#4

The Distance – Version 4


I WILL NOT BE UPDATING THIS PAGE ANYMORE, ALL UPDATES WILL BE MADE TO THIS GUIDE HERE


This version of the Distance is nearly impossible for most players to beat. Missions 19 and 20 are extremely difficult.


  • Things to know about the Distance…
    • For most people, some versions of the Distance just aren’t beatable.  Sometimes the enemies are just too tough to beat unless you’ve spent some serious $$ getting the best Survivors/Gear/Badges possible, and even then it’s extremely difficult.
    • CHARGE POINTS CARRY OVER FROM ONE MISSION TO THE NEXT! So, you want to use the easier missions to get your Survivors charged up to use on more difficult maps.
      • I usually try to charge up as many Assaults/Shooters/Scouts as I can, as well as some Hunters. On certain versions of the Distance, charged Bruisers are very important.
    • On maps without Freemen, it’s almost always better to lose only one Survivor instead of 2 or 3. Sometimes losing two Survivors is acceptable on non-freemen missions.
      • On difficult Missions with Freemen, all 3 Survivors will probably die in order to pass the mission.
    • There is no limit to the # of Survivors you can use in the Distance. If you have extra survivor slots, you can make 1x Radio calls to get more Survivors to use as sacrifices.
    • You can restore a small amount of ALL your Survivors health for 40 gold. If your Survivor has a full “Red” health bar, paying the 40 gold will put your Survivor back into the “Green” health bar, thus allowing them to struggle/wrestle again. If you are going to do this, try to wait until you have multiple survivors needing their health restored to save some gold.
    • To get as far as possible, you’ll probably need to buy a gas booster or refill your tank numerous times with Gold.
    • Always make progress on the map. “Making progress” includes:
      • Killing Walkers that initially start on the map. Always kill a walker that started on the map before one that has spawned when you have the chance.
      • Opening the fence/gate – When possible use a move to start opening the fence/gate before you flee.
  • To get as far as possible, you need a few things…
    • Survivors that can deal MONSTER damage
      • Shooters and Scouts can deal the most damage, and charge quickly
      • Damage and Critical Damage badges
      • Destructive Weapon Trait (charging and lethal can also help)
      • Ruthless Survivor and Armor Traits
      • Marksman/Strong Survivor Traits, and Power Strike on Scouts
      • SASHA – she can help get your best survivors re-charged on tough maps. Although I like to have 3x Health Badges on Sasha for Challenges, having all Damage and Critical Damage Badges on her in the Distance will help since you should be using her a lot.
      • Pitchfork weapon for Scouts – This weapon costs $$ to buy, but it is great for getting the most possible damage from Scouts with Power Strike while keeping them out of harms way.
      • Revenge can also be helpful for dealing out some extra damage when your other Survivors are attacked.
      • Incendiary Trait on a Hunter Rifle (or a charged up Flamethrower)- many maps are made slightly easier by the extra damage (10% of max health) caused when an enemy is on fire. Make sure to read the note below about Wrestler/Struggle and Walkers on fire!!!
    • Wrestler
      • Although Wrestler has been changed, Gold Wrestler is still valuable when you need to kill tough Walkers.
        • Be careful with burning Walkers…if you go into a struggle/wrestle with a Walker on fire, you only have one move to escape from it.
    • Radios
      • Depending on how great your Survivors/Badges/Gear are, you may want to spend some radios on 1x Radio calls to get more survivors to sacrifice on tough maps.

**Notes about the rewards shown on the Map Summary images: the rewards can change anytime. Most of the rewards have been consistent so far, but each week the classes for equipment/tokens changes, as do the non-Aaron Hero Tokens.


Mission #1 – Edge of the Woods

Mission 1 - Edge of the Woods.png

Mission Details

  • Objective: Get to the exit
  • Initial Enemies:
    • Level 17 Normal Walkers (Health = 750)
    • Level 17 Goo Walkers (Health = 3,589)
  • Turns until Spawn Wave: 4
  • Spawning Walkers: After 2 turns, Walkers will start to spawn from around these areas:  Mission 1 - Spawns.png

Potential Strategies:

  • Take 3 of your weaker survivors you want charged up for later and move on.

Videos:

 


Mission #2 – Foreman’s Office

Mission 2 - Foreman's Office.png

Mission Details

  • Objective: Kill 10 Walkers, open the gate (4 turns) and get to the exit.
  • Initial Enemies:
    • Level 18 Normal Walkers (Health = 890)
  • Turns until Spawn Wave: 4
  • Spawning Walkers: After 2 turns, Walkers will start to spawn from around here: Mission 2 - Spawns.png

Potential Strategies:

  • Take 3 weaker survivors you want to get charged up and move on.

