#2

I HAVE A NEW DISTANCE GUIDE HERE!!!

I WILL NO LONGER BE UPDATING THIS PAGE.


  • This guide is for Version #2 of the Distance Event that recently ran on:
    • 3/6/18, 3/10/18
    • 12/12/17, 12/16/17

Here’s my complete playing of this version of the Distance (post Wrestling change):


YOUR SURVIVORS’ CHARGE POINTS CARRY OVER FROM ONE MISSION TO THE NEXT! USE THE EARLY MISSIONS TO CHARGE UP YOUR KEY SURVIVORS TO USE LATER IN THE TOUGH MISSIONS!


Most of the individual mission 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! I’m hoping to add new videos from after the 2.8 change to Wrestler, so the individual videos currently posted have Wrestling strategies that are no longer viable.

And this guide can be helpful for many people, but I’m pretty much discussing the difficulty levels for people with Level 22/23 survivors or thereabouts. Some of these maps may be much more difficult for people with lower leveled survivors.


Overview – DISTANCE #2

  • Assaults (and maybe Bruisers) will be very helpful to succeeding if you can make it to the maps with the very strong Freemen in this version of the Distance. Also Hunters with Incendiary are very important. Your early goal should be getting as many of your Assaults, Bruisers, Shooters, Hunters and Scouts charged up as soon as possible.
  • Most of your Melee Survivors will basically be pawns in the tougher maps. If you have some very powerful Scouts 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. Most of the Missions are beatable until Mission 19.

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.
      • When the maps get more difficult, it may be wise to pair two stronger Survivors with a Survivor you are willing to sacrifice. You will especially want to pair Sasha with one of your strong survivors to build up their charge points before fleeing.
  • 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 – Always try to open the fence/gate on your last move before fleeing if possible. This means one less move on the next turn!
  • 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. This is much less important after the change to Wrestle in update 2.8

 

  • Most Heroes aren’t very useful and are just basically pawns, but some can be…
    • Sasha is very valuable! Keep her alive and hope she can help getting your strongest survivors recharged.
    • Carl can help keep your survivors alive one extra turn by dodging a potentially lethal attack.
    • 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.
    • Rosita can be helpful to help deal the most damage to one specific Walker. She doesn’t do much damage herself, but her damage could be useful to help stun a tough Armored Walker.
  • While Pink Stars on Survivors are very important in Challenges, they are much 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.
    • Critical Damage Increase – Badges and Traits that increase Critical Damage are crucial (Ruthless, Destructive, Charging)
    • Damage Badges/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 less body shots, and thus more critical attacks. However, if you are trying to get your Survivors charged back up with Sasha, you may not want Piercing on your weapons for that round.
    • Incendiary – Setting Walkers on fire can be very important for inflicting maximum damage. But be careful, if you go into a struggle with a Walker on fire, you will only have 1 turn to rescue that survivor from the struggle.

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.
    • Spawning Walkers – There are two types of Spawning Walkers:
      • Spawn Waves: These are the Walkers that spawn after the Threat Counter at the bottom of your screen reaches zero.
      • Other Spawning Walkers: These are the walkers that start spawning in addition to the spawn waves.

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
  • 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
  • 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
  • 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
  • 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
  • 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)

IMG_1622.PNG

Mission Details

  • Objective: Kill 30 Walkers and get to the exit.
  • 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
  • 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
  • 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: none (?)

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.
  • 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 if you think this map will give you trouble, otherwise just bring 3 more survivors to get charged up. 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
  • 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
  • Initial Walkers:
    • at least 3x Level 27 Normal Walkers (Health = 4,189)
  • Moves until Spawn Wave: no 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. Make sure to keep advancing towards the fence on your first two moves so you don’t get trapped by the pile of spawning walkers.

Videos


Mission 12 – Crash Test (RSL 28) IMG_0938.PNG

Mission Details

  • Objective: Kill 20 Walkers and get to the exit
  • Initial Walkers:
    • x Level 28 Armored (Health = 14,449)
    • at least 3x Normal (Health = 4,980)
  • Moves until Spawn Wave: 5 (Walkers will spawn from around these areas:)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.
  • 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

  • Bring Sasha and another charged Survivor or two to take out the tough walkers.

Videos


Mission 14 – Outskirts (RSL 30)

IMG_0942.PNG

Mission Details

  • Objective: Kill the tough Walker (Spikey) and get to the exit
  • 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, so bring Sasha and another powerful charged Survivor to take down the Spikeys and soften up the Freemen.

Videos


Mission 15 – Checkpoint (RSL 32)

IMG_0944.PNG

Mission Details

  • Objective: Open the fence (4 turns) and get to the exit
  • 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. I like to bring a charged Sasha and another powerful charged ranged survivor, along with a low level scout (or another pawn) to open the fence. I shoot the exploders, start opening the fence with the scout on the 2nd turn, then hold off the walkers that spawn with Sasha and the other Survivor. You can use your charge abilities and beat the map without dying (and try to recharge your survivors, or just flee and sacrifice a pawn or two if you get into trouble.

Videos


Mission 16 – Show of Force (RSL 33)

IMG_0946.PNG

Mission Details

  • Objective: Open the fence (3 turns) and get to the exit.
  • Initial Walkers:
    • x Level 33 Armored (Health = 34,366)
    • x2 Level 33 Explosive (Health = doesn’t matter, just shoot them!)
  • 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. A Hunter with Incendiary can help do extra damage to the Armored walkers. Sasha and another charged up Survivor can help take out those Armored Walkers, but it’s probably best to bring a pawn along.

Videos


Mission 17 – Deployment Zone (RSL 35)

IMG_0948.PNG

Mission Details

  • Objective: Kill the Walkers and get to the exit.
  • Initial Walkers:
    • Level 35 Shooter (Health = 21,265 x2)
    • At least 3x Level Normal (Health = 16,729)
    • Lots of Exploders (Health = doesn’t matter, just shoot them!)
  • 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.
  • Initial Walkers:
    • 1x Level Bruiser (Health = 65,839 x2)
    • 1x Level Hunter (Health = 34,155 x2)
    • 1x Exploding Walker (Health = doesn’t matter, just shoot them!)
  • 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 the Freemen.
  • 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. Setting the Freemen on fire will make their struggle last only 1 turn, making the map much easier.

Videos


Mission 19 – Motorpool (RSL 38)

IMG_0952.PNG

Mission Details

  • Objective: Kill the Tough Walkers (Tanks) and get to the exit.
  • Initial Enemies:
    • at least 3x Level Tanks (Health = 204,134)
    • 2x Level 38 Scouts (Health = x2)
  • 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

  • Do not try to kill the Freemen; let them get attacks on the Tanks. It’s tough since the Tanks will stun the Freemen, but an extra attack from the Freemen is needed.
  • Getting 200k+ damage on one enemy is very tough, and may not be possible for most players. Incendiary is probably necessary to take damage off the Tanks. You will need charged up Survivors with monster damage values, and also the ability to run around and survive for a while.

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.
  • 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. Set the Freemen on Fire with Incendiary so when they struggle, it will only last one turn!!
  • You may 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 21.png

Mission Details

  • Objective: Kill 8 Walkers and get to the exit
  • 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 to take as much damage off as many Armored Walkers as you can, while bringing some very powerful charged survivors.

Videos


 

 

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