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Valor Mortis: How to Escape the Caverns Fast in Chapter 4

The full Dark Descent route through the Caverns, from the opening lantern and mine kart ride to the rope-bridge exit.

The full Dark Descent route through the Caverns, from the opening lantern and mine kart ride to the rope-bridge exit.

Valor Mortis’s Caverns are set in an abandoned salt mine, where cliffs, Nightwalls, rope bridges and rotating machinery fill the route. You enter during Chapter 4, Dark Descent. Since the game provides no map, the lanterns you rekindle are the only reliable landmarks. Taking the direct route, William can reach the exit from the first lantern in roughly 10 minutes. No upgrades are required, and you can skip every collectible.

Quick answer: Go downhill, grapple and wallrun across the chasms, then enter the salt mine. Take the stasis power from the root-bound corpse and freeze each turnstile to cross. The route ends at a rope-bridge lantern.


Dark Descent: What the Caverns escape requires

Louis sends William into the Caverns to find what he was studying, and you reach the cave using the Cave Grotto Key he hands over. Getting out depends on very little gear. Four things matter:

Dark Descent
Dark Descent. Image: One More Level
  • The game has no map, so pause at each rekindled lantern to orient yourself before continuing.
  • Weapon and Transmutation upgrades are optional for this route.
  • The stasis power from the salt mine is mandatory. The turnstiles cannot be crossed without it.
  • Movement uses jumps, grapples to blue anchor nodes (E GRAPPLE), and wallruns on webbed Nightwall surfaces.

The quest journal tracks your progress. One stage logs that William has received a new power that manipulates motion, and that stage is your signal that the stasis pickup worked.


Caverns route from the opening lantern to the salt mine

The first half of the Caverns is all traversal. It teaches the Nightwall wallrun, then chains several grapples together over deep drops.

Dark Lantern menu with a Resting tutorial popup showing a foggy forest path, a glowing hand and text about restoring health.
The Lantern menu shows a Resting tutorial panel explaining that Health and Nephtoglobin are fully restored and all non-boss enemies are revived.

Waterfall cavern and the first Nightwall

Head away from the starting lantern and descend through the dim rock passage. A burning campsite, ringed by crates and stools, lies along the way.
Continue until the passage widens into a cavern containing an underground waterfall. Leap across the gap, then use your grapple to cross the ledges on the opposite side.
Stay along the exposed cliff edges. One foe is posted on this route; approach from behind to take it out with a stealth attack. The Dark Descent quest update and a fresh journal entry appear nearby.
First-person view of a sunlit grave with a stone marker and flowers, with a quest update banner at top left.
A small grave marked by a stone pillar and fresh flowers triggers a Quest Update for In the Name of Art.
Collect the Flaming Whetstone. Next, leap toward the glowing, web-covered Nightwall to activate the wallrun tutorial, then run along the wall.
Make your way across the slim rock spires suspended above the broad drop. Take care with each landing: William warns that the rocks seem unstable. Rekindle the lantern on the opposite side.

Chasm grapples, the shortcut lever and the rope bridges

Starting at that lantern, use successive grapples and wallruns to cross the vertical drops, aiming for the blue anchors marked E GRAPPLE. William pulls out his shotgun during this section.
Locate the glowing wall lever and hold E PULL (HOLD) to remove the obstruction. The passage provides a shortcut, with an hourglass rest spot immediately beyond it.
First-person view of glowing blue blossoms among wooden beams, with a pull prompt and a tutorial text box.
A prompt reads “Hold E to pull the Nephtoglobin Blossoms, unlocking new paths” beside glowing blue blossoms in a timber structure.
Descend via the rock platforms toward the abyss, then make your way over the high rope bridges spanning the underground chasm.
Go by the pyre where bodies burn, then enter the salt mine buildings. William identifies the place, saying: “This must be the famed salt mine.”

How to get the Stasis Transmutation in the salt mine

The mine’s machinery is locked behind a power you pick up inside the mine. Get it before you try any of the turnstiles.

Turn the first wooden crank with E USE. A ghostly Sergeant starts yelling that the mine is “vital military infrastructure.” The Epic Catalyst Clot nearby is optional.
Undo the latch securing the wooden barricade door. On the other side, a crank winch operates suspended platforms. Turn it once and observe that they continue moving.
Draw power from the corpse caught in tendrils. Purple markings spread across William’s right arm as he mutters, “What moves… can be halted…”

A Stasis Transmutation tutorial panel appears afterward. It explains that holding the mouse button freezes enemies and stops moving gears. This applies to every machine in the lower mine: crank a platform into position, then use stasis (E USE) to hold it there. The effect wears off after a short time, so cross as soon as the wheel halts. Stasis also pins enemies in place, and striking one while frozen inflicts massive damage.

