Gaming Guide

Valor Mortis: How to Unlock and Use Fast Travel

Fast travel opens after you beat General Lothaire and reach the Abandoned Church, letting you hop between every lit Lantern.

Fast travel opens after you beat General Lothaire and reach the Abandoned Church, letting you hop between every lit Lantern.

The Travel to the Lantern screen on the Vale of Wrath tab listing its five Lanterns

Valor Mortis spreads William’s journey across large, interconnected regions, and many paths stay sealed until you pick up movement abilities later in the campaign. Fast travel is what makes returning to those earlier spots painless, but it stays locked during the opening hours. You unlock it by reaching a fixed story milestone, after which every Lantern you light becomes a teleport point.

Quick answer: Beat General Lothaire, the Eagle-Bearer, enter the Abandoned Church behind him, and interact with the Lantern inside. That permanently unlocks fast travel between every Lantern you have lit.

General Lothaire across a muddy battlefield arena with his boss bar at the top
General Lothaire, the Eagle-Bearer, in the first fight on The Battlefield.

Unlock fast travel by defeating General Lothaire

There is no side quest or collectible tied to this feature. You simply push through the main story until you clear the second chapter. The fight that matters sits at the end of the Valley of Ashes, where General Lothaire, the Eagle-Bearer blocks the entrance to the Abandoned Church.

You meet Lothaire earlier, during the opening battlefield sequence, but William loses that encounter and is dragged away. The rematch outside the church is the one you need to win. A fog wall marks the arena in the usual soulslike fashion, and the door to the hub lies directly past him.

The rematch arena, a burning field before a domed church, with Lothaire's boss bar
The rematch at the Abandoned Church: win this one to reach the church Lantern.

Explore each region thoroughly before you move on, because William cannot revisit most areas until fast travel is active, and a couple of story-only zones never reopen at all.


Activate the Abandoned Church Lantern

Step inside the church after the fight and James greets you. The Abandoned Church becomes your base of operations, the place you return to for weapon upgrades and story progression. Walk up to the Lantern inside, an hourglass lantern hanging on a chain just inside the church’s main door, and press E at the “REST” prompt.

An hourglass lantern hanging on a chain inside the Abandoned Church with the E REST prompt
The Abandoned Church Lantern, just inside the main door.

The first time you rest at it, a Fast Travel tutorial appears: “You can freely travel between any discovered Lanterns.” The Lantern menu now has a TRAVEL row under LEVEL UP. That message is how you know fast travel is live. From this point on, you can use it for the rest of the playthrough, apart from a few moments covered in the section on when fast travel is blocked below.

Fast Travel tutorial reading You can freely travel between any discovered Lanterns
The Fast Travel tutorial on your first rest at the church Lantern.

How to fast travel between Lanterns

Lanterns double as checkpoints, level-up stations, and teleport beacons. Any Lantern you have rekindled can send you to any other one you have discovered.

See every Lantern by region on the Valor Mortis map.

Walk up to any Lantern you have lit and rest at it to open the Lantern menu.
Choose the Travel option, which sits second in the list below Level Up.
The “Travel to the Lantern” screen opens on the region you are in. Regions are tabs along the top, numbered I, II, III and so on; switch between them with Q and E. Each tab lists the Lanterns you have discovered in that region, and the one you are standing at is marked “Current location”. After Chapter III starts, tab III is the Fallen Village with Fields, Marketplace, Orchard and Path of Fire as you light them.
Travel to the Lantern screen on tab III Fallen Village listing Fields and Marketplace, Marketplace marked Current location
Tab III, Fallen Village, with its discovered Lanterns.
Hover over a Lantern to see a picture of its spot on the right side of the screen, then click it. There is no confirmation box: you travel at once. To go back to the hub, press F for “RETURN TO THE ABANDONED CHURCH” on any tab.
The picture the Travel screen shows for the Fields Lantern: a ruined timber house and a dead plague tree
Hovering a Lantern shows its spot: here, Fields in the Fallen Village.

The full Lantern interface holds four options, so it helps to know what each one does before you start jumping around.

OptionWhat it does
Level UpSpend Catalysts on stats and passive skills
TravelTeleport to any discovered Lantern
Upgrade Ferrofluid FlaskImprove your healing flask
LeaveExit the rest screen

When fast travel is blocked

Unlocking fast travel does not make it usable at every time. While a boss’s health bar is visible, the fight remains active; regional Lanterns will not allow you to rest, leaving their menu closed and travel unavailable. Finish the fight, die, or choose Surrender to access the menu again.

Story progress can also temporarily disable travel from the hub. In Chapter IV, after the Sphinx, back in the Abandoned Church, the hub Lantern displays “Travel between lanterns is currently impossible.”; TRAVEL is greyed out, but LEVEL UP and UPGRADE FERROFLUID FLASK remain available. At about the same point, the travel screen renders “[F] RETURN TO THE ABANDONED CHURCH” dimly, and pressing F has no effect.

The hub Lantern menu reading Travel between lanterns is currently impossible, with TRAVEL greyed out
The hub Lantern with TRAVEL greyed out: “Travel between lanterns is currently impossible.”

The travel lock does not last for the rest of the story. In Chapter V, once you reach the Vale of Wrath, the travel screen is usable again and offers “F RETURN TO THE ABANDONED CHURCH” as an available option.


Every fast travel region and its Lanterns

Ten regions open up for revisiting once fast travel is unlocked, each holding several Lanterns. Two additional story-locked areas, the Prison and Entropy, do not appear in the travel list and cannot be returned to even after their quests are done.

RegionLanterns
The BattlefieldOnslaught Arch, Trenches, Field Encampment
Valley of AshesGuidepost, Demolished Path, The Climb, The Other Side, Military Camp, Quarry
Fallen VillageFields, Marketplace, Orchard, Path of Fire
CavernsLast Sunlight, Weeping Ledge, Old Mine, Mine Cart Route, Ancient Lair
Vale of WrathWolfsbane Field, Under the Bridge, Poisoned Camp, Ship Graveyard, Old Windmill
Cursed HollowEerie View, Village Church, Deep Water, Silent Cannons
The OutskirtsBroken Bridge, Breach, Island of Whispers, Market Square, Lighthouse, Harbour
City of OrphansTribunal Square, Shamble Street, Sewers
UniversityMain Hall, Lift Shaft, Laboratories, Sewage Drain
FortressMain Gate, Traverse, Chapel, Ramparts, Courtyard, High Tower
The Marketplace Lantern, an hourglass lantern on a post in a muddy Fallen Village street, with the E REST prompt
The Marketplace Lantern in the Fallen Village. Every Lantern you rest at is added to the travel list.

Why backtracking matters after you unlock it

Valor Mortis leans on Metroidvania-style gating, so earlier regions hide items, paths, and whole pockets of the map that only open once you gain new tools. Abilities such as the Grapple and the Shield Transmutation let you cross gaps and reach loot that was impossible to touch on your first pass.

Because every Lantern links back to the Abandoned Church, you can clear an area, jump home to spend Catalysts and upgrade gear, then teleport right back out without walking through hostile ground. Returning with more levels and the right Transmutations is the fastest way to complete each region fully.