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Mortal Shell: Coward’s Retreat Dungeon Guide

Card No. 06·12045 · Updated · Standard formula, shown below

Coward’s Retreat is a small dungeon in Mortal Shell located in the Fallen Temple area, accessible after you obtain the Gland from the boss Crucix. This guide explains exactly where to find it, what enemies you’ll face, and what loot you can grab, so you can clear it without unnecessary deaths.

Background: What Is Coward’s Retreat?

Coward’s Retreat is a short optional cave in Mortal Shell, introduced in the game’s base version. It sits in the Fallen Temple, which is the third major area you explore. The name comes from the in-game lore: it’s a hideout used by a cowardly soldier who fled from battle. The dungeon itself is a linear tunnel with a few enemies and a single chest at the end.

You can access it at any point after reaching the Fallen Temple, but it’s most convenient to clear it right after defeating Crucix, since you’ll be in the area anyway. The dungeon is not required for the main story, but it rewards you with a useful item and some Tar.

Location and How to Enter

To reach Coward’s Retreat, start from the Fallen Temple’s central hub (the area with the Sester, the merchant, and the upgrade altar). Head east toward the path that leads to the Crypt of Martyrs, but instead of going down the stairs, look for a breakable wall on your right side. Smash it to reveal a short corridor leading to a fog door.

Enter the fog door to load the dungeon. You’ll appear in a narrow cave with a few enemies and a single path forward. There is no branching, so you can’t get lost. The entire dungeon takes about 5 minutes to clear if you know what to expect.

Enemies and Combat Tips

The dungeon has a small enemy roster, but the fights can be tricky if you rush. Here’s what you’ll face:

  • Grisha (first encounter): A large, slow enemy that deals heavy damage. Use the pillars in the room to block its attacks and punish its recovery. It drops a Gland when killed, but you don’t need it here.
  • Two Unstable Fools: These are fast, aggressive enemies that explode when they die. Keep your distance and use a weapon with long reach, or parry them to avoid the explosion.
  • A lone Hammer-wielding Grisha (second encounter): This one appears near the end, guarding the chest. Use the same strategy as the first, but note that the room is smaller, so dodge more.

If you’re playing as Harros, the Tarnished Seal ability is useful to stagger enemies. For Eredrim, use his high health to tank hits. For Solomon, use his increased Resolve to spam weapon abilities.

Loot and Rewards

The main reward is a chest at the end of the dungeon. It contains:

  • Weapon: The Hammer and Chisel (if you haven’t found it elsewhere) – a fast, twin-blade weapon that scales with Dexterity.
  • Tar – the game’s currency, about 500 Tar scattered in pickups.
  • A Gland – if you missed the one from Crucix, there’s a spare here, but it’s not needed for the story.

There are also a few consumable items (Mucid and Tainted Nectar) hidden in pots and corners. Be thorough to collect everything.

Common Problems and How to Avoid Them

Players often die in this dungeon due to a few common mistakes:

  • Rushing the Grisha: The first Grisha has a grab attack that can one-shot you if your health is low. Wait for it to swing, then attack once or twice, then back off.
  • Ignoring the Unstable Fools: They explode on death, so if you kill them near a wall, you might get hit by the blast. Use a ranged attack (like the Ballistazooka) or kill them from a distance.
  • Not using the environment: The pillars in the first room can block the Grisha’s attacks, but they also block your dodges. Use them to create space, not to trap yourself.

If you’re struggling, consider leveling up your weapon before entering. A +3 weapon makes the fights significantly easier.

Comparison to Other Dungeons

Coward’s Retreat is much smaller than the other optional dungeons like the Crypt of Martyrs or the Seat of Infinity. It has no boss, no puzzles, and no unique mechanics. It’s more like a mini-dungeon that serves as a quick loot stop. The main draw is the Hammer and Chisel, which is a solid weapon for Dexterity builds. If you’re playing a Strength build, you might skip it, but the Tar is still worth the trip.

Tips for Efficient Clearing

Here’s a step-by-step approach to clear the dungeon with minimal risk:

  1. Enter the fog door and immediately hug the left wall to avoid the first Grisha’s initial attack.
  2. Use the pillars to kite the Grisha and kill it with heavy attacks.
  3. After the Grisha, you’ll see two Unstable Fools. Wait for them to separate, then kill them one at a time with a heavy attack to stagger them.
  4. Continue forward, break the pots for loot, and enter the final room.
  5. In the final room, the second Grisha will be waiting. Use the same strategy, but be careful of the smaller space.
  6. Open the chest, grab the loot, and exit through the door that opens after.

Frequently Asked Questions

Is Coward’s Retreat required for the main story?

No, it’s completely optional. You can skip it and still finish the game. It’s only worth doing for the Hammer and Chisel weapon and the extra Tar.

Can I get the Hammer and Chisel elsewhere?

Yes, you can find the Hammer and Chisel in the Fallen Temple area, near the entrance to the Crypt of Martyrs. It’s hidden behind a breakable wall. So if you already have it, Coward’s Retreat only gives you Tar and consumables.

What level should I be before attempting this dungeon?

There’s no required level, but it’s recommended to have at least 2-3 upgrades on your weapon and a full health bar. The Grisha enemies hit hard, and the Unstable Fools can be deadly if you’re not careful.

Are there any missable items in Coward’s Retreat?

No, everything in the dungeon is always available. You can come back later if you miss something, as the dungeon resets when you rest at a Sester.

Does the dungeon respawn enemies?

Yes, like most areas in Mortal Shell, enemies respawn when you rest at a Sester or die. So if you want to farm Tar, you can clear it multiple times.

What’s the best strategy for the final Grisha?

Use the environment: there’s a pillar in the center of the room. Keep it between you and the Grisha, then attack when it finishes a combo. Also, use a harden ability to block its heavy attacks.

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