Tenpenny Tower (quest)

Tenpenny Tower is a Fallout 3 quest connected with the Tenpenny Tower location. 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 do the unmarked quest A Manhandled Manservant before doing this quest. Once you finish this quest, it can be impossible to complete successfully. 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.

Objectives 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.

Kill Roy Phillips
Given by Chief Gustavo at the Tenpenny Tower, you get a 500 cap reward upon completion and Assault Rifle with no spare ammo before you start it in order to kill ghoul leader Roy Phillips, and his "gang" (Michael Masters and Bessie Lynn). With speech you can get a 700 cap reward and Chinese Assault Rifle as starter gun. He also gives you a few rounds for just accepting the quest, if you pass a speech check.

Gustavo will tell you to go in through the Warrington Tunnels west of Tenpenny Tower in the ruined train yard. Follow the tunnels and you'll find a door leading to Roy Phillips hideout. You can either kill him, talk to him and offer to help him open the basement door into Tenpenny Tower to let the feral ghouls in to massacre the residents, or you can offer to speak with Allistair Tenpenny to let ghouls move in.

You may also choose to kill Roy Phillips during the conversation he has with the intercom when you first approach Tenpenny Tower however doing this will eliminate the choices other than killing the ghouls. You can allow the conversation to finish and then attack him while he leaves, or you can put a mine or grenade in his inventory while he is not looking. (Psychotic Prankster achievement) Although you have killed Roy, you still must clear out the tunnels of any remained NPC Ghouls (Feral Ghouls do not count). By killing Roy early, it causes Michael Masters to immediately become hostile when you confront him in the tunnels. You must still talk to Gustavo to initiate the quest.

Killing Roy Phillips has the upside of sparing the lives of all the residents in Tenpenny Tower, versus convincing Allistair Tenpenny to allow the Ghouls to move in, which ultimately results 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 don't kill him.

If you kill Roy, you'll also get some respect from the gate guard - instead of "Keep your panties on", it becomes "Just a moment" when you ask for the gate opened.

The 0 Karma Loss Approach
As Roy and his companions are not considered "evil" characters (despite what they'll do if you help them gain access to Tenpenny Tower), killing the ghouls will normally cause a loss of karma. There is a way around this minor inconvenience. After accepting the contract from Gustavo, seek out the ghouls. This is most easily accomplished if you wait for nightfall, when Roy and his pals are sleeping. Equip a good close combat weapon, such as a shotgun, and while the three ghouls are sleeping, initiate a conversation with Roy, being sure to draw him out of sight of Bessie ( back away slowly and he'll follow you to initiate conversation). If you tell him that Gustavo sent you to kill him... but you won't do it for some caps, he will become hostile and can be killed for no karma loss. So long as Bessie does not see you kill Roy, she will remain friendly (even if she gets splattered with Roy's brains). If you quickly engage her in conversation (before Michael Masters initiates combat), you can use the same speech path to cause her to attack you, meaning she can be killed for no karma loss. Then finish off Michael Masters, and you'll have killed the ghouls without incurring any negative karma - except for karma loss from stealing any of their items, such as the two skill books they "own."

This approach is a little convoluted, but probably provides what most players will consider the best outcome - all Tenpenny merchants remain intact, the player does not have to lose any karma, and receives the quest XP and reward from Gustavo.

A similar method to the above one but saves you have to be quick to talk to Bessie, bring a companion or two e.g. Dogmeat with you. Inititate the conversation with Roy, saying you were sent to kill him but will spare him for a handful of caps. Kill Roy when he becomes hostile then let your companions kill the other 2 ghouls in the room when they go hostile. Either that, or just injure the ghouls once (a punch will suffice) to immediately turn them hostile and run off to let your companions do the dirty work. Either way, you won't lose any Karma as you didn't kill them!

Another way to complete the quest without loss of karma is to confront Roy before talking to Gustavo. Simply make your way to him through the Warrington Station tunnels and engage in conversation. Eventually he will tell you that, when he tried to gain entry to the tower, they shot at him, to which you can reply: "You're a zombie! They should shoot you!" Roy will immediately attack you if you say this, as will Michael and Bessie, so killing them results in no karma loss. After they are all dead the quest notification will pop up, and you will have to go to Tenpenny Tower to talk to Gustavo. You still need to pay to get in, and when you enter conversation with him he treats you like you already asked for the quest beforehand, but other than those anomalies this method works fine.


