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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

    PhaseWhat happens
    0. The escapeBreak out of the Inquisition dungeon with Larry, defend the Town, find your house and bury your first body.
    1. First village requestsPlant 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 FaithAgatha arrives, you clean the church, give your first sermon and hand Herbert his Faith.
    3. The alchemy labReach the Plague Doctor’s tower lab and build the cube that renders Melted Fat.
    4. The counterattackHire mercenaries, build barricades, forge the Magic bell and win the battle for the port.
    5. The portJack’s warehouse, Gunter the astrologer, Linda’s shop and your first zombie workers.
    6. Forest, fairy and GoddessForest Pass, the bandits, summoning Wispy and meeting the Nature Goddess.
    7. Concert, press and strikeLinda’s concert, Gunter’s printing press and Donkey’s strike.
    8. The southern campaignHerbert retakes the south of Town: outpost, sewers, plaza and streets.
    9. The electionThree campaign allies, election day and the Goddess’s ritual.
    10. Foundry and portalThe Royal Foundry, steel, the refugees and six of the seven portal fragments.
    11. Old God and final battleThe Red Eye choice, six allies and the last battle at the Palace.

    Six ideas worth getting straight

    1. 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.
    2. 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.
    3. 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.
    4. 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.
    5. 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.
    6. 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

    1. 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.
    2. 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.

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