There are 73 Trophies that can be earned in this title.
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Overview
- Estimated platinum difficulty: 5/10 (Difficulty Thread) - Offline: 51 (38 10 2 1 ) - Online:None - Approximate time to Platinum: 65-75 Hours - Minimum number of playthroughs needed: 1 (Only If you manage your saves correctly). - Missable trophies: The G.O.A.T Whisperer, Following in His Footsteps, Galaxy News Radio, Scientific Pursuits, Big Trouble in Big Town, Wasteland Survival Guide, Strictly Business and Vault Tech C.E.O. - Glitched trophies: Trouble on the Homefront - Do cheat codes disable trophies: No cheats - Difficulty affects trophies: There are no difficulty specific trophies though increasing the difficulty can make the Level/Karma trophies easier to get.
Note: If you start playing this without the trophy patch (if you have the non-GOTY Edition), then you will have to delete your saves and start over with a new character to earn any trophies as they are not retroactive.
Road Map
Introduction
Fallout 3 is a single player sci-fi, post apocalyptic first person, free-roaming shoot-em up with RPG elements. The game is set in 2277 and in and around what’s left of Washington D.C on the east coast of North America.
Even though several trophies are listed as missable, you would have to do a lot of things wrong to miss out on them but we'll guide you through each trophy and point out exactly how to avoid missing out on any. The 2 main trophies you have to watch out for are Scientific Pursuits and Vault Tech C.E.O.
Because of the free-roaming nature of this game, you can stop and start most quests at will and just go exploring.
Tips, Bugs, Karma Trophies and Character Building
Glitches/Bugs and how to fix them and newbie tips
Terminator has compiled a list of advice concerning the above title. We advise checking it out if you've never played Fallout before or you've come across a quest glitch: Fallout 3 Advice Thread
The importance of saves for the Karma trophies
We cannot stress enough the importance of the saves you have to make in order to achieve the karma trophies in one playthrough, if you don't make the saves at all or the wrong time you will have to do another playthrough which will add ages to your plat time. Here's what I'm talking about in simple bullet points:
Making the save: Right, the karma trophies require you to be a certain karma status in the the levels 8, 14 and 20. You will want to make the important save at the end of levels 7, 13 and 19.
Points in the Levels 7, 13 and 19 to save: You will want to save your game just before progressing to the specified levels 8, 14 and 20. To be safe I would make the manual save near the end of the level with about 100 - 500xp to go to the next level.
The manual save: Make sure you make this in a separate save slot so you can easily come back to it if needs be.
Reloading the save: Once you've Levelled up and obtained 1 of the Karma trophies, press then click "Load". Now Load the save you made earlier. As our guide advises you to play on Good Karma I'll explain it this way. To get your Karma from Good to Bad go to any NPC owned Terminal, open it and you'll get a "Bad Karma" message, keep backing out and re-entering until the Karma goes down to Neutral (keep checking your Karma status in the pip-boy). Once it's Neutral, level up and you will get the 2nd trophy. Re-load the save again and keep doing it until it gets to Bad (or worse) Karma, Level Up and you will get the 3rd level trophy for that Level. Do this on all the Levels to get all 9 Karma trophies.
For more help, see the Karma trophies in the guide below.
Character Building:
In Fallout 3 you get to choose how you want your player to be. To get the best out of this choice, use this setup:
I would swap out Agility for whatever stat links to your weapon of choice, Big Guns, etc. Given the insane high critical sneak attack though I'd stick with Agility. Don't forget all starting S.P.E.C.I.A.L. attributes will increase by one with all the Bobbleheads and apparel.
For the S.P.E.C.I.A.L. attributes Strength, Endurance and Charisma are mostly useless.
Credit to LaochEire for this setup. See here for for additional details: CLICKY
There are also other ways to raise your stats in the game. Skill books will increase your skills permanently by 2 points once you've read them. Also each of the 20 Bobbleheads raise your skills by a lot, so collect all of these Bobbleheads early in the game to get the best possible skills.
Step 1 - Complete the Main Quests except Take it Back!, Misc & Karma Trophies and all Bobbleheads
First thing you will want to do is complete the main quests. You'll know if it's a main quest as upon completing the quest before it you will be given another quest. You can also tell if a quest is a main quest if it's above the quest Take it Back, all trophies above this trophy in the guide are the only main quests. Once you reach the final main quest called 'Take it Back' you will want to make a manual save before going any further. The best place to do it is right after you exit Raven Rock (2nd last main quest).
Now for the Misc trophies, there's quite a lot of them and they're not hard, some are time consuming though. A few examples of these Misc trophies are; Hack 50 Terminals, Pick 50 Locks and Kill all Super Mutant Behemoths, for tips and tricks on Hacking terminals and picking locks see the link 'Fallout 3 Advice'. For other info see the guide. You'll also want to get ALL of the karma related level trophies in one playthrough. See the Karma Trophies tips above for more info and also the trophy guide. You may not have reached lvl 20 by the end of this step (Depends on what difficulty you're playing on) but you can get that later on if you don't already. Don't worry if you don't have all the Misc and Karma Trophies by the end of this step. There's plenty of time to go back and get them in Step 2.
You will also need to collect every Skill and Attribute bobblehead in the game. 90% are not missable and can be gotten at any time during the game. The two missable ones are:
MISSABLE BOBBLEHEAD NOTICE!
- Raven Rock: You only get one chance to go into Raven Rock and that is during the main quest 'The American Dream', you can't miss it. If you don't get it when you're in Raven Rock then there is no chance of getting it again. This means you will need to do another playthrough, we can't stress enough the importance of getting it right first time. See the Vault Tec C.E.O trophy for the bobblehead's location.
- Vault 101: You have 3 chances to get this trophy, one at the very beginning of the game during the child sequence and the 'Escape!' main quest and another time during the 'Trouble on the Homefront' side quest. See the Vault Tec C.E.O trophy for the bobblehead's location.
- Megaton: The one in Lucas Simms house is missable but only if you decide to blow up megaton. We advise you not to do that so don't blow up megaton. See the Vault Tec C.E.O trophy for its exact location.
All other Bobbleheads can be gotten at anytime before the main quest 'Take it Back.'
Also on this step if you find any Nuka Cola Quantum's do not sell them. They are needed for a side quest (Nuka Cola Challenge). If you happen to pick one up, keep it. Don't drink it just keep it. There's only about 80 odd in the entire game and you need 25 for the quest.
Step 2 - Side Quests and Remaining Misc & Karma Trophies
Now you will want to do all the side quests and get each of their relative trophies. Side quests are found in different locations across the wasteland and will appear upon speaking to the individual that gives you the quest. There aren't many of them but there's more side quests than main quests. Please refer to the guide for the locations of each side quest and a walkthrough. If you have the DLCs (specifically The Pitt) installed then Trouble on the Homefront can glitch, see the guide for info on how to fix this glitch.
Now you will want to make sure you get all the other trophies before proceeding with the next paragraph, these will most certainly include the Hack, Pick and Speech trophies and maybe the level 20 karma trophies. Once you have done all these you should have all but one trophy which will be Take it Back.
Once you've done all these side quests its time for you to go back and complete the final main quest Take it Back.
By the end of this step you will have all of the trophies and your platinum, congrats! If for some reason you missed something then continue to step 3.
Step 3: Clean up
Missed out on a Trophy? Now is the time to go back and get it.
[PS3T Would Like to thank Harry94 for this Road Map]
DLC ROAD MAPS
Operation Anchorage:
Overview: Estimated trophy difficulty: 3/10 (Personal opinion). Total Trophy breakdown: Offline: 4 (3 1) Online: None. Approximate time: 2.5-3hrs. Minimum number of playthroughs needed: 1. Missable trophies: None. Glitched trophies: None but see individual trophies for progress blocking glitches and how to avoid/fix them. Cheats disable trophies: No cheats available. Difficulty affects trophies: No difficulty trophies.
Introduction:
Operation: Anchorage sees the Lone Wanderer help some Brotherhood of Steel Outcasts gain access to an Armoury, full of lost technology, by entering the simulation of a pivotal battle from Earth’s pre-war past.
You need to wait for a message to appear that says “A new radio broadcast has been heard across the Capital Wasteland” before you can start. Once you enter the simulation you will not able to leave until you have finished your mission.
Step 1: Answer the call for help and enter the simulation:
Once the DLC has been installed you will get a new radio signal called “Outcast Distress Call” added to your Pip-Boy’s Radio menu. Select it to add the “Aiding the Outcasts” quest to your Active Quest list. After selecting the new quest, make your way to Bailey's Crossroads, wipe out the Super Mutants, make contact with the Outcasts then make your way to their base and enter the simulation.
Completing this step will net you the “Aiding the Outcasts” trophy.
Step 2: Destroy the guns!:
This section is extremely linear so you can’t get lost. Just follow the Quest Marker and you will be fine. Anything you can interact with will flash red and make an electronic "buzzing" noise. There are no health items and little ammo lying around, only Health and Ammo Dispensers so make use of them.
Destroying the guns is easy, just clear out the enemies, plant your charges and run like hell before they blow.
Finishing this step will net you the “The Guns of Anchorage” trophy .
Step 3: Clear a path to the Chinese HQ:
For this step you need to clear-out the Mining Village and Ice Camp as well as destroying the Fuel Tanks at the Tank Depot and Capturing the Listening Post. For some reason certain enemies will take a lot of hits to kill, even though there is no logical reason for it.
Finishing this step will net you the “Paving the Way” trophy.
Step 4: Kill the Chinese General and claim your reward:
Make your way through the heavily guarded trenches and past the bunkers and guard towers to the Pulse Field Control Room and overload the Field Generators. After the Pulse Field has been neutralised make your way to the Chinese HQ and kill the General. Once the General has been eliminated you will be returned to the real world; make your way to the Armoury Access Terminal, open the Armoury and clean it out.
There is a snag with cleaning out the Armoury i.e after a while Sibley and a few others will take offence to your presence and try to kill you so they can claim the gear for themselves. You’ll only have one option after they attack and that’s to kill them. Fortunately, killing Sibley and his buddies will not cause you lose any Karma and will not make the other Outcasts hostile.
Finishing this step will net you the “Operation: Anchorage!” trophy.
NOTES:
You might wish to start a new game for this DLC as doing it when your save file is approaching the 10MB Danger Zone may make life harder for you.
Potential problems with Companions means we recommend that you either tell them to wait at your chosen home or dismiss them then collect/re-hire them once you’ve finished this DLC.
Due to the huge amount of gear you get as a reward for finishing this DLC, make sure you travel extremely light at all times prior to entering the Simulation. This way you will have room to carry everything you want without making multiple journeys. It may also help if you bring some Buffout with you.
Overview: Estimated trophy difficulty: 3/10 (Personal Opinion) Total Trophy breakdown: Offline: 4 (3 1). Online: None. Approximate time: 3-5hrs depending on how long Mill Worker takes you. Minimum number of playthroughs needed: 1. Missable trophies: Yes, Mill Worker. Glitched trophies: Yes, Free Labour and Mill Worker. Cheats disable trophies: No cheats available. Difficulty affects trophies: No difficulty trophies.
