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Valor Mortis – All Chapter 3 (Rendezvous) Collectibles

Where to find six Ambers, the Rapier and Blunderbuss, three Flask upgrades, and two side quest rewards across the Battlefield and Fallen Village.

Where to find six Ambers, the Rapier and Blunderbuss, three Flask upgrades, and two side quest rewards across the Battlefield and Fallen Village.

Image: One More Level

Chapter 3, Rendezvous, sends William back through the snowbound Battlefield and into the Fallen Village, an abandoned settlement packed with hostile soldiers and hidden chests. Fast travel is now available, so a stretch of the opening region that was sealed off earlier finally opens up. Everything below stays in the world permanently, which means you can return later if you walk past something.

Quick answer: Rendezvous holds six Ambers, two weapons (Rapier and Blunderbuss), two Ferrofluid Flask Power Upgrades, and one Empty Ferrofluid Flask, plus the side quests The Scarecrow and Lullaby. None of it is missable.

Chapter 3 collectible checklist

Here is the full haul for the chapter, grouped by what each pickup is. The two side quests feed their rewards directly into this list, so you collect two of the Ambers by finishing quests rather than opening chests.

Quest log menu showing the main quest Revival, Chapter I, with a text entry and a sepia illustrated card of a banner and hourglass.
The Quests tab of the journal shows the active main quest “Revival” from Chapter I, with its story entry and illustrated card.
  • Ambers: Duellist’s Focus, Volatile End, Bountiful Harvest, Tomorrow’s Promise, Warrior’s Fury, Glass Soldier
  • Weapons: Rapier (melee), Blunderbuss (firearm)
  • Healing upgrades: two Ferrofluid Flask Power Upgrades, one Empty Ferrofluid Flask
  • Side quests: The Scarecrow, Lullaby
  • Other: Valen Duroc’s Emblem (advances The Oathbound), Storage Key, the Grappling Hook transmutation

The Battlefield backtrack: Valen Duroc’s Emblem and Duellist’s Focus

Fast travel to the Onslaught Arch lantern, the game’s first checkpoint. Turn back and use the tree branches to ascend the cliffs again. Go beyond the camp to an enemy-held fork, then take the left branch. Shoot the wall’s weak spot with your pistol to create a passage.

Valen Duroc's Emblem
Valen Duroc’s Emblem. Image: One More Level

An Eternal Guardian waits on the other side. Take it down to obtain a Mysterious Stone Pyramid and Valen Duroc’s Emblem, advancing The Oathbound side quest. Behind the guardian’s position, an ornate chest contains the Duellist’s Focus Amber. Of all the Chapter 3 Ambers, this one is in the Battlefield rather than the Fallen Village.


Rapier: the Abandoned Church route

Exit the Abandoned Church and follow the story route toward the Fallen Village. Roots cover a corpse blocking the trail, with a Rapier lodged in it. Pull out the blade to open the way; this weapon is unavoidable. At the next junction, skip the right-hand branch toward the Fortress, a late-game region you cannot explore yet, and continue toward the village.

Abandoned Church
Abandoned Church. Image: One More Level
Weapon 3/6: Rapier01:54Weapon 3/6: Rapier
Pull the Rapier from the corpse blocking the church route to clear the way forward. Shown at 01:54 in Game Guides Channel’s video. Image: One More Level

Fallen Village Fields: The Scarecrow, two Ambers, and the Blunderbuss

The Scarecrow walkthrough

At the Fields lantern, take the road on the right to a body hanging from a scarecrow post. Interact with the body to begin the quest. Interact with it once more for further guidance about the pair of items to retrieve.
The Scarecrow
The Scarecrow. Image: One More Level
Make for the barn, then veer right toward a large tree. A body rests at its base; search it to collect the Lover’s Pendant.
Go on to the area packed with tall haystacks, defeat the enemies, and enter the nearby house. Upstairs, take the Letter with a Drawing off the table.
Return to the scarecrow and hand over both items. This disperses the crows and advances the quest, but one more interaction is still needed before you get the reward.
Head to the barn to the right of the story route. Climb the hay bales outside to reach the loft, then approach both glowing spirit silhouettes to complete The Scarecrow. You receive the Bountiful Harvest Amber.
Side Quest: The Scarecrow (Part 5/5) & Amber 13/5605:32Side Quest: The Scarecrow (Part 5/5) & Amber 13/56
Approaching the two spirits in the barn loft closes out The Scarecrow and hands you Bountiful Harvest. Shown at 05:32 in Game Guides Channel’s video. Image: One More Level

Volatile End Amber

That same barn, off the right side of the main path, is packed with explosive infected bodies. Rushing in is dangerous, so pop the hazards from a distance and clear a safe route to the rear. The chest buried in the hay holds the Volatile End Amber.

Volatile End
Volatile End. Image: One More Level

Ferrofluid Flask Power Upgrade

Where the field road splits, look for a red chest sitting beside lit candles next to a wooden shack. It holds a Ferrofluid Flask Power Upgrade, which raises how much health each healing charge restores.

Ferrofluid Flask Power Upgrade 2/2203:40Ferrofluid Flask Power Upgrade 2/22
The candle-lit chest at the field fork carries a Ferrofluid Flask Power Upgrade. Shown at 03:40 in Game Guides Channel’s video. Image: One More Level

Blunderbuss

Stay on the story route until a Volunteer appears, wielding an oversized sword. Defeat this heavy foe and enter the carriage behind it. At the desk, read the Quartermaster Letter; then unlock the cushioned display case and take the Blunderbuss. This required pickup opens the passage at the carriage’s far end.

