Frostpunk: Edition

Frostpunk: Edition

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The Iron Saviour

The Iron Saviour

Finished the New Home scenario with no deaths from cold, hunger, sickness or overwork on Hard

90

0.11%

How to unlock the The Iron Saviour achievement in Frostpunk: Edition - Definitive Guide

I can confirm 100% that any deaths in your city or from scouts will count. Buuuuuuttttt, I did not go to Tesla city or Gloomy caves. Another but, YOU CAN SKIP BRINGING BACK ALL SURVIVORS AND REJECT ALL REFUGEES GROUPS AND IT WON'T VOID THE ACHIEVEMENT. I only took survivors if I need the manpower. The more survivors you have the more you have to invest into upgrades to keep up with houses for all of them plus coal and food consumption. In the end I only had around 270 people.

I am not sure if these void the achievement though because they are not within the confines of "overwork, cold, starvation and hunger" technically but I did them just to be safe.
You will have to make sure any of the Londoners don't leave though which is why Faith laws and buildings are required. Spam their cooldowns when possible.
When the father leaves to find his daughter give him food rations.
When the mines go caput abandon them, don't even worry about dismantling them unless you desperately need the resources and put your workers or automatons on steam coal thumpers and gathering posts.

Now tips:
On the topic of 24hr shifts and workshop, I would recommend using this nifty trick as it won't result in a death. Assuming you have the 24hr shift law, once your workshops have closed put it one on 24hr shift then remove your engineers. Make note of the time because 4 hours from that time you can put your engineers back in the workshop and it won't result in a death and you can get a massive headstart on research!!! I had two workshops the entire playthrough and swapped this trick with each workshop to avoid the cooldown. Your discontent will rise significantly but this is why we have public house, moonshine and various faith abilities to reduce it. Also putting the generator on overdrive reduces discontent if you do receive the quest to reduce it. I did not do the 24hr trick with any other workplace though.

Medical posts: you should be good with two medical posts until the temps start dipping into -60-70 with power upgrades and overcrowding law signed. This is of course if you micro manage your workers and housing exposure to these temps to a minimum. I did put workers in cold conditions sometimes because well sacrifices had to be made. Infirmaries will be needed as well as insulation and checklist upgrades for faster recoveries. I had about 3 up when the storm hit.

Food: you will need all upgrades to do this, I did not use a hothouse during my playthrough. I had about 6-8 flying hunters by the time the storm hit I had about 2k food rations(soup) to prepare for when they are disabled. Pulling all the workers from them just before the storm hit is mandatory.

Coal: coal mines are fine to help stockpile coal before the storm but will eventually you will need steam coal thumpers for when they are disabled. You will also need gathering post insulation, advanced heaters and steam hub near them to keep them liveable-chilly during the worst of the storm, this is only if you are afraid you will run out of coal.

Resource huts: you will have to go down this research path eventually to get a large Depot to stockpile coal. I'd say 10-15k coal should get you through.

Factory: I did do this because I had excess cores and resources to build 3 automatons and prosthesis for amputees. Once they were done I dismantled the factory. It's not really a requirement but if you do keep in mind you will have to upgrade your automatons effiency fully to see a benefit because they are pretty inneffiencient at base 60% compared to 10 workers at 100%

Building: this is the order workers will build in priority 1. Roads, 2 buildings and 3 dismantling. Try to keep these to a minimum during work hours.

For a good start
Day 1:
Make sure you are on hard first off, don't change any of the others as well( people's needs, economy etc.)
When you start off pause in game sign child labour law in safe places, this allows you to build a few things on the first day. Put most of your workers on wood, engineers on steel, children on coal.
Once you have enough wood and steel pull all your engineers off to start building a workshop behind the stockpiles(we will add another one next to it later and they will be good temperature wise until day 35 if you have advanced heaters and range upgrade 1). Put engineers in the workshop ASAP and research fast gathering.
Now with the rest of your resources you can build one medic post, you don't have to put engineers in right away, just before midnight you can do this. Put it in first ring to start off, later you will add another next to it. You should have enough wood left by end of day to build all your tents in the first ring.
DO NOT TURN YOUR GENERATOR ON UNTIL 17:15, KEEP IT ON UNTIL 0800 THEN TURN IT OFF. Do this until the first cold drop to save coal.

