Frostpunk

Frostpunk

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Higher Standard Extreme Endurance Walkthrough (25 Days)
By Laguna Queen and 4 collaborators
Endure the unforgiving cold and conquer the evil Storm on Extreme difficulty!
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Introduction
The information was tested with multiple runs on Extreme difficulty until perfection was achieved. Unlike the "wiki guides" provided by others, safe passage with no deaths is guaranteed for all storms!

Surviving is just the bare minimum but conquering is on the elite level!

Please click here for New Home walkthrough:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2795486284
Please click here for Winterhome walkthrough:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2797056804
Why are you writing this guide?
I enjoy helping others by writing about technical topics to a higher standard and provide key findings for a higher chance of success!

Who is the intended audience?
The guide is for everyone, but much friendlier to new players. Everything will be explained to be on the same level as those who are the most experienced. The writing will be easy to follow with plenty of screenshots for those who are too lazy to read everything!
Difficulty Disclaimer
The guide below is very strongly recommended to be read first, before continuing.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2793028492
The city design is based exactly off of that guide and fully elaborates the intricate game mechanics and designs!
README: Navigating the Sections
The guide is structured to explain all important events and daily tasks in chronological order.

For convenience, the table at the very top is a short summary of important tasks of the day and time stamps of emergency shifts.

Please remember to read every detail carefully to make the most out of the guide!
Proper Saving
Each save needs to have a detailed title that includes the Day # and time. Frequency of saves should be at least 4 per day for each period (e.g. Morning 6:00-8:00, Noon 12:00-16:00, Evening 18:00-20:00, Night 20:00+).

In addition, 2-3 additional saves separated by few hours are needed to deal with random adverse events and using Emergency Shifts.
Best Starting Conditions
The best map to select is the Crater and set all conditions to extreme while turning off Random Hazards (unnecessary suffering) for UltraMarathon Extreme Achievement!

Note: On Extreme, Hunger & Sickness problems will develop rapidly in 24 hours if ignored.

The best conditions to roll for are:
  • A starting temperature of -20C with -40C forecast on 4th day to avoid too much sickness early on.
  • Iron and Coal Deposits being clumped together (see below) to use fewer Steam Hubs.

Two coal deposits lumped together.

Two iron deposits together with the third coal deposit.
Laws (Order)
Order is favored over New Faith because of more discontent reductions and Foreman for major production boosts beyond 100%. The Guard Tower serve as both Fighting Arena and House of Prayer to give double benefits.

1. Emergency Shift
2. Extended Work Hours
3. Child Safe Job (Don't need All Jobs)
4. Neighborhood Watch
5. Guard Towers
6. Sustain Life (buys more time for Infirmary
7. Morning Gathering
8. Foreman
9. Extra Ration for Ill
10. Fighting Arena (allows more Emergency Shift)
11. Patrol
12.Public House
13. Corpse Disposal
14. Organ Transplants (Faster Healing)
15. Propaganda (Unemployed or dismantled to avoid scripted death)
16. Agitator (Further Efficiency Boost)
17. Moonshine
18. House of Pleasure
Research Tree
Only 2 Workshops are needed because of reduced benefits when having more.
  1. Sawmill
  2. Beacon
  3. Drawing Board (Tier 1)
  4. Hothouse
  5. Heaters
  6. Drafting Machines (Tier 2)
  7. More Scouts
  8. Lighter Scout Sled
  9. Steelworks
  10. Steam Steelworks
  11. Med Post Upgrade
  12. Infirmary
  13. Mech Calculators (Tier 3)
  14. Bunkhouse
  15. Coal Thumper
  16. Hunter Gear
  17. Hunter Hangar
  18. Improved Heaters
  19. Steam Coal Thumper
  20. House
  21. Faster Gathering
  22. Gathering Post Insulation
  23. Efficient Gathering
  24. Generator Power Upgrade
  25. Steam Hub
  26. Generator Range Upgrade (Finished before the 1st Storm)
  27. Generator Power Upgrade II
  28. Steam Hub Range
  29. Difference Engine (Tier 4)
  30. Additional Scouts
  31. Automatic Prototyping (Tier 5)
  32. Boosted Scout
  33. Flying Hunter Gear
  34. Generator Power Upgrade III
  35. Hunting Tactics
  36. Coal Thumper Injectors
  37. House Insulation
  38. Advanced Heaters
  39. Infirmary Checklists
  40. Resource Depot Upgrade
  41. Overdrive Couplings
  42. Generator Safety Bypass
  43. Coal Mining
  44. Steam Coal Mine
  45. Advanced Coal Mine
  46. Generator Range Upgrade II
  47. Wall Drill
  48. Steam Wall Drill
  49. Generator Range Upgrade III
  50. Advanced Wall Drill
Day 1: Setting the Foundation
Pause the game immediately to sign the first law and show the people who the Boss is!

