Note your current campaign and any options you have changed. Workshop priorities describe the economy you want to build; they do not commit you to a story outcome.
These controls record your game and guide preferences. Change actual game settings in the game.
What would you like your workshop to accomplish?
Combine production, town improvements and story progress. The final story decision stays hidden and undecided until you want to compare it.
Combine these priorities freely. They record your priorities. Story decisions remain available at their quests; these notes do not mark achievements earned.
Choose desired outcomes · story spoilersNothing chosen · open only if you want to plan ahead
Choose now or decide at the quest. Some outcomes conflict or need separate campaigns. Your planned choices also appear at the corresponding walkthrough steps.
Go home or stay for continued playUndecidedRules, recommendations and what is still uncertain
Checked 10 October 2026. These notes review selected claims that affect a run; they do not certify every walkthrough step or your save.
Guide-supported rule
The worker limit has economic consequences
Going over the documented zombie threshold can cause Panic and reduce sermon returns. Plan worker expansion alongside productive jobs, storage and Faith.
This is a penalty threshold, not a confirmed absolute prohibition on creating another worker.
Balanced, production and Faith plans prioritize different work. Changing priorities means redirecting future effort; it does not imply earlier spending or layout can be refunded.
Changes save with this playthrough and travel in its progress backup.
Choose a workshop & settlement planSuggested plan: Balanced Workshop
Find a style that fits your priorities
Choose which bottleneck receives the next tool, technology, worker and Faith purchase. All three plans complete the required stories and battles; you can redirect production, but permanent workers and spent talents make expansion decisions consequential.
Reorder the comparison without changing your game settings or story preferences.
One useful upgrade in each essential chain
Balanced Workshop
Keep food, tools, Faith and town progress moving together instead of building an enormous workshop before it has a purpose. The opening is concrete: establish the plank and bronze chains, claim useful Inspirations and close mastery gaps. Thereafter, the next required hand-in determines expansion, while a small surplus supports later completion goals.
Learning curveApproachable
Several systems matter, but the next exact quest requirement supplies a clear priority.
Choose this when you wantFirst campaign orientation · Steady progress across systems · Avoiding a single neglected bottleneck
Reconsider if: Maximum factory throughput first; Ignoring required battles.
What running it feels like
A practical rhythm, from preparation to payoff.
1
Audit the next hand-in
List the exact item and quantity, check the technology, mastery and workstation extension, then craft the shortfall. Buy a tool upgrade only if it opens useful work.
2
Close the workday
Collect worker output, refill food and fuel, check ready Inspiration levels, and protect the next sermon. Carry forward a small material surplus rather than starting unrelated expansion.
Illustrative play example
Illustrative workday
Illustrative workday: a repair needs planks and bronze details, but the metal queue will not start. You check the hammer, mastery and attached extension before adding another furnace. After fixing the actual gate, you craft the missing items, collect spare output and plant food. The approaching sermon stays on the schedule, with Faith reserved for the next unlock. This example demonstrates an operating order; it is not a recorded optimum or a completion-time promise.
FROM A REALISTIC START TO THE PAYOFF
Your settlement plan
Read in order. Each stage explains what makes the next step practical.
1Opening
Planks and bronze details
Build the first wood and metal chain, then inspect the recipe’s mastery and extension requirements. Keep relevant tools on the toolbar and claim ready free Inspirations. The first Building/Smithing mastery purchases close early gaps that technology alone cannot solve.
2First payoff
Food and weekly Faith cadence
Once church access and food production work, schedule the weekly sermon while finishing town repairs and battles. Spend Faith deliberately between research, Inspirations and story reserves. Maintain a manual crafting option so a stalled worker does not block the next required hand-in.
3Mature
Targeted higher-tier production
Upgrade the tool or station that blocks the next real objective, then use spare capacity for counters and useful stock. Add workers only to a proven recurring task. Mature progress means a reliable mix of story access and supplies rather than the greatest possible machine count.
Guide progression diagram — an authored explanation, not an official skill tree or measured ranking.
Strengths, tradeoffs & requirements
Strengths
Clear next-upgrade logic
Keeps story and economy aligned
Manual fallback prevents queue dependence
Tradeoffs
Frequent system switching
Lower peak throughput
Faith has competing uses
Plan around these requirements
Tools on the toolbar for mastery
Required station technologies/extensions
Weekly sermon access and Faith budget
Food stock for manual work
Workforce
The supporting roles that make this style work.
Manual workbench
Completes urgent items when an automated queue stops.
Food garden and kitchen
Keep energy recovery sustainable.
One recurring-task worker
Handles a proven bottleneck after supply and output handling work.
CARRIED INTO YOUR WALKTHROUGH
What to prioritize
Show exact mastery/extension gates before crafting
Protect weekly Faith and food coverage
Upgrade only the chain serving the next objective
Can you change your mind? Redirect crafting queues and future technology spending at any time. Existing station layout, spent talent/Faith costs and worker count may constrain the transition; do not assume promised workstation movement or zombie disposal is already available.
Source-based strategy
Practical synthesis of the linked mechanics and recommendations. Not an in-game tested run; equipment gates and installed tooltips take precedence over fixed shopping lists.
Version context: Out now per official site; official Steam feed lists PC 1.009 on October 6. The October 2 announcement labels movable stations, helper furnace restarts and zombie cremation as future plans; this preview does not assume they shipped.
Research and recommendation basis · 6 references
Distinct, documented approaches selected for useful goals and practical progression. Recommendations are source-based; no comparable current-patch benchmark or universal best claim is available.
referenceGK2DB: Opening WalkthroughOpening plank/bronze chains, required mastery, Hardening Bucket adjacency, early graveyard and town gates.Checked 2026-10-10
referenceGK2DB: Talents and InspirationsActivity advances counters; bought Inspiration levels provide branch experience; early mastery purchases.Checked 2026-10-10
referenceGK2DB: MasteryToolbar tools and mastery gates govern recipe access.Checked 2026-10-10
referenceGK2DB: SermonsWeekly Wrath-day sermon, attendance/success and Faith economy.Checked 2026-10-10
officialGraveyard Keeper 2: official patch announcementsOfficial feed confirms release September 22 and PC patch 1.009 October 6. October 2 future plans were not silently assumed delivered.Checked 2026-10-10
Reading help & find my place Full walkthrough
Extra guidance adds smaller actions and local checks where available. Compact reduces spacing and cover size; it keeps the full instructions, warnings and choices. Quiet backgrounds reduce decoration. These options change the guide, not the game’s difficulty.