Day 2: SIGN THE SOUP LAW BEFORE BUILDING A COOKHOUSE We will also be building a hunters hut as well and have it staffed before 1800. Start building gathering posts as well next to paired coal deposits and wood, 2 wood and 1 steel pile ideally. The second research was heaters, then I did beacon and hunters gear before 2nd cold drop.

For the rest of the playthrough, do your best to keep your workers out of the cold, manage upgrading your heating between cold drops. Use temperature overlay frequently to see what is vulnerable weather wise. Chilly is acceptable in workplaces but if you can keep them live-able even better. Keep an eye on housing and keep it liveable you will have to have a ton of steel and wood to upgrade from tent to bunkhouse to house then research house insulation later(this is why I rejected refugees and left all survivors unless I needed them).

This is all the laws I signed in order for Adaptation:
Child Labour
Soup
Emergency shift
Extended shift
Fighting Arena by housing to reduce discontent with those 24hr and extended shifts
Radical treatment
Overcrowding
Corpse disposal(will raise discontent alot)
Organ transplants(this is why we sacrificed some discontent because people won't die but the game still heals them faster in medical tents)
Only use the previous 2 if you can spare some discontent. If not, then use the 2 below.
Public house
Moonshine
Care house when you start getting amputees and gravely ill

For Londoners quest I chose faith, highly recommended or you can go Order, both have the same effect on discontent and hope:
House of prayer(keep these by housing)
Evening prayers
Faith Keepers
Shrines(did this before temple to raise workplace efficiency)
Temple
Field Kitchen
Public Penance
Protector of the Truth(you will need this to reduce discontent massively)

When the storm hits you will also have to keep in mind your coal mines will go down, just abandon them so no one dies. You will need steam coal thumpers and and 6-8 gathering posts. 4 automatons manning them unless you get gathering post insulation researched so you can put workers in them. I literally ran out of coal the last hr before the end of the storm, just said fuck it and fast forwarded to the end. The achievement didn't pop on my XB so I was pissed until I looked at the tracker and saw it was unlocked!!!! Video coming soon and good luck!!

Feel free to add any comments or questions.
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09 Mar 2020 00:34

8 Comments
Great guide 👌
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By I3EAR iN MiND on 22 Mar 2020 11:47
YOU CAN REFUSE REFUGEES?!
Neat. But my save already has all the refugees so I'll try to get the achievement anyway. Good to know if I have to try again.
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By Aroth Arklaw on 31 May 2020 22:53
I used your guide and finally got it! But you don't mention banishing people, which I found out is forbidden. I had over 350 people and I refused them when the 3 waves comes. Tough really!
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By JimmieWorld on 27 Mar 2021 22:11
Glad it helped! I never came across the option to banish but it's good to know. I'll add it to the guide!
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By Maxumilli0n on 28 Mar 2021 02:25
In case someone gets the bug that I did, that scouts die instantly after being disbanded, just leave the waiting at the city and don't disband them. They will "die on an expedition" but you will still get the achievement.
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By iVilux on 22 May 2021 15:19
Hello I had success with 132 people "83 workers, 24 engineers 20 children and 4 PLC"

When there were the Refugees who arrived I made them suffer the 3 groups.

The areas where you must retrieve the Surivants left them to their fate.

I focused on the ones I had.
I have 3 coal mine and 2 steam extractor and 4 collecting station.
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By KingDrygons on 05 Aug 2021 16:07
Why workers on wood, engineers on steel and children on coal? Is there a bonus somewhat?
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By Icarusael on 14 Aug 2023 20:23
Well... I'm pissed. So I finished the game on Survivor. Everyone survived. Almost. 5 people from one of refugee died as soon as they entered my town, despite having more than enough beds for them. I guess I'll try again tomorrow.
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By Siguardius on 24 Apr 2024 22:11
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Since there is no solution yet, allow me to share some small tips. Be sure to comment if you find errors.

edit: I'm pretty close to having it, but I ended up running low on steel and couldn't give an isolated House to every settler. Try and prepare for that in the late game.