Videos:

 


Mission #3 – Loading Zone

Mission 3 - Loading Zone.png

Mission Details

  • Objective: Kill all the enemies and get to the exit.
  • Initial Enemies:
    • Level 19 Normal Walkers (Health = 1,057)
    • Level 19 Hunter (Health = 1,508 x2)
    • Level 19 Bruiser (Health = 2,815 x2)
    • Level 19 Goo Walker (Health = 5,148)
  • Turns until Spawn Wave: no spawn wave
  • Spawning Walkers: none

Potential Strategies:

  • Take 3 more Survivors to get charged up. Make sure to spread the kills around since there are no spawning walkers to get your survivors charged.

Videos:

 


Mission #4 – River Through Stone

 

Mission Details

  • Objective: Open the Gate (6 turns) and get to the exit.
  • Initial Enemies:
    • Level 20 Normal Walkers (Health = 1,254)
    • Level 20 Goo Walkers (Health = )
  • Turns until Spawn Wave: 4
  • Spawning Walkers: After 2 turns, Walkers will start to spawn around these areas: Mission 4 - Spawns.png

Potential Strategies:

  • Use an Assault and some other survivors to get charged up and hold off the Walkers while you open the gate.

Videos:

 


Mission #5 – Refuse Pile

Mission 5 - Refuse Pile.png

Mission Details

  • Objective: Kill 20 Walkers and get to the exit.
  • Initial Enemies:
    • Level 20 Normal Walkers (Health – 1,254)
  • Turns until Spawn Wave: 4
  • Spawning Walkers: After 2 turns, Walkers will start to spawn from around these areas: Mission 5 - Spawns.png

Potential Strategies:

  • Get 3 more survivors charged up and move on.

Videos:

 


Mission #6 – Quarry Basin

Mission 6 - Quarry Basin.png

Mission Details

  • Objective: Kill the Tough Walkers (Tanks), open the gate (4 turns), and go to the exit.
  • Initial Enemies:
    • Level 21 Normal Walkers (Health = 1,489)
    • Level 23 Tank Walkers (x2) (Health = 10,520)
    • Level 21 Goo Walkers (Health = 7,367)
  • Turns until Spawn Wave: 5
  • Spawning Walkers: After 2 turns, Walkers will start to spawn around these areas: Mission 6 - Spawns.png

Potential Strategies:

  • Bring enough firepower to take down the tanks while charging up 3 more survivors.

Videos:

 


Mission #7 – Holdout

Mission 7 - Holdout.PNG

Mission Details

  • Objective: Kill all the Walkers
  • Initial Enemies:
    • at least 12x Level 22 Normal Walkers (Health = 1,768)
    • at least 3x Level 22 Goo Walkers (Health =  8,803)
    • at least 1x Level 22 Tank Walkers (Health = 8,803)
  • Turns until Spawn Wave: no spawn wave
  • Spawning Walkers: none

Potential Strategies:

  • Make sure to spread out your kills to get each Survivor charged up since there is no spawn wave.

Videos:

 


Mission #8 – Relief Mission

Mission 8 - Relief Mission.PNG

Mission Details

  • Objective: Kill 20 Walkers and get to the exit.
  • Initial Enemies:
    • at least 10x Level 24 Normal Walkers (Health = 2,495)
  • Turns until Spawn Wave: 4
  • Spawning Walkers: After 2 turns, walkers will start to spawn from around these areas:Mission 8 - Spawns.png

Potential Strategies:

  • Get 3 more survivors charged up and move on.

Videos:

 


Mission #9 – The Pit

Mission 9 - The Pit.PNG

Mission Details

  • Objective: Kill the 4 Armored Walkers and get to the exit
  • Initial Enemies:
    • Level 25 Normal Walkers (Health = 2,965)
    • Level 27 Armored Walkers (4x) (Health = 12,153)
  • Turns until Spawn Wave: no spawn wave
  • Spawning Walkers: After 2 turns, Walkers will start to spawn from the pit in the middle of the map…3 will spawn after your 2nd and 3rd turns, and after your 4th+ turns, 6 Walkers can spawn from the pit: Mission 9 - Spawns 02.pngMission 9 - Spawns 01.png

Potential Strategies:

  • For many players, this is the first mission that can get a little tricky. It may be a good idea to bring some of your charged up Survivors on this mission (especially Assaults to stun the Armored Walkers). I always move to the bottom of the map. You can get trapped there if you aren’t careful, so plan your moves carefully and keep slowly moving towards the exit. If you do use your charge abilities, make sure to charge up your survivors again on the constantly spawning level 25 Normal Walkers.

