Graveyard Keeper 2 Zombies Guide
Learn how to unlock and raise zombies, prepare suitable corpses, assign undead workers, automate production and use your zombie forces in combat.
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How zombies work
Seven steps carry one body from the graveyard to a workstation or a battlefield. Every section below is one of them.
- 1Start with a body
- 2Prepare the corpse
- 3Meet the resurrection requirements
- 4Resurrect the zombie
- 5Assign a role
- 6Work a compatible workstation
- 7Or join the fight
A zombie is a body, a collar and a workstation or an encounter that accepts it. Nothing on this page is a hidden mechanic: every condition below is one the game checks or one the published data documents, and where the data documents nothing the page says so.
How to unlock zombies
The whole system opens with one technology. Until it is researched, nothing else on this page can happen, so this is the first thing to check.
Zombie system requirements
- Technology
- Reanimation
- Requires
- Alchemy, Distillation · Skull and Teeth
- Workstation
- Resurrection Table I
- Required items
- Bronze Zombie Collar · Prayer for Storms
The technology is what makes the rest of the requirements available: it grants the resurrection workstation, and the items it unlocks are the ones a resurrection consumes. Researching it is therefore the only unlock step, and the planner can work out what has to come before it.
How to raise a zombie
Six steps, in this order. A body that fails one of them stays a body until the step is fixed.
- 1Prepare a suitable corpse
- 2Unlock the reanimation technology
- 3Build the resurrection workstation
- 4Gather the required resurrection items
- 5Choose a collar the body fits
- 6Put the corpse in and perform the resurrection
What kind of corpse can become a zombie?
Whether a body can be raised and what a raised zombie is worth are two different questions. This section answers the first one only.
Resurrection eligibility
Main organs present
Every main organ has to be on the body and none of them may sit in the wrong slot. That is the check the resurrection performs before anything else about the body matters.
A collar inside the body's range
The collar decides how many red skulls a body may carry. The published collars accept Bronze Zombie Collar (up to 5) · Golden Zombie Collar (up to 10) · Steel Zombie Collar (up to 99).
Reanimation liquid
1 reanimation liquid is consumed per resurrection.
Where to get itA free slot in the resurrection area
The resurrection area caps how many zombies a player may keep. A full area blocks the next resurrection even when the body and the collar are fine.
Eligibility vs zombie quality
This section answers whether a body can be raised at all. Whether the raised zombie works faster or fights better is a separate question, and the published data does not carry a performance table for it. Where this page shows no number, the game data states none.
What you need to resurrect a zombie
A station, a collar and a liquid. Each one is a published item or technology, so the acquisition detail lives on its own page and this page only says what it is for.
Resurrection Table I
The resurrection workstation comes from the reanimation technology. The body is placed here and the resurrection runs here.
Granted by a technology rather than crafted from a recipe.
Open item
Bronze Zombie Collar
A collar is what a raised zombie wears, and its limit decides how many red skulls the body may carry. This one accepts up to 5.
Open item
Golden Zombie Collar
A collar is what a raised zombie wears, and its limit decides how many red skulls the body may carry. This one accepts up to 10.
Open item
Steel Zombie Collar
A collar is what a raised zombie wears, and its limit decides how many red skulls the body may carry. This one accepts up to 99.
Open item
Reanimation Liquid
The resurrection consumes 1 of this per body, so stock it before queueing several resurrections.
Open item
Why can't I resurrect this corpse?
A resurrection fails on one reason at a time. These are the conditions the game checks, in the order it checks them.
Resurrection requirements
Resurrection station is free
The station must hold no body and no finished zombie. An occupied station rejects the next body.
Zombie capacity has room
When the zombie limit is active, the resurrection area has to have room for one more zombie.
Main organs are on the body
Every main organ type has to be present, and none of them may sit in the wrong slot.
Reanimation liquid is available
The required amount has to be in the station before the resurrection can run.
Reanimation LiquidA collar is selected
A collar has to be selected in the resurrection window, not merely owned.
The collar accepts the body's skulls
The selected collar has to accept the body's white and red skull counts. A body outside its range is rejected.
These conditions come from the game data, not from a reading of your save. Tick what is already true for you and the check below names the first condition still missing.
Can I raise this corpse?
Tick everything that is already true for you. The result names the first condition that is still missing.
The station must hold no body and no finished zombie. An occupied station rejects the next body.
When the zombie limit is active, the resurrection area has to have room for one more zombie.
Every main organ type has to be present, and none of them may sit in the wrong slot.
The required amount has to be in the station before the resurrection can run.
Get Reanimation Liquid- A collar is selected
A collar has to be selected in the resurrection window, not merely owned.
- The collar accepts the body's skulls
The selected collar has to accept the body's white and red skull counts. A body outside its range is rejected.
