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1. 003 Heli (later 004, 005 and 205 later on as cash permits) and lock it in place near an intersection. Locking it in place is the key!
2. Near the intersection (just a bit back from where you locked the heli), build 2 or more 024 boomerang monkeys; they will push MOABs that pass the heli back.
3. Near the same intersection (just a bit forward from where you locked the heli), build a 024 (and later, 025) glue gunner.
The knockback on supermonkeys is not very useful, but the stun ability on mortars (and other) is also handy in the late games (not critical though, the combination of these three above will get you very far).
Problem is, it is still weak. I use all the space for monkey aces, villages and alchemists for max. boost.
middle path for ice towers is unfortunately very sad and absolute zero isnt worth anywhere near the price for how little it actually does. unless NK buffs it i see no reason to use it (not including x-3-x for freezing bodies of water)
that being said the top and bottom paths work like a charm if you know what you're doing. ive had a lot of fun with cryo cannon in freeplay primary only games
The problem is that they never show up just on their own, coming in packs at the end of Impoppable mode in such a way that your first DDT trial for your defences could be your last.