Walking everywhere in Graveyard Keeper 2 eats your day. The sequel fixes that with Milestones, stone pillars scattered across the map that act as teleport anchors once you pay to switch them on. The catch is the currency. You don’t buy Milestones with silver, you buy them with Faith, and Faith is the same resource you need for research and perks.
Quick answer: Walk up to a Milestone pillar, press the use key, and spend Faith to activate it. Once two are active, open a pillar’s map and pick any other activated Milestone.
How Milestone fast travel works in Graveyard Keeper 2
Every Milestone is a physical object in the world, usually a numbered stone pillar. You have to be standing next to one to start a jump, and you can only land on another Milestone you have already activated. There is no menu-based warp and no teleport item to buy.

The jump itself is generous. It costs nothing once the pillars are paid for, it burns no in-game time, and it doesn’t force you to drop what you’re hauling.
| Action | Allowed? |
|---|---|
| Travel from a pillar to another activated Milestone | Yes |
| Travel to a Milestone you haven’t activated | No |
| Start a jump from the Map tab in your inventory | No |
| Carry logs, zombies and other large items across | Yes |
| Pay a fee or cooldown for each trip | No |
| Lose in-game hours during the jump | No |
That last row matters more than it sounds. Because the transition is instant, you can use Milestones to make a same-day deadline that would be impossible on foot.
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Add to Google Preferences →Faith costs for activating Milestones
Each pillar has a one-time activation price paid in Faith. The pillars near your yard and the village are cheap, usually 1 or 2 Faith. The further a Milestone sits from your starting area, the more it wants, climbing to 8 Faith for the most remote spots.
Once paid, that pillar is permanently part of your network. There’s no upkeep and no second charge.
How to earn Faith
Faith comes from delivering sermons in the church, and the church is story-gated. You get access to it after meeting a nun during the main questline, which means clearing the quest chains attached to three characters first.
- The Merchant
- Jack
- The Twins
Those quests are mostly crafting and delivery jobs. None of them run on a timer, and they’re difficult to walk past, so you’ll hit the church naturally by playing the main story rather than hunting for it.
Don’t spend all your Faith on travel
Faith is also what you spend to research items and to buy Inspirations, which is how Perks get unlocked. Every pillar you switch on is research you aren’t doing that week.
Activate pillars on routes you already walk several times a day, and leave the expensive far-flung ones until sermons are producing Faith reliably.
How to activate a Milestone


How to fast travel between two Milestones

Opening the Map tab from your inventory screen only shows you the world. There is no travel option there, so if the map looks inert, it’s because you’re not standing at a pillar.

Where the Milestones are and what gates them
Pillars are spread across the yard, the village, the swamp, the castle area and the town, but a lot of them sit in regions that are hidden or closed off when you start. Opening those regions is a story problem, not a Faith problem.

The north-east corner where the town sits is the strictest case. You have to win battles and push the undead horde back before those pillars are reachable at all, so no amount of saved Faith gets you there early.
Set the village Milestone as a priority. You’ll return there often: at the Tavern, sell Burial Certificates; with the Merchant, trade crops and crop seeds. Fast travel removes the need to make those repeated journeys.
Make activating the local pillar the first thing you do whenever you reach a new area. Quest handovers and vendor visits almost always send you back and forth a few times, and paying 1 or 2 Faith up front is cheaper than the hours you’d otherwise spend on the road.






