Graveyard Keeper 2 · 67
World & locations
Every region, district, building and underground area, how to reach it and what you find there. The plan below is drawn from recorded positions.
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Regions 6
- Crossroads Road junction east of the Graveyard that ties the whole map together: the Town gate lies north, the Barracks east and the Village south. It is…
- Forest Woodland between the Inquisition Base and the Village, guarded at its Village end. The old bandits Hans and Sven live here, by the river bridge that…
- Inquisition Base The Keeper's home ground on the west side of the world: house, yard, garden, graveyard, church, morgue and tower, a ring of work zones and a large…
- Swamp Marshland at the far south of the map, reached over the bandits' bridge. At its core, the Heart of the Swamp, stands the statue of the Goddess of…
- Town The walled city north and east of the Crossroads, overrun by zombies. You win it back district by district in battles, mostly on Sloth, then rebuild…
- Village Small settlement south of the Crossroads where the Town's survivors live, with the Village Tavern, Herm's Store, the Royal Services mailbox and the…
Crossroads 2
Fishing spot 6
- Forest fishing spot Fishing spot south-east of the Bandit Camp, by the wooden bridge from the Forest to the Swamp. Six species bite here, and every one of them needs…
- Home fishing spot Fishing spot west of the Garden, by the Keeper's house, and the first one you can use. Four species live here: Roach, Gudgeon and Crucian bite…
- Port fishing spot Sea fishing spot at the south-east tip of the Port Area, far east of the Crossroads. Six species bite here, including the legendary Kraken Jr on…
- Sewers fishing spot A fishing spot in the Sewers with a single species, Eel, caught on Insect Bait. Whether you can actually reach and use it in play is not confirmed.
- Swamp fishing spot Fishing spot south-east of the Heart of the Swamp with 6 species. Frogs bite even without bait, and Live Bait brings up the legendary Elder Catfish.
- Village fishing spot Fishing spot on the west side of the Village, north-west of the Royal Services mailbox. Six species, from Roach with no bait to the legendary Mythic…
Forest 2
Inquisition Base 22
- Abandoned Tower Old tower beside the Keeper's house. Its top floor holds the Alchemy Lab, and it is where you first meet Albert, the plague doctor.
- Alchemy Lab Laboratory on the top floor of the Abandoned Tower, already fitted with Laboratory I, a Study Table, a Folio and a Flask shelf. Its chest holds the…
- Church Ruined temple beside the Graveyard, restored for the weekly sermon held on Wrath, which pays out Faith. Attendance is the lower of your Likes and…
- Corpse Dumping Point Spot outside the Morgue where the donkey drops bodies while the Morgue's front door is still broken. You carry them inside yourself.
- Factory Abandoned Inquisitor works behind the south wall of your basement, and the only place where conveyor belts run. Zombie Carousels power it, and any…
- Garden Farming zone beside the Yard with a well, crop beds, an orchard and bush slots. Zombie gardeners are assigned here, and crop tablets tell them what…
- Graveyard Burial ground east of the house, in front of the old church. Graveyard quality (white skull meter) gates early quests, and tech-tree modules add…
- Home The Keeper's house: a bed (sleeping saves the game), a kitchen, a build desk and Larry the talking skull. A ladder leads to an upper floor and a…
- Morgue Corpse storage and autopsy room, partly underground, entered between the house and the Graveyard. Its meter compares the bodies stored with its…
- Old Mine Mine dug under the forest between the Quarry and the Factory. It holds marble deposits, a chest and the Zombie Miner spot that becomes your endless…
- Plague Doctor's Lab Albert's private laboratory, north of the house cellar. You first go down to it through the hatch in the Alchemy Lab during Sweet Dreams.
- Quarry Stone and marble faces at the south edge of the Yard, where the forest starts. Both faces refill instantly, which ends early Stone shortages, and…
- Resurrection Lab Room behind the old door at the back of the Morgue where prepared corpses rise as zombies. The Resurrection device only has power on Envy and wakes…
- Riverside River bank south-west of the Yard and your endless supply of Clay and Sand. Later, zombie diggers can work the pits for you.
- Sauna Pre-order bonus building west of the house, across the Vineyard Bridge. A visit gives the 60-minute Steamed Up buff, which adds 10% energy to food.
