Bloons Tower Defense 5
Ah, the life of a monkey is a fabulous one, isn't it? You get to chill all day, climbing trees, eating fruit, flinging...well, things that shouldn't be flung. Unfortunately there is a downside to all that leisure, and it involves the most chillingly lethal thing known to man, the deadly balloon, or bloon for short. The use of monkeys and bloons in the opening paragraph can only mean one thing, NinjaKiwi has finally hit with their latest tower defense gem, Bloons Tower Defense 5, in which nature's most mortal enemies (i.e. the monkeys and the bloons) are once again at war.
Each type of monkey tower is unique and kills bloons in its own way, and each is upgradable in a pretty deadly way. NinjaKiwi has added two new tower types and one new bloon type since Bloons Tower Defense 4, but they have also tweaked the gameplay in some interesting ways that changes the old strategies. Each tower, for instance, can now be upgraded in 8 different ways and camouflage bloons have become more deadly. The new heart bloon has a bad habit of regenerating if not hit fast enough, and is much harder to kill. Other new things include "secret agents" which are one-shot items that can only be deployed once per round and which can be purchased with monkey money, itself earned by completing a path without getting killed. There are also the usual modes, new paths, and new experience levels which are earned by smiting a lot of killer bloons. And, if you get that far, there's a new ultimate type of bloon, the ZOMG. Be warned.
Play all the Bloons games:
The graphics this time around have been simplified a bit, presumably to alleviate lagging gameplay in later stages. While the towers, scenery, and bloons are less detailed this time around, they are also easier to differentiate. If you want to save your progress you do have to register with NinjaKiwi, which is free and can be done through Twitter or Facebook, and there are a few entirely optional microntransactions, but for the most part you can enjoy Bloons Tower Defense 5 without either registering or dropping any money if that's the way you roll. The major cost involved is not money but time. Nations need to brace themselves for a complete loss of productivity as folks all over the world once again become immersed in the major time-suckage that is a bloons tower defense game. Enough talk, I have another screen to conquer!
Walkthrough Guide
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Bloons Tower Defense 5
Basic Guide/Strategy:
The early game (1-25) is quite easy and you want to focus on cheap towers with small incremental upgrades. You want juuuust enough firepower to get you by, while working on Banana Farms to get the economy going.
Midgame (25-45) the bloons really ramp up and you need Area Effect weapons to keep up. In med/hard you want to efficiently be able to kill multiple bloons at once, while continuing to invest in Farms.
Furthermore you need to be able to deal with Camo and Lead bloons. The other types aren't really much of a special threat.
Endgame (46+) - This is when the huge bloons show up and they are VERY RESISTANT to all the area effect damage youve invested in midgame! Even when popped, they still manage to transport their 'payload' past much of your tower damage which is bad.
You have to prepare for them by building single-target/focused damage towers. This is where your Farms come in handy, using all that money for the endgame towers.
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For the easier maps, a TWO PASS system is your best bet. You want a big mass of towers all together (NOT spread out as regen bloons will hoze you and clusters benefit from the aura village effects), such that they are able to shoot at the bloons when they FIRST arrive...and right as they are LEAVING.
As long as the path is big enough this basically doubles your potential firepower since each tower gets to shoot at the entire line of bloons twice over.
For the harder maps, while they are doable, it is much easier to efficiently use your Monkey Bucks to assist you, particularly the special agents.
In these maps you will try to put your towers perpendicular to the bloons so they have straight shots right into them, instead of at an angle.
This helps your towers penetrate multiple bloons and prevent missing the faster ones and wasting attacks on high deflection angle shots.
Posted by: joe1512 | September 26, 2012 12:34 PM
Bloons Tower Defense 5
Tower Recommendations:
The Dart Tower is one of the most efficient in the game. With 2 range upgrades and the triple-dart upgrade, it kills 9 bloons at long range and shoots really fast. Its very cheap too.
