Dragon's Dogma 2 Jarle
Screenshot by Destructoid

How to complete A Poisonous Proposal in Dragon’s Dogma 2

You want me to what now?

On paper, Poisonous Proposition in Dragon’s Dogma 2 is a very straightforward task. You need to get poisoned a couple of times, and you need to help someone else get poisoned to cap it off. However, there are frustrations that I’m here to help you through.

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Poisonous Proposition can be found after you arrive in Bhattal. Near the Rockmouse’s Burrow tavern where you first meet Menella, there’s a weird little man who will examine you, Jarle. Sad that you aren’t currently infected with poison, he asks for your help in studying various toxins.

Dragon's Dogma Asps
Screenshot by Destructoid

Where to find Asps in Dragon’s Dogma 2

The Asps are perhaps the easiest to find in Dragon’s Dogma 2. This is because Battahl is packed with them. You’ll find them easily to the west of the Rockmouse’s Burrow. They’re lumpy purple lizards. You’ve no doubt fought many of them already.

This time, however, you’re going to shove yourself into their faces and try getting them to poison you. Now, there’s a chance here that your Pawns will draw all aggro or kill the asps immediately, so I’m going to give you the most important part of this article: Tell your Pawns to “Wait.

This means your Pawns will stand down. They’ll still defend themselves, but they won’t group up and attack your target unless you are already in combat.

Once you’re poisoned, just head back to Jarle. Don’t heal the toxin. You can refill your health with a potion, but you have to still be in a poisoned state when you talk to Jarle. He’ll examine you and remove the poison, then it’s onto the next part.

Where to find Venin Harpies in Dragon’s Dogma 2

The next group of enemies are a bit harder to find. A smidge. They’re still pretty much everywhere in Battahl. I preferred to search the highlands directly south of the Rockmouse’s Burrow across the main road to Bakbattahl.

Your Pawns will make even quicker work of Harpies, so it’s even more important to tell your Pawns to wait so they’ll become less aggressive. And, once again, the strategy is the same. Let the Harpies focus their attacks on you until you become poisoned. Once you are, either kill the Harpies or simply run away.

Return to Jarle. Once again, don’t detoxify. Jarle will heal you, and then it’s onto the next part.

Dragon's Dogma A Poisonous Proposal carrying Jarle.
Screenshot by Destructoid

How to allow Jarle to be poisoned by the Chimera

So, ugh. For this last one, Jarle wants to be poisoned by a Chimera. He knows where to find one (southeast Battahl in a cave along the coastline). You simply need to be prepared to take it on.

Here’s the thing: Jarle isn’t very good at being poisoned. He’ll run around the Chimera like a hungry toddler, but he has no strategy for getting the poison into him. This can drag the fight on and on and on.

Here’s how I solved the issue. Don’t have the Pawns wait. They need to keep the Chimera’s attention. The Chimera spits poison from his butt (his tail), so ideally, he’ll be facing away. I then grabbed Jarle and picked him up. Then, as best I could, I danced directly behind the Chimera’s hind quarters. It took a bit of time, and I wasn’t in the right spot for its attack a couple of times, but eventually, I got the poisonous shower from the Chimera’s snake head. Since Jarle was slung over my shoulder, he also got poisoned.

Once poisoned, you can put him down. He’ll run home, so you don’t need to worry about him anymore. Kill the Chimera or run away from it. Return to Jarle (you don’t need to be poisoned), and he will reward you with a Ring of Purification and 19000 G. That seems like a reasonable reward for putting up with the guy’s weird little experiments.


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Author
Zoey Handley
Staff Writer - Zoey is a gaming gadabout. She got her start blogging with the community in 2018 and hit the front page soon after. Normally found exploring indie experiments and retro libraries, she does her best to remain chronically uncool.