Render Unto Caesar is a Legion faction quest and achievement/trophy in Fallout: New Vegas.
Quick walkthrough[]
| Main Quest: Render Unto Caesar | |||||||||||||||||||||||||||||
| Speak with Caesar in his tent at the Fort. | |||||||||||||||||||||||||||||
| Sabotage the Securitron vault beneath the weather monitoring station at the Fort. | |||||||||||||||||||||||||||||
| Kill Mr. House in the Lucky 38. | |||||||||||||||||||||||||||||
| Decide the fate of the Boomers at Nellis Air Force Base. | |||||||||||||||||||||||||||||
| Forge an alliance with the White Glove Society at the Ultra-Luxe. | |||||||||||||||||||||||||||||
| Destroy the Brotherhood of Steel at Hidden Valley. | |||||||||||||||||||||||||||||
| Decide Caesar's fate during Et Tumor, Brute? | |||||||||||||||||||||||||||||
| Assassinate President Aaron Kimball at Hoover Dam during Arizona Killer. | |||||||||||||||||||||||||||||
| Speak with Caesar/Lucius at the Fort. | |||||||||||||||||||||||||||||
| Reward: XP Legion fame Achievement/Trophy | |||||||||||||||||||||||||||||
| Leads to: Veni, Vidi, Vici | |||||||||||||||||||||||||||||
Detailed walkthrough[]
Meeting Caesar[]
Upon exiting the Tops after completing Ring-a-Ding-Ding! by either killing Benny or letting him escape alive, the player character is met by Vulpes Inculta (or Alerio if Vulpes was killed when first met outside the Nipton Town Hall) who gives the Mark of Caesar and delivers word that Caesar, leader of the Legion who opposes the NCR wants to meet with them at his headquarters upon Fortification Hill, reached by way of the Legion outpost at Cottonwood Cove far to the southwest.
If one's reputation with the Legion has not dropped to negative after receiving the Mark (which resets it to neutral if it was previously negative), the legionnaires at both the Cove and the Fort will not be hostile. Talk to Cursor Lucullus on the eastern dock at Cottonwood Cove to be transported to the Fort. Upon arrival, the legionary main gate guard will demand one give up all their weapons (holdout weapons can optionally be kept) which will be returned upon leaving the camp. Passing a 35 Speech skill check allows one to keep aid items like stimpaks. Travel up the hill from the main gate and enter via a drawbridge to the inner area of the Fort, passing by the Legion arena to reach Caesar's tent. A Praetorian Guard will refuse entrance if one has any active companions; one can simply tell them to wait outside in this case.
Inside the tent resides Caesar himself along with Vulpes (if he was not killed beforehand) as well as multiple Praetorian Guards and Legion mongrels. If Benny was not killed in the Tops before and managed to escape, he can be found to the right of the throne, where a Praetorian will prevent interacting with him before speaking to Caesar. The wasteland warlord will comment on the player character's previous actions on the Strip, e.g. killing Benny (or chasing him out of the Tops), entering the Lucky 38 for the first time or killing Mr. House. He then proceeds to demanding they prove their newfound loyalty to him and his Legion by killing the lord of New Vegas (if not done so already), but before that, they must use the platinum chip to enter a secret bunker found beneath the weather monitoring station close by and destroy its contents to disrupt whatever plans House had for it.
Destroy the secret vault[]
This part of the quest plays out closely to The House Always Wins II or Wild Card: You and What Army?. From the exterior of the tent, go down a hill to the left past a lone howitzer to reach a concrete building at the far end serving as the monitoring station. Inside, another Praetorian will return one's confiscated weapons. A console against the right wall must be interacted with to use the platinum chip and open the secret hatch to the doors leading into the Securitron vault.
