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Fallout: New Vegas Walkthrough: Start to Endgame

Step-by-step Fallout: New Vegas walkthrough covering every phase from first session to endgame. Complete progression guide with milestones and checklists.

Researched and editorially reviewed. Updated .
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Obsidian built New Vegas in about eighteen months on Fallout 3's engine, and it is still the reference point for reactive RPG writing. You play a courier shot in the head over a package, then decide whether the Mojave belongs to the NCR, Caesar's Legion, Mr. House or nobody at all. Thirteen skills, a perk on every even level, and a cap of 50 once all four story DLCs are installed.

This walkthrough takes you from your first session to endgame content. Each phase has specific goals, priorities, and milestones. New to the game? Start with our beginner's guide first.

Quick Progression Summary

PhaseAreaFocusBuildDuration
1. StartGoodspringsSPECIAL and skill points basicsEnergy weapons specialist1-2 hours
2. EarlyPrimmPerks every two levels masteryEnergy weapons specialist3-5 hours
3. MidNovacFaction reputation + gearCowboy gunslinger or Energy weapons specialist5-10 hours
4. LateFreesideBuild optimizationCowboy gunslinger5-10 hours
5. EndgameHoover DamMin-maxCowboy gunslinger or Speech and Barter diplomatOngoing

See our maps guide for detailed area breakdowns.


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Phase 1: Getting Started (Goodsprings)

Where Doc Mitchell digs you out of a shallow grave. The cemetery, the schoolhouse and the Ghost Town Gunfight quest teach the reputation system before you meet anyone who matters.

Level/Difficulty: Levels 1 to 4 Key Rewards: Varmint rifle, Sunny Smiles' hunting lesson, first faction reputation choice

What to Do in Goodsprings

  1. Learn SPECIAL and skill points. Seven attributes set your baseline and gate perks, and Intelligence directly controls skill points because each level grants 10 plus half your Intelligence. Spend your first session getting comfortable with this.
  2. Pick Energy weapons specialist as your starting build. See our builds guide for why.
  3. Intelligence controls skill points at 10 plus half your Intelligence per level, so the gap between Intelligence 4 and Intelligence 8 is roughly a hundred skill points over a full run. Take it high at creation or buy the implant early.
  4. Acquire your first equipment upgrade: Anti-Materiel Rifle or whatever's available.
  5. Clear all main content before moving on.

Phase 1 Checklist

  • Understand SPECIAL and skill points fundamentals
  • Energy weapons specialist selected and functional
  • Goodsprings main content cleared
  • Ready for Primm

Phase 2: Early Game (Primm)

A raider-occupied town on the road east, built around the Vikki and Vance casino and an argument about who should be sheriff. The NCR Correctional Facility sits just north and ED-E is repaired here.

Level/Difficulty: Levels 3 to 7 Key Rewards: ED-E, Vance's 9mm SMG, the sheriff decision

What to Do in Primm

  1. Work on Perks every two levels. Unlike Fallout 3, New Vegas hands out a perk on even levels only, so a level 50 character with all DLC picks roughly 25 of them. This system becomes critical from here on.
  2. Farm for Anti-Materiel Rifle if you haven't already. It's the key upgrade for this phase.
  3. The road north out of Goodsprings through Quarry Junction is guarded by Deathclaws that kill any low-level character instantly. The intended first route is south through Primm, Nipton and Novac, which is why the game keeps pointing you at Novac.
  4. Complete all objectives before pushing to Novac.
  5. Consider whether Cowboy gunslinger might suit your playstyle better than Energy weapons specialist.

Phase 2 Checklist

  • Perks every two levels integrated into gameplay
  • Anti-Materiel Rifle acquired
  • Primm fully cleared
  • Ready for Novac

Phase 3: Mid Game (Novac)

A motel built around a dinosaur, with Boone standing in the dinosaur's mouth at night and Cliff Briscoe selling That Gun below. REPCONN is west and the Legion problem at Nelson is east.

Level/Difficulty: Levels 6 to 12 Key Rewards: Boone as a companion, That Gun, the Come Fly With Me quest

What to Do in Novac

  1. Master Faction reputation. The NCR, the Legion, Mr. This unlocks a new layer of gameplay.
  2. Start working toward That Gun. It's the best equipment and becomes accessible around now.
  3. Reputation tracks fame and infamy separately per faction, so you can be liked and hated by the NCR at the same time. Faction armour overrides how patrols react, which lets you walk into Cottonwood Cove or Camp McCarran unopposed.
  4. This area is the main skill check. If you can clear it, you're ready for late game.
  5. Start investing in V.A.T.S. and weapon condition for the tactical depth you'll need going forward.

