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10[[quoteright:256:[[VideoGame/TheLegendOfZeldaALinkToThePast https://static.tvtropes.org/pmwiki/pub/images/zeldaflute.png]]]]
11->''"Turned an hour's trudge through hostile, mountainous terrain into a 5-minute Disneyland ride."''
12-->-- '''WebAnimation/ZeroPunctuation''' on ''VideoGame/DeathStranding''[='s=] ziplines
13
14A creature, item or ability in a video game which enables fast travel between a set of fixed points in an open-world setting. In a lot of games, these points are marked by a special monument or landmark to designate them as such. This cuts down on potentially annoying backtracking and allows the player to save time getting back to areas of interest. In some cases, using the Warp Whistle is the only way to reach certain areas.
15
16Travel can be limited to between these set of fixed points, or to those points from anywhere in the game world. In most cases, [[TeleportersVisualizationClause destinations only become unlocked after the player visits them the old-fashioned way first]]. This [[NecessaryDrawback limitation]] is sometimes justified by having you do something like opening a portal or activating a teleport machine when you get there, allowing you to get back there easily. Most of the time, however, [[GameplayAndStorySegregation it's never explained why the traveling method only works if you have been there already]]. It's often explained from a gameplay standpoint, since if you could teleport to anywhere in the world from the beginning of the game, you would never have to overcome any of the obstacles the game designers put between you and your destination and the REAL reason for the Warp Whistle is so you don't have to do it again every time you want to visit an area.
17
18There is sometimes a monetary charge for the trip, especially if the warp whistle takes the form of a paid service like an airport or subway.
19
20Compare and contrast GlobalAirship. While the Global Airship has wide-ranging freedom of movement, the Warp Whistle has very fixed destinations, more of which become unlocked in play, but it is generally available at an early point. You can generally only warp back to areas you've been to or, in the case of CrowsNestCartography, specific towers you've climbed. A helpful [[TruthInTelevision real-life]] comparison: The airship is a private helicopter, and the Warp Whistle is a subway pass.
21
22If the Warp Whistle is available as an item, it may be restricted to usage in "overworld" locations only (outdoor settings like towns or the world map), and fail to work if the player attempts to use it in an enclosed area such as a [[DungeonCrawling cave or dungeon]]. Its in-dungeon counterpart would be the EscapeRope, whose function is limited to teleporting the player out of the dungeon in question (after which, the player may use the Warp Whistle properly).
23
24Often overlaps with PointAndClickMap, in that a Warp Whistle may call up such map (instead of showing a list of known locations) but is not always required to access it. Often veers into AcceptableBreaksFromReality depending on context - some games justify the "Warp whistle" mechanic while others just ignore it for the sake of making it an [[AntiFrustrationFeatures anti-frustration feature]].
25
26Also see SprintShoes, WarpZone, PortalNetwork, MookBouncer, DoorToBefore. Compare FastForwardMechanic for skipping over time.
27----
28!!Examples
29[[foldercontrol]]
30
31[[folder:Action-Adventure]]
32* ''VideoGame/ANNOMutationem'': Throughout each major area, there are {{Healing Spring}}s that function as warp points to fast-travel towards visited locations.
33* ''Franchise/AssassinsCreed'':
34** ''VideoGame/AssassinsCreedBrotherhood'' features several tunnel entrances scattered around Rome, which allow the player to move quickly through the city after they have been renovated.
35** ''VideoGame/AssassinsCreedRevelations'' skips the renovation part and lets you use them from the start.
36** ''Videogame/AssassinsCreedIII'' goes even further than its predecessors by letting you fast-travel to any viewpoint already unlocked but unfortunately these are pretty scarce. New York also has a TunnelNetwork that must be explored to unlock fast-travel points.
37** ''Videogame/AssassinsCreedIVBlackFlag'' lets you travel to any unlocked viewpoint even if you are in the middle of the sea (except if you are in the middle of a naval fight). There are also dozens of boats scattered throughout the map that teleport Edward to his ship.
38* The player in ''VideoGame/BatmanArkhamOrigins'' can instantly travel to other districts in Gotham or the Batcave by calling the Batwing, grappling up to it, and skydiving into the city. You can only fast-travel to a district if you've disarmed the Riddler's jamming device in that district's radio towers.
39* Any {{Metroidvania}}-style ''Franchise/{{Castlevania}}'' game will have landmarks that allow the player to teleport between them. They take on various forms - ''VideoGame/CastlevaniaAriaOfSorrow'' had a strange face tile that would suck Soma into it, and spit him out at his intented destination. ''VideoGame/CastlevaniaOrderOfEcclesia'' had a giant goblet thing that had a huge sphere of water hovering over it, and after the warp, the drops fall down to the ground. ''VideoGame/CastlevaniaHarmonyOfDissonance'' has TWO types of warp rooms: rooms that transported you to a set location, and others that were linked together.
40* Completing George's sidequest in ''VideoGame/DeadlyPremonition'' nets you a Police Radio that lets you warp to important landmarks and buildings around Greenvale.
41* In ''VideoGame/DeathStranding'', Fragile will offer her teleportation power as a means of fast travel not long after Sam reaches the Central Region. Due to the limitations of her power, however, he can only take the clothes on his back and the boots on his feet with him to his destination; any other equipment and cargo he's carrying will be transferred to the private locker at his original location.
42* ''VideoGame/DemonHunterTheReturnOfTheWings'': Transport Stones let you teleport between regions, though are consumed per use.
43* In ''VideoGame/GodOfWarPS4'', Bifrost gates are broken doorways that can be used to magically transport the player to Brok's Shop in the center of the Lake of Nine by [[ExtraDimensionalShortCut passing through the realm between realms on the branches of Yggdrasil]]. Later in the game, Brok gives you the ability to travel through any Bifrost gate in the realm, allowing the player to fast travel to just about any general area they've been to. In ''VideoGame/GodOfWarRagnarok'', the same shortcut can be used to travel between all realms with such portals in them, without the need for going to Týr's temple in order to go to another realm first.
44* The subway and the L-train in ''VideoGame/GrandTheftAutoIII'', the train and the airports in ''[[VideoGame/GrandTheftAutoSanAndreas San Andreas]]'', the "I failed a mission and need to go back to the start point" taxicabs in ''[[VideoGame/GrandTheftAutoViceCity Vice City]]'', and the trains in ''[[VideoGame/GrandTheftAutoIV GTA IV]]''. The later games also allowed you to "trip skip" to mission locations if you failed them at least once.
45* In ''VideoGame/HollowKnight'', most zones have Stagway Stations that grant fast travel between one another once [[CashGate unlocked with a Geo toll of varying amounts]]. However, there is no actual warp whistle, so you need to manually travel to the closest station. An update added to Dream Nail the ability to create a Dreamgate, for warping back to a specific destination; while it's mostly useful for re-trying Traitor Lord or the flower sidequest, putting the Dreamgate in a Stag Station allows using the Stagways from anywhere.
46* Later versions of ''VideoGame/JumpStartAdventures4thGradeHauntedIsland'' include a map that allows you to warp to any location on it. Earlier versions not only didn't have this feature, but also did not have a map at all, resulting in many frustrated nine-year-olds wandering around the island with no idea where they are. [[GuideDangIt The map was inside the user's manual.]]
47* ''Franchise/TheLegendOfZelda'' series has one in almost every game, usually based on a musical item that is often the central mystical artifact of the game:
48** In ''VideoGame/TheLegendOfZeldaI'', use of the "magic whistle" item (also technically the TropeCodifier, because the TropeNamer was directly referencing this game) transports Link via friendly tornado to the entrance of a random dungeon. Blowing it repeatedly allows you to get to your destination, or at least closer. Also there is a power bracelet available earlier which allows Link to go between 4 different hidden doors around the overworld.
49** In ''VideoGame/TheLegendOfZeldaALinkToThePast'', using the Flute-Playing Boy's instrument allows Link to summon a bird, which can carry you to one of the eight preset locations in the overworld, some of which are used to access the warps to the DarkWorld's later dungeons. Even before this is acquired, once Link purchases the flippers from the King Zora, he can use the whirlpool vortices scattered throughout Hyrule's waterways as a rapid transport system. These are limited, however, in that any given vortex will only take you to one other vortex, with no way to choose and no randomizing.
50** ''VideoGame/TheLegendOfZeldaLinksAwakening'' has a quartet of warp points that can be opened up. "Manbo's Mambo" also allows you to teleport to the home of Crazy Tracy, or to the beginning of a dungeon you are inside. It's a godsend if you plan to exploit the [[GoodBadBugs screen-skipping glitch]]. The remake on the Switch upgraded "Manbo's Mambo", allowing the player to warp to any of the five aforementioned points in addition to five new ones.
51** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'': The titular instrument has many magical functions that Link activates by playing various songs. Each major area has a temple marked by a dais with a sigil on the ground, and there is a unique song for each that can carry Link there from almost anywhere in the Hyrule overworld. The Shadow Temple can ''only'' be reached this way.
