Checked for Graveyard Keeper 2 · patch 1.007 — numbers may change; re-check after updates.

Graveyard Keeper 2 Zombie Combat: Squads, Gear, Defense Power and Every Battle

Graveyard Keeper 2 town square: gothic timber houses, a glowing ritual circle with a red book on an altar, and combat in the street
Official Steam shot of the town square with a street fight. The store images include no Barracks or squad screen.

Clearing the Town in Graveyard Keeper 2 means battles: timed waves of enemy zombies against your squads, barricades and the Keeper himself. Most of the work happens before the fight — gear, defense power and the right day. This page covers all of it, with the numbers for all 17 battles.


TL;DR — Zombie combat in six lines


How battles work

Herbert gives you a red banner before the first battle, and the Barracks open for squads afterwards. From then on:

  1. Pick the day. Most battles start only on Sloth — the fast travel guide has the weekly route.
  2. Meet the requirements. Each battle sets a minimum defense power and a squad limit, and hired mercenaries count as one squad.
  3. Fight the waves. Enemies come down one to three lines. You win by capturing every enemy flag and still holding them all when the waves run out.
  4. Don't lose the base. The battle ends at once if enemies take your base or the Keeper's health hits 0.

Four battles have no flags — Market Square Purge, Operation POTATO: Part II, the Final Battle and the Sewerena. There you only hold the base until the waves end.

Moving troops. One creator's walkthrough moves squads by carrying the banner forward and notes that flags only fall if you push onto them. Treat this as a player tip.

Why a battle won't start: it isn't the right day; the Keeper's tool belt lacks a sword or body armor; he carries more than one item on his head; or defense power is short.


Defense power: the number that gates every battle

Source Defense power
Squad zombie with armor and a pike or bow Weapon power + armor power
Barricade or archer tower (not counted in Sewer Brawls) +2 / +4 / +6 by tier
Mercenaries 8, then 16 and 24 after upgrades

A zombie missing either piece adds nothing and doesn't fight. Per zombie, gear gives:

Loadout Per zombie Per squad of 4
Light Pike or Reinforced Bow + Bronze Armor 2 8
Battle Pike or Battle Bow + Iron Armor 4 16
Heavy Bow or Knight's Spear + Steel Armor 6 24
Heavy Bow + Master Armor (if your zombies can wear it — see below) 7 28

Squad slots come from Defender's Emblems, up to 4. You earn one each from the Port and Bathhouse Basement break-throughs, Active Scouting in the Eastern Districts, and Central Districts Purge: Part I. Patch 1.006 made emblems indestructible, because losing one could block a place.


Zombie weapons and armor

Zombie fighters have 100 health. A hit deals the attacker's damage minus the target's armor; enemy zombies wear none.

Weapon Damage With zombie perk Range Power
Simple Bow 4 7 (Blindseye) 6 +1
Reinforced Bow 8 11 6 +1
Battle Bow 15 18 6 +2
Heavy Bow 22 25 6 +3
Light Pike 4 6 (Impaler) 2 +1
Battle Pike 6 8 2 +2
Knight's Spear 10 12 2 +3

Bows pause 1 s between shots; pikes 0.65 s. The Simple Pike (+1) can't be obtained in 1.007.

Armor Damage taken off each hit Power
Rusty Armor 0 +0
Bronze Armor 1 +1
Iron Armor 2 +2
Steel Armor 3 +3
Master Armor 4 +4

The Tin Can zombie perk takes 1 more off every hit. Rusty Armor comes from the prologue and adds no power, so it only gets a zombie into a fight.

Master Armor on zombies: it needs Masterwork Equipment and Smithing 15; patch 1.007 fixed Tempering Expert unlocking Master Armor. Wikily lists it for zombie fighters, while one creator's squad video says masterwork gear isn't available to zombies. Check your Barracks before you craft it for them.

Gear recipes

Item Station Ingredients
Light Pike Wooden Anvil 4 Stick, 2 Bronze Detail, 1 Bronze Ingot
Battle Pike Iron Anvil 4 Stick, 2 Iron Detail, 1 Iron Ingot
Knight's Spear Steel Anvil 4 Stick, 2 Steel Detail, 1 Steel Ingot
Reinforced Bow Wooden Anvil 1 Bronze Ingot, 10 Stick, 4 Flax Thread
Battle Bow Iron Anvil 1 Iron Ingot, 10 Stick, 6 Flax Thread
Heavy Bow Steel Anvil 1 Steel Ingot, 10 Stick, 8 Flax Thread
Bronze Armor Wooden Anvil 2 Bronze Detail, 4 Bronze Ingot, 1 Fabric
Iron Armor Iron Anvil 2 Iron Detail, 4 Iron Ingot, 2 Fabric
Steel Armor Steel Anvil 4 Steel Ingot, 4 Steel Detail, 4 Fabric
Master Armor Steel Anvil 1 Tannin Liquid, 4 Steel Detail, 6 Fabric

Flax Thread starts in the farming guide. A Battle Bow squad uses 24 thread.


