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Bloons Wiki

Cursed Mirrors is the third track under the adventure Loch'd and Loaded.


Cursed Mirrors is set inside a large, dark cave with a large sphere made of mirrors in the center of the field trapping C4 Charlie and being the most obstructive obstacle in the room alongside some stalagmites dotting the rest of the area. There is no sources of water to utilize and no negative effects.

Bloons enter the fray from a single entrance out of the four entrances present in the map (rotating from bottom left, top left, top right, and bottom right every round, then repeating), starting at the corners of the screen, moving going vertical towards the center and then moving directly towards C4 Charlie and the cursed mirror ball.

True to its name, Cursed Mirrors presents its gimmick with a shadowy variant of C4 Charlie placed on top of the beginning of the pathway where the bloons will stream out. This serves as a good indicator where the bloons arrive, but is purely cosmetic and functions like any other typical map that cycles between active lanes.


  • If focusing on unlocking C4 Charlie, the player can choose to beat this map (along with the previous ones) in Normal difficulty so that they avoid MOAB-Class Bloons only in harder difficulties.
  • For Impoppable, this map is best done with better equipment. Having Giant Tranq or Wizard Nunchuks on fast attacking characters with camo detection and lead and black popping power on both sides is useful in the later rounds when DDTs can easily zip past the short track length. Having COBRAs can help kickstart income for the later rounds after both the left and right sides are secure.
  • Since the four tracks come close together at the left and right portions of the screen, planning to have a party of split-up heroes/allies is crucial for success. This is likely to interfere with certain upgrades which require another hero to be in close proximity with. It can be partially mitigated with characters possessing nearly global range and BMO's Skateboard.
  • For short ranged characters like Finn, giving them additional range via trinkets such as Glasses of Nerdicon or buffs from other characters can help them fare better on sections of the track where two paths go in parallel to each other, as outside of the very start of the intersection on each side, the land between them is too narrow for any tower.
  • Camo Bloons and Lead Bloons are some of the biggest early-game threats, as having only one or two towers which can deal with these types (if not both at the same time) can be disastrous. MOAB-Class Bloons also share this threat in the later rounds (except on Normal difficulty). Even considering having enough cash to fund both sides competently is the issue of certain towers either having the capabilities to take on the more tricky bloon types now or later. For handling various bloon types, it can be mitigated with trinkets and/or weapons that help sidestep the weakness of certain characters, such as Glasses of Nerdicon/Night Vision X-Ray goggles/Dragon Eyes for camo detection, and Robo-Monkey Visor/Glob's Helmet/(Vorpal Hand for melee attacks only) for lead-popping power. As there are no Ghost Bloons in this map, planning around them is not a necessity.
  • When focusing on finishing the last few, difficult rounds in a match, selling towers on the side not being used during this combat won't cause any major issue and opens up more concentrated efforts to the final wave with more heroes and likely a large sum of refunded cash to reinvest into upgrades for the heroes currently situated or for the newly freed-up heroes from the other side. This also works for relocating heroes after purchase of their proximity-specific upgrades with other towers. The Impoppable BAD spawns on the top right side, while the Extreme ZOMG spawns on the bottom right side.
  • For the BAD, Jake's Butt Push can slow it down. It is also a fortified bloon on this map on Impoppable, so any bonus damage to Fortified effects will take effect against it. Otherwise, simply prepare enough DPS for it, by moving DPS towers to the topright side if necessary.
  • If a character have Phoenix Wand equipped, the player may use the Phoenix Ability in hard rounds as it is a global range ability.
  • The power Nightosphere Amulet. It can defeat MOAB-class bloons in just a few seconds. For the BAD, Dimension Disruptor can be used if DPS is too low, as upon leaking, it will destroy all bloons, restore lives, and if used on the final round, achieve victory.
  • Missile or R/C Plane can be equipped on a character so that the equipped character can attack from other tracks. Missile Finn proves especially useful on this front because of Royal Promise greatly increasing the rate missiles are fired at, although he may need help cleaning up ceramics on both sides because of Missile's poor pierce and damage against anything except MOABs.
  • Flying characters (for example Marceline and Tiny Manticore) and characters with infinite range (for example Banana Man and Sniper Monkey) can come in handy if you're trying to beat the map. Squadron may be worth it, but Commander Cassie will need Jetpack or Lady Rainicorn before she herself can be placed.


First time[]


Upon loading the track for the first time, there is a transcript that follows:

[Finn (left) and Max (right) enter. Finn looks around frowning]

Max: [cups hands] Charlie!
Finn: [puts a hand out with the other elbow bent] Max hold on, those mirrors are cursed! If you look into them bad things will happen.
Max: [confused] Wait, that's not Charlie. What is that?
Finn: [returns with Scarlet, grimacing] It's an evil version of Charlie, the real one must be trapped in that chamber!
Finn: We need to stop the Bloons from getting to him.

There is also a unique quote for C4 Charlie when he is placed on Cursed Mirrors:

  • "Hey phoney! You're gonna get blown up!"


  • Cursed Mirrors is without a doubt the hardest track in BATTD because most maps are easily beaten by just spamming characters next to a certain point of the track, but this map will force the player to split their character's placements to defend all 4 lanes making the player's defense almost not strong enough to hold Z.O.M.G and B.A.D.
    • To some extent, it is also reminiscent of the Submarine Alliance special mission in Bloons Monkey City Mobile in terms of map layout (distant tracks and major placement obstacle to force separation of towers, tracks converging to one central point as exit) and the one single extremely tough bloon at the last round (in that case, a ZOMG, which contrasts greatly with the small number of MOABs sent along with it). Unlike Submarine Alliance, Cursed Mirrors does not have a secret which allows the player to instantly destroy the fortified BAD at Round 75, so they need to develop their own defense to combat it.
  • It is also probably the shortest track in BATTD, making the D.D.T a huge threat because of its speed, and because the player must split their defenses, rely on a limited amount of global range towers, or rely on Tower Mobility, D.D.T can easily pass the player's defense if ill prepared.
  • This track is logically harder than Muddy Puddles because Cursed Mirrors doesn't have water. It also has a huge sight block, similar to Bloody Puddles.
  • If there is a C.H.I.M.P.S mode on this track (or maybe even without C.H.I.M.P.S), this track will probably be one of the hardest tracks ever made in BTD series because of its short lanes, multiple exits, massive sight block, and no water. The other candidates for the hardest map are Monkeys VS Bloons, Triangle of Insanity, Bloontonium Lab, Tar Pits, Bloody Puddles, Workshop, Ravine, Crypt Keeper (with Reverse Mode turned off), and Down the Drain.
    • A fairly accurate Map Editor version of this track was made in BTD6, and is seemingly impossible on CHIMPS without modifying the map design further. (Code: ZFMFKEP)