Graveyard Keeper 2 · Getting started

Stuck in Graveyard Keeper 2? Every Progression Blocker and Its Fix

Most stalls in Graveyard Keeper 2 are not bugs: a friend is one quest short on reputation, a technology is still hidden, or the step only works on one day of the six-day week. Check those three, update (1.008 on Steam), then find your symptom below.

Single reliable source Updated

On this page

The game rarely tells you why a quest has gone quiet. It simply lets you keep digging graves until you notice. This page works backwards from the symptom: find the line that matches what you see, apply the fix, get back to the shovel. Reveals from the last third of the story are folded into a spoiler block near the end, and the full story route lives in our walkthrough.

The six-question check

Run through this before you assume the game is broken.

Check Why it stalls you Where to look
Is it the right weekday? Most battles, resurrection, sermons, Town orders and some purchases are tied to one day Weekday locks
Is a friend’s reputation high enough? Story steps and ten technology nodes check a threshold, and only quest rewards raise it Reputation walls
Does the journal say carry or hand over? A “carry” check looks in your bag and leaves the item there; a hand-in takes it Carry the item when you talk
Is a zombie at its post? Choir and Organ quests check what happens during the sermon itself Church quests
Have you slept since? Several beats arrive overnight: Jack’s letter, Larry’s tip about the rusty door, Linda’s visit to Albert Sleep, then reread the journal
Are you on the latest patch? Real soft-locks were fixed between 1.005 and 1.008 Patch fixes

Weekday locks

The week runs Gluttony, Sloth, Lust, Envy, Pride, Wrath, then starts over. Miss the day and that step waits a full week, which makes a weekday lock the easiest stall to mistake for a bug.

Day Normally only works that day
Gluttony Supplying the PR Machine
Sloth Most Town battles, including the last one of the story
Lust Linda’s concert, handing her Green Scrolls, looter orders, one key purchase from the Trademaster
Envy Resurrection, the Goddess’s Blue Crystals
Pride Accepting Town orders
Wrath Sermons, including the choir and organ sermons

A few exceptions save you a week. The very first sermon, in Holy Moly!, works on any day. Break Through to the Port, both Sewer Brawls, Break Through to the Bathhouse Basement and the Sewerena start whenever you like. A successful Prayer for Storms sermon grants the God of the storms blessing, and for its 90 minutes the Resurrection device works on any day, as many times as you like. The Town order board also takes orders from your first visit until the end of the next Pride. Our weekly calendar turns this into a week plan.

Reputation walls: who is short and why

Reputation is a threshold, never a payment: reaching Herbert’s 60 costs you nothing. Each paying quest step adds +10 for a friend (+5 for the Village), three quests pay twice, and the character quests add up to exactly 90 for each of the six friends. If someone is short, a quest of theirs is unfinished, often because it waits on a different friend’s storyline.

Friend Wall you hit Quests that pay Usual missing piece
Herbert 55, then 60 (election) Certificate, Please · Grave Expectations · First… Sludge? · Safe zone. · Herbert and? · Reader for a Warrior A sewer brawl or Market Square Purge, or Agatha’s choir sermon
Linda 55, then 60 (election) Safe Harbor (+20) · Strings and Sinners (+20) · Book Broker · Plague Me Maybe Albert at 50
Gunter 45, then 50 (election) Friendship Written in the Stars · Congregation Trouble · Rhyme and Printed · The Ingenious Gentleman Don Keyote · Stars, Lies, & Contracts Jack at 60, the Necronomicon
Agatha 20, then 30 Holy Moly! · Nun of Your Business · The Nun with the Hairy Ass Summoning the Fairy
Jack 60, 70, 80 Jack in a Boat (+20) · Docked and Found · Workshop Hours · Jack’s Back in Business · Give materials · Man of Steel · Factory Tour The Royal Foundry, Factory rating 20
Albert 20, 50 Dungeons and… that’s it, probably. · Sweet Dreams · Varnish Before You Fiddle · Concept for a Concert · Personal Zombie Zone The 8-red-skull zombie
Village 10 Planted and Delivered (+5) · Two Peas in a Pod (+5) Both chores

Herbert stuck at 50

Security Checkpoint: Democracy wants 55, then 60. Two of Herbert’s six steps hide behind other content:

The wall is reputation, not army strength. A bigger squad will not move it.