Introduction:
The Pitt sees the Lone Wanderer go undercover in the ruins of “The Pitt” AKA Pittsburgh, Pennsylvania to help free some slaves from the grasp of a ruthless dictator and to cure a plague that’s killing the locals.
You need to wait for a message to appear that says “There are reports of a new radio message being broadcast across Capital Wasteland” before you can start. Once you enter the The Pitt itself you will not able to do any other quests until you have finished it and are able to leave. Also, Companions are not allowed into The Pitt so you will have to tell them to wait or dismiss them before Wernher will take you there. All Companions will return to their default waiting spots after you take the Handcart to The Pitt.
Step 1: Find the source of the signal and go to The Pitt:
Select “Wernher's Distress Signal” from the Radio menu which will add “Into The Pitt” to your Active Quest list.
The Map Marker will take you to a point near the top left of the map; the fastest way to get there is to Fast Travel to SatCom Array NN-03d and walk North towards the Radio Tower. When you get there, help Wernher, kill the Slavers, grab a Slave Outfit and enter the Train Tunnel. After you've arrived at The Pitt and Wernher has given you your orders, make your way across the bridge, get stripped of your gear and enter “Downtown”.
Finishing this step will net you the “Into the Pitt” Trophy.
Step 2: Make contact with Midea and find all 100 Steel Ingots:
Once you’re in Downtown go and meet Midea who will explain what’s going on and why they need you, then go The Mill and speak to Everett who will show you to the area where the Ingots are and tell you to not come back without any.
Due to how buggy the Mill Worker trophy is, make sure you have 3 saves, 1 from before you speak to Everett, one from before you enter The Steelyard and one from before you pick up the first group of Ingots. By having 3 saves, you will have 3 backups in case any part of this trophy glitches. Don’t return to Everett until you have all 100 Ingots otherwise the trophy could glitch.
After collecting all the Ingots and turning them in, return to Midea and talk to her, then listen to Ashur’s speech and complete the Arena fights so you’ll be granted permission to see Ashur.
Finishing this step will net you the "Unsafe Working Conditions" and "Mill Worker" trophies:
Step 3: Meet Ashur and decision time:
After retrieving your gear from the footlocker (i.e everything that Mex confiscated on your arrival) make your way to Uptown and onto Haven where Ashur lives. Once you have entered Haven go to Ashur but whatever you do DON’T interrupt the conversation he is having with another Slaver else he’ll glitch and you won’t be able to finish the quest or get the trophy. To avoid this bug, wait for him to talk to you before conversing with him.
After speaking with Ashur, you will have to make a tough moral choice about the “cure” i.e take it or leave it where it is. Depending on who you side with you will have to kill either Wernher or Ashur and his Wife, once you’ve followed either decision to it’s conclusion, you’ll be allowed to leave The Pitt and return to The Capital Wasteland.
Finishing this step will net you the “Free Labour” trophy.
NOTES:
You may wish to start a new game for this DLC as doing it when your save file is approaching the 10MB Danger Zone may make life harder for you.
Overview: Estimated trophy difficulty: 3/10 (Personal Opinion). Total Trophy breakdown: Offline: 6 (3, 2, 1) Online: None. Approximate time: 20-40hrs (This strongly depends on how long it takes you to get from Level 20 to Level 30). Minimum number of playthroughs needed: 1 (Only if you don’t manage your saves correctly). Missable trophies: None. Glitched trophies: None. Cheats disable trophies: No cheats available. Difficulty affects trophies: There are no difficulty specific trophies though increasing the difficulty can make the Level/Karma trophies easier to get.
Introduction:
Broken Steel takes place two weeks after the end of the main game and sees the Lone Wanderer re-join the Brotherhood of Steel, to help them defeat the Enclave once and for all!
The activation message for this DLC is different to the others as you don’t get a radio signal, instead you will get a message to say Broken Steel has been activated and the Level Cap has been raised to 30. This is the only DLC that allows you to take Companions with you into the DLC areas. Once you reach the Adams Air Force Base you will not be able to return to the Capital Wasteland until your quest there is complete.
Step 1: 2 Weeks Later:
Normally it doesn't matter who enters the code into the Purifier at the end of "Take it Back!" 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 this DLC)
Once awake and have been debriefed by Elder Lyons go to Scribe Rothchild and speak to him; then go to the Rockland Car Tunnel, speak to Paladin Tristan and gain access to the Satellite Relay Station. When you’re inside the Relay Station you need to find the Satellite Uplink Terminal and download the data it contains. Make your way out of the Relay Station, return to the Citadel and hand over the data to Rothchild for decrypting.
Finishing this step will net you the "Death From Above" trophy.
Step 2: Build the Secret Weapon:
After the above conversation find and speak to Paladin Tristan about your next task, then talk to Scribe Vallincourt and she will give you a Deathclaw Control Scrambler. Leave the Lab, Fast Travel to the farm near the optional objective then go to the marker, free the Deathclaw and move onto Old Olney.
Once in Old Olney make your way to the Sewers and the Old Olney Underground and gain entry to the Olney Powerworks where the Tesla Coil is Located. To get the Tesla Coil you will have to make your way past all the Sentry Bots and Turrets to the Control room on the bottom level and turn off the power. When you’ve obtained the Tesla Coil exit the Powerworks via the ladder in one of the previous corridors, then Fast Travel back to the Citadel and give the Coil to Tristan.
Finishing this step will net you the "Shock Value" trophy.
Step 3: Attack Adams Air Force Base:
You now need to make your way through the Metro to get to the Air Force base (See the trophy guide for a walkthrough). After you have done everything here and cleared out the Enclave you will unlock the trophy “Who Dares Wins", which should be your last trophy for this DLC. Continue to Step 4 if you still need the Karma trophies.
Step 4: Karma clean up:
This step is only needed if you did not get the Karma trophies by the time you finished all the available missions. If at this stage you still have any outstanding DLCs now is the time to start them and you should be at or near Level 30 by the time you have finished them.
Getting the Karma trophies:
To get the Karma trophies you need be at Bad, Neutral or Good Karma when you hit Level 30. To obtain these trophies in one playthrough, do the following:
Save in a new slot when you are 100-400 XP away from leveling up to Level 30.
Level up and take either the Devil's Highway, Escalator to Heaven or Karmic Rebalance perk, depending on which Karma level you’re aiming for and what you’re already at to get the respective trophy.
Reload your save and repeat Step 2 to get the next trophy.
For the last Karma trophy you probably won't have to take one of the Karma perks as it depends on what Karma you already have i.e if you're already at "Messiah" level, then you can just level up as normal without needing the perk.
If you don’t have any of the other DLCs, then collect Scrap Metal for Walter, who works in Megaton’s Water Processing Plant, as that will net you a lot of XP and cash every time you turn some in. To be able to collect Scrap Metal for Walter you need to help him to fix all the leaks that have appeared in the pipes around town. After turning in this quest, speak to him again and ask if there is anything else you can do to help. He will say he needs lots of Scrap Metal and will pay you for each piece you bring him.
NOTES:
You may or may not wish to start a new game for this DLC, as doing it when your Save File is approaching the 10MB Danger Zone may make life harder for you.
There is a rare activation bug with this DLC that prevents it from working if it’s installed whilst you are inside the Jefferson Memorial, during the final section of the "Take it Back!" quest. To avoid this bug, make sure you have a Save from before you entered the Memorial. Hang around until the message appears confirming Broken Steel is installed and the Level Cap has been raised to 30. This bug only affects people who downloaded Broken Steel from the PS Store, if you have the GOTY Edition then you’re immune to it.
If you have the Puppies! perk then spawning a Puppy can cause the game to glitch and prevent you from gaining any more Companions. To fix this problem read this quote from the Fallout Wiki:
The Puppies! perk also has a problem, when you have a follower fired, Dogmeat's puppy takes up a space and you will not be able to have a follower in your party anymore. A way to fix it, is to bring Dogmeat's puppy to the follower, kill him then quickly tell the follower to be in your group.
If you go down the bad Karma route, you gain access to a hidden Armoury under the Citadel (Thanks to Infinitez for reminding me of this).
Overview: Estimated trophy difficulty: 4/10 (Personal Opinion). Total Trophy breakdown: Offline: 4 (3 1) Online: 0 Approximate time: 6-7hrs. Minimum number of playthroughs needed: 1. Missable trophies: None. Glitched trophies: None but see individual trophies for progress blocking glitches and how to avoid/fix them. Cheats disable trophies: No cheats available. Difficulty affects trophies: No difficulty trophies.
Introduction:
Point Lookout sees the Lone Wanderer go to Point Lookout, Maryland to find a mother’s missing daughter but gets mixed up in a feud. This will be a dangerous mission as the radioactive fallout from the war has done strange things to the locals, one of whom wants something the Lone Wanderer has.
You need to wait for a radio message to appear that says “A riverboat has docked at the mouth of the Potomac, carrying trade from the distant peninsula of Point Lookout” before you can start. Companions are not allowed into Point Lookout so you’ll have to tell them to wait before the boat Captain will take you there. Your Companion(s) will return to their default waiting spots when you leave for Point Lookout.
The trip to and from Point Lookout takes 1 in-game month.
Step 1: Go to Point Lookout and help Desmond:
Make your way to the Riverboat Landing, talk to Catherine and Tobar, go to sleep in the Passenger Cot, arrive in Point Lookout then walk to Calvert Mansion. There you will help a Ghoul called Desmond kill all the Tribals that have invaded the Mansion. You have to clear the West and East Wings then make a stand on the Balcony opposite the Front Doors. Once all the Tribals are gone talk to Desmond and claim your reward.
Finishing this step will net you the “Local Flavor” trophy.
Step 2: Gain admittance to the Cathedral:
Make your way to the Ark and Dove Cathedral, talk to the guy on the Intercom then go to the Sacred Bog. Once you’ve arrived go in and make your way to the giant Punga tree at the other end of the Bog, making sure to kill everything in sight. Inhale the gas which the tree will emit which will then give you on a seriously messed up “vision.” Whilst experiencing this "vision' you must back-track until you end up at a replica of the “Megaton” bomb which you defused in the main game. When you reach the bomb, talk to Mr. Break. This will make the bomb explode, after which you will be automatically returned to the entrance to the Bog.
After leaving the Bog, Fast Travel back to the Cathedral, talk on the Intercom to gain entry to the Cathedral and its grounds then speak to Jimson to receive the “Punga Power” perk.
Finishing this step will net you the “Walking with Spirits” trophy.
Step 3: End the feud:
Enter the Cathedral, talk to Nadine and all other named people inside about why the Tribals have turned so violent. After speaking with everyone exit the Cathedral and return to Desmond, who will be peeved at your lack of progress. After getting an earful from Desmond, make your way to the Wrecked Seatub, enter Jackson’s hidden praying spot and speak to him about what’s been going on. After you’ve spoken to Jackson, talk to the “Brain”, listen to what it has to say and then return to Desmond and tell him everything.
After you’ve spoken to Desmond, head off to the Ferris Wheel that’s near to where you arrived in PL and plant the Jamming Device which Desmond gave you (or destroy it if you sided with the Professor). After you’ve placed the Jammer you will have a brief window in which you can Fast Travel out of there, though if you fail you will have to face several waves of Tribals. Regardless of how you eventually return to the Mansion, once you get there it will explode and knock you over.
