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The House Always Wins II is a main quest in Fallout: New Vegas.

Synopsis[]

Mr. House's Securitrons on the New Vegas Strip may have been upgraded, but there are hundreds of them that lie beneath Fortification Hill that House still requires for the upcoming Second Battle of Hoover Dam.

Quick walkthrough[]

Main Quest: The House Always Wins II 
Gain the Mark of Caesar from Alerio (if Vulpes is dead). 
Gain the Mark of Caesar from Vulpes Inculta
Start the quest Render Unto Caesar to gain access to The Fort. 
Talk to Caesar and hear what he wants you to do in the weather monitoring station
Hear Caesar out and get his permission to go to the weather station, avoiding conflict. 
Fight your way to the weather station. 
Destroy the vault's generators. 
Install the Mk II OS. 
Reward: Quest failure. 
Due to the violent rumbling both the upgrade and destruction options cause, Caesar trusts you destroyed the vault either way, thinking in both cases it was an explosion. 
Reward: Quest complete 
Leads to: The House Always Wins III 

Detailed walkthrough[]

Option: Play along with Caesar[]

Whether the player character intends to aid them or not, one way to get into The Fort is to do as the Legion says. Do not bring Craig Boone, as he will shoot members of the Legion on sight unless one is wearing Legion armor. Travel to Cottonwood Cove and meet Cursor Lucullus at the docks. He will take the Courier to the fort. Upon arrival one will be stripped of all "banned" items (all detectable weapons, certain medical supplies, and the platinum chip if applicable). A Speech check can be used to keep the medical supplies. The player character's items will be stored in a locked box by the gates, the key to which is held by the guards. Even if one has pickpocketed the key without getting caught, opening the box will turn the Legion hostile on the spot, regardless of how one does it.

The next step is to meet up with Caesar and discuss his wishes. He will ask the Courier to destroy House's bunker and return the platinum chip. The bunker is located in a weather monitoring station at the back of the camp. Note that while Caesar asks the player character to destroy the bunker, he will not actually check to see if one followed through or not. The objective for his mission completes regardless of the player's actions. Next one will need to head to the bunker. Here a Legionary will give the Courier their equipment back. Open the doors on the ground inside the weather station using the chip and venture down the stairs to the elevator.

Inside the bunker, one will will encounter Mr. House, who will brief the Courier on the mission. Their goal is to reach the terminal inside the bunker to upgrade the Securitrons to the Securitron Mark II operating system. The entire bunker is mildly radioactive (+1 rads per second) and is inhabited by hostile Protectrons and turrets. A nearby room has terminals which can be used to deactivate the turrets and robots. A Science skill of 50 can disable the turrets, while disabling the robots requires a skill of 75. Upon reaching the end, one can install the chip and upgrade the Securitrons. Caesar will take the large rumble as proof of the bunker's destruction.

If the Courier hasn't killed him yet, Benny will be in Caesar's tent. Caesar will offer the player character the choice of how he is to die; crucifixion or a duel to the death with machetes. One has several options:

  • Kill Benny.
  • Untie Benny. Doing so will turn the Legion hostile and they will probably beat him to death even if the player character survives.
  • Give Benny a Stealth Boy and a bobby pin to let him escape own his own. This will end the same as the second option unless one has snuck along with him. Assuming he escapes, he will disappear and never be seen again.
    • Note that while Benny is still tied up, one can pickpocket Benny's pistol Maria or any other available item in his inventory without him becoming hostile.

Option: Get past Caesar[]

Even if one's reputation with the Legion is vilified, or one does not wish to help the Legion, it is still possible to complete this quest.

The first option is to disguise oneself as a member of the Legion. Do not bring any companions as the guards will notice and a shootout will ensue. Proceed through Cottonwood Cove to the Fort as normal. Speak to no one but the dock officer and avoid all Legion dogs to avoid getting caught. Continue to the bunker. The guards inside will recognize the Courier, but they can be killed without alerting the rest of the camp as long as long as one remains disguised. Complete the quest as normal and return the way one came.

The second option is to simply kill everything in sight. Instead of speaking to Cursor Lucullus, who will have to be killed, just target and activate the raft to get to the fort. Kill everything between the player character and the bunker and complete the quest as normal. It is not necessary to kill Caesar if the quest is completed this way.

Completion[]

Once the Securitrons are upgraded, head back to the Lucky 38 and talk to Mr. House. If you just obtained the platinum chip, Part I will complete prior to Part III starting.

