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Fallout: New Vegas

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Side Bets

By
Nathan Garvin

This section will cover the end game quests for the Courier who wants to overthrow Mr. House and take over control of an independent New Vegas, starting after you travel to Mr. House’s Bunker under Fortification Hill and activate his Securitron army… no, your Securitron army. If you haven’t killed Mr. House yet, do so. This is covered in the section “The House Always Wins (Or Not)” under the heading “The House Has Gone Bust!” Once done, meet up with Yes Man and install him into the Lucky 38 mainframe. This should complete the quest Wild Card: Change in Management , leaving the objectives of the quest Wild Card: Side Bets largely the subject of this section.

Objective Reward
For installing Yes Man into the Lucky 38 mainframe 600 XP Caesar’s Legion Infamy

The Boomers

Once Yes Man is installed on the Lucky 38 Mainframe ask him about what tribes you need to get to know and he’ll mention the Boomers. Tell him you’ll get back to him about the Boomers then travel to Nellis AFB and talk to Mother Pearl, who will promise to help you if you’ve completed the quest Volare! earlier. If you can’t be bothered, however, you can tell Yes Man to ignore all the Boomers and other factions you may have had contact with… which, if you’ve followed this guide should be all of them. If you do this for every faction, this could be a very short section, indeed.

Oh My Papa

Assuming you’re willing to do a little more work than that, tell Yes Man the Boomers vowed to help and he’ll move on to the next group; the Great Khans. Fast-travel to Red Rock Canyon and enter the Great Khan Longhouse to find three key figures in this quest; Papa Khan, Regis and Karl. Karl is Caesar’s representative amongst the Khans. Karl does nothing but pander to the Great Khans, so talk to Regis, instead, who insinuates that he’s got a more flexible opinion of the NCR than Papa Khan does… and he’s wise enough to realize that Caesar’s Legion is incompatible with the Great Khans. Talking to Regis will start the quest Oh My Papa , and for all intents and purposes, breaking the alliance between the Great Khans and Caesar’s Legion is a win for you, although they need not end up helping the NCR at the end of this… Anyways, finish up by talking to Papa Khan, who will remain steadfast in his alliance with the Legion, no matter what you say.

Leave the building and Regis will confront you outside, and offer a glimmer of hope - Papa Khan is fixated on this alliance, but if you can get influential voices in the Khans to speak out against the Legion, he’ll change his tune. Why you are more qualified than Regis to do this is anyone’s guess, but if you want to break the alliance you’ll have to convince Jack, Diane and Melissa… and of course find some hard evidence for Regis, too. For the first three characters, this means earning their trust by doing some quality questing, which already should be done. You can satisfy Regis by grabbing the Legion Slave Ledger from inside Caesar’s tent… which you should also have done. You’ll also need to get Karl out of the way to stop him from whispering lies into Papa Khan’s ear.

On that note, head into Karl’s Room in the Great Khan Longhouse and loot the Footlocker at the foot of his bed to find Karl’s Journal in it, which is somewhat less flattering than his usual pro-Khan rhetoric. If you show this book to Papa Khan, he’ll drive Karl out… and by “drive him out”, he means he’ll force Karl to play tag with some bullets. This will also satisfy Regis’ need for evidence against the Legion, too. Alternatively you can pass a series of Speech checks ([Speech 25], [Speech 50] and [Speech 75]) to get Karl to make a fool of himself in public. In this case, you’ll still need to present the Legion Slave Ledger to Regis.

Expose Karl by showing his journal to Papa Khan, or by tricking him into revealing his true, anti-Khan sentiments (left). Afterwards, the Khans will take care of Karl in their own, heavy-handed way (right).

When you’ve taken care of Karl and appeased Regis, seek out Jack and Diane at the Red Rock Drug Lab. If you completed Aba Daba Honeymoon and rescued Anders, they’ll prove to be only too happy to join up in speaking out against the Legion. Caesar already strung up a Khan for dealing drugs, and since dealing drugs is where they get their money… it’s not a compatible world view. Jack goes along with whatever Diane wants, so once you’ve convinced her, Jack will be good to go as well. Now fast-travel to the Great Khan Encampment near Quarry Junction. Tell her women can’t join the Legion and she - as a proud and independent Khan - will reject the notion of joining the Legion.

Show the Legion Slave Ledger to Regis (left) and convince the rest of Papa Khan’s trusted Khans to back out of an alliance with Caesar’s Legion (right).

Once all four are on board and Karl has been discredited, return to Papa Khan and tell him the news. This being the Khan’s last, best chance at recovery (in the eyes of Papa Khan at least), he’ll ask you for advice on what to do with the Khans now. Pass one of two [Speech 75] checks and tell him to “claim your own glory!” and Papa Khan will decide to take the Khans out of the Mojave, or if you say the Khans are nothing but “ghosts and martyrs” he’ll decide to perform a glorious, suicidal attack on Caesar’s Legion.

After the alliance has been broken, Papa Khan will need some new direction for the Great Khans (left). If you can’t pass the Speech checks required, you can always get some help from the Followers of the Apocalypse (right).

If you can’t pass either of these checks, some more legwork might be necessary. Papa Khan will tell you to seek out the Followers of the Apocalypse, who may have something that can help guide him. Return to the Old Mormon Fort in Freeside and talk to Julie Farkas, who will direct you to seek out a Follower of the Apocalypse named Ezekiel. Of course, Followers of the Apocalypse are like a herd of cats, so you can’t rely on them to stick together. Fast-travel to the 188 Trading Post to find Ezekiel, who will ramble on about Khan culture before handing of a copy of Pretty, Pretty Horsies: A History of the Mongol Empire. Take this tome back to Papa Khan to bypass the need to make a Speech check to convince him to move on (pick the dialogue option discussing what his tribe could be) or attack Caesar’s Legion (pick the dialogue option calling them a “bunch of thugs, aping the glories of the past”).

