A Poisonous Proposal |
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Quest Location | Jarle's Home |
NPC Pickup | Jarle |
Requirements | Complete the quest, Nation of the Lambent Flame |
Time Limited | No |
Quest Canceled | Unknown |
Unlocks | N/A |
Other NPCs | N/A |
Multiple Outcomes | Yes |
Rewards | Jarle Survived: 5000 XP Ring of Purification 19000 G Jarle Died: ?? XP ?? G Other Rewards TBC |
A Poisonous Proposal is a Quest for Dragon's Dogma 2 (DD2). This quest will have you help the enthusiastic poison expert Jarle whom you can meet at his home near Bakbattahl. In his endeavor to study different kinds of poisons and poisons of different strengths, he'll need someone to initially be the subject and intentionally get afflicted by them so that he can note down the physiological changes that occur. This quest is affected by the passage of time and has multiple outcomes.
You encountered Jarle, an eccentric researcher who wishes to study the effects of poison on a living specimen. Whether indulging his request will benefit you remains to be seen.
How to Unlock A Poisonous Proposal Quest in Dragon's Dogma 2
This quest is unlocked by finishing the quest, Nation of the Lambent Flame, and speaking to Jarle in Jarle's Home. See A Poisonous Proposal on the [Dragon's Dogma 2 Map].
Dragon's Dogma 2 A Poisonous Proposal Quest Notes & Tips
- This quest does not unlock any other quest
- This quest has multiple outcomes:
- Successfully letting Jarle get poisoned without letting him get killed and making sure he safely reaches his home (or reviving him with a Wakestone if he ever does die) grants you the best outcome with the best rewards.
- Jarle dying during the final task, or on the way home, and not being revived within a certain period of time will complete the quest with the least rewards.
- This quest is unlocked after finishing Nation of the Lambent Flame when the player arrives in Bakbattahl.
- This quest is canceled if you don't pick it up before ??
Dragon's Dogma 2 A Poisonous Proposal Quest Walkthrough
Allow Yourself to be Poisoned by an Asp
This quest starts when you speak with Jarle at Jarle's Home, which is just across The Rockmouse's Burrow, after you complete the quest, Nation of the Lambent Flame. Jarle will instantly recognize you as a person that has a great constitution and will take that as a sign that you can help with his endeavor of studying poisons. Unfortunately, you'll be doing this by being the test subject. That is, he'll be asking you to get afflicted with the poison so he can study its effects.
Your first job is to get poisoned by an Asp. These are the funny-looming Saurons that you find from time to time. The quest markers will give you some spots to go to. Head to the nearest one just to the northeast to confront a few of them down a narrow ravine. The quickest way to go about this is to command your Pawns to wait so that they don't kill them before you get poisoned. Then, you can just watch out for their attacks until they spew poison at their spears and strike at you. You want to get hit by those.
Return to Jarle Afflicted With Asp Poison
When you get poisoned, you'll get a quest objective notification so you'll know you're good to go. From there, you can either finish them off or just run away and head back to Jarle. Try to make sure as well that none of your Pawns will try to cure the ailment on your way as you need to be poisoned as you speak with Jarle. He'll enthusiastically note down the symptoms before healing you and then asking you to this time get intentionally poisoned by a Venin Harpy.
Allow Yourself to be Poisoned by a Venin Harpy
Looking for a Venin Harpy won't be too hard in Battahl either. The quest markers will give you some options again so just pick the ones that are the easiest to go to. You're looking for Harpies that look closer to the usual ones, not the chunkier ones. They also only come out during the day, so make sure to adjust the Day and Night Cycle accordingly by resting somewhere.
As with the previous task, make sure to make your Pawns wait so that the flying pests don't die too quickly. However, you can make them wait nearby for this one so that the Venin Harpies can possibly target them and you can just swoop in when you see anything that can potentially poison you. Like before, you'll get a notification for a job well done and then you can either finish them off or just run back to Jarle.
Return to Jarle Afflicted With Venin Harpy Poison
All of the spots you can choose for this task are farther to Jarle than the Asps were, so be careful not to engage in any other fights on your way back. Jarle will again be ecstatic about having a live subject and note down your symptoms before healing you.
Join Jarle at the Meeting Place
Riding the waves of motivation and potential, Jarle will then want to experience the joys of being poisoned himself and wants to experience the venom of a much bigger source at that. You'll next have to accompany him in his attempt to be poisoned by a Chimera.
Make your preparations and then head for the meeting place that Jarle set up for you. Make sure to bring a few extra Wakestones in case things don't go your way. You'll want to go northeast from Bakbattahl, past the Dye Stores and the Olta'Battahl Coastline.
Aid Jarle in Being Poisoned by the Chimera
For this one, you won't have to command your Pawns to wait because you'll be needing all the help you can get. The ideal scenario would be to have your Pawns fight it out with the Chimera while you find the timing to grab Jarle and literally carry him onto the range of the poison attack. However, Jarle will charge in on his own from time to time so be careful not to let him die. If he does, just use a Wakestone to revive him.
The poison attacks are done by the snake part of the Chimera which is behind it. You can opt to quickly kill the other parts first, but this isn't too recommended as it puts you really close to a situation where the Chimera could die before Jarle gets poisoned. You'll generally want to target the goat part first though to lessen its attack options.
