Guide By: Lord Maim; mmgcash/TigerLust/technole/White-Wolf
There are 76 Trophies that can be earned in this title.
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Welcome to Vegas. New Vegas.
It’s the kind of town where you dig your own grave prior to being shot in the head and left for dead… and that’s before things really get ugly. It’s a town of dreamers and desperados being torn apart by warring factions vying for complete control of this desert oasis. It’s a place where the right kind of person with the right kind of weaponry can really make a name for themselves, and make more than an enemy or two along the way.
Estimated Platinum Difficulty: 4/10 (Platinum Difficulty Thread)
- Approximate Time To Platinum: 80+ hours
- Trophies: 36 13 1 1
- Missable Trophies: Hardcore, The Whole Gang's Here, You'll Know It When It Happens, The Courier Who Broke the Bank
- Minimum Playthroughs Needed: 1+ (Reloading for multiple endings)
- Difficulty Affects Trophies: No (Hardcore mode can be used with all difficulties)
- Glitched Trophies: The Whole Gang's Here
- Cheats: None
Since difficulty does not affect trophies (see the note about Hardcore mode below), for the shortest path on a single playthrough set your difficulty to Very Easy and turn Hardcore mode on. While Hardcore mode technically makes the game harder, Very Easy difficulty renders the additional challenge almost moot. Thankfully in Fallout New Vegas, there are minimal collection trophies, so overall the game is very straightforward. The Globe Trotter trophy requires you to recover 7 snow globes that are mostly in locations you'll visit over the course of the main quest. The Whole Gang's Here trophy requires you to recruit all companions in the game, some of which are associated with an additional side quest, but nothing overly difficult. The Legend of the Star could go either way for some people. It's technically a collectible quest, but can be completed without searching. See the trophy description for more details. Lastly, Caravan Master, which involves winning 30 games of a unique card game called 'Caravan' might give some people difficulty. There are additional cards that are hidden throughout the game that can be used to improve your deck, making this an optional collectible quest.
It should be noted that none of the trophies carry over between characters, this means if you start work on a trophy then you have to see it through with the character that started it.
For the combat trophies, remember that game difficulty has an affect on the damage that you do. On Very Easy difficulty you do 200% normal damage to enemies, making it much easier to get these trophies. By comparison, on Very Hard mode, you only do 50% damage. So playing on Very Easy is critical.
Lastly, it is very important to maintain multiple redundant saves so that you can go back if you make a mistake. Depending on what your standing is with the various factions, the end game quests and the trophies that go with them may or may not be available, requiring you to backtrack to an earlier point in the game to gain access to them. The turning point is the mission "Ring-a-Ding Ding!".
Optimal Mission Completion:
At the end of "Ring-a-Ding Ding!" you will be approached by envoys from both the NCR and Caesar's Legion, carrying with them amnesty for any of your past crimes against them. It is important to complete any sidequests that may impact your standing with them prior to finishing this mission in order to reap the benefit of the amnesty. When it comes time to deal with Benny, For best results follow him up to the Presidential Suite and kill him there, recovering the Platinum Chip.
Before continuing, ensure that all of the following quests have been completed:
"How Little We Know" - Kill Sal & Nero, making Cachino the new honcho.
"Oh My Papa" - Either make them an ally or eradicate them.
"Still in the Dark" - Better to be on good terms with the Brotherhood of Steel. Better yet, become a member!
"Volare!" - Very important to have the Boomers on your side. Do as many sidequests as you can related to this mission tree.
Again, its very important to have a good Reputation score for any surviving minor factions.
After "Ring-a-Ding Ding!" perform the following tasks:
Complete "The House Always Wins, I"
Complete "Wild Card: Ace in the Hole"
Begin "The House Always Wins, II", accepting "Render Unto Caesar" during the course of the mission.
Before upgrading/destroying the Securitron army, make a manual save.
PATH A: HOUSE / YES MAN:
Upgrade the Securitrons, completing "The House Always Wins, II"
Complete "The House Always Wins, III"
If you've already completed "How Little We Know", you will automatically complete "The House Always Wins, IV"
Complete "The House Always Wins, V"
Complete "The House Always Wins, VI"/"You'll Know It When It Happens"
Complete "The House Always Wins, VII"
When asked if you're ready for the final battle, say you need to prepare
Make a manual save
PATH A1: HOUSE:
Complete "All or Nothing"
PATH A2: YES MAN:
Open the antechamber and kill/disable Mr. House
Complete "Wild Card: Change in Management"
Complete "Wild Card: Side Bets". Since you've already done their missions, you can complete this quest essentially automatically
"Wild Card: Finishing Touches" will be completed automatically, since you've already done "The House Always Wins, VII"
Complete "No Gods, No Masters"
PATH B: NCR / CAESAR'S LEGION:
Destroy the Securitron army
Tell Caesar that you will kill Mr. House
Kill Mr. House
Accept "Things That Go Boom" from the NCR Ambassador
Report to Caesar, and be directed to the Boomers
Go to the Boomers and secure their support
If you're ruthless and want to save time, slaughter all of the Brotherhood of Steel members in Hidden Valley.
Make a manual save
PATH B1: NCR
Complete "Things That Go Boom"
Complete "King's Gambit"
Complete "For the Republic, Part 2". Most of this mission will be completed automatically. If you haven't killed the Brotherhood of Steel in the previous step, you have the option of recruiting them if your Reputation is high enough.
Complete "You'll Know When it Happens"
PATH B2: CAESAR'S LEGION:
Report to Caesar about the Boomers, then complete "Render Unto Caesar"
Complete "Et Tumor, Brute?"
Complete "Arizona Killer"
Complete "Veni, Vidi, Vici"
Remember that once you've completed the final mission, there is no Free Roam afterwards. The story has a definitive ending, so you should make sure to do all the sidequests you want to before finishing the game. Thanks to T_I_M_B_0 for the reminder
*** IMPORTANT NOTE ABOUT HARDCORE MODE***:
Hardcore mode is a new challenge for Fallout Players that increases the realism of the game, and forces the player to pay attention to game mechanics that could be safely ignored in Fallout 3. While Hardcore mode makes the game more challenging, it can be activated on any difficulty level, which significantly affects how deadly it actually can be. You will be prompted to turn Hardcore mode on after Doc Mitchell returns your equipment at the beginning of the game. If Hardcore mode is disabled at any point after character creation, this will prevent the Hardcore trophy from unlocking, even if it was subsequently re-enabled.
HARDCORE MODE MUST BE ACTIVATED WHEN PROMPTED AT CHARACTER CREATION AND REMAIN ON FOR THE ENTIRE GAME TO RECEIVE THE 'HARDCORE' TROPHY.
Hardcore mode has the following effects:
Players must eat, sleep and drink regularly. Starvation, dehydration and sleep deprivation all incur significant stat penalties and can all lead to death if untreated.
Also, fast travel will be disabled for any location that would cause the player to die from starvation, dehydration or sleep deprivation while in transit.
Stimpaks and food do not heal instantly, instead providing healing over time.
Injured limbs must be treated by a Doctor's Bag or by a NPC doctor.
Ammunition has weight.
Companions who are reduced to zero hit points will die, rather than just being knocked out.
It is important to monitor your status at all times. Dehydration will occur fastest, especially in the desert, with starvation next and sleep last. An indicator will appear on your HUD in the lower left corner above your HP meter that indicates if you are suffering from any of the three, turning red, then flashing when nearing death.
Using the Stats > Status section of your Pip-Boy you can see what your exact condition is and what effects you are suffering from. In Hardcore mode, each status gets it's own section indicated in brackets.
[PS3T Would Like to Thank Lord Maim for this Roadmap]
DEAD MONEY DLC
- Offline trophies: 5 ( 1 , 2 , 2 )
- Online trophies: 0
- Approximate amount of time to : 4 - 8 Hours
- Minimum number of playthroughs needed: 1
- Number of missable trophies: 3
- Glitched trophies: 0
- Do cheat codes disable trophies: N/A
Hey guys, this is my first trophy guide for Fallout New Vegas' Dead Money DLC! If you have any tips or suggestions let me know. This is easily one of my favorite Fallout DLC's along with Point Lookout. I haven't had any problems with bug or glitches thus far but remember it's different for everyone. I HIGHLY suggest you are about level 25 when you go into this DLC. It will make everything so much easier for you. I might also mention that for the Safety Deposit Box trophy you must have at least one of the following skills at 75: Explosives, Science, Repair, Speech, Lockpick, or Sneak. Are you level 20+ and 75 in one of those skills? If so, continue reading!
Thanks to Tigerlust for the great road map.
Step 1 - Avengers Assemble
First off, it is strongly suggested you are level 25, or higher, when starting this DLC. Also, during this DLC you will need at least 75 in one of these skills: Explosives, Lock-pick, Repair, Science, Sneak or Speech. So focus on upgrading one of these skills on your way to level 35. If you still don't have it when you need it, you might still be able to scrape by with the right combination of clothing, skill magazines and aids. Lastly, if you are just a few points off, keep in mind that clothing/aids effecting SPECIAL can also trickle down to your skill: Agility affects Sneak, Charisma affects Speech, Intelligence affects Repair & Science, while Perception affects Explosives & Lock-pick.
There are many traps in this DLC, so it is highly suggested to pick the "Light Step" Perk when you first level up, if you don't have it yet. With this perk you won't set any of these traps off: Mines, Trip Wires, Pressure Plate and Bear Traps! NOTE: Companions will still set them off if they get too close, and other traps like grenade bouquets will still go off.
Start looking everywhere and grab all the chips you can scavenge. Once you have 500, you will get the "Sierra Souvenir Aficionado" trophy.
When you meet Dog and God, you can chose to recruit either Dog or God to get the "Assemble Your Crew" Trophy. You need to also recruit "Dean Domino" and "Christine" to get the trophy.
Step 2 - We've got the biggest balls of them all
After you have the three companions and do some more story quests, you will eventually trigger the gala event. There are a massive amount of ghost people before and after the triggering of the gala event so be ready for a long fight. Complete it for the "Having A Ball" trophy.
