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This is a walkthrough for the The House Always Wins II main quest in Fallout New Vegas (FNV). See a detailed walkthrough of The House Always Wins II, list of objectives, how to unlock, best choices, rewards, as well as useful tips for completing The House Always Wins II.
◄ Previous Quest | Next Quest ▶ |
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The House Always Wins I | The House Always Wins III |
List of Contents
List of Objectives | |
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1 | Go to Cottonwood Cove. |
2 | Cross the water to The Fort. |
3 | Talk to Caesar. |
4 | Go to the Weather Monitoring Station and Talk to Mr. House. |
5 | Upgrade the Securitrons. |
6 | Report Back to Caesar. Rewards: 500 XP |
7 | Deal with Benny. ┗Only if he escaped during Ring-a Ding Ding! Rewards: Maria, Benny's Suit |
8 | Rewards: 500 XP |
It's possible that you haven't done any exploring around the southeast side of the map yet, so your closest Fast Travel point is likely going to be Nipton. Head east from there, but watch your step as it's not a clear stroll.
Straight out of Nipton, you'll encounter land mines on the main road, so veer to the side. You'll also encounter some Viper raiders to take out.
If you have Boone as your Companion, tell him to Wait at this point if you want to maintain your relations with the Legion. Near Camp Searchlight, you'll encounter some Legionnaires, and Boone's presence will cause them to immediately turn hostile – killing them will hurt your reputation with the Legion.
Between Camp Searchlight and Cottonwood Cove is an area with Ghouls and heavy radiation. It's best to veer north or south of here to avoid it, as otherwise you'll collect a substantial amount of Rads. Otherwise, you can use a Rad-X before passing through the area.
Upon reaching The Fort, you'll meet a Legion Explorer. Show him the Mark of Caesar which you received when you were given the Render Unto Caesar Quest; if for some reason you don't have it, you can get through with a Speech 35 check.
Talk to Cursor Lucullus at the end and tell him you're ready to travel to reach the Fort. Note that this will restrict you from Fast Travel, so be sure you're ready before you make the trip.
At the Fort, the Guard will take your weapons. You can keep a holdout weapon, with the quality of the weapon depending on how good your Sneak stat is. If you ask what kinds of items are allowed in, you'll get the chance to use a Speech 35 check to keep your aid and medicine items.
Head up the mountain and through the gate. In the central area, go around the Arena and up the hill at the end to find Caesar's Tent. He'll give you the Platinum Chip if you don't already have it.
Within the same area, follow the map marker to find a hut called the Weather Monitoring Station with a small door on the left side. Inside, you'll regain your weapons. Interact with the Console and use the Platinum Chip to open the bunker.
Inside, you'll talk with Mr. House; to complete this Quest, you'll want to follow his instructions.
Heads up! | Upgrading the Securitrons instead of destroying them is the best choice for either the Mr. House route or the Yes Man (Independent New Vegas) route. |
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Head deeper into the Bunker, where you'll fight through Protectrons and Sentries. Go through the door immediately ahead to find a Plasma Rifle, which is highly effective on the enemies here.
Continue towards the map marker through the basement until you reach the Computer Room; be ready before you enter as the room has three Mark VI Turrets, one in each corner. Take out the first two from outside the door, then continue in to put the last one out of commission. Insert the Platinum Chip into the Console in this room to upgrade the Securitrons. This will also complete the Quest from the Yes Man route, Wild Card: You and What Army?
Fortunately, Caesar will not realize that you have betrayed him, so go back and talk to him to receive 500 XP. If Benny escaped during Ring-a Ding Ding!, you'll get a Machete and be prompted to decide his fate here.
Only if Benny escaped previously. You can fight him in the Arena in a display of sportsmanship, or choose to kill him while he's tied up and save the effort; any of these will allow you to get the Maria Unique Weapon and Benny's Suit Unique Clothing, which gives 5 points to Speech and Barter!
You can't get these from him if you let him escape, and this yields no real advantages; he won't reappear later in the game.
Leave the central area of the Fort and you'll be able to Fast Travel again. Jump back to The Strip and report back to Mr. House to unlock The House Always Wins III.
If this is your first time bringing the Platinum Chip to Mr. House, this will also complete The House Always Wins I, and you'll see the conclusion of that quest here.
If Benny died during Ring-a Ding Ding!, you'll be able to bring the Platinum Chip to Mr. House right after finishing it, which will immediately complete The House Always Wins I. From there, accept his next mission to unlock The House Always Wins II.
If Benny escaped during Ring-a Ding Ding!, you won't have the Platinum Chip. When you do go talk to Mr. House afterwards, you can accept his next mission without yet completing The House Always Wins I to receive The House Always Wins II.
Even if you detest the Legion to your soul, it's best to stay on their good side just for now.
At the point when you receive this Quest, you've been forgiven for your past affronts to the Legion, so take advantage of the truce to play nice for now, as it will be much easier to infiltrate The Fort when its residents are not hostile.
List of Rewards |
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・500 XP ・Maria, Benny's Suit (if Benny escaped during Ring-a Ding Ding!, and you kill him during this Quest) |
1 | Ain't That a Kick in the Head |
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2 | Back in the Saddle |
3 | By a Campfire on the Trail |
4 | They Went That-a-Way |
5 | Ring-a-Ding Ding! |
1 | Things That Go Boom |
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2 | King's Gambit |
3 | For the Republic Part 2 |
4 | You'll Know it When it Happens |
5 | Eureka! |
1 | The House Always Wins I |
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2 | The House Always Wins II |
3 | The House Always Wins III |
4 | The House Always Wins IV |
5 | The House Always Wins V |
6 | The House Always Wins VI |
7 | You'll Know it When it Happens |
8 | The House Always Wins VII |
9 | All or Nothing |
1 | Render Unto Caesar |
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2 | Et Tumor, Brute? |
3 | Arizona Killer |
4 | Veni, Vidi, Vici |
The House Always Wins II Walkthrough
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