Pat's Pond/Strategies

Pat's Pond is one of the more difficult maps in the game. Having the entrances and exits overlap makes Permaspike strategies more difficult (though not impossible). The tracks are among the shortest in the advanced maps, rivaled only by Cargo and Underground. Water usually makes for good submarines but the bidirectional nature of the tracks makes submarines too slow to respond, and the many obstacles make good water placement difficult. ISAB ranked this as one of the worst maps to play in his opinion.

Mathbrush's Strategy
Pat's Pond is one of the last two Advanced maps I beat CHIMPS mode on, and it's a doozy. I had about 4-5 more attempts on this map than on any other map I've played.

Early Game
A good strategy is three 0-0-0 dart monkeys near the left exit, two on strong. As soon as possible, put a submarine on the right side in the crack between the path and the rock. Then get Obyn, a 4-0-2 ninja, a 4-0-0 Alchemist, and a 0-0-0 Super Monkey in that order. You'll get the Super Monkey right before round 40, and if you get Obyn's brambles in the right track, you'll easily get past this round.

Mid Game
Place a 0-0-2 village by the Super Monkey and upgrade him to 3-0-2, and the alchemist to 4-0-2. This will carry you past the next 40 or so rounds.

Late Game
Place an ice monkey close to the water (in best case scenario, put it under the 0-0-2 village and upgrade that to 3-0-2). Upgrade the monkey to 0-4-2. Now you can place 0-2-4 druids in the water, close to Obyn.

But those druids won't help if they can't pop the ice or DDTs, so before you get to far, get a MIB that covers the druid closest to the exit. Upgrade that druid to 0-2-5, and set in on strong. Then build up 5 other poplust druids around that druid, stopping to get a 0-4-0 Ninja before rounds 95 or 99.

Save the last of your money for upgrading the submarine to First Strike, and use it to finish off the B.A.D.