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GuideGraveyard Keeper 2

Graveyard Keeper 2 battles: all 23, waves and rewards

14 min readBy Marcus Vasquez
Graveyard Keeper 2 town battle with zombie fighters, barricades, archer towers, flags, enemies, and red battle bars
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About the game

Graveyard Keeper 2

Lazy Bear Games · tinyBuild

Graveyard Keeper 2 battles are fixed encounters, not random waves. This list puts all 23 fights in order, records unlocks, shows every front's timed waves, and separates fixed rewards from six descriptive zombie labels.

TL;DR: There are 16 story and sewer entries plus seven Sewerena rounds. Most town battles use Sloth, while the Port, sewer brawls, Sewerena, and Bathhouse fight are listed as any-day exceptions. Hold your base until the final front timer ends. The reward table keeps the GK2DB and Wikily Town Gratitude values side by side because they disagree after the 1.008 balance change.

Graveyard Keeper 2 battles: quick answer

The list has 23 encounters: the Port opener, town and sewer fights, floodgates, endgame fights, and seven optional Sewerena rounds. The story fans out, so use the quest name in the unlock column. For squads, weapons, barricades, and Victory Banners, use the Zombie Army Battle Guide.

The official combat post describes town fights as weekday activities and sewer fights as open six days out of six. The references identify Sloth as the regular town window; exceptions are below. The calendar guide covers the week.

How to read the battle list

The wave database gives each route a front and timed blocks. F1 (5) means five blocks on Front 1; 0:12-0:35 is that block's arrival window. Gaps are pauses. W means Wild Zombie, K Buckethead, D Door Zombie, T Stinker, R Barrel Zombie, and P Spitter. Enemy totals are not kill quotas.

Both references describe holding your base until the timeline ends. Some fights also use enemy flags or control points. The official post illustrates Town Square's all-direction attacks and central streets' multiple fronts.

Graveyard Keeper 2 battle scene with zombie fighters, wooden defenses, enemy zombies, flags, and a blue base zone Steam combat preview with several enemy approaches and a defended base.

Step-by-Step: use this Graveyard Keeper 2 battles list

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1. Match the quest pointer: Find the active quest named in the unlock column. Middle story branches can be active side by side.

2. Check the day rule: Treat Sloth as the normal town-battle appointment. The table marks the any-day exceptions; the workshop-hours guide covers other timed systems.

3. Read the longest front: Compare each front's last time block and its enemy mix. A lower total can still be awkward if fronts overlap late.

4. Claim the fixed reward: The reward is paid when the battle ends. Enemy kills have no separate drop table; red tech points for participating zombie fighters are a separate win reward.

Every Graveyard Keeper 2 battle in story order

The table uses the exact battle names in the two community databases. The fixed item rewards below follow the current GK2DB extract. TG means Town Gratitude. Where Wikily reports a different TG value, it appears after the slash. This is deliberate: official 1.008 confirms that winning-battle Town Gratitude was increased, but it does not publish a complete replacement table. Bathhouse defense power also differs, so this list does not present that disputed threshold as settled fact.