I highly recommend using 2000 monkey bucks when you get them to max out the Dart Tower building and keep it active. Its drawback is meaningless since I dont like ninja towers and getting free towers at 1,10,20,30, means you effectively start with 200 free cash.
I tend to use multiple Darts with the triple upgrade. The catapults just aren't very good unless you have a long line of bloons and can position perpendicular to them for a long alley. This doesnt happen on the hard maps.
The Bloon Bush special agent is very strong as well. Putting 1 of these at the exit point means you can literally keep all 650 starting cash, use 1 dart tower and this agent and be able to rush a Banana Farm asap. This hugely kickstarts your economy. The bush is useful mid/endgame too since it provides a lot of 'virtual health' if you mess things up. After buying 50 of them, they spawn mini-bushes periodically making them twice as effective roughly.
The Tribal Turtle is also quite strong and gives you a decent tower for no cash, which lets you ramp up Farming ASAP. At pro level it gains double the firepower, tossing a piercing spear and coconut at the same time.
For the midgame, Apprentices are powerful and can take out ANY kind of bloon which is important. They are small and space efficient and highly upgradable. However, they are relatively weak lategame vs MOABs. With the Apprentice Building active they are much stronger and start with a bouncing zap effect that lets you spam them with minimal upgrades and be quite powerful.
Watch out for Glue Gunners. NEVER USE THEM EARLY. Midgame they are incredible once you have the 2/2 upgrades to make them fire area effect and pop bloons. Get the triple fire rate upgrade for sure! NOT the fast-pop one. 1 such Glue can almost literally win the entire midgame but they are useless vs MOABS, so you absolutely must have 1target towers.
Super Monkeys are very powerful and practically necessary endgame because they fire extremely fast at 1 target which makes them exceptional at killing the MOABs. Their extreme firepower makes them good at killing ALL bloons really. But DO NOT RUSH THEM because they require a ton of gold to really become effective. The basic Super cant take out Lead and doesnt have the area effect needed to survive midlevels.
Posted by: joe1512 | September 26, 2012 12:48 PM
Bloons Tower Defense 5 Strategy Guide
Tower Pairings and General Tips
It's important to place short range towers with multi-shot functions in spots where they can hit multiple targets. Bridges and spots in between two sides of the track are great for the towers like the monkey ace (airplane), bomb tower, and tack shooter.
Snipers are long range towers who get even better range with upgrades. You can place these towers farther back. Preferably place them in the middle of maps because of their excellent range. They can take out initial bloons or pick off stragglers towards the end.
Ice Towers and the Glue Gunners are great for the start of the course and a little before the end of it to slow down any bloons that may have missed the initial destruction. This will allow your towers time to finish any remaining bloons.
Make sure to have a decent amount of towers that can see camo bloons. Ninja monkeys can do this immediately, whereas other towers can purchase upgrades to enable this ability. Great placement for those able to see camo bloons would be towards the front and middle to destroy them as quickly as possible.
Mortar Towers are also clutch when disposing of camo bloons because it will shoot off randomly and is not hindered by a lack of visibility. This is also great for area of effect damage.
All towers will receive upgrades allowing multi-target attacks. Some, however, are better than others. Boomerang towers are great for disposing of bloons with multiple layers, or simply picking off multiple bloons at once. Ninjas and Dartling monkeys are also great for this and benefit by being stacked with each other for heavy area-of-effect damage.
Banana Farms are instrumental in helping have more money flow in later levels. If you have these available when going through levels at the start, create these early to farm gold. Upgrades become more expensive the further you get, and the later towers are also more expensive.
Monkey Villages are great for boosting abilities. Place these within range of as many towers as possible. Two to three on your map are great, but more isn't necessary because bonus effects do not stack.
Apprentice Towers are very handy for bloons that are not harmed by physical attacks and even by bloons not harmed by explosions or freezing.
Super Monkeys are the ultimate beneficial tower. They do heavy damage and are clutch when the MOAB and ZOMG bloons are on the scene. Focus on keeping these guys on the field. More is better when it comes to these towers; however, they are very expensive, as are their upgrades.
