Ancient Portal

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Ancient Portal
Difficulty Intermediate
Music Haunted House
Default Co-op division Free-for-all
Introduced Version 45.0
Entrances 1 Exits 2
Junctions 1 Water? Yes
Removables and gizmos
  • Realign Portal: $0 (×1)
Path lengths (RBS)
PathEasyMediumHard
Left25.022.720.0
Right19.617.815.7

Ancient Portal is an Intermediate map in Bloons TD 6, introduced in version 45.0. It takes place in a nighttime landscape with portals controlled by a monkey near the bottom.

Layout

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Ancient Portal has one entrance, but can exit on one of two different paths, depending on which portal is open. The Bloons enter from the top-right and move in a spiral into a portal that teleports them to the active exit path. The straight path that exits on the right is slightly shorter than the one on the left, but it has no line-of-sight blocker with the entrance, meaning towers can attack both paths. It also has a small lake for water towers near it. The curved path that exits on the left is slightly longer than the one on the right, but is completely surrounded by line of sight blockers.

Boss Bloons take a unique route where they spawn near the bottom-right exit and move on the path in reverse, pass over both portal exits without teleporting, and continue moving to the exit on the bottom-left path.

Mechanics

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Portal realignment

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Selecting the device at the bottom displays the option to "Realign Portal", which changes which side the portal connects to. By default, it connects to the right side. Realigning the portal is free, but there is a 10-second cooldown between uses. This does not affect the route that Boss Bloons take.

Hero pedestals

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There are four pedestals with crescent symbols on them, each of which grants two different buffs to Heroes placed on them (not any other towers). The pedestal in the water can affect non-water Heroes placed on it using a terrain modifier, such as Arctic Wind, but not platforms on towers like Pontoon or Carrier Flagship.

Pedestal location Buff #1 Buff #2
Topmost, near the entrance   Camo detection   Monkey Intelligence Bureau
Second from the top, below the spiral   Damage (+1)   Range (+30%)
Inside the pond   Ability cooldown (-25%)   Hero XP (+25%)
Inside the ruins   Attack cooldown (-30%)   Pierce (+2)

Totems

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Popping Bloons within 70 units of the top-right portal charges up the totems next to them. The number of cracked bricks that are lit up indicates the current level of charge. It takes 15,000 pops to fully charge, but popping multiple layers in a single hit only counts as one pop. When fully charged, selecting the totems generates an explosion that deals 50 damage[fn 1] to all Bloons on-screen and stuns them for 9 seconds, then resets their charge.

Strategy

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This section was last updated for: version 54.0

Ancient Portal is a middle-of-the-road Intermediate. This is due to being a single-lane map, the long length of the top-right to bottom-left path, the flexibility of strategy options due to the interchangeable lanes, the bends on the top-right and bottom-left, the wide coverage of the top-right and bottom-right achieved by towers between them, and the pedestals' powerful buffs to heroes. Ancient Portal can be beaten with relative ease using general guidelines below.

The unique layout of Ancient Portal, with many bends and 2 entirely separated parts of one lane, allows certain strategies (listed below) to excel.

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Name Portrait Reasoning
Pop and Awe   The many bends on both the top-right and bottom-left is optimal for Pop and Awe. Align the portal to teleport Bloons to the left if using Pop and Awe, as the longer track length and ability to retarget to the bends there enhance Pop and Awe's power further. It deals colossal damage, especially when paired with Striker Jones and Relentless Glue's stun bonuses. Use First Strike Capability or Spike Storm to cover Pop and Awe's weakness against the BAD.
Perma-Spike   The single-lane nature of this map and relatively long track length aid Perma-Spike greatly. It effectively guarantees victory by tanking the Bloons that towers may leak, in addition to covering the DDT weakness of towers such as Pop and Awe.
Overdrive, The Tack Zone     The abundance of bends greatly enhance Overdrive and Tack Zone's power. When placed near a bend, they do solid damage throughout the mid-game and late-game. Use Geraldo, Embrittlement, Berserker Brew, and Primary Training to further maximize their damage.

Update history

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  •   The damage of the totems does not increase by round number (undocumented) (bug)
  • Map difficulty changed ― Advanced → Intermediate
  • Sauda's Sword Charge and Corvus' Trample should now affect both tracks (bug fix)
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In other languages

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This section was last updated for: version 48.1
Language Text Notes
Arabic البوابة القديمة —
Danish Oldgamle portal —
German Uraltes Portal —
Spanish Portal antiguo —
Spanish (Latin America) Portal antiguo —
Finnish Muinainen portaali —
French Portail ancien —
Italian Portale ancestrale —
Japanese いにしえのポータル —
Korean 고대의 차원문 —
Dutch Oeroud portaal —
Norwegian Urgammel portal —
Polish Pradawny portal —
Portuguese (Brazil) Portal Antigo —
Russian Древний портал —
Swedish Urgammal Portal —
Thai ประตูโบราณ —
Turkish Kadim Portal —
Chinese (simplified) 古代传送门 —
Chinese (traditional) 古代傳送門 —

Trivia

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Footnotes

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  1. ↑ The damage is supposed to increase by 3 per round (excluding the first round), but it does not due to a bug.

References

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