Graveyard Keeper 2 (Lazy Bear Games / tinyBuild, released September 22, 2026, Steam AppID 4358690) does not expose a separate quest-log screen. Active objectives surface through NPC dialogue and an on-screen objective marker. Each chapter advances when you return to the quest-giver (Herbert, Larry, Jully, the Astrologer, the Bishop, and others).

More context

You start the campaign in an Inquisitor dungeon, free Larry with a pickaxe, loot a rusty key, royal signet, and Inquisitor medallion, escape through the abandoned district, survive the first town defense (outhouse demolition, sewer escape), use the identity items at the village gate, claim the abandoned Inquisitor base west of the village, process Donkey's corpse (autopsy table, inspect white/red skulls, mark-dig-sign the grave), and turn the first Burial Certificate in to Herbert at the Crossroads.

Acts 1–2 — Opening

You start the campaign in an Inquisitor dungeon, free Larry with a pickaxe, loot a rusty key, royal signet, and Inquisitor medallion, escape through the abandoned district, survive the first town defense (outhouse demolition, sewer escape), use the identity items at the village gate, claim the abandoned Inquisitor base west of the village, process Donkey's corpse (autopsy table, inspect white/red skulls, mark-dig-sign the grave), and turn the first Burial Certificate in to Herbert at the Crossroads. White skulls raise a grave's quality ceiling; red skulls lower it.

Acts 3–5 — Mid-game

  1. Food and firewood

    Produce food / firewood.

  2. Herm's deliveries

    Deliver Herm's wheat and pottery.

  3. First sermon

    Build the Church to quality 10 for the first 3-Faith sermon.

  4. Sail to Port

    Sail to the Port on Jack's boat.

  5. Barracks to 12

    Raise the Barracks to quality 12.

  6. Magic Bell

    Craft the Magic Bell.

  7. Port defense

    Beat the 12-power Port defense with sword and armor equipped.

  8. Region access

    Unlock the Forest Pass via Jully, the Old Mine via Larry, and the Swamp via Royal Pardon + Fairy map.

Port tasks

Port tasks include Gunter's zombie Tarot-Card workers, Linda's shop, the Town Warehouse iron order, and the Town Workshop repair.

Acts 6–8 — Late-game

Secure Herbert 60 / Linda 60 / Gunter 50 reputation for the village election, then enter the Royal Foundry through the water tunnel near the navigation lock. Inside, the former Bishop reveals the Portal was removed from the Palace and split into seven fragments, and a Magic Mirror reveals each next location.

Five fragments before the Old God encounter

SinSourceRequirement

Sloth

Bishop at Royal Foundry

Requires 3 Zombie Power.

Gluttony

Gunter at his observatory

After Bishop's mirror.

Lust

Trade Master at the Main Pier

Costs 1 gold on a Lust day.

Envy

Debris in the drained Sluice / floodgate area

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Pride

Jack

Tied to his personal troubles and his relationship with Gunter (unlocks at Jack reputation 80).

Personal storylines

Herbert

Security battles, Sluice campaign, election security.

Jack

Boat, workshop, factory, Pride fragment.

Linda

Dockside Club, refugees, wealthy clients, love story.

Albert

Plague Doctor, alchemy, zombie resurrection.

Agatha

Sloth fragment partner.

Heffry and Jeffry

Twins, village election, Press for Cash.

Bishop

Magic Mirror, Zombie Power, Sloth fragment.

Astrologer Gunter

Tarot Cards, Gluttony fragment.

Davy Dagger

Dockside Club → sewer meeting → Palace briefing.

Jully

Faith ritual, Red Eye prerequisites.

Chapter framing

The narrative follows six cinematic galleries: the Keeper's opening, the Town's catastrophe, the Old God's history (market stalls emptying, red-eyed visitor at the graveyard, the gravekeeper tending the building), the Keeper's history (gathering supplies, the figure in the water, opening a purple portal), the Goddess's account (the portal, Red Eye, broken arch), and the Palace meeting (red-eyed figure returns, the Town crowd reappears, the reunion illustration precedes the late Go or Stay choice).

How to advance

To trigger the next chapter in the wiki, return the Burial Certificate, address food / firewood with the merchant and guard captain, find seeds and a fishing rod, inspect base work areas, and prepare boat materials for the Port route. The keeper's loop closes when the grave is signed and the certificate returned to Herbert at the crossroads. For the late-game decision and ending route, see the Endings guide. For the post-swamp loop and Palace approach, see the Late game walkthrough guide.