Frostpunk
115 Achievements
GOG
Golden Path
Finish the New Home scenario without passing severe laws and using harsh abilities
1.0%
How to unlock the Golden Path achievement in Frostpunk - Definitive Guide
*This Can Be Combined With The Savior Achievement*
I Did This On Easy.
A New Home
_______________
Saved Everyone In Frostland.
- Did Not Go Into Tesla City
- Did Save The People From The Bears. (Reload Saves If Your Scouts Die)
Tech Path
_____________
This Is What I Did.
- If You Can Successfully Get To The End By Yourself, Feel Free To Ignore This Section
_____________
Efficient Gathering, Steelworks, Coal Thumper, Beacon
Level 2, Wall Drill, Heaters, Hunters Tools, More Scouts, Generator Power Upgrade
Level 3, Faster Scouts, Generator Effciency, Generator Range Upgrade, Less Hunters, Medical Upgrade, Infirmary, Steam Hub, Gathering Post Insulation, Steam Coal Thumper
Level 4, Heaters Level 2, Heater Efficiency, Steam Hub Range Upgrade, Steam Hub Efficiency, Generator Efficiency Level 2, Supply Depot Upgrade, Large Storage Depot, Efficient Gathering Level 2
Level 5, Generator Range Upgrade Level 2, Generator Power Couplings, Medical Insulation, Gathering Post Insulation Level 2, Bunkhouse, Fastest Scouts, House, House Redesign, Cookhouse Insulation, Medical Insulation Level 2, Generator Power Upgrade Level 3, House Insulation, Generator Safety Override, Generator Power Upgrade Level 4
Laws Passed
_______________
Child Shelters, Sustain Life, Extra Rations For The Ill
House Of Prayer, Evening Prayers, The Temple, And Shrines.
Playing
_______________
Day 1
______
As Soon As You Start The Game, Pause Immediately.
Pass The Child Shelter Law.
Build Two Workshops With Your Starting Materials.
Assign 15 Engineers To A Steel Pile, And All But 5 Workers To Wood Piles.
The Remaining 5 Workers Go To A Solo (Not Duo) Coal Pile.
Unpause.
As Soon As The First Workshop Finishes, Pull 5 Engineers Off Of Steel To Work There.
Start Researching Efficient Gathering.
Do The Same When The Second Workshop Opens.
When Efficient Gathering Is Finished Research Steelworks.
Turn The Generator On Around 17:00.
Start Building Tents Around The Generator, And A Medical Post.
If You Have The Wood, Build A Gathering Post So It Can Collect Coal From 2 Piles.
Build Another Gathering Post To Get The Wood And Steel Your Workers Were On Previously.
Day 2
______
Start Pulling Workers Off Of Piles And Employ Them In Gathering Posts
- They Are Warmer
Pass Sustain Life Law
Research Coal Thumper
Day 2 Goals
- Build Another Gathering Post
- Build A Cookhouse
- Build A Steelworks
- Build A Child Shelter
Research Beacon.
If You Have More Than 5 Sick, Build Another Medical Post
Build A Hunters Hut And Everyone Should Have Tents Tonight.
Day 3
______
Upgrade Workshop Research To Level 2 And Get Wall Drills Before You Run Out Of Wood.
Once You Have A Wall Drill Going, Make The Beacon And Send A Scout Out To Get Your People.
- You Will Have A Few Days Afterwards To Scavenge Around Before You Have To Head South Towards Winterhome, Visit A Nearby Exploration Node!
- *Caution* Save Before Sending Scouts To Gloomy Cave! *Caution*
- Save Every Survivor In Frostland With Your Scouts And Accept All Refugees
Day 4 And Beyond
___________
Build A Coal Thumper Near Your Now Exhausted Coal Gathering Post, And Then Build Another Gathering Post Next To It.
I Just Built Hunter's Huts For Food, Since You Must Accept All Refugees And Survivors, You Will Have More Than Enough People To Run Everything.
Get Second Scouts ASAP
- The Scouts Eventually Brought Back Another Steam Core For Another Wall Drill.
- The Scouts Found An Automaton, Which I Sent Back To My City To Work At A Steelworks For The Entire Game.
- You Have To Save Everyone, Which Means Finding Everyone.
Two Steam Coal Thumpers And 6 Gathering Posts (With A Steam Hub In The Middle)
- You Are Set For Coal For The Whole Game.
Chilly Workspaces are Okay, Cold Is Not.
Keep Going With The Rest Of Your Build Order!
After Plot Happens And The Londoners Show Up, Deal With Them With The Faith Tree.
Make Them Go To Church Until They Give Up. This Will Take A While.
Right After The Londoners Give Up, Build Some Infirmaries.
