On this page
Maps in Path of Exile 2 do not open when you finish the last act. They open after you clear the third Interlude, which sits between Act 4 and the endgame proper. That single detail trips up more new and returning players than anything else in the leveling process, so this guide lays out the full route — four acts, three Interludes, then maps — with the level checkpoints, the ascendancy point logic, and what “done with the campaign” actually looks like on a first clear.
TL;DR
- Maps unlock after the third Interlude, not after Act 4 — the Interludes are a required bridge, not optional side content.
- The route is Acts 1 through 4, then Interlude I, II, and III, then the map device unlocks.
- Act 4 sends you to the Ngamakanui islands hunting a weapon called the Third Edict; the Interludes send you back to Ogham and the Vastiri desert.
- Ascendancy points come in four uneven pairs — points seven and eight need a level 75+ Trial of Sekhemas or a level 65+ Trial of Chaos with all three Fate fragments.
- A first campaign clear typically lands you around level 60 – 65, and that’s fine — pushing level inside the campaign wastes time you’d spend faster in maps.
What Unlocks Maps in Path of Exile 2?
The short answer: completing the third and final Interlude does. Path of Exile 2’s campaign, under the 0.5.0 Return of the Ancients update, runs Acts 1 through 4 followed by three Interludes, and only after the third one do you get access to the map device that starts the Atlas endgame. You enter the Vaal Ziggurat and speak to Doryani to unlock access to the map device, and this occurs around level 65 after you complete all three interludes. People who stop reading after “Act 4” assume they’ve hit the end and get confused when the endgame doesn’t appear — the Interludes are not bonus content, they’re the last stretch of the road.
Warning
Do not assume finishing the campaign’s story credits means the Atlas is open. If your map device isn’t active, you’re almost certainly still owed one of the three Interludes — check your quest log before assuming something is bugged.
| Stage | What It Unlocks | Approximate Level |
|---|---|---|
| Acts 1 – 3 | Core story, first two ascendancy trials, first four ascendancy points | 1 – 40 range |
| Act 4 | Ngamakanui islands, the Third Edict weapon questline | Mid-to-late 40s through 50s |
| Interlude I | Return to Ogham / Holten, permanent character bonuses | Mid 50s |
| Interlude II | Vastiri desert, Gifting of Water storyline, another bonus | Upper 50s |
| Interlude III | Doryani's Vaal vault questline, final Interlude bonus | Low-to-mid 60s |
| Map Device Unlock | Access to the Atlas and endgame mapping | Around level 65 |
The Campaign Route: Four Acts and Three Interludes in Order
Acts 1 through 3 play out as the familiar linear story leading through the early continent. Act 4 adds the Third Edict story, taking you to the islands of Ngamakanui, where you learn more about the Karui and their ancestral gods as you search for a weapon known as the Third Edict. Unlike the earlier acts, Act 4 is completely non-linear, allowing players to visit its eight islands in any order they choose. Once the Third Edict story wraps, the three Interludes replace what used to be a full Cruel-difficulty replay of the early acts. With the Interludes, you return to Ogham and the Vastiri deserts before running an errand for Doryani, all while confronting the Beast’s corruption. Interlude I sends you back to Holten to deal with corruption alongside Renly; Interlude II drops you into the Vastiri desert to help Asala with the Gifting of Water ritual and track down the missing Sel Khari; Interlude III has you working with Doryani on a plan involving a Vaal mountain vault. Each Interlude also hands out a permanent character bonus on completion, which is a large part of why skipping them isn’t a real option even if you’re eager to reach maps.
If you want a sense of what the currency and drops look like once you’re through this route, the PoE 2 currency guide for farming Divine Orbs in Return of the Ancients picks up right where the map device unlocks.
| Segment | Setting | What You're Doing |
|---|---|---|
| Act 4 | Ngamakanui archipelago | Sailing between islands hunting pieces of the Third Edict, fighting Karui-themed bosses |
| Interlude I | Ogham / Holten | Clearing a corruption that's overtaken the town alongside Renly |
| Interlude II | Vastiri Desert | Helping Asala complete the Gifting of Water and finding the missing Sel Khari |
| Interlude III | Doryani's Vaal vault | Assisting Doryani's plan before the map device becomes available |

Step-by-Step: Path of Exile 2 Campaign Route Walkthrough
Follow this sequence to get it done fast.
-
1
Clear Acts 1 through 3
follow the core story and don't skip the two ascendancy trial quests along the way.
-
2
Take your first ascendancy trials as they appear
the Act 2 Trial of Sekhemas and Act 3 Trial of Chaos quests hand you your class identity early; don't delay them.
