Fast Travel and Milestones
Mechanics

Fast Travel and Milestones

Updated 5 min read

Fast travel in Graveyard Keeper 2 runs on stone pillars called milestones, and there are fourteen of them scattered across the map. Each has to be switched on where it stands before it will take you anywhere, which is why players who find one early come away thinking the pillars are scenery: until the story turns the system on there is no prompt at all. What opens them is the quest that wakes you at the Inquisition Base, and the same moment it does, the milestone at your own house is activated for free. The other thirteen are a standing Faith bill you pay as you find them.

Fast travel in Graveyard Keeper 2 runs on stone pillars called milestones, and there are fourteen of them scattered across the map. Each one has to be switched on where it stands before it will take you anywhere.

The system itself is handed to you early, during the opening, and one pillar is already active when it arrives. The other thirteen are a standing Faith bill you pay as you find them.

The opening quest switches the whole system on

Until the story says so, walking up to a milestone does nothing at all. There is no prompt and no menu, which is why players who find one early come away thinking the pillars are scenery.

What opens them is the quest that wakes you at the Inquisition Base. Finishing it turns on fast travel, unlocks three tabs of the technology tree, opens the fishing, battle and commerce tutorials and drops a Story I in your bag.

Your home pillar is already on

The same moment fast travel exists, the milestone at your house is activated for you. You never pay for that one and you never have to find it.

So the first pillar you pay for is whichever one you reach next, and the network is worth nothing until you have a second point to travel between.

Each pillar costs Faith, paid where it stands

Walking up to an inactive milestone gives you two options, Activate Milestone and Leave. The activation is priced in Faith and the prompt shows what you are carrying against what the pillar wants, so you can see whether you can afford it before you commit.

That makes Faith the currency the map runs on, which puts fast travel in direct competition with prayers, with the study table and with every craft that asks for it. Early on the pillars usually lose that argument and they should.

Where the fourteen are

The network covers the whole map rather than clustering around the town, which is what makes it worth finishing. Two of the fourteen sit in the flooded quarter, so that district has a pair.

Every milestone on the map

HomeYour own yard. Active from the start and never paid for
TownThe town proper
VillageThe village
Port areaThe docks
WarehouseBeside the town warehouse, where orders are delivered
GraveyardThe graveyard
WellThe well
QuarryThe quarry workings
VineyardThe vineyard
SwampOut past the Goddess statue
Flooded quarterTwo separate pillars in the same district
Sluice areaBy the sluice
BathhouseThe bathhouse

Which ones to pay for first

Two pillars pay for themselves faster than the rest. The warehouse one lands you where orders are delivered, and the town one lands you among the shops, which are the two journeys a week contains.

The swamp and the vineyard are the opposite case. Both are long walks you make rarely, so they are worth buying late, when Faith has stopped being the thing holding your church back.

There is a reward for finishing the set

Milestone Hunter runs to six levels and its brief is to unlock every milestone on the map, so the pillars pay experience as well as convenience.

Two quests out at the sluice also close the moment you travel by milestone rather than on arrival, so a pillar out there settles two jobs at once.

Using one once it is lit

An active milestone offers a Use prompt and opens the map, and you pick any other milestone you have activated. Travel is free at the point of use, so the Faith is a one off rather than a fare.

It also costs no energy, which is the part that matters for a run built around a working day. Walking the length of the map eats the morning; the pillar does not.

Questions about fast travel in Graveyard Keeper 2

How do I unlock fast travel?

Finish the opening quest that wakes you at the Inquisition Base. That switches the whole milestone system on and activates the pillar at your house for free. Before that, walking up to a milestone does nothing.

Why does the milestone not do anything?

Because the story has not switched the system on yet. Milestones give no prompt at all until the intro quest finishes, so an early one looks like scenery.

What does it cost to activate a milestone?

Faith, paid at the pillar. The prompt shows what you are carrying against what that milestone wants, so you can see whether you can afford it before choosing.

How many milestones are there?

Fourteen. Home, town, village, the port area, the warehouse, the graveyard, the well, the quarry, the vineyard, the swamp, the sluice, the bathhouse and two in the flooded quarter.

Does traveling between milestones cost anything?

No. The Faith is a one off to light the pillar, and after that travel is free and costs no energy, which is the real saving over walking.

Which milestones should I buy first?

The warehouse and the town. Those are the two journeys a week contains, because one is where orders are delivered and the other is where the shops are.

Is there a reward for activating all of them?

Milestone Hunter, an inspiration running to six levels, asks you to unlock every milestone on the map.

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