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This Road Map and Trophy Guide are written by Harry94_ and Terminator and is the property of us and Playstationtrophies.org. If you find this posted anywhere but here then please let us and the staff know so we may take action against the offender(s).

 

If you felt compelled to join the forum as a result of this guide then please give one of us a referral (Type Harry94_ or Terminator in the referrer box), thank you.

 

 

Road Map

 

Overview:

  • Estimated trophy difficulty: 5/10 (Platinum Difficulty Rating)
  • Offline trophies: 73 (41 (B), 24 (S), 7 (G), 1 (P))
  • Online trophies: 0
  • Approximate amount of time to Platinum: 51-75hrs (Estimated Time to Platinum)
  • Minimum number of playthroughs: 1 but only if you manage your saves correctly, else you're looking at 2-3 playthroughs.
  • Number of missable trophies: The G.O.A.T Whisperer, Following in His Footsteps, Galaxy News Radio, Scientific Pursuits, Big Trouble in Big Town, The Wasteland Survival Guide, Strictly Business, Agatha's Song, Reilly's Rangers and Vault-Tec C.E.O. It is possible that The Nuka-Cola Challenge, Data miner and Keys are for Cowards can be missed as well.
  • Glitched trophies: The G.O.A.T. Whisperer, Trouble on the Homefront and The Bigger They are...
  • Does difficulty affect trophies?: No but changing the difficulty can make the Level/Karma trophies easier or harder to get, depending on the difficulty you choose.
  • Do trophies stack?: No.
  • Do cheat codes disable trophies?: There are no cheats available.

 

Introduction:

 

Fallout 3 is a single player sci-fi, post apocalyptic, first person, free-roaming RPG with guns. The game is set in 2277 in and around what's left of the Washington D.C area on the East Coast of North America. Because of the free-roaming nature of this game, you can start and stop most Quests at will and just go exploring but wandering off can have negative effects so save often. The Glitched and Missable trophies will be listed below and more detailed info as to why each trophy is Glitched or Missable can be found in the Guide itself.

 

Notes:

 

  • All the controls mentioned in this Guide are based on custom settings so please cross-reference them with your own setup.
  • For players who don't own the Broken Steel DLC then technically all the non-story related trophies are missable, because there's no going back if you've started the assault on the Purifier during the "Take it Back!" Quest unless you have an earlier save. If you do have the Broken Steel DLC then only the trophies listed in the Walkthrough can be missed.
  • All the pictures used in this Guide were created by Terminator.
  • The DLC Steps are only relevant if you have the respective DLC(s) or the GOTY Edition but if don't have either, then feel free to ignore them. Also note that the DLC Steps are there to say when to start them, not give detailed advice so see the respective Guides for more details.

 

Tips, Bugs, Karma Trophies and Character Building:

 

Glitches, Bugs and newbie tips

 

Terminator has compiled some advice for this game, we advise checking it out if you've never played Fallout 3 before: Fallout 3 Advice Thread

 

Save Frequently but it is advisable to have no more than 20-30 saves on the go at once when you're below 10mb and backup your last 3 saves to a USB drive and/or the PS+ Save Cloud. Do note though that if you do use the Cloud, the saves will take a while to upload due to their immense size. Once you get past 10mb the amount of saves you can safely have varies from 3-10, depending on the player.

 

The importance of difficulty, XP Perks and saves for the Karma trophies

 

We cannot stress enough the importance of saving at the right time and in the right place in order to get all the Karma trophies in one playthrough, else you will have to do another playthrough because they are not cumulative:

 

  • Choosing your difficulty and Perks: You don't want to set your difficulty any lower than Normal else the amount of XP you will earn will be minuscule. We also recommend taking at least 2 ranks of the Swift Learner Perk early on in the game to increase the value of all the XP you earn, doing this will cut the amount of time you have to spend grinding and will make the exploits mentioned in the Last, Best Hope of Humanity and Silver-Tongued Devil trophies less tedious to do.
  • Making the save and when to save: The Karma trophies require you to be at a certain Karma status for levels 8, 14 and 20. You want to make the important save, near the end of levels 7, 13 and 19. To be safe, make the manual save near the end of your current level with about 100 - 500xp to go to the next level. Ensure you make this save in a separate save slot and have backed it up somewhere safe so you can easily come back to it.
  • Reloading: Once you've Levelled up and obtained 1 of the Karma trophies, press :start: then "Load". Now Load the save you made earlier. As we've said it’s better to stay Good, you now you want to change your Karma to Neutral or Evil by doing enough bad things to lower it to that level e.g. repeatedly opening and closing locked NPC terminals, killing good NPCs, stealing, pickpocketing etc. Once you're at the desired Karma level, earn enough XP to level up and get that trophy then reload your save and repeat the process for the 3rd and final Karma trophy for that level. You want to do this at each of the specified levels until you have all 9 of the Karma trophies.

 

See Last, Best Hope of Humanity for a full walkthrough on how to get the Karma trophies.

 

Character Building:

 

In Fallout 3 you get to choose how you want your player to be, below is one possible setup:

 

S.P.E.C.I.A.L traits

 

Strength: 4

Perception: 6

Endurance: 4

Charisma: 4

Intelligence: 7

Agility: 8

Luck: 7

 

We would swap out Agility for whatever trait links to your weapon of choice, Big Guns etc. Given the insane high critical sneak attack though, we'd stick with Agility. Credit to LaochEire for this setup, see here for additional details: LINK.

 

All starting S.P.E.C.I.A.L. traits will increase by +1 with all the Bobbleheads collected and wearing certain items of clothing/head gear. Also, taking the "No Weaknesses" and "Almost Perfect" Perks from the Broken Steel DLC will raise all traits to 5 and 9 respectively. "No Weaknesses" will only raise to 5 the traits that are less than that. Skill books will increase your Skills permanently by 1 point once you've read them or 2 points if you have the Comprehension Perk. It's also possible to use the Intense Training Perk to add a single point to any of your traits but it's unwise to take all 10 ranks of this because you're better off taking other Perks to buff your character in the long term.

 

Walkthrough:

 

Step 1 - Complete the Main Quests except Take it Back!, Misc and certain Karma Trophies and all Bobbleheads

 

The first thing you want to do is get all the main Quest trophies except for Take it Back!:

 

Vault 101 Citizenship Award (B)

The G.O.A.T. Whisperer (B) MISSABLE and GLITCHED

Escape! (B)

Following in His Footsteps (B) MISSABLE

Galaxy News Radio (B) MISSABLE

 

DLC Step: Complete Operation: Anchorage and obtain the Winterized T-51b Power Armour, with this Power armour in your possession you will save fortune in repairs because it's essentially unbreakable. Now complete The Pitt, obtain all the freebies from Everett in the Mill then gain access from Ashur to the Ammo press.

 

Scientific Pursuits (B) Highly MISSABLE

Tranquility Lane (B)

The Waters of Life (B)

Picking up the Trail (B)

Rescue from Paradise (B)

Finding the Garden of Eden (B)

The American Dream (B)

 

The G.O.A.T. Whisperer, Following in His Footsteps, Galaxy News Radio and Scientific Pursuits trophies are, unfortunately, very easy to mess up but see the respective trophies for more details. Once you reach "Take it Back!" you want to make a manual save before going any further, this is because it's the point of no return if you don't own the Broken Steel DLC. The best place to do it is right after you tell Sarah Lyons you need time to prepare before trying to retake the Purifier.

 

Now for most of the Misc trophies and selected Karma trophies:

 

Reaver (B)

Mercenary (B)

Protector (B)

Harbinger of War (B)

Pinnacle of Survival (B)

Ambassador of Peace (B)

Weaponsmith (S)

Doesn't Play Well with Others (B)

Slayer of Beasts (B)

Silver-Tongued Devil (S)

Data miner (S) Possibly MISSABLE

Keys are for Cowards (S) Possibly MISSABLE

Psychotic Prankster (B)

The Bigger They Are… (G) GLITCHED

Yes, I Play with Dolls (B)

Edited by Viper
Update 3.4.
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For tips and tricks on hacking terminals and picking locks, see the main guide and the link for the "Fallout 3 Advice Thread". For the Karma trophies, see the Karma section above and the walkthroughs for the respective trophies for more info. You may not have reached Level 20 by the end of this Step (depending on what difficulty you're playing on) but you can get those trophies in Step 2.

 

Take care when going for the Super Mutant Behemoths because 2 of them are glitchy and one is far buggier than the other. We recommend saving before going anywhere near a Super Mutant Behemoth spawn so you can reload if anything goes wrong (which is advisable anyway because they're ultra strong and hard to kill). You also have to take care with the Data miner and Keys are for Cowards trophies because it's possible, though highly unlikely, to miss them by getting locked out of every terminal and breaking every pickable lock then not taking the Computer Wizz and Infiltrator Perks so you can re-attempt any you've messed up. It's also possible to miss them by not levelling up your Lockpick and Science Skills sufficiently.

 

Step 2 - Side Quests, the remaining Misc & Karma trophies and Take it Back!

 

Now do all the Side Quests and get each of their respective trophies:

 

Big Trouble in Big Town (B) MISSABLE

The Superhuman Gambit (B)

The Wasteland Survival Guide (B) MISSABLE

Those! (B)

The Nuka-Cola Challenge (B) Possibly MISSABLE

Head of State (B)

The Replicated Man (B)

Blood Ties (B)

 

DLC Step: Complete Point Lookout. Doing Point Lookout now may not the absolute most optimal time but you should still be able to avoid the worst of the technical problems, yet still get some decent gear and Perks.

 

Oasis (B)

The Power of the Atom (B)

Tenpenny Tower (B)

Strictly Business (B) Highly MISSABLE

You Gotta Shoot 'Em in the Head (B) - This is harder to get in the German version.

Stealing Independence (B)

Trouble on the Homefront (B) GLITCHED

Agatha's Song (B) MISSABLE

Reilly's Rangers (B) MISSABLE

Scourge of Humanity (S)

Paradigm of Humanity (S)

Last, Best Hope of Humanity (S)

One-Man Scouting Party (S)

Vault-Tec C.E.O. (G) Highly MISSABLE

Take it Back! (S)

 

DLC Step: Complete Broken Steel and Mothership: Zeta. We recommend leaving Mothership: Zeta until last because that way you'll avoid a lot of the problems that come with frequent Energy Weapon usage.

 

Side Quests are found in different locations across the wasteland and will appear upon speaking to the individual that gives you the Quest, please refer to the respective trophy for the locations of each Side Quest and a walkthrough. Trouble on the Homefront is only glitchy if you have The Pitt DLC installed, if you don't then there’s no problem but if you do then it’s a pain to fix should it glitch. The Big Trouble in Big Town, The Wasteland Survival Guide, Strictly Business, Agatha's Song, Reilly's Rangers and Vault-Tec C.E.O. trophies can all be missed by saying or doing the wrong thing but you have to be really careful where Strictly Business and Vault-Tec C.E.O. are concerned because you only get one chance at getting parts of them right so save often. For all of these trophies, see the respective walkthroughs for detailed information.

 

Now is also the time to get all the other trophies including the Hacking, Lock Picking, Speech and Level 20 Karma trophies. Once you've done all the Side Quests and got all the misc trophies, it's time for you to go back and complete the final main Quest called "Take it Back!". By the end of this Step you should have all of the trophies and your Platinum. If have missed something then continue to Step 3.

 

Step 3: Clean up

 

Use this Step to mop up any trophies you may have missed or been glitched out of and at the end of this you will have the "Platinum Trophy (P)".

Edited by Terminator
Update 3.4.
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Trophy Guide:

 

000.jpg  Platinum Trophy (P)

Collect all other 50 Trophies for this Trophy

 

Fallout 3 was released before trophies were mandatory so ensure you have the 1.06 trophy patch installed before starting, because the trophies are not retrospective. The DLC trophies don't have the "+" that denotes a DLC trophy, because the 1.06 DLC trophy patch was released well over a year before that feature was implemented (credit to The Great American Savior for confirming this) so everything below Vault-Tec C.E.O. in the trophy list is a DLC trophy and not required for the (P). Also note that if you have a copy of the game which is distributed by 1C-Cenega, then you will not be able to earn any trophies because neither of the Trophy Patches were released for that version.

 

001.jpg  Vault 101 Citizenship Award (B)

Got the Pip-Boy 3000

 

Story Related, Unmissable

 

After your birth you get to setup the basic aspects of your character e.g. sex, hair colour etc. The game proper starts when you are 1 year old with the Quest 'Baby Steps', you will get to customise your controls and S.P.E.C.I.A.L traits (see the Road Map for an example of which traits to use) once you escape from your play-pen. Make sure you make a note of the Revelation Number (216) as you'll need it later on in the game. After your Father returns, you'll be asked to follow him then the screen will fade out and fast forward to your 10th birthday where you will be given the Pip-Boy 3000 as a birthday present by the Vault 101 Overseer. The trophy will pop almost immediately afterwards.

 

002.jpg  The G.O.A.T. Whisperer (B)

Took the G.O.A.T.

 

Story Related but MISSABLE and GLITCHED

 

The start of this Quest is set a few years after the previous one and you're told by your father that you must take the G.O.A.T exam to see what the future holds for you. This your first chance to get the Bobblehead from your Father's desk.

