Distance #5

JimiFaithJimiFaith Member Posts: 368

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.
----------------------------------------------------------------------------------------------------------------------------------------------
#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.
----------------------------------------------------------------------------------------------------------------------------------------------
#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.
----------------------------------------------------------------------------------------------------------------------------------------------
#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.
----------------------------------------------------------------------------------------------------------------------------------------------
#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.
----------------------------------------------------------------------------------------------------------------------------------------------
#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.
----------------------------------------------------------------------------------------------------------------------------------------------
#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.
----------------------------------------------------------------------------------------------------------------------------------------------
#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.
----------------------------------------------------------------------------------------------------------------------------------------------
#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.
----------------------------------------------------------------------------------------------------------------------------------------------
#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.
----------------------------------------------------------------------------------------------------------------------------------------------
#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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Comments

  • JimiFaithJimiFaith Member Posts: 368
    @TJS thanks man... I really appreciate it since it wasn't as easy as I thought... I would have made it earlier pasting from Word but HTML codes man... friggin HTML codes... that stuff is basic nerd...

    But at least I already have the model saved for version #6 :) should be a walk in the park of value changes now...
    TJSGoatlips
  • msapaevmsapaev Member Posts: 480
    Great work, thank you!

    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:
    JimiFaithDanski_46GovernatorGoatlips
  • romeoromeo Member Posts: 608
    thanks guys...😘👌🏼👍🏼💪🏼
    JimiFaith
  • JimiFaithJimiFaith Member Posts: 368
    msapaev said:

    Great work, thank you!
    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.

    How dare you to come here an critizise my work and... Just kiding, yeah actually, I did start a litlle sloppy... later I came to the realization that on second waves the turns increase by 1... so now that you've confirmed it, mission 1 is probably wrong to... wich I already confirmed on that video...

    And you're right about 10... ironicaly all the farming made me forget it...

    But this is great, appreciate the help to polish this... :smile:

    msapaevGoatlips
  • elmaasheley147elmaasheley147 Member Posts: 6
    Thanks for sharing this post
    TJSromeoJimiFaith
  • TheKingTheKing Member Posts: 81
    Do we have full video on Distance #5 I couldn’t fine on YouTube.
  • TJSTJS Member Posts: 4,501
    edited October 2018
    @TheKing

    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.
    -
    TJS  -  Member of W-S
    Nation Wars 🇦🇺 Australian Team Captain
    TheKingJayZJimiFaithGovernator
  • TheKingTheKing Member Posts: 81
    thanks ;)
    TJSJimiFaith
  • kmrkmr Member Posts: 113
    @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?
    zbotTJSNezoJimiFaith
  • romeoromeo Member Posts: 608
    and its been months since we had 1 Gas for Distance
    anderfm12
  • kmrkmr Member Posts: 113
    > @kmr said:
    > @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 😜😜
  • msapaevmsapaev Member Posts: 480
    It seems that the first seven maps now have correct names but the rest of them... huh!
    TJSNezoromeo
  • ShadowaceAzShadowaceAz Member Posts: 3,402



    The Pit??

    No. No it's not.
    😞
    Descensus in cuniculi cavum
    Vir prudens non contra ventum mingit
    Concordia

    romeoJimiFaith
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