How to Beat the Frostpunk’s Fall of Winterhome

Frostpunk came out with a new free DLC campaign called The Fall of Winterhome yesterday. It’s more of what makes Frostpunk great, defying death in the arctic wilderness, but it’s also easily the most difficult of the four campaigns. Lucky for you, because I’m insane, I played through it several times and beat it, saving the maximum number of people.

Here are some tips that will come in handy for you.

The Set Up

Pause the game immediately when it starts and set everything up. Dismantle the coal thumpers and the gathering post to the north (keep the gathering post to the east). Coal thumpers are useless and coal’s not a big deal once you build a coal mine.

Fill out every other vacant building. Make sure to put children in the cookhouses, as you’ll need all the workers for hunting. Turn the generator on.

Choose the law for overtime, start researching fast gathering, and immediately force the workshop to go into overtime. You need to research a bunch of stuff early and there’s no room for error.

Now, you’ll have a lot of leftover workers and children. You need to put them all towards clearing up rubble. Here are some special tips for that:
– Make sure to put people in the big steel ruin next to your steelworks. This needs to go ASAP as it blocks the spot for your second steelworks.
– Same thing for the two steel ruins blocking the coal mine spots to the southeast.
– Focus on clearing out the ruins within the heatzone of your generator first.
– Put what’s left over in the ruins near the gathering post. You can clear that area out quickly.

Before you unpause, build another snow pit somewhere that’s going to stay cold all game. I did it to the north. Don’t forget to dismantle your existing, poorly placed snow pit once it finishes building.

Early Game

Spend your first 40 wood on a resource depot, set it to coal, so you have enough coal capacity so the coal outpost can drop off its delivery every day.

Spend your next 40 wood on launching a scout. Launch your scout to the northwest. Ignore the engineers you meet and keep going. You need to rush to the far west and make contact with the
second group of engineers so they discover another camp before the end of the game.

Spend your next 40 wood on another resource depot. Set it to food rations. Your food rations should be full by now.

Your fast gathering research should end on the first day. Research the second scout next, and get another scout ASAP. Send him to the dreadnought first, then have him go through the East path. You need to get this started early because you need the steam cores on that path.

Build a medical center and staff it. There’s an open spot for one right in the generator’s range behind the stockpile on the southeast side of the generator.

Start building hunters’ huts. You start with 4. You need about 8 more. If that feels like overkill, trust me, it’s not. You can get away with building probably ~4 in this early part and then taking care of the rest later in between other priorities, but you need to start building up a food surplus.

The First Cold

By the time it gets cold for the first time, you’ll probably have cleared out the first few ruin clumps you targeted. Here’s a very important tip. I’ll even bold it for you: build steam hubs in each ‘clump’ of ruins. Set them so they’re only active during work hours. If you don’t do this, all the kids working in ‘cold’ resource spots will get sick and your community will go into a horrific death spiral. It’ll be bad.

For your second law, go into purpose right away. Getting the prayer houses and rushing temples key to beating this map. The active skills the prayer houses and temples have boost hope more than anything else.

For your third research, research steam steelworks. Believe it or not, steel is the number one limiting factor in this campaign, and you want to start getting out in front of it early. At the end of the map it’s going to ask you to plunk down like 10k steel.

As the spots near your generator are cleared out and you have enough hunters’ huts to break even (like ~5 probably), you need to build as many medical centers as you can for the amount of engineers you have. It’s going to be 4-5. You need to get out in front of the illnesses.

You also need to start building houses. The main priority here is making sure your people stay healthy, and the reason they’re all going to get sick is because half of them live in tents without any heat. So start building houses and deleting tents.

When the steam steelworks finishes, upgrade your steelworks, build the second one if the spot is cleared already, and research hunters’ hangars. Once that finishes, upgrading your hunters’ huts is your number one priority. This takes a lot of steel to do. I hope you took my advice and upgraded your steelworks ASAP.

For your laws, you need temples and extended hours. Either order is probably fine. I think getting temples first is probably better, so you can get rid of the hope task and start blasting your discontent into oblivion with 24 hour and extended shifts.

Your scout should meet up with the engineers in the far west. Leave them there. Return to the other engineer spot and grab them, bring them back with you on your way back. Don’t take the automaton, leave it there.

Ending the First Task

Keep up 24 hour shifts on research at every opportunity. Your biggest priorities are: steam coal mining (but you can’t build a second steam coal mine until your eastern scout returns with more steam cores), and completing the steel and food gathering trees.

You’ll probably want to grab advanced heaters, steam war drills and the perk for faster healing at the medical center (don’t both with infirmaries, you don’t have time and they take steam cores you can’t spare. That’s why you need to focus on preventing illness by building houses and making sure the work spots are heated). You will need a factory later on. Try to squeeze that in when you have time.

As you start running out of ruins, you’ll start needing wood. Build a war drill on the northwest side of the map. You might feel a squeeze for wood during the mid game, but you’ll stop needing wood almost entirely at some point. A steam war drill and one non-upgraded sawmill will do just fine for the entirety of the map.

Make sure your research facility, steelworks, coal mines and war drills are all running on extended shifts.

Once your Eastern scout returns with all the steam cores he found, get yourself two steam coal mines, and switch the outpost team you have to collecting iron from the deposit to the west.

Law-wise, after you have temples and extended shifts, you should go down the line for prosthetics. You need prosthetics at the end and by the time you find out you need it, you won’t have enough time to go through this whole tree. Get it ahead of time. After that get the rest of the faith stuff, especially shrines to boost the efficiency of your steelworks.

Use the temple skills at every opportunity. Once you’ve gone through all three skills 2-3 times, that should be it for raising hope to 50%. Which will bring you to the next phase.

Repairing the Generator

First you have to research the ability to repair the generator, then build the repair device. Easy stuff. After that, I hope you did a good job of staying ahead of the illnesses (I had zero sick people at this point), because you need to take all your engineers out of the medical centers and put them on the generator repair building for ~8 hours.

Once the engineers do their thing, you have to build an evacuation center and send 25 of your engineers away. Then you get the real task: send a ton of stuff to the dreadnaught so you can escape.

You need to send: 5000 coal, something to the tune of 10000 steel, 5000 food, and every steam core you have.

Here’s how you accomplish this: make sure to send 50 people each time, starting with the kids. (You get a task to send the kids first anyway). You need to be building prosthetics during this time, because you can’t send an amputee. It should cost a grand total of just ~500 iron to take care of it, but it takes time. Set the factory to an overtime shift and knock it out.

At first it doesn’t matter what you send, because you’re limited to sending 2500 resources and 50 people with each trip. Just try to make sure it’s fully loaded before it leaves, maybe focus on sending things that are near their resource capacity.

You’ll want to knock out food first, because once you run out of kids to send, you need to start sending workers. If you’re full on food, you probably have more than enough left over to sustain your dwindling population forever. The majority of your workers are working in the food industry, so dismantle your hunters’ hangars and send the workers. This also gives you a fair amount of extra steel.

Don’t worry too much about steam cores. You’ll need to send all of them, but that means dismantling all the buildings that are using them. You can save that for last, when you no longer need those buildings. Most notably you’ll have to dismantle your coal mines, which should be the absolute last thing you do before sending the final shipment.

As your population shrinks, start dismantling all your houses and any other building you don’t need anymore for the steel.

If you rushed the western engineers with your scout like I told you to, you should get an option around day 25 to send them to New London.

That’s it, from there you should be able to save all the kids and launch the fully loaded Dreadnought.

Best of luck.

Ryan is a writer from Los Angeles, California. Follow him on Twitter here, and be sure to buy his new book, Gods of the American Wild.