If The House Has Gone Bust! was already failed by killing House in the Lucky 38 control room, the projector screen where he normally appears will be unresponsive. The vault is inhabited by multiple Protectrons and automated turrets. It is also constantly emitting +1 rads/second, so it is advisable to bring either a radiation suit or plentiful amount of Rad-X. There is also a room just after the first right turn containing four sentry bots that will either open once one destroys the vault or by repairing the junction box next to the door controls (requires 60 Repair). Behind the door straight ahead from the terminal, one will find three computers, two of which have Average- and Hard-level locks and can be hacked to disable the turrets and Protectrons; the third is unresponsive and cannot be used on the sentry bots.
The objective to progress this quest requires destroying the three machines located in side rooms of the main generator room by shooting them; melee attacks won't work on them. Once they're destroyed, the facility will destabilize and higher levels of radiation will be released. Doing so will also set off the bunker's alarms, turning any remaining robots hostile including the four sentry bots mentioned above.
Once returned to the weather station, the player character's weapons will once again be confiscated (with the same opportunity to keep holdout weapons) and they must return to speak with Caesar. Regardless of whether the vault was actually destroyed or instead the Securitron army was activated, Caesar will consider the matter settled and a reward of XP and Legion Fame granted. He will remind them of his command to kill Mr. House in the Lucky 38 (if not already done) as the first of many assignments focused on shifting the balance of power in the Legion's favor ahead of the Second Battle of Hoover Dam against the New California Republic.
Unlike Wild Card: Side Bets and much like For the Republic, Part 2, the groups listed below are given their respective quest objectives only once the previous group has been dealt with, though it is possible to resolve their affairs or wipe out each group before starting this quest; in that case, one can simply inform Caesar about their fate to get the next objective. Unique to this quest, failing Caesar's direct order by either killing a group he strictly wants to recruit or resolving the affairs of a group he wants destroyed will result in him scolding the player character and issuing a one-time "pass" for their failure; if one should fail to comply with his orders a second time, the Legion will turn hostile and their ending will be permanently locked out.
Mr. House[]
As one of his first power moves, Caesar wants New Vegas' standing ruler knocked out of the running for control of the Mojave and orders Mr. House killed. Go to the Strip and enter the Lucky 38, taking the elevator to the penthouse. If the Securitron vault and its contents were not destroyed during the previous quest part, then the Securitrons inside the casino and penthouse will not attack right away. The way to reach the real Mr. House (as the big screen is merely a projector) involves a terminal located under the staircase to the left of Mr. House in the penthouse, which can be unlocked with one of three methods:
- Hacking the Hard-level lock
- Possessing a Lucky 38 VIP keycard. Two can be found in the game, in the H&H Tools factory on Anthony House's desk on the top floor or in the House Resort at Camp Golf, on Chief Hanlon's desk in the first door on the left in the hallway behind the resort reception desk.
- Possessing the platinum chip.
Accessing the terminal will not cause a reaction, it's only once the option to open the door is selected that an alarm will sound and the Securitrons including Jane will become hostile. Behind the hidden door are two more terminals, one towards the back on the right gives an option of a "security override" which will stop any remaining securitrons from attacking on sight, while the second unlocks the door that leads into the control room.
Inside the control room, at the end of the catwalk is a console with another terminal and beyond it, the life support chamber containing the ancient, decrepit form of Robert House. Progressing requires one to use the terminal to open the chamber and bring House out of the sterile environment. He will admonish whatever reason is given by the player character for ruining his plans, particularly mourning the choice to aid Caesar and doom the future of humanity to be one of slavery to barbarians. Taking out Mr. House for Caesar can be accomplished through multiple methods:
- Attack directly and kill him.
- Use the terminal to sterilize the life support chamber, causing House to violently explode.
- Use the terminal to sever his connection to the Lucky 38's systems, leaving him alive but isolated and helpless.
Should either method that ends with House dead be used, one will receive the note A tragedy has befallen all mankind, and the quest The House Has Gone Bust! will instantly be started and failed. Regardless of one's choice, the player character will receive 500 XP and the objectives will update. Return to speak with Caesar to gain Legion Fame and an additional 100 XP.
