The fourth act is the newly added content in Path of Exile 2 Patch 0.3. The act is full of cool surprises, funny conversations, and interesting characters. It looks amazing with detailed places like a flooded prison and tricky bosses that make the fights challenging but fun. This article walks you through how to unlock the Shoreline hideout, how to get and use the quest rewards, how to beat each boss, and a walkthrough PoE 2 Act 4.
Act 4 is a big addition in Path of Exile 2: The Third Edict Update. It brings new areas, challenges, and a storyline that picks up twenty years after the events of the first Path of Exile. The act centers around Kingsmarch, a vibrant city that will serve as the main hub. This city looks more detailed and atmospheric compared to its predecessor, reflecting the passage of time and changes in the world. Players will notice the improved visuals and the sense that this area is rich with history and new characters, including the mysterious Hooded One. From Kingsmarch, you will travel by boat to a series of islands, each offering unique environments and encounters. One of the most intriguing aspects of Act 4 is the freedom to choose which island to visit next. The islands level up dynamically depending on the order players tackle them, which means there isn’t a fixed path through the act. This non-linear progression allows for a variety of experiences, whether players prefer to take on easier areas first or dive straight into tougher challenges. The map includes places like Izaro's Prison, which features a powerful boss known as The Prisoner.
Where and How to Get to the Shoreline Hideout in PoE 2 Act 4?
The Shoreline Hideout in Path of Exile 2 is a safe spot you get during Act 4. It acts like your own little base where you can rest, manage items, and meet important characters. You can find it by completing a quest called Hostile Takeover, which you start by talking to an NPC named Ange in Kingsmarch. After defeating a boss named Diamora, Song of Death on Whakapanu Island, Ange will invite you to the Shoreline Hideout, making it your new base to return to anytime.
Reach Act 4 in the game’s story until you arrive at a town called Kingsmarch.
Look for Ange near the well in Kingsmarch, close to Rog’s shop. Talk to her to accept the Hostile Takeover quest.
Go to Whakapanu Island by traveling to the Singing Caverns area.
Fight and defeat Diamora, Song of Death, the boss inside the Singing Caverns.
Return to Ange in Kingsmarch and talk to her again. She will offer to teleport you to the Shoreline Hideout.
Fight all the enemies inside the Shoreline Hideout area.
Invite Ange to your hideout by talking to her once more to finish the quest.
Once done, you can teleport to the Shoreline Hideout anytime using waypoints or the Hideout button on the right side of your screen.
To get to the Act 4 hideout, begin by traveling to Whakapanu Island, which is around level 51. You will arrive on a beach. From there, head far to the west until you reach another beach. Near this beach, find a cave entrance and enter it.
Boss | Location | Rewards/Notes |
---|---|---|
Great White One | Whakapanu Island | Drops Shark Fin quest item |
Diamora, Song of Death | Singing Caverns | Weapon piece dropped |
The Prisoner | Solitary Confinement | Weapon piece, use Ballista in fight |
Scourge of the Skies | Shrike Island | Final Weapon piece |
Torvian, Hand of the Saviour | Arastas | Unlocks The Excavation entrance |
Benedictus, First Herald of Utopia | The Excavation | Defeat to progress Act 4 |
Tavakai, The Consumed | Heart of the Tribe | Three-phase boss fight; must be prepared |
How to Get and Use Shark Fin in PoE 2 Act 4?
In Path of Exile 2, the Shark Fin is a quest item you get after defeating the Great White One boss on Whakapanu Island in Act 4. It takes up space in your inventory, which can be a bit annoying since it occupies two by two slots.
To use the Shark Fin, you need to give it to an NPC named Kaimana, who is located in Ngakanu. When you hand over the Shark Fin, you complete the Tribal Medicine quest and get to choose a reward. You can pick an uncut skill gem, an uncut spirit gem, or a support gem. The support gem is often a good choice because it helps your skills in a simple way. Sometimes, Kaimana might not appear right away. If you don’t see her, keep playing and finish Act 4’s story first. After that, Kaimana will show up, and you can finally hand in the Shark Fin. You can find her either in Ngakanu or on a ship in the southern part of Kingsmarch once you complete certain quests.
1. Great White One
The Great White One lurks beneath the sands of Whakapanu Island, a massive beast that attacks with powerful physical strikes. It uses sweeping fist slams, tail whips, and leaps to close in on you. Throughout the fight, it submerges into the sand, creating dangerous pools filled with piranhas that slowly deal damage. When its health drops below half, it summons devastating shark tornadoes that throw piranhas in spirals, adding chaos to the arena.
How to Defeat:
Keep moving to avoid the initial close-range swipes and the wide tail spin.
Watch the sand pools carefully; avoid standing in them to prevent ongoing damage.
When the boss leaps toward you, dodge sideways to avoid the bite.
Once below 50%, stay alert for the Sharknado tornados and keep at range, moving in circles to avoid the spiraling piranhas.
Use ranged attacks or hit-and-run tactics to chip away at its health safely.
