For Auld Lang Syne

 is a quest in Fallout: New Vegas.

Initiating the quest
This quest is triggered by Arcade Gannon, as he realizes that his old friends from the now-defunct Enclave could make a difference in the battle for Hoover Dam. Before this quest can be started the player must have Arcade Gannon as a follower and an appropriate point in the New Vegas storyline must be reached.

It is not absolutely necessary to gain Arcade's approval to start the For Auld Lang Syne quest, but gaining it causes the quest to be offered earlier, and it is required to get the quest to start if the player is strictly following the NCR quest line.

Gaining Arcade's approval
Arcade keeps a running tally of points the player has earned by doing things he likes. To get him to offer this quest early (or at all, if the player is supporting the NCR), the player needs to earn two points, either by going places that trigger positive memories of the Enclave, flattering him, doing smart things (passing intelligence checks), or doing things that are good for the Followers of the Apocalypse. The following is a comprehensive list of events that earn "like" points for Arcade:


 * Traveling to The Fort with Arcade the first time triggers him asking why they are there.
 * 2 points for saying, "Let's just listen to him, figure out what he's up to, and get out."
 * 1 point for saying, "I just want to hear Caesar out."
 * 1 point for saying, "With how messed up New Vegas is, do you really think Caesar has nothing to offer?", followed by, "I'm just trying to be open-minded."
 * Speaking to Thomas Hildern about anything at all (any conversation that ends with Hildern saying, "Yes...Goodbye." or "Wrong turn?...") with Arcade along will cause Arcade to start a conversation afterwards about Hildern and his motives (one time).
 * 2 points for saying, "Good thing there are still people like you around."
 * 1 point for saying, "I'm sure he means well."
 * If Arcade is along during the quest That Lucky Old Sun when the player gets to the mainframe he will spontaneously suggest that the power should be directed to Fremont and Westside.
 * 1 point for saying, "Of course."
 * 1 point for saying, "Why not to the whole area equally?", then passing an intelligence check of 6, saying, "Redundancy. If Caesar takes the dam and cuts off power, it will be chaos all over New Vegas." when Arcade asks why.
 * It is not necessary for the player to do what Arcade wants; the trigger is the pre-diversion dialogue, not the action of diverting the power.
 * There are several triggers associated with the quest The White Wash:
 * 1 point for saying, "If you say so. I'm not arguing." when Arcade mentions that he's heard about Anderson, if the player visits Westside with him after having already completed The White Wash.
 * 2 points for completing The White Wash by blaming the problem on the Scorpions and letting Tom Anderson go. (The approval doesn't increase until Arcade comments on it.)
 * 1 point for completing The White Wash by getting Tom Anderson to turn himself in with a fake story about fighting over Dazzle, but letting Westside Co-op continue to have the water. (The approval doesn't increase until Arcade comments on it.)
 * 1 point for passing an intelligence check of 7, saying, "You're assuming a motive without evidence. Please be rational." when Arcade gets mad about killing Tom Anderson at the end of The White Wash. (Obviously, this only happens if the player kills Tom Anderson.)
 * 1 point for saying, "It's cleaner this way, without bringing NCR in. No connecting Anderson back to the locals." in answer to Arcade's followup question to the above, asking why the player killed Anderson.
 * Traveling to a few places in the Mojave Wasteland can trigger a comment from Arcade, but only two gain "like" points:
 * 1 point for traveling with Arcade to the Crashed Vertibird. (The approval doesn't increase until Arcade comments on it.)
 * 1 point for traveling with Arcade to REPCONN Headquarters. (The approval doesn't increase until Arcade comments on the company.)

Not every place or event that Arcade comments on represents an improvement of his approval rating of the player. For example, he will comment on the energy weapons at the Silver Rush, but this does not increase approval.

Arcade also has a running tally of "dislike" points, but they don't figure into this quest. They are only used to trigger a warning about the player's behavior, and eventually cause Arcade to leave the player permanently. See Arcade's page for more about "dislike" triggers.

Storyline triggers
The specific point in the story that will trigger the quest depends on whether Arcade has decided the player has his approval or not, and which main quest line the player moves forward with.


