As the true Arisen, you must unravel Disa's Plot in Dragon's Dogma 2, as she threatens to undermine you with a false Sovran. From the moment you arrive in Vermund's capital city of Vernworth, it becomes clear that you, the true Arisen, must fight to prove your legitimacy against the powers that be.

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Your main point of contact for Disa's Plot will be Captain Brant, an extremely important quest-giver whom you'll speak to throughout Dragon's Dogma 2. When you're ready to uncover Disa's Plot and further the story, head over to Brant.

How To Start Disa's Plot

Disa's Plot is one of the first main story quests you will receive upon your arrival in Vernworth – Vermund's capital city.

Meet with Brant at the Stardrop Inn in the evening where he has a few different topics to discuss.

Upon speaking with Brant, select "Tell me of the queen regent" and Brant will brief you on her dealings, triggering the start of Disa's Plot.

Unraveling Disa's Plot At Vernworth Castle

After you've spoken with Brant, he'll tell you to sneak into Vernworth Castle between midnight and dawn and infiltrate Disa's offices to see if there's any hint of her plans there.

Head over to the castle in the southern section of Vernworth, past the Noble Quarter.

Outside the castle entrance, you'll notice a bench with a red cloth where you can pass the time if you've arrived too early.

Alternatively, you can head into the castle just before dusk, then wait in a safe location until nightfall, so you can progress with your mission. This requires some patience.

Sneaking Into Vernworth Castle

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Sneak past the guards by walking as far away from them as possible – most NPCs won't bother you if you keep a safe distance and carry on with expanding it.

If a guard is stationed on the right side, walk on the left, then immediately hug the right side of the castle ground when you get up the first stairs.

Your target is the archway on the right side of the main doorway.

Enter through the archway and follow the path toward the right until you reach the Vernworth Satellite Tower on the castle's south side.

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The stairs in the Satellite Tower will take you up to a small bridge, which enters the castle itself.

From here, you've made it inside and can begin to search for clues about Disa's Plot in her offices, as long as it's dark outside.

Be careful to avoid any guards inside the castle, as they won't take kindly to your presence.

Hide & Seek Out The Torn Letter

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Once you're inside the castle, take note of the rooms on the second floor – the door near Sven's Chambers is where you'll need to infiltrate.

If you've already completed The Ornate Box quest and met Sven, he will be friendly to you and allow you to hide in his room.

Once the coast is clear, run out of Sven's room, make a left to head down the hall, then an immediate right at the first opportunity.

The door to the Vernworth Castle Offices should be directly along the wall on your right. Head inside and search the room for clues.

Once you've found the Torn Letter, you must now escape the castle.

Retrace your steps and hug the same castle wall on your way out (this time on your left) to escape without raising suspicion.

Once outside the walls and reunited with your Pawns, head over to Captain Brant.

What Reward Do You Get For Finishing Disa's Plot?

After speaking with Captain Brant, you'll be finished with Disa's Plot and are one step closer to claiming your rightful title.

Brant will grant you the following:

  1. One Wakestone
  2. 6,500 G

A Wakestone can be used to revive yourself upon defeat in battle, or a chosen NPC at a morgue. Choose wisely.

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