Gaming Guide

Mortal Shell 2: Thieves Retreat Location and Dungeon Guide

Find the gate north of Nochtean Gate, then cross the invisible floor to the Revered Gland.

Find the gate north of Nochtean Gate, then cross the invisible floor to the Revered Gland.

Thieves Retreat sits on the north side of the castle around the Nochtean Gate Beacon in Fainweald. The room you want is not a normal hallway. It is a broken bridge over a flooded pit, and most of the crossing is a floor you can barely see.

Quick answer: From the Nochtean Gate Beacon, go north, drop one level, press the switch to open the metal gate, then take the lift down and walk the invisible floor to the two lit torches.


Lightning resistance before you enter

The dungeon is packed with flying skeletal ghosts that throw shock and lightning. Those hits do not block. If you walk in with no resistance, the thin path becomes a place you die before you can even see the next ledge.

LoadoutWhat it does here
Proxima, Ampereon at two levelsLowers lightning damage and stops the lightning status
Galvanic Shard in the passive slotAdds more lightning mitigation on top of Ampereon
Proxima’s BiosamplerPulls ghosts in so they stop spamming from mid-air

Fight on the front foot. The walkway is too narrow for a long defensive fight, and every extra spell makes the next invisible step harder to read.


Thieves Retreat location from Nochtean Gate

The map marker sits near Nochtean Gate. The door itself is one drop below the northern castle walk, behind a switch-controlled metal gate, then a portal lift that drops you into the dungeon.

Leave the Nochtean Gate Beacon and walk north through the arched castle doorways. Stay on the main stone route instead of dropping into side pits until the next step tells you to.
If you are still below the upper castle, pull the lever on the lift gate, wait for it to open, and ride the lift up. That puts you on the level that can reach the northern gate.
Armored player standing in front of a large barred gate set into a stone wall
The barred castle gate that opens after you pull the nearby lever. Image credit: Cold Symmetry
From the upper yard, move toward the northern gate. The route runs through a ruined stone courtyard. Keep going until you can drop to a lower platform rather than forcing the locked face of the gate.
Hooded character walking a ruined stone courtyard with hanging bodies and on-screen HUD
The ruined courtyard on the way to the northern gate, with hanging bodies over the path. Image credit: Cold Symmetry
Drop one level below the northern walk. You should land near a hostile platform, with an arched passage across from you. The switch you need is on this lower floor, not on the gate you just left.
Climb the nearby stairs and defeat Fierce Siderite. The large beast sits on the approach to the entrance button, and the path stays blocked until it is down.
Player with a huge greatsword climbing stone stairs through a ruined fortress yard
The stair climb through the ruined fortress before the Fierce Siderite fight. Image credit: Cold Symmetry
Press the wall button or plate. The game confirms the open with “A gate has opened.” or “A gate has lifted.” Walk through the new passage instead of looking for another climb.
Step into the portal and ride the lift down. When the area name Thieves Retreat appears, you are inside. That title is the check that the route worked.
Armored character running a dark torchlit passage as the Thieves Retreat title appears
The Thieves Retreat title hitting the screen as you enter the torchlit passage. Image credit: Cold Symmetry

How the invisible floor works

The first chamber is a ruined bridge over mist and standing water. Solid stone runs out fast. The far exit is a doorway with two lit torches. Everything between those points is a floor that only shows itself if you look for it.

Player with a massive sword walking a crumbling stone bridge toward a raised platform
The broken bridge that becomes the invisible crossing toward the far platform. Image credit: Cold Symmetry

Stand at a shattered edge and look down. A faint, smoky outline of flooring appears over the drop. Stay on that outline and you will not fall. Step off it and you drop into the pit.

CueMeaning
Wispy floor outline when you look downThat strip is solid
A dead body resting in empty airThe corpse is sitting on the hidden path
Two lit torches by a doorwayYou have reached the far exit
Mist and floodwater belowA fall, not a shortcut

Use the corpse as a physical marker when the outline gets hard to see. Walk slowly. Sprinting is the usual reason people miss a turn and fall. Clear ghosts before you commit to a long stretch, because a lightning hit on a blind corner will shove you off.

Armored swordsman crossing a stone bridge with health and item meters on screen
The slow crossing on the hidden path, where a body on the bridge marks the floor. Image credit: Cold Symmetry

Note: There is also an invisible floor near the dungeon entrance on the left. That strip leads into a trapped hallway, not to the torchlit exit. Save it until after you know the main crossing.


If you fall into the pit

A fall is not a dungeon reset. The pit is a flooded yard full of monsters, plus a lift that returns you to the bridge. Either kill the pack or pull it away from the lever, then ride back up and resume the crossing from solid stone.

While you are down there, check the rundown shacks. One of them has a Ventrium totem for weapon upgrades. Resolve roots also sit in the pit. They are easy to miss if you only sprint for the lever.


Thieves Retreat rewards

The far side of the invisible path returns you to solid ground. Climb the stairs into the last chamber. Statues and candles mark the pickup. Take the Revered Gland and a portal opens back to the dungeon entrance. That portal is the completion check.

RewardWhere it drops
Revered GlandFinal room with statues and candles
Ventrium totemNear a shack in the pit
Coin and GlimpseCombat and pickups on the route

Left-side trapped hallway

Just inside the entrance, an invisible floor on the left leads into a hallway of traps and enemies. Resolve roots are in that hall as well. No extra named prize is confirmed at the far end of that route. If you only came for the Gland, you can skip it and still finish the dungeon.

Once the portal is up, you are done. Take the Gland, step through, and leave the bridge behind.