
Why does Baldur’s Gate 3 tell you that you cannot fast travel right now, when all you wanted was a long rest in camp? The message sounds odd at first, since you are only trying to sleep, and yet it points straight at the cause.
A long rest moves your whole party to camp, so the game checks every party member the same way it would before a fast travel trip. If even one character cannot make that trip, the rest will fail, and players then see the travel message. Most of the time the culprit is a straggler in another area, a summon, someone standing in a red danger zone or a companion who was in jail.
The messages and rules on this page match the game files of the current Patch 8 version (October 2026), and the fixes come from player reports up to 2026.
Which message are you seeing?
The exact wording will already narrow things down. If you are not sure who is causing it, open the map with each character selected in turn, because the one who cannot travel will often get a different line.
| Message | What it means | Where to look |
|---|---|---|
| You cannot fast travel right now. | The general message. Players get it most often when they click Long Rest and one party member cannot travel to camp. | First checks, A companion who was in jail |
| All avatars must be able to travel to camp to end the day. | The same situation, said more openly. | First checks |
| You cannot fast travel from this area. | The character stands in an area that blocks fast travel. A character with the jail bug can get it everywhere. | Places that block travel or rest, A companion who was in jail |
| You cannot fast travel in your current condition. | Something about that one character blocks travel. The jail bug and an old 2023 bug with characters stuck as “downed” have both caused it. | A companion who was in jail, Fixes that no longer help |
| Party members that are in danger cannot fast travel. | Someone is in combat or in danger. This is the Baldur’s Gate 3 version of an “enemies nearby” message. | First checks, Danger zones |
| You cannot fast travel in Turn-Based Mode. | Turn-based mode is still on. | First checks |
| Summons can’t travel through waypoints. | Dismiss your summons first. | First checks |
| A party member is in danger and cannot rest right now. | It has been caused by a summon that is still fighting somewhere else. | First checks |
| You cannot take a Long Rest while in a danger zone. | Someone in the party stands in a danger zone, marked by a red minimap border. | Danger zones, The Mind Flayer Colony after Myrkul |
| You cannot take a Long Rest while party members are Downed. | A character is downed. | First checks |
| Long Rest is not available because someone is in dialogue. | Someone, summons included, is stuck in a conversation. | First checks |
| You need to take a Long Rest to leave your camp. | You have to finish a long rest before you can leave camp. | First checks, Stuck in camp after the Crèche |
| Long Rest is globally disabled. | Almost always a party-size mod. | Long Rest is globally disabled |
| A member of your party is not ready to proceed. | Appears at act transitions, most often because of the jail bug. | A companion who was in jail |
| A player can’t currently travel. | Usually the pending story rest after the Crèche. | Stuck in camp after the Crèche |

“You cannot fast travel right now” is the catch-all. The game has its own lines for danger, blocked areas, a character’s condition, turn-based mode, summons and moving platforms, so if you only ever see the general one, the reason is probably less obvious, such as a straggler or a hidden marker on a companion.
“You cannot fast travel when enemies are nearby” is a line from Skyrim. The closest thing in Baldur’s Gate 3 is “Party members that are in danger cannot fast travel.”
First checks
The game checks every single party member before a long rest or a fast travel to another region, so one forgotten character is enough to block everyone. Go through this list before anything drastic.
- Select each character, or double-click their portrait. If the camera jumps somewhere else, that character is not with the group, so walk them back and link them to the party again. Fast travelling from close to a red area can leave someone behind inside it.
- Dismiss every summon and familiar, especially one that is still fighting, talking or standing in a danger zone. Elementals, Gale’s quasit familiar, a deva and Mage Hand have all blocked rests. A summon with a speech bubble is stuck in a conversation, so click it and end the talk.
- Look at the minimap. A red border means the selected character is in a danger zone. Walk out until the border is gone.
- Make sure nobody is in combat and that turn-based mode is off. Karlach’s Unbridled Wrath will block travel too, so simply wait until it ends.
- Help up any downed character. If you cannot reach them, for example below the disk in the Gauntlet of Shar, a Short Rest or a Bard’s Song of Rest will get them back up.
- Talk to anyone in camp with a “!” over their head. If you cannot find who it is, talk to everyone, Withers, Scratch and the owlbear included.
- Revive dead party members (or have Withers do it) before resting. Some players report that a corpse in the party blocks the rest, others rest fine.
Gale is a special case. If he stays dead, a later long rest is going to end in an explosion that defeats the whole party.
