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Outbyte Driver Updater FREEScan for outdated or missing drivers - takes under a minuteDriver Scan →Outbyte PC Repair FREEClear out junk files and repair common Windows errorsFree Scan →Lost Rites is the reported dungeon route in the Dragon’s Dogma 2: Dark Arisen expansion. To start it, speak with Captain Brant in Vermund and ask about the uncovered ruins. Do not choose the separate “new Arisen” conversation. The first reported dungeon is Devilkin Hollow, reached through Darkhorde Cave in the western Malachite Forest. Clearing its combat encounter reportedly awards the Proving Grounds Compass, which points you toward additional Lost Rite locations.
This guide separates confirmed route information from details that current coverage has not established, so you know which directions are dependable and which later objectives should not be treated as fixed.
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What the Lost Rites quest actually is
The name causes an unusually easy mix-up. “Lost Rites” in this context refers to content described for the reported Dragon’s Dogma 2: Dark Arisen expansion. It is not a quest from the earlier game Dragon’s Dogma: Dark Arisen, and the route should not be confused with the original game’s Bitterblack Isle content.
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Repair common Windows errors and clear accumulated junk for a smoother, more stable PC - no reinstall needed.Free scan · no reinstallCurrent guide coverage presents Lost Rites as a chain of challenge-oriented dungeons rather than a single conventional story mission. The route begins in Vermund, sends you to an initial dungeon, and then uses a special item to expose further destinations. A separate expansion path concerns Norgan and is described as a story route, not as part of Lost Rites.
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- A Grand Adventure – Dragon’s Dogma 2 begins in a subterranean jail, where the Dragon’s voice echoes in the fog of lost memories. With their heart taken by the Dragon, the Arisen is set on a path to slay that symbol of the world’s destruction as it soars through the sky on massive wings, breathing flames that scorch everything in its path. With the Arisen’s future veiled in mystery, what challenges and triumphs await on the path to their destiny?
- Single-Player Cooperation – Up to three mysterious otherworldly beings, known as Pawns, accompany the Arisen throughout their journey. Pawns create the feeling of a cooperative gameplay experience by offering unique characteristics, skills, and knowledge gained from their experiences with other Arisen.
- Made with RE ENGINE – Capcom’s advanced RE ENGINE produces vividly detailed, high fidelity graphics combined with immersive physics and complex and reactive character AI to create a setting where decisions, and their consequences, come to life.
The available evidence comes from recent secondary guides and reporting rather than an official Capcom walkthrough. That distinction matters: the first start point, first dungeon and compass reward are described clearly, while the complete order and rewards for later dungeons are not corroborated well enough to state as a definitive checklist.
How to start Lost Rites
Choose the uncovered-ruins conversation
- Travel to Vermund and speak with Captain Brant.
- Ask him about the uncovered ruins. A current walkthrough identifies this conversation as the start of the Lost Rites route.
- Continue through the resulting directions and travel toward the first dungeon.
Captain Brant’s dialogue includes another option concerning a “new Arisen.” PC Gamer’s coverage distinguishes that choice from the uncovered-ruins conversation: the new-Arisen option begins the separate Norgan story route, while uncovered ruins starts Lost Rites. If you are trying to enter the dungeon route, select the wording about the ruins rather than the new-Arisen topic.
Is the conversation an access requirement?
The sources establish the conversation as the route’s starting trigger, but they do not document every prerequisite that might affect when Brant offers it. They also do not establish that the route is permanently missable. If the wording is not available, verify that you are speaking with Brant in Vermund and that you have selected the uncovered-ruins topic when it appears; do not substitute the new-Arisen option expecting it to lead to the same content.
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Where is the first Lost Rites dungeon?
Western Malachite Forest route
The first reported destination is Devilkin Hollow. The walkthrough places its entrance through Darkhorde Cave, in the western part of the Malachite Forest.
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- A Grand Adventure – Dragon’s Dogma 2 begins in a subterranean jail, where the Dragon’s voice echoes in the fog of lost memories.
- Single-Player Cooperation – Up to three mysterious otherworldly beings, known as Pawns, accompany the Arisen throughout their journey.
- Made with RE ENGINE – Capcom’s advanced RE ENGINE produces vividly detailed, high fidelity graphics combined with immersive physics and complex and reactive character AI to create a setting where decisions, and their consequences, come to life.
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- Use your map to reach the western Malachite Forest.
- Look for the entrance to Darkhorde Cave rather than searching the forest for a separate Devilkin Hollow doorway.
- Enter Darkhorde Cave and follow the route that leads into Devilkin Hollow.
- Proceed through the dungeon and complete its combat encounter.
