A town order asks for a crate of goods and pays you in happiness, and the first one stops most people dead. You make the
Supply: Iron it wants, you carry it to the warehouse, and there is nobody to give it to.
That is not a bug and you have not missed a step. Orders are not handed over, they are left somewhere and collected on a fixed day, and nothing in the game says so.
Nobody takes the crate from your hands
The town counts what is sitting on its pallets. Put a supply crate into the crates on the warehouse floor or down the ladder in the cellar, walk away, and that is the delivery made.
Only those two rooms count. Crates anywhere else, including every chest on your own ground, are invisible to the order no matter what is in them, which is the single most common way a finished crate goes unnoticed.



The crates themselves take supply boxes and nothing else. A loose ingot or a stack of boards will not go in, which is the game telling you that the box is the unit of trade rather than the goods inside it.
Pride day is the collection, not a deadline
The week runs six days and the orders window names the one that matters: Pride day. On that day the town empties its pallets, pays for what it found and closes any order whose count is met.
So the crate can go in at any point in the week and it will sit there until collection. Dropping each one off as you finish it is the whole technique, and waiting until the day itself risks arriving after the collection has already run.
Forty of the seventy seven orders are ordinary, and those remember what they have already received: deliver two of five this week and the count stands at two next week. The other thirty seven are marked urgent, and an urgent order checks only what is on the pallets on the day, so a partial delivery counts for nothing toward it.
You are still paid for the crates either way. The difference is whether they move the order along or just turn into coins.
Two slots, and you pick what goes in them
The town posts seventy six orders across its shops, and you can work on two at a time. The board in the warehouse is where they live, and once the chalk board is up you choose which order fills each slot rather than taking whatever is offered.



Which orders appear depends on which shops you have raised, because a shop posts its own and the better ones sit at its second and third tier. Seventy five of the seventy seven come back after you complete them, so a slot is a tap you can keep running rather than a one off.
Box what nobody will buy, and sell everything else
Here is the part that decides whether orders are worth your time. A supply crate is worth far less than the goods that went into it, so boxing something you could have sold is throwing money away.
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The right trade is the opposite. ![]()
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Crate the things the town refuses to buy and sell the things it will. ![]()
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The pay is happiness, and the coins are a side effect
An order pays between ten and eighty happiness depending on the shop and whether it is urgent, and none of them pays coins directly. Happiness is what fills your church, and a full church is the largest income in the game, so the reward is money at one remove.
The coins arrive separately. Everything the town lifts off the pallets is paid for at its full listed price, with none of the haggling and none of the daily limits that apply at a shop counter, which makes the pallets the one place in town that cannot run out of money.
Collect the reward from the board once the order shows as done. The Supplier perk raises every order payout, and the quest that introduces the system hands over a ![]()
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The conversation that closes a quest order
The quest version behaves slightly differently, and this is where the confusion usually ends. Jack, the workshop foreman, asks for a single crate of iron as part of the port questline, and the order resolves on the pallets like any other.



Once it has, a Town Supplied line appears in his conversation and that is what closes the quest. Talking to him before the collection gets you nothing, because the line is checking the order rather than your bag.
Graveyard Keeper 2 town orders FAQ
How do you complete a supply order in Graveyard Keeper 2?
Put the supply crate into the crates on the warehouse floor or in the warehouse cellar and leave it there. There is no hand over: the town collects from those pallets on Pride day and the order closes itself. Crates stored anywhere else are not counted.
Why can I not give the supply crate to anyone?
Because nothing takes it. Supply orders resolve from what is sitting on the town pallets, not from a conversation, so the only interaction is dropping the crate in. The one exception is a quest order, which adds a Town Supplied line to the quest giver after the collection has run.
What day are town orders collected?
Pride day, one of the six in the week, and the orders window names it for you. It is a collection rather than a deadline, so a crate left on the pallets at any point in the week is waiting there when the day comes round.
Do partial deliveries count?
For ordinary orders, yes. They bank what they have already received, so five crates can go in over five weeks. Urgent orders check only what is present on the day, so a partial delivery toward one is paid for but does not advance it.
Are town orders worth doing?
They are worth doing with the right crates. Supply: Iron, Supply: Cutlery and Supply: Steel Tools are made from goods no shop will buy, so the crate is the only money in them. Supply: Wine and Supply: Vegetables are made from goods the shops want at several times the crate price, so those cost you more than they pay.
What do town orders give you?
Happiness, between ten and eighty an order, and never coins directly. You are paid separately for whatever the town lifts off the pallets, at full listed price and with none of the daily limits a shop counter has.













