Dark Dungeons: Difference between revisions
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==Layout== | ==Layout== | ||
Dark Dungeons is divided into 6 different rooms by walls that create significant line of sight | Dark Dungeons is divided into 6 different rooms by walls that create significant line of sight blockage throughout the map. The bottom three sections are also at a lower height than the upper three, preventing most towers from seeing or shooting up the stairs on either side or up the central ledge. The map has 4 lanes: 2 for non-[[MOAB-Class Bloon]]s, one for MOAB-Class Bloons, and one for both. Non-MOAB-Class Bloons enter from the bottom 3 entrances, and MOAB-Class Bloons enter from the middle-bottom and top-right entrances. The order is somewhat inconsistent, but non-MOAB-Class Bloons generally cycle through the lanes left to right, while MOAB-Classes start with the middle-bottom entrance before alternating with the top-right. | ||
There are two torches, one to the bottom left and one to the bottom right of the [[Dungeon Statue]], that activate traps on | There are two interactable torches, one to the bottom left and one to the bottom right of the [[Dungeon Statue]], that activate spike traps on their respective side of the track. The spikes deal 5 damage with +5 [[Ceramic Bloon (BTD6)|Ceramic]] damage to Bloons they contact, stunning targets for 1 second. The spikes stay active for 11 seconds and can damage all Bloon types, including [[Camo Bloon (BTD6)|Camo]]. Bloons that have already been hit, or children of bloons that were hit, cannot be hit again. The torches have cooldowns of 60 seconds each, and the [[Dungeon Statue]] is purchasable only when both spike traps are active and the statue is clicked. | ||
==Dungeon Statue== | ==Dungeon Statue== | ||
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==Strategy== | ==Strategy== | ||
Dark Dungeons has a difficult early game, due to there being 3 separate paths with walls separating them that | Dark Dungeons has a difficult early game, due to there being 3 separate paths with walls separating them that limit the sightlines of the [[Sniper Monkey (BTD6)|Sniper Monkey]]. The mid-game is even more difficult, as the top MOAB path increases the number of paths that need defense to 4, with walls and the paths' large separations preventing towers from effectively covering all 4 at once. The late-game is somewhat easier, as almost all Bloons become blimps and only come from 2 lanes. However, the large distance between the two MOAB lanes still creates significant challenges for late game. Dark Dungeons is considered by some to be a True Expert map, being the 5th most difficult map in the game (after [[Bloody Puddles]], [[Ravine]], [[Quad]], and [[Ouch|#Ouch]]). | ||
===Recommended towers and upgrades=== | ===Recommended towers and upgrades=== | ||
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|[[Sauda (BTD6)|Sauda]] | |[[Sauda (BTD6)|Sauda]] | ||
|[[File:BTD6 SaudaPortrait.png|x50px]] | |[[File:BTD6 SaudaPortrait.png|x50px]] | ||
|Both the top and bottom MOAB-containing lanes have good bends for Sauda, making her able to mostly single-handedly deal with half of the map during late game with stuns such as Relentless Glue. The bottom MOAB-containing lane counts as 2 lanes due to both Bloons and MOABs spawning there, making her Sword Charge ability deal double damage on that lane. Sword Charge dealing extra damage at the | |Both the top and bottom MOAB-containing lanes have good bends for Sauda, making her able to mostly single-handedly deal with half of the map during late game with stuns such as Relentless Glue. The bottom MOAB-containing lane counts as 2 lanes due to both Bloons and MOABs spawning there, making her Sword Charge ability deal double damage on that lane. Sword Charge also dealing extra damage at the intersections between the left and right non-MOAB paths and the top MOAB path further improves her capabilities on this map. | ||
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|[[Adora (BTD6)|Adora]] | |[[Adora (BTD6)|Adora]] | ||
|[[File:BTD6 AdoraPortrait.png|x50px]] | |[[File:BTD6 AdoraPortrait.png|x50px]] | ||
| | |Adora's ability to shoot over walls and temporarily gain very long range allows her to deal solid damage during the early game. She can be made to reach level 20 from sacrifices during the late game, where her The Long Arm of Light and Ball of Light abilities, especially when used with a sacrifice, wipe out entire rounds with ease. However, the need to time her abilities correctly limits her power for [[Black Border|Black Bordering]] this map, in addition to Ball of Light only being able to target one side at a time. | ||
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|[[Geraldo (BTD6)|Geraldo]] | |[[Geraldo (BTD6)|Geraldo]] | ||
|[[File:BTD6 GeraldoPortrait.png|x50px]] | |[[File:BTD6 GeraldoPortrait.png|x50px]] | ||
|Geraldo, being a versatile hero, retains his power on this map | |Geraldo, being a versatile hero, retains his power on this map where most other heroes fall off, making him also a powerful option. His whole shop can come into play throughout the stages of the game. For instance, [[Shooty Turret]]s provide permanent popping for cheap, [[Stack of Old Nails]] prevents random leaks in all parts of the game (with vigilance), [[Pet Rabbit]] deals solid mid-game and late-game damage for its cost, [[Sharpening Stone]] and [[Jar of Pickles]] greatly aid strategies such as those involving [[Overdrive (BTD6)|Overdrives]] and/or [[The Tack Zone (BTD6)|Tack Zone]], and [[Genie Bottle]] deals massive damage during the late-game. | ||
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|[[Spiked Balls (BTD6)|Spiked Balls]], [[Spiked Mines (BTD6)|Spiked Mines]] | |[[Spiked Balls (BTD6)|Spiked Balls]], [[Spiked Mines (BTD6)|Spiked Mines]] | ||
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|[[Arctic Knight]] | |[[Arctic Knight]] | ||
|[[File:BTD6 040-Mermonkey.png|x50px]] | |[[File:BTD6 040-Mermonkey.png|x50px]] | ||
|Arctic Knight takes advantage of the walls to keep rehitting | |Arctic Knight takes advantage of the walls to keep rehitting Bloons in an enclosed region. Unlike [[Ultra-Juggernaut (BTD6)|Ultra-Juggernaut]], Arctic Knight can specifically point its aim so it can cover each of the rooms, and multiple can be placed in the middle room. For the top MOAB lane, add [[Juggernaut (BTD6)|Juggernaut]] so that Zebras won't leak. Bottom crosspath is recommended, as the ability remains mostly unaffected by crosspaths except innate Camo detection, and this also helps the main attack hit the lower MOAB lane during the ability's cooldown. | ||
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|[[Juggernaut (BTD6)|Juggernaut]] | |[[Juggernaut (BTD6)|Juggernaut]] | ||
|[[File:BTD6 400-Dartmonkey.png|x50px]] | |[[File:BTD6 400-Dartmonkey.png|x50px]] | ||
|Juggernauts | |Juggernauts in the left and right rooms can provide great stalling and damage against non-MOAB-Class Bloons, particularly reducing issues against rounds 83 and 91 which contain Super Ceramics on the non-MOAB lanes. 4-0-2 is necessary for innate Camo detection and extra range to keep targeting bloons along consistent angles. | ||
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