Lost Rites is the dungeon-focused route in the reported Dragon’s Dogma 2: Dark Arisen expansion. To begin it, speak with Captain Brant in Vermund and ask about the uncovered ruins. The first reported dungeon is Devilkin Hollow, reached through Darkhorde Cave in the western Malachite Forest. Clearing that dungeon reportedly awards the Proving Grounds Compass, which points you toward additional Lost Rite locations.
This is not a quest from the earlier game Dragon’s Dogma: Dark Arisen. The two titles are easy to confuse, but their content and quest structures are separate.
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What “Lost Rites” means in Dragon’s Dogma 2: Dark Arisen
“Lost Rites” refers to a series of challenge dungeons in the reported Dragon’s Dogma 2: Dark Arisen expansion. The route is separate from the expansion’s Norgan story content: Lost Rites asks you to locate and clear dangerous ruins, while the Norgan route is the narrative path set in Norgan.
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Secondary guide coverage describes twelve Lost Rites spread across Vermund and Battahl. That figure comes from a 2026 Dragon’s Dogma 2 Wiki guide, not from an independently verified Capcom list, so treat it as a practical guide count rather than an official statistic.
How to start the Lost Rites quest
The confirmed starting conversation is with Captain Brant. The wording matters because Brant offers more than one expansion-related direction.
- Travel to Vermund and speak with Captain Brant.
- Choose the conversation option asking about the uncovered ruins.
- Accept that investigation. This starts the Lost Rites dungeon route.
PC Gamer’s coverage distinguishes this choice from the “new Arisen” option. Selecting “new Arisen” starts the separate Norgan story route rather than Lost Rites. If you chose the wrong dialogue, return to Brant and check which objective is active before traveling; the two routes should not be treated as interchangeable.
Where is the first Lost Rites dungeon?
The first reported destination is Devilkin Hollow. You reach it through Darkhorde Cave, located in the western part of the Malachite Forest.
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Route at a glance
| Stage | Location or action | What is established |
|---|---|---|
| Quest giver | Captain Brant, Vermund | Ask about the uncovered ruins to start Lost Rites. |
| Approach area | Western Malachite Forest | Darkhorde Cave is the reported access point. |
| First dungeon | Devilkin Hollow | The first Lost Rites dungeon identified by the walkthrough. |
| First clear reward | Proving Grounds Compass | The walkthrough reports that it reveals further Lost Rite locations. |
Practical travel advice
- Keep the Brant objective selected while traveling so that you can distinguish the Lost Rites destination from unrelated cave markers.
- Approach Darkhorde Cave from the western Malachite Forest side rather than searching Vermund for a second “uncovered ruins” entrance.
- Prepare for a combat encounter inside the first dungeon; the available walkthrough describes Devilkin Hollow as a dungeon to clear, not merely a location to inspect.
What happens inside Devilkin Hollow?
The first dungeon’s documented objective is to clear its combat encounter. The available walkthrough does not establish a complete room-by-room map, enemy roster, puzzle solution or boss strategy, so a precise encounter list would be speculation.
After the clear, the same walkthrough reports the Proving Grounds Compass as the reward. Its purpose is to reveal further Lost Rite locations. In other words, Devilkin Hollow functions as both the opening challenge and the route’s navigation unlock: you are not expected to discover the entire series from the initial Brant conversation alone.
What to verify when the dungeon is complete
- Confirm that the dungeon-clear objective has advanced or disappeared.
- Check your inventory and key-item list for the Proving Grounds Compass.
- Inspect your map and quest log for newly revealed Lost Rite markers or instructions.
If the compass does not appear, do not assume that every later dungeon has failed to unlock. Verify that the encounter was fully completed and that the game registered the reward before leaving the area.
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How many Lost Rites are there?
A secondary guide reports twelve Lost Rites across Vermund and Battahl. The count is useful for planning a completion run, but it is not confirmed here as an official Capcom total. The available evidence establishes the first route and the compass reward; it does not provide a fully corroborated list of all twelve entrances, their order or their individual rewards.
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The Proving Grounds Compass is therefore the reliable progression reference. Use it to locate the next objectives rather than following an unverified fixed sequence copied from a different edition, patch or incomplete guide.
What is known about the later dungeons?
The currently supported information ends after the first dungeon’s compass reward. The sources reviewed do not establish complete objectives, entrance conditions, dungeon order or rewards for every later Lost Rite.
