You finished The Legion Path. This picks up at Act II and goes to the end.
~4 min read
Act II · 2281 · playing as Courier
The Mr. House Path
In this chapterMr. House upgrades his Securitrons with the Platinum Chip and sends the Courier to The Fort to wake the dormant Securitron army.
Mr. House uses the chip to upgrade his Securitrons and sends the Courier to the Fort to retrieve the dormant Securitron army hidden there. The Courier must handle House's enemies, from the Brotherhood of Steel to the Omertas, and keep Kimball safe from the Legion.
With the army ready, the Courier installs an override at the El Dorado substation and later at Hoover Dam, giving House the control he needs to win the battle.
House's path is the plan of a man who believes he has solved the problem of the Mojave. His Securitron army is a deterrent that makes New Vegas independent of both the NCR and the Legion. His vision is cold, but it promises stability and prosperity.
The Courier acts as House's agent, and the loyalty is a transaction. House gives resources and the Courier gives results. The relationship is revealing because the Courier can see House's flaws and still choose to serve him. House's ending is controversial because it makes a private ruler the guardian of the region. The Courier must decide whether a benevolent dictator is better than a democracy or an empire.
What unfolds
House has the Courier handle the Boomers, the Omertas and the Brotherhood of Steel, and protect President Kimball from the Legion.
The Courier installs an override chip at El Dorado substation to give the Lucky 38 its own power.
House sends the Courier to Hoover Dam to install a module that lets him control the Dam's power output.
Act II · 2281 · playing as Courier
The Wild Card: Yes Man
In this chapterYes Man, Benny's Securitron, offers the Courier an independent path in which no faction controls the Mojave.
The independent path begins with Yes Man, a cheerful and servile Securitron. He explains that the Courier can control New Vegas without serving any faction, if they can remove House and gain control of the Securitrons. The Courier must visit the Fort, win over the Securitron army and prepare for a battle against all sides. Yes Man provides information and tools, but the Courier must do the work.
The Wild Card path appeals to players who distrust all factions. It offers freedom, but it requires diplomacy and force. The Courier cannot hide behind a banner; they must persuade or defeat everyone.
Yes Man's personality adds humour to a heavy storyline. He is an AI who agrees with everything, and his lack of moral guidance leaves the Courier as the only real decision-maker. It is a statement about the burden of choice. The independent ending is the riskiest. New Vegas has no ally and no guarantee of survival, but it has autonomy. The epilogue leaves the question open.
What unfolds
The Courier reactivates Yes Man and travels to the Lucky 38 to take control of the Strip.
The Courier must build a Securitron army and persuade or defeat the NCR, the Legion and House.
At Hoover Dam the Courier uses the Securitron army to defeat all three armies and keep the Dam independent.
Act III · 2281 · playing as Courier
The Second Battle of Hoover Dam
In this chapterAt Hoover Dam General Oliver greets the Courier, the Legion attacks through the intake tunnels and the Boomers, the Khans, the Brotherhood and the Enclave Remnants appear as allies.
The battle brings all of the Courier's choices to a head. The NCR defends the Dam, the Legion attacks through the intake tunnels, and allied factions arrive depending on earlier quests. The Boomers conduct bombing runs, the Khans and Brotherhood add firepower and the Enclave Remnants arrive by Vertibird.
The Courier fights to the Legate's camp and confronts Lanius, or to the NCR's command and General Oliver. The result depends on the path: NCR victory, Legion victory, House's Securitrons or an independent New Vegas.
The battle is a test of the Courier's earlier work. The more allies the Courier gained, the stronger their side, and the quests that seemed side missions become decisive. It is a rare example of a payoff that depends on 40 hours of play.
Each ending has a distinctive tone. The NCR ending is hopeful but bureaucratic; the Legion ending is brutal and ordered; House's ending is polished and cold; the independent ending is uncertain and free. The ending slides summarise the consequences for every faction and settlement. They are as important as the battle itself, because they show the long-term effects of the Courier's decisions on towns such as Novac and Freeside.
What unfolds
In the Legion version, Legate Lanius briefs the Courier, and the Courier helps the Legion capture the Dam and confronts General Oliver.
In the House version, the Courier installs the override at the Dam, awakens the Securitrons and confronts Lanius.
Depending on the Courier's choices, the NCR, the Legion, House or an independent New Vegas controls the Mojave after the battle.