51 too. Two more 2/3 tacks under village. One storm in 52 (clearing contents of first MOAB), village to 0/2, one storm in 53 (when contents of first MOAB goes left), adding another 2/3 tack, one storm on last rush in 55. One more sniper to 2/3, one storm for each pair of MOABs in 57. The remaining two 2/3 tacks at the crossing to 2/4, then just keep adding more 2/3s in the center whereever you can squeeze them. 60 handled with two storms once the MOABs are popped or almost popped. 1-2 storms should be enough in 61. 63 is a piece of cake - but you have to set all snipers to last to get rid of the leads, so that your maelstroms cut through the ceras without problems. Use two storms on each rush (one when the ceras go up past, one when the rest goes left). 64: three storms were enough, up another tack to 2/4. 65: two storms on the ceramics, one on the MOABs. Setting the 2/3 snipers to first when the MOABs appear is a good idea too, so they pop the BFBs one by one. Still you will need 2 storms on contents of first and use whatever recharges on the second.
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In the Beginning | 2013-06-22 | link | Park Path | DM 2/3, bomb 4/1, village 4/2, farm 2/0 | 20 | 60 | Hard |
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Progressization | 2013-06-23 | link | Snake River | max 8 total, 3 of each. Upgrade limit based on what BTD version the tower appeared - the later introduced, the higher the limit, DM and tack are 0/0 | 1 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: Two ninjas (one set to last) above the narrow center, spactory. Village on the left land as close to ninjas as possible. The (last) ninja to 2/0, the first to 2/1. GG to 2/0 (strong) above the ninjas (right top edge of village reach). Village to 0/1, ninjas to 3/x, GG to 2/2 (set to close in 37-39 once leads appear), ninja 3/1 to 4/1, then 3/0 to 4/1 (set both to strong) and build another. Buccaneer to 3/1 in the left bay, village to 1/1, then 2/1, spactory to 3/2, sniper to 3/1 (strong). In 54 GG to first once there's lot of work for him. Village to 2/2, sniper to 4/1 for 60. That was the first time I ever did not see the BFB appear :). GG to 2/3, set ninjas to first in 61 to prevent MOABs from going past. Ninjas to 4/2, ship to 3/2. Ninjas set to first for 63 (and leave them that way till the end). In 65, switched sniper to first momentarily to pop MOABs, and when the first BFB got popped.
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Big Monkeys | 2013-06-24 | link | Dockside | 2 of each, non-monkeys cannot be upgraded | 20 | 65 | Medium |
| | x | | Medium | coyotik | Show/hide: GG 2/1 on the right pier, spactory, buccaneer to the left of bottom left tip of left pier (last), to 0/1, and another. Boomer on the left top boat (strong) to 0/3 then 2/3, one ship to 0/2 then 1/2. Ninja on brown boat, to 3/1, another 2/1 next to it. Boomer to 2/4, use in 40 and 43, ninjas to 4/1, 1/2 ship to 3/2, another GG on left pier. Use turbo when the MOAB breaks, should last a bit into 47 if you start the round quickly. Left GG to 2/1, second ship to 3/2, turbo used in 49. Add village on the left pier and a SM in bottom left corner, 0/1 (strong). Should handle the first MOAB in 50 OK. Up the left GG to 2/1, SM to 0/2, add 3/0 boomer above the village. Use turbo on MOABs in 52, then in 54. Boomer 3/0 to 4/0, SM to 2/2. Two 0/1 apps and a sniper for 60 (all under village), use turbo just in case. Right GG to 2/2, ninjas to 4/2 (strong), apprentices to 2/1 and 1/1, sniper to 1/1 (strong), boomer, ships and SM to first when not enough ceras get distracted early (use turbo on first wave), apprentice to 2/1 during round. Targetting back to strong, turbo used when most MOABs were broken (Added sniper 1/1 and tack for 64, cannon, tack and 2x 2/3 DM during 65), In 65, switch most towers to first once the MOABs are handled, turbo again.
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Multitasking | 2013-06-25 | link | Snake River | boomer and ace 4/2, ninja and bomb 2/4, app, buccaneer, two turtles | 27 | 78 | Medium |
| | x | | Easy | coyotik | Show/hide: Two turtles above river joint (first). Ship 0/1 in the left bay, cannon in the narrowest part, to 2/0, boomer on the right bank of the upward land, ninja above cannon. Boomer to 2/0, ship to 0/2, boomer to 2/2 then 3/2 (finding out that I forgot that it's limited, I wanted 2/3). Ninja to 2/1, ship to 3/1 (strong). Add ace to 3/0 then 3/2 below ship. Cannon to 2/3, add another and start on another (above the narrowest part), to 2/0, 2/0 boomer in the narrowest part, to 3/0. Cannon to 2/3, add two more. (all strong). Right boomer 4/0, then 3 more under it , and then just add 2/3 cannons to pop BFBs and MOABs faster.
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Patterned RBE | 2013-06-26 | link | Park Path | 1 of each without farms, villages and road items | 1 | 65 | Medium |
first 3 to blue, next to pink, next to lead, next to ceramic, last two ZOMG | | x | | Easy | coyotik | Show/hide: Spactory, boomer to 3/0 (last) in upper U, then to 3/2. GG to 2/1 then 2/2, mortar to 2/3, ace to 1/3. SM to 0/3 (strong), 2/3 cannon (strong), SM to 0/4, 2/1 sniper (strong), 2/1 dartling, 2/1 buccaneer, ninja. (in other words maximum cheap firepower - although it wasn't really needed it seems). ZOMG popped at the bottom of the screen, BFBs didn't last long and MOABs were tech-terrorred into oblivion. Up ship to 3/1 and ninja to 4/1 and repeat the same in 65. Feel free to use sniper at start instead of spactory - it amounted only 28 pops in total, so a sniper that you're going to get anyway would work as well.
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Lead? No Problem | 2013-06-27 | link | Archipelago | 3 of each DM, tack, ninja, buccaneer | 18 | 65 | Medium |
white are lead | | x | Leaks | Hard | coyotik | Show/hide: Started with 0/2 ship (last) above main island, added 0/1 ship in center (this has to be aligned so that it'll shoot along the right path well) and a ninja on top of the main island. With a bit of target juggling (ninja mostly on strong is quite effective at slowing everything down), rounds up to 21 inclusive NLL. Leaked some in 22 (it's a good idea to switch the cannon ship (upgraded before 21) to close after it pops the first 3-4 leads) - if you pop them all quickly, you'll leak a lot. The rest is a bit hazy as I've done several attempts, dying at the end due to stupid mistakes - but roughly it was: get the upper DM 3/0 (last most of the time), get another ship 0/1 then 2/1. Bottom left tack to 2/3, up DM to 4/0. For round 40 I had a destroyer, for 42 I upped it to 3/2, for round 43 maelstrom, added bottom DM to 3/0, upgraded cannon ship to 2/4, pulled the MOAB, used maelstrom in 49. By 50 I had the second destroyer and I think that 3 2/1 ninjas and most likely two more 2/3 tacks - single MOABs weren't a problem anymore, upgraded ninjas to 4/1, using takedown at end of 50, maelstrom towards end of 52, takedown middle 53 (not needed), maelstrom 54, twice in 57. Added the 2/3 DM in the middle. Round 60 takedown, round 61 used both maelstroms on the left side (NOT upgrading the third tack to 2/4, that's about the only important bit of information). 63 is a pain - be patient and play it slow, firing off maelstrom when ceras are still to the left of the tiny spawn island. It's so easy to die there by sloppiness). For 64, upped one destroyer to AC, ninjas to 4/2 (set to first), used takedown and two maelstroms when the MOAB tail was about to turn. MOABs dealt with by brute force, first BFB takedown and then fired off both maelstorms when the BFB was just turning. Well, in fact I upgraded the third tack too and had to fire off all three abilities, because despite being the last to be placed and the last to be upgraded to 2/4, it still became number two. So if you delay the upgrade until after you've activated the first two, you can use it when the BFBs are just next to it. But wasn't needed anyways.
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Lightning Sabotage | 2013-06-28 | link | Lightning Scar | 4 of each DM, tack, sniper 3/3, bomb 3/3 | 28 | 65 | Medium |
| | x | Leaks if you don't time bladestorms really well | Hard | coyotik | Show/hide: 1/1 sniper (strong), 3/0 tack in first tip, two 0/3 DMs leaving room for tacks in tips, roughly level with third tip, one on each side. a 2/0 DM (last) facing spawn. Sniper to 1/2, DM to 3/0, then 0/3s to 2/3. DM 3/0 to 4/0, another 2/3 DM, 3 tacks (two in second and one in third tip, LQ helps). Tack in second tip to 2/3, another 1/2 sniper (strong), tack to 2/4 (use in 43). Add two 2/3 cannons (strong) next to first tack, another cannon below them. Use blades in 46 when MOAB breaks.. Cannon to 2/0 then another, both to 2/2. Then up tacks to 2/3, , cannons to 2/3, one tack to 2/4. Then add remaining 1/2 snipers and up to 2/3 one by one, using blades in 52, 53, 54, 55 (shouldn't be needed but it doesn't hurt on the last rush), 57 (twice). In 59 the camo leads are a bit of a bother, but three 2/3 snipers should be able to catch any leaks (and using one maelstrom should help by removing non-camo bloons for the DMs.) 60 needs just one maelstrom if you wait till MOABs are popped, and it comes handy in 61 where two are just the right amount. Last sniper 2/3 now. 63 trivial, activating storms when the ceras just about reach the first turn. Up the last tack to 2/4 only in 64, all three come in handy there. In 65, up first tack to 4/2, set snipers to close/first once the BFBs appear, with the goal of popping the MOABs quickly enough to deal with them with just one blade storm, then back to strong to pop remaining MOABs more or less at the same time, to be shredded by two storms.
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Lucky Day | 2013-06-29 | link | Bloon Circles | ninja, sniper 2/4, mortar, spactory, dartling 3/4, farm | 20 | 75 | Medium |
| | x | | Medium | coyotik | Show/hide: 1/0 spactory and 1/0 sniper set to strong, to 1/1. Add mortar to 0/2 then 2/2, then add 4 ninjas 3/1, up 2 to 4/2, add two more 1/0 for 46. You only need a little bit of distraction luck (when I had 2x 3/1 and 3x 3/1, I leaked about 38 lives, so hitting just one cera should be enough, that's almost guaranteed). Up all to 4/2. Mortar to 3/2, add 2/4 ninja up front set to close. Now I thought that it'd be a good idea to add one more 4/2 ninja. With 3/1 I might have avoided a bit of adrenaline rush, getting TBO before 63. As it was, I had to do this: - use sabotage on first rush in 63, upgrade mortar to 4/2 for the second (very much just in time, a bit of mortar targetting was needed). Add 2/2 ninja (64 piece of cake), sabotage in 65 once the BFBs are about to pop. (upgrade ninja to 3/2, add another, up both to 4/2 and then just keep adding more). Used sabotage in 73 before BFBs popped. Using some dartlings would probably make it a bit easier/safer
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Camo? No problem | 2013-06-30 | link | Clock | 3 of each bomb, ice, glue, mortar, boomer. | 18 | 65 | Medium |
| | x | Leaks (small, likely avoidable) | Medium | coyotik | Show/hide: boomer 0/3, mortar to 0/3. Requires a bit of mortar work if/when early regens slip by, or pinks or yellows just in case. Mortar to 0/3, boomer to 2/3, and another mortar (it's very hard, esp. without mortar dragging, to handle 33 NLL with just one) (one to 2/3 another to 1/3 by 33). Up the second to 2/3, add 3/0 boomer, 2/1 GG (last) below I, cannon 2/0 (strong), GG to 2/2, three cannons to 2/3, another boomer and ice between XII and I. Set GG to first. NLL is a close call - if your GG doesn't hit all ceras, you will need the ice and some good mortar work. I didn't have the ice and lost 5 lives. (Or simply positioning the first GG a little lower than I.. I also mistakenly had it set to last). Boomer to 2/3, ice to 3/2. Add another 2/2 GG at II. Boomer to 2/4 (use in 52, 53) and another (use in 54), use one on each pair in 57. For 60, boomer to 4/0 and one cannon to 2/4, use all abilities. Mortar to 2/4 for 64, use just turbocharges. In 65, use two turbos when MOABs appear, one assasin on first BFB, then pop'n'awe - and you should soon have enough cash for second assasin.
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The Meaning Of Life | 2013-07-01 | link | Monkey Lane | 2 of each, all 4/2 | 42 | 65 | Medium |
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1359 | 2013-07-02 | link | Switch | 2 of each, sniper, ninja, bucc, ace, app, village, mortar and dartling, all 1/3, one portable lake | 1 | 59 | Medium |
| | x | Leaks (only round 54) | Medium | coyotik | Show/hide: Buccanneer (last) behind switch, another. apprentice to 1/1 (strong) in left loop, buccaneers to 1/1 (one to 1/2) mortar to 1/2. Two ninjas 1/1, ace to 1/3 up left from switch, another ace 1/2 in U on bottom path. Ships to 1/2 and 1/3, two 1/1 snipers (strong). Second ace to 1/3, second ship to 1/3 (set both to first), apprentice to 1/3 Getting one dartling to 1/3 by 54 would've saved the day. One can afford to get a village after two buccaneers 0/1 and 1/1, and that should make it possible
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The Green Berets | 2013-07-03 | link | Snake River | sniper 4/2, mortar 2/4, dartling 1/1 | 5 | 50 | Hard |
| | x | | Easy | coyotik | Show/hide: Start with two snipers, add two more. One set to first, others set to strong. That'll be good for up to round 12. For 13 get a dartling and set all snipers to strong. Up two snipers to 1/0, add 2/2 mortar. Remaining snipers to 1/0, then three more dartlings and three more snipers (7/4/1 towers by round 40). One more 2/1 mortar, then just keep adding 1/0 snipers (strong) between rounds and two more 2/1 mortars after 48. Dartling placement - to the right of the exit, directly below the downward path so that they can maximize penetration in exit guarding, plus be still quite effective against the first downward path. List of interesting rounds: 13 (your dartling has to take care of most of the reds). 31 (just help a bit with the regens). 47 (target mortars where the ceras will already be popped or almost popped, make dartling help breaking up all containers. You'll stop the pink camo rush easily near the exit). 49 (ceras, solved by good mortar targetting - one at the joint (2/2 to deal with the greens), one at the narrow part, one at the bottom loop and one at the top left loop. Once the ceras get past the joint, quickly move the one from the joint to the left loop too, move it back once ceras are dealt with). 50 (when the second MOAB appears, snipers start ignoring the ceramics. Again just some mortar retargetting should help, plus careful work with dartling, to pop container bloons for the mortars to kill.
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Rectilinear Motion | 2013-07-04 | link | Switch | max 4 total of DM, bomb, SM, dartling, spactory, ninja 4/0, ace 3/4 | 24 | 65 | Medium |
| | x | | Medium | coyotik | Show/hide: 1/1 and 0/0 dartlings. Second to 0/1, first to 1/2, second to 1/1, first to 2/2, second to 2/1. Add 2/1. Up first to 2/3 (43), add 2/1. Up two to 3/1, then 2/3 to 2/4, then last 2/1 to 3/1. Rockets used in 61 (when you've dealt with the first two MOABs, aim at the third - the more regens you keep on the start path, the more rockets will get fired and hit the next MOAB), in 65 (when the first BFB is popped and the MOABs are almost popped - if you time it right, the first rocket salvo will completely wipe out their contents.
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Black Sheep Wall | 2013-07-05 | link | Castle | sniper, dartling, ace, mortar, one BDD | 20 | 65 | Medium |
| | x | Leaks | Medium | coyotik | Show/hide: Started with 1/1 and 1/0 snipers (strong) and a dartling top right (where Kim has the sniper), to 1/1. Use BDD on round 26 as the pinks are a pain. Then start working on a 3/2 ace, use BDD either in 32 or 34. Then added 2/2 mortar, one more 3/0 ace, two more dartlings bottom right, all to 2/1, and keep adding 3/0 aces. BDD used in 40, 43, 47, 49 (probably not needed anymore), 54, 60.
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Lightning Strike | 2013-07-06 | link | Clock | ace, dartling, spactory | 30 | 65 | Medium |
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Everything Is Possible | 2013-07-07 | link | Switch | 1 of each, upgrades limited to where the tower can pop everything | 33 | 60 | Medium |
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Coated Camo Catastrophe | 2013-07-08 | link | Rink | Towers with c in name are 4/4, others are upgraded to when they have c in name | 30 | 65 | Hard |
| | x | | Easy | coyotik | Show/hide: Village, 3/2 boomer, SM, ace, up village to 0/1, ace to 1/1 then 2/1, village to 1/1 - this will leave you enough for camo update for 33. For NLL good placement and targetting is needed - I placed the boomer almost in center, a bit to the left, ace on the bottom side of the square and SM in the bottom right corner and set it to close (to damage most ceramics as much as possible) and switched to first whenever it looked that something might get past the boomer. Had one lucky close call there when a bunch of pinks/yellows made it past the third crossing, but the ace was in the right place and dropped a pineapple on the first crossing and that together with the SM wiped it out. Not sure if I'd leak otherwise. After that, ace to 3/1, village to 2/2 then 4/2. (A few more rounds where SM targetting should be watched, but nothing nearly as close as round 32. I had it set to close most of the time, unless there was a stream of leads following something that needed thinning out). SM to 0/3 then 0/ (strong), ace to 4/1, done after 50 rounds. Tech terror ability not used at all, so feel free to use it just to save time. Likely candidates where spectre fail targetting might hurt you are 61, 62, 64.
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Princess Pinks Popping Picnic | 2013-07-09 | link | Downstream | DM 2/2, sniper 2/0, boomer 1/2, mortar 2/3, ninja and GG 0/0 | 13 | 34 | Easy |
red, yellow, pink and rainbow | | | | | | |
Poptastic Four | 2013-07-10 | link | Space Truckin' | 4/2 boomer, 2/4 ice, 2/4 SM, 2/4 apprentice | 24 | 65 | Medium |
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Ability Inflection | 2013-07-11 | link | Switch | DM, tack, boomer, SM and village, all 2/4 | 30 | 65 | Medium |
| | x | | Trivial | coyotik | Show/hide: Start with 1/3 and 2/3 boomers (one just to the left of the first bottom bend, one in the upper loop set to last. Add 4 2/0 DMs to handle round 33, up them to 2/3. Add 6 more 0/3 DMs for round 40, up them to 2/3 for round 42. (DMs hugging the entry pipe from switch to the left in pairs. Add village and SM, up SM to 0/2, village to 2/1 then 2/2, SM to 2/2 then 2/3. (village should reach a bit left from the leftmost DMs when upped to 2/2. Then add two 2/4 tacks just next to the pipe left of DMs under village). Use ability when BFB cracks and the MOABs are right on top of the tack shooter. Three storms in 63, one in 64 and two in 65, and that's it. (You'll have money for turbo charges, I even had 2/3 village just because I could, but nothing of that is needed). Or you can just spam more 0/3 DMs like crazy
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Will the real dart monkey Please stand up? | 2013-07-12 | link | Castle | Dart users except DMs banned | 30 | 55 | Medium |
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A Little Bit Out Of Control | 2013-07-13 | link | Space Truckin' | max 4 total, GG 2/3, ice 3/2, boomer 3/1, app 3/2, sniper 1/3 | 16 | 46 | Medium |
yellow and pink are zebra, zebra is rainbow | | x | | Medium | coyotik | Show/hide: 3/0 boomer, two snipers, both to 1/0, set to strong unless regens are getting past Venus. Up them to 1/1, add 2/0 ice on Mercury, up one sniper to 1/2, ice to 2/2, snipers to 1/3, ice to 3/2. But regens were a constant source of pain.
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Round the Outside | 2013-07-14 | link | Dockside | 4/2 ace, 4/2 village, 2/4 GG, 2/4 spactory | 15 | 65 | Medium |
blue and yellow are pink, pink are white | | x | | Easy | coyotik | Show/hide: 2/1 GG (strong), spactory to 1/1. Add ace on brown boat between piers (that'll save you in 27), to 3/0. Spactory to 1/2, another 2/1 GG. Add village on spawn boat, to 0/1, spactory above GG. Another village at exit, add ace. (If a lead gets through in 37-39, keep spare 900 cash for spactory upgrade to 2/2. Spawn spactory to 1/4 for 46, and exit ace to 3/0, then both to 3/1. MOAB comfortably popped and glued. Both aces to 3/2. Exit village to 2/1 and then just keep adding 3/0 aces next to it, stop after 4, then add another 1/3 spactory at spawn, and up the village to 2/1. One GG to 2/2. (If you haven't upgraded the exit spactory to 2/x in late 30s, do it now for 59. (Bombs from one ace will deal with at least half of the leads). GG to 2/3. Spactories at spawn to 1/4, use one in 64, it'll recharge for 65 and one should actually be enough. (I mistakenly upgraded the exit one to 2/3 so I didn't narrowly have money for two 1/4 upgrades)
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The Most Unique | 2013-07-15 | link | Space Truckin' | max 10 total, tack 4/2, ninja 3/2, ice | 5 | 55 | Hard |
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Go to Treasure Island | 2013-07-16 | link | Archipelago | tack, mortar, spactory. 4/0 boomer, 4/0 buccaneer, 4/0 dartling | 1 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: Boomer on northern tip of main island. another on left tip of treasure island, set the first to strong. Add spactory. First boomer to 3/0, switch back to first. Add 2/3 mortar. Two 3/0 tacks on tiny spawn island. Two 2/3 tacks on left side of main island, close to top, one to 2/4 (use in 40, 43). Spactory to 3/2, another 1/2 spactory. Now you need to activate maelstrom on each MOAB once, and on ceras in 49 it helps too. After 51, spactory to 4/2 and it's pretty much over. You'll be able to up the second spactory to 4/2 by round 60, and the second boomer to 3/0 or whatever...
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A Trip to Egypt | 2013-07-17 | link | Snake River | DM 2/3, GG 2/4, buccaneer 3/4, SM 4/2, farm 1/4 | 1 | 76 | Hard |
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Stop, Drop and Roll | 2013-07-18 | link | Mount Magma | DM 3/0, SM, ninja 0/4, bomb 4/0, ice, ace 0/4 | 26 | 60 | Medium |
| | x | | Medium | coyotik | Show/hide: 3/0 cannon, 1/1 and 1/0 sniper, adding 2 more (all strong). Add 2/0 cannon, first sniper to 1/2. Cannon to 4/0, snipers to 1/2 (the last one ASAP, just when first camo in 37 is popped). First sniper to 1/3 for 40, then 2/3. Set the other two to first in 42, then back to strong. One to 2/3 for 46. Add ice to 3/0 (just in time for ceras in 49) (above first exit). Third sniper to 2/2 then 2/3, add 2/1. Set one 2/3 to first for 53. Up 2/1 to 2/3 and add one more. Add 8 1/0 for round 60, all set to first.
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Tip Of The Iceberg | 2013-07-19 | link | Rink | buccaneer, farm, mortar, dartling, all 4/0 | 36 | 60 | Medium |
| | x | Leaks (rounds 38-40) | Hard | coyotik | Show/hide: Mortar 3/0, two ships, 2/0 farm, add 3 dartlings. 36 requires just a bit of mortar work. in 37 you have to open all blacks with dartlings, set ships to strong. Pop lead crowd by mortar aimed just below second crossing and try to hurt all zebras with dartlings. Then shift mortar to fourth crossing and if you're careful you should get it NLL - dartlings busy on camos and whatever gets past the mortar. In 38 get second mortar just to crack leads, aim 3/0 at second crossing, 0/0 at first. Add fourth dartling and two more 2/0 farms. Down to 118 lives after 40, part of it preventable by good dartling/mortar work. Two more dartlings for 42. Third ship, all to 2/0 (strong), 43 is OK. Sell 0/0 mortar and up one dartling to 3/0 for 46. Then add 2/0 farms like there's no tomorrow. Round 50: up ship to 3/0, add another 2/0 farm. Round 51: two more 2/0 and one 1/0 farm. Round 52: up farm to 2/0, ship to 3/0 ASAP Round 53: last ship to 3/0 ASAP. Add one more 2/0 farm after round (total 13) For 57, you can afford to upgrade one more dartling to 3/0, as your cash+other towers are already enough for 4/0 dartling upgrade - with two more rounds to go (in which you gain 2x13x260 from farms plus what the bloons are worth). I was able to keep one more dartling, ship and the mortar, and 2k to spare
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Barbecued Fish | 2013-07-20 | link | Dockside | 4/2 tack, 4/2 SM, 2/4 app, 3/2 spactory | 25 | 60 | Medium |
| | x | | Hard | coyotik | Show/hide: Spactory, 0/1 app (strong) at first pier, tack 3/0 at the bottom of the first pier, another, app to 1/2, more tacks. After 8, app to 2/2, spactory to 1/1 (close call in 42, helps to set the app to first) then 1/2. SM on the brown boat, 1/0 tack with leftover cash - another close call in 46. Last tack to 3/0, then SM to 0/2 (strong), then 2/2. Spam 0/1 apprentices on left pier afterwards. After 12, up the 2/2 to 2/3 and two of the 0/1s to 1/2 - should be comfortably enough for 59. (You can try just the 2/3, it will be a very close call) The apprentice spam is VERY effective against MOAB payload in 60. In the first try I spammed 3/0 tacks and after NLLing first 59, died in 60. So I changed tactics and (with two more 0/1 apps squeezed on the tip of the large boat) nothing even got past the piers.
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Splash Damage | 2013-07-21 | link | Archipelago | ice, mortar, 2/4 GG, 2/4 dartling, 4/2 bomb | 40 | 65 | Medium |
rainbows +1 | | ? | | Hard | coyotik | Show/hide: Start with 4/2 cannon (close) on left side of main island, 2/1 GG behind it, ice 1/1 on the tiny spawn island, then add 2/3 mortar and spam dartlings up to 15. Up them gradually to 2/1, one to 2/3.
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Purple Day | 2013-07-22 | link | Bloon Circles | boomer 3/2, sniper, ninja, glue, SM, dartling, spactory all 2/2 | 20 | 60 | Medium |
| | x | | Medium | coyotik | Show/hide: Start with 2/1 GG (strong), add 1/1 dartling, add 2/0 bomer (last) - this helps in 27 a lot. Then dartling to 2/1, boomer to 3/0 then 3/2 (handles all leads in late 30s) and just spam 2/1 dartlings
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Switchy Two | 2013-07-23 | link | Switch | tack, ice, GG, ninja 4/2, ace 3/2, SM 2/4, one SMS | 46 | 65 | Hard |
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Dink | 2013-07-24 | link | Monkey Lane | ninja, ice | 20 | 60 | Medium |
yellow are white, black are zebra | | x | Leaks in 27 | Hard | coyotik | Show/hide: I spammed 0/0 ninjas, got 2/0 ice in bottom bend for early leads, another 2/0 ice at spawn later, more ninjas, upping to 4/1, bottom ice to 2/3, 2/3 for 59 and since I didn't have enough cash for last 4/1 upgrade in 60, I upped saboteur to 2/4 and used sabotage just before the BFB popped. Leaked some in 27 only.
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No Limits | 2013-07-25 | link | Archipelago | max 5 total, 1 of each 4/2 DM, sniper, ninja, SM, buccaneer, mortar, dartling | 26 | 65 | Hard |
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Bloonberry Protection | 2013-07-26 | link | Park Path | no camo poppers, four bushes provided | 1 | 55 | Hard |
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Upgrade Deprived | 2013-07-27 | link | Park Path | boomer 1/4, SM 0/4, spactory 4/0 | 40 | 60 | Medium |
| | x | | Medium | coyotik | Show/hide: Boomer 1/4 (strong), 1/3 and 1/3, spactory (to 3/0 ASAP), add two more 1/0 spactories. (Turbo on 40 and 43). Add SM (strong) and one more spactory 1/0. MOAB is not popped too soon, so handled just fine.turbo in 47 makes it easy. Add 3 more 1/3 boomers. Turbo in 49 and then set both SM and the 1/4 boomer to first to avoid regen death. Add second SM (strong), 4 more 1/3 boomers (total 10 boomers, one with turbo, and 2 SMs) Add 1/0 and 2/0 spactories (hitting the same bit of track) and repeat. (A very safe overkill for 59). Spend the rest as you wish, it's more than enough for the BFB anyway.
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The Cup Is Half Full | 2013-07-28 | link | Bloon Circles | 2 of each, buccaneer, ace, farm, spactory, tack, ninjja, ice, glue | 35 | 70 | Hard |
| | x | | Medium | coyotik | Show/hide: 2x 2/1 GG (one strong, one last) before first circle, 1/2 spactory, build 7 0/0 tacks in first circle. One GG to 2/2 during 37. One tack to 2/3, then 2/4 (just in time for the ceras in 40, zap them). Another 1/1 spactory (handles 42), to 1/2. Another bladestorm in 43 is barely NOT needed, but feel free to use it. All remaining tacks to 2/0 then 2/3. 46 handled by brute force - the MOAB is not popped at entrance so the spactories have enough time to produce. Bladestorm in 47 and 49. Second tack to 2/4 after that. From now on just keep adding 1/3 planes in center flying circle path. Bladestorm usage: 50 - 2x, 52: 1x, 53: 1x, 54: 1x, After 3 planes, both spactories to 2/2. Back to adding planes, bladestorms used: 60: 2x (when the BFB is popped), 63: 3x, 64: 1x, 65: 2x (when the BFBs are popped), 68: 2x on the BFB
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Shell Annihilation | 2013-07-29 | link | Lightning Scar | ace, SM, mortar | 40 | 80 | Medium |
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Bogus, Man | 2013-07-30 | link | Rink | 1 of each | 10 | 65 | Hard |
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Six Monkeys of Philosophy | 2013-07-31 | link | Monkey Lane | 1 of each 3/3 sniper, 4/2 ninja, 3/2 super, 3/2 app, 2/4 mortar and 2/4 dartling | 40 | 75 | Hard |
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Extreme Environmentalism | 2013-08-01 | link | Monkey Lane | sniper, ice, app | 20 | 55 | Hard |
| | x | Leaks in 30s | Medium | coyotik | Show/hide: starting with 2/0 ice and two 0/1 apprentices, building them to 2/2, one sniper 1/0 set to strong, apprentice to 2/3, sniper to 2/3, ice to 2/2 and add 0/1 apps (that took care of 46), ice to 2/3 for 49, another ice 3/0 behind it with the cash from 49, and then just spam 0/1 apps.
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Laser Arm Cannons | 2013-08-02 | link | Switch | 2 of each 4/1 bomb, 2/4 SM, 4/2 dartling, boomer, one meerkat | 20 | 65 | Hard |
| | x | Leaks (avoidable) | Medium | coyotik | Show/hide: Dartlings 1/1 and 0/0 behind the right downward path. Up second to 1/1. Add boomer in the upper return loop, set to last, up to 0/2 then 0/3 then 2/3. Add another boomer to 2/3 at the turn of bottom path. Dartlings to 2/1, add 3/1 cannon just above the bottom boomer, and a SM (strong) above that. Up one dartling to 3/1, second 3/1 cannon behind switch. SM to 0/3 then 2/3, dartling to 3/2 for 59 (or use the meerkat of course), cannon behind switch to 4/1 then the other one, add SM (strong) next to the first. And for the end of 65 you can up the bottom boomer to 2/4 and use near end. Rounds to watch out (where I lost lives out of being sloppy/fastforwarding): 53 (with meerkat, it's OK). 63 (deal with bottom path first, but you don't have to completely finish them as you have the boomer and SM helping out - it helps to set SM to first so that it doesn't waste energy on leads when there's a pink army to clear up). Really just a bit of dartling patience is all that's needed.
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Wreck'n'roll | 2013-08-03 | link | Space Truckin' | 3 of each 4/2 DM, 2/4 bomb, spactory | 24 | 65 | Hard |
| | x | | Medium | coyotik | Show/hide: Spactory 1/1, cannon 0/0 (close), add spactory to 1/0. (both on mars) (Cannon to the first of first crossing). Add DM to 3/0 (last) and two more (last). Cannon to 2/0 and add two more, then all to 2/2. (Two DMs facing spawn, one in Canada, cannons near first on Venus). Spactory to 1/2, DM to 4/0 (43) and another, cannons to 2/3, last DM to 4/0. Spactory to 1/2, then add another spactory to 1/3 at Mercury. Spactories to 1/4 amd 3/2, DMs to 4/2. Spike storm in 61. Spikestorm on first rush in 63 and set DMs to first, back to strong for 64 (spike storm again). All cannons to 2/4, use them at the end of 65 and another spikestorm. (Setting them to first would be better, but it was OK anyway). The biggest pitfall to avoid is regen death on 31. Simply put, the spactories are enough to handle 31, so you want the cannon to stay at 0/0 only to thin out round 27 and crack leads. Only AFTER 31 get frag bombs
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Worlds Collide | 2013-08-04 | link | Snake River | max 6 total, DM 4/3, tack 3/0, ninja 4/2, bomb 3/3, SM 3/4 and app 2/4 | 24 | 65 | Hard |
| | x | Leaks (sometimes, small) | Hard | coyotik | Show/hide: Apprentice 2/0 (center), ninja (left 1/1), ninja (center) 1/1, left to 2/1 (31 NLL), everybody to 2/1, cannon 3/2 (left), ninja to 3/1 (before end of 37), to 4/1 (during 39), another to 3/1 (early in 40) then 4/1. SM 0/1 (left) for 46. App to 2/2 (47) then 2/3, SM to 0/2. Leaked a single lousy pink in 49 (had apprentice set to close, maybe that was the problem). SM to 2/2. Set SM and app to strong/first as needed. (to crack MOABs soon so that the cannon has many targets). In 59 set app to first. Sungod during 60 (set everybody to first) - and that's pretty much it. (Added 2/3 cannon and upped apprentice to 2/4 during 65 as there was nothing else to do with the money, but didn't use it.)
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Stay On Track | 2013-08-05 | link | Monkey Lane | max 4 total, GG, spactory, road items, one BDD | 28 | 60 | Hard |
| | x | Selling | Hard | coyotik | Show/hide: 2/1 GG. Use BDD in 30 when the first yellow passes the first tunnel.. This should let you to wipe the pink regens (or most of them) - quickly add spactory in case it doesn't. Use BDD again in 31 ASAP. Add another 2/1 GG, (set both to strong), spactory to 1/0. BDD in 34, spactory to 1/1. BDD in 36 on second rush, spactory to 1/2. Spactory to 2/2, GG to 3/1 (40). Sell GG 2/1, up 3/1 to 3/2 (42). Place second spactory in center, covering ONLY the middle section above first tunnel, to 1/2. BDD 46 and start of 47. Spactory to 1/3, BDD ceras in 49. Spactory to 1/4, use in 53 when all MOABs are on-screen. BDD in 54. Spikestorm in 57, spactory to 4/2, spactory to 2/4, win
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The Hero You Need | 2013-08-06 | link | Snake River | 1 of each, only dartling can be upgraded | 22 | 50 | Easy |
| | x | | Easy | coyotik | Show/hide: Start with 2/1 dartling, add spactory, then add lead poppers and ship at the river joint, then dartling to 3/1, add SM (strong) and everybody else (strong). The only close round was 37, saving for the laser.
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Battle Veterans | 2013-08-07 | link | Archipelago | 4/1 sniper, 1/2 boomer, 0/0 ninja, 2/3 bomb and ice, 2/2 glue and buccanee, 1/3 super and 2/3 app | 10 | 62 | Medium |
| | x | | Easy | coyotik | Show/hide: Buc 0/1 center, sniper (strong), gg 1/0 (strong) to 2/1 (main island), apprentice to 1/1 then 1/2 then 2/2. Cannon 2/0, buc to 1/2, two more 2/0 cannons. One more 1/2 apprentice, GG to 2/2, apprentice to 2/2 then 2/3 (42), cannons to 2/3 and from then on it should be easy peasy, (second app to 2/3 and spam 2/3 cannons on the main island, once you run out of room squeeze more 2/3 apps there). 7 cannons and 4 apps before 59, one more app for 62.
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The Three Mechanics | 2013-08-08 | link | Switch | max 3 total, 1 of each 3/2 boomer, 2/4 sM, 4/2 mortar, 4/2 dartling, ninja, glue | 26 | 65 | Medium |
| | x | Leaks (small) | Medium | coyotik | Show/hide: starting with 2/1 GG and 2/1 dartling, adding 3/2 mortar, dartling to 3/1, selling GG for SM... 63 fairly easy with TBO and a bit of retargetting, 65 brute-forced.
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CheaPb | 2013-08-09 | link | Monkey Lane | the only way to pop lead is upgrades over 2000 | 20 | 65 | Medium |
| | x | | Medium | coyotik | Show/hide: Tack 3/2 in the top return loop, not too close to the left part, spactory at exit. Tack to 4/2 for 28. Add 0/3 DM a bit right from the tack - far enough so that it will NOT reach the inverted U at spawn (the idea is that it will NOT hurt the regens in 31 too early). After 31 feel free to up it to 2/3. Add a village bottom right and surround it with 2/1 dartlings (5), up it to 0/1. I added two more DMs with the remaining cash just to be sure, upped them to 2/3 afterwards. Village to 2/1, then continue dartling spam, stop after round 53. Get a boomer to 4/0 below the tack so that he'll rip all leads on the spawn U. Go back to dartling spam or whatever (3/0 boomers etc)
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No Sharp Turns | 2013-08-10 | link | Lightning Scar | max 5 total, 0/3 bomb, 4/2 ice, 4/2 GG and 1/2 spactory | 30 | 50 | Medium |
| | x | Selling | Medium | coyotik | Show/hide: Two 1/0 spactories, 2/2 ice in left tip, GG to 2/2, placed so that it covers the path split by the bottom of it's reach. Ice to 3/2. Cannon 0/1 (40), spactories 1/2 (42), cannon 0/3, GG to 3/2. For 46, sell spactories for 0/3 cannons. For 47 revert back to spactories (1/1 is enough) and again to cannons for 50, set them to strong
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Igloos Researching | 2013-08-11 | link | Slalom | bomb 4/2, ice 2/4, mortar 2/4 | 20 | 65 | Medium |
| | x | Leaks | Medium | coyotik | Show/hide: Started with 0/2 mortar, to 0/3, added ice 2/0 (and that's NOT a good solution for round 25, leaked a lot there). There were other leaks, but round 31 was not a big one. After getting the mortar to 2/3 and ice to 2/2, added 3 2/0 cannons, then a 3/2, then spammed 2/0 like crazy. For 49 I upped cannon 3/2 to 4/2 and ice to 2/3... added another 2/3 ice and two more 3/0 cannons for 63. One mortar is perfectly OK to handle ALL the camos on this track, it you aim in the middle of the first return path.
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Game Day | 2013-08-12 | link | Mount Magma | dartling 2/2, DM, sniper, ace, SM, spactory | 43 | 75 | Medium |
| | x | Leaks (small, random) | Medium | coyotik | Show/hide: Started with one ace 3/0 (above left exit, infinity path), two 4/0 DMs (at both sides of first exit) and 0/3 DM spam (above). Unfortunately it's not very reliable when it comes to NLL, but somehow with the juggernauts on strong the first round went OK. I lost a single yellow in 46 (upped DMs to 2/3 and spammed more). Then I just kept adding 2/3 DMs around the track and the occasional 4/0 (strong) in second row. Got one SMFC for 60 but probably not needed. Lost 20 more lives on second camo rush in 63 (randomness in timing is irritating. First rush went OK, for second I upgraded one more DM to 4/0 and still leaked)... Used SMFC in 64 and 65 and once in 70s... Just for fun I just kept adding 4/0 DMs seeing how far would I get, and with just one SMFC I finally died in 82 (but mande 79 and 80 without using it, NLL)
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Get Used To It | 2013-08-13 | link | Bloon Circles | tack 4/0, app 0/4, village 4/0, SM, ice | 20 | 65 | Medium |
| | x | | Hard | coyotik | Show/hide: Tack 3/0, sniper to 0/2 then 1/2 (strong, first if needed). Another 3/0 tack, apprentice (close) to 0/1 (before first circle) and another in top left of exit circle. 35: play it slow and switch sniper to first once all rainbows are popped if needed. 37: Sniper to 1/3 before end, then 2/3. Keep adding 3/0 tacks. 42: up the exit apprentice to 0/2 (not the entrance one!). 46: After 8 tacks, add 1/2 and 1/0 snipers. 47: Up the 1/0 to 1/2. Add another 0/2 apprentice in exit circle. Keep an eye on the camos, sometimes a yellow might get past the exit guars. 49: add 2/3 ice in the serpent (bottom left). (Again 2/3 sniper ready to firefight). Add village to the right of ice, then add ice 3/2 next to it, village to 2/0 53: Set the 2/3 sniper to first for this round only. Upgrade remaining snipers to 2/3. 59: Set all snipers to first for this round only. 60: Upgrade apprentice at start to 0/3 (if he's under village) or add another under village), keep spamming 0/1 apprentices. 62: Set snipers to first if any camos make it past the first circle. (That largely depends on whether a MOAB is popped directly in front of the 0/3 apprentice)
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Faulty World Collision | 2013-08-14 | link | Snake River | 1 of each DM 3/2, boomer 2/4, bomb 2/0, SM 2/4, app 2/4 | 25 | 60 | Hard |
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Ability Madness | 2013-08-15 | link | Space Truckin' | 1 of each tack, bomb, ice, glue, buccaneer all 2/4, one SMS | 46 | 65 | Deflation |
| | x | | Hard | coyotik | Show/hide: I do not think that tower placement is super important, I didn't make notes back when I completed this. Bladestorm wedged tight between two paths, same for ice. The only big trouble is round 62, and I wasn't able to do it without selling. Buccaneer on first, freeze when yellow+ camos reach the right edge of screen, once freeze expires, apply glue and resell it. In the mean-time, try to handle MOABs well - first by brute force, second by blade storm, third by takedown, fourth by brute force, fifth by assasin... Anyway the key is to glue pink camos again and use SMS when ALL regens appear. Round 65 is fairly easy - pull the first BFB by buccaneer, pop the second with Assasin and then shred everything with bladestorm
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Stuck on Repeat | 2013-08-16 | link | Switch | | 1 | 65 | Medium |
every three are +1, 0, -1 - blue, pink, lead, ceramic, ZOMG | | x | | Hard | coyotik | Show/hide: Start with two boomers (upper loop (last), left of bottom path first turn (first)) (might need to set the upper one to first if something slips by). Add dartling to 1/1. Upper boomer to 0/3 then 2/3, then lower. apprentice 2/2 between pipes. Add 2/0 GG (strong) next to apprentice, and quickly another during 35 (2/0), both to 2/1, dartling to 2/1. Bottom boomer to 2/4, use at end of 39 (it's tougher than round 40). Add village 1/1 covering GGs, apprentice and bottom boomer, up to 2/2 for 42 Turbo early in 45 (not at the very start). Build 3/2 ice below the village (see picture). Build GZ. Spam 1/3 cannons around the village (all set to strong). You might want to sell the ice to get more - it was the closest of the close calls the way I had it built - I popped the BFBs in the last turn, (using turbo), luckily starting with the last one, and activated GZ when just when the first one popped, barely on-screen. (It will probably help if you place the cannons more on the right side of the village - what you see in the pic is the final look and in round 60 I didn't have those on bottom right of the group, and that was wrong - you need to be able to hammer the BFBs as they loop around)) 65 was much easier (I added more cannons placed better, spent last 2k on 2/x upgrades)). I'm not sure if the 3/2 ice is really that important, too - I gave it only one go. Spamming 1/3 cannons instead would probably be enough even for the toughest cera-rounds and would make the ZOMG rounds easier)
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No Time Left! | 2013-08-17 | link | Clock | boomer, bomb, glue, mortar | 10 | 40 | Apopalypse |
| | x | | Easy | coyotik | Show/hide: Two 2/1 GGs (at 1 o'clock strong, at 2 first). Add boomer above inner circle at 6 o'clock (strong). Add mortar somewhere down, aim a bit outside the second GG reach, to 0/3. (You can switch aim to always hit the point where the bloons change from inner to outer circle, that will maximize their exposure to explosions), but I'd do that only in right half of the clock, otherwise hit them when they're fast. Boomer up to 2/0 . Babysit mortar when camos / regens appear. Boomer to 2/3 (strong). Then set the second GG to strong too. Add three more 2/3 boomers (strong) and one more mortar 0/3, both to 2/3 and aimed for good coverage.
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Spreading Control | 2013-08-18 | link | Drag Strip | tack, spactory, ice, boomer 4/2, bomb 4/2, SM 2/4, one SMS | 30 | 65 | Medium |
| | x | Leaks | Hard | coyotik | Show/hide: Two 2/0 cannons (strong) left of start lights. SM (strong) about 1/4 from left side (He should almost reach left screen edge when upped to 0/2). Spactory on each exit path, both to 1/0. Boomer to 3/0 about 2/3 from left side and another a bit further right. Cannon to 3/1 dead center (strong until 3/x to catch any lucky leaking leads in 38/39, then close), spactories to 1/1. (Cannon's cluster bombs should reach just in front of the spike factories' reach.) 42: spactories to 1/2. 43: SM to 0/1, cannon to 3/2. 46: cannon to 4/2. Another 2/0 cannon behind lights, and a spactory. SM to 1/2 then 2/2 (before 50). Boomers to 3/1 and add ice to 3/0 between them and the 4/2 cannon. In 53 you have to manage SM targetting so that he pops the MOABs ASAP (first, close, strong worked for me). Spactories to 3/2 for 59. Sell front spactory and 1 cannon, SM to 2/3. Up one cannon to 4/2, another to 3/2. SM to first in 64 to pop first MOABs quick, later to close/strong. SMS the end of 65... Leaks are somewhat random - in several attempts doing the same things I would sometimes leak and sometimes not anywhere between rounds 40 and 50. Probably single-pixel differences in placement. |
Go For The Jugular | 2013-08-19 | link | Dockside | 4/2 DM and 4/1 dartling | 35 | 70 | Medium |
| | x | | Medium | coyotik | Show/hide: Start with 2x 1/1 dartling up left, add DM to 4/0 on left pier set to last) (during 37, in time for leads), two more 4/0 DMs there (they'll fit in a row alongside the top of the screen), then spam 0/0 dartlings to get big firepower for 46, then up all of them to 2/1, then just keep adding more, plus one more 4/0 DM for 63 on right pier to get leads out of the way quickly - and round 63 is the only one that I recommend NOT to play on fast forward
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Traffic Control | 2013-08-20 | link | Downstream | 2/4 DM, 4/2 boomer, glue, ice, app, 4/2 bomb, 2/4 ninja | 30 | 65 | Easy |
pink and black +1, zebra -1 | | | | | | |
SABB | 2013-08-21 | link | Rink | only snipers can hurt MOABs | 46 | 64 | Medium |
| | x | | Medium | coyotik | Show/hide: GG 2/2 dead center (strong). Sniper 3/3 (strong), sniper 1/2 (first). 47: sniper to 1/3, add 0/2 sniper (first). GG to 2/3, sniper 1/3 to 2/3 (strong). 52: add 3/0 ice inside left top crossing, a bit lower. 53: sniper to 2/2, set one 2/3 to first (just for this round). Sniper to 2/3, add another 2/2 then to 2/3 (strong). 60: another 2/2 sniper. 62: switch 2/3 snipers to first only when really needed - you have to pop the MOABs quickly. 3 2/3s will just about hold the flow, 4 will push it back - so don't be afraid to let the pinks reach the exit path. Add 2/1 sniper. 64: add 0/0 snipers with all remaining cash. Bit of a close call when you screw up and leave 3 of the 2/3 snipers set to first like I did :))
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Evacuation Protocol | 2013-08-22 | link | Castle | tack, bomb, village, farm, spactory, 4 bushes and a pontoon | 17 | 70 | Medium |
| | x | | Hard | coyotik | Show/hide: Spactory 1/1, tack 3/0 in both bottom turrents, cannon (strong) at the bottom level with castle walls, to 3/0 (set to close) then 3/2. One more 3/0 tack in each bottom turret (placed as close to the outside as possible - that way only a few tacks are wasted). one more 3/0 tack on each side of the spawn cannon. 40: cannon to 3/0 inside castle (right). 42: another 1/1 spactory. 43: cannon to 3/0 inside castle (left). 46: add 2/3 cannon (strong) at spawn, spactory to 1/2. 47: inside cannons to 3/2. 49: add two more cannons to 2/3. 50: left inside cannon to 4/2. 52: village 1/1 covering spactories, right cannon and some spawn cannons, right inside cannon to 4/2. Keep adding 2/3 cannons(strong) up to count of 6. Village to 2/2 for 59. 60: cannon to 2/4, use. It's a good trick to use the ability just after all cannons fired - due to game implementation the BFB is popped immediately when you press the button, and so the rockets already in air will hit the MOABs. 61: another 2/3 cannon (strong). 62: second spactory to 1/2. 63: spawn cannon to 4/2. 3 cash left in my case, but if you have less (accidental regen farming might have happenned), it should be enough to do it ASAP during round. 64: one more 2/3 cannon. 65: pop the first BFB once the 3 MOABs are handled. Should manage the rest without. Spam 2/0 cannons under village above the castle wall. Or alternatively up the village to 2/3 - either way should work for the camo masses in 70.
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Double Double | 2013-08-23 | link | Bloon Circles | 2 of each DM, tack, boomer, GG, farm, one SMS | 32 | 64 | Hard |
| | x | Farming, Leaks | Medium | coyotik | Show/hide: 1/0 farm, 2/2 GG before first circle (close), DM 2/3 (strong), DM 2/2 (first) in crescent, to 2/3. Be sure to make the GG hug the entry way - his close targetting is expected to be applied there. Both DMs to strong. Second 1/0 farm during 35 (small leaks). Boomer to 3/0 (some camo leaks in 37). Add two 3/0 tacks (more leaks). SMS camos in 42, set DMs to strong. Boomer to 4/0 for 46, GG to first. Add another boomer to 3/0. GG to 2/3. Second boomer to 4/0 (end of 50). Add 3/2 GG in the crescent just in case a MOAB gets popped outside the 2/3 GG range. DM to 2/4 for round 60. GG to 4/2 in 64 just because you can.. |
Making Life Easier | 2013-08-24 | link | Castle | max 10 total and 5 of each. Sniper and GG are the only ones who can get upgrades. | 1 | 50 | Easy |
| | x | | Medium | coyotik | Show/hide: 5 snipers, spactory (then all snipers strong), GG (last) at the bottom roughly level with the castle wall, to 2/0 then 2/2, then second spactory. All snipers to 1/0. GG to 2/3 (35), two snipers to 1/2, then one to 1/3 then 2/3, then the other one, and then third one. Add two cannons (close) at spawn, two remaining snipers to 2/1 (49), then one to 2/3 for 50 - and set GG to first.
