Expert map
Infernal
Info
Infernal is an Expert map added in version 15.0 in January 2020. It is set inside a volcano: fallen rock pillars form the entrances and exits, the bloons travel on a floating path of rocks over lava, and towers stand on a handful of floating islands.
Lanes
There are two lanes, an upper one and a lower one, and only one is used per round:
- Odd rounds: bloons enter on the left of the upper lane and leave through the top-right exit.
- Even rounds: bloons enter on the left of the lower lane and leave through the bottom-right exit.
Both lanes are long, at about 22 seconds for a red bloon, which is generous for an Expert map. The simple pattern means you always know which lane is next.
Placement
Space is the real limit. There are six floating islands: four for land towers and two small pools for water towers. Each pool holds up to three water towers. To fit three Buccaneers, start with the top-left corner of the bottom pool, or the bottom-right corner of the top pool. Two small pieces of land on the far left and far right fit a single larger tower such as a Heli Pilot or a Banana Farm. The side islands can hold a Village with a Heli inside its range, but not a Village and a Farm together. The right island can barely fit two Villages, a Spike Factory and an Alchemist.
Most islands are far from the track, so short-range towers struggle. There is no line-of-sight blocker, no high ground and no removable object.
History
At launch, Infernal CHIMPS was only possible with a Quincy start, because round 7 was nearly unbeatable otherwise. Version 20.0 lowered the upper platform slightly so more towers can reach the lower path, and a Sniper Monkey buff in the same update opened up hero-free starts.
How it compares
Infernal is usually rated one of the easier Expert maps: the track is long and the lane pattern is simple. It is closer to an Advanced map with very little space than to the multi-lane Expert maps like Quad or #Ouch. Like other Expert maps, it unlocks after you have won on 20 different maps.
How to beat Infernal
Why this map is hard
The track on Infernal is long and predictable, but you almost have nowhere to put towers. The islands are small and most of them sit well away from the path, so short-range towers either do not reach or only cover a tiny stretch. Every placement counts, and the classic "spam cheap towers along the track" approach does not work.
The lanes also split your damage. Odd rounds use the upper lane and even rounds use the lower lane, so a tower that covers only one lane works half the time. The answer is towers with global or very long range, aircraft that fly over the lava, and buffs packed tightly on the few islands you have.
Best towers
- Sniper Monkey: infinite range makes the distance irrelevant. An Elite Sniper (x-5-x) is an incredibly space-efficient main tower on harder difficulties, and its supply drops give extra cash outside CHIMPS. A 4-0-x Maim MOAB handles blimps.
- Heli Pilot: flies to whichever lane is active. A 5-0-2 Apache Prime is a top choice here, because only one lane is active at a time and it fits on the left island with an Alchemist and a Village.
- Monkey Ace: also ignores distance. A Spectre or Sky Shredder gives strong damage on both lanes.
- Spike Factory: the right island fits a Perma-Spike with two Monkey Commerce Villages (x-x-2) and a Stronger Stimulant Alchemist (4-x-x), which is enough to beat the map. For the BAD, a 0-4-2 Spike Storm works better than a 2-4-0, which wastes spikes on the inactive lane.
- Boomerang Monkey: a 0-1-1 Boomerang at the top of the bottom platform, upgraded to 0-2-2, can solo every round up to about round 14 with a little care. That saves money for a hero.
- Monkey Sub and Buccaneer: each pool takes three water towers, useful for Advanced Intel Subs or a Destroyer.
- Monkey Village and Alchemist: with so little space, stacking buffs on a few strong towers is the most efficient way to scale.
Best heroes
- Quincy: the classic Infernal hero. His start handles round 7 easily, and he was once the only way to beat CHIMPS here.
- Obyn Greenfoot: possible after a Dart plus Sniper start. He supports your towers and his Brambles and Wall of Trees cover leaks.
- Etienne: also works after a Dart plus Sniper start. His drones fly to whichever lane is active.
Easy and Medium
Place a Sniper or a Heli Pilot early, since they cover both lanes. A Boomerang on the bottom platform handles the opening rounds. Then build an Apache Dartship path Heli or an Elite Sniper path, add camo detection for round 24 and lead popping for round 28, and put a Village with the Heli on a side island. On Medium, Maim MOAB or a Spectre handles the first blimps.
Hard
For Hard, use the right island for the Perma-Spike setup (Spike Factory, two Villages and an Alchemist) or the left island for an Apache Prime with an Alchemist and Village. Add an Elite Sniper for global damage and cash. Rounds 76 and 78 alternate lanes like everything else, so make sure your main damage covers both lanes.
CHIMPS
Two proven openings:
- Quincy start: place Quincy on round 1 where he reaches both lanes. He makes round 7 straightforward.
- Dart plus Sniper start: a 0-0-0 Dart Monkey and a 0-0-0 Sniper Monkey can beat the first rounds, which lets you use a more expensive hero such as Obyn Greenfoot or Etienne.
Then a standard Apache Prime route:
- Rounds 7 to 15: a 0-1-1 Boomerang at the top of the bottom platform, later 0-2-2. Place your hero if you started without one.
- Rounds 15 to 24: a Heli Pilot on the left island. Camo for round 24 from a Sniper with Night Vision Goggles (tier 1 middle) or another camo tower.
- Before round 28: lead popping, for example Full Metal Jacket on the Sniper or Heli upgrades.
- Rounds 30 to 50: Heli to 2-0-2 and then towards 4-0-2 Apache Dartship, plus a 4-x-x Maim MOAB Sniper for round 40 and beyond.
- Rounds 50 to 80: add an Alchemist and a Village next to the Heli on the left island. Start the right-island Spike Factory.
- Rounds 80 to 100: Apache Prime (5-0-2), a 0-4-2 Spike Storm or Perma-Spike on the right island with Villages and Alchemist, and an Elite Sniper or second Maim MOAB for DDTs and the BAD. Save Spike Storm's ability for round 100.
Impoppable
Infernal is one of the better Expert maps for Impoppable. Outside CHIMPS you can place Pontoons on both small lakes, which gives you two extra platforms big enough for Banana Farms. See our Impoppable guide and the Pontoon power.
Dangerous rounds on this map
- Round 7: the historic CHIMPS wall. Have a Quincy or Dart plus Sniper start ready.
- Round 24: one camo green.
- Round 28: six leads.
- Round 40: the first MOAB.
- Rounds 63 and 76: ceramic rushes.
- Round 78: rainbows, ceramics, a BFB and camo ceramics.
- Round 90: camo regrow fortified leads and three DDTs.
- Rounds 95, 98 and 99: DDTs and fortified blimps.
- Round 100: the BAD, which comes down the lower lane because it is an even round.
For full runs of this map, the BTD6 Master YouTube channel has video guides for Infernal.
Frequently asked questions
Is Infernal a hard Expert map?
It is one of the easier Expert maps. The track is long and only one lane is used per round; the challenge is the very limited space.
Which lane do bloons use on Infernal?
Odd rounds use the upper lane and even rounds use the lower lane.
Do you need Quincy for Infernal CHIMPS?
Not anymore. Since version 20.0, a Dart Monkey plus Sniper Monkey start also works, which lets you choose another hero.
What is the best tower for Infernal?
Apache Prime and Elite Sniper are top picks, because they cover both lanes from far away and take very little space.
What is the best hero for Infernal?
Quincy for the easiest start, or Obyn Greenfoot or Etienne after a Dart plus Sniper start.
How many water towers fit on Infernal?
Each of the two pools holds up to three water towers, if you place the first one in the right corner.
Guides for every mode
Medium4/4
Hard5/5
Impoppable2/2































