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zero injuries from the creature.
Fallout Tactics

zero injuries from the creature.

Learn how to achieve zero injuries from the creature in Fallout Tactics. This guide covers strategies for the Mardin mission, including handling Deathclaws and Emperor Daarr.

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Learn how to achieve zero injuries from the creature in Fallout Tactics. This guide covers strategies for the Mardin mission, including handling Deathclaws and Emperor Daarr.

This section provides strategies for the Mardin mission (Mission 7) in Fallout Tactics, focusing on minimizing injuries, particularly from creatures like Deathclaws.

Walkthrough
  1. 1
    Upon returning to the bunker after the Quincy mission, you can recruit ghouls, including a thief named Babs. Babs can be used to steal medical supplies from the base's medical officer, mechanics, and merchant by exploiting their inventory displays.
  2. 2
    In Mardin, the mission starts with enemies near the gate who are melee-types and will charge. Eliminate them and advance cautiously.
  3. 3
    A guard near the gate carries a CAWS, a powerful auto shotgun.
  4. 4
    Beware of a baby Deathclaw near the NE shack and puffers (mines) around the fridge in the middle of the map. The fridge contains beer and stinky meat.
  5. 5
    A splattered ghoul by the fridge has a gun magazine but is near small, hard-to-see mines.
  6. 6
    Near a fire NW of the ghoul, a box and shelf contain shotgun slugs.
  7. 7
    You can enter the lair via a collapsed section (recommended to avoid radiation) or the cemetery. The cemetery has guards who will fire on you.
  8. 8
    A back stair in the cemetery leads to a tomb with stimpaks, guarded by small roaches.
  9. 9
    Entering via the collapsed section leads to an open area with bugs. Check for radscorpions by standing still.
  10. 10
    Head SE down corridors to stairs leading down and a ladder into a pit. You may be able to shoot Emperor Daarr from the stairs.
  11. 11
    Shoot Deathclaws in the pit below. If you cannot kill them all from above, you must enter the pit.
  12. 12
    After dealing with the Deathclaws in the pit, take the ladder on the SE end to the jail section.
  13. 13
    In the jail section, guards are present. You can release the Deathclaws from their cells using controls or shoot them through windows.
  14. 14
    Proceed to the next area upstairs, where guards and the Deathclaw matriarch are located. Free the matriarch using a key from a guard. She will then attack the leader, and all Deathclaws will join your side.
  15. 15
    With the Deathclaws' aid, defeating Emperor Daarr should be easier. Be aware he hits critically often.
  16. 16
    After making a deal with the matriarch, avoid hitting any Deathclaws with stray bullets, or they will become hostile again.
  17. 17
    In the jail area, civilians are held in cells with guards. Use lockpicking to free prisoners, but only after clearing a path to the exit to prevent their deaths.
  18. 18
    The game then involves room-to-room fighting. You can leave after looting and gaining XP from the base, or continue through the remaining areas.
Tips
  • To avoid bugs or reliance on glitches for healing equipment, use Babs the thief to steal medical supplies from the base's medical officer, mechanics, and merchant. Her steal success rate is high (94%) against the medical officer.
  • Do not attempt to steal from the Quarter Master, as his inventory only shows personal items, not sellable stock.
  • Barnaby and Dekkers' miniguns can be stolen, but it is difficult (succeeded on the 8th try for one player).
  • If you have saved the ghouls in Quincy, two ghouls will be operating a terminal upon your return to the bunker; one has items for trade.
  • Be careful not to hit any Deathclaws with stray bullets in Mardin after making a deal with the matriarch, as they will turn hostile.

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