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Intermediate map

Bloonarius Prime

Info

How to beat Bloonarius Prime

Map overview for strategy

Bloonarius Prime looks simple until round 7, 11 or 13 sends bloons down a lane your towers cannot see. The rule is easy: on prime-numbered rounds bloons drop into a swamp hole near the start and take the short right lane. On every other round they take the long left lane.

That rule has big consequences for planning:

  • The left lane gets the big late rounds. Rounds 40, 60, 63, 76, 78, 80, 90, 95, 98, 99 and 100 are not prime, so they all use the long lane.
  • The right lane still gets nasty rounds. Prime rounds between 41 and 100 are 41, 43, 47, 53, 59, 61, 67, 71, 73, 79, 83, 89 and 97. Round 59 (camo leads and regrow ceramics), round 67 (camo regrow fortified ceramics with MOABs), round 79 (500 regrow rainbows with BFBs) and round 97 (two fortified ZOMGs) all come down the short lane.
  • No DDTs on the prime lane. In normal rounds, none of the DDT rounds up to 140 are prime, so the right lane never needs DDT coverage. Alternate Bloons Rounds are different: there, DDTs do appear on prime rounds such as 97.
  • Line of sight. The rocks and the tree between the lanes block vision. The bottom area of the map and the start of the track, before the split, are the best places for towers that need to see both lanes.

Best towers

  • Monkey Sub 2-0-4 (First Strike Capability). The best tower family here. Subs on the left side with Advanced Intel, set to First, can curve their darts around the rocks to reach the right lane. Ballistic Missile and First Strike handle MOABs on both lanes.
  • Monkey Buccaneer. The huge amount of water makes boats an easy choice. A Monkey Pirates boat (0-4-x) is strong MOAB damage, and Destroyers (3-x-x) add general popping.
  • Spike Factory 2-0-x with Smart Spikes. Smart targeting helps spikes land on the right lane, although it only aims correctly when bloons are close. Placing a factory near the exits of each lane is more reliable.
  • Beast Handler (Golden Eagle with Gyrfalcons). The eagle's range plus extra Gyrfalcons cover the alternating lanes well.
  • Mortar Monkey 0-2-4 (Shattering Shells). Aim it at the left lane for round 63. Mortars ignore line of sight, so the rocks do not matter.
  • Alchemist 4-2-0 next to your subs or other main damage.
  • Ninja Monkey 4-0-1 near the start of the track, where it can see bloons before they split.

Best heroes

  • Admiral Brickell. The large swamp makes her a natural pick. Her abilities boost water towers, and her mines are useful on whichever lane is active.
  • Psi. Unlimited range removes the prime lane problem entirely for him.
  • Obyn Greenfoot. Fits the swamp theme and a magic setup of Ninjas, Druids and Alchemists near the start of the track.
  • Etienne. His drones help on both lanes without needing a perfect spot.

Easy and Medium

Build near the start of the track, before the split, so your early towers see both lanes. A hero plus two Dart Monkeys there handles the opening. Add a sub in the water and upgrade it to Advanced Intel. Get camo before round 24 and lead popping before round 28. For round 40, a sub with Ballistic Missile or a boat with MOAB damage is enough. For Medium, a second sub and an Alchemist handle round 60.

Hard

  1. Hero and Dart Monkeys at the start of the track, plus a sub in the water.
  2. Camo by round 24 and lead popping by round 28, both covering the left lane. Round 23 and round 29 use the right lane, so keep something there too.
  3. Two subs at 2-0-3 by round 40, then First Strike Capability.
  4. Shattering Shells for round 63, an Alchemist and a Glue Gunner.
  5. Extra MOAB damage on the left lane for the ZOMG on round 80, while keeping enough on the right lane for rounds 67, 73 and 79.

