Mortal Shell II Locations and Beacons
Known locations
Fainweald
The first large zone after the tutorial. Fainweald is where the world opens up — after this region you’re free to explore in any direction.
Conquered Temple
A gated temple area that ends with Droeg, the Conquerer — the put-together remnants of an ancient ruler who deals massive frost damage and summons homing skulls. See the Bosses page.
Village Outskirts
An early settlement area. Past its beacon lies a sunken area guarded by the Gloombound Ritualist, a boss that raises exploding skeletons.
Sunken Village
A later-campaign region (appears near the end of the beta). The fiery Magdalena, the Lady of the Woods fights here on a flaming wheelchair.
Hall of Illusions
A Beacon Dungeon — home of Vrannic the Grand Illusionist, a spell-casting boss that creates illusion copies of himself.
How Beacons work
Beacons act as dungeon entrances and progression anchors. Each Beacon zone contains a major challenge and connects to the wider world.
- Reach a beacon → unlock its dungeon
- Clear the dungeon’s boss → unlock new regions or story gates
Exploration tips
- Mark everything: Tarstones, effigies and Shells are hidden in dead ends
- Beacons are fast-travel anchors (expected behavior based on the original’s system)
- Sunken areas require the regional beacon first — explore the surface before diving