Those names are the useful search terms when you are navigating in-game. Devilkin Hollow is reported as the dungeon itself; Darkhorde Cave is the approach used to reach it. The available walkthrough does not provide a fully itemized room-by-room map, enemy roster or alternate entrance, so a guide that claims a precise later turn-by-turn route is going beyond the evidence currently available.
What you receive after the first dungeon
The Proving Grounds Compass
The first walkthrough reports the Proving Grounds Compass as the reward for clearing the initial dungeon’s combat encounter. Its role is exploratory: it reveals further Lost Rite locations instead of functioning as a normal weapon, armor piece or consumable reward.
Because the reward is tied to clearing the encounter, make sure the dungeon fight has actually concluded before leaving. The source does not specify whether the compass is placed automatically in a particular inventory tab, displayed as a map marker immediately, or granted through a follow-up conversation. If you believe you completed the encounter but cannot find it, check the item and map interfaces before assuming the route has failed. No verified alternate reward or quest-specific bug procedure is established in the available coverage.
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What the compass does not prove
Receiving the compass confirms that you have advanced beyond the first Lost Rite dungeon, but it does not provide a fully documented sequence for every remaining location. Secondary coverage describes twelve Lost Rites spread across Vermund and Battahl. That count is attributed to Dragon’s Dogma 2 Wiki (2026), not presented as an independently verified official statistic. Treat it as the guide’s description of the series, not as a quoted Capcom announcement.
Rank #3
- A Grand Adventure – Dragon’s Dogma 2 begins in a subterranean jail, where the Dragon’s voice echoes in the fog of lost memories.
- Single-Player Cooperation – Up to three mysterious otherworldly beings, known as Pawns, accompany the Arisen throughout their journey.
- Made with RE ENGINE – Capcom’s advanced RE ENGINE produces vividly detailed, high fidelity graphics combined with immersive physics and complex and reactive character AI to create a setting where decisions, and their consequences, come to life.
- Pre-order Bonus: Superior Weapons Quartet
Lost Rites or the Norgan route?
If you are choosing an expansion route, the practical distinction is objective, geography and recommended starting level.
| Route | Primary objective | Reported area | Starting-level guidance | How it starts |
|---|---|---|---|---|
| Lost Rites | Challenge dungeons and exploration | Vermund and Battahl, according to secondary guide coverage | Level 20 is recommended by one report; it is not established here as an access gate | Captain Brant’s uncovered-ruins conversation |
| Norgan route | Separate expansion story content | Norgan | Not stated in the available Lost Rites coverage | Captain Brant’s “new Arisen” conversation, according to PC Gamer’s distinction |
The table reflects how contemporary coverage separates the routes. It does not establish that selecting one permanently locks the other, nor does it document all prerequisites for either path. If your goal is combat-focused dungeon exploration, choose uncovered ruins; if you are looking for the Norgan narrative, choose the new-Arisen option instead.
Recommended level and preparation
Level 20 is guidance, not a confirmed gate
One contemporary report recommends beginning Lost Rites at level 20. The evidence does not establish this number as a hard requirement, a developer-set minimum or a system-enforced lock. A character below that level may or may not be able to start the route; the source simply does not prove the access rule.
Use the recommendation as a difficulty warning rather than a key you must possess. If your party is close to level 20, you can decide whether to attempt the route now or continue normal progression first. The sources do not provide a dungeon-by-dungeon level curve, enemy scaling table or required vocation, so avoid treating level 20 as a guarantee that every later Lost Rite will be equally manageable.
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- Relic Expedition Cycle – Throughout their journey in the kingdom of Norgan, the Arisen must unearth and appraise forgotten relics to unlock powerful new weapons and skills.
- New Dungeon Challenges – The 12 freshly uncovered Lost Rites dungeons house trials designed by the Pathfinder to sharpen the Arisen’s skills and recover rare equipment once held by past Arisen that now lay dormant.
- Deeper Character Customization – New tattoo and hair options have been added to the already robust character creation tool in Dragon’s Dogma 2 so Arisen and Pawns can have even deeper personalization.
- Now on Nintendo Switch 2 – Dragon’s Dogma 2: Dark Arisen brings the classic fantasy world of Dragon’s Dogma 2 and the Dark Arisen Expansion to the Nintendo Switch 2 for the first time.
- Pre-order Bonuses – The Norgan Fashion Set - Northern Attire will be available as a pre-order bonus, which can be accessed via in-game storage at launch.
Practical preparation before entering
- Save before speaking with Brant so you can verify which dialogue branch you selected.
- Record the names of the locations you are using: western Malachite Forest, Darkhorde Cave and Devilkin Hollow.
- Leave enough inventory and carrying capacity for the reported compass reward.
