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Mortal Shell II All 44 Bosses: Locations, Beacons, and Drops Checklist

Struggling to track down every grotesque in Fainweald? We mapped all 44 boss encounters, their nearest Beacon, and exactly what each one drops. Click to unlock the full checklist.

Mortal Shell II boss roster collage across Fainweald regions

Mortal Shell II All 44 Bosses: Locations, Beacons, and Drops Checklist

Mortal Shell II does not hand you a boss log. There is no in-game counter, no map markers, and the open structure of Fainweald means you can miss an entire regional boss by walking past the wrong Beacon. This guide compiles every confirmed boss encounter, the nearest Beacon or dungeon entrance, and the guaranteed drop. Treat it as a completion checklist: work region by region, and do not assume clearing a zone’s main boss means the zone is done.


Table of Contents

  1. Why the Boss Count Reads Differently Across Sources
  2. Early Zones: Disciple’s Pass and Fainweald Boss Map
  3. Mammon, Glutted Mire, Sanguine Caverns, and Prisoners’ Domain
  4. Late Gates: Withered Shoals, Conquered Temple, Faded Citadel
  5. Unfound Path Endgame: Tendril Guardians and Zmey
  6. Missable Levers, Shells, and High-Gloom Payouts

Why the Boss Count Reads Differently Across Sources

You will see three different numbers floating around: a “10 bosses in order” framing, partial lists of 13, and a full roster of 44. They are not contradictions. The ten-in-order figure refers to the story-critical gate guardians and the Unfound Path finale. The 44 figure counts every major and regional encounter, including dungeon bosses and world bosses that are easy to skip.

Source framingWhat it countsConfirmed by
~10 main bossesGate guardians + Unfound Path finalecaptain-carry, gamespot
13+ (work in progress)Early confirmed listrockpapershotgun, sportskeeda
44 totalAll major + regional + world bossesgrindnstrat

If your goal is the ending, chase the ten. If your goal is the platinum or the loot, use the full regional tables below. [Unverified] Some outlet lists place Hexapod in the Ruins of Mammon while others place it in Withered Shoals; treat its regional tag as provisional until patched.


Early Zones: Disciple’s Pass and Fainweald Boss Map

These are the first bosses you meet after the prologue. Disciple’s Pass is a gentle on-ramp; Fainweald is where the optional hunts that pay out Shells and levers begin.

BossNearest Beacon / EntranceKey Drops
Gloombound RitualistPast Village Outskirts Beacon, sunken tunnelGloom x360
Tainted VestigeNear Disciple’s Grotto Beacon, left exit groveGloom x2,412; Burnt Effigy x1
Tar GolemDown slope past Disciple’s Grotto BeaconVatra’s Seal
Great Arbiter of FleshWidow’s Overlook Beacon, by cemeteryGloom x5,754; Glimpse x1; Arbiter’s Prize x1
Vrannic, the Grand IllusionistCleanse Mushroom Village Gate Beacon (Hall of Illusions)Gloom x3,018; Volatile Fragment x1; Glimpse x1
GrishaFlooded Village dungeon, deep arenaGloom x2,331; Synaptic Vessel x1; Grisha Remnant x1
Vrago, Solikar ChampionCleanse Nochtean Gate Beacon (Abandoned Shrine)Glimpse x2; Voltaic Crown x1
Bloodcursed LithopodGloomshade Grove, by the small lake (world boss)Gloom x2,895; Citadel Gate Lever x1
The WardenCenter of Citadel of PenanceGloom x6,542; Eredrim Shell
Rabid Grisha PackBottom of Holding Cells dungeonGrisha Remnant x1; Inflamed Clawstone x1; Gloom x1,132
Lucian, the Thirsting KnightCleanse Stonebled Gate Beacon (Hidden Keep)Glimpse x1; Serpent Stone x1; Gloom x7,474
Pale GrishaGrisha Hunting GroundsRevered Gland x1; Grisha Remnant x1; Gloom x7,012

Two of these matter far beyond their loot. Lucian is mandatory: clearing Hidden Keep opens the Sanguine Caverns route. Vrago is mandatory: clearing the Abandoned Shrine opens Prisoners’ Domain. Bloodcursed Lithopod and The Warden are the difference between a locked Citadel and a fully open one.


Mammon, Glutted Mire, Sanguine Caverns, and Prisoners’ Domain

Ruins of Mammon is the densest boss region in the game and the spot where under-leveled players get flattened. Clear the lighter gates first.

BossNearest Beacon / EntranceKey Drops
Circle of the Grasping RootCleanse Seeping Mire Beacon (Rootwater Hollow)Gloom x886; Coin x50
The Wandering ShepherdPast bridge by Sunken Village BeaconGloom x6,462; Sheephead Totem x1
Tarblighted StonerPast Sanguine Caverns BeaconTarred Fragment x1; Gloom x6,935
Tishina’s ConfessorEnd of Slumwater Drain, Prisoners’ DomainConfessor’s Keepsake x1; Gloom x5,664
Gloombound LegionCleanse Hangman’s Scaffold BeaconGloom x1,208
Vellen, High Lord of MammonDungeon near High Lord’s Courtyard BeaconGlimpse x1; Gloom x9,332
Twin SestersCleanse Sester’s Gate BeaconGloom x2,197
Stray SestersCleanse Sester’s Gate BeaconBlack Needle x1; Sester’s Crest x1; Gloom x6,890
Sester SecundusSester’s Censer DungeonGlimpse x1; Sester’s Censer x1; Gloom x5,443
Bor, the Deluded MonarchCleanse Abbey Entrance BeaconGlimpse x1; Monarch’s Vestige x1; Gloom x9,241
Sariel, the EndlessPlatform north of Chamber of Becoming (phase 2 inside)Gloom x3,500; Glimpse x1; Clockwork Scythe x1; Sariel Shell
Gloombound WraithCleanse Gate of Infinity BeaconGlimpse x2; Curseblood Stone x1; Gloom x5,931
Starved HarridanSouth of Castigator’s Keep BeaconVoltaic Essence x1; Voltaic Amber x1; Gloom x15,165
Viletongue BatushkaCleanse Castigator’s Keep BeaconGlimpse x1; Sage’s Gate Lever x1; Viletongue Hedron x1
Subjugated GuardianSentry’s Grave DungeonBallistazooka x1; Gloom x7,008
Infested MinerCleanse Gate of Mammon Beacon (teleports to Burrowkin Dwelling)Wretchcaller’s Stone x1; Glimpse x1; Ventrium x1; Laterite x1; Dorsalite x1
Prophet of Profane InfinitiesEnd of Obsidianite Mines, bottom of Deserted SlumsObsidian Hammer x1; Paradoxical Scripture x1

