
Nail Shot
SidearmStarter gun — Resolve on every shot.
This Mortal Shell II sidearms page is the ranged set: about eight named guns and a lute, not extra melee. Every shot spends Resolve. Mortal Shell II (Cold Symmetry / Playstack) starts you on Nail Shot. The first hunt is Forgotten Crossbow. Verified August 18, 2026 · Steam.
| Fact | Detail |
|---|---|
| Platform | Steam · PS5 · Xbox Series X|S |
| Genre | Soulslike ARPG · no stamina |
| Mode | Single-player |
| Price | $49.99 Standard · $59.99 Devout |
| Developer / Publisher | Cold Symmetry / Playstack |
| Steam | App 2584270 |
| This page | Ranged sidearms only — melee sits on weapons |
| Roster size | ~8 ranged; seven named + eighth TBA — do not invent the last title |
| Starting sidearm | Nail Shot (alias Naylshotte in some lists) |
| First hunt | Forgotten Crossbow — Merrick map → Flooded Village after a key |
| Spend | Every shot costs Resolve — no stamina bar, no free magazine |
| Upgrade desk | Franz · Tarforge · Marrow Keep — not the first Ventrium click |
| Lute | Troubadour’s Lute is a named sidearm — confusion / lute tracks |
| Damage numbers | Not listed — do not invent pellet counts or DPS rows |
Every Mortal Shell II sidearm shot is a Resolve tap. There is no stamina bar and this page will not invent an ammo reserve. The same meter fuels shell abilities and melee weapon skills on weapons. A dry bar is not a “tired” animation; it is an empty spend. One or two shots to finish a stagger or to poke a grab window is the legal spend. Emptying Nail Shot because the camera is ugly dumps the ability you needed for the break.
| Action | What happens to Resolve |
|---|---|
| Land melee / mix | Gain — hitting fills the bar |
| Kill | Gain |
| Smash a Resolve statue / effigy | Gain — refill in the room |
| Successful Guard / Parry / Harden | Gain on a landed Seal |
| Shell ability | Spend — same meter as the gun |
| Melee weapon skill | Spend — same meter as the gun |
| Sidearm shot | Spend — each trigger is a tap, not free chip |
| Panic magazine dump | Waste — the next ability is gone |
Resolve fuels (1) the Shell kit, (2) the melee weapon ability, (3) every Mortal Shell II sidearms shot. Hits, kills, and timed Seals refill it; panic fire empties it. If you dump the bar into Nail Shot, Biosampler, Shadow Strike, and the Great Martyr’s Blade skill are all dry when the boss finally opens. That is a tips death, not a missing upgrade.
Exact shot costs stay TBA. This page will not invent a Resolve table or a hidden clip size. Bank the meter for the poke that finishes a stagger, then swing. Combat is the refill sheet; here the one line is: the gun is never free.
Troubadour’s Lute is a named sidearm, not a joke menu. Community-observed job: confusion, plus lute tracks tied to the Heavy Metal trophy. It still spends Resolve. A closed-room puzzle that wants a “song” is the same tax as a bolt. Do not treat the lute as a stamina substitute.
Once the meter rule is clear, the next question is where each gun actually sits — community pins, not invented markers.
Scan this table when you need a next room, not a lore paragraph. Locations for Mortal Shell II sidearms are community-observed. Exact drop rooms stay TBA when a showcase did not name the pin. Do not invent a map marker this page has not walked. Melee names stay on weapons.

| Sidearm | Unlock / location (community) | Notes |
|---|---|---|
| Nail Shot (Naylshotte) | Starting | Resolve tap — do not dump the meter |
| Forgotten Crossbow | Flooded Village after a key — Merrick’s first map | Old School trophy · early hunt |
| Salvaged Trebuchaxe | Ravaged Hideout | Chop Chop trophy |
| Triarch Repeater | TBA exact room | Old Painless trophy |
| Cursed Child | Revere Beacon | Beautiful Baby trophy |
| Ballistazooka | Sentries Cave | Speared trophy |
| Troubadour’s Lute | TBA exact room — lute tracks / confusion | Heavy Metal trophy related |
| Eighth named gun | TBA — do not invent a title | Caged Hystrix is not forced onto this list |

Starter gun — Resolve on every shot.