 

It is possible to miss this trophy completely by having a strop, skipping the test then telling Mr Brotch to give you a grade anyway. This trophy is also glitchy because it's possible for the game to glitch and not start the test so save before entering the classroom. To avoid this bug, talk to Wally Mack and persuade him stand up for himself which in turn will really annoy Butch and force him to stop teasing Amata. Ending the disturbance peacefully will keep your friendship with Amata on a positive note, which in turn will help you later on during the Trouble on the Homefront Quest.

 

There are 10 questions to answer during the test but no10 is a trick question since all the responses are identical. Also, none of your answers to the questions matter since the trophy will pop regardless. Should you not like the 3 Skills that are auto-tagged at the end of the test when you speak to Mr. Brotch, you can reset them by pressing :square: then choose your own.

 

The trophy will pop just after getting your results.

 

003.jpg  Escape! (B)

Completed 'Escape!'

 

Story Related, Unmissable

 

After the cutscene, you'll wake up and be told by Amata that your Father has illegally left the Vault and the place is now in lockdown. She'll also tell you that the security forces are on the Overseer’s orders to arrest your father. Before you leave your bedroom make sure you grab your BB Gun (plus ammo) and the Stimpaks and Med-X from the First Aid Kit because you will not be returning to the Vault for a while. Whilst making your way out of the Vault, make sure you stop by your Father's office and grab the Bobblehead from his desk (if you didn't get it earlier) as this is your second of three chances to get it. Do all the Side Quests you can find before you leave (including saving Butch's mother from some Radroaches) as you will need the Good Karma and XP but try to avoid fighting the guards as you're too weak to last against them, if you must fight them then use melee attacks as you’ll want to save your ammo as it’s scarce this early on in the game.

 

The trophy will pop shortly after you exit the Vault and enter the Capital Wasteland.

 

004.jpg  Following in His Footsteps (B)

Completed 'Following in His Footsteps'

 

Story Related but MISSABLE

 

This trophy can be missable because doing any or all of the following will prevent this trophy from unlocking:

 

  • Visiting Three Dog in GNR without first speaking to Moriarty in Megaton.
  • Retrieving your Fathers' journals from the Jefferson Memorial before being asked to do so by Dr. Li in Rivet City.
  • Going straight to Rivet City's Science Lab to see Dr. Li before being given the Quest to do so.
  • Going straight to Vault 112 (Smith Casey's Garage) where your Father is trapped in a simulation.

 

You'll get this Quest upon completing the first main story Quest called "Escape!".

 

Upon entering Megaton you'll be stopped by Lucas Simms, the town Sheriff, who will ask who you are and you why you've come. Once you're done talking to the Sheriff, go to Moriarty's Saloon (it's on the top level) and get the information on your Father. If you fail the Speech Challenge with Moriarty you will have to do a little errand for him which involves going into Springvale to see a girl called Silver about some money she owes him, do what you have to to finish this errand quickly. After you obtain the information about your father from Moriarty you'll be given a Quest marker for Galaxy News Radio. Getting to GNR will not be easy as you need to go through the Metro system via the Farragut West Metro Station and that's not a safe place to be, especially for beginners. There are dangerous creatures down there such as Ghouls which hit you with powerful melee attacks and there's a couple of Super Mutants as well. Make sure you check out the Super-Duper Mart before heading into the Metro system, because it's full of weak raiders which have some Hunting Rifles for you to scavenge. There's lots of ammo and medical supplies here to.

 

When you finally get out of the Metro system via the Tenleytown/Friendship Station and Chevy Chase North, you'll be ambushed by some Super Mutants so head down the alley where the marker is pointing and you'll find the Brotherhood of Steel (these guys are your allies and will help kill the Super Mutants). Once you reach the GNR building you'll have to kill a Super Mutant Behemoth and a few Super Mutants, grab the Fat Man by the dead BoS soldier next to the statue to take the Behemoth out quickly but be careful because the Fat Man has one heck of a blast radius so stand well back unless you want to be vaporised.

 

Once they're dead use the Intercom to the right of the door and enter the building. When you go upstairs and meet Three Dog then don't hurt or kill him because if you do, you won't get the Quest that gives you the GNR trophy nor will you get the trophy for completing Following in His Footsteps. The trophy will pop once you start talking to Three Dog.

Edited by Viper
Update 3.1.
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005.jpg  Galaxy News Radio (B)

Completed 'Galaxy News Radio'

 

Story Related but MISSABLE

 

Even though this trophy is listed as missable, you would have to go out of your way to miss it as you'd have to kill or hurt Three Dog when you first meet him instead of talking to him. Also note that if you pass the Speech Challenge then you will not be given the Quest, speak to him again if this happens then he will give it to you.

 

In return for information on your Father, Three Dog wants you to help repair the GNR transmitter but to do so you need to retrieve the Satellite Dish from the Lunar Lander that's in the Museum of Technology. The Museum is full of Super Mutants so go prepared for a fight. Once you've fought your way through all the Super Mutants in the lobby, make your way to the West Wing and to the Lander. After you've retrieved the Satellite Dish, make your way out of the museum and to the Washington Monument.

 

Getting to the Washington Monument will be difficult because, like the Museum, the area is crawling with Super Mutants but once you get close it then The Brotherhood of Steel will provide cover fire if any get too close. It's not too hard as most of the Mutants are in the trenches and can't really get you. Once at the Monument, go inside then take the lift to the top and install the new dish. After you leave the Washington Monument, return to Three Dog and turn in the Quest. The trophy should pop during your conversation with Three Dog.

 

Note: We strongly recommend doing the unmarked mission called "Jiggs' Loot" because the reward for completing this is the best Chinese Assault Rifle in the game, see here for the access codes and locations of all the necessary terminals: LINK

 

006.jpg  Scientific Pursuits (B)

Completed 'Scientific Pursuits'

 

Story Related but Highly MISSABLE

 

WARNING: Contrary to popular belief this trophy is not glitched but it is highly missable. You can miss out on this trophy for the current playthrough by discovering/exploring the Jefferson Memorial, Rivet City, Smith's Garage or the area immediately around them before talking to Three Dog and being explicitly told to go there by this specific mission.

 

After handing in the Galaxy News Radio Quest, Three Dog will tell you to find a Dr. Li in Rivet City. Getting to Rivet City will not be easy as you have to traverse several underground Metros but there is another way if you get stuck, Harry Fast Travelled back to the Farragut West Metro Station. There's only a couple of Centaurs and you can get to Rivet City pretty easily then.

 

Once you get to Rivet City, you'll have to speak to someone on the intercom to get the bridge moved. After gaining entry, find the Science Labs where Dr. Li will be working and after Speaking with her you'll be told to go to Project Purity in the Jefferson Memorial but pick up the Bobblehead that’s on her desk before you leave.

 

When you get to the Jefferson Memorial, watch out for Super Mutants as they'll be lots of them both outside and in. Your goal when you get inside is to find the Research Holotapes your Father left behind and one in particular, they're in Rotunda in the lab on top of the machine just outside the inner doors. Once you have the tapes, listen to them and afterwards you'll be given a map marker for Smith Casey’s Garage (which is on the West side of the map near Evergreen Mills).

 

After killing the mole rats and Radroaches inside the Garage, press the switch on the wall to reveal a secret tunnel that leads to Vault 112. Once inside the Vault you will be met by a Protectron who wants you to wear the appropriate clothes and will give you a Vault 112 Jump Suit, put this on. You then need to find and enter the only remaining unoccupied Lounger in the central area.

 

Once you enter the Lounger, the Quest will end and the trophy will pop.

 

007.jpg  Tranquility Lane (B)

Completed 'Tranquility Lane'

 

Story Related, Unmissable

 

Note: Whilst inside the simulation, you will have no access to any of your gear or your Pip-Boy.

 

There are 2 ways to finish this Quest:

 

  1. Talk to Betty and follow her instructions to cause chaos (a lot of Bad Karma earned)
  2. Use the Fail Safe option.

 

Unless you're going for the Bad Karma trophies, we recommend going for the Fail Safe option because it's not only faster to do but easier as well. To activate the Fail Safe, you need to find it so talk to Old Lady Dithers who'll tell you that she knows about what's going and will point you in the direction of the Abandoned House.

 

Once you enter the Abandoned House you'll find a seemingly random collection of objects, each one of which emits a sound when activated. Get the sequence right and the Fail Safe terminal will appear, the correct sequence is: Radio, Pitcher, Gnome, Pitcher, Cinder Block, Gnome, Bottle. Once the terminal appears, access it and choose the "Chinese Invasion" option then leave the house. Now talk to Betty, who will tell you who she really is, complain about the situation and inform you that the dog that has been wandering around is really your father. After finishing your conversion, head towards the exit in the Playground and leave the simulation. On exiting the Lounger, your father will start talking to you and explain how he came to be in this mess, eventually he will say he's returning to Rivet City to talk to Dr. Li about restarting Project Purity.

 

The trophy will pop during the conversation with your Father.

 

008.jpg  The Waters of Life (B)

Completed 'The Waters of Life'

 

Story Related, Unmissable

 

Once you've left Smith Casey's Garage, either Fast Travel to Rivet City or walk there and escort your Father. Personally we recommend Fast Travelling back and waiting 24 in game hours for your Father to appear in the lab as he's invincible and cannot be killed (just knocked out), it's also a lot faster than walking. After your Father appears, return to Dr. Li in the Science Labs and wait for him to persuade her to reactivate Project Purity. Once everything is agreed, you'll be asked to meet everyone outside the Gift Shop entrance at the Jefferson Memorial.

 

WARNING: There is a really nasty glitch that can sometimes occur when you try to leave the basement after replacing the Fuses that can cause the game to hard freeze, either on the load screen when leaving the Basement or when trying to enter the Rotunda to go see your Father. All you can really do about this is load a save from before you enter the Basement or from before you even enter the building. If all else fails, you’ll have to start a whole new game.

 

Before the team can enter, you have to kill all the remaining Super Mutants. If you eradicated the Super Mutants on your previous visit then everyone will have already setup and be preparing to reactivate Project Purity. Your Father will ask you to do 4 things before they can begin, once you've accomplished everything he has asked you to do you'll see a load of Enclave Soldiers arrive in a Vertibird.

 

The Enclave now stand between you and your Father so make your way quickly to the Rotunda, killing everything that gets in your way. After you’ve returned to the Rotunda and seen and done everything there, you'll be asked to Escort Dr. Li and a few others out of the Memorial, through the Taff Tunnels and out to the Citadel. Be sure to not let any corpses block the manhole cover else you may not be able to open it, if a corpse does fall on it then you can try pulling it off (press and hold the :rs: in then move your character in the desired direction) or use grenades/rockets to blast it clear. Ensure Dr. Li enters the tunnels first else you'll have to waste valuable time waiting for her, there is lot of radioactivity down here at times so take some Rad-X before proceeding any further. The tunnels are crawling with Enclave soldiers and Ghouls so ensure you have plenty of health items and ammo. Daniel Agincourt may kick up a fuss at some point about not having a gun so give him one to shut him up if he does.

 

Once you go through the door marked "Taff Tunnel", Dr. Li will stop you and say the group can't go any further because Graza is ill and needs help. You have 3 options:

 

1: Pass a Speech Challenge and give him some Buffout (if you have any).

2: Pass a Speech Challenge and persuade Dr. Li to leave him behind.

3: Give him a Stimpak (if you have any).

 

We recommend option 1 because the group will still listen you and you'll be one step closer to the Silver Tongued Devil trophy. After this pause you will be able to continue your journey so follow the Quest Marker and deal with any enemies you meet.

 

Once you get to the Citadel, Dr. Li will argue with Paladin Bael outside the gate then with Elder Owyn Lyons over the intercom. The trophy will pop once Elder Owyn Lyons has finished talking and the gate blocking your way is raised.

 

Note: Once you leave the Jefferson Memorial you will be unable to return until the Quest called "Take it Back!", it will also disappear from the World Map and become inaccessible due to the Force Fields that the Enclave have installed.

Edited by Viper
Update 3.0.
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009.jpg  Picking up the Trail (B)

Completed 'Picking Up the Trail'

 

Story Related, Unmissable

 

After the conversation for the above trophy has finished, speak to Paladin Gunny about taking the Power Armour Training because you'll need the extra protection. Once you've completed the training then go to the Science Labs, locate Scribe Rothchild and ask him about the G.E.C.K (Garden Of Eden Creation Kit). He will eventually direct you to a terminal that has the location of a few Vaults, including Vault 87 which is the one you want. There is, however, a major problem which is the main entrance to Vault 87 took a direct hit during the war and is heavily irradiated to the extent you will be dead in seconds if you try to access it. The only safe way into the Vault is through Little Lamplight but to get in you need to speak to Mayor MacCready and convince him to let you in. There are 3 ways to gain entry to the caverns:

 

1: Use the Child at Heart Perk to insult MacCready.

2: Choose the "How can I get you to trust me?" option and do the "Rescue From Paradise" Quest.

3: Pass the Speech Challenge.

 

We recommend option 2 because then you can get 2 trophies fairly close together and cut down your time to Platinum.

