A walkthrough for Chapter 5 of Frostpunk 2. Read on for a detailed guide on how to complete Chapter 5 and all the objectives.
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Chapter 4 | - |
Banish the Violence-Inciting Faction |
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Right off the bat, a civil war will break out in multiple districts and tension will be catastrophic. Click on the district being torn by civil war and choose whether to quell the fighting or protect the city.
You can employ different strategies in different districts. Depending on your relations with the Stalwarts or Evolvers, you'll be able to use the options below:
Method | Options |
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Quell the Fighting |
・Speed Victory: End the conflict swiftly, even if it costs lives. ・Enforce Peace: Slowly end the conflict to preserve lives. |
Protect |
・Protect District: Prevent Wear on structures. ・Protect People: Break up fights, preventing casualties. |
The faction inciting violence will either be the Pilgrims (Order) or the Faithkeepers (Faith), depending your choice back in the Prologue.
With the initial conflict taken care of, it's time to eliminate the divide in New London through the following measures:
1 | Build a Colony on Windward Moor |
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If you choose to build a new home for the violent faction, you must establish a colony in Windward Moor which is located south of New London. Once colonized, some of them will immediately move to Windward Moor. |
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2 | Transfer Control of the Colony |
Before you commit more resources, remember that you can hand over control of the colony to the Pilgrims or Faithkeepers at any time. Doing so will prompt the builders you sent to return to New London. You cannot construct additional districts or buildings anymore, and they will be left to their own devices. |
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3 | Deal With the Remnants |
If you handed control of Windward Moor, you'll have to round up all the remaining Pilgrims or Faithkeepers in prisons. You'll then get a new community called Detainees, after which you can decide their fate by deporting them to Windward Moor. |
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4 | Optional: Build a Windshield for the Colony |
If you're fully committed to building a safe home for the Pilgrims/Faithkeepers, you'll eventually need to build a Windshield to meet their Heat Demand. The Windshield costs 30,000 Materials stockpile, which you can transfer from New London if you have the surplus. |
1 | Detain Members of the Violent Faction |
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Use the Round Up ability of prisons to detain the member of Pilgrims/Faithkeepers. Alternatively, you can allow Outdoor Detention if you are lacking the prison space and do not care for them. Note: If you missed the prompt or changed your mind to allow Outdoor Detention, you can find it under the community actions of the Pilgrims or Faithkeepers. |
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2 | Detain Members of the Violent Faction |
When there are no more members at large (tracked in the objectives), click on the Detainees in the community panel and select “Decide Detainees' Fate”. Decide between exiling them or leaving them in prison. Either choice gets rid of the remaining members of the violent faction and ends the chapter. |
Seek Reconciliation Guide |
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You must get rid of all radical laws and buildings to start negotiating peace agreements with the factions.
When you negotiate peace agreements with a faction, you need to address two out of three issues that they present.
For each issue, you'll also need to fulfill two out of three measures for each issue presented. These measures include constructing certain buildings or enacting specific laws. Once selected, they will be tracked in your objectives.
In summary, you’ll need to implement four measures per faction, totaling eight measures to succeed in negotiations.
After you've followed through will all your promises to the factions, pass Peace Accords in the council under the Rule tab. Two thirds of delegates must support the law to succeed!
If you are having trouble passing Peace Accords in the Council, quickly build relations with communities first by funding them or granting them an agenda.
If you take too long to pass Peace Accords, you will get deposed as the Steward, ending your playthrough.
You'll eventually get a warning that you should pass the law within a few weeks. When the deadline is up, you'll be given a final chance at the Council to pass Peace Accords.
Enforce Order Guide |
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The “Enforce Order” option requires you to become the Captain and unify the people under your rule. When you're Captain, you will no longer have issues with Trust and Voting.
There are two ways to become the Captain:
The first method of becoming the Captain is by passing the Captain's Authority law. The Captain's Authority law requires you to pass all other laws under the Rule tab of the council.
The other way of becoming the Captain is by staging a coup. This requires 200 Guard Squads in total and you can activate it at any time via the Central District.
Guard Squads are obtained by building Watchtowers or using the Stalwarts' community action Mobilize Enforcers.
Research and build Communication Hubs to quickly regain trust if it plummets to dangerous levels.
Secure your rule after becoming Captain to cease the civil war. You can do this via the Central District and it will take 4 weeks .
After securing your rule, you'll need to separate the radicals from society by building enclaves. You have the option of building enclaves to contain both opposing factions or just one.
Enclaves can be built by accessing the Districts panel (default: B key). Enclaves require 14 empty tiles to build and 1 Watchtower to complete.
There is no significant difference in building enclaves for a single or both factions, aside from the flavor text at the end.
Should You Banish, Seek Reconciliation, or Enforce Order?
All Story Chapters | |
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Prologue | Chapter 1 |
Chapter 2 | Chapter 3 |
Chapter 4 | Chapter 5 |
Chapter 5 Walkthrough
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