Blunderbuss
Blunderbuss. Image: One More Level
Weapon 4/6: Blunderbuss06:41Weapon 4/6: Blunderbuss
The Blunderbuss sits in a cushioned case inside the carriage past the first Volunteer. Shown at 06:41 in Game Guides Channel’s video. Image: One More Level

Fallen Village Marketplace: Lullaby, Tomorrow’s Promise, and more

Lullaby walkthrough

From the Marketplace lantern, enter the house on its left and approach the crying crib. Inspecting it starts the quest. The Flaming Whetstone on the floor is worth grabbing here too.
Head out the back and search the muddy ground near the enemies outside for the glowing Weathered Key.
Cross the wooden dock to the locked shack, open it with the Weathered Key, and take the Toy from inside.
Go back to the crib and set the Toy inside to calm the spirit. Lullaby is now complete, and you earn the Tomorrow’s Promise Amber.
Side Quest: Lullaby (Part 4) & Amber 14/5609:25Side Quest: Lullaby (Part 4) & Amber 14/56
Returning the Toy to the crib finishes Lullaby and grants Tomorrow's Promise. Shown at 09:25 in Game Guides Channel’s video. Image: One More Level

Ferrofluid Flask Power Upgrade

In the open village section where enemy groups patrol the streets, find the open-front shed on the ground floor. The red chest inside holds the second Ferrofluid Flask Power Upgrade of the chapter.

Ferrofluid Flask Power Upgrade
Ferrofluid Flask Power Upgrade. Image: One More Level
Ferrofluid Flask Power Upgrade 3/2209:49Ferrofluid Flask Power Upgrade 3/22
The ground-floor shed in the open village holds the chapter's second Flask Power Upgrade. Shown at 09:49 in Game Guides Channel’s video. Image: One More Level

Warrior’s Fury Amber

Find the two-story building near the watchtower that a group of enemies is firing at. Head inside, climb to the top floor, step onto the balcony, and cross to the neighboring platform. The chest there holds the Warrior’s Fury Amber. The elevated route is the only way to reach it.

Warrior's Fury
Warrior’s Fury. Image: One More Level

Storage Key

Exit through the building’s rear and descend the ladder to the underground area. At the bend by two enemies, pick up the Storage Key from a box. Unlock the nearby door with it, then break the weak point beyond to collapse the plague wall in your way.

Storage Key
Storage Key. Image: One More Level

Glass Soldier Amber and the Grappling Hook

The main route brings you to a required battle against The Iron Marshall. Once the boss is defeated, enter the building on the arena’s right, break through the weak floorboards, and drop into the barricaded room below. Its concealed chest contains the Glass Soldier Amber.

Glass Soldier
Glass Soldier. Image: One More Level

In this arena, extract the glowing blue core lodged in a mutated corpse’s chest to gain the Grappling Hook transmutation. When a blue anchor point is within reach, look toward it and press the interact key to swing over.

Empty Ferrofluid Flask

At the Marketplace lantern, grapple across the water and continue to two plague pillars, both equipped with grapple points. Past the second pillar, search the burning building on the right and open its chest for the second Empty Ferrofluid Flask, which adds another healing charge. This completes the chapter’s collectible list.

Empty Ferrofluid Flask
Empty Ferrofluid Flask. Image: One More Level

Chapter 3 Amber stats

Once each Amber is in hand, it is worth knowing what it actually does and how far it scales before you slot it for the Iron Marshall. The figures below are the shipped values for the six Ambers you collect in Rendezvous.

AmberMax rankEffect
Duellist’s Focus1Gives melee weapons a longer period to parry.
Volatile End1Weak point hits cause an explosion (50 damage)
Bountiful Harvest3Health per Nephtoglobin Remnant: 3% / 4% / 5%
Tomorrow’s Promise3Flask grants 10s health regen; healing 1.1x / 1.2x / 1.3x
Warrior’s Fury38s after a kill: speed 1.05x–1.2x, damage +10%–30%
Glass Soldier3More melee damage dealt in exchange for more damage taken

Several of these stand out in boss fights. Tomorrow’s Promise gives each Ferrofluid Flask a sustained regeneration effect. Using another flask before it ends restarts the timer instead of extending the effect, so time your healing. Warrior’s Fury and Glass Soldier both favor aggressive melee play, while Volatile End works with the new Blunderbuss and Rapier to punish weak points. Duellist’s Focus caps at rank 1, so its wider parry window is limited to that single rank.


Spending the Flask upgrades

The two Ferrofluid Flask Power Upgrades and the Empty Ferrofluid Flask are not used where you find them. Take them to a Lantern instead. A Power Upgrade raises the flask’s potency one step at a time, and the Empty Flask adds an extra charge to the five you can carry.

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.

The Ferrofluid Flask starts at 50 healing. Each potency tier climbs by ten, so the first upgrade brings it to 60, and the ladder continues 70, 80, 90, 100 and upward to 140 at the top tier. Early tiers cost one Power Upgrade each, with later tiers demanding two, three, then four per step, so spend the two you find here on the cheapest available tier to feel the difference before the Iron Marshall.


Confirming a clean sweep

You know Rendezvous is fully cleared once the Empty Ferrofluid Flask is in your pack, since it is the last pickup in the Marketplace route. By then you should have the six Ambers, the Rapier and Blunderbuss, two Power Upgrades and the Empty Flask, both The Scarecrow and Lullaby marked complete in your journal, and Valen Duroc’s Emblem logged against The Oathbound. Anything you skipped stays put, so you can grapple back through the village and pick it up on a later visit.

Inventory menu on the Ambers tab with Duellist's Focus selected, an orange pyramid amber, and its description panel.
The Inventory screen’s Ambers tab shows the Duellist’s Focus amber, which increases the Parry window for Melee Weapons.