Gate of the Dead · player guide
Millbrook and the boat
In chapter 23 you meet Millbrook, a camp of sixty people up the valley who are short of everything. In chapter 30, the last chapter of Part One, the camp builds a boat.
Millbrook (chapter 23)
Open Millbrook from the chip on the camp screen or its marker on the map. Every day (from midnight, Sydney time) Millbrook asks for three things:
- Two materials: timber, steel, food, or fuel once you have a Fuel Depot. The amounts grow with your Headquarters. Each pays Scrap Metal and goodwill.
- Troops or a leader: either troops for a day (they come back the next morning; it pays a Leader Key) or a leader for four hours (it pays Scrap Metal). Troops and leaders you lend count as away until they're back, so they can't go on the Road or a mission.

Goodwill
Every request you answer adds goodwill, and goodwill has ten levels. Chapter 23 asks for goodwill level 4.
| Goodwill level | Opens |
|---|---|
| 2 | The weekly chest |
| 4 | The trade caravan, once a week |
| 5 | The caravan twice a week |
The weekly chest
Earn 1,000 goodwill in a week and Millbrook's chest fills. It opens once the week ends (Sunday night, Sydney time) and pays 300 Scrap Metal, a Gold Key and, once the Forge is built, 300 parts.
The trade caravan
The caravan arrives some time between 9 am and 6 pm and stays for six hours. It brings three deals, each of which you can take once: for example food for steel, steel for a Leader Key, timber for fuel or steel for parts. Deals you can't use yet are left out.
Tip: the troops request is the best value Millbrook offers. Send the troops in the evening, when you won't need them on the Road overnight.
The Shipyard and the boat (chapter 30)
The last chapter of Part One. On the River Bank, the camp builds a boat in four parts: the hull, the engine, the deck and the fuel tanks, each in four stages, sixteen in all.

- Its own crew: the Shipyard builds one stage at a time and doesn't use the camp's building crews.
- Costs: timber, steel and fuel for every stage, plus the usual build energy. The engine and the fuel tanks need the most fuel, so keep the Fuel Depot topped up from chapter 24.
- Time: a stage takes from about two hours (the first) to six and a half (the last). Finish one early as you would a build: free in the last five minutes, with a speed-up token, or with Scrap Metal.
- Launch: once all four parts reach stage 4 and the chapter's goals are claimed, Launch starts the chapter's crisis night. Hold it and Part One is done.
After Part One
Your camp stays as it is. Gate nights, the Road, the islands, raids, Millbrook and the daily modes all carry on. Part Two, chapters 31 to 60, is on its way.
