Distance #5


Version #5
This pretends to be an Info Guide. Orientation of what you'll find on Distance #5.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/
Also thanks to @TJS for making the Distance #5 Discussion here:
https://forums.nextgames.com/walkingdead/discussion/36416/the-distance-version-5-share-tips-videos-info-etc/p1
And to @bladgier for his screenshots to confirm some of the hard version info...



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 #5: Missions 4, 6, 11,14, and 15, have Free Men in them, so you may want to have some Bruisers/Assaults charged early.
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#1 Checkpoint.
Difficulty: 10/17
Objective: Go to Exit.
Special Enemies: -
Initial Enemies: 8x Level 10/17 Normal Walkers.

Turns Until Spawn Wave: Initially 4, then 5.
• After 2nd Turn, Infinite Level 10/17 Normal Walkers Spawns.
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#2 Show of Force.
Difficulty: 11/18
Objective: Kill all Walkers.
Special Enemies: Armored, Exploder.
Initial Enemies: 9x Level 11/18 Normal Walkers.
2x Level 11/18 Armored Walkers.
1x Level 11/18 Exploder Walker.

Turns Until Spawn Wave: No Spawn Wave.
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#3 Deployment Zone.
Difficulty: 12/19
Objective: Open the Fence (3 Turns) & Go to Exit.
Special Enemies: -
Initial Enemies: 8x Level 12/19 Normal Walkers.

Turns Until Spawn Wave: Initially 5, then 6.
• After 2nd Turn, Infinite Level 12/19 Normal Walkers Spawns.
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#4 Lookout Towers.
Difficulty: 13/20
Objective: Kill the Free Men.
Special Enemies: Raider.
Initial Enemies: 2x Level 13/20 Normal Walkers.
1x Level 13/20 Assault.
1x Level 13/20 Shooter.

Turns Until Spawn Wave: Initially 5, then 6.
• After 2nd Turn, Infinite Level 13/20 Normal Walkers Spawns.
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#5 Motorpool.
Difficulty: 14/20
Objective: Go to Exit.
Special Enemies: Armored.
Initial Enemies: 7x Level 14/20 Normal Walkers.
2x Level 14/20 Armored Walkers.

Turns Until Spawn Wave: Initially 4, then 5.
• After 2nd Turn, Infinite Level 14/20 Normal Walkers Spawns.
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#6 Command Center.
Difficulty: 15/21
Objective: Kill the Free Men.
Special Enemies: Raider.
Initial Enemies: 1x Level 15/21 Warrior.
2x Level 15/21 Scouts.

Turns Until Spawn Wave: No Spawn Wave.
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#7 Final Stand.
Difficulty: 16/22
Objective: Open the Fence (4 Turns) & Go to Exit.
Special Enemies: Armored.
Initial Enemies: 5x Level 16/22 Normal Walkers.
2x Level 16/22 Armored Walkers.

Turns Until Spawn Wave: Initially 6, then 7.
• After 2nd Turn, Infinite Level 16/22 Normal Walkers Spawns.
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#8 Edge of the Woods.
Difficulty: 17/24
Objective: Kill all Walkers.
Special Enemies: Tank.
Initial Enemies: 12x Level 17/24 Normal Walkers.
1x Level 17/24 Tank Walker.

Turns Until Spawn Wave: No Spawn Wave.
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#9 Foreman’s Office.
Difficulty: 18/25
Objective: Open the Gate (4 Turns) & Go to Exit.
Special Enemies: -
Initial Enemies: 10x Level 18/25 Normal Walkers.

Turns Until Spawn Wave: Initially 6, then 7.
• After 2nd Turn, Infinite Level 18/25 Normal Walkers Spawns.
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#10 Loading Zone.
Difficulty: 18/26
Objective: Kill the Tough Walker.
Special Enemies: Tank.
Initial Enemies: 5x Level 18/26 Normal Walkers.
1x Level 20/28 Tank Walker.

Turns Until Spawn Wave: Initially 4, then 5.
• After 2nd Turn, Infinite Level 18/26 Normal Walkers Spawns.
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#11 River Through Stone.
Difficulty: 18/27
Objective: Kill the Free Men, Open the Gate (3 Turns) & Go to Exit.
Special Enemies: Raider.
Initial Enemies: 1x Level 18/27 Shooter.
1x Level 18/27 Scout.

Turns Until Spawn Wave: Initially 6, then 7.
• After 2nd Turn, Infinite Level 18/27 Normal Walkers Spawns.
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#12 Refuse Pile.
Difficulty: 19/28
Objective: Go to Exit.
Special Enemies: -
Initial Enemies: 10x Level 19/28 Normal Walkers.