Not ready yet
Current blocker: Resurrection station is free
Resurrection needs every condition at once. This is a quick answer about the requirements; the Autopsy Planner works through the corpse itself.
Plan this corpse in the Autopsy PlannerHow to assign a zombie to work
A zombie produces nothing until it stands at a workstation that accepts it and its inputs are supplied.
- 1Choose a workstation that takes a zombie worker
- 2Assign the zombie to that workstation
- 3Supply the inputs the process needs
- 4Collect the output and keep the chain fed
Assignment is a property of the workstation, not of the zombie: the same body can staff one station and be refused by another. Not every workstation accepts a zombie worker, so the list below is every station the published data marks as taking one.
Where can zombies work?
46 published workstations take a zombie worker. Search one to see what it runs.
Steel Anvil
47 automated processes
Staffed by a zombie worker
Open in AutomationKitchen Oven
36 automated processes
Also runs by itself once supplied
Open in AutomationKitchen Oven II
36 automated processes
Also runs by itself once supplied
Open in AutomationFormulation Bench
32 automated processes
Staffed by a zombie worker
Open in AutomationIron Anvil
30 automated processes
Staffed by a zombie worker
Open in AutomationAssembly bench III
29 automated processes
Staffed by a zombie worker
Open in AutomationKitchen II
27 automated processes
Staffed by a zombie worker
Open in AutomationWoodworking Workbench II
26 automated processes
Staffed by a zombie worker
Open in AutomationKitchen Table II
23 automated processes
Staffed by a zombie worker
Open in AutomationKitchen Table
22 automated processes
Staffed by a zombie worker
Open in AutomationAssembly bench II
21 automated processes
Staffed by a zombie worker
Open in AutomationKitchen I
21 automated processes
Staffed by a zombie worker
Open in AutomationWoodworking Workbench I
17 automated processes
Staffed by a zombie worker
Open in AutomationStonemason's Workbench
16 automated processes
Staffed by a zombie worker
Open in AutomationWooden Anvil
15 automated processes
Staffed by a zombie worker
Open in AutomationJewelry Table
12 automated processes
Staffed by a zombie worker
Open in AutomationPrinting Press
11 automated processes
Staffed by a zombie worker
Open in AutomationSmithy II
11 automated processes
Staffed by a zombie worker
Open in AutomationWriting Desk
10 automated processes
Staffed by a zombie worker
Open in AutomationAssembly bench I
9 automated processes
Staffed by a zombie worker
Open in AutomationDistillation Cube
9 automated processes
Also runs by itself once supplied
Open in AutomationFurnace II
9 automated processes
Also runs by itself once supplied
Open in AutomationMillstone
9 automated processes
Staffed by a zombie worker
Open in AutomationFurnace I
7 automated processes
Also runs by itself once supplied
Open in AutomationSmithy I
6 automated processes
Staffed by a zombie worker
Open in AutomationCircular Saw
4 automated processes
Staffed by a zombie worker
Open in AutomationSewing Table
4 automated processes
Staffed by a zombie worker
Open in AutomationBrewing Stand
3 automated processes
Staffed by a zombie worker
Open in AutomationChopping Spot
3 automated processes
Staffed by a zombie worker
Open in AutomationFermentation Barrel
3 automated processes
Also runs by itself once supplied
Open in AutomationKiln
3 automated processes
Also runs by itself once supplied
Open in AutomationVine Press
3 automated processes
Staffed by a zombie worker
Open in AutomationWine Barrel
3 automated processes
Also runs by itself once supplied
Open in AutomationPotter's Wheel
2 automated processes
Staffed by a zombie worker
Open in AutomationSawhorse
2 automated processes
Staffed by a zombie worker
Open in AutomationAssembly bench
1 automated process
Staffed by a zombie worker
Open in AutomationClay Digger Stand
1 automated process
Staffed by a zombie worker
Open in AutomationLumberjack stand
1 automated process
Staffed by a zombie worker
Open in AutomationPaper Press
1 automated process
Staffed by a zombie worker
Open in AutomationSand Digger Stand
1 automated process
Staffed by a zombie worker
Open in AutomationSluice Box
1 automated process
Staffed by a zombie worker
Open in AutomationSpinning Wheel
1 automated process
Staffed by a zombie worker
Open in AutomationWeaving Loom
1 automated process
Staffed by a zombie worker
Open in AutomationZombie Marble Quarry
1 automated process
Staffed by a zombie worker
Open in AutomationZombie Miner
1 automated process
Staffed by a zombie worker
Open in AutomationZombie Stone Quarry
1 automated process
Staffed by a zombie worker
Open in Automation
A workstation missing from this list is not a refusal: the guide lists what the data confirms and leaves the rest for a later data drop instead of guessing.
Zombie automation
A zombie covers one step of a chain. The chain itself is what decides whether production keeps running.