If House was killed previously, either independently or during Wild Card: Change in Management or For the Republic, Part 2, this part of the quest will be skipped.
The Boomers[]
Even with his Legion's roughly equal strength to the NCR's Army forces, Caesar wants to gain every advantage, or at least deny the same to the enemy, thus he orders the player character to contact the tribe of xenophobic, trigger-happy, artillery-totting former Vault dwellers known as the Boomers, residing to the northeast of New Vegas at the pre-War Nellis Air Force Base. While the Boomers' firepower would be a boon to his army's military strength, if that becomes impossible, Caesar will want their tribe eradicated to take them out of the NCR's hands as well.
Reaching the base[]
Approaching Nellis from the road leads to an encounter with George, who will offer a 600-cap wager that the player character can make it to Nellis' gates without being blown apart by the Boomers' defensive artillery volley; he provides the Nellis artillery timing details note for additional information. The Boomers fire high-damaging explosive artillery in 14-round barrages, in-between which is a brief span of 10 seconds before they reload. This is when one must travel along the northwest side of the destroyed town outside the gates, stopping and sheltering in the nearest building once the volley restarts. An alternative route to bypass the artillery involves gaining access to the Very Hard-locked entrance of a train tunnel to the southeast from George's position.
Recruitment[]
Upon reaching the gate (the Boomers stop firing once one gets to the fence), the player character is stopped by the Boomer guard until Raquel arrives and escorts them to the barracks where Pearl, a senior member of the tribe welcomes them and requests their help opening the tribe up to the outside world by helping out around Nellis, triggering the overarching quest Volare! that helps guide one to various side quests and special interactions that can garner Boomers reputation up to becoming Idolized.
Once the maximum reputation is achieved, one must return to Pearl and help the Boomers one final time to fulfill their dream of raising the Crashed B-29 bomber from Lake Mead, allowing the tribe to restore it to functionality as an aerial assault craft. At this, one can then ask Pearl to convince the Boomers to aid them in the coming battle which she agrees to. Return to Caesar afterward and complete the quest, earning Legion fame and starting the next objective.
(Note: If one was already Idolized by the Boomers but did not yet complete Volare! by raising the B-29 from Lake Mead, the non-violent path for the quest cannot be completed as the speech options don't come up with Loyal or Pearl, and instead they just refer back to their quest. If one has already become Idolized, they need to go back to Pearl to ask for the Boomers' support, which they will be able to earn, then report back to Caesar. Otherwise, they will have the option to tell Caesar the Boomers have already pledged to support.)
Destruction[]
Instead of the multi-stage recruitment process, one can also fulfill Caesar's order by neutralizing the Boomers' value as a war asset by killing them, specifically targeting the tribe's senior members Pearl and Loyal. Once one has gotten past the initial bombardment and Raquel has brought them straight to Mother Pearl, after the dialogue has ended, one can kill Mother Pearl immediately. Killing her even when undetected will still turn every Boomer hostile and fail Volare!
Along with Pearl, Loyal must also die. He is typically located at the Nellis hangars, slightly north from Pearl's barracks, or he may be in his house (the left-side quonset hut facing northwest from the hangars).
With both Pearl and Loyal dead (it is not necessary to kill any other Boomers though their being hostile might lead to that), return to Caesar and report the results to complete the quest.
The White Glove Society[]
Upon giving the report of the last assignment, the warlord will be abruptly struck by painful headaches as he gives his next order. A 40 Medicine skill check can be passed to learn a little about his symptoms, but Caesar forcibly changes the subject afterward. In-between the pain and before retiring to his bed, Caesar finishes his order to forge an alliance between the Legion and the White Glove Society, one of the Three Families that controls the Ultra-Luxe casino on the Strip, by exploiting the knowledge of their prior history of cannibalism to blackmail them into cooperating. If one talks to him again immediately afterward, he will threaten to have them killed if disturbed a third time; another Medicine skill check can be passed for additional XP. Talking to Caesar for a third time will cause him and the Legion to turn hostile.
