Graveyard Keeper 2 has roughly 28 named characters plus 12 generic town-shop owners. Unlike the first game, the talking-skull companion has been renamed: he is now Larry (sometimes posing as "Skull Robert" for Sven's bandit crew) and is rescued from a stone coffin near the Inquisitor's dungeon in the opening.
More context
Larry is the player's constant companion and runs four personal quests: Portal in the Storm, Green Shard, Comrade Donkey, and More Portal Pieces.
On this page
Around the home
Donkey Comrade
A grumbling pack donkey who hauls corpses to the morgue and goes on strike until the quest "The Strange Ideas of Mr. Donkey" is done.
Fairy / Soul
Summoned via "Dust in the Kitchen" using Dream Dust made from water and blood runes.
Dig (Digorth)
A mysterious visitor who later arrives to help repair portals.
The six faction leaders
Jack
The workshop foreman. Starts the "Jack in a Boat" chain and unlocks conveyor belts.
Herbert
The guard captain. Gives "Certificate Please" after the first burial.
Gunter the Astrologer
In the Astrologer's Tower. Sells comet tails, hypnosis devices, and blue crystals.
Sister Agatha
The nun. Moves to the church after "Jack in a Boat" and runs the Faith / sermon line.
Albert the Plague Doctor
Trapped under the house. Unlocks the Anatomy & Alchemy tech tree, Dream Dust, and the player's first zombies once Bally friendship hits 10.
Linda
The Dock Club owner. Gives "Strings and Sinners" and "Book Broker".
Village NPCs
Januarius
Tavern bartender; also the village chief Jully in his second identity.
Jeffry and Heffry
Twins who give clay tablets for the first fishing rod and later help row Jack.
Forest bandit camp
Sven
Hands over explosives after Larry's "Robert" act.
Hans
Holds the Royal Pardon needed to cross the bridge.
Port NPCs
Davy the Dagger
A looter / raider. Only appears on Greed Day and pays in scavenger keys.
The Captain
A retired sailor who trades drinks for stories and can be converted to faith.
Town street encounters
Homobonus
The water seller. Two-part bottle then faith quest.
The Fisherman
Rivals Jack and rewards the Pro Rod.
Mercenary Chief
Runs the Barracks; mercenary rates escalate through staged payments (500 gold to 10,000 gold, or 3× Wine III).
Late-game characters
Nature Goddess
Found through Jully's ritual.
Magic Mirror
Handled via the Bishop.
Ancient God
In the attic — receives or withholds the Red Eye.
The twelve generic shop-owners
Apothecary, Alchemist, Greengrocer, Tailor, Furniture Maker, Baker, Fishmonger, Jeweler, Builder, Smithy, Tavern, and Brewery.
Named merchants
| Merchant | Cost to unlock | Specialty |
|---|---|---|
Trade Master (Port Warehouse) | 5,000 gold | Richest stock: ores, gems, incense, dyes. |
Bishop | 100 gold | Bronze scrap, iron, offers steel via dialogue. |
Harold | 100 gold | Bronze scrap, iron, special lumber via quest. |
Jack | Orders only (100 gold) | Workshop orders. |
Gunter | 1,000 gold | Comet's Tails, Fireflies, Reanimation Liquid. |
Herm | 1,500 gold | Farm goods and materials. |
Januarius / Jully | 1,000 gold | Seeds, produce, Town Gratitude. |
Which characters matter for the finale?
Track the six faction leaders as you progress through their quest lines. The late-game encounters with the Nature Goddess, Magic Mirror, and Ancient God connect to the final sequence; use the late-game guide when those characters enter your current objective.