
Frostpunk — Achievement Walkthrough
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Rescue every survivor the Frostland has to offer during New Home. Scouts are the whole achievement: send them out immediately, keep them moving between sites, and make sure you have the housing and food to absorb everyone they bring back.
Research and construct your first automaton. This unlocks naturally in most runs - automatons are one of the main mid-game power spikes, so you will usually build one long before you would have needed to go out of your way.
This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact — check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.
Fit one of your amputees with a prosthesis. You need the relevant research and facility, and an amputee in the city - both tend to happen naturally in longer scenarios where workplace accidents occur.
With 200 or more residents, every one of them must be within reach of both a Public House and a Fighting Arena. Both are entertainment buildings with a coverage radius, so build enough of them - and place them centrally - so no outlying housing is left outside the range.
Survive an attempt to remove you from power. Once discontent triggers the threat, you have to bring the city back onside before the deadline - address the grievance directly, deliver on what people are asking for, and use whatever tools you have to buy back hope.
This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact — check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.
New Home is the campaign scenario the game opens with and the one most players finish first. Reaching the ending on any difficulty unlocks this, so treat your first run as the learning run: build the Generator ring, keep coal and food flowing, and pass laws as the crises demand rather than trying to plan the whole tree in advance. Nothing here needs to be optimal - it only needs to end.
This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact — check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.
The Generator has three upgrade lines (power output, heat range and overdrive) and this wants all of them completed at once. Research and build every tier of each line in a single run. A long scenario or an Endless Mode save gives you the time and coal to actually finish all three.
Hit full Hope and zero Discontent at the same instant. These two bars usually move together, so the practical approach is to line up several hope-raising actions and complete them in quick succession while nothing is actively angering the city. Doing it right after a successful crisis, when goodwill is high, is the usual window.
This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact — check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.
Establish two Outposts in the same run. You need the Outpost Depot and scouts to reach viable sites, so send scouts out early and claim the first two suitable locations you find.
Four Workshops all staffed and researching at once. Workshops are cheap, so the limit is usually engineers rather than materials - hold off until you have enough engineers to fill all four, then check the achievement.
Take in every refugee group that arrives during New Home, without turning any away. Accepting them all strains food and housing, so build ahead of the waves rather than reacting to them.
Get through New Home without a single person departing for London. People leave when hope collapses, so this is a hope-management run: address discontent quickly, deliver on promises, and keep the city's morale high through every crisis event.
Four Coal Thumpers running simultaneously. Thumpers need Gathering Posts to collect what they knock loose, so build the supporting posts alongside them or the thumpers will sit on full piles. Check the map has enough thumper sites before committing.
Across a full run, honour every promise you make. Promises usually come with a deadline attached, so the safe play is to only promise things you are certain you can deliver, and to treat each one as a hard commitment the moment it is made. A single missed deadline ends the attempt.
The Arks is the scenario built around protecting the seed Arks rather than a large population, so the usual instincts about growing headcount matter less than keeping your small crew productive and warm. Play it to the ending on any difficulty. Because the workforce is limited, automatons and research efficiency carry far more weight here than raw recruitment.
Six hundred-plus residents with Houses as their only accommodation - no Tents or Bunkhouses in use. Houses cost far more and arrive later, so this needs a strong wood and steel economy and patient growth. Plan the housing ring around the Generator for Houses from the start rather than converting later.
Every Seedling Ark in The Arks must survive to the end. The Arks are the scenario's whole point, so protect their heat supply above everything else - losing even one ends the attempt.
Complete a run with no medical buildings at all. With no way to treat the sick, prevention is the entire strategy: maximum heat coverage, no overwork, and no risky exposure. Keep the population small so that the illness you cannot treat simply never appears.
In a scenario that offers both food routes, complete it with Hunters as your only food source - no Hothouses. Hunters scale with headcount and shift length rather than with technology, so plan a bigger hunting workforce than feels necessary and watch food stocks closely during storms.
Push the population past 650 at a single moment. Growth comes from accepting arrivals and keeping people alive, so pair recruitment with enough housing, heat and food to actually hold them. A scenario with generous refugee waves, or Endless Mode, is the natural place for this.