Purchasing Special Agents can be great for extra defense but isn't always necessary and sometimes can be more entertaining than they are necessary. There are agents that have great benefits that will be helpful to towers already on the map, including the meerkat spy, bloonsday device, and super monkey storm. These are helpful for camo bloons or the more devestating MOAB-group.
Bloons
White bloons are immune to freezing.
Black bloons are immune to explosions.
Zebra bloon is immune to both explosions and freezing.
All three contain two pink bloons.
Blue bloons contain one red.
Green bloons contain one blue.
Camo bloons are dangerous because most towers cannot hit them. Any bloon type can be camo and so will all the bloons that come out of that one. They can only be hit by towers that can detect camo bloons. In an emergency, use road spikes to pop them.
Heart bloons have regenerative abilities and will create more bloons if not popped immediately.
Lead bloons move slowly but are immune to anything sharp. They contain two black bloons.
Ceramic bloons are made of clay and take ten hits to destroy. They have two rainbow bloons inside them.
Rainbow bloons have yellow, green, blue, and red bloons inside them.
MOAB-class bloons (MOABs, BFBs, and ZOMGs require hundreds of hits to pop. They move slowly, but if any get through it's game over.
MOAB contains four ceramic bloons.
Towers
Dart Monkey
Talent Tree One
Long range darts: makes the dart monkey shoot further than normal.
Enhanced Eyesight: Increases attack range even further and allows dart monkey to shoot camo bloons.
Spike-O-Pult: Converts the dart monkey into a spike-o-pult, a powerful tower that hurls a large spiked ball instead of darts. Good range but slower attack speed. Each ball can pop 18 bloons.
Juggernaut: Hurls a giant unstoppable killer spiked ball that can pop lead and excels at crushing ceramic bloons.
Talent Tree Two
Sharp Shots: Can pop one extra bloon per shot.
Razor Sharp Shots: Can pop two extra bloons per shot.
Triple Darts: Throws three darts at a time instead of one.
Super Monkey Fan Club: Converts up to ten different dart monkeys into super monkeys for fifteen seconds.
Tack Shooter
Talent Tree One
Faster Shooter: Shoots tacks faster.
Even Faster Shooting: Shoots tacks even faster.
Tack Sprayer: Sprays out sixteen tacks per volley instead of the usual eight.
Ring of Fire: Upgrade to a fast firing burst tower that shoots a deadly ring of flame instead of tacks.
Talent Tree Two
Extra Range Tacks: Tacks fly out further than normal.
Super Range Tacks: Tacks go much further than normal.
Blade Shooter: Converts tower into a blade shooter that shoots out razor sharp blades that are harder for bloons to avoid.
Blade Maelstrom: Covers the area in an unstoppable storm of blades.
Sniper Monkey
Talent Tree One
Full Metal Jacket: Shots can pop through four layers of bloon and can pop lead and frozen bloons.
Point Five Oh: Shots can pop through seven layers of bloon.
Deadly Precision: Extreme accuracy and muzzle velocity cause up to eighteen layers of bloon to be popped per shot. Enough to destroy an entire ceramic bloon.
Cripple MOAB: Bullets from this tower temporarily take out propulsion systems of MOAB-class bloons, immobilising them for a short time.
Talent Tree Two
Faster Firing: Allows sniper to shoot faster.
Night Vision Goggles: Allows sniper to shoot camo bloons.
Semi Automatic Rifle: Allows sniper to take multiple shots and attack three times as fast.
Supply Drop: Drops a crate full of cash.
Boomerang Thrower
Talent Tree One
Multi-Target: Boomerangs can now pop up to seven bloons.
Glaive Thrower: Throw glaives instead of boomerangs; they're sharper, faster, and more poptastic.
Glaive Ricochet: The glaives from this tower will automatically bounce from bloon to bloon as long as there is one close by.
Glaive Lord: Creates two permanent glaives that orbit around the tower, shredding almost anything that touches them. Glaive lord can attack camo bloons.
