In "Frost Age 2", the method of clearing Chapter 5 has attracted much attention from players. It is not easy to successfully pass this level, and you need to master key strategies. It may involve aspects such as resource management, personnel deployment, and technological development. Knowing more about how to pass the level will make you more confident in the challenges of this chapter.
In Chapter 4, you choose to settle or save Winter Home, much to the anger of the faction you oppose. Chapter 5 opens with a member of that sidelined faction murdering a member of the faction you support in the council chambers, sparking a civil war that you must now quell.
This guide was developed on Citizen difficulty. You may need to adjust or simplify your strategy to succeed on higher difficulties.
The game gives you three options:
Expulsion of the faction that organized the assassination
Seeking reconciliation between the two factions
Maintaining order through legal enforcement
While you're free to choose any of these options, the game will warn you if you're likely to have difficulty with a particular choice.
Reconciliation requires good relations with both communities, and if you have poor relations with either, the likelihood of failure increases significantly. Enforcing order requires good relations and a guard, as you have to pass authoritarian laws through parliament.
Expulsion would be the easiest option, but you'll need to establish a new colony in Windward Swamp and have all faction members migrate there.
These three paths will give you very different goals in Chapter 5. We've listed each path below. Once you make your choice, you can't change your mind.
No matter which option you choose, you'll face battles in different areas along the way to your goals. Along the way, you have access to a variety of area abilities, including Protect and Calm Combat. Each ability has different requirements, affects relationships in different ways, and causes different levels of casualties.
Once you've dealt with all the combat outbreaks, there's a brief, peaceful respite. But as long as factional passions run high, fighting may break out again.
Be sure to keep an eye on New London's resource needs, as zone closures may disrupt your economy.
You can drive the faction out of New London, but in order to do that you'll need to build a new home for them in Windward Marsh. Windward Swamp is located in the Frostlands, near the IEC Smelter - once found, click to establish a colony, connect a road to New London, and send colonists.
If you don't have enough Frostlands teams, you can deactivate some settlements or outposts.
On the way to the colonists, you need to clear out the factions in the city. You can do this by:
Immigrants: They would move to the colonies.
Give up the cause: Deradicalize them. There are also events that may trigger that allow you to convince faction members to abandon their faction.
Detain: Use area capabilities to detain them. You need to have an active prison building.
Kill: They will die in combat, or your guard squad can kill them while quelling a conflict.
When the colony is built, turn your attention to it and build the appropriate area based on the resources there. During the construction process, you will have the opportunity to transfer control to the faction and let them complete the construction of the colony, or improve the conditions first, giving you the best possible foundation for success.
Even if you choose to improve conditions, you can transfer control to a faction at any time.
If you choose to continue improving Windward Swamp, the faction will ask you to help improve conditions there. This might mean building structures to protect the colony from the wind, or giving it a pool of resources to tide it over. If you refuse, New London's remaining faction members will not leave voluntarily.
If you have active outposts providing the resources you've committed, you can redirect those resources to Windward Swamp to increase reserves faster. Make sure to build the Resource Center!
Once completed, you can transfer control to the faction. You must then decide the fate of your detainees. Return to New London, click on the Detained Faction, and choose the action that will determine the Detainee's fate.
You can then decide whether to deport the detainees or exile them to the cold.
If you want to escort the remaining detainees to Windward Swamp, you'll need 20 Iceborne teams. Before choosing this action, make sure you have enough team.
Whichever way you choose, the game ends here.
To succeed in this option, you need to pass a peace agreement, but neither side will vote until both sides give up violence. You also need to be careful not to alienate either party, as you need two-thirds of the vote to pass a deal.
In order to start negotiations, you must eliminate all aggressive laws and buildings. You can tell by seeing the red edge in the idea tree. Factions will not negotiate with you as long as radical laws against their beliefs remain in place.
You need to repeal radical laws in committee and demolish radical buildings to start negotiations. Your side may not object to any radical laws because they serve their interests, so you can negotiate with them first.
To negotiate a peace agreement, click on one of the extreme factions and use the "Negotiate Peace Agreement" action in the first tab. The faction will ask you to choose a part of their agenda to advance further, with each option containing three measures.
Whenever a faction refuses to negotiate, the "Negotiate Peace Agreement" option will be grayed out. You can hover over it to see which radical measures are still in effect that they oppose.
Once you select an option, you will have to choose two of the three measures to commit to. Once you fulfill all your promises, the faction will lose all enthusiasm.
When you've met both parties' commitments, you can sign a peace agreement. By navigating to the Council's Legal Explorer, going to the Rules tab, you will find the Peace Agreement at the top center of the screen.
Propose the law and remember you need 67 votes to pass it. When the agreement comes to pass, you'll ensure an end to the civil war and complete the game's story mode.
The overarching goal of this path is simple:
Through captain authority
Use the "Secure Rule" city ability
To unlock captaincy, you must pass all laws in the Rules tab of the Law Explorer. If you adopted a more authoritarian strategy, you might have signed many of these laws.
If you haven't signed these laws yet, please note that these laws require 67 votes to pass, instead of the usual 51.
Once you pass captaincy, trust will never diminish and the committee will vote according to your wishes. You will be able to activate this ability from the central area.
You need 45 guard squads to activate it, and an active prison. This ability will end all ongoing conflicts.
You need to wait three weeks to make sure your reign is solid. Once completed, you'll be asked to set up a containment zone - you can choose to control just the faction that carried out the assassination, or control both factions. The controlled faction's relationship with you will drop significantly.
For each faction you decide to control, you need to build a cordoned off zone and place a watchtower within it. Once completed, click on the area and use the "Start Enclave Move" ability to move faction members into it.
Your final decision is to create a high-security enclave, which will improve your relations with the Icelanders, or a comfort enclave, which will slightly worsen your relations with the Icelanders. Whichever way you choose, the game is over.