We compared the ability to navigate from one point to another in a virtual environment using Gaze-Directed, Pointing and Teleport locomotion. Participant’s start position and destination were shown to them on a map at the beginning of each trial. Participants also had to deviate from their route to collect ‘Pokémon’ tokens: testing their spatial updating ability. Results showed that the two steering methods resulted in increased levels of cybersickness compared to teleporting. In terms of performance, teleporting resulted in faster traversal times but surprisingly was just as effective in allowing users to complete their journey, indicating that user disorientation was not a major issue. The main failing of the teleport method was that it increased the likelihood of missing collectable tokens en route. These results suggest that restricted variants of the teleport method should be explored for use in commercialized VR applications in which real walking is not necessary.