Step 3 - The Vault
NOTE: Do NOT hack the security terminal in the vault or you might not be able to get the "Cash out" Trophy!
At the very end of the Quest "Heist of the Centuries", you will have to access a Vault Control Terminal and make a decision. Each of these options will allow you to obtain either the "Cash Out" or "Safety Deposit Box" trophy and is mutually exclusive of the other trophy! Make a save BEFORE using the Vault Control Terminal, get either of these trophies, then reload the save and do the other set of requirements.
(See the trophy guide below for a detailed explanation of these trophies.)
Another note as to The Vault, if you want to have riches of what I believe to be over 200,000 caps then you might want to watch some of these videos on how to get all gold bars out of the vault.
[PS3T Would Like to Thank Tigerlust for this Roadmap]
Honest Hearts DLC
Estimated trophy difficulty: 2/10
Total Trophy breakdown: 5 (2 / 2 / 1 )
Offline: 5 (2 / 2 / 1 )
Approximate time: 2-4 hours
Minimum number of playthroughs needed: 1 (if you utilize your saves correctly, otherwise 2)
Missable trophies: See Roadmap for details
Glitched trophies: None
Cheats disable trophies: No cheats available
Difficulty affects trophies: No difficulty trophies
In Honest Hearts you will travel to the Zion National Park in Utah with the Happy Trails Trading Group. Things seem rosy at first on your journey, but unfortunately for your companions, they’re killed within the first few minutes of arriving at Zion. You are eventually left alone in typical Fallout fashion. Only this time, in such a scenic, beautiful landscape full of canyons and rivers. Plus something not so common in the Fallout world: Clean drinkable water everywhere! So leave the Rad-X at home and take the Journey into Zion for an engaging story, and to see something new the Fallout world has not seen before.
STEP 1: Playthrough the story and make an extra manual save before making a decision on the Sorrows with Daniel
Honest Hearts is mostly linear in nature. Once this DLC pack is installed and you load your New Vegas save game, a pop-up will appear letting know of a new signal that is available. First, it is highly advised before you visit that signal that if you have over 100 slots utilized in your inventory that you find a location to store your items to get yourself down to utilizing only 100 slots. Otherwise after a speech check, you will be forced to cut down your inventory slots to 100. You will be able to store them in the provided location before you are able to take off into the journey to Zion. It would be recommended to take the minimal supplies as if you are journeying alone in the wasteland. Several guns, stimpacks, and plenty of ammo. Once you are able to take off, you will reach Zion and the story will begin and you will unlock Story of Zion. You will be presented with several quests in your journey that are natural-progression during your travel in Zion.
Without spoiling the story, you ultimately will end up finding out more about what is going on with the situation in Zion when you meet Daniel and subsequently unlock In a Foreign Land. This will lead you to a series of more quests, once completing those you will unlock Restore our Fortunes. You will end up returning to Daniel one last time, before you complete the Gathering Storms make one extra save game before talking to Daniel again. This will allow you to branch your ending path without having to play-through the entire story again. You can make any decision at this point whether its the path to Evacuated Zion or O Daughter of Babylon. See the trophy guide for more details on these ending quests and how to resolve them to unlock those respective trophies.
STEP 2: Clean-up by restoring your extra save, and taking the opposite ending path
Now that you have completed Honest Hearts with one of the endings. You will need to load that extra save game and take the opposite path that Daniel presents. See the trophy guide on Evacuated Zion or O Daughter of Babylon for second ending path quest details that you need to conclude your journey towards the 100% in Honest Hearts.
[PS3T Would Like to Thank Technole for this Roadmap]
Old World Blues DLC
Estimated trophy difficulty: 3/10
Breakdown: 5 ( 3 / 1 / 1 )
Approximate time to 100%: 3-4 hours
Minimum playthroughs required: 1
Missable trophies: None (Can free roam the world after completing main story)
Glitched trophies: None
Do cheats disable trophies?: No cheats available
Does difficulty affect trophies?: No
Price of downloadable content: $9.99
Copyright/Rights of Use
All media contained herein are the property of the guide author, technole. This guide may not be re-produced outside of PS3Trophies.org without written permission by the author. Please supply proper credits to the original author(s) if given permission to use any information from this guide.
The third downloadable installment for Fallout New Vegas, Old World Blues takes the courier to another world where post-human computer-based researchers enlist his/her help to explore and resolve their experiments that have gone haywire. New locations, robots, and enemies, and of course several weapons await in your journey into the Big Mountain otherwise known as “Big MT”. Your base of operations, the “Think Tank” will likely be your new home in this episode, and maybe even permanently afterwards! The Sink (Balcony of the Think Tank) will also contain a merchant and a 100% repair NPC for all your equipment needs.
Unlike with Honest Hearts, you will not be forced to drop down inventory, as you can bring everything you want here. It is highly recommended to stock up on ammo, weapons of your level specialty, and an assortment of healing supplies. As there are a lot of robotic enemies in this episode, you will also want to be able to utilize many ammo stations scattered through the areas you explore. I would recommend Level 25 or higher would be the ideal level range to start this episode, but the choice is yours.
Step 1: Enter the Big MT and learn about the situation in the Think Tank.
Once you load up your game, the game will pop-up a notice about a new mysterious radio signal at the Mojave Drive-Thru about a new midnight feature. To start the DLC, you will want to visit or wait until midnight and then interact with the satellite at the location to begin your journey. You will not be able to return to the main quest until you complete the episode. So keep this in-mind as will want to stock-up with everything you need as previously mentioned. As you’ll have a new base to work from, you can permanently store items and return to get them anytime in free roam after you complete the episode. Speech, medicine, and full-science skills can very helpful here as you’ll reduce the amount of resistance with several convincing conversation options that will be available.
You will get started by talking to the Think Tank scientists that will inform you of the situation at-hand. In-which you’ll come to find out your brain is missing! Do exhaust the dialog options available with them as they have some valuable items and comedy to share. You’ll come to find out you’ll have to recover the X-2 Antenna, the X-8 Pulse Frequency, and the X-13 Sneaky Suit.
Step 2: Recover the X-2 Antenna
While the X-2 Antenna coil does not have a corresponding trophy, it will be required to advance the episode towards the conclusion. This is located at the X-2 facility in the Southeast. Once you enter the building you will want to make sure you search the desk on the ground floor for the Light Switch 1 Personality Chip. This will be needed for Making Friends, and will save you another trip to this location. You’ll face some resistance against robot enemies but if you came prepared this won’t be an issue. Make your way to the antenna dish via the ladder and go up the ladder-stairs to grab the X-2 Antenna. This is a great melee weapon to use as well!
Step 3: Quest Trophies
Once you have the X-2 Antenna you can now solely focus on quests that unlock the trophies in this DLC. You have several options here as you can work on Making Friends while freely exploring the Big MT, recover the X-13 Sneaky Suit, or the X-8 Pulse Frequency. It is highly suggested you start with the X-13 Sneaky Suit because of its tangible benefits. Plus it is the fastest quest that can be completed early-on. There is no linear order the tasks need to be performed as no trophies are missable. However I would recommend doing the trophies below in the following order for the best experience and to complete the DLC in the least amount of time:
Make up your mind
Refer to the trophy guide for the steps, and walkthroughs needed to complete quests to unlock all the trophies in this DLC. Have fun in the Big MT!
[PS3T Would Like to Thank Technole for this Roadmap]
Lonesome Road DLC
Estimated trophy difficulty: 3.5/10
Trophy Breakdown : ( 2 / 2/ 1 )
Minimum playthroughs required: 1
Approximate time to 100%: 3-4 hours
Number of missable trophies : (1) ED-Ecated
Glitched Trophies: None
Price of the DLC : 9.99$
Lonesome Road brings the Courier's story full circle when you are contacted by the original "courier six", a man by the name of Ulysses who refused to deliver the Platinum Chip at the start of the main storyline in Fallout: New Vegas. In his transmission, Ulysses promises the answer as to why, but only if you take one last job - a job that leads you into the depths of the Divide, a landscape torn apart by frequent earthquakes and violent storms. This is the fabled location of the battle between the Courier and Ulysses. The road to the Divide is a long and treacherous one, and of the few to ever walk the road, none have ever returned.
Step 1: Receive the new signal and visit its location
Pretty much like every DLC before, after downloading the DLC and loading your game, you will recieve a signal carrying a quest with it. Simply set that quest as your main and follow it to uncover the new location.
Step 2: Get inside and recruit ED-E and find the Laser Detonator
As you follow the marker in your compass, eventually you will find a trapped ED-E which you have to set free to be able to continue your quest.
While doing this step you might want to keep an eye out for ED-E's upgrades which can be found inside some destroyed old robots (check the trophy guide).
You also want to keep an eye out for the Warheads that could be found scattered around the Divide.
Step 3: Complete the Story
The story progress is very straight forward, so just keep following the marker at the compass.
Step 4: Get any Remaining Trophies
In case you missed any trophies during the story, you will be able to get them during free roam afterwards.
Keep in mind that Warhead Hunter will be achievable easier after finishing the main story as there will be 2 warheads found in a new area that will be filled with radiation. By then you will have the Rad+50 mask which will make it easier, though.
[PS3T Would Like to Thank White-Wolf for this Roadmap]
Gun Runners DLC
Estimated trophy difficulty: 3.0/10
Trophes Breakdown : 2 / 2 / 1
Minimum playthroughs required: 1
Approximate time to 100%: 2-5 Hours(Dependant on Save file)
Number of missable trophies: None
Glitched Trophies: Curios and Relics, Master of the Arsenal.
DLC Price : 3.99
The Gun Runners Arsenal is an add-on pack for Fallout: New Vegas, it consists of multiple new weapons, ammo types, and weapon modifications. There are also new challenges added with this DLC, however they are tiered challenges and get progressively harder.
Note: This add-on requires a significant amount of caps to acquire the necessary weapons. Below is a method for obtaining a surplus of caps in a small time frame.
