Chaos cubes locations: the full path-of-the-voyager map guide
Finding every one of the 70 chaos cubes locations in Fortnite Chapter 7 Season 2 is a self-contained quest loop built around a single, very simple action: walk into a glowing orange cube. The trick is not the interaction itself but the navigation, because the cubes are scattered across most of the named points of interest on the current island, and the path-of-the-voyager quest does not hand you an ordered route. The chaos cubes locations act as a soft tour of the new Chapter 7 Season 2 map, and understanding how the quest is structured helps you plan a run that clears a large cluster in one drop rather than bouncing across the entire island three times in a single match.
This guide is written for a player who already understands core Fortnite mechanics, such as harvesting materials with the pickaxe, opening chests, rotating between zones, and reading the in-game minimap. We will look at how the quest is unlocked, what each cube actually does, the best rotation strategies for different drop styles, and how to handle the small edge cases that frequently trip up first-time runners, including the cubes hidden under breakable floors and inside furniture. The For additional context, full chaos cubes locations list on IGN’s Path of the Voyager guide is the most useful single reference for raw coordinates, and we will use it alongside the broader quest design to give you a workflow that scales from solo runs to coordinated squad clears.
One quick note on terminology. The cubes you pick up in this quest are quest items, not weapons, not building resources, and not consumables. They occupy a quest slot, they cannot be dropped, traded, or stored, and they only persist for the duration of the match. If you die before banking a checkpoint, you will need to retrace your steps, which is why route planning matters more than mechanical skill for this quest.
How the path-of-the-voyager quest works
Path of the Voyager is a seasonal quest that becomes available once the Showdown storyline for The Foundation and the Ice King has progressed past its opening phase. The quest is not gated behind a single hard prerequisite, but it does require that you have access to the current Battle Royale map and that the Showdown live event has been triggered for the season. Once active, the quest sits in your quest log with a simple objective: collect a set number of chaos cubes during a single match. The exact threshold you must clear to register progress varies slightly by quest step, but most steps ask for five, ten, or twenty cubes at a time, with the final step rewarding completion of the full 70.
The quest is a tracker quest, not a sequential story quest. You are not required to pick up the cubes in any specific order, you are not required to visit any particular named location first, and the quest does not time out if you spend several matches partially completing it. Each match contributes to your overall completion count, and the seasonal tracker tallies every cube you have ever collected in the active season. This is a forgiving design and it is the reason most players finish the quest in two to four focused sessions rather than in a single marathon run.
Where the quest becomes tricky is the in-match pickup count. Because the cubes do not bank until you either extract or survive, a player who gets eliminated late in a match may walk away with nothing counted. The safest approach is to plan rotations that allow you to escape the storm or to reach a vehicle before the final circle closes in on a high-density cube area.
What a chaos cube actually looks like in the world
Each chaos cube is a small, glowing orange geometric object, usually about the size of a loot chest, with soft particle effects drifting off its surface. The cubes are emissive, which means they cast a small amount of light on nearby walls and floors, and they are visible from surprisingly long distances if you are looking in the right direction. A useful way to spot them at range is to scan rooflines and elevated surfaces; many of the cubes are placed on mantelpieces, on the top shelves of shops, on top of vending machines, and on the dashboards of parked vehicles.
When you get within roughly fifty meters of a chaos cube, a marker appears on the screen as a small exclamation point. The marker is similar to the one used for quest items in other seasonal quests, and it points toward the nearest cube in your immediate vicinity. The marker is helpful but not always precise, especially inside multi-story buildings where vertical position is not indicated. In practice, the exclamation point is best treated as a direction indicator; once it appears, slow down and look for the orange glow rather than running straight at the marker.
To pick up a cube, simply walk into it. The cube disappears in a short animation, a quest counter advances, and a soft audio cue confirms the pickup. If you happen to be slightly out of reach, the cube also accepts a standard interact input, which is useful when the cube is perched on a shelf above your head or tucked behind a counter that blocks the collision. The pickup is instantaneous, there is no channel time, and the action cannot be interrupted by taking damage.
