Gaming How-To

Mortal Shell 2: How to Get the Caged Hystrix Sidearm

The exact route to the Chamber of Becoming, how to stop Sariel from reviving, and where the sidearm sits afterward.

The exact route to the Chamber of Becoming, how to stop Sariel from reviving, and where the sidearm sits afterward.

The Caged Hystrix is the closest thing Mortal Shell 2 has to a minigun. It’s a sidearm that spits projectiles in a rapid stream, and it’s tucked away at the very end of an optional dungeon in the southern reaches of Mammon. You can walk past the whole thing without ever knowing it exists, because the pickup only becomes reachable after a boss fight, a shell inheritance, and a memory sequence.

Quick answer: Head to the Chamber of Becoming dungeon near The Silent Steps Beacon, defeat Sariel, the Endless (break all four glowing stones in the arena first so he stops reviving), inherit his shell and finish the memory called “The Search,” then climb the stairs at the end of the dungeon and interact with the altar to pick up the Caged Hystrix.


Caged Hystrix location: Chamber of Becoming, south of Mammon

The sidearm sits inside the Chamber of Becoming, a dungeon in the Silent Steps area of the Ruins of Mammon, in the southern part of the map. The Silent Steps Beacon is the nearest fast travel point. From there, the dungeon entrance is to the southeast, hidden behind a large statue on top of the white ruins.

If you’d rather have it flagged on your map, Merrick in the Marrow Keep sells a map fragment called Location: Caged Hystrix for 650 coins. It does nothing except mark the spot, so it’s optional if you already know where you’re going.


What to equip before the run

Sariel applies Lightning damage with basically every hit, and that damage keeps draining your health after the swing lands. Equipping the Galvanic Shard for Lightning mitigation makes the fight far less punishing, and it works whether you slot it as a passive or an active effect.

A ranged option also helps. Four stones in the final arena need to be destroyed, and shooting them from the ledge above is easier than chasing each one on foot mid-fight.


Route to the Chamber of Becoming

If The Silent Steps Beacon is already lit, skip straight to Step 5. If it isn’t, the overland run starts at the Outskirts of Mammon Beacon and chains through three more beacons on the way south.

Rest at the Outskirts of Mammon Beacon and head out along the Road to Absolution. This is the long stretch that carries you toward the first waypoint.
Player sprinting across a ruined stone platform on the road south out of Mammon
The opening stretch out of the Outskirts of Mammon, running along the ruined stonework. Image: Playstack
Follow the road until you reach Castigator’s Keep and cleanse the beacon there. That gives you a fallback point if the next leg goes badly.
Continue south from Castigator’s Keep to the Barren Crest Beacon. Most of the enemies along this leg can be run past if you don’t want the fights.
Player closing in on a marked enemy with a polearm while travelling toward Barren Crest
Pushing past a marked enemy on the leg between Castigator’s Keep and Barren Crest. Image: Playstack
From Barren Crest, keep heading south until you light The Silent Steps Beacon. This is the point you’ll want to fast travel back to if you die later.
Player swinging a sword at a crawling enemy on the path toward The Silent Steps
Clearing a crawling enemy on the final approach to The Silent Steps. Image: Playstack
Take the teleport gate up to the fortress with the blocky white architecture, then walk out to its central extension. Sariel will challenge you here, above ground, before you ever see the dungeon.
Sariel, the Endless boss fight with the boss health bar shown on screen
The first encounter with Sariel, the Endless, fought out on the open platform. Image: Playstack
After that first encounter ends, go to the large statue nearby and take the long staircase behind it. A Knight of Mammon that rolls at you guards the climb, and you can simply dodge and keep moving.
Drop into the entrance below and behind the statue, then ride the elevator down. You’re now inside the Chamber of Becoming.
Armored character walking down a dark stone corridor toward a lit doorway inside the dungeon
Inside the Chamber of Becoming, moving through the stone corridors toward the boss arena. Image: Playstack

Beating Sariel, the Endless: break the four stones

Sariel meets you again as soon as you reach the bottom. Knock him to roughly half health and a wall slides away, opening the deeper part of the dungeon. He vanishes and leaves a trail leading to the final room.

That final room has a sigil on the floor and four lit stones, one in each corner, all connected to the centre. This is where his name starts to make sense. Kill him with those stones intact and he simply reappears in the middle of the arena at full health, over and over.

Destroy all four stones before you finish him. Melee swings are awkward to land on them, so shooting a couple from the upper vantage point before dropping down and smashing the rest is the cleaner approach. Once they’re gone, kill him normally.

Note: his ranged attacks home in on you, and his melee swings are deliberately hard to read. Keep the Lightning mitigation on and don’t get greedy between combos.

Beating him hands you the Clockwork Scythe, the melee weapon he was swinging at you.


Claim the Caged Hystrix after the Sariel memory

The sidearm is not part of the boss drop. It sits past the arena, and you have to go through the shell sequence first.

Interact with Sariel’s body and take the Inherit Unknown Shell prompt. The game confirms this with a New Shell Discovered: Sariel message.
Play through the memory sequence titled “The Search.” It’s a short scripted section set in an icy cavern, and finishing it locks the shell in permanently.
Once the memory ends, go through the archway and up the large staircase into the circular chamber at the very end of the dungeon.
Interact with the altar at the centre of that chamber. The on-screen prompt reads New Sidearm Acquired: Caged Hystrix, which is your confirmation that it’s yours. Don’t leave the dungeon before this pickup.

Caged Hystrix Tarstones and what the sidearm does

The weapon’s description reads: “The contraption pierces the creature trapped inside, prompting a violent and often useful reaction.” In practice it’s a high-rate-of-fire ranged option that trades per-shot damage for volume, which makes multishot and on-hit effect Tarstones a natural fit.

TarstoneLv. 1 effect
Myriad StoneFires multiple projectiles in an arc with no extra Resolve cost
Splitting StoneFires multiple projectiles per shot with no extra Resolve cost
Ironpiercer’s StoneProjectiles pierce through enemies
Rupturing StoneCritical projectile hits deal Break Damage
Enfeebling StoneProjectiles inflict Fragile
Volatile FragmentEnemies killed by ranged attacks explode for splash damage
Unstable StoneHitting the same enemy 5 times triggers a splash explosion
Marksman’s StoneImproves ranged Critical Chance
Deadeye StoneImproves ranged Critical Damage
Siegebreaker’s StoneImproves ranged Stagger Damage
Spite StoneRanged damage rises as your health drops
Solnir ShardSpend 25 Resolve to lob a heavy arcing round that bursts on impact
Strange RemnantSpend 15 Resolve for a stream of projectiles that chain between targets
Hag StoneSpend 20 Resolve to infuse the sidearm with Poison
Accursed StoneSpend 20 Resolve to infuse the sidearm with Curse

Corroded Stone, Emberseed Stone and the Tarblighted Trophy also slot into it.


Why the pickup might not be there yet

There are only a few things that stop this from working, and all of them are sequencing problems rather than bugs.

  • Sariel keeps reviving. At least one of the four corner stones is still standing. Break every one of them, then finish him.
  • You left after the boss. The Clockwork Scythe drops from the fight, but the Caged Hystrix is a separate pickup at the end of the dungeon. Go back in and climb to the circular chamber.
  • You skipped the shell. The final stretch opens up through the inheritance and the “The Search” memory. Interact with Sariel’s body before heading for the altar.

One trip to the Chamber of Becoming nets three things: the Clockwork Scythe, the Sariel shell, and the Caged Hystrix. That’s a strong return for a dungeon most players run past, so clear the whole thing in one visit rather than fast travelling out the moment the boss bar empties.