 * You can talk to Roy after getting the quest from Gustavo and the "You're a Zombie!" option should still be able to be selected. You won't lose any Karma.

Convince Tenpenny to let the Ghouls move in
(Please note that if you have already killed Allistair Tenpenny and Gustavo has taken his place, Gustavo will not let the ghouls move in no matter what)

You must first talk to Phillips about a possible peaceful negotiation first, then bring the proposal to Allistair Tenpenny, who is on the top floor of the Tenpenny Tower outside on the balcony, will tell you that if you convince tenants Mr. & Mrs. Wellington, Mr. Ling, Ms. Montenegro and Ms. Lancaster to have the ghouls as neighbors, he'll let them move in. With the help of charisma boosters (i.e. alcohol found throughout Tenpenny Tower), you can get all the tenants to agree to live with the ghouls. Also around 60 skill in speech will be sufficient for 100% success in speech challenges for everyone else except Mr. Ling (who is around 65% success with 60 skill). Every successful speech will also grant positive karma. If you fail to convince someone, killing them will also work, so long as the guards don't catch you. You can also threaten some of them into leaving the Tower.

Different options exist. For the Wellingtons, 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 the lover Susan. If you steal from Anthony Ling (lockpick his safe or his terminal) and go speak to him, he leaves Tenpenny Tower. You can do the same with Lyndia Montenegro. And, if you steal from the safe on The shops, after a day the shop owners will say that they're leaving because of thieves, and they will leave the tower.

Note that, 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, 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 do so, so be careful not to miss the opportunity.

If Susan Lancaster has been returned from the Strictly Business Quest, she does not speak to you at all so she won't be able to fulfill your task if alive.

Another option exists if you have the mesmetron. Using the mesmetron on the tenants will cause them to go crazy and begin attacking people. Just be sure to do this around the guards, and they will cheerfully kill the tenants with no karma loss to you.

See notes below for what to do if Tenpenny is already dead.

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.

If you return to Tenpenny Tower immediately, you may notice that Allistair Tenpenny is dead, and his body has been dumped in his penthouse's bathtub. There are also extensive dark stains on the wall outside the bathroom and on the floor leading to the tub. If you return to Tenpenny Tower later, you will notice that all the occupants are now ghouls as well. When you question the main ghouls about this, you will find out that they effectively killed all the human tenants because they had a "misunderstanding". Phillips additionally claims that they all had it coming and that no one is fully innocent or guilty in the wasteland. They also tell the player to ignore the smell coming from the basement. One wonders why...

If you kill Tenpenny on the balcony after securing permission for the ghouls to move in, the results are similar except you get a karma boost for doing the job, completing a quest, and you can take his suit as well as his suite key and the usual trappings. You also get a karma boost for killing Tenpenny's guard if you're so inclined, but his guard won't know that you killed Tenpenny if you do it on the balcony. Be sure to kill Tenpenny yourself if you wanted his gear (unique suit) because he'll be gone when the ghouls move in. (If you didnt kill Tenpenny, his suite key can be found on a table on the top floor outside the elevator entrance after the ghouls moved in and killed everybody)

Note: All the residents of Tenpenny Tower, including Herbert "Darring" Dashwood (from the radio show) and the guards, will be gone (even if you kill Roy and the other ghouls immediately after completing the quest and receiving the Ghoul Mask). The ghouls who move in will take the place of the shop dealers, and if you live there you can still get things for your house from Michael Masters (first ghoul met when locating Roy Phillips).

Bug: 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.

Help the Ghouls break into the tower
Your karma will go down by 600 points for this act.

You can let the ghouls in through the underground door. Gustavo has a key to the terminal that opens the door underground and also Herbert "Daring" Dashwood has a copy of the key. If you find him and persist, he will turn it over, allowing you to avoid shooting or pickpocketing Gustavo for his key. The terminal is located in the generator room which can be accessed via a stairwell behind Tenpenny Tower (Check Pip-Boy Local Map while standing in tower courtyard for location) You can also shoot the generator in the room.