Turns Until Spawn Wave: Initially 3, then 4.
• After 2nd Turn, Infinite Level 19/28 Normal Walkers Spawns.
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#13 Quarry Basin.
Difficulty: 19/29
Objective: Kill 20 Walkers.
Special Enemies: Goo.
Initial Enemies: 6x Level 19/29 Normal Walkers.
2x Level 19/29 Goo Walkers.

Turns Until Spawn Wave: No Spawn Wave.
• After 2nd Turn, Infinite Level 19/29 Normal Walkers Spawns.
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#14 Holdout.
Difficulty: 19/30
Objective: Kill the Free Men.
Special Enemies: Raider.
Initial Enemies: 1x Level 19/30 Shooter.
1x Level 19/30 Hunter.
1x Level 19/30 Bruiser.

Turns Until Spawn Wave: Initially 5, then 6.
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#15 Relief Mission.
Difficulty: 20/32
Objective: Kill the Free Men.
Special Enemies: Raider.
Initial Enemies: 2x Level 20/32 Hunters.

Turns Until Spawn Wave: Initially 6, then 7.
• After 2nd Turn, Infinite Level 20/32 Normal Walkers Spawns.
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#16 The Pit.
Difficulty: 20/33
Objective: Kill 10 Walkers.
Special Enemies: Spiked.
Initial Enemies: 6x Level 20/33 Normal Walkers.
1x Level 20/33 Spiked Walkers.

Turns Until Spawn Wave: Initially 4, then 5.
• After 2nd Turn, Infinite Level 20/33 Normal Walkers Spawns.
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#17 Arterial.
Difficulty: 20/35
Objective: Kill all Walkers.
Special Enemies: -
Initial Enemies: 12x Level 20/35 Normal Walkers.

Turns Until Spawn Wave: No Spawn Wave.
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#18 Crime Scene.
Difficulty: 21/37
Objective: Kill the Tough Walkers.
Special Enemies: Armored.
Initial Enemies: 4x Level 21/37 Normal Walkers.
2x Level 23/39 Armored Walkers.

Turns Until Spawn Wave: Initially 4, then 5.
• After 2nd Turn, Infinite Level 21/37 Normal Walkers Spawns.
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#19 Crash Test.
Difficulty: 22/38
Objective: Kill 20 Walkers, Open the Gate (4 Turns) & Go to Exit.
Special Enemies: -
Initial Enemies: 8x Level 22/38 Normal Walkers.

Turns Until Spawn Wave: No Spawn Wave.
• After 2nd Turn, Infinite Level 22/38 Normal Walkers Spawns.
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#20 Keep off the Grass.
Difficulty: 23/39
Objective: Go to Exit.
Special Enemies: Tank.
Initial Enemies: 8x Level 23/39 Normal Walkers.
1x Level 23/39 Tank Walker.

Turns Until Spawn Wave: Initially 5, then 6.
• After 2nd Turn, Infinite Level 23/39 Normal Walkers Spawns.
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#21 Outskirts.
Difficulty: 24/41
Objective: Kill the Tough Walkers.
Special Enemies: Spiked.
Initial Enemies: 6x Level 24/41 Normal Walkers.
2x Level 26/43 Spiked Walkers.

Turns Until Spawn Wave: Initially 6, then 7.
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...Are YOU...?
28
Comments
That's Awesome Stuff!
Great work!!!!
But at least I already have the model saved for version #6
There are a couple of remarks
Mission #3 initially has 5 (not 6) turns until spawn wave:
Mission #10 has infinite spawn waves after the second turn:
Here's a link to a thread with tips videos etc. *Note version #5 will be back around in a couple of weeks.
This link will take you straight to some awesome videos courtesy of @JayZ ;
https://forums.nextgames.com/walkingdead/discussion/comment/340269/#Comment_340269
**You'll find more videos futher down in that thread.
> @Kaz Today we will have distance #5 again. Could you please re-name all the maps where the names are mixed and give the same name as in the versions #1-4?
Hopefully in 6 weeks 😜😜
The Pit??
No. No it's not.
😞
Vir prudens non contra ventum mingit
Concordia
Last mission found you kill as many walkers off before you kill the Spiked Walkers. Fire is your friend and sacrificing your friend helps.
@JimiFaith has just kindly messaged me to let me know he has updated his post with correct map names and added pictures.
Awesome!