View Full Version : Old World Blues Achievement Guide

07-21-2011, 01:10 AM

Estimated Difficulty: 4/10 If Well Supplied, 7 / 10 If Not
Estimated Time to 125: 5 + Hours
Number of Play Throughs: 1
Missable Achievements: None

Guide Status 80% (Awaiting Pictures and Feedback)

"Save us... for SCIENCE!"

So, you call yourself an explorer, eh? I don't think looting abandoned buildings counts as 'exploring', but I don't judge. When you go into those buildings and ruins, I'm sure you dream of one day hitting the jackpot. Some old military bunker full of weapons waiting to be fired, maybe an Enclave lab holding the secrets of a paranoid government's past, or perhaps a Vault still sealed to prevent anything from getting in... or out. But what if I told you that there was a city full of old world treasures, untouched by the ravages of time or Human hands? Interested? Thought so; welcome to Big Mountain.

This DLC is interesting in that it is as hard as you would like to make it. If you simply would like to get through the main quest you can breeze through and get most of the achievements in 4 hours. If you want to explore every location on the map (which I recommend) then this DLC will take you 15 or more hours to complete.

Now since you can return to this DLC at any time after you complete the main story, don't worry about seeing everything on your first visit. It is important to note that you can't leave the DLC until you complete the main storyline, so bring as many supplies as you can. However, you can use the Sink (the penthouse on top of the Think Tank Dome) as a base of operations. Of note is a merchant and 100 repair NPC (if you install the main Sink Central Intelligence Personality Chip) as well as a safe; this safe is, well, safe to put items in, so you can hoard as much as you want to deposit in there.

I would not suggest starting this DLC until you are at least level 25 and have a sizable amount of healing resources and ammunition. There are a large amount of enemies in this DLC, and most of them have an infuriatingly large amount of health. While the Sink Central Intelligence (SCI) does have a stock of ammunition to sell, this shop does not restock at a reasonable rate. Unless you are a fan of energy weapons, you should bring enough ammo into the DLC to get through it without resupply.

As a last note, this is an achievement guide. I have made some effort to edit out spoilers and I will try to omit story points when possible. While spoilers are presented in order so you can 'stop' when you get to where you are, they are still present. As such, read at your own discretion.


When you load up Old World Blues you receive a mysterious radio signal about a midnight science fiction feature showing at the Mojave Drive Thru. This location is at the bottom of the New Vegas map; simply follow the quest arrow to get there. When you arrive, you will notice a crashed US satellite. When it is midnight, interact with the satellite against your better judgement to start the DLC.

To gloss over one of the best moments in the DLC, you find out your brain is missing ("Misplaced!") and yet you are still functioning somehow. The Think Tank tells you that if you gather three items for them, they can stop Dr. Mobius who most likely has your brain. I would suggest exhausting all the dialogue options with all of the scientists as not only are they highly enjoyable but you can get free stuff from it (The Sonic Emitter, the K9 Minigun, and a fistful of caps). Then you are off to find the three required pieces: The X-2 Antenna, the X-8 Pulse Frequency, and the X-13 Sneaky Suit.

Finding the X-2 Antenna grants no achievement, so allow me to cover its retrieval in a quick summary. Follow the map marker Southeast to the X-2 Facility, fight your way to the top of the building, and then climb up the ladder to the dish. Once in the dish, make your way to the small walkway to climb on top of the dish antenna. There you should be able to grab the X-2 Antenna, which strangely you can then use to bash enemies around with. Apparently it is quite durable. If you require a more thorough walkthrough, it can be found here (http://fallout.wikia.com/wiki/X-2:_Strange_Transmissions%21). Lastly, while you are there you might want to pick up the Light Switch 1 Personality Chip to save yourself some time. It is on a desk directly to the left as you enter the complex.

Next you may choose to retrieve either the X-13 Sneaky Suit or the X-8 Pulse Frequency. I suggest retrieving the Sneaky Suit first as it involves little combat, but I have listed the Pulse Frequency next simple to keep them in numerical order.

http://www.xbox360achievements.org/images/achievements/1026/UPjSuC0=.jpgSpinal-Tapped!, 20http://www.xbox360achievements.org/images/site/gp-g.png: Recover X-8 vertebrae-pulse-de-sensitizer frequency!
The X-8 Facility is located in the (Direction TBA) corner of the map. Simply make the quest 'X-8: High School Horror!' your active quest and the quest marker will guide you there. Once inside, follow the marker to a terminal on the wall and select to begin the Institutional Data Retrieval test. Then enter the door directly to the right of the terminal to start the test.

