Graveyard Keeper 2 zombies
Zombies are this game's automation core: one corpse, one Reanimation Liquid and one collar buy you a worker that keeps going. This page is the overview — how you get them, the 68 stations they can work at (52 with a zone), the six jobs they do — and then hands the detail to the three deep pages instead of repeating them.
What zombies can do
| Job | What it means | Read more |
|---|---|---|
| Crafting at a station | 48 stations in the game accept a zombie and run a recipe; they are spread over 12 zones. | Making them work |
| Gathering in the mines | The Zombie Mine, Quarry and Zombie Digging zones hold digger stands that produce ore, stone, marble, clay and sand every 8 ticks. | Mining & ore |
| Hauling and supplying | 12 porter and supplier stations move material between a station and its storage; a station with no supplier simply never sees the goods in your bag. | Factory & automation |
| Running the conveyor line | 100 recipes run themselves once a zombie is on the station and the belt is connected. | Factory & automation |
| Church duty | The choir and organ stands (2 stations) take a zombie each and feed the sermon's audience. | Sermons & faith |
| Fighting | Squads are a separate system from the work stations: the station flag the rest of this page counts does not cover the barracks, so the battle side is documented on its own page. | Zombie defence |
How to raise a zombie
The order is fixed: unlock the tech, build the table, gather the three parts — body, collar, liquid — and wait for a storm day. Seven steps, with every number from the game's data.
- 1
Unlock the Reanimation tech
It is the “Reanimation” node in the Anatomy and alchemy tab, a few cells left of “Reanimation II”, and it is hidden at the start — it shows as “?” until “Alchemy, Distillation” and “Skull and Teeth” are researched. It costs 30 red / 10 green / 10 blue and opens three things at once: the Resurrection Table I building, the Bronze Zombie Collar recipe and the Prayer for Storms.
- 2
Prepare a corpse in the morgue
A body carries six parts. The Autopsy Table I that handles them costs 4 Board + 2 Piece of stone + 4 Bronze Nails and sits in the morgue. What the parts are worth is the quality page's job.
- 3
Build the Resurrection Table I
4 Oiled Plank + 4 Polished Stone + 4 Glass, placed in the morgue — the resurrection room is the morgue basement, and the game's data ships a “Key to the Resurrection Room” for it.
- 4
Make one collar
At the jeweler's table: one ingot, one blue crystal and faith. The three tiers differ by metal, faith and the tech that opens them — the table below has all three.
- 5
Mix one Reanimation Liquid
The formula itself is unlocked by the “Reanimation Liquid” research (30 red / 40 green / 50 blue); once you have it, 2 red, 1 green and 4 blue runes at Laboratory I, Laboratory II.
- 6
Write the Prayer for Storms
The tech hands you the recipe; at the writing desk it takes 1 Story + 1 Blank Softcover Notebook + 1 Ink. That is how the storm day is called, and the storm day is when the table can actually raise the body.
- 7
Body + collar + liquid, then the day
Put the body on the table, load the liquid, attach the collar and prepare — then wait for the lightning day to press resurrect. The measured detail of that routine is on the workers page.
| Collar | Price | Made from | Unlocked by |
|---|---|---|---|
| Bronze Zombie Collar | 100 | 1 Bronze Ingot + 1 Blue Crystal + 3 Faith → 1 Bronze Zombie Collar | Reanimation |
| Golden Zombie Collar | 1000 | 1 Golden ingot + 1 Blue Crystal + 5 Faith → 1 Golden Zombie Collar | Reanimation II |
| Steel Zombie Collar | 9000 | 1 Steel Ingot + 1 Blue Crystal + 10 Faith → 1 Steel Zombie Collar | Reanimation III |
Where a zombie can work
Grouped by the game's own zone field: the 52 stations that have one are listed; the other 16 ship without a zone, so they are left out.
| Zone | Zombie stations |
|---|---|
| Yard | 18 |
| Factory | 9 |
| Vineyard Basement | 5 |
| Writing Room | 4 |
| Abandoned sawmill | 3 |
| Zombie Digging | 3 |
| Alchemy Lab | 3 |
| Zombie Mine | 2 |
| Vineyard | 2 |
| Quarry | 1 |
| Home | 1 |
| Garden | 1 |
Where the detail lives
| Page | What it covers |
|---|---|
| Zombie workers & skills | The two zombies the story hands you, the day gate, tools and mastery, the supplier + hauler + crafter line, inspiration and perks. |
| Zombie quality: a 5-red worker | What a good zombie is, where parts come from, exhuming, the anatomy gate, and the weekly rhythm of the table. |
| Zombie defence: the final fight | The battle itself: barricades, squads, the two timelines and the prep that pays. |
| Factory & automation | The Factory zone, conveyor line recipes, workbench extensions, and the 68 stations a zombie may work at. |
Frequently asked questions
- How do I get zombies?
- The story hands you the first few; after that you raise your own in seven steps: unlock the Reanimation tech (30 red / 10 green / 10 blue runes), build the autopsy table in the morgue, build Resurrection Table I (4 Oiled Plank + 4 Polished Stone + 4 Glass), make a collar at the jeweler's table, mix Reanimation Liquid (2 red / 1 green / 4 blue runes), write the Prayer for Storms, then put body + collar + liquid on the table and press resurrect on a storm day.
- How many zombies can I have?
- The build has no field for a zombie limit, so this page prints no number for it; what it does show is that the limit is tied to the Resurrection Table and the town's state. The three deep pages carry the measured parts.
- Why are my zombies not working?
- The data points at three causes: no zombie on the station (68 stations accept one), a station with no materials (no supplier station, or none with a zombie — a supplier cannot see the goods in your bag), and a recipe whose tool or mastery requirement is not met. The workers page walks through the checks.
- What can zombies do?
- Six jobs: crafting at a station, gathering in the mining zones, hauling and supplying, running the conveyor line, church duty (choir and organ), and fighting in squads. The table below lists the station count and the deep page for each.
- What should my first zombie do?
- Put it on a station that needs no input: the mining digger stands and the lumberjack stand produce continuously (one batch every 8 ticks), which pays back sooner than a station you have to keep feeding.
Where this comes from, and what it does not say
- Stations, zones, collar prices and materials, the table and autopsy-table builds, the liquid formula, the Prayer for Storms and every tech node’s rune cost all come from the game’s data.
- The collars’ red-skull cap: the game’s data carries the field name but no values, so this page gives the price, the materials and the tech gate instead of a cap number.
- The zombie cap, how many can be raised per week and the choir or organ attendance bonuses have no field in the data, so this page prints none; the workers and quality pages carry the measured parts.
- This page is an index: two or three sentences plus one numbers table per section, with the mechanics linked out — so it does not compete with the three deep pages for the same copy.