Talent Tree Two
Sonic Boom: Sonic boomerangs can smash through frozen bloons.
Red Hot 'Rangs: Red hot boomerangs can melt through lead bloons.
Bionic Boomer: This tower replaces its arm with a super strong bionic arm. The bionic boomer throws boomerangs twice as fast.
Turbo Charge: Increase attack speed to hypersonic ability for ten seconds.
Ninja Monkey
Talent Tree One
Ninja Discipline: Increases attack range and attack speed.
Sharp Shurikens: Shurikens can pop four bloons each.
Double Shot: Extreme ninja skill allows Ninja to throw two shurikens at the same time.
Bloonjitsu: The art of bloonjitsu allows ninjas to throw 5 shurikens at once.
Talent Tree Two
Seeking Shuriken: Infuses bloon hatred into the weapons themselves—they will seek out and pop bloons automatically.
Distraction: Some bloons struck by the ninja's weapons will become distracted and move the wrong way temporarily.
Flash Bomb: Sometimes throws a flash bomb that stuns bloons in a large radius.
Sabotage Supply Lines: Sabotage the bloons supply line for fifteen seconds. During the sabotage, all new bloons are crippled to half speed.
Bomb Tower
Talent Tree One
Extra range: Gives tower longer attack range.
Frag Bombs: Each explosion throws out eight sharp fragments that pop even more bloons.
Cluster Bombs: Throws out secondary bombs instead of frags, causing widespread explosive poppage.
Bloon Impact: Impacts from this tower become so violent, bloons become stunned for a short time after being hit.
Talent Tree Two
Bigger Bombs: Shoots much larger bombs than normal—they have a larger blast area and more popping power.
Missile Launcher: Converts the tower into a missile launcher—the missiles have higher velocity, longer range, more popping power, and faster shooting.
MOAB Mauler: MOAB maulers are special missiles that wreak havoc on MOAB-class bloons, inflicting ten times the damage of normal.
MOAB Assasin: super deadly missile seeks the nearest MOAB-class bloon and destroys it instantly. Does 1000 damage to ZOMG bloons instead of destroying them.
Ice Tower
Talent Tree One
Enhanced Freeze: Has a larger freeze area and freezes bloons for longer.
Snap Freeze: The tower freezes so fast the bloons pop first before freezing.
Arctic Wind: Super cold aura that slows all bloons that come near the tower. Also has larger freeze area of effect.
Viral Frost: Freezes bloons so cold that any bloons it touches freeze as well.
Talent Tree Two
Permafrost: Makes bloons so cold that they go slowly even after thawing.
Deep Freeze: Freezes two layers of bloon instead of one.
Ice Shards: Creates razor sharp pieces of ice on frozen bloons that fly out and pop more bloons when popped.
Absolute Zero: Freezes the entire screen worth of bloons for four seconds, but doesn't affect MOAB-class bloons.
Glue Gunner
Talent Tree One
Glue Soak: Glue soaks through all layers of bloons.
Corrosive glue: Makes the glue become corrosive, popping bloons every few seconds while glued.
Bloon Dissolver: Glue contains an extreme solvent that melts bloons. While glued, bloons will pop twice every second.
Bloon Liquefier: Pops bloons once before gluing. Contains a super strong dissolving glue that pops bloons ten times every second.
Talent Tree Two
Stickier Glue: Makes glue effect last much longer.
Glue Splatter: Splatters six bloons at once with glue.
Glue Hose: Shoots glue more than three times as fast.
Glue Striker: Glues all bloons on screen.
Monkey Buccaneer
Talent Tree One
Faster Shooting: Shoots faster.
Longer Cannons: Longer shooting range.
Destroyer: Super duper fast attack speed.
Aircraft Carrier: Rapidly launches monkey ace pilots that strafe the area with darts.
Talent Tree Two
Grape Shot: Sprays out a blast of four grapes for additional poppage.
