For the Republic, Part 2

 is a quest in Fallout: New Vegas.

Quick walkthrough
Help the NCR clean up New Vegas by investigating and eliminating problems in the Mojave. First of all, the Great Khans must be eliminated and/or become hostile with the legion. Next, Colonel Moore believes the Omertas are up to something big because of gun smuggling. You must extinguish the problem by talking to all of the top men and women in the Omertan's family. After all of this, you must eliminate Mr. House. Once Mr. House is taken care of, you can either destroy the Brotherhood of Steel, or make a truce with the Brotherhood of Steel and NCR. Making a truce with the NCR and Brotherhood of Steel will give you the option (if you're following Yes Man) to have the Brotherhood of Steel participate in the final battle for Hoover Dam. Lastly, President Kimball will be performing a speech at Hoover Dam. If your explosive, repair, and speech are all 50 or above, you're able to find a bomb on the Vertibird and save President Kimball. You should be able to acquire the "idolized" status with the NCR!

Detailed Walk through
After completing the first two quests, head to the Hoover Dam and talk to Moore.

The Great Khans
This portion of the quest leads you through Oh my Papa (that is if you haven't already done that quest by this point). If you kill Papa Khan and then talk to Regis you can ally the Khans with the NCR
 * Travel to the Great Khans base in Red Rock Canyon.
 * Enter the building marked on the map and speak to the leader, Papa Khan.
 * The player learns that the Khans have an alliance with Caesar's Legion. As the player's orders were to destroy the Khans if they were allied with the Legion, the player must now deal with them.
 * The player can get the quest Oh my Papa by speaking with Regis and take a non-violent approach, this alone will not complete this portion of the quest.
 * The player can attack Papa Khan in the grand hall. The other Khans present will become hostile.
 * The player can kill Papa Khan silently, and, if undetected by the other Khans, you can speak to Regis afterward. The player can kill him silently with a silenced weapon (or melee) while sneaking, for instance, or picking the lock to his room (hard) while Papa Khan is sleeping, or using the Mr. Sandman perk. The player can also simply wait until papa khan opens the door, walk in and wait till around 2am for easier access to his room.
 * Return to Colonel Moore at Hoover Dam and inform her they are either broken up or are willing to ally with the NCR.

Note: By passing a speech check (75), you can reveal Karl's real thoughts of the Khans in front of Papa Khan, which leads to Karl's death and the easiest way to skip this part of the quest. However, the Oh my Papa quest line still requires you to talk with all the above NPCs to be completed (Side note: This makes use of the reported bug where by outing Karl the Khans are considered eradicated by the NCR, even though they're all healthy and alive).

Extra Note: If you have already completed Oh my Papa quest when you speak to Colonel Moore it will be impossible to get the conversation option with Regis to ally with the NCR. You will not be able to fool the game into thinking this quest part is complete either because you cannot return to Colonel Moore to tell her that Regis is prepared to ally with the NCR (Tested on PC version).

The Omertas
This portion of the quest leads you through How Little We Know

Colonel Moore will inform you about the Omertas and send you to find out why they have been so silent lately.

Cachino

 * Secretary (Liza O'Malley) at the NCR Embassy will direct you the player to see the receptionist at Gomorrah.
 * The player must speak the receptionist, then Cachino. After speaking with him, the player must find information to use against him.
 * Cachino's Journal can be pickpocketed (from Cachino) with a high-enough sneak (or using a Stealth Boy)
 * Cachino's Journal can also be taken from Cachino's desk in his room.
 * By talking to the receptionist, the player may obtain a key to Cachino's room for a fee of 300 caps, free with a strength check of 8, or 200 caps with a barter check of 55.
 * Confront Cachino about the journal's contents. He will tell the player information about the Omertas and recommend that the player speak to Troike or Clanden.
 * By passing a barter check of 60, the player can convince Cachino to pay 200 caps. (The player can tell Cachino to pay 100 caps in addition, afterwards.)

