Tenpenny Tower (quest)

Tenpenny Tower is a Fallout 3 quest connected with Tenpenny Tower. It is also an Xbox 360, PC achievement, and a PS3 trophy.

Before doing this quest
If you are looking to pick up all of the bottlecap mine schematics, you should complete the unmarked quest A Manhandled Manservant. If you complete this quest before the Manhandled Manservant unmarked quest, you will not be able to tell Herbert Dashwood about it, thus making his quest impossible to complete. However, Herbert Dashwood's safe contains a copy of the schematics as well, and you may be able to loot the key off his corpse even if you don't complete the unmarked quest. You may also want to collect a few skill books (see below), as they are duplicated if you help the ghouls take Tenpenny Tower by force.

Approaches and Walkthrough
The ghouls want to live in the luxurious Tenpenny Tower, but neither Allistair Tenpenny nor the other residents are willing to let them in. Kill the band of ghouls, let them into the Tower, or find an uneasy diplomatic solution. Note that the decisions you make in this quest can have permanent and major effects on the fate of a major city and obtaining one of the most useful items in the game.

Starting the Quest
The quest is given by Chief Gustavo at Tenpenny Tower, you get an assault rifle upon starting this quest and a 500 cap reward upon the death of Roy Phillips and his "gang". A successful speech check can raise your reward to 700 caps, as well as upgrade your starting gun to a Chinese assault rifle and some 5.56mm rounds (Note: Failing the speech check means you get a 10mm SMG instead, although you may get the Chinese assault rifle and 5.56 rounds even if you fail the speech check).

Gustavo will direct you to the feral ghoul infested Warrington Tunnels west of Tenpenny Tower. Follow the tunnels and you'll find a door leading to Roy Phillips' hideout. Once there, you can choose to kill the ghouls, help them massacre the residents of Tenpenny Tower, or offer to speak with Allistair Tenpenny on their behalf.

Note: This quest is also given to you by Roy Phillips if you meet him before entering Tenpenny Tower.

Kill Roy Phillips
Simply eradicate Roy Phillips and any other non-feral ghouls within his hideout (for negative karma), then return to Chief Gustavo for your 500 or 700 cap reward, depending on whether you passed the speech check. This method is by far the quickest way to complete this quest, but does not allow you to gain the ghoul mask. You may also choose to kill Roy Phillips during the conversation he has with the intercom when you first approach Tenpenny Tower; simply allow the conversation to finish and then attack him while he leaves, or reverse-pickpocket a mine or grenade into his inventory while he isn't looking. You will still have to talk to Gustavo to initiate the quest and kill Roy and his gang.

If you want to kill the ghouls without losing karma, you can allow the feral ghouls to follow you into the room containing Roy Phillips and Bessie Lynn. Roy and Bessie will attack you immediately even if you haven't actually harmed the ferals, and Michael will enter and attack you as well. You can then kill them all in self-defense. Either way, your karma will not suffer, but Three Dog will still verbally savage you afterward.

You can also goad Roy into attacking you via dialogue choices, but this will result in a loss of karma.

Roy Phillips and his gang can be killed without losing Karma if you have the Mister Sandman perk. To do this you must wait for all three ghouls to go to sleep (there is a bed you can use in this area or you can just wait) and murder Bessie Lynn first, she will make a screaming noise but will not awaken Roy or Michael Masters. Either Roy or the other ghoul can be killed next (preferably Roy as he is close to Bessie Lynn) once either are killed the other will wake up and turn hostile, allowing you to pick off the other without karma loss.

Killing Roy Phillips has the upside of sparing the lives of all the residents in Tenpenny Tower, as all the other solutions eventually result in in Roy Phillips and his pack of feral ghouls murdering every single human in Tenpenny Tower. Killing Roy will result in having multiple traders in the tower compared to just two if you allow him in.

Convince Tenpenny to let the ghouls move in
Talk to Phillips about the possibility of a peaceful negotiation, then bring the proposal to Allistair Tenpenny. He will tell you that if you convince tenants Edgar Wellington II, Millicent Wellington, Anthony Ling, Lydia Montenegro and Susan Lancaster to have the ghouls as neighbors, he'll let them move in. You can also get rid of them by various means to accomplish the task.

