This strategy guide is being submitted due to a couple questions that were asked of me on another topic by a fellow member.
Quick side note. This strategy is for 2 players, mainly focused on 35+ with some early round tips that me and my buddy nate found from our extensive playthroughs. the best strats are ones that you find work for you best and this is by no means a garuntee to get you to a certain level just something that definately works for me. Also, i dont have a cap card or screenshots so i apologize for that in advance.
We stay in the main room for 5 rounds and stack points with pistol and m14 (one upstairs one downstairs). When rd 6 starts toss a few nades into windows making a crawly and leave through the UPSTAIRS door.(dont open door to jugg more on this in a sec.) kill the standing zmbs turn on the power, box is optional and you should have around 10-15k points combined at this point. while boxing is optional, grabbing flopper and mp5k is important. after turning on the power and grabbing flopper the monkey round usually starts within the next 2 rds. they will only attack flopper so flopping of the stage is a great way to get first monkey stage done. if they dont touch it obviously you will get a free perk. if the perk is stam,sleight of hand or jugg AND u havent opened the doors to the perks, the monks cant get to those perks thus making the next monk rd fairly easy as well. just flop off stage and dont let them touch flopper. if you havent received jugg for free by 20 or you have been downed then its pretty important to get it and protect it.
These rounds are crucial to the success of getting far. Not going down and protecting perks should be priority numero uno. (you waste 9500 getting all ur perks back). Your second priority is stacking points. if the box gives you an automatic...USE IT. everytime you dont take a good gun your throwing away almost 2 mp5k max ammos. (500 for more ammo.) The point that you should stop boxing is when you have this setup
The raygun and thundergun may take some time to box as well as gersch's but they need to be in your arsenal. I cant stress enough how important the mp5 is. At 500 for more ammo you can easily dump all the ammo out on hordes of zombies and make 2500-3000 before you have to buy more bullets. Plus its right next to stage and on your way to both traps.
Well if you have got this far then you know from experience that your bullets do nothing to zombies at this point. My team was stuck at round 38 for months til we had an epiphany. It was always the same thing...no ammo,no gersch,no clue what to do next. While ur weapons are useless against them the traps are "instakill". This next part is kind of tricky and requires practice,communication and timing.
Player 1 will stand in the forward area of stage and run a figure 8 back and forth (inbetween the box spot and grenades while staying in front of lander computer) collecting zombies. Player 2 will stand in back of stage and let Player 1 collect as many zombies as possible and dump mp5 clips into the hoard Player 1 has collected. Some zombies may break off and attack Player 2. All Player 2 has to do is sidestep the zombies and run a rectangle in the back of stage.(good rule of thumb is to have lander called in and use that as a boundary so between the lander and lander computer is an area either player can run through if it gets hectic.)
The tricky part is making a hole with both groups of zmbs so that both players can escape stage and proceed to the first trap. This requires excellent timing sometimes and great communication. When Player 1 can see no more zmbs are approaching stage he (or she lol..proofread this and thought it was eliminating an entire sex) should start making a wide circle of the stage starting at the "box" spot. Player 2 should still be circling (or squaring) behind the lander and this will give both players time to sprint through a hole either in the middle of both groups or on the outside then proceed to exit stage of either set of stairs. If you get messed up or trapped Player 1 (should only be running on stage with thundergun btw) can give a couple blasts with the thunder and you can reset and try it again. Like i said with two people you have to communicate and practice to learn each others movements and know when they are in trouble.
Quick side note...Everytime i get surronded and cant move my favorite line is "oh sh**" its gotten to the point where i say "oh.." and before i can get the word sh** out my buddy is blasting the thunder in my direction..prevents going down therefore wasting time and money..and its pretty funny. Point is develop some catchphrases and names for locations. They dont have to be mine, just something your team is aware of.
Ok so at this point you have managed to get off the stage and the zombies are chasing you. The first trap you need to hit is the "PaP" trap right outside hole room. Run up stairs to "hole in wall" room and wait til all zombies ran through trap then jump down, go back to stage. I recommend leaving the door locked connecting "hole" room and "power" or "first box spot" room. Helps that monkeys cant go that way to Sleight of Hand and zmbs cant spawn and run down stairs to get you after the horde runs through trap.
