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.

Notable Loot

 * Tales of a Junktown Jerky Vendor next to the Love Letter in the first room on the left upstairs (Susan Lancaster's room) (Up 2 sets of stairs, on the floor labeled Tenpenny Suites; Must be Stolen). Respawns after helping the ghouls get into the Tower.
 * Lying, Congressional Style in Tenpenny's room on a desk (top floor). The book respawns after helping the ghouls get into the Tower. (Must also be stolen)
 * 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.


 * Tumblers Today and a Scoped .44 Magnum 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.
 * About 2000 caps scattered around the first and second floor, mainly in the safes and the cash registers of the shops.


 * Inside of Herbert Dashwood's safe, there is a Mini Nuke, Stealth Boy, Stimpaks, Mentats, schematics for a Bottlecap Mine and various ammunition.
 * On the second floor in the vending machine there is a chance for a Nuka-Cola Quantum

Related quests

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

Shops
Boutique Le Chic: Run by Lydia Montenegro and sells a variety of goods including misc. and apparel. She will also sell you items for your suite if you blew up Megaton. She also sells a schematic for the Dart Gun. If you rob the store safe, she will say that she is leaving due to the theft. At this point it will be impossible to buy the special items to decorate your tower suite. The store inventory is in a 'key only' container, and you must kill the shop owner to get it. After you let the Ghouls move in they will slaughter all humans (if they haven't already been killed) and the new store owner will be Michael Masters. A safe has 300 caps in it.

New Urban Apparel: Run by Anthony Ling and primarily sells clothing and armor. After you let the ghouls move in, the store will be run by Bessie Lynn. If you convince Anthony Ling to leave Tenpenny Tower he will pass by the Robco Facility and may be mauled by two Deathclaws waiting by the southern wall of the building. The shop has a safe in it with a Very Hard lock, but it can be unlocked by a terminal that is only Average; it has 300 caps in it, if you don't mind negative Karma. The key that Ling carries unlocks his inventory box which has another 273 caps and assorted apparel which you can go into the lobby and sell to Gustavo.

If you hack either terminal and remove all the caps out of either safe, the owners become discouraged and move out, leaving the store unattended. If you then follow them as they leave the tower you can then kill them as long as you are well away from the tower and loot the keys for the "key only" chests next to them as well. Stealing will close the shops for good. This is a great way to get the stubborn tenants to move out during the Tenpenny Tower (quest).

Cafe Beau Monde: Run by Margaret Primrose and sells food, drink, and Stimpak. If Margaret Primrose is killed, the Cafe Beau will have no new owner.

The Federalist Lounge: The bar is run by Shakes, who only sells liquor and Stimpaks. The Federalist Lounge can be a great place to sell unwanted items if you successfully hack the computer terminal next to Shakes and get the 50% VIP discount. Also, if you do both the 10% and 50% discounts, you can buy stimpacks for the base 25 caps. If you disable his combat inhibitor you can kill him and take the cabinet key without any of the guards attacking you. You can then steal whiskey, among other drinks, from the cabinet.

Chief Gustavo will sell you ammunition and weapons after you take the quest to "take care of" the ghouls. He is one of the best ammunition vendors in the wastes, and the best place for .308 ammunition for the sniper rifle and it's variants.

Appearances
Tenpenny Tower appears only in Fallout 3.

