
This guide explains the strategy and decision logic used to complete Frostpunk’s A New Home scenario on Extreme difficulty with Survivor mode enabled, while respecting the constraints required for the Golden Path achievement. The focus is on why specific choices work, how mistakes compound on Extreme + Survivor, and which priorities matter most when there is no room for recovery. An achievement logic section and checklist are included to show how achievements are earned naturally through the strategy, rather than chased individually. The approach is based on completed runs and is presented as one proven, consistent route, with explanations so it can be adapted to different playstyles. A full video walkthrough will be added as a visual reference. Video Walkthrough Reference Full Extreme Survivor Walkthrough (No Deaths) https://youtu.be/AbuCWUCvt04 Scope & Assumptions Defines what this guide covers, the constraints it operates under, and what is assumed from the player. Scope This section defines what this guide covers, the constraints it operates under, and what is assumed from the player. Scenario: A New Home Difficulty: Extreme Mode: Survivor Primary law path used: Faith Alternative law path: Order (possible, but not covered in detail) Goal: Completion + Golden Path Focus: Decision logic, risk management, and long-term stability This approach prioritizes consistency and survivability over maximum efficiency or optimization. Assumptions No mods and no exploits are used Deaths are avoided (required for Survivor and Golden Path) Key scouting events succeed (notably Gloomy Cave and Tesla City); if these fail, the run should be restarted Resource and population RNG may vary slightly, but no extreme outliers are assumed The player is comfortable using the limited pause windows available in Survivor mode (construction placement, laws, research, and scout selection) The player actively uses keyboard shortcuts for construction, dismantling, road placement, worker reassignment, and UI navigation Basic Frostpunk mechanics are assumed knowledge; this is not a blind or beginner playthrough Law Path Note This guide uses the Faith law path It is technically possible to complete A New Home on Extreme + Survivor using Order instead This guide does not document an Order-based route Players choosing Order are responsible for verifying which laws are permitted to still qualify for Golden Path Any disallowed law will invalidate Golden Path, regardless of overall success Achievements This guide includes an achievement checklist section later on The checklist is intended for confirmation and reference, not as a substitute for the strategy Achievements are earned naturally through the documented route Author’s Note & Version Guide Context about the guide’s scope, update cadence, and current completeness. This is my first written Steam guide. The strategy itself is based on completed Extreme + Survivor runs, and the guide will continue to be refined with screenshots and additional references over time. Constructive feedback is welcome. Current version: 1.0.2 Walkthrough Linked to the Guide Core Strategy Philosophy The principles that shape every decision in this run, from Day 1 to the Great Storm. Core