Reanimation Liquid
Items

Reanimation Liquid

Updated 8 min read

Reanimation Liquid is the bottle that turns a corpse into a worker, and it is the only thing in Graveyard Keeper 2 that does. One goes onto the Resurrection Table with a body, some Faith and a collar, and what stands up is a zombie. The recipe written in your book asks for Alcohol and a Catalyst, and there is no Catalyst anywhere in the game, so that route is a dead end. What works is the alchemy formula, two red, one green and four blue in runes, and the ingredient list leans so heavily on organs that the corpse ends up paying for its own resurrection.

700Base Price
20Stack Size
AlchemyType

Reanimation Liquid is the bottle that turns a corpse into a worker. One goes onto the Resurrection Table I with the body, and what stands up is a Zombie. Everything else about the item follows from that, including why the recipe printed in your book is useless and why the Astrologer is the person standing between you and making your own.

One bottle, one zombie

Exactly one thing in Graveyard Keeper 2 consumes Reanimation Liquid, and it is the corpse to zombie conversion at the Resurrection Table. There is no combat use, no second recipe that wants it as an ingredient and no quest that asks for a delivery of it. Every bottle you own is one zombie you have not raised yet.

The conversion itself needs four things on the table at the same time: a corpse, the liquid, Faith and a Bronze Zombie Collar. It also only runs on Envy day unless you hold the God of Storms blessing, so a stockpile of liquid sitting in a chest is normal and correct rather than a sign you have overbrewed.

The table is built at the Morgue build desk and costs two Oiled Plank, four Polished Stone and three Glass. Its blueprint arrives with the Reanimation technology, which is 30, 10 and 10 behind distillation and the skull and teeth node.

The recipe in the book cannot be made

Reanimation Liquid carries a written recipe reading one Alcohol plus one Catalyst. Half of that is straightforward and half of it is a dead end, because there is no Catalyst in Graveyard Keeper 2. Nothing crafts one, no vendor stocks one, no fight drops one, no corpse holds one and no amount of alchemy produces one.

Catalyst exists as a name attached to nothing. Two recipes call for it, this one and a third tier energy potion, and neither of them is assigned to a workbench either, so there is nowhere to attempt them even if you somehow held the ingredient. Treat both as scenery.

Do not go hunting for Catalyst

It is not a late unlock, a quest reward or something the Astrologer sells at a higher tier. There is no route to it at any point in the game, so a search for it is time you will not get back.

The liquid is brewed by runes at an alchemy bench instead, which is the method described below and the only one that works.

The corpse pays for its own resurrection

As a formula, Reanimation Liquid asks for 2, 1 and 4 in runes, brewed at the Alchemy Workbench or the Laboratory I. Five hundred and fifty six ingredient combinations land on it, which is why so many players brew their first one by accident long before they understand what they have made.

Organs dominate that list. Two hundred and ninety seven of the five hundred and fifty six combinations contain at least one piece of a body, Heart turns up in a hundred and thirty six of them, Brain in ninety two and Guts in seventy four. The liquid that raises a corpse is mixed out of corpses.

That closes a loop the game never points at. Bodies arriving at your Morgue go onto the Autopsy Table, the organs come out, and those organs go straight back across the room into the bottle that stands the next one up. Anyone already running autopsies for Science is already holding most of a zombie workforce.

Beyond the organs the list leans on things you are already picking up without thinking: Tin, Firefly, Night flower, Minced Meat and Zombie goo each appear in dozens of working combinations. The alchemic powders show up constantly too, which is the game quietly telling you that a powder is the cheapest way to dial in a rune you are short of.

Rather than memorize combinations, put what is in your bag into the calculator on the Laboratory I page and let it solve the runes. The formula never changes, so the only question is which of your current ingredients gets you to two red, one green and four blue with the least waste.

The Alchemist perk pays here

With the Alchemist perk the brew has a four in ten chance of producing a second bottle from the same ingredients. That is a second zombie for free, roughly every third attempt.

It is a chance and not a guarantee, so do not plan a batch around it. Plan for one and enjoy the extras.