52** ''VideoGame/TheLegendOfZeldaMajorasMask'' features owl statues that can be "awakened" with a sword strike. Thereafter, the Ocarina's "Song of Soaring" can be used to transport Link via PerpetualMolt StockFootage to any statue so awakened.
53** Both ''VideoGame/TheLegendOfZeldaOracleGames'' have Gale Seeds, which can be cracked open to whisk Link away to any seed tree that he found marked on the map.
54** ''VideoGame/TheLegendOfZeldaTheWindWaker'' has a magical conductor's baton, the titular Wind Waker, that can be used to conduct various songs. There aren't so many as for the Ocarina, but the one called the Ballad of Gales, after Link learns it from the god of storms, allows him to summon a whirlwind that will deposit him and his boat in one of eight areas of the player's choosing. This is different from many other examples, as the exact landing point within the area is somewhat randomized. One of the destinations puts Link down inside an otherwise inaccessible grotto on a sheer-walled island, where he can receive a valued quest-relevant gift from the Queen of the Faeries (which also renders this warp point useless for any other purpose). As far as the dungeons go, there are pots that must be bombed to open up. If you can open up at least two pots, you can jump into one and spring out the other. This is not only good for leaving the game and returning easily to where you were, but there is usually one outside the boss' door.
55** ''VideoGame/TheLegendOfZeldaTheMinishCap'' has a set of transport tiles, opened up gradually across the land as the game goes on. Playing the Ocarina summons a bird to carry Link to them.
56** In ''VideoGame/TheLegendOfZeldaTwilightPrincess'', a set of portals positioned throughout the world serve as handy rapid-transit. Midna can carry Link through them, but only in his wolf form. Each one appears along with an InescapableAmbush of shadow creatures.
57** ''VideoGame/TheLegendOfZeldaPhantomHourglass'' allows you to warp from place to place on the sea using golden frogs, which give you the symbol for a given point after you catch them.
58** ''VideoGame/TheLegendOfZeldaSpiritTracks'' has a series of fixed warp gates set up in various places along the titular train tracks, each of which must be activated by a shot from the Spirit Train's cannon before it can be used, then turned on by blowing your train whistle.
59** ''VideoGame/TheLegendOfZeldaSkywardSword'':
60*** The bird statues from ''Majora's Mask'' return in this game. You have to manually fly through Skyloft to travel between regions, but can land at any activated statue. Note that, with the exception of the Bird Statue found in front of the door leading to the boss of the Fire Sanctuary, none of the ones found in the dungeons can be warped to.
61*** Later in the game, Groose will also offer to use his Groosenator to launch Link to the locations of various minigames across the sky and the surface, which can serve as a faster alternative to flying if you happen to be near the Sealed Grounds. [[AwesomeButImpractical It's not as useful as it sounds, though]], since this only becomes available once you've learned all four parts of the Song of the Hero, at which point there shouldn't be much left to accomplish in the way of the main story or sidequests, and [[spoiler: the Goddess Statue destroys the Groosenator's rails once it falls back to the surface, so you'll only be able to use it up until the Sky Keep is completed.]]
62** In ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'', Link can get a ride from a friendly witch to any SavePoint he has previously visited.
63** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'': Because the game's map is a ''huge'' WideOpenSandbox, it is littered with points Link can warp to using the Sheikah Slate, including the cave he wakes up in at the very start. Most of the locations are [[CrowsNestCartography Sheikah Towers]] and Shrines. There are 120 Shrines in the base game (plus an additional 16 in the second DLC), so there's usually one fairly close to any point of interest, and they don't have to be beaten to use as warp points, just reached on foot and activated. If there isn't a close enough Shrine to a desired destination, warping to the top of a region's Tower and paragliding in the right direction can cover a lot of ground quickly; and two Sheikah laboratories (Purah's in Hateno and Robbie's in Akkala) can provide a warp point once they're fueled with blue fire. If that's not enough, the first DLC allows you to set up a warp point ''anywhere'' by going there and leaving a marker on the ground, though you can only have one of these at a time.
64** ''VideoGame/TheLegendOfZeldaTearsOfTheKingdom'' is very similar to ''Breath of the Wild'', only with more shrines, almost as many lightroots, and the DLC item from before now present as a standard non-DLC item and upgradable to set up to three warp points.
65* ''VideoGame/LennasInception'' has the Bicycle, which allows fast travel to "points of interest" on the overworld map (or within a dungeon, on the dungeon map, such as the entrance and the boss's antechamber).
66* ''Franchise/{{Metroid}}'':
67** ''VideoGame/MetroidPrime2Echoes'': After all Temples are restored, Samus received the Light Suit is able to travel between them by climbing into the PillarOfLight of each one. Like most warp-point systems, you can't go to areas you've never visited -- which says something about how ingrained in gaming that particular limitation is, since there's one Temple in each area, so the restriction ''can't come up'' in normal play!
68** ''VideoGame/MetroidPrime3Corruption'': The introduction of the Command Visor gives the gunship a use besides saving and replenishing ammo: Cutting back on the incredibly high amount of backtracking in the first two games. There are still only a few areas with open sky access where it can land, including a few at the bottom of mile-long ventilation shafts.
69** ''VideoGame/MetroidSamusReturns'': Teleport Stations are introduced in this game, allowing Samus to use them as warp point after they're found and activated; this makes backtracking to previous areas much easier (they were absent in the original ''VideoGame/MetroidIIReturnOfSamus'').
70** ''VideoGame/MetroidDread'': Teleportals can be used to warp across ZDR. Unlike the similar teleport stations from ''Samus Returns'', however, you can only teleport between color-coded pairs rather than between all such stations. Once you unlock all the teleporters however, you're free to teleport to any station of your choosing.
71* ''VideoGame/{{Okami}}'' has two separate networks:
72** When you drop a Mermaid Coin (found in chests and sold by most merchants) into a Mermaid Spring, it opens a single-use portal to any Mermaid Spring you have previously seen. The hidden brush technique Fountain allows you to open these portals at no cost by drawing a spiral on the spring.
73** The hidden brush technique Mist Warp allows you to travel between Ultimate Origin Mirrors (a subset of Origin Mirrors, the game's {{save point}}s) by drawing an X on the mirror. There are two mirrors which can only be reached in this way.
74* ''VideoGame/SpiderManPS4'' and ''VideoGame/SpiderManMilesMorales'' have an oddly mundane fast travel system in Manhattan's subways. By either walking into a subway entrance or selecting the fast travel option on the map screen, Spider-Man will instantly transport over to there, with the only thing between being a brief loading screen showing Spider-Man waiting around on the subway.
75* In ''VideoGame/StarControlII'', acquiring the [=QuasiSpace=] Portal Spawner allows you to travel vast distances quickly, cheaply, and with no risk of hostile random encounters. The trade-off is that [=QuasiSpace=] travel has only 16 pre-set destinations, and while they're all available as soon as you acquire the Portal Spawner, they're all unmarked; the only way to find out where each one deposits you is to visit it and find out.
76* Normally in ''VideoGame/StarlinkBattleForAtlas'', the fastest way to get from planet to planet is to use your hyperdrive. However, if you've already visited a particular planet, you can fast-travel to it by going into space from any other planet and pointing your ship at it, as long as you have a clear line-of-sight, so that you don't have to deal with hyperspace hazards like enemy encounter traps and [[AsteroidThicket asteroids]]. If you invest in upgrades to your mothership, the ''Equinox'', you can also instantly travel to any Warden Spire you've solved, even if you're not on the planet it's on, and a similar upgrade lets you warp the same way to Outlaw capital ships that you've destroyed.
77* ''VideoGame/{{Tomba}}''
78** First, there are the Charity Wings and [[BigFriendlyDog Baron]] in both ''Tomba!'' games. The former are one-time use items that can teleport you to an area you've visited before. As for the latter, he can fly you to those same areas an unlimited amount of times, making any leftover Charity Wings in your inventory obsolete once he joins you. Throughout both games, Charity Wings are scattered about as you explore, but as they're limited, you'll have to ration out their uses. Meanwhile, getting Baron to join you in either game happens much later on and his ability to fly you anywhere with ease is more of a late-game convenience after exploring most of the games' areas.
79** There are also special bells found in both games that can be used an unlimited amount of times. In the original, you'll be able to find 4 bells, each that correspond with one of the four Old Men of Time and can immediately teleport you to their homes. The same applies for the sequel, except there are 3 bells that each teleport you to different locations[[labelnote:*]]The Coal Mine Bell takes you to the Coal-Mining Town, the Donglin Bell takes you to Donglin Forest, and the Minitta Bell takes you right to the Minitta Machine in the Water Temple[[/labelnote]]. These bells should only be used if you want to teleport to their fixed destinations, while saving Charity Wings for all other locations. However, running out of wings can make the bells helpful as backups to at least teleport ''near'' where you want to go. As you'd imagine, having Baron makes all these bells completely redundant, since he's the best fast travel option in both games.
80* ''VideoGame/AnUntitledStory'' gives you the ability to warp to any save point you've seen, [[spoiler:but not necessarily visited. Realizing this assumption is false is the only way to get a particular required ability.]]
