Dragon's Dogma 2 A Beggar's Tale: How to Actually Solve This Messy Quest

Dragon's Dogma 2 A Beggar's Tale: How to Actually Solve This Messy Quest

Questing in Dragon's Dogma 2 isn't exactly a hand-holding experience. It's more of a "figure it out or fail" kind of vibe, and honestly, that’s why we love it. But then you hit a quest like Dragon's Dogma 2 A Beggar's Tale, and suddenly, the lack of a quest marker feels like a personal insult. You’re standing in the middle of Vernworth’s Common Quarter, staring at a guy named Albert who is basically just vibing in front of a statue. He’s telling stories. He’s asking for money. And the game is just like, "Hey, maybe follow him?"

It's tedious.

Most people give up or just wait around until they accidentally stumble into the next step. If you've spent more than ten minutes watching this guy talk about dragons and heroes while your pawns pace around impatiently, you're not alone. This quest is a test of patience, but it’s also one of the best examples of how Capcom wants you to pay attention to the world, rather than just chasing a yellow dot on a map.

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The Problem With Albert

Albert is the beggar in question. You’ll find him right by the fountain in the Merchant Quarter/Common Quarter area of Vernworth. He’s loud. He’s charismatic. He’s also clearly hiding something because beggars in video games rarely just exist to provide atmosphere.

To kick things off, you need to listen to him. Not just walk past him—actually stand there. Eventually, a bystander named Benton will mention that Albert seems a bit too well-spoken for a guy living on the streets. That’s your cue. But here is where it gets annoying: you have to wait.

The quest basically demands that you stalk this man for an entire in-game day. If you try to talk to him while he’s performing, he’ll just ask for a donation. Don't bother giving him gold unless you just feel like being charitable; it doesn't actually progress the quest. You need to wait until the sun starts to set.

Stalking a Beggar (The Right Way)

Once evening hits, Albert stops his storytelling. He doesn’t just despawn, though. He actually walks somewhere.

Follow him. But don't get too close? Actually, the stealth mechanics in Dragon's Dogma 2 are a bit loose, so you don't need to go full Splinter Cell, but just keep him in your sights. He’s going to head to the Slums. Specifically, he ducks into Walter’s Tavern.

He spends a good chunk of time there drinking and laughing with the locals. Again, you're waiting. It’s a lot of standing around. You might want to grab a snack in real life because Albert is in no rush to reveal his secret. Eventually, he leaves the tavern and heads toward a small house in the Common Quarter.

This is the "aha" moment.

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He enters a locked house. If you try the door, it’s barred. You can’t just barge in and demand answers. You have to wait outside for another few minutes. Eventually, Albert will walk out of the house wearing completely different clothes. He’s not a beggar; he’s a noble.

Once he leaves, the door is finally unlocked. Go inside. Look for a pile of clothes on the floor. You’ll find the Beggar's Garb. This is the literal "smoking gun" of the quest. Now you have a choice to make, and this is where Dragon's Dogma 2 A Beggar's Tale actually gets interesting because there are three different endings.

The Three Paths: Who Gets the Clothes?

Capcom loves giving us these moral dilemmas where there isn't necessarily a "correct" answer, just different consequences. Once you have that smelly beggar outfit in your inventory, you have three NPCs vying for it (or at least, three people whose lives will be changed by it).

1. Giving the Garb to Albert (The "Keep the Secret" Route)

You can find Albert at his noble estate in the Baldwin Quarter. He’s living as "Aristotle." If you give the clothes directly to him, he thanks you for your discretion and gives you some gold. He keeps living his double life, lying to his wife and the people in the slums. It’s the "status quo" ending. You get 3,000 gold and some experience. It’s fine, but it feels a bit hollow.

2. Giving the Garb to Celina (The Tragic Route)

Celina is Albert's "slum wife" at Walter’s Tavern. If you give her the clothes, you’re basically exposing his lies to the woman who thinks he’s a struggling beggar. She’s devastated.

Wait a few days and come back to the house in the Common Quarter where you found the clothes. You’ll find out that Celina killed Albert and then took her own life. It is incredibly dark. Probably the "worst" ending in terms of body count, but it rewards you with Noonbloom flowers and a decent chunk of XP. Honestly, it’s a bit much for a side quest, but that’s Dragon's Dogma for you.

3. Giving the Garb to Hilda (The "Best" Route)

Hilda is Albert’s noble wife. You’ll find her at the estate in the noble district. When you give her the clothes, she’s annoyed but not entirely surprised. She asks you to come back in a few days.

When you return, you’ll find Albert actually working for a change. Hilda forced him to stop his "beggar" persona and take up his duties as a noble. This is generally considered the "best" ending because everyone stays alive and Albert starts contributing to society. You get 3 Onyx as a reward, which you can sell for a significant amount of gold in certain regions (like Vermund, where they are rarer).

Why This Quest Matters for Your Playthrough

A lot of players miss the nuance here. They think it's just a "follow the guy" quest. But Dragon's Dogma 2 A Beggar's Tale is actually a massive world-building tool. It shows the class divide in Vernworth. It shows that the NPCs have schedules, lives, and secrets that exist whether you are looking at them or not.

If you mess up the timing, don't panic. You can always use a Bench to pass time. If you lose Albert while following him, just wait until the next day cycle. The game is persistent.

One thing people get wrong is thinking they need to wear the Beggar's Garb. You don't. In fact, wearing it doesn't really do anything for this specific questline. It's just a quest item that serves as proof of Albert's deception.

Quick Summary of Rewards:

  • Albert: 3,000 Gold.
  • Celina: 3,000 Gold + Noonbloom (and a lot of guilt).
  • Hilda: 3 Onyx (Sell these in Vermund for roughly 2,400 gold per piece, totaling 7,200 Gold).

Clearly, Hilda is the winner here if you're looking for the best payout.

Actionable Steps to Finish the Quest Now

If you're currently stuck, do this:

  1. Go to the statue in Vernworth's Merchant Quarter during the day.
  2. Stand near the beggar (Albert) until a bystander talks to you.
  3. Go to a nearby bench and "Pass Time" until it is evening.
  4. Follow Albert to the Slums (Walter's Tavern).
  5. Wait for him to leave the tavern and follow him to his house in the Common Quarter.
  6. Wait outside the house until he leaves in noble clothes.
  7. Enter the house and loot the Beggar's Garb.
  8. Decide which wife (or Albert) deserves the truth more.

Don't overthink the "stealth" aspect. Just don't stand directly in his path while he's walking. The game isn't that punishing about line-of-sight. Once you hand over those clothes, the quest is basically done, though you might need to wait a day or two for the "epilogue" events to trigger if you chose Hilda or Celina.

It’s a weird, quirky mission that defines the Dragon's Dogma experience. It's not about the combat; it's about being an observer in a world that's constantly moving.

Go talk to Hilda. The Onyx is worth the extra walk to the Noble Quarter.