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If You Can't Beat 'em
Kingdom Come: Deliverance

If You Can't Beat 'em

Struggling with the 'If You Can't Beat 'em' quest in Kingdom Come: Deliverance? Follow our guide to find bandit recruiters in Sasau, from the Bailiff to the church.

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Struggling with the 'If You Can't Beat 'em' quest in Kingdom Come: Deliverance? Follow our guide to find bandit recruiters in Sasau, from the Bailiff to the church.

Alright, so Sir Radzig wants you to head back to Sasau and poke around for some bandit recruiters. Apparently, there are three main folks in town who might know something: the Bailiff, the innkeeper at the Tavern on the Green, and the one at the Wagoner’s Inn. Let's figure out who to talk to.

First up, the Bailiff. He's going to give you two leads: Miller Simon and the local tanner. Both of these guys could have info on the bandits.

Now, if you chat with either of the innkeepers, they'll point you in the same direction: the local knacker. This guy's seen some weird stuff happening in Sasau lately. He'll also mention a man with a broken leg over at the monastery who might know more, but you'll need to heal him up first before he'll spill the beans.

To get to Miller Simon, you'll need to have already earned the respect of Miller Peshek and Miller Woyzeck. If that's a bit of a hurdle, you can always talk to the tanner instead. He's been having some issues with some local brawlers, and honestly, they sound exactly like the kind of troublemakers we're looking for. This could be a promising lead!

So, if you go with the tanner's lead, you'll need to meet up with these brawlers in the evening. Your goal here is to fight each of them in a good old-fashioned fistfight to earn their respect and hopefully get them to cooperate. Don't worry, it's not about winning the fight outright, but about showing them you can handle yourself.

Once you've roughed them up a bit, their leader, a guy named Punch, will let you know that there are indeed people actively looking for tough guys in Sasau. Bingo! That's exactly what we needed to hear.

Your next move is to head to the crimps’ meeting place. You'll find it in the church located north-east of the tanner's place. Once you get there, you'll need to wait inside until nightfall. When it's dark enough, you can use the altar to trigger a cutscene.

During this cutscene, the bandits will lay out a dangerous task for you to complete. This is basically your test to prove you're serious about joining them. Heads up: make sure you grab the key that's pushed under the door after the cutscene. If you don't, you'll be stuck in the church until dawn and have to wait around!

Before you even think about heading to the monastery, it's a good idea to go back and talk to Sir Radzig about the task the bandits have given you. He might have some advice or at least want to know what you're getting yourself into.

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