Path of Exile Flashback Zone Layout Cheatsheets Guide
Table of Contents
- Disclaimer
- Explanation
- Act One
- Act Two
- Act Three
- Act Four
- Act Five
- Act Six
- Act Seven
- Act Eight
- Act Nine
- Act Ten
- Conclusion
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Disclaimer
These cheat sheets are just a personal collection of zone layouts and small pointers to try to
speed up my leveling. I got the info from Engineering Eternity’s videos. You can find his
channel here and the playlist for this specific subject here, or click the title for each act to get
the link to the videos. I thought some of you might like this to use it as well, so I shared it here
after asking for permission, thank you for this!
The images provided are all Engineering Eternity’s (except the monstrosity in act 10 for The
Ravaged Square, that’s my creation), I did not make these as they were readily available (thanks
for this!) and better than what I could do. Should any info be outdated or wrong, this is more
than likely all on me as the first videos are almost a year old, so I might have missed changes
made to the game after the video, or I might have made a personal error. I will read constructive
criticism to try to get most of this corrected and/or to improve this in general.
There are many pages, but there are many blank spaces as I prefer a clean look with
uninterrupted tables, but I hope it’s useful. Enjoy this and have fun in the Flashback Event and
maybe for however long this collection could be relevant.
If you need more in-depth info, check out the videos linked in the act titles. In the description
there is also a written guide if you prefer that format, or want it after watching the video.
Explanation
The notes are mostly just personal notes, these might require some basic understanding of the
game and/or zones in it to make sure the notes didn’t get too long.
The notes describe layout behavior and tips for each act/zone. The diagrams illustrate common
patterns like circular, linear, or mixed layouts, and where to find waypoints, trials, and exits.
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Act One
The Coast
Green circles indicate the area in which the quest items are grouped. Little rivers connect the three items.
This layout is always a circle.
Note: Stick to the right side, following the wall.
Note: I do this first for an easier Hailrake, claim flask at level four.
Note: The side without a cliff is the shortest way.
Mud Flats
This layout is always linear, there are little totems on one side of the waypoint, this side will always be the side at which the exit is located.
Note: Find the bridge and place a portal.
Note: Go to the town at the waypoint, take the portal and find the Flooded Depths.
Note: Go to town for rewards after killing the Deep Dweller.
Tidal Island
This layout is always a circle.
Note: I do this first for an easier Hailrake, claim flask at level four.
Note: The side without a cliff is the shortest way.
Submerged Passage
This layout is always linear, there are little totems on one side of the waypoint, this side will always be the side at which the exit is located.
Note: Find the bridge and place a portal.
Note: Go to the town at the waypoint, take the portal and find the Flooded Depths.
Note: Go to town for rewards after killing the Deep Dweller.
The Ledge
This layout is always linear, there are little totems on one side of the waypoint, this side will always be the side at which the exit is located.
Note: Follow the road to the center; activation details vary depending on route.
Flooded Depths
This layout is linear; exit is usually to the right or left depending on path chosen.
Note: Follow the road and take the exit toward Flooded Depths.
The Climb
A couple of small branching routes; use the left/or right depending on speed and objective.
The Lower Prison
Multiple corridors; navigate to the waypoint and then to the exit.
The Upper Prison
More linear, with a potential trial opportunity near the end.
The Prisoner’s Gate
Note: Run top right and free Navali.
The Ship Graveyard
Note: Look for the side of the road that has the ledge down, usually on the right side.
Note: Look for waypoint first, then find Fairgraves, and move away from the plateau, generally up or down.
Note: At waypoint, port back to The Ship Graveyard to either find the cave or hand in Allflame and get rewards.
The Cavern of Wrath
Note: Often bottom right, you can follow the spirits, if you see piles of gold you’re close to Merveil.
The Cavern of Anger
Note: This area often includes multiple paths with totems and a circle-like layout.
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Act Two
The Southern Forest
Linear layout.
The Old Fields
Linear layout.
The Crossroads
Linear layout.
Note: Follow the road.
Chamber of Sins 1
Linear layout.
Note: Go to the center of the zone, always left or right. Activate waypoint and follow the hallway next to the waypoint.
Chamber of Sins 2
The gray circles indicate the center area.
Note: Always go up and right, do the trial in top left or do it later when you need it and are faster.
Broken Bridge
Linear layout.
Note: Follow the road to the right.
The Riverways
Linear layout.
Note: Follow the road, have mobility skills to jump over bridges, activate waypoint. The entrance to the Wetlands is always on the opposite side of the road from the waypoint.
The Western Forest
Linear layout.
Note: Follow the road, Alira is on the side of the waypoint where the road has a broken section. Go back to the road for The Way Forward quest. The entrance to The Weaver's Chambers can be found on the opposite side of the road from Alira, trees covered in spiderwebs indicate that you're close to the entrance.
