There are many chapters in "Frost Age 2". The first chapter is very difficult because it is after the tutorial level. If you want to pass the first chapter, you need to complete the first task, which is to find a place for the city. More coal, and build more shelters for the citizens. To do this, break the frost in the shallow coal seam in the lower right corner of the map.
How to pass the first chapter of Frostpunk 2
While the prologue covered the basics of frostbreaking and building zones, this chapter will introduce you to the sequel's new factions and council mechanics, teaching you how to manage the city's different communities and their respective agendas.
This guide was developed on Citizen difficulty. You may need to adjust or simplify your strategy to succeed on higher difficulty settings.
Bringing warmth to New London
Your first mission is to find more coal for the city and build more shelters for the citizens. To do this, blast towards the shallow coal seam in the lower right corner of the map.
Choose your tiles so that you can reveal as many resource tiles as possible in one action. Since breaking frost costs Warm Coupons and some labor, it's best to be precise about which tiles you uncover to maximize the use of resources.
After completing this step, build the mining area on these tiles. During construction, you can continue to break the frost - ensuring that coal deposits are uncovered for future use and creating access to other deposits that will soon be needed. These deposits appear in different directions on the map, so you should send as many groups as possible in multiple directions.
You'll also want to make sure to head towards one of the three old train stations on the map for Frostbreak, as you'll need them later in the chapter. They are located at the edges of the map - one at the bottom, one on the left, and one in the upper right corner.
Best housing layout
Once your area is built, turn on the generators and build residential areas in the cracks at either end of the city. Since they are sheltered from the wind, they will receive a +20 heat bonus. When building, make sure to take advantage of natural features on the map. Since the heat bonus is capped for a single area, you don't need to build an entire residential area inside a crack.
When you build a zone, the game may warn you about penalties or bonuses due to proximity to other zones. In this case, you may want to consider not building residential areas next to extractive areas, as this will increase the level of slums there.
How to unlock the thinking tree
Now that the shelter and heating issues are resolved, you need to build a research institute, but only in residential areas with available building slots. Currently, your residential area does not have building slots, but you can create them by expanding the area. I chose to expand the area to the left of my city because it is further away from any mining areas.
Once completed, open the Building menu and select Research Institute under the Housing tab. When you select it, there will be a ray of light in the expanded housing area indicating where it can be placed. Once placed, you'll unlock the Thought Tree, which we have a full guide on.
Open the mind tree to the Heating category and you will see a quest mark on the "Coal Mine" node. Clicking on it will reveal ideas that different factions in the city may have. Depending on your choices in the prologue, you will have different factions.
In my case, the Icelanders wanted to research the Dust Mine, while the Stalwarts and New Londoners wanted to build a more destructive Explosive Mine. Whatever you decide, click the Research button and spend 50 Warm Coupons to explore this option.
If you regret your decision, don't worry - you can always spend more Warm Points to research different ideas.
Research will take ten weeks, so go ahead and build some other areas around the city to prevent possible resource shortages. You should prioritize building food zones, mining zones above prefabs (this will temporarily avoid the need for industrial zones), and expanding your residential zones to ensure citizens have shelter.
Don't worry about containing each resource tile in a single tile - you can later extend it by adding three more tiles to maximize coverage in each area and save on construction costs .
When the research is complete, select it in the Extraction section of the Building menu and place it into your extraction area in the shallow coal seam. Make sure you have the necessary Warm Tickets and Labor to build it, otherwise you won't be able to select it.
Building the Chamber
Now the people you lead want to decide whether you are worthy of continuing to lead them. This means you need to form a council. The game will prompt you to create a council chamber. Select it in the center tab of the building menu and place it in the center area.
Once you are finished building, the Council will vote on whether you should remain in power. Our guide on the Council will show you how to negotiate with factions to gain enough votes of support. Remember to honor the promises you make, otherwise you will beRelationships between factions will be affected.
Searching for fuel in the ice sheet
Now it's time to venture out into the ice and find a new source of fuel, which means building a logistics area on an old station. Hopefully you've found one of the three places on the map, but if you haven't, break the frost to get there before building the area.