Crow's Nest: Allows detection of camo bloons and ability to shoot them.
Cannon Ship: Adds an independent firing cannon to the buccaneer.
Monkey Pirates: Uses a grappling hook to take down a MOAB bloon. Does not work on ZOMG bloons.
Monkey Ace
Talent Tree One
Rapid fire: Shoots darts more often.
Sharper Darts: Can pop eight bloons each.
Neva-Miss Target: Darts seek out and pop bloons intelligently.
Spectre: Flying fortress of bloon doom.
Talent Tree Two
Pineapple Present: Drops an exploding pineapple every three seconds.
Spy Plane: Allows detection of camo bloons and ability to hit them.
Operation Dart Swarm: More darts.
Ground Zero: Drops bomb that kills all bloons on screen except for MOAB-class bloons.
Super Monkey
Talent Tree One
Laser Blasts: Shoots powerful lasers instead of darts. Can pop frozen bloons.
Plasma Blasts: Plasma vaporizes everything it touches.
Sun God: Bloons touched by the sun get destroyed.
Temple of the Monkey God: Sacrifice a power in order to kill more bloons. The power sacrificed will determine the form of death of bloons.
Talent Tree Two
Super Range: Longer range.
Epic Range: Even further range.
Robo-Monkey: Arms become robotic and intelligent. Able to shoot independently and annihilate.
Technological Terror: Destroys all bloons within range of tower. Does 1000 damage to MOAB class bloons.
Monkey Apprentice
Talent Tree One
Intense Magic: Shoots larger and more powerful magic bolts.
Lightning Bolt: Unleashes lightning bolt that zaps multiple bloons at once.
Summon Whirlwind: Blows bloons off of path but gets rid of glue and freeze effects.
Tempest Tornado: Blows many bloons faster and further and pops bloons once before starting. Removes glue and freeze effects.
Talent Tree Two
Fireball: Fireball attack.
Monkey Sense: Allows Monkey apprentice to detect and attack camo bloons.
Dragon's Breath: Short range attack that blows fire at bloons and pops multiple at once.
Summon Phoenix: Summons a phoenix that flies around for twenty seconds releasing doom upon bloons.
Monkey Village
Talent Tree One
Monkey Beacon: Increases attack range of all towers within monkey village radius by fifteen percent.
Jungle Drums: Inspires nearby towers to attack faster by fifteen percent.
Monkey Town: All bloons popped by towers within radius of the monkey village earn fifty percent more money from pop.
High Energy Beacon: All nearby towers with non-passive abilities have their cooldown reduced by twenty percent and get a powerful energy beam attack.
Talent Tree Two
Monkey Fort: Increases popping power of all nearby towers by one bloon.
Radar Scanner: Allows all towers within radius to detect and attack camo bloons.
Monkey Intelligence Bureau: Allows towers within radius to pop any bloon type.
M.I.B. Call to Arms: Doubles attack speed and popping power of all nearby towers for ten seconds.
Banana Farm
Talent Tree One
More Bananas: Grows 3 big bunches of bananas.
Banana Plantation: Grows seven big bunches each round.
Banana Republic: Genereates thirteen big bunches of bananas every round.
Banana Research Facility: Produces 5 boxes of bananas every round.
Talent Tree Two
Long Life Bananas: Bananas last twenty seconds instead of the usual ten.
Valuable Bananas: Each bunch or box of bananas is worth fifty percent more cash.
Monkey Bank: Generates stored cash that earns five percent each round and holds up to five thousand dollars.
Banana Investments Advisory: Ten percent interest each round instead of five percent and storage for twenty thousand dollars.
Mortar Tower
Talent Tree One
Increased Accuracy: Makes your mortar shots more accurate.
Bigger Blast: Heavy ordinance delivers a bigger explosion radius.
Bloon Buster: Smash through two layers of bloons at once.
The Big One: Devastating explosions each pop three layers of bloon.
Talent Tree Two
Rapid Reload: Increase the attack speed of the mortar.
