On Haunted, Bloons enter from the left and the right, make a turn at the top, and then exit at the opposite entrance. There are two trees that block line-of-sight and can be removed for $500. The pumpkin field at the bottom is not blocked by the fences and can be used to place towers. The pond in the middle, being located at a central position, gives water towers solid coverage of the map.
Haunted is among the more difficult Intermediate maps. Its separate entrances and short length make many towers struggle, and the overlapping paths make this map rather frustrating due to the player being unable to see when Bloons leak. However, the central water spot makes water towers excel on this map, and the bottom bends still allow land-based strategies to work. Therefore, with some planning and trial-and-error, Haunted can still be beaten with general guidelines found below.
The presence of Bloons to the left and the right of the pond allows Destroyers to easily attack on both sides. Five of them (or one upgraded to its Tier 5, Carrier Flagship) sweep through the mid-game with ease when given Camo detection and paired with a Stronger Stimulant, which would be upgraded to Perma-Brew, which the setup can easily save up for and obliterates the late-game by giving the Destroyers 8x damage.
Brickell has a wide range of utilities for water towers. Her Naval Tactics ability, granting double damage and normal damage type to all water towers in her range, greatly aids water towers throughout the game. The +1 pierce that she gives to in-range water towers is especially powerful on Destroyer. Mega Mines is powerful as well, taking down massive amounts of RBE, defeating DDTs, and doing solid damage to the BAD.
The central spot makes Bloontonium Reactor a reliable decamo option throughout the game, and the radiation can deal solid Bloon damage in the early-game and mid-game. In the late-game, its reduction to the cooldowns of Brickell's Naval Tactics and Mega Mines become extremely useful.