Frostpunk
115 Achievements
2,345
73-95h
PC
Ultramarathon Extreme
Survived 100 days of Endurance mode on Extreme difficulty
20
0.09%
How to unlock the Ultramarathon Extreme achievement in Frostpunk - Definitive Guide
This guide was translated automatically.
Quite an easy achievement, especially after Winterhome on survival. I played on not the easiest map and passed it on the first try. I was playing on the Plains map and thought I’d choose a bigger map to build it all up and relieve boredom. As a result, it turned out that only on the 60th day my city became completely autonomous. Then mortal boredom set in, everything was as usual. I wanted to combine it with the Archivist (fill out the archive) and with the achievement for collecting 700 residents. I couldn’t get 700 residents because they run out on the map. Steam cores will fall instead.
Now for the walkthrough. Before the first storm I had 120 inhabitants, after the second there were 40 left. Everyone died of hunger and cold. But it’s also beneficial: there’s less to feed and the living space is small. Before the first storm, it’s a priority to study at least afterburner (+2 instead of +1 to temperature) and heaters, so that medical stations can treat people. There will be a lot of death, but little hope, I recommend studying faith. This thread is much more practical. There is a healing house that will solve problems with the sick and provide treatment even during a storm, while it will be terribly cold in the tents. The main thing is to take afterburner and heaters.
Also, before the first storm, the coal issue needs to be resolved. I set up two coal mines and attached a steam center to them, which provided me with coal for the first storm. Further - easier. After the first storm, I quickly concocted the first automaton (must have guys in endless mode, create as soon as possible) and things went like clockwork. There are no further problems. The main thing is to automate the city. Hard workers help with this; they take resources from the Frosty lands. And then they will farm for themselves.
Now for the walkthrough. Before the first storm I had 120 inhabitants, after the second there were 40 left. Everyone died of hunger and cold. But it’s also beneficial: there’s less to feed and the living space is small. Before the first storm, it’s a priority to study at least afterburner (+2 instead of +1 to temperature) and heaters, so that medical stations can treat people. There will be a lot of death, but little hope, I recommend studying faith. This thread is much more practical. There is a healing house that will solve problems with the sick and provide treatment even during a storm, while it will be terribly cold in the tents. The main thing is to take afterburner and heaters.
Also, before the first storm, the coal issue needs to be resolved. I set up two coal mines and attached a steam center to them, which provided me with coal for the first storm. Further - easier. After the first storm, I quickly concocted the first automaton (must have guys in endless mode, create as soon as possible) and things went like clockwork. There are no further problems. The main thing is to automate the city. Hard workers help with this; they take resources from the Frosty lands. And then they will farm for themselves.
3 Comments
How to survive the first storm without dying.
By the 100th day there were 7 corpses, 6 killed by faith during the adoption of the law.
And from ~30-40 days to live on rewind.
Crater
!Every night from 18-8 am we turn on the heating! and afterburner.
Initial development through: Wall drill / Coal miner / Steel mills.
We immediately adopt a law on child labor and assign everyone (except 10 engineers) to collect resources.
5 Engineers for coal, One pack of hard workers for steel. All the rest for wood. In parallel, we set to build (at the stock warehouses on the 2nd radius) 2 Workshops. After construction, we assign free engineers there. We research:
By the end of the day, we build 2 Sanitary points (from coal we distribute 5 engineers to Sanitary point 2/3, At night we add the missing engineers there from the workshops) and 8 tents.
The law will roll back around 10 p.m. We accept “emergency”. We activate emergency situations at 4 collection points (1 steel and 3 wood)
At night we set up a coal mining post for construction (we send 10 hard workers from the tree (without emergencies))
It is important that the mining post starts functioning in the morning, otherwise there will not be enough coal for the night.
New day:
We are building 2 more mining posts, a lighthouse (sending scouts), a kitchen (next to the workshops)
The third law must be SOUP. Until this law is adopted, we DO NOT prepare food.
The fourth law is Extended Shift (we activate it on all buildings). Next we follow the medicine branch to overflow. After that, Snow pits and transplantation.
By the time of the storm we should have 1 wall drill, 2 steel factories, 2 greenhouses, 1 kitchen, 1 Coal miner.
~5 Workshops, 2 Bathrooms.
* Location of buildings
2 Steel plants / 2 greenhouses / 1 steam generator (6 - 20)
1 Wall drill / 1 Coal miner + 4 Posts / 4 tents / 1 steam generator (24h)
For now there will be a shortage of engineers for the stable operation of workshops and sanitary facilities.
from 20:00 we remove engineers from the workshops and add them to the health centers until 6:00 (every day)
By the 100th day there were 7 corpses, 6 killed by faith during the adoption of the law.
And from ~30-40 days to live on rewind.
Crater
!Every night from 18-8 am we turn on the heating! and afterburner.
Initial development through: Wall drill / Coal miner / Steel mills.