Dotted item names have quick details. Hover with a mouse, tap, or focus the name and press Enter. Stats stay in a small pop-up.
New to guides? Six useful terms
Build or play style
The skills, equipment or management priorities you choose to work together. Use the guide’s selection to get the matching advice.
Prerequisite
Something you must already have or finish before an instruction works. Read these before spending resources or travelling.
Missable
A reward or event that can become unavailable after a choice or deadline. The local note explains the particular restriction.
Checkpoint
A pause to check your result. A guide checkbox records your observation; it does not save the game or award an achievement.
Optional branch
A different outcome or side activity. You do not have to complete mutually exclusive paths in one playthrough.
Guide backup
An exported copy of your guide progress. Keep any game saves separately using the options available in that game and difficulty.
Returning player: find your section · titles may contain spoilers
Jumping changes your bookmark; it never marks earlier steps complete. Build and outcome choices stay in your current playthrough.
Production, weekly quest gates, workers, both endings and cleanup, with recipe reserves and 38 Steam achievement entries.
Version context: 1.009. All three workshop/story priorities remain supported. Corrected the production route’s mine-side factory material list to include the shared Reinforced Beam requirement.
Builds & playstyles · 3 plans reviewed
Checked 2026-10-10: 1.009.
All three workshop/story priorities remain supported. Corrected the production route’s mine-side factory material list to include the shared Reinforced Beam requirement.
Source review, not a completed campaign. Community database build labels do not map exactly to 1.009; later official fixes take precedence over older prose.
Reviewed plans and corrections
Balanced workshop · Retained. Mastery/tool, seed, worker, port and sermon progression remain coherent; no GK1 mechanics substituted.
Production and automation · Updated. Retain the archetype; clarify that the mine-side factory entrance also needs one Reinforced Beam.
Story and Faith priorities · Retained. Weekly sermon/town happiness relationship and NPC/reputation gates remain applicable.
Outdated or unsupported advice excluded
The mine-side factory entrance also needs a Reinforced Beam; four Building Kit I alone are insufficient.
Announced station-moving or helper features are not assumed released.
GK2DB — Factory — Supports the reviewed progression requirements; see individual plan notes for the applicable mechanic.
Walkthrough fact checks · 2026-10-10
Story routing, workshop priorities, recipes, choices, gifts and achievement descriptions were screened. Current corpse mechanics, fishing rewards, arena quantities, selected production and trust gates received specific crosschecks.
Source-based audit with documented gaps. Section screening is not individual fact verification, and no complete current-version playthrough is claimed.
Corrections in this review · may contain spoilers
The present wording implies a Surgeon's Error can be corrected. Current corpse mechanics says the error is permanent and prevents resurrection; missing organs alone are replaceable. Reference
The first two hand-ins unlock cooking categories; the third supplies the rod rather than another category. Reference
Current item data documents both a recipe and a tier-three shop source; the prior warning did not establish those replacement routes. Reference
Separate the beer conversation gate from the Faith-for-Story exchange and first-completion gratitude. Reference
The three Gratitude belong to the first completion, not a proven endlessly repeated reward. Reference
Remaining verification
Some late side-quest directions, conditional NPC behavior and reward repeatability remain unresolved.
Community database build labels do not map exactly to every 1.009 script. Save-file behavior and every hidden ending flag were not tested.
Sources and what they support
opening — Opening deliveries, mastery and tool gates, bronze/wood recipe quantities, distillation and first-battle costs; first service and calendar exceptions.
Unofficial extracted data identifies build 4599483364566526977; this was not independently mapped to every PC 1.009 script or tested in a local save.
Unofficial extracted data identifies build 4599483364566526977; this was not independently mapped to every PC 1.009 script or tested in a local save.
corpses — Required organs, red versus white skull roles and permanent Surgeon's Error. Delivery limits are conditional, not an unlimited guaranteed corpse stream.
Unofficial extracted data identifies build 4599483364566526977; this was not independently mapped to every PC 1.009 script or tested in a local save.
midgame — Port shop and card chain, forest/bandit access, donor worker, Jack40/50/60 and election reputation, choir and order dependencies.
Unofficial extracted data identifies build 4599483364566526977; this was not independently mapped to every PC 1.009 script or tested in a local save.
zombies — Envy shared activation; worker tools/mastery, inputs and output collection; temporary PR and panic; bronze5, gold10, steel99 in this extracted source, with guide preserving conflicting alternatives.
Unofficial extracted data identifies build 4599483364566526977; this was not independently mapped to every PC 1.009 script or tested in a local save.
factory — Entrance-specific beam plus details/kits; original carousel bill;7power per walker,1per consumer; tour20/20; Zombie Power5wheat without worker.
Unofficial extracted data identifies build 4599483364566526977; this was not independently mapped to every PC 1.009 script or tested in a local save.
portal — Northern access, five fragments and100Faith ritual; three paired story chains, organ/cure, ordinary gifts and eye recruitment distinction.
Unofficial extracted data identifies build 4599483364566526977; this was not independently mapped to every PC 1.009 script or tested in a local save.
ending — Gift recipients/credit and recipes;90/100trust; three dark talents and gifts; switch-back cutoff; Davy50silver; palace144; Greed achievement before Go/Stay; Go has no new save, Stay continues.
Unofficial extracted data identifies build 4599483364566526977; this was not independently mapped to every PC 1.009 script or tested in a local save.
achievements — All named story triggers and counter targets; harvested beds, claimed orders, purchased Inspirations;11stalls15houses; bread4/apples5/wine4; burial versus disposal; pumpkin-soup exception.
Unofficial extracted data identifies build 4599483364566526977; this was not independently mapped to every PC 1.009 script or tested in a local save.
combat — Sword and armor admission, Sloth exceptions, defence threshold versus capacity; bow/sword/armor values; paid hire retained through defeat; zombie copies; Battle Ram slots; barricade values.
Unofficial extracted data identifies build 4599483364566526977; this was not independently mapped to every PC 1.009 script or tested in a local save.