 

Note: You will not be able to equip a weapon of any kind whilst in Little Lamplight or use your Pip-Boy until either Mayor MacCready agrees to let you in or you leave the caverns.

 

When you do get in, you need to speak to Mayor MacCready where you will have the choice of either getting him to open Murder Pass, which is swarming with Super Mutants (and Masters) or ask him about Alternate Routes which involves you asking a boy called Joseph to fix the computer on the door to the Reactor Chamber. The direct route is dangerous but will net you lots of gear, cash and XP whereas the Reactor Chamber will allow you to bypass all Murder Pass but at the expense of the goodies you would have got going the other way. Whichever way you chose, you will end up inside Vault 87 and the trophy will pop almost immediately after you enter.

 

010.jpg  Rescue from Paradise (B)

Completed 'Rescue from Paradise'

 

Can be Story Related

 

You can start this Quest by failing all the Speech Challenges in Little Lamplight and being asked to help the Mayor's friends or by going directly to Paradise Falls, which is North and slightly East of Northwest Seneca Metro Station. When you do get there a Slaver called Grouse will stop you and after a heated argument, you will get the option to bribe him for 500 caps.

 

After entering the main complex, go to Eulogy's Pad and speak to him about buying some child slaves to which he'll say you can have what you may like. Once you've found out a little more about the children, say you'll buy them then he'll then say he wants 2,000 caps for them but with a high enough speech level you'll be able to get him down to 1,200 caps. After agreeing a price, Eulogy will say that they've been taken to the front gate for collection. However if you're not as rich as we were at the time, then you have to do this the hard way by stealing stuff and unlocking gates etc. WARNING: If you do it this way then ensure the slavers don't see you do anything bad because they will turn hostile and never forgive you, which in turn means you will never be able to complete the Side Quest and trophy called Strictly Business. If this happens then reload an earlier save if you have one, else you'll have to start a new game to get that trophy.

 

After leaving the main complex, the slaves will thank you for freeing them and run off back to Little Lamplight. The trophy will pop once the conversation is finished.

 

Note: Due to a bug, you can't Fast Travel directly from the inside of Paradise Falls (where Eulogy's Pad, Lock and Load etc. are) so you'll have to move to the outside area before you'll be allowed to.

 

011.jpg  Finding the Garden of Eden (B)

Completed 'Finding the Garden of Eden'

 

Story Related, Unmissable

 

Once inside Vault 87 you need to find and retrieve the G.E.C.K from the Test Labs on the top level of the Vault which will not be easy. This is because there are Super Mutants everywhere and a few Centaurs as well so make sure you have plenty of ammo and your armour and weapons are in good condition.

 

There is a big problem with getting the G.E.C.K as the room it's stored in is flooded with lethal levels of radiation that will kill you in seconds. You have two choices on how to retrieve the G.E.C.K:

 

  1. Release Fawkes the friendly Super Mutant from his cell and have him retrieve the G.E.C.K and give it to you.
  2. Hack the terminal in the room Fawkes directs you to and unlock the Storage Room, go to the Storage room (which is near the G.E.C.K) then take and equip the Advanced radiation Suit. After equipping the Advanced radiation Suit, go to the G.E.C.K room and take plenty of Rad-X and Rad-Away.

 

It's best to release Fawkes and let him retrieve it because he's virtually invincible and will join you after the next Quest providing you have Good Karma. To release Fawkes you need to access the terminal he mentions then open Isolation Room 5 (and only that room else you'll be swarmed by enemies). After retrieving the G.E.C.K, make your way out of the Vault and the trophy will pop after the ensuing cutscenes when the interrogation by Colonel Autumn is over and President Eden lets you out of your cell.

Edited by Viper
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012.jpg  The American Dream (B)

Completed 'The American Dream'

 

Story Related, Unmissable

 

After the above has happened, you can retrieve your stuff. You may or may not be stopped by an Enclave Officer when you try to leave your cell, if you are then you will have to pass a Speech Challenge to avoid any initial conflict on your way up to the President's office but it won't last as the order will be rescinded almost immediately so you'll be forced to fight your way through the base to the President. Along the way you will have to fight several Enclave Soldiers, Officers and a few Radroaches so be careful. There will be lots of weapons, ammo, armour and health items lying around so make sure you pickup as much as you can carry as you won't get another chance. Don’t forget to pick up the Energy Weapons Bobblehead from Colonel Autumn's desk on Level 2 before entering the Control Room as this is your only chance to get it! Fail to pickup this Bobblehead and you will either have to either load an earlier save or start a new game from scratch. In the same room as the Bobblehead is a Holotape called "ZAX Destruct Sequence", pick it up as you may need it when you face President Eden.

 

Soon after you meet the President, he will order you to take a vial of Modified F.E.V virus to plug into the Purifier at Project Purity (whether you use it or not is up to you but you can't exit the President's Office without it). After taking the vial, you will get the opportunity to persuade the President to kill himself and blow up the base. Regardless of which option you choose, you'll be allowed to leave the base.

 

After exiting the base you will run into Fawkes (if you freed him from Vault 87) and he will ask if can join you (though only if your Karma is Good). After dealing with Fawkes, Fast Travel back to the Citadel and make your way to the Science Labs where you will witness an argument between Scribe Rothchild, Elder Owyn Lyons and Sarah Lyons. Once the Argument finishes, Rothchild will ask you about the Enclave and at some point the Modified F.E.V virus will be mentioned and you will have the opportunity to either lie about what happened to it or hand it over to him for disposal and a Karma boost.

 

After Rothchild finishes with you, Sarah Lyons will make you an honorary member of the Lyons' Pride and will give you a choice of either a full suit of Power Armour or a full suit of Recon Armour (it doesn't matter which one you choose), after which she will ask you what to do about the Enclave. This where you need to be careful because if you don't have the Broken Steel DLC or have a save file backed up somewhere, choosing to attack the Enclave will take you to the point of no return. Your best option is to say you need a minute to sort some things out, to which Sarah will say hurry up (or something similar) and you will exit the conversation and the trophy will pop.

 

013.jpg  Take it Back! (S)

Completed 'Take it Back!'

 

Story Related, Unmissable

 

Do note that the description for this trophy is misleading because just finishing the "Take it Back!" Quest won't pop the trophy, you also have to finish another Quest you're given once you reach the Jefferson Memorial called "Project Impurity".

 

Make sure that before accepting this Quest you have made a manual save and backed it up somewhere, because this Quest is the point of no return if you don't have the Broken Steel DLC installed. You won't be able to complete any other Quests except this one once you start.

 

Note: On entering the Laboratory you will be unable to equip any weapons or use your Pip-Boy until the cutscene and conversation with Sarah are finished. When you finally tell Sarah you're ready, you won't be able to control your character again until Liberty Prime is being raised to ground level.

 

WARNING: Whatever you do, don't go through the main gate of the Citadel before Sarah does else there’s a chance you'll crash the game.

 

On exiting the Citadel you have to escort Liberty Prime to the Purifier but the very first time Harry did this Quest, Liberty Prime got his foot stuck on one of the rocks and he didn't get out for ages!

Harry94 said:
I just started wandering around the wasteland getting Bobbleheads and every once in a while I'd return and see if he was moving, most the time I checked he was still stuck then one time I killed some of the brotherhood (while being in a 'hidden' state) and carried the bodies to the foot of the bridge. To my astonishment, after doing that Liberty Prime started moving and I was able to complete the Quest.

 

Don't try shooting Liberty Prime if he gets stuck else he will turn hostile and kill you almost instantly.

 

The easiest thing to do is to just let Liberty Prime to do all the killing as he throws nukes and has a big laser for a face. The enemies that do get around him, you want to make sure you kill them quickly as their energy weapons will take a lot of health off you.

 

Once you reach the Memorial (and have triggered the Quest "Project Impurity") you have to fight off a few Enclave soldiers and when you reach the lab, Colonel Autumn and his goons will be there. Autumn will have a brief conversation with you then you can kill him and his goons, they don’t take much to kill. Once you've done that, approach the Purifier chamber and Dr. Li will say that the Purifier is going to explode if the pressure isn't released but it’s a one-way trip for whoever goes inside. Normally it doesn't matter who enters the code into the Purifier but sometimes it will glitch if your Companion enters it. If it does glitch then all you can do is load an earlier save and make sure only yourself or Sarah Lyons enters the code (credit to Gretty for confirming companions can start the Broken Steel DLC).

 

If you enter the Purifier then you have chance to use the Modified F.E.V virus (if you still have it) with the console next to the inner door of the chamber.

 

Without Broken Steel installed this trophy will pop either during or just after the final cutscene but with it installed, the trophy will pop sometime during or just after you speak to Elder Lyons when you wake up.

 

Note: If you activate the Purifier then there may be a minor but harmless audio glitch where Sarah will tell you to activate it even though you already have.

 

014.jpg  Big Trouble in Big Town (B)

Completed 'Big Trouble in Big Town'

 

MISSABLE

 

There are 2 ways to start this Quest:

 

1: Talk to Dusty at the main entrance to Big Town which is Northwest of Springvale and directly North of Vault 101.

2: Talk to Sticky in Little Lamplight and accept the Escort job he offers you.

3: Go directly to the Germantown Police HQ and rescue Red without going to Big Town first.

 

We recommend option 1 because it's simpler and far less hassle then the other two, especially since you probably won’t have discovered Big Town by this point.

 

To get the Quest Marker to show up you have to talk to any random resident, after which you’ll get a Marker for the Germantown Police HQ. When you reach the Germantown Police HQ, clear out as many Super Mutants and Radroaches as you can before you rescue Red from her cell else they will kill her. After rescuing Red, you will get the optional objective to rescue her friend Shorty from the Basement Kitchen but you'll have to be quick as you only have about a minute to save him from be killed.

 

When you give Red and/or Shorty a gun, make sure you give them some ammo to go with it else it won't be used. Do note though that anything you give to Red and/or Shorty will be lost forever, unless you retrieve them before entering the Big Town outskirts because after that the option to access their inventories will be gone (even trying to pick their pockets won't work). Health wise these two are very vulnerable so take care of any threats ASAP!

 

To get everyone home safely, Fast Travel to the point nearest Big Town (if you haven't already discovered it) and escort them from there. If you have already discovered Big Town then you can just fast Travel straight there.

 

The trophy will pop once you accept or refuse the reward Red offers you in Big Town. After accepting or refusing Red's reward, you can help the residents defend themselves from a Super Mutant attack. It's best if you say you'll fight them off because then there's a good chance that Red will die, which in turn will make the Strictly Business trophy that little bit easier.

Edited by Viper
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015.jpg  The Superhuman Gambit (B)

Completed 'The Superhuman Gambit'

 

To start this Quest go to Canterbury Commons, which is to the South East of The Temple of the Union and walk down the main road until you see 2 "Super Heroes" facing-off against each other. After the fight ends in a stalemate they will run off, the townspeople will come out and you will be welcomed by Uncle Roe. During the conversation, Uncle Roe will inform you of the situation and you will get the chance to say you will deal with one or both of them. If your Speech level is high enough, you will be able to get your fee doubled. After saying you will take care of the problem you can either to talk to Roe's Nephew or to Porter, either way you will learn where they are hiding.

 

Passing a Speech Challenge, using the Black Widow/Lady Killer Perk or being careful what you say will end the conflict peacefully. It's possible to get both of their Costumes by persuading both parties to end the conflict before you turn in the Quest and not giving either of them the costume belonging to the other. After dealing with both of them, go and claim your reward from Uncle Roe then the trophy will pop soon after the conversation ends.

 

016.jpg  The Wasteland Survival Guide (B)

Completed 'The Wasteland Survival Guide'

 

MISSABLE

 

This is a lengthy Side Quest trophy and can be missed because if you kill Moira or she dies on the way to Underworld (if you nuked Megaton), then the Quest will fail. It should also be noted that you can mess up the Scientific Pursuits trophy if you haven't already got it so get that before doing the "Research Rivet City's history" objective for Moira.

 

To start this Quest, you need to speak to Moira Brown at the Craterside Supply Store or in Underworld if you chose to nuke Megaton.

 

Notes:

 

  • It is also possible to complete this Quest without doing any real work by telling Moria the book is a waste of time and not to bother writing it but doing this is a really bad idea because you will miss out on lots of XP, caps and gear, as well as seriously slowing down your progress towards certain other trophies.
  • We recommended doing all the optional objectives because you will get much better rewards for doing so, especially at the end when you hand in the final objective. Credit to The Great American Savior for providing info regarding what the optional objectives are called and confirming a couple of other details.

 

Chapter 1: Survive

 

Primary objective: Find food at the Super-Duper Mart

Optional objective: Find medicine in the Super-Duper Mart

 

Be careful here as the place is swarming with Raiders both inside and out. Once you get inside, clear the place out and grab the medicine and as much food as you can carry then exit and Fast Travel back to Megaton.

 

 

Primary objective: Contract radiation Sickness

Optional Objective: Contract 600 RADs

 

The way Harry did it was to stand next to the Megaton Nuke but the fastest place is at the old water tower by Springvale High School, because it has loads of radioactive barrels and the water inside the tower is highly radioactive. If you go down the barrel route then stand on top of the barrels to ensure you absorb +8 RADs a second. Once you've absorbed 600+ RADs for the optional objective, walk or Fast Travel back to Megaton and tell Moira how sick you feel. Moira will then cure your radiation and give you a new Perk.

