#2

  • This guide is for Version #2 of the Distance Event that ran on:
    • 9/12/17, 9/16/17

CHARGE POINTS/ATTACKS CARRY OVER FROM ONE MISSION TO THE NEXT, SO BUILDING CHARGE POINTS IS ONE OF THE MOST IMPORTANT STRATEGIES IN THE DISTANCE!

CHARGE UP AS MANY ASSAULTS AND BRUISERS AS POSSIBLE! YOU WILL NEED THEM AGAINST THE FREEMEN!


Most of these videos aren’t meant to be Walkthroughs for the missions. Instead, they are there to give you an idea of what you will be facing! Some have good gameplay and strategy, others do not! 

And this guide can be helpful for many people, but I’m pretty much discussing the difficulty levels for people with Level 22 survivors or thereabouts. Some of these maps may be much more difficult for people with lower leveled survivors.


Overview

  • Your Ranged Survivors will be your key to succeeding in this version of the Distance. Your early goal should be getting as many of your Assaults, Shooters and Hunters charged up as soon as possible. Rotate your Ranged Survivors on the easier maps so they are ready for the tougher maps!
  • Most of your Melee Survivors will basically be pawns in the tougher maps. If you have some very powerful Melee Survivors with great damage traits and badges (destructive, ruthless, charging) then try to get them charged up and use them on some tough walkers before potentially sacrificing them.
  • Plan ahead! Look at some of the upcoming missions so you can be best prepared.

Concepts to Understand

  • You will be losing survivors in this game mode. The key is minimizing your lost Survivors while killing as many of the Walkers as possible. Sounds easy enough, but it does require some planning.
    • It is almost always better to sacrifice one of your Survivors to save the other two.
      • Like it or not, Wrestler is a must have trait for this game mode if you want to advance as far as possible. You need at least one armor with the Wrestler trait in each class. You can use Bronze Wrestler if needed, but the lower the value of your Wrestle/Lucky combo, the more Survivors you put at risk. Some maps are just too tough to kill all the Walkers, deal with the spawns, and complete the objective. Some notes about how to best use Wrestler:
        • After you Wrestle, most of the time you will want to flee the map on the next turn and leave that Survivor behind. However, before you Flee, make sure to attack with your other two Survivors if you have a chance to gain Charge Points since those will carry over the next time you use those other two Survivors.
        • If you know you are going to Wrestle a specific Walker, don’t attack that Walker with your other Survivors. Instead, focus on trying to kill another Walker that may not be killed by Wrestler.
        • Sometimes it’s possible to Wrestle with two or all three of your Survivors on a map. Don’t let all 3 of your Survivors go into a Struggle on the same turn! Having all 3 of your survivors struggling at the same immediately ends the mission and you will lose all 3 of your Survivors for the remainder of the event.
        • At a certain point, Health doesn’t matter. Whether or not you have a full green health bar, or just a tiny amount of green health, getting hit will still result in a struggle. So, if you have a great Survivor needing only one Charge Point to get charged up, you can Wrestle with them to get that final Charge point, then if they survive the map, you can get them back to green health using Gold if you are willing (see below).
        • Paired with Wrestler, you will need a Gas Booster or buy tanks of Gas with Gold. There just isn’t enough gas to play the missions as many times as you need to. The # of Survivors you have dictates the minimum # of missions you will run as long as you only lose one Survivor per mission.
      • When the maps get more difficult, it may be wise to pair two stronger Survivors with a Survivor you are willing to sacrifice. If you can’t kill any of the original Walkers and are about to be in danger, you will Wrestle an initial Walker to death with your Pawn, then Flee the mission and lose the character you wrestled with for the remainder of the Event.
  • You need to do your best to make progress on each map before losing a Survivor. Making progress includes:
    • Killing Walkers that start on the map. You must kill the Walker, as their health is restored when you retry the mission and haven’t killed them. When possible, always kill a Walker that started on the map over one that came from a spawn.
    • Opening Fences/Gates
  • On tougher maps, SPAWN WAVES USUALLY EQUAL DEATH!
    • On most tough maps, you need to deal as much damage as possible before the spawn wave, and be prepared to sacrifice one Survivor to save two if you will be in danger when the next spawn wave hits.
  • You can heal your Survivors from Red to Green Health. This basically gives you another chance to Wrestle with your Survivor. Many of the Survivors you Wrestle with will be left behind when you flee a mission, but for those that Wrestle and finish the mission, try to save a few of them up and then spend the Gold to heal as many as possible for one gold cost.