Linda stuck at 50

Vote Early, Vote Naughty wants 55, then 60. The last +10 is Plague Me Maybe, and that is the trap: Albert must be at 50 before he lets Linda visit, and his fifth +10 is Personal Zombie Zone, a resurrected zombie with at least 8 red skulls placed on his special table. The election waits on your resurrection room. The pair scenes that follow are in the romance and pairs guide.

  1. Open the resurrection room (see Morgue, resurrection and zombies).
  2. Prepare a complete body with at least 8 red skulls (the Golden collar covers up to 10). Albert hands you 2 Golden Zombie Collars and 2 Reanimation Liquid, and preparing the table uses one of each. Raise it on Envy, or on any day under a Prayer for Storms blessing.
  3. Carry the finished zombie, not the corpse, to his table.
  4. Ask Albert about Linda again, sleep, then visit both of them.

Green Scrolls and Town quality 100 belong to Wealthy Clients, a later Linda quest. They are not what blocks the vote.

Gunter below 45 or 50

Destiny Polls wants 45, then 50. Two of Gunter’s five steps depend on other people:

The +10 that usually carries Gunter to 30 is Rhyme and Printed: 1 Printed Poetry from the Printing Press (which comes with Newspaper, behind the Gunter 20 gate), made from 1 Blank Softcover Notebook, 2 Ink and 1 gold Story (Book writing mastery 4). A gold Story is Improve story II at the Writing Desk: two silver Stories, Book writing mastery 8 and Storytelling I. Start on that well before the election.

Agatha (the Nun) stuck at 20

After Holy Moly! and Nun of Your Business, Agatha goes quiet. Her next quest, The Nun with the Hairy Ass, waits for two events elsewhere: summoning the Fairy in Chasing Fairy Lights, then the Donkey’s strike complaint at the Morgue. After that you need Graveyard quality 20 and a repaired Underground Well under the Crossroads manhole: 2 Polished Bronze and 4 Polished Stone, Building mastery 3. If Polished Stone seemed impossible to make, that was a bug fixed in 1.007. Her later steps, at 30 and 40, sit inside Brawns and Brains.

Jack stuck at 60, 70 or 80

Jack’s first 60 come from Jack in a Boat (+20) and four +10s (Docked and Found, Workshop Hours, Jack’s Back in Business, Give materials). Then the steps get long:

Albert stuck at 20 or 50

Since patch 1.007, Varnish Before You Fiddle wants Albert at 20 before he discusses the violin. Dungeons and… that’s it, probably. and Sweet Dreams give exactly that. His 50 then needs Varnish Before You Fiddle, Concept for a Concert (Lust only) and Personal Zombie Zone.

Village reputation below 10

Good Fellow, which leads to the dungeon and Albert, and the twins’ rowing step in Jack in a Boat both need 10 Village reputation. Planted and Delivered and Two Peas in a Pod give +5 each, exactly enough.

Technology blockers

Greyed-out nodes: the ten reputation gates

A gate is a free node that opens when two things are true at once: you own the technology in front of it, and the friend has the reputation. Every prerequisite in the tree is required, never either-or. The quests that pay each friend are in the reputation table above; Agatha’s 25 and 30 gates open together, since reputation moves in tens. Linda and Village reputation open no technology.

Gate Tab Own this first Opens
Herbert 20 Metallurgy Bronze Forge Reinforced Plank, Bronze Equipment: barricades, towers, bronze weapons
Albert 10 Anatomy and Alchemy Nothing Alchemy, Basic: potions, Laboratory II, the reanimation line
Jack 40 Building Oiled wood Circular Saw
Nun 25 Anatomy and Alchemy Columbariums I + Graveyard Keeper III Stone Gravestones I, Graveyard Decor I
Nun 30 Theology Church Furniture I Church Carpets
Jack 50 Building Tool Rack II Conveyors: the factory and most Town shops
Gunter 20 Theology Books I Writing Tools I, Newspaper: Printing Press, books, Techbooks
Gunter 20 Anatomy and Alchemy Battle Potions II Reanimation Liquid
Nun 50 Theology Church Furniture II Church Illumination: Furniture III, Lighting III, the Organ
Jack 70 Metallurgy Iron Products Steel Smithing: all steel, Masterwork Equipment
Gunter's gates show the wrong number

In game, the two Gunter nodes are labelled 30 (Theology) and 40 (Anatomy and Alchemy), but they check 20. Do not grind for a number you already have: if a Gunter gate stays shut at 20, buy the technology in front of it.

