Gaming How-To

Dragon’s Dogma 2 Dark Arisen: How to Get and Use the Proving Ground Compass (Lost Rites)

Clear Devilkin Hollow to take the compass, mark every Lost Rites trial on your map, and read each entry condition.

Clear Devilkin Hollow to take the compass, mark every Lost Rites trial on your map, and read each entry condition.

Image: CAPCOM Co., Ltd.

The Proving Ground Compass is the item that turns the Lost Rites into a full set of dungeons instead of one cave. It sits in the final chamber of Devilkin Hollow, and using it reveals proving-ground locations on your map.


At the end of Devilkin Hollow the Arisen takes the Proving Ground Compass, a Ferrystone and an Offering Flame from the open hoard box; the banner “You reached the cavern’s innermost depths.” appears and Lost Rites completes.

Where the Proving Ground Compass is in Devilkin Hollow

Go to the last room of Devilkin Hollow, the one lined with kneeling soldier statues under a shaft of light. An open white hoard box stands there, and the compass is inside it.


Empty the whole chest, not just the top item

Everything in and around the box is a separate pick-up. The name under the “F Pick Up” prompt changes as you take each thing, and it is easy to walk away with the box half full. The objective “Investigate the cavern’s depths.” stays on screen until the items inside the box are gone, so keep pressing F until no prompt is left.

Stand at the box and press F on the Proving Ground Compass. The first pick-up also throws up the banner “Lost Rites / You reached the cavern’s innermost depths.”
The F Pick Up prompt active over the Proving Ground Compass inside the open stone chest
The Proving Ground Compass waiting in the open chest with the F Pick Up prompt active.
Collecting the compass brings up a panel titled “The Lost Rites” that spans two pages. On page one, you learn that distinctive doors throughout the land conceal the trials, powerful beasts protect the grounds within, and valuable items await those who reach the end. Press F for page two: it displays the compass and explains that selecting it from the Items menu reveals the dungeons.
The Lost Rites information panel describing hidden trials with the F Next button shown
The Lost Rites tutorial panel, which pops up the moment you take the compass.
Keep pressing F at the box. The order you take the three items inside is the Proving Ground Compass, then the Ferrystone, then the Offering Flame. The box and floor around it also hold a Guardian’s Tome, a Hexfinger, and a Calycate Scepter.
The chest highlighting the Offering Flame with an F Pick Up prompt during the Lost Rites objective
The Offering Flame prompt, the last of the three items taken from inside the chest.
Picking up the Offering Flame opens a panel headed “Offering Flames”. It explains that these flames appear exclusively in Lost Rites trials across Vermund and Battahl. Bring them to Vermund’s forgotten northern region to gain boons from the Obelisks of Benediction.
The Lost Rites reward list open with Ferrystone highlighted for pickup
The pick-up list as the chest is emptied.

How the quest ends and how to know it worked

Once the last item is out of the box, a short scene plays looking up through a hole in the cave roof. You can hold Tab to skip it. The banner “Lost Rites / Completed: Lost Rites” then appears, and the quest finishes right there in the cave. Nobody has to be visited afterwards.

A cave cutscene playing with the Tab Hold to Skip prompt in the lower-right corner
The closing scene after the chest is emptied, with the hold-to-skip prompt showing.

Check Quests > Completed > Lost Rites to confirm. It lists three ticked lines, “Encountered Corrupted Foe”, “You reached the cavern’s innermost depths.”, and “Completed: Lost Rites”, along with “No Destination”.


How to use the Proving Ground Compass

The compass is a light item at 0.05 kg that reveals the forgotten proving grounds and marks them on your map. You use it from the inventory, and it stays in your pack afterwards, listed at x1 once you have used it.

Proving Ground Compass
Proving Ground Compass. Image: Capcom
Open the Pause Menu, go to Items, and select the Proving Ground Compass. Its options are Use, Give, Give Multiple, Discard, and Cancel.
Press F on Use. A message reads “The locations of the forgotten proving grounds are revealed.” Confirm with OK.
The map appears automatically, marking the newly revealed sites with glowing blue rings. Use Cursor Jump (Z / C) to move from one icon to another. When the cursor rests on a proving ground, its name appears alongside a card titled “Lost Rites Trial Conditions” that states the entry rule.

Lost Rites trial conditions on the map

Using the compass after reaching Norgan, with the main story cleared up to Seat of the Sovran, puts cards on eight proving grounds. Three of them have no entry rule at all, so they are the places you can walk straight into first. The rest gate entry on your vocation, your loadout, or how many trials you have already finished.

Proving groundEntry condition
Devilkin HollowNo conditions.
Daemons’ CorralNo conditions.
Sunken SpireNo conditions.
Mired ConduitComplete four or more Lost Rites trials in total.
Embersand MineBearers of grimoires and enchanted weapons are forbidden entry. No weapons skills that grant fire, ice, lightning, and/or holy archmagicks may be set.
Shrouded WarrenOnly the Arisen’s main pawn may participate in this trial. (All other pawns must wait at the entrance.)
Precipitous CatacombsThe Arisen must be an archer or magick archer by vocation.
Wyrmsblood ArenaThe Arisen may only have two weapon skills set.

Daemons’ Corral and Sunken Spire both carry “No conditions”, so after Devilkin Hollow they are the natural next clears and the fastest way toward the four-trial count that unlocks Mired Conduit.


What to do with Offering Flames afterward

The Offering Flame you pulled from the Devilkin Hollow chest is the same resource the other trials hand out. Its purpose is the Obelisks of Benediction in the forgotten northern region of Vermund, where the tutorial says the flames can be used to acquire boons. Clearing proving grounds builds up a supply of flames to spend once you are exploring that region.

From here, the loop is simple. Use the compass from Items to reveal proving-ground locations; the map opens automatically. The gated trials open up as you change vocation, trim your weapon skills, or bring your total clears to four or more.