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Valor Mortis Chapter 2: All 6 Ambers and 2 Flask Upgrades (Valley of Ashes)

Every Amber and Ferrofluid Flask upgrade in Regroup, with the lantern each one sits near and the stats they grant.

Every Amber and Ferrofluid Flask upgrade in Regroup, with the lantern each one sits near and the stats they grant.

Image: One More Level

Chapter 2: Regroup drops William into the Valley of Ashes, a region packed with Ambers and healing upgrades but no in-game map. The only reliable way to navigate is by the lanterns you rest at, so every collectible below is tied to the lantern you should start from. There are six Ambers and two flask upgrades to pick up across the area, and none of them are permanently missable.

Quick answer: Work through six Valley of Ashes lanterns — Guidepost, The Climb, Demolished Path, The Other Side, Military Camp and Quarry — opening the red chest or finishing the quest tied to each to collect all eight items.


Every Chapter 2 collectible and its nearest lantern

CollectibleTypeNearest lantern
Ferrofluid Flask Power UpgradeFlask upgradeGuidepost
Indestructible ShellAmberGuidepost
Empty Ferrofluid FlaskFlask upgradeThe Climb
Sleight of HandAmberDemolished Path
PerfectionismAmberThe Other Side
DominatusAmberMilitary Camp
Potent ConcoctionAmberQuarry
Marksman’s BaneAmberQuarry

Once fast travel unlocks, you can return to any explored spot to grab anything you walked past, so a missed chest is never lost for good.


What the two flask upgrades do

The Ferrofluid Flask heals for a base of 50 and you can carry up to five at a time. Both pickups in this chapter feed into the Lantern, where you apply them. A Ferrofluid Flask Power Upgrade raises how much a single sip restores, while an Empty Ferrofluid Flask adds one extra charge to your maximum.

Dark Lantern menu with three buttons over a blurred forest scene with a rusty lamp post.
The Lantern menu offers the options Level Up, Upgrade Ferrofluid Flask and Leave.

Each potency step needs a set number of Power Upgrades, and the cost climbs as you go. The full progression looks like this.

UpgradeHealingPower Upgrades needed
1601
2702
3802
4902
51003
61103
71203
81304
91404

You only find one Power Upgrade in this part of Regroup, so the early tiers are all you can reach for now. If you want more, Louis’s Laboratoire sells extra Power Upgrades for $3,000 each, and an Empty Ferrofluid Flask runs $5,000.


Collectible locations by lantern

Guidepost: Ferrofluid Flask Power Upgrade and Indestructible Shell

Start at the Guidepost lantern and stay on the main path. You’ll pass a large overturned wagon on your left; beyond it, a wooden platform extends over the cliff, with a pole you can swing from to cross the gap.
Ferrofluid Flask Power Upgrade
Ferrofluid Flask Power Upgrade. Image: One More Level
Before crossing, veer left and break the wooden crates. Behind them is a short dead-end passage, where one enemy guards a chest. Defeat the enemy, then loot the chest to get your first Ferrofluid Flask Power Upgrade.
Flask Upgrade: Ferrofluid Flask Power 01/0200:45Flask Upgrade: Ferrofluid Flask Power 01/02
The first Power Upgrade sits in a guarded chest down the dead-end passage near Guidepost. Shown at 00:45 in Ghosts of Reykjavik’s video. Image: One More Level
Carry on along the main path until you meet your first Grenadier. After it goes down, don’t rush into the metal carriage ahead. Check the left side of the carriage entrance for a chest holding the Indestructible Shell Amber, which cuts the explosion damage you take from Grenadiers and environmental blasts.
Amber: Indestructible Shell 01/0601:57Amber: Indestructible Shell 01/06
Indestructible Shell waits in a chest just left of the metal carriage beyond the first Grenadier. Shown at 01:57 in Ghosts of Reykjavik’s video. Image: One More Level

The Climb: Empty Ferrofluid Flask

Press on through the damaged bridge platforming section, where a train car on the left holds the Pistol you need for story progress. When you reach the next lantern after that sequence, check the chest immediately to its left. Inside is the Empty Ferrofluid Flask, which adds a charge to your flask count at the Lantern.

Empty Ferrofluid Flask
Empty Ferrofluid Flask. Image: One More Level
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The Empty Ferrofluid Flask is in the chest beside The Climb lantern. Shown at 02:25 in Ghosts of Reykjavik’s video. Image: One More Level

Demolished Path: Sleight of Hand

Sleight of Hand is not in a chest. It is the reward for finishing the side quest An Unheard Farewell, which starts back near Guidepost when you speak to the man calling through a carriage window just past the first Grenadier.