Two rules are easy to miss. Once you have started the night in camp, you will have to finish the rest before you can travel. Additionally, never send a character to camp while the rest of the party is still in combat, because that character can get pulled into the fight inside camp with no reliable way out. Low camp supplies will not block anything, by the way. The game simply offers you a partial rest.
A companion who was in jail
It is the cause players report most often overall, it still turns up on Patch 8, and it is probably the hardest to spot. The game keeps a hidden “arrested” marker on a character who goes to jail. While it is set, that character cannot fast travel, and because a long rest moves everyone to camp, nobody can rest. It does not show as a status icon, and it stays on through death.
The marker only clears when that character walks (or teleports) out of the cell area while they are in your party, which a normal release or escape will do. A companion who died in the cell and was revived in camp never takes that step, so the marker stays. Never kill a jailed companion to “free” them.
Most reports come from the Moonrise Towers prison, but the jails at Last Light Inn and the Emerald Grove, the goblin camp pen and the prisons of Act 3 have caused it as well. You are probably looking at it if:
- that character gets “You cannot fast travel from this area” or “in your current condition” wherever they stand,
- everyone else gets “You cannot fast travel right now” when you try to long rest,
- Leave Camp is greyed out and the game will not let you swap out or dismiss a character who was revived in camp,
- or the game says that a member of your party is not ready to proceed at the end of an act.
Larian has shipped several save-file cleanups for exactly this stuck “arrested” state, with Patch 5 and Patch 7. They only fix saves from before those patches, which is why players still hit it on Patch 8. Mind that right after a normal jailbreak you will not be able to fast travel until you are out of the prison area. That part is intended.
The re-arrest fix
The fix is a little bit fiddly. You have to get that character arrested again and let them leave the cell properly. The game’s scripts support it, and a player confirmed it on Patch 8 in May 2026.
- If the character is stuck in camp, you will have to get them out first. Kill them, strip their gear so the body weighs less, put the corpse into another party member’s inventory and leave camp. Revive them outside with a scroll.
- With that character, commit a crime in front of guards, for example by punching a Harper at Last Light Inn or by stealing in plain sight. An assault is enough, so do not kill anyone.
- Let the guards take them to a cell. The same prison works, and so does Last Light Inn after a Moonrise arrest. You are going to need a jail where the guards are still alive.
- Get them out of the cell on foot, either by talking a guard into letting them go or by escaping.
- After an escape, leave the prison area and wait until the Fugitive status runs out.
- Grab their gear from the evidence chest and try your long rest.
For a companion who died in the hole of the Moonrise prison, carrying the corpse back into that hole, reviving them there and walking them out has also worked. For the goblin camp pen, nobody has reported a working fix yet.
Places that block travel or rest
Some areas stop travel and resting on purpose, and in most of them the fix is to walk out the way you came in.
Danger zones
A danger zone gives the minimap a red border, and while even one party member stands inside, nobody can take a long rest. The game files have danger zones in all three acts, among them:
| Act | Danger zones |
|---|---|
| Act 1 | The hag’s lair (safe once the hag is defeated), the Ebon Lake encounter, the confrontation with Nere in Grymforge, the Emerald Grove while the goblins raid it or the druids fight the tieflings, and several parts of the Githyanki Crèche, the infirmary among them |
| Act 2 | The trials of the Gauntlet of Shar and the Nightsong’s prison (apart from a safe spot around the Nightsong), the Moonrise assault, the Masons’ Guild trap area, the astral plane at the end of the act and the Mind Flayer Colony |
| Act 3 | The Murder Tribunal (safe once all Bhaalists there are defeated), the House of Hope, Wyrm’s Rock Fortress once it turns hostile (until Gortash is dead) and its prison, Cazador’s palace, the lab in the Steel Watch Foundry, the Temple of Bhaal and its bridge, the basements of Baldur’s Mouth and Sorcerous Sundries, the Djinni trap, the Iron Throne and the endgame |
Some zones clear when you finish the fight there, like the hag’s lair after the hag or Wyrm’s Rock after Gortash dies. For the rest, walk the whole party out until the minimap looks normal again, for example through the front door of Moonrise Towers or back over the bridge from Wyrm’s Rock.
Some players also could not rest between freeing the Nightsong and the Moonrise assault, and it is not clear whether that is intended. Leave the Gauntlet of Shar first and check every portrait, since a companion left in the Shadowfell has caused the same thing.