It is possible to exploit any casino for infinite caps simply by getting more than 32,768 (2^15) Chips and then dropping them on the ground.
The game gets confused since it's, for some reason, never expecting you to drop this many at once. The result of dropping them is a negative number of chips the player can then pick up and use to trade for caps, NCR or Legion money.
The exploit can be done with values higher than 32,768 but the negative number dropped will be smaller (65,536, or 2^16-chips dropped) the more chips you originally drop. Dropping 33,000 Chips will give you a number close to -32,000 and every time you turn Chips in for Caps, NCR or Legion money you will gain that amount, only in positive numbers. Note, save before dropping the chips; they sometimes disappear on the floor.
When picked up, they don't show up in inventory anymore, but may be turned in for money over and over.
Step 1: Obtain both 10,000 damage trophies.
These are by far the easiest trophies to obtain, simply purchase a unique GRA weapon from a vendor, and deal 10,000 damage against enemies, you should unlock both of these trophies simultaneously.
Step 2: Complete Three One Star Challenges
Upon completing three one star GRA challenges you will be rewarded with the Up To The Challenge bronze trophy. For more information see the trophy guide below.
Step 3: Complete Three Two Star Challenges
Upon completing three two star GRA challenges you will be rewarded with the Combat Veteran silver trophy. For more information see the trophy guide below.
Step 4: Complete Three Three Star Challenges
Upon completing three three star GRA challenges you will be rewarded with the Pros Only gold trophy. For more information see the trophy guide below
[PS3T Would Like to Thank MicrobeSS for this Roadmap]
10th level is reached when your character earns 7,200 XP, 20th at 29,450 XP and 30th at 66,700 XP These trophies will come naturally over the course of the game, but if you’re in a hurry you could always invest a couple ranks into the Swift Learner perk which will improve the XP you earn by 10% per rank to a maximum of 30% extra XP.
There are two robots and six people you can recruit in the game for a total of eight companions available over the course of the game. Since you will only be able to have one robot and one recruit at any one time, you will have to dismiss any current companions or robots to recruit another. If you’ve recruited them all at one time or another during the course of a game, you will receive the trophy. Though the companions usually have a sidequest associated with them, it isn’t necessary to complete them for the purposes of this trophy, only to recruit them. Note that you will have to recruit them all in a single game, not over multiple games. The companions are listed in the spoiler below as well as the requirements for recruitment.
ED-E – Examine the Damaged Eyebot in the Mojave Express Courier. Talk to Johnson Nash in the Vikki & Vance Casino to allow you to repair it. You'll need a Repair skill of 65, a Science of 55, or to gather the parts in order to bring it online.
Rex – He's at The King's side at his 'School of Impersonation'. You have to stay on good terms with the Kings until after you’ve completed G.I. Blues. If you run afoul of them or Pacer in particular you're out of luck. After that, then ask The King about his robotic dog to get the quest “Nothin’ But a Hound Dog” in Freeside.
Arcade – Old Mormon Fort in Freeside. With a Speech 75 challenge or a high intelligence score you can convince him to join you. Alternately, once you've done Farkas' mission, he will join you as well.
Boone – Novac. Complete side quest “One for My Baby” by providing him with the correct target and proof of their guilt (Look in the motel lobby floor safe).
Cass – Mojave Outpost. Talk to her in the bar and she will join you part way through the “Heartache By The Number” side quest.
Lily – Jacobstown. You can ask her to join you once you start on the “Guess Who I Saw Today” sidequest from Dr. Henry.
Raul – Black Mountain. Free Raul (Likely as part of “Crazy, Crazy, Crazy”) and you’ll be able to recruit him.
Veronica – 188 Trading Post. Standing near the Slop & Shop, answer her question about the Brotherhood of Steel with a non-violent reply to recruit her.
GLITCH: In order to recruit Cass, you have to perform the first step in the mission "You Can Depend On Me", which requires you to take an invoice to Dr. Hildern in Camp McCarran, before you can purchase Cassidy Caravans. If you have completed the mission "There Stands The Grass" before talking to Dr. Hildern, the option to deliver the invoice will not be available, preventing you from advancing the mission and recruiting Cass. Make sure you've delivered the invoice prior to completing "There Stands the Grass". Thanks to designerheadache and Maksut029 for discovering this.
Use a campfire, a workbench or reloading bench to create 20 items. Note that creating or breaking down ammunition counts each round individually as a crafted item, meaning that you can get this trophy quite easily at the first reloading bench you find.
Each weapon can hold up to three weapon mods, which can be purchased or found in your travels. In your Pip-Boy 3000, on the weapons screen hit to bring up a list of available mods. Each mod is unique to a particular type of weapon, so you need to make sure that you have the right mod for the gun you're using. You'll get the trophy after installing 20 weapon mods, over any number of weapons. The vendors who sell mods are:
This will occur naturally over time if you’re taking the time to explore. If you’re looking for new places to discover, look for triangular outlines at the bottom of your compass which indicates a location you’ve not been to yet. Once you get near the location, a message will come up on your screen that you’ve discovered a new location and it will be added to your map. Keep track of your progress on the Stats screen of your Pip-Boy. Note that the Explorer perk will not give you this trophy, but it will reveal every location on the map so that you can see where you still need to go. I don't recommend wasting a perk this way, but it's an option.
1. Jacobstown – On the front desk in the lobby of the lodge.
2. Old Mormon Fort – On a bookshelf in Julie Farkas’ office in the western tower.
3. Lucky 38 Casino – Accessible after Mr. House gives you access to the Cocktail Lounge. It is on the opposite side of the central hub from the elevator, it will be behind a cash register behind the bar.
4. Vault 21 – Inside Sarah’s room.
5. Nellis Air Force Base – Inside Pete’s “museum” on a table in the corner.
6. Hoover Dam – Desk in the visitor center.
7. Goodsprings Cemetary – At the base of a gravestone near the water tower.
Easy enough. Haul your scrounged weapons, loot from creatures and enemies, and whatever other vendor trash you have back to town and sell it. Once you've made 10,000 caps from your filthy lucre, you will receive the trophy. Keep track of your progress on the Stats screen of your Pip-Boy.
This trophy will come naturally over time as energy weapons become more common. Playing on Very Easy difficulty you will do 200% normal damage to enemies, making it much easier to accumulate points. To maximize their damage potential ensure that you have a high Energy Weapons skill. If you haven’t received this trophy by level 16, consider taking the Improved Criticals perk which improves critical hit damage by an additional 50%, or the Meltdown perk which causes splash damage as targets are killed. You can keep track of your progress by looking at the "Blaster Master" challenge in your Pip-Boy. Damage inflicted by your companions does not count towards this trophy.
This trophy will come naturally over time as you make use of explosives, but will likely be earned later in the game as they become more readily available. Playing on Very Easy difficulty you will do 200% normal damage to enemies, making it much easier to accumulate points. To maximize their damage potential make sure you have a high Explosives skill. You can also consider the Demolition Expert perk available at level 6, or Splash Damage at level 13. You can keep track of your progress by looking at the "Love the Bomb" challenge in your Pip-Boy. Damage inflicted by your companions does not count towards this trophy.
This trophy will come naturally over time as you make use of firearms in the game. Playing on Very Easy difficulty you will do 200% normal damage to enemies, making it much easier to accumulate points. The damage you do in the game will be directly affected by your Perception stat and your Guns skill. If you haven’t received this trophy by level 16, consider taking the Improved Criticals perk which improves critical hit damage by an additional 50%. You can keep track of your progress by looking at the "Lead Dealer" challenge in your Pip-Boy. Damage inflicted by your companions does not count towards this trophy.
To pick a lock, to begin with you'll need a bobby pin in your inventory. The rotates the angle of the bobby pin over a 180° arc, and the turns the lock with a screwdriver. If the bobby pin is in the correct position, the lock will open. If not, then the closer you are to the correct position the further the lock will turn before it stops. Release the immediately when this happens, and adjust the position of the bobby pin. If you're getting closer, the lock will turn further than before. If not, try the other direction.
To improve your chances of picking a lock, ensure that you have a high Lockpick skill as well as a high Perception stat. If you find yourself breaking a lot of bobby pins, remember that you can cancel the lockpicking attempt at any time. After three tries to turn the lock have failed, the bobby pin will usually break on the fourth attempt, so if you're not sure you've got the right spot, don't be afraid to pull out. (That's what she said) Keep track of your progress on the Stats screen of your Pip-Boy.
This trophy will come naturally over time as you heal damage accrued in the game. To maximize the effectiveness of a stimpak, ensure that you have a high Medicine skill. Keep track of your progress on the Stats screen of your Pip-Boy. You'll notice that when you use the stimpak, the full healing amount is added to your "Health From Stimpaks" stat. Meaning that if you're intending to grind this trophy out, make sure you're in hardcore mode (so they'll heal over time) and that you've taken more damage than the stimpak provides, then use them all at once. As long as you don't leave the menu, the full amount of all stimpaks will be added to your "Health From Stimpaks" stat.
This trophy will come naturally over time as you induce head trauma across the Mojave. Playing on Very Easy difficulty you will do 200% normal damage to enemies, making it much easier to accumulate points. Melee weapons of both one or two handed variety count towards this trophy, but not those weapons considered ‘unarmed’ melee. A high Melee Weapons skill will affect your damage potential, and high Strength and Endurance stats will improve your base damage If you haven’t received this trophy by level 12, consider taking the Unstoppable Force perk to reduce the effectiveness of enemy blocks. You can keep track of your progress by looking at the "New Vegas Samurai" challenge in your Pip-Boy. Damage inflicted by your companions does not count towards this trophy.
Use your Repair skill to fix 30 items, like weapons, armor, etc. You will need another item of identical type, or a variant on the same type in order to use it for repairs. This trophy will be virtually guaranteed over the course of a game, however. Keep track of your progress on the Stats screen of your Pip-Boy.
