Frostpunk

Frostpunk

97 ratings
Elite New Home Walkthrough on Survivor Difficulty (Act 1)
By Laguna Queen and 5 collaborators
For those who want an easy Survivor or Extreme achievement in a single run!
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Introduction
Multiple runs were done to obtain the best outcomes while keeping everyone alive. The story is a much relaxed version of Endless Endurance mode except with no starting resources. The sections focus on developing the city as fast as possible while buying as much preparation time.

Please click here for a real challenge:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2612388028
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!

Note: Screenshots are from Extreme difficulty to obtain the best pictures.
Save Backups
Save restrictions in survivor mode can be bypassed by creating backup files.

The location is: C:\Program Files (x86)\Steam\userdata<number>\323190\remote\saves.

Note: The <number> is unique for each steam user.
Introduction
New Home starts with no resources and begins at 08:00 during working hours. The story is still considered to be the easiest if progression is done properly to buy ample time.

The only real threat is: The big storm that cripples Coal Mines but not the Thumpers.
Bypassing Pause Restriction
Pauses can be enabled when placing/dismantling streets and/or buildings.
During this moment, the alt key can be held down to quickly see which buildings need employment.
Expected Timeline
The story has 3 Acts that can progress too soon and lose the game. Each Act should be delayed as much as possible for the most preparation time.

Days
Major Event
Description
1-15
Developing New London
Building the new city until discovery of Winterhome.
15-29
Londoners
Increasing Hope and convincing them to stay.
30+
The Giant Storm
Preparing reserves and rescuing last groups of survivors.
Research
Two Workshops are the minimum but more can be built with reducing benefits.

1. Beacon
2. Sawmill
3. Heaters
4. Hunter Gear
5. Steelworks
6. Drawing Board (Tier 1)
7. Medical Post Upgrade
8. Drafting Machines (Tier 2)
9. Infirmary
10. Flying Hunters
11. Steam Steelworks
12. Outpost Depot
13. Bunkhouse
14. Mechanical Calculators (Tier 3)
15. House
16. Difference Engine (Tier 4)
17. Advanced Steelworks
18. Generator Power Upgrade
19. Faster Gathering
20. Resource Depot Upgrade
21. Coal Thumper
22. Steam Coal Thumper
23. Gathering Post Insulation
24. Efficient Gathering
25. More Scouts
26. Lighter Scout Sled
27. Automatic Prototyping (Tier 5)
28. Boosted Scout Sleds
Adaptation Laws
1. Emergency Shift
2. Extended Work Hours
3. Child Safe Job (Don't need All Jobs)
4. Fighting Arena
5. Corpse Disposal
6. Organ Transplants (Faster Healing)
7. Sustain Life
8. Extra Ration for Ill
9. Public House
10. Moonshine
11. House of Pleasure
Day 1: Getting Started
Emergency Shift is the first law that needs to be immediately signed!

Laws Signed
Research Project(s)
Emergency Shift(s)
Emergency Shift
Extended Work Hours
Beacon
Workshop when completed
Wood Crates at 15:30
Steel Wreckage at 18:00

Dismantle the street in front of the Stockpiles to construct a new one to the future Workshop.
A single Engineer must not be employed to start building the street that extend out to the 6th ring that uses a total of 9 wood.
At the very end of the street, it needs to be extended one tile up where the Workshop will be.
Space was deliberately created to fit in a Gathering Post later tonight.

Note: Refer to the City Management guide above to understand where the residential area is.
Day 1: First Work Details
The employment locations are shown below, includes the 5 workers on coal at the very top.
The rest of the 14 Engineers are sent to the Wood Crates, which are south of the Steel Debris.

Once resources are available for the Workshop, take all engineers off of crates then re-employ 10, so the construction goes faster.
The Workshop should be ready around 13:00 and immediately activate Emergency Shift!
The Workers on any of the Wood Crates need another Emergency Shift at 15:30.
Day 1: Setting the Foundation
Before 18:00, buildings need to be placed ahead of time for its immediate construction after.

