This is Part 16 of our complete Fallout 3 Walkthrough, featuring Fallout 3 You Gotta Shoot 'Em in the Head and Stealing Independence.
You Gotta Shoot 'Em in the Head
During your exploration of the Town of Ghouls also known as Underworld, you may meet a ghoul named Mr. Crowley who usually likes to hang out at the 9th Circle Bar or at Carol's.
Mr. Crowley is not a very friendly ghoul, especially towards humans, so be sure to give him the answers that you think he wants to hear.
Succeed in proving to him that you're different than most smooth-skins and he'll let you in on a business proposition. He has a list of four men who are complete bigots and who have wronged Crowley in the past. He wants you not only to kill them, but kill them in the only way that they wrongly think ghouls can die: a shot to the head.
Crowley is willing to pay you 100 caps per kill, plus an extra 25 caps if you kill them by shooting 'em in the head. Don't forget to also grab each of their keys since they're souvenirs of their beings.
The four humans on your hit list are Allistair Tenpenny, Dukov, Ted Strayer, and Dave. Allistair Tenpenny can be found at Tenpenny Tower, Dukov can be found at Dukov's Place, Ted Strayer can be found in Rivet City, and Dave can be found at the Republic of Dave.
Before you head out, talk to the locals at Underworld and ask them about Crowley. You'll find out that not everything is as it seems. Certain ghouls have met some of the people on your hit list and know for a fact that they are not Ghoul haters at all. Some even suspect that Crowley has an ulterior motive for wanting these men dead.
With that in mind, head out for your first target. Since you may be familiar with it, start with Ted Strayer in Rivet City.
NOTE: You can hunt for these men in any order you want. This walkthrough goes in no particular order.
Ted can usually be found in the Common Room. If he's not there, you can either aimlessly wander around Rivet City hoping to find him, or just speed things up to night time and wait for him to go to sleep.
Once you confront Ted, ask him if he knows a man named Crowley. Ted will tell you that it was his father who knew Crowley, not him.
As with all of the other targets, you can generally talk them into giving you their key through the use of your speech skill. In regards to Ted, using the Toughness perk if you have it will also scare him into giving up the key.
If you can't get him to give the key up through diplomatic means, you can also try to pickpocket it from him. Luckily the Common Room is usually pretty empty, so be sure to close the door when you attempt it.
If all else fails, you could follow Crowley's instructions and shoot Ted in the head. Be sure to do this in an isolated area so that all of Rivet City is not after you.
Once you have his key, you can return to Mr. Crowley and report what happened. He won't be happy if you didn't kill him, but he'll still pay you as the key is what's important.
Next up on the list is Dave. You'll find him, shockingly enough, at the Republic of Dave all the way in the very northeast corner of the map. Be careful on your way to him as you'll likely pass Old Olney on the way, a town that has been overrun by Deathclaws.
Once you reach the republic you'll be led in by a girl named Flower. Tell her you want to see Dave and she'll show you the way.
When you talk to Dave the first thing that you'll have to do is convince Dave to let you be a visitor to his Republic. To do this you'll either have to succeed at a speech challenge, give him 200 caps, or give him one of your hunting rifles.
Once you've established your status in the Republic, you can talk to Dave about Mr. Crowley. Succeed in a Speech challenge to get him to hand over his key, and you'll be done here. If you have a high luck stat, a conversation option will open up to allow you to get the key that way as well.
If none of those work, as always you have the remaining two options of killing Dave or pickpocketing him, both methods which are recommended only if you can find a time when Dave is alone.
Once you get the key, report back to Crowley and set your sights on your next target, Dukov.
Dukov can be found at Dukov's place. An easy way to find him is to travel to the Tepid Sewers, a place that you should have visited already if you've been working on the Wasteland Survival Guide. Just fast travel there, turn southwest, and it'll be the big building you see right in front of you.
The same options that applied to the other two targets apply here to Dukov. You can try to talk him into giving you the key, pickpocket him, or kill him. You could also convince Cherry, one of Dukov's ladies, to steal the key for you.
TIP: Make sure to attempt the speech challenge asking where Fort Constantine is located. If you succeed, it'll appear on your map.
The nice thing about Dukov is that killing him is fairly easy since he's already in an isolated place, isn't an important person beyond this quest, and is generally a more despicable person than Ted or Dave. If you want to get that extra cap bonus from Crowley for shooting the targets in the head, then this is a good candidate for that.