Tutorial popup titled Stasis Transmutation with a preview of a burning enemy and instructions for freezing enemies and stopping gears.
A tutorial panel titled Stasis Transmutation explains how to hold the mouse button to freeze enemies and stop moving gears.

Caverns turnstiles to the rope-bridge exit lantern

Go back to the platform winch. Rotate it, freeze the wheel with stasis, and cross.
Use your grapple to descend into the lower mine chambers and collect the Hand Grenades. Freeze the rotating barrier ahead to pass through.
Use the crank to rotate the upper mechanism at the double turnstile, then freeze it. The platforms line up, allowing you to cross between tiers.
Light the lantern again beside the standing officer. You can talk to him with E TALK TO, but speaking with him isn’t required to complete the route.
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.
Descend the ladder shaft into the tunnels, then freeze the spinning track gear. Drop through the floor grate afterward.
Make your way down the broken wooden stairs, leaping over each gap, then fall through the open trapdoor. Inside the covered crate below are Superior Firearm Parts.
Scale the wooden scaffolding, then run along the Nightwall. A Legendary Catalyst Clot is on the ledge across from it.
Use the exit ladder to climb up, then make the crossing on the rope bridge. Rekindle the lantern at its far end.

At the lantern by the rope bridge, the run is complete once LANTERN REKINDLED appears and the floating hourglass displays an E REST prompt. William also says Louis could not have made it through this place on his own.


Caverns mine kart ride walkthrough

A mine cart sequence takes you through torchlit tunnels and beside a deep chasm in the Caverns. William remarks that it is a surprisingly clever way to travel through a mine. The cart follows the rails without your input, leaving you to choose the correct path and deal with obstacles.

At the first junction, hold E PULL (HOLD) on the track switch lever. William throws it with his glowing left arm, and the kart rolls through a doorway onto the new line.
First Track Switch Lever00:09First Track Switch Lever
The first track switch on the kart ride, thrown by holding the pull prompt. Shown at 00:09 in Ghosts of Reykjavik’s video. Image: One More Level
As the kart runs along the edge of the chasm and into a dark tunnel, draw the revolver. Shoot the red explosive barrel on the ledge to clear the path.
Pull the second switch lever with E PULL (HOLD) as you approach the next junction. Skipping it sends the kart toward a dead end.
Second Track Switch00:35Second Track Switch
The second junction, where pulling the switch keeps the kart off the dead-end line. Shown at 00:35 in Ghosts of Reykjavik’s video. Image: One More Level
Reload while the kart passes through the stone tunnels. Then fire at the lurking creatures and the red barrels on the wooden platforms beside the track.
Enemy and Barrel Shootout00:54Enemy and Barrel Shootout
Shooting the red barrels takes out the creatures standing next to them on the trackside platforms. Shown at 00:54 in Ghosts of Reykjavik’s video. Image: One More Level
Ride on as the kart comes out into a huge cavern canyon. Giant red tentacles swing across the tracks here.
Tentacle Canyon Run01:10Tentacle Canyon Run
The canyon section, where red tentacles lash across the kart's path. Shown at 01:10 in Ghosts of Reykjavik’s video. Image: One More Level
Pull the third switch lever. Afterward, activate the glowing purple crystal beside the wooden gate with E USE to smash through.
Third Switch and Crystal Door01:22Third Switch and Crystal Door
Using the purple crystal breaks the wooden gate blocking the track. Shown at 01:22 in Ghosts of Reykjavik’s video. Image: One More Level
Use E USE on the next crystal barrier the same way. Keep going down the narrow tunnel.
When the track collapses over a bottomless pit, grapple across the glowing blue anchors. You land back in a moving cart.
Chasm Grapple Jump01:42Chasm Grapple Jump
Grappling over the gap where the track collapses, before dropping into another cart. Shown at 01:42 in Ghosts of Reykjavik’s video. Image: One More Level
Switch to the shotgun and blow up the explosive barrier ahead. Then pull the final track lever with E PULL (HOLD).
When the cart drops out of sight below, respond to the SPACE GRAPPLE prompt by grappling upward. You’ll land in a tunnel above.
Final Grapple Escape01:57Final Grapple Escape
The last grapple out of the cart as it plunges, reaching the upper tunnel. Shown at 01:57 in Ghosts of Reykjavik’s video. Image: One More Level

The ride is over once William is back on foot and says he seems to have made it through. Walk up to the hanging lantern and rekindle it. LANTERN REKINDLED on screen confirms the checkpoint.