81* In ''VideoGame/YokusIslandExpress'', the Beelines offer fast travel between widely separated points on the island. Each Beeline must be activated by locating one end through normal exploration and paying 100 fruit, but can then be used as often as you want at no cost.
82* ''VideoGame/ZanZarahTheHiddenPortal'': The teleportation runes enable instant travel to certain fixed locations (which are not necessarily the same as the places where you find them) from anywhere else.
83[[/folder]]
84
85[[folder:Adventure Games]]
86* ''VideoGame/ChicoryAColorfulTale'': Once you get a transit pass, you can fast travel to any transit bench on the map.
87* Multiple examples appear in the ''VideoGame/KingsQuest'' series.
88** In ''VideoGame/KingsQuestIII'', the hero can find a magic map that can warp him to any screen in the first kingdom the game comprises. It does ''not'' spare him from the treacherous walk back up the wizard's house (something the [[FanRemake fan adaptations]] notably dispensed with).
89** In ''VideoGame/KingsQuestVI'', Alexander receives a magic map which allows him to teleport between the Green Isles. It only works when used at the shore.
90** In ''VideoGame/KingsQuestVIIThePrincelessBride'', Valanice gets a magic flute that can summon lord Tsepish's horse Necromancer, which can take her from anywhere in the game to Etheria, from where she can travel to any of the game's major locations (choosing between four fixed points).
91* ''VideoGame/LeisureSuitLarry7LoveForSail'' allows Larry to simply pick a point on the map and skip all the tedious walking between.
92* ''VideoGame/{{Maptroid}}'': Once you find a scroll with "TP", you can press 3 to teleport to the ship instantly.
93* The ''VideoGame/SimonTheSorcerer'' games, especially in the first and the third. The first features a magic map in your inventory that, when used at any place of the world, allows you to instantly appear in a few specific parts of the world (useful especially to travel around the maze-like forest). The third features two sets of scattered magic phonebooths, one around the countryside and other inside the city, and entering any of them allows you to appear at any booth belonging to the same set. Later on the same game, you get a rainbird that, when summoned, rides you from anywhere in the world to anywhere where there's a platform with a picture of a bird (they're scattered around the countryside and the city, and a few in areas not reachable by other way).
94[[/folder]]
95
96[[folder:First-Person Shooter]]
97* In ''Videogame/FarCry3'' you can fast-travel to any liberated oupost or radio tower. Its [=DLC=], ''VideoGame/FarCry3BloodDragon'', allows you to fast-travel to any liberated Garrison.
98* The latter two titles in the ''VideoGame/{{STALKER}}'' trilogy have these. In ''Clear Sky'', they take the form of guides that you can pay to take you to various places. Unfortunately, not every guide knows how to get to every place, so while jumping back to the starting area is usually simple, getting back to the area you jumped from can be very similar to figuring out a bus system, and the fees add up quickly. In ''Call of Pripyat'', you can tag along with other Stalkers to get to various places around each map zone for a relatively low cost, but moving between the maps requires paying a (initially significant, but a relatively simple early mission can lower it) fee to a guide to take you to the other map. One of the beauties of Call of Pripyat's guides is that while there is always one hanging out in the mission hub, there are often other Stalkers willing to take you places walking around the open world, meaning that it's entirely possible to come out of a gunfight bleeding and low on ammo only to find a couple of guys who will not only sell you some medical supplies but take you someplace to get patched up and restock for a very low price.
99[[/folder]]
100
101[[folder:Hack and Slash]]
102* In ''VideoGame/DarkDevotion'', the Porous Gemstone opens a portal which will take you back to the [[HubLevel Filthblood Shelter]]. The Shelter, in turn, has a magical gateway which returns you to the last teleportation altar you activated.
103* ''VideoGame/{{Diablo}}'':
104** ''VideoGame/DiabloII'' has a "waypoint" in nearly every zone (including towns and [[SupervillainLair enemy lairs]]), which can instantly teleport the player to any other waypoint in the game. However, as the zones are sorted according to the SortingAlgorithmOfEvil, only two waypoints are typically used: one in the town, the other in the most advanced zone so far. ''VideoGame/DiabloIII'' continues this, except you can no longer travel by waypoint back to previous acts.
105** The games also made use of Town Portal, though as the name implied, the scrolls primarily sent you back to town (which you would need to do often in order to sell off your old or excess gear, repair the gear you were using, and resupply on essentials such as potions, ammunition and Scrolls of Identify or Town Portal. ''Diablo III'' does away with the scrolls and simply has Identify as a command for rare and legendary items (and as of Reaper of Souls, only legendaries get this treatment), and Town Portal becomes a spell that any character can cast, which takes a while to cast and returns you immediately to town, cutting down on the "leave a portal open behind you" tactics that were prevalent in the first two games.
106* In ''Videogame/DragonsDogma'', the player uses Ferrystones to travel anywhere with Portcrystals. Gran Soren, Cassardis and (with the Dark Arisen expansion) Bitterblack Isle are the only places with permanent Portcrystals. Everywhere else, you must place a Portcrystal to be able to warp there.
107* ''VideoGame/DragonsDogmaII'' also uses Ferrystones and Portcrystals, but they are exceptionally rare and costly. A more economic means of fast travel is present with Oxcarts, with the caveat that they can only travel between two destinations each, and can fall under attack from bandits or monsters.
108[[/folder]]
109
110[[folder:MMORPG]]
111* ''Cartoon Network Universe: VideoGame/{{Fusionfall}}'' has ''two'': the SCAMPER (from ''WesternAnimation/CodenameKidsNextDoor'') and monkeys that fly using jetpacks (from ''WesternAnimation/ThePowerpuffGirls''). While you need to register by speaking to the attendant at both ends for both types, only the SCAMPER could cross area boundaries.
112* ''VideoGame/CityOfHeroes'':
113** The game has the monorail, a pair of transit loops that take you among five or six areas each, with one area being reached by both (Two now, with the addition of a second station in Skyway). This serves as a faster alternative to simply walking between areas. The stations also serve as safe havens, since they are guarded by uber-powerful drones that vaporize any baddies chasing you.
114** For people of a certain level or who've bought certain expansions, there's also the Pocket D VIP pass (teleports you to an InnBetweenTheWorlds that provides connections to a few other zones), the Ouroboros Portal (sends you to a zone outside normal time that offers connections to a few other zones), and the base teleporters (set in your super group's base to provide a direct transport to a zone). For the clever veteran, there are easier ways to get about than rushing between trains. The monorails (and the ferries of ''City of Villains'') were later changed so that all of them can go to any other. The advanced "Long Range Teleport" power also enables the user to teleport between zones, though it has a long cooldown.
115* In ''VideoGame/DungeonsAndDragonsOnline'':
116** The main city of Stormreach has a network of teleport gates that let you travel between zones.
117** Stormreach also has towers that let you access your Guild's airship. You can board in any tower and disembark at any other. You can also acquire a Navigator for your airship who can set you down in even more locations.
118** Wilderness areas must be explored on foot, but a few have friendly {{Non Player Character}}s who will transport you to a distant waypoint that you've visited before.
119** A quest chain for a group called the Gatekeepers begins in the Hall of Heroes. The NPC there will teleport you to any of the three city zones where the quests take place; when you're done, an NPC in that zone will teleport you back to the Hall. However, they'll teleport anyone; you don't actually have to be doing the quests. That makes the four {{Non Player Character}}s an additional teleport network.
120* ''VideoGame/EveOnline'':
121** The game lets space-owning alliances in 0.0 deploy "jump bridges" to connect systems that would otherwise take several normal jumps to reach.
122** Moving a character's respawn point to the destination and then committing suicide can be a very fast way to travel. This is limited by monetary cost and the fact that most useful respawn points will only be in the list after going there and leaving an item, or having a corporation office there.
123* ''VideoGame/FinalFantasyXI'' originally only offered two types of fast travel to specific points of interest once they're activated: Home Point crystals and Crag Telepoint crystals. Home Points originally only existed in cities and towns, which could be returned to by a handful of methods (but only one could be set as active at any time). Alternatively, a small handful of Crags are located in specific field areas and were only reachable quickly with a White Mage's spells. However in recent years, many concessions have been made to improve the quality of life of travel for players. Home Point Crystals have been added to many more areas in the world, which were also changed to let players travel between any Home Point they've unlocked. Additionally, Grounds Tomes are now located inside every town, field and dungeon areas. While there is just one of these per a given area or town, these will allow players quick travel to any other Grounds Tome they desire... assuming the corresponding Tome has been examined first, of course.
124* ''VideoGame/FinalFantasyXIV'' has two flavors of teleportation spells. Teleport allows you to teleport to any aetheryte you've attuned to at the cost of some of your money. Return sends for free back to an aetheryte you designated as your home point and this is where you'll also end up if you fall in battle. In dungeons, Return will send you back to the entrance.
125* ''VideoGame/GuildWars'' allows for "map travel", that is, the ability to warp instantly and without cost, to and from any town or outpost one has already visited. It's carried over into ''VideoGame/GuildWars2'' as the Asura Waypoint network. There are also portals connecting each race's capital city to Lion's Arch.
