The House Always Wins I

The House Always Wins is an eight-part quest in Fallout: New Vegas.

Summary
This series of quests leads to one of the many Fallout: New Vegas endings. Mr. House tasks you to retrieve the platinum chip from Benny and use it at the Fort to upgrade the Securitrons, then bring it back to the Lucky 38 so that Mr. House can upgrade them, although it is possible to do it the other way round. You will then have to eliminate, take control of, or gain the trust of different factions so that Mr. House's plan will work. You may kill Benny along with House to allow you and Yes Man to take over the plan.

Part One
You must retrieve the platinum chip from Benny and bring it back to Mr. House so he can upgrade his robotic army. This quest will complete upon delivery of the chip, but Part Two may need to be completed first depending on your actions. Note that the following options can be done without actually speaking to Mr. House, since it ties in with Ring-a-Ding-Ding!

Option: Speak to Swank
One way to deal with Benny is by telling his right-hand man, Swank (located at the front desk), about Benny's planned rebellion. Swank is initially suspicious of your accusation, but you can convince him using one of two ways:
 * Passing 3 Speech checks (15, 30, and 45)
 * Presenting Swank with discarded cigarette butts (Benny's preferred brand) left by your grave in Goodsprings, the note left with Manny Vargas in Novac by Benny's bodyguards (completing the quest he offers, pickpocketing the note, or reading his terminal will allow you to obtain it), and Benny's lighter (obtained from the remaining Great Khans at Boulder City).

Once Swank is concerned you may be right, he will return your weapons to you and tell you to go up to Benny's suite to search for additional evidence. Once obtained and shown to Swank, he will help you eliminate Benny. After talking to Swank and receiving your weapons back, killing Benny should reap a positive Karma bonus and no retaliation from the remaining gamblers and bodyguards in Vegas. Doing so also completes the quest Ring-a-Ding-Ding!

If you only present two pieces of evidence, he will provide limited assistance by trying to pull the guards away. However, you won't be returned the weapons for fighting against Benny.

Option: Speak to Benny
An alternative to speaking with Swank is to skip straight to Benny, who is waiting near the Presidential Suite. He will offer you a key to the room. Benny will prefer to meet you with his bodyguards, but you can convince him through a 60 Speech check to leave them outside. Once you and Benny are in the Presidential Suite, you can:
 * Kill him and take the chip. As long as you keep the fighting inside the suite, (you can still ask Benny questions about his plan to take over Vegas and then kill him) no one outside will notice or care.
 * Agree to partner up and help him take over New Vegas.
 * Say you'll consider his partnership offer.
 * If you convinced Benny to come without his guards, and then decided to think about his offer you will be ambushed by Guards, and Benny will run off to The Fort and get captured by Caesar's Legion.

Option: Seduce Benny
With the Black Widow Perk, you can seduce Benny and get into his suite without any trouble. You can choose to attack him as soon as you get into his suite, or you can have sex with him and then kill him in his sleep after doing the deed. Either way, the quest proceeds as above. You can also have sex with him and then just fall asleep, in which case Benny will be gone in the morning and have left you a note. Benny would then be captured by Caesar's Legion, forcing you to go to the Fort to retrieve the platinum chip.

Completion
Once you've killed Benny and obtained the chip, you can return to Mr. House with the chip and watch his Securitron demonstration in the basement. You will never come back to this location, so take what little loot is in the room while you can.

If you failed to kill Benny, then you must complete Part Two, which will complete this quest at the same time.

Part Eight
Report to Mr. House when you are ready.

