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Guide by: SwatTJ & olsen77 (DLC) There are 73 Trophies that can be earned in this title.
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Show / Hide Guide Roadmap  Overview: -Estimated trophy difficulty: 4/10 -Offline: 51 -Online: 0 -Approximate amount of time to Platinum: 30-40 hours -Minimum number of playthroughs needed: 1 -Number of missable trophies: See List -Glitched trophies: None -Do cheat codes disable trophies: None Available Introduction: Fallout 3 is a post apocalyptic RPG that will have you addicted to the game long after you achieve the platinum. The platinum is very easy to obtain, it simply takes time to obtain. The majority of the trophies are obtained for either completing quests or leveling up with a certain karma and for the most part can all easily be gotten in one playthrough. This is the platinum trophy that you will earn with a smile on your face the whole time, unlike some others where it’s simply a grind to finish. So without further adieu let’s get into the most important part of this map; the pre-game section. Quick side note, ignore the entire pre game section if you aren’t interested in it, I simply think it will help give you a character model that is best for getting the platinum. PRE GAME, IMPORTANT TO READ! Character Building: This section will help you to set up your character and tell you how to level him in order to get the platinum. Before you read on though take note of this: This is in no way a solid character that you have to follow strictly; if you want you can choose different skills to level or a different karma path… in the end do what you want to do to enjoy the game. But here is the model character you want to build if you simply want to get to the platinum quickly: General Tips • Starts out with Explosives at 15. This is something you will need to make sure that you have no matter what, you may not use Explosives but a quest that you should finish very early on requires you to have it. See “Seeing Sunlight” for details. • Start with 25 in both Science and Lockpick. These are two of your most important skills and you will thank yourself later on very, very, very much. • Choose Small Guns to level up. This can be a different combat skill if you want but small guns has the best overall weapon statistics; lightest weapons, good variety of types, you get the sniper rifle, you have access to some very powerful weapons at higher levels, etc… Again, this is up to you, but don’t say I didn’t warn you. • Never raise a skill above 90 unless you’ve already collected the bobblehead for that stat. • At level 4 you can take the perk “Educated”, you get an extra 3 skill points per level. You want to take this no matter what, it proves infinitely useful. • Before you start putting points into your characters special, look at the perks. You want to decide which ones you want ahead of time so that you can plan out which ones you are going to be using and put points into the places where you need them. Special Choices: Strength: This is one that you should have atleast 7 or 8 to start. You can get the bobblehead early but you need a lot of strength so that you can carry around plenty of weapons. Perception: Generally you want this around a 4, this will give you enough room to see them before they see you so that you can sneak away if you need it. Endurance: Give this a 9. Health is vital and this will give it to you. Find the bobblehead as soon as you can for that extra little boost. Charisma: This is one that you may need to play around with, you don’t need a very high charisma at the start since you can put points into it with clothing and the bobblehead so starting around a 2 may seem dangerous, but it is good. You may want to put points in it though later. Intelligence: THIS is where it’s at. Give this a 9, very important to have up high. Agility: A 5 is a pretty safe number. You may want to drop it a bit more for other more important stats. Luck: Fortune Favors the Bold. That being said be bold and give this a 1. You can get the finesse perk which will give you 6 luck when you are fighting so you don’t need to give this perk any. With a high combat skills and a highly repaired weapon you won’t even need any luck. Skills; The Comprehensive “ Do I Raise Or Leave It?” Guide Barter- Leave it. At the start you may need caps but by the time you hit the high single digits to low double digits you’ll have plenty of caps and this will be worthless. Big Guns- Leave it. As powerful and heavy as they are they’re just too much to be useful. Unless you really want to raise this leave it. You should only raise it to 50 as at that point you can kill anything without even trying with a decently repaired Big Gun. Energy Weapons: Possibly. This is not one you want to raise early, but a good choice for later in the game. There are some very good energy weapons and now that we are getting DLC we get some even more amazing Energy Weapons. You want to raise it high though if you are going to raise it, so take this into account. This can be a fun skill since you can turn enemies into piles of ashes or goo. Explosives: Leave it. Raise this to 15 for the quest “The Power of the Atomic Bomb” as without a 15 you can’t get a house, which you need very much. Lockpick: RAISE THIS. I don’t care what you are going to do for your character, without a good Lockpick skill you will fail. You should raise this to atleast 50 as soon as possible, wait a bit for other skills to develop before you go to higher levels with it but this is a skill you want to raise to 100 before level 15. Medicine: Possibly. You may want to choose this since stimpacks may not be something you want to buy but I got on by without raising it once. All your choice though. Melee: Not a bad choice. You may want to choose this, there are some excellent melee weapons and this can be useful when trying to save ammo. If you aren’t afraid to get up in their face and have the health to take a beating, choose this as your backup weapon skill. Repair: RAISE THIS. This is a skill that goes well with any weapon skill, you can’t take advantage of the strength of some weapons at high levels without it. This is one you need very badly. Science: RAISE THIS. This skill is vital to the “Data Miner” Trophy, treat it the same as lockpick raising it to average early and 100 at higher levels. As a rule of thumb raise this after lockpick since it isn’t as useful but nonetheless raise this early. Small Guns: BEST SKILL! This is one that you need. It’s that simple, there are numerous reasons why this is a good skill but if you want to get the platinum, you need this skill. Sneak: Possibly. This is useful but you may not have room for it so it’s your call, choose this over Medicine though. Speech: Raise some. You want this around a 50 by level 12. This will be enough to win the majority of speech challenges. Unarmed: Utterly worthless. If you want some kind of non-gun weapon perk, choose melee, not this. There is no redeeming quality to these weapons at all. Karma: How to Make Sure It’s Not A Bitch Karma is one of the most important features of the game and one that you need to understand. If you want to get the platinum in one playthrough follow this quick karma strategy: Stay good. It is much easier to get to neutral or evil than it is to get good. You can still steal a things, but be smart about what you steal, don’t just steal a nuka cola here and there, steal good weapons ,stimpacks or other valuable items only. This next part is very important though. Make a save with 100ish experience left until level 8, one as soon as you hit level 13, and another one as soon as you hit level 19. Do not take the Here and Now perk, it ruins the trick. At these points, change your karma by “fake hacking” terminals. This is done by clicking a locked terminal and then exiting. Repeat until you are at the desired karma. At this point, go and level up. Do this for each karma at each skill level and you will have all your trophies for karma. If you ever need to raise your karma, either give pure water to beggars or give money to the church. Both methods are fast and redoable. Missable Trophies! Level Trophies: Not as much missable as a pain to get if you don’t use my method. Be wary of this. Trouble on the Homefront: You can fail this if you kill vault citizens that are just normal people. You Gotta Shoot ‘Em in the Head: Kill Tenpenny, not the ghoul. If you do this you will get glitched and not even fail, you’ll just have to go get the armor from Fort Constantine Yourself. Strictly Business: Two things you should note: Do not get the slavers to hate you. This will make it so you can’t get the quest. Do not kill all four people you have to slave. Slave atleast one of them or you will fail. If they are dead before you start the quest you can’t even get the quest. Nuka Cola Challenge: If you drink too many Nuka Colas you can’t get the trophy. As a rule of thumb, never drink them, atleast until you have the trophy for the quest. Wasteland Survival Guide: If you blow up Megaton then you can’t get this if you haven’t already finished it. So either don’t blow up Megaton or finish this quest first. Big Trouble in Big Town: Don’t let Red die. If she/he does, you fail. Rescue from Paradise: If you don’t get this quest, you have to break the kids out on your own. I suggest saving, buying the kids, then let them go, then when the trophy pops up reload your save. The Goat Whisperer: If you don’t take the GOAT you can’t get this. Make sure you don’t skip taking it. Galaxy News Radio and Following in His Fooststeps: Don’t find Rivet City until you’ve finished these two quests. Scientific Pursuits: Don’t talk to Dr. Li or find Vault 112 until the story tells you to do so. Vault Tech CEO: There are three bobbleheads you can miss, the one in Vault 101( See step 1 and you won't miss it), one in Megaton( missed if you blow it up), and one in Raven Rock( check Autumn's Quarters.) Step 1: Escape!