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Fallout 3 - Musem of History: You gotta shoot ‘em in the head - game guide, walkthrough, secrets, game tips & strategies

Fallout 3 Game Guide
Musem of History: You gotta shoot ‘em in the head
by Jacek "Stranger" Halas (guides.gamepressure.com)
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Musem of History: You gotta shoot ‘em in the head  (26/83)

Musem of History: You gotta shoot ‘em in the head

Received from: Mr Crowley [Museum of History – Underworld]

Solution: Mr Crowley is a ghoul and he can be found somewhere in the Underworld (he spents most of his time in Carol’s place). Crowley will ask you to kill four men who don’t like ghouls. He will give you their exact locations and you’ll also find out that he can give you a bonus if they die from a shot to the head. In order to make this happen you’ll receive a sniper rifle. I would recommend that you visit each person on the list in order to find out more about Crowley’s true intentions. It turns out that he needs to get his hands on the keys and he doesn’t care about anything else. Dave from the Republic of Dave is very helpful. Once you’ve acquired enough information go back to Crowley and if you’re convincing enough he’ll change his mind. From now on he’ll only need their keys (screen), so you won’t have to kill them. This also means you can ignore Tenpenny, because he’s the only one without a key.

 

 

Your targets are: Allistair Tenpenny from Tenpenny Tower, Dukov from Dukov’s Place, Dave from the Republic of Dave and Ted Strayer from Rivet City. Like I’ve already said, only three targets carry unique keys. In each case you can convince a target that he should hand over his key peacefully (screen). This can be done by winning a speech challenge or by offering a bribe. Alternatively you can shoot first and ask questions later, but obviously such actions would result in karma losses. I should tell you that the keys are needed to gain access to a secret lab hidden in Fort Constantine.

As for Allistair Tenpenny, you must execute him if you want to follow Crowley’s instructions, however you shouldn’t be surprised to hear that the old man will offer you more money (200 bottle caps or more if you use speech) for Crowley’s head. The quest can be ended with Crowley’s death or after you deliver Crowley all three keys from other targets (they can either be dead or alive). You can lie to Crowley that you’ve killed someone even if you allowed such a person to live.

If you want to find out more about why Crowley needs all the keys so much go to the second chapter of my guide and read the description of Fort Constantine. Thankfully, even if you give Crowley all the keys and end the quest you can still kill him and take back your possessions. I wouldn’t recommend attacking him while he’s still in the Underworld, because that would make other ghouls hostile towards your character. You can wait for him to leave the Underworld and shoot him in the main hall of the museum or you can follow him to Fort Constantine and assassinate him there.

 

 

Musem of History: You gotta shoot ‘em in the head  (26/83)
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Introduction
Fallout 3
Main quests
Main quests 1: Baby steps
Main quests 2: Growing up fast
Main quests 3: Future imperfect
Main quests 4: Escape!
Main quests 5: Following in his footsteps
Main quests 6: Radio Galaxy News
Main quests 7: Scientific Pursuits
Main quests 8: Tranquility Lane
Main quests 9: The waters of life
Main quests 10: Picking up the trail
Main quests 11: Finding the garden of eden
Main quests 12: The American Dream
Main quests 13: Take it back!
Main quests 13: Take it back! - Endings
Side quests
Megaton: The power of the atom
Megaton: The wasteland survival guide (first chapter)
Megaton: The wasteland survival guide (second chapter)
Megaton: The wasteland survival guide (third chapter)
Megaton: Blood ties
Grayditch: Those!
Rivet City: The replicated man
Rivet City: Stealing independence
Capitol Wasteland: Head of state
Museum of History: Reilly’s Rangers
Canterbury Commons: The superhuman gambit
Paradise Falls: Strictly business
Big Town: Big trouble in Big Town
Tenpenny Tower: Tenpenny Tower
Vault 101: Trouble on the homefront
Little Lamplight: Rescue from paradise
Agatha’s house: Agatha’s song
Girdershade: The Nuka-Cola Challenge
Oasis: Oasis
Capitol Wasteland
Maps of the world
Main maps
sector 1, sector 2
sector 3, sector 4
sector 5, sector 6
sector 7, sector 8
sector 9, sector 10
Alphabetical list of primary locations
Other
Detailed maps
Big Town
The Underworld
Megaton
Rivet City
Tenpenny Tower
Main locations
Andale, The National Archives, Arefu
Capitol building, Canterbury Commons, Hallowed Moors cemetery
Citadel, Big Town, Evergreen Mills
Nuka-Cola plant, RobCo facility, Falls Church metro
Fort Bannister, Fort Constantine, Fort Independence
Girdershade, Grayditch, Hubris Comics
Dickerson Tabernacle Chapel, Vault 101 (return), Vault 106, Krypta 108
Little Lamplight, Megaton, Meresti trainyard
Museum of history, Wilhelm’s wharf, Paradise Falls
Reilly’s rangers compound, Raven Rock, The Republic of Dave
Rivet City
Rockbreaker’s Last Gas, Deathclaw sanctuary, National Guard depot
Springvale, Marigold station, Jury Street metro station
Northwest Seneca station, Temple of the Union, Takoma Park – factory district
Tenpenny Tower, Greener Pastures disposal site, Wheaton armory
Scrapyard, Other – Capitol Wasteland
Other
Enemies
Threats
Bonuses
Vault-Tec Bobbleheads part 1
Vault-Tec Bobbleheads part 2
Vault-Tec Bobbleheads part 3
List of achievements
Hints
Character creation and development
Basic
Perks part 1
Perks part 2
Perks part 3
Perks part 4
Perks part 5
Hidden perks
Combat
Basics
Useful hints
Equipment
Hints
Storing equipment and doing repairs
Unique weapon schematics
Other
Dirty deeds
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