To leave The Fort with the Platinum Chip, advance Render Unto Caesar through the Fort objective until Caesar gives the chip back, then take the boat from The Fort to Cottonwood Cove. If you want to leave before completing the objective, there is a hostile workaround—but killing the exit Legionaries fails the Legion quest.
How to leave The Fort with the chip the normal way
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Continue Render Unto Caesar through its Fort objective. If the gate guard took your Platinum Chip when you entered, the quest progression is what gets it returned to you.
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Once you have the chip back, travel to the boat connection and take the boat from The Fort to Cottonwood Cove. Cottonwood Cove is the route between the two locations. See the Render Unto Caesar quest reference and GameSpot’s Fallout: New Vegas walkthrough.
Can you leave before opening the vault?
A quest reference describes an early-exit workaround: kill the Legionaries at The Fort’s exit. This lets you leave before opening the vault, but it fails the Legion quest. Killing the ferryman, Cursor Lucullus or the other ferryman, can also earn Legion infamy, so avoid attacking him if you want to avoid that consequence. The normal route—completing the objective that leads into the weather-station vault and getting the chip back—avoids that early-exit cost. Fallout Wiki’s Platinum chip reference
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- Not even nuclear fallout could slow the hustle of Sin City. Explore the vast expanses of the desert wastelands
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- With double the amount of weapons found in Fallout 3
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What can make the Legion hostile?
Bringing Boone to Cottonwood Cove
If Boone is active at Cottonwood Cove, he attacks Legionaries and can turn Legion forces at the Cove and The Fort hostile. Leave him behind before traveling there if you want to avoid that trigger. The available reference specifies Boone; it does not establish that every companion behaves the same way. Fallout Wiki’s The Fort reference
Killing Benny in Caesar’s tent
Killing Benny in the tent beside Caesar’s throne turns the Legion hostile immediately, according to the The House Always Wins II quest reference. Fallout Wiki’s The House Always Wins II reference
Quick Recap
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- Beyond the Wasteland: The world of New Vegas is more expansive than ever. Each new distinct area presents a fresh set of branching-quests, remarkable personalities and more chances to play the Savior or the Pariah to the natives of New Vegas.
- Dead Money: Lured into a trap masquerading as the Sierra Madre Casino, you are thrown into a high stakes game where you'll have to work with three other lost souls if you want to survive.
- Honest Hearts: An expedition into Utah's Zion National Park goes horribly wrong and you become embroiled in a war between tribes and put into a conflict between a New Canaanite missionary and the mysterious Burning Man.
- Old World Blues: Transported to the Big MT research crater, you are enlisted by the Think Tank to save them from their own science experiments that have gone horribly out of control.
- Lonesome Road: Ulysses, the original Courier Six, contacts you and promises to answer why he refused to deliver the Platinum Chip at the start of Fallout: New Vegas, but only if you make one last journey into the treacherous canyons of the Divide.
Rank #2
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- New Systems : Enjoy new additions to Fallout: Special melee combat moves have been added to bring new meaning to the phrase "up close and personal"
- An Arsenal of Shiny New Guns : With double the amount of weapons found in Fallout 3, you'll have more than enough new and exciting ways to deal with the threats of the wasteland and the locals
- Let it Ride : In a huge, open world with unlimited options you can see the sights, choose sides, or go it alone. Peacemaker or Hard Case, House Rules, or the Wild Card, it's all in how you play the game
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