Saros handles fast travel better than most roguelites. Rather than forcing you back to square one after every failed attempt, the game's Jump Network lets you jump directly into any biome you've already cleared, skipping the tedious early zones entirely. The catch is that the system is locked behind a specific story beat, and one easy-to-miss step can leave you wondering why the teleport prompt never appears.
How do you unlock teleporting in Saros?
Two story conditions must be met before the Jump Network becomes active. Neither involves side content or exploration secrets; both are tied directly to the main campaign.
The second step is where most players get stuck. According to the allthings.how breakdown of the system, the Ancient Depths biome cannot be entered through its main door on first arrival. The portal sitting next to that door is what actually flips the teleport system on. Walk through the wrong entrance and nothing changes. Use the correct portal and the Jump Network is live from that point forward.

Ancient Depths portal activation
Entering Ancient Depths through its standard door will not activate teleportation. You must use the adjacent portal specifically to trigger the system.
How to use the teleport platforms in Saros
Once the Jump Network is active, glowing orange platforms scattered across the world become your exits. These platforms have a molten, lava-like texture when live. If the glow is absent, you're standing in the wrong spot.
Here's the exact sequence to teleport back to The Passage:
- Position Arjun Devraj at the center of the glowing orange platform, not just near its edge
- Hold Triangle on the DualSense controller to trigger the teleport sequence
- Once back in The Passage, walk up to Primary, the Soltari bot that manages biome access
- Press Triangle to open Primary's interface
- Select your destination from the World Dial to jump to the start of any unlocked biome
Tapping Triangle instead of holding it is the most common reason the teleport fails to trigger. Hold it until the animation starts.
What can the World Dial actually do?
The World Dial is deliberately limited in scope. It's a hub-based system, not a freeform warp network, and it only surfaces biomes you've legitimately reached through the story campaign.
- Destinations available: The start of every biome you've already reached through normal progression
- Skipping locked biomes: Not possible. Locked destinations simply don't appear as options
- Drop-anywhere travel: Not supported. There are no scattered warp points across individual maps
- Access point: Primary in The Passage is the only way to use the World Dial
Because the dial sets where your next run begins, it effectively removes the need to grind through early biomes just to practice a difficult late-game encounter. Primary also handles permanent attribute upgrades, perks, and difficulty settings between runs, so each trip back to The Passage is a chance to strengthen your build before committing to the next zone.

Lucenite farming in biome rooms
Does teleporting reset your run progress?
Partially. Returning to The Passage through a teleport platform does reset temporary run state, including your current level buffs and any temporary artifacts you've collected mid-run. The critical exception, according to community reporting on the system, is Lucenite: resources banked by teleporting rather than dying stay in your inventory. Death loses them. Teleporting keeps them.
That single distinction makes the Jump Network one of the strongest progression tools in the game.
Always teleport back to The Passage to bank Lucenite before attempting a difficult boss. Dying with unspent resources means losing them permanently.
For more roguelite and action game strategies, browse more guides on GAMES.GG to find tips across every genre. The Jump Network is one of the cleaner fast travel implementations in recent memory, and understanding it early separates players who hit progression walls from those who don't.

