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Fallout 3 Game Guide

Tenpenny Tower

Quest giver: Roy Phillips or Gustavo
Where: Tenpenny Tower

Outside Tenpenny Tower, a towering structure seemingly spared from utter destruction in the southern Wasteland and due southwest of Megaton, a disgruntled Ghoul is arguing with someone through an intercom by the gate. Apparently, he is being refused access to the place. His name is Roy Phillips, and on your first attempt to chat him up, he probably will ignore you. There's big trouble brewing here it seems.

In order to get some reaction out of Roy Phillips, the Ghoul, you'd had to have explored the Warrington Tunnels previously. Then, Roy talks to you. His request is simple enough: help him root out the elitists living in that Tenpenny tower so that he and his oppressed brethren may move in to a life of luxury (which is relative in this sense). Otherwise, access the intercom, and a gruff voice initially mistakens you for the bothersome Ghoul but soon realizes its mistake and demands you to state your business. Now if you've been following the bad Karma route of another sidequest, The Power of the Atom, and have come to seek Mister Burke, state it as such and you will be ushered in forthwith. You can also pass a high Speech check or agree to shell out 100 Caps for entry.

Once you've negotiated your way in to the Tower, go meet Chief Gustavo, who has a different plan for the Ghouls. He simply wants everyone of them eradicated, including that Roy Phillips outside. He tells you they are holed up in Warrington Station Metro Tunnels. Warrington Station lies directly to the southwest, but you can't enter it directly and must be circumnavigated through Warrington Tunnels, due west from Tenpenny Tower. Enter the tunnel and navigate your way through the subterranean maze, following your quest marker. You are sure to encounter many Ghouls of the more aggressive type, but nothing too terribly fearsome.

When you near the Warrington Station, a Ghoul yells at you from the distance to holster your weapons. Do so and meet Michael Masters. From here, you're going to have to decide whom you would offer your helpful services to. You now essentially confront a couple of choices:

Option 1: You sympathize with the Ghouls and want them to lead a better life in Tenpenny Tower. Roy plans to open a door leading from the Tower's basement to the Generator Room and unleash Feral Ghouls unto the defenseless residents. You will need to return to Gustavo while he's sleeping in the night and pickpocket the Key to Tenpenny Generator Room from him. Alternatively, you can try to win Herbert "Darling" Dashwood over into giving up the same key, or similarly obtaining it from him with dexterous fingers.

The door to the Generator Room is situated outside the main tower but still within the perimeter walls. Head outside the main lobby and loop around to the back to find stairs leading to a locked door. Use the recently acquired key to unlock it and access the terminal inside to open the Containment Door. Or, if you can't access the terminal you can fire at either generator to achieve the same effect. You see Roy through a window, and behind him rests a brooding horde of flesh-craving Feral Ghouls. Meet him at the front of the Tower for a Ghoul Mask. Don this mask immediately to be granted complete immunity to the savageries of the loosed Feral Ghouls.

Take part in the bloody carnage until every resident of Tenpenny Tower lies still on the floor. Once the tower is devoid of its former residents, you can wait 24 hours for the place to be completely transformed to a new living place for the Ghouls.

Option 2: You agree with Gustavo's view that Ghouls are scum and must be purged from this land. Gustavo offers a 500 Caps reward and a Hunting Rifle or 10mm Submachine Gun with ammo to help get you started off on the right foot. You could kill him right now if you wish, but you can act on friendly terms until you meet up with Roy, then begin your massacre since Roy himself poses the deadliest threat. Sometimes you'll find the Ghouls sleeping, and murdering someone in their sleep-while craven-is most effective for your sake. Fill the area with dead Ghouls and go around looking for spoils, including a Dean's Electronics booklet. Return to Gustavo once you've carried out the deed.

The third option is the only one that doesn't cause your Karma to plummet and actually involves your trying to mediate the conflict between the two warring sides. You can try to negotiate a harmonious coexistence between the Ghouls and the humans by speaking to both parties and then requesting an audience with Allistair Tenpenny, who stays in the penthouse suite most of the time. The only thing is the door to his suite is locked, but that problem can be corrected easily by one of several ways: pickpocketing the key from Gustavo or the guard, swiping the key when the guard isn't looking, or passing a high Speech check.

Ask the elderly, affluent man about the possible Ghoul troubles; surprisingly, he turns out to be a very cordial and reasonable fellow. He'd be fine with letting the Ghouls in to his pristine abode, but the other residents of Tenpenny Tower may need a little more persuasion. You'll need to convince the following residents: Mr. and Mrs. Wellington, Mr. Ling, Ms. Montenegro, and Ms. Lancaster. This task is not easy simply because the aforementioned five people are so prejudiced against the Ghouls that they'd put up a good verbal struggle before agreeing to this madness. This is why you'd need to pass a high Speech skill with them individually.

If you can afford some negative Karma, a quick way to send Montenegro and Ling out of the Tower of their own accord is to loot their safes. Not happy about being robbed, the two of them pack their bags and leave. As for the others, if you fail the Speech check on them, you may have to resolve this the violent way. Anyway, once you've dealt with the five primary bigots, return to Tenpenny with the news. Tenpenny finally agrees to let the Ghouls in. Go find Roy and tell him the great news.

Now whether the two sides can truly live harmoniously is another story...

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Table of Contents

  • Getting Started
  • General Tips
  • Walkthrough
    • Baby Steps
    • Growing Up Fast
    • Future Imperfect
    • Escape
    • Following in his Footsteps
    • Galaxy News Radio
    • Scientific Pursuits
    • Tranquility Lane
    • The Waters of Life
    • Picking Up the Trail
    • Rescue From Paradise
    • Picking Up the Trail
    • Finding the Garden of Eden
    • The American Dream
    • Take It Back!
  • Sidequests
    • Agatha's Song
    • Big Trouble in Big Town
    • Blood Ties
    • Head of State
    • The Nuka Cola Challenge
    • Oasis
    • The Power of the Atom
    • Reilly's Rangers
    • The Replicated Man
    • Stealing Independence
    • Strictly Business
    • The Superhuman Gambit
    • Tenpenny Tower
    • Those!
    • Trouble on the Homefront
    • Wasteland Survival Guide
    • You Gotta Shoot 'Em In The Head
  • Achievements
  • Trophies
  • Guide Feedback
  • Forums:
    • PC
    • PS3
    • X360
  • Game Info:
    • PC
    • PS3
    • X360
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Fallout 3 Game Guide - Page 31 - Game Guides at GameSpot

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