For the Republic, Part 2

For the Republic, Part 2 is a main quest in Fallout: New Vegas.

Detailed walkthrough
After completing the first two NCR quests, (Things That Go Boom and Kings' Gambit), head to Hoover Dam and talk to Colonel Moore.

The Great Khans
The Great Khans are a group of violent and tough raiders that have a grudge against the NCR. The Courier can get them to cooperate by simply offering a truce to them.

Colonel Moore will ask the Courier to destroy the Great Khans. One may accept the task, or reject it and take a more diplomatic approach.

Following this conversation, travel to the Great Khans' base in Red Rock Canyon then enter the Great Khan longhouse, which is up a cliff on the right, and is the only non-tent building.

From here one can attack Papa Khan in the longhouse. The other Khans present will become hostile. The Courier must then kill at least 15 other Great Khans to complete the quest.

Alternatively, complete Oh My Papa (this option is not available if you completed Oh My Papa before starting For the Republic, Part 2; see Notes). Speak to Papa Khan in the longhouse, then talk to Regis, who is sitting next to him. After speaking to him inside the building, go outside, and he will accost the player character, telling them that if they can convince influential members of the Great Khans to break the alliance with Caesar, they may convince Papa Khan to do so. Accepting his offer begins the quest. Another resolution to Oh My Papa involves assassinating Papa Khan. The player character will need to talk to Colonel Moore first before doing this.

After either killing all the Khans or completing Oh My Papa, return to Colonel Moore and inform her that the Khans are either destroyed, moving out of the Mojave, planning a suicide mission during the final battle, or willing to ally with the NCR.

If the Great Khans agree to help the NCR and one has not spoken to Colonel Moore about it, then the Khans and NCR may fight each other.

Completing this portion of the quest will earn the Courier Legion infamy, although possibly not enough to be demoted to shunned status. It will also initiate the quest Beware the Wrath of Caesar!.

The Omertas
This portion of the quest leads the player character through How Little We Know, Colonel Moore will inform the Courier about the Omertas and sends them to find out why they have been so silent lately. (If the player character is traveling with a companion and they bring them into Gomorrah or leave them outside, they will lose the weapons carried after exiting)

Cachino
Secretary Liza O'Malley at the NCR Embassy will direct the player character to see the Gomorrah receptionist. From here, one must speak to the receptionist, then to Cachino. After speaking with him, the Courier must find information to use against him.

Cachino's journal can be pickpocketed from him with a high-enough Sneak (or using a Stealth Boy). The journal can also be taken from Cachino's desk in his room in the Gomorrah suites. By talking to the receptionist, one may obtain a key to Cachino's room for a fee of 300 caps, free with a Strength check of 8, or 200 caps with a Barter check of 55.

Confront Cachino about the journal's contents. He will tell the Courier information about the Omertas and recommend that they speak to Troike or Clanden. By passing a Barter check of 60, one can convince Cachino to pay 200 caps. (The player character can tell Cachino to pay 100 caps in addition, afterward.)

If the first leg of the quest is bypassed (by talking to secretary Liza O'Malley) and speaks to the receptionist directly, a bug may be introduced making it impossible to complete this quest. However, this can be countered by killing Clanden, or by talking to Colonel Moore who will ask about the Courier's progress with the Omertas. Finding out what Clanden specializes in is a non optional objective after talking to Cachino, killing him fails the quest How Little We Know but allows this quest to progress.

Troike
Speak to Troike and mention Cachino. From here convince Troike to help take down the Omertas. If the player character can pass a 80 Speech, he 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, Big Sal can be convinced to settle the debt. Another option is to go to Big Sal's office in the Zoara Club and hack either the terminal, or pick the lock on the safe. The password to Big Sal's terminal can be pickpocketed from him.

Eventually, Troike will suggest using thermite to destroy the Omertas' weapons cache. By passing a Speech check of 70, the Courier can convince Troike to plant the thermite. He will succeed, but he is caught by the Omertas and is killed, otherwise Troike will give the thermite to the player character to plant themselves. The thermite is ignited using the detonator on the wall near the door to the weapons cache.

Once this has been done, return to Cachino to report the destruction of the weapons.

The Bosses
The Courier will now be informed that they will have to "deal with" the bosses of Gomorrah. By passing a Speech check of 80, the player character can convince Cachino to take care of the bosses himself, otherwise, the player character will be supplied a sawed-off shotgun to aid Cachino in a battle against the bosses.

Alternatively, by passing a Speech check and then lying, the player can convince the bosses to attack each other. Once the bosses have been dealt with, return to Moore.

Mr. House
Colonel Moore will advise the Courier that she wants Mr. House out of the picture.

