Distance #6


Version #6
This pretends to be an Info Guide. Orientation of what you'll find on Distance #6.I want to give special thanks to @OneLessTitan for the format/inspiration. You can check his guides for the other Distance versions and lots of other helpful stuff and thaaangs here: https://twdnomansland.wordpress.com/
NOTE: This guide was made based on the NORMAL DIFFICULTY, so the values for Initial Walkers and/or Spawn Waves, may differ from hard mode.
ABOUT VERSION #6: Missions 7, 9, 12, and 17, have Free Men in them, so Bruisers/Assaults are important, specially for mission 17.
Mission 19 can be a potential complication, bring your incendiary weapons and try to move quick towards the exit while cookin’ some dead ones…
This is a version with lots of maps with infinite spawns, so patience is advised. Good Luck…!
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#1 Checkpoint.
Difficulty: 10/17
Objective: Kill 10 Walkers, Open the Fence (3 Turns) & Go to Exit.
Special Enemies: Exploder.
Initial Enemies: 5x Level 10/17 Normal Walkers.
1x Level 10/18 Exploder Walker.

Turns Until Spawn Wave: Initially 4, then 5.
• After 2nd Turn, Infinite Level 10/17 Normal Walkers Spawns.
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#2 Lookout Towers.
Difficulty: 11/18
Objective: Go to Exit.
Special Enemies: -
Initial Enemies: 10x Level 11/18 Normal Walkers.

Beware of walkers in the blind spot, behind the first pile of boxes.
Turns Until Spawn Wave: Initially 4, then 5.
• After 2nd Turn, Infinite Level 11/18 Normal Walkers Spawns.
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#3 Motorpool.
Difficulty: 12/19
Objective: Kill all Walkers.
Special Enemies: -
Initial Enemies: 13x Level 12/19 Normal Walkers.

Turns Until Spawn Wave: No Spawn Wave.
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#4 Final Stand.
Difficulty: 13/20
Objective: Kill the Tough Walkers.
Special Enemies: Tank, Exploder.
Initial Enemies: 4x Level 13/20 Normal Walkers.
2x Level 15/22 Tank Walker.
1x Level 13/20 Exploder Walker.

Turns Until Spawn Wave: Initially 6, then 7.
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#5 Command Center.
Difficulty: 14/20
Objective: Kill 15 Walkers.
Special Enemies: -
Initial Enemies: 10x Level 14/20 Normal Walkers.

Turns Until Spawn Wave: Initially 4, then 5.
• After 2nd Turn, Infinite Level 14/20 Normal Walkers Spawns.
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#6 Show of Force.
Difficulty: 15/21
Objective: Open the Fence (4 Turns) & Go to Exit.
Special Enemies: Armored. Exploder.
Initial Enemies: 8x Level 15/21 Normal Walkers.
2x Level 15/21 Armored Walkers.
1x Level 15/21 Exploder Walker.

Turns Until Spawn Wave: Initially 5, then 6.
• After 2nd Turn, Infinite Level 15/21 Normal Walkers Spawns.
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#7 Deployment Zone.
Difficulty: 16/22
Objective: Kill the Free Men.
Special Enemies: Raider.
Initial Enemies: 2x Level 16/22 Hunters.
1x Level 16/22 Shooter.

Turns Until Spawn Wave: No Spawn Wave.
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#8 Edge of the Woods.
Difficulty: 17/24
Objective: Kill all Walkers.
Special Enemies: Armored.
Initial Enemies: 12x Level 17/24 Normal Walkers.
2x Level 17/24 Armored Walkers.

Turns Until Spawn Wave: No Spawn Wave.
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#9 River Through Stone.
Difficulty: 18/25
Objective: Kill the Free Men.
Special Enemies: Raider.
Initial Enemies: 4x Level 18/25 Normal Walkers.
1x Level 18/25 Assault.
1x Level 18/25 Bruiser.

Turns Until Spawn Wave: Initially 4, then 5.
• After 2nd Turn, Infinite Level 18/25 Normal Walkers Spawns.
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#10 Quarry Basin.
Difficulty: 18/26
Objective: Go to Exit.
Special Enemies: -
Initial Enemies: 8x Level 18/26 Normal Walkers.

Turns Until Spawn Wave: Initially 4, then 5.
• After 2nd Turn, Infinite Level 18/26 Normal Walkers Spawns.
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#11 Refuse Pile.
Difficulty: 18/27
Objective: Kill 20 Walkers.
Special Enemies: Armored.
Initial Enemies: 10x Level 18/27 Normal Walkers.
2x Level 18/27 Armored Walkers.

Turns Until Spawn Wave: Initially 6, then 7.
• After 2nd Turn, Infinite Level 18/27 Normal Walkers Spawns.
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#12 Foreman’s Office.
Difficulty: 19/28
Objective: Kill the Free Men.
Special Enemies: Raider.
Initial Enemies: 2x Level 19/28 Shooters.
1x Level 19/28 Warrior.

Don’t bring any valuable survivors here since the geography is on their side. You can bring Tara to heal and charge with the spawn waves after.
Turns Until Spawn Wave: Initially 4, then 5.
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#13 Holdout.
Difficulty: 19/29
Objective: Kill all Walkers.
Special Enemies: Armored.
Initial Enemies: 12x Level 19/29 Normal Walkers.
4x Level 19/29 Armored Walkers.

Turns Until Spawn Wave: No Spawn Wave.
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#14 Loading Zone.
Difficulty: 19/30
Objective: Open the Gate (6 Turns) & Go to Exit.
Special Enemies: Tank.
Initial Enemies: 6x Level 19/30 Normal Walkers.
1x Level 19/30 Tank Walker.