Burny Stuff: Pops additional bloons two seconds after impact.
Signal Flare: Camo bloons popped by flares permanently lose their camo.
Artillery Battery: Immobilizes and bombards the entire screen for five seconds.
Dartling Gun
Talent Tree One
Focused Firing: Greatly reduces the spread of the gun.
Faster Barrel Spin: Makes gun fire much faster.
Laser Cannon: Rapid fire plasma also pops frozen and lead bloons.
Ray of Doom: The Ray of Doom is a persistent solid beam of bloon destruction.
Talent Tree Two
Powerful Darts: Darts move faster and can pop three bloons each.
Depleted Blootonium: Shots can now hurt any bloon type.
Hydra Rocket Pods: Shoots vicious little missiles instead of darts.
Bloon Area Denial System: Shoots missiles toward the nearest 100 bloons on screen.
Spike Factory
Talent Tree One
Bigger Stacks: Generates larger piles of spikes per shot.
White Hot Spikes: Cuts through lead.
Spiked Ball Factory: Produces sharp spiked balls that do extra damage to ceramics.
Spiked Mines: Spiked balls explode when they lose all their spikes.
Talent Tree Two
Faster Production: Increases the rate of spike production.
Even Faster Production: Rate of spike production increases even more.
MOAB-SHREDR Spikes: Super hard rending engine driven razors shred MOAB class bloons.
Spike Storm: Lays down a thick carpet of spikes over the whole track.
Heli Pilot
Talent Tree One
Quad Darts: Shoots four darts per volley instead of two.
Pursuit: Superior targeting computers enable a powerful new targeting option to pursue bloons across the track.
Razor Rotors: Rotor blades rip up bloons on contact, including frozen and lead.
Apache Dartship: Adds a large missile array and a powerful machine gun.
Talent Tree Two
Bigger Jets: More powerful jets enable the heli to move much faster.
Enhanced IFR Instruments: Allows heli pilot to detect and shoot camo bloons.
Downdraft: Blows bloons away from the heli.
Support Chinook: Drops med and cash crates or can pick up and reposition most towers.
Special Agents
Tribal Turtle:
Can be on land or water. Throws spears and coconuts. Coconuts do extra damage to ceramic bloons and can pop frozen and lead bloons.
Costs $85 monkey money.
Bloonsday Device:
Provides a large beam that destroys all bloons and does extreme damage to MOAB-class bloons.
Costs $250 monkey money.
Meerkat Spy
Does not have any attacks, but provides camo bloon detection to all towers within radius.
Costs $60 monkey money.
Bloonberry Bush
Placed on the track, this fast growing plant will pop bloons with its thorns. A thorn will be lost for each individual bloon popped, but it regains five thorns between each round.
Costs $50 monkey money.
Beekeeper
Has a swarm of bees that attack bloons and kill off layers. Does not work on frozen or lead bloons.
Costs $120 monkey money.
Angry Squirrel
Can spot camo and pop lead bloons with acorns durng frenzied throws.
Costs $60 monkey money.
Super Monkey Storm
Group of Super Monkeys that destroy all bloons on the screen and also deal big damage to MOAB-class bloons.
Costs $50 monkey money.
Portable Lake
Water spot that can be placed on map to allow water units to help in battle.
Costs $40 monkey money.
Pontoon
Can be placed on water so land towers can float even on the portable lake.
Costs $40 monkey money.
Monkey Farmer
Picks up bananas off field automatically.
Costs $40 monkey money.
Radadactyl
Will pop any bloons near the nest, but will eventually die off and a new one will have to hatch.
Costs $100 monkey money.
Special Buildings
Purchase Land
Is required before building any other buildings.
Costs $250 monkey money.
Dart Training Facility
Reduces cost of Dart Monkeys and their upgrades by five percent.
Increases attack speed of dart monkeys by ten percent.
You get one free dart monkey to start and every ten rounds.
Increases the cost of boomerang throwers and their upgrades by five percent.
Costs $500.
