As mentioned in my previous entry, "No Man's Land" (Area 51) is the key to unlocking heaps of points, so long as you have a good, preferably automatic gun with lots of spare ammo, or a Bowie Knife plus Ballistic Knife combo (if before round 10/14).
In No Man's Land, the zombies don't drop Max Ammo or anything, so you only have what you take in with you.
At the start of the game, you only have 40 bullets in your M1911, and a knife; before the 1st 'nuke' siren, the zombies are a one-hit slash, then afterwards a 5-bullets plus slash to kill, then progressively tougher with each nuke siren. Incidentally, the 1st and 2nd dogs are one-slash kills also, but not so the next one, so two dogs is my cue to get out, or at least keep away from zombies...
Anyhow, here's how to get a good start.
Bear in mind that after you reach the Receiving Hall at the Moon, you need 6,500 points to unlock all the doors, via Tunnel 6, to reach the teleporter and get back to No Man's Land for more points. So you'll also need 950-1200 points for a decent gun and maybe 500 points for Quick Revive (if playing Solo).
I figure it is best to aim for 3,500 points in solo, or 4,000 points total between two players, before starting round 1. This way, you might have enough points to get back to No Man's Land as early as Round 2 (leave a crawler).
Solo: I first slash (slash-only) as many zombies that spawn in the two mud puddles. An unlucky start is less than 9 zombies giving a total less than 1,800 points before the 1st nuke siren. A really good start is 14 zombies for more than 2,000 points on 1st nuke siren. No matter, the next step is to work the horde into a tight bunch - just running around the large central puddle works reasonably well; slash the 1st/2nd dogs if it gets to that.
By the third siren, zombie crawlers and armless runners can be killed with a slash, so making this happen is what you want to do. Here's how: get a medium-lead on the herd and take them up the stairs to the teleporter. [At this location, any kills will be replaced by new spawns in No Man's Land, so you have room to finish off the zombies.] Immediately at the top of the stairs, before the zombies catch up, you hang a left and stand next to the drink machine & pull the pin on a grenade, cook it a second or two and slam it on the ground, straight down-ish but pointing almost towards the adjacent corner on the other side of the stairs, or to the middle of the stairs; then walk sideways in a half-circle around the grenade; this should land the grenade right in the middle of the herd, and your walking should keep them trained on the grenade. The explosion should leave you with dead zombies, a few crawlers and maybe some armless runners. Slash what remains and you should have 3,500+ points and new spawns breaking in.
At this point, you probably still have one grenade and some bullets. Maybe throw another grenade or shoot bullets for more points because you really don't need either once Round 1 starts (they're all one-slash kills again, then 2-slashes in round 2). You could make another herd and finish off your grenades and ammo for extra points - maybe even rack up enough to Pack-a-Punch the M1911 to Mustang and Sally, although you are very vulnerable to the explosive splash (believe me, I did just that). Just be sure to get out of No Man's Land before you die, and don't buy the drink - even if it is Juggernog.
Instead, save the points to get back to No Man's Land as soon as possible. You should have 32 or so zombies to kill in rounds 1, 2 and 3, for an extra 3,000 to 5,000 points, depending how you go with the zombies and the timing of any Max Ammo and/or X2 points; Here's what I suggest you do next, assuming you haven't left the Receiving Area (adjust depending on how many doors/guns you have bought):
6,500 points + a Max Ammo replenishing your M1911 & grenades, if by round 2, just go to NML and work it for a few extra points as safely as possible.
7,000 points + a Max Ammo replenishing your M1911 & grenades, if by round 2, get Quick Revive and go to NML - be safe.
7,500 points - get all the doors but before going to NML, check the two Mystery Box spots on the way too and either have a go, or get a wall gun SMG, M16 or Stakeout on the way, then go to NML
8,000 points - as before, but get Quick Revive before going to NML as well.
10,000 points - you must be in Round 4+ already; so get to NML for points soon, and maybe get Juggs while you're there.
Now, the teleporter has an entrace 'gateway' with four lights that are green or red; after teleporting, they all alight red. I think that the first light (leftmost) doesn't change to green until after you kill some number of zombies, but maybe the last one is on a timer after the 3rd light changes... so it is not unlimited: I can't get 200k points before round 5 by rerunning to NML again and again, but here's what you can get by using...
- M1911 + 2 grenades = 3,000 points
- AUG/Commando/Galil, full ammo = 7,500 points
- AK74u/MP5k/MPL, full ammo = 5,000 points
- RPK/HK21 = you can probably guess.
- Ballistic Knife + Gersch Device = accumulate zombies, throw the Gersch, equip Ballistic knife = 130 points per zombie sucked into the black hole. If also holding the Bowie Knife before Round 10, or it is before Round 14 and already Pack-a-Punched the Ballistic Knife, then slash what you can for 130 points per kill.
So, don't worry about about the Bowie Knife or flicking the power so quickly; get back to No Man's Land as soon as possible to get more points, then go for Juggs, Bowie Knife, other drinks or work the box.
Also, No Man's Land changes the dynamics of what guns work best. Gaming in Solo, any shotgun is great to give you some safety while waiting for the teleporter from start to go. Gaming in multiplayer, the zombie-herding thing works best with just one guy running around as the bait in No Man's Land, so all the other players should camp at the Teleporter station - perhaps with Sniper Rifles to take down zombies from the herd just one at a time, and shotguns in case the herd goes to the Teleporter instead of the bait. This would be a very interesting strategy with four players, 3 on the sniping and myself with the Ballistic+Bowie combo.
And, the Biodome has the Claymores on some pile of crates. In solo or in multiplayer, these are also good for providing a little safety prior to teleport. I recommend planting them a few steps away from the teleporter, back to back, although some hellhound dog usually spawns on the teleporter platform and may destroy a claymore as it runs past; maybe equip and place them just before leaving?
From what I read about the Quantum Entanglement Device, it can cause a total loss of all points on all players; I guess that NML balances this out by giving an option to get more points without affecting the round number you are in.
No Man's Land really will change the meaning of how many kills and points and to what round you survive; then again, it has it's own leaderboard for Solo.