Areas with no fast travel
These story areas block fast travel with “You cannot fast travel from this area” for as long as you stay inside:
- Ramazith’s Tower, until you are done with Lorroakan
- the submersible after the Iron Throne
- the Djinni trap area
- the astral plane at the end of Act 2
- the inner library of the druid grove, while its door is shut
The prison area of Wyrm’s Rock stops fast travel as well, and you cannot go to camp from in there either.
Act boundaries play a role too. Late in Act 2 the Act 1 waypoints stop working for good, and the Mind Flayer Colony will not let you leave until you are done there. Neither is a bug.
Story followers who stop you
A few story characters stop fast travel and End the Day while they follow you. Most of them you will simply have to escort out on foot first.
- Sazza, the captured goblin, while you smuggle her out of the Emerald Grove.
- Halsin while he follows you through the goblin camp after you free him from the worg pens. A travel or rest attempt makes him stop you and leave the party, so deal with the goblin leaders together first.
- Minthara after you free her from the Moonrise prison. Until she is out, every rest or travel attempt will open a dialogue with her instead, so lead her out on foot or take Wulbren’s boat.
- Florrick while she follows you out of Wyrm’s Rock Fortress after you break her out of its prison.
The Shadow Curse
In the Shadow-Cursed Lands of Act 2, a character affected by the Shadow Curse cannot fast travel, and while a party member has been turned into a Shadow-Cursed undead, the party is also stopped at the lift to the Underdark and at the mountain teleporter. Get back under the pixie’s blessing or into the light of Last Light Inn first. Selûne’s blessing only helps outside the darkest, shadow-blighted parts.
Coming back from Act 1 is a trap of its own, because the game removes the pixie’s and Selûne’s blessings whenever you leave the Shadow-Cursed Lands. Fast travel to a protected spot first, such as Last Light Inn while Isobel is alive or the inside of the Gauntlet of Shar, and ring the pixie’s bell again.
The Mind Flayer Colony after Myrkul
Right after the fight against Myrkul, some players got the danger zone message everywhere, far away from the colony, because a companion (often Jaheira or Halsin) had been silently teleported back into it. Double-click each portrait, and if the camera jumps into the colony, walk that character out through the portal back to Moonrise. Several players confirmed this on Patch 8.
A hidden enemy in Grymforge
Grymforge can stay red with “You cannot fast travel from this area” after the fight with Nere, even though everything looks dead. Some enemy is still around then, such as Sergeant Thrinn knocked out under a pile of bodies, Thudd blending in with the gnomes, a scrying eye on a lower ledge or invisible duergar, which you can still hit with area spells. Kill the leftover and the red border will disappear.
At the Adamantine Forge, half the party can also end up stranded on the platforms. Shoot the platform levers with a bow or crossbow, or let the stranded characters jump down and revive them.
A red minimap after the Grove
After a hostile Emerald Grove, for example after killing Kagha or stealing the Idol of Silvanus during the chant, one character could keep a red minimap after everyone else was fine. Kill that character and ask Withers to watch over them instead of reviving them, which removes them from the party. Then take a long rest and revive them. This does not work on your main character, and the reports of this one-character version stop in 2024.
Stuck in camp after the Crèche
After the Githyanki Crèche, the game queues a forced long rest with a story scene. Until that rest happens, you will be sent to camp instead of your destination, the map may flash red with “You cannot fast travel right now”, and camp can tell you that a player can’t currently travel. Some region changes also drop you into a temporary camp that you can only leave through the long rest.
- Click the campfire to start the forced long rest and let the scene play.
- Leave camp. For many players the Leave Camp button on the hotbar (or on a bedroll) worked better than the map, while for others the map’s Camp entry or a jump to a waypoint did the trick.
- If you had picked another destination, leaving camp will complete that trip.
If you are still inside the Crèche, walk out on foot, since starting a long rest in there has left companions behind in the combat zone. Leaving the Mountain Pass after the Crèche can force a rest as well, so revive Gale beforehand if he is dead.
Wyrm’s Lookout at the end of Act 2
At the Wyrm’s Lookout camp, a githyanki scene has to play before Act 3. If you skipped the githyanki patrol on the road with invisibility, or saved and quit at this camp, the scene may never start and you will be stuck there. Load a save from before you skipped the patrol, fight it on the way to the Road to Baldur’s Gate waypoint and then rest at Wyrm’s Crossing. On PC, the Book of Debug mod can set the missing flags instead. Taking an extra long rest before you leave Act 2 does not hurt either.
