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ShowGamer.comWalkthrough Frostpunk: The Last Autumn



Walkthrough Frostpunk: The Last Autumn

We offer you to familiarize yourself with the detailed walkthrough of the game Frostpunk: The Last Autumn.



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First steps

  • Research and build marinas.
  • Start collecting resources from the pier.
  • Build and activate a fishing dock or create a harvesting camp.
  • Build a telegraph station and request more people or supplies.

Rotate the camera so that the coast is at the top of the screen. All directions that are indicated in our walkthrough are associated with this camera angle. Create a workshop on the left, ignoring the trees. You will have to build here, since there is not enough space on the left to create a tent city.



Sign the law on hearty food. Motivation is very important in this scenario. If it falls heavily, then the efficiency will decrease by 30%. Similarly, with high motivation, efficiency will increase by 30%. In the beginning, you have enough food. Send workers to collect resources in the inner circle, next to the generator. Pause the game. Don't worry about accidentally sendingGet Engineers: In this scenario, Engineers can't be assembled by gathering resources (unless you research the relevant laws after selecting the worker branch). They will build a workshop. When it's ready, explore the piers.

Walkthrough Frostpunk: The Last Autumn - 1
Walkthrough Frostpunk: The Last Autumn - 1

Do nothing else on the first day. Examine the database of blanks and wait for the end of the work shift. Build a few tents downstairs (alternatively, you can wait until the workers themselves request housing, but there is a risk of illness) and sign the house of prayer bill. Create a dock at the location closest to the camp. Build a medical station on the left. Steam Cores are the first resource you will run out of. Since the house of prayer has a range, it must be placed so that it covers the maximum possible number of tents.

Research "Quick Gathering" and order wood at the first pier (the pier can only produce one type of resource). Every day, ships will bring wood. After the construction of the pier, you will be offered to create a telegraph station. Through it, you can contact employers from London and request workers, engineers, steam?s nuclei (hereinafter - prostheses and, possibly, prisoners). This is an important building, and it takes only 1 day to receive the ordered resources. Build a telegraph station on the left and sign the Evening Service Act.

telegraph station

The telegraph station allows you to request workers, engineers, and steam cores. You will be able to request dentures later. However, there is a limit. Each resource requires a certain amount of logistics points: workers - 2, engineers - 4, steam core - 20. Logistics points are replenished passively and automatically, over time. This happens every hour. After you have submitted your request, the ship with supplies will arrive the next day, at the same time.

Make sure the first time you request workers. Create a kitchen and start cooking. Preferably hearty food. Research buildings for the production of structural profiles, which will be needed in the near future. Sign the bar law, research the "Drawing Boards" (a new level of research) and send a team to find the first source of food (into the wasteland). Most likely, you will start cooking food from raw materials from the fishing pier, and after that you will make a harvesting camp. When the tree runs out, then build an assembly post next to the pier, which brings wood.



When prand there will be first workers, request at least 5 engineers. Send the first team of harvesters. Examine the Fishing Wharf if you haven't sent Procurers to find food yet. Otherwise, study the loading station and sign the law on radical treatment. As soon as the scouts get to the hunting grounds or you have a fishing pier, you can start building the generator.

Stage I

  • Build a steel structure factory.
  • Create 8 structural profiles.
  • Build a mine shaft.

All buildings in the Generator Structures category are functionally different from the rest of the buildings. Working for them is dangerous, there is a risk of illness and strikes due to poor working conditions. One way to counter all of this is by building ventilation rigs, so it's important to research it as early as possible. The Protective Structures technology will also reduce injury risk, but it can be left for later, since profiles are required to activate such a program, and we are trying to create 8 pieces for a mine shaft. Ventilation plants require coal, so if you have additional workers, send them to collect coal from piles located at the bottom of the map. We'll build a build post there later.

Our nextthe blowing law is associated with overflow. It would be possible to create double rations, but this would require raw and cooked food, which is used to feed a large number of people. And there aren't many sources. To ensure we have enough food, let's take the path of overcrowded hospitals. Build a bar and a second pier that will bring steel. Once you've made the ventilation unit, research and build another Procurement Base and create a Procurement Squad. Request workers or steam cores. The latter are needed for the ventilation unit and loading stations on the pier.



The next law is up to you: look at how well you handle sick people and resources. I do not recommend signing the brothel law because it is related to sexually transmitted diseases. For now, you don't have to deal with it. Note that it is not necessary to assign all 20 workers to a plant. Designate as many as you can. You should speed up the work only if you already have enough resources to create all 8 profiles.

