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Frostpunk 2 Guide by gamepressure.com

Frostpunk 2 Guide

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Frostpunk 2: How to complete Chapter 5 A Dream of Utopia? Frostpunk 2 guide, tips

Chapter 5 is the finale of the game Frostpunk 2. On this page of the guide we described how to survive and end the civil war between the feuding factions.

Last update: 26 September 2024

Chapter 5 is the culmination of the Frostpunk 2 campaign. After the events at Winterhome, the faction you had ignored had enough - there's a murder in the city council, sparking a civil war. On this page of the guide we describe how to survive the conflict, minimize damage and ultimately end the feud between the factions.

Chapter 5 tips

  1. Build lots of guard towers and prisons. You need many guards to prevent casualties and disperse fighters, as well as a prison to permanently end fights in the districts. You can also recruit guards from prisons at the cost of decreased trust.
  2. If you currently do not have enough guards to stop the fighting, send them to protect the districts. Protect people, not buildings - destroyed buildings can always be rebuilt, but the deaths of citizens drastically lower trust and relations with factions for the duration of the civil war, which can lead to a quick defeat.
  3. The lower the faction fervor, the less damage will be done. You can reduce the fervor, for example, by asking the community for help in deradicalization, promoting factions in the city council, or meeting their demands on the path of reconciliation.
  4. When a civil war breaks out, tensions will rise to their maximum levels. Quickly address the districts engulfed by war to reduce tension. Before you do that, however, this is the perfect time to implement the Rule laws, which grant you powerful authoritarian abilities and are easier to pass when tension is high. At the price of abandoning democracy, it'll make the end of the campaign much easier for you.
  5. Chapter 5 has an invisible time limit. Don't linger - if you don't manage to end the fighting on time, you will lose your position and be thrown out of the city (the game will notify you about the approaching limit when you have about thirty weeks left). The campaign will be successful when you achieve your main goal.
  6. On the path of banishment, you must find the Windward Moor in the frostlands (south of New London), establish a colony there and transfer all members of the opposing faction to it. You will need a lot of resources to build a self-sufficient colony, but if you succeed, most faction members will go there voluntarily. You can also use guards and forcibly deport them to the unfinished colony, which is a death sentence for them. You can also persuade less radical members of the faction to leave it.
  7. On the path of reconciliation you must revoke all radical laws and fulfill the demands of both factions - this will lower their fervor to zero. Once the fightins stops, you must pass a new Rule law: Peace Accords. To achieve this, increase your relations with at least three groups to good - the relationship bar must be gold. Bribe them, make them promises, do them favors. When you achieve good relations with three groups, you should be able to vote Peace Accords through with the help of negotiations with the fourth group. It's also worth mentioning that if you run out of time, the game will automatically move you to the council - you will get a last chance to vote on the agreement.
  8. On the path of order, your goal is to suppress the war by force and become a dictator by voting Captain's Authority through (a Rule law - high tension will facilitate voting) or by a coup (you need a huge army of guards). After forcibly suppressing the conflict, you must ensure that it does not flare up again - build enclaves for one or both factions. The forced relocation of factions to enclaves will end the war.

How to end the civil war?

Civil War is the last challenge in Frostpunk 2. Battles between factions take place in several districts at once - districts ravaged by war do not produce resources and are gradually damaged. Every now and then, skirmishes may also cause many deaths. You can send guards to the districts to mitigate the conflict - 12 to protect the infrastructure and prevent damage, 24 to protect bystanders and reduce the number of deaths, or 36 to end the fighting in the district by arresting the most radical fighters.

If you don't have enough guards (or the prison is full) to end the battle, focus on protecting your citizens. The damages to the district are quite slow, they can be repaired with prefabs after the fighting has been suppressed. Destroyed buildings can always be rebuilt. Each death, however, reduces faction relations and trust - combined with high tensions, this can lead to banishment, defeat and loss of power. Protect your citizens until you can suppress the fighting - some of the trust and relationships lost through deaths will automatically be regained some time later, but it's better to never let this happen.

The lower the faction's fervor, the less damage they will cause in fights. Therefore, it is worth reducing it - good relations with communities, promoting a given faction and building prisons will come in handy.

You can build guard towers and prisons in housing districts - build them during war to have resources to suppress fighting and calm the areas.

After suppressing all the skirmishes, you must ensure that they do not flare up again. Work towards your ultimate goal - building a colony on the Windward Moor, increasing relations with all groups or creating enclaves. Hurry up, because you are working against a time limit that is not visible at first.

The civil war will end when the goal is achieved - deportation of all dissidents to Windward Moor, signing of the Peace Accords or relocating faction members to enclaves. The end of the war marks the end of the Frostpunk 2 campaign. You will watch an epilogue summarizing your actions and choices. You are now ready for the Utopia builder mode - a kind of an unlimited sandbox mode.

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