Weaver’s Chambers
Note: Go left when the left path spawns, otherwise loop around right side. Kill Weaver for the reward, then claim The Way Forward skillpoint.
The Wetlands
Linear layout.
Note: Kill Oak in center, then go to the left side until the Waypoint is visible with the passage next to it.
Note: Go to town for rewards after killing the Deep Dweller.
The Vaal Ruins
Note: Try to determine the direction, then zig and zag accordingly through the ruins.
The Northern Forest
Linear layout.
Note: Go to the top right by following the shoreline.
The Caverns
Somewhat linear layout.
Note: Pretty much guessing where the exit spawned.
Ancient Pyramid
Note: Exits are usually diagonal from entrance.
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Act Three
The City of Sarn
Linear layout.
The Slums
Note: Don’t forget to talk to Clarissa.
The Crematorium
Note: Find the grates to the sewers, then take the stairs down, follow it until you have stairs up, then it’s fairly linear.
The Sewers
Note: Pick up the bust before the waypoint, after it is another, up and left is the last bust, up and right is the exit.
The Marketplace
Note: Usually up and right, go through the statue hall, check the waypoint (trial nearby it) and move on to find the exit.
The Battlefront
Note: First image is to spool and docks, second to Solaris.
The Docks
Note: Usually left side, sulphite is down some stairs.
Solaris Temple 1
Note: Linear layout, follow the carpet until the exit.
Solaris Temple 2
Note: Somewhat linear, follow carpet, can have dead ends.
The Ebony Barracks
Note: First image is to Lunaris, second to The Sceptre of God.
Lunaris Temple 1
Note: Pretty linear, follow the carpet, don’t forget waypoint.
Lunaris Temple 2
Note: Layout differs a lot, very generic map drawing. If you see stairs, go up these as this is the right path, then find more stairs, until you reach a larger area, there will be carts on both sides, pick the side where there is only one.
Imperial Fields
Note: Follow the road until the end.
Solaris Temple 1
Note: Go down and left, then up and left, there is a waypoint on the path.
Solaris Temple 2
Note: Follow the carpets, quest boss Dawn at the end, capped fire resistance is recommended.
The Lunaris Concourse
Note: Go up and right for the waypoint, then up and left for the entrance.
The Harbour Bridge
Note: Go top right to find the arena with Solaris and Lunaris, capped fire and cold resistance is recommended.
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Act Four
The Aqueduct
Pretty much linear.
Note: Go upstream and cross over when the path ends.
The Dried Lake
Note: Kill Voll on one of the three spawns
The Mines 1
Fairly linear.
Note: Exit is usually in top left corner.
The Mines 2
Note: Varied layout, and many dead ends and you should look for the spirit too; if you found the exit before the spirit, leave a portal and continue.
The Crystal Veins
Note: Loop around bottom right to go to the top left end. Use waypoint to go to Highgate if you made a portal to search for the spirit.
Daresso’s Dream
Note: Move towards the top right, some dead ends.
The Grand Arena
Linear layout.
Note: Move down left from waypoint, then follow path.
Kaom’s Dream
Note: Look for passages and bridges, follow those.
Kaom’s Stronghold
Note: Look for stairs and bridges, follow those.
Belly of the Beast 1
Note: Aim for top left, many dead ends.
Belly of the Beast 2
Note: Aim for top left, many dead ends.
The Harvest
Note: Always one boss on right side, two on the left, random boss position, waypoint is number 1, bosses are 2, 3 and 4.
The Ascent
Note: Go up and right, cross the bridge and follow the road to a small passage to the exit.
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Act Five
The Slave Pens
Note: Go all the way down, then left.
The Control Blocks
Note: Go top left for the miasmeter, then up and right.
Oriath Square
Note: Go top right until you cross the bridge, then down.
The Templar Courts
Note: Loop around clockwise.
Chamber of Innocence
Note: Go up and left, and spiral counterclockwise.
The Torched Courts
Note: Loop around counterclockwise.
The Ruined Square
Note: Loop around clockwise.
The Ossuary (1)
Note: Find multiple quest items in corners of the zone.
The Reliquary (2)
Note: The item is always on the edge or a corner; to my experience it’s mostly the right side.
Cathedral Rooftop (3) and the End of Part 1
Linear zone, run top left and kill Kitava.
Note: Before accessing this, and killing Kitava, consider running your first labyrinth before the resistance penalty, making sure your fire resistances will be (close to) capped for act six is recommended as well.
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Act Six
The Twilight Strand
Linear layout with some small rooms in the cliffs possible.
Note: This area and doing the quest is optional, this opens a level 1 gem vendor, I suggest to skip this unless you are solo self-found or do not want to trade for some gems.
The Coast
The right side of the zone; progress to the top right corner to access the next areas.
