There are many chapters in "Ice Age 2". Chapter 2 is very difficult because it is a relatively complicated chapter. If you want to pass this chapter, you need to choose a tendency first, which are to defeat the cold and accept the cold. , your energy tower can only use oil to defeat the cold, but your energy tower can use any fuel to accept the cold.
How to pass the second level of Frostpunk 2
This guide was created on Citizen difficulty. You may need to adjust or simplify your strategy to succeed on higher difficulties.
Will you beat the cold or accept the cold?
Chapter 2, Ambition, you can choose one of the following two options:
Beat the Cold: Unlock the "Oil Pump" generator upgrade that uses only oil, and unlock the ability to tap unlimited deep mineral deposits.
Embrace the Cold: Unlock the "Adaptive Pump" generator upgrade that uses any fuel, and unlock a frozen continent settlement with unlimited output.
Whatever you decide here, you'll still follow the same general path and face similar challenges in the game, but your goals will be slightly different. Defeating the cold means focusing resources on New London, while embracing the cold means spending more time building sustainable settlements on the frozen continent.
No matter which option you choose, there will be a faction that opposes it, and their enthusiasm will grow, exacerbating political tensions within New London.
Defeat the cold
If you choose to defeat the cold, you will immediately receive a series of tasks that can be performed simultaneously.
First, you need to build a deep melt drill in the central zone so that the food and extraction zones can access New London's unlimited resource nodes.
You'll also want to research a second generator upgrade, the Excess Heat Injector, which burns excess oil instead of storing it for a city-wide productivity bonus.
Once built, you need to enable it to progress the story, but you can turn it off if you need to reserve resources for the White Curtain phenomenon.
The Injector's construction requires four cores, so you'll need to salvage them from the Frozen Continent and may prioritize this build over other high-level builds.
Accept the cold
If you choose to accept the cold, you will face different goals and challenges.
First, you need to build the Adaptive Pump in the central area, which can be done immediately if you have enough Heat Seals.
You will also need to research two new ideas: Settlement Heating and Sky Corridors. Settlement heating allows you to provide heating to permanently frozen continent settlements, while air corridors allow you to move more resources between settlements in the same amount of time.
The third mission is to find an outpost in the frozen continent and upgrade it to the first settlement.
We have a guide explaining how to build settlements, but the most important thing to remember is that you should continue to explore the frozen continent in order to find and create these outposts.
Old dreadnoughts do not count as settlements in this case.
One settlement you may find early in the game is the Whale Mine in the "Close Zone", where whale pods are frozen.
Since you are embracing the cold, this is a good place to set up an outpost and harvest whale meat for a steady 100 food supply.
You will need to build a path or air corridor in order to reap the benefits of this outpost.
Finally, you need to build or upgrade the settlement so that it has a decent population. Once you have established an outpost, you can upgrade it to a settlement as long as all requirements are met.
In this case, you need to meet the following requirements to build:
Unemployed population
Prefabs
Core
Settlement heating must be researched
Sky corridor connection
Settlements will also have different permanent requirements, including:
Frozen Continent Team
Materials
Oil
Once a settlement is built, you can upgrade it by adding more population, prefabs, and cores to provide additional food. It will have a new, larger permanent requirement.
How to survive in a white screen
Of course, you'll have to expand your city's capabilities, care for its citizens, and manage tensions between opposing factions in the meantime. Additionally, once you complete the above objectives, you will notice that the White Curtain phenomenon is coming.
The mission in this section is simple: survive the coming White Curtain phenomenon. Depending on whether you choose to defeat or embrace the cold, you'll either focus on harvesting vast amounts of resources from the frozen continent, or build more settlements to create a steady influx of resources.
During the White Curtain, you cannot send expeditions to affected areas, so make sure to complete these preparations before the White Curtain reaches New London.
This is the time to focus on building your inventory, making sure you have enough active zones and keeping as many citizens employed as possible, making sure everyone has enough shelter.
Because of white�� phenomena will significantly increase caloric requirements and reduce food production, and you must prioritize these resources. Consider implementing emergency shifts in food and coal mining areas.
Return of the Wanderer
In Chapter 1, when you colonize the old dreadnought, you must decide whether to desecrate the wanderer's graveyard or leave them as they are. Now that decision comes into play again.
A group of wanderers have arrived at the Old Dreadnought, and now that you've captured their camp, they demand a load of oil from you to help them survive the White Veil phenomenon.
If you desecrate their grave, they will be more hostile to you than if you had not desecrated it, and will demand more oil.
In this case, you have two options:
Reserve 24,000 oil in the old dreadnought in 48 weeks. If successful, they would take the oil and leave. If they fail, they will attack your colony, steal your oil, and kill many people.
Reject them and defend the colony with eight guardsmen. You need to build a watchtower to protect the settlers - if you don't, they will attack and cause casualties.
To store enough oil, you need to build a fuel storage center in the old dreadnought and adjust your resource transfers accordingly.
After agreeing, you can still change your mind and drive them away with 12 Guards - you will see a market on the frozen continent where they camped, and if you have successfully stocked up on enough supplies, you can Evict or give them fuel in advance.
If you successfully provide them with oil reserves, they will tell you that all is forgiven between you and disappear into the frozen continent.
If you choose to reject them, they will be hostile to you when you encounter them in the frozen continent.
Chapter 2 will end when the white curtain phenomenon ends.