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Gebt Caesar, was des Caesars ist ist eine Hauptquest in Fallout: New Vegas.

Walkthrough

Upon arriving at Caesar's camp the player will have their weapons removed (with the option to keep holdout weapons). All weapons will be returned upon leaving the camp. With a Speech of 35, the player can ask what items are banned, and keep aid/chems, saying they suffer a heart problem.

Travel to the top of the hill and enter Caesar's inner camp. Here you will find the Legion Arena and, most notably, Caesar's tent.

Enter Caesar's tent and talk to him. Caesar will tell the courier that there is a vault underneath the camp with the markings of the Lucky 38 Casino. He asks the player to enter the vault and destroy it. He then returns the platinum chip.

If Benny is alive, Caesar will inform the player they will get to choose his manner of death. At this point, the player can speak to Benny.

The vault is located within a concrete bunker behind Caesar's tent. Upon entering, a Legionnaire will return all of your confiscated items. Putting the Platinum Chip in the computer will provide subterranean access to the irradiated vault.

Once you are inside the vault, you will see a large screen on which Mr. House is displayed. In conversation he will tell you the purpose of the chip and of Victor's objectives before asking you to finish the job by upgrading the computer's security protocol. You can agree to cooperate or defy him. Either way, he will inform you that he has no control over the vault's defenses and that you'll have to fight your way to the computer.

Down the stairs you will encounter a hostile protectron, a door, and the rest of the path. Behind the door you will find three computers, two of which are locked. The difficulty of the locked computers are medium, and hard, respectively, and once hacked, they can be used to disable the vault's defenses. The medium difficulty computer disables the automated turrets, while the hard difficulty computer disables the protectrons. If you are able to hack both your path is clear, for now.

Either way, head down the hall. If your Repair skill is above 60, you can open the door on the right and disable the sentry bots to prevent them from becoming hostile. In the next room, you will encounter two turrets. and two protectrons. If you look through the windows on your left and right you will see Mr. House's army of Securitrons which if upgraded, will soon be operating on the Mk II OS.

The next room is protected by four protectrons. It is the generator room. If you plan on following Caesar's orders, destroy the three generators by shooting them. As they explode, the facility will destabilize and radiation (+4 Rads per second while wearing the Space Suit) will be released. This option will set off the facility's security system, which at this point should only consist of four sentry bots, unless you chose to disable or destroy them.

  • If you plan on following Mr. House's orders to complete The House Always Wins: II, continue past the generator room into the computer room. It is protected by three turrets. Use the Platinum Chip and the computers will start upgrading Mr. House's security system. (The player can change still decide to help Caesar and destroy the generators.)

You can run past any enemies at this point and exit the vault the same way you entered it; however, make sure to leave any companions at the bunker entrance, otherwise the will engage the sentry bots, once again, only if you haven't disabled them, and pull you into the battle. Before you leave the bunker, your weapons will once again be taken away from you, with the exception of your holdout weapons if you do not wish to fully disarm.

Go back and talk to Caesar. The player will then receive 500 XP and Legion Fame.

Note: No matter what you've decided, Caesar will not know what you did in the vault. He will have felt the vibrations from either the blast or the update and assumed that you did what he asked. If are trying to remain friendly to both Mr. house and Caesar you can activate the Securitrons using the chip and then blow up the generators. Caesar will think you only blew up the bunker and Mr. House will only notice you activating the Securitrons. (There is no need to destroy the generators, Caesar will believe the bunker to be destroyed if you just upgrade the bots. Destroying the generators will cause you to fail The House Always Wins.)

Part 2: Mr. House

Caesar tells you that he wants Mr. House killed, as simple as that. Make your way to the Lucky 38. If you blew up Mr House's secret bunker, no Securitrons will greet you outside the building and they will all be hostile towards you. Kill or pass the one or two on the first level and use the elevator to go to the penthouse. There are five Securitrons in the main room of the penthouse and they will all be hostile toward you. They have a high DT, so lower level players may have some problems defeating them unless they have pulse grenades or the pulse gun which can disable a Securitron with a single shot.

