Valor Mortis: All Ambers and Flask Upgrades in Chapter 3
Six chests in Fallen Village hold two Flask Power Upgrades, an Empty Ferrofluid Flask, and three Ambers, each reached from a Lantern.
Six chests in Fallen Village hold two Flask Power Upgrades, an Empty Ferrofluid Flask, and three Ambers, each reached from a Lantern.
by AllThingsHow Staff
Chapter 3 of Valor Mortis, Rendezvous, drops William into Fallen Village, a soaked and burning farm town where six upgrade chests sit just off the main road. The game has no map, so every route here starts at a named Lantern and follows landmarks you can see from it. All six chests are red with gold trim and surrounded by lit candles, which makes them easy to spot once you know which corner to check.
Quick answer: Rest at the Fields, Marketplace, and Orchard Lanterns in Fallen Village. Those three starting points cover all six chests: two Power Upgrades, one Empty Ferrofluid Flask, and three Ambers.
Chapter 3 upgrade locations by Lantern
Fallen Village has four Lanterns: Fields, Marketplace, Orchard, and Path of Fire. You only need the first three for these chests.
Upgrade
Type
Start point
Chest spot
Ferrofluid Flask Power Upgrade
Flask upgrade
Fields
Candlelit well
Empty Ferrofluid Flask
Flask upgrade
Fields route, via grapple
Rooftop scaffolding
Ferrofluid Flask Power Upgrade
Flask upgrade
Marketplace
Behind crates in an alcove
Volatile End
Amber
Fields
Shed in the crop fields
Warrior’s Fury
Amber
Marketplace
Ledge below a balcony
Glass Soldier
Amber
Orchard
Fenced yard behind a manor
Two side quests in the village, The Scarecrow and Nana, also give out rewards. They are separate from the six chests listed above.
Ferrofluid Flask upgrade locations in Fallen Village
Chapter 3 holds two Ferrofluid Flask Power Upgrades and one Empty Ferrofluid Flask. The first Power Upgrade and the Empty Flask can be picked up in one run from the Fields Lantern, because the grapple you need for the Flask is found right after the well.
The Lantern menu offers the options Level Up, Upgrade Ferrofluid Flask and Leave.
Grapple from anchor to anchor across the village rooftops. When you run out of anchors, drop onto the wooden scaffolding below and open the candlelit chest for the Empty Ferrofluid Flask.
Ferrofluid Flask Power Upgrade behind the Marketplace crates
Rest at the Marketplace Lantern, which hangs inside a barn.
Ferrofluid Flask Power Upgrade. Image: One More Level03:48Flask Upgrade 2 Route StartThe Marketplace Lantern is where the routes to the second Power Upgrade and Warrior's Fury begin. Shown at 03:48 in Ghosts of Reykjavik’s video. Image: One More Level
Enter the alcove beside the building on your left, where wooden crates are piled up. Break them with melee attacks to reveal a concealed red chest, then open it to claim the second Power Upgrade.
Start from the Fields Lantern and head through the wooden archway in front of it.
Volatile End. Image: One More Level04:40Amber 1 Route StartFrom the Fields Lantern, the wooden archway ahead leads toward the crop fields and the Volatile End shed. Shown at 04:40 in Ghosts of Reykjavik’s video. Image: One More Level
Bear right into the tall grass and follow the wooden fences around the edge of the fields. You will reach a run-down shed with glowing orange pods across its entrance.
From the Marketplace Lantern, go through the wooden gate and in the door of the large two-story house straight ahead.
Warrior’s Fury. Image: One More Level05:54Amber 2 Route StartThe two-story house near the Marketplace Lantern leads up to the balcony above the Warrior's Fury chest. Shown at 05:54 in Ghosts of Reykjavik’s video. Image: One More Level
Drop into the fenced yard behind the house and open the red chest against the fence for Glass Soldier.
Ferrofluid Flask healing by upgrade level
Neither Flask pickup does anything until you spend it at a Lantern. Power Upgrades raise how much Health each Flask restores. Each Empty Ferrofluid Flask adds one more Flask charge, and you can carry up to five Flasks. An unupgraded Flask heals 50 Health, and every potency level adds 10 more. The cost per level climbs as you go.
Ferrofluid Flask. Image: One More Level
Potency level
Healing
Power Upgrades needed
Base
50
0
1
60
1
2
70
2
3
80
2
4
90
2
5
100
3
6
110
3
7
120
3
8
130
4
9
140
4
Chapter 2 has one Power Upgrade of its own. With it and the two from Fallen Village, you have three in total, which pays for level 1 and level 2 and brings each Flask to 70 healing.
If you miss a chest, Louis’s Laboratoire stocks one Ferrofluid Flask Power Upgrade for $3,000 and one Empty Ferrofluid Flask for $5,000 from the start of the game.
Chapter 3 Amber effects and ranks
Finding another copy of an Amber increases its rank instead of adding a separate Amber. Volatile End has only one rank. Warrior’s Fury and Glass Soldier can each reach rank 3, and copies found later in the game make them stronger.
Amber
Effect
Max rank
Copies in game
Volatile End
Weak Point hits explode for 50 damage
1
2
Warrior’s Fury
Kills boost speed and damage for 8 seconds
3
3
Glass Soldier
More melee damage, more damage taken
3
4
The Warrior’s Fury buff always lasts 8 seconds. What scales with rank is its size. Movement speed rises by a factor of 1.05, 1.1, or 1.2, and extra damage is 10%, 20%, or 30% at ranks 1, 2, and 3.
Later copies of each Amber come from these places:
Volatile End: a chest on The Battlefield
Warrior’s Fury: Howler drops in Cursed Hollow and the University
Glass Soldier: a chest in The Outskirts, plus drops from Volunteers in The Outskirts and the Eternal Guardsman in the Fortress
How to confirm each upgrade is collected
Hold [E] on a chest to open it. When it opens, a pickup notification appears with the item’s name, such as Ferrofluid Flask Power Upgrade or Glass Soldier. Ambers then show up as options in your Amber slots at any Lantern. Flask pickups only take effect after you spend them at a Lantern. Once you do, your Flask heals more or you have an extra charge.
The “James’s Iron Bench” menu offers Upgrade, Trade and Exit options.