- 1A zombie worker
- 2At a workstation that accepts it
- 3Running one production recipe
- 4Fed with its inputs
- 5Producing an output you collect
A zombie does not solve the supply chain. If the recipe needs a raw material or an intermediate item, something still has to provide it: you by hand, an upstream workstation, or another zombie. That is why the planner exists - it works out the whole chain instead of one workstation.
This page explains what a zombie worker is. How many stations a specific item needs is the planner's answer.
Zombies in combat
The same body that staffs a workstation is the force the combat system draws on. This section says where that force fits, and hands the detail to the combat surfaces.
- 1Raise the zombie
- 2Equip it for the encounter
- 3Improve what it brings
- 4Prepare the ground it defends
- 5Fight the encounter
What a zombie may be equipped with and how it improves are decided by the systems that own them, so this page does not restate them. The encounter list is where the requirements are published: each one states what has to be in place before it can be won, which is the checklist a force is planned against.
17 encounters are documented on this site. Their requirements are the checklist to plan a force against.
The data behind this site covers the demo build. Army, training and town defence belong to the full release, so this section marks where they fit in the system and stops where the data stops.
Zombie equipment
What the published encounters require, and where the items that meet those requirements live.
Defence power of at least 144
Required by 15 published encounters
Open the encounter listA sword equipped
Required by 17 published encounters
Open the encounter listBody armor equipped
Required by 17 published encounters
Open the encounter listOnly one item carried overhead
Required by 17 published encounters
Open the encounter listThe encounter unlocked in its battle camp menu
Required by 7 published encounters
Open the encounter list
Equipment is documented on the encounters themselves, so this page aggregates those requirements instead of keeping a second copy. Weapons, armour and the technologies behind them are browsable as items; what they cost to make is the crafting calculator's question. Dedicated troop gear belongs to the full release and is not in the published data yet.
Technologies related to zombies
The technologies that grant the zombie system and the workstations a zombie can be assigned to. The technology hub owns the tree itself.
Reanimation
Opens the zombie system: it grants the resurrection workstation and the items a resurrection consumes.
Open technologyZombie Assistant
Adds the zombie supplier building, which is how the economy side of the system is reached.
Open technologyAlchemy, Distillation
Unlocks 1 workstations that accept a zombie worker, running 9 automated processes between them.
Open technologyBrick Making
Unlocks 1 workstations that accept a zombie worker, running 3 automated processes between them.
Open technologyBronze Forge
Unlocks 1 workstations that accept a zombie worker, running 1 automated processes between them.
Open technologyBronze Melting
Unlocks 1 workstations that accept a zombie worker, running 7 automated processes between them.
Open technologyBronze Works
Unlocks 1 workstations that accept a zombie worker, running 15 automated processes between them.
Open technologyChopping
Unlocks 1 workstations that accept a zombie worker, running 3 automated processes between them.
Open technologyMillstone
Unlocks 1 workstations that accept a zombie worker, running 9 automated processes between them.
Open technologyPottery I
Unlocks 1 workstations that accept a zombie worker, running 2 automated processes between them.
Open technologyThe Concept of Stone
Unlocks 1 workstations that accept a zombie worker, running 16 automated processes between them.
Open technologyThe Concept of Wood
Unlocks 1 workstations that accept a zombie worker, running 2 automated processes between them.
Open technologyWoodworking I
Unlocks 1 workstations that accept a zombie worker, running 17 automated processes between them.
Open technologyWriting Basic
Unlocks 1 workstations that accept a zombie worker, running 10 automated processes between them.
Open technology
Zombie troubleshooting
The problems the game data can actually explain, each one routed to the surface that answers it.
I can't resurrect this corpse
Six conditions gate a resurrection. Check them in order and fix the first one that is missing.
Open this sectionMy collar doesn't work
A collar has to be selected, and it has to accept the body's white and red skull counts.
Open this sectionI can't assign this zombie
Not every workstation accepts a zombie worker. Check the station before the zombie.
Open this sectionThe workstation won't automate
Automation needs a supported process, a free worker and supplied inputs. The diagnose view lists each requirement in order.
Open this sectionProduction stopped
A stopped chain is usually a missing input or an upstream step nobody covers. Trace the chain from the product backwards.
Diagnose the chainI can't use zombies in combat
Encounters publish their own requirements, and part of the combat system belongs to the full release. Start from the encounter you want to win.
Open this section
Version notes
What this page is built from, so an unverified section is visible instead of implied.
Built from the published game data
Resurrection requirements, collar limits, zombie-capable workstations and encounter requirements are read from the site's game data projection, so a data change updates this page instead of leaving stale advice.
Full release
Army, training and town defence belong to the full release. Their sections stay in place and say so until the data arrives, rather than being filled with demo-era guesses.