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Sixteen Towers | 2013-08-25 | link | Switch | max 16 total without SM and road items | 48 | 60 | Medium |
| | x | | Medium | coyotik | Show/hide: If you're not afraid of dartlings, start with village, 3/1 and 1/1 (to 2/1 during 48). village to 0/1, another 1/1 dartling (to 2/1 during 49). In about 3 attempts I managed to NLL round 49 - all you have to do is maximize the laser penetration and not panic. 50: 3/1 to 3/2, then keep spamming 2/1s around the village. 53: just handle the MOABs one by one - it's actually best if you pop them once they turn, because you don't have to chase two groups of bloons then. 54: play it slow. After 56, village to 2/1.
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Monkey in the Middle | 2013-08-26 | link | Dockside | monkeys on left 4/0 and on right 0/4, nonmonkeys opposite | 30 | 65 | Hard |
| | x | | | coyotik | Show/hide: Start with 3/0 boomer on the left pier and two 2/0 GGs set to strong at spawn boat. Add spactory, dartling, cannon (strong) on spawn boat, village on the spawn boan, tack to 0/4 top of right pier (use in 40, 43) and 0/3 mortar for 42 (should catch most camos). Cannon to 0/4, one more tack, boomer 3/0 below the tacks. Pop the MOAB, use bladestorm in 47 soon. Second tack to 0/3. 49: bladestorm 50: Up the right boomer to 4/0, pop the first MOAB, bladestorm the second. 52: Add three 0/3 cannons under village if you can squeeze them there. 53: Add two more 2/0 GGs (strong) on the brown boat. Pop the first MOAB, bladestorm between second and third. 54: abilities as needed/available, village to 2/0. 57: add another 3/0 boomer on the first pier if you manage, bladestorm the first pair, up the second tack, bladestorm the second pair. 60: pop the BFB, one bladestorm just to be sure. 61: bladestorm on the first MOAB, then you can up the second boomer to 4/0. 64: bladestorms, although maybe not needed. 65: up one more cannon to 0/4, pop both BFBs and wipeout with blades. I'm not sure if the dartling is really needed - it was a leftover from my previous attempt that had dartling spam in it :) - maybe a spactory would do about the same job given that the task was originally to weaken camos in 33 and 37.
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The Unpurchasables | 2013-08-27 | link | Clock | max 5 total and 1 of each, only towers that cost more than 650 | 1 | 65 | Medium |
| | x | Leaks (obvious first round) | | coyotik | Show/hide: Nothing special. Leak the first round, get spactory... get dartling... get mortar to 2/2, dartling to 0/1 then 2/1, SM to 2/0 then 2/3, mortar to 4/2, dartling to 3/2.
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Pitcher Perfect | 2013-08-29 | link | Bloon Circles | max 9 total, DM 2/2, boomer 4/2, ninja, SM 0/1, app 2/2 | 1 | 60 | Medium |
| | x | Leaks (random), Selling | | coyotik | Show/hide: Start with app 0/1 (close) on the outside of the first crossing, add DM in the middle of exit circle (will handle up to a green bloon just fine). Add two boomers in the first circle, (strong). Four ninjas in the crescent (two strong, two first, placed rather to the right and bottom), one boomer to 3/0 then 3/2. Ninjas to 2/1, then one to 4/1 and two to 3/1 (during 40). Then one of them to 4/1 and the 2/1 to 3/1 (during 43). (That way, you're maximizing firepower against ceras). Add boomer in center (just behind the crescent), all nenjas to x/2 (you might leak in 46 if you have bad luck with the distractions) Last ninja to 4/2 and remaining boomers to 3/0. One boomer to 4/x, then the second one in the circle. For round 60 sell apprentice, get a saboteur in the crescent, set ninjas to first and sabotage the BFB when it's almost popped. Replace the exit DM with 3/0 boomer. Minor leaks might occur depending on distraction luck.
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Piercing Proliferation Plan | 2013-08-30 | link | Lightning Scar | max 6 total and 3 of each tack, boomer, ninja, ace, SM, app and dartling, all 3/3 | 30 | 65 | Medium |
| | x | | | coyotik | Show/hide: Start with 2/3 boomer in the third arrow set to last, DM in second set to strong, DM in the narrow part of the bottom section. First DM to 0/2 during 31, then 0/3. NLL is a bit tricky there. Up DMs to 2/3 and 2/2 during 32, then to 2/3 the second too. Add dartling and another in bottom part of left section (level with the right horizontal path), both to 1/1 then 2/1. Add SM (strong) next to the boomer, to 1/1 for 46. 47 was a close call (dartlings fired to the right and hoped to catch all camo leaks on the left path... (should have made the SM 1/2 here I guess). SM to 2/2 for 49, then 2/3. Dartlings to 2/3 and 3/1, win
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Still Monkeys | 2013-08-31 | link | Slalom | dartling, boomer, ice, gg, mortar | 15 | 75 | Hard |
| | x | Random leaks (avoidable with dartling start) | Medium | coyotik | Show/hide: If you're good with dartlings, start with one, up to 1/0, then add 3-4 boomers (and skip to where I add the dartling). If you're not good with dartlings, you'll probably lose anything between 0 and 30 lives before round 24 with the following: start with two boomers - first strong above path 3, second first above path 6. Add another (strong) above path 4), another (strong) above path 5. Should be NLL if you get the placements right - each boomer will reach 4 paths. Boomers are roughly forming a line down the middle of the paths. Add dartling at the bottom for camos and emergencies, under the path. First boomer to 2/2 then 2/3. Add another dartling for 33, both to 1/0. Remaining boomers to 3/0. Dartlings to 2/1 and add two more. Then add 2/2 GG next to the bio boomer and 2/3 mortar, and build a 4/0 boomer above path 2. You can up all boomers to x/1 and add arctic wind just for fun, but you will be spamming dartlings to pop MOABs anyway. After 6 dartlings total, GG to 2/3, then add one more dartling or whatever, up them to 3/1 (first during 65) Dartling work is quite minimal (and if you skip the AW, you can get another 4/0 boomer instead...) All in all the hardest part is getting NLL up to round 23)
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Stand Right There | 2013-09-01 | link | Bloon Circles | DM 4/2, tack 4/2, boomer 4/2, ice 2/3, dartling 3/2 and spactory 4/3 | 32 | 72 | Hard |
| | x | Leaks (avoidable) | Hard | coyotik | Show/hide: Tack 3/0 at the top left of first circle, spactory at exit, boomer to 0/2 last just above the first crossing, DM to 0/2 in the crescent just opposite spawn set to last, to 2/2 after round. Add second tack to 3/0 ASAP (very close call in 35). Boomer to 3/2 (babysit it's targetting against the leads in 37 before the upgrade). DM to 4/2. Third 3/0 tack. Add dartlings 1/1 and 1/0 for 42 (camos should be manageable), to 1/1 after round, then 2/1. For 46, add one 1/0 dartling, boomer in the first circle and two more tacks (no upgrades). Dartling to 1/1 in 47, then boomer to 3/0, then 4/0 (before second MOAB in 50). Add two more 3/0 tacks, up the third dartling to 2/1, add one more, then 1/3 spactory at the front and one more 2/0 dartling... to 2/1 after 60, add more up to count of 8, and beef up the exit spactory with leftover cash. I didn't and I lost 24 lives in 65 (well, probably avoidable with better dartling work. Maybe using just 7 dartlings and having a 3/0 boomer at the exit would help too.)
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It's a second trend | 2013-09-02 | link | Archipelago | DM 4/2, sniper, buccaneer, ace, apprentice and village all 2/4 | 20 | 62 | Medium |
| | x | | Hard | coyotik | Show/hide: Sniper 1/1 (strong), buccaneer 0/1 right of downward path in the middle, one more above the three small islands. First buccaneer to 1/2, second to 0/1 then 1/1. Third buccaneer 1/1 just above the main island, to 1/3, set to close DM to 4/0 on the middle of top three tiny islands (set to last, occasionally switch to first as needed), another on the left tip of the bottom banana island set to last/first as needed (it will reach spawn, so in longer rounds don't forget to set to first if bigger groups are passing down). Add apprentice on the northern tip of main island, to 1/3, up the cannon ship to 1/4, pull the MOAB. Add another 1/1 ship near the three small central islands. In 47 set the bottom jug to first as soon as there will be targets coming down - with a bit of luck he'll manage a few shots up the path with maximum efficiency. Build another 0/3 apprentice (strong) next to first. Repeat the juggernaut retargetting in 49. Build third 0/3 apprentice (you should already handle the first MOAB in 50 just fine and pull the second, but it should work the other way round too. Add 1/3 ace on the main island on circle path and one more 1/1 ship in center. 52 should be OK. Pull second MOAB in 53 (the first should pop just fine). Build another apprentice to 0/3. During 54 switch the fire mages to first one the first MOAB is popped, so they help dispatching it's payload, then back to strong. Then just spam 1/1 ships in the central area
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Insane Tricks | 2013-09-03 | link | Snake River | camo and lead popping only with tier 4 | 1 | 60 | Medium |
| | x | | | coyotik | Show/hide: Exteremly tough. Ice at the left upward tip, boomer 4/1 just below it. SM to strong above the narrowest part (first in 42, strong afterwards), GG 1/1 (strong) under it and another. Another SM (strong) next to first. Boomer to 3/1 on the right bank of the left land, just across from the narrowest part. 3/1 ship behind the boomer (strong, switch to first in emergencies as it fires down the exit path well) Another boomer to 4/1 in the narrowest part. Ice to 1/3. Spam SM 0/0 (strong), up one to 0/1 for round 60.
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Can't locate directly | 2013-09-04 | link | Mount Magma | 4 of each, 10 max - ice, dartling, village, mortar, ace, village, farm, spactory | 18 | 65 | Medium |
| | x | | | coyotik | Show/hide: Since bloonberry bushes count as towers against the limit, ignore them. Place two dartlings in the left section, then build mortar to 0/2, then place two more dartlings, up all to 0/1, mortar to 3/2. Then build four 1/3 aces below and above, using BDD on 40, 43 if you want, definitely on 46. If you start 47 quickly by keyboard, you should clear ceras in 47 as well, not that you would have any problems with them anyway. Upgrade dartlings to 2/1 one by one, using BDD on the first MOAB in 50 (for the second you'll have one more dartling upgraded), then in 53. 54 can be handled with a bit of patience and aiming. Up the mortar to 4/2, one dartling to 2/2 just in case the pineapples wouldn't hold 59. BDD in 60, up dartlings to 3/x. BDD end of 65.
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Icy Cold War | 2013-09-05 | link | Rink | max 6 total ice, tack, spactory | 25 | 65 | Medium |
| | x | | | coyotik | Show/hide: ice 2/0 at third crossing, inside, spactory. Add tack second crossing outside, to 3/0. Spactory to 1/1, ice to 2/2, spactory to 1/2, add tack second crossing inside to 2/4 and third 2/3 second crossing top left. bladestorm in 40, add spactory to 1/1 second crossing bottom right, bladestorm in 43, second spactory to 1/3, bladestorm in 47, exit spactory to 3/2, second tack to 2/4, bladestorm on ceras AND regens in 49, ice to 2/3. Use bladestorms at will in 50s, you'll be able to up spactory to 4/2 during 54. Bladestorm in 56 on the regens for sure. Spactory to 2/3 for 59, to 2/4 for 61, feel free to upgrade the rest as you wish and throw abilities around, it's almost impossible to lose anyway. (used all abilities in 61 just to prevent unlucky regen death, and spikestorm at end of 62 for the same reason.
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Use the Machines | 2013-09-06 | link | Switch | max 10 total, 2/4 boomer, sniper, GG, ace, buccaneer, mortar, dartling, 2/4 SM, one portable lake | 18 | 80 | Medium |
| | x | | | coyotik | Show/hide: buccaneer (last) just behind the switch, 1/1 dartling to 2/1 (behind the downward path on the right side), boomer to 0/3 then 2/3 (last) in the upper loop to deal with leads. (round 28 is about the hardest for dartling being split-path) Buccaneer to 3/2 (set to strong), add another 3/1 (first). Add 2/1 GG (strong) just under the spawn pipe close to switch and 3 2/1 dartlings, enough for 46. GG to 2/2, add SM 0/2 then 2/2 (strong) just above and behind the switch. GG to 2/3 for 55. dartling to 2/2 then 2/3. Round 60 is a bit demaning, but if you choose to upgrade SM to 2/3 first, you'll be about 420 cash short for rocketeer for round 63. So, start 63 with SM selected (set to first!) and upgrade from keyboard during round. Give camo detection to the second destroyer for 70 just as a safety factor. A bit of a close call during 74, get BADS afterwards. Use the ability during 77 once the BFBs and some of the MOABs are broken, it'll make a quick work of the rest. If you start the round with one 2/1 dartling selected, up it via keyboard during the round. Use the rockets again on the camo cera rush in 78, it'll get completely wiped out. Then just up the dartlings to 3/1 and win.
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Unlucky Combination | 2013-09-07 | link | Space Truckin' | DM 4/2, GG 4/2, sniper 2/4 | 40 | 76 | Medium |
rainbow +1 | | x | | Hard | coyotik | Show/hide: Two 2/1 GGs (last at first crossing, strong mid-Venus), three 4/0 DMs near north pole (two last, one first), sniper 1/0 on the moon, to 1/2. Add two 3/0 DMs during 41 on venus below Mercury - should be able to shoot last up the spawn lane and first up the earth path. Set to last after 41, up one to 4/0 ASAP in 42. Up sniper to 2/2. During 45, up sniper to 2/3 and set it and juggernauts to first once the cera stream switches to pink Up the last DM to 4/0 too, then the GG at crossing to 2/2 (set to close). Then add 5 more 2/3 snipers (strong), second GG to 2/2 after 60. And after that, spend all cash on 0/2 DM (strong) spam on Mercury and then Venus, because now your worry is how to pop multiple MOABs quickly, up to round 68. Add a bit more camo firepower then - 4/0 and 2x 3/0 DM on Venus did the job for round 70, then go back to 0/2 DM spam and when you run out of space on Venus, up the 3/0 DMs to 4/0. That was before round 74 - just add more 4/0s on earth anywhere. Round 76 was still a bit intense.
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Vanilla | 2013-09-08 | link | Clock | max 8 total, 3 of each ninja, ace, dartling, spactory, dm, tack, sniper, boomer | 15 | 65 | Hard |
| | x | Selling, small random leaks | Hard | coyotik | Show/hide: Boomer to 0/3 then 2/3 just a bit left under XII. nijna to 3/1 above it, ace to 0/2 then 3/2 (inside between X and XI). Boomer to 2/4, use in 40, ninja to 4/1, use boomer in 43 again. Add second ninja 4/1 and 3 snipers (strong) for 46. Mostly it should be NLL but I've sometimes leaked a bit in 39 or 46 Sell everything except ace, up it to spectre and get dartlings to 2/1 then 3/1 to crack open MOABs and safeguard the exit for spectre fail targetting
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Icing on the cake | 2013-09-09 | link | Rink | ice 2/2 is the only lead/frozen popper | 25 | 65 | Medium |
| | x | | | coyotik | Show/hide: Start with 1/1 dartling. Add ice on the inside of third crossing, for 27, up to 2/0 during round. Add plain spactory, be careful in 31 to either avoid regens or hit them hard. Add buccaneer to 1/1 (last), dartling to 2/1, buccaneer to 3/1, spactory to 1/2. Add another spactory to 1/3 on the bottom right side of second crossing, ice 2/2 on the outside of third crossing and up the other to 2/2 too. Two more buccaneers to 3/1. Village 2/2 covering the MOAB spactory and one ice - and two 2/4 tacks above the second crossing on either side. Add a few more 2/1 dartlings. For 63, add two more 2/2 ices near spawn to get leads out of the way - and it turns out that the bladestorms are not really needed. (Spending the same cash on one more 1/3 spactory would do a better task). But still no worries and nothing significant reaching the end spactory.
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Weapons Testing | 2013-09-10 | link | Death Valley | 2/2 DM, 2/4 dartling, mortar, bomb | 1 | 50 | Easy |
| | x | | | coyotik | Show/hide: Start with 3 DMs - one on each path set to strong, one on the cliff between paths catching leaks. Add three plain dartlings in top right corner, then a 2/0 cannon (strong) on each path (very close to start on the bottom one), then 5 more (one left, 4 around the cliff between paths. Dartlings to 1/1 during 37, then to 2/1. Up one cannon in center to 4/2. One to 2/4 (use in 46), another to 4/2. careful with dartlings esp. in 47. Up three cannons to 3/1 before and early in 49, the last one to 2/4 during 50. If the second MOAB takes the longer path, it's a bit easier as you can wait with the ability until all the previous ceras are popped. On the other hand if it goes lower, it'll get under fire from two 4/2 and several 2/3 cannons too, so it should work just as well.
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Toxicity | 2013-09-11 | link | Switch | 4/2 GG, 3/3 bomb and tack, 1/1 spactory | 1 | 60 | Medium |
| | x | | | coyotik | Show/hide: Start with tack left up from switch, in the middle of the loop, should NLL first two rounds. Then add a tack in the bottom right loop, then another between pipes. Various order of placement/upgrading to 3/0 will lead to reasonable levels of success :), experiment a bit. I updated first to 1/0, second to 3/0 (during green rush round 10), first to 3/0 and then third to 3/0. Pixel differences in placement will matter too. Had 66 lives left after round 18. See forum for better alternatives. Add 2/0 GG to the left of the leftmost tack, then another (and then set one to last, one to strong.) Add a spactory on each path, bottom first. Round 35 depends on your glues catching rainbows before the tack hits them. Once it was NLL and in another attempt I lost 50 lives. It helps to position the glues just above the left upward path and the third tack a bit to the right between the pipes. Add a village - should cover both GGs and two tacks, up to 0/1 ASAP (and set the GG from first to strong), then to 0/2. Add 2x 2/2 cannons (strong) near the village, one GG 2/2 to the right of it, near switch, and two 3/2 cannons under it, one just reaching the exit bend and one hugging the bottom path from the switch. (The glue is needed to ensure that any and all bblacks and zebras that would be lucky enough to escape the tacks in the bottom right corner will be reduced to something the two 3/2 cannons can wipe out. Up the 2/2 cannons to 2/3, add one more (strong) and a 2/0. Then just spam 2/3 maulers (strong), although it doesn't hurt to upgrade the bottom spactory to 1/1 in time for round 60 (and village to 1/2 somewhere in 50 or so).
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Isolated Whirlwind | 2013-09-12 | link | Bloon Circles | 5 of each 4/2 boomer, ninja, 2/2 ice, 3/2 apprentice and 2/1 farms | 25 | 65 | Medium |
| | x | Selling | | coyotik | Show/hide: Start with 3/1 boomer and 1/1 ice in the first circle. Up ice to 2/2, boomer to 3/2. Sometimes up to 8 lives lost in 26. Add apprentice to 1/1 then 1/2 in the crescent (strong) and ninja in the exit circle. Sometimes a small leak in 33, probably depends on exact apprentice placement. Apprentice to 1/2 then 2/2, then add 4 ninjas in the crescent, upgrading them to 3/1, then 4/1. Ice should catch the ceramics from the MOAB just fine. Up the remaining two ninjas to 4/1 then all to 4/2 during 49, with a bit of luck NLL there. Sell ice, relocate exit ninja to the crescent and up to 4/2 too, add another 3/0 boomer where the ice was and three 1/1 apprentices in the crescent if you can squeeze them there. One boomer to 4/x. For 60, add two 3/0 boomers in exit circle and 1/2 ice in the top left part of it. Then add remaining ices 2/2 and boomer 3/1 there, and up some apps to 2/1 during 65. The worst part is popping all MOABs in 65 soon enough. I've left all ninjas to first - and only one MOAB wasn't killed in the first circle, but it was luckily so badly damaged that the ricochets from the exit guards killed quickly enough. It certainly wouldn't hurt to sell the 4/2 boomer as soon as it has no work and upping one of the exit boomers to 4/x.
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All A's | 2013-09-13 | link | Archipelago | 2 of each ace and apprentice | 1 | 30 | Apopalypse |
| | x | Leaks (possibly avoidable) | Easy | coyotik | Show/hide: start with apprentice 2/1 (strong), add another (first), then ace to 2/1 and that should lead to win. Leaked about 15 lives, most likely avoidable by micromanaging targetting of the apprentice. Alternatively you could try selling the apprentices just when you will have enough cash for 3/0 ace (and hope that you will get no leads before you can get an apprentice back
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Complimentary | 2013-09-14 | link | Lightning Scar | DM, boomer, glue, spactory, all 2/4 | 26 | 65 | Medium |
blue and yellow are white, green are black | | x | | | coyotik | Show/hide: Start with two boomers 2/3 and 0/3 to 2/3. The one on left set to first and the one on right set to last unless needed on first. Spactory on each path(left first, right second during 27 ASAP, you might need to tweak the boomer there for NLL). Spactories to 1/0, add 4x 2/3 DM (strong), boomer to 2/4, 6 more 2/3 DMs (using turbo in 40 and 43, although not really needed. Add 2/2 GG, spactories to 1/1. Use turbo in 46 when the MOAB is almost popped, it'll carry on to ceras in 47 well. Add 1/3 spactory up front during 49 and turbo on ceras. First MOAB in 50 is easily handled, turbo on second ASAP. Turbo again in 52 (will recharge just in time) - and you can start upping the DMs to SMFC. The power of the spactory is shown in 53, the MOABs with pink camos are poppped by it alone or almost alone. Turbo in 54, two SMFCs in 55, one in 57 (if used a bit later it will handle both MOAB pairs). All spactories to 2/x - that should be enough for 59, but feel free to use the turbo. Third SMFC, use freely. GG to 2/3, use turbo and SMFC in 63. Add second turbo and up exit spactories to 1/2 for 65, one SMFC when ceramics arrive and then unleash everything on MOABs and BFBs
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Deep Zebra Sea | 2013-09-15 | link | Archipelago | cannon, ice, mortar, GG 1/4, village, farm | 1 | 40 | Hard |
all below lead are lead, lead are zebra | | x | Farming, Selling | Easy | coyotik | Show/hide: You need a x/3 village by round 26. So, start with 2/0 ice in first bend and build three farms 1/0, up them to 2/0. Before 26, sell the one on the main island, up the village and add a 1/1 GG and up the ice to 2/2. Then get a mortar, but aim it further down the track, just to have a flexible option of catching anything that would somehow make it past the ice. Then add another GG 1/1, another ice 2/2, up one to 3/2, win
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Initiation | 2013-09-16 | link | Rink | 9 DMs | 50 | 65 | Medium |
| | x | | | coyotik | Show/hide: Get two 4/0 juggernauts (I placed one bottom left of first crossing set to first, another top left of second crossing set to last, so they would fire more or less along the vertical path, but would be able to reach the left vertical too) and 2x 2/4 and 5x 2/3 DM, setting two to strong. First SMFC used on third wave in 55, then whenever you see fit. (You'll very soon get cash for third upgrade, which still doesn't allow end-to-end activations, but almost... when you get the fourth upgrade, it's piece of cake, just don't play on FF in the last three rounds where you really cannot afford long delays between activations.
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Aerodynamics | 2013-09-17 | link | Snake River | max 5 total DM 2/3, boomer 2/4, ace, app 4/2, ninja 4/2 | 10 | 65 | Medium |
| | x | Selling | | coyotik | Show/hide: Boomer above the narrowest part (last). Ninja on right side of left upward (first). App below boomer (strong) to 0/1. After round 17, sell the ninja and up boomer to 0/3 (set to first) then 2/3, get ninja back, app to 2/2. Ace in the middle of left upward, to 3/2. Boomer to 2/4, use in 40 and 43. Add 4/2 ninja strong, up the first one to 4/1 too. Use turbo when the MOAB (or contents) reaches it on the way up and quickly start round 47. Another turbo in 49 on ceras. Turbo on first MOAB in 50, then sell ninjas and get spectre. Get ace 2/4, feel free to drop the apprentice and replace it again with either ninjas or 2/4 boomers to help cracking MOABs. GZ round 64 and 65 when BFBs break.
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Reload | 2013-09-19 | link | Lightning Scar | DM 4/2, mortar 4/2, bomb 2/4 | 15 | 65 | Hard |
| | x | Leaks (small) | Medium | coyotik | Show/hide: Start with a 0/2 mortar and add 4 DMs (one facing spawn set to last, two set to strong, one to first, all in left arrow). Then add a 2/0 cannon set to close, and another, up mortar to 2/2 then 2/3, up the (last) DM to 3/0, then add 4 more cannons 2/0 (all are in right arrows), up the DM to 4/0, remaining to 3/0, then up cannons to 2/3 as you can (4 for 46). Up remaining DMs to 4/0, add 3 more 2/3 cannons (9 total) Add 3/1 mortar, up one cannon to 2/4 and use in 60, up mortar to 4/1, add another DM to 4/0 during 63. For 65, set cannonst to first, up one more to 2/4 but pop the BFBs individually
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Magical Factory of Doom | 2013-09-19 | link | Switch | 1 of each spactory, app, dartling 4/2 and SM 2/4 | 10 | 60 | Medium |
| | x | | | coyotik | Show/hide: Start with 1/1 dartling at the right side of the screen, behind the bend down. Then add spactory on the bottom path so that you don't have to chase small leaks there. Dartling to 2/1, then apprentice to 2/2 (strong) between pipes. Dartling to 3/1 early in 38. SM (strong) behind switch to 0/2. Be careful in 43. Apprentice to 2/3, then SM to 2/2 then 2/3, spactory to 3/2, win.
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Staying the same | 2013-09-20 | link | Snake River | max 8 total of boomer 2/4, SM 0/2, village 2/4, farm 2/2 | 1 | 50 | Medium |
| | x | | | coyotik | Show/hide: Start with 5 boomers (two above the narrowest part, one strong one last, three across the water on the left (first)). Up the (last) one to 0/3 then 2/3. Add village above the central boomers, to 0/2. It should cover 1-2 boomers on the left too - up one of them to 2/3, ideally the one that reaches the downward path the most. Up the first 2/3 to 2/4, then village to 2/2. Use turbo in 40 and 43, add two SM (strong) above the village to 0/1, win. (upgrading remaining boomers to 2/3)
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Accumulated Strike | 2013-09-21 | link | Clock | The more bloons a tower can pop without upgrades, the more upgrades it has | 32 | 65 | Medium |
| | x | Leaks | Medium | coyotik | Show/hide: A leaky solution starts with 3/0 ace flying horizontal near bottom of the screen, cannon (first) at XII, cannon to 3/2, 2/3 mortar, add 3 2/2 cannons between XII and I. Up them to 2/3, you should have cash for 1/3 for round 46. A bit of mortar help should help you to minimize leaks Up 3/2 cannon to 4/2, add maulers 2/3 (strong) up to count of 8 between XII and II, and another 3/2 cannon at II, up to 4/2, then go back to mauler spam (this time between XI and XII, those will be set to first. After 60, build another 2/3 mortar to have easy time in 62, another 3/2 cannon (last) at XI early in 63
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Super Magic Rifle | 2013-09-22 | link | Park Path | SM, sniper, app, all 3/3 | 22 | 65 | Medium |
| | x | | Hard | coyotik | Show/hide: The trickiest part is the early rounds. Start with a 2/0 apprentice (first) to the left from the central pond, between two inner lanes, so that it reaches all three. Add a sniper (strong) that you might often use for safekeeping. App to 2/2, sniper to 1/1, then add another app to 2/2. Sniper to 2/2 then 2/3 Upgrade both apps to 2/3, then add SM to 3/0 then 3/2 (mostly set to strong, but definitely to first in 65)
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The One Where Everything Multiplies | 2013-09-23 | link | Lightning Scar | upgrades that multiply popping power | 26 | 60 | Medium |
| | x | | | coyotik | Show/hide: Start with 3 3/0 tacks in the arrows, add mortar to 2/0, spactory on each path, two more 3/0 tacks. Ace on infinity at the top of the bottom section to 0/3, build two 3/0 ninjas on either side of it. Add 6 0/3 DMs (strong) near the top arrow, one more 3/0 ninja, then just spam 0/3 aces near the track, ensuring that they provide good coverage. After 6, add 3 more 0/2 aces. After 59, spam snipers 1/0 (strong) with the remaining cash.
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Los Mismos Tres | 2013-09-24 | link | Archipelago | 3/0 sniper, SMs and farms, 0/3 DMs and bombs, 3 meerkats | 25 | 75 | Medium |
| | x | Selling, Farming | | coyotik | Show/hide: Start with a farm, two 1/0 snipers (strong and last, but in 26 you want them to help with the pink threat even when zebras appear) in the central small islands under meerkat, three DMs on treasure island (left side) and one on the bottom banana island. Add two cannons on either side of main island (close). Farm to 1/0. Add two more 1/0 snipers (strong). For 32, add three DM (strong) on main island between cannons. Add second farm to 1/0, then up all DMs to 0/3 gradually and add two more on treasure island.. (Should be a total of 9). Farms to 2/0. SM on right center of main island for round 43. (strong, switch to first roughly in the middle of the ceras). SM to 1/0, spend remaining money on plain cannons (close) under meerkats for 46 (total 4 on main, 1 in center) leaving a good space for another SM on main island. One farm to 3/0, SM to 2/0 for 49, other farm to 3/0, another SM on main island to 2/0 (strong, the other then can stay first). Cannons on main island to 0/3 and set to strong. (Should have 4 there). First SM to sungod after round 60 starts, second before 63 (sell both farms and the lone 0/0 cannon in the middle, or just about anything there), set both sungods to first, then just add some maulers.
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Fun Fair Boat | 2013-09-25 | link | Dockside | max 5 total, DM, sniper, tack 4/2, boomer 4/2, village 4/2, ice 2/4, glue 2/4, SM 2/2 | 25 | 65 | Medium |
black to zebra are rainbows | | x | Selling | | coyotik | Show/hide: Start with 2/0 ice in the middle of right pier, two 2/1 GGs on the right side of the brown boat (one strong one first). Add 3/0 boomer on the exit pier. Your ice should cover the pier well enought that from pinks in 26 and yellows in 27, only single bloons will escape freezing (and get caught by the left GG that covers both piers about equally). 32: sell right GG, up left GG to 2/2. Ideally a village should have enough room on the right side of the brown boat. 33: Get 1/2 sniper (strong) 34: get village 0/1, up to 2/1 then 2/2 during 37. (A single zebra escaped glue but got handled by sniper and boomer. 39: GG to 2/3. 40: ice to 2/3. Village to 3/2 ASAP. 46: sell boomer, sniper and GG, get village to 4/2, immediately get GG back, to 2/3, set village to strong.Get SM (should fit on the brown boat) to 2/0 then 2/2 (strong), another on the left pier as high as possible but still under village (first). Get ice and glue ability as safety measures.
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The Only Exception | 2013-09-26 | link | Dockside | 1 of each, only SM can pop lead, one BDD | 1 | 65 | Easy |
| | x | | | coyotik | Show/hide: Start with a spactory, add boomer to 3/0 on the tip of the big boat set to last. Add a village at the bottom of left pier (you shouldn't have any trouble getting there, but you have the BDD just in case). Add 1/2 ice above the village, up the village to 1/0 and add a sniper next to ice just to make it quicker when something gets caught by the ice outside boomer range. Add a ship to 3/2 in the left bay (just within village reach), village to 2/0 will ensure that leads are stopped. Add SM to 2/0 then 3/0 then 3/2, village to 2/2, win.
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No Service | 2013-09-27 | link | Lightning Scar | max 6 total and 2 of each, 4/3 DM, 3/3 sniper, 3/3 ice, 2/4 mortar and 2/4 dartling | 20 | 60 | Medium |
| | x | Leaks | | coyotik | Show/hide: Starting with a 2/0 ice and dartling to 1/1 is not easy but can be managed with minimal leaks - place the ice in left arrow and the dartling level with it close to screen edge. That way, the dartling will be able to fire at incoming bloons before they get frozen (to open whites/zebras) while also somewhat able to catch leaks. Add 0/2 mortar aiming into the first arrow, second dartling to 1/1 in bottom left corner, mortar to 2/2, dartlings to 2/1. Up ice to 2/3, dartlings to 2/2, add 3/1 snipers. Shift mortar to aim at the ice or even slightly below, then dartlings to 2/3 and mortar to 2/4. In round 60, you have to use the ability immediately AFTER the BFB is popped, as BFB is immune to it's stunning effect and MOABs aren't, but the stun is given out on ability activation only. Difficult rounds are the early whites, 37-39 with lead/zebra overlaps (if you manage to pop the zebras with the left dartling, it's much easier), 53 (focusing fire on MOABs) and 54 (with a bit of ice shard luck from the underlying ceras, it's quite easy, but it's not very predictable).
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A Sticky situation | 2013-09-28 | link | Clock | sniper 3/3, GG 2/4, spactory 1/4, farm 3/0, 1 SMS | 15 | 65 | Medium |
| | x | Selling, Farming, Leaks | Extreme | coyotik | Show/hide: Two 2/0 GGs (one last, one first), spactory. Farm, to 1/0. One GG to 2/1, leak the camo in 24, sell the other GG and to up the first to 2/2 ASAP in 25 (another small leak might happen there), something will slip by in 27 as well. Farm to 2/0. Sniper (strong) to 1/0 during 29. Letting 33 leak a bit allows you to up GG to 2/3 for 34. Add another farm to 2/0 and 1/0, sniper to 1/2 before end of 37. Sniper to first once regens in 38 are ahead, back to strong. Another 1/0 farm, sniper to 1/3 for 40. Farms to 2/0, sniper to 2/3, then spactory to 1/3 directly under XII (ASAP during 43), it should just about reach the top side of the outer rim so it's spikes won't spread. Two 1/1 snipers (first) for 46, up both to 2/1 then 2/3 (strong), another 2/1 (strong). Spactory to 1/4, use in 52, 54 and 57 definitely, adding more 2/3 snipers (strong). For 61 set 3 snipers to last, you should have 4 more on strong and cash for exit spactory to become 1/1. spikestorm should see you clear. For 63, get another 2/3 GG (last) close to XII and exit spactory to 1/0. Use spikestorm on the first rush just in case. For 64, sell one GG and up another to 2/4. Spikestorm when last two moabs are near the outer rim, glue strike when all moabs pop. For 65, get another spactory at the exit, sell all farms near round end and just use spike storm, sell, up another, sell, up another. Even that brute force approach requires a bit of good timing, though. |
Call it a Storm | 2013-09-29 | link | Archipelago | ninja, boomer, village, one pontoon | 11 | 65 | Medium |
low +/-1 to be red/yellow/black, cera and rainbows are leads. | | x | | Medium | coyotik | Show/hide: ninja 2/1 (strong) on the northern tip of main island, ninja on the bottom of three small central islands. First to 3/1. Boomer to the left of first ninja, to 0/3 then 2/3 Save for village on the main island, then put another ninja there to 3/1, then both to 4/1. Village to 0/2 for 42, Boomer to 2/4 and two 1/0 ninjas for 46, use turbo once the MOAB gets in range on the way down Up one to 4/1, one to 3/1 and add one more 2/0 for 50, up all to 4/1, use turbo in 52 if needed (I didn't and leaked a bit there, later rounds were OK). Village to 2/2. Up the central ninja to 2/1 and use turbo again in 60 when stuff goes down. In 65 use the remaining cash to get a few distraction upgrades but probably not needed.
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Douse Em | 2013-09-30 | link | Snake River | 4/2 buccaneers, 3/3 farms and 2/1 GGs, one SMS | 28 | 60 | Hard |
| | x | Leaks (round 60), Selling | | coyotik | Show/hide: 2/1 GG on the narrow section under left spawn, another on the tip of the right land near river joint. 2/2 ship in the left middle bay, then add 0/0 ships - 3 in the left up bay, 3 in right spawn bay, 2 at river joint. 1 more 2/0 GG above the narrow central part, up one of the ships at river joint to 0/2 for end of 37, another 2/0 GG next to the last (both set to strong). 2/2 ship to 3/2, 0/2 ship to 3/2, then ships in left bay to 3/1 and 3/0 (46) - even if the MOAB starts right, they handle it. Then up all ships to 3/1 (continuing from left to right). Then set the 2 at river joint and 3 on the right to strong. And just keep adding more. SMS in 59, up to that point without leaks and in 60 I almost died. Perhaps it would help to sell ships from river joint and right spawn once the BFB/MOABs get out of their range and upgrade one on the left to 4/1 with the money. (it's exactly enough - 5x3263 is slightly more than 16200, so you can spend all the rest on extra ships in the bottom bay).
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First is the worst | 2013-10-01 | link | Switch | DM 4/2, sniper, bomb, GG 4/2, app 3/2, SM 1/2 | 30 | 60 | Medium |
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Roleplay | 2013-10-02 | link | Slalom | 2 of each boomer, ninja, buccaneer, apprentice all 4/2 | 10 | 65 | Hard |
| | x | | | coyotik | Show/hide: Start with ninja (strong) above second right under red flag, boomer above third right under red flag. Add buccaneer to 1/1 (last). Boomer to 3/0 early in 27. Apprentice 1/1 next to ninja (strong). Buccaneer to 2/2, apprentice to 2/2. Ninja to 4/1, add another below the first. Ship to 3/2, another 2/1 and apprentice 1/1 for 46. Boomer at first blue flag to 4/0. Second buccaneer to 4/2 (set to first, leave the one closer to spawn set to strong as 3/2), apprentices to 3/2 with remaining cash, win.
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Invested | 2013-10-03 | link | Castle | max 8 towers, no abilities | 50 | 76 | Medium |
| | x | | | coyotik | Show/hide: village 2/1, spactory placed very carefully so that ALL it's mines land almost in one spot, ice 3/2 smack under the exit. Add SM (strong) to 0/2 then 2/2. Set to first only for 61 as you don't want the regens to multiply too much. For 63 add two more 2/3 ices, one on each side of the 3/2 ice. Add 1/3 spactory on the rigth side under village just to help popping MOABs. Village to 2/2 for 70, SM to 2/3, ice to 4/2.
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Collectors Edition | 2013-10-04 | link | Park Path | 0/3 apps, 0/2 boomers, 0/2 aces and 0/3 buccaneers, 1 turtle | 25 | 60 | Hard |
| | x | | | coyotik | Show/hide: 0/1 and 0/0 bucs in the left side of the pool will manage round 25 (I had 0/1 on strong most of the round, first towards the end). Up 0/0 to 0/1 too.For 28 add apprentice above the upper U bend (0/1, strong). Third 0/1 ship, then up two to 0/2 and keep spamming 0/1s. 5 in the middle and 1 to the right, then up one two more to 0/2, add one more 0/1 apprentice next to first (strong). 4 more 0/1 ships in the brook under spawn path, two more to the right of it. Add 6 0/1 aces (3 between paths in the middle, 3 to the right a bit. And then fill the inner section with 0/1 apps. Up a few to 0/2 (the two in outer section) for 59.:
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A lot of 3s | 2013-10-05 | link | Monkey Lane | 3 of each tack, glue, ace, mortar, spactory, ice - all 3/3 | 3 | 75 | Medium |
| | x | Selling | Medium | coyotik | Show/hide: Start with two tacks in U bends anywhere. If you can NLL the first round and most of the second, towards end of the round just sell the two tacks and get a spactory. Then get a tack back in the start inverted U, to 3/0. GG (last) just above the first vertical path, to 2/0 then 2/2, then mortar to 2/2 then 2/3 firing roughly over the tack. Two more 3/0 tacks next to first, 3/0 ace, spactory 1/3 smack in the middle (should cover both verticals only, two more aces (3/0 and 3/2), GG to 2/3. 3/2 ice in the right U turn as a final solution,. one more 1/3 spactory in the middle (almost above the long downward path). GG to 2/3, exit spactory to 3/2 Two 2/3 ices - in firts bend and in left bottom bend. There they stop few darts. Two 3/1 mortars. Another 2/3 GG near the right ice and another next to second tunnel exit. Only in round 75 the exit spactory had some work as two MOABs made it past the ice.
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Flashback | 2013-10-06 | link | Dockside | 3 of each sniper 2/4, bomb 4/2, ace, 2/4 mortar | 1 | 50 | Medium |
green is black, pink is white and rainbow is zebra | | x | Leaks, Selling | Hard | coyotik | Show/hide: Start with 0/2 mortar, add three snipers (strong, last, close). on the big boat. Don't worry about small leaks, they're practically impossible to avoid. Round 9 will leak significantly. Add ace to 2/0 circle path in bottom left corner. During round 18 you should reach 1360 cash which is the point at which you can drop snipers and up ace to 3/0 Mortar to 2/2, add another ace on brown boat, circle, to 1/3, and a 3/0 on the tip of big boat. Sniper 2/3 (strong), cannons 2/0 on right pier. One to 4/2. Two more 2/1 snipers (strong) for 50
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Time Quota | 2013-10-07 | link | Clock | 2 of each, 1 turtle, lake and beekeeper. Banned ice, glue, farm, mortar, road items and upgrades that in any way impede bloons | 20 | 60 | Hard |
| | x | | Hard | coyotik | Show/hide: Start with ninja below XII and ship to 0/1 (last in early rounds, strong from 28 onwards) (pool just inside the inner circle under XII). Turtle placed to the left of XII and beekeeper at I. Boomer just below XII to 0/3 (ASAP during 31) then 2/3, ship to 0/2 then 1/2. Add second ship 1/2. Village covering everything, to 0/1 then 2/1 Both ships to 3/2. Two 0/3 cannons for 46. Then add 3/0 boomer below village (as far bottom right as possible), 1/3 ace (circle path). Ninja to 4/1 and another. Two 2/4 tacks on the inside track about below 1. Village to 2/2 for 59. Cannon to 2/4 for 60, use immediately. SM at left edge of village reach (almost below XI). Storms in 63 and one in 64.SM to 1/2. Assasin and two storms in 65 just to be sure. SM to 2/2, double storm in 71 and 73, SM to 2/3. Assassin on BFB in 75.. Two 4/0 DMs at left top reach of village, two 0/1 apps near village for 76. Use all abilities in 77. 78: Two dartlings 2/1, bladestorms in first rush, apps to 1/2 during round, then use moab assasin on the second rush as it's got a nice explosion.
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Switch It Down | 2013-10-08 | link | Switch | SM, mortar and dartlign all 2/2, 3 SMS provided | 1 | 65 | Medium |
| | x | Selling | Medium | coyotik | Show/hide: Mortar for first three rounds (in round 3, aim near spawn and try to first catch all blues). Sell, replace with dartling, to 0/1, placed behind the right downward path. Two more 0/1 dartlings, then mortar to 0/2 then 2/2 aiming at spawn, five more 0/1 dartlings. Then (round 40) start upgrading them all to 2/1. And then just keep adding more and more, upping just one to 2/2 for round 59. Triple SMS in 63, and just try to not pop the BFBs in 65 too soon and at the same time. (Having lots of dartlings placed towards the bottom allows you to aim for the top right point of first BFB and their darts will not hit the second. Just a few seconds difference in pop time is enough.
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Beekeeper River | 2013-10-09 | link | Snake River | 2/4 GG, 4/2 buccaneer, 2/0 farm, 2 beekeepers | 13 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: Both agents above the narrowest part, set to first. GG 2/1 (strong) next to them. Buccaneer to 0/2 in left middle bay, 3x 0/1 in the top left bay. GG to 2/2 during 35, and set to close. Another buccaneer at river joint, to 0/2, and give the camo upgrade to one of the left ones. Then up all ships to 3/x and add 3 more in the right bay, all set to strong and one more at river entrance. (low quality helps). GG to 2/3 and set to first, then to 2/4. Use the ability in 59 once all leads are on screen (plenty of reserve there). Add one more 3/1 ship at the exit and two 2/1s in the bottom loop before 60 and two more afterwards. Set all those at the bottom to strong and up to 3/1 during 63. Near the end of 65 set all buccaneers in right bay to first, to pop the BFBs separately.
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Aircraft Carriers | 2013-10-10 | link | Dockside | aces and a bush | 15 | 50 | Easy |
| | x | Leaks (random) | Easy | coyotik | Show/hide: Utterly boring. One 3/2 ace and rest 0/1 and just hope that you'll somehow manage to catch all or at least most of the leads. After level 37 start upgrading to 3/x. You'll only need two to be 3/2
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Wall Street on Ice | 2013-10-11 | link | Slalom | ice, farm 2/4, everything else 1/1 | 20 | 50 | Medium |
| | x | | Easy | coyotik | Show/hide: Ice 2/0 almost touching second blue flag from the right. Dartling just above pond close to track, to 0/1 then 1/1 and another. These dartlings have one big worry, popping all whites/zebras, and in spare time catching any leaks. Once you get the second one, it becomes quite easy. Then I added a 1/1 buccaneer just because I like it, ice to 2/3 and then just spam 1/1 dartlings as they're a good versatile way to handle MOABs.
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I Choose You | 2013-10-12 | link | Country Road | 1 of each ice, glue, SM, DM, sniper, boomer, ninja | 36 | 70 | Medium |
| | x | Leaks | Medium | coyotik | Show/hide: all towers inside. 3/2 boomer a bit below left path, GG 2/2 bottom right. Add 3/1 ninja top left, GG to 2/3. Add sniper to 2/2 (strong) then 2/3, ninja to 4/1. add 3/0 DM in the middle (last), to 4/0. Add SM to 0/2 then 2/2 add 2/3 ice at the bottom. Boomer to 4/0.Set GG to last in 63 so it won't try to glue what SM already managed to break up, and SM to 2/3 ASAP. Apply remaining upgrades. Round 70 might be a bit tricky but between glue and ice ability you should be able to handle it, switching sniper to first to catch occasional leaks
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Cool 'em down | 2013-10-13 | link | Slalom | all 2/4, village 4/2, 1 BDD | 28 | 65 | Easy |
2, 1, 0, 0, 2, 3, 0, 0, 2, 1, 0, 1, 1, 0 | | x | | Medium | coyotik | Show/hide: 2/3 boomer between third and fourth path, a bit to the right from directly under first red flag. Ace (horizontal) next to third red flag. BDD a bit later in round 31 so you'll use it for start of 32 too, spactory ASAP. Ace to 0/2 for 33, add GG 2/1 (strong) below first red. 2/0 ice to the right of first blue flag Village to 2/1 then 2/2 covering the top three towers, ace to 1/3. Ice to 2/3 and then spam 2/3 cannons (strong) around village and the BFB in 46 is toast (8 cannons total) And then whatever.... 2/3 SM spam under village
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Silence Is Golden | 2013-10-14 | link | Monkey Lane | 2/1 GG, 3/2 SM and 0/1 boomer, one meerkat | 1 | 60 | Hard |
| | x | Leaks (sometimes a yellow slips by in one of the early rounds) | Medium | coyotik | Show/hide: two boomers followed by 2/1 GG (strong) near the first turn and one more under the flower patch in the center. Meerkat reaching that flowerpatch too. Third above the spawn inverted U, then spam boomers till round 27 SM (strong) in the flowerpatch, one more GG 2/1 inside the inverted U (strong). SM to 2/0 then 2/1, another SM to 1/0 just above it. 2/1 to 2/2 during 49, set both to first once ceras appear. Leave one on first, one on strong, both to 2/2 and then gradually add 0/0 set to strong, one to 0/2 for 60.
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Specialized Warfare | 2013-10-15 | link | Archipelago | max 6 total, only sniper, ace, mortar and dartling can be upgraded | 25 | 65 | Hard |
| | x | | Medium | coyotik | Show/hide: sniper 0/0 strong, two dartlings on exit island. In 20 make sure not to pop any strong bloon with dartlings, only use them for cleanup. In 21 fire at will. Sniper to 1/0, again avoid strong bloons in 22 and 23 with dartlings, and same for zebras in 26. One dartling to 0/1, before round 27 select the other and to 0/1 during round ASAP, via keyboard. Dartling to 2/1, then the other one. Another dartling, up first to 2/2 for leads in 37, then the third to 2/1 and add two more. (You should squeeze four on the exit island and put the last one onto the shipwreck – that way you won't have to chase small leaks as they'll pass in front of him.) Sniper to 2/1 for 46. Dartling to 2/3 during 49 before ceras appear. Another dartling to 3/1, then sniper to 4/1 and up dartlings to 3/1 as you get the money.
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Divided | 2013-10-16 | link | The Great Divide | tack, 4/2 bomb, ice, ace, 2/4 SM, spactory | 28 | 65 | Medium |
| | x | | Hard | karibola | Show/hide: 2x 2/0 ice (middle loops, not too inside), 2x 0/0 spactory (at end). 2x 2/0 tack in first loop, upgrade both to 3/0 (lost lives on 31), 2x 1/1 spactories (end). ices to 2/3, add 0/0 above each (across the path), 2x 1/2 spactories (end). Round 46: See which side moab is on, place spactory on the outside of the middle loop and upgrade to 0/3 ASAP. (it's recommended to pick the spactory up, get ready to place it on one side, then space to start the round, quickly move to other side if needed - and upgrade with keyboard). Then the other side spactory, both to 2/3. 2x 3/0 bomb (close) inside the 2/3 ice. Spactories to 2/4, bombs to 4/0 then 4/2. Use spactory abilities: 54, 57 (2nd 2 moabs), 59 (once all leads are on map), 60 (once bfb pops) 61 (when first moab hitting spactory), 62 (if a moab gets by unbroken), 64 (once all moabs on screen), 65 (once bfb pops).
