Graveyard Keeper 2 Fast Travel: Every Milestone, Its Faith Cost and Which to Open First
Walking eats whole days in Graveyard Keeper 2. Fast travel fixes that, but only once you pay for it. If you are looking for the first game's teleport stones, the sequel uses milestones instead: fixed pillars you switch on once with Faith. This page lists all 11, what each costs, and the order that saves the most time.
TL;DR — Fast travel in six lines
- 11 milestones on the map; you travel from one active milestone to another.
- Pay once, travel free. Activation costs Faith; trips cost nothing.
- 7 cost Faith (1–8 each, 23 in total); 4 are free, including the Inquisition Base.
- Open first: Village (2 Faith), then Port Area (3).
- You must stand at a milestone to travel — not anywhere on the map.
- Faith comes from sermons on Wrath.
Part of the Systems hub — More Graveyard Keeper 2 systems guides
How fast travel works
- Find a milestone. They are stone pillars at fixed spots; each one is marked on the in-game map.
- Interact with it. The prompt shows the Faith it needs against the Faith you carry.
- Pay to activate. The Faith is taken once and the milestone stays active for good.
- Travel. At any active milestone, open the map and choose another active one. Unactivated milestones can't be picked.
There is no travel from the middle of a road. One creator shows this on video, and Wikily's map describes it the same way: you always leave from a milestone.
Teleport stones, waypoints, milestones: one system
Players coming from the first game often search for teleport stones. Graveyard Keeper 2 has none. Written guides call the pillars waypoints or milestone pillars; the game and Wikily call them milestones. There is one network, one currency (Faith) and no item to carry. Every activation also counts toward the Milestone Hunter inspiration, covered below.
All 11 milestones and their Faith cost
| Milestone | Faith to activate | What's nearby |
|---|---|---|
| Inquisition Base | Free | The Keeper's base: Yard, Garden, Home, the basement workshops |
| Graveyard | 1 | Your graveyard and its Blueprint Desk |
| Crossroads | 1 | Road junction east of the graveyard; the Nun's house |
| Village | 2 | Village Tavern (Januarius), Herm's store, Royal Services mailbox, fishing spot |
| Vineyard | 2 | Vineyard work zone and the Vineyard Basement |
| Port Area | 3 | Dockside Club (Linda), the piers, a sea fishing spot |
| Quarry | 6 | Quarry work zone — stone and marble |
| Swamp | 8 | Goddess of Nature statue, swamp fishing spot |
| Stilt Houses | Free | Houses on stilts by a lake in the north-west of the Town |
| Sluice Area | Free | Canal locks in the north of the Town |
| Royal Foundry | Free | Sits underground; the map shows it at the foundry |
The two cheap ones near home (Graveyard, Crossroads) cost 1 Faith each. Among the paid ones, the price tends to rise with distance from the base, up to 8 for the Swamp at the southern edge of the map.
One creator's video says your main base and the Inquisition base milestones are already active at the start. Wikily lists the Inquisition Base (the Keeper's base) as free and the Graveyard as 1 Faith, so check the Graveyard pillar in your own game before counting on it.
Which milestones to open first
Your first milestone Faith should follow your Week-1 route: the places you visit several times a week.
- Village — 2 Faith. The Tavern is where you hand in burial certificates, and Herm's store sells seeds and buys crops. You will go there constantly.
- Port Area — 3 Faith. Linda's Dockside Club is the Lust stop: Green Scrolls for new people and looter orders with Davy the Dagger.
- Crossroads — 1 Faith. The hub junction between base, Village and Town.
- Graveyard — 1 Faith (if it isn't active already). Cheap, and it saves the walk from the base during a burial run.
- Vineyard — 2 Faith once your wine chain starts.
- Quarry — 6 Faith when stone and marble become the bottleneck for graveyard quality.
- Swamp — 8 Faith when the story sends you there. The Goddess in the Swamp quest takes 100 Faith, so the milestone is the small part of that bill.
The free milestones (Stilt Houses, Sluice Area, Royal Foundry) cost nothing, so activate each one the first time you pass it.
Route examples
Certificate run (any day): Graveyard → bury → Village milestone → hand in certificates at the Tavern, sell crops to Herm → back to the Inquisition Base. Two jumps instead of two long walks.
Lust loop: Inquisition Base → Port Area → Dockside Club for Linda and Davy the Dagger. In the High Price quest, the Trademaster at the Main Pier sells Portal fragment Lust for 1 gold, and only on Lust. Jump to the Village on the way home to spread your sales.
