Skip to content
GK2 Guide

How to Beat The Last Battle

Recommended Preparation

Area

Inquisition Base & Sewers

Difficulty

Hard

How to Unlock

The final gate of the game: 90 reputation with all six townsfolk — Jack, Gunter, the Nun, Herbert, Albert, and Linda — before the battle begins. Each character quest pays exactly +10, so the bar only clears when all 51 are done alongside the 41 main quests. Keep the Red Eye and the bar is 100 with extra requests on top.

Trigger

Reputation 90 with all six townsfolk

How to Trigger This Quest: Run the ledger to zero — 41 main quests, 51 character quests, six reputations at 90 (100 on the keep-the-Red-Eye path) — and the Final Battle, the last entry in the town battle series, opens. The 18 side quests are yours to keep or skip; the ending does not count them.

What This Quest Involves

The Reputation Ledger

The game's 110 quests split 41 main, 51 character, and 18 side — and only the first two feed the ending. Six NPCs hold the keys: Jack at his Workshop, Gunter at the Astrologer's Tower, the Nun at the church, Herbert, Albert, and Linda at the Dockside Club. Ten reputation per character quest, ninety per head, no rounding. The ledger was always the final boss.

The Battle Itself

The Final Battle caps the town battle series — the same line that ran the Districts Purges, the floodgates, Operation POTATO, and the breakthrough to the Port. This is what the crafting economy existed for: powerful armor and weapons, squads worth fielding, and an economy that can re-arm between pushes. Your undead army leads the way in, and you finish it. The official pitch said it plainly — lead your undead army into battle to save the realm.

Step-by-Step Strategy

The Pre-Battle Checklist

  • Six reputations at 90 minimum — 100 if the Red Eye stayed with you, extra requests included.
  • Barracks squads at full strength: four fighters each, best weapons, best armor.
  • Energy and food stocked — the Final Battle grades preparation, not sentiment.
  • Sewers and the late battles cleared, so nothing behind you is left half-fought.

Winning the Day

Lead with the squads, keep yourself in the fight where the Keeper counts, and let the automation carry the logistics — this is the battle the whole game was a tutorial for. The End of the Journey pops on victory, closing the twenty-achievement story track. After that the sandbox remains: tallies like Necromancer (50 resurrections), Stroke of Genius (150 inspirations), and Fish Magnet (50 catches) for the methodical. The realm is saved; the paperwork is yours.

Rewards

  • The End of the Journey achievement
  • The game's ending
  • The Final Battle, won — story complete

Last updated: September 24, 2026

Related

More Quests