Use your Science skill to bypass security on 25 terminals. Bear in mind that some terminals require a minimum score in Science to even attempt. A number of words will be down on the screen among the background of ASCII gibberish. The harder the lock, the more letters the word is. Much like the old game Mastermind, when you guess a word you'll be told how many letters are correct in your guess, leaving it to you to figure out from subsequent guesses which letters were in the right positions. Choose words that have similar structure and see if your total goes up or down. After the fourth guess however, if you haven't selected the correct answer the terminal will lock down preventing your access.
If you're having trouble, remember that after three unsuccessful attempts you can still back out to prevent the terminal from locking down on the fourth guess. The terminal will change the password but better that than shutting you out entirely. You can then log back on to the terminal and give it another try. Keep track of your progress on the Stats screen of your Pip-Boy.
Use your Sneak skill to pilfer valuables from people’s pants. For best results, approach your target from behind while crouched to minimize the noise you make. Note that it is easier to pickpocket lower level or sleeping targets. Also, stealing one item at a time counts as an individual pickpocket attempt. Keep track of your progress on the Stats screen of your Pip-Boy.
Over the course of the game, you'll be presented with skill challenges that can influence the conversation. These are prefaced with the name of the skill or stat followed by a number, for example [Science 70], and usually have special results or rewards. Successfully complete 50 of these opportunities to get this trophy. The trophy description is misleading, the challenges don't have to be based on the Speech skill specifically, any skill or stat challenge counts towards this trophy. Keep track of your progress on the Stats screen of your Pip-Boy.
This trophy will come (somewhat) naturally over time as you heal damage accrued in the game. This trophy can be attempted in Hardcore mode, because healing occurs over time rather than instantly in either mode, and you're going to need to eat to survive anyhow! To maximize food’s effectiveness ensure that you have a high Survival skill, because not only will it unlock additional crafting recipes, it will also directly affect how much health you get back from food. Keep track of your progress on the Stats screen of your Pip-Boy. You'll notice that when you eat the food, the full amount of the food's HP benefit is added to your "Health From Food" stat, even though when you exit the menu the food heals over time. Meaning that if you're intending to grind this trophy out, all you have to do is take more damage than the food you're eating, then eat all the food at once. As long as you don't leave the menu, the full amount of all food items you eat will be added to your "Health From Food" stat.
Over the course of the game, a staple food item to rely on is Gecko steaks. Geckos of several varieties can be found in many different places, including just outside Goodsprings at the beginning of the game. The recipe to cook the steaks requires a Survival skill of only 25, requires one Gecko meat per steak, and provides more health than any other single component recipe.
If you come up short, you can always supplement your score by farming Giant Radscorpions in the pits at Thorn, just south of the Westside south gate. To join the fights talk to Red Lucy, who stands on a platform above the pit. The glands from the radscorpions can be given to Ruby Nash in Primm, who can usually be found on the street in front of the Mojave Express. For each gland you give her, she will give you "Ruby's Casserole", allowing you to quickly stock up on food items to grind through the remainder of your score. Thanks to ripacrombie for the suggestion.
This trophy will come naturally over time as you make use of unarmed attacks. Note that this doesn’t limit you to just your bare fists. Weapons such as brass knuckles or a power fist are still considered unarmed for the purposes of this trophy. Playing on Very Easy difficulty you will do 200% normal damage to enemies, making it much easier to accumulate points. Obviously you want your Unarmed skill to be high as this will affect your damage potential, as will your Strength and Endurance stats affect your base damage. If you haven’t received this trophy by level 12, consider taking the Piercing Strike perk to reduce your target’s damage resistance. You can keep track of your progress by looking at the "Old Tyme Brawler" challenge in your Pip-Boy. Damage inflicted by your companions does not count towards this trophy.
You'll get a starter deck for Caravan from Ringo in the gas station at Goodsprings.Ringo gives you a note with the deck that contains the complete rules, so I won't go over them again, but I suggest you read them carefully. This game broke my brain at first, so I'll repeat that. Read them carefully.
To blow through this trophy easily, just play Ringo 30 times. He has a basic deck and is an easy opponent. When he runs out of money, you'll have to raise the wager to at least 1 cap then accept to continue. A simple strategy for easy wins is to get a couple of jokers, then construct a two suit deck with Aces of the opposite two suits. For example, use only diamonds and spades and include aces that are clubs and hearts. This allows you to use the jokers to nuke the opposite suits without worrying about hurting yourself as well. You'll also want to have a fair number of Jacks and Kings in the deck, both to help yourself and screw the other guy. Queens are relatively useless in this deck, as you'll only have two suits, making reversing direction easy with same suit cards. You'll want to keep an eye out for Aces of your two suits that your opponent plays however, and use a Jack to eliminate them as soon as possible. Ringo doesn't have much in the way of face cards however, so this isn't as big a concern when playing him.
This is easiest to do if you buy cards from every vendor who offers them throughout the game (don't worry, they're cheap), then go for this trophy once you're at the end of the game and can construct a deck to suit your particular playing style. You should be able to knock this out with Ringo in a couple of hours without too much trouble. There are several vendors and locations where you can get cards:
There are 3 casinos on the strip: Gomorrah, The Tops, and Ultra-Luxe. Win too much money at all three and you’ll get the trophy. You'll be banned from gambling, but you'll still be able to access the casino for quests. You'll want to concentrate on Blackjack for this trophy, where strategy can affect the outcome rather than pure luck. Normal blackjack strategies apply; double down on 10 or 11, split a pair of Aces or 8's, and hit on 16 if the dealer has a high card showing because you've probably already lost.
Having trouble? Need to get lucky? Put on some Naughty Nightwear! No, I'm not joking. You can buy it at Mick & Ralphs, and it awards you +1 Luck when you wear it. You can also purchase a Luck implant from Dr. Usanagi at the New Vegas Medical Clinic for 4000 caps. The difference a few points of Luck will make is staggering. With a 10 Luck you'll win 90% of the time in Blackjack.
You'll be banned from gambling when you win the following amounts:
One thing to keep in mind is that if you receive a bad Reputation with either The White Glove Society, The Omertas, or The Chairmen, that will make it impossible to gamble at their casinos. This is particularly important to consider when completing the mission "Ring-a-Ding Ding!", so read the strategy in that trophy carefully to prevent you from missing this trophy.
After character creation you will be prompted to activate Hardcore mode right after Doc Mitchell returns your equipment. Activate it at this point, and do not disable it throughout the entire game. Disabling Hardcore mode at any point in the game will disqualify you from getting this trophy, forcing you to reload from an earlier save in order to salvage your progress.
Main quest mission. Available after "Ain't That a Kick in the Head".
Talk to the very creepy Victor in Goodsprings before making your way to Primm, where you'll want to look up Johnson Nash at the Mojave Express depot. He'll tell you that Deputy Beagle saw your attackers, and task you with rescuing his sorry self from the Powder Gangers. Intel from Beagle will lead you to Novac, where you'll talk to Manny Vargas, which will in turn lead you to Boulder City. There you'll meet Lt. Monroe and probably start side quest "Boulder City Showdown", which works to your advantage. You'll have to negotiate with a Khan named Jessup, who happens to be the man you need to talk to. Jessup will give you all kinds of useful information, including where to find Benny, and the lighter that he left behind. If you accidentally touch off a skirmish with the Khans, don't worry. You can also loot the info off his corpse.
Once you have this information, you'll get the trophy and it will activate the quest "Ring-a-Ding Ding!"
Main quest mission. Available after "They Went That-a Way".
This isn't really a mission because all you have to do is confront Benny. There are a lot of ways to play it however, some of which will affect your priorities. The most hassle free method is to talk to Swank at the front desk as soon as you enter, and present your evidence that Benny is trying to make his own play. You can either pass three Speech checks (15, 30, and 45) or present Benny's cigarettes from your grave and the lighter you got from Jessup as evidence. Once Swank is on board, he'll return all your weapons. Swank will suggest that you search his room, but you should disagree saying that you need to deal with him right now. He'll get Benny up to his room where you can surprise him. Pump him for as much information as you can, then send him to sleep with the fishes. Search his body for the Platinum Chip and you'll get the chip and the trophy (For extra fun, loot Benny's plaid jacket and do your best Stan impression).
Main quest mission leading up to the Mr. House ending in "All or Nothing". Note that progress in another ending will cause this mission to fail with the message "The House Has Gone Bust!", making this ending unavailable.
This mission set is actually made up of seven numbered missions for Mr. House to secure his dominance.
Bring Mr. House the Platinum Chip and watch his Securitron demonstration. If you didn't recover the chip when you confronted Benny, you'll have to recover it during part 2.
Take the chip to The Fort and upgrade the Securitrons in the Bunker.
Secure the help of the Boomers. If you've already completed "Volare!" this will be easy. If you want to save time, or they don't like you, Mr. House will also accept eliminating them as a threat.
Look into the Omertas. If you've already completed "How Little We Know" as described in the Road Map, this mission will be completed automatically.
Mr. House will accept nothing less than total destruction of the Brotherhood of Steel. Use the keycards from McNamara, Hardin, and Taggart at the terminal in the VR chamber to generate a self destruct password for the red terminal. Then flee the base.
If you have a Reputation of Accepted or better with the NCR, this mission is the "You'll Know It When You See It" mission. If not, you'll skip immediately to...
Install an override chip at the El Dorado Substation.
Once all seven quests are complete, Mr. House will ask if you're ready for the final battle, which will complete this mission, give you the trophy, and trigger "All or Nothing".
Main quest mission leading up to the NCR ending in "Eureka!". Note that progress in another ending will cause this mission to fail with the message "Don't Tread on the Bear!", making this ending unavailable.
This is a long mission with a number of discrete steps:
After "Ring-a-Ding Ding!" you'll be approached by a messenger directing you to the NCR Ambassador.
Complete mission "Things That Go Boom". If you've completed "Volare!" this will be easy.
Complete mission "King's Gambit". This is easiest by talking to The King, conveying his refusal to Crocker who through conversation will direct you to Col Hsu at Camp McCarran. Pledge to The King more NCR resources to Freeside, and The Kings will join you. After you kill Pacer, that is. Return to Crocker to start "For the Republic, Part 2"
Col Moore at Hoover Dam directs you to recruit or eliminate the Khans. If you've completed the mission "Oh My Papa" this is easy.
