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Fallout: New Vegas
Strategy Guide

Author(s): Nathan Garvin
First Published: 01-11-2015 / 00:00 GMT
Last Updated: 01-11-2019 / 16:07 GMT
Version: 1.0 (????) 15-12-2019 / 20:27 GMT

Fallout: New Vegas Guide

1 month ago · Guide Information

Setting the Stage

The Fort

One tyrant may have been toppled (unless you’re siding with him, of course), now it’s time to go meet another. Return to the Old Mormon Fort and recruit Arcade Gannon again if he’s not already with you, and if you want to start his companion quest For Auld Lang Syne . Once done, fast-travel to Cottonwood Cove and head to the docks along the Colorado. Here you will find Cursor Lucullus, who will take you across the Colorado on a raft to Caesar’s fort if you talk to him.

Note: If you dropped radioactive barrels on Cottonwood Cover during the quest Eye For An Eye , Cursor Lucullus will still show up here… but wisely sporting a Radiation Suit.

When you reach the Fort a Legionary Main Gate Guard will stop you and demand you hand over "all banned items". This includes weapons, chems and your Platinum Chip. Ask what items are banned then pass a [Speech 35] check to keep your more benign chems (Stimpaks and Med-X), then keep holdout weapons, if possible. You can snag your gear from some locked Weapons Footlockers nearby if you steal the Weapons Footlocker Key form the Legionary Main Gate Guard, but this turns the entire camp hostile whether you are observed or not, so don’t bother.

Note: If you brought Arcade Gannon with you, he’ll confront you about Caesar, somebody he clearly said he would not support earlier. Tell him "Let’s just listen to him, figure out what he’s up to, and get out" to earn a good deal of trust with him.

From the entrance to The Fort head north-east along a trench to find Dale Barton, a trader in the good graces of the Legion who will offer his services to you. You can also ask him about Caesar, Legate Lanius and himself, as well as challenge him to a game of Caravan, if that still interests you. After you’re done dealing with Dale head north-west through a gate and up a hill, following several flights of stairs to reach the interior of the fort.

Blood and Sand

From the gate that separates the inner fort and the outer fort head west to find an arena… because what mock Roman camp would be complete without an arena? Talk to Otho outside to learn more about this Legate Lanius and the arena, then, if you’re a male, you can compete in the arena. No girls allowed. Yeah, the patriarchy is real in Caesar’s Legion. There are a few things to note about these fights; first, you will not get to keep whatever toys you smuggled in. Machetes and the issued gladiator light armor only. If your Melee Weapons skills isn’t very impressive, you may not want to play. On the other hand, with the Ultimate Edition and the build suggested by this guide, you should have a decent Melee Weapons score, Piercing Strike and Slayer, which will make this a breeze.

In the first round you’ll have to face off against two Slaves, who can do little but fall over and die. In the second round you’ll have to fight a captured NCR Trooper named Sergeant Andrews, who is a good bit stronger than the slaves you fought earlier. The third round will pit you against an NCR Ranger named Stella, who was captured during the Legion’s raid on Ranger Station Charlie. She’s… quite strong, even though she fights unarmed. Put her down and Otho will be impressed. Your reward for this? You’ll get some Caesar’s Legion Fame after each round.

Siris Powder Problem

Head north from the arena to find Siri standing near a mess tent and ask her about her medical background to get her to not-so-subtly hint that she is having trouble keeping the camp stocked with Healing Powder. If you pass a [Speech 20] check or a [Survival 20] check you can tell her how to better use her ingredients to get some Caesar’s Legion Fame. Other than that, you can ask her about herself and the Legate Lanius.

You can teach a slave named Siri how to better manage her supplies (left) and find a little girl named Melody, whose doll has been taken by a mean Legionary (right).

Melody and Antony

Continue west from the mess tent, turn south when you must, then climb west down a ledge to reach a lower part of the camp. Loot the tents as you go, as many of them contain Footlockers with mediocre weapons, Legion armor, and the odd Legion coin in it. When you’re done continue south past some stairs and turn east a tent to find a gate, beyond which is the young slave girl Melody. Pass a [Speech 50] check to get her talking, after which she’ll ask you to recover her Sergeant Teddy doll from Antony.

Leave the Brahmin pen and head north to find some stairs. Ascend them, then continue north-east to find another flight of stairs. Once atop them continue east past a broken Howitzer to find Antony standing near a Legion mutt named Lupa. Talk to the crazy dog-trainer and ask about Melody’s bear and he’ll offer to give it to you… if you fight four of his best dogs armed only with a Machete. Alternatively you can convince him to hand it over with a [Speech 50] check, a [Reputation] check (if you’re popular enough with the Legion, anyways), or you can just steal it from him. If you pick the option to fight, you can attempt a [Barter 50] check to talk him down from four dogs to two, because, after all, four dogs would be an awful waste over a stupid teddy bear. If you kill the dogs in the arena you’ll earn some Caesar’s Legion Fame for the feat, and better yet, a distraught Antony will have to hand over Sergeant Teddy.