All three advanced resource buildings standing simultaneously. Each needs its own research, so plan the research order in advance and make sure your map actually has the deposits to support a coal mine and a wall drill. A resource-rich Endless Mode map makes this straightforward.
The Archives is a late-tier building, so this is gated behind research and resources rather than difficulty. Work through the research tree until it becomes available and then construct it. Any long scenario or Endless run will get you there.
Every group heading for your city has to be found and brought in - none may be lost on the way. That means keeping scouts active and responding to distress signals promptly rather than finishing other errands first.
Fifteen automatons standing in the city simultaneously. Each one costs steel and cores, so this is really a resource-throughput goal: get steel production stable, then build automatons continuously rather than in bursts.
Stack efficiency modifiers on a single workplace until it exceeds 200%. Efficiency comes from several sources at once - staffing, laws, technology and heat - so the trick is to combine every bonus you have available onto one building rather than spreading them across the city.
Finish the Refugees scenario on any difficulty. This is the scenario with a heavy social dimension - your population arrives already divided - so expect discontent management to be as much of a job as heat and food. Reaching the ending is all that is required; you do not need a clean run.
This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact — check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.
Complete a scenario without ever building a Generator range upgrade. Everything therefore has to live inside the base heat radius or be warmed some other way, so this is really a city-planning challenge - build compactly, and lean on Steam Hubs and building-level heating for anything on the fringe.
This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact — check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.
This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact — check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.
Make contact with New London. This runs through the Telegraph Station, so build and staff one and then use it when the option to reach out appears.
During the relevant scenario you can discover Generator parts intended for Winterhome. Choose to keep them rather than passing them on. This is a single decision at an event, so make sure you read the options before clicking through.
The Fall of Winterhome drops you into a city that is already failing, which reverses the normal build order: you are triaging and salvaging rather than expanding. Reach the ending on any difficulty. Accepting that some losses are baked into the scenario makes it much less frustrating than trying to save everything.
A no-deaths run of New Home - nobody may die of cold, hunger, sickness or overwork. That means heat coverage, food buffers, medical capacity and shift discipline all have to hold simultaneously for the whole scenario. Grow the population slowly; every extra person is another way to lose the run.
The Last Autumn is the prequel scenario about constructing a Generator before the freeze, so the win condition is the Generator itself rather than surviving a storm. Get all of its parts built and completed. Everything else on your to-do list is subordinate to keeping that construction moving.
Simply place ten Street Lamps in one city. They are cheap, so this can be done in almost any run once you have a little spare wood - build them in a batch and the achievement pops immediately.
Safe routes are the maintained paths that keep workers from suffering on the way to work. Build one anywhere. This unlocks very early in a normal run and needs no planning.
Twenty automatons, all actually working rather than idle. Beyond the raw cost, you need twenty jobs for them, so pair the build-up with expanding your resource buildings. An Endless Mode run gives the most comfortable runway.
Strip Outpost 11 of every tree it has. Set the outpost to harvest wood and leave it running until the site is exhausted - it is a matter of time rather than skill, so establish it as early as the scenario allows.
With a population of 200 or more, more than half of your staffed workplaces must be run by automatons. The easiest way to hit the ratio is from both directions - build automatons up, and avoid opening extra human-only workplaces that dilute the percentage.
This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact — check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.
Visit every Frostland site in the window before the storms close things down. Scout uptime is everything: build enough scout teams, keep them all moving, and prioritise distant sites first since the near ones are quick to mop up later.
This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact — check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.
Hold 35,000 coal and 10,000 food rations at the same time. These are large numbers, so they need a mature economy - advanced coal production plus either large-scale Hothouses or a big hunting operation - and a long run to accumulate in. Endless Mode is the natural home for this one.
This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact — check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.
Hot Springs is one of the settlements you can invest in - finish every improvement it offers. Each improvement costs resources and time, so commit to it as a long-term project early rather than late.
The same investment task for Shipwreck Camp - complete its full improvement list. Plan the resource drain in advance, since improvements compete directly with your own city's construction.
A step above City of Man - over 700 people at once. At this size, food and heat are usually what caps you rather than housing, so scale Hothouses or Hunters and Steam Hubs ahead of the population rather than reacting after people start freezing.