Strategy Philosophy Extreme + Survivor does not reward optimization. It rewards stability, anticipation, and irreversible decisions made early. Survival always takes priority over efficiency, growth, or aesthetics Early decisions are permanent; most failures originate before Day 10 The goal is to prevent death spirals, not to recover from them Risk management over optimization A stable, inefficient city survives longer than an optimized but fragile one Avoid strategies that rely on perfect timing, low sickness, or ideal RNG Redundancy (extra coal, extra food, extra healthcare) is intentional Heat, health, and hope are interconnected Cold creates sickness, sickness reduces workforce, reduced workforce creates shortages Hope is managed proactively, not reactively Discontent is allowed to rise temporarily if it prevents long-term collapse Golden Path constraints shape the entire run Certain laws and emergency options are intentionally avoided Short-term relief options that risk Golden Path are never taken The strategy favors slower, safer progress over aggressive control Automation is the endgame Human workers are gradually replaced in dangerous or critical jobs Automatons are prioritized for coal, steel, and wall drills Freeing workers is as important as producing resources Failure is identified early If a key scouting event fails, restarting is more efficient than recovering If sickness exceeds control thresholds, the run is already compromised The guide favors restarting bad seeds over salvaging unstable ones Common Misconceptions on Extreme + Survivor Frequent assumptions that work on lower difficulties but fail under Extreme + Survivor conditions. “Survivor just removes pausing.” Survivor fundamentally changes decision timing and execution Mistakes happen because actions cannot be corrected instantly “I can recover from early mistakes later.” On Extreme + Survivor, early inefficiencies compound rapidly Most failed runs are effectively decided before Day 10 “More efficiency is always better.” Efficiency increases risk when it removes safety buffers Redundancy (extra coal, food, and healthcare) is intentional “I’ll fix sickness once Infirmaries are online.” Large sickness spikes are often unrecoverable on Survivor Prevention is more reliable than treatment “Discontent must always be kept low.” Temporary Discontent is acceptable if it stabilizes resources Hope collapse is far more dangerous than short-term Discontent “Extreme + Survivor requires constant micromanagement.” Survivor rewards preparation and foresight, not reaction speed Well-planned setups reduce the need for emergency actions “Golden Path only restricts law choices.” Golden Path alters decision timing and acceptable risk Several strong short-term options are intentionally avoided Signs Your Survivor Run Is Already Lost Indicators that a run is structurally compromised and unlikely to recover. On Extreme + Survivor, restarting early is often more efficient than attempting to recover a compromised run. Sickness exceeds control thresholds early A large portion of the workforce is sick before Day 10 Medical Posts cannot keep up even with full staffing Coal income becomes unstable Generator shutdowns occur unintentionally Coal