In the same area with Mr. House's big screen on the left there will be a computer tucked behind the stairs, use the computer to open the antechamber and there will be two more Securitrons waiting for you. If you are not hostile against Mr. House, opening the antechamber will turn the Securitrons against you.

On the wall in the antechamber next to a new door there will be another computer use this to access the elevator door next to it and take it down to the control room. Use yet another computer to crack open Mr. House's medical pod, ignoring the warning. Now talk to House and you are given three options: You can kill Mr. house outright (for Caesar or yourself), you can just disconnect him from the mainframe (with the same results as killing him, just with prolonged suffering), or you can put him back in his pod, however he will still remain hostile towards you because you have doomed him to death within a year from microbial infection. Regardless of your choice, you will receive 500 XP and your objectives will update.

Note: Using a Stealth Boy prior to entering the casino can make this section of the mission much easier. The robots will not detect the player, and alarms will not go off until Mr. House's chamber is opened.

Return to Caesar for Legion Fame and 100 XP.

Part 3: Boomers

Caesar wants you to get the Boomers to use their artillery cannons against the NCR when he attacks Hoover Dam. However, the problem lies in that the cannons blast anyone that gets close to their base (if you already are idolized with them then skip to the end). While heading to their base, George will stop you and offer information on how to get past the shells. You can use a speech check or pay him, but all it boils down to taking a left turn as soon as you see the houses and following the house line until you reach the end. Make a bee-line for the fence, and once you are close enough, enter the gate. Talk to the Boomers and follow directions until you complete the Boomer quest-line (see the Volare! article for more details) and have support from the tribe. After all this return to Caesar and let him know that the Boomers are on his side. There is also the (much quicker) option to kill the leaders of the Boomers (Pearl, Loyal and Jack) which will complete this part of the quest as well.

Part 4: White Glove Society

You must bring Caesar's offer of allegiance to the White Glove Society. After learning about the society by talking to Marjorie AND then Mortimer, you can either tell Caesar they do not want his alliance (which ends this part of the quest) or go to Mortimer after talking to Marjorie and help revert the society to cannibalism (see Beyond the Beef). Mortimer will give you a key to the kitchen where Ted Gunderson will be locked in a freezer. You have the option of killing him or freeing him and returning him to his father. If you kill him you must frame his father by putting blood samples around his penthouse. Also, if you release him and then kill him all of the members of the White Glove Society will be hostile towards you and you may end up killing Marjorie. If this is done, the only way to finish the quest will be to reload from an earlier checkpoint. Caesar will never allow you to tell him the Society is not worth their time. There will be two hired hands with caravan shotguns in the penthouse to try and stop you from planting the blood. Once you leave the room you will then get some Securitrons to investigate the room and arrest Gunderson's father. Return to Mortimer two more times until you are informed the society is now cannibals and confirm your alliance by talking to Marjorie. If you choose to free Gunderson, you're going to have to find a replacement for the cannibals to eat, return him and confirm that the society is cannibals by talking to Mortimer and then Marjorie. Now return to Caesar with the news.

  • You may encounter a problem with converting the White Glove Society to cannibalism if you have a good karma rating. Mortimer might tell you that you wouldn't have the stomach to help him. To get around this, you either need to have a high enough speech rating (62 Speech), or be a cannibal yourself, to convince him you can help.
  • This mission can be averted altogether if you have foiled Mortimers plan and rescued Ted Gunderson. You can tell Caesar that the society will not revert back to cannibalism, so the plan to blackmail them into an alliance will not work. This though seems to have little to no detrimental effects to the Legion actually conquering the Mojave, and the player is not punished by Caesar for failure.
  • If you have killed Marjorie before you get this quest you can still complete it, Caesar will just move on to the next stage of the quest.