We immediately adopt a law on child labor and assign everyone (except 10 engineers) to collect resources.
5 Engineers for coal, One pack of hard workers for steel. All the rest for wood. In parallel, we set to build (at the stock warehouses on the 2nd radius) 2 Workshops. After construction, we assign free engineers there. We research:
By the end of the day, we build 2 Sanitary points (from coal we distribute 5 engineers to Sanitary point 2/3, At night we add the missing engineers there from the workshops) and 8 tents.
The law will roll back around 10 p.m. We accept “emergency”. We activate emergency situations at 4 collection points (1 steel and 3 wood)
At night we set up a coal mining post for construction (we send 10 hard workers from the tree (without emergencies))
It is important that the mining post starts functioning in the morning, otherwise there will not be enough coal for the night.
New day:
We are building 2 more mining posts, a lighthouse (sending scouts), a kitchen (next to the workshops)
The third law must be SOUP. Until this law is adopted, we DO NOT prepare food.
The fourth law is Extended Shift (we activate it on all buildings). Next we follow the medicine branch to overflow. After that, Snow pits and transplantation.
By the time of the storm we should have 1 wall drill, 2 steel factories, 2 greenhouses, 1 kitchen, 1 Coal miner.
~5 Workshops, 2 Bathrooms.
* Location of buildings
2 Steel plants / 2 greenhouses / 1 steam generator (6 - 20)
1 Wall drill / 1 Coal miner + 4 Posts / 4 tents / 1 steam generator (24h)
For now there will be a shortage of engineers for the stable operation of workshops and sanitary facilities.
from 20:00 we remove engineers from the workshops and add them to the health centers until 6:00 (every day)
By V1CE on 28 Nov 2020 16:46
In addition to V1CE:
0. We immediately check the starting location. A steel, wood and coal mine MUST be near a city. In addition, there should be 1 steel pack nearby and ALWAYS 4 wooden ones (preferably 5). If this is not the case, then feel free to recreate it.
1. Do not take residents from the frozen lands until you are sure that the city can handle it, unless they are engineers. I was lucky, after the first storm I came across a pack of engineers with children. Don't hire ordinary workers.
2. In addition to point 1. I took engineers after the first storm, but then I didn’t invite anyone until the 4th-5th storm at all.
3. After the first storm, you MUST go to the factory + automaton. Firstly, this will immediately free up 10 workers, and secondly, you will be able to direct it to where the problems will be (coal/wood/steel)
4. You don’t have to build hunter’s huts, you can go straight to the greenhouses. But personally, it didn’t work out for me, I built 1 hut for 3-4 days to pick up some food.
5. In addition to 4. There should be no huts after the first greenhouse appears. It provides very little food, but there are a lot of people working there
6. Around the 6th day, when there was already little coal near the city, I built a mining post far away (it contained 2 packs of coal + a pack of steel). Minus: a lot of wood is spent on the road, but then you can sell it all when you already have mines. Perhaps we don’t have to build that far, but I clearly didn’t have enough coal.
7. According to the laws, we go to religion. Before the first storm, it is advisable to have time to build temples (don’t forget to start prayers) + sanctuaries. This will greatly speed up the increase in work
8. It is MANDATORY to build barracks for the first storm. If this is not done, then many people will freeze their butts and hoard
9. After the second storm, it’s great if you can build 2 more automata (that is, there will be 3 in total). If there are even more, great.
10. A little math. At the beginning there are 3 cores. 2 per greenhouse + 1 per wood shaft. It's great to find more cores before the first storm, but it's difficult but not critical. After the first storm, you MUST find at least 3 cores. If you don’t find it, it’s better to retry. 2 cores for automatons + 1 core for a coal mine.
11. In total, I used 3 steam generators. It included a steel plant, 2 workshops, 2 greenhouses, 2 mining posts, 1 coal miner, 1 kitchen, and a wooden drill. Plus there is still some space left in reserve.
12. I don’t agree with V1CE that 5 workshops are needed. Everything was done in 2 workshops. If you really want, you can add a 3rd one after the 4-5th storm, when you have engineers.
13. After building the second greenhouse, do not forget to switch soups to regular food. This will significantly reduce dissatisfaction, and there will be enough food. I had 10 slaves in the first greenhouse, and 7-8 in the second one. Thus, the food was a plus, not a minus.
14. Before the first storm, do not forget to rebuild the buildings for point 11. It turned out that I built 2 workshops and a kitchen (from 1-3 days) closer to the mines.
=====
15. I experienced that dissatisfaction did not reach 100% at all. If you turn on extended shifts and your dissatisfaction reaches 100%, it's better to start again. Because without extensions it is almost impossible to survive until about 3-4 storms; they must always be turned on.
16. Don’t forget about hope either, but it’s easier there - you have churches. If everything is really bad, then protect yourself with the law of faith. But remember that people there will be mowed down quite a bit.