( after you’ve done a few things…) So step 1 doesn’t have very much to do but is important. In this step you get three trophies; Escape!, G.O.A.T. Whisperer, and Vault 101 Citizenship Award. You want to make sure to take the goat no matter what, this is a missable trophy and you don’t want to miss it. Simply agree to take the G.O.A.T. when Dad tells you to. Also, you want to make sure that you grab the Medicine Bobblehead on Dad’s desk, Grab a Vault 101 Utility Jumpsuit, and try to save as many stimpacks as you can. Make sure that you make a save before you open the door to the Wasteland before you click it, you can use this save to make new characters without having to play this section if you do this. Step 2: Seeing Sunlight This step is fairly short as well. First, upgrade your skills( you most likely have enough xp) and make your way to the town of Springvale and kill Silver, take her money, and raid the nearby mailboxes for ammo and things to sale. After you have done this make your way to the town of Megaton and enter the gates. Tell Simms that you were wondering about disarming the bomb, this is the first quest you are going to complete. You need to go to Moriarity’s Saloon after this and Look for Mister Burke, get him to tell you about Leo Stahl’s chem habit and go talk to Stahl. Once you get his key( speech challenge him, tell him it will be alright, if you fail load the autosave) and get the Mentats. Go kill Burke( gains karma, items, no hostility) and them pop some mentats and go disarm the bomb. Now go to Simms and tell him that you disarmed it for your house, this a vital step in surviving the Wasteland, you need a place to always rest for free and store your stuff. You don’t need to buy anything for the house at first, but now you want to go along with the main quest . Step 3: Getting to Power Armor and Then Using It At this point you should just play the main quest to the point where you get Power Armor Training. It is a vital part of surviving the wasteland and you should try to get this as soon as possible. Once you have gotten to the point in the Mainquest where you get the power armor you should start to complete a few side quests, namely “ Agatha’s Song”, “ The Replicated Man”, Stealing Independence”, and “Trouble on the Homefront.” Most of these quests are fairly short and should be at locations you have been near or at before. Each will either give you quick experience or some good weapon. As a side note, kill Sidney in “Stealing Indpendence. Once you’ve done these quests it is time to move on to step 4. Step 4: Battling the Enclave At this point you are going to take the Mainquest to the very last mission until you get to “The Point of No Return.” If you want to know what this point is search for the thread detailing what it is, it is a spoiler and I don’t want to give it away. Once you finish this step, you should move on to Step 5. Step 5: Side Quests Galore If you have any side quests left, do them now. This will take a bit if you have to find locations but should take you 4-5 hours. If you are having trouble with any of them, check the trophy guide for help. Also, make sure that you are careful to save before you start each one so that if you miss a quest or fail it then you can reload and start over. Once you finish this step move on. Step 6: Dolls and Behemoths At this point, you have finished all quests and only have a few trophies left. Start by killing the Behemoths. Check the fallout wiki and guide if you need to find them, but this should take you only a few hours. Once you finish this task, go and search for Bobbleheads. You should have around 10 at this point so go to your home and make a list of ones you don’t have. Now, check the guide or wiki and go and search for the remaining bobbleheads. You should have somewhere to fast travel that is near to a bobblehead location, if not then just run there as fast as you can. Once you’ve finished this you may have all trophies but if not read on. Step 7: Cleaning Up the Wasteland You should have most trophies by now, if not then it’s most likely the ones that involve challenges. If you still have to find places, compare your map with the map on the wiki and go look for places that are close to you. If you are missing locks or terminals also check the wiki for locations. This step is optional and may take anywhere from 10 minutes to a few hours depending on what you have left so just grind it out and focus on what you have left. If you are missing any other trophies, get them here as well. You may have level trophies left, if this is the case check the Karma section of the pre-game to see how to get them. Once you finish this step you should have the platinum. Congratulations. Closing Notes and Legal: This Guide was written by Moose_PS3T and is only to be used on PS3T.org or its sister site, X360A. If this content is seen anywhere else please contact me immediately. Thank you for reading and I hope you have fun getting your Platinum. [PS3T would like to thank Moose_PS3T for this Road Map] |
 | Vault 101 Citizenship Award |  |
| Got the Pip-Boy 3000 |
You cannot miss this trophy. You receive the Pip-Boy at the age of 10 and this is controlled by the game. |
 | The G.O.A.T. Whisperer |  |
| Took the G.O.A.T. |
You can miss this trophy if not prepared. Do not choose to skip taking the G.O.A.T. It is a test that basically is used to set up your character automatically. You can still make changes once it is done so don’t worry. You’ll be prompted by the game to take the test so don’t worry about when it’s done. *This is the first chance to grab the Medicine Bobblehead. |
 | Escape! |  |
| Completed 'Escape!' |
Some events have unfolded and you must now escape from the Vault. You’ll only face radroaches and the occasional security guard so this quest is not difficult at all. As long as you keep advancing through the vault you will complete this quickly. *This is the second chance to grab the Medicine Bobblehead. See Escape! for details. |
 | Following in His Footsteps |  |
| Completed 'Following in His Footsteps' |
You should first head to Megaton to find out where your father has gone. On the highest level in the town is Moriarty’s Saloon. You can use a speech option to get the answer or pay him 100 caps. However you get the information is up to you. You’ll find out he has gone to the Galaxy News Radio (GNR) building. Follow your map and compass to get to the building. Once you get close you can team up with some Brotherhood of Steel members to help deal with combat situations. You will fight a Super Mutant Behemoth once you arrive outside of GNR. Once he is taken down, enter the building and go upstairs to talk with Three Dog. You will be given a speech challenge, however do not choose it. Instead he wants help with something so you will get the “Galaxy News Radio” quest (which is a trophy). You can skip the quest so make sure you do not skip it. See Following in His Footsteps for details. |
 | Galaxy News Radio |  |
| Completed 'Galaxy News Radio' |
You should ask Three Dog for the directions to the Museum of Technology as well as the Washington Monument. You’ll basically want to exit the GNR Building out of the back door and find the Collapsed Car Tunnel. You’ll enter that and you’ll find yourself at Dupont Station. Follow the tunnels south until you reach the Museum of Technology. Remember to use your map and compass to help you. Once at the museum, you want to make your way to the West Wing to find the Virgo II Lunar Lander. There are many ways to get to this point so do whatever you have fun doing; stealth all the way to it or kill all the Super Mutants along the way. Once you get the dish from the Lander, make your way back out of the museum. When you are out of the museum, head west toward the Washington Monument. Ride the elevator up and place the dish. Now just return to Three Dog at the GNR building to complete the quest and get the trophy. See Galaxy News Radio for details. |
 | Scientific Pursuits |  |
| Completed 'Scientific Pursuits' |
First off, make sure that you get the quest from Three Dog and have not talked to Dr. Li prior to this point in the game. You’ll need to head to Rivet City which is quite a distance away. You’ll likely fight a variety of enemies along the way so be on the look out. Once you talk to her, she’ll tell you to look for your father in the Jefferson Memorial. Head on over to the Memorial and enter the gift shop door. There will be many Super Mutants before the door and once inside. Make your way to the Rotunda and find Log Tape #10. This will tell you that your father has gone to Vault 112 now. Travel on over to Smith Casey’s Garage. Inside you’ll encounter some Mole Rats and Radroaches so kill them. There is a switch on the wall in the back that will open up a door. Enter here and continue on until you enter Vault 112. Once inside, make your way down to the lab and enter the only empty lounger available to complete the quest. See Scientific Pursuits for details. |
 | Tranquility Lane |  |
| Completed 'Tranquility Lane' |
This quest follows immediately after the “Scientific Pursuits” quest. You’ll find yourself in a small virtual reality world at the start. There are different ways to play this quest; however I will only detail the easiest and quickest method. Once inside, find the door that is labeled “Abandoned House.” Once inside, you have to interact with the objects in the correct order for the fail-safe to appear. The order is: Radio, Pitcher, Gnome, Pitcher, Cinder Block, Gnome, Bottle. Use the terminal and select the “Chinese Invasion” option. A small Chinese army will arrive outside and murder all the residents (not including the important ones). Back outside the house, talk to Braun and then exit the simulation. Once out of the simulation, your father will approach you to progress the story. After the dialogue, exit Vault 112. You can just fast travel back to Rivet City and your father will appear there as well. You can also walk back if you so desire. See Tranquility Lane for details. |
