#1

  • This guide is for Version #1 of the Distance Event that run on:
    • 9/12/17, 9/16/17
    • ……
    • 12/9/17

Here’s my video for my complete playing of this version of the Distance (post Wrestler 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 #1

  • Your Ranged Survivors will be your key to succeeding in this version of the Distance, as well as some Scouts. Your early goal should be getting as many of your Assaults, Shooters, Hunters and Scouts charged up as soon as possible. Rotate your Ranged Survivors on the easier maps so they are ready for the tougher maps!
  • 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. Mission #9 – The Pit, is the first of the tougher missions, and they start to get pretty tough after that mission.

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

Map #1 - Edge of the Woods.png

Mission Details

  • Objective: Go to the Exit
  • Anticipated Casualties: none
  • Initial Walkers:
    • at least 14x level 17 Normal Walkers (Health = 750)Screen Shot 2017-09-13 at 9.04.35 PM.png
  • Turns until Spawn Wave: 4
  • Other Spawning Walkers: After your second turn, Walkers will start to spawn from around here: Screen Shot 2017-09-13 at 9.08.29 PM.png

Potential Strategies

  • Take 3 of your lower Ranged Survivors to get charged up.

After the Mission

  • You should have 3 charged up Ranged Survivors.

Videos


Mission 2 – Foreman’s Office

Map #2 - Foreman's Office.png

Mission Details

  • Objective: Open the Gate (4 turns) and get to the exit
  • Anticipated Casualties: none
  • Initial Walkers:
    • at least 13x Level 18 Normal Walkers (Health = 890)
  • Moves until Spawn Wave: 4 (The spawn wave will come from where you started the map.
  • Other Spawning Walkers: After 2 turns, 3x level 18 Walkers will spawn around these spots.Screen Shot 2017-09-13 at 9.25.19 PM.png

Potential Strategies

  • Bring two of your Assaults that you want to get charged up kill the initial Walkers and hold off the Spawns. They don’t need to be your best Assaults as you can probably hold off Level 18/19/20 Walkers with two Assaults pretty easily.

After the Mission

  • You should now have 6 charged up Survivors after the mission.

Videos


Mission 3 – Loading Zone

Map #3 - Loading Zone.png

Mission Details

  • Objective: Kill 20 Walkers and get to the exit.
  • Anticipated Casualties: none
  • Initial Walkers:
    • at least 5x Level 19 Normal (Health = 1,057)
  • Moves until Spawn Wave: 3, 4
  • Other Spawning Walkers: After the second move, Walkers will spawn in these areas. The longer you stay in the map, the more walkers will start to spawn every move.Screen Shot 2017-09-13 at 10.17.39 PM.pngWalkers from the Spawn Wave will appear here:Screen Shot 2017-09-13 at 10.24.33 PM.png

Potential Strategies

  • Again, used 3 more Ranged Survivors to get charged up. Assaults are helpful on this map. Keep advance towards the exit so you can get ahead of the spawning Walkers and finish your 20 kills near or on the exit.

After the Mission

  • You should now have 9 Survivors charged up.

Videos


Mission 4 – River Through Stone

Map #4 - River Through Stone.png

Mission Details

  • Objective: Kill all the Walkers (about 18 Walkers)
  • Anticipated Casualties: none
  • Initial Walkers:
    • around 16x Level 20 Normal Walkers (Health = 1,254)
    • 2x Level 20 Armored Walkers (Health = 3,584)

Potential Strategies

  • It’s possible that an Armored Walker may be in striking Distance on the first turn, so you may want to bring a Melee with Interrupt on this map to charge up. At least one Assault is great to bring along as you will probably get swarmed.

After the Mission

  • You should now have 12 charged Survivors.

Videos


Mission 5 – Refuse Pile

Map #5 - Refuse Pile.png

Mission Details

  • Objective: Kill the Tough Walker (Armored), then open the Fence (3 moves) and go to the exit.
  • Anticipated Casualties: none
  • Initial Walkers:
    • 1x Level 22 Armored Walker (Health = 5,089)
  • Moves until Spawn Wave: 4 (Walkers all spawn from where your Survivors start, first wave is Level 20 Walkers)

Potential Strategies

  • Take 3 Survivors you want to get charged up and can easily take down a Level 22 Armored Walker. After you open the fence, charge up your Survivors and leave.

After the Mission

  • You should now have 15 charged Survivors.