126* ''VideoGame/KingdomOfLoathing'' has links at the top of the page allowing you to go to any location you can access from the Main Map, plus The Mall of Loathing as a bonus.
127* ''VideoGame/PiratesOfTheCaribbeanOnline'' has "Teleport Totems". By completing quests that unlock these totems, you'll gain the ability to travel to any of the five main islands (Port Royal, Tortuga, Padres Del Fuego, Cuba, and Raven's Cove) at will.
128* ''VideoGame/RagnarokOnline'' has four fast travel options: by airship, by boat, by Kafra or by any acolyte-class character.
129** Kafras warp players for a small fee to any town. The further the town is away from the town the Kafra is stationed in, the higher the fee.
130** Several of the bigger cities provide an airship or boat, or both, that travel along specific routes and stop by several towns, also for a small fee.
131** The player skill Warp Portal, available to acolyte-class characters who invest points in it, allows the player to warp others to places they have "memorised" using the skill.
132** There's also the Fly Wing and Butterfly Wing items; the former warps a player to any random spot on the same map, the latter warps a player to their last save point.
133* ''VideoGame/RuneScape'' has a ton of these in various forms, from the magic skill, to quest rewards, to intentionally failing a minigame, among other things. Very much needed, as it's a ''huge'' world that would take hours to traverse on foot.
134* Transwarp abilities in ''VideoGame/StarTrekOnline''.
135** At first, the only destination is Earth Space Dock, but via leveling up your noncombat diplomacy, other destinations become available - including [[Series/StarTrekTheOriginalSeries K-7]] and [[Series/StarTrekDeepSpaceNine Deep Space Nine]]. Unfortunately all destinations share a rather long cooldown, so these tend to be saved for "emergencies".
136** Klingons get a separate list of transwarp destinations -- the main difference (beyond travelling to Qo'noS instead of ESD) being that the Klingons travels to sector maps instead of starbases, and that the governing noncombat skill is marauding.
137* ''VideoGame/StarWarsTheOldRepublic'', having such a large game world, naturally has several of these: on most planets you can hire a taxi to take you to any other point on the taxi's network, or you can use the Quick Travel ability to teleport to any previously discovered waypoint (most of which are also taxi stops). You can purchase other utility abilities that will teleport you to a specific place, such as your spaceship, your faction's fleet, or one of the daily mission areas. The spaceship itself is more of a HubLevel; there's no free-roaming on the galaxy map, thus using the ship to travel between planets isn't a shortcut.
138* ''VideoGame/TabulaRasa'' has warpgates between planets and dropships between bases on the same planet, but one must physically travel to a given warp point before being able to use it, reasoned as a security measure to insure that their enemies can't infiltrate the portal network. But since the enemies are the buglike Thraxx, one might argue it'd be easier just to not let anyone bug-like use the ships.
139* ''VideoGame/{{Warframe}}'' introduced fast travel points Blinkpads to its open world areas in Update 31.6; while they're not omnipresent, there is always one within bullet-jumping distance of the entrance to its respective colony.
140* ''VideoGame/WorldOfWarcraft'' has a number of fast travel options available for players, coming in four flavors: Player skills, portals, services, and instance shortcuts.
141** Player skills: Certain abilities and items allow players to fast travel immediately from one location to another. The most common is the Hearthstone, which returns the player to an inn they've chosen as their home. Monks, Druids, and Death Knights each have an ability that can teleport them to their class training hub while Shamans have an ability that can transport them either to their inn or to their faction's capital city. Warlocks have a Summoning Portal that allows them to summon other players to their location. There are also other items, such as wormhole generators, with more varied destinations.
142** Portals: Both player-created and not, portals instantly teleport people using them to a destination. The most common are portals to capital cities and the Dark Portal, but there are also portals to some out-of-the way locations, such as the Isle of Thunder.
143** Services: Flightmasters provide automated and safe travel between friendly settlements for a fee. Boats and zeppelins are free to use, with the majority acting as travel lanes between the different continents and a handful offering travel within the continent for low-level players. Summoning stones located outside of instances can be used to summon other players to the instance.
144** Instance shortcuts: In deference to the increasing size of instances, Blizzard has introduced fast travel options to some of the larger dungeons and raids. The exact operation of the shortcut is generally made to match the theme of the instance.
145* In ''VideoGame/{{Wynncraft}}'', Teleportation Scrolls are sold at every major city, and upon use, instantly teleport the user to a specific city, letting the player potentially cross several thousands of blocks in the blink of an eye. However, this comes at the cost of one Soul Point per use, and they won't work if there are monsters nearby [[TeleportersVisualizationClause or if the player hasn't been to that city on foot yet]].
146[[/folder]]
147
148[[folder:Platformer]]
149* ''VideoGame/BanjoKazooie'' has four pairs of Warp Cauldrons, and for each pair both cauldrons must be activated before they can be used. ''Banjo-Tooie'' instead uses a network of Silos in [[HubLevel Isle o' Hags]] and warp pads within the real levels. The warp pads are not just for the player's convenience: they are practically necessary for solving some of the game's TimedMission puzzles.
150* ''VideoGame/DonkeyKong64'' offers you up to five pairs of warp pads in both the overworld and the levels themselves, each pair labelled with a number. There are even warp pads exclusive to Tiny Kong -- they have Tiny's face on them, and you only use them when you pay a visit to Cranky Kong at a certain point and get the potion required to use them.
151* In ''VideoGame/DuckTales: The Quest for Gold'', it's possible to build a time machine that lets you skip the frustrating flying stages.
152* ''VideoGame/FreezeME'' has teleporters in every level that you can use to navigate them.
153* ''VideoGame/IWannaBeTheGuy'' has one room where you can warp to any area you been to, assuming that you beat the area boss.
154* ''VideoGame/LaMulana'' has the Grail item, which can be obtained in the first dungeon level. Its function is to instantly transport Lemeza back to the overworld, or any level whose tablet has been read, though backside areas require a certain pair of [=ROMs=] to be equipped. Besides saving time wandering around the ruins (and, in the remake, working as {{Save Point}}s), it's a useful method for escaping from spike traps and such, but it doesn't work at all in the Dimensional Corridor.
155* Most ''Franchise/MegaMan'' games of the classic mold have a set of discrete stages, but the ''VideoGame/MegaManZero'' and ''[[VideoGame/MegaManZX ZX]]'' series on the GBA and DS have an [[{{Metroidvania}} open world]], where any area can be walked to eventually from any other, with some exceptions. In these games, Trans Servers serve as {{Save Point}}s and a method of getting around faster. In ''ZX'', there are also consoles without transport functionality, used exclusively to save and access missions.
156* The UpdatedRerelease of ''VideoGame/OriAndTheBlindForest'' allows warping between previously-used [[HealingCheckpoint Spirit Wells]]. ''VideoGame/OriAndTheWillOfTheWisps'' initally has similar, but later allows you to purchase an ability to warp to Spirit Wells from anywhere via the map screen.
157* ''VideoGame/{{Shantae}}''
158** ''VideoGame/Shantae2002'' has the [[MagicDance five Warp Dances]] that allow Shantae to instantly teleport to the town of the Warp Squid Mother that taught her the dance.
159** ''VideoGame/ShantaeRiskysRevenge'' has the Warp Pedestals, which you need to awaken for Shantae to use as a way point. In the original version, these are paired-up and Shantae could only use a Warp Pedestal to teleport to its partner. Things are made more convenient in the Director's Cut, which allows Shantae to warp to any other awakened Warp Pedestal.
160** ''VideoGame/ShantaeHalfGenieHero'' has the Warp Dance again, but because this game has the area divided into Worlds instead of an open world setting, using the Warp Dance teleports you to the next area within a World.
161* ''Franchise/SuperMarioBros'': These are very common, starting with the "WarpZone" in the [[VideoGame/SuperMarioBros1 original]].
162** ''VideoGame/SuperMarioBros3'', the TropeNamer, references the original ''Legend of Zelda'', even down to the tune. The whistles are three hard-to-find, single-use items, that when blown would transport the player to a special warp-pipe-infested map, that can carry them to a later level. They can actually be used to [[SequenceBreaking skip most of the game]].
163** ''VideoGame/SuperMarioWorld'' has the Star World, which allows Mario or Luigi to travel between any two of five star-shaped locations on the map once the bonus levels are beaten. This allows for an even greater game-skip than ''VideoGame/SuperMarioBros3''[='=]s Warp Whistles. Upon reaching the first Star World warp, you are literally 4 levels away from Bowser's Castle.
164** The Checkpoint Flags in ''VideoGame/SuperMarioOdyssey'' act like these. Once you activate one, you can teleport to it at any moment, from any place of the kingdom.
165** ''VideoGame/MarioAndLuigiSuperstarSaga'' has nine warp pipes throughout the Beanbean Kingdom.
166** ''VideoGame/MarioAndLuigiBowsersInsideStory'' has Bowser (for Mario and Luigi) and Chakroad (for Bowser).