Col Moore then directs you to recruit or eliminate the Omertas. If you've completed the mission "How Little We Know" this is easy.
Col Moore's next target is Mr. House. Kill or disable him.
Lastly, you'll have to recruit or terminate the Brotherhood of Steel. If you've already completed "Still in the Dark", this is easy.
Complete "You'll Know It When It Happens"
Return to Col Moore to complete the mission.
This will launch the mission "Eureka!" and give you the trophy.
Main quest mission leading up to the Caesar's Legion ending in "Veni, Vidi, Vici". Note that progress in another ending will cause this mission to fail with the message "Beware the Wrath of Caesar!", making this ending unavailable.
After "Ring-a-Ding Ding!" you'll be approached by one of Caesar's Frumantarii inviting you to speak to him.
Travel to the Fort and speak to Caesar, who allows you access into the bunker.
Destroy three power regulators to destroy Mr. House's Securitron army.
Go to Lucky 38 and kill Mr. House.
Recruit the Boomers. If you've completed "Volare!" this will be easy.
Recruit the White Glove Society, or inform Caesar that they won't join him.
Eradicate the Brotherhood of Steel. Use the keycards from McNamara, Hardin, and Taggart at the terminal in the VR chamber to generate a self destruct password for the red terminal. Then flee the base.
Complete mission "Et Tumor, Brute?" either by completing a Medicine 75 check or journeying to Vault 34 to get a scanning module for the autodoc.
Complete mission "Arizona Killer".
Return to Caesar and the quest will end
After reporting back, you'll get the trophy and activate the quest "Veni, Vidi, Vici"
Main quest mission leading up to the Yes Man ending in "No Gods, No Masters". The "Wild Card" missions will be available unless you start the Battle for Hoover Dam supporting any other faction, after which they cannot be completed.
The four "Wild Card" missions are almost identical to the path from "The House Always Wins". In fact you can complete all of the Mr. House missions, and kill him right before the Battle for Hoover Dam, and most of the "Wild Card" objectives will already be completed.
Start by going to Benny's room on the 13th floor of The Tops Casino, and finding Yes Man in the hidden room.
"Wild Card: Change in Management" Kill Mr. House and then return to Yes Man. Meet him back at the Lucky 38 and he'll take over the mainframe.
"Wild Card: You and What Army?" Upgrade the Securitrons at The Fort
"Wild Card: Side Bets" Secure support from the Boomers, the Khans, the Omertas, and the White Glove Society, or advise Yes Man to ignore them.
"Wild Card: Finishing Touches" Complete mission "You'll Know It When It Happens", then activate El Dorado substation.
This will activate the mission "No Gods, No Masters", and give you the trophy.
Main quest ending supporting Mr. House. One of four mutually exclusive ending trophies.
The ending missions are very straightforward. "All Or Nothing" requires you to install a override chip in a control box in Hoover Dam, activate the East Power Electrical Switch, then fight your way to the Legate's Camp. If you pass a Barter or Speech 100 challenge, you can convince Lanius to withdraw without engaging in combat, otherwise you'll have to fight him. On your way back across the dam, General Oliver will show up. Again, if you can pass a Barter or Speech 100 challenge, you can convince him to retreat, otherwise you'll have to wipe out Oliver and a squad of NCR Veteran Rangers.
Main quest ending supporting Caesar's Legion. One of four mutually exclusive ending trophies.
The ending missions are very straightforward. Fight your way across the dam, then enter the Visitor's Center. Follow the waypoints to General Oliver's compound. Pass a Speech 100 challenge to convince Oliver to retreat, otherwise kill him. Return to Lanius to complete the mission.
Main quest ending supporting NCR. One of four mutually exclusive ending trophies.
The ending missions are very straightforward. You have an optional objective to activate the water overflow valves to flush the Legonaries out and stop them from invading the dam, however you can just skip right to fighting your way to the Legate's Camp. If you pass a Barter or Speech 100 challenge, you can convince Lanius to withdraw without engaging in combat, otherwise you'll have to fight him. On your way back across the dam, General Oliver will show up to congratulate you.
Main quest ending supporting Yes Man. One of four mutually exclusive ending trophies.
The ending missions are very straightforward. "No Gods, No Masters" unfolds almost identically to "All Or Nothing". First you have to install a override chip in a control box in Hoover Dam, activate the East Power Electrical Switch, then fight your way to the Legate's Camp. If you pass a Barter or Speech 100 challenge, you can convince Lanius to withdraw without engaging in combat, otherwise you'll have to fight him. On your way back across the dam, General Oliver will show up. Again, if you can pass a Barter or Speech 100 challenge, you can convince him to retreat, otherwise you'll have to wipe out Oliver and a squad of NCR Veteran Rangers.
This mission is a side quest received in Novac or when exploring the REPCONN Test Site.
When you make it to the top of the facility, you will be met by Jason Bright and tasked with cleaning the Nightkin out of the basement level. You can either kill them all or convince them to leave if you speak to their leader Davison before you kill any of his bretheren. He'll give you a task that will lead you to another ghoul named Harland, a sniper who also needs your help. If you help them both out, you can resolve the situation peacefully and both Harland and Davison's Nightkin will leave. Otherwise you can kill one or the other (or both) to expedite the situation. Once the basement levels are clear Bright gives you the second half of this quest.
He needs Thrust Control Modules and a barrel of Igniting Agent to launch the rockets. Both can be obtained in short order by going to Gibson Scrap Yard. She'll sell you the modules for 500 caps, but a Speech/Barter of 50 will cut the price in half, or using the Lady Killer perk you'll get them for free. If you're short of funds or morals, theft and/or murder is also an option. If you ask her about the Igniting Agent, she'll say that she sold a container of the goop to a researcher who's body you'll find at Clark Field. Go to the marker and loot his corpse, and take both items back to Bright at REPCONN.
If you've talked to Chris Haversam and made the dubious choice of telling him that Bright is going to leave him behind, you'll also have the option of bringing 3 boxes of Sugar Bombs to him in order to sabotage the rockets!
The quest is considered completed when the rockets are either launched or sabotaged, but if you choose to launch the rockets, make sure to examine the navigation console on the observation platform before you start the launch. You'll upgrade the rocket's trajectory for an extra 200 XP on top of the mission rewards! If the karma hit wasn't enough, this should be more than enough incentive to do the right thing.
This mission is a side quest received from Tommy Torini in The Tops Casino.
The quest is completed when all four of the performers in the game are either recruited or been given Torini's business card. They are:
Bruce Isaac - Has a room in the Novac Motel.
The Lonesome Drifter - Just north of El Dorado Gas & Service on I-95 is a Sunset Sapsaparilla billboard, with the Drifter camped out at it's base. Make sure to listen to his story before offering him the job.
Hadrian - Insulting the audience at the Atomic Wrangler.
Billy Knight - Near sign for The Tops Casino on the strip.
This is a main quest mission, and only available if you are on the Caesar's Legion ending path. This trophy and You'll Know It When It Happens are mutually exclusive.
The mission is to assassinate President Kimball while he's making his speech at Hoover Dam, depicting the opposite side of "You'll Know It When It Happens". You're given a NCR Trooper uniform and told to infiltrate the crowd. Avoid any NCR Rangers or officers who will see through your disguise if you approach too closely. Depending on your character's build, there are several options available to assassinate President Kimball (aside from shooting him yourself).
My recommendation for this trophy is to hack the terminal in the Visitor's Center (Science 50) and update the vertibird control settings. Once the President takes off, Bear Force One will crash and look like an accident if you're maintained your cover. You can watch from the safety of the crowd, then disperse once the vertibird goes down.
Other options include:
- Explosives 50 - When Cato informs you of the plan, you can ask if there's anything you can do to help. The option will come up for you to plant the bomb on the vertibird instead.
- Explosives 50 - If you have some C4 and a detonator, you can approach Pvt Watson near the stage and help him find his helmet. It's on a table near the bottom of the stairs to the observation deck. Plant the explosives on the helmet and bring it back to him.
- Science 50 - On the observation deck near the radio is a set of gun controls which you can use to reactivate the gun and set it to shoot down the vertibird.
This is a main quest mission, only available if you are not on the Caesar's Legion ending path, and if your Reputation with the NCR is good. If your Reputation with NCR is bad, this mission will be skipped entirely denying you the opportunity to get this trophy. This trophy and Arizona Killer are mutually exclusive.
"You'll Know It When It Happens" will occur as part of either "Wild Card: Finishing Touches", "For the Republic Part 2" or "The House Always Wins VI". The mission is to prevent the assassination of President Kimball while he's making his speech at Hoover Dam, depicting the opposite side of "Arizona Killer". This mission is easiest if your Reputation with NCR is Liked or better, making Ranger Grant entirely cooperative with your efforts and allowing you unrestricted access to the entire area.
There are two main threats. There is a bomb on the President's vertibird (Explosives 50) to remove. A nearby engineer on the landing pad has a redundant detonator that with a high Sneak skill you can pickpocket. Bringing either one to Ranger Grant's will attention will cause him to cancel the speech and get the President out of there.
The second threat is a sniper in NCR Ranger garb that climbs the guard tower behind the stage. Depending on the timing of your initial search, the sniper may have time to still kill the President if you don't deal with him before you contact Grant. The sniper will kill the other NCR guard on the tower and then shoot the President shortly after this. If you have a sniper rifle, you can take out the assassin from afar (make sure you wait until after he kills the NCR guard, otherwise you look like the assassin). A safer approach would be to climb the tower itself. Once on top, if the NCR guard is still there he will continue his patrol as normal. Wait for the assassin to arrive and make his move, then dispatch him before he shoots the president. If the guard has already been replaced by the assassin, he will instantly challenge you. Insist that you call in the dead guard, and eventually he will turn on you allowing you to kill him.
If the disturbance has drawn attention, the President will be ushered off stage and back to Bear Force One, otherwise he will finish his speech and take off at the end like nothing ever happened. You'll get the trophy once the President is safely away.