After you get Dukov's key, the final target is optional. If you want to complete this quest, just fast travel back to Underworld, give Crowley the three keys, and you'll be done.
If you'd rather see all of what this quest has to offer though, head over to Tenpenny Tower. You'll find it in the southwest region of the Wasteland.
In order to gain entry into Tenpenny Tower, you'll either have to succeed in a speech challenge, pay the door man some caps, or be on business with Mr. Burke for the quest The Power of the Atom.
Once you're inside the tower, head for the elevator straight ahead.
Tenpenny's suite will be guarded by one of his personal guards. Either pickpocket him for the key, use your speech to convince him to let you through, be on business with Mr. Burke, or simply kill him.
Once you reach Allistair Tenpenny you have a couple of options. You could kill him like Crowley asked you to, or you could tell him about Crowley's plan to kill him. If you choose this option, Tenpenny will actually offer to pay you twice what Crowley is offering, if you kill Crowley instead.
You now have a couple of ways to complete this quest.
You could kill Tenpenny on the spot, return to Crowley and give up the keys. Quest Completed.
If you want to kill Crowley, the best way to do so would be to give up the keys and wait until he leaves Underworld and steps into the lobby of the Museum of History, then do the deed. Make sure to loot his corpse and reclaim the keys. Return to Tenpenny and collect your reward. Quest Completed
Or, you could ignore both of them and simply travel to Fort Constantine yourself and use the keys to reach the highly coveted T51b Power Armor. Quest Completed
TIP: Fort Constantine is located in the northwestern region of the map in between two Satellite Arrays. When you get there, go into the shack with the door the leads to the CO Quarters. There you'll find a doorway leading downstairs where you can use Ted Strayer's key to enter the Launch Control Bunker. From there just follow the linear path until you reach an area with two locked doors with two very hard security terminals on the right side. On the left side of this room is a corpse that holds the key you need to reach the armor.
Stealing Independence
- You can pick this quest up the first time you visit Rivet City by paying a visit to Mr. Abraham Washington who is located in the Capitol Reservation Society.
- Be kind to him in your responses and when he mentions the greatest doctrine being missing, ask what document he's talking about.
- You'll find out that he's speaking of the Declaration of Independence. Tell him that you'll retrieve it for him and this will give you the quest.
- You can continue talking to him a bit further, with the option to ask him about the history of the document. Apparently, the facts have become distorted over the years.
- Be sure to ask him to pin point the location of the National Archives on your map and then you're free to head out.
- The Archives is located within the Mall and is close to the Northeast Mall Metro Station and the Museum of History.
- Once you're at the archives, head up the stairs and walk through the main entrance.
- Go forward a few steps past the wall in front of you and then turn around until you re facing two terminals. The one on the left holds an eight question quiz regarding the Declaration of Independence and the Revolutionary War. If you feel like you know your stuff, give it a shot.
- TIP: If you need help, the answers are as follows, in order: Second Continental Congress, Thirteen, John Hancock, 56, Ratification, King George III, Happiness, and Thomas Jefferson.
- Once you get all of the questions right, you'll receive a prize voucher. Activate the terminal on the left to exchange the voucher for a prize.
- TIP: The grape mentats will give a +5 bonus to Charisma, the berry mentats will give a +5 bonus to Intelligence, and the Orange Mentats give a +5 bonus to Perception.
- Now that you're done with the quiz, it's time to get back to work. Head through the double doors into the Rotunda.
- TIP: You're going to have to defend this room from a Super Mutant attack. You can be extra prepared by planting some mines at the entrance to the Rotunda.
- Be careful of the mines laid on the floor and head towards the sandbags to reach Sydney. Talk to her and she'll warn you of an upcoming Mutie attack. Get behind some cover quickly to get ready.
- The first wave is easy enough, but the second wave will bring Super Mutants who like to toss grenades and shoot missiles. Try to shoot the grenades while they're still in the hands of the Super Mutants. This will ideally cripple one of the arms of the Mutant shooting missiles at you.
- Once the coast is clear, talk to Sydney again and she'll suggest that you two team up to find the Declaration. She knows the area better than you do, so this is a good idea.
- NOTE: If Sydney dies in the skirmish, you will lose the quick and easy way into the basement. It's highly recommended that you reload your save and try again so she can survive.
- Once you're ready, examine the terminal in the Rotunda and activate the lift. Stand on the lift, look down and press the action button to activate it.
