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 Mr. 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.

Note: In the xbox version you only get 25 caps if you lie and succeed.

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 entries below.

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.

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. You can also offer him Psycho, which will allow you to retrieve the key from his body after he dies of overdose.

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. 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.

Choices
Now you have a few choices, you can
 * Go to Tenpenny Towers and speak with Allistair Tenpenny
 * You can either kill him, or accept his offer to kill Mister Crowley instead
 * Go to Fort Constantine and use the keys to get the T-51b Power Armor
 * Return the keys to Mister Crowley
 * Go to Fort Constantine and use the keys to open all doors, but don't take the T-51b Power Armor. After that go to Mister Crowley and give him the keys. Then go back to the fort and grab the armor.
 * Kill him with a Bottlecap Mine (will not lose karma).

Returning the keys or collecting the power armor both count as a successful conclusion to the quest. Of course, if Mister Crowley already has the keys or you just gave him the keys, you can steal them back or kill him for them.

If you're going to kill Mister Crowley anyway, you might want to warn Allistair Tenpenny that Mister Crowley wants him dead. Allistair Tenpenny will offer you 200 caps (300 caps with speech) to kill Mister Crowley instead.

Once you have collected the T-51b Power Armor for yourself, the quest will have been counted as completed and Mister Crowley will no longer be waiting for you back at the Underworld. ''Actually if you collect all keys, take the armor from the fort and then return to him, he will not have any dialogue options except floating speech, that you did rob him for his right-earned reward. In addition, he may randomly attack you in the Wasteland with a Scoped .44 Magnum.

Note: If you double-cross Crowley by using the keys, giving them to him, and then returning to Fort Constantine for the T-51b Power Armor, don't think you have seen the last of him. It is possible for Mister Crowley to track you down within a few game days -- probably enough time for him to make it to Fort Constantine and realize that the armor is missing -- and attempt to kill you inside of your own house. (Confirmed on patched Xbox 360/ Playstation 3 and PC.)

(NOTE: This is a glitch associated with this quest. Please see the talk page for more.)

The Most Profitable Way is to:

Total reward: 600 caps, T-51b Power Armor, good karma (from killing Tenpenny)
 * Start the quest.
 * Talk to the people of the Underworld to learn more about Mister Crowley, and then have a little chat with him to receive the 100 additional caps.
 * Get the keys from Dave, Dukov, and Ted Strayer (there is no need to kill them).
 * Go to Tenpenny and tell him that you were sent by Crowley to kill him, then pass the speech challenge for a 300 cap reward, receiving 100 caps up front.
 * After you get your caps, blow Tenpenny's head off.
 * Return to Mister Crowley and tell him Tenpenny is dead. Get the 100 caps for killing him, and then end the discussion without mentioning anything about having the keys.
 * Talk to Mister Crowley again. Initially (if you did not kill the people who had the keys), you'll only have the option to tell the truth about how you got one person's key (receiving 25 caps), or say you have not gotten the keys yet. Choose the latter. In the next list of things to say, you'll have the option to lie about having killed the key's owner. Pass the speech challenge, getting 100 caps, and then close the discussion. Save the game, and repeat the same for the two other people whose keys you got.
 * Once that's done, the quest will be completed. However, you can still get the armor. All you have to do is steal the keys back from Mister Crowley (soon after you give them to him obviously, before he goes and gets the armor), and then just go get the armor yourself. Mister Crowley can then be found back at the Underworld, asking you (when you get close to him) if you've seen any keys, which he thinks he has lost.