One of the ways you can recover Sergeant Teddy is by fighting several of Antony's hounds (left). You can then give Sergeant Teddy back to Melody, or prepare her for some harsh Legion treatment (right).

Now is the time to choose who you’re going to work for in the final stretch of the game. If you want to side with Caesar’s Legion, skip to the "Caesar’s Legion" section of the guide. If you want to side with the NCR, you’ll find out how to go about resolving their quests in the "New California Republic" section. Mr. House’s final quests are covered in the "Mr. House" section, while taking over New Vegas for yourself is detailed in the "Wild Card" section of the guide. Also, if you brought Arcade Gannon along with you for these encounters with Caesar, there’s a good chance he’s ready to start his companion quest For Auld Lang Syne . If not, don’t worry too much, as there will be other chances to trigger it later if you side with Mr. House, the NCR or go rogue.

Before you go, ask Antony if you can use Lupa’s brain for your cyber dog. He’ll eagerly agree… if you defeat Lupa in the arena, first. Seems like a common theme… anyways, if you kill her, you can loot her body for Lupa’s Brain, which is the third brain you can use to fix Rex. This will give Rex the Blood of the Legion perk, which increases his DT. You’ll gain more Caesar’s Legion Fame for killing Lupa in the arena, as well.

Anyways, when you’re done killing Legion Mongrels, return to Melody and give her back her bear for some Karma… or tear it up in front of her to lose Karma and gain Caesar’s Legion Fame, you bad person, you.

Caesar

All the questing you can currently do in The Fort has been covered. No more putting it off, it’s time to meet Caesar. Head into his tent in the middle of camp and talk to the mighty Caesar. The Legion may have pardoned you, but Caesar has not forgotten your actions and will chastise you for acting against him - if indeed you did - at Nelson, Camp McCarran and concerning his plans with the White Glove Society and the Omertas. After he enumerates your sins, he’ll reveal why he brought you here, tell you what you are going to do for him, hand you the Platinum Chip, and send you on your way. If you say "How may I serve your Legion, Caesar?" you’ll earn some Caesar’s Legion Fame, but otherwise, you don’t have a lot of room to maneuver in this conversation… just don’t pick a fight here. You’re better off fighting your way through the whole camp with your good weapons than trying to defeat him and his Praetorians with Love and Hate or other holdout weapons.

Caesar wants Mr. House gone (if he’s already dead or disabled, Caesar doesn’t seem to know it), and wants you to start by destroying his bunker below the camp. One of your rewards for this task? He’ll let you decide how Benny dies, if you let Benny escape from The Tops. Speaking of which, while you’re here, talk to Benny, who is in a tent to the north of Caesar’s courtyard. Now you can talk to him and learn more about his past and motivations, if you haven’t already. You can also free him (either brazenly or covertly), but since this will turn the Legion hostile… sorry Benny. You wouldn’t survive the fight, anyways.

If your Fame with the Legion is high, Lucius will teach you the Legion Takedown unarmed attack (left). Be sure to grab the Legion Slave Ledger from inside Caesar's Tent complex before you leave (right).

Before you leave Caesar’s company, talk to the leader of the Praetorian Guard, Lucius, and ask him why he’s unarmed, then succeed at an [Unarmed 50] check to get him to teach you the Legion Assault technique. Groovy. You’re probably the only person in the Mojave that knows both the Ranger Takedown and Legion Assault skills. Talk to him again and, if you are "Liked" or "Idolized" he should give you the Legion Safehouse Key. In addition to this ask him about himself, Legate Lanius and the Burned Man to learn a bit more about the Legion. Finally, ask him what you can do to help the Legion and he’ll tell you about their broken Howitzer. Agree to help to start the quest I Can Hear You Knocking .

When you’re done with Lucius, loot the Footlocker [Very Hard] in Caesar’s room if you can as it contains some excellent loot, including 2000 Caps, a Power Fist, and a T-45d Power Helmet. Next, return to the courtyard and explore the text to the south where you’ll find the Legion Slave Ledger on a table. Picking this up now will help with an NCR-related quest later on, so you might as well grab it while you’re here.

Note: If you have Arcade Gannon in your party, he’ll throw a tantrum after you leave Caesar’s tent. If you pass an [Intelligence 8] check you can gain a good bit of favor with Gannon, or you can say "He’s a madman. What did you expect?" To get a lesser bit of favor.

You And What Army?

You are now stuck helping Caesar until you’re done with the bunker, you cannot leave, fast travel or anything. Time to get to it, then. Head west from Caesar’s tent, go downhill and find a stone building along the western end of the camp. End the Weather Monitoring Station and you’ll be addressed by a Weather Station Guard inside, who will give you your gear back… which is a good thing, considering what you may be facing soon. Head east from the guard to find a Weather Station Console and let the console and the Platinum Chip to make sweet, sweet love. Some doors will open to the north allowing you to descend into the bunker.