Sariel and Viletongue Batushka are the standouts here. Sariel permanently unlocks the Sariel Shell plus the Clockwork Scythe. Batushka drops the Sage’s Gate Lever, a hard progression key.


Late Gates: Withered Shoals, Conquered Temple, Faded Citadel

These three gates sit after Mammon and before the Unfound Path. The Faded Citadel’s Isaac is the gate that finally hands you the Ova to open the endgame.

BossNearest Beacon / EntranceKey Drops
Strange GrishaWithered ShoalsGrisha Remnant x1; Strange Remnant x1; Gloom x1,835
HexapodRuins of Mammon / Withered Shoals [Unverified region]Hexapod Core (Axatana ability Tarstone)
Urrig, the ExecutionerConquered TempleWarden’s Stone x1; Gloom x6,115
Droeg the ConquerorConquered Temple, snowed dungeonConqueror’s Reward (Black Needle); Frostshard Stone beyond
Servants of the Scholar PrinceCleanse Citadel Atrium BeaconGloom x1,579
Solnir, the Gloom SeekerCleanse Faded Citadel Gate BeaconGlimpse x1; Solnir Shard x1; Gloom x13,885
Isaac, the Scholar PrinceFaded Citadel, final gateScholar’s Wormstone (Clockwork Scythe); Ova that open Unfound Path

Unfound Path Endgame: Tendril Guardians and Zmey

The Unfound Path opens only after you have collected enough Ova (reported as 168) at the Gloom Siphon in Marrow Keep. Three tendril guardians block the route to the center and can be fought in any order.

BossNearest BeaconKey DropsNotes
Orrem, the ReclaimedBridge of Procession BeaconOrrem’s Head (trade for 5,000 Coin); Gloom x64,442Two phases, do not burn all flasks early
The MonolithObsidian Vault BeaconMonolith Fragment (trade for 5,000 Coin)Two phases, spinning beams at half health
Malborn OffspringFaithful’s Shelter BeaconOffspring Trophy x1; Gloom x63,333Widely considered harder than the final boss
Zmey, the UnbiddenPast Hidden Nave Beacon (updraft)NoneFinal boss; see dedicated guide

Missable Levers, Shells, and High-Gloom Payouts

A handful of drops are easy to miss and painful to redo. The Citadel Gate Lever (Bloodcursed Lithopod) and Sage’s Gate Lever (Viletongue Batushka) gate entire regions. Four Shells are boss drops: Eredrim (The Warden), Sariel (Sariel, the Endless), plus two more tied to optional fights. The biggest Gloom payouts are Malborn Offspring (63,333) and Orrem (64,442) — dump that into Harbinger levels and Tarstones before any repeat attempt.

Because Beacons are sparse and there is no fast travel between regions except through them, cleanse and rest at each one before a boss. Walking into an arena at half resources is how runs get wasted.

Frequently Asked Questions

How many bosses are actually in Mortal Shell II?

Published regional guides list 44 total boss encounters, counting story gate guardians, optional hunts, dungeon bosses, and world bosses. Only about ten are story-critical to cleanse the Corrupted Gates; the rest are optional but pay out Shells, weapons, levers, and large Gloom sums.

Which bosses drop the progression levers?

Bloodcursed Lithopod drops the Citadel Gate Lever and Viletongue Batushka drops the Sage's Gate Lever. Both are world bosses tied to specific Beacons and gate later regions, so prioritize them if an area stays locked.

Do I need to kill every boss for the ending?

No. The ending requires the six gate bosses plus the three Unfound Path tendril guardians and Zmey. Optional bosses are for completion, loot, and the achievement list, not story advancement.

Why do some bosses drop almost no Gloom while others drop tens of thousands?

Late-game and endgame bosses scale their Gloom payout sharply. Malborn Offspring and Orrem both clear 60,000 Gloom, while early regional bosses like Gloombound Legion sit under 1,500. Spend it on Harbinger levels before brutal fights.

About the author

Jack Cao avatar

Editor-in-Chief

Jack Cao is the founder and Editor-in-Chief of GameGuidesBox. He has been writing practical game guides for over a decade, specializing in action RPGs, extraction shooters, and competitive FPS. Every guide he signs is playtested first-hand: his logged test time includes 47 hours across two Crimson Desert playthroughs with DPS verification, 180 hours building a full Windrose settlement, and 45 hours across six Yunyun Syndrome endings runs. Favorite games include Titanfall 2, Baldur's Gate 3, Metro, PUBG, and CS2.

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