Enemies and how to answer them

Enemy Health Attack Answer
Wild Zombie 15 4 Anything; Iron Armor cuts it to 2 per hit
Door Zombie 30 10 Its door blocks hits from the front; flank or outlast it
Bucket Zombie 35 6 Pikes and towers
Bloated Zombie 48 7 Kill at range: it bursts for 10 on death, whatever the armor
Spitter Zombie 32 7 Spits from 4.5; bows (6) and towers (7) outrange it
Barrel Zombie 100 10 Battle or Heavy Bows and archer towers

Barricades, towers and mercenaries

Barricades and archer towers are built in the Barracks' Military Building Area and placed from the Command post during a battle.

Defense Power Health Extra
Barricade I / II / III +2 / +4 / +6 400 / 600 / 800 —
Spiked Barricade I / II / III +2 / +4 / +6 250 / 450 / 600 Hits back 3 / 5 / 7
Fortified Barricade I / II / III +2 / +4 / +6 600 / 800 / 1000 —
Archer Tower I / II / III +2 / +4 / +6 150 / 300 / 450 8 / 16 / 24 per arrow, range 7

War Supplier and War Engineer improve barricades and towers.

Mercenaries are four fighters, two pikes and two bows, who take one squad slot and add 8 power. The Merc Leader upgrades them to 16 (3 Iron Ingot) and 24 (3 Steel Ingot). One payment lasts until you win a battle with them:

Hire Price
First 5 silver
After 1 / 2 / 3 / 4 wins 7s 50b / 10s / 15s / 20s
After 5 wins 1 gold
After the quest Inflation 3 gold-quality Wine

Potions for battle

Potion Effect Runes (I / II / III)
Healing Keeper +20 / +40 / full health 2 / 4 / 5 red
Zombie Motivator Zombie fighters attack twice as often for 15 s / 30 s / 1 min 1r1b / 1r2b / 3r3b
Damage +3 / +6 / +9 per Keeper hit for 30 s 1r1g / 2r2g / 3r3g
Berserker Keeper attacks cost no stamina for 15 / 30 / 45 s 1r1g1b / 2r1g1b / 3r2g2b

Damage Potions skip zombie fighters and towers. Brew these combat potions the day before a Sloth push.


Every battle: squads and defense power

Battle Squads Power Starts
Break Through to the Port 1 12 Any day
Eastern Districts: Active Scouting 1 12 Sloth
Eastern Districts Purge 2 20 Sloth
Market Square Purge 2 22 Sloth
Central Districts Purge: Part I 2 36 Sloth
Central Districts Purge: Part II 3 56 Sloth
Closing the Western Floodgate 3 56 Sloth
Closing the Eastern Floodgate: Part I / II 3 80 Sloth (Part II follows)
Battle at the Lake 3 64 Sloth
Operation POTATO: Part I / II 3 72 Sloth (Part II follows)
Break Through to the Bathhouse Basement 3 88 Any day
Final Battle 4 144 Sloth
Sewer Brawl I / II 1 / 2 8 / 24 Any day
Sewerena (7 rounds) 2–4 36–116 Any day

Rewards are mostly Zombie goo and Town Gratitude (4 in the early street battles, 8 from the floodgates through Operation POTATO, 3 in the Final Battle and sewer fights; the Bathhouse gives none). The Bathhouse, Final Battle and sewer fights also pay Keys for Looters, spent with Davy the Dagger at the Dockside Club on Lust. Patch 1.007 fixed progression in Central Districts Purge I and II.


Levelling your fighters

Fighter perks sit on the Smithing tree: Impaler and Blindseye (200 points), Tin Can and Undead Resilience (400). Red points from wins pay for them — see combat perks & mastery. Fighters don't need top bodies; the red skull guide treats soldiers as a separate goal from factory workers.


FAQ

Q: What is defense power in Graveyard Keeper 2?
A: The number next to the sword before a battle. It adds up your barricades and archer towers, the weapon and armor power of every armed squad zombie, and the mercenaries (8, 16 or 24). A battle won't start below its requirement.

Q: Which battles can I start on any day?
A: Break Through to the Port, Sewer Brawl I and II, Break Through to the Bathhouse Basement and the Sewerena. Every other battle waits for Sloth, except in the window after Herbert hands you the red banner.

Q: How do I get more squad slots?
A: With Defender's Emblems, up to 4 slots. You earn one each from the Port and Bathhouse Basement break-throughs, Active Scouting in the Eastern Districts, and Central Districts Purge: Part I.

Q: Do Damage Potions help my zombie squads?
A: No. Damage Potions only raise the Keeper's hits, plus the mercenaries' once the Merc Leader has upgraded their gear. For zombies, drink a Zombie Motivator Potion, which halves the pause between their attacks.

Q: Are mercenaries worth hiring?
A: Early, yes: 5 silver adds a full squad worth 8 defense power. The price climbs after each win with them up to 1 gold, and they take one of your squad slots and earn no tech points.

Q: Why won't my battle start?
A: Check the day, that the tool belt holds a sword and body armor, no more than one item carried on the head, and defense power at or above the requirement.


Also read


Reference