After watching the Mansion blow up, make your way inside to the previously hidden bunker and an extremely peeved Desmond. Once you’ve listened to him rant and rave for a bit he will tell you that the Professor’s Brain is hiding in a hidden bunker under the nearby lighthouse. Follow Desmond to the Lighthouse and down the secret entrance to the bunker, killing all the Robots and Turrets as you go.
Once you’ve made your way inside you will eventually come to the chamber where Professor Calvert’s Brain is hiding and you will have to choose who to kill. It’s simpler to just kill the Professor, after which Desmond will congratulate you and give you the key to a Reward vault.
Finishing this step will net you the “A Meeting of the Minds” trophy.
To finish the mission that brought you to PL in the first place, return to the boat, speak to Nadine, kill Tobar and return to the Capital Wasteland. Once you’ve returned speak to Catherine who will reward you for finding her daughter.
Step 4: Clean up:
The only trophy you will probably not have by the time you finish this DLC is “Bog Walker”, so take your time to explore the map and find any locations you may have missed. See the guide for a map of all the locations.
NOTES:
We highly recommend you start a new game for this DLC, as doing it when your Save File is past the 10MB Danger Zone will make life much harder for you. Point Lookout is the buggiest and most freeze-prone of all the DLCs so Save and Exit to the XMB frequently.
This the only other DLC that doesn’t have a Radio Signal in the Radio section of your Pip-Boy (the other being Broken Steel).
You can enter and leave Point Lookout at any time providing you pay for the tickets, the price of which depends on your Barter Level and if you have the Master Trader perk.
It is ill-advised to go to Point Lookout before you've reached at least Level 26-27 otherwise you will find this DLC very hard.
Estimated trophy difficulty: 3/10 Total Trophy breakdown: 4 Offline: 4 (3 1 ) Online: 0 Approximate time: 2 - 4hrs Minimum number of playthroughs needed: 1. Missable trophies: Alien Archivist. Glitched trophies: None but see individual trophies for progress blocking glitches and how to avoid/fix them. Cheats disable trophies: No cheats available. Difficulty affects trophies: No difficulty trophies.
Note: Do NOT kill the enemies marked 'Alien Worker'. They will not hurt you but if you kill them, you will get bad Karma which might effect your Karma/Level trophies. Even though they are friendly, the game wrongly has them marked as enemies.
Introduction
Mothership Zeta sees the Lone Wanderer abducted by Aliens! Can you find out what the Aliens are up to and foil their plans?
As with most of the DLCs for this game, you need to wait for a radio message to appear that says “A message from across the wastes has been detected”. Once you’ve been abducted, you will not able to do any other quests until you have finished the DLC and are able to leave. Companions are not allowed on-board and will be waiting for you by the beacon that appears after your return to the surface.
Step 1: Abducted!
Select “Recon Signal Theta” from your Radio list to add “Not of this World” to your Active Quest list. You will notice a crashed UFO on the ground, Shortly after walking near it an strange glow will appear around you and start pulling you off the ground. This is the mothership abducting you. Now you've been abducted let's start the quests.
Step 2: Complete 'Not of this World', 'Among the Stars' and 'This Galaxy ain't big enough'. Also Collecting Alien Captive recordings.
The first thing you will need to do is the very first quest, make sure you collect all the recordings in each areas as you can't always back track to previous locations if you missed one. The recordings are just panels which a circular spinning recording device in the middle. Go up to them and press the action button to take the recording, upon taking a recording it will say in the top right Note Added; Alien Captive recording #'x'. I highly recommend using either a text or video guide while your playing as if you miss one you will have to play the whole ship again which is very boring. There's only 3 quests and completing each one nets you a trophy. They don't take that long to complete and you will finish this DLC in no time. You then need to continue to complete the next 2 quests and that's it, you're done with this DLC.
Step 3: Clean Up
Please please please, don't miss out on any recordings. If you do then you will have to go through the whole ship again but if worst comes to worst use this step to get the rest of the recordings.
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 get to customise your controls and S.P.E.C.I.A.L traits (See the Road Map for which traits to use) once you escape from your play-pen. Make sure you make a note of the Revelation Number as you’ll need it later in the game, it's 216. After your Father returns, you’ll be asked to follow him and the screen will fade out and fast forward 9 years to your 10th birthday where you’ll be given the Pip-Boy 3000 as a birthday present by the Vault 101 Overseer. The trophy will pop almost immediately afterwards.
The start of this quest is a few years after the previous one when you are 16 years old 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 and telling Mr Brotch to give you a grade anyway. This trophy is also glitchy as 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.
After the cutscene, you will wake up and be told by Amata that your Father has illegally left the vault, the whole place is in lockdown and the security forces are on the Overseer’s orders to arrest your father.
Before you leave your bedroom make sure you grab everything of value, including your BB Gun and ammo as you will not be coming back for a while and the Stimpaks and Med-X from the First Aid Box. Whilst making your way out of the vault, make sure you stop by your father’s office to 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 as you will need the Karma and XP but try to avoid combat as you’re too weak to last against most of the enemies you will encounter, if you must though just punch the guards. Do all the errands you can find before you leave as you’ll need the Karma and XP but try to avoid combat as you’re too weak to last against most of the enemies you’ll encounter, if you must though just punch em. Save Butch's mother from the radroaches too.
The trophy will pop shortly after you exit the vault and enter the Capital Wasteland.
You’ll get this quest upon completing the first main quest called 'Escape!'.
Upon entering Megaton you’ll be stopped by Lucas Simms the town sheriff who’ll ask you what your business here in Megaton is. Once you’re done talking to the sheriff, go to Moriarty's Saloon and get the information on your Father (It's on the top floor and is a bar/pub). If you fail the speech check you will have to do a little errand for him which involves going to Springvale to see this girl about money, 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 map marker for Galaxy News Radio. Getting to the marker will not be easy as you need to go through the Metro and that’s not a nice place, especially for beginners. There's nasty things down there such as ghouls which whip you with their lanky arms and there's a couple of super mutants too. Some good advice is make sure you check out the Super Duper Mart, it's full of weak raiders which have lovely hunting rifles to scavenge. There's lots of ammo and medical supplies here too. Make sure you get the Nuka Cola Quantum's but don't sell or drink them!
When you finally get out of the Metro you'll be ambushed by some super mutants, head down the alley in which the marker points and you'll find the BoS (Brotherhood of Steel); these guys are your allies and will help kill the 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 next to the statue to take the behemoth out quickly. Once they’re dead use the Intercom to the right of the door and enter the building. When you meet Three Dog DON'T HURT OR KILL HIM because if you kill him, 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.
We decided to list this trophy as a missable as you can go out your way and miss the quests objectives completely (This probably won't happen if you do what the game tells you to do). Here's a list of the things you could do that will prevent this trophy from unlocking:
Visit Three Dog in GNR without first speaking to Moriarty in Megaton.
Retrieve 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 Doctor Li before being given the quest to do so.
Going straight to Vault 112 (Smith Casey's Garage) where your Father is trapped in the simulation program.
Even though this trophy is listed as missable, you’d have to go out of your way to miss it as you’d have to kill Three Dog when you first meet him instead of talking to him. Also if you pass the speech challenge you will not be given the quest, speak to him again then you'll get the quest.
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 (Huge ass pillar in front of the Capitol building)
Getting to the Washington Monument will be difficult as, like the Museum, the area is crawling with Super Mutants but once you get close to the Memorial, The Brotherhood of Steel will provide cover fire if any get too close. It's not too hard as most mutants are in the trenches and can't really get you. Once at the Monument go inside, 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.
WARNING: You can miss-out on this trophy and glitch it for the current playthrough by doing 'Tranquility Lane' first or any one of a number of other things and you will not get trophy as the game won’t recognise you’ve done the rest of the quest. To solve this try to just do as the game tells you, don't skip stuff out and be lazy.
After handing in the previous 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's another way, I personally fast traveled back to the metro you first enter in the game (next to the lake) and kept to the left hand side of the lake. There's only a couple of centaurs and you 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 you gain entry, you need to find the Science Labs where Dr. Li will be working. After Speaking with Dr. Li you’ll be told to go to Project Purity in the Jefferson Memorial but before you leave, pick up the Bobblehead that’s on her desk.
When you get to the Jefferson Memorial, watch out for Super Mutants as they’ll be a lot of them both outside and in. Your goal when you get inside is to find the Research Holotapes your Father left behind, (they're in the lab on top of the thing just outside the main circular lab) Once you have the tapes, listen to them and afterwards you’ll be given a map marker for Smith Casey’s Garage (West side of 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, at the end of which is Vault 112. Once inside the Vault you’ll be met by a Protectron who wants you to wear the appropriate clothes and will give you a Vault 112 Jump Suit, put these on. You then need to find and enter the only remaining unoccupied Lounger.
Once you enter the Lounger, the quest will end and the trophy will pop.
Talk to Betty and follow her instructions to cause chaos. (Serious Bad Karma earned)
Use the Fail Safe option.
Unless you’re going for the Negative Karma trophies, we recommend going for the Fail Safe option as 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 you press . 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, choose the “Chinese Invasion” option then leave the house.
After leaving, talk to Betty who’ll tell you who she really is, will complain about the situation and inform you that the dog that has been wondering 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 and will eventually 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.
Once you’ve left Smith Casey’s Garage, either Fast Travel back to Rivet City or walk back and escort your Father. Personally I prefer to Fast Travel back and waiting in game time 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.
Once your Father appears, return to Dr. Li in the Science Labs and wait for him to persuade her to re-activate Project Purity. Once everything’s agreed you’ll be asked to meet everyone outside the Gift Shop entrance at the Jefferson Memorial.
Before the team can enter, you’ll 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 re-activate Project Purity. Your Father will ask you to do 4 things before they can begin, once you’ve accomplished everything he’s ask 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 Tunnel and out to the Citadel. Once you get to the Citadel, Dr. Li will argue with Paladin Bael outside the Citadel and then with Elder Owyn Lyons over the intercom, then you’ll be let in.
The trophy will pop once the gate to the Citadel has lifted and you approach the front door.
Once you leave the Jefferson Memorial, you will be unable to return until the quest “Take it Back!”, The Jefferson Memorial will also disappear from the world map and become inaccessible due to the force fields that the Enclave will put up.
After Dr. Li has spoken to you, speak to Elder Lyons and ask about Power Armour Training (you’ll need the extra protection) then speak to Paladin Gunny who will train you. Once you’ve completed the training, go to the Science Labs, locate Scribe Rothchild and ask him about the G.E.C.K (Garden Of Eden Creation Kit) after which he’ll direct you to a Terminal which has the location of a few vaults, including Vault 87 which is the one you want. There is snag how ever which is, the main entrance 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’ll need to speak to Mayor MacCready and have the Child at Heart perk OR pass a Speech check but if you fail the Speech check or don’t have the perk, then you’ll have to complete the “Rescue From Paradise” quest first which you have to do anyway for a trophy.
When you do get in, you’ll need to speak to Mayor MacCready where you’ll 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 Back Door. The direct route is dangerous but will net you lots of gear, cash and XP where as the back door will allow you to bypass all the Super mutants but 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.
