Albert

Albert is the Plague Doctor. Jully calls him “that excuse of a man” and warns that he is cursed, but he is the only one who knows how to make the Dream Dust you need to summon a fairy. He opens up alchemy for you, and he gives you your first two zombies. Later you learn why he studies the undead: his sister is one of them. Linda, who owns the Dockside Club, falls for him, and his worsening cough becomes her problem too.

Finding him

After Good Fellow, Larry points you to the locked hatch in your own house. The way to Albert runs through the dungeon under it:

  1. The dungeon. Go down the hatch. The way is blocked; clearing it takes 3 Bronze Details and 3 Wooden Planks. Behind it you find footprints and a Secret combination.
  2. The tower door. The bars into the Abandoned Tower open with the combination and the Inquisitor’s medallion you found in the prison at the very start of the game. Opening them adds 5 village reputation.
  3. The hatch. Inside the tower, open the hatch to let Albert in, and ask him how to make Dream Dust. He gives you the Alchemy, Basic technology and 10 reputation, and the tower’s laboratory is yours to use.

Sweet Dreams

Make one Dream Dust in the tower laboratory: one Water and one Blood, both of which are in the laboratory chest. Show it to Albert in Sweet Dreams. He only looks at it, so you keep the Dust. You get another 10 reputation, a Story and Alchemist’s Clothes.

Then follow him down through the hatch in the laboratory. Two zombies wander around his home (“Peaceful, but useless. Although they’re good for dumb labor.”), and he gives them to you. They are your first zombie workers, before you can raise any yourself.

He also tells you the last ingredient for the fairy: a feather from a comet’s tail, sold by the astrologer in the port area. The port opens after the first battle, so Chasing Fairy Lights cannot be finished there.

The violin for Linda

Linda, the owner of the Dockside Club in the port, wants to play a concert. The instrument is Albert’s sister’s violin, and Linda sends you down to ask him for it. He wants it varnished first. Varnish Before You Fiddle gives you the Lacquer technology when it starts; the Lacquer itself is made by alchemy. Bring him one. He has already varnished the violin himself and finds your lacquer wanting, but he keeps it and hands over the Violin: 10 reputation. He says he will come to hear her play.

He does. The concert can only start on Lust day. When it is over, Albert gets another 10 reputation, you get 2 Town Gratitude, a Story and the achievement A Night to Remember.

His sister

After the concert, Personal Zombie Zone finds him working on a side project: not raising the dead but curing them, turning a zombie back into a person. He needs a good, smart zombie, one with 8 red skulls, placed on the examination table in his lab. In return he promises to share all his alchemical knowledge.

When the quest starts he gives you 2 Golden Zombie Collars and 2 Reanimation Liquids. You need them: a Bronze Zombie Collar only holds 5 red skulls, a golden one holds 10. Raise the zombie (see Zombies), carry it to the table and put it down. Albert keeps it. He then shows you who else lives down there: Aleksta, his sister, a zombie. He will not hear of gods; to him it is an illness and he will find the cure. You get 10 reputation.

Linda

After the concert Linda wants to visit Albert, and she needs a present for him: a Blank Softcover Notebook (Book Broker). Then ask Albert whether she may come (Plague Me Maybe). The first time you lose your nerve and only mumble. The second time needs 50 reputation with him: Linda walks in with the notebook, and you leave them alone. After a night’s sleep, visit them both; each gives 10 reputation.

The 50 is the Dream Dust quests, the lacquer, the concert and the 8-red-skull zombie: every quest of his up to that point.

The cough

After the election Linda asks you about Albert’s health; it is getting worse. Later, once the cheese trail has led you into the sewers, Coughing it Up! lets you ask him yourself. He has no plan, but for the first time he wants to live, for Linda’s sake. 10 reputation.

The cure is a plant the refugees brought from overseas: the Po-ta-to. The refugees who settle the drained lock give you 3 of them for 3 steel shovels, and Linda needs all 3 (Hot Potato Delivery). Then Heal the Healer: tell Albert. He agrees to come to the club for the treatment, if you come with him. 10 reputation. The talk with Linda and the talk with Albert can come in either order.

When Linda’s own last request is also done, the next time you wake up Love Story sends you to the Dockside Club, where Albert now lives with Linda (achievement A Dangerous Romance). Linda asks for Chocolate, and Albert for 10 Alchemy Flasks II: 10 reputation with him and 3 Town Gratitude. Unlike most story gifts, the flasks are an ordinary furnace recipe (3 Alchemy Flasks I each, from the Bellows technology) that you can make in batches.

Helping with the portal

For the portal, Lust and Envy asks Albert and Linda together for help: 90 reputation with each if you gave the Old God back his eye, 100 if you kept it. Albert’s last 10 come only from the dark path, from Luxury Drapes made from 20 Lace at a sewing table. They go to Albert and raise Linda’s reputation too.

Reputation

Reputation From Opens
10 Dungeons and… that’s it, probably. Alchemy, Basic (given with the quest)
20 + Sweet Dreams —
50 + the lacquer, the concert, the 8-red-skull zombie Linda’s visit
90 + the visit, Coughing it Up!, Heal the Healer, the flasks Helping with the portal (eye returned)
100 + the Luxury Drapes Helping with the portal (eye kept)

His only reputation technology is the one at 10, and it comes with his first quest.

Quests

Notes

  • You cannot lose the Inquisitor’s medallion. You pick it up in the prison during the introduction. It goes into your quest items, cannot be thrown away and no trader buys it, so it is still there when the tower door needs it.
  • Study water and blood before anything else. Ingredients have to be studied before they go into the laboratory, and the chest in the tower holds the only Science you have for a long while: 31 points. Water and blood cost 1 each.
  • Albert’s first reputation technology unlocks with his first quest. He gives it to you together with Alchemy, Basic, so there is nothing to buy.
  • 20 is as far as his reputation goes in the opening chapters.
  • The 8-red-skull zombie is gone for good. Albert keeps it, and it no longer counts as one of your zombies. His promise of all his alchemical knowledge comes to nothing more than the 10 reputation.
  • Keep the Golden Zombie Collars for his zombie. A Bronze collar cannot hold 8 red skulls.