GK2DB Graveyard Keeper 2 database

Walkthrough IV: The Six and the Ending

The final stretch, following on from Walkthrough III. Three jobs remain before the credits:

  1. Win over the six. Jack and Gunter, Agatha and Herbert, Linda and Albert each want a gift, which lifts them to 90, and then you ask each pair to help with the portal. That’s enough if you returned the Old God’s eye. If you kept it, they need 100, and the dark path supplies the final 10.
  2. Find the last two fragments, Wrath and Greed, and a route into the palace.
  3. Fight the final battle and see the ending.

Both paths lead into a single ending quest. For a checklist of what each of the six needs, see the Reputation section on their pages.

The six gifts

Once a pair’s last favours in Walkthrough III have taken both of them to 80, they invite you over. The invitation comes the first time you sleep afterwards, and you visit them:

Visit Triggered by Location
I Love You, Man Gunter’s 100 happiness plus Jack’s Pride fragment Main Pier
Well-Deserved Rest The organ sermon plus Herbert’s steel armour Agatha’s house, Crossroads
Love Story Linda’s town quality 100 plus Albert’s cure Dockside Club

Each visit unlocks the recipes for that pair’s gifts. Every gift is worth 10 reputation and 3 Town Gratitude. Watch the middle pair: the reputation lands on the other person.

Gift Ingredients Workstation Recipient Reputation goes to
Prosthetic Hand 1 Engineering Details, 1 Steel Screws, 1 Special Wood Steel Anvil Jack Jack
Small Printing Press 2 Engineering Details, 1 Steel Screws Steel Anvil Gunter Gunter
Trilogy 3 Blank Hardcover Notebooks, 3 Ink, 3 three-star Stories Printing Press Herbert Agatha
Speech Writing Device 1 Engineering Details, 2 Steel Screws Steel Anvil Agatha Herbert
10 Alchemy Flasks II Alchemy Flasks I, fired in a furnace Furnace I or II Albert Albert
Chocolate 4 Cacao, sold by the Trademaster Kitchen Table II; you get the technology from the visit Linda Linda

Be careful with the four crafted gifts. Each can be crafted a single time only and can’t be queued, so losing one is a problem. Your one source of Special Wood is Harold in the Stilt Houses.

Light path: the eye returned

  1. Eye, Red Eye. Hold a sermon using the Prayer for Old God he handed you. Success doesn’t matter; a failed sermon counts as well.
  2. Ask for help. When both members of a pair are at 90, say “I need your help” to either one. Each of the three quests is named after the pair’s sins: Gluttony and Pride for Jack and Gunter, Wrath and Sloth for Agatha and Herbert, Lust and Envy for Linda and Albert.
  3. Sleep. The quest tells you to look for the Old God in the cheese cellar, but in fact he visits your house the next time you sleep (“So the whole sinful crew is on board?”).

While agreeing to help, the six make you promises: plans for an automatic bow system, space for defence equipment, mercenaries, two recipes. (Unconfirmed) As far as the files show, you never receive any of it. No quest or script unlocks them, though nobody has verified this in an actual playthrough.

Dark path: the eye kept

With the attic built, each of the three requests for help requires 100 from both people in the pair. Quests alone stop at 90, so the extra comes from here:

  1. Hand over all six gifts. As the sixth changes hands, the Old God summons you to the attic (Eye, Red Eye). Reply “Six characters”: they must be a hundred percent behind you. You can give him the eye now or keep it.
  2. If you keep it, three hidden talents show up on the blue branch of the Keeper tree: Gluttony and Pride, Wraith and Sloth and Lust and Envy. They cost 1 blue talent point each and have no effect of their own.
  3. Sleep. Every talent you learn brings a dark dream about its pair, limited to one dream per night. After the dream, go and see the pair (Main Pier, Agatha’s house, Dockside Club), and they ask for one final item:
Talent Item Ingredients Workstation Hand it to
Gluttony and Pride Elegant Prosthetic Hand 2 Engineering Details, 2 Steel Screws, 2 Special Wood Steel Anvil Jack
Wraith and Sloth Comfortable Chair 3 Special Wood, 3 Steel Screws Woodworking Workbench II Herbert, even though the quest names Agatha
Lust and Envy Luxury Drapes 20 Lace Sewing Table Albert

Every one of these gives the final 10 to both people in its pair. After that, ask each pair for help the same way as on the light path.

