Unused Items#
Bloonsday Device#
Bloonsday Device
Devastating orbital strike destroys all Bloons on a piece of terrain, allowing you to capture it instantly. Costs 1 Bloonstone to activate.
An unused item based on a Special Agent of the same name from BTD5. Only the item's parameters exist; there's no object or functionality associated with it in the code, and it has no graphics.
Interestingly, the file containing its parameters lists the item as having a rarity of 250. Only items that spawn from chests have a positive non-zero rarity, which suggests that this item would have been found in chests, rather than from, say, a special mission.
Portal Artifacts#

Portal Artifact 1
Portal Artifact 2
Portal Artifact 3
Portal Artifact 4
Portal Artifact 5
One piece of an ancient Portal Artifact.
The Portal Artifacts are a collection of five items, all with the same description. None of them can be obtained legitimately, and none of them do anything when spawned in the player's inventory, either individually or collectively.
While the Portal Artifact pieces are all mostly identical to each other, there is one parameter that is different for each: minCityIndex, which specifies which city an item can be found in, has a different number value for each piece. This implies that every city (except the first city, since the number value is 0) would contain one Portal Artifact piece each. The Portal Artifacts have existed since the closed beta of the game, long before the introduction of the Bloon Dunes second city. In earlier versions of the game, there was an unused feature that was replaced by the Bloon Dunes update where the player would've been able to manage multiple cities with two city types in a hierarchy: Capital and Secondary. The Capital city was the first city the player unlocked, and the secondary cities were the extra cities the player creates. Other than the city index value and city type, they had the same terrain generation as the Capital (unlike the Bloon Dunes city, which has Desert-centered generation). The artifacts imply that the player would've been able to make at least five different secondary cities, which is a lot, especially considering that the final game only allows two (they are both internally Capital cities).
Interestingly, these items make an appearance on the "Monkey City Gameplay Trailer" video. The animation the video uses for it can be found in the files, with a class name that implies that it would have been used while an artifact was on the map.
(Source: Original TCRF research)
Bloons TD Battles?#
All of BTD Battles's purchases from its store appear in the files. But oddly, they appear to be from an earlier version of the game; the icons are placeholders, using some of the premium upgrade icons from Bloons TD 5. The descriptions don’t look finalized too; they have many grammar mistakes, refer to Battle Energy by the generic name "energy", and most descriptions have additional sentences that the final removes to cut to the chase.
Thumbnail |
Name |
Description |
Cost |
Notes |
|---|---|---|---|---|
Small Energy Potion (50) |
Restores 50 Energy to your energy bar. The regular sized combo of energy nom nom nom. |
5 NK Coins |
The final version does not include the energy amount in the name, nor have the second sentence in the description. The final description is instead "Restores 50 to your Battle Energy." |
|
Large Energy Potion (100) |
Restores 100 Energy to your energy bar. Upsize your energy combo for those extra hungry gamers. |
10 NK Coins |
The final version does not include the energy amount in the name, nor have the second sentence in the description. The final description is instead "Restores 100 to your Battle Energy." |
|
Tasty Energy Potion (500) |
Restores 500 Energy to your energy bar. Supersize sir? Yes please! |
45 NK Coins |
The final version does not include the energy amount in the name, nor have the extra sentences in the description. The final description is instead "Restores 500 to your Battle Energy." |
|
Powerful Energy Potion (1000) |
Restores 1000 Energy to your energy bar. There's not a combo on this planet as big as this one! |
80 NK Coins |
The final version does not include the energy amount in the name, nor have the second sentence in the description. The final description is instead "Restores 1000 to your Battle Energy." |
|
Limited Stamina Potion (10) |
Perminately increases Max Energy by 10. Can only be bought 10 times.(sic) |
200 Medallions |
The final version costs 50 Medallions and does not include the energy amount in the name; The final name is completely different as well, which is Zesty Max Energy Booster. The final description is instead "Use your medallions to permanently increase your maximum Battle Energy. Can only be bought 10 times." |
|
Stamina Potion (10) |
Perminately increases Max Energy by 10. A thorough workout can extend the amount of energy you have for every day activities(sic) |
10 NK Coins |
The final version does not include the energy amount in the name and is called Delicious Max Energy Booster as well. It also doesn't have a second sentence. The final description is instead "Permanently increases your maximum Battle Energy by 10." |
|
Massive Stamina Potion (500) |
Perminately increases Max Energy by 500. A personal trainer destroys your ass for a whole year leading you to have the energy compacity of champions!(sic) |
450 NK Coins |