Phase 3 Checklist

  • Faction reputation mastered
  • That Gun acquired or in progress
  • Novac fully cleared
  • Ready for Freeside

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Phase 4: Late Game (Freeside)

The lawless district outside the Strip, run by the Kings and the Van Graffs and policed by nobody. The Old Mormon Fort holds the Followers of the Apocalypse and the Silver Rush sells energy weapons found almost nowhere else.

Level/Difficulty: Levels 8 to 16 Key Rewards: Arcade Gannon, Silver Rush energy weapons, Strip entry

What to Do in Freeside

  1. Finalize your build. You should be running Cowboy gunslinger or Energy weapons specialist with optimized gear.
  2. That Gun should be your primary. If you don't have it yet, prioritize getting it.
  3. Jury Rigging at Repair 90 repairs any weapon with any weapon of the same class. It turns junk pistols into repair kits for That Gun and makes the caps economy trivial from the mid game onward.
  4. Hardcore mode optimization starts here. Small improvements compound into massive advantages.
  5. Farm this area for the resources needed to push into Hoover Dam.

Phase 4 Checklist

  • Build fully optimized
  • That Gun upgraded to max
  • Freeside fully cleared
  • Ready for Hoover Dam

Phase 5: Endgame (Hoover Dam)

The strategic prize the whole game argues about, garrisoned by the NCR and coveted by the Legion. Every faction decision you made resolves here in the final battle.

Level/Difficulty: Level 20 and above Key Rewards: Faction ending, endgame equipment, the last point of no return

What to Do in Hoover Dam

  1. Hoover Dam tests everything. Come prepared with your best build and gear.
  2. Skill books are permanent and Comprehension raises each one from three points to four. Take Comprehension before you read anything, then buy books from Mick and Ralph and the Gun Runners rather than hoarding caps.
  3. The endgame loop: run Hoover Dam, optimize gear, push harder content.
  4. Experiment with Speech and Barter diplomat for a fresh take once you've mastered the standard builds.
  5. This is where Hardcore mode mastery separates good players from great ones. See our tips guide for advanced strategies.

Phase 5 Checklist

  • Endgame content on farm
  • Best-in-slot gear acquired
  • Hoover Dam fully cleared
  • Ready for challenge content

Common Progression Mistakes

  • Heading north out of Goodsprings toward Quarry Junction at level 3 and meeting a Deathclaw pack the game never warned you about in plain language.
  • Dumping Intelligence at character creation. It is the one attribute that compounds, and low Intelligence quietly costs a hundred skill points and a stack of dialogue options.
  • Spreading points across all thirteen skills instead of pushing Guns or Energy Weapons plus one social skill to 75 or 100. New Vegas gates content on specific thresholds, not on averages.
  • Selling duplicate weapons before taking Jury Rigging. Those duplicates become the cheapest repair material in the game the moment Repair hits 90.
  • Committing to a faction ending before finishing side content. Siding with the NCR or the Legion locks out quests and turns companions hostile on sight.

Key Tips for Smooth Progression

  1. Intelligence controls skill points at 10 plus half your Intelligence per level, so the gap between Intelligence 4 and Intelligence 8 is roughly a hundred skill points over a full run. Take it high at creation or buy the implant early.
  2. The road north out of Goodsprings through Quarry Junction is guarded by Deathclaws that kill any low-level character instantly. The intended first route is south through Primm, Nipton and Novac, which is why the game keeps pointing you at Novac.
  3. Reputation tracks fame and infamy separately per faction, so you can be liked and hated by the NCR at the same time. Faction armour overrides how patrols react, which lets you walk into Cottonwood Cove or Camp McCarran unopposed.
  4. Jury Rigging at Repair 90 repairs any weapon with any weapon of the same class. It turns junk pistols into repair kits for That Gun and makes the caps economy trivial from the mid game onward.
  5. Skill books are permanent and Comprehension raises each one from three points to four. Take Comprehension before you read anything, then buy books from Mick and Ralph and the Gun Runners rather than hoarding caps.

For more advanced strategies, see our tips & tricks guide.

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