The Fall of Winterhome

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We've built our city to survive the long winter. Now we have to fight against time to save it - and our lives - from impending doom.

The Fall of Winterhome is one of the scenarios in Frostpunk, unlocked after surviving twenty days of A New Home. It takes place before A New Home, in which you have been appointed as the new leader of Winterhome after the previous leader was thrown out of power for horrible neglect and mismanagement. Unlike the other scenarios, your city is pre-built (but in very bad condition), some laws are already signed and research is already completed.

Starting resources & units[edit | edit source]

Coal Wood Steel Steam Cores Raw Food Food Rations
900 30 50 4 300 0
Workers Engineers Children Automatons
330 60 190 0
  • At the start of the game, a notification states there are additional dead
  • You also start with atleast 30+ amputees

Book of Laws[edit | edit source]

Below you will find what is Signed into law.

Adaption
Child Labor - Safe Jobs Child Labor - All Jobs
Corpse Disposal
Fighting Arena Public House

Technology Tree[edit | edit source]

Below you will find what has been researched.

Food, Health & Shelter
Bunk House House Hunters Gear Hot House
Resources
Coal Thumper Coal Mining Charcoal Kiln Sawmill Wall Drill Stealworks
Exploration & Industry
Beacon Outpost Depot
Heating
Steam Hub Generator Power Upgrade Generator Power Upgrade II Generator Range Upgrade Generator Range Upgrade II Heaters

Overview[edit | edit source]

Warning! This overview may contain spoilers. Continue at your own risk.[edit | edit source]

In The Fall of Winterhome, the player is put in charge of a city that is on the brink of total collapse as a result of horrible neglect and mismanagement by its previous leader in addition to the city having been seriously damaged during a violent revolt that overthrew its former leadership.

The player is tasked with cleaning up the mess left behind by their predecessor, who was not only an abusive tyrant but apparently also a complete and total idiot as many of the hardships the player has to endure are the result of the previous Captain's sheer incompetence:

The city layout is horrendously badly designed; with buildings that require heating being located far away from any such heating, roads that lead to nowhere, excess roads that serve no function and a painfully inefficient use of the limited space. In addition to that, much of the city lies in ruins as result of the violent revolt that overthrew the previous captain. Many people died in the fighting and as a result, the game starts with extremely low Hope and very high Discontent.

The stupidity of the previous Captain is not just limited to Winterhome itself as when the player opens up the Book of Laws, they will discover that their predecessor has already signed several unpopular laws that the player cannot get rid off while having paid little to no attention to the laws that govern things like Work, Food and Medicine.

In order to have even the slightest chance of getting things on the right track again, the player must tear down all the ruined buildings within Winterhome and drastically rework the general layout of the city in order to not only make the city run more efficiently but also make it more liveable for the people to avoid or at least minimize the chances of people getting sick or going hungry.

Once the player is able to clean up the mess that Winterhome has become and get the city to properly function again, they will be tasked to examine the City's generator to determine its condition. It is at that this point that they will discover the biggest problem that Winterhome faces which is (once again thanks to the idiocy of the previous leadership) that the city's Generator has been irreparably damaged and will not be able to stay functional for long. From that moment onwards, the Generator will suffer from regular malfunctions and breakdowns, causing it to shut down each time and increasing Generator Stress every time. The city's engineers will always attempt to work out a temporary solution to keep the generator running and the speed at which they succeed in this depends on how many Engineers the player has assigned to work on the Generator. Despite that, it is now clear that the Generator is doomed to explode sooner or later and that the city must be evacuated before the Generator explodes and kills everyone in the area.

To evacuate the population, the player is tasked with securing a nearby Land Dreadnought and investing resources into repairing and turning it into a humongous personnel carrier to transport the citizens of Winterhome to safety, wherever that may be. This is done by constructing an Evacuation Centre and converting the Dreadnought's decks into cabins, sending people over to it and supplying them with Food and Fuel to last the journey, wherever that may lead them. The Dreadnought, once fully retrofitted, has the capacity to carry up to 500 people and the player only has a limited time to do this before the Generator fails completely and destroys Winterhome.

Regardless of how well the player is able to outfit the Dreadnought, once the time runs out and the Generator fails permanently, the Dreadnought will launch, carrying its passengers with itself out from the ruins of the fallen city and into the Frostlands, headed towards an uncertain, yet somewhat hopeful fate, whatever that may be.

Events[edit | edit source]

Restore the City[edit | edit source]


Restore the City is centered around clearing the rubble from the previous Captain's failures.

From Fire and Riots[edit | edit source]


This event arc will trigger during the restoration of the city, and is centered around rescuing those trapped under the ruins of the city

Examine the Generator[edit | edit source]


After the city is restored, the next task will be to examine the Generator. This arc centers around those examinations.