First hunt — Merrick map → Flooded Village crypt.

Named ranged — bank Resolve before you fire.

Named ranged — do not panic-empty the bar.

Named ranged — pair with a melee you already trust.

Heavy poke — expensive Resolve per shot.

Lute / confusion track — still a sidearm spend.
Nail Shot is in your hands after the prologue. Some lists spell it Naylshotte. Same starter. There is no hunt. Keep it as a tap until the first real gun. Forgotten Crossbow is the early hunt this page trusts: talk to Merrick in Marrow Keep, take the map, walk Flooded Village, use the key, loot the crypt. Old School is the trophy that proves you found it. That pickup is the community-observed first upgrade over Nail Shot — still a sidearm, still Resolve.
A minigun-style pickup near Proxima’s water Beacon is name TBA on this page. It may be Triarch Repeater, the missing eighth, or something else. Do not invent the title. Log it when the inventory name is recaptured.
Salvaged Trebuchaxe sits in Ravaged Hideout. Chop Chop is the trophy. Treat it as a later named find on the same ranged list, not a melee axe — the melee axe roster lives on weapons. Cursed Child is inside Revere Beacon; Beautiful Baby is the trophy. Walk it when that Beacon is on the walkthrough road, not as a Marrow Keep secret.
Ballistazooka is in Sentries Cave; Speared is the trophy. Triarch Repeater is confirmed by Old Painless. The pin itself stays TBA until a recapture names the corpse or chest. Do not guess a dungeon just to fill the cell.
Troubadour’s Lute is the named odd one: confusion, lute tracks, Heavy Metal. Exact find room stays TBA. If a closed Resolve branch wants a song instead of a bolt, this is the tool — still a spend.
The working count is about eight. This page names seven and leaves the eighth TBA. Caged Hystrix shows up on trophy lists (Spiked). Type is TBA — it may be melee or another weapon-class collectible. Do not hunt it as a proven gun here. If a recapture proves it ranged, it belongs on this list; until then it is a maybe, not an eighth title.
Resolve statues in closed rooms often mark these pickups. Smash, fill, shoot. Region order after the pins lives on the walkthrough. Once the table is in hand, the next decision is which gun actually deserves the first hours.
Matched by build plan, shared topics, and guide progression — not random related links.
Grab means walk the pin and fire it on purpose, not “I picked it up and panic-dumped the bar.” Keep Nail Shot as a tap through the opening. The first real Mortal Shell II sidearms hunt is Forgotten Crossbow. This page has no invented DPS column. Use the table, then stop Franz-splitting every laterite across guns you never shoot.

