How to Complete Challenges on Quest: Middle of the Wild West
Middle of the Wild West is a Challenge Quest in Bloons TD 6 set on the Middle of the Road map. The quest starts at Round 27 and runs through…
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Middle of the Wild West is a Challenge Quest in Bloons TD 6 set on the Middle of the Road map. The quest starts at Round 27 and runs through…
Primary Power Pains is a BTD6 Quest that puts the focus on Primary Monkeys, requiring you to build your defense around the game’s Primary-class towers. The challenge is less about…
The ZOMG Rush quest in BTD6 challenges you to deal with powerful ZOMG-class Bloons while managing your defense carefully. Although the challenge may look difficult at first, the right tower…
CHIMPS on Ascent is the ultimate test of efficient tower placement and spending, with no Continues, Hearts Lost, Income, Monkey Knowledge, Powers, or Selling. Starting on Round 6 and ending…
Impoppable on Ascent starts on Round 6 and requires you to survive all the way to Round 100 with only one life, while towers and upgrades cost 20% more than…
Half Cash on Ascent turns the map into a demanding resource-management challenge by halving starting cash, income from Bloon pops, end-of-round rewards, and other income sources. Ascent’s exceptionally long paths…
Double HP MOABs on Ascent doubles the health of MOAB-class Bloons, making key rounds such as Round 40 and the later MOAB-heavy waves significantly more demanding. Ascent’s two exceptionally long…
Alternate Bloons Rounds on Ascent replaces the standard round set with more challenging waves that introduce important Bloon properties much earlier. Camo Bloons appear as early as Round 5, Lead…
Magic Monkeys Only on Ascent restricts your defense to Magic-class towers, making tower synergy and efficient placement especially important. Wizards, Ninjas, Druids, and Alchemists provide a strong combination of damage,…
Level 100+ on Ascent takes you into BTD6 Freeplay, where Bloons become progressively stronger and rounds increasingly focus on powerful MOAB-class waves. Round 101 begins true Freeplay, with later rounds…
Standard (Hard) on Ascent increases the pressure with faster Bloons and higher tower costs, while requiring you to survive from Round 3 through Round 80. Ascent’s two exceptionally long paths…
Apopalypse on Ascent removes the breaks between rounds, with randomized Bloon waves spawning continuously and new rounds beginning before all Bloons from the previous round have necessarily been cleared. Victory…
Military Only on Ascent restricts your defense to Military Monkeys and your chosen Hero, making efficient tower selection and placement especially important. The available Military towers include Snipers, Subs, Buccaneers,…
Reverse on Ascent sends Bloons through the map in the opposite direction while also reversing the order of Bloons within each round, making some waves behave differently from Standard Medium.…
Standard (Medium) on Ascent gives you more room to build and upgrade your defense while still requiring you to account for the map’s two separate paths. Ascent has exceptionally long…