Elex 2: Major cities - where are they? Elex 2 guide, walkthrough
This page of the Elex 2 guide shows the locations of the main cities from the world map and tells you the conditions for accessing them.
Last update: 28 June 2022
This page of the guide to Elex 2 contains a list of the main cities where friendly NPC live, and where you can find e.g. quest givers, skill trainers, merchants and leaders of the main factions. We have also prepared a world map with city locations and information on what cities and districts are available.
Basic information
All major cities in the game world listed below are also headquarters of different factions. When visiting a given city, you can get acquainted with the members of a given group. This doesn't mean, however, that you should avoid them if you're not interested in a given faction, because you can still visit various merchants or complete some side quests unrelated to the faction. We recommend exploring each new city carefully and talking to all people with unique names to discover as many missions, skill trainers and merchants as possible.
You can't visit all places right away. Smeone may stop you when you'll be trying to enter a higher district or a restricted area. Each city may have different ways of unlocking restricted areas; we've described these obstacles further down this page.
When you first visit each faction's headquarters, one of its members should offer you a tour. It can be a good way to quickly learn about the most important areas of a given location, although it is better to explore everything yourself. Watch out when you get the tour offer in the Fort, however, as it may get you in trouble - we have described it in more detail on the page Striker in Fort - should you pay him?.
Look for the teleporter at the entrance to each city. By activating it, you will be able to easily return to a given city, e.g. while solving related quests. There may also be other teleporters in the area - e.g. next to the bunker in the Fort.
World map - cities
The map above shows the most important locations on the world map. These are:
- Fort - location 1
- Grotto - location 2
- Crater - location 3
- Depot - location 4
- Castle - location 5
- Bastion - location 6
We've described all these cities further down the page - you can find out i.a. how to get full access to them and what factions are inside.
Fort
The fort is the HQ of the Berserkers. It is located in the central part of the map, to the west of the location you'll be in after completing the prologue. As a result, it should be one of the first locations you'll visit.
The Fort is the only location completely inaccessible from the very beginning. During your first visit, you need to talk sbout this to Gardar at the north entrance. You can find out about the ways to enter the Fort on the page Fort - how to enter?. In short: you will need to complete tasks for two important members of the Berserkers - Scrappy and Thorhilda. Only then will Jax's entrance to the Fort be justified.
This isn't the only difficulty because you also need to gain access to the upper district of the Fort, which will be guarded by Lothar by default. As a reminder, you need to complete the Berserkers' Trust mission to have Mater, Thorhilda or Tilas be favorable to you, and to be able to meet the Rat in his bunker.
Theoretically, you can get to the Fort and the upper district e.g. by flying over the wall with the jetpack. However, this is not a good method, because Jax will be stopped by the first guard you meet and you will be sent outside. You must ultimately focus on unlocking permanent access.
Grotto
The Grotto is the HQ of the Morkons. It is located in the eastern part of the map, east of the location you'll be in after completing the prologue. As a result, it should be one of the first locations you'll visit.
The Grotto can be quite confusing. You shouldn't explore the ruins on the surface. Instead, you have to locate the entrance to the underground city presented in the picture above. You can bypass the machines and go straight inside. You will be welcomed by Dimitry and Marat. Dimitry will lead you to Khan, the leader of the Morkons. Next, you will be able to roam freely through most of the Grotto.
Initially, some of the lowest areas of the Grotto will be inaccessible, e.g. the basement and the underground cathedral. Morkons who guard the passages to these areas can stop you if you want to enter. You will gain access to these locations primarily during the Morkon Values quest, which is linked to joining this faction, but you don't have to complete it right away. You can delay the final decision about joining the Morkons; access to the new zones will be unlocked anyway.
Crater
The Crater is the HQ of the Outlaws. It is located in the central part of the map, north of the Bastion and near the border with the northern snow-covered areas. On your way to the big junkyard, you can come across stronger monsters and bandits (including a group guarding the eastern road), but you can avoid them without starting a fight.
The main entrance to the Crater is on its southern side, next to the teleporter. Upon your first visit, you will be welcomed by the guard Darius, who will tell you that you can freely enter the city and give you a free bag of elexit. A boy named Squirt will offer you a tour of the Crater (note - he will try to cheat and rob Jax).
The upper district of the Crater is inaccessible at first, and the only passage to it is guarded by Xander. If you don't want to wait until you make enough progress in the main storyline that will allow you to enter the district, you can bribe him. Theoretically, it allows you to enter it once, but from the moment you pay the bribe, you can avoid Xander by using a jetpack. You won't be harassed by other guards in the upper district.
Depot
The Depot is the HQ of the Albs. This base is located in the northern part of the world map, in snow-covered areas. On the way to the Depot, you can encounter significantly stronger monsters, the most of which are in the ruins of residential buildings south of the Albs' base. Fortunately, you can avoid enemy creatures without starting a fight.
The main entrance to the Depot is in its southern part. Radyk will welcome you upon your first visit, and he'll suggest you take part in a tour of the most important locations of the Albs HQ. From now on, you will be able to explore the base freely - there's nothing else you have to to to access it.
Castle
The Castle is the HQ of the Clerics. It is located in the central part of the map, to the north-west of the Bastion, near the border with snowy areas. You should be able to reach the eastern entrance to the Castle without too much trouble. You can, of course, avoid any possible fights.
During your first visit to the Castle, Alex will stop you when you try to use its main eastern entrance. You don't have to worry that she'll react negatively - Alex can show Jax around and also take him to Hagen. After the meeting, you will be able to roam freely around the Castle.
Bastion
In the initial phase of the campaign, Bastion will become a base for Jax and his allies, i.e. for the group that calls itself The 6th Power. It is located in the central part of the map, to the north of the location you'll be in after completing the prologue.
Bastion is quite an unusual location. When you discover it, only Adam will be here, who saved Jax during the prologue. More people will arrive here over the course of the campaign. This primarily refers to recruited companions who can wait in the Bastion until you add them to the active team. In addition, other NPCs related to the progress of the story will start to appear.