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Fallout: New Vegas - Trophy Guide & Road Map


Lord Maim

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Fallout: New Vegas Trophy Guide & Road Map

By Lord Maim

 

ROAD MAP:

 

Overview:

- Estimated Platinum Difficulty: 5/10 (Platinum Difficulty Thread)

- Approximate Time To Platinum: 80+ hours

- Trophies: 36 (B), 13 (S), 1(G), 1 (P)   

- Missable Trophies: Hardcore, The Whole Gang's Here, You'll Know It When It Happens, The Courier Who Broke the Bank and Legend of the Star

- Minimum Playthroughs Needed: 1+ (Reloading for multiple endings)

- Difficulty Affects Trophies: No (Hardcore mode can be used with all difficulties)

- Glitched Trophies: The Whole Gang's Here

- Cheats: None

 

Introduction:

Welcome to Vegas. New Vegas. It's the kind of town where you dig your own grave prior to being shot in the head and left for dead… and that’s before things really get ugly. It’s a town of dreamers and desperados being torn apart by warring factions vying for complete control of this desert oasis. It’s a place where the right kind of person with the right kind of weaponry can really make a name for themselves, and make more than an enemy or two along the way.

 

NOTE: None of the trophies stack between characters so if you start a new game, you will be restarting your progress towards them.

 

Since difficulty does not affect trophies (see the note about Hardcore mode below), for the shortest path on a single playthrough set your difficulty to Very Easy and turn Hardcore mode on. While Hardcore mode technically makes the game harder, Very Easy difficulty renders the additional challenge almost moot. Thankfully in Fallout New Vegas, there are minimal collection trophies so overall the game is very straightforward. The Globe Trotter trophy requires you to recover 7 snow globes that are mostly in locations you'll visit over the course of the main quest. The Whole Gang's Here trophy requires you to recruit all companions in the game, some of which are associated with an additional side quest but nothing overly difficult though this trophy can be glitchy. The Legend of the Star could go either way for some people. It's technically a collectible quest but can be completed without searching, though do note that it can be missed if you shutdown Festus before getting the actual Quest (Credit to Silvanous for this info). See the trophy itself for more details. Lastly, Caravan Master, which involves winning 30 games of a unique card game called 'Caravan' might give some people difficulty. There are additional cards that are hidden throughout the game that can be used to improve your deck, making this an optional collectible quest.

 

For the combat trophies, remember that game difficulty has an affect on the damage that you do. On Very Easy difficulty you do 200% normal damage to enemies, making it much easier to get these trophies. By comparison, on Very Hard mode, you only do 50% damage. So playing on Very Easy is critical.

 

Lastly, it is very important to maintain multiple redundant saves so that you can go back if you make a mistake. Depending on what your standing is with the various factions, the end game quests and the trophies that go with them may or may not be available, requiring you to backtrack to an earlier point in the game to gain access to them. The turning point is the mission "Ring-a-Ding Ding!".

 

Optimal Mission Completion:

 

[spoiler=FNVENDS]At the end of "Ring-a-Ding Ding!" you will be approached by envoys from both the NCR and Caesar's Legion, carrying with them amnesty for any of your past crimes against them. It is important to complete any sidequests that may impact your standing with them prior to finishing this mission in order to reap the benefit of the amnesty. When it comes time to deal with Benny, For best results follow him up to the Presidential Suite and kill him there, recovering the Platinum Chip.

 

Before continuing, ensure that all of the following quests have been completed:

"How Little We Know" - Kill Sal & Nero, making Cachino the new honcho.

"Oh My Papa" - Either make them an ally or eradicate them. Do this before killing Benny, else you will lose the Platinum Chip and it will be a pain to get back.

"Still in the Dark" - Better to be on good terms with the Brotherhood of Steel. Better yet, become a member!

"Volare!" - Very important to have the Boomers on your side. Do as many sidequests as you can related to this mission tree.

 

Again, its very important to have a good Reputation score for any surviving minor factions.

 

After "Ring-a-Ding Ding!" perform the following tasks:

 

  • Complete "The House Always Wins, I"
  • Complete "Wild Card: Ace in the Hole"
  • Begin "The House Always Wins, II", accepting "Render Unto Caesar" during the course of the mission.

Before upgrading/destroying the Securitron army, make a manual save.

 

PATH A: HOUSE / YES MAN:

 

  • Upgrade the Securitrons, completing "The House Always Wins, II"
  • Complete "The House Always Wins, III"
  • If you've already completed "How Little We Know", you will automatically complete "The House Always Wins, IV"
  • Complete "The House Always Wins, V"
  • Complete "The House Always Wins, VI"/"You'll Know It When It Happens"
  • Complete "The House Always Wins, VII"
  • When asked if you're ready for the final battle, say you need to prepare
  • Make a manual save
PATH A1: HOUSE
:
 
 
  • Complete "All or Nothing"
     
     
 
PATH A2: YES MAN
:
 
 
  • Open the antechamber and kill/disable Mr. House
     
     
  • Complete "Wild Card: Change in Management"
     
     
  • Complete "Wild Card: Side Bets". Since you've already done their missions, you can complete this quest essentially automatically
     
     
  • "Wild Card: Finishing Touches" will be completed automatically, since you've already done "The House Always Wins, VII"
     
     
  • Complete "No Gods, No Masters"
     
     
 

PATH B: NCR / CAESAR'S LEGION:

 

  • Destroy the Securitron army
  • Tell Caesar that you will kill Mr. House
  • Kill Mr. House
  • Accept "Things That Go Boom" from the NCR Ambassador
  • Report to Caesar, and be directed to the Boomers
  • Go to the Boomers and secure their support
  • If you're ruthless and want to save time, slaughter all of the Brotherhood of Steel members in Hidden Valley.
  • Make a manual save
PATH B1: NCR
 
 
  • Complete "Things That Go Boom"
     
     
  • Complete "King's Gambit"
     
     
  • Complete "For the Republic, Part 2". Most of this mission will be completed automatically. If you haven't killed the Brotherhood of Steel in the previous step, you have the option of recruiting them if your Reputation is high enough.
     
     
  • Complete "You'll Know When it Happens"
     
     
  • Complete "Eureka!"
     
     
 
PATH B2: CAESAR'S LEGION:
 
 
  • Report to Caesar about the Boomers, then complete "Render Unto Caesar"
     
     
  • Complete "Et Tumor, Brute?"
     
     
  • Complete "Arizona Killer"
     
     
  • Complete "Veni, Vidi, Vici"
     
     
 

 

Remember that once you've completed the final mission, there is no Free Roam afterwards. The story has a definitive ending, so you should make sure to do all the sidequests you want to before finishing the game. Thanks to T_I_M_B_0 for the reminder

 

 

*** IMPORTANT NOTE ABOUT HARDCORE MODE***:

 

Hardcore mode is a new challenge for Fallout Players that increases the realism of the game, and forces the player to pay attention to game mechanics that could be safely ignored in Fallout 3. While Hardcore mode makes the game more challenging, it can be activated on any difficulty level, which significantly affects how deadly it actually can be. You will be prompted to turn Hardcore mode on after Doc Mitchell returns your equipment at the beginning of the game. If Hardcore mode is disabled at any point after character creation, this will prevent the Hardcore trophy from unlocking, even if it was subsequently re-enabled.

 

HARDCORE MODE MUST BE ACTIVATED WHEN PROMPTED AT CHARACTER CREATION AND REMAIN ON FOR THE ENTIRE GAME TO RECEIVE THE 'HARDCORE' TROPHY.

 

Hardcore mode has the following effects:

 

  • Players must eat, sleep and drink regularly. Starvation, dehydration and sleep deprivation all incur significant stat penalties and can all lead to death if untreated.
  • Also, fast travel will be disabled for any location that would cause the player to die from starvation, dehydration or sleep deprivation while in transit.
  • Stimpaks and food do not heal instantly, instead providing healing over time.
  • Injured limbs must be treated by a Doctor's Bag or by a NPC doctor.
  • Ammunition has weight.
  • Companions who are reduced to zero hit points will die, rather than just being knocked out.
Edited by Viper
Guide revisions by Terminator, 07/01/2018.
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It is important to monitor your status at all times. Dehydration will occur fastest, especially in the desert, with starvation next and sleep last. An indicator will appear on your HUD in the lower left corner above your HP meter that indicates if you are suffering from any of the three, turning red, then flashing when nearing death.

