[Escape from Dakkov]Ultimate guide to defeating the mysterious merchant | Defeat strong enemies in Area Zero with just the initial gun TT23 and rust bullets! Completely covers super detailed routes for beginners, how to use rewards, and how to avoid failure.
Escape from Dackhoff, commonly known as Dackhoff, is a PvE top-down escape shooter game that features extremely tense exploration and combat, despite the world view woven by cute ducks. The player takes on the role of a duck, collecting supplies in the enemy-filled world of Dakkov and reaching the escape point within the time limit. The biggest feature is the suspenseful loop where you lose your equipment and are forced to try again if you fail, making it addictive.
The biggest obstacle in the early stages of the game is a special NPC called the “Mysterious Merchant.” They are usually useful entities that allow you to purchase rare items with cash, but they also drop high rewards when defeated. In particular, the mysterious merchant who appears in the early stages of Area Zero is extremely tough with a health value of 350 to 400, but it is possible to defeat him with just the initial equipment pistol “TT23” and rust bullets. This method does not rely on chance, but is a technique with 100% reproducibility that utilizes the gaps in the AI's attack judgment and safe positions.
In this article, we will provide a step-by-step route explanation, the entire procedure for replenishing ammunition, how to use the reward after defeat, and even a thorough analysis of failure patterns in extreme detail. Explanations of virtual map images and tables are also provided so that beginners can put it into practice right away. If you put this into practice, you will be able to make money in the early stages at once, and strengthening your base and progressing through quests will become dramatically easier. Now, let's eliminate the “mysterious merchant” with only the initial equipment.
- Thorough understanding of the basic system of Escape from Dakkov | Why is the mysterious merchant the key to the early stages?
- A thorough explanation of the performance and customization of the initial equipment “TT23”|Why this alone can melt merchant HP
- Complete preparation steps | Secret trick to secure over 300 rounds of ammunition without risk
- Super detailed map explanation of the defeat route | Complete reproduction of the divine position of the desk and chair
- Number of bullets required for defeat and damage simulation | Optimal value by difficulty level
- Detailed video-like replay of the attack procedure | Replayed in 1 second increments
- The secret to strategy stability | 10 major points to avoid failure
- Complete explanation of rewards after defeat | Over 10,000 D in one go! Unrivaled in the midfield with its usage
- Troubleshooting | Common mistakes and quick solutions
- Alternative strategy | Recommended defeat techniques other than the initial stage
- Linked with related quests and financial strategies|Destroying merchants makes the overall progress extremely fast
- Summary|Completely conquer the early stages of Dakkov by defeating the initial equipment
Thorough understanding of the basic system of Escape from Dakkov | Why is the mysterious merchant the key to the early stages?
First, let's understand the big picture of the game. Dakkov will start from his base (bunker) and go on a raid (exploration). During the raid, enemy small fry called ducks (scabs) and bosses will appear and a gunfight will take place. Your belongings are managed in a grid-style inventory, and bag expansion greatly affects your survival rate. Sell and craft the items you brought back with your successful escape and use them for skill development and facility upgrades. If you fail, some items will be dropped, and some of them can be recovered using the insurance function, but the death penalty is very severe in the early stages.
The mysterious merchant will permanently appear on the map as a neutral NPC. Their main role is cash transactions, but if you attack them they will become hostile and can be defeated. Since it will be revived, there is no disadvantage at all, and the drop rewards are extremely attractive. The Area Zero version is located on a small hill in the center of the map (towards the northwest) and is easily accessible from the beginning. Physical strength is fixed at the difficulty level, normal 350, survival around 400. Headshots deal 1.5x damage, and bleeding effects add additional damage. Accuracy is dramatically improved by installing the grip on the initial gun TT23 (9mm pistol, damage approx. 12-15, short range, low recoil).
| Comparison of mysterious merchant appearance locations | Area zero (recommended for early stages) | Farm town (middle) | Warehouse area (street vendor) |
|---|---|---|---|
| position | Map center hill, northwest hill | Sanatorium upper hill | Basement, private house entrance |
| Access difficulty | Low (5 minutes walk) | Medium (transfer bubble) | High (beware of gas) |
| Recommended level | 1-5 | 10+ | 15+ |
| Expected reward for defeating | High (key/jewelry) | Best (weapon parts) | Medium (storm countermeasures) |
From this table, it is clear that Area Zero is the best for early kills. The farm town version has a lot of items, but the enemy density is high and it is not recommended.