So you know now how to horde the zombies up and get off stage, do the same thing for running to the staminup trap with a few minor differences. After you get off stage,Player 2 will run ahead and put 1...Thats ONE board...one more time JUST ONE BOARD on the window before turret, and the two windows after turret. Just to clarify again, You want one board on the window before turret, one board on the window immediately after turret and in the windy hallway to staminup one board on that window. The board is just to prevent zmbs from hopping out window right in your path on the way back from trap. You dont want them to have to take time tearing down 5 boards. (remember after 35 its all about speed, the longer you take in a round the more fatigued you'll be and more prone to making mistakes).
So that is Player 2's role (throw up a couple safety boards for the return run and wait by staminup). Player 1's role is to hang back with zmbs and bunch them together by taking a slower approach to the staminup machine. When the entire hoard is past the trap and into the staminup room stay to the far left, the green water slows you down, if you stay all the way left of it you wont lose any speed. Hit the trap when you are through the doorway and sprint back to stage. Bring next horde to PAP trap and so on. *If for whatever reason one player is stuck on the side of trap with zombies its ok to hit the trap because for some reason flopper + jugg lets you run through traps without going "down".
Thats pretty much the gameplan as far as traps are concerned. A few other tips that may help you get far ...
*If you have the thundergun (player 1) dont EVER pick up death machine in later rounds (40+) unless insta-kill is coupled with it. You will die.
*Be conservative with gerschs as well. For example we always save 1 in case someone goes down bypassing the need for Quick Revive. Also powerups are based on ACCUMULATED points by both players times a multiplier. Thats confusing so here is an example. Round 1 you need 2000 points every round after that is multiplied by 1.14...so you can see why powerups get kinda scarce. Our strategy for that is to use mp5's to get a crazy amount of points in each round, then toss one gersch towards the last couple hordes. May sound like bullcrap but we usually get 2-3 powerups in the 50's using this strategy.
*You might have just said "thats crap how are you supposed to know how many hordes are left?" A very critical part of our game is knowing how many hordes are left. A member of this forum "DuckCall00" has posted a chart with the formula for zmbs in a round. Quite simply it is (round number)*(.15)*(2) so for Round 50 its (50)*.15=7.5 multiply that by 2 and you get 15 (this is the number of hordes that will spawn. I keep most stats from our game and we actually hit 16 traps that round. Not to be relied upon for a specific number but the majority of rounds we either hit that exact amount,1 more or 1 less.
*With the exception of the three windows on the way to staminup mentioned earlier..DONT BOARD ANY WINDOWS..just slows down the time it takes you to horde zombies. Speed is key.
*In the event someone goes down on later rounds (40+) and you have a gersch to give yourself time to get them up, they should immediately get up and get their a** to juggernog by taking the lander. The freakbags will spawn quickly and head to the stage to chase the player on said stage. This player should now have a lot of room to run these zmbs around in a circle and give the player that went down time to rebuy their perks. A few zombies might break off and chase the player rebuying perks so be prepared and get jugg first.
*Dwight K Schrute once said "Before I do anything, I ask myself would an idiot do this? If the answer is 'yes' I do not do that thing" Good rule of thumb...
*Save the ray and thunder for monkeys. I posted on another topic how I didnt fire a single ray from 40-44 (didnt want a crawler just wanted to power through some rounds through traps) Make a crawler tho if ur team needs a small break. Recommend giving a five to ten minute break to teammates every 2 hours to prevent eye strain and fatigue related bull crap.
*Dont make a bunch of crawlers mid round on stage. This screws up running on stage and the formula for hordes to the point where if you have three crawlers that dont make it to trap thats three less that are spawning at a time causing you to hit additional traps.
* We usually have Player 1 hit the first trap (pap) and Player 2 hit the second (staminup).
This is just so there is never confusion as to who is gunna hit the trap and it doesnt get activated by accident.
*Keep track of number of traps. Ya it sux and makes it seem like work but the satisfaction of seeing the closest person on your friends list 23 levels below you and the crazy rank overall is awesome.
So basically dont waste all ur points at the box (each box is basically a trap),stack points for cheap with an mp5,stay on the move and communicate with your teammate.
I hope this helps some folks get past that 35-38 range and puts them high up on the leaderboards. Alot of credit goes to Duckcall00 for the awesome chart. Knowledge is power!
Credit also goes to my teammate Nate, the ultimate team player and only person I would want to talk to for 9.5 hours straight. Goodluck to everyone and if you got any questions feel free to message me. Im always open to hearing new strats so lemme know if you find anything that you would add/subtract.
Im on XboxLive-Sn0wmanPacino