167** ''VideoGame/MarioAndLuigiDreamTeam'' has a set of yellow, ancient-looking pipes that are unlocked after you complete Mount Pajamaja. You can teleport to about every major area.
168** ''VideoGame/PaperMario'' has the [[HubLevel Toad Town Tunnels]]. Usually you use a power, item or character unlocked in an area to open up the pipe to that area.
169** ''VideoGame/PaperMarioTheThousandYearDoor'' has the Rogueport Sewers, which have pipes to the areas you've visited in the same way as the sewers in the first game (complete with them opening up when you get new items/powers/characters).
170** ''VideoGame/SuperPaperMario'' has a 'Return Pipe', which returns the player to Flipside Tower at anytime in the game, though ''only'' to Flipside Tower [[spoiler: (or to [[MirrorWorld Flopside]], under certain circumstances).]]
171** Since ''VideoGame/PaperMarioStickerStar'' and ''VideoGame/PaperMarioColorSplash'' have world maps, there's no fast travel feature. ''VideoGame/PaperMarioTheOrigamiKing'' uses ''four'' methods.
172*** An art piece in Musée Champignon consists of a group of Warp Pipes with the other ends at major locations far away from Toad Town. They're even numbered in the order Mario reaches these locations and [[ColorCodedForYourConvenience share the same colors as the streamers they're associated with]].
173*** The fax-like devices at the Sensor Lab's satellite offices can all teleport Mario to the central office in Picnic Road, which in turn can send Mario to any of the other satellite offices (or back to the same one if you wish). All of the Toads running the other offices, however, got their heads stuck in the fax machines, and their doors had been destroyed into Not-Bottomless Holes.
174*** The Toad Tram serves as an instant way to get between Toad Town, Overlook Mountain, and Autumn Mountain -- three early-game areas. You're only required to use it once, to get from Overlook Mountain to Autumn Mountain.
175*** There's an orange pipe in Toad Town that will take you right outside the Sensor Lab on Picnic Road, and vice-versa. You never have to use it, and you can walk between the two areas if you wish, but it is convenient.
176[[/folder]]
177
178[[folder:Puzzle Games]]
179* The first game in the ''Videogame/DarkParables'' series has a very restricted one of these. A "mysterious arcane symbol" is drawn on the ground in one section of the castle courtyard; later, activating an identical symbol in the alchemist's tower of the castle proper enables the player character to warp at will between those two spots.
180* ''VideoGame/PatricksParabox'': There is a tile in the upper-left corner of every hub that lets you travel between any you have already unlocked without walking all the way back.
181* ''VideoGame/PaqueretteDownTheBunburrows'': Some levels contain an elevator, allowing Pâquerette to return to them from the surface. She can also return to the surface at any time after a certain point.
182* ''VideoGame/{{Taiji}}'' features monoliths that you can warp between - however, you'll need to know the right codes to input into a 3x3 puzzle panel.
183* ''Tower of the Sorcerer'' has a rare sighting of this trope in a ''tower'': the Orb of Flying, allowing you to visit any floor you've previously been to, except floor 43 and [[spoiler:floor 0]].
184[[/folder]]
185
186[[folder:Racing Games]]
187* ''VideoGame/ForzaHorizon'', in addition to Outposts you can fast-travel to for a small fee, has an unlockable ability to fast-travel to any marked location, but in the first game, you have to pay a {{microtransaction}} to unlock it, unlike the second game where it is "purchased" with Skill Points.
188* The helicopter in ''VideoGame/{{FUEL}}'' airlifts you to heliports in any unlocked zones.
189[[/folder]]
190
191[[folder:Roguelike]]
192* ''VideoGame/CadenceOfHyrule'': Touching a Sheikah Statue will activate it so it not only becomes a selectable warp point (upon playing the Lute), but also allows the player to choose a freed character.
193* In ''VideoGame/ForTheKing'', each region on the world map contains one Alluring Pool, and once you've discovered the location of at least two, you can teleport from any pool to any other pool you know the location of.
194* ''VideoGame/NetHack'' has a powerful amulet (Not The Amulet, which is the goal of the game: The second best) known as the Eye of the Aethiopica, which has, among other things, the power to instantly warp the player to other dungeon branches. It can only be used every so often, though. It also contains a Magic Whistle, which warps your pet to your side, provided you and the pet are on the same floor of the dungeon.
195* VideoGame/ToejamAndEarl can use the "Unfall" present to warp up one level if they're playing solo, or they can use the "Togetherness" present [[MultiplayerOnlyItem when playing together]] to warp the user to the other's location.
196[[/folder]]
197
198[[folder:Role-Playing Games]]
199* ''VideoGame/BetrayalAtKrondor'': Some (but not all) of the temples scattered around the map have magical patterns on one wall that serve as anchors for teleportation spells. For a price, your party can teleport from any temple to any other temple that you've already been to.
200* ''VideoGame/{{Borderlands}}'' and its sequels have the Fast Travel network, a series of terminals scattered around Pandora and Elpis that allow for [[ExactlyWhatItSaysOnTheTin instantaneous travel]] between any two terminals that you've discovered. They also serve as New-U stations, reviving you if you die and, in the first game, allowing you to customize your appearance and reallocate your skill points (these two functionalities were split in ''Borderlands 2'' and later to the customization stations). ''VideoGame/Borderlands2'' and ''VideoGame/BorderlandsThePreSequel'' had a few malfunctioning stations that would only allow for one-way travel, which were generally located right by boss fights. Interestingly enough, ''2'' and ''Pre-Sequel'' both gave you access to the Fast Travel network immediately, even though you wouldn't have very many places unlocked yet, while the original game forced you to get through a significant chunk of the main story before you unlocked it. ''VideoGame/Borderlands3'' augments the Fast Travel network: now you can warp to any discovered Fast Travel station at any time from the world map, ''and'' you can Fast Travel.
201* ''VideoGame/BoxxyQuestTheGatheringStorm'' has the Google Gem, which is given to you in the interlude between Chapters 3 and 4. Using it takes you to Google, a huge floating map with warps to all of the sites you’ve visited before.
202* The ancient transporters scattered around in ''VideoGame/BreathOfFireIII'', and the teleport-to-any-explored-town spell in ''[[VideoGame/BreathOfFireI I]]'', ''[[VideoGame/BreathOfFireII II]]'' and ''[[VideoGame/BreathOfFireIV IV]]''.
203* ''Dark Sun: Shattered Lands'' had various obelisks scattered around its world. Each one could be activated by putting its corresponding gem in it. Once this is done the party can teleport back to this obelisk at any time after using Llod's Rod.
204* ''VideoGame/DivineDivinity'' has a unique take on the concept, with a set of two portal pyramids. When you're given one of them, you can acquire the other by teleporting to it [[spoiler:(which is in a locked room of a nearby catacomb, surrounded by skeletons)]]. Either pyramid can be set down on the floor anywhere, or thrown anywhere a normal item can be thrown. Afterwards, the player can either set down the other pyramid and use it as a two-way portal, or activate it in his hand and teleport without leaving a way back. This has several immediately useful applications, not least of which is the ability to get over narrow impassable terrain features. And, with a bit of luck, certain open windows.
205* ''VideoGame/DragonQuest'' (a.k.a. ''Dragon Warrior'') games.
206** "Return" (aka "Zoom") allows you to warp to any city (and some other places) you've already visited on foot. Provided that you have a clear sky above you so the Hero can warp out vertically; if you attempt to use it indoors (or even when standing under something such as a balcony), it will merely result in the Hero crashing his head against the ceiling and tumbling right back down to the ground. The chimaera wing item has the same effect. "Outside" (aka "Evac") allows the player to warp back to the entrances of dungeons. The evac-u-bell item has the same effect.
207** ''VideoGame/DragonQuestXI'' has the Calamus Flute, which allows you to summon the flying whale Cetacea who ferries you across Erdea. However, she can only take you to certain spots on the maps known as whale way stations.
208** ''VideoGame/DragonQuestBuilders'' carries over the chimera wings from the main series, which are one use items that will teleport the Builder back to town provided they aren't standing under something when they use it. ''VideoGame/DragonQuestBuilders2'' takes this further, allowing the Builer to freely warp back to town or any naviglobes that they've activated (and it even works underground now).
209* ''VideoGame/DragonsDogma'' has a unique take on the trope: teleporting requires the use of Ferrystones, which can only be used once each. In addition, aside from [[HubCity Gran Soren]] and [[FirstTown Cassardis]] (and Bitterblack Isle in ''Dark Arisen''), the player can only teleport to areas where they have set Portcrystals, of which only ten can be active at a time. ''Dark Arisen'' alleviates the cost of Ferrystones for [[OldSaveBonus players of the original version of the game]] (or everyone, as of the 2017 re-release) with an "Eternal Ferrystone" that can [[AntiFrustrationFeatures be used an unlimited number of times, eliminating the need to buy or find Ferrystones and making fast travel a little easier]].