The 'test' is just a combat simulation through a high school where you must retrieve three terminal files. There should be three terminals to take note of during your killing spree through the school: one in a classroom, one in the library, and one on the second floor in the ball storage room. Once you have accessed all three terminals, leave the high school from the door on the second story directly down the hall from the ball storage room. From there, make your way through the X-8 facility back to the terminal and entrance to the testing facility. Access the terminal once more but this time select the Residential Cyberdog Guard test.

Once you get inside this test, it is merely a boss fight with a giant cyber dog. Kill it with your preferred method of dealing death, but don't loot the body yet. It will make a large explosion in 10 seconds, and this timer does not pause if you start looting the body. Simply take cover, wait the 10 seconds, and then loot the body. Then search the holes scattered around the room to eventually find the frequency you were looking for. Once you grab it, the achievement should unlock.

If you would like a more thorough walkthrough, one can be found here (http://fallout.wikia.com/wiki/X-8:_High_School_Horror%21).

07-21-2011, 01:11 AM
http://www.xbox360achievements.org/images/achievements/1026/UP9RWmE=.jpgCardiac Arrest!, 20http://www.xbox360achievements.org/forum/../images/site/gp-g.png: Recover X-13 cardiac regulator sneaky suit!
The X-13 Facility is located in the (Direction TBA) corner of the map. Make your current quest 'X-13: Attack of the Infiltrator!' and the quest arrow will direct you to the facility. Once inside, find the gloves, boots, and chest pieces of the armor. With all three in hand the parts will automatically combine to form the Sneaky Suit (Stealth Suit Mk II). Put it on, then make your way down to the testing area on the lower level.

The infiltration test requires you to sneak through a course without being spotted by one of the three robobrain that patrol the corridors. Note that you cannot engage these robobrains in combat as doing so will cause the test to fail. The object of the test is to make it to the CEO's office and steal a document from his safe without being detected. This is easy enough to accomplish; simply wait for a robobrain to be looking the other way and then sneak by them. If you have 75 Lockpicking or greater, you can follow my personal route:

Enter the Simulation.
Hang left of the welcome desk.
Walk through the cubicles, stop before the break in the cubicles.
Turn right. When the robobrain is looking back toward the welcome desk, pass by it into the hallway.
Go to the left and wait for the robobrain in the hallway to be looking the other direction.
When the coast is clear, make a break for the 'Hard' locked door. It is metal instead of wooden like the others.
Unlock it and go up the staircase.
Simply cheat around the rest of the test by jumping down into the President's office.

(Note that if you don't have 75 Lockpicking you may simply have to use a Stealth Boy to finish the test as the robobrains seem to have close to complete view of everything except directly behind them. If this is a glitch or intended is unknown, but there should be a lootable Stealthboy in the room with the terminal to start the test.)

If you have no patience to sneak around, use a Stealth Boy and then take a leisurely stroll to the finish line. As long as you crouch, don't have your pipboy light on, and don't touch the robobrains a Stealth Boy makes this trivial to beat. Once you have completed the test, the achievement will unlock. Note that you can choose to do successively harder tests to unlock new abilities of the Stealth Suit, but this is not required for any achievements or the main quest.

If you need a more detailed walkthrough, one can be found here (http://fallout.wikia.com/wiki/X-13:_Attack_of_the_Infiltrator%21).

http://www.xbox360achievements.org/images/achievements/1026/UPsTSQs=.jpgMake Up Your Mind, 20http://www.xbox360achievements.org/forum/../images/site/gp-g.png: Make up your mind... about your brain.
Once you have all three items required, return to the Think Tank and inform them of your progress. After another conversation, you are told to confront Doctor Mobius. Go to the X-42 Robowarfare Facility in the Northeast corner of the map and note that the entrance is in the deep ravine. If you are having trouble locating it, make 'Old World Blues' your current quest and follow the map marker.

Note that once you enter, you will have to deal with a giant roboscorpion. You can either kill it with bullets / fire / blunt force / SCIENCE! or you can access the two terminals overlooking the battle area to overload it. Either way, once it no longer poses a threat climb up to the Forbidden Zone Dome to have a nice chat with Dr. Mobius.

In order to avoid spoiling another good conversation, let me simply say that you must kill him or reason with him. After you do either, you must then talk to your brain. After another excellent, conversation, you must decide if you would like to keep your brain or leave it here. Depending upon your choice you will receive a perk.

Leave Your Brain: Head can't be crippled, +25% resistance to chem addiction, +5% DT
Take Your Brain: Head can't be crippled, +10% resistance to chem addiction, +10% DT

After making your choice the achievement will unlock.

