Distance #2

  • This Guide is for the Distance Version #2. Recent dates this version has run are:
    • 5/1/18, 5/5/18
    • 3/6/18, 3/10/18

  • If you are new to the Distance or want to read some of my general tips and strategies, check HERE.
  • If you like the old guide better, you can still view it HERE.
  • If the images for each map confuse you, look at the bottom of this page for a description of what each image shows!

  • Just a few reminders….
    • Do everything to keep SASHA alive!!!
    • Use INCENDIARY on Hunter Rifles to set Freemen on fire (or the Walkers that will attack them). This will cause their struggles to last only 1 turn and is a HUGE benefit. Incendiary is also used on very tough Walkers to chip away at their damage (the burn damage is 10% of the Walkers total Health on every turn). You could also use a charged Assault with a Flamethrower to accomplish the same thing!

  • A few notes about VERSION #2 of the Distance:
    • Mission 19 is one of the toughest missions in any Distance Version. Your strongest charged Survivors will be needed on Mission #19.
    • Charged Bruisers/Assaults and Hunter with Incendiary are strongly recommended for Missions #18 and #20.

Here is my guide Video for this Version #2 of the Distance (the new videos for Missions #19/20/21 can be found below). There is a Table of Contents in the video Description that will take you immediately to the map you wish to see! (This video isn’t meant to be an exact walkthrough for beating each map, just a guide and a way for you to see what you will encounter).


Edge of the Woods (Card #2).png


River Through Stone (Card #2).png


Quarry Basin (Card #2).png


Refuse Pile (Card #2).png


Foreman's Office (Card #2).png


Holdout (Card #2).png


Loading Zone (Card #2).png


Relief Mission (Card #2).png


Crime Scene (Card #2).png


Arterial (Card #2).png

  • This is may be a good level to bring Sasha for the first time and Shooters. Since there are only 6 Walkers available to kill (maybe only 5 since the Explosive won’t often count as a kill), continuing to charge up new Survivors is more difficult on this map.

The Pit (Card #2).png

  • This is a good map for charging up some Assaults and Hunters.

Crash Test (Card #2).png

  • Keep moving forward on this map; it’s easy to get surrounded by many Walkers. Assaults and Hunters are easiest to charge up and not take any significant damage.

Keep off Grass (Card #2).png

  • Sasha and two Shooters are a good option to charge up on this map. After this map, losing Survivors is a distinct possibility.

Outskirts (Card #2).png

  • I bring 3 Survivors I don’t mind losing…don’t bring Sasha!
  • A charged Bruiser/Assault can be helpful to keep the Freemen off of you while you let the other Freemen/Walkers fight it out.
  • A Hunter with Incendiary can help take out the enemies quicker.

Checkpoint (Card #2).png

  • Shoot all the Explosive Walkers and start opening the fence as quick as possible. You don’t need a Scout to get to the Fence in two turns, but it could help. Make sure you bring a pawn.

Show of Force (Card #2).png

  • I bring Sasha and my Shooter, along with a pawn (usually a charged Shooter or Scout).
  • Try to shoot the Explosive Walkers when the Armored Walkers are in the blast radius.
  • It may take a few attempts to kill the Armored Walkers, but always try to recharge Sasha and your strong ranged Survivors before fleeing/finishing the map.

Deployment Zone (Card #2).png

  • Bring 3 pawns on this mission (at least two ranged).
  • Shoot the Explosive Walkers and get to the exit. It’s possible one or both of the Shooters could survive all the blasts, so you may lose a Survivor running to the exit.

Lookout Towers (Card #2).png

  • This map can be a bit trickier if you can’t get the Explosive Walkers near the Freemen before shooting them.
  • I bring one Hunter with an Incendiary Rifle, and two Survivors with a charged up stun ability (Assaults or Bruiser).
  • It’s likely you will need to hold off the Freemen until the Spawn Wave comes. Stun the Freemen and try to ignite them with Incendiary and move towards the exit. Survive as long as possible while the spawning Walkers attack the Freemen.

Motorpool (Card #2).png

  • This is one of the toughest missions in any Distance version.
  • Hopefully the Scout Freemen will get an attack on the Tanks.
  • Bring a couple charged up Survivors; you may need to use your strongest Survivors on this map. You may not have any strong charged survivors to beat Mission 21 left, but maybe you’ll still have a chance at the Epic Components from #20.
  • My goal is to kill one Tank as quickly as possible, and hope the Scouts are still alive when I flee.

Command Center (Card #2).png

  • This map can be tricky as well, but play it just like #18.
  • Bring a Hunter with Incendiary, along with two Survivors capable of stunning (Assault/Bruiser). Stun the Freemen, set them on fire and move towards the exit.
  • Let the spawning walkers attack the Freemen and survive long enough for the Freemen to die.
  • After the Freemen are dead, you can bring pawns to open the fence and flee, or try to recharge Sasha and other Survivors.

Final Stand (Card #2).png

  • Use the Explosive Walkers to help damage the Armored Walkers, and do your best to take out as many Armored Walkers as possible.
  • Without the Explosive Walkers, the Armored Walkers are too tough for me to kill…so…
  • I wait for the Spawn Waves and try to kill the Level 41 Walkers that will spawn. They will still be tough to kill, but get as many as you can each attempt with your remaining charged Survivors.
  • Try to block access to your Survivors by going into a struggle with a Survivor in grid B6…that will give you a few extra shots to either recharge with Sasha, or try to kill another Walker or two.

Info Card Explanations:

  • On the Info Cards for each mission, you will see a couple of graphics that may not be easily understood at first.
    • The bigger image is the “Map Markup.” This image shows every available grid space on top of a near blank image of the map.
      • White marks are normal spaces.
      • S1/S2/S3 are the starting positions based upon their lineup placement (S1 = Leader position, S2 = middle position, S3 = right position)
      • Red marks are where SPAWN WAVES come from.
      • Purple marks are where OTHER SPAWNS come from (not from a Spawn Wave).
      • Orange marks are where you can open objects from.
    • The smaller image is the basic “Map Grid.” This image is a simplified version of the Map Markup image, and has column (letters) and row (number) labels used to identify each position.
      • Grey boxes are normal spaces
      • Black boxes can’t be walked on by Survivors.
      • Red boxes can’t be walked on and are usually Walker “Pits.”
      • Orange boxes are where objects can be opened from.
      • Blue boxes are exit spaces.

This page was last updated on: 3/6/2018