Skip to content
Chapter 5 Walkthrough
Frostpunk 2

Chapter 5 Walkthrough

Navigate Frostpunk 2's Chapter 5 with our comprehensive walkthrough. Explore choices like Banish the Faction, Seek Reconciliation, and Enforce Order to guide your city's fate.

By ···10 min read·Multi-source verified
1 reading this guide  

Navigate Frostpunk 2's Chapter 5 with our comprehensive walkthrough. Explore choices like Banish the Faction, Seek Reconciliation, and Enforce Order to guide your city's fate.

Walkthrough
  1. 1
    Assassination in the Council Choice: After the Chapter 5 intro, you'll face three choices. There's no single 'right' answer, but 'Enforce Order' is the most challenging.
  2. 2
    Banish the Faction: This punishes a specific Faction (e.g., Faithkeepers, depending on Chapter 4 choices) and ousts them to a new colony, Windward Moor, south of New London. You must then choose to build for them or expel them. Failure results in a game over.
  3. 3
    Seek Reconciliation: This path requires good relations with both Factions and Communities, and successful votes. It's suited for a diplomatic playstyle. Failure results in a game over.
  4. 4
    Enforce Order: This choice aims to stop infighting, rally the city behind you as Captain, and enforce order. It's flagged as the hardest by the game, but the 'Guided Voting' law can ease the process. Strong Faction relations and chartering many votes are key. Failure results in a game over.
  5. 5
    Banishing the Faction Guide: If you choose to banish a faction:
  6. 6
    Establish a new colony called Windward Moor, south of New London.
  7. 7
    Connect Windward Moor to New London via trails or skyways.
  8. 8
    Send the banished colonists to Windward Moor.
  9. 9
    To fully remove them from the city:
  10. 10
    A large portion will go to the new colony.
  11. 11
    Detainees causing trouble can be handled by building Watchtowers in Housing Districts to increase Guard Squads, building prisons, and enforcing peace when 'wars' pop up. Arrested individuals appear as 'Detainees' at the bottom of the screen; send them to the colony.
  12. 12
    Some may die in skirmishes, reducing their numbers.
  13. 13
    'Deradicalize Faction' is an option if you have good relations with the Faction's parent Community. This can be done once every 50 weeks via the Fervor tab.
  14. 14
    Improve Conditions in Windward Moor: To prevent the banished faction from refusing to leave, improve their new city.
  15. 15
    Build respective districts on nearby resources and connect them to Windward Moor.
  16. 16
    Direct other necessary resource settlements in the Frostland.
  17. 17
    Send 100,000 Oil to Windward Moor by directing supply from the Old Dreadnought and Great Kiln settlements.
  18. 18
    Place Fuel Stockpiling hubs in Windward Moor and wait for the Oil to accumulate.
  19. 19
    Completing these conditions and relocating all banished factions finishes the game.
  20. 20
    Seek Reconciliation Guide: If you choose to seek reconciliation:
  21. 21
    Control the three districts at war between factions at the start of the chapter. Failure to do so in a timely manner can end the game.
  22. 22
    An objective to 'Protect the People x3' will appear. Select districts with red flags and choose 'Protect the People'.
  23. 23
    This requires 18 Guard Squads per district (from the Rule law), achievable by placing numerous Surveillance Watchtowers in any housing district.
Tips
  • The 'Enforce Order' path is the most difficult but can be made easier with the 'Guided Voting' law.
  • Ensure good relations with Factions and Communities for 'Seek Reconciliation' and 'Deradicalize Faction' options.
  • Carefully manage the relocation and conditions of banished factions to avoid game over.
  • Timely control of warring districts is crucial for the 'Seek Reconciliation' path.

100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content