- Sawmill Long-abandoned mill in the forest south-west of the Quarry. It is worth the trip for the zombie lumberjack post, which turns out Logs and Sticks…
- Supply Storage Storage room in the Factory complex where packed supply crates wait on Supply Pallets. A Porter Station here can ship them all the way to the cellar…
- Vineyard Work zone on the western edge of the base, across the Vineyard Bridge: trellises for grapes and hops, beehives and a stairway down to the drinks…
- Vineyard Basement Cellar under the Vineyard and the only place in the game where drinks are pressed, fermented or brewed. Two blockages connect it to the Factory.
- Vineyard Bridge Broken bridge west of the house that stands between you and the Vineyard, plus the pre-order Sauna. One hammer repair opens it for good.
- Writing Basement Cellar under the house and the hub of the basement network. Its build menu, called Writing Room, places the Writing Desk, Jewelry Table and other…
- Yard Outdoor work area in front of the house where most crafting stations go. A row of resource stockpiles here can later be linked to the Factory by…
Swamp 1
Town 23
- Abandoned House Derelict house in the ruined north of Town, on the escape route at the very start of the game. Its outhouse drops into a sewer that comes back up…
- Astrologer's Tower Gunter's tower, built on a huge stone foot by the Port shore. It holds the broken portal frame where every portal fragment must be inserted.
- Barracks Guard headquarters by the Town gate, where Herbert plans every battle. It is the only place to build barricades and archer towers, and the Merc…
- Bathhouse Old bathhouse in the north of Town whose basement leads down to the Royal Foundry. You reach it after the Eastern Floodgate battles.
- Castle Area Castle district in the zombie-held north of Town, next to the Palace and the Inquisition Dungeon.
- Central Districts Central streets of the southern Town, between the Square and the Port, retaken in the two battles of Street Battles. They hold plots for shops…
- Dockside Club Port tavern run by Linda. Green Scrolls, Davy the Dagger's looter orders on Lust and much of the late story all start here.
- Eastern Districts Streets beside the Port, retaken in Hope It Doesn't go South: first the active scouting fight, then the purge.
- Flooded Quarter Waterlogged north-west quarter of Town on the western lake, home of the Stilt Houses. Battle at the Lake opens it.
- Inquisition Dungeon Prison dungeon in the far north of the map, where the game begins. Grab everything lying in the open on the way out: the medallion opens the…
- Jack's Workshop Jack's workshop just inside the Town gate, retaken from the zombies in Jack's Back in Business and restored with kits. Jack's later factory and…
- Main Pier The Port's main pier and the Trademaster's post. His shop opens after Crystal Clear (3 Lens), a trade ship docks every Lust, and the Lust portal…
- Mauritzio's Cheese Cellar
- Palace
- Port Area Harbour district on the east shore and the one stretch of Town the zombies never took. Trade, Town orders, Linda's Dockside Club, Gunter's tower and…
- Royal Foundry Foundry under the old Bathhouse, run by monks who answer to the Bishop. It is the only place to get steel, at 1 silver per Steel Ingot, and where…
- Sewers
- Sluice Area Canal locks in the north of Town. Closing the western floodgate drains the ship lock; once Operation POTATO is won, the lock floor becomes farmland…
- Square Market square just inside the Town gate, freed by winning Market Square Purge. Jack's Workshop opens off it and its plots take housing repairs.
- Stilt Houses Houses on stilts on the western lake, home of Harold the master woodcarver. Once his machine is fixed he is the only seller of Special Wood, which…
- Town Warehouse Warehouse beside the Port Area with the Town order board and the delivery pallets. A ladder leads down to the Warehouse Cellar and the underground…
- Warehouse Cellar Cellar under the Town Warehouse, reachable only from inside the building. Two blockages link it, through the tunnel under the Crossroads well, to…
- Water Tunnel Old tunnel beside the ship lock that Jack knows about, and the only way into the Royal Foundry. The eastern floodgate battles open it.
Village 5
- Hangman's House Gloomy house on the southern edge of the Village. Jeffry hides nearby during Two Peas in a Pod, and two Village guards sit by a campfire close by…
- Herm's Store Herm's general store, east of the Village square: seeds, saplings, crops, eggs, milk and Bronze Scrap.
- Royal Services The royal mailbox beside the Village Tavern. You repair it in Into the Forest to get the Temporary Head of the Village Certificate, and later pay a…
- Twins' Land Beach across the bridge south of the Village where the twins Heffry and Jeffry live, and where Jack builds his boat early in the story.
- Village Tavern The Village's meeting place, run by Januarius. Jully, the Head of the Village, only comes out when Januarius calls him, and the Nun is first met here.