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    A Beggar’s Tale in Dragon's Dogma 2: how to track Albert and who to give things to

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    Contents

    Contents

    In Dragon's Dogma 2 A Beggar’s Tale is a side quest where you will have to follow a poor man named Albert to find out what he is hiding and then decide who to give his things to. This quest has several endings, which will determine your reward. In this guide, we will tell you which ending will be most favorable for you.

    Walkthrough of the quest "A Beggar’s Tale" in Dragon's Dogma 2

    How to start a task

    Once you reach Vernworth through the main story, go to the statue in the center of the Trade Quarter. There you will find a poor man telling people various stories for a couple of coppers. Standing next to him is a beastman named Benton, who will immediately call out to you and tell you about the rich beggar. If the conversation with the desired character does not start automatically, then try talking to him yourself.

    Note: A beggar will perform near the fountain only during the daytime, so if it is evening or night outside, then rewind the time by taking a nap on the nearest bench or sleeping in a hotel ( at home ).

    How to track a beggar

    You can simply stand next to the storyteller throughout the day, however, we recommend that you go to the Stardrop Inn on the left, talk to the owner Glenna and select the option "Pass the time" . Once is usually enough for evening. Go outside and check if Albert is near the statue.

    If there is no beggar, then go to Walter's Tavern, located in the Slums, in the south-eastern part of Vernworth. The screenshots below show the desired location. Here you will find Albert standing behind the counter praising his wife Selina. Again, you can either stand here for about 10-15 minutes of real time, or talk to the innkeeper and treat everyone for 2000 gold, speeding up events (you can also take a nap on the nearest bench, but then you are unlikely to be able to personally follow the tramp).

    When the feast is over, wait another 1-2 minutes, and then start following Albert, who will suddenly run somewhere. Soon he will run into a house located in Community Quarter, and closes the door behind him. The screenshots below show the building you need.

    Now start waiting - in about 4-5 minutes Albert will leave the house, and he will be dressed in noble clothes. Enter the building (the door will be open) and pick up Beggar's Robe lying near wooden boxes. If you continue to spy on the "beggar", you will discover that he actually lives in the quarter of the nobility and is only pretending to be poor.

    To whom should the beggar's clothes be delivered?

    Next, you will need to decide who to give the found things to - the ending of the quest will depend on your decision, and it can turn out to be either bad or good. We'll look at each of them from worst to best.

    Deliver things to Selina

    Return to Walter's Tavern and talk to Selina the Beastman. Give her Albert's things and tell her everything. At first she will not believe you, but then she will decide to find out the truth on her own.

    Now wait 1-2 days, minding your own business, or just waste your time at the hotel. Then return to the house where you previously found the beggar's robe. Near the entrance you will find a guard who will tell you that Selina killed Albert and then committed suicide.

    This will bring the task to an end. As a reward you will receive 900 experience points, 3000 gold and a midday flower (flower). This ending can be considered the worst.

    Deliver things to Albert

    Go to either Baldwin's estate or the house where you found the beggar's robe to find Albert in one of these places. Chat with him and give him the clothes. He will be surprised by this, and then he will thank you and ask you not to tell anyone about this, continuing to lead a double life. This will bring the task to an end. As a reward you will receive 900 experience points and 5000 gold. This ending can be considered neutral.

    Deliver things to Hilda

    Head to the Baldwin estate, located in the nobility's quarter, and talk there with Hilda, a woman in a red dress. Show her the clothes you found. She will not immediately believe you, because she will want to check the validity of your accusations. So you'll have to wait again.

    Return to Hilda after 1-2 days, and she herself will talk to you. You will learn that Albert has finally come to his senses and got a regular job, giving up trying to lead a double life. This will be the end of the mission. As a reward, you will receive 900 experience points and 3 onyx, which can be sold for approximately 7.2 thousand gold. This ending can be considered the best.