 | The Waters of Life |  |
| Completed 'The Waters of Life' |
When you get back to Rivet City, meet your father and Dr. Li in the Science Lab. After the conversation you will be asked to head to the Jefferson Memorial with the scientists. The first task is to clean out all of the Super Mutants inside. Most of them should have been taken out already from the previous visit here so go ahead and clean up what’s left. Your father, who will be in the control room now, will then ask you to do 3 tasks in total. They are to turn on the Flood Control Power Pump, replace the damaged fuses, and to boot up the mainframe. Follow your compass and any signs that may be on the wall to complete these objectives. After these are done, your father asks you to clear a blockage in a pipe. This pipe is straight ahead when you first originally enter the Gift Shop door. Enter the pipe and turn the valve and watch what happens. Now you must fight your way back to the Rotunda. After watching the scenes that take place, follow Dr. Li to the secret exit. Keep advancing as it’s hard to get lost here and battle through enemies including Feral Ghouls and Enclave Soldiers. Toward the end you’ll encounter a Brotherhood of Steel soldier with a Flamer. Do not shoot him as he is a friendly! Let him take care of the ghouls coming up behind you. After all of that, you’ll find yourself back on the surface and at the Citadel. After some scenes the quest will be complete. See The Waters of Life for details. |
 | Picking up the Trail |  |
| Completed 'Picking Up the Trail' |
Now that you’re in the Citadel, you’ll need to find Scribe Rothchild in the lab area. He will tell you where to find the terminal that you need to access information to advance the quest. Vault 87 is then revealed and you are told to look for an entrance within Little Lamplight. Travel to Little Lamplight and you’ll be stopped at the gate. You can enter the area by either passing a speech check, or doing a quest/favor for the Mayor. I advise you to do the quest and not pass the speech check as you can leave and complete the quest “Rescue from Paradise.” Then return and continue on your way. Now that you have access to Little Lamplight, talk with Mayor MacCready about Vault 87. You can either have him show you the gate which leads to Murder Pass or get him and Joseph to restore power so you can use the terminal to open the door. You’ll do more fighting going through Murder Pass, but the choice is yours. Both methods get you to the same point. See Picking up the Trail for details. |
 | Rescue from Paradise |  |
| Completed 'Rescuse from Paradise' |
You should get this quest from the Mayor of Little Lamplight in exchange for being allowed access to the town. If you didn’t follow my advise, you’re only other option is to assault Paradise Falls and find Sammy inside and agreeing to help him escape. This should activate the quest as well. I’m writing this as though you got this from Little Lamplight though. You’ll have to gain access to Paradise Falls. You can do this by either paying your way in or completing part of the quest “Strictly Business” which is given by Grouse at the main gate. I recommend you to enslave only ONE person (Arkansas or Susan Lancaster – NOT RED!) on the list and return to Grouse. He will then allow you access to the camp. Once inside the camp, head toward the back of the camp to find the fenced in areas with the children on the left. Talk to Sammy and then Squirrel to learn about their plan. Now you’ll need to head to Eulogy’s Pad and find the terminal to the right of the bed on the desk. Hack the terminal successfully and upload the new network. Return to Squirrel and he tells you that you will need to distract Forty, a guard, so they can escape. Talk to Forty and convince him to talk to Eulogy about his pay rate. Return once again to Squirrel and him and Sammy will make a run for it. Talk to Penny who refuses to leave the fenced in area. I saved before speaking to her so that if I failed the speech challenge, I could reload to try again. I convinced her to leave Ronald and just escape. Once they have escaped, exit through the front of the camp and follow the marker on your compass. You will meet up with the children and complete the quest. You can also just choose to purchase the children from the beginning, however I chose not to do this. See Rescue from Paradise for details. |
 | Finding the Garden of Eden |  |
| Completed 'Finding the Garden of Eden' |
It doesn’t matter how you choose to get into Vault 87 as you appear in the Reactor Chamber regardless. You will need to get through the Living Quarters and then to the Test Labs. You can find Fawkes in this area and you are presented with yet more choices. The G.E.C.K. you need is in a highly radiated area to the left of where Fawkes is. You can make the move yourself (try and wear some RAD resistant apparel if you do) or you can release Fawkes and he will help you get it. To release Fawkes, you’ll need to use a terminal to hack open the cell or release the fire alarm down the hall. Fawkes can be killed so be aware of this if he is released. As you attempt to leave with the G.E.C.K., the Enclave will show up and take you out while stealing the G.E.C.K. from you. Quest complete. See Finding the Garden of Eden for details. |
 | The American Dream |  |
| Completed 'The American Dream' |
You will find yourself in a prison cell being interrogated by Colonel Autumn. Don’t deal with him and instead wait to talk with the President. He will agree to meet with you and allow you to come to him. Your inventory is inside the locker so don’t forget to grab that. Follow the marker and make your way through the Enclave hideout. Do not forget the grab the bobblehead (see that section for details). Eventually you will enter a room and encounter President Eden. You have several options including using Science, Speech, etc. The end result is either the base and the President being destroyed or just having the base sealed off. As you leave the base, robots will turn on the Enclave soldiers so use this to your advantage. Once out you will need to return to the Citadel. After you become a member of Lyon’s Pride, you will see Liberty Prime being raised up. This finishes this quest and begins the last main story quest. *This is the only chance to grab the Energy Weapons Bobblehead. It is located in Raven Rock and if you go past it then you will not be able to get it. See The American Dream for details. |
 | Big Trouble in Big Town |  |
| Completed 'Big Trouble in Big Town' |
*Attention* Do not complete “Strictly Business” prior to doing this quest. Red is needed for this quest and if you enslave her prior to this, you can’t complete the quest. Better yet, complete the quest “Strictly Business” and then load the game so that the people aren’t enslaved. You will be approached by someone as you enter Big Town. Ask about the person’s friends and you will receive this quest. You are now told to head toward Germantown Police HQ to rescue Red. Make your way to this location and dispose of any Super Mutant or other enemies you may encounter. Go to the north side of the building and enter the door at the top of the stairs. Once inside, you’ll fight several Super Mutants and Radroaches. You want to make your way down to the ground floor where Red is being held in a jail cell. Once you get her set free, she will tell you about her friend Shorty. If you decide to help, Shorty can be found in the basement about to be eaten by a Super Mutant. Kill the Mutant and talk with Shorty. Now head back the way you came and fast travel back to Big Town. Talk to Red back at the town and the quest will technically be completed. You then are given the option to help them against the next wave of attacks or not. This is up to you. You are given several different ways to help them so experiment if you feel like it. See Big Trouble in Big town for details. |
 | The Superhuman Gambit |  |
| Completed 'The Superhuman Gambit' |
You get this quest after entering Canterbury Commons. This place is located on the east side of the map, just north of Vault 108. When you enter there will be a fight between 2 individuals, the AntAgonizer and the Mechanist. Once they are finished, Uncle Roe will approach you and request that you fix the situation. You can now go after the AntAgonizer (north of town) or the Mechanist (south of town). It should be noted that you have several options in dealing with either of these people. You can try to convince them to give up on who they are (difficult speech challenge), outright kill them, or agree with one to destroy the other. The AntAgonizer is located north of the town. You’ll deal with frag mines and ants if you choose this path. There is a pipe to the west of the entrance that can be picked (50 skill) and this leads directly to the AntAgonizer Lair and around all other fighting. The Mechanist is located south of the town is has a more difficult area to deal with. There are many security robots to deal with along with a number of turrets. You can also lockpick the elevator near the entrance (75 skill) to bypass the security robots. Return to Uncle Roe in Canterbury Commons to complete the quest. See The Superhuman Gambit for details. |
 | The Wasteland Survival Guide |  |
| Completed 'The Wasteland Survival Guide' |