Troike

 * Speak to Troike and mention Cachino.
 * Convince Troike to help you take down the Omertas
 * If the player can pass a speech check, the player can lie to Troike to convince him (This will cause a loss of karma)
 * Troike will tell the player that he cannot help until his debt is settled with Big Sal
 * By passing a barter check of 45, or a speech check of 53, the player can convince Big Sal to settle the debt
 * Another option is to go to Big Sal's Office above the bar in 'Brimstone' and hack either the terminal, or pick the lock on the safe.
 * Troike will eventually suggest using Thermite to destroy the Omertas' weapons cache.
 * By passing a speech check, the player can convince Troike to plant the Thermite. He will succeed, but he is caught by the Omertas and is killed.
 * Otherwise, Troike will give the player the Thermite to plant themselves. The thermite is ignited using the detonator on the wall near the door to the weapons cache.
 * Return to Cachino to report the destruction of the weapons

The Bosses

 * Cachino will tell you that the Omerta bosses need to be taken out.
 * By passing a speech check of 80, the player can convince Cachino to take care of the bosses himself
 * Otherwise, the player will be supplied a sawed-off shotgun to aid Cachino in a battle against the bosses.
 * By passing a speech check, the player can convince the bosses not to become hostile
 * Once the bosses have been dealt with, return to Moore.

Mr. House
(All options result in Negative Karma.)
 * Colonel Moore tells the player she wants Mr. House eliminated.
 * Return to Lucky 38 and take the elevator the penthouse level.
 * Use a terminal near Mr. House to open the antechamber to do this you need either 75 science or to go to the H&H tools factory to get a lucky 38 vip card. Doing so will result in all the securitrons in Mr. House's suite becoming hostile.
 * Doing so will cause you to fail the quest The House Always Wins
 * Enter the antechamber, and activate the terminal near the elevator to unlock the elevator to the control room
 * Active the terminal in the control room, and choose to "Unseal LS chamber" to expose Mr. House's body.
 * Go behind the terminal and speak with Mr. House.
 * Return to the control room terminal and select an option. Doing so will result in failing The House Has Gone Bust!.
 * Disable Cerebral Interface: disconnect Mr. House, but keep him alive. [Negative Karma]
 * Kill Mr. House [Negative Karma]
 * If you sneak attack Mr. House [Negative Karma].
 * Take the elevator back to Mr. House's suite and return to Moore at the Hoover Dam. The player will receive 200 XP and gain NCR fame. (The securitrons will no longer attack you when you return to the penthouse.)

Brotherhood of Steel

 * Travel to Hidden Valley and enter the Brotherhood of Steel bunker.

Positive reputation with Brotherhood of Steel

 * If the player has completed Still in the Dark, stayed on good terms with the Brotherhood, and McNamara remains Elder, a truce can be signed between the Brotherhood and the NCR. Go to McNamara and tell him the NCR wants them destroyed, he will offer a Truce. Return to Colonel Moore and speak to her about the offered truce. Doing so will complete the quest and begin You'll Know It When It Happens, but will earn the player infamy with the NCR.


 * If Hardin becomes Elder, there is no peaceful resolution to this portion of the quest.
 * There is a way to oust McNamara AND have a peaceful outcome. However, once you talk to Hardin and begin the process of overthrowing McNamara, you just simply don't go back to the BOS bunker until you've talked to Moore about the Brotherhood. Hardin doesn't "officially" become Elder until you return to the bunker.

Negative reputation with Brotherhood of Steel

 * If the player is hated (or worse) by the Brotherhood of Steel, the player can enter the bunker using a key found on any dead paladin.
 * Upon entering L1 take a left, in the room will be one opponent. Inside the room there are two terminals.
 * One on the wall (75 science skill) allows you to take control of the turrets in the base. Set the turrets to registered Brotherhood and you will only have to fight stragglers on the first floor.
 * Completing Still in the Dark in favour of Hardin (Fallout: New Vegas) you may find that the head paladin Key Card on Paladin Ramos and the Elder Key Card on Hardin.

No previous reputation with Brotherhood of Steel

 * If the player has not interacted with the Brotherhood of Steel, they must go through an orientation by convincing a Ranger in an adjacent bunker to leave, or enter the bunker with Veronica in your party.
 * If Veronica is in your party the Brotherhood will not be hostile even if you are dressed as an NCR member
 * If the player warns the Ranger in any way about the Brotherhood, the Brotherhood will become hostile and enter the bunker to kill the player.
 * If reputation with the NCR is too low, the Ranger will not talk to the player, and the player will either have to take all the supplies and smash the radio in the bunker that the ranger is staying in or kill the ranger. Make sure you gather your weapons from the locker in the bunker. You can also rig his radio to explode.

