Updated Title Publisher
Updated Title Publisher
Updated Title
Published Title Score Editor's Choice Publisher
Published Title Publisher

Frostpunk 2

Chapter 5 Walkthrough

By
Matt Chard

As you approach the end of Frostpunk 2, you’ll have to deal with the consequences of your Winterhome choice; settling or salvaging it. Depending on your choice, the two factions will end up in civil war after an assassination was made. Throughout the Chapter, you’ll have a hidden time limit to quell the skirmishes between them, otherwise, your city will fall, and you’ll end up with a game-over.

At the start of Chapter 5, you’ll have an important decision to make, banish the Faction that organized the assassination, seek reconciliation between both Factions, or, enforce order through laws. Read on to find the best way to complete the Chapter and make your city survive.

An assassination takes place in the Council, can you save the city in time?

Table of Contents

If you want to jump to a specific objective, click on the links below.

Assassination in the Council Choice

This decision occurs after the Chapter 5 intro scene where the Civil War is thrust upon you, and you’ll have three choices to make. Before we get to them, there isn’t a “right” choice, but the hardest one to achieve is the Enforce Order. The choices are:

Banish the Faction

The Faction will change depending on your decisions in Chapter 4 regarding Winterhome. For us, it was Faithkeepers. Selecting this choice will punish the Faithkeepers for their crime, and the City will unify under the idea of the opposing Faction. Selecting this choice means the responsible Faction will be ousted from the City and put into their own colony. This will leave you with another decision where you’ll have to choose whether you’ll build the colony for them, or have your guards throw them out. Failing this will end your game, so proceed with caution.

Seek Reconciliation

This choice is you trying to appease both Factions and will require you to have good relations with both communities. If you’re more of a negotiator, this is the choice to take. To do this, you’ll need good relations with the Factions and Communities, and pass numerous votes. Failing this will end the game.

Enforce Order

Finally, You have the Enforce Order choice where you’ll stop the infighting between the Factions, get the City to rally behind you, and take the title of Captain as you enforce the order. This is the hardest choice of the lot, at least according to the game who will warn you upon selections of it. However, with the Guided Voting law, it’s a lot easier than the game makes it out to be. To achieve this choice, you’ll need to have strong relations with the Factions, and charter a lot of votes to get the City to bow down to your rule. If you don’t succeed at this task, the city will fall, and you’ll get a game-over.

Banishing the Faction Guide

By banishing the Faction, you’ll need to set up a new colony for them to move in called Windward Moor, situated south of New London. After you’ve located it, connect the new colony up with New London, and then send the colonists there.

(1 of 2) Windward Moor can be found south of New London.

Windward Moor can be found south of New London. (left), You’ll need to connect it up with New London via trails or skyways. (right)

Now that you have a place to send them, you need to rid the City of the Faction once and for all. Here are a few ways to do this:

  • A large chunk of their populace will go to the colony after sending them to Windward Moor.

  • Detainees: The ones still in the City will continue to cause a ruckus with the other faction. Build Watchtowers in the Housing Districts to increase the Guard Squads, build a few prisons, and then enforce the peace each time a “war” pops up. The Guards will arrest them and send them to prison. When you have detainees, they’ll appear next to the communities/factions at the bottom of the screen. Click on it, and send them to the colony.

  • Killed: Some of the faction will end up dead from the frequent skirmishes in the City. This will reduce how many will be in your City.

  • Deradicalize: If you have at least a good relation of the Community that the Factions spawned from, you can select on the Community, click on the Fervor tab, and select “Deradicalize Faction”. This will remove a fraction of the faction from the City. This can only be done once every 50 weeks.

(1 of 2) If you have high enough relations with the respective Community, you can deradicalize the faction.

