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).

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 are 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 died, supposedly of a heart attack, and Crowley was locked in a room filled with Feral Ghouls, 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.

Years later, Mr. Crowley, now situated in The Ninth Circle 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 bottlecap reward, and also find another way to collect 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:
 * The player can go to Fort Constantine and take the T-51b, ending the quest.
 * The player can go to Fort Constantine, use the keys to unlock everything, not take the T-51b, go back to Crowley, give him the keys (ending the quest), then go to Fort Constantine (without actually following Crowley) and take the T-51b before Crowley gets there. This is the only way to both get the caps and the armor without killing or pickpocketing anyone.
 * The player can give Crowley the keys, ending the quest. Crowley then heads to Fort Constantine, and (if he survives the trip) comes back wearing the T-51b. The player can now let Crowley keep the armor, or kill him for it.
 * The player can give Crowley the keys (ending the quest), then pickpocket the keys from him, go to Fort Constantine, and take the T-51b.
 * The player can give Crowley the keys (ending the quest), then kill Crowley (preferably out of sight of any other ghouls and outside of Underworld), then loot the keys, go to Fort Constantine, and take the T-51b.
 * The player can give Crowley the keys (ending the quest), then follow Crowley across the wastes on the way to Fort Constantine. Crowley will eventually turn hostile and attack the player if he continues following him, allowing the player to kill him with no karma penalty. The player can then loot the keys, continue to Fort Constantine, and take the T-51b.

CO Quarters

 * Bobblehead: Big Guns in the basement in an open safe.
 * Chinese Army: Special Ops Training Manual right near the safe in the basement.
 * Pre-War Book on a shelf near the entrance.
 * Pre-War Book on a table in the living room.
 * Stealth Boy right near the safe in the basement.
 * Nuka-Cola Quantum in the kitchen in the broken refrigerator.
 * Guns and Bullets on the bed as you enter the bedroom.

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.

One flight down from the control room, there are two Stealth Boys -- one on the desk in front of a radio and the other in a footlocker.

Bomb Storage (Basement)

 * T-51b Power Armor (can only be accessed with Dave's special key).
 * Fat Man and some Mini Nukes (can only be accessed with Dave's special key).
 * D.C. Journal of Internal Medicine (can only be accessed with Dave's special key).
 * Several Ammunition Boxes behind the left Very Hard locked door.
 * Guns and Bullets along with several Assault Rifles, 10mm SMGs and some Ammunition behind the right Very Hard locked door.
 * A Mini Nuke up the stairs from the room with the Power Armor.

ICBM
The CO Quarters contain the Fort Constantine Launch Codes stored in a small safe in the cellar near the Big Guns Bobblehead. These can be used to launch the ICBM on 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 (navigation data corrupted).
 * Despite the commotion, the G.E.C.K. editor reports that the launch script only causes effects in that room, so no missile is actually launched. (This is true only in the sense that every event that takes off-screen never "actually" occurs.)


 * If Bethesda wants to really outdo themselves, maybe there'll be a dialog in The Pitt (DLC) about a nuke coming out of the southeast a few months ago.

Related Quests

 * You Gotta Shoot 'Em in the Head.

Appearances
 only appears in Fallout 3.