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Graveyard Keeper 2 teleport stones: activate Milestones

Every Milestone costs a one-time Faith fee, then travel between active stones is free. All the stones with their costs, and which ones to light up first.

The short answer

Walk up to a Milestone with Faith in your backpack and choose Activate Milestone. That one-time cost is between 1 and 8 Faith depending on the stone, and a few are free through quests. From then on, use any active stone to jump to any other active stone at no cost and with no time passing. You can only travel from a stone, not from the map screen.

The keeper’s home and garden, with beds, paths and work areas.VIEW IMAGE ↗
Home and garden Official promotional screenshot; scene reference.Steam · Lazy Bear Games / tinyBuild ↗

What to check, in order

  1. 01

    Visit the stone you want to use; activation only happens at the stone itself.

  2. 02

    Carry the listed Faith in your backpack, not in a chest.

  3. 03

    Choose Activate Milestone and pay the one-time fee.

  4. 04

    To travel, interact with any active stone and pick another active one.

  5. 05

    Carry logs, items or even a zombie through; nothing has to be dropped.

  6. 06

    Activate stones on routes you walk every day before the distant ones.

AT A GLANCE

Activate once, travel again

  1. 01

    Visit a Milestone

    Approach the actual stone

  2. 02

    Carry Faith

    In your backpack

  3. 03

    Activate

    Pay its listed one-time cost

  4. 04

    Select active stone

    Travel through the stone map

Field Guide schematic · read alongside the checklist. Not an in-game screen.

How fast travel works

Milestones are teleport stones scattered across the map. Each needs activating once, at the stone, by paying its Faith price. After that it is part of your network forever, and you can jump from any active stone to any other one for free. The trip takes no in-game time at all.

The catch that confuses everyone: the map in the character menu cannot start a trip. You have to be standing at a Milestone and open its travel map. A stone marker on your normal map is not enough to teleport.

  • Activation: once per stone, at the stone, paid in Faith from your backpack.
  • Travel: free, from an active stone to any other active stone.
  • Time: none passes during the jump.
  • Cargo: you can carry logs, items and even a zombie through.

Every Milestone and its cost

Costs generally rise with distance from home. Your home stone is activated by the story, and three stones are unlocked free by quests. The rest you pay for.

Milestones
MilestoneLocationFaith to activate
HomeYard of the Inquisition BaseFree (story)
GraveyardBeside the graveyard1
WellCrossroads1
Flooded Quarter (lower)Flooded Quarter1
VillageVillage2
WarehouseTown warehouse2
VineyardVineyard2
Port areaPort3
TownTown4
QuarryQuarry6
SwampSwamp8
Flooded Quarter (upper)Flooded QuarterFree (quest)
SluiceSluiceFree (quest)
BathhouseBathhouseFree (quest)

What to activate first

Early Faith is precious; it also pays for inspirations and some studies. So spend it on the trips you actually repeat. The Village stone is the standout early pick: you walk there constantly for Januarius, Herm and quests, and it costs 2. The Graveyard and Well stones at 1 each are cheap and turn the base area into a quick loop.

Leave the Quarry and Swamp until your sermons pay well. At 6 and 8 Faith they are expensive, and you will not visit them daily until much later. The Port and Town stones become worth it once the town rebuild and Pride-day orders start pulling you there every week.

A sensible activation order
OrderStoneWhy
1Village (2)Tavern, Herm, early quests
2Graveyard (1) and Well (1)Cheap; short base loops
3Port area (3)Once the port opens
4Town (4) and Warehouse (2)Weekly orders and shop upgrades
5Quarry (6), Swamp (8)When sermons pay comfortably

Field note: Activate stones yourself rather than waiting for the free quest ones: the Milestone Hunter inspiration counts your own activations, and level 1 needs just two.

Why a destination will not show

If a stone is missing from the travel list, it is not active yet. Walk there and activate it. If you are standing at a stone and cannot activate it, check that the Faith is in your backpack; Faith in a storage chest does not count.

And if the travel option is missing entirely, you are probably trying from the character-menu map. Go to a Milestone and use it there.

Finally, some stones are simply not reachable yet. The Port, Town, Quarry and Swamp stones sit in areas the story opens later, and the three quest stones only switch on when their quest does. If you cannot walk to it, you cannot activate it.

Fitting stones into your Faith budget

All the paid stones together cost 30 Faith. That sounds like a lot early on, when a full Basic Prayer gives five or six, but it shrinks fast once attendance grows. A good rule is one new stone per sermon in the early weeks, on whichever route you walked most since the last one.

Teleporting also saves energy and time you would otherwise spend walking, which matters more than it seems with days only 7.5 real minutes long. A stone that saves two long walks a day pays for itself within a week.

A day with a small network

Here is what four stones, Home, Graveyard, Well and Village, do for an ordinary delivery day. Morning: jump from Home to the Graveyard stone, dig and fill yesterday’s grave, jump back. Midday: the donkey arrives at 13:12, so process the body, then hop to the Village to sell the certificate to Januarius and buy scrap from Herm. Evening: Well stone to the crossroads for errands, then home to bed.

On foot, that day is mostly walking. With the stones it is mostly work, and you are back at the bed before Lack of sleep creeps up. That is why the cheap stones near home are worth more than the expensive distant ones early on.

Later, swap the Village for the Port and Town stones as your weekly routine moves to the warehouse and the order board on Pride.

Moving cargo with teleports

One of the best uses of the network is freight. You can carry a log, a stone block or a body over your head and teleport with it, and zombies can be carried through too. That makes it practical to fetch quarry stone or move a new zombie worker to a distant station without a long trek.

Combine this with porters and chests near your main stones, and a lot of the back-and-forth in the mid game disappears.

Common questions

Do I pay every time I teleport?+

No. You pay once to activate each stone. Travel between active stones is free.

Can I teleport from the map screen?+

No. You have to start the trip from a Milestone.

How many Milestones are there?+

The community database lists fourteen, including your home stone and three that quests unlock for free. Ten of them cost Faith, 30 in total.

Where does the Faith have to be?+

In your backpack. Faith stored in chests cannot pay for activation.

Does time pass when I teleport?+

No. Fast travel is instant.

Can I carry a zombie while teleporting?+

Yes. Carried zombies, logs and other large items come with you.

Is the Milestone Hunter inspiration worth chasing?+

It comes naturally. Level 1 needs two stones you activated yourself; your home stone does not count.

Do quest-unlocked stones cost anything later?+

No. The Flooded Quarter (upper), Sluice and Bathhouse stones are activated free by their quests.

Can I sell back an activated stone?+

No. Activation is a one-off payment and the stone stays active for the rest of the game, which is why it pays to pick routes you use often.

Sources & further reading

Recipes, costs and timings were cross-checked against the references below and the official patch notes. Numbers can shift with updates, so the in-game recipe window always has the final word.

How we put these guides together