this is possible without flamethrower, though I did use Zed instead Loadout in order of appearance: Ghost, Zed, Medic, EDJ, Commander, Scarecrow (honorable mention, you could swap this out for a DPS tower, scarecrow did nothing for me :sob:) Wave 1 place 2 0-1 ghosts, force skip Wave 2 place 1 0-1 ghosts, force skip Wave 3 upgrade 1 ghost 0-2, force skip Wave 4 force skip Wave 5 place zed (ring around the center, enough space to slot an EDJ in the middle) Upgrade that zed asap to lvl 1 Then fill out the rest of the ring with lvl 0 zeds Place a medic (or don't) near your ghosts Wave ~7 place edj in the center, upgrade it to 0-4 After it's at 0-4 upgrade all zeds to lvl 1 Upgrade EDJ to 0-5 Upgrade zeds to lvl 2 Upgrade one zed to level 4 Place down a commander in EDJ range, max commander Commander airstrike is needed in this build to nuke those shield guys, airstrike deals like 1.5K damage so that's plenty oneshot capable. Place down a second commander, max it Max lvl 4 zed 4-2 the medic, place a second one nearby it Get 2 more maxed commanders to chain airstrikes on shield waves, and from then on max your zeds In theory all your ghosts are dead right now, the funky predators literally can't take control of your units since none of them deal direct DPS Stay on top of maxing your zeds during this wave, on predator wave alone you can get 5 of them maxed from the 2 you'd have maxed beforehand Airstrike the normal predators during the predator wave, they're clustered together so more damage value After maxing out all your zeds, set up your DPS cluster along with spare medics with excess income, in my case I did 2-5 ghosts, in your case you may have swapped scarecrow out for something actually useful. Note, due to needing full spawner tower DPS, your early game is SLOW. 26 minute victory on average, even though by the end you're killing the waves before they're even finished spawning. Lane progression wise you'll end up beating the boss at around the 9:34 mark Overall, I'd rate this map a sublime out of peak, the fact spawner towers can walk alongside enemies and not die is an absolute game changer on how you'd think you'd want to approach a multi laned map. I'd say the map could very well have been built for the likes of zed users, as a stark contrast to episode I where zeds were completely unviable with the amount of shielding and low income.
If you are in trio 2 players do helicopter bottom path and then 1 wave before the boss change the bottom path for top path And don't use the persuit hability
Ok, how did we go from chapter 1 being "ok everyone, we made this event easy so everyone can have a chance" to chapter 2 being "I hope you learned something when playing endless from wave 1-180"
Wave 0: Place 1st Flame Trooper Near Start Wave 1: Set it to Random and Upgrade to 1 Wave 2: Place 2nd Flame Trooper on the oppiside corner. Set to Random and Upgrade to 1 Wave 3: Upgrade 1st Flame Trooper to 2 Wave 4: Place John next to 1st Flame Trooper and Upgrade him to 3-2 Set him to *Strong* when Mr. Chainsaw Apear Wave 5: Upgrade John to 2-4 and 2nd Flame Trooper upgrade to 2 Wave 6: Place 1st Barracks 4-0 then 4-2 and Set John to First Wave 7: Place 2nd John on the Oppside of the 1st John and Upgrade him to 2-4 and Set both to *Strong* After that Upgrade Both Flame Troopers to 3 Wave 8: Place 2nd and 3rd Barracks 4-2 Wave 9: 4th Barracks 4-2 Wave 10: Upgrade 1st and 2nd Flame Troopers to 4 Wave 11: Place 2 Heli 2-2 and Follow Player to help kill Leaked Enemies Wave 12: Upgrade 2nd John to 2-5 and use their ability to kill the Executiner Upgrade 1st Heli to 3-2 and set him to Persuit Wave 13: Upgrade 2nd Heli to 3-2 but keep him on Locked to Player and Upgrade the other john to 2-5 Wave 14: Set 2nd Heli to Persuit and Upgrade Both Flame Troopers to 5 and set them to first Use Johns ability to Kill Nail Heads Wave 15: 2 More Johns 2-5 Wave 16: Place the Remaining 4 Barracks and Upgrade them to 4-2 Use Johns ability for the Judges and Use Flame Trooper Ability to kill faster Upgrade 1 Heli to 4-2 Wave 17: Place Bait and Disable 1.5x Speed if you have it on Wave 18: Place XWM Turret Near the End of the Circle (4:37) and Upgrade them to 3-2 Make sure you place Baits for *Breadators* Use Johns and Flame Troopers Abilities on Regular Predators afterwards sell them Upgrade XWM to 5-2 and Place Bait for *Breadators* and Upgrade the other Heli to 4-2 then 5-2 Place 1 more Heli 3-2 and set to Persuit Upgrade the other 4-2 Heli to 5-2 Wave 19: Place 2nd XWM and Upgrade to 4-2 Upgrade All Barracks to 5-2 Wave 20: Place 3 More XWM Turrests Place Flame Trooper in the Middle of the Split and Upgrade him to 5 and set to Random Slowly Upgrade 1 XWM to 5-2 Wave 21: Place Flame Trooper at the Start of the Track. Upgrade to 5 and set to Random Place 1 More Flame Trooper in the Middle inbetween Flame Trooper 1 and Flame Trooper 2 also Max out and set to Random Place some Bait Towers Wave 22: Place some 1 XWM Turret a bit in the Back and Upgrade them to 2-5 Upgrade one of the 0-0 XWM Turrets in the back to 2-5 Wave 23: Place 2 more XWM Turrets and Upgrade them 4-2 Wave 24: Place Baits Upgrade XWM to 4-2 or 5-2 Place 1 to 2 more XWM 5-2 if you have Money If your Helicopers gets Destroyed replace them Keep placing Bait and XWM 5-2 and GG (If I missed something. Write it in the comments and I'll edit)