Gaming How-To

Graveyard Keeper 2: How to Rebuild the Town District by District

Fix blue-signposted houses for Green Scrolls, craft the kits each repair needs, and reclaim the Town's shops district by district.

Fix blue-signposted houses for Green Scrolls, craft the kits each repair needs, and reclaim the Town’s shops district by district.

The Town in Graveyard Keeper 2 starts as a mostly abandoned ruin, and putting it back together is the core of your mid-game economy. Residential buildings are the part that pays out Green Scrolls, the item you spend to grow the population and raise how many Likes the Town can hold. Every repair is straightforward once you know where to look and which kits to bring.

Quick answer: Walk up to a ruined building’s blue signpost, press [E] Build, supply the Building, Wooden, and Iron Kits the Housing menu lists, then confirm. The rebuilt house drops Green Scrolls straight into your inventory.


Repair a ruined house in the Town

Every repairable house wears a blue wooden signpost out front. Construction itself costs no time, no energy, and there is no skill check, so the only thing standing between you and the reward is having the right kits on hand. Materials can come from your backpack or from shared chests in the same area.

Head into the Town and open the map to spot the ruined plots. Damaged residential buildings are the ones marked with the blue signposts, and new plots open up as you push the Port and Town story forward and clear each district.
Map Overview & Locating Houses
The Town map, where labeled districts and markers help you track down ruined houses waiting on a repair. Image: Lazy Bear Games / via @QuickTipshow
Walk right up to the signpost and press [E] Build. This opens the Housing menu, which lists exactly which kits that building needs before construction can start.
Read the requirements before you commit. A standard Repair House asks for 6 Building Kit I, 4 Wooden Kit I, and 2 Iron Kit I. Larger buildings use the same kit types in higher quantities, so the amounts scale up rather than the recipe changing.
Repairing a Standard House
The Housing menu for a standard Repair House, listing the Building, Wooden, and Iron Kits you need before construction begins. Image: Lazy Bear Games / via @QuickTipshow
Hand over the kits and pick the repair option to start construction. The screen fades briefly while the work finishes.
When the fade clears, the ruin is replaced by a finished house and the Green Scrolls land in your inventory. A standard house pays out 3 Green Scrolls, and each repair also nudges the Home Sweet Home inspiration and the Urban Planner achievement forward.

With the Builder perk, each finished repair has a 30% chance, kit by kit, to refund one up to half of that kit’s cost, which quietly stretches your materials across more houses.


House repair costs and Green Scroll rewards

Residential projects come in four sizes, and every plot of a given type pays the same fixed number of scrolls. Finishing all of the Town’s houses hands you 180 Green Scrolls in total, and repairing 15 houses clears the Urban Planner achievement along the way.

House projectGreen Scrolls eachPlots
Repair Small House11
Repair House33
Repair Large House107
Repair Block254

Repairing a house does not raise Town quality or reputation on its own. The building only hands you scrolls, and the actual quality increase happens later when you deliver those scrolls to Linda. If population and a higher Likes cap are your goal, pour materials into houses before spreading them across commercial plots.


Craft Building Kits, Wooden Kits, and Iron Kits

The kits, rather than the structures, are the main constraint. You can make Building Kit I and Wooden Kit I at Assembly benches I, II, or III, or at Woodworking Workbenches I or II. For Iron Kit I, use Smelting II or III, an Iron Anvil, or a Steel Anvil. To unlock the Building Kit I recipe, research Houses Repairing for 45 red and 10 green points; Stone Polishing and Brick Making are prerequisites.

To keep kits flowing in bulk, set up the tier II production chain:

  • Unlock House Repairing, Stone Carving, Iron Works, and Iron Instruments II in the tech tree, or the kit recipes never appear.
  • Build Furnace II with a Bellows extension to turn iron ore into ingots at a usable rate.
  • Place an Iron Anvil and hammer ingots into iron nails, which feed both the kits and most repairs.
  • Place Woodworking Workbench II beside a tool rack; it turns boards and nails into Wooden Kits and Building Kits.
  • Produce Polished Bronze from fat, boards, and bronze ingots, plus Polished Stone at the Stonemason’s Workbench, for repairs that require them.

Rebuild the Town’s shops and stalls

Shops progress independently of houses: they provide no Green Scrolls, but each brings in a trader with unique goods and unlocks Town orders. Restore them on vacant Merchant Stalls plots or Workshop Courtyards, using the same three kits required for house repairs. Restoring 11 shops earns the Patron of merchants achievement.

ShopsUnlocked byBuilding / Wooden / Iron Kit I
Apothecary, Vegetable Stand, TailorMarket Stalls I4 / 3 / 1
Builder, SmithyArtisans I4 / 3 / 1
Tavern, BreweryArtisans II6 / 4 / 2
Furniture Maker, Baker, Fish StandMarket Stalls II6 / 4 / 2
Alchemist, JewelerMarket Stalls III8 / 6 / 3

Choose a stall based on the goods you need: restore one whose trader will buy your surplus or offer the seeds and materials you lack. As soon as construction finishes, check the vendor menu for its new stock; that confirms the kits were accepted. A shop can later be raised to Tier II or III using materials alone, without further technology. Higher tiers increase the trader’s daily income, weekly Likes payout, and Town order size.


Unlock the forest quarry for stone and timber

Bulk kit production quickly consumes stone and wood. To access the quarry west of the village, you need to clear paperwork, not defeat an enemy.

Head west out of the village until you reach the Forest Post barricade. Tibo and his partner will bar your way unless you have the Head of the Village’s authorization.
Go to the Village Tavern and talk with Januarius. He requires the village’s Royal Mail Service postbox to be operational before he will give you a pass.
Complete the postbox’s 42-step verification. You can skip through the prompts and still receive a temporary Head of Village certificate.
Take your certificate to Januarius. Once the election discussion is over, he gives you the official Forest Pass; the Forest Post guards let you through when they see it. The forest contains a quarry where you can build zombie mining posts. A broken ladder along the cliff can also be fixed with planks, bronze details, and nails, making a direct shortcut to your yard.

Keep corpses arriving while you rebuild

Town restoration can run short on corpses, especially early in the game. At the Crossroads, Sister Agatha is stopping the delivery donkey because she objects to his hygiene on holy ground.

Speak with Sister Agatha beside the ruined well house in the Crossroads, and ask why the donkey is troubling her.
Descend into the crypt beneath the Crossroads and inspect the broken sacred well. It needs 3 Wooden Kits, 2 Polished Stones, and 2 Polished Bronzes.
Construct the well, then speak to Agatha again. She ends the blockade after the donkey agrees to clean his hooves. You can then choose the delivery rate—no corpses, a few, or lots—and change it on Wrath day to suit your body-processing capacity.

Put zombies on kit production

Making every kit by hand will bog down a Town rebuild. Zombies can handle the repetitive station work, provided you equip each one with a tool suited to its station.

ToolStations
AxeWoodworking benches and logging spots
HammerAnvils, masonry and stone benches
ShovelFarming beds
BowBarracks guard duty

For stations to send completed goods to storage or retrieve stockpile inputs, assign a porter to a Zombie Porter station. Without that assignment, an otherwise automated yard will often appear to have stopped working.

Think of Town restoration as a connected cycle, not a series of separate tasks. Linda uses repaired houses to grow the population, restored shops enable trade and orders, and reliable kit production supports both. If progress stops, look first at the smelting and woodworking chain feeding the work, rather than at Town itself.