 

Using the Stats > Status section of your Pip-Boy you can see what your exact condition is and what effects you are suffering from. In Hardcore mode, each status gets it's own section indicated in brackets.

 

WATER (H20)

0 - 199 - Normal

200 - 399 - Minor Dehydration (-1 END)

400 - 599 - Advanced Dehydtration (-1 PER, -2 END)

600 - 799 - Critical Dehydration (-2 PER, -1 INT, -3 END)

800 - 999 - Deadly Dehydration (-2 PER, -3 END, -2 AGL)

1000 - Death

 

FOOD (FOD)

0 - 199 - Normal

200 - 399 - Minor Starvation (-1 STR)

400 - 599 - Advanced Starvation (-2 STR, -1 CHR)

600 - 799 - Critical Starvation (-3 STR, -1 PER, -2 CHR)

800 - 999 - Deadly Starvation (-3 STR, -2 PER, -2 CHR)

1000 - Death

 

SLEEP (SLP)

0 - 199 - Normal

200 - 399 - Minor Sleep Deprivation (-1 AGL)

400 - 599 - Advanced Sleep Deprivation (-1 INT, -2 AGL)

600 - 799 - Critical Sleep Deprivation (-2 INT, -1 END, -3 AGL)

800 - 999 - Deadly Sleep Deprivation (-2 INT, -2 END, -3 AGL)

1000 - Death

Edited by Terminator
Gudie Revision by Terminator 03/06/2013.
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COMBAT RELATED TROPHIES:

 

13.jpg  Blast Mastery (B)

Cause 10,000 damage with Energy Weapons

 

This trophy will come naturally over time as energy weapons become more common. Playing on Very Easy difficulty you will do 200% normal damage to enemies, making it much easier to accumulate points. To maximize their damage potential ensure that you have a high Energy Weapons skill. If you haven’t received this trophy by level 16, consider taking the Improved Criticals perk which improves critical hit damage by an additional 50%, or the Meltdown perk which causes splash damage as targets are killed. You can keep track of your progress by looking at the "Blaster Master" challenge in your Pip-Boy. Damage inflicted by your companions does not count towards this trophy.

 

 

14.jpg  Love the Bomb (B)

Cause 10,000 damage with Explosives

 

This trophy will come naturally over time as you make use of explosives, but will likely be earned later in the game as they become more readily available. Playing on Very Easy difficulty you will do 200% normal damage to enemies, making it much easier to accumulate points. To maximize their damage potential make sure you have a high Explosives skill. You can also consider the Demolition Expert perk available at level 6, or Splash Damage at level 13. You can keep track of your progress by looking at the "Love the Bomb" challenge in your Pip-Boy. Damage inflicted by your companions does not count towards this trophy.

 

 

15.jpg  Lead Dealer (B)

Cause 10,000 damage with Guns

 

This trophy will come naturally over time as you make use of firearms in the game. Playing on Very Easy difficulty you will do 200% normal damage to enemies, making it much easier to accumulate points. The damage you do in the game will be directly affected by your Perception stat and your Guns skill. If you haven’t received this trophy by level 16, consider taking the Improved Criticals perk which improves critical hit damage by an additional 50%. You can keep track of your progress by looking at the "Lead Dealer" challenge in your Pip-Boy. Damage inflicted by your companions does not count towards this trophy.

 

 

18.jpg  New Vegas Samurai (B)

Cause 10,000 damage with Melee Weapons

 

This trophy will come naturally over time as you induce head trauma across the Mojave. Playing on Very Easy difficulty you will do 200% normal damage to enemies, making it much easier to accumulate points. Melee weapons of both one or two handed variety count towards this trophy, but not those weapons considered ‘unarmed’ melee. A high Melee Weapons skill will affect your damage potential, and high Strength and Endurance stats will improve your base damage If you haven’t received this trophy by level 12, consider taking the Unstoppable Force perk to reduce the effectiveness of enemy blocks. You can keep track of your progress by looking at the "New Vegas Samurai" challenge in your Pip-Boy. Damage inflicted by your companions does not count towards this trophy.

 

 

24.jpg  Old-Tyme Brawler (B)

Cause 10,000 damage with Unarmed weapons

 

This trophy will come naturally over time as you make use of unarmed attacks. Note that this doesn’t limit you to just your bare fists. Weapons such as brass knuckles or a power fist are still considered unarmed for the purposes of this trophy. Playing on Very Easy difficulty you will do 200% normal damage to enemies, making it much easier to accumulate points. Obviously you want your Unarmed skill to be high as this will affect your damage potential, as will your Strength and Endurance stats affect your base damage. If you haven’t received this trophy by level 12, consider taking the Piercing Strike perk to reduce your target’s damage resistance. You can keep track of your progress by looking at the "Old Tyme Brawler" challenge in your Pip-Boy. Damage inflicted by your companions does not count towards this trophy.

Edited by Viper
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01.jpg  Platinum Trophy (P)

Collect all other 50 Trophies for this Trophy

 

"War... War Never Changes" - Fallout

 

"Orbital Bombardment means never having to say you're sorry" - Lord Maim

 

SURVIVAL & EXPLORATION TROPHIES:

 

17.jpg  Stim-ply Amazing(B)

Heal 10,000 points of damage with Stimpaks

This trophy will come naturally over time as you heal damage accrued in the game. To maximize the effectiveness of a stimpak, ensure that you have a high Medicine skill. Keep track of your progress on the Stats screen of your Pip-Boy. You'll notice that when you use the stimpak, the full healing amount is added to your "Health From Stimpaks" stat. Meaning that if you're intending to grind this trophy out, make sure you're in hardcore mode (so they'll heal over time) and that you've taken more damage than the stimpak provides, then use them all at once. As long as you don't leave the menu, the full amount of all stimpaks will be added to your "Health From Stimpaks" stat.

 

 

23.jpg  Desert Survivalist (B)

Heal 10,000 points of damage with food

 

This trophy will come (somewhat) naturally over time as you heal damage accrued in the game. This trophy can be attempted in Hardcore mode, because healing occurs over time rather than instantly in either mode, and you're going to need to eat to survive anyhow! To maximize food’s effectiveness ensure that you have a high Survival skill, because not only will it unlock additional crafting recipes, it will also directly affect how much health you get back from food. Keep track of your progress on the Stats screen of your Pip-Boy. You'll notice that when you eat the food, the full amount of the food's HP benefit is added to your "Health From Food" stat, even though when you exit the menu the food heals over time. Meaning that if you're intending to grind this trophy out, all you have to do is take more damage than the food you're eating, then eat all the food at once. As long as you don't leave the menu, the full amount of all food items you eat will be added to your "Health From Food" stat.

 

Over the course of the game, a staple food item to rely on is Gecko steaks. Geckos of several varieties can be found in many different places, including just outside Goodsprings at the beginning of the game. The recipe to cook the steaks requires a Survival skill of only 25, requires one Gecko meat per steak, and provides more health than any other single component recipe.

 

If you come up short, you can always supplement your score by farming Giant Radscorpions in the pits at Thorn, just south of the Westside south gate. To join the fights talk to Red Lucy, who stands on a platform above the pit. The glands from the radscorpions can be given to Ruby Nash in Primm, who can usually be found on the street in front of the Mojave Express. For each gland you give her, she will give you "Ruby's Casserole", allowing you to quickly stock up on food items to grind through the remainder of your score. Thanks to ripacrombie for the suggestion.

 

 

02.jpg  New Kid (B)

Reach 10th level

 

See The Boss

 

 

03.jpg  Up and Comer (S)

Reach 20th level

 

See The Boss

 

 

04.jpg  The Boss (S)

Reach 30th level

 

10th level is reached when your character earns 7,200 XP, 20th at 29,450 XP and 30th at 66,700 XP These trophies will come naturally over the course of the game, but if you’re in a hurry you could always invest a couple ranks into the Swift Learner perk which will improve the XP you earn by 10% per rank to a maximum of 30% extra XP. You can also use this exploit:

ShadowPeter said:
For those who have problems with the trophy of 30th level and the trophy of 50 Speech's, there is a way to farm XP and Speech's. On sub-quest "Oh My Papa", during the conversation to Jack (about Papa khan Alliance with Caesar) in Red Rock Drug Lab, there is a Speech (60) that never disappears.

