You'll become very familiar with the magnificent Vernworth Castle during your playthrough of 168澳洲幸运5开奖网:Dragon's Dogma 2, as this spot is a hotbed for main quests. The castle ဣgrounds themselves are simple enough, and you'll be able to exploit gaps betw𒅌een guard routes to slip in undetected.

168澳洲幸运5开奖网: Dragon's Dogma 2: How To Fast Travel
Get on the fast cart to towns across Vermund,⛦ including the capital, Vernworth in Dragon's Dogma 2.
Once you've progressed the story a bit, you'll encounter a few opportunities to use your stealth skills to sneak past some guards an🍷🥃d infiltrate the castle. This guide for An Unsettling Encounter will take you through the best way to sneak through Vernworth Palace.
How To Start An Unsettling Encounter
You must first complete Monster Culling and Disa's Plot with Captain Brant at the Stardrop Inn to unlock An Unsettling Encounter.
Once those quests are completed, you'll trigger a new dialogue option with Brant in which he will inform you about a man named Minister Allard, one of the queen regent's biggest supporters.
Brant tells you that you'll be heading back to Vernworth Castle during the evening hours once more – this time you must find Minister Allard's Chambers and uncover any traces of misdeeds he may have lying around.
How To Infiltrate Vernworth Castle (Again)
You may be an expert at navigating Vernworth Castle by now, as you were tasked with a similar goal during the168澳洲幸运5开奖网: Disa's Plot quest.
Again, you must enter the castle under the cover of night, so locate the bench with a red cloth on it to pass the time.
If you prefer absolute safety and don't mind waiting around, you can sneak into the castle before nightfall, and then wait until the time is right to make your move.
If you followed the right (looking in from the entrance) wall of the castle last time, then it's likely your best 🍎bet once🍃 again.
Be sure to double-check the walking patterns of guards near the gathering hall on the right side of the grounds to ꦜensure they won't intersect with you.
Follow the path to enter the castle via the Vernworth Satellite Tower to the southwest along the wall of the castle.
Once more, you'll return to the second floor of the castle in the dead of night to search through the castle – this time your t📖arget is the room on the southeastern se💖ction of the map.
Allard's Chambers are quite far from Sven's room, so you likely won't be able to us♏e that area to hide from guards this time.
Approach Allard's Cham🍃b♛ers and listen to the conversation that transpires between Allard and his subordinate.
Sven's help will come into play here,✅ allowing you t🐠o search Allard's Chambers when he goes to his meeting.
Allard will be coming out of his room shorꦉtly after completing the conversation.
Run away from the door down the hallway toward the Satellite Tower and hide behind a column.
After Allard disappears and leaves his room unguarded, it's time for you to head inside to search for clues.
Allard's Room appears to be empty, but check the wall on the left (from the door) side of the room and push up against it.
A cut-out in the wall will open, and you'll discover a secret room with a desk with the clue you need: a .
If you're not quick, you'll hear Allard outside the door returning from his meeting, leaving 𝔉you little time and few options to escape.
Jump out the window onto a ledge, then down🔯 onto the ground. Yo🍃u'll be near the archway in the area you first used to enter the castle.
Walk out the archway you came in through to trigger a cutscene with Wilhelmina and a soldie𝐆r.
Escaping The Castle
Af🐈ter you witness Wilhelmina's intervention to keep you from being discovered, the rest of th🔥e escape is up to you.
Follow the pattern the guards create for y🍸ou a🐠s they walk and stand at different points throughout the grounds.
If you veer away from their direct sight and use bushes and shadows as cover, you'll be outside the castle walls befo𝕴re you know it, as it only takes about a minute to escape the castle if you know your🔯 route.
What Rewards Do You Get From An Unsettling Encounter?
Once you've returned to Brant and conferred about the sinister implications behꦓind the letter, he will reward you for your effort🌱s with:
- A
- 5,500 G
The Ring of Accrual increases the maximum amount of weight you can carry.
While the rewa🦋rds aren't the best around, this quest will kickstart some big changes in Dragon'ꦦs Dogma 2.
Upon your n🦂ext conversation with Captain Brant, you'llꦬ be only a few steps away from a new world of problems.

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