Mortal Shell 2 Holding Cells Dungeon Location
- Average speed
- km/h
- Result
- Time spent in dungeon
- 30 min
- You entered
- Distance traveled
- 1.5 km
- You entered
The Holding Cells dungeon in Mortal Shell 2 is located in the lower level of the Fallen Temple, accessible only after you obtain the Rusted Key from the Chapel of Ash. This guide explains exactly how to reach it, what you will find inside, and how to deal with its unique hazards.
Why the Holding Cells Are Easy to Miss
The Holding Cells are hidden behind a breakable wall in the Fallen Temple’s lower corridor, which most players walk past during the main quest. The entrance is not marked on any map, and the wall looks identical to the surrounding stonework. You need the Rusted Key, which is found in a chest guarded by a Noxious Bloom in the Chapel of Ash, to unlock the iron gate at the end of the corridor. Without the key, the gate remains sealed and the dungeon appears to be a dead end.
Step-by-Step Route to the Entrance
- Fast travel to the Fallen Temple’s main shrine.
- Head down the stairs to the lower corridor, past the two archer statues.
- Look for a cracked wall on your left, just before the large stone door that leads to the boss arena.
- Use a heavy attack or a kicked barrel to break the wall. The opening reveals a short passage.
- At the end of the passage, use the Rusted Key on the iron gate. This consumes the key, so make sure you have it before entering.
Once inside, you will find a small camp with a bonfire, a merchant who sells antidotes, and a locked chest that contains the Ashen Grip ability, which lets you grab enemies from a distance.
What You Will Find Inside
The dungeon itself is a short, linear series of cells. Each cell contains either a trapped chest, a mini-boss, or a lore tablet. The main prize is the Vile Mask, a helmet that increases poison resistance by 30% but reduces stamina recovery by 10%. There is also a hidden room behind a bookshelf in the third cell that contains a Radiant Tar (a consumable that restores 50 resolve) and a note that hints at the location of a secret boss in the Ashen Gorge.
Enemies and Hazards
The Holding Cells are infested with Plague Rats (small, fast enemies that inflict poison) and Cell Warden (a large, armored enemy that uses a chain attack). The floor in several cells is covered with poison gas that damages you over time. You can avoid the gas by stepping on the raised stone platforms, but the rats will often knock you off. The mini-boss, Warden Griss, is a tougher version of the Cell Warden with a wider chain sweep. He drops the Griss’s Key, which opens the final cell containing the Vile Mask.
Common Mistakes and How to Avoid Them
- Entering without the Rusted Key: The gate cannot be opened without it, and the key is consumed on use. If you missed it, you must backtrack to the Chapel of Ash.
- Breaking the wrong wall: There are two cracked walls in the lower corridor. The first one (on the right) leads to a small treasure room with a few consumables. The second one (on the left) is the correct entrance.
- Not bringing antidotes: The poison gas and rat bites can stack up quickly. Carry at least three antidotes, or you may die before reaching the boss.
- Triggering the trap chest: The chest in the first cell is trapped. If you open it without first destroying the nearby brazier, it explodes and poisons you. Destroy the brazier first to disarm the trap.
Rewards and Why It’s Worth It
The Vile Mask is one of the few helmets that provides poison resistance, which is invaluable for the later areas of the game where poison enemies are common. The Ashen Grip ability is also useful for pulling distant enemies off ledges, saving you from having to climb. Additionally, the lore tablets in the cells reveal backstory about the Fallen Temple’s original purpose as a prison for heretics, which adds context to the main story.
Frequently Asked Questions
Q: Can I enter the Holding Cells without the Rusted Key?
No, the iron gate is locked and requires the Rusted Key. The key is found in the Chapel of Ash, in a chest guarded by a Noxious Bloom. You can buy a second key from the merchant in the Fallen Temple for 500 Tar, but it is expensive and only one is needed.
Q: What level should I be before attempting this dungeon?
The enemies are around level 25-30, so you should be at least level 25 with a +3 weapon. The poison gas can be deadly if you are underleveled, so bring plenty of healing items.
Q: Is the Vile Mask worth the effort?
Yes, if you struggle with poison enemies. The 30% poison resistance is significant, and the stamina penalty is minor if you are not a heavy attacker. It also has a unique visual effect that makes your character look more menacing.
Q: How long does it take to clear the dungeon?
It takes about 30-45 minutes if you explore thoroughly and fight the mini-boss. If you rush, you can do it in 20 minutes, but you will miss the hidden room and the lore tablets.
Q: Can I return to the dungeon after clearing it?
Yes, the dungeon remains accessible after you clear it. The enemies respawn after you rest at the bonfire, but the chests and the Vile Mask do not respawn. You can farm the rats for Tar and the Warden for rare drops.
Q: Is there a boss at the end?
Yes, Warden Griss is a mini-boss, not a full boss. He has about 3,000 HP and uses a chain attack that can hit you twice. After defeating him, you get the key to the final cell, which contains the Vile Mask.
Related
Formula used
in t | Time spent in dungeon | min | 30 | 0 in d | Distance traveled | km | 1.5 | 0 out pace | Average pace | min/km | t / d | 2 out speed | Average speed | km/h | d / (t / 60) | 2
Each line is one input (in, sel, list) or one result (out: label, unit, formula, decimals). How the calculators work
Method: the standard formula for this calculation, rounded as each result states. See how the calculators work or report an error.