The Fort

 is a vast and heavily fortified base of Caesar's Legion on the east bank of the Colorado River. Here they are preparing for their second assault on the NCR at Hoover Dam. This is also the location where the Platinum chip is used to install the upgrades to the Securitrons, as The Fort is built above Mr. House's secret bunker. Caesar himself is stationed here, along with his Praetorian guards and the bulk of the Legion's Mojave forces in preparation for the upcoming battle.

Layout
The Fort can be reached by taking the barge at Cottonwood Cove. The barge itself might appear at first to be just a part of the dock, it's actually a flat raft roped up alongside the dock. This barge can be used whether the Legion soldiers at the cove are friendly, enemies, or even dead. However, you can not take the barge until certain point of game. You must either be invited (when exiting The Tops after completing Ring-a-Ding-Ding!, Vulpes Inculta (or Alerio, if you have already killed Vulpes, who will comment on this) will be waiting outside with the Mark of Caesar and thus your invitation), or you have to progress For the Republic, Part 2 to the part where you report to Colonel Moore that you have dealt with the Great Khans. If you have not yet been invited, the guards at the Fort may be hostile. If you travel to Cottonwood Cove with Boone he will immediately attack all legionaries on sight, causing them to turn on you. This will happen even if you have been invited.

On either side of the entrance are sleeping tents. To the north of the entrance past the tents there is a small bar. In the center of the camp are the Arena and Caesars Tent. To the Southwest, there are more tents, another bar, and the Weather monitoring station, which includes Mr. House's secret bunker.

Legion Arena
The Legion Arena is a small pit made of walls of scrap metal hastily put together to form a post-apocalyptic Colosseum. Here the Courier, if male, can fight slaves to the death for the amusement of Caesar's legionnaires.

Notable loot

 * 2000 caps in the Very Hard locked footlocker in Caesar's room.
 * Lupa's Brain (used during Nothin' But a Hound Dog). You must kill Lupa for her brain. You may speak to Antony, who is standing beside her, to arrange an arena fight with Lupa. Alternatively, you may attack Lupa where she stands, but it will turn everyone at the camp hostile. Lupa's Brain increases Rex's DT by 10.
 * Caesar's Armor.
 * Assuming he hasn't yet been killed or chosen to be crucified by the player, Benny will have his suit and Maria, a unique 9mm pistol
 * if you follow the North-East trench to the end, you will find 500 surplus 5.56mm round (Fallout: New Vegas).
 * there is a First aid box laying behind a bush on the North-East side of the wall after the first slope.

Related quests

 * Render Unto Caesar
 * The House Always Wins
 * I Hear You Knocking
 * I Put a Spell on You
 * The Finger of Suspicion
 * Wild Card: You and What Army?
 * A Trusted Aide
 * Powder to the People
 * Saving (or Savaging) Sergeant Teddy

Appearances
appears only in Fallout: New Vegas.

Bugs

 * If you are holding a two-handed melee weapon, once the guard confiscates your stuff, you will look like you're still carrying it (view your character at front view).
 * When you enter the fort, sometimes you will see excessive tearing of the screen everywhere.
 * You may not regain all your weapons upon leaving the fort, so make sure you save before you attempt to leave.
 * Upon entering, all items may be floating, including the Slave Ledger required to win Great Khan sympathy, so make sure to check the air.
 * Sometimes, if you have Boone waiting outside Fortification Hill, the guard outside Caesar's tent, the dog near him and everybody inside Caesar's tent except Caesar himself will be hostile. To prevent this, you must have previously kicked Boone from your party.
 * If you leave the fort after having the platinum chip returned to you by Caesar, the guard will take the chip. If you return to the Lucky 38 and kill Mr. House (not sure if it matters, but the demonstration of the Securitron upgrades had not be initiated), the platinum chip will be added back to your inventory. Fast traveling back to the fort will initiate the same dialogue as trying to leave with the platinum chip. Choose the option to stay and they will not confiscate any of your items, leaving you fully equipped.
 * Sometimes you will be randomly killed by the guards when you walk up to the tent.
 * Sometimes the Praetorian Guards in Caesar's tent will randomly attack even if you have the Mark of Caesar.
 * When you try to leave the fort clicking on the gate won't trigger Cursor Lucullus to talk to you about if you are ready to leave.
 * After following Benny to the fort and choosing the option to crucify him, returning to the drawbridge it is possible to see two Bennys one on the cross and another standing by it, the one standing by it can be talked to and untied, if you untie him you gain good karma
 * If you helped Benny escape turning Legion hostile and then escaped the Fortification Hill by fleeing from the Legion rather than killing everyone in the Fort you may be unable to fast travel or take the raft to the Fort later because for some reason the game freezes during the loading screen. Even going to the Hoover Dam or swimming in Lake Mead too close to the Fort may cause the game to freeze. This can be really annoying if you wanted to get Lupa's brain for Rex or during the end of the main quest which takes place on Hoover Dam.
 * There are a great many problems with corpses in the Fort. Any Ash Piles left in the Fort will respawn their inventories upon returning, as will some Non-Ash Pile corpses. Any normally killed soldiers may also spawn alive upon returning. Non-Ash Pile corpses also have a habit of vanishing not long after you've killed them, even if you don't leave the area.
 * When sniping the Caesar's Legion in the central fort area on the far side from the entrance, the Legion member doing push-ups may not react to your presence and continue exercising until you or your companion kills him.
 * When exiting the Fort with a companion, unique weapons that where confiscated may be duplicated in the companions inventory.
 * It is possible to sneak weapons in by giving them to a companion, then retrieving them once in the fort.
 * After fighting in the Arena, some machete's can be picked up but not dropped again. If you try dropping it, the message stating it is a quest item will appear. When arriving at the gate and having all your weapons taken, the machete will remain in your inventory.
 * Occasionally, if you have a weapon drawn when you fast travel to the fort and you disarm when asked by the guard, your hands will remain in the position that they would be in for the weapon you had drawn, even though the weapon is absent. This can be fixed by pressing the reload button, which will bring up your fists. The conditions and specifics for this glitch are unknown.
 * Sometimes upon entering the fort after wiping them out, a powder ganger will appear at the draw bridge. He will be hostile and wll be wearing simple powder ganger armour with a stormchaser hat.

Gallery
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