Circumstances at work and with family have me waiting until Thursday to take the challenge and post it to YouTube. I've been doing quite a bit of practice solo, and once with Kryten80. Its a lot of fun, and teamwork is going to be hyper-critical if we do team up.
Kryten80 and I found these things to be important:
Stick together-so there isn't a huge point spread between players.
Huge chance of Colt .45 killing you before you get jugger nog.
Jugger Nog should be the first perk you purchase.
Going for the glowing perks that zombies drop isn't that great of an idea unless you have monkey bombs or it is later in the round.
Designate who will throw monkey bombs each round. For example, if you are one of the two primary shooters in a 4 player game, you should not be throwing bombs. The two Rear Guardsmen should be throwing and offering grenade support when YOU ask for it. I would suggest that one grenade be thrown per request until the higher rounds. You don't want to kill crawlers if you can help it.
Rear guards should have the Colt .45 equipped at all times. Use it like a Ray Gun, except always aim at their feet.
Upgraded Colt .45 works awesome on dogs.
Upgraded Kar98k (when placing a shot to the chest) is one shot kill at least until Level 15.
In 2 player mode, one player does most of the shooting while the second person covers the retreat.
On my own, I have discovered that you can save a lot of money by taking the following strategy:
When setting up for 4 player game you should assign:
2 Primary Shooters and Two Rear Guardsmen.
A. Lead Primary Shooter calls the shots and asks for explosive support.
B. Secondary Primary Shooter shoots to kill...that is his only job.
C. Primary Rear Guardsman never fails to guard your retreat. Simply put...when the two Primary shooters are backing away as they shoot into the mob, the rear guardsman are watching for zombies and dogs that come out later to bum rush your team from behind.
D. Secondary Rear Guardsman offers explosive support when the Primary Shooter calls for it. The rest of the time, he compliments the duties of the Primary Rear Guardsman.
Movement Strategy:
1. Always start the round off by standing with your back to the drop off next to the bridge and facing the Double Tap Mezzanine. Between rounds, it is essential that you repair these windows along with the two windows next to the jugger nog machine. The window furthest away from the jugger nog is a great window to put your back against when the dogs come.
2. Place one betty in front of you, the other on the bridge. When the Bridge betty goes off, jump! The more betties that you have between you and them, the longer you can wait.
3. Slowly retreat to the Catwalk Teleporter, killing as many zombies as possible with the Kar98. Throw a grenade to the left or right of the zombie line to make a few crawlers. WATCH your back!
4. When standing in the Teleporter, use the upgraded Colt .45 to hit the zombies as they come into the room, and watch out for zombies approaching from the tunnel entrance.
5. Until you have jugger nog, you cannot let a single zombie get into the teleporter with you, teleport as they come up the stairs.
6. Break left off of the main frame and go through the shotgun/mystery box corridor backing towards the stairs as you shoot into the mob following you. In the higher rounds, I highly recommend that you make good of the electric barrier. Using the barrier will allow everyone to monitor the hallway until the fence deactivates. When they come through again...you should be getting quite a few kills here with the Kar98k, but again, if you are playing solo, use the Colt .45 to watch your back. I wouldn't attempt to make crawlers on this lap around, I'll explain why later.
7. Heading back to the drop off right after the stairs, cover the stairwell retreat with the Kar98k and get another kill or two. Retreat to the Double Tap side of the Bridge, Killing the Zombies as they attempt to cross.
8. At this point, allow the Rear Guardsmen to lead your retreat into the Thompson Room. Get a few kills here, and continue through the Main Frame Courtyard, Grabbing Kar98k ammo (QUICKLY) if you must and continue on your way back into the shotgun/mystery box corridor again. Do this slowly enough so that the zombies are following you in a pack, maximizing the kills you get in this fatal funnel. Doing this, you can save a lot of money on teleport costs, AND avoiding the dogs that WILL CONSTANTLY spawn because of teleporter useage in higher rounds. Now--in this corridor--is the time to start making crawlers!
9. Use the winding staircase to head back to the bridge, and repeat your retreat into and through the Thompson Room. When everyone is out, one person activates the electric fence to kill what stragglers remain. Re-enter the Trench Gun/Mystery Box corridor and VERY SLOWLY make your way back to the Double Tap Mezzanine. We are hoping at this time that your walk through this corridor is uneventful, but in the event it is not, jump off the ledge at the bridge and kill the remaining zombies as you make your way back to the Catwalk Teleporter.