This is a long quest to complete but if you do what I suggest then you can at least get the trophy quickly. This quest is given by Moira Brown in Megaton. She can be found in the Craterside Supply on the right side of town. It is only open during the day so be sure to go there then. She wants your help in researching different things for her Guide Book. There are a total of 9 different tasks to complete in order to get the trophy. These, in order, are as follows: 1-1: Find food at the Super Duper Mart. 1-2: Contract Radiation Sickness. 1-3: Traverse a Mine Field. 2-1: Test the Repellent on Mole Rats. 2-2: Place an observer unit inside a Mirelurk nest. 2-3: Injure yourself more than 50% of your health. 3-1: Research Rivet City’s history. 3-2: RobCo Production Facility Mainframe. 3-3: Arlington Public Library. As you can probably guess, these can take quite some time to complete. INSTEAD, if you have a high enough speech skill you can just convince her to not write the book and you will complete the quest that way. You can then load your previous save file if you wish to complete the quest the regular way later. See The Wasteland Suvival Guide for details. |
 | Those! |  |
| Completed 'Those!' |
To begin this quest you’ll need to speak with a boy named Bryan Wilks. His location varies but you can find him around the Super Duper Mart area running around. Bryan Wilks will be told to hide in a shelter while you take care of the problem. Run to Grayditch and enter Bryan’s father’s house (it is the house right next to the shack). When you find his father dead inside, exit the house and enter the shack next door. In here use the terminal and it will place Marigold Metro Station on your map. Exit the shack and head there. Make your way through the station and you will find Dr. Lesko. I recommend to enter the area like he says and only to kill the Nest Protectors. I did not touch the Ant Queen at all. Once you’ve killed off the Protectors, return to the doctor and let him know. You will be rewarded with a perk that either increases your Strength or Perception by +1. See Those! for details. |
 | The Nuka-Cola Challenge |  |
| Completed 'The Nuka-Cola Challenge' |
You start this quest by speaking with Sierra Petrovita in Girdershade. Agree to take her tour around her house of various Nuka-Cola collectibles. At the end of the tour she will ask you to bring her 30 Nuka-Cola Quantums. When you leave the house, Ronald will ask that you instead bring the Quantums to him instead. You will lose karma by doing this but it is possible to get double caps from him instead. The choice is yours in the end. Click on the link below for a list of all the locations of known Nuka-Cola Quantums. See The Nuka-Cola Challenge for details. |
 | Head of State |  |
| Completed 'Head of State' |
Hannibal Hamlin in the Temple of the Union will give you this quest. Talk to Caleb after and he will ask you for a picture of the Lincoln Memorial. Travel to the Museum of America History and the picture will be in the Museum Office area, above a desk. You will have to fight some feral ghouls along the way so be prepared. Travel to the Lincoln Memorial and you’ll find Slavers instead of Super Mutants. You have choices here as what to do, however you can just kill all the Slavers when you first arrive and return to Hannibal to tell him what happened. Give Caleb the picture as well if you haven’t yet. The group will depart for the Northwest Metro Station and you are supposed to meet them there. You can fast travel to the location, however they may not be there yet. If not, head back and make sure they depart and then you can fast travel and it should be complete. You can of course escort them as well but it is a long walk. Members of the caravan can die if you escort while if you fast travel, they will all appear unharmed. See Head of State for details. |
 | The Replicated Man |  |
| Completed 'The Replicated Man' |
Dr. Zimmer, in the Rivet City Science Lab, will be the one to give you this quest. He wants you to find his missing Android for him. After some research and asking around (see the link below for details), you will be tasked with finding and asking Dr. Pinkerton about the Android. Pinkerton is found in the broken bow of the ship that Rivet City is in. To enter this area, go across the main bridge leading to Rivet City. Once across, turn right and drop down on the lower level. Go straight to the edge and jump down into the water. You’ll want to swim straight ahead and dive underwater to find a door. Make your way through this area (beware of Mirelurks and traps) and you will find the doctor. Talking with Pinkerton reveals that the Android is actually Harkness. He is the security chief of Rivet City, so return there and talk with him. How you handle the situation in telling him is up to you. See The Replicated Man for details. |
 | Blood Ties |  |
| Completed 'Blood Ties' |
Talk to Lucy West in Megaton to receive this quest and a letter from her. Travel to Arefu and speak with the man (Evan King) guarding the town. He will ask that you check on the 3 families and make sure they are okay. Doing so will allow you to discover that Lucy’s parents have been killed in their home. Her brother, Ian, is missing and Evan King asks that you go find him. Head over to the Meresti Trainyard and get into the Meresti Metro Station. There are other ways to get to this point, but this is the quickest route. Make your way through the tunnels while avoiding any possible traps and you will eventually arrive in the main area of the hideout. Talk with the various people inside to learn where Ian may be held. Once you find your way to Ian, show him the letter or pass a speech check to convince him to leave and go back home. Now return back to Evan King in Arefu to finish the quest. See Blood Ties for details. |
 | Oasis |  |
| Completed 'Oasis' |
You will begin this quest upon entering Oasis. Tree Father Birch will ask you to follow him, so do so. You must take part in a ritual in order to meet with “Him.” After the ritual, you are able to meet and talk with Harold. He wishes that you would destroy his heart so that his suffering will end. After talking with 2 other residents, you are given 3 basic choices. You’ll need to enter the Oasis Caverns in search of Harold’s heart. There are the occasional Radroach and Mirelurk inside the cave, so be aware of them. You will eventually make your way to the thumping sound which is his heart. Interact with it and you are given your 3 choices. I’ll mention that destroying the heart will grant you the Bearskin perk which adds a permanent 5% damage resistance to your character. However, the choice is yours. See Oasis for details. |
 | The Power of the Atom |  |
| Completed 'The Power of the Atom' |
You get this quest from either Sheriff Lucas Simms or Burke in Megaton. Simms wants you to disarm the bomb, while Burke wants you to set it off. I recommend you to disarm the bomb as there is quite a lot in the town of Megaton that you’d have to get or do before setting off the bomb. To disarm the bomb, you need to have a minimum of 25 points in Explosives. If you are not at that skill level, use some Mentats to boost your Perception by 5 and you should have it then. To disarm the bomb, simply walk up to the bomb and interact with it by pressing (X). Then choose disarm. See The Power of the Atom for details. |
 | Tenpenny Tower |  |
| Completed 'Tenpenny Tower' |
Let me first say that there are several ways to complete this quest. You can be diplomatic, convince the residents to let the ghouls move in, sneak the ghouls in and they will kill everyone, etc. The only way to keep the residents alive is to kill Roy Phillips. If you chose to convince them to let him move in or help the ghouls overtake the tower then all the residents will die. I chose to convince the people to let them live there and then snuck the ghouls in so they wiped the place out. Before doing this, I enslaved Susan Lancaster so I had my one person for “Strictly Business” so I had access to Paradise Falls. I also dealt with Tenpenny for the quest “You Gotta Shoot ‘Em in the Head.” Once those 2 things are complete, I completed this quest. This is not the quickest method to complete this quest however. The quickest is to agree with Chief Gustavo (main guard) to kill Roy Phillips. You will then need to travel to Warrington Station and wipe out the non-feral ghouls and Roy Phillips. Doing the quest in this fashion will leave the residents in Tenpenny Towers safe and alive, but you will lose out on a unique item, Ghoul Mask. It’s not a big item so deal with this how you like. See Tenpenny Tower for details. |
 | Strictly Business |  |
| Completed 'Strictly Business' |
This quest is given by Grouse at the entrance of Paradise Falls. He asks you to enslave 4 VIP’s and bring them to him. You are given the Mesmetron and a Slave Collar. Each time you enslave a person, you have to return to Grouse to get a new Slave Collar. To enslave a person, equip the Mesmetron and then shoot them. They will start to act dizzy and confused, at which point you should talk to them with (X). You can steal them of their items or just tell them to put on the collar. This is what I recommend to do. Complete the quest in one sitting to get the trophy and then load the old game file. Do not save it if you want these people to exist in the world afterwards. Red is one of the requested people and if you enslave her before doing “Big Trouble in Big Town,” you will miss out on that quest and trophy. The four people needed are: 1. Flak – Rivet City: I found him down in the Marketplace and enslaved him there. I had to run and shoot my way out of Rivet City so this is another reason I suggest not saving after completing the quest. 2. Red – Big Town/German Police HQ: She is the doctor in Big Town. If you haven’t done the quest “Big Trouble in Big Town,” you’ll have to travel to the German Police HQ and enslave her there. 3. Susan Lancaster – Tenpenny Tower: Preferably find her in her penthouse on the top floor at night. Also do this before the quest “Tenpenny Tower” if you plan on letting the ghouls overtake the building. Otherwise, you’ll have to find her wandering outside the building. 4. Arkansas– Minefield: You’ll have to either try and sneak up on him or lure him down the platform so that you can use the Mesmetron on him more safely. He is a sniper in the Minefield. Also remember to watch out for all the mines. See Strictly Business for details. |
