For Auld Lang Syne

For Auld Lang Syne is a side quest in Fallout: New Vegas.

Initiating the quest
This quest is initiated by Arcade Gannon, when he realizes that his old friends from the now-defunct Enclave could make a difference in the second battle for Hoover Dam.

The quest is triggered by having Arcade as a companion, gaining his trust, and then progressing to an appropriate point in the storyline. If the player is following the main quest line for an independent New Vegas (with Yes Man), the quest will be offered even if the player has not gained Arcade's trust.

Storyline triggers
The specific point in the story that will trigger the quest varies based on whether the player has gained Arcade's approval (see the section below) and which main quest line the player has moved forward with.


 * If Arcade approves of the player (at least two "like" points gained via the methods below), he will offer the For Auld Lang Syne quest if one or more of the following conditions 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 when the following point is hit:
 * Wild Card: Finishing Touches is active and the player installs the override chip in the El Dorado Substation.

Note: Arcade will not offer this quest in response to any Caesar's Legion quest, though it is possible to work on multiple main quests simultaneously, so it is possible to trigger the quest while still doing work for Caesar. To do this, achieve an 'accepted' status from Caesar's Legion (and the NCR, if you want to prevent them from becoming an immediate enemy, but achieving a favorable reputation with Caesar's Legion is much harder) and install Yes Man. Both Don't Tread on the Bear! and Beware the Wrath of Caesar! will activate, but neither will shun you. Note that if you travel far enough along the main quest lines to offer the Boomers' help to either side, the two respective warning quests will activate, and installing Yes Man will cause you to become vilified. To avoid all repercussions, from the NCR, this means finishing the quests Render Unto Caesar through Part 2 (Kill Mr. House then report back to Caesar before installing Yes Man), The Finger of Suspicion, killing Benny in the arena, and defeating all of the competitors in the arena (all give Legion fame).

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. Even when approaching the Remnants Bunker, he will not activate the quest.

Gaining Arcade's approval
Arcade keeps a running tally of trust "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 or Mr. House), the player must 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. 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.

The following is a comprehensive list of events that earn trust "points" while traveling with Arcade as a companion. In certain situations, you earn different amounts of points depending on your dialogue response:


 * Traveling to a few places in the Mojave Wasteland with Arcade will trigger a comment and gain the player 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 into the REPCONN Headquarters building. (The approval doesn't increase until Arcade comments on the company.)
 * Traveling to The Fort with Arcade triggers a dialogue with the Courier inquiring 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 afterward 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."
 * During the quest That Lucky Old Sun, when the player gets to the mainframe, Arcade 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 7, saying, "Redundancy. If Caesar takes the dam and cuts off power, it will be chaos all over New Vegas." when Arcade asks why.
 * Note that 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 without him along.
 * 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.

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, and will be failed.

The five Enclave remnants are:


 * Doctor Henry, found in the main building at Jacobstown
 * The quest 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 his 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 Remnant members 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 (or shouldn'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 or won'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 "Dear old friends, remember Navarro" 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, although the Remnants will still be hostile during the battle.

Siding with the NCR
If the player chooses to ask them to side with the NCR, Orion Moreno leaves the room. He is found just outside the briefing room in the hangar. He will talk about his hatred of the NCR and will 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. If you did not pick up Orion's armor, Daisy will give the player her power armor, as she says it makes the cockpit too cramped if she's wearing it.

Siding with the Legion
If the player asks them to side with the Legion, Cannibal Johnson and Arcade Gannon will leave and there is no way to convince them 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 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 ends.

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

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 given earlier during the 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 gear 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 chooses to remain with the followers he will go away (not despawn) and if the player follows him, eventually end up in the Lucky 38 suite with no possible option of recruiting him again. If he chooses to fight, he will be at the dam along with the rest of the remnants, fighting for the NCR.

Exploit for keeping Arcade Gannon as a companion
It is also possible to complete For Auld Lang Syne, even in the Legion's favor, without losing Arcade as a permanent companion. Simply tell Arcade to wait at the Lucky 38 after recruiting the Remnants but before you enter the bunker. Arcade should still be waiting for you upon finishing the quest. Keep in mind, Arcade Gannon's ending will be absent when the game is complete if this is done. You will also be unable to obtain the Gannon Family Tesla Armor from Arcade by using this exploit.

Trivia

 * For Auld Lang Syne translates as "For Old Long Since" and is used as a phrase to mean 'Remembering those passed' or 'Recalling what has happened before'.

Behind the scenes

 * The name of the quest is from the poem and song "Auld Lang Syne", traditionally sung on New Year's Eve.
 * It loosely translates from Scots as "For Days Gone By", or "For Old Time's Sake".

