Gaming Guide

Precipitous Catacombs Walkthrough and Rewards in Dragon’s Dogma 2 (Lost Rites)

Switch to Archer or Magick Archer to clear the wight, stone giants and drake, then loot this Battahl Lost Rites trial.

Switch to Archer or Magick Archer to clear the wight, stone giants and drake, then loot this Battahl Lost Rites trial.

Image: CAPCOM Co., Ltd.

The Precipitous Catacombs is trial number 6 of the Lost Rites in Dragon’s Dogma 2: Dark Arisen, and it is built entirely around the bow. You shoot barred doors and rubble walls open, you fight across gaps you cannot cross until the far side is clear, and you only get through the sealed door at all if your Arisen is an Archer or Magick Archer.

Quick answer: Switch your Arisen to Archer or Magick Archer, open the sealed door in the Battahl rock face, then beat the wight, the two medal-studded stone giants, and the drake. Grab the Offering Flame, Catamount Jacket and Glasrew Galea from the 11 chests inside.


Where to find the Precipitous Catacombs in Battahl

In Battahl, the entrance is set in an exposed rock face. You can reach it without going into a cave, mine, or hideout, and there is no tunnel to explore. If the marker is missing from your map, choose Proving Ground Compass from the Items menu. The game then confirms discovery of the lost proving grounds.

On the world map, hover the cursor over the marker. The label reads “Precipitous Catacombs,” and a box titled “Lost Rites Trial Conditions” shows the entry rule. The marker sits on bare, sand-coloured high ground on the west side of a deep river canyon, with a campsite icon a short way to its east.

Map marker and entry condition box00:05Map marker and entry condition box
Hover the map marker to read the trial conditions before you set out. Shown at 00:05 in lilfarmboi’s video. Image: CAPCOM Co., Ltd.

On foot the area label reads “Battahl.” The door itself is a round stone seal with a glowing blue pinwheel emblem and rings of runes, recessed in a dark rock wall with sunlit boulders to its right.

Sealed door in the Battahl rock face02:25Sealed door in the Battahl rock face
The sealed entrance is outdoors in the rock face, not inside any cave. Shown at 02:25 in lilfarmboi’s video. Image: CAPCOM Co., Ltd.

Entry condition: Archer or Magick Archer only

The door words its rule plainly: “The Arisen must be an archer or magick archer by vocation.” Only the Arisen’s vocation is checked. Your pawns can be anything, so an Archer Arisen gets in with a Thief, a Mage and a Sorcerer alongside.

Change vocation before you travel, because the seal reads whatever class you are currently in. The Status menu’s Vocation tab is where to confirm it: the line under “Current Discipline” must read Archer or Magick Archer. Examine the door, confirm, and the seal opens as the “Precipitous Catacombs” banner appears.


Clearing the way to the wight

Head down the entry corridor to the iron double doors held shut by wooden beams. Aim your bow through the grating and shoot the beam. The doors swing open on their own.
Shooting the beam on the barred door02:58Shooting the beam on the barred door
Shoot the wooden beam through the grating to open the first barred door. Shown at 02:58 in lilfarmboi’s video. Image: CAPCOM Co., Ltd.
Take the stairs down to a fallen pillar and loose stone blocking an archway. Shoot the rubble to clear it, then continue into the first pillared hall.
Fight through the hall. Winged women the pawns call succubi swoop in, and your pawns point out that lightning is their weakness. A large dark beast fights on the floor among them, and red-winged fliers perch on the high ruins. Stay on the raised walkway and shoot the fliers out of the air, dealing with the succubi first so they stop harassing you.
Move through the brazier corridor into the wet chamber. Phantoms form out of purple mist, then asps appear. The asps poison you, and the pawns warn that flame is their weakness. Clear everything here before you push toward the big door. Drops in this stretch include Brinebeast Fragment.

First boss: the wight in the burial hall

Approaching the sealed burial hall summons a red-robed floating caster with a boss bar. A pawn names it a wight and says its kind fears holy light above all else. It hovers, throws purple lightning and dark blasts that knock you flat, and raises skeletons.

Wight appears in the burial hall08:43Wight appears in the burial hall
The wight is the first gate boss; holy magick and steady ranged fire bring it down. Shown at 08:43 in lilfarmboi’s video. Image: CAPCOM Co., Ltd.

Keep shooting it from range while your pawns cast. When it aims lightning your way, step back into the corridor to break line of sight. Holy magick is what the pawns recommend against it. Once it drops, the carved sealed archway opens.

Past the archway a broken riftstone sits in a side alcove. Holding Examine restores it for 90 RC and opens a Riftstone of Remembrance, letting you summon pawns you have met before.