Switching back is allowed. Right up until the final battle shows on the map, the Old God offers to take his eye back (“Give it back”, with the eye in your inventory). Accepting moves you onto the light path: the help requests drop back to 90, and any dark dream or dark request still pending is cancelled. Blue talent points you’ve already spent are not refunded, and a dark talent learned after returning the eye has no effect.

A possible trap (Unconfirmed)

If there’s any chance you’ll keep the eye, don’t give away all six gifts before showing the Old God his eye. The game only checks for the attic conversation at the instant the sixth gift is handed over, and only if you’re keeping the eye at that point. So if all six are gone before you first meet him and you then keep the eye, it appears the conversation never fires: no dark talents, no way above 90, and no “Give it back” option. Keeping one gift in reserve until after the cellar sidesteps the problem. This is read from the game files and hasn’t been tested in play.

Wrath, and a way into the palace

The Wrath fragment. After the first five fragments are installed, a cutscene plays in the tower and the magic mirror reveals the sixth: it lies in the debris of a heavily guarded Inquisition base that is now home to “a donkey and a talking skull”. That’s your house (Even More Portal Parts). Smash the debris and install the fragment. The mirror then reports that the final one is in the palace throne room, held by the other Keeper.

Palace Politics. According to Larry, only Davy the Dagger knows the secret route into the palace. Ask Davy at the Dockside Club (“About the Palace…”), pay him 5000 copper (50 silver), head home and walk out through your front door; Davy will be there with a map. Both paths require this step.

The final battle

The Last Battle shows up on the map once Davy has briefed you and one of these is true:

  • Light path: all three pairs have agreed to help and the Old God has come to see you.
  • Dark path: all three pairs have agreed to help.

Head to the guards’ post, where Larry hops into your bag to tag along. The Final Battle needs 4 squads and defence 144, and it’s Sloth day only, like most battles. Lose, and Larry suggests trying another day, but you can actually restart it the same day.

Having won, you search for the hidden door marked on the map. On the dark path you open it yourself; on the light path the Old God arrives and opens it. The palace is deserted except for Keeper One, the other version of you, together with his wife and one more talking skeleton. All he ever wanted was to get home as well. Tell him you hold every fragment but one and he gives you the last, Greed, along with the achievement The Other Keeper. Everyone then falls back through the sewers to the Astrologer’s Tower.

The ending

Once in the tower, you can’t leave before the portal is complete (“Not right now.”). Install Greed. The End of the Journey achievement pops immediately, ahead of everything else.

The fairy comes back, the portal activates, and each person makes a wish on someone else’s behalf, because nobody may wish for themselves. Finally Keeper One asks if you’ll come home with him:

Choice What happens
Go Credits, then back to the main menu. There’s no save. Saving only happens when you wake up, so loading returns you to your most recent wake-up.
Stay The others step through the portal without you; after the credits you carry on playing. No new content begins after this point.

Notes

  • Without the dark path, 90 is the ceiling for each of the six, and reaching it uses up every one of their reputation quests. If a pair refuses to help on the light path, one of them is short a quest; check the Reputation section on their page.
  • Mind the swap: the Trilogy counts toward Agatha and the Speech Writing Device toward Herbert, the reverse of who receives them. On the dark path, the Comfortable Chair goes to Herbert.
  • Dark dreams come one per night. Learning all three dark talents together still means three nights, or longer if another story event is also waiting on a wake-up.
  • Pick Stay to keep your save going. Go drops you at the main menu without saving, and you already have the ending achievement before choosing.
  • Davy’s palace briefing is required either way. Pay him 5000 copper and leave your house by the front door.
  • Hold back one gift until you’ve met the Old God if keeping his eye is on the table (Unconfirmed; see above).