You Gotta Shoot 'Em in the Head

 is a Fallout 3 quest. It is also an Xbox 360, PC achievement and a Playstation 3 Trophy.

A while ago, Allistair Tenpenny hired five mercenaries — Mister Crowley, Tara, Dave (of the Republic of Dave), Jeff Strayer (father of Ted Strayer in Rivet City) and Dukov. They were hired to find a rare gun for Allistair Tenpenny in Fort Constantine. It appears there was a bit of backstabbing done by Dukov to increase his share of Allistair Tenpenny's reward for the gun. Sometime during the mission Tara died and Mister Crowley (a Ghoul) was locked in a room with Feral Ghouls (who did not harm him). The three remaining men finished the mission with Dave and Strayer being very leery and cautious of Dukov.

Objectives and Walkthrough
Mister Crowley, a resident of Underworld, tasks you with finding and killing Dave (at the Republic of Dave), Ted Strayer (in Rivet City), Dukov (at Dukov's Place), and Allistair Tenpenny (at Tenpenny Tower) as he says they are Ghoul bigots and deserve it. He will give you a Sniper Rifle and 5 rounds for the job. You can check up on his story by talking to many of the named NPCs in Underworld, such as Ahzrukhal, Carol, Doctor Barrows, Winthrop, Patchwork, Tulip, or Quinn and passing a Speech check or in some cases simply paying them. These people will put the lie to Mister Crowley's reason for wanting the other mercs dead. After learning from the other Ghouls that there's more to the story, chat with Mister Crowley again and he will tell you what he really wants is the key each person has. Instead of 100 caps per headshot, he will sweeten the deal by giving you 100 caps up front plus an additional 100 caps for each key you bring him. However, he still wants you to kill Allistair Tenpenny. It appears that Mister Crowley's actual objective is the suit of T-51b Power Armor still stored at Fort Constantine, which he ostensibly observed while locked up with the Feral Ghouls.

Investigating Mister Crowley's original story will provide 7 (relatively) easy speech challenges with the named ghoul citizens in Underworld, giving you 14% of your goal toward the Silver-Tongued Devil achievement. This quest, combined with at least three other unrelated speech challenges, makes Underworld a good place to knock out the achievement. It is worth noting that the player does not need to complete all of the speech challenges to ask Mr. Crowley about his true intentions.

If you question Crowley about his intentions and then tell him you will keep the keys for yourself, he will turn hostile and so will the rest of the inhabitants of Underworld. If you leave and return, all inhabitants will return to a friendly state except Crowley, who will still try and shoot you on sight. Killing Crowley at this stage fails the quest.

If you tell Crowley that the keys were obtained without killing the target, he will only give you 25 caps instead of 100 caps as promised. However, with a high Speech skill, you can lie about killing the targets and get 100 bottle caps per key.

You also have the option of being hired by Tenpenny (assuming he isn't dead yet) to kill Crowley. However, there is a bug where you may not have a dialogue option that you killed Crowley, or that he says he will pay you, but for some reason you do not get anything in your inventory. Also, your Pip-Boy may not acknowledge you talked to Tenpenny, making it impossible to finish your quest.

Getting the Keys
Any of the keys -- with the exception of Tara's -- can be obtained through persuasion (usually a Speech check), pickpocketing, or looting the key from the owner's corpse. For specific strategies, see the discussion page. You can either retrieve the keys for Crowley and allow him to get the armor, or you can take the armor for yourself. See discussion page for various options.

Dukov
You can pay Dukov to obtain his key. If you wish to kill him, one method is to push him next to the motorcycle in the main room on the bottom floor and shoot it until it explodes. You can also duel him to the death, which should be fairly easy, as he is armed solely with a 10mm SMG and lacks armor. Alternatively, the Black Widow perk can be used to convince him to give you his key, and male characters with the Lady Killer perk can persuade Fantasia to get the key for them. Cherry can also be persuaded to retrieve the key for you if you agree to escort her to Rivet City. You can also intimidate him into giving you the key if you pass a speech check.