Sleight of Hand
Sleight of Hand. Image: One More Level
Fight across the cliffside wooden ramps past riflemen and melee enemies, then climb the upper tower ladder.
As you climb, you’ll find golden vines sealing off an optional side room. Burn through them with Fire Transmutation, defeat the miniboss inside, and collect the military letter it guards; the quest requires it.
Kick down the shortcut ladder at the top to open a route back to the adjutant’s carriage. Return, report what you found, and rest at the nearby lantern. Finishing the quest grants Sleight of Hand along with an Epic Catalyst Clot.
Amber: Sleight Of Hand 02/0604:13Amber: Sleight Of Hand 02/06
Completing An Unheard Farewell hands you Sleight of Hand rather than a chest pickup. Shown at 04:13 in Ghosts of Reykjavik’s video. Image: One More Level

The Other Side: Perfectionism

From The Other Side lantern, edge along the narrow cliff ledge and cross the broken planks that run over the large red corruption branches. Follow the rock outcroppings down to a campfire, where a chest holds Perfectionism.

The Other Side
The Other Side. Image: One More Level
Amber: Perfectionism 03/0605:08Amber: Perfectionism 03/06
Perfectionism sits in the chest by the campfire below The Other Side. Shown at 05:08 in Ghosts of Reykjavik’s video. Image: One More Level

Military Camp: Dominatus

Head through the military camp along the main path. As you approach the hill that leads forward, check the corner to its left, where a tent stands slightly off the route. Step inside and open the chest next to the bed and letter to claim Dominatus.

Military Camp
Military Camp. Image: One More Level

Explosive barrels are scattered around this camp. They hurt William as well as enemies, so position yourself carefully before you start swinging.

Amber: Dominatus 04/0605:36Amber: Dominatus 04/06
Dominatus is tucked in the side tent off the Military Camp path. Shown at 05:36 in Ghosts of Reykjavik’s video. Image: One More Level

Quarry: Potent Concoction and Marksman’s Bane

The Quarry holds the last two Ambers, both off the main route. Start from the Quarry lantern for each.

Potent Concoction
Potent Concoction. Image: One More Level
Scale the first set of wooden platforms, then drop down onto the ledge on the other side. Turn right toward the shortcut ladder instead of continuing ahead.
Opposite that ladder is a patch of golden vines. Burn it away with Fire Transmutation, clear the enemies behind it, and open the chest for Potent Concoction.
To get the final Amber, head to the upper Quarry and take the first zipline. Once you’re down, head left rather than going up the hill. Smash the wooden crates at the platform’s edge to reveal a hidden route.
Follow that path to the watchtower guarded by an enemy and climb the tower ladder. The chest at the top holds Marksman’s Bane, the last collectible in Chapter 2.

What the Ambers do

Four of the Chapter 2 Ambers carry confirmed effects and rank values. Dominatus and Perfectionism can be ranked up to three times as you find more copies elsewhere, while Sleight of Hand and Marksman’s Bane cap at a single rank.

AmberMax rankEffect
Dominatus3Restores Health on Critical Attacks: 50% / 75% / 100%
Perfectionism3More melee damage at full Health: 10% / 15% / 20%
Sleight of Hand1Faster reloads and weapon switching (1.2x)
Marksman’s Bane1Successfully parrying a bullet rewards you with one Pistol round.

Indestructible Shell lowers the explosion damage you take, which makes it a strong pick for the Grenadiers you keep running into here. Potent Concoction rounds out the set as the sixth Amber from this region.


Confirming each pickup

Every chest collectible triggers an on-screen notification naming the Amber or upgrade, and the opened chest sends up a bright beam of light so you can tell at a glance that you looted it. Sleight of Hand arrives differently: it registers with the “Quest Complete” prompt for An Unheard Farewell once you report back to the adjutant. When you have all six Ambers, both the Power Upgrade and the Empty Flask, you have cleared the Valley of Ashes before the fight with General Lothaire, the Eagle-Bearer.

First-person view of a bloodied blade facing a hat-wearing boss with flaming fingers in a muddy camp under stormy skies.
A first-person duel against General Lothaire, The Eagle-Bearer, who swings a flaming multi-armed hand across a muddy war camp.