If you need a more detailed walkthrough, one can be found here (http://fallout.wikia.com/wiki/Old_World_Blues_%28quest%29).

07-21-2011, 01:11 AM
http://www.xbox360achievements.org/images/achievements/1026/UPkyQL4=.jpgOutsmarted, 35http://www.xbox360achievements.org/forum/../images/site/gp-g.png: Complete Old World Blues.
This achievement is quite straightforward. Once you have made a decision about what to do with your brain, you then must go confront the Think Tank. You can also retrieve the Personality chip for the Auto-Doc if you have not already done so (I suggest that you do), but it is not required.

To attain this achievement all you must do is enter the Think Tank and talk to Dr. Klein. Again, not to spoil a conversation, but once it comes to resolution leave the Think Tank through any door. Once you do so, the achievement will unlock and the credits will roll.

If you need a more detailed walkthrough, one can be found here (http://fallout.wikia.com/wiki/Old_World_Blues_%28quest%29) towards the end of the page.

Making Friends, 30http://www.xbox360achievements.org/forum/../images/site/gp-g.png: Reactivate all of the Sink's robotic assistants.
This is the only achievement that is not related to the main storyline, and may be done so during or after the main storyline. This achievement is given for completing the sidequest of restoring all ten of the Sink's personality units. Note that you do not have to retrieve each and every upgrade for each unit. To attain the achievement, all you must do are find the backup personality chips for each. You do not even have to look hard for them as you are given the quest 'All My Friends Have Off Switches' which will outline exactly where each is. To present a short list...

The Sink Central Intelligence Unit's Personality Chip is given to you in the initial dialogue with the Think Tank. Note that you must install it before being able to install any of the other Personality Chips.

The Auto-Doc's Personality Chip is located in the Y-17 Medical Facility.
The Biological Research Station's Personality Chip is located in the X-22 Botanical Garden.
The Book Chute's Personality Chip is located in Home #101 of Higg's Village.
The Jukebox's Personality Chip is located in Home #108 of Higg's Village.
The Light Switch 01's Personality Chip is located in the X-2 Antenna Transmitter Array.
The Light Switch 02's Personality Chip is located in the Big MT North Tunnel.
Muggy's Personality Chip is located outside the Securitron De-Construction Plant on the back of the army truck.
The Sink's (Not the Central Intelligence, the actual Sink in The Sink) Personality Chip is located in the Magnetohydraulics Complex.
The Toaster's Personality Chip is located in the Cuckoo's Nest.

If you want a more thorough explanation, one can be found here (http://fallout.wikia.com/wiki/All_My_Friends_Have_Off_Switches).

07-21-2011, 01:13 AM
Even if the open windows of science at first make us shiver after the cozy indoor warmth of traditional humanizing myths, in the end the fresh air brings vigor, and the great spaces have a splendor of their own.
~Bertrand Russell, What I Believe

Teh Phantomz
07-21-2011, 03:40 AM
Very nice guide, it is coming along well.

07-21-2011, 07:01 AM
Thanks for the guide good work!

07-21-2011, 11:21 AM
It's looking like a good guide thus far! Keep up the good work! I look forward to reading the finished product!

07-21-2011, 09:23 PM
So how do you leave this DLC? I completed the main storyline and can't seem to get back to the Mojave. What am I missing?

07-21-2011, 10:17 PM
Look in your inventory at your weapons. You should have the Big Mountain Transportalponder! now. Pull the trigger while you are outside and you will be teleported back to the Mojave. Note that activating the device in the Mojave is how you return to Big MT as well.

07-22-2011, 07:51 PM
Looks good be using it next week =]

07-23-2011, 03:34 PM
Thanks for the guide, easily the best DLC so far!!! x

07-28-2011, 09:06 PM
Good guide thanks =D

07-31-2011, 01:58 PM
Brilliant! Thanks for this. Got a bit confused, but I'm all good now.

...Roll on Lonesome Road.

08-01-2011, 07:21 AM
Just thought you might want to add a side note for X-13. I went in, purposely got caught, murdered everything, went back and started the test again, and nothing respawned. could just walk to the admin office, and quest complete, achievbement unlocked, and reward gained. haven't tested for upgrade runs yet but worked for the basic.

08-03-2011, 02:46 AM
thx for this guide not tryin to miss anything on this fallout =)

Game 2 Gamer
08-16-2011, 09:16 PM
thanks for the guide man

08-24-2011, 09:20 PM
Thanks a lot, proved very helpful

10-27-2011, 01:31 PM
Great guide help out alot

03-01-2012, 10:28 PM
Thanks for the guide

06-23-2012, 08:26 PM
Great guide! Much appreciation!