Strayer
Jeff Strayer is dead, but his son, Ted Strayer, is now in possession of his father's key. You'll find him in Rivet City, and although he had nothing to do with the original mission, he has some knowledge of the event. You can threaten him (Strength 6+ or Toughness perk), pass a speech check, or pay him (25 caps) to get the key. The use of a Stealth Boy will also allow you to get the key, as he has very low perception.

If you convinced Mister Lopez to guide Ted, he and Ted will wander the area near Vault 101. This area can spawn Raiders, Radscorpions and even Yao Guai and Deathclaws at higher levels, so it is recommended you do this before helping Mister Lopez. Or, you can simply kick back and watch as Wasteland critters do your dirty work. You'll be able to loot the key without a Karma loss. If not, you can reverse pickpocket equipment onto Ted and Lopez before they leave, or come prepared for a fight.

Dave
Through Speech successes, it is possible to convince Dave that you are a "Wasteland Ambassador," and he will give you his key: however, it may be to your advantage to avoid mentioning Mister Crowley if you choose to do so. If you help someone else win the Election for President of The Republic of Dave, Dave will abandon his republic. He will head west, to Old Olney, where he will most likely be killed by the large number of Deathclaws that have infested the town. You can also provoke Dave to attack you through speech, and he can then be killed without karma loss or retaliation by others.

Tara
The final key is located on Tara's corpse, which was "conveniently" left behind locked doors in Fort Constantine. Once you have the other three keys, you can enter the CO Quarters, travel down to the basement door, and make your way through the fort. Tara's corpse is located in front of a locked door requiring a Special Key, in a room that contains a Sentry Bot, two "Very Hard" terminals, and two "Very Hard" locked doors. You can either hack or lockpick to get inside these small storage rooms, which each contain a variety of weapons and ammo.

Getting the T-51b Power Armor
There are four ways to obtain the T-51b Power Armor and T-51b Power Helmet. The first way is to retrieve the keys from Mr Crowley's targets and then travel to Fort Constantine to retrieve the armor personally, while the second way is to retrieve it by either killing Mr. Crowley after he retrieves the armor or pick-pocketing it from him. The third way is to unlock all of the doors at Fort Constantine after obtaining the keys but not taking the armor.

Option 1
Proceed to Fort Constantine after obtaining the keys. Fort Constantine is located near the northern edge of the map, east of Raven Rock. When you arrive at the fort you will encounter some Brotherhood of Steel Outcasts fighting Protectrons and Mister Gutsys. Go to the small house called the "The CO Quarters" and head downstairs. In the basement you will find a dead Wastelander by an open safe. The door by the safe requires Strayer's key, and allows you access to the Launch Control Bunker. Don't forget to grab the "Bobblehead- Big Guns" from the safe! Continue down to the bomb storage, where you will find Tara's body, on the opposite of the two Very Hard locked doors. Go to the nearby door and open it with your key and disable the stasis field to acquire the T-51b Power Armor and T-51b Power Helmet. Simply picking up the armour will grant you the achievement (Xbox 360 & PS3).

Option 2
If you provide Mister Crowley with all 3 of the keys, he will then proceed to Fort Constantine to retrieve the armor. He may return after a couple of days (providing he did not get killed in the Wasteland) to Underworld. At this point you can either kill him using Mister Sandman perk, mezzing him with the Mesmetron (causing him to frenzy and be killed) or by pickpocketing him in order to obtain the armor. This way you will get paid for completing the quest and will acquire the armor as well. NOTE: If he falls in the Wasteland, you can find him and acquire the keys and/or armor (depending on if he is on his way back from or going to Fort Constantine).

Option 3
After you have gathered the keys you can go to Fort Constantine and open all the doors. Do not get the power armor but instead return to Mister Crowley to get the reward to for the keys. Now fast-travel back to Fort Constantine and grab the armor. NOTE: After doing this, Crowley may show up at any point in the game looking for you because you double crossed him.

