Herbert is the Head of the Guards and one of the key characters in Graveyard Keeper 2. His quests begin almost immediately after your first burial and continue all the way into the final part of the game. Herbert's storyline unlocks the Barracks, the combat system, most of the battles for control of Town, and several important story areas. In this guide, we'll cover all of his quests, the resources they require, reputation checks, and how to prepare for every mandatory battle.
After your first burial, you receive Burial Certificate I. Take it to Herbert, who is waiting at the Crossroads. He only checks the item, so the Burial Certificate stays in your inventory after the conversation and can still be sold later.After the conversation, the path to the Village opens, Donkey begins delivering corpses regularly, Town quality increases by 10, and your reputation with Herbert rises by another 10. You also receive a Story and the ability to expand the graveyard. Herbert's next request is all about improving it.
Grave Expectations
Herbert asks you to raise graveyard quality to 10. The game checks the total graveyard quality, not Village reputation or your relationship with Herbert. Before crafting new gravestones blindly, inspect the existing graves. The number of white skulls limits how much quality decorations can provide, while red skulls reduce the final score.Image unavailableEarly on, the Wooden Gravestones I technology is useful and costs 5 red and 2 green tech points. It unlocks Wooden Cross I and Wooden Fence I. One cross requires 2 Wooden Planks and 2 Bronze Nails, and the fence costs the same. The cross provides two decoration points and the fence one, but there is no point placing expensive decorations on a corpse with only two white skulls if that would take the grave above its maximum.If you do not have the right workstation yet, unlock Woodworking I and build a Woodworking Workbench I using 8 Boards and 4 Bronze Nails. Improve several suitable graves, keep burying newly delivered corpses, and check the total quality from time to time. We cover skulls, corpse quality, and proper grave decoration in more detail in our Graveyard Keeper 2 graveyard and corpse guide.Once the quality reaches 10, return to Herbert and tell him about the improvements. You receive another 10 reputation, after which the next stage unlocks. If the required dialogue option does not appear, make sure the decorations are actually installed on the graves. Crosses and fences sitting in your inventory provide no quality.
Fighting Spirit Required
Herbert now asks for 3 Faith. These are regular items awarded after sermons, not church quality or a type of tech point. To unlock church services, you first need to progress through Jack's quests, wait for his letter, and then complete Agatha's first quests.Image unavailableCollect 3 Faith, make sure they are in your inventory, and return to the Crossroads. Herbert takes all three items, unlocks access to the Barracks, and gives you 2 Town Gratitude and a Story. If the hand-in option remains unavailable, check your inventory. Faith stored in a chest does not count.
Swords and Bell
After unlocking the Barracks, Herbert gives you two objectives at once: raise defense power to 12 and bring him a Magic bell. You can complete them in either order.
How to Reach 12 Defense Power
The easiest early setup is to hire a mercenary squad and add two Barricade I. The paid mercenaries provide 8 defense power, while each basic barricade adds another two, bringing the total to exactly 12. If you already have other squads or defensive structures, simply watch the total defense power displayed at the Barracks. The game checks the number, not the exact composition of your forces.Image unavailableTo unlock the required structures, first learn Reinforced Plank for 45 red tech points. The technology requires 20 reputation with Herbert, which you can get from his first two quests. Then unlock Simple Barricades for 60 red and 25 green tech points.One Barricade I requires 6 Bronze Nails, 2 Short Logs, and 2 Reinforced Planks. A Reinforced Plank is crafted at an anvil from 1 Oiled Plank and 2 Bronze Details. Once your total defense power reaches 12, speak to Herbert in the Barracks and tell him the army is ready.
How to Make the Magic Bell
The Magic bell recipe does not come from Herbert. First, finish sending Jack to the Port, return home, and advance time twice by sleeping. The recipe appears together with Jack's letter, so simply gathering the materials for the boat is not enough.You need 1 Blood and 1 Bronze Ingot. The bell can be crafted at any suitable anvil with Smithing mastery 3. Blood can be extracted from certain corpses on the Autopsy Table, but not every body contains it, so check Donkey's new deliveries.Craft the Magic bell and give it to Herbert in the Barracks. You receive 1 Town Gratitude and Pilgrim's Clothes. Once both the bell and the 12 defense power requirement are complete, speak to Herbert in front of the Barracks. He gives you 2 Healing Potions and prepares the first counterattack.
