Frostpunk "A New Home": How to Survive the Storm


In this Frostpunk guide to the scenario "A New Home" you will learn:

  • What research will help you
  • How to get along with the Londoners
  • What challenges await you
  • What strategy you can use to survive the ice storm

"A new home" is what the participants of an expedition set out from London are looking for in the hard-hitting survival simulator "Frostpunk" () for PC, PlayStation 4 and Xbox One. But the journey brings some unpleasant surprises and soon turns into a disaster from which you have to save the few survivors.

In the game's first scenario, you'll first establish a settlement around an abandoned generator, before dealing with malcontents, offering refugees a new home and finally surviving a deadly ice storm. Our guide will prepare you for the main challenges of the scenario and provide you with the most important tips. If you are playing the survival strategy game for the first time, our Frostpunk beginner's tips will surely help you.

Table of contents

  1. Making it home: The first three days (Act I)
  2. Expanding your home: Building up basic supplies (Act I)
  3. Keeping Home: How to get rid of Londoners (Act II)
  4. Providing Home: Providing for refugees (Act III)
  5. Protect Home: How to survive the great storm (Act III)

1. Making Home: The First Three Days (Act I)

Just arrived at the shutdown generator, you need wood and coal most urgently: coal for the generator and thus life-saving heat, wood for the first buildings and research progress. Choose as first law "Child Labor - Non-hazardous Work" and send all survivors to collect resources (50 workers to the wood remains, 15 engineers to the steel, 15 children to the coal).

Even though the citizens won't be happy because of the child labor, you desperately need the extra manpower to keep your economy going, and not just in the first few days! Take a close look at which buildings allow children to work in order to distribute your workers optimally.

Citizens eagerly trudge through the snow to mine resources.

Important laws in Act I: Child Labor - Non-hazardous Work, Emergency Shift, Additives, Life Support, Overcrowding, Nursing Home, Cemetery, Funeral Ceremony, Extended Shift, Battle Arena, Tavern, Liquor, Whorehouse

After the end of the work shift, build two medical stations and 8 tents in the inner ring around the generator, next to it two workshops a bit outside. This will additionally heat your citizens' shelters with the waste heat from the generator and prevent disease. As soon as the first aid stations are set up, staff them with personnel, because after the first night five citizens will fall ill in any case.

Thanks to us, no one has to sleep on the streets during the first night.

Activate the generator only around 11 p.m. so that you don't run out of coal during the night. Start research for the signal station on the second day, as soon as your workshop is built and manned, build the signal station as soon as possible after research is finished. Also build a dining house close to the inner ring.

Important research in Act I: Signal Station, Hunter Equipment, Sawmill, Drawing Boards (for Tech Level 1), Generator Range I, Steel Mill, Drawing Machines (for Tech Level 2), Outpost Depot, Generator Power I, Coal Mining, Flying Hunters, Additional Scouts, Steam Steel Mill, Hunting Tactics, Radiators

Send a scout team to the "Missing Expedition" as soon as possible go - new workers for your settlement are waiting there, which you urgently need! Build two hunter's huts (can be built offside) and a coal collection point near the largest deposit. On the third day, build two collection points at steel and wood deposits.

Exploration Notes: At the "Gloomy Cave" and "Tesla City" objectives, you can expect a search result that may also end with the death of your scouts. Therefore, before they reach their destination, save and reload if the search does not end well for your scouts. To get your first Automaton early, explore the area in the following order: Missing Expedition - Rugged Shelter - Steel Bridge. Then send the Automaton to your settlement!

2. Upgrade home: Building up basic supplies (Act I)

Starting on day four, the temperature begins to drop, but your building insulation is still sufficient. Build another collection post for coal, next to it four tents near the generator for the survivors of the missing expedition. On day 5, build a third medical station and a third hunter's hut, plus a nursing home as soon as the law for it is signed. As soon as the Automaton reaches your settlement, replace the crew of the picket farthest from the generator with this one (ideally coal).

Once you have established the signal station, you can explore the surrounding area.

Exploration Notes: Skip exploring Winterheim, as this location triggers the events surrounding the coming storm and you desperately need the preparation and resource gathering time. On day 15, the arrival of a survivor from Winterheim will automatically trigger the rest of the story! Send your scouts to the coal mine instead and explore the further surroundings.

Here you can build outposts: Fishing Village (food rations), Coal Mine (800 coal/day). Tesla City (1 steam core/day), Winter Home (150 wood/day)

From day 7 at the latest, the easily accessible resource deposits dry up. Therefore build two sawmills and a fourth hunter's hut. According to the law "cemetery" you also build a cemetery. It can be placed far away from the city center. When the resources of the Automaton collection point are exhausted, send it to the next one to get more free workers. Build more tents for found survivors and two steel mills on day 8.

We find the first survivors in the missing expedition.

Starting on Day 9, once you have enacted the Extended Shift Law, you should set extended shifts on all work buildings. After that, build more shelters, a fifth hunter's hut, and two more workshops as needed. On Day 10, build three Combat Arenas, a second Nursing Home, and an Outpost Depot. Then send an outpost crew to the coal mine - this will earn you an extra 800 coal per day!

If your Automaton's manpower is no longer needed at collection points after day 11, put him in a steel mill. If you need wood more urgently, you send him there. Since the Automaton works at night, it is the most efficient way to catch supply bottlenecks. Improve the hunters' huts (from around day 12) as soon as you have researched "Flying Hunters" and build a fourth medical station.

Build a second outpost depot starting on day 13, and upgrade the existing steel mills to steam steel mills on day 14. Explore Winter Home on Day 15 and send out a second scout team.