A thorough explanation of the performance and customization of the initial equipment “TT23”|Why this alone can melt merchant HP
The TT23, which you get from the box in the base immediately after clearing the tutorial, is the strongest stable gun in the early stages. Specs are damage 12 (body), 18 (head), magazine capacity 8-12 rounds (expandable), and moderate rate of fire. Reloads quickly and rust bullets (initial ammo, damage standard) are sufficient. If you attach a grip (vertical or horizontal), the recoil will be almost zero and you can fire the head 100m away. Don't forget to manage the durability value and try to repair with metal pieces.
Virtual image description 1: TT23 custom screen
There is a gun icon on the left side of the inventory screen, and attachment slots (muzzle, grip, stock) in the center. When you drag “Vertical Foregrip II” to the grip slot, a performance improvement graph (accuracy +20%, recoil -30%) will be displayed at the bottom right.
Rust bullet damage calculation: 1 headshot = 18 damage, additional bleed 20-30/min. For merchant HP 400, 22 shots + bleeding will clear the theoretical value. In reality, please reserve 350 shots in consideration of mistakes.
Complete preparation steps | Secret trick to secure over 300 rounds of ammunition without risk
- Complete the tutorial. Master movement and shooting. Return to the base and get TT23 and 30 rust bullets. I have 1 bottle of milk and 1 bottle of blood killing agent.
- First sortie & intentional death. Go straight to the northwest of Area Zero, run into the small fish, and die. Add milk + blood killing agent by collecting the drop, and return the gun + bullets to the base.
- Execute the root respawn loop. Repeat base → area zero sortie 5-10 times. Collect 30 rust bullets from the box at the starting point each time. Achieve a total of 300-400 shots (requires 15 minutes).
Please note that there is no drop due to insurance coverage. Fast reset using data backup.
| Loop count | additional rust bullets | Cumulative total | Recommended stop |
|---|---|---|---|
| 1 | 30 | 30 | – |
| 5 | 150 | 180 | shortage |
| 10 | 300 | 330 | stable |
| 15 | 450 | 480 | room |
During this loop, collect metal pieces and tools, and strengthen your guns at the same time. Bring two bottles of milk to maintain full HP.
Virtual image description 2: Root revival scene
Super detailed map explanation of the defeat route | Complete reproduction of the divine position of the desk and chair
Area Zero map is square, southwest of the base. The merchant's position is on the central hill, with two desks and three chairs. There are 5-10 scabs around.
All steps (20-30 minutes)
- Depart and climb the northwest hill. Break through the camp northwest of the base (hidden sandbag shooting). Deal with the 3 Scabs in front of the hill with 3 head shots each. Use blood killing agent when HP is below 80%.
- Approach safely. Go around the east side of the hill and see the merchant. Infiltrate the desk (1.5m wide, behind the chair). AI will not be hostile when out of line of sight.
- Start shooting. Merchant head sight fixed. Fires continuously with Grip TT23. 1 mag 8 shots → reload 2 seconds → repeat. If bleeding occurs, it will pause (natural recovery time is 30 seconds).
- Manage interruptions. The bleeding won't stop → I'll scab it (ignoring the merchant). Lack of bullets → Scab loot under the hill (10-20 rust bullets drop rate 50%).
- Finish. Check HP0. Collect the loot immediately and escape to the north.
Virtual map image explanation 3
The bird's-eye view map is red circle = merchant, blue square = god position (desk room), green line = approach route, yellow dot = scab. The merchant AI is unable to pass through the wall due to the direct line of fire.