First... Sludge?
Approach the battle outpost near the Barracks and start Break Through to the Port. The battle requires 12 defense power and allows one squad. If the start button remains greyed out even with enough power, check your equipment. Your weapon needs to be on the hotbar, and it is best to equip your armor in advance.Once you enter the battle map, place the prepared Barricade I first. Do not treat their defense power as automatic protection for your base. Defensive structures still have to be physically placed on the battlefield. Position them across the main attack routes and keep your squad nearby so the mercenaries can finish off enemies that break through the line.Image unavailablePick up the squad banner during the battle. While the Keeper is carrying it, the soldiers follow you. Once you plant it, they remain near the flag and hold that position. Watch the attack indicators at the top of the screen, clear the area around enemy points, and capture them alongside your soldiers. The more allies standing nearby, the faster the capture progresses.Do not get carried away chasing individual zombies. If enemies destroy your base or the Keeper loses all health, the attempt ends in defeat. Use Healing Potions before things become critical rather than waiting until the last second.Losing does not block progression. Regroup, reposition your barricades, and start the battle again. Your paid squad remains available until you score your first victory. After winning, you will need to hire the mercenaries again for the next operation.Winning rewards you with 1 Defender's Emblem, 6 Zombie goo, 4 Town Gratitude, and the First Blood achievement. Keep the Defender's Emblem. You can use it through the standard-bearer at the Barracks to unlock an additional squad slot. The road to the Port also opens, allowing you to continue Jack's questline.After meeting Jack, speak to Herbert again and finish the Our Military Plan conversation. Reporting the first liberated area gives you another 10 reputation and 1 Town Gratitude, while the next military operation appears on the map.
Sad Captain, No Action
After your first victory, return to the Barracks. Herbert unexpectedly admits that he wants to recover the Love Novel he left in his old house in the occupied part of Town. You do not have to sneak in there yourself. This request starts Davy's storyline and the Wharf Rats quest.Image unavailableHead to the Dockside Club and continue Davy's quests. He is the one who eventually retrieves the Love Novel. His questline also unlocks the battles in the sewers, which Herbert will later need you to complete to fully secure the southern part of Town.
Herbert and?
After meeting Davy's requirements, you receive the Love Novel. Return to the Barracks and give the book to Herbert. The item is consumed, and you receive 10 reputation with Herbert and 2 Town Gratitude.The story involving the book does not end here. Agatha becomes involved later, so keep progressing through her questline as well.
Reader for a Warrior
After Agatha holds the choir ceremony, you can arrange for her to read the novel. Return to Herbert and tell him that the Nun has agreed to read the book at her house at the Crossroads. No additional items are required. Finishing the conversation gives you another 10 reputation.Image unavailableThis stage is especially important before the election. Herbert's reputation comes almost entirely from his story quests, so you cannot quickly make up for a missed 10 points through trading or other activities.
Hope It Doesn't go South
After reporting back during Our Military Plan, head to the marked southern outpost and speak with the guards. The first operation requires 12 defense power and allows only one squad. If you are using the starting mercenaries again, remember to hire them again after your previous victory.Winning rewards you with 1 Defender's Emblem, 6 Zombie goo, and 4 Town Gratitude. It also unlocks the first equipment upgrade for the mercenaries. Spend 3 Iron Ingots to increase the basic squad's defense power from 8 to 16, making the upcoming battles much easier.Image unavailableAfter the upgrade, talk to the guards again and start the second battle. This time you need 20 defense power and can use two squads. The upgraded mercenaries provide 16, so the two remaining Barricade I are enough to reach the minimum requirement. Winning gives you 1 Victory Banner, 6 Zombie goo, and another 4 Town Gratitude.
