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Ghosts of Reykjavik
Mortal Shell 2

Mortal Shell 2: everything you can permanently miss, and when it locks

The trophies, tarstones and areas Mortal Shell 2 closes behind you, with the exact point each one locks. Including the Temple of Vatra, which locked forever until a patch reopened it.

04/09/2026 · 3 min read

Mortal Shell 2 closes doors quietly. Some of them are trophies you can only earn in the prologue, some are whole areas that seal after a story beat, and at least one was a tarstone that a patch had to give back.

This is everything we have found that locks, and the point it locks at. If you are partway through a run, read the first section now.

The Temple of Vatra, and the one that got fixed

Taking the Heart of Vatra seals the Temple of Vatra. Everything inside becomes unreachable on that save, so the temple has to be cleared before you take the heart. The heart itself is what unlocks Gragu's Shell, so there is no skipping it, only sequencing it.

The Berserker's Stone sat inside that lock. On 29 August it was permanently missable: take the heart without it and the stone was gone for good. By 2 September a patch had reopened access and the stone is obtainable again.

We are leaving both facts on this page rather than quietly deleting the first one. If you are playing an older build, or a console version that patched later, the original warning still applies to you. Clear the temple first regardless, since it costs nothing.

Trophies that lock

Trophy Locks at
Tar Golem The prologue. You cannot come back for it, and you still cannot win the fight
Peter's Perfect Parry A specific window during the run
Feed Me Tied to reaching Egon at the right point
Accept Mary Gold's Crown Before the Mid Summer festival

The Tar Golem one catches everyone, because losing the fight is the intended outcome and people assume a fight they lose cannot be a trophy.

Mary Gold's crown has to be accepted before the festival. After it, the offer is gone.

Tarstones worth routing for

Tarstones change what a build can do, and several sit behind optional routes rather than on the critical path.

Stone Where
Berserker's Stone Temple of Vatra, see the warning above
Spite Stone Bellkeepers Corner dungeon
Tyrant's Stone A secret area in Revenant Graves
Wretchcaller Stone Borrowkin Dwelling
Foundry Stone Outskirts of Mammon
Auspicious Stone Reachable in about fifteen minutes
Clerik's Stone
Shattering Stone
Rupturing Stone
Fulminant, Infested and Weeping Stones The Night Mode shop
Glimpse Stone Farmable, and there is a fastest route
Lost Clotstone Dropped by the Lost Child

The Fulminant, Infested and Weeping stones are only sold in the Night Mode shop, so they depend on unlocking Night Mode first.

Secret areas most players never open

Area Note
Night Mode Unlocks a secret dungeon, and the shop above
Shrine of Sorrows Night Mode only
The second secret dungeon Separate from the Night Mode one, and almost universally missed
Unfound Path secret vault Needs all three offerings
Waterfall Camp dungeon The Ruins of Nochte
Desolate Keep secret area Marrow's Keep
Mango Sanctuary Tied to the Ascension trophy

The one worth singling out is the second secret dungeon. People find Night Mode, assume its dungeon is the secret, and stop looking.

A route that avoids all of it

If you want one rule rather than a list:

  1. Clear the Temple of Vatra completely before taking the Heart of Vatra.
  2. Accept Mary Gold's crown before the Mid Summer festival.
  3. Do the prologue Tar Golem fight properly, and lose it on purpose.
  4. Unlock Night Mode before you finish, since three tarstones and a dungeon sit behind it.

Everything else on this page can be picked up later.

When a patch changes this

The Berserker's Stone is a reminder that a missable list has a shelf life. When a patch opens or closes something, it goes in our patch notes for the game and this page changes with it.