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All Mortal Shell 2 dungeons and hidden areas

Complete Mortal Shell 2 guide to dungeons and hidden areas, with mined game data, helpful in-game visuals, practical comparisons, and quick answers.

Complete Mortal Shell 2 guide to dungeons and hidden areas, with mined game data, helpful in-game visuals, practical comparisons, and quick answers.

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Official Mortal Shell II gameplay scene

Official Mortal Shell II gameplay screenshot from the game’s Steam store listing.

QUICK ANSWER
The complete Mortal Shell 2 dungeon and hidden-area checklist covers 75 named locations, from Abandoned Shrine to Wortbriar Encampment, with several entrances hidden behind enchantments, wells, keys, bosses, beacons, or world actions.

This list combines named dungeons with hidden areas, so it is a discovery checklist rather than a claim that all 75 locations belong to one official dungeon category. Use the jump links to mark discoveries and open individual entries for available route details.

Quick answer

Activate each nearby beacon, then sweep walls, ruins, wells, pits, arches, doors, and lower paths around the cluster. If an entrance remains blocked, record whether it appears tied to a key, boss, enchantment, world action, or beacon progress and return after advancing that condition.

At a glance comparison

Area Quick clue
Abandoned Shrine Shrine-type ruin
Alchemist’s Workshop Workshop or laboratory side space
Bellkeeper’s Corner Bell structure and nearby alcoves
Besieged Ruins Damaged fortified ruins
Big Ol’ Hole Large pit or downward route
Blackwell Cavern Cavern entrance
Broodshell Nest Nest or lair space
Burrowkin Dwelling Burrow-like dwelling
Central Sewers Drainage or sewer access
Chamber of Becoming Southeastern Mammon; Sariel-gated
Collapsed Mine Abandoned Outpost slums
Conquerer’s Rise Elevated fortification
Coward’s Retreat East of Blackridge Pass
Crumbling Tunnel Multiple beacon-linked entrances
Derelict Hideout Abandoned hideout
Deserted Mine East of Mushroom Village
Desolate Keep Ruined keep
Discple’s Stash Small concealed cache
Feeding Grounds Blackridge graveyard route
Flooded Village North of Widow’s Overlook; concealed
Forbidden Archives Archive rooms and side passages
Garrick’s Den Den or lair entrance
Gloomstricken Garrison Garrison or fortified interior
Grisha Hunting Grounds Hunting-ground area
Hag’s Pit Pit or recessed chamber
Hall of Echoes Large hall complex
Hall of Illusions Illusion-focused interior
Hall of Murmurs Southwest Castigator’s Keep route
Hermit’s Pass Narrow pass or side route
Holding Cells Well near Blackridge Hamlet
Hushed Sanctum Sanctum interior
Illusionist’s Cache Hidden cache
Infested Den Infested lair
Kingdom of Fools Broad interior or domain
Area Quick clue
Mango Sanctuary Sanctuary space
Martyr’s Prison Prison interior
Martyr’s Tomb Church near Widow’s Overlook
Mawbreak Cavern Cavern route
Mornefrost Grave Frozen grave site
Mustworn Tomb Tomb entrance
Neglected Prison Abandoned prison
Obsidianite Mines Lower Abandoned Outpost slums
Odious Crevice Narrow fissure or crevice
Overgrown Temple Vegetation-covered temple
Overrun Quarry North of One-Legged Wolf
Parasitic Stash Concealed stash
Passenger’s Shrine Shrine or roadside structure
Pilfered Crypt Crypt entrance
Ravaged Hideout Damaged hideout
Ravaged Tomb Damaged tomb
Revered Beacon Beacon-linked space
Ritual Grounds Mushroom Village and Widow’s Overlook route
Ritualist’s Hideaway Ritual chamber or hidden room
Rootwater Hollow Glutted Mire via Seeping Mire
Sentry’s Grave Grave or memorial site
Servant’s Hall Service corridor or hall
Sester’s Bastion Bastion or fortified structure
Sester’s Censer Sester-related hidden space
Shrine of Sorrows Shrine interior
Shrine of Trials Keyed Mushroom Village chapel
Smuggler’s Hideout Northwest of Outskirts of Mammon
Spoiled Mortuary Mortuary rooms
Temple of Desolation Temple complex
Temple of Finality Temple complex
Temple of Innocence Temple complex
Temple of Obscenity Temple complex
Temple of Promise Temple complex
Temple of Rebirth Temple complex
The Hidden Keep Concealed keep
The King’s Crypt Royal crypt
Thieves Retreat Hideout or retreat
Traveller’s Domain Named domain or interior
Viletongue’s Domain Named domain or lair
Waterfall Camp Camp near a waterfall
Wortbriar Encampment Encampment and its perimeter

Treat these links as a discovery tracker, not a forced progression route. The nearest beacon and the exact displayed area name are the most useful details to record while clearing each region.

