Advanced map
Another Brick
Info
Another Brick is one of the four Advanced maps that shipped with the original release of BTD6 (version 1.0). Its name is a nod to "Another Brick in the Wall", and the whole map is built around a huge sideways T-shaped brick wall that cuts through the middle and runs down the left side.
Layout and path. There is one entrance at the top and one exit at the bottom. Bloons follow the outside of the wall the whole way, so it is a simple single lane with several right-angle bends. There are no alternate routes, no junctions and no special rounds.
Line of sight. The wall is the map's only real difficulty. It blocks line of sight for normal towers, so a tower on one side often cannot shoot bloons on the other. Mortars, Heli Pilots, Monkey Aces, Guided Magic Wizards and other towers that ignore line of sight are completely unaffected.
Removable objects. The area to the left of the wall starts mostly covered by two pallets of bricks, each removable for $1,000 ($2,000 total). Clearing them opens a large building area. Unusually, the pallets only block placement and not line of sight, and the wall still blocks most towers placed there, so the cleared space is best used for Villages, Farms, Mortars and other towers that do not need to see the track.
Water. Two flooded potholes, one near the second bend and one near the last bend, hold water towers right next to the track.
High ground: none. Pigeons sit on the wall; tap them and they fly off for a few seconds (bats during Halloween).
Since update 44.0 the map unlocks after 12 unique map wins. Compared with other walled maps like Midnight Mansion or Dark Path, Another Brick is one of the easiest Advanced maps because the lane is long, single and full of bends.
How to beat Another Brick
Map overview for strategy
Another Brick rewards anyone who plans around the wall from round 1. The track is long, has plenty of corners and never splits, so a single strong kill zone handles every round. The trap is placing a normal tower in the wrong spot and finding out it cannot see half the track.
Good placement rules:
- Put line-of-sight towers (Tack, Ninja, Boomerang, Ice) on the outer side of the track at a bend, facing away from the wall. They will see the full corner.
- Use the water potholes for Buccaneers, Subs and Brickell. They sit next to bends and see the track around them.
- Use the left side (after clearing the pallets if you need room) for towers that ignore walls: Mortar Monkey, Heli Pilot, Monkey Ace, Guided Magic Wizards, Villages and Farms.
Best towers
- Monkey Buccaneer 5-2-0 (Carrier Flagship): its planes fly over the wall and use the whole length of the map. The 3-2-0 Destroyer and 4-2-0 Aircraft Carrier on the way are strong mid-game steps, and Flagship buffs every water tower placed around it.
- Spike Factory 2-0-5 or 0-2-5 (Perma-Spike): place it near the exit with a Village 2-x-x for Jungle Drums and a 3-0-1 Alchemist. It catches leaks and low-tier blimps all game.
- Wizard Monkey 0-2-5 or 1-0-5 (Prince of Darkness): builds its graveyard even over walls, sends zombie bloons back down the long lane and is excellent on DDT rounds.
- Monkey Sub 2-0-4 or 2-4-0 in a pothole: Advanced Intel lets it shoot anywhere another tower can see, which solves the wall problem for subs.
- Mortar Monkey: 0-2-3 or 0-3-2 for cheap early help over the wall, and 2-5-0 Pop and Awe or 5-2-0 The Biggest One later.
- Wizard 1-x-x (Guided Magic): any wizard with the first top-path upgrade ignores line of sight, so cheap 1-2-0 wizards on the left side are useful support.
Best heroes
- Admiral Brickell: sits in a pothole, buffs water towers with Naval Tactics and her Mega Mines erase blimps. Perfect with a Flagship build.
- Ezili: MOAB Hex deals huge damage to blimps and she boosts Prince of Darkness' zombie bloons. A strong pick for a Wizard build.
- Corvus: his spells are not limited by walls, and the long single lane makes his late-game damage spells very effective.
- Etienne or Psi: if you want a hero that never has line-of-sight issues and does not care where it is placed.