If Allistair Tenpenny is dead, the above still applies. However, since Gustavo has taken his place and cannot be convinced, you must kill Gustavo for this to work. Doing so will award positive karma to those who've taken the Lawbringer perk. Note that any security guards in sight will turn hostile if you attack him, but not those in other areas; for example, killing him outside will turn the gate guards hostile, but not those inside the hotel.

There are several methods of getting the five residents to cooperate. The first is passing a speech check (for positive karma), which forces them to accept the change or leave. Stealthy assassinations (for negative karma) also work. Alternatively, you can take the Love Letter from Susan Lancaster's desk and show it to Millicent Wellington, who will then proceed to murder both her husband Edgar and his lover Susan. Millicent will then leave the tower, leaving only Anthony and Lydia. These two can be convinced to leave by stealing from their store safes and speaking to them after doing so.

Note: If you wish to kill Allistair Tenpenny for any reason (such as obtaining his unique suit, the karma granted for killing him, or for the You Gotta Shoot 'Em in the Head quest), but don't want to deal with Gustavo replacing him, the period between when Tenpenny gives you permission to have the ghouls move in and when you tell Roy that he did so is your only window to kill him, so be careful not to miss the opportunity.

Once all required tenants are convinced or otherwise removed from the picture, visit Alistair Tenpenny for a 500 cap reward. Once you bring Roy Phillips the news, he will reward you with a Ghoul Mask, which makes you friendly with all ghouls. You will also gain a 300 XP reward.

Upon returning to Tenpenny Tower, you will find human and ghoul residents living together. Inquiring among residents will indicate that both sides are getting along well. A few days later, however, all the human residents will be gone. Further investigation reveals that the human and ghoul tenants had a "disagreement", and that Roy Phillips decided to "take out the trash". The human residents have all been slaughtered, and their looted and stripped bodies dumped in the basement. Former residents of Tenpenny Tower such as Mr. Ling and Ms. Montenegro will also die and disappear at this point, even if they have moved to the entrance of Megaton. You may choose to kill Phillips and the other ghouls in Tenpenny Tower after learning this, but doing so will earn negative karma.

Help the ghouls break into the tower
Talking to Roy Phillips also leads to the option to unlock Tenpenny Tower's basement door and allow his feral ghouls to slaughter the residents. Gustavo and Herbert "Daring" Dashwood have a key to the terminal that opens the door, and can be either persuaded or pickpocketed. If both characters are dead when you receive this quest, simply check their corpses and loot the key. The terminal is located in the generator room which can be accessed via a stairwell behind Tenpenny Tower, resulting in a loss of 600 karma. Alternatively, you can just destroy the generator in the room for the same karma loss.

If you find you are on the subway side of the door activated by the generator, you can use a frag grenade to blow up the generator from your side. To do this look at the viewing grate, that allows Tenpenny residents to look through to the subway. move to the left of it and throw a frag grenade (or fire a rocket, just need explosion damage) into the opposite corner with the pole. Then explosion damage will go through the wall and destroy the generator. Hence opening the door. Although this will give you a karma loss, as stated before.

After opening the door, Roy will be waiting outside the front entrance and will give you a ghoul mask to prevent the feral ghouls from attacking you; inside Tenpenny Tower you will witness the ghouls massacring the tower residents. When meeting Roy, be sure to exit out the stairs. Taking the basement path could potentially lead to a rare but game ruining glitch in which Roy never offers you the ghoul mask and you are locked out of your suite permanently. While the chaos ensues, the player is free to loot the corpses of the former tenants and ransack their stores and belongings without any additional negative karma. Note that ALL of the residents on all three floors must be dead before this portion of the quest will advance. Afterward, Roy Phillips and his followers will replace the old NPCs and take over the shops, allowing you to continue trading at Tenpenny Tower.

If you still have the quest "The Power of the Atom" active and have chosen to blow up Megaton, but haven't done so yet, Mr. Burke will be allowed to live and let you blow up the town.

There are two skill books in the building for barter and speech; letting Roy Phillips and his followers ransack the tower allows you to get duplicate copies of these books (and ALL loot before the attack [includes Nuka machines filing cabinets etc], apart from Dashwood's safe) if you steal them before the transition (see Tenpenny Tower for more details).

