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Mortal Shell 2 has eight permanent, collectible Shells spread across Fainweald and the Ruins of Mammon, plus a ninth body — Harros — that’s only playable during the prologue and gets taken away for good as the story moves on. This guide lists where every one of the eight sits, what actually blocks you from grabbing each one, and the order that makes sense if you’re collecting them during a normal run instead of backtracking across the whole map afterward.
TL;DR
- Eight Shells count toward the full collection: Tiel, Proxima, Eredrim, Gragu, Smert, Sester Genessa, Lazlo, and Sariel
- Harros is prologue-only and permanently lost afterward — he doesn’t count toward the eight
- Tiel and Proxima are marked on your map automatically once you reach Marrow Keep; the rest need Zhirelle, a boss kill, a ritual, or a delivery quest
- Finding a body isn’t the unlock — you have to sit through its first memory sequence or it won’t stick
- Genessa is the odd one out: no map marker, a separate boss fight for the quest item, and her own bond system
How Many Shells Are There in Mortal Shell 2?
The number you’ll see quoted depends on whether the outlet is counting Harros. Several guides list Mortal Shell 2 as having nine Shells total, treating Harros as one of them since he’s playable and has his own kit. Others — including the guides tracking the Shell Seeker trophy/achievement — count eight Shells, because Harros is structurally excluded from the collection the moment the prologue ends. Both numbers are correct depending on what you’re measuring; the practical answer for “how many do I need to actually go find” is eight.
Note
Harros losing his slot is a structural fact tied to how the prologue ends, not a plot twist worth avoiding spoilers for — but if you want zero foreknowledge going in, skip ahead to the location table.
All Shell Locations in Mortal Shell 2, Region by Region
Five of the eight collectible Shells sit in Fainweald, the earlier region, and the remaining three are tucked into the Ruins of Mammon. Tiel and Proxima are the two closest to the opening beacons and don’t need a boss kill or a side quest to reach — everything past those two asks for something extra, whether that’s a fight, a delivery item, or a multi-step ritual. The table below is the core of this guide; anything too fiddly to fit in a cell gets its own note underneath.
A couple of these hide extra steps the table can’t fully capture. The Citadel of Penance has two separate entry routes — one of them a shortcut bag near the Overrun Quarry that drops you straight into the fortress — and once you’re inside, the floor at the center collapses into a fighting pit where Eredrim’s remains actually sit, so don’t be surprised when the ground gives out under you. For the fuller walkthrough on getting through that fortress and the boss gauntlets on Lazlo and Sariel, the same-game boss order guide covers the fight order in more depth than a locations list needs to.
The Genessa quest item’s exact name is another spot where sources disagree — some call it the Sester’s Censer, others the Sester’s Chalice — so don’t be thrown if the in-game label doesn’t match whatever you read elsewhere; both refer to the same object you carry back from the hidden boss fight.
| Shell | Region | Exact Landmark | What Blocks It |
|---|---|---|---|
| Tiel, the Acolyte | Fainweald | Shallow, partly buried coffin outside Mushroom Village, near the Widow's Overlook beacon | Nothing — walk up and interact, auto-marked once you reach Marrow Keep |
| Proxima, the Broodseeker | Fainweald | Inside a Shattered Beacon northeast of Blackridge Pass | You have to physically enter the beacon structure itself, not just approach it |
| Eredrim, the Venerable | Fainweald | Center of the Citadel of Penance, northwest Fainweald | Get inside the fortress first, then ride the elevator to the middle floor |
| Gragu, the Insatiable | Fainweald | One-Legged Wolf Tavern, east of Mushroom Village | Interact with him repeatedly — nothing happens until you retrieve the Heart of Vatra from the Temple of Vatra and hand it over |
| Smert, the Apostate | Fainweald | Prophet's Rest, in the Outskirts of Nochte swamps | Clear the cultists, then complete a blood-offering ritual on the surrounding pools |
| Sester Genessa, the Wayward | Mammon | Quest item found in the Revenant Graves, southeast of the Outskirts of Mammon beacon | Defeat a hidden boss for the item, then deliver it to Genessa at Marrow Keep — no map marker |
| Lazlo, the Justiciar | Mammon | Royal Crypt, western Ruins of Mammon | Defeat the boss guarding the path before you can claim the remains |
| Sariel, the Endless | Mammon | Chamber of Becoming dungeon, southeastern Mammon | Beat Sariel once to open the dungeon, then again inside while breaking the arena's stone tablets so he stops returning |
Zhirelle sells the shortcut, and most players walk past her
The TL;DR above mentions Zhirelle, and she deserves more than a passing name. She is the Shellkeeper at Marrow Keep, and she sells map markers for five of the Shells — Eredrim, Gragu, Smert, Lazlo and Sariel — at roughly three to five Glimpses each. Tiel and Proxima mark themselves once you reach Marrow Keep, so between the two you can have every location on the map without sweeping a single region blind. If you are collecting during a normal run rather than backtracking afterwards, buying her markers early is the cheapest time you will ever save in this game — and it is the step most guides bury under the location list.

