Graveyard Keeper 2 wiki & database
Formerly graveyardkeeper2.io
A Graveyard Keeper 2 wiki read straight from the game files: items, buildings, technologies and quests, with walkthroughs and system guides that use the numbers the game really uses.
Graveyard Keeper 2 walkthrough
The main story in four parts, from the prison to the ending. Each step says what it asks for and what can hold it up.
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I The Opening From the prison cell to the first battle, step by step, with what each quest wants and where it tends to stall. -
II From the Port to the Election From the first battle to the village election: the side stories the vote hinges on and a sensible order for them. -
III The Portal and the Red Eye Election to Old God: the battles across the river, the first five portal fragments, and what to do with his eye. -
IV The Six and the Ending The six gifts, light and dark paths, the final two fragments, the last battle and how the story ends.
More guides
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Your First WeekStarting kit, the first technologies worth buying, the donkey's timetable and the daily habits that keep you moving. -
How Alchemy Actually WorksRune totals decide everything, flasks must sit on the shelf, and technologies only tell you what's already brewable. The full rules, from the game files. -
Corpses and Organs, Part by PartA body is just its parts added together. The value of each organ and pocket item, the real odds in surgery, and recipes for a perfect grave or a powerful zombie. -
What the Demo Left OutCame from the demo? Here is what it kept locked, what those parts became at release, and what happens to your old save.
Browse the wiki
Every table lists the whole set, with a link to each row. Open a row to see where a thing comes from and what it is used for.
Items by category
Food & Drink 80
Crops & Seeds 30
Fish & Bait 28
Wood 18
Stone, Clay & Glass 23
Metal 28
Kits & Cloth 21
Alchemy 93
Potions 29
Corpses & Zombies 26
Graveyard 15
Church & Writing 55
Tools, Weapons & Gear 71
Barracks & Battle 15
Town & Trade 32
Quest Items 45
Everything else
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BuildingsWhat you can put down and what it costs. -
WorkstationsEach bench and everything it makes. -
TownTown buildings, their upgrades and their traders. -
TechnologiesThe tech tree and what each node unlocks. -
PerksPerks and the recipes they change. -
InspirationsInspiration tracks and their levels. -
Keeper TalentsEvery node of your talent tree. -
Zombie TalentsThe tree each zombie learns from. -
AchievementsAll 38 achievements and what unlocks each. -
QuestsThe quest chain: what each quest asks and leads to. -
CharactersThe people you meet and what they want. -
AreasThe places you can go and what opens them. -
BattlesEvery battle, its waves and what it pays. -
EnemiesThe six kinds of zombie you fight.
How it works
One page per system: the rules behind it, the numbers and the catches.
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AlchemyRune sums decide every product; try any mix in the mixer. -
FishingWhere each fish lives, what it bites on and how hard it pulls. -
CombatGetting into a fight, damage and armour, squads and defences. -
FarmingBeds and trellises, harvest size, fertilizers and the orchard. -
GraveyardDigging graves, scoring them, and the graveyard total. -
CorpsesDeliveries, autopsy odds, and every corpse by tier. -
ZombiesRaising the dead, skulls and collars, and the zombie limit. -
TradersStock and buy lists, how prices move, and town orders. -
SermonsAttendance, the success roll, and what each sermon pays. -
TechnologyEarning red, green and blue points, and the cost of the tree. -
Energy & InsanityThe shared bar, sleeping, and what raises or lowers insanity. -
TalentsFrom inspirations to talent points to tree nodes. -
QuestsHand-ins versus checks, quest markers and the Story Tree. -
CalendarDay length in real time and the job of each weekday. -
HappinessSources of happiness and the town quality ceiling. -
ReputationEarning trust, and the technologies and quests it opens. -
Inventory & BagsSlots, the toolbar, and all nine bags. -
MasteryWhere mastery comes from and what a shortfall does. -
StarsStarred items, how grades are rolled, and upgrading them. -
AppearanceFixing the mirror and unlocking every outfit. -
Teleport StonesActivation prices and fast travel between stones.
People and places
Characters
Agatha
Albert
Brother Bishop
Davy the Dagger
Gunter
Harold
Heffry and Jeffry
Herbert
Herm
Jack
Januarius
Larry
Linda
Merc Leader
Old God
Soul
The Donkey
Trademaster
Areas
Where to start
If you have just started, read Your First Week for the starting kit, the first technologies worth buying and the donkey's delivery days. When a main quest stalls, the opening walkthrough lists each quest in order with what it asks for, and the three later parts carry the story through to the ending.
Looking for one thing? Every item, building, technology and quest is a row in its table, and every row has its own link. Open an item's row to see where it comes from and what uses it; the technology table shows what each node costs and what it unlocks. The items tables are split by category, and the workstations list shows everything each bench makes.
When a number matters, the mechanics pages have it: how alchemy picks a product from rune totals, how graveyard quality is scored, and what drains energy or raises insanity. They are worth reading before you spend scarce points or materials.
Nothing here is written from memory of playing. Tables come straight from the game's data, and every sentence in the guides is traced to the game's code, tables or text. When the game updates, the data is rebuilt and any page not yet re-checked says so at the top. How the site is made