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Mortal Shell 2 – Walkthrough Part 3: Glutted Mire

Mortal Shell 2 Walkthrough

Mortal Shell 2 is an Action RPG where you play as the Harbinger. You have to find ancient corrupted beacons, cleanse them of the corruption, and take the Ova inside these beacons back to the Marrow Keep. You’ll also find many Shells that will aid you on your journey.

For more information about the game, please visit its official Steam page here.



Mushroom Village Gate

The Glutted Mire Gate is in the eastern part of the northern region. It lies beyond the Mushroom Village Gate Beacon.

You’ll have to cleanse the beacon first to clear the path to the gate. As you enter the beacon, you’ll find yourself in the Hall of Illusions.

As the name suggests, there are a lot of illusions in this dungeon. Most of the paths that appear to be initially blocked can be revealed by passing through the ritual gates here.

If you pass through the ritual gate, the path that appears to be locked will open.

As you walk in, you’ll find a resolve tree. The wall next to the resolve tree is illusory; strike it to reveal a path.

You’ll then enter a room. This room has no way out. However, if you look up, you’ll find the illusionist standing above the wooden planks.

You’ll then immediately fall to the ground, and the battle will begin against Vrannic, the Grand Illusionist. This mini-boss’s attack patterns are quite straightforward.

It will either do an unblockable thrust, or it will do a three-hit attack, which has the first two attacks being parryable or blockable, and the third hit being unblockable. It can also shoot out projectiles from the sack on its back.

Once the boss has been defeated, the path to the gate will be open. You’ll be able to enter the Glutted Mire gate.

Glutted Mire

As you pass through the gate, watch out for tripwires, as they can take out a lot of your HP if you’re not careful. Quickly dash past them to avoid getting hit by the arrows.

Keep going. There will be a few enemies on the way until you reach the Sunken Village. There are a lot of poison enemies here. If you’ve got Tiel’s Shell and have increased the bond, you may be able to have increased resistance to poison, or it may even heal your HP instead.

Once you’re inside the village, you’ll find a chest here. The chest requires three offerings. Here, you have to light three candles in this area.

One of the candles sits on the fence outside of a house. Another candle can be found near the ritual spot with a few enemies. It sits on one of the small stone pillars. The final candle is inside the cage with a poison enemy. Defeat the enemy and light the three candles to open the chest. You’ll find the Siegebreaker’s Stone Tarstone inside the chest.

Pass through the village, and you’ll find the Sleeping Mire beacon ahead. Cleansing this beacon requires you to fight a horde of enemies at once.

Return to the surface and pass through the wooden bridge. You’ll enter another part of the village. There are some eels here, alongside the poison enemies. One of the paths from this settlement leads you to the edge of the cliff. You can take the path from here to reach the next beacon called the Sunken Village Beacon. There’s also a Gland here, but you’ll need to cleanse the beacon first.

Sunken Village Beacon

The Sunken Village beacon is a tricky one. First, get rid of the enemies on the lower floor. Stairs lead up.

As you go there, you’ll find many enemies on the way. Towards the end of the road, you’ll find an enemy with a big hammer. You’ll have to drop down from the cliff ahead to progress deeper into the dungeon.

You’ll find the Corroded Stone Tarstone inside a chest. The Ovum is shortly ahead. Once you’ve cleared the dungeon, return to the surface and retrieve the gland from near the cultist group. After that, return to the Sunken Village Beacon.

There’s a bridge leading near the Sunken Village Beacon. When you get there, you’ll find the Wandering Shepherd.

The Wandering Shepherd

The Wandering Shepherd is a unique boss, since you don’t have to fight him head-on. There will be multiple sheep in the area.

Some of these sheep will turn black and will start to attack you. If you attack the Shepherd, it will just teleport away or turn you into a sheep, and you won’t be able to do much once you turn into a sheep.

Here, you have to hit the sheep that are glowing red. Doing so will fill the break bar for the Shepherd boss. Once the break meter is full, the boss will stagger, and you can deliver a riposte.

Once the boss is defeated, squeeze through the path ahead, and you’ll find the Etching Needles, which are required to upgrade Tarstones. Furthermore, you’ll spot Ruk shortly ahead. There’s also a supporting Shell summon nearby.

Magdalena, The Lady Of The Woods

Magdalena uses fire attacks from her vehicle, so you should bring a few Burnt Effigies with you to cure the burn.

She usually just charges at you with her vehicle, which is an unblockable attack, and then swings her ride around to unleash fire in the area.

It’s best to stay close, get a few hits in, and then back away once she starts spinning around. After a while, and once you’ve taken out 50% of her HP, her vehicle will start to malfunction.

She’ll just remain in one spot, and that’s where you can deal a ton of damage to her, but you’ll also have to watch out for the mini enemies that the boss summons during this time.

Once you’ve defeated the boss, you’ll obtain the Tarstone called Magdalena’s Memento, and a beacon will appear on the ground. You can find a bunch of Ova inside and return them to the Marrow Keep.


This concludes Part 3 of the walkthrough for Mortal Shell 2.

You can find more guides and walkthroughs for Mortal Shell 2 here. If you’re looking for more to read, you may also like the following pages:

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