stockpiles repeatedly drop to zero Food production falls behind demand Starvation begins before mid-game Emergency measures are required just to maintain rations Hope collapses faster than it can be restored Multiple Hope penalties stack early Londoners progress cannot be meaningfully slowed Key scouting events fail Gloomy Cave or Tesla City outcomes fail Recovery requires abandoning the guide’s core assumptions Overdrive becomes a crutch instead of a tool Overdrive is required constantly outside storm conditions Generator stress events trigger too early Laws are signed to survive the moment Laws are taken reactively rather than planned Golden Path eligibility is compromised When It’s Worth Pushing a Damaged Run Criteria for determining whether recovery is still viable without breaking core constraints. Not every mistake requires a restart. A run is often still viable if the core systems remain intact. Sickness spikes are temporary and treatment capacity is increasing Coal and food production remain stable or trending positive Hope can be restored through planned laws or abilities Golden Path eligibility has not been compromised Recovery does not require emergency or reactive law choices If these conditions are met, refer to the recovery steps below. Achievement Logic Explains when and why achievements are earned naturally through the documented strategy. Achievements in this run are earned as a consequence of the strategy, not pursued individually. This section explains which achievements are obtained, when they occur, and what constraints must be respected to keep them valid. Global constraints (active throughout the run) No citizen deaths Golden Path law and decision restrictions respected at all times Faith law path used (Order is allowed in general, but not covered in this guide) Londoners resolved through Hope-based decisions, not force Automation prioritized in the late game Early Game Achievements (Days 1–10) Oxbridge — Have 4 Workshops researching at the same time Bread and Games — In a city of at least 200 people, ensure everyone has access to a Public House and a Fighting Arena Politician — Stay in power after your people threaten to overthrow you Mid Game Achievements (Londoners & Stabilization) Expats — Establish 2 Outposts in one playthrough Lost Souls — Save every person in Frostland before Winterhome My Turn to Speak — Let the Londoners speak and retain leadership Banksy — Resolve Londoners’ graffiti events peacefully United — Prevent anyone from leaving for London Late Game Achievements (Automation & Development) Built to Serve — Build an Automaton Advanced Designs — Have Advanced Coal Mine, Wall Drill, and Steelworks at the same time Power Overwhelming — Fully upgrade the Generator (power, range, and overdrive) Autonomous City — In a city of at least 200 people, have automatons working in more than half of workplaces Shai Hulud Summoner — Operate 4 Coal Thumpers simultaneously Compassionate — Accept all groups of refugees City of Man — Reach a population of over 650 Notting Hollow — House a large population exclusively in Houses End-of-Scenario Achievements Carnivore — Finish the scenario using only Hunters for food Bad at Politics — Keep every promise made during