 | You Gotta Shoot 'Em in the Head |  |
| Completed 'You Gotta Shoot 'Em in the Head' |
Mister Crowley can be found in the Underworld and would like you to do some work for him. You are asked to kill and collect keys off of 4 specific people. Like many other quests, you have many options on how to finish this quest. I will detail how I did it and this method will also give you a nice power armor suit and helmet. 1. Dukov – Dukov’s Place: You can handle this in 3 ways. Kill him and steal the key, pay him for the key, or convince Cherry to steal the key for you. I chose to kill him but you can do this in any way. 2. Strayer – Rivet City: You’ll find Ted Strayer (Jeff’s son) in Rivet city. I found him asleep in his room. Talk with him and you can threaten him if your Strength is above 6, pay him 25 caps, or pass a speech check. No reason to kill him. 3. Dave – Republic of Dave: You can kill him if you want, however I passed a speech check in which you convince him you are an Ambassador and he will give you the key. 4. Tara – Fort Constantine: Go for this key last. Once you have the other 3 keys, enter the Fort through the CO Quarters. Make your way through the fort (watch out for the robots) and you will find her corpse in front of a locked door. Take her key. Once you have the keys, you can do whatever you like to finish. My choice was to stay in Fort Constantine and use the keys to open the door to the Power Armor. Once you use the terminal there, simply take the helmet and armor and the quest is complete. You also have some great armor to use in the game. See You Gotta Shoot ‘Em in the Head for details. |
 | Stealing Independence |  |
| Completed 'Stealing Independence' |
This quest is given by Abraham Washington in Rivet City. He wants you to go to the National Archives and steal the Declaration of Independence. When you get to the National Archives by following your map markers, you’ll find Sydney in the rotunda. There are several mines around her so be careful. You will need to hold off a small wave of Super Mutants when you talk to her and then you are given the choice of accompanying her to steal the document (shorter quest) or decline her request and do it yourself (longer quest). If you chose to help her she will tell you of a secret elevator. Use the terminal in front of you and it will appear. This gets you much closer to the document. If you decline her help, you’ll have to travel much farther to get to the document. However you want to do it leads you to the next part. A robot will come to you named Button Gwinnett. You then have several options open to you. You can kill him and steal the document, you can help him and forge the document or you can pass a speech challenge and he will give you the document. Once you have it or a copy of it, return to Abraham Washington in Rivet City. See Stealing Independence for details. |
 | Trouble on the Homefront |  |
| Completed 'Trouble on the Homefront' |
You can begin this quest anytime once you have completed the main quest “The Waters of Life.” To get the quest, go near Vault 101. Open your Pip-Boy with (O), go to data on the right and then select Radio. You should see a Vault 101 Distress Signal. Listen to the recording and you’ll get the quest. Now travel to Vault 101 and enter your old home. A lot has changed since you left, so have a look around and talk with the people inside. There are a variety of ways to complete this quest. You can convince Amata to stay in the vault, you can kill the Overseer, you can convince the Overseer to give in and Amata will become the new Overseer, etc. You can handle this in whatever way you desire. No matter what happens, you will be asked to leave the vault forever. You cannot return at any point in the game. *This is the third, and FINAL, chance to get the Medicine Bobblehead out of the clinic. You may also want to pick the lock behind the bible quote on the wall in your father’s office. In it you will find a Rock-It Launcher schematic. See Trouble on the Honefront for details. |
 | Agatha's Song |  |
| Completed 'Agatha's Song' |
Agatha’s house is located roughly northeast of Meresti Trainyard. It is located in a cut out of a cliff with a bridge leading over a gap to her house. There is usually a caravan on the other side of the bridge to help locate the house. Speaking with Agatha you learn that she is a musician that plays her music over the radio. She wants you to find her a violin known as the Soil Stradivarius. You have the optional task of going to Vault-Tec Headquarters. The only thing to get from this is using a terminal to obtain the location of various vaults on your map. If you’ve already done the quest “Picking up the Trail,” all the locations of the vaults are already on your map. You can skip straight to Vault 92. In Vault 92 you’ll fight mostly Mirelurk variations. There are also other creatures such as Radroaches but nothing too difficult. You want to make your way to the Sound Testing section of the vault. The violin is in the southwest room in this section on a table. Simply retrieve the violin and return to Agatha. See Agatha’s Song for details. |
 | Reilly's Rangers |  |
| Completed 'Reilly's Rangers' |
There are two ways to get this quest. The first is by speaking with Reilly in the Underworld. She is found unconscious in the hospital and you will either have to convince the doctor to wake her or use your Medicine skill (60+) to do so. The other way to begin this quest is to receive the Ranger Emergency Frequency that can be heard around the National Archives area. You will have to find the Our Lady of Hope Hospital (Super Mutants and traps) and cross over to the Statesman Hotel using the crane. Make your way to the roof of the hotel to meet up with the team. The elevator is broken and requires a fission battery to work again. If you don’t have one in your inventory, you are told that there is a robot down on the first floor that has one. Help them escape the hotel now and head toward Ranger HQ in Seward Square. See Reilly’s Rangers for details. |
 | Reaver |  |
| Reached Level 8 with Bad Karma |
See “Last, Best Hope for Humanity” for details. |
 | Mercenary |  |
| Reached Level 8 with Neutral Karma |
See “Last, Best Hope for Humanity” for details. |
 | Protector |  |
| Reached Level 8 with Good Karma |
See “Last, Best Hope for Humanity” for details. |
 | Harbinger of War |  |
| Reached Level 14 with Bad Karma |
See “Last, Best Hope for Humanity” for details. |
 | Pinnacle of Survival |  |
| Reached Level 14 with Neutral Karma |
See “Last, Best Hope for Humanity” for details. |
 | Ambassador of Peace |  |
| Reached Level 14 with Good Karma |
See “Last, Best Hope for Humanity” for details. |
 | Doesn't Play Well with Others |  |
| Killed 300 people |
This one could be somewhat of an issue getting in a normal playthrough depending on how much you explore. I would recommend playing through the majority of the game without worrying about this trophy. Toward the end hopefully you’ll either have it or be relatively close. At this point make trips to places like Megaton, Rivet City, Paradise Falls, Evergreen Mills, etc. and kill everyone. You should get the trophy that way and then reload your game. |
 | Slayer of Beasts |  |
| Killed 300 creatures |
There should be no issue getting this trophy in the course of the game. Creatures such as radroaches, bloatflys, deathclaws, Yao Guai, dogs, mole rats, etc. all count toward this trophy. If you are toward the end of the game and worried about reaching the 300 kills needed, wander the wastelands looking for mole rats and radscorpians. You really don’t need to go out of your way to get this trophy though as it will come in time. |
 | Psychotic Prankster |  |
| Placed a grenade or mine while pickpocketing |
I prefer the use of a mine to do this as it gives more time to back away from the blast. Save your game before attempting in case you fail. The easiest way to do this is to be in good karma and crouch (R3) behind any NPC. I did this in Megaton in the Saloon on my game. Press (X) to pickpocket when no one is looking. Then simply transfer a mine or grenade into the NPC’s inventory and back out of the menu. If you get caught, reload your game. You can use a Stealth Boy if you want to, however I didn’t need it. |
 | Take it Back! |  |
| Completed 'Take it Back!' |
You should know that you cannot return back to finish any side quests once you’re into this quest. Take care of anything else you want to do before beating this or make a save file to reload after. Once Liberty Prime is launched, follow after it. Once on a bridge, the Enclave will launch an assault. Liberty Prime will take care of the aircraft so don’t fire on those. You will need to help take care of any of the ground troops that appear however. Keep following Liberty Prime until he stops on the second bridge. He and the other troops will not advance any further, so enter the Memorial with Sarah Lyons. Make your way into the rotunda and make your last few choices of the game. One final choice requires the use of the password for the purifier. It is 216. See Take it Back! for details. |
 | Scourge of Humanity |  |
| Reached Level 20 with Bad Karma |
See “Last, Best Hope for Humanity” for details. |
 | Paradigm of Humanity |  |
| Reached Level 20 with Neutral Karma |