Reanimation Liquid is one of the tightest locks in the tree: Battle Potions II owned, Gunter at 20, and the Necronomicon quest finished, because the node stays hidden until then. Albert’s two free liquids cover Personal Zombie Zone in the meantime. Gate-by-gate research planning is in tech priorities.

Missing nodes: hidden technologies

Thirty-seven entries start hidden: all 20 Cooking groups and 17 researchable nodes. Since 1.007, Church Music I and II also stay off the tree until their quests start. A hidden node simply is not on the tree until its trigger fires.

Technology Tab Appears when
Market Stalls I (free) Building You ask Linda about the cards in Safe Harbor. Own Woodworking II first or the gift lands on a locked node
Paint Anatomy and Alchemy Safe Harbor
Lacquer (free) Anatomy and Alchemy Varnish Before You Fiddle
Battle Potions I Anatomy and Alchemy First… Sludge?
Reanimation Anatomy and Alchemy You get the Resurrection device working (see the morgue section)
Dynamite Anatomy and Alchemy Can’t See The Forest for the Iron
Reanimation Liquid Anatomy and Alchemy The Ingenious Gentleman Don Keyote (plus the Gunter 20 gate)
Fishing IV Farming Plenty of Fish in the Sea: 3 Flax Thread for the twins
Kitchen II Farming You repair the home Table
Oven II Farming You repair the Oven
Garden Improvement II Farming You build Garden Upgrade I
Church Music I Theology The Nun Also Reads starts (since 1.007)
Church Music II Theology Organic Music starts (since 1.007)
Zombie Lumberjack, II, Zombie Stone Mining, Zombie Marble Mining, Zombie Digging, Zombie Mining Building, Metallurgy Both ends of the Old Mine are open (see below)

Opening the Old Mine. Blow the Quarry cave with the bandits’ Dynamite (Building mastery 8), then clear the mine-side blockage in the underground Factory with 4 Building Kit I and 1 Reinforced Beam (Building mastery 8). Zombie Lumberjack also needs Circular Saw, behind the Jack 40 gate.

A whole tab missing? Theology opens during Holy Moly!, Anatomy and Alchemy when your first body lands on the autopsy table. Cooking entries are never bought at all: repairs, first crafts, harvests, rare catches and quests grant them.

Bought it, but the recipe won’t start: masteries

Technology decides which recipes exist. Mastery, the talent side fed by inspirations, decides whether you may start one. Normal recipes need their mastery level; star crafts and autopsies can be attempted from level 1 with a chance to fail. The five masteries are Building, Smithing, Farming, Book writing and Anatomy, and these are the ones the story leans on:

Story step What you craft or build Mastery
Swords and Bell Magic bell Smithing 3
Chasing Fairy Lights The summon at the Kitchen Table Farming 3
Resurrection room Rusty door, then power switch Building 1, then 3
The Nun with the Hairy Ass Underground Well repair Building 3
Workshop Hours Supply: Iron crate at the Woodworking Workbench Building 4
Can’t See The Forest for the Iron Blowing the mine blockage Building 8
Book Broker Blank Softcover Notebook Book writing 2
Rhyme and Printed Printed Poetry Book writing 4
Gold Story Improve story II Book writing 8 + Storytelling I
Masterwork Equipment Master Sword, Master Armor Smithing 15

Bronze is the classic early case: Bronze Detail needs more than Bronze Craft. You also need a Hardening Bucket beside the anvil and enough Smithing. Before buying any node, check you can build its station, gather its materials and meet its mastery.

