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Home » Game Guides » Dragon's Dogma 2 » Dragon’s Dogma 2 A Poisonous Proposal Walkthrough

Dragon’s Dogma 2 A Poisonous Proposal Walkthrough

March 25, 2024 by Gage 4 Comments

A Poisonous Proposal is a side quest in Dragon’s Dogma 2. This walkthrough will guide you through all objectives of the A Poisonous Proposal side mission.

  • Starting Location: Bakbattahl
  • Quest Giver: Jarle
  • Requirement: Complete Nation of Lambent Flame main quest
  • Reward: 5000 XP, 19,000 G, Ring of Purification
  • Quest Description: 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.

Objectives:

  1. Allow yourself to be poisoned by an asp
  2. Return to Jarlie afflicted with asp venom
  3. Allow yourself to be poisoned by a venin harpy
  4. Return to Jarlie afflicted with venin harpy venom
  5. Join Jarle at the meeting place
  6. Aid Jarle in being poisoned by the chimera
  7. Find out how Jarle fared

Starting Location: A Poisonous Proposal

Once you reach Bakbattahl, you can enter the building directly across from The Rockmouse’s Burrow where you will be immediately talked to by Jarle.

Allow yourself to be poisoned by an asp

Jarle wants you to get poisoned by an Asp, and then come back and speak with him again while you are being actively affected by the poison. Asps are the purple lizard enemies you will likely have run across already, which coat their weapons in poison before attacking. You will have some potential locations of Asps marked on your map, with the recommended one being just directly outside of Bakbattahl.

When you reach the location, attack the Asps to start them fighting you, but then don’t try to kill them. You need to wait for them to spit on their weapons so that the tip is purple, then hit you with it which should immediately poison you if you aren’t wearing poison-resistant armor.

Return to Jarlie afflicted with asp venom

Once you have been poisoned (the objective will change) quickly run back into town to meet up with Jarle. Asp poison lasts quite a while, but it’s not permanent, so you will need to get back to him somewhat quickly to show him. You can heal yourself if your health starts getting low, just make sure not to use a Panacea as that will cure poisoning.

Allow yourself to be poisoned by a venin harpy

Jarle will heal the poisoning for you but now wants you to be poisoned by a Venin Harpy. There are some spots marked on the map for you again, all much closer to the edge of the city this time.

Venin Harpies are the ones without the lion-esque mane of the normal Harpies. They are a bit harder to bait into poisoning you than the Asps were. If your pawns are killing them too fast you can direct your pawns to wait farther away from the Harpies, then attack them by yourself. They do have a spit attack which causes the poison, which can be easier to watch for or jump in front of if they’re targetting your pawns.

Return to Jarlie afflicted with venin harpy venom

As before, when you are poisoned correctly the objective will change, and you will need to quickly make your way back to Jarle to show him the poisoning.

Join Jarle at the meeting place

This time Jarle wants to be poisoned himself by a Chimera. You will need to head to the marked spot out the north side of Bakbattahl to meet up with him.

Aid Jarle in being poisoned by the chimera

Now that you have joined Jarle, you can head into the cave nearby where there will be a Chimera waiting. The Chimera poisons using its tail, to avoid attacking it directly so that you don’t cut it off. Jarle will generally sit behind the Chimera, so you just need to wait and hope he is poisoned. You can try taking out the goat head by attacking it directly, which should make it more likely to do other attacks instead of using magic. If you get too close to killing the Chimera you can return to the main menu, as the game should have autosaved right outside the cave when you met up with Jarle, allowing you to try again.

Find out how Jarle fared

Once Jarle has been successfully poisoned he will run off, which you can do as well, or kill the Chimera before leaving. You can then meet up with Jarle back at his house to complete the quest.

This finishes the A Poisonous Proposal side quest in Dragon’s Dogma 2.

For all other Quests refer to Dragon’s Dogma 2 Walkthrough.

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Comments

  1. Emy says

    March 31, 2024 at 8:52 am

    Jarle disappeared after I killed the chimera….any hint? The yellow cross is at his house on the map but he isn’t there ?

    Reply
    • F U says

      April 3, 2024 at 1:24 am

      He walks back

  2. Alan says

    April 21, 2024 at 8:00 am

    These “don’t kill too quickly” quests are a load of crap. I can’t control my pawns, and dude disappeared after a while anyway, making me thing he was poisoned. He wasn’t, and so I failed the quest. Lucky me, I had an inn save, you know, days ago, so I’m getting to choose between failing the quest, and losing the last few hours of play. This save system sucks, and this quest sucks. “You know the thing you’ve been doing all game? The thing the whole game’s built around? Yeah, don’t do that. Oh, your pawns still will, and so will any random NPCs in the area, but you don’t – not until some completely random poisoning happens. Of course, we’ll make it hard to tell whether it’s actually happened, so… good luck!”

    Yeah, this is garbage.

    Reply
  3. Josh says

    April 22, 2024 at 5:23 pm

    After 4 attmepts I finally give up trying to poison this guy. To many things can go wrong with this mission. This is a total fail from Capcom right here.

    Reply

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