Quest stages[]

Part II

StageStatusDescription
30 Use the Platinum Chip to open the secret bunker at Fortification Hill.
31 Enter the secret bunker.
32 Upgrade Mr.House's secret Securitron army.
33 (Optional) Change your mind and upgrade Mr. House's secret Securitron army.
36Quest finishedReport back to Mr. House for further instructions.

Notes[]

  • After this quest, Victor will stop manning the elevator inside the Lucky 38.
  • It is possible to enter the bunker without completing The House Always Wins I. If the player character does this, speaking to Mr. House in the bunker will prompt him to note he hadn't planned for them to arrive there yet, but it was part of his plan eventually, and the player will then receive this quest from him.
  • All of the Securitrons in the Lucky 38's basement can be destroyed for experience points by throwing pulse grenades over the pipes along the top of the force-field, although this is tricky. Despite no Securitrons showing off the Mk II OS, Mr. House's dialogue will continue and the quest will proceed normally.
  • If the player character chooses to destroy the Securitron army by overloading the bunker, Securitrons in the Penthouse Floor of the Lucky 38 will turn hostile, and other NPCs will report that Mr. House has agreed to transfer ownership of the Strip to the NCR in the following year.

Bugs[]

  • Xbox 360Xbox 360 During Part II of the quest when you go up to the elevator to go back to Mr. House, you will be unable to speak to Victor rendering the quest unable to be completed. [verified]
    • Bringing a companion inside and talking to them, and then exiting the conversation while standing near Victor can cause the menu to change floors to pop up, thus fixing the glitch.
  • PCPC Playstation 3Playstation 3Playstation 3 Xbox 360Xbox 360 If The House Always Wins I quest is still active alongside this one (caused by Benny being allowed to escape the Tops during the former quest) the entire House quest line can become stuck. If one gives Mr. House the Platinum Chip retrieved from the Fort and upgrades the Strip Securitrons to complete part I, before activating the Securitron army to complete this quest, Mr. House will not return the Platinum Chip item following the demonstration at the end of part I, despite what his dialogue suggests. While part I will be completed, this prevents the player from upgrading the army to complete this quest. Retrieving the chip from Benny at the Tops and returning to Mr. House to complete part I before this quest begins will not cause this issue and the Platinum Chip item will be returned as intended.
    • PC players can fix the issue by adding another Platinum Chip to their inventory using the console command "player.additem 1164fb 1". [verified]
  • PCPC After turning the quest in to Mr. House, it is possible that the option of discussing the Fortification Hill assignment will remain in his dialogue menu, with no way to return to other options other than continuously refusing to help. This carries no negative effects for the rest of the questline, however, as House states that he wants to give the Courier some time to think things over, and resumes normal dialogue if approached later.
Main quests
Act 1Ain't That a Kick in the Head · Back in the Saddle · By a Campfire on the Trail · They Went That-a-Way · Ring-a-Ding-Ding!
Act 2Wild Card (Wild Card: Ace in the Hole, Change in Management, You and What Army?, Side Bets, Finishing Touches) · The House Always Wins (I, II, III, IV, V, VI, VII, VIII) · Render Unto Caesar · Et Tumor, Brute? · Things That Go Boom · Kings' Gambit · For the Republic, Part 2 · You'll Know It When It Happens/Arizona Killer
Act 3No Gods, No Masters · All or Nothing · Veni, Vidi, Vici · Eureka!
Side quests
New California RepublicAnywhere I Wander · Back in Your Own Backyard · Bitter Springs Infirmary Blues · Boulder City Showdown · Can You Find it in Your Heart? · Climb Ev'ry Mountain · Don't Tread on the Bear! · Emergency Radio · Eye for an Eye · Flags of Our Foul-Ups · Hard Luck Blues · I Don't Hurt Anymore · I Put a Spell on You · Keep Your Eyes on the Prize · Medical Mystery · No, Not Much · Pressing Matters · Restoring Hope · Return to Sender · That Lucky Old Sun · The White Wash · There Stands the Grass · Three-Card Bounty · We Will All Go Together · You Can Depend on Me