See “Last, Best Hope for Humanity” for details. |
 | Last, Best Hope of Humanity |  |
| Reached Level 20 with Good Karma |
All of these leveling trophies are self explanatory. You do not have to play through the game 3 times to get all of these trophies as long as you save at the right times. You’ll want to save your game when your character is level 7, level 13 and level 19. You will most likely want to be relatively close to leveling to the next level (8, 14, 20) when the save is made. Now simply do actions depending on your current karma to get into another karma and level up. Now reload, and work toward another karma. For example, let’s say you’ve been playing on good karma (recommended). After you save at level 7, go on a killing rampage through places such as Megaton or Rivet City. You’re aiming to have negative karma when you level up to 8. Now reload your game. Neutral karma is the hardest set to get. Remember that you can steal stuff that is red to lose karma without gaining experience. It may take a bit of planning but this is the best way to make sure you get all of these level trophies. |
 | Weaponsmith |  |
| Made one of every custom weapon |
You must first find a weapon’s schematic, get all the required parts and then you can find a workbench to create the weapon. You are only required to find 1 schematic, even if more exist, to make the weapon. If you’re just worried about getting the trophy, don’t waste your time getting multiples of one schematic. There are 7 in total. Bottlecap Mine Ingredients: Lunch Box, Cherry Bomb, Sensor Module, 10 Bottlecaps Location: The Wasteland Survival Guide quest, Jocko’s Pop & Gas Stop, Knick Knack, Herbert Dashwood Dart Gun Ingredients: Paint Gun, Radscorpian Poison Gland, Toy Car, Surgical Tubing Location: MDPL-05 Power Station, Lydia Montenegro, Head of State quest, Michael Masters Deathclaw Gauntlet Ingredients: Wonder Glue, Leather Belt, Medical Brace, Deathclaw Hand Location: F. Scott Key Trail & Campground, Random Encounter, Help Bannon in Rivet City Nuka Grenade Ingredients: Nuka-Cola Quantum, Tin Can, Turpentine, Abraxo Cleaner Location: Doc Hoff, Sierra Petrovita, Yao Guai Cave Railway Rifle Ingredients: Fission Battery, Pressure Cooker, Steam Gauge Assembly, Crutch Location: Tulip in Underworld, Stealing Independence quest, MDPL-13 Power Station Rock-It Launcher Ingredients: Vacuum Cleaner, Leaf Blower, Firehose Nozzle, Conductor Location: Crazy Wolfgang, Moira Brown, Rivet City Armory, Vault 101 Shishkebab Ingredients: Motorcycle Gas Tank, Motorcycle Handbrake, Lawnmower Blade, Pilot Light Location: Lucky Harith, Vance/Blood Ties quest, Outcast Shack See Schematics for details. |
 | Silver-Tongued Devil |  |
| Won 50 Speech Challenges |
A speech challenge is simply an option in conversation with a percentage in front of it. That percentage is the chance you have to be successful. Save the game before attempting a speech challenge. If you fail, reload the game and try again. My recommendation is to have your speech skill rather high at the start of the game. This will give you plenty of opportunities to work toward the 50 successes for this trophy. If you grow impatient or desire to “boost” these challenges, look for a little girl named Knock Knock in Little Lamplight. You’ll have to gain entry to this area by either a speech challenge of completing the quest “Rescue from Paradise.” Talk to her and get her to tell a joke. You can do this an unlimited number of times until you get the 50 needed. *Note: Some people have to end the conversation for the trophy to pop and others have had to fire their weapon or equip a weapon to get the trophy to register after. |
 | Data Miner |  |
| Hacked 50 terminals |
I recommend having at least 50 Science skill in the game. You can either assign points to get to 50 or use apparel to boost your skill level. Having 50 will let you hack any terminal [Average] and below. I personally have around 65-70 skill and boost it to over 75 with apparel so I can hack the [Hard] terminals as well. Terminals that can be hacked will be computers that say [Locked] when examined. When you open it up with (X), you will find yourself on a hacking screen with many symbols and words. The words will be different lengths depending on the difficulty of the terminal. My strategy that works every time is to simply pick a word randomly (usually the first word). On the right it will list that word and have a number such as (2/8). This number shows how many right characters there are out of the total. You should be aware that the 2 characters that are correct means those 2 characters are in the right placeholder in the word, not just present in the word. From that point you look over the other words and find another that could match the correct letters and be the correct word. You may have to attempt the hack a couple times, but I’ve never gotten stumped by a terminal for more than a few tries. *Note: You have 4 guesses until the terminal is locked forever and you can’t hack it. You need to use only 3 attempts and then back out with (O) to cancel the hack. Now you can try the hack again using only 3 attempts. The perk “Computer Whiz” will allow you to hack back into these locked terminals, however it’s a pretty pointless perk as long as you’re careful. The majority of the larger buildings in the game have several terminals in them. Some terminals will have a password that can be found nearby. I don’t use the password and opt to hack instead. Don’t forget about terminals in places like Megaton and Rivet City. You will lose karma with each one, but as long as no one sees you do it then it’s a clean hack. |
 | Keys are for Cowards |  |
| Picked 50 locks |
I recommend having at least 50 lockpick skill by either default or by equipping apparel that boosts lockpicking. The reason is that the majority of locks are [Average] or below and the [Average] locks require 50 skill. To pick a lock you need to have a bobby pin. You will enter a lockpick screen where the (LS) moves the bobby pin. When in a place you want it, use the (RS) to move the screwdriver. Do not move the pin while moving the screwdriver. If you pin clicks and vibrates, stop moving the screwdriver. Move the pin another direction (only a little if the screwdrivers turn most of the way or move the pin a lot if the screwdriver stops right away). The pin will only last for 3 attempts so if you don’t want to want to lose the pin you need to try 2 times and then back out with (O) and try again. There are a ton of locks all over the game so you should not have any issues getting this trophy. Be sure to check doors, safes, ammunition boxes, etc. for chances to pick the lock. |
 | One-Man Scouting Party |  |
| Discovered 100 locations |
This is another trophy that should come with time. When out in the wastelands take a look at your compass. You will see 2 small triangles when close enough to a location. A solid white triangle is an already discovered location. A hollow triangle is a location that is undiscovered still. You want to go toward the hollow triangles. There is also a perk called “Explorer” that reveals all locations on your map. You are still required to travel to 100 locations for the trophy though. I wouldn’t recommend the perk as it’s easy enough to get the trophy without it and probably before Level 20 when the perk becomes available. |
 | Yes, I Play with Dolls |  |
| Collected 10 Vault-Tec Bobbleheads |
See “Vault-Tec C.E.O.” trophy. 10 Bobbleheads is exactly half of the total available. |
 | The Bigger They Are⦠|  |
| Kill all the Super Mutant Behemoths |
There are a total of 5 Super Mutant Behemoths in the game. Don’t worry, they are easy to recognize due to their size over other mutants. I will list some general tips to kill these and then list where they can be found. Generally, these creatures are relatively slow and easy to avoid. You can make them slower by shooting their legs with the Dart Gun. It only takes one shot with this gun to cripple a leg (or arm) so if you want to be somewhat safer, feel free to use it. Some of the behemoths are involved with fighting other characters besides you so use this to your advantage. It will take approximately 3 shots from a Fat Man to down a behemoth (assuming the Fat Man has adequate durability). The Experimental MIRV will however kill a behemoth in one hit if you prefer that method. 1. GNR Building – You will encounter this one while doing the “Galaxy News Radio” quest. You will be fighting this Behemoth along side several Brotherhood of Steel members. One member has a Fat Man and will die, so grab the Fat Man and use it! 2. Evergreen Mills – Evergreen Mills is the large Raider base camp. They have a Behemoth trapped in an electrified cage within the base. I recommend clearing out the base of the Raiders so that nothing can get in the way. There is a possibility that the Behemoth can get out during this time, however it seems rare. If he does escape, deal with him normally. You can sit on the cliffs above the cage and kill the Behemoth from above also for a safer approach. 3. Capitol Building – This Behemoth will be fighting with a group of Talon Company mercenaries. There will likely be a number of Super Mutants as well in the fight so be aware of that. You can use the doorway near where the Behemoth is to shoot him from. He is too large to get through the doorway so take safer shots from where he can’t reach you. 4. Takoma Park – This one is northeast of Takoma Park. You should see a water tower that has a truck close by. There is a switch on the truck that you can use to fire artillery to help you down the Behemoth. There is also a safe spot you can shoot from where he can’t hit you. There is a truck to the right of the gate that you can get into and be completely safe from any damage. 5. Jury Street Metro Station – You want to head west from Vault 101 to find this area. Keep heading west once you find the Metro Station and you should find many train cars. In one of the overturned storage containers you will find Cart Cages. In one of these there is a teddy bear. Take the bear to make the behemoth spawn. It is possible that you do not have to take the teddy bear, but he will still spawn in the area. |
