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At the start of the game, a notification states there are additional dead Don't man the rubble piles themselfs (other than the one blocking the steelworks spot and those that pop up as "Voices from the Rubble").As soon as all but rubble piles are dismantled right next to the generator, build five medical centers there in the warmest spot. Note that there's two Steam Core Transport you can collect. Start a new row further away from the generator. “The Fall of Winterhome” is the latest scenario added to Frostpunk. This is done by constructing an Evacuation Centre and converting the Dreadnought's decks into cabins, sending people over to it and supplying them with Food and Fuel to last the journey, wherever that may lead them. You need to rush to the far west and make contact with the second group of engineers so they discover another Frostpunk Winterhome camp before the end of the game. Yes, all.Delete the hunting hut next to the workshop, man the other three huts.Delete the Cookinghouse right next to the generator, man the other one with kids.Man the steelworks and put fiveteen workers in clearing the rubble next to it, the one blocking the second stellworks-spot.Build the cole mine (one spot is available! Spend your next 40 wood on another resource depot.

1st Research: Faster Gathering.Delete all: -- Steam Hubs -- Fighting Arenas -- Public House -- Tents, Bunkhouses and Houses. ),Build a snowpit far way from the generator. Build and activate the Fishing Harbour or set up a Forager's Camp Assign people to the 2 Coal Thumpers and Gathering Posts next to them. You'll start the game with 500 Coal, which means don't bother collecting Coal at first. Spend your next 40 wood on launching a scout. Continue at your own risk.Possible connection to the "A New Home" scenario.https://frostpunk.gamepedia.com/index.php?title=The_Fall_of_Winterhome&oldid=11808,Research the cause of the Generator's malfunction in the,(Optional) Send people to the Dreadnought,(Optional) Send Food Rations to the Dreadnought,Acquisition: This event will trigger during the evacuation if you have amputees.Provide all amputees with Prostheses before sending them to the Dreadnought.Acquisition: This quest will trigger every time the Generator malfunctions,Repair the Generator in the Repair Station,Send at least 2 Engineer and 2 child to the Dreadnought on the next transport,Send at least 1 worker to the Dreadnought on the next transport.There are plenty of unneeded roads you can rip up for extra wood at the start.Tear down the ruins by going from the center out, so that you can use the Generator as heat for the cold buildings.Ensure that everyone has proper housing and that their dwellings are properly heated so as to avoid having people get sick.Make sure to set up a reliable and functional healthcare system (via Medical Outposts and Infirmaries) to ensure that anyone who gets sick is treated in time. Press question mark to learn the rest of the keyboard shortcuts. Ignore the engineers you meet and keep going.
I haven't beat the winterhome scenario quite yet, (I'm on attempt #3) but I figured I'd share some tips and discoveries I've made while playing so it'll hopefully help everyone else struggling out :) **VERY IMPORTANT** Here's a link to a really helpful map with suggestions how to improve/expand Winterhome! People working on the ruins will count as Gathering and Faster Gathering will help do it faster. Send 15 of your people t…

Once the examination of the generator is completed, the engineers will tell you that there is no longer any way to repair it and that you will have to evacuate the city (,Depending on the number of engineers in your city, you will have to place them alternately between the infirmaries, the repair station and the workshops in order to seek new upgrades to the station with your engineers (,After hearing from your engineers, you will have to build an Evacuation Centre (. There's room for the snowpit and a rescourse depot.Man the colethumbers with workers and the gathering depot with kids.Set Generator to power level 3 and range 1 and turn it on.Delete all unnessecary roads. Build a gatheringpost in it's place.Set the first ressource depot to coal, next one to raw food, then food rations, wood and finally steel.Build a hunting hut in the row where two are already placed. This is one I've considered in the past too.This is a good train of thought for folks. In addition to that, much of the city lies in ruins as result of the violent revolt that overthrew the previous captain. Make sure the spaces are only as wide as they need be befor placing the bunkhouses.Delete the first snowpit as soon as the second is built. Having people die is the last thing you want as that will drastically reduce Hope and you cannot sign the,With starting population of around 580 inhabitants, Winterhome consumes large amounts of Food and running out of it is a very real danger which can spell disaster if it happens. Fall of Winterhome - Little Guide Hi, after playing through the scenario the fourth time on "normal" diff and managing to save the max 500 on the dreadnought, 5 to the south plus the bunch who got away to freshwater springs, I was looking for some guide on how to save the rest. This new story will put you in charge of Winterhome, a destroyed city that you had already explored during the “New Start” main mission. While it is never confirmed, if the trail does indeed lead to New London, then one of the scouts you send may in fact be the Winterhome survivor who reaches the city and causes the Londoner crisis.Frostpunk Wiki is a Fandom Gaming Community.Warning!

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