Quest triggers that hide in plain sight

Prologue, Village and the Fairy

  • Can’t leave Jack’s workshop in the prologue. Equip the Rusty Armor and Rusty Sword from the output chest. Carrying them is not enough.
  • The Village guards turn you back. Finish your first burial, Wooden Sign on the grave included, and show the Burial Certificate I to Herbert at the Crossroads. It is a carry check: sell the certificate to Januarius afterwards.
  • Herbert won’t take the Faith in Fighting Spirit Required. Faith is an item you pick up after a sermon; Church quality and research points do not count. Report Grave Expectations first, then hand 3 Faith to him.
  • No Magic bell recipe, or no Blood. The recipe arrives with Jack’s letter at the end of Jack in a Boat, after two sleeps. Blood comes from some corpses at the Autopsy Table, not all. If no new body shows up, see the Donkey entry below.
  • Swords and Bell stuck below 12 Barracks quality. The mercenaries from Hooligans for Hire bring 8 for 5 silver; barricades make up the rest, and barricades sit behind the Herbert 20 gate.
  • Dream Dust won’t brew. It is one green rune plus one blue rune, and an ingredient only works in the Laboratory once you have studied it at the Study Table. Show the Dust to the Plague Doctor (he checks it, he does not take it) and keep it: Chasing Fairy Lights consumes it.
  • No summon option in Chasing Fairy Lights. The recipe appears once the Plague Doctor has checked your Dream Dust. Use the Kitchen Table with Farming mastery 3 and bring 1 Dream Dust, 1 Comet’s Tail and 1 Tooth.

Forest and Swamp

  • The Forest Post guards still refuse you. Repair the Village’s Royal Postbox and collect the Temporary Head of the Village Certificate. In the Village Tavern, ask Januarius about the Head of the Village, choose Ask about papers, hand it over, then ask for the Forest Pass. If the pass vanishes, it fell behind the tavern counter (a bug still open on 1.008): walk behind the counter and pick it up.
  • The bandits still block the Swamp bridge. They want the Royal Pardon (5 silver and 3 Ink at the Royal Postbox) and the Fairy’s Swamp Map handed over together. The Dynamite deal is for the mine, not the bridge.

Morgue, resurrection and zombies

  • The Donkey stopped delivering bodies. Three causes. A conversation is waiting at the Morgue: finish it and let him leave. The Morgue is full: bury or cremate. Or he is on strike, which starts after Chasing Fairy Lights and ends with The Nun with the Hairy Ass.

  • Reanimation is missing from the tree while quests ask for zombies. After Sweet Dreams, sleep: Larry points you to a rusty door near the Morgue. Open it with 1 Bronze Detail and 1 Melted Fat, read the chest notes, then repair the power switch with 1 Bronze Detail and 2 Wooden Plank. That reveals Reanimation (30 red, 10 green, 10 blue) in the Resurrection Lab.

  • The Resurrection device refuses. Each check is separate, so read the error:

    • Organs: all vital organs must be in the body.
    • Liquid: Reanimation Liquid must be in the room’s storage.
    • Collar: one in your backpack that covers the body’s red skulls (Bronze 0 to 5, Golden 0 to 10, Steel any).
    • Power: Envy (one zombie per table per Envy), or any day while a Prayer for Storms blessing lasts.
    • Zombie limit: it should not stop the device; going over it costs you sermon income at the next check. If the device ever names the limit anyway, a PR Machine campaign, loaded on Gluttony, raises it.

    The zombies guide covers each one.

  • Albert’s special table ignores you. It takes a resurrected zombie with 8 or more red skulls, carried in your arms. A corpse does nothing.

  • The Plague Doctor is missing. Update 1.008 (Steam) fixed one cause, a soft-lock when Linda’s concert was done before his dream quest. He also leaves during some scripted story scenes and returns when that branch moves on, so advance your other open quests and rest. A few players still saw it after 1.008: report it and keep an older save.

Town, battles and the factory

  • A battle will not start. Equip a sword and body armour, reach the defense power the post asks for, and come back on Sloth unless the fight is one of the any-day exceptions. The table below lists all of them.
  • No battle marker left except the sewers. That is Plaza Battle: its Market Square Purge post is outside the walls, north of the Crossroads past Agatha’s house. 22 power, 2 squads.
  • Jack’s workshop is still broken after a delivery. Give materials is two separate hand-ins: 5 Building Kit I and 5 Wooden Kit I, in either order.
  • The Steamy Royal battles never appear. Talk to Herbert in the Barracks about the water tunnel first. The Eastern Floodgate fights then start from the Port-side bridge post, and the Bathhouse Basement fight from the sewer battle camp.
  • Stuck below the 72 to 88 power fights. Spend Victory Banners on the Expand Military Building Area projects at the Barracks desk (they need the Archers Tower technology), then fill the space with barricades and towers, and upgrade the mercenaries (8, then 16, then 24 power). Our battles and army guide has full builds.
  • Factory Tour: “Show my factory” is missing. Finish Man of Steel first, then push both conveyor demand and staffed Carousel capacity to 20. One player saw the hand-in make the Keeper walk off endlessly while Jack stood near Gunter’s boat: force-quit with Alt + F4, reload and talk to him at his workshop instead.
  • Sermon attendance and Likes are capped low. The Likes cap follows Town population. Restored houses give Green Scrolls, and Linda turns them into new residents on Lust. Likes themselves come from Town orders, Likes-tagged trades and Town Gratitude, which is worth 5 Likes per item (the Town Gratitude guide lists every source).