- You Will Have 3 Batches Of 30 To 60 Sick People Coming In The Next Few Days, You Need To Get Ready!
Morality For "Golden Path"
_________
Make No Promises Except Building New Building Promises.
- Or Keep All Promises That You Make, Do Nothing And Raise Discontent If You Think You Will Break It.
Let The Londoner's Graffiti.
Send Clerics To Calm People Down Instead Of Letting The Londoners Speak
- Faith Tree
Unite The Londoners, Preventing Them From Leaving.
- Faith Tree
Give The Starving Mother 2 Rations
Equip The Father With Supplies
Let The Cooks Steal.
Do Nothing About The Cook's Stealing When Asked To Pass Penance Law.
Give The Townspeople 1400 Wood (Closer To 2400 With 600 People) When They Ask Before The Storm. (Stock Up Before That)
Don't Give Up, And Good Luck!
*Extra Notes/ Unconfirmed Rumours*
Q: Someone Somewhere Said It Is Okay If A Few Londoners Leave.
A: Sorry Can't Answer This, I United By Londoners With The Temple And Church Skills.
Someone Somewhere Said You Do Not Bend The Rules And Give The Woman 2 Rations.
I Confirmed This Was False On My Run.
Not Giving The Woman The Rations Voids The Achievement Get, And You Get To Reload.
Q: Slow Down The Automaton If It Steps On A Guy?
A: Mine Never Left The Steelworks, And Never Proc'd This Event. Sorry Guys!
Q: A Guide Told Me To Disperse The Crowd
A: Requires Faithkeepers Or Guards, Both Of Which Usually Void This Achievement For People, So I Wouldnt Even Get The Tempting Laws They Hide Behind.
I Did This On Easy.
A New Home
_______________
Saved Everyone In Frostland.
- Did Not Go Into Tesla City
- Did Save The People From The Bears. (Reload Saves If Your Scouts Die)
Tech Path
_____________
This Is What I Did.
- If You Can Successfully Get To The End By Yourself, Feel Free To Ignore This Section
_____________
Efficient Gathering, Steelworks, Coal Thumper, Beacon
Level 2, Wall Drill, Heaters, Hunters Tools, More Scouts, Generator Power Upgrade
Level 3, Faster Scouts, Generator Effciency, Generator Range Upgrade, Less Hunters, Medical Upgrade, Infirmary, Steam Hub, Gathering Post Insulation, Steam Coal Thumper
Level 4, Heaters Level 2, Heater Efficiency, Steam Hub Range Upgrade, Steam Hub Efficiency, Generator Efficiency Level 2, Supply Depot Upgrade, Large Storage Depot, Efficient Gathering Level 2
Level 5, Generator Range Upgrade Level 2, Generator Power Couplings, Medical Insulation, Gathering Post Insulation Level 2, Bunkhouse, Fastest Scouts, House, House Redesign, Cookhouse Insulation, Medical Insulation Level 2, Generator Power Upgrade Level 3, House Insulation, Generator Safety Override, Generator Power Upgrade Level 4
Laws Passed
_______________
Child Shelters, Sustain Life, Extra Rations For The Ill
House Of Prayer, Evening Prayers, The Temple, And Shrines.
Playing
_______________
Day 1
______
As Soon As You Start The Game, Pause Immediately.
Pass The Child Shelter Law.
Build Two Workshops With Your Starting Materials.
Assign 15 Engineers To A Steel Pile, And All But 5 Workers To Wood Piles.
The Remaining 5 Workers Go To A Solo (Not Duo) Coal Pile.
Unpause.
As Soon As The First Workshop Finishes, Pull 5 Engineers Off Of Steel To Work There.
Start Researching Efficient Gathering.
Do The Same When The Second Workshop Opens.
When Efficient Gathering Is Finished Research Steelworks.
Turn The Generator On Around 17:00.
Start Building Tents Around The Generator, And A Medical Post.
If You Have The Wood, Build A Gathering Post So It Can Collect Coal From 2 Piles.
Build Another Gathering Post To Get The Wood And Steel Your Workers Were On Previously.
Day 2
______
Start Pulling Workers Off Of Piles And Employ Them In Gathering Posts
- They Are Warmer
Pass Sustain Life Law
Research Coal Thumper
Day 2 Goals
- Build Another Gathering Post
- Build A Cookhouse
- Build A Steelworks
- Build A Child Shelter
Research Beacon.
If You Have More Than 5 Sick, Build Another Medical Post
Build A Hunters Hut And Everyone Should Have Tents Tonight.
Day 3
______
Upgrade Workshop Research To Level 2 And Get Wall Drills Before You Run Out Of Wood.
Once You Have A Wall Drill Going, Make The Beacon And Send A Scout Out To Get Your People.