OR (for those sadistic double-crossers)

Total Reward: 700 caps, Mr. Tenpenny's fancy suit, assorted firearms, and the T-51b Power Armor
 * Obtain Dave's, Dukov's, and Ted Strayer's keys by hook, crook, or gun.
 * Talk to Allistair Tenpenny and pass the speech challenge for 300 caps.
 * Persuade a ghoul in Underworld to tell you the truth about Mister Crowley
 * Turn in 2 keys for 200 caps via lying (save here, if you like to save between conversation attempts) **Note: This does not seem to work on the PS3 as you cannot lie about the keys unless you have killed Tenpenny. Also, if you have Charon with you and you decide to kill the marks leave him somewhere so he doesn't help. He will shoot at them also and you won't get credit for a headshot (even if you use vats to ensure a headshot).**
 * Ask about the truth to get the 100 cap bonus, then turn in the third key with the lie (Do not exit conversation, or you'll only get 25 caps for giving him the key) for the last 100 caps.
 * Kill Mister Crowley and loot all 3 keys. Kill him after he leaves and is out of sight of Willow (the guard), kill him in a shop where the only witnesses are nameless residents (and don't let any of them escape), or kill him, and everyone else in Underworld, if option 1 or 2 seem like too much trouble to stay friendly with the denizens of Underworld).
 * Go back to Tenpenny and get the rest of your pay (then kill him for a fancy suit and a shiny sniper rifle).
 * Collect the T-51b Power Armor to complete the quest.

Another Tip: If you are going to kill Mister Crowley, you first give the keys for the caps and then by using your Mesmetron you will be able to frenzy Mister Crowley (save before doing, because it will not always berserk him), and thus be able to kill him without any residents becoming hostile to you except Mister Crowley; the Underworld residents even help you killing him.

OR...If you have already completed Crowley's request for the keys, return to underworld later in the game, Crowley will be back in his place, wearing the T-51b armor, talk to him, and he will brag about it, then just kill him, and loot his body for the armor, and all the keys, if you want to explore fort Constantine on your own. This will not result in a Karma loss, or hostile underworld residents, because Crowley is considered an evil character, so you can loot him for a finger if you have the Lawbringer perk

You can also kill him in the middle of town with around 75 sneak, Chinese Stealth Armor/Stealthboy and a melee weapon. (This style of assasination works for any citizen you want to dispose of as melee weapons don't raise detection.)

Getting the T-51b Power Armor
First off you have to get the keys, then reach the fort, which is on the northern edge of the map, east of Raven Rock. If you travel from Raven Rock, be prepared to fight Enclave Troops, Yao Guai and some treacherous terrain. Closer to the fort you encounter some Brotherhood of Steel Outcasts fighting Protectrons and Mister Gutsys. Go to the small house "The CO Quarters" and head downstairs. In the basement you will find a dead Wastelander by an open safe. Next to the Wastelander is a Stealth Boy on top of a Chinese Army: Special Ops Training Manual. In the safe are some bottlecaps, a 10mm Pistol with ammo, the Big Guns Bobblehead, and the Fort Constantine launch codes. The door by the safe requires Strayer's key, and allows you access to the Launch Control Bunker. Continue down picking up ammo and other supplies along the way. In the bomb storage, you'll 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 then pick up the Fat Man inside. Now disable the stasis field and you have your armor.


 * Prior to reaching the door to Bomb Storage, there will be a locked (average) launch control terminal. If you have the ICBM launch codes from the Bobblehead safe, or if you hack the terminal, you are given the option to launch an ICBM.  Choosing "Launch ICBM" causes some commotion in the room for a few seconds, but no real harm is done.  The doors will shut (they can be reopened), red lights will flash, the ground will shake, and some alarms will sound. Once everything is quiet again, check the terminal to learn that the ICBM failed to launch. This is an easter egg.
 * ''Next to the Computer is a copy of Duck and Cover! Watch the equipment on the north wall of the room if you decide to launch.  Also note the Big Book of Science sitting on a desk in the launch terminal room's NE corner.  Fun times.

If you give Mister Crowley all 3 of the keys, he will run to Fort Constantine. Later (give him at least two days) he MAY return with all 3 keys and the T-51b Power Armor, along with some other odds and ends, but only if he survives the trip out into the wasteland. This makes it so you don't even have to travel to Fort Constantine if you don't want to. So if you happen to have the Mister Sandman perk you can kill him without attracting any attention from the rest of Underworld. Now you have your armor and the keys! An alternative, and fun, way to kill him is to use a stealth boy and place a live grenade on him after he's retrieved the armor. Watch him blow up! Then take his stuff. The only risk is that when most NPCs venture out into the wasteland, they don't survive random encounters with the wildlife, so if he is killed on his way to Fort Constantine, then you've lost the keys and the armor. To prevent this you can go with him and protect him.