Why the cubes are scattered and what the placement tells you
The 70 chaos cubes are not placed randomly. They cluster around named points of interest, with the heaviest concentration in the central and southwestern regions of the current Chapter 7 Season 2 island. Dark Dominion, Battlewood Boulevard, and the surrounding neighborhoods hold the densest pockets, and the snow biome in the north holds several loner cubes that are typically combined with a vehicle rotation. This distribution mirrors a deliberate design choice: the cubes are meant to pull players through every major biome so the quest doubles as a guided tour of the new map.
A second pattern is the indoor versus outdoor split. A surprisingly large number of cubes are inside buildings, on furniture, on shelves, and inside containers. This is the placement that causes the most frustration, because a player can stand in a room that obviously contains a cube and still spend two minutes looking for it. The IGN chaos cubes locations reference includes a screenshot for every cube, which is the fastest way to resolve the indoor hunt if you know the correct building but cannot find the exact spot.
A third pattern is the high-risk versus low-risk split. Some cubes sit in open fields and are easy pickups for any solo player. Other cubes are inside the most contested buildings in the densest named locations, and you should expect opposition whenever you push into those areas. The cubes inside the central structure of Dark Dominion, for example, are placed in the same buildings that the hot-drop crowd favors, while the cubes along the coastal road are typically uncontested.
Chaos cubes locations by named region
The table below groups the 70 chaos cubes by the named point of interest where they most naturally belong. Counts are based on the published quest guide and reflect the cubes that are easiest to reach from a typical drop on that POI. They are not absolute; if you are willing to traverse the map, every cube can be reached from any drop, but grouping them this way makes route planning much easier.
| Named region | Approx. cube count | Density | Typical competition | Best drop style |
|---|---|---|---|---|
| Dark Dominion | 5 | Very high | High in central buildings, low on the outskirts | Hot drop squad or cautious solo with early game plan |
| Battlewood Boulevard | 5 | High | Moderate, drops thin out after the first minute | Squad drop with fast clear of the movie theatre |
| Northern residential belt | 10 | Medium | Low to moderate, dependent on bus path | Solo or duo, vehicle rotation to follow the chain |
| Southern coastal strip | 10 | Medium | Low | Solo or duo, easy walking route along the shoreline |
| Snow biome (north) | 15 | Low spread | Low except near the central lodge | Vehicle rotation, ideally a snow vehicle or a boat from the south |
| Central island hub | 10 | Medium | High during the first two minutes, then drops | Squad drop with intent to push through the hub and out the other side |
| Scattered loners and edges | 15 | Low, spread out | Variable, often zero | Late-rotation catch-up after a contested drop |
These numbers are approximate because Epic occasionally rebalances the quest between seasonal patches. The total of 70 is the published design target and has not changed since the quest launched, but small individual placements can move when buildings are renovated or POIs are re-themed.
Dark Dominion: the high-value starting cluster
Dark Dominion is the single best place to start a path-of-the-voyager run, and it is the area most players will recognize from promotional material. The POI contains five cubes, and four of them are inside buildings, which means the cluster rewards careful exploration over raw movement speed. The fifth cube sits in a small, chest-shaped roadside building northwest of the central plaza, and it is the easiest of the five because it only requires breaking a window to reach the interior.
The most distinctive cube in the cluster is the one in the central plaza. It sits beneath a breakable glass floor in the middle of the POI, and the intended interaction is to use the pickaxe or any ranged weapon to break the glass, drop down through the hole, and pick up the cube from the basement. The glass is destructible, and a single well-placed pickaxe strike is enough to open a path. If you are playing with a squad, it is worth sending one player ahead to clear the glass while the rest of the squad holds angles on the surrounding rooftops, because the plaza is exposed from at least three sides.
The other three cubes in Dark Dominion are all inside residential-style buildings, and they are good examples of the placement style used throughout the quest. One is on a fireplace mantelpiece on the ground floor of a house southeast of the central plaza. One is in a bathroom, sitting in the bathtub, in a house slightly southwest of the plaza. The last is on a barbecue on the deck of a house on a hill east of the plaza. None of these pickups are difficult on their own, but each one is small enough that a player running through the building quickly can miss it entirely. The IGN chaos cubes locations reference page includes a screenshot of each of these indoor placements, which is the fastest way to learn the visual cues.