Trivia

 * 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)
 * Occasionally, upon completion of the Tenpenny Tower Quest on the Ghoul side, Roy Phillips will appear in the middle of Tenpenny Tower's lobby, dead, alongside the still-living Bessie. His body is lootable, and it takes a long time to disappear. Occasionally his dead body teleports across the floor somehow upon entering Tenpenny Tower's lobby. (Confirmed on PS3 and Xbox 360)
 * If you enslave the guards that let you in then the game will freeze if you try to open the gate. You will need to jump the fence. (unconfirmed)
 * After downloading Broken Steel, the game regularly freezes when accessing Tenpenny Tower owned room, making it quite a pain to even attempt to enter (or exit) (confirmed XBox 360, PC).
 * When you enter or exit Tenpenny Tower's main entrance the loading screen randomly can freeze. So save the game regularly at Tenpenny Tower. (confirmed XBox 360)
 * If you have a Ghoul follower nobody seems to notice.
 * When trying to go into the suite elevator, the game may freeze, causing you to never be able to enter your suite. (confirmed XBox 360) As of yet there is no fix. Loading previous saves does not seem to work.
 * When approaching Tenpenny Tower, Roy may be hostile. (unconfirmed)
 * If you kill Roy, kill Gustavo, take Gustavo's key to the basement, and -then- try to open the door to the basement, the game will freeze when you try to open the basement door via the terminal. (unconfirmed)
 * After you blow up the generators or hack the computer nearby, the game may quit when you try to exit the basement. If this happens then loading the last saved game may also end with a crash. Deleting the appropriate saved games (made after destroying the generators) helps. (unconfirmed)
 * It's possible to destroy the generators through a wall with the Fat Man. This will make the quest stuck, as Roy Phillips will not understand that the door is open. Later, Roy Phillips appears in the Tenpenny Lounge, and the guards don't seem to mind. (unconfirmed)
 * After killing Tenpenny, no one in the tower seems to notice, still speaking of his elegance and Gustavo gossiping about him. However, Mr. Crowley acknowledges his death. (Xbox 360 and PC)
 * 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)
 * If Gustavo is killed from outside the wall before opening the gate (i.e., with grenades), he still speaks through the intercom and can be bribed to let you in. (Though from a players point of view, this is probably preferable to getting locked out of the tower forever.)
 * Randomly certain characters from Tenpenny Tower will leave and can be seen wandering around the Wasteland. (Xbox360 Confirmed, PS3 confirmed) Xbox360 confirmed — If you tell Millicent W. about her husbands affair (find letter in same floor apartment from EW to mistress, show Millicent the letter) she will kill her husband, kill the mistress then wander off into the wastes talking about how "She loved that man and now that he's gone, she's lost." IMO maybe she shouldn't have killed him, then.
 * When fast traveling to Tenpenny Tower, you might find the entrance gates open and all guards and residents missing. Loading saved games does not seem to work. (Might be triggered either by: finding Argyle, or finishing the quest You Gotta' Shoot 'Em in the Head by taking the T-51b Power Armor)(Xbox 360 Confirmed, PC Confirmed)
 * There is an area along the west side of the wall of Tenpenny Tower that you can jump over the wall, making so you never have to bribe yourself inside. You can talk to Gustavo as though he had let you inside, you can then take the Tenpenny Tower quest. When you return, he won't know who you are, you will either have to jump the wall again or pay the bribe. (PS3 Confirmed)
 * If you have a house in Megaton, and you get onto the balcony before finishing the Gotta Shoot 'em in the Head quest you can circle around the balcony until you find the doorway to the Tenpenny Suite, and you can go in, sleep and get the 'well rested'. You can not however go in through the regular way, you must go through the balcony door. (This no longer applies on PC. The outer door also requires the key. Tested with patch 1.5)
 * You can fall off the Tenpenny Balcony and use a close range weapon(i.e. your fist, sledgehammer, and ect.), using VATS, any Tenpenny NPC without dying and without making them hostile(as long as you lower your weapon and if they like you enough) but you have to be close enough to have a chance to hit them. (Xbox 360 confirmed)
 * If you kill Allistair Tenpenny during "You Gotta Shot 'em In The Head" quest it may be possible that the guards will not become hostile, however even after accepting the quest from Chief Gustavo it will never officially start or Finish (Confirmed PS3)
 * Randomly the gaurds and Mr. Burke will attack your follower, in this case Fawks and Dogmeat, yet not apear hostile. The other residents will flee.(Xbox 360)

Тенпенни-Тауэр