 

Note: Do this early on in the game, else you will be almost immune to radiation due to all the Perks and specialised gear you will inevitably get.

 

 

Primary objective: Traversing a minefield

Optional objective: Retrieve a land mine for Moira

 

For this you have make your way to the settlement of Minefield which is directly East of the Germantown Police HQ. When you get there, pick your way through the minefield and make your way to the Playground. Be warned though because there's a sniper at the other end of town that will be taking pot-shots at you and the unexploded cars so kill him before he kills you. Also, make sure you grab a few mines so you will have one to give to Moira to complete the optional objective and be able to sell the rest to her for a good price.

 

Notes:

 

  • You can also wait until you hit Level 14 and take the Light Step Perk (providing your Perception and Agility are at 6 or higher), then you won’t trigger any of the mines.
  • The sniper is called Arkansas and is part of the Strictly Business trophy.

 

Chapter 2: Thrive

 

Primary objective: Test the repellent on Mole Rats

Optional objective: Test the repellent on 7 or more Mole Rats

 

Moira will send you to the Tepid Sewers for this Quest so make your way there and kill all the Mole Rats you see with the Repellent Stick but watch out for traps and Raiders whilst you're there. There are also several Mole Rats round the back of Megaton (providing you haven't already killed them) and the more you kill before entering the Tepid Sewers, the less you will have to kill when you're in there. This is one of the easier objectives because you just have to keep on killing Mole Rats until the game says stop.

 

Note: There is a chance the stats for optional objective may glitch and not count correctly, if this happens then you will need to kill 10 Mole Rats before the objective will be marked as complete (credit to The Great American Savior for this information).

 

 

Primary objective: Place an Observer unit inside a Mirelurk nest

Optional objective: Complete the objective without killing a single Mirelurk

 

If your Sneak Skill is high enough and you have a Stealth Boy handy then the optional objective to complete this without killing any Mirelurks will be easy but if it isn't, then you will have to run to the nearest nest on the lowest level of the Memorial, plant the Observer Unit and get out of there before the Mirelurks kill you!

 

See here for an alternate method involving the Service Entrance (it has an "Easy" lock):

(Credit to TopSpec-Gaming - TopSpec Players for this video. Although this is for the Xbox 360 version, the info should still be relevant).

 

Note: Only Mirelurks inside the Anchorage Memorial count towards the optional objective, it doesn't matter if you kill any on your way there (credit to The Great American Savior for this information).

 

 

Primary objective: Return to Moira with injuries equalling more than 50% of your health

Optional objective: Come back to Moira with a crippled limb

 

There are several possible ways of doing this but the most efficient are the following:

 

  • Get attacked during Mirelurk Nest objective, get badly injured and cripple at least one limb in the process.
  • Blow yourself up with some Grenades or the Missile Launcher, you can't overcook Grenades so you will have to throw them close by you.
  • Place some Frag or Plasma mines (Pulse ones don't count), stand on top of them then shoot one - this works best when you're at a low level because you’re weaker and have fewer Perks.
  • Jump off the balcony outside Craterside Supply in Megaton.
  • Re-arm a Bear Trap (there a some in Meresti Trainyard), step on it then re-arm it again and repeat until you get crippled.

 

Make sure you don't heal yourself by mistake else you will have to cripple yourself again.

 

 

Chapter 3: Survive

 

Primary objective: Research Rivet City's history

Optional objective: Find out the "true" history of Rivet City

 

WARNING: Do not do this mission if you haven't done the Scientific Pursuits Quest, else you could render that trophy unobtainable for your current playthrough.

 

Talk to the following people:

 

Vera Weatherly - Weatherly Hotel (Upper Deck)

Seagrave Holmes - Rivet City Supply (Marketplace)

Pinkerton - Broken Bow (required for the optional objective)

Bannon - Potomac Attire (Marketplace)

 

 

Primary objective: Go to the RobCo facility and use the Mainframe

Optional objective: Hack the RobCo production facility Mainframe

 

The bulk of the enemies in here are Raiders, Radroaches and Mole Rats but take plenty of Pulse Grenades and/or Pulse mines when you do these objectives because there will be loads of Robots after reprogramming the Mainframe. If you don't do the optional objective, then you will face far more hostile robots in the Capital Wasteland.

 

 

Primary objective: Arlington Public Library

Optional objective: Retrieve the complete Library Archive

 

The only enemies you will face in the Library are Radroaches and Raiders so nothing too taxing. Be warned though, that there are a couple of turrets in one of the back rooms so make sure your Hacking Skills are up to scratch else you will have to tackle them the hard way.

 

The Archives are held in the Arlington Library Media Archive but you will face a lot of enemies in there so be prepared. In one of the rooms is a box marked "Restoration Supplies" which is part of the Stealing Independence trophy but do not remove the Ink Container because you will be stuck with it for the remainder of the game due to a glitch. In a back room you will find a terminal called the "Arlington Public Library Public terminal", access it and choose the "Access Card Catalogue" and "Transfer Library Archives" options.

 

If you choose to finish The Wasteland Survival Guide in its entirety then the trophy will pop after your conversation with Moira is over but If you chose to avoid doing any work and just convinced Moira the book is a bad idea, then the trophy will pop soon after she agrees with you.

Edited by Viper
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017.jpg  Those! (B)

Completed 'Those!'

 

You get this Quest by talking to Bryan Wilks who can be found in random locations near the Super-Duper Mart but can also be found near the Diner in Grayditch itself. If for some reason he doesn't spawn, go directly to the Marigold Metro Station (which is to the Southeast of Grayditch) and talk to Dr. Lesko then Bryan will appear as a marker on your map (credit to Droooogie for this info). Once you've accepted the Quest, you have to go looking for Bryan's father. Getting through Grayditch won't be easy as there are Fire Ants everywhere and they are very hard to kill so make sure you're packing some serious firepower! When you find Bryan's father at the Wilks's home you will find he's already dead, loot the corpse and house of all useful items before leaving. Before you tell Bryan about his father, go to the shack next door and read all the files on the terminal to get the location of the Marigold Metro Station. Also ensure you pick up the "Dr. Lesko's Notes" Holotape from the table to your left as you enter his shack because there's vital info on it. Note: The Mission waypoint marker for Marigold Station may not appear so you'll have to set one manually.

 

After telling Bryan his dad is dead, go to the Marigold Metro Station. Once you enter the station, locate Dr. Lesko, follow his instructions and kill the five Guardian ants (Frag and Bottlecap mines will be of help you here so bring some with you) hack the terminal and choose the "Send Inhibitor Pulse" option then return to the doctor and claim your reward. As your reward you can choose either a Strength Boost or an increase for your Perception. The choice is yours as to which one you take but we recommend the Strength Mutagen as it gives you the Ant Might Perk which grants +25% Fire Resistance and +1 to Strength.

 

To finish the Quest and get the trophy, you now have to find a home for Bryan. When asked if he knows of anyone who will take him he will mention something about Rivet City but do not go there until the main story tells you to else you'll glitch out the Scientific Pursuits trophy. You can find a home for Bryan at Rivet City with his Aunt, Vera Weatherly (Good Karma) or sell him to Eulogy Jones in Paradise Falls (Bad Karma). Once you've found him a home and told him about it, the trophy will pop. Credit to The Great American Savior for confirming the final details on when the trophy is supposed to pop.

 

018.jpg  The Nuka-Cola Challenge (B)

Completed 'The Nuka-Cola Challenge'

 

Possibly MISSABLE

 

Do not drink, sell or make Nuka grenades out of any bottles of Nuka-Cola Quantum you find before completing this Quest otherwise you will not have enough to get the trophy.

 

WARNING: If Sierra is in "Fleeing" status when you visit her, then search the surrounding area for any enemies that have spawned and kill them. If she doesn't snap out of it, even after waiting or Fast Travelling away then back again, all you can do is load a much earlier save. Also, make sure your Companion waits outside as they have a nasty habit of killing Sierra.

 

You will get this Quest from Sierra Petrovita in Girdershade which is Southwest of Smith Casey's Garage, after taking her Nuka-Cola Tour. Once you receive the Quest, you'll need to recover 30 of the 108 bottles of Nuka-Cola Quantum that are to be found hidden throughout the game (there are 94 bottles if you don’t have the DLCs). To make your life easier, complete the optional part of this Quest and retrieve the Shipping Manifest from the Nuka-Cola Plant. After accepting the Quest and leaving Sierra's home, her "boyfriend" Ronald Lauren will stop you and ask you bring him the Quantums instead. We recommend sticking with Sierra because, according to the Fallout Wiki, giving the Quantums to Roland will cause you to lose Karma and you don't want that (unless you're going for the Bad Karma trophies that is).

 

This is an example of what a bottle of Nuka-Cola Quantum looks like:

 

B9OzcyX.jpg 

 

There are 2 ways of getting this trophy:

 

1: Scavenge 30 bottles of Nuka-Cola Quantum from the locations in the link below.

2: Install the Broken Steel DLC, hit Level 22 and take the Quantum Chemist Perk (doesn't work with Ice Cold Nuka-Cola) then convert 300 bottles of Nuka-Cola into 30 Quantums (credit to x410xDragon for confirming this actually works).

 

x410xDragon said:
The Quantum Chemist Perk does indeed allow you to complete the Quest if you are running low on Quantums.

 

Tip: 10 regular Nuka-Colas (not Ice Cold) = One Quantum

 

I would also like to add the NPC who gives you the Quest, Sierra Petrovita, has a ton of regular Nuka-Colas in her home in Girdershade.

 

WARNING: taking these will result in Bad Karma so be careful, this can be altered by having your Karma at fully Good.

 

I used a Stealth Boy and took all her colas while she was asleep and made at least 3 or 4 Quantums before turning in the Quest.

 

Note: I already had additional Nuka-Cola's on me at the time, 9 tops before stealing any of hers.

 

Both methods are equally valid but using the Guide linked here will be faster for most people: LINK (credit to the Fallout Wiki for the link).

 

Optional objective walkthrough: The Nuka-Cola Plant is crawling with Nuka-Cola Security Protectrons, Radroaches and NukaLurks so bring plenty of Pulse Grenades and mines but pick up any you find inside. The lower levels of the Plant are flooded with low level radiation so take a Rad-X before entering the Storage And Mixing Vats area. At some point you are going to run into a Mr. Gutsy called Milo, Shipping Forman. Save before speaking to him so you can reload if you fail the Speech Challenge. Milo will be able to tell you a lot about Nuka-Cola and where the all important shipping manifests are kept, plus giving you the key to access them.

 

Note: If you have all the DLCs installed except Operation: Anchorage (because that one has no Nuka-Cola Quantums available) then you can gain access to an additional 14 total bottles of Nuka-Cola Quantum (credit to the Fallout Wiki for the bottle total).

 

019.jpg  Head of State (B)

Completed 'Head of State'

 

To start this Quest you need to speak to Hannibal Hamlin in the Temple of the Union or Leroy Walker at the Lincoln Memorial, though for the purposes of this guide we are going with Hannibal.

 

To get to the Temple of the Union you need to head Northwest from Canterbury Commons. When you arrive you will be stopped by Simone Cameron who wants to know why you are there but after persuading her you're not a threat she will let you in and direct you to Hannibal. Hannibal wants to relocate everyone at the Temple of the Union to the Lincoln Memorial but he wants you to make sure the area is clear of Super Mutants. As a sign of trust, Hannibal will give you a key to the front gate after you have finished talking to him.

 

Hannibal also wants you to talk to Caleb who has been tasked with restoring the Memorial to its former pre-war glory. Caleb wants you to go to the Abraham Lincoln Exhibit in the Museum of History and retrieve a picture of the Memorial as it looked before the war.

 

The Museum of History is located to left of the Museum of Technology. Whilst you’re there, it's a good opportunity to retrieve all of the Lincoln artefacts to sell later, including the Lincoln Repeater which is one of the best weapons in the game. See here for the location of all the artefacts and the picture that Caleb wants: LINK (credit to the Fallout Wiki for the link).

 

After retrieving the picture, go to the Lincoln Memorial which is located to the West of your current position. Once you get to the Memorial you will discover that all the Super Mutants have been killed off but is now occupied by Slavers so wipe them out now to avoid Hannibal potentially getting killed and to save time later.

 

Once you have the picture and cleared the Memorial, Fast Travel back to the Temple of the Union and tell Hannibal that the way is clear for him to relocate to the Lincoln Memorial. You now have the choice to either follow Hannibal and the others to their new home or just Fast Travelling to the Mall Northwest (if you have discovered it already). If you go with the second option then do that they may take a good many in-game days to arrive. Once arrive talk to Hannibal again, if you have already wiped out the Slavers you can tell them to move in immediately but if you didn't clear out the Memorial then do so now.

 

The trophy will pop either when you start talking to Hannibal or when you get to the Memorial, depending on if you cleared the Slavers out before telling him the area was safe.

 

Note: Due to a bug, you can't Fast Travel directly from the Temple of the Union so you'll have to move a few feet away from there in any direction before you'll be allowed to.