Build the Archives and then complete every entry it can hold. This is a long-tail collection task that spans a whole playthrough, so start the Archives as early as you can rather than leaving it to the end of a run.
Complete a scenario using only basic-tier buildings - no Steam or Advanced upgrades anywhere. Your production per worker is therefore much lower, so compensate with more buildings and more workers rather than trying to squeeze efficiency out of technology you are not allowed to use.
The mirror image: get through a whole run with Tents as your only shelter. Tents are far worse at holding heat, so this becomes a heat-management challenge - keep the city tight, prioritise Generator range and Steam Hubs, and expect sickness to be a constant background problem.
Town Squares come in more than one size, and this wants one of every size standing at the same time. Build the smallest version, then place the larger ones elsewhere in the city rather than upgrading the one you already have, so all sizes exist simultaneously.
This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact — check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.
A clean, fully upgraded Generator: every upgrade researched and built, and no construction faults picked up along the way. Faults come from how the build is handled, so keep construction properly staffed and continuous rather than starting parts you cannot finish.
Get through an entire scenario with no Steam Hubs at all. All of your heat has to come from the Generator itself, which means expanding its range and keeping the city tight around it. Combining this with a small, dense layout is far easier than trying to run a sprawling city off the Generator alone.
This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact — check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.
The Garden equivalent of Hyde Park Corner - one of every Garden size present in the city at once. Again, place separate gardens rather than upgrading a single one, since upgrading replaces the smaller version.
Twenty separate uses of the Telegraph Station in one run. Each use has a cooldown, so this needs a long playthrough - get the station up early and make a habit of using it every time it becomes available.
On The Edge has its own Frostland map, and this asks you to visit every site on it. Get scouts out early and keep them permanently in motion - idle scouts are the single most common reason this one is missed. Track which sites you have already visited on the Frostland map so you can see what is still unexplored before the scenario ends.
This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact — check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.
The opposite of Carnivore - finish a scenario feeding the city entirely from Hothouses. Hothouses need heat and research investment before they produce well, so the early game is the dangerous part; bank food before you commit to shutting down hunting.
Complete the Generator in Endless Mode without any of its construction taking storm damage. That means either finishing it before storm weather arrives or making sure no part is left exposed mid-build when one hits. Building continuously, rather than starting parts you cannot immediately staff, is what protects you here.
Bring every settlement on the map up to its top development level. That takes sustained investment over a long run, so start early and keep feeding them rather than saving resources for a late push.
Finish the Generator ahead of the scenario's final shipment. This is a pure speed run of The Last Autumn, so keep every Generator part continuously staffed and skip anything that does not directly accelerate construction.
No gap longer than 24 in-game hours between finishing one Generator part and starting the next. Queue the next part before the current one completes, and make sure the materials for it are already on hand - running out of resources mid-sequence is what usually breaks the chain.
Endurance mode is an open-ended survival mode with no scripted ending, so this is purely a question of building a city that does not collapse. Reach day 50 on Medium or above. Set up sustainable coal and food chains early rather than chasing population, because every extra mouth is another thing that can fail during a cold snap.
Complete a run having never placed a Tent. Since Tents are the cheap starting shelter, you have to get straight to better housing, which means restraining population growth early until your economy can support Bunkhouses or Houses.
An Endless Mode race: finish the Generator before the first weather shift arrives. Commit your entire early workforce to Generator construction and delay anything that does not feed it. Watch the weather forecast readout so you know exactly how much time you have left.
This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact — check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.
Seventy-five days of survival with no automatons in the city at all. That means human labour has to cover every job, so plan for a larger workforce and be careful with laws and shift lengths - without machines, worker health becomes your main constraint.
Finish the Generator without ever enacting the Two Shifts or Extended Shifts laws. Without longer hours you need more bodies and better placement instead, so recruit aggressively and keep workplaces fully manned rather than relying on overtime.
A straight replay of New Home with the difficulty set to Hard. Hard tightens resource margins and shortens your reaction window, so the practical advice is to run it after you have already finished the scenario once and know where its scripted pressure points fall. Front-load coal and food infrastructure, and do not delay laws that raise your ceiling on production - on Hard you rarely get a second chance to catch up.
This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact — check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.
