Let me tell you, fellow Tarnished, navigating the vast expanse of The Lands Between is an adventure in itself. It's a world so sprawling, it makes other open worlds feel like a neatly trimmed garden. Sure, you have your trusty steed Torrent, but even that spectral mount can't reach every hidden nook and secret cranny. That's where the Waygates come in—these magical transporters are scattered across the map like forgotten promises, waiting to be discovered. They can whisk you across impossible distances in an instant or drop you, quite unceremoniously, into a den of horrors you're woefully unprepared for. Think of them less as public transit and more as interdimensional roulette wheels. And with the addition of the Shadow of the Erdtree DLC, there's even a new, secret one to find. As of 2026, this is still the ultimate guide to getting around without wearing out your spectral horse's hooves.
⚔️ Limgrave: A Harsh Welcome

Ah, Limgrave. The gentle, green tutorial area... or so you thought. FromSoftware uses this starting zone to teach you its first cruel lesson: not all chests contain treasure. Some contain express tickets to your doom. Of the four teleporters here, two are downright treacherous traps.
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Dragon-Burnt Ruins Teleporter Trap: This one is a classic. Open the innocuous chest, and you'll be unceremoniously dumped into the Sellia Crystal Tunnels in the hellscape of Caelid. It's like finding a welcoming party invitation that leads directly to a lion's den.
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Murkwater Cave Teleporter Trap: Courtesy of everyone's favorite trickster, Patches. One of the chests in his chamber will send you into the heart of the Mistwood, right into the territory of a massive, and very angry, Runebear.
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Behind the Third Church of Marika: A more helpful one! This waygate takes you to the Beastial Sanctum in Caelid, a great early-game rune farming spot if you're sneaky.
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Stormveil Castle Bridge: Guarded by a small army of enemies, a lion, and golems, this one is a test of might. It leads to the Divine Tower of Limgrave.
😭 Weeping Peninsula: A One-Way Trip

South of Limgrave lies this perpetually soggy peninsula. It holds only one teleporter, but it's a doozy. In the Tower of Return, on the southern coast, sits a chest. Opening it catapults you across the entire map to the Divine Bridge in the Royal Capital, Leyndell. Arriving here early is like being a toddler who accidentally wanders into a boardroom meeting of demigods—you're there, but you have no business being there, and a giant golem is likely to remind you of that fact.
🌊 Liurnia of the Lakes: The Teleporter Hub

This massive, watery region is the Grand Central Station of Waygates. With eight locations housing ten individual teleporters, navigation here is key.
| Location | Destination | Key Detail |
|---|---|---|
| Laskyar/Putrified Ruins | Raya Lucaria Academy Entrance | Two gates, one destination. |
| East Liurnia Waygate | West Liurnia | A simple shuttle across the lake. |
| Raya Lucaria Academy | Church of Vows | Essential for absolution! |
| Raya Lucaria Abductor Virgin | Volcano Manor | A deadly ride inside an enemy. |
| The Four Belfries | Nokron / Chapel of Anticipation / Crumbling Farum Azula | Requires Imbued Sword Keys. The Chapel trip is for sweet, sweet revenge on that first boss. |
| Renna's Rise | Ainsel River Main | Access to the underground. |
| Volcano Manor | Rykard, Lord of Blasphemy | Because nothing says "boss fight" like a teleporter inside a volcano. |
The Four Belfries are particularly special. They're like time-locked diaries, each page requiring a rare key to read, revealing fragments of the world's past and future.
🦠 Caelid: The Wasteland Network

Caelid, the land of scarlet rot and despair, has a surprisingly organized teleporter network—once you get it running. Three of its five waygates are directly tied to the Radahn Festival. They won't activate until you either reach Altus Plateau or uncover the festival's start in south Caelid.
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Active from the start: The gate at Fort Gael and the one across from the Impassable Greatbridge site of grace.
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Activated by the Festival: The gates that shuttle you around Redmane Castle and, crucially, the one that takes you to the Wailing Dunes to fight Starscourge Radahn. This network turns the castle from a fortress into a festival ground.
🏞️ Altus Plateau & Leyndell: Strategic Shortcuts
These later-game golden lands aren't overflowing with waygates, but the ones they have are crucial.
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Altus Plateau: Just one waygate, used to cross a broken bridge. It's vital for certain NPC questlines, acting as a narrative bridge as much as a physical one.
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Leyndell, Royal Capital: Also just one. Found on the Divine Bridge (where the Weeping Peninsula trap sends you), it teleports you to the Isolated Divine Tower to activate Malenia's Great Rune. It's a locked door that only opens when you've collected enough power.
❄️ The Consecrated Snowfield & Underground Realms

These are the realms of secrets and stars.
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Consecrated Snowfield: A hidden, blizzard-ridden area. Its three waygates are lifesavers. One goes to Mohgwyn Palace, another crosses a ravine, and the third, in Ordina, Liturgical Town, sends you to Miquella's Haligtree—but only after solving an invisible archer puzzle. Bring a warm thinking cap.
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Siofra River & Deeproot Depths: The underground is connected by waygates and... teleporter coffins. Yes, you read that right. After defeating Radahn, you can access a coffin in Nokron that takes you to Deeproot Depths. From there, another coffin goes to Ainsel River, leading to the Lake of Rot. There, a final coffin in the Grand Cloister delivers you to the boss Astel. The coffins in this world are less about rest and more about express delivery to cosmic horrors; they're like subway cars running on a line charted by mad gods.
🗡️ Shadow of the Erdtree: The DLC's Sole Gateway

The massive DLC added only one new Waygate, but it follows the classic FromSoftware rule: nothing good comes easy. You must:
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Explore Castle Ensis to find an Imbued Sword Key.
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Defeat the formidable boss, Rellana, Twin Moon Knight.
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Use the key on the waygate, which teleports you to a preview area of the Ancient Ruins of Rauh.
While it doesn't connect to the main zone, it grants access to the powerful Verdigris Discus talisman. This single gateway is like a sampler platter of the DLC's challenges and rewards, a taste of the ancient terror waiting in the shadows.
So there you have it. These waygates are the hidden stitching in the fabric of The Lands Between. Learning them is like learning the secret handshakes of a vast, deadly country club. They can save you hours of travel, unlock incredible secrets, or punish you for your curiosity. Use them wisely, Tarnished. And maybe think twice before opening every chest you see.