- Mortal Shell II dungeon walkthrough: Start at Blackridge Pass and enter through the well in Blackridge Hamlet.
- Recommended route: Clear the upper rooms before taking the elevator into the lower section.
- Hidden rewards: Check false walls, side cabins, the trap corridor, and the gated chamber.
- Boss preparation: Collect the Feeding Room Key, then return with enough healing for two Grishas.
- Exit options: Use either elevator route to leave the dungeon and reach the alternate entrance.
Mortal Shell II Dungeon Walkthrough: Entry Route
The Holding Cells Dungeon is reached from Blackridge Pass Beacon by traveling toward Blackridge Hamlet. The dungeon entrance is inside the well at the settlement. Before entering, make sure your Shell, weapon, healing items, and combat resources are ready because the dungeon combines crowded rooms, hidden walls, projectile traps, vertical drops, and a paired boss encounter.
The safest approach is to treat the dungeon as two connected layers. The upper layer contains the first secrets, the gate mechanism, and the route toward the well exit. The lower layer contains additional loot, the key, an elevator shortcut, and the boss door.
Upper Route
Clear the first rooms, inspect false walls, and activate the gate before moving deeper.
Lower Route
Use the elevator carefully, eliminate flying enemies first, and search the cabins.
Boss Route
Find the Feeding Room Key, reset if necessary, and enter the paired Grisha arena prepared.
Do not rush directly to the elevator on your first visit. The upper rooms contain shortcuts and rewards that make the later return safer.
| Area | Main Objective | Main Risk | Recommended Response |
|---|---|---|---|
| Blackridge Hamlet | Locate the well entrance | Missing the dungeon entrance | Enter the well near the settlement |
| First dungeon room | Clear enemies and inspect walls | Hidden enemies and false walls | Search both wall sections before advancing |
| Gate corridor | Activate the pressure plate | Crowded enemy groups | Pull enemies away from traps |
| Lower section | Find the key and elevator | Bats, poison enemies, and fall damage | Pick targets from above, then drop carefully |
| Feeding Room | Defeat the paired boss | Limited healing and two attackers | Return with full or near-full healing |
Upper Rooms, Hidden Walls, and the Gate
After entering the Holding Cells Dungeon, clear the initial enemies before searching. The early rooms contain hostile prisoners, armored targets, and enemies positioned near breakable objects. Removing them first prevents an unexpected attack while you inspect the walls.
The first important secret is located near a Ventrium and a false wall. Strike suspicious sections of wall rather than assuming every reward is visible from the main path. A second hidden wall nearby leads toward an additional item and helps establish the dungeon’s visual language: unusual wall seams, isolated loot, and blocked sightlines often indicate a secret.
Continue through the main route instead of taking the elevator immediately. Several larger enemies occupy the upper passages, and a gate blocks the way forward. The gate is opened by a pressure plate concealed behind boxes. Break the boxes, activate the plate, and return to the gate once the mechanism moves.
Clear the Entry Room
Defeat the first enemy group, then break nearby objects and inspect the walls around the Ventrium. Avoid moving deeper while enemies remain behind you.
Check Both False Walls
Attack the suspicious wall sections near the first secret area. Collect the Gloom and the additional item before returning to the main corridor.
Delay the Elevator
Mark the elevator as a later objective. The upper route contains the gate mechanism and rewards that are easier to collect before descending.
Activate the Pressure Plate
Search behind the stacked boxes, step on the pressure plate, and confirm that the gate has opened before continuing.
Collect the Gland Reward
Enter the newly opened chamber and collect the Revered Gland before approaching the trap-filled corridor.