Edited by Viper
Update 3.2.
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020.jpg  The Replicated Man (B)

Completed 'The Replicated Man'

 

There are multiple ways to start this Quest e.g. breaking into the Safe belonging to "Sister" and stealing the note that's inside but for the purposes of this guide we’ll be going with the default option since it's the simplest.

 

When you get to Rivet City, talk to Dr. Zimmer (he can be found in the Science Lab) who will ask you to find an android that's gone independent and doesn't want to return to its master. After you finish talking to Dr. Zimmer, you need to start asking around and find out what people know about the android and/or finding the info from various Holotapes and terminals.

 

After finding 3 clues you will be prompted to go to the Broken Bow of the ship and speak to Horace Pinkerton but before you get there, you will be stopped by Victoria Watts (a member of the "Railroad") and she'll plead with you to stop looking for the android and instead give Zimmer an item called the "android component". Now you can either turn in the component and end the mission there and then or continue your search and get an even better reward (you can sell the component afterwards if you didn't give it to Zimmer), we recommend carrying on with trying to help the android so you get the better reward at the end of the Quest.

 

Depending on your lock picking Skills, getting to Pinkerton will either be easy or annoying. If your lock picking Skills are maxed out then you can just pick the lock to his workshop and walk in, otherwise you'll have do it the hard way and swim in through the underwater door. When trying to get in via the underwater door, make sure you take some Rad-X, swim quickly and in a straight line else you'll drown. The underwater section of the Bow is swarming with Mirelurks, Mirelurk Hunters and traps so be careful. Pinkerton will be less than pleased to see you but will grudgingly tell you about the android, who he really is and give you the password to his personal terminal which will allow you to download the proof you need to convince it you're telling the truth.

 

When you've tracked him down, convince him that you know what he really is and that his secret is safe with you then convince him to get Dr. Zimmer and his friend expelled from Rivet City. Your reward for being completely non-violent is a stack of XP and the android's unique Plasma Rifle.

 

The trophy will pop once you've made the android face the truth about who he really is.

 

021.jpg  Blood Ties (B)

Completed 'Blood Ties'

 

You can get this Quest by talking to Lucy West in Megaton, Even King in Arefu or by reading about the "Arefu Incident" on one of the Family's terminals in the Meresti Metro Station but for the purposes of this guide we are going with the Lucy option, because you will most likely bump into her during the "Following in His Footsteps" Quest anyway. When talking to Lucy she will ask you to deliver a letter to her brother Ian in Arefu.

 

When you arrive at Arefu, Evan King (the town sheriff/mayor) will take a pot-shot at you. After explaining who you are and what you're doing there you will get the chance to ask why Even is so jumpy, to which he'll explain about the "Family" and ask you to check on the citizens of the town. The first two families who visit will be ok if a little nervous but the third family will be dead with suspicious marks on their necks.

 

Before or after you go to the West residence, you can pick the lock on Evan's house (if your lockpicking level is high enough) and grab the Bobblehead from his desk.

 

After you have finished examining the West Residence, return to Evan and tell him the bad news. After informing him of what has happened, Evan will ask about Ian to which you will reply that he wasn’t there. To get a rough idea of where to look, ask Even if he has any idea where The Family might be and he'll place 3 Map Markers on your map showing the locations of Northwest Seneca Station, Hamilton's Hideaway and the Moonbeam Outdoor Cinema but if your Medicine Skill is at 90 or higher when examining the corpses of the West Family, Evan will reveal the location of the Meresti Trainyard. The Meresti Trainyard is the correct location so make your way there but watch out for Raiders and Mirelurks on the way there and Mirelurks and traps galore inside the actual tunnels. When you're almost at the spot in the Tunnels where The Family is hiding, you'll be stopped by Robert who will tell you to go away but will let you in if you either produce Lucy's letter or bribe/sweet talk him if your Speech level is high enough.

 

When you get into Meresti Station, there are 3 ways to learn where Ian is being kept:

 

1: Talk to Karl the shopkeeper and either use the Black Widow option (if playing as a girl) or pass the Strength Challenge (if your Strength S.P.E.C.I.A.L is high enough). Pass this and he'll give you the access codes to the terminal next to his room so you can let yourself in.

 

2: Talk to Vance then learn about the "Family" when he says that you're not ready for his teachings (or words to that effect), he will also give you access to the Family's terminals on the Platform.

 

3: Pass a Speech Challenge when talking to Justin who will also give you the access codes to the terminal next to his room so you can let yourself in.

 

For the purposes of this Guide we will be going with option 3 since it's the fastest way. Vance won't be happy but will respect whatever Ian decides.

 

Once you've got access to Ian's room, go there and get him to explain what happened to his family after which you’ll have to decide what to do about him as you'll have 2 options:

 

  1. Leave him with The Family.
  2. Persuade him to return to Arefu.

 

Whichever one you choose you will have to relay that decision to Vance then to Evan King back in Arefu, the trophy will pop soon afterwards.

 

Whilst you're talking to Vance, you can also persuade him to leave Arefu alone and/or Protect it in return for receiving Blood Packs from Arefu. If you go down this route, you will need to return to Vance after informing Evan of Ian's decision.

 

Note: After finishing this Quest you can speak to Vance about becoming a vampire, do this and you'll earn a new Perk called "Hematophage" which allows you regain 20 points of health from each Bloodpack you drink.

 

022.jpg  Oasis (B)

Completed 'Oasis'

 

There are several ways to learn the location of Oasis but the easiest is to just walk Northeast from Paradise Falls until you're near the Northern most part of the map. The entrance into Oasis is slightly to the Northwest of it but it is well hidden so you'll have to do some searching to find it. Once you have found the entrance, you will be stopped by Tree Father Birch who will ask you to go with him talk to the god of Oasis.

 

You don't actually get the "Oasis" Quest until you agree to go through with the Purification ceremony. Note: for this next section you will be without any Companions you have with you as they're not allowed into area containing the "god". After the ceremony is complete you will awaken in a grove and to exit it and get to the "god", you will have to go for a swim in the pool to the Southeast of where you wake up then pick an Easy lock on the door down there and make your way through a Mirelurk filled cave. The exit to this cave is via another underwater door to the North, the "Tree" in the middle of the next area is the "god" you want to talk to. After you've finished talking to Harold, you will be reunited with your Companion(s).

 

Glitch Warning:

 

There is a rare but nasty graphical glitch that can sometimes strike when you head towards the spot where Tree Father Birch and Leaf Mother Laurel are arguing. The glitch is when the screen starts flashing on and off and floods part of it with a black blob. To get rid of this, save, exit, load the game, use the Cache Clear Code then reload your save. There is no prevention for this glitch that we're aware of.

 

Once you've left the grove, talk to everyone and make your way to the cave entrance. When the ensuing cutscene is finished, Tree Father Birch and Leaf Mother Laurel will explain what their argument was about. After the conversation is over, you'll have 3 options for how to deal with Harold's Heart:

 

1. Destroy it.

2. Apply the sap and stop Harold's growth.

3. Apply the liniment to accelerate Harold's growth.

 

There's a hidden 4th option as well which is to nuke Harold with the Fat Man or M.I.R.V (which takes 2-3 shots depending on the weapon you use) but this is not recommended because it will put a serious dent in your Karma gauge, as well as making everyone in Oasis want to kill you.

 

The best rewards are obtained by accelerating Harold's growth so that's the path we will be taking for this guide. Once you gain access to the caves, be careful as there are several different kinds of Mirelurk in there. Follow the Quest Marker to Harold's Heart, press :triangle: on it and choose the "Apply liniment" option. After applying the liniment, make your way out of the little cave you're in and into another cave that has Mirelurks in it so kill them and exit via the underwater tunnel and door. On leaving the cave, walk over to Harold and Leaf Mother Laurel will thank you for applying the liniment and speaking to Harold will see him apologise for being selfish.

 

The trophy will pop after Leaf Mother Laurel has finished speaking but don't leave Oasis without claiming your rewards from Bloomseer Poplar and Branchtender Linden.

Edited by Viper
Update 3.2.
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023.jpg  The Power of the Atom (B)

Completed 'The Power of the Atom'

 

You will get this Quest by doing one of the following:

 

  • Talking to either Lucas Simms the town sheriff and agreeing to try and disarm the bomb.
  • Talking to Mister Burke in Moriarty's Saloon and agreeing to rig the bomb so his employer, Allister Tenpenny, can set it off.
  • Disarming the Bomb without talking to anyone.

 

We strongly recommend you go with options 1 or 3 as the walk to Tenpenny Tower at this early stage of the game would be suicide and the sooner you get a house, the sooner you will have a safe place to recover from any injuries and store your gear. To disarm it you will need an Explosives Skill level of 25 (taking a Mentat may help). Once the bomb is disarmed, talk to the Sheriff and the trophy will unlock shortly afterwards.

 

Notes: If you have the Japanese version of this game then you will only have the option to defuse the bomb and not detonate it, this is because Mister Burke has been removed from the game along with all the associated references for cultural sensitivity reasons. You also will not be able to unlock the suite in Tenpenny Tower as a usable home.

 

024.jpg  Tenpenny Tower (B)

Completed 'Tenpenny Tower'

 

The easiest way to start this Quest is to speak to Chief Gustavo at the Front Desk of Tenpenny Tower and agree to help get rid of Roy Philips and the rest of his Ghoul friends. The Ghouls are hiding in the Warrington Trainyard so make your way there but be warned there are a lot of different types of Ghoul in there and the Reavers in particular are very hard to kill so take a companion with you.

 

There are 3 possible ways to finish this Quest which are:

 

  1. Kill all the Ghouls.
  2. Help the Ghouls get in and kill all the people in Tenpenny Tower.
  3. A Peaceful settlement that allows the Ghouls to move into the Tower.

 

Our preference is for the Peaceful option as it's easier than the other two. To get permission for the ghouls to enter the Tower, you need to speak to Allistair Tenpenny in his Penthouse Suite on the top floor and persuade him that letting the Ghouls in is a good idea. After agreeing to the idea, he'll give you a list of all the people you need to persuade:

 

On the list (save before talking to them in case you fail the Speech Challenge then you can reload and try again):

 

Mr. & Mrs. Wellington

Mr. Ling

Ms. Montenegro

Ms. Lancaster

 

Once you've persuaded all the necessary people, then return to Alistair and tell him the news, after which he will tell you to tell the Ghouls they can move in. The trophy will pop once Roy gives you your reward.

 

025.jpg  Strictly Business (B)

Completed 'Strictly Business'

 

Highly MISSABLE

 

If you do anything to annoy the slavers in Paradise Falls then the Quest will fail and never come back.

 

To start this Quest you need to talk to Grouse at Paradise Falls about making some extra cash and, after a few arguments, he'll give you a Mesmatron and some ammo. After receiving the Mesmatron, Grouse will give you a list of four people he wants you to enslave who are:

 

  1. Flak: Rivet City
  2. Red: Big Town (Make sure you've completed "Big Trouble in Big Town" first)
  3. Susan Lancaster: Tenpenny Tower
  4. Arkansas: Minefield

Warning: If Red dies during the "Big Trouble in Big Town" Quest then this trophy will be unobtainable for the current playthrough.

 

If you play your cards right, you can get this trophy with the bare minimum of effort by not starting it until after "The Wasteland Survival Guide", "Big Trouble in Big Town" and "Tenpenny Tower" Quests by following the appropriate sections of this guide. We say leave it as doing this after those Quests will make you life a whole lot easier, because both Arkansas and Susan will be dead thanks to you killing Arkansas and Roy Philips will have killed Susan, Red will likely be dead after the Super Mutant attack on Big Town which just leaves Flack and Red (Red will be at the Clinic if she survives the Super Mutant assault).

 

Here is an explanation for the “Red is already dead” method by BerserkerBR:

 

BerserkerBR said:
You can finish this Quest enslaving just the guy at Rivet City if Red (the medic from Big Town) is dead too. This happened to me without knowing.

 

Red mustn't die while you do the Quest "Big Trouble, Big Town" but she can die after that. I'll tell you how:

 

After finishing the Quest and escorting Red to Big Town, she will tell you about the invading waves of Super Mutants and that you can help to defend the city. I repaired the robot Sentinel and left the city cause defending it wasn't part of the Quest.

 

Several days after when I came back to sell stuff and heal, the city was empty like a ghost city because nobody was there.

 

When I got Strictly Business following your Guide, 2 of 4 targets were down + Red was dead because I didn't help to defend; the result was enslaving just the Rivet City guy and bringing him back finished the Quest, gave me the trophy.

 

If Red survives then ensure you Mezz her whilst she's in her Clinic else the town will turn hostile, thus making it difficult to leave the area alive.

 

Getting Flak will not be easy because any show of hostility will cause everyone with a gun to start shooting at you. The best way to get him is wait until he goes to bed in his room on the Upper Deck, then Mezz him but make sure Shrapnel isn't there or is at least a sleep else all hell will break loose. It's best to get Flak first as he's the hardest one to grab but make sure you get another Collar from Grouse before you go after Red because you can only carry one at any given time.

 

The trophy will pop after collecting your fee for both Red and/or Flack from Grouse.