The final name is Epic Max Energy Booster and it does not have the energy amount in the name. The final also doesn't have a second sentence and the description is instead "Permanently increases your maximum Battle Energy by 500." |
|
Handful of Medallions (100) |
Adds 100 Medallions to your treasury. Thanks for the NK coins, heres a handful of Medallions and I have big hands. |
5 NK Coins |
The final costs 20 NK Coins and doesn't have the medallion amount in the name. The final description doesn't have a second sentence and is instead "100 Medallions to help you with that next tower unlock." |
|
Bag of Medallions (500) |
Adds 500 Medallions to your treasury. I got sick of using my hands so I put the Medallions in this bag, I think you get more this way. |
23 NK Coins |
The final name does not have the medallion amount in it and the final NK Coin price is 90 rather than 23. The final description does not have a second sentence and is instead "Gives you 500 Medallions." |
|
Chest of Medallions (2000) |
Adds 2000 Medallion to your treasury. All the bags tore after awhile so I put them in this big as chest, there's heaps in there, enjoy! |
90 NK Coins |
The final name does not have the medallion amount in it and the final NK Coin price is 325 rather than 90. The final description does not have a second sentence and is instead "Adds a massive 2000 Medallions to your treasury." |
|
Big Book of Knowledge |
Unlocks all towers and their teir 4 upgrades. This Big Book of Knowledge will make you the master expert in the arts of Monkey tower construction.(sic) |
50 NK Coins |
Overall different description from final, which is "Unlocks all towers and their tier 4 upgrades. For those who just want to get on with the business of popping Bloons." Final NK Coin price is 95 rather than 50. |
(Source: Original TCRF research)
Unused Quests#
With the exception of Ancient Portal Knowledge, only the parameters for these quests exist; there's no code associated with any of these and they can't be enabled in-game. Some quests that aren't Ancient Portal Knowledge appear to have had icons made for them, but they are not implemented in the code.
ID |
Icon |
Presumed Icon |
Name |
Description |
Stats |
Notes |
|---|---|---|---|---|---|---|
8 |
N/A |
Bloonstone Power |
Use Bloonstones to powerup an attack on a piece of land. ( *Mechanic is not implemented* ). |
|
This quest has existed since the game first launched, though the ability to boost attacks with Bloonstones was not implemented at the time. Data for this feature did exist at launch, and this feature was officially introduced later in an update, but oddly, this quest remained unused... |
|
10 |
N/A |
Friends |
Invite a friend to play Bloons Monkey City (feature not yet implemented) |
|
Similar to the previous quest, this quest has existed since launch, but inviting friends wasn't available at the time. Also similar to the previous quest, inviting friends was implemented later on, but this quest was not. |
|
12 |
N/A |
N/A |
Upgrade Town Hall |
Upgrade your Town Hall |
|
This quest seems to be referring to a scrapped mechanic where the Monkey Town Hall would have been upgradeable. This change in mechanics may be why this quest was never implemented. |
30 |
Has an icon |
Ancient Portal Knowledge |
Find a Portal Artifact. The Portal Artifact's use is unknown. If we reassemble and study the Artifact pieces we may find out more about its purpose. Find a piece of the lost Portal Artifact. |
|
This is the only unused quest that is referenced in the code. As such, this is the only unused quest with an icon, as well as a completion condition, which is to trigger an unused event named It is important to note that Level 25 was when a second city was going to be unlocked with the "Manage Cities" mechanic, so there is likely correlation in that. |
|
35 |
N/A |
Monkey Tech |
Build a Monkey Tech Lab. |
|
There is no building called the "Monkey Tech Lab" in the final game, but an unused set of parameters exist for a building called the "Monkey Lab", which could be what this quest is referring to. The removal of this building may be why this quest was never implemented. |
|
40 |
N/A |
N/A |
Explorer |
Capture a special terrain square. |
|
This quest was seemingly replaced with "Special Terrain", a very similar quest that exists in the final game. Unlike the Special Terrain quest, this quest is unlocked at level 11 instead of level 9, rewards 500 cash instead of 200, and rewards 250 XP instead of 60. |
60 |
N/A |
N/A |
Gather Supplies |
Capture 4 more tiles of Forest or Heavy Forest Your 2nd city will unlock when this city is level 25. Capture some forested land to help gather lumber for the new city. |
|
This quest made it to the final in the Bloon Dunes update, but with the second city unlocked at level 15 instead of 25. |
Additionally, there appears to be at least one quest that had its parameters removed: when the game is loading quests during initialization, one quest the game attempts to find has an ID of 33, though there are no quest parameters that use that ID. This quest data would have been assigned to a quest object named QUEST_RESETTLEMENT, which is set to use the same icon as the Ancient Portal Knowledge quest, and would have been completed by triggering an unused event named CREATED_SECONDARY_CITY. Similar to the Ancient Portal Knowledge quest, no code to trigger this event exists. It is likely that it would've had to do with the scrapped "Manage Cities" mechanic.
