Tenpenny Tower

Tenpenny Tower is located southwest from Megaton. This old luxury hotel is now the refuge of the reclusive 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 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, Chief Gustavo. After being rudely greeted, due to Gustavo 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. It even has radiation free water in the luxury apartments, one of the few places to have it.

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.

Of important note is that the wall can be jumped over to get inside. This is particularly useful if the player does not want to pay the entrance bribe and has not attached the Fusion Pulse Charge to the bomb in Megaton. To get inside, go to the west side of the wall and look for a relatively large crop of rocks. There will be a portion of the wall missing there, and it will be lying on the ground against the rest of the barrier. Jump on top of the broken piece and then through the gap.

Should the player choose to enter through the wall without ever coming through the actual gate, then the gate itself may not open (there will be no option to interact with it from the inside). In this case, the only way out of the tower is to climb on top of the two white refrigerators to the left of the gate and jump through another notch in the wall.

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 accommodation 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 cash boxes of the store owners, doing so causes the store owners to complain about security and leave, meaning you cannot shop from them. However, you can subsequently follow them outside Tenpenny Tower and then kill them for their inventory keys without making the other residents hostile.

Notable loot
Inside the Tower Outside the Tower
 * Tales of a Junktown Jerky Vendor on a desk in Susan Lancaster's room (NE corner of the third floor).
 * Lying, Congressional Style in the Penthouse Suites. It is laying atop a desk in Tenpenny's bedroom.
 * In Herbert Dashwood's safe, there is a mini nuke and schematics - bottlecap mine.
 * Schematics - dart gun : You can get 2 sets of these schematics here. The dart gun schematics can be purchased from both Lydia Montenegro and Michael Masters in the Boutique Le Chic. You can purchase them before you complete the Tenpenny Tower quest from Lydia, and then again from Michael if you convince the residents to let the ghouls into Tenpenny Tower, or help them break in. You must buy them from Lydia before this.
 * A Tumblers Today, scoped .44 magnum, locked ammo crate (average) with .44 magnum rounds, a leaf blower, and a couple stimpaks 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 when facing south-east. The building is also the site of a type "A" random encounter.
 * Duck and Cover! in a destroyed house directly West of Tenpenny Tower. It should be the first destroyed house you encounter, on a bookshelf.
 * A safe containing a silenced 10mm pistol and 10mm ammo, bottle caps and pre-war money is in the house due north of the house with Duck and Cover!. Head due north till you see a pile of tires and it's in the first destroyed house you come to, in the southwest corner of the rubble pile.

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

 * 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. However you must be quick about it.
 * If you mezz and collar the main gate guard, he will no longer open the door and the game will freeze. This will also occur if the guard is killed on his way to Paradise Falls.
 * There is a rare glitch that is nearly identical to the one found in Shalebridge that makes the game freeze/crash when an attempt is made to enter Tenpenny Tower Lobby, resulting in being permanently cut-off from your suite and anything else in the tower.
 * Sometimes, when entering/exiting the lobby, the game will freeze and will still play music. The wheel at the bottom of the screen will have stopped spinning. The only way to stop this is to turn off your console. If on Xbox 360, the guide won't show up but will make the sound if you press the guide button.
 * If you accept the quest, kill Chief Gustavo immediately after starting the quest, talk to Roy Phillips and agree to open the escape doors below Tenpenny Tower, kill all the Tower residents, (at which point a goal will appear telling you to tell Roy Phillips he can move in,) then open the escape doors below Tenpenny Tower, you will not be able to complete the quest as if you talk to Roy Phillips. He will just thank you for opening the escape doors and no dialogue option appears to let him move in.

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