Tenpenny Tower

Tenpenny Tower is located southwest from Megaton. This old luxury hotel is now the refuge of Allistair Tenpenny who allows people in for the right price - Ghouls need not apply.

A suite becomes available to The Lone Wanderer if he/she assists Mr. Burke in detonating the atomic bomb at the center of Megaton. Mr. Burke is situated in the penthouse suite which is accessible via the elevator behind the help desk in the main lobby.

When you first arrive you'll likely see a ghoul, Roy Phillips, outside asking over the intercom to get in. He will eventually give up and leave, allowing you to talk to the security guard. After being rudely greeted, due to the guard thinking you are Roy, you may gain entrance to Tenpenny Tower either by successfully completing the speech challenge, paying caps, or rigging the bomb to explode in Megaton. Once in you may be given the Tenpenny Tower Quest by Gustavo.

Background
After the Great War, the building that was to become Tenpenny Tower was still intact. Upon the discovery of the abandoned building, Allistair Tenpenny set to work restoring it to its pre-war glory.

Exterior
The structure itself is surrounded by tall concrete walls, which creates a compound of sorts. Around the rear of the building is the entrance to the generator room, which is used in the quest Tenpenny Tower. There is also a covered area to the right of the main gate, which serves as the guard's quarters. The building did not completely escape damage from the bombs, and was repaired with scrap metal on the facing that took the damage.

Interior
Upon first entrance to the tower itself, you find yourself in the Lobby area. There are several stores branching off from the main area. There are some apartments on the upper level, the entrance to the apartments up some stairs at the back, and an elevator to the penthouse suites. The Apartments are located on the third floor of the building, and is arranged around the elevator shaft. The Penthouse suites level contains the accomodation of Allistair Tenpenny, Irving Cheng, Mr Burke and Susan Lancaster. There is a suite that can be acquired by the player here, by completing The Power of the Atom. It is notable that while it is possible to steal from the safes and cashboxes of the storeowners, doing so causes the store owners to complain of security and leave, meaning you cannot shop from them.

Notable Loot

 * Tales of a Junktown Jerky Vendor on a desk in Susan Lancaster's room (NE corner of the third floor).
 * Lying, Congressional Style in Tenpenny's room on a desk (top floor)
 * Duck and Cover! outside in a destroyed house directly West of Tenpenny Tower. It should be the first destroyed house you encounter, on a bookshelf.
 * Tales of a Junktown Jerky Vendor inside Willy's Grocer located directly east of the front entrance to Tenpenny Tower located on the counter with the cash registers.
 * A Tumblers Today, Scoped .44 Magnum, locked ammo crate (Average) with .44 Magnum Rounds, and a couple Stimpacks can be found south east of Tenpenny Tower on the second floor in a ruined office building/skyscraper. The building is clearly visible outside the front gate of Tenpenny Tower.
 * Inside of Herbert Dashwood's safe, there is a Mini Nuke and Bottlecap Mine schematics.

Related quests

 * The Power of the Atom
 * Tenpenny Tower
 * Strictly Business
 * You Gotta Shoot 'Em in the Head
 * A Manhandled Manservant

Appearances
Tenpenny Tower appears only in Fallout 3.

Behind the scenes

 * According to a recent interview in 1UP magazine Emil Pagliarulo confirmed that Tenpenny Tower was slightly inspired by Fiddler's Green, the skyscraper in George Romero's Land of the Dead.

Bugs

 * Sometimes, you can access the suite from the balcony, even if you defused the bomb. Everything will be normal, as if you did blow up Megaton. However, the door to the lobby will remain locked. (Cause unknown)
 * The bodies of all the residents may not be found in the basement or anywhere after they are dead, even though entering the basement to look is enough to give The Wanderer the necessary dialogue options with the ghoulish tenants regarding the bodies in the basement. (Confirmed on XBox 360, PC, and PS3 versions of the game)
 * It's possible to get the front gate of Tenpenny Tower to remain open indefinitely by fast-traveling away while it's in the process of opening. This helps save a few seconds on subsequent visits to the location. (confirmed Xbox 360)
 * 2 separate game disks for the XBox 360 have been found to periodically have the same glitch: the player goes into Tenpenny Tower to trade with Chief Gustavo, at the boutique, or at the clothing store, and when leaving by way of the front doors the game will freeze in the transition from the building to the courtyard outside. At this point the Xbox 360 must be turned off, then back on, and the game restarted.  The game progress has fortunately been autosaved, and the player is back in the lobby at Tenpenny Tower, but the business transactions now have to be completed again, as if they never happened(which, technically, they didn't).  This bug is extremely irritating, it results in wasted time, and it happens often enough that this player consequently doesn't do business in Tenpenny Tower as frequently as he otherwise would.  Incidentally, this glitch presumably may occur anytime the player enters Tenpenny Tower for any reason.  This player, however, has only noticed it when trading, at a time when he's in a hurry.

Тенпенни-Тауэр