Battlewood Boulevard: the movie theatre cluster
Battlewood Boulevard is the second densest cluster, and it is structured as a short chain of five cubes that follows the main road through the POI. The chain starts at the movie theatre in the northeast, then runs through several commercial buildings and ends near a residential cul-de-sac. The movie theatre cube is on a chair near the front of the screen, which is a placement that catches players off guard because the chair faces the wrong direction relative to the entrance.
From the theatre, the chain continues into the commercial block to the south, where the cubes are placed inside shops and on the back shelves of small businesses. The chain then continues into a residential cluster to the southwest, and the final cube in the Battlewood chain is on the porch of a detached house on the western edge of the POI. The chain takes about three to four minutes to walk if you are alone and you are not stopping to loot, and it is the cleanest example of a quest route in the entire season.
Battlewood is a popular drop, but the cube chain is forgiving because the cubes are spread along a long line rather than bunched into a single contested building. The typical squad strategy is to land on the theatre, clear the chain in one pass, and then rotate toward the central hub. Solo players can use the same route, but they should expect company in the first sixty seconds and plan a fallback toward the southern side of the chain if the theatre is already taken.
Northern residential belt: the walking route
North of Dark Dominion and west of the snow biome is a long residential belt that holds roughly ten cubes, distributed across a string of single-family homes. The cubes in this belt are the easiest in the entire quest, because each one is placed in a way that is visible from the road. Several sit on front porches, one is on the roof of a detached garage, and a few are on kitchen counters in houses that face the street. The pickup time per cube in this belt is about ten to fifteen seconds if you know which house to enter.
The belt is best handled as a single walking route from east to west, with a vehicle parked at the western end of the belt ready for the rotation into the snow biome. The most common mistake in this area is splitting the belt across two different matches, which forces you to repeat the same walk later. If you can spare the time, commit to the full belt in one run.
The belt has one small hazard. Several of the houses have breakable windows on the second floor that hide an extra cube, and the windows look identical to the ones on the first floor. The visual cue is the second floor’s external balcony railing: if the house has one, the second floor is worth checking. If not, the cube is almost certainly on the ground floor.
Southern coastal strip: the uncontested chain
The southern coast of the island is the lowest-contest region on the map, and it holds roughly ten cubes strung along the shoreline and one block inland. The cubes here are placed in beachside shacks, on the back decks of coastal homes, and on the roofs of a few fishing huts. Because the POI is so spread out, the typical player density is much lower than in Dark Dominion or Battlewood, which makes this region an ideal catch-up area if you had a rough first drop.
The coastal chain is best handled with a boat or an off-road vehicle parked at the western end of the coast, and the typical time to walk the entire chain on foot is about eight minutes. The vehicle matters less for speed than for the ability to escape quickly if the storm circle pulls inland in the late game.
The coastal chain is also the region most likely to be rebalanced in future patches, because Epic has historically used the southern coast as a place to test new cube placement ideas. If you finish the quest in the early part of the season, the southern chain is a useful first place to check after a patch note that mentions quest adjustments.
Snow biome: the loner cubes
The snow biome in the north of the island holds roughly fifteen cubes, and unlike the southern clusters, these cubes are spread thinly across a wide area. Most of the snow biome cubes are inside small cabins, on the dashboards of snowmobiles, on the shelves of fishing huts, and on the counters of a small resort lodge near the center of the biome. The biome is much larger than it looks on the minimap, and the cubes can take ten to fifteen minutes of driving between pickups if you do not plan the route.
The snow biome is best handled as a single late-match rotation. The cubes here are too spread out for an early hot drop, but the area is often clear by the time the second circle closes. A common squad pattern is to drop in the south, clear the residential belt, then rotate north through the snow biome in a single sweep.
The two main hazards in the snow biome are the visibility reduction during snowfall events and the long sightlines, which can leave an exposed player visible from more than a hundred meters away. If you are playing solo, the snow biome is best entered from the southern tree line rather than from the open tundra, because the tree line provides cover while you scout the next cabin.