Author reports PC measurements; no patch-specific local replication; not a read of all391 rows.
patch-author — Author reports vanilla1.009 repaired Six characters and prayer protection; older lost prayers restored by mod; skipped-weekday report remains community evidence.
Primary evidence of author report, not official assurance or locally reproduced bug.
steam — 38names match; five hidden descriptions blank; public numeric targets agree.
No unlock simulation; hidden trigger details come from extracted source.
GK2DB — battle requirements — Checked all seven Sewerena rows against squad capacity 2/2/3/3/3/3/4, defence 36/48/64/76/88/104/116 and key rewards 4/4/5/5/7/7/10.
No hands-on verification of reward replay behavior.
GK2DB — Larry — Read sleep-trigger story sequence, two-Beer delivery, exit-house trigger and no-item/no-reputation reward.
Does not establish every stock-unlock condition for other shops.
Wikily — Fish for the Fisher — Read five fillets of each category, two cooking unlocks and final Pro Rod reward.
Exact NPC spawn location is not derived from this quest table.
Wikily — Pro Rod — Read +6 Farming, current craft recipe, station and mastery gates, tier-three Fish Stand stock and restoration use.
No inventory or restock test in a current client.
GK2DB — Port — Read Fisherman sequence, Homobonus ten-bottle/ten-Faith exchanges and explicit repeatability caveat.
Repeatability remains unconfirmed by the source.
GK2DB — Linda — Read Captain beer gate, Faith Story exchange and first-completion gratitude.
Do not assume first-completion gratitude repeats.
Wikily — Press for Cash — Read 20 Printed Money, 10 Signed Printed Money and chest/shop/gratitude rewards.
Chest contents not established by this quest table.
Wikily — Printed Money — Read batch output 10 from 10 Clean Paper and 1 Paint at the Printing Press.
No claim about current economic optimization.
Wikily — Sauna and platform outfits — Read complete article: 60:00 Steamed Up timer, rounded 10% bonus and food categories; 1.009 removes expiry penalty; Steam Vapor Clothes through the 15-red-point Suit Up Dresser.
Specialist source corroboration, not client testing or proof of a particular account entitlement.
VGTimes — twins quest walkthrough — Read complete quest sections: plate and boat inputs, reputation gates, election stages and Press for Cash. Reward description corroborates golden nuggets, golden ingots and gems in the Mysterious Chest.
Source dated 4 October; this does not establish every hidden flag or alternate-save behavior on 1.009.
Before you commit: Wine quality and collar-capacity disagreements are unresolved; use the installed tooltip for the actual object.
Coverage limits, evidence dates & corrections
Irreplaceable gifts and the Old God prayer require the local preservation warnings; replacement or restoration is not promised.
A reported skipped-weekday issue was not independently reproduced; a mod is not presented as required.
Source-researched · no complete playthrough validation. Source sample checked 2026-10-10; roster checked 2026-10-10. Latest targeted checks are listed below; earlier version evidence has its own date. These checks do not verify every citation or replace a gameplay test.
Choice comparisons start closed. The surrounding walkthrough, chapter titles and search results can contain spoilers.
PC main story, both ending routes, production and achievement cleanup; quest-value disagreements are flagged locally. Outcome comparisons contain spoilers and start closed.
Review the local rewards and achievement checkpoint before marking this section complete.
Playthrough profiles and portable progress
Each profile keeps its own build, actual outcomes, equipment and checklists. Up to eight profiles per game.
Use the guide’s progress backup to transfer all profiles between the website and offline copies. The website stores signed-in progress. Downloads keep a separate browser record.
Your actual character, equipment or settlement
Record only information that affects your next decision. Blank fields mean unknown. These entries describe your game and never change it.
Record the weekday, actual energy/insanity, reputation and the exact production bottleneck. Sleep advances the calendar and machinery; plan sermons and weekly hand-ins around the in-game day.
Track usable inputs and equipped worker tools separately from unlocked technologies. Test one finished batch before scaling automation.
Preserve a full save checkpoint before the Old God/eye branch and final departure. The ending plan does not prove all required trust or gifts are ready.
Equipment and resources for this plan
Part of the early bronze production chain.
Alternative and sources
Produce and reserve the exact planks/nails at the local stop before expanding unrelated recipes.
Use these checks before moving to harder content or expanding. They are manual observations, separate from platform achievements.
Diagnose a stalled worker or factory
Inspect tool/mastery, ingredients, electricity, output space and access. Check your installed patch against the guide before trying an old bug workaround.
Find the missing election prerequisite
Compare actual NPC reputation and completed conversations with this stop; a pending weekly order or final conversation may be the gate.
Recover a missed sermon or weekly hand-in
Use the intervening days for necessary crafting and check the calendar before sleeping. Avoid treating a real weekly waiting gate as a pathfinding bug.
Steam confirms the September 22 release and 38-entry catalog. Official 1.009 notes confirm the sauna fix. Public Steam metadata does not expose app 5021030.
Achievement names and counts were compared with public Steam records. Quest outcomes and hardest-difficulty builds were sampled from sources, not validated by a completed playthrough.
Authored coaching synthesized from this guide's existing route, builds and source bibliography. This date records the data/anchor review, not fresh verification of every linked page or hands-on gameplay. Facts are entered manually; recommendations do not read the game save, certify achievement unlocks, or cover every possible state. Existing coverage limits: This is a researched PC guide, not a personally tested playthrough. Confirm actual achievement unlocks in your launcher and use the named checkpoints before irreversible choices. The latest Unofficial Patch author's report is primary evidence of that author's testing/code analysis, not an official developer guarantee. Its newly reported skipped-weekday issue is not independently reproduced; inspect the actual weekday when a scheduled event fails, without treating a mod as required. The current Nexus changelog reports additional early-build/quest-order defects. This review preserves the guide's request-before-craft order for choir/organ and does not recommend dismantling repaired original carousels. Conflicting wine quality and gold/steel collar-capacity labels remain unresolved. The eight-skull task uses the supplied Gold Collar; read actual tooltips for other bodies. No exclusive Go/Stay achievement, reliable promised extra ally blueprint, replacement Po-ta-to source or vanilla restoration of an already-destroyed Old God prayer was independently established.
Coaching review: 2026-10-09 · Limited verification. Guide checks do not claim a personal completion playthrough.
