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...
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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