Objective Reward
For breaking up the Great Khan/Caesar’s Legion alliance 500 XP Great Khans Fame

The Omertas

Return to Yes Man after breaking the Khans/Legion alliance and tell him about whatever resolution you achieved during the quest Oh My Papa , or tell him to ignore them. Either way, the next group are the Omertas. Their relevant quest is How Little We Know . If you haven’t completed that quest yet, go do so now, or if you have, tell him the outcome… or just tell Yes Man to ignore them and move on.

The White Glove Society

Very similar to the previous quest with the Omertas, this one involves the tribe that now runs the Ultra-Luxe. Complete the quest Beyond the Beef and let the White Gloves return to their ghoulish ancestral practices, or keep them above such uncivilized practices, then report back to Yes Man.

Bye Bye Brotherhood

Finally, turn your attentions to the Brotherhood of Steel, whom you can deal with by either destroying them, or getting them involved in the fight for Hoover Dam. As Yes Man suggests, they might not look favorably upon a New Vegas policed by robots, but if you joined the Brotherhood of Steel yourself… well, can they really object to you having control over all that tech? If you think so, just ignore them, otherwise the only other solution is to destroy them.

Steal each of the three Keycards you need to generate a self-destruct password (left). Then, with the password handy, activate the self-destruct terminal and put an end to the Mojave chapter of the Brotherhood of Steel (right).

In the Hidden Valley Bunker L2, in a room along the south-eastern end of the level (in the room where Head Scribe Taggart works) you’ll find the Self-Destruct Authorization Terminal [Very Hard]. To generate the self-destruct password you’ll need all three of the keycards held by the Brotherhood’s Elders; the Head Scribe’s Keycard (Head Scribe Taggart), the Head Paladin’s Keycard (Head Paladin Hardin) and the Elder’s Keycard (Elder McNamara). Once you have access to the terminal, activate the terminal and select the “Generate self-destruct password” option then find a nearby Self Destruct Terminal, where you can use the password to set the bunker to blow up. Once you do, the entire Brotherhood of Steel will turn hostile, you’ll earn the “Vilified” reputation and you’ll have to flee before the place explodes… something which may be complicated by having a bunker full of angry warriors with Power Armor in your way.

If you can’t be bothered to activate the self destruct mechanism (why waste a perfectly good bunker?) you can just murder all the Brotherhood of Steel members (left). The black plumes signal the destruction of the Hidden Valley bunker (right).

Should those two options not suit your tastes, you can always do things the old-fashioned way; just murder everybody in the bunker. However you managed it, once the Brotherhood is no longer a threat to you, return to Yes Man to conclude the Wild Card: Side Bets. After this Yes Man will reveal that Mr. House apparently thought that keeping President Kimball alive was the best move for an independent New Vegas. Unfortunately, he’s coming to visit soon, and has an 83.75% chance of being assassinated. Oops! You can ignore this quest, but it’s not too troublesome, especially if your reputation with the NCR is still good. If your reputation isn’t at least “Neutral” with the NCR you won’t be able to even start this quest. In any event, this starts the quest You’ll Know it When It Happens . If you don’t care to do this quest, skip ahead to Wild Card: Finishing Touches .

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Guide Information
  • Publisher
    Bethesda Softworks
  • Platforms,
    PC, PS3, XB 360
  • Genre
    RPG
  • Guide Release
    1 November 2015
  • Last Updated
    7 December 2020
  • Guide Author
    Nathan Garvin

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The year is 2281 - two hundred years after the old world was eradicated by nuclear fire - and now the New California Republic has become powerful along the western coast of what used to be the United State of America. They’ve expanded east into Nevada, but across the Colorado river to the east a united army of tribals - Caesar’s Legion - have been organized under the guise of ancient Rome. War never changes, and impending conflict looms between the two sides, the prize being the Hoover Dam and control over the Mojave. Stuck in the middle are the residents of Nevada and the jewel in the desert; the city of New Vegas. But the mysterious overlord of New Vegas has his own plans for the future of the Mojave…

You are Courier six, an employee of the Mojave Express who has been entrusted with delivering a mysterious Platinum Chip. The delivery goes horribly awry, however, and after you are robbed and nearly killed for the package you were carrying, you must set out in pursuit of your attackers. Along the way you’ll have to navigate the political struggles between factions both large and small, making friends and enemies between the various groups as your actions in the Mojave influence your reputation. Ultimately, a new overlord of the Mojave will be crowned… but will you place that crown upon the brow of Caesar, the New California Republic, the mysterious ruler of New Vegas… or yourself?

  • Character creation strategies including a run-down of SPECIAL attributes, Skills and Perks.
  • An ideal chronological order of events walkthrough that will take you through the entire Mojave.
  • Complete walkthrough of all the main quests and side quests, including faction quests and endings.
  • A power-gamey New Vegas Medical Center run, for those gamers who want to get off to a great start.
  • Information about factions and reputation.
  • The locations of stat-boosting Skill Books, unique weapons and armor and collectible Snowglobes.
  • A Trophy Guide including detailed information (when necessary) about how to obtain all the game’s trophies.
  • Old World Blues DLC.

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