Guides · Part 7 of 18
Mortal Shell 2 Walkthrough - Part 7: Mushroom Village Gate (Vrannic Boss Guide)
Published Aug 29, 2026 · 4 min read
Hall of Illusions
From the beacon, head down into the dungeon: the Hall of Illusions itself. One spear-wielding witch holds the entrance, with torch carriers waiting just past her. Grab the Laterite from the white pedestal.
The right-hand path is easy to miss: a dead-end room where one stretch of clean, uncracked stone wall is a fake. Break it with a strike and claim the secret behind it. An enemy drops from the balcony above the entrance and body-checks you a full floor below.
Vrannic, the Grand Illusionist
The boss of the Hall of Illusions is a tall monk with a staff and a barrel of skulls strapped to his back. The skulls are his ammunition.
The kill pays out a Volatile Fragment and a Glimpse. Then use Cleanse Corruption on the spot. The cleanse hands you 3 Ova at once, plus another Glimpse.
The Corrupted Gate and the castle inside
Near the save point, check the rock at the cliff edge first. It holds a Burnt Effigy. Then step through the glowing Corrupted Gate into the castle.
A suicide zombie shambles at the doorway: shoot it from distance, or sprint clear and let the blast land behind you. Tripwire traps follow; dash through them and dodge the arrows that snap loose. Deeper in, a toad witch lobs poison projectiles that skim along the ground, so stay out of the lane.
Sunken Village
The route surfaces into Sunken Village. Two shield-bearers wait outside, and a beehive hangs within sight of them; one shot turns the swarm into your problem-solver. Loot the Ventrium off the body lying nearby, then deal with the monk a little further on.
The courtyard gauntlet
Between the houses, a stretch of shallow water and stones hosts several weak mages and a monk. The house on the left holds 150 Coin and a Tarspore. Further in, a toad witch spends the whole fight healing everything else, so she dies first; behind her stand sorcerers, fanatics, and a spear witch.
The offering chest
A chest is set into the left wall, and it wants three candle offerings:
- one candle sits on the stone platform, resting on one of the small pillars
- one candle is locked inside the cage: kill the poison monster within, then knock the lock off with your sword
- the last candle is somewhere along the route, so keep your eyes open while running it
Inside waits a Siegebreaker's Stone.
Out the far gates
Behind the cage grow 4 Tarspore, and a Ventrium lies at the center of the platform in front of it. At the white tree, 3 more Tarspore sit in an ambush: an underground skull bursts out the moment you close in. The way out runs through the gates ahead, where a huge spider keeps watch. You can simply run past it. Cross the bridge beyond and activate the beacon to bank the run.