- When you reach the bottom of the lift, head through the door in front of you and travel down the stairs. There will be a robot down the left hallway when you reach the bottom, so get out a pulse grenade to take it down quickly.
- The fastest way through this is to go through the Utility Door to the north. Unfortunately, if you don't have a high science skill, it's going to be jammed for you. If you can get through the Utility Door, skip to 27.
- Otherwise, head down the western hallway. If you have at least 50 points in lockpicking, you can pick the average lock to your right and it'll basically be the same result as going through the utility door. Turn right at the end of the hallway and skip to 27.
- If you can't pick the lock, continue along the hallway but be prepared for a tough robot around the corner at the end.
- Check the various doors and the boxes inside to find pulse mines, stimpacks, and ammo.
- Turn the corner and make sure not to fire off your weapons as there is a gas leak in this room.
- Search the shelves and you'll find some more pulse mines.
- Make your way to the other side of the room and then head down the corridor. To your left is a room containing another robot. Take it out and the continue eastward.
- You're now in the room that you would have been in if you had unlocked the utility door.
- TIP: If you have a high repair skill, you can actually examine the generator at the southeastern end of the room and deactivate all of the turrets on the floor below.
- Head down the stairs and enter the door at the bottom. You'll now be in a hallway guarded by a robot with two locked doors to your left and right.
- NOTE: If you want to steal the Bill of Rights as well as the Declaration of Independence, turn left in this next hallway and lockpick the two doors. On the other side of the second one are two turrets guarding a room with ammo boxes, a skillbook, and the Bill of Rights. You'll be able to sell the document back to Abraham Washington.
- NOTE: If you want to steal the Magna Carta as well, try to open the door to your right. If you can't open it, then head north all the way to the next hallway and make a right and then another right. Whichever way you go, you need to open the eastern door, lockpick the next door, kill the two turrets guarding the room and then claim the Magna Carta from the safe.
- Continue heading north until you reach another hallway with a junction. Head left and follow the path around to reach the door leading to Archival Strongroom. Be prepared to deal with another robot on the way.
- Enter the Archival Strongroom door and you'll be met face to face with Buttons Gwinet, the second signer of the Declaration of Independence. Or at least that's who the Protectron with the wig thinks he is.
- You have multiple ways for dealing with Buttons. The easiest way is just to turn your guns on him and his turrets, steal the declaration, and be on your way.
- Of course you'll also get the opportunity to use your speech skill on Buttons to convince him that you are actually Thomas Jefferson. He'll be absolutely honored to be in your presence and will hand over the declaration to its rightful owner.
- Or, if you have the Robotics Expert perk, you can recite Button's reset code and get him to shutdown.
- The last resort would be to go on an errand for Buttons to prove that you're not a Redcoat spy. You'll have to visit Arlington Library, find a metal box labeled "Restoration Supplies", take the ink and return back to Buttons. For information regarding the library and the location of the ink, check Chapter 3 of the sidequest The Wasteland Survival Guide.
- Either way, once Buttons is either destroyed, shut down, agreeable, or otherwise incapacitated, use his password on the terminal to open the door to the north where you'll find the Declaration in a safe, as well as a Tales of a Junktown Vendor skill book.
- With the declaration in hand, proceed through the western door, down the long pathway all the way to the elevator leading back to the National Archives.
- Get ready for a fire fight as you've got a Super Mutant in the room above and two Super Mutants in the next room over that will likely join the fight.
- Once the area is clear, enter the door on your left into the big room, and then turn to face east to find a destroyed part of the wall that you can go through. Enter the door to be back in the National Archives Lobby.
- Exit to the Wasteland and then fast travel back to Rivet City where you'll find Abraham Washington. Deliver the declaration to him and claim your reward to complete the quest. Quest Completed
Table of Contents
- Basics
- General Tips
- Main Quest
- Sidequests
- The Power of the Atom
- Blood Ties
- Those!
- The Wasteland Survival Guide
- Big Trouble in Big Town
- The Superhuman Gambit
- The Nuka Cola Challenge
- Head of State
- The Replicated Man
- Oasis
- Tenpenny Tower
- Strictly Business
- You Gotta Shoot 'Em in the Head
- Stealing Independence
- Trouble on the Homefront
- Agatha's Song
- Reilly's Rangers
- Wasteland Secrets
- Characters and Sidequests
