Gaming Guide

Dragon’s Dogma 2 Dark Arisen: How to Unlock the Lost Rites Dungeons Early

Reach Brant at night, clear Devilkin Hollow for the Proving Ground Compass, and every trial across Vermund and Battahl appears on your map.

Reach Brant at night, clear Devilkin Hollow for the Proving Ground Compass, and every trial across Vermund and Battahl appears on your map.

Image: CAPCOM Co., Ltd.

Lost Rites are repeatable challenge dungeons scattered across the existing Vermund and Battahl map in Dragon’s Dogma 2: Dark Arisen, each one dropping gear once carried by past Arisen alongside the Offering Flames that fuel the new Obelisks of Benediction. You can start them extremely early, well before the snowbound Norgan region, and the first clear hands you the tool that reveals every other trial at once.

Quick answer: At night, go to The Stardrop Inn and choose “About the uncovered ruins…” when talking to Captain Brant. Defeat the enemies in Devilkin Hollow, inside Darkhorde Cave, to earn the Proving Ground Compass, which marks all twelve Lost Rites on your map.


Unlock the Lost Rites through Captain Brant

Everything starts with a short conversation in Vernworth. Brant only offers the relevant dialogue after dark, so rest or wait until nighttime before approaching him.

Once you reach Vernworth, wait until night and head into The Stardrop Inn. Ask Captain Brant about “About the uncovered ruins…”. His directions lead to Darkhorde Cave, southwest of Malachite Forest in northern Vermund, and set the Lost Rites quest in motion.
How to Unlock the Content01:33How to Unlock the Content
The inn dialogue that opens the Lost Rites questline — pick "About the uncovered ruins…" to send Brant's tip to the map. Shown at 01:33 in RageGamingVideos’s video. Image: CAPCOM Co., Ltd.
Head into Darkhorde Cave and break through the newly revealed wall to enter Devilkin Hollow. A cutscene with the Pathfinder explains the trials. Grab the Salubrious Draught, the coin pouches, and the Wakestone from the chest in the first room before moving deeper.
Vermund Location 1: Devilkin Hollow06:27Vermund Location 1: Devilkin Hollow
Devilkin Hollow sits inside Darkhorde Cave — the one trial whose seal is already broken, so you can enter it without the empowered Godsbane blade. Shown at 06:27 in RageGamingVideos’s video. Image: CAPCOM Co., Ltd.
Defeat the four Corrupted Goblins that spawn in the central arena. They are fast and resist flinching, so keep your distance and burn them down quickly. When the last one falls, the locked door opens onto the treasure hoard.
Loot the hoard. You receive the Proving Ground Compass plus an Offering Flame, the Hexfinger sword, the Dread Tusk bow, and a Calycate Scepter staff. The compass is the key item that reveals the remaining dungeons.

Reveal every trial with the Proving Ground Compass

Open your inventory and use the Proving Ground Compass once. It marks all forgotten proving grounds across the world map with a glowing circular swirl icon and fills in the Lost Rites facility list, so you no longer have to stumble onto sealed doors by chance.

Locating Lost Rites via Compass05:52Locating Lost Rites via Compass
After using the compass, every proving ground appears on the map and in the facility list, with each trial's entry restriction shown on its marker. Shown at 05:52 in RageGamingVideos’s video. Image: CAPCOM Co., Ltd.

The base game holds nine Lost Rites, split between Vermund and Battahl. Three more sit in the Unmoored World. Each marker shows that dungeon’s entry restriction, so you can plan a party before you travel.

Vermund trial locations

  • Devilkin Hollow — inside Darkhorde Cave, northern Vermund.
  • Daemons’ Corral — reached through Timeworn Shaft, east of Vernworth.
  • Sunken Spire — north of Checkpoint Rest Town, across the bridge.
  • Interminable Corridor — in the Misty Marshes.
Vermund Location 2: Daemons' Corral07:18Vermund Location 2: Daemons' Corral
Timeworn Shaft east of Vernworth is the route into Daemons' Corral, a trial with no entry restriction. Shown at 07:18 in RageGamingVideos’s video. Image: CAPCOM Co., Ltd.

