Path of Exile 2 - Locations
The campaign regions, act-by-act zones, and major settings of Path of Exile 2, set on the corruption-ravaged continent of Wraeclast. The opening acts move the exiled protagonist from remote coastal wilderness toward the ruined centers of power, while the endgame carries the campaign's zones into the...
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of 30 entries
· updated 2026-09-15
| Name | Type | Description | Region | Points Of Interest |
|---|---|---|---|---|
| Wraeclast | Continent / World Setting | The decaying, corruption-stricken continent where the entire Path of Exile saga takes place. | Wraeclast | The coastal Clearfell opening The Ruined Manor of the Count The overgrown villages and wilderness of the early acts The burning city of Oriath and its war-torn outskirts |
| Clearfell | Starting Region (Act 1) | The remote, windswept coastal stretch where the exile washes ashore. | Coastal Wraeclast | The starting encampment The Riverbank and shoreline Surrounding farmlands and marshes |
| The Ruined Manor of the Count | Dungeon / Story Location (Act 1) | The decaying estate at the climax of Act 1, held by the corrupted Count whose campaign the exile hunts across the opening chapters. | Clearfell | The Manor proper The Cemetery and Graveyard grounds The Count's boss arena |
| The Wraeclast Wilderness | Overworld Regions (Act 2) | The broad, varied wilderness of the second act, where the exile pushes inland from the coast through forests, riverlands, bogs, and monster-haunted backcountry. | Inland Wraeclast | Forested interior zones Marsh and bog regions Camps and waypoint towns |
| Oriath and Its Ruins | Major Civilization Setting | The grand, once-glorious city of Wraeclast's brighter history and the seat of the empire that exiled the player. | Wraeclast | The burning city streets The cathedral and imperial districts The ruined outskirts and walls |
| The Atlas of Worlds (Endgame) | Endgame System / Map Regions | Path of Exile's signature endgame: an infinite, procedurally arranged map device where the player runs crafted maps across countless alternate regions and biomes, each with its own bosses, modifiers, and loot. | Multiversal / Mapping | Craftable map tiers and boss maps Alternate biome regions Pinnacle endgame bosses and league mechanics |
| Mud Burrow | Act 1 Zone | A cramped, muddy warren carved out beneath Clearfell and one of the earliest combat zones of the campaign. | Act 1 - Clearfell | Burrow tunnels Early beast encounters |
| The Grelwood | Act 1 Zone | A dense, dark forest on the western route out of Clearfell, threaded with roots and ambush points. | Act 1 - Clearfell | Forested paths Ambush clearings |
| The Red Vale | Act 1 Zone | A rust-red valley zone whose soil and foliage give it a stark, dried-out look. | Act 1 - Clearfell | Red-soil valley paths Routes to the cemeteries |
| The Grim Tangle | Act 1 Zone | A twisted, overgrown thicket where ancient roots have swallowed old structures. | Act 1 - Clearfell | Overgrown ruins Optional area bosses |
| Cemetery of the Eternals | Act 1 Zone | A sprawling necropolis of tombs and crypts at the heart of Act 1's gothic stretch. | Act 1 - Clearfell | Tomb of the Consort Crypt chambers Graveborn undead |
| The Hunting Grounds | Act 1 Zone | Open, game-rich terrain on the approach to Ogham, where the local flora and fauna have turned aggressive. | Act 1 - Clearfell | Open hunting terrain Route to Ogham Village |
| Ogham Manor | Act 1 Boss Zone | The ruined manor at the climax of Act 1 and the seat of Count Geonor. | Act 1 - Clearfell | Count Geonor's boss arena Manor halls and cellars Permanent power reward |