 * If Arcade approves of the player (at least two "like" points gained via the triggers above), he will offer the For Auld Lang Syne quest if one or more of the following triggers are met:
 * The House Always Wins, part V is active, and the player reports back to Mr. House that the Brotherhood of Steel bunker has been wiped out.
 * Wild Card: Change in Management is active and the player installs Yes Man into the Lucky 38 mainframe.
 * For the Republic, Part 2 is active and the player reports back to Colonel Moore that Mr. House has been killed or disconnected from his mainframe.
 * Even if the player has not accumulated two "like" points, Arcade will still offer the quest after either of the following triggers:
 * Wild Card: Finishing Touches is active and the player installs the override chip in the El Dorado Substation.
 * The House Always Wins, part VII is active and the player reports back to Mr. House that the override module has been placed on the El Dorado Substation.

Arcade will not offer this quest in response to any Caesar's Legion quest, though some actions (like installing the override chip at El Dorado Substation) will advance multiple main quests simultaneously, so it is possible to trigger the quest while still doing work for Caesar. If the player convinces the Remnants to fight for Caesar, however, or travels to the Legate's Camp to start the assault on Hoover Dam, Arcade will quit.

Walkthrough
When the quest triggers, Arcade will approach the player and ask if they can spare a moment to talk. If the player answers in the affirmative, an extended conversation ensues, and eventually Arcade tells the player that he'd like them to help him convince some of his old Enclave buddies to help the NCR fend off Caesar's Legion at Hoover Dam. If the player agrees, the quest begins.

Recruiting the remnants
The player must recruit five old members of the Enclave, known as the "Remnants," to come to a meeting to discuss the battle at Hoover Dam. If any of the five is already dead, the quest cannot be completed.

The five are:


 * Doctor Henry, found in the main building at Jacobstown
 * Guess Who I Saw Today will need to be completed before Henry will agree.
 * Cannibal Johnson, found in Cannibal Johnson's Cave
 * Judah Kreger found in Westside
 * Orion Moreno found in a house near the NCR Sharecropper Farms
 * Daisy Whitman found in or near her hotel room in Novac

Each of them has a conversation tree and some will raise objections, but all can be convinced to come. Each of them will give the player a single word of the five-word pass phrase that opens the Remnant's Bunker, where the meeting will be held.

Important note: After asking each of the remnants member to join, the player should wait for Arcade to approach the player and make a comment about each one, in order to set the quest flags properly. For each of the five recruits, the player can give one of two responses: a response that talks about how people can't shake their past, or a response that suggest that people should let go of the past, which helps Arcade make a decision later in the quest. If most of the responses suggest that people should let go of the past and forge a new future, he will be inclined to stay with the Followers of the Apocalypse and not fight at Hoover Dam, and if most of the responses suggest that people can't change who they are, he will be inclined to join the fight.

Meetup at the bunker
Once all five of the remnants are convinced, the player must go meet with them at the Remnant's Bunker. The five words given to the player make a phrase that will open the main door.

Upon entering the bunker, the player must head to the briefing room in the back and talk to Judah Kreger. He will ask whether the player wants them to aid the NCR or Caesar's Legion. If the player is siding with Mr. House or angling for an independent New Vegas, then siding with the NCR for the battle of Hoover Dam is the right choice.

Siding with the NCR
If the player chooses to ask them to side with the NCR, Orion Moreno leaves the room. He can be found just outside the briefing room in the hangar. He will talk about his hatred of the NCR and refuse to fight for them. If the player has a speech skill of 80 or a large amount of NCR infamy, Orion can be convinced to participate in the attack, but otherwise he will attack the player and must be killed.

The player can then return to the briefing room. Judah will tell you to talk to Daisy for Power Armor training. She will give the player her power armor, as she says it makes the cockpit too crowded if she's wearing it.

Siding with the Legion
If the player asks them to side with the Legion, Cannibal Johnson will leave and there is no way to convince him to stay. The player can then talk to Orion Moreno for training in Power Armor. Moreno will give the player Johnson's suit since he he won't be using it.

Wrapping things up
Judah will ask the player to leave while they plan their attack. The player will receive 500 xp and the quest completes.

If the player convinced the remnants to fight for the Legion, Arcade will approach the player and accuse him of being crazy and/or sociopathic and leave permanently.

If the player convinced the remnants to fight for the NCR, Arcade approaches the player and asks if the player thinks he should join the remnants in the battle for Hoover Dam. The player can suggest a path, but if that path contradicts the implications of the responses given earlier during the five post-recruiting conversations, the player must pass a speech check of 80 to convince Arcade to choose a different path.