#Battle and unlock pointerStartsFront wave timelineEnemies sentFixed end reward
1Break Through to the Port. First... Sludge? and the Port camp.Any dayF1 (5): 0:00-0:07, 0:07-0:12, 0:12-0:35, 1:55-2:00, 2:00-2:25. F2 (8): 0:20-0:30, 0:30-0:55, 1:35-1:45, 1:45-1:55, 2:25-2:35, 2:35-2:45, 3:15-3:27, 3:27-3:35.93 WDefender's Emblem x1, Zombie goo x6, TG 4 / 8.
2Eastern Districts: Active Scouting. Herbert opens Hope It Doesn't go South after the Port fight.SlothF1 (10): 0:00-0:10, 0:10-0:40, 1:02-1:07, 1:29-1:51, 1:51-1:59, 2:11-2:15, 2:27-2:37, 2:37-2:57, 3:09-3:13, 3:25-3:40.133 WDefender's Emblem x1, Goo x6, TG 4 / 8.
3Eastern Districts Purge. The second Hope It Doesn't go South fight, after Active Scouting.SlothF1 (6): 0:00-0:03, 0:03-0:15, 0:15-0:45, 0:45-1:00, 1:30-2:00, 3:00-3:30. F2 (2): 2:20-3:10, 3:30-4:20. F3 (7): 0:00-0:05, 0:05-0:20, 0:20-0:50, 0:50-1:05, 1:05-1:35, 1:35-2:00, 3:00-3:30.214 W, 33 KVictory Banner x1, Goo x6, TG 4 / 8.
4Market Square Purge. Plaza Battle after Jack's workshop order.SlothF1 (6): 0:00-0:15, 0:15-1:05, 1:25-1:55, 1:55-2:20, 2:40-2:55, 2:55-3:35.176 W, 14 DGoo x6, TG 4 / 8.
5Central Districts Purge: Part I. Street Battles after Market Square.SlothF1 (10): 0:00-0:35, 0:35-0:55, 0:55-1:10, 1:35-1:50, 1:50-2:30, 2:30-2:45, 3:25-3:45, 3:45-4:05, 4:35-4:50, 4:50-5:05. F2 (10): 0:00-0:20, 0:20-0:40, 0:40-0:55, 1:50-2:00, 2:00-2:35, 2:35-2:45, 3:45-4:05, 4:05-4:25, 4:55-5:10, 5:10-5:25.180 W, 74 K, 16 DDefender's Emblem x1, Goo x6, TG 4 / 8.
6Central Districts Purge: Part II. Immediately after Part I in Street Battles.SlothF1 (13): 0:00-0:30, 0:30-0:35, 0:35-0:50, 0:50-1:10, 1:10-1:15, 1:15-1:30, 2:00-2:20, 2:20-2:40, 2:40-2:45, 2:45-3:00, 4:30-4:50, 4:50-5:10, 5:10-5:30. F2 (13): 0:00-0:30, 0:30-0:35, 0:35-0:50, 0:50-1:10, 1:10-1:15, 1:15-1:30, 3:00-3:20, 3:20-3:40, 3:40-3:45, 3:45-4:00, 4:30-4:50, 4:50-5:10, 5:10-5:30.136 W, 48 T, 40 KVictory Banner x1, Goo x6, TG 4 / 8.
7Sewer Brawl I. Davy's Wharf Rats request and Battles in the Sewers.Any dayF1 (5): 0:00-0:03, 0:03-0:20, 0:30-1:05, 1:25-1:35, 1:35-1:55.64 WKeys for Looters x3, Goo x4, TG 3 / 6.
8Sewer Brawl II. The second Davy sewer fight, after Brawl I.Any dayF1 (7): 0:00-0:15, 0:15-0:45, 0:45-1:00, 2:00-2:30, 3:00-3:15, 3:15-3:45, 4:15-4:45. F2 (7): 0:00-0:15, 0:15-0:45, 1:30-1:45, 1:45-2:15, 2:15-2:30, 3:15-3:45, 4:15-4:45.190 W, 32 KKeys x3, Goo x4, TG 3 / 6.
9Sewerena, bout 1. Optional Davy arena after the two brawls.Any dayF1 (8): 0:00-0:05, 0:05-0:30, 0:30-0:35, 1:25-1:30, 1:30-1:50, 1:55-2:20, 2:35-3:05, 3:15-3:25. F2 (8): 0:35-0:50, 0:50-0:55, 0:55-1:10, 1:25-1:50, 1:55-2:00, 2:00-2:20, 2:45-2:55, 3:05-3:35.193 W, 63 KKeys x4, Goo x5, TG 4 / 8.
