Gaming Guide

Mortal Shell 2 Boss Order: Easiest to Hardest Progression

The recommended sequence for all six main bosses, the guards blocking them, and the endgame gauntlet before Zmey.

The recommended sequence for all six main bosses, the guards blocking them, and the endgame gauntlet before Zmey.

Mortal Shell 2 lets you take on its bosses in any order you like, but the difficulty gap between them is wide. If you want the smoothest run, start with the weakest foes and build up your Harbinger Level before the fights that punish mistakes. The order below runs from easiest to hardest, along with the two extra bosses you must clear to reach each main target and the rewards they drop.

Quick answer: Fight Magdalena in the Glutted Mire first, then work through the Lost Child, Nameless Captive, Droeg the Conqueror, Isaac the Scholar-Prince, and the Hexapod. Save the Unfound Path trio (the Monolith, Malborn Offspring, and Orrem the Reclaimed) and the final boss Zmey the Unbidden for last.

Image credit: Playstack

There are six main bosses, three in Fainweald and three in Mammon. This sequence keeps each fight roughly in line with your current strength, so you avoid walls that are too high for your level.

OrderMain bossLocationReward
1MagdalenaGlutted Mire — NortheastMagdalenas Memento (Axe & Dagger)
2Lost ChildSanguine Cavern — NorthLost Clotstone (Obsidian Hammer & Veteran’s Battle Axe)
3Nameless CaptivePrisoner’s Domain — WestCaptive’s Scabstone (Great Martyr’s Blade)
4Droeg the ConquerorConqueror’s Domain — SoutheastConqueror’s Reward (Black Needle)
5Isaac, the Scholar-PrinceFaded Citadel — SouthScholar’s Wormstone (Clockwork Scythe)
6The HexapodWithered Shoal — SouthwestHexapod Core

Note: This order is a guideline, not a rule. Most of these bosses drop Tarstones tied to specific weapons, so if you are chasing a particular upgrade, you can jump ahead to the boss that drops it and skip the rest for now.

Image credit: Playstack

The two bosses guarding each main boss

Before you can reach five of the six main bosses, you have to clear two mandatory foes. A Corrupted Beacon Boss opens the Corrupted Gate that leads into the main boss’ domain, and a Guardian Boss stands watch over the arena itself. Neither is optional. The Hexapod is the exception, since it only has a Corrupted Beacon Boss in front of it.

Main bossGuardian Boss (reward)Corrupted Beacon Boss (reward)
MagdalenaThe Wandering Shepherd (Sheephead Totem)Vrannic the Grand Illusionist (Volatile Fragment)
Lost ChildTarblighted Stoner (Tarred Fragment)Lucian the Thirsting Knight (Serpent Stone)
Nameless CaptiveTishina’s Confessor (Confessor’s Keepsake)Vrago, Solikar Champion (Voltaic Crown)
Droeg the ConquerorUrrig the Executioner (Warden’s Stone)Stray Sester (Black Needle)
Isaac, the Scholar-PrinceSolnir the Gloomseeker (Solnir Shard)Gloombound Wraith (Curseblood Stone)
The HexapodInfested Miner (Wretchcaller’s Stone)

What happens after all six main bosses fall

Once the six main bosses are dead, the Undermether summons you and asks you to deal with the Fould Passenger inside her. Head back to Marrow Keep and approach Milos, the acolyte in the Ova room. He turns into an enemy, and a passage opens that leads deep into the keep. Follow it to arrive at the Unfound Path.

The Unfound Path is the final dungeon, built as a boss gauntlet. You have to defeat three tough bosses before you can reach the game’s final fight. Order does not matter here, since all three are difficult and the only things they drop are items you can sell for Coins. The three bosses are the Monolith, Malborn Offspring, and Orrem the Reclaimed.

Clearing all three unlocks the final beacon. Cleanse it, and you can challenge Zmey the Unbidden, the last boss of the game.

Image credit: Playstack

Endgame boss checklist

  • The Monolith — trade the Monolith Fragment for Coins.
  • Malborn Offspring — a two-phase fight, the hardest of the three.
  • Orrem the Reclaimed — trade Orrem’s Head for Coins.
  • Zmey the Unbidden — unlocked after the final beacon is cleansed.

Stick to the six-boss order for the main campaign, use the guardian and beacon fights to gather the Tarstones your build wants, then push into the Unfound Path only once you are comfortable taking hard hits. When the Undermether calls on you after the sixth main boss, that is your signal the overworld is cleared and the endgame is ready.