The casino can be found across the street from the Tops and adjacent to the Las Vegas Boulevard Station, denoted by the spritzing water fountain in front of it. Like all casinos, one will be required to leave their weapons with the greeter; refusal will turn the White Gloves hostile. Sitting at the bar in the middle of the gambling floor is New Californian rancher Heck Gunderson, drowning his sorrows at the sudden disappearance of his son Ted Gunderson and asking anyone for help finding him, triggering Beyond the Beef.
Although the initial objective points to Marjorie to ask about the alliance, she will always refuse though mentions that a member named Mortimer has recently been making waves about returning their tribe to "the old ways." Forming the alliance with Caesar now falls to helping Mortimer complete his plan to change the Society back to its former identity, requiring the completion of Beyond the Beef by siding with him.
After confirming the Society's reform with Mortimer, Marjorie will then agree to become allies, and one can return to Caesar with the news.
Completing this part of the quest will cause Don't Tread on the Bear! to fail and the NCR quest arc will be permanently locked out, along with every member of the faction turning hostile on sight, meaning one is advised to find NCR armor for a disguise when traveling in areas controlled by them.
- If one has both Good/Neutral Karma and a neutral reputation with the Strip, Mortimer will refuse to offer the chance to work with him and convince Marjorie to support the alliance, leading to the objective's failure. He will only agree to work with the player character if one either passes a 62 Speech skill check, takes the Cannibal perk, or has both Evil Karma and a non-neutral reputation with the Strip.
- The objective can be averted altogether if one has already foiled Mortimer's plan and rescued Ted Gunderson or turned the White Glove Society hostile, forcing one to tell Caesar that the alliance will not work. This seems to have little to no detrimental effects to the Legion actually conquering the Mojave, and although Caesar will berate the player character for their failure, they will not be punished.
- If the White Glove Society turned hostile and one killed both Marjorie and Mortimer prior to starting Render Unto Caesar, Caesar instead will mention that his original plan to forge an alliance is now impossible and the Society will not be usable in time for the Second Battle of Hoover Dam, skipping to the next objective.
The Brotherhood of Steel[]
As he is giving his next order, Caesar will be interrupted by a spell of listlessness, gazing off at nothing in particular and scrambling his thoughts. Passing another 40 Medicine check allows one to make a snap diagnosis, but Caesar puts it off again. Before going to lie down, he gets out the order to find and destroy the remnants of the Mojave chapter of the Brotherhood of Steel, long thought destroyed by the NCR but recent evidence suggests they continue to linger, hiding out at Hidden Valley.
Much like The House Always Wins V, completing this part of the quest is only possible by wiping out the Brotherhood; Caesar will not accept any outcome outside of shedding Steel blood.
Accessing the bunker[]
Hidden Valley resides to the northeast of the NCR Correctional Facility and east of Goodsprings. There are multiple bunkers in the area of Hidden Valley, with the one in question being the one on the north end with a tree stump over the surface entrance. Upon entering the exterior level of the bunker, access to the next two levels where the Brotherhood resides is gained via one of two methods:
- Assisting the Brotherhood. One will be intercepted inside the bunker exterior by a team of paladins who will demand they hand over everything in their inventory; refusal will turn the entire Brotherhood hostile. Agreeing will lead to meeting Elder McNamara and trigger Still in the Dark, where one will have to deal with a NCR Ranger, Dobson residing in the vicinity of Hidden Valley, either getting him to leave or killing him, before the Elder will allow access to the bunker interior.
- Bringing along a friend. The above option can be skipped entirely if one has Veronica as an active companion; she can be found at the 188 Trading Post or the Lucky 38 presidential suite if sent there. Upon entering the exterior level with her in tow, the paladins will not appear and she will speak to Paladin Ramos to gain entry for the player character; Ramos will direct them to speak with McNamara, skipping to the next stage of Still in the Dark.