10Sewerena, bout 2. The next sequential arena fight.Any dayF1 (9): 0:00-0:05, 0:05-0:20, 0:25-0:30, 0:30-0:45, 1:00-1:05, 1:05-1:45, 2:00-2:05, 2:05-2:40, 2:40-3:00. F2 (9): 0:00-0:05, 0:05-0:45, 1:00-1:05, 1:05-1:20, 1:25-1:30, 1:30-1:45, 3:00-3:05, 3:05-3:40, 3:40-4:00.156 W, 112 KKeys x4, Goo x5, TG 4 / 8.
11Sewerena, bout 3. After bout 2.Any dayF1 (8): 0:00-0:20, 0:20-0:50, 0:50-1:00, 2:30-2:50, 2:50-3:20, 3:20-3:30, 5:30-5:50, 5:50-6:30. F2 (7): 0:00-0:15, 0:15-0:30, 0:30-0:45, 0:45-1:30, 1:30-2:00, 2:30-4:30, 5:00-7:00.316 W, 196 K, 4 DKeys x5, Goo x4, TG 4 / 8.
12Sewerena, bout 4. After bout 3.Any dayF1 (10): 0:00-0:05, 0:05-1:00, 1:40-2:00, 2:00-2:10, 2:10-2:30, 2:30-3:10, 3:25-3:30, 3:30-4:00, 4:00-4:10, 4:42-4:58. F2 (10): 0:00-0:05, 0:05-0:45, 0:45-0:50, 0:50-1:30, 3:25-3:30, 3:30-4:00, 4:00-4:10, 4:20-4:35, 4:35-5:10, 5:10-5:20. F3 (10): 0:30-0:35, 0:35-1:30, 1:40-2:00, 2:00-2:10, 2:10-2:30, 2:30-3:10, 3:25-3:30, 3:30-4:00, 4:00-4:10, 4:42-4:58.255 W, 127 K, 44 TKeys x5, Goo x5, TG 4 / 8.
13Sewerena, bout 5. After bout 4.Any dayF1 (11): 0:00-0:10, 0:10-0:35, 0:35-0:50, 1:50-2:05, 2:05-2:15, 2:15-2:30, 2:30-2:40, 3:05-3:40, 3:40-3:55, 5:15-5:35, 5:35-5:45. F2 (10): 1:00-1:15, 1:15-1:55, 1:55-2:30, 2:30-2:40, 3:05-3:35, 3:35-3:55, 4:05-4:35, 4:35-4:55, 5:05-5:35, 5:35-5:55. F3 (11): 0:00-0:10, 0:10-0:35, 0:35-0:50, 1:50-2:05, 2:05-2:15, 2:15-2:30, 2:30-2:40, 4:05-4:40, 4:40-4:55, 5:15-5:35, 5:35-5:45.320 W, 166 K, 28 T, 10 RKeys x7, Goo x8, TG 4 / 8.
14Sewerena, bout 6. After bout 5.Any dayF1 (14): 0:00-0:10, 0:10-0:30, 0:30-1:00, 1:00-1:20, 1:20-1:50, 1:50-2:00, 3:00-3:20, 3:20-3:30, 3:30-4:00, 4:30-4:50, 4:50-5:00, 5:00-5:30, 5:30-5:40, 5:40-6:10. F2 (12): 0:00-0:05, 0:05-0:20, 0:20-0:30, 1:30-2:00, 2:00-2:20, 2:20-2:40, 2:40-3:00, 3:00-3:10, 3:10-3:30, 4:30-4:50, 5:10-5:30, 5:50-6:10.347 W, 215 K, 34 P, 17 R, 15 TKeys x7, Goo x7, TG 7 / 14.
15Sewerena, bout 7. Final sequential arena round after bout 6.Any dayF1 (4): 0:00-0:40, 1:30-2:10, 2:10-2:50, 3:40-4:30. F2 (6): 0:00-0:40, 0:40-1:05, 1:05-1:20, 2:50-3:30, 4:00-4:40, 4:40-5:20. F3 (4): 0:00-0:40, 1:30-2:10, 2:10-2:50, 3:40-4:30.101 W, 205 K, 70 T, 61 RKeys x10, Goo x10, TG 8 / 16.
16Closing the Western Floodgate. Water Locked after the southern district branch.SlothF1 (3): 0:00-1:00, 1:00-2:00, 4:00-5:45. F2 (9): 1:00-1:30, 1:30-2:00, 2:00-2:45, 2:45-3:05, 3:05-3:30, 4:00-4:15, 4:15-4:30, 4:30-4:45, 5:45-6:45. F3 (7): 0:00-0:30, 0:30-1:00, 2:30-2:50, 2:50-3:30, 4:45-5:05, 5:05-5:25, 5:25-5:45.156 W, 117 K, 32 D, 27 TGoo x10, TG 8 / 16.
