Graveyard Keeper 2 Fast Travel — Milestones, Not Teleportstones
Graveyard Keeper 2 has no Teleportstone. Fast travel runs on 11 Milestones, which most media call Waypoints — 7 of them cost 23 Faith in total.
Does Graveyard Keeper 2 have a Teleportstone?
No. The developers made the call explicit: We thought about this for a long time…and decided there would be no Teleportstone. Plenty of players couldn't find it or figure out how to use it anyway. In its place you get Milestones, the stone pillars that let you fast-travel between unlocked locations, again in the developer’s own words.
There is no Teleportstone item to buy, craft, loot or steal. Guides telling you to purchase a Teleport Stone from a trader at the Dead Horse tavern are describing Graveyard Keeper 1, and that advice contradicts Lazy Bear Games’ own announcement. If you are staring at a grey pillar and wondering which merchant sells the unlock, the answer is none of them: you pay the pillar itself, in Faith.
Are Waypoints and Milestones the same system?
Yes. This is one fast-travel network wearing two names, and searching either term lands you in the right place. Lazy Bear Games writes Milestones, the wiki database field is milestone, and media outlets — GameRant, Prima Games, Destructoid, showgamer — headline the identical objects as Waypoints. There is no second network to hunt for.
| Where the name appears | Wording used |
|---|---|
| Developer announcements from Lazy Bear Games | Milestones |
| wikily.gg database field | milestone |
| GameRant, Prima Games, Destructoid, showgamer | Waypoints |
If one page promises “all Waypoints” and another lists “all Milestones”, they are describing the same 11 pillars in the table below. The confusion is worth knowing about because the two vocabularies split the search results almost perfectly, and a player who reads one guide and then searches the other word may conclude a feature is missing.
How do you activate a Milestone?
Walk up to the pillar and pay its Faith cost there. The cost is Faith, not money. There is no remote unlock, no merchant, and no shared activation: each pillar is paid for individually, one time only, and the unlock is permanent with no upkeep.
You can only travel to pillars you have already lit, so a region you have never visited cannot be reached directly. Nothing about the system decays, and there is no per-trip charge after activation — the only cost you ever pay is the one-off activation fee, which is why the expensive pillars are worth budgeting for rather than avoiding.
Which Milestones exist, and what do they cost?
Eleven pillars cover the world, and the seven that charge Faith add up to exactly 23 Faith. Four cost nothing at all, and every pillar has to be paid for in person. That matters most in the early game, when a single basic sermon is your entire Faith income.
| Milestone | Faith cost | Free or paid |
|---|---|---|
| Crossroads | 1 Faith | Paid |
| Graveyard | 1 Faith | Paid |
| Village | 2 Faith | Paid |
| Vineyard | 2 Faith | Paid |
| Port Area | 3 Faith | Paid |
| Quarry | 6 Faith | Paid |
| Swamp | 8 Faith | Paid |
| Inquisition Base | Free | Free |
| Stilt Houses | Free | Free |
| Sluice Area | Free | Free |
| Royal Foundry | Free | Free |
| Seven paid pillars, total | 23 Faith | 7 paid / 4 free |
Two footnotes on that list. The Royal Foundry pillar sits underground, and the map marks it at the foundry itself rather than on the surface. Prima Games, quoting the developer notes, describes the pillar near your house and the Inquisition Base as unlocked automatically through the story and free of charge; the wiki data instead charges the Graveyard pillar 1 Faith, so the free-four list above follows the game data and the Inquisition Base is the one both sources agree on.
How much Faith does fast travel really cost?
Twenty-three Faith buys every paid pillar, and no one needs all of them at once. Faith has a single source — the weekly sermon on Wrath day — and research, Inspirations and perks all drink from the same pool, so an early basic sermon of roughly 3 Faith lights only one or two nearby pillars.
The expensive pillars are expensive for a reason. The town sits in the north-east, and the horde occupying it has to be fought back before Port Area, Quarry and Swamp are even reachable, which is why those three carry the heaviest price tags. The practical advice from sermon-walkthrough sources is blunt: do not spend all your Faith on distant Milestones right away. Buy the pillars on your daily loop first — Graveyard, Crossroads, Village — and let sermons and Faith income grow before you light up the far side of the map. Faith also competes with Inspirations and perk unlocks, so treat every activation as a decision about the next two weeks, not the next two minutes.
What can you carry while fast travelling?
Everything you were hauling: logs, corpses, zombie workers, all of it. Fast travel is free, instant and consumes no in-game time, so moving a log to a distant build site or a fresh corpse to your morgue costs you nothing but the activation fee you already paid.
That single detail is what keeps the zombie production line workable. A crew that can be teleported between the quarry, the vineyard and the graveyard makes the map feel small again, which is also why the free pillars matter more than they look: they cover the parts of the map you will shuttle through for the entire game. If you are still deciding which bodies are worth keeping, start with how to get zombie workers before you spend Faith on distant pillars.
Why did the developers remove teleporting?
The stated reason is that the world is worth walking through. The same announcement calls it our carefully crafted world. A world now made in 3D, and says Milestones exist for players who have already enjoyed enough walking. The removal is a design preference about pacing, not an oversight, and no patch has reversed it.
The honest counterpoint is that walking distance was already one of the loudest complaints about Graveyard Keeper 1, so the decision traded one known annoyance for another. The workable middle ground is what the milestone pricing already encourages: pay early for the pillars inside your routine loop, hold Faith back from the swamp until your town restoration and Gratitude economy are carrying the mid-game for you. By then, 23 Faith is a rounding error rather than a season’s savings.
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