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GK2 Guide

Region 1: The Graveyard

Overview

Home Base: Church, Graves, and the Basement

The Graveyard is your base of operations: the church, the burial ground, and the basement complex housing the Factory and the Resurrection Lab. Corpses go into the ground to raise graveyard quality, sermons in the church generate Faith, and the lab turns fresh bodies into the workers that run everything else. Every production chain in the game eventually routes through this plot of land. Learn the loop here before wandering far, because the rest of the map assumes it is running.

Sermons, Faith, and Graveyard Quality

Church sermons and graveyard quality are the two core meters of the base, and both feed each other. Quality comes from decorated, well-tended graves — the True Graveyard Keeper achievement tracks 50 burials and Home Sweet Tomb tracks a graveyard quality of 200. Faith pays for collar crafting and activates the fast-travel pins scattered across the world, including the Graveyard pin itself. Treat Faith like a currency, because it is one.

The Resurrection Lab Sets the Pace

The basement lab is the only place workers are born: the Resurrection Table and its Device revive one zombie per prepared table each time they fire. The Device only works on Envy days, then loses power until the end of the following Lust — a successful Prayer for Storms opens any-day resurrections while the God of the storms' favor lasts. Plan body processing around that calendar instead of fighting it. Every squad you will ever field starts on this slab.

How to Unlock

Unlocked at the end of the opening escape — the chain that starts in an Inquisition Dungeon cell ends when you take the burial certificate and the graveyard with it.

Zombies Found Here

1

Story Quests

2

Recommended Preparation

Before You Resurrect Anything

A resurrectable corpse needs all six vital organs — skull, brain, heart, guts, bones, and skin — and a Surgeon's Error on the body blocks the table outright. Each zombie also costs one Reanimation Liquid, which Gunter and the Alchemist sell, or which Laboratory II crafts from 2 red, 1 green, and 4 blue runes. Stock the liquid before Envy day, not during it — the lab window is short and the walk to the Astrologer's Tower is long.

  • Reanimation Liquid — one per zombie; Gunter and the Alchemist sell it, Laboratory II crafts it (2 red / 1 green / 4 blue runes)
  • A full set of 6 vital organs — skull, brain, heart, guts, bones, skin — or the table refuses the corpse
  • Faith in reserve — a Bronze Zombie Collar costs 3 Faith alongside 1 Bronze Ingot and 1 Blue Crystal

Zombies Found Here

Zombies in The Graveyard
ZombieTypeCounter
Worker ZombieWorkerWork Zones

1 Zombies Found Here

Key Items

  • Reanimation Liquid — the per-zombie fuel for the Resurrection Table
  • Zombie Collar — Bronze holds up to 5 red skulls; swap up to Golden (10) or Steel (99) later without rebuilding the zombie
  • Red skulls — each one on a corpse opens another perk slot on the resulting zombie

Quests

Certificate, Please

The opening quest drops you into an Inquisition Dungeon cell and walks you out through an abandoned settlement. Mushrooms keep your energy up, the pickaxe frees Larry, and the chain ends at the burial certificate that makes the graveyard yours. It is short, and it is the only gate between you and the whole game.

A New Beginning, the opening story achievement, pops during this quest — the first of twenty story achievements.

Sweet Dreams

The Plague Doctor's early quest hands you your first two Worker Zombies — the seed of your entire workforce. It doubles as the tutorial for the resurrection flow and for assigning labor through Work Zones. Take it as soon as it appears; every hour of automation you delay is an hour of hauling you do yourself.

Story Quests

Next Area

Next: Area 2 — The Town

Last updated: September 24, 2026