How to use this list

Work through Mortal Shell 2 in beacon clusters. Once a beacon is active, circle the surrounding terrain and inspect walls, ruins, wells, pits, arches, doors, cave mouths, lower levels, and paths that disappear behind major structures.

When you find a sealed route, note both the nearest beacon and the obstruction. Separating keys, bosses, enchantments, world actions, and beacon-linked gates prevents unnecessary repeat searches and gives you a focused return route later.

Goal Priority
Early upgrades Sweep Martyr’s Tomb and locations clustered around the first accessible beacons.
Shell progress Pair the southeastern Mammon shell route with Chamber of Becoming.
Hidden-area cleanup Recheck enchanted arches, wells, lower paths, and the Glutted Mire route.
Completion tracking Record the nearest beacon and distinguish repeated Crumbling Tunnel entrances.
Late-game return visits Revisit chapel doors, boss-linked passages, and entrances blocked by world actions.
QUICK WIN

Before leaving a region, record the nearest beacon and what blocked each entrance—a key, boss, enchantment, world action, or beacon requirement.

Complete reference

Expand any entry below for its available route, access condition, or environmental search cue. Entries without a precise route focus only on the kind of structure or terrain worth inspecting.

Abandoned Shrine

Inspect ruined devotional structures, recessed chambers, and paths passing behind the main shrine platform.

Alchemist’s Workshop

Check laboratory-like interiors, work areas, storage rooms, and side doors branching from larger structures.

Bellkeeper’s Corner

Sweep the edges and compact alcoves around bell structures instead of searching only for a large dungeon facade.

Besieged Ruins

Inspect broken walls, collapsed approaches, and openings around the base of damaged fortifications.

Big Ol’ Hole

Look for a controlled descent, reachable ledges, or an opening below ground level rather than a conventional doorway.

Blackwell Cavern

Follow the rock walls and examine dark recesses that can blend into the surrounding terrain.

Broodshell Nest

Search organic-looking chambers, nest spaces, and branching lair passages carefully before leaving.

Burrowkin Dwelling

Check low openings, earthen passages, and enclosed living spaces that resemble a burrow.

Central Sewers

Inspect drainage channels, lower city levels, grates, and routes descending beneath occupied structures.

Chamber of Becoming

In southeastern Mammon, activate the Silent Steps beacon and use the jump gate to reach Sariel’s area. Defeat Sariel the Endless to reveal the passage; inside, destroy the gravestones around the arena to prevent Sariel from returning and claim Sariel’s Shell.

Collapsed Mine

Travel south of the Abandoned Outpost beacon into the slums, follow the platforms around the central pit, and take the western path to the cave entrance.

Conquerer’s Rise

Check stairways, ramps, upper approaches, and routes rising above the surrounding terrain.

Coward’s Retreat

Follow the rocky wall east of the Blackridge Pass beacon. Stay close to the stone so the opening does not disappear into the cliff face.

Crumbling Tunnel

This display name appears on multiple beacon-linked tunnel entries, including routes associated with Widow’s Overlook and Outskirts of Mammon. Record the nearby beacon for every occurrence.

Derelict Hideout

Inspect ruined camps, concealed rooms, and side paths screened by debris.

Deserted Mine

Head east of Mushroom Village and continue beyond the area where you meet Hilga and Grom to search for the mine entrance.

Desolate Keep

Sweep the outer wall, damaged gate approaches, towers, and lower entrances around the ruined keep.

Discple’s Stash

Inspect dead ends, tucked-away rooms, and compact spaces hidden behind larger points of interest.

Feeding Grounds

Search the graveyard northeast of Blackridge Pass near the map edge. Break the three Golden Flower Tombstones at the Stones of Remembrance to open the route.

