Ka-Boom (New)

Ka-Boom - Overview #1.jpg

Here is some information (and a few tips and strategies) for the Ka-Boom Challenge. Use this information, try some of these strategies if you want, or develop your own and see what works best. Using your best Survivors will usually give you the best chance at earning more stars, so work with what you have!!

  • Some other info…
    • Here’s an overview of some of my general Challenge and Guild Tips that discuss and show some of the strategies that may be mentioned here.
    • If you like the old Ka-Boom guide better, you can find it HERE.
    • If you are looking for a guild, head over HERE.

Challenge Notes:

  • Please check any spawn blocks that you use on the easier missions to make sure NG hasn’t made them useless!
  • BEWARE!!! When you get to the 3rd repeating round in a level of difficulty, you may see an extra Tank/Armored Walker on the map, and on the 4th repeating round in a level of difficulty (currently level 30+ for maxed players), you will often get Tanks and/or Armored Walkers that come in the spawn waves.
  • If there is a video of the map, please take note of the Survivor Levels/Gear/Pink Stars/Badges and if there were any Class Bonus’ used during the video as that will impact how easily a map can be beaten. Use most videos as guides and examples…not as exact walkthroughs..

Info Card Notes:

  • Please see the bottom of this page for an explanation of the Info Cards used for each map!! I hope they are useful.

First, here is the Spawn Block video for these maps:


Old Bricks (Card).png

  • I like to use Sasha/Shooter/Assault on this level when it gets tough. Clearing the initial Walkers isn’t usually too tough with the Explosive Walkers around. By the time the 1st Spawn Wave comes, I like to be around spaces G7/H7; that way I can try to take out the spawning walkers in the bottom right corner before opening crate C3 second.
  • When the next Spawn Wave comes, I will try to put my Assault on space N5, Shooter on N6 and Sasha on A7. If your Assault is charged, dealing with the Walkers is much easier, but it can still get tough.
  • When you are ready to open the 3rd crate (C2), open it from space H3. From there, you can run to the exit with any Survivor class in one move.

Lock In (Card).png

  • I always close the top fence first. If you don’t want to spawn block on spaces G4 and H4, then put your Survivors (especially Hunters with Silver+ Large Caliber on spaces G2 and H2 as this allows you to shoot all 4 Walkers that will spawn with a Hunter or Assault. It’s also a good idea to use the “hidden” close space and close the fence from F2, but you will first need to put a Survivor on space F3 to allow you to close the fence from F2.
  • After the first fence is closed, recharge your survivors, and place the survivor you want to close the fence on space H6. Place your other two Survivors on G6 and F7 and then close the fence and finish off the walkers that spawn!

Perimeter Defense (Card)

  • I use Sasha/Shooter/Assault on this map. My goal is to get my Shooter charged to kill the Tank, and use my Assault as a shield. After you deal with the initial Walkers, get to the closest Spawn Block location, then deal with the spawning Walkers.
  • Do your best to have a charged Hunter/Assault and a charged Shooter available when you open the fence so you can easily deal with the walkers that spawn.

Fire in the Hole (Card).png

  • I use Sasha/Shooter and then usually an Assault (to help get me to the exit) or a second Hunter on this map.
  • Again, try to charge up the Shooter to deal with the Tank. Work your way to the fence and make your move to the exit when the time is right.

Dark Corner (Card).png

  • This map requires some luck on the starting locations of the Walkers.
  • Best case scenario is the Walkers will be far enough away to move down towards your survivors, and then you can move to the left of the map to create a little distance for one extra turn (allowing the Explosive Walker to hopefully come closer to the Tank!)
  • Again, try to get a powerful Shooter (or whatever your most powerful Survivor is) charged up to attack the tank. An Assault is great for absorbing some damage and also stunning many Walkers if you start to get surrounded.

Fuse Box (Card).png

  • Sasha/Hunter/Assault is my favorite on this map.
  • Getting charged up shouldn’t be a problem with Sasha and all the Walkers outside the fence.
  • Be prepared when the Spawn Wave comes and line up a charged Hunter to kill the Walkers inside the fence. Open the fence and open a crate when you can, then go back inside and close the fence and stay safe! When you can, make your run for the exit, using the Assault’s stun ability.

Info Card Notes:

  • The main image on each card is the “Map Grid” and shows each grid/space that you can occupy.
  • Here’s an explanation of the key:
    • Almost every marked space can be occupied by your Survivors. Unmarked spaces, along with Black marked spaces, denote a space that can’t be occupied by a Survivor. Rarely, a Red/Purple space may not be able to be occupied.
    • White spaces are just regular spaces.
    • The following colors have to do with Spawns:
      • Red spaces are where walkers from Spawn Waves may appear.
      • Purple spaces are where walkers may spawn at time other than during a Spawn Wave. Purple spaces may also be red spaces.
      • Green spaces are where you can completely block spawning walkers with your Survivors. These are most effective when each space is occupied in each cluster. Many spawn locations can’t be completely blocked; these spawn locations will be in Red, even if you can perform an “incomplete” Spawn Block.
    • The following colors have to do with objects and the opening of those objects:
      • Blue spaces are “objects”: Crates/Boxes/Fences/Gates
      • Orange spaces are primary spaces you can open the Blue objects from.
      • Yellow spaces are spaces that you can open a Blue object from ONLY IF a primary space is occupied.
    • A couple of other notes…
      • Making one larger image from smaller images sometimes creates a bit of warping…I do my best to keep the grids lined up pretty well, but sorry if some are tough to read. Sometimes the grid marks and visual objects don’t quite line up in the images (especially the middle), so inspect them careful if you are trying to utilize them the best!
      • When images get warped, I try to add a Black “x” over a spot that you can’t occupy, but doesn’t quite line up with the image.
      • There may also be two colored “X”s on one space if needed.
  • Centered below the Map Grid is the “Basic Grid.” This is a much simpler version of the main image, and has Column (#s) and Row (letter) labels. Here’s the explanation of the colors.
    • Black: a space that can’t be occupied by our Survivors
    • Grey: a space that can be occupied by our Survivors
    • Green: an “object” like a crate or box to be opened
    • Orange: a space that an object can be opened from
    • Blue: an exit space

This page was last updated on: 3/10/2018