If you have high enough relations with the respective Community, you can deradicalize the faction. (left), Select the Detainees icon at the bottom and send them to Windward Moor. (right)

Improve Conditions

While you’re dealing with removing the faction from your city, you’ll need to improve the conditions of Windward Moor, otherwise, the faction will refuse to leave. You can use your Guard Squad to remove them by force, but the better method is to improve their City. The easiest way to do this is to build the respective districts on the resources near the City, direct any other resource settlement that you need in the Frostland, and connect the two up with a Skyway/Trail. Once you’ve completed a few of the goals, you’ll have one more, which is to send 100,000 Oil their way. You don’t have to do this, but you may as well.

This can be done by directing the Oil supply from the Old Dreadnought and the Great Kiln settlement (northwest of New London). Now, place three or four Fuel Stockpiling hubs in Windward Moor and wait. If everything else in your game is running smoothly, just put game speed on max and wait for it to fill up. After you’ve met the conditions for improving the colony and all the banished factions have relocated, you’ll complete the game.

(1 of 3) Frostbreak all resource nodes near Windward Moore and place Extraction Districts on them.

Seek Reconciliation Guide

As soon as you begin the Chapter, there will be three districts at war between the two factions. Before you can get to the reconciliation part, you’ll need to control them. If you don’t do this in a timely fashion, your game could end, so time is of the essence. You’ll get an objective to protect the people x3. This is easily done by selecting the district with the red flag above it and selecting Protect the People. For you to do this, you’ll need 18 Guard Squads per district (from the Rule law), which can be done by placing numerous Surveillance Watchtowers in any housing district. Once you’ve done this, you can safely ignore this until it happens again. If you don’t have the required Guard Squads, expand a housing district, and place another Watchtower in it.

Negotiate Peace

Your next objective is to negotiate peace with the two factions. Simply click on their portrait and select “Negotiate Peace”. Before either Faction will agree to your terms, they want you to prove to them that they can trust you. Each faction will give you three options to choose from, and from that list, you’ll need to pass two of the choices within. You may already have passed some of the things they want passed, so pick what works best for you. Note that if you have radical laws (shown as red in the idea tree), you’ll need to change them before you can do this.

Faction 1 Peace Agreement

There are three topics to choose from here. You don’t have a “correct” option, and it’s more on what is easiest for you to accomplish. Select one of the options below, and then further select two of the options within it to start the agreement.

  • Technological Adaptability: Selecting this means you’ll need to pick any two from this selection: Durable Goods, Salvaging Factory, and Moss-Filtration Tower.

  • Personal Responsibility: Selecting this means you’ll need to pick any two from this selection: Unproductive Do Maintenance, Privatized Alcohol Production, and Service Exemption.

  • Medical Innovation: Selecting this means you’ll need to pick any two from this selection: Teaching Hospital, Experimental Treatment, and Construct 3x Pharmaceutical Testing Laboratory.

Once you’ve agreed to the topic and options to pass, you’ll need to enact them. Most of these are simply passing laws, do so by going to the council, and pass the laws. For the Pharmaceutical Testing Laboratories, you’ll need to construct them somewhere within the City. If you don’t have the required laws to do any of this, you’ll need to research the idea first.

(1 of 2) You’ll need to select one topic and two options from the topic to pass before the faction will agree to peace.

You’ll need to select one topic and two options from the topic to pass before the faction will agree to peace. (left), This is the same for factions they’re having the civil war with. (right)

Faction 2 Peace Agreement

The same as the other faction’s agreement, you’ll need to select one topic, and then pass two of the options within it to complete the agreement.

  • Resource Abundance: Selecting this means you’ll need to choose any two from this selection: City Development Effort, Pyrolytic Charcoal Plant, and Synthetic Composites Factory.

  • Social Equality: Selecting this means you’ll need to pick any two from this selection: Free Essentials, Equal Pay, and Mandatory Unions.

  • Traditional Families: Selecting this means you’ll need to choose any two from this selection: Dutiful Youth, Mandatory Marriage, and Dedicated Motherhood.