Actual outcomes are separate from intended outcomes.
Named profiles preserve separate campaigns.
Stable task checkpoints preserve existing completion records.
Online and offline editions share the same interface.
Choose what to prioritize between timed visits: a balanced workshop, production and automation, or story and Faith. All plans use the sequel's actual tools, mastery, six-day calendar, army and six-character quest chain.
Progression plan
Balanced workshop
Recommended first run: keep food, Faith, town repairs and combat moving together. Upgrade a production chain when it serves the next quest, then use its surplus for completion counters.
Start with this setup
Treat this as a priority overlay for every numbered chapter. Keep all election, couple, portal and final-battle requirements.
Put axe and pickaxe on the toolbar for Building; shovel and rod for Farming. Upgrade the tool pair that blocks the next required recipe. Rusty/bronze/iron/steel tools contribute 1/2/4/6 in the extracted tables.
Claim useful Inspiration levels to earn branch talent points; doing the activity alone does not purchase the level. Take the first Building and Smithing mastery nodes for the early crafting gaps.
Preview this plan from the beginning to the endgame · 8 stages
Research Gardening (5 green), plant in four-seed beds, and deliver Herm's 5 Wheat. Make the twins' 6 Clay Plates for the rod and the remaining village reputation.
Buy Woodworking I, Pottery I, Brick Making, Bronze Works, Bronze Melting and Bronze Craft in the dependency order shown here. Keep Woodworking/Chopping/stone work running between village trips.
Attach the for 4 Wooden Planks and 8 Bronze Nails. Three scrap yields two ingots; one ingot yields six . Budget at least 22 details for the early quest/barricade chain, plus a separate ingot for the bell and additional tool costs.
Reserve 3 and 3 Wooden Planks for Albert's passage. Study Water and Blood before producing the Dream Dust that he inspects and returns.
Take both free workers after Sweet Dreams. Assign them where supplied ingredients and available output space let them complete a repeatable craft; workers need their own tools/mastery.
Unlock Alchemy, Distillation and build its cube with 2 Wooden Planks, 2 and 12 Bricks. Save the resulting for Oiled/Reinforced Planks, not just a one-off barricade batch.
Keep 3 Faith for Herbert and 1 Blood plus 1 Bronze Ingot for the Magic Bell. Open the relevant military branch after his reputation gate.
Choose two Barricade I plus the first 5-silver mercenary hire for 12 defence. Each barricade needs 2 Reinforced Planks, 6 Bronze Nails and 2 Short Logs. Six barricades are the material-heavy alternative.
Equip the Keeper's sword and armor before the start conversation. Keep Defender's Emblems for Battle Ram; later equip actual zombie squads with bows/pikes and armor as the local combat steps explain.
Reserve 4 Building Kit I, 3 Wooden Kit I and 1 Iron Kit I for the restoration. Apothecary is the default convenience pick for candles, incense and alchemy stock; choose the other stall only when its goods are the larger bottleneck.
Finish Linda's report, give the cards to Gunter and collect his three workers; the shop build alone does not complete that chain.
Deliver house Green Scrolls to Linda on the same town trip. Repairing houses, converting scrolls and refilling happiness after sermons keeps story checks and achievements progressing together.
Accept Supply: Iron first; pack 6 Iron Ingots, 4 Boards and 8 Bronze Nails into its crate. Put it on a warehouse pallet and claim the result on the Pride cycle.
After Market Square Purge, enter Jack's workshop and supply 5 Building Kit I plus 5 Wooden Kit I. His 40/50/60 reputation gates open the beam, conveyor and contract progression.
Use the chapter's district defence ladder to improve only the army you field. Preserve one looter key for Herbert's Love Novel and complete Agatha's choir conversations.
Progress all three new leads together: Jack's steel, Agatha/Herbert's organ and Linda/Albert's cure. These unlock different required fronts.
Ring-fence 100 Faith for Jully, 1 gold for the Lust fragment and 50 silver for Davy. Treat that as a story reserve, not a complete estimate of all remaining expenses.
Obtain Harold's carving-machine repair with 2 Building Kit I and 1 Iron Kit II, then reserve 4 Special Wood and 6 Steel Details for the organ. Retain 3 Steel Shovels for the refugee exchange and deliver all 3 Po-ta-to directly to Linda.
For Jack/Gunter/Agatha's three metal gifts combined, hold 4 Engineering Details, 4 Steel Screws and 1 Special Wood. This sum covers Prosthetic Hand, Small Printing Press and Speech Writing Device; craft the distinct items at the Steel Anvil.
Reserve 3 Blank Hardcover Notebooks, 3 Ink and 3 three-star Stories for Trilogy. Give Trilogy to Herbert for Agatha's trust; give the Speech Writing Device to Agatha for Herbert's trust.
Reserve 30 Alchemy Flasks I plus fuel for Albert's 10 Flasks II and 4 Cacao plus 10 Fuel for Linda's Chocolate. Keep the four single-craft gifts protected; consult the chosen eye route before recruitment.
Keep sermons and burials running throughout the route; their 50-action targets are slow to start only after the ending. Farm, cook, fish and claim order rewards alongside those visits.
Use wheat for meals and the 15 Wheat needed by the three story Zombie Power units; retain flax for thread/paper and stock useful crates rather than producing unrelated excess.
Choose Stay for continued construction and counters. Audit the full 38-item register; Go can be viewed from the preserved checkpoint and has no separately verified exclusive achievement.
Your completion route: Finish the portal and palace, choose Stay for the continuing world, complete all 38 achievements, and use preserved checkpoints for the alternative Red Eye scenes and Go farewell.
Changing your plan keeps your saved achievements, quest choices and checklists. Required respecs, unlocks and later equipment are explained at their route steps.
Browse picture and diagram checkpoints 11 references
Open the matching walkthrough section. Its choices, build advice and checklists stay together.
Released on PC/Steam on 22 September 2026. Latest official PC patch found: 1.009, announced 6 October 2026.
Official 1.009 notes fix the sauna's lasting food-energy penalty, including affected existing saves.
The Unofficial Patch author reports that vanilla 1.009 also fixes the Red Eye Six characters trigger and makes Prayer for Old God indestructible. These are community code-author confirmations, not separately enumerated in the official notes.
