Fort Constantine

Fort Constantine is a rather large outpost and ICBM launch facility in the north west of Capital Wasteland, between the SatCom Array NW-05a and SatCom Array NN-03d. It is heavily guarded by Sentry Bots, Mister Gutsys, Robobrains and Protectrons (inside and out).

Sections
The area contains three buildings:
 * the CO Quarters hut in the northwest,
 * the Personnel Offices building to the west,
 * and the Bomb Storage building in the north.

The doors to the Bomb Storage (Warhead Storage) are both locked (Very Hard), but the Bomb Storage basement can be alternatively accessed through an underground path in the cellar of the CO Quarters. Unfortunately, the Fort Constantine Bunker Door in there can only be opened with Ted Strayer's Special Key and can NOT be lockpicked. Also, the only access to the T-51b Power Armor is through this pathway, as you can't open the door from the other side in the Bomb Storage because Tara holds the key. However, the cellar grants access to the Launch Control Bunker, eventually leading to basement of the Bomb Storage. The door to the Bomb Storage requires Dukov's Special Key. In here is Tara's corpse, (which holds the Warhead Storage Key), two Very Hard locked doors, and a door (can only be accessed with Dave's Special Key) on the opposite side which finally leads to a room with the T-51b Power Armor.

The Personnel Offices building serves no relevant purpose, except some minor loot and an edition of Grognak the Barbarian.

History
Not much is known about Fort Constantine, except that Allistair Tenpenny hired 5 mercenaries — Mister Crowley, Dave, Dukov, Jeff Strayer, and Tara — to retrieve a weapon from the Fort. It is unknown what weapon Tenpenny was after, but it was possibly the "Fat Man" or the T-51b Power Armor. In the Bunker, Tara was killed by a group of feral ghouls and Crowley was locked in the same room; this was where he supposedly later found the T-51b Power Armor, leading to his obsession over it. The rest of the group, knowing Tara was dead and thinking of Crowley as Feral Ghoul food, went their separate ways. (While it is not known how Crowley escaped, there is only one door boarded up in the sub level, just before the launch room. If he had been trapped inside with them, maybe this is how.)

Years later, Mr. Crowley, now situated in Carol's Place in the Underworld (it is unknown how he escaped Fort Constantine), gives the Lone Wanderer from Vault 101 the quest You Gotta Shoot 'Em in the Head. The Lone Wanderer must find all the other surviving mercs (Except for Jeff Strayer, whose son, Ted Strayer, holds the key required by Crowley) and shoot them in the head, then return the keys.

The player is free to either kill or not kill every target, and still complete the quest. Choosing not to kill a target means the player must lie to Crowley to collect the original bottlecap reward; However, if you tell Crowley that you failed to kill the targets because he lied about them being bigots he will offer a larger reward for the return of the keys. There are scripted ways to receive every key without losing karma, provided the stat/skill checks are passed.

After the player has all the keys, several choices are available as to how to complete the quest and collect all (or most) of the loot, with different potential reward and karma tables, and Crowley either alive or dead when everything is said and done. (See the quest article: You Gotta Shoot 'Em in the Head) As stated by Dukov, Tenpenny sent the five mercenaries there to retrieve a weapon.

CO Quarters

 * Bobblehead - Big Guns in the basement in an open safe.
 * Chinese Army: Special Ops Training Manual and Stealth Boy right near the safe in the basement.
 * 2 Pre-War Books, one on a shelf near the entrance; one on a table in the living room; and one on the table or floor beside the Queen Sized bed.
 * Nuka-Cola Quantum in the kitchen in the broken refrigerator.
 * Guns and Bullets on the Queen Sized bed as you enter the bedroom. (See NOTES if not appearing)
 * Fort Constantine Launch Codes in the safe.

Personnel Offices

 * Grognak the Barbarian on the ground floor in a locked (hard) room, near the back entrance.

Launch Control Bunker

 * Duck and Cover! in the office on a desk near the Fort Constantine Launch Control Terminal.
 * Big Book of Science in the office on a desk near a broken terminal.
 * Pre-War Book on a desk in the living quarter.
 * Stealth Boy on a desk in the living quarter near the radio.

Bomb Storage (Basement)

 * T-51b Power Armor (can only be accessed with Ted Strayer's Special Key) Must activate terminal right near to disable stasis.
 * Fat Man and some Mini Nukes (can only be accessed with Ted Strayer's Special key).
 * D.C. Journal of Internal Medicine (can only be accessed with Ted Strayer's Special key).
 * Fifteen Ammunition Boxes behind the left Very Hard locked door.
 * Guns and Bullets along with five to several Assault Rifles, 10mm SMGs, a Sniper Rifle, 2-5 Pulse Grenades, 3-6 Frag Grenades and some Ammunition behind the right Very Hard locked door.
 * A Mini Nuke up the stairs from the room with the Power Armor.

ICBM (Inter Continental Ballistic Missile)
The CO Quarters contain the Fort Constantine Launch Codes stored in a small safe in the cellar next to the Big Guns Bobblehead. These can be used to launch the ICBM in the Fort Constantine Launch Control Terminal in the Launch Control Bunker. After attempting to launch the ICBM, the launch terminal reports an error and mentions that the missile's tracking system is damaged and the navigation data is corrupted.

Bugs

 * It is possible to find a bugged Enclave soldier in the vicinity of Fort Constantine, approximately somewhere in between the fort and the Outcast Shack. This particular individual soldier (observed with either regular Enclave Power Armour and a Laser Rifle or Tesla Armor and a Plasma Rifle) appears and respawns well before the Enclave arrive in-game. NOTE: This will happen if Broken Steel is installed (Confirmed Xbox 360 and PC), but it can occur without any DLC (Confirmed on PS3, Xbox 360, and PC). Also, if you bring Charon from the 9th circle (any companion who can wear armour can wear power armor, sorry dogmeat, fawkes and Sergeant RL-3), when you kill the enclave, Charon can wear power armour you would need the power armour perk. The power armour is a good way to keep your companions alive and the Laser Rifle can be nice, although the Plasma Rifle would be even better for both your companion or for repairs to A3-21's Plasma Rifle (because repairs are hard to come by for it early on).

Related quests

 * You Gotta Shoot 'Em in the Head

Форт Константин