the playthrough Leader — Finish the A New Home scenario Promised Land — Survive the Great Storm with maximum Hope and no Discontent The Saviour — Finish the scenario with no deaths from cold, hunger, sickness, or overwork Golden Path — Finish A New Home without passing severe laws or using harsh abilities New Home Survivor — Finish A New Home on Extreme difficulty with Survivor mode enabled Achievement Checklist (Confirmation) Golden Path Lost Souls Built to Serve Advanced Designs Power Overwhelming Autonomous City Promised Land The Saviour New Home Survivor If you follow the documented strategy without deviation, all listed achievements are earned naturally. Skipped Achievements & Reasons Order-exclusive achievements Skipped because this guide documents a Faith-based route Full law-tree completion achievements Incompatible with Golden Path restrictions Force-, execution-, or suppression-based achievements Would invalidate Golden Path and Compassionate Death-, sacrifice-, or failure-based achievements Incompatible with Survivor, Golden Path, and The Saviour Early Game Priorities (Days 1–13) This section covers the critical opening phase on Extreme + Survivor, where most runs fail. Precision matters more than efficiency. Daily rule: Disable Overdrive at 04:00. Enable Overdrive nightly at 20:30 unless stated otherwise. Laws – Early Game Order Day 1: Emergency Shift Day 2: Extended Shift → Soup Day 3: Sustain Life or Radical Treatment Day 4: Overcrowding Day 5: Care House Day 7: Prosthetics Day 9: Cemetery → Ceremonial Funerals Day 11: Fighting Arena Day 13: Public House → Moonshine Once Extended Shift is signed, all workplaces should remain on it permanently. Research – Early Game (Before Stabilization) Beacon Heating Hunter’s Gear Steam Hub Drawing Boards Steelworks Wall Drill Research – Transition to Self-Sufficiency Coal Mine → More Scouts Medical Post Upgrade → Generator Power Upgrade Bunkhouse → Faster Gathering Drafting Machines Infirmary → Outpost Depot Hunting Tactics → Steam Steelworks Lighter Scouts Sleds The following days assume no deaths and stable Discontent. Deviating early will compound quickly on Extreme. Day 1 Work coal until 70 in storage, then rotate workers to wood Turn generator ON at 17:15 Build 8 tents Remove workers from piles before night (avoid exposure sickness) Day 2 02:00 – Sign Extended Shift Generator will shut down ~03:55 → disable Overdrive at 04:00 Reassign workers to piles and set Extended Shift everywhere Rotate coal → wood at 70 coal Research Heating Turn generator ON at 17:15 As steel depletes, reassign workers to remaining wood Build: Workshop, Cookhouse, Hunter’s Hut, Beacon (see screenshot) Place Medical Posts near generator Staff Cookhouse + Medical Posts before midnight Send Scouts immediately once Beacon is complete Day 3 Generator shutdown ~03:55 → disable Overdrive at 04:00 Prioritize coal pile to 100 coal, then switch to wood Use Cookhouse cancel trick to maximize worker efficiency Research Hunter’s Gear Sign Sustain Life / Radical Treatment Begin placing Gathering Posts (coal first) Generator ON at 17:15 (last manual start) Staff Hunter’s Hut before 18:00 Remove workers from piles before night

第四天 硬性要求:本攻略默认侦察兵在幽暗洞穴事件中存活。 如果他们未能存活,请重新开始本局游戏。