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Recycle | 2013-10-17 | link | Jungle Track | 2/4 DM, 4/3 sniper, 4/2 boomer, 4/1 bomb, 2/1 farm and 1/1 dartling | 1 | 65 | Hard |
red, blue and yellow are green, pink are yellow and cera are rainbow | | x | Leaks (sometimes, small) | | coyotik | Show/hide: for the early rounds, DM spam is the most effective solution. Start with 2 DMs between paths just under/above the loop of the other path, add third on one side and boomer to 3/0 on the other side, but between the outside of the loop and the inner path. (Do not put the DMs too close to each other – it sometimes causes leaks when more than one tries to hit a red. You'll have it just in time for the now-green red hell in round 13. Then add 2/0 boomer on the other side, 1/2 sniper (strong), boomer to 3/0, another DM near the first boomer just for symmetry. Both boomers to 3/2. Sniper to 1/3 will handle camos in 37, then to 2/3. (Sometimes, obviously depending on exact placement of DMs/boomers and/or luck) I'd have small leaks before the 1/3 upgrade. Up 2 DMs on each side to 0/3. Up just one to 2/3 once all camo rainbows are popped by the sniper in 42. Add a 4/2 cannon (close) between loop and inner path on one side for 46. Up two more 0/3 DMs to 2/3 for 47, then all of them. Up one to 2/4, add 4 more 2/3 DMs in the middle. Used SMFC in 52 and it cooled down fast enough to be ready again in 53. And 54 went OK even without it.. Another SMFC in 57 when the first MOABs are almost popped. In 59 you have to set sniper to first once there's plenty of leads, should manage OK. In 60 wait till the central DMs open fire. It will last a bit into 61 and you'll have cash for second SMFC. You don't have to activate the second one immediately. In 62 again wait till the first MOABs make it well past the turning point, then the single SMFC should cover all but the last one. Add more 2/3 DMs in center, feel free to use first SMFC quickly in 64 and chain-use the second, it'll recharge for end of 65
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Time to Cooperate | 2013-10-18 | link | Brick Wall | 2 of each tack, bomb, spactory, buccaneer | 25 | 65 | Hard |
| | x | | Easy | coyotik | Show/hide: 3/0 tack inside the first bend, buccaneer in left pool. Cannon (strong) slightly above tack but on the inside, first buccaneer to 0/1. second buccaneer in right pool as low as possible, to 0/1 then 0/2 then 3/2 (and set to strong) First buccaneer to 2/3. Tack 2/3 in top left corner, cannon to 2/0 and add another next to it. Both cannons to 2/3, then add spactory about 1/3 from the left, just about reaching the top of the track, up to 1/2. Tack to 2/4 Spactory to 1/3 then 2/4 then another next to it during 54, up to 1/3. Used bladestorm there. Quite close call in 55, without abilities. Tack to 4/2. Buccaneer to 2/4, pull the BFB in 60 In 63, bladestorm on first, spikestorm on second, bladestorm on first. Up second spactory to 1/4, but it isn't needed at all – I've cleared 64 just with one bladestorm. One cannon to 2/4 and 65 is a joke :)
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Middle Class | 2013-10-19 | link | Dockside | 1 of each spactory, ninja, bomb, buccaneer, apprentice | 35 | 65 | Medium |
| | x | | Medium | coyotik | Show/hide: spactory, 3/1 ninja on brown boat, 0/1 ship in left bay (level with brown boat and under small boat) set to strong, switch to first as soon as the final pinks appear, up to 1/1 ASAP. NLL there is a very close call. spactory, 2/0 app on left pier, 0/1 buccaneer (strong) to the right of the app, to 1/1. Add 2/0 cannon, up ship to 1/2 and app to 2/2, cannon to 3/0 (close) and ninja to 3/2 all on left pier. Spactory to 1/2, ninja to 4/2, spactory to 3/2 for 46, cannon to 3/2 Then just spactory to 4/2 and you should be set. (I went for cannon 4/2, ship 3/2, app 2/4
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Ice Cream Sundae | 2013-10-20 | link | Z factor | 4 of each dm, tack, ice | 30 | 65 | Medium |
all up to pink, white, zebra, ceramic | | x | | Medium | coyotik | Show/hide: tack 4/2 in second rightmost eye, as low as possible. 4 2/0 DMs just under the path as high as possible, starting from between second and third eye (two left on strong). 2/0 ice just next to tack and one more in the eye below (first on the diagonal path) All DMs to 2/3 and then resist urge to spend and save for a 2/4 for round 42. Ice near the right tack to 2/3. Use the SMFC in 46 when the MOAB is about past the second DM - you need it to last for the ceras in 47 so that the field will be clear for 2/3 DMs to then deal with the camos. (Or you can delay the ice upgrade and get second SMFC for 47, it should work as well) 4/2 tack and 2/3 ice in first eye, second SMFC. Second ice on the right to 2/3, then add two more 4/2 tacks in second and third eye, using SMFC on MOABs all the time unless they get heavily damaged by ice shrapnel at start. Third SMFC. In 59 you have to set all DMs to first and use SMFC to deal with the camos. Then just chain SMFC
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Need More Oxygen | 2013-10-21 | link | Space Truckin' | 4 of each, all 0/2 | 20 | 60 | Medium |
| | x | | Easy | coyotik | Show/hide: Start with two 0/1 ships, make one to 0/2, add one more 0/1. Add apprencite 0/1 at first crossing (close), fourth 0/1 ship. Village in america (0/1) to cover all ships if possible. Then add four dartlings 0/1 under the village, and three more 0/1 apprentices. DMs and ninjas 0/2 (strong), cannons on Mercury (close). village to 0/2. Tacks, then start adding 0/2 SM (strong)
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Cubed | 2013-10-22 | link | Switch | max 8 total, 1 of each | 27 | 64 | Hard |
| | x | | Medium | coyotik | Show/hide: 2/3 boomer left of the bottom path (just above the big green tile), 2/1 GG in top left loop, dartling to 2/1 at right side behind the downward path, GG to 2/2 app 1/2 above the spawn pipe, under downward path. Village covering boomer and apprentice, reaching as far left as possible. App to 2/2, Ice 2/2 above spawn pipe under first bend, cannon to 2/2 (strong) under spawn pipe, right of the village. SM under cannon. Cannon to 2/3, SM to 0/1 and village to 1/1 for 46. Ice to 2/3, village to 2/1, then SM to 0/2, (careful in round 50 as both MOABs are a bit of a close call), 2/2, 2/3. Village to 2/2, cannon to 2/4 and use in 60, dartling to 2/3, win Just be careful in 63 – depending on who knows what, the cera rush might or might not get caught by the ice. If it isn't, you'll get a truckload of pinks rushing at you, nothing the dartling wouldn't handle, but if you've gone through first two rushes on fastforward it can be a nasty surprise still. For 64 you can get boomer to 2/4 just for show.
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Greening | 2013-10-23 | link | Downstream | 1/4 DM, 3/2 bomb, 2/4 mortar, 2/4 spactory, 4/2 SM, 1/1 dartling, 1/1 ace, 1 turtle | 15 | 60 | Medium |
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Eye of the Super Boomer | 2013-10-24 | link | The Eye | boomer, SM, 4/2 villages, 2 SMS | 20 | 60 | Medium |
| | x | leaks (camos in 24 and 33) | Medium | coyotik | Show/hide: Build 3 2/3 boomers in the triangles except bottom left. Place the one in top left as low as possible. SMS only on camos in 37. Then add village in the middle, to 2/0 then 2/1, up top left boomer to 2/4 and use in 40, village to 2/2, another turbo in 43. Then add a SM in the left bottom triangle and another (0/1) under the eye. Turbo in 46 as soon as the MOAB gets into range of the left top boomer. Turbo in 49 against ceras, 0/1 SM to 2/2, set him to first just for round 50. Then to 2/3. Then to 2/3, second SM to 2/0 then 2/2, all boomers to 2/4 for round 60 just for show.
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Moab? No problem | 2013-10-25 | link | Space Truckin' | 3 of each ice, glue, 4/0 village, farm | 18 | 60 | Medium |
| | x | Farming | Hard | coyotik | Show/hide: As we need 4/0 village for MOABs and 2/4 glue for camos, farming will be necessary. Start with 2/2 GG at first crossing, two 1/0 farms. Add 2/0 ice in the middle of mercury, to cope with yellow regens, another 1/0 farm. Farms to 2/0, ice to 2/3 during 31 (needed for zebra regens). GG to 2/4 and use on camos in 37, village to 3/0, glue ability on camos in 42 again. Start round 46, collect bananas, sell two farms, up village to 4/0. In 47 upgrade ice to 2/4 and use ability as the first camos reach south pole. This will be just enough so that when the last camo enters screen, the glue strike will easily catch them all. Now you can get the farms back, the only worry will be camo rounds and you want more glue strikes and deep freezes. (Set village to strong). Having 3 freezes and 2 glues for round 53 should see you through. I used ice, glue, ice, ice, glue (and one more ice as a yellow was near the last bend)
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Lord of the Rings of Fire | 2013-10-26 | link | Fireworks | tack and boomer, both 4/2 | 20 | 50 | Easy |
| | x | Leaks (camo) | Easy | coyotik | Show/hide: boomer 3/0 in entrance to second arrow, tack to 3/0 in the tip of it. Boomer to 3/2, another 3/0 tack in third arrow, then two in first arrow and one in first bend. This leaves enough cash for glaive lord for round 42. then just keep adding tacks 3/0. For 46, 7 tacks in first arrow and 2 in first bend (one 2/0). Add a 4/2 tack in the first bend and more 3/0s, easy win
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Time Constraints | 2013-10-27 | link | Clock | mortar, sniper, spactory | 1 | 50 | Easy |
| | x | | Medium | coyotik | Show/hide: spactory, sniper (strong) and another. Mortar. One sniper to 0/1 just to avoid the double-targetting bug. Mortar to 0/2 then 2/2. Spactory to 1/1, sniper to 0/2 for 24, then spactory to 1/2 and snipers to 1/x. Sniper to 1/3 then 2/3, second sniper to 2/1. Spactory under XII so that its range barely touches the top of the clock. Up to 1/3 for 46, then to 1/4. Use in 47. Mortar to 3/2, spikestorm again in 49 (ceras) and 50 (second MOAB). In a few cases it helps to target the mortar to the left of exit.
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Expansion | 2013-10-28 | link | Space Truckin' | 2 of each buccaneer, SM, 4/2 DM and village, 1 angry squirrel | 20 | 60 | Hard |
| | x | | Easy | coyotik | Show/hide: Squirrel on Mars, buccaneer left of Panama to 0/1 then 1/1 then 1/2 then 1/3, set to strong except round 25 (first). Another buccaneer above Cuba, to 0/1 (place as close to Venus as possible). Village on Venus, should cover that buccaneer. Then the buccaneer to 3/1 (set to last), add DM to 4/0 in northern Canada set to last. SM just below middle of Venus (strong), destroyer to 3/2. Another 4/0 DM (last) on Venus below SM (should shoot straight down spawn path), village to 2/1. Another SM (strong) on Venus, up both to 2/0, then one to 2/3.
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Half The Space, Double The Fun | 2013-10-29 | link | The Great Divide | 2 of each, and 2 of each agent provided. | 18 | 65 | Hard |
| | x | | Hard | coyotik | Show/hide: Placing the agents should be obvious. Put pools in the middle or above. It helps to read ahead to know what you need to fit under a village on both sides. 0/1 ship (strong), app 0/1 (strong). Then on one side a village, two dartlings to 0/1 then 1/1 then 2/1, boomer 3/0 on each side (BDD in 40, 43, 46/47). Village on both sides, ships to 3/1, BDD on 49 ceras. MOABs in 50 can be handled just by dartlings. Village with dartlings to 2/1, SM on the other side under village and meerkat to 2/0 (strong). BDD in 52 and 54 (53 should be doable without). Second SM on the dartling side (strong), then build 2/3 ice in second loop on both sides, then the second SM to 2/0, then both to 2/1. Feel free to use BDD in 57, needed in 60, can use in 61. 63 should be a piece of cake but don't play on fast forward. In 64 activate BDD ASAP, it will recharge in time to be reused at end of 65 where one isn't enough - and just be careful not to pop a MOAB to ceramics with the end of the first BDD.
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4 points | 2013-10-30 | link | Mount Magma | max 4 total and 1 of each tack, cannon, ace, app, farm | 1 | 50 | Medium |
| | x | | Medium | coyotik | Show/hide: app 0/1, tack to 2/3, cannon 2/1, app to 0/2 then 2/2 Ace to 1/3 below, flying horizontal pattern, tack to 2/4 (use in 40, 43), app to 2/3, cannon to 2/4, use in 46. Bladestorm in 47 and 49, app to 2/4. To get NLL in the last two rounds, you have to time the abilities well. Set apprentice to strong. Once ceras in 49 get something threatening to the tack, use bladestorm and switch apprentice to first, then back to strong. You can use another bladestorm if needed on the regens. In 50, assasin on the first MOAB, phoenix when a few ceras are on screen and that does it.
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Bones, Bats and pumpkins | 2013-10-31 | link | The Eye | max 7 total, DM 2/4, ace, SM 0/3, bomb 4/1, boomer 1/4, dartling 2/2, buccaneer, 1 lake | 26 | 65 | Medium |
| | | Leaks, Selling | Hard | Nephesh (edited) | Show/hide: 3/1 bucc on the left side of eye, 0/0 bomb strong, 1/0 dartling right side of bottom section (will be able to help with contents of leads in 30). Bomb to 2/0, bucc to 3/2, bomb to 3/0, dartling to 2/1 (pop blacks from leads in 37) and get a second 2/1 and third to 2/0. Bomb to 4/0, third dartling to 2/1 (ASAP during 43 using keyboard shortcut), Ace on the top side to 3/0. Just before 49 sell everything (except one dartling) to get ace to 4/0. Rebuy 3 2/1 dartlings where they were previously. Put another ace in bottom section on infinity path, to 3/2. Leave first ace as 4/0 so that it doesn't bother about camos in 53 and hits the MOABs and their payload. Add another 2/1 dartling. For round 60, sell enough dartlings (2x2/1) to get second spectre. Put both to infinity pattern and using toggle to circle adjust them so that they alternate sides. Then rebuy dartlings 2/1 and an ace 0/3. When the BFBs are popped quickly sell one spectre, get GZ and boom. NLL depends on a bit of ace random and your dartling skill (in most rounds before spectre it is about softening the bloons for the remaining towers, 50+ it is about quickly popping MOABs)
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Fast and Furious | 2013-11-01 | link | Castle | DM, boomer, ice, SM, mortar and village all 2/4, 4 squirrels and beekeeper | 10 | 65 | Easy |
| | x | Leaks (sometimes) | Medium | coyotik | Show/hide: Beekeeper at spawn, squirrels and exit with one DM. Set beekeeper to strong, then build a mortar to 0/2 then 2/2 then 2/3 firing at the very bottom of the screen. Then build a 2/3 boomer and exit leaving room for ice smack against the inside left of the exit turret. Add four DMs in side turrets, all to 2/0 (bottom strong top first) for round 33. Then add ice to 2/3 at exit and one more in the top left turret. Up the turret DMs to 2/3, and the exit one too, so now you're at 5 2/3s total. Play 42 in slow as you will probably need to chase one or two rainbows with the mortar. Up top left DM to 2/4 and add 4 around the beekeeper for round 46, up them to 0/2 for 47 and 2/3 afterwards. Add village 1/1 and SM 0/2 inside castle above entrance (strong) – this should be enough to tackle the first MOAB in 50, use SMFC on the second one, SM to 0/3. Then add 2 more 2/3 DMs in bottom left turret (as here you want to pop the MOABs before the reach the top left turret with ice shards. I used SMFC both in 52 and 53 (it recharged soon enough) as the MOABs took the left path ahd I had the SM covering only the right one in its vertical section.. SM to 2/3, village to 2/1. Then add two 2/3 ices on the wooden bridge – that should sort out round 63 quite well. Add two more SMs (strong) under castle wall, use SMFC mid-64, add one more SM (strong) and use SMFC again at the end of 65, win. Leaked a total of 52 lives, most of which would be preventable with mortar work (I only bothered to manage mortar in 37 and 42)
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Save Up | 2013-11-02 | link | Bloon Circles | tack, farm, 4/0 boomer, 0/1 dartling, 3/1 village | 25 | 60 | Medium |
| | x | | Easy | coyotik | Show/hide: tack 3/0 in first circle closest to spawn, two boomers in crescent (one on each side, both set to strong. Then two dartlings in center but to be under village which gets placed next and reaches the first tack. Dartlings to 0/1, Village to 0/1, then 6 more tacks, 3 more dartlings 0/1, village to 2/1, then all tacks 3/0, first to 4/2, then boomers to 3/0 then 4/0. And two of them were enough, so I added 2x 2/4 tacks at the entrance to give the BFB a good massage. Only ever had to move dartling aim twice to mop leaks in single digits...
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Dead Zeppelin | 2013-11-03 | link | Country Road | bomb 2/4, app 2/4, sniper 4/2, village, spactory | 40 | 85 | Medium |
| | x | Leaks (round 43, random) | Medium | coyotik | Show/hide: start with a village and 5 apprentices 2/1. I placed close to center, one in each direction plus one extra on the left. Setting two on the left to strong led to NLL in 40. Up village to 1/0 then 1/2 (for 42). Add cannon to 2/0 then 2/1 (close) tight against the path in north east. Two more cannons 0/3 and 2/0, up the original oo 2/3. Then up the rest to 2/3, then just keep adding apps 2/1 and maulers 2/3. After 10 apps and 14 maulers ararnged more or less in a circle, add apprentice to 2/4 (close) smack against the southern entrance, and then just keep adding 0/1 apps at all entrances. In 76 use phoenix. 77 should be handled by brute force (13 0/1 apps helped, and I also set the left half of maulers to first, not to pop all BFBs too quickly) and 78 with phoenix twice. Add a sniper, to 4/0 during 81, then back to app spam. Use phoenix early in 83 and then in 84 once something reaches bottom
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Super Monkey Storm | 2013-11-04 | link | Archipelago | max 6 total, 3 of each SM, tack, DM | 18 | 50 | Medium |
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ANT farm | 2013-11-05 | link | Tunnels | ice, dartling, ninja, farm | 18 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: Dartling above first tunnel but slightly to the right, 0/1. Ninja left of third hole, to 2/1. Dartling to 1/1 then 1/2, ninja to 3/1, dartling to 2/2. Another 3/1 ninja, then both to 4/1 and just keep adding more and more. After 4, save for 2/3 ice and put that just above spawn from the left side, and build a 2/4 ninja opposite it set to close. Then add 4 more ninjas. For round 63 it should be enough to get another 2/3 ice about a bloons width above the first – between the two and the saboteur bombs, the rushes should be stopped. With just one ice, it's a bit about luck in timing, you might hold the rush completely or you might die. Sabotage in 64 and 65 just to make matters easier.
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Symmetry | 2013-11-06 | link | The Eye | tack, bomb, ace, dartling, 2/2 app, 4/3 spactory | 33 | 66 | Easy |
| | x | Leaks (depending on your dartling skills) | Easy | coyotik | Show/hide: A crude solution is to start with two dartlings (placed in the middle of bottom and right sections, to 2/1), then add apprentice to 0/1 in the middle. If you're quick, you can place him between whites and rainbows in 35 and upgrade to 0/1 by keyboard and that should mean minimal leaks there. Then up the apprentice to 2/1 (again by keyboard during 37, minimizes leaks). Then just keep adding 2/1 dartlings around the screen. After 7 of them, add 4/2 cannon (close) in the middle. Then add 5 more dartlings and up 2 of them to 2/3, (first on the top, second on the bottom). That should be enough for round 63, spend remaining cash as you wish.
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Bloons-Pop-Three | 2013-11-07 | link | Switch | boomer 0/4, SM 2/2, dartling 2/2 | 3 | 53 | Medium |
| | x | | Trivial | coyotik | Show/hide: start with dartling 0/0 then 0/1. After three 1/1s get one to 1/2 then 2/2 and just build more, filling the area between downward right pipe and edge of screen for biggest effectiveness.
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Timing is Everything | 2013-11-08 | link | Clock | tack 0/4, sniper 3/0, ace 2/2, mortar 3/0, dartling 0/4 | 10 | 50 | Medium |
| | x | | Medium | coyotik | Show/hide: Sniper (strong), dartling (top left) and another (ASAP during 13) and two more. Sniper to 2/0 and add another for 28, then one one more dartling. Start upgrading dartlings to 0/1. Set one sniper to last for 32. One dartling to 0/2 for 37, then add tack under XII, to 0/3 then 0/4, use in 40 and 43. Dartling to 0/3, 3 more 0/0 dartlings for 46. Blades in 47, dartlings to 0/1 and just keep adding more. Bladestorm in 49 and 50 isn't really needed anymore
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Eyes See, Machines Burn | 2013-11-09 | link | Switch | max 10 total dm 3/4, tack 4/2, ninja 4/2, bomb 4/3, buccameer 2/2, one lake, one SMS | 26 | 65 | Hard |
| | x | Selling, leaks | Hard | coyotik | Show/hide: 3/2 cannon bottom left from the switch. pool behind switch but down, 4 ships, two to 1/2 then all to 2/x. Ninja 3/1 near the cannon. Set ninja to strong and two ships to last to help popping zebras and blacks for the 3/2 cannon. (Ninja to first in emergencies) 2 more cannons between pipes 2/0. Ninja to 4/2 for 42, third cannon between pipes. Two cannons to 2/3, third to 2/1 for 46 (all first) then 3/2. Bottom cannon to 4/2, ninja to 4/2 (strong unless something big gets past him), remaining 3/2 to 4/2. 2/3 cannons to strong now. Gradually sell buccaneers and build 2 more 4/2 ninjas and 3 more 2/3 cannons. SMS camoleads For 63, sell all except 4/2 cannons and build 7 DMs - 3x 2/4 where the ninjas were, 2x 2/3 between the horizontal pipes and 2x2/3 under those (strong), and 3/2 cannon (last) to the left of them to clear the leads. For 64 relocate the 3/2 cannon (to inside first bottom U bend) and two topmost DMs (to between bottom horizontal pipes). In 65, use SMFC as soon as ceramics appear, up the 3/2 cannon to 4/2 - and when the MOABs appear, move the topmost 4/2 cannon to the bottom loops too. That should be enough to hold the bunch of ceramics from the BFB in one place. NLL requires a bit of luck - the best I managed was 12 lives lost, sometimes I'd leak a bit in 46, 60 or as this time in 63. (2/4 SMFC placed between the pipes abysmally fails at laterally moving yellows) |
Over the Wall | 2013-11-10 | link | Brick Wall | max 5 towers total, boomer 2/4, ninja, apprentice 2/2, farm | 25 | 60 | Medium |
| | x | | Trivial | coyotik | Show/hide: boomer 1/3 to 2/3 just against entrance. Add app 1/1, two ninjas 2/1. ninjas to 3/1 then 4/1 then 4/2, add one more, app to 2/2. Boomer to 2/4 although I didn't use it - but throwing it at the MOABs in round 60 won't hurt.
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Look Alive | 2013-11-11 | link | Switch | 2 of each SM, dartling, 4/2 DM, 2/4 boomer and 2/0 ninja | 30 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: two 2/1 dartlings right side of the screen next to the downward pipe, boomer 2/2 in top left loop (last), to 2/3. Two 4/0 DMs behind switch (last), second 2/3 boomer left of downward fork. For 46, 2x SM strong under the main pipe and horizontally a bit right of the upper boomer. The one closer to switch to 2/2 then 2/3, the other to 2/1. This will leave enough cash to get one dartling to 2/3 for 63, up the SM to 2/2 during round. After 63, set SMs to first
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The Three Kings | 2013-11-12 | link | Jungle Track | all 3/3 | 1 | 60 | Hard |
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Flaming Ice | 2013-11-13 | link | Mount Magma | spactory 4/2, mortar, ice | 30 | 65 | Medium |
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Royals | 2013-11-14 | link | Country Road | 1 of each, all 4/2 - sniper, app, boomer, super, buccaneer | 28 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: Start with 3/1 ship, 1/1 apprentice and 2/0 boomer near the left entrance (to pop leads for the ship). Boomer to 3/0 then 3/2, ship to 3/2, apprentice to 2/2, add sniper to 1/2. Then build a SM in the right top quarter - I put mine so that he obscured the bottom two of the three flowers, to 2/0 then 2/2 (set to strong) apprentice to 3/2. You might need to juggle the SM targetting between strong and first on a few occasions but nothing definite - the tricky rounds being 52 and 53 (you'll get sungod in 54, and it's ok to have him on first all the time, although it was a bit borderline in 64, here I'd leave him on last until all the MOABs exit the spawn lane). Apprentice to 4/2 should solve leads in 59, sniper to 2/2 won't hurt, to 3/2 afterwards.
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Close enough | 2013-11-15 | link | Downstream | DM tack bomb buccaneer dartling all 3/3. Meerkat, bush and beekeeper | 2 | 66 | Medium |
all under rainbows (except leads) +1 | | x | Leaks | Medium | coyotik | Show/hide: Start with beekeper high on right bank and tack to 3/0 at the top of the main island. Add 1/1 ship and dartling to 1/1 then 1/2. Add 3/2 cannon (close) on left bank to open leads quickly. Dartling to 2/2, ships to 3/1 (one to 3/2 if not covered by meerkat) Add 4 more dartlings, up 2/2 to 2/3 early in 43. Add two 2/3 maulers, up dartlings to 2/1. Add 8 more maulers - that will leave enough cash to build a 2/3 dartling on the other bank which is necessary for round 63.
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Sea Skulls | 2013-11-16 | link | Archipelago | max 6 total, 4/2 DM, 2/4 buccaneer, 4/2 SM, 3/2 mortar and 4/2 spactory | 20 | 75 | Medium |
| | x | | Medium | coyotik | Show/hide: Start with a spactory and 1/1 ship behind first island, to 1/3 (last). Add another ship to 1/1 in the middle, spactory to 1/1, mortar to 3/2 firing into the first bend (cannon ship now to first. Spactory to 1/2, SM (strong) on main island. (Shift mortar in 40 and 43 once all ceras are on fire). SM to 1/2 for 46, then 2/2 (again shift mortar in 47). Spactory to 4/2. Ship to 2/4 (use in 60), mortar to 4/2. Second ship to 2/4 by the end of 65, use both. Aim mortar to the top loop most of the time as that's where the MOABs will typically get popped. Add third 2/4 ship for round 70 - not sure if necessary but it seemed to be a close call with the camo rainbows. (Use takedown on any and all BFBs, only in round 72 there's one you'll have to kill manually)
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Rangers | 2013-11-17 | link | Snake River | 2 of each DM 4/0, tack 4/2, bomb 2/2, ship 4/3, SM 4/2, village | 30 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: 0/1 ship in the left middle bay, 0/0 cannon (close) on left side of river joint, tack 3/0 at the bottom of the loop. Second ship in top left bay 0/1, first ship to 2/1 then 2/2, add second 3/0 tack next to first. Ship to 3/2. Having the first ship set to strong will generally do a good job, using its grape shot potential better Village between ships as far right as possible - should allow SM above the narrowest part (strong). Second ship to 3/2, place the SM (strong), village to 0/1 to 2/1, SZM to 0/2 for 46. Two 4/0 DMs - one at the river joint firing downstream, one below the bottom loop set to last, placed so that he shoots upstream - and you'll never be worried about ceras in round 49. SM to 2/2 and add another (first). Village to 2/2. For 63 up tacks to 4/2, add cannon at left entrance (to dispose of early leads) (both cannons to 2/2, both SMs to strong). Set SMs to first in 65 though.
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Monkey Titans | 2013-11-18 | link | Archipelago | 1 of each tactk 4/2, ninja, apprentice, 2/4 SM, 1 beekeeper | 16 | 60 | Hard |
| | x | Leaks | Medium | coyotik | Show/hide: beekeeper on main island, ninja in the middle to 1/1, app next to beekeeper to 1/1, ninja to 2/1, tack on the left top of treasure island to 3/0, app to 2/1, ninja to 3/1, to 4/2 (strong), tack to 4/2, app to 2/2, then add SM (strong) on main island. SM to 0/2 then 2/2 (switch to first during 49, just before the plasma upgrade, back to strong afterr round), then SM to 2/3.
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Don't hide in the fields | 2013-11-19 | link | Bloon Circles | 2 of each ninjas, dartlings, spactories, one BDD and bush | 24 | 60 | Hard |
| | x | Road Items and/or leaks | Hard | coyotik | Show/hide: Start with 1/1 dartling and the agents placed. For round 25, place one spike pile before the bush – that way you won't have to chase individual leaks. Round 26 – one or two spike piles, activate BDD when zebras remain and quickly use it into 27 yellows. Dartling to 1/2, 28 dartling alone, during 29 place a ninja in crescent. BDD in 30, place another ninja, 4 spike piles on regens in 31 (be precise to kill them quickly), up ninja to 1/1 during 32. Ninja to 2/1 then the other one (BDD on rainbows in 35), dartling to 2/2, ninjas to 4/1 (be careful in 38 and 39, you might still lose some lives, placing a spactory before the bush might be a good idea. BDD in 40 (surprisingly wasn't needed in 43). 1/2 spactory, another dartling 1/1, BDD on MOAB and start of 47, dartling to 1/2. Another spactory in first circle, to 1/3 (BDD on ceras in 49). Exit spactory to 3/2, dartlings to 3/x. Used BDD only in 54 but probably wasn't needed.
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Monkey Business | 2013-11-20 | link | Clock | max 10 total, 3/0 app, 2/4 GG, 4/0 bomb, 0/4 DM, 0/4 ninja, sniper, ice, village and 0/4 mortar | 15 | 63 | Medium |
| | x | Leaks | Hard | coyotik | Show/hide: Start with 0/2 mortar, 2/1 GG under I, sniper. Add three 0/3 DMs downrange from the GG (between II and IV). Sniper to 1/1 then 1/2 (set to first when needed, i.e. in 32). Leaks are very sparse. Sniper to 1/3 (careful in round 35 with mortar ready to catch a bunch of yellows if a rainbow avoids glue). It is best to set sniper to first and aim mortar away for the first rainbows – if you're lucky the GG will catch them all). Round 60 was a close call even with the mortar ability – I lost about 100 lives. I guess some other solutions from the forum will be a bit better. Add one more 0/3 DM, sniper to 2/3, two more DM 0/0, mortar to 0/3 after all camos are reduced to reds, GG to 2/2. This will leave you enough cash for 0/4 DM for round 46. (Round 43 is a bit tricky – set sniper to first once rainbows are popped, so that he won't create a lot of unglued yellows) Up DMs to 0/3, set most of them to strong, add one more 0/0. SMFC again on ceras in 49, upgrade another, use it on first MOAB in 50, then use another on the ceras that follow – it should last for the MOAB. Up GG to 2/3. Always use SMFC early on the MOABs. Sniper to first in 53 to catch all camos. You shouldn't have a problem getting the third SMFC Use mortar in 55 to help crack the ceras, esp. the last wave – only use one SMFC on the MOAB. End of 56 will cover first pair in 57 and you should just about make it afterwards. Mortar to 2/4 during 59.
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Magic Rangas | 2013-11-21 | link | Fireworks | max 3 total and 2 of each app and boomer | 30 | 60 | Medium |
| | x | | Trivial | coyotik | Show/hide: Start with 2/1 apprentice and 0/0 boomer. (Anything less than 2/1 app will fail against camos in 33 and that's about the only challenging bit). Boomer to 2/2, app to 2/2, boomer to 2/3). App to 2/3 and another, boomer to 2/4 (that's comfortably enough for 46), then both apps to 2/4. You don't need the ability against single MOABs, but they'll recharge quick enough so that you can use them generously. Don't underestimate round 59, definitely use a phoenix there. And in 60 feel free to wait with abilities until the BFB is cracked. All you need to know is that phoenix always starts at 3 o'clock and goes clockwise. You might suffer some small leak before boomer is upped to 2/3, depending on precise positioning and resulting lightning luck.
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Are The Extras Needed? | 2013-11-22 | link | Park Path | 2 of each - DM and sniper 4/0, SM and banana 0/4 | 30 | 70 | Medium |
| | x | Selling | Hard | coyotik | Show/hide: SM between first and second path, 9 o'clock position. Sniper 1/0 (strong) next to it, both under meerkat. Add two farms. DM 3/0 (last) on the bit of rock above and left of the circle, another sniper 1/0 (last).DM to 4/0. Sell farms early in 38 and place another SM. In round 42 set the DM to first and snipers too, just to avoid regen death. For round 43, sell everything except the first SM and both snipers, up SM to 0/3. Then get two farms and both DMs back as 3/0 then 4/0 (bottom first), second SM. In 51 again 4/0 DM set to first, up second SM to 0/3 Up one farm 0/4 (after round 58). Then you should be able to farm enough to be able to collect and sell late in round 61, selling also DMs and snipers, and upgrade one SM to 0/4 AND keep the other. You can even try to keep both but then it will be a close call (I lost 13 lives from a few regens that got too far)
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Bad Day | 2013-11-23 | link | Clock | sniper 3/0, boomer 3/2, ninja 2/3, app 2/1, farm 2/0. 2 squirrels | 19 | 53 | Medium |
| | x | Leaks | Medium | coyotik | Show/hide: Start with squirrels, ninja and boomer (everything close to XII from left. Ninja to 2/1, add app 0/1, three more 2/1 ninjas. Boomer to 3/2, ninjas to 2/2, one to 2/3. Then just keep spamming normal ninjas (strong) to the right of spawn. You might want a few more 2/2s on th eleft side, but you'll depend on distraction luck anyway a bit. After 46, spam more on the left side and up them all to 2/2.
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Clean Up | 2013-11-24 | link | Snake River | tack, spactory, ace all 2/4 | 25 | 65 | Medium |
| | x | Leaks (random) | Medium | coyotik | Show/hide: Spactory 1/1 and tack 2/0 (bottom of the loop). Spactory to 2/1 for 28. One more tack in the narrowest section, to 1/0. Then add ace 0/1 on the left upward land as high as possible, circle path. One more in the bottom loop and two above the upper tack (leaving room for a spactory in between), all 0/1 circle path (except the bottom, infinity). Upper tack to 2/3. Tack to 2/4 early in 40, use. Add camo detection to all planes, exit spactory to 1/2, then add spactory to 1/3 above the tacks. Another 2/3 tack in the narrow section, to 2/4. Now upgrade all planes to 1/3, upper spactory to 2/3, two more 2/3 tacks in the bottom loop. Use bladestorms whenever you feel like it. You should have enough cash for spikestorm for round 60, but you can just as well beat it with two bladestorms when the MOABs go back up. Feel free to add another ace to 1/3. The hardest part is timing the bladestorms in 63 - you have to hit them when first half of the rush goes up and second down. You have the spikestorm as backup. 64 and 65 are trivial with the abilities recharging in time. NLL depends on luck in 31 (and probably a bit on pineapple luck in 37-39 as too many leads getting round will absorb a lot of sharp popping power)
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Boomy | 2013-11-25 | link | Tunnels | max 8 total, boomers, bombs and mortars | 24 | 60 | Medium |
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Blow Up the River | 2013-11-26 | link | Downstream | ninja 0/3, ice 2/3, apprentice 4/1, one SMS | 1 | 49 | Easy |
| | x | Leaks | Medium | coyotik | Show/hide: Start with one ninja up high on one bank, add another opposite. Apprentice at the bottom of main island, to 0/1 then 2/1 Add 2/0 ice on the main island, two more 1/1 apprentices (one above and one below the ice), to 2/1 (Set ninjas to strong) Another ninja in middle island for 33, ice to 2/3. Spam ninjas up to round 40, then up one to 0/3 (left bank, rather low). Then spam more ninjas (I had 17 on left bank and 8 on right bank) and add two more 0/1 apps below ice. Lost about 50 lives in 46 (and 40 before that on a few occasions). Feel free to use SMS on 46
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Clean Up on Mile 13 | 2013-11-27 | link | Drag Strip | 2/4 DM, bomb, 2/2 ice, 4/2 GG, SM, 2/3 app | 25 | 60 | Hard |
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MOAB-Class Colours | 2013-11-28 | link | Z factor | max 5 total and 3 of each ninja, bomb, sm | 30 | 65 | Hard |
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Grey Steel | 2013-11-29 | link | Switch | spactory, mortar, boomer, bomb 2/4, sniper 3/4, DM 4/2 | 26 | 65 | Medium |
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Sun Tacks | 2013-11-30 | link | Bloon Circles | max 10 total, tacks, 3/2 SMs and 2/2 spactories | 10 | 65 | Medium |
| | | | Easy | coyotik | Show/hide: Start with two tacks in first circle (roughly in a line continuing from spawn), add third. Upgrade the middle one to 3/0. This should last long enough to build spactory (to 2/1 for 28). Get another spactory 1/2 directly against it so the put the spikes into the same area, first to 2/2, then tacks to 3/0 and add two more. Add SM in the middle, but slightly closer to spawn side. When it is 0/2, its range circle should cover the tacks. SM to 1/2, Add one more 3/0 tack then upgrade the middle one to 4/2. SM to 3/2, then add one more spactory to 1/2.
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Hot Ice Dartarama | 2013-12-01 | link | Space Truckin' | 1/3 mortar, 3/1 ice and 2/4 DM | 20 | 60 | Hard |
| | x | | Medium | coyotik | Show/hide: Start with mortar and two 0/2 DMs (on Mars clockwise from the crossing). Note that you will need to manually target the mortar a lot for NLL, so place it on the bottom of Mars so that it'll shoot short-distance most of the time. Mortar to 0/1 another DM on Mars roughly level with canada (set the 0/2s to strong then). One DM to 2/2 for 24, set everybody to first for 25, up second DM to 0/3 ASAP. (Both back to strong after 25) Now it finally becomes easy, especially on the mortar side - after trivial 27 you can up the mortar to 0/2 then 1/2, third DM to 0/3 and add one more, then mortar to 1/3. Then add 2/1 ice at the bottom mars/earth crossing and 4 more 0/3 DMs (5 on the left side are strong, rest first). One DM to SMFC (used in 46), three to 2/x just to be sure in 47. Build two more SMFC and add one more 0/3 DM, (using SMFC 49, 2x in 50, 1x in 51, 1x in 52, 1x in 53, 54 and 55 (between third and fourth rush, also be careful with mortar, you might have to help a bit), once for 56/57, once for 57/58 and then I think twice more in 58... Feel free to use it in 59 as well, you'll need only one for round 60. (spam 0/3 DMs on Mercury) I somehow thought it was to round 65 (that's why I had the ice) - without ice you'll have more cash for DM spam, making it easier in late rounds.
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No Attitude | 2013-12-02 | link | Rink | ninja, ace | 1 | 65 | Medium |
| | x | | Trivial | coyotik | Show/hide: Ninja to 3/1 at the right side of the central square, vertically in the middle. 1/3 below that, set to close, to 2/3. Add 3 aces in the middle (above each other, flush against left side), flying circle path roughly complementary (each to 1/3 before adding the next), fourth ace should be squeezed on the right side above the first ninja (0/0) and 3 more ninjas for 46, one afterwards. Up ace to 1/3 and then gradually up all ninjas to 4/1 (set to strong) For 63 I added two 1/3 ninjas spaced along spawn lane, to remove the leads and possibly stagger the ceras, and had sabotage ready but not used.
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Castle of Sense | 2013-12-03 | link | Castle | ninja, ace, app, dartling, 2/2 spactory | 26 | 81 | Medium |
| | x | | Hard | coyotik | Show/hide: spactory 1/1, apprentice at spawn (bottom of screen) 2/1. Spactory to 1/2. For 31, add ninja 1/0, set it and app to strong - that should reduce regens enough so that they won't go back to white or zebra. Then ninja to 3/1 and add 4 dartlings 0/1. Ninja to 3/2 (for 40) then 4/2, more 0/1 dartlings (total 8) Next build a row of three circle-path aces 1/3 along the bottom castle wall, and upgrade 6 dartlings to 2/1 one by one. Apprentice to 2/2 for round 59, then one dartling to 2/3 (you'll be just a few $ short in 60, so you can upgrade it fairly quickly during the round). (needed for 63). Leave 2 dartlings unupgraded - this will allow you go get 0/3 ninja at the exit, 0/4 for round 64 and use immediately. Dartlings to 2/1, ninja to 2/4 Build another saboteur, use in 71, keep adding 2/1 dartlings. Sabotage at will, but not in 75 - you'll want one for 76, 77, two for 78, one for 79 (up a dartling to 3/1 and another after 79), another sabotage in 80. 81 seems a bit easier - kill first BFB completely, then use sabotage and then just aim down the right spawn wiping that side completely, use the other sabotage just because you can and finish the left.
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Leadboratory | 2013-12-04 | link | Lightning Scar | max 10 total of 4/0 DM, tack and village, 1/3 sniper, 4/2 boomer, 0/3 ninja, 4/1 ace, 2/3 SM, 4/2 dartling and 2/0 spactory | 1 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: Start with tack in left arrow, to 3/0, then add DM to 3/0 (last), dartling in bottom left corner, one more 3/0 tack in upper right arrow, 3 more dartlings. Up dartlings to 1/1, add SM to 1/2 for 46, 2/2 then 2/3 (strong). Three dartlings to 2/1, add 4/0 glaive lord next to first tack, last dartling to 2/1 then 3/1, win
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Assistance Discontinued | 2013-12-05 | link | Dockside | ace 4/0, app 2/3, sniper, ninja, bomb, ice, glue, SM, mortar and dartling all 4/3. | 40 | 65 | Medium |
BFB +1 | | x | | Easy | coyotik | Show/hide: Start with 2/3 and 2/1 dartlings. Add one more 2/1 dartling, then build a few 2/3 maulers on first pier. Get 3/1 ice in the middle of second pier, 4/2 cannon below it, one 0/0 ice at the top of the pier, then 3 maulers on the brown boat and as many as you can squeeze on the left pier. Low quality might help getting 6 there along with the existing towers. The only crucial upgrade is having the second ice to 2/3 for round 65.
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Where is the Light | 2013-12-06 | link | Mount Magma | boomer 4/2, ninja 4/2, ice 3/3, SM 3/0, app 4/0, farm | 1 | 50 | Medium |
blue and zebra -1, green, pink, white, rainbow and MOAB +1 | | x | Farming | Easy | coyotik | Show/hide: Farming is a necessity because we need a glaive lord by end of round 37 – nothing else can handle camo leads. Start with ninja, add farm, to 1/0. Ninja to 2/1. Second 1/0 farm, second 2/1 ninja, two more 2/1 farms, boomer 2/2 (just in time for first leads, with a bit of luck and setting to strong it shouldn't be a problem). Up the a ninja on the left to 3/1 ASAP during the first lead round – otherwise you might leak a bit. Boomer to 3/2, farms to 2/0, second ninja to 3/1. (I had first ninja below top left exit and second below top right exit) Ninjas to 3/1, farms to 2/0, second ninja to 4/2 (strong). Boomer to 4/2, ninja to 4/2. Add SM to 2/0... When round 46 starts, collects bananas, sell one farm and get sungod. (Although I believe that just getting another 2/0 SM would work as well). Win
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Coast Guard | 2013-12-07 | link | Dockside | 2 of each mortar, dartling, sniper, cannon, ace, buccaneer, all 2/2 | 5 | 50 | Medium |
| | x | | Easy | coyotik | Show/hide: Start with buccaneer high up next to first pier set to last (occasionally first), to 1/0. Then add sniper for leak catching, ship to 1/1, add another under second pier to 1/1. Then add 0/1 mortar, one ship to 1/2. mortar to 2/2, sniper to 1/2, both ships to 2/2. Add dartlings 2/1, cannons 2/2 on the brown boat, second mortar, second sniper 1/1, whatever, it's now very trivial
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Wired | 2013-12-08 | link | Park Path | max 4 total and 2 of each - GG, 2/4 SM, 2/4 buccanee and 4/2 dartling | 25 | 65 | Hard |
| | x | | Easy | coyotik | Show/hide: 2/1 ship, dartling 0/0... add 2/1 GG (strong) above first U loop, dartling to 2/1, GG to 2/2, ship to 2/3. SM (3 o-clock, between second and third path, strong), to 0/2... ship to 2/4, use in 46... SM to 0/3, switch to first when cera rush in 49 gets to it from the bottom, back to strong after round. GG to 2/3, pull second MOAB in 52, third in 53, dartling to 3/1 during 54. Set cannon ship to strong just for round 59, it'll pop all the leads just fine. Pull BFB in 60. In 61 use dartling to take care of the regens. Dartling to 3/2 for 63, win.. (pull one BFB in 65 but not needed)
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Three's a Crowd | 2013-12-09 | link | The Eye | max 9 total and 3 of each 2/4 DM, 3/2 SM and 2/4 dartling | 30 | 60 | Medium |
| | x | Leaks | Medium | coyotik | Show/hide: Start with 2/2 dartling at the bottom and 3 0/3 DMs in the middle, set two to strong. Up them to 2/3. Add two more 2/1 dartlings (top and right side). Round 40 can be handled by careful aiming (cracking the ceras gradually). For round 43, sell one dartling and up 2/2 to 2/3, get the dartling back as 1/1, get SM (strong) for 46 placed in bottom left triangle. Dartling to 2/1 again, another SM (strong) in top left triangle. Up bottom SM to 2/0, then work on the top one. Difficult rounds are 50 and 54 (when new bloons get in the way of your 2/3 dartling) – in 54 I set the 2/0 SM to first and 1/0 to strong, so 1/0 would help hitting MOABs and 2/0 would otherwise clear the way). 1/0 to 2/0 after that round, then both to 2/2, add 0/2 for round 60.
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The Hotkey is in the Name | 2013-12-10 | link | Archipelago | 2 of each sniper, boomer, dartling | 20 | 65 | Medium |
| | x | | Medium | coyotik | Show/hide: Start with 1/0 sniper (strong) and dartling (to 1/1). Key to success in early rounds is to avoid popping strong bloons by dartling for as long as possible. Then add boomer to 3/0 on northern tip of main island, then dartling to 2/1, boomer to 3/2. Sniper to 1/3 then 2/3. Dartling to 2/3 during 47, another 2/3 sniper, dartling to 2/4 and second to 3/1, add boomer to 2/4 in the end. (rocket ability not really needed, used turbo when BFBs were popped in 65).
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King of he Jungle | 2013-12-11 | link | Jungle Track | ninjas, bombs, SMs and farms all 4/0 | 36 | 50 | Medium |
| | x | Leaks | Hard | coyotik | Show/hide: Start with 4/0 ninja between horizontal paths under U. Add 3/0 cannons squeezed between U and the other path on the outside of the U. Build another 4/0 on the other side symmetrically, then 3/0 ninjas squeezed between U and other path from inside, set them to strong. For round 46, add SM next to this ninja on the side the MOAB comes from, set to strong, and another ninja (depending on how much you leaked you might be able to get him upgraded to 3/0 either before round or when some ceras get popped. Then just upgrade ninjas to 4/0 and add more.
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Shuriken Firestorm | 2013-12-12 | link | Country Road | 4/2 ninjas, 4/3 tacks, apprentices | 25 | 59 | Hard |
| | x | | Easy | coyotik | Show/hide: start with 4/1 ninja on the right side. Add 0/1 apprentice (strong) at every side. Add 3/1 ninja on left side. Up left apprentice to 2/2 for 37, bottom to 2/1 for 38 and right to 2/1 for 39. Both ninjas to 4/2 for 40, add another at the bottom with an extra 3/1 for 46. Build 3/2 on top, the bottom 3/1 to 4/2 (for round 49) then finish the top 4/2 and just keep adding more. Up the right apprentice to 2/2 for 59
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Blade Hailstorm | 2013-12-13 | link | Bloon Circles | max 6 of each 2/3 ice, 2/4 tack, 2/4 spactory | 26 | 50 | Apopalypse |
| | x | | Easy | coyotik | Show/hide: Ice 2/0 in both middle circles. Spactory at exit, 6 tacks in first circle, all to 2/0 Spactory above spawn as high and left as possible, to 1/3. Three tacks closest to spawn to 2/4 one by one, always use when the MOAB completes the first circle. Exit spactory to 2/2, remaining tacks to 2/4, ices to 2/3, two more 2/3 spacs in crescent and two more 1/2 at exit, one more ice at last circle, then get some spikestorms. At some point in mid 40s, your use of bladestorms will be too frequent, and the occasional spike storm gives enough time for most of them to recharge.
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Treasure Island | 2013-12-14 | link | Archipelago | max 2 of each tack, bomb, buccaneer 2/4 and spactory | 20 | 60 | Medium |
| | x | | Easy | coyotik | Show/hide: spactory, 1/1 ship (strong) right in the middle (tight against downward path), 0/1 ship (strong) above main island. Cannon on main island to 2/2, ship to 1/1, first ship to 2/2 Both ships to 2/3, tack 3/0 on left end of treasure island, spactory to 1/1. Another 4/2 tack next to first, cannons to 2/3 (3 cash left for 46), spactory to 1/2. Spactory on main island(roughly in the middle, covering a bit more track on the left, to 1/3 after 49. Both ships to 2/4, using one in 52, 53, 54, both cannons to 2/4, using ship and cannon in 57, using everything in 58. You'll get enough cash to up the spactory to 1/4 during 59, feel free to use it although it shouldn't be needed. Another takedown in 60.
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Interaction | 2013-12-15 | link | Snake River | 2/4 DM, sniper, 4/2 ice, 3/2 farm, 3/4 dartling, village, 3/2 mortar | 18 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: 2/0 ice at the bottom but not too low - use its range well. Dartling 1/0 to 1/1 (left bottom corner, left bank - should fire above ices' reach across all lanes easily, make sure it doesn't overlap with track as darts entering the muzzle need to be able to pop up anything at close range). mortar to 0/2 then 2/2 firing at river joint. Dartling to 2/1 (its job is to pop whites and pinks mainly). Add village above the narrowest part, surround it with 8 0/3 DMs (6 above, 2 across the water on left as 1/3), all set to strong. Village to 0/2 for 42 then to 2/2, one more dartling under village on the left upward land (with the two 1/3 DMs), to 2/1 then 2/3. That makes the 50s easy - add two more 1/3 DMs under village, then make three of the DMs 2/4. SMFC in 60, in 61 if you want... Up mortar to 3/2 and add two more, firing at one spawn each, just because you can. (You won't need arctic wind). Village to 2/3 so that DMs can hit frozen... Just make sure to use SMFC very early in 64, otherwise your SMDMs will start hitting the back MOABs... well, still works fine. Double SMFC in 65.
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Ceramic Apocalypse | 2013-12-16 | link | Archipelago | sniper, boomer, ninja, ice and cannon 1/0, DM 4/0. | 1 | 50 | Easy |
| | x | | Easy | coyotik | Show/hide: Start with DM below upward path, another above it, another in the bottom crescent island (last). Add sniper (strong), ninja on main island... then upgrade the DMs to 3/0 then 4/0, add two more (above downward path set to first, second on crescent island (last) - this one shouldn't reach spawn so it will be firing upward through the downward path nicely. Then just spam ninjas on main island, then some more in the middle islands and on treasure island, then upgrade to 1/0.
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Double Trouble | 2013-12-17 | link | Space Truckin' | max 2 of each. | 1 | 46 | Medium |
All +2 | | x | | Easy | coyotik | Show/hide: Start with 3/0 boomer on Venus, close to Alaska. Add village in the middle of Venus, build 4/2 ninja, two 2/2 cannons, one more 4/2 ninja. Cannons to 2/3, add SM to 2/0 then 2/3 (switch to first late in 39). Second SM to 3/0 then 3/2 during 43. Finish with a 1/3 spactory that will help to pop the ZOMG
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Off Centre | 2013-12-18 | link | Slalom | max 2 of each 2/4 glue, 2/4 bomb, 4/2 app and 4/2 spactory, one beekeeper and one bush | 30 | 65 | Hard |
| | x | | Easy | coyotik | Show/hide: Start with 2/1 GG (strong), spactory, agents, cannon to 2/2, app to 0/1, spactory to 1/0 (during 33 or before), app to 2/2 and another, another cannon 2/2, spactory to 1/2, cannons to 2/3. This will handle round 46 just fine. And my bloonberry only got a bit of work in round 32 Spactory to 3/2 then 4/2, add second spac 3/2 and up GG to 2/3. Impressive - nothing reached spactories in round 63!
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The Laboratory | 2013-12-19 | link | Switch | one of each 2/3 DM, 2/4 boomer, 4/2 GG, mortar and 1/2 dartling, 1 bush | 30 | 49 | Easy |
| | x | | Hard | coyotik | Show/hide: Bush on upper path (46 goes there and it's going to be a close call). 2/3 boomer left of switch just below spawn pipe. Add 2/1 GG (strong), dartling 1/0 for round 33, to 1/1... Mortar to 1/2, GG to 2/2, mortar to 1/3, boomer to 2/4 for 40, DM 2/3 above spawn pipe. GG to 3/2, use turbo again in 43 and in 46 as soon as MOAB gets in range. Mortar to 2/4. Use turbo first and mortar soon after against ceras in 49. Leaks likely on round 47 unless you find a good spot where all pinks get hit by the mortar.