PC Necronomicon study is corrected to 50 Science and no Faith for 300 blue points. The old 30-Faith/10-Science cost conflicts with current PC-specific measurements and item tables.
The official FAQ confirms the pre-order sauna is across the repaired bridge left of home, and the outfit is selected at a home dresser after Suit Up! The walkthrough now introduces the entitlement at home and gives the bridge/crafting/activation detour after distillation. No released story expansion or separate expansion achievement roster was found in the checked official store/news pages.
The October 2 automation/quality-of-life announcement describes planned changes. The checked 1.009 notes do not establish that movable workstations, automatic kiln/furnace restarts, larger power output or zombie cremation have shipped.
These plans select production priorities within the same story. They are not RPG classes, level-by-level builds or alternative ways to bypass the required six-character quest chain.
Roadmap boundary: announced factory and automation improvements are not assumed to exist until a released patch implements them. The route checks actual worker mastery, power, inputs and output space before expanding production.
Research baseline checked 10 October 2026: 1.009. Released; full main story and ending routes available. Planned factory power, sermon, movement, automation, and PR changes in the October 2 roadmap must not be described as already shipped. Community claims about particular achievement fixes are not official unlock verification.
Check achievements already earned · 38 available
Check confirmed platform unlocks. Untick a target to defer it. Finishing a walkthrough step never checks an achievement automatically.
A New Beginning
Complete the introduction and establish your home after the scripted escape.
Two faces
Finish the tavern conversation that introduces Januarius and Jully; opening the shop alone is not enough.
A Man of Many Talents
Complete Jack in a Boat, including his departure and the follow-up letter.
Words of Faith
Conduct your first sermon.
First Blood
Win your first real battle.
The Man Behind the Curtain
Meet Gunter and finish the conversation introducing his request.
Friends in Low Places
Reach the forest bandits and complete their introduction.
A Little Magic
Summon the fairy and finish the conversation.
A Night to Remember
Attend Linda’s club concert on Lust and complete the post-show conversations.
Forbidden Knowledge
Obtain the Necronomicon from Gunter.
A New Dawn
Finish clearing the South and make the associated report.
The People Have Spoken
Complete the election scene and both follow-up conversations at the tavern.
The Ancient One
Meet the god in the cellar.
A Dangerous Romance
Complete Linda and Albert’s Love Story sequence at the club, including the remaining gift requests.
An Unlikely Pair
Complete the organ sermon after meeting the organ and house prerequisites.
Two Broken Souls
Complete Jack and Gunter’s pier invitation scene and conversations.
The Other Keeper
Complete the palace conversation with the other keeper.
The End of the Journey
Install Greed at the end of the story. The final Go or Stay choice does not create a separate achievement.
Back to Life
Repair a qualifying town House or Small House. The scripted prologue home repair does not count.
Purchase 150 Inspiration levels; unclaimed progress is not a purchased level.
Supplier
Craft 50 supply boxes.
Fish Magnet
Successfully catch 50 fish.
Patron of merchants
Restore all 11 merchant stall plots.
Tree Bane
Fell 100 trees that leave stumps. Collecting existing logs or clearing disappearing deadwood is a different action.
Home Sweet Tomb
Raise cemetery quality to 200.
Alcohol Baron
Produce 100 bottles of alcohol; bought drinks do not advance the production requirement.
Warmaker
Craft 50 weapons or pieces of armor. Barricades do not count as equipment.
Urban Planner
Repair all 15 repairable houses.
Merchants' Best Friend
Claim rewards for 25 completed orders; crafting the order goods alone does not count.
Necromancer
Complete 50 zombie resurrections.
True Graveyard Keeper
Fill 50 graves with corpses.
Shepherd of Souls
Complete 50 sermons.
Compare story outcomes · 7 decisions
Each option explains its consequences. Your choice is repeated at the relevant step; alternatives remain available.
Return or keep the Red Eye · UndecidedReturn or keep the Red EyeCompare choices, rewards & consequences · spoilers
Return the eye — shorter recruitment
Surrender the eye and hold a sermon with Prayer for Old God. Recruit the same six allies at 90 trust; the three dark talents/dream requests are skipped. The same palace and Greed achievement route remains. Choosing Return closes the initial Keep option.
Keep the eye — extra dream stories
Keep the eye and build the attic for 16 Wooden Planks, 8 Iron Details and 6 Carved Stone. All six ordinary gifts are still required. Spend three blue talent points, then complete the Hand/Chair/Drapes requests to reach 100 trust. Each dream costs a sleep; no exclusive ending achievement or dependable bonus combat blueprint is verified. A later return remains possible before the final battle appears.
Continue the kept-eye route or give it back · UndecidedContinue the kept-eye route or give it backCompare choices, rewards & consequences · spoilers
Keep the eye and finish pending scenes
Complete the remaining dreams and their requested crafts, then ask all three pairs for help at 100 trust. This preserves extra story content and costs the remaining materials and talent points. It reaches the same palace finale.
Give it back — end the extra requests
Before the final battle appears, carry the eye to the attic and return it. Pending dark dreams/requests cancel and trust checks drop to 90. Spent blue talent points are not refunded, and already-seen scenes are not documented as being reversed. Follow the returned-eye journal steps.
Go home or stay for continued play · UndecidedGo home or stay for continued playCompare choices, rewards & consequences · spoilers
Go — return-home farewell
Leave with Keeper One. Credits return to the main menu with no post-choice save, so loading returns to the last wake-up and loses that morning's unsaved work. Preserve the checkpoint. The End of the Journey was already awarded when Greed was installed; no separate Go achievement is verified.
Stay — continue building and cleanup
Remain in this world and resume play after the credits. Finish crafting, burials, sermons and town counters, then sleep to save. No exclusive Stay achievement or additional post-ending story is verified. A pre-departure checkpoint lets you revisit Go.
Which business should open first? · UndecidedWhich business should open first?Compare approaches, requirements and trade-offs
Apothecary — quest and alchemy supplies
Spend 4 Building Kit I, 3 Wooden Kit I and 1 Iron Kit I to make candles, incense and alchemy supplies easier to obtain. This completes the same Linda repair gate; report back and return the cards to Gunter. Other stall types can be built later, so this is the first supply priority, not a permanent exclusion.