Videos


Mission 6 – Quarry Basin

Map #6 - Quarry Basin.png

Mission Details

  • Objective: Kill 20 Walkers
  • Anticipated Casualties: none
  • Initial Walkers:
    • at least 9x Level 21 Normal Walkers (Health = 1,489)
    • 2x Level 21 Explosive Walkers (Health = doesn’t matter, just shoot them)
  • Moves until Spawn Wave: 4
  • Spawning Walkers: After your 2nd turn, Level 21 Normal Walkers will start to spawn from these areas. These are also the areas that more Walkers will spawn during the spawn wave, as well as from the start of the map:Screen Shot 2017-09-14 at 11.56.39 AM.png

Potential Strategies

  • Take 3 more Survivors you want to get charged up, use the Explosive Walkers to take out some Normal Walkers and keep moving towards the exit while killing the 20 Walkers needed.

After the Mission

  • You should now have 18 Survivors charged up.

Videos


Mission 7 – Holdout

Map #7 - Holdout.png

Mission Details

  • Objective: Kill the Tough Walkers (3x Level 24 Armored, 1x Level 22 Tank) and get to the exit
  • Anticipated Casualties: none
  • Initial Walkers:
    • 3x Level 24 Armored Walker (Health = 7,212)
    • 1x Level 22 Tank Walker (Health = 8,803)
    • 7x Level 22 Normal Walkers (Health = 1,768)
  • Moves until Spawn Wave: no spawn wave
  • Other Spawning Walkers: none

Potential Strategies

  • Bring 3 new Survivors capable of killing the 4 Tough Walkers, and the Normal Walkers so you can charge up.

After the Mission

  • You should now have 21 charged up Survivors.

Videos


Mission 8 – Relief Mission

Mission 8.png

Mission Details

  • Objective: Kill all the Walkers
  • Anticipated Casualties: none
  • Initial Walkers:
    • 3x Level 24 Armored Walkers (Health = 7,212)
    • 3x Level 24 Explosive Walkers (Health = doesn’t matter, just shoot them!)
    • at least 11x Level 24 Normal Walkers (Health = 2,495)
  • Moves until Spawn Wave: no spawn wave
  • Other Spawning Walkers: none

Potential Strategies

  • Same as before, bring 3 new Survivor to charge up that are capable of finishing off some Level 24 Armored Walkers. Be careful using Revenge or Ranged Heroes with Retaliate so they don’t accidentally shoot the Exploding Walkers and damage your Survivors.

After the Mission

  • You should now have 24 charged up Survivors.

Videos


Mission 9 – The Pit

Map #9 - The Pit.png

Mission Details

  • Objective: Open the Fence (3 moves) and get to the exit
  • Anticipated Casualties: Zero to 12
  • Initial Walkers:
    • at least 5x Level 25 Armored Walkers (Health = 8,582)
  • Moves until Spawn Wave: 4
  • Other Spawning Walkers: After 2 turns, 3x Level 25 Normal Walkers (Health = 2,965) will start to spawn from the pit in the middle. After the spawn wave, at least 4x Walkers will start to spawn from the pit, and that # can increase each move.Screen Shot 2017-09-14 at 12.22.50 PM.pngHere’s where the Spawn Waves will come from:Screen Shot 2017-09-14 at 12.26.02 PM.png

Potential Strategies

  • This may be the first map that puts your Survivors at risk. Although it’s easier than the first run through the Distance, it still can be tough. This is where you want to bring back your previously charged Survivors (especially Assaults) to help get you through this mission. It’s tough, but can be beaten without losing any Survivors. It’s easy to get trapped on this map, so when a Spawn Wave comes, get on the (bottom) edges of the map! Keep moving towards the exit or risk being surrounded by the constantly spawning Walkers.

After the Mission

  • You probably used some of the charged Assaults you had build up, but hopefully you were able to recharge them at the end of the map. If not, you still have a lot of charged up Survivors.

Videos


Mission 10 – Arterial

Map #10 - Arterial.PNG

Mission Details

  • Objective: Open the Fence (8 turns) and get to the exit
  • Anticipated Casualties: Zero to 12
  • Initial Walkers:
    • 4x Level 26 Normal Walkers (Health = 3,524)
  • Moves until Spawn Wave: 5
  • Other Spawning Walkers: After 2 turns, at least 3x Walkers will start spawning from these areas, after 4 turns, 6x Walkers will spawn from these areas:Screen Shot 2017-09-14 at 12.42.23 PM.png

Potential Strategies

  • Dealing with the 4 initial Walkers is the easy part of this mission. Holding off the waves of Walkers while you open the fence is the tough part. You may want to bring two of your charged Assaults along on this mission, or at least 2 Ranged Survivors.

After the Mission

  • Hopefully you were able to recharge your Survivors, but if not, you still should have many charged up Survivors remaining.

