Mortal Shell 2 Weapon Locations: A Route-First Checklist
A location checklist for weapons, Sidearms, and Seals that records the gate, landmark, danger, and return path.
Every weapon route should show the landmark, access gate, local danger, pickup, first upgrade, and safe return.
5 sources · reference table included · Community leads remain labelled until checked in the retail build.- Inventory space
- Repair supplies
- The required gate or tool
The useful details at a glance
Use these rows before opening a long route. Status tells you what is confirmed and what still needs a retail check.
Do this in order
Three short actions to turn this page into a usable run. This page stays text-first because no exact visual was verified.
Keep the starting pair
The opening route supplies the first weapon and sidearm jobs. Learn their recovery before leaving the tutorial path.
Bundle nearby dungeon detours
Use the regional six-item split to plan a loop around keys, caves, tavern routes, and the early Shells instead of making separate trips.
Save the long route for a prepared build
The eight Mammon items are tied to deeper dungeons and boss-adjacent routes. Bring repairs, healing, and a fallback before entering.
Start with the count and region
The launch cross-check groups 16 melee weapons and sidearms into 2 prologue items, 6 Fainweald items, and 8 Mammon items. This is a route-planning shortcut, not a replacement for the individual landmark steps.
Prepare the trip
Check area access, required tool or boss state, inventory space, repairs, and a fallback weapon before travelling for a named item.
Read the landmark and close the loop
Start with a visible object and the interaction that grants the item. After collecting it, link its Tarforge upgrade and build pages so you know whether to test it now, save it for a boss, or return after another Shell unlock.
Sidearm checklist: the route you can actually follow
1) Naylshotte — prologue figure at the end of the path. 2) Forgotten Crossbow — behind the locked door in Flooded Village Dungeon. 3) Troubadour’s Lute — on the stage at the Tavern. 4) Cursed Child — take the traversal gate to the lighthouse top, attack the brazier, and pick it up before leaving.
5) Caged Hystrix — on the tablet just before a dungeon exit. 6) Triarch Repeater — on the floor by the broken wagons in the lit room. 7) Salvaged Trebuchaxe — at the end of Ravaged Hideout. 8) Ballistazooka — Subjugated Guardian mini-boss reward in Sentry’s Grave Dungeon.
When collecting, leave one inventory slot open and write the nearest Beacon beside the item. The route is complete only when you know the first upgrade and the safest return, not merely when the pickup animation plays.
Launch weapon route split
Use the regional split to decide which checklist to open first.
| Region | Items | Route use |
|---|---|---|
| Prologue | 2 | Learn the starting Shell and first weapon jobs. |
| Fainweald | 6 | Early Shell, key, dungeon, and sidearm detours. |
| Mammon | 8 | Late-route weapons, sidearms, and boss-linked rewards. |
Quick answers
Are all weapon locations confirmed?
The regional count is cross-checked against launch coverage; each exact path still carries a current-build status until checked in-game.