After you let them in, Roy will be waiting outside the front entrance and will give you a Ghoul Mask, so that the invading frenzied ghouls won't attack you. You just need to get inside and watch how the ghouls massacre the tower residents. You can either accompany Roy through each floor and watch or participate in the massacre, or leave for a few hours while the bloodbath ensues. While the chaos ensues, the player is free to loot the corpses of the former tenants and ransack their stores and belongings, free of any additional negative karma. All of the residents on all three floors must be dead before this portion of the quest will advance. Once they're all dead, speak with Roy and he will tell you that you can live in the tower's private suite. The suite is located on the top floor, which can be reached using the elevator on the ground floor. It is on the right after you exit the elevator. Also, you can trade and get repairs from the new ghoul NPCs that occupy the lobby.

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

There are two skill books in the building, for barter and speech. Make sure you steal them before letting Roy in. When you let Roy in, the original "Tenpenny Tower" is replaced with "Ruined Tenpenny Tower". ALL items are replaced in duplicate. You can get the two skill books again.


 * Note: It seems you can't get both the Megaton house AND the hotel suite this way. However at least after the diplomatic option, you can enter the empty suite without the key, by exiting onto the balcony and going around the wall to the outside door which is now repaired, and unlocked. You can sleep in the bed, your Mr. Handy robot, and Bobblehead display are there, but none of your other room decorations)However, this may be a glitch andmust be confirmed by someone else.


 * Note Confirmed: You can gain access to the Tenpenny Suite by using the diplomatic solution described above. You may also gain access by killing the ghouls, with the same limitations: access is only granted through the balcony, your Mr. Handy robot and Bobblehead Collector's Stand are there, and you may sleep in the bed.

Massacre Everyone in Tenpenny/Plan C
After nuking Megaton (or disarming the Nuke instead), get the quest to terminate Roy Phillips and the ghouls. Go to Roy Phillips and instead of killing him, get the quest to let the ghouls into Tenpenny Tower. Go back to Tenpenny, but instead of letting the Ghouls inside, massacre everyone, including the tenants of Tenpenny Tower. You will then be prompted to let Roy Phillips know that he can now move in. Go back to Roy Phillips and inform him he can move in. Betty will take over the merchant position in the tower.

Back Up 0 Karma Loss
If Tenpenny is already dead and you're playing as a good character, you don't want to kill Roy or let the ferals in. There is another way: after killing Tenpenny, Gustavo takes over the tower and says that the ghouls can live there 'over his dead body'. Okay. Using the Mesmetron on Gustavo (and thus letting the security guards kill him for you) is the best option but one way or the other, make sure he's dead. Don't shoot any tenants and you can go tell Roy to move in. Note: if this dialogue option isn't available, you may need to pass a speech check to convince someone like Anthony Ling to let the ghouls move in. This gives the same effect as persuading Tenpenny to let the ghouls including coming back after a few weeks to find no non ghouls around. You will also receive the ghoul mask.