Central island hub: the contested cluster
The central hub is the connective tissue of the island, and it holds roughly ten cubes spread across several multi-story buildings. The hub is the most contested region in the early game, because it sits directly under the typical bus path and because the cubes are clustered tightly enough to draw the hot-drop crowd. The cubes in the hub are placed on the upper floors of office buildings, on the ledges of stairwells, and inside a small underground market that requires a destructible cover to access.
The hub is best handled as a squad drop, because the cube density is high enough that a solo player cannot realistically clear more than four or five cubes before another squad pushes in. A common squad strategy is to land on the highest roof, drop down through the building to collect the interior cubes, and then exit on the opposite side to avoid the squad that almost certainly landed in the same building.
The underground market cube is the most distinctive placement in the hub. It is hidden under a breakable wooden cover, and the cover is easy to miss if you are not specifically looking for it. The visual cue is a small change in floor texture right at the entrance of the market; the wood cover sits flush with the surrounding tile, but it has a slightly different grain pattern.
Scattered loners and edge cubes
About fifteen cubes are scattered across the edges of the map, in places that do not belong to any specific named POI. These cubes are typically placed in roadside structures, in the cabs of parked vehicles, on the tops of radio towers, and in the storage areas of out-of-the-way fishing shacks. They are the lowest-yield cubes in the quest, and they are almost never contested, but they are also the most time-consuming to collect because of the travel between them.
The loner cubes are the best use of the late game, when the storm circle is small and the player count is low. A common pattern is to clear the densest clusters first, then spend the last few minutes of the match rotating around the edges of the current circle to pick up the loner cubes. The cubes in this category are also the easiest to come back to in a second or third match if you are trying to finish the quest in pieces.
The loner cubes are also where the most common error happens. Players often spend a long time hunting a specific loner cube that has moved in a recent patch, and the result is a frustrating ten-minute detour for a cube that is no longer in the documented position. The most reliable defense against this is to check the patch notes for any mention of quest adjustments before you commit to a loner route.
Reading the exclamation point marker correctly
The exclamation point marker is the simplest part of the quest design, and it is also the part most often misread. The marker indicates the direction of the nearest cube within a fixed radius, but it does not indicate the distance, the elevation, or the specific room of a building. The marker is also shared with other quest items in the same radius, so if you happen to be standing near both a chaos cube and a different seasonal quest item, the marker may be pointing at the wrong one until you get closer.
The most useful reading of the marker is as a compass heading. Once it appears, stop running and rotate your camera in a slow circle. The orange glow of a chaos cube is visible from much farther than the marker is precise, and the glow is the more reliable indicator of the actual pickup location. If you can see the glow, ignore the marker and walk straight to the cube. If you cannot see the glow, fall back on the marker as a rough heading and start looking for the typical placements: mantelpieces, shelves, bathtubs, dashboards, and countertops.
The marker can also mislead you across multiple floors. The most common example is a cube on a second-floor mantel that the marker points you toward from the first floor, and the player ends up searching the wrong room on the ground floor. If the marker points you at a residential building and you cannot find the cube on the first floor, head upstairs before giving up. The cubes are rarely on the third floor, but a second-floor placement is extremely common in the residential belt.
How to track progress across multiple matches
The path-of-the-voyager quest tracks cubes on a per-season basis, and the counter does not reset between matches. The simplest tracking system is the in-game quest log, which shows your current step and the number of cubes collected. The in-game tracker is reliable for the headline number, but it does not tell you which specific cubes you have already collected, only the total count.
For players who want to know which individual cubes they have already picked up, the most common external method is a printed or hand-written checklist of the 70 cube locations, with a tick mark added after each pickup. The IGN guide is designed to be used as a checklist, and a player who screenshots each entry as they clear it can rebuild a personal tracker that survives a crash, a UI reset, or a switch between platforms.
A second tracking method is to focus on a single named region per match. If you always clear Dark Dominion first, then Battlewood, then the residential belt, then the snow biome, you will naturally produce a personal log of which region you are currently working on, and the order will tell you approximately how many cubes you have already collected. This method is less precise than a per-cube checklist, but it is much faster to maintain in the heat of a match.