Part 5: Brotherhood of Steel

You must go to the Hidden Valley bunker and enter to destroy the Brotherhood of Steel in the area. If you have not interacted with the Brotherhood, you must go through an orientation by convincing a Ranger in an adjacent bunker to leave. If you warn the Ranger in any way about the Brotherhood, the Brotherhood will become hostile and enter the bunker to kill you. Due to the last portion causing Don't Tread on the Bear! to fail and the NCR to name you a terrorist, the Ranger will not talk to you and will be hostile, so you are going to have to kill him. The Brotherhood will confiscate your weapons, so it is recommended to carry some holdout weapons before entering. If you have Veronica as a companion, then you can move more freely in the bunker.

General notes
  • A Brotherhood patrol will leave the bunker at night and patrol inside the fenced in exterior area of the bunker. You may encounter this patrol when entering or leaving the bunker. Regardless of how you deal with the Brotherhood, the patrol will have to be dealt with also.
  • If you have Veronica as your companion, blowing up the bunker or killing the Brotherhood will cause her to abandon you if your reputation with the Brotherhood drops to low. A reputation of liked will be sufficient to avoid losing her if destroying the bunker, while idolized will allow you to kill a few members while detected and still keep her. Remaining undetected while killing all of the Brotherhood results in no reputation loss and thus she will not leave or scold the player.

Destroying the bunker

Once you have access to the bunker, you need to steal 3 keycards from 3 main personnel in order to get the password for the self-destruct sequence or have a Science skill of 100, at the same time you can look for a bunker key for your escape later on. It is suggested that you save before pickpocketing each character in order to avoid killing for the keycard if they catch you stealing. You need to go level L2 of the bunker, where you can find Elder McNamara, Head Paladin Hardin and Head Scribe Taggart. Head right, where you can find McNamara, who is the easiest to steal from and can be stolen as he is sitting in his chair. Hardin can be found to the left of this room in one of the three bedrooms. He will be in the room sleeping, standing, or on his computer. Crouch, wait until you are hidden and then steal his key card. Go back towards the door to L1 and go all the way up the left hallway this time. At the end is the self-destruct room, where you will also find Taggart.

Note: If you helped remove Elder McNamara in the quest Still in the Dark, the Head Paladin keycard can be found on Paladin Ramos.

Once you have all keycards, return to the room where Taggart is and obtain the password from the Override Code Generator terminal (green) next to the actual self-destruct terminal (blue). Now use the code on the self-destruct terminal to destroy the bunker and head out of the bunker.

After activating the self-destruct sequence with the password, you will become a villain in the eyes of the Brotherhood, so you will need a good exit strategy. Here are four alternatives:

  • A single Stealth Boy can get you out without firing a shot or getting shot.
  • If you kill the scribes and the apprentice in the computer room before starting the self-destruct and put on their robes, everyone in the bunker will be friendly except for McNamara. Acquire a bunker key from someone and make your escape.
  • You may re-program the turrets, using the terminal in the first section of the bunker (Ramos' office). You have the options to deactivate or reset target parameters. Using the "registered Brotherhood" option will turn the turrets on the Brotherhood, yet leave the Courier alone (even in a Brotherhood disguise). To access the terminal you will need a science of 75.
  • Before heading up to L1 to make your exit, acquire a key from the paladins guarding McNamara. If you do not steal a key, you must attempt to pick the final door (100, very hard). Now make your way to L1. Having a lot of stimpaks, ammunition and good weapons to fight your way out.

Preserving the bunker

Simply kill all of the Brotherhood of Steel in the bunker and the night patrol outside. The quest will be updated and Caesar will act as though the bunker was destroyed. If you dress in a Brotherhood faction disguise the turrets will not shoot at you while attacking the bunker, you may also use stealth kills and silenced weapons to remove all Brotherhood presence without losing any fame.

