Mortal Shell 2 spreads 154 trophy-relevant pickups across Fallgrim’s broken regions, and only three of the six categories ever show up as icons on your map. The rest come down to how thoroughly you sweep the overworld, the dungeons, and the interiors of Beacons themselves.
Quick answer: Collect 8 Shells, 8 Weapons, 8 Sidearms, 46 Beacons, 73 Tarstones, and 11 Map Fragments for a total of 154. Nothing is missable, and free roam continues after the credits, so finish the full sweep before you start New Game+.
Every collectible type and its trophy
Six categories feed the completion trophies. Everything else you pick up is useful, but it does not gate an achievement.
| Collectible | Count | Trophy / achievement |
|---|---|---|
| Shells | 8 | Shell Seeker |
| Weapons | 8 | Lord of War |
| Sidearms | 8 | Guns. Lots of Guns |
| Beacons | 46 | So Fresh, So Clean and Bring My Ova Back to Me |
| Tarstones | 73 | Stoned |
| Map Fragments | 11 | Sat Nav |
Most of these sit out in the open world, inside optional dungeons, or tucked into Beacon interiors. A handful are planted in the arenas belonging to the first six main bosses, so it is worth walking those spaces again once the fight is over instead of warping straight out.
Join readers who trust AllThings.How
Add us as a preferred source on Google so our practical guides show up first next time you search.
Add to Google Preferences →What the map tracks, and what it hides
Dungeons and Beacons stay permanently marked on the overworld map once discovered, which makes them the easiest categories to audit. Shells, Weapons, and Sidearms can also be pinned, but only after you pay for the service. The Shellkeeper and Merrick, both found at Marrow Keep, will sell you those markers. It speeds up a cleanup run considerably, though it is not required to obtain anything.
Tarstones and Map Fragments never appear as icons. They are pure exploration finds, which is why the 73 Tarstones are the single largest time sink in a completion run.
Note: Map Fragments clear fog from regions of the world map. Picking them up early makes hunting the unmarked categories in later areas far less painful, so treat them as a priority rather than a cleanup item.
All 8 Shell locations
Harros is handed to you during the prologue and then taken away permanently as part of the story, so he does not count toward Shell Seeker. The eight that do are spread across Fainweald and Mammon, and seven of them can be marked on your map. Genessa is the exception.
| Shell | Location |
|---|---|
| Tiel | Fainweald, near Mushroom Village. From the Widow’s Overlook Beacon, follow the dirt path to a small walled camp and interact with the corpse in the shallow grave. |
| Proxima | Fainweald. Head northeast from the Blackridge Pass Beacon to a Shattered Beacon beside the Crumbling Tunnel dungeon, then step inside. |
| Eredrim | Fainweald, inside the Citadel of Penance. Found in the Warden’s arena. |
| Gragu | Fainweald, in the One-Legged Wolf Tavern. Requires the Heart of Vatra. |
| Smert | Fainweald, at a ritual ground west of the Outskirts of Nochte Beacon. |
| Lazlo | Mammon, inside the Crypts of Mammon in the western part of the region. Defeat Lord Vellen of Mammon. |
| Sariel | Mammon, southeast. Beat Sariel the Endless in the open, then finish him inside the Chamber of Becoming. |
| Genessa | Mammon, near the Abbey Entrance Beacon, then handed over back at Marrow Keep. |
Shells with prerequisites
Four Shells are gated behind an item, a boss, or a ritual, and they are the ones people stall on.
Gragu sits in the One-Legged Wolf Tavern and refuses to cooperate until you bring him the Heart of Vatra. Head east from the tavern along the cliffside path, cross the Bone Gate into the Temple of Vatra, and take the Heart from the statue at the end. Grabbing it triggers a large ambush, but you can simply run for the exit. Return it to Gragu and his Shell becomes yours once he takes a bite.
Eredrim requires access to the Citadel of Penance. Either take the Citadel Gate Lever from the Lithopod boss southeast of the fortress and open the main gate, or fast travel to the One-Legged Wolf Beacon, take the first left toward the ruins, and interact with the candle to teleport into the cells. From there, ride the lift up, move to the middle of the arena, and trigger the Warden fight. Eredrim’s remains are in the pit with you.
Smert is locked behind a blood ritual west of the Outskirts of Nochte Beacon. Three circular pools sit at the site, one already filled. Offering your blood costs an entire health state and knocks you out of your Shell, so clear the surrounding enemies, fill one pool, then use melee damage to reclaim your Shell before filling the second. Never offer blood while in Harbinger form, because it kills you outright.
Genessa is the last one and the only Shell that cannot be pinned on your map. Fast travel to the Abbey Entrance Beacon and head slightly northwest to start a fight against two Gloombound Ritualists. Beat them, interact with the lantern beyond, and you are pulled into a separate arena against Sester Secundus. Winning awards the Sester’s Censer, which you carry back to Genessa in Marrow Keep to relive her memory and unlock the Shell.
Tip: The Sariel encounter has a second payoff. Destroying the markers around the arena stops him resurrecting, and finishing him nets the Clockwork Scythe. The Caged Hystrix sidearm is in the final chamber of the same dungeon, so that trip covers three categories at once.
Beacons, Ova, and the fast travel gate
Beacons pull double duty. They are the 46-count collectible tied to two trophies, and they are where you spend Gloom, the white currency used to level the Harbinger. Gloom drops when you die and can be reclaimed from the spot you fell, so it is worth spending before a risky boss attempt rather than carrying a large balance into one.
Cleansing Beacons also produces Ova, and Ova is a progression gate, not just a number. Siphoning roughly five extra Ova at Marrow Keep grants Mether’s Breath, which unlocks fast travel and lets you clear the corrupted growths blocking certain paths. Several collectible areas in eastern Fainweald, including the route to the One-Legged Wolf Beacon, stay sealed until you have it.
Collectibles that do not count toward trophies
Three more categories are worth tracking for power reasons even though no achievement is attached to them.
| Type | Count | Why it matters |
|---|---|---|
| Tarforge Upgrades | 5 | Improves what you can do at the Tarforge |
| Dungeons | 33 | Stay marked on the map and contain trophy collectibles |
| Healing Upgrades | 21 | Increases survivability across the campaign |
Because dungeons remain permanently marked, they double as a checklist. If a dungeon icon exists on your map and you cannot remember clearing it, that is the fastest place to look for missing Tarstones.
Confirming your collection is complete
Each category trophy pops the moment you take the final item in that set, so Shell Seeker, Lord of War, Guns. Lots of Guns, Stoned, and Sat Nav all serve as their own confirmation. For Shells specifically, unlocking is not the same as acquiring, since you also need to play through each Shell’s first memory sequence to lock them in permanently. After that, the Shellkeeper at Marrow Keep lets you raise your bond with them using Glimpse to open higher perk tiers.
There are only two realistic ways to end up short. The first is assuming a Shell will appear as a map icon, which fails for Genessa. The second is starting New Game+ before finishing the sweep. Free roam stays open after the story ends and every area remains reachable, so treat the moment you begin NG+ as the point where your current run’s checklist closes.






