The Hall of Murmurs is one of the smallest dungeons in Mortal Shell 2, and it’s one that strikes the most paranoia in players, not because of any hidden threats or powerful enemies, but because it might be holding some extremely well hidden secret. This dungeon is essentially just a basement with a handful of enemies and some minor loot, but given how Mortal Shell 2 loves obscure secrets as much as it does tiny dungeons, it’s hard to say for sure if the Hall of Murmurs is actually hiding something inside it.
Mortal Shell 2: Hall of Murmurs Location
The Hall of Murmurs is inside Castigator’s Keep in the Mammon region. To reach it, players must first collect enough Ova to unlock the ability to cleanse the corruption blocking Marrow Keep’s second jump pad, so go cleanse some beacons or beat a few bosses first in Fainweald. Once you get rid of the black gunk blocking the way, take the jump pad to the Outskirts of Mammon Beacon.
It’s a straight shot from the beacon to Castigator’s Keep. When you arrive at the Outskirts of Mammon, look for the blasted gate guarded by a big group of soldiers, then follow the bridge all the way to the end. Use the bone gate to jump to the other side, then keep following the main road until you reach Castigator’s Keep. This area’s beacon is on the gate’s battlement, so make sure to activate that first before continuing.
From the Castigator’s Keep Beacon, enter the inner gate (or go throug the cliffside path if it’s your first time here), then go to the stairs on the far-right side. Keep following the path, and once you reach the Grisha Hunter camp, turn left, then you’ll find the Hall of Murmurs’ entrance on the floor.
Hall of Murmurs Dungeon
As mentioned earlier, the Hall of Murmurs is so small that it might as well just be a basement. Once you go down the elevator, you’ll reach a tiny canyon with a bunch of brigands guarding the front of a wooden shack squeezed between the rock faces. Inside this shack, you’ll find a few coin pouches as well as a praying NPC and a Laterite stone in front of a fireplace. Hitting the praying NPC will transform him into a Foul Knight (the guys with the really long neck and tentacle arms). Beating this enemy yields a bunch of Gloom, and nothing else.
Are There Any Secrets in the Hall of Murmurs?
It’s hard to tell for sure, but it seems highly unlikely that there are any. Unlike the Hall of Illusions, the Hall of Murmurs doesn’t really seem to have any gimmicks or mechanics regarding sounds or anything that counts as a murmur. The shack appears to be a Grisha Hunter’s hovel — I tried summoning Grishas with the Grisha Remnant, turning into a sheep with the Sheephead Totem, and screaming at the walls using the Cursed Child, but nothing happened.
Turning on Night Mode yields no results, and neither does following the blood trail nor leading the brigands inside the shack. The only thing I’m yet to try is see if NG+ changes anything, or if there’s an item I missed somewhere.
If we find anything related to the Hall of Murmurs, we’ll update this guide accordingly.
- Released
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August 20, 2026
- ESRB
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Mature 17+ / Blood and Gore, Intense Violence, Strong Language, Suggestive Themes
- Publisher(s)
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Playstack