(Source: Original TCRF research)
Interestingly, looking in earlier versions, the quest "Resettlement" that this quest is referring to can be found! It uses an ID of 31, not 33, so it is not the same quest:
ID |
Icon |
Name |
Long Description |
Description |
Stats |
Notes |
|---|---|---|---|---|---|---|
31 |
Resettlement |
Your City is large and awesome - you fear neither Bloons nor rival Monkeys. It is time to expand the Empire further inland to where the Bloon infestations are greater.Start a new Monkey City(sic) |
Start a new Monkey City. |
|
This quest was for the scrapped "Manage Cities" mechanic where the player could build multiple cities independent from the first, which was known as the Capital. This quest, along with the Manage Cities mechanic, was removed when the Bloon Dunes second city came out. |
Unused Special Missions#
Several special missions are unused internally, presumably used for debugging purposes based on their names.
TEST_PERFORMANCE#
Named "Test Performance" on the Test Mission panel, this mission starts a game with 19,810,404 lives and 19,810,404 in-game cash. The game is just one round with a few red bloons out, traveling through one of the grass terrain tracks. Once the round is over, the player wins and earns over 1,900,000 city cash.
EMPTY_ENDLESS#
Named "Test Sending" on the Test Mission panel, this mission acts as a "sandbox" in that the game cannot be stopped and bloons can be sent by pressing certain keys on the keyboard. The player is not only given 5,000,000 game money with 9,999,999 lives, but every tower upgrade unlocked and a 100 count for each tower and placeable item. The map the game will spawn in will be one of the forest terrain tracks.
With the console the game will display the following text on the top left of the screen:
Regen: false
Camo: false
Ctrl = Change Bloons
+ = Toggle regen
- = Toggle camo
1 = Red
2 = Blue
3 = Green
4 = Yellow
5 = Pink
6 = Black
7 = White
8 = Zebra
9 = Lead
When the Ctrl key is pressed, the text changes to this:
Regen: false
Camo: false
Ctrl = Change Bloons
+ = Toggle regen
- = Toggle camo
1 = Rainbow
2 = Ceramic
3 = MOAB
4 = BFB
5 = ZOMG
6 = DDT
7 = Bloonarius
Bloonarius is set to have the same RBE as a ZOMG: 16,656. But interestingly, it cannot be popped when it is sent.
Unused Tiles#
Ruins#
Ruins is an unused terrain type. It has a complete set of tile graphics and parameters, but it doesn't have any tracks, and its favoured/restricted towers aren't defined.
Technically, this terrain is not actually unused; the Consecrated Grounds special terrain is considered a sub-category of Ruins terrain, much like how the Sticky Sap Plant terrain is a sub-category of Jungle terrain. However, the regular Ruins terrain does not appear anywhere in the game. Oddly, the map file for Consecrated Grounds is named "Ruins1", which suggests that Consecrated Grounds was added to replace Ruins terrain, rather than to exist alongside it.
Most of the tile graphics were repurposed as props for the Contested Territory screen.