Bugs

 * It is possible to not be able to activate the quest for some unknown reason, despite attempting all trigger options, if you're traveling with ED-E in your party get rid of him and the quest should work.
 * Even if you do not have ED-E as a companion, it is possible to not be able to activate the quest for some unknown reason despite attempting all trigger options.
 * When recruiting Whitman in the hotel room, as soon as she agrees, Arcade will despawn, but will reappear once you leave the room, allowing the player to receive the conversation affirming the checkpoint afterward
 * If the player is given a set of Remnant Power Armor and Helmet and already has another set in their inventory, they may appear as one set in the player's inventory, but can be dropped or stored twice.
 * Player may be unable to leave the briefing room at the end of the quest.
 * Solution: Pickpocket the key from Orion Moreno, if he is still alive (be sure to pickpocket the key from him AFTER he has walked back into the briefing room, or else it will be removed.)
 * Solution: Kill all the remnants. Fails the quest.
 * Solution: Reload the autosave from entering the room. Shoot at the remnants as soon as the game loads, which prevents the key from being taken. Fails the quest.
 * Solution: Convince Moreno to go back in the Briefing Room, finish the quest and then kill the remnants.
 * Solution: Unlock the door that you entered through first. Then enter the room that the Remnants are in. Shoot Judah with a low damage weapon (BB Gun) as soon as you enter the room (it is helpful to keep firing through the loading screen). The Remnants should become hostile towards you (not Arcade). This prevents Judah from taking the key. Exit the room again so you are in the room with the vertibird and wait for Judah to chase you. Quickly go into sneak mode and use a Stealth Boy, the Remnants should now be friendly again. Talk to Judah and he will take the key and complete the quest. WARNING: It is advisable to leave your companions outside of the bunker (including Arcade) as they will try to kill the Remnants when you shoot Judah.
 * Solution: If you are doing the mission for the armor you can just use the override key to just go out the hanger door instead of going into the control room of no return, Also if you picked for arcade to not help out at Hoover Dam he will pop out outside and give you the armor (Hope this helped in any way)
 * This can be fixed through the console by typing: set "16117f".nProFollowersCount (if you want him to stay with the Followers) OR nProEnclaveCount to 3(at least!!).
 * Upon entering the Remnant's Bunker, Daisy Whitman might randomly die, causing the mission to fail.
 * Sometimes, Orion will appear near Silver Peak Mine after storming out of the bunker and will stand there until the Battle of Hoover Dam.
 * If Guess Who I Saw Today glitches and can't be completed, Doctor Henry cannot be recruited.
 * 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 might be hostile.
 * At the end of the quest, Arcade Gannon might not ask about his decision whether to fight or not, and might stop following. His companion wheel might also become inaccessible.
 * Arcade will not ask about decision but he will follow you.
 * A possible partial fix is to take Gannon back to the Lucky 38 (or the Old Mormon Fort but I haven't confirmed that). Once there dismiss any non-humanoid companion (Rex or ED-E) and then dismiss Gannon. You might then be able to recruit Gannon once again as a normal follower. (tested on 360)
 * Dismiss any non humanoid (ED-E or REX) and talk to Gannon again. He should follow you then.
 * 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.
 * If Arcade and Ed-E are in the hotel room and Daisy is lying on the bed when you enter, talking to her about the reunion can cause Arcade Gannon to disappear.
 * When leaving the control room after finishing the quest 3 Great Khans might appear.
 * The player might randomly get another set of remnant power armor at the end of the quest.
 * If the player got the power armor training from the BoS, there will be no other option but to tell Kreger that he/she already got the power armor training and therefore the player will not get the Remnant power armor from Daisy. The quest ends after leaving the Remnants bunker.
 * It is possible for Dr. Henry to not be present in Jacobstown at all, making it impossible to recruit all members.
 * Sometimes when you get the last step to finish the quest, when you exit the command room, the quest will not finish. This can be fixed by exiting the Bunker, and entering again.
 * Sometimes Arcade will appear at the exit of the Remnants Bunker in his full Tesla Armor and wander in and out of the bunker.
 * After convincing Moreno to assist the NCR, Arcade will ask if he should go back to Freeside or assist in the battle at Hoover Dam. Upon leaving, he will give the player three stimpaks and his ripper. Reloading a save just before this dialogue, it seems completely random whether or not the ripper is given (even when choosing the same dialogue options every time) - resulting in the player possibly not receiving the weapon.
 * Upon finishing the quest the game will stop responding, making you unable to progress any further. No solution is yet available for this bug.

Давние времена