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Fallout: New Vegas Game Add-Ons (DLC) Hints
Annotated Map Key
1 = Southern Passage. The cave entrance is your way back to the Mojave Wasteland, but not until you finish the main quest series.
2 = Three Marys. This is the entrance to the White Legs' territory. There's no point in entering it unless you're looking for lots of extra combat and loot, or have to go there for a main quest.
3 = Red Rapids Docks. The largest boat has a metal box and a couple of purified waters in it.
4 = The Red Gate. The special duffle bag with the unique Survivalist's Rifle in it is on some rocks just NE of the fast-travel point.
5 = Bighorn Bluff.
6 = Ranger Substation Eagle. There are supply containers in both the lower and upper rooms, plus a pair of binoculars and some beer near the chair on the upper walkway.
7 = The Bend Bridge. Several loose items can be found on and near the bridge section that a car crashed down through.
8 = Dagger's Point. There's a duffle bag next to some bones and a large rock.
9 = Virgin River. The partly sunken boat has a first aid box, a combat knife, and a toolbox inside it.
10 = Two Skies Cave. The SW cave room has a reloading bench and quite a few supplies in it, including a "survival cache" duffle bag. To get to it, you'll need to either hack a terminal (Science 50+) next to a zappy door or go through the big flooded cave room and pick a lock on a door (Lockpick 50+) that's guarded by a plasma mine.
11 = The Spine.
12 = Old Rockville Bridge. There's a wrench and a toolbox in the back of the container trailer.
13 = Ranger Substation Peregrine. There are supplies in the lower and upper rooms, including a park ranger hat and an unlocked gun case. Don't miss the locked ammo box under the table.
14 = Crashed Scout Bus. There are lots of lunchboxes, toy cars, and other "kiddy" items in the wreckage, plus a broken compass that's needed for a main quest.
15 = Eastern Virgin. There are some sacks and purified water bottles near two of the boats. NE across the water is a small shelter with a bed and a campfire sack.
16 = Zion Valley Welcome Booth. There's a Survival skill magazine on one of the picnic tables, plus a park ranger hat, a first aid box, and some ammo in the booth.
17 = Fallen Rock Cave. This cave has quite a few traps in it, including rigged shotguns and frag mines. There's a recharger pistol next to a skeleton in the room with mines and a fire extinguisher, and the room past the nearby downslope has a campfire, a workbench, a reloading bench, the unique laser pistol Compliance Regulator, and a "survival cache" duffle bag.
18 = Dead Horses Camp. There are two campfires, three sacks, three clay pots, a locked crate, some stuff on tables, and several beds here.
19 = Angel Cave. The small camp in the first cave room has a campfire, a few containers, some items on a table, and a couple of beds. There's a fire bomb held by a skeletal arm next to a rock in the cave passage. Joshua Graham's room has a workbench, a reloading bench, several containers, and lots of loose items. Graham is the add-on's best merchant and only repair guy.
20 = Pine Creek Tunnel.
21 = Virgin Fork Campground. There's a campfire and several beds here.
22 = Ant Burrow.
23 = Court Fork Overlook.
24 = Patriarchs' Campground. There's a campfire next to one of the trailers.
25 = Morning Glory Cave. You'll loot this cave, including its "survival cache" duffle bag, on a main quest (though you could loot it earlier if you want to).
26 = North Fork Bridge.
27 = North Fork Campground. All that's here are scattered junk items and a bedroll in the trailer.
28 = The Aerie. To get here, go north across the river from Two Skies Cave (location 10), then look NW for a steep slope that leads up. There's a bed, a park ranger hat, and an unlocked gun case in the upper room, plus a first aid box under the table.
29 = East Fork Bridge. There's a toolbox and turpentine in the back of the truck.
30 = Yao Guai Cave. There's nothing in here but a few yao guai to kill.
31 = Burial Mounds. There's a campfire and several item containers here, including clay pots next to some of the corpses.
32 = Wind Wall Docks.
33 = Clear Water Docks.
34 = Zion Fishing Lodge. The open dumpsters next to the lodge have a few items in them. You'll be looting the interior of the lodge on a main quest, though you can do so earlier if you want. (Look behind the couch in the NW corner for some hidden items.)
35 = Sun Sentinels.
36 = Sorrows Fork Campground. There's a campfire next to the picnic table, plus bedrolls in the trailers.
37 = Cueva Guarache. The eastern cave area has lots of stuff, including a workbench, a campfire, and a "survival cache" duffle bag. To get there, push your way carefully through some heavily trapped brush and pick open a locked door (Lockpick 75+) or go through the large cave room that's infested with spore plants and carriers (and watch for a plasma mine as you enter the supply area).
38 = Ranger Substation Osprey. There's some stuff in the upper room to loot, including ammo behind the small wooden shelves, but the crates in the lower room can't be reached unless your Lockpick skill is 75+. (Note that a key will be available during one of the last main quests.)
39 = General Store. The open dumpster behind the store has two flour bags and some large pistol primer in it. You'll be looting the store's interior on a main quest, but you can check it out earlier if you want. (Look for the Zion National Park snowglobe on the bottom shelf of the cabinet that's near the cash register.)