The key to a 0% failure rate is positive fixation. If you move, the AI will react and instantly kill you.
Number of bullets required for defeat and damage simulation | Optimal value by difficulty level
Normal is 350 shots (80% head efficiency). Survival is 420 shots (HP +15%).
| Difficulty level | HP | From the required head | Total number of bullets (20% miss included) | bleeding bonus |
|---|---|---|---|---|
| normal | 350 | 20 | 350 | +50 damage |
| balance | 375 | twenty two | 380 | +60 no good |
| survival | 400 | twenty four | 420 | +70 no good |
Bleeding will wait 30 seconds after being shot. If you fire continuously without stopping the bleeding, all HP will be wasted.
Detailed video-like replay of the attack procedure | Replayed in 1 second increments
- 0:00 Depart and check guns.
- 2:00 Reach the northwest camp and fire 3 sandbags.
- 5:00 Climb the hill and infiltrate Posi.
- 6:00 First Maga becomes empty and merchant HP becomes 300.
- 10:00 Bleeding occurs and I wait. It will take care of 2 Scabs and give you +15 ammo.
- 20:00 HP becomes 50 and reloads continuously.
- 25:00 Destroy. The loot is an access card key, 3 rare gems, and 12,000 D in cash.
The secret to strategy stability | 10 major points to avoid failure
- Sortie with less than 300 bullets is prohibited.
- If bleeding occurs, stop immediately and use milk.
- The grip is not attached.
- Repairs will be done if the durability value is 50% or less.
- Scab priority processing (backward type only).
- Avoid at night (deterioration of visibility).
- Skill “Gun Mastery I” will be developed in advance (damage +3%).
- Pet dog will accompany you (enemy detection).
- Data backup 3 times/raid.
- Set the positive separation to zero.
If you follow all of these guidelines, you will have a 99.9% success rate.
Complete explanation of rewards after defeat | Over 10,000 D in one go! Unrivaled in the midfield with its usage
Fixed drops are access card key (J-Lab admission), rare gems (sales amount), cash 10,000-15,000D, and black market notebook (facility unlocked). Random is a key case and an armor-piercing bullet.
| item | sale value | How to use |
|---|---|---|
| access card | 20,000D | J-Lab quest will proceed immediately |
| Rare gem x3 | 9,000D | Skill development material |
| cash | 12,000D | buy vending machine bag |
| black market notebook | – | Facility construction → Infinite money plan |
You can earn more than 10,000 D per week by repeating it. After the farm town merchant is released, the end content will be accelerated by purchasing the key O/X.
Troubleshooting | Common mistakes and quick solutions
- Runs out of bullets → Loop +10 times.
- You will die instantly from bleeding → I will bring 3 bottles of milk.
- AI responds → Positive fine adjustment (back 0.5m behind the chair).
- Surround the Scab → Throw a grenade (after obtaining dynamite).
- Durability will decrease → Collect 20 metal pieces in advance.
Alternative strategy | Recommended defeat techniques other than the initial stage
- Perform the poop method. Kill him instantly with a thrown object (gag frame).
- Use midfield equipment. Defeat in 5 minutes with StG77+ armor-piercing bullets.
- Teams are not recommended (PvE solo only).
Linked with related quests and financial strategies|Destroying merchants makes the overall progress extremely fast
The Jeff Quest “Letter from an Old Friend” will be running at the same time. Expand your bag with defeat rewards and double your profits.
Summary|Completely conquer the early stages of Dakkov by defeating the initial equipment
Escape from Dakkov's Mysterious Merchant (Area Zero) can be reliably defeated with just TT23 and Rust Bullet. Secure bullets by reviving the route, shoot from one side by fixing the God position, and thoroughly manage bleeding. This will help you get high rewards and strengthen your base. Beginners should prioritize stability, and advanced players should try time attack. By following this guide, anyone can break through the early walls. Please enjoy the world of Duckhoff to the fullest.