4:00时关闭过载模式 为所有工作场所和医疗站启用加热器 为剩余的资源堆/收集站分配工人 签署【过度拥挤】法案 若病患数量允许,建造第二个工坊 开始扩建住房以容纳新来的幸存者 根据需要建造额外的猎人小屋和工坊 若蒸汽枢纽研究完成,将其放置在中心位置(见截图) 第5-6天(稳定阶段) 用健康工人替换生病工人 继续进行所列的研究和法案制定 扩建住房以减少疾病 若治疗进度滞后,建造额外的医疗站 拆除已耗尽资源的收集站→替换为猎人小屋 若木材耗尽,暂时将工坊设为正常班次以避免不满事件 此时游戏流程应已稳定;剩余选择关乎效率,而非生存第7-13天核心任务 向自给自足过渡:木材→食物→煤炭 尽快启用墙壁钻机 用猎人小屋和煤矿(共2个)替换已耗尽的收集站 将工坊扩建至最多7个(更多会产生边际效益递减) 工坊蒸汽枢纽(仅在06:00–20:00运行) 建造护理站作为医务室启用前的安全保障 在游戏中期前准备好医务室 在接到要求前不要停止供应汤 高效派遣侦察兵;避免闲置旅行时间 中期稳定 法律–中期稳定 第14天:祈祷所 第15天:神龛 第16天:晚间祈祷 第17天:大教堂 第19天:儿童收容所 第19天:工程师学徒 研究–中期稳定 食物与煤炭稳定 温室 煤炭重击器 飞行猎人 蒸汽煤矿煤炭开采优化 健康、供暖与效率 发电机效率升级 医务室机械化 改良加热器 加热器效率升级 发电机功率升级II 生产与自动化 机械计算器 差分机 高级钢铁厂 蒸汽壁钻 工厂自动原型设计 流线型自动机械 自动机械重新设计 住房与长期准备 房屋 家园重新设计 房屋保温 第14天 拆除护理院;用祈祷堂取而代之 伦敦人机制启动——暂不要采取激进应对 建造酒馆以稳定希望值和不满值 为即将到来的幸存者开辟新的住宅区 使用祈祷堂的能力将伦敦人的箭头保持在1个 利用前哨站侦察兵路径技巧减少旅行时间 在冬日之家,建造一个建造临时前哨站以触发交付,然后拆除它

第15天:根据需要自由重新分配资源点 建造圣地时靠近: 墙壁钻机和医务室 工坊 钢铁厂 煤矿 将钢铁厂升级为蒸汽式钢铁厂 在外部住宅区周围完成猎人小屋的环形布局 第16天:冷却结束后立即使用祈祷堂的能力来安抚伦敦人 开始建造第二个工业区 维持冬日之家木材前哨站,直到其他侦察兵到达: 渔村(食物) 特斯拉城(蒸汽核心) 硬性要求:本指南假设侦察兵在特斯拉城事件中存活。如果他们没有存活,请重新开始游戏。第17天 开始建造剩余的两个居民区 允许抗议者发言 将煤矿升级为蒸汽煤矿 第18天 建造神庙 在寒冷的外围居民区角落建造资源仓库 第19天 此时,你应该已解锁【Lost Souls】成就 第20天 神庙能力现在应能将伦敦人推向蓝色箭头状态 完成家庭改造研究 以降低的成本将帐篷升级为房屋 第21天 开始建造第三座煤矿 所有关键法律现在都应已签署 将钢铁厂升级为高级钢铁厂 第22天 定期派遣侦察兵前往地图左侧的第二个兴趣点 将墙壁钻机升级为蒸汽墙壁钻机 将所有猎人小屋升级为飞行猎人小屋 第23天 所有住房现在都应已升级或正在升级中 最后的伦敦人演讲发生——允许进行让他们停止使用神殿技能。从现在开始: 第24天:建造第二个蒸汽墙钻;为所有儿童建造足够的儿童收容所;在钢铁厂附近建造工厂。 第25天:所有猎人小屋现在都应升级为飞行猎人小屋;伦敦帮机制结束。

后期游戏与大风暴研究 - 后期游戏与大风暴自动化及劳动力替代 - 自动人偶整合I-III - 自动人偶重新设计 - 流线型自动人偶 - 煤炭与资源扩展 - 高级煤矿 - 煤矿开采合理化 - 高级墙壁钻机 - 资源仓库升级 - 热量与发电机生存 - 发电机功率升级III - 发电机效率升级II - 发电机范围升级I-III - 高级加热器 - 蒸汽枢纽范围升级 - 蒸汽枢纽效率升级 - 过载耦合器 - 医疗与风暴准备 - 医务室检查清单 - 医疗保温I-II - 厨房保温 - 侦查与物流 - 额外侦察兵 - 信标:立体镜片 - 第26天开始储备至少一周的煤炭和食物 - 逐步扩展资源仓库 - 一旦自动人偶重新设计已完成,开始大规模生产机械人。用机械人替换以下岗位的工人:煤矿(从偏远煤矿开始)、钢铁厂、墙壁钻机。将腾出的工人重新分配至飞行猎手岗位。

第27天 意外访客机制启动 使用普通侦察兵护送抵达者以避免死亡 尽快研究并组建第三支侦察队 第三批访客抵达后,阶段将转变为最终准备阶段 第28天 一旦自动人偶完全取代工人,将他们分配至: - 采煤机 - 收集站 - 将煤矿升级为高级变体 第29天 建造额外的两座医务室 为应对疾病爆发,确保医务室人员满编 第30天 最后一批幸存者抵达——最终准备阶段开始 立即派遣所有三支侦察队探索新地点 在此处拖延可能导致无法获得人员和技术 第31天 为新来者建造小型住宅区,包括: - 角斗场 - 祈祷室 - 蒸汽枢纽 在第二道城墙附近建造额外的医疗区第32天:在新医疗区建造一个蒸汽枢纽 第33天:将前哨站队伍从钢铁矿场调往渔村 第34天:继续建造医务室,等待特斯拉城送来的蒸汽核心 密切监控地图 在订购最后一批前哨站物资后,考虑拆除前哨站 探索完成后: 召回所有侦察兵 解散侦察小队 召回前确保医务室有足够容量(侦察兵返回时会生病) 第35天:用多余的钢铁生产假肢 生产完成后,拆除工厂 用拆除工厂的空间额外建造一个医务室 第37天:按要求捐赠木材 尽管有指定数量,但预计几乎所有储存的木材都会被消耗

第39天 大风暴开始 所有研究完成后: 拆除工坊 拆除飞行猎手 将钢铁厂和墙壁钻机的自动人偶重新分配至: 煤炭重击器 邻近的收集站 可选:保留一个自动人偶在厨房制作最后几餐 拆除墙壁钻机并将蒸汽核心转化为医务室 可选:拆除除一个厨房外的所有厨房以解锁自治城市 第40天 放弃煤矿下层 将自动人偶全部重新分配至煤炭重击器 第41天 启动全城所有加热器

第42天:即使是完全升级的房屋也会开始冻结。使用4小时关闭/1小时开启的过载循环以避免冻伤。将夜间过载激活时间从20:30调整为23:30。 第43-44天:过渡到3小时关闭/1小时开启的过载循环。不惜一切代价避免触发冻伤事件。如果第44天是最后一次降温,请保持过载持续激活。 常见失败点与恢复:本节涵盖在成功进行极限+生存者难度游戏过程中可能出现的可恢复问题,且不会违反黄金路径限制。临时疾病爆发 原因:短期寒冷暴露、人口涌入或住房短缺 应对措施:立即增加医疗站/医务室人员配置;暂停非必要建设;优先保障供暖覆盖而非扩张 短期煤炭短缺 原因:劳动力调配、天气突变或升级延迟 应对措施:临时将工人或自动人偶调往煤矿;有计划地启动过载模式,避免持续使用;必要时推迟发电机范围或加热器扩张 转型期食物失衡 原因:更换食物来源或人口增长 应对措施:暂时优先安排飞行猎人;避免被动更改食物法案;若生产趋于稳定,可接受短期饥饿 剧情事件中的希望值下降 原因:伦敦人到来、玩家无法控制的死亡事件或定时事件 恢复:有策略地使用信仰能力,避免冷却一结束就使用 主动建造或激活希望类建筑 若希望值保持稳定,可允许暂时的不满情绪 中期扩张期间的劳动力紧张 原因:区域同时进行发展和升级 恢复:推迟次要区域的扩张 优先部署自动人偶而非建造新建筑 动态重新分配工人,而非扩大劳动力规模 后期医疗系统过载 原因:暴风雪导致气温骤降,引发大规模疾病 恢复:将蒸汽核心改造为额外的医务室 停用非必要的生产设施 在增加治疗能力前,确保供暖覆盖 重要提示:如果恢复过程需要选择应急法律、永久使用过载模式,或影响黄金之路资格,则应重新开始游戏可选变体
2026-02-18 07:00:13 发布在
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