40 = Zion Ranger Station. There's a toolbox and some ammo casings in the back of the truck, plus some items in the two open dumpsters. You'll be looting the station interior on a main quest, but you don't have to wait until then. (Look behind the couch in the NE corner for a locked gun case.)
41 = Caterpillar's Mound.
42 = Ghost Den. If you're not doing the "Rite of Passage" optional quest, the only things in this area will be a few yao guai and some random creatures.
43 = Vault 22 Dwellers' Guard Camp. Besides a campfire, there are six crates, two duffle bags, and a metal box here. If there aren't any spore plants and carriers here at first, watch for them to magically appear as you move around the area.
44 = Sweet Flower Cave. This mole-rat-infested cave has a campfire and scattered items in the first room, plus a few more scattered items in the second room.
45 = Sorrows Camp. This camp features a campfire, several beds, four sacks, and some food items on a table.
46 = Stone Bones Cave. To get to this cave's eastern entrance, go through the Crossroad Cavern, head west to find two short bridges to cross, then turn right. While moving down the passage past the first cave room, watch out for traps, including a plasma mine hiding behind a pot. The western cave room has lots of stuff in it, including a campfire, a workbench, a reloading bench, a "survival cache" duffle bag, and the unique Desert Ranger Combat Armor and helmet.
47 = Glass Chime Cave. To get to this cave, go through the Crossroad Cavern, then cross the nearest bridge and turn right. There are several hostile White Legs in the cave, mostly in the second room. The first room has some supplies and a campfire, and the second room has a bunch more supplies.
48 = Half Mouse Cave. There are a few items and a couple of sacks next to a rock-crushed skeleton just south of the cave entrance. There's an underwater suitcase to the SW, near the base of the third waterfall. Inside the cave, there are beds in both rooms, plus two campfires, several sacks, and some food items in the second room. Past the second room's exit are some more camp areas with beds, campfires, and sacks.
49 = Crossroad Cavern. The NW cave room has three hostile White Legs in it, plus a campfire and assorted goods. The southern rooms feature a few coyotes and an exit to some upper camp areas.
50 = White Bird's Cave. Just NW of the cave entrance are three sacks and a bed. A bit farther NW are a bed, a campfire, three sacks, and a couple of clay pots. Inside the cave are some supplies you can take, a campfire, some beds, and the shaman named White Bird.
a = Three duffle bags next to the canyon wall. It's a good idea to store items that you'll want to eventually take back to the Mojave Wasteland in these bags.
b = Dead wastelander and several scattered items next to the river. Don't try to drop down from above, but follow the river south once you reach the Virgin River (location 9). Note that the wastelander and dead brahmin may disappear at some point due to a game glitch. Also, one of the stimpaks can't be picked up. Directly above this location is a cart next to the edge, but the box in it is almost certainly empty.
c = Entrance to the Three Marys' Cavern. To get to it, climb up the slope that's next to the "falling rocks" sign, then cross over the rocky bridge. (Note that there are some loose items past the start of the bridge, including two tomahawks.) Inside the cave are several White Legs guys, some bedrolls, and a few supply containers. The cave's other exit leads to a spot a ways to the west that you could get to without going through the cave.
d = White Legs camps. They all feature one or more White Legs, campfires, bedrolls, and item containers (except the last one doesn't seem to have a campfire). Look around near the camps to find loose items and more item containers.
e = Trapped supply stash. Look for a rigged shotgun's tripwire just past a flaming torch, plus a pressure plate under the brush that's next to the stash. You can't disarm the pressure plate, so just avoid it and/or disarm the grenade bouquet in the tree that's directly south of it.
f = Skeleton with a tomahawk in the back of its head. Check near it for two healing powders.
g = Skeletons and supplies that fell out of a crashed plane. Look for some of the supplies down on the lower ground, next to the water.
h = Truck with a metal box and a toolbox in the back.
i = Brush-hidden camp. There's a bed, a sack, and a locked ammo box behind the brush.
j = Duffle bag on a rough rock "staircase." You can use the rocks to get down to and up from the Crashed Scout Bus (location 14).
k = Parking spaces. The truck has a metal box and a toolbox in the back, and there's some pre-war money hidden in the grass near the skeletons that are next to the car.
l = Rubble-covered car. There's a suitcase in the back of the car that has a lot more than the ordinary, cheap items that most suitcases have.
m = Rock bridge. There are two underwater crates directly under the rock bridge. Jump onto the bridge and cross it to where you can drop onto a ledge with a sack and some loose items.
n = Secondary Dead Horses camp. Use the exit in Joshua Graham's room in the Angel Cave (location 19) to get here. There's a campfire, a "survival cache" duffle bag (west of the campfire), a couple of beds, and a few crates and sacks.
o = Toolbox and explosives crate. They're next to several broc flower plants near the river.
p = Ledge with a duffle bag and a bedroll.
q = Xander root ledge. There's a skeleton with a tomahawk and binoculars near the tip of the ledge.
r = Small beached boat. There's a sack inside the boat plus one outside it. There's also a purified water bottle on the front of the boat.
s = Camp site. There's a campfire and a few loose items here. Watch out for all the nearby spore plants and carriers.
t = Skeleton next to a sack and two bottles of purified water.