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Camo, Lead, Both, Neither | 2013-12-20 | link | Park Path | one of each 3/4 boomer, 4/2 buccaneer, spactory, farm | 1 | 60 | Hard |
| | x | | Medium | coyotik | Show/hide: Buccaneer to 0/1 then 1/1. Boomer to 0/3 then 2/3 inside upper U bend. Ship to 2/2 then 3/2. Spactory to 1/2, boomer to 2/4 and use in 40 and 43 (but wait till the ceras get near the U bend in second circle. Spactory to 1/4. Use turbo when the MOAB gets in range of boomer on second path. Immediately start round 47 - might be a close call but I did NLL. Turbo on ceras in 49, on first MOAB in 50. Both abilities in 51 to avoid regen death. Ship to 4/2. Turbo on first pair in 57 and again in 58 when it recharges. Spactory to 2/4 and use spikestorm when all leads are onscreen in 59. In 60 just wait till it recharges again, use it and clean up with turbo
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Magic in the Air | 2013-12-21 | link | Snake River | 2/3 DMs, 3/2 boomers and 1/0 apps. 1 SMS | 26 | 60 | Hard |
| | x | | Trivial | coyotik | Show/hide: 3/2 boomer in the middle and DM spam, putting 0/3s around the boomer and 2/3 DMs on the land to the left. Not many 2/3s are needed for the camos. Don't forget to SMS leads in 59
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Pin Point | 2013-12-22 | link | Lightning Scar | 2/2 DM, 0/3 sniper, 2/1 GG, 0/2 SM and 4/2 village | 26 | 50 | Medium |
| | x | Leaks | Medium | coyotik | Show/hide: Start with SM just under the split crossing and 2/1 GG in the first tip (should fall under the same village as the SM). Add another 2/1 GG (one set to strong and another to last), then add 4 DMs 0/2 on the left side and next to SM, up as many as you can to 2/2 for 33. Add a few more DMs, keeping room for village in the tip above the horizontal section. Then add the village and up it to 0/1, then add more DMs 0/2 until start of round 40. Village to 0/2 then 1/2, then more 0/2 DMs, set SM to strong to pop all ceras in 43. This should leave you with enough cash for another SM for round 46, placed up right under village (strong), and then more 0/2 DM spam. In 49 set both SMs to first once the ceras start looking dangerous
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50% | 2013-12-23 | link | Space Truckin' | 1 of each limited to 2/2 | 43 | 85 | Medium |
All half rank rounded up. | | x | | Trivial | coyotik | Show/hide: Spactory, 2/1 GG (strong), 2/0 tacks, ninja to 0/1 then 2/1, buccaneer 1/1, mortar 2/2, apprentice 2/2, buccaneer to 2/2, spactory to 1/2
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Journey | 2013-12-24 | link | Space Truckin' | max 5 total and 1 of each - 3/2 ninja, 2/3 apprentice, dartling, buccaneer, spactory and SM all 3/0 | 26 | 70 | Medium |
| | x | | Trivial | coyotik | Show/hide: Ninja 3/1 on Venus top right, apprentice top left to 2/1, dartling in Canada to 3/0 for round 40. Spactory just not to have to worry about small leaks, SM to 3/0 somewhere high on Venus, apprentice to 2/3, spactory to 3/0. (Scored 200 pops in round 70)
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Hot Base | 2013-12-25 | link | Mount Magma | max 3 total - app, bomb, mortar | 30 | 50 | Hard |
| | x | | Easy | coyotik | Show/hide: 2x 2/1 apprentice, mortar, app to 2/2, mortar to 2/2, second app to 2/2. First app (directly above center) to 2/3 (this handles 40) and 2/4 ASAP during 43 and use immediately. Phoenix will recharge for 46, second app to 2/3 as well. Start 47 quickly so the phoenix helps here as well. Mortar to 3/2. Phoenix against ceras in 49, the sooner the better, another against first MOAB in 50 and the first one will recharge in time for the second
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Bloons by the Letters | 2013-12-26 | link | Rink | Max 10 total with dm, tack, ace, SM, farm and road items banned. | 40 | 70 | Hard |
| | x | | Medium | coyotik | Show/hide: 3/0 boomer, spactory and dartling 1/1 will handle the first round if you're careful about cracking the camos ASAP with the dartling. Dartling to 2/1. Add ninja 2/1, to 3/2 during 43 (strong). Boomer to 3/2, ninja to 4/2 and another ninja 1/1 for 46. Ninja to 4/2, then add village to 2/1. GG 2/3, village to 2/2 and spam more 4/2 ninjas to the limit. Dartling to 2/3 and spactory to 3/2 are just to spend money, not needed at all.
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Burning Shadow Froms | 2013-12-27 | link | Bloon Circles | 1 of each 4/2 ninja, 3/2 ice, 2/3 SM and 4/2 spactory | 26 | 65 | Medium |
| | x | | Hard | coyotik | Show/hide: 3/1 ninja in crescent, spactory, ice to 2/0 then 2/2 inside second circle on the top left side. Spactory to 1/1. This will handle all leads. Ninja to 4/2 (strong), SM in the middle (a bit closer towards left top, so that at 0/2 it will cover the small circle in front, to 0/1 then 2/1 then 2/3. Switching SM from strong to first might be needed in 47 and 49. Spactory to 3/2, ice to 3/2, spactory to 4/2
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Brobdingnagian Ammunition | 2013-12-28 | link | Slalom | 1 of each buccaneer, dartling and tack all 2/4, bomb and mortar 4/3 and spactory 4/2 | 1 | 65 | Hard |
| | x | | Medium | coyotik | Show/hide: Buccaneer to 0/1 (strong), spactory, mortar to 0/2 then 2/2. Tack to 2/3 near second red flag, mortar to 3/2, ship to 2/3. Cannon to 2/2, tack to 2/4 and use in 40 and 43, dartling 2/1, cannon to 2/3. Bladestorm in 47, mortar to 4/2, spactory to 4/2 using bladestorm at will.
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Elite Defense | 2013-12-29 | link | Castle | 1 of each buccaneer, ace, SM, mortar and dartling | 10 | 65 | Easy |
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No, It's Super Monkey | 2013-12-30 | link | Dockside | 2/3 aces, 4/0 DMs and 1/2 SMs | 23 | 50 | Medium |
| | x | Possible leaks in 46 | Medium | coyotik | Show/hide: SM on the tip of the big boat, DM 3/0 (last) on the top right of left pier, one more DM behind it and to in the exit triangle pier area First DM to 4/0 for 28, second to 3/0 (last), two more 3/0s (last) - one top left facing spawn and one below the diagonal left facing up right, then one more on right pier (last again), to 4/0 during 37. You might need to give camo detection to one of the exit guards. Then the originally second DM to 4/0 too, and the top left one. Second SM on the brown boat (strong), both SMs to 0/1, third SM on right pier (strong), spam DMs in exit area with remaining cash. Set the juggernauts except the rightmost one to first for round 46 and 50. Add one more SMs on the right pier.
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Elegy of Emptiness | 2013-12-31 | link | Castle | 2 of each DM, ninja, bomb, SM 2/4 | 1 | 50 | Easy |
| | x | Random small leaks | Medium | coyotik | Show/hide: Ninja at exit to 2/1, then another, both to 3/1. Cannon (strong) inside each top left and middle right turret. Two 2/3 DMs next to ninjas near exit. Two SMs in the top exit turret, one cannon to 0/4 and use in 46. SM to 1/0 then 2/0, second cannon to 0/4 for second MOAB in 50, although probably not needed.
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Cheaper it Becomes | 2014-01-01 | link | Mount Magma | 1 of each 4/2 DM, 3/1 sniper, 3/2 app and 1/0 SM | 10 | 46 | Medium |
| | x | Leaks | Easy | coyotik | Show/hide: Not much room for decisions here. Start with 1/1 apprentice, to 2/1. Add sniper to 1/1, DM to 3/2 then 4/2, app to 2/2, SM, sniper to 2/1, SM to 1/0. Leaks unavoidable all over the place, but nothing big.
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Placement Plan | 2014-01-02 | link | Monkey Lane | max 5 total and 3 of each 2/4 gg, 2/4 ace, 1/4 spactory | 16 | 55 | Medium |
| | x | | Medium | coyotik | Show/hide: Spactory 1/0, GG 0/1 (last) – this will hold enough greens to NLL round 18. GG to 2/1 then (strong)., spactory to 1/1, ace 1/1 in the middle (circle path) to avoid regen multiplication in 31. GG to 2/3 (early in 38), ace to 1/3 (early 40). Spactory to 1/3 in the middle (right next to downward turn so it covers the lower of two horizontals and a fair chunk of the inverted U turn. Exit spactory to 1/2. This should handle round 46 well. Then just add one more 1/3 ace in the middle and middle spactory to 1/4 then the exit one too. (Spikestorm used in 52 and 54 only).
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Planning | 2014-01-03 | link | Monkey Lane | 5 towers max, 3 of each, all limited to 2/1 | 1 | 27 | Medium |
zebra=MOAB | | x | | Hard | coyotik | Show/hide: The only solution to deal with all the MOABs in round 26 is going to be road spikes. So, what can we get to survive up to there cheaply? 2/1 ninja. Then a single 2/1 GG – and ice to hold the ceramics from MOABs in place. I used 2/1 in top left loop (with about half a tower's free space from the edge of the loop). 19 spikes are needed per MOAB, and some for cleanup too. I had I think about 2400 cash for the MOABs and about 900 after the round ended, so I bought spactory for 27, but nothing got past the ice.
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Spiked boomerang | 2014-01-04 | link | Switch | max 5 total and 4 of each 1/2 spactory and 2/3 boomer, 3 SMS | 26 | 50 | Medium |
| | x | Leaks, Selling | Medium | coyotik | Show/hide: Boomer 2/3 just left down from switch, spactory on each exit, boomer (last) inside the left return loop, to 2/2 then 2/3 (switch to first if needed). Bottom and then top spactory to 1/1. Another boomer next to first. You might not leak in 40 even with bottom spactory at 1/1 only, but by now you can afford to upgrade it, even with the next step in mind. Sell the bottom spactory after 42 and move it up, both 1/2. Move it back for round 43, switch the higher of bottom boomers to strong (you need to pop the ceras for both remaining boomers. Switch the upper boomer to first once there's enough for him to hit on the upper pipe. Still leaked 42 lives. Then you need to sacrifice some more lives in 46 by NOT using SMS on the MOAB. Shift the bottom spactory up, and move first boomer from down left to top right of switch. This should minimize losses in 46 and 47, leaving SMS for ceras in 49 and both MOABs in 50 along with most ceras. (Lost about 50 in 46, nothing in 47). Move spactory and boomer back to original position (boomer left down from switch) for 48, everything down for 49 and 50 and use the SMS on ceras in 49 and both MOABs
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Black Death | 2014-01-05 | link | Lightning Scar | DM and GG 4/2, sniper, ninja and SM 2/4, farm, bomb, ace | 30 | 65 | Hard |
rainbow and BFB +1 | | x | Leaks, Selling | Hard | coyotik | Show/hide: 30-34: 2/2 glue gunner, 2 2/1 ninjas. 35: Wait till all the whites are glued, sell 2/1 ninja and upgrade glue gunner to 3/2. 36-41: Buy 5 more ninjas and upgrade all 6 ninjas to 2/2 42: Have fun juggling the camo ceramics. 43-45: Buy a super monkey between these rounds. 46: Sell some ninjas and upgrade super monkey to 2/x. 48: Sold everything and upgraded the super monkey to 2/3 49-52: Buy a monkey ace between these rounds. Upgrade ace to 3/2. 53: Buy 2 ninja monkeys and upgrade them to 2/1. One should be in the left arrow or so. Upgrade the upper ninja to 2/4. |
Mellow Yellow Fellows | 2014-01-06 | link | The Eye | SM 4/1, mortar 4/2, spactory 0/0, GG 1/1, boomer 1/2 | 24 | 45 | Easy |
| | x | Leaks | Medium | coyotik | Show/hide: Start with 1/0 SM. Then build 0/2 mortar, mortar to 3/2, spactory for 33. With a bit of mortar work, leaks should be smallish (3 in 24, 25 in 33, 8 in 35). For 38 sell spactory, SM to 2/0. For 40 add two 1/1 GGs close to spawn, SM to strong. Sell GGs, add spactories for 42 – 4 at exit, 3 above center and 2 at spawn were able to catch all the camos, just so. For 43, sell spacs and get 2 1/1 GGs near spawn (last, first). SM to 2/1 (strong), another SM in right top triangle, and that's it.
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Frost Rocket | 2014-01-07 | link | Bloon Circles | bomb 2/3, ice 4/2, village 2/2 | 1 | 50 | Medium |
red->blue, green->white, yellow->black, lead/rainbow -> zebra, ceramic -> rainbow | | x | Leaks | Hard | coyotik | Show/hide: Two 2/0 ices in the first circle (on diagonal from spawn to exit), cannon to 0/2 (strong) on spawn side of it, ices 2/0 in side circles, second cannon (strong) in crescent Add village covering ices and cannons (either you can squeeze it into the ice circle or put it above the circle. Village to 1/0, cannons to 2/x and add one more 2/2. Village to 1/2 then 2/2. You can of course make the late 50s trivial by rebuying apprentice/mortar as needed - you'll have more than enough cash for that. Round 60 is surprisingly easy - mortar the BFB and when it's almost popped (and past the 3/2 tack), use phoenix. When MOABs reach the apprentice, use mortar, and then freeze on the ceras.
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Great Scott | 2014-01-08 | link | Snake River | 1 of each 4/2 boomer, 4/2 ninja, 4/2 ice, 2/4 sniper and 2/4 SM | 26 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: 3/0 boomer in the middle, sniper 1/0 (strong, first when needed) to 1/1, ninja to 2/1 in the middle, ice 2/0 at the bottom. Ninja to 4/2 (early in 38), SM (strong) above ninja in time for ceramics in 40, to 2/0 then 2/3 (switching to first in case something substantial in 49 or later makes it past the ice)
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Soft Lands | 2014-01-09 | link | Archipelago | max 6 total and 2 of each, all limited to 2/2, no road items. | 20 | 60 | Medium |
| | x | Leaks (small, sometimes) | Medium | coyotik | Show/hide: 1/1 ship, spactory... apprentice 0/1 to 2/1, dartling to 2/1 on exit island, (ship to strong), SM (strong). ship to 2/2, app to 2/2, SM to 1/0 and add another SM (Set 1/0 to first and 0/0 to strong) First SM to 2/0 during 47. Second to 1/0 (strong in 49 while 2/0 is first). Both SMs to 2/2, spactory to 1/2. I had both SM set to first for the rest of the game, definitely needed for round 60. Small leaks might happen in a few cera levels (47, 49), switching SM to first might help.
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Moab Down | 2014-01-09 | link | Park Path | sniper, ice, 3/4 village, 2/4 farm and 2/4 mortar | 61 | 85 | Hard |
blimps -1 | | x | | Easy | coyotik | Show/hide: Village 2/3 right of upper U bend, ice 3/2 inside it (a bit to the left), then spam 2/3 snipers (strong)
SM to 2/2 then 3/2 (set to first)
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Forgotten | 2014-01-11 | link | Space Truckin' | max 4 of each and 8 total, 2/2 tack, 1/4 ninja, 1/2 ice, 3/1 mortar | 1 | 50 | Hard |
| | x | | Easy | coyotik | Show/hide: Start with ninja to 1/1, then add tack 0/1 to 2/1, mortar to 3/1, three more 1/1 ninjas, two more tacks, all tacks to 2/2. (Ninjas are on Venus, Tacks on Mercury) Upgrade ninjas to 1/2, then three of them to 1/3 and one to 1/4, use sabotage in 46. Upgrade more ninjas, using sabotage in 49 on ceras and again in 50 (you'll be able to stack them end to end - first MOAB, ceras, second MOAB) The rest is trivial with abilities - just be sure to fire bladestorms when the ceras are still approaching them.
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Cold Inferno | 2014-01-12 | link | Park Path | 1 of each 4/2 tach, 2/4 ice, 2/4 apprentice and 2/4 mortar | 40 | 60 | Medium |
| | x | Leaks (sometimes) or Selling | Hard | coyotik | Show/hide: Starting with 2/3 app, 2/3 mortar and 3/2 tack in the bottom loop (does more damage to MOABs than 4/x) adding 2/3 ice and app to 2/4 for 46 is the obvious choice. Use phoenix when the MOAB makes it to the bottom. It will help you in early 47 as well. Placement so that tack and app are in the outer layer and ice in the inner one. Mortar to 2/4 (use on ceras in 49) The key is timing the abilities in 50s. Phoenix starts in the 3 o'clock position. In 50, use it when first MOAB reaches a bit beyond the bottom, it'll stay to damage the second one. In 52 use it a bit sooner, it'll recharge in time for 53. Use ASAP there and stop the MOABs by mortar in 54 to get a few extra seconds for phoenix recharge. Lone blimps such as 55 and 56 can be handled if you micro them with the mortar. 57 - phoenix when first pair appears. Use mortar and freeze if needed. Phoenix should be ready early in 58, but you might still need lot of mortar micro and apprentice targetting to get it NLL. Then up one dartling to 2/3 and rest to 3/1
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Camoday Device | 2014-01-13 | link | Slalom | 1 of each app, mortar, dm, sniper, boomer and gluegunner, all limited so that they cannot pop camo. One BDD | 20 | 50 | Easy |
| | x | Leaks (33 and 47) | Easy | coyotik | Show/hide: 0/2 mortar, boomer 1/0 in middle blue row, DM under last red flag. Bit of mortar micro. add sniper, BDD on 24 and start of 25, mortaring near the boomer. Sniper to 1/1. Boomer to 3/0. BDD when the first yellow in 33 makes it past the last turn. Mortar to 3/2, apprentice 2/1, GG 2/2, DM to 1/3, sniper to 3/1 (BDD 42 only, you can handle the MOAB with a bit of mortar help). BDD in 47 when first pink makes the last turn. GG to 3/2, (mortar aiming at second lane will remove all greens in 49), sniper to 4/1.
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Battles | 2014-01-14 | link | The Great Divide | max 8 total and 2 of each | 25 | 50 | Medium |
| | x | Leaks | Medium | coyotik | Show/hide: Spactory on each path, two 1/1 dartlings bottom right corner. Sniper 1/0, then two 2/0 GGs, sniper to 1/3 then 2/3, dartlings to 2/1. GGs to 2/2. Then place a SM on the side the MOAB comes on. GGs to 3/2 starting on the non-SM side, SM to 1/0, win. Leaked 9 lives in 47.
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Last and Least | 2014-01-15 | link | Lightning Scar | max 7 total, DM and spactories | 1 | 50 | Easy |
| | x | | Easy | coyotik | Show/hide: One DM facing spawn, two more DMs in second and third arrow. First DM to 3/0 (last). Then add spactory on each exit, up remaining DMs to 2/3. First DM to 4/0, spactories to 1/2, second 4/0 DM just behind first (set to last too). Spactory to 1/1 in first arrow but a bit to the right and up, so it covers more of the spawn lane and less of the second turn. Exit spacs to 3/2, entrance spactory to 1/3. I handled the MOAB NLL. Spactory to 1/4, use on ceras in 49 (soonish) and on first MOAB in 50 (just in case).
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Things of Legend | 2014-01-16 | link | Lightning Scar | max 5 total, 1 of each ninja, 2/4 buccaneer, 4/2 SM and apprentice, one portable lake | 1 | 50 | Medium |
| | x | | Easy | coyotik | Show/hide: Ninja, to 0/1 then 3/1 (directly under the split), apprentice (strong) to 0/1 then 2/1 in left arrow. Ninja to 4/1, app to 2/3, SM in right lower arrow (strong) to 2/0. Apprentice to 2/4, SM to 2/2, using phoenix on ceras in 49 and then in 50 when it recharges. (Close call otherwise, you'd have to rely on distraction a bit)
Alternative approach is starting with 1/2 mortar and 2/1 dartling, should be a bit easier.
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Cheaper Than Before | 2014-01-17 | link | Drag Strip | farm, mortar, spactory, sniper, ice, glue, app | 20 | 65 | Medium |
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Photosynthesis | 2014-01-18 | link | Snake River | max 5 total and 3 of each 3/2 SM, 2/3 app and 1 blueberry bush | 24 | 65 | Medium |
| | x | Leaks (possibly avoidable) | Medium | coyotik | Show/hide: 2/2 app in the middle, another just across the water to the left, to 2/2, and another 2/1 under the second one (reaching three sections of the path). Set first app to strong and up it to 2/3. Second app to 2/3, SM 0/2 (strong) above the two left apps. Bush scored one yellow in 46 and 10 pops in 47. Third app to 2/3, SM to 1/2 during 49. (Lost 7 lives there, probably switching app to first sooner would have prevented that). For 63, up 3/2 mortar to 4/2, sell one ninja and 2/3 mortar and get second mortar to 3/2. Use sabotage, sell saboteru and up mortar to 4/2 and get another ninja (2/2 or so) Play it slow and retarget TBOs as needed. For 64, sell one TBO, get back saboteur and 4/2 ninja, use sabotage... In 65 repeat what you did in 60, sabotage when BFBs are almost popped, a bit of TBO targetting just for safety
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Plenty of Time Left | 2014-01-19 | link | Clock | all 4/0, banned right column | 25 | 65 | Medium |
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Crop Army | 2014-01-20 | link | Bloon Circles | 1 of each 2/3 DM, 2/4 tack, 3/1 sniper, 2/4 boomer, 4/2 bomb, 3/3 ice, 4/1 ace, 2/1 village and 0/4 mortar | 26 | 65 | Medium |
| | x | Leaks (random mortar misses on camos), selling | Medium | coyotik | Show/hide: village in crescent, 2/3 boomer next to it. Tack to 2/3 in the first circle as close to crescent as possible. Mortar to 0/3 behind village, then ace to 3/0, DM 2/3 in crescent. Now you have two options: Option A: Go for somewhat leaky comfortable win with spectre (selling everything except village and ace for 46, getting the specter, then selling the village to have enough for getting back 0/3 mortar, which will catch most of the camo pinks in 47... then slowly rebuilding the force starting with 2/1 village, then only tricky part being usage of mortar ability to stop MOABs (esp in rounds 64 and 65) together.
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Shallow Pockets | 2014-01-21 | link | Jungle Track | 1 of each app, ninja, ice, gg, buccaneer, dm, tack, sniper, boomer, lake provided | 26 | 60 | Medium |
| | x | | Easy | coyotik | Show/hide: Destroyer, apprentice to 1/1 (both on outside of U turns), GG 2/0 on the destroyer side between horizontals, ninja to 3/1 on app side, app to 2/2, destroyer to 2/2, ninja to 4/2, tack 3/2 and boomer 2/3 destroyer side, sniper 1/1, app to 2/3. Sniper to 1/3 then 2/3 3/2 ice smack in the middle, GG to 2/2, app to 2/4, GG to 2/3. Round 59 is a bit tricky – you need to set the destroyer to first to catch any camo leaks, and watch out with the apprentice targetting to pop leads for the ninja. That's assuming that you've upgraded boomer to 2/4 for the last round though, which is NOT necessary IMO – and the other alternative for 59 is getting glue strike ability. Phoenix should be enough for round 60. GGs to 2/2, another spikestorm on ceras in 49 (rather sooner - it will recharge for first MOAB and that will earn you cash to up exit spactory to 1/4 to have safety for the second
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Thrifty Fours | 2014-01-22 | link | Country Road | 4/2 DMs, 2/4 ninjas, 2/4 ice and tacks | 1 | 50 | Medium |
| | x | Leaks (small) | Medium | coyotik | Show/hide: ninja to 2/1 top right inside. Tacks 3/0 in bottom right section (one in corner with bottom path, two on the inside). Ice 2/0 inside a bit under left entrance. Second ninja to 2/1 inside bottom right in second row, then juggernaut facing right entrance (last) Third ninja top right and one more next to it, then keep adding tacks in bottom right inside up to count of 10. Then add two juggernauts (last) facing left entrance, one facing bottom and 4/2 tack in bottom right section, second row.
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Know your role | 2014-01-23 | link | Castle | one of each limited to 2/2 | 26 | 50 | Easy |
| | x | | Easy | coyotik | Show/hide: 2/1 app on right side of exit turret, 1/1 spactory... 2/1 GG (strong) at spawn, 2/1 buccaneer left from exit (strong), 2/0 ice in left top turret (ship to close), spactory to 1/2, sniper (strong) 1/1, GG to 2/2 Add dartling 2/1 next to apprentice and village to cover them, spactory and buccaneer, to 2/1. (Dartling's main job is to hurt ceramics). Ninja to 2/2 in right side turret for 43
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Heavy Monkeynations | 2014-01-24 | link | Slalom | 2/3 ices, 3/2 aces and 2/2 apps | 25 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: 3/0 ace (bottom red flag, circle path), apprentice 1/1 (strong) to 2/1 (near the top blue flag), then add two more 3/2 aces Then just a heavy spam of 0/1 apprentices in the first three sections, up to the count of 30, leaving room at the middle red flag for one ice, the upper half set to strong). Add three more aces (3/1) and upgrade the only 2/1 apprentice to 2/2 in time for leads in 59.
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Magic Village | 2014-01-25 | link | Slalom | max 10 total and 5 of each 2/4 tack, 2/4 village, 2/1 dartling, 1/4 spactory and 0/0 apprentice | 26 | 65 | Medium |
| | x | | Medium | coyotik | Show/hide: spactory at exit, dartling 2/1 above middle red flag. App (strong) near first red flag. Tack 2/3 under first red flag, tight against the third horizontal. Village to 0/1, second apprentice (I couldn't handle 38 and 39 with just one), second dartling to 1/1 Tack to 2/4 (use in 40 and 43), dartling to 2/1, tack 2/3 next to it, third dartling, village to 2/1. Spactory under village (under third horizontal) to 1/1 for 46, then to 1/4. Village to 2/3, tack to 2/4, exit spactory to 1/3. In 58, SMFC twice. Now you can either get one more SMFC or glue striker for 59, and MOAB takedown for 60
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Target | 2014-01-26 | link | Snake River | max 5 total, sniper, gg, dartling | 25 | 60 | Medium |
| | x | | Easy | coyotik | Show/hide: 1/1 dartling in bottom left corner (above exit, very close to left edge of screen), GG 1/0 (strong). GG to 2/0, second 1/1 dartling and then third. GG to 2/1. During 37 set GG to first and up it to 2/2 ASAP, leave on first in 38 and 39 as well, then back to strong. Add the last 1/1 dartling and up them all to 2/1 and GG to 2/3. SM to 2/1, tack 3/0, mortar 2/3, glue to 2/3, cannon to 0/4 for 60, village 2/1 and ice 2/3 for 63 - but that in itself is a bit luck-based solution. It worked for me, but selling enough garbage to ge t a spectre might be a much easier alternative
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Eznorb, Revlis, Dlog | 2014-01-28 | link | Lightning Scar | max 5 total and 2 of each dartling, mortar, spactory | 26 | 65 | Medium |
| | x | Leaks possible (round 47) | Medium | coyotik | Show/hide: 2/1 dartling, mortar 1/1, another dartling to 2/1, mortar to 2/1. Spactory between bottom paths with equal coverage, spactory in first arrow (covering spawn and a fair bit of the second turn, placed roughly above tip of left arrow), both to 1/2, exit to 3/2, mortar to 3/2, front spactory to 1/3. Start round 47 with the mortar selected - you might need to retarget it towards the end of ceras. One dartling to 2/3 during 49, just in time. Mortar to 4/2, second dartling to 3/1. Round 60 can be bruteforced, 63 is piece of cake and 64 and 65 spikestormed to avoid unnecessary stress :)
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The Daring Dozen | 2014-01-28 | link | Monkey Lane | max 12 total | 20 | 27 | Easy |
red -> cera, blue and white -> BFB, green and zebra -> ZOMG, yellow, pink and black -> MOAB | | x | | Hard | coyotik | Show/hide: 2/1 village in center it has to reach a little bit above second horizontal), 3/2 GG above it, 4 0/3 cannons at the very bottom coverage of the village. It is important that they do NOT reach the leftbound horizontal path. Two a bit closer to upward path, set to close, remaining set to strong. Add one more cannon (first), then 0/4 ninja. Use sabotage when the BFBs are almost popped, add ice above second horizontal path under village, 1/1 and second GG next to it as soon as you can make it 3/0, then 3/2 (Sabotage the second BFB pack as well). Ice to 3/2, add two 0/2 SMs set to strong and up the 3 bottom cannons to 2/3. Use sabotage again when the ZOMG is almost popped. Switch cannons from strong to first. Up one SM to 0/4, then another. (Sabotage in 26 when ZOMGs are almost popped again – shouldn't need tech terror for that round. Sabotage in 27 ASAP. It should catch the ZOMGs, and you'll be soon rolling in cash to get MIB:CTA and all other upgrades and with sabotage recharging before ZOMGs reach the bottom, it should be a piece of cake
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Hitting the Wall | 2014-01-29 | link | Mount Magma | 3 of each 2/0 DM, 3/2 tack, 4/3 GG, 1/3 SM, 3/4 village and 2/0 dartling | 36 | 60 | Medium |
| | x | | Easy | coyotik | Show/hide: Village, SM. Village to 0/1, GG 2/0 (strong), village to 0/2, second GG 2/0 (strong). Add 3 tacks, up them all to 3/0. SM to strong, Village to 2/0, 3 dartlings to catch leaks, add another SM Dartlings to 2/0, GGs to 2/2 then 3/2, third SM, up one to 0/3.
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New and Improved | 2014-01-30 | link | Brick Wall | max 7 total, villages, buccaneers and DMs | 26 | 50 | Hard |
| | x | | Trivial | coyotik | Show/hide: buccaneer 1/1 to 2/3 in spawn lake, top left (strong).You might need to retarget to first in 26 for a while, although I didn't. Add another to 0/1 then 3/1 (first). Add village to 2/1, another 1/1 ship, destroyer to 3/2 for 42, third ship to 3/1. I couldn't squeeze one more there, so I placed 3 more in the other lake, all 2/1 and all set to strong. That was enough not only for round 46, but for the rest as well, so I ended up with 12k cash
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Hide and Seek | 2014-01-30 | link | Tunnels | 1 of each glue, bomb, spactory | 42 | 65 | Medium |
| | x | | Trivial | coyotik | Show/hide: 3/2 spactory will handle round 42. For 43, add GG 3/1 (strong) between 2nd and 3rd, to 3/2. Spactory to 4/2 Add 4/2 cannon (close) for round 63 between 1st and 2nd, but as close to 2nd as possible.
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Monkey City Veterans | 2014-02-01 | link | Monkey Lane | DM 0/0, farms 2/4 and village 4/2 | 1 | 50 | Easy |
lead = zebra, rainbow = lead | | x | | Trivial | coyotik | Show/hide: Farming like hell to get village to 4/2 by round 35. F, D, (F+), D, D, F+, D, (F++), (F++), D, D, F++, F++, D, D, D, D (10 total), V to 0/2, 3xF++ (under village), V to 3/2 and 6 more DMs. (drained cash after round 30). This should allow 4/2 village before round 35 with almost $300 to spare. Then just keep adding 4/0 villages, piece of cake
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Laser Cannons | 2014-02-02 | link | Country Road | 1 of each 4/0 village, 4/1 bomb, 2/4 buccaneer, 1/2 SM, 4/2 dartling, mortar | 26 | 60 | Hard |
| | x | Leaks (small, depending on your dartling skills) | Hard | coyotik | Show/hide: Ship 1/3, dartling 0/1 to 1/1 to 2/1, ship to 2/3 (this is needed to avoid missing leads in 30), village, mortar to 0/2, village to 2/0, mortar to 1/2, SM 1/0, mortar to 3/2, dartling to 3/1 (placed close to center so it can fire down every spawn) Mortar to 4/2 during 50, cannon 4/1, SM to 1/2, dartling to 3/2 and finally ship to 2/4. (Use it in round 58 on second MOAB)
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Gloomers | 2014-02-03 | link | Lightning Scar | boomers and glue | 26 | 50 | Easy |
| | x | | Medium | coyotik | Show/hide: 2/2 GG (first arrow), 2/3 boomer (second arrow), 3/0 boomer (first arrow, round 38 – sooner it's not needed and may do more harm than good), one to 2/4, add 0/3 for 46. Boomer to 4/0 for 40, two more 2/3s.
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Far Away | 2014-02-04 | link | Archipelago | max 5 total, 1 of each, no aces and buccaneers | 50 | 85 | Medium |
| | x | | Easy | coyotik | Show/hide: Start with village at bottom end of exit island, add spactory 4/1, to 4/2 during round. A bit of a close call. Add dartling to 2/1, then village to 2/1 then 2/2. This will reach to the left central island, allowing a SM there, to 0/2 (set to first when regens are around, strong otherwise). Dartling to 2/2 for 59, to 2/3. Village to 3/2, SM to 0/3, darting to 2/4 Then add 4/1 sniper. Used rocket ability in 79 although probably not needed. Used it in 82 twice, SM to 0/4. Used tech terror when SM was surrounded by MOABs in 84 Two DMs to 4/2, 3 more 2/3 tacks. One of them to 2/4 and then spam 2/2 DMs along the track and once you run out of room, upgrade them to 4/2. With 8 of them, round 63 can be bruteforced :). In general the key is using bladestorms right, activating them when the target has almost reached the tack.
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From a Distance | 2014-02-05 | link | Death Valley | 3 of each sniper, ace, dartling, mortar | 24 | 50 | Easy |
| | x | Leaks, Selling | Hard | coyotik | Show/hide: Start with two dartlings (2/1) just above the bottom right cliff, but as low as possible. Add sniper (1/1) strong and sniper 1/0 (last). First sniper to 1/3 then 2/3, only then add remaining dartling to 2/1. Up the middle dartling to 2/3 (he should be a little lower than others. For 46, add 2/1 and 1/1 sniper. Key to success is to play slow and not panic with the dartlings, but it's hard as hell still, likely to leak a lot in 43 and a bit in 47.
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Legend of the Phoenix | 2014-02-06 | link | Mount Magma | 5 max total and 2 of each 2/2 boomer, 2/2 DM and 2/4 apprentice, one tribal turtle | 26 | 50 | Hard |
| | x | Leaks (not always) | Easy | coyotik | Show/hide: Turtle below first exit, app 2/1 above center a bit to the left. Second app next to it (strong) to 2/1, both to 2/2 then 2/3. One to 2/4, then DMs with remaining cash, to 2/2. Phoenix will help with both 46 and 47, then with 49 on ceras, that'll give you cash for second phoenix for regens in late 49 and first MOAB in 50. Leaks happen in early rounds - sometimes in round 31
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Construction Site | 2014-02-07 | link | Dockside | 1 of each 2/4 boomer, 2/2 super, 2/1 village and 1/2 spactory | 26 | 53 | Hard |
| | x | Leaks or selling (round 42) | Hard | coyotik | Show/hide: Boomer 2/3 at the top of second pier, spactory to 1/2, but not too much in the rear. It has to be under a village that will reach the tip of the big boat. SM on that tip of the boat. Village to 0/1 then 2/1. SM to 1/0 ASAP during 43, to 2/0 for 46. Boomer to 2/4 to help with ceras in 49, SM to 2/2, boomer used at will, should be a piece of cake. Generally the toughest part of the challenge was to find where to place the boomer for best performance.
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Jungle Duo | 2014-02-08 | link | Jungle Track | mortars and ninjas | 10 | 65 | Hard |
| | x | Selling | Medium | coyotik | Show/hide: 0/1 ninja inside, where the loop meets the other track, and another symmetrica. to it, up both gradually to 3/1, then add mortar (you'll need to hand-target round 28) and another. Both mortars to 2/2, two more ninjas 3/1, then up all to 3/2 gradually, one to 4/2 during 43, then another, add 2/2 for 46, keep upgrading until you reach 6x4/2 (symmetrical) then build a saboteur with the big pack and up the mortar handling the other end to 2/3. Remaining mortar to 3/2. (saboteur set to last will get all leads on his side). Use sabotage when the BFB is almost popped.
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Straight Wall | 2014-02-09 | link | Brick Wall | max 5 total and 2 of each, ninja 4/0, app 1/4, glue, cannon, dartling, SM, DM | 37 | 77 | Hard |
| | x | | Hard | coyotik | Show/hide: Start with two 2/1 GGs (strong) in first and second turns, 0/1 dartling in bottom right corner aligned with bottom horizontal. Use the dartling only on bloons that escape glue, up to 1/1 and focus on camos. NLL can be done with a bit of skill. Second dartling to 0/1 then 1/1, then both to 2/1. Add SM to 0/2 placed a bit left up from center, both GGs to 2/2. SM to 2/2, GGs to 3/2, dartling to 2/3 (59), M to 2/3. You'll be a bit short for tech terror in 77, so dartling to 3/1 instead. Firing along the bottom wall, it does wonders.
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The Final Countdown | 2014-02-10 | link | Clock | max 10 total and 3 of each tack, boomer, ninja, glue, mortar, pineapples | 1 | 46 | Apopalypse |
| | x | Leaks | Medium | coyotik | Show/hide: Start with two ninjas (under I and II) to 2/1, add boomer 0/2 (last). Ninjas to 3/1, boomer to 0/3 then 2/3, add mortar to 2/3 (round 32 or so), third ninja, all to 3/2 then 4/2 (just in time for MOABs), then add 3x 3/0 tack under 12,
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Specified Heroes | 2014-02-11 | link | Clock | aces 3/3, snipers 4/3 and DMs 3/3 | 24 | 59 | Medium |
| | x | Leaks | Hard | coyotik | Show/hide: Start with a 1/2 sniper (strong), then build 5 DMs 0/3 on the middle rim path from II to VI. Sniper to 1/3 then 2/3, then keep adding 0/3 DMs in the area between II and III. Set the upper half of them to strong, two in the bottom part to 2/3 for round 42. Keep adding more up to round 46, two more to 2/3 for 47. Add 2/1 sniper (strong), two more 0/3 DMs (close call in 49, had to set the 2/3 for first for a while). Sniper to 2/3 and just continue spamming 0/3 DMs. Round 59 is trivial – once leads appear, set one sniper to first and one to last.
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Shocking Sticky Spiky Shuriken | 2014-02-12 | link | Z factor | 3 of each ninja, 4/2 GG, 4/2 app and 2/3 spactory | 26 | 65 | Hard |
| | x | | Easy | coyotik | Show/hide: 3/1 ninja in the middle (above diagonal a bit to the right side), GG 2/0 to 2/1 (strong), another 3/1 ninja next to first. GG to 2/2, exit spactory, ninjas to 4/1 and add one more. Add spactory covering the top right side, center, to 1/2. Exit spactory to 1/2. The front one to 1/3 after 49. Another 1/3 next to it, then three apps 1/1 right of the ninjas. Two more 2/2 GGs, apps to 1/2 for 59. Glues to 3/2 from the leftmost one. Round 63 is a bit random – you can NLL it or you can lose.
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Around in Circles | 2014-02-13 | link | Bloon Circles | mortar 0/4, cannon 0/4, farm 4/0 and apprentice 0/4 | 15 | 65 | Medium |
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Odd Monkey Words | 2014-02-14 | link | Monkey Lane | 1 of each DM, ninja, village all 2/4 and mortar and ice both 4/2 | 26 | 50 | Easy |
| | x | | Easy | coyotik | Show/hide: village in the middle (when 2/3, it should reach above the leftbound path), DM 2/3, ninja 2/2 (both a bit left and above the village), mortar 0/2, village to 2/1, mortar to 3/2 Ninja to 2/4, village to 2/2, DM to 2/4. Use SMFC in 46 as soon as the MOAB gets in range, and sabotage when it gets in range again. Village to 2/3, ice above the leftbound path to 2/2 (SMFC again in 47). Sabotage on ceras in 49, mortar to 4/2 afterwards. SM to 2/2, GG to 2/3, spactory to 1/4 (use in 54 and anytime later if you want), SM to 2/3, dartling to 2/3, spikestorm used in 60, 64, 65 (not really necessary there). Leaks likely to happen in 38, 40, 43, 47, 49, 50-53, although I managed to NLL each of those in some attempts.
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Time For A Take-Down | 2014-02-15 | link | Clock | buccaneers, cannons and SMs, 2 portable lakes | 26 | 65 | Hard |
| | x | | Easy | coyotik | Show/hide: Start with bomb (close), two lakes on either side of XII - and fill them with 1/1 ships, gradually upgrading some to 1/2 (2 for 33, 3 for 37), one to 2/3 (last), then rest to 3/x. Remaining buc to 3/1, then add SM to 3/0 then 3/2 (near II), cannon to 3/2.
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Downstream Daredevil | 2014-02-16 | link | Downstream | max 8 total and 2 of each, spactory 1/4, tack 4/2, village, glue and ice all 2/2 | 10 | 50 | Easy |
| | x | Leaks (small, spactory luck) | Hard | coyotik | Show/hide: spactory on middle island, tack 3/0 on first high up, two 2/0 GGs on left bank, spactory under tack, exit spactory to 1/2, second tack 3/2 under first spactory. Village 2/1 on left bank (covering it all, there should be room for uce on the bottom tip). Bottom tack to 4/2, top spactory to 1/3, ice 2/0 under the 4/2 tack, first tack to 3/2, first spactory to 1/4, but do NOT use it on the MOAB. Fire it off in 47 if and when it looks like the ceras will cause trouble.
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Sliding Ahead | 2014-02-17 | link | Slalom | ice, dm, village, farm | 1 | 60 | Medium |
all +1, pink and white +2 | | x | | Hard | coyotik | Show/hide: 2 DMs left of second red (strong), 2 DMs one path lower, all to 0/3. Save for ice 2/0, put it a bit left of first red, as low as possible. Add a DM 3/0 (last) right of first red. One of the bottom DMs to 2/3, the 3/0 to 4/0 A village above the strong DMs should just about cover everything. One more 0/3 DM (strong) next to first two, village to 1/0 Another 2/3 DM added under third red flag, and one 0/3 to 2/3 for 33. This should handle even round 37.
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Aim and Wait | 2014-02-18 | link | Park Path | max 3 of each ice, dartling, spactory | 26 | 65 | Hard |
| | x | | Easy | coyotik | Show/hide: 1/1 dartling, 2/0 ice in bottom U loop for 28, two more dartlings to 1/1. Another 2/0 ice left of first, dartlings to 2/1, ices to 2/3. And then just build 3 1/3 spactories bottom left, covering the outer path only. Add one more 2/3 ice directly against the spactories, one dartling to 2/3 (although the rockets aren't needed – 63 is ice-paradise. The hardest part is not leaking anything in the early rounds.
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Sailing the Seven Seas | 2014-02-19 | link | Archipelago | max 14 total and 7 of each, DM, buccaneer, bomb and mortar 4/3, ice, farms and aces 3/4 | 7 | 77 | Medium |
| | x | | Easy | coyotik | Show/hide: Build 0/1 ships... fourth one to 0/3, then three more 0/1, then all to 1/1(one 1/2 for 37) then 3/1 (2 x 3/2), all to 3/1, add mortar 3/2 Add one cannon 4/2, one mortar 2/3 and remaining capacity cannons 2/3, one ship to AC. Mortar aiming was only needed in 77
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The Right Place | 2014-02-20 | link | Country Road | max 4 of each 3/2 boomer, 2/4 bomb, 2/3 ace, mortar | 26 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: 3/2 boomer inside, a bit down and right. Mortar 2/3, ace to 1/3 and another. 3 cannons (2/3, 2/3, 2/2. Then max aces 1/3 and cannons 2/3, add mortar 4/2, one cannon 2/4 ready for round 60, second for 65... and more boomers or mortars, doesn't really matter. The hardest part is second round, because due to a bug the first round starts in the wrong spawn and so the second, which comes from the correct one (east) is a bit surprising. village to 2/1, super 1/0 (strong) to 2/2 (first), ninja sabotuer at round 54, super to 2/3, village to 2/2 Placements: spactory at exit, village on the boat between piers covering everything else (ninja on left pier, SM on the tip of village boat). Alternative (tested by coyotik) had spactory on big boat, village on the tip of the big boat and SM on bottom right of left pier. A few close calls but it worked just as well.
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Bloon Intercept | 2014-02-21 | link | Switch | max 5 of each spactory, 4/0 ace and 4/2 bomb | 20 | 65 | Medium |
| | x | Leaks | Hard | coyotik | Show/hide: spactory at each exit, 1/0 snipers (one strong, one last), cannon to 2/0 bottom left from switch but as close as possible. Spactories to 1/0, two more 2/0 cannons (between horizontal paths left of switch), strong sniper to 1/3 then 2/3, bottom cannon to 3/2, spactories to 1/2, cannon to 4/2. Ace 3/0 behind switch, second sniper to 2/3. For round 53, sell that sniper and then 4/2 cannon to get ace to spectre. Add spactory 1/3 left down from switch (sniper to first in 59 to handle camo leads), another 1/2 spactory on the top path for 62 (sell the 2/0 cannons), spactory to 1/4 and use in 64, sell top spactory and sniper to get spiked mines for 65 (spikestorm as well)
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But Where's the MOABs | 2014-02-22 | link | Jungle Track | buccaneers 2/4, spactories 2/3, bombs 2/4, farms, one lake | 1 | 62 | Medium |
All MOAB class are ceramics | | x | Leaks (small early, something in 40/43) | Medium | coyotik | Show/hide: Lake left of the left U turn, one buccaneer to 0/1 there (the offcenter placement is necessary) then set to strong, 1/1. Spactory on right exit, then on left, two more buccaneers 0/1 and one 0/0. Cannon (strong) between horizontals under right U (strong) for 28 and another above left U afterwards, then all buccaneers to 1/1 then 2/3 Spactories to 1/2 starting with the right one, and then just spam 2/0 cannons all over the place
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Anti-Environmentalism | 2014-02-23 | link | Clock | max 6 of each tack, ice and app | 25 | 65 | Medium |
| | x | | Medium | coyotik | Show/hide: Various ways to complete are possible. I did it either with the usual 2-3 2/4 tacks or with 3/0 tack spam with one 4/2 tack, one 3/0 ice (on exit side of XII, not freezing bloons coming from spawn) and a bunch of apps, 2/3 and 1/1 as cash allows, with a few 2/3 ices after the tacks. Leaked a few lives in both. Bob Guy's got a NLL video.
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The BTD Five | 2014-02-24 | link | Castle | max 5 total – ninja, buccaneer, mortar | 26 | 50 | Easy |
| | x | Leaks | Medium | coyotik | Show/hide: mortar 2/2, 2 ninjas to 3/1 and 2 buccaneers to 2/3 at exit, ninjas to 4/2, buccaneer to 2/4, mortar to 4/2, second buccaneer to 2/4 Bob Guy's done a video with NLL using a saboteur instead of one 4/2 ninja Round 63 is a bit stressful with the leads getting in the way but still the brute force of the dartlings wins if you're patient and don't panic. In restrospect, though, having the last apprentice added in the east MIGHT be better
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Shell Shocked | 2014-02-25 | link | Snake River | 2/2 apps, mortars and 5 tribal turtles | 10 | 50 | Medium |
| | x | | Trivial | coyotik | Show/hide: Turtles on upward left land, mortar 0/1 to 2/2, two 2/2 apprentices, mortar to 2/3 and spam 0/1 apprentices
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Patrol | 2014-02-26 | link | Mount Magma | max 10 total and 3 of each 4/2 DM, 2/4 tack, 3/2 boomer, 2/4 ace and 2/4 apprentice | 20 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: app 0/1 above first exit, boomer 3/0, tack (all above center). App to 0/2, another tack, both to 2/0, boomer to 3/2. Another app 0/2 above last exit. Apps to 1/2 then 2/2. Tacks to 2/3, one to 2/4 Third 2/2 apprentice, third 2/3 tack (had to go below track with this one). App to 2/3, use bladestorm when the MOAB is popped. Second tack to 2/4, apps to 2/3. Use bladestorms at will (50, 52, 54) although by now you'll cope even without... add tree circle-path aces below track to 1/3. One phoenix in time for round 60 (use when the BFB is almost popped and it'll help with most of round 61), one more for 64 and you'll have all three for 65.