The Mud Flats
Kill the Dishonoured Queen (1) on the right side to get the key to open the gate to the next zone (2) on the left side.
The Karui Fortress
Follow the right hand side if you feel ready for Tukohama, capped fire resistance is suggested, alongside a good life pool. If you wish to take on Tukohama for the passive point and pantheon power later, follow the left hand side.
The Ridge
Follow the path until you can go right, then follow that path until you have a long path up left.
The Lower Prison
You usually want to go down or left towards the exit, there is a trial here, but it is fairly close to the waypoint if you want to do it later.
Shavronne’s Tower
This zone has multiple variations, but they’re all fairly linear, made up out of four mini zones.
1. Follow the halls
2. Travel around or over the center thin bridge
3. Travel around and reach the middle bridge area to find the ladder to the rooftop.
4. Follow the ladder to the rooftop.
Prisoner’s Gate
Note: There is a waypoint in this zone, this is optional but might be useful.
The Western Forest
Follow the road to the Riverways.
The Riverways
Note: Follow the road, Alira is on the side of the waypoint where the road has a broken section. Go back to the road for The Way Forward quest. The entrance to The Weaver's Chambers can be found on the opposite side of the road from Alira, trees covered in spiderwebs indicate that you’re close to the entrance.
The Wetlands
Note: Stick to the left hand side and find the entrance to The Spawning Ground. Having some physical mitigation and good life flasks is useful.
The Southern Forest
Note: Follow the right hand wall until you find The Cavern of Anger.
The Cavern of Anger
Note: Don’t forget the black flag upon entering this zone. Head down then up first, then go right, the exit can be up or down.
The Beacon
Note: Follow the shoreline until you reach the beacons.
The Brine King’s Reef
Note: Follow the left hand shoreline to the boss arena. Capped cold and lightning resistance is strongly recommended. Physical mitigation is very useful too.
The Sarn Ramparts
Note: Follow the road until the end.
The Toxic Conduits
Note: Direction depends on which side you want to do first. The Grand Promenade is on the left, The Quay on the right. This guide will go left first.
The Grand Promenade
Note: Wall-follow the right hand side.
The Bath House
Note: There is a trial here, and there Wings of Vastiri quest, there is also a way to the Yugul god fight (2), but I would suggest doing this later. The exit is always on the right side.
The Lunaris Concourse
Note: Go up and right for the waypoint, then up and left for the entrance.
The Lunaris Temple 1
Note: Follow the carpets until the end, activate the waypoint.
The Lunaris Temple 2
Note: Layout differs a lot, very generic map drawing. If you see stairs, go up these as this is the right path, then find more stairs, until you reach a larger area, there will be carts on both sides, pick the side where there is only one.
The Imperial Fields
Note: Follow the road until the end, then keep on going that direction.
Solaris Temple 1
Note: Go down and left, then up and left, there is a waypoint on the path.
Solaris Temple 2
Note: Follow the carpets, quest boss Dawn at the end, capped fire resistance is recommended.
The Lunaris Concourse
Note: Go up and right for the waypoint, then up and left for the entrance.
The Harbour Bridge
Note: Go top right to find the arena with Solaris and Lunaris, capped fire and cold resistance is recommended.
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Act Seven
The Broken Bridge
Linear layout.
The Crossroads
Note: Don’t forget the waypoint, this zone leads to two new zones. Go to The Fellshrine Ruins (1) first.
The Fellshrine Ruins
Note: Follow the road, down right until then end, then go up right.
The Crypt 1
Note: There is a trial in this zone. Open the sarcophagus for the exit.
The Crypt 2
Note: The layouts for 1 and 2 are connected, use the same map seed, eg. if you have the second layout in The Crypt 1, use the second image in The Crypt 2. When you find the map, use go to the town and use the waypoint to The Crossroads.
The Chamber of Sins 1
Note: This is works just like in act two, loop around to the center, then activate the waypoint and use your map in the map device and continue through the portals. After killing Maligaro, you return here and go through the hall behind the waypoint to find the exit.
Maligaro’s Sanctum
Note: Follow the edges of the zone, and cross the bridges you encounter until you find the arena (Maligaro’s Workshop). Capped lightning resistance is recommended. Use a portal scroll to port out to Silk.
Chamber of Sins 2
Note: There is a trial in this zone on the left side. Go to the top right side, until you find the exit.
The Den
Note: Fairly simple, you will usually want to go to the top left or right to find the exit to The Ashen Fields.
The Ashen Fields
Note: There is a trial here. Left hand wall follow to find the quest item and trial.
The Northern Forest
Note: Always go up and right, do the trial in top left or do it later when you need it and are faster.
The Dread Thicket
Note: Follow the left side for The Dread Thicket; wall-follow the right side for The Causeway.