Complete every improvement available at Children's Mine. As with the other settlement projects, it is a sustained resource commitment rather than a difficult decision - start it early so you are not short at the end.
Complete the Generator with zero deaths. In The Last Autumn most deaths come from workplace accidents, so lean towards safer working conditions and better medical coverage even when it slows construction. Speed and safety pull against each other here - pick safety.
Raise every other settlement's opinion of you to loyal. Take the cooperative, generous option in their requests consistently - one exploitative decision can undo a lot of accumulated goodwill.
Complete a run where every unit of coal came from Charcoal Kilns - no coal mines, thumpers or piles. Kilns convert wood, so your wood economy has to be large enough to feed both construction and heating. Expect to build far more kilns and wood gathering than a normal run needs.
Pack 300 residents into the area heated by one Steam Hub. That means dense high-capacity housing placed tightly around the hub rather than spread along the ring. Build the hub first, then fill every buildable tile inside its heat radius with housing before checking the count.
This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact — check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.
Double the Marathon target - 100 days of Endurance mode on Medium or above. Past the first 50 days the challenge shifts from survival to sustainability, so make sure your coal supply is something that scales (mines and automatons) rather than something that runs out.
In Endless Mode, get the Generator built and then keep the city alive to day 100. The Generator is the easy half; the second half is a long-term economy problem, so invest in coal automation and research early rather than pushing population.
This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact — check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.
A straight replay of The Arks with the difficulty set to Hard. Hard tightens resource margins and shortens your reaction window, so the practical advice is to run it after you have already finished the scenario once and know where its scripted pressure points fall. Front-load coal and food infrastructure, and do not delay laws that raise your ceiling on production - on Hard you rarely get a second chance to catch up.
No Foragers' Camps at all during the Generator build. That removes one of your food sources, so compensate through the scenario's other supply options and keep a food buffer before you would normally need one.
Survivor Mode is the game's ironman-style setting - it removes the safety net of freely reloading, so a mistake you would normally undo becomes permanent. Complete New Home start to finish under it. The winning approach is conservative: keep a deeper coal and food buffer than you think you need, and never take a risky gamble on a scouting or law decision when a slower safe option exists.
The Endless Mode version of the settlement-diplomacy goal: bring every other settlement on the map to a loyal standing towards your city. That means consistently choosing the cooperative option in their requests and keeping the relationship warm over many in-game weeks, so plan for a long run rather than a burst of goodwill.
The Saviour with the difficulty raised to Hard, which shrinks every margin you were relying on. Do this only after you have already completed a clean run on a lower setting and know exactly where the scenario's crunch points fall. Keeping the population deliberately small is usually easier than trying to protect a large one.
This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact — check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.
A straight replay of Refugees with the difficulty set to Hard. Hard tightens resource margins and shortens your reaction window, so the practical advice is to run it after you have already finished the scenario once and know where its scripted pressure points fall. Front-load coal and food infrastructure, and do not delay laws that raise your ceiling on production - on Hard you rarely get a second chance to catch up.
Rather than sending aid yourself, get one of your allied settlements to send Emergency Aid to a different settlement. That requires a well-developed diplomatic web, so build up multiple loyal settlements first and then look for the event where one can assist another.
Survivor Mode is the game's ironman-style setting - it removes the safety net of freely reloading, so a mistake you would normally undo becomes permanent. Complete The Arks start to finish under it. The winning approach is conservative: keep a deeper coal and food buffer than you think you need, and never take a risky gamble on a scouting or law decision when a slower safe option exists.
The same 50-day Endurance target with the difficulty raised to Hard or above. Higher difficulty compresses your margins, so the reliable route is a smaller, denser city inside good heat coverage rather than a sprawling one you cannot keep warm.
A straight replay of Fall of Winterhome with the difficulty set to Hard. Hard tightens resource margins and shortens your reaction window, so the practical advice is to run it after you have already finished the scenario once and know where its scripted pressure points fall. Front-load coal and food infrastructure, and do not delay laws that raise your ceiling on production - on Hard you rarely get a second chance to catch up.
50 days of Endurance mode at Extreme. At this setting almost nothing is forgiving, so the run is decided by your opening: secure heat, coal and food before doing anything speculative, and keep an unbroken research queue so efficiency upgrades arrive before the weather does.