Edited by Viper
Update 3.5.
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026.jpg  You Gotta Shoot 'Em in the Head (B)

Completed 'You Gotta Shoot 'Em in the Head'

 

WARNING: Due to heavy censorship in the German version of the game, which removes the ability to perform headshots and renders the Bloody Mess Perk essentially useless, it is much harder to get this trophy by shooting your way through it so we recommend using one of the exploits instead.

 

There are 4 ways to get this trophy:

 

1: Talk to Mister Crowley in Underworld then do the quest he gives you.

2: Talk to Mister Crowley in Underworld then complete Operation: Anchorage, now start Finding the Garden of Eden and The American Dream. Recollect your armour after being abducted and the trophy will pop (credit to x410xDragon for this).

3: Talk to Mister Crowley in Underworld then complete the Operation: Anchorage DLC and use the Armour you get from that (credit to The Great American Savior and Fordis for confirming this actually works and how to do it).

4: This is similar to option 3 but you do it by way of the Mothership: Zeta DLC (credit to the Fallout Wiki for this tip).

 

The choice is yours as to which one you use but we will explain all 4 of them.

 

It's advisable to start this Quest after doing the Tenpenny Tower Quest if you're going down the Crowley route.

 

Method 1: Talk to Mister Crowley

 

To start this Quest you need to go to the Underworld section of the Museum of History and speak to Mister Crowley who will ask you to kill 4 people he accuses of being Anti-Ghoul and get a key from 3 of them. The 4 people are:

 

  • Dave (The Republic of Dave)
  • Dukov (Dukov's Place)
  • Ted Strayer (Rivet City)
  • Allister Tenpenny (Tenpenny Tower)

 

Crowley will give you a Sniper Rifle with 5 bullets if you ask him for a little extra help.

 

If you do some asking around, you will discover that Crowley is lying about why he want these people dead. What he really wants is the Power Armour that's in Fort Constantine but he can't get to it without the keys, more on this later. The order we've listed below is how we did it but feel free to go in any order you choose.

 

Start with getting Ted's key, you'll find him in the Rivet City Common Room between 4-6pm. After informing him that Crowley wants him dead, pass a Speech Challenge and he'll give you the key that once belonged to his Father. If you fail the Speech Challenge then you can bribe him with 25 caps or just kill him but killing him will make everyone hostile thus making it difficult to leave Rivet City without dying.

 

After getting Ted's key, go to Dukov's Place but be careful because at higher levels there will be several Enclave soldiers, Radroaches and a Deathclaw outside. Once inside, talk to Dukov and repeat the same conversation you had with Ted and he'll give you his key.

 

The last key belongs to Dave you runs his own little Republic in the top right-hand corner of the map. Before you can gain access to the Republic, you need to persuade Dave's son to let you in. Once you do get in, make your way to the Capitol building and speak to Dave.

 

There are 4 ways to get the Dave's Key:

 

1: Kill him then loot his body.

2: Equip a Stealth Boy and Pickpocket it from him.

3: Rig the Election, force him out of office then loot his corpse in Old Olney.

4: Pass a series of Speech Challenges and convince him to hand it over.

 

For simplicities sake and to prevent Karma loss we recommend option 4 but if your Speech and Sneak Skills are really low then take the Karma loss and kill him then loot his body.

 

Whichever way you choose to get Dave's key, afterwards you will then have to face Allistair Tenpenny but there is a much easier and Karma friendly way to kill him. Remember at the start of this walkthrough we said do this Quest after doing the Tenpenny Towers Quest? Well there's a good reason for this, that is the Ghouls will renege on the deal you struck between them and the residents of the tower and massacre the lot of them. All you have to do now is to talk to Roy Phillips in his Penthouse Suite, ask him where all the Humans have gone and he'll explain about a little "disagreement" the Ghouls had with the residents and that they're all dead. After learning about Tenpenny's death, you can return to Crowley. Now sometimes you'll be able to tell Crowley the first time you speak to him that Allistair Tenpenny is dead, even though you haven't been back to Tenpenny Tower. If this happens then you'll be able to skip an entire chunk of the Quest and get it done that much quicker.

 

You can choose to either hand over the keys and end the Quest there and then or you can get get revenge on Crowley for getting you to do his dirty work for him. The best way is to just give him the keys as the Quest will end then but If you choose to steal the Power Armour then head to Fort Constantine and enter the CO's quarters. Now make your way through the complex, killing everything that gets in your way, until you enter a large room with "Very Hard" terminals and doors on the Right-hand side, on the left you will see another door with a body lying in front of it. Loot the body but ensure you take the "Bomb Storage Key" as you'll need that on your way out. Open the door the body was leaning against and use the terminal directly in front of you to deactivate the Stasis field so you can take the Power Armour (you don't need to take the helmet), finish the Quest and get your trophy.

 

 

Method 2: The American Dream

 

At the end of Finding the Garden of Eden, you will be adducted but afterwards you will be able to re-collect your gear so put on the Power Armour and You Gotta Shoot 'Em in the Head will pop.

 

 

Method 3: Operation: Anchorage DLC

 

Complete the Operation: Anchorage DLC then pick up the Power Armour from the Outcast's Armoury. Now go and speak to Mister Crowley then drop the Armour and pick it up again to pop the trophy. The beauty of this is you don't need to find any of the keys Mister Crowley is after, because just speaking to him is enough to pop the trophy since you've already got the armour he wants (albeit from another source). Credit to Fordis and x410xDragon for confirming these details.

 

 

Method 4: Operation: Anchorage DLC trick via the Mothership: Zeta DLC

 

This is very similar to Method 2 only instead of doing the Armour trick in the Outcast's Armoury, instead you retrieve all your gear from the locker near your cell on the Mothership after being abducted then the trophy will pop.

 

Of the 4 Methods, no3 is probably the quickest but we'll leave that up to you to decide.

 

027.jpg Stealing Independence (B)

Completed 'Stealing Independence'

 

To start this Quest go to Rivet City, visit the Capitol Preservation Society and talk to Abraham Washington. Whilst talking to Abraham the subject of the Declaration of Independence will come up and he will ask you to retrieve it from the National Archives. The Archives are East of the Museum of History and are swarming with Super Mutants, Robots and Traps so be careful.

 

The easiest way to get to the DoI is go to the Rotunda in the centre of the Archives, speak to a Merc called Sydney and agree to defend her against the ensuing 2 waves of Super Mutants. Once all the Super Mutants are dead, speak to Sydney again and she will tell you about a shortcut to the room where the Declaration of Independence is being kept. After taking the shortcut, you will end up in a series of tunnels. Also in the Archives are the Bill of Rights and the Magna Carter, collect those to get an extra 100 caps and 75 caps respectively out of Abraham when you turn in the DoI.

 

Once you enter the Strongroom, you will be stopped by a Protectron that thinks he is Button Gwinnett (one of the signatories of the DoI) and will order you to leave but if you have a high enough Speech level, you will be able to convince it/him that you're Thomas Jefferson and he will give you the DoI there and then. If you fail the Speech Challenge, which is likely, then you will have to go with the forgery option.

 

To forge the DoI, you need to get some special ink and parchment from the Arlington Library (see here for their location: LINK (credit to the Fallout Wiki for the link)). Once you have collected the ink and parchment, talk to Button Gwinnett again and will create the forgery for you. Note: Contrary to what the patch notes say, the glitch that causes the bottle of ink to become a permanent part of your inventory has not been fixed.

 

Once you have the DoI, return to Abraham and hand it and the other items over to him and he will reward you caps, XP and a Schematic for the Railway Rifle (which can be used for the Weaponsmith trophy). The trophy will pop once you finish talking to Abraham.

Edited by Viper
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028.jpg  Trouble on the Homefront (B)

Completed 'Trouble on the Homefront'

 

GLITCHED

 

The Vault 101 Emergency Frequency radio signal will appear sometime after finishing the Waters of Life Quest by walking anywhere near Vault 101, even hanging around the Megaton area will allow you to receive it.

 

It is possible to glitch yourself out of this trophy by installing the The Pitt DLC if you're not careful, credit to Just2Dirty for this info on how to fix it:

 

Just2Dirty said:
It's worth mentioning but the Trouble on the Homefront Quest can bug out with the Pitt DLC.

 

If standing next to Vault 101 doesn't display the Vault 101 Emergency Broadcast in the Radio Signals menu, then exit the Capital Wasteland by travelling back to The Pitt via the Train (furthest Northwest in the Wasteland) then coming back to Vault 101, this will re-sync your Radio Signals and you will find it at the bottom of the list.

 

If you have the vanilla release then simply don't install The Pitt until after getting this trophy but if you have the GOTY Edition then one possible workaround is to buy the vanilla release, uninstall the GOTY Edition then start a new game with no DLC installed and get the trophy that way. You have to start a new game else you'll corrupt your saves by trying to play without the DLCs installed.

 

There are other nasty bugs in the is Quest as well so see here for more details before proceeding: LINK (credit to the Fallout Wiki for this link).

 

Note: If for some reason you chose to kill the Overseer before leaving Vault 101 to follow your Father at the start of the game, this will not negate the trophy because a new Overseer will take his place (credit to Droooogie for this info).

 

When you start this Quest, go with the good ending as it's by far the easiest to do. Once you enter Vault 101 you need to find Amata and ask her what is going on. She will explain that after you and your Father left, the Vault descended into Chaos and split into two factions with one being lead by the Overseer whilst the other is lead by Amata.

 

To get the full happy ending for this Quest and plenty of Good Karma, you need to persuade the Overseer to stand-down by either by: Convincing him that the Vault is doomed and won't survive much longer or you can hack the terminal in the Security Office and get evidence that the Security Forces are planning an unauthorised assault against Amata and her followers.

 

It is also possible, If your Speech Skill is high enough, to go straight to the Overseer's Office and persuade him to open the Vault to the outside world and surrender his position to Amata. By doing this you can avoid having to do the rest of the objectives you would have had to do and still get the best possible reward.

 

How ever you get the Overseer to stand down, speak to Amata to claim your reward and the trophy will pop once the door to Vault 101 starts to close on your way out.

 

029.jpg  Agatha's Song (B)

Completed 'Agatha's Song'

 

MISSABLE

 

The reason this is considered missable is because, according to the Fallout Wiki, it’s possible to miss it entirely by being rude to Agatha during your first conversation with her so save before entering her house.

 

Agatha lives in a small house surrounded by rocky outcrops Northeast of the Meresti trainyard and West of the Scrapyard and is only accessible via a rope bridge to West of her house. If you get lost, just look for a Radio Mast as there is one in her garden and there are two destroyed Monorail tracks in the vicinity as well. Once you've found Agatha's house go in and speak to her.

 

Agatha wants you to recover a Soil Stradivarius violin from Vault 92. She doesn’t know where the Vault is so you'll have to find it yourself. When pressed, Agatha will give you the location of the Vault-Tec headquarters. If your Charisma or Speech levels are high enough or are Male and have the Lady Killer Perk, then you can sweet talk her into giving you the key to her dead husbands' ammo box.

 

There are 3 ways to find Vault 92:

 

1: Use the Vault-Tec computer in the Citadel during the "Picking up the Trail" Quest.

2: Visit the Vault-Tec headquarters during the optional Objective for this Quest and retrieve the info from their Mainframe.

3: Go to Old Olney and stumble across it.

 

The choice is yours as to which one you go for. Whichever way you choose, you'll face a lot of dangerous enemies along the way so ensure you have plenty of ammo and health items and that your weapons and armour are fully repaired. If you decide to go to the Vault-Tec headquarters then see here for how to access the Mainframe: LINK (credit to the Fallout Wiki for this link).

 

Note: If you have Mothership: Zeta DLC, then stay away from a spot to the Northwest of the Greener Pastures Disposal Site else you'll be abducted and forced to finish that DLC before you can resume this Quest.

 

Once you get to Vault 92, enter and make your way to the "Lab" area of the Sound Testing section where the violin is but you need to release the security lock via a terminal in the adjacent room. Before you leave Vault 92, head to the Living Quarters and into the Men's Dorm. Now go to the toilet area and look behind each toilet until you find a book of Sheet Music hiding behind one of them, giving this to Agatha will give you another reward but more on that later.

 

Once you've recovered the Violin and the Sheet Music Paper, exit the Vault and Fast Travel back to Agatha's House and hand them in. The trophy will pop once the conversation is finished and she's given you the frequency to her radio station. To claim your additional reward, which is a unique Magnum, you have to speak to Agatha again after giving her the Violin then choose the "Guess what I have for you?", "Sure, I'll take whatever you can afford" and "Thanks, Agatha. It's more than I expected" options.

Edited by Viper
Update 3.1.
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030.jpg  Reilly's Rangers (B)

Completed 'Reilly's Rangers'

 

MISSABLE

 

WARNING: Do not bring Fawkes or Dogmeat with you when attempting this mission else the Rangers will turn hostile which will auto-fail the mission, thus rendering the trophy unobtainable on your current playthrough (credit to awb555 and rongaryen for this info).

 

There are several ways to start this Quest but the easiest two are:

 

  1. Pick up the Ranger SoS signal when you are near the Statesman Hotel.
  2. Talk to Reilly in the "Chop Shop" area of Underworld in the Museum Of History.