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First Five | 2014-02-27 | link | Dockside | buccaneer, sniper, ice, village, mortar | 25 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: ship 2/1 (left of tip of big boat), sniper 1/1 (strong). Ship to 3/1 for round 31 (easy peasy) then 3/2. Add mortar 0/2, second 3/2 ship, mortar to 3/2, then two more ships 3/1 under second pier (strong), one 2/1 (last). This will handle round 46 even without mortar aim. 2/1 ship to 2/3, one more 3/2, mortar to 4/2 and just keep adding 3/1 ships (strong) close to second pier. Very little work with mortar needed One ship to AC, one spikestorm in 79, second ship to AC (using spikestorms when needed), GG to 4/2 (isn't that the first time EVER)
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Monkey of Steel | 2014-02-28 | link | Mount Magma | 1 of each, and only SM can be upgraded | 25 | 50 | Medium |
| | x | Leaks or selling | Easy | coyotik | Show/hide: SM, mortar, cannon, spactory. SM to 2/0, then add just about every useful tower, then SM to 2/3. Only leaked in round 39 just before I had money for SM 2/0 upgrade (so selling spactory and upgrading sooner would help)
Small leaks happenned in a few rounds due to mishandling SM targetting
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BMC Country | 2014-03-01 | link | Country Road | spactory, mortar, village | 36 | 65 | Medium |
| | x | Leaks | Hard | coyotik | Show/hide: village slightly off-center, mortar 3/2, 4 villages arranged in a diamond pattern so that they barely reach each crossing from the inside. Spactories to 1/2, village to 0/1, bottom spactory to 1/4, add two more spactories 3/2 covering northeast and southwest arcs, village to 2/1, top spactory to 1/4, mortar 2/3 Spikestorms used in 49, 50, 52, 54, 57, 59 (not needed in 60), 61. Mortar to 4/2 for round 63, another spikestorm used in 64 and that's it, 65 will be a piece of cake (up left spactory to 1/3 too)
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Side-effected | 2014-03-02 | link | Slalom | 4of each 2/4 DM, 2/4 glue and 2/4 buccaneer | 30 | 60 | Medium |
| | x | | Easy | coyotik | Show/hide: gg 2/0 (strong) under first red flag, three 1/1 ships, two to 1/2, then fourth ship 1/1, two 1/2 to 2/3. 4 DMs 0/3 under GG (in third section) all strong. One DM to 2/4 rest to 2/3, use SMFC in 46. GG to 2/2, SMFC in 49 (as soon as ceras appear) and first MOAB in 50. You'll get enough cash for second SMFC, use on second MOAB. GG to 2/3. Use again in 52, 53, 54 and 57, upgrading ships to 2/3
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Chilly Gluey Snipery Storm... Thing | 2014-03-03 | link | Rink | 2/3 snipers, 2/2 ice, 2/4 glue, one SMS | 25 | 65 | Medium |
| | x | Leaks | Hard | coyotik | Show/hide: GG 2/1 (strong) in center, 3 snipers, ices to 1/0 second crossing and third crossing, both ices to 2/0, but not during round 27! Sniper to 1/2 (strong in 31, last in 32 to hit as many whites as possble, then back to first once leads appear). The sniper 1/2 to strong in 35 but switch to first before rainbows appear, glue to 2/2 ASAP, another sniper to 1/2, sniper to 1/3 then 2/3 (set on strong when ceramics are present, otherwise first). Second sniper to 2/3, third to 1/1 for 46. In 47 again leave snipers on first for a short while... as soon as the ceras are getting glued, switch snipers to strong. GG to 2/3, sniper to 2/3 (now you can set all to strong) Spam 2/3 snipers up to 7 total. (In round 53, you will want to set one sniper to first to avoid leaking pinks)
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Summer Freeze | 2014-03-04 | link | Slalom | 4/3 buccaneers, 3/3 aces, 2/1 villages and farms | 1 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: Buccaneer to 0/1 then 1/1, another 0/0 (set the 1/1 to strong). Village, second buccaneer to 1/1, first to 1/3. In round 31 play slow in case you might have to change targetting on the first buccaneer. Second to 3/2. One more 3/1, village to 2/1. You should be able to place at least 3 1/3 aces under the village (I had 4 – two left of third flag, one left of village and one above. Then place second village two paths under first red flag, surround that with 1/3 aces (I had 5) and up it to 2/0. Remaining money spent on 0/1 buccaneers (4 total) upgraded to 2/1
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Colour Match | 2014-03-05 | link | Monkey Lane | 0/4 bomb, dart, sniper, village and mortar all 4/0 | 22 | 65 | Medium |
| | x | | Hard | coyotik | Show/hide: Village on right side of upward path, level with the U bend on right side. sniper 1/0 to the left under village, then spam DMs with all cash. Add a 2/0 for round 24, then spam more, up to count of 20. Two of them should be above and below the vertical section, to be made into 3/0 (the one above set to last obviously), then second 2/0. Add mortar 3/0. Up 5 more DMs to 2/0, choosing those that can reach another section of track with the upgrade (especially the exit horizontal). You need to micromanage the mortar a bit as well, though, because you need to free the DMs to attack the camos in 37 ASAP. A 3/0 DM above the downward path, to 4/0 early in 39, and one more above it (between horizontal paths)
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The ABPs | 2014-03-06 | link | Clock | boomer, bomb, buccaner, ace, farm, one lake, beekeeper and squirrel | 42 | 68 | Medium |
| | x | Leaks, Selling | Hard | coyotik | Show/hide: 2/3 boomer under XII, squirrel left of it, beekeeper at II (strong), pool under XII, 3/2 and 0/2 ships in it, up the last to 1/2, add two more 1/1 ships, 0/3 cannon (strong). Ships 1/1 to 3/1, 1/2 to 2/3, add two more 0/3 cannons between XII and I and a 4/2 cannon at XI, then a 3/2 ace near IX. For round 60, sell destroyers and up ace to 4/2, then just spam 0/3 cannons (strong) One dartling to 2/2, cannon to 4/2 and one mauler to 2/4 (that takes care of round 60). Round 63 should be trivial - unless you're unlucky, the glue will touch everything, but even if not, the dartlings can catch the rest easily. Add more 2/3 maulers, you can either get second 2/4 or just bruteforce round 65. The only leaks are likely to happen in the first two rounds.
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DDTDD | 2014-03-07 | link | Fireworks | 3/2 boomers, 0/4 bombs, 2/3 mortars, 2/2 dartlings and 3/3 spactories | 26 | 65 | Medium |
yellow and pink -> black, white, zebra and rainbow -> lead | | x | | Medium | coyotik | Show/hide: 3/1 boomer (to 3/2 ASAP) placed slightly above center and to the left (roughly near third corner. Exit spactory, mortar to 0/2 then 2/2 then 2/3 Exit spactory to 1/2, add spactory in first arrow to 1/3. Then add two 0/3 cannons and spam 3/0 boomers (and when you run out of room in center, more cannons.
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Tower an Hour | 2014-03-08 | link | Clock | max 12 total and 1 of each | 24 | 65 | Hard |
| | x | Leaks (46) | Medium | coyotik | Show/hide: Start with ninja a bit right of XI and boomer 0/3 to 2/3. Ninja to 0/1 then 3/1 Ace to 2/2 then 3/2 at VIII. Add GG 2/1 (strong) at II, dartling to 2/1 in bottom left corner, GG to 2/2. Add 0/3 cannon at I (strong), ninja to 4/2. If you survive 46, you should survive the rest :)
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Crazy Dartlings | 2014-03-09 | link | Monkey Lane | 1 of each 1/4 DM, 3/0 ace, 1/2 SM and 2/2 dartling | 1 | 50 | Medium |
| | x | Leaks (dartling skill) | Easy | coyotik | Show/hide: DM to 0/3 just below the leftbound horizontal and above the first downward path. Dartling in upper right corner to 2/2, then ace and SM. The only rounds worth some effort with the dartling are 42. 46, 47, 49 and 50 (you can get SMFC for the latter ones)
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Decorations | 2014-03-10 | link | Clock | 4 of each 2/4 boomer, 2/4 buccaner and 2/1 apprentice, 1 lake and 1 meerkat | 20 | 62 | Medium |
| | x | | Medium | coyotik | Show/hide: Buccaneers 0/1 and 1/1 under XII, meerkat, apprentice (strong) to 2/1. Another buccaneer, all to 1/1. Then add 4 2/3 boomers and up ships to 2/3, then add remaining 2/1 apprentices (all between XI and XII). Boomers to 2/4, then buccaneers too, althought you should cope just fine without abilities for most of the time. (If you can get four cannon ships in the pool, even better). I've used 2 turbocharges for each MOAB pair in 57, and snatched second and fourth in 58 with takedown. Takedown in 60, and then again double boomers twice in 61 (using a single turbo doesn't help enough), and in 62 use takedowns (not necessarily on every MOAB) and turbo when it recharges
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Hardcore Lasers | 2014-03-11 | link | Brick Wall | 1/0 SM, road items | 20 | 50 | Medium |
| | x | road items | Trivial | coyotik | Show/hide: Trivial and boring... SM in top left corner of the track and another, third between the U-turns I recommend an extra spike or two on round 31 regens. Keep adding more 0/0 SMs. Use some pineapple spam in round 49, both ceras and regens deserve it
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Simple Dock | 2014-03-12 | link | Dockside | max 3 total and one of each DM, sniper, SM, ninja, buccaneer, mortar, spactory, ice and village, all limited to 3/3. one BDD | 20 | 60 | Medium |
| | x | Leaks, Selling | Medium | coyotik | Show/hide: start with sniper (strong) and buccaneer (strong) left of bottom of left pier to 0/1 then 1/2. (You might need to babysit the targetting options, but I didn't do it). Add ninja on the big boat, closer to exit path than bottom of left pier, to 1/1. Sniper to 1/0 for early leads. After round 33, replace sniper with mortar to 0/2 then 3/2, ninja to 3/1, ship to 3/2. After round 42, sell the ninja and get a SM on the small brown boat, to 1/1 (strong). Manual mortaring and possibly destroyer to first if something gets through in round 43. SM to 2/1 for 46 (set to first), 2/2 afterwards. You might leak a few camos in 47 depending on exact destroyer placement and how much will the ceras get in the way.
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That'll Leave a Scar | 2014-03-13 | link | Lightning Scar | 3/1 boomers, 2/2 dartlings and 1/2 spactories | 12 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: dartling bottom left, boomer under horizontal center 2/0... spactory between paths, dartling to 1/1, boomer to 3/0, dartling to 1/2 then 2/2 Second 3/0 boomer and then just spam dartlings 2/1 up to count of 12 and then 3/0 boomers
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Mad Poppers | 2014-03-14 | link | Castle | max 10 total and 3 of each SM, cannon, buccaneer, sniper, village, ace | 50 | 85 | Medium |
rainbow +1 | | x | Leaks | Hard | coyotik | Show/hide: Village 1/1, SM 2/3 roughly in center. Village to 1/2, another SM 2/3 left of village (the left SM covers the left path almost fully, but reaches spawn and exit as well). Then add two 3/2 cannons, each in center of one side (roughly similarly distanced from all three paths), and one below castle. Village to 2/2, cannons to 4/2, three 1/3 planes, another SM above village to 2/2 then 3/2 (after round 81) One ace to GZ, set robo monkey to strong. Once something gets dangerously close to exit in round 84, use GZ, then set robo monkeys to first. GZ should recharge in time to be used when ZOMG is reduced to MOABs (set all to strong).
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Calm Clearing | 2014-03-15 | link | Fireworks | max 12 total, DM, sniper, ninja | 33 | 65 | Hard |
| | x | Ninja 3/1 a little right of last inner turn, sniper 1/0 and 1/1 (strong), add one more 1/0 (last). This should be enough to handle all leads. Two ninjas to 4/1, then add DM 3/0 (last) above spawn, to 4/0, then last ninja to 4/1 | Then one more 4/0 DM (strong), one more ninja, and up snipers to 2/3 and one more DM 4/0... then whatever. | | |
Simple Circles | 2014-03-16 | link | Bloon Circles | max 3 total and 1 of each ace, app, dartling, boomer, glue, cannon, tack, farm, one BDD | 20 | 60 | Medium |
| | x | Leaks (depending on your dartling skills) | Hard | coyotik | Show/hide: GG 2/1, BDD (22), dartling in bottom right corner to 0/1 then 2/1 (BDD 27, 32), GG to 2/2, BDD 40, dartling to 2/3, BDD 43, 46/47. GG to 2/3 for 49. Round 50 is the only tricky one. Before the round starts, sell the GG, replace it with 0/4 cannon. Start the round, immediately use the ability, wipe out the ceras with your dartling, then quickly sell the cannon and place ace on circle path in the exit circle. Then you have to do your best with dartling. You can either use BDD as soon as the ceras appear (and get spectre in time for second MOAB) or try to delay the BDD use for a bit and hope you can get the MOAB with it. That's what I did and lost about 8 lives, but I think the other way is better
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Stop, Pop and Roll | 2014-03-17 | link | Rink | 1 of each 0/4 tack, 1/4 ninja, 3/0 app, 1/4 mortar | 1 | 50 | Hard |
| | x | Selling | Hard | coyotik | Show/hide: Start with ninja on right side of center, to 1/1. Next mortar 1/2, tack 0/3 bottom left in first crossing. App 2/0, ninja to 1/3, mortar to 1/3, tack to 0/4, ninja to 1/4. (Bladestorm used in 40, sabotage is better in 43) Activate sabotage before round 46 starts. Use bladestorm when the MOAB is right next to the tack. You can help a bit with the mortar, but you have NOT to pop it too early. You need both abilities to recharge. The MOAB should be popped on the exit path but still left from the blade shooter, so easily wiped out. Use sabotage just in case – it will slow enough of round 47 to survive, another bladestorm ASAP, and then upgrade mortar to 1/4
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Country MOAB Leads Nowhere | 2014-03-18 | link | Country Road | 1/4 DM, 3/4 boomer, ice, mortar | 30 | 75 | Hard |
| | x | Leaks (lucky camo pinks) | Hard | coyotik | Show/hide: Mortar 2/3, boomer 2/3 (outside circle, left of bottom spawn). In 33 aim mortar just below the left crossing, should be NLL. 6 1/3 DMs, boomer to 2/4, one DM to 1/4, SMFC in 46, second mortar 2/3 (aim next to each other to cover the pinks in 47. 4 more 1/3 DMs rouhgly in a circular pattern inside. (SMFC in 49). You should be able to deal with the first MOAB in round 50 with turbocharge (that is, DMs should pop it and turbo wipes the ceras), SMFC on second. In 51 get second SMFC ASAP, use it. Then build two more 2/3 boomers. You should be able to survive with abilities – one SMFC in 52, 53, 54. In 55, use mortar tracking on first rush, turbo on second, SMFC on the remaining two (should help with the MOAB). 56 brute-forced, 57 with one SMFC, 58 turbo and two SMFC if needed – now you should have cash for third, which means nonstop usage. Then just spam 1/3 DMs all around the circle. (mortartracking in 63 helps but the 10 SMs are powerful enough to handle it without. Mortar babysitting is needed mainly in 43, 46 and 47. Dartling to 2/3, win (cannon to 2/4 for round 54 helps but is not needed
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No Escape | 2014-03-19 | link | Tunnels | 2/4 bomb, GG, 2/4 ace, app, 1 SMS | 40 | 65 | Hard |
| | x | | Easy | coyotik | Show/hide: GG 2/2 (strong) in first section, ace 1/3 8-path in second, app 2/1 in third and another. Apps to 2/2, then build two 2/3 cannons in upper part of first section (strong). GG to 2/3 (first), add 4 more 2/3 cannons, one more ace above first, 2/3 app (strong) in first section and then again more cannons
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Guns'n'Reds | 2014-03-20 | link | Z factor | sniper, cannon, mortar, dartling | 30 | 60 | Medium |
blue -> red, green -> yellow, black and white -> pink, lead, zebra and cera -> rainbow, MOAB->BFB | | x | | Medium | coyotik | Show/hide: Sniper 1/1 (strong), mortar 2/2 aiming at right turn. The mortar should catch all yellows comfortably. Add dartling next in bottom left corner, to 1/1, another sniper 1/0 (strong), dartling to 2/1, sniper 1/3 then 2/3 (set the other sniper to close or first or whatever, just not strong). Add 3/2 cannon (close) just left of the right turn and 3 2/3 maulers horizontally about center, between rightbound and diagonal, all set to strong. This handles the BFB (play it slow, micro mortar if needed). Cannon to 4/2, add 5 more maulers, ensuring that about half of the total are set on first and half on strong. Mortar to 4/2 and add another 2/3
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An Eyeful | 2014-03-21 | link | The Eye | max 10 total and 1 of each, without ninja, buccaneer, SM, farm, dartling and spactory | 26 | 65 | Easy |
| | x | Leaks (avoidable) | Hard | coyotik | Show/hide: Village in bottom left triangle, ace below eye 3/0 infinity path, boomer to 0/3 then 2/3 in top left triangle, sniper 1/1 (strong), ace to 3/2. Add GG 2/2 in center, village to 2/1, sniper to 1/2. app 2/2, DM 2/3 and tack 2/4 in center Add 2/4 cannon left of eye and 2/3 mortar, use MOAB assasin in 46 and bladestorm in 47 and again in 49. Boomer to 2/4. Then just for fun village to 2/3, ice 2/3 next to it if you can, and 3/2 on the island to the right with ninjas
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C. A. W. | 2014-03-22 | link | Brick Wall | tack, ice, village | 30 | 65 | Medium |
| | x | Leaks (round 33) | Medium | coyotik | Show/hide: 4/2 tack in top left turn, village diagonally down right with room for one more tack, to 0/2. Ice 2/1 at the very right edge of village reach under path, then add 6 3/0 tacks (3 to the left of track) and one 2/4 (between village and the 4/2). Maelstrom in 46 when the MOAB reaches the tack. Village to 2/2 then 2/3, add one more ice 3/2 covering the corner with 4/2 tack. Second ice to 2/3 and spam more 3/0 tacks. (3/2 when it allows them to reach behind a turn)
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Expressionless | 2014-03-23 | link | Rink | max 5 total ninjas, aces, apps, mortars | 30 | 65 | Hard |
| | x | | Easy | coyotik | Show/hide: 2/1 apprentice, ninja to 3/1 three times, mortar 3/2, ninjas to 4/1, app to 2/3, mortar to 4/2, app to 2/4
Add one 3/1 bomb in the middle (close) and up remaining buccaneers to 3/1. One more ninja and one more 2/2 app for round 59.
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All Your Base Are Belong To Us | 2014-03-24 | link | Space Truckin' | 2 of each 2/4 bomb, 4/2 SM, mortar, farm and ice, 1 meerkat | 20 | 60 | Hard |
| | x | | Hard | coyotik | Show/hide: Meerkat on Mercury, far right, mortar 1/2 (aim at the middle of Mercury until everything is burning, then micro). Ice to 2/0 in the middle of Mercury, cannon 2/0 right of first crossing and another near second (still on Venus), mortar to 3/2, ice to 2/3, cannons to 2/3. Then add two 2/2 SMs, the rest is trivial
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A B Day for B Day | 2014-03-26 | link | Country Road | 6 Bdays, 2 squirrels and 2 beekeepers | 20 | 65 | Medium |
| | x | Leaks | Hard | coyotik | Show/hide: Beekeepers on horizontals, squirrels on verticals. BDDs used almost constantly. Recharge periods are pinks in 45, pinks in 48, BFB in 60 (almost crack it with first ray, finish with second when it gets near the exit). In 64, use first ray ASAP and second late. Generally this is about steady hand and good timing, recognizing when the four agents won't cope and will need help. Leaks seem to be mostly sloppiness with pinks.
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Lazy Monkeys | 2014-03-26 | link | Switch | max 6 total, 2/3 boomers, 3/3 tacks, 3/3 bombs, 1/2 spactories and aces | 26 | 50 | Medium |
| | x | Leaks, Selling | Hard | coyotik | Show/hide: You have 500 lives for a reason :). Boomer 2/3 left of first turn on bottom path, spactory on each path, another 2/3 boomer in the top return turn, ace 0/2 to 3/2 behind switch, top spactory to 1/2, 2/3 cannon up left from switch. You will probably leak a lot in early rounds up to 32, then in 43 and 46. For 49 you should have enough cash for spectre if you sell the rest.
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5 Keys | 2014-03-27 | link | Snake River | max 2 of each and 4 total – boomer 3/0, glue 4/1, SM 2/2, spactory 2/2 and village 3/3 | 1 | 60 | Medium |
| | x | Selling | Medium | coyotik | Show/hide: If you care about NLL, start with two boomers, otherwise with just one, in center, spactory. Boomer to 3/0. (Sell the other boomer for it). Glue 2/0 (strong) above boomer, spactory to 1/2, village to 0/2. You might need to upgrade spactory to 2/2 during 38 or 39, sometimes a lead would slip past the glue. For round 40 replace glue with SM (you'll have plasma in time for next leads), to 2/2 for round 46. Then replace boomer with second SM to 2/2 (one strong, one first)
Add another bomb to 0/4 during 50. (Again both bombs need to be used as soon as the MOAB enters, so the ceramics spread.
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Special Adventures | 2014-03-28 | link | Switch | max 4 total and 2 of each 2/4 GG, 2/4 buccaneer, 4/2 SM and 4/2 dartling, 1 lake | 20 | 65 | Medium |
| | x | | Medium | coyotik | Show/hide: GG 2/1 between pipes (strong), two dartlings (behind the downward path on the right side) to 1/0 then 1/1 then 2/1. GG to 2/2. SM (close to switch left down) set to strong to help with ceras in 40. Start round 43 with one dartling selected and upgrade to 3/1 by keyboard ASAP. Second dartling to 3/1, SM to 2/2 then 3/2, GG to 2/3 Leaks depend on your dartling skill and are likely to happen in two-path rounds, namely 38 and 43. Alternatively you could make one or two DMs 4/0.
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Second Tier to Everything | 2014-03-29 | link | Monkey Lane | max 9 total and 4 of each sniper, ace, app, dartling, spactory all 2/2 | 20 | 60 | Medium |
| | x | | Easy | coyotik | Show/hide: 2/1 apprentice, spactory, sniper 1/1 (strong), 3 more apprentices to 2/1 (sniper to 1/2 during 37). 3 dartlings to 2/1, sniper to 2/2, spactory to 1/2, finally apps to 2/2
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Like a Rolling Stone | 2014-03-30 | link | Mount Magma | 4/2 darts, 4/2 boomers, 4/2 spactories and 2/4 tacks | 25 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: Boomer 3/2, tack 2/3 (above), spactory, three DMs to 2/2 (left), another tack 2/3, spactory to 1/1, tack to 2/4. 4 more DMs 2/2, second tack to 2/4, two more 2/3 tacks (bladestorm used in 40, 43, 46 and 47).
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Bungle in the Jugnle | 2014-03-31 | link | Jungle Track | ninjas, bombs and apprentices all 4/2 | 30 | 65 | Medium |
| | x | Leaks | Medium | coyotik | Show/hide: Two 0/1 apps (outside the U turns) (strong), ninja 3/1 inside of the U turn and another, then two more (all to 3/2 for first ceramics) Two of them to 4/2, then add two 3/2 cannons one opposite each U turn between horizontals. Two more 4/2 ninjas, apps to 3/2, two more 3/2 cannons in the U turns, to 4/2 (one was enough for 63, set to close), two more 2/0 cannons with remaining money, to 3/0 by end of 65.
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Poor Turnout | 2014-04-01 | link | Castle | max 6 total cannons, 0/0 SM and road spikes | 25 | 50 | Easy |
| | x | Leaks, Selling | Hard | coyotik | Show/hide: Start with SM, 3/0 bomb, add three 2/0 bombs (all set to to close, SM set to first, all placed in the entrance area). Bombs to x/2, then 3/2 to 4/2. Then two highest to 3/2, bottom two to 2/3, spike the first MOAB. Then sell the SM and up remaining bombs to 3/2 then 4/2, both 2/3s to 2/4 for the last two MOABs (by that time you should be handling everything else by brute force). Use the 200 lives as a resource. Don't spike small leaks - the sooner you'll get your 4/2 bomb, the better. Also, in rounds like 35 and 37+, it's a good idea to preemtively spike strong bloons (zebra and rainbows) so that your cannons will have more targets to pop.
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Shiny Stars | 2014-04-02 | link | Space Truckin' | max 9 total DM, boomer, mortar, all 3/3 | 49 | 60 | Medium |
| | x | Sellling | Hard | coyotik | Show/hide: Start with two 2/3 boomers on Venus. One below upper Earth crossing (strong), another above lower Earth crossing. 2/2 mortar aiming at the middle of Mercury unless said otherwise. Build two 2/3 DMs in South America, use mortar to help with ceras in 49 as soon as they're past Mercury. Then keep adding 1/3 DMs between the two boomers. Once you reach the tower cap, mortar to 2/3 Then gradually replace 1/3 DMs with boomers (every time you have over $2000), after 53 replace mortar with 3/2. The boomers should all be in lower part of Venus Leaked a lot in 43. I didn't try dartlings-only solution, although instead of getting that SM, simply spamming more 2/1s might be better
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Fury Blades | 2014-04-03 | link | Bloon Circles | max 5 total and 3 of each tack 2/4, mortar 2/4 and farm 2/0 | 23 | 50 | Hard |
| | x | Leaks | Medium | coyotik | Show/hide: Mortar 2/3, tack to 2/3 in small circle close to spawn, two more tacks to 2/0, another mortar 2/2, tacks to 2/3 then 2/4, second mortar to 2/3 then 2/4. I tackled the first MOAB by one bladestorm when it entered the circle and two more when it completed the circle. (Lost a few lives there). Then I lost some more lives in 47 as I couldn't handle all the ceras with brute force. For round 50 I had mortar 2/4, and just the extra firing speed made the difference, first MOAB handled easily, then I could afford to use one bladestorm on the ceramics – and when the second MOAB appeared and was closest to tacks, I used the mortar ability to hold it in place for a while, then the remaining two bladestorms to finish it.
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Operation Scorched Earth | 2014-04-04 | link | Country Road | max 10 total, bomb, ice, glue, mortar, 4/1 village, 1/4 app | 40 | 80 | Medium |
| | x | Leaks | Hard | coyotik | Show/hide: Village inside, touching track in bottom left. Everything goes under it. Four 1/0 ices – two inside against exits, two outside in corners of the bottom left quadrant. 3/2 glue close to the village, then add 2/3 mortar (in most early rounds, you want to aim away/catch leaks/decamoize camos – do not aim at stuff like rainbows/zebras!), apprentice almost in center, slightly left down. (his range should reach middle of track). Cannon 1/3 next to it, and then app to 0/3. (82 cash to spare). This should handle round 46 just fine, and then you can get village to 1/0 and the app will start hitting normal bloons too, and should reduce camo leakage in 47 to something like 20 lives. Second app 0/3 close to first, cannon to 2/4, use on second MOAB in 50. Then both apps to 0/4 (phoenix used in 52 and 53, you can handle isolated MOABs just fine. Inner ices to 2/3, village to 2/1, no abilities needed now till 60 (assasin + phoenix). 61 bruteforced, mortar to 2/4 and one phoenix for 62.
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Fast deflation | 2014-04-05 | link | Park Path | no farms and road items | 26 | 40 | Deflation |
| | x | Leaks or Selling | Trivial | coyotik | Show/hide: 3/2 boomer left of upper U, 0/2 buccaneer in the middle and 1/1 ninja above lower U. For last round sell ninja and get 2/1 glue if you care about NLL (or try setting everything to strong). There must be better ways I didn't test for lack of time - 2/2 GG and x/3 buccaneer...
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No Junk Mail | 2014-04-13 | link | Mount Magma | 1 of each 2/3 DM, 3/0 tack, 1/0 sniper, 2/0 bomb, 2/0 ice, 2/0 farm and 1/0 dartling | 10 | 38 | Medium |
| | x | Leaks | Easy | coyotik | Show/hide: tack 2/0 above, DM to 1/3 left, sniper (strong) dartling to 1/1, then just about whatever (just place ice away from spiked attackers). NLL all but last round where I lost about 20 lives and I think getting NLL requires a bit of luck with tower placement.
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Another Jungle Bungle | 2014-04-14 | link | Jungle Track | max 4 of each gg, tack 3/4 and dartling 3/1 | 37 | 60 | Medium |
| | x | Leaks, Selling | Hard | coyotik | Show/hide: 2/1 GG between horizontals in both sides (strong), 2/1 dartling and add three more. Then add two 3/0 tacks in U turns and two more just above them. Then build upper GG to 3/2, bottom to 2/2 then 3/2 (all ASAP). Dartlings have to be used smartly, to crack glued ceras mostly. Then upgrade dartlings to 3/1 (2 of them). For round 59, you'll have to replace one GG with 2/3 (and make it 2/4 ASAP during round, as you'll be about 400$ short) – use the one on whose side your dartlings have better penetration – and set him to last so that he ignores any ceras on the other path. Use the ability when all leads are on screen. Then sell it and upgrade one more dartling to 3/1, then put the GG back as 2/2 just in case (I was lucky to have the BFB on the side with 3/2 GG)
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Both Feet on the Ground | 2014-04-15 | link | Tunnels | 4/2 snipers, 0/4 ice, 2/2 SM, 4/1 apps, 4/0 mortars and 4/1 dartlings | 25 | 65 | Medium |
| | x | | Medium | coyotik | Show/hide: 2 snipers 2/1 (strong, last), app 2/1, then build an army of 5 dartlings at the right side of the screen, add mortar 3/0 somewhere in the middle and then all dartlings to 2/1. And now we can start preparing for camo leads – by spamming 2/1 snipers with all types of targetting, but mostly close – stopping before round 53. Mortar to 4/0 then, and place 5 0/0 ices on the bottom part of spawn lane, then up them to 0/1 and then to 0/3 (3 for round 63), then add dartlings or snipers
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Low Wall | 2014-04-16 | link | Brick Wall | 1 of each 4/2 village, 4/2 farm, 3/2 glue and 2/2 ice | 26 | 50 | Easy |
| | x | Leaks, Selling, Farming | Easy | coyotik | Show/hide: Village near top left inside corner, ice as close to track in corner as possible, 2/0, glue 2/1 next to it, farm 2/0. ice to 2/1, village to 2/2, glue to 2/2, village to 3/2, glue to 3/2, ice to 2/2, then for round 46 sell farm to get village to 4/2. (I don't know if it can be done without selling - I passed round 40 NLL with GG 2/2, but glue was reapplied to some bloons that spawned from ceramics and I felt it was a close call. Leaks depend on precise tower placement - it should be possible to do it NLL, but it didn't work for me - possibly starting with farm 2/0 and glue 2/2 could work.
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Maths | 2014-04-17 | link | Space Truckin' | max 9 total 0/3 DM, 2/0 sniper, 3/0 ninja, 0/4 ice, 0/4 ace and 4/0 mortar | 20 | 50 | Medium |
| | x | | Easy | coyotik | Show/hide: 1/0 sniper (strong), ninja to 3/0 in Canada, Mortar 0/0, second ninja to 3/0 in the middle of South America. Aim mortar at first or second crossing, depending on presence of container bloons – if mortar can pop them, aim it away, leaving them to sniper. By round 37 you can abandon that micromanagement, up mortar to 3/0 and add ace on Venus, circle path, to 0/3 – and then just keep adding more of the same till the end. Round 46 piece of cake even without mortar microing. After 4 aces, sniper to 2/0 and add another. before 63: sell both snipers and farm for a sun god upgrade for the super monkey at the center of the map (2nd one you bought). 64 can be survived just with good SM targetting (sungod first, both 2/0s strong until about half the MOABs are gone. Alternatively you can sell glues and get two 3/1 snipers, but I didn't try that and I'm not sure if it would leave you with enough cash for my solution for round 65, which is, once the MOABs and BFBs appear, to sell both glues, get 3/1 sniper (strong), then sell village and up sniper to 4/1, which effectively stops the upper BFB.
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Nothing Special | 2014-04-18 | link | The Eye | 2 of each spactory, ninja, ace, farm, dartling, DM, tack, sniper, boomer | 30 | 65 | Medium |
| | x | Leaks | Hard | coyotik | Show/hide: sniper 1/1 (strong), two ninjas to 3/1 in center. Boomer to 3/0 then 3/2 in bottom left triangle, ninjas to 4/1 then 4/2, two dartlings above the eye to 2/1, two tacks in eye (3/2 and 0/0), tacks to 4/2, dartling to 2/3 spactory to 1/4 in top right triangle (use in 60, 64, 65), second dartling to 2/3, add another sniper and 1/3 DMs...
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The Outsiders | 2014-04-21 | link | Country Road | max 6 total and 1 of each tack, sniper, glue, ice, ace, farm, dartling, spactory, mortar. | 25 | 65 | Medium |
| | x | | Hard | coyotik | Show/hide: dartling 2/1 in center, sniper to 1/3 (strong), village, sniper to 2/3, GG 2/1 (strong), village to 2/1, glue to 2/3, village to 2/2, ice to 3/2 inside, a little below left crossing, spactory to 1/3 almost in center, but covering only top left section. Village to 3/2, ice to 4/2, spactory to 1/4, use in 60, then dartling to 3/1. You should be able to deal with first three MOABs with brute force and use spikestorm on the rest, then the same approach in 62. Dartling to 3/2, 63 is trivial. In 64 use spikestorm when first MOAB reaches ice, in 65 you should manage the MOABs by brute force and then use spikestorm after the first BFB breaks and there's some room between the MOABs from it and the second one.
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Access All Areas | 2014-04-22 | link | Park Path | max 7 total and 3 of each village, mortar, buccaneer, sniper | 40 | 75 | Hard |
| | x | | Easy | coyotik | Show/hide: Village, two 3/1 ships. Village to 1/2, third ship to 3/1, then add mortar to 3/2, village to 2/2 Mortar to 4/2, then you can set ships to strong (aim mortar on second path. Second village covering first, up first to 4/2 and set to strong (round 60), then build a 4/1 sniper (strong). A bit of mortar management recommended in 63 and later, although might not be necessary, and one ship to 4/1 after 73
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The Unfavoured | 2014-04-23 | link | Jungle Track | 4 of each SM, village, dartling, spactory | 25 | 60 | Hard |
| | x | Leaks | Hard | coyotik | Show/hide: spactory for each exit, two dartlings 0/1 and 1/1 on left side, up 1/1 to 1/2 then 2/2, then add two more 0/1, all to 2/1. SM (strong) left of left U turn (strong) – a village will come next, to 2/1, and it should cover the SM as well as all dartlings. SM to 2/0 then 2/2 then 2/3, another SM and dartling to 2/3.
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Green guys | 2014-04-24 | link | Fireworks | max 5 towers total, sniper, mortar and dartling all limited to 3/2 | 23 | 65 | Medium |
| | x | | Trivial | coyotik | Show/hide: Two dartlings top right, mortar to 0/2, two more dartlings, mortar to 3/2, dartlings to 0/1 then 2/1.
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Nuclear Fusion | 2014-04-25 | link | Mount Magma | one of each 2/4 ace, 3/2 SM, 4/2 mortar and 2/2 dartling, 1 meerkat | 55 | 65 | Hard |
| | x | Leaks, Selling | Hard | PeterHoHK | Show/hide: 2/2 SM (strong) above first exit, 4/2 mortar, meerkat. Sell mortar to get SM to 3/2 (first), 0/3 ace above. At end of round 65, when BFBs break, sell SM, ace to 0/4, boom, win. There's a lot of randomness in this - exact placement of SM and probably other factors decide. I struggled a lot, sometimes dying in round 60, sometimes in 63. An alternative solution with SM SB - get SM 3/0 to start with, add mortar to 4/2, then ace. Still leaked some in 63.
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Replication | 2014-04-26 | link | Switch | glue 2/3, bomb 3/3, mortar 2/3, ice 2/3 | 16 | 65 | Medium |
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Oh Ace One | 2014-04-27 | link | Country Road | 2 of each, only aces can be upgraded | 20 | 65 | Medium |
| | x | Leaks, Selling | Hard | coyotik | Show/hide: sniper (strong), ace, cannon (close) under top entrance), mortar, ace to 3/2, another 3/2 ace, two buccaneers, dartlings, ninjas, spactories on bottom right section, SM in center slightly towards bottom right (strong) and another (slightly towards bottom left), then cannon under left entrance (close). This should be enough to round 51 inclusive. Then I chickened out and sold enough of stuff not good for MOABs (spactories, mortar) to get one ace to 4/2. For round 60 sell more stuff (keep SMs) for second spectre, win
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Unreliability | 2014-04-28 | link | Clock | 1 of each 2/3 ice, 4/3 ace, 0/4 dartling, 0/4 mortar, spactory, 2/0 app | 20 | 60 | Medium |
| | x | Leaks, Selling | Hard | coyotik | Show/hide: app 2/0, dartling, spactory right of XI, mortar to 0/2, ace to 3/2 next to IX (8), dartling to 0/1, spactory to 1/3. Place 2/2 ice left of XI. It should be able to freeze all ceramics at once when the MOAB in 46 travels around and hits the spike pile. (Aim mortar at the ice as well). Move the ice to right of XI and slightly lower, as 2/3 (should stop almost everything in 47). In 49 sell for spectre (I kept mortar and apprentice) and install 1/3 spactory between VI and VII and ice at VI. After 54 move the spactory (again 1/3) to be under XII but low enough not to reach track and instead spam around – hitting MOABs sufficiently. Then mortar to 0/4. The BFB should crack quickly on the spikes, then the mortar ability holds the MOABs in place to get hit by more spikes and spectre... NLL seems doable (I leaked in 46 in the winning attempt but NLLed it previously)
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A-specialty Special | 2014-04-29 | link | Mount Magma | DM, boomer, tack 3/2, buccaneer 3/4, app 4/2, one portable lake | 26 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: app 2/1 below first exit, lake above, fill with boats (starting with 0/1, getting one 1/2 for 33, then all to 1/1 (strong), second to 1/2, then all 3/x, app to 2/2. 5x DM 1/3 (below app), then just spam 3/2 boomers (I had 11) and more 1/3 DMs
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A building for Two | 2014-04-30 | link | Jungle Track | bomb, mortar, dartling, spactory, sniper, DM, tack, boomer | 30 | 65 | Medium |
| | x | | Medium | coyotik | Show/hide: two spactories, sniper 1/1 (strong), four 1/3 DMs between U turn and exit track, 3/2 boomer (just in time for leads in 37) between tracks against U, another on other side. Four more DMs, then all to 2/3, sniper to 1/2. Two 2/2 cannons inside, close to U. Upgrade to 2/3 the one where the MOAB comes, then upgrade the other to 3/2. Add two more cannons with swapped upgrades. Both 3/2s to 4/2, add two more 2/3s. Two DMs 4/0 (last) facing spawns for round 59, and 1/3 spactory in the very center, add extra 2/3 cannons with remaining money.
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Two-Ply | 2014-05-01 | link | Switch | one of each glue, SM, farm, mortar, dartling, spactory - all 2/4 | 30 | 65 | Medium |
| | x | Leaks | Hard | coyotik | Show/hide: GG 2/2 between pipes, dartling to 2/1 right of rightmost downward bend, mortar 0/2 for round 35 firing into the U below switch. Mortar to 2/2, aim in the first bend above switch in 38, it is possible to NLL, although I sometimes lost up to 50. Add SM (strong) left of downward switch path (strong), 1/0, mortar to 2/3. Spactory covering spawn lane only. Spactory to 1/3. For round 47, set SM to first, then back to strong. During 49 upgrade to 2/1 (keyboard) and quickly set to first once enough ceras get past it so that the dartling wouldn't cope. Back to strong after ceras.
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Layer Cake | 2014-05-02 | link | Space Truckin' | 1/0 glue, 4/2 mortar, 0/2 ice, snipers | 30 | 65 | Medium |
red +1 | | x | | Easy | coyotik | Show/hide: sniper 1/1 strong, mortar 0/2 to 3/2, sniper to 1/2. (Mortar generally aimed at Venus/Earth crossing in early rounds, aim on Mercury after 33. Second 1/2 sniper last and third 1/0 strong, ice 0/2 right of first crossing. Both 1/2 snipers to 2/3 (strong), third sniper to 2/1 (strong). Mortar to 4/2 (a bit of tracking needed before that, in 49, to catch all yellows), third sniper to 3/1 then 4/1. (Set one 2/3 to first in 53 to avoid leaking camo pinks), then another 2/3 sniper, 4/1 to 4/2 for 62 (and at least two 2/3s to first). One more 2/3 sniper, all except 4/2 set to first in 65. A braindead variant - after the first sniper and 3/2 mortar, spam 1/2 and 1/1 snipers (2+2 by end of 37, 6+3 for 42, 12 + 1 for 47, mortar to 4/2.
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Festivities | 2014-05-03 | link | Lightning Scar | 1 of each 4/2 ninja, 4/1 bomb,. 2/2 SM, 2/4 app and 2/4 mortar | 25 | 46 | Easy |
up to lead +2, above +1 | | x | | Easy | coyotik | Show/hide: Apprentice 2/1 below the split, ninja 4/2 in third arrow, mortar 2/2, cannon 4/1 in second arrow, apprentice to 2/4, then add SM (strong) next to cannon, to 2/0 then 2/2, finally mortar to 2/4. NLL is possible with good timing of the abilities. In round 46 use mortar after the BFB is popped.
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Parallel Universe | 2014-05-04 | link | Snake River | 1 of each DM, tack, ninja, spactory, dartling, ace - all 3/3 | 25 | 60 | Medium |
| | x | Leaks (dartling skill) | Medium | coyotik | Show/hide: dartling 2/1 to 2/2, tack to 3/0, ninja to 3/2, DM to 2/3, spactory 1/2 in the middle, ace 3/2, spactory to 1/3, dartling to 2/3 (49). Quite boring challenge, and requires good dartling handling, mainly in protecting your spikes from MOAB payload, so that they will do their main job, popping MOABs. I'm not sure if it'd be easier with 3/2 dartling instead.
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Forecast Disaster | 2014-05-05 | link | The Eye | app, mortar, ice | 25 | 65 | Easy |
| | x | | Medium | coyotik | Show/hide: Ice 2/2 and two apps 2/1 in center, to 2/2. 8 more apps in pairs in triangles, 0/1. First two apps to 2/3 (one strong, one first), then one to 2/4, use in 46. Ice to 3/2, second app to 2/4 (using one phoenix for each MOAB in 50)
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The Last Chance | 2014-05-06 | link | Monkey Lane | 3 of each DM 0/4, sniper 1/2, SM 0/4, mortar 2/3, ninja 1/3 | 25 | 65 | Hard |
| | x | Leaks, Selling | Hard | coyotik | Show/hide: Sniper 1/2 (strong), mortar 0/2 (aiming into top return in round 31, tracking regens after they get sniped, aiming into spawn inverted U in 32, add DM to 0/3 near right U. Sniper to 1/2, two more 0/3 DMs, mortar to 2/2 then 2/3 during 37. Then add 3 SMs (strong) in central area, second mortar to 0/3 then 2/3. Then add 3 ninjas 1/3 spaced out – near DMs, in center and above the inverted U near spawn. Then upgrade central SM to 0/3. This should survive up to round 62 inclusive, although with some close calls and a lot of mortar work
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Team Monkeyopolis | 2014-05-07 | link | Lightning Scar | ice, glue, app, 2/4 SM, one meerkat | 35 | 65 | Medium |
| | x | | Medium | coyotik | Show/hide: ices in first two arrows, GG 2/2 next to top ice, two apps in third arrow and a meerkat covering them, glue and one ice. Two more 1/1 apps in second arrow, ices to 1/0. One SM under meerkat (roughly level with the first horizontal), second on the other side (almost facing spawn) – the latter to 1/1 (both set to first). Then up to 2/1, set both to strong, then to 2/3. Glue to 2/3, second SM to 2/0, both ices to 2/3
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Space Attack | 2014-05-08 | link | Space Truckin' | tacks, spactories, farms | 20 | 70 | Hard |
| | x | | Hard | coyotik | Show/hide: Spactory 1/0 placed on Venus, about level with bottom of Mercury (so that it reaches a bit of exit path as well. Tack to 3/0 on Venus, tight against upper Mercury crossing. Spactory to 2/0 for round 28, to 2/2. Tack to 4/2 during 37, spactory to 3/2. Add another spactory above it, covering upper part of Venus and about half of Mercury, to 1/3. Two 2/3 tacks on Venus tight against the bottom crossing with Mercury, both to 2/4 (use one in 49). Add 10 tacks 1/0 forming a ring on Mercury. This will leave enough cash to upgrade exit spactory to 4/2 late in 62 (using bladestorm in 60, 2x in 61) and round 63 can be bruteforced. Spikestorm, another 1/2 spactory - and you're done (use bladestorms whenever you feel like it, spikestorm during 70 once the camos break through the early spikes.
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Hi Intensity Ray-diation | 2014-05-09 | link | Tunnels | 3 of each 1/0 app, 4/1 dartling and 4/2 village | 20 | 60 | Medium |
| | x | | Hard | coyotik | Show/hide: village left of 4th strip, two dartlings right of the strip under the village. App (last) facing spawn, to 1/0, dartlings to 2/1, second village covering first, up the first to 2/1 then 3/1 then 4/1 (during 49, ASAP). Dartlings to 3/1, win. (you can add 2/2 village and two more 1/0 apps near spawn for 59 camo leads. You only need a lot of care in round 49 - spread the damage over all ceras if possible, then quickly upgrade the village to 4/1 (keyboard shortcut) to ensure that you'll wipe it all out before the regens arrive, so that your dartlings will be able to cause massive damage to them. If you're still chasing something else when regens appear, you're likely to die as the apprentice will multiply them. (I also set the village on strong during 49)
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Biscuit Bashers | 2014-05-10 | link | Dockside | 1 of each 2/4 sniper, 2/4 ninja, 2/4 SM, 2/4 village, farm, spactory | 20 | 60 | Medium |
| | x | | Hard | sniper355 | Show/hide: 1/1 spactory, 1/1 sniper strong, 0/0 ninja (last) to to 2/1 (first). spactory to 1/2 sniper 1/3 -> 2/3, village, ninja to 2/3, spac to 3/2, ninja 2/4, ability on 47, 49 ceramics
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Dig a Tunnel | 2014-05-11 | link | Tunnels | tack, ice, bomb, farm, two meerkats | 35 | 60 | Medium |
| | x | | Hard | coyotik | Show/hide: meerkat right of second path, tack 4/2 right of it, three ices (two under meerkat), cannon 3/2 other side of the path (between first and second). Middle ice to 3/0 (during 40). Three cannons between first and second to 2/3, then a row of 8 3/0 tacks along the first path, cannon to 4/2, another 4/2 tack, two more 3/2 cannons - and then spam 2/3 cannons
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I Don't Want to Wear Glasses | 2014-05-12 | link | Country Road | boomer, 4/2, sniper 4/1, ninja 4/3, DM, ice, glue 1/1, buccaneer 3/3, SM 0/1, app 0/0, mortar 2/4 and dartling 2/4 | 30 | 75 | Hard |
| | x | Leaks | Hard | coyotik | Show/hide: sniper 1/1, 3 dartlings 0/1 (bottom left), mortar 0/2, dartlings to 2/1, mortar to 2/2, another dartling, 3/0 boomer covering upper right section. One dartling to 2/3, 4 4/2 ninjas (near center, but not too tight) and one 2/3 a bit closer to the upper right section
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Linger | 2014-05-13 | link | Park Path | one of each 2/4 glue, 4/2 buccaneer, 2/4 apprentice, mortar, spactory | 20 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: spactory at 11 o'clock covering first two circles (will be the MOAB popper), buccaneer in center to 2/1, GG in upper U-turn to 2/2, then buccaneer to 2/2 then 3/2 2/2 app under spactory (between second and third circle, set to strong), spactory to 1/3, mortar 3/2 firing at spactory, app to 2/3, mortar to 4/2, spactory to 2/4, app to 2/4 (spikestorm in 64, spikestorm and phoenix in 65)
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Bloons are the path to the Dart Side | 2014-05-14 | link | Lightning Scar | one of each 0/4 DM, ace, buccaneer, SM (all 4/0), one meerkat and lake provided | 10 | 65 | Easy |
| | x | Road items | Medium | coyotik | Show/hide: Buccaneer facing spawn (2/0, last), DM just under the horizontal section to 0/3, meerkat next to it, SM to 3/0 in the third arrow (just above the meerkat), then add spectre somewhere in the bottom. NLL might still need some pineapple help in 46 and 47 (as well as targetting first by everybody)
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Magic Super Ice Places | 2014-05-15 | link | The Great Divide | 2 of each app, ace, SM and ice | 1 | 50 | Easy |
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Easy on the Eye | 2014-05-16 | link | The Eye | max 7 total and 4 of each DM, SM, app, sniper, ninja, glue, mortar | 10 | 50 | Easy |
| | x | | Medium | coyotik | Show/hide: two ninjas in the eye (up and down), bottom to 0/1 during first round. This produced NLL where all other things I tried failed. Then one to 2/1 and another, both to 3/1, then add 2/2 mortar. Two more ninjas 3/1 and 2/1, mortar to 3/2. Ninja to 2/4, all remaining to 4/2. Add snipers (strong) to 2/3 in last levels. Sabotage used in rounds 40, 43, 46, 49 (ceras) and 50 (second MOAB) although it's probably not needed and having another 4/2 ninja would've worked just as well.
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Highs and Lows | 2014-05-17 | link | Country Road | max 10 total and 4 of each sniper, 3/1 boomer, 1/4 ice, 1/2 glue, 3/0 ace, 1/0 app, 4/2 village, 3/1 dartling and 1/4 spactory. | 26 | 65 | Medium |
| | x | | Hard | coyotik | Show/hide: two 3/0 boomers placed just right of top spawn and just bottom of left spawn, two apps 1/0 (last) facing north and south spawns, then add 3 outside tight along the NW section. Village covering dartlings and boomers. One more app (last) to 1/0 facing left spawn, village to 0/1, dartlings to 0/1, village to 2/1, dartlings to 2/1 and add one more. One dartling to 3/1, village to 3/2, second dartling to 3/1, village to 4/2 (strong), remaining dartlings to 3/1
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No Cold Feet | 2014-05-18 | link | Slalom | max 5 total and 2 of each spactory, tack, cannon, village and farm all limited to 4/2 | 20 | 60 | Medium |
| | x | | Easy | coyotik | Show/hide: spactory, 3/0 tack at third flag, another at second flag, cannon 2/0 (close) under first flag, spactory to 1/1, cannon to 3/2. Village above spactory, spactory to 1/2 then 3/2, cannon to 4/2, then just save for spiked mines (during 49), village to 2/1. You can get village to 4/1 just for the show...
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Expensive Inventions | 2014-05-19 | link | Monkey Lane | max 5 of each ninja, ice, glue, farm, mortar all 4/0, ace 0/3, boomer, SM, village, dartling, spactory | 28 | 65 | Medium |
green and white is cera, BFB is ZOMG | | x | Leaks (luck in 29 and 32) | Hard | coyotik | Show/hide: spactory, ice in the top U turn, one GG 2/0 (strong) in the same section (above the downward path). GG to 3/0, another ice just next to it, both to 1/0. If you're lucky, all ceramics in 32 will get caught and glued. Spactory to 1/2, Village covering glue and the ices to 2/2, reaching close to center. Third 1/0 ice in first U bend (should be under village too) Village to 2/3, another spactory to 1/3 in center (under village), ices to 2/0, then the top right ice to 3/0. This stops the masses in 49 just fine – and with the huge cash pile, you can get a 3/2 SM, another 1/3 spactory and later a 2/3 SM, and two more 1/3 spacs for round 65
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Ice Trap | 2014-05-20 | link | Rink | max 9 total and 4 of each 1/4 snipers, 2/1 ninjas, 4/1 buccaneers, one SMS | 35 | 69 | Medium |
| | x | Selling | Hard | coyotik | Show/hide: Two snipers 1/1 (strong, last), two buccaneers 2/1, another sniper 1/0 (strong), ninja 2/1, one sniper to 1/2, then another 1/0 sniper (strong), second 2/1 ninja and second sniper to 1/2, and third buccaneer 2/1. Sniper to 1/3, buccaneer to 3/1, remaining snipers to 1/2. After round 48, sell everything except sniper 1/3 and buccaneer 3/1. You should have almost 15k, so start round 49 and upgrade ASAP, then add two more 2/1 buccaneers back. You might need to babysit the sniper in 50. Get back two ninjas, one 1/2 sniper (strong) and two 3/1 ships. Sniper to 1/3
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Ring of Fire | 2014-05-21 | link | Archipelago | 1 of each 4/2 tack, ice, 0/4 app, 2/4 mortar and 4/2 spactory | 30 | 55 | Medium |
| | x | Selling | Medium | coyotik | Show/hide: 1/2 spactory, mortar to 0/2 (avoid regens in 31), tack to 4/2 on left top of treasure island, ice to 2/0 just below it, app to 0/4 (strong) on the top of main island. (Mortar tracking in 40 and 43) Phoenix used in 46 once the MOAB passes the apprentice on the way up, spactory to 3/2, phoenix again against ceras in 49. Sell apprentice, get spiked mines and get apprentice back as 0/3, even 0/4 for round 54
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Time to Strike | 2014-05-22 | link | Clock | 3/4 tack, 2/2 app, 4/4 mortar | 24 | 65 | Medium |
| | x | Leaks | Medium | coyotik | Show/hide: 2/2 app left of XII, tack 3/0 at XII inner circle, mortar 0/2, two more 3/0 tacks on the inner circle, mortar to 1/3, another tack 2/3, mortar to 2/3, tack to 2/4, add two more tacks 3/0 and two 2/4. Then add more 3/0s and one 3/1 mortar and one more 2/2 apprentice. (3 bladestorms and1 13/0 tacks after round 51). Use bladestorms in 40, 43, 46, 47, 49 and then whenever you feel like it. Add 3 more 3/0 tacks, mortar to 2/4, one more 2/4 tack. Double bladestorm in 60 once the BFB is popped. Bladestorms in 63, pop'n'awe in 64, everything in 65
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Why'd the Game Stop | 2014-05-23 | link | Castle | 2 of each 2/4 tack, 2/4 ice, 4/2 buccaneer and 2/4 spactory | 26 | 65 | Medium |
| | x | Leaks | Hard | coyotik | Show/hide: Ice 2/0 at the bottom, spactory 1/1, two buccaneers to 3/1 at exit (strong), spactory to 1/2, another to 1/2, ice to 2/3, another ice to 2/3, spactories to 1/3 then 1/4, buccaneers to 3/2, and finally add both tacks 2/4 and spactories to 2/4, last step is ice upgrade Use abilities as you see fit. Round 63 should be managed without. Round 64 – don't hesistate to use both spike storms. In 65, it is crucial, however, to beat the MOABs WITHOUT popping the BFBs. Use bladestorms to thin out the ceras, then if needed, freeze once the MOABs hit the spikes. Then you'd have a double spikestorm and possibly recharged blades to deal with the two BFBs For 59, put 6 1/2 snipers (close) on the first pier. Toggle to first once the camo leads are past them, some strong if nothing but leads is left) Add yet another 2/2 glue at spawn and one more 3/1 destroyer in the left area, then 4 more 0/1 buccaneers (This should be enough to handle 63). Move one spawn glue to left pier, add 0/1 buccs with remaining money. Once the MOABs appear at the end of 65, sell the other spawn glue, upgrading some bucs to 3/1, and set everything except glues to first.