Battahl trial locations

  • Embersand Mine — through Sandsear Cave, northeast of Bakbattahl.
  • Shrouded Warren — near the Tomb of Rerot/Lebarr in central Battahl.
  • Mired Conduit — via Coral Snakes Hideout.
  • Precipitous Catacombs — along the valley ledge west of Battahl.
  • Wyrmblood Arena — south through Wyrmblood Forest to Saffbattahl Cavern.

Entry restrictions for each Lost Rite

Several trials lock out certain loadouts until you clear them once. Match your party and vocation to the condition before you travel, because you cannot pass the door otherwise.

Vermund Location 4: Interminable Corridor07:48Vermund Location 4: Interminable Corridor
Interminable Corridor in the Misty Marshes demands that every party member sit at the Very Light carry weight before you can enter. Shown at 07:48 in RageGamingVideos’s video. Image: CAPCOM Co., Ltd.
TrialRegionEntry condition
Devilkin HollowVermundNone
Daemons’ CorralVermundNone
Sunken SpireVermundNone
Interminable CorridorVermundAll members at Very Light weight
Embersand MineBattahlNo grimoires, enchanted weapons, or elemental/holy skills
Shrouded WarrenBattahlArisen and main pawn only
Mired ConduitBattahlNone (gate opens after “Mercy among Thieves”)
Precipitous CatacombsBattahlArisen must be Archer or Magick Archer
Wyrmblood ArenaBattahlNone

Once you clear a trial, its entry restriction is lifted for every repeat run, so you can return later with any build to farm its rewards.


The Godsbane blade unlocks the sealed doors

Devilkin Hollow is the exception, since its seal is already broken. Every other trial sits behind a sealed stone door that opens only with the empowered Godsbane blade.

The blade gains its power after you advance the main story to “Convergence” and hand Ambrosius 15 Wyrmslife Crystals. Repeated visits before then won’t open the sealed doors. For the complete trial list, the Godsbane blade—not just the compass—is what unlocks the way.


The three Unmoored World trials

The compass also exposes three additional proving grounds inside the Unmoored World: Molten Gauntlet, Seafloor Sepulcher, and Final Proving Ground. These scale higher than the base-game rites and expect relic-tier gear.

Unmoored World Rites06:04Unmoored World Rites
The compass surfaces the three Unmoored World rites, the hardest tier of the twelve trials. Shown at 06:04 in RageGamingVideos’s video. Image: CAPCOM Co., Ltd.

Trial difficulty scales roughly one tier above the surrounding region, and inside the dungeons you can free imprisoned pawns from gaol cells. Those pawns carry traits and elemental weapons tailored to that trial’s bosses, which is worth doing on tougher runs.


What clearing a trial rewards

Every completed rite drops one Offering Flame from the final chest, along with high-tier weapons and armor. The weapons follow their own upgrade path and require Brinebeast Fragments, earned from defeating the corrupted enemies inside the trials, to improve. That makes Lost Rites gear a dependable power track, since you can keep strengthening a weapon you already earned rather than waiting on randomized relic drops.

Carry your Offering Flames to an Obelisk of Benediction in Norgan to spend them. Each obelisk sells new high-tier vocation skills, permanent stat enhancements, and a one-day boost to a vocation’s relic spoil drop rate, all paid for in Dcp.

BoonCostEffect
Vocation skill (Fanged Schism, Virtuous Bolt, Brontide)2,500 DcpUnlocks a new high-tier weapon skill
Stat Enhancement5,000 DcpPermanent stat boost tied to the vocation
Spoils Spawn Rate Boost7,000 DcpOne-day boost to that vocation’s relic drops

Trial gear also feeds the Norgan tailoring system, which lets any vocation wear the cosmetic model of armor it finds. That transmog layer is purely visual, so it never interferes with the stats of whatever you have equipped.


How to confirm it worked

You know the content is live once “The Lost Rites” tutorial pop-up appears after your first clear and the Proving Ground Compass sits in your key items. Using the compass should immediately populate the map with swirl icons and the facility list; if those icons do not appear, you have not yet looted Devilkin Hollow’s hoard.

The game recommends level 20 for the Lost Rites and level 40 for the Norgan expansion content, so an early trial makes a far better practice run than a deep northern trip. Clear a few rites, upgrade a weapon that fits your party, and you will enter Norgan with a stable gear base behind you.