210* ''Franchise/TheElderScrolls''
211** ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' has a map system with cities marked from the start. However, you're not limited to traveling to just the marked locations. Given the sheer size of the game world, ''not'' using it is extremely impractical. So the de facto warp whistles were the various ways to go faster (the time passed mattered in Daggerfall, thanks to time limits for quests) - Recall spells, buying horses, sleeping at inns[[note]]As an option on the map screen, it costs money but cuts down on travel-times[[/note]], going by boat (bought or voyage paid for) or using the Mages Guild' Teleporter service (like the Guild Guides of Morrowind, only a) free, b) requiring a high rank in the Guild, c) teleporting you to any location on the map rather than to another Guild Guide).
212** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' is the only game in the main series lacking standard fast travel between cities. Instead, one can use silt striders (giant insects which have been lobotomized and are "driven" by manipulating exposed muscle tendons. Passengers ride in the beast's hollowed-out shell), boats along the coasts, and by the Mages Guild "Guild Guide" service (instant teleportation between Mages Guild halls). Additionally, the spells "Divine Intervention" and "Almsivi Intervention" will teleport you to the nearest Imperial shrine and Tribunal temple, respectively. The Mark and Recall spells are similar, allowing you to set a "Mark" and then "Recall" to that spot. Useful for traveling long distances when no fast travel is available, getting out of a sticky situation in a hurry, or for transporting more loot than you could carry on foot. The Tribunal expansion added Barilzar's Mazed Band as a reward at the end of its main quest, which allowed you to instantly teleport to Vivec or Almalexia (the cities, not the gods) from anywhere where teleportation is possible[[note]]technically Sotha Sil is also a destination, but by the time you get the functional Band you have no reason to go to Sotha Sil left[[/note]].
213*** The Master Index official plugin turns the propylon indices into something like this at the end of its quest: in the base game, and before completing the Master Index quest, propylon chambers are linked to two others, forming a circle, with propylon indices unlocking the link to the associated propylon chamber. Completing the Master Index quest makes it so that using any propylon link while carrying the Master Propylon Index teleports you to the Caldera Guild of Mages, from where an NPC can teleport you to any of the propylon chambers.
214** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' on the other hand simply gives you a map with markers on it, which at the beginning only has major cities marked, and a marker is added the first time you visit a place. You can then fast travel to that location anytime, although for all intents and purposes the game assumes you walked/rode your horse there and a certain amount of time has passed (though this is a moot point, since none of the player's objectives have a time limit).
215** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' uses the same system as ''Oblivion'', except that the player cannot fast-travel to major cities immediately. However, they can rent rides between these cities on a horse and cart for a price that feels expensive in the first couple of hours, but [[MoneyForNothing quickly becomes nominal]]. Once the cities have been discovered, the player can fast-travel to them like any other location. This seems to have two mild benefits: it makes the player feel they have to "earn" the right to visit each location, either through effort or coin, and it allows players following a [[SelfImposedChallenge "no fast-travel" rule]] to move between cities without spending about an hour on the journey.
216* ''VideoGame/EscapeVelocity Nova'' has hypergates, devices that allow ships to travel to another hypergate in another star system instantaneously, which saves a lot of travel time.
217* ''VideoGame/ExitFate'' gives you an item that brings you back to your base, and it's possible to get a teleporter installed there that lets you go anywhere you've already been.
218* ''VideoGame/EvilIslands'': Completing some quests will allow to travel instantly to certain areas of the map.
219* The Cullis gates (and, by extension, the Guild Seal) from ''VideoGame/{{Fable|I}}''.
220* ''VideoGame/{{Fallout}}''
221** ''VideoGame/{{Fallout 3}}'', also by Bethesda, uses essentially the same system as ''Oblivion'', although in this case no locations are marked from the beginning, they must be discovered first.
222** ''VideoGame/FalloutNewVegas'' uses exactly the same system. If playing in Hardcore mode, the game-time that elapses while fast-travelling affects sleep, food and hydration meters, making it feel a little more like an actual journey. The game won't let you travel any distance that would result in one of said meters running out and killing you.
223** ''VideoGame/{{Fallout 4}}'' has the same for the casual difficulty settings, but in Survival Mode, fast-travel is disabled, so you have to physically walk everywhere, with the exception of teleporting into the Institute and out of it to the CIT Ruins in the center of the map, and signalling a Vertibird transport if allied with the Brotherhood of Steel.
224* In ''VideoGame/{{Faria}}'', Wings let you travel back to any previously visited town.
225* While the ''Franchise/FinalFantasy'' series generally prefers a GlobalAirship, some installments feature Warp Whistle like functionality.
226** ''VideoGame/FinalFantasyX'' and [[VideoGame/FinalFantasyX2 its sequel]] do not feature an overworld for the player to roam around on, so the GlobalAirship functions similarly to a Warp Whistle. To a lesser extent, in a few places, such as Zanarkand and [[spoiler:the tomb of the stolen fayth]], small stone plates in the ground can teleport a person back and forth from the beginning of the area to the end.
227** ''VideoGame/FinalFantasyXII'' has orange {{Save Point}}s called "Gate Crystals" which allow the player to teleport to other Gate Crystals, for the cost of one warp stone per trip.
228** ''VideoGame/FinalFantasyXIII'' similarly has the brown Cie'th Stones, which teleport the party to other such Stones across this vastness of Gran Pulse (for free but only after you complete their respective missions).
229** The page introduction compares the Warp Whistle to a subway pass. In ''VideoGame/LightningReturnsFinalFantasyXIII,'' you take the train between the game's four main areas. It is also possible to teleport to previously visited locations, at a cost in Energy Points.
230** ''VideoGame/FinalFantasyXI'' has a ''lot'' of these, ranging from the original telecrystals (which once a shard key item from each was taken, could let any White Mage or certain rings teleport you back to,) the homepoint crystals (which you were sent back to if you die or receive a warp spell) and expansion specific versions, such as Abyssea transit and Voidwatch transit (both by {{Non Player Character}}s, and to areas where those events take place.)
231** ''VideoGame/FinalFantasyXIV'' features a more refined implementation of the Telecrystal/Waypoint systems in ''XI,'' with the Aetheryte network. Once one has acquired the Teleport and Return spells, various large Aetheryte crystals spread around the world (typically one or two per zone, barring few exceptions) can be attuned to and traveled to at any time for a nominal fee. One crystal can be designated a home point and returned to for free, either with the Return spell ''or'' upon an in-game KO, assuming no revive is incoming. Three other crystals may be designated as favorites, with much-reduced costs to travel to them using the Teleport spell. If you set up two-factor authentication, you can also designate one crystal as a "free destination", and Teleport to it for no cost whatsoever. Large cities also have smaller aetherytes that act as a quick warp to different parts of the city. The game also features the Eternity Ring, which allows a player to teleport directly to their partner with no cost other than a lengthy cool down between each use.
232* ''VideoGame/GenshinImpact'' has Statues of the Seven (which also double as healing points), Teleport Waypoints, and various dungeons that you can teleport to once you've unlocked them.
233* In the [[VideoGame/GoldBox SSI Gold Box game]] ''Secret of the Silver Blades'', the Well of Knowledge is surrounded by sixteen teleporters. One leads to the town; the others go to various points within the mine, dungeons, and BigBad's castle. At the beginning of the game, only the teleporter between the Well and the town is active. Each of the others is activated when your party reaches the far end the first time.
234* ''VideoGame/GoldenSun'':
235** In ''VideoGame/GoldenSun1'', the Suhalla desert is home to giant frilled lizards that generate tornadoes. Getting caught in one returns you to Suhalla village at the desert's entrance, so return trips take much faster. One, however, takes you to Crossbone Isle, the final BonusDungeon and back (and respawns if you kill him while on the island).
236** The late-game Teleport-Psynergy in ''VideoGame/GoldenSunTheLostAge'', which teleports you between the towns when on the world map and lets you access {{Bonus Dungeon}}s. There's also Retreat, a power the hero has by default, allowing you to warp back to the beginning of any dungeon unless there's a plot point otherwise.
237* The various teleport runes in ''VideoGame/{{Gothic}}'' and its sequel. You'll be thankful for these, as the game world is huge and it takes forever to run between places.
238* ''VideoGame/Haven2020'' has a [[GiantFlyer Katefulai]] that Yu and Kay name Birble, who is summoned with food items at Catilla spirata patches and can transport the couple to any islet that has been cleared of Rust. {{Palette swap}}s of her appear on a select few islets to provide the same service, and the first one, initially encountered as a UniqueEnemy on Benadon, is at first the only means of transport to the swamp region.
239* In ''VideoGame/KingdomHeartsI'', flying the {{Shoot Em Up}}s level along a path between worlds allows the Gummi Ship to warp between them directly from then on, once the Warp Gummi had been acquired. Throughout the entire game, as long as Sora has the Gummi Ship, he can exit to it from any save point, then turn right around and select the world he's already on, and enter from any other save point, for a quick way to get around within a world. In [[VideoGame/KingdomHeartsII the sequel]], this is simplified further; finishing the path opens up the destination world on the overworld screen.