The first Gathering Post must be built first between the Steel Wreckage and Workshop.
The second Workshop is built on the other side and important to get streets afterward.

A medical tent needs to be built first before the 3 tents to reduce the chance of sick Engineers.
The workers from the Steel Wreckage need to activate another Emergency Shift around 18:00!
Day 1: Evening
The generator needs to be activated after 23:00, along with overdrive for some extra heat.
Illness penalty increases if the generator is not fully running by midnight.

Note: It will automatically shut off after depleting coal but still provides heat util 06:00.

At around 02:30, the Beacon is ready to be constructed but Scouts won't be created until 08:00.
Once the Steel Wreckage depletes, they will work at the Gathering Post and nearby Coal Pile.
Scouting: Part 1
Sick workers who are not being treated need to be selected to not interfere with the Med Tent.
The starting locations are randomized and the Crash Site needs to be visited first if available.
The Lost Expedition is the next preferred location because of no forced escorting.
The Crash Site has valuable wood and food that needs to be sent back to the city right away.

Note: If Crash Site was the first choice, visit the next nearby location to go back home with the survivors.
Day 2: Beacon
All workplaces need to set their new work schedule before 06:00 to extended hours. The complaints about multiple Emergency Shifts need to be dismissed.

Laws Signed
Research Project(s)
Emergency Shift(s)
Child Safe Job
Sawmill
Heaters
Gathering Post at 20:00

Around 11:00, the Wood Crates on Emergency Shift will be finished and 10 needs to be transferred to Steel Wreckage above with the rest going to Coal.

Before 16:00, two sawmills need to built in the Workshop area and 3 more tents.
Around 20:00, several workplaces need to turn off Extended Hours before activating Emergency Shift on the Gathering Post.
Day 2: Evening
The Cookhouse needs a temporary street to squeeze in the building before being placed. The 2nd Medical Post is also built tonight and transfer over engineers.
Keep an eye out for any deaths in the first survivor group and load earlier save.

To bypass overworked deaths from Emergency Shift, refer to the Perfect City Management guide above.
Day 3
Children can now be employed but can only be assigned to Cookhouse, Gathering Post, and piles. Each Medical Post needs to be partially functioning to partially or fully staff the Workshops before 06:00.

Laws Signed
Research Project(s)
Emergency Shift(s)
Fighting Arena
Hunters' Gear
Steelworks
Workshop at 20:00

New workplaces are below with the priority of healthy workers given to buildings. The Cookhouse should only be employed when raw food is available.
Before the first survivors arrives, a 3rd Sawmill needs to be placed here for them to build.
After 08:00. toggle workplaces to regular hours from extended hours to keep discontent in check. Then, toggle back near 18:00. Reassign labor to other piles, once the Wood Crates are finished.
Day 3: Evening
All workers need to be taken off to employ the Hunter Huts after work hours. The 3rd Medical Tent is built on the first ring.

A 2nd Gathering Post is needed for the upcoming -40C weather.
Three Hunter Huts need to be constructed and the first one needs to be perfectly placed right next to the coal pile and squeezed between two temporary streets.
A Sawmill can be used as a template to double-check for any wasted space.
Repeat the process in the left direction for 2 more huts to avoid rebuilding them in the future.
Fighting Arena needs to be placed exactly here along with the new tents for everyone.
Make sure that the Hunter Huts are being constructed first.
Scouting: Part 2
The Gloomy Cave is the next place to visit and save-scum is needed to avoid deaths.
The next location is the Sturdy Shelter.
Day 4: Steelworks
All buildings need their heaters on before 07:00 for the -40C temperature drop. The generator can be turned back on when hunters come back to rest.

Laws Signed
Research Project(s)
Emergency Shift(s)
Corpse Disposal
Drawing Boards
Medical Post Upgrade
Workshop at 17:00

Note: Piles can no longer be employed without a Gathering Post due to amputation risk.

The Steelworks need temporary streets placed on its outlines that are shown in red circles.
This avoids wasting space in between the two when none are placed.
A direct street cannot be fully finished until the coal pile is depleted this evening.
Only one Steelworks can be completed tonight.
Day 4: Evening
The Medical Posts can turn off heaters when overdrive is on for the night.