You can start this quest by; Failing all speech checks in little lamplight and being asked to help his friends of going to Paradise Falls which is North and slightly East of Northwest Seneca Metro Station. When you 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, 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 like myself and Terminator and you're not as rich, then you have to do the very tedious way of stealing stuff and unlocking gates etc. If you do it this way please make sure the slavers don't see you do anything bad, they will turn hostile and will NEVER forgive you. This means that if they're hostile you will never be able to complete the side quest 'Strictly Business'. If this happens re-load an earlier save. 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.
Once inside Vault 87 you need to find and retrieve the G.E.C.K from the Test Labs on the top floor which will not be easy as 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 i.e the room it’s stored in is flooded with lethal radiation that will kill you in seconds. You have two choices on how to retrieve the G.E.C.K:
Release Fawkes the friendly Super Mutant from his cell and have him retrieve the G.E.C.K and give it to you.
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. After retrieving the G.E.C.K, make your way out of the Vault and the trophy will pop after the ensuing cutscenes.
It's best to release Fawkes as he's an awesome (near invincible) companion to have.
Once you’ve collected your gear from the locker next to the door, re-equip everything and make your way to the President’s office. 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 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 load an earlier save or start a new game from scratch.
Soon after you meet the President, he will order you to take a vial of modified FEV 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 (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 FEV 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, 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, choosing to attack the Enclave will cause “The Take it Back!” quest to start and push 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.
Make sure that before you accept this quest, you have saved and backed that save up somewhere as this quest is the point of no return if you don’t have the Broken Steel DLC installed so you won’t be able to complete any other quests except this one once you start.
When you’re ready to start, speak to Sarah Lyons and tell her you’re ready to move out. WARNING: Whatever you do, don’t go through the main gate of the Citadel before Sarah does else you will crash the game.
The very first time I did this quest Liberty Prime got his foot stuck on one of the rocks and he didn't get out for ages! I just started wondering around the wasteland getting bobbleheads and every once in a while id 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 Prime as he will turn hostile and that’s a really bad thing as the chances are your going to die
Easiest thing to do is to just let the communism hating robot to do all the killing as he throws mini nukes and has a big ass laser on his face. Enemies that do however get around him you will want to make sure you kill them quickly as their plasma rifles take a lot of health off you.
Once you reach the memorial you have to fight off a few enclave and when you reach the lab Col Autumn will be there. He doesn't take much to kill. Once you've done that Prof Li will say the if you go in you will encounter problems. You have the choice of sending yourself or Lyons in there.
The Trophy will pop at the end of the final cutscene/story ending.
This quest will be given to you after you talk to the people in Big Town which is North West of Springvale and directly North of Vault 101. When you reach the Germantown Police HQ, clear out as many Super Mutants as you can before you rescue Red from her cell else they will kill her.
Once you’ve rescued Red, save before and after fights as there is a high probability that she will die since she’s a lousy fighter and won’t use any weapon you give her.
The trophy will pop once you accept or refuse the reward Red offers you in Big Town.
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 the “Super Heroes” (or costumed kooks as Three Dog calls them) facing-off against each other. After the fight ends in a stalemate they will run off, the towns people 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 you’re 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 you can talk to Porter, either way you’ll learn where they’re hiding.
When you reach either person, you’ll be able to use the perk (lady killer etc) to talk them out of their behaviour and receive their unique outfit but for the other person you will probably have to kill them and loot the body as the speech challenge percentage will be too low. After dealing with both of them, go and claim your reward from Uncle Roe, the trophy will pop soon after the conversation ends.
A very long side quest trophy and takes ages, highly missable as if you kill Moira then the quest fails, same if you choose to blow up megaton, Moira may die.
To start this quest, you need to speak to Moira Brown at the Craterside Supply Store. Note: If you chose to nuke Megaton during the Power of the Atom quest then Moira Brown will move to the Underworld section of the Museum of History after a short conversation with her (if this quest is active at the time you detonate the bomb, else she will just go straight there).
Chapter 1:
Find food at 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 as much food and medicine as you can carry, then exit and Fast Travel back to Megaton.
Contract radiation sickness:
The way I did it was to stand next to the Megaton Nuke until the Rad Counter went up to 600. The fastest place to do this though is the old water tower by Springvale High School as it has loads of radioactive barrels and the water inside the tower is highly radioactive so drink up. Once you’ve absorbed 600 Rads for the optional objective walk or Fast Travel back to Megaton and tell Moira how awful you feel. Moira will then cure your radiation and give you a new perk.
Traversing a Mine Field:
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 massive number of mines and make your way to the Playground but be warned, there’s a sniper at the other end of town that will be taking pot-shots you and the unexploded cars so kill him before he kills you. Also, make sure you grab a few mines so you’ll have one to give to Moira and be able to sell the rest to her for a good price.
Chapter 2:
Test the repellent on 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 your there.
Place an observer unit inside a Mirelurk nest:
If your Sneak level is high enough and you have a Stealth Boy handy, then the Optional Objective will be a synch but if it isn’t you’ll just have to run to the nearest nest, plant the Observer Unit and get the heck out of there else the Mirelurks will tear you apart!
Return to Moira with injuries equaling more than 50% of your health:
There are several possible ways of doing this but the easiest are:
Deliberately screw up and get badly injured and cripple at least one limb during the Mirelurk Nest mission.
Blow yourself up with some Grenades or the Missile Launcher.
Drown yourself to the point of loosing health and finish off with some explosives.
Do the Minefield mission first and deliberately step on some mines.
Keep getting into fights until you have taken enough damage and are crippled.
Jump off the balcony outside craterside supply in Megaton
Make sure you don’t heal yourself by mistake else you’ll have to hurt and/or cripple yourself again.
Chapter 3:
Research Rivet City's history:
WARNING: Do not do this mission if you haven’t done the Scientific Pursuits quest else you could render that trophy unobtainable for the current playthrough.
RobCo Production Facility Mainframe:
The bulk of the enemies in here are Raiders, Radroaches and Mole Rats. Take plenty of Pulse Grenades and/or Pulse Mines when you do this mission as there will be loads of Robots after re-programing the Mainframe. If you don’t do the optional objective, then you will face far more hostile robots in the wasteland.
Arlington Public Library:
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.
We recommended that you complete all the optional objectives as you’ll get a much better reward for doing so at the end when you hand in the final mission. It’s possible to avoid doing any work at all on the guide by persuading Moira the idea is a bad one but you’ll need a high Speech level to do so.
If you choose to finish this quest in it’s entirety then the trophy will pop after your conversation with Moira is complete. If you choose to avoid doing any work and just convince Moire the guide is a bad idea then the trophy will pop soon after she agrees with you.
You get this quest by talking to Bryan Wilks who can be found in random locations around the Super-Duper Mart. Once you’ve accepted the quest, you will 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, he’s already dead so make sure you loot the corpse and house of all useful items before leaving. Before you tell Bryan about his father, go next door to shack and read all the files on the Terminal to get the location of the Marigold Metro Station.
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, hack the terminal and choose the “Send Inhibitor Pulse” option then return to the doctor and claim your reward. Once you return to the surface, go find Bryan and choose the option to find him a home. Now find a home for him or not, either way you unlock the trophy.
You will get this quest from Sierra Petrovita in Girdershade which is south west of Smith Casey’s Garage. Sierra will give you the mission after you take her Nuka-Cola Tour. Once you receive the quest, you’ll need to recover 30 of the 93 bottles of Nuka-Cola Quantum that are to be found hidden around the Capital Wasteland. To make your life easier, complete the optional part of this mission and retrieve the Shipping Manifest from the Nuka-Cola Plant.
WARNING: If an enemy appears near Sierra’s house, then make sure you kill it before you go inside else she’ll be in “fleeing” mode and won’t recover until the threat is gone. Also, make sure your companion waits outside as they have a nasty habit of killing Sierra.
Note: If you have all the DLCs then you’ll be able to collect an additional 14 bottles of Nuka-Cola Quantum that’ll contribute towards this trophy.
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 the Hannibal option.
To get to the Temple of the Union you need to head North West from Canterbury Commons. When you get there, 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 it’s 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 artifacts 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 artifacts and the picture that Caleb wants:
After retrieving the Picture, go to the Lincoln Memorial which is located just North 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.
The trophy will pop once you have finished talking to Hannibal.
There are 3 ways to start this Quest but for the purposes of this guide we’ll be going with the default option.
When you get to Rivet City, talk to Dr. Zimmer 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. Depending on your lock picking skills, getting to Pinkerton will either be very easy or very hard. If your lock picking skills are maxed out then you can just pick the lock to his workshop and walk in else 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’ll allow you to download the proof you’ll need to convince it you’re telling the truth about him.
When you’ve tracked him down, convince him you know what he really is, 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 finished talking to the Android.
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 as you will most likely bump into her during the “Following in His Footsteps” quest.
When you talk to Lucy, she will ask you to deliver a letter to her brother Ian in Arefu.
When you arrive at Arefu, Evan King will take a pot-shot at you with a grenade. 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 lock picking level is high enough) and grab the Bobblehead from his desk.
After you’ve finished examining/looting the West Residence, return to Evan and tell him the bad news. After informing him of what’s 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 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’ll tell you to take a hike but will let you in either if you produce Lucy’s letter, bribe or sweet talk him with a high Speech level.
Once you’re let through, go find Vance and ask him about Ian. 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:
Leave him with The Family.
Persuade him to return to Arefu.
Which ever one you choose, you will have to relay that decision to Vance and to Evan King back in Arefu. Whilst your 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 and in return.
There are several ways to learn the location of Oasis but the easiest is to just walk North East from Paradise Falls until you’re near the Northern most part of the map. To get into Oasis you need to find the hidden narrow, winding path that leads to the entrance. Once you have found the entrance, you will be stopped by Tree Father Birch who will ask you to go with him talk to their god.
Before you will be allowed in the enclosure where their god is, you’ll have to undergo a cleansing ritual. Once the ritual is complete you will awaken in a tree filled grove, in the center of which is the being you want. The “god” is actually a talking tree called Harold. During the ensuing conversation he’ll tell you his life story and ask you to kill him. After the conversation is over, you’ll be allowed to leave the grove. Once you’ve left the grove, talk to everyone and make your way to the cave entrance. Once the ensuing cutscene is over, Tree Father Birch and Leaf Mother Laurel will talk to you and explain what their argument was about, after which 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.
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 on it and choose the "Apply liniment" option. After applying the liniment, make your out of the little cave your 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 Laurel has finished speaking but don’t leave Oasis without claiming your rewards.
You’ll get this quest by doing one of the following:
Talking to either Lucas Simms the town sheriff or Mister Burke.
Disarming the Bomb without talking to anyone.
We recommend you go with the disarming option 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. To disarm it, you will need a explosives skill level of 25. Once you’ve disarmed it, talk to the Sheriff and the trophy will unlock shorty afterwards.
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:
Kill all the Ghouls.
Help the Ghouls get in and kill all the people in Tenpenny Tower.
A Peaceful settlement that allows the Ghouls to move into the Tower.
