For the Republic, Part 2

 is a quest in Fallout: New Vegas

Detailed walkthrough
After completing the first two quests, head to the Hoover Dam and talk to Moore.

Part 1
She will have you head to The Great Khans base in Red Rock Canyon. Head into the building with the marker and you will find the leader. Talk to him and you will learn that they have an alliance with Caesar's Legion. Your orders were to kill them if no alliance could be made,so either go into V.A.T.S. mode and take out as many of them as you can or walk outside and speak you will be greeted by Regis who after talking with him will give you the quest,"Oh My Papa". They are relatively weak so it will not be that hard. Walk out and fast travel to the dam and report to the Colonel. It might be possible to become allies with the Great Khans if you improve relations before this mission.

One way to have the Great Khans ally with NCR is to take out Papa Khan silently (with a silenced sniper rifle while sneaking, for instance, making sure that the Great Khans do not become hostile), and then talk to Regis about it. Any easy way to do this is by picking the lock to his room (Hard Lockpick) and using a Stealth Boy while Papa Khan is sleeping. Mr. Sandman may work as well in this way. This was successfully done after finishing Oh My Papa, after selecting the second Speech option (which talks about how the Khans are ghosts and martyrs.) Verification is necessary for the different options.Also works with the first speech option too.

Now Go back to Colonel Moore at Hoover Dam.

Part 2
Colonel Moore will inform you about the Omertas and send you to find out why they have been so silent lately. Talk to the secretary (Liza O'Malley) at the NCR Embassy and she will direct you to Gommorrah's receptionist. After talking to the receptionist, go talk to Cachino and wait until he walks away. You can either crouch, activate a Stealth Boy, and pickpocket his journal from him or go to his room and take it from his desk. Confront him about it and find out the information needed. Head to Troike and then talk about Cachino and then lie to him. (This will cause a loss of karma) He talks about thermite and have him put it with the weapons. Exit the casino and re-enter and talk to Cachino. You find out that he got caught and told the bosses your name. Talk Cachino into killing them during the meeting. Follow him and you will be given a sawed-off shotgun. Whichever way suits you, make sure the bosses are dead. Return to Moore.


 * Keep in mind that if you start this part of the quest, you will fail Beware the Wrath of Caesar!, Render Unto Caesar, I Hear You Knocking, Caesar's Hire and Caesar's Favor.
 * This part of the quest can be avoided if you have previousily killed the Omerta leaders in another quest.
 * If you have already aided the Omertas with their plan, there is a speech check to lie to Moore and tell her that the Omertas plan to attack New Reno.

Part 3
Colonel Moore tells you that she wants Mr. House eliminated. This can be done by returning to the Lucky 38 casino and entering the penthouse level. Kill or pass the one or two Securitron's on the first level (if you don't kill them your going to need a Science skill of 75 to hack the two terminals in the penthouse) and use the elevator to go to the penthouse. There are five Securitrons in the main room of the penthouse and will all be hostile toward you if you killed the one's on the first floor. In the same area with Mr. House's big screen 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. 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 after a few words you can kill Mr. House outright, you can just disconnect him from the mainframe(with the same results as killing him, just no bad feelings), 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. If you kill him or disconnect him, head back to Moore and inform her for your next task.


 * Keep in mind that if you complete this part of the quest, you will fail The House Always Wins and The House Has Gone Bust!.

Part 4
You must go to Hidden Valley and enter the Brotherhood of Steel 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. If your reputation with the NCR is too low, the Ranger will not talk to you, so you're going to have to kill him. Make sure you get a melee weapon from one of your companions before meeting him, as you will be stripped from your weapons and companions don't carry ammo.

After you have gained the Brotherhood's trust, you can enter their bunker. Once you have acess to the bunker, you need to steal 3 keycards from 3 main personel 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 and Head Scribe Taggat. 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 destruction room, where you will also find Taggart. For Taggart, you may need a stealthboy 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.

