The last chapter ofFrostpunk 2’s Story Mode is where tensions between your Factions reach a breaking point. Even if you’ve managed to keep all the communities in New London happy up to this point, it just takes one major event to throw the whole city into disarray.

InChapter 4, you chose to either Settle or Salvage Winterhome, angering the Faction you sided against in making this decision. Chapter 5 opens with a member of that spurned Faction murdering a member of the Faction you aligned with in the Council Hall, sparking a civil war that you now have to quell.

The opening decision of Chapter 5 of Frostpunk 2’s Story Mode.

This guide was developed by playing on Citizen difficulty. You may need to adapt or streamline your strategy to succeed on higher settings.

How To Stop New London’s Civil War

The game offers you three options:

While you’re able to freely choose between any of these options, the game will warn you if you’re likely to struggle with a specific choice.

Reconciliation will requiregood relations with both communities, and if you have low relations with either, you have a much higher chance of failure. Enforcing order will requirestrong relations and Guard Squadsas you’ll have topass authoritarian laws in the Council.

The Path of Banishment in Chapter 5 of Frostpunk 2.

Banishment will be the most accessible choice, but you will need to set up a new colony and get all the Faction’s members to relocate.

Each of these three paths will give you very different objectives in Chapter 5. We’ve laid out each path below. Once you make a choice, you’re able to’t change your mind.

The Path of Reconciliation in Chapter 5 of Frostpunk 2.

Managing Fighting

Regardless of which option you choose, you will likely have to deal with fighting in different Districts while you’re working towards completing your objectives. There are a number ofDistrict Abilitiesyou can use, including‘Protect’and‘Quell Fighting’. Each will have different requirements, affect relations differently, and have differing levels of casualties.

Once you deal with all outbreaks of fighting, you will have a brief, peaceful respite. But as long as Faction Fervour is high, fighting can begin again.

The Path of Order in Chapter 5 of Frostpunk 2.

Be sure to keep an eye on resource demand in New London, as District shutdowns can throw your economy out of whack.

How To Banish The Offending Faction

You can banish the Faction from New London, but to do so, you’ll have toset up a new home for them at Windward Moor. Windward Moor isin the Frostlandsnear the IEC Smelter– once you find it, click Establish Colony on it, connect a path to New London, and Send Colonists.

If you don’t have enough Frostland Teams, deactivate some Settlements or Outposts.

While the Colonists are on their way, you’ll need toRid the City of the Faction. you may do this by:

When the colony has been built, shift focus to it andbuild the appropriate Districtsover the resources there. As you’re building, you’ll be given the option toTransfer Controlto the Faction and let it finish building the colony, or toImprove Conditions First, allowing you to set it up for success as much as possible.

Even if you choose to Improve Conditions, you can transfer Control to the Faction whenever you want.

If you choose to keep improving Windward Moor, the Faction will ask you to help improve conditions there. This might mean building structures to protect the colony from the winds, or giving it a stockpile of resources to tide it over. If you refuse, the remaining Faction members in New London will not leave voluntarily.

If you have active Outposts for the Resources you promise, you can redirect those Resources to Windward Moor to grow the Stockpile more quickly. Make sure to build Resource Hubs!

When you’re done, you can Transfer Control to the Faction. You will then have to decide the fate of your detainees. Return to New London and click the Detainee Faction, then select the Decide Detainees’ Fate action.

You can then decide whether to deport the detainees or exile them into the cold.

If you want to escort the remaining detainees to Windward Moor, you will need 20 Frostland Teams. Ensure you have enough before selecting the action.

Whichever you choose, the game will end here.

How To Seek Reconciliation Between Factions

In order to succeed with this choice, you’ll need topass Peace Accords, but neither side will vote until both sides renounce violence. You’ll also need to take care not to alienate either side too much, asyou will need two-thirds of all votesto pass the Accords.

In order to even start negotiations, you will have toget rid of all radical laws and buildings. You’ll recognise these because they arefringed with red in the Idea Tree. Factions will not negotiate with you as long as radical laws against their beliefs are in place.

You will have torepeal radical lawsin the Council anddemolish radical Buildingsin order to begin negotiations. One of your Factions may not be in opposition to any radical laws as they are in its interest, so you can begin negotiating with it first.

To negotiate a peace agreement, click on one of the extremist Factions anduse the Negotiate Peace Agreement action in the first tab. The Faction will ask you to choose a part of their agenda to further, with three measures contained in each option.

As long as a Faction refuses to negotiate, the Negotiate Peace Agreement option will be greyed out. You can mouse over it to see which radical measures it is opposed to are still in place.

Once you choose an option, you will have tochoose two out of the three measuresto promise them. Once you fulfil all your promises,the Faction will lose all its Fervour.

When you have fulfilled your promises to both sides, you’re able to sign the Peace Accords. Do this by navigating tothe Council’s Law Explorerand going to theRule tab. You’ll find the Peace Accords in the center near the top of the screen.

Propose the law, and remember you will need 67 votes for it to pass. When the Accords are passed, you will have secured an end to the civil war and finished the game’s Story Mode.

How To Enforce Order In New London

The first objectives for this path are simple:

To unlock Captain’s Authority, you’ll have to pass all of the laws in the Rule tab of the Law Explorer. If you’ve taken a more authoritarian strategy to the game, you likely already have many of these laws already signed.

If you haven’t signed these laws, take note that these lawsrequire 67 votes to passinstead of the usual 51.

Once you pass Captain’s Authority, Trust will never decrease and the Council will vote in line with your wishes. You will be able to activate the Ability from the Central District.

You will need 45 Guard Squads to activate it and an active Prison. The ability will end all active conflicts, greatly decrease all Factions’ Fervour, and detain many fighters.

You will have to wait three weeks for your rule to be secured. Once this is done, you will be asked to build Containment Districts – you’re able to choose to contain just the Faction that carried out the assassination, or contain both Factions. Your relations with contained Factions will significantly decrease.

For each Faction you decide to contain, you will have to build a Containment District and place a Watchtower in it. Once that is done, click on the District and use the ‘Begin Enclave Relocation’ Ability to move Faction members into it.

Your last decision will be whether to create High-Security Enclaves, increasing your relations with Frostlanders, or to create Comfortable Enclaves, which will slightly worsen your relations with Frostlanders. Regardless of your choice, the game will end.