My 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 Alistair Tenpenny in his Penthouse Suite on the top floor and persuade him that letting the Ghouls in is a good idea, after which he’ll give you a list of all the people you need to persuade. Once you’ve persuaded all the necessary people, return to Alistair and tell him the news, after which he’ll tell you to tell the Ghouls they can move in.
The trophy will pop once you’ve finished talking to Roy.
If you do ANYTHING to wrong the slavers in paradise falls 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:
Flak: Rivet City
Red: Big Town (Make sure you've completed “Big Trouble in Big Town” first)
Susan Lancaster: Tenpenny Tower
Arkansas: Minefield
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 as both Arkansas and Susan will be dead thanks to you killing Arkansas and Roy Philips will have killed Susan which just leaves Flack and Red (Red will be at the Clinic after rescuing her from the Germantown HQ).
WARNING: If Red dies during the “Big Trouble in Big Town” quest then this trophy will be unobtainable for the current playthrough.
BerserkerBR has found an alternate way of doing this trophy:
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 can't die while you do the quest "Big Trouble, Big Town" but he can die after that. I'll tell you how:
After finishing the quest and escort Red to Big Town he tells 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, 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.
You guys should complement the guide, add a note that 3/4 not only 2/4 targets can be killed to make it easier.
The trophy will pop after collecting your fee for both Red and/or Flack from Grouse.
It’s advisable to start this mission after doing the Tenpenny Tower quest.
To start this quest you need to go to the Underworld section of the Museum of History and speak to Mr 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 rounds of ammunition if you ask him for a little extra help.
If you do some poking 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.
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 check and he’ll give you the key that once belonged to his Father. If you fail the speech check 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 without dying.
After getting Ted’s key, go to Dukov’s Place but be careful as at higher levels they’ll 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 2 ways to get Dave’s key, but we will go with the easier one. Just kill him and take his key.
Whichever way you choose to get Dave’s key, you’ll then have to face Allister Tenpenny but there is a much easier and Karma friendly way to kill him. Remember at the start of this quest we said do this quest after doing the Tenpenny Towers quest? Well, there’s a good reason for this and 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 now. After learning about Tenpenny’s death, you can return to Crowley. 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. Best way is to just give him the keys as the quest will end then.
According to the Fallout Wiki, you can completely bypass this quest and still get the trophy by retrieving, equipping, dropping and then re-equipping the Power Armour from the Armoury in the Operation: Anchorage DLC.
To start this quest, go to Rivet City to 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 finish this quest is go to the Rotunda in the center 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.
Once you enter the Strongroom, you will be stopped by a Protectron that thinks he’s Button Gwinnett (one of the signatory's 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’ll give you the DoI. If you fail the Speech Check, which is likely, then you will have to go with the forgery option.
To forge the DoI, you’ll need to get some special ink and parchment from the Arlington Library (See here for their location: Stealing Independence - The Vault, the Fallout wiki - Fallout: New Vegas and more (Credit to the Fallout Wiki for the link)). If you’ve already picked up the necessary items during the “Wasteland Survival Guide” quest, then exit the conversion with the Protectron then speak to him again and he’ll automatically create the forgery and give it to you.
The trophy will pop once you finish talking to Abraham.
The radio signal for this quest will appear sometime after finishing the Waters of Life quest by walking anywhere near Vault 101, even hanging around Megaton will allow you to receive it.
It is possible to glitch yourself out of this trophy by installing the The Pitt if you're not careful, credit to Just2Dirty for this info on how to fix it:
Worth mentioning, with the Trouble on the Homefront quest, it can bug out with the DLC.
If standing next to Vault 101 doesn't display the Vault 101 Emergency Broadcast in the Radio Signals, then exit Wasteland Capitals by travelling back to The Pitt via the Train (furthest north west in the wasteland) then coming back to Vault 101, this will re-sync your Radio Signals, now you will find it at the bottom of the list.
If you choose to accept this quest, then 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 on earth is going on, to which she will explain that after you and your Father left, the Vault descended into Chaos and split into two factions. One faction is lead by the Overseer the other, Amata.
To get the full happy ending for this quest you need to persuade the Overseer to stand-down by either 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.
The trophy will pop pop once you have left the Vault and the door has sealed behind you.
Agatha lives in a small house surrounded by rocky outcrops north east of the Meresti Train Yard and west of the Scrapyard and is only accessible via a rope bridge. 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-Tech HQ. As reward for finding it, she will give you the frequency for her Radio Station but 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.
If you haven’t done many of the Main Story quests, then you will have to go to the Vault-Tech HQ anyway but if you’ve done “Picking Up The Trail” then Vault 92 will already be on your map. If you choose to go to the Vault-Tech HQ then be warned as it’ll be a dangerous journey and you will meet loads of enemies so only do it if you’re well armed and/or have a companion with you.
Note: If you have the Mothership Zeta DLC installed, make sure you stay to the right of the Greener Pastures Disposal site else you will end up at the Alien Crash Site, get abducted and be forced to finish that DLC before you can resume this quest.
Once you get to Vault 92, enter and make your way to “Sound Testing” as that’s where the Violin is. The Vault is swarming with Bloatflies and Different types of Mirelurks so be careful! Also, If you pickup the Sheet Music that’s in the one of the rooms near the Violin, then Agatha will give you a unique Magnum for your trouble but to get it you have to specifically ask for the reward else all you’ll get is good karma.
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’ll pop once the conversation is finished.
There are several ways to start this quest but the easiest 2 are:
Pick up the Ranger SOS signal when you’re near The Statesman Hotel.
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 squad-mates called Theo who was carrying most of their ammunition, this is entirely optional.
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 crane to get to the other side. Once you have crossed over you need to drop though 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 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’ve already retrieved it or brought another one with you). Once you have the Fission Battery, give it to Donovan, exit to the ground floor of the hotel, kill all the Super Mutants there then leave the building.
After leaving the hotel, go to the Ranger HQ and talk to Reilly. The trophy will pop after she gives you your reward.
Reach Level 20 with Good or higher Karma, 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 saves correctly.
The fastest way to get the Karma trophies is:
Make a save before the level you want e.g. at Level 7.
Do something to reduce or increase your Karma to the one you want e.g from Good Karma to Bad.
Level up, get the trophy, rinse and repeat.
Try and stick to being Good, it's a lot better than being bad as it's easier to lower Karma than 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.
The best way though to raise your Karma though is this amazing method:
Clicking on a good NPCs terminal: This is the best way to get Bad Karma. You can just click on the terminal and you will get a message about Bad Karma, back out of the terminal and then re-open it and you will get the same message again. Repeat this until you're at the specified Karma status.
Easy ways to get Good Karma:
Killing Slavers.
Doing good deeds for people.
Giving the man outside Rivet City, Megaton and Tenpenny Tower fresh 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 1: You only need one of the 3 available schematics for each weapon to be able to make it.
Note 2: If you have the Broken Steel DLC then you can take the “Warmonger” perk at Level 26 providing your Intelligence Level is at 7 as that’ll give you all the schematics without having to find them first.
Note 3: Finding or buying any one of these weapons will not contribute to earning this trophy, each and every one has to be created from scratch.
This should come naturally but if it doesn't then farm Kaelyn's Bed & Breakfast, the Nuka-Cola Plant or the area outside the Arlington Library by killing everything in sight, Fast Traveling to another location on the map, 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've got the Trophy you can just reload your save from before you go nuts and it’ll be like nothing has happened. Raiders class as people too.
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, a few examples are:
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 during normal gameplay:
(Credit to duestera) (Note: This video is for the Xbox 360 version but info is still valid).
Note: This trophy is extremely slow to pop so don’t be worried if it doesn’t pop for 30+secs.
Providing you 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, I strongly advise you see the link in the roadmap 'Fallout 3 advice'.
Note: You can check your progress in the 'stats' section of the pip boy, or the statistic sometimes appears at the side on a loading screen.
Providing you pick every lock you come across, you’ll have this in no time. If you have any of the DLCs, then all the pickable locks within them contribute towards this trophy. Please see the link in the roadmap 'fallout 3 advice' for some very handy lock picking tips and tricks. Once you've successfully picked your 50th lock the trophy will unlock.
Note: You can check your progress in the 'stats' section of the pip boy, or the statistic sometimes appears at the side on a loading screen.
Note 2: The trophy tile for this shows a picture saying you’ve picked 100 locks not 50 so don’t panic, you’ve done nothing wrong it’s just a design error.
Depending on how much exploring you've done, you could have this by the time you hand in 'The American Dream', if not then explore some more. If you have any of the DLCs, then they all contribute towards this trophy.
Note 1: The title of this trophy is slightly misleading as the "locations" have to appear on the World map screen of 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' counts for the trophy.
Note 2: Taking the "Explorer" Perk will not give you this trophy as you still have to physically visit each location.
The easiest 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 Towers. Make sure you save beforehand so you can reload afterwards as this will give you negative Karma and you need Roy for the “Tenpenny Tower” mission. This can be done to anybody though and if Terminator’s above method isn't working then try the security dudes outside Rivet City. They never move.
To plant something on someone you have to “Reverse Pickpocket” i.e instead of taking something out of someones pocket, you put something in there instead. Watch this video from RoosterTeeth to see how it’s done and an alternate place to get it (the bit you want is at 5:02):
(Credit to RoosterTeeth) (Note: This video is for the Xbox 360 version but the info is still valid)
Providing you do the majority of the damage on a Super Mutant Behemoth, then it doesn’t matter if someone/something else kills it. 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. You don't have to put the last bullet in to it to unlock the trophy, all 5 just need to be dead.
Here’s a list of all their locations:
Galaxy News Radio Building Plaza - Story related so is unmissable.
West of Jury Street Metro (in the train area) - You need to open the Trolley Cage containing the Teddy Bear. 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).
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 with grenades or a Fat Man if you can get to the cliff above it.
In the Capitol Building rotunda - It will lose a lot of health from the two teams fighting each other so let them do some of the work.
In between Takoma Park and Takoma Industrial - 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. It's being attacked by the enemies here, to help kill it you can use the artillery on the truck.
(Credit to “RoosterTeeth” and “Lopez_55”) (Note: This video is for the Xbox 360 version but the info is still valid).
The trophy will pop upon killing the 5th Behemoth.
You only need to pick up the Bobbleheads for them to count, you don’t need to use the display stand in your house but you will need to use the stand for the increased stats to take effect.
(Credit to OverKill360videos for the videos) (Note: These videos are for the Xbox 360 version but the info is still valid)
Note 1: This trophy is another slow popper so don’t be worried if it doesn’t pop for 5-10secs.
Note 2: The Bobbleheads you gain from the vision sequence in the Point Lookout DLC do not count towards the Bobblehead Trophies as they technically don’t exist.
Before starting this DLC make sure all your equipment is fully repaired and you have plenty of ammo and health items. The fastest way to get to the Crossroads is to Fast Travel to the Red Racer Factory and walk South until you see a door on your left. This door will lead to a collapsed Metro Station (with a few Feral Ghouls in residence) and at the other end of the station is another door that opens onto the Bailey's Crossroads itself.
After helping the Outcasts clear out all the Super Mutants, talk to Outcast Defender Morrill. He will ask why you’re there and will be extremely interested in your Pip-Boy when you say how you picked up their signal. After a short conversation Morrill will radio ahead so you can enter the Outcast base without being shot at.
