Gaming Guide

Dragon’s Dogma 2: Dark Arisen Embersand Mine Walkthrough (Lost Rites Trial 8)

Where to find the sealed door inside Sandsear Cave, the loadout that passes the entry rule, and the chests and rewards waiting inside.

Where to find the sealed door inside Sandsear Cave, the loadout that passes the entry rule, and the chests and rewards waiting inside.

Image: CAPCOM Co., Ltd.

Embersand Mine is the eighth Lost Rites trial. Its sealed entrance lies just inside Sandsear Cave, and opening it is the trial’s central challenge: grimoires, enchanted weapons, and weapon skills that imbue gear with fire, ice, lightning, or holy magick are all prohibited. The placed chests hold 26,000 gold and several rare items, and the end coffer is separate from them.

Quick answer: Strip every grimoire and enchanted weapon from your whole party, unset any elemental weapon skill, then open the rune door inside Sandsear Cave. Fight through the mine to a minotaur in a crystal arena, kill it, and loot the coffer between the two spear statues.


Where Embersand Mine is and how to reach the door

If the marker hasn’t appeared on your map, open the Items menu and activate the Proving Ground Compass; it uncovers the hidden proving grounds and adds their locations to your map. Move the cursor over the proving ground marker on the world map. Its label reads “Embersand Mine”, and a box titled “Lost Rites Trial Conditions” displays the entry rule.

Map marker with Lost Rites Trial Conditions00:13Map marker with Lost Rites Trial Conditions
Hover the proving ground marker to read the trial rule before you travel. Shown at 00:13 in lilfarmboi’s video. Image: CAPCOM Co., Ltd.

Skip the trial marker. The map symbol for “Sandsear Cave” is a little to its northwest, east of the road that crosses the orange desert from north to south. Head for the cave symbol.

Walking into the cave mouth brings up the “Sandsear Cave” area label. The tunnel is short and dark, so a lantern helps. At its end is the door, a round stone seal with a spiral emblem and rings of carved script.

Sandsear Cave label in the tunnel03:00Sandsear Cave label in the tunnel
The Sandsear Cave banner confirms you entered the right cave; the sealed door is at the end of this tunnel. Shown at 03:00 in lilfarmboi’s video. Image: CAPCOM Co., Ltd.

The entry condition and a loadout that passes it

At the door the game shows two sentences with a Confirm prompt. The rule, word for word, is: “Bearers of grimoires and enchanted weapons are forbidden entry. No weapons skills that grant fire, ice, lightning, and/or holy archmagicks may be set.” In plain terms, nobody in the party may carry a grimoire or an enchanted weapon, and no weapon skill that puts an element on a weapon can be set.

Entry rule shown at the sealed door03:11Entry rule shown at the sealed door
Confirm at the rune door and, if the party qualifies, the script rings glow blue and the seal opens. Shown at 03:11 in lilfarmboi’s video. Image: CAPCOM Co., Ltd.

Before setting out, inspect Status for the Arisen and every pawn, opening each character’s Vocation tab to check Weapon Skills. Remove any skill that imbues a weapon with an element. One qualifying setup is a Warfarer Arisen equipped with skills for daggers, bows, and a greatsword, with spellcasting left unset:

  • Arisen: Masterful Kill, Skull Splitter, Cutting Wind, Implicate, Shadow Veil, Concussive Leap.
  • Pawn: Plunder, Skull Splitter, Formless Feint, Implicate, Masterful Kill, Cutting Wind.
  • Pawn: Manifold Shot, Spiral Arrow, Tempest Shot, Deathly Arrow, Cascade Shot, Heavenly Shot.
  • Pawn: Heavenward Sunder, Ravening Coil, Windstorm Slash, Mountain Breaker, Tidal Wrath, Inspirit.

Once the party meets the restriction, blue light traces the carved rings and the seal opens. The “Embersand Mine” banner appears as you cross the threshold.


Walking the mine, room by room

Follow the entry tunnel, a shadowy passage broken by patches of green light. A timber chest on the left, beneath exposed roots, contains Threshing Blaze, Lantern Oil, and Fulgurous Lord. A pawn spots a hobgoblin farther ahead and notes its weakness to lightning.
Go through the stone doorway and descend the rough steps. Continue along the corridor, where shallow water covers the floor, until you reach old masonry filled with skeletons and crates. A sparkling Gather point sits next to the first doorway.
Deal with the enemy in the pillared hall, then pick up the Brinebeast Fragment from the floor and loot both chests. The wooden chest tucked into a corner near the fluted pillars contains Padarn’s Wrap (leg armour, 1.60 kg); the red-lined chest against the wall contains a Wakestone. There is also a riftstone in the hall if you want to change pawns.
Follow the cave passage down into a large cavern. On the descent, collect from the Gather point beside the tall clay urns to obtain an Allheal Elixir; save it for the boss if possible.
Enter the chamber, where weapon racks stand beneath a shaft of light from overhead. A patch of weeds lies between two red chests. One contains 1,500 RC, and the other contains Fine Harspud Roborant x3.
Two red chests in the weapon-rack room06:30Two red chests in the weapon-rack room
Both red chests in the weapon-rack room are worth opening, one for 1,500 RC and one for three Fine Harspud Roborant. Shown at 06:30 in lilfarmboi’s video. Image: CAPCOM Co., Ltd.

