Beginner map
Park Path
Info
Park Path is a Beginner map that returns from Bloons TD 5, where it was one of the very first tracks. It was added to BTD6 in Version 11.0 as an anniversary map, in the same update that brought Cargo and Co-Op mode. It is one of the few maps to appear in both BTD5 and BTD6.
The setting is a spring park with a long, winding path running through it. Bloons enter from the top of the screen, follow the path through a series of wide curves across the whole park, and leave on the right side. There is one entrance and one exit, and the track is 40.22 RBS long (about 1,106 range units), an average length for a Beginner map.
A narrow river runs diagonally across the map. It counts as water, so Monkey Subs, Buccaneers and Admiral Brickell can be used, although the river is thin and only fits towers along its length. Shrubs placed irregularly around the edges of the map, most of them orange and a few green, block line of sight. They cannot be removed. There is no high ground.
Park Path feels a lot like Tree Stump, another Beginner map with wide curves and plenty of open grass. Its curves are broad rather than tight, so short-range towers placed on the inside of a curve cover a good arc of track, while bombs dropped on the widest curve can hit a lot of bloons at once.
Fans of BTD5 will recognise the layout, but the BTD6 version has updated art and the river now supports water towers. It was also the first map in BTD6 to use the jazz music track.
How to beat Park Path
Map overview for strategy
Park Path is straightforward. The path is long, the curves are wide and the open grass leaves plenty of room. The river adds water options and the shrubs only matter for towers placed near the edges of the map.
The key areas are the insides of the curves, especially the widest one. Towers placed there see a long arc of track. The river runs through the middle of the map, so water towers placed along it are close to several stretches of path.
A few map-specific tips work well here. A Monkey Ace with Centered Path can bomb the entire widest curve. A Monkey Sub at Bloontonium Reactor in the middle of the map deals with bloons that get close to the exit. And just like in BTD5, a Spike Factory at the end of the track, ideally a Perma-Spike, is a reliable safety net.
Best towers
- Monkey Ace 0-3-2 or 0-4-2 with Centered Path (bottom path tier 2): bombs drop along the widest curve.
- Monkey Sub 4-0-2 (Bloontonium Reactor) in the river near the middle: it hits bloons near the exit and removes camo in its radius.
- Monkey Sub 2-0-4 for steady MOAB and ceramic damage.
- Ninja Monkey 4-0-1 and 2-0-4: camo and Sticky Bombs.
- Alchemist 4-2-0: buff your main damage.
- Boomerang Monkey 4-2-0 on the inside of a curve.
- Spike Factory 2-0-5 (Perma-Spike) at the exit.
- Monkey Village 2-2-0.
Best heroes
- Admiral Brickell: the river gives her a central position.
- Quincy: cheap, simple and good on the long curves.
- Striker Jones: excellent if you use bombs, Mortars or Bomber Aces.
- Obyn Greenfoot: good with a Ninja and Druid build.
Easy and Medium
A Dart Monkey near the entrance, then a Sub in the river and a Ninja for camo. Add Banana Farms on the open grass and a Bomb Shooter or Alchemist for leads. A 4-0-1 Ninja and a 2-0-4 Sub win Medium comfortably.
Hard
Farm three Banana Farms. Build a Ninja, Alchemist and Glaive on the inside of the widest curve, a Sub in the river and a 2-2-0 Village. Add a Spike Factory at the exit and Sticky Bomb Ninjas for rounds 76 to 80.
CHIMPS
- Rounds 1 to 6: hero and a Dart Monkey near the first curve.
- Rounds 7 to 18: a Monkey Sub in the river, then a Ninja Monkey inside the widest curve before round 24.
- Rounds 19 to 30: an Alchemist beside the Ninja for the round 28 leads. Sub to 2-0-3.
- Rounds 31 to 45: Ninja to 4-0-1, Alchemist to 3-2-0, Sub to 2-0-4.
- Rounds 46 to 63: a 2-2-0 Village, a 4-2-0 Glaive in the widest curve, and a Sticky Bomb Ninja for round 60.
- Rounds 64 to 80: Alchemist to 4-2-0, a Spike Factory at the exit working towards Perma-Spike, and a second Sticky Bomb.
- Rounds 81 to 100: a Sun Temple near the widest curve or a Sub Commander in the river, with more Sticky Bombs for 98 to 100. A Bloontonium Reactor Sub helps with camo on rounds 95 and 99.
Impoppable
Plenty of open grass means easy farming. Follow the CHIMPS core and add a Perma-Spike at the exit before round 90.
Other modes
- Deflation: Subs in the river and a Ninja and Alchemist in the widest curve.
- Military Only: Bomber Aces, Subs and Heli Pilots all work well.
- Half Cash: cheap Subs and a Dart Monkey early, then farms.
Dangerous rounds on this map
- Round 24: one camo green. Subs need help unless they are Bloontonium Reactors.
- Round 28: six leads. Have acid, bombs or Bomber Aces ready.
- Round 40: the first MOAB.
- Round 63: 122 dense ceramics. Stack pierce in the widest curve.
- Round 76: 60 regrow ceramics. A Perma-Spike at the exit is a good safety net.
- Round 78: camo ceramics and purples. Purples resist fire, energy and plasma.
- Round 95: camo regrow purples and fortified leads, then MOABs and DDTs.
- Round 98: 30 fortified BFBs and 8 ZOMGs. Stack Sticky Bombs.
- Round 99: 60 MOABs and 9 fortified DDTs.
- Round 100: one BAD that ignores slows.
For full runs on Park Path, see our video guides on the BTD6 Master YouTube channel.
Frequently asked questions
Is Park Path from BTD5?
Yes. It was one of the first BTD5 tracks and returned in BTD6 in Version 11.0.
Does Park Path have water?
Yes, a narrow river runs diagonally across the map.
What is the best hero for Park Path?
Admiral Brickell in the river, or Quincy for a simple land build. Striker Jones is great with bombs and Bomber Aces.
How do you beat Park Path CHIMPS?
Open with a Dart Monkey and a Sub, add a Ninja and Alchemist in the widest curve, then a Village, Glaive and Sticky Bombs. Finish with a Sun Temple or Sub Commander and a Perma-Spike at the exit.
How much Monkey Money does Park Path 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.
Where should I place a Spike Factory on Park Path?
At the very end of the track, just before the exit. A Perma-Spike there catches anything your main defense misses, the same trick that worked on the BTD5 version of the map.
Which towers struggle on Park Path?
Snipers and Dartling Gunners placed near the edges can be blocked by the shrubs. Place them on open grass with a clear view of the curves.
Guides for every mode
Medium4/4
Hard5/5
Impoppable2/2
