Return to Lucky 38 and take the elevator to the penthouse level, then use a terminal to the left of Mr. House to open the antechamber. To do this the player character will need 75 Science, the Lucky 38 VIP keycard (which can be found on Chief Hanlon's desk in Camp Golf or in H&H Tools Factory), or the platinum chip. Doing so will result in all the Securitrons in Mr. House's suite becoming hostile. Upon completing this task will cause the quest The House Always Wins to fail. However, if The House Always Wins II or beyond has been completed, then one elects to kill Mr. House for the sake of the For the Republic questline, Do not interact with Jane or Mr. House himself at any point before opening the antechamber door. Otherwise, NCR Infamy will be awarded. This can potentially cause For the Republic and Don't Tread on the Bear to fail. If the player character is fast enough they don't need to deal with the Securitrons. Also, once inside the antechamber, the terminal at the back on the right will allow one to perform a Security Override rendering the securitrons non-hostile.

Enter the antechamber, and activate the terminal near the elevator to unlock the elevator to the control room. Activate the terminal in the control room, and choose to "Unseal LS chamber" to expose Mr. House's body. 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!, and all options result in Negative Karma:
 * Disable Cerebral Interface: disconnect Mr. House, but keep him alive
 * Kill Mr. House (note that if the player has the Gun Runners' Arsenal add-on installed, doing this with a 9 iron or Nephi's golf driver will award 500 additional XP.)

Take the elevator back to Mr. House's suite and return to Moore at the Hoover Dam. The Courier will receive 200 XP and gain NCR fame (The securitrons will no longer attack upon returning to the penthouse).

Brotherhood of Steel
Travel to the Hidden Valley bunker at Hidden Valley. From here there are two routes, depending on the player characters reputation with the Brotherhood of Steel.

Positive reputation with the Brotherhood

 * If Still in the Dark has been completed, the Courier stayed on good terms with the Brotherhood, and McNamara remains Elder, a truce can be signed between the Brotherhood and the NCR. Go to McNamara and tell him the NCR wants them destroyed, he will then offer a truce. Return to Colonel Moore and speak to her about the offered truce. Doing so will complete the quest and begin You'll Know It When It Happens, but will earn the player minor infamy with the NCR. This method should work if the player character has completed all main BoS quests as well. Note: If one chooses to help usurp McNamara, they will be unable to broker a treaty.

It is possible that the player character will not be able to initiate dialogue with Elder McNamara if one is in between Still in the Dark and Eyesight to the Blind. If this is the case one may need to exit the bunker and wait 2–3 days in order to be able to get any other dialogue than McNamara being "too busy to talk".

No previous reputation with the Brotherhood
If the Courier has not interacted with the Brotherhood of Steel, they must go through an orientation by convincing Dobson, a ranger in an adjacent bunker to leave, or enter the bunker with Veronica in their party. Alternatively, if one wishes to avoid going through the orientation to convince Dobson to leave, walk into the Brotherhood of Steel bunker, the doors will open. At this point, back up. As the Brotherhood of Steel member slowly walks toward the player character, it is possible to walk around the very large crates in the room and avoid talking to him. Then, walk straight down to the bunker. The Courier will still be confronted by the next knight however, but they will have all their gear and companions. Choosing to fight him will be easy if one has two companions. Here it is possible to hack the terminal, making the turrets attack the BoS. Proceed to finish the rest of the BoS and take the keycards from 3 members (Elder, Head Scribe, Head Paladin.) This will allow the player character to set the bunker to explode (the knights who were supposed to be confronted, but avoided by going around the crates will no longer be outside when escaping). Killing the first knight along with others is also an option, albeit more challenging.

Waiting until late at night will cause several Brotherhood paladins to spawn at which point a player character with even a moderately high Sneak skill can pick one of the paladins' pockets to acquire a keycard to the bunker (no Karma loss will be suffered). Putting on a Stealth Boy before talking to the paladin at the entrance will mean he initiates dialogue with the character anyway. However, refusing to hand over ones weapons will turn the Brotherhood hostile but the paladins will not see the player character upon closing dialogue so long as they are sneaking. Quickly heading down to the second level of the bunker and killing one of the Brotherhood scribes quietly will allow the Courier to use the scribe's robes as a disguise which automatically resets Brotherhood reputation to neutral. Depending on one's Sneak skill they can go on to either pickpocket or kill all non-player characters necessary for acquiring all the cards for the self-destruct sequence. this tactic becomes viable due to the fact that while the self-destruct sequence is active the Brotherhood will not fire upon the player character since they are still disguised as a scribe. Also note that certain higher up Brotherhood members (i.e. Elder) will see through the disguise regardless.


