GK2DB Graveyard Keeper 2 database

Old God

The Old God, or Ancient God, is the deity who tore your soul in half. Soul, the fairy, holds him responsible for everything: while you were hauled off to the dungeon, your other half, Keeper One, shattered the magic portal and ruined the world. His sister is the Goddess of Nature in the swamp, and she’s the one who sends you looking for him. Stripped of his red eye and most of his power, he’s hiding in a cheese cellar in the sewers and leaving bits of cheese around as clues. What you do with his eye determines the path the rest of the story follows.

Finding the eye

Davy the Dagger’s looters get you as far as the cellar wall in the sewers, which has no door. Once the Lust fragment is in the portal as well, your next sleep brings a visitor: Dig, an old acquaintance of Larry’s who addresses you as “Keeper Two”. He used to be the god’s high priest, ate two golden apples of wisdom, and picked the god’s Red Eye up off the floor after the Keeper’s wife wished for it through the portal. He hands it over, cautions that the god treats the world as a play put on for his amusement, and heads off to catch a ship.

In the cellar

Hold up the eye at the cellar wall and a door materialises (Friend or Foe). The Old God has been expecting you and asks for his eye back at once. You earn a Story and the The Ancient One achievement. Asked about the portal, he sets out the conditions:

  1. Seven fragments, all of them.
  2. Six people, one per weekday, standing beside it to start it. You likely know them already; later he names Linda, Albert, Agatha, Herbert, Gunter and Jack.
  3. Their complete trust. Return his eye and ninety percent will suffice.

The choice follows: Give the eye or Keep the red eye. The second option doesn’t appear until you’ve asked all seven of his questions. Whichever you pick is final, since each answer cancels the other.

The two paths compared

Return the eye Keep the eye
What comes next A sermon in his honour. Eye, Red Eye opens by giving you the Prayer for Old God; any sermon with it counts, successful or not An attic for him. The quest unlocks Fix the Attic: 16 Wooden Planks, 8 Iron Details, 6 Carved Stone. He moves in
Reputation needed with each of the six 90 100
Source of the final 10 Not required The dark path (below)
Palace hidden door He appears and opens it You open it with the eye
At the portal He shows up late: “I guess you were the seventh” The whole town assembles outside and the portal fires up

Without the dark path, 90 is the ceiling for each of the six, and getting there means completing all of their reputation quests. Each page has the list: Linda, Albert, Agatha, Herbert, Gunter, Jack.

The dark path

Keeping the eye, you still hand out the six gifts, but 90 falls short. As the sixth gift is delivered, the god calls you to the attic (Eye, Red Eye): the six must back you a hundred percent, so either you get better at helping them or you return his eye and he sorts it out with a snap of his fingers.

  • Hold on to the eye, and three hidden talents surface on the blue branch of the Keeper tree: Lust and Envy, Gluttony and Pride and Wraith and Sloth, each for 1 blue talent point. Every talent you take brings a dark dream about one pair of the six. Visit them after it and they want something that indulges their sin: an Elegant Prosthetic Hand for Jack, a Comfortable Chair (delivered to Herbert), and Luxury Drapes for Albert. Each item gives both members of the pair their last 10.
  • Hand it back, and you move onto the other path: help requests drop to 90, and any dark dream or dark request still pending is cancelled.

Having chosen to keep it, you’ll still find Give it back in his menu, provided the eye is on you, right up until the final battle appears on the map.

The end

If you returned the eye, then once all three pairs have agreed to help, you wake to find him in your house: “So the whole sinful crew is on board?” The quest points you to the cheese cellar, yet sleeping is all that’s needed. He confesses he split you and Keeper One simply to try something new.

Both paths also require Davy’s palace briefing before the final battle. At the portal the god lays down one last rule: nobody can wish for themselves, only for someone who matters to them. Then it’s your call: Go home to the real world with Keeper One, or Stay here. If you kept the eye, he asks you to return it before you leave; if you stay, he resigns himself to life without it.

Quests

Notes

  • Ask all seven questions before choosing. The keep option only appears afterwards, and picking Give the eye first closes the decision.
  • Dark talents are useless once the eye is returned. Learning one then triggers no dream, and the points stay spent.
  • Dark dreams arrive one per night. Each happens on waking and only one such event fits in a sleep, so three talents mean three nights minimum.
  • Unconfirmed: giving away all six gifts before meeting him may block the dark path. The attic scene is only checked when the sixth gift changes hands, and only if you’ve already met him and kept the eye. If the sixth went in before that meeting and you then keep the eye, nothing in the files triggers it again.
  • Go quits without saving. You return to the main menu after the credits, and since saving happens only on waking, loading takes you back to your last morning. Pick Stay to keep playing past the credits; the completion achievement is granted before you choose either way.
  • The rewards promised during the help scenes don’t exist. As the six agree to help, some mention a bow blueprint, more space for defences or recipes, but the game files never deliver them.