Arcade will then tell the player that there's something he has to do, and he will give the player all the stuff he is carrying for them and run off. A short time later, he will come back with the Gannon family Tesla armor. If he plans to fight at Hoover Dam he will be wearing it and tell the player that he can't turn his back on his family and his past. If he plans to go back to the Followers he will give the player the armor and tell the player to use it well during the fight. Either way, he will then go away and will be non-recruitable for the rest of the game. If he chose to fight, he will be at the dam along with the rest of the remnants, fighting for the NCR.

Bugs

 * If you complete this quest after getting the Brotherhood to assist either the NCR or the Legion, the Brotherhood will not show up to the final battle. (Happened on the 360)
 * If the player is given a set of Remnant Power Armor and Helmet from Daisy Whitman and already has another set in their inventory, the game cannot recognize the sets as being different. This causes them to appear as one set in the player's inventory, but you can drop or store them twice, because you actually have two sets.


 * The ripper is Arcade's default melee weapon. A similar bug can occur when entering casinos on the strip and having all weapons removed; sometimes a weapon your follower was using will be placed in your inventory. In this case your followers weapon can be dropped, but not picked up again. It will appear as, "Steal _____" with no item name given.


 * Player is unable to leave the briefing room (door is locked and requires a key) after using speech skill to convince Orion Moreno to stay. One work around is to pickpocket the lock down code from Orion Moreno. Another work around is to kill all the remnants. They will not show up at Hoover Dam but Arcade Gannon will not be hostile.


 * Player is unable to leave briefing room after killing Orion Moreno due to the key being removed from inventory upon quest completion. No other NPCs in the room have a key, and the only option is to reload a save. the Remnants will still help you during the final battle, but the quest will never be completed. Alternatively if you do not mind failing the quest and are stuck due to this glitch you can get out of the room by shooting at them as soon as you reload into the room. This will make them hostile towards you and let you keep the key. Choose this route if you did not save in a long time but don't want to loose hours of work.


 * After completing the quest, Gannon will ask whether he should stay with the Enclave Remnants or return to the Followers of the Apocalypse, but the player will be unable to answer. The player then will be unable to open Gannon's follower wheel(Note:this can be fixed by dismissing him as a follower then recruiting him back and before you do that, pickpocket him for the stuff you gave him since when you try trading with it, it won't show up in the trading screen.)
 * This is due to a counting 'error' done by the game which determines whether you would like Arcade to be more Pro-Remnant-like or Pro-Follower-like. This counter is started by the dialogues initiated by Arcade when calling each one of the former Remnants to the meeting. Every one of the Dialogue options in those conversations counts towards either the Followers or the Enclave. To get his dialogue after leaving the bunker however you will need to have at least 3 points for either one of them. However it is possible to miss one of the conversations by fast-traveling immediately because Arcade will not follow you right away, making it possible to skip his dialogue and talk to the next Remnant without talking to Arcade first. This can either be fixed through the G.E.C.K. tool by changing the number of points necessary to become able to answer him or through the console by typing: set "16117f".nProFollowersCount (if you want him to stay with the Followers) OR nProEnclaveCount to 3(at least!!). The second option however will deactivate all Trophies/Achievements.
 * Player is unable to start quest, despite having exchanged dialogue with Arcade that should allow the quest to begin. The quest does not appear in the pip boy quest list. [have you progressed far enough down the main story line to unlock it yet?](Console command: "setstage 00157e60 10" activates the quest.). If all other suggested options fail or are unavailable you can also talk to Colonel Moore during the For the Republic, Part 2 quest. This has caused Gannon to initiate the quest.


 * Gannon will leave your companionship, and there will be no dialogue to recruit him back. This is bug has been documented with Gannon outside of the quest, firing ED-E or Rex may restore the dialogue to hire him in some cases.
 * It is likely a bug and a quirk of Gannon's personality. Gannon makes no secret of his dislike for ED-E in conversation, it is likely he refuses to join you while ED-E is a companion purposely. The fact that the effect extends to Rex is likely a bug.


 * Gannon will not give the dialogue for activating the quest no matter how many of the locations have been visited, making the quest impossible to start. ist. [have you progressed far enough down the main story line to unlock it yet?] If this happens and you are playing on the PC you may open the console click on Gannon to select him, then type AddScriptPackage 166d95. This will cause him to immediately approach you and give the quest.Or use ( setstage 00157e60 10 ) this will start the quest immediately.
 * Sometimes, Gannon might randomly give you the quest dialogue days after gaining trust with him. So, if you have this problem I recommend doing some other quests and waiting a few days. He might talk to you.