Enter the Securitron Vault and head into a small room to the south, which is dominated by a terminal onto which Mr. House will project himself… assuming he’s still capable, of course. All Mr. House will do is tell you about the place, which, simply put, is where Mr. House’s Securitron army is stationed. He wants you to get them operational so he can match power with the NCR and Caesar’s Legion. A self-interested Courier would also be interested in this, but for their own gain. If you’re planning on allying with the NCR or Caesar’s Legion, this place is a dangerous contingency that should be destroyed. After all, who knows when another Benny will come along and try to make use of this power?

Note: If you never talked to Mr. House before, he will appear here and you will be forced to talk to him to proceed.

Use The Platinum Chip to gain access to Mr. House's bunker under Fortification Hill (left). You'll make your life a lot easier if you hack some terminals and disable the security in the bunker (right).

Two things to note about this bunker; first, it’s lightly irradiated throughout, inflicting you with one RAD the entire time you’re here. Second, there are robots milling about, including Protectrons, Sentry Bots and Turrets. The first problem can’t be mitigated, but the second one can. Head down some stairs to the south and scrap one Protectron. Continue south through a doorway to south to find three terminals; the Sentrybot Operations Terminal, the Turrets Operations Terminal [Average] and the Protectron Operations Terminal [Hard]. Hack the two hackable terminals if you can to disable that flavor of security in the bunker. If you get rid of both, you’ll be able to just waltz to your destination, whistling optional.

Before you leave the room grab a Plasma Rifle, an Ammo Box and two Grenade Boxes in the south-eastern corner of the room, then return to the hallway. Venture to the west and examine the door to the north to find a Door Junction Box which, with a [Repair 60] check you can open. Beyond you’ll find four neutral Sentry Bots, which you can pick off if you’ve got a good Sneak score or [Robotics Expert]. These bots will only become active later if you’re here to sabotage the bunker, though, so you may not need to mess with them at all.

Continue west through a rectangular room guarded by two Protectrons a Turret, stopping long enough to ogle the Securitron army behind the windows. Go west through another door, smash a Turret in the elbow of the hallways beyond, then head downstairs to the south to reach a generator room patrolled by Protectrons. Take them offline then search the three side-rooms coming off of this room; one to the north, two to the south. In each room you’ll find a Power Regulator which can be destroyed startlingly easily. Destroy them with a gun - the Plasma Rifle you picked up earlier will work fine if you have nothing else - to cause the bunker’s reactor to become unstable. After the first Regulator is blown up, the Sentrybot will be loosed if they’re still active and after the third you’ll need to run out of here as fast as possible. It might also be a good idea to pop some Rad-X before you destroy the last Regulator, as the bunker will be flooded with RADS (about 6 per second).

Objective Reward
For destroying Mr. House's bunker 500 XP

If you want to activate the Securitron army under Fortification Hill, insert the Platinum Chip into the Securitron Operations Console (left). Alternatively, to destroy the bunker, destroy each of the three Power Regulators (right).

If destruction isn’t your goal, however, proceed through a door to the west, deal with another Turret, then go up some stairs to the north to reach the "SYSTEMS ROOM". Three more Turrets await you here, after which you can insert the Platinum Chip in the Securitron Operations Console to upgrade and activate the whole army. Do this if you want a free and independent New Vegas (under either Mr. House or yourself) or destroy the bunker if you want to support Caesar’s Legion or the NCR. Activating the bunker will complete Wild Card: You And What Army?

Objective Reward
For activating the Securitrons in Mr. House's bunker 750 XP

After you do Caesar's will in the bunker below Fortification Hill, you can deal with Benny however you please. Fighting him fairly in the arena is a fair, gratifying way to get revenge (left), but you can also choose to have him crucified, for a more sadistic, vindictive Courier (right).

Regardless of whether you choose to destroy the bunker or activate the Securitrons, return to Caesar and he’ll assume you’ve done his bidding. He’s gone unchallenged too long to be skeptical, it seems. Now you can talk to him about his Legion and learn about it, straight from the horse’s mouth… or the bull’s, as the case may be. His first task for you is to kill Mr. House, if you haven’t already. If you have he’ll mention Mr. House’s obituary and send you to forge an alliance with the Boomers, but this - and subsequent requests from Caesar and his servants - will be covered in the "Caesar’s Legion" section of the guide.

Objective Reward
For doing Caesar's bidding... or not 600 XP Caesar's Legion Fame

Guide Information

  • Publisher
    Bethesda Softworks
  • Platforms
    PC, PS3, 360
  • Genre
    Role-playing
  • Guide Release
    1 November 2015
  • Last Updated
    1 November 2019
  • Guide Author
    Nathan Garvin

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