Church: the choir and the organ

  • The Nun Also Reads won’t complete. Assign a zombie to the Choir, tell Agatha “The choir is ready”, then hold the next Wrath sermon and close the results window. If you built the Choir before the quest asked for it, reloading the game has fixed it for some players.
  • Organic Music starts after Still Standing on Stilts, the Battle at the Lake quest. Find Harold in the Stilt Houses, give him 2 Building Kit I and 1 Iron Kit II to unlock his Special Wood, then build the Organ (4 Special Wood, 6 Steel Detail) after Church Music II.
  • Agatha and Herbert keep asking about an organ that exists. The Organ was built before the quest. There is no confirmed fix: keep an earlier save and report it. Since 1.007 Church Music II stays hidden until the quest starts, which prevents new cases.
  • A Good Example is the Best Sermon stays open. The sermon must run with a zombie playing the Organ. An ordinary sermon does not count.

Election night

  • “It would be rude to leave” at the tavern door. In Campaign of Thrones, talk to both Jack and Agatha inside the tavern after the vote, then leave and let Linda’s exit scene play.
  • A 100-Faith quest right after the vote. It is the biggest single Faith bill of the story (the quest is named in the spoiler block below). If your church has been spending every drop, this is where the run stalls. Our church and Faith guide has the budget.

Battle walls: every main-path fight

Defense power is Barracks structures plus the squads you bring plus hired mercenaries. Barricades and archer towers add 2, 4 or 6 each by tier, but count for nothing in the two Sewer Brawls. A zombie fighter counts only with armour and a pike or bow (never a sword), chained in the squad shackles: one dropped on the floor is ignored. Each squad slot opens with one Defender’s Emblem given to Battle Ram in the Barracks, and the squad number below is a cap, not a requirement.

Battle Power Squads Day What it unblocks
Break Through to the Port 12 1 Any day First… Sludge? (+10 Herbert)
Eastern Districts: Active Scouting 12 1 Sloth, or any day until the Sloth after Herbert’s red banner Hope It Doesn’t go South
Eastern Districts Purge 20 2 Sloth Hope It Doesn’t go South, Safe zone.
Market Square Purge 22 2 Sloth Plaza Battle, Jack’s Back in Business
Central Districts Purge: Part I 36 2 Sloth Street Battles
Central Districts Purge: Part II 56 3 Sloth Street Battles, Safe zone.
Sewer Brawl I 8 1 Any day Battles in the Sewers
Sewer Brawl II 24 2 Any day Battles in the Sewers, Safe zone.
Closing the Western Floodgate 56 3 Sloth Water Locked
Closing the Eastern Floodgate: Part I and Part II 80 3 Sloth Steamy Royal
Break Through to the Bathhouse Basement 88 3 Any day Steamy Royal, the Royal Foundry
Battle at the Lake 64 3 Sloth Still Standing on Stilts, then Organic Music
Operation POTATO: Part I and Part II 72 3 Sloth Dirt Rights
Final Battle 144 4 Sloth The finale (see the late-game spoiler block)
Keeper's Note

Sleep right before the Bathhouse Basement fight. It pays a Victory Banner and a Defender’s Emblem, and battle rewards can drop outside the visible area and be lost. Every missing emblem is one squad fewer for the Final Battle, unless mercenaries fill the gap.

Late-game blockers

The last stretch of the story has its own set of stalls, and you cannot describe them without giving away what happens. Open this only once you have reached the portal fragments, or if reveals do not bother you.