Now you can build a second workshop. If you don't already have a fishing pier, then explore it. Or create carts for harvesters so that they can move faster across the wasteland. Take a look at the pier and notice howthe amount of steel per hour it brings. If workers harvest directly from the pile, then they will do it more slowly than the steel supply pier, so fewer people can be assigned to the pier. In fact, two workers on the wharf are enough to provide the right amount of steel for the pile that the rest of the workers collect. Add more workers to the wharf as soon as you create a loading station.

Before you start creating structural profiles, build a second blank base and create a second team. Keep requesting workers through the telegraph station, as you will need quite a few people to create a mine shaft. Sign the guardianship law. Soon it will be necessary to sign a law on prostheses or medical repatriation. The next technology to learn is Drafting Instruments (new research level). Start collecting resources for her. And if you want to learn something else, then take a sawmill. The final touch before starting to create structural profiles is to build one loading station at both piers.

If you use only harvesters to get food, then remember that such a source will be exhausted after 8-9 days. We hope that this was hunting grounds, since the second team should be sent to the lake, which is full of fish. Also toAt this point, you should definitely build a fishing pier. If you are on days 9-10, then you should have enough resources for "Drawing Tools". When you start creating profiles, you will be asked to sign a law on short shifts or safety measures. For now, choose the first one.



Click on a steel fabrication plant and take a look at the icon at the bottom left to see the current state of work safety. If you signed up for a short shift law, you can move the top slider down to change the working hours. You will see that the overall work safety status changes to "Safe". Keep this in mind when using buildings around the generator. Research the upgraded piers and start building the shaft once you have 8 profiles. Build a ventilation unit before starting to create a mine shaft. Sign the extended shift bill. Request more workers as you will have to collect coal soon.

Activate the extended shift in all mining buildings, as well as the workshop. Assign people to build the mine shaft. As many workers as you can afford.

Build a mining post near two large piles of coal. Learn the technology of material optimization, after which - protectivex designs and machine shop. Upgrade the wharfs and build as many mining posts as you can near the pile of steel. Since people will start to get sick, it's time to sign the law on the bathhouse and build it. Please note that for a ventilation unit and one bath, one coal mining post is sufficient if the first one works in a short shift. For anything more, you will have to create a second mining post.

Keep track of the toxicity level (under the temperature at the top of the screen). As soon as it rises to the second level, the security at the facilities will move to the "Dangerous" mark. This will lead to accidents, but it can be avoided. Activate the Defensive Structures ability and/or create a second ventilation unit (but you need to learn the appropriate technology for this).



When the progress of the mine shaft construction reaches 60%, according to the scenario, an explosion will occur. This may happen a little later, closer to 70%. And before that, make sure that you have ensured normal labor safety (in the worst case - “Harmful to health”). Moreover, progress will be reset by 40%. If you do not want this, you will have to let people die (with all the ensuing consequences). The only way to be safe with just one ventilation unit is to activate the protective structures, ko??otkuyu change and security measures. After an accident, you will be able to send a rescue team. Then turn off security measures.

When everything is learned, after the accident, learn the "Turbocharging" ability. It will allow you to exchange steam radiators for something that will speed up the progress of the construction of the generator at the current stage by 10-20%. The latter is possible when researching improved turbocharging. Make sure you keep producing profiles. In the second step, you will need 10 profiles. But if you have more, then it's even better. Shortly after the accident, the first strike will take place. If you have not passed a Comfortable Housing Act, you will be asked to do so. And it will be a great option to calm everyone down. Comfortable housing will lead to the fact that you will need additional tents, since one will now fit 8 people instead of 10.

After the strike, a decision will need to be made about who to support - workers or engineers. In the first case, this will lead to serious laws forcing engineers to work at facilities where workers work. And at the very end, terror can begin with the construction of a scaffold and the daily execution of one person. In the second case, if you go to the end, you can use the prisoners and the prison. Prisoners are cheaper labor.

Accidents

  • Workers in a trap

Happens at about 68% progress. You will have to choose between resetting progress by 40% or continuing to work without losing progress, but with the death of workers. The only way to avoid this choice is to send a rescue team, but the option will be available at high work safety (minimum - unhealthy). If it is worse, then you will not be able to send a rescue team.

Stage II

  • Build a machine shop.
  • Install pressure valves.
  • Install tower pumps.

Start by researching "Mechanical Accounts" (research level 3) and building a workshop. Shortly after the start of the second stage, you will receive the coordinates of a place called "Natural Sculpture". Send your Procurers there, as the resources that will be found along the way to this place are worth it. You will receive 10 structural profiles, which are needed to create valves, and 5 steam radiators, which will be useful for tower pumps. You don't have to build 5 radiators yourself.