A new Gathering Post is needed for the new coal pile to replace the depleting one.
Three more tents are built near the Fighting Arena but not to the right of it.
Day 5
Wood production will exceed storage and can be resolved by building temporary tents.

Laws Signed
Research Project(s)
Emergency Shift(s)
Organ Transplants
Drawing Boards
Infirmary
Workshop at 20:00

The 3rd Gathering Post is built here with using tents as template to build the perfect connecting street.
The 2nd one at the depleted coal pile needs to be dismantled.
Scouting: Part 3
The Steel Bridge is the next location after visiting the Sturdy Shelter.
Day 5: Evening
The Snow Pit can be built near the Sawmill and can be moved out further once the trees are cleared.
The 4th Medical Post here will help transfer the patients to the future Infirmary and replace the ones on 1st ring.
The 2nd Steelworks will be completed tonight.
Scouting: Part 4
Do not dismantle the early Automaton and send it home. The Weather Station is next.
The machine will be very useful in getting extra resources during the night!
Day 6: Infirmary
A larger wave of ill people will generate until inferior housing is resolved. The protective mother event will not make a difference with either choice.

Laws Signed
Research Project(s)
Emergency Shift(s)
-
Flying Hunters
Steam Steelworks
Workshop at 17:00

The generator is overstressed and needs some time to recover during work hours.
Once research is complete, the Infirmary needs to be built immediately with the staff from both Steelworks.
The Hunter Hut that started the hunt last should be upgraded to the next level.
Scouting: Part 5
Weather Station gives another Steam Core and lowers Hope a bit due to fears.
The Coal Mine is next.
Day 7: Steam Steelworks
Both Steelworks take priority with healthy workers to obtain as much steel. The Automaton arrives today and will be put work on the Steel Wreckage.

Laws Signed
Research Project(s)
Emergency Shift(s)
Sustain Life
Outpost Depot
Bunkhouse
Workshop at 20:00
Steelworks when upgrade completed

Extra Food Rations for the Children need to be rejected.
A new street is needed to the Workshops to prepare the relocation of the Beacon.
Before hunting, one of the huts need to be upgraded. The Steelworks upgrade at 19:59.
After the upgrade, activate Emergency Shift on one and Automaton on the other without the heater.
Resume building Fighting Arenas tonight.
Scouting: Part 6
The Coal Mine needs to be left alone for deliveries with the Outpost Team.
Large Convoy is next and takes a day to travel there.
The Home takes roughly same time despite the double distance.
To travel there faster, head towards Home first and switch direction to Convoy. The difference will be small since the location is not on its direct path.
Day 8: Elite Healthcare
The Outpost Team will be created tonight for coal delivery! The unbuilt tents can be cancelled when wood is needed.

Laws Signed
Research Project(s)
Emergency Shift(s)
Extra Food Rations for the Ill
Mechanical Calculators
House
Workshop at 17:00
Steelworks at 20:00

The street between 2nd and 3rd ring is needed to save wood for the next 2 home layers.
A temporary street is needed to squeeze in the Outpost Depot near this Sawmill.
This prevents the destruction of valuable trees.
The first Outpost Team needs to be sent to the Coal Mine to start shipments!
Scouting: Part 7
They are escorted back home, along with the gathered resources..
The Observatory is next and has the last group of survivors in Act 1.
Day 8: Evening
The Infirmary now has double healing power with the newly signed law!
All Medical Posts are dismantled and replaced with Tents on the first ring.

The Automaton needs to work every night on one of the Steelworks.
Day 9: Coal Delivery
The Outpost Team will be making their first daily delivery of coal today! The last remaining Gathering Post on coal piles is optional to use with normal working hours.

