Fallout: New Vegas locations project
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Fortification Hill (named The Fort in the Pip-Boy) is a vast and heavily fortified base of Caesar's Legion on the east bank of the Colorado River. Here, the Legion prepares for its second assault on the NCR at Hoover Dam. This is also the location where the platinum chip is used to install the upgrades to the Securitrons, as the Fort is built above Mr. House's secret bunker. Caesar himself is stationed here, along with his Praetorian guards and the bulk of the Legion's Mojave forces in preparation for the upcoming battle.
Layout
To reach the Fort, you must use the barge at Cottonwood Cove. However, you can not take the barge until a certain point of the game. You must either be invited when exiting The Tops after completing Ring-a-Ding-Ding!, Vulpes Inculta (or Alerio, if you have already killed Vulpes, who will comment on this) will be waiting outside, or you have to progress For the Republic, Part 2 to the part where you report to Colonel Moore that you have dealt with the Great Khans. If you have not yet been invited, the guards at the Fort may be hostile. If you travel to Cottonwood Cove with Boone he will immediately attack all legionaries on sight, causing them to turn on you. This will happen even if you have been invited.
On either side of the entrance are sleeping tents. To the north of the entrance past the tents there is a small bar. In the center of the camp are the Arena and Caesars Tent. To the Southwest, there are more tents, another bar, and the weather monitoring station, which includes Mr. House's secret bunker. Standing on top of the hill near the entrance will let you see several other tents and structures off in the distance that you are not allowed to visit.
Legion arena
The Legion Arena is a small pit made of walls of scrap metal hastily put together to form a post-apocalyptic Colosseum. Here the Courier, if male, can fight slaves to the death for the amusement of Caesar's legionaries. Females will be told they are not allowed to fight in the arena and will not have this option.
Notable loot
- When arriving at the fort, towards the North East there is a trench. Continuing along this trench until you reach the end, you will find a 500 bulk 5mm round. 500 Surplus 5.56mm round found on PS3 (19/8/12), possibly patched.
- Lupa's brain (used during Nothin' But a Hound Dog). You must kill Lupa for her brain. You may speak to Antony, who is standing beside her, to arrange an arena fight with Lupa. Alternatively, you may attack Lupa where she stands, but it will turn everyone at the camp hostile. Lupa's brain increases Rex's DT by 10.
- Caesar's armor, on Caesar.
- Assuming he hasn't yet been killed by the player, Benny will have his suit and Maria, a unique 9mm pistol.
Related quests
- Render Unto Caesar
- The House Always Wins
- I Hear You Knocking
- I Put a Spell on You
- The Finger of Suspicion
- Wild Card: You and What Army?
- A Trusted Aide
- Powder to the People
- Saving (or Savaging) Sergeant Teddy
- Laurifer Gladiator
- Silus Treatment
Notes
- You may choose to fight Benny to the death in the Arena; both of you will have machetes. He will have Maria on him when he is dead.
- The Legionary guarding the entrance to Robert House's bunker pronounces Caesar with a soft "c" sound, unlike all the other Legionaries who use a hard "k" sound.
- There is a Museum of Technology poster in the first room of the weather monitoring station.
- The location is actually far larger than the area that can be accessed by the player. From various locations throughout the camp you can see that the tents of the Legion stretch out far across the land surrounding the camp, though the gates to these areas are marked as "Inaccessible".
- If you sneak to kill the guard at the gate (the one who confiscates your weapons), your weapons will not be confiscated on subsequent visits.
- Lupa's dead body will remain in the arena.
- Attacking the training dummies with a Power Fist will cause blood to spew out of them.
- There is an NCR Trooper crucified to your left when you enter the gate.
- The Legion has a strict policy of eradicating all use of drugs and alcohol amongst their men. Despite this, Legion Officers and troops around the camp may be seen drinking beer.
Appearances
The Fort appears only in Fallout: New Vegas.
Bugs
- If Vulpes Inculta is killed after the mark is given, and then becoming vilified by the Legion before traveling to The Fort the first time, going there will result in random resets of the reputations with other factions in the game (at least on the map).
- You may not regain all your weapons upon leaving the fort, so make sure you save before you attempt to leave.
- After leaving Caesar's tent, Cursor Lucullus may have completely disappeared, making it impossible to leave the fort or retrieve your equipment. This can be fixed on PC by simply using "Prid [Ref ID]" and then "Moveto player"
- Sometimes, if you have Boone waiting outside Fortification Hill, the guard outside Caesar's tent, the dog near him and everybody inside Caesar's tent except Caesar himself will be hostile. To prevent this, you must have previously kicked Boone from your party.
- If you leave the Fort after having the platinum chip returned to you by Caesar, the guard will take the chip. If you return to the Lucky 38 and kill Mr. House (not sure if it matters, but the demonstration of the Securitron upgrades had not be initiated), the platinum chip will be added back to your inventory. Fast traveling back to the fort will initiate the same dialogue as trying to leave with the platinum chip. Choose the option to stay and they will not confiscate any of your items, leaving you fully equipped.
- Sometimes you will be randomly killed by the guards when you walk up to the tent.
- Sometimes the Praetorian Guards in Caesar's tent will randomly attack even if you have the Mark of Caesar.
- Cursor Lucullus to ask you if you are ready to leave. When you try to leave the Fort by clicking on the gate, it will not trigger
- After following Benny to the Fort and choosing the option to crucify him, upon returning to the drawbridge it is possible to see two Bennys one on the cross and another standing by it, the one standing by it can be talked to and untied, if you untie him you gain good Karma.
- There are a great many problems with corpses in the Fort. Any Ash Piles left in the Fort will respawn their inventories upon returning, as will some Non-Ash Pile corpses. Any normally killed soldiers may also spawn alive upon returning. Non-Ash Pile corpses also have a habit of vanishing not long after you've killed them, even if you don't leave the area.
- When exiting the Fort with a companion, unique weapons that where confiscated may be duplicated in the companions inventory.
- After fighting in the Arena, some machete's can be picked up but not dropped again. If you try dropping it, the message stating it is a quest item will appear. When arriving at the gate and having all your weapons taken, the machete will remain in your inventory.
- Occasionally, if you have a weapon drawn when you fast travel to the fort and you disarm when asked by the guard, your hands will remain in the position that they would be in for the weapon you had drawn, even though the weapon is absent. This can be fixed by pressing the reload button, which will bring up your fists. The conditions and specifics for this glitch are unknown.
- Sometimes upon entering the fort after wiping them out, a powder ganger will appear at the draw bridge. He will be hostile and wll be wearing simple powder ganger armor with a stormchaser hat.
- If you kill everyone in the fort (not counting slaves or children) every time you re-enter, the dead bodies will respawn, dead, in the same spot you killed them but with new items on their inventories.
- The area in and around the Fort may be extremely choppy when you first arrive there.
- You can drop any weapons or chems you don't want confiscated if you bring up your pipboy as soon as the area is loaded. The guard will confiscate your equipment after you close your pipboy. Then you can pick up the gear you dropped and use it in the fort.
- [verification overdue] You can escape from the regular area of the map by jumping around the wall at the corner to the trench next to the trader near the entrance to the fort.
Gallery
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