Safe Exit and Lantern Rekindled02:20Safe Exit and Lantern Rekindled
The lantern at the end of the kart ride, confirmed by the rekindled message. Shown at 02:20 in Ghosts of Reykjavik’s video. Image: One More Level

Stasis Transmutation levels, upgrade costs and choices

Escaping the Caverns doesn’t require any upgrades. The Stasis Transmutation stays useful well beyond the mine, though, and it caps at level 5.

Stasis Transmutation
Stasis Transmutation. Image: One More Level
LevelDamage factorUpgrade costUnlock
11——
21.2Crude Transmutation Material x2Termination
31.3Pure Transmutation Material x2Eruption or Implosion
41.4Distilled Transmutation Material x2Control or Hex
51.5Quintessential Transmutation Material x1Drain or Expansion

You unlock Termination automatically upon reaching level 2. Its Heavy Attack clears Stasis from a target, regardless of the amount built up.

At levels 3, 4 and 5 you choose one of two upgrades each time:

  • Eruption (level 3): triggering a Stasis Segment damages everything around the target.
  • Implosion (level 3): triggering a Stasis Segment hits harder.
  • Control (level 4): use your grapple to pull yourself toward foes held in Stasis.
  • Hex (level 4): Stasis stops decaying over time.
  • Drain (level 5): hitting frozen enemies restores Health.
  • Expansion (level 5): triggering a Stasis Segment spreads the effect to nearby targets.

Where to get Transmutation Materials

Each tier of material also upgrades the Fire and Shield Transmutations at the same level and in the same quantity. Louis’s Laboratoire stocks every tier except Quintessential, but each tier opens at a different point in the story.

MaterialPriceLouis’s LaboratoireIn the Caverns
Crude Transmutation Material$2,000From the start2 in the world
Pure Transmutation Material$4,000From chapter 5 (Crime)None
Distilled Transmutation Material$8,000From chapter 9 (In Ruins)1 chest
Quintessential Transmutation Material—Not soldNone

Crude Transmutation Material also drops from Carrion (1–2%), Howler (1%), Spewer (1–2%) and Swarm Mother (1%). Carrion, Howler and Spewer all appear in the Caverns. Pure Transmutation Material drops at 2% from Abomination, Eternal Guardsman and Volunteers, and the last two of those spawn here.

Distilled Transmutation Material is also handed out in two conversations, and you can find it lying around in the University and the Fortress. Quintessential Transmutation Material only comes from chests in the University and the Fortress, so the final Stasis level has to wait until late in the game.


Caverns region reference: Lanterns, bosses and loot

The Caverns are region IV. Before the plague, they were a busy salt mine, and many refugees sheltered here once the war started. The table covers the region’s fixed counts and names.

RecordValue
Chests11
Notes placed4
LanternsLast Sunlight, Weeping Ledge, Old Mine, Mine Cart Route, Ancient Lair
BossesSphinx; Devourer of the Unworthy
Side questHomesick

Enemies in the region are Risen Musketeer, Carrion, Shambling Civilians, Risen Soldier, Spewer, Volunteers, Howler, Risen Sapeur, Risen Duellist, Risen Grenadier, Risen Lancer and Eternal Guardsman.

The fast route goes right past several upgrade items and consumables, so picking them up costs almost no time.

ItemIn the CavernsOther source
Legendary Catalyst Clot6 in the worldLucjan (2000), later in the story
Superior Firearm Parts1 in the world, 1 chestJames’s Iron Bench ($3,000), chapter 5
Crude Transmutation Material2 in the worldLouis’s Laboratoire ($2,000)
Distilled Transmutation Material1 chestLouis’s Laboratoire ($8,000), chapter 9

Using a Legendary Catalyst Clot awards 1000 Catalysts; your inventory can hold as many as 99, and each sells for 1000. For upgrades at levels 5, 6 and 7, the Pistol, Blunderbuss and Musket require 1, 2 and 3 Superior Firearm Parts, respectively. Volunteers have a 4% chance to drop these parts. James’s Iron Bench only stocks them starting in chapter 5, making the crate beneath the trapdoor a worthwhile short detour.

The other route pickups are combat consumables. The plain Whetstone raises weapon damage for several attacks, the Flaming Whetstone sets enemies on fire, and the Stasis Whetstone applies Stasis on hit. Hand Grenades explode on impact. If your stack of an item is already full, a route pickup of that item does nothing for you.

Leaving the Caverns doesn’t finish Dark Descent. William later finds a sealed, Egyptian-styled cave entrance guarded by a monster, and beating it still doesn’t open the door. The Ancient Lair lantern sits behind that seal, and the Reflection chapter sends William back there near the end of the game.