 

For the purposes of this Guide we will be going with option 2.

 

When you first see Reilly she will be in a coma and to bring her out of it you need to speak to both the Doctor and the Nurse. Speak to both a few times until the doctor gives you the option to bring her out of the coma but you will need a high Speech level to do so else you will have to do it yourself with a high medicine level. After she wakes, quiz Reilly about what happened to her and her squad then she will ask you to rescue her squad from The Statesman Hotel. When pressed for more info, Reilly will give you directions to the hotel and the access code to her base.

 

Reilly will also ask you to find the body of one of her squadmates called Theo who was carrying most of their ammunition, this is optional but we recommend doing it as the extra ammo will come in handy.

 

To gain access to the Hotel, you will need to go across the road to the Our Lady Of Hope Hospital and make your way upstairs to the second floor and open the door at the end. After you open the door, you will have to cross a fallen Radio Mast to get to the other side (don’t save on the Mast or have the radio active when crossing, because both are known to freeze the game and corrupt your save). Once you have crossed over you need to drop through the hole in the floor to access the door to the hotel.

 

After gaining access to the Hotel, make your way upwards to the Restaurant and the roof. When you get to the roof you will be stopped by Butcher who will want to know what you're doing there, to which you'll answer that Reilly sent you. During the conversation, Butcher will tell you that the lift is broken and you'll need to retrieve a Fission Battery from a busted Protectron that's downstairs (unless you have already retrieved it or bought another one with you, though there's a chance the Protectron that contains the Fission battery will be partially clipped into the floor which may make it difficult to collect the battery). Before you go off to collect the battery, talk to the rest of the squad and hand over the ammo from Theo's box. Once you have the Fission Battery, give it to Donovan, exit to the ground floor of the hotel then kill all the Super Mutants there and leave the building.

 

After leaving the hotel, go to the Ranger HQ and talk to Reilly. Your journey to the Ranger Compound will not be easy as the route is full of Radroaches, Ghouls, Raiders and Super Mutants so bring plenty of ammo and health items. Follow the Quest marker through the Metro system until you get to Seward Square Southeast, now follow the marker until you see the mark of the Rangers (2 crossed swords on a Green background) as this indicates you're not far away from the Compound.

 

The trophy will pop after Reilly gives you your reward which is a choice between a Minigun or a set of Ranger Armour. You can also choose to do so mapping for Reilly and get paid for doing so. The Ranger Compound will become a valid safehouse for you to stay at once the Quest is complete.

 

Note: In one of the rooms on the second floor of the Statesman Hotel is a Holotape from Sydney's father, pick it up and listen to it. The next time you see Sydney you can tell her about it and she'll give you her custom SMG.

Edited by Viper
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031.jpg  Reaver (B)

Reached Level 8 with Bad Karma

 

Reach Level 8 with Bad or worse Karma, the trophy will pop on the Levelling up screen where you raise your stats. See the Karma Advice section in the Road Map for important info on managing your saves correctly.

 

See Last, Best Hope of Humanity

 

032.jpg  Mercenary (B)

Reached Level 8 with Neutral Karma

 

Reach Level 8 with Neutral Karma, the trophy will pop on the Levelling up screen where you raise your stats. See the Karma Advice section in the Road Map for important info on managing your saves correctly.

 

See Last, Best Hope of Humanity

 

033.jpg  Protector (B)

Reached Level 8 with Good Karma

 

Reach Level 8 with Good or higher Karma, the trophy will pop on the Levelling up screen where you raise your stats. See the Karma Advice section in the Road Map for important info on managing your saves correctly.

 

See Last, Best Hope of Humanity

 

034.jpg  Harbinger of War (B)

Reached Level 14 with Bad Karma

 

Reach Level 14 with Bad or worse Karma, the trophy will pop on the Levelling up screen where you raise your stats. See the Karma Advice section in the Road Map for important info on managing your saves correctly.

 

See Last, Best Hope of Humanity

 

035.jpg  Pinnacle of Survival (B)

Reached Level 14 with Neutral Karma

 

Reach Level 14 with Neutral Karma, the trophy will pop on the Levelling up screen where you raise your stats. See the Karma Advice section in the Road Map for important info on managing your saves correctly.

 

See Last, Best Hope of Humanity

 

036.jpg  Ambassador of Peace (B)

Reached Level 14 with Good Karma

 

Reach level 14 with Good or better Karma, the trophy will pop on the Levelling up screen where you raise your stats. See the Karma Advice section in the Road Map for important info on managing your saves correctly.

 

See Last, Best Hope of Humanity

 

037.jpg  Scourge of Humanity (S)

Reached Level 20 with Bad Karma

 

Reach Level 20 with Bad or worse Karma, the trophy will pop on the Levelling up screen where you raise your stats. See the Karma Advice section in the Road Map for important info on managing your saves correctly.

 

See Last, Best Hope of Humanity

 

038.jpg  Paradigm of Humanity (S)

Reached Level 20 with Neutral Karma

 

Reach Level 20 with Neutral Karma, the trophy will pop on the Levelling up screen where you raise your stats. See the Karma Advice section in the Road Map for important info on managing your saves correctly.

 

See Last, Best Hope of Humanity

 

039.jpg  Last, Best Hope of Humanity (S)

Reached Level 20 with Good Karma

 

Reach Level 20 with Good or higher Karma, the trophy will pop on the Levelling screen where you raise your stats. See the Karma Advice section in the Road Map for important info on managing your saves correctly.

 

The fastest way to get the Karma trophies:

 

  1. Make a save before the level you want e.g. at Level 7.
  2. Do something to reduce or increase your Karma to the one you want e.g from Good Karma to Bad.
  3. Level up, get the trophy, rinse and repeat.

 

Try and stick to being Good as it's a lot better than being bad as it's easier to lower Karma than it is to gain it, however it's your choice.

 

Easy ways to get Bad Karma:

 

  • Killing good NPCs.
  • Being a cannibal.
  • Picking good NPCs locks.
  • Stealing good NPCs stuff.

 

One way to lower your Karma is by repeatedly opening and closing a good NPCs locked terminal. You can just click on the terminal and you will get a message about Bad Karma, back out of the terminal then reopen it and you will get the same message again. Repeat this until you're at the specified Karma status. The terminal trick is the safest way to get Bad Karma but not the fastest, which is to just go on a killing spree somewhere like Megaton or Rivet City.

 

Easy ways to get Good Karma:

 

  • Killing Slavers.
  • Doing good deeds for people.
  • Giving the man outside Rivet City, Megaton and Tenpenny Tower Purified Water

 

Use this method to get your Karma up to good:

 

Donating to the church in Megaton, this is the best way to get your Karma up. Make sure you have plenty of money to spend 500-1000 caps should do, then keep donating 50 caps to the guy. Your Karma will go up with every donation and can go from Bad to Good in a matter of minutes.

 

See here for a video explaining another method of getting the Reaver, Mercenary and Protector trophies:

(Credit to Achievementhunter.com and "Adam" for the video)

 

Note: Also see here for additional ways to change your Karma: LINK (credit to frejim and the Fallout Wiki for this info).

 

If you wish to speed run the Karma trophies then use the Scrap Metal glitch (Fort Independence is a known hotspot for freezing so save before going there):

(Credit to The Infinitiv3 for the video).

 

An alternative method is available if you have the Mothership Zeta DLC (courtesy of Norgoroth😞

Quote
I found an xp exploit for the GOTY in Mothership Zeta. After you get Alien Captive Recording #24, there is a room where you can press a switch and spawn cows and right next to it there is a bigger area where you can spawn an endless amount of mobs by pressing the button. Just keep summoning and killing (preferably on Hard or Very Hard) and if your health gets low, then there is an alien health regenerator behind you where you can heal forever and never have to use a health item.

 

The only problem with this is that you have to come in a high Level with duplicate guns to repair any broken ones and a lot of ammo! I recommend being Lv20+ for this because it will be better for you if you have most of the V.A.T.S. upgrades to increase your accuracy and make it easier for you.

This will only really benefit you if are going for the Lv30 Trophies in the Broken Steel DLC, other wise you're better off using the Scrap Metal exploit we've listed.

 

040.jpg  Weaponsmith (S)

Made one of every custom weapon

 

There are 7 different weapons you need to make:

 

Bottlecap Mine

Dart Gun

Deathclaw Gauntlet

Nuka Grenade

Railway Rifle

Rock-It Launcher

Shishkebab

 

This is what a schematic looks like:

 

S0W3Ucy.jpg 

 

See here for the locations of each of the schematics you need to build the above items: LINK (credit to iron_granny69 for this).

 

To craft a weapon, you need to collect the required parts listed in each schematic then take them to a Craft Bench and select the item you wish to make.

 

Notes:

 

  • You only need one of the 3 available schematics for each weapon to be able to make it and have it count towards the trophy.
  • You can check your progress in the "Stats" section of your Pip-Boy or via the statistic that sometimes appears during loading screens.
  • If you have the Broken Steel DLC then you can take the "Warmonger" Perk at Level 26 (providing your Intelligence Level is at 7) because that will give you all the schematics without having to find them first (credit to x410xDragon for confirming that this will pop the trophy).
  • Finding, buying or stealing any of these weapons does not count towards this trophy because each and every one of them has to be created from scratch by you.
Edited by Viper
Update 3.1.
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041.jpg  Doesn't Play Well with Others (B)

Killed 300 people

 

This should come naturally but if it doesn't then farm Kaelyn's Bed & Breakfast (Southeast of Arefu and Southwest of Big Town), the Nuka-Cola Plant or the area near the Arlington Library by killing everything in sight, Fast Travelling to another location on the map that’s nowhere near here, wait 3 days then Fast Travel back; rinse and repeat. You can also just go nuts in Megaton, Rivet City and any other populated settlement, killing everyone in sight. After you get the trophy you can just reload your save from before you went nuts and it'll be like nothing ever happened.

 

The Simulated soldiers in the Operation: Anchorage DLC also count towards this trophy.

 

Note: You can check your progress in the "Stats" section of your Pip-Boy or via the statistic that sometimes appears during loading screens.

 

 

042.jpg  Slayer of Beasts (B)

Killed 300 creatures

 

This will come naturally and you'll most likely get it way before Doesn't Play Well with Others. Anything that isn't human counts towards the total e.g.:

 

  • Super Mutants
  • Ghouls
  • Radroaches
  • Trogs (The Pitt DLC)
  • Centaurs
  • Robots e.g. Robobrains, Sentry Bots etc.
  • Swamp folk (generic term for the mutated humanoid residents of the Point Lookout DLC).
  • Aliens (Mothership: Zeta DLC) - credit to x410xDragon for confirming this.

 

043.jpg  Silver-Tongued Devil (S)

Won 50 Speech Challenges

 

Invest in the Charisma S.P.E.C.I.A.L and Speech Skill to make life easier for you, also consider scavenging/buying clothes or hats that improve Charisma and/or Speech. If you have any of the DLCs, then any Speech Challenges included with them will contribute towards this trophy. Watch this video for an exploit you can use if you fail to pass enough Speech Challenges by the end of the game:

 

(Credit to OverKill360 for this video. Although this video is for the Xbox 360 version, the info is still valid).

 

Notes:

 

  • This trophy can be extremely slow to pop so don't be worried if it doesn't pop for 30+secs.
  • You can check your progress in the "Stats" section of your Pip-Boy or via the statistic that sometimes appears during loading screens.

 

044.jpg Data miner (S)

Hacked 50 terminals

 

Possibly MISSABLE

 

It is possible to miss this trophy because if you get locked out of every hackable terminal and don't take the Computer Wizz Perk, then you can't get this trophy on your current playthrough. Another possible way of missing this trophy is if you don't raise your Science Skill to a high enough level to be able to hack most terminals.

 

Providing you successfully hack every terminal you come across, you'll have this in no time. If you have any of the DLCs then any terminals you hack in them will count towards this trophy. This trophy is another slow popper and can take 10+secs to pop so don't be worried if it doesn't pop for a while. For some helpful tips and tricks on hacking terminals, see Terminator's Advice Thread here: LINK

 

If you get stuck then here's a list of all the Hackable terminals in the Main Game: LINK (credit to the Fallout Wiki for the link).

 

Notes:

 

  • Some terminals are used to unlock doors or safes that locks that can be picked but if you have the choice, then always choose to hack the terminal because there are less of them compared to pickable locks.
  • You can check your progress in the "Stats" section of your Pip-Boy or via the statistic that sometimes appears during loading screens.

 

045.jpg  Keys are for Cowards (S)

Picked 50 locks

 

Possibly MISSABLE

 

It is possible to miss this trophy because if you break every hackable lock and don't take the Infiltrator Perk, then you can't get this trophy on your current playthrough. Another possible way of missing this trophy is if you don’t raise your Lockpicking Skill to a high enough level to be able to pick most locks.

 

Providing you successfully pick every lock you come across, you will have this in no time. If you have any of the DLCs, then all the pickable locks within them contribute towards this trophy. See Terminator's Advice Thread here for a Guide on how to pick locks: LINK. Once you've successfully picked your 50th lock, the trophy will unlock.

