Render Unto Caesar

Render Unto Caesar is a main quest 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 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 you are trying to remain friendly to both Mr. House and Caesar, it is best to simply activate the Securitrons using the chip. Destroying the generators only serves to make Mr. House hostile, which will happen anyway when you attempt to kill him later.

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. Alternatively, you can send Veronica to the Lucky 38, then equip a set of Brotherhood faction clothing/ armor, and then proceed to destroy the bunker normally. The bad reputation you attain will be removed when you take off the faction armor, meaning so long as you aren't wearing that armor when you speak to her again to get her to follow you, she'll act as if nothing happened.

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.
 * Previous to a patch 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.

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.
 * After saving the Gunderson boy and converting the White Gloves to cannibalism, the dialog options for Mortimer will close. However the quest will sometimes still direct the player to talk with Mortimer about converting the White Gloves to cannibalism. If they were converted to cannibalism, this glitch is irrelevant and the quest will complete (if the other conditions are still met).
 * Although he was wearing the radiation suit, he was not hostile and the quest proceeded normally. Do not talk to Mr. House again after taking this quest. (See comments below)
 * During part one of the quest if the player chooses to fight Benny in the arena some of the players weapons may not be returned and will be lost forever.
 * When activating the self-destruct sequence of the Hidden Valley bunker, the bunker will not explode upon exiting.
 * 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 will sometimes hard freeze when it explodes.
 * 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. This is fixed by wearing an Old Cowboy Hat.
 * If you take a companion into the vault then the companion becomes unconscious and the player runs straight out leaving the unconscious companion in the vault then the quest will be unable to be completed as the player is not allowed to enter the Caesar's tent with a companion. Waiting for the companion does not work and the player can not dismiss or tell the companion to wait.
 * The Legion remained hostile even after receiving the 'Mark of Caesar.' Equipping NCR armor, exiting the Pipboy screen, then removing the armor within Perception range of hostile Legion members worked to correct this. May also work outside of Perception range.
 * If you upgrade the robots inside the bunker with the platinum chip then reload a previous save, the bots will still appear upgraded and characters within the game will feature the dialogue as if they've been upgraded as well, despite the quests NOW not having been finished due to reloading the game
 * If you bring Veronica along with you when you are to destroy the Brotherhood of Steel Bunker she will stick with you and fight and exit the bunker. After exiting the bunker, she will consistently run towards you then run away, she'll repeat this forever and you can't access dialogue with her. Once you try to return to Caesar's tent you will be unable to enter as you can't tell Veronica to wait outside. This can be fixed by reverse pickpocketing a grenade onto the guard outside the tent and then fast traveling away immediately after it goes off. Fast travel back and the legion will not be hostile towards you and you may now enter the tent without the guard there to stop you.
 * If you side with Caesars Legion up until the dam, then do another part of the main quest and side with Yes man, this achievement may unlock upon talking to legate lanius at his camp during the second battle of hoover dam.
 * 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 dialog all Legion members become hostile.
 * If you decide to kill everyone in the Hidden Valley Bunker, then returning later in the game may result in some members respawning. Some of them might attack you, but some will still remain unhostile and will carry out various duties.

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."

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