 * The dialogue will be short with Arcade Gannon after settling the task with Orion. There is no fix for this. The bug also makes it so that you cannot get Gannon's Tesla Armor upon existing the Bunker.


 * Upon entering the Remnant's Bunker, Daisy Whitman will randomly die, causing the mission to fail.


 * Doctor Henry will only agree to go to the Remnants reunion after completing his research on Nightkin, sometimes after handing in the chewed stealth boy and telling Lily to help, he will never use the Stealth Boy MK II on Lily. Thus making his research incomplete and making it impossible to get him to go to the Reunion. (Doctor Henry started his research after "Nothing But a Hound Dog" was completed) (ps3)


 * When the Enclave Remnant appear during the fight at the Hoover Dam, if the player is sided with Mr. House or Yes-Man, the Remnant will be hostile. [not a bug. you only have options to tell the Remnants to support the NCR or Caesar, not for yourself. obviously they are going to attack you]
 * The Remnants will not go hostile if you asked them to assist the NCR and if you got the control rooms guards to leave using a speech check, as they will not know about you installing the override module into the Hoover Dam computers.


 * If you are already wearing world looted remnant armor when you talk to Daisy to get her's then it will not spawn in your inventory.


 * When the Enclave remnants appear at Hoover Dam, Orion Moreno will be begin slowly walking towards the visitor's center rather than follow you, and a 2nd Doctor Henry will join you, wearing the Wasteland Doctor Outfit. The reason for this is unknown.


 * When Arcade Gannon joins the remnants he will get his Tesla Armor after you talk to the remnants he was near the ladder when spoke to he walked through the ladder and disappeared he was later found in the debriefing room but he was glitching into the room ( he was flickering in and out) unable to speak to him but if you open pip boy or vats him he returns you can talk to him but he always goes through the door and then glitches again.


 * When you leave the Remnant's Bunker, Arcade Gannon won't ask you about your opinion about his role in the fight, but simple just keep following you, still making him your companion, and making it impossible to obtain the Tesla armor.


 * When leaving the bunker, Gannon may enter a passive state in which he will not initiate the conversation about his role in the fight. He will also not engage in combat and activating him results in dialog instead of opening the companion wheel.  Choosing dialog options to give commands, with the exception of dismissing him, will trigger the appropriate verbal response but will not result in any action on his part.  This means that while he can be sent back to the Old Mormon Fort, his inventory becomes inaccessible and you cannot retrieve anything weapons or armor he was carrying.  Upon returning to the Old Mormon Fort  he will not offer the option to rejoin you.
 * A possible partial fix is to take Gannon and back to the Lucky 38 (or the Old Mormon Fort but I haven't confirmed that). Once you are there dismiss your non-humanoid companion (Rex or ED-E) and then dismiss Gannon.  You should then be able to recruit Gannon once again as a normal follower. Though he still may not initiate the dialog regarding his role in the battle, he should at least give you access to the companion wheel again.  (tested on 360)

On PS3 if ED-E just disappears permanently, after you sent him back to Lucky 38 or Primm and if you can't find him anymore, Sometimes when you try to get Arcade to rejoin you, there won't be an option in the dialog to do so. Sometimes asking Rex or ED-E to leave the party can fix this, and you can have them join up after, but if ED-E is gone then you cannot initiate the quest.


 * After the quest was semi-finished (needing only to step out the door to complete) and Arcade abandoned as a companion, he may be seen randomly fading out as he walks towards the door, after completely fading out, he simply "re-spawns" at the table, and repeats his fading process infinitely. At this point, he can be killed and his armor looted with no Karma or Faction penalty, nor will the remnants become hostile. (This was done with subsequent VATS shots to the head using the Marksman Carbine, AP rounds. When he reappeared at the table his health did not respawn). Killing him will, however, forfeit the quest, but not the 500xp Reward (this is instantly earnt upon leaving the room).

Behind the scenes

 * The name of this quest is in Auld Scots. The translation of this quest is "For Old Times' Sake"
 * The name of the quest may relate to the 1788 poem by the same name, written by Robert Burns, the lyrics seemingly relate to the remnants situation. The lyrics can be read here