Laws Signed
Research Project(s)
Emergency Shift(s)
Emergency Shift
Extended Work Hours
Sawmill
Beacon
Workshop when completed
Wood Crates at 16:00

Delete the small street on the 2nd ring that is in front of the Stockpiles to get 2 extra wood.
Build the 2 Workshops further away on the 3rd ring with the extra wood used for the longer street.
Employ everyone on wood crates with the remaining 5 engineers on steel. They will build the Workshops first before working.
Day 1: Morning
Once the first Workshop is complete, activate Emergency Shift and transfer 5 engineers from Steel Wreckage to begin Sawmill research. Transfer the next 5 engineers from Wood Crates to the second Workshop without the Emergency Shift.

At 16:00, activate another Emergency Shift on Wood Crates that is in a cluster of 2 resources.

Before 18:00, place 2 Gathering Posts and 1 Med Tent beforehand to save time as workers near the vicinity will immediately construct them afterwards. The two designated locations were selected because of the steel resources.

FYI, Gathering Posts are best used on resources that were never worked on and have more than 2-3 resources within its range.

Build streets to the Gathering Post from the Med Tent. Notice how the street is angled a bit to not interfere with home building and was built later.
Day 1: Evening
Around this time, the housing quest will display as a question mark on the generator and expires exactly at 22:00. Wait until the very last second for more time before agreeing to get homes for everyone. Do not let this notification pass or suffer a discontent penalty!

At this time, start with 2-3 tents then build a 4th one after the 2 Sawmills.


Use the temporary tent as a template to build the correct street, then delete after. Can build most of it first before actually building the saw mills.


Before midnight, employ the Med Tent to prevent Engineers from getting sick. Employ both the Sawmills and Gathering Posts from crates, except the Emergency one (can be moved at 06:00).


Around 23:00, turn on there generator with overdrive to have less sick people and takes roughly 2/3 of a hour to heat up.

Adjust all workplaces to have extended hours after signing.

Sleep caps construction to ~8 buildings. Sawmills and Gathering Posts need to be built first before the Tents. Otherwise, redo with earlier save.

Day 2: Beacon & Scouts
The temperature has not dropped and generator can be shut off at 06:00 to save coal.

Laws Signed
Research Project(s)
Emergency Shift(s)
Child Safe Job
Drawing Board
Hothouse
Workshop after 08:00

To bypass overworked deaths from Emergency Shift, refer to the Perfect City Management guide above.

Build the Beacon, Cookhouse, 2nd Med Tent, 3rd Saw Mill, and finish Housing quest.


Notice a temporary street to squish in the Cookhouse on 5th ring.


Second Med Tent in 1st ring.


Build Sawmill near Beacon.


Create Scouts out of the ill to be healed later and send them away.

At 15:00, transferred workers from crates to steel debris. Toggle new workplaces to extended hours.

At 23:00, turn on generator with overdrive to reduce sickness before sleep time. There will be no future reminders about this.
Day 3: Hothouse
The temperature is tolerable and the generator can be be shut down at 06:00.

Laws Signed
Research Project(s)
Emergency Shift(s)
Neighborhood Watch
Heaters
Drafting Machines
Workshop at 20:00

Partially staff the medical tents to transfer engineers to the 2nd workshop.

At 15:00, build 2 Hothouses (only finish one) with the spare workers from Gathering Post after swapping them with children from the Cookhouse. Employ the Hothouse for some food.


Build 6 tents for future survivors.

Day 4: 2nd Scouts
Temperature dropped to -40 C and the generator needs to be kept on.

Laws Signed
Research Project(s)
Emergency Shift(s)
Guard Towers
More Scouts
Lighter Scout Sled
Workshop at 11:00

If event with child injured, do not give day off. Created 2nd scouts from healthy people this time.