 * If Veronica is in the Courier's party, the Brotherhood will not be hostile even if the player character is dressed as an NCR member.
 * If the Ranger is warned in any way about the Brotherhood, the Brotherhood will become hostile and enter the bunker to kill the player character.
 * If reputation with the NCR is too low, Dobson will not talk to the Courier and one will either have to take all the supplies and smash the radio in the bunker that Dobson is staying in or kill him. His radio can also be rigged to explode.
 * One does not need to blow up the Brotherhood Of Steel bunker; killing the members is sufficient.

Find the keycards
After you have gained the Brotherhood's trust, you can enter their bunker. Once you have access to the bunker, you need to steal 3 keycards from 3 main personnel (Elder, Head Scribe and Head Paladin) 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 (Or Head Paladin Ramos based on your choices) and Head Scribe Taggart. Head right, where you can find McNamara, who is the easiest to steal from. His keycard can be stolen when 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 working on his computer. Crouch, wait until you are hidden and then steal his keycard. 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 Stealth Boy 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. If Cassidy is your follower then she will talk to the girl in the room, when she is distracted you can swipe his card. However, if all cards aren't collected, access may be denied.

If you are unable or do not want to waste time pickpocketing the cards and your Science skill is very high you can hack the Very Hard terminal to start the self-destruct sequence.

Activate the self-destruct sequence
Once you have all keycards, return to the room where Lars 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. After activating the self-destruct sequence with the password, you will instantly gain a Vilified reputation with the Brotherhood. It is always good to have Stealth Boys keyed to a fast action slot, but you may not have to do too much fighting to get out if you set charges of C-4 along your escape route. Before beginning 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 pick the lock on the final door which requires a Lockpick skill of 100. Now begin the sequence and make your way to L1.

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.

Alternative
Alternatively, you can kill everyone inside the bunker, after which you will get the message that the quest is complete. An easy way to clear level one is to go to the office on the left and kill Paladin Ramos. Then with a Science skill of 75 or more, hack the computer on the wall and set the turrets to attack registered Brotherhood personnel. This will take care of almost all of the people on level one. Continue to level two and finish off the rest.

It is possible to only kill the named characters in the bunker to complete this quest.

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 Veteran Rangers, NCR will shoot at you (even with "full access"). Your options are as follows:


 * 1) Stay near the back until a suspicious character dressed as an NCR engineer enters the area, then crouch behind him. Here you have the option to pickpocket him and see that he has a failsafe explosive device. The player has the option to then take the device back to Grant. Once this is done Grant will tell you that his rangers will deal with him, however when the rangers approach the man, he pulls out a combat knife and immediately kills one, causing panic (if you ask Grant additional questions, prior to going outside and waiting for the president, you can have Grant give you full access which allows you to go to the helicopter pad and draw and even use your weapon. You only need to be "Liked" or better by the NCR prior for this to work). If you leave this man alone during the speech, Legion snipers will kill the ranger stationed in the first tower (the one behind the president), and attempt to assassinate the president. Kill them and use the radio to inform Grant about the attempt, he will then call off the speech. As the president is being evacuated he will be attacked by a Legion member disguised as an NCR engineer. He must be killed before he reaches the president as he can kill Kimball in a single hit.
 * 2) As the president arrives, you can persuade the guard (Speech 50) to go onto to the helipad. If you have previously been granted full access to all areas by Ranger Grant a Speech check isn't necessary. Once the Vertibird arrives, you can search it. Doing so will uncover a bomb which can be defused (Repair or Explosives skill 50). After telling Ranger Grant of this, he calls off the speech, shoots the engineer responsible for planting the bomb and gets the president back on the Vertibird. This completes the quest.
 * 3) Talk to the suspicious engineer who will stand to the left of the crowd near the sandbags. He will turn hostile and start running. By then you can shoot him.
 * 4) If Rex is a companion, then after talking to Ranger Grant go the roof to await the president's arrival. After the president lands and leaves the roof the engineer will approach the vertibird and Rex may or may not growl. Talk to the engineer before he gets to the vertibird and choose the dialogue options “My dog here doesn't like you” and “Maybe I should tell the MP's”, which turns the engineer hostile, forcing an immediate evacuation of the president and completing the mission. Alternatively, if you at least have the first rank of the Animal Friend perk you can borrow the NCR guard dog on the nearby street.
 * 5) Kill the suspicious engineer after the vertibird lands and jump down to the next level of the visitor center. The President will then fly away in the vertibird safely, leaving only the guards above hostile and everyone else remains friendly.

Bugs
Für die Republik, Teil 2 Por la República, Segunda Parte Za republikę cz. 2 За Республику, часть 2 За Республіку, частина 2