- Confirm that the first combat encounter is complete before departing the dungeon.
- After receiving the compass, inspect the map and item interfaces so you know whether the newly revealed destinations are represented as markers or as an inventory item you must use.
These are sensible navigation and record-keeping measures, not published quest prerequisites. No quest-specific accessory, repair tool, consumable or separate guidebook is identified by the available evidence.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Troubleshooting common Lost Rites problems
Captain Brant does not offer Lost Rites
Check the conversation subject before assuming the route is unavailable. The required topic reported by the walkthrough is the uncovered ruins in Vermund. The new-Arisen topic leads to the Norgan route instead. Because the sources do not list every progression condition, they cannot confirm whether a missing option is caused by an earlier quest, a version difference or a dialogue-state issue.
You cannot find Devilkin Hollow
Search for Darkhorde Cave in the western Malachite Forest. The reported route reaches Devilkin Hollow through that cave, so looking for a freestanding Hollow entrance can send you to the wrong place. If the cave is visible but the interior route does not match a guide, note that no complete, independently corroborated dungeon map is available in the coverage summarized here.
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The reported reward is granted for clearing the first dungeon’s combat encounter. Recheck that the encounter ended fully, then inspect your inventory and map for the Proving Grounds Compass. Current sources do not establish a separate claim procedure, an alternate reward table or a universal fix for a missing item. If the item still does not appear, consult support or version-specific community reports rather than relying on an unverified later-dungeon walkthrough.
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- Relic Expedition Cycle – Throughout their journey in the kingdom of Norgan, the Arisen must unearth and appraise forgotten relics to unlock powerful new weapons and skills.
- New Dungeon Challenges – The 12 freshly uncovered Lost Rites dungeons house trials designed by the Pathfinder to sharpen the Arisen’s skills and recover rare equipment once held by past Arisen that now lay dormant.
- Deeper Character Customization – New tattoo and hair options have been added to the already robust character creation tool in Dragon’s Dogma 2 so Arisen and Pawns can have even deeper personalization.
- Pre-order Bonuses – The Norgan Fashion Set - Northern Attire will be available as a pre-order bonus, which can be accessed via in-game storage at launch.
The compass does not reveal the next locations
The walkthrough says the compass reveals further Lost Rite locations, but it does not document every interface step or explain how the markers appear. Verify the item and map screens, and make sure you completed the initial encounter rather than merely reaching the dungeon exit. A definitive explanation of platform differences, bugs or hidden activation conditions is not established by the current reporting.
What is known—and what remains unconfirmed
Established by the available coverage
- Lost Rites belongs to the reported Dragon’s Dogma 2: Dark Arisen expansion, not the earlier Dragon’s Dogma: Dark Arisen.
- Captain Brant’s uncovered-ruins conversation in Vermund starts the route.
- The first reported dungeon is Devilkin Hollow, reached through Darkhorde Cave in western Malachite Forest.
- Clearing the first dungeon’s combat encounter reportedly awards the Proving Grounds Compass.
- The compass is described as revealing additional Lost Rite locations.
- Secondary coverage describes twelve Lost Rites across Vermund and Battahl, while Norgan is a separate story route.
Not established well enough to publish as fact
- A complete ordered list of every later dungeon.
- Entrance conditions for each later location.
- Specific rewards for every dungeon after the first.
- A confirmed minimum level or mandatory vocation.
- Whether the route can be permanently missed or whether choosing Norgan first changes access.
- An official Capcom statement confirming the twelve-dungeon count.
This boundary is important when using online walkthroughs. A page may present a complete sequence with confidence, but unless its later claims are independently corroborated, the dependable information currently reaches only through the first dungeon and compass.
Does owning the base game matter?
Players need the relevant Dragon’s Dogma 2 base game to use the reported expansion content. The expansion may be sold digitally. No verified physical-edition listing, price or inventory information is established here, so do not assume that a boxed expansion or a particular retail bundle exists in your region. Edition names and availability can vary by platform and country.
If you are deciding whether to buy the content specifically for Lost Rites, confirm the platform’s current product description and compatibility first. The route information above does not establish a separate physical release, a quest-specific purchase or any accessory required to enter the dungeons.
Best way to approach the route
For a reliable first attempt, treat Lost Rites as a staged discovery route rather than a checklist with every answer already known. Start with Brant’s uncovered-ruins dialogue, follow the western Malachite Forest path to Darkhorde Cave and Devilkin Hollow, then finish the initial encounter and verify the Proving Grounds Compass. Use the compass to identify what the game reveals next, while treating claims about an exact twelve-dungeon order, individual rewards and hidden requirements as provisional unless a current, well-corroborated guide or direct in-game evidence confirms them.
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