Frostpunk

Frostpunk

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Golden Path Guide
By BLYATYMIR
This guide is written to help you achievement hunters get the hidden Golden Path
This was completed on 08.03.2020.
Patch 1.5.1.
   
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- General Information
Ok first of all let's clear up probably the most asked question regarding this achievement:
You can have deaths

- But: No deaths from the cold, hunger and sickness (overwork is impossible because we won't be passing emergency and extended shift laws).
- Your scouts can die (mine died from the bear and in tesla city)
- Your guardsmen/clerics can get beaten up and possibly die
- You can have Londoners leave the city
- You can have citizen needs appear (but you have to fufill your promises)

Dealing with the Londoners
- send your guardsmen/clerics to clean the grafiti
- when the thefts begin send your guards to catch the thief but when they do(the one that didn't steal anything), don't punish him, let the people decide his faith
- When the Londoners timer runs out pick the "talk to them" option, most of them will stay then (note that you must have at least 50% hope for this option and less that 25% discontent, but keep it at zero just in case

The Rest
- Make sure you have +1400 wood for before the storm hits (2 advanced wall drills will take care of this)
- Send the guards to keep an eye on the cooks to prevent more theft
- let everyone pray when the storm hits
- abandon the lower levels of the mines

Coal Thumper Request
Start researching the coal thumpers 2-3 days before the storm hits
With 2 fully upgradede thumpers and 8 gathering posts with maximum efficency upgrades you will acquire more coal than you need with the generator and the heaters on max power
I would recommend that when the storm hits you have the the thumpers and gathering posts build but don't man them yet. Wait for the the people to ask you to build them. Then just switch your automatons from the mines to the thumpers (that's 3 of them), dismantle the wall drills and build more automatons to man the gathering posts.

Build Large Resource Depots before the the preparations begin.

If you have any more questions feel free to ask in the comments, I'll do my best to answer all of them

- Laws
In this order, variation is possible:

Adaptation:
- Child Shelters
- Engineer Helpers (because we won't be using extended and emergency shifts we'll need all the help we can get on the tech development)
- Sustain life
- Care House
- Prosthetics
- Extra Rations for the Ill (excelent for when the refugees come and when the storm hits and everyone gets sick)
- Cemetery
- Ceremonal Funerals

Purpose:
- Neighbourhood Watch
- Morning Gathering
- Guard Station
- Patrol

Don't use any other law
- Technologies
Here is the list of technologies I did NOT research

- Hothouses are not needed (plenty of workers for hunter huts/hangars)
- Generator range upgrades (never use these)
- Steam hub range and efficency upgrades (tho I believe this is a viable choice)
- Streamlined/Optimized Prostheses
- Automaton Redesign
- Medical Automatons
- Engineer Automatons
- Sawmills (don't use them, unless you're short on steam cores for the early wall drill)
12 Comments
Gold Standard Aug 15, 2021 @ 9:07am 
Got this using a combination of the guide and Mortimaar's advice. I had two deaths: A guard was beat up while cleaning grafitti, and the dad hung himself when I told him he couldn't find his child.
Suchter856 Jul 3, 2021 @ 10:43am 
thx i have it
siat83 Jun 22, 2021 @ 5:56pm 
Thanks for the guide! A couple of things I'll add from a playthrough I just did:
1) You can fail the occasional citizen needs demand and still get this achievement. (I was also going for "Better than London" and ended up forced to accept a housing demand that I failed by one bunkhouse!)
2) You can use the Foreman law from Order to boost productivity without impacting this achievement. Great for stocking up on Coal as it works on Automatons too... never needed the thumpers myself, also good for boosting research.
irynith_ Jun 20, 2021 @ 6:33am 
one of the better guides for this achievement, straight to the point.
c0mad0r Nov 25, 2020 @ 11:20am 
WORKED! Thank you for the elegant and straightforward guide!
Mortimaar Aug 25, 2020 @ 7:10am 
3 of 3

- put everyone else out of job (research earlier before storm, wasnt needed) right before -150 C
- closed public house before -150 C
- infirmaries allways staffed (steam hubs and heaters on), 7 needed (make 8 to be sure)
- didn't reasearch (and everything below first tech): outpost, factory, charcoal kiln, hothouse
- had 9 hunter hangers and 5 cook houses
- sent out scouts to get refugees faster to the city (you can intercept them), used the closed discoverd location to station scouts (all speed upgrades researched before refugees came)

use this guide from the op, but everything that he wrote that contradicts with what i wrote here, use my advice. just did it (30 minutes ago from writing it)
Mortimaar Aug 25, 2020 @ 7:10am 
2 of 3

- add to the point above: it is ok that your citizens are in freezing cold homes for a short period, even the snowflakesymbol below the hope bar can come up
- no one died (hunger, scout or sick or anyone else)
- build tents before them requesting it and everytime before new people came in (not a moment of homelessness)
- build 8 tents and 2 healing stations before first night ended (healing stations first)
- no automatons (no prosthetics needed, not even the law)
- used sawmills (no steam sawmills, allthough can be used) and when the wood was gone 1 wall drill (for last 5 days or so)
- law tree adaption: fighting arena, public house, child shelter, medical apprentices, cemetery, ceremonial funerals, sustain life, extra rations for the ill, care house
- when people wanted to stay at home and pray i let them
- child shelters can get cold (with steam hub on and heaters, no problem)
- cooks and hunters out of job right before storm begins (at -100 C)
Mortimaar Aug 25, 2020 @ 7:09am 
1 of 3

Things to add here:
- i didn't prevent the thefts
- i didn't supervised the cooks (let them steal)
- did sign fighting arena law
- did sign public house law (but no moonshine or house of pleasure)
- did faith (but no faith keepers)
- faith: house of prayer, evening prayes, shrines, temple (thats it)
- let grafiti happen (do nothing)
- never turned generator off after 18:00 on first day (turn on at 18:00 first day)
- keep tents, bunkhouses, houses allways above chilly (except storm, see below why)
- dismantled coal mines before the storm
- had 4 steam coal thumpers and 20 gathering posts (option didnt came up to build additional)
- put the generator in overdrive 2 times (for 36 hours right before when -120 C starts, rest 10 hours before -150 C, activate right before midnight)
Kordeth Invictus May 28, 2020 @ 10:15pm 
roger that
BLYATYMIR  [author] May 28, 2020 @ 3:30pm 
VFnumbers - yes it can, that's why i went with order

Magic Turtle - i didn't try faith, maybe some time in the future but I never pick houses of healing, generally a bad choice. Also in the New Home scenario you'll have plenty of engineers available for the infirmiaries and medical posts