Bathroom Approach
Bathroom Approach has been removed from the game as of the 5th of June 2026 as it was part of the Ducky Revenge Event.
This page has been preserved for historical purposes.
<infobox>
<title source="title1"><default>Bathroom Approach</default></title>
<image source="image1"></image> <label>Developer(s)</label> <label>Difficulty</label> <format>[[:Category:Hard Maps|Template:Colour]] </format> <label>Length</label> <format>Script error: No such module "NumName".</format> <default>All Paths - Long</default> <label>Wave Structure</label> <format>Event </format> <label>Estimated Match Time</label> <label>Triumph Rewards</label> <label>Modifiers</label> <group collapse="open"> <header>Mode Information</header> <label>Gamemode Type</label> <label>Base Health</label> <label>Waves</label> <label>Stages</label> <label>Level Requirement</label> <label>Starting Cash</label> <label>Shared Cash</label> </group> <group collapse="closed"> <header>Music</header>
<format>Wave 1 - 9 <format>Lua error in package.lua at line 80: module 'Dev:Tabber' not found.</format>
</group>
<group collapse="closed">
<header>Ambience</header>
</group>
</infobox>
Description
[edit]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. For example, the Ducky D00M III in the Hard difficulty gave CashScript error: No such module "Money". on death in solo, CashScript error: No such module "Money". in duo, CashScript error: No such module "Money". in trio and CashScript error: No such module "Money". in quad.
This map had the Path Spawn Even modifier, meaning enemies only spawned once. During the Ducky Revenge Event, it instead had the All Paths modifier, which duplicated every enemy except Ducky D00M III and Nerd Ducky for every path, but this has been removed for its current version.
In the hard difficulty only, the health of enemies is increased by 20% in duo and 30% in quad. During the Ducky Revenge Event, there was also a 6% Mutation, though this has since been removed. Mutation increased the health of enemies by 6% every wave after their debut.
Design & Path
[edit]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.
Interactive Map
[edit]Lua error in package.lua at line 80: module 'Dev:Tabber' not found.
Preset Loadouts
[edit]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
[edit]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 Coin Coins and Experience EXP you received based on how many waves you survived and if you won a match. During periods of 100% more Experience EXP (Friday – Sunday), any Experience EXP earned was multiplied by 2x through the XP Boost modifier. The VIP gamepass also multiplied any Experience EXP earned by 1.25x through the VIP Boost modifier. These two boosts were additive.
Rewards were calculated as:
| Coins Reward | EXP Reward |
|---|---|
| Easy Rewards | |
| Coin 200 ÷ (1 + [(20 ÷ Current Wave) - 1]^1.3) + Coin 50 (Triumph Bonus) | Experience 40 EXP ÷ (1 + [(20 ÷ Current Wave) - 1]) + Experience 35 EXP (Triumph Bonus) |
| Hard Rewards | |
| Coin 800 ÷ (1 + [(25 ÷ Current Wave) - 1]^1.3) + Coin 200 (Triumph Bonus) | Experience 200 EXP ÷ (1 + [(25 ÷ Current Wave) - 1]) + Experience 31 EXP (Triumph Bonus) |
Triumphing Bathroom Approach could give out an additional reward upon triumph, these rewards are:
- Common (47.39%)
- Time Scale Ticket Time Scale Ticket (2-4)
- Revive Ticket Revive Ticket (2-3)
- Spin Ticket Spin Ticket (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%)
- Custom (0.47%)
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.
Badges
[edit]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:
Rewards:
Hard difficulty
Bunny Sentry
[edit]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 CashScript error: No such module "Money". to build, and every Bunny Sentry afterwards costed CashScript error: No such module "Money". 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
[edit]The formula for calculating wave bonus was based on the current wave. Between Wave 1 to 15, it was:
- CashScript error: No such module "Money". + ([Waves Completed - 1] × CashScript error: No such module "Money".)^1.13
Between Wave 16 to 25 in Hard, it is:
- CashScript error: No such module "Money". + ([Waves Completed - 1] × CashScript error: No such module "Money".)^1.2
Depending on player count, the wave bonus was reduced using multipliers. These multipliers were:
| Players | Reduction per Player | Total Reduction |
|---|---|---|
| Solo | 0% | 0% |
| Duo | 3% | 6% |
| Trio | 3% | 9% |
| Quad | 3% | 12% |
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.
| Waves | Wave Timer | Skip Time[1] |
|---|---|---|
| 1-9 | 1:00 | 0:19[2] |
| 11 | 1:30 | 0:19[3] |
| 11-16 | 1:10 | 0:19[4] |
| 17 | 1:20 | 0:19[5] |
| 18-19 | 1:30 | 0:19[3] |
| 20 | ∞ | N/A |
| 21 | 2:00 | 0:19[6] |
| 22-24 | 1:30 | 0:19[3] |
| 25 | ∞ | N/A |
Bolded names indicate an enemy type's debut.
Strategy
[edit]- 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.
- In Hard, more notable waves include:
- 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.
- The Ranger is pretty useful here, as while it cannot cover the entire map, it can cover a large chunk of it.
- The DJ Booth is very useful here, as it can allow towers to cover a larger area of the map.
- 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.
- The Medic can be useful here, as enemies that stun towers start spawning from Wave 6 and as waves progress, become even more common.
- The Mercenary Base's Field Medic can also be helpful, as most of these enemies can also damage units.
- Bunny Sentries that appear on this map can be used as additional DPS, especially due to them having both flying and hidden detections, though they are not mandatory to win.