On entering the base you will be stopped by Defender Sibley, who will order you to holster your weapon and follow him to Protector McGraw. After McGraw explains the situation, Sibley will take you to Scribe Olin who will explain what's going to happen and give you a Neural Interface Suit, which requires equipping before you can enter the Simulator.
Once you enter the simulation you will be greeted by Benjamin Montgomery who after a short conversation will give you a Stealth Boy, a Trench Knife, a Silenced 10mm Pistol and some 10mm ammo.
The trophy will pop shortly after the conversation is over and Benjamin has left.
After receiving your new gear equip it and make your way through the various tunnels and caves, killing every enemy you see until you meet up again with Benjamin, in a cave further in. After you've regrouped you can take a back seat and let Benjamin do all the work as he can't be killed, just rendered unconscious. Whilst making your way through this next area you will encounter several snipers, soldiers and a couple of heavily defended bunkers.
The three guns to be destroyed are are in close proximity to each other and lightly guarded. Before you can destroy a gun you must wipe out all the soldiers who are guarding it, then you can plant your charge and get out before it blows. After the last gun has been destroyed the screen will fade out and you will end up in front of a General Chase, who will congratulate you.
WARNING: There's a nasty but rare glitch with the third gun when it blows up, that can cause your console to hard-freeze. To avoid this glitch, save before planting the charge and don’t stray too far beyond the safe zone.
The trophy will pop once the conversation with General Chase is finished.
After speaking to General Chase and receiving your orders and field promotion, you will have to select your team and equip them and yourself. You get your equipment by placing a requisition order at the Main Terminal and taking the Holodisk it gives you to the Quartermaster. You can select the make-up of your team from the other Terminal and you will get a message afterwards saying they’re waiting for you outside. How you setup your team is up to you but I would make sure you have at least one Sniper. If your Speech Level is high enough, you will be able to persuade the Quartermaster to give you a Gauss Rifle and some ammo.
WARNING: The Frame-Rate will plummet to almost nothing on exiting the tent, so save, exit, reload the game and clear the cache to fix it. See the linked advice thread mentioned in the Road Map for how to clear the cache.
Speak to Benjamin, then you will be free to tackle the objectives in any order. After you’ve secured the area, destroyed the Fuel Tanks and captured the Listening Post the quest will end and you will auto-return to General Chase. Three things to watch out for are the tanks in the Fuel Tank area, Snipers (there are loads scatter throughout each of the objective areas) and many Elite Dragoon Soldiers, all equipped with Stealth Suits.
The trophy will pop just after you have returned to General Chase.
WARNING: Some areas you will visit for this final trophy have an extremely low Frame-Rate, so react appropriately.
This trophy is relatively simple up to a point as all you have to do is go through the trenches to reach the Pulse Field Control Center, overload the Pulse Field, go to the HQ and kill General Jingwei. Now comes the hard part. If you have a high enough Speech Level then you can persuade Jingwei to commit suicide but if your Speech Level is too low you will have to kill him, which is not easy as his main weapon is a powerful sword and he has lots of health. Regardless of how you get rid of him, General Chase will appear shortly afterwards and pull you out of the simulation and back to the real world.
Once back in the real world, re-equip everything you were wearing and using prior to entering the simulation. Drop any un-necessary items, and make your way to the Armoury door Terminal and use it to open the Armoury. The trophy will pop once Scribe Olin has finished talking to you.
An interesting side note is that the Winterized T-51b Power Armour you get from the Outcast Armoury is virtually indestructible so it’s highly unlikely you will ever have to repair it.
Before starting this DLC make sure all your equipment is fully repaired and you have plenty of ammo and health items. After you arrive at the Radio Tower you have to fight off some Raiders who have come kill the guy who sent the signal that brought you here. After wiping out the Raiders, Wernher will introduce himself and, after a brief conversation, he’ll tell you to get yourself a Slave Outfit so you’ll blend in when you get to The Pitt.
Getting the Slave Outfit is easy as the nearby Slaver Camp is only lightly defended. Kill all the Slavers you see and loot the Slave Pen Key from one of the bodies. Open the pen, grab the outfit off the corpse that’s there and leave. After you get the outfit, Wernher will appear so talk to him and go into the Tunnel but make sure you tell your Companion(s) to wait as they are not allowed in The Pitt. Once you are ready talk to Wernher and press on the nearby Handcart to go to The Pitt.
After arriving, Wernher will have an argument with some Slavers and kill them. Once the Slavers are dead follow Wernher to a gate to the North East of your position where he’ll say he can’t go any further. On reaching the gate, Wernher will give you your orders to find a lady called Midea and will also give you a weapon if you ask him nicely. The bridge ahead is dangerous as there are loads of mines, traps, dogs and possibly also a sniper on one of the cable support pylons. If you have the Light Step perk then this section shouldn’t be hard. After crossing the bridge you will come to the entrance to Downtown.
Before you can enter Downtown, you will have to un-equip whatever armour you’re wearing and equip the Slave Outfit. On trying to pass through the Security Gate you will be stopped by a Slaver called Mex, who will confiscate everything except your Slave Outfit and your hidden weapon (if Wernher gave you one). After being stripped of everything walk through the door.
The Trophy will pop once you’ve entered Downtown, your hidden weapon has been auto-equipped and the local Radio Station has been detected.
WARNING: The doors to Midea’s house and The Mill are glitchy and freeze-prone so save before using them.
Follow the Quest Marker to Midea who will tell you to follow her home. Once inside, she’ll tell you some of what the rebels are planning and that you’ll have to go to The Mill and collect some Steel Ingots. In the middle of the conversation a Slaver called Jackson will interrupt and order you to get over to The Mill, pronto. After he’s left, Midea will say you’d better get going but to call on a Slave called Marco and ask him to give you a weapon.
After speaking to Marco and obtaining an Auto Axe, go and speak with Everett who will then ask you to follow him to Steelyard. You only need to collect 10 Ingots to complete this objective but you need all 100 to get the Mill Worker trophy. To get the Mill Worker trophy watch the videos under the Mill Worker section of this guide.
Once you have collected all 100 Ingots return to Everett and he’ll give you a ton of stuff as a reward for finding them. After handing in the Ingots, return to Midea who will then explain the rest of the plan. After that she will tell you to go outside and listen to Ashur’s speech.
WARNING: The Frame-Rate will be inconsistent once you get outside so turn round, look at the floor and wait for the speech to finish.
After Ashur's speech has finished return to The Mill and speak to Faydra about signing up to fight in The Hole. After she has explained how the fights work and has finished talking, take what you need from the locker, pick up the Rad-X from the Surgical Trolley and enter The Hole.
You will have to do 3 separate fights, at different times, before you’ll be granted an audience with Ashur. The 1st fight is against 3 Slavers, the 2nd is against "The Bear Brothers" and the 3rd and final fight is against the reigning champion called "Gruber".
After exiting The Hole for the third and final time, a Slaver called Krenshaw will tell you that Ashur wants to see you. The trophy will pop the moment the conversation is finished.
After the above conversation has finished, you will find a footlocker in front of you containing everything that Mex confiscated from you whilst outside the entrance to Downtown. Take and re-equip everything then make your way to Haven to talk to Ashur. The area around Haven has a low Frame-Rate so save and exit often. Once you get inside make your way to Ashur’s office, talk to him, then go into the next room and talk to his wife.
This is the big decision point where you can either:
Side with Ashur and get rid of Wernher.
Side With Werner, take the “Cure” and kill Ashur and his wife.
For the purposes of this guide we’ll be siding with Ashur.
After speaking with Ashur’s wife, leave Haven and make your way to Midea's house. If you have the Child at Heart perk then you can get her to confess that she was against stealing the cure in the first place and that it was Wernher's idea all along. Eventually she will tell you where Wernher is hiding so Fast Travel to the Steelyard and confront him in his hideout. If you have the Black Widow perk you can avoid a shootout by persuading him to leave The Pitt and never return. If you don’t have that perk then you will have to kill him. However you deal with him, once he’s gone return to Ashur and he will give you access to the Ammo Press in the The Mill, a new perk called Booster Shot and be told to speak to his wife about how to help with her research.
The trophy will pop the moment he gives you the perk.
There are several nasty bugs that can lock you out of this trophy so make sure you Save before entering Haven. See here for more details:
This trophy takes place during the "Unsafe Working Conditions" trophy.
There is a nasty bug with the Ingots where some either won't spawn or Everett will refuse to take them. To avoid/work-around this bug, make sure you Save before entering the Steel Mill and follow the advice here: Mill Worker - The Vault, the Fallout wiki - Fallout: New Vegas and more (Credit to the Fallout Wiki for the link).
There is another nasty bug with the Ingots that causes the ones that are supposed to spawn with Wild Bill’s body to fall through the scenery along with him. Watch this video on how to retrieve them and still get the trophy:
(Credit to yeahyeahyeah1234 for the video)
To get topside again after retrieving everything, retrace your steps to the gantry you used to get under the scenery, walk all the way to the very top, save, crouch-drop off the edge onto the pipe below, walk right to the other end, save again, jump onto the pipe to your left, walk a short distance to your left, make another Save then drop onto the pylon in front of you and onto the train wagon underneath.
The reason for saving so much is that it is very easy to fall to your death.
Ingot video guide:
The Ingots have no weight so you are able to carry 100 of them at once without penalty:
(Credit to RoosterTeeth for these videos) (Note: These videos are for the Xbox 360 version but the info is still valid).
This trophy will not pop until you have handed in all 100 Ingots to Everett and even then it will take approx 10secs to actually appear.
Before starting this DLC make sure all your equipment is fully repaired and you have plenty of ammo and health items.
After waking up and being debriefed by Elder Lyons, he will tell you to speak with Scribe Rothchild. For some reason the quest marker for this part of the quest will send you the long way round to the Lab. To avoid an un-necessarily long walk, turn right after you leave the Clinic and follow the signs to the Lab.
After arriving at the Laboratory speak to Rothchild and he’ll tell you to go to the Rockland Car Tunnel and talk to Paladin Tristan. The fastest way to get to the tunnel is to Fast Travel to the Dunwich Building then walk South West until you reach it. Inside the tunnel speak to Tristan and then make your way outside to the Satellite Relay Station.
Once outside stay a good distance behind Liberty Prime and let it kill most of the Enclave soldiers. Once LP gets to the wall of the Relay Station stand back whilst it makes a hole in the wall and then make your way up the cliff on the right, then walk along the ledge into the building. You won’t be able to go through the door that is there because Tristan has the key; he will appear after the subsequent event and following a short conversation will give you the key.
Once inside the Relay Station make your way up to the Satellite Uplink Terminal, killing all the Enclave soldiers as you go, and download its data. Now leave the building via the nearby exit, Fast Travel to the Citadel and give the data to Scribe Rothchild. After handing over the Data, talk to Elder Lyons.
The trophy will pop after you finish talking to Lyons.
During the Conversation with Scribe Rothchild he will tell you to speak to Paladin Tristan because he has a mission for you which is to retrieve a Tesla Coil from the Olney Powerworks. You must first call on Scribe Vallincourt as she has a little something for you to make the job easier.