Vegetable Stand — farming supplies
Spend the same kits for a source supporting farming inputs. It completes the same Linda/Gunter gate and does not choose a different relationship. Choose it when crop inputs matter more than early alchemy convenience; other businesses remain available later.
Tailor — thread and clothing
Spend the same kits to improve access to clothing/thread. It completes the same repair and card sequence. Use it for a textile bottleneck; it does not lock out the other later stalls or select a romance outcome.
Spend silver or materials on the first battle? · UndecidedSpend silver or materials on the first battle?Compare approaches, requirements and trade-offs
Hire four mercenaries and build two barricades
Spend 5 silver for 8 strength and craft two Barricade I for another 4, meeting 12. Each barricade uses 2 Reinforced Planks, 6 Bronze Nails and 2 Short Logs. Hiring saves four barricades' materials, survives defeats and is consumed by a victory. The same First Blood and port progression follow.
Build six barricades and conserve silver
Six Barricade I supply the 12-defence threshold without the first hire: 12 Reinforced Planks, 36 Bronze Nails and 12 Short Logs total. You retain 5 silver but do more early crafting. The Magic Bell, sword/armor check, First Blood and port opening are unchanged.
Study the Necronomicon now or preserve Science? · UndecidedStudy the Necronomicon now or preserve Science?Compare approaches, requirements and trade-offs
Study now — 300 blue research
On PC, spend 50 Science and no Faith for 300 blue points and retain the book. This can solve a technology bottleneck while leaving Jully's 100-Faith reserve intact. The study is optional; repairing the resurrection-room power switch reveals Reanimation separately.
Reserve Science — study later
Keep the 50 Science for urgent ingredient research and return to the optional book study later. You still obtain the book and continue the separate Reanimation chain. No alternate story or achievement is tied to postponing this research.
Change the mercenaries' ongoing payment to wine? · UndecidedChange the mercenaries' ongoing payment to wine?Compare approaches, requirements and trade-offs
Complete Inflation — pay with wine
After the cash fee reaches 20 silver, complete the requested three-wine hand-in to change the recurring fee to wine. This favors an established winery. Sources disagree on accepted quality, so read the live icon before spending the bottles. No reversal option or new squad/ending reward is verified.
Keep paying cash for now
Postpone the negotiation and keep the escalating silver fee while wine has more urgent uses. You can still pursue the same combat/story progression and return to the request later. A paid group survives defeat and needs another payment after victory.
Chapter 1 of 13
2. Escape, settle in, and open the village
IN CAMPAIGN ORDER
Start the story
Begin a new campaign and follow the fixed introduction below. The calendar, workers, technologies and economy are introduced as their quests open; you do not need to plan the whole week yet.
The reviewed PC patch is 1.009, dated 6 October 2026. Check your installed version before applying an older bug workaround.
When the guide reaches an irreversible choice, it will remind you to save and link the . Start by escaping and settling into your home.
Need to pause this section? (optional)
Use this only if you are stuck or want to come back later. Otherwise, leave it on “Continue normally” and use “Mark section complete” below when you finish.
Use this while working through the section. This menu changes your guide’s progress reminders, not anything in your game.
Individual tasks and achievements keep their own checkmarks.
IN CAMPAIGN ORDER
The fixed introduction
Begin here: In the prison, at the start of a new campaign.
Put the tutorial pickaxe on the hotbar and follow the prison escape, free Larry from his stone enclosure, and use mushrooms when the tutorial calls for energy. During the town defence, take Jack’s produced sword and armor and equip both. Continue the square defence until the scripted retreat; this is not a fight you need to optimize or reload. After the retreat, follow the introduction to the abandoned Inquisitor base—this becomes your home. Inside the house, put Larry by the bed, sleep and wake to open technologies.
Checkpoint· HOME ESTABLISHED
Wake at your new home before starting the first burial. Check that sword, armor, axe and pickaxe are equipped.
The sauna is an optional pre-order extra: its buff temporarily makes qualifying food restore 10% more energy. It is across the broken bridge to the left of home, so you cannot use it on arrival. Continue the first burial; the below fit after Albert opens alchemy. Without the pre-order bonus, skip the sauna detour.
Need to pause this section? (optional)
Use this only if you are stuck or want to come back later. Otherwise, leave it on “Continue normally” and use “Mark section complete” below when you finish.
Use this while working through the section. This menu changes your guide’s progress reminders, not anything in your game.
Update earned achievements (optional)
A New Beginning
Complete the introduction and establish your home after the scripted escape.
Two faces
Finish the tavern conversation that introduces Januarius and Jully; opening the shop alone is not enough.
Individual tasks and achievements keep their own checkmarks.
IN CAMPAIGN ORDER
The first burial and Certificate, Please
Begin here: Home, after the first sleep and the first corpse delivery.
Where to go
Leave the house for the yard. Head toward the graveyard east of home; the morgue entrance lies between the house and graveyard. Pick up the delivered body outside and carry it inside to the autopsy table.
With the body on the morgue table, inspect the autopsy interface to open Anatomy, then pick a pocket: that is a safe early blue-point action. Carry the prepared body outside to the graveyard in front of the old church. Open the graveyard chest and take the rusty shovel, hammer and wooden signs from the graveyard chest. Place an Empty Grave, dig it, put the corpse inside, fill it, and attach a sign. This opens the story tree and provides a burial certificate.
Help completing the first burial
Where to look: Begin with the delivered body at the morgue. The graveyard chest holds the shovel, hammer and wooden signs needed for the burial afterward.
What to do: Place the body on the morgue table and inspect the autopsy interface first. Then fetch the tools, place and dig an Empty Grave, insert the body, fill it and add its sign before showing Herbert the certificate.
What should happen: The burial has its marker, the certificate is in inventory and Herbert’s conversation opens the next access step.
If it does not work: If no certificate is available, check that the grave is filled and marked. If the village remains closed, show Herbert the certificate; merely owning it is not the handoff.
Leave the graveyard and continue east along the road to the Crossroads. Speak to Herbert at his post with the certificate in your inventory. Show it; he does not consume it. This opens the village gate and his graveyard-quality request. Take the south road from the Crossroads through that gate into the village square. Keep the certificate to sell at Januarius’s tavern.