| You found | Keep if | Swap when |
|---|---|---|
| Nail Shot | First hours; you only poke staggers | Forgotten Crossbow is in the crypt |
| Forgotten Crossbow | You actually fire after melee hits (Perforation plan) | A later named gun changes the job and you already time the spend |
| Salvaged Trebuchaxe | Ravaged Hideout is done and you fire this kit | You would Franz-split it with the Crossbow for the same poke |
| Triarch Repeater | Never — location TBA | Do not hold materials waiting for Old Painless |
| Cursed Child | Revere Beacon is on the route and you want that kit | You still have not walked Forgotten Crossbow |
| Ballistazooka | Sentries Cave is finished and you can afford the spend | First-run Franz is still on melee — this is a later gun |
| Troubadour’s Lute | A closed room actually wants confusion / tracks | You equipped it as a joke and now the bar is empty |
| Unnamed eighth / Caged Hystrix | Never until the type is recaptured | Do not invent a hunt |
Merrick’s map is the opening sidearm, not a detour. Walk Flooded Village after the key. Old School pops when the bow is yours. Community-observed: a Perforation Tarstone (name TBA) boosts the sidearm after melee hits — that is why the Crossbow pays on a first build that already swings Iconoclast or Axe and Dagger. If you never melee into the shot, you bought a heavier Nail Shot.
Do not park the first Ventrium on Nail Shot. Franz’s early click is melee on weapons — Iconoclast to about +3 / +4. Sidearms upgrade at the same Tarforge, later, on the gun you fire. Later named guns are keep-or-swap only after the Crossbow is in hand.
Every playable Shell can equip every sidearm. Switching Tiel for Proxima does not hide Nail Shot. It does change how expensive a dump feels — a lightning poke host wants one or two bolts after the hook, not a magazine. Pair the host and the gun on builds, then walk the next Beacon. If the swap table still feels like a ranked list, you are overthinking it: fire the one whose spend you already bank.
Once the first grab is decided, the stones that actually change the gun are the last system on this page.
Gun “elements” and on-hit extras come from equipped tarstones — about 75 in the world, max ten equipped (4 Support + 2 Combat + 2 Infusion + 2 Ability). Some Combat / Infusion / Ability stones sit on the melee, some on the Mortal Shell II sidearm. That is a slot pairing, not a fifth category. This page will not dump the catalog. Slot stones on the gun you committed to; do not open a second smith fantasy.
| Stone | Slot | What it does to the gun | Skip if |
|---|---|---|---|
| Perforation (name TBA) | Beginner notes — treat as a gun stone | Boosts the sidearm after melee hits (community-observed) | You never melee into the shot |
| Devout | Support | Sidearm Resolve on kill — feeds the next poke | You never fire the sidearm |
| Charged | Combat | Sidearm charges faster | Nail Shot is panic-only |
| Viletongue Hedron | Infusion | Sidearm applies Bleed | The gun is not in the plan |
| Duality | Combat | Dual-wield melee — not a gun stone | You came here looking for a Crossbow buff |
| Empty Infusion / Ability | Legal | Nothing — empty beats a stone you cannot pay | You slotted an 80-Resolve Ability and panic-fire the gun |
Perforation is the beginner-observed reason Forgotten Crossbow is worth the key: land melee, then the gun hits harder. Exact percent and the live stone name stay TBA. If the stone is not in the ten, the Crossbow is still a Resolve tap — just a worse one. Do not invent a 200% row.
Devout refunds sidearm Resolve on kill. That is how you poke without permanently emptying the Shell kit. Charged only pays if the gun is real. Viletongue Hedron is the Bleed Infusion for the sidearm — pair it with a gun you fire, not with panic Nail Shot. Duality wants dual-wield melee; it does not make the lute a shotgun.
About eight ranged. This page names seven: Nail Shot, Forgotten Crossbow, Salvaged Trebuchaxe, Triarch Repeater, Cursed Child, Ballistazooka, and Troubadour’s Lute. The eighth title stays TBA. Do not invent it. Melee is a separate ~eight on the weapons page.
Nail Shot (some lists: Naylshotte). Keep it as a Resolve tap. The first hunt is Forgotten Crossbow.
Shots spend Resolve. There is no stamina bar. Exact reserve / clip rules stay TBA — do not invent a magazine size.
Merrick’s first talk in Marrow Keep gives the map. It sits in a Flooded Village crypt after a key. Old School is the trophy.
Yes. Troubadour’s Lute is a named sidearm. Community-observed: confusion and lute tracks (Heavy Metal trophy). Exact find room TBA. It still spends Resolve.
No. Weapons are melee. Sidearms are ranged Resolve tools. Iconoclast and Great Martyr’s Blade are not this list.
Yes — as sidearms on this page. Starting gun is Nail Shot. Forgotten Crossbow is Merrick’s first map.
Forgotten Crossbow after Nail Shot. Walk Flooded Village with Merrick’s map and the key. Do not hold materials for Triarch Repeater (location TBA) or an invented eighth gun.
Every shot is a tap on the same meter as Shell abilities and melee weapon skills. Panic-dumping Nail Shot steals the skill. Closed rooms with Resolve statues often want a gun.
Beginner notes: Perforation (name TBA) boosts the sidearm after melee hits. Devout refunds sidearm Resolve on kill. Charged speeds the charge. Viletongue Hedron is sidearm Bleed. Duality is dual-wield melee, not a gun stone.
Unknown. Spiked is the trophy. Type is TBA — it may be melee or another weapon-class collectible. This page does not force it onto the gun list.
Franz at the Tarforge in Marrow Keep. Early Ventrium still belongs on Iconoclast. Exact material totals stay TBA.
Yes. Switching hosts does not unequip the gun. It does change how expensive a Resolve dump feels.
Melee: weapons. Meter: combat. Pair the gun on builds. Stones: tarstones.
August 18, 2026
Matched by build plan, shared topics, and guide progression — not random related links.