Find the keycards
After you have gained the Brotherhood's trust, you can enter their 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 stealing from 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 Taggat. 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 destruction room, where you will also find Taggart. For Taggart, you may need a stealthboy as the only time you can steal his card is when the girls view is blocked by the tower in the middle of the room. If Cassidy is your follower then she will talk to the girl in the room, when she is distracted you can swipe his card.

Activate the self-destruct sequence
Once you have all key cards, return to the room were Taggart is and obtain the password from the 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. After activating the self-destruct sequence with the password, you will become a villain in the eyes of the Brotherhood so again, it would be a good idea to pack some stealth boys. Sir_Thomas said: "It is always good to have stealth boys keyed to a fast action slot, but you may not have to do too much fighting to get out if you set charges of C-4 along your escape route. You can even detonate the C-4 before activating the self-destruct sequence." Before beginning the sequence be sure to pickpocket the guards protecting the Elder on the other side of L2 and steal a key so that you are able to leave the bunker. If you do not steal a key, you must lockpick the final door (Lockpick skill of 100). Now begin the sequence and make your way to L1. You should either be using a stealth boy or have a lot of stimpacks, ammo and good weapons to fight your way out or even have no weapon equipped at all(run faster) and have a few stimpacks and turbo handy to make a run for the bunker exit. Your best bet is to use stealthboys to avoid combat all together.

After leaving the bunker, the bunker will explode and there is a chance that there will be 5 paladins waiting to kill you before you can return to Colonel Moore.


 * You don't HAVE to do as they say. When you are sent to kill the ranger, you can tell him to run. Be warned, some heavily equipped members will attack out of nowhere.

Alternative
Alternatively, you can kill everyone inside the bunker, after which you will get the message that the quest is complete. This can be preferable to destroying the bunker as it allows you to return multiple times and haul heavy armor, etc. away for sale. In Paladin Ramos' room, you'll find a terminal, which allows you to reconfigure the turrets on the first level (Hack Skill of 75+ needed), so that they will kill the toughest enemies on this level. If you reconfigure the turrets before setting the self-destruct sequence (maybe you'll have to use a StealthBoy), no member of the Brotherhood will turn hostile against you, so this is also a good way to have an easier escape afterwards.

Protecting President Kimball
Moore wants you to talk to Ranger Grant about protecting President Kimball during his visit to Hoover Dam. You must now complete You'll Know It When It Happens, and return to Moore accepting to fight for the NCR. A marker will say to go directly to the stage after talking to Moore. If you stay on the stage, or go near the black rangers, NCR will shoot at you (even with "full access"). Your options are as follows:

Side Note, if you use the talk options with Grant prior to going outside and waiting for the president, you can have Grant give you full access which allows you to go to the Helicopter Pad and draw and even use your Weapon. Below it states you can't, although you can if Grant gives you full access. (no speech or anything required, just ask additional questions to Grant) Also, you may need to be Idolized by NCR prior for this to work.

1.Stay near the back until a suspicious character enters the area, then crouch behind him. Here you have the option to pick pocket him and see that he has a fail safe explosive device. The player has the option to then take the device back to Grant. Once this is done Grant will tell you that his rangers will deal with him, however when the rangers approach the man, he pulls out a combat knife and immediately kills one causing panic. DO NOT try to kill the engineer because any drawing of a weapon will cause the NCR to to shoot at you. Instead let the other ranger kill the engineer. If you leave this man alone during the speech then legion sniper will kill the ranger stationed in the first tower[the one behind the president], and attempt to assassinate the president, kill them and then use the radio to inform Ranger Grant about the attempt, he will then call off the speech. As the president is being evacuated he will be attacked by a legion member disguised as an engineer, he must be killed BEFORE he reaches the president as he can kill Kimball in a single hit. 2. As the president arrives, you can persuade the guard (Speech 50) to go onto to the Heli pad. If you have previously been granted full access to all areas by Ranger Grant a speech check isn't necessary. Once the Vertibird arrives, you can search it. Doing so you will find a bomb (repair/explosives 50) which you defuse. After telling Ranger Grant of this, he calls the speech off, shoots the engineer responsible for planting the bomb and gets the president back on the Vertibird. This completes the quest.

3. For those of you unwilling to wait through the speech: If you draw your weapon right as the veritbird lands everyone will become hostile towards you at which point if you quickly put your weapon away they go back to normal and the president leaves via vertibird and you complete the quest.