Easy and Medium
A Dart Monkey and hero at the first bend, a Boomerang or Tack at the next corner and a Sub 2-0-0 in a pothole hold the early game. Add a Mortar on the left side, a Village 0-2-0 for camo by round 24, and a 0-3-2 Bomb Shooter or 3-2-0 Destroyer for the first MOAB on round 40. Finish with an Aircraft Carrier or Prince of Darkness.
Hard
Go water: Brickell in a pothole, Buccaneer 3-2-0 Destroyer in the other, then 4-2-0 Aircraft Carrier. Clear one brick pallet for a Village 2-2-0 next to the pothole, add a Perma-Spike near the exit by the 80s and upgrade to Flagship when you have the cash. Brickell's Mega Mines handle the toughest blimp rounds.
CHIMPS
For CHIMPS, a Brickell plus Flagship build is a well-proven route on this map. Rough plan:
- Round 1: Brickell in the pothole near the second bend and a Dart Monkey at the first bend on the outer side of the track.
- Rounds 5 to 15: Monkey Sub 2-0-0 in the same pothole area, then a Buccaneer working to 2-0-0. Add a Wizard 0-2-0 with Wall of Fire at a bend for ceramic and density help later.
- Rounds 16 to 30: Buccaneer to 3-2-0 Destroyer. Get camo detection before round 24 with a Village 0-2-0 or a Ninja Monkey on the track side. Lead bloons start around round 28: Destroyer and Wall of Fire handle them.
- Rounds 31 to 50: Village to 2-2-0 next to the pothole. Buccaneer to 4-2-0 Aircraft Carrier before round 40, then start a Spike Factory towards Perma-Spike near the exit.
- Rounds 51 to 70: add a second Destroyer or an Alchemist 3-0-1 on the Destroyer, and push the Wizard to 0-2-4 or 0-2-5 Prince of Darkness if your planes struggle with dense ceramics on round 63.
- Rounds 71 to 90: upgrade to 5-2-0 Carrier Flagship. Finish Perma-Spike 2-0-5 or 0-2-5. Keep Mega Mines for ZOMG rounds.
- Rounds 90 to 100: DDTs need camo detection and non-sharp damage; Village Radar and Brickell's mines plus Flagship planes cover them. For round 100, save Mega Mines and every ability for the BAD.
Sell nothing important late; the long lane means stacking more damage near the exit is usually enough.
Impoppable
Same water plan, but buy the Village earlier and start Perma-Spike sooner because you only have one life. Clearing a pallet is worth it for an extra Village or Mortar.
Dangerous rounds on this map
- Round 24: first camo bloons. Wall-ignoring towers do not automatically see camo.
- Round 28 onward: leads appear; Subs and Darts cannot pop them without upgrades.
- Round 63: dense ceramics bunch up at the bends; make sure your kill zone has enough pierce.
- Rounds 90 to 95: DDT rushes are fast and hidden behind the wall for many towers. Perma-Spike near the exit is your safety net.
- Round 100: the BAD; save abilities.
The BTD6 Master YouTube channel has video guides for Another Brick if you want to see these builds in action.
Frequently asked questions
How do you deal with the wall on Another Brick?
Place normal towers on the outer side of bends, and use towers that ignore line of sight (Mortar, Heli, Ace, Guided Magic Wizards, Flagship planes) for anything placed behind the wall.
How much does it cost to remove the bricks?
Each of the two brick pallets costs $1,000 to remove. They only free up placement space and do not change line of sight.
What is the best hero for Another Brick?
Admiral Brickell in a water pothole is the strongest pick for a Flagship build. Ezili is great with Prince of Darkness, and Corvus also works well.
Is Another Brick hard?
It is one of the easiest Advanced maps. The single, long, bendy lane makes strong kill zones easy once you respect the wall.
How do you beat Another Brick CHIMPS?
Brickell plus a Buccaneer going 3-2-0, 4-2-0 and finally 5-2-0 Flagship, with a Village 2-2-0, Wall of Fire wizard and a Perma-Spike near the exit, is a reliable route.
Does Another Brick have high ground?
No. It has two water potholes and a removable brick area, but no high ground.
Guides for every mode
Medium4/4
Hard5/5
Impoppable2/2