Build Gathering Depot and more tents.


Scouts found their first Survivors that the city desperately needs and allow them to be escorted back for this one time only.
Day 5: Watch Towers
Temperature is still frigid for the day and the generator needs to be kept on.

Laws Signed
Research Project(s)
Emergency Shift(s)
None
Steelworks
Steam Steelworks
Workshop at 20:00

Build Watchtowers first to complete quest. then Guard Towers.


Refer to Perfect City Management guide above for detailed tower placement.

Build 2 Steelworks and use temporary tents as template for building the streets.

Day 6: Steam Steelworks
Today is warmer at -30 C.

Laws Signed
Research Project(s)
Emergency Shift(s)
Sustain Life
Medical Post Upgrade
Infirmary
Workshop at 14:00

Decline to give double rations to children. Dismiss gravely ill workers so they can head to medical tent to stay alive and temporarily dismantle Cookhouse so they do not detour.

Upgrading Steelworks to Steam and both towers to Guard.

Day 7: Infirmary
The Foreman ability needs to be used together now with Emergency Shifts.

Laws Signed
Research Project(s)
Emergency Shift(s)
Morning Gathering
Foreman
Mechanical Calculators
Bunkhouse
Workshop at 20:00

More survivors were found and sent home alone at first to be rejoined later by Scouts.

Build Infirmary and squish in with temporary streets. More tents are needed for future survivors.

Day 8: Foreman Spam
From now on, the Foreman ability needs to be used on all fully staffed buildings before 06:00.

Laws Signed
Research Project(s)
Emergency Shift(s)
Extra Ration for ill
Coal Thumper
Hunter Gear
Workshop at 16:00

Build Bunkhomes now in 2nd ring within tower range. Dismantle 1 of 2 Med Tents.
Day 9: Coal Thumper
Laws Signed
Research Project(s)
Emergency Shift(s)
None
Hunter Hangar
Improved Heaters
Workshop at 20:00

Continue upgrading to Bunkhouses and build 2 Resource Depots next to Steelworks.


Build Coal Thumper and Gathering Post.

Day 10: Fighting Arena
Temperature has dropped to -50 C today.

Laws Signed
Research Project(s)
Emergency Shift(s)
Fighting Arena
Steam Coal Thumper
House
Workshop at 16:30

Dismantle the depleted Gathering Post and Sawmill.


Build 2 more gathering posts (4 Total) next to the Coal Thumper and upgrade to Steam.

Build 2 Hunter Hangars near Cookhouse on same ring. Build Fighting Arena next to each Guard Tower.
Day 11: Patrol
Patrol can now be used to further reduce discontent!

Laws Signed
Research Project(s)
Emergency Shift(s)
Patrol
Faster Gathering
Gathering Post Insulation
Workshop at 20:00

Upgrade to Houses and build more Fighting Arenas and Guard Towers. Another Sawmill is needed:
Day 12: Hoarding for the Storm
Laws Signed
Research Project(s)
Emergency Shift(s)
None
Efficient Gathering
Generator Power Upgrade
Workshop at 20:00

Build 3rd Resource Depot next to the ones behind Steelworks. Continue upgrading to Houses.

Build new Saw Mill while deleting old one.
Day 13: Final Prep for 1st Storm
The most important day before the big date tomorrow with Ms. Storm! Are you ready?!

Laws Signed
Research Project(s)
Emergency Shift(s)
Pub House
Steam Hub
Gen Range Upgrade
Hothouse at 06:00
Workshop at 21:00

Transferred workers from one Steelworks to a Sawmill. Disband healthy scouts only.

Delete depleted Sawmill and nearby Gathering Post. Get another Saw Mill.

Build 2 Infirmaries and dismantle the old one.

Continue upgrading to Houses.

At 23:00, one time exception of using Gen Power Level 2 instead of Overdrive to use the ability more during the Storm)

Build 4 Steam Hubs at Workplaces, especially the Infirmary since it needs to work 24/7. The very top one shows two hubs, there is one on the right next to Steelworks. All 4 locations are in the three screenshots.
Storm Prep Checklist
All conditions of the checklist must be met to ensure that storm can safely pass without causing problems. The first storm gives a -5 weather level penalty at -70 C with all food production disabled!