Solo versus squad strategy differences
The quest works very differently depending on your squad size, and the optimal rotation changes a lot. The table below summarizes the main differences, with the caveat that individual playstyle still matters a lot.
| Factor | Solo | Duo | Squad |
|---|---|---|---|
| Recommended starting POI | Coastal chain or residential belt | Battlewood Boulevard | Dark Dominion or central hub |
| Typical cubes per match | 8 to 12 | 12 to 18 | 18 to 30 |
| Rotation speed | Slow, walking with one vehicle | Medium, two vehicles or fast walking | Fast, three or four vehicles and a scout |
| Main risk | Late-game storm catch | Mid-game third-party | Early hot-drop wipe |
| Best late-game use | Loner cube sweep | Coastal chain catch-up | Snow biome sweep |
The numbers above are typical and not guaranteed. A skilled solo player with a strong loot path can match a casual squad in raw cube count, and a squad that wipes early will obviously collect nothing. The table is best read as a starting point for a new player’s planning, not as a hard performance benchmark.
Common failure modes and how to avoid them
The path-of-the-voyager quest has a small set of recurring failure patterns, and most of them are easy to avoid with a bit of planning.
- Missing indoor cubes. The single most common failure is to walk through a building that contains a cube and miss the pickup. The fix is to slow down at every interior placement, especially in residential houses, and to use the IGN screenshot reference for the buildings you are not familiar with.
- Wiping during a hot drop. The cubes inside the central hub and the main Dark Dominion buildings are in the most contested real estate on the map. The fix is to choose a less contested drop if you are not confident in your early-game combat, and to come back to the high-density clusters when you have a squad that can hold the area.
- Getting caught in the storm. A player who is too deep into the snow biome when the third circle closes can find themselves miles from the safe zone with no vehicle. The fix is to watch the circle timer closely and to set a hard rotation deadline about ninety seconds before the circle starts moving.
- Hunting a moved cube. Epic occasionally shifts cube positions in patches, and a player who follows an outdated guide can spend a long time hunting a cube that is no longer there. The fix is to check the patch notes whenever a new build ships, and to fall back on the orange glow if the documented position is empty.
- Forgetting to pick up before extracting. Because the cubes are quest items and not loot, they do not need to be banked, but they also do not survive a match. The fix is to grab every cube you pass, even if you do not need it for the current step, because the counter still adds up.
Reward structure and what the quest pays out
Path of the Voyager is a tiered reward quest, and the rewards unlock in steps as you clear more cubes. The early steps, which usually require five to ten cubes, pay out small amounts of experience and a cosmetic item such as a loading screen or a banner. The mid-quest steps, which require twenty to forty cubes, pay out larger cosmetic items including sprays, emotes, and the occasional glider style. The final step, which completes the full 70, pays out the season’s signature quest cosmetic, which is usually a Mythic-tier outfit variant or a unique back bling.
The reward values are not large in raw experience terms compared to standard daily or weekly quests, but the cosmetic payout is the main draw for most players. The cosmetic items tied to path-of-the-voyager quests in past seasons have included character styles, pickaxe variants, and lobby music tracks, and the pattern suggests that this season’s final reward will be in a similar category.
It is worth noting that the cosmetic rewards are account-bound, which means that they unlock on the account as soon as the final step completes, regardless of the platform you are playing on. If you are playing the quest on multiple platforms through cross-progression, the rewards will appear on all linked accounts.
How this quest compares to other seasonal cube hunts
Fortnite has run similar collect-a-thon quests in previous seasons, including the early Chapter quests that asked players to find holographic figures, the mechanical parts hunts, and the Driftboard quests. The path-of-the-voyager quest is the largest of the modern cube hunts in raw count, and it is also the most generous in the sense that the cubes persist between matches. The previous mechanical parts quest, by comparison, reset on every wipe and rewarded only the parts collected in a single match.