After you have gathered the keys you can go to the Fort and open all the doors. Don't get the power armor but instead return to Mister Crowley to get the reward to for the keys. Now travel back to the fort and grab the armor. Best of both worlds!

YouTube Videos
Obtaining T-51b Power Armor Aup_3OH6_w8

Trivia

 * Mr. Crowley is possibly a reference to the Ozzy Osbourne song "Mr. Crowley", which was a reference to Aleister Crowley -- a British occultist. He also hates Allistair Tenpenny, put Tenpenny's first name and Mr. Crowley's name together and you get Allistair (Aleister) Crowley.

Bugs

 * 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. I took Ted Strayer's key before meeting Crowley and then never could get 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.


 * Same kind error occured for me: when I accepted Tenpenny's offer and, after I sold every key for Mr. Crowley, I told him that I accepted Tenpennys offer and then I killed Crowley. After that I went to tell Tenpennys that ghoul was dead. He gaved me my money, but it didn't end the quest. I tried to kill him, and then quest just told me to go tell Mr. Crowley that Tenpenny is dead, even tought he was just killed. Also, I was able to ask Tenpenny about Crowley, and he acted like ghoul was still living. Obtaining the T-51b Power Armor ended the quest. (sry about my imperfect english ; )


 * The Bloody Mess perk will frequently cause headshots to not count as such, as other limbs will be blown off as well. To prevent this, save before each headshot and reload if you sever additional limbs.


 * 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).
 * ''None of Crowley's conversation options will appear except the one that reports Tenpenny's death. If this happens, to actually accept the quest, you have to talk to Crowley a second time.


 * If you kill Dave, Ted Strayer, or Dukov and their body disappears before you nab their key, you can no longer complete the quest. If this happens, and you are on the PC version of the game, you can bring up console (~) and type:
 * player.additem 0002BF5A 1 to receive Dave's Special Key.
 * player.additem 0002B8DA 1 to receive Ted Strayer's Special Key.
 * player.additem 0002B8DB 1 to receive Dukov's Special Key.


 * 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, after accepting this quest, the game immediately reports that Allistair Tenpenny has been killed (and you did not kill him, obviously), one of the following things might have happened:
 * Allistair Tenpenny bugged out and fell over his balcony.
 * Allistair had been killed by somebody/something else. If you allowed the Ghouls to take over Tenpenny Tower, this might be why.
 * There was a script error and Allistair Tenpenny was teleported elsewhere and died.
 * There was a script error and the script instantly killed him.


 * If you give Mr. Crowley two of the keys, pickpocket those two off of him, and then give him all three keys in one go, he still acts as if you have another key to collect. The only known way to resolve this is by pickpocketing the keys and getting the Armor yourself to end the quest.


 * 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.


 * Occasionally, you can successfully pickpocket Crowley, however his dialog may still change to as if you had been caught pickpocketing him. He will say things like "You stole what was rightfully mine"


 * If you Buy Charon's contract BEFORE doing this Quest, You can no longer talk to Ahzrukhal about Mr.Crowley's motives (Obviously..) and you have no choice but to find the contracts he hired you for and either kill them or steal their keys.


 * Completing Operation: Anchorage and picking up the Winterized T-51b Power Armor at the end will end this quest. You could leave the armor, finish the quest, then go back to get the armor. If you put the winterized armor into storage at your house, and retrieve it, will also trigger the quest completed.


 * Completing Tranquility Lane while carrying the Winterized T-51b Power Armor will also end this quest, as all items are removed from your inventory when entering the Tranquility Lounger and then readded to your inventory after leaving the simulation.


 * Sometimes, when trying to leave Bomb Storage, your console will freeze. (This has happened to me 3 time's on the 360 so far. That happened to me on the PC version I had to restart a previous save.)


 * Completing Tenpenny Tower (quest) by talking the residents into allowing ghouls to live with them caused Tenpenny to die in my game. After I informed Roy Phillips that they could live there, I walked out of Warrington Station it reported that Tenpenny was dead.