  • Use of this method leaves the ammunition box received when reaching liked status in the Brotherhood intact, it will also refresh its free energy weapon ammunition every time you exit and re-enter L1 of the bunker, despite no one being alive to restock it.

Part 6: Caesar's Illness

Caesar will now explain his headaches and tells you he needs a cure for his tumor. You must now complete the quest Et Tumor, Brute?.

Part 7: President Kimball's Assassination

President Kimball is making a speech at Hoover Dam, and Caesar wants you to talk to Cato Hostilus about his Assassination. You must now complete the quest Arizona Killer. Failing the Arizona Killer quest will still allow you to complete Render Unto Caesar.

Part 8: Legate's Camp

Report to Legate Lanius, you will be teleported to Legate's camp automatically.

Tagebucheinträge

Vorlage:Quest Stufen Tabelle

Notes

  • This quest will begin once you exit the Tops Casino after completing Ring-a-Ding-Ding!. Vulpes Inculta will approach you and inform you that Caesar wishes to meet with you. If you previously killed Vulpes Inculta at Nipton, Alerio will be there in his place. Either way, he (Vulpes or the representative) will give you the Mark of Caesar, which allows you to safely travel through Legion territory. This is essential if you have a poor reputation with Caesar's Legion. He will also mark Cottonwood Cove on your map.
  • Note: You can immediately fast travel after exiting the Tops and avoid activating this quest, thereby saving your Mark of Caesar reset button until you finish all the quests involving the killing of Legion troops. See Notes section below for further information.
  • Note: If Boone is in your party, he will inform you as you approach Cottonwood Cove that he will attack any Legion that you encounter. If you plan on attempting a diplomatic approach, now would be a good time to part ways with him—at least temporarily. He can always be found again in Novac (in Dinky the Dinosaur or in his house) or at Lucky 38. If the player does not 'part ways' with Boone he will proceed to open fire upon the Legion contact on the docks and kill him. When The Courier and Boone approach the ferry, Boone will state that this may be the last boat they ever take (or something to that effect).
  • Upon receiving this quest, depending on your progress so far, you should have received invitations to the three main factions quests and you will have to make decisions as to which you will support. Proceeding too far down this questline will prevent you from completing the others. For more details see Ring-a-Ding-Ding!.
  • Regardless of whether or not you complete Caesar's missions or massacre the entire Fort, your non-concealed weapons will be returned to you if you take the transport back to Cottonwood Cove.
  • The timing of this quest and "The House Always Wins I" can be tricky. If you speak to House again after getting this quest and advance "The House Always Wins I." You will find your Caesar's Legion neutrality voided (even though you still have the Mark of Caesar.) Cursor Lucullus (the Ferryman) will be hostile as well as all the troops at the fort. If you return to House and give him the chip without having used it to first open the bunker; and without killing Caesar and the troops at the fort, Mr. House's dialog will not have the branch allowing you to take up his challenge to return to the fort with the chip.
  • If you become vilified by the Legion at any point during this quest, it will fail and the free quest Beware the Wrath of Caesar! will start.
  • Courier has the option to tell Caesar off by saying "I am done working for you." Caesar will give you a stern warning. If you choose that dialogue a second time, everyone in the tent will become hostile.


Behind the scenes

The name of this quest refers to a Gospel story in which Jesus is asked whether or not the Jews should have to pay taxes to their Roman rulers. Jesus responds by asking whose image is on the denarius. His challenger replies "Caesar's", thus admitting that the Jews are, after all, using Roman money. Jesus then instructs the crowd to "render unto Caesar what is Caesar's and unto God what is God's."

