I do not understand why people are still flooding the comments with a poor strategy; are they hoping nobody will achieve the Impossible badge? Check my comments for why the frequently posted strategy is flawed and a better strategy.
@coolman4563: Once a country closes its available methods of entry, a very small chance exists for infection. If uninfected Madagascar closes its shipyard or Peru closes its borders, wait 10 days then restart if still uninfected. Australia has shipyards and airports (no borders); if both close without infection, wait a few days and pray, but the game is probably lost.
@nanni123456: Parasites cannot infect the starting region in 100 days without buying transmissions. Parasites generate EPs slowly. You can spend EPs on transmissions or killer symptoms, not both. [P.S. You might acquire the badge before distributing strategic advice.]
Canada Start: Bad. Stay in islands as long as possible. Cannot keep any symptoms once a major region is infected. Canada infects US early, forcing selling of symptoms and reducing chances for infecting the entire world. Indonesia and Japan are better than Canada, but >50% infection upsets other regions. New Zealand, Cuba, Greenland, and Madagascar can be 100% infected without upsetting other regions, making them best starts.
"Buy all transmissions" Flaw in most strategies: Once a major region has 20K infections, you need to slow the rate of infection. Transmissions increase rate of infection and cannot be sold. Even one Transmission almost guarantees regions will close before the entire world is infected. My PMA Badge game infected the world in 19 days and killed the world in 89 days without any transmissions; they are not necessary and waste EPs needed for deadly symptoms.
"Sell all symptoms" Flaw in most strategies: You need a fast start infecting. Sneezing, Coughing, and Vomiting help. Everybody agrees Sneezing is necessary. Vomiting is too expensive to buy just to sell quickly, but do not sell it immediately if you start with it. Coughing is slightly less expensive and can cut a week from the time so buy it. Fever is almost invisible and desired later - do not sell it. Sweating is only symptom should be sold quickly, but wait until the other symptoms and resistances bought before selling; no harm in only a week.
Why does everybody keep copying a strategy that does not work? I posted a better strategy about 3 pages ago. My strategy was refined until I won at 89 days; several attempts were just over 100 days before I lowered the limits. While any strategy might get lucky, mine should consistently win in very few attempts.
Matusz77: Enemies have Damage. You have Health (just above Menu.) When an Enemy reaches the hut, your Health decreases by the enemy's Damage. If Health < 1, you lose. Always fully upgrade "Increase Max Lives" to survive longer and score much better. Each wave completed scores 2000 * current Health. More health = more score. Base is 50 Health. Three upgrades = 125 Health, adding 150,000 PER WAVE to score.
FYI: The combination chart is on Tips page; see instructions. 3-combos are not always better than 2-combos; Wealth > Money Steal. The Tips even mention fully upgraded no-gem towers with Nullify accessory.
Read the comments to see if anyone mentioned that best scores require lives upgrade. Noticed comments about revision. Was still playing old version. Refreshed page, shorter levels, and the medals turned gold so 10 more upgrade points. Am playing Lvl 7, was dying on wave 62-64 revised from 65 to 60 waves, should be easy now.
My system is only for the President Madagascar Assassin Badge. Winning the game and other badges is much easier by choosing Parasite; buy Drug1, Sores, Vomiting, Boils; sell all symptoms @10K infected; wait until all regions infected; buy Drug4 and some killer symptoms e.g. Fever and Pulmonary Edema. Win is almost guaranteed (in about 3000 days.)
GemCraft comparison: Both games add colors to towers. Gemcraft requires merging colors in work area, and allows colors to change towers. Field is a grid. MushRev adds colors and specials to the towers; no changes. Field is natural curves (like BloonsTD) with removable objects (like Protector.) MushRev merges ideas from several tower games with cute graphics that would interest girls if not mushrooms. (I tried. Girls look at this game and say, "Yucky!")
About long/boring: This is Tower Defense. All games in this genre are long. Kong's Top10 includes GemCraft, BloonsTD3, Desktop TD, and Protector - all badged. If you dislike long games, do not play them. (P.S. When did DTD get badged? I know what I'm playing next.)
Mixed vs Pure: Pure allows more damage for a very expensive level 6. Mixed allows the special abilities. Two L5 6% Instant Death Towers is near the same price and better than one Pure Tower. PlantBomb, SplashPoison, SplashSlow, and TripleDamage are good. One LifeSteal refills Health. A few Teleport protect the end. Why ignore these abilities to only use Pure?
@moses78: How? I kill 90% of the population by Day 90 with less than 1% of the remaining uninfected, then the final 10% requires another 100 days. What are using to kill quickly?
Won! Stay near enemy base, out of range of orange until fully shielded. Upgrade to triple shot (to better hit), then weapons (to kill), then allies and shield (defense). Engine needed to follow orange - regenerates fast. Kill all orange before enemy base. Other upgrades to deplete ether.