Beginner map
End of the Road
Info
End of the Road is one of the original Beginner maps from the launch of BTD6. It is a desert highway scene, with sand, scattered cacti and a pool of water near the end of the road.
The layout is unusual for a Beginner map. Bloons enter from the left on the upper lane of the road, drive to the far side, make a U-turn and come back along the lower lane, leaving on the same side they entered. That means the entrance and the exit sit right next to each other, and the two lanes run side by side for almost the whole map. A tower placed beside the road can usually hit both lanes.
It is also the shortest Beginner map in the game. At 30.05 RBS (about 826 range units) a red bloon gets through in under half a minute, so your defense gets far less time than on maps like Logs or Cubism. That short length is the main reason End of the Road is harder than it looks on Hard and CHIMPS.
The pool near the end of the road counts as water, so Monkey Subs, Buccaneers and Admiral Brickell can be used. Cacti dotted around the sand block line of sight, but they are small and only matter if you place a Sniper or Dartling Gunner directly behind one. There are no removable objects and no high ground.
The rest of the screen is wide open. There is room for lots of Banana Farms and a very large Monkeyopolis, which makes the map popular for farming-heavy games.
The track was shifted slightly upwards in Version 11.0 so that each player in co-op got a fair share of the road. Compared with Middle of the Road, which was named after it, End of the Road is much simpler: no buildings, no splits, just two parallel lanes.
How to beat End of the Road
Map overview for strategy
End of the Road has one big advantage and one big disadvantage. The advantage is the parallel lanes: almost every tower placed next to the road hits bloons twice, once going out and once coming back. The disadvantage is length. At about 30 RBS it is the shortest Beginner track, so bloons are on screen for very little time.
The best spots are right beside the road where both lanes are in range, especially near the U-turn, where bloons slow into a tight bend. Towers that shoot in straight lines are excellent if you line them up along the lanes. The open sand gives you all the room you want for support and farms.
Best towers
- Dartling Gunner 4-2-0 (Plasma Accelerator): aim the beam straight down the road and it hits both lanes. One of the best towers on this map.
- Dart Monkey 0-2-4 / 0-2-5 (Crossbow Master) or 4-0-2 Juggernaut: straight-line damage along the lanes.
- Ninja Monkey 4-0-1 and 2-0-4: camo detection and steady damage. Sticky Bombs for MOABs.
- Alchemist 4-2-0: buff your main damage. Keep it close to the lanes so it can also throw acid.
- Boomerang Monkey 4-2-0: glaives bounce between both lanes very efficiently.
- Monkey Sub 2-0-4 in the pool near the end of the road.
- Monkey Village 2-2-0: radar plus attack speed.
- Ice Monkey 4-0-1: placed at the U-turn, it slows rushes so the short track feels longer.
Best heroes
- Quincy: his arrows travel along the lanes and hit huge columns of bloons.
- Sauda: next to the U-turn or between the lanes, she hits both directions.
- Striker Jones: excellent if you lean on Bomb Shooters or Mortars, since he buffs explosive towers and his own explosive shots handle leads.
- Admiral Brickell: good with Subs in the pool near the exit.
Easy and Medium
A Dart Monkey and Quincy at the U-turn carry the early rounds. Add a Ninja for camo, a Bomb Shooter for leads and Banana Farms in the open sand. A Glaive and a 4-0-1 Ninja are enough for Medium.
Hard
The short track means you need more damage per round than on longer maps. Farm two or three Banana Farms, then build a Ninja, Alchemist and Glaive core near the U-turn. Add a Plasma Accelerator aimed down the lanes by round 60 and two Sticky Bombs for the BFBs on rounds 76 to 80.
CHIMPS
- Rounds 1 to 6: hero beside both lanes near the start, plus one or two Dart Monkeys.
- Rounds 7 to 18: a Ninja Monkey next to the road, upgraded to 2-0-1 before round 24.
- Rounds 19 to 30: an Alchemist beside the Ninja. It covers the round 28 leads.
- Rounds 31 to 45: Ninja to 4-0-1, Alchemist to 3-2-0. Add a Monkey Sub in the pool at 2-0-3 for extra MOAB and ceramic damage.
- Rounds 46 to 63: a 4-2-0 Glaive and a 2-2-0 Village. Sub to 2-0-4. A 2-0-4 Sticky Bomb Ninja by round 60.
- Rounds 64 to 80: Alchemist to 4-2-0, a Dartling Gunner to 4-2-0 aimed down the lanes, and an Ice Monkey at the U-turn to buy time on 76 and 78.
- Rounds 81 to 100: Ray of Doom (5-2-0) or a Sun Temple as your late-game anchor, plus extra Sticky Bombs for rounds 98 to 100. Keep camo coverage over everything for 95 and 99.
Because the track is so short, expect to need more late-game damage here than on a long Beginner map.
Impoppable
The huge open area makes farming easy. Get five or more Banana Farms by round 25, then follow the CHIMPS core and add a Ray of Doom or Sun Temple by round 85.
Other modes
- Deflation: a Plasma Accelerator plus Ninjas and an Alchemist gets very good value from the fixed cash.
- Half Cash: the short track punishes slow starts. Use Sauda or Quincy and two Darts before farming.
- Military Only: Dartling Gunners and Subs are a natural fit.
- Double HP MOABs: the short track makes this hard. Build Sticky Bombs and a Ray of Doom early.
Dangerous rounds on this map
- Round 24: the first camo green slips past fast on this short track.
- Round 28: six leads. Have lead popping power near the start of the road.
- Round 40: the first MOAB crosses the map quickly, so check your single-target damage.
- Round 63: 122 dense ceramics. The parallel lanes help, but the short length means you need a lot of pierce.
- Round 76: 60 regrow ceramics. There is very little road left to finish them once they pass the U-turn.
- Round 78: camo ceramics and purples. Purples resist fire, energy and plasma, so a Plasma Accelerator alone is not enough.
- Round 95: camo regrow purples and fortified leads, then MOABs and DDTs.
- Round 98: 30 fortified BFBs and 8 ZOMGs. On the shortest Beginner map this is the round that ends most runs.
- Round 99: 60 MOABs and 9 fortified DDTs.
- Round 100: one BAD. It cannot be slowed, so the Ice Monkey will not help here.
The BTD6 Master YouTube channel has video guides for End of the Road if you want to see a full game.
Frequently asked questions
Is End of the Road the shortest Beginner map?
Yes. At about 30 RBS it is the shortest Beginner track in BTD6.
What is the best hero for End of the Road?
Quincy is excellent because his arrows travel along both lanes. Sauda and Striker Jones are strong alternatives.
Does End of the Road have water?
Yes, there is a pool near the end of the road that fits Subs, Buccaneers and Brickell.
How do you beat End of the Road CHIMPS?
Use the parallel lanes: Ninja, Alchemist and Glaive near the U-turn, a Sub in the pool, then a Plasma Accelerator or Ray of Doom aimed down the road. Add Sticky Bombs for the last rounds.
How much Monkey Money does End of the Road give?
First-time medals pay 75, 125, 200 and 300 Monkey Money for the Easy, Medium, Hard and Impoppable/CHIMPS tiers. Replays pay one fifth.
Guides for every mode
Medium4/4
Hard5/5
Impoppable2/2






