- Round modifier: 8 (offsets the round generator by this amount; in other words, what would be round 1 on most terrains would be round 9 on Ruins, which is even more extreme than the Volcano terrain's modifier of 5)
- Minimum tiles per city: 5
- Maximum tiles per city: 6
Stone of Solitude#
Stone of Solitude is an unused type of special terrain, and is a sub-class of Caves terrain. Only the graphics and parameters for the tile have been found; the special mission itself does not appear to exist.
- Maximum tiles per city: 1
- Cash reward: 1000
- Bloonstones reward: 50
- XP reward: 500
(Source: Original TCRF research)
Unused Tile Data#
The Monkey Sub, Heli Pilot, and Bloonchipper were never added to the Adobe Flash version of this game. Nonetheless, the Heli Pilot and Bloonchipper are referenced in the data that defines each terrain's favoured/restricted towers. These extra references are identical to their usage in the mobile version, but some of the terrain types that are exclusive to the Adobe Flash version have unused references as well.
The following table lists each terrain and its favoured/restricted towers. Unused tower references are highlighted in bold. Forest, Volcano, Desert, Jungle, Snow, River, and High Desert have been omitted, as they do not contain any unused references.
Terrain |
Favoured |
Restricted |
|---|---|---|
Grass |
Monkey Ace, Bloonchipper |
N/A |
Heavy Forest |
Sniper Monkey |
Tack Shooter, Banana Farm, Heli Pilot |
Hills |
Heli Pilot, Tack Shooter |
Dart Monkey |
Mountains |
Ice Monkey |
Monkey Ace, Heli Pilot, Banana Farm, Dartling Gun |
Lake |
Monkey Buccaneer |
Ninja Monkey, Bomb Shooter, Bloonchipper |
Caves |
Monkey Engineer |
Monkey Ace, Heli Pilot, Mortar Monkey |
Arid Grasslands |
Monkey Ace, Bloonchipper |
N/A |
Badlands |
Monkey Engineer, Sniper Monkey |
Monkey Ace, Heli Pilot, Banana Farm |
(Source: Original TCRF research)
Unused Parameters#
|
|
To do: |
- The special mission class has an unused parameter named
rewardSpecialAgent, which is set to blank for all special missions. This value is read by the game, but the function it gets passed to was seemingly stubbed out by the developers:
private function rewardSpecialAgent():void {
if (this._mission != null) {
if ( this._mission.rewardSpecialAgentId != null &&
this._mission.rewardSpecialAgentId != "") {
// stubbed function
}
}
}
Based on the name of this parameter, it seems that Special Agents would have been unlocked by completing special missions.
- There are unused weapons ("attack behaviors") called
SuckBloonfor the scrapped Bloonchipper, which would be the same as the one's here if they didn't have a new property,IsBaseWeapon.
var _loc127_:SuckBloon = new SuckBloon().Range(600).Power(1050).ReloadTime(0.29).Rotate(true).IsBaseWeapon(true);
var _loc128_:SuckBloon = new SuckBloon().Range(600).Power(1050).ReloadTime(0.29 * 0.75).Rotate(true).IsBaseWeapon(true);
var _loc129_:SuckBloon = new SuckBloon().Range(600).Power(1050).ReloadTime(0.29 / 3).Rotate(true).IsBaseWeapon(true);
- One of the game's debug modes in the files.
Main.DEBUG_SINGLE_PLAYER = true;
if(this.doTest)
{
gameRequest = new BTDGameRequest().Difficulty(20).IsCamoTile(false).IsRegenTile(true).Seed(1337).CityIndex(1).ExtraMonkeyBoosts(0).ExtraRedHotSpikes(0).TrackSelectionBias(0.8).StartingLives(900000).StartingMoney(9000000).IsBloonBeacon(false).BloonWeights(new BloonWeightsDefinition().StrongestBloonID(Constants.BOSS_ID).StrongestBloonType(Constants.BOSS_BLOON)).MoreCamo(Constants.NORMAL).MoreRegen(Constants.LOTS).MoreMoabs(Constants.NORMAL).MoreLead(Constants.LOTS).TileUniqueData(new TileUniqueDataDefinition().TrackID(0)).IsTutorial(false).DifficultyRankRelativeToMTL(0).DifficultyDescription("Trivial").IsContestedTerritory(false).ContestedTerritoryRoundToBeat(5).ContestedTerritoryForCapture(true).ExtensionRounds(0).TimeLeftInWeek(Number.MAX_VALUE).SpecialAbilities({
"AntiCamoDust":{"active":true},
"CuddlyBear":{"active":true},
"SuperMonkey":{"dark":true}
}).PvpAttackDefinition(new PvPAttackDefinition().Difficulty(60)).Crates([true,true,true]).AllowRetry(false);
this.configureModTX(gameRequest);
this.startGame(gameRequest);
}
- There are parameters called
specialRulein the JSON files of this game with messages that cannot be seen normally. Special rules do exist, but they are not found in the JSON data files; they are found in the text files, and these have completely different descriptions. They list what to do and what happens during a special mission, like the normal special rules, but they describe them in an internal manner.