Enter the tavern beside the Royal Mailbox in the village square. Inside, talk to Januarius, ask about fairies/the village head, and meet Jully. Their “two people” arrangement is the first identity joke in a game full of them. Open trading, then leave the tavern and visit Herm’s store on the east side of the square and take Supply and Demand. If the village gate is still shut, return to Herbert and complete the certificate dialogue; selling the certificate is not the gate-opening action.
Checkpoint· First corpse handoff
Take the shovel and hammer from the graveyard chest, finish filling the grave, and place its marker. Show the certificate to Herbert before selling it in the village. Keep the morgue clear for subsequent scheduled deliveries; an unfinished burial is not the completed opening quest.
Need to pause this section? (optional)
Use this only if you are stuck or want to come back later. Otherwise, leave it on “Continue normally” and use “Mark section complete” below when you finish.
Use this while working through the section. This menu changes your guide’s progress reminders, not anything in your game.
Update earned achievements (optional)
Two faces
Finish the tavern conversation that introduces Januarius and Jully; opening the shop alone is not enough.
Individual tasks and achievements keep their own checkmarks.
IN CAMPAIGN ORDER
Wheat, pottery and village reputation 10
Begin here: The village square, after meeting Januarius and Herm.
SUGGESTED PLAN · Balanced workshop
Build the food and bronze foundation
Research Gardening (5 green), plant in four-seed beds, and deliver Herm's 5 Wheat. Make the twins' 6 Clay Plates for the rod and the remaining village reputation.
Buy Woodworking I, Pottery I, Brick Making, Bronze Works, Bronze Melting and Bronze Craft in the dependency order shown here. Keep Woodworking/Chopping/stone work running between village trips.
Attach the for 4 Wooden Planks and 8 Bronze Nails. Three scrap yields two ingots; one ingot yields six . Budget at least 22 details for the early quest/barricade chain, plus a separate ingot for the bell and additional tool costs.
Use these choices when the required level, resource or unlock is available. Opening this section does not change your character.
Put the shovel on the toolbar. Planting needs Farming 1, but digging a new bed needs Farming 2. The twins' fishing rod contributes to Farming while equipped, as does a purchased Farming mastery talent. A tool left in the backpack contributes nothing. Check the displayed requirement rather than gathering more seeds for a mastery block.
Buy seeds at Herm’s shop, then leave the village north to the Crossroads and take the west road home. Use the garden beside your yard. Plant wheat as soon as Herm sells seeds. Gardening unlocks beds; equip your shovel and enough Farming mastery to prepare them. The journal suggests 16–20 seeds, but Herm’s actual hand-in is 5 Wheat. Give it to him for village reputation +5, Farmer’s Clothes, recipes and expanded stock. Begin replenishing seed reserves instead of selling the entire harvest.
Help starting wheat without losing the seed supply
Where to look: Open Herm’s wheat errand and inspect the Garden Bed requirements. Keep your shovel on the hotbar when preparing and planting.
What to do: Plant a modest wheat patch, reserve seeds for another cycle, and hand Herm five harvested Wheat. Work on the pottery errand while the crop grows.
What should happen: Herm accepts the finished crop and the journal records that hand-in. Bought seeds and planted beds do not count as delivered wheat.
If it does not work: If planting is blocked, check Gardening, the bed and the active tool/mastery requirement. If Herm will not accept the delivery, confirm you have Wheat rather than Wheat Seeds.
Return to the village square, then leave over the bridge south of the village into Twins’ Land. Hear both brothers’ accounts, and, when Heffry directs you to his brother, continue farther south toward the Hangman’s House to find Jeffry. Their reconciliation requires 6 Clay Plates. For the clay, go back home and head southwest from the yard to the riverbank at Riverside. Dig its clay pit with your equipped shovel, unlock Pottery I, build the Potter’s Wheel and make the plates at home, then carry all six back over the village’s southern bridge to finish the twins’ conversation. Completing the errand provides a fishing rod and the other +5 village reputation.
PLAY & BUILD COACHING
KEEP THE FIRST ROD
Equip it alongside the shovel. The extra mastery helps Farming jobs even when you are not fishing. Keep four seeds per intended bed plus a replacement reserve; early planting and harvest cycles serve food, quest hand-ins and the farming counter.
After receiving the rod, return north across the same bridge to Herm’s shop on the village square. Accept his fishing request before setting out for the catches. For The Quiet Art, take Herm 1 Roach and 1 Gudgeon after obtaining the twins’ rod. Catch ordinary river fish first; save a specimen of any new fish rather than immediately filleting everything. At fishing spots, ease off while the fish thrashes so tension does not end the catch; depleted spots need time to recover. The errand unlocks river-fish cooking and gives gratitude.
PLAY & BUILD COACHING
First free-day route
After waking at home, finish the first burial and show its certificate to Herbert; meet Januarius and Herm in the village; plant available wheat, then cross the southern bridge for the twins' plates request. Work on wood, clay and bronze between deliveries. Village reputation 10 comes from the wheat and plate hand-ins, which open the Jack/Albert progression.
AFTER FOLLOWING THIS SECTION
Equipment and readiness check
Update these only after collecting the item or checking the result in your game.
Part of the early bronze production chain.
Record it as owned after collecting or preparing it in your game.
Alternative and evidence
Produce and reserve the exact planks/nails at the local stop before expanding unrelated recipes.
Use this only if you are stuck or want to come back later. Otherwise, leave it on “Continue normally” and use “Mark section complete” below when you finish.
Use this while working through the section. This menu changes your guide’s progress reminders, not anything in your game.
Individual tasks and achievements keep their own checkmarks.
IN CAMPAIGN ORDER
Build the early workshop in dependency order
Begin here: Your outdoor workshop yard, in front of the house.
Where to go
Return from the village through the north gate, reach the Crossroads, then take the west road home. Use the yard’s build area for this workbench chain.
For the pottery materials, use the clay pit at Riverside southwest of the yard; carry the clay home before building and using the Potter’s Wheel. Buy the early Bronze Scrap at Herm’s village shop.
Keep the rusty axe, pickaxe, hammer, and shovel on the hotbar while establishing the workshop, because their mastery contributions depend on that placement. If wood wedges or worked stone are unavailable, claim the first Building talent rather than assuming the bench is broken: the rusty axe and pickaxe supply only two of the required three mastery. Obtain its early point through the free Lumberjack and Rock Breaker inspiration levels. For , use the corresponding early Smithing point and the hammer to reach the requirement. Test one intermediate item before starting the next building. Spend the first trading income on the specific missing seed or scrap, leaving decorative expansion until this chain produces reliably.