Vacate Tenpenny Tower
Alternatively, you can drive the residents out of Tenpenny Tower by killing Allistair Tenpenny in his suite, then killing Gustavo and all the guards. The tower residents will run out the front door of the building to escape. After this is done, go to the Warrington Train Yard and talk to Roy. A dialogue option is now available where you can tell him that he can move into the tower - you took care of the problem. Roy will thank you and give you the ghoul mask as a reward, completing the Tenpenny Tower quest.

Bugs

 * After you've let the ghouls move in using the "diplomatic method" and Roy killed the human residents, if the bug happens where there is no human body present and there is just a lot of blood stains, sometimes a feral ghoul would appear and attack you on sight.
 * After killing Roy and his companions, head through the door in the back of Roy's room that's labeled, "Metro Access & Generator" walk into the room, and shoot a missile at the wall where the door generator is on the other side, and the Xbox may lock up entirely, requiring restart.
 * The quest script that moves the ghouls into Tenpenny Tower will not check whether Roy is still alive before moving their bodies into the basement. So if Roy is killed before the human tenants are disposed of, he will still somehow manage to murder them.
 * Sometimes after letting the feral ghouls into Tenpenny Tower the assault on the Towers residents will never end. If Susan Lancaster was sent to the slave pens, attempt to kill her in her pen then return to the tower and personally scour each level to ensure all residents are dead. After confirming this, talk to Roy and if he thanks you for your part in the siege, leave the tower, wait 24 hours and return and the tower should be functional again. An alternative solution to this bug is to kill all the ghouls yourself. Roy will not attack the player if he attacks the ghouls. After Michael Masters and Bessie Lynn arrive at the tower wait 24 hours and the tower should be functional.
 * Killing Roy Phillips will complete the quest, but if you fail to kill all three, the remaining Ghouls will move into Tenpenny and will still mention Roy Phillips, as if he were alive.
 * If you convince Tenpenny to let the ghouls live in Tenpenny Tower you tell Roy and they will walk to the tower. But if you kill them on the way, A few days later all the residents may still disappear and Three Dog will say you helped Roy attack Tenpenny Tower.
 * The game has been known to lock-up after killing all of the ghouls and residents from Tenpenny Tower; if the player attempts to load the Tenpenny Tower lobby via elevator and front door.
 * If you tell Roy that you'll let the ghouls in and then kill him and his friends, GNR may report that you've let them kill everyone in Tenpenny Tower, despite this never happening.
 * Sometimes, upon re-entering Tenpenny Tower (after convincing Tenpenny to allow the ghouls to live in the tower), all levels of the building will be completely devoid of all life. To solve this, reload a save.
 * After allowing the ghouls to move in, the standard 'Tenpenny resident' ghouls will sometimes refer to Chief Gustavo, even if you have killed him or the human residents moved out.
 * If the "kill the ghouls" option is followed, the Tenpenny residents may occasionally give the player speech options indicating that the player had instead brokered the deal to let the ghouls move in. When starting conversations repeatedly, they may first greet you correctly (praising you for killing the ghouls), then incorrectly (as if you had let the ghouls in peacefully), then give you a generic greeting for all subsequent chats.
 * Giving the love letter to Millicent Wellington while she is sitting and eating with Edgar will still cause her to stand up and acquire the 10mm pistol, but she will not shoot Edgar while he is eating. Even after he finishes eating and stands up, Millicent just stands there and will not talk to you again.
 * When you first go to Tenpenny Tower and kill Roy Phillips right away, you can still get the quest from Gustavo and he will still talk as if Roy is still alive. No matter what you do, kill everyone in Tenpenny Tower or kill all the ghouls, the quest cannot be completed because you cannot talk to Roy Phillips about the ghouls moving in and there is no option to tell Gustavo that Phillips is dead.
 * If you help the ghouls get into Tenpenny Tower by force, Lydia's and Antony's Safes come up with HARD lockpick skill, however if you access it by using the terminals, and successfully disengage the locks, accessing the safes will still come up with the lockpick skill, but it will let you enter it. After collecting the loot in the safe, it will still say HARD lockpick skill.

Тенпенни-Тауэр (квест)