A Beggar's Tale
Take Albert's Beggar's Garb after he leaves his Common Quarter house, then choose one recipient. Hilda makes him abandon begging; returning it to Albert preserves his secret; Celina's branch ends tragically.
Follow Albert and collect the clothes
- During the day, find Albert telling stories by the dragon fountain in Vernworth. Speak to Benton nearby to begin investigating.
- Follow Albert to Walter's Tavern in the slums, then to his house in the southeastern Common Quarter. If you lose him, check those locations.
- Wait outside while the door is locked. After Albert leaves in noble clothes, enter and take the Beggar's Garb from the corner.
- Choose the recipient before handing it over: this is one item with mutually exclusive outcomes, not three rewards in succession.
Choose who receives the garb
| Recipient | Location and result | Historical reward |
|---|---|---|
| Hilda | Baldwin's Estate in the Noble Quarter; return after a day to learn Albert has stopped begging. | Three Onyx |
| Albert | Find him at Baldwin's Estate or near his Common Quarter home; he pays to keep the secret. | 5,000 G |
| Celina | Walter's Tavern; return to the house after time passes to learn that Albert and Celina died. | 3,000 G and a Noonbloom |
PowerPyx also records 900 XP. These are historical guide rewards, not current guarantees: Capcom increased some quest payouts on June 10, 2026.
Choosing an outcome
Hilda's branch avoids the deaths in Celina's branch and changes Albert's behavior. Albert's branch is the immediate hush-money option. Choose on the narrative result rather than assuming old gold amounts remain unchanged.
Questions
Why is Albert's door locked?
Wait until he leaves the house in noble clothing. The garb remains inside.
Can you collect all three rewards?
No. Delivering the garb commits to one recipient and outcome.