CHIMPS

CHIMPS starts on round 6 with $650. Round 7 is the first prime round you face, so the right lane matters from the start. A realistic plan:

  1. Round 6: Hero (Brickell, Psi or Obyn) near the start, plus a Dart Monkey that sees bloons before they split.
  2. Rounds 7–20: A Monkey Sub on the left side, upgraded to 2-0-0 and set to First so it can reach the right lane. Add a second Dart or a Ninja near the start.
  3. By round 23: camo for rounds 23 (prime, right lane) and 24 (left lane). A Ninja near the start covers both.
  4. By round 27: lead popping for round 28, such as a Mortar or a sub with Heat-tipped Darts.
  5. Rounds 30–39: Sub to 2-0-3 for round 40. A second sub at 2-0-2 in the water.
  6. Rounds 40–62: Ninja to 4-0-1 with an Alchemist 4-2-0, both subs toward 2-0-4, and a Mortar 0-2-0 aimed at the left lane, upgraded to 0-2-4 before round 63. Make sure round 59 on the right lane has camo and lead coverage.
  7. Rounds 63–80: A Glue Gunner 2-0-3, a Village 0-2-0 for camo support, and a third First Strike sub. Check your right-lane damage before rounds 67, 73 and 79.
  8. Rounds 81–100: Heavy MOAB damage on the left lane for rounds 90 to 100, plus enough on the right to handle round 97's two fortified ZOMGs. Extra First Strike subs or a Monkey Pirates boat are good choices.

Impoppable

The same plan works, with higher prices and one life. Use the outer land for early Banana Farms, but keep the area near the track start for your damage.

Other modes

  • Boss Events: bosses take the special crossing route, so your defence must cover the left lane, the rocks area and the right lane in one go. Build along the whole route.
  • Military Only: subs and boats in the large swamp handle most of the game.
  • Alternate Bloons Rounds: DDTs appear on prime rounds there, including round 97, so the right lane needs DDT coverage.

Dangerous rounds on this map

  • Round 23 and 24: round 23 is prime and right-lane, round 24 (camo green) is left-lane. You need camo coverage on both lanes almost at once.
  • Round 28 (leads): left lane. Round 29 is prime and goes right.
  • Round 40 (first MOAB): left lane.
  • Round 59: prime, right lane, with camo leads and regrow ceramics. A classic leak if all your camo and lead popping is on the left.
  • Round 63 (75 leads, 122 ceramics): left lane. Aim Shattering Shells there.
  • Rounds 76 and 78: left lane, with regrow ceramics and then a mixed rush with camo ceramics.
  • Round 79: prime, right lane, with 500 regrow rainbows and BFBs right after the heavy round 78.
  • Round 95: left lane, camo leads and DDTs.
  • Round 97: prime, right lane, two fortified ZOMGs on the short track.
  • Rounds 98, 99 and 100: left lane, fortified BFBs, DDTs and the BAD.

For a full walkthrough, see our videos on the BTD6 Master YouTube channel.

Frequently asked questions

What are prime rounds on Bloonarius Prime?

On prime-numbered rounds (2, 3, 5, 7, 11, 13 and so on) a swamp hole opens near the entrance and bloons take the short right lane. On all other rounds they take the long left lane.

Which rounds use the right lane on Bloonarius Prime?

Between 6 and 100: 7, 11, 13, 17, 19, 23, 29, 31, 37, 41, 43, 47, 53, 59, 61, 67, 71, 73, 79, 83, 89 and 97.

Do DDTs ever go down the prime lane?

Not in normal rounds up to 140. In Alternate Bloons Rounds they can, for example on round 97.

What is the best hero for Bloonarius Prime?

Admiral Brickell suits the big swamp and boosts water towers. Psi is the simplest choice because his unlimited range covers both lanes.

How do you beat Bloonarius Prime on CHIMPS?

Build near the track start, use left-side subs with Advanced Intel set to First to reach the right lane, and put your heavy late-game MOAB damage on the left lane, where every round from 90 to 100 travels except 97.

Is there a secret on Bloonarius Prime?

Yes. Tap the water to the bottom left of the top-right tree about 25 times and a crocodile appears. It is purely cosmetic.

Guides for every mode

More guides on this map

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