Fort Constantine

Fort Constantine is a rather large outpost and ICBM launch facility in the northwest 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, both inside and out.

Sections
The area contains three buildings:


 * CO Quarters hut to the northwest.
 * Personnel Offices building to the west.
 * Bomb Storage building to 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 can only be opened with Strayer's special key and cannot 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 contains some minor loot, a copy of Grognak the Barbarian; there are copies of Guns and Bullets behind a Very Hard locked door in Bomb Storage and on a bed in the CO Quarters. There is a Vault-Tec bobblehead in the basement of the CO Quarters.

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 the mercs completed the mission goals and were paid. 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 Crowley was dead as well, went their separate ways.

Years later, Mr. Crowley, now living in Underworld (it is unknown how he escaped Fort Constantine), wants the Lone Wanderer to 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.

Related quests

 * You Gotta Shoot 'Em in the Head

CO Quarters

 * Bobblehead - Big Guns in the basement in an open safe.
 * Chinese Army: Special Ops Training Manual and a stealth boy right next to the safe in the basement.
 * 2 pre-War books, one on a shelf near the entrance 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 bugs if not appearing.)
 * Fort Constantine Launch Codes in the safe.
 * All of the needed parts for the Shishkebab can be found in and around the CO Quarters. The motorcycle gas tank and motorcycle handbrake can be found on a tire near the motorcycle outside the southwest wall, the lawnmower blade can be found in the lawnmower near the southeastern door, and the pilot light can be found in the oven in the kitchen.

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, near a radio.
 * Stealth boy on the same desk in the living quarters.

Bomb Storage (Basement)

 * Dukov's special key opens the Bomb Storage in the bunker.
 * T-51b power armor (can only be accessed with Ted's special key and the other keys in the quest You Gotta' Shoot Em' In The Head). Must activate terminal nearby to disable stasis.
 * Fat Man and 2 mini nukes (can only be accessed with Dave's special key).
 * D.C. Journal of Internal Medicine (can only be accessed with Ted Strayer's special key).
 * Guns and Bullets along with five assault rifles, 4 10mm SMGs, 3x12 10mm rounds, a sniper rifle, 2-5 pulse grenades and 3-6 frag grenades.
 * 15 ammo boxes behind another very hard locked door, 3 of which are easy locked.
 * A mini nuke up the stairs from the room with the power armor on a desk next to the locked storage room.

ICBM (Intercontinental 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.

Appearances
Fort Constantine only appears in Fallout 3.

Bugs

 * It is possible to find a bugged Enclave soldier in the vicinity of Fort Constantine, generally located between the fort and the Outcast Shack. This particular soldier appears and respawns well before the Enclave arrive in-game, regardless of whether Broken Steel is installed.
 * The Guns and Bullets skill book located in the CO Quarters on the queen sized bed seems to have a significant clipping issue for players. It is located on the bed by the back entrance, but it isn't always visible. PC users can acquire the book using the 'tcl' no-clip console command. Console users may be able to retrieve it by re-loading a save inside the CO Quarters until it appears and is obtainable.
 * When using any of the Bomb Storage doors to exit the facility, it is possible for the game to freeze and crash, forcing the player to turn off the console and reload an old save. in one case of this event, after exiting the doors, and the game has loaded, the player has around 1-2 seconds untill the crash. A way around this is to bring up the pip-boy as soon as the player gets control and fast-travel to a diffrent location. An Alternative way around this is to go all the way back through the facility and exit via the CO Quarters. It is not known is returning to the area will risk any other crash. --Remember, save often, and in diffrent slots--