Credit to ShadowPeter for this tip.

 

05.jpg  Ol' Buddy Ol' Pal (B)

Recruit any companion

 

See The Whole Gang’s Here

 

 

06.jpg  The Whole Gang's Here (S)

Recruit all companions

 

There are two robots and six people you can recruit in the game for a total of eight companions available over the course of the game. Since you will only be able to have one robot and one recruit at any one time, you will have to dismiss any current companions or robots to recruit another. If you’ve recruited them all at one time or another during the course of a game, you will receive the trophy. Though the companions usually have a sidequest associated with them, it isn’t necessary to complete them for the purposes of this trophy, only to recruit them. Note that you will have to recruit them all in a single game, not over multiple games. The companions are listed in the spoiler below as well as the requirements for recruitment.

 

Spoiler

Robots:

ED-E – Examine the Damaged Eyebot in the Mojave Express Courier. Talk to Johnson Nash in the Vikki & Vance Casino to allow you to repair it. You'll need a Repair skill of 65, a Science of 55, or to gather the parts in order to bring it online.

Rex – He's at The King's side at his 'School of Impersonation'. You have to stay on good terms with the Kings until after you’ve completed G.I. Blues. If you run afoul of them or Pacer in particular you're out of luck. After that, then ask The King about his robotic dog to get the quest “Nothin’ But a Hound Dog” in Freeside.

 

Companions:

Arcade – Old Mormon Fort in Freeside. With a Speech 75 challenge or a high intelligence score you can convince him to join you. Alternately, once you've done Farkas' mission, he will join you as well.

Boone – Novac. Complete side quest “One for My Baby” by providing him with the correct target and proof of their guilt (Look in the motel lobby floor safe). At one time there was a glitch that allowed you have Boone follow you if you did the quest "You Can Depend On Me" but this has now been patched (credit to PainOfDemise for this info).

Cass – Mojave Outpost. Talk to her in the bar and she will join you part way through the “Heartache By The Number” side quest.

Lily – Jacobstown. You can ask her to join you once you start on the “Guess Who I Saw Today” sidequest from Dr. Henry.

Raul – Black Mountain. Free Raul (Likely as part of “Crazy, Crazy, Crazy”) and you’ll be able to recruit him.

Veronica – 188 Trading Post. Standing near the Slop & Shop, answer her question about the Brotherhood of Steel with a non-violent reply to recruit her.

 

 

GLITCH: In order to recruit Cass, you have to perform the first step in the mission "You Can Depend On Me", which requires you to take an invoice to Dr. Hildern in Camp McCarran, before you can purchase Cassidy Caravans. If you have completed the mission "There Stands The Grass" before talking to Dr. Hildern, the option to deliver the invoice will not be available, preventing you from advancing the mission and recruiting Cass. Make sure you've delivered the invoice prior to completing "There Stands the Grass". Thanks to designerheadache and Maksut029 for discovering this.

 

 

07.jpg  Crafty (B)

Craft 20 items

 

Use a campfire, a workbench or reloading bench to create 20 items. Note that creating or breaking down ammunition counts each round individually as a crafted item, meaning that you can get this trophy quite easily at the first reloading bench you find.

Edited by Viper
Guide revisions by Terminator 12/05/2019.
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08.jpg  Mod Machine (B)

Install 20 weapon mods

 

Each weapon can hold up to three weapon mods, which can be purchased or found in your travels. In your Pip-Boy 3000, on the weapons screen hit :l2: to bring up a list of available mods. Each mod is unique to a particular type of weapon, so you need to make sure that you have the right mod for the gun you're using. You'll get the trophy after installing 20 weapon mods, over any number of weapons. The vendors who sell mods are:

 

  • 188 Trading Post - Alexander
  • Crimson Caravan Company - Blake
  • Gibson Scrap Yard - Old Lady Gibson
  • Gun Runners - Vendortron
  • Goodsprings - Chet
  • Hidden Valley - Knight Torres
  • Novac - Cliff Briscoe
  • Red Rock Canyon - Great Khan Armorer
  • Silver Rush - Gloria Van Graff
  • The Fort - Dale Barton

 

12.jpg  You Run Barter Town (B)

Sell 10,000 caps worth of goods

 

Easy enough. Haul your scrounged weapons, loot from creatures and enemies, and whatever other vendor trash you have back to town and sell it. Once you've made 10,000 caps from your filthy lucre, you will receive the trophy. Keep track of your progress on the Stats screen of your Pip-Boy.

 

 

16.jpg  No Tumbler Fumbler (B)

Pick 25 locks

 

To pick a lock, to begin with you'll need a bobby pin in your inventory. The :ls: rotates the angle of the bobby pin over a 180° arc, and the :rs: turns the lock with a screwdriver. If the bobby pin is in the correct position, the lock will open. If not, then the closer you are to the correct position the further the lock will turn before it stops. Release the :rs: immediately when this happens, and adjust the position of the bobby pin. If you're getting closer, the lock will turn further than before. If not, try the other direction.

 

To improve your chances of picking a lock, ensure that you have a high Lockpick skill as well as a high Perception stat. If you find yourself breaking a lot of bobby pins, remember that you can cancel the lockpicking attempt at any time. After three tries to turn the lock have failed, the bobby pin will usually break on the fourth attempt, so if you're not sure you've got the right spot, don't be afraid to pull out. (That's what she said) Keep track of your progress on the Stats screen of your Pip-Boy.

Edited by Viper
Guide revision by Terminator 06/01/2014.
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09.jpg  Walker of the Mojave (B)

Discover 50 locations

 

See Master of the Mojave

 

10.jpg  Master of the Mojave (S)

Discover 125 locations

 

This will occur naturally over time if you're taking the time to explore. If you’re looking for new places to discover, look for triangular outlines at the bottom of your compass which indicates a location you’ve not been to yet. Once you get near the location, a message will come up on your screen that you've discovered a new location and it will be added to your map. Keep track of your progress on the Stats screen of your Pip-Boy. Note: The Explorer perk will not give you this trophy but it will reveal every location on the map so that you can see where you still need to go. I don't recommend wasting a perk this way but it's an option.

 

11.jpg  Globe Trotter (S)

Discover all snow globes

 

There are 7 snow globes hidden in the game:

[spoiler=globes]

1. Jacobstown – On the front desk in the lobby of the lodge.

2. Old Mormon Fort – On a bookshelf in Julie Farkas’ office in the western tower.

3. Lucky 38 Casino – Accessible after Mr. House gives you access to the Cocktail Lounge. It is on the opposite side of the central hub from the elevator, it will be behind a cash register behind the bar.

4. Vault 21 – Inside Sarah’s room.

5. Nellis Air Force Base – Inside Pete’s “museum” on a table in the corner.

6. Hoover Dam – Desk in the visitor center.

7. Goodsprings Cemetary – At the base of a gravestone near the water tower.

 

 

Video courtesy of AchievementHunter.com:

 

30.jpg  The Courier Who Broke the Bank (S)

Get banned from all the Strip's casinos

 

There are 3 casinos on the strip: Gomorrah, The Tops, and Ultra-Luxe. Win too much money at all three and you’ll get the trophy. You'll be banned from gambling, but you'll still be able to access the casino for quests. You'll want to concentrate on Blackjack for this trophy, where strategy can affect the outcome rather than pure luck. Normal blackjack strategies apply; double down on 10 or 11, split a pair of Aces or 8's, and hit on 16 if the dealer has a high card showing because you've probably already lost.

 

Click here for Blackjack strategies

 

Having trouble? Need to get lucky? Put on some Naughty Nightwear! No, I'm not joking. You can buy it at Mick & Ralphs, and it awards you +1 Luck when you wear it. You can also purchase a Luck implant from Dr. Usanagi at the New Vegas Medical Clinic for 4000 caps. The difference a few points of Luck will make is staggering. With a 10 Luck you'll win 90% of the time in Blackjack.

 

You'll be banned from gambling when you win the following amounts:

 

Gomorrah - 9,000 Chips

The Tops - 10,000 Chips

Ultra-Luxe - 15,000 Chips

 

One thing to keep in mind is that if you receive a bad Reputation with either The White Glove Society, The Omertas, or The Chairmen, that will make it impossible to gamble at their casinos. This is particularly important to consider when completing the mission "Ring-a-Ding Ding!", so read the strategy in that trophy carefully to prevent you from missing this trophy.