Fishing stops: four of the five fishing spots sit near a milestone.
| Fishing spot | Nearest milestone | Catch includes |
|---|---|---|
| Inquisition Base | Inquisition Base | Roach, Gudgeon, Crucian, Pike |
| Village | Village | Herring, Bream, Mythic Carp |
| Port Area | Port Area | Anchovy, Mackerel, Tuna, Kraken Jr. |
| Swamp | Swamp | Catfish, Silverfin, Eel, Elder Catfish |
| Forest | — (on foot) | Carp, Trout, Salmon, Celestial Salmon |
Getting the Faith
Faith is paid out by sermons at the Church, held on Wrath, the sixth day of the week. The Church opens through the early story: Jack in a Boat (5 Wooden Planks, then a Bronze Axe and a Bronze Hammer), then the Twins, who need 10 Village reputation, then the Nun. Full steps: how to get Faith.
A successful Basic Prayer I with 20 parishioners pays about 11 Faith — enough for the Village, Port Area and Crossroads together (6 Faith) with some left over. Don't sell Faith to Homobonus (10 Faith for 5 silver) while milestones are still dark.
A Faith budget: milestones vs everything else
| Faith use | Cost |
|---|---|
| All 7 paid milestones | 23 in total |
| Zombie collars | Bronze 3, Golden 5, Steel 10 each |
| Fighting Spirit Required (early quest) | 3 |
| Inspiration claims | Level I often free; later levels cost more |
| Some Study Table research | 1–5 besides Science |
Milestones are the cheapest big win on that list. The Village and Port together cost 5 Faith and pay back on every trip.
Milestone Hunter, a Book writing inspiration, rewards you for opening them:
| Level | Milestones unlocked | Faith to claim |
|---|---|---|
| I | 2 | 2 |
| II | 4 | 4 |
| III | 6 | 8 |
| IV | 7 | 16 |
| V | 9 | 32 |
| VI | 11 | 64 |
That is 126 Faith for 7 bar notches — far more than the 23 the milestones cost. Claim the early levels; leave V and VI until Faith is plentiful. More in Inspirations: best early perks.
A weekly travel plan
The game shows each day as a glyph on the day wheel; the names below are the ones Wikily uses.
| Day | Where you need to be | Milestone |
|---|---|---|
| Gluttony | PR Machine (after Congregation Trouble) | Nearest active milestone |
| Sloth | Battle start points (most battles) | Nearest active milestone |
| Lust | Dockside Club | Port Area |
| Envy | Resurrection Lab | Inquisition Base |
| Pride | Port Area (the Town Warehouse is by the port) | Crossroads, then walk into Town |
| Wrath | Church (Mass) | Nearest active milestone to the Church pin |
Selling on the way between these stops is how the trip pays for itself — see make money. Each trader has one Likes bar with its own weekly cap, which resets on Pride, so spreading sales across the Village and Port helps.
Before you spend Faith: checklist
- [ ] The Village is active — it's the stop you use most
- [ ] The Port Area is active before your first Lust visit to Linda
- [ ] You've checked whether the Graveyard pillar is already on
- [ ] You keep a few Faith for early quest requests
- [ ] Free milestones are activated the first time you walk past them
- [ ] Milestone Hunter levels I–III are claimed as you reach them
Common problems
| Problem | Cause | Fix |
|---|---|---|
| No travel option on the map | You're not at a milestone | Walk to the nearest active pillar |
| Destination greyed out or missing | Not activated yet | Visit it once and pay its Faith |
| "Not enough Faith" | Balance below the cost | Hold a sermon on Wrath |
| Faith gone before milestones | Spent on claims or collars | Village and Port first, then the rest |
FAQ
Q: How do I fast travel in Graveyard Keeper 2?
A: Activate milestones with Faith. Once two are active, interact with one, open the map and pick any other active milestone. You can only travel from a milestone, not from anywhere on the map.
Q: How many milestones are there?
A: 11. Seven cost Faith to activate (1 to 8 each, 23 in all). The Inquisition Base, Stilt Houses, Sluice Area and Royal Foundry milestones are free.
Q: Does fast travel cost Faith every time?
A: No. You pay once, when you activate a milestone. Trips between active milestones cost nothing.
Q: Which milestone should I unlock first?
A: The Village (2 Faith), for the Tavern and the shops, then the Port Area (3 Faith). Crossroads and Graveyard cost 1 each and are cheap follow-ups.
Q: Are there teleport stones in Graveyard Keeper 2?
A: No. The sequel uses milestones: fixed pillars you activate once with Faith and travel between.
Q: Is the Graveyard milestone active from the start?
A: The guides disagree. Wikily lists the Graveyard milestone at 1 Faith and the Inquisition Base as free; one creator's video says both base milestones start active. Check the Graveyard pillar before you pay.
Also read
- Faith & sermons — how to get Faith
- Beginner guide — the Week-1 route
- Make money — what to sell on each trip
- Inspirations — Milestone Hunter and other claims
- Graveyard quality — what the Quarry stone is for
- Systems hub — more Graveyard Keeper 2 systems guides