2. Diamora
Diamora resides in the Singing Caverns, wielding cold and physical attacks. She strikes swiftly and can submerge to leap twice at you, leaving hazardous waterspouts behind. She summons geysers that chill and damage, crashes waves that deal heavy cold damage, and fires a powerful water jet. Once weakened to half health, she sings a petrifying siren song while summoning smaller monsters to overwhelm you.
How to Defeat:
Stay near the arena entrance to avoid her double leap attack.
Dodge the waterspouts and geysers by moving constantly—standing still means taking cold damage over time.
When she summons crashing waves, back away rapidly to avoid heavy hits and chill effects.
Watch for the water gun attack and sidestep it.
After 50%, avoid the siren’s beam by moving out of its wide cone and quickly deal with the spawned monsters before focusing back on Diamora.
Prioritize mobility to handle her crowd control and cold damage.
3. The Prisoner
Found in the Abandoned Prison, The Prisoner is a brutal foe combining physical and cold damage. He attacks with powerful slams and swipes, then pulls a large bolt from his chest to use as a weapon mid-fight. He creates ice shards, frozen spikes, and wide area slams, along with charging attacks. At 50% health, you can hit him with ballista bolts placed around the arena to stagger him and disrupt his attacks, but he becomes more dangerous as the fight progresses.
How to Defeat:
Dodge his foot slams and arm swipes by maintaining distance and moving unpredictably.
When he summons ice shards and frozen spikes, move out of the marked ground areas quickly.
Use the ballistae around the arena to fire at him when he is staggered at 50%, interrupting his attack patterns.
Be prepared for his empowered attacks after pulling out the bolt, including forceful waves and freezing rings—stay mobile to avoid damage.
At 25%, avoid blood tendrils and large area slams by keeping track of his animations and staying on the move.
Time your attacks between his heavy hits, and be ready to dodge at short notice.
4. Scourge of the Skies
The Scourge of the Skies haunts Shrike Island, attacking with sharp pecks and brutal physical moves. It rolls and flails to cause damage and fires projectiles of blood that cause overlapping damage zones. It can slam the ground to create spikes and sprays blood in multiple directions. Throughout the battle, it spawns small plaguelings that aggressively chase you.
How to Defeat:
Stay alert for the rolling flail attack and dodge sideways to avoid damage and projectiles.
Avoid standing in the blood pools left after its slam attacks to prevent damage over time.
When it sprays blood, move out of the spread areas quickly.
Keep track of spawned plaguelings and take them down swiftly to reduce pressure.
Position yourself to avoid the rain of blood and bodies by moving constantly and dodging the falling hazards.
5. Torvian
Torvian, found in Arastas, is a fierce warrior wielding twin axes. He throws spinning axes and executes flurries of attacks. He can leap slam to close distance and toss boulders to empower himself via nearby casters. Throughout the fight, walls appear that slow you down if crossed. Once below 25% health, he gains powerful new abilities, including a rotating beam of fire and explosive axe throws.
How to Defeat:
When Torvian throws a boulder, aim it at the caster platforms to stop their buffs from activating.
Move clockwise around the arena to efficiently interrupt caster buffs before they fully empower him.
Avoid walking through the slow walls to maintain mobility.
Conserve your strongest damage abilities for his final phase after 25%, when he gains multiple buffs and new attacks.
Stay mobile to dodge the rotating beam and explosions, and burst him down quickly in this phase.
6. Benedictus
Benedictus fights in The Excavation with a mix of physical, fire, and lightning damage. He uses a staff to hurl rocks and a lightning whip for ranged strikes. He teleports to create damaging mazes and summons electrified boulders that explode if you get too close. As the fight progresses, the arena shrinks, increasing pressure.
How to Defeat:
Focus on raising your lightning and physical resistance heavily before the fight.
Watch for the maze attacks and run through the orange gates to avoid taking massive damage.
Stay away from the electrified boulders, and try to destroy them before they explode.
When the arena shrinks, use the smaller space to your advantage by staying mobile and avoiding his meteor strikes.
Dodge his lightning whip beam by rolling at the right moment or positioning behind him.
Take the fight cautiously, clearing pillars and dodging attacks patiently.
7. Tavakai, the Chieftain
Tavakai battles in the Heart of the Tribe with a variety of elemental damage types and a powerful axe. He performs multiple swings, jade eruptions, leaps and uses a grappling hook to pull players close. Throughout the fight, he summons jade statues that later animate and attack. He calls upon ancestor spirits that bring additional hazards. The fight evolves through multiple phases, with increasing difficulty and complex area control.
How to Defeat:
Move away quickly when you hear the cue for his jade slam to avoid massive area damage.
Dodge his leap slam and ground eruptions by staying agile and avoiding the jade statues he leaves behind.
When pulled by his grappling hook, be ready to defend or escape quickly from his follow-up attacks.
Destroy jade statues before they activate to reduce pressure.
During his second phase, avoid the multiple elemental hazards from his ancestors by staying in cleared areas and moving constantly.
As the fight reaches the final phase, watch for his blood crystal explosions and leap slams, finding safe spots to avoid heavy damage.
Keep your distance during his blood volley and use bursts of damage when he is vulnerable.