 

  • Most Heroes aren’t very useful and are just basically pawns, but some can be…
    • Tara has some value in the early to mid levels of difficulty, but eventually healing a Survivor a little bit makes no difference as eventually any time you get hit it becomes a struggle.
    • Sasha is very valuable! Keep her alive and hope she can help getting your Assaults charged up! If you are using Sasha, be sure to fire shots before Fleeing on your turn with 2 of your Survivors to try to gain charge points.
    • Rosita can be helpful if you can keep around for the final mission since you have to focus all of your firepower on one Freeman at a time. You need to have her charged up and having Retaliate unlocked can only help! Who knows, maybe you could dodge a shot from the Hunter!
    • Dwight could also be useful on the final map. Again, Retaliate will help, and who knows, maybe you could dodge a bullet from the Hunter!
  • While Pink Stars on Survivors are very important in Challenges, they are somewhat less important in The Distance. In the Distance, you really need to focus on specific Traits and Badges to increase the amount of Damage you deal out (mainly to the Freemen).
    • Critical Damage Increase – Badges and Traits that increase Critical Damage are crucial (Destructive, Charging, Ruthless)
    • Marksman/Strong/Lethal – although these traits (and the Damage Badges) aren’t as important as the Critical Damage Traits, more power is very helpful.
    • Piercing – Piercing is still very important to try to get more Critical Attacks.

About the Guide

  • This guide will have some different information on it. Each map will have details about:
    • Initial Walkers – these are the Walkers that start on the map. These are the most important Walkers to kill as every time one of these Walkers dies, your mission will save the progress. So, if you retry the map, those killed Walkers will be gone and the map will be slightly easier.
    • Anticipated Casualties – this will usually range from Zero to some other #. The other # pretty much indicates how many Survivors you would have to sacrifice with Wrestling to kill the initial Walkers plus the number of turns it takes to open any gates/fences. Hopefully the maximum number is a bit of an overestimation, but maybe not on some missions!

Mission 1 – Edge of the Woods (RSL 17)

Edge of the Woods.PNG

Mission Details

  • Objective: Open the fence (4 turns) and get to the exit
  • Anticipated Casualties: none
  • Initial Walkers:
    • at least 12x level 17 Normal Walkers (Health = 750)
  • Moves until Spawn Wave: 4
  • Other Spawning Walkers: none

Potential Strategies

  • Charge up 3 of your Ranged Survivors and move on.

Videos


Mission 2 – River Through Stone (RSL 18)

River Through Stone.png

Mission Details

  • Objective: Kill the enemies and get to the exit
  • Anticipated Casualties: none
  • Initial Enemies:
    • 2x Level 18 Hunter (Health = 1,258 x2)
    • at least 6x Level 18 Normal Walkers (Health = 890)
  • Moves until Spawn Wave: 4
  • Other Spawning Walkers: none

Potential Strategies

  • Charge up 3 more survivors and move on.

Videos


Mission 3 – Quarry Basin (RSL 19)

Quarry Basin.png

Mission Details

  • Objective: Kill 5 Walkers and get to the exit
  • Anticipated Casualties: none
  • Initial Walkers:
    • 3x Level 19 Armored (Health = 3,005)
    • 2x Level 19 Tank (Health = 5,148)
  • Moves until Spawn Wave: 4 (Walkers spawn at the left part of the map)
  • Other Spawning Walkers: none

Potential Strategies

  • Charge up 3 more survivors and move on.

Videos


Mission 4 – Refuse Pile (RSL 20)

Refuse Pile.PNG

Mission Details

  • Objective: Kill all the Walkers and get to the exit
  • Anticipated Casualties: none
  • Initial Walkers:
    • 1x Level 20 Hunter (Health = 1,811 x2)
    • 1x Level 20 Assault (Health = 2,979 x2)
    • 5x Level 20 Tanks (Health = 6,159)
    • at least 6x Level 20 Normal (Health = 1,254)
  • Moves until Spawn Wave: none
  • Other Spawning Walkers: none

Potential Strategies

  • Charge up 3 more Survivors and move on.