Edit: I GOT IT! And I got it even after sheltering every single refugees, so it's possible. Apparently dismantling stuff is very useful to get wood and steel in the last days.

Quick reminder, check that you selected hard in the menu when starting a new scenario, (you don't want to manage 0 death on normal by mistake).

Saving is your friend. On console you have only 6 saves, so pick your times wisely.

You need to maximise performance (Child Aprentices, Shrines...) of your workplace and play the long run. Every single day count, especially the first 3.
DO NOT LET PEOPLE IN THE COLD OR NIGHT under any circumstances, unless you get sick workers who slows down your city's development. If you need to build something, do so in the Generator or a steam hub's reach.
Some people recommend selecting Faith, not sure why.

Important!
Any Death counts against the achievement, including the Londoners if they leave or if they riot against your regime. You need to regain full hope before 15 days (the Londoners fail to persuade more people at hope 50%).
DO NOT OVERUSE EMERGENCY SHIFT! The first three on gathering posts have very low chance of death, but places that hire engineers will 100% have an overwork death.
Some events can lead to a death no matter what, such as the Healing Church where an old man accepts death. To prevent that, dismantle the Healing Church after you built it.
ON DAY 15, YOUR SCOUTS NEED TO DISCOVER WINTERHOME. Or else the lone survivor reaches your city and dies.
Scout events with death fail the achievement too (Gloomy Cave fail, Tesla City...)

EDIT:
GUYS I have a great tip.
As soon as you have accomplished all the side quests of gathering materials before the storm and the people complain about needing wood... then...
DISMANTLE EVERYTHING EXCEPT THE COOKHOUSE AND ROBOT-OPERATED STUFF(and maybe the research facilities) BEFORE THE STORM HITS!
I dismantled my twenty Hunter Hangars and it was gloriously useful in the last two days.
That way you can reorganise your city with as few steam hubs as possible AND have enough wood and metal to upgrade every tents into HOUSES!
I hope I can get the achievement thanks to that!
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08 Feb 2020 14:25

8 Comments
A tip for those that are interested.
!!!!This Does Not Apply On Any Buildings Only Piles Day 1!!!!

If you Pass "Emergency shift" day 1 at 7:30-8:00 (right when you start) on whatever piles you want, NO ONE WILL DIE! since the game thinks workers need to work a day before they are able to do. For some reason it doesn't think they have? It's cheap but helps a lot! (they will still get sick though around 10 sick after day 1 but you will have lots of material).
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By LostGames#4189 on 11 Feb 2020 06:52
The reason to pick faith is because the first few faith buildings have powers to restore hope and do not require workers, unlike the Neighborhood watch which requires workers or engineers to get the bump in hope. Also building the shrines give a really good boost to production for just a little steel.
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By Blair2100 on 13 Feb 2020 00:27
Scout event with death (Gloomy cave) didn't fail it for me
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By yossariano on 20 Feb 2020 12:12
Added a guide if you still need help on this.
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By Maxumilli0n on 09 Mar 2020 17:50
Another FYI. If you have a cleric that gets murdered by the Londoners for cleaning up the graffiti and encouraging people it will NOT void the achievement. I had a cleric murdered around day 18 to 20. Still got the achievement.
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By Blair2100 on 12 Mar 2020 22:54
A cleric died by londoners in my game, which was the ONLY (scripted) death and i didn't get the achievement, will try again today.
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By I3EAR iN MiND on 21 Mar 2020 09:57
So i finally popped this yesterday , only thing i changed is to not react whenever someone steals supplies and to not send the faith keepers whenever prompted thus not causing a possible death... you absolutely must go with faith and reach full hope BEFORE the londoners decide to leave.... after that use 14hrs shifts on everything and you should be good to go . The first 15 days are really crucial, keep them content ...get to winterhome as FAST as you can (got there by day 7) I did go with child shelter/engineering and feel like that really helped me out in the long run .
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By I3EAR iN MiND on 22 Mar 2020 11:41
I'll bear that in mind.
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By Aroth Arklaw on 03 Apr 2020 20:40
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