The arrow traps activate when you step on the floor triggers. Lure enemies across the corridor when possible, then weave between the plates without sprinting blindly.
| Upper Location | Reward or Function | Search Method |
|---|---|---|
| Ventrium room | Gloom and hidden loot | Inspect the tree and strike nearby false walls |
| Boxed passage | Gate mechanism | Break boxes behind the main enemy route |
| Opened gate chamber | Revered Gland | Enter after activating the pressure plate |
| Trap corridor | Access to deeper rooms | Stay off floor triggers and use the side spacing |
| False wall near the exit path | Enemy encounter and route progress | Prepare for a strong enemy before attacking the wall |
Trap Management and Lower-Level Exploration
The corridor beyond the gate is designed to punish hurried movement. Arrow traps fire from the walls when floor triggers are activated, and later sections add bear traps to the danger. Move in short bursts, watch the floor, and avoid attacking while standing on a suspicious plate.
A false wall in this stretch conceals a stronger enemy encounter. Before striking the wall, restore your positioning and make sure you have room to retreat. Breaking the wall can expose an enemy at close range, so entering the secret without preparation may cost healing or resolve.
The path eventually reaches an exit from the well, but do not leave yet if you still need the lower-area rewards. Return to the elevator and use it to descend. From the upper ledge, ranged attacks or abilities can remove some of the most troublesome targets before you drop down.
Bats
Prioritize them when possible. Their movement can interrupt exploration and make the lower rooms harder to control.
Poison Enemies
Keep distance from their attacks and avoid spending too much healing while clearing minor groups.
Worm Enemies
Watch the ground around cabins and rubble. Do not let them surround you after a drop.
Bear Traps
Scan the floor before entering narrow paths, especially near the route to the boss door.
Send the elevator to a useful position before leaving it. A correctly positioned platform makes the return trip much easier if the boss attempt fails.
| Threat | Where It Matters | Counterplay |
|---|---|---|
| Wall arrows | Gate and trap corridor | Bait enemies forward, then cross between triggers |
| Strong hidden enemy | False-wall chamber | Break the wall from a safe angle and retreat if needed |
| Bats | Lower ledges and cabins | Remove them before engaging slower ground enemies |
| Poison creatures | Lower cabins and open floor | Maintain spacing and avoid unnecessary trades |
| Bear traps | Boss approach | Walk rather than sprint until the floor is clearly safe |
Feeding Room Key and Boss Preparation
The lower section contains a cabin with the Feeding Room Key. Search the floor carefully because the key is easy to overlook among the surrounding objects. Once collected, it opens the door leading to the dungeon’s paired boss encounter.
The key does not require an immediate boss attempt. If your healing supply is low, return to the exit, replenish your resources, and come back through the unlocked route. The enemies may return after resetting the dungeon, but the unlocked door remains the important progression point.
Before entering the Feeding Room, prepare for a fight against two Grishas. The most reliable general plan is to reduce one target quickly rather than spreading damage across both. Keep the pair in view, avoid being trapped between them, and save enough stamina or resolve to respond after a stagger or knockback.
Holding Cells Dungeon Checklist:
- Enter through the well in Blackridge Hamlet
- Search the first Ventrium room and both false walls
- Activate the pressure plate behind the boxes
- Collect the Revered Gland and lower-cabin loot
- Obtain the Feeding Room Key
- Defeat both Grishas and collect the Inflamed Claw Stone
If you reach the Feeding Room with only one heal, leaving and returning is a sensible option. The unlocked door lets you make a focused second attempt.
| Preparation Check | Why It Matters | Suggested Standard |
|---|---|---|
| Healing supply | The boss is a paired encounter | Enter with enough healing for mistakes |
| Resolve or ability resource | Burst damage can shorten the fight | Save resources for the opening exchange |
| Elevator position | A failed attempt requires a return trip | Leave the platform where it is easy to reach |
| Arena awareness | Two bosses can corner you | Keep both Grishas visible whenever possible |
| Target priority | Split damage prolongs danger | Focus one Grisha until it falls |
Paired Grisha Boss Fight and Rewards
The Feeding Room fight begins after using the key on the locked door. Two Grishas enter the encounter together, making crowd control and target priority more important than aggressive trading. Choose one boss and commit to removing it quickly, while preserving enough mobility to escape the second attacker.
