An Unsettling Encounter is a Quest in Dragon's Dogma 2 (DD2). This quest will have you infiltrate the Royal Quarter of Vernworth again, this time to find and snoop around Allard's Chambers. The Queen regent's son, Sven, has proven a staunch ally for you and the good captain and has such reported a suspicious delivery to Minister Allard. Given the circumstances surrounding this delivery, both of your allies have deemed it valuable to investigate. This quest is unlocked by asking the good Captain Brant about Allard, which is a dialogue option that becomes available to you when you complete the Quest, Disa's Plot. This quest is affected by the passage of time.

 

General Info

 

Quest Rewards

Related NPCs

All Items

Consumables
  • N/A
Equipment
  • N/A
Materials
  • N/A
Key Items

Bosses

  • N/A

Enemies

  • N/A

 

An Unsettling Encounter Dragon's Dogma 2 Quest Details

How to Unlock An Unsettling Encounter in Dragon's Dogma 2

This quest unlocks when you choose the dialogue option "Tell me of rumors about Allard" when speaking with Captain Brant. The option will be available after you complete the quest, Disa's Plot. [See Dragon's Dogma 2 Map]

An Unsettling Encounter Quest Description

An Unsettling Encounter - Quest Start Description

Disa's plot may not be the only nefarious scheme unfolding within the palace. Minister Allard, one of the queen regent's staunchest supporters, also bears investigating.

An Unsettling Encounter - Quest End Description

It seems Minister Allard is involved in suspicious dealings with Battahl. The phrases "securing Melve" and "the godsway" found in the letter you retrieved from his chambers are obscure, but they leave you with a lingering sense of unease.

An Unsettling Encounter Quest Objectives

  • Search Allard's chambers
  • Report back to Captain Brant

 

An Unsettling Encounter Dragon's Dogma 2 Quest Walkthrough

Search Allard's Chambers

It seems that your new ally, Sven, witnessed a suspicious delivery to Minister Allard who took great pains to make sure he was hidden. Allard happens to be one of the Queen regent's strongest allies in the palace's politics, so it's worth looking into. Sven will call the minister to his chambers at night, while you sneak into the minister's chambers and uncover what you can.

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For this quest, you'll want to go to Allard's Chambers in Vernworth Castle while it's nighttime, so make the necessary preparations and then head there. When you enter the Royal Quarter at night, you'll find a guard out front who the captain has ordered to help you out. She'll lead you to the back of the castle safely. From here, you can explore freely but be wary about making a ruckus. Head into the door up the stairs where Sonia stops to enter The Guardhouse, and then into the next as well. Afterward, turn immediately to your right into a large hallway. You'll hear a guard here talking about how the Minister brings his guard everywhere he goes instead of having them guard his chambers. Head down south and then you should find a spiral staircase to your right, on the southwest edge of this hall. Head up the staircase to the second floor where you can follow the general area of the objective marker along the southwest corridor for a scene.

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Don't rush forward quite yet, as you'll see them leave the room and pass by you. Once they've passed, enter the room to fulfill your purpose here. You won't find much inside initially, but look for a secluded section of the east wall of the room to find a hidden room near the desk. Inside, you'll find the Battahli-Crested Letter on a table.

 

Report Back to Captain Brant

As you try to head out of the secret room, you'll hear Sven and Allard right outside, so you'll have to find a different way out. Look to the west to find an open window and head out of it. Jump onto the covered carriages to the west to find the ground safely. Sneak past the guards and head for the exit. As you try to head out of the archway, you'll bump into Wilhelmina.

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As a guard comes snooping, she'll help you hide with a kiss - to pretend like she's doing her job as a courtesan for just another client who has to keep a secret. The guard will buy it and leave you alone. When you're alone again, if you thank her she'll accept it but also say that she hopes the next time you meet, you can shed a bit more light on the situation. With the coast clear, you can hightail back to the captain and report back on your task.

