Start here: how this route works
The route in one paragraph, and the six ideas the game never quite explains.
Graveyard Keeper 2 throws a lot of parallel requests at you once you reach the village, and many of them quietly depend on each other. This walkthrough turns them into a single route: do this, then that — and whenever the order matters, a tip explains why. Tick each step as you go; your progress is saved in your browser.
The route at a glance
| Phase | What happens |
|---|---|
| 0. The escape | Break out of the Inquisition dungeon with Larry, defend the Town, find your house and bury your first body. |
| 1. First village requests | Plant Wheat for Herm, set up a basic workshop, make plates for the twins, fix up the graveyard and build Jack a boat. |
| 2. Church and Faith | Agatha arrives, you clean the church, give your first sermon and hand Herbert his Faith. |
| 3. The alchemy lab | Reach the Plague Doctor’s tower lab and build the cube that renders Melted Fat. |
| 4. The counterattack | Hire mercenaries, build barricades, forge the Magic bell and win the battle for the port. |
| 5. The port | Jack’s warehouse, Gunter the astrologer, Linda’s shop and your first zombie workers. |
| 6. Forest, fairy and Goddess | Forest Pass, the bandits, summoning Wispy and meeting the Nature Goddess. |
| 7. Concert, press and strike | Linda’s concert, Gunter’s printing press and Donkey’s strike. |
| 8. The southern campaign | Herbert retakes the south of Town: outpost, sewers, plaza and streets. |
| 9. The election | Three campaign allies, election day and the Goddess’s ritual. |
| 10. Foundry and portal | The Royal Foundry, steel, the refugees and six of the seven portal fragments. |
| 11. Old God and final battle | The Red Eye choice, six allies and the last battle at the Palace. |
Six ideas worth getting straight
- Research points are not mastery. Red, green and blue research points buy technologies (recipes and build options). Mastery decides which jobs you can actually do — building, farming, smithing, book writing, anatomy, cooking, alchemy. Buying a technology never raises a mastery.
- Mastery comes from inspirations and tools. Finish activities, claim the reward in the inspirations menu, earn a talent point and spend it on a mastery increase. Tools in your tool belt add their own bonus (a Rusty Axe gives +1); a tool in your backpack adds nothing.
- There are several reputations. One with the village, and a separate one with each character (Herbert, Jack, Agatha, Gunter, Linda, Albert…). Reputation gates are thresholds: reaching them is enough, nothing is spent.
- Quality is per place. The graveyard, the church, the Town and the Factory each have their own quality score. Raising one never counts towards another.
- Faith is an item. You earn it from sermons and spend it on quests, item studies and some rewards. It has nothing to do with church quality.
- Happiness fills your church. It caps how many people attend a sermon. Using one Town Gratitude releases 5 Happiness — use them one at a time, because gains are capped.
How the pages work
- Each phase opens with a checklist of its quests and the errands inside them, then walks through each one in order. Dialogue choices are given in bold exactly as the English version words them.
- The reference pages gather what the route keeps coming back to: every battle and the strength it needs, every reputation goal, the early crafting chain and what to buy where.