The
Zombie Miner is the station that turns the mine into an income rather than an errand. A zombie stands in it and produces one ![]()
![]()
![]()
![]()
![]()
![]()
It costs two ![]()
![]()
![]()
![]()
![]()
![]()
The node is not in the tree until you clear two blockages
Look for Zombie Mining early and it is not there. The node is hidden at the start of the game and no amount of spheres or prerequisites will bring it out, which is why players hunt the Metallurgy branch for it and conclude the wiki is wrong.
Zombie Mining appears when both of these are cleared: the blockage in the basement under your house that leads into the mine, and the one blocking the quarry cave. Neither is a journal quest, so nothing tells you they are connected to anything.
Clearing the second one reveals Zombie Mining, Zombie Lumberjack, Zombie Lumberjack II, Zombie Stone Mining, Zombie Marble Mining and Zombie Digging together, in one go. Until then the whole zombie gathering branch is invisible.
Both are ordinary obstacles you break with a tool, measured on the Building track, and clearing the quarry one also removes the blockage on the forest path to the mine.
Once it is visible, Zombie Mining costs 60 red and 10 blue. It hangs off Iron Smithing, which hangs off Iron Forge, so the bill from the start of the iron branch is 145 red and 10 blue.
| Iron Forge | 35 red | Iron Ingot at Furnace II, and the Furnace II blueprint |
| Iron Smithing | 50 red | Bronze Gear, Iron Nails, and the Iron Anvil blueprint |
| Zombie Mining | 60 red and 10 blue | The Zombie Miner and the mine porter station |
Both buildings arrive together and both cost two ![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()



One ore and two coal, and why the ratio matters
Every cycle is eight seconds and pays one ![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
| Iron Ingot | 1 Iron Ore and 1 Coal | 1 Iron Ingot | 8 |
| Brick | 2 Clay and 1 Coal | 2 Brick | 8 |
| Glass | 3 Sand and 1 Coal | 1 Glass | 8 |
| Tableware | 2 Clay and 1 Coal | 1 Tableware | 6 |
| Glass Containers | 2 Sand and 1 Coal | 1 Glass Containers | 6 |
| Clay Molds | 2 Clay and 1 Coal | 1 Clay Molds | 6 |
| Lens | 3 Sand and 2 Coal | 1 Lens | 6 |
Read down that column and the plan writes itself. One miner and one ![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()



By hand, ![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
The gem is a perk, not part of the cycle
Plenty of pages will tell you the ![]()
![]()
![]()
![]()
![]()
![]()
Five hundred red is a serious price on a zombie’s own Building track, and the zombie earns those spheres itself at the bench rather than spending yours. Worth it on a miner you intend to leave running for the rest of the game, and pointless on one you are about to move.
A fresh zombie mines at full rate
There is no training to do first. A zombie raised this morning with no talents and no tool is lifted to whatever the job asks before its swing is worked out, so it mines at the full rate immediately and never fails a craft.
Mastery above that point buys speed, in whole cells per swing, and it stops paying at three times what the job asks. Mining asks for one, so three is the ceiling and everything past it is wasted.
| Nothing at all | 0 | 1 | Works, slowly |
| Rusty Pickaxe | 1 | 1 | No better than empty handed |
| Bronze Pickaxe | 2 | 2 | One cell short of the cap |
| Iron Pickaxe | 4 | 3 | Hits the cap, and this is the one to use |
| Steel Pickaxe | 6 | 3 | Already capped, so it adds nothing here |
Nothing is lost by handing a miner your best pickaxe, and nothing is gained either. The stone scaffolding asks for two and caps at six, which a Steel pickaxe hits exactly, and the marble scaffolding asks for four and caps at twelve, which nothing reaches on its own.
So the Steel pickaxe belongs on marble and the Iron one belongs in the mine.
Why it produces one ore and then stops
This is the thing that makes people think the station is broken. A worker finishes its craft, the output sits on the station, and the zombie will not start again until somebody takes it. With nothing to clear up after it, a ![]()
![]()
![]()
![]()
![]()
![]()



The fix arrives with the same technology. The mine porter station costs the same two ![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
A freshly built porter station moves nothing. It reads a per-item list and no station ships with anything ticked, so you have to open it and enable ![]()
![]()
![]()
![]()
![]()
![]()
It also carries four slots per trip, and a big item takes two of them. The full list of reasons a worker goes quiet is on why a worker stops.
Where the iron ends up
Iron is the spine of the mid game. ![]()
![]()
![]()



One route is worth knowing because it turns the miner into a money printer. One ![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
Questions about the Zombie Miner
What does the Zombie Miner produce in Graveyard Keeper 2?
One Iron Ore and two Coal every eight seconds, for as long as a zombie is in it and something is clearing the output away. Gems are not part of the cycle and need the Magpie’s Eye perk on that zombie.
How do you unlock the Zombie Miner?
The Zombie Mining technology, 60 red and 10 blue, which sits behind Iron Smithing at 50 red and Iron Forge at 35 red. That is 145 red and 10 blue from the start of the iron branch. The node is hidden until you clear two blockages, so see the next answer first.
Why is there no Zombie Mining node in my technology tree?
Because it is hidden at the start and stays hidden until two blockages are cleared: the one in the basement under your house leading into the mine, and the one blocking the quarry cave. Clearing the second of the two reveals Zombie Mining, both Zombie Lumberjack nodes, Zombie Stone Mining, Zombie Marble Mining and Zombie Digging at the same moment. Neither blockage is a journal quest, which is why nothing points you at them.
What does the Zombie Miner cost to build?
Two Wooden Plank and four Brick at the mine build desk. The porter station that keeps it running costs the same and comes with the same technology, so budget four planks and eight bricks.
Why does my Zombie Miner stop after one ore?
Because nothing is taking the output away. A worker will not start a second craft while its finished goods are still sitting on the station. Build the mine porter station and switch Iron Ore and Coal on in its list, because every item starts switched off.
Does a new zombie need training before it can mine?
No. Its mastery is raised to whatever the job asks before the swing is worked out, so a zombie raised this morning mines at the full rate and never fails a craft. Mastery above that only buys speed.
Which pickaxe should a mining zombie hold?
An Iron Pickaxe. It adds four mastery and mining caps at three cells a swing, so the Iron one reaches the ceiling and a Steel pickaxe adds nothing on top. Save the Steel one for the marble scaffolding.
How do I get gems from the Zombie Miner?
Magpie’s Eye, 500 red on that zombie’s own Building track. Each rank gives a one in ten chance of a gem on a cycle, and without the perk there are no gems at all.
How many Zombie Miners should I build?
One feeds one Smithy I exactly, since the smithy burns one ore and one coal to make an ingot at the same eight second rhythm. The spare coal a cycle covers a second smithy on brick or glass.