Hauptquests
Akt 1Gehirnerschütterung für Anfänger · Wieder im Sattel · Lagerfeuer-Romantik · Da sind sie lang! · Ring-a-Ding-Ding!
Akt 2Wild Card (Wild Card: Ass im Ärmel, Führungswechsel, Sie und welche Armee?, Nebenwetten, Feinschliff) · Der House gewinnt immer (I, II, III, IV, V, VI, VII), VIII) · Gebt Caesar, was des Caesars ist · Et Tumor, Brute? · Dinge, die Rums machen · Dinge, die Rums machen · Kings-Gambit · Für die Republik, Teil 2 · Es geschah am hellichten Tag/Arizona Killer
Akt 3Freiheit zu, Freiheit von · Alles oder Nichts · Veni, Vidi, Vici · Heureka!
Nebenquests
Republik NeukalifornienDas Wandern ist des Bergmanns Lust · Vor der eigenen Tür kehren · Bitter-Springs-Krankenstations-Blues · Showdown in Boulder City · Hör auf dein Herz · Drauß' vom Berge komm ich her · Don't Tread on the Bear! · Emergency Radio · Auge um Auge · Die Flaggen unserer Versager · Harte-Zeiten-Blues · Es hat gar nicht wehgetan · Es fährt ein Zug nach Nirgendwo · Die Wüste lebt · Wunder der Medizin · Ein Retter in der Not · Pressierende Angelegenheiten · Neue Hoffnung für Forlorn Hope · Return to Sender · Dem Ingeniör ist nix zu schwör · Die weiße Wäsche · Wo der weiße Flieder wieder blüht · Drei-Karten-Kopfgeld · Ich hatt' einen Kameraden · Verlass dich auf mich
Caesar's LegionVorsicht vor dem Zorn Caesars! · Caesar's Favor · Caesar's Foe · Caesar's Hire · Ein Herz aus Stein · Die Einschläge kommen näher · Trau, schau, wem? · We Are Legion
Der StripJenseits des Fleisches · Bye Bye Love · Klassische Inspiration · Schweigen ist Gold · Ein ungleiches Paar · Tops-Stars · The House Has Gone Bust! · Wenn der Mond über dem Turm steht
Freeside & Äußeres VegasGleich und Gleich · Blute mich aus · Schuldeneintreiber · Im Auftrag des Kings · Hoch-Zeit · Der Schutzengel von Vegas · Schmuggelnde Kojoten · Die Show muss weitergehen
Rumser...tanzen die Ameisen auf dem Tisch · Sommer, Wüste, Sonnenschein · Volare! · Junge Herzen
Großkhane...aber unsere Liebe nicht · Weine nicht, kleine Niete · Arm wie die Kirchenmäuse · O mein Papa
PulverbanditenRausgeworfen · Ich bekämpfte das Gesetz · Lauf Goodsprings Lauf · Wieso können wir nicht Freunde sein?
Stählerne BruderschaftAugenlicht für die Blinden · Im Dunkel der Geschichte · Sich ums Geschäft kümmern
SonstigeFlieger, grüß mir die Sonne · Irre, irre, irre · Schiesserei in der Geisterstadt · Nachtpirscher, ick hör dir trapsen · Hab mein Herz im Ödland verloren · Ich will 'nen Sheriff als Mann · Die Legende des Sterns und Die Legende des Sterns · Unfreundliches Zureden · Glücksrad
Begleiter-QuestsMein lieber ED-E · Für Auld Lang Syne · Herzschmerz nach Ansage · Alle Menschen werden Brüder · Ich weiß was du in Bitter Springs getan hast · Nothin' But a Hound Dog · One for my Baby
