Enchanted Glade features two alternating lanes, with Bloons entering from the bottom-left on odd rounds and from the top-right on even rounds. The Bloons then take a half-loop slightly below the center before speeding up and exiting at the central portal. When lives are lost, the central cherry blossom tree shivers and sheds its leaves. Four portions of the map allow tower placements: the top-left, the right-center, the bottom-right, and the bottom-center. Water towers can only be placed in the circular loop around the bottom-right island.
Strategy
Enchanted Glade has abundant line-of-sight blockers that limit space, but its long lanes and central chokehold make it one of the easier Advanced maps. Its alternating lanes amongst tight space may seem difficult, but the ample bends below the central tree have sufficient space below them for short-range towers (e.g. Sauda). Strategies that succeed on this map use either the bottom-center space, the area right below the center, or global-range towers to ignore the line-of-sight blockers and take advantage of the alternating lanes.
Druid of the Jungle performs exceptionally well thanks to the long alternating lanes. Its vines perform solid damage, carry through the early-game, and save up for towers desired for the mid-game and beyond.
Despite its high cost, when used with Rosalia, Flying Fortress is easily affordable, even in CHIMPS. Druid of the Jungle saves up well to Neva-Miss Targeting, which saves up well to Spectre when given Berserker Brew and a 2-2-0 Monkey Village. Spectre is sufficient for comfortably defeating all rounds up to the mid-80s (when occasional use of Rosalia's abilities is recommended), and Flying Fortress can be purchased on Round 87-88, trivializing the rest of the game. Lots More Darts is the recommended crosspath for it and all of its stepping stones.
The shared exit allows Perma-Spike to tank leaks on all rounds, making it an integral part of nearly all strategies. Place it at the very top-middle spot right below chokepoint, target it to Smart, and give it Stronger Stimulant and Jungle Drums so that it throws directly up to the exit and its spikes are not consumed by BFBs that have not yet taken the loop.
The alternating lanes and compact chokepoint below the center make Pop and Awe excel. Its high cost is mitigated by the strength of its Tier 4, Artillery Battery, and once obtained, it breezes through the late-game when paired with Striker Jones and given stun bonuses with Relentless Glue. It pairs well with towers that mitigate its weak single-target damage, such as MOAB Eliminator, which also benefits from Striker Jones. Target it at the first bend of the active lane at the start of each round, and set it to the central chokepoint once Bloons reach there.
The Biggest One also benefits from the alternating lanes and chokepoint in the middle, offering plenty of damage across a wide swath of the map with the Burny Stuff crosspath. It serves a similar role to Pop and Awe, being a somewhat weaker but less micro-intensive alternative. Thus, all strategic recommendations for Pop and Awe also apply to The Biggest One, and although it lacks bonus stun damage, Relentless Glue remains a valuable support to cover its moderate weakness against DDTs.