Gaming Guide

Mortal Shell 2: Every Dungeon Location (All 35 Sites)

Every dungeon in the overworld, sorted by the nearest Beacon, with exact entry conditions for the ones that stay hidden.

Every dungeon in the overworld, sorted by the nearest Beacon, with exact entry conditions for the ones that stay hidden.

Mortal Shell 2 hides 35 dungeons across its overworld, each a self-contained side area reached through elevators and fog-covered entrances. They hold weapons, sidearms, Tarstones, and Healing Upgrades, so clearing them is how you fill out your loadout and shore up survivability.

Quick answer: None of the 35 dungeons are missable. You can enter and finish every one after the final boss in free-roam, before you choose to start New Game+. Dungeons only appear in the overworld map (plus a single tutorial-area dungeon), never behind the six Corrupt Gates or in the final area.


How dungeons appear and how tracking works

A dungeon marker only shows up on your map after you pass through its fog gate for the first time. The game does not auto-flag which dungeons you have finished, so tracking is manual. Move the cursor over a dungeon icon on the map and press R3 to change the icon, marking it as complete for your own reference.

The order below follows how dungeons sit near the Beacons they are most easily reached from, matching the sequence Beacons appear in the Mether’s Breath fast-travel menu. Grouping them by Beacon keeps your routing tight, since you can warp to the nearest Beacon and head straight for the entrance.


Marrow Keep

#1 – Desolate Keep. In Sester Genessa’s room, face away from her and look at the right-side wall for a white symbol. Attack it to open a hidden room with four chains. Break all four chains, then interact with the goblet in the center to “commune with chaos.” Once you have progressed far enough in the game (likely after beating at least one main boss), you are pulled into the hidden Desolate Keep dungeon.


Fainweald dungeons

Nochtean Gate

#DungeonHow to reach it
2Ravaged TombFrom the Nochtean Gate Beacon, go southeast down the elevator. The entrance is in the room at the bottom.
3Thieves RetreatFrom the Nochtean Gate Beacon, head north and drop one level down, then press the switch to open a metal gate leading to the entrance.

Mushroom Village

#4 – Shrine of Trials. Northwest of the Mushroom Village Beacon, use the Chapel Key to open the doorway and enter. To get the Chapel Key, go south of the Beacon to the area with the large burning pyre and enemies. On the north edge of the platform is an arch. Walk through it while facing the fire to make a statue appear, and take the Chapel Key from the rope hanging off the statue.

#5 – Holding Cells. Northwest of the Mushroom Village Beacon, just north of the Shrine of Trials entrance, use Mether’s Breath to clear the corruption blocking the jump pad. On the upper level, interact with the well to enter.

Outskirts of Nochte

#DungeonHow to reach it
6Waterfall CampSouth of the Outskirts of Nochte Beacon, in the southeast part of the area, press the button on the northern wall of the building to move the wall and expose the entrance.
7Disciple’s StashEast of the Beacon, in the town area, break the wall on the large building to reach the entrance.
8Illusionist’s CacheNorth of the Beacon, use a Bone Gate to reach Desolate Peak. The entrance is inside the building there.

Blackridge Pass

#DungeonHow to reach it
9Flooded VillageNorthwest of the Blackridge Pass Beacon, use the archway to open the doorway on the building and reveal the entrance.
10Coward’s RetreatEast of the Beacon, inside a cave.
11Crumbling TunnelNortheast of the Beacon, directly east of the Shattered Beacon entrance.
12The King’s CryptNorth of the Shattered Beacon dungeon, in a cave near a cluster of explosive jars.

Widow’s Overlook

#DungeonHow to reach it
13Martyr’s TombSoutheast of the Widow’s Overlook Beacon, inside the building.
14Ritual GroundsSoutheast of the Beacon, at the back of the small village area where Tiel is located.

Gloomshade Grove

#DungeonHow to reach it
15Ravaged HideoutSouth of the Gloomshade Grove Beacon, accessible after defeating the Bloodcursed Lithopod miniboss.
16Martyr’s PrisonNorthwest of the Beacon. Follow the paths to the northeast outside corner of the castle, where a hole in the wall leads inside. You can also reach the nearby well by taking the back exit from the Holding Cells dungeon.

One Legged Wolf

#DungeonHow to reach it
17Deserted MineWest of the One Legged Wolf Beacon, through the cave near some flags.
18Overrun QuarryNorth of the Beacon. Follow the path through the castle area, then loop back southeast. The entrance sits near the north side of the destroyed wooden bridge.
19Grisha Hunting GroundsNorthwest of the Beacon, in the valley area past the ruins.
20Hall of EchoesNorthwest of the Beacon. Go up to the building and use the Crypt Key to open the door.
21Feeding GroundsNortheast of Blackridge Pass, in the graveyard area near the map edge. Destroy three glowing headstones to open the door.