-
3
Sail to Ngamakanui for Act 4
pursue the Third Edict across the islands in whatever order you like, since the act is non-linear.
-
4
Run Interlude I in Ogham
resolve the corruption in Holten and bank the permanent bonus it grants.
-
5
Run Interlude II in the Vastiri Desert
finish the Gifting of Water questline for Asala.
-
6
Run Interlude III with Doryani
complete the Vaal vault storyline, then speak to Doryani at the Vaal Ziggurat to unlock the map device.
Ascendancy Points Along the Route Aren't Linear
Ascendancy points don’t drip in one at a time as you level — they arrive in four uneven pairs, and the last two pairs are gated by endgame-tier trials rather than story quests. The campaign secures your first four Ascendancy points – two from the Trial of the Sekhemas and two from the Trial of Chaos – cementing your build’s identity. By the end of Act 3 most characters are sitting on four points total, and the remaining four don’t come until well after the campaign is technically finished.
That last pair is where builds diverge in how they finish ascending. Passives 7 and 8 unlock in a Level 75+ Trial of Sekhemas OR in a Level 65+ Trial of Chaos with all three Cowardly Fate, Deadly Fate, and Victorious Fate. The three Fate fragments only drop from the Trial of Chaos’s own end-of-run boss, so getting all three usually means running it more than once or trading for the missing pieces.
Neither trial is objectively faster; pick whichever matches what your character is actually good at surviving. Once you’ve settled on an ascendancy, the choice of which class variant to lock in is covered in more depth in the guide to PoE2 ascendancy picks and what’s reversible later, since not every decision at this stage is permanent.
| Points | Source | Requirement |
|---|---|---|
| 1 & 2 | Trial of the Sekhemas | Defeat Balbala, the Traitor, in Traitor's Passage (Act 2) for the Barya that opens it |
| 3 & 4 | Trial of Chaos | Earn an Inscribed Ultimatum from the Act 3 chimera questline |
| 5 & 6 | Either trial | A level 60+ Djinn Barya or equivalent Inscribed Ultimatum, found in the late campaign or early maps |
| 7 & 8 | Either trial | A level 75+ Trial of Sekhemas, or a level 65+ Trial of Chaos with all three Fate fragments |
| Trial | Entry Item | Level Requirement | Best For |
|---|---|---|---|
| Trial of Sekhemas | Djinn Barya | 75+ for points 7 & 8 | Ranged and fast-clear builds — it's a room-based honour gauntlet |
| Trial of Chaos | Inscribed Ultimatum + all 3 Fate fragments | 65+ for points 7 & 8 | Tankier melee builds — it's straight wave combat with no traps |
Why the First Campaign Clear Ends Around Level 60 – 65
A first-time clear of the four acts and three Interludes typically leaves characters somewhere in the 60 to 65 range, depending on how many side quests and optional areas you bothered with. That’s the intended landing zone, not a sign you’re behind. The Atlas caps out at level 100, and the vast majority of that climb happens in maps, where monster density and scaling are built for it — grinding extra campaign zones for experience before the endgame is a low-yield trade compared to just reaching maps and leveling there instead.
Tip
Don’t backtrack through cleared acts to farm experience before you’ve unlocked maps. The campaign’s monster density and rewards are tuned for a forward push, not repeat farming — that’s what the Atlas is for.
Common Misconceptions About the PoE2 Campaign Route
“Maps open right after Act 4”
This is the single most common mix-up. Act 4 ends the numbered story acts, but the map device stays locked until all three Interludes are done. If you finish the Third Edict questline and nothing changes on your endgame options, you still have Interludes left, not a bug.
“You have to alternate between Sekhemas and Chaos”
You don’t. Either trial can grant every pair of ascendancy points on its own; they’re interchangeable paths to the same eight points, not a checklist you need to split between both.
“Rushing to level 70+ inside the campaign helps”
It mostly wastes time. The campaign’s zones aren’t built to reward over-leveling, and the level range you land in naturally (60 – 65) is exactly what the early Atlas expects. Pushing higher before maps just means grinding low-value content instead of moving on.
Our Take: Is the Four-Act, Three-Interlude Structure Good Onboarding?
Our Take
It works, but the naming is doing the confusion no favors.
Replacing a full Cruel-difficulty repeat with three shorter, story-driven Interludes is a genuine improvement — it avoids the old problem of grinding through identical zones twice. The friction is purely communication: calling something an “Interlude” makes it sound skippable, when it’s actually a mandatory gate to the entire endgame. Grinding Gear Games has already said more acts are planned down the line, and the Interludes are explicitly a placeholder for that future content, so expect this exact shape of the route to keep shifting.