The Last Autumn on Hard, taken to a completed Generator. The scenario is a construction race rather than a survival grind, so the Hard variant mostly punishes idle build sites and badly staffed shifts. Keep every Generator part staffed continuously and treat any pause in construction as lost ground.
This is a hidden achievement and Steam does not publish a description for it, so we have not verified the exact trigger. Do not treat any guess based on the name as fact — check a community guide, or add a community tip on SteamVault if you unlock it and know what caused it.
Survivor Mode is the game's ironman-style setting - it removes the safety net of freely reloading, so a mistake you would normally undo becomes permanent. Complete Refugees start to finish under it. The winning approach is conservative: keep a deeper coal and food buffer than you think you need, and never take a risky gamble on a scouting or law decision when a slower safe option exists.
100 days of Endurance mode at Hard or above. Long runs at high difficulty are won by infrastructure, not micromanagement: fully upgraded Generator, automated coal, and enough Hothouse or Hunter capacity that a bad week does not empty your food stores.
A Last Autumn infrastructure target: four Advanced Docks plus twelve Reloading Stations, all staffed and operating at once. Both are dock-side buildings, so plan the waterfront layout early and make sure you have the workforce to man all sixteen at the same moment.
Every workplace has to sit in the middle band - nothing configured as Safe, nothing as Deadly. The scenario lets you set working conditions per site, so audit each one as you build it and keep it on the middle setting for the whole run.
Survivor Mode is the game's ironman-style setting - it removes the safety net of freely reloading, so a mistake you would normally undo becomes permanent. Complete Fall of Winterhome start to finish under it. The winning approach is conservative: keep a deeper coal and food buffer than you think you need, and never take a risky gamble on a scouting or law decision when a slower safe option exists.
The hardest endurance target in the game - 100 days at Extreme. Everything that is merely advisable on lower settings becomes mandatory here: maximum heat efficiency, automatons covering the dangerous jobs, and a permanent stockpile buffer so a single storm cannot end the run.
The Last Autumn played under Survivor Mode, taken to a finished Generator. Because you cannot roll back a bad decision, the safe line is to prioritise worker safety and steady staffing over aggressive shortcuts - a workplace accident you would normally reload past will stick with you for the rest of the run.
The inverse of Perfectionist: finish an Endless Mode Generator having accumulated every construction fault it can have. This is a deliberately bad run, so make the choices you would normally avoid during construction. Because it is a joke achievement, it is best done on a throwaway save rather than a run you care about.
A straight replay of On The Edge with the difficulty set to Hard. Hard tightens resource margins and shortens your reaction window, so the practical advice is to run it after you have already finished the scenario once and know where its scripted pressure points fall. Front-load coal and food infrastructure, and do not delay laws that raise your ceiling on production - on Hard you rarely get a second chance to catch up.
Complete the Generator without ever running a building that burns coal. Every powered option you would normally reach for is off the table, so plan the whole build around the non-coal alternatives the scenario provides and expect a slower, more labour-heavy run.
At the moment the Generator completes, your remaining workforce must consist solely of convicts and engineers. That means steering the scenario's population decisions deliberately throughout, not just at the end - work out which choices remove or add each group before you commit to them.
Survivor Mode is the game's ironman-style setting - it removes the safety net of freely reloading, so a mistake you would normally undo becomes permanent. Complete On The Edge start to finish under it. The winning approach is conservative: keep a deeper coal and food buffer than you think you need, and never take a risky gamble on a scouting or law decision when a slower safe option exists.
The mirror of All Along the Watchtower - only workers may remain when the Generator finishes. As with that one, this is decided by the population choices you make across the scenario, so plan the route in advance rather than trying to correct course at the end.
The opposite of Social Activist: push every settlement's opinion down to distrustful. Choose the exploitative option every time they interact with you. Since it directly conflicts with the loyalty achievement, run it on a separate save.
The opposite of Endless Social Activist - drive every other settlement's opinion of you down to distrustful in Endless Mode. Take the exploitative or self-serving option whenever the settlements interact with you. Since it is mutually exclusive with the loyalty achievement in a single run, do it on a separate save.