Videos


Mission 11 – Crime Scene

IMG_0777.PNG

Mission Details

  • Objective: Kill all the Walkers (there are at least 9 total Walkers) and get to the exit
  • Anticipated Casualties: Zero to 9
  • Initial Walkers:
    • 1x Level 27 Tank Walkers (Health = 21,344)
    • at least 4x Level 27 Armored Walkers (Health = 12,153)
    • at least 4x Level 27 Normal Walkers (Health = 4,189)
  • Moves until Spawn Wave: no spawn wave
  • Other Spawning Walkers: none

Potential Strategies

  • You may want to bring a pawn with two stronger survivors to sacrifice to the Tanks/Armored Walkers if you don’t think you can kill them before they do a lot of damage to you. If you need to, bring some charged up Ranged Survivors to help you out.

Videos


Mission 12 – Crash Test

Map #12 - Crash Test.PNG

Mission Details

  • Objective: Kill the Free Men then open the gate (3 turns) and get to the exit.
  • Anticipated Casualties: Zero to many (depends on how quickly you can take down the Freemen)
  • Initial Enemies:
    • 1x Level 28 Shooter Freeman (Health = 6,330 – x2)
    • 1x Level 28 Bruiser Freeman (Health = 13,863 – x2)
    • 3x Level 28 Armored Walkers (Health = 14,449)
  • Moves until Spawn Wave: 5 (here are the areas where the Walkers will spawn)Screen Shot 2017-09-14 at 1.27.25 PM.png
  • Other Spawning Walkers: none

Potential Strategies

  • You need to do everything possible to kill off the enemies before the spawn wave comes. If you are still near the starting point when the spawn wave comes, you are in real trouble unless you have a couple of Assaults charged up and can stun them.
  • Stand near the entrance and hope the Armored Walkers engage the Shooter Freeman. You can help soften the Freeman up, but you don’t want to take his health to red; you probably want to leave a little green health remaining so he will start to struggle with Armored Walkers. Then you can try to shoot him while in the struggle to kill him before the spawn wave comes, or you can start firing at the Armored Walker to soften them up.
  • The Bruiser Freeman can be tougher to deal with since it will stun the Armored Walkers and not take as much damage from them, but it can still be taken down by the Armored Walkers.
  • Try to set the Freemen on fire. Doing so will cause their struggles to last only 1 turn and kill them quicker.

Videos


Mission 13 – Keep Off the Grass

Map #13 - Keep off the Grass.PNG

Mission Details

  • Objective: Kill 10 Walkers and get to the exit.
  • Anticipated Casualties: Zero to 10
  • Initial Walkers:
    • 5x Level 29 Armored Walkers (Health = 17,180)
  • Spawning Walkers: There is no spawn wave, but Level 29 Normal Walkers will start spawning every turn after your 2nd turn (Health = 5,921)

Potential Strategies

  • If you are going to sacrifice Survivors, make sure to Wrestle the Armored Walkers; you don’t want to waste Wrestler on the Normal Walkers since you will still have to deal with the Armored Walkers that initially start on the map.
  • Probably your best option is to Wrestle an Armored Walker, then try to kill a Normal Walker or two prior to fleeing.

Videos


Mission 14 – Outskirts

Map #14 - Outskirts.PNG

Mission Details

  • Objective: Kill the 6 Tough Walkers (6x Armored) and get to the Exit
  • Anticipated Casualties: Zero to 6+
  • Initial Walkers:
    • 6x Level 32 Armored Walkers (Health = 28,878)
    • at least 4x Level 30 Normal Walkers (Health = 7,040)
  • Moves until Spawn Wave: 4 (here’s around where the walkers will spawn):Screen Shot 2017-09-14 at 1.55.30 PM.png
  • Other Spawning Walkers:

Potential Strategies

  • Bring Sasha with a charged survivor with high critical damage, along with a pawn. Take out as many Walkers as you can before fleeing, then repeat. Try to move towards the exit if possible.

Videos


Mission 15 – Checkpoint

Map #15 - Checkpoint.PNG

Mission Details

  • Objective: Open the Fence (3 turns) and get to the exit
  • Anticipated Casualties: Zero to many
  • Initial Walkers:
    • at least 9x Level 32 Normal Walkers (Health = 5,921)
  • Moves until Spawn Wave: 4
  • Other Spawning Walkers: After your 2nd turn, walkers will start spawning from around here, and they will keep spawning in different place. These are also the areas where the Spawn Waves will come appear:Screen Shot 2017-09-14 at 2.03.28 PM.png

Potential Strategies

  • Prioritize killing the Walkers that start on the map

Videos


Mission 16 – Show of Force

Map #16 - Show of Force.PNG

Mission Details

  • Objective: Kill the Tank and get to the exit.
  • Anticipated Casualties: zero to 1
  • Initial Walkers:
    • 1x Level 35 Tank (Health = 85,903)
  • Moves until Spawn Wave: none
  • Other Spawning Walkers: none

Potential Strategies

  • Try to kill the tank while “kiting” them around the map. I suggest a Hunter with Incendiary Trait on Rifle, and possibly two Scouts for better movement. This way you can set the Tank on fire, and let him burn out over the course of at most 10 turns.

