You’re wandering through the noble quarter of Vernworth, probably weighed down by too many monster parts, and you see her. Wilhelmina. She's the proprietor of the Rose Chateau Bordelrie, a place that stands out even in a city full of secrets. But if you think she’s just there for flavor text or a quick distraction, you’re dead wrong. The quest Every Rose Has Its Thorn in Dragon's Dogma 2 is one of the most mechanically specific and narratively heavy side stories in the game. It’s also incredibly easy to mess up.
Miss a single night? Fail. Talk to the wrong guard? Fail. Don't have the right "bribery" items in your inventory? You might just watch one of the game's best characters disappear from your playthrough forever. It’s a messy, dark, and deeply satisfying piece of world-building that rewards players who actually pay attention to the political rot undercutting Vermund's shiny exterior.
How to Actually Start the Quest
You can’t just walk in and ask for the quest. Dragon’s Dogma 2 is finicky like that. To trigger Every Rose Has Its Thorn, you first need to have a decent amount of rapport with Wilhelmina. This usually happens naturally if you’ve been completing Brant’s main story missions, specifically "The Stolen Throne" and "An Unsettling Encounter."
Once those are done, you need to visit her at the Rose Chateau. Sometimes you have to visit her a couple of times, maybe give her a gift (she likes Bunch of Flowers or precious gems like Jasper), and then wait a few days. Eventually, a guard will mention she’s busy, or you’ll find her in her private chambers on the upper floor looking... let’s say, preoccupied. If you see her peeping through a small hole in the wall at a high-ranking official named Allard, you’re in.
The Evidence Hunt: Don't Get Caught
Wilhelmina wants revenge. It's not just a business dispute; it's a blood feud. She needs proof of Allard’s crimes to justify what she’s about to do. This is where the quest gets "stealthy," though in Dragon's Dogma 2, stealth mostly means "don't let the AI pathing walk directly into you."
You need two specific pieces of evidence.
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First, there’s the Bribery Investigation Report. This is usually found in the Merchant Quarter, specifically tucked away in a house near the back of the square. You’re looking for a small, unassuming note. Honestly, if you aren't looking at the floor half the time in this game, you’ll miss 90% of the quest items.
The second piece is the Murder Report. This one is riskier. You have to sneak into the palace—specifically the Minister's quarters—at night. If you’ve already done the main quests involving the palace, you know the drill: wear the Marcher's Armor set so the guards don't tackle you on sight. Look for a hidden compartment or a desk in the back rooms. If you get caught, you’re going to jail, and the quest timer doesn't stop just because you're behind bars.
The Brant Factor
Here is the part most people skip. You can actually go to Captain Brant and ask for his help. He’s the moral compass of the game, sort of. If you give him the evidence first, he can offer "protection" for the upcoming... incident. This is the difference between Wilhelmina becoming a fugitive and her getting away with it. If you want the "best" ending for this quest, you talk to Brant before you give the final word to Wilhelmina.
The Confrontation and the Point of No Return
Once you hand over the evidence to Wilhelmina, the game basically says, "Okay, are you ready for things to get messy?" She’ll ask you to help her break into Allard’s suite while he’s there.
It’s a scripted sequence, but it’s intense. You’ll be tasked with jumping from a balcony or sneaking through a window. When the moment comes, Wilhelmina doesn't hesitate. She takes her revenge. It’s brutal, and it’s one of the few times the game’s "everyday" NPCs feel like they have actual agency outside of the Arisen’s influence.
But then, the guards arrive.
If you spoke to Brant earlier, he’ll show up and basically tell the guards to stand down or look the other way. If you didn't? You’re going to have to fight or flee, and Wilhelmina’s fate becomes much more uncertain. This is why the quest is called Every Rose Has Its Thorn—the beauty of the revenge comes with a massive, sharp consequence.
Rewards and Long-Term Effects
What do you actually get for all this sneaking around?
- A massive chunk of XP.
- The Ring of Benevolence, which is okay, but not world-breaking.
- A significant boost to your relationship with Wilhelmina.
- The satisfaction of seeing Allard get what’s coming to him.
More importantly, completing this quest correctly unlocks the "romance" conclusion for Wilhelmina. Dragon’s Dogma 2 doesn't have a traditional BioWare-style romance system, but this is as close as it gets. You get a unique cutscene and she becomes a permanent ally in the world, though she might leave the city for a while to lay low.
Common Mistakes to Avoid
- The Quest Timer: This is a "timed" quest in the sense that if you wait too long after starting the investigation, Allard might move or the evidence might disappear. If a quest icon has a pulsing hourglass, drop everything and do it.
- Killing Allard Yourself: Don’t. Just don't. The game logic gets weird if you try to be the executioner. Let the script play out.
- Forgetting the Marcher's Armor: Walking into the palace in full plate mail or wizard robes is a great way to get a one-way ticket to the dungeon. Keep that guard uniform in your storage for these specific stealth missions.
- Ignoring Brant: You might think you're being a "loyal friend" by keeping the secret from the Captain, but Brant is literally the only person who can keep Wilhelmina safe after the deed is done.
Actionable Steps for the Arisen
To ensure you see the full conclusion of this storyline, follow these specific beats:
- Stockpile Flowers: Give Wilhelmina a Bunch of Flowers every time you see her until she blushes when you talk to her. This guarantees the quest triggers after "An Unsettling Encounter."
- The Guard Disguise: Always keep the Marcher's Set (Helm, Armor, Leggings) in your inventory. You can find a set in a chest in the palace guardhouse if you haven't bought one.
- Double-Check the Reports: Before handing anything to Wilhelmina, take the "Murder Report" to Brant at the Stardrop Inn at night. Choose the dialogue option to ask for his aid.
- The Escape: After the scene with Allard, don't just stand there. Follow Wilhelmina out the window and across the rooftops. The guards in Vernworth have a long memory, and "Resisting Arrest" is an easy way to lose a few thousand gold in bribes later.
This quest is a reminder that in the world of Dragon's Dogma 2, the monsters aren't just in the woods. Sometimes they're wearing silk robes in the brightest parts of the city. Finishing this quest doesn't just give you loot; it changes the political landscape of Vernworth, even if only in the shadows.