Once you’ve agreed to the topic and options to pass, you’ll need to enact them. Most of these are simply passing laws, so do so by going to the council, and pass the laws. If you don’t have the required laws to do any of this, you’ll need to research the idea first.

Pass Peace Accords

Once you’ve fixed the problems between the two factions, the last thing you’ll need to do is to pass the Peace Accords. This will appear in the “Rule” law in the Council Room. Click on the Peace Accords option and pass the law. You may have to Negotiate before doing this as it’ll require a high number of votes to go through. We recommend having the Guided Voting law in the Rule category to make this easier. Don’t worry about giving promises to the other factions for their votes because once you pass the law, the game will end.

Once you have the trust of the factions, go to the council, select rule, and then propose the Peace Accords.

Enforce Order Guide

This is the choice that we preferred as it feels more in line with the narrative of the game. Your two objectives are to Pass ‘Captain’s Authority’ and to use the ‘Secure Rule’ City ability.

Captain’s Authority

The Captain’s Authority appears under the Rule category in the Council Room after you’ve acquired every other law inside it. If you haven’t started Chapter 5 yet, you can obtain the laws before heading into the Chapter, making this objective significantly easier. Note that all these laws require 67 votes to pass, unlike the regular 51 for the other laws, making them a little more difficult to pass.

The first law you should pass is the Guided Voting law as this will help passing the future laws. Next up is the Guard Enforcers law as you’ll need this when the factions begin fighting each other. The order of the other laws don’t matter too much, so pick what you like the sound of. Once all the laws in the Rule category have been passed, it’s time to pass the Captain’s Authority law. Passing this law means you won’t have to worry about trust for the rest of the game.

(1 of 3) Pass all the laws in the Rule category to reach the Captain’s Authority law.

Secure Rule

The next objective is to use the Secure Rule City ability. This can be done by selecting the central district (where the generator is), click on the district tab at the bottom, and then click the small button on the far right to Secure Rule. You will need 45 Guard squads to use this ability. If you’re lacking, simply expand some housing districts and place Watchtowers in them to increase your squad count.

Once you’ve used the ability, you’ll need to wait four weeks for your rule to be secured. Put the game speed at the max, and wait out the time. When the four weeks are up, you’ll get an event notification where you’ll need to separate the radicals from society. This will give you a choice to contain one or both factions. The choice doesn’t matter from a game perspective outside both factions’ relations lowering, but the latter will require more effort.

(1 of 2) Obtain at least 45 Guards by placing Watchtowers in Housing Districts.

Obtain at least 45 Guards by placing Watchtowers in Housing Districts. (left), Select the Central District, District Tab, and the Secure Rule button. (right)

Containment

This part is simple. Frostbreak an area of 21 tiles or 42 if you’re containing both factions. Now, select Districts and place each enclave in the areas where you broke the ice, and expand it one time. Once this is done, click on the Construct Building tab and place a watchtower in each enclave. Finally, click on either enclave, and select the ‘Begin Enclave Relocation“ ability. One final choice will appear and that’s whether you want High-Security Enclaves or Comfortable Enclaves. The choice doesn’t really matter as the game will end after selecting your choice.

(1 of 5) Choose to build either one or two containment enclaves for the factions at war.

That’s it for Chapter 5. Essentially, this is three ways to complete the game. If you make a save at the start of Chapter 5, you can see all the endings and obtain all the achievements related to them..

No Comments
No Upvotes
User profile pic

Comment submission error:

The comment must be at least 1 character in length.

Guide Information
  • Publisher
    11 Bit Studios
  • Platforms,
    Mac, PC, PS5, XB X|S
  • Genre
    City Builder, Survival
  • Guide Release
    10 September 2024
  • Last Updated
    24 September 2024
    Version History
  • Guide Author

Share this free guide:

Get a Gamer Guides Premium account:

Quick sign up

Already have an account?

Quick log in

Forgot?

Don’t have an account?