Greed is Good
This approach maximizes your profit from doing the quest without breaking any other ties to any other quest.
 * Start Strictly Business at Paradise Falls
 * Start You Gotta Shoot 'Em in the Head at Underworld
 * Go to Tenpenny Tower and start this quest by talking to Gustavo about it.
 * Sweeten the deal and get some of the loot upfront from the guard Gustavo.
 * Given Chinese Assault Rifle and 13 5.56mm rounds.
 * Go to Herbert Dashwood to start his unlisted quest to find Argyle
 * Go to Allistair Tenpenny and speak about Mister Crowley, but don't choose to kill Tenpenny yet
 * Accept the deal to kill Crowley
 * Sweeten the deal and get 100caps upfront
 * Now go to Roy Phillips by navigating through Warrington Tunnels and tell him you'll try to convince Tenpenny to let them in.
 * Return to Tenpenny and tell him you want to have the ghouls in.
 * Here is the fun part, Convince the people on the list Tenpenny gave you called Tenpenny's request.
 * Isolate each person on that list before you convince them, best at night time since they are sleeping in their room
 * Successfully convince Susan Lancaster
 * After convincing her, zap her with the Mesmetron, loot her, tag her, send her off.
 * That's an extra 250caps upon returning to Paradise Falls if you have turned in one of the other VIPs already.
 * Successfully convince the rest one by one
 * After convincing the person, kill them off and loot, suggest a one shot kill with sneak attack so they don't run off screaming. This way no one would get mad at you.
 * Highly suggested to plant a live grenade, or use the Mesmetron on them which will make them hostile, and the guards will shoot them without you getting in trouble.
 * It'll be difficult to isolate the Wellingtons, best just try to kill them both in one shot with a critical using VATS or try to plant grenades on them quickly.
 * You can find the Love Letter in Susan Lancaster's room. Tell Ms. Wellington about it, and she will go kill Susan and Mr. Wellington. You may now let the guards kill her, let her get run out of Tenpenny Tower and killed by a random creature, or use the Mesmetron and kill her yourself.
 * After looting their corpse and getting all the keys, go to their corresponding stores and loot their inventory.
 * That'll be a good 1000caps, plus a ton of loot.
 * Go back to Tenpenny and tell him that you've done the deed, and receive your 500caps goodwill bonus
 * You have a few choices now.
 * Finish most profitable route for You Gotta Shoot 'Em in the Head, without killing Tenpenny yet.
 * Tenpenny will give you the remaining 200caps upon killing Crowley.
 * You can kill him afterwards if you want for his loot.
 * Walk around Tenpenny, hide, do a head shot with the sniper rifle given to you from Crowley.
 * That's an extra 100caps for the headshot upon returning to Crowley.
 * You'll find on Tenpenny's body 10 rounds of .308, a sniper rifle, the unique Tenpenny's Suit, and the key to his own room.
 * Now you have to end the quest and have the three choices:
 * If you want the Ghoul Mask you can do two things
 * Go to Roy and tell him he can move in. You'll get your Ghoul Mask. However, all the original residents will eventually die and disappear to the basement stripped naked. It is thus suggested that you kill the merchants and loot their inventory before they do so.
 * Proceed with the Help the Ghouls break into the tower guide. You'll get the mask from Roy upon entering back to Tenpenny Tower. They'll completely trash the place, but on the plus side you have the left over bodies to pillage, which means more free items from the doctor's supplies, bar, kitchen, and also the replaced books.
 * Warning: If you didn't finish Daring's unlisted side quest in Argyle, finish it now.
 * Sidenote: If you try to be clever by double crossing Roy, Gustavo will not give you the reward for killing Roy and his gang. Instead he say he is too busy to talk even when all the ghouls are dead. Even if you decide to kill all the Ghouls on the other floors, everyone will instantly die as soon as you change areas (meaning anything with a loading screen).
 * If you want the remaining loot, 500caps or 700caps from Gustavo, you can just go and kill Roy and his gang and talk to Gustavo for his reward, but you won't be able to loot the mask off his dead body.

Quest Breakers

 * Be careful, you do not want to kill both Roy Phillips and Gustavo. You will still have 2 markers on your map, but you will be unable to finish the quest.


 * If you decide to enslave Susan Lancaster AND kill all of the tower residents by yourself (after Roy initiates the quest by asking you to find the key to the back door), you must receive your reward for Susan BEFORE speaking to Roy (after the killings). If you speak to Roy while Susan is "in-transit," he will thank you for helping them get in to the tower but you will not receive his mask, you will not receive any quest related XP/Karma, and the quest cannot ever be finished.
 * Killing Susan Lancaster during the ghoul takeover will not prevent you from being able to complete the Strictly Business quest. You only need to capture 1 of the 4 people in order to complete it, assuming the others are already dead.
 * If Roy dies during the attack on The tower you wont be able to finish the quest or access your room if you blew up megaton.

Bugs

 * After opening the lower basement and allowing the ghouls to take the tower, the siege simply may not stop. Every time you leave the tower and return, the attack will begin again and again although the residents are already dead.  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.


