The Final Stand 2 - Impossible Origin

This was attempted on version 7.6.9 June 30, 2026 This map took us 6 major tries (5/6 are in the failed runs playlist). Many fails happened during the early game due to bad RNG. Its been 6 months since making any major progress in the game and we finally did it. Initially the strategy was double minigun but during reloading, a toxic or a slasher would leak by and attack the meat shield tank. This would make it use death defier prematurely. Guardian zombies that are embedded in the hoard also made it highly troublesome to kill along with Riot zombies blocking pierce attacks. Every single time when we got to round 30, we always lost during the boss. It was clear we were doing something wrong. Zombies in impossible could only be lured for 10 seconds, so it made it extremely difficult to keep the boss and enemies from going to the tank in time as the boss has 24 seconds worth of invincibility. We tried other strategies such as 1 minigun and 1 sniper. They ended up being too fast for a sniper to keep up during a boss round. We came to the conclusion that a duo was not sufficient enough as 2 attackers trying to use bait at the right moment while trying to kill is far too stressful. Then we turned to the official discord server for some help in the "looking for group" channel. There were people who were interested but unfortunately for us, some disagreed with our strategies as they're not meta. Everything is entirely improvised. If it works, then we keep it that way most of the time. Another aspect we were looking for was for them to be apart of a long term team. Some were only interested in Origin because they haven't done the map yet. After Counter leaving, we needed someone to take that place should another map be released. Eventually we just gave up on getting other players and thought about what we were doing wrong and how to solve it. It was until Jayden thought about the possibility of using chainsaw and we did test if it could get us far. Origin fail 5 showed it was actually viable, but distracting the enemies during the boss was the last issue we needed to solve. So we ended up having a timer to throw bait on the tank and heal. This would also help prevent confusion when the zombies went after the tank after their 10 second lure time was up. The perk builds we used were brute forced via Python (in Google Colab because far too many combinations for a laptop to do!) to have the most DPS against boss and Hunters. Momentum minigun wasn't used this time due to its rapid ammo consumption and needing to be in third person to snipe out Guardian zombies before they cause any problems. Its still good for burst damage, though the DPS minigun can be argued to be better because the 11th slot can have XL Drinks to mow zombies down easily for a while during boss. Waves: 0:00 Intermission 0:49 Wave 1 2:23 Intermission 3:12 Wave 2 4:56 Intermission 5:51 Wave 3 7:44 Intermission 8:20 Wave 4 10:21 Intermission 12:33 Wave 5 14:13 Boss 1 15:55 Intermission 17:00 Wave 6 19:18 Intermission 20:01 Wave 7 22:27 Intermission 23:30 Wave 8 26:04 Intermission 29:11 Wave 9 31:54 Intermission 34:01 Wave 10 36:18 Boss 2 38:36 Intermission 39:40 Wave 11 42:36 Intermission 44:16 Wave 12 47:20 Intermission 48:25 Wave 13 51:36 Intermission 52:18 Wave 14 55:36 Intermission 58:54 Wave 15 1:01:43 Boss 3 1:04:32 Intermission 1:06:47 Wave 16 1:10:17 Intermission 1:11:18 Wave 17 1:14:55 Intermission 1:15:46 Wave 18 1:19:29 Intermission 1:22:36 Wave 19 Fail 1:26:12 Intermission 1:28:53 Wave 19 1:32:43 Intermission 1:37:45 Wave 20 1:41:01 Boss 4 1:44:18 Intermission 1:47:25 Wave 21 1:51:25 Intermission 1:54:04 Wave 22 1:58:08 Intermission 1:59:51 Wave 23 2:04:01 Intermission 2:05:36 Wave 24 2:09:50 Intermission 2:14:53 Wave 25 Fail 2:18:33 Boss 5 Fail 2:19:46 Intermission 2:24:02 Wave 25 2:27:44 Boss 5 2:31:23 Intermission 2:34:30 Wave 26 2:38:54 Intermission 2:42:02 Wave 27 2:46:30 Intermission 2:49:26 Wave 28 2:53:58 Intermission 2:57:05 Wave 29 3:01:41 Intermission 3:05:06 Wave 30 3:09:06 Final Boss 3:13:06 End