Videos


Mission 5 – Foreman’s Office (RSL 20)

Foreman's Office.PNG

Mission Details

  • Objective: Open the gate (3 turns) and go to the exit
  • Anticipated Casualties: none
  • Initial Walkers:
    • 2x Level 20 Bruiser (Health = 3,491 x2)
    • 1x Level 20 Tank (Health = 6,159)
  • Moves until Spawn Wave: 4 (walkers spawn at the beginning of the map)
  • Other Spawning Walkers: none

Potential Strategies

  • Charge up 3 more survivors and move on

Videos


Mission 6 – Holdout (RSL 21)

Mission Details

  • Objective: Kill 30 Walkers and get to the exit.
  • Anticipated Casualties: none
  • Initial Walkers:
    • 3x Level 21 Explosive Walkers (Health = doesn’t matter, just shoot them)
  • Moves until Spawn Wave: no spawn wave
  • Other Spawning Walkers: After 2 turns Level 21 Normal Walkers (Health = 1,489) will start to spawn on the top and bottom of the car in the middle of the map and at the beginning of the map.

Potential Strategies

  • Take out the explosive Walkers first, then move towards the exit and kill the rest of the walkers.

Videos


Mission 7 – Loading Zone (RSL 22)

Loading Zone.PNG

Mission Details

  • Objective: Kill the tough walker (Spikey) and get to the exit
  • Anticipated Casualties: none
  • Initial Walkers:
    • 1x Level 24 Spiked Walker (Health = 12,560)
    • 2x Level 22 Explosive Walker (Health = Doesn’t matter, just shoot it)
    • at least 3x Level 22 Normal Walker (Health = 1,768)
  • Moves until Spawn Wave: no spawn wave
  • Other Spawning Walkers: After your 2nd turn, Walkers will start to spawn from the beginning of the map and from the pile in the middle of the map. Screen Shot 2017-09-19 at 9.41.33 AM.png

Potential Strategies

  • Charge up 3 more survivors and move on.

Videos


Mission 8 – Relief Mission (RSL 24)

Relief Mission.PNG

Mission Details

  • Objective: Open the fence (4 turns) and get to the exit)
  • Anticipated Casualties: none
  • Initial Walkers:
    • at least 7x Level 24 Normal Walkers (Health = 2,495)
  • Moves until Spawn Wave: 2 (Walkers will spawn in the following areas)IMG_0931.PNG
  • Other Spawning Walkers:

Potential Strategies

  • Charge up 3 more survivors and move on.

Videos


Mission 9 – Crime Scene (RSL 25)

 IMG_0932.PNG

Mission Details

  • Objective: Kill the 3 Freemen and get to the exit.
  • Anticipated Casualties: none
  • Initial Enemies:
    • 1x Level 25 Warrior (Health = 8,031 x2)
    • 1x Level 25 Scout (Health = 3,769 x2)
    • 1x Level 25 Assault (Health = 7,042 x2)
  • Moves until Spawn Wave: no spawn wave
  • Other Spawning Walkers: After your 2nd turn, Walkers will start to spawn from these areas: Screen Shot 2017-09-19 at 10.21.08 AM.png

Potential Strategies

  • Bring a charged Assault and maybe a Bruiser to help stun the Freemen so you can finish them off. After you’ve killed the Freemen, charge up your Survivors before moving to the exit.

Videos


Mission 10 – Arterial (RSL 26)

IMG_0934.PNG

Mission Details

  • Objective: Kill all the walkers and get to the exit
  • Anticipated Casualties: none
  • Initial Walkers:
    • 1x Level 26 Armored (Health = 10,212)
    • 1x Level 26 Exploder (Health = doesn’t matter, just shoot it)
    • 1x Level 26 Spiked (Health = 17,891)
    • 3x Level 26 Tanks (Health = 17,891)
  • Moves until Spawn Wave: none
  • Other Spawning Walkers: none

Potential Strategies

  • You may want a survivor to stun the Armored Walker. Try to let the other Walkers group around the Exploding Walker before shooting it. If you bring a Hunter, you can use the Incendiary trait to help take more damage away from the Tanks.

