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.

Background
Allistair Tenpenny once hired five mercenaries – Mister Crowley, Tara, Dave, Dukov, and Jeff Strayer – to find a rare weapon in Fort Constantine. In order to get a bigger reward share, Dukov trapped Mister Crowley (a ghoul) in a room with feral ghouls. Crowley, who survived despite what everyone else believed, is now a resident of Underworld. Tara died in Fort Constantine and the three remaining Mercenaries escaped and completed the mission.

Starting the quest
Talk to Mister Crowley in the Ninth Circle or at Carol's Place in Underworld. He gives you the task of 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). He says they are ghoul-haters, and he wants them each killed with a shot to the head (as zombies are killed in fiction). For that purpose, he will give the PC a sniper rifle and five .308 caliber rounds. Crowley offers 100 caps per death by headshot with the sniper rifle as payment. He says that "word will get around" if Tenpenny is killed, but he wants proof for the others: "something personal... like a key or a ring."


 * Crowley will only pay 25 caps for any killing method other than a head shot, but you can lie about the act and get the full price by passing a somewhat difficult speech check. This does not apply to Tenpenny; he must be shot in the head by you to get the full reward, since word of his death would spread rather quickly.
 * Killing anybody grants you negative Karma although killing Tenpenny grants you positive Karma.

Crowley's true motives
Bribing or passing a speech check with any of the named NPCs in Underworld – Ahzrukhal, Carol, Doctor Barrows, Winthrop, Patchwork, Tulip, or Quinn – will raise doubts about the targets' bigotry. Under questioning, Crowley will admit that he actually wants a special key from each target except Tenpenny. He still wants Tenpenny killed with a shot to the head. Instead of 100 caps per headshot, he will sweeten the deal by offering 100 caps up front plus an additional 100 caps for each key. Mister Crowley's objective is the suit of T-51b Power Armor still stored at Fort Constantine. You can learn about Fort Constantine and the Power Armor from Crowley (with a speech check). Other than the additional reward, the conditions of the quest do not change by learning this.

Tenpenny's counter offer
Tell Allistair Tenpenny that Crowley sent you to kill him. Tenpenny will offer 300 caps if you agree to kill Crowley instead.
 * Tenpenny pays 100 caps up front, so it is possible to double-cross him and just pocket the caps.
 * Killing Crowley and returning to Tenpenny for the reward ends the quest.

Getting the keys
The keys can be obtained by speech checks, pickpocketing, or by looting the key from the owner's corpse. They may be collected in any order and can be delivered to Crowley one at a time or all at once.

Jeff Strayer is dead, but his son, Ted Strayer, is now in possession of his father's key. Ted lives in Rivet City.
 * Ted Strayer
 * Ted can be paid for his key.
 * He can be convinced with a speech check.
 * He can be threatened (Strength 6+ or Toughness perk).

Dukov can be found at Dukov's Place.
 * Dukov
 * Dukov can be paid for his key.
 * The Black Widow perk can be used to convince him to give up the key.
 * Male characters with the Lady Killer perk can persuade Fantasia to get the key.
 * Cherry will retrieve the key if the player passes a speech check and agrees to take her to Rivet City.
 * With a successful speech check, Dukov can be intimidated into giving up the key.

Dave can be found at The Republic of Dave.
 * Dave
 * With a speech success, Dave will accept the player as a "Wasteland Ambassador" and present his key as a gift.

Obtaining the T-51b Power Armor
Kill Allistair Tenpenny and give Mister Crowley all three keys to collect your reward. He will then proceed to Fort Constantine to retrieve the armor. He will return to Underworld after a few days (provided he did not get killed in the Wasteland). At this point you can kill him or use reverse-pickpocketing in order to obtain the armor (he will be wearing it).
 * Deliver the Keys to Crowley
 * Reverse-pickpocketing will be difficult, because the armor has a DR of 50.
 * Crowley may get stuck in bomb storage, even if he had all the keys. You need 100 lockpick skill to open the door.
 * When Crowley returns from Fort Constantine, you can find him in the Ninth Circle, kill him, and loot the armor. Nobody becomes hostile.

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 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. You gain access here with Dukov's key. Inside the Bomb Storage facility, you will find Tara's body on the opposite of the two Very Hard locked doors. Go to the nearby door, open it with Dave's key and disable the stasis field to acquire the T-51b Power Armor and T-51b Power Helmet.
 * Retrieve the Armor Yourself

Note: there is a Warhead Storage Key on Tara's body. It unlocks a door that's just up a set of steps from here. This leads to a large room where nuclear warheads are stored, and the area is consequently highly radioactive. This key also opens either of the Very Hard locked doors topside that lead to the Bomb Storage facility.

If you choose this solution, Mister Crowley can still be found in Carol's Place in the Underworld. He does not become hostile, but refuses to interact with the PC anymore, only repeating his line: "You stole what was rightfully mine...".