17Closing the Eastern Floodgate: Part I. Steamy Royal branch, after its floodgate objective opens.SlothF1 (11): 0:00-0:05, 0:05-1:00, 1:00-1:05, 1:05-1:30, 1:30-2:00, 3:15-3:20, 3:20-3:55, 3:55-4:15, 5:15-5:40, 5:40-5:55, 5:55-6:15. F2 (9): 0:00-0:05, 0:05-0:20, 0:20-0:25, 0:25-0:40, 0:40-1:40, 1:40-1:45, 1:45-2:00, 4:30-4:35, 4:35-5:00.91 W, 126 K, 14 T, 8 R, 16 PGoo x10, TG 8 / 16.
18Closing the Eastern Floodgate: Part II. Starts straight after Part I.SlothF1 (6): 0:00-0:10, 0:10-0:30, 0:30-0:45, 0:45-1:00, 2:00-2:30, 3:35-4:00. F2 (10): 0:00-0:05, 0:05-0:35, 0:35-1:00, 1:15-1:20, 1:20-2:00, 2:50-3:10, 3:25-3:30, 3:30-3:45, 3:45-3:50, 3:50-4:10.71 W, 95 K, 16 T, 15 R, 12 PGoo x10, TG 8 / 16.
19Battle at the Lake. Still Standing on Stilts branch.SlothF1 (8): 0:00-0:05, 0:05-0:50, 0:50-1:30, 1:30-1:55, 3:00-3:20, 3:20-3:40, 4:15-4:35, 5:10-6:00. F2 (7): 0:00-0:05, 0:05-0:50, 1:05-1:55, 2:10-2:15, 2:15-2:35, 2:35-2:40, 2:40-3:00.85 W, 102 K, 49 TGoo x10, TG 8 / 16.
20Operation POTATO: Part I. Dirt Rights branch.SlothF1 (10): 0:00-0:05, 0:05-0:30, 0:30-0:40, 0:40-1:00, 1:10-1:15, 1:15-1:25, 1:25-2:00, 2:00-2:40, 3:15-4:35, 5:20-6:20.87 W, 40 K, 31 T, 25 RGoo x10, TG 8 / 16.
21Operation POTATO: Part II. Starts straight after Part I.SlothF1 (11): 0:00-0:08, 0:08-0:30, 0:30-0:38, 0:38-1:00, 1:30-2:00, 2:00-2:15, 2:15-2:30, 3:00-3:20, 3:20-3:25, 3:25-3:30, 3:30-4:00.104 K, 36 T, 19 RGoo x10, TG 8 / 16.
22Break Through to the Bathhouse Basement. The late Steamy Royal objective.Any dayF1 (9): 0:00-0:05, 0:05-0:30, 0:30-0:50, 0:50-1:00, 1:20-1:25, 1:25-2:10, 2:10-2:20, 3:55-4:25, 5:50-6:10. F2 (10): 0:00-0:10, 1:20-1:25, 1:25-2:05, 2:05-2:30, 2:30-3:10, 3:10-3:25, 3:25-3:40, 4:40-4:45, 4:45-5:30, 6:30-7:20. F3 (7): 0:00-0:05, 0:05-0:30, 0:30-0:35, 0:35-1:00, 2:40-2:45, 2:45-3:10, 5:50-6:10.175 K, 125 W, 24 R, 24 T, 16 DKeys x3, Victory Banner x1, Goo x4, Defender's Emblem x1.
23Final Battle. The Last Battle after the palace briefing and endgame quest setup.SlothF1 (16): 0:00-0:10, 0:10-0:40, 0:40-1:00, 2:20-2:25, 2:25-2:50, 2:50-2:55, 2:55-3:20, 3:40-3:55, 4:10-4:25, 4:40-4:55, 5:25-5:30, 5:30-5:35, 5:35-6:15, 6:15-6:20, 6:20-6:25, 6:25-6:55. F2 (13): 1:00-1:10, 1:10-1:50, 1:50-2:00, 2:20-2:25, 2:25-2:50, 2:50-2:55, 2:55-3:20, 3:55-4:10, 4:25-4:40, 4:55-5:10, 5:40-5:50, 6:05-6:15, 6:30-6:40.443 W, 107 K, 48 T, 39 D, 38 P, 21 RKeys x3, Goo x4, TG 3 / 16.