Videos


Mission 11 – The Pit (RSL 27)

 IMG_0936.PNG

Mission Details

  • Objective: Open the fence (4 turns) and get to the exit
  • Anticipated Casualties: none
  • Initial Walkers:
    • at least 3x Level 27 Normal Walkers (Health =
  • Moves until Spawn Wave: ??
  • Other Spawning Walkers: Walkers will continually spawn from the pile in the middle of the map.

Potential Strategies

  • Multiple Assaults are a good way to make your way to the fence and hold off the Walkers.

Videos


Mission 12 – Crash Test (RSL 28)

 IMG_0938.PNG

Mission Details

  • Objective: Kill 20 Walkers and get to the exit
  • Anticipated Casualties: none to a few
  • Initial Walkers:
    • 1x Level 28 Armored (Health = 14,449)
    • at least 3x Normal (Health = 4,980)
  • Moves until Spawn Wave: 5 (Walkers will spawn from around here: screen-shot-2017-09-14-at-1-27-25-pm.png
  • Other Spawning Walkers: After your second turn, Level 28 Normal Walkers will start spawning from around here: Screen Shot 2017-09-19 at 11.17.01 AM.png

Potential Strategies

  • Move towards the exit as quickly as possible, otherwise you will get trapped by the spawns. Charged Assaults are very helpful.

Videos


Mission 13 – Keep off the Grass (RSL 29)

IMG_0940.PNG

Mission Details

  • Objective: Kill all the Walkers and move to the exit.
  • Anticipated Casualties: zero to 3
  • Initial Walkers:
    • 3x Level 29 Tanks (Health = 30,327)
    • at least 6x Level 29 Normal (Health = 5,921)
  • Moves until Spawn Wave: no spawn wave
  • Other Spawning Walkers: none

Potential Strategies

  • You can sacrifice some survivors to the Tanks and kill the Normal Walkers with your other Survivors, or you can try to kill all the Tanks as well.

Videos


Mission 14 – Outskirts (RSL 30)

IMG_0942.PNG

Mission Details

  • Objective: Kill the tough Walker (Spikey) and get to the exit
  • Anticipated Casualties: zero to many
  • Initial Enemies:
    • 2x Level 32 Spikey (Health = 51,105)
    • at least 1x Level 30 Normal (Health = 7,040)
    • 2x Level 30 Bruiser (Health = 19,598 x2)
    • 2x Level 30 Scout (Health = 8,949 x2)
  • Moves until Spawn Wave: no spawn wave
  • Other Spawning Walkers: none

Potential Strategies

  • Try to let the Freemen and Spiked Walkers fight each other.
  • If they don’t engage each other, the spiked Walkers are very tough to kill, unless you get lucky and somehow Wrestle it (which isn’t supposed to happen). Stunning the Freemen is a good option. Setting the Spikey Walkers on fire with Incendiary, and try to run around them.

Videos


Mission 15 – Checkpoint (RSL 32)

IMG_0944.PNG

Mission Details

  • Objective: Open the fence (4 turns) and get to the exit
  • Anticipated Casualties: zero to 1
  • Initial Walkers:
    • at least 4x Level xx Exploders (Health = doesn’t matter, just shoot them)
  • Moves until Spawn Wave: 3
  • Other Spawning Walkers: After two turns, walkers will start spawning from around these areas:Screen Shot 2017-09-19 at 1.00.50 PM.png

Potential Strategies

  • Shoot the exploders and start opening the gate as quickly as possible.

Videos


Mission 16 – Show of Force (RSL 33)

IMG_0946.PNG

Mission Details

  • Objective: Open the fence (3 turns) and get to the exit.
  • Anticipated Casualties: zero to 4
  • Initial Walkers:
    • x Level 33 Armored (Health = 34,366)
    • x2 Level 33 Explosive
  • Moves until Spawn Wave: 4
  • Other Spawning Walkers: After your second turn, Level 33 Normal Walkers will start spawning from around these areas:Screen Shot 2017-09-19 at 1.25.30 PM.png

Potential Strategies

  • Try to get Exploders near the Armored Walkers when you shoot them. You can either try to burn out the Armored Walkers, stun them and finish them off, or just sacrifice pawns to them.

