For the Republic, Part 2

 is a quest in Fallout: New Vegas.

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

The Great Khans

 * 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 attack Papa Khan in the grand hall. The other Khans present will become hostile.
 * The player can or walk outside and speak with Regis who assigns the quest Oh my Papa.
 * The player can kill Papa Khan silently, and, if undetected by the other Khans, can speak to Regis afterward. The player can kill silently with a silenced sniper rifle while sneaking, for instance, or picking the lock to his room (hard) and using a Stealth Boy while Papa Khan is sleeping, or using the Mr. Sandman perk.


 * Return to Colonel Moore at Hoover Dam.

The Omertas
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 Gommorrah's.
 * 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.
 * 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
 * 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
 * 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

 * 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
 * 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. Doing so will result in all the securitrons in Mr. House's suite becoming hostile.
 * 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


 * Take the elevator back to Mr. House's suite, eliminate the 5-7 securitrons that have become hostile. The securitrons on the casino floor of the Lucky 38 will not become hostile.
 * Return to Moore at the Hoover Dam. The player will receive 200 XP and gain NCR fame.

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. Doing so will complete the quest and begin You'll Know It When It Happens, but will earn the player infamy with the NCR.

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 (hard) 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.
 * 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 will have to be killed. Make sure you get a melee weapon from one of your companions before meeting him, as you will be stripped from your weapons and companions don't carry ammo.

Find the keycards
After you have gained the Brotherhood's trust, you can enter their bunker. Once you have acess to the bunker, you need to steal 3 keycards from 3 main personel 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.

Activate the self-destruct sequence
Once you have all keycards, 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 villian in the eyes of the Brotherhood so again, it would be a good idea to pack some stealth boys. Before begining 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 alot 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.

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.

Bugs

 * Sometimes the Receptionist at Gamorrah doesn't have a speech option to learn about whether or not the Omertas are dealing with the Legion. (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.


 * 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.


 * 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.


 * 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.

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 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:


 * 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 dialouge options for you. Despite the quest not being marked completed, you will be able to turn the quest in to Colonel 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).


 * 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.