Guides

Graveyard Keeper 2 Walkthrough — Main Quest Order

A main-quest walkthrough hub for Graveyard Keeper 2: the quest lines grouped by giver into a progression outline, from the first burial to the last battle.

How to use this page

This hub groups the main quest lines by giver into a rough progression outline, using only the quest names and steps in the site's quest database — no invented steps. New to the game? Read the beginner guide first; if a step refuses to complete, see common fixes.

Opening: Larry, the Fairy and Donkey

Your home chain starts with Larry the skull: Comrade Donkey (bring beer), Any Portal in a Storm (ask Larry, then Gunter about the portal) and The Ingenious Gentleman Don Keyote (restore Donkey's corpse deliveries; ask the Astrologer about the Necronomicon). The Fairy line — Dust in the Kitchen, then Chasing Fairy Lights — ends with summoning her at your kitchen table; reaching Town first requires Herbert's help.

Herbert and the town battles

Hand the Burial Certificate to Herbert at the Crossroads in Certificate, Please, then work his guard chain: Grave Expectations (improve the graveyard), Fighting Spirit Required (bring Faith), Not in Shining Armor Yet, Swords and Bell, Sad Captain, No Action, Herbert and? and Security Checkpoint: Democracy. Battles unlock alongside: First... Sludge?, Hope It Doesn't go South, Plaza Battle, Safe zone., Dirt Rights, Water Locked, Steamy Royal and Still Standing on Stilts — each begins by speaking with the guards at an outpost. See combat.

Village, farming and elections

At the Village Tavern, Januarius drives What the Fairy? (collect the certificate money from the Head of the Village), Good Fellow, Into the Forest (fix the Royal Postbox, earn the Forest Pass from Jully) and the election arc Election Fever → Campaign of Thrones. Herm's store quests — Supply and Demand, Planted and Delivered (buy and grow 16–20 Wheat Seeds), The Frill of the Chase, The Quiet Art — plus Jeffry's Two Peas in a Pod, Plenty of Fish in the Sea and Press for Cash cover farming, fishing and the twins.

The Church and the Nun

Holy Moly! opens sermons: upgrade the church, then give them yourself. Agatha's chain continues with Nun of Your Business, Notorious Nun, The House at the Crossroads, See You in Church, The Nun Also Reads and The Nun with the Hairy Ass (restores corpse delivery). Harold's Organic Music builds the Church organ; A Good Example is the Best Sermon, Well-Deserved Rest and Wrath and Sloth close the line.

The Port: Linda, Jack, Gunter, Davy and Albert

Linda's Dockside Club arc: Safe Harbor, Wealthy Clients, Love Story, Strings and Sinners, Book Broker, Concept for a Concert, Vote Early, Vote Naughty. Jack: Jack in a Boat, Jack's Back in Business, Give materials, Workshop Hours, Factory Tour, Man of Steel. Gunter: Friendship Written in the Stars, Congregation Trouble, Rhyme and Printed, Stars, Lies, & Contracts. Davy the Dagger: Wharf Rats, Finding Old God, Palace Politics, Battles in the Sewers. Albert's alchemy line — Coughing it Up!, Dungeons and... that's it, probably., Sweet Dreams, Personal Zombie Zone — opens the dungeon lab.

Portal fragments and the endgame

The main arc's spine is collecting portal fragments: More Portal Parts (Jack), High Price (buy from the Trade Master), Green Fragment (clear the Sluice Area), Even More Portal Parts (the sixth fragment) and Magic Mirror (bring Zombie Power to the Bishop). Gluttony and Pride, Lust and Envy and Friend or Foe recruit helpers for the restoration. Finish with Eye, Red Eye and The Last Battle: win the Final Battle and restore the portal at the Astrologer's Tower.

Side errands — Homobonus I & II, The Lord's Vintage, Tales for Ales, Crystal Clear, Fish for the Fisher, Hooligans for Hire, Inflation, Yummies, Green Men From Far Lands, Heart of the Swamp, Goddess in the Swamp — slot in whenever their givers appear.