Fragments, the big choice and the finale: blockers and fixes (story reveals)
  • A 100-Faith quest after the election. It is Goddess in the Swamp, the biggest single Faith bill of the story: keep the Faith aside from your first Wrath sermons.
  • Jack at 80. At 80 Jack hands over his piece of the portal in More Portal Parts.
  • No next fragment objective. Fragments do nothing in your bag: insert each one at the portal frame in the Astrologer’s Tower. Lust is bought from the Trademaster for 1 gold, on Lust only, and installing it opens Envy, Pride and Gunter’s next request. Five installed fragments reveal Wrath, and Pride needs Jack at 80. The portal fragments guide has all seven.
  • Why don’t you like me? won’t complete. Gunter wants 100 Likes in hand when you talk to him. It is not about the PR Machine.
  • Gave the eye back, and the Prayer for Old God sermon won’t start. It needs 180 parishioners, and parishioners are the lower of your Likes and your Church quality. Raise Church quality to at least 180, grow the Town with Green Scrolls so the Likes cap allows 180, then bank the Likes before Wrath.
  • Kept the Red Eye, and every friend sits at 90. On this route the last +10 comes from three hidden Dark talents. After the six earlier gifts, talk to the Old God in the attic and refuse to return the eye. Gluttony and Pride, Lust and Envy, and Wraith (the talent’s in-game spelling) and Sloth then appear at the bottom right of the Anatomy (skull) inspiration tree, 1 Anatomy point each, so keep three spare.
    1. Buy them and sleep: one nightmare per night, and some players only got theirs on Sloth.
    2. Deliver the Elegant Prosthetic Hand to Jack, the Comfortable Chair to Agatha and the Luxury Drapes to Albert: each gives +10 to both partners of the pair.
  • Kept the eye after delivering all six earlier gifts, and the Old God only offers Leave. This is a widely reported soft-lock that can cost you the ending, with no official fix as of 1.008, and it is disputed: some players got through with more sleeping and the talents, many others stayed stuck. If all six gifts (Prosthetic Hand, Small Printing Press, Trilogy, Speech Writing Device, 10 Alchemy Flasks II, Chocolate) go out before you meet the Old God in Friend or Foe, keeping the eye may never fire his “Six characters” talk.
    • Prevention: hold one gift back until you have met him, or give the eye back.
    • Already stuck: load a save from before the last gift or before the choice.
  • The Last Battle has not opened. It needs Davy’s briefing from Palace Politics: pay Davy the Dagger 50 silver, then go home and step back outside (there is no timer). It also needs all three pair quests, Gluttony and Pride, Lust and Envy and Wrath and Sloth, at 90 if you gave the eye or 100 if you kept it. If you gave it back, sleep once more for the Old God’s scene, then talk to Larry at the battle marker.
  • Frozen in Davy’s sewer-entrance scene (audio, no text bubble, no movement). A single report on 1.008: reload and replay the scene.

The two routes and the final choice are weighed in choices and endings.

Soft-locks the patches fixed

Check your version before anything else: Steam is on 1.008, while GOG and consoles lag behind (the table of versions is in the patch notes).

Blocker Fixed in On an older build
Street Battles stop advancing after Central Districts Purge Part I or II 1.007 Update
Supply: Iron delivery for Workshop Hours not registering 1.007 Still open on PS4, Switch and Switch 2
Jack in a Boat asks for tools but takes details 1.007 Hand in 5 Bronze Detail instead of the axe and hammer
PR Machine cannot be used or supplied 1.007; full run length in 1.008 Update, and supply it on Gluttony only
Inflation errors and leaves a garden plot locked 1.008 Wait for the patch
Linda’s concert done before the Plague Doctor’s dream quest blocks the main story 1.008 Advance the Plague Doctor’s open quests before starting Linda’s concert, and keep a save from before it
Defender’s Emblems could be destroyed, blocking squad slots 1.006 Never destroy one
Polished Stone could not be obtained 1.007 Update
Zombies not resurrectable despite meeting every requirement; prepared tables resetting when you leave the Morgue 1.005 Update
Study Table locking up, then not paying Science 1.005, then 1.007 Update
A translation error blocking one quest’s completion 1.007 Update
Endless loading screen when loading a save 1.008 Update

The 1.008 patch notes name the concert fix “Linda’s Ball” and the dream quest “Beautiful Dream”, which matches no journal title exactly. Every change is explained in patch notes.

Old instructions that no longer work

Advice written at launch now sends players the wrong way. By 1.007 these requirements had changed:

  • Jack in a Boat takes 1 Bronze Axe and 1 Bronze Hammer, no longer 5 Bronze Detail.
  • Varnish Before You Fiddle needs Albert at 20 on top of the Lacquer.
  • Inflation wants 3 gold-quality Wine, no longer bronze.
  • Break Through to the Bathhouse Basement needs 88 defense power instead of 96.
  • Church Music I and II stay hidden until their quests start, so you cannot build the Choir or the Organ early any more.