- It is, however, recommended to get them before Wave 25, because if none are on the map, the Nerd Ducky will do a powerful attack that stuns towers, heavily damages units and deals 30 damage to the base health. Additionally, if Bunny Sentries are present during that attack, they will stun the Nerd Ducky giving you more time to kill it.
- This is however not necessary if Skills are enabled, as the overheal and increased base health from it means you can tank every ability usage. It does however result in a stun, damage to units and the Nerd Ducky getting slightly further on the path, meaning there are drawbacks to ignoring the ability even if it will not kill you.
- It is, however, recommended to get them before Wave 25, because if none are on the map, the Nerd Ducky will do a powerful attack that stuns towers, heavily damages units and deals 30 damage to the base health. Additionally, if Bunny Sentries are present during that attack, they will stun the Nerd Ducky giving you more time to kill it.
Gallery
[edit]Thumbnails
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Bathroom Approach on the game thumbnail.
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Bathroom Approach on the game thumbnail.
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Bathroom Approach on the game thumbnail.
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Bathroom Approach on the game thumbnail.
Promotional Images
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Bathroom Approach on a promotional image.
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Bathroom Approach on a promotional image.
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Bathroom Approach on a promotional image.
Promotional Videos
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Bathroom Approach on a promotional video.
Trailers
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Bathroom Approach in the game trailer.
Renders
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Bathroom Approach on a render.
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Bathroom Approach on a render.
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Bathroom Approach on a render.
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Bathroom Approach on a render.
Miscellaneous
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Bathroom Approach on the V1.56.0 update log.
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God Cube fragment locator screen while locating the fragment.
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God Cube fragment locator screen after locating the fragment.
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One of the notes seen on the portal in the cutscene.
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One of the notes seen on the portal in the cutscene.
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One of the notes seen on the portal in the cutscene.
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One of the notes seen on the portal in the cutscene.
Update History
[edit]- 16 April 2025 - v1.61.0
- Bathroom Approach added.
- Bug: 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.
- Bugfix: Wave 5 does give a wave clear bonus.
- 5 June 2026 - v2.0.0
- Bathroom Approach removed.
Notes
[edit]
| PVP | ||
|---|---|---|
| [[:Category:Easy Maps|Template:Colour]] | Crash Course • Judging Hall • Laser Stadium • Warm Land | |
| [[:Category:Normal Maps|Template:Colour]] | Desert Oasis • Distant Shapes • Opulent Remains | |
| Sandbox Mode | ||
|---|---|---|
| [[:Category:Hard Maps|Template:Colour]] | Classic Candy Cane Lane • Classic Castle • Classic Forest Camp • Classic Island Chaos • Classic Winter | |
| [[:Category:Insane Maps|Template:Colour]] | Badlands • Rotfield | |
| [[:Category:Special Maps|Template:Colour]] | Dev • Headache Headquarters | |
| Story Exclusive | ||
|---|---|---|
| [[:Category:Easy Maps|Template:Colour]] | Abandoned City | |
| [[:Category:Normal Maps|Template:Colour]] | Severing Connection • Tutorial | |
| Event | ||
|---|---|---|
| Undefined | Area 51 • Village of Despair • Eggy Island | |
| [[:Category:Easy Maps|Template:Colour]] | Rotfield | |
| [[:Category:Normal Maps|Template:Colour]] | Cyber City • Foggy Forest • D00M's Revenge • Cold Ambush • Krampus Frosthold • Outpost 32 (Operation I.C.E) • Outpost 16 • Banlands • Blind Faith | |
| [[:Category:Hard Maps|Template:Colour]] | The Heights • Nightmare Carnival • Tower Outskirts • Totality Tower • Classic Candy Cane Lane • Classic Winter • Classic Forest Camp • Classic Island Chaos • Classic Castle • Bathroom Approach | |
| [[:Category:Insane Maps|Template:Colour]] | Trick or Threat Town • Outpost 32 (Frost Invasion) | |
| [[:Category:Event Maps|Template:Colour]] | A Dark Tale • The Haunted Past • The Great Finale • Huevous Hunt • Failed Gateway • The Nightmare Realm • Containment • Pls Donate • Korblox Temple • Nil Zone • The Narratorium | |
| Removed | ||
|---|---|---|
| Undefined | Candy Cane Lane • Doomspire • Island Chaos • Subzero • Castle • Mount Amillion • End of the Line • Canyon • Castle Outskirts • Candy Valley • Fungi Forest • Freight Fright • Graveyard • Winter • Robloxia • Ancient Colosseum • Highlands • Voidlands • PVP | |
| [[:Category:Easy Maps|Template:Colour]] | PVP_1 • PVP_2 • PVP_3 • PVP_4 • PVP_5 • PVP_6 • PVP_7 • PVP_8 • PVP_9 • PVP_10 • PVP_11 | |
| [[:Category:Hard Maps|Template:Colour]] | Polluted Wasteland • Nightmare Carnival | |
| Unreleased | ||
|---|---|---|
| Undefined | Backwoods • Battlefront • Castle Outskirts • Dusty Ruins • Fogged Lair • Fraction Zone • Gingerbread Town • Hallows Ville • Mars • Petulance Ground • Pumpkin Patch • PVP_11 • PVP_3 • PVP_6 • PVP_8 • PVP_9 • Unknown Castle Map • Unreleased Halloween 2020 Map • Unreleased Tournament Map • Waste Ground • Weepers Gaol • Winterfall • WIP City | |