Intermediate map
Spring Spring
Info
Spring Spring is an Intermediate map set on a spring lake with two waterfalls, one at the front and one at the back. It was added in Version 10.0. Like every Intermediate map, it unlocks once you have won games on five different maps.
Layout and path. Bloons enter at the front of the lake and immediately split into two lanes. They alternate one by one: the first bloon of a round goes up, the second goes down, the third goes up, and so on. Each lane loops once around a small island, the top lane around the upper island and the bottom lane around the lower one, before the two lanes meet again near the exits on the right-hand side. Both lanes are about 28 red bloon seconds (RBS) long, so every round sends roughly half its bloons down each side.
Water. The whole map is a lake, so there is plenty of room for Monkey Subs, Buccaneers and Mermonkeys. A gap in the water at the front of the map fits a Monkey Sub or Admiral Brickell.
Line of sight and objects. Some scenery blocks line of sight, but not in a way that disrupts most placements. There are no removable objects and no high ground.
Boss path. In Boss Events, bosses take the top lane.
Compared to similar maps. Many two-lane maps send separate groups from separate entrances. Spring Spring instead splits each round in half from one shared start, so both lanes are always busy but never carry the full round. The shared start and the shared ending near the exits are natural places for a defence that sees both lanes. The loops around the islands make the middle of each island a strong spot for short-range towers, much like the loops on Down Stream.
How to beat Spring Spring
Map overview for strategy
Spring Spring splits every round in two. Bloons enter at the front of the lake and alternate between the top and bottom lanes, one by one. Each lane loops around a small island, and the two lanes meet again near the exits on the right. So both lanes are always busy, but each only carries about half of the round.
Good places to build:
- The start. Before the split, every bloon passes the same spot. Towers here hit the full round.
- The island loops. Each lane circles an island. A tower in the middle of an island hits that lane for the whole loop.
- The end, near the exits. The lanes come back together here, which makes it the best place for a final cleanup layer. A Spike Factory with Smart Spikes set to Smart can secure both exits from one spot near the end.
The lake gives water towers lots of room, and a gap at the front fits a sub or Admiral Brickell right next to the start.
Best towers
- Monkey Sub 2-0-4 (First Strike Capability). A sub in the front water gap with Advanced Intel helps on both lanes.
- Spike Factory 2-0-4 with Smart Spikes. Placed near the end, on Smart targeting, it covers both exits.
- Tack Shooter 4-0-2 (Ring of Fire) in the middle of an island loop.
- Monkey Buccaneer 3-0-2 (Destroyer) in the lake near the start, with Crow's Nest for camo.
- Ninja Monkey 4-0-1 with an Alchemist 4-2-0 near the start, where every bloon passes.
- Glue Gunner 2-0-3 (MOAB Glue) near the start so MOABs are slowed before they choose a lane.
- Mortar Monkey 0-2-4 (Shattering Shells) aimed at the start for dense ceramic rounds.
Best heroes
- Admiral Brickell. The front water gap fits her, and all the water gives her plenty of towers to boost.
- Sauda. Near the start, she hits every bloon before the split.
- Obyn Greenfoot. Works with Ninjas and Alchemists near the start.
- Gwendolin. Pairs well with a Ring of Fire in an island loop.
Easy and Medium
Put your hero near the start and a sub in the front water gap. Add a Dart Monkey or Ninja there too. Get camo before round 24 and lead popping before round 28. A Ballistic Missile sub handles round 40. On Medium, add an Alchemist and a Spike Factory near the exits for round 60.
Hard
- Hero and a Dart Monkey near the start, plus a sub in the front gap, from round 3.
- Camo by round 24 and leads by round 28.
- The sub to 2-0-3 for round 40.
- Bloonjitsu, an Alchemist, MOAB Glue and Shattering Shells by round 63.
- Two First Strike subs and Smart Spikes near the exits for the ZOMG on round 80.
CHIMPS
CHIMPS starts on round 6 with $650. A realistic plan:
- Round 6: A Dart Monkey near the start and your hero (Sauda or Obyn) beside it.
- Rounds 7–15: A Monkey Sub in the front water gap at 2-0-0 and a second Dart Monkey.
- Rounds 16–23: A Ninja Monkey at 2-0-1 near the start for camo before round 24.
- By round 27: Heat-tipped Darts on the sub (2-0-2) for the leads on round 28.
- Rounds 30–39: The sub to 2-0-3 for round 40.
- Rounds 40–62: Ninja to 4-0-1 with an Alchemist 4-2-0, a Glue Gunner 2-0-3 near the start, the sub to 2-0-4 before round 60, and a Mortar 0-2-4 before round 63.
- Rounds 63–80: A Spike Factory with Smart Spikes near the exits, a second First Strike sub and a Village 0-2-0 for camo support. Have enough MOAB damage for round 80.
- Rounds 81–100: More First Strike subs, Deadly Spikes (2-0-4) near the exits and extra MOAB Glue. Keep camo coverage near the start for round 95.
Impoppable
Same plan, higher prices and one life. Merchantmen work well thanks to the lake, and selling lets you rebuild later.
Other modes
- Military Only: subs and boats in the lake cover the whole map.
- Boss Events: bosses take the top lane, so build boss damage along the start and the top loop.
Dangerous rounds on this map
- Round 24 (camo green): camo bloons split across both lanes. A camo tower at the start sees all of them.
- Round 28 (leads): only six leads, split between lanes. A lead popper at the start handles them all.
- Round 40 (first MOAB): a single MOAB takes one lane. Your MOAB damage should cover the start or both lanes.
- Round 63 (75 leads, 122 ceramics): the split helps, since each lane only gets half. Shattering Shells at the start is very efficient.
- Rounds 76 and 78: regrow ceramics, then a mixed rush with camo ceramics on both lanes.
- Round 95: camo leads and DDTs. DDTs split between lanes, so coverage at the start or at the exits is key.
- Rounds 98 to 100: fortified BFBs, ZOMGs, fortified DDTs and the BAD. Glue at the start and First Strike subs carry this part.
For a full walkthrough, see our videos on the BTD6 Master YouTube channel.
Frequently asked questions
How do bloons choose a lane on Spring Spring?
They alternate one by one. The first bloon of a round goes up, the second down, the third up, and so on.
Which lane do bosses take on Spring Spring?
Bosses take the top lane.
What is the best hero for Spring Spring?
Admiral Brickell, who fits in the front water gap and boosts water towers. Sauda near the start is also strong.
How do you beat Spring Spring on CHIMPS?
Build at the start where all bloons pass, use a sub in the front water gap, add a Ninja and Alchemist, then Smart Spikes near the exits and First Strike subs for the late game.
Does Spring Spring have water?
Yes, the whole map is a lake, so water towers are easy to place.
Guides for every mode
Medium4/4
Hard5/5
Impoppable2/2