Concentrate workers on creating steam radiators. You need 5 more pieces, because you will receive the other 5 from the purveyors. However, you can use additional cores to speed upprocess through turbocharging. When you're done researching Mechanical Accounts, you'll have two options. The first is to research the steam loading station and speed up the extraction of resources or research the ventilation unit clutch to build a second one and further improve work safety.

The ventilation units consume 200 units of coal per day on short shifts. This means that for two you need to mine at least 400 units of coal. Normal shifts require 500 coal, extended shifts require 700. The main limiting factor is how many workers you can afford. Having two mining posts near the coal mines, you will receive up to 610 units of coal per day (305 from each). You can get more if you create a marina. You may not need your units to run regular or extended shifts just yet, so two posts is more than enough.

Walkthrough Frostpunk: The Last Autumn - 2
Walkthrough Frostpunk: The Last Autumn - 2

Explore what you want. With low toxicity, with a single ventilation unit and a factory inspection building from the laws, as well as the addition of short shifts and safety measures, the installation of valves will be safe.

Start building tower pumps as soon as you finish building the valves. Your Procurers should arrive with resources from Area 107. Don't forget to keep 5 Steam Radiators in reserve to prevent an accident. Learn the Efficient Airflow technology and build a fishing pier. With 80 units of raw food a day, you can cook enough food for 210 people. If there are more of them, then you will obviously need a pier. Try to stock up on food.

Explore the Foundry as soon as you finish with Efficient Airflow. In addition, learn "Innovative Process" to reduce the cost of steel alloy production. You will need 25 pieces in the third stage. After that, you can research "Difference Engine" (research level 4) and "Blank Optimization".

Accidents

  • Zabaol

Tower pumps at 55% progress. To avoid this, build a machine shop and craft 5 steam radiators. The workers will offer to create equipment for emergency rescue operations. Agree, thanks to which you can save people and save the power of the generator. A few of them will be injured, and many will need prostheses if work safety was poor.

Stage III

  • Build a foundry.
  • Build the core.
  • Build two supporting structures.

You need steam cores to create a foundry. You will also receive the coordinates of lot 120. Send a group of harvesters there to get 50 workers to return to the camp. You can continue to area 120 to find 10 structural profiles that will be needed for two supports. 25 each, for a total of 50 pieces.

The foundry can create steel alloys. For the core, 25 pieces are needed. Since you will bring 50 workers from the neighboring camp, use the telegraph station to order steam cores. If you followed this guide, you should have done it. If not, consider researching 'Improved Turbo' and applying 5 Steam Radiators to speed up progress by 20%. Before starting work on the core, set aside 5 steel alloys to avoid fire problems.

Gradually start creating steam radiators and steel alloys. You need to make 50 and 20 pieces respectively for the next step. Depending on the income of resources, you can request steam cores and upgrade loading stations, making the task easier. Research the Integrated Ventilation Plant to be able to build a third one. But for this you needThere is another loading station at the coal pier. However, this can be skipped, since after the start of stage IV, the leakage of poisonous gas will stop. Everything will become much safer.

Accidents

  • Random fires

Set aside 5 steel alloys before starting to build the core. There will be a fire scenario, and the only way to contain it is to accept the request for alloys.

  • Fire at the core

If you don't build fire dampeners when asked to do so, you will end up compromising generator power or allowing some people to die. Using dampers, you will protect people's lives. Only a few will get injured, some core progress will be lost, but everyone will survive.

Stage IV

  • Build 2 heat shields

The last order must be completed by 36 days. Wait until 18:00 and place your order. Be sure to set up a militias or lookout station before the last ship arrives. Otherwise, you will lose 20% of your people. If you followed our guide, you will be ahead of schedule. You must have enough resources for protective covers. Save a new type of resource, because in the futurem you will need them for the last three studies of the generator. Press G and scroll down to see available updates. To collect everything, you will need 25 Steel Alloys and 45 Steam Radiators.

On the 27th day, the temperature will drop, and at the end of the day you will receive new technology to fight the cold. Examine heaters and braziers. You can use the heating layers to figure out where to place the braziers. First, heat all residential buildings, and do this before the temperature drops to low values.

When the time comes, you will be offered to leave the generator or stay and improve it. If you leave, the game will end, but if you stay, you will have to complete 3 researches. Build as many workshops as possible and let the engineers learn three technologies at once.