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Glue Gun Wild | 2014-05-24 | link | Bloon Circles | max 9 total and 3 of each sniper, GG, village, dartling, one angry squirrel | 20 | 65 | Medium |
| | x | | Medium | coyotik | Show/hide: 2/1 GG in first circle, dartling at exit (aim away when GG can cope, help in 21), to 1/1. Sniper (first) should help you in round 27 as you can focus on maximizing penetration with the dartling, not going after individual leaks. Add second 1/1 dartling, GG to 2/2, village 0/1 covering dartlings, third dartling, all to 2/1, village to 2/1, snipers 1/1 (strong). Snipers to 2x 2/3 and 1x 3/1, dartling to 2/2, sniper to 4/1 (60), be careful to pop all MOABs with dartlings in 61 near glue, dartling to 2/3 (63), one dartling to 3/1 for 65
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18 Hours Later | 2014-05-25 | link | Slalom | max 8 total and 2 of each 4/2 glue, 4/2 buccaneer, 2/4 ace, 4/2 village, 4/2 mortar, 2/4 spactory | 50 | 85 | Medium |
| | x | | Medium | coyotik | Show/hide: The first rounds are the trickiest. Start with a village covering enough water for two ships. Spactory reaching a bit of first turn and most of the second leg, to 1/3. GG 2/2 (near second red flag, to the left) two 1/1 buccaneers, mortar. During round 50 add spactory and up mortar to 0/2. Then upgrade both buccaneers to 3/1 and pray for a bit of spike luck for MOABs in 52. (Set buccaneers to strong) Village to 0/1, exit spactory to 1/1, mortar to 3/2, village to 2/1. (Mortar work necessary in 54), exit spactory to 1/2, village to 2/2. Mortar to 4/2 early in 61, spactory to 1/4 (use in 64 and 65), add 1/3 ace left of lake circle path, exit spactory to 1/4 (spikestorm used in 76 and two in 77)
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Lead Popping Superposition | 2014-05-26 | link | Switch | 1 of each 4/1 boomer, 2/0 bomb, 2/2 ninja, 2/3 ice, 2/3 buccaneer and 4/1 ace, one lake | 28 | 50 | Easy |
red, yellow, pink, black and zebra are leads | | x | Leaks, Selling | Hard | coyotik | Show/hide: Buccaneer 1/1 behind switch, bomb (close) between pipes close to spawn, ice 2/0 just right of it, boomer 3/1 left of first turn on bottom path. Ninja to 2/2 just above buccaneer, buccaneer to 2/3. Set buccaneer to last/strong in 33. Then upgrade cannon to 2/0, ice to 2/3, ninja to 2/3 (just about in any order) and add 3/1 ace on the right side. Ace to 4/1, for round 47 sell ice and cannon to get boomer to 4/1
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Sharp Skills | 2014-05-27 | link | Dockside | max 8 total and 4 of each ninja 4/2, boomer 2/3, glue 3/2, SM 0/3, village 0/2, 1 SMS | 30 | 75 | Hard |
| | x | Leaks, Selling, SB | Medium | coyotik | Show/hide: This is best done with ninja SB, otherwise it is quite hard. The ability is quite powerful in emergencies. Two 2/1 GGs on brown boat (right last, left first), boomer 2/0 (last) on the top left small boat. Ninja on big boat touching the top corner of exit pier. (Before 1/0 upgrade he should almost reach the top pier) – to 2/1. Boomer to 2/3, ninja to 3/1. (You'll leak some). Next add 3 ninjas 2/0 (strong) on the middle pier, leaving room below them for a village. Up bottom ninja to 3/2, then all others to 2/2 then 3/2. If you can survive round 43, you should be set. For 46, squeeze a SM (strong) on the boat with GGs. After 47, sell the right GG, get village 0/1, GG to 2/2 and all ninjas to 4/2. SM to 0/3, village to 0/2.
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Twilightning Scar | 2014-05-28 | link | Lightning Scar | max 5 total 2/3 sniper, 4/0 boomer, 2/4 ninja, 4/2 glue and 2/3 SM | 40 | 55 | Medium |
| | x | Leaks | Hard | coyotik | Show/hide: 3/0 boomer in left arrow, sniper 2/3 (strong), GG 2/1 (strong), ninja to 2/1 below the horizontal. GG to 2/2, SM (strong) on right side level with left arrow. Ninja to 2/3 ASAP in 47 (SM first in 47, switch sniper to first once camos look like leaking) Ninja to 2/4, use sabotage on ceras in 49, then on second MOAB in 50. GG to 3/2, SM to 2/0 then 2/1. And now comes the 50:50 success – I cannot handle round 54 without sabotage, so I have to handle 53. Sabotage in 52 to be safe – and in 53 set SM and sniper to strong. Once the MOABs appear, wait for some time on strong and then switch to first (the sniper can pop them as fast as they come) – and then you have to micromanage the SM targetting to pop all MOABs in time to get glued. I failed at first sight but the last MOAB was kind and turned right at the crossing, passing back into the glue range.
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Ice See Ships | 2014-05-29 | link | Rink | max 5 total – spactory, village, buccaneer | 25 | 65 | Hard |
| | x | | Easy | coyotik | Show/hide: spactory, ship to 1/3 then 2/3, two more ships 1/1, village 1/2, ships to 3/1, village to 2/2, spactory to 1/2 then 3/2 Spactory to 4/2, one ship to 4/1, village to 2/3 during 63 ASAP (just a precaution), ship to 2/4 in 65 (not really needed)
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Blazzing Hot | 2014-05-30 | link | Mount Magma | max 4 total and 1 of each DM, sniper, boomer, ninja, ice, glue, ace, SM app, mortar and dartling | 12 | 55 | Hard |
| | x | | Easy | coyotik | Show/hide: Start with ninja to 2/1 below first exit, mortar to 0/2 then 3/2, ninja to 4/1, sniper (strong) 1/3 then 2/3 and then SM (strong) to 2/0 and mortar to 4/2. (SM to 2/1 as last upgrade)
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Robo-naut | 2014-05-31 | link | Snake River | max 10 total - DM, 2/4 boomers and 2/4 SM | 35 | 65 | Hard |
| | x | Leaks | Medium | coyotik | Show/hide: 2/3 boomer in center, 4 2/3 DMs on left upward land, right side. Two 4/0 DMs below the U turn (last to make them fire along the paths), two more 2/3 DMs near boomer, SM above boomer (strong) to 0/1 then 2/1. In round 49 set SM to first once the payload from ceras looks threatening. In 52 toggle SM to ensure MOABs are popped while in reach of juggernauts. One SMFC, SM to 2/4. (Use SMFC in 54 and 59). Now comes the hardest part. In 62, activate SMFC when you're about halfway-through the rainbows. This will handle the first cera wave in 63. For second wave you will get a new SMFC - and the first SMFC should recharge just in time to help you with second half of the third wave AND about first half of round 64 - and brute force handles the rest. (It is crucial to start rounds ASAP). In 65 you will have both SMFCs and you can also get turbocharge.
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No Metal | 2014-06-01 | link | Space Truckin' | 1 of each 1/2 boomer, ice, 2/2 app, 2/2 farm | 25 | 45 | Easy |
Lead = rainbow | | x | | Easy | coyotik | Show/hide: 2/0 ice on Mercury, boomer 1/1 (strong) and apprentice (strong) to 0/1 then 2/1 then 2/2. Ice to 2/4, use freeze on camos in round 42 Small leaks happen randomly depending on how apprentice's lightning chooses targets that sneaked past the ice. (I had apprentice on Venus level with bottom of Mercury)
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Top-of-the-Line Base | 2014-06-02 | link | Monkey Lane | 1 of each mortar, ace, SM, app, village | 26 | 65 | Hard |
| | x | | Medium | coyotik | Show/hide: 2/1 app placed close to the right side U turn, mortar to 0/2. (manual work in 31 to help with regens) App to 2/2, ace (circle). Then mortar to 0/3 (app won't handle all whites in 37) and then ace to 3/2 and mortar to 2/3. Then place a village covering app and ace and reaching to the center, and put SM (strong) into the center. Village to 0/1 and only then ace to 3/2. Village to 2/1, SM to 0/2 then 2/2 (mortar help in 46). Then SM to 3/2 and mortar to 2/4 (SM can be set to first, mortar ability used in 64 and 65 to stall MOABs)
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Hey, Nice Boat | 2014-06-03 | link | Park Path | 1 of each ninja, ice, GG, buccaneer, DM, tack, sniper, boomer. Only buccaneer can get upgrades worth $500 or more | 1 | 50 | Medium |
| | x | | Trivial | coyotik | Show/hide: Buccaneer to 0/1 then 2/1, DM to 2/3 (inside top U turn), ice 2/2 in first turn, GG 2/1 (strong reaching the ice and a bit of top U turn, ninja 2/1 near top U turn, tack 3/0 in bottom turn, boomer 2/1 (last) in top U, buccaneer to 3/2 then 4/2
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One-Way | 2014-06-04 | link | Lightning Scar | dm, tack, ace boomer – all 4/0 | 26 | 65 | Medium |
| | x | | Medium | coyotik | Show/hide: 4/0 tack in left arrow, 3/0 DM facing spawn, another behind it. 6 2/0 DMs on the horizontal section. Both 3/0s to 4/0, then all 2/0s to 3/0. Then add 7 3/0 tacks from first arrow towards spawn for maximum MOAB popping. Add 3/0 ace near the bottom left, two more 3/0 tacks. Spectre by round 57, then add tacks 3/0 on the other side of spawn road, and after round 60 upgrade some more 3/0 jugs to 4/0
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Meerkat W.A.R.S. | 2014-06-05 | link | Jungle Track | tak, ice, boomer, glue, 2 meerkats | 40 | 60 | Medium |
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Not First, Not Least | 2014-06-06 | link | Park Path | DM 4/2, sniper 4/4, ninja 2/4, bomb 4/4, glue 4/2, buccaneer 2/4, SM 2/2 and everything else 1/1 (no boomer and app) | 14 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: Start with 2/1 buccaneer, add another to 2/3 (strong), Then keep adding 2/1 buccaneers (7 total) (making one 2/2 for round 33). Then two DMs to 4/0 (one facing spawn set to last, one right of it set to first (should fire down the path after first turn), 2/2 buccaneer to 2/3 for 42. Two 2/3 cannons (strong) near top U turn, then two more 4/0 DMs placed a little lower and to the left, so that they reach the spawn turn and both U turns. Then add more buccaneers 2/3 into the stream (up to under spawn) and up all 2/1s to 2/3, add another 2/3 and 3/2 cannon - and village in top U turn 1/1 (in fact this should have been added sooner, I just completely forgot about it), cannon to 4/2. Round 63 gets demolished on top half of the outer path :)
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Life, The Universe | 2014-06-07 | link | Bloon Circles | 4 of each boomer, glue, app, dartling all 4/2 | 1 | 42 | Easy |
yellow and lead +2 | | x | | Medium | coyotik | Show/hide: boomer in the middle fir first circle, app facing spawn (last) to 0/1. Then add 4 dartlings, all to 0/1. App to 2/2, boomer to 3/0
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Bridge the Gap | 2014-06-08 | link | The Great Divide | 1 of each 4/2 sniper, 4/3 ace, 3/4 village, mortar, 2/4 spapctory and buccaneer with one pool | 20 | 50 | Medium |
All below MOAB -1 | | x | Selling (50% chance) | Medium | coyotik | Show/hide: Buccaneer 1/1 on right side, spactory and 0/0 ace (circle) left, sniper 1/1 (strong). Bucc to 1/2, mortar 0/2 firing top left. Ace to 1/0, buccaneer to 2/3, spactory to 1/0, mortar to 3/2, spactory to 1/1, ace to 3/0, spactory to 1/2, buccaneer to 2/4 (use in 46), ace to 3/2, spactory to 1/3. Pull the first MOAB in 50 and if the second comes left, you should be set, otherwise sell and rebuy the ship to pull the second NLL requires patient mortar work and/or microing sniper
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The Future is Now | 2014-06-09 | link | Clock | DM, ice, app and buccaneer banned, boomer, ninja, SM, farm 2/4, rest unlimited | 25 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: Boomer 1/3 to 2/3 under XII, 6 dartlings, all to 0/1. 3/2 cannon next to boomer, 2/3, 2/3 and 2/0 cannons (strong) between I and II Last cannon to 2/3, village covering boomer and all cannons, GG 2/2 under village, village to 2/1, glue to 2/3. Another 2/1 village covering all dartlings, up them to 2/1 Second ice to 3/2, then add 3 more 2/0 cannons under village. You'll have enough to get 3 cannons to 2/3. And then just keep adding more 2/0 cannons under village, or up existing to 2/2. Finished with 43 lives – some small early leaks and one zebra leaked in 49 (nothing else leaked once I had the ice to 3/2 – you might wish to sell the side ices to get it sooner).
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Too Fast | 2014-06-10 | link | Jungle Track | DM 0/4, tack 0/4, boomer, SM 2/4, app 0/4, village 4/0, dartling 4/0 | 20 | 65 | Medium |
| | x | Leaks | Medium | coyotik | Show/hide: Two 0/3 boomers inside between the U and other track, to 2/3. Then add dartling, to 3/0, village, SM to 0/2 (strong) then 0/3 then 2/3, one more 3/0 dartling, two 0/3 apps (second just in time during 59), another 3/0 dartling
Boomer to 4/2, ice to 4/0, sniper to 1/3 then 2/3 Note that you can also alternatively start with 3/1 ninja and sniper (1/0 to 1/1), adding the boomer afterwards. This might make the start a bit easier in terms of sniper targetting micromanagement.
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Frontiers | 2014-06-11 | link | Jungle Track | max 8 total and 3 of each spactory, mortar, app, sniper | 30 | 65 | Medium |
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Blooncraft | 2014-06-12 | link | Lightning Scar | 4/0 DM, 4/2 bomb, 1/3 glue, 3/0 boomer, 2/2 village, 2 bloonberries and 1 BDD | 30 | 55 | Hard |
| | x | | Medium | coyotik | Show/hide: Cannon 2/0 (close) up, boomer 3/0 in left arrow. 4 DMs below the horizontal section (level with left path horizontal) to 2/0, another DM facing spawn (2/0). Village covering DMs and boomer, spawn-facing DM to 4/0, villlage to 0/1 (BDD used on camos in 37). BDD in 40, village to 2/2. Add 3/2 cannon near boomer, BDD in 43 and 46/47. Two 2/0 DMs to 4/0 and then just spam 0/0 DMs all around the place, around village first
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Hot Laval Drama | 2014-06-13 | link | Mount Magma | ninja, bomb, glue, app | 40 | 65 | Medium |
| | x | Leaks | Easy | coyotik | Show/hide: 4/2 ninja, 2/1 GG, two 2/3 cannons, GG to 2/3, second ninja, 2/3 apprentice, 6 more 2/3 cannons and then 2 3/2 cannons. Leaks might happen in early rounds
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North, East, West and South | 2014-06-14 | link | Country Road | 2 of each tack, sniper, glue, dartling | 30 | 50 | Medium |
| | x | Leaks (dartling skill) | Medium | coyotik | Show/hide: two 2/1 GGs (strong) placed inside, bottom left and top right. Two dartlings top left, to 0/1 then 1/1 then 2/1, avoiding hitting anything unglued. Top GG to 2/2, then both dartlings to 3/1, then whatever NLL is a very hard effort for dartling skills, but it should be possible
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Training on the Snow | 2014-06-15 | link | Slalom | max 2 total - 3/4 DM, 3/4 boomer and 3/3 dartling | 40 | 55 | Easy |
| | x | | Trivial | coyotik | Show/hide: 3/2 and 3/1 dartlings. That's it. All you need is to use every opportunity to hit more than 1 MOAB at once in 52, 53 and 54. (Place dartlings under exit so that they shoot across all paths but can shoot straight in the face of bloons heading to the exit)
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Spinning Around | 2014-06-16 | link | Space Truckin' | max 7 total of 2/4 tacks, boomers, 4/2 apps and 2/4 villages | 30 | 50 | Hard |
| | x | | Easy | coyotik | Show/hide: app 2/1 on Venus (strong), rather low, another app to 1/1 next to it (first), both to x/2 for 33, then second to 2/2 Add village, two boomers 2/3 on Venus high, village to 2/1, two more 2/3 boomers.
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Cold Blooded | 2014-06-17 | link | Slalom | 2 of each tack, spactory, ice, village, farm, 2x bloonberry bush and 2x BDD | 30 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: Place all agents and 2/0 ice at second red flag. It should be just left of the flag so when upgraded it coverst the whole loop and as much track to the left as possible. Beam round 31, add spactory in front of bushes. In round 32 wait with the beam till the first whites reach the bottom path – you can then clear all of them. Add 2/0 tack near first blue flag, spactory to 1/0, tack to 3/0, spactory to 1/1, village covering ice and tack to 2/1 (beam round 40), spactory near village (I had it level with ice above second blue flag) to 1/2 (beam round 43) then 1/3. Round 46 should be OK but if not, beam that and start of round 47 in one go. Ice to 3/0, another ice 2/3 next to first tack, village to 2/2 then 2/3. Option B: Mortar 0/4 and boomerang 2/4 are enough to kill the MOAB in 46. Bob Guy's video shows the details.
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Wimpy | 2014-06-18 | link | Park Path | 1 of each 0/0 DM, 1/4 boomer, 4/1 bomb, 0/4 ice, 3/2 ace, 1/1 app, 4/0 village and 2/2 dartling | 26 | 55 | Easy |
| | x | Leaks | Easy | coyotik | Show/hide: Dartling to 0/1 ASAP (under spawn), leaking about 30 lives. Cannon (strong) just right of top U turn, to 2/0. Dartling to 2/1, cannon to 3/1, village covering both, boomer under cannon to 1/3 (strong). (Focus your dartling on cracking black and zebra bloons so that the cluster bombs have targets to hit). Village to 2/0, ace 3/2 somewhere under village (I had room above the cannon). Village to 4/0 (strong) – win. (Cannon to 4/1, ice 0/3 in bottom U turn...)
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Fight From the Sky | 2014-06-19 | link | Downstream | max 8 total 4/2 buccaneers, aces, 2/4 apprentices. One BDD and two SMS | 30 | 65 | Medium |
| | x | | Hard | coyotik | Show/hide: app 0/1 (strong) at the top of first island, then add 4 1/1 ships (2 strong 2 first), using BDD on round 31, and up one of each group to 1/2 for round 33. BDD on rainbows in 35, then app to 2/2, another 1/1 ship then start upgrading them to 3/x, strong camo first. If you use BDD in 40, use it very early otherwise it won't recharge for 43. Upgrade ships to 3/2 and 3/1. BDD on 46/47, app to 2/4 (BDD in 49)
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Supernova | 2014-06-20 | link | Space Truckin' | max 10 total and 3 of each 0/4 DM, 4/0 boomer, ice, app and 4/2 SM | 26 | 65 | Hard |
| | x | | Easy | coyotik | Show/hide: 2/1 apprentice on Venus near bottom, 3 DMs (strong) all to 0/3 about mid-Venus, app to 2/2. 3/0 boomer next to app (close to crossing), another 2/2 app at the top of Venus. Then add SM (strong) 1/1 for round 46, then to 2/1. Boomer to 4/0, SM to 3/1 For 46 add maximum MOAB popping firepower at spawn – SM 0/0, cannon 2/0, tack 2/0 and DM 1/0. DM to 2/2, bomb to 2/2, boomer 2/0, 2/2 mortar for 49, then SM to 1/2.
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Thermal Waves | 2014-06-21 | link | Dockside | bomb, ice, mortar | 25 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: two 2/0 ices on left pier, mortar 0/2, two 2/0 cannons on right pier, mortar to 0/3 then 2/3, cannon 3/2 near ices, two more 2/0 cannons on the brown boat. Top ice to 2/3, cannons to 2/3, bottom ice to 3/2 (early in 49), mortar to 2/4 (for 53), another 2/3 ice on right pier, 3/2 cannon to 4/2 and then just spam maulers.
For 63 add 2/3 ice in the reserved space and a row of ices along the top (2/0, 1/0, 0/0, 0/0, to 2/0 during round) - this should spread the ceras a bit). Then spam more 0/1 apps – and set all apps to first. Round 65 might be a bit about luck when it comes to NLL
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Road to the Legend | 2014-06-22 | link | Country Road | max 5 total and 1 of each, prohibited upgrades over $2975 | 1 | 65 | Hard |
| | x | | Hard | coyotik | Show/hide: Ninja to 3/1 bottom left, buccaneer 1/1, app 2/1 (opposite from buccaneer), village covering ninja and buccaneer, buccaneer to 3/1, village to 1/1, ninja to 4/2, village to 2/1, app to 2/2 for round 47, SM to 2/0 then 2/1, village to 2/2. SM to 3/1, set to first after round 62.
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Super Village | 2014-06-23 | link | Bloon Circles | 1 of each SM, village 2/2, DM 1/4, tack 3/4, sniper 0/1, boomer 3/0, farm, ace 3/0 | 10 | 50 | Medium |
| | x | Leaks, Selling | Medium | coyotik | Show/hide: 2/0 farm, 2/0 tack in first circle, to 3/0, sniper 0/0 (strong) to toggle to first in case of leaks. Add village, SM. After leaking round 28, for round 30 sell farm and tack, SM to 2/0. For round 33 sell SM, village to 0/2, get back SM 0/0, farm 2/0 and tack 3/0, SM to 1/0. During round 37 sell everything except SM and village, SM to 2/0, then get back tack, boomer 3/0, ace 3/0, village to 2/2, then anything else, win.
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Monkey Mech | 2014-06-24 | link | Jungle Track | 4 of each 2/3 app, 1/3 SM, 2/3 dartling | 25 | 65 | Medium |
| | x | | Medium | coyotik | Show/hide: App 2/1 inside top left, 4 dartlings 0/0 left under horizontals., second app 2/1 inside bottom right, all dartlings to 0/1 then 2/1, one dartling to 2/3, apps to 2/2 during 47, two SMs (strong) inside bottom right, two (strong) inside top left. Three SMs to 1/0, then one more dartling to 2/3. In 63, Deal with bottom right first in each rush. Round 64 is a bit trickier, the only one in which I lost lives, having all SMs set to strong probably wasn't a good idea - bottom two might be better on first
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Oh, Come On! | 2014-06-25 | link | Archipelago | 2 of each DM, 4/2 mortar, 4/2 ninja, 4/3 sniper, 2/3 ace, 4/3 app | 23 | 63 | Medium |
| | x | | Medium | coyotik | Show/hide: Mortar 2/2, ninja 3/1 on the top of main island and another. DM 4/0 on small island below spawn and another on the left tiny island (last). Mortar to 3/2, ninjas to 4/2, two 1/3 aces (main and treasure island) circle path, two 2/3 apps (strong) on main island, mortar to 4/2, snipers 2/1 (strong), mortar 0/2 for last round.
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Big Ben | 2014-06-26 | link | Clock | max 12 total, only sniper, mortar and dartling can be upgraded | 30 | 65 | Medium |
| | x | Leaks | Hard | coyotik | Show/hide: Sniper 1/0 (strong), two dartlings to 0/1 top left, add mortar to 0/2, one more dartling 0/1, all dartlings to 2/1, mortar to 3/2 (or mortar first, doesn't really matter), keep adding 2/1 dartlings up to round 48. After that, up one to 2/3 (top right of the bunch), add 2/1 to the limit and up two to 3/1, then sniper to 2/3. The only tricky rounds are 31, 32 and 35 (I always leaked in 32) and 63, where the key is to maximize the rocketeer popping power, hitting the main body from the side, not the first bloons.
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Elite Monkey Force | 2014-06-27 | link | Country Road | 1 of each bomb 4/1, ice, buccaneer, app, DM, tack, sniper and boomer all 4/2 | 25 | 60 | Medium |
| | x | Leaks | Hard | coyotik | Show/hide: 2/1 buccaneer, 3/2 boomer top right inside, 1/0 sniper (strong). Buccaneer to 3/1 then 3/2. App 2/2 (top left), bomb 3/1 (bottom right), DM 4/0 (last) in center, tack 3/2 a bit right of the bottom exit, sniper to 3/1. Buccaneer to 4/2, cannon to 4/1. For round 60 sniper to 4/1, then add 1/1 ice top left
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Bumblebee | 2014-06-28 | link | Park Path | ninja, glue, buccaneer, farm, one beekeeper | 30 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: 2/1 GG strong covering the first curve, 0/1 buccaneer bottom of the middle, another 2/0 GG (first) to 2/1 above first U turn, buccaneer to 1/2. Another 1/1 buccaneer and then add two 4/1 ninjas left of middle (between second and third path). Second glue to 2/2, buccaneers to 3/2 and 3/1 Ninjas to 4/2 and add three 2/3 ninjas near the glues, third 4/2 ninja, then all 2/3 to 2/4 and use at will although not really needed anywhere except 60, 63 (2-3) and 65. (Adding 1/1 ships doesn't hurt). Or you can upgrade just two and make the glue 2/3
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Ability Upgrade | 2014-06-29 | link | Country Road | SM, farm, mortar and dartling all 2/4 | 25 | 65 | Medium |
| | x | | Medium | coyotik | Show/hide: Mortar 0/2, two dartlings top left, both to 0/1, then add two more 0/1 dartlings, mortar to 2/2 and up all dartlings to 2/1. Then add SM 1/1 (strong), up to 2/1 then 2/3, two dartlings to 2/3, more 0/0 SMs (strong).
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Agents if S.H.I.E.L.D | 2014-06-30 | link | Dockside | 1 of each app, dartling, sniper, ice, glue, SM – all 2/2, 1 of each agent, but only 7 towers max | 26 | 56 | Medium |
| | x | | Easy | coyotik | Show/hide: beekeeper on brown boat, GG 2/2 on brown boat, app to 2/1 on the tip of big boat, ice 1/1 on the left pier. Dartling 2/1, app to 2/2, SM 2/2 on the left pier, bottom left corner, ice to 2/2 and dartling to 2/2. Add BDD, use it in 52. In 53 set the SM to strong when the first MOAB is popped, back to first and use BDD again in 54. Leaks will depend on exact DM placement – I found it important to have them clumped together (except for the early ones) so that when the MOAB is popped, the ceramics will still be under fire of as many DMs as possible.
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Air Raid | 2014-07-01 | link | Rink | max 5 total and 2 of each 2/4 bomb, 4/2 buccaneer and 2/4 ace, 1 meerkat | 25 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: Two 1/1 buccaneers (one strong), cannon inside near first crossing (strong) to 2/0, add two aces in center flying circle opposite each other (one buccaneer to 1/2 for 33), buccaneer to 3/2 and another, cannon to 2/2, aces to 1/3, buccaneer to 4/2. Round 59 might need a bit of luck – for me the two aces managed to bomb all the leads no further than halfway through, so I upped the second ship to 4/2 and that was it. Alternative plan might be to get GZ (for 59) and MOAB assasin (for 60) or selling one ace to free up the tower slot for meerkat just for 59, then dropping the meerkat, upping the second ship and then getting the ace back to 1/3, if you want to play it safe. (Or have a SMS at hand just in case)
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Ice Smasher | 2014-07-02 | link | Rink Revenge | 3 of each 3/1 boomer, 2/0 bomb, 4/2 ice, 2/3 buccaneer and 1/3 super | 10 | 60 | Medium |
| | x | Leaks (59) | Medium | coyotik | Show/hide: 1/1 buccaneer bottom left, two more top right (bottom left to 2/2). Add two 2/0 cannons (strong) inside top left, save $1000 for 2/0 ice inside bottom right, third 2/0 cannon (strong). Buccaneers to 2/2, add 3/1 boomer next to ice, buccaneers to 2/3, add another 3/1 boomer next to first Add SM to 0/2 (strong) in the middle, ice to 2/2 then 3/2 during 49, SM to 0/3 after 51, then 1/3
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Build Up | 2014-07-03 | link | Three Times Round | 4/2 ice, 1/3 bomb, village, farm, pineapples | 6 | 40 | Easy |
White->zebra, rainbow and above +2 | | x | Farming, Selling, possible leaks | Hard | coyotik | Show/hide: 2/0 ice, build 3 1/0 farms, up to 2/0. For round 22 replace farms with 0/3 village, then get them back under the village. Add three 0/2 cannons (strong). For round 35, upgrade cannons to 0/3, sell farms and upgrade ice to 3/2. Village to 2/3, add more 0/3 maulers, win You can probably replace one of the farms in second run with another 2/0 ice, that should prevent most of the leaks and the cash for arctic wind would be sufficient – two maulers should do the job where I had three SMFC on first MOAB in 50, sabotage when second appears will slow it enough so that SMFC will comfortably recharge
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Into the New World | 2014-07-04 | link | Clock | max 9 total and 2 of each farm, dartling, boomer, ninja, glue, SM - all 2/4 | 26 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: 2/3 boomer under XII, two dartlings top left, both to 0/1 then 2/1, glue 2/2 under I, two SMs (strong) near it, glue to 2/3 One more 2/3 boomer, one dartling to 2/3, them SM to 0/3 then another, then one to 2/3. Requires some dartling skill, focusing the rockets on MOAB payloads. Village to 2/1, ice to 2/2. Enough to spare for SMFC and a few more 0/3 DMs to be used against first MOABs. Village to 2/2, add the remaining DM (10 total), all 0/3s to 1/3, ice to 2/3. Add one more 4/0 DM (last). SMFC in 43 SMFC in 46 is enough, second bought for 47. Now it is a piece of cake – you'll be rolling in money. Village to 2/3 and a 3/0 ice right under it, one more 2/3 ice under first red and 0/3 DM spam (strong) up to round 50... you can then start adding HEB villages (strong). (You won't really be needing SMFC past the two BFBs in round 50, although I've used it in last round just to be sure)
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Shima Shima | 2014-07-05 | link | Archipelago | 1 of each 2/2 DM, 3/2 boomer, 3/3/ ninja, bomb, 3/3 ace, mortar, dartling and 0/3 spactory | 35 | 55 | Medium |
| | x | | Medium | coyotik | Show/hide: mortar 0/2 firing into first turn, boomer 3/0 on treasure island, dartling 1/1 on shipwreck. Mortar to 2/3, dartling to 2/1 Add 2/2 cannon on main island almost on top, 2/1 ninja at exit, spactory 0/3 at the top of main island, cannon to 2/3, ace on main island (circle), ninja to 2/3, then ace to 1/3.
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I Wanna Be The Monkey | 2014-07-06 | link | Castle | 4 of each DM, spactory, buccaneer, apprentice | 39 | 66 | Medium |
| | x | | Hard | coyotik | Show/hide: 4 0/3 DMs (strong and first in each in top side turrets) and 0/1 app (strong) next to them, 1/2 spactory, 2 buccaneers (strong) to 3/1, one more 1/2 spactory and two 1/1 buccaneers (strong). For 46 up one more buccaneer to 3/1 (on the MOAB side), then two to 3/2 for 47 Remaining buccaneer to 3/1, One spactory to 3/2 and another to 1/3 (the one that has bigger spread). Add one more 3/2 spactory, two apps at exit 2/2 (close, placed at the edge of spike coverage). Spactory to 4/2 during 61, both exit apps set to strong and up to 2/x (one before 63 and one during), add one more spactory afterwards
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Glaive-a-riffic | 2014-07-07 | link | Z factor | 2/3 DM, boomer, 4/2 ninja, farm, 2/2 village and 3/2 spactory | 50 | 85 | Hard |
| | x | | Trivial | coyotik | Show/hide: Village above center, 2/3 boomer left to it, exit spactory, 2 4/2 ninjas, village to 2/1, two more 4/2 ninjas. Add two 3/2 boomers, village to 2/2, three more 3/0 boomers and then just spam more ninjas.
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Ridiculous | 2014-07-08 | link | Lobby | max 9 total and 3 of each dartling, boomer, sniper, glue all 4/2, farms | 40 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: 3/0 boomer top left in inner circle, 2 dartlings top left, add another dartling, all to 0/1. Two GGs 2/1 (strong), all dartlings to 2/1 GGs to 2/2 (set one last one strong), add 3x 2/1 sniper (strong), boomer to 4/0, snipers to 3/2, one dartling to 3/1
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Hedge Fund | 2014-07-09 | link | Hedge Maze | 4/1 dartlings are the only lead popper. Also banned are DM and buccaneer even though they cannot pop lead. Farms limited to 1/0 | 6 | 46 | Hard |
lead -> zebra, MOAB -> lead | | x | Selling, Farmin | Hard | coyotik | Show/hide: So, farm our way towards 4/1 dartling by round 46, on a trivial track. A single ninja placed above the water fountain will hold the ground while we get 1/0 farm. Then up ninja to 2/1, add two more 1/0 farms, sniper (strong), 3 more 1/0 farms, ninja to 3/1. Add 1/0 farms up to count of 10, sniper to first for round 31 to prevent regen death, village next to a farm on the right side and dartling 0/1 dartling during round 32. After round 33 sell 9 farms, ninja, sniper. Get village next to remaining farm, up farm to 1/4, sell village, get boomer in the bottom right corner of the hedge that is going up in the left part, to 3/0. Get another 1/0 farm, collect from BIA after round 37 and build more farms, you should have seven in total, last 0/0. Up it during round 38 and continue adding more. In round 40, upgrade dartling to 2/1 with cash from bananas and bloons to help with ceramics, then add the last farm. After that just add village to dartling, upgrade to 3/1. After round 45, collect from BIA. After round 46 starts, collect bananas, collect from BIA and sell everything. (I missed one set of cash from BIA as I sold it after 45). Cash reserve: 1551. Seems like a high number, but bear in mind that small missed opportunities in early levels tend to multiply...
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Natural Tunnels | 2014-07-10 | link | Tunnels | 3 of each 3/3 bomb, 1/1 ice, 2/2 farm, spactory | 20 | 60 | Hard |
| | x | Selling | Easy | coyotik | Show/hide: Exit spactory to 1/1, cannon (close) right of exit path just outside spactory reach. Spactory to 1/2 and add two more. Up two to 3/2, sell cannon. For round 49 sell two spacs, get 4/2 and then build a 3/2 back, and 1/3 placed at the very screen bottom between second and third path to catch all blimps
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East West Fusion | 2014-07-11 | link | Water Hazard | 3 of each glue, tack, sniper, ninja, ice | 26 | 60 | Medium |
| | x | | Medium | coyotik | Show/hide: sniper 1/1 (strong), three ninjas 3/1 in the middle (leaving room for tack), 2/1 GG (strong) in lower part on each side, closer to center. Ninjas to 4/1, tack 4/2 in center, two 3/0 tacks on the bridge below, ninjas to 4/2, glue 2/3 below the tacks (strong), then add two more 1/1 snipers (strong) and up them to 2/3 one by one. Just be careful in round 63 – it is important to activate each bladestorm when all the bloons are still to the right side of the tower.
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Dry Ice | 2014-07-12 | link | Ice Flow | no road items or buccaneers | 10 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: Cannon (close) in second turn), ninja in top turn to 3/1. GG 2/1 (strong) under cannon, tack 3/0 in the central U turn, another in the top part of left half. Village under it 0/1, another ninja 3/1 to the right under village. Village to 2/1 Ninja under village to 4/1 (to the right), cannon to 2/2, another ninja 4/1, cannon to 2/3, another cannon to 3/2 next to the two ninjas. GG to 2/2, add 3 more 2/3 cannons (strong), village to 2/2, glue to 2/3, then more cannons.
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Top of the World | 2014-07-13 | link | Tree Tops | cannon, ice, spactory, buccaneer and ninja all 3/3, one lake. | 26 | 65 | Easy |
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Double The Runway, Double The Fun | 2014-07-14 | link | Runway | 2 of each and 2 of each agent | 15 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: Agents are obvious, after that add 1/1 buccaneer (inside the turn), apprentice to 2/1 (strong) roughly in center. (A meerkat should cover both of them) Village in the turn, leaving space for ice inside, two 3/1 ninjas above the turn, one GG 2/1 (strong) below, ninjas to 4/2, two cannons to 0/3 (strong) below the turn, then 2/3. (Feel free to use BDD in 40, 43, 46, 47, 49). Village to 2/1, GG to 2/3, both ships to 1/4 (use at liberty either them or BDD), spactory 1/4 just to be safe, ices 2/3 in both turns. The hardest part is last 3 rounds. For 63, set all snipers to first to avoid a yellow unglued mess – and add 0/0 ices on the inside of third crossing and above the center. For round 64, set all snipers to strong, add one 2/2 ice outside fourth crossing and spam more 0/0 ices alonng the straight paths, upgrading some of them to 2/2. Keep a close eye on when the MOABs are popped –some yellows will be produced and if they're at the head of the pack, a few snipers on first might be needed. Use SMS for end of round 65, otherwise you'll have a very hard time with sniper micromanagement.
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Summer Challenge Day | 2014-07-15 | link | Dune Sea | max 8 total and 3 of each spactory, ace, sniper, DM and 2/2 dartling | 25 | 65 | Medium |
| | x | | Medium | coyotik | Show/hide: If you're reasonably good with dartlings, start with a spactory, two 0/1 dartlings. Up one to 1/2 then 2/2, then add one more 0/1, up both to 1/2. Spactory to 1/2, another spactory up front to 1/2. Add 3/2 ace and two 1/3 aces, back spactory to 3/2, front spactory to 1/3. Round 60 can be braved by brute force, ace to 4/2, and spactory to 1/4 for the end of round 65. (You can actually get it during 64 and use it, although it shouldn't be neede)
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A Maze Structure | 2014-07-16 | link | Hedge Maze | max 10 towers, buccaneers, farms and villages unrestricted, rest 1/1. | 20 | 60 | Hard |
| | x | | Trivial | coyotik | Show/hide: Start with a buccaneer (strong) to 1/1 then 2/3. Add three snipers (1/1 strong, 1/0 strong and 1/1 last). Add village to 2/2, then spam SMs (strong) to the limit. You only need to set the buccaneer to first if something is getting past the center. Up the SMs to 1/1. You can also fit two ships inside if playing on low quality – start at the bottom. I'd make the second 3/1. Add 6 2/0 DMs (strong) in the inverted U bend, and a single 0/3 cannon (strong) Add 3 more maulers, up village to 2/0, all DMs to 2/0, some of them to 4/0 (those favorably placed). Cannon to 0/4, more 4/0 DMs, second cannon to 0/4, the rest is really trivial Requires a lot of mortar microing, even end of round 48 can be tough. But you can go for more juggernauts instead of TBO |
Runway Sweeper | 2014-07-17 | link | Runway | 2/3 DMs, snipers and 1/2 spactories | 30 | 50 | Medium |
| | x | | Medium | coyotik | Show/hide: Start with a 1/3 sniper, 1/1 spactory, add 6x DM 0/3 (rwy start, inside turn, outside turn 4x), sniper to 2/3, then just keep spamming more DMs 0/3, making about half of them 2/3 by round 47 (spactory to 1/2). Add one more 1/2 spactory and a few more DMs covering the upper path only.
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Hyper Mode | 2014-07-18 | link | Scorched Earth | DM, bomb, ice, SP, app all 3/3, village 2/4 | 30 | 70 | Hard |
| | x | | Medium | coyotik | Show/hide: app 2/1, spam 0/3 DMs (app to 2/2 for 32). In 37, two DMs to 2/3, in 42 4 more. After round 49, I had about 3k cash and 30 DMs (6 2/3 rest 0/3) (using low quality is a must here) – and simply couldn't squeeze more into the inner area. Added a village and SM (strong) to 2/2 in the top left outer section, add 3/2 cannon under village, SM to 2/3, one more cannon 3/2 during 63.
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Essence Potion | 2014-07-19 | link | Snake River | 4/1 ninjas, 3/1 bombs, 3/1 buccaneers and apprentices | 10 | 60 | Medium |
| | x | | Easy | coyotik | Show/hide: Bucs for crowds, apps for leads, ninjas for MOABs and camos, should be easy. Start with a bucc 1/1 (strong) in the middle bay, add 3/1 ninja just above the narrowest center part, 2/1 app (strong) next to it. 2/1 buccaneer near exit, app to 2/2, three 2/1 buccaneers in the left top area, second 3/1 ninja next to first. This handles round 40 just fine, now ninjas to 4/1, first buccaneer to 3/1 and then (after round 46) add three more 1/1 buccaneers (river joint, two in right bay), set them all to strong and up to 3/1.
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Cold as Ice | 2014-07-20 | link | Ice Flow | max 7 total and 2 of each 4/2 DM, 2/1 sniper, 3/2 ninja, ice, 3/0 ace, 1/3 spactory and 3/2 buccaneer | 30 | 45 | Medium |
| | x | | | coyotik | Show/hide: Ice 2/0 in first turn, two 1/1 bucs (one to 1/2 for 33) spactory to 1/2, DM 3/2 above first upward path (last), buccs to 3/2, second spactory 1/2, ninja 3/1
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Scorched Pain | 2014-07-21 | link | Scorched Earth | max 5 total and 2 of each 2/3 boomer, 4/2 ninja, 3/3 glue and 3/3 SM, 1 BDD | 20 | 60 | Medium |
| | x | Leaks | Hard | coyotik | Show/hide: 2/1 GG strong, two ninjas to 2/1 one by one (use BDD on round 21 and 27), ninjas to 3/1, GG to 2/2, ninjas to 4/1 (BDD in 37 on leads), SM (strong) to 2/0 then 2/3 (use BDD on 46/47, 49, then in 59). Leaked in 38
Round 49 – a bit of mortar management, switching the SM to first about halfway through the cera rush... Then SM to 2/3 Now you can replace mortar with 2/3 (for round 59). You can try either 3/2 spactory
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Rancor | 2014-07-22 | link | Space Truckin' | 1 of each 4/0 ninja, 1/2 ice, 4/2 glue and 3/0 SM, pineapples recommended for round 62 | 26 | 65 | Medium |
| | x | Road Items | Medium | coyotik | Show/hide: ice 1/2 on mercury, GG 2/1 (strong) at first crossing, ninja 1/0 in New Zealand. Round 27 will take ages. Ninja to 2/0, glue to 2/2 early in 32, ninja to 4/0 (just in time for end of 37), SM (strong) to 2/0 in the middle of Venus, GG to 3/2, SM to 3/0. Bomb camo leads in 59 (and help a bith with the insides too), GG to 4/2, Bomb camo regens in 62 (a LOT, like $2000 worth or more, where the ninja starts hitting them)
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Money, Money, Money | 2014-07-23 | link | Three Times Round | 4/2 mortars, 4/2 villages, snipers, 2/2 ice towers, farms | 25 | 65 | Hard |
Red and blue are green | | x | | Medium | coyotik | Show/hide: sniper (strong), ice 2/0 and another, mortar 0/2, sniper to 1/2, village, another 1/2 sniper, village to 2/0, ices to 2/1, village to 2/2, more snipers 1/1 (strong) up to round 46, mortar to 4/2, then back to sniper spam. With money made in round 65 spam 0/0 ices, especially near the exit, as the blimps will all get popped during the last circle...
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True Colours | 2014-07-24 | link | Dockside | 1 of each 4/0 sniper, 4/0 boomer, 0/4 bomb, 4/0 glue and dartling | 1 | 31 | Medium |
black and above -> rainbow | | x | | Medium | coyotik | Show/hide: Dartling, glue 2/0 strong on first pier, boomer to 3/0 on the tip of big boat, sniper to 1/0 strong, dartling to 2/1, cannon 0/2 second pier. Fairly trivial, there's about one round that needs some dartling work (the green sea)
In round 49 you can use blades against both ceras and regens, but against the latter use it as soon as they appear. Sabotage before 50 starts, bladestorm ASAP. Bladestorm on second MOAB when it's on top of the bladeshooter, and throw in mortar ability as well to maximize the amount of damage the tack shooter and the ability does. But it is still very hard to pull this NAPSFRILLS – so either keep an SMS ready to finish it off, or just rebuy the bladestorm repeatedly.
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Fish Out of Water | 2014-07-25 | link | Fire Crown | 3 portable lakes, buccaneers, farms | 26 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: pools in second and third areas and one between first and fourth. Place a 1/3 in top left and another in bottom. Once they're both at 2/3, place 4 0/0s in the right pool (start at the bottom of it). Set both 2/3s to strong, upgrade all 0/0s to 0/1 then 1/1 then 3/1 setting two to strong. Then add 3 more in both remaining pools if you manage, all to 3/1. Make just one of the top right destroyers 3/2 for round 59 and turn it into 4/2 afterwards (I used one set to strong). Round 63 surprisingly easy. You'll have enough money to make one cannon ship 2/4 although I guess you could do without.
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Just the four of us | 2014-07-26 | link | Rink Revenge | max 4 total | 35 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: Village, 2/1 SM, village to 0/2, GG to 2/1 then 2/3 (after that set SM to strong). Add another SM to 2/0 (first), up first to 2/3, second to 3/0 then 3/2, village to 2/2.
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The Sandwich Club | 2014-07-27 | link | Dune Sea | max 9 total and 4 of each GG, app, dartling, buccaneer, sniper, boomer, ninja, glue | 30 | 65 | Medium |
| | x | | | coyotik | Show/hide: 2/1 apprentice, two 3/1 ninjas in the middle (slightly lower) to 4/1, 2/2 GG, two more 4/1 ninjas. Then add 3 2/1 dartlings, one to 2/3, two to 3/1, ninjas to 4/2
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Lovely View | 2014-07-28 | link | Water Hazard | 3 of each 1/1 ninja, 1/1 sniper and ace | 26 | 65 | Medium |
| | x | Leaks, Selling, Luck | Hard | coyotik | Show/hide: 0/3 ace circle in the middle, sniper strong, ace 1/3, sniper 1/1, another 1/0 strong and 1/1 last, ace 1/3 left, ace 3/2 top (as low as possible, infinity) In all 3 attempts I had MOAB come on the left in round 46, so I quickly placed 3 ninjas there above the ace. When the MOAB popped, I quickly sold them and put them near the exit, still lost about 50 lives. If the MOAB appears right, I guess you're screwed as the left 1/3 ace will cause much less damage to it. First MOAB in 50 with MOAB assasin, then use turbo charge and bladestorm on the second. Bladestorm again in 51, and whatever in 52 – during the round you'll get enough for spectre. But that's not necessarily enough, you'll still have to help it with abilities. Apprentice to 2/3, then 2/4, and mortar as well. Pop the BFB with assasin early, use anything in 61 (blades + mortar did the job), 62 and 63 without abilities (sniper 2/3), mortar in 64 and just about everything in 65. Leaks will depend on ace luck/timing mostly. I think NLL is doable, though – I lost lives only when I had spectre and played fast forward and didn't help it enough with abilities, plus I didn't micro mortar/sniper at all)
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Primitive | 2014-07-29 | link | Jungle Track | 2/3 DM, 3/2 boomer, 3/2 ninja | 15 | 50 | Hard |
| | x | Leaks | Medium | coyotik | Show/hide: 1/1 ninja inside at each U turn, both to 2/1 then 3/1. 0/2 boomer last outside one U turn, then a symmetrical one, up to 3/2 one by one. Then just spam 1/3 and 2/3 DMs inside (symmetrically), set to strong. You'll probably leak in 46
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Second Skin | 2014-07-30 | link | Down the Drain | 4/2 boomer, ninja, cannon, app, ice | 25 | 50 | Easy |
| | x | Leaks | Hard | Kim Davis | Show/hide: four 1/1 ninjas (inside each last turn), two more 0/1 ninjas, two 0/0 apps strong close to spawn, all ninjas 1/1, apps 1/0, ninjas 2/1, apps 2/0, all ninjas 2/2 center two ninjas 3/2, center two ninjas 4/2, 0/4 bomb tower strong, used as soon as moab enters on 46, remaining ninjas 3/2, two more to 4/2 (pick those that reach the other path)
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Let's Go Golfing | 2014-07-31 | link | Water Hazard | max 5 total and 3 of each 4/0 DM, ninja, 2/4 buccaneer, 4/0 app | 26 | 60 | Medium |
| | x | | Medium | coyotik | Show/hide: Two bucs 1/3 and 1/1 to 1/3 above the central island. Three ninjas 3/1 to 3/2 to 4/2, between the bucs. Bucs to 2/4, pull both MOABs in 50, 52 and 54. For 56, you have to move them though to avoid regen death. I placed them at the right edge of the screen, vertically in the middle, one as 2/4 to pull the MOAB. Move them back to previous position for 57. Pull one MOAB from each pair, then pull two more in 58 (2/4 or 2/5 or 3/5 depending on the situation).
