Intermediate map
Quarry
Info
Quarry is an Intermediate map set in a white stone quarry with waterfalls and a river at the bottom of the valley. It was released in Version 32.0, the update that brought the Master Builder Paragon and Contested Territory. Like every Intermediate map, it unlocks once you have won games on five different maps.
Layout and path. Regular bloons start at the top of the cliff and zigzag their way down, passing two waterfalls before flowing to the right along the bottom of the valley and leaving at the bottom right. The bloon route is about 42 red bloon seconds (RBS) long, one of the longest of any Intermediate map. Bloons move at normal speed on the stone path but 15% faster on the river rapids.
MOAB entrance. Up to round 39 there is only one entrance. After round 39, the yellow dump truck in the top-right corner drives away, and from round 40 onward all MOAB-class bloons enter from there instead. Their route is a little shorter, about 37 RBS. So your MOAB defence has to cover a different stretch of track than your early defence.
Water and high ground. The wide river at the bottom accepts Monkey Subs, Buccaneers and other water towers. The map has high ground on the quarry ledges, and some areas block line of sight.
Placement. Boulders on the far left and right cannot hold towers, and a second dump truck sits on the left. There are no removable objects. Space is broken up into ledges, so Banana Farms do not fit very well.
Secret. Tap a set of rocks in the right order and then keep tapping the cracks that appear: the top layer of rock breaks away to reveal a dinosaur fossil. Tap the first waterfall afterwards and an egg briefly appears.
Compared to similar maps. Quarry is a long single route like Moon Landing or Cracked, but the separate MOAB entrance and the faster river make it play differently. Most players focus their damage on the lower half of the map, from the waterfalls onward.
How to beat Quarry
Map overview for strategy
Quarry starts gently: one long zigzag route down the cliffs, then a river at the bottom. Two details change everything later:
- MOABs use a different entrance. From round 40, every MOAB-class bloon enters from the top right, where the dump truck used to be. Their route is a bit shorter than the bloon route. Towers placed only along the early part of the bloon route may never see a MOAB.
- The river is faster. Bloons move 15% faster on the rapids, so damage placed along the river needs support from slows such as Glue Gunners.
The usual advice is to focus most of your damage on the lower half of the map, from the waterfalls onward. That area covers the end of every route, so your towers keep working after the MOAB entrance opens.
Banana Farms do not fit well on the broken ledges. If you want income outside CHIMPS, towers that make money in a small footprint work better, such as a Druid with Jungle's Bounty (x-4-x), a Sniper with Supply Drop (x-4-x) or an Engineer with Bloon Trap (0-1-4).
Best towers
- Monkey Sub 2-0-4 (First Strike Capability) in the river. Advanced Intel lets subs hit both the bloon and MOAB routes through other towers' vision.
- Glue Gunner 2-0-3 (MOAB Glue) near the river to cancel out the faster rapids.
- Boomerang Monkey 2-0-4 (MOAB Press) along the streams, where its boomerangs hit a long stretch of track.
- Ninja Monkey 4-0-1 with an Alchemist 4-2-0 on the lower ledges.
- Mortar Monkey 0-2-4 (Shattering Shells) aimed at the bottom of the waterfalls where bloons bunch up.
- Heli Pilot 2-0-4 (Comanche Defense). Pursuit lets it follow MOABs on their own route without line-of-sight issues.
- Spike Factory 2-0-4 near the exit, where every route ends.
Best heroes
- Admiral Brickell. The river gives her water towers to boost, and her mines work near the exit where all routes meet.
- Obyn Greenfoot. Works with Ninjas, Alchemists and Druids on the ledges.
- Etienne. His drones cover both routes.
- Sauda. Strong early on a tight bend of the zigzag.
Easy and Medium
Put your hero and a Dart Monkey on a ledge near the lower half of the route. Add a sub in the river and upgrade it to Advanced Intel. Get camo before round 24 and lead popping before round 28. For round 40, remember the MOAB comes from the top right: a Ballistic Missile sub with Advanced Intel or a MOAB Mauler near the exit handles it. On Medium, add an Alchemist and a Glue Gunner for round 60.
Hard
- Hero and Dart Monkeys on the lower ledges from round 3.
- A Ninja for camo by round 24 and a Mortar or Heat-tipped sub by round 28.
- A sub at 2-0-3 in the river for round 40.
- Bloonjitsu with an Alchemist, a Glue Gunner and Shattering Shells by round 63.
- Two First Strike subs and MOAB Glue for the ZOMG on round 80.
CHIMPS
CHIMPS starts on round 6 with $650. A realistic plan:
- Round 6: Hero (Sauda or Obyn) and a Dart Monkey at a tight bend in the lower half of the route.
- Rounds 7–20: A Monkey Sub in the river at 2-0-0 and a second Dart Monkey or a Ninja.
- By round 23: Ninja at 2-0-1 for camo.
- By round 27: lead popping for round 28, such as Heat-tipped Darts on the sub or a Mortar.
- Rounds 30–39: The sub to 2-0-3. Check that it can reach the MOAB route through other towers' vision before round 40.
- Rounds 40–62: Ninja to 4-0-1, an Alchemist 4-2-0, a Glue Gunner 2-0-3 by the river, the sub to 2-0-4 before round 60, and a Mortar 0-2-4 before round 63.
- Rounds 63–80: Two more First Strike subs and a Village 0-2-0 for camo support. Have enough MOAB damage near the exit for round 80.
- Rounds 81–100: More First Strike subs or a Comanche Defense heli, extra MOAB Glue and a Spike Factory near the exit. Keep camo coverage for round 95.
Impoppable
Same plan, higher prices and one life. Use the small-footprint income towers mentioned above if you want to farm.
Other modes
- Military Only: subs in the river and Comanche helis handle both routes.
- Primary Only: Glue Gunners along the river and a MOAB Press boomerang are your best tools.
Dangerous rounds on this map
- Round 24 (camo green) and 28 (leads): standard threats, but the long route gives you plenty of time.
- Round 40 (first MOAB): the first round using the top-right MOAB entrance. Towers placed only on the upper bloon route will miss it.
- Round 63 (75 leads, 122 ceramics): a long route helps, but the fast river can push ceramics past slow towers. Glue and Shattering Shells at the waterfalls handle it.
- Rounds 76 and 78: regrow ceramics, then a mixed rush with camo ceramics.
- Round 95: camo leads on the bloon route plus DDTs and fortified MOABs on the MOAB route. Both routes need camo-capable damage.
- Rounds 98 to 100: fortified BFBs, ZOMGs, fortified DDTs and the BAD, all on the MOAB route. Concentrate MOAB damage near the exit.
For a full walkthrough, see our videos on the BTD6 Master YouTube channel.
Frequently asked questions
Why do MOABs come from a different place on Quarry?
After round 39 the dump truck in the top-right corner drives away, and from round 40 all MOAB-class bloons enter from there.
Do bloons move faster on Quarry?
Yes, 15% faster on the river rapids. They move at normal speed on the stone path.
What is the Quarry easter egg?
Tapping certain rocks in order and then the cracks reveals a dinosaur fossil. Tapping the first waterfall afterwards briefly shows an egg.
What is the best hero for Quarry?
Admiral Brickell suits the river, and Obyn Greenfoot works well with a magic setup on the ledges.
How do you beat Quarry on CHIMPS?
Defend the lower half of the map, use subs in the river with Advanced Intel to cover the MOAB route, slow the rapids with MOAB Glue, and add Shattering Shells for round 63.
Guides for every mode
Medium4/4
Hard5/5
Impoppable2/2






