 * Rarely -- on the XBOX 360 version -- Allistair Tenpenny will simply never offer his quest-ending dialogue once you have successfully convinced everyone to allow ghoul neighbors (or killed the dissenters). There appears to be no quick fix for this. The only reliable workaround is to kill Tenpenny, wait for Gustavo to assume control, and then kill him, after he says "[Ghouls can move in] over my dead body." This route, however, will sever your access to one of the hands-down best merchants in the game. Another proven workaround is to let several days (or a week-plus) of game-time pass and then return to Tenpenny. This only corrects the glitch sometimes, however.


 * When you enter the Tenpenny Tower courtyard you may find Allistair Tenpenny dead on the floor as if he fell from his balcony. On the PC, he can be resurrected using the Console.  It is unknown what triggers may cause or prevent this bug from occurring.


 * Sometimes the Wellingtons simply don't exist. This has been reported by one user playing the Xbox 360 version of the game.  Resurrection for PC players is an option here, while restarting or restoring from an earlier save may be the only solutions for console players. Another solution for console players might be to enter the Wellingtons' suite and simply open the Wait menu. When you exit the menu, one or both of the Wellingtons will appear near you. It worked on my Xbox 360, but it may be a bug and MUST BE CONFIRMED.


 * On the PS3 version Mrs. Wellington (after giving her the love letter in the corridor) will sometimes attempt to shoot her husband once & miss, then get stuck in the same spot in the corridor while Mr. Wellington runs off, she will then continue to make single shots into no-where, therefore never killing her husband, a possible solution is let them get to their suite and give her the letter there (not in the corridor).


 * 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. It is possible that entering through the tunnel exit will still work.


 * On the PC version of the game Allistair Tenpenny glitches and does not pay the reward for killing Mister Crowley. You Gotta Shoot 'Em in the Head does not finish until you take the T-51b Power Armor from Fort Constantine and the 200 caps are the ones that got away, although the armor should help get over it.


 * Sometimes when you let the ghouls move in and they kill all the humans if you come back in a couple of weeks no one is there except your robot Godfrey.


 * On the PS3 version, I convinced Tenpenny to let the Ghouls move in and took the 500 caps, shot him in the head, went to Roy Phillips and told him they could move in to get the Ghoul Mask, and then killed Roy Phillips and his followers. Everything was fine until about six save games later when Three Dog started talking about the ghouls moving in there. When I went back, the whole place was completely empty of inhabitants. Not recommended as I've either lost merchants or hours of gameplay!


 * After killing Roy immediately after he finished talking on the intercom ("accidentally") in a way that gave no karma loss, I then proceeded to begin the quest with Gustavo. I then traveled to Warrington Tunnels where Michael Masters attacked me and I killed him for no Karma loss. I then immediately returned to Tenpenny Tower and claimed my reward.  Surprisingly, Bessie had already moved into the Tower and yet Three Dog reported that I had slaughtered all of the ghouls.


 * Once, after killing Roy and the rest of the Ghouls, I noticed it was directing me to Gustavo who was no longer in Tenpenny Tower and instead was half way to the Nuka-Cola Plant. My attempts to discover why he was there were hindered on two occasions, and instead, I ended up waiting for him to walk back to the tower.


 * On the Xbox360 version, it was found that sometimes, after entering the ghoul tunnels and killing "all" the ghouls, the game will freeze when trying to enter the tower via the intercom. This renders Tenpenny tower inaccessible, and the quest unfinished.


 * If you start convincing the tenants to accept that ghouls will be moving in, a few will leave (Lydia Montenegro and Anthony Lin, notably) and can be found walking around near the entrance of Megaton. If you then decide to kill Roy and his followers Lydia and Anthony will comment on how Tenpenny Tower is better than ever and that they're relieved the ghouls are dealt with, even though they will have never returned (and never will) to the tower.


