Distance #4

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  • This Guide is for the Distance Version #4. Recent dates this version has run are:
    • 4/17/18, 4/21/18
    • 3/20/18, 3/24/18

  • 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 #4 of the Distance:
    • This version is very difficult to beat, and also takes FOREVER to beat…I think this version is the least enjoyable.
    • Charged Assaults/Bruisers are not as useful in this version, but having a few charged up will help on Mission 17 (and 21 if you get there).
    • Missions 18-20 will need as many strong, charged Survivors as possible, and a lot of gas (and survivors) to get through those missions.

Here is my guide video for this version of the Distance (Version #4). 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 #4).png

Foreman's Office (Card #4).png

Loading Zone (Card #4).png

River Through Stone (Card #4).png

Refuse Pile (Card #4).png

Quarry Basin (Card #4).png

Holdout (Card #4).png

Releif Mission (Card #4).png

The Pit (Card #4).png

  • I use the bottom path to get towards the exit.
  • Multiple Assaults/Hunters are easy to get charged up and farm for some XP.

Arterial (Card #4).png

  • At least 1x strong Assault is nice to protect the fence opener.

Crime Scene (Card #4).png

  • This is where I usually use Sasha for the first time along with 2x Shooters. I charge up my survivors on the normal walkers and use the charge attacks on the Tanks, then recharge when the spawn wave comes.

Crash Test (Card #4).png

  • I “easily” charge up my final 3 Ranged Survivors on this map.

Keep off the Grass (Card #4).png

  • This is where I’ll probably lose my first Survivors in this version of the Distance.
  • I use Sasha/Shooter/pawn to kill what I can before fleeing and repeating…all while trying to recharge any charge attacks that I’ve used up.

Outskirts (Card #4).png

  • Be very careful using Sasha AND your top Survivor (Shooter for me) with a pawn. Getting attacked by a Spiked Walker should immediately kill them (not supposed to be able to Struggle with a Spiked Walker). If your pawn dies, then you have to beat the map or risk losing one of your other two Survivors.
  • For this reason, I like to bring Sasha + 2 charged Survivors (Shooters/Hunters/Scouts) that I’m willing to lose.
  • Take out the Spiked Walkers (may take two attempts to do so) while killing/recharging on the Normal Walkers.
  • If you need to, try to recharge on the spawn waves from the exit before finishing the map.

Checkpoint (Card #4).png

  • Sasha + strong charged Survivor + pawn can beat this map without needing to flee.
  • Once you clear the close Walkers out, try to recharge your Survivors while finishing off the Walkers that are further away.

Show of Force (Card #4).png

  • Sasha + charged Survivor + pawn is how I play this map. Use the charge attacks, try to recharge before fleeing and repeat until done.

Deployment Zone (Card #4).png

  • Like any tough map with Freemen, I almost always use Assault/Bruiser/Hunter.
  • Shoot the Explosive Walker when it is near one or both of the Freemen.
  • Set fire to and stun the Freemen or any Walkers you may need to stay alive while the Walkers kill the Freemen.

Lookout Towers (Card #4).png

  • This map can take a while to beat, but the concept is simple: use Sasha + charged Survivor + pawn to slowly kill off Walkers, try to recharge, flee, then repeat.

Motorpool (Card #4).png

  • Try not to shoot the Explosive Walkers until they are around the Armored Walkers, or at least around multiple Walkers.
  • You may need some strong charged Survivors to finish off the Armored Walkers.
  • Once the Walkers are clear, use pawns to start and finish open the gate.

Command Center (Card #4).png

  • This map is very difficult. You need a couple (or 3) strong charged Survivors to take out each Armored Walker.
  • If you you have enough Survivors, you can focus on taking out some of the Normal Walkers first to create a little more space, then try to recharge and go after the Armored Walkers.
  • This map will be slightly easier with level 24 Survivors, but you still may need Sasha + 2x strong charged Survivors, and you may need to hope to recharge one of the strong Survivors (probably a shooter) to get a 2nd charged attack on the Armored Walkers.

Final Stand (Card #4).png

  • This map is pretty easy compared to the previous few…just let the Walkers and Freemen fight it out.
  • Try to set the Freemen or Walkers on fire to make the struggle last only 1 turn.
  • Just in case you need to kill any of the Walkers, it may be wise to keep 1 strong charged survivor.

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: 3/23/2018