The final row exposes the conflict: GK2DB lists Keys x3, Goo x4, TG 3; Wikily lists Goo x10 and TG 16. Official 1.008 confirms TG increased, not a complete replacement table. Track the town side of the payout with the reputation guide.

Graveyard Keeper 2 battle start panel showing Eastern Districts Purge, squads, defense power, and reward icons Steam preview of the fight name, defense check, and reward icons.

The six Graveyard Keeper 2 zombie enemy types

The game does not name these six looks on screen. GK2DB explicitly says its labels describe appearance, so this article uses those descriptive labels and gives Wikily's label in parentheses where it differs. They are not official enemy names. Both references agree that every battle zombie has no armor and the same movement speed, so normal weapon damage is not reduced by armor. Compare the zombie-limit guide when enemy caps affect your wider plan.

Descriptive label used hereWikily labelVerified profileFirst listed appearance
Wild ZombieWild Zombie15 health, 4 damage. The basic melee enemy and the only type present in the Port opener.Break Through to the Port
BucketheadBucket Zombie35 health, 6 damage. A tougher basic melee body that joins the Eastern purge and then appears throughout the later list.Eastern Districts Purge
Door ZombieDoor Zombie30 health, 10 damage. Carries a door that blocks hits and targets barricades before other objectives.Market Square Purge
StinkerBloated Zombie48 health, 7 damage. Bursts for 10 on death according to both combat references, so the final hit has a positional cost.Central Districts Purge: Part II
Barrel ZombieBarrel Zombie100 health, 10 damage. The toughest melee profile in the six-type table. Its first-appearance fields disagree, so treat the data page's Sewerena bout 5 entry as a reference label, not a guaranteed first encounter.Disputed by the references
SpitterSpitter Zombie32 health, 7 damage, 4.5 range, and a 1.5 second attack pause. It is the ranged profile and first appears in the Sewerena bout 6 data.Sewerena, bout 6

The no-drop rule needs one careful distinction. GK2DB says an individual enemy kill gives no experience, tech points, or drop. Wikily says every zombie that fought in a winning Keeper squad receives red tech points, and the official 1.007 changelog says zombies earn red tech points for winning fights. That win payout is not an enemy-kill drop.

Battle tips that follow from the wave data

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Use the last time block, not only the total count, when choosing a preparation point. Central Districts Part II shifts its mirrored late waves, while the final fight continues past six minutes.

For Sewerena, the sequence is the point. Davy's page says the seven fights run in order and pay increasing key bundles. Each round changes its fronts, enemy mix, and payout, so an early round does not predict the last one. The automation guide covers preparation.

Do not read a high enemy total as a demand to clear every body. If a front's timer ends while enemies remain queued, the timeline has finished. For a general battle-start checklist, return to the zombie army battle guide, and use the factory layout guide for the wider build space.

Treat the reward table as a live-build snapshot. Update 1.008 changed Town Gratitude, and the references have not converged on one complete table. Watch the Graveyard Keeper 2 patch notes tracker for later changes.

Frequently Asked Questions

How many Graveyard Keeper 2 battles are there?

The two battle references expose 23 encounters: 16 story and sewer entries plus seven sequential Sewerena rounds.

Are Wild Zombie and Buckethead official names?

No. Wild Zombie is used by the data reference, but the six names are descriptive labels because the game does not name the enemy looks on screen.

What is the longest battle?

The references list Final Battle at 6:55 and 696 enemies across two fronts. Those totals are a timeline ceiling, not a kill quota.

Can you start Sewerena on any day?

Yes. GK2DB and Wikily mark all seven Sewerena rounds as any-day fights. Most town battles use the Sloth window.

What does a battle pay?

The payout depends on the row: Zombie goo, Town Gratitude, Keys for Looters, a Defender's Emblem, or a Victory Banner. The sources disagree on several Town Gratitude values after 1.008.

References

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About the author

Marcus Vasquez

Senior Critic & Analyst

Former game data analyst turned critic with 11 years covering indie and mid-tier games. Based in Austin. Runs spreadsheets on games most people just play.

  • 11 years games criticism
  • Former game economy analyst
  • Roguelike and strategy specialist
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