Dealing with the Brotherhood[]
Once access to the inhabited levels of the bunker has been gained, wiping out the Brotherhood per Caesar's orders can be accomplished via a couple of methods:
Option A: Initiate the self-destruct[]
In order to initiate the bunker's self-destruct sequence, one must obtain 3 unique keycards to generate the password used to arm it or can directly hack the activation terminal with a 100 Science skill level. If the latter is not possible, the three keycards are carried at all times by the Elder, the Head Paladin, and the Head Scribe. Depending on the outcome if one completed Still in the Dark beforehand, the elder in possession of the card may be McNamara or Edgar Hardin. If one did not oust McNamara as Elder, then Hardin will be the Head Paladin; if they did, Ramos will now be Head Paladin, wheras the Head Scribe will always be Taggart. The keycards must either be pickpocketed or taken off their bodies, though the latter may be difficult to achieve without turning the entire base hostile as one or more are almost always in the presence of other Brotherhood members.
All three relevant characters are located on Level 2 of the bunker. McNamara and Hardin will either be in the meeting room or the adjacent quarters. Taggart is usually right by the self-destruct. Ramos can be found at the security station on Level 1 near the entrance (if Hardin became Elder).
With all three keycards, the password for the self-destruct can be generated from the Override Code Generator terminal (green) next to the actual self-destruct terminal (blue). Once activated, one will receive a large amount of Brotherhood infamy and the entire bunker turns hostile, forcing one to either kill them or sneak out.
Upon exiting, the bunker will be destroyed with the door inaccessible and black smoke pouring from the surface vents. However, there is a chance that there will be 5 paladins waiting to kill the player character outside. However sometimes if one Fast Travels quick enough the paladins will not have time to spawn.
- If Veronica is an active companion when activating the self-destruct sequence, destroying the bunker may set the player character's reputation with the Brotherhood to Vilified, in which case she permanently leaves as a companion and cannot be recruited again. If one has completed Pistol Packing, Still in the Dark (favoring McNamara) and Eyesight to the Blind, this will earn enough positive favor with the Brotherhood to remain at a Soft-Hearted Devil reputation and Veronica will stay.
- Favoring Hardin during Still in the Dark allows for earning a "Merciful Thug" reputation without completing either of the other two quests. In this case, Veronica will also stay, although she will warn the player character about continuing to fight the Brotherhood.
Option B: Attack the Brotherhood[]
The objective can also be completed by directly attacking and killing all Brotherhood personnel in the bunker. Doing so will lead to a large amount of Karma loss, as some of the named Brotherhood scribes and paladins are considered "Good Karma" NPCs.
That said, this option can be accomplished without Karma loss by hacking the automated turrets via a Hard-locked terminal in Ramos' office on the first level and causing them to attack the Brotherhood. Note however that one will still have to kill the elder and his two paladin guards themselves since there are no turrets in the elder's office.
If one wishes to avoid turning the Brotherhood hostile by killing everyone, but still wish to keep Veronica as a follower, then they can do the following:
- 1. Go to the bunker with Veronica. Hack the turret control unit to turn them against "Brotherhood Personnel." Let the turrets kill off everybody.
- 2. Dismiss Veronica.
- 3. Go undetected (must say 'HIDDEN') and successfully kill anybody remaining on the first floor and everyone on the second floor. It is also possible to kill everyone without sneaking by using Stealth Boys but one's murders cannot be witnessed by others. Through this method, one's reputation with the Brotherhood will not drop to negative and Veronica will stay as a companion.
Caesar's Illness[]
Returning to Caesar's tent after dealing with the Brotherhood, he will invite them to speak privately in his quarters, where he concludes that his health is deteriorating due to an unknown illness and he wants the player character to find out a way to cure him. Passing a 50 Medicine or 60 Speech skill check, followed by a 75 Medicine or 65 Speech skill check will offer an accurate diagnosis with proposed suggestions of immediate surgery or repairing the inactive Auto-Doc in his tent to perform the surgery instead, triggering Et Tumor, Brute?
