Overview
Bathroom Approach was the event map played in the Ducky Revenge Event and in its Spring Frenzy Battle Pass rerun. Like other event maps, this map had a specialized wave structure with special enemies. Players started with a varying amount of cash, based on how many players there were in the match and the difficulty chosen. Triumphing the Easy difficulty did not grant any additional rewards, but it did unlock the Hard difficulty.
Stats
- Developer
- Your_Adversary
- Difficulty
- Hard
- Length
- All Paths - Long
- Level Requirement
- None
- Mode
- Event
- Waves
- 20 (Easy), 25 (Hard)
Description
Bathroom Approach was the event map played in the Ducky Revenge Event and in its Spring Frenzy Battle Pass rerun. Like other event maps, this map had a specialized wave structure with special enemies. Players started with a varying amount of cash, based on how many players there were in the match and the difficulty chosen. Triumphing the Easy difficulty did not grant any additional rewards, but it did unlock the Hard difficulty. Triumphing the Hard difficulty gives the Biologist tower on the first triumph, and in the additional rewards after their countdown timers finished. Cash was only gained if an enemy is killed, or in some cases, damaged by a specific amount of health. Additionally, the amount gained was a set amount of cash, which was not always equal to the enemy's health. It used a slightly different method of distributing cash between players, as enemies split their cash between players, regardless of how much damage the player dealt to it. If, in a duo, one player did all the damage to an enemy, both players would receive 50% of the cash the enemy would normally give in solo. This means that in solo, you received 100% of the cash when an enemy is killed, or it was damaged enough. With each additional player, this was reduced to 50% in duo, 33% in trio and 25% in quad. If it was a decimal, it gets rounded up or down depending on the decimal value. If it was at least 0.5, it got rounded up. If it was less than 0.5, it got rounded down.
Design & Path
Bathroom Approach was a giant bathroom located in the duck realm, with the actual map taking place on top of a large countertop. The countertop had multiple wooden blocks, used to create various objects. There were also multiple huge versions of regular items, such as cups, brushes, band aids, nail clippers, playing cards, potted plants, scissors and toothbrushes. Outside the countertop, there was also a giant toilet, bathtub, door, washing machine and shelf. On the ground, there was a giant fortress with multiple wooden halls leading to the countertop. In the fortress, Ducky D00M III and a giant robot mech were being built by ducks. The path started at two giant wooden halls and ended at a small house built out of blocks. There were two paths in Easy and four in Hard.
Preset Loadouts
Loadouts could be only selected in the Easy difficulty. Alongside these preset options, players could opt to use the player's current loadout as the first choice. However, if one's loadout contained no towers, this option would be unavailable.
Rewards
Only contains current rewards, so ones from the Spring Frenzy Battle Pass. Past rewards can be found in its Rewards subpage. The game calculated how many Coins Coins and you received based on how many waves you survived and if you won a match. During periods of 100% more (Friday – Sunday), any earned was multiplied by 2x through the XP Boost modifier. The VIP gamepass also multiplied any earned by 1.25x through the VIP Boost modifier. These two boosts were additive. Rewards were calculated as: Triumphing Bathroom Approach could give out an additional reward upon triumph, these rewards are: Common (47.39%) (2-4) (2-3) (2-3) Low Grade Crate Easter Egg (2-4) Uncommon (28.44%) Ducky Squad (2-3) Mid Grade Crate Rare (18.96%) High Grade Crate Napalm Strike (2-3) Blizzard Bomb (2-3) Legendary (4.74%) Nuke Custom (0.47%) Molten Monster Triumphing this map on the Hard difficulty for the first time also gave the Biologist tower. The second triumph gave the Biologist Bundle (Biologist Menace, Biologist Nametag, Canister Throw) while the third triumph gave the Grim skin. The second triumph reward had to be done 64 hours after the first one, while the third one had to be done 64 hours after the second triumph. There were also a few badges which could be obtained when playing this map, which may have had additional rewards alongside the badge. These were
Bunny Sentry
Bunny Sentries were an interactable which could be bought on this map. These were small turrets which look like bunnies and shoot at enemies. These had 300 damage, 0.275 firerate, 25 range, flying detection and hidden detection. Their targeting was also set to Strongest. The first Bunny Sentry costed 75,000 to build, and every Bunny Sentry afterwards costed 50,000 more. On Wave 25, the Nerd Ducky would do a supercharged attack that deals damage to the base health. These could be used to stop this from happening, as the Nerd Ducky would not deal damage to the base health if they were built, it would instead destroy one.
Wave Structure
The formula for calculating wave bonus was based on the current wave. Between Wave 1 to 15, it was: 600 + ([Waves Completed - 1] × 100)^1.13 Between Wave 16 to 25 in Hard, it is: 600 + ([Waves Completed - 1] × 100)^1.2 Depending on player count, the wave bonus was reduced using multipliers. These multipliers were: The wave clear bonus appears when every enemy from that wave was killed. It was 40% of the wave bonus in solo, while for duo, trio and Quad it was 20%. The waves in Bathroom Approach could be skipped. Bolded names indicate an enemy type's debut. Easy Wave Structure ---- Hard Wave Structure
Strategy
While there are many threatening waves, in many cases the enemies which are the dangerous part of it only spawn on one part of the map. In Hard, more notable waves include: On Wave 8 and 9, multiple Flying Duckies will spawn but only on the green and yellow paths. On Wave 10, P3NGU will spawn only on the green path. On Wave 15, the Mega Ducky will spawn only on the blue path. On Wave 20, Ducky D00M III will spawn only on the orange path. On Wave 25, the Nerd Ducky will spawn only on the yellow path. Decent starting towers like the Cowboy, Golden Cowboy, Engineer, Ace Pilot or Golden Soldier can be used. This map features a lot of Flying and Hidden enemies, meaning you need strong hidden detection and flying detection defenses against them. Towers with both of these detections, such as the Golden Crook Boss, Ace Pilot or Executioner can be particularly useful here because of this. The Ace Pilot and Firework Technician can be used to give towers which normally do not have both detections, such as the Ranger, Mortar or Pursuit both detections, making it far easier to deal with these enemies. This map has paths which are separated from each other, essentially requiring two separate two different sets of defenses for each side. While the Pursuit can only patrol one side at at time, it can easily change between sides with its Patrol ability, making it pretty useful here. It is also especially useful on Wave 33 of the Hard difficulty, as it allows it to follow the Nerd Ducky as it jumps between paths.
Update History
16 April 2025 - v1.61.0 Bathroom Approach added. Wave 5 does not give a wave clear bonus. 17 April 2025 - v1.61.4 Added arrows and green highlights to Bunny Sentries on Wave 10. 18 April 2025 - v1.61.6 Quad health scaling decreased from 40% to 30%. 28 May 2025 - v1.65.0 Bathroom Approach removed. 3 April 2026 - v1.88.0 Bathroom Approach re-added. Wave structure changed. Starting cash increased. Wave bonus changed. Easy difficulty rewards reduced. Updated preset loadouts All Paths removed. Mutation removed. Path Spawn Even added. Wave 5 does give a wave clear bonus. 5 June 2026 - v2.0.0 Bathroom Approach removed.
Community-sourced from tower-defense-simulator-roblox.fandom.com · Jul 25, 2026