The chasm, the Glasrew Galea, and the stone giants

At the chasm, stand on the ledge and shoot the enemies standing and floating on the far side before you try to cross. With the far side empty, hop across the broken pillars and blocks and pick up the Brinebeast Fragments they leave.
Glasrew Galea
Glasrew Galea. Image: Capcom
Past the corridor, a white-winged flier and armoured undead are waiting. A side passage leads to a small, bare stone chamber guarded by a bloated undead. Open the chest against the far wall to get the Glasrew Galea, an elven head piece whose protective power comes from the Lost Rites.
Glasrew Galea chest in the side room16:49Glasrew Galea chest in the side room
The Glasrew Galea sits in a small side room off the corridor after the chasm. Shown at 16:49 in lilfarmboi’s video. Image: CAPCOM Co., Ltd.
A balcony overlooks a vast lower hall. Thin the enemies from above, then climb down the wooden ladder at the edge and cross the floor to the raised ruins on the far side.
Two giants built of boulders, each studded with glowing purple medals, fight together behind the next seal. Shoot the medals. A rock ledge above the floor gives a clear line while your pawns hold the giants’ attention; pawns also climb them and call out when one is balanced on a single leg and can be shoved over. Late in the fight a giant falls apart into loose boulders with its medals exposed on the ground. They leave Magick Medal, Fulgin Ore, Whitecobble, Electrum and Brinebeast Fragment, and the next gateway’s red seal dissolves.
Push through the mist hall full of humanoid enemies, restore the second broken riftstone for another 90 RC if you want it, and walk through the last archway. A portcullis drops behind you, locking the party in with the final fight.

Final boss: the drake

The last fight is a round ruined hall with its roof broken open to the sky, ringed by pillars and stone warrior statues. A black dragon with glowing red eyes and a glowing chest drops in through the opening, and the pawns call it a drake. Its boss bar is the longest gauge in the trial.

Its floor-sweeping stream of fire can kill an Arisen with around 2,200 Health outright, so keep pillars between you and the flames. It also calls down purple lightning on where you stand, swings claws and tail to knock you flat, and hovers near the roof to rain magick. Pawns warn that drakes can seize control of pawns’ minds.

The glowing heart on its chest is the weak point. Shoot the heart from range, and your pawns will call out when it lies bare. Enough damage makes it collapse on its belly, which opens a long window. You can also bring it down from the air with arrows and pawn lightning. Revive fallen pawns by holding Revive, and keep a Wakestone ready, since the prompt to use one turns a death into a second try.

Defeating it yields several Brinebeast Ore, a Ring of Dragonsbane, and a Ferrystone. The ring boosts your might against every kind of dragonkin.


Boss weaknesses to plan your loadout

The two large bosses here, the wight and the drake, have fixed elemental and physical profiles for their species. The versions inside the trial are corrupted and their toughness and line-ups can shift by game mode, but the weaknesses are a reliable guide for what to pack.

EnemyBase HealthWeak toResists / immune
Wight76,500Strike, Ranged physical, HolyResists Slash, Fire, Ice, Lightning; immune to Blighted, Sleep, Frostbite, Unconscious
Drake100,000IceResists Fire; immune to Caught Fire

The wight is weak to ranged physical and holy attacks, matching the pawns’ holy-light advice. The drake leans into ice and shrugs off fire, so an ice-bolt skill set pairs well with sustained shots at the heart.


All 11 chests and their rewards

There are 11 placed chests, and not all of them sit on the straight line from the door to the drake. Together they hold:

  • 58,000 G
  • Explosive Arrow x20
  • Blighting Arrow x5
  • Glasrew Galea x1
  • Archaic Boots x1
  • Allheal Elixir x1
  • Offering Flame x1
  • Portcrystal x1
  • Catamount Jacket x1
  • Geirolul’s Helm x1

Three of these chests have fixed, easy-to-find spots. The Glasrew Galea is in that small side room after the chasm. The other two share the drake’s hall.

RewardWhere it is
Glasrew GaleaBack wall of the small stone room off the corridor after the chasm, behind the bloated undead
Offering FlameOuter corridor of the drake’s hall, on the floor between tall clay jars and a lit brazier, in front of a spear-holding statue
Catamount JacketWall niche of the drake’s hall, at the feet of another stone warrior statue

You can open the Offering Flame chest before killing the drake, but its lightning may strike the chest while you do. The Offering Flame withstands the cold and serves as an offering for boons at the Obelisks of Benediction in Norgan.

Offering Flame chest by the statue30:01Offering Flame chest by the statue
The Offering Flame chest sits by a spear-holding statue in the drake hall's outer corridor. Shown at 30:01 in lilfarmboi’s video. Image: CAPCOM Co., Ltd.

The Portcrystal chest is somewhere off the direct path; search side rooms and ledges. Smaller corrupted enemies found throughout the trial may also drop Brinebeast Fragment, a material for enhancing equipment.