Once you have all keycards, return to the room were Taggart is and obtain the password from the 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 become a villian in the eyes of the Brotherhood so again, it would be a good idea to pack some stealth boys. Before begining 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 lockpick the final door (Lockpick skill of 100). Now begin the sequence and make your way to L1. You should either be using a stealth boy or have alot of stimpacks, ammo and good weapons to fight your way out or even have no weapon equipped at all(run faster) and have a few stimpacks and turbo handy to make a run for the bunker exit. Your best bet is to use stealthboys to avoid combat all together. 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.

(Note) If you have already interacted with the Brotherhood and are hated or worse, a key to the bunker can be found on any dead paladin. Upon entering L1 take a left, in the room will be one opponent. Inside the room there are two terminals the one on the wall (Hard level) allows you to take control of the turrets in the base. Set the turrets to registered Brotherhood and you will only have to fight stragglers on the first floor. Completing Still in the Dark in favour of Hardin (Fallout: New Vegas) you may find that the head paladin Key Card on Paladin Ramos and the Elder Key Card on Hardin.


 * Alternatively, you can play through the quest Still in the Dark. As long as you stay on good terms with the Brotherhood, and McNamara remains Elder, a truce can be signed between the Brotherhood and the NCR. Note, however, that doing this will reduce your reputation with the NCR.

Part 5
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 black rangers, NCR will shoot at you.

Bugs

 * Sometimes the Receptionist at Gamorrah doesn't have a speech option to learn about whether or not the Omertas are dealing with the Legion. (PC)


 * If you talk to Regis about his opinion on NCR the objective "Talk to Colonel Moore about a Great Khans/NCR alliance" is added, however there is no speech option with Moore regarding this.


 * If you are working with Yes Man and do You'll Know It When It Happens quest before doing this one and choose to bring a truce between NCR and the Brotherhood it will bug out and you will not be able to complete this quest. When speaking with the Colonel she will ask if the President is safe and you will have no dialogue choices to complete the quest even though you already did it.


 * Similarly, completing the You'll Know It When It Happens quest for Mr. House will result in a bug where you can't talk to Grant to start the quest and you can't tell the Colonel that the President is safe.


 * If you already killed Cachino, this quest may not be completable. If Cachino was killed, but the mission for the bosses was not finished you can help the bosses get guns and chlorine gas. Once that is finished you need to pass a speech check with Moore convincing her that the Omertas have something planned against New Reno.

1. Enter console (press ~) 2. Click on ranger grant (his name should appear top center screen, else you have selected something else) 3. Type "disable" "enable" (no quotation marks. You might have to repeat this, first time it was instant second time twice)
 * If when order to report to ranger Grant all he says: "We've got a lot to do to prepare for the Presidents visit and not much time." And the only talk option is Bye, follow these steps:


 * If you finish the quest How Little We Know before talking to Liza O'Malley the quest will be stuck as you no longer have any dialogue options to continue the quest with Liza O'malley. You can hack her computer in order to find out you can get information from the receptionist at Gomorrah but the same thing will happen and you will not be able to continue the quest as the receptionist will have no dialouge options for you. Despite the quest not being marked completed, you will be able to turn the quest in to Colonel Moore.


 * Sometimes when you do quests for the Brotherhood and choose to help replace McNamara, you will lose the ability to interact with the self destruct computer and/or interact with McNamara and Hardin. Hardin and McNamara will tell you they are busy preparing for the case against one another very time you talk to them. Some have reported this fixing itself by doing other missions, but in other cases nothing has helped be it side missions, story missions (for other factions) or the mission involving Veronica (in which she interacts with the elder, but you still cannot do so).


 * It is possible to deal with the Brotherhood after saving President Kimball. Moore will send you to save him again, which will be impossible. Spectators will still be crouching and Ranger Grant won't talk to you. If this happens, you can use the console command "setstage 00136166 100" to finish the quest, immediately starting the Eureka! quest. Warning: This will prevent you from traveling anywhere else and start a final quest line, ending the game.


 * When dealing with Mr. House you will be given the option to kill him or remove him from the system. Sometimes when you select the option to remove him from the system you will lose karma, receive the message that he died, and he will simply sit out in the open, saying nothing. When you return to the quest giver you will still be able to say you left him alive.