 | Vault-Tec C.E.O. |  |
| Collected 20 Vault-Tec Bobbleheads |
There are 2 bobbleheads that can be missed in the game. Your actions can alter the accessibility of a third. These are noted with an *. Stats: *Strength – Megaton: In Lucas Simms house. His house is the first on the right when you enter Megaton. The bobblehead is on the desk in a room upstairs. *If you blow up Megaton, get this first! If not it is gone. Perception – Republic of Dave: On a bookshelf in the Museum of Dave. Endurance – Deathclaw Sanctuary: Next to the entrance by a brahmin corpse. Charisma – Vault 108: On a table in the Cloning Lab. There are a lot of beds in the room. Intelligence – Rivet City: On a table in the center of the Science Lab. Agility – Green Pastures Disposal: On a desk in the office on the western side of the area. Luck – Arlington Cemetery: There is a house near the center of the cemetery that is on a hill. The bobblehead is in the basement of this house on a shelf. Skills: Barter – Evergreen Mills: On a shelf behind the work bench in the Market Bazaar. This is in the room to the right of Smiling Jack. Big Guns – Fort Constantine: CO Quarters in the basement. *Energy Weapons – Raven Rock: On a desk in Colonel Autumn’s bedroom. Get this before you leave the Enclave Base as you cannot return later to get it. Explosives – WKML Broadcast Station: You have to go behind the Station and drop down off the small cliff. There is a manhole tucked away that you can enter and the bobblehead is at the end of the short tunnel on a desk. Click Here for a picture of the location. Lockpick – Bethesda Ruins: In the East Offices on a desk with a lamp turned on. *Medicine – Vault 101: It is on your dad’s medical desk. You have 3 chances to get this and they are before the G.O.A.T., during the escape, or during the quest “Trouble on the Homefront.” Melee Weapons – Dunwich Building: In the Virulent Underchambers, center of a room by the exit to Dunwich Building. Repair – Arefu: On a white table in Evan King’s house. You need a 50 Lockpick skill to get into the house. Science – Vault 106: On a shelf in the Living Quarters (east most room). Small Guns – National Guard Depot: This is in the National Guard Armory. It is in a sealed storage room in the basement on a shelf. Click Here for a more detailed description and video. Sneak – Yao Guai Tunnels: In the Yao Guai Den on top of a box north of the pool of water. Speech – Paradise Falls: On a table next to the computer terminal in Eulogy’s Pad. Unarmed – Rockopolis: On the ground next to Argyle’s body. |
 | Platinum Trophy |  |
| Collect all other 50 Trophies for this Trophy |
Earn all other trophies in the game. |
| |
| |
| DLC: Operation: Anchorage |
| Cost: $9.99 Trophies: 4 |
| |
|
 | Aiding the Outcasts |  |
| Completed 'Aiding the Outcasts' |
After downloading this set, you’ll find a radio signal in your Pip-Boy called “Outcast Distress Signal.” Select "Aiding the Outcasts" as your main quest and follow the map marker to the southern portion of the map and you’ll run into the Outcasts. You’ll be asked to help them fight some super mutants to get them back to their outpost. Once you’re there, you’ll be told to talk to Protector McGraw. After you do, the trophy will pop. |
 | The Guns of Anchorage |  |
| Completed 'The Guns of Anchorage' |
This quest is all combat. You’ll be making your way through cliff side trails, caves, and Chinese military buildings. You have to plant explosives on three very large artillery guns. After you plant each one, move on to the next one as quickly as you can or else you’ll be blown up with the gun. After you plant the third one, you’ll be taken back to the American HQ. |
 | Paving the Way |  |
| Completed 'Paving the Way' |
After The Guns of Anchorage is completed, you’ll be at the American HQ talking to General Chase. He’ll give you the mission to make your own strike team and take out two Chinese targets, a listening post and a pair of fuel tanks. Set up your squad to have more infantrymen and snipers when going for the listening post and more grenadiers and missile launchers when going for the fuel tanks. When you exit the base, to the right is the listening post and to the left are the fuel tanks. Take out either one first. The order doesn’t matter. For the fuel tanks, you’ll have to plant an explosive on each one (watch out for the Chimera tanks that are around here…why you should be bringing along the soldiers with the big guns). With the listening post, you just have to clear out all the Chinese soldiers. Once you get to the top, you’re done and you’ll be taken back to the American HQ. |
 | Operation: Anchorage! |  |
| Completed 'Operation: Anchorage!' |
After completing Paving the Way, your last mission will be to take out the Chinese pulse field. From the base’s exit, you’ll be going straight ahead. You’ll have to follow a maze of trenches, Chinese bunkers, and blown out buildings to get to where the pulse field is. This area is pockmarked with pulse mines. Make your way through them and up to a control booth. Once you’re up there, flip the switch to turn off the mines. You’ll be instructed to make your way into the factory. Once you’re inside, you’ll be attacked by the Chinese general, General Jingwei. His weapon is an electrified sword, so if you keep a bit of distance and shoot at him, you’ll be fine. Once the general is dead, you’ll taken from Anchorage and back to the Outcasts outpost, but you’re not quite done yet. You have to open up the armory in the outpost. Once you do that, collect your prizes and the trophy will unlock. Congratulations, you’ve just finished Operation: Anchorage. Now it’s on to Pittsburgh. |
| |
| |
| DLC: The Pitt |
| Cost: $9.99 Trophies: 4 |
| |
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 | Into the Pitt |  |
| Completed 'Into the Pitt' |
After installing The Pitt, select "Into the Pitt" as your main quest. Follow the map marker to the very north of the map. Once you get there, you’ll meet Wernher who will tell you about The Pitt and ask you to help him. The first thing you’ll have to do is get some slave clothes. You’ll be directed to a slave camp. Once you get the clothes, go through the tunnel and into The Pitt. After you get off the cart, you’ll be attacked by some raiders. After the fight, Wehrner will unlock a gate for you. You’ll then cross the bridge into The Pitt (watch out for mines) and turn right after the bridge. Once you in downtown, the trophy will unlock. Note: When you enter The Pitt, you’ll lose all of your weapons and items. You can bring in a gun or a knife, but only if you ask Wernher to hide it somewhere on you. Fortunately, you never find out where it’s hidden on you. |
 | Unsafe Working Conditions |  |
| Completed 'Unsafe Working Conditions' |
Follow the marker to find Midea. She’ll tell you to meet her at her house. Once you talk to her there, she’ll tell you to look busy for the guards by finding 10 Steel Ingots (see Mill Workers). An Ingot looks similar to a gold bar, but is silver. You should be able to find 10 quickly, but watch out for the Trogs in the Steelyard. When you bring the Ingots back to Midea, she’ll take you out to hear a speech by Ashur. You’ll then by put into the Arena to fight. Survive three fights in the Arena, and you’ll finish this quest. You can use any weapon that you have on you in the Arena. Note: You’ll have the option of getting a weapon from Marco in the Mill. I highly recommend you get the weapon from him. It’ll make your time in the Steelyard and the Arena much easier. |
 | Mill Worker |  |
| Found all 100 Steel Ingots |
This is a pain to find all 100. With every 10 Ingots you find (he only takes 10 at a time, by the way), you get a new item. When you get all 100, you'll have to give them to Everett. To make it much easier, follow this guide: The Pitt Steel Ingot Locations | Wouldyoukindly.com IMPORTANT: This trophy may be glitched because the achievement on 360 is. Either you won't be able to collect all 100 or you won't be able to give them to Everett. Either way, you'll have to start a new save if this happens. Make sure you make an extra save before you talk to Everett for the first time. And whatever you do, let Everett open the door to the Steelyard. That's the way around the possible glitch. Note: You can go back and search for the Ingots after you complete Free Labor. You can even come back to The Pitt later and search for them. Alternatively, you can follow these two videos (thanks to TheCorrupt on Youtube for the videos). |
 | Free Labor |  |
| Completed 'Free Labor' |
After your third fight, you’ll get the invitation to see Ashur. Before you go, make sure you get your gear from the footlocker in front of you after speaking with Faydra. You’ll make your way to Haven and speak with Ashur. After speaking with Ashur, he’ll tell you to talk to his wife, Sandra, about the cure. Once you talk to her, you’ll have a choice to make. The decision you make here will determine the outcome of The Pitt. Without spoiling anything, whichever decision you make, once you play the quest all the way out, you’re finished with The Pitt. |
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| DLC: Broken Steel |
| Cost: $9.99 Trophies: 6 |
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 | Devil |  |
| Reached Level 30 with Bad Karma |