Plaza Battle
This branch becomes available after completing Jack's Supply: Iron order. We cover crafting the crate, using the warehouse, and completing the order in our Jack quest walkthrough. After his report, talk to the guards at the new outpost to begin the battle for the square.The minimum requirement here is 22 defense power, and the maximum number of squads increases to two. If you use the standard paid mercenaries with their starting power of 8, you can make up the remaining 14 with seven Barricade I. This is only one possible setup. If you already have other squads or stronger defenses, simply focus on the actual preparation value.Winning rewards you with 6 Zombie goo and 4 Town Gratitude. Watch the entire scene with Herbert and Jack. Jack's Town workshop is now available. If you have not yet completed the southern Hope It Doesn't go South branch, finish it before moving on to the next street battles.
Street Battles
The first stage of Street Battles only becomes available after completing both previous branches: the second southern battle and Plaza Battle. Head to the marked outpost and speak with the guards. The first operation requires 36 defense power and allows two squads.By this point, the mercenaries can be upgraded again. Spend 3 Steel Ingots to raise the paid squad's defense power from 16 to 24. You can then make up the remaining 12 points with six Barricade I or any other combination of available squads and defenses.Winning rewards you with 1 Defender's Emblem, 6 Zombie goo, and 4 Town Gratitude. Speak to the guards again to unlock the second operation. This one requires 56 defense power and allows three squads. Fully upgraded mercenaries provide 24, so using only basic barricades would require another 16 of them. By this point, however, it makes much more sense to combine different squads with upgraded defenses.After the second victory, you receive 1 Victory Banner, 6 Zombie goo, and 4 Town Gratitude. To fully secure the southern district, all that remains is to make sure the sewer branch is complete.
Safe zone.
This quest requires you to completely secure this side of the river. Three branches must be finished: the second Hope It Doesn't go South battle, the second stage of Street Battles, and the second Sewer Brawl from Davy's questline.Once the third of these branches is complete, the final scene with Herbert starts automatically. The southern part of Town is declared safe, you receive another 10 reputation, and the A New Dawn achievement unlocks. The offensive pauses for a while as the liberated districts are restored.
Security Checkpoint: Democracy
Once Election Fever begins, return to the Barracks and talk to Herbert about election security. The first dialogue option requires 55 reputation but does not consume anything. After the conversation, a second option appears, this time requiring 60 reputation.If you only have 50 or 55, you cannot simply earn the missing points through unrelated activities. By this point, the required 60 reputation comes from Herbert's previous quests, so check whether you missed Certificate, Please, Grave Expectations, the report after the first victory, Safe zone., returning the novel, or Reader for a Warrior.At 60 reputation, Herbert agrees to provide guards for the election. His support alone is not enough, however. To continue Campaign of Thrones, you also need to complete the relevant branches for Linda and Gunter.
Water Locked
This quest can begin in two different ways. Usually, Jack sends you to Herbert after a conversation about the flooded water tunnel, but the same military operation can also be unlocked through a later branch of Linda's questline. If the quest is already in your journal, you do not need to trigger it again through the other character.Talk to Herbert in the Barracks, then head to the new battle camp near the Market Square. The fight requires 56 defense power and allows up to three squads. Fully upgraded mercenaries provide 24, so you need to make up the remaining 32 points with other squads or defenses. If you relied entirely on Barricade I, that would mean 16 of them.Winning rewards you with 10 Zombie goo and 8 Town Gratitude. Watch the scene with the guards as they close the left side of the lock. If you have already completed Jack's conversation about the water tunnel, the next military operation becomes available immediately.
Steamy Royal
Return to Herbert and discuss the water tunnel. This time, instead of sending you toward the Market Square, he directs you to the bridge on the Port side. Speak with the guards at the new outpost to begin the push toward the Royal Foundry.The first surface battle requires 80 defense power and allows three squads. Barricades and towers are available here, so prepare a suitable combination of troops and defenses in advance. Winning gives you 10 Zombie goo and 8 Town Gratitude. The second stage then becomes available immediately. It still allows three squads, but there is no separate minimum defense power requirement.The second victory rewards you with another 10 Zombie goo and 8 Town Gratitude. After the scene at the entrance, a route through the sewers opens, leading to the final battle in this branch.The final battle takes place from the sewer side. It requires 96 defense power and allows a maximum of three squads, while defensive structures are still available. Winning rewards you with 3 Keys for Looters, 1 Victory Banner, 4 Zombie goo, and 1 Defender's Emblem.After the battle, you reach the Royal Foundry and meet the local monks. This unlocks Jack's Man of Steel quest, so you can continue his full questline from there. If you have already progressed far enough with Gunter, the related portal storyline also becomes available.
