Intermediate map
Water Park
Info
Water Park is an Intermediate map set at a resort water park with a twisting hydroslide and a lazy-river pool. It was added in Version 38.0 alongside the boss Phayze. When the map loads, a monkey in board shorts slides down the hydroslide. Like every Intermediate map, it unlocks once you have won games on five different maps.
Layout and path. The map has two lanes that alternate, with only one active per round. On odd rounds, bloons start at the top of the pool and float down the lazy river, passing underneath the hydroslide. This route is about 21 red bloon seconds (RBS), and bloons move at 90% of their normal speed on it. On even rounds, bloons ride the hydroslide from the top, including its loop-de-loops. That route is longer, about 31 RBS.
Placement. Land towers can stand on the flat roofs of the resort buildings, which act as high ground, and on the stone floor. The floats in the pool and between the slides each hold a land tower up to the size of a Monkey Ace, but not a Heli Pilot or a Banana Farm. The small slide coming out of the resort building's roof also holds land towers.
Water. The pool accepts water towers in spots that do not block the bloon path. The hydroslide itself only carries bloons, and water towers struggle to target it, so most water towers mainly help on the pool lane.
Space. The middle of the buildings is good for large towers with wide coverage, but space for Banana Farms or a large Monkeyopolis is limited. There are no removable objects.
Compared to similar maps. Water Park is a gentle introduction to alternating lanes, a bit like a friendlier Bazaar. The two lanes have very different lengths, so the even-round slide gives you more time than the odd-round pool.
How to beat Water Park
Map overview for strategy
Water Park alternates between two very different lanes. Odd rounds float down the pool, a short route where bloons move at 90% speed. Even rounds ride the hydroslide, a longer route with loop-de-loops. Only one lane is active per round.
What matters most:
- The slide area is your early-game base. The bottom of the slide has plenty of room and good coverage. A single well-placed tower there can carry the early rounds.
- Long range makes central coverage easy. Placement can look tricky, but long-range towers on the roofs reach both lanes.
- Water towers are limited. They cannot easily target the hydroslide, so they mostly help on the pool lane. Do not build your whole defence in the water.
- Check round parity. Rounds 24, 28, 40, 76, 78, 98 and 100 are even, so they all use the hydroslide. Rounds 63, 95 and 99 are odd and use the pool.
Best towers
- Boomerang Monkey 0-1-1, then 0-2-2. Placed at the bottom centre of the slide, with its range reaching just right, it can carry the entire early game on its own. Upgraded to 0-2-3 it can hold all the way to round 39 if you handle camo separately.
- Beast Handler. In a central position, with range from other handlers, its dinosaurs reach the entrances, loops, many floats and the lane crossings.
- Ninja Monkey 4-0-1 with an Alchemist 4-2-0 on a roof where it reaches both lanes.
- Monkey Village 2-2-0 on a roof to support your main towers and add camo.
- Mortar Monkey 0-2-4 (Shattering Shells). Aim it at the pool start for round 63, since that round uses the pool.
- Heli Pilot 2-0-4 (Comanche Defense) placed on the ground, following whichever lane is active.
- Glue Gunner 2-0-3 (MOAB Glue) where it covers the slide, since most late MOAB rounds are even.
Best heroes
- Sauda. Near the bottom of the slide she covers a lot of track early on.
- Psi. Unlimited range covers both lanes without thinking about placement.
- Etienne. His drones help on whichever lane is active.
- Obyn Greenfoot. Pairs with a Ninja and Alchemist on the roofs.
Easy and Medium
Open with a Boomerang Monkey at the bottom of the slide and take it to 0-2-2. Add your hero and a Ninja for camo before round 24. Get lead popping that reaches the slide before round 28, and a MOAB answer for round 40, which also comes down the slide. On Medium, add an Alchemist and a Comanche Defense heli for round 60.
Hard
- Boomerang at the bottom of the slide from round 3, then your hero.
- Ninja 2-0-1 by round 24 and lead popping on the slide by round 28.
- A heli toward Comanche Defense or a MOAB Mauler covering the slide for round 40.
- Bloonjitsu with an Alchemist and Shattering Shells aimed at the pool by round 63.
- Comanche Defense, MOAB Glue on the slide and strong MOAB damage for the ZOMG on round 80, which comes down the slide.
CHIMPS
CHIMPS starts on round 6 with $650. A realistic plan:
- Round 6: A Boomerang Monkey at the bottom centre of the slide, upgraded to 0-1-1.
- Rounds 7–15: Boomerang to 0-1-2, then 0-2-2. Place your hero (Sauda or Psi) once you can afford it.
- Rounds 16–23: A Ninja at 2-0-1 on a roof for camo before round 24.
- By round 27: round 28 is already covered: the 0-2-2 Boomerang has Red Hot Rangs, which pops leads.
- Rounds 30–39: A Heli Pilot toward 2-0-3 or a Bomb Shooter 2-3-0 covering the slide for round 40.
- Rounds 40–62: Ninja to 4-0-1 with an Alchemist 4-2-0, the heli to 2-0-4, and a Mortar 0-2-4 aimed at the pool before round 63.
- Rounds 63–80: A Village 2-2-0, a Glue Gunner 2-0-3 covering the slide, and more MOAB damage. Have enough for round 80, which comes down the slide.
- Rounds 81–100: A second Comanche heli, Beast Handler upgrades or another big damage source in the middle. Keep camo coverage on the pool for round 95.
Impoppable
Same plan, higher prices and one life. Farm space is limited, so prioritise strong central towers over income.
Other modes
- Primary Only: the early Boomerang opening is already primary, and Glue Gunners help with the slide.
- Military Only: helis and Mortars work better than water towers here.
Dangerous rounds on this map
- Rounds 24, 28 and 40: all even, so all on the hydroslide. Your first camo, lead and MOAB answers must reach it.
- Round 63 (75 leads, 122 ceramics): odd, so it uses the short pool route. Bloons move slower there, but the route is short, so concentrate area damage at the pool start.
- Rounds 76 and 78: both even, on the slide, with regrow ceramics then a mixed rush with camo ceramics.
- Round 95: odd, on the pool, with camo leads and DDTs. The short route leaves little time.
- Rounds 98 to 100: 98 and 100 come down the slide, 99 down the pool. Your MOAB damage needs to reach both.
For a full walkthrough, see our videos on the BTD6 Master YouTube channel.
Frequently asked questions
Which lane do bloons use on Water Park?
Odd rounds use the pool, a shorter route where bloons move at 90% speed. Even rounds use the hydroslide.
What is the best starting tower for Water Park?
A Boomerang Monkey at the bottom centre of the slide, upgraded to 0-1-1 and then 0-2-2. It can carry the early game on its own.
Can you put towers on the floats in Water Park?
Yes. Each float holds one land tower up to the size of a Monkey Ace, but not a Heli Pilot or Banana Farm.
What is the best hero for Water Park?
Sauda near the slide is strong early, and Psi covers both lanes with unlimited range.
How do you beat Water Park on CHIMPS?
Open with a Boomerang at the bottom of the slide, add a Ninja and Alchemist on a roof, use Comanche Defense and MOAB Glue for the slide's MOAB rounds, and aim Shattering Shells at the pool for round 63.
Guides for every mode
Medium4/4
Hard5/5
Impoppable2/2