Caesar's LegionBeware the Wrath of Caesar! · Caesar's Favor · Caesar's Foe · Caesar's Hire · Cold, Cold Heart · I Hear You Knocking · The Finger of Suspicion · We Are Legion
The StripBeyond the Beef · Bye Bye Love · Classic Inspiration · How Little We Know · Pheeble Will · Talent Pool · The House Has Gone Bust! · The Moon Comes Over the Tower
Freeside & Outer VegasBirds of a Feather · Bleed Me Dry · Debt Collector · G.I. Blues · High Times · Someone to Watch Over Me · The Coyotes · Wang Dang Atomic Tango
BoomersAnt Misbehavin' · Sunshine Boogie · Volare! · Young Hearts
Great KhansAba Daba Honeymoon · Cry Me a River · Don't Make a Beggar of Me · Oh My Papa
Powder GangBooted · I Fought the Law · Run Goodsprings Run · Why Can't We Be Friends?
Brotherhood of SteelEyesight to the Blind · Still in the Dark · Tend to Your Business
OtherCome Fly With Me · Crazy, Crazy, Crazy · Ghost Town Gunfight · Guess Who I Saw Today · Left My Heart · My Kind of Town · The Legend of the Star and A Valuable Lesson · Unfriendly Persuasion · Wheel of Fortune
Companion questsED-E My Love · For Auld Lang Syne · Heartache by the Number · I Could Make You Care · I Forgot to Remember to Forget · Nothin' But a Hound Dog · One for My Baby
Unmarked questsA Bit of Slap and Tickle · A Final Plan for Esteban · Access Powers · All Fired Up! · An Ear to the Ground · Andy and Charlie · Arachnophobia · Arizona Scavenger · Barton the Fink · Bear Necessities · Big Winner (Atomic Wrangler, The Gomorrah, The Tops, Ultra-Luxe, Vikki & Vance) · Bounty Killer (I, II) · Brotherhood Bond (I, II) · Caching in at the Cove · Cajoling a Cudgel · Claws Mended · Claws Out · Dealing with Contreras · Defacing the Humble Stone · Democracy Inaction · Don't Poke at the Bear! · Eddie's Emissary · Exhumin' Nature · Fight Night · Flogging a Dead Corpse · Friend of the Followers · Gland for Some Home Cooking · 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 · Laurifer Gladiator · Lenk's Bad Debts · Lily and Leo · Long-Term Care · Malleable Mini Boomer Minds · Maud's Muggers · Meeting an Equal · Missing a Few Missiles · Most Wanted · Not Worth a Hill of Corn and Beans · Old School Ghoul · A Pair of Dead Desperados (I, II) · Papers, Please · Pistol Packing · Playing on the Old Joana · Powder to the People · Power to the People · Razzle Dazzle! · Reach for the Sky, Mister! · Rest and Resupply · Ringo's Caravan Rules · Rotface's Loose Lips · Saving (or Savaging) Sergeant Teddy · The Screams of Brahmin · Silus Treatment · Short-Term Treatment · Smooth-Talking Criminal · The Star Showdown · Strategic Nuclear Moose · Straus Calls · Strip Search · Suits You, Sarah · Tags of Our Fallen · A Team of Moronic Mercenaries · Thought for the Day · Tourist Traipse · Trudy's Radio Repair · A Trusted Aide · Useless Baubles or Fancy Trinkets? · We Must Stop Beating Like This · We Must Stop Meeting Like This · Wind-Brahmin Wrangler · You Gotta Break Out a Few Eggs · You Make Me Feel Like a Woman
Add-on quests
Dead MoneySierra Madre Grand Opening! · Find Collars (8: "Dog", 12: Christine, 14: Dean Domino) · Fires in the Sky · Strike Up the Band · Mixed Signals · Trigger the Gala Event · Put the Beast Down · Last Luxuries · Curtain Call at the Tampico · Heist of the Centuries · Big Winner, Sierra Madre
Honest HeartsA Family Affair · Arrival at Zion · Bighorners of the Eastern Virgin · Chaos in Zion · Civilized Man's Burden · Crush the White Legs · Deliverer of Sorrows  · Departing Paradise · Flight from Zion · Gathering Storms · Gone Fishin' · Happy Trails Expedition · Prisoners of War · Retake the Bridge · River Monsters · Rite of Passage · Roadside Attraction · Sanctity of the Dead · The Advance Scouts  · The Treacherous Road · The Grand Staircase · Tourist Trap
Old World BluesAll My Friends Have Off Switches · A Brain's Best Friend · Coming Out of Her Shell · Field Research · He Came... And Went · Influencing People · Midnight Science Fiction Feature! · Old World Blues · On the Same Wavelength · Picking Your Brains · Project X-13 · Sonic Emitter Upgrade · Welcome to the Big Empty · What's in a Name? · When Visitors Attack! · X-2: Strange Transmissions! · X-8 Data Retrieval Test · X-8: High School Horror! · X-13: Attack of the Infiltrator!
Lonesome RoadThe Reunion · The Silo · The Job · The Launch · The Tunnelers · The Divide · The Courier · The End · The Apocalypse
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