1. Kingsmarch
Kingsmarch serves as the main town hub in Act 4. Here, you meet important NPCs such as Doryani, Alva, Makoru, and Rog. The town features vendors, a salvage bench, and a currency exchange. Players receive quests and interact with the hideout system here. It’s also the point where you set sail to various islands and zones. The environment is built up with the remnants of previous activity and offers various services needed for gearing and crafting.
2. Whakapanu Island
This tropical island acts as the first major exploration zone of Act 4. Upon arrival, you land on a beach teeming with wildlife like quill crabs and elephant tortoises. The island is quite expansive, featuring multiple checkpoints and hidden areas such as the Singing Caverns. The Great White One, a shark-like boss lurking in the waters, challenges players here. The island offers opportunities to gather unique items and ascendancy skill gems while navigating through an open environment filled with both aquatic and land-based threats.
3. Singing Caverns
The Singing Caverns are a mysterious underground cavern system found on Whakapanu Island. It serves as the lair of Diamora, Song of Death, a water-themed boss with lightning and cold resistances. The caverns are marked by pools of water, pulsating enemies, and environmental hazards like water pillars. Players will find a waypoint here, making it easier to travel between zones. The boss fight involves managing summoned minions and avoiding chilling effects while dealing damage.
4. Abandoned Prison
An eerie and water-flooded prison complex, it features slow-moving waves of water that drastically reduce movement speed. This area hides the entrance to Solitary Confinement, where players face The Prisoner boss. The prison is filled with undead and cursed enemies, requiring careful navigation and the use of the environment, such as ballista turrets, to overcome the challenges within.
5. Solitary Confinement
A dark, heavily fortified subsection of the Abandoned Prison, Solitary Confinement contains The Prisoner boss fight. This encounter demands tactical use of the ballista located in the area to weaken the boss effectively. The environment is claustrophobic, with water hazards and waves that slow movement, increasing the fight's difficulty.
6. Shrike Island
Shrike Island is accessible by sea and features a narrow bridge leading to the Scourge of the Skies, a large bird-like boss. The island is linear in design, making it easy to navigate, but players must be prepared for fast-paced combat and flying enemy attacks. Defeating this boss grants the last piece of the weapon needed to progress in Act 4.
7. Arastas
A zone marked by a church and surrounding areas filled with hostile forces. Players meet Missionary Lorandis here and face an ambush upon exiting the church. The area culminates in the boss fight against Torvian, Hand of the Saviour. This fight is a gateway to deeper exploration in The Excavation.
8. The Excavation
An archaeological dig site featuring a circular arena where Benedictus, First Herald of Utopia, awaits. The excavation zone is filled with enemies and checkpoints, requiring players to advance carefully. Victory here is necessary to access the Excavated Site and continue the main storyline. The environment is dusty, with active diggers and ancient relics scattered throughout.
9. Ngakanu
A coastal city reached by sailing from Kingsmarch. Ngakanu is characterized by waves of enemies and is the location for the final stages of Act 4. Players navigate through crowded streets and docks to reach the Heart of the Tribe.
10. Heart of the Tribe
The final area in Act 4, this location houses the Tavakai, The Consumed boss. This multi-phase fight tests the player’s endurance and skill. The zone is tribal-themed with dense foliage, ceremonial structures, and a sense of primal danger.
After finishing Legacy of the Vaal, speak with Doryani near the Gateway in Utzaal, then return to Ziggurat Encampment to talk to both Doryani and Alva, which will teleport you to Kingsmarch.
Move deeper into Kingsmarch and converse with Makoru to prepare for your journey across the sea.
Head to Whakapanu Island first to secure the Shoreline Hideout and defeat the Great White One to collect the Shark Fin quest item.
Locate the entrance to the Singing Caverns near a checkpoint, then defeat Diamora, Song of Death to obtain a Weapon Piece.
Sail to the Abandoned Prison and push through the slowing waters until you find the Solitary Confinement entrance.
Enter Solitary Confinement, find the Fortified Door, and take down The Prisoner using the Ballista to claim another Weapon Piece.
Traverse Shrike Island until you reach a narrow bridge and defeat the Scourge of the Skies for the final Weapon Piece.
Return to your ship, talk to Makoru, and sail onward to Arastas to unlock a new checkpoint.
Visit the nearby church in Arastas, talk to Missionary Lorandis, and follow him inside.
Exit the church and break the forcefield, then fend off the enemy ambush that follows.
Continue through Arastas to confront and defeat Torvian, Hand of the Saviour, which grants access to The Excavation.
Enter The Excavation, reach the circular arena by the checkpoint, and defeat Benedictus, First Herald of Utopia.
Afterward, proceed into the Excavated Site to witness The Hooded One reforging the Weapon.
Teleport back to Kingsmarch, speak with The Hooded One, then board the ship with Rhodri and sail to Ngakanu while fighting off enemies.
Find the entrance to the Heart of the Tribe on the opposite side of Ngakanu and enter.
Navigate through the Heart of the Tribe and defeat the three-phase boss, Tavakai, The Consumed, who will be cured afterward.
Return to Kingsmarch once more, watch the concluding cutscene, and talk to The Hooded One to complete Act 4.
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