Gate of the Dead · player guide
Chapters and goals
Chapters are the camp's story and your to-do list. Each one has a handful of goals; finish them, hold the chapter's crisis night, and the chapter chest opens the next one. Part One has twenty chapters.

Goals
Open the chapter card in the top corner of the camp to see the list. Goals ask for things across the whole game: a building at a certain level, a number of shelters, a gate night held, a Road stage cleared, troops trained, survivors housed, missions done, leaders recruited, a meal eaten. Each has a progress bar, a Go button that takes you to the right screen, and a Claim button once it's done.
Every goal pays when you claim it: Scrap Metal (more each chapter), timber, steel from chapter 2, and a speed-up token (5 minutes up to chapter 7, 15 minutes up to chapter 14, then 30 minutes). Up to chapter 7, each goal also gives the Mayor 10 energy back. You don't have to do goals in order, and claiming early doesn't cost you anything, so claim as you go.
Crisis nights
When every goal is claimed and you've held the night before it, the chapter's crisis arrives. The camp goes red, a siren sounds and a notice says what has gone wrong. A crisis is a gate night about an eighth harder than the ordinary night it's based on, and costs 15 energy instead of 10. If you lose, you only spend a quarter of the energy; build up and try again.

The chapter chest
Hold the crisis and the chapter chest opens. It's the biggest single reward in the game: a pile of Scrap Metal, timber and steel, several survivors, a speed-up token (15 minutes early on, an hour later), Field Manuals for your leaders, and from chapter 7 two Leader Keys (plus a Gold Key from chapter 8). Then the next chapter starts, and finishing chapters 1 to 5 also opens new parts of town.
The twenty chapters of Part One
The first chapters are about building what the camp needs, the middle ones about upgrading it and training troops for the Road, and the last ones about turning the camp into a town. Here are their names and crisis titles, and the night on the gate ladder each crisis is based on.
| # | Chapter | Crisis | Night |
|---|---|---|---|
| 1 | Four Walls and a Fire | The gate gives way | 4 |
| 2 | Wood and Scrap | Thieves in the night | 7 |
| 3 | Patch Them Up | Fever | 10 |
| 4 | Something to Eat | The crops go up | 13 |
| 5 | Eyes on the Road | They come at dawn | 16 |
| 6 | A Roof for Everyone | Storm | 19 |
| 7 | Tools of the Trade | Fire in the depot | 22 |
| 8 | Feed the Camp | Rats | 26 |
| 9 | Steel on the Gate | Brutes at the gate | 31 |
| 10 | The Clinic | Outbreak | 36 |
| 11 | Wheels | The bikers follow us home | 41 |
| 12 | Boots on the Road | Ambush | 46 |
| 13 | Leaders | A hero goes missing | 51 |
| 14 | Supply Lines | The convoy is lost | 56 |
| 15 | The Market | The horde finds us | 61 |
| 16 | Lessons | They are inside | 67 |
| 17 | Brick by Brick | Earthquake | 73 |
| 18 | Concrete | The bandit king | 79 |
| 19 | Clean Water | Flood | 85 |
| 20 | Light on the Water | The Hive | 91 |
As a rough guide, someone playing a few times a day reaches chapter 7 in three or four days, gets about a chapter a day through the middle, and slows down from chapter 15 as the timers get longer. Chapter 20 is the end of Part One.
Tips
- Read the whole goal list when a chapter starts. Long builds (a high Headquarters, say) should go on first so they run while you do the quick goals.
- Goals that ask for a gate night or a Road stage are often the last ones done. Push the nights and the Road a little every visit.
- Don't sit on a finished goal. The speed-up token it pays is more useful now than later.