Requirement
Description
Ample Food & Coal
A small surplus of rations about 1.5+ days is recommended to spam Foreman and Extra Rations for Ill abilities during the storm.
Quality Homes
Houses have superior insulation and the generator will be less strained.
Heated Workplaces
Steam Hubs create safe working environment to keep workers healthy.
Elite Healthcare
Two Infirmaries with Extra Food Rations (use when full capacity) can heal waves of sick people fast like an industry assembly line. Overcrowding is meant for inferior Medical Posts used by the less skilled who fail to procure a food surplus.
Days 14-15: 1st Storm
The storms arrives exactly at 07:00 and disables all food production. The exceptions are the hunters returning from last night and Hothouses working for just one hour on extended shift. The Cookhouse still needs to be employed until all rations are made.

Laws Signed
Research Project(s)
Emergency Shift(s)
Corpse Disposal
Organ Transplant
Generator Power Upgrade II
Steam Hub Range
Difference Engine
Workshop at 20:00

During the storm, focus on upgrading all homes to houses to reduce sickness and build a 5th Gathering Post next to Coal Thumper.

Dismantle the last Med Tent & Build Snow Pit next to Resource Depot behind Steelworks.

Before disbanding the ill scouts, create a backup save to determine if they can make to the Infirmary on time! If not, they will be permanent scouts.

The infirmary will need to use extra rations for speedy recovery as illness increases due to the punishing cold!
Day 16: Recovery after 1st Storm
The storm ends exactly at 07:00 and temperatures warm up to -40 C. All Steam Hubs can be shut off and set generator back to level 1. The time for recovery is now and prepare for the next storm!

Laws Signed
Research Project(s)
Emergency Shift(s)
Propaganda
Additional Scouts
Automatic Prototyping
Workshop at 20:00

The Scouts need to be created again to explore the new map! Additionally, 3rd scouts will be available after research.

Note: All rescued Survivors will now be hungry and injured after the 1st storm!
The Archives
Relics will be available after the first storm and up to 3 artifacts can be collected at a time. The next storm will reset the map with fresh scouting locations.

The scouts can safely get most of the relics safely with the cheapest option of wood and steel. Save-scumming is needed when going for more expensive options to save Steam Cores.

A new achievement will be given, once everything is complete:
Day 17: Propaganda Center
The Propaganda Center can be built in front of the right Steelworks and needs to be either unemployed or dismantled after temporarily sending an Engineer to work there. This will avoid scripted death event.

Laws Signed
Research Project(s)
Emergency Shift(s)
None
Boosted Scout
Flying Hunter Gear
Workshop at 23:40

Begin to relocate 2 Workshops behind the Infirmaries and dismantle old ones later.
Day 18: Agitator
Laws Signed
Research Project(s)
Emergency Shift(s)
Agitator
Generator Power Upgrade III
Hunting Tactics
Workshop at 14:00

Build 3 Agitators but none for Steelworks. They should be built for Sawmills, Gathering Posts/Coal Thumper, and Infirmaries/Workshops.


Build 3 Resource Depots next to the ones behind Steelworks and extends to the back of the coal mines.
Day 19: More Hunter Hangars
Laws Signed
Research Project(s)
Emergency Shift(s)
None
Coal Thumper Injectors
House Insulation
Workshop at 08:00

Build 2 more Hunter Hangars next to the current ones and squish in with streets. Dismantle depleted Sawmills and replace with fresh ones.
Day 20: More Houses
Laws Signed
Research Project(s)
Emergency Shift(s)
Moonshine
Advanced Heaters
Workshop at 16:00

Build 5 houses on 3rd ring behind the Stockpiles and refer to the Perfect City Management guide.
Day 21: Even More Houses
Temperature dropped to -70C and same temperature as first storm.Generator needs more power and Steam Hubs need to be turned on.

Laws Signed
Research Project(s)
Emergency Shift(s)
None
Infirmary Checklists
Resource Depot Upgrade
Workshop at 09:00

Build more Houses on 3rd ring and get two more Workshops behind the current ones.
Day 22: Clearing Trees for Wall Drills
Laws Signed
Research Project(s)
Emergency Shift(s)
Pleasure
Overdrive Couplings
Generator Safety Bypass
Coal Mining
Workshop at 04:00
Workshop at 20:00

Build Sawmills near Wall Drill sites to clear the trees away.
Day 23: Coal Mines
The weather is warmer today at -60C and Steam Hubs can be turned off.

