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Valor Mortis: How to Escape the Fallen Village in Chapter 3

The grapple route through the burning village to the Path of Fire Lantern, and the short trip from there to Louis.

The grapple route through the burning village to the Path of Fire Lantern, and the short trip from there to Louis.

The burning end of the Fallen Village is the hardest part of Chapter 3: Rendezvous in Valor Mortis to navigate. There is no map in the game, the streets are on fire, and the way forward runs across rooftops and attics. You also need a traversal power that the chapter only hands you partway through. Once you have it, the route through the flames to safety is short and fixed. You just have to know which hooks to aim for.

Quick answer: Grapple from the burning street onto the rooftops, cut through an attic, drop past the courtyard enemies, climb the ladder, and hold F to pull the debris down. The Lantern sits just below.


What you need before entering the burning village

The fire-gutted part of the village sits across the stream, where the smoke rises. You cannot reach it on foot, and the Rendezvous journal says so the first time you try. The fix is the grapple ability. You get it in the hut by the Orchard Lantern after you defeat The Iron Marshall. Once you have it, the faint glowing hooks around the village become usable. The journal then updates to tell you to head back to the stream.

From Orchard, go to the wooden bridge over the river and grapple off the hook there. That puts you at the start of the burning street.

Valor Mortis has no in-game map. You find your way by looking out from each Lantern checkpoint. The grapple points glow blue, so look for those rather than for paths on the ground.


Fallen Village escape route to the Path of Fire Lantern

All of the prompts below are the PC defaults shown on screen. E handles grappling, ladders and resting. F is the pull.

After landing, sprint along the central street engulfed in flames. Continue until a branch appears with a blue, glowing grapple point suspended above the fire.
Aim at the branch and press E when the “E GRAPPLE” prompt appears. You’ll be pulled up onto a raised wooden walkway, clear of the fire below.
Grappling Across Rooftops00:07Grappling Across Rooftops
The first grapple point gets you off the burning street and up to the walkways. Shown at 00:07 in Ghosts of Reykjavik’s video. Image: One More Level
Cross the plank, then aim for the elevated grapple point suspended above the burning wreckage. Press E once more to swing over to the next roof beam.
Second Grapple Sequence00:26Second Grapple Sequence
The second grapple carries you across the debris to another beam. Watch for the E GRAPPLE prompt before you commit. Shown at 00:26 in Ghosts of Reykjavik’s video. Image: One More Level
Follow the upper platforms forward to a curved, branch-like wooden structure with another grapple point on it. Grapple to it to keep moving above the street.
Look for the burning cottage with an open roof window and grapple through that gap. You’ll land in the attic rafters.
Walk the attic beam to the opening on the far side and step out. Enemies patrol the muddy courtyard below. Drop down and run past them instead of stopping to fight.
Bypassing Enemies in the Courtyard00:33Bypassing Enemies in the Courtyard
The attic beam gives you a view over the courtyard patrol before you drop down and sprint past. Shown at 00:33 in Ghosts of Reykjavik’s video. Image: One More Level
Sprint to the wooden building front ahead and go into the open structure. Press E at the “E USE” prompt to climb the ladder to the top platform.
Climbing the Ladder00:59Climbing the Ladder
The ladder inside this open timber building leads to the platform with the blocked exit. Shown at 00:59 in Ghosts of Reykjavik’s video. Image: One More Level
Aim your left hand at the wooden debris blocking the way and hold F at the “F PULL (HOLD)” prompt. Keep holding until the barricade tears loose.
Drop off the edge to ground level, where the Lantern post stands. Walk up to it and press E at the “E REST” prompt to rest and set your checkpoint.
Rekindling the Lantern Checkpoint01:15Rekindling the Lantern Checkpoint
Reaching this Lantern ends the escape. Rest here to make it your respawn point. Shown at 01:15 in Ghosts of Reykjavik’s video. Image: One More Level

How you know the escape worked

Walking up to the Lantern shows the message “LANTERN REKINDLED”, and the base of the post lights up with a yellow ring. The “E REST” prompt then appears. Once you rest there, this Lantern is your respawn point. If you die after this, you return here instead of back across the stream.

This checkpoint is Path of Fire, the fourth and last Lantern in the Fallen Village. A chest holding an Empty Ferrofluid Flask is close by. Take it to a Lantern to add one more Ferrofluid Flask charge.

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.

From Path of Fire to Louis

Some flames remain beyond the Lantern. Far away, two grapple hooks are visible on one side of Path of Fire; on the opposite side, a route heads into the village ablaze. Follow that route, fight the patrols, then use the grapple points to reach a tree-like structure covered in them. Enemies are gathered below. Defeat them and open the nearby gate to locate Louis.

Path of Fire
Path of Fire. Image: One More Level

Louis presents two choices: “Go together.” or “Stay.” Both bring the chapter to an end. Your selection only determines whether Louis accompanies you to the hideout or remains in the village; there is no reward for either. Locating him also adds the final Rendezvous journal entry.


Fallen Village reference: Lanterns, journal and pickups

The Fallen Village is Region III. It has four Lanterns, nine chests and five notes, and The Iron Marshall is its only boss. The Lanterns are listed below in the game’s own numbering, which is also the order you reach them.

LanternOrderWhat it marks
Fields1stVillage entrance
Marketplace2ndNear the Blunderbuss
Orchard3rdGrapple ability, Iron Marshall
Path of Fire4thEnd of the burning route

The Rendezvous journal has four stages. You can use them to check where you are in the chapter.

StageWhat it tells you
1Find Louis in the nearby village
2The stream can’t be crossed yet
3New power gained, return to the stream
4Louis found, talk more at the hideout

Fast travel stays available in the Fallen Village and nothing here is missable, so you can come back later for anything you skipped. These pickups are worth knowing about while you’re in the region.

PickupIn Fallen VillageWhat it does
Empty Ferrofluid Flask1 chest+1 Flask charge
Ferrofluid Flask Power Upgrade2 chestsRaises Flask healing
Nephtoglobin Vial2 in the worldRefills Nephtoglobin
Warrior’s Fury (Amber)1 chestSpeed and damage after kills
BlunderbussPicked upFirearm, 2 rounds

Ferrofluid Flasks heal 50 at base, and you can carry up to five of them. The first Power Upgrade raises healing to 60. Warrior’s Fury lasts 8 seconds after a kill. At rank 1 it gives 10% extra damage and a 1.05 movement speed multiplier, and at rank 3 that rises to 30% and 1.2. The Blunderbuss does 15 damage at level 1 and 30 at level 10. It reloads in 3.5 seconds and can hit several enemies with one shot. That makes it useful against the courtyard crowd if you’d rather fight than run.