Gaming Guide

Dragon’s Dogma 2: Dark Arisen — Mired Conduit Walkthrough and Evil Eye Rewards (Lost Rites)

Clear the flooded Lost Rites trial in Coral Snakes' Hideout, beat the Evil Eye, and see what its 13 chests hold.

Clear the flooded Lost Rites trial in Coral Snakes’ Hideout, beat the Evil Eye, and see what its 13 chests hold.

Image: CAPCOM Co., Ltd.

Mired Conduit is a flooded Lost Rites proving ground tucked beneath a Battahl bandit camp. It asks for a running tally of trials before it will let you in, then throws a long stretch of corrupted ruin, a crystal cavern, and an Evil Eye at you before paying out gold, Wakestones, Wyrmslife Crystals, and armor from a past Arisen.

Quick answer: Find the circular runic entrance in the shallow pool at the lowest point of Coral Snakes’ Hideout, Battahl. It becomes accessible after you have finished at least four Lost Rites trials altogether.


Where the Mired Conduit entrance is

On the map, look for the Mired Conduit swirl in Battahl’s orange canyon region, immediately below the Enoa’Battahl Forest label. Coral Snakes’ Hideout is the route to it.

Make your way up the stepped red sandstone until you reach a cave opening. The furnished passage within is the hideout; its banner shows when you enter. Continue through the tunnel to the ledge overlooking the camp, descend to the wooden platforms, then follow the plank paths to the pool. The carved circular entrance is in the red cliff beside the water.

Coral Snakes' Hideout banner03:14Coral Snakes' Hideout banner
The Coral Snakes' Hideout banner confirms you are in the right cave; the Mired Conduit door is in the water below the camp. Shown at 03:14 in lilfarmboi’s video. Image: CAPCOM Co., Ltd.

Entry condition and opening the door

Examine the door and the message reads “Complete four or more Lost Rites trials in total.” There is no key, lever, or quest item involved at the door itself. The count of proving grounds you have already conquered is the lock.

With four trials behind you, confirming the prompt turns the central spiral, lights the runes blue, and swings the door open. Step through and the Mired Conduit banner appears. Once you finish the Conduit, its own map entry changes to read “No conditions.”

Four trials rule at the door04:15Four trials rule at the door
The runic door lights up and spins open once you have four trials cleared. Shown at 04:15 in lilfarmboi’s video. Image: CAPCOM Co., Ltd.

Mired Conduit walkthrough, room by room

Head down the entry stair. Red flyers swoop at you as you descend, so clear them before pressing on.
Descend through a rocky passage into a flooded ruin, where purple braziers provide the light. Dark blobs and scaled, lizard-like foes attack along the routes. Check the chest tucked into a rocky corner for Wyrmslife Crystal x6.
Take the pillared chamber off the main path. Two chests there hold Dried Fish x2 and Fine Roe Roborant x5.
Descend the steps into a submerged corridor. Open the chest in the alcove to get a Makeshift Gaol Key and 38,000 G. The key is destroyed after one use.
A caged pawn is locked behind bars nearby and offers to join if you free it. The menu gives you the option to view its details, open the cell, or cancel.
Make your way across the damaged walkway above deep water to the arch, sealed in red light between a pair of purple braziers. Skeletons appear on the crossing, while a floating undead spellcaster launches lightning from the opposite side. Defeat the caster to dispel the seal and clear the arch.
Red seal on the arch13:46Red seal on the arch
The red seal on this arch lifts only when the floating undead caster is dead. Shown at 13:46 in lilfarmboi’s video. Image: CAPCOM Co., Ltd.
Search the chamber beyond the seal: the chest beside the left wall contains a Panacea, and one in the corner has Harspud Roborant x3. In the adjoining room, among urns and suspended chains, one chest contains Wyrmslife Crystal x20; another gives 900 RC.
Continue along the route through the crystal cavern. Spiny creatures are accompanied by red tentacles that erupt from the ground. Stay out of reach and cut down each tentacle separately.
A large cavern brings you to a boss: a hulking beast wrapped in dark mist, with its own health bar. Have your pawns pin it with lightning and whirlwind effects, then use jumping attacks against its body. Defeating it yields Brinebeast materials.
In the alcove after the cavern, three chests hold Saurian Tail x3, Mighty Roborant x3, and 900 RC.
Continue down the corridor past more tentacles until you spot a cracked section on the right. Strike the wall to break it and reveal a hidden chest containing 3,000 RC. A Panacea lies on the floor nearby, and the urns hold the Fulgurous Lord grimoire.

The cracked wall is easy to walk past. The 3,000 RC chest behind it is the single largest Rift Crystal payout on the route, so break the wall before you move into the final hall.