Laws Signed
Research Project(s)
Emergency Shift(s)
Dueling
Steam Coal Mine
Advanced Coal Mine
Workshop at 06:00
Workshop at 22:00

Build 2 Coal Mines, Steam Thumper, and 2 more Gathering Posts.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2811523640
Day 24: Steam Coal Mines
Laws Signed
Research Project(s)
Emergency Shift(s)
None
Generator Range Upgrade II
Wall Drill
Workshop at 13:00

Dismantle Hothouses to upgrade Coal Mines with the salvaged Steam Cores.
Day 25: Calm before 2nd Storm
No preparation is needed due to the overflowing surplus of resources!

Laws Signed
Research Project(s)
Emergency Shift(s)
None
Steam Wall Drill
Generator Range Upgrade III
Advanced Wall Drill
Workshop at 03:00
Workshop at 18:00

Build a Steam Hub for the Coal Mines.
Epilogue
The infrastructure is now more than adequate to weather any storm and survive past 100 days!

Each successive storm after the second will be colder by -10 C and arrive in 7 days with the same duration of 2 days. For another achievement, do not build any automatons until after 75 days.

In the late game, Workshops are dismantled after completing essential research. The only research that is mostly useless are any upgrades to Sawmill and cheaper House/Prosthetics/Automatons.



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49 Comments
Laguna Queen  [author] 11 Oct, 2024 @ 4:22pm 
Have you read the other guide too about perfect city management too?

To answer your question, you do need emergency shifts but don't think you are doing it correctly.
Owl 11 Oct, 2024 @ 1:46am 
I have a big problem when I tried following this guide. My research is a lot slower than the guide assumes (I guess I should be pulling more 24 hour shifts?), which leads me to being cold and out of coal by -50. Additionally, due to a lack of resources and coal, houses outside the ring become frozen. I am unsure what to do, because it feels like things are moving too slowly no matter what I do. If I do more emergency shifts, I will have very high discontent, which will disallow me from passing laws.
Laguna Queen  [author] 22 Aug, 2024 @ 12:46pm 
The second part I had made was going up to 40 days but wasn't sure. Also, I sent an invite if you wanted to add.
The leo deal!! 21 Aug, 2024 @ 6:05pm 
I have not made it to day 25 just yet (though I am having a stellar run,will keep you updated),if it’s anything like the first game,the first part is the hard part,this guide plus the other one (which yes Indeed I have read :]) should be enough!
Laguna Queen  [author] 21 Aug, 2024 @ 2:18pm 
Thank you! I noticed that the Emergency Shift can be random and can also be worked around by saving much closer to the event.

Also, have you taken a look at the other guides too? I was going to write a part 2 to this but I think the first 25 days was enough?
The leo deal!! 21 Aug, 2024 @ 1:59pm 
Full house of awards upon ye!

Also,I noticed the emergency shift trick seems to have been patched,as the death doesnt occur at a set time anymore,regardless if you save before or after you start the emergency shift,but I believe I found a very effective work around method,though its a little intensive.

1-order emergency shift
2-after 2 hours,start saving every hour.
3-if a death occurs,reload the last save,and try to fast forward past the last TOD.
4-once the save is in the last possible hour the death can occur,then the death will occur at the same time every time,meaning that the downtime for the emergency shift is around 20~ minutes if you’re willing to manage it to the max.
Laguna Queen  [author] 21 Aug, 2024 @ 12:51pm 
You're welcome! Please help the guide get back to the front page with awards and etc!
The leo deal!! 21 Aug, 2024 @ 7:10am 
This guide is superb,I havent gotten super far but the insane micromanagement is a good time when it all works out,I’ve had to restart a couple times over because I sometimes forget an emergency shift or to save,by the first storm im usually 3~ researches behind schedule but I’ve been getting better on repeat attempts,and getting more diligent with managing off time,thank you so much for all the effort put into this guide :D
Laguna Queen  [author] 7 Nov, 2023 @ 5:02pm 
Thank you for pointing this out and awards! Any questions or comments?
Darky 7 Nov, 2023 @ 4:53pm 
hey, i think in the Research Tree you have a duplication. I think adanced heaters (18.) should be the improved heater. In your guide you got this wrong as well.
btw good work here. Thanks! Gonna give you some awards. :)