4. Talk to the suspicious engineer who will stand to the left of the crowd near the sandbags. He will turn hostile and start running. By then you can shoot him.

Bugs

 * Sometimes the Receptionist at Gomorrah doesn't have a speech option to learn about whether or not the Omertas are dealing with the Legion. SOLUTION!: Once you have gotten to this point, go ahead and completely finish the How Little We Know Quest and For the Republic, 2 will update. (PC)


 * If you talk to Regis about his opinion on NCR the objective "Talk to Colonel Moore about a Great Khans/NCR alliance" is added, however there is no speech option with Moore regarding this. (confirmed ps3/xbox360/pc)


 * If you are working with Yes Man and do You'll Know It When It Happens quest before doing this one and choose to bring a truce between NCR and the Brotherhood it will bug out and you will not be able to complete this quest. When speaking with the Colonel she will ask if the President is safe and you will have no dialogue choices to complete the quest even though you already did it. also if you've already done that mission you will be stuck at hoover dam waiting for the president and grant will act as if you've already saved him (pretty much messing you up royally)
 * To prevent this simply do You'll Know It When It Happens directly after killing Mr. House. Then go talk to Moore (You can say now that the president is safe) and choose the "I don't wanna go yet"-option when the dialog about the final battle appears. Afterward, you may talk to Yes Man and start Wild Card: Change in Management and continue his way.
 * You can still work with Yes Man and bring a truce between the NCR and the Brotherhood during this quest as long as you recieve the quest You'll Know It When It Happens from Colonel Moore and not from Mr. House or Yes Man. Finding this out saved me many hours of backtracking.


 * Similarly, completing the You'll Know It When It Happens quest for Mr. House will result in a bug where you can't talk to Grant to start the quest and you can't tell the Colonel that the President is safe.


 * Oddly enough, after saving the President for Yes Man! it is possible that Colonel Moore and the ambassador despawn.


 * PC USER FIX: Using the console command "SetObjectiveDisplayed 00136166 65 1" should add the dialogue option to tell the Colonel that the president is safe, allowing you to continue the NCR quest line. Alternatively using the command "SetObjectiveDisplayed 00136166 66 1" will allow you to say the president has been killed.


 * If you already killed Cachino, this quest may not be completable. If Cachino was killed, but the mission for the bosses was not finished you can help the bosses get guns and chlorine gas. Once that is finished you need to pass a speech check with Moore convincing her that the Omertas have something planned against New Reno.


 * If when order to report to ranger Grant all he says: "We've got a lot to do to prepare for the Presidents visit and not much time." And the only talk option is Bye, follow these steps:
 * 1. Enter console (press ~)
 * 2. Click on ranger grant (his name should appear top center screen, else you have selected something else)
 * 3. Type "disable" "enable" (no quotation marks. You might have to repeat this, first time it was instant second time twice)


 * If you finish the quest How Little We Know before talking to Liza O'Malley the quest will be stuck as you no longer have any dialogue options to continue the quest with Liza O'malley. You can hack her computer in order to find out you can get information from the receptionist at Gomorrah but the same thing will happen and you will not be able to continue the quest as the receptionist will have no dialogue options for you. Despite the quest not being marked completed, you will be able to turn the quest in to Colonel Moore.


 * PC USER FIX: Using the console command "SetObjectiveDisplayed 00136166 35 1" Will fix this quest and allow you to proceed to the next part if you find you cannot initiate dialogue with Moore.


 * Sometimes when you do quests for the Brotherhood and choose to help replace McNamara, you will lose the ability to interact with the self destruct computer and/or interact with McNamara and Hardin. Hardin and McNamara will tell you they are busy preparing for the case against one another very time you talk to them. Some have reported this fixing itself by doing other missions, but in other cases nothing has helped be it side missions, story missions (for other factions) or the mission involving Veronica (in which she interacts with the elder, but you still cannot do so). However, this may be fixed by simply waiting (or sleeping) for a few days until the lockdown at the Brotherhood is lifted. After 3-4 days, you should be able to speak with McNamara and Hardin again.


 * Similar to the above, if you've completed Still In the Dark and McNamara is still in charge, he won't engage you when you speak to him, only repeating his line about preparing for the lifting of the lock down, and the above fix does not seem to work, leaving you only the option of wiping out the Brotherhood to finish the mission.