Flooded Village

Travel north of Widow’s Overlook. The entrance is concealed by an enchantment, so walk through the apparently solid stone arch to reveal its doorway.

Forbidden Archives

Inspect library-like rooms, blocked collections, side chambers, and passages behind shelving or ruined walls.

Garrick’s Den

Follow enclosed side routes and check recesses around terrain that resembles a den or hostile lair.

Gloomstricken Garrison

Examine fortifications, barracks-like interiors, wall openings, and lower military passages.

Grisha Hunting Grounds

This area may feel more open than a traditional dungeon, so sweep its full perimeter for an enclosed route or transition.

Hag’s Pit

Look below the main path and inspect ledges that provide a controlled descent into a recessed chamber.

Hall of Echoes

Check adjoining chambers and branching corridors before treating the central hall as the endpoint.

Hall of Illusions

Test suspicious walls, visual distortions, and routes that appear to end abruptly.

Hall of Murmurs

From the Castigator’s Keep beacon, go southwest through the center of the area. Beyond the central courtyard, look for stairs descending into the ground.

Hermit’s Pass

Search along cliff faces and between rock formations instead of expecting a large entrance.

Holding Cells

Find the well near the edge of Blackridge Hamlet. The cells are reached through the well rather than a prison doorway at ground level.

Hushed Sanctum

Inspect secluded religious spaces, rear chambers, and passages around altars or ceremonial structures.

Illusionist’s Cache

Examine visually deceptive corners, false-looking boundaries, and side rooms that do not resemble full dungeon entrances.

Infested Den

Check enclosed natural spaces, organic growth, and tunnels branching away from the main chamber.

Kingdom of Fools

Track the internal branches carefully so its broad domain is not mistaken for several separate discoveries.

Mango Sanctuary

Search ceremonial structures and their surrounding side rooms for a concealed transition.

Martyr’s Prison

Inspect cell blocks, lower corridors, barred side rooms, and passages adjoining other martyr-named spaces.

Martyr’s Tomb

Enter the ruined church on the hill overlooking the Great Arbiter of Flesh from Widow’s Overlook. Clearing the enemies below yields the Obsidian Lathe and Parasitic Stone.

Mawbreak Cavern

Inspect fractured rock formations, cave mouths, and shadowed openings below the main trail.

Mornefrost Grave

Search icy burial structures, recessed tomb entrances, and paths obscured by snow or pale stone.

Mustworn Tomb

Inspect burial grounds, stone chambers, and stairways descending beneath memorial structures.

Neglected Prison

Search decayed cell areas, damaged doors, and lower passages around the abandoned structure.

Obsidianite Mines

Go south of the Abandoned Outpost beacon into the slums, drop into the central lower area where enemies are mining, and find the entrance on the western wall.

Odious Crevice

Follow close rock walls and inspect narrow gaps that do not resemble a standard dungeon gate.

Overgrown Temple

Check behind roots, foliage, broken masonry, and partially buried ceremonial entrances.

Overrun Quarry

Search just north of the One-Legged Wolf beacon. Quarry walls and changes in elevation can hide the entrance when viewed from a distance.

Parasitic Stash

Examine small side chambers, infested recesses, and dead ends instead of looking for a full dungeon facade.

Passenger’s Shrine

Inspect roadside structures, travel routes, and devotional spaces near larger paths.

Pilfered Crypt

Search graveyards, disturbed burial structures, and lower rooms reached through damaged stonework.

Ravaged Hideout

Inspect ruined camps and side rooms that remain accessible despite collapsed sections.

Ravaged Tomb

Look for broken burial entrances, exposed lower chambers, and routes through collapsed masonry.

Revered Beacon

Inspect the beacon structure’s immediate surroundings and any passage connected to its cleansing route.

Ritual Grounds

Approach from east of the Widow’s Overlook beacon along the route toward Mushroom Village, or search south of Mushroom Village behind the house and gravestone where Tiel’s Shell is found.

Ritualist’s Hideaway

Check behind ceremonial areas, ruined dwellings, and side passages near ritual activity.

Rootwater Hollow

Cleanse the Mushroom Village Gate beacon to enter the unmapped Glutted Mire sub-region. Inside, follow the route associated with the Seeping Mire beacon to reach the dungeon.