Details you should not assume
- A particular level, vocation or party composition is not established as a hard requirement for every dungeon.
- No complete list of keys, quest flags, enemy types or special items for the later locations is corroborated here.
- The twelve-dungeon count should not be turned into a guaranteed numbered sequence.
- A map marker revealed by the compass does not, by itself, prove that a dungeon is immediately accessible; the exact conditions for later sites are not stated.
When a later marker appears, read its in-game objective and test the entrance directly. If the route is blocked, record the message or prerequisite rather than treating an unverified online sequence as definitive.
Lost Rites versus the Norgan story route
Both routes belong to the reported expansion, but they serve different purposes. Brant’s dialogue determines which one you begin.
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| Route | Primary objective | Reported area | How it starts | Level guidance |
|---|---|---|---|---|
| Lost Rites | Locate and clear challenge dungeons | Vermund and Battahl, according to secondary guide coverage | Ask Captain Brant about the uncovered ruins | One report recommends level 20; this is guidance, not an established access gate |
| Norgan story route | Follow the expansion’s narrative content | Norgan | Choose Brant’s “new Arisen” option | Not stated in the available Lost Rites coverage |
Choose Lost Rites if you want dungeon combat and exploration. Choose the Norgan option if your immediate goal is the separate story route. The choice of opening dialogue is the important distinction; neither route should be used as a substitute for the other.
Recommended level and preparation
Contemporary coverage gives level 20 as a recommended starting level for Lost Rites. That number is a recommendation for readiness, not a documented level gate. The sources do not establish minimum statistics, required vocations or mandatory equipment.
Before entering the first dungeon
- Bring a balanced party able to handle a sustained combat encounter.
- Carry healing and recovery supplies appropriate to your current progression.
- Leave enough inventory space for a key item or dungeon reward.
- Set a clear return point or campsite plan before entering the western Malachite Forest.
- Make a manual save or otherwise secure your progress if your platform and game settings permit it.
These are general preparation measures for an unknown combat dungeon, not expansion-specific requirements. The evidence does not support claiming that any particular weapon, armor set or vocation is mandatory.
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Brant does not show a Lost Rites objective
Check that you selected the uncovered-ruins conversation, not “new Arisen.” The latter belongs to Norgan. If the conversation has already advanced, inspect the active quest text and return to Brant only after clearing unrelated dialogue that may be occupying his interaction.
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You cannot find Devilkin Hollow
Search the western Malachite Forest for Darkhorde Cave first. Devilkin Hollow is reported as being accessed through that cave, so looking for a separate surface entrance can send you to the wrong location.
The first dungeon seems complete but nothing new appears
Confirm that the combat encounter was fully cleared and that the Proving Grounds Compass was awarded. Then check the map and key-item inventory. The compass is the reported mechanism for revealing additional Lost Rite locations.
A later entrance is closed
No complete later-dungeon requirements are established by the available coverage. Record the in-game message, check the active objective and continue with any newly revealed route rather than forcing an assumed order.
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Ownership and edition requirements
You need the relevant Dragon’s Dogma 2 base game to use the reported expansion content. The expansion may be sold digitally; the available evidence does not verify a particular physical edition, retailer listing or price. Do not assume that owning the original Dragon’s Dogma: Dark Arisen grants access to this route, because it is a separate game title.
Before purchasing, confirm that your platform supports the expansion and that the store listing names Dragon’s Dogma 2: Dark Arisen, not the earlier Dragon’s Dogma: Dark Arisen. Edition names and availability can vary by platform and region.
Lost Rites checklist
- Confirm that you are playing the Dragon’s Dogma 2: Dark Arisen expansion.
- Speak with Captain Brant in Vermund.
- Select the uncovered-ruins dialogue.
- Travel to western Malachite Forest.
- Enter Darkhorde Cave and reach Devilkin Hollow.
- Clear the first dungeon’s combat encounter.
- Collect the reported Proving Grounds Compass.
- Use the compass and in-game objectives to investigate the next revealed location.
- For later dungeons, rely on confirmed in-game requirements rather than an assumed numbered sequence.
What this guide can and cannot confirm
The opening conversation, first-dungeon route and compass reward are supported by current guide coverage. The twelve-dungeon figure and Vermund/Battahl distribution are secondary-source descriptions. A complete later route, exact rewards and dungeon-by-dungeon prerequisites are not established by the available evidence, so they should be verified in-game or against a fully corroborated guide before being treated as fact.
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