Step-by-Step: Suggested Shell Collection Order
Follow this sequence to get it done fast.
-
1
Grab Tiel first
he's the closest Shell to the opening beacons and needs no fight or quest, just the walk to his grave.
-
2
Pick up Proxima next
she's marked at the same time as Tiel and sits inside the Shattered Beacon near Blackridge Pass, so it's a short detour from the same area.
-
3
Break into the Citadel of Penance for Eredrim
do this once you're comfortable fighting through a fortress, since the arena drop can catch you off guard.
-
4
Chase down Gragu and Smert while still in Fainweald
both require extra objectives (a delivery quest and a ritual respectively), so it's more efficient to finish the region before moving on.
-
5
Push into Mammon for Lazlo and Sariel
both sit behind boss fights, so they naturally line up with your main progression through that region.
-
6
Handle Genessa last
her quest item comes from a hidden boss in the Revenant Graves and she isn't marked on the map, so it's easiest to grab once you're already deep into Mammon and exploring off the critical path.
Finding the Body Isn't Enough: How Shells Actually Unlock
Walking up to a corpse and tagging it doesn’t lock a Shell into your roster. Every one of them plays a first memory sequence the moment you interact with the remains, and you need to sit through that scene before the Shell is permanently added — skip out early or get interrupted and you may need to come back. Once that first memory finishes, the Shell is yours for good and you can swap to it any time from Marrow Keep.
Tip
Don’t back out of a memory sequence thinking you can finish it later — let it play to the end the first time you trigger it, since that’s the actual unlock condition, not the act of finding the body.
Add up what full collection actually costs in effort and it’s more than a scavenger hunt: two full boss fights gate Lazlo and Sariel, a multi-stage ritual gates Smert, a delivery quest gates Gragu, and a hidden boss detour gates Genessa’s quest item. That’s five discrete side objectives on top of just walking to a body, which is why most players don’t finish the set until well into the Mammon half of the game.
Which Shells Are Worth the Detour at Each Stage
Tiel is the strongest pick for the early-to-mid stretch thanks to how cheap he is to reach and how forgiving his kit is while you’re still learning enemy patterns. Eredrim earns his detour once you hit the mid-to-late game and start needing break and stagger pressure against tougher fights. Lazlo and Sariel are both back-loaded picks that only make sense once you’re deep into Mammon anyway, since the boss fights gating them are on your critical path regardless. None of this replaces a proper first-pick breakdown — the same-game first-hours guide goes into which Shell to lean on before you’ve even cleared the early beacons, and how that choice ties into your build slots is its own topic covered in the Tarstone build guide.
Common Misconceptions About Mortal Shell 2 Shells
Myth: finding the body is the unlock
It isn’t. As covered above, you need to complete the first memory sequence tied to each Shell before it’s permanently added to your roster — the body itself is just the trigger.
Myth: Harros counts toward the full collection
He doesn’t, at least not for trophy or completion purposes. Harros is a prologue-exclusive body that gets removed from your options once the story moves past that opening section, and the eight-Shell collection is built around the roster you keep afterward.
Myth: every Shell gets a map marker eventually
Genessa breaks this pattern entirely. Unlike the others, her quest item location in the Revenant Graves isn’t marked, and her bond progression runs through direct conversation with her rather than the Shellkeeper at Marrow Keep.
Our Take: Is Chasing All Eight Shells Worth It?
Our Take
Worth doing on your normal route, not worth a dedicated cleanup run.
Collecting all eight lines up naturally with progressing through Fainweald and then Mammon anyway, since most of the gates are boss fights and quests you’d be doing regardless. The one exception is Genessa, whose unmarked quest chain is the kind of thing that’s easy to miss entirely on a single playthrough if nobody points you at the Revenant Graves. If you’re mid-run and just want the fastest usable roster, grab Tiel and Proxima immediately and treat the rest as things to pick up as your main path takes you past them, rather than backtracking specifically to farm the set.
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