240* In ''VideoGame/TheLegendOfHeroesTrailsInTheSkyTheThird'', the game contains a long section of interconnected dungeons with a robust warping mechanic that let you instantly travel to nearly any spot in the game.
241%%* The ''VideoGame/{{Lufia}}'' series.
242* The White Dragon Wings from ''VideoGame/LunarTheSilverStar'' (and subsequent remakes) allow instant travel to previously visited towns.
243* ''VideoGame/{{Lunarosse}}'' has this done via party member Sophia and her teleportation magic.
244* All of the ''VideoGame/MightAndMagic'' games have several across the series:
245** The spell Town Portal, which creates a portal to the city of your choice. In the five DOS games you could pick any town on the map from the beginning of the game. In later games the spell only gave you a choice of which town to go to at higher levels.
246** The 3rd, 4th and 5th game also had various teleporters within the towns themselves: The third game had Scarab Portals which would teleport the player to a location if they said a keyword, which could be found around the various worlds. The fourth game had the Serpent Mirrors, which functioned similarly, however, they only required the name of the place to teleport to. The 5th game had the Sun Mirrors, which were the same as the Serpent Mirrors. However, they had to be turned on after restoring Queen Kalindra's castle.
247* ''VideoGame/{{Mother}}'' puts a unique twist on the concept with PSI Teleport Alpha, that has you run along a straight line to build up energy before you can teleport to your selected location, but if you crash into any obstacle in your path, you stop (pitch black and [[AshFace covered in soot]]) and the move fails. Teleport Beta from ''VideoGame/EarthBound1994'', on the other hand, is also known as the 'Tornado Teleport', as you run in an outward spiral pattern, and so are less likely to run into something.
248* ''VideoGame/NierAutomata'': Partway through the game you gain the ability to transport yourself between terminals you've unlocked and that aren't disabled.
249* ''Franchise/{{Persona}}'':
250** ''VideoGame/Persona4'' has ''two'' types: the "square" button on the [=PS2=] controller will open up a warp menu to locations in the real world (an early nameless NPC will [[HeKnowsAboutTimedHits expound upon the "square button's" virtues]] in-game) while the dungeons will always let you re-enter on the furthest floor you've visited, and provide save/teleport points just outside the BossRoom.
251** ''VideoGame/Persona5'' takes this even further. By pressing ''R1'', you can fast travel everywhere even in front of/into single room areas you've visited at least once such as your own classroom, library, clinic, [=LeBlanc=] Cafe, public bath, Big Bang Burger, flower shop, etc. In dungeons (dubbed as Palaces) you can bring up map screen with ''R1'' to travel between save rooms or the exit.
252* ''VideoGame/PhantasyStar'':
253** ''VideoGame/PhantasyStarII'' also had teleport stations.
254** ''VideoGame/PhantasyStarOnline'' had an item called the "telepipe" which, when activated, transported the player's entire party back to "town"/"base". The 'pipe would stay open until the player who had activated it returned through it. Comes in quite handy when you're low on health/energy and almost out of restoration items, and you know or suspect that there's a boss waiting in the next room.
255* ''Franchise/{{Pokemon}}'':
256** In most games, Fly allows you to warp to any town or other major location you've been to. Even in games that no longer have the Fly HM as an option, such as ''VideoGame/PokemonSunAndMoon'', they have stand-ins for the feature.
257*** ''[[VideoGame/PokemonRubyAndSapphire Pokémon Omega Ruby and Alpha Sapphire]]'': Although these games still have the Fly HM for quick travel, similar to ''Ruby'' and ''Sapphire'', it was expanded to allow you to fly back to routes instead of just Pokémon Centers. Additionally, the Eon Flute was introduced, allowing you to fly to any previously visited location on Mega Latios or Mega Latias, respectively.
258*** ''Pokémon Sun and Moon'' and ''VideoGame/PokemonUltraSunAndUltraMoon'': Charizard Glide is Alola's stand-in for Fly, being used to take you back to any Pokémon Center you have visited.
259*** ''VideoGame/PokemonLetsGoPikachuAndLetsGoEevee'': The Sky Dash feature which is unlocked once you reach Celadon City acts as the Fly stand-in for Generation 7's Kanto region.
260*** ''VideoGame/PokemonSwordAndShield'': Corviknight Taxi is Galar's stand-in for the Fly HM but also allows you to fly back to any route you have visited, similar to ''Omega Ruby'' and ''Alpha Sapphire''.
261*** ''[[VideoGame/PokemonDiamondAndPearl Pokémon Brilliant Diamond and Shining Pearl]]'': Instead of wasting a slot on one of your Pokémon, your Poketch app has the Fly option for the purpose of flying.
262*** ''VideoGame/PokemonLegendsArceus'': Your arc phone has Fly points where you only need to set foot in them to mark them as fly locations. However, you cannot use this feature if you are being targeted by a wild Pokémon.
263*** ''VideoGame/PokemonScarletAndViolet'': The Squawbility Flying Taxi in Paldea, the Noctowl Flying Taxi in Kitukami, and the Skarmony Flying Taxi in the Blueberry Academy serve as the Generation 9 stand-in for the Fly HM.
264** There are also smaller stand-ins for the Fly HM:
265*** The move Teleport, present in Generations 1 to 6 and in ''Brilliant Diamond and Shining Pearl'', will take you back to the last Pokémon Center you used.
266*** Using Dig or the Escape Rope item will allow you to return to the entrance of the dungeon you entered.
267*** In ''VideoGame/PokemonGoldAndSilver'' and their remakes, both the Magnet Train and S.S. Aqua serve as quick travel options between the Kanto and Johto regions.
268*** ''VideoGame/PokemonXAndY'': Lumiose City's Lumi Cab service offers quick travel within the city for a fee, given its size warrants its own transportation system.
269*** ''VideoGame/PokemonSwordAndShield'': Both Wyndon's Monorail and its own dedicated Corviknight Taxi service, as much like Lumiose City, is big enough to warrant its own transportation system. The games also has the train system when all stations have been fully unlocked. Prior to that, they function as {{Broken Bridge}}s in that you gain access to additional stations to travel there for the first time.
270*** ''VideoGame/PokemonScarletAndViolet'': [[spoiler:The teleporters in Area Zero can be used to go to another teleporter that you have already been to]].
271** ''VideoGame/PokemonSuperMysteryDungeon'': If you visited every single dungeon in the entire game at least, the Pokémon Nexus will allow you to instantly access any dungeon instantly rather than having to walk to the dungeon's entrance.
272* ''VideoGame/RakenzarnTales'' grants you a teleportation device near the start of Chapter 6. It starts with all of Cyril Region unlocked, but you'll need to find the activation crystals for the rest of the world yourself.
273* ''VideoGame/RogueGalaxy'' uses this by a system of Save Points that they call Transporters. These are panels that allow the player to warp to almost anywhere they need -- which is a highly recommended style of travel, because Jaster and his friends walk at an unusually slow pace.
274* The Region Map in ''VideoGame/SagaFrontier'' and practically all the world maps in the ''VideoGame/RomancingSaGa'' series.
275* The Warp Whistle in ''VideoGame/SecretOfEvermore'' looks like a GlobalAirship, but can only land at fixed locations.
276* ''VideoGame/TorchlightII'', similar to the Diablo games, has a waypoint that leads to each town that you unlock as well as being able to warp back to towns visited in the previous acts and waypoints scattered in the open zones, including ones made by the players.
277* Many games in the ''Franchise/ShinMegamiTensei'' franchise have "Terminal Rooms" in key locations. You can use a Terminal Room to teleport to any other Terminal Room you've already visited.
278* ''VideoGame/SouthPark'':
279** ''VideoGame/SouthParkTheStickOfTruth'' has Sir Timmy's Fast Travel Locations, which are flags with bicycle horns attached to them. The first time you use one, Timmy appears, riding his wheelchair with a cart attached and takes you to your destination. All other times, the animation isn't present, although you sometimes hear "Timmy!"
280** In ''Videogame/SouthParkTheFracturedButWhole'', Fast Travel works just like the previous game, only this time it's Jimmy as his superhero persona "Fastpass" taking you from place to place.
281* Creator/SpiderwebSoftware added this to their ''VideoGame/{{Exile}}'' and ''VideoGame/{{Avernum}}'' games, starting with ''Exile III'' and getting simpler and easier to use in each later game. In ''Exile III'', the portals were expensive, one-way, and their destinations limited to the major capitals. In ''Avernum 4'', the portal system was free and extremely convenient, allowing the player to travel from and to every previously visited city within moments via a central portal chamber, which also made a neat [[PlayerHeadquarters item storage facility]].
282* ''VideoGame/StardewValley'': Once unlocked, the mine carts can be used to quickly travel around the village. Similarly, various craftable one-time-use totems can be used to travel to a certain location, depending on which totem was used, and the Return Scepter and elemental obelisks which can be bought function as unlimited-use versions of the totems.
283* In ''VideoGame/{{Suikoden}}'', Viki and the Blinking Mirror acts as a Warp Whistle, instantly teleporting the characters to any town or major area in the game. A godsend with the game's awkward/slow overland travel.
