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Mortal Shell 2 trophy roadmap

All 53 trophies, put in the order you can actually act on them. 14 of them name something the progression route already places, so those are listed against the stop that hands them over. The rest are grouped by what kind of ask they are rather than filed somewhere they do not belong.

1 Platinum1 Gold10 Silver41 Bronze

How many trophies does Mortal Shell 2 have?

53 in total: 1 Platinum, 1 Gold, 10 Silver and 41 Bronze, the Platinum being the one that asks for the other 52. The full list with every condition as the game words it is on the Trophies page; this one is that list rearranged into the order a run meets them in.

A trophy is put on a route stop only where its condition names something that stop already holds — a boss, a weapon, a Shell. Where two stops both fit, the later one wins, because a trophy that names two things only opens once you have both. Anything the rule cannot place honestly is under trophies with no fixed place, listed with wherever the catalog says the thing it names actually is.

1. Forlorn Village1

The prologue. It hands you Harros, the Iconoclast, the Naylshotte and the Untarnished Seal, then puts the Tar Golem between you and Marrow Keep — and the Tar Golem is holding Vatra's Seal.

3. Mushroom Village1

Hilga and Grom, an illusory archway hiding the Chapel Key, and the Shrine of Trials behind the door it opens — which is where the Axe and Dagger is.

4. Sunken Village1

Through the Mushroom Village Gate into the Glutted Mire. Magdalena and the Wandering Shepherd are here, and so are the Etching Needles — until you have those, no Tarstone goes past level 1.

5. Flooded Village1

A short detour north of Blackridge Pass, worth it early for the Forgotten Crossbow sitting in the chapel at the end of it.

6. Blackridge Cliffs2

The junction of Fainweald. Proxima the Broodseeker waits at the Shattered Beacon, and The King's Crypt below it holds the Veteran's Battle Axe.

7. Gloomshade Grove2

The Bloodcursed Lithopod drops the Citadel Gate Lever, Martyr's Prison holds the Great Martyr's Blade, and the Ravaged Hideout holds the Salvaged Trebuchaxe.

8. Citadel of Penance1

The Warden, and behind him the remains of Eredrim the Venerable. The Grudge Stone is in a bone chest past the bridge.

11. Prisoner's Domain2

Everything behind Fainweald's northwest gate. The Nameless Captive at its centre, Tishina's Confessor and Vrago on the way, and a Tarstone from each.

13. Temple of Vatra1

Hidden in the map's fog east of the One-Legged Wolf Tavern. The Heart of Vatra is at the top of the hill, and it is what makes Gragu a Shell rather than a drunk.

14. Sanguine Caverns1

Cleansing the Stonebled Gate opens The Hidden Keep and Lucian; the gate itself opens onto the Lost Child. Mawbreak Cavern is off to the side with the Blackblood Stone.

16. High Lord's Keep1

Straight north of the Gate of Mammon, and the reason to go is underneath it: the Royal Crypt of Mammon runs off the arches at the back, Vellen is at the bottom of it, and Lazlo the Justiciar is behind him.

Which trophies ask you to collect everything?9

Conditions that name a whole set rather than one thing. They have no place on the route because they close at whatever point you happen to finish the set — start ticking them off early and none of them becomes an end-of-run chore.

Trophies with no fixed place in the route24

Nothing in the progression order places these, so they are listed with the location the catalog holds for whatever each one names. That is a location for the thing, not a claim about when you should go and get it.

Which trophies are locked behind the endgame?4

Endgame. Each of these names a fight the game holds back until every gate is cleared. Nothing above this heading refers to them, and nothing below is needed for anything earlier in the list.

A trophy record carries a rarity and a condition and nothing else — no spoiler flag of its own — so these are here because the condition names a fight the boss catalog does mark. That is the only signal available, which is why the rule is a name match rather than a field.

The Platinum and the Gold2

Two trophies whose condition is the list itself. Neither needs planning; both are what the rest of this page adds up to.

What is worth doing before your last save?

The conditions that name a single act rather than a pickup are the ones to read twice — a Perfect Guard chain against one boss's one attack, an NPC whose passing you have to cause, a maximum bonding tier at the Shellkeeper. None of those come out of playing normally, and every one of them is quoted above exactly as the game words it. Everything phrased as unlock all or find all is a set you were going to finish anyway; the collectible guides mark those on the map.