Teleport if you must, then break right with the Colt .45 equiped. As you look down towards the Speed Cola machine, you'll probably see them running at you down this alley already, giving you a good chance to get in a quick shot or two before you head back to the double tap mezzanine. BE CAREFUL! Although this is a great place in a single player game to kill a few more meat sacks, it is also a likely and dangerous place for 2-4 players to get jammed up in. Only the primary shooters should even consider taking a few shots here, OR throwing a single grenade...as this is a great place to make crawlers. The backup guys should immediately enter the Thompson room and prepare to head up the stairs. By this time, all zombies will be on the map, and (ideally) following you as one long pack. If it helps you survive the round, activate the electric fence.
10. By this time, only crawlers should be left. Repair the windows on the Double Tap Mezzanine first and do what you need to do to prepare for the next round. If there are still Maggot Sacks following you at this point...get into a corner, suck your thumb, and start to cry. You might look enough like a Monkey so that you and your cooking grenade can greet them warmly as you blow yourself up and take one for the team.
Hint of Danger in this plan: With all of this retreating and grenade tossing, you're bound to make crawlers here and there. The last thing you want to do is run into a crawler that ends up downing your teammates...Hence, this strategy that prevents repeating the route unnecessarily. So think this through as you move, and if you need to take an occassional stand and pummel the farfignuggin out of the zombie line, it wouldn't hurt to pick and choose your battles.
Picture this: Zombies will follow you as a line around the map...and if you could see them from above, thier line would look like a big snake following you as you're zig zagging your way around. You and your teammates are constantly fighting the head of the snake. As you kill them, the tail of the snake becomes shorter. You DO NOT WANT to catch up with the tail of the snake. If you do, you'll be fighting a two headed snake, and your game will be over, quickly.
OKAY! If this sounds confusing, practice this solo or with a buddy after you've made a crawler in the lower rounds and you have opened all of the necessary doors. Make a cheat sheet and keep it in front of you as you are practicing. After making five loops, the strategy will be firmly planted in your head.
A Few More Hints:
As you get higher into the rounds, the Primary Shooters should start throwing a grenade at the base of the mezanine windows just as zombies are breaking through. You'll get crawlers early, and it is super-essential that you get the zombies bunched up as much as possible so when you are running around the map,they are following you as a single pack. So buy as much time for yourself on the mezzanine as you can. If playing with 2-4 players, betty the mezanine up in a way that makes it hard for the first big pack of zombies to even get to you. After level 15, if you can last 20 seconds on the mezanine, you've done really well. However, when you jump, everyone has to jump off at the same time, so plan accordingly.
A few last thoughts: One Primary Shooter and one Primary Rear Guardsman should do most of the talking. For example, One primary shooter should call out for a Monkey bomb or grenade support...and he should say how many grenades he wants tossed. Primary Rear Guardsman would continue with rear guard while the secondary Rear Guardsmans tosses explosives. The Primary Rear Guardsman should never take his attention away from rear guard. Obviously...and ideally, Primary shooters and rear guards should swap each round.
Grenades are essential! When you are trying to wind up the round by making crawlers or reduce the number of zombies obsessing over who gets to spank the Monkey (Bomb), a couple of grenades helps you achieve that goal. Four well placed grenades in a desperate situation will devestate a crowd. Grenades rule, so as you advance and retreat, make smart decisions on how and when you pick them up.
Betty placement: Around level 15 or so, put a betty under each mezzanine window and use the rest to shield yourself from their rear-and frontal attack. Space them just right and you'll create an explosive barrier. Just as they break through, 2-3 of them will die, and as the others pile through, good timing on a cooked grenade thrown at the next five will destroy their momentum and buy you a lot of time (5 seconds is a lot, trust me!). If you are playing a 4 person game, you can work some serious betty magic and greatly reduce the battle that is ahead of you. Remember...the Kar98k is awesome and will kill zombies with one shot to the head up to at least level 20, but those head shots get harder when you're rushing around and trying to watch your back as well. So delay those buggers on the ledge as much as possible.
Last, and most important: Accumulating points with this challenge will be more difficult than any other way I can imagine. Let your shots rip through multiple zombies if you can, because a single shot to the head will get you 100 points, but most of your shots will land below, scoring you 60 points per kill and 10 points for each zombie it hits as it penetrates the crowd. The higher rounds are going to be a bugger.
These are just a few helpful tips. Anyone else practicing this yet? I'd love to hear about your results.