Sentry’s Grave

Inspect guarded burial sites and recessed spaces near sentry positions.

Servant’s Hall

Check secondary corridors, lower floors, and doors away from a structure’s ceremonial rooms.

Sester’s Bastion

Search the fortified walls, lower approaches, and adjoining chambers for the entry transition.

Sester’s Censer

Inspect ceremonial interiors and compact side spaces associated with censers or devotional objects.

Shrine of Sorrows

Search religious ruins, rear chambers, and passages beneath or behind the central devotional space.

Shrine of Trials

Find the chapel behind the Mushroom Village beacon. The door near the Grisha Hunter remains locked until you obtain the Chapel Key.

Smuggler’s Hideout

Travel northwest of the Outskirts of Mammon beacon and search around the nearby camp for the hideout entrance.

Spoiled Mortuary

Check preparation rooms, burial corridors, and lower chambers adjoining grave sites.

Temple of Desolation

Inspect the outer walls, damaged approaches, ceremonial rooms, and any descent below the main floor.

Temple of Finality

Clear the adjoining rooms and check behind the central ceremonial space for further routes.

Temple of Innocence

Search side chapels, rear passages, and lower chambers rather than following only the central aisle.

Temple of Obscenity

Inspect corrupted ceremonial spaces, recessed rooms, and openings around the temple’s perimeter.

Temple of Promise

Check the entry court, adjoining chambers, and routes concealed behind religious structures.

Temple of Rebirth

Sweep every ceremonial chamber and inspect routes descending beneath the primary worship area.

The Hidden Keep

Search beyond the obvious fortifications for disguised approaches, side gates, and lower entrances.

The King’s Crypt

Inspect monumental burial structures, sealed-looking stone doors, and descending passages.

Thieves Retreat

Search camps, concealed side rooms, and less-traveled paths away from major structures.

Traveller’s Domain

Map its internal branches and exits carefully rather than judging the domain by a single chamber.

Viletongue’s Domain

Inspect adjoining chambers and environmental transitions throughout the full lair.

Waterfall Camp

Inspect behind the falling water, along nearby rock walls, and around the camp perimeter.

Wortbriar Encampment

Sweep the tents, barricades, perimeter paths, and any concealed route leading beneath or behind the camp.

Hidden entrances and commonly missed routes

The easiest routes to overlook are the ones that do not present a conventional entrance. Flooded Village hides its doorway behind an enchanted stone arch, while Holding Cells sends you downward through a well near Blackridge Hamlet.

Other entrances depend on progression conditions. Shrine of Trials requires the Chapel Key, Feeding Grounds is tied to the Golden Flower Tombstones at the Stones of Remembrance, and Chamber of Becoming opens through the Sariel encounter.

Rootwater Hollow sits beyond the Glutted Mire and Seeping Mire route, so reaching the hidden sub-region is only part of the search. Crumbling Tunnel creates a different tracking problem: the same display name appears at more than one beacon-linked entrance, making the nearby beacon essential for distinguishing discoveries.

Location-item icons

These visuals come from the in-game assets for Mortal Shell 2. They are included as a practical identification reference for the names and entries in this guide.

Censer in-game icon in Mortal Shell II
Censer — extracted in-game icon from Mortal Shell II.
Mushroom Village Key in-game icon in Mortal Shell II
Mushroom Village Key — extracted in-game icon from Mortal Shell II.

Frequently Asked Questions

Are dungeons and hidden areas permanently missable before New Game+?

No. They remain available after the final boss, giving you time to finish discovery and cleanup before choosing to enter New Game+.

Why do launch-era lists give different dungeon totals?

The totals use different category boundaries. Launch-era material cites 35, 36, or over 60 dungeons, while older pre-release claims exceeded 80. Hidden regions, beacon chambers, repeated entrances, and other named areas account for much of the variation, which is why this article tracks 75 named locations without presenting that number as one settled official dungeon total.

What should I do when an enchanted or sealed entrance will not open?

For an enchanted boundary, approach on foot and cross the apparent doorway instead of waiting for an interaction prompt. If it is physically sealed, check your keys, completed boss encounters, nearby beacon progress, and unresolved world interactions before returning.

Should repeated names such as Crumbling Tunnel be tracked separately?

Yes. Track every occurrence by its nearest beacon or region, since identical display names can belong to separate entrances and completion records.

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