Journal entries
Part I

Part II

Part III

Part IV

Part V

Part VI

Part VII

Part VIII

Bugs

 * Sometimes when you retrieve the Platinum Chip from Benny, and are approached by the Legion emissary, you will be unable to tell your companions to return to the Lucky 38, nor will you be able to get Arcade Gannon to follow you after recruiting him for the first time.
 * Message indicating quest failed, despite not having started, while deep within Vault 11. May have been related to activating Lucky 38 override in H&H Hardware or at Camp Golf earlier in game while exploring. Possibly related to Still in the Dark Questline or be entirely related to Vault 11.Confirmed on PC, Xbox and PS3. Update: The 8 turrets down in the bottom level of Vault 11 are of the Lucky 38 Faction. Killing them may be why you are failing this quest. Simply let your companions take out the turrets and you should be fine.
 * If you want to reset failed (grayed out) quest do the following: Open console and type * * *.
 * Note: Depending on at which part the long quest "The House Always Wins" failed, you have to enter different resetquest, setstage and setobjectivedisplay QuestIDs and StageIndexs. For example, to reset "The House always Wins, II", where Mr. House orders you to enter the Secret Bunker at Fortification Hill, you would have to enter  . See Fallout:New Vegas Quest IDs for a complete list of Quest IDs & StageIndexs and SetStage Info at TES: Construction Set Wiki for further details on the setstage command.
 * If you are under the affects of Mentats before you give the chip to Mr. House in the part II, when being transported to the basement you will be stuck at the door unable to do anything with no HUD and no pipboy. The solution is to let the Mentats wear off before you give the chip to house.
 * When transported to the basement to watch the Securitrons update, if you're wearing the rebreather gained in Nellis Base you'll be stuck at the door (can't move, can't use PipBoy) with no other option than reloading a save. So be sure to take it off before heading down. (No problems doing this on PC after patch)
 * After eliminating the Omertas, Mr. House doesn't recognize that they are gone. To remedy this, load a save point before killing Big Sal and Nero, go talk to Mr. House and make sure you go through all the dialogue on what to do about the Omertas. After this, killing Big Sal and Nero and returning to Mr. House should allow you to finish the quest.
 * Upon completing part II, returning the platinum chip and receiving your reward, the dialog will end and the screen fades out. When the screen fades back in, the character may be frozen in place and unable to interact with Mr. House.
 * When working on Part IV of the mission, there will be an option while talking to the Omerta receptionist that says [Barter x/55], meaning you need at least 55 Barter to choose it. But upon using a Salesman Weekly to raise Barter to 55, the option goes away, and you are left with the [Strength x/8] option or the option to hand over 300 caps. Leveling up the Barter skill does not help.
 * When trying to complete Part II, sometimes trying to talk to Mr House fails. Instead of initiating conversation, the player only receives the dull click sound emitted when pressing the action button when no action can be made, despite the message 'A) Talk to Mr House.' This may be caused by two things: either having helped the Boomers at Nellis before completing Part II, or not looking in Benny's suite and finding Yes Man.
 * When you have activated the self-destruct sequence in Part V, sometimes the door to leave the bunker will be locked. You must pick the lock with a level 100 lockpick skill, pickpocket the bunker key, or kill a person with the bunker key. Current known people with the key are; The Elder at the time and Paladin/Head Paladin Ramos.
 * During Part V, even if you've begun killing members of the Brotherhood and are vilified, some members will not attack you.
 * If you have any companions with you during Part V, they may die as a result of the explosion if they don't get out of the bunker in time. Station any companions you have with you outside before setting off the self-destruct, or be prepared to lose them.
 * Sometimes when trying to complete Part VI and protect President Kimball, President Kimball stays at the microphone, even after the speech was cut short. This results in not being able to finish the quest. Standing on the platform near the president does trigger the running animation but the president stays on his place. Reloading the save doesn't resolve this problem.
 * When trying to complete Part II, Victor may not be standing outside the Lucky 38. When you enter you will be attacked by the two Securitrons inside and the copy of victor that controls the elevator with no way to yield. The quest cannot be completed if this happens because you will not be able to get to Mr. house without the elevator. The suspected cause of this is killing Victor's original copy (the one that follows you). The only known way to fix it is by loading a save from before killing Victor.
 * If you kill Benny, take the chip, and/or speak with Yes-Man before meeting with House (and thus prior to starting The House Always Wins, I), once you bring the chip to House, two bugs may occur:
 * First, you may be able to use Barter to increase the payment to 1,250, but House will still only give you 1,000.
 * Second, House will teleport you to the basement to observe the upgrade, but once there, the quest freezes. You can walk to the waypoint marker on the observation platform but the quest will not update and since you can't interact with the elevator, you'll be trapped. This may also happen for another unknown reason. This portion of the bug can be fixed with this mod.
 * In Part II after exiting the secret bunker, (Regardless if you did anything or not) Caesar's Legion may "forget" that you are trying to help them and you will then gain Legion Infamy and be attacked, leaving the player no choice but to fight them or reload an earlier save, before talking to Caesar.
 * If the player returns to the Lucky 38 and gives the Platinum chip to Mr. House before activating the Securitron army at the fort, the quest becomes stuck. Mr. House will send the player to activate the bots but he doesn't return the chip to the player so that the player can't actually enter the vault resulting in a broken quest. The only way around this is to activate the bots before turning in the chip to Mr. House, or, if you're on PC, giving yourself another Platinum Chip using the console command "player.additem 1164fb 1".
 * When you try to go to the Lucky 38 to talk to Mr. House, the robots attack you and the quest fails automatically. This happens if, when you show up on the strip for the first time you go see Benny (and follow the story to activate the Securitrons in the bunker) before you go see Mr. House.
 * 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. (Link to a solution: http://www.gamespot.com/ps3/rpg/falloutnewvegas/show_msgs.php?pid=959558&topic_id=m-1-57466971 (works even with the new update) )
 * 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.
 * Sometimes, if your reputation with the NCR is too low to complete the "You'll Know It When It Happens" Quest (aka The House Always Wins, Part VI), Mr. House will fail to recognize this and send you to Hoover Dam anyway. Upon arriving at Hoover Dam, you will fail "You'll Know It When It Happens," but the active goal for "The House Always Wins" will still direct you to Hoover Dam and prompt you to search for Ranger Grant. Furthermore, your reputation with the NCR will drop, and the soldiers at Hoover Dam may become hostile. Upon speaking to Mr. House again, he will still demand you go to Hoover Dam to save President Kimball. Reloading a save prior to completing "The House Always Wins, Part V," may cause Mr. House to immediately recognized your NCR reputation is too low and start Part VII of the quest instead.

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