Bio Lab

Start

 * 2 Violators
 * 7 Mines
 * 5 Conscripts

Note: Total Inventory includes selling starting towers. Parentheses indicates number with Hardcore active.

Basic Strategy Summary
The first waves will have a lot of little swarms from the left side, while the mid and late waves will have a healthy amount of walkers from both sides. Focusing on building and upgrading one side while sending player(s) to the other will work well. Upgrading the Violators is relatively unnecessary unless Feats are enabled, they will kill most of the heavier units in one shot.

Total Inventory

 * 300 Resources
 * 5 (7) Tower Bases

Enemies

 * 2 Walkers
 * 21 Walker Pups

Build Strategy
They will just spawn out of the left area this wave, so a single AOE type tower near the start should be enough. An ACP is recommended for the large number of Pups but a Lightning or Cannon should suffice. It is not recommended to put Rockets near the start as they become useless for enemies that breach to the larger room.

The only area with the capability of pathing is near the start. You can maximize with a horizontal start left and vertical start right.

Combat Strategy
Having an AOE weapon will make this easy, Tesla or Rex being the best in that regard. If you do not have these, consider kiting the pups around the larger room if you have trouble.

Total Inventory

 * 550 Resources
 * 8 (10) Tower Bases

Enemies

 * 3 Walkers
 * 45 Runners

Build Strategy
Aoe is highly recommended. The runners are incredibly fragile but come in a dense swarm, make sure to either include an upgraded AOE tower (ACP) or multiple multi-hit towers (Lightning).

Combat Strategy
Same as the last, AOE will make it easy. Runners, however cannot be taunted and will dive for the core, therefore just kill as many as you can, the conscripts will be unharmed and will be somewhat helpful in clearing any on the core.

Total Inventory

 * 800 Resources
 * 11 (13) Tower Bases

Enemies

 * 4 Walkers
 * 1 Walker Warrior

Build Strategy
Note: Right side is OPEN now

Either build a single upgraded anti-heavy tower st start (Lightning will do this well), or simply upgrade the Violators in the back.

Combat Strategy
It's easy to kite this group around the map, make sure to keep damaging as many as you can to keep their attention. Avoid the Warrior's leap and punches and the Violators or their replacements should take away most of their HP.

Wave 4
(1:00 Limit)

Total Inventory

 * 1050 Resources
 * 13 (15) Towers

Enemies

 * 2 Soakers
 * 2 Screamers
 * 3 Walkers

Build Strategy
Soakers are coming from the left, Walkers and Screamers from the right. A Lightning or Focus on the right will take most of that side out, or simply upgrade and the Violators. Players can take Soakers out by themselves easily if the bases are arranged for maximum pathing.

Combat Strategy
It's a decision of whether players would like to take the soakers and build for the Walkers or vice versa. Pick a side and fight on the weaker side. Unless on Feats this wave should be relatively easy.

Total Inventory

 * 1300 Resources
 * 15 (17) Tower Bases

Enemies

 * 9 Walkers
 * 2 Walker Warriors

Build Strategy
Both sides are symmetrical except the right has 3 more Walkers. Lightning or other Anti-heavy towers will do well.

Combat Strategy
Delay one side and allow the Violators or their replacement to take out the other side. It is suggested to delay the right so the slightly weaker left mobs will die quickly. Focus the Warriors first as they are harder to control.

Wave 6
(1:00 Limit)

Total Inventory

 * 1550 Resources
 * 18 (20) Tower Bases

Enemies

 * 9 Walkers
 * 2 Walker Warriors
 * 1 Soaker

Build Strategy
Amplify whatever build has worked for the last two waves, as the same build should suffice.

Combat Strategy
Same as above, but keep an eye on the Soaker, anti-heavy units will not do well, but players can add damage to it quickly.