Share

Share

For Auld Lang Syne

From The Vault
Jump to: navigation, search
For Auld Lang Syne
For Auld Lang Syne.png
Quest data
locationSeveral
given byArcade Gannon
reward500 XP
Remnants power armor
Gannon family Tesla armor (if Arcade does not join the Remnants)
Power Armor Training (if not already given to by Brotherhood Of Steel)
Technical
base id00157e60
Related quests
Eureka!
Veni, Vidi, Vici
All or Nothing
No Gods, No Masters
 
Gametitle-FNV.png
Gametitle-FNV.png

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

Quick walkthrough[edit]

  1. Obtain Arcade Gannon's trust by earning at least 5 "like" points.
  2. Progress to one of the main storyline triggers
  3. Find five former Enclave members; the Remnants:
    1. Doctor Henry, found in the main lodge at Jacobstown.
    2. Cannibal Johnson, found in Cannibal Johnson's cave.
    3. Judah Kreger found in Westside.
    4. Orion Moreno found in his house near the NCR sharecropper farms.
    5. Daisy Whitman found in or near her hotel room in Novac.
  4. Persuade them to reunite at the Remnants bunker.
  5. Persuade them to fight for the New California Republic or Caesar’s Legion during the final battle.

Detailed walkthrough[edit]

Initiating the quest[edit]

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 having progressed to one of the main storyline triggers (even if he wasn't recruited at the time it happened). 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. If the player is following the Caesar's Legion quests, equipping a suit of NCR armor will allow Arcade to be recruited despite high reputation with Caesar.

Storyline triggers[edit]

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

If Arcade approves of the player (at least two "trust" points gained via the methods below), he will offer the quest if one or more of the following conditions are met (regardless of having Arcade recruited at the time they happened):

Arcade will not offer this quest in response to any Caesar's Legion quest, though as it is possible to work on multiple main quests simultaneously, 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[edit]

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 somewhere around 5 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.

Recruiting the Remnants[edit]

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.

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:

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 Remnants bunker, where the meeting will be held.

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.

Meet up at the bunker[edit]

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," which 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 New California Republic 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[edit]

The Enclave Remnants at Hoover Dam

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[edit]

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[edit]

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 respawn) 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.

Notes[edit]

  • This is one of the three quests where you may receive Power Armor Training (the others being Eyesight to the Blind and Tend To Your Business, both of which are Brotherhood of Steel quests).
  • Even though the Brotherhood of Steel has been a great enemy of the Enclave for years, they will not attack each other if you peacefully resolved the conflict between the Brotherhood and the NCR.
  • If you complete this quest, the Remnants will come to Hoover Dam during the final battle. All but Arcade (who is either helping a pair of NCR Heavy Troopers fight Legionaries in the Hoover Dam Visitors Center, or staying at the Mormon Fort helping the Followers) and Daisy Whitman (who flies the Vertibird) will show up in a Vertibird midway in the battle, where they will engage a group of 5-6 prime legionaries and centurions. After the Legion troops are dead, Doctor Henry and Cannibal Johnson will follow you up to the Legate's camp, Orion Moreno will walk away, and Judah Kreger will stay in one spot for the rest of the battle. This only happens if you side with the NCR; if you ask the Remnants to side with the Legion, they are hostile at Hoover Dam and must be killed.
  • 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 (unless you later sell him into slavery during Et Tumor, Brute?, which will also make him leave you permanently) You will also be unable to obtain the Gannon Family Tesla armor from Arcade by using this exploit.

Journal entries[edit]

StageStatusDescription
1 With Arcade, convince the Remnants to reunite for one last battle.
2 Ask Doctor Henry to come to the Remnants reunion.
3 Ask Daisy Whitman to come to the Remnants reunion.
4 Ask Cannibal Johnson to come to the Remnants reunion.
5 Ask Orion Moreno to come to the Remnants reunion.
6 Ask Judah Kreger to come to the Remnants reunion.
7 Gain access to the Remnants Bunker.
8 Ask the Remnants to support the fight against the Legion or the NCR.
9 (if you chose to help NCR) Try to convince Orion Moreno to stay.
10 (if you chose to help NCR) Tell Judah Kreger what happened with Orion Moreno.
11 (if you chose to help NCR) Acquire Power Armor Training from Daisy Whitman.
12 (if you chose to help Legion) Acquire Power Armor Training from Orion Moreno.
13Quest finishedLeave the Remnants' command room so they can plan for the coming battle.

