Guides
Graveyard Keeper 2 Zombie Workers Guide
How zombie workers function in Graveyard Keeper 2: where the first ones come from, tools and mastery, job assignment, and the supplier-hauler-crafter loop.
Your first two zombies
The opening pair is free, but the quest chain is long. Push the Dream Dust line: open the locked hatch in your home, descend into the dungeon, meet the Plague Doctor and clear the rubble blocking him. That opens the abandoned tower above your base — the door takes your Inquisitor medallion plus the combination you carry. Inside, study water and blood at the study table (neither costs faith), brew Dream Dust at the flask table, and hand it over. The doctor verifies it and gives you the two zombies from his own room.
Raising more workers
From the third zombie onward you build your own. Unlock Reanimation in the Anatomy & Alchemy branch of the tech tree, open the sealed left door in the morgue, and build Resurrection Table I inside. The full routine — collar, Reanimation Liquid and the lightning-day wait — is covered in the resurrection guide.
Tools and mastery: why zombies stand still
A zombie at a station doing nothing is almost never a bug. The checks, in order:
- Tool. Every job family needs a matching tool. Chopping logs needs an axe; without one the zombie simply idles.
- Mastery. The tool grants mastery, and zero mastery means zero work. Handing a zombie an axe gives 1 mastery, which is enough to start making wooden planks. Swap the tool and you swap the mastery family — the same zombie moves from planks to nails with different equipment.
- Job requirement. The station's recipe lists a mastery requirement; the zombie's overall mastery has to meet it.
Tools also grant inspiration, and inspiration grows while the zombie works. Pushing jobs earns perk points, so a working zombie improves itself over time.
The self-running line: supplier + hauler + crafter
Three pieces make production run without you:
- A zombie supplier station
- A storage chest next to it
- A zombie assigned as hauler
The loop: the hauler pulls material from the chest, delivers it to the crafter at the bench, and carries the finished product back. Without the hauler the crafter sits waiting for materials — which looks exactly like a bug but is just a missing link. Note that haulers roam; there is no fixed porter route to configure.
One quirk worth knowing: the supplier station resets progress in some interactions, so if a job looks stuck at zero, re-seat the worker and watch one full cycle before rebuilding anything.
Troubleshooting checklist
| Symptom | Likely cause | |---|---| | Zombie never starts | Missing or wrong tool | | Tool equipped, still idle | Mastery below the job requirement | | Crafter waits forever | No hauler assigned to the supplier station | | Nothing reaches storage | No chest, or no walkable path to it |
For raising worker output further, see zombie quality and perks, and for the mining setup see the zombie mine guide.