Name |
Description |
Notes |
|---|---|---|
Glacier |
|
|
ZZZZOMG |
|
|
Sandstorm |
|
|
Phase Crystal |
|
|
MOAB Graveyard |
|
|
Tranquil Glade |
|
|
Wattle Trees |
|
|
Shipwreck |
|
Interesting how the Bloonchipper, a tower that never made it to this game, is mentioned in this text! This means it was probably planned to be in the game since its launch, as this mission has also existed since launch. |
Consecrated Ground |
|
|
Dry As A Bone |
|
|
Sticky Sap Plant |
|
"costToAttackPerLevelOfTile": {"value": 10},
- In the earlier, closed beta version of the game, to attack tiles you needed to spend city cash on them. The amounts rarely mattered, so it's no surprise the mechanic got removed when the game released in open beta. However, parameters for them, such as
costToAttackPerLevelOfTileremain in the files to this day.
This code also implies that tiles originally had different levels internally.
- All buildings have a parameter called
minimumCityIndex. While not unused, they are all set to zero, meaning that they are all unlocked from the first city. Its presence suggests that some buildings were originally exclusive to other cities.
Unused Monkey Knowledge#
"WildCard": {
"rank13Description": "Wild card",
"rank11Value": 0,
"rank12Method": "WildCard",
"displayOrder": -1,
"rank9Value": 0,
"rank7Value": 0,
"rank8Description": "Wild card",
"rank15Description": "Wild card",
"rank14Value": 0,
"rank4Value": 0,
"rank5Method": "WildCard",
"rank7Description": "Wild card",
"rank10Method": "WildCard",
"rank1Description": "Wild card",
"rank10Value": 0,
"rank3Method": "WildCard",
"rank10Description": "Wild card",
"rank2Value": 0,
"rank15Value": 0,
"rank12Description": "Wild card",
"rank3Description": "Wild card",
"rank2Description": "Wild card",
"rank5Description": "Wild card",
"rank12Value": 0,
"name": "Wild Card",
"rank4Description": "Wild card",
"rank4Method": "WildCard",
"rank6Description": "Wild card",
"rank6Value": 0,
"rank8Method": "WildCard",
"rank8Value": 0,
"rank5Value": 0,
"rank1Method": "WildCard",
"rank9Method": "WildCard",
"rank13Method": "WildCard",
"rank3Value": 0,
"rank7Method": "WildCard",
"rank2Method": "WildCard",
"rank11Method": "WildCard",
"rank9Description": "Wild card",
"rank6Method": "WildCard",
"rank15Method": "WildCard",
"rank11Description": "Wild card",
"rank1Value": 0,
"rank13Value": 0,
"rank14Method": "WildCard",
"rank14Description": "Wild card"
The Wild Cards have their own section for Monkey Knowledge that is made hidden in the files. They all have the same description, "Wild card" and getting in-game Wild Cards doesn't give anything to these. The graphic used for the section when enabled internally is the Wild Card monkey found on the Common rarity card, similar to other knowledge sections.
Unused Buildings#
Bigger Tank#
Bigger Tank
Bloontonium Storage Tanks have an unused upgrade (defined as BIGGER_BLOONTONIUM_TANK internally) that would have increased their maximum capacity from 1000 Bloontonium to 3000. This upgrade can't be bought in-game because, in the code, the Bloontonium Storage Tank object is not part of a building sub-class that allows for upgrades.
- Cost:
4000 - Minimum city level:
15 - Upgrade time:
240(240 minutes, or 4 hours) - XP reward:
180
Monkey Lab#
Monkey Lab
Very little data for this building exists. It has no graphics or code, and all its parameters are blank. It has a name, but no description.