Behind the scenes[edit]

  • 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", and is used as a phrase to mean 'Remembering those passed' or 'Recalling what has happened before'.
    • The first verse of the poem is "Should auld acquaintance be forgot,/and never brought to mind?" This may be an in-game reference to the Remnants putting aside their fringe lifestyles and identities as Enclave members, and involving themselves fully in the politics and life of the Mojave Wasteland.

Bugs[edit]

  • PCIcon pc.png PlayStation 3Icon ps3.png Xbox 360Icon xbox360.png 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.
  • PCIcon pc.png PlayStation 3Icon ps3.png Xbox 360Icon xbox360.png When recruiting Whitman in the hotel room, as soon as she agrees, Arcade will disappear, but will reappear once you leave the room, allowing the player to receive the conversation affirming the checkpoint afterward.
  • PCIcon pc.png Xbox 360Icon xbox360.png Sometimes, Orion will appear near Silver Peak Mine after storming out of the bunker and will stand there until the Battle of Hoover Dam.
  • PCIcon pc.png Xbox 360Icon xbox360.png 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.
  • PlayStation 3Icon ps3.png It's possible that Arcade Gannon may stay in the Lucky 38 presidential suite after completing the quest by telling him to stay in Freeside.
  • PlayStation 3Icon ps3.png 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.
  • PlayStation 3Icon ps3.png 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.
  • Xbox 360Icon xbox360.png The player may be unable to leave the briefing room at the end of the quest. The door can be unlocked by pickpocketing the key from Orion Moreno, if he is still alive.
  • Xbox 360Icon xbox360.png 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.
  • Xbox 360Icon xbox360.png If you do not kill Orion and then enter the meeting room, once you come out Arcade is gone and sometimes will not be able to be found for the rest of the game.
Main quests
Act 1Ain't That a Kick in the Head · Back in the Saddle · By a Campfire on the Trail · They Went That-a-Way · Ring-a-Ding-Ding!
Act 2Wild Card (Wild Card: Ace in the Hole, Change in Management, You and What Army?, Side Bets, Finishing Touches) · The House Always Wins (I, II, III, IV, V, VI, VII, VIII) · Render Unto Caesar · Et Tumor, Brute? · Things That Go Boom · Kings' Gambit · For the Republic, Part 2 · You'll Know It When It Happens/Arizona Killer
Act 3No Gods, No Masters · All or Nothing · Veni, Vidi, Vici · Eureka!
Side quests
New California RepublicAnywhere I Wander · Back in Your Own Backyard · Bitter Springs Infirmary Blues · Boulder City Showdown · Can You Find It in Your Heart? · Climb Ev'ry Mountain · Don't Tread on the Bear! · Emergency Radio · Eye for an Eye · Flags of Our Foul-Ups · Hard Luck Blues · I Don't Hurt Anymore · I Put a Spell on You · Keep Your Eyes on the Prize · Medical Mystery · No, Not Much · Pressing Matters · Restoring Hope · Return to Sender · That Lucky Old Sun · The White Wash · There Stands the Grass · Three-Card Bounty · We Will All Go Together · You Can Depend on Me
Caesar's LegionBeware the Wrath of Caesar! · Caesar's Favor · Caesar's Foe · Caesar's Hire · Cold, Cold Heart · I Hear You Knocking · The Finger of Suspicion · We Are Legion
The StripBeyond the Beef · Bye Bye Love · Classic Inspiration · How Little We Know · Pheeble Will · Talent Pool · The House Has Gone Bust! · The Moon Comes Over the Tower
Freeside & Outer VegasBirds of a Feather · Bleed Me Dry · Debt Collector · G.I. Blues · High Times · Someone To Watch Over Me · The Coyotes · Wang Dang Atomic Tango
BoomersAnt Misbehavin' · Sunshine Boogie · Volare! · Young Hearts
Great KhansAba Daba Honeymoon · Cry Me a River · Don't Make a Beggar of Me · Oh My Papa
Powder GangBooted · I Fought the Law · Run Goodsprings Run · Why Can't We Be Friends?