Kill Allistair Tenpenny and give Mister Crowley all three keys to collect your reward. Then follow Crowley on his long journey to Fort Constantine. He will require a lot of protection from enemies in the Wasteland or else he will die along the way. Crowley will become hostile upon reaching Fort Constantine, at which point you can kill him to retrieve the keys.
 * Deliver the Keys to Crowley and Retrieve the Armor Yourself

If you don't want to follow Crowley, you can give him the keys and pickpocket them back. You can also go to Fort Constantine first if you've been there already, open all the doors but don't grab the armor, and give Crowley the keys to get the reward. Then fast travel back and grab the armor.


 * If you have Broken Steel installed when giving the keys to Crowley, he will not appear outside the Museum of History. You can fix this problem by waiting by the entrance and skipping 2 in-game hours. Crowley should appear at the entrance and proceed to Fort Constantine.
 * Using the method of opening the doors first, handing over the keys to Mr. Crowley then fast traveling back and taking the T-51b power armor and helmet before Crowley gets there, causes him to become hostile and track the player. Whilst following you Mr. Crowley can even enter areas such as Point Lookout (by swimming there) if he survives the journey to and from the fort.

Completing the quest
The quest is marked as completed and the Achievement/Trophy given under any of the following conditions.
 * The player delivers the keys from Dukov, Ted Strayer, and Dave to Mr. Crowley.
 * The player acquires the Power Armor in Fort Constantine.
 * The player kills Crowley after having been hired by Tenpenny.
 * The player picks up (if previously dropped) or equips (him/herself or his follower PC) the Winterized T-51b Power Armor that was gained from the Anchorage Simulation. (glitch)(works on 360, PS3, and PC)

Videos
Obtaining T-51b Power Armor Aup_3OH6_w8

Bugs

 * After completion of Operation: Anchorage, when picking up the Winterized T-51b Power Armor and equipping it, the trophy/achievement for this quest may suddenly become unlocked. If you drop it from your inventory and do not have a convenient game save, leave it where you dropped it and retrieve it after completing the quest.
 * If a follower has a Winterized T-51b Power Armor and you take it back from your follower you may complete this quest without getting all the keys.
 * The Quest may suddenly complete, for no reason at all, and the Pip-Boy shows all objectives completed. in this case, you must load a previous game, or resort to console commands to retrieve the armor.
 * Mr. Crowley often gets "stuck" while traveling, particularly when swimming.
 * If you have already completed The Waters of Life, the barriers that the Enclave erect around the Jefferson Memorial can cause Crowley to be 'confused', causing him to waste time swimming/walking back and forth, trying to get around the barriers. After about ten minutes of watching him swim in circles he got back on track.
 * Mr. Crowley may appear at your Megaton house and follow you inside. 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.
 * If for some reason you kill or take a key from one of the targets before you get the quest, Crowley 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 without resorting to console commands. See Dave's Special Key, Dukov's Special Key and Ted Strayer's Special Key for the item codes.
 * 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 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.
 * 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.
 * The quest will sometimes complete itself when switching to a different quest, granting the achievement and registering that you have killed people that you have never met.
 * If you kill Tenpenny, then kill Mr. Crowley, you will not fail the quest. It will tell you to talk to Tenpenny, and then to talk to Crowley, making it impossible to finish the quest.
 * It is possible that when Tenpenny says he will pay you, no caps will be given to you.
 * If you have completed Operation Anchorage, and continue until the Waters of Life quest upon exiting Tranquility Lane, you may be informed that you completed "You Gotta Shoot 'em In the Head."
 * It is possible that after completing the quest, Crowley can show up in the Mobile Crawler at Adams Air Force Base, but not hostile towards the player even if he took the armor.
 * On his way to the Fort, Crowley may get stuck between the Underworld and the Mall. In this case, he was stuck near the entrance of the Underworld, near the short series of stairs, on the opposite side of where Greta takes her break. He will appear as a 'dash' on the players compass, but does not appear in character. This glitch can sometimes be fixed by reentering the underworld and the Ninth Circle, then exiting the museum to the mall Mr Crowley will be there.
 * It is possible to meet Mr. Crowley at the Citadel if you have completed Broken Steel and You Gotta Shoot 'Em in the Head (by giving him the keys). Once you have completed the main quests, have been revived into Broken Steel, completed Who Dares Wins and have been taken back to the Citadel via Vertibird, Mr. Crowley can be standing out side the doors to the Laboratory. Killing him will not make the Brotherhood hostile, this is probably because the Brotherhood and Crowley are from different factions.
 * When one starts the expansion Mothership Zeta, it is possible for the quest to finish itself with the result of Mr. Crowley believing the player to have betrayed him and taken the keys for him/herself. The armor or any other items found within the Fort WILL NOT be in your pack.
 * You may be able to tell Crowley you killed Tenpenny but not have the dialogue option of saying you shot Tenpenny in the head, even if you did.
 * Sometimes when you give Crowley multiple keys, then talk to him about his true motives, speech dialog only allows you to receive non-headshot kills for 25 caps for every key afterwards, even though he promises 100 per key.

Behind the scenes

 * The title is a reference to the rule in zombie fiction that zombies must be killed by destroying their brain. Mr. Crowley himself refers to these legends.