Dirt Rights
To unlock this quest, you need to complete Water Locked and Linda's A Cure for Wellness. After that, speak to Herbert in the Barracks about the bottom of the lock, then return to the battle camp near the Market Square.The first operation requires 72 defense power and allows three squads. Winning rewards you with 10 Zombie goo and 8 Town Gratitude, after which the second stage becomes available immediately with the same three squad slots but no additional minimum defense power requirement.The second victory gives you another 10 Zombie goo and 8 Town Gratitude. After the scene, the refugees occupy the drained land, and the Green Men From Far Lands questline begins in the new settlement.
Still Standing on Stilts
This operation begins during Notorious Nun from Agatha's questline. Herbert is asked to clear a route to the woodcarvers near the western lake, so head to the Barracks and discuss the new campaign with him.After the conversation, a western battle route appears on the map. The battle requires 64 defense power, allows three squads, and supports both barricades and towers. Winning rewards you with 10 Zombie goo and 8 Town Gratitude.Watch the scene at the bridge. The woodcarvers open the way to the Stilt Houses, allowing Agatha's Organic Music branch to continue. At the same time, Herbert asks you to provide the guards with more serious protection.
Not in Shining Armor Yet
Herbert needs 5 Steel Armor. One set is crafted from 4 Steel Ingots, 4 Steel Details, and 4 Fabric at Smithing mastery 12. For the full order, prepare 20 Steel Ingots, 20 Steel Details, and 20 Fabric.Bring all 5 Steel Armor to the Barracks and give them to Herbert. You receive 10 reputation and 3 Town Gratitude. This quest connects with Agatha's A Good Example is the Best Sermon. Once both quests are complete, the next shared scene for the two characters begins.
Well-Deserved Rest
After delivering the armor and completing Agatha's required sermon, sleep once and then head to the Crossroads. Herbert and Agatha are now living together in the repaired house. Go inside, then leave again to trigger a scene and unlock two gift recipes.For Herbert, you need to craft a Trilogy at the Printing Press using 3 Blank Hardcover Notebooks, 3 Ink, and 3 Story III. Surprisingly, giving the Trilogy to Herbert does not increase his reputation. Instead, it raises your reputation with Agatha by 10 and also rewards you with 3 Town Gratitude.The second gift is a Speech Writing Device. It is crafted at the Steel Anvil from 1 Engineering Details and 2 Steel Screws. You need to give the device to Agatha, but this gift increases Herbert's reputation by 10 and also gives you 3 Town Gratitude. The rewards are deliberately swapped between the two characters, so do not worry. That is how the quest is supposed to work.
Wrath and Sloth
Herbert's final involvement is tied to restoring the portal. The quest appears during Eye, Red Eye, when the story asks you to secure the support of several key characters. Head to Herbert and Agatha at the Crossroads and ask them to help.If you returned the Red Eye to the Old God, you need 90 reputation with both Herbert and Agatha. The values are only checked and are not consumed. For Herbert, 90 is effectively the maximum available on the normal route, so if the dialogue option is locked, you have left one of his previous quests unfinished.If you decided to keep the Red Eye, the requirement increases to 100 reputation with both characters. After the corresponding story-related sleep, an additional request for a Comfortable Chair appears. Its recipe unlocks with the quest. At Woodworking Workbench II, with Building mastery 15, you need 3 Special Wood and 3 Steel Screws.The journal may tell you to bring the Comfortable Chair to Agatha, but the actual hand-in is done through Herbert's dialogue. Afterward, both characters gain the missing 10 reputation, allowing you to pass the 100-reputation check and secure their help with restoring the portal.This effectively concludes Herbert's questline. Over the course of it, you unlock the Barracks, liberate a large part of Town, reach the Royal Foundry, and prepare one of the character pairs needed for the final stage of the story.