Videos:

 


Mission #10 – Arterial

Mission 10 - Arterial.PNG

Mission Details

  • Objective: Kill 10 Walkers, open the fence (4 turns), and get to the exit
  • Initial Enemies:
    • at least 6x Level 26 Walkers (Health = 3,524)
  • Turns until Spawn Wave: 4
  • Spawning Walkers: after your 2nd turn, Walkers will start to spawn from around these areas: Mission 10 - Spawns.png

Potential Strategies:

  • Bring a couple Survivors that are capable of holding off Level 26 Walkers while you open the fence.

Videos:

 


Mission #11 – Crime Scene

Mission 11 - Crime Scene.PNG

Mission Details

  • Objective: Kill the 3 tough walkers (Tanks) and get to the exit
  • Initial Enemies:
    • at least 6x Level 27 Normal Walkers (Health = 4,189)
    • 3x Level 29 Tank Walkers (Health = 30,327)
  • Turns until Spawn Wave: 4…here is where the spawn waves will come from:Mission 11 - Spawns.png
  • Spawning Walkers: no other spawning walkers

Potential Strategies:

  • Bring a charged up Sasha, and one of your charged up high damaging Survivors, along with a pawn. Take out as many Walkers as you can before the spawn wave comes, then flee if you need to.

Videos:

 


Mission #12 – Crash Test

Mission 12 - Crash Test.PNG

Mission Details

  • Objective: Kill all the Walkers then get to the exit.
  • Initial Enemies:
    • about 18x Level 28 Normal Walkers (Health = 4,980)
    • 2x Level 28 Armored Walkers (Health = 14,449)
  • Turns until Spawn Wave: no spawn wave
  • Spawning Walkers: none

Potential Strategies:

  • Bring Sasha and another charged up Survivor with a pawn. Kill as many Walkers as you can before (if) you need to flee. Once you clear out the beginning part of the map, this mission isn’t as difficult. Hunters with Incendiary can also help when you have more room to let the Walkers burn out.

Videos:

 


Mission #13 – Keep off the Grass

Mission 13 - Keep off the Grass.PNG

Mission Details

  • Objective: Kill the two tough Walkers (Tanks), open the fence (4 turns), and get to the exit.
  • Initial Enemies:
    • 4x Level 29 Normal Walkers (Health = 5,921)
    • 2x Level 31 Tanks (Health = 42,982)
  • Turns until Spawn Wave:
  • Spawning Walkers: After your 2nd turn, Walkers will start to spawn from around these areas: Mission 13 - Spawns.png

Potential Strategies:

  • Bring Sasha, a charged up Survivor, and a pawn. Kill as many of the initial Walkers as you can before fleeing. Save your Charge Attacks for the Tanks. It will probably take a few times before you can kill the initial walkers on the map. Once those Walkers are dead, start opening the fence on your next turns and then move on.

Videos:

 


Mission #14 – Outskirts

Mission 14 - Outskirts.PNG

Mission Details

  • Objective: Kill the 2 Spiked Walkers and get to the exit
  • Initial Enemies:
    • 12x Level 30 Normal Walkers (Health = 7,040)
    • 2x Level 32 Spiked Walkers (Health = 51,105)
  • Turns until Spawn Wave: 5 — Walkers will spawn at the left (beginning) part of the map.
  • Spawning Walkers: no other spawning walkers

Potential Strategies:

  • The easiest way to beat this map is to bring Sasha and another charged Hunter/Shooter, along with a pawn, and take out the Normal Walkers that start on the map first. Once those Normal Walkers are gone, you can more easily focus on taking the Spiked Walkers out. Of course, you can try to take them all on at one time. The best way to kill the Spiked Walkers is to use 3 charged attacks and focus on one Spikey at time. Hunters with Incendiary trait are great when you have the ability to move around towards the exit and let the Walker take extra damage. You can also sacrifice a Survivor and let the Spikey eat him to gain another move or two!

Videos:

 


Mission #15 – Checkpoint

Mission 15 - Checkpoint.PNG

Mission Details

  • Objective: Kill all the Walkers
  • Initial Enemies:
    • 12x or 13x Level 32 Normal Walkers (Health = 9,953)
    • 2x Level 32 Armored Walkers (Health = 28,878)
    • 1x Level 32 Explosive Walkers (Health = Doesn’t matter, just shoot it!)
  • Turns until Spawn Wave: no spawn wave
  • Spawning Walkers: none

Potential Strategies:

  • This is mission isn’t too difficult. You can bring Sasha and another charged up Survivor, along with a pawn (preferably one that’s also charged up). Start clearing out the Normal Walkers, and try to wait until the Explosive Walker is next to an Armored Walker before shooting it. It’s entirely possible to beat this map without losing a survivor.