17. If someone died before the 2nd storm, this is already a signal that you made a mistake somewhere. If there are 1-2 people, then try to continue, but if there are more, then this is most likely a failure (since along with the dead there will be a bad mood, most likely many will be sick or hungry, etc.)
18. Before the first storm, it took me about 15-20 trai to choose the ideal scheme. From the first to the second storm there are about 3-5 trains. Focus on approximately these numbers; you will most likely have to overcome 15 attempts).
Let me summarize. The achievement is more scary than difficult. It’s really hard until the 2nd storm. Then everything goes like clockwork, if the initial vector is set correctly. During the entire race, only 5 fools died who did not manage to return home before the storm. Everyone else is alive and well and eagle
0. We immediately check the starting location. A steel, wood and coal mine MUST be near a city. In addition, there should be 1 steel pack nearby and ALWAYS 4 wooden ones (preferably 5). If this is not the case, then feel free to recreate it.
1. Do not take residents from the frozen lands until you are sure that the city can handle it, unless they are engineers. I was lucky, after the first storm I came across a pack of engineers with children. Don't hire ordinary workers.
2. In addition to point 1. I took engineers after the first storm, but then I didn’t invite anyone until the 4th-5th storm at all.
3. After the first storm, you MUST go to the factory + automaton. Firstly, this will immediately free up 10 workers, and secondly, you will be able to direct it to where the problems will be (coal/wood/steel)
4. You don’t have to build hunter’s huts, you can go straight to the greenhouses. But personally, it didn’t work out for me, I built 1 hut for 3-4 days to pick up some food.
5. In addition to 4. There should be no huts after the first greenhouse appears. It provides very little food, but there are a lot of people working there
6. Around the 6th day, when there was already little coal near the city, I built a mining post far away (it contained 2 packs of coal + a pack of steel). Minus: a lot of wood is spent on the road, but then you can sell it all when you already have mines. Perhaps we don’t have to build that far, but I clearly didn’t have enough coal.
7. According to the laws, we go to religion. Before the first storm, it is advisable to have time to build temples (don’t forget to start prayers) + sanctuaries. This will greatly speed up the increase in work
8. It is MANDATORY to build barracks for the first storm. If this is not done, then many people will freeze their butts and hoard
9. After the second storm, it’s great if you can build 2 more automata (that is, there will be 3 in total). If there are even more, great.
10. A little math. At the beginning there are 3 cores. 2 per greenhouse + 1 per wood shaft. It's great to find more cores before the first storm, but it's difficult but not critical. After the first storm, you MUST find at least 3 cores. If you don’t find it, it’s better to retry. 2 cores for automatons + 1 core for a coal mine.
11. In total, I used 3 steam generators. It included a steel plant, 2 workshops, 2 greenhouses, 2 mining posts, 1 coal miner, 1 kitchen, and a wooden drill. Plus there is still some space left in reserve.
12. I don’t agree with V1CE that 5 workshops are needed. Everything was done in 2 workshops. If you really want, you can add a 3rd one after the 4-5th storm, when you have engineers.
13. After building the second greenhouse, do not forget to switch soups to regular food. This will significantly reduce dissatisfaction, and there will be enough food. I had 10 slaves in the first greenhouse, and 7-8 in the second one. Thus, the food was a plus, not a minus.
14. Before the first storm, do not forget to rebuild the buildings for point 11. It turned out that I built 2 workshops and a kitchen (from 1-3 days) closer to the mines.
=====
15. I experienced that dissatisfaction did not reach 100% at all. If you turn on extended shifts and your dissatisfaction reaches 100%, it's better to start again. Because without extensions it is almost impossible to survive until about 3-4 storms; they must always be turned on.
16. Don’t forget about hope either, but it’s easier there - you have churches. If everything is really bad, then protect yourself with the law of faith. But remember that people there will be mowed down quite a bit.
17. If someone died before the 2nd storm, this is already a signal that you made a mistake somewhere. If there are 1-2 people, then try to continue, but if there are more, then this is most likely a failure (since along with the dead there will be a bad mood, most likely many will be sick or hungry, etc.)
18. Before the first storm, it took me about 15-20 trai to choose the ideal scheme. From the first to the second storm there are about 3-5 trains. Focus on approximately these numbers; you will most likely have to overcome 15 attempts).
Let me summarize. The achievement is more scary than difficult. It’s really hard until the 2nd storm. Then everything goes like clockwork, if the initial vector is set correctly. During the entire race, only 5 fools died who did not manage to return home before the storm. Everyone else is alive and well and eagle
By ArmyXomuiL on 24 Apr 2021 12:24
This guide was translated automatically.
Crater map
At the beginning the temperature is -20 followed by a drop to -40 on the third day, the best start.
At the beginning the temperature is -20 followed by a drop to -40 on the third day, the best start.