The Battahl region in Dragon’s Dogma 2 is an inhospitable place. It plays host to many of the more challenging quests you’ll encounter in the game, and even some of the side quests may test your mettle. One challenging quest you can access shortly after entering the region is Mercy Among Thieves.
How to Activate and Clear Mercy Among Thieves in Dragon’s Dogma 2
You are most likely to arrive in Battahl after clearing the Nation of the Lambent Flame story quest. It walks you through gaining entry to the region by way of the huge gate on the south end of Checkpoint Rest Town. Once you do that, you’re near your next big adventure. To activate Mercy Among Thieves, talk to Lyssandro, and then clear the quest by routing thieves to the south.
After passing through the gate as you initially arrive in Battahl, you’ll see the Oxcart station ahead of you, just slightly downhill. Off to its left, there are a few small buildings and a stable. Lyssandro waits near the stable. He’s dressed in a white robe. When you talk to him, he tells you about recent difficulties sending Oxcarts to the city to the south, due to bandit raids.
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The Coral Snakes are your enemy as you work to complete the quest. Head south along the main road and you should meet Seferinno. He gives you more advice about the thieves’ current location. Continue south to meet some bandits. They don’t offer much resistance. Eliminate them and keep following the road to meet Hayne, who has additional information.
After meeting with Hayne, continue south along the main road (it’s the thickest trail indicated on your map). Ahead, you should see a bridge spanning a ravine. Continue along the main trail to come to the next point of interest. It should be indicated by a glowing circle of yellow light on your map, if you have the quest designated as your active one (which you should).
When you get near, you briefly meet Thor and then Benjamin. The latter character leads you on a chase. To pursue the bandit, follow Benjamin through the canyon at a run. You don’t want to lose sight of him for long, but it’s not like there are a lot of turns where you are likely to get lost.
As you come upon an overturned wooden cart, veer left and follow that path. Ahead of you, Benjamin disappears over a rise. Follow him downhill, keeping to the low ground. You’ll reach a ‘T’ in the path. Head left, past a burning torch. Now the path splits again. This time, you should veer right. Ahead, you’ll see a lowered gate.
As you approach, Benjamin talks to Hugo, who has no sympathy for the wounded child. Benjamin escapes through the gate while you stay behind to battle Hugo and Quentin. They went down pretty quickly for me. As I passed them, I saw I could use Wakestones to revive them, but I kept mine for other uses. After all, they wanted me dead. I’m not aware of any benefit to reviving them.
At the end of the next corridor, you reach the bandit camp’s perimeter. It’s a tight area, with wooden platforms and caves. Work through it fairly quickly, but be careful. The bandits like to gang up on you. Try to tackle only one or two foes at a time. Let your pawns do most of the dirty work. You still gain XP in such cases.
The game guides you through this area, always in pursuit of Benjamin. He can’t elude you for long, even when he destroys a bridge. Eventually, you’ll leave the area with the platforms and caves to emerge on the edge of a more open area with numerous thieves patrolling. This is the toughest part of the quest, so proceed with caution. I got careless and almost died because the bandits mobbed me. Definitely keep near to your mage, if you have a pawn of that vocation, for some quick healing. If you are a melee fighter, you’ll probably have an easier time of it. I was an archer, which I do not recommend.
When you defeat the last of the enemies in the camp, you’ll witness a tense scene. Lanzo, the leader of the bandits escapes to fight another day. You receive your reward for another quest completed: 4000 XP and 8000 G. Now you can backtrack, checking along the way for any treasure chests you may have entered when you had other matters to occupy you…