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An Unsettling Encounter is a Main Quest in Dragon’s Dogma 2 that gets unlocked after finishing Disa’s Plot. The quest becomes available through Ser Brant after completing the Disa’s Plot quest.

An Unsettling Encounter walkthrough

After completing Disa’s Plot, you may directly go to Ser Brant and notice that a new dialogue option has popped up.

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If you do not go to Ser Brant, a random civilian will stop you when walking around Vernworth to tell you to go to the tavern.

When you speak to Ser Brant, a new option that says “Tell me of rumors about Allard.” shows up.

Picking this option will start the quest An Unsettling Encounter. But first, Ser Brant explains to you the circumstances revolving around Allard.

It seems that Svan, the Queen Regent’s son, has found suspicious activity revolving Allard and he wants you to investigate it.

Sven plans to distract Allard, while you snoop around.

Search for Allard’s Chambers.

After talking to Ser Brant, a new quest objective shows up along with a marker pinned at Allard’s Chambers found on the 2nd floor of Vernworth Castle.

First, wait until dawn or nightfall to proceed with the quest.

Once the sun has settled down, go to Vernworth Castle, located south of Vernworth. It should be right past the Noble Quarter and can be easily spotted with its large walls.

When you enter the gate entrance, your Pawns will stay behind; they can’t follow you into the palace and grounds. But don’t worry—they’ll rejoin you once you leave the palace area. Inside Vernworth Castle’s palace grounds, Sonia, a female Vermundian Knight working under Ser Brant, will greet you. She’ll guide you to a back entrance leading to the Guardhouse, where you’ll find a chest containing a Marcher’s Armor Set: Marcher’s Helm, Marcher’s Armor, and Marcher’s Cuirass.

Once you are in the Guardhouse, walk to the staircase across the nearby hallway. Walk upstairs and find Allard’s Chambers on the 2nd floor of Vernworth Castle. It should be at the end of the hallway, just beside the Magistrate’s Office.

Dragon's Dogma 2 Main Quest: An Unsettling Encounter Allard's Chamber
Dragon’s Dogma 2 Main Quest: An Unsettling Encounter Allard’s Chamber
Dragon's Dogma 2 Main Quest: An Unsettling Encounter Hidden Doorway
Dragon’s Dogma 2 Main Quest: An Unsettling Encounter Hidden Doorway
Dragon's Dogma 2 Main Quest: An Unsettling Encounter Hidden Room Battahli-Crested Letter
Dragon’s Dogma 2 Main Quest: An Unsettling Encounter Hidden Room Battahli-Crested Letter

You heard that Allard was summoned by someone.

When you approach Allard’s Chambers, you will overhear him and a guard speaking to each other about their plot. Allard will be called by Sven, and you have to quickly hide away from their sight.

Wait for Allard and the guard to walk toward Sven’s chambers, then go into Allard’s Chambers to search for clues.

Search Allard’s Chambers (Again).

Inside Allard’s Chamber, you may not find anything that can be examined or looted. Look closely at the left wall right as you enter, close to the desk.

You will see a hidden doorway you can pass through. Go through the hidden doorway to find a room containing a desk with an item on top of it. Pick up the item, which is called Battahli-Crested Letter, then go outside the hidden room.

Report back to Captain Brant.

Dragon's Dogma 2 Main Quest: An Unsettling Encounter Window Escape

As you step outside, you can hear Sven talking to Allard and his guard, buying time for you. Now, you have to escape and report back to Ser Brant.

Jump through the window right in front of you, just behind the desk. It should be the left window.

You should land on a balcony if you didn’t jump far enough. If so, land on top of the roof of the carriage right below you.

Then, make haste and run away through the path in front of you. Don’t worry about the guards or what you are wearing, it should be fine.

Wilhelmina Came to your aid.

Dragon's Dogma 2 Main Quest: An Unsettling Encounter Wilhelmina Helps

As you pass through the archway, Wilhelmina will catch you running away. A cutscene will then play out, where Wilhelmina helps you escape by “fending off” the guard asking about you. She lies about you being her companion but first kisses you to mark a significant display on the guard.

Report back to Captain Brant (Again).

Wilhelmina manages to convince the guard to leave you alone, and control is given back to you. Now, run away again and report to Ser Brant in the Stardrop Inn of your findings.

By delivering to Ser Brant the Battahli-Crested Letter, the quest An Unsettling Encounter ends.