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How to Beat Frostpunk 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.

frostpunk winterhome

Frostpunk is now available on PS4 and XBox One.

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 in Frostpunk Winterhome 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.

Frostpunk Winterhome 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 Frostpunk Winterhome 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 Frostpunk Winterhome 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 Frostpunk Winterhome. 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 in Frostpunk Winterhome, 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. Guide continues on the next page.

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Author

  • Ryan Night

    Ryan Night is an ex-game industry producer with over a decade of experience writing guides for RPGs. Previously an early contributor at gamefaqs.com, Ryan has been serving the RPG community with video game guides since 2001. As the owner of Bright Rock Media, Ryan has written over 600 guides for RPGs of all kinds, from Final Fantasy Tactics to Tales of Arise.

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