 

19.jpg  Jury Rigger (B)

Repair 30 items

 

Use your Repair skill to fix 30 items, like weapons, armor, etc. You will need another item of identical type, or a variant on the same type in order to use it for repairs. This trophy will be virtually guaranteed over the course of a game, however. Keep track of your progress on the Stats screen of your Pip-Boy.

 

 

20.jpg  Hack the Mojave (B)

Hack 25 terminals

 

Use your Science skill to bypass security on 25 terminals. Bear in mind that some terminals require a minimum score in Science to even attempt. A number of words will be down on the screen among the background of ASCII gibberish. The harder the lock, the more letters the word is. Much like the old game Mastermind, when you guess a word you'll be told how many letters are correct in your guess, leaving it to you to figure out from subsequent guesses which letters were in the right positions. Choose words that have similar structure and see if your total goes up or down. After the fourth guess however, if you haven't selected the correct answer the terminal will lock down preventing your access.

 

If you're having trouble, remember that after three unsuccessful attempts you can still back out to prevent the terminal from locking down on the fourth guess. The terminal will change the password but better that than shutting you out entirely. You can then log back on to the terminal and give it another try. Keep track of your progress on the Stats screen of your Pip-Boy.

 

21.jpg  Artful Pocketer (B)

Pick 50 pockets

 

Use your Sneak skill to pilfer valuables from people’s pants. For best results, approach your target from behind while crouched to minimize the noise you make. Note that it is easier to pickpocket lower level or sleeping targets. Also, stealing one item at a time counts as an individual pickpocket attempt. Keep track of your progress on the Stats screen of your Pip-Boy.

 

22.jpg  Outstanding Orator (B)

Make 50 Speech challenges

 

Over the course of the game, you'll be presented with skill challenges that can influence the conversation. These are prefaced with the name of the skill or stat followed by a number, for example [science 70], and usually have special results or rewards. Successfully complete 50 of these opportunities to get this trophy. The trophy description is misleading, the challenges don't have to be based on the Speech skill specifically, any skill or stat challenge counts towards this trophy. Keep track of your progress on the Stats screen of your Pip-Boy. You can also use this exploit:

ShadowPeter said:
For those who have problems with the trophy of 30th level and the trophy of 50 Speech's, there is a way to farm XP and Speech's. On sub-quest "Oh My Papa", during the conversation to Jack (about Papa khan Alliance with Caesar) in Red Rock Drug Lab, there is a Speech (60) that never disappears.

Credit to ShadowPeter for this tip.

 

25.jpg  Know When to Fold Them (B)

Win 3 games of Caravan

 

See Caravan Master

 

29.jpg  Caravan Master (S)

Win 30 games of Caravan

 

You'll get a starter deck for Caravan from Ringo in the gas station at Goodsprings. Ringo gives you a note with the deck that contains the complete rules, so I won't go over them again, but I suggest you read them carefully. This game broke my brain at first, so I'll repeat that. Read them carefully.

 

To blow through this trophy easily, just play Ringo 30 times. He has a basic deck and is an easy opponent. When he runs out of money, you'll have to raise the wager to at least 1 cap then accept to continue. A simple strategy for easy wins is to get a couple of jokers, then construct a two suit deck with Aces of the opposite two suits. For example, use only diamonds and spades and include aces that are clubs and hearts. This allows you to use the jokers to nuke the opposite suits without worrying about hurting yourself as well. You'll also want to have a fair number of Jacks and Kings in the deck, both to help yourself and screw the other guy. Queens are relatively useless in this deck, as you'll only have two suits, making reversing direction easy with same suit cards. You'll want to keep an eye out for Aces of your two suits that your opponent plays however, and use a Jack to eliminate them as soon as possible. Ringo doesn't have much in the way of face cards however, so this isn't as big a concern when playing him.

 

This is easiest to do if you buy cards from every vendor who offers them throughout the game (don't worry, they're cheap), then go for this trophy once you're at the end of the game and can construct a deck to suit your particular playing style. You should be able to knock this out with Ringo in a couple of hours without too much trouble. There are several vendors and locations where you can get cards:

 

  • Crimson Caravan Company - Blake
  • Gibson's Scrap Yard - Old Lady Gibson
  • Goodsprings - Chet
  • NCR Correctional Facility - Carter
  • Prospector's Den - looted from corpses
  • Scorpion Gulch - looted from corpse
  • Deathclaw Promontory - looted from corpse
  • Central Sewers - looted from corpse

 

26.jpg  One Armed Bandit (B)

Play 10 spins of Slots

 

This trophy will come easily, as you only have to play the game, not win it.

 

27.jpg  Little Wheel (B)

Play 10 spins of Roulette

 

This trophy will come easily, as you only have to play the game, not win it.

 

28.jpg  Double Down (B)

Play 10 hands of Blackjack

 

This trophy will come easily, as you only have to play the game, not win it.

Edited by Viper
Guide revision by Terminator 15/04/2014.
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31.jpg  Hardcore (G)

Play the game from start to finish in Hardcore Mode

 

After character creation you will be prompted to activate Hardcore mode right after Doc Mitchell returns your equipment. Activate it at this point, and do not disable it throughout the entire game. Disabling Hardcore mode at any point in the game will disqualify you from getting this trophy, forcing you to reload from an earlier save in order to salvage your progress.

 

SIDE QUEST TROPHIES:

 

43.jpg  Come Fly With Me (B)

Completed Come Fly With Me

 

This mission is a side quest received in Novac or when exploring the REPCONN Test Site.

[spoiler=FNVCF]When you make it to the top of the facility, you will be met by Jason Bright and tasked with cleaning the Nightkin out of the basement level. You can either kill them all or convince them to leave if you speak to their leader Davison before you kill any of his bretheren. He'll give you a task that will lead you to another ghoul named Harland, a sniper who also needs your help. If you help them both out, you can resolve the situation peacefully and both Harland and Davison's Nightkin will leave. Otherwise you can kill one or the other (or both) to expedite the situation. Once the basement levels are clear Bright gives you the second half of this quest.

 

He needs Thrust Control Modules and a barrel of Igniting Agent to launch the rockets. Both can be obtained in short order by going to Gibson Scrap Yard. She'll sell you the modules for 500 caps, but a Speech/Barter of 50 will cut the price in half, or using the Lady Killer perk you'll get them for free. If you're short of funds or morals, theft and/or murder is also an option. If you ask her about the Igniting Agent, she'll say that she sold a container of the goop to a researcher who's body you'll find at Clark Field. Go to the marker and loot his corpse, and take both items back to Bright at REPCONN.

 

If you've talked to Chris Haversam and made the dubious choice of telling him that Bright is going to leave him behind, you'll also have the option of bringing 3 boxes of Sugar Bombs to him in order to sabotage the rockets!

 

The quest is considered completed when the rockets are either launched or sabotaged, but if you choose to launch the rockets, make sure to examine the navigation console on the observation platform before you start the launch. You'll upgrade the rocket's trajectory for an extra 200 XP on top of the mission rewards! If the karma hit wasn't enough, this should be more than enough incentive to do the right thing.

 

 

44.jpg  Talent Pool (B)

Completed Talent Pool

 

This mission is a side quest received from Tommy Torini in The Tops Casino.

Spoiler

The quest is completed when all four of the performers in the game are either recruited or been given Torini's business card. They are:

 

Bruce Isaac - Has a room in the Novac Motel.

The Lonesome Drifter - Just north of El Dorado Gas & Service on I-95 is a Sunset Sapsaparilla billboard, with the Drifter camped out at it's base. Make sure to listen to his story before offering him the job.

Hadrian - Insulting the audience at the Atomic Wrangler.

Billy Knight - Near sign for The Tops Casino on the strip.

 

 

45.jpg  Return to Sender (B)

Completed Return to Sender

 

This mission is a side quest received in Camp Forlorn Hope from Tech Sgt. Reyes who you'll find in the Command Center. You must not have a bad Reputation with NCR to receive this mission.

[spoiler=FNVRTS]The quest is very straightforward. No matter how you choose to handle Hanlon, you'll get the trophy at the end of the mission.