Abilities that create burst damage, stagger pressure, or knockback are especially valuable. Use them during safe openings rather than spending every resource immediately on a low-value hit. If one Grisha begins a red attack, create distance or interrupt it only when your timing is reliable; taking a risky counter can leave you vulnerable to the other boss.
Once one target is defeated, the encounter becomes much more manageable. Maintain the same defensive rhythm against the remaining Grisha, then collect the reward after the arena is clear. The notable reward is the Inflamed Claw Stone, a weapon infusion that consumes resolve to add burn to a weapon.
The name of the fight is survival through focus. Remove one Grisha quickly, avoid standing between both enemies, and use your strongest ability during a confirmed opening.
| Boss Phase | Priority | Mistake to Avoid |
|---|---|---|
| Opening | Choose one Grisha as the focus target | Splitting damage equally |
| Two-boss phase | Maintain camera control and spacing | Fighting with both enemies outside your view |
| Stagger window | Apply burst damage safely | Chasing a hit into the second boss |
| Single-boss phase | Return to disciplined dodges and guards | Assuming the fight is over too early |
| Reward phase | Inspect and equip the infusion if useful | Leaving before collecting the boss reward |
After the fight, use the arena’s traversal route to return toward the elevator. Depending on your previous movement, either elevator can provide an exit. The dungeon also has an alternate route that leads toward the other Holding Cells entrance near the Citadel of Penance, which is useful for understanding the region’s connected layout.
The alternate exit is not required for boss completion, but it can save travel time when you are continuing toward nearby objectives. Mark both entrances on your mental map so future returns do not require repeating the entire dungeon.
Completion Route and FAQ
A full clear is easiest when divided into a first exploration pass and a boss pass. On the first pass, collect the hidden items, activate the gate, search the lower cabins, and obtain the key. On the second pass, enter with restored healing and travel directly toward the Feeding Room.
Use the checklist below as a final sweep before leaving:
- Confirm that both false-wall areas have been searched.
- Check the Ventrium and Gloom locations in the upper route.
- Collect the Revered Gland beyond the opened gate.
- Search the lower cabin for the Feeding Room Key.
- Inspect the floor around the boss approach for bear traps.
- Collect the Inflamed Claw Stone after defeating both Grishas.
- Test the alternate exit if you want the complete dungeon route.
Q: Where does the Holding Cells Dungeon begin in Mortal Shell II?
Travel from Blackridge Pass toward Blackridge Hamlet. The entrance is located inside the well at the settlement.
Q: Should I use the elevator as soon as I find it?
Usually no. Clear the upper route first so you can activate the gate, search the false walls, and collect the upper rewards before descending.
Q: How do I open the locked Feeding Room door?
Search the lower cabin and pick up the Feeding Room Key. It opens the door to the paired Grisha boss encounter.
Q: What is the reward for defeating the two Grishas?
The encounter rewards the Inflamed Claw Stone, a weapon infusion that uses resolve to add burn to a weapon.
Before exiting, compare your inventory and route progress against the checklist. The dungeon’s hidden walls and vertical paths make missed items easy to overlook.
| Completion Goal | Required Action | Result |
|---|---|---|
| Reach the dungeon | Enter the well at Blackridge Hamlet | Access to the Holding Cells |
| Open the upper gate | Activate the pressure plate behind boxes | Main upper route unlocked |
| Explore the lower level | Ride the elevator and search cabins | Key and additional loot found |
| Finish the boss objective | Defeat both Grishas | Inflamed Claw Stone acquired |
| Map the exits | Use the elevator and alternate well route | Better access toward Citadel of Penance |
This route keeps exploration, combat, and resource management separate. Clear dangerous rooms before searching, delay the descent until the upper area is complete, and treat the Feeding Room as a planned boss attempt rather than an accidental encounter. With that structure, the Holding Cells Dungeon becomes far easier to navigate and revisit.