Graveyard Keeper 2 Main Quest Order and Ending Requirements
Graveyard Keeper 2 holds 110 quests across 254 steps. The ending needs Jack, Gunter, Nun, Herbert, Albert and Linda at 90 reputation each — no line is optional.
How many quests are in Graveyard Keeper 2?
The journal holds 110 quests across 254 steps, split into 41 main quests, 51 character quests for the six ending-critical NPCs, and 18 side quests. Those figures come from the game’s own quest data, not from a developer statement, and the 18 side quests are not needed for the ending.
That last point is the one worth internalising early. The game has no official chapter list, so the quest counter is the closest thing to a completion meter — and because only 92 of the 110 quests sit on the critical path, a journal that looks half empty may still be perfectly on track. The prologue alone opens two threads at once: Certificate, Please, which means finding Herbert at the Crossroads with your first Burial Certificate, and Dust in the Kitchen, which asks you to work out how to summon a fairy.
What is the main quest order?
The game has no published act structure, so the workable order is the sequence of story gates: first burial, village supplies, Dream Dust, the church, the Magic bell, the first town battle at the Port, Forest Pass, the swamp and the Goddess, then the Royal Foundry and the underground factory.
The full chain, in the order the sources reconstruct it, runs:
- The inquisitor base and your first burial.
- Village supplies — food and firewood.
- Dream Dust, via the Plague Doctor and the hidden Alchemy Lab.
- Meeting the Nun and opening the church.
- Building the Magic bell.
- The first town battle, which breaks through to the Port.
- Gunter at the astrologer tower in the Port.
- Forest Pass, then Hans.
- The cursed swamp and the Goddess of Nature.
- Repairing the magic portal.
- The Royal Foundry and the underground factory.
- The Old God or Red Eye decision.
- Palace Politics.
- The Final Battle.
- Inserting the seventh fragment, Greed.
The first battle is also a hard progression gate rather than just a fight: winning it is what raises the Town Gratitude ceiling, which is why Gratitude and its weekly cap becomes a mid-game bottleneck if you stall there. Several of these gates are day-locked as well, so read the six-day week alongside the list.
Which six characters gate the ending?
Jack, Gunter, Nun, Herbert, Albert and Linda. Each of the six needs 90 reputation before the final battle, and their quests award 10 reputation apiece, so the six lines together land on exactly 90 at that point, and there is no surplus to absorb a missed hand-in.
| NPC | Line they carry | Reputation required | Key output |
|---|---|---|---|
| Jack | Workshop foreman | 90 (100 if you keep Red Eye) | Workshop repair, which needs two separate material hand-ins, and the factory tour rating |
| Gunter | Astrologer at the Port tower | 90 (100 if you keep Red Eye) | The fragment and portal route; his first ask is Tarot Cards |
| Nun | Church at the Crossroads | 90 (100 if you keep Red Eye) | Opening the church, sermons and Faith income |
| Herbert | Head of the Guards, Barracks | 90 (100 if you keep Red Eye) | Barracks, the first town battle and the Gratitude cap increase |
| Albert | Plague Doctor | 90 (100 if you keep Red Eye) | Dream Dust and the hidden Alchemy Lab |
| Linda | Dockside Club | 90 (100 if you keep Red Eye) | Tarot Cards for Safe Harbor, and Green Scroll collection on Lust day |
Fextralife groups these six into three pairs — Jack with Gunter, Herbert with the Nun (whom that site calls Agatha), and Linda with Albert — which matches the three pair-help agreements the endgame asks for. Treat the pairing as a useful cross-check on reputation, not as extra content.
Why can’t you skip a character line?
Because the six lines deliver exactly 90 each, with nothing spare. Every quest in those lines is worth 10 reputation at that stage, so a single missed or unstarted hand-in leaves a character below the final gate and blocks the endgame until you finish it.
Choosing to keep the Red Eye raises the bar further: each of the six then needs 100 reputation and one additional item — an Elegant Prosthetic Hand, a Comfortable Chair or Luxury Drapes. Returning the Red Eye instead keeps the requirement at 90 per character plus an Old God follow-up. Either way, the three pair-help agreements have to be settled before the last battle opens, and paying Davy is not the end of that checklist.
How long does the main story take?
There is no reliable hour count. No developer statement or credible measurement of Graveyard Keeper 2’s completion time was found, so the honest planning number is the structure: 254 steps across 110 quests, six reputation gates at 90 each, and a final battle that will not open until both are satisfied.
What actually stretches a playthrough is not the quest count but the calendar and the economy behind it. Faith arrives once per six-day week through sermons, Gratitude resets weekly, and battles only happen on one day of that week, so a run stalls when the player is waiting rather than when the player is losing. Planning production and reputation work in parallel, instead of finishing one character before starting the next, is the single biggest lever on total playtime.
What does the final battle require?
A minimum total power of 144 and four squads. Reaching that number is the last check before the endgame, and payment to Davy — 50 silver — is only one part of unlocking the battle, alongside a briefing you pick up at home and the three pair-help agreements.
If the Final Battle is greyed out while you are certain you have paid everyone, that combination is almost always the reason. The battle panel expects the squads and the power total, not just the narrative hand-ins, so bring your army numbers up before you assume the quest is bugged.
What happens after you win the final battle?
Winning is not the ending. The Palace council afterwards hands you the seventh fragment, Greed, and you have to carry it back to the astrologer tower and use the Insert fragment option there before the ending achievement and the Go or Stay choice appear.
Collecting a fragment is not the same as installing it, and this catches a lot of players who finish the fight, see Greed in their inventory and assume the game is over. Take it to the tower, select Insert fragment, and only then does the conclusion fire. It is one of the most common late-game misreads, and it is covered in more detail in common mistakes along with the other fragment-related dead ends.
Why is there no official quest chapter list?
The developers deliberately avoid publishing one. Their position is that it is difficult to tell you about the story without spoiling it, so no official act, chapter or percentage breakdown exists — every numbered walkthrough online is a community reconstruction from the quest data and the story gates.
That is also why this page orders the story by gates rather than by acts. If you find a source claiming “Chapter 4” or “Act 2”, it is labelling a reconstruction, and the labels will not match across sites. Use the gate order and the reputation table above and the shape of the game stays stable no matter whose numbering you happen to be reading.
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