Fallout 3 City: Tenpenny Tower
From Play It Hardcore
Tenpenny Tower
Tenpenny Tower is an semi-easy place to get to near Megaton that might be worth a stop after you've cleaned that area up. It's very near the RobCo facility, which you visit as part of Moira's quests anyway.
Lie, Speech or Bribe your way into the tower, unless you happen to be there on Mr Burke's behalf. That's unlikely.
Chief Gustavo is a good source of ammo at this point in the game, often carrying numerous .308, .32, .44, 10mm, 5.56mm, 5mm, Energy Cell, Electron Charge Pack, Flamer Fuel, Shotgun Shells and more.
Make sure to loot both the skill books in Susan Lancaster's and Burke's rooms. I forget off the top of my head which one is which, but you want to get them before finishing the main Tenpenny Tower quest to either exterminate the ghouls or let the ghouls inhabit the tower. They magically respawn once the ghouls take over, so you can get them twice!
Willy's Grocer is nearby with a good chunk of loot you can trade for cash or ammo here. Stop by.
Ghoul Slaughter
Chief Gustavo will mention the "Ghoul problem" and ask you to exterminate Roy Phillips and his "followers". He'll offer you 500 caps for the job, more if you pass a speech check.
He'll give you a Chinese Assault Rifle just for telling him you'll take care of the ghouls, so at the very least do that for a free weapon. He'll direct you to the Warrington Station. It's a short trek south of the tower. Head down there. Right beyond the entrance will be an Assault Rifle and some spare rounds.
The hallways here aren't trapped, so move on forward. Further inside you'll encounter some Feral Ghouls. They are essentially faster but unarmed and physically weak Raiders. A critical to the head from a Hunting Rifle is enough to dispatch them. If you have good aim with real-time you can probably dispatch all of them with 1-2 shots each. In any case, they aren't even a remote threat. Proceed through the area and pass through a door that faces north. Inside will be more Ferals, including a Feral Ghoul Roamer. Don't forget to loot! The roamers can run a LOT faster than you, but are still very weak.
Open the door at the north end and continue onward. You'll find more Roamers. Just keep heading north until you come to another metro railway. Head east through the tunnel and at the intersection you'll find another Assault Rifle and a box of 5.56mm rounds. Head north through the passage. You'll find another door that leads north. In this room, head east and go down the stairway. There are plenty of Ferals in here. If you sneak a lot you'll find that a single hunting rifle round is all you need.
In the room at the bottom of the stairs will be a Roamer with a Blue Pass Card on him. Take that, along with the 4 Sensor Modules and numerous of goodies in this room. The desk on the other side of this room has 5.56mm rounds. Exit through the door here that goes to another section of tunnel. You'll see a sign on the wall that says "The Revolution Starts Here".
This area is passive, so holster your weapon.
Talk to Michael Masters and tell him you're looking for Roy. Interview him as well. You'll find that Roy is planning to murder everyone at Tenpenny Tower. It's ok to tell him that you're there to kill him, as long as you make sure to give passive responds.
Find Roy and chat him up. Tell him you're there to kill him and then say it's just a warning. Decide on which course of action you want to take. You lose Karma if you murder the Ghouls. I suggest heading back to Tenpenny Tower. This time, use the quicker route, found by heading south from where Michael Masters patrