Battles in Graveyard Keeper 2 become available through Herbert's early quests and gradually develop into a separate progression system. Good equipment for the Keeper alone is not enough. Before every major operation, the game checks your total Defense Power, which comes from zombie squads, hired mercenaries, and defenses prepared in the Barracks.Early on, hiring the four mercenaries and building a couple of barricades is enough, but the final battle requires 144 Defense Power. Below, we'll explain how Defense Power is calculated, how to equip zombie fighters, how to unlock additional squads, and how much power you need for every story battle.
How to Unlock Battles
The full battle system opens through Herbert's questline. First, you need to improve the graveyard and then bring him 3 Faith, which unlocks the Barracks. The next stage requires you to raise the Barracks quality to 12 and craft a Magic bell. The entire early route up to the first counterattack is covered in our walkthrough of all Herbert's quests.Image unavailableMost later operations are started at guard posts near the districts you are trying to liberate. Before each battle, a preparation window appears showing the minimum required Defense Power and the maximum number of squads you can bring. If even one requirement is not met, you cannot start the battle.Image unavailableMost battles are available only on the Day of Sloth. The exceptions are Break Through to the Port, both Sewer Brawls, Break Through to the Bathhouse Basement, and Sewerena. These can be started on any day. Some multi-part operations begin their second battle immediately after the first, so you do not need to wait until the following week.
How Defense Power Is Calculated
The required value is shown next to the sword icon in the preparation window. The game adds together the Defense Power of your selected zombie fighters, hired mercenaries, barricades, and Archer Towers stored in the Barracks. Simply carrying weapons or building materials in your inventory does nothing. Only troops and defenses prepared for battle count.Image unavailableBarricades and Archer Towers contribute to Defense Power before you even enter the battlefield. For example, three Barricade I structures stored in the Barracks provide six Defense Power in total. Once the battle begins, you can place those structures at available defensive positions during the preparation stage.Image unavailableThe two Sewer Brawls work differently: barricades and Archer Towers cannot be used there, so you must reach the required Defense Power entirely with squads. This makes Sewer Brawl II, which requires 24 Defense Power, particularly well suited to fully upgraded mercenaries.
How to Create Combat Units from Zombies
One squad can contain up to four zombies. However, an ordinary resurrected worker does not automatically count as a fighter. For a zombie to join a combat squad and contribute Defense Power, it must wear armor and carry either a bow or a pike.Image unavailableEach fighter's Defense Power comes from these two equipped items. Better weapons and armor contribute more:
Simple Bow and Reinforced Bow: 1 Defense Power each;
Battle Bow: 2 Defense Power;
Heavy Bow: 3 Defense Power;
Simple Pike and Light Pike: 1 Defense Power each;
Battle Pike: 2 Defense Power;
Knight's Spear: 3 Defense Power.
Armor follows the same progression: Rusty Armor adds no Defense Power, Bronze Armor adds 1, Iron Armor adds 2, Steel Armor adds 3, and Master Armor adds 4.For example, a zombie wearing Master Armor and carrying a Heavy Bow contributes seven Defense Power. Four fighters equipped the same way provide 28 in total, so later in the game it is usually more efficient to invest in a few well-equipped squads than to rely on large numbers of weak defenses.Image unavailableThe quality of the corpse itself does not directly add Defense Power. It matters for zombie progression and related Talents, but battle eligibility is determined primarily by the armor and weapon equipped by each fighter. We cover reanimation, workers, collars, and zombie progression in detail in our Graveyard Keeper 2 zombie guide.
How to Unlock Additional Squad Slots
At first, you can bring only one squad into battle. Additional slots are unlocked with Defender's Emblems, which are awarded for specific story victories. You can eventually deploy up to four squads at once.Defender's Emblems are awarded for Break Through to the Port, Eastern Districts: Active Scouting, Central Districts Purge: Part I, and Break Through to the Bathhouse Basement. After obtaining another emblem, return to the Barracks and use it to unlock an additional squad slot.Image unavailableDo not confuse the number of available squad slots with the number of squads you are required to bring. If a battle allows two squads, you do not have to fill both slots. The only requirement is reaching the minimum Defense Power.
How Much Defense Power Do Mercenaries Provide?
The four mercenaries in the Barracks fight as one squad. Once hired, they provide 8 Defense Power. Their equipment can then be upgraded first with 3 Iron Ingots and later with 3 Steel Ingots, increasing the squad's Defense Power to 16 and then 24.While hired, the mercenaries automatically occupy one available squad slot. This is especially important in early battles that allow only one squad. If the mercenaries are already hired for the upcoming operation, you cannot replace them with your own zombie squad.Image unavailableA payment remains active until you win a battle with them. Losing does not consume the hire, but after a victory you must pay again before using them in another operation. Their fee gradually rises from five silver to one gold. After completing the Inflation quest, the payment changes to 3 Wine of gold quality. All prices and equipment upgrades are listed in our Graveyard Keeper 2 mercenary guide.
Barricades and Archer Towers
Defenses are prepared through the building area in the Barracks. Regardless of the specific type, their contribution to Defense Power depends on the structure's level:
Level I: 2 Defense Power;
Level II: 4 Defense Power;
Level III: 6 Defense Power.
A standard barricade is mainly used to block enemies. Fortified Barricades have more durability, Spiked Barricades damage attackers when struck, and Archer Towers automatically fire at enemies from a distance. As a result, two structures with the same Defense Power can perform very differently in an actual battle.Before an attack, all available defenses appear during battlefield preparation. Place barricades in narrow passages and along the main routes used by enemy waves, while Archer Towers work best in positions where they can keep firing without immediately becoming the enemy's first target. Structures that survive the battle return to the Barracks, while destroyed defenses must be rebuilt.The Barracks also has a limited amount of space for military structures. Victory Banners, awarded for several story operations, expand that area. By the late game, you should therefore upgrade not only your defenses themselves but also the space available to store them.
How Battles Work
After confirming your army composition, you are taken to a separate battlefield, but the fight does not begin immediately. First, you can place available defenses and position your squads. Game time is paused during this stage, so there is no need to rush.Image unavailableEach squad is controlled through its banner. While carrying the banner, the fighters follow the Keeper. Place it on the ground, and the squad stays near that position. This is especially useful when capturing objectives: lead your zombies to an enemy flag, plant their banner nearby, and help them hold the area until the capture is complete.In most operations, you must capture all enemy flags and keep control of them until every wave is over. Defeating the enemies currently on screen is not enough, because more groups may arrive while the timer is still running. You immediately lose if the enemy captures your base or the Keeper's health reaches zero.There are four exceptions with no enemy flags: Market Square Purge, Operation POTATO: Part II, Final Battle, and Sewerena. In these battles, you simply need to keep your base alive until all enemy waves have ended.
Why the Battle Does Not Start
If the Start button is unavailable, check the Keeper's equipment first. Every regular battle requires a sword and body armor equipped in the appropriate tool-belt slots. A bow does not replace the sword, even if you plan to fight entirely at range.Next, check the day of the week and the Defense Power requirement. Most battles can only be started on the Day of Sloth, and you must already meet the required Defense Power in the preparation window. Also remember that unpaid mercenaries contribute nothing, while zombies without both armor and a bow or pike do not count as combat fighters.
All Story Battles and Defense Power Requirements
The operations below follow the main battle progression, with the two sewer fights listed near the end. Some quest branches can be completed in a slightly different order, so focus primarily on the name of the battle you have currently unlocked.
Break Through to the Port: 12 Defense Power, 1 squad. Reward: 1 Defender's Emblem, 6 Zombie goo, 4 Town Gratitude.
Eastern Districts: Active Scouting: 12 Defense Power, 1 squad. Reward: 1 Defender's Emblem, 6 Zombie goo, 4 Town Gratitude.
Market Square Purge: 22 Defense Power, 2 squads. Reward: 6 Zombie goo and 4 Town Gratitude.
Central Districts Purge: Part I: 36 Defense Power, 2 squads. Reward: 1 Defender's Emblem, 6 Zombie goo, 4 Town Gratitude.
Central Districts Purge: Part II: 56 Defense Power, 3 squads. Reward: 1 Victory Banner, 6 Zombie goo, 4 Town Gratitude.
Closing the Western Floodgate: 56 Defense Power, 3 squads. Reward: 10 Zombie goo and 8 Town Gratitude.
Battle at the Lake: 64 Defense Power, 3 squads. Reward: 10 Zombie goo and 8 Town Gratitude.
Operation POTATO: Part I: 72 Defense Power, 3 squads. Reward: 10 Zombie goo and 8 Town Gratitude.
Operation POTATO: Part II: no new Defense Power threshold; 3 squads are used. Reward: 10 Zombie goo and 8 Town Gratitude.
Closing the Eastern Floodgate: Part I: 80 Defense Power, 3 squads. Reward: 10 Zombie goo and 8 Town Gratitude.
Closing the Eastern Floodgate: Part II: no new Defense Power threshold; 3 squads are used. Reward: 10 Zombie goo and 8 Town Gratitude.
Break Through to the Bathhouse Basement: 88 Defense Power, 3 squads. Reward: 3 Keys for Looters, 1 Victory Banner, 4 Zombie goo, and 1 Defender's Emblem.
Sewer Brawl I: 8 Defense Power, 1 squad. Reward: 3 Keys for Looters, 4 Zombie goo, and 3 Town Gratitude.
Sewer Brawl II: 24 Defense Power, 2 squads. Reward: 3 Keys for Looters, 4 Zombie goo, and 3 Town Gratitude.
Final Battle: 144 Defense Power, 4 squads. Reward: 3 Keys for Looters, 4 Zombie goo, and 3 Town Gratitude.
The final operation belongs to the Old God questline and the route to the palace. We cover the Red Eye, the six required allies, and all preparations for the finale in our walkthrough of all Old God activities.
Sewerena: All Seven Rounds
In addition to the story battles, the sewers contain Sewerena, a separate arena with seven consecutive rounds. It can be started on any day, and each new round unlocks after you complete the previous one. There are no enemy flags here. You simply need to defend your base until all waves are over.Image unavailableThe requirements increase as follows:
Round 1: 36 Defense Power, 2 squads;
Round 2: 48 Defense Power, 2 squads;
Round 3: 64 Defense Power, 3 squads;
Round 4: 76 Defense Power, 3 squads;
Round 5: 88 Defense Power, 3 squads;
Round 6: 104 Defense Power, 3 squads;
Round 7: 116 Defense Power, 4 squads.
Sewerena is especially useful for farming Keys for Looters. The first two rounds award four keys each, the third and fourth give five each, followed by seven, seven, and ten. The keys are used to place looter orders with Davy the Dagger at the Dockside Club, so completing the arena remains worthwhile even after your army is already strong enough for the main story.
How to Prepare for Late-Game Battles
Once the requirements reach around 50-60 Defense Power, relying entirely on Barricade I structures becomes increasingly impractical. Start upgrading the armor and weapons of your zombie fighters and use defenses to support your squads rather than replace them. Four well-equipped zombies can provide more Defense Power than an entire row of early barricades while also helping you capture objectives.Fully upgraded mercenaries remain useful almost until the end of the game thanks to their 24 Defense Power. However, remember that they automatically occupy one squad slot. If your own zombie squads are already significantly stronger, it may be better not to hire the mercenaries for a particular battle and keep that slot available.Before long battles, stock up on Healing Potions as well. The Keeper has only 100 health, and dying instantly ends the operation regardless of how well your base or army is doing. Zombie Motivator Potions increase the attack speed of your zombie fighters for a limited time, while Damage Potions increase the Keeper's damage and, after the mercenaries receive their first equipment upgrade, also boost their attacks.Most importantly, do not treat the required Defense Power as a sign that your army can handle the battle automatically. The number only determines whether you are allowed to start the operation. Defense placement, squad positioning, banner management, and the Keeper's own participation remain crucial, especially in late-game battles where enemies attack from several directions at once.