 * It is possible to deal with the Brotherhood after saving President Kimball. Moore will send you to save him again, which will be impossible. Spectators will still be crouching and Ranger Grant won't talk to you. If this happens, you can use the console command "setstage 00136166 100" to finish the quest, immediately starting the Eureka! quest. Warning: This will prevent you from traveling anywhere else and start a final quest line, ending the game.


 * When dealing with Mr. House you will be given the option to kill him or remove him from the system. Sometimes when you select the option to remove him from the system you will lose karma, receive the message that he died, and he will simply sit out in the open, saying nothing. When you return to the quest giver you will still be able to say you left him alive.


 * Having already been to Red Rock Canyon and dealing with the Great Khans, in speech with Moore you can say that the Great Khans won't be a problem anymore. Even after saying this, it doesn't register, so you have to say it again, then the same thing happens with the Omertas part of the quest (if you have already dealt with them), leading onto More wanting you to kill Mr House. Traveling to New Vegas Strip North Gate, then attempting to enter The Strip, the game freezes. This has happened multiple times, causing the games autosave feature to become corrupt.


 * In isolated cases, if you complete both the Great Khans mission and the Omerta mission before speaking to Moore again it is possible for her to turn hostile at the end of the conversation.


 * Sometimes after activating the self destruct sequence and activating a Stealth boy, you may still be targeted and attacked as if you did not use a Stealth boy


 * If you decide to kill all of the brotherhood in the bunker instead of activating the self-destruct sequence and have completed Eyesight to the Blind the footlocker may still re-stock ammo.


 * If you decide to wipe out the Brotherhood, it is possible that one of the scribes in the library will remain friendly. Completely ignoring the fact that you are killing Brotherhood members all around her.


 * Sometimes after dealing with the brotherhood you will not be able to talk to Moore.


 * After Completing Mr. House request to Save Kimball, and then you go to Col Moore, she will ask you to Save Kimball again and speak with Grant again, but you have no dialog options and you cannot complete Col Moore's request to Save Kimball


 * Sometimes if you are not on good terms with the NCR, if you draw your gun while waiting for the president, the NCR in the area will attack you. This is not a bug. Ranger Grant specifically says that if you draw your weapon you will be fired upon. Equipping and drawing the binoculars is not considered drawing a weapon.


 * If you go on to the Helicopter pad and talk to Colonel Moore, she will sometimes move onto the middle of the pad, resulting in President Kimball not arriving which automatically completes the quest.


 * If you have already destroyed the brotherhood bunker prior to starting this quest, you may not be able to finish this quest.


 * Two separate runs through this quest, despite being idolized by the NCR and following only the NCR quest line, an NCR MP has approached the player within the NCR embassy in order to assassinate them. The player is told that they have crossed the NCR for the last time before being attacked. Killing the MP will make the local NCR hostile resulting in a loss of fame. Both times, intercepting the MP and talking to him before he makes the speech will prevent the attack from taking place. Both occurrences came after dealing with the Omertas.


 * When completing the Khan side missions (for example for the Yes Man side quest) and finished it with a suicide run of the Khans at Hoover against Caesar. Afterwards, when starting this quest, you cannot tell Moore you have their support, the marker will send you inside the Khans' longhouse, and when you are inside, the marker points to the outside door again. This makes it impossible to continue with the quest and royally f*cking you. SOLUTION: You can kill all of the Great Khans in the Longhouse and the quest will be completed as destroying the Khans. You can however reset the "Oh My Papa" quest using the console which resets the chat options with Papa and Regis. This will allow to to talk to Regis about an alliance and after killing Papa will allow you to continue the quest.( use: ResetQuest 00140c3a )
 * If Rex is your companion sometimes he will attack Regis and make you hostile with the Great Khans.
 * if you kill Papa Kahn (I did with C4) and then talk to Regis, you should be able to get their support in the final attack.


 * After the saboteur kills the first ranger, having been discovered and reported by the player, a single NCR Vet Ranger is sniped furring the president's egress. His corpse remains only for a few brief seconds, but you are able to loot NCR Ranger Combat Armor and Helmet off of his corpse along with a 12.7mm Pistol. As far as I've encountered, this is the only way to peacefully (without killing a Veteran Ranger yourself) get a hold of the armor, sans reverse pickpocketing power armor into an existing ranger then pickpocketing the unequipped armor from the Ranger.