This mission is a side quest obtained from The King at his School of Impersonation in Freeside.
The King is concerned about a bodyguard named Orris who hangs around inside the north gate of Freeside. He'll give you some money to hire him and told to watch for anything strange. You need to be able to pass an Intelligence 6 and/or Medicine 30 check in order to uncover Orris' perfidious plot and report it to The King. If you didn't spot the ruse, you'll have to hire Orris again. This time Orris knows the jig is up, and attacks you instead! Kill Orris, and report back to The King.
He will have a second task for you, this time investigating some violence in Freeside. This will lead you to the Old Mormon Fort where you learn that it was NCR Troopers to blame. Tell The King, and he'll send you back out to talk to some squatters in the area. Talk to Julie Farkas as well for additional information. You'll have waypoints for the squatters, one of which will grill you on NCR history before trusting you with information. The correct answers to his queries are Tandi, Shady Sands, and A two-headed bear. He'll tell you that you can get food at the Ruined Store, and that the password is "hope". Once inside, talk to Kieran. If you spoke to Farkas before coming, you have the option of brokering a deal between the NCR and The Kings, talking about an envoy they'd sent to The King earlier who was badly beaten. Report back to The King with your findings, just in time for the conflict to escalate. Fighting has broken out between The Kings and NCR at the train station.
If you talk about the NCR envoy, The King reveals he didn't know about it and understands why they were all riled up. You'll have the opportunity to make a truce with Kieran and get 1,500 XP. If you don't mention the envoy, you're there to get Pacer's back. Mop up the NCR including Kieran and you'll get 1,200 XP and NCR Infamy. Report to The King to complete the mission and get the trophy.
This mission is a side quest received at the HELIOS One power plant, usually from speaking with Lt. Haggerty outside.
The mission itself is straightforward. Regardless of what you decide to do with the power, the mission ends with activating the Reflector Control Panel.
As a side note, if you secure Euclid's C-Finder, you can choose to route the power to ARCHIMEDES II and gain the ability to call down an orbital strike once per day between the hours of 9 AM and 3 PM for ridiculous amounts of damage. You can try to get it from Max in Freeside as part of the sidequest "I Could Make You Care" by offering him a substantial number of caps, but the easiest way to get this is to wait till he goes to sleep on the second floor of the building to the right of Mick & Ralph's and then pickpocket him.
Or if you prefer, choosing "Full Region" but not emergency power will also net you an extra Big Book of Science! Thanks to karnsatron for the tip!
This mission is a side quest received at Nellis AFB from Mother Pearl.
The hardest part of this mission is getting to the fence without being obliterated by the Boomer's artillery. Leave your companions behind and stick to the houses for cover. Move house to house, then make a beeline for the fence as soon as possible. Once you get that close, they won't shell for fear of hitting one of their own. Then move right along the fence to the gate and talk your way in. When you see Mother Pearl, she will ask you to prove your character to the Boomers, the easiest way to do this being several side quests that become available to you at this point:
"Ant Misbehavin'" from Raquel
"Sunshine Boogie" from Loyal
"Young Hearts" from Jack
There are also several skill challenges and random tasks around the base that will win you some Boomer fame
There are three patients at the Medical station you can heal (Medicine 40,50,60)
Talk to Pete at the Boomer museum for several skill challenges that will get you fame.
If you have a Charisma of 7+ every child that you encounter will have a special interaction. One has a teddy bear quest you can do as well.
Bring scrap metal to Jack
Bring missiles to Raquel
Eventually, Mother Pearl will tell you to speak to Loyal about their plan to raise the crashed B-29 from Lake Mead. Complete this last leg of the quest and the trophy will be yours.
This mission is a side quest received at the Sunset Sarsaparilla Headquarters when you talk to Festus, the robotic cowboy mascot in the lobby.
You'll need to collect 50 Sunset Sarsaparilla Star Bottle Caps to complete this quest. There are 100 in the game that are in set locations, as well as a 10% chance of getting a star cap randomly when you open a bottle of Sunset Sarsaparilla. Finally there are random encounters with collectors which could yield additional caps, depending on how unethical you are. A collector named Malcolm Holmes may approach you to discuss the caps, who you can pickpocket or kill for his collection. You may also randomly interrupt a fight in the wasteland between Tomas and Jacklyn who have a number of caps between them. Once you have 50 caps, return to Festus for your "reward".
Don't panic when the quest "fails". Talk to Festus again to get your real prize and you'll get another quest called "A Valuable Lesson". Complete this second quest by going to the prize closet and picking up the holotape, and you'll get the trophy. Make sure to pick up the unique weapon Pew Pew while you're here!
This trophy is missable.
Make sure that when you meet Dog/God to recruit Dog first, otherwise you might possibly not get the trophy. Some tips I have for this will apply to the most of the DLC in general. Scavenge everything, look in all corners, always watch for traps when walking, save plenty, and conserve ammo. Thought I might mention that the trophy image is a Brady Bunch reference.
Confronted Father Elijah in the Sierra Madre's Vault.
This trophy is missable!
NOTE: Do NOT hack the security terminal in the vault, or you will not be able to get this trophy!
Time to get some sweet revenge. Once you're inside the Sierra Madre Vault during the quest Heist of the Centuries and you have made Elijah come down to the vault via a speech check, make a save so you can do the Safety Deposit Box trophy as well. Then wait inside for him to stand in front of the door or when he comes from behind the shield to kill you, then is your chance to kill him. The trophy will appear after he is dead.
Be prepared for a long run back the way you came as your collar is ticking!
This is a story related trophy and cannot be missed.
Again, same tips as before. Just make sure to take your time on everything. You will have to get Dog, Dean, and Christine to where they need to be and then you can start the Gala event. You are required to go to the bell tower to and complete the quest Trigger the Gala Event that opens the gates to the Sierra Madre Hotel. Enjoy the show! You receive the trophy once you have activated the control pad that starts it.
Trapped Father Elijah in the Sierra Madre's Vault.
This trophy is missable!
Just reload the save you made before you did the Cash Out trophy and we're in business. To trap Father Elijah in the Sierra Madre's Vault, you must have at least one of the following skills at 75: Speech, Explosives, Science, Repair, Lockpick or Sneak. If necessary, use a magazine before accessing the Vault's Control Terminal. Here's another reason you should be a high level before doing this DLC.
After activating the Vault Control Terminal, Father Elijah will contact you on the green screen behind the terminal. Select any of the following dialog options when they are available:
"Now that I'm here, are you coming down?" Followed by: "Unless you come down here, I'll destroy the vault, everything in it." And pass an Explosives, Science or Repair skill check.
"Then I'll find a way to unlock the secrets of this vault, take them for myself." And pass a Lockpick or Sneak skill check.
You can also make a 75 speech skill check by selecting the option "I don't care about the vault I just want to leave."
After a successful skill check, Father Elijah will tell you he's coming down. Two new objectives will appear on your Pip-Boy:
a) Defeat Elijah.
b) (Optional) Sneak out of the Vault's chamber area undetected, trapping Elijah when he opens the vault.
If objective (b) does not appear, reload and try again, otherwise, the blue barriers will prevent you from sneaking out. Immediately leave the Vault Terminal room and exit the turret room from your left. (Opposite to where Father Elijah enters). Backtrack all the way to the elevator that you arrived in, around the time you get close to the elevator, Elijah will realize that he's been tricked and set off the alarm. Take the elevator and you will arrive back at the Villa. Your trophy will pop up during the loading screen.
Here's a video to help the visual style people around here. Thanks to jhaller2 for the video.
This trophy is missable.
I got this trophy before I finished the Gala event. All you have to do is pick up every chip you see and search all cabinets and such that contain chips. You'll have this trophy in no time. They can be found mainly in the villa in fountains, inside of buildings they can be found in dressers, night stands file cabinets and on tables. Just be sure to check everywhere. Basically you can't miss this trophy if you're trying to get it.
Alternatively, collecting the Sierra Madre Snowglobe will award 2000 chips and complete this challenge. You can also gamble until you have enough chips at the tables in the Sierra Madre. You might also notice that this trophy image is almost the exact same as Legend Of The Star. I guess they are allowed to recycle a bit after some of those awesome trophy images like Assemble Your Crew.
This is one of two possible ending trophies, as you will have to side with the Sorrows and choose to evacuate Zion to progress to this ending path. Before the final quest, make a manual save before you talk to Daniel for the final time before completing the Gathering Storms quest. If you forget to make a save and talk to Daniel anyway, the game will pop-up a warning letting you know once you make a decision, you will not be able to complete any previous quests. So you will have one more chance to back out and make a save to prevent a second playthrough.
Once you take this path, your final destination will be the tunnel leaving Zion. The journey to get there is rather short as you can't fast travel to the location even if you already visited it. You'll meet some resistance on the way but nothing that had not seen already. Once at the tunnel, you will have options to consider to handle the nemesis leader, whether its an outright fight or if you have at-least 75 speech skill points, you can leave Zion with no resistance. In my video of the ending sequence, I used the speech perk to unlock this trophy:
WARNING: Video contains possible spoiler content. You have been warned!
Scouted the Zion Valley for signs of the White Legs.
Story-related, cannot be missed. In your conversation with Joshua Graham before you leave for the Sorrows Camp, you will be assigned several quests that you will need to complete to advance the campaign, and once completed you will get this trophy:
This is one of two possible ending trophies, as you will have to make the proposition to destroy the White Legs to progress to this ending path. Before the final quest, make a manual save before you talk to Daniel for the final time before completing the Gathering Storms quest. If you forget to make a save and talk to Daniel anyway, the game will pop-up a warning letting you know once you make a decision, you will not be able to complete any previous quests. So you will have one more chance to back out and make a save to prevent a second playthrough.
After you make the decision, you will need to complete the corresponding final quest. Once your begin, you’ll need to make your way through the White Legs camps and kill all attacking enemies on your path. Fast-travel is not available in this quest. At the end, the game will go into a scripted scene where the leader will be tied up by Graham. At this point a conversation will convene and you will be given two options to resolve the situation. You will have the option to have a fair battle or you can execute him on the spot.