The Crypt Key for Hall of Echoes is on the back counter of the building that holds the Illusionist’s Cache entrance.

For Feeding Grounds, the three glowing headstones are spread across the graveyard. One is in the center of the area, one is left of the stairs leading up to the dungeon building, and the third is on the north edge along the top path. Break all three to open the door.


Ruins of Mammon dungeons

Outskirts of Mammon

#22 – Smuggler’s Hideout. Northwest of the Outskirts of Mammon Beacon, near a camp area.

Sester’s Gate

#23 – Revered Beacon. From the Sester’s Gate Beacon, take the northwestern stairs to where the rolling enemy is, then move onto the western platform and drop to the ledge below with the Bone Gate. Follow the path north, and the entrance is past the hammer enemy on the right.

Castigator’s Keep

#DungeonHow to reach it
24Blackwell CavernFollow the paths or drop down behind the Castigator’s Keep Beacon to the lower level, then head north. The entrance is around the corner near the cliff edge.
25Hall of MurmursFrom the Beacon, go southwest through the center of the area. The entrance stairs are in the ground in the outdoor area past the central courtyard.

#26 – Alchemist’s Workshop. This one needs a setup item first. From the Outskirts of Mammon Beacon, follow the paths to the very south of the area. Near a group of Grisha hunters, pick up the glowing rock on the ground to get the Makeshift Projectile.

Return to the Outskirts of Mammon Beacon, then go slightly east of the statue where the map fragment was and use the item on a catapult. After that, go to the Castigator’s Keep Beacon, drop to the lower area, and follow the wooden platforms to the southwest. The Alchemist’s Workshop entrance is at the end.

Abandoned Outpost

#DungeonHow to reach it
27Bellkeeper’s CornerDirectly north of the Abandoned Outpost Beacon, ring the bell to form a path on the bridge leading to the entrance.
28Collapsed MineSouth of the Beacon in the slums area, follow the path to the platforms around the central pit, then head west into a cave.
29Obsidianite MinesSouth of the Beacon in the slums area, drop to the lower center where enemies are mining. The entrance is on the west wall.

Gate of Mammon

#DungeonHow to reach it
30Spoiled MortuaryNortheast of the Beacon up the path, in the corner past the steps that keep climbing the building.
31Sentry’s GraveFrom the Beacon, go northeast up the first stairs to the first level of the building, then follow it clockwise to the indoor area where stairs lead down into the dungeon.

The Silent Steps

#32 – Chamber of Becoming. Southeast of The Silent Steps Beacon, go to the large stone platform where you meet the miniboss Sariel, the Endless. After you beat him the first time, he breaks through the walls to the south, opening the way into the Chamber of Becoming.

#33 – Parasitic Stash. Northwest of The Silent Steps Beacon. Follow the path to the platform directly east. The entrance is on the lower level from the main path, under a wooden bridge.

High Lord’s Courtyard

#34 – Besieged Ruins. East of the Beacon, drop down two levels to the lowest one where enemies sit by the jump pad. The entrance is in the wall nearby.


Disciple’s Pass

#35 – Garrick’s Den. Left of the Disciple’s Grotto Beacon, inside a cave. This is the final dungeon on the list and rounds out all 35.


Dungeons that need a key or a trigger

Most dungeons are simple to enter once you stand at the fog gate, but a handful stay sealed until you meet a specific condition. If a dungeon does not appear or its door will not open, one of the items or triggers below is usually the reason.

DungeonRequirement
Desolate KeepBreak the four chains and commune with the goblet after enough story progress (likely one main boss down).
Shrine of TrialsChapel Key, taken from the statue that appears at the pyre.
Holding CellsMether’s Breath to clear corruption on the jump pad.
Feeding GroundsDestroy all three glowing headstones in the graveyard.
Hall of EchoesCrypt Key from the Illusionist’s Cache building counter.
Ravaged HideoutDefeat the Bloodcursed Lithopod miniboss.
Alchemist’s WorkshopMakeshift Projectile fired at the catapult near the Outskirts of Mammon statue.
Bellkeeper’s CornerRing the bell to build the bridge path.
Chamber of BecomingBeat Sariel, the Endless once on the stone platform to open the walls.

Because nothing here locks out after the credits, you can leave the trickier dungeons for a mop-up run in post-game free-roam. Warp to each listed Beacon, mark completed dungeons with R3 as you go, and you will have all 35 cleared before deciding whether to roll into New Game+.