Heating problems may become increasingly serious, so when building in this area you should look into housing insulation in the thinking tree to reduce the amount of heat required in the housing area.
Once the logistics area is built, we can head out to explore the ice fields. We have a complete guide to exploring the ice fields , but here's how to accomplish it most efficiently.
After building a logistics area, you will have 15 Iceborne teams available for exploration. The question mark mark on the Icefields map allows you to take on a group of New Londoners. Use five Ice Squads to escort them back to the city, while sending ten more Ice Squads to explore the frozen bay.
While you wait for the expedition to be completed, build new housing blocks for the rescued New Londoners, crack open deeper cracks to facilitate future block construction, research new ideas, and pass laws in the council. As the game progresses, your citizens will ask you to pass laws and regulations, so prioritize the most pressing matters.
Once the Frozen Bay has been explored, return to the Icefields map. You'll be notified to investigate the Desolate Coast, and another notification will tell you that there's a group of Icelanders there that need to be taken in. Send an expedition to the desolate coast to rescue the Icelanders and build housing areas accordingly.
As long as there are five Icefield teams in the fishing village that the Icelanders evacuated, they can harvest food.
At this point, your prefab resources will begin to run out. Make sure to build an extraction zone on materials, and build an industrial zone or two to produce prefabs and goods. Establishing industrial zones on the borders of extractive areas can provide additional heat.
Once your team has explored the Desolate Coast, click on the flashing exclamation mark icon to find the old dreadnought from the prologue. Congratulations, you found the oil! To get the oil, you need to build a path between the old dreadnought and New London.
Click the path construction button in the lower right corner to select the connecting path from the old dreadnought. Connect pegs on the map to create a route to New London. Once completed, you can send out 20 Iceborne squads to establish a colony on the old dreadnought.
Even if you expand the logistics area, there won't be enough teams to maintain the dreadnought colonies and fishing villages. Return to New London and build a new logistics area on another old station.
You should also build a Survivor or Scout HQ on an existing Logistics Zone so you can explore new areas.
When construction is complete, send a team to colonize the old dreadnought. When they arrive, you'll need to build a settlement there - feeling déjà vu? Build the appropriate area with the right resources, and don't forget to check New London regularly to make sure nothing goes wrong.
Once you start extracting oil, click on the old dreadnought icon next to the ice sheet icon. There will be a box icon with an arrow and a flashing exclamation mark on it - opening this menu will allow you to transfer resources from the old dreadnought to New London. Adjust the sliders to ensure the colony gets enough food to survive and transfer oil to New London.
You need to transfer more citizens to the colony in order to build all areas and make them fully efficient.
Continue to adjust this as you build more oil zones. Completing this objective will end the chapter.
Important events and decisions
While you will deal with many events as a result of your decisions going forward, the most important and recurring event is what to do with the Wanderer's grave aboard the old dreadnought.
Remember in the prologue, the Wanderers lowered their dead into oil deposits as part of their funerary rituals? Now you can choose to desecrate these graves to gain more oil, or to respect the dead and keep some of the oil Sediments are left untouched.
If you choose to desecrate the tomb, nothing will happen in this chapter. However, later on, the Wanderer will return and demand a large amount of oil from you as atonement. If you refuse, they will raid your settlement and kill many of your colonists.
If you choose to respect the dead, they will still appear but will ask for less oil and give you 48 weeks to secure it.
Insufficient reserves: coal is about to run out
Another decision you will have to make involves your coal mine. If you start running out of coal before finding oil, which is likely to happen, you'll see an event telling you that the different factions in New London have different opinions on how to maximize existing coal deposits.
You can access the lower levels of the mine by planting explosives. The coal available in all tunnels will be increased by 10%. Relations with the Holders and New Londoners would improve, but the combination of explosives and mines was almost disastrous.
Volunteer children, mainly�Families of people from the frozen land will enter the narrow tunnels to collect the remaining ore. Coal available in all tunnels will be increased by 15%. Relations with the frozen landmen and the Pilgrims would improve, but it was clear that letting the children into the mines meant putting them in almost certain danger.
You can avoid all risks without putting anyone at risk.