| Vastiri Outskirts | Act 2 Zone | The arid, sun-bleached outskirts that open Act 2 as the exile pushes into the Vastiri desert. | Act 2 - Vastiri Desert | The Caravan camp Rathbreaker's arena Desert approach routes |
| Mawdun Quarry | Act 2 Zone | A worked stone quarry cut into the desert cliffs, connected to the Mawdun Mine. | Act 2 - Vastiri Desert | Quarry workings Entrance to the Mawdun Mine |
| Traitor's Passage | Act 2 Zone | A winding canyon passage where the exile hunts for Balbala and the route onward toward the Halani Gates. | Act 2 - Vastiri Desert | Balbala's trail Canyon ledges Route to the Halani Gates |
| The Halani Gates | Act 2 Zone | A monumental gate complex marking entry into the maraketh heartland. | Act 2 - Vastiri Desert | Gate structures Trial of the Sekhemas access |
| Keth | Act 2 Town | A desert settlement and waypoint town in Act 2 where the exile rests, resupplies, and picks up quests before heading deeper inland. | Act 2 - Vastiri Desert | Waypoint and vendors Hub for Act 2 quests |
| The Lost City | Act 2 Zone | A buried, sand-choked city of a vanished civilisation uncovered beneath the desert. | Act 2 - Vastiri Desert | Buried ruins Shrines and chambers |
| Mastodon Badlands | Act 2 Zone | A harsh, bone-littered badlands where the exile hunts Iktab, the Deathlord, and Ekbab, the Ancient Steed, to claim the Mastodon Tusks. | Act 2 - Vastiri Desert | Iktab, the Deathlord Ekbab, the Ancient Steed Mastodon Tusks quest |
| Valley of the Titans | Act 2 Zone | A titanic, fossil-strewn valley whose colossal remains dwarf the exile. | Act 2 - Vastiri Desert | Titan remains Route to the Titan Grotto |
| Spires of Deshar | Act 2 Zone | Towering rock spires reached by way of the Path of Mourning, forming one of the last major zones before Act 2's conclusion. | Act 2 - Vastiri Desert | Rock spires Path of Mourning connection |
| Sandswept Marsh | Act 3 Zone | The humid, half-drowned marsh that opens Act 3, blending desert and jungle into a murky wetland. | Act 3 - Utzaal Jungle | Marsh paths Diving Bell access |
| Ziggurat Encampment | Act 3 Town | The waypoint town at the base of a vast ziggurat, serving as Act 3's central hub. | Act 3 - Utzaal Jungle | Waypoint and vendors Routes to the Jungle Ruins and Infested Barrens |
| Jungle Ruins | Act 3 Zone | Overgrown ruins of a fallen civilisation reclaimed by the Utzaal jungle, accessed from the Ziggurat Encampment. | Act 3 - Utzaal Jungle | Ancient ruins Venom Crypts entrance Permanent power reward |
| Infested Barrens | Act 3 Zone | A blighted, insect-swarmed stretch of jungle where the corruption runs thickest. | Act 3 - Utzaal Jungle | Blighted terrain Route to the Chimeral Wetlands |
| Chimeral Wetlands | Act 3 Zone | A bizarre, chimeric wetland where mismatched flora and fauna fuse together, one of Act 3's most visually distinctive zones. | Act 3 - Utzaal Jungle | Chimeric flora and fauna Route to Jiquani's Machinarium |
| Jiquani's Machinarium | Act 3 Zone | A vast, ancient Vaal machine-complex of gears, pistons, and powered traps. | Act 3 - Utzaal Jungle | Vaal machinery Entrance to Jiquani's Sanctum |
| Jiquani's Sanctum | Act 3 Zone | The inner sanctum of the Vaal machine complex, deepest of the act's mechanical zones. | Act 3 - Utzaal Jungle | Inner sanctum chambers Route to the Temple of Chaos |
| The Temple of Chaos | Act 3 Boss Zone | The sprawling Vaal temple that houses Act 3's climactic encounters, buried deep in the Utzaal jungle. | Act 3 - Utzaal Jungle | Vaal shrines Act 3 boss arenas Multi-branch temple layout |
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