After leaving the Citadel make your way to the spot marked by the optional Quest Marker and free the Deathclaw there, sit back and let it kill all the Enclave soldiers. After clearing out the Enclave outpost make your way North West to Old Olney and locate the Grate that leads to the Sewers. Be careful as there are many Deathclaws down there. Once in the Sewers locate the entrance to the Old Olney Underground. On entering the Underground you will be stopped by two Ghouls who want to know what you’re doing there and will eventually leave via the way you came in. You will have to be careful in the Underground as there are several Deathclaws in there. Eventually you will enter a large bombed-out building that’s crawling with Enclave soldiers, kill them all before entering the Powerworks.
The only real threats you will encounter inside the Powerworks are Sentry Bots and Turrets, all of which can be remotely disabled if your Science Level is high enough, otherwise you will have to destroy them. There are lots of high level Locks and Terminals so make sure you have the relevant skills at a high enough level. Also, watch out for a extremely radioactive corridor on the mid-level but the Radiation Traps inside can be deactivated via a Terminal next to the exit on the other side. To get to the Terminal you will have to walk the long way around as going to it directly will be fatal.
Before you can collect the Tesla Coil you will have to use the Terminal in the room next door to deactivate the power supply, then flip a switch that’s on the wall behind the Coil to release it. Once the power has been turned off and you’ve picked up the Tesla Coil, make your way to the exit, Fast Travel back to the Citadel and give it to Tristan.
The trophy will pop after you’ve finished talking to Tristan.
After you've handed over the Tesla Coil to Tristan he will tell you to go to Adams Air Force Base, locate the Enclave's main base and destroy it. To get to the base you need to gain access to the Presidential Metro, the entrance to which can be reached by going down the grate guarded by a Brotherhood of Steel soldier, outside the White House ruins.
Once inside find the door to the Metro and go through it. Inside there will be lots of Sentry Bots, so make sure you’ve brought some Pulse Grenades/Mines. The Metro is littered with skeletons so take all the items lying next to them, one of which will be holding a Senator’s Pass Card. You must take this as you may need it later.
Eventually you will enter a small room with a computer called M.A.R.Go.T, who will want to know who you are and what you’re doing there. You can either try persuading her you are friendly by:
Saying you are the US President.
Using the Science option if your Science level is high enough.
Using the Senator’s Pass Card.
After a long conversation she will tell you that the main fuse for the Adams Air Force Base train line has been forcibly removed but can’t be replaced due to a security breach in the South East Tunnel.
This is where things get tricky as the “breach” has been caused by a load of Feral Ghouls so make sure your weapons and armour are in a good state of repair. When all those Ghouls are dead move on to the Adams Air Force Base train line and kill all the Ghouls there. The Presidential Sentinel Unit will then replace the Fuse and the Emergency Lights will go Green so you will be able to take the train to the Air Force Base.
WARNING: Sometimes the Presidential Sentinel Unit will get stuck by the lockers in the narrow corridor. To unstick it just push it towards the Fuse Box.
On arriving at the Metro Station you will have to fight several Enclave soldiers and a Ceiling Turret (which can be hacked via a nearby Terminal) before you can safely enter the base. After exiting the Station head up the stairs and go left to see the Supply Crate which Tristan told you about earlier. Open it and take everything inside. One of the items is a Holodisk containing your orders, so listen to them then enter the little structure to your right and use the Terminal to disable some of the nearby Turrets.
There are several buildings in the area with Turrets on them so you will have to go the roof of each building to find the appropriate Terminal in order to disable them.
WARNING: The area between the Hangers and the Air Traffic Control Tower suffers from major frame-rate problems so save, exit, reload the game and clear the cache to fix it. (See the Advice thread linked to in the Road Map for details)
You will find a switch on two of the rooftops. Use them to trigger artillery bombardments on the respective areas to kill all the Enclave soldiers and save yourself some bother. Press the switches too often and they will break thus forcing you repair them before they can be used again.
On reaching the Air Traffic Control Tower make your way inside, use the Terminal in the Tower to lower the Gang Way that's on the side of the Crawler. Enter the Crawler, make your way upstairs towards the Satellite Tower, clearing all the enemies as you go. There will be keys on the bodies of the Enclave Officers which allow access to the Mainframe, take them and make your way there. Use the Terminals to unlock all the doors and disable all the Security measures.
After disabling all the security measures go back downstairs to the Armoury, kill the Armoury Master and take everything of value from his body, especially the Alien Blaster which is the most powerful weapon in the game. Now go to the Repair Bay and speak with Stiggs who will give you some useful info about what’s happening on the Crawler and how to get to the Uplink Terminal. Once you’ve finished with Stiggs, he’ll leave the Crawler and you can make your way back upstairs.
Because the level design of this section is so complicated, here’s a video showing how to get from the Mainframe to the Uplink:
(Credit to Mahalo.com for the video)
At the Uplink Terminal, you will have 5 options of where to drop the missiles:
The Citadel
Project Purity
Megaton
Rivet City Carrier
Adams AFB Platform
Option 5 is the one you want, as dropping the missiles anywhere else will cause pretty much everyone in the Capital Wasteland to hate you.
Exit the Crawler after dropping the missiles, watch all the cutscenes then you will be returned to the Citadel to be congratulated by Elder Lyons.
The trophy will pop after you have finished talking to Elder Lyons.
These Karma Trophies will unlock once you reach Level 30 with the right Karma e.g. Neutral.
The two fastest ways to get the DLC Karma trophies are:
Make a save at Level 27, a few hundred XP before you hit Level 28.
Level up and take either the Devil's Highway, Escalator to Heaven or Karmic Rebalance perk, depending on which Karma level you’re aiming for and what you’re already at.
Level up again to Level 29, take the Here and Now perk, get the trophy then reload your save, rinse and repeat.
OR
Make a save when you are a few XP away from hitting Level 30.
Level up, take either the Devil's Highway, Escalator to Heaven or Karmic Rebalance perk, depending on which Karma level you’re aiming for and what you’re already at.
Reload your save, level up again and take whichever perk you didn’t take last time, get the trophy then reload one last time and take the final perk. If you are already at that Karma level, though, you can just take another perk.
If you'd prefer not use the above methods then the ones described in the guide for the main game can be used.
The Messiah trophy is another one that takes its time popping so don’t worry if it takes a short while to appear.
When the trophy tiles for The True Mortal and Messiah trophies were being coded and linked, Bethesda accidentally switched them so when you unlock “True Mortal” you get the Trophy Tile (not the actual trophy) for “Messiah” and vice versa. Here’s the exact quote from the Fallout Wiki:
The trophy icons for True Mortal and Messiah have been mixed up. True Mortal shows a "Jesus" like Vault Boy and the Messiah shows the True Mortal icon.
(Credit to the Fallout Wiki for the quote)
There is another purely cosmetic glitch that affects the Karma/Level trophies i.e when you reach Level 30, your XP gauge will state your next level is 31 which is not possible as 30 is the maximum you can reach. Also, your Karma "rank" will not update correctly in your Pip-Boy or on your Save File after Level 20, though Three Dog will give the correct one when he talks about you on the Radio.
Before starting this DLC, make sure all your equipment is fully repaired and you have plenty of ammo and health items. Make “The Local Favor” your active quest and then head for the Riverboat Landing. When you arrive at the Landing, you will be approached by a woman called Catherine who wants you to find her daughter, Nadine. Agree to look for her, then talk to Tobar the Boatman and buy a Ticket to Point Lookout. To travel to PL, you have to sleep on the Passenger Cot in the room opposite to where Tobar is standing.
WARNING: There is a nasty but rare freeze-glitch that can occur when you try to approach Tobar the Boatman on the Duchess Gambit for the first time. To fix this, dismiss any and all Companions, change to another weapon, fire off a round or two, turn off the radio and wait for 27 in-game hours. After you’ve waited for 27 hours talk to Catherine about her daughter then approach Tobar, buy a ticket, sleep on the provided Passenger Cot and go to Point Lookout. After arriving at Point Lookout talk to Tobar again then return to the Capital Wasteland, collect your Companion(s), return to the boat and go back to Point Lookout.
Once you arrive at Point Lookout, Tobar will have a short conversation with you, then you can make your way to the Calvert Mansion. After arriving at the Mansion, a voice will appear on a loudspeaker and order you inside. There is a Ghoul called Desmond will tell you to help him kill all the Tribals that have invaded the Mansion, which will not be easy as they are extremely tough, so make sure you’re packing some serious firepower, plenty of stims and lots of chems! When all of the Tribals are dead, talk to Desmond and he’ll ask you to find out why the Tribals have recently got so violent. To do this you visit their base in a Cathedral to the North of the Mansion.
Desmond will give you the Superior Defender perk for clearing out the Mansion and the trophy will pop during the conversation.
After getting this quest from Desmond, at the end of the previous one make your way to the Cathedral. Once you get there, someone on the other end of a nearby Intercom will call you over, explain that you can't come in until you have "expanded your mind" by taking part in the Ritual of the Mother Seed in their Sacred Bog and will then place a map marker on your map showing you where the Sacred Bog is.
Once you get to the bog enter it, make your way your way to the Punga Tree and taste the seeds.
WARNING: To avoid a particularly nasty crash when tasting the seeds, make sure you kill all the Mirelurks and Swamplurks else they will follow you to the tree and try to kill you just when you should be getting knocked out by the Punga seeds.
After getting knocked out by the gas which comes from the seeds/tree, you will enter a "vision", start hallucinating badly and will encounter exploding bottles of Nuka-Cola Quantum and over-sized versions of the Bobbleheads, all saying something sarcastic or downright nasty. Note: These Bobbleheads do not count towards the Bobblehead trophies in the main game
To exit the "vision" talk to Mr. Break, who is standing next to a replica of the “Megaton” Bomb, which will explode shortly afterwards returning you to the Bog entrance. After leaving the Bog, Fast Travel back to the Cathedral, speak to the person on the Intercom then walk through the now open gates and speak to Jimson. He will congratulate you on "expanding your mind" and give you the Punga Power perk.
The trophy will pop once the perk has been added to your perk list.
This is a 3 part trophy as you have to get through 2 further quests after finishing "Walking With Spirits" before you will be given the “A Meeting of the Minds” quest:
Part 1: Hearing Voices
After returning to the Cathedral go inside and talk to Nadine about her Mother. Ask her to fix your scar then ask what she knows about where Jackson is hiding, to which she’ll reply that she followed him and will you give you the key to get in. After speaking to Nadine, talk to all the other named people in the Cathedral then exit the building. Now you have to return to Desmond who will be really peeved that you returned without any info. He will send you packing and tell you not to return until you have the answers he seeks.
After exiting the Mansion, Fast Travel to the Cathedral and make your way down to the Wrecked Seatub and enter it.
Once inside the Seatub make your way through the winding tunnels by following the flaming torches to Jackson’s praying spot. When you find Jackson, he’ll converse with you for a bit about what he’s doing down there then he’ll leave. After he has left go to the Holo-Projector on the table in front of you and talk to the “Brain”, who will bemoan how useless the people from the Cathedral are and how he hopes you will do better. The “Brain” will tell you that Desmond has a Jamming Device that’s blocking his transmissions and wants you to destroy it.
