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.
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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
Food and firewood
Produce food / firewood.
Herm's deliveries
Deliver Herm's wheat and pottery.
First sermon
Build the Church to quality 10 for the first 3-Faith sermon.
Sail to Port
Sail to the Port on Jack's boat.
Barracks to 12
Raise the Barracks to quality 12.
Magic Bell
Craft the Magic Bell.
Port defense
Beat the 12-power Port defense with sword and armor equipped.
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
| Sin | Source | Requirement |
|---|---|---|
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 | — |
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.