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Mortal Shell II: Gragu, Beacons, and Bad Decisions

October 28, 2026 Ā· By Team Sinigang

Last time we checked in on Mortal Shell II, I was only a few hours in and still figuring out how everything fit together. This week the game finally started clicking. I’m finding my footing, unlocking more of the world—and discovering that some people in Marrow Keep really do not appreciate being attacked.

The map now shows a growing collection of places I’ve explored and unlocked.
The map now shows a growing collection of places I’ve explored and unlocked.

Meet Gragu, the absolute unit

I’ve unlocked Tiel and Proxima, but the shell I’m enjoying right now is Gragu the Instable. Heavy armor, an intimidating silhouette, and the kind of presence that makes every swing feel consequential. I can see Gragu being an endgame shell for me if the rest of the game keeps rewarding this style.

Gragu the Instable, my current favorite shell—massive armor and an equally massive weapon.
Gragu the Instable, my current favorite shell—massive armor and an equally massive weapon.
Proxima is unlocked too, with a very different look and abilities.
Proxima is unlocked too, with a very different look and abilities.
Tiel joins the collection—three shells, three very different personalities.
Tiel joins the collection—three shells, three very different personalities.

Two questionable decisions at the temple

First, I accidentally killed all the monks in a temple. As far as I can tell, nothing happened afterward. That doesn’t mean there are no consequences—just that I haven’t seen any yet.

Then I decided to see what would happen if I hit the shell keeper. Bad idea. She hit back with enough force to knock me straight out of my shell. Lesson learned: not every character is there to be tested with an axe.

Beacons, a strange mask, and wider horizons

One of the biggest quality-of-life breakthroughs is that I can now teleport between beacons I’ve already visited and cleansed. I’ve also acquired that weird mask, and several new areas are open. Suddenly the map feels less like an intimidating mystery and more like a world I’m beginning to understand.

At a beacon in Marrow Keep, where the fast-travel system changes the pace of exploration.
At a beacon in Marrow Keep, where the fast-travel system changes the pace of exploration.
There is still plenty of imposing, mysterious architecture left to investigate.
There is still plenty of imposing, mysterious architecture left to investigate.
A particularly unsettling moment from the latest journey.
A particularly unsettling moment from the latest journey.

Night mode? Not yet.

There is one frontier I have not crossed: night mode. I know it’s there. I’ve considered it. And for now? I’m too scared. šŸ˜‚

That’s the next chapter, perhaps—once Gragu and I have a little more confidence. For now the progress is real, the beacons are working, the shell collection is growing, and I’m hooked. No final verdict yet. Just another evening in a beautiful, brutal world.

Read our earlier Mortal Shell II first-look post →

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