This quest will end once you’ve returned to Desmond and told him what you’ve discovered.
Part 2: Thought Control
After the above quest has ended, Desmond will tell you that the “Brain” actually belongs to Professor Calvert, the Calvert Mansion’s last pre-war owner. Desmond will also tell you that they’ve been waging war against each other for the last 200 years. Desmond wants to silence the Professor once and for all by placing a Jamming Device on the highest point in Point Lookout which just happens to be a Ferris Wheel.
When you get to the Ferris Wheel, you will have two choices:
Side with Professor Calvert.
Side with Desmond.
For the purposes of this guide we’ll be siding with Desmond as it’s the least buggy option.
To plant the Jamming device press on the parked Ferris Wheel seating pod. After planting it you will have a few seconds in which to Fast Travel back to the Mansion or else you will have to fight off several waves of Tribals. Once you’ve arrived back at the Mansion it will promptly explode and be reduced to a pile of rubble. After you’ve picked yourself up, make your way inside.
After entering the Mansion Ruins, head to what was the Entrance Hall and find the hatch to a Bunker that was previously hidden from view. Inside the Bunker you will find an extremely annoyed Desmond who will rant and rave at you for while and then eventually say that it’s time to settle things once and for all! Eventually he will tell you that Professor Calvert’s Brain is hiding in the Bunker under the Point Lookout Lighthouse and that he’s heading there now and to follow him.
Once inside the Lighthouse a hidden staircase will open in the floor in front of you, follow Desmond down them and help to destroy all the Sentry Bots, Robo-Brains and Turrets. Taking out the Turrets is easy as they’re all controlled from nearby hackable Terminals. After a short while you’ll enter the central chamber where Professor Calvert’s Brain is hiding and he/it will call you over and try to persuade you to kill Desmond.
You now have to two choices:
Kill Professor Calvert.
Kill Desmond.
For the purposes of this guide we will be killing the Professor.
Killing the Professor couldn’t be easier as all you have to do is use your most powerful weapon to shatter the container his Brain is in. After the container is destroyed Desmond will congratulate you on killing the Professor and give you the key to a Reward Vault. This contains stacks of ammo and at least one unique weapon.
The trophy will pop during the conversation.
Now you’ve cleaned out the Reward Vault return to the Boat and speak to Nadine, who will inform you that she’s now in charge of the Duchess Gambit. After learning of what’s happened to Tobar, go to the Engine Room, kill him, strip his body of everything useful and retrieve a valuable item of yours from the nearby table. Return to the Capital Wasteland and speak to Catherine. She will give you 10 Refined Punga Fruit and 300 caps for finding her daughter.
The Trophy description for this is misleading. Even though there are 31 discoverable locations in Point Lookout, the “Sub Recovery Site” and “Kenny’s Cave” locations are not needed for this trophy. "The Smugglers Shack" and "Ruska's Lair" aren't needed either, as they only appear on the Local Map. Every time someone has said this trophy has glitched on them, it always turns out they’ve missed a location so if it hasn’t popped keep looking.
Note: Taking the Explorer perk will make this a little easier for you as it will show you where all the locations are (though for it to work you will have to take it when you get to Point Lookout) but it won’t give you the trophy outright as you will still have to physically visit each location for it to count towards this trophy.
Locations:
(Credit to the The Fallout Wiki for the Map)
This trophy is a slow popper so don’t be worried if takes 5-10secs to appear.
There is a Nasty Glitch where the game will glitch during the opening sequence thus preventing you from continuing. The only cure for this is to save before approaching the Beacon in the Wasteland and if you glitch, reload your save and try again. For other solutions, see here: Fallout 3 Freezes: Mothership Zeta Opening Scene
Firstly you will wake up in your cell with another abductee, you will talk about how your going to escape. You then need to start punching each other when told to attract the aliens attention, once the aliens arrive start punching them up and take their shock batons. Make sure you go to the left first as there's some recordings down there. After wondering about a bit you will meet a little girl called Sally. You need to free her from her cell by activating that machine and removing the 3 coolant cells attached to it, after doing this and a few other errands, the quest will complete and the trophy will unlock.
Once you reach the engineering room and have freed the other guys from there tubes you then need to destroy all the generators, a map marker points to each room with a generator. The most annoying thing though is you have to visit every room to get the recordings so this will take some time. Once all the generators have been destroyed you need to go to the decompression room (NOTE: Make sure you have ALL the alien recordings in this part of the ship, upon entering the decompression room you cannot return to the engineering room. Once you fix the stuff outside and get back on the ship to meet the others the trophy will unlock.
The main part of this quest is dealing with the Death Ray. You need to make your way through quite a lot of labs and once you reach the big room with the Death Ray below it. You need to press the 4 buttons in front of you to get the 4 generators to come out of the floor, once you've done that remove the coolant cells from them and the door to the Living Quarters will open. The Living Quarters are the last area in this DLC.
NOTE: Upon entering the living quarters you should have 24/25 recordings.
Once you're in the living quarters, there are a couple of abominations and aliens to deal with make sure you get the final recording in here to get the alien archivist trophy, just follow the map marker to reach the alien captain. You will eventually reach the Alien Captain and you need to kill him, he's pretty easy to kill and one shot from one of the alien guns will kill him, make sure you pick up his gun 'Captains Sidearm' as it's a pretty good gun.
Now, once all your friends have turned up you need to use the Death Ray to destroy the other UFO. Sally will lock onto it and all you have to do is fire when the lights start spinning around the "Fire" button. Sometimes the UFO will damage you, If this happens you need to reactivate the 4 generator switches in the room you're in. You need to shoot the enemy UFO about 20 times for it to blow up, it has health bars so you'll know when you're about to destroy it. Once it's been destroyed, the trophy
will unlock. To return to the Wasteland, go to the teleporter just outside the room you're in now.
Heres a glitch Terminator encountered: After using the Teleporter to summon the other escapees, Elliot Tercorien was in "fleeing" mode and would keep appearing and disappearing through the Teleporter! To prevent this from happening, make sure you kill all the Alien Workers that are around the Teleporter before activating it. Don't worry about karma.
Because of the dumb way this DLC is designed, after you’ve exited most areas they get locked so make sure you pickup everything, including the recordings, before you leave any given area else you probably won’t be able to return. There are 25 total recordings and you won't pick ten up in order of numbers as there all random numbers. The trophy will unlock upon picking up the final recording in the living quarters. Make sure you save before you enter or leave an area so you can reload if you miss anything. Here's some guides we highly advise you follow while playing. Here's a text walkthrough I've written:
In the very first part your in the 'Holding Cells' The first three you will come across are #14, #15 and #22, they are all together down the corridor to your left upon exiting you cell on first level. The next three are #1, #3 and #12 are again found together in the room just north of Sally's prison cell. You will not encounter another recording until you reach the area after the next called the 'Engineering Core'. At the end of this part you should have 6/25 recordings.
Once you reach the 'Engineering Core' you will find a total of 4 recordings. They are all in the same room again. You will be tasked with freeing the 4 people in the stasis chambers. next to each chamber is recordings #5, #6, #7 and #8. This is all of them in the 'Engineering Core' and your total should now be 10/25.
WARNING!: You must get ALL the recordings up until the 'Weapons Lab' Part BEFORE entering the airlock. Don't go anywhere near the airlock door until you've got all recordings up until the weapons lab.
You've got a choice of a few doors to go through and most of them have recordings in them, but for the purpose of the guide we'll go through the doors I went in first. The first one you want to head to is the door marked 'Maintenance level' on the local map. You will want to go though here to access the 'Waste Disposal' As mentioned above you MUST get this before entering the airlock. There's only 1 recording in here and its in the south western area of the 'Waste Disposal' local map. Don't leave this are till you've got it. To leave the area and return to the 'Engineering Core' go through the teleporter at the end. Your total should now be 11/25.
The next room you will want to go to is the door marked 'Cryo Labs' (In here is 'Cyro Storage' to). As mentioned above you MUST get these before entering the airlock. There's a total of 6 recordings in here and they are #2, #4, #11, #16 #17 and #25.
Before you can get the first recording #4 inside the Cryo Labs you must activate a button which says 'Release Mechanism'. This release mechanism switch is in the very first room you arrive in on the left hand side of the glass floors which view the prison cells. Once you've activated the switch go to the direct opposite of the room and down the stairs, through the door and the recordings in here. The second recording #2 is inside a stasis room (The one with the ghoul in). The next recordings #11 and #17 are inside the room with three dead humans on operating tables. Make sure you remember to get these as the door closes permanently behind you after you leave so make sure you have all 4 in the 'cyro labs' before proceeding to 'Cyro Storage' at the end of this part you should have 15/25 recordings in total.
The first recording inside 'Cryo Storage' is #25 and is just to the left of the entrance you came through. The second #16 is in the very southwest corner of the map downstairs. At the end of this part you should have 17 recordings. You will now teleport back to the 'Engineering Core'. At the end of this part you should have 17/25 recordings.
The next place you want to go to is the 'cargo hold' door and the place you want to go from here is the 'Research Lab'. As mentioned above you MUST get these before entering the airlock. Theres a total of 2 recordings in here and they are #13 and #21. The first recording #13 is inside the Research Lab in the room with cars and a part of a rocket from Earth. The recording is in this section by some computers near rocket from Earth. The second recording is #21 and is is located in the first room filled with the metal ponies. It is in the middle of the room near the alien computers. You've now got all recordings in all the rooms before entering the airlock (Hopefully) and your total should be 19/25.
Now you want to enter the airlock to get the many labs in which the recordings are held. The labs are the weapons lab, experimentation lab and the biological lab. There's 5 recordings in these areas and that's #9, #10, #18 #20 and #24.
The first lab you'll come to is the weapons lab and there's only 1 recording in here and that's #24. The recording is inside the labs main control room by some computers. The next lab you will arrive at is the Experiment Lab and there's a total of 3 in here. The first recording #20 is in the room with the two examination chairs with metal tentacles coming off them, the recording is in front of these chairs. The second #10 is on the far wall of the observation room and the final recording in this area is #9 and it is inside the room next to the abominations on the operating tables. The next lab you'll come to is the Biological one and there's only 1 recording in here and that's #18. This will be your 24th out of 25 recordings if you've been following the guide properly. The recording #18 is in the northern-most area on the second floor. Its in a place ringed with computers. Make sure that you have 24 out of 25 logs before leaving this area. After you exit for the 'Death Ray Hub' the teleporter will break and you will not be able to access this area again unless you playthrough the whole ship again.
The final recording is in the living quarters and you arrive here after doing that puzzle with the generators. The recording is #23 and is inside a room at the opposite end of the hallway from the samurai man you saved from the stasis chambers in the engineering core. Continue down the hallway until you enter a large room, continue heading south until you come to a another hallway, at this hallway turn right. Keep traveling down the hallway until you reach a room filled with tables and chairs, as soon as you enter this room it will be on your right. If your having trouble finding it from my description then just head to the room which is the most southwesten room on local map. Upon picking up the 25th recording the trophy will unlock. This trophy is a slow popper so don’t be worried if takes 5-10secs to appear.