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A Poisonous Proposal Quest Walkthrough

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A Poisonous Proposal Quest Walkthrough

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Quests in Dragon’s Dogma 2 can be exceptionally tricky to handle, depending on your level of understanding of the game’s mechanics and what the quest itself wants you to do.

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A Poisonous Proposal is a quest issued by an eccentric man named Jarle in Bakbattahl. An avid researcher of all things Poison, Jarle wants you and eventually himself to be subjected to various poisons to continue his research. The quest is divided into three parts, each studying the poisonous effects of a different variety of monsters.

How To Start A Poisonous Proposal

Jarle has a house in Bakbattahl (shown above) where he’s found at all times of the day. Enter Battahl by whichever means suits your interests and make your way to the main city. Once you reach Bakbattahl, all you need to do is talk to Jarle in his house on the outskirts of town, near the Riftstone.

To trigger the quest, simply enter his house and he’ll initiate a cutscene where he’ll propose that you find an Asp nearby and let it poison you so that he can study the Poison’s effects.

How To Get Poisoned By An Asp

Asps are the purple-skinned, spear-wielding, poisonous variant of Saurians that use Poison as their primary means of damage. The closest location with Asps is just west of Bakbattahl, which is the location marked on the map. All you need to do to get poisoned is walk up to the Asps and wait. Both the spit and spear attacks of Asps deal poisonous damage. As soon as you see the Poison debilitation icon above your health bar (pictured above), run toward the quest marker. Talk to Jarle in his tent, and he’ll immediately recognize that you’re poisoned, triggering a cutscene.

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Getting poisoned is not the hard part, it is staying poisoned that can get surprisingly difficult. There are two main reasons why you might fail in getting poisoned.

  1. Pawns heal you: Pawns with skills like Halidom or the Chirurgeon specialization will always heal you of any debilitations if they can. Using the Wait command can work, but it’s iffy at best, as Pawns can randomly decide to ignore your commands if they feel your health falls extremely low. It’s better to dismiss any and all Pawns for the duration of this quest and change your main Pawn’s vocation to something like Fighter so they can’t heal you.
  2. Passage of Time: Debilitations will naturally fade away if too much time passes. This is why it is important to find the nearest gathering of Asps to get poisoned by.
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How To Get Poisoned By A Venin Harpy Poison

The next Jarle sets for you is getting poisoned by a Venin Harpy, and he’ll point out three locations where Venin Harpies spawn. While you can use these markers as a reference, there is another collection of Venin Harpies much closer by, and they’re easier to get poisoned by.

Activate the lift shown in the screenshot above and make sure no Mage is with you. About halfway to the next stop, you’ll pass above a rocky outcrop with two Venin Harpies. They’ll aggro on you as soon as you enter their range. Reverse the lift to return the way you came, letting the Venin Harpies chase you. If you’ve not already been poisoned, stop the lift a little ways away from the stop and let the harpy attack freely. As soon as you get poisoned, jump off the lift and make a beeline towards Jarle’s house (it’s just around the corner) to complete this part of the quest.

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How To Get Poisoned By A Chimera

Follow the quest marker to find Jarle ready to face off against a Chimera. The goal this time is to let Jarle get poisoned. The easiest way to do this is to grab Jarle and carry him over to the tail of the Chimera. A Chimera’s Poison comes from its snake part, which is positioned at its rear. Let your Pawns tank the Chimera’s attacks while keeping yourself positioned facing its snake tail. Eventually, the snake will attack you and, by extension, Jarle with its poison spit, poisoning you both. Immediately after this happens, a cutscene will play out, and Jarle will leave. Return to his house in Bakbattahl and talk to him to complete the quest. You’ll get the following rewards:

You can also let Jarle attack the Chimera on his own, hoping it poisons him. However, if Jarle dies in the attempt – which often happens – revive him with a Wakestone.

If Chimera is close to dying and Jarle is still not poisoned, reload to avoid getting soft-locked into a stuck quest.

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