284* ''VideoGame/TalesOfSymphonia'' has "quick jump" points scattered throughout the game, most often in places the player backtracks through after having cleared previously. Lloyd, in a bit of BreakingTheFourthWall, even wonders aloud why there isn't a quick jump in a particular area of the game [[spoiler: Tower of Mana]]. Naturally, the other members of the party have no clue what he's referring to.
285* In ''VideoGame/{{Terraria}}'', the player can buy "pylons" that allow travel between the towns they build. There's also a [[MagicMirror magic mirror]] that warps the player back to their bed.
286* The ''VideoGame/{{Ultima}}'' series has usually had these:
287** Started with ''VideoGame/UltimaII''[='s=] "Time gates."
288** The moongates from ''VideoGame/UltimaIII'' onward, keyed to the phases of the moons.
289** ''VideoGame/UltimaIV'' and ''VideoGame/UltimaV'' have the Gate Travel spell, allowing the player's party to move to the location of any moongate. In ''Ultima V'', it turns out the moongates are generated by moonstones buried under them, which the Avatar can retrieve and then bury elsewhere.
290** ''VideoGame/UltimaVI'', in addition to the relocatable moonstones, has the Orb of the Moons, an inventory item that opens a special gate to almost everywhere you need to go.
291** ''VideoGame/UltimaVIIPartII'' has the Dark Path, a link between several locations, accessible by using a serpent jawbone; a serpent tooth must be located (and attached to the jawbone) in order for each location to be accessible, but the Avatar will only find each tooth after reaching the respective location conventionally.
292** ''VideoGame/UltimaVIII'' has standard teleport pads which have to be activated.
293** ''VideoGame/UltimaOnline'' has the mage spells Recall, Mark, and Gate Travel. Mark lets you save your current coordinates on a small item called a rune. Recall lets you instantly travel to any location you have a rune for. Gate Travel lets you open a moongate connected to that location, letting you and anyone else instantly travel back and forth for the duration of the spell.
294* Function 83+ from ''VideoGame/{{Vangers}}'' is a piece of LostTechnology that can teleport you to any of the worlds -- of course, if you know the Spiral key for this world. This thing not only removes the need in using stationary corridors -- it is also relevant to the plot, since [[spoiler:it is used to warp to the last world, which is marked in the Spiral, but is not connected to corridors and is unreachable otherwise]].
295* Most of the ''VideoGame/WildArms'' games have "Teleport Orbs" or a Teleport spell that lets you revisit old locations. Some only warp to towns, but some let you warp anywhere. Some of the games also have a system of [[LostTechnology ancient ruins that contain teleporters to other ruins]], in addition to the teleport orbs, often used to travel to new areas. And both of the first two games rely on you breaking the teleporters in order to reach a new optional area. In ''VideoGame/WildArms1'' you have to damage the ancient ruins before teleporting in order to reach the BonusDungeon. And in ''VideoGame/WildArms2'' you have to use the teleport orb while a party member who has been shown to be unlucky with teleportation is in the the front of the party to reach someone who can teach you higher level magic.
296* ''VideoGame/{{Willow}}'' for the UsefulNotes/NintendoEntertainmentSystem has the magic ocarina which summons Po to fly you to any previously visited place.
297* ''VideoGame/XenobladeChronicles1'' has fast-travel immediately available for all visited areas upon first arrival.
298* ''VideoGame/{{YS}}'': The Wing in ''VideoGame/YsIAncientYsVanishedOmen'' and ''VideoGame/YsIVMaskOfTheSun'', the Return magic in ''VideoGame/YsIIAncientYsVanishedTheFinalChapter'', and the Warp Magic in ''VideoGame/YsIVTheDawnOfYs'' allow you to instantly travel to any previously visited town or other important destination.
299[[/folder]]
300
301[[folder:Simulation Games]]
302* In ''VideoGame/{{APICO}}'', discovering new bee species activates the Hivemother Gates in the temples scattered around the world. You can use them to fast travel to other temples in far-off islands.
303* ''VideoGame/EuroTruckSimulator'' makes the ferries and the Channel Tunnel essentially function this way. No need to keep track of timetables or queues; you simply drive to the terminal, pay a fee and you are transported to a specific destination (each terminal has no more than two options). Only islands (Britain, Sicily, Sardinia) are inaccessible through simply driving, though since ferries offer your only chance to both rest and travel simultaneously, ferries almost always work out faster compared to land routes. ''VideoGame/AmericanTruckSimulator'', its sibling, obviously has far less ferries thanks to American geography. The Washington expansion introduces that game's first ferry, the Port Townsend - Coupeville Ferry, which does save the player a trip through Seattle and around the Puget Sound. Texas introduces the second ferry, the Galveston-Bolivar Ferry to get you across the Galveston Bay.
304* ''VideoGame/{{Freelancer}}'' has three kinds of Warp Whistle: Trade Lanes, which travel within solar systems, Jump Gates, which connect different systems, and Jump Holes, which are natural Jump Gates. Trade Lanes can be disrupted, however.
305* The portable ''VideoGame/HarvestMoon'' games - starting with ''VideoGame/HarvestMoonFriendsOfMineralTown'' have the Teleport Stone, which allows you to teleport any unlocked area on your main map.
306* The wind flute in ''VideoGame/HometownStory''. The fact that you can use it for this via the map interface is one of the game's many GuideDangIt elements.
307* ''VideoGame/MitsumeteKnight R: Daibouken Hen'' has a warp system that allow you to warp to any town of the game with a statue by touching said statue, but the system needs to be activated first by gathering the Slates of Earth, Sea, and Sky, and placing those three Slates in [[spoiler: [[SchizoTech an ancient machine inside the Pyramid]]]].
308* In ''VideoGame/NoUmbrellasAllowed'', there are bus stops in designated spots in the overworld, where flying buses pick you up and instantly take you from Junuk Side to Singsing Side and vice versa.
309* In ''VideoGame/PotionPermit'', there are red banners that function as teleporters once you unfurl them in the overworld. You can teleport to them from anywhere except inside buildings.
310* ''VideoGame/RootsOfPacha'': As you explore deeper into the cave network and make progress in raising the Jungle Pyramid, the Glyptodons give you their blessing to use their magical tunnels to fast travel to other parts of the cave, and by extension, the different regions of the overworld.
311* The [[EyeOfHorusMeansEgypt Eyes of Horus]], in ''[[VideoGame/TheSims3 The Sims 3: World Adventures]]'' are ancient Al Simharan relics that allow the Sims to freely teleport from the left eye to the right eye and vice versa.
312* The Shaman's unique archetypical power from ''VideoGame/{{Spore}}'' is basically this, although it only allows travel to their homeworld, and not back.
313* The Jumpdrive in the ''[[Videogame/{{X}} X-Universe]]'' is a relatively expensive module fitted onto ships that allow them to jump to any known [[PortalNetwork jump gates]] while expending some Energy Cells. The jumpdrive works anywhere and has a set charge time of ten seconds, though one should be aware that it can be destroyed if the ship's shields go down [[HyperspeedEscape while trying to escape]]. The [[BlindJump Unfocused Jumpdrive]] gained through the Goner plot will dump the player into a randomly generated sector in intergalactic space, giving them a breather from combat or allowing them to find the [[TheMothership Goner Aran]]. The only limitation to the jumpdrive is that it cannot warp to Terran [[CoolGate Trans-Orbital Accelerators]], as they're glorified Gauss guns that shoot ships between points of interest in the Sol system. The ''Xtended Terran Conflict'' mod adds Point-To-Point jumpdrives for the [[TheBattlestar M2+ super-destroyers]] which can jump anywhere in a system, but requires good relations with the sector's owners, locks the ship's controls for several seconds, and drains energy cells at a phenomenal rate.
314[[/folder]]
315
316[[folder:Stealth]]
317* ''VideoGame/MetalGearSolidVThePhantomPain'' lets you teleport miles across Afghanistan, the Angola-Zaire border, or Mother Base by hiding in a cardboard box on delivery platforms. There's a brief black screen with the sounds of a delivery truck picking up a box and dropping it off, and boom, Snake will be smack dab in the middle of a secret Soviet base or a blood diamond mine with no one any the wiser.
318[[/folder]]
319
320[[folder:Third-Person Shooter]]
321* ''VideoGame/RedFaction: Guerilla'' has this option, to allow you to fast-travel to any of the safe houses. [[spoiler:Except, later, the one in the Badlands.]]
322* ''Franchise/{{Splatoon}}'' has the Super Jump ability as an important gameplay mechanic, as it allows players to quickly jump across a large area. In the game's online multiplayer modes, player can super jump to one of their teammates to get to the action faster, or to their own base to make a speedy retreat. Additionally, players can place Squid Beakons in tactical locations that their teammates can Super Jump to at any time. However, performing a Super Jump also creates an icon visible to all players, meaning that those who don't take care where they jump to may find themselves jumping into the wrong end of a firefight. Super Jumping also has an additional use in the games' Hero Mode campaigns, where it allows players to quickly jump to any level they've already unlocked.
323[[/folder]]

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