Videos


Mission 17 – Deployment Zone (RSL 35)

IMG_0948.PNG

Mission Details

  • Objective: Kill the Walkers and get to the exit.
  • Anticipated Casualties: none
  • Initial Walkers:
    • Lots of Exploders
    • At least 3x Level Normal (Health = 16,729)
    • Level 35 Shooter (Health = 21,265 x2)
  • Moves until Spawn Wave: no spawn wave
  • Other Spawning Walkers: none

Potential Strategies

  • I’m not sure if my mission was bugged, but I killed all the walkers by shooting one of the Exploders, then the Freeman appeared. I just ran to the exit and let him shoot one of my Survivors.

Videos


Mission 18 – Lookout Towers (RSL 37)

IMG_0950.PNG

Mission Details

  • Objective: Kill the two freemen and get to the exit.
  • Anticipated Casualties: none
  • Initial Walkers:
    • 1x Exploding Walker
    • 1x Level Bruiser (Health = 65,839 x2)
    • 1x Level Hunter (Health = 34,155 x2)
  • Moves until Spawn Wave: 3
  • Other Spawning Walkers: none

Potential Strategies

  • If you are lucky, the Exploding Walker will be near the Freemen. Don’t shoot the exploder right away if you can help it…it will do more damage slowly attacking the Freemen than if you blow it up. If not, well, you’re probably going to have to kill them.
  • You’re best bet is to lure the Freemen towards where you spawn, stun them with an Assault or Bruiser, then run away and let the Walkers kill them, all while staying alive long enough for the Freemen to die.

Videos


Mission 19 – Motorpool (RSL 38)

IMG_0952.PNG

Mission Details

  • Objective: Kill the Tough Walkers (Tanks) and get to the exit.
  • Anticipated Casualties: zero to many
  • Initial Enemies:
    • at least 3x Level Tanks (Health = 204,134)
    • 2x Level 38 Scouts (don’t try to kill them)
  • Moves until Spawn Wave: no spawn wave
  • Other Spawning Walkers: After 2 turns, Walkers will spawn around these areas: Screen Shot 2017-09-19 at 4.29.13 PM.png

Potential Strategies

  • Don’t worry about the Freemen. Sacrifice some pawns to the Tanks. After you’ve killed the Tanks run to the exit. If you are starting the mission over after you’ve killed the Tanks, then bring some Scouts and just run to the exit. You will lose probably lose a Survivor running for the exit since the Freemen will probably kill one of them.

Videos


Mission 20 – Command Center (RSL 39)

IMG_0954.PNG

Mission Details

  • Objective: Kill the Freemen, open the fence (4 turns) and get to the exit.
  • Anticipated Casualties: 2 to many
  • Initial Enemies:
    • Level 39 Assault (Health = )
    • Level 39 Warrior (Health = 90,572 x2)
  • Moves until Spawn Wave: no spawn wave
  • Other Spawning Walkers: After 2 turns, Walkers will start to spawn around these areas. Let these Walkers engage and kill the Freemen. Screen Shot 2017-09-19 at 4.35.37 PM.png

Potential Strategies

  • For this map, you need to let the Walkers kill the Freemen. You also need to get the fence open before killing the Freemen. Once you have the fence open, take a charged up Bruiser and Assaults. Stun one of the Freemen (preferably with the Bruiser) and get to the exit point. Place one of your Survivors on the very top of the exit, and one Survivor immediately below them. The Survivor on top of the exit is now very protected, and has a good chance at surviving the entire mission. Let the Walkers kill the Freemen while you hold off the Walkers as best you can (Assault Charges will help do this). You will probably lose two Survivors, but when the Survivor below the Survivor on top of the exit dies, it’s very likely all of the Walkers feeding on the corpse will create a wall allowing your final survivor to last long enough for the freemen to die. You may lose your third survivor on the final turn, but hopefully they lasted long enough so on your next retry you can just run to the exit.

Videos


Mission 21 – Final Stand (RSL 41)

 

Mission Details

  • Objective: Kill 8 Walkers and get to the exit
  • Anticipated Casualties: zero to 8
  • Initial Walkers:
    • at least 2x Level 41 Explosive
    • at least 3x Level 41 Armored (Health = 137,152)
  • Moves until Spawn Wave: 5
  • Other Spawning Walkers: none

Potential Strategies

  • Shoot the explosive Walker and try to kill what you can. Sacrifice your pawns to the Armored Walkers. Then either sacrifice more Survivors or try to kill off the remaining Walkers needed to complete the map.

Videos


 

 

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