Laws Signed
Research Project(s)
Emergency Shift(s)
Public House
Difference Engine
Workshop at 20:00
Steelworks at 23:00

Before their arrival, place a Resource Depot next to the Outpost Depot that is set for Coal.
The Automaton and the new arrivals construct 3 more Flying Hunters (5 total).
Multiple attempts of temporary streets are needed for their perfect placement.
Day 9: Evening
Houses need to be constructed on the 2nd-4th rings for equal distribution of quality living.
Generator Overdrive is not needed tonight.
Scouting: Part 8
The survivors are escorted back to the city.
The Scouts are disbanded upon arrival to relocate the Beacon in the next few days.
Day 10: Houses
More homes will be upgraded to Houses tonight! The new law triggers an event and select the Discontent decrease.

Laws Signed
Research Project(s)
Emergency Shift(s)
Moonshine
Advanced Steelworks
Generator Power Upgrade
Workshop at 17:00
Sawmill at 20:00

The 2nd important ring needs to be started to place more future Hunter Hangars.
Upon arrival, scouts are disbanded, along with the Beacon.
Around 20:00, an Emergency Shift is needed for a Sawmill after adjusting other work hours.
The Automaton will employ a Sawmill for tonight. The Heating Problem quest needs a Generator Overdrive first before selecting and choose 'All' when ~1/4 timer (shown above) remains.
Day 10: Evening
Place 3 more Sawmills for the new arrivals to start clearing these areas of trees.
Generator Overdrive needs to remain activated until the Gen Power Upgrade is complete!
Day 11: Advanced Steelworks
One of the Steelworks can be upgraded during working hours because of +5 steel/hour. Coal Shipments will continue to arrive without a Beacon.

Laws Signed
Research Project(s)
Emergency Shift(s)
House of Pleasure
Faster Gathering
Resource Depot Upgrade
Steelworks after Pub House
Workshop at 20:00

The 2nd Cookhouse is built here together with the Public House.
A total of 3 Cookhouses are need to form a triangle that is much easier to eat.
Day 11: Evening
More resource depots in front of the new future coal mines and up to 3 can be built.
The 2nd Advanced Steelworks is upgraded at 19:59. 1 Infirmary and 5 Workshops are also built.
The Automaton will switch to working at Steelworks during the nights from now on.
Day 12: Steam Coal Thumper
The city will continue to add and upgrade to more houses for future population growth. Coal production will resume tomorrow with Thumpers.

Laws Signed
Research Project(s)
Emergency Shift(s)
-
Coal Thumper
Steam Coal Thumper
Gathering Post Insulation
Workshop at 20:00

The 2nd Cookhouse needs to connect to the center with temporary tents as template.
The 1st Thumper is built to the left of the coal deposits and needs to be squeezed in perfectly.
A temporary tent is used as template to place the other side of the street.
The final setup has 3 Gathering Posts to employ the children.
The exact dimensions can be checked by hovering over with the same building for each one.

Note: The Coal Thumper can be unemployed for awhile after reaching above 800 coal.
Day 13: New Beacon
The Beacon is placed next to the Thumpers and behind the coal deposits. Continue adding more houses.

Laws Signed
Research Project(s)
Emergency Shift(s)
-
Efficient Gathering
More Scouts
Workshop at 10:00
Workshop at 20:00

A full street circle needs to be completed between 5th-6th ring to gain access to the final rings.
Before placing the Beacon, a resource depot needs to be squeezed on the left side.
The red circle shows the connecting street between the coal deposits for the right side.
Additional 3 Resource Depots are placed on the right of the Beacon.
Several attempts are needed since exact placements can be tricky.
Scouting: Part 9
The fresh Scouts are made from healthy workers and must depart on Day 14 before 06:00.
The Weather Station must be reached first to travel faster because it is explored already.
Winterhome will be reached in 26 hours instead of the 40 hours when traveling directly.
The travel time will change once the faster speed research is complete.

Note: The traveling Winterhome survivor who dies upon arrival is stopped when scouting the location first.
Day 14: 2nd Outpost Depot
The temperature is warmer today at -30 C and generator can be powered down to level 1.