Unbenannte QuestsA Bit of Slap and Tickle · A Final Plan for Esteban · Access Powers · All Fired Up! · An Ear to the Ground · Andy und Charlie · Auch Leichen brauchen Prügel · Arizona Scavenger · Barton der Saftsack · Bärenbedürfnisse · Big Winner (Atomic Wrangler, The Gomorrah, The Tops, Ultra-Luxe, Vikki & Vance) · Kopfgeldjäger (I, II) · Brotherhood Bond (I, II) · Caching in at the Cove · Cajoling a Cudgel · Geheiltes Bein · Klauen raus · Geschäfte mit Contreras · Verunstaltung des ehrenwerten Steins · Democracy Inaction · Don't Poke at the Bear! · Eddie's Emissary · Exhumin' Nature · Fight Night · Formbare Mini-Rumser · Friend of the Followers · Ein gutes Hausrezept · Harder, Better, Faster, Stronger · Hat's Entertainment · Help for Halford · Hidden Valley Computer Virus · Highway to the Danger Zone (I, II) · Honorary Rocketeer · I Love Bananas · Iron and Stealing · Keith's Caravan Charade · Langfristige Behandlung · Laurifer Gladiator · Lenk's Bad Debts · Lily and Leo · Maud's Muggers · Meeting an Equal · Missing a Few Missiles · Most Wanted · Keinen Berg von Bohnen wert · Ein Ghul der alten Schule · Ein paar tote Desperados (I, II) · Papiere bitte · Pistol Packing · Playing on the Old Joana · Aus schlechtem Fleisch wird nie gute Suppe · Pulver für die Leute · Alle Macht dem Volk · Razzle Dazzle! · Reach for the Sky, Mister! · Rest and Resupply · Ringo's Karawaneregeln · Rotface's Loose Lips · Saving (or Savaging) Sergeant Teddy · Die Schreie der Brahmin · Silus Therapie · Short-Term Treatment · Smooth-Talking Criminal · The Star Showdown · Strategic Nuclear Moose · Straus Calls · Strip Search · Suits You, Sarah · Marken unserer Gefallenen · Dumme Deserteure · Thought for the Day · Touristenattraktion · Trudies Radio reparieren · A Trusted Aide · Useless Baubles or Fancy Trinkets? · We Must Stop Beating Like This · Wir müssen aufhören, uns so zu treffen · Wind-Brahmin Wrangler · Du musst ein paar Eier zerschlagen · You Make Me Feel Like a Woman
Add-On Quests
Dead MoneyBrennender Himmel · Die Band spielt auf · Die Bestie erledigen · Feierliche Eröffnung des Sierra Madre! · Galaveranstaltung auslösen · Gemischte Signale · Halsband finden (8: "Dog", 12: Christine, 14: Dean Domino ) · Hervorrufen im Tampico · Letzter Luxus · Raub der Jahrhunderte · Großer Gewinner: Sierra Madre
Honest HeartsEine Familienangelegenheit · Ankunft bei Zion · Großhörner von Eastern Virgin · Chaos in Zion · Bürde des zivilisierten Menschen · Vernichten Sie die Weißbeine · Befreier des Tränenvolks  · Das Paradies verlassen · Flucht aus Zion · Aufziehende Stürme · Beim Angeln · Happy Trails Expedition · Kriegsgefangene · Nehmen Sie die Brücke ein · Flussmonster · Übergangsritus · Beliebte Attraktion · Die Toten sind heilig · Die Kundschafter  · Der trügerische Weg · Die Grand Staircase · Touristenfalle
Old World BluesAlle meine Freunde haben Aus-Schalter · Alte-Welt-Blues · Auf der selben Wellenlänge · Aus sich herauskommen · Der beste Freund des Hirns · Er kam… und ging · Feldforschung · Gehirnbohren · Leute beeinflussen · Mitternachts-Science-Fiction-Special! · Projekt X-13 · Schallemitter-Upgrade · Was Namen bedeuten · Wenn Besucher angreifen! · Willkommen zur großen Leere · X-13: Angriff des Infiltrators! · X-2: Seltsame Übertragungen! · X-8: Highschool-Horror! · X-8-Datenbeschaffungstest ·
Lonesome RoadDie Wiedervereinigung · Das Silo · Der Auftrag · Der Start · Die Tunnelgräber · Die Kluft · Der Kurier · Das Ende · Die Apokalypse
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