 

 

48.jpg  G.I. Blues (B)

Completed G.I. Blues

 

This mission is a side quest obtained from The King at his School of Impersonation in Freeside.

[spoiler=FNVGIB]The King is concerned about a bodyguard named Orris who hangs around inside the north gate of Freeside. He'll give you some money to hire him and told to watch for anything strange. You need to be able to pass an Intelligence 6 and/or Medicine 30 check in order to uncover Orris' perfidious plot and report it to The King. If you didn't spot the ruse, you'll have to hire Orris again. This time Orris knows the jig is up, and attacks you instead! Kill Orris, and report back to The King.

 

He will have a second task for you, this time investigating some violence in Freeside. This will lead you to the Old Mormon Fort where you learn that it was NCR Troopers to blame. Tell The King, and he'll send you back out to talk to some squatters in the area. Talk to Julie Farkas as well for additional information. You'll have waypoints for the squatters, one of which will grill you on NCR history before trusting you with information. The correct answers to his queries are Tandi, Shady Sands, and A two-headed bear. He'll tell you that you can get food at the Ruined Store, and that the password is "hope". Once inside, talk to Kieran. If you spoke to Farkas before coming, you have the option of brokering a deal between the NCR and The Kings, talking about an envoy they'd sent to The King earlier who was badly beaten. Report back to The King with your findings, just in time for the conflict to escalate. Fighting has broken out between The Kings and NCR at the train station.

 

If you talk about the NCR envoy, The King reveals he didn't know about it and understands why they were all riled up. You'll have the opportunity to make a truce with Kieran and get 1,500 XP. If you don't mention the envoy, you're there to get Pacer's back. Mop up the NCR including Kieran and you'll get 1,200 XP and NCR Infamy. Report to The King to complete the mission and get the trophy.

 

 

49.jpg  That Lucky Old Sun (B)

Completed That Lucky Old Sun

 

This mission is a side quest received at the HELIOS One power plant, usually from speaking with Lt. Haggerty outside.

[spoiler=FNVOLS]The mission itself is straightforward. Regardless of what you decide to do with the power, the mission ends with activating the Reflector Control Panel.

 

As a side note, if you secure Euclid's C-Finder, you can choose to route the power to ARCHIMEDES II and gain the ability to call down an orbital strike once per day between the hours of 9 AM and 3 PM for ridiculous amounts of damage. You can try to get it from Max in Freeside as part of the sidequest "I Could Make You Care" by offering him a substantial number of caps, but the easiest way to get this is to wait till he goes to sleep on the second floor of the building to the right of Mick & Ralph's and then pickpocket him.

 

Or if you prefer, choosing "Full Region" but not emergency power will also net you an extra Big Book of Science! Thanks to karnsatron for the tip!

 

 

 

50.jpg  Volare! (B)

Completed Volare!

 

This mission is a side quest received at Nellis AFB from Mother Pearl.

Spoiler

The hardest part of this mission is getting to the fence without being obliterated by the Boomer's artillery. Leave your companions behind and stick to the houses for cover. Move house to house, then make a beeline for the fence as soon as possible. Once you get that close, they won't shell for fear of hitting one of their own. Then move right along the fence to the gate and talk your way in. When you see Mother Pearl, she will ask you to prove your character to the Boomers, the easiest way to do this being several side quests that become available to you at this point:

 

  • "Ant Misbehavin'" from Raquel
  • "Sunshine Boogie" from Loyal
  • "Young Hearts" from Jack

There are also several skill challenges and random tasks around the base that will win you some Boomer fame

 

  • There are three patients at the Medical station you can heal (Medicine 40,50,60)
  • Talk to Pete at the Boomer museum for several skill challenges that will get you fame.
  • If you have a Charisma of 7+ every child that you encounter will have a special interaction. One has a teddy bear quest you can do as well.
  • Bring scrap metal to Jack
  • Bring missiles to Raquel

Eventually, Mother Pearl will tell you to speak to Loyal about their plan to raise the crashed B-29 from Lake Mead. Complete this last leg of the quest and the trophy will be yours.

 

Edited by Viper
Guide revision by Terminator 24/08/2013
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51.jpg  The Legend of the Star (B)

Completed The Legend of the Star

 

This mission is a side quest received at the Sunset Sarsaparilla Headquarters when you talk to Festus, the robotic cowboy mascot in the lobby but don't shut him down, else you will void the quest and miss out on the trophy.

Spoiler

You need to collect 50 Sunset Sarsaparilla Star Bottle Caps to complete this quest. There are 100 in the game that are in set locations, as well as a 10% chance of getting a star cap randomly when you open a bottle of Sunset Sarsaparilla. Finally there are random encounters with collectors which could yield additional caps. A collector named Malcolm Holmes may approach you to discuss the caps, who you can pickpocket or kill for his collection. You may also randomly interrupt a fight in the wasteland between Tomas and Jacklyn who have a number of caps between them. Once you have 50 caps, return to Festus for your "reward".

 

Don't panic when the quest "fails". Talk to Festus again to get your real prize and you'll get another quest called "A Valuable Lesson". Complete this second quest by going to the prize closet and picking up the holotape, and you'll get the trophy. Make sure to pick up the unique weapon Pew Pew while you're here!

 

 

 

MAIN QUEST TROPHIES:

 

 

32.jpg  Ain't That a Kick in the Head(B)

Completed Ain't That a Kick in the Head

 

Main quest mission, received at the beginning of the game.

 

Spoiler

This trophy is awarded after completing the character creation process with Doc Mitchell and receiving all of your equipment back from him.

 

 

 

33.jpg  They Went That-a Way (S)

Completed They Went That-a Way

 

Main quest mission. Available after "Ain't That a Kick in the Head".

Spoiler

Talk to the very creepy Victor in Goodsprings before making your way to Primm, where you'll want to look up Johnson Nash at the Mojave Express depot. He'll tell you that Deputy Beagle saw your attackers, and task you with rescuing his sorry self from the Powder Gangers. Intel from Beagle will lead you to Novac, where you'll talk to Manny Vargas, which will in turn lead you to Boulder City. There you'll meet Lt. Monroe and probably start side quest "Boulder City Showdown", which works to your advantage. You'll have to negotiate with a Khan named Jessup, who happens to be the man you need to talk to. Jessup will give you all kinds of useful information, including where to find Benny, and the lighter that he left behind. If you accidentally touch off a skirmish with the Khans, don't worry. You can also loot the info off his corpse.

 

Once you have this information, you'll get the trophy and it will activate the quest "Ring-a-Ding Ding!"

 

 

 

34.jpg  Ring-a-Ding-Ding (S)

Completed Ring-a-Ding-Ding

 

Main quest mission. Available after "They Went That-a Way".

Spoiler

This isn't really a mission because all you have to do is confront Benny. There are a lot of ways to play it however, some of which will affect your priorities. The most hassle free method is to talk to Swank at the front desk as soon as you enter, and present your evidence that Benny is trying to make his own play. You can either pass three Speech checks (15, 30, and 45) or present Benny's cigarettes from your grave and the lighter you got from Jessup as evidence. Once Swank is on board, he'll return all your weapons. Swank will suggest that you search his room, but you should disagree saying that you need to deal with him right now. He'll get Benny up to his room where you can surprise him. Pump him for as much information as you can, then send him to sleep with the fishes. Search his body for the Platinum Chip and you'll get the chip and the trophy (For extra fun, loot Benny's plaid jacket and do your best Stan impression).

 

 

 

35.jpg  The House Always Wins (S)

Completed The House Always Wins

 

Main quest mission leading up to the Mr. House ending in "All or Nothing". Note that progress in another ending will cause this mission to fail with the message "The House Has Gone Bust!", making this ending unavailable.

Spoiler

This mission set is actually made up of seven numbered missions for Mr. House to secure his dominance.

 

 

  1. Bring Mr. House the Platinum Chip and watch his Securitron demonstration. If you didn't recover the chip when you confronted Benny, you'll have to recover it during part 2.
  2. Take the chip to The Fort and upgrade the Securitrons in the Bunker.
  3. Secure the help of the Boomers. If you've already completed "Volare!" this will be easy. If you want to save time, or they don't like you, Mr. House will also accept eliminating them as a threat.
  4. Look into the Omertas. If you've already completed "How Little We Know" as described in the Road Map, this mission will be completed automatically.
  5. Mr. House will accept nothing less than total destruction of the Brotherhood of Steel. Use the keycards from McNamara, Hardin, and Taggart at the terminal in the VR chamber to generate a self destruct password for the red terminal. Then flee the base.
  6. If you have a Reputation of Accepted or better with the NCR, this mission is the "You'll Know It When You See It" mission. If not, you'll skip immediately to...
  7. Install an override chip at the El Dorado Substation.