Videos


Mission 17 – Deployment Zone

Map #17 - Deployment Zone.PNG

Mission Details

  • Objective: Kill 10 Walkers then open the Fence (3 turns) and get to the exit
  • Anticipated Casualties: Zero to 13
  • Initial Walkers:
    • at least 5x Level 35 Normal Walkers (Health = 16,729)
  • Moves until Spawn Wave: 4
  • Other Spawning Walkers: After the 2nd turn, Walkers will start spawning from around these areas:Level 20 Spawn.pngHere’s the spawn wave locations.17 Spawn Wave.png

Potential Strategies

  • As with the other similar maps, focus on killing the “Initial Walkers”. If you are going to sacrifice a pawn, make sure it’s an initial walker, not one from a spawn. This will allow you to run for the fence to start opening it on your last retries.

Videos


Mission 18 – Lookout Towers

Map #18 - Lookout Towers.PNG

Mission Details

  • Objective: Kill the Tough Walker (Tank) and get to the exit
  • Anticipated Casualties: zero to 3
  • Initial Walkers:
    • 1x Level 39 Tank (Health = 171,685)
    • 2x Level 37 Armored (Health = 68,624)
  • Moves until Spawn Wave: none
  • Other Spawning Walkers: none

Potential Strategies

  • Do your best to set the Tank on fire and run around getting other attacks while avoiding the Armored Walkers.

Videos


Mission 19 – Motorpool

Map #19 - Motorpool.PNG

Mission Details

  • Objective: Kill all the Walkers and get to the exit
  • Anticipated Casualties: 0 to many
  • Initial Walkers:
    • at least 17x Level 38 Normal (Health = 28,120)

    • 2x Level 38 Exploder (Health = doesn’t matter, just shoot them!)

  • Moves until Spawn Wave: no spawn wave
  • Other Spawning Walkers: none

Potential Strategies

  • This is a good map to have Sasha as a leader with a couple of Assaults. Utilize the Exploding Walkers to take out as many Normal Walkers as possible and try to alternate Assaults charged attacks and stay alive as long as possible. If it takes you a few times to beat this map, you may want to have the Incendiary Rifle Trait on a Hunter to let the few remaining Walkers that are left burn out as they chase you.

Videos


Mission 20 – Command Center

Map #20 - Command Center.PNG

Mission Details

  • Objective: Open the Fence (4 turns) and get to the Exit
  • Anticipated Casualties: zero to many
  • Initial Walkers:
    • at least 1x Level 39 Tank (Health = 171,685)

    • at least 6x Level 39 Normal (Health = 33,435)

  • Moves until Spawn Wave:
  • Other Spawning Walkers:

Potential Strategies

  • Again, prioritize killing the Walkers that start on the map, then work your way to the fence. Killing the Tank may not be possible. Focus on the Normal Walkers that start on the map, then try to get the fence open while avoiding the Tank and get to the exit.

Videos


Mission 21 – Final Stand

Map #21 - Final Stand.PNG

Mission Details

  • Objective: Kill the Freemen and get to the exit
  • Initial Enemies:
    • Level 41 Hunter (Health = 68,263 x2)
    • Level 41 Scout (Health =  60,083 x2)
    • Level 41 Warrior (Health = 128,044 x2)
  • Moves until Spawn Wave: no spawn wave
  • Other Spawning Walkers: none

Potential Strategies

  • Good luck with this one! Hats off to anyone that can defeat this after they fix the bug from the first running of the Distance.
  • In theory, you need to focus on one Freeman at a time. You need to kill one Freeman before all 3 of your Survivors die. To do this, you are going to need MONSTER damage and critical damage #s (Destructive and Ruthless gear traits, and DAMAGE and CRIT DAMAGE Badges). If only one Freeman engages you, you may have 2-3 turns to kill a Freeman. Incendiary on a Hunter could help, as well as Retaliate and Revenge.
  • The Scout can only attack one Survivor at a time. So, in theory, you would get 12 attacks on the Scout (not counting multiple attacks from a Shooter charged attack or if you stun them with an Assault). Killing the Scout is the easiest.
  • The Hunter could theoretically wipe out your entire team in two moves. So, try to set up so the Hunter can’t attack all of your Survivors each turn.
  • The Warrior is just ridiculous with it’s unbalanced Health Rating. You could get 12 attacks to kill it if you separate your Survivors. Or you may get lucky and get infinite attacks against them if the AI is funky (cross your fingers).

Videos

As this map was bugged during the first Distance Event, these videos don’t show how to deal with this map, but maybe it will give you an idea of where the Freemen might be.

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