The Final Stand 2 | Arctic Nightmare Difficulty | Night 30 Fail and Success

The Final Stand 2 | Arctic Nightmare Difficulty | Night 30 Fail and Success

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Published on ● Video Link: https://www.youtube.com/watch?v=6ef7H2o9-c0



Roblox
Game:
Roblox (2006)
Duration: 25:36
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2


This one was a bit of a struggle. After a complete loss on night 23, we decided to try again another day. And this was the result.

The strategy in the video can be summed up into multiple phases, depending on what night it is.
It can be done with 5 competent people, but a sixth competent person may be added to reduce the difficulty slightly, provided they can pull their 12% weight.

Roles used:
1 Main carry (level 4 perks and 6+ perk slots)
1 Tank Charmer (recommended level 4 perks)
1 Wraith Killer to Sniper
1 Wraith Killer
1 Secondary Carry (minigun DPS)
(We didn't use this, but useful) 1 Explosives Stunner

What not to use: Purple and Yellow perks EVER.
Important notes: Do not save up for a gun you want unless you are cleared to do so. Be ready to give all your money away at any time.
Recommended bonus gear: Technician's Set 1

Nights 2-5 uses the well-known Blood God strategy.
It only requires one person with Prestiged perks (main carry) and revolves around meleeing with the Avenger perk. As well as 4-5 sacrifices.
Avenger at level 4 lasts 32 seconds when someone dies. So every 32 seconds during the night, someone will sacrifice themselves to activate Avenger. DO NOT RESET, but instead, die to a zombie.
The melee user will get a baseball bat, then a katana with all associated upgrades. Do not be afraid to give money to the melee user.
During these nights, everyone set to sacrifice will just farm hit money. DO NOT get too close to the melee user. You'll lure zombies away from them.
As a sacrifice, you can try to maximize hit money by removing all damage perks and having perks like Shadow Rounds and Steady Aim. You'll want to try and get as much hit money as you can before you have to sacrifice yourself. Greed mods on your pistol are recommended.
Optionally, you can have your Tank Charmer have Dying Wish to die first to help restore ammo.

Nights 6-10
The Main carry can handle themselves now, no longer using the Avenger perk, but some other perk.
However, the five other people have a different threat to face now. Zombies will appear from the left side tunnel, and Frost Wraiths will appear from the right side tunnel. To handle Frost Wraiths, everyone must give their money to either the Wraith Killer or the Sniper. Save up $25k for a DMR. Whoever gets the DMR will singlehandedly take care of the Frost Wraiths (without Night Vision goggles, so you'll need good eyes and monitor contrast) The 3-4 other people will be watching the left side tunnel. However, since they're using pistols, they will likely die, and the zombies will just simply go to the main carry.
The ammo box should be consistently upgraded overtime.
Nights 11+
The strategy switches away from the Main carry being in the front, as the health and spawn rates are too high for meleeing now.
The main carry will either get dual AA-12s and then transfer to a minigun, or skip straight to minigun depending on their performance and confidence. The current Wraith Killer will switch to a sniper role, focusing on killing Toxics and Boomers, then Berserkers, then all other uncommon zombies. Once the group has enough money, the sniper will switch from the DMR to the M82. The Tank Charmer will have the Charmer perk, attracting all Frost Wraiths and zombies. Assign a new person to be the Wraith Killer. Their job will be slightly easier since the Tank Charmer is distracting and tanking the Frost Wraiths. The Wraith Killer can now use a chainsaw build, or just a strong weapon build. They will kill all Frost Wraiths for the rest of the game. As well as be responsible for healing up their Tank Charmer. Transfer money around as needed. Killing wraiths is more important than getting that final damage or ammo conservation upgrade for the sniper. Unless the sniper can't kill their targets in one shot.
The sniper will usually be on the roof, also taking premium ammo as well. Their headshot rate should be at least 75%. closer to 90% if they don't have Center Mass.
Then the Second carry will get their minigun and help the Main carry.
If you have a sixth person, try to get them into the role of using explosives to deal widespread damage and stun. Unless they are more suited to being a secondary sniper.
Do not forget to buy Weapon Handling.
The Tank Charmer can be healed via Heal Grenade in an emergency.
I was the Sniper in this game. Here are some things I did:
To maximize hit money, I replaced a damage perk with Deep Impact, so long as I could one-shot the zombies.
By the time I hit Night 29, I was running Stopping Power, Shadow Rounds, Heavy Bullets, Speedload, Deep Mags, and Glass Cannon.
I was trusted as a solid sniper, able to kill ALL toxics and boomers. So the Tank Charmer removed Shockproof for another favorable perk.
For boss nights, I drank both Witches Brew and Bloxy Cola to maximize damage against the boss. I could shred its hp incredibly fast. Also, zombie bait is vital for the team.
The sniper should pull in 100+ kills per night, up to 300 kills.







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