3. Keep Home: How to get rid of the Londoners (Act II)

As soon as you discover Winterheim, your citizens' courage deserts them in the face of the settlement's fate, and hope rattles into the basement. When deciding between faith and order, choose the alignment "Faith" in the laws and enact "House of Prayer". From now on, you will also have to deal with the dissatisfied "Londoners" who don't like the life in your settlement and want to return to London.

Important laws in Act II: House of Prayer, Shrines, House of Healing, Evening Prayers, Faith Keepers, The Temple, Righteous Denunciation, Prostheses, Child Labor - All Activities, Field Kitchens, Triage

Buildings like hunting lodges we build away from the generator, as they are not heat dependent.

The "Londoners" cause unrest in the settlement during three chains of events; depending on how you deal with them, your citizens' dissatisfaction will rise or fall. The more dissatisfied your citizens are, the more likely they are to join the "Londoners" and leave the city when the time limit expires!

Therefore, use the functions of the new faith buildings (such as Evening Prayer) to lower the dissatisfaction of your citizens and take great care to satisfy their other needs, such as warmth, entertainment, and food.

Always keep an eye on the "London" indicator at the bottom left of the screen.

If you pass new laws related to the construction of new buildings, promise to build them and keep your promises to increase the hope level. Once you build the temple, it will appease more dissatisfied citizens. Build three houses of prayer in the city, followed by three shrines on day 13 (build these near production or processing buildings to increase efficiency). On day 17, build two houses of healing.

If you fulfill the promises you have made, your hope will increase noticeably.

To ensure your wood supply in the future, build a masonry drill and more tents starting on day 18. From day 20, send another outpost team to Tesla City to supply you with steam cores in the future.

Important research in Act II: Generator Efficiency I, Sanitation Station Upgrade, Punch Card Calculator (for Tech Level 3), Masonry Drill, Generator Power II, Faster Gathering, Resource Depot Upgrade, Large Resource Depot, Improved Radiators, Generator Range II, Factory, Steam Coal Mine, Radiator Efficiency, Coal Mining Optimization, Health Care Thermal Insulation, Barracks, Dining House Thermal Insulation, House, Difference Engine (for Tech Level 4), Flying Hunter Equipment

The "Londoners" are causing quite a commotion in our city.

As the temperature drops to -60 degrees from day 21, you increase your resource gathering efforts: Build two large resource depots (for coal) and two coal mines. Build a temple from day 22, a factory the following day and a third large resource depot. Have the factory build a total of 6 automatons.

From day 25 (or the completed research "Steam Coal Mine") upgrade your three coal mines to steam coal mines and move your coal outpost to the ice-covered dreadnought to extract steel. If you haven't discovered this place yet, do so as soon as possible. Now gradually upgrade the tents to barracks. Since these are erected when your citizens are at full employment during their free time after work, you must make sure that your citizens do not sleep outside at night!

With a nightly procession we improve the mood of the citizens.

From day 28, erect two field kitchens near active work buildings and another wall drill. All tent upgrades should also be completed on this day.

Exploration Notes: Find steam cores here: sturdy shelter (1), steel bridge (1), weather station (1), snow cliff (1), coal mine (2 if no outpost established), American camp (1), temporary settlement (1), fishing village (2), dradnought dock (1), research station (2), ice-covered dreadnouhght (2)

4. Provide Home: Providing for Refugees (Act III)

No sooner have you placated the Londoners or gotten rid of the most recalcitrant insurgents than you have little respite: the approaching storm is driving droves of refugees into your settlement, to whom you naturally offer shelter.

Exploring Tesla City may cost us our scouts!

Build plenty of barracks between day 29 and 33 to prepare for incoming refugees - about five new barracks a day should be enough. Upgrade wall drills to steam wall drills on day 31.

Sends out extra scout squads to rescue and safely escort refugees back to the city starting on Day 33. Many of the refugees are seriously injured upon arrival. Use triage to heal a good portion of these injured immediately. This will also cost you some lives, but will help care for the survivors in the long run. Build four more fighter hangars.

With the temple, we finally make our recalcitrant citizens happy.

You won't need any new laws in this section of the scenario. In Technology Research, you'll choose the following: Steam Wall Drill, Automatic Prototyping (for tech level 5), Generator Range III, Generator Power III, Stereoscopic Lens, Advanced Coal Mine, Advanced Radiators, New House Design, House Thermal Insulation, Health Care Thermal Insulation II, Overload Clutch, Generator Override, Steam Center, Generator Efficiency II, Coal Mining Rationalization

5. Protect Home: How to Survive the Big Storm (Act III)

Build two more large resource depots on Day 34, and another dining house on Day 35. Upgrade all your coal mines. On day 36, bring all outpost crews back to your settlement and build two more large resource depots. Starting on day 37, begin upgrading all barracks to houses during the day, which should be completed by day 39 at the latest. Then build two more large resource depots.

A devastating storm is brewing in the distance.

On day 40 (the temperature drops to -80 degrees), build steam centers to keep your food houses and workshops running. Don't forget to regularly use positive effects like Evening Prayer, Sermon, Nightly Procession, or Public Repentance to lift the hopes of your citizens. Since the abilities have a cooldown, it is best to use them staggered, not simultaneously.

Note: Only as long as the corresponding faith building is active, the associated function can be used! On day 43 the temperature drops to -100 degrees, at the latest now normal life in the settlement comes to a standstill. Use your automatons to maintain the basic supply of your citizens, otherwise you can only wait.

One of the most unpopular laws is very helpful in this scenario: child labor.

Put the generator into overdrive in a controlled manner no later than day 45 (-120 degrees) to increase heat output. On day 47, the temperature drops to the maximum of -150 degrees. If you have a lot of severely injured people now, use triage again to relieve your medical stations and houses of healing. After that, it will finally clear up and you will have passed the scenario!

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