Place workstations with access space and room for extensions. The production ladder is short, but each link unlocks the next.
Build or unlock
Use it for
Sawhorse; Concept of Wood
Logs into Boards.
Woodworking Workbench I; Woodworking I
Boards into Wooden Planks.
Chopping Spot; Chopping
Short Logs into Wood wedges.
Stonemason’s Workbench; Concept of Stone
Stone and wedges into worked stone.
Potter’s Wheel; Pottery I
Clay Plates for the twins and distillation.
Kiln; Brick Making
Bricks for the furnace and later kits.
Wooden Anvil; Bronze Works
Bronze Nails from scrap.
Furnace I; Bronze Melting
Bronze ingots. Herm supplies Bronze Scrap.
beside the anvil; Bronze Craft
and upgraded tools.
The costs 4 Wooden Planks and 8 Bronze Nails and must touch the anvil. Take the first Building and Smithing talent nodes: the starting tools alone leave you short for worked stone and . Bronze production uses 3 scrap for 2 ingots; a Bronze Detail recipe turns 1 ingot into 6 details. Make a small useful buffer rather than consuming your last ingot on an unnecessary tool.
PLAY & BUILD COACHING
EARLY PURCHASE ORDER
Buy enough scrap for the required details, then improve the tools that unlock your current bottleneck. Keep planks, nails, fuel and bricks producing between village trips. If one bench is idle while you walk, give it a small useful queue first.
PLAY & BUILD COACHING
Diagnose the two early craft blocks
With rusty axe and pickaxe equipped, Building starts at 2; the first Building mastery node opens the level-3 wood/stone work. The rusty hammer supplies Smithing 1; the first Smithing mastery node enables at 2. Claim the relevant Inspiration reward and buy the node before repeatedly attempting the same unavailable recipe.
Use this only if you are stuck or want to come back later. Otherwise, leave it on “Continue normally” and use “Mark section complete” below when you finish.
Use this while working through the section. This menu changes your guide’s progress reminders, not anything in your game.
Update earned achievements (optional)
Bronze Age
Smelt 100 bronze ingots.
Tree Bane
Fell 100 trees that leave stumps. Collecting existing logs or clearing disappearing deadwood is a different action.
Individual tasks and achievements keep their own checkmarks.
IN CAMPAIGN ORDER
Use the first workshop: tools, mastery and recipes
Begin here: Stay in your home workshop; use the craft panel of the bench that is currently blocked.
Tools must be equipped on the toolbar to contribute mastery. Building combines axe and pickaxe; Farming combines shovel and fishing rod; Smithing uses hammer and small tools; Book writing uses books/talismans; Anatomy uses surgical/alchemical equipment. Root talent nodes and better tools bridge thresholds. A rusty tool contributes 1, bronze 2, iron 4 and steel 6 in the extracted tables.
Inspect the actual craft panel before buying a technology. The usual blockers are, in order: missing blueprint, required extension, mastery, material or fuel. Opening a reputation node’s branch after a hand-in can reveal its automatic unlock. Prioritize a required production chain and one useful upgrade before decorative technologies. Keep both axe and pickaxe equipped; replacing one rusty tool with bronze is more helpful than simply carrying the bronze replacement in your bag.
Food can temporarily bridge a mastery gap: muffin for Farming, pumpkin soup for Building, soldier’s stew for Smithing, sauerkraut for Book writing and salad for Anatomy. Compare the item’s quality and displayed buff. Do precise autopsy work only at sufficient mastery: a surgery error permanently occupies that organ slot and makes the body unsuitable for resurrection. A merely missing organ is different: replace it cleanly before preparing the body.
PLAY & BUILD COACHING
A missing oven tier is a repair gate
Repair the kitchen oven before looking for its tier-2 technology. Update 1.009 hides that tier until the repair and fixes craft tooltips that incorrectly request an already-attached extension. If the panel disagrees, check the installed version and reopen the craft after updating; do not rebuild an extension merely because an old tooltip still names it.
Need to pause this section? (optional)
Use this only if you are stuck or want to come back later. Otherwise, leave it on “Continue normally” and use “Mark section complete” below when you finish.
Use this while working through the section. This menu changes your guide’s progress reminders, not anything in your game.
Update earned achievements (optional)
Stroke of Genius
Purchase 150 Inspiration levels; unclaimed progress is not a purchased level.
Individual tasks and achievements keep their own checkmarks.
Campaign notes & backups
Coverage, version notes and sources
This is a researched PC guide, not a personally tested playthrough. Confirm actual achievement unlocks in your launcher and use the named checkpoints before irreversible choices.
The latest Unofficial Patch author's report is primary evidence of that author's testing/code analysis, not an official developer guarantee. Its newly reported skipped-weekday issue is not independently reproduced; inspect the actual weekday when a scheduled event fails, without treating a mod as required.
The current Nexus changelog reports additional early-build/quest-order defects. This review preserves the guide's request-before-craft order for choir/organ and does not recommend dismantling repaired original carousels.
Conflicting wine quality and gold/steel collar-capacity labels remain unresolved. The eight-skull task uses the supplied Gold Collar; read actual tooltips for other bodies.
No exclusive Go/Stay achievement, reliable promised extra ally blueprint, replacement Po-ta-to source or vanilla restoration of an already-destroyed Old God prayer was independently established.
Travel directions reviewed 11 October 2026 against GK2DB area, character and quest records. These are community game-data references, not an in-game navigation test. Exact internal sewer turns, several debris positions and the Port Fisherman’s standing spot remain unverified; those limits are stated beside the affected steps.
Sources and reference details (155)
Official Steam — Graveyard Keeper 2 released PC sequel, refreshed 9 October 2026
store.steampowered.com
Reference; evidence type not yet classified
Claim checked: No individual check date recorded. A guide review date is not proof that every claim on this page is current.
Limits: Public PC patch notes checked October 10. Current installed version and any individual stuck save were not inspected; future-plan announcements are not treated as shipped changes.
Limits: Legacy page of the database now at GK2DB. Recipe ingredients and technology cross-checked against current GK2DB metal table; mastery and output corroborated by the cited bridge guide.