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Who Needs a Meerkat? | 2014-08-01 | link | Ice Flow | 2 of each 4/3 ice, sniper, SM, 4/1 village, 2/0 farm | 32 | 62 | Easy |
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Stick Out Your Tongue | 2014-08-02 | link | Clock | max 18 total, DM, 3/4 boomer, 2/4 ice, 2/1 glue, 2/1 mortar, 0/2 dartling, 3/2 app | 41 | 70 | Medium |
| | x | | Easy | coyotik | Show/hide: 10 0/3 DMs clustered near spawn, more on left side. 2/2 app, two DMs to 2/3, one to 2/4. Use SMFC in 43, then get another. Use in 46 immediately (will last for start of 47). Then use one at end of 48, another on ceras in 49 and you can now afford the last one, and upgrade all DMs to 2/x. Then chain SMFC and add something like 4 2/3 boomers between XII and I, one more 2/2 apprentice. For 63, add two 2/3 ice towers in the turns where the bloons will go from inner to outer circle. It is possible to use 3 turbocharges instead, but this is a bit more effective. 63 is the only round that can cause trouble if you don't chain SMFC immediately. Then you can upgrade the boomers to 2/4 and apps to 3/2, use turbo whenever you feel like it For 59 swap mortar for 2/3, then replace it with another boomer for 60
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Stay In Position | 2014-08-03 | link | Water Hazard | max 8 total and 3 of each 1/3 spactory, 1/3 tack and 3/1 ice | 26 | 50 | Medium |
| | x | Leaks (random) | Medium | coyotik | Show/hide: 2/1 and 1/1 ice in the middle, 3 spactories at exit (make sure their output is balanced). Spactories to 1/0 then 1/2 then 1/3, add one more 1/1 ice. Add two tacks to 1/3 just below the ices in center to convert some rainbows and zebras to freezable. Central is to 3/1
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Flying In the Wind | 2014-08-04 | link | Runway | max 8 total and 3 of each 4/2 app, 4/2 buccaneer and ace (two lakes provided) | 40 | 65 | Medium |
| | x | Road Items, Selling | Hard | coyotik | Show/hide: 3 destroyers inside the turn (3/2), app 2/2 left of them, ace (circle) 3/2 above them and more to the right and one more. Use something like 12 spike piles on the MOAB. In 47 if you want to ensure NLL, spike any ceramics that make it to the top on the left side. For 49 sell what you need for spectre, then get back destroyers, then save for second spectre, win
Both inner ices to 2/4 in 63 – use the ability if the rush isn't stopped by the second ice (and aim mortar at it). If it goes wrong with all three rushes, you have the mortar ability as well. Double phoenix in 64, replace one 1/0 ice with 0/3 app, assasin on first BFB and and double phoenix to help. In 66 you should only need mortar/phoenix on the last group of MOABs, then use phoenix in 67 and another with assasin in 68. Remaining 1/0 ice sold for another 0/3 apprentice, both to 0/4 Phoenix and mortar in 71, assasin and phoenix in 72, assasin + 1-2xphoenix in 73, phoenix and assasin in 74, assasin and double phoenix in 75, deep freeze in 76, assasin and all phoenixes in 77, and fire off mortar as soon as BFBs are broken (should be with most MOABs under ice reach. Village to 3/1. 78 is piece of cake, feel free to use deep freeze. Round 79 was quite tricky – I used all phoenixes (spaced) early in the round, once they disappeared I waited for the next BFB to get popped, used assassin hitting the one after it – and then mortar to delay the contents... phoenixes recharged in time to be used all again. Round 80 was handled by rebuying mortar ability to delay everything long enough for the phoenixes to recharge. Smal leaks sometimes happenned in many rounds. With some bad luck, a zebra or two or a cera would slip by early – restart in that case. Later the leaks can be usually microed with mortar. |
Take a Swing | 2014-08-05 | link | Tree Tops | 2 of each DM, boomer, ninja, ice, glue, SM and app | 25 | 60 | Medium |
| | x | Leaks, Selling | Hard | incogneato, coyotik | Show/hide: 4/1 ninja between the exits (you might need to experiment a bit with exact placement. If you get any leaks in 26 or 27, it's not good). GG 2/0 strong and another (before 28 starts). Boomer 2/0 to 2/3 (strong) in centre (below upper path). Second ninja to 4/1 placed about 1/3 from center on the left bottom plank. Both ninjas to 4/2 for 40, glues to 2/1, boomer to 2/4 and start on another 2/3 (use turbo in 43). For 46 place a SM about 1/3 from the center on the top right plank. Use turbo, start round 47 immediately. (I always got the MOAB on the upper path and never leaked). Second boomer to 2/4, use both turbos on ceras in 49
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Dizzy | 2014-08-06 | link | Three Times Round | max 5 total - 3/3 village, 4/2 buccaneer, 2/1 boomer, 1/1 ninja, 1/0 glue and 1/0 uce | 40 | 65 | Hard |
| | x | | Easy | coyotik | Show/hide: Lead popping only via x/3 village and a lot of crappy towers dictates the solution. Start with village as close to water as possible, add two 3/1 buccaneers, village to 2/0 then 2/3, two more buccaneers and then up to 4/2
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Double Doom Spikes | 2014-08-07 | link | Pumpkin Patch | 2 of each 2/3 spactory, 3/2 tack, 4/2 dartling and 4/2 farm | 25 | 65 | Hard |
BFB->ZOMG | | x | Farming, Selling | Medium | coyotik | Show/hide: 2x 1/0 farm, spactory, dartling to 0/1 then 1/2. Farm to 2/0, dartling to 2/2, second farm to 2/0, two 3/0 tacks in first turn. Farms to 3/0, another 2/1 dartling. Exit spactory to 1/2 for round 46. Round 47 is about the hardest to NLL – focus on not wasting penetration and dealing with the ceras. First farm to 4/0 early in 48 (you might be better of selling one tack to make the upgrade before the round starts, but it's not necessary). 3/2 dartling to 4/2 during round 49 (just in time to sort out most ceramics). Farm to 4/2, second farm to 4/2, second dartling to 3/1. For 60, sell one farm, dartling to 4/2, add 1/3 spactory left of water tank. In 65, sell the second farm after it finishes production. Once you deal with the first ZOMG and the second is near to the first spactory from the bottom, you can sell the tacks and this spactory to upgrade the second dartling to 4/1
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[RED] | 2014-08-08 | link | Scorched Earth | max 10 total 3/3 ninja, 1/0 sniper, 1/1 cannon, 1/1 mortar, 1/1 dartling, 1/0 spactory | 13 | 53 | Medium |
| | x | Leaks | Medium | coyotik | Show/hide: The trickiest part is first round. Start with two ninjas to 0/1, to 2/1 one by one. Then add two cannons (strong), up ninjas to 3/1 and add more. Once you hit the tower cap, up ninjas to 3/2 and then cannons to 1/1. Then pray that distraction helps a bit. Leaked about 70 lives in round 51 and 20 more in 53 Small leaks are bound to occur in late 30s. Round 63 is extremely demanding on your dartling aim and patience – the two dartlings can cope with it.
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Lead It Go | 2014-08-09 | link | North Pole | sniper 0/2, boomer 3/1, ice 1/2, SM 1/2, mortar 1/0, one meerkat | 1 | 45 | Medium |
blue and green -> red, yellow, pink, zebra, rainbow -> lead, white -> black | | x | | Medium | coyotik | Show/hide: 1/2 ice in bottom left turn, boomer 1/1 (last) above it. 3 boomers spaced on the middle vertical (1 below turn, 2 above), mortar 1/0 firing into the first turn. Spam more boomers on the central vertical (8 total). For round 17, aim the mortar just above the first of them. It will take some time till the lead regens get past the ice, but they will arrive in the central area one by one. One of the boomers to 3/1, another 1/0 mortar under the left pond (a meerkat should be able to cover the mortar and at least 3 boomers) - and those boomers to 3/1 (for round 33 you'll need them). After that you can add two 1/1 SMs under the meerkat as well, you'll be rolling in cash.
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Teknoboom | 2014-08-10 | link | Drag Strip | bomb 2/3, SM 2/4, mortar 4/2, dartling 2/3 | 20 | 65 | Easy |
| | x | Leaks | Hard | coyotik | Show/hide: Start with 4 dartlings, 2 on each side, three to 0/1, then one to 0/2 then 2/2. Last to 0/1, two to 2/1. Then a SM (strong) (before round 39) to 2/0 then 2/3, only then last dartling to 2/1. Two more dartlings 2/1, then then 2/2 and one 2/1 (one on each side) to 2/3, then add two more SMs 0/0 (strong) at spawn, then just add more 2/1 dartlings
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The Specialty's Specialty | 2014-08-11 | link | Dune Sea | max 10 total and 3 of each 4/0 bomb, 4/0 super, 2/0 app, 0/2 buccaneer and 0/4 mortar | 45 | 60 | Hard |
| | x | Leaks | Medium | coyotik | Show/hide: Three 0/2 bucs in the middle. Three SMs (one in the middle of the central area 2/0, two more closer to the sides). Mortar 0/3, two 3/0 cannons between SMs, mortar to 0/4 (use ability in 52 and 54), side SMs to 2/0. Use mortar again in 60 when the BFB breaks. Two small leaks happenned.
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Glass Castle | 2014-08-13 | link | Castle | max 8 total and 2 of each village, buccaneer, dartling and ninja 2/4, DM and spactory 4/2, sniper 3/4, boomer and ace | 25 | 60 | Medium |
| | x | | Medium | coyotik | Show/hide: 1/2 spactory, 0/2 mortar, 1/1 and 0/1 buccaneer (strong) at exit. Then get a village, another 0/1 buccaneer, mortar to 1/2, two 2/1 dartlings, spactory to 3/2. Round 40 can be NLLed with some patience, up buccaneers to 2/1 for/during 43 to minimize leaks there. Sell everything except village and spactory - and you should have a comfortable reserve for 4/2 spactory. Village to 2/1, then whatever (buccs, dartlings, aces)
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HIKS | 2014-08-14 | link | Monkey Lane | DM 4/2, sniper 4/2, glue 4/0 | 26 | 63 | Hard |
| | x | | Medium | coyotik | Show/hide: 3 snipers (1/1 strong, 1/1 last, 1/0 strong), 3/0 DM between horizontals above downward vertical, 4 more 0/0 DMs between upward and downward above second tunnel, two more 3/0s under first, sniper to 1/2 for 33, two more 3/0s firing down the upward and left along the bottom of the two horizontals. Another 3/0 firing left along the top horizontals and spam more 0/0s in the area next to the existing ones with remaining money after round 37. 3 3/0s on the left to 4/0. One more 4/0 right of downward facing spawn, then fill the area under the U bend with 0/0 DMs strong up to round 48 (about 32, two more 3/0s firing down the upward and left along the bottom of the two horizontals. Another 3/0 firing left along the top horizontals and spam more 0/0s in the area next to the existing ones with remaining money after round 37. 3 3/0s on the left to 4/0. One more 4/0 right of downward facing spawn, then fill the area under the U bend with 0/0 DMs strong up to round 48. Add two more 4/0 (last). Add two more 4/0 (last), then add 6 1/1 snipers (strong). And after that just upgrade all remaining DMs on the right side to 4/0 (not the spawn strong ones)
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Up to Lead | 2014-08-15 | link | Dockside | max 5 total of 0/4 bomb, 0/4 ninja, 0/2 app, 0/3 mortar, 4/2 dartling, 2/0 spactory | 20 | 50 | Medium |
| | x | | Medium | coyotik | Show/hide: Trivial with dartlings, one 0/2 mortar is enough to handle all leads. 4 dartlings, all to 0/1 then 2/1 then 3/1 as money comes in.
Then upgrade the apps gradually to 0/3, using phoenix in 52, 53, 54 (recharges just in time), 55, 57 (one is enough). Now you should be able to brute-force the MOABs. Used both abilities in 60 (helps with 61 as well), upgrading more apps to 0/3, adding 0/1s with remaining cash in 65. (Double ability in 64 and 65 just to be sure)
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Super Monkeys | 2014-08-16 | link | Castle | DM 4/2, tack, 2/4 boomer, ninja, 2/4 bomb, 2/4 ice | 40 | 70 | Medium |
| | x | Leaks | Medium | coyotik | Show/hide: Two 4/2 ninjas at exit, add one more. 0/3 cannon (strong) at the bottom. Start round 46, add one more 0/3 cannon on the path the MOAB takes, inside castle, should reach the whole path. Then add three more 2/2 cannons to end up with two on each side (all strong), all to 2/3 after round 49. One more 4/2 ninja at exit, 2/3 ice at the very bottom of the screen, another 2/3 cannon at the bottom, then a 2/4 ninja at spawn (close) Use the sabotage when BFB in 60 is almost popped. Add two more 2/3 ices in bottom turrets (place for maximum coverage, slightly closer to castle) and two 2/0 in side turrets, to 2/3. Some luck is needed in 63. Sabotage in 64 once a few MOABs are onscreen, and in 65 again once the BFBs are almost popped. Had a very close call there, the left path MOABs were much less damaged and the fast one was popped after turning towards exit, luckily all payload distracted. For round 63, sell everything you have to for SM 0/4 (I think I had one ninja and one DM remaining) – and that should be it.
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Arctic Monkeys | 2014-08-17 | link | North Pole | max 10 total 4/2 tack, 4/2 boomer, 4/2 ninja, ice, village | 40 | 70 | Hard |
| | x | | Easy | coyotik | Show/hide: Village a little above the U turn, 4/2 ninja and another, 3/0 tack left of the U turn, 2/0 ice in the bottom left turn, another 4/2 ninja, village to 2/1, tack to 4/2, village to 2/2, add one more 3/0 tack inside the first turn if it is under village, 3 more 4/2 ninjas. You can add 3/2 boomer at left edge of village coverage to hit at least some frozen bloons to speed up rounds if something gets caught there, ice to 2/3, boomer to 4/2, ice to 2/4. NLL might depend on distraction luck in 40 and 43, I did only one successful attempt
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Heat Set | 2014-08-18 | link | Lava Fields | max 6 total spactory, cannon, dartling | 28 | 65 | Medium |
black and white are zebra | | x | | Medium | coyotik | Show/hide: cannon (strong) left of second crossing, two dartlings 0/1 right edge at middle crossing. Cannon to 2/0, before round 32 set to close, up to 3/0 (start round with cannon selected and upgrade by keyboard). As soon as you get $750, get spactory at exit. You might or might not need it, depending on your dartling luck in hitting zebras and blacks. Dartlings to 2/1 and another cannon to 3/2, spactory to 1/2, another cannon 2/3 (strong) at first crossing. Dartling to 2/3, others to 3/1, first to 2/4, cannon to 4/2, spactory to 3/2 (not that it really matters) One more 2/1 dartling, 5 2/1 buccaneers, mortar to 2/3, buccaneers to 3/1. Lost 16 lives only in round 32 – I didn't experiment much with alternate dartling placement (maybe bottom left quarter would be better for round 32, but I liked bottom right in most rounds.
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Flash Bombs | 2014-08-19 | link | Switch | 2/4 ninjas and 4/2 bombs | 45 | 65 | Medium |
| | x | SB, Leaks | Hard | coyotik | Show/hide: 4/2 cannon top left from switch (top left of the first area as well). Spam 0/0 ninjas strong with remaining money and income from 45 (2 in U turn, 6 above spawn lane, 5 below spawn lane and rest even lower, close to the downward path from switch. Most ninjas set to strong, leave those covering the bottom exit on first. Then upgrade a bottom right ninja to 2/4 (during 49) and use immediately. (Choose one that reaches spawn pipe and exit well). Then build one more, use in 50 to slow the second MOAB. Then gradually upgrade every ninja to 2/1 and then one in the left loop to 2/3. (Use the shadow ability as needed, never more than 8 at a time). One sabotage should be enough, so with the leftover cash upgrade ninjas to 2/2 In 60 use 12 shadows, then sabotage when the BFB is almost broken. 6 shadows for 61. 8 for each cera rush in 63 (adding more ninjas in the bottom area), sabotage in 64, everything at the end of 65.
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Beekeeper and Friends | 2014-08-20 | link | Castle | spactory, DM and cannon, one beekeeper, road items | 1 | 41 | Apopalypse |
| | x | Road Items | Easy | coyotik | Show/hide: start with beekeeper, get spactory, cannon at spawn, spactory to 1/0, two DMs in bottom turrets 0/3 (last), two DMs in side turrets 0/2 (last), spactory to 1/0, cannon to 3/2, spactory to 1/2 then 2/2. 4/0 DM last in bottom left turret, 3/0 (last) in bottom right, add more 0/3 strong in other turrets (total 7), spactory to 3/2, another spactory to 1/2 in round 40. You should keep cash reserve for spiking the MOABs (15-20 spikes each)
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Volcanic Activity | 2014-08-21 | link | Lava Fields | max 7 total, apps and mortars unlimited, rest 2/2, road icems, ice, boomer and village banned | 26 | 70 | Hard |
| | x | Selling, possible leaks | Hard | coyotik | Show/hide: Dartlings 0/0 and 0/1 at right side at last crossing, GG 2/0 (strong), dartling to 0/1, add one more. After that GG to 2/2, dartlings to 2/1, add SM (strong) in the middle early in 43. Another SM strong, mortar 3/2 aiming at first crossing. One SM to 1/0, mortar to 4/2, second SM to 1/0, first to 2/0, dartling to 2/2 for 59, SM to 2/0, then both to 2/2. Mortar microing in many rounds. 62 is possible to NLL if you don't fool around :). For 70 replace GG with 2/4 mortar.
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Half The Time | 2014-08-22 | link | Clock | max 56 total and 1 of each, no limits | 20 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: 2/3 boomer below XII, ninja left of it to 4/2, SM 2/0 to 2/2 (strong). Switch to first in 49 only when necessary. Village to 2/2, spactory 1/4 under XII. Perhaps turbocharge before getting SM to Sungod would make 49 easier. For 59, set snipers to last and close, switch both to first once the camo leads get past the first loop. Back to strong in 60, to first in 62, and use SMS on the regens. Snipers to a mix of last/close/strong to try and pop most leads in 63, then add another 3/1 buccaneer, then snipers back to strong and to 1/3.
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VVVVVV | 2014-08-23 | link | Castle | 1 of each DM, sniper, boomer, ninja, ice, glue, SM | 30 | 75 | Medium |
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Crossed | 2014-08-24 | link | Water Hazard | 2/3 spactories, 2/3 buccaneers, 2/1 bombs and 2/1 ninjas | 35 | 65 | Medium |
Rainbow and ceramic swapped | | x | Leaks (random, possibly avoidable) | Medium | coyotik | Show/hide: Two cannons (strong) vertically in the middle flush against outer paths. Then add buccaneers 1/1 symetrically in the middle - one slightly above center touching downward path (strong), two slightly below (first) touching outward path. Spactory 1/2, one more buccaneer on each side level with these but as close to center as possible (so it fires up over the central island towards the exit. This finally resulted in round 39 NLL. One more 1/1 bucc strong on each side, then up all to 1/2 (round 42). Now save for a 1/3 spactory placed in the U turn on the side on which the MOAB comes, then build another on the other side and then spam more 1/1 ships in the middle as long as they can reach the spawn paths. From round 54 onwards, start upgrading the 1/2 ships to 1/3, then just add more 1/1 ships
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Assault in Tunnels | 2014-08-25 | link | Tunnels | max 8 total and 5 of each snipers 3/3, dartlings 3/3, farms 3/2 | 26 | 60 | Hard |
blimps +1 | | x | | Easy | coyotik | Show/hide: snipers 1/0 and 1/1 (strong), 5 dartlings, all to 0/1 then 3 to 2/1, one to 3/1 (for 46) and last to 2/1. It helps if you avoid popping all MOABs by dartling fire at once - instead try to damage the ceramics from the first before they enter the tunnel. One to 2/3, two more to 3/1. Snipers to 2/3. The only important thing is dartling placement - I had them all just under the last tunnel exit, with the rocket one placed top right within the group - so if anything came out of the tunnel while I was aiming somewhere near spawn, it'd get hit by rockets. With the lazers firing up the exit lane, even the ZOMG contents get shredded.
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Can't Get the Dune Out of My Head | 2014-08-26 | link | Dune Sea | 2 of each boomer 3/3, ninja 4/2, glue 3/3, spactory 3/3 | 35 | 60 | Medium |
| | x | | Medium | coyotik | Show/hide: two 2/1 GGs on the sides (between first two paths), boomer 2/3 under first crossing, exit spactory, two ninjas to 3/1 then 4/2 one by one Exit spactory to 1/2, another spactory under first crossing to 1/2, boomer 3/0 covering both crossings, front spactory to 1/3, exit to 3/2, both glues to 2/2 then 3/2
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Jungle (Please Don't Change) | 2014-08-27 | link | Jungle Track | max 10 total and 3 of each 4/0 ninja, 2/4 glue, 2/2 farm, 4/2 village, 4/2 sniper, 4/0 ninja and 4/0 SM | 26 | 65 | Medium |
| | x | Leaks, Farming, Selling | Hard | coyotik | Show/hide: 0/0 super squished in the lower right corner of the central section, 1/0 farm, 1/0 sniper strong (near super monkey), farm to 2/0, sniper to 1/1, add a 1/0 sniper strong (near super monkey). Upgrade first sniper to 1/2, near left entrance 2/1 glue strong, near right entrance 2/1 glue strong, upgrade original sniper to 2/2, 0/0 village placed to include super monkey and snipers, village to 0/1 ASAP super to 1/0, village to 0/2, weaker sniper to 2/0, village to 2/2 ASAP, super to 2/0, original sniper to 3/2, second sniper to 3/0 ASAP, 0/0 super dead center of map (must be inside village range), upgrade to 2/0 ASAP, sell the right glue monkey and rebuy him so that he's now in village range, but also positioned between the two lowest paths - upgrade to 2/2 then 2/3, another 2/0 super near the center of the map, left glue to 2/2 then 2/3 For round 63, you will need two 3/2 GGs set to strong.after that sell one and get second SM to 0/3 to pop MOABs. You can also move the exit ninja to under village. Good use of ninja ability against MOAB clusters will do the job (use all in 74, you won't need them in 75)
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The Ing'ling Brothers | 2014-08-28 | link | Hedge Maze | 1 of each 4/2 sniper, 4/2 bomb, ice, 4/2 glue, 3/4 buccaneer, ace and dartlinh | 60 | 80 | Hard |
| | x | | Easy | coyotik | Show/hide: 4/0 ace on the right side and 1/0 sniper (strong). Ace to 4/2, sniper to 1/1 then 4/1, add 3/1 ship, 3/2 cannon somewhere left (close), ice 2/3 in first turn, and finally for round 80 a 3/1 dartling
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Blooncraft Chapter 2 | 2014-08-29 | link | Lightning Scar | 2 of each 4/2 sniper, 2/3 ice, 2/2 glue, 3/2 app, 4/2 village, 2/4 dartling | 45 | 65 | Hard |
up to lead +2, zebra and rainbow +1 | | x | | Hard | Mathgodpi | Show/hide: 2/1 village just below where the paths split, 2/3 ice in the second arrow, 0/1 ice in the third arrow. 1/0 dartling next to the village, to 2/1 during round, add another 2/1 dartling and 1/0 Sniper (strong) for 46, sniper to 1/1 then 3/1, ice to 1/1, village to 3/1 (try to do it during round 50 to maximize profit), ice to 2/3, village to 3/2 2/1 apprentice close as possible to entrance while staying in village range, sniper to 4/1. For 60 sell the apprentice, village to 4/2, set to strong.
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The Five Abilities | 2014-08-30 | link | Slalom | max 5 total and 1 of each, everything 2/4 | 50 | 85 | Hard |
| | x | | Easy | coyotik | Show/hide: village at last red flag, 2/3 dartling bottom right of it, SM (strong) top left, to 2/0. Village to 1/1, SM to 2/3, village to 2/2, dartling to 2/4. Then you might add saboteur and 1/4 spactory
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The Tricky Spot | 2014-08-31 | link | Mount Magma | max 5 total and 2 of each tack, ninja, ice, SM | 26 | 65 | Hard |
red to white +1 | | x | | Easy | coyotik | Show/hide: 4/0 tack, 3/1 ninja, 1/3 ninja, two SMs, both to 2/0. Ninja to 2/4, use in 59. SM to 3/0, then 3/2, tack to 4/2 (use sabotage again near end of 62 for rainbows).
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Binary pumkpins | 2014-09-01 | link | Pumpkin Patch | 1 of each, everything limited to 1/0 | 1 | 46 | Medium |
| | x | | Easy | coyotik | Show/hide: build order: buccaneer, sniper (strong), app (last) at the left facing spawn, ninja under right U turn, exit spactory, ace right of water tank, dartling bottom left, cannon left of water tank, SM (strong) near entrance, whatever else. The hardest part is round 42 – basically you need to use the dartling to pop the camo rainbows down to black/white or below, so that by the time they reach the ninja, it has enough targets to use up the 2 pops per shot.
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Super Typhoon | 2014-09-02 | link | Water Hazard | tack, SM, app, village | 28 | 70 | Medium |
red = rainbow, yellow = pink, white = lead | | x | Leaks | Hard | coyotik | Show/hide: Low quality is necessary. 2/0 wizard about middle of bottom bridge, another above island. 3/0 and 2/0 tacks on the sides of the island, wizards to 2/2, tack to 3/0 and add another just below the island. There should be room for two more and possibly one more wizard between this one and the bottom wizard. Add a village on the bottom of the island, 2/3 tack in the gap, 0/1 wizard there if another tack will fit in as well, otherwise above the first wizard. Tack to 2/4 early in 40 and use, third wizard to 2/2, village to 0/1. Next add a SM (strong) on the island (there should be plenty of room above the village and between the 3/0 tacks), village to 2/1, bladestorm when the MOAB is just on top of the tower, another in 49 on ceras, SM to 2/0 then 2/3.
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Philosophy of the Outcasts | 2014-09-03 | link | Space Truckin' | 1 of each DM, SM, dartling, village, spactory all 3/3 | 27 | 60 | Hard |
BFB is ZOMG | | x | | Easy | coyotik | Show/hide: Dartling 2/2 as far right on Mars as possible. Add village, DM 0/3 on Mars, village to 0/1, add spactory in South America, village to 2/1, spactory to 1/2, SM in North America, to 2/0 then 2/3, spac to 1/3, dartling to 2/3 Village to 2/2, spactory to 1/3, dartling to 2/3. After round 31 it's trivial really...
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Future World | 2014-09-04 | link | Scorched Earth | max 7 total and 2 of each boomer and SM 0/4, sniper, ace, dartling, mortar farm, one BDD | 26 | 70 | Hard |
all up to rainbow +1 | | x | Leaks, Selling | Hard | coyotik | Show/hide: Mortar 0/2, dartling 0/1, start round with mortar selected, up grade to 1/2 ASAP, then use BDD to minimize losses. Dartling to 2/1 mortar to 3/2, BDD on round 31, another dartling to 0/1 then 2/1. BDD used on ceras in 35, another mortar 2/3. You have to brave round 38. In 39 place a SM in top section (strong) ASAP and use BDD when ceras appear. Round 40 can be bruteforced with minor losses, add another SM (strong). Round 42 is doable without BDD too, use it in round 43. Dartlng to 2/3 ASAP in 44, SM to 0/3, dartling to 3/1. Be careful in round 54 (or use BDD). SM to 0/4, mortar to 2/4 and the rest can be done with patience and using any of the three abilities in 64 and 65. (63 requires just patience, the firepower is sufficient). Add 2/4 tack, spactory to 1/4, then whatever (ice to 4/2).
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Camo Island | 2014-09-05 | link | Archipelago | max 10 total and 5 of each 3/4 tack, 2/1 village, 3/3 mortar and 3/4 spactory | 30 | 70 | Hard |
| | x | | Hard | incogneato | Show/hide: 1/0 spactory at very end, 0/2 mortar targeted near entrance island that the tack is on. 1/0 tack near entrance, to 2/0 ASAP. 31: manually micro mortar to catch regens, don't fast forward, 3/0 tack, 1/1 spactory, 2nd tack near edge to 2/0, 2/3 tack, 1/2 spactory, 2/4 tack right on round 40 2/3 mortar for 42, 0/0 village near spactory, 0/1 village, 1/3 spactory, Before 46: second 1/1 spactory, 47: second spactory to 1/2 ASAP, 49: village to 2/1, 2nd spactory to 1/3 ASAP, 50: , use maelstrom on the ceramics, NOT the first moab. Work on third 1/3 spactory ASAP
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Snowy Expedition | 2014-09-06 | link | Slalom | max 6 of each, ice 4/4, rest 2/2, no dartling, boomer and DM | 50 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: village 2/1 left from lake, three 1/1 buccaneers, SM 2/0 strong between village and second blue flag, one more SM (strong) near second red flag, village to 2/2, two more SMs (strong) under village, two 2/2 GGs, one more SM, two more 1/1 buccaneers - this is handles round 60 just fine. Add 2/3 ice in first turn and 2/0 in second (round 63 should be a breeze) and one more in the turn under village for 65.
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Another Camo, Lead, Both, Neither | 2014-09-07 | link | Monkey Lane | max 5 total and 2 of each, bomb 4/3, buccaneer 4/2, ace 4/2, dartling 3/1, one lake | 30 | 60 | Hard |
| | x | | Easy | coyotik | Show/hide: cannon above spawn U turn, two dartlings 0/1. Cannon to 3/2, dartlings to 2/1, ace (circle) in center to 3/0 then 3/2, another cannon 2/3, first cannon to 4/2 after 46. Ace to 4/2 ASAP during 54, dartling to 3/1. The hardest round is 53 where you need to maximize dartling penetration on MOABs and open ceras for cannons.
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Inedible for Take Off | 2014-09-08 | link | Runway | max 10 total and 4 of each DM /43, ninja 4/3, app 2/4, spactory 2/4. | 30 | 60 | Medium |
| | x | | Medium | coyotik | Show/hide: app 2/1, spactory, on the runway near the inside turn ninja to 3/1 and another. Ninjas to 4/1 then 4/2. add 1/3 spactory in the inside turn (ninjas should handle a MOAB on the outer track), two more ninjas 4/2, , exit spactory to 1/2, two more 1/3 spactories covering both tracks equally, app to 2/2 for 59, spactory to 1/4, use when the BFB is about 1/2 of the first track section
Alternatively it can be done without agents, placing the SM on the tip of the big boat and adding sniper.
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Laser Beams | 2014-09-10 | link | Country Road | max 7 total and 3 of each 1/2 SM, 4/2 dartling and 2 BDD | 30 | 65 | Hard |
| | x | Leaks | Medium | coyotik | Show/hide: Start with 0/1 and 0/0 dartlings close but not too close to top left curve. BDD on 30 when the round starts – that will leave 3 leads alive. Now wait for them to get to middle of last curve section, use BDD again and quickly start 31, eliminating most of it. If you manage to leave some regen barely alive, good (to stretch the round for as long as possible). Second dartling to 0/1, patiently aim into the first crossing and ignore any small leaks. The first BDD should recharge in time to handle leads. Another 0/1 dartling, then all of them to 2/1 (using BDD on rainbows in 35, leads in 37 (soon) , 38, 39, ceras in 40). Add SM (strong) almost in center, slightly bottom right, BDD on 43, another SM symmetrically a bit up left from center (strong). BDD on end of 45 will handle the MOAB in 46, another at start of 47. Dartling to 3/1, BDD on ceras in 49, another dartling to 3/2, remaining to 3/1 (BDD on MOABs in 53 and 54 just to be sure), then SMs to 1/2 and remaining dartlings to 3/2 The trickiest part is round 59 – add 3/2 ice top left, set bottom left ship to close and both top right ones to strong. For 60 just add another 0/1 SM (strong). It might be harder if it comes on the shorter path – in that case you can be quick to sell the top left ice and get another SM to help
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Icy's Perfect Pop Class | 2014-09-10 | link | Slalom | 1 of each 2/0 DM, 0/2 SM, 2/0 dartling, 1/4 glue, sniper, ice | 1 | 50 | Easy |
| | x | | Easy | coyotik | Show/hide: sniper (strong), DM below last red flag, sniper to 0/1, dartling to 2/0, ice to 2/0 then 2/3 at second blue flag, sniper to 1/3 then 2/3, SM (strong) left of second red flag, GG to 1/4 next to it, DM to 2/0. The only tricky part is catching all camo pinks in 47, to which the glue striker ability helps, and playing in slow, and perhaps setting sniper on first once they are about to appear
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Concrete Jungle | 2014-09-11 | link | Jungle Track | 1 of each village, dartling, mortar, sniper, ninja, bomb, one SMS | 26 | 65 | Medium |
| | x | Leaks (dartling + distraction) | Hard | coyotik | Show/hide: village in the middle, 3/1 ninja inside at bottom U bend, dartling on the other side, dartling 0/1, sniper 1/0 strong to 1/1, dartling to 2/1. Add mortar ASAP in 37 (to 1/2 after round) and use it on all leads up to 39. Village to 2/1, ninja to 4/2, add 2/3 cannon strong opposite side from ninja. Dartling to 2/3, Sniper to 4/1 ASAP during 52. In round 61 focus dartling on regens, use SMS once all MOABs area onscreen. Dartling to 4/1, cannon to 4/2. In 64 focus on upper path first. Mortar to 3/2, again in 65 focus on upper path first. (I had dartling quite close to the exit path so it'd have a hard time clearing anything to fhe left of it, whereas it fired to the bottom exit path from the side). It's possible to do this NLL, but some distraction luck is required in round 54 (on the regular ceramics)
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Captain Nemo | 2014-09-12 | link | Archipelago | 2/3 buccaneers, 1/1 snipers, 2/2 ice | 30 | 70 | Hard |
| | x | | Hard | coyotik | Show/hide: ice 2/0 on spawn island, sniper 1/1 strong, buccaneers 0/1 (above main island last, right of downward path strong and first). Two of them to 0/2, then keep spamming more, adding one more camo for 37 and 3 more for 42. Spawn ice to 2/2 during 40s. Upgrade three of the camo ships to 2/3 for round 59, and and one 0/2 near the exit, or at least keep the cash at hand should a lead not get popped before the bottom turn. For 63, add one more 2/2 ice on the spawn island if you can fit it, and three 0/0 ices on the tiny sliver below spawn path. Then upgrade the remaining camo ships to reach 6 cannon ships, then just add camo detection to the rest
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Not Easy On the Eye | 2014-09-13 | link | The Eye | max 8 total of 2/4 aces, 2/4 apprentices, 4/2 farms and 4/2 mortars | 10 | 60 | Medium |
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Plane Serious | 2014-09-14 | link | Clock | max 10 total and 5 of each 1/4 DM, 3/4 boomer, 4/1 ace and 2/2 village | 26 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: village, 2/3 boomer, 5 DMs (all around XII). Village to 0/2. DMs to 0/3, boomer to 2/4 (use on 40 and 43). Village to 2/2, DMs to 1/3, one to 1/4, use in 46. Use turbo in 47, in 49 on ceras, buy another. You can use one on rainbow regens in 49 (in that case you would have to use SMFC only when the first MOAB in 50 would reach them from the left) - along with turbo. (That's what I did). During 51 you will buy the last SMFC and keep them on forever. Then add ace left of the village. Use turbo whenever you see fit (typically when you are slow to reactivate SMFC or i.e. in 54 where there are cera escorts with MOABs). Ace to 4/1, add two more boomers. In 64 and 65 you can afford double-use of SMFC that doubles firing speed.
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Glulium Liontonium Strongboxes | 2014-09-15 | link | Monkey Lane | 2/4 snipers, 2/4 glue and 4/2 SM | 35 | 75 | Medium |
| | x | | Medium | coyotik | Show/hide: Start with a 2/2 GG above spawn U turn, add SM in the middle (touching the upbound track so that it reaches the rightmost and then leftbound well), sniper 1/2 (strong) (you will leak a bit in 37), then to 1/3 then 2/3. Sniper targetting is on strong when black/white, first otherwise (to help catch i.e. pink regens in 38 and let glue hit bigger stuff), to strong for ceramics and once it is 2/3, for everything. You can also save a few lives by setting it to last for the first two camo white pops in 37. This will make a few of the blues delayed. Second sniper to 2/3. In 47, it is a bit trick with sniper targetting – set them to first at round start so that they don't turn all ceras into yellows. Once there are a few ceras on screen, you can set one to strong, and set both to first once the camos get about 3/4 through (the two snipers can hold them). Another SM to 2/0 (one sniper on first is enough in 53). Another 2/3 and 2/2 sniper (all first in 62 should mean NLL), then to 2/3 and all strong in 63. GG to 2/4 and add 5 0/2 snipers (first). This should shorten the red camo train in 70 from the front enough so that when the reds almost reach the exit, using the glue ability will catch almost everything. Another SM (1/0) strong and up one of the snipers to 2/2 (strong). In 75 some MOABs made it past the glue second time around, so that's when the glue ability could be used again)
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(20) Waves of Summer | 2014-09-16 | link | Dune Sea | max 6 total 4/2 ice, 3/2 SM and 2/4 app | 51 | 70 | Medium |
| | x | Leaks, Selling | Medium | 1096 | Show/hide: 3/1 SM, four 2/2 apps (all in the middle). 3/2 ice above the second crossing, two apps to 2/3, set all apps to strong after round 63. SM to 3/2, another app to 2/3. For 70, sell ice, app to 2/4 and add 2/2 during round, use the phoenix once you start leaking a bit I also set SM on strong for first half of round 64.
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Slowing Down the Jungle | 2014-09-17 | link | Jungle Track | max 8 total, glues unlimited, rest 2/2 (app and ice banned) | 30 | 60 | Medium |
| | x | Leaks (dartling skill) | Medium | coyotik | Show/hide: 2/1 GG strong on either side between horizontals, reaching the U bend well. Keep the left top one as low as possible. Three dartlings left of top left U turn, 0/0 to 0/1 then all to 2/1. Village in the left U turn (should cover all dartlings and the glue), SM (strong) on the inside near left U. Village to 0/2 then 2/2, bottom glue to 2/2. Another SM placed as far right and low as you can, still under village, second glue to 2/2 Both SMs to 2/0 then 2/2, glues to 3/2. Can be made NLL if you work really well with the dartlings, especially in round 38
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Monkey Fortress 2 | 2014-09-18 | link | Castle | 2/4 DM, 4/2 sniper, ninja, bomb, 2/4 app, mortar, 2/2 dartling | 25 | 65 | Medium |
| | x | Leaks | Hard | coyotik | Show/hide: 3/1 ninja at exit, 1/2 mortar firing at spawn. Add 4 dartlings (one upper right and three lower right) to 0/1 then to 2/1. Then another 3/1 ninja, both to 3/2. Add 5x 0/3 DM at spawn, mortar to 2/2 then 3/2, 5 more 0/3 DMs, ninjas to 4/2 (one during 49 ASAP) One DM to 0/4, use after second rush in 55 and then on second pair of MOABs in 57. Mortar to 4/2, dartling to 2/2 for 59. Use SMFC In round 60. Add another 2/2 ninja near exit. Round 63 is tricky as hell – it requires TBO tracking, and quite well executed one. One SMFC in 64 and one on BFBs in 65 is enough.
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High Roller | 2014-09-19 | link | Castle | max 10 total and 4 each ninja, 4/2 ice, 4/2 buccameer, SM, farm 2/4 mortar | 46 | 70 | Medium |
| | x | Leaks | Hard | coyotik | Show/hide: SM 2/2 in the middle, 4/1 and 4/2 ninjas and exit, first to 4/2. Mortar 1/2 firing at spawn, one 3/1 ship right side of exit (strong), SM to 2/3 (mostly it's OK on first, but sometimes on strong, use your brain), two 2/2 ices at spawn, mortar to 2/3, ninja 2/4 near exit but not too close. Sabotage in 60, upper ice to 3/2, two more 0/0 SMs (strong) above spawn Sabotage in 64 and near end of 65, then on second batch in 67. Should have just enough cash for mortar 2/4 for round 70, use abilities at the end to be sure
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It's a Tower | 2014-09-20 | link | Bloon Circles | max 8 total mortar ice cannon farm | 30 | 65 | Hard |
| | x | Leaks | Medium | coyotik | Show/hide: ice 2/3, mortar 0/1 to 0/2 then 1/2 then 1/3 then 2/3. (In round 31 aim at spawn to ensure zebras are on fire quick enough). add 5 2/0 cannons in the crescent and one more ice, mortar to 2/3, cannons to 2/3, second ice to 3/2, mortar to 2/4, cannons to 2/4 In 64 freeze the MOABs in place when about 2-3 reach the circle, then feel free to use all MOAB assassins. In 65 the MOABs should be bruteforced, then repeat 64. Village to 1/1, another 3/2 cannon, village to 2/1
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Canadian Game | 2014-09-21 | link | North Pole | 3 of each sniper 1/0, boomer 2/2, ninja 0/0, ice, glue 0/2, dartling 3/3, spactory 1/1 | 26 | 50 | Medium |
blue -> red, green and yellow -> pink, black -> white, cera -> rainbow, MOAB -> BFB | | x | | Easy | coyotik | Show/hide: 3 dartlings, 2 of them to 0/1, then 1/0 sniper (strong) for leads, two 2/2 boomers in the middle, all dartlings to 2/1, 2/3 ice in bottom right turn, add 3 ninjas in the middle, dartlings to 3/1
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The Ozone Layer | 2014-09-22 | link | Water Hazard | everything 0/3 | 30 | 65 | Hard |
| | x | | Medium | coyotik | Show/hide: a cannon (strong) slightly below center on each side and then just spam buccaneers 0/1, adding camo detection to two for 33 and two more for 37. After 8 boats, add 0/1 village, then more boats up to start of 45. As soon as 46 starts, upgrade the cannon where the MOAB is to 0/3. Village to 0/2. Then keep adding more buccaneers up to ceras in round 49, up the other cannon to 0/3. Add 2 more on each side (all strong). Two 0/2 ships on each side to 0/3. More ships. For round 60 add one more 0/3 cannon on the BFB side, and add one more afterwards on the same side. For round 63 you will need two 0/1 ices near each spawn, and save a bit of money on the side for 0/1 apprentices to use to break the bloons from their ice prison gradually – but add these only when nothing is coming on its own. With remaining money convert ships to 0/3 The assymetrical solution with 3 and 5 cannons is needed in 65 to ensure that one BFB is popped significantly earlier.
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Spammage | 2014-09-23 | link | Snake River | max 15 total tack 2/4, buccaneer 4/2, spactory 2/2, dartling 4/0, ice 1/4, glue 4/2, app 2/2 | 65 | 85 | Medium |
BFB is MOAB | | x | Leaks (dartling skill) | Medium | coyotik | Show/hide: Start with 4x 3/0 dartlings (two just above exit, two right from it). 1/3 ice in the bottom turn and 2/1 apprentice in the middle. Add 5 boats 1/1 (strong), then add 3 more 3/0 dartlings, but you also need ice to 1/4 for camo rush in 78 (the ability will hold them just about long enough to get comfortably wiped out by the lazers. Then upgrade all ships to 3/1 and add more. NLL should be possible although I had a few small leaks.
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Monkey City Beloved | 2014-09-24 | link | Runway | 4/2 tack, 4/2 ninja, bomb, 3/2 ice, 2/3 glue, 2/3 village, 2/3 mortar and 1/3 spactory | 30 | 65 | Medium |
| | x | Leaks | Hard | coyotik | Show/hide: Village inside the turn, one 2/1 GG low under the village and one at spawn, ninja 3/1 and another. Village to 0/1, ninjas to 4/1 then 4/2, add another 3/2 ninja, two 2/2 cannons (strong) near the glue, both to 2/3, village to 1/1. Last ninja to 4/2, glue to 2/2, village to 2/1, 5 more 2/3 cannons (strong), GG to 2/3 (early in 55), village 2/2, add 8th cannon and make it 2/4, add another cannon above the maulers to 3/2, use assasin in 60. Cannon to 4/2, with remaining money add another, to 3/2 during 63, another 2/3 afterwards. In 65 up another to 2/4, don't use both at once.
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Land Hazard | 2014-09-25 | link | Water Hazard | max 7 total and 2 of each ace, SM, village, farm, dartling and spactory | 30 | 65 | Medium |
| | x | Leaks | Hard | 1096 | Show/hide: Dartling gun 2/2 near exit, another one to 2/1, two spactories near them both to 1/2 SM in center during 43, before 46 sell spactories, add village covering SM and up the SM to 2/1
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Power Out | 2014-09-26 | link | Country Road | app, dm, ninja, ice, glue | 26 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: Start with 4/1 ninja, slightly down right, app slightly up left, another next to ninja, up the second to 2/1 (both are set to strong), then build two more 4/1 ninjas, all to 4/2, add fourth one. Then place 10 DMs and up two to 0/4 and rest to 0/3 (use in 54 and on third rush in 55), both apps to 2/2 for 59. Add 2/3 glue, use SMFC again on 60 and 61. Add two 2/1 ices on the spawn lane for 63, use SMFC in 64 and both in 65 (you can add another 4/2 ninja)
Sell the ninjas, place them better so that they hit the top turns as well as guarding the exits (hard to do in the hurry of round 46). After 49, sell left ace and other stuff, up top ace to 4/2, then get left ace and 3 1/1 snipers (strong) back. After 59 sell left 1/3 ace and snipers, get 4/2 ace instead (circle) a bit higher left – and pray that spectre fail targetting doesn't bite you. Getting snipers back and ninjas set to strong on the right side is recommended. Awfully luck-based, this one. I recommend using the ace SB
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ALS Absolute Zero Challenge | 2014-09-27 | link | Park Path | 1 of each 2/4 boomer, 4/2 ninja, 2/4 ice and 4/2 glue | 35 | 53 | Hard |
| | x | | Hard | 1096 | Show/hide: boomer 2/3, ninja 3/1 to 4/2 (both between second and third path left of center), gg 2/2 inside top U bend, to the left, ice 2/3 to the right of glue (in U ). Glue to 3/2, boomer to 2/4 (use on second MOAB in 50, in 52 and in 53 always when the MOAB is on the way up. If there's trouble with the MOAB children in 53, ice to 2/4, stall them and use that time to relocate the glue to get them.
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Take 'Em Down a Peg | 2014-09-28 | link | Three Times Round | max 8 total sniper, ice, glue, mortar, farm alll 2/2 | 20 | 50 | Medium |
| | x | | Easy | coyotik | Show/hide: GG 2/1 strong, sniper 0/2 first, ice 2/1, glue to 2/2 ASAP in 32, sniper to 1/2 and add more to the limit. Then ice to 2/2 and snipers to 2/2, making them strong For 47 set the 1/2 snipers to last and the 2/2 to first as soon as the camos start appearing. Yellow sea from popped ceras in 49 shouldn't be a problem for the ice (especially since the snipers don't fire too fast and so most of the ceras will get glued anyway) For 59, just to be on the safe side, replace one ninja with 2/4 and use sabotage when the leads get to the top turns.
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Frozen Flames | 2014-09-29 | link | Mount Magma | 4/2 tack, 2/3 mortar, ice, 4/2 spactory | 22 | 60 | Medium |
pink -> yellow, zebra -> lead | | x | Leaks | Easy | coyotik | Show/hide: mortar 0/2, tack to 3/0 at first exit, mortar to 2/2, ice to 2/0 at the top, mortar to 2/3, ice to 2/3, add two 1/2 spactories at the top (up the left to 3/2 then 4/2), then just spam 1/2 spactories and 3/0 tacks to pop MOABs
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Heat Exhaustion | 2014-09-30 | link | Lava Fields | max 5 of each 1/0 tack, 2/1 ace, 0/3 mortar and 0/1 dartling | 10 | 50 | Hard |
| | x | | Trivial | coyotik | Show/hide: Dartling 0/1, mortar 0/2, 4 more dartlings, then add 5 tacks near first crossing, 5 aces, then remaining mortars. Piece of cake
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No Helping Hands | 2014-10-01 | link | Mount Magma | 3 of each, no dartling, farm, village, ace and SM, one lake provided | 50 | 82 | Hard |
| | x | Leaks | Hard | coyotik | Show/hide: spactory 1/2 left (covering track and first exit path a little), spactory 1/3 right covering track only, ice 2/3 close above track, two 0/3 cannons (strong), ice 2/0 tight against first exit fork, to 3/0. Another 1/3 spactory at the bottom, 1/3 mortar, third 0/3 cannon (strong). Ice to 3/2, spactory to 4/2, mortar to 2/4, add ninja to 2/4. (Use mortar to stall BFBs in 77 if needed, and on camo ceras in 78). Add three 1/3 buccaneers. Use mortar ability in 81. Use sabotage after 2 BFBs in 82, add 1/3 mortars with remaining cash. Ice to 2/4 and use ASAP (it should be about when the last BFBs are eliminated, leaving you with a lot of camo bloons. The stalling helps the mortars to deal with them, use pop and awe as well. Before 50 sell both boomers and second ninja, SM to 2/3. Get the ninja back as 2/4 (during 52) and use the ability when the MOABs appear. In the following rounds you might want to experiment with SM targetting a bit – mostly strong is the right thing, but when you can afford first, you're reducing your reliance on distraction). For 53 sell both glues, get a 2/2 apprentice near the saboteur. For 54 get a 2/1 glue, use sabotage when the MOAB appears. Glue to 2/2 then 2/3, use sabotage in 57 when the MOABs appear (you can let them move a bit). Build 0/3 DMs and one more 2/1 apprentice near the saboteur. Give the whole lot camo detection in round 59. Use sabotage in 60 when the BFB is about to pop.
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No Bloon Zone | 2014-10-02 | link | Snake River | max 12 total, boomer, ninja, glue, mortar all 2/4 | 40 | 65 | Medium |
| | x | | Hard | incogneato | Show/hide: 2/1 GG (strong) and 3x bioboomers, mortar to 2/3 aimed at middle path. two boomers to 2/4 , use both on 46, 2x 2/2 ninjas for camo cleanup on 47, glue to 2/2 49: 1x turbo, 4th 2/3 boomer, 3rd to 2/4. 50: 4th boomer to 2/4, 2x turbo on both moabs, 53: 5th boomer to 2/4, 3x turbo, 54: 2x turbo, 6th boomer to 2/4
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Fruit Salad | 2014-10-03 | link | Dockside | max 10 total and 4 of each 3/4 buccaneer, 3/3 ace, 3/4 village and 2/0 farm | 26 | 65 | Hard |
| | x | Leaks, Farming, Selling | Hard | coyotik | Show/hide: farm 2/0, 0/1 ship strong above brown boat, 0/1 first above big white boat and a bit to the left. Up the first ship to 0/3 ASAP in 28, then to 1/3. Add another farm 1/0, another 0/1 ship near the second one, farm to 2/0, another 0/1 ship (strong) near the cannon ship and one more farm to 2/0, the last ship to 1/2 by end of 37 Add village covering all ships, 1/2 ship to 3/2, village to 1/1, remaining ships to 2/1 ASAP during 40. Village to 2/1, add ace 1/3 on the brown boat, another village to get a discount on upgrading first to 3/1, sell the second, add 1/3 ace near exit, cannon ship to 2/4, use in round 60.
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The Metal Clan | 2014-10-04 | link | Runway | 2/4 tack, 2/4 ace, 2/4 SM, 4/2 bomb, spactory | 20 | 65 | Medium |
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Bloons Down Under | 2014-10-05 | link | Lightning Scar | max 10 total and 3 of each 4/2 DM, sniper, 4/2 boomer, 4/2 ninja, 2/2 SM, 4/2 village and mortar | 40 | 75 | Medium |
| | | Leaks (random) | Medium | coyotik | Show/hide: village, 4/2 ninja and another, 3/2 ninja (all under the horizontal section), boomer 3/2 on left arrow (just in time for leads in 45). Last ninja to 4/2, village to 2/1, add SM (strong) above village, mortar 3/2, two more SMs (strong) Boomer to 4/0 then all SMs to 2/0, add 3/2 cannon, lowest SM to 2/2
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Super Boomninja Towrn | 2014-10-06 | link | Bloon Circles | max 7 total and 2 of each boomer, ninja, 2/2 SM and 2/1 village | 28 | 65 | Medium |
red -> cera, green and yellow -> pink. | | x | Leaks (sometimes) | Medium | coyotik | Show/hide: village in crescent, boomer 2/3 (last) in the top of the crescent, ninja 1 in the bottom to 4/1, another 2/1 ninja, ninjas to x/2, village to 1/1, two SMs behind villageSM (strong) in crescent to 0/1, 3/2 boomer in first circle, SMs to 2/2 one by one, village to 2/1, boomer to 4/2, ninja to 2/4. SMs on first in 63, sabotage in 64 and 65.