There is also a third option if you have a 90 speech score, you can pass through two speech checks (60 and 90 respectively). This will convince Graham to ultimately free the leader for him to escape. In my video to show how I unlocked the trophy, I chose the fair battle option:
WARNING: Video contains possible spoiler content. You have been warned!
Story-related, cannot be missed. This will be your very first Honest Hearts trophy that you will unlock through natural progression after you agree to cut-down your inventory to make the journey on the Happy Trails Expedition. Once you accept, you will witness a cut-scene introducing the story behind Honest Hearts. Once the cut-scene ends, you will have completed the Happy Trails Expedition quest, and the trophy will unlock during the loading screen before you regain control of your character.
This trophy is tied to the completion of the quest, X-13: Attack of the Infiltrator! This quest completely takes place at the X-13 Research facility. Where you will need to recover the three pieces of the X-13 suit to equip your new Mk Armor. These pieces are all in open locations on the initial floor you enter the building as so you’ll have no problems finding them.
Once you have the three pieces, you will need to head to the basement and use the computer console to start up the Basic Infiltration Test. In this test, you will need to sneak or destroy bots to get the administrators office without being noticed. If you are “caught” you will have to restart the test from the beginning of the basement chamber. With the hostile method, you can simply target and kill the bots without them noticing you first. If you are using the sneak method or having trouble getting by unnoticed, you can also make additional saves during the test if you wish to your advantage. When you reach the administrator’s office you’ll recover the X-13 Document from the safe that will upgrade your suit’s firmware to 1.1 to complete this quest. Once the document is recovered, enemy robot scorpions will be spawned in the building so be prepared with weapons and ammo if you decided to sneak your way past the bots. It is possible to use the bots to your advantage if you used the sneak method.
See my video for this quest walkthrough using the hostility method and where to recover the X-13 Document which will complete the quest and subsequently unlock this trophy:
This trophy will unlock upon completion of the quest, All of My Friends Have Off Switches. This quest can be thought of as a “collectible” quest. It is purely dependent on locating each of the personality chips and installing them in the Think Tank. These chips will look like holotapes and they will found in several locations around the Big MT. Your quest journal will be divided into several steps towards a set order to retrieve these holotapes. Starting with the Sink, Auto-Doc and the Biological Research Station. Followed by the Light Switches and Jukebox. Then finally the Toaster, Muggy and Book Chute. You can pick them all up anytime regardless of how your quest journal lists them. Refer to the list below for the locations of where you can find all the holotapes:
Sink Module Personality Chip
You’ll get this upon your first conversation in the Think Tank. This must be installed first before you are able to install the rest of the personality chips.
Sink Project: Sink
Magnetohydraulics Compound - In a room north of the map
Sink Project: Auto-Doc
Y-17 Medical Facility - On a back desk in front of a broken console on the ground floor
Sink Project: Biological Research Station
X-22 Botanical Garden - Near the ground stairwell on a plank near a hotplate
Sink Project: Jukebox
House #108 in Higg's Village - Upstairs on the bedroom desk
Sink Project: Book Chute
House #101 in Higg's Village - Upstairs near a terminal in the second room.
Sink Project: Light Switch 01
X-2 Transmitter Antenna Array - On a desk on the ground floor
Sink Project: Light Switch 02
Big MT North Tunnel - Near a toolbox inside a store room upon entering the facility.
Sink Project: Muggy
Securitron De-Construction Plant - Right outside this location there will be a truck and the tape will be on the flatbed.
Sink Project: Toaster
Cuckoo's Nest - There will be Toaster “shrine” in the rear of this location where the tape will be near some candles.
You can also refer to the video for each holotape location:
Once you have collected each of the chips, return to the Think Tank to install them to complete this quest. Refer to my video for each of the Sink Project personalities you will have to activate to unlock this trophy after installing the initial Sink Module Personality Chip:
This trophy is obtainable during the Old World Blues quest once you reach the Forbidden Zone. Be prepared, as once you arrive in this location you have to face a mini-boss enemy where you can disable (if you have the skills) or defeat it. After dealing with the situation, you’ll make your way into the lab and will need to talk to Doctor Mobeus in-which you’ll learn in the conversation that it will be up to you to convince your brain to want to return to your possession.
Go up the stairs where you will be able to locate and talk to your brain. It is advised you make a manual save before you talk to your brain. There is a possible bug where if you happen to have completed Come Fly With Me and That Lucky Old Sun from the New Vegas campaign in your quest journal, and you choose one of the compromise options, you could get caught where your brain says "Jason Bright and his followers launching into the vast unknown" and "HELIOS one coming back on-line" in an infinite loop. Your only way out of this would be to reload your game.
The easiest path to this trophy is having a Speech Skill of 75 and a Medicine Skill of 55 which will turn the conversation into your favor rather easily. For the specific dialog choices to choose you can refer to the video:
This is the ending trophy for completing the Old World Blues main-story quest and will unlock following the ending cut-scene. The final task you’ll need to complete as part of the quest is to confront Doctor Klein at the Think Tank and end your imprisonment at the Big MT. You will have several choices to resolve the situation. You can end in a battle situation or through speech. You will need a 75 speech skill score and a choice of either a 100 Science or 85 Medicine skill score to avoid a battle.
Alternatively, you can end the situation without hostility and skill checks if you completed each of the other doctors side-quests (What's In A Name?, A Brain’s Best Friend, On The Same Wavelength, and Coming Out of Her Shell). In this case you will need to choose the option to ask Doctor Klein to confer to his colleagues for their opinion for a non-hostile approach to the situation.
For the specific dialog choices using the high skill score options you can refer to my video. Warning: Video contains possible spoiler content:
This trophy is tied to completion of the X-8: High School Horror! quest. In this quest you’ll need to travel to the X-8 Research Center and locate the X-8 Test Terminal to begin the Institution Data Retrieval test. Once the test begins, you will need to make your way and face some resistance on the path to retrieve three student records, each from their own terminals in the facility. After which you’ll be tasked to upgrade your Sonic Emitter weapon in the quest by going to the console activating the upgrade.
This upgrade will allow to shoot down force fields with the gun to allow you enter areas you couldn’t get to earlier. Now you can go or return to the X-13 Research Facility. Upon entering, and immediately to the right, shoot down the force field blocking your path to a store room. Search the suitcase inside for the X-8 Kennel Key.
Next, return to the X-8 Facility and enter the Kennel and displace the resistance to reach the X-8 Kennel terminal to release the “Unusual Specimen” that was listed in your journal log. This will allow you to now initiate the Residential Cyberdog Guard Test at the main X-8 Test Terminal. Once you enter the test, you will need to defeat Gabe. Once this is complete search one of “Gabe’s digging spots” in the rear of the room and it will turn-up “Audio Sample - Gabriel’s Bark” which will complete this quest and subsequently unlock the trophy.
Here you want to collect upgrades for ED-E that upgrade his functions and your perk as well.
Those upgrades are found inside destroyed robots (similar to ED-E); you have to examine them and get the upgrade part from them. They are all found inside Buildings/Sewers and not in the open, with the exception of one.
Their locations are:
Almost impossible to miss, it's inside the same building where you recruit ED-E.
At missile base HQ, under a desk in a room to the left.
At Ashlo Silo Station in a room at the first floor, behind a locked door (you need a 80 science skill to hack its terminal).
At the sewers found at Divide (after you blow the warhead blocking your way, turn left and start climbing the building and enter the sewers).
Near Abbadon's cave there will be a warhead in a broken building, destroy it and climb while heading left, you will find him in the ground (basically the only upgrade that could be found out in the open)
All these upgrades can be found before going to Abbadon's cave, so be sure to pick'em up before doing so. Keep in mind that some upgrades won't be accessible after finishing the story.
This trophy should unlock after beating Ulysses and stopping the rocket from launching - either by sacrificing ED-E in the process OR by using your speech ability to team up with Ulysses (both ways will earn you the trophy, so no worries here).
A few tips regarding the Final Boss fight in case you decided to fight him:
Ulysses will use a Stealthboy shortly after the fight starts, so keep a close
eye on his movements.
While Traveling, try to collect as many auto-stimpaks as you can, because many followers will assist Ulysses which will make gathering those stimpaks pretty much worth it.
Ulysses also uses auto-stimpaks, so be sure to fire quickly OR keep firing until he eventually runs out of stimpaks and well... gets killed.
Be very sure to search Ulysses's corpse BEFORE stopping the rocket from launching, as he has a unique mask which can give you Rad Resistance +50 (if you didn't, then no worries as you will find them inside a footlocker directly in front of you after the credits are finished ).
The Divide's signature weapon is called Red Glare. During your exploration of the Divide, you will come across many enemies who will be using the Red Glare.
Simply kill one of them and get his weapon (it's a very large weapon that shoots rockets rapidly). After that, use one of upgrading machines (Commissary Terminal) that ED-E can activate for you, then go to Access Commissary and buy the only 3 upgrades required. They are:
Red Glare Auto-Launcher
Red Glare Far Sighting
Red Glare Alpha Strike
You only have to buy them for the trophy to pop. So if you don't find a Red Glare then don't worry, as the trophy only requires you to buy the upgrades.
There are 30 Warheads in Lonesome Road. You will destroy some of them to open a path to progress. The others require you to look for them.
However, bear in mind that all of them are found in the open areas at the Divide; none are found indoors (except for the 6 that you will find in the last boss area [the temple]).
They are easy to spot, but to keep track of what you've found, then it should go like this:
The first open area you visit after getting out of the missile sile bunker contains 5 warheads [ Total 5 ]
The second open area after getting out of the Tunnel contains 4 warheads [ Total 9 ]
The third open area contains another 5 which can be easily found [ Total 14 ]
The last open area contains 8 warheads [ Total 22 ] Note: In this area there are 3 easily missed warheads. 2 are found inside the unique deathclaw cave behind the water fountain. 1 will be found stuck to a mountain and can easily be mistaken as a water pipe.