Save the game before you hit Level 29. Once you hit it, select Here & Now as your perk. You’ll automatically level up to Level 30. For your Level 30 perk, select Devil’s Highway. This will automatically give you Evil Karma. If you happen to have already used Here & Now, then get yourself pretty close to Level 30 and save your game. Do whatever you need to do to get to Level 30 and then choose Devil's Highway as your perk. Then reload to get the others...or not if this was the last one you needed. |
 | True Mortal |  |
| Reached Level 30 with Neutral Karma |
Save the game before you hit Level 29. Once you hit it, select Here & Now as your perk. You’ll automatically level up to Level 30. For your Level 30 perk, select Karmic Rebalance. This will automatically give you Neutral Karma. If you happen to have already used Here & Now, then get yourself pretty close to Level 30 and save your game. Do whatever you need to do to get to Level 30 and then choose Karmic Rebalance as your perk. Then reload to get the others...or not if this was the last one you needed. |
 | Messiah |  |
| Reached Level 30 with Good Karma |
Save the game before you hit Level 29. Once you hit it, select Here & Now as your perk. You’ll automatically level up to Level 30. For your Level 30 perk, select Stairway to Heaven. This will automatically give you Good Karma. If you happen to have already used Here & Now, then get yourself pretty close to Level 30 and save your game. Do whatever you need to do to get to Level 30 and then choose Stairway to Heaven as your perk. Then reload to get the others...or not if this was the last one you needed. |
 | Death From Above |  |
| Complete 'Death From Above' |
You’ll wake up two weeks after end of the original game. Elder Lyons will ask if you’re ready to help the Brotherhood out some more. Once you accept, follow his directions and head to the Rockland Car Tunnel to meet Paladin Tristan. You’ll be assisting the Brotherhood and Liberty Prime by taking out an Enclave satellite uplink array. Once you have the satellite’s telemetry data, return it to Scribe Rothchild. Speak with Elder Lyons after to finish the quest. |
 | Shock Value |  |
| Completed 'Shock Value' |
When you’re speaking with Elder Lyons, he’ll tell you that Paladin Tristan has requested you for an assignment. Speak with him and he’ll tell you to find the Olney Powerworks and retrieve a Tesla Coil. On your way through to the Olney Powerworks, you’ll fight against Deathclaws and various types of Enclave soldiers. When you reach the Tesla Coil (trust me, you’ll know), jump over the railing and pick it up. Don’t worry, you won’t get hurt…too much. Now, return to Paladin Tristan. |
 | Who Dares Wins |  |
| Completed 'Who Dares Wins' |
When you return to Tristan with the Tesla Coil, you’ll start this quest. He’ll tell you about the Enclave’s interest in Adams Air Force base and tell you to head over to the Presidential Metro in downtown DC. If you’ve already found the White House, this will be an easy trip. Make your way through the Presidential Metro System fighting ghouls and robots until you get to a train that you can drive. You’ll have to insert a fuse into a nearby fuse box before you can drive it though. Once you get the train working, hop in and head to Adams Air Force Base. Once there, you’ll have to find your orders and the resupply crate that Tristan told you about. Follow the orders that you receive along with your new little friend (Tony Montana would be proud). You’ll have to fight your way through many, many Enclave soldiers to get to you target, the Enclave Mobile Platform. Remember the Satellite Array? Your objective is to set the target of the satellite’s missiles to be that platform. Once you set the target and escape, a Vertibird will show up and bring you back to the Citadel. Note: This is a pretty long quest, so make sure you have plenty of ammo and Stimpacks before heading into DC. |
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| DLC: Point Lookout |
| Cost: $9.99 Trophies: 4 |
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 | The Local Flavor |  |
| Completed 'The Local Flavor' |
Set “The Local Flavor” as your main quest and follow the map marker to the south. You’ll find the riverboat in the southern part of the map and to the west of Rivet City. After you buy your ticket, you’ll take a nap and when you wake up, you’ll have arrived in Point Lookout. Upon arriving, you’ll be told to investigate the Calvert mansion. When you approach the front door of the mansion, you’ll be asked to help defend it from Tribals by Desmond. When the mansion is safe, speak to Desmond and that’ll wrap up this quest. |
 | Walking With Spirits |  |
| Completed 'Walking With Spirits' |
While you’re speaking with Desmond at the conclusion of “The Local Flavor”, “Walking With Spirits” will begin. You’ll be told to go investigate the Tribals at their Cathedral by becoming one of them. Travel north from the mansion. When you approach the Cathedral, you’ll told to travel West to collect seeds from the giant Punga plant. Be prepared for a long walk to get to the bog. There’s no possible way to explain this next part. I’ll simply say, once you have the seeds head back the way you came and return to the Cathedral. When you speak to Jimson inside the gates, the quest is finished. |
 | Bog Walker |  |
| Discovered all Locations within Point Lookout |
There are 29 locations that you’ll have to discover in Point Lookout. The locations are pretty close to each other and the map isn’t nearly as big as the Capital Wasteland map, so it shouldn’t take too long to find them all. Locations: 01. Point Lookout Pier 02. Pilgrim's Landing 03. House of Wares 04. The Homestead Motel 05. Ofie Clan Plot 06. Disaster Relief Outpost 07. Dove Delta 08. Blackhall Manor 09. Grower's Shack 10. Sacred Bog Entrance 11. Lil' Tyke Playhouse 12. Flooded Sinkhole 13. Trapper's Shack 14. Jet Crash Site 15. Trash Heap 16. Marguerite's Shack 17. Turtledove Detention Camp 18. Truck Wreckage 19. The Ark & Dove Cathedral 20. Ark & Dove Resting Grounds 21. Wrecked Seatub 22. Coastal Grotto 23. Herzog Mine 24. U.S.S. Ozymandias 25. Haley's Hardware 26. Ritual Site 27. Beachview Campsite 28. Calvert Mansion 29. Point Lookout Lighthouse |
 | A Meeting of the Minds |  |
| Completed 'A Meeting of the Minds' |
Note: There are several quests in between “Walking With Spirits” and “A Meeting of the Minds.” There is a multi-quest story arc that sets up how Point Lookout ends. At the end of the quest-arc, you’ll have to make a choose whose side you’re going to be on. Once your choice is made, head back to Calvert Mansion, and then to the Lighthouse. Whomever you side with, you’ll be tasked with killing the other. |
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| DLC: Mothership Zeta |
| Cost: $9.99 Trophies: 4 |
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 | Not of This World |  |
| Completed 'Not of This World' |
When you find the “Recon Craft Theta Beacon” signal in your Pip-Boy, select “Not of This World” as your main quest and follow the map marker. If you have found the crash site, you know where you’re going already. As soon as you approach the crash site, you’re going to be abducted. When you regain control, you’ll be in a cell with a woman named Somah. The two of you will come up with an escape plan. When you’re out, make your way through the ship and you’ll come across a girl named Sally in another cell. Break her out and follow her down to engineering. But first, you need to get your equipment back. After that, head into the Steamworks and make your way through. Watch out for aliens, turrets, and steam pockets here (why an alien ship has a boiler room is beyond me, but oh well they don’t hurt you). Once you’re down in engineering and come to a very cold room, the quest is finished. |
 | Among the Stars |  |
| Completed 'Among the Stars' |
After you’ve finished Not of This World, grab the spacesuit and Sally will tell you that you have to destroy three generators on the ship to go outside. The three are in the Cryo Labs, Robot Assembly, and the Hangar. Go to each one and when you find the generator, do like you did when you freed Sally. Make sure that you’re collecting the recordings as you go for Alien Archivist here, because if you miss one, you can’t go back for it. Once you destroy the three generators, put the spacesuit on and head through the airlock to go out among the stars. While you’re on the ship, you’ll have to find a few exposed panels to fix. Go back inside after they’re fixed, and you’re done. |
 | Alien Archivist |  |
| Collected all Alien Captive Recordings |
There are 25 recordings in the alien ship. Before you go outside the ship, you need to have found the first 19. To make this easier on yourself, start collecting from the moment you escape from your cell. You’ll be looking for panels with three blue rings at the top of them. (Blue Rings of Knowledge?) Our sister site has a great guide by Fizzmatix. It is used here with his permission (thank you very much). http://www.xbox360achievements.org/forum/showthread.php?t=166357 If you prefer video guides, then...(thanks to BrickBusterX on Youtube) |
 | This Galaxy Ain't Big Enough... |  |
| Completed 'This Galaxy Ain't Big Enough...' |
After you get the teleporters back online, you’ll meet up with Sally and the rest of your crew. You’ll go into an observation deck where you’ll see a hologram of an alien. At this point, Sally is supposed to open the door for you so you can proceed. If she doesn’t, go through the teleporter they came through and then come back. Once you’re through that door, it’s pretty linear. Keep going through until you reach Death Ray Control. When you’re there, destroy the four generators. After that, you’ll fight your way through the Living Quarters to get to the bridge. Once you kill the alien captain, you’ll have to fight another alien ship using the death ray. Once they’re destroyed, you can go back to the Capital Wasteland. |