Tack Research Center
Reduces cost of tack towers and their upgrades by five percent.
Increases attack speed of tack towers by ten percent.
Every second shot from the tack tower has extra pierce.
Increases cost of bomb towers and their upgrade by five percent.
Costs $500
Boomerang Dojo
Reduces cost of boomerang throwers and their upgrades by five percent.
Increases attack speed of tack towers by ten percent.
Boomerangs fly one more circuit if they haven't hit their piercing cap.
Increases cost of dart monkeys and their upgrades by five percent.
Costs $750
Bombing Range
Reduces cost of bomb towers and their upgrades by five percent.
Increases attack speed of bomb towers by ten percent.
Bomb Towers can pop black and zebra bloons.
Increases cost of spike factories and their upgrades by five percent.
Costs $750.
Mage Spire
Reduces cost of apprentices and their upgrades by five percent.
Increases attack speed of apprentices by ten percent.
Adds a new additional magic bolt attack that seeks out its target.
Increases cost of super monkeys and their upgrades by five percent.
Costs $750
Ice Fortress
Reduces cost of ice towers and their upgrades by five percent.
Increases freeze length of ice towers by ten percent.
Ice towers can freeze white and zebra bloons.
Increases cost of glue gunners and their upgrades by five percent.
Costs $750
Ninja Academy
Reduce cost of ninja monkeys and their upgrades by five percent.
Increases attack speed of ninja monkeys by ten percent.
Creates a shadow double of the ninja monkey for a short period of time.
Increases cost of sniper monkey and upgrades by five percent.
Costs $750
Spikes R Us
Reduces the cost of spike factories and their upgrades by five percent.
Increases the lifespan of spike factories by ten percent.
Generates one free road spike pile every round.
Increases the cost of tack towers and their upgrades by five percent.
Costs $500
Mortar Emplacement
Reduces the cost of mortar towers and their upgrades by five percent.
Increases attack speed of mortar towers by ten percent.
All bloons hit by mortar towers are stunned briefly.
Increases cost of dartling guns and their upgrades by five percent.
Costs $750
Ace Private Hangar
Reduces the cost of monkey aces and their upgrades by five percent.
Increases attack speed of monkey aces by ten percent.
Aces get fast-firing forward gunners to add to their fire power.
Increases the cost of monkey buccaneers and their upgrades by five percent.
Costs $1,000
Pirate Cove
Reduces the cost of monkey buccaneers and their upgrades by five percent.
Increases attack speed of monkey buccaneers by ten percent.
All ships detect camo; Crows nest grants camo detection to nearby towers.
Costs $750
Glue Supply Depot
Reduces the cost of glue gunners and their upgrades by five percent.
Increases glue slow down by ten percent.
Popped bloons leave glue on the track.
Increases the cost of ice towers and their upgrades by five percent.
Costs $750
Dartling Ammo Dump
Reduces the cost of dartling guns and their upgrades by five percent.
Increases the attack speed of the dartling guns by ten percent.
Dartling gunners can lock their attacks to a fixed position.
Increases the cost of mortar tower and their upgrades by five percent.
Costs $1,000
Rifle Range
Reduces the cost of sniper monkeys and their upgrades by five percent.
Increases the attack speed of the sniper monkeys by ten percent.
Every second shot does +1 damage.
Increases the cost of ninja monkeys and their upgrades by five percent.
Costs $750
Super Monkey Lair
Reduces the cost of super monkeys and their upgrades by five percent.
Increases the range of super monkeys by ten percent.
Super Eyes can detect camo.
Increases the cost of apprentices and upgrades by five percent.
Costs $2,500
Heli Hangar
Reduces tower and upgrade cost by five percent.
Increases range by ten percent.
Heli pilot buildings take up to twenty percent less room.
In pursuit mode, heli pilot flies much faster.
Increases the cost of monkey apprentice and upgrades by five percent.
Thanks to Meaghan for the strategy guide!
Posted by: Mike | November 24, 2012 5:33 PM