This is a guide to help you get the Winterhome Map 100 day ironman achievement. It includes details on how to complete each day, as well as general tips and tricks for completing the challenge.
The frostpunk extreme endless guide is a guide to the My Extreme Endless Guide for Winterhome Map 100 day ironman achievement. This guide will help you achieve this goal.
So I studied a lot of tutorials from here and other sites to get some better ideas since I’d never beaten anything harder than easy until about 2 weeks ago.
Because of my playstyle, there are certain things I do differently on infinite than those instructions.
Also, I created this on Winterhome since the day/night cycle on the Crater map seemed strange and I didn’t like it.
- Child labor – secure employment
- Shift of 24 Hours
- Shift (Extended)
- Additives to food
- Treatment that is very radical
- Disposal of the dead
- Harvesting of organs
- House of Regeneration
- Righteous chastisement
- Keepers of the faith
- Penalties for the general public
- Defender of the Truth
- The New Religion
- a battleground
- House of Commons
Winterhome has a few different permutations, and the one I eventually figured out was the one with just forests on the top of the map. Some versions of the map had both iron deposits on the left side, but this one had them split apart, which was problematic since I couldn’t cover both with a single steam hub and could only run both after a storm when it was lovely and warm outside. There’s one that spawns a steel and wood crate right next to the generator, which got in the way of my workshops close to the stockpile, so I’d simply reset if that ever happened.
Naturally, I only tested on maps that began at -20 degrees C on day one, since other guides have said that if you start at -30 on day one, you’ll be trapped in a loop of sick colonists that will destroy your early game economy.
I didn’t build a single mine in the 100 days; instead, I survived on two coal thumpers, which I converted to steam thumpers when I could afford it. If I could spare the labor, I’d let the thumpers run without anybody collecting to build a stockpile, but there weren’t many times I had such an excess. In reality, I only constructed one coal supply depot before day 70 since I didn’t have enough spare steel to do so.
As you may see from my legislation list, I worked hard at faith to handle the reality that I was working my people to death every day in freezing living and working circumstances. I actually let a dead body sit for 2-3 days in order for them to comply with the corpses in the street ultimatum, which resulted in more than half of the bar’s patrons leaving all at once. I figured it out, and it astounded me how much they enjoyed not seeing a dead corpse, or rather how much dissatisfaction it was causing. At every job, everyone was working longer shifts, and I was only able to stay alive because I could pop cheap dissatisfaction events with Faith.
I nearly always pressed the Hope 0 ultimatum just before a storm, then waited until the storm really began before pressing all the buttons to bring it up, making them more happy that I kept my word. Again, the utilization of these ultimatums to my benefit is the strategy’s main selling point. I’d have no one working in the faith keepers building because I’d reassign them at the last minute of the day simply to be able to press the buttons since I was pushing everyone on coal collecting or hunting.
Because the population for the run was so tiny, I only required four hunters houses, which I updated around halfway through. I just needed to hunt for a few days right before a storm to live, thanks to the early food additives legislation. I believe I once observed colonists eating raw food during a storm, but that was only because I hadn’t yet upgraded the cookhouse insulation and it was too chilly to cook.
If I couldn’t locate a group of survivors before the first storm, I had to restart the game. I could never have more than one scout team since I couldn’t manage two new groups of survivors if I discovered them in the first place, and I seldom had enough time between storms to pull off more than a few places. I didn’t revert back to an autosave from that morning at midnight to re-route my scouts to a better position many times after that, and that’s just poor luck. I didn’t 100% turn back to an autosave from that morning at midnight to re-route my scouts to a better location. I also didn’t have “Frostpunk Endless Mode Scout Locations by Ybot released March 6, 2022” open in my browser. Neither of these things came to pass.
Cores of Steam
I only needed one of my three initial steam cores to keep the generator from exploding during a storm. Everyone was in bunkhouses, and I had recently increased generator power 2 and it wasn’t enough to keep anybody alive without overcharging it all day and night.
STRATEGY IN GENERAL
So, on the first day, I deviate from most internet instructions in one way: I hurry beacon before quicker collecting. Then there are heaters, sawmills, hunters, coal thumpers, and drawing boards (due to the temperature decrease on day 4 destroying everything if you don’t prepare ahead of time), hunters, coal thumpers, and drawing boards.
Day 1: I’m placing all 15 students on steel collecting, with the exception of five engineers, on wood collection. Before I unpause from 7:30 (I’ve reset runs from hitting 7:31, you have no idea how much that 1 minute matters to me; getting the game to pause right when it starts is tricky, but I got pretty good at it), I build two workshops right on that nub of road stretching on the left side of the stockhouse, both of which will be 10/10 being built by colonists so they finish it like right at 10:00, allowing me to staf. By the end of the day, you’ll have a tiny percentage towards beacon. As the wood arrived, I constructed a solitary medical hut and nothing else until about 20:00, when I received the “homelessness popup,” which I promised to house everyone, and then proceeded to construct eight homes. I start the generator around 23:30 since the 50 coal you start with will run out about 7:00 (because you don’t gather anymore). Of course, the second it reaches 80 percent, I overcharge it for the cheap heat boost, and it doesn’t have enough coal to explode anyhow. When the new legal option became available, I worked a 24-hour shift, requiring three woodpiles with employees to return to work immediately away.
Day 2 – As the generator dies in the morning, I set up collecting huts near the coal heaps and wait for the beacon to appear, which I construct as soon as possible before moving on to quicker gathering. I’m making a cookhouse out of scrap wood. When the men on the 24-hour shift complete their heaps, I leave them idle so they can finish building all the roads leading to the coal piles and, most crucially, the beacon, so I can send out my first expedition as soon as possible. I transfer children to the collecting huts and let the workers to fill up the gaps. Then, since I’m still swimming in wood, I construct two hunters houses and the second (and last) medical tent. If you performed everything well, you’ll have fewer resource collecting locations than employees, and they’ll get a few hours off after they’re finished. Despite having plenty of coal, I wait till 23:00 to turn it on again, and then switch it off manually about 7:00. When an extended shift becomes available, I sign it and create all of my non-coal locations (steel and wood) as well as workshops.
Day 3 – Everyone is hungry, and I haven’t figured out how to perform the cookhouse trick (believe me, I’ve tried), so I put the cookhouse on extended shift till the food additives pass, keeping it idle until then. Before sending them all out to be hunters for the next few nights, I grab the final bit out of most of my employees who are finishing up resource piles at this time. Everyone has a heater going by now, and the kids are fetching the coal.
This is the most crucial day since you only have one chance to locate survivors, no matter where you send your scout on extreme. I restart if the first location I look yields two places, none of which has any survivors. Period. I’m not capable of taking such risks. As to how and why, see the section above.
Because I’m exhausted, that’ll be all I have time for today. This was written to assist you.
u/jolitoraxable, let me know if there’s anything more you’d want to know; I didn’t write anything down and am going off memory, and it’s been a hard day for me.
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The frostpunk hidden achievements on the edge is a guide for the 100 day ironman achievement in the game Frostpunk. It includes details of what to do each day, and strategies for completing it.