The outcome of that quest will determine whether Caesar or Lucius will deliver the remaining pair of objectives for this quest, as well as affect the version of the ending one receives upon completing the game.
President Kimball[]
Once the fate of Caesar is determined in the previous part, the player character will be informed by the Legion's current leader that NCR President Aaron Kimball is making an appearance at Hoover Dam as part of a morale tour, and they will take the opportunity to assassinate him, triggering Arizona Killer.
- Failing Arizona Killer will still allow one to complete Render Unto Caesar.
The final battle[]
After the fate of Kimball is determined in the previous part, the Legion's leader will declare the start of battle and send the player character to meet with Legate Lanius to begin the battle at Hoover Dam, completing this quest and triggering Veni, Vidi, Vici.
Quest stages[]
Notes[]
- If you become Vilified by the Legion at any point during this quest, it will fail and Beware the Wrath of Caesar! will trigger.
- One will have the option to tell Caesar off by saying "I am done working for you." at any point during this quest. He will give you a stern warning the first time and if one chooses it a second time, the Legion will become hostile.
- Prior actions
Caesar will have unique dialogue upon first speaking to him depending on one's reputation with the NCR and the Legion respectively.
- Neutral reputation with both NCR and Legion - "So I finally get to meet the courier who's accomplished so much in so little time. That is why I summoned you here, right?"
- Negative reputation with the Legion - "But you - of all people - dare to come here and stand before me, the mighty Caesar. What were you thinking?"
- This interaction will have a unique option if one has the Terrifying Presence perk to immediately turn the Legion hostile.
- Negative reputation with the NCR - "So I finally get to meet the courier who's caused so much trouble for the New California Republic."
He will subsequently list one's previous actions according to the above interaction:
- Legion infamy
- Vulpes Inculta was killed (at Nipton or the Strip) - "Vulpes Inculta, the best of my frumentarii, is dead."
- Dead Sea was killed at Nelson - "The garrison I established at Nelson has been wiped out."
- How Little We Know completed by killing Nero and Big Sal - "All the bribes I sent to the Omertas ended up buying me nothing."
- I Put a Spell on You completed by siding with the NCR and killing Ronald Curtis - "Years of meticulous scheming to place a mole at Camp McCarran - wasted."
- Oh My Papa completed by persuading Papa Khan to break the alliance - "The Great Khans aren't exactly clamoring to fight for my Legion now."
- Kings' Gambit completed by forging peace between the NCR and Kings - "The Kings of Freeside are cooperating with the NCR now, which frees up soldiers to defend the dam."
- Birds of a Feather completed - "You even disrupted a promising weapons deal with the Van Graffs."
- Legion fame
- Cold, Cold Heart completed - "You spread word of the massacre of Nipton, just like Vulpes asked you."
- That Lucky Old Sun completed by arming ARCHIMEDES and activating the security system - "Beams of light shot down from the sky over HELIOS One, killing who knows how many Profligate troops."
- Silus was killed in the Camp McCarran terminal building during Silus Treatment - "Silus, the Centurion who let himself get captured, died at McCarran before he could reveal sensitive information."
- Silus was helped to escape during Silus Treatment - "You freed the Centurion Silus from McCarran so that he might be punished for his cowardice."
- I Put a Spell on You completed by siding with the Legion and destroying the McCarran monorail - "The monorail that the Profligates rode from McCarran to the Strip has been destroyed."
- We Are Legion completed - "You turned Camp Forlorn Hope into a mass grave."
- Return to Sender completed by allowing Hanlon to commit suicide - "Chief Hanlon, a nemesis of my Legion, died the humiliating death he deserved."
- Boulder City Showdown completed by siding with the Great Khans and killing the NCR troopers - "In Boulder City, you let the renegade Khans go free, but left NCR troopers gurgling on the ground, drowning in their own blood."