- You Will Have A Few Days Afterwards To Scavenge Around Before You Have To Head South Towards Winterhome, Visit A Nearby Exploration Node!
- *Caution* Save Before Sending Scouts To Gloomy Cave! *Caution*
- Save Every Survivor In Frostland With Your Scouts And Accept All Refugees
Day 4 And Beyond
___________
Build A Coal Thumper Near Your Now Exhausted Coal Gathering Post, And Then Build Another Gathering Post Next To It.
I Just Built Hunter's Huts For Food, Since You Must Accept All Refugees And Survivors, You Will Have More Than Enough People To Run Everything.
Get Second Scouts ASAP
- The Scouts Eventually Brought Back Another Steam Core For Another Wall Drill.
- The Scouts Found An Automaton, Which I Sent Back To My City To Work At A Steelworks For The Entire Game.
- You Have To Save Everyone, Which Means Finding Everyone.
Two Steam Coal Thumpers And 6 Gathering Posts (With A Steam Hub In The Middle)
- You Are Set For Coal For The Whole Game.
Chilly Workspaces are Okay, Cold Is Not.
Keep Going With The Rest Of Your Build Order!
After Plot Happens And The Londoners Show Up, Deal With Them With The Faith Tree.
Make Them Go To Church Until They Give Up. This Will Take A While.
Right After The Londoners Give Up, Build Some Infirmaries.
- You Will Have 3 Batches Of 30 To 60 Sick People Coming In The Next Few Days, You Need To Get Ready!
Morality For "Golden Path"
_________
Make No Promises Except Building New Building Promises.
- Or Keep All Promises That You Make, Do Nothing And Raise Discontent If You Think You Will Break It.
Let The Londoner's Graffiti.
Send Clerics To Calm People Down Instead Of Letting The Londoners Speak
- Faith Tree
Unite The Londoners, Preventing Them From Leaving.
- Faith Tree
Give The Starving Mother 2 Rations
Equip The Father With Supplies
Let The Cooks Steal.
Do Nothing About The Cook's Stealing When Asked To Pass Penance Law.
Give The Townspeople 1400 Wood (Closer To 2400 With 600 People) When They Ask Before The Storm. (Stock Up Before That)
Don't Give Up, And Good Luck!
*Extra Notes/ Unconfirmed Rumours*
Q: Someone Somewhere Said It Is Okay If A Few Londoners Leave.
A: Sorry Can't Answer This, I United By Londoners With The Temple And Church Skills.
I Confirmed This Was False On My Run.
Not Giving The Woman The Rations Voids The Achievement Get, And You Get To Reload.
Q: Slow Down The Automaton If It Steps On A Guy?
A: Mine Never Left The Steelworks, And Never Proc'd This Event. Sorry Guys!
Q: A Guide Told Me To Disperse The Crowd
A: Requires Faithkeepers Or Guards, Both Of Which Usually Void This Achievement For People, So I Wouldnt Even Get The Tempting Laws They Hide Behind.
This guide was translated automatically.
Can be combined with another achievement - "United"
We go through the scenario on the "easy" difficulty level.
Branch of basic laws. At the beginning of the game, in the branch of basic laws, we select only “radical treatment” and “overflow”, later, if necessary, “care home” and “prosthetics” (personally, the first two were enough for me). In principle, other laws of the main branch should not be needed at this level of complexity.
Laws of order/faith. Let's choose faith! In the branch itself we select “house of prayer” - “evening prayers” - “temple”, these three are required; It wouldn't hurt to accept the "sanctuaries" later. Other laws in this thread cannot be chosen - they can lead to the death of residents. During the Londoners' storyline, we constantly see prayers and worship services, hope will rise significantly, the Londoners' problem will be solved before the timer and you will receive the "Unity" achievement.
Important 1! During the entire scenario, when scenario(!) messages with options pop up, we always choose the most peaceful and humane answer!
Important 2! There should be no deaths during the game. Pay special attention to scouts/outposts as storms approach. And also, to some locations of scouts where there is a risk of their death; It’s better to save before searching the location!
Important 3! All residents found by scouts must be sent to the city, accompanied by scouts. No one can be denied salvation.
Important 4! There should be no crises! That is, residents should not ask you for housing, warmth or food - all problems must be solved in advance. For example, on the first night the player should not see a message that the villagers are asking you to build housing, with options to provide all or part of it. And so with any other needs.
Important 5! All scenario quests must be successfully completed.
Other script:
- On the first day, it is important to collect the maximum amount of wood, since it is the tree that will be the basis for the development of the settlement. The distribution according to the formula 10 workers for coal, 55 for wood will be optimal.
- It’s worth sending the first hunters on the first night. Build mining posts.
