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Town Restoration

Graveyard Keeper 2 Green Scrolls — Every Repair That Pays Them

Green Scrolls in Graveyard Keeper 2 come from 16 housing repairs worth 200 in total, and Linda at the Dockside Club only accepts them on Lust day.

9/28/2026 6 min read

How do you get Green Scrolls in Graveyard Keeper 2?

Green Scrolls come from one place: repairing housing plots in the Town. The shipped game data holds 63 town building definitions, and exactly 16 drop Green Scrolls when the repair finishes. No quest pays them, no recipe consumes them and no merchant buys them, so every scroll you hold traces back to a house plot you cleared.

The world data places 17 signs labelled Housing, and 16 of them are numbered repair_sign_1101 through repair_sign_1406. Each numbered sign maps to one repair definition, and all 16 pay. The seventeenth, repair_sign_house, is a prototype sign with no numbered definition behind it and no payout at all.

How many Green Scrolls does the whole Town give you?

Two hundred, not the 180 that database sites quote. Summing the DropItem("green_scroll", "N") entry across all 16 repair definitions lands on exactly 200, and the difference sits in the block tier: the data holds four blocks paying 25 and a fifth paying 20, which is 120 scrolls from that tier alone rather than 100.

The shipped data does not record why other guides arrive at a lower number, so treat 200 as the figure the game files support and treat 180 as unverified. The per-project breakdown below adds up to the same 200, so the two sources can be compared line by line.

Source Town-wide total
Sum of all 16 DropItem("green_scroll", …) entries 200
Total commonly quoted by database sites 180
Difference 20

Source: gamebalance_full.json → townBuildingDefs[].onCraftEndExpressions[], build 25509347.

Which house repairs pay the most Green Scrolls?

They fall into five fixed payouts, and the biggest single payment is 25. Only four of the 16 projects carry an English display name; the other twelve are numbers and ids as far as the shipped localization is concerned, so plan around counts rather than names.

Payout per project How many projects Repair ids Subtotal
25 scrolls 4 repair_1105, repair_1205, repair_1301, repair_1406 100
20 scrolls 1 repair_1109 20
10 scrolls 7 repair_1101, repair_1103, repair_1202, repair_1204, repair_1302, repair_1303, repair_1401 70
3 scrolls 3 repair_1107, repair_1207, repair_1404 9
1 scroll 1 repair_1108 1
All housing repairs 16 200

Source: gamebalance_full.json → townBuildingDefs[].onCraftEndExpressions[] and localization/lng_en.csv keys repair_1108 (Repair Small House), repair_1107 (Repair House), repair_1101 (Repair Large House), repair_1105 (Repair Block), build 25509347.

Kit costs, plot availability and the order to rebuild in are all in the town restoration guide — that page owns the loop and what a repair costs, while this one owns the payout tiers, the 200-scroll Town-wide total and the cross-check against the 180 that database sites quote. The one thing worth adding here is the split the data shows behind those names: the four named projects are one sample from each of four different kit groups, so the “20 or 25” figure other guides print for a block is really four blocks at 25 plus repair_1109 at 20.

Which housing repairs should you do first?

Sort by village reputation, not by scrolls. Each repair also fires an AddPPar("add_village_REP_n", …) entry, and those values split into four bands rather than one flat reward. Two projects pay no reputation at all, and one of those two is also the cheapest of the sixteen.

Reputation added Projects Scrolls paid Reputation points Band average: scrolls per point
+2 (add_village_REP_1) 2 20 4 5.00
+4 (add_village_REP_2) 5 43 20 2.15
+7 (add_village_REP_3) 2 13 14 0.93
+8 (add_village_REP_4) 5 120 40 3.00
None 2 4 0 —
Total 16 200 78 2.56

Source: gamebalance_full.json → townBuildingDefs[].onCraftEndExpressions[], AddPPar("add_village_REP_1"…"add_village_REP_4", 2 | 4 | 7 | 8), build 25509347.

The practical reading: repair_1101 and repair_1103 return five scrolls for every point of reputation, the best rate on the board, while repair_1404 returns 0.4 and repair_1207 returns 0.75. The two zero-reputation projects are repair_1108 (1 scroll, the tutorial-grade house) and repair_1107 (3 scrolls). Do those two late. Reputation is what the Gratitude and Likes economy runs on, so the two resources are not interchangeable.

Where do you spend Green Scrolls?

Linda takes them, and only on Lust day. She is the tavern owner at the Dockside Club, listed in the game data as npc_tavern_owner, and her dialogue graph opens the trade against a day_lust check. That is the third day of the week, not a real calendar date.

The shipped tutorial line states the loop outright: Houses give Green Scrolls. Deliver them to Linda every <sprite name="day_lust"> to increase <sprite name="reputation-citizens"> and your maximum <sprite name="happiness"> limit. Her answer options are named get_new_people_scroll_x1, get_new_people_scroll_x5 and get_new_people_scroll_x10, so the three payment sizes are 1, 5 and 10 scrolls. In that same branch the paired resource nodes set wz_town to 1, 5 and 10 respectively, a one-to-one mapping of scrolls to town quality.

A second, separate branch prices options at 1, 3, 10 and 10 scrolls and pairs them with npc_tavern_owner_REP values of 10, 20, 30 and 40. Five more options in her graph are gated behind those same thresholds — get_new_people_lock_10_1, get_new_people_lock_10_2, _20, _30 and _40 — and each is blacklisted once used, so they unlock in sequence rather than repeating. The weekly day cycle guide has the full calendar.

Source: flowscripts/npc_tavern_owner.json nodes Flow_AnswerData $id 355/357/359/366/368/370/374 and $id 371 (DayNumber = day_lust), localization/lng_en.csv key tut_town_houses, consts.csv → day_lust = 3, build 25509347.

Can you sell, craft with, or skip Green Scrolls?

None of the three. Their base price is 0, they cannot be destroyed, and they stack to 999. The shipped game data records no consumer for them anywhere except Linda’s dialogue graph — zero rows in the craft list, zero in the quest list, zero in the vendor and town-order tables.

There is also no housing plot worth skipping. All 16 numbered Housing plots pay something, and even the worst of them, repair_1108 at 1 scroll, unlocks the house-recovery achievement. What you can skip is the order, not the work: the ratio table above is the lever, and 4 scrolls from the two no-reputation projects are the cheapest thing in the Town to leave until last.

The shipped game data does not record what a Green Scroll looks like once spent beyond the wz_town and npc_tavern_owner_REP values above, so the exact size of the Likes cap gain per scroll is not something the files answer. The shop and economy guide covers what town quality is worth downstream.

green scrolls housing linda town restoration

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