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GamingNewsFallout New Vegas: All DLC Start Locations & Level Requirements
Fallout New Vegas: All DLC Start Locations & Level Requirements
Gaming

Fallout New Vegas: All DLC Start Locations & Level Requirements

•February 13, 2026
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Game Rant
Game Rant•Feb 13, 2026

Why It Matters

Understanding the entry points and level thresholds helps players avoid early-game difficulty spikes and maximizes the narrative payoff, which is crucial for a game that relies on player choice and immersion.

Key Takeaways

  • •Honest Hearts starts at Northern Passage, recommended level 10.
  • •Old World Blues starts at Big Mountain projector, level 15.
  • •Dead Money launches from Brotherhood bunker near Nelson, level 20.
  • •Lonesome Road entry is Canyon Wreckage, recommended level 25.
  • •All DLCs add lore, weapons, and new story arcs.

Pulse Analysis

Fallout: New Vegas remains a benchmark in post‑apocalyptic RPG design, and its longevity is largely driven by the four substantial DLCs released between 2010 and 2011. While the base game offers a sprawling Mojave experience, each add‑on transports the Courier to a uniquely themed region—Zion’s canyons, the high‑tech Big Mountain, the opulent yet doomed Sierra Madre, and the hazardous Divide. This geographic diversity not only refreshes the visual palette but also introduces new factions, quests, and mechanics that keep the core loop engaging for both new and returning players.

For players planning their progression, knowing the precise start locations and recommended levels is essential. Honest Hearts begins at the Northern Passage cave and is best tackled at level 10, offering early‑game lore about the Burned Man. Old World Blues drops the Courier into a nighttime projector at Big Mountain, with level 15 as a sweet spot to handle the Think Tank’s challenges. Dead Money’s entry point is the abandoned Brotherhood bunker near Nelson, demanding at least level 20 to survive the Sierra Madre’s traps, while Lonesome Road launches from the Canyon Wreckage near Primm, where a level 25 Courier can confront Ulysses and conclude the overarching narrative. These thresholds help avoid abrupt difficulty spikes and ensure players reap the full story payoff.

From an industry perspective, New Vegas’s DLC strategy illustrates how post‑launch content can extend a title’s commercial life and community relevance. By delivering self‑contained story arcs with distinct environments and gear, Obsidian created repeatable entry points that encourage modular playthroughs. This approach has informed modern live‑service models, where clear progression gates and location‑based quests drive player retention. As a result, the game’s DLCs continue to be referenced in discussions about effective content rollout, player agency, and the value of expanding a game world long after its initial release.

Fallout New Vegas: All DLC Start Locations & Level Requirements

Erik Petrovich · Updated: February 13 2026, 2:45 PM EST

Hard as it is to believe, but Fallout: New Vegas has been out for roughly 15 years by this point, with its last fantastic DLC dropping on September 20 2011. Although launching with its share of bugs and issues, Obsidian’s RPG is nowadays regarded as one of the greatest releases of its era, arguably the best 3D Fallout of all time. After its launch, the game received four substantial add‑ons that introduced new story beats, characters, and items. Even though the base content is great on its own, all four DLCs are must‑play as they complete the experience.


Quick Breakdown: All Fallout New Vegas DLCs – Start Location & Recommended Levels

While we will explore each DLC’s requirements separately and extensively, here is a concise reference for the basic information everyone needs.


Honest Hearts

Recommended Level: 10

“Joshua Graham disappeared.

And in his place came legends of the Burned Man walking the wastes.

Probably just a tribal ghost story.

But New Canaan’s been silent for a long time.”

The Honest Hearts DLC takes the Courier from the Mojave Wasteland to Zion National Park in neighboring Utah. The DLC begins quickly as the player is ambushed and must make their way back to the Wasteland.

Honest Hearts offers some of the most interesting expansions to the base game’s lore, with drug‑induced rituals and a burned man who once served as Caesar’s second‑in‑command.

How to start the Honest Hearts DLC

Head northeast from the Westside West Entrance and follow the road that runs along the north side of New Vegas. The start location is the Northern Passage, a cave in the hills about halfway down this road. Alternatively, select the quest “Happy Trails Expedition” on your Pip‑Boy; it will be added automatically when you create a new character. While Level 10 is recommended, you can start earlier if you prefer.

Honest Hearts – Unique DLC Weapons & Equipment

(Details omitted for brevity)


Old World Blues

Recommended Level: 15

“For years, the minds and computers of Big Mountain were a blaze of trajectories, weapon schematics, and nuclear theories.

The problems began to outpace the solutions, first geometrically, then exponentially. As the war escalated, so did the questions.”

Old World Blues whisks the Courier away to the Big Empty, specifically Big Mountain, a location disconnected from the rest of the wasteland. After being essentially abducted by the Think Tank—a composite of the world’s greatest scientific minds in a single robot—the Courier’s brain is removed.

How to start the Old World Blues DLC

Find the abandoned Mojave Drive‑In theater, just southeast of Nelson. The start location is the projector, which can only be interacted with at night when a reel of an eye plays on the screen. Alternatively, select the quest “Midnight Science Fiction Feature” on your Pip‑Boy; it will be added automatically when you create a new character. Level 15 is recommended, though you can start earlier.

Old World Blues – Unique DLC Weapons & Equipment

(Details omitted for brevity)


Dead Money

Recommended Level: 20

“The opening was supposed to symbolize a road to a brighter future, not just for the world, but for all who came to its doors.

A chance for anyone to begin again.

Except – the Sierra Madre never opened.”

The Dead Money DLC brings players to the Sierra Madre Casino, an extravagant resort that was never opened due to a catastrophic event. Rumors of a great treasure beneath the casino draw the Courier to investigate.

How to start the Dead Money DLC

From Nelson in the far east of the main Mojave map, head northeast on the road. The start location is the abandoned Brotherhood of Steel bunker, a short walk northeast from Nelson. Alternatively, select the quest “Sierra Madre Grand Opening” on your Pip‑Boy; it will be added automatically when you create a new character.

Dead Money – Unique DLC Weapons & Equipment

  • Holorifle: Energy sniper rifle that fires instantly with no bullet drop.

  • Bear Trap Fist: A bear trap attached to a rope, usable as a fist weapon.

  • Cosmic Knife: Ultra‑sharp knife dealing extra damage to limbs.


Lonesome Road

Recommended Level: 25

“It’s said that war – war never changes.

But men do, through the roads they walk.

And this road has reached its end.”

While Dead Money is divisive, the consensus is that Lonesome Road is the best DLC. Its story concludes the Courier’s arc, which began when Benny shot the Courier in the head during the opening cutscene. The DLC sends players to The Divide, a harsh environment filled with tornadoes, earthquakes, and destructive storms, culminating in a confrontation with Ulysses.

How to start the Lonesome Road DLC

Start from Primm and head west over the road into the hills. The start location is the Canyon Wreckage. When you first enter the DLC zone, a warning will appear.

Lonesome Road – Unique DLC Weapons & Equipment

  • Satchel Charge: Explosive mine that can be placed and detonated at will.

  • Shoulder‑Mounted Machine Gun: Heavy minigun requiring high Strength and Guns skill.

  • Old Glory: Flagpole with a golden eagle, usable as a melee weapon.

  • Fist of the North Rawr: Severed deathclaw hand, wieldable as an unarmed weapon (requires 100 Unarmed).

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