Outcome 1: Jarle Survived
Find out How Jarle Fared
When Jarle gets poisoned, he'll automatically run out of the cavern by himself and head home. There have been a lot of difficulties with getting the best result for this quest, so it'll help you to follow him out instead of opting to finish the Chimera off. He can die on the way home, so this will at least help you trace his steps and then use a Wakestone if you come across his corpse.
When you speak to him again at Jarle's Home, he'll be ever-grateful for your participation in his studies, as he notes down his own symptoms this time while the poison progresses to its final stages. This completes the quest.
NOTE: It's possible to kill the Chimera before Jarle gets poisoned, and this will leave you with an incomplete quest until story progression discontinues it automatically. Due to how the autosave feature of the game works, it's quite difficult to go around this, so make sure to immediately reload your data when you get close to killing the monster without getting Jarle poisoned.
Outcome 1: Jarle Died
Should Jarle die while you have no Wakestone to revive him, the quest may still complete itself as part of the natural outcome of the questline's story. However, you'll probably miss out on the rewards you would get if you managed to get the best outcome, which is a really valuable accessory.
Some players have reported having trouble with finding Jarle at the Battahl Morgue or being unable to change the quest's outcome when reviving him after some time has already passed, so it's in the player's best interest to try and make sure to achieve the best outcome for this quest before moving forward.
DD2 A Poisonous Proposal Quest Objectives
- Allow yourself to be poisoned by an asp
- Return to Jarle afflicted with asp venom
- Allow yourself to be poisoned by a venin harpy
- Return to Jarle afflicted with venin harpy venom
- Join Jarle at the meeting place
- Aid Jarle in being poisoned by the chimera
- Find out how Jarle fared
A Poisonous Proposal Quest Rewards in Dragon's Dogma 2
This Quest has multiple Outcomes. Jarle Survived:
Jarle's passion for his research knows no bounds, and not even regard for his own health can keep his experiments in check. Though you agreed to become his test subject, it soon became clear that nothing short of experiencing the agony of being poisoned for himself could slake Jarle's thirst for knowledge. Yet bizarre as his fascination may seem, your own willingness to be subjected to toxins on his behalf is certainly no less unusual.
Jarle Survived - A Poisonous Proposal Rewards:
- 5000 XP
- Ring of Purification
- 19000 G
Jarle Died:
Jarle's passion for his research knew no bounds, and he considered no risk too great in the pursuit of his life's work. Yet whatever discoveries he might have made shall now never be known, for his perilous endeavors proved to be the death of him. Perhaps you would have done better not to encourage his foolhardy experiments, after all.
Jarle Died - A Poisonous Proposal Rewards:
- ?? XP
- Other Rewards TBC
After finishing the quest, you can wait for Jarle to die from the poison (at his house) and immediately revive him using a wakestone.
You'll get additional dialogue where he was surprised saying that he miscalculated (the crazy guy was fully prepared to die lol) and that he got some glorious insight when drifting between this world and 'the other side"
- Anonymous
Does he really just die of poison in the end? I thought the point of this questline was that helping his research leads to him discovering some kind of miracle cure or some unique item... I'm going to revive him at the morgue, and report back here if that leads to anything.
- Anonymous
Jarle seems to have no inclination to actually try to position himself behind the Chimera. The one time I finally baited the poison attack out, Jarle moved out of the way.
- Anonymous
I weakened the chimera, waited for Jarle to get poisoned, killed the Chimera while he ran off, I lost him on the road and went to his home, he was still poisoned and commented on the poison spreading to its final stages and gave me the full reward.
I followed Jarle going back to his home, and he died on the way from what I assume the poison itself. Revived him and the quest immediately succeeded.
- Anonymous
In my journey Jarle was successfully poisoned by the Chimera and the quest ended. However upon visiting the Morgue I found his body, so I revived him. (Pazzo in culo il tipo comunque)
- Anonymous
You can kill the chimera too quickly, he wasn’t using the poison attack so he never got poisoned and my pawns obliterated the thing. So I got like 11k gold and I didn’t see how much exp, also didn’t get the ring
- Anonymous
You can cure Jarle at the end of the quest with High Halidom !
Chimera fight - my Pawns killed it quickly -> bad outcome. Quit, subbed in win64_save folder, loaded and told the Pawns to Wait! which they actually did, probably only because two NPCs fought the Chimera so I didn't need to do much. (In DD:DA Pawn Command"Wait!" meant "Attack anything that looks at me".)
Jarle does try to get behind the Chimera but he's pretty bad at getting poisoned so it would have been better to pick him up and walk him into the purple cloud when it appeared (I carry Blight cure potions for myself). As soon as he did get poisoned he set out for home but quickly died of the poison.
I picked him up, used a Ferrystone to the Portcrystal at my house in town, carried him to his house and used a Wakestone on him. Of course he isn't poisoned any more and says that he remembers nothing and that he remembers the transendental experience (surely DD2 is an abbreviation for "double-talk") -> good outcome = GOT the Ring!
NOTE: I also had a Portcrystal at the Dragonforged cave so to get to Chimera location I ferrystoned there, left the cave through the back entrance, went up and across the top, and cleared the Village of bandits before meeting up with Jarle. (NPCs only ever die on the way home; before that I guess they travel via The Rift.)
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