 

Once all seven quests are complete, Mr. House will ask if you're ready for the final battle, which will complete this mission, give you the trophy, and trigger "All or Nothing".

 

 

 

 

36.jpg  For the Republic (S)

Completed For the Republic

 

Main quest mission leading up to the NCR ending in "Eureka!". Note that progress in another ending will cause this mission to fail with the message "Don't Tread on the Bear!", making this ending unavailable.

Spoiler

This is a long mission with a number of discrete steps:

 

 

  • After "Ring-a-Ding Ding!" you'll be approached by a messenger directing you to the NCR Ambassador.
  • Complete mission "Things That Go Boom". If you've completed "Volare!" this will be easy.
  • Complete mission "King's Gambit". This is easiest by talking to The King, conveying his refusal to Crocker who through conversation will direct you to Col Hsu at Camp McCarran. Pledge to The King more NCR resources to Freeside, and The Kings will join you. After you kill Pacer, that is. Return to Crocker to start "For the Republic, Part 2"
  • Col Moore at Hoover Dam directs you to recruit or eliminate the Khans. If you've completed the mission "Oh My Papa" this is easy.
  • Col Moore then directs you to recruit or eliminate the Omertas. If you've completed the mission "How Little We Know" this is easy.
  • Col Moore's next target is Mr. House. Kill or disable him.
  • Lastly, you'll have to recruit or terminate the Brotherhood of Steel. If you've already completed "Still in the Dark", this is easy.
  • Complete "You'll Know It When It Happens"
  • Return to Col Moore to complete the mission.

 

This will launch the mission "Eureka!" and give you the trophy.

 

 

 

 

37.jpg  Render Unto Caesar (S)

Completed Render Unto Caesar

 

Main quest mission leading up to the Caesar's Legion ending in "Veni, Vidi, Vici". Note that progress in another ending will cause this mission to fail with the message "Beware the Wrath of Caesar!", making this ending unavailable.

Spoiler


  • After "Ring-a-Ding Ding!" you'll be approached by one of Caesar's Frumantarii inviting you to speak to him.
  • Travel to the Fort and speak to Caesar, who allows you access into the bunker.
  • Destroy three power regulators to destroy Mr. House's Securitron army.
  • Go to Lucky 38 and kill Mr. House.
  • Recruit the Boomers. If you've completed "Volare!" this will be easy.
  • Recruit the White Glove Society, or inform Caesar that they won't join him.
  • Eradicate the Brotherhood of Steel. Use the keycards from McNamara, Hardin, and Taggart at the terminal in the VR chamber to generate a self destruct password for the red terminal. Then flee the base.
  • Complete mission "Et Tumor, Brute?" either by completing a Medicine 75 check or journeying to Vault 34 to get a scanning module for the autodoc.
  • Complete mission "Arizona Killer".
  • Return to Caesar and the quest will end

 

After reporting back, you'll get the trophy and activate the quest "Veni, Vidi, Vici"

 

Edited by Viper
Guide revisions by Terminator 07/01/2018.
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38.jpg  Wild Card (S)

Completed Wild Card

 

Main quest mission leading up to the Yes Man ending in "No Gods, No Masters". The "Wild Card" missions will be available unless you start the Battle for Hoover Dam supporting any other faction, after which they cannot be completed.

Spoiler

The four "Wild Card" missions are almost identical to the path from "The House Always Wins". In fact you can complete all of the Mr. House missions, and kill him right before the Battle for Hoover Dam, and most of the "Wild Card" objectives will already be completed.

 

 

  • Start by going to Benny's room on the 13th floor of The Tops Casino, and finding Yes Man in the hidden room.
  • "Wild Card: Change in Management" Kill Mr. House and then return to Yes Man. Meet him back at the Lucky 38 and he'll take over the mainframe.
  • "Wild Card: You and What Army?" Upgrade the Securitrons at The Fort
  • "Wild Card: Side Bets" Secure support from the Boomers, the Khans, the Omertas, and the White Glove Society, or advise Yes Man to ignore them.
  • "Wild Card: Finishing Touches" Complete mission "You'll Know It When It Happens", then activate El Dorado substation.

 

This will activate the mission "No Gods, No Masters", and give you the trophy.

 

 

46.jpg Arizona Killer (B)

Completed Arizona Killer

 

This is a main quest mission, and only available if you are on the Caesar's Legion ending path. This trophy and You'll Know It When It Happens are mutually exclusive.

Spoiler

The mission is to assassinate President Kimball while he's making his speech at Hoover Dam, depicting the opposite side of "You'll Know It When It Happens". You're given a NCR Trooper uniform and told to infiltrate the crowd. Avoid any NCR Rangers or officers who will see through your disguise if you approach too closely. Depending on your character's build, there are several options available to assassinate President Kimball (aside from shooting him yourself).

 

My recommendation for this trophy is to hack the terminal in the Visitor's Center (Science 50) and update the vertibird control settings. Once the President takes off, Bear Force One will crash and look like an accident if you're maintained your cover. You can watch from the safety of the crowd, then disperse once the vertibird goes down.

 

Other options include:

 

 

  • Explosives 50 - When Cato informs you of the plan, you can ask if there's anything you can do to help. The option will come up for you to plant the bomb on the vertibird instead.

 

  • Explosives 50 - If you have some C4 and a detonator, you can approach Pvt Watson near the stage and help him find his helmet. It's on a table near the bottom of the stairs to the observation deck. Plant the explosives on the helmet and bring it back to him.

 

  • Science 50 - On the observation deck near the radio is a set of gun controls which you can use to reactivate the gun and set it to shoot down the vertibird.

 

  • Direct assault (not recommended)

 

47.jpg  You'll Know It When It Happens (B)

Completed You'll Know It When It Happens

 

This is a main quest mission, only available if you are not on the Caesar's Legion ending path, and if your Reputation with the NCR is good. If your Reputation with NCR is bad, this mission will be skipped entirely denying you the opportunity to get this trophy. This trophy and Arizona Killer are mutually exclusive.

Spoiler

"You'll Know It When It Happens" will occur as part of either "Wild Card: Finishing Touches", "For the Republic Part 2" or "The House Always Wins VI". The mission is to prevent the assassination of President Kimball while he's making his speech at Hoover Dam, depicting the opposite side of "Arizona Killer". This mission is easiest if your Reputation with NCR is Liked or better, making Ranger Grant entirely cooperative with your efforts and allowing you unrestricted access to the entire area.

 

There are two main threats. There is a bomb on the President's vertibird (Explosives 50) to remove. A nearby engineer on the landing pad has a redundant detonator that with a high Sneak skill you can pickpocket. Bringing either one to Ranger Grant's will attention will cause him to cancel the speech and get the President out of there.

 

The second threat is a sniper in NCR Ranger garb that climbs the guard tower behind the stage. Depending on the timing of your initial search, the sniper may have time to still kill the President if you don't deal with him before you contact Grant. The sniper will kill the other NCR guard on the tower and then shoot the President shortly after this. If you have a sniper rifle, you can take out the assassin from afar (make sure you wait until after he kills the NCR guard, otherwise you look like the assassin). A safer approach would be to climb the tower itself. Once on top, if the NCR guard is still there he will continue his patrol as normal. Wait for the assassin to arrive and make his move, then dispatch him before he shoots the president. If the guard has already been replaced by the assassin, he will instantly challenge you. Insist that you call in the dead guard, and eventually he will turn on you allowing you to kill him.

 

If the disturbance has drawn attention, the President will be ushered off stage and back to Bear Force One, otherwise he will finish his speech and take off at the end like nothing ever happened. You'll get the trophy once the President is safely away.

 

 

 

 

39.jpg  All or Nothing(B)

Completed All or Nothing

 

Main quest ending supporting Mr. House. One of four mutually exclusive ending trophies.

