Quick Links
You’ll become very familiar with the magnificent Vernworth Castle during your playthrough ofDragon’s Dogma 2, as this spot is a hotbed for main quests. The castle grounds themselves are simple enough, and you’ll be able to exploit gaps between guard routes to slip in undetected.
Once you’ve progressed the story a bit, you’ll encounter a few opportunities to use your stealth skills to sneak past some guards and 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 mustfirst complete Monster Culling and Disa’s Plotwith Captain Brant at the Stardrop Inn tounlock An Unsettling Encounter.
Once those quests are completed, you’ll trigger anew dialogue option with Brantin which he will inform you about a man named MinisterAllard, 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 anduncover any traces of misdeedshe 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 theDisa’s Plot quest.
Again, you must enter the castle under the cover of night, solocate the bench with a red clothon it to pass the time.

If you prefer absolute safety and don’t mind waiting around, you’re able to sneak into the castle before nightfall, and thenwait until the time is rightto make your move.
If you followed theright(looking in from the entrance)wallof the castle last time, then it’s likely your best bet once again.

Be sure todouble-check the walking patterns of guardsnear the gathering hall on the right side of the grounds to ensure they won’t intersect with you.
Follow the path to enter the castle via the Vernworth Satellite Towerto the southwest along the wall of the castle.
Once more, you’llreturn to the second floor of the castlein the dead of night to search through the castle – this time your target is the room on the southeastern section of the map.
Allard’s Chambers are quite far from Sven’s room, so you likely won’t be able to use that area to hide from guards this time.
Approach Allard’s Chambers and listen to the conversation that transpires between Allard and his subordinate.
Sven’s help will come into play here, allowing you to search Allard’s Chambers when he goes to his meeting.
Allard will be coming out of his room shortly after completing the conversation.
Runaway from the door down the hallwaytoward the Satellite Towerand hide behind acolumn.
After Allard disappears and leaves his room unguarded, it’s time for you tohead inside to search for clues.
Allard’s Room appears to be empty, but check thewallon the left (from the door) side of the room andpushup against it.
A cut-out in the wall will open, and you’ll discover a secretroom with a desk with the clue you need: aBattahli-Crested Letter.
If you’re not quick, you’ll hearAllardoutside the door returning from his meeting, leaving you little time and few options to escape.
Jumpout the window onto a ledge, then down onto the ground. You’ll be near the archway in the area you first used to enter the castle.
Walk out the archwayyou came in through to trigger a cutscene with Wilhelmina and a soldier.
Escaping The Castle
After you witness Wilhelmina’s intervention to keep you from being discovered, the rest of the escape is up to you.
Follow the pattern the guards createfor you as they walk and stand at different points throughout the grounds.
If you veer away from their direct sight and usebushesandshadowsascover, you’ll be outside the castle walls before 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 Brantand conferred about the sinister implications behind the letter, he will reward you for your efforts with:
The Ring of Accrualincreases the maximum amount of weight you’re able to carry.
While the rewards aren’t the best around, this quest will kickstart some big changes in Dragon’s Dogma 2.
Upon your next conversation with Captain Brant, you’ll be only a few steps away from a new world of problems.