Still open on 1.008

Outside the spoiler block, four blockers have no patch yet: the Forest Pass behind the tavern counter, a Defender’s Emblem or Victory Banner lost after the Bathhouse Basement fight (reload a save from before it; some players avoided it by changing the screen resolution first), an Organ or Choir built before its quest (reloading has helped with the Choir, nothing confirmed for the Organ), and the endless walk after Factory Tour (a single report). The late-game ones are in the spoiler block above. The complete list, crashes included, is in known issues.

When it really is broken

The game only saves when you sleep, so sleep before any risky step: a battle with a unique reward, a big story choice, a gift you cannot take back. If something does break, roll back rather than restart, since the load menu keeps your recent saves. Back up your save folder before big story moments (the known issues guide has the path and the routine), restart every few hours, and on Steam PC use the in-game bug report (added in 1.006) with your version number.

Common mistakes

  • Treating the sewer brawls as optional. Before the election, Herbert cannot reach 60 without Safe zone., and Safe zone. needs Sewer Brawl II.
  • Leaving the resurrection room for later. Albert’s 50 and Linda’s 60 both wait on an 8-red-skull zombie, and resurrection runs only on Envy unless a Prayer for Storms blessing is active.
  • Grinding Gunter to 30 or 40 for a gate. Both Gunter gates check 20, whatever the label says.
  • Building the Choir or the Organ before a quest asks. Early builds stalled both quests for some players. The check happens during the sermon, with a zombie at its post, and since 1.007 both technologies stay hidden until their quest starts.
  • Spending every drop of Faith. A 100-Faith quest follows the election, on top of the 3 Herbert wants early on.
  • Buying a technology you cannot use yet. A node is worthless without its station, its materials and its mastery level.
  • Carrying portal fragments around. A fragment in your bag counts for nothing until it sits in the portal frame.
  • Rushing every late gift out the door. Before you hand over the last of the six character gifts, read the spoiler block above.

FAQ

Why is Herbert stuck at 50 reputation in Graveyard Keeper 2?

One of his six early +10 steps is missing. The usual culprits are Safe zone., which only completes once Eastern Districts Purge, Central Districts Purge: Part II and Sewer Brawl II are all won, and Reader for a Warrior, which waits for Agatha's choir sermon in The Nun Also Reads. Both sewer brawls are required, not optional.

How do I get Jack to 70 reputation for Steel Smithing?

Jack's first 60 come from Jack in a Boat (+20), Docked and Found, Workshop Hours, Jack's Back in Business and Give materials. The 70 is Man of Steel: ask the Bishop at the Royal Foundry about high-quality steel, then give Jack 3 Steel Ingots bought from the Bishop. You do not need Steel Smithing for it, since that is what the 70 unlocks.

Why won't a battle start in Graveyard Keeper 2?

The guard post checks four things: a sword and body armour equipped (a bow does not replace the sword), no more than one item carried overhead, at least the defense power the battle asks for, and the day. Most Town battles start only on Sloth. Break Through to the Port, both Sewer Brawls, Break Through to the Bathhouse Basement and the Sewerena start on any day.

Where is the Plague Doctor in Graveyard Keeper 2?

Albert lives in the Abandoned Tower and in his lab through the Alchemy Lab hatch. Update 1.008 (Steam) fixed one known cause: a soft-lock that blocked the basement and his storyline when Linda's concert was done before his dream quest. He also steps away during some scripted story scenes, so advance your other open quests, rest, and look again.

Why are the zombie lumberjack and quarry technologies missing?

They are hidden nodes that appear only once both ends of the Old Mine are open. Blow the Quarry cave with the bandits' Dynamite from Can't See The Forest for the Iron (Building mastery 8), then clear the mine-side blockage in the underground Factory with 4 Building Kit I and 1 Reinforced Beam (Building mastery 8). Zombie Lumberjack also needs Circular Saw, behind the Jack 40 gate.

Is my Graveyard Keeper 2 save soft-locked?

Rarely. Most stalls are a missed condition: a weekday, a reputation threshold, an item you must carry, or a zombie that must be working during a sermon. The quest blockers listed in the patch notes were fixed between 1.005 and 1.008, but consoles lag behind Steam, so update first. The load menu keeps your most recent saves if you need to roll back.

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