Skip to content

Guides · Part 6 of 18

Mortal Shell 2 Walkthrough - Part 6: Mushroom Village (All Loot and Secrets)

Published Aug 29, 2026 · 6 min read

The Square: Grannies and the Offering Chest

Set out east from the Widow's Overlook save point and pass through the northern gate into the village itself. The square is held by three dancing grannies with staves, plus a fourth working an accordion whose music speeds the others up. That makes her the whole problem: quiet the accordion first, then mop up whoever is left at a saner tempo. On the left side of the square, a door answers when you knock. It never opens, but it has things to say. On the right porch sit 50 Coin, and under the stage at the far end grows a Weltcap.

The locked chest in the center of the square takes three offerings, and the offerings are candles: light one at the stone altar by the entrance near the high porch, one at the altar behind the front-left house, one behind the front-right house. The chest then gives up a Glimpse and an Auspicious Stone, a passive tarstone that raises critical-hit chance. You have four passive slots for stones of that kind, and this is a fine first tenant.

The Left Street

Walk the left street next. A Burnt Effigy and 400 Coin lie along it. Behind one house a ladder runs up the wall; leave it alone, nothing lets you climb it here. Further on, in the corner full of mushrooms, sit an altar, an old woman, and another Weltcap. Circle the building at the top of the street and step onto the balcony for 50 more Coin.

The Right Street and the Village Beacon

The right street hides another Weltcap, and around the corner of the building, a Laterite. Climb the high porch and knock here too; nobody is home either. In the side yard two grannies watch over 250 Coin on the porch. Off to the side, at the cliff edge, one more yard holds a lone granny and a Burnt Effigy. Fight your way up to the top of the village and activate the beacon. The dungeon below this save point is the Passenger's Shrine.

Passenger's Shrine

Descend beneath the save point. One monk waits at the entrance, and another below, after the second elevator. Break the wooden door ahead on the right and drop down through it. Clear the monks on the stair landing, then break the door on the left. The room behind it holds two enemies, a white tree, 500 Coin, and a note worth the detour.

The floor below is crowded. Pull enemies out of the pack and take them one at a time; greed is how runs end. From the white pedestal grab a Laterite, and from the chest the Emberseed Stone, a tarstone that consumes Resolve to infuse your sidearm with Burn.

Victory pays out an Ovum and a Glimpse.

The Temple Courtyard: the Grisha Hunter

Back at the save, go left across the covered wooden footbridge to the courtyard in front of the temple. The shopkeeper here is the Grisha Hunter, and his stock runs:

Buy the Cage Key and open the animal cage in the yard; the Sheephead Totem is inside. Behind the tall rock on the left sits a Laterite. The temple's front door stays locked until you find the Chapel Key, and the path on the right is walled off by corruption for now. By the tent lie 250 Coin, and on the white pedestal stands another Laterite. Return to the save.

Gallows Hill and the Far Bridges

Cross the rope bridge to the right of the save. On the gallows hill beyond, a staff-wielding witch patrols.

Cross the bridge to the large bonfire. On the stone altar to the right lie 70 Coin and a Burnt Effigy. Skirt the rock by the fence on the right for a Ventrium. Take the bridge over the graveyard; on the tall islet beyond it, a note. Back at the gallows hill, a second bridge leads into a fenced yard where a zombie named Grom simmers in a cauldron, kept company by a witch in a frog mask. By the crates, another Burnt Effigy. The archway out is choked with corruption, so leave across the bridge on the far side.

The Altar Trial

Drop down from the gallows and you reach an altar beside a patch of corruption. To the left stand lush fir trees; walk around them and pick three Weltcap mushrooms from behind. Then begin the trial at the altar:

  • Two hammer-wielders first. Their ground slams can hit each other, so stand the pair in each other's way.
  • Two monks second.

The reward is a Paradoxical Scripture and three Ventrium.

Finishing the trial clears the corruption beside the altar, and two cube creatures crawl out of the cleared ground. Behind the altar wait three weak witches carrying Tarspore. The chest there holds 300 Coin and the Marksman's Stone, a passive tarstone that sharpens ranged critical hits. The path beyond is still corruption-locked. At the glade by the cliff, 300 more Coin.

The Corpse Slope and the Second Beacon

Cross the bridge onto the slope strewn with bodies and climb the planks. By the frog statues sit a Burnt Effigy and a Coin of Mammon worth 500 Coin. Drop from the edge down to the cliff below: three fanatics and a chest with 1,000 Coin. Follow the two lower footbridges to the light-filled crevice and activate the beacon there: the Mushroom Village Gate save. With it lit, Mushroom Village is swept, and the corruption you left standing will keep for a later part.