Brotherhood of SteelEyesight to the Blind · Still in the Dark · Tend to Your Business
OtherCome Fly With Me · Crazy, Crazy, Crazy · Ghost Town Gunfight · Guess Who I Saw Today · Left My Heart · My Kind of Town · The Legend of the Star and A Valuable Lesson · Unfriendly Persuasion · Wheel of Fortune
Companion questsED-E My Love · For Auld Lang Syne · Heartache by the Number · I Could Make You Care · I Forgot to Remember to Forget · Nothin' But a Hound Dog · One For My Baby
Unmarked questsA Bit of Slap and Tickle · Access Powers · All Fired Up! · Andy and Charlie · Arachnophobia · Arizona Scavenger · Barton the Fink · Bear Necessities · Big Winner (Atomic Wrangler, The Gomorrah, The Tops, Ultra-Luxe, Vikki & Vance) · Bounty Killer (I, II) · Brotherhood Bond (I, II) · Caching in at the Cove · Cajoling a Cudgel · Claws Mended · Claws Out · Dealing with Contreras · Defacing the Humble Stone · Democracy Inaction · Don't Poke at the Bear · Eddie's Emissary · Exhumin' Nature · Flogging a Dead Corpse · Friend of the Followers · Getting a Leg Up from Andy · Gland for Some Home Cooking · Harder, Better, Faster, Stronger · Hat's Entertainment · Help for Halford · Hidden Valley computer virus · Highway to the Danger Zone (I, II) · Honorary Rocketeer · I Love Bananas · Iron and Stealing · Keith's Caravan Charade · Laurifer Gladiator · Lenk's Bad Debts · Lily and Leo · Long-Term Care · Malleable Mini Boomer Minds · Maud's Muggers · Meeting an Equal · Missing a Few Missiles · Not Worth a Hill of Corn and Beans · Of Boomers and Education · Old School Ghoul · A Pair of Dead Desperados (I, II) · Papers, Please · Pistol Packing · Playing on the Old Joana · Poor Meat Never Makes Good Soup · Powder to the People · Power to the People · Proper Burial · Razzle Dazzle! · Reach for the Sky, Mister! · Rest and Resupply · Ringo's Caravan Rules · Rotface's Loose Lips · The Screams of Brahmin · Silus Treatment · Short-Term Treatment · Smooth-Talking Criminal · Strategic Nuclear Moose · Straus Calls · Strip Search · Saving (or Savaging) Sergeant Teddy · Stocking Up · Suits You, Sarah · A Team of Moronic Mercenaries · Team Spirit · The Thorn Mayhem · Thought for the Day · Tourist Traipse · Trudy's Radio Repair · A Trusted Aide · Useless Baubles or Fancy Trinkets? · We Must Stop Beating Like This · We Must Stop Meeting Like This (I, II, III, IV) · Wind-Brahmin Wrangler · You Gotta Break Out a Few Eggs · You Make Me Feel Like a Woman
Add-on quests
Dead MoneySierra Madre Grand Opening! · Find Collars (8: "Dog", 12: Christine, 14: Dean Domino) · Fires in the Sky · Strike Up the Band · Mixed Signals · Trigger the Gala Event · Put the Beast Down · Last Luxuries · Curtain Call at the Tampico · Heist of the Centuries · Big Winner, Sierra Madre
Honest HeartsA Family Affair · Arrival at Zion · Bighorners of the Eastern Virgin · Chaos in Zion · Civilized Man's Burden · Crush the White Legs · Deliverer of Sorrows  · Departing Paradise · Flight from Zion · Gathering Storms · Gone Fishin' · Happy Trails Expedition · Prisoners of War · Retake the Bridge · River Monsters · Rite of Passage · Roadside Attraction · Sanctity of the Dead · The Advance Scouts  · The Treacherous Road · The Grand Staircase · Tourist Trap
Old World BluesAll My Friends Have Off Switches · A Brain's Best Friend · Coming Out of Her Shell · Field Research · He Came... And Went · Influencing people · Midnight Science Fiction Feature! · Old World Blues · On The Same Wavelength · Picking Your Brains · Project X-13 · Sonic Emitter Upgrade · Welcome to the Big Empty · What's In A Name? · When Visitors Attack · X-2: Strange Transmissions! · X-8 Data Retrieval Test · X-8: High School Horror! · X-13: Attack of the Infiltrator!
Lonesome RoadThe Reunion · The Silo · The Job · The Launch · The Tunnelers · The Divide · The Courier · The End · The Apocalypse