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Compound 42 | 2014-10-07 | link | Lava Fields | 3/2 mortar, 3/4 farm, glue, 1/4 ninja | 30 | 70 | Medium |
| | x | | Easy | coyotik | Show/hide: 2/2 GG left of second crossing, 1/2 mortar firing at GG, 4 1/0 ninjas, GG to 2/3, then keep spamming 1/0 ninjas (those before first crossing set to strong), all the way to start of 46. Mortar to 3/2, then go back to ninja spam, all 1/0 (strong) around the first field. After round 54, upgrade one ninja near first crossing to 1/4 (set to close), add more ninjas near third field Sabotage in 60. In 63 it might help to add one more mortar and aim one at each entrance, but I didn't do that, instead tracked the 3/2 mortar a bit mainly to get the leads out of the way. Sabotage in 64, 65 (BFBs only), 68 Then you can get dartling 2/3 and sniper 3/1, or sniper and two 2/1 apps. (With the dartling, round 63 will be a bit safer, but I started with sniper and two apps and it went fine)
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Loading... | 2014-10-08 | link | Monkey Lane | max 10 total and 6 of each DM, tack, sniper, boomer – all limited to 3/3 | 26 | 60 | Medium |
| | x | | Easy | coyotik | Show/hide: 2/3 boomer a bit above first tunnel exit (so that he fires well into the right side U bend), sniper 1/2 (strong) to 1/3 (ASAP in round 32, targetting babysitting might be needed) then 2/3. Another boomer above the first, another sniper to 2/1 then 2/3 (strong only when 2/x). Add three 3/0 tacks in the first U bend, then add two more boomers and one more sniper. (One sniper set to first in 53). The only tricky part is round 60 – set all snipers to first. Once the first MOAB is popped, set two of them to strong. The four boomers should be able to hold everything. You can of course sell the tacks and get extra boomers if you want to play it safe. For round 46 I placed glue to cover the area before the right U turn and 1/0 ice into it, but I doubt it was necessary
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Uber Juice | 2014-10-09 | link | Space Truckin' | max 4 total 0/1 sniper, 0/0 boomer, 4/1 bomb, 2/0 ice, 1/4 buccaneer, 0/3 app and 0/3 farm. | 14 | 40 | Hard |
All under pink are pink | | x | | Trivial | coyotik | Show/hide: 2/0 ice on Mercury, 3 boats to 0/1 then 1/3 one by one.
After that it should be piece of cake – add second 2/4 tack in the gap, village to 2/2, tacks to 4/2, then spam 3/0 tacks in top U turns (I waited for round 60 to place a 3/0 and 2/0 on the side the BFB came but it is not needed). The usual bladestorms in 63, just one was needed in 64 and one in 65.
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Towards the Ocean | 2014-10-10 | link | Dune Sea | 3 of each village, app, ace, tack, dartling | 47 | 80 | Hard |
| | x | Leaks (dartling skills) | Medium | coyotik | Show/hide: village right from first crossing 2/1, dartlings 2/1, 2/1 and 2/3 right from village, three 3/0 tacks around crossing, three 1/3 aces under village as close to center as possible, three apps 2/3, dartlings to 3/1, then apps to 2/4. Feel free to use the phoenixes as you want – you will only really need them all in 77 (use them spaced so they provide good coverage) and 79 (I managed first two BFBs just fine without). In 80 you can upgrade one ace to 1/4, the phoenixes will recharge as well The only important bit of advice is that 2/3 dartling works best when hitting the bloon train from the side. So aim at the crossing slightly above the path that's coming direct to you.
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The Number 23 | 2014-10-11 | link | Castle | all limited to 2/3 | 23 | 69 | Easy |
| | x | Leaks | Hard | coyotik | Show/hide: spactory, GG 2/1 (strong), two dartlings to 0/1 (top right and bottom right), sniper 1/1 (strong), dartling to 2/1, GG to 2/2, dartling to 2/1, sniper to 1/3 then 2/3, 3 cannons 2/3 (strong), GG to 2/3, 4 more 2/0 cannons (strong), should be about round 49. If you've survived this far, it's going to be easy - add village 2/1 (should cover everything except dartlings). cannons to 2/3, spactory to 1/2, keep adding more cannons, village to 2/2 for 59, and also two 2/0 ices (bottom left and top turret, to not mess with dartling fire), and more cannons.
Placement of dartlings – under left exit. Mortars generally aim a little up and right from center. The key in early rounds is to use dartling to create targets for the mortars, popping anything immune to explosions and any containers if possible.
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Assistance | 2014-10-12 | link | Switch | 1 angry squirrel, farm, sniper, ice, glue, village | 15 | 60 | Medium |
BFB +1 | | | | | | |
Heavy Mountainous Jungle Forests | 2014-10-13 | link | Jungle Track | ninja, sniper, ice, glue | 40 | 75 | Medium |
| | x | | Medium | coyotik | Show/hide: gg 2/1 on each side (outside at U turn), ninjas 4/2 on either side and keep adding more (3/2 for 46). After you have 3 ninjas on each side, make glues 2/2, add 2/4 ninja next to one glue, glues to 2/3. In 59 set the ninja to last so that he deals with the whole spawn line of leads.The second convoy should reach him afterwards. (If you don't do that, there will be small leaks). Start adding 1/1 snipers (strong), after 10 add another 2/4 ninja. (Sabotage used in 64, 65, 68, always only once the ninjas start firing at the subjects of sabotage). Use sabotage every round after 70 and just add more snipers
Round 60 is bruteforced. In round 61, focus on the regens until the SMs break the first two MOABs, then use BDD. In round 63, set SMs to first, use BDD straight away (it should completely wipe the first rush). During the second rush, focus at the first bloons. Once they get close to completing first circle, use BDD, aim at exit, then quickly move to spawn. You should be able to catch significant part of the third rush this way. And then aim AWAY from the leads, it is vital that you keep the last one alive to make a full circle, and kill it very near the exit. This should give enough time for BDD to charge. In 64 set SMs to strong, use dartlings to help eliminate first few MOABs, then aim away to avoid getting ceramics. I think I had about 2 seconds to spare with the BDD. 65 is trivial, both BDDs ready for the end. In 63 set both SMs to first. When you follow the first rush to the left side, use that opportunity to activate BDD.
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Magicks | 2014-10-14 | link | Scorched Earth | max 4 total of 2/3 bomb, ice, buccaneer, 2/3 app, 4/2 village, 4/2 spactory, one lake provided | 20 | 65 | Medium |
| | x | Selling, Leaks | Hard | coyotik | Show/hide: start with village and 1/1 buccaneer (strong) left up, add app to 2/2, buccaneer to 3/2, village to 2/1, app to 2/3. With this you should somehow survive to round 46. Sell everything except village, get spiked mines in the left bottom slice, sell village – this should give you enough for the spiked mines. Add two ices 0/0 above and below center, up bottom to 2/3. Place a village in the top left slice, to 0/1 then 3/1, sell the top ice, add another spactory (mine fit in the outer part of bottom left slice and still was under village) to 3/2. Village to 4/2 (round 60). For 63, sell the 3/2 spactory and get 2/3 ice at the top (just safety), for 64 replace it back.
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Not On My Snow | 2014-10-15 | link | North Pole | max 3 of each DM, boomer, dartling | 20 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: Start with a boomer above spawn turn and dartling in bottom right. You'll have to endure the first few rounds in normal speed, upgrading the the dartling to 0/1 then 1/1. After that it becomes easier, boomer to 0/3 then 2/3, add three 2/3 DMs above the boomer (strong), 3/2 boomer in the middle U turn, two more 1/1 dartlings, all to 2/1, then boomer to 4/2 (before 49) and all DMs to 2/4. You'll only need SMFC in 54, 57, 58 and 60+ (chained). You'll have enough money for one dartling to 2/3 for 63, which makes it a piece of cake given that it's in optimal firing position.
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Superstitious | 2014-10-16 | link | Archipelago | max 5 of each 4/2 boomer, 2/4 DM, 4/2 ninja, 2/4 buccaneer, 4/2 SM and apprentice, one turtle | 10 | 65 | Medium |
| | x | | Medium | coyotik | Show/hide: turtle (last) facing spawn (in the water at the palm tree), buccaneer above main island set to strong, upgrade to 1/1, then add 1/1 ninja on the main island (right side), buccaneer to 1/3 (set to last), ninja to 3/1 and add two more. Up all to 4/1, add two more and two 2/0 SMs, all ninjas to 4/2, 3 3/0 boomers in the middle (last during 63), SM (strong) during 65
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Not Over $1,000 | 2014-10-16 | link | Slalom | max 3 of each and 12 total, every tower and upgrade over $1000 restricted | 30 | 60 | Medium |
| | x | | Easy | coyotik | Show/hide: cannon (strong) under first red flag, 3 2/2 buccaneers, spactory 1/1, mortar 2/3, two more cannons to 2/0, 3 dartlings, cannons to 2/3 (all strong), dartlings to 1/1, ice in last turn 2/2 In the 50s it's recommended to start the round with mortar selected, so you can quickly place the target at a different spot. In rounds like 54 and 57, aim where the MOABs will break to make sure to get the ceras burning immediately. . In round 60 retarget the mortar a few times for max effect. Shouldn't be a too close call. 4 lives lost in 37.
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Magnitude 5 | 2014-10-18 | link | Rink | 0/1 buccaneer, 3/2 app, 3/0 bomb, 2/2 glue, 2/0 booomer, 3/0 DM, 3/4 farm | 10 | 65 | Easy |
| | x | | Easy | coyotik | Show/hide: 0/1 buccaneer (strong), app to 0/1 then 2/1 then 2/2 in the middle. Then 3 more buccs and two more apps (same upgrades and targetting), 2/2 GG. Then add 11 2/0 cannons (strong) for round 46 and just keep adding more afterwards. After round 55 switch to three more 2/2 apps in the middle, then spam 3/0 DMs
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Monkey Fortress Classic | 2014-10-19 | link | Death Valley | max 5 of each 2/4 DM, 4/2 SM, 2/4 app, dartling, sniper, ninja, cannon, mortar, village | 40 | 65 | Medium |
| | x | | Medium | coyotik | Show/hide: village in the middle, roughly above the start of the bottom right cliff (or in other words a bit right of the turn with the horned skull), two 4/2 ninjas, dartling to 2/3 on the right side, village to 2/1, three more ninjas, then 5 maulers 2/3 (strong), two of them can be on the lower path only, one mauler to 2/4, then add more 2/1 dartlings and 0/1 apps with remaining cash. In round 65, you just have to use the ability on the bottom BFB, so wait till you see both (the ability will pick the one closer to the tower)
Use dartlings to almost but not quite pop MOABs. The ninjas should be able to distract most of the ceras, so it's ideal to send almost dead MOABs to them and then finish them with cleaning up.
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Ice to the Tower of Three | 2014-10-20 | link | Rink Revenge | max 3 of each ninja, boomer, sniper | 40 | 63 | Medium |
| | x | Leaks, Selling | Hard | coyotik | Show/hide: Start with 3 ninjas in the middle (a bit closer to bottom right), add sniper to 2/3 (strong), two more 1/1 snipers (strong), boomer 3/0 at middle left of center (needs to reach the bottom exit path), another in bottom right corner, another in middle right during 49) (you might need to babysit the 2/3 sniper to ensure NLL). Then remaining snipers to 2/1 then 2/3. Bottom right boomer to 4/0. In 59, set two to last once leads appear, then switch one back to strong when they stop appearing and another to first. For 60, replace a ninja with 0/4, use when the BFB is almost broken. Get it back as 4/2 after round. For 63 sell all snipers, move the middle-left boomer to top left of the center as 4/2, upgrade the remaining one to 4/0 – and replace one ninja with 0/4, use sabotage, sell and buy for the next wave. There should be about $700 to spare Leaks may happen based on distraction luck in 46 and 60+
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Teenage Mutant Ninja Monkey | 2014-10-21 | link | Down the Drain | 4 ninjas and 2 turtles | 12 | 50 | Easy |
| | x | Leaks, Selling | Hard | coyotik | Show/hide: one turtle on each side (strong). Finding exact placement is hard - some people claim to never have leaked any lead but in several attempts I was usually down to 30 lives after 39. Ninjas two on each side, gradually all to 4/2. Before 46, cera rush in 49 and both MOABs always sell one, get saboteur, use and sell and get 4/2 back. This is a painful challenge. I recommend using ninja SB (and make one ninja 2/3 and one 3/2 for 37-39, using the abilities freely, then sell for 4/2s and proceed normally
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Can We Play? | 2014-10-22 | link | Z factor | max 6 total, 1 of each tack, ace, village, farm, buccaneer, one lake provided | 20 | 60 | Medium |
| | x | Road Items | Medium | coyotik | Show/hide: Start with 3/0 tack in the second hole from the right in top row, as low as possible (to reach to the diagonal path a bit) and a buccaneer placed under the diagonal, centered horizontally or slightly to the right. You need the tack to 4/- for round 28, so you can't upgrade the buccaneer yet. There will be a few small leaks that you can spike (definitely round 24 and I'd recommend spiking the zebras in 26 preventively). Tack to 4/0, buccaneer to 0/2, then add village covering the buccaneer, up the buccaneer to 3/2, add ace 3/0 under village, village to 2/1. In round 46 you might need some spikes at exit, or preventively spike the MOAB about 4-5 times. Get spectre after 50, village to 2/2, win.
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Wall of Fame | 2014-10-23 | link | Brick Wall | 1 of each | 25 | 60 | Medium |
cera and above +1 | | x | | Easy | coyotik | Show/hide: village, ninja 2/1 inside below spawn, boomer above ninja (should reach the top a little). Ninja to 3/1 ASAP, boomer to 0/2 then 2/2 then 2/3. HH 2/2 (strong) below ninja (should reach bottom). Mauler 0/3 inside top left but with maximized coverage (the flower in the corner should be fully visible). Dartling 2/1, mauler to 2/3 during round, once the MOABs are popped make sure to focus the dartling on the ceras. Ninja to 4/2, village to 1/1 – should be enough to deal with round 43 similar to 40. Then village to 2/1, add SM (strong) behind it, GG to 2/3 during 46, ice 2/2 in the bottom right corner SM to 2/0 then 2/3 (the money really rolls in fast now), dartling to 2/3, add sniper 4/1 and then rest of towers for max MOAB popping (all set to strong) Before 49 sell dartlings and get SM to 2/3 (first) Village to 2/0->2/1->3/1->3/2. Village 0/0 at the top, ace to 4/2 next to it, sell the village, up first village to 4/2 during 65.
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No Fly Zone | 2014-10-24 | link | Park Path | 2/4 glue, 2/4 buccaneer, 4/2 app, 4/0 farm, mortar | 20 | 65 | Medium |
| | x | | Medium | coyotik | Show/hide: buccaneer 2/2 in center, GG 2/1 (strong) above top U turn, buccaneer 0/0 (last for 28, then first) under spawn, GG to 2/3, buccaneer to 1/2, then spam buccaneers (low quality helps) - I managed 4 more in center, 5 towards the spawn one, 3 right from spawn and one bottom left. Up all to 0/1 (strong). (The two original ones are set to first and are enough to handle camos up to round 53), mortar 4/2, 10 0/1 apps (strong), original two buccaneers to x/3 for 59, one to 1/4 (use in 60), add 2/3 mortar for camos in 62 just in case, second buccaneer to x/4 for 65
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Back to Black | 2014-10-25 | link | Tunnels | max 10 total ninja 2/4 and bomb 4/2 | 35 | 60 | Medium |
| | x | Small leaks (random) | Medium | coyotik | Show/hide: 3/2 cannon (second section, left side, close), 5 ninjas 2/2 (3x next to cannon, one in third section). Two more 2/0 cannons (strong) first section), one ninja to 2/3, two more 2/0 cannons 2/0 (strong), ninja to 2/4, use on 46. Cannon to 4/2, all ninjas to 2/4 and use whenever needed (2x 50, 52, 53, 54, after second rush in 55...) cannons to 2/2, win
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Close to Ultimate | 2014-10-26 | link | Drag Strip | all 3/2 | 25 | 65 | Hard |
up to rainbow +1 | | x | | Hard | incogneato+coyotik | Show/hide: two 2/1 dartlings one on each side, two glues 1/0 (strong) to 2/0 left of lights. App behind the lights to 2/2, two 3/2 ninjas spaced behind app, 2x 1/0 ice at the very start, 3/0 bomb between ninjas, 4 more 2/1 dartlings. Then add village in center (should cover app, bomb and ninjas and leave a bit of room on the left. SM under village, village to 2/1, SM to 3/0 then 3/2, ice near the SM 3/2, village to 2/2, then add SMs (strong) left side under village and at spawn. In 50, 52 and 53 pop the MOABs with dartlings, sungod comes mid-54 and after that it's trivial.
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Blooming | 2014-10-27 | link | Three Times Round | max 5 of each 2/4 spactory, 4/2 buccaneer, 4/2 bomb, 2/3 ace and 3/4 tack | 20 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: buccaneer 0/1, cannon 3/0 (close) at the top, buccaneer to 0/2, 5 aces, all to 0/2, one to 1/3, buccaneer to 3/2 (set to strong), second ace to 1/3, add 4 0/1 buccaneers (strong), all aces to 1/3, buccaneers to 3/1, cannon to 4/2, add remaining as 3/2
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The Maze Runner | 2014-10-28 | link | Hedge Maze | max 7 total and 1 of each | 28 | 65 | Medium |
green and yellow are pink, zebra are rainbow, blimps +1 | | x | | Easy | coyotik | Show/hide: village above center, boomer 2/3, in the U turn left from center (last), buccaneer 0/1. Add ace (circle path) in the U turn right of village ASAP in 31, buccaneer to 0/2, ace to 0/2 then 3/2 then 4/2, 1/1 sniper (strong) to 4/1, village to 1/0, SM (strong) left from village, to 0/3, village to 2/1. This is enough to handle the ZOMG even if it doesn't explore the blind routes. SM to 0/4, cannon 2/4 (strong), buccaneer to 3/1 (or whatever). No abilities needed
55-57: 2x turbo on each moab pack, 58: chain turbos for each moab, 59: ninja 2/3, 7th 2/3 boomer, one ninja to 2/4 for 60, use sabotage + 4x turbo 61: turbo on each moab, 62: 3rd 2/2 ninja for stray camos, glue to 2/3 (first), 64: SSL and 2x turbo, 65: SSL used once BFBs appear, go wild with turbos
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Ultra Monkey Fan Club | 2014-10-29 | link | Ice Flow | dm, 4/3 sniper, 4/3 ninja, 3/2 SM | 35 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: DM 4/0 (last) on the top of the middle ice, three 4/1 ninjas just below him. SM (strong) on the ice just across the path (the one that the path flows above in its highest point on the left side), another 4/1 ninja, all to 4/2, SM to 2/0 then 3/1 for 60, then 3/2. Add two DMs 4/0 on the big ice facing upward path from spawn (last), set sungod to first, then whatever.
After 60, sell one farm, create a 0/4 village just above first, use it midround (you can pull one MOAB too). For 63, both remaining farms – and when ceras appear, use CTA, sell rebuy. Rinse and repeat three times as well as for round 64. In round 65 you can use the CTA when the ceras become dangerous (should handle the MOABs) as well, pull the BFB and sell and rebuy the cannon ship to pull the other As an alternative start, you can use pineapples for rounds 28 and 30, in order to farm more aggressively. |
21 Gun Salute | 2014-10-30 | link | Clock | sniper, glue, dartling 2/2 | 44 | 65 | Medium |
| | x | | Medium | coyotik | Show/hide: GG 2/3 close to II, sniper 3/1 (strong), add 9 dartlings 2/1, up one to 2/2 for 59, sniper to 4/1, one more 1/1 dartling with remaining cash, to 2/1 after 60 and keep adding more. In 63 shoot at the front – every cera popped will immediately slow down and get out of the way.
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Burst Mania | 2014-10-31 | link | Lobby | max 6 of each DM, tack, boomer, ace all 2/4 | 40 | 77 | Hard |
| | x | | Easy | coyotik | Show/hide: Boomer 2/3 (strong) below spawn in the inner top left section, 6 DMs 0/3 to 2/3 in the section with boomer, two more 2/3 boomers near spawn in the outer section. Ace 1/3 in the inner bottom right section, another in center to 1/4, use on camoleads in 59. Then add 6 2/3 tacks along the first curve and two more 1/3 aces (infinity path) at the bottom, using GZ when BFBs in 65 are popped, and finally more 2/3 boomers. Up the top right tack to 2/4 and use in 76 when the mass completes the first circle (probably not necessary), GZ in 77 when BFBs break.
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Denied! | 2014-11-01 | link | Slalom | 4/2 tack 4/2 ice, 4/3 mortar and 2/4 dartling | 22 | 60 | Medium |
| | x | | Trivial | coyotik | Show/hide: 0/2 mortar, dartling, tack to 4/0 left of second red flag, dartling to 0/1 during 33, three 3/0 tacks at first red flag (mortar to 0/3 for end of 37, then 2/3), then just spam 2/1 dartlings
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Deserted Tundra | 2014-11-02 | link | Rink Revenge | DM, boomer 4/2, ice 3/2, glue 2/2, buccaneer 3/3, SM 3/2, dartling 3/3 | 38 | 75 | Medium |
| | x | Selling | Hard | coyotik | Show/hide: Glue 2/2 top left of first crossing (close), ice 2/1 bottom left of the first crossing, dartling 2/1 bottom right and 3 more. (Focus on pink regens in 38, then generally on weakening the glued crowds only, and glued ceras). One dartling to 2/3 for 49. Add SM (strong) in center to 2/0. For 60 sell glue and up SM to 3/1. For 63 set it to first and up to 3/2, then just keep adding 2/1 dartlings
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Get Your Hands Off My Desert | 2014-11-03 | link | Death Valley | no boomer and cannon, everything 2/2, glue, SM and spactory unlimited | 25 | 65 | Easy |
| | x | Leaks | Hard | coyotik | Show/hide: spactory on the bottom cliff and another on the middle cliff (you'll have to keep an eye on the upper exit in case the middle spactory neglects it). 2/0 GG at bottom spawn and 2/1 at left (both strong). The left one should be further from the spawn to cover the first bend well. Three dartlings to 0/1 then 2/1 above the bottom exit (this way when firing at left spawn, they'll be also covering the exit path). All to 0/1 then 2/1. In 37, set glues to first, back to strong in 38. You will probably leak a lead or two in 37 and 38 anyway, it's worth the money saved. SM (strong) just below the cliff in the middle (above botton spawn) to 2/0, bottom spactory to 3/2, SM to 2/3, add 1/3 spactory in the second turn on the bottom path. Both glues to 3/2, one dartling to 2/2 for 59, spactory to 1/4. If the BFB comes on the short path, it's gonna be a close call with some leaks, but you can use the spikestorm. Then add 4 ices on each spawn (one 2/1 in best position and three 0/0s). Spikestorm once you deal with first two MOABs on the bottom path. For 65 set SM to first, up top spactory to 3/2, spikestorm at the end.
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Liar, Liar, Pants on Fire | 2014-11-04 | link | Fire Crown | ice, glue, boomer, one meerkat | 25 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: boomer 2/3 in center, glue (strong) 1/0 a bit left, to 2/1. Place meerkat, add 3 more 2/3 boomers, one 3/0 boomer in the third loop, 3 0/3 boomers and remaining cash on 0/0 boomers for 46. Up every boomer to 2/3 (about half on strong), glue to 2/2. 3/0 to 4/0, 3 turbo charges for round 60, glue to 2/3, add ice behind glaive lord somewhere. 3x turbo in 64, ice to 3/0 and 3x turbo in 65 (once the BFBs are in range of all).
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Bloon Crush Saga | 2014-11-05 | link | Slalom | 3 of each 4/2 farm, 2/2 app, 4/2 cannon and 4/2 dartling | 15 | 60 | Medium |
BFB +1 | | x | Farming | Easy | coyotik | Show/hide: Start with 1/0 farm and 0/1 dartling. Add two more farms to 1/0, dartling to 1/1. A single cannon 0/0 (close) to pop leads for round 28, dartling to 2/1, farms to 2/0 then 3/0, upgrading cannon to 3/2 for round 35, then two more dartlings to 2/1, farms to 3/0 then 4/2. Dartlings to 3/1. One dartling to 4/2 for 59, start round 60, collect and sell farms and upgrade second dartling. I had over 23k spare cash after buying all maxed towers in 60, so there's a lot of room for a bit less aggressive farming - especially making the first dartling 1/1 early will make your life easier.
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Terrain Battles | 2014-11-06 | link | Dockside | 3 spactories, buccaneers and aces all 2/4, 2 pontoons, 2 lakes, bush, SMS and turtle | 30 | 65 | Medium |
| | x | Selling | Medium | coyotik | Show/hide: Bush at end, turtle strong near first pier, buccaneer 0/1 right of left pier, two more left of left pier, all to 0/1, first to 1/2, add spactory, first bucc to 1/3 (set to last), spactory to 1/1, bucs to 1/1 (strong), add ace (circle path) on the tip of big boat to 1/0 then 1/3. Add 1/2 spactory on the left pier, exit spactory to 1/2, bucs to 2/x to maximize time spent on MOAB. The exit spactory just about holds it in 46 (depending on ace position though). Second ace on small brown boat, third under first (both 1/3), first spactory to 1/3, bucs to 2/3. With this you should be able to survive everything including round 60 (the bush saves the day there). Rounds 61 and 62 bruteforced as well. In 63, ace to x/4, use, sell, another to x/4, use, sell, another to x/4. SMS in 64, get spikestorm, add ace 1/3 to help with ceras in 65, use the spikestorm to catch the MOABs and pop the BFBs at the end, and then use GZ to finish it off.
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Pay Cuts | 2014-11-07 | link | Z factor | max 10 towers limited to 2/2, no SM, village and farm | 20 | 50 | Deflation |
| | x | | Easy | coyotik | Show/hide: GG 2/2 a bit to the right, 6 dartlings 2/1 (one is 1/1).
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The Avengers | 2014-11-08 | link | Space Truckin' | 1 of each 4/2 sniper, 3/2 boomer, ninja, 4/2 bomb, 4/2 buccameer, 4/2 app, 2/4 SM and 2/4 village. | 25 | 65 | Medium |
MOAB and BFB +1 | | x | | Easy | coyotik | Show/hide: village, 0/1 buccaneer, ninja 2/1, app 2/1, ninja to 4/1, village to 2/1, buccaneer to 3/1, SM to 0/2 (strong), 3/2 cannon in south america. SM to 2/2 then 2/3, buccaneer to 4/1, village 2/2 for 59, add sniper strong 3/1 for 60, 4/1 afterwards
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Seven Workers | 2014-11-09 | link | Dockside | max 7 total and 3 of each farm, spactory, ninja, cannon, ice, buccaneer | 40 | 75 | Medium |
| | x | | Medium | coyotik | Show/hide: spactory, 4/2 ninja on left pier, 3 0/1 buccaneers (two under left pier, one right of it), another 3/2 ninja near first, another 2/2 on brown boat to 2/3 during 46. Ninja to 4/2, buccaneers to 3/1 (set the two on the left to strong), ninja to 2/4 Use sabotage on round 54, one buccaneer to 4/1, spactory to 3/2, sabotage on 60, 64, 65, 68, (buccaneer 4/1 to 4/2, another to 4/2), sabotage again in 72 (a while after first BFBF to catch both), 73 and 75 (when you see second BFB)
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Flollow Through | 2014-11-10 | link | Tunnels | max 8 total and 2 of each farm, mortar, dartling, spactory, sniper, boomer, ninja and ace all limited to 3/2, 2x BDD | 60 | 80 | Medium |
all -1 | | x | | Easy | coyotik | Show/hide: spactory 3/2 at exit, two 3/1 dartlings below second tunnel, two 3/2 boomers in first section, add spactory 1/2 to 3/2 at the top of first section, mortar 3/2, ace 3/2, win. You only need to be careful in 76 and 79 to avoid regen death. Start both rounds with the mortar selected, shift from spawn to second strip when needed. In 79 you need to be a bit more careful, but try to focus dartlings on regens, firing upward only to break ceras from each MOAB and then again hammering the regens before they enter the first tunnel.
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Not So Death Valley | 2014-11-11 | link | Death Valley | 2 if each 3/4 tack, 4/3 boomer, 3/4 ace, 3/4 farm, 2/3 dartling and spactory | 35 | 75 | Easy |
blimps -1 | | x | | Easy | coyotik | Show/hide: spactory on each side, 2/3 boomer in second bottom turn and in the middle of upper path, two dartlings 2/1 just above bottom exit, tack 3/0 next to each boomer, two 1/3 aces slightly left from center (one on the cliff and one above it, about level with the dartlings). Bottom spactory to 1/2, dartling to 2/3, bottom spactory to 4/2, second dartling to 2/3, top spactory to 1/4. (Well, 3/2 would be enough, the spikestorm wasn't really needed...)
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Oh Four | 2014-11-12 | link | Monkey Lane | 4 of each, all 0/4, no SM | 40 | 60 | Easy |
blimps +1 | | x | Leaks | Hard | coyotik | Show/hide: Start with 3 0/1 dartlings in bottom right corner, exit spactory. Add DM (strong) in right U turn, to 0/3 during round. Focus on maximizing dartling efficiency, the first round can be NLLed. Another 0/3 DM above spawn U turn, cannon 0/2 next to it, tack 0/3 in the top left U turn (tight against left bottom turn) another 0/3 DM next to the cannon. Cannon to 0/3 (strong) for 46, tack to 0/4, one more 0/1 dartling and 0/1 DM. MOABs should be popped or almost popped before reaching the tack so the bladestorm should clean up well. Now you can add village 0/1 (right of the DMs, it doesn't have to reach the tacks), last DM to 0/3, add 3 more cannons 0/2, one more tack 0/3. Use bladestorm in 49, cannons to 0/3, spactory in the middle. Use bladestorm again at first BFB in 50, the round should give more than enough cash to make the second tack 0/4 too for second MOAB. After 50, add two more tacks 0/3, 2 more spactories 0/3 in dead center, 4 0/1 apps under village. Then you can basically do whathever you want, but getting 4 0/4 tacks and 3 0/3 spactories is the key, perhaps 0/3 apps to handle leads in 59. For ZOMG use whatever you fancy. One option is going for 3 moab assasins and saving them till the ZOMG is broken and the first BFB, so that you pop all the BFBs at the same time (which is what you want).
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International Road Item Day | 2014-11-13 | link | Ice Flow | tack, ace, spactory | 20 | 65 | Hard |
| | x | | Medium | 1096 | Show/hide: Slightly modified strat: exit spactory, tack 3/0 on the central ice, tack 2/0 below in the U turn, top tack to 4/0, spactory to 1/1, another 4/0 tack next to first, spactory to 3/2, another spactory 1/3 on the biggest ice, up the U-turn tack to 3/0. Exit spactory to 4/2, tack to 4/0, another 1/3 spactory left of tacks, another 4/0 tack with the two, another 1/3 spactory under the first, two more 4/0 tacks, upgrade all to 4/2 if you wish.
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Volcano Separated | 2014-11-14 | link | Mount Magma | 1 of each DM, boomer, bomb, dartling (all 4/2), tack, ice, app, spactory, ice | 40 | 85 | Hard |
| | x | Leaks, Selling | Hard | coyotik | Show/hide: 2/3 app, 2/1 dartling, spactory, 0/2 mortar, 3/0 boomer, 2/0 cannon, 1/1 ice. Boomer to 3/1, ice to 2/3, spactory to 1/3, cannon to 3/2 then 4/2, mortar to 2/4, stall the MOABs once the BFB in 60 is broken. (placement in a row from top left exit: app, boomer, bomb, ice). Boomer to 4/0, spactory to 1/4 (use when BFBs appear in 65, another spikestorm in 68 (feel free to use mortar in 66 or 67). Dartling to 3/1, 4/2 tack next to ice, 4/0 DM below first exit (strong). Mortar used in 73, spikestorm in 75, app to 2/4, ice to 2/4.
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Water Related | 2014-11-15 | link | Archipelago | max 10 total and 4 each, ice 3/3, buccaneer 3/3, rest 1/1, two turtles | 1 | 50 | Medium |
| | x | | Trivial | coyotik | Show/hide: The two turtles are the obvious start. Then we'll need one sniper (mostly strong but good for leak catching) to save up for a village, followed by the navy (0/1, 0/2, 0/1, 0/1) all set to strong (also the turtles). Village to 1/1, all ships to 3/x (starting with the 0/2), one more to 3/2.
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The 22 Club | 2014-11-16 | link | Dockside | max 22 total of sniper 2/2, glue 22, buccaneer 3/2 and ace 3/2 | 44 | 66 | Medium |
| | x | | Medium | coyotik | Show/hide: 2/2 glue on the brown boat (as high as possible). Add two 0/1 ships in the left area. After 45 starts, add another buccaneer 3/1 above the glue, and as soon as the pinks appear, set it to last. Another 3/1 and two 0/1s next to it For 47, set both destroyers to first, add camo detection to them (you have to avoid popping too many ceras before they get glued) - once camo pinks appear, set one destroyer to last, add another buccaneer to 0/2 in the left area. One of the left to 3/1 (strong). Another glue 2/2 (last) on the spawn boat, remaining bucs to 3/x, all above glue can be now set to strong.
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Melting Ice | 2014-11-17 | link | Ice Flow | village, ninja, SM, app | 26 | 65 | Hard |
| | x | | Medium | coyotik | Show/hide: village under the central ice, ninja 3/1 on it, app to 2/1 on the left from village and ninja. Second 3/1 ninja next to first, village to 0/1 then 2/1, ninjas to 4/1 then both to 4/2 (for 43), then SM (strong) next to app, to 0/2 then 3/2 (watch out for the last two rushes in 55, you might want to toggle the SM to first for a while). App to 2/2 for 59, add another SM (strong) under village (I had it on the biggest bottom piece) to 0/2. Sungod to first for 63, then back to strong, second SM to 0/3, then 1/3 during 65, sungod to first once the BFBs are reduced to ceras.
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Pyramid Scheme | 2014-11-18 | link | Scorched Earth | max 16 total and 5 of each DM, sniper, 4/2 buccaneer, SM, dartling, one portable lake | 20 | 60 | Hard |
| | x | | Easy | coyotik | Show/hide: lake and two 0/1 bucs in the top wedge (one to strong). Add sniper (strong), one boat to 0/2, sniper to 1/1. Two 0/3 DMs to 2/3 close to center, three more 0/3. Another 1/1 sniper (last) and 1/0 strong during 37 (this should handle the leads). In 39 you will need to set one 1/1 sniper to first). Add another 0/1 buccaneer, then up all to 3/x starting with the 0/2. Then add 2/1 dartling on the left (in 49 it was the only exit where a few weak bloons made it past the defenses and had to be caught by it), to 3/2 after 49. One DM to 0/4 for 54, all to 2/x. Add two more 2/1 dartlings, sniper to 2/3, SMFC again in 60
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Into the Flames | 2014-11-19 | link | Fire Crown | 0/3 tack, 4/3 sniper, 4/0 boomer, 4/2 glue, 3/3 ace and 4/2 app | 25 | 60 | Medium |
| | x | | Easy | coyotik | Show/hide: 3/0 boomer, GG to 2/2, app 2/2, add more 0/1 apps (strong), another app 2/2 for 42, more apps, after 54 add 2/3 sniper (strong), two more apps 2/2 for 59
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Hit the Ground Running | 2014-11-20 | link | Drag Strip | no road items | 1 | 30 | Medium |
everything +1 | | x | Farming, Selling, Leaks | Hard | coyotik | Show/hide: 2/1 GG outside each spawn (strong), farm 2/0. Another farm 1/0, DM (strong) outside each track in the middle, spactory for each exit, second farm to 2/0, third farm 2/0. Ace 1/0 (circle path) in the middle during round 10 (managed NLL), village left of ace, ninja to 3/2 (strong) under village, another 2/0 farm. Ace to 1/3, two 2/1 ices next to glues. Ace to 1/4 for 28, use. Add saboteur at exit, use before 30 starts, spam 1/1 ice towers near exits to trap any ceras should the front MOAB get popped before GZ recharges
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You Are Being Monitored | 2014-11-21 | link | Drag Strip | snipers, 4/2 boomers, ninjas, 3/2 aces and dartlings, 1 SMS and 1 BDD | 30 | 65 | Hard |
| | x | Leaks | Hard | coyotik | Show/hide: 1/0 sniper (strong), 4/1 ninja about 2/3 to the right. Sniper to 1/1, ninja to 4/2, add 3/2 boomer just behind the starting lights. Add second ninja, then 6 2/1 dartlings. (BDD anywhere early as you see fit, then 40, 43, 46, 49, 54, 57 (you can kill one MOAB by brute force, use it on second and the ending pair in one go). One dartling to 2/3, then add ninja to 2/4 (close at spawn, but tight against bottom path. Use BDD on 60, sabotage when 61 starts. Second dartling to 2/3 for 63 (on the other side than the first). If you do it right, the saboteur will delay one half of each rush in 63 long enough so that you can deal with them more or less sequentially. Sabotage before 64, BDD. Sabotage when MOABs appear in 65, bruteforce them and focus on one BFB, using BDD when it's about to pop. In 77 when all BFBs appear use spikestorm and phoenix, when all are popped use mortar. In 78 use mortar on camo rush to decamoize all. One spikestorm in 79 and one mortar in 80. The remaining rounds should be completed with the aid of spikestorm reselling.
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Super hexagons | 2014-11-22 | link | The Eye | max 15 total and 6 of each DM, bomb, SM, mortar | 28 | 66 | Easy |
| | x | Leaks | Medium | coyotik | Show/hide: 0/2 mortar, SM (strong) and 2xDM in center, 4x DM in triangles (all to 2/3). Add two 3/0 cannons (below and above the eye) to 3/2, then add 4x 2/0 cannons in triangles (start with upper right for round 40 (strong), mortar to 2/3 for 42. Then up the top left cannon to 2/2, top right during 43, then the bottom ones too. For 46, bottom left to 2/3 and SM to 0/2. 3/2 cannons to 4/2 starting with the bottom one, SM to 2/2, remaining cannons to 2/3, SM to 2/3, add mortar 4/2, first to 2/3 for 62 to catch more camos. Round 63 requires tracking the rushes with TBO, especially for the last hit. 64 can be bruteforced and at the end of 65 two cannons to 2/4 and pop the BFBs separately.
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Orchestral Manoeuvres in the Dark | 2014-11-23 | link | Lightning Scar | max 12 total and 6 of each 2/4 dart, 4/2 boomer, ninja, ace. | 35 | 65 | Easy |
rainbow, MOAB and BFB +1 | | x | Leaks (random) | Hard | coyotik | Show/hide: ninja 4/2 and 3/2 under the horizontal path, boomer 2/2 to 3/2 in first arrow (this should take care of all leads), ninja to 4/2 then add 3 more 4/2 ninjas. Add 1/0 ninja close to spawn (strong). Add ace to 4/0 then 4/2 low (circle), boomer to 4/2, another ace 3/0, ninja to 2/4, DMs 2/4, 2/4 and 2/3. In 60 use sabotage and double SMFC immediately, then again when it recharges. Sabotage in 64, ace to 4/0
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Poor Division | 2014-11-24 | link | The Great Divide | max 12 total and 4 of each ninja, app, spactory, dartling | 26 | 70 | Medium |
| | x | Leaks (random, possibly avoidable) | Hard | coyotik | Show/hide: spactory at each exit, app 0/1 strong facign spawn just above the second horizontal on each side, ninja 0/1 left (middle) and dartling right. Dartling to 0/1, ninja to 3/1, dartling to 2/1. Ninja to 4/2, add 3 2/1 dartlings. 3/2 ninja on the dartling side, to 4/2, another 4/2 ninja on the lone ninja side. One dartling to 2/3, one dartling to 3/1, ninja 2/4 next to left app (strong). Use sabotage on start of 61, another dartling to 3/1. The saboteur should hold his side in 63 long enough to allow your dartlings to deal with the other first. Sabotage in 64, 65, 68, app on left side to 2/3 in 70. NLL is quite possible - the hardest round to not leak is 31, plus it is hard to tell how much distraction luck is needed in later rounds.
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Ghost abilities | 2014-11-25 | link | Drag Strip | max 5 of each dartling, spactory, DM, ninja, app, village all 2/4 | 30 | 65 | Medium |
| | x | | Hard | coyotik | Show/hide: 2/1 app behind lights, 2/1 dartling in bottom right, add one more, 0/1 village and then 3 more dartlings, village to 2/1. One dartling to 2/3. Second village behind lights, ninja 2/3 (close) under village left of lights close to top track. 5x 2/3 DM under the second village Second village to 2/1, ninja to 2/4, DM to 2/4, sabotage round 60, DMs set to strong, use SMFC once the first MOAB in 61 is defeated, second DM to 2/4, 3 0/1 apps under second village. Sabotage and SMFC on 64 and end of 65 (double SMFC)
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40 rounds of revenge | 2014-11-26 | link | Rink Revenge | sniper, ninja, cannon, ace | 31 | 70 | Hard |
green +2, yellow and black +1, white -1 | | | | | | |
There Are a Dozen of Us | 2014-11-27 | link | Slalom | max 12 total and 2 of each, all limited to 1/2 | 12 | 60 | Medium |
| | x | | Easy | coyotik | Show/hide: buccaneer 0/1, spactory (set buccaneer to strong), mortar to 0/2, village, second buccaneer (both to 1/2), village to 1/1, two SMs (strong) to the left, 1/2 glue (stong), two 1/1 apps, SMs to 1/2, another 1/2 spactory (under village bottom right), village to 1/2, 1/1 ace
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Anti-Black Bloon Bombs | 2014-11-28 | link | Runway | 4/2 ace, 4/2 mortar, 2/4 ninja, bomb | 35 | 75 | Medium |
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Crowded House | 2014-11-29 | link | Ice Flow | 1 of each village and spactory 1/2, tack, sniper, boomer, bomb, ice, glue, buccaneer, SM, dartling all 2/1 | 40 | 60 | Medium |
| | x | | Medium | coyotik | Show/hide: village left from center 0/1, GG 2/1 strong (bottom left), buccaneer 1/1 (top right), dartling 2/1 under buccaneer. Ice 2/1 in the U turn bottom right of village, spactory, village to 1/2, spactory to 1/1. SM, 1/1 sniper (strong) and cannon for 46. Add tack, boomer 2/0, cannon to 2/0, then SM to 2/1, then upgrade the rest to max. Set SM to first for 60
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Monkeys in Black | 2014-11-30 | link | Space Truckin' | sniper 3/4, ninja 1/4, SM 2/3, ace 2/4, village 2/3 | 20 | 65 | Hard |
white are black | | x | | Easy | coyotik | Show/hide: 1/1 sniper (strong), 1/1 ninja in New Zealand, one on the Moon and one in South America. Then add 3 aces 0/1 (2 Mercury and 1 top of Venus) all on circle path, village in the middle of Venus tight against Mercury, then 2 more aces on Venus - one 0/1 and one 1/2 to 1/3, SM 0/1 (strong), village to 0/1 then 2/1, all aces to 1/3, ninja 1/4 close to first crossing (close). 1/3 would probably be enough for round 60. SM to 2/1 then 2/2
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I Believe I Can Float | 2014-12-01 | link | Ice Flow | 4 of each buccaneer, app, 2/2 SM, 4/3 bomb, 3/4 ace | 40 | 75 | Medium |
| | x | | Medium | coyotik | Show/hide: 2x 2/0 cannon (strong) right of the upward path, one 3/1 buccaneer (strong) right of cannons, one 3/1 buccaneer (first) right of second upward path, both to 3/2, another 2/1 buccaneer (strong) above center. Both cannons to 2/3 and another 2/0 (strong) next to them. Another buccaneer 2/3 (last) under the first (should reach spawn), 3/2 cannon (close) in center, the 2/0 to 3/2 then both to 4/2, last buccaneer to 2/3, SM 2/2 (strong) in center, ace 1/3 (circle) on the bottom left big ice and another 0/3 to 1/3 (circle) on the exit ice during 63. Note that survival in 63 is a bit random, but what helps is to set destroyers and SM to first). SM back to strong, add all apps (0/1, strong) and another 1/3 ace. Another 0/2 SM strong in the middle, cannon ship to 2/4, pull the second BFB in 74 once the first is popped.
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Shooting Gallery | 2014-12-02 | link | Rink Revenge | 2 of each 4/2 DM, 4/2 bomba, sniper, dartling | 40 | 65 | Medium |
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Dartless Monkeys | 2014-12-03 | link | Clock | max 10 total and 3 of each glue, app, mortar, ninja, boomer, sniper, ice | 30 | 65 | Medium |
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The Mane Sixe | 2014-12-04 | link | Monkey Lane | one of each app, farm, ninja, ice, glue, SM | 30 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: GG 2/2 above the first U turn, ninja 4/2 below the right U turn, app 2/2 next to glue, ice 2/0 in the top left U turn, SM in center to 0/2, glue to 2/3, SM to 0/3 then 2/3, app to 2/3 (strong)
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Battle Tier Down | 2014-12-05 | link | Rink | 1 of each. DM, tack, sniper, ninja, bomb unrestricted, boomer, ice, glue, buccaneer 3/3, ace, mortar, dartling, spactory 2/2 and rest 1/1 | 30 | 65 | Medium |
| | x | | Easy | coyotik | Show/hide: mortar 0/2, buccaneer 0/1 (strong), ninja in the middle to 2/1 then 4/1. (Mortar tracking needed in 31 to eliminate regens). Add 2/2 glue (strong), buccaneer to 3/1, bomb 2/3, sniper 1/1 (strong), DM 2/3 (strong). village 1/1, glue to 2/3, sniper to 4/1. SM 0/1 (strong), dartling 2/2 for camo leads, sniper to first in 60, 64 and 65, SM to 1/1, tack to 4/0, whatever.. The hardest part is NLLing the early rounds
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Lucky Number 13 | 2014-12-06 | link | Lightning Scar | max 13 total and 1 of each limited to 1/3 | 39 | 65 | Easy |
| | | Leaks (random, minimal) | Medium | coyotik | Show/hide: Spactory, 1/3 ace in the middle, 0/2 cannon, SM 1/0, village, mortar 0/2, village to 0/1, app 1/3, SM to 1/1, boomer 1/3, cannon to 1/3. 1/3 ice in left arrow, village to 1/3, SM to 1/3, then just about whatever (dartling, sniper)..
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Battle Tier Up | 2014-12-07 | link | Slalom | 1 of each, limited to 1/1, 2/2, 3/3 and 4/4 based on tiers in Battles | 30 | 65 | Medium |
| | | | Easy | coyotik | Show/hide: buccaneer 0/1, glue 2/1 (strong), spactory. Buccaneer to 2/1, spactory to 1/2, mortar 0/2, village 0/1, sniper 1/1 (strong), village to 2/1, mortar to 2/3, dartling 2/1, SM (strong), ace to 1/3 during 49, SM to 2/0 then 2/3, dartling to 2/3
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Anti-MOAB Darts | 2014-12-08 | link | Park Path | 4/3 darts, 3/4 bombs, 2/0 farms and 1/2 spactories | 30 | 60 | Hard |
| | x | | Hard | coyotik | Show/hide: spactory, cannon (first) above top U turn, two 1/3 DMs (strong) left from the cannon. Another DM (strong) to 0/3 during 32, switch cannon to strong when leads appear. DM to 2/3, cannon to 3/2, remaining DMs to 2/3 (during 37), two more 0/3, then 4/0 facing spawn across the water, then just spam 0/3s set to strong. After 48 switch to spamming 2/3 maulers, adding two more 4/0 DMs after 52, then more maulers
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Bloon Kart | 2014-12-09 | link | Drag Strip | 2/4 boomers, SMs and apps, rest 1/1 | 31 | 60 | Medium |
| | | Leaks (depending on your dartling skills) | Medium | coyotik | Show/hide: Start with two 2/3 boomers positioned outside each path near spawn (upper set to last, left of tires, lower set to first, a bit more to the right) and two dartlings to 0/1 then 1/1 bottom right. Then add village, 2 more 1/1 dartlings, another 0/1 dartling, spactory at top exit (round 40), dartling to 1/1, 2 more 1/1 dartlings, village to 0/1, 3 more dartlings 1/1. Add village in center and a SM next to it (strong) (before round 49), two 1/1 GGs (strong) ASAP during round (one at each path but offset sideways), village to 0/1. SM to 1/0 after round. SM to 2/0 then 2/3, be very careful in 53 and 54 with dartlings. Add 2/2 and 1/2 apps for 59, another dartling for 60. Lost 11 lives in 43 and 1 somewhere later
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Blackee Green | 2014-12-13 | link | The Great Divide | DM, sniper, ace, 4/2 bomb, 24/ mortar, 1/1 dartling, 2/2 spike, 2/4 ninja | 30 | 60 | Medium |
red, blue and yellow are green, pink, white and lead are black, BFB +1 | | | | Hard | 1096 | Show/hide: sniper 1/1 (strong), two exit spactories, 3 0/3 DMs in bottom half on each side, 12 dartlings 1/1, ninja 0/4, ace 1/4. Sabotage in 52, 54, before 59, before 60 and before ZOMG is about to pop, GZ on MOABs
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Village Assistance | 2014-12-14 | link | Downstream | 3 of each 4/2 spactory, dartling, village, farm, SM, ace, 42 buccaneer, 4/2 GG, sniper | 40 | 80 | Medium |
| | x | | Medium | coyotik | Show/hide: village on first island (bottom). GG 3/2 (as high up as possible) on the first island, three 0/1 buccaneers below village, two spactories (left bank before the fork, last island), three dartlings 0/1 on the right bank (all under village), to 2/1. Village to 2/1, SM (strong) on left bank for 46. Buccaneers to 3/1, one more SM. Another village near the left bottom, ace to 3/0. For 59 sell GG, get ace to 4/2. Add third SM on right bank (strong), SMs to 2/0, one to 2/2, sell ace village, SM to 2/3 and set to first for round 77, village to 2/2, dartlings to 3/1 Then I added a 2/3 boomer on the right side of exit and another 4/2 ninja at exit, using sabotage only on the BFB in 68, sabotage at end of 70. Lost 19 lives somewhere in 50s. Don't have a less luck-based solution, not sure how effective would a couple of 2/4 tacks be in the spawn area.
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