Spoiler

The ending missions are very straightforward. "All Or Nothing" requires you to install a override chip in a control box in Hoover Dam, activate the East Power Electrical Switch, then fight your way to the Legate's Camp. If you pass a Barter or Speech 100 challenge, you can convince Lanius to withdraw without engaging in combat, otherwise you'll have to fight him. On your way back across the dam, General Oliver will show up. Again, if you can pass a Barter or Speech 100 challenge, you can convince him to retreat, otherwise you'll have to wipe out Oliver and a squad of NCR Veteran Rangers.

 

 

 

40.jpg  Veni, Vidi, Vici (B)

Completed Veni, Vidi, Vici

 

Main quest ending supporting Caesar's Legion. One of four mutually exclusive ending trophies.

Spoiler

The ending missions are very straightforward. Fight your way across the dam, then enter the Visitor's Center. Follow the waypoints to General Oliver's compound. Pass a Speech 100 challenge to convince Oliver to retreat, otherwise kill him. Return to Lanius to complete the mission.

 

 

 

41.jpg  Eureka! (B)

Completed Eureka!

 

Main quest ending supporting NCR. One of four mutually exclusive ending trophies.

Spoiler

The ending missions are very straightforward. You have an optional objective to activate the water overflow valves to flush the Legonaries out and stop them from invading the dam, however you can just skip right to fighting your way to the Legate's Camp. If you pass a Barter or Speech 100 challenge, you can convince Lanius to withdraw without engaging in combat, otherwise you'll have to fight him. On your way back across the dam, General Oliver will show up to congratulate you.

 

 

 

42.jpg  No Gods, No Masters (B)

Completed No Gods, No Masters

 

Main quest ending supporting Yes Man. One of four mutually exclusive ending trophies.

Spoiler

The ending missions are very straightforward. "No Gods, No Masters" unfolds almost identically to "All Or Nothing". First you have to install a override chip in a control box in Hoover Dam, activate the East Power Electrical Switch, then fight your way to the Legate's Camp. If you pass a Barter or Speech 100 challenge, you can convince Lanius to withdraw without engaging in combat, otherwise you'll have to fight him. On your way back across the dam, General Oliver will show up. Again, if you can pass a Barter or Speech 100 challenge, you can convince him to retreat, otherwise you'll have to wipe out Oliver and a squad of NCR Veteran Rangers.

 

Edited by Viper
Guide revisions by Terminator 13/05/2019.
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CHALLENGES:

In Fallout: New Vegas there are a number of challenges you can undertake to grant yourself on the spot bonuses. For those familiar with Alpha Protocol, these Challenges function in much the same fashion as the Alpha Protocol version. Some are tied to trophies, and some aren't but all reward you with either XP or a special Challenge Perk that gives you a permanent bonus!

 

You can monitor your progress on your Pip-Boy's Data > Misc section, then press :triangle: for the Challenges screen and :square: to toggle through the challenge types. Bear in mind that some challenges will only unlock after others have been completed. I will add additional rewards as they are discovered.

 

CHALLENGE NAME:

...And Know Disintegrations - Disintegrate 32 enemies with lasers (75 XP)

...And Not a Drop to Drink - Drink 100 water items (Perk: Camel of the Mojave)

A Little Critical - Score 100 Crits with 1H pistols (50 XP)

A Matter of Heart - Cripple 100 Torsos (75 XP)

A Matter of Perception - Cripple 100 Heads (75 XP)

Abominable - Kill 50 Abominations (Perk: Abominable)

Aiming is Optional - Do 10,000 damage with launchers (50 XP)

Animal Control - Kill 50 Animals (Perk: Animal Control)

Beam (Weapon) Me Up - Do 25,000 damage with 2H energy weapons (Perk: Set Lasers for Fun)

Bug Stomper - Kill 50 Insects (Perk: Bug Stomper)

Blaster Master - Do 10,000 damage with energy weapons (50 XP)

Click - Do 20,000 damage with submachine guns, LMGs, or miniguns (75 XP)

Condition Critical - Get 100 Crits with Guns (50 XP)

Crafty Veteran - Craft 100 items (75 XP)

Critical Reaction - Get 128 Crits with 2H energy weapons (75 XP)

Day Tripper - Take 25 chems of any type (Perk: Day Tripper)

Demise of the Machines - Kill 50 Robots (Perk: Machine Head)

Desert Survivalist - Heal 10,000 HP with food (100 XP)

Destroy Something Not So Beautiful - Do 10,000 damage with Unarmed weapons (Perk: Beautiful Beatdown)

Disarming Personality - Disarm 25 mines (50 XP)

Doctor Wasteland M.D. - Use 25 Doctor's bags (75 XP)

Energetic - Kill 64 enemies with energy weapons (64 XP)

Fixin' Things - Repair 30 items (50 XP)

Free Radical - Use Rad-Away 20 times (Perk: Free Radical)

Healthy Glow - 25 Terminals hacked (50 XP)

I Can Do it One Handed - Do 10,000 damage with 1h melee weapons (Perk: Melee Hacker)

Kaboom - Kill 50 enemies with Explosive weapons (50 XP)

Kaboom-boom-pow - Kill 50 enemies with Explosive weapons (75 XP)

Know When to Fold Em - Lose 5 games Caravan (50 XP)

Know When to Hold Em - Win 3 games of Caravan (100 XP)

Limber Jack - Cripple 100 limbs (50 XP)

Lord Death - Kill 200 of anything (Perk: Lord Death)

Lord Death of Murder Mountain - Kill 700 of anything (Perk: Lord Death)

Low Tech Hacking - Pick 25 Locks (50 XP)

More Energetic - Kill 64 enemies with energy weapons (75 XP)

Nuke it from Orbit - Use shoulder mounted launchers to kill 250 enemies (75 XP)

Questin' Mark - Complete 5 Quests (100 XP)

Radical - Use Rad-X 20 times (75 XP)

Set Lasers for Fun - Do 16,000 damage with 1H lasers (Perk: Set Lasers for Fun)

Shoot 'em Up - Kill 50 enemies with Guns (75 XP)

Shoot 'em Up Again - Kill 75 enemies with Guns (75 XP)

Sir Talks-a-Lot - 50 Speech successes (50 XP)

Stimpaddict - Use 100 Stimpaks (50 XP)

Super Mutant Massacre - Kill 50 supermutants or nightkin (Perk: Mutant Massacre)

Tough Guy - Have 50 limbs crippled (Perk: Tough Guy)

You'll Blind Somebody - Do 4096 damage to enemy heads with energy weapons (100 XP)

 

 

CHALLENGE PERKS:

Abominable - (3 Ranks) 3%/6%/10% damage increase against Abominations

Animal Control - (3 Ranks) 3%/6%/10% damage increase against animals

Beautiful Beatdown - -10% AP Cost for melee specials

Bug Stomper - (3 Ranks) 3%/6%/10% damage increase against insects

Camel of the Mojave - 15% bonus to water's effectiveness

Day Tripper - Chems last longer

Free Radical - Rad-Away effect doubled

Lord Death - (2 Ranks) - 1%/2% damage bonus

Machine Head - (3 Ranks) 3%/6%/10% damage increase against robots

Melee Hacker - +10% 1h melee attack speed

Mutant Massacre - (3 Ranks) 3%/6%/10% damage increase against supermutants or nightkin

Set Lasers for Fun - (2 Ranks) 2%/4% bonus to laser crit chance

Tough Guy - Reduced limb damage

Edited by Lord Maim
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SKILL BOOKS:

Permanent skill bonuses. Who wouldn't want that. There are a total of 52 hidden books, four of each type except explosives which has three. There's also a 53rd book that you get as a quest reward. Save the Skill Books until you have the Comprehension perk, and you'll get a permanent bonus of 4 points per book!

 

BARTER

 

  • Primm - Bison Steve Hotel. North east corner, on the floor near a floor safe behind the counter.
  • Vault 22 - The easiest way to get this book is to repair the elevator (Repair 50) then go down to Pest Control. Once you get off the elevator, go north up the stairs, enter the door and look left. The book will be on the counter to the right of the lab equipment.
  • Cap Counterfeiting Shack - In the cellar, in the back right room on a stack of suitcases by the bed.
  • Allied Technologies Offices - In the southwest corner of the building, among a bunch of trash and burned books on the floor.

