you need to get a mana farm running, the trick is that there are three paths in #12. Start with all the leftwards places, fit there oranges in traps just to get all they could from monsters passing by, then put a grade 6 R/O (or a grade 3 R/O at first) into a trap wight in the junction, then supergem several more grade 3s and put them in sequence towards the wizard hut. Then use your anger skills to make monsters survive one full pass through your mana farm, this is the only way you can earn a steady mana flow. Then use your mana to max out firing speed of all your gems.
And, there's something to be used in skills by now. Max out red mastery, put orange mastery at 7, max out trap specials, invest in dual mastery, split the rest into any useful skill you can take, just make enahnced pool at 0, it's detrimental to invest in it in 1.2. And mana pool extensively. By wave 30 you should have at least one grade 3 gem running at topmost speed, and efforts into making more. Then as you will get there, anger out any giant wave you can, using the highest grade gems you can muster (grade 7 or more). Once that wave will be out, start watching the monster count, you are to wreck the released wave before the next giant to come. From that point, do anger any wave with grade 7+ gems, maybe except swarms, but they are the source of mana after all (no less than grade 7! You will get hefty score bonus per anger, that will increase the more you anger, but the monsters' armor should not exceed 400 if you have no armor-stripping traps, and ~1000 if you do. And from now on, your main restraint factor will be firepower.) After you get a ton of monsters constantly seething, you are to start heavy supergemming of either a R/Y, or a prismatic, if you have colors available. Prismatic supergemming is easier, and less costly, but requires skills investment to get extra colors, and also preservation of pure gems to make more prismatics because one of them will do main set of work while one or more of them will be raised in damage. Eventually you will run out of patience pumping that gem upwards, but if you will manage to get a 10000 gem damage while in trap (a killing gem should either be used in a tower far from wizard tower, or in a trap, the latter is preferred by most, as yellow retains triple damage bonus while in trap, and adds firing speed), then you're set for angering several more giant waves, as well as upping mana pool like CRAZY - this is the main factor for scoring big in GC0. When you get to waves like 130, you might as well stop, just kill those monsters that you still can, and dismantle the mana farm to make the endurance end earlier.