Long Rest is globally disabled
Apart from the final battle of Act 3, where the game switches camp off on purpose, the game’s own scripts do not switch long rest off globally on a current save. If you see this message, it is almost always a party-size mod with more than four characters in your active party.
Mods such as Adjustable Party Limit will lock long rests, leaving camp and waypoints while more than four characters are active. Use the mod’s own passive or spell on the hotbar to trim the party to four, rest and add everyone back. One player reports that since Patch 8 even Party Limit Begone needs a party of four to rest. You will most likely run into it at the Mountain Pass, on the boat to Grymforge or at the end of Act 2.
Other mods and the Script Extender
A Script Extender update has left players unable to rest, talk or use camp on every save of a run. Disable or update your mods, follow the removal steps in Larian’s mod FAQ and delete the LevelCache folder in %LocalAppData%\Larian Studios\Baldur’s Gate 3\. Then verify the game files and fully relaunch. If leftover mod files survive an uninstall, delete the game folder before reinstalling.
Multiplayer and crossplay
Co-op has a few rest bugs of its own, and crossplay has added some more since Patch 8:
| Problem | What to try |
|---|---|
| The long rest fails in a crossplay game | Quicksave right before resting and reload that save. Alternatively, the console player leaves while the PC players rest. |
| The end-the-day confirmation only appears on one player’s screen | Check that no character is still out in the world, then log off and on again. |
| A player who joined while the host was in a danger zone cannot travel to camp, and nobody can rest | The client leaves, the host walks to the client’s character and dismisses it, then the client rejoins. |
| “You can’t join this game until the host takes a long rest” | The host loads a much older save, sends the invite, then loads the recent save. |
| Host and clients out of sync after a scene | Have all players load the same save together. |
| Someone wants to talk at the end of Act 1, but nobody has a “!” | Reload and take a long rest before the Mountain Pass, so the scene between Karlach and Wyll can fire. |
Stuck asleep after a long rest
This softlock hits after the rest itself. One character stays asleep out in the world while everyone else is in camp, or the whole party keeps sleeping and the game says that some of your companions remain deep in dreamful sleep and can’t awaken yet. Leave Camp and Short Rest are greyed out. Party-size mods and extra summons make it more likely, but unmodded Honour Mode runs have hit it too.
On PC, the Script Extender console command Osi.PROC_Camp_LongRestFinishForAllPlayers() has finished the rest for everyone. A teleport party mod lets you move the sleeper next to someone in camp and hit them awake, and the Long Rest Bugfix mod helps if you load a save from before the rest.
On every platform, you can switch control through every portrait, toggle group sneak on and off, or pass a few turns in turn-based mode. Damaging the sleeper has worked in some cases too, once with a Freezing Sphere item moved into their inventory. On Honour Mode, force quit before the game autosaves (on PC, back up the save first).
The easy way to avoid all of this is to start every long rest at camp, instead of clicking Long Rest out in the world.
Fixes that no longer help
Older guides still tell you to knock the stuck character down and help them up. That was the fix for a 2023 bug where the game treated a healthy character as downed, and since 2024 it mostly turns up among the fixes that failed. It rarely helps on current patches.
Killing the character and reviving them with a scroll or Withers fixed a few single-character glitches in 2023 and 2024. On a character with the jail marker it will fail, though, and dying inside a cell is one of the ways to get the marker stuck in the first place. Shoving them or making them slip on grease has not helped there either.
If nothing works
These general fixes have worked when the cause stayed unclear, roughly from quickest to most drastic:
- Quit to desktop, relaunch and load. A full restart has fixed cases where a reload inside the game did not.
- Quicksave, exit to the main menu and load that save.
- Toggle turn-based mode on and off. It is not clear why this helps, but it fixed a couple of stuck rests, the newest in a Patch 8 multiplayer game.
- Try another route to camp. The hotbar button, the Camp entry on the map and a jump to a waypoint have each worked when another one failed.
- Dismiss all summons, remove everyone from the party and add them back, or leave your companions in camp and take the long rest alone.
- On Xbox, fully close the game and clear it from Quick Resume.
- As a stopgap in Act 3, the bath pool in the House of Hope restores hit points and spell slots.
- Load an older save, or send your save to Larian support.
Before you go back to that older save, though, run the first checks one more time with every single character selected. A forgotten summon or a companion still standing in a red area is easy to overlook, and both take seconds to fix.