The House Always Wins I

 is a 7 part quest in Fallout: New Vegas.

Quick walkthrough
Mr. House tasks you to retrive the Platinum chip from Benny and either use it at The Fort to upgrade the Securitrons, or bring it back to the Lucky 38 so that Mr. House can upgrade them. 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. The easiest way to do this is by telling Benny's number two(Swank at the front desk) about his planned rebellion-3 speech checks will needed to be passed to get full exp. from swank, last one being 45-, then going up to Benny's suite, exploring it, informing the number two of the plan, and then going back up to the suite, murdering Benny, and taking the Chip from him. Also, you can convince Benny to remove his guards and meet you in the suite. Go to the safe, pick the average lock, and take Benny out with the weapons inside.

After talking to Swank and recieving 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.

Another way of completing part one is to talk to Benny at the tops and meet him in the Presidential Suite. You can talk to him and either agree to help him take over vegas or you can leave dialog and kill him. Looting his body for the Platinum chip. If you keep the combat inside the suite and were able to convince Benny to come to the room without his guards then there should be no further commotion. Next return to Mr. House with the chip and watch his demonstration.

Part Two
For part two of the quest Mr. House will give the Platinum chip back to you and instruct you to go to Cottonwood Cove. If you have not done so already:
 * Start the quest Render Unto Caesar -- a loyalty quest -- via Vulpes Inculta. He can be found in Nipton, though he may find you first on The Strip after you kill Benny and exit the tops casino. Starting this quest you will be granted the mark of Caesar which will protect you as you venture into Legion territory. (Suggestion: Do not bring your companions. For some reason the Legionaries will attack you if you are not wearing their armor even though you have the mark. I was able to complete this quest only by leaving my companions at home.)

If you killed Vulpes, you can still do the quest. After taking the chip to Mr. House, Caesar sends a messenger to you when you exit The Lucky 38, who tells you that Caesar pardons you and grants you his mark and safe passage on your road to Cottonwood Cove.

When you get to Cottonwood Cove go to the docks and take the raft to the for. When you arrive at the fort you will be stripped of all "banned" items. Items that are "banned" are all your weapons (that can be detected when you are searched), certain medical supplies, and most importantly the Platinum chip. The next step is to meet up with Caesar and discuss what he wants you to do. He will tell you the plan and give you the chip back. Next you will need to head to the bunker. Here a Legionary will give you your equipment back.

Open the doors on the ground using the Platinum chip and venture down the stairs. Through the doors you will encounter Mr. House who will de-brief you on the mission. Your goal is to reach the terminal inside the bunker to upgrade the Securitrons to the MK II OS. (NOTE: Caesar sent you into the bunker to destroy the bunker, this walkthrough doesn't follow the request of Caesar.) If you have a high enough science skill you can deactivate the security in the bunker so that you can make it to the terminal to upgrade the Secruitrons without having to fight your way through.

Whether you have the science skill or not, reach the terminal at the other end of the bunker and upgrade the Securitrons. If you talk to Mr. House before exiting the bunker he will simply congratulate you. Exit the bunker, surrender your equipment to the Legionary at the door, return to the raft that you came on to get to the fort, tell the Legionary there that you are ready to return to Cottonwood Cove and take the raft back. The game will give you a message informing you that your equipment was returned to you on the raft. You will notice that you still have the Platinum chip in your possession. Next head back to the Luck 38 and talk to Mr. House to begin part three of the quest.

Part Three
You must make your way to Nellis Airforce Base and befriend the Boomers. Getting access to Nellis AFB is the hardest part, as you must dodge numerous artillery shells, which do a substantial amount of damage. You will then be allowed to enter Nellis AFB and you must complete quests to earn fame from the Boomers. Once you have earned the status of Accepted, this portion of the quest will be complete.

Part Four
Mr. House asks you to find out why the Omertas have been so silent lately. Keep in mind that if you complete the Quest The House Always Wins: IV You will fail both Beware The Wrath Of Ceaser! and Don't Tread on the Bear! quests. This means you will no longer be able to get missions from the NCR or from Caesar’s Legion You first need to go to the Gomorrah Hotel and talk to the receptionist.

Part Five
You must go to Hidden Valley and enter the bunker. If you have not interacted with the Brotherhood of Steel, 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. After you have gained the Brotherhood's trust, you can enter their bunker. Once you have entered the bunker, you need to steal 3 keycards from 3 main personel in order to get the password for the self-destruct sequence. It is suggested that you save before stealing from each character in order to avoid killing for the keycard if they catch you stealing. Go to the terminal adjacent to the self-destruct terminal and obtain the password using the keycards. After obtaining all of the keycards and activating the self-destruct sequence, you will become a villian in the eyes of the Brotherhood. While fighting your way to the exit, kill the guards protecting the Elder and steal the key so that you are able to leave the bunker. If you do not steal the key, you must lockpick a door (Lockpick 100). After leaving the bunker, the bunker will explode and you must return to Mr. House.

Part Six
You must protect President Kimball from an assassination attempt. Start by proceeding to Hoover Dam and talk to the Ranger in charge. The game then forces you to wait until the next day. After talking to the ranger again he will explain the plan of the day. The quickest way to do this quest is to follow the Ranger to the observation deck, then tell the Ranger that you are ready and a helicopter will land above you. Next, go up the ladder on the side and wait until you see an engineer. After he passes, examine the helicopter and you will see that there is a bomb- if you have 50+ Repair or Explosives disarm it, but if not then you can also pickpocket that engineer and get a detonator. Talk to the Ranger once more and tell him about the bomb. The president is then rushed to the chopper and quest is completed. (Someone please reword what i am now about to type, im not good at english) However if you are not on good terms with the NCR, Mr.House gives you the task to go to the El Dorado Substation to install an override module (ignore this on the last stage, i edited the wrong one)

Journal entries
Part I

Part II

Part III

Part IV

Part V

Part VI

Part VII

Bugs

 * 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 earlier in game while exploring. Possibly related to Still in the Dark Questline or be entirely related to Vault 11.Confirmed on PC Also confirmed on Xbox and PS3 as well.
 * If you are enemies (shunned) with the NCR, when turning in The House Always Wins V, you will automatically fail The House Always Wins VI (I'd say this is better because you skip and go to VII, and completion still gives you an achievement/trophy so you dont have to spend extra time with an extra quest)
 * After eliminating the Omertas from the equation, when you go back to Mr. House to tell him the Omertas are gone, the only dialog options to come up are the ones telling you to go and deal with the Omertas, and you can not finish the quest.
 * Sometimes your platinum chip will disappear, leaving you having to kill Mr. house.
 * If you tell the ranger about the brotherhood they will attack you, and leave you with no way to complete the quest without a level 100 lock pick skill.