Videos:

 


Mission #16 – Show of Force

Mission 16 - Show of Force.PNG

Mission Details

  • Objective: Open the fence (4 turns) and get to the exit.
  • Initial Enemies:
    • 6x Level 33 Normal Walkers (Health = 11,834)
    • 3x Level 33 Armored Walkers (Health = 34,336)
  • Turns until Spawn Wave: 4
  • Spawning Walkers: After 2 turns, Walkers will start to spawn around these areas.

Potential Strategies:

  • Bring a charged up Sasha and another powerful Survivor along with a pawn. Slowly start to kill off the Walkers, flee, then repeat until you can get to the fence. Once most or all of the initial Walkers are gone, you may want to bring a Scout so you can start opening the fence faster.

Videos:

 


Mission #17 – Deployment Zone

IMG_1449.PNG

Mission Details

  • Objective: Kill the Freemen and get to the exit
  • Initial Enemies:
    • 1x Level 35 Scout (Health = x2)
    • 1x Level 35 Warrior (Health = 45,318 x2)
    • at least 5x Level 35 Normal Walkers (Health = 16,729)
    • 1x Level 35 Exploding Walker (Health doesn’t matter, just shoot it!)
  • Turns until Spawn Wave: no spawn wave
  • Spawning Walkers: After 2 turns, Walkers will start to spawn around these areas: Screen Shot 2017-12-02 at 6.15.36 PM.png

Potential Strategies:

  • For this map, and others with Freemen, I usually leave Sasha on the bench. I choose to bring at least 1 Hunter with Incendiary, then at least one Assault/Bruiser. Make sure the Exploding Walker is close to the Warrior before you shoot it! After you’ve exploded the walker into the Warrior, I may try to stun that Warrior and light him on fire.If they are on fire when they go into a struggle with Walkers, the struggle will only last 1 turn! Doing this makes the map much easier. You can also choose to save your stun ability for later in the map. If you can’t light the Freemen on fire prior to them Wrestling, you will want to sacrifice a survivor to create a buffer from the Walkers so you can stay alive until the Freemen die.

Videos:

 


Mission #18 – Lookout Towers

IMG_1453.PNG

Mission Details

  • Objective: Kill 20 Walkers and get to the exit
  • Initial Enemies:
    • numerous Level 37 Normal Walkers (Health = 23,650)
  • Turns until Spawn Wave: 4 (the spawn wave will happen near the beginning of the map)
  • Spawning Walkers: After your 2nd turn, walkers will start to spawn from around these areas:Mission 18 - Spawns.png

Potential Strategies:

  • Bring Sasha and another charged up survivor, along with a pawn. Slowly kill walkers off one by one, flee, then repeat until you are done with map. At this point, you will probably need a few missions in between to recharge your survivors with Sasha.

Videos:

 


Mission #19 – Motorpool

Screen Shot 2017-12-02 at 7.00.23 PM.png

Mission Details

  • Objective: Open the fence (6 turns) and get to the exit
  • Initial Enemies:
    • at least x Level 38 Normal Walkers (Health = 28,120)
    • at least 3x Level 38 Armored Walker (Health = 81,594)
    • 2x Level 38 Exploding Walkers (Health = doesn’t matter, just shoot them!)
  • Turns until Spawn Wave: 4
  • Spawning Walkers: After 2 turns, Walkers will start to spawn from around these areas:

Potential Strategies:

  • Bring Sasha and another charged Survivor, along with a pawn. Slowly try to kill off the Normal Walkers. Look for an opportunity to get the Explosive Walkers near the Armored Walkers before shooting them. This map is extremely difficult and will take most people numerous attempts to beat it.

Videos:

 


Mission #20 – Command Center

Mission 20 - Command Center.png

Mission Details

  • Objective: Kill the 5 Armored Walkers
  • Initial Enemies:
    • 5x Level 41 Armored Walkers (Health = 137,152)
    • at least 4x Level 39 Normal Walkers (Health = 33,435)
  • Turns until Spawn Wave: 4
  • Spawning Walkers: After 2 turns, Walkers will start to spawn around these areas: Mission 20 - Spawns.png

Potential Strategies:

  • Good luck beating this map!!! Beating this map is only for the players with the best of Survivors, Badges and Gear. You need monster charged critical attack #s to take down the Normal Walkers, let alone the Armored Walkers!

Videos:


Mission #21 – Final Stand

 

Mission Details

  • Objective: Kill the freemen….
  • Initial Enemies:
  • Turns until Spawn Wave:
  • Spawning Walkers:

Potential Strategies:

Videos: