Tenpenny Tower

Tenpenny Tower is a private hotel rearranged from an intact pre-War luxury hotel located southwest of Megaton. It's now the refuge of the reclusive Allistair Tenpenny who allows people in for the "right price." The right price being 100 caps. However, he is prejudiced against ghouls and will not let them enter, even though they can afford to.

Background
Before the Great War, the tower was a luxury hotel. After the Great War, the building was still intact. Upon the discovery of the abandoned building, Allistair Tenpenny set to work restoring it to its near pre-War glory. This suggests that he had substantial amounts of money even before his arrival from England, but it is unclear how he made his fortunes (although his character suggests possible shady business in the past). The Tenpenny Tower building even has radiation-free water in the luxury apartments, making it one of the few pre-War structures in the Capital Wasteland to have pure water.

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 in the areas of the hotel that took the most 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, the gate can be opened from the inside by interacting with the speaker near the guard posted there.

Interior
Entering the building, you find yourself in the lobby, which contains stairs to the third-floor apartments, an elevator to the penthouse, and is home to a variety of businesses, including:
 * Boutique Le Chic
 * Café Beau Monde
 * Federalist Lounge
 * Gustavo's Armory
 * New Urban Apparel
 * Clinic and wellness center

The Penthouse is home to Allistair Tenpenny, Irving Cheng, Mr. Burke, and Susan Lancaster, as well as a suite the player can acquire as a reward for completing The Power of the Atom.

The player's suite shares a balcony with Allistair Tenpenny's and Mr. Tenpenny can sometimes be found there, hunting with his sniper rifle.

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 can no longer shop from them. However, you can follow them outside Tenpenny Tower and kill them for their inventory keys without making the other residents hostile.

Notable loot

 * Tales of a Junktown Jerky Vendor on a desk in Susan Lancaster's room (northeast corner of the third floor).
 * Lying, Congressional Style on top of a desk in Allistair 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.

Appearances
Tenpenny Tower appears only in Fallout 3 but a picture of it and a man standing infront of it can be found in The Tops Casino in Fallout: New Vegas.

Behind the scenes

 * According to an 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

 * On rare occasions if you go onto the back of the balcony and aim at the door, you will see a gray, green and white flashing, mainly caused by a glitch in the game's coding.
 * It is 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.
 * When exiting your Tenpenny Tower suite onto the balcony, the player may drop dead after a short (2-3 Minutes) wait.(unconfirmed)
 * On rare occasions, if you convince Tenpenny to let Roy Philips and his ghouls live in Tenpenny Tower, Tenpenny will randomly die without any signs of his body or equipment. (This is not a bug, this is supposed to happen, it's implied when you speak to Roy after Tenpenny disappears, that there was a 'disagreement' between the ghouls and humans)
 * If Fawkes is following you when entering the Generator Room from the lobby, he will not appear beside you as you spawn on the other side but instead will spawn in the room beyond the locked door at the bottom of the stairs where the feral ghouls wait after you unlock the exterior basement door outside Tenpenny Tower. When you descend the stairs he will slowly slide through the door to join you. If you have already entered the basement using the key but did not yet unlock the door for the feral ghouls, you can use this glitch to have Fawkes spawn in the room where he will attack the feral ghouls. This has no effect on the outcome of the Tenpenny Tower quest as the tower will still be overrun by feral ghouls after unlocking the door.
 * Residents in Tenpenny Tower will not spawn and may not reappear after days or may never reappear.
 * If the player has the Tennpeny Tower Quest, and kills all the residents of Tennpeny tower, and then goes through the outside entrance to the Metro access and Generator in Tennpeny Tower, the player can talk to Roy Phillips through the wall. However, it is not possible to enter through that area. If the player tells Roy Phillips that all the residents are killed, and leaves the Metro access and Generator, you find him standing at the doors to Tenpenny Tower. The player can talk to him, however Roy Phillips will not give the player the ghoul mask, as promised in the deal. If the player tries to go inside Tenpenny Tower again, he will be attacked by a feral ghoul near the entrance. This makes all the ghouls attack you, including Roy Phillips. Also, Roy Philips will not have the mask on his body if killed.
 * Although rare, Roy Phillips may become hostile to the The Lone Wanderer at any time during the Tenpenny Tower quest for no apparent reason.

Gallery
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