Turns Until Spawn Wave: Initially 5, then 6.
• After 2nd Turn, Infinite Level 19/30 Normal Walkers Spawns.
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#15 Relief Mission.
Difficulty: 20/32
Objective: Kill 15 Walkers.
Special Enemies: -
Initial Enemies: 14x Level 20/32 Normal Walkers.

Turns Until Spawn Wave: Initially 4, then 5.
• After 2nd Turn, Infinite Level 20/32 Normal Walkers Spawns.
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#16 Crime Scene.
Difficulty: 20/33
Objective: Go to Exit.
Special Enemies: Tank.
Initial Enemies: 8x Level 20/33 Normal Walkers.
2x Level 20/33 Tank Walkers.

Turns Until Spawn Wave: Initially 5, then 6.
• After 2nd Turn, Infinite Level 20/33 Normal Walkers Spawns.
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#17 Arterial.
Difficulty: 20/35
Objective: Kill the Free Men.
Special Enemies: Raider.
Initial Enemies: 4x Level 20/35 Normal Walkers.
1x Level 20/35 Shooter.
1x Level 20/35 Scout.
1x Level 20/35 Bruiser.

Turns Until Spawn Wave: Initially 4, then 5.
• After 2nd Turn, Infinite Level 20/35 Normal Walkers Spawns.
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#18 The Pit.
Difficulty: 21/37
Objective: Kill all Walkers.
Special Enemies: Armored.
Initial Enemies: 12x Level 21/37 Normal Walkers.
2x Level 21/37 Armored Walkers.

Turns Until Spawn Wave: No Spawn Wave.
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#19 Crash Test.
Difficulty: 22/38
Objective: Kill the Tough Walkers.
Special Enemies: Spiked.
Initial Enemies: 6?x Level 22/38 Normal Walkers.
2x Level 24/40 Spiked Walkers.

Turns Until Spawn Wave: Initially 6, then 7.
• After 2nd Turn, Infinite Level 22/38 Normal Walkers Spawns.
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#20 Keep off the Grass.
Difficulty: 23/39
Objective: Open the Fence (5 Turns) & Go to Exit.
Special Enemies: Tank.
Initial Enemies: 6x Level 23/39 Normal Walkers.
1x Level 23/39 Tank Walker.

In here, the tank likes to sneak behind the truck, so heads UP.
Turns Until Spawn Wave: Initially 6, then 7.
• After 2nd Turn, Infinite Level 23/39 Normal Walkers Spawns.
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#21 Outskirts.
Difficulty: 24/41
Objective: Kill 25 Walkers.
Special Enemies: -
Initial Enemies: 13x Level 24/41 Normal Walkers.

Turns Until Spawn Wave: Initially 6, then 7.
• After 2nd Turn, Infinite Level 24/41 Normal Walkers Spawns.
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...Are YOU...?
22
Comments
Version #6
1. Checkpoint.2. Lookout Towers.
3. Motorpool.
4. Final Stand.
5. Command Center.
6. Show of Force.
7. Deployment Zone.
8. Edge of the Woods.
9. River Through Stone.
10. Quarry Basin.
11. Refuse Pile.
12. Foreman’s Office.
13. Holdout.
14. Loading Zone.
15. Relief Mission.
16. Crime Scene.
17. Arterial.
18. The Pit.
19. Crash Test.
20. Keep off the Grass.
21. Outskirts.
The body was too long, so here is the overall list if you have some use for it...
Click here to visit our website and learn more about how you can join our guild family.
Youtube channel: https://www.youtube.com/channel/UCGSePrANMyf_S_YKJyfJodg/playlists
Strategy compendium: https://forums.nextgames.com/walkingdead/discussion/41787/jayzs-nml-strategy-compendium
Line ID: jayztwdnml
I couldn't finish counting the initial normal walkers on #19 and #21... I really really wanted but I was kinda busy...
Is this something new?? Will raiders/freemen be able to build charges, and potentially use charge attacks now? Or has this been around for a while, or maybe just a visual glitch?
Thank you!
Are you Lost? Alone? Looking for a killer team to have your back?
Join ZOMBREX! We have a tiered guild structure so players of every level and ambition can find a home they fit in.
Remember, search ZOMBREX SATISFIES. Check us out HERE
EMAIL US --> [email protected]"
Nah but really... It is intended adding that, thing is I fear it will hit the character limit... if it does I'll have to find some other way... most probably adding banners on the screens...
Off to bed.
Are you Lost? Alone? Looking for a killer team to have your back?
Join ZOMBREX! We have a tiered guild structure so players of every level and ambition can find a home they fit in.
Remember, search ZOMBREX SATISFIES. Check us out HERE
EMAIL US --> [email protected]"
This Distance is also too gas hungry as #5.
Will be normal mode or not played at all on Saturday.
Remember to use your charge abilities
Are you Lost? Alone? Looking for a killer team to have your back?
Join ZOMBREX! We have a tiered guild structure so players of every level and ambition can find a home they fit in.
Remember, search ZOMBREX SATISFIES. Check us out HERE
EMAIL US --> [email protected]"
But i imagine that endless stream of 41 walker must have been brutal...
That's tragic.
Are you Lost? Alone? Looking for a killer team to have your back?
Join ZOMBREX! We have a tiered guild structure so players of every level and ambition can find a home they fit in.
Remember, search ZOMBREX SATISFIES. Check us out HERE
EMAIL US --> [email protected]"
I followed the videos in the past and it seemed there were no spikes at #19 and no fence to open at #20.
Click here to visit our website and learn more about how you can join our guild family.
Youtube channel: https://www.youtube.com/channel/UCGSePrANMyf_S_YKJyfJodg/playlists
Strategy compendium: https://forums.nextgames.com/walkingdead/discussion/41787/jayzs-nml-strategy-compendium
Line ID: jayztwdnml
I thought it's #6 as map names are the same