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All Death Stranding 2 Facility Locations

In Death Stranding 2, there are a total of 42 Facilities. Most open as you move through the main storyline. However, some of them are hidden and need to be searched for manually. To unlock these hidden Facilities, Lost Cargo must be found and connected to the chiral network.

Once linked, like other Facilities, you can then accept Standard Orders and increase your Connection Level. This guide lists all Facilities across both Mexico and Australia, including those tied to the narrative and those that require exploration to uncover.

All Facilities in Mexico 

Mexico has six Facilities, and you’ll come across them gradually as you progress. Here’s a list of all their locations:

Facility 1: Ciudad Nudo del Norte

Main Order 002 – Sam’s Shelter

Facility 2: The Artist

Optional: To bring The Artist onto the network, you’ll need to collect and deliver Lost Cargo found around the mountain area near their location.

Facility 3: Villa Libre

Main Order 003 – C1 Ciudad Nudo del Norte

Facility 4: The Bokka

Optional: To connect with The Bokka, you’ll need to find and deliver Lost Cargo, usually scattered throughout the nearby desert and forest areas.

Facility 5: Former Geophysics Research Lab

Main Order 005 – C1 South Distribution Facility

Facility 6: C1 South Distribution Centre

Main Order 004 – Villa Libre

All Facilities in Australia 

Australia features 36 Facilities. Below is a list of all their locations across the region.

Facility 7: The Government’s Base

Main Order 009 – DHV Magellan / Plate Gate

Facility 8: West Fort Knot (F1)

Main Order 012 – The Musician

Facility 9: The Lone Commander

Sub Order 100 – The Government’s Base

Facility 10: Western Environmental Observatory

Main Order 010 – The Government’s Base

Facility 11: Rainy’s Shelter

Main Order 015 – Rainbow Valley

Note: This Facility unlocks alongside the Animal Shelter, which also makes Standard Orders and Lost Cargo deliveries to Rainy’s Shelter available.

Facility 12: Rainbow Valley

Main Order 014 – West Fort Knot

Facility 13: The Musician 

Main Order 011 – Western Environmental Observatory

Facility 14: Animal Shelter

Main Order 015 – Rainbow Valley

Facility 15: F2 South Distribution Centre

Main Order 019 – Northern Environmental Observatory

Facility 16: The Inventor

Optional: To connect to The Inventor, begin by finding the Lost Cargo by the beach near their island. You can access the island either by walking over the yellow tar path, which can be revealed using your Odradeck, or by fixing the Monorail and jumping off the Monorail as it moves overhead. Once you are connected, you can use a zipline or the Coffin Board (once you unlock it) to return easily.

Facility 17: The Metagenomicist

Main Order 033 – The Chronobiologist

Facility 18: Northern Environmental Observatory

Main Order 016 – West Fort Knot

Facility 19: The Dowser

Main Order 021 – F2 South Distribution Center

Facility 20: The Architect

Sub Order 105 – The Pizza Chef

Facility 21: The Fisherman

Sub Order 116 – F5 East Distribution Center

Facility 22: Heartman’s Lab

Main Order 023 – The Dowser

Facility 23: The Pioneer 

Optional: After completing Main Order 028, you’ll receive an SSS message regarding the items nearby The Motherhood (in the rubble just north of its entrance). Pick up those items and head west to deliver them to The Pioneer. You will see Lost Cargo in other locations within the desert area too.

Facility 24: The Data Scientist

Main Order 025 – The Pizza Chef

Facility 25: The Pizza Chef

Main Order 024 – Heartman’s Lab

Facility 26: The Mechanic

Main Order 029 – The Motherhood

Facility 27: The Ghost Hunter

Optional:

  • Sub Order 109 – The Chronobiologist
  • Sub Order 110 – The Ghost Hunter

Note: To finish this one, you’ll need to wait until night. If you arrive during the day, hold ▢ to rest and sleep on the ground. Once it’s dark, use a nearby Tri-Cruiser—there are usually a few in the area—to complete the task.

Facility 28: The Motherhood

Main Order 026 – The Data Scientist

Note: To unlock the door to The Motherhood, enter the birthday you set at the start of the game. 

Facility 29: The Chronobiologist

Main Order 031 – East Fort Knot

Facility 30: East Fort Knot (F4)

Main Order 030 – West Fort Knot

Facility 31: The Tar Therapist

Optional: To connect with The Tar Therapist, you’ll need to collect Lost Cargo usually found around the nearby mountain area and deliver it to them.

Facility 32: South Fort Knot (F6)

Main Order 041 – The Phantom Smith

Facility 33: Southern Environmental Observatory

Main Order 043 – DHV Magellan

Facility 34: F7 North Distribution Centre

Main Order 044 – Heartman’s Lab

Facility 35: The Phantom Smith

Main Order 040 – DHV Magellan

Facility 36: BPAS

Optional: In order to connect BPAS, start with Lost Cargo that is located in the surrounding mountain. Once you make that first delivery, they will request a Standard Order, and completing that will help persuade them to join the network.

Facility 37: The Aeronautical Engineer

Sub Order 122 – Eastern Environmental Observatory

Facility 38: F5 East Distribution Centre

Main Order 034 – The Metagenomicist

Facility 39: Eastern Environmental Observatory

Main Order 038 – The Adventurer

Facility 40: The Adventurer

Main Order 036 – F5 East Distribution Center

Main Order 037 – The Adventurer

Facility 41: Terminal Fort Knot

Main Order 046 – DHV Magellan

Facility 42: Mr. Impossible

Optional: If you are need Mr. Impossible on the network, you’ll need to locate and deliver a few of their rare Lost Cargo items. These Lost Cargo items have limits and are generally hidden in tricky locations. One Lost Cargo is located on the cliffs north above the Tar Lake, another is located up on the mountain near The Aeronautical Engineer, and a third is on a small Dollop Island west of the bridge near F8 Terminal Fort Knot. Once you deliver one, a Sub Order will unlock that you can complete to have an official connection.

Harry S
Harry Shttp://patchcrazy.co.uk
Harry Smith has played video games since the early 2000s, starting with the original CoD and Doom 3. He has spent countless hours playing games of varying genres. His deep understanding of modern game mechanics puts him in the prime position to understand the gaming industry and write intuitive guides.Before founding Patch Crazy, Harry S freelanced for 10 years, working for several gaming publications.
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