The table below compares the design of the three most recent cube-style quests in Fortnite, with a focus on the player experience rather than the raw reward numbers.
| Quest | Total items | Persists across matches | Tracker granularity | Average completion time |
|---|---|---|---|---|
| Path of the Voyager (Chapter 7 Season 2) | 70 cubes | Yes | Per-step count | Two to four focused sessions |
| Holographic Figure Hunt (Chapter 5) | 50 figures | Yes | Per-step count | Three to five sessions |
| Mechanical Parts Run (Chapter 4) | 40 parts | No, resets on wipe | Per-step count | One to two sessions with a coordinated squad |
The design has clearly trended toward larger, more forgiving quests that players can complete at their own pace. The persistence across matches is the most important change, because it removes the wipe penalty that used to make these quests feel punishing for solo players.
Accessibility and platform-specific tips
The quest is fully playable on every platform that supports the current Fortnite build, including console, PC, and mobile, but a few platform-specific tips are worth knowing. On mobile, the exclamation point marker is small and easy to miss, so it is worth increasing the HUD scale in the settings if you plan to play a long session. On console, the indoor cubes are the most common source of frustration because the controller thumbstick is less precise than a mouse, and a careful slow walk is often faster than a fast run with a missed pickup. On PC, the indoor cubes are easier to find with a mouse but the multi-monitor setups can occasionally cause the orange glow to be lost on a secondary display if the brightness is not matched.
Players who use accessibility features such as the visual sound effects toggle or the high-contrast mode may find that the orange glow of the cubes is easier to spot with the high-contrast mode enabled, because the cubes are emissive and the mode increases the saturation of bright objects. The visual sound effects toggle, which replaces certain sound cues with bright flashes on the edge of the screen, does not affect the cubes because they do not produce a directional sound.
Cross-progression is fully supported for the quest, and the cube counter is shared across every platform linked to the same Epic account. The counter is not shared across different Epic accounts on the same platform, which is worth noting for players who play on a shared console.
Frequently asked questions
How many chaos cubes are there in total in Fortnite Chapter 7 Season 2?
There are 70 chaos cubes in total, and they are scattered across every named region of the current map, with the densest clusters in Dark Dominion, Battlewood Boulevard, the central hub, and the residential belt.
Do I need to collect all 70 cubes in a single match?
No. The path-of-the-voyager quest tracks cubes across the entire season, and the counter does not reset between matches. Most players complete the quest over two to four focused sessions.
What happens if I pick up a chaos cube and then die before the match ends?
The cube is still counted toward the seasonal tracker. The cubes are quest items, not loot, and they do not need to be banked, extracted, or survived with to count toward your progress.
Do the chaos cubes locations change between seasons?
The total of 70 is the design target for the current season and is unlikely to change, but Epic occasionally adjusts individual cube placements when buildings are renovated or when a patch rebalances the map. The patch notes will mention any quest placement changes.
Are the chaos cubes worth anything besides the quest reward?
No. The cubes are pure quest items and they have no other function in the game. They cannot be sold, traded, dropped, or stored in your inventory, and they disappear at the end of each match.
Can I complete the quest in Team Rumble or other non-Battle-Royale modes?
The path-of-the-voyager quest is restricted to standard Battle Royale matches, including solo, duo, squad, and the no-respawn variant. Team Rumble, Save the World, LEGO Fortnite, and Fortnite Festival do not count toward the cube counter.
Is there a way to see which specific cubes I have already collected?
The in-game quest log shows only the total count, not the per-cube detail. Most players who want a per-cube tracker use a printed or hand-written checklist based on the IGN chaos cubes locations reference, with a tick mark added after each pickup.
Are some chaos cubes easier to collect than others?
Yes. The cubes along the southern coast and the residential belt are typically uncontested and easy pickups, while the cubes in the central hub and the main Dark Dominion buildings are heavily contested. The cubes inside the snow biome are uncontested but spread out, which makes them slower to collect.
What is the fastest way to finish the quest?
The fastest realistic method for a squad is to drop on Dark Dominion, clear the cluster, rotate through the residential belt, and finish the snow biome in one long match. Solo players should expect two to four matches and should focus on the uncontested chains first.
Can I share progress with a friend in a squad?
No. The cube counter is per-player, and each squad member must collect their own cubes to register progress toward their own quest step. Squad play helps because the squad clears areas faster, but the pickups are not shared.