Option 4
After you turn in the keys and receive the experience and caps, stun Crowley with the Mesmetron. When you do that he will be come hostile and your companions and other NPC's in the bar will kill him for you. This can be done in the middle of the The Ninth Circle with people in the room, nobody else becomes hostile to you. (confirmed PS3, PC with patch 1.5 and xbox 360 current patch)

Videos
Obtaining T-51b Power Armor Aup_3OH6_w8

Bugs

 * While doing option 3, it's been reported that Mr. Crowley may track you down at your Megaton house. He meets you outside and, whether or not you speak to him, acts friendly and enters your house as soon as you do. He stands there for about a week. When speaking with him he acts as if he's still in Underworld ("Good to see you," "Hey"). However, once he exits the house and you speak to him as he exits Megaton, he begins saying, "You took what was rightfully mine," without becoming hostile. He then disappears from the game. (Confirmed on Xbox 360)


 * If for some reason you kill or take a key from one of the targets before you get the quest, and then talk to Mister Crowley, he will act as if you have already accepted the quest, give you the caps and tell you to go for the next person on the list.


 * Taking Ted Strayer's Special Key before meeting Crowley may result in being unable to begin the quest.


 * After accepting Allistair's offer and killing Mr. Crowley, Allistair may not have a speech option to finish the quest. If this happens, you can:
 * Repeatedly talk to Tenpenny and he will eventually recognize that Crowley is dead and give you your reward.
 * Take the T-51b Power Armor from Fort Constantine and complete the quest. If you do this, you will miss out on the reward for killing Crowley.


 * Killing Tenpenny before you accept this quest may cause Mr. Crowley to give you only 25 caps as a reward (even if you scored a headshot).


 * If you kill Dave, Ted Strayer, or Dukov and their body disappears before you nab their key, you can no longer complete the quest. However the keys can be obtained via the console commands. See Dave's Special Key, Dukov's Special Key and Ted Strayer's Special Key for the item codes.


 * If you killed Dave before starting the quest and giving the key to Mr Crowley then pickpocketing the key back from him, you will be unable to finish the quest as it says on your Quest Journal "Give Dave's key to Mr Crowley" and there are no speech options for that.


 * Mr. Crowley may ask for a key you have already given him. If this happens, you will need to pickpocket Crowley to get the key back, and then give it to him again.


 * If you completed this quest in a non-violent way, a bug may occur that will cause Three Dog to report in his Galaxy News Radio Broadcasts that you DID murder the people that Mister Crowley wanted you to, despite not having done so.


 * A speech check allows you to get the location of Fort Constantine from Mister Crowley. You can use this check twice: once before completing the quest, and once after.


 * After refusing to give keys and allowing Crowley to attack the player and killing him, ALL residents (except for the three women business owners, doc, nurse and barber) become hostile and attacked, even Cerberus and Charon. Apparently, returning the next day results in no bodies or other NPCs being present, with only the six listed remaining without any form of hostility. (PC Tested, needs confirmation)


 * If you have Bloody Mess and/or the body's head explodes, it will not be registered as a head shot, and you will not be able to receive the full 100 caps for the kill. There is a small chance the body will not explode with the Bloody Mess perk, so it might take multiple attempts for it to register as a clean head shot. (confirmed on xbox 360,PC)


 * Taking the Winterized T-51b Power Armor from the vault in the Outcast Outpost (After successfully completing the Operation: Anchorage simulation) completes this quest in the same fashion as taking the normal T-51b Power Armor from Fort Constantine. However, Mister Crowley doesn't seem to forge a vendetta against you as he would with the latter, but when you speak to him in Underworld he will still comment that you stole what is rightfully his.


 * If you succeed in the speech challenge with Cherry to get her to steal the key from Dukov there is no facial animation and no voiced dialogue you can only read her response in text. Once her response is over you can hear the voiced dialogue again with her talking to Dukov and everything continues as normal.


 * If you try to follow him until he gets to Fort Constantine, he will become hostile upon reaching the building. (This is either due to the fact that the Brotherhood Outcasts turn hostile or that your follower turns hostile .) (Only tested once with Charon)


 * If you have Broken Steel installed when giving the keys to Crowley you will not be able to follow him heading to Fort Constantine. As soon as he leaves underworld he disappears from the game. (confirmed PC, XBox 360) Update: You can usually fix this problem by waiting by the entrance to the Museum of History and skipping 2 in-game hours. Crowley should appear at the entrance. Talk to him and then leave the conversation. Crowley will then proceed on his mission to acquire the T-51 b Power Armor.