Tavern#
Tavern
The Tavern is where all your Special Agent allies hang out. You need to build a Tavern before hiring any Special Agents into your army.
Like the Monkey Lab, no code for this building exist, and all its parameters are blank. Unlike the Monkey Lab, however, this one actually has a description! And even though there are no graphics found for the Tavern, in prerelease videos of the game, there exists a building next to the scrapped special agents section that is very likely the Tavern. This means it was stubbed out, with the data it had previously wiped away.
(Source: Original TCRF research)
Monkey Town Hall Upgrade#
Monkey Town Hall
This building is named MonkeyTownHallUpgrade in the parameters. Once again, it has no graphics or code, and all its parameters are blank.
The presence of an upgraded version of the Monkey Town Hall suggests that the building served a different purpose originally, and would have been upgradeable (like Windmills and Watermills), rather than being used to research upgrades for the Monkey Village.
Unused Sounds#
AlertSound.mp3#
A simple alert tone. A function exists to play this sound effect, named onPanelRevealBeginSignal, though it never gets called anywhere in the code, leaving this sound effect unused.
(Source: Original TCRF research)
Unused Towers#
Heli Pilot#
An empty tower definition named TOWER_HELICOPTER exists within the game's constants script, which defines the internal names of towers and bloons (for example, the Monkey Ace is called TOWER_PLANE internally). This name is referring to the Heli Pilot, a helicopter-based tower that is exclusive to the mobile version. This is interesting, as it never made an appearance in any Bloons TD 5 Flash-Gen games. There are other references such as text in the JSON files of the game for the "My Monkeys" menu, which includes basic placeholder text:
"Helicopter": {
"name": "Heli Pilot",
"upgrades": "Foo",
"description": "This is a description",
"strengths": "some strengths",
"mob_descriptionOverride": "\r",
"weaknesses": "some weaknesses",
"requires": "Foo"
}
Bloonchipper#
"BloonChipper": {
"name": "",
"upgrades": "",
"description": "",
"strengths": "",
"mob_descriptionOverride": "\r",
"weaknesses": "",
"requires": ""
It seems that the Bloonchipper, a tower exclusive to the mobile version, was planned for the game. These graphics correspond to each Monkey Knowledge card tier, and the upgrades shown are ordered: Bloonchipper (at base), Suckier, Faster Shred, and Super Wide Funnel. It has no data in JSON files apart from a name and a cost increase for the Shipwreck special mission like other towers. The tower even got weapons(behaviors that control what attacks do) which were shown earlier up this page. It got a lot farther than other towers listed in this section, that's for sure.
Monkey Sub#
"Submarine": {
"name": "",
"upgrades": "",
"description": "",
"strengths": "",
"mob_descriptionOverride": "",
"weaknesses": "",
"requires": ""
Referenced in one of the game's JSONs is an empty tower definition with the name Submarine. This is very likely referring to the Monkey Sub, a water-based tower exclusive to the mobile version. Unlike the Heli Pilot and like the Bloonchipper, it has no data in JSON files apart from a name. But unlike either of them, it later made an appearance in Bloons TD 5 Flash, which has suspiciously Bloons Monkey City-like portrait art. Makes you wonder...
???#
"": {
"name": "",
"upgrades": "",
"description": "",
"strengths": "",
"mob_descriptionOverride": "\r",
"weaknesses": "",
"requires": ""
},
There is an empty entry for the "My Monkeys" menu tower text that has been the same since the game's release. It is unknown what was there.
Note that it wasn't the Monkey Engineer, since it already had a separate unused section before it was released in an update.
(Source: Original TCRF research)
Unused Events#
Bitty Beacons#
When active, this event would have reduced the number of Bloonstones it would cost to instantly recharge the Bloon Beacon.
Beacon Blitz#
When active, this event would have reduced the time for the Bloon Beacon to recharge passively.
Bitty Beacon Blitz#
As one could probably guess, this event would have the combined effects of Bitty Beacons and Beacon Blitz when active.
Traveling Merchant#
This event seems to have been intended as an alternative method of obtaining special items: by purchasing them with Bloonstones instead of finding them in chests or special missions. It was never fully implemented—there's no interface for purchasing the traveling merchant's wares, and it doesn't have a description.