Ask him to tell you about Allard to effectively report back. Captain Brant will give you a short summary of Vermund's current relationship with Battahl - that is to say, there is none, apart from some blood spilled in a time past. Things are stable right now, but this new information does not bode well for this current peace. The letter speaks of securing Melve as part of an agreement, as well as some power called "godsway." The captain will endeavor to look into these things while he asks you to visit Melve.

 

 

An Unsettling Encounter Dragon's Dogma 2 Trivia, Notes and Tips

  • Speaking to Brant again after completing this quest will start the next quest, Feast of Deception.
  • Unlocking this quest requires the player to choose "Accept" when choosing the dialogue option "Tell me of rumors about Allard" when speaking to Captain Brant at The Stardrop Inn at night, after completing the quest Monster Culling.

 

 

All Main Quests in Dragon's Dogma 2
A Beggar's Tale  ♦  A Candle in the Storm  ♦  A Case of Sculptor's Block  ♦  A Game of Wits  ♦  A Magisterial Amenity  ♦  A New Godsway  ♦  A Noble Exchange  ♦  A Place to Call Home  ♦  A Poisonous Proposal  ♦  A Scholarly Pursuit  ♦  A Trial of Archery  ♦  A Veil of Gossamer Clouds  ♦  Belle of the Bar  ♦  Beren's Final Lesson  ♦  Brothers Brave and Timid  ♦  Civil Unrest  ♦  Clash and Conclusion  ♦  Claw Them Into Shape  ♦  Convergence  ♦  Crossing in Shadow  ♦  Disa's Plot  ♦  Dreams Apart  ♦  Dulled Steel, Cold Forge  ♦  Every Rose Has Its Thorn  ♦  Feast of Deception  ♦  Flickering Shadows  ♦  Gaoled Awakening  ♦  Gift of the Bow  ♦  Halls of the First Dawn  ♦  Home Is Where the Hearth Is  ♦  House of the Blue Sunbright  ♦  Hunt for the Jadeite Orb  ♦  In Dragon's Wake  ♦  Legacy  ♦  Masked Correspondence  ♦  Medicament Predicament  ♦  Mercy Among Thieves  ♦  Monster Culling  ♦  Nation of the Lambent Flame  ♦  Nesting Troubles  ♦  Off the Pilfered Path  ♦  One-Eyed Interloper  ♦  Ordeals of a New Recruit  ♦  Out of the Forest, Into the Forge  ♦  Oxcart Courier  ♦  Prey for the Pack  ♦  Put a Spring in Thy Step  ♦  Readvent of Calamity  ♦  Saint of the Slums  ♦  Scaly Invaders  ♦  Seat of the Sovran  ♦  Shadowed Prayers  ♦  Shepherd of the Pawns  ♦  Short-Sighted Ambition  ♦  Spellbound  ♦  Steeled Resolve, Blazing Forge  ♦  Tale's Beginning  ♦  Tensions on the Highroad  ♦  The Ailing Arborheart  ♦  The Arisen's Shadow  ♦  The Caged Magistrate  ♦  The Expeditious Explorer  ♦  The Gift of Giving  ♦  The Guardian Gigantus  ♦  The Hand That Guides  ♦  The Heel of History  ♦  The Importance of Aiding Ernesto  ♦  The Inveterate Explorer  ♦  The Nameless Village (Quest)  ♦  The Ornate Box  ♦  The Phantom Oxcart  ♦  The Provisioner's Plight  ♦  The Regentkin's Resolve  ♦  The Sorcerer's Appraisal  ♦  The Sotted Sage  ♦  The Stolen Throne  ♦  Till Death Do Us Part  ♦  Tolled to Rest  ♦  Trouble on the Cape  ♦  Twixt a Rock and a Hard Place  ♦  Vocation Frustration  ♦  Wandering Roots  ♦  Welcome to Battahl  ♦  When Wills Collide



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