Jungle Terrain: Difference between revisions
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This map is exclusive to the Bloon Dunes. | This map is exclusive to the Bloon Dunes. | ||
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==Strategy== | |||
{{Strategy needed|Need how to beat Totems. Ninja seeking? Lead choice and group popping for Totems?}} | |||
With exception of Totems, Jungle is relatively easy. Lacking Ice is usually compensated by much cheaper Glue, but needs more support to deal with hyperclumped Bloons, since Glue is pierce-limited and Ice's freeze isn't, and Ceramics (which cannot be slowed by glue) in the Flash version. Apprentice can be substituted by Mortar, as well as 1-2 Sniper versus early Camo Leads. | |||
==Navigation== | ==Navigation== | ||
{{BMC terrain nav}} | {{BMC terrain nav}} | ||
Latest revision as of 23:13, 27 August 2026
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Jungle Terrain is a type of Terrain in Bloons Monkey City. Generating near other vegetated terrain types, it has a difficulty modifier of 3, the second highest in the game, only behind Volcano Terrain's modifier of 5.
Tracks
[edit | edit source]Tracks in the Jungle terrain feature most types of geometry. Like most terrain types, none of these tracks have any variation in elevation. The maps have the same style as Jungle from Bloons TD 5, with the noticeable difference that the vines only appear on the track, not the empty terrain where towers can be placed.
Squiggly Jungle
[edit | edit source]| Squiggly Jungle | ||||||||||||||
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Bloons take a path going southeast, with large turns each of which form almost the entirety of a circle adding variation to the path.
Turkey
[edit | edit source]| Turkey | ||||||||||||||
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From the southwest, the path curves to the east, then returning on the same path, the latter frequently turning away from the former in small parabolas.
Nose and Mouth
[edit | edit source]| Nose and Mouth | ||||||||||||||
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The path begins in the south, makes almost the entirety of a circle in the west, and does the same in the east and north, making the map symmetrical.
Test Tube
[edit | edit source]| Test Tube | ||||||||||||||
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The path begins in the south, moving directly north, making a precise 45-degree turn to go directly southeast, turn around and return parallel to the previous path, and concludes with another 45-degree turn, exiting off the map going east, perpendicular to the entrance direction.
Totems
[edit | edit source]| Totems | ||||||||||||||||||||
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This horizontally symmetrical map features two paths that each trace the outline of half of two shapes. The path comprises almost entirely 90-degree turns, with one turn at an obtuse angle.
Diamonds
[edit | edit source]| Diamonds | ||||||||||
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True to its name, the path of this map follows a grid of rhombuses, approximating a path going south, west, and briefly northwest before exiting to the east.
This map is exclusive to the Bloon Dunes.
Strategy
[edit | edit source]| This strategy section is empty or incomplete. See the strategy guidelines for more information on how to write strategy sections. The editor who added this notice elaborates: Need how to beat Totems. Ninja seeking? Lead choice and group popping for Totems? |
With exception of Totems, Jungle is relatively easy. Lacking Ice is usually compensated by much cheaper Glue, but needs more support to deal with hyperclumped Bloons, since Glue is pierce-limited and Ice's freeze isn't, and Ceramics (which cannot be slowed by glue) in the Flash version. Apprentice can be substituted by Mortar, as well as 1-2 Sniper versus early Camo Leads.