- Generally gaining a negative reputation with the NCR - "A number of NCR Ranger stations have been wiped off the face of the Mojave, thanks to you."
Behind the scenes[]
- The quest name is a reference to a Gospel story in which Jesus is asked whether or not the Jews should have to pay taxes to their Roman rulers. Jesus responded 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."
| The following is based on Fallout: New Vegas cut content. |
- The quest at one point in development had an option to talk Caesar into a temporary alliance with the Brotherhood of Steel rather than destroying them. The option was dropped in the final version of the game but some dialogue related to it still exists in the game files.
| End of information based on Fallout: New Vegas cut content |
Bugs[]
- Completing Beyond the Beef by stopping Mortimer's plans before accepting the White Glove Society portion of this quest may render it unable to be completed. Dialogue to Caesar will not include an option to indicate the White Glove Society will not revert to cannibalism, and speaking to Marjorie will direct you to speak to the dead or missing Mortimer. [verified]
- During part one of the quest if the player character chooses to fight Benny in the arena, some of the player character's weapons may not be returned. [verified]
- If the player character has Arcade Gannon as a companion while first travelling to The Fort, his dialogue about avoiding speaking with Caesar will override the Gate Guard, preventing him from taking the Courier's chems. This is a useful workaround if the player plans to assassinate Caesar and cannot pass the Speech check to keep their chems.[verification overdue]
- If you try to blow up the weather station guard by placing a grenade or similar in his pocket using a Stealth Boy, the game may freeze when it explodes. [verified]
- If you decide to do as Mr. House asks, you may not be able to return to the strip. Entering The Strip will result in a black screen with the game music playing. [verified]
- If a companion is taken into the vault and becomes unconscious, by leaving the unconscious companion in the vault they will be stuck there. You will not be allowed to enter Caesar's tent. [verified]
- The Legion may remain hostile even after receiving the 'Mark of Caesar.' Equipping NCR armor, exiting the Pipboy screen, then removing the armor again may fix this. (You must UNEQUIP the NCR armor. Equipping non-faction armor without first unequipping the NCR armor might not work.)[verified]
- If you Fail the Wrath of Caesar, using Legion Armor you may be able to reach Caesar and initiate the first steps of the previously failed quest, Render unto Caesar. Upon exiting the dialogue all Legion members become hostile. [verified]
- If you start the quest, but kill all of the guards inside the weather station and leave The Fort before opening the vault, the platinum chip will be removed from your inventory when you try leaving and it will be impossible to get it back. The guards in the weather station will not respawn to give it to you again. [verified]
- If you want to leave with the platinum chip before you open the weather station vault, you will have to kill all of the legionaries at the exit to the Fort, which will not earn Legion infamy unless you kill Lucullus (or the other ferryman) and will fail the Legion quest.
- If you have not spoken to Mr. House at all yet and you lose the platinum chip this way, he will tell you to go collect the chip from Benny's corpse (Benny had been killed already in this instance) and will make it impossible to start/finish the Mr. House quests.
- If you start Beyond the Beef, then talk to Marjorie about supporting the Legion, she will reject the offer and your objective will be to talk to Mortimer. However, there will not be any relevant dialogue option with him. The solution is to complete Beyond the Beef per Mortimer's instructions, then wait until after the dinner (at the next 7:00pm) when Mortimer will confirm that he has converted the White Gloves back to cannibalism and your reputation with the White Gloves will be raised to Idolized. Then talk to Marjorie about the Legion again, and this time she will support you. [verified]
- There is a potential bug where the quest can get stuck on stage 40: after you first speak to Marjorie and the objective is completed, you will not get the next objective (to talk to Mortimer). The only known solution, other than using console commands to advance the quest, is to kill White Gloves (or otherwise lower the Courier's reputation with them) until the new objective "Inform Caesar that the White Gloves will not support the Legion" appears. Successfully completing Beyond the Beef at this point will not allow you to continue with Render Unto Caesar. [verified]