The Causeway
Note: Go up diagonally until you spot barricades at exit.
The Vaal City
Note: Just like the pyramid in act two, go diagonally to exits. Boss fight at the end, capped lightning resistance is recommended.
The Temple of Decay
Note: Long zone, with multiple levels.
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Act Eight
The Sarn Ramparts
Linear layout.
The Toxic Conduits
Note: Left hand wall-follow to the stairs, go up the stairs and follow the wall to the end.
Doedre’s Cesspool
Note: Watch the black paint on the floor as you enter the zone to see in which direction it points you.
Toxic Conduits (Waypoint)
Note: Try to find the path that doesn’t have a dead end, this should lead you all the way to the exit.
The Grand Promenade
Fairly static and linear zone.
Note: Static layout, direction depends on which side you want to do first. The Grand Promenade is on the left, The Quay on the right. This guide will go left first.
The Bath House
Note: Wall-follow the right hand side.
The Lunaris Concourse
Note: There is a waypoint in this zone, this is optional but might be useful.
The Lunaris Temple 1
Note: Go up and right for the waypoint, then up and left for the entrance.
The Lunaris Temple 2
Note: Follow the carpets, quest boss Dawn at the end, capped fire resistance is recommended.
The Quay
Note: Go up and right for the exit, loot Kishara’s star near the exit.
The Grain Gate
Note: Find and follow the thick walls to guide you to the exit.
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Act Nine
The Blood Aqueduct
Linear layout.
Note: Go to the top left, cross the bridges on dead ends. This zone might be worth farming for Humility cards on your leaguestarter.
The Descent
Note: Go up right to the supply hoist, then down left to another hoist, then up right to The Vastiri Desert.
The Vastiri Desert
Note: Go right to the waypoint, then top left (1) for the Foothills. If you want to kill Shakari, go right to (2) for the Oasis, then get the quest item in town and enter the zone.
The Oasis
Note: Left or right hand wall follow, depending on bottom or top being the dead end at the entrance.
The Foothills
Physical mitigation recommended.
Note: Head up to find the waypoint, go to (1) to get the quest item in The Boiling Lake, then to (2) for The Tunnel to continue the story.
The Boiling Lake
Note: Go to the top right zone for the quest boss, if you spot petrified men, you are close. After killing the Basilisk, go to town and teleport to the waypoint in The Foothills and go to the top left corner of the zone.
The Tunnel
Boss arena only.
Note: There is a trial in this zone. Go up left, if you come across the waypoint you’re on the right path.
The Quarry
Note: Activate the waypoint at the center, go to Shrine of the Winds first (2), then the refinery (1).
Shrine of The Winds
Note: Physical mitigation is recommended, alongside a good life pool and movement speed/skills.
The Refinery
Note: Follow the cart tracks to the building top right for the quest boss, capped lightning resistance is recommended. Portal to town and waypoint back to The Quarry.
The Belly of the Beast
Note: Try to reach the top left part of the zone in The Belly of The Beast, this leads to The Rotting core which is fairly static, and where you will want to go top left again, then you have The Black Heart where there are three boss zones with a linear path to them. Kill ‘em all, then fight the Depraved Trinity act boss after entering at the center.
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Act Ten
The Cathedral Rooftop
Linear layout.
The Ravaged Square
Note: Left hand wall-follow, skip the first opening, take the second and cross the bridge (red part), left hand wall-follow to the waypoint.
The Ossuary
Then go to the Ossuary (1), after that the Torched Courts (2). Optional are the Reliquary (3, quest for rare belt) and the Control Blocks (4), quest with boss for a passive point. Finish by going through The Canals (5). Do your cruel labyrinth before going to the Canals as killing Kitava will lower your resistances.
The Torched Courts
Large fairly static layout, random quest item spawn location, movement skills that can cross gaps recommended.
Note: Left hand wall-follow.
Note: Right hand wall-follow until you come to a crossroads with four pillars, then go straight and up.
Note: The item is always on the edge or a corner, to my experience it’s mostly the right side.
The Desecrated Chambers
Note: Right hand wall-follow until you come to a crossroads with four pillars, then go straight and up.
The Reliquary
Note: The item is always on the edge or a corner, to my experience it’s mostly the right side.
The Control Blocks
Optional, static layout, quest boss for a skill point.
The Canals
Fairly linear layout.
The Feeding Trough
Linear layout.
The Belly of the Beast
Note: Follow the cart tracks to the building top right for the quest boss, capped lightning resistance is recommended. Portal to town and waypoint back to The Quarry.
Note: The Rotting core is fairly static; the exit leads to The End. If you reach the end, you will encounter The End Boss and unlock maps.
Conclusion
Congratulation! You’ve made it to maps, GGG owns your soul now, have fun!
There are plenty of resources available (eg. on YouTube) if any help is needed with maps.
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