- Once the workshop is built, the first step is to open the first level of technology.
- Outpost locations at this difficulty level are not very important. I recommend disassembling them and getting more resources/steam cores.
- Don’t rush to the lighthouse; At this difficulty level, scouts will move quickly. The first squad of scouts must go only through story locations (highlighted with a yellow circle), otherwise the city will be overrun with refugees, and as a result, the economy will not cope.
- You have until the 15th day to find Winterhome.
- Resource extraction is best done in mines equipped with automata.
- The faith branch is better, since religious buildings do not require workers and do not require heating to operate. Three prayer houses cover the entire city with shamrocks; behind each house of prayer there is a perfect infirmary.
By the way, about infirmaries. By the final storm you will need about 8 of them.
We go through the scenario on the "easy" difficulty level.
Branch of basic laws. At the beginning of the game, in the branch of basic laws, we select only “radical treatment” and “overflow”, later, if necessary, “care home” and “prosthetics” (personally, the first two were enough for me). In principle, other laws of the main branch should not be needed at this level of complexity.
Laws of order/faith. Let's choose faith! In the branch itself we select “house of prayer” - “evening prayers” - “temple”, these three are required; It wouldn't hurt to accept the "sanctuaries" later. Other laws in this thread cannot be chosen - they can lead to the death of residents. During the Londoners' storyline, we constantly see prayers and worship services, hope will rise significantly, the Londoners' problem will be solved before the timer and you will receive the "Unity" achievement.
Important 1! During the entire scenario, when scenario(!) messages with options pop up, we always choose the most peaceful and humane answer!
Important 2! There should be no deaths during the game. Pay special attention to scouts/outposts as storms approach. And also, to some locations of scouts where there is a risk of their death; It’s better to save before searching the location!
Important 3! All residents found by scouts must be sent to the city, accompanied by scouts. No one can be denied salvation.
Important 4! There should be no crises! That is, residents should not ask you for housing, warmth or food - all problems must be solved in advance. For example, on the first night the player should not see a message that the villagers are asking you to build housing, with options to provide all or part of it. And so with any other needs.
Important 5! All scenario quests must be successfully completed.
Other script:
- On the first day, it is important to collect the maximum amount of wood, since it is the tree that will be the basis for the development of the settlement. The distribution according to the formula 10 workers for coal, 55 for wood will be optimal.
- It’s worth sending the first hunters on the first night. Build mining posts.
- Once the workshop is built, the first step is to open the first level of technology.
- Outpost locations at this difficulty level are not very important. I recommend disassembling them and getting more resources/steam cores.
- Don’t rush to the lighthouse; At this difficulty level, scouts will move quickly. The first squad of scouts must go only through story locations (highlighted with a yellow circle), otherwise the city will be overrun with refugees, and as a result, the economy will not cope.
- You have until the 15th day to find Winterhome.
- Resource extraction is best done in mines equipped with automata.
- The faith branch is better, since religious buildings do not require workers and do not require heating to operate. Three prayer houses cover the entire city with shamrocks; behind each house of prayer there is a perfect infirmary.
By the way, about infirmaries. By the final storm you will need about 8 of them.
2 Comments
I did everything as presented above, except that a couple of residents still died. Nevertheless, the trophy dropped.
By Dart_Wayne on 01 Sep 2020 03:57
Under no circumstances should you build guardians of the faith - they will ruin the trophy. Towards the end of the scenario, an angry mob will come to you and ask for 1.4k wood. If you don't have it, you can send them, it does NOT affect the trophy.
By ArmyXomuiL on 27 Mar 2021 01:16
This guide was translated automatically.
I got this achievement on high difficulty when I did "Steel Savior".
At the beginning of the game, I immediately studied child labor (only safe), soup, emergency and extended shifts (I used only extended shifts, since emergency ones can lead to death).
He further studied life support (because with radical medicine a cripple can commit suicide), overcrowding, body pits and organ transplantation.
Next, I found Winterhome and immediately studied the Faith branch - houses of worship, sanctuaries, temple, field kitchens.
In the end, he took away the last everyday laws: the arena, the pub, moonshine, the care home with prosthetics.
Saved all the people on the map. Nobody died. Got achievements.
At the beginning of the game, I immediately studied child labor (only safe), soup, emergency and extended shifts (I used only extended shifts, since emergency ones can lead to death).
He further studied life support (because with radical medicine a cripple can commit suicide), overcrowding, body pits and organ transplantation.
Next, I found Winterhome and immediately studied the Faith branch - houses of worship, sanctuaries, temple, field kitchens.
In the end, he took away the last everyday laws: the arena, the pub, moonshine, the care home with prosthetics.
Saved all the people on the map. Nobody died. Got achievements.