Turning drink into Alcohol

Alcohol comes off the Distillation Cube, and six drinks go into it. Every one of the six costs the same two Clay Urn and twenty Fuel alongside the drink itself, so what varies is purely the yield.

Wine returns four Alcohol per run and improves by three for each distillation the Cube has already performed. Beer and Blueberry Cider return two and improve by one. Berry Cider, Apple Cider and Mead return one each and improve by one, which makes them four times worse than Wine for an identical bill of urns and fuel.

If you have a vineyard running, send the Wine. If you do not, the Apothecary stocks twenty Alcohol at his second and third tiers, which is usually faster than standing up a whole brewing chain just to raise a few zombies.

Two shops sell it and nobody buys it

Before the formula is yours, bottles come over a counter. The Astrologer keeps three in stock and the number does not change as his shop improves, so he is a trickle rather than a supply. The town Alchemist shop is the better tap, holding five at its first tier and ten at both of the tiers after that.

Selling is a different story. Reanimation Liquid is valued at seven hundred coins and no vendor in the game will take it off your hands, so that figure is a valuation rather than a price you can realize. A bottle is only ever worth a zombie or a study.

The technology, and twenty points with the Astrologer

The formula arrives with the Reanimation Liquid technology, which costs 30, 40 and 50. The points are the small half of the bill. Its only parent is a reputation lock that will not open until you have twenty reputation with the Astrologer, and that lock sits behind the second battle potions node in turn. The node is hidden until the Necronomicon questline with the Astrologer closes, so it cannot be bought early at any price.

Two more nodes sit downstream and both are worth knowing about before you spend. Reanimation II is 100 and brings the Gold Collar, the Hypno prayer and the Golden ingot recipe. Reanimation III is 300 for the Steel Collar alone, and it hangs off the embalming master node rather than off Reanimation II.

The other thing a bottle is worth

One Reanimation Liquid and twenty Science at the Study Table pays 30, 50 and 25, plus a point of Researcher inspiration. That is a large return for one bottle and it very nearly refunds the technology that let you brew it.

Study exactly one. The payout is a first time bonus for the item rather than a repeatable trade, and every bottle after it is worth more standing up in your yard than sitting on the Study Table.

Graveyard Keeper 2 Reanimation Liquid FAQ

How do you make Reanimation Liquid in Graveyard Keeper 2?

At an Alchemy Workbench or Laboratory I, as a formula worth 2 red, 1 green and 4 blue runes. The written recipe of Alcohol plus Catalyst cannot be used, because Catalyst does not exist in the game.

Where do I find Catalyst?

Nowhere. No craft, vendor, fight, corpse, quest or alchemy mix produces one, and the two recipes that ask for it are not assigned to any workbench. It is a name with nothing behind it.

What ingredients should I use?

Alcohol plus two cheap things. Every one of the 204 working combinations contains Alcohol, because it is the only ingredient with three blue runes. Berry and Tin, Cheese and Clay, or Peat and Red Mushroom all land on the formula for fifty coins.

Where does Alcohol come from?

The Distillation Cube, from any of six drinks. Wine gives four per run against one for Berry Cider, Apple Cider and Mead, and the urns and fuel cost the same either way. The Apothecary also stocks twenty at his second and third tiers.

What unlocks the Reanimation Liquid formula?

The Reanimation Liquid technology, at 30 red, 40 green and 50 blue. The real cost is its parent, a lock that needs twenty reputation with the Astrologer. It stays hidden until the Necronomicon questline closes, so it is a quest you finish rather than a node you save up for.

Who sells Reanimation Liquid?

The Astrologer keeps three in stock at every tier, and the town Alchemist shop holds five at its first tier and ten at each of the next two.

How much does Reanimation Liquid sell for?

Nothing. It is valued at seven hundred coins but no vendor in the game buys it, so the number never turns into money.

What is Reanimation Liquid used for?

One thing: turning a corpse into a zombie at the Resurrection Table. Nothing else in the game consumes it.

Is it worth studying?

One is. A single bottle with twenty Science pays 30 red, 50 green and 25 blue at the Study Table, which nearly covers the technology that unlocked the formula.

Produced By

Reanimation Liquid recipe
Reanimation Liquid recipe

Guides

Share This Article