The boss area contains 6 warheads and they are ALL in sight, nothing is hidden [ Total 28 ]
The last 2 warheads can be found in The Courier's Mile, which can be found next to the Hopeville Missile Silo Bunker (you can access the Courier's Mile any time after you shoot off the missile at Ashton) [ Total 30 ]
Note: This area has A LOT of radiation and it builds up VERY fast, so be sure to have lots of rad-x and radway. Also, if you looted Ulysses or opened the footlocker after beating the main quest, then use the mask found there as it will give you 50+ Rad Resistance.
Thanks to amnesia for giving extra info about the new area.
Keep in mind also that this area has many radiated Deathclaws and Hunters, so I recommend getting there after finishing the main quest because you will get the Rad+50 mask which will be very helpful.
For a video guide of their locations:
( Major thanks to Xerxes for making this truly helpful video )
For this trophy you must complete three of the following one star GRA challenges:
A Slave Obeys Requirement - Kill Mr. House with a 9 Iron or Nephi's Golf Driver
Get a 9 iron, or Nephi's Golf Driver(Can be obtained south west of the Strip) and go to the Lucky 38 penthouse, activate the terminal to open the secret wall near Mr. House's display, then activate the terminal to unlock the elevator, finally open Mr. House's chamber and kill him.
Benefit Or a Hazard Requirement - Kill 15 Robots with 5.56mm Pistols.
Method One: An easy way to complete this challenge is to simply get a 5.56 pistol(GRA) from a vendor and shoot all the securitrons on the strip and in the Lucky 38.
Method Two: You can get a large chunk of the robot kills for the above challenge at the REPCONN HQ by killing all the Maintenance bots, Security bots and the Tour Guide. (Credit to Terminator)
Note: These robots do not respawn.
Method Three: If you have the lonesome road add-on, you can kill the robots in the Hopeville missile silo, they respawn every three days. (Credit to Terminator)
Overkill Requirement - Kill 20 Animals with any Fat Man or Fat Mines.
Obtain a fatman and a few mininukes, then travel to the Coyote Den, kill the coyotes there(Not confirmed if they respawn, another location is the area around Goodsprings Source, search the area and kill any geckos you find.
The Same Could Be Said of All Religious Weapons Requirement - Kill 15 Feral Ghouls with Maria, Gehenna, and Holy Frag Grenades
Method One: Obtain Maria from Benny if you haven't already, then travel to Vault 34, You'll need some Radaway for this one as the vault is radiated, go inside and kill any ghouls you find, although they are labeled Vault Dwellers/Vault Security they will count for this challenge.
Method Two: After obtaining Maria, travel to The Devil's Throat, and kill the feral ghouls there. Fast travel to another part of the map, wait three days and repeat the process. You'll need radaway and rad-x as the area is radiated.(Credit to Terminator)
You Don't Belong In This World! Requirement - Kill 10 Abominations with Katanas, Dynamite, Machetes, Throwing Spears, Throwing Knives, and Throwing Hatchets.
Method One: Obtain the Katana(Usually sold at Mick & Ralph's in Freeside), then go to either the quarry, or dead wind cavern, and kill any deathclaws you see. For this challenge I recommend weakening them with another weapon to make it easier on yourself.
Method Two: Obtain a machete and travel to The Devil's Throat, and kill the centaur's there. Fast travel to another part of the map, wait three days and repeat the process.You'll need radaway and rad-x as the area is radiated.(Credit to Terminator)
Ne Ne Ne Ne... Requirement - Cripple 5 Right Arms with Shotguns.
Get a single shotgun as it does the least damage, and every time you attack an enemy aim for their right arm, cripple five of them and this challenge is complete.
For this trophy you must complete three of the following two star GRA challenges:
Dyin' Ain't Much of a Living
Requirement - Kill 5 members of NCR or Legion hit squads with weapons affected by the Cowboy perk.
For this challenge you must use weapons affected by the cowboy perk. A hit squad is a group of enemies from an opposing faction, the NCR will send Rangers, and the Legion will send Legionary Assassins. You must kill five of either group with these weapons. To know if a faction will send these squads after you they normally will send a "warning" squad to tell you to change your reputation. This squad also counts.
Note: Hit squads seem to show up at certain locations, until you reach The Strip, at that point it seems random. They seem to occasionally appear on the road a bit east from the Gibson scrap yard, on the strip of road between Nipton and Novac, and another road (may or may not be the same one) to Freeside near the Grab n' Gulp rest stop. (Credit to Anomanderuselnu)
Requirement - Kill Caesar with a Knife or Combat Knife.
Obtain a combat knife(Most NCR have one). Then Travel to Cottonwood Cove, and use the barge to get to the fort, then progress through the fort to Caesar's Tent and cut him up.
Nyah! See? Requirement - Kill 10 Chairmen, White Gloves, or Omertas with any submachine gun, light machine gun, or minigun.
Obtain any submachine gun(9mm, 10mm, 45 Auto etc) then go to the strip, and kill various guards inside The Gommorah (Omertas, The Tops (Chairmen), or The Ultra Luxe (White Glove Scociety).
Sic Semper Tyrannis
Requirement - Kill President Kimball with any One-Handed Pistol.
This challenge is only available if you have NOT reached the part of the game where President Kimball give his speech at the Hoover Dam. You can complete this challenge during the Arizona Killer(Caesar), You'll know when it happens(NCR), The House always wins VI, or Wild Card finishing touches quests. During any of those quests simply kill President Kimball with a one-handed pistol.
Talk About Owned
Requirement - Kill Benny with his own gun, Maria.
You'll Want a stealthboy here!!!
Go to The Tops, and find Benny, usually he's near the elevator past the gambling area of the casino, save your game just in case, use your stealthboy and pickpocket Benny's gun Maria reload if you're unsuccessful, once you've obtained Maria, kill him with it.
Vault 13's Revenge
Requirement - Kill 15 Super Mutants with 5.56mm Pistols, Plasma Defenders, Plasma Grenades, Power Fists, Rippers, or the Bozar.
Obtain a 5.56(GRA) pistol from the Gun Runners store, then travel to either Jacobtown or Neil's Shack near Black Mountain, and kill any super mutants or nightkin you find.
White Line Nightmare
Requirement - Kill 20 Fiends, Vipers, or Jackals with Tire Irons, Baseball Bats, Lead Pipes, Machetes, .44 Magnum Revolvers, or Sawed-Off Shotguns.
Fiends can be found outside the strip, jackals can be found South of Primm and West of Nipton, Vipers can be found near Horrowitz Farmstead and the Highway 95 Viper Encampment. Simply kill members of the following gangs with these weapons to complete this challenge.
Even a God-King Can Bleed
Requirement - Cripple Caesar's head with Throwing Spears.
Travel to Cottonwood Cove, then use the barge to get to the fort, kill any legion members you see to obtain some throwing spears, then progress through the fort to Caesar's tent and save, use vats and throw the spears at his head, if he dies before you cripple him, reload and try again.
For this trophy you must complete three of the following three star GRA challenges:
Against All Tyrants Requirement - Kill 10 named Legion members with Hunting Revolvers, Ranger Sequoias, Brush Guns, Service Rifles, Hunting Rifles, or Cowboy Repeaters.
For this challenge you need to kill named Legion members.
Named Legion member locations:
Caesar's Legion Safehouse
Armed For Bear Requirement - Kill 15 named NCR Ranger or commissioned officer (Lieutenant, Captain, Major, Colonel, General) with Machetes, Rippers, Chainsaws, Throwing Spears, or Ballistic Fists.
This challenge is the same as Against All Tyrants, just replacing Legion members with NCR members.
Named NCR Locations:
Aerotech Office Park
Camp Forlorn Hope
NCR Sharecropper Farms
Ranger Stations: Alpha, Bravo, Delta, Echo, and Foxtrot.
Crackerjack Timing Requirement - Kill 10 Mojave Wasteland Cazadores with Tin Grenades, Long Fuse Dynamite, and Time Bombs.
To complete this challenge you must obtain some of the above explosives, the easiest weapon to obtain is the tin grenade.
Tin Grenade Ingredients:
1 tin can
50 pistol powder
1 duct tape
After you have created a few of those, travel to the Cazador Nest and simply bomb the crap out of any cazadores you find.
Deathclaw Pro Hunter Requirement - Kill 5 adult Mojave Wasteland Deathclaws with .22 Pistols, Switchblades, Boxing Tape, Recharger Rifles, or Dynamite.
This is the hardest challenge in the add-on, on top of that its the most bug prone. It appears that in order for kills to count you must kill regular Deathclaws, but most kills won't add to your total. The easiest method to obtain this is going to The Thorn. In order to fight deathclaws at The Thorn you must complete the quest given to you by Red Lucy called Bleed Me Dry, after you have finished that quest you may fight deathclaws in The Thorn and finish this challenge.
Locations that count:
In and Around Quarry Junction.
Deathclaw Mother in Dead Wind Cavern
The Primm Pass blind deathclaw
The Blind Deathclaws at Gypsum Train Yard
Locations that do NOT count:
Outside or inside Dead Wind Cavern
Outside Vault 19
Inside Gypsum Train Yard
Note: It appears this error occurs with the add-on, simply delete the download data, re-install it, and try again. This seems to fix the problem. (Credit to Anomanderuselnu)
Man-Machine Interface Requirement - Kill 10 Mojave Wasteland Mr. Gutsys and Sentry Bots with Brass Knuckles, Spiked Knuckles, Tire Irons, and Lead Pipes.
There are two methods for completing this challenge:
Method One: Travel to the Crashed Vertibird Site(East of Searchlight Airport, West of The Old Nuclear Test Site), you should find ten robots here, kill them to complete the challenge.
Note: This is only doable if you have NOT been to the site and killed the robots as they do not respawn.
Method Two: Travel to the New Vegas Steel Building, there are three Mister Steel's inside, they will respawn every three days. So kill them, exit the building, wait, rinse and repeat.(Credit to Terminator)