In the server-side, where events are pulled from, the travelling merchant is listed. The image associated is the same one as the early Monkey Knowledge sale promotion.
Below is a table of the traveling merchant's default data. Note that this data is very likely a placeholder; judging by the presence of tags to set each item's price and availability, it seems that the merchant's wares and prices would vary each time the event would be active.
Item |
Available |
Price |
|---|---|---|
Magic Banana Bag |
True |
250 |
Blessed Dart |
True |
150 |
Banana Replicator |
True |
200 |
Revenge Stick |
True |
300 |
Portable Dart Monkey |
True |
400 |
Magic Coin Purse |
True |
300 |
Epic Magic Coin Purse |
True |
800 |
Logistical Boots |
True |
250 |
Magic Spanner |
True |
400 |
Dark Temple Idol |
True |
2000 |
Bottle Rocket |
True |
300 |
Enchanted Boomerang |
True |
150 |
Ninja Scrolls |
True |
200 |
Shard of Everfrost |
True |
200 |
Extra Sticky Substance |
True |
150 |
Cuddly Bear |
True |
200 |
Anti Camo Dust |
True |
350 |
(Source: Junior Monkey)
(Source: Original TCRF research)
Oddities#
- The Wattle Trees track has a lake in the bottom-right corner, which is programmed to allow aquatic towers (i.e. Monkey Buccaneers) to be placed on it. Unfortunately, the Wattle Trees track is only playable during a special mission in which the player can only use Boomerang Throwers, meaning the player can never actually use the water that is present.
- DDTs are programmed to be able to be stunned by Cripple MOAB for 0.5 seconds (the same duration as a ZOMG). However, the stun effect from Cripple MOAB is configured to not affect DDTs at all. Thus, this setting can never be seen during gameplay.
- Big versions of tower portraits exist, which is from a system leftover from Bloons TD 5 for the Tower Information button. No such system exists for Bloons Monkey City, so most of them go unused. But some are used when checking the tower upgrades section for purchasing upgrades.
- In the mobile version of this game, there is a special mission called Engineer Rescue, where the player needs to free Monkey Engineers in cages using keys. There would be no reason to mention it in this section, let alone this page, if it were not for the thumbnail. Interestingly, the engineers in the thumbnail are in the style of the ones from this game rather than the ones from Mobile! The map looks different too; the middle lake is brighter and the last Engineer on the track is further down, which was probably changed so it could be tapped easier.
- This oddity most likely means that this mission, possibly alongside the other rescue missions like Bloonprint Hideout (for the Bloonchipper), Crash Site (for the Heli Pilot), and Submarine Alliance (for the Monkey Sub), were planned to be included in this game. This explains why the unused towers from the above section about them existed since the launch of this game.
Thumbnail |
In-game |
|---|---|
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|
The Bloons series | |
|---|---|
|
Adobe Flash |
Bloons (Prototypes) • Bloons Pop Three • Hot Air Bloon • Bloons 2 (Level Builder) • Bloons Super Monkey 2 |
|
iOS |
Hot Air Bloon • Bloons 2 • Bloons Supermonkey 2 • Bloons Pop! • Bloons Card Storm |
|
Android |
Bloons 2 • Bloons Supermonkey 2 • Bloons Pop! • Bloons Card Storm |
|
Windows, Mac OS X |
|
|
Tower Defense | |
|
Adobe Flash |
Bloons Tower Defense • Bloons Tower Defense 2 • Bloons Tower Defense 3 • Bloons Tower Defense 4 (Track Editor) • Bloons Tower Defense 5 • Bloons TD 5 Deluxe • Bloons TD Battles • Bloons Monkey City |
|
iOS, Android |
Bloons Tower Defense 5 (Prototypes) • Bloons TD Battles • Bloons Monkey City • Bloons TD 6 • Bloons Adventure Time TD • Bloons TD Battles 2 |
|
Windows, Mac OS X |
Bloons TD 5 Deluxe • Bloons Tower Defense 5 • Bloons TD Battles • Bloons Monkey City • Bloons TD 6 • Bloons Adventure Time TD • Bloons TD Battles 2 |