 

Rivet City Cabinet Room exploit:

 

You need to have 75 points or more in the Lockpick Skill before you can use this exploit. You may not even need this trick but if you're stuck for locks to pick then it will be useful. The room in question is here:

 

6Wdrd2O.jpg 

 

Pick the lock on the Cabinet with the "Hard" lock, wait outside Rivet City for 1 in-game hour for it to reset then return and pick it again. This exploit will not award any XP after successfully picking the lock for the first time, also note that it will periodically stop working. If this does stop working then do something else for a few days then it will start working again.

 

Notes:

 

  • You can check your progress in the "Stats" section of your Pip-Boy or the statistic sometimes appears at the side on a loading screen.
  • The trophy tile for this shows a picture saying you've picked 100 locks not 50 so don't panic as you've done nothing wrong, it's just a design error.
  • Successfully forcing a lock counts as picking it.

 

046.jpg  One-Man Scouting Party (S)

Discovered 100 locations

 

The title of this trophy is misleading as the "locations" have to appear on the World Map screen on your Pip-Boy, "locations" that appear only on the Local Map screen do not count towards this trophy. Examples of locations that count: Rivet City, Megaton etc. Anything that pops up saying "You have discovered "x" location" counts for the trophy see below for an example of this.

 

Undiscovered location icons:

 

ag5rBEz.jpg 

4KMcYWk.jpg 

 

Example of a newly discovered location icon:

 

cpqgboe.jpg 

 

Maps: LINK (credit to the Fallout Wiki for the link). Also see here for an interactive map: LINK (credit to zazoum for this).

 

Depending on how much exploring you've done, you could have this by the time you finish the "The American Dream" Quest, if not then explore some more. If you have any of the DLCs, then they will all contribute towards this trophy.

 

Notes:

 

  • You can check your progress in the "Stats" section of your Pip-Boy or via the statistic that sometimes appears during loading screens.
  • Taking the "Explorer" Perk will not give you this trophy as you still have to physically visit each location for it to count, though it will make it easier to find them.
  • DLC locations count towards this except the Alien Homing Beacon from the Mothership Zeta DLC.
  • Once you have uncovered the entire map, there will be one place left that you will not be able to visit without using exploits i.e the entrance to Vault 87. This is because the area around it is so radioactive it will kill you in seconds. If you want to try and get discover this location then see the video below for how to do it:

 

 

(Credit to Coyote Wild for the video. Even though this is for the Xbox 360 version, it should still be relevant).

Edited by Viper
Update 3.5.
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047.jpg   Psychotic Prankster (B)

Placed a grenade or mine while pickpocketing

 

To plant something on someone you have to "Reverse Pickpocket" it i.e instead of taking something out of someone's pocket, you put something in there instead.

 

The absolute earliest we've found you can do this is when you get back from minefield during Chapter 1 of the Wasteland Survival Guide Quest. Equip a Stealth Boy, then sneak up on Moira and plant a mine on her but save before you do this as it will kill her and void The Wasteland Survival Guide trophy in the process. Also see here for a possibly even earlier way of getting this:

(Credit to evilpcguy for the video. Even though this is for the PC version, it should still be relevant).

 

The easiest and safest place to get this is to plant a grenade or mine in the pocket of Roy Philips who's talking on the intercom in front of Tenpenny Tower. Make sure you save beforehand so you can reload afterwards as this will give you Bad Karma and you need Roy for the "Tenpenny Tower" Quest.

 

048.jpg  The Bigger They Are… (G)

Kill all the Super Mutant Behemoths

 

GLITCHED

 

The problem with this trophy is that two of the Super Mutant Behemoths are glitchy but the one near the Jury Street Metro is really buggy and may not appear at all. The best thing to do is make a save some distance away from where any given Super Mutant Behemoth is supposed to spawn, then back it up somewhere and reload if something goes wrong. If all else fails then you'll have to start a new character.

 

Providing you do the majority of the damage on a Super Mutant Behemoth, then it doesn't matter if someone/something else kills it or you don't plant the fatal shot. The fastest way to kill one is to have a decent Heavy Weapons Level and use either The Fat Man or the Experimental M.I.R.V. (which are the only two weapons that can even hurt these things).

 

This is an example of what a Super Mutant Behemoth looks like:

 

xNnOElK.jpg 

 

There are 2 other variants as well, one with no weapons at all and another that’s similar to the above only with a trolley/shopping cart of some sort sticking out of its back.

 

Here is a written list of all their locations:

 

  1. Galaxy News Radio Building Plaza - Story related and unmissable.
     
     
  2. West of Jury Street Metro (in the train area) - You need only open the Trolley Cage containing the Teddy Bear to make this SMB appear, though do note it may take a few moments for the Behemoth to appear. This one may glitch and not appear so make sure you save before opening the cage just in case it fails to appear. We recommend leaving this one until last due to its buggy nature, that way you can reload if the trophy fails to pop. In some cases you may have to reload anyway if the kill doesn't register (credit to UndergroundHipHopHead for this heads up).
     
     
  3. Evergreen Mills (locked in a pen) - You'll have to destroy the generator to free it but you can also kill it whilst it's still in the cage, if you can get to the cliff above it.
     
     
  4. In the Capitol Building rotunda - This one will lose a lot of health from the two teams fighting each other so let them do most of the work then finish it off.
     
     
  5. In between Takoma Park and Takoma Industrial - Like the Capitol Building SMB, this one is being attacked by a group of enemies, to help kill it you can use the artillery on the truck. This one is also a little glitchy as using the Artillery can cause it to spawn on top of you so make sure you save before you start your attack.

 

See here for a video Guide to their locations:

(Credit to OverKill360 for the video. Although this for the Xbox 360 version, the info is still valid).

 

The trophy will pop after killing your 5th Super Mutant Behemoth.

 

049.jpg  Yes, I Play with Dolls (S)

Collected 10 Vault-Tec Bobbleheads

 

This trophy will unlock after picking up your 10th Bobblehead, see Vault-Tec C.E.O. for a complete guide.

 

050.jpg  Vault-Tec C.E.O. (G)

Collected 20 Vault-Tec Bobbleheads

 

Highly Missable!

 

This is an example of what a Bobblehead looks like:

 

KGY1Pqp.jpg 

 

The following Bobbleheads are easily missed:

 

- Raven Rock: You only get one chance to enter Raven Rock and that is during the main story Quest "The American Dream". If you don't get it when you're in Raven Rock then there is no chance of getting it again without starting a new game or loading an earlier save.

 

- Vault 101: You have 3 chances to get this trophy: One at the very beginning of the game during the "Growing Up Fast" Quest, another during the "Escape!" Quest and finally during the "Trouble on the Homefront" Side Quest.

 

- Megaton: The one in Lucas Simms' house is missable if you decide to blow up Megaton or don't increase your Lockpick Skill to a high enough level to be able to pick lock on his front door.

 

If you don't have the Broken Steel DLC installed then all the other Bobbleheads can be gotten at anytime before the main Quest "Take it Back!" but if you do have it installed, then you can get them anytime you want.

 

You only need to pick up the Bobbleheads for them to count, you don't need to use the display stand in your house. See here for a written location guide of all the Bobbleheads in the Main Game: LINK (credit to the Fallout Wiki for the link). Here's another written guide (the info you want is in the bottom half of the post): LINK (credit to iron_granny69). Also see here for an interactive map: LINK (credit to zazoum for this). To enable the Bobblehead locations Guide within the interactive map, go the Items menu then click on both the S.P.E.C.I.A.L and Skills buttons then position your mouse/trackpad cursor over the highlighted Bobblehead location's name plate to reveal a mini-map showing where it is.

 

Video Guide:

 

 

(Credit to Flying Orc for the video. Although these are for the Xbox 360 version, the info is still valid).

 

This trophy will pop once you collect your 20th Bobblehead.

 

Notes:

 

  • This trophy is another potential slow popper so don't be worried if it doesn't pop for 5-10secs.
  • The easiest way to check your progress towards this is via the Bobblehead stand in your Megaton/Tenpenny Tower Home/apartment and cross reference them with the above video and text Guides.
  • The Bobbleheads you gain from the vision sequence in the Point Lookout DLC do not count towards the Bobblehead Trophies because they don't actually exist.
  • Bobbleheads have no weight so you don't have to worry about becoming overencumbered.
Edited by Viper
Update 3.3.
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Credit list:

 

We have received help from so many people that we've decided to create this separate list of acknowledgements to ensure there isn't any doubt as to who has helped us :):-

 

Achievementhunter.com and Adam: Provided the video for the alternate method of getting the Reaver, Mercenary and Protector trophies.

 

Awb555 and rongaryen: Informed us of a serious problem that can cause you to miss the Reilly's Rangers trophy.

 

Coyote Wild: Provided the video showing how to safely discover the entrance to Vault 87.

 

Droooogie: Provided new info for the "Those!" and "Trouble on the Homefront" trophies.

 

Evilpcguy: Provided the video showing an alternate way of getting the Psychotic Prankster trophy.

 

Flying Orc: Provided the video for the Vault-Tec C.E.O Trophy.

 

Frejim: Provided info courtesy of the Fallout Wiki on how to change your Karma.

 

Fordis: Clarified the glitch methods for obtaining the Gotta Shoot 'Em in the Head trophy.

 

Gretty: Confirmed that Companions allow you to start the Broken Steel DLC.

 

Iron_granny69: Created the supplement linked to for the Weaponsmith, Yes, I Play with Dolls and Vault-Tec C.E.O. trophies.

 

Just2Dirty: Gave detailed info what causes the glitch with the Trouble on the Homefront trophy and how to fix it.

 

LaochEire: Provided us with a working S.P.E.C.I.A.L setup.

 

Norgoroth: Provided us with a new XP Exploit for the Last, Best Hope of Humanity trophy and additional glitch info for the Pit DLC Guide.

 

Outsidexbox.com: Provided us with information regarding an alternate way to finish the Oasis mission.

 

Pcgamer.com (and by turns, fallout.answers.wikia.com and pcgamesn.com): Provided us with vital info regarding censorship in the German and Japanese versions of the game and how they affect certain trophies.

 

The Fallout Wiki: Provided tips and links for several trophies.

 

The Great American Savior: Provided information/confirmations for tips given in the Platinum Trophy, The Wasteland Survival Guide, Those! and You Gotta Shoot 'Em in the Head.

 

The Infinitiv3: Provided the video showing how to do the Scrap Metal Glitch.

 

TopSpec-Gaming - TopSpec Players: Provided a video showing a shortcut for the Mirelurk objective in the Wasteland Survival Guide trophy.

 

x410xDragon: Provided information/confirmations for tips given in the You Gotta Shoot 'Em in the Head, Oasis, The Nuka-Cola Challenge, Weaponsmith and Slayer of Beasts trophies.

 

UndergroundHipHopHead: Provided info regarding problems with one of the Super Mutant Behemoths in the The Bigger They Are… trophy.

 

Zazoum: Provided the interactive map for the One-Man Scouting Party trophy.

Edited by Terminator
Update 3.8.
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Good work guys, the guide looks really solid. While there is nothing wrong with the content I can't help but want to throw alittle feedback on presentation.

 

Roadmap

 

There's a broken BBcode at the very top that probably needs fixing :p

 

You should implement the LIST BBcode onto the overview and bold something within for example: Minimum number of playthroughs needed: 1 (Only If you manage your saves correctly) or Minimum number of playthroughs needed: 1 (Only If you manage your saves correctly).

 

Under Dealing with Glitches and Freezes you have a quote which I personally feel isn't needed if you can put it into your own words, also you need to fix the shortcuts within it as well. I also think the bottom portion of that section is kind of isolated, you should add it as another bullet point like: For more information in regards to freezing problems please refer to this thread: link

 

The Basics (Terminals and locks):

 

Add an underline BBCode on "Terminal Hacking" and "Lock Picking", I think it would help prevent the topics from blending in with the content

 

And then in general I think you should add the LIST code to the "S.P.E.C.I.A.L Stats" and "missable bobbleheads" also added to that note about the Bobbleheads maybe add a big bold notice like MISSABLE BOBBLEHEAD NOTICE or something along those lines.

 

Trophy Guide

 

I see nothing wrong with the trophy guide though I think the non-story related quests don't really belong in a spoiler. I try to consider that it won't be under a spoiler when it gets published to the main site anyway.

 

That's mainly it, I'm alittle on the OCD side when it comes to these little things :p Overall I'd say its a great guide for a game with this much content, I completed it myself on the 360 and having resources was everything for me.

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Thank you for the advice, I've already made some changes to the 2 DLC guides I've posted based on what you've said here :).

 

Also, the quote about the Cache Clear Code is something I wrote a couple of weeks back as I didn't know how to present it but I see what you mean though.

 

EDIT: If you want to know most of the reasons why FO3 was so heavily censored, then see here:

 

[ame]

[/ame] Edited by Terminator
Added extra info.
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theres already a stickied guide? whyd you make a new one?

 

im curious...

Personaly me and Terminator found the other guide not very useful. Most of it just says 'story trophy' with a link to fallout wiki.

 

Im not saying its bad but we thought we could do better, thus adding our own walkthroughs for all the quest trophies.

 

Its the same with the DLC, Olsens done a great job but we felt we could do better :)

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