ENERGY WEAPONS

 

  • Hidden Valley - Inside the infirmary, in the trash next to Schuler's desk.
  • REPCONN Headquarters - Upon entering the second floor, it's in the first room on the left on the far left desk.
  • REPCONN Headquarters - In the northwest room of the 1st floor, the room with the Q-35. It is on top of a safe in the corner.
  • Old Nuclear Test Site - In the shack, at the back of the room under a burned book on the counter.

EXPLOSIVES

  • Sloan - In the Worker Barracks, at the back of the room on the shelf under the first aid box.
  • Mojave Outpost - On a lower shelf behind the bar.
  • Nellis AFB (Pearl's Barracks) - On a bookshelf that's mounted to the wall above a grenade launcher and a box of 'nades. The book will be the fifth one from the left, and distinctly smaller than the others.
  • Ranger Station Foxtrot - Inside the tent on the right side of the table with the radio. Credit to gryzio for the find.

GUNS

  • Nevada Highway Patrol Station - On one of the desks.
  • Raul's Shack - Just inside the door to the left in a wooden crate.
  • Vault 34 - Entering the armory, go down the stairs and turn left to the common room where the book is on a metal crate between two couches.
  • Gomorrah - In Big Sal's office on the bookshelf.

LOCKPICKING

  • Wolfhorn Ranch - Next to the refrigerator on the ground.
  • Prospector's Den - Inside the building in the cave, look in the room with all the bedrolls. The book will be at the back of the room on the right, lying on the floor between the last two beds.
  • Silver Peak Mine - As you enter, on the northeast wall are a series of lockers. The book will be in an open locker on the ground.
  • Bitter Springs Recreation Area (Office) - As you enter, go into the room to the left and the book will be on the desk.

MEDICINE

  • Novac - In Sheriff Andy's bungalow at the motel, right on his bed.
  • HELIOS One - On the east side of the second floor, in the room you get the Eastern Reflector Control Terminal password in. The book will be on the bed.
  • Followers Safehouse - On the side table between the beds.
  • Mesquite Mountains Crater - In "Hell's Motel" to your right as you enter, next to the globe on the desk.

MELEE WEAPONS

  • Jacobstown - As you enter the front gate, go to the first bungalow on the right. The book is on the ground in the corner of the stove and the counter. Use your light!
  • Cottonwood Cove - On the second floor of the HQ, in the office of Aurelius of Phoenix. It is on the lower shelf of the bedside table.
  • Cannibal Johnson's Cave - On the mattress by the fire.
  • Hidden Supply Cave - On one of the crates.

REPAIR

  • Sloan - In the Worker Barracks, left of the door as you enter, on a shelf above head height. It will between the dinosaur toy and the radio.
  • Nellis AFB - In Loyal's house on the west side of the base, on a counter to the left.
  • Southern Nevada Wind Farm - In the middle of the table in the center of the shack.
  • Abandoned BoS Bunker - Go down the stairs and take the first left. As soon as you enter the room, the book will be on a shelf just to the right of the entry.

SCIENCE

  • Nipton - Mayor's Office, right on his desk.
  • REPCONN Headquarters - The room south of the entryway has a hard lock (Lockpicking 75), which secures a storage room with the book on one of the shelves.
  • Camp Forlorn Hope - In the command center on a desk in the far right corner.
  • Brewer's Beer Bootlegging - In the basement on the table with the chemistry set.
  • BONUS - HELIOS One - Given as a reward in the quest "That Lucky Old Sun" if you choose "Full Region", but not emergency power. Thanks to karnsatron for the tip.

SNEAK

 

  • Goodsprings - In the house just northeast of the Victor's shack, on the bookshelf straight ahead of the front door. It will be on the second shelf.
  • Camp Searchlight - In the basement of the church on the east side of town. It will be on the ground near the shelves on the left side.
  • Vault 3 - Living quarters area. When you first enter this area, there will be an Average lock/terminal protected door straight ahead of you. Just inside this door on the right will be a bookcase with this book on the second shelf.
  • NCR Sharecropper Farms - In the northeast barracks building, on a desk to the left of the door.

SPEECH

  • NCR Correctional Facility - 2nd floor of the CF Admin building, in the room to the left of the locked door, on top of the desk.
  • Cereulean Robotics (Freeside) - On the floor between the office desks in the back of the building.
  • Brooks Tumbleweed Ranch - In the ranch house, on the southwest corner of the second floor, on a shelf against the back wall.
  • Lucky Jim Mine - At the back left side of the room, on the shelf below the Varmint Rifle.

SURVIVAL

  • Lone Wolf Radio - Inside the trailer on the left side near the back.
  • Mesquite Mountains Camp Site - In the left tent.
  • Matthews Animal Husbandry Farm - On the upper level of the northern barn.
  • Scavenger Platform - Middle of Lake Mead. On the north side of a platform near some metal shelving that's fallen over.

UNARMED

  • Nipton Road Reststop - In the General Store. As you enter, it will be on a wooden shelf on the left wall.
  • Vault 11 - Go downstairs to the female dorm. Turn right at the bottom and go straight till you are under the "Ladies" sign pointing to the left. Look in the room opposite the arrow, and find the book near a knocked over dresser.
  • The Tops - In the Presidential Suite on a small table by the pool tables.
  • Fisherman's Pride Shack - On the bedside table.

Edited by Lord Maim
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TIPS:

 

 

  • In Hardcore mode, ammunition has weight. The components of ammunition however do not. Cases, Lead, Primers and Powder have no weight, which means that you can break down any ammo you don't immediately need to avoid being weighed down by it.
  • Water sources are everywhere. If you're passing by a water source, take a drink whether you need it or not, especially if its a clean source of water untainted by radiation. Irradiated water is still water however. Remember that RadAway weighs nothing while Purified Water is a pound for each bottle. That's some heavy water.
  • See the Challenges section for a list of instant and usually easy bonuses you can get for doing what you were doing anyway!
  • Since perks are half as common in Fallout: New Vegas as they were in Fallout 3, it's doubly important that you choose carefully. Don't waste them on such perks as "Swift Learner" or "Fortune Finder", whose effects only save you time rather than make you more effective.
  • There are several places that you can use to store your filthy lucre, gathered thanks to Tuffmuff in a handy list. Click here for storage locations.
  • For the combat trophies that require you to do 10,000 points of damage with various types of weapons, remember that small enemies have small amounts of hitpoints. If you want to rack up those points faster, you have to fight bigger things. Playing on a higher difficulty won't increase the amount of hitpoints that enemies have, but it does reduce the amount of damage you do to them, so always play on Very Easy difficulty.
  • Major Knight at the Mojave Outpost can repair your equipment to 100%, which is useful for repairing unique weapons or armor.
  • Once you recruit Raul at Black Mountain, you can complete his companion quest by having him in the party when you talk to Ranger Andy in Novac, Loyal at Nellis AFB, and Corporal Sterling at Camp McCarran. After completing the conversations with all three, Raul will ask for your advice on giving up his life as a gunslinger. If you agree that he should leave that life behind, he will get the Full Maintenance perk which will reduce degradation of your weapons and armor by 75% while he's in the party, and he'll be able to repair your equipment to 100% when he's at his shack.
  • Here is a link to a basic Fallout: New Vegas map that will help you find locations (until I can make a nicer one. ;) )

Edited by Lord Maim
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did u already plat the game or somethin or did u jus make the guide lol

You don't need the plat to make the guide, and most of the best guides on this site are gradually shaped over time to include better information. This is damn solid for a release-day post, clearly lots of prep was done ahead of time.

 

If Olsen (or anyone else) is working on one, we'll simply go ahead with the most comprehensive guide or combine the best elements of the competing ones so that everybody wins. :)

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You don't need the plat to make the guide, and most of the best guides on this site are gradually shaped over time to include better information. This is damn solid for a release-day post, clearly lots of prep was done ahead of time.

 

If Olsen (or anyone else) is working on one, we'll simply go ahead with the most comprehensive guide or combine the best elements of the competing ones so that everybody wins. :)

 

As far as Trophy Guides/Road Maps getting loaded and stickied to the site, the Guide Team determines which submissions are the most comprehensive and complete, not the community. But I'm sure that's what you meant in your post. :p

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  • Viper changed the title to Fallout: New Vegas - Trophy Guide & Road Map

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