Prepare the Evacuation[edit | edit source]


Once the Generator is examined, it's determined that the Generator will fail, and Winterhome will need to be evacuated. This arc centers around the initial preparation of that evacuation.

The Evacuation[edit | edit source]

Main article: The Evacuation (Arc)


This arc continues the evacuations set in place in Prepare the Evacuation.

The Price of a Lie[edit | edit source]


This arc follows an engineer who attempts to blackmail you during the evacuation.

Save the Children[edit | edit source]


This arc follows the evacuation of the children of Winterhome.

Lonely Father[edit | edit source]

Main article: Lonely Father (Arc)


This arc follows a father who has been separated from his child.

Hanging by a Thread[edit | edit source]


As you evacuate Winterhome, the Generator will continue to deteriorate. This arc centers around its demise.

Final Hours[edit | edit source]

Main article: Final Hours (Arc)


This arc occurs after the generator has shut down for the last time.

Quests[edit | edit source]

Restore the City[edit | edit source]

  • Objectives:
    • Turn the Generator on
    • Remove at least 30 ruins
    • Raise hope to 50%
    • Reduce discontent to 25%

Examine the Generator[edit | edit source]

Prepare the Evacuation[edit | edit source]

  • Objectives:
    • Build the Evacuation Centre
    • Have engineers on the Dreadnought site.
    • + Send Steel to fit out the Dreadnought
    • + Send Food Rations to the Dreadnought
    • + Send a Steam Core to fit out the Dreadnought

+ Added on to initial mission

Evacuate Winterhome[edit | edit source]

  • Objectives:
    • Send Coal to fuel the Dreadnought
    • (Optional) Send people to the Dreadnought
    • (Optional) Send Food Rations to the Dreadnought
    • (Optional) Convert more decks to cabins

Tools for the road[edit | edit source]

  • Acquisition: This event will trigger during the evacuation if you have amputees
  • Objectives:
    • Provide all amputees with Prostheses before sending them to the Dreadnought.

Generator malfunction[edit | edit source]

  • Acquisition: This quest will trigger every time the Generator malfunctions
  • Objectives:
    • Repair the Generator in the Repair Station

Blackmail[edit | edit source]

  • Acquisition: Require choose Lie
  • Objectives:
    • Send at least 2 Engineer and 2 child to the Dreadnought on the next transport

Lonely Father[edit | edit source]

  • Objectives:
    • Send at least 1 worker to the Dreadnought on the next transport

Save the Children[edit | edit source]

  • Objectives:
    • Send some or all the children to the Dreadnought

Engineers First[edit | edit source]

  • Objectives:
    • Send some or all the engineers to the Dreadnought

Tips[edit | edit source]

  • There are plenty of unneeded roads you can rip up for extra wood at the start.
  • Tear down the ruins by going from the center out, so that you can use the Generator as heat for the cold buildings.
  • Use the Steam Hubs near the prebuilt Steelworks only during the work days to save on Coal, as well as use it's coverage zone to collect Steel from the ruins.
  • Prioritize research on Faster Gathering and building Gathering Posts as getting resources is very important.
  • Ensure that everyone has proper housing and that their dwellings are properly heated so as to avoid having people get sick.
  • Make sure to set up a reliable and functional healthcare system (via Medical Outposts and Infirmaries) to ensure that anyone who gets sick is treated in time. Having people die is the last thing you want as that will drastically reduce Hope and you cannot sign the Cemetery and Ceremonial Funerals Laws to mitigate Hope loss.
  • With starting population of around 580 inhabitants, Winterhome consumes large amounts of Food and running out of it is a very real danger which can spell disaster if it happens. Make sure to research things such like Hunting Tactics and Flying Hunters and build Hunter's Huts and Hothouses to keep everyone well fed. In emergency situations, it is possible to sign laws like Soup and Food Additives to help partially mitigate Food shortages but beware that people will not like either of these laws.
  • When considering manning the Repair Station, note that the more Engineers you have at the station when it malfunctions will have an effect as to how long the malfunction takes to repair. If you only put engineers in it in a reactionary manner, it will take longer to repair the malfunctions.

Additional notes[edit | edit source]

Possible connection to the "A New Home" scenario.[edit | edit source]

Winterhome and its downfall is the catalyst of the rise of the Londoners faction in A New Home, which is one of the major turning points in said scenario.

If you allow the scientists in the Fortified Hut to continue their explorations of the Frostlands until the generator is almost about to explode, they will eventually find a trail to the south with smoke on the horizon. You can choose to send a team of scouts to investigate, but the they will not be back in time to join the evacuation and the trail is too rough for the dreadnought to traverse. While it is never confirmed, if the trail does indeed lead to New London, then one of the scouts you send may in fact be the Winterhome survivor who reaches the city and causes the Londoner crisis.

Trivia[edit | edit source]