How to beat the Evil Eye

The Evil Eye waits in a flooded crystal chamber at the corridor’s far end. A cluster of thick purple tentacles encircles its single enormous eye. It has 500,000 Health, and its stronger form has 650,000 Health. None of these affect it: Sleep, Drenched, Tarred, Unconscious, and Silence.

Its possible drops are Pyrolytic Cloth, Circumventor’s Burthen, Ring of Alleviation, Malecryst Shard, and Malecryst. A Thief can pilfer a Malecryst from the creature; its tentacles may yield a Malecryst Shard if stolen from or killed.

First encounter

Stepping onto the square stone platform triggers the portcullis behind you to close. Orange petals part in a circle on the crystal wall opposite, and the eye comes through the opening.
While its blue spherical shield remains, the floating eye takes no damage. Dark, fiery-edged rings orbit it and unleash lightning, ice, and beams. Red tentacles topped with toothed heads emerge from both the water and the platform.
Evil Eye in its blue sphere22:04Evil Eye in its blue sphere
While the blue sphere is up the Evil Eye takes no damage; clear its tentacles to drop it. Shown at 22:04 in lilfarmboi’s video. Image: CAPCOM Co., Ltd.
Take out each tentacle as it appears, and leave any spell circles on the floor before they go off. Pawns are frequently knocked down during this fight, so revive them in the gaps between waves.
Once you have killed enough tentacles, the blue sphere vanishes and the eye drops onto the platform, tentacles splayed out. Climb or leap onto its front and attack the eye directly; each strike produces sparks.
Striking the exposed eye24:43Striking the exposed eye
Once the sphere is gone, strike the exposed eye directly to carve into its health. Shown at 24:43 in lilfarmboi’s video. Image: CAPCOM Co., Ltd.
When the first section of its health bar is depleted, the eye retreats through the petal opening, which then closes. A staircase appears between two braziers. Go up and open the pale stone chest positioned between the spear-bearing statues to claim the first hoard.

Second encounter

The eye comes back through that petal opening, protected once more by the blue sphere and surrounded by circling lights. It summons a column of lightning and fire, then begins charging a dark spell. You can use the earlier approach again—kill tentacles until the shield drops, then strike the eye—or fire an Unmaking Arrow into it to drain the entire bar in one shot.

Firing an Unmaking Arrow triggers an automatic save the moment it leaves the bow, so pick your shot carefully. The arrow is optional; you can defeat the eye with ordinary weapons and skills.

The battle ends when the eye writhes on the ground and bursts apart. The far wall then opens up, exposing another dais.


Boss hoards and the final chest

The first hoard is reached by climbing the stairs after the eye retreats, and contains three items. Offering Flame is a flame that remains alight in bitter cold and lets you seek boons at the Obelisks of Benediction in the forgotten north. Meteoric Cuisses are lightweight, durable leg armor made of meteoric metal. Allegoric Plate weighs 6.33 kg; this heavy body armor once belonged to an Arisen who descended into madness and offers strong defenses.

The second dais opens only after the eye is actually killed. The chest there gives 200,000 G and Wakestone x2.

All 13 fixed chest rewards

Separate from the boss hoards, the Conduit holds 13 fixed chests scattered through its rooms. Their combined contents are below.

RewardQuantity
Gold38,000 G
Wyrmslife Crystal26
Giant Hunk of Rift Crystal16
Fine Roe Roborant5
Azurequill Circlet1
Panacea1
Plate of the Mad Sovran1
Allheal Elixir1
Creusot’s Mantle1
Makeshift Gaol Key1
Wakestone1

Three chests grant Rift Crystals as soon as they are opened instead of containing an item: the urn-room chest behind the seal gives 900 RC, the alcove chest beyond the cavern beast gives 900 RC, and the chest past the breakable wall gives 3,000 RC.


Lost Rites trials and their entry conditions

Mired Conduit is trial number 7, and its gate counts how many of the others you have finished. Since you need four trials cleared first, it helps to know which ones are free to enter and which impose their own rules. Each is found with the Proving Ground Compass.

TrialNo.Entry conditionChests
Devilkin Hollow1None1
Daemons’ Corral2None7
Sunken Spire3None11
Wyrmsblood Arena5Only two weapon skills set6
Mired Conduit7Four or more trials cleared13
Embersand Mine8No grimoires, enchanted weapons, or elemental archmagick skills7
Shrouded Warren9Only your main pawn joins9
Molten Gauntlet10None9
Seafloor Sepulcher11None16
Final Proving Ground12Clear Molten Gauntlet and Seafloor Sepulcher14

The simplest path to four clears is to run the trials with no conditions first, since Devilkin Hollow, Daemons’ Corral, and Sunken Spire all let you enter with any party and vocation. That gives you three quick wins, and one more unlocks the Mired Conduit door. Once you have conquered the Conduit itself, its map entry drops the four-trial requirement and reads “No conditions,” so you can return freely afterward.