 * On the Xbox 360 version of the game, I let the ghouls into Tenpenny Tower and went to all three sections of the building (Lobby, Suites, Penthouse Suites) to make sure all of the residents and guards had been killed, and then I exited the building and waited for 24 hours within the walls but outside of the building. After that, I reentered and the only people inside were Roy Phillips, Michael Masters, and Bessie Lynn. Mr. Burke were inside the building. I went up to the Penthouse Suites, and found that Roy had also gone there, but, upon entering Allistair Tenpenny's suite, I saw that a friendly Mr. Burke remained. I spoke to him and he said "You should be proud of your accomplishment", which he always says after you blow up Megaton. I walked into/pushed him so that Roy could see him and Roy did not react at all, only turning his head to look at me like NPCs do. After exiting and reentering the building, I have found ghouls as the new Tenpenny Residents, and Michael Master took up Lydia Montenegro's place as the owner of Boutique Le Chic, and Bessie took up Anthony Ling's place as the owner of Urban Apparel. Burke remains in the Penthouse Suites main room.


 * If you walk into the room where Anthony Ling is sleeping before you start the quest, he will sometimes leave because of "lack of security", thus preventing you from getting his approval to allow the Ghouls to move in.


 * After I let the gouls in to the building and they killed everyone, it wouldn't let me in my room in the tower. But I can still buy themes for it.


 * PS3 version - After I had convinced the residents and Tenpenny to allow the Ghouls in, I went down and told Roy Phillips. He gave me the ghoul mask and then him and his two followers started walking out of the Warrington Tunnels. I ran ahead and planted a Bottlecap mine which killed Roy, losing me karma. Michael Masters immediately became hostile and attacked me, while Bessie just walked straight past totally unaware. I killed Masters, stripped both bodies and went back to Twopenny Towers. Ghouls had moved in but everyone else was still there. Bessie had taken over the shop and Roy's body, stripped and with one leg missing from below the knee (presumably from the Bottlecap mine), was lying on the floor of the foyer! I was also given, upon entering the Towers, an automatic update informing me to report back to Crowley that Twopenny was dead (I only got 25 caps cause my only response was that his death wasn't from a headshot). I went up and checked his room and balcony but he wasn't there. Upon re-entering the foyer, I noticed Roy's body was now facing the opposite direction, his missing leg was now from above the knee down, and said leg was lying on top of him! When I returned several days later, there was no-one (human or ghoul) in Twopenny Towers at all, save a feral Ghoul in the basement along with a lot of blood (but no bodies). Roy's body was still in the same place. Eventually I found Bessie in the Penthouse suite and was able to confront her about 'all the bodies in the basement' and get her usual response. Despite there being no-one there, I still lose karma by stealing any items at the Towers, and unable to get into the safes. All-in-all, killing Roy in this way is one of the worst things to do!


 * PS3 Version - I had talked to Chief Gustavo to get the quest, went into the Warrington Trainyard, killed Michael Masters, then spoke with both Betty and Roy. I told Roy I'd try to convince Tenpenny to move in, also about allowing them to raid the tower. I went up, talked to Tenpenny, passed all the speech checks with the residents to muscle them out, talked to Herbert Dashwood to get the key to the emergency area, then opened the emergency door. When I went around front I found Roy's reformed body (he was turned to ash from a laser pistol) partially sticking out of the ground with no loot. Upon entering Tenpenny Tower, it was in 'raid mode', with the dead bodies of people who I made sure had left the tower. I went through all of the floors, ensuring that all feral ghouls were dead (I even saved the residents on the first floor and killed the group of ghouls in the basement. They were dead when I returned). I left the tower, Roy's body was gone. I waited a few days, then re-entered the tower. It was in pristine condition. Roy's body was in the corner of the Federalist Lounge, and Chief Gustavo's body was at an unknown location (the quest marker pointed to a potted plant outside. Tenpenny Tower was COMPLETELY empty (except for the Mr. Handy there), and I couldn't finish the quest.


 * 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.


 * Roy Philips is tagged as a good character even after he performed the slaughter in Tenpenny tower, and you will lose karma for killing him. This may not be the bug, however, as it is unclear what kind of "misunderstands" the non-ghoul residents had.

Trivia
- This quest seems to be a nod to the movie "Land of the Dead" by George A. Romero if you let the ghouls in through the basement door, it bears resemblance to the zombies storming Pittsburgh at the end