Laws Signed
Research Project(s)
Emergency Shift(s)
-
Lighter Scout Sled
Automatic Prototyping
Boosted Scout Sleds
Workshop at 12:00
Workshop at 20:00

The 2nd Outpost Depot is for the upcoming Steam Core shipments from Tesla City in Act 2.
A new Sawmill is needed to eventually replace the old one.
It can be dismantled once all the trees in its area are depleted.
Scouting: Final
2nd Scouts must travel to the northeast location and must depart on Day 15 before 04:30.
The name of the location varies with each game.

Note: This finds Tesla City faster to get more daily Steam Core shipments.
Day 15: End of Act 1
The Scouts need to explore Winterhome before the dead survivor arrives at 10:00.
Otherwise, the city will have its first death.
Act 2 now begins with the London Lunacy event! Continue the adventure in the next upcoming guide!

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52 Comments
Laguna Queen  [author] 20 Jul @ 10:24am 
Thank you for the typo notices!
1. Corrected the Problem
2. To make things easier since day schedule is rather subjective as in before 06:00 the next day can still be considered the night of the previous day.
Sandstome 19 Jul @ 7:57pm 
I've noticed two small issues with your laws signed section in the first few days.

1. You have corpse disposal listed twice, once on Day 2 and once on Day 4.
2. Day 1 law is only emergency shift since it takes 18 hours. Day 2 is extended shifts and child labor. Day 3 is only fighting arena which takes 36 hours so no laws are signed on Day 4 and Day 5 is both corpse disposal and organ transplant.
Mo0rk 22 Sep, 2024 @ 8:40am 
Okay thanks! I think I get it. I see the trick with the dismissal and re-assignment of the engineers speeds up the workshop construction massively, enabling earlier research. Also, I neglected to read the bit under the spoiler in the city planning guide. So thanks for that too.
Laguna Queen  [author] 22 Sep, 2024 @ 6:16am 
For #2, the re-employment was for the wood crates but doing a complete removal of all engineers off of it then back on it while the Workshop is being constructed.

This forces 10 engineers to build the Workshop while the remaining 5 (including the one that finished building the street) to get back on crates for extra wood.

To explain the complex stuff, the complete reset of engineer reassignment ensures that the Workshop is being built with the full 10 while avoiding any idle engineers who may travel back to the Generator.
Laguna Queen  [author] 22 Sep, 2024 @ 6:09am 
The Perfect City Planning does explain how to avoid emergency shift deaths, it is all explained in there.

However, the New Home will need to follow instructions this guide. The Perfect City Planning is about design concept and other tricks you can perform to get more efficiency.
Mo0rk 22 Sep, 2024 @ 5:50am 
Oh, one other thing. I seem to be *always losing someone on an emergency shift on the very first day. I thought this guide was good for suffering no deaths. I did read another authors guide that said that emergency shifts do cause deaths.
Mo0rk 22 Sep, 2024 @ 3:51am 
Hi Laguna Queen. I'm new to the game. I read your Perfect City Planning guide and I'm trying to follow this but a lot doesn't make sense to me, maybe just newbie misunderstanding.

1. You say in your perfect city planning that two workshops are normally built on the 3rd ring to be later moved out beyond the 5th but we start here building them on 5th?

2. You say to employ 14 engineers on the crates south of the steel wreckage and then when the resources are available for the workshop (15 wood, 5 steel) to dismiss them and re-employ 10. First of all, re-employ 10 where? Constructing the workshop or re-employed back on the crates? Also, I checked the stockpile and I already have the 15 wood and 5 steel needed for the workshop, without any further resource gathering? This is even after the one engineer on the street has finished building that??? So should I just immediately assign 4 engineers to workshop construction and 10 to crates or.... ???? I'm a bit confused.
Laguna Queen  [author] 21 Sep, 2024 @ 2:46pm 
Please read more carefully. The street extends out to the 4th ring then goes up by 1 tile or 2.
haerin~ 21 Sep, 2024 @ 10:44am 
Can't seem to work out the placement of the 1st workshop since it is not connected to the street and has no space for the gathering station
Laguna Queen  [author] 9 Sep, 2024 @ 7:20pm 
Did you read the https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2793028492?

It goes into more details on Emergency Shift. If not, then I will look into it.