Beyond this room, the passage opens into the arena. A short scene plays as you arrive, and the way back closes once the fight begins.


The arena fight

The arena is a broad, dim hall, with round stone plates in the floor and clusters of glowing green crystals. A large, dark-red-furred creature with horns emerges from a swirling pink-red seal above the far archway. Its health bar has four dots beneath it, but no name appears; a pawn identifies it as a minotaur. It rushes across the hall, swings its horns, and jumps, often knocking down pawns caught in front. Hold the Revive prompt when you reach a fallen pawn.

Minotaur steps out of the rift seal07:40Minotaur steps out of the rift seal
The beast enters from the rift seal over the far archway; the seal lifts once it dies. Shown at 07:40 in lilfarmboi’s video. Image: CAPCOM Co., Ltd.

During the fight, a boulder crashes down in a burst of dust and can kill you even at full health. If that happens, the game displays “Use Wakestone?” with Yes and No choices. Keep an eye on the round floor plates, and bring Wakestones and an Allheal Elixir.

To bring it down, hit its legs until it topples forward. While it is down, grab hold and pull it over, then pile damage onto the head. It also leaves itself wide open right before a charge, which is a clean moment to grab on. A pawn skill that calms the foe helps buy space.

Minotaur toppled in the crystal arena08:02Minotaur toppled in the crystal arena
Break its legs to topple it, then grab hold and focus the head while it is down. Shown at 08:02 in lilfarmboi’s video. Image: CAPCOM Co., Ltd.

The end coffer and all chest rewards

Go through the open archway and follow the corridor to a raised platform beneath tree roots. In front of two warrior statues with crossed spears sits a pale stone coffer. Inside are Offering Flame, Eldritch Threnody, and Glory Laurel. This reward coffer is not one of the seven chests placed around the mine.

  • Offering Flame — This key item lets you claim boons at the Obelisks of Benediction, located in the forgotten northern region.
  • Eldritch Threnody — body armour weighing 2.32 kg, with defensive power infused by the Lost Rites.
  • Glory Laurel — head armour weighing 1.33 kg, carrying the defensive force bestowed by the Lost Rites.

The seven placed chests hold, between them: 26,000 gold, Giant Hunk of Rift Crystal x5, Fine Harspud Roborant x3, Canopy of Plenty x1, Padarn’s Wrap x1, Wakestone x1, and Allheal Elixir x1. Both Canopy of Plenty (head armour) and Padarn’s Wrap (leg armour) carry the Lost Rites protective line. Here is where the items on the way through are found.

RewardWhere to find it
Padarn’s WrapWooden chest, corner of the pillared hall
WakestoneRed-lined chest in the pillared hall
Fine Harspud Roborant x3One of the two red chests in the weapon-rack room
1,500 RCThe other red chest in the weapon-rack room
Allheal ElixirGather spot by the clay urns on the way down

The trial is complete once the arena seal disappears and the end coffer opens with the three items above. Brinebeast Fragment and Brinebeast Ore improve equipment, while Glimmercoal is coal for the forge that gives off a faint glow in the dark.


Lost Rites trial reference

Every Lost Rites proving ground is found with the Proving Ground Compass, and each sets its own entry rule and chest count. If you are planning a full sweep, the table below lists the trial numbers, entry conditions, and chest totals so you can line them up against Embersand Mine’s trial 8.

TrialProving groundEntry conditionChests
1Devilkin HollowNone1
2Daemons’ CorralNone7
3Sunken SpireNone11
5Wyrmsblood ArenaOnly two weapon skills set6
7Mired ConduitFour or more trials cleared13
8Embersand MineNo grimoires, enchanted weapons or elemental skills7
9Shrouded WarrenMain pawn only9
10Molten GauntletNone9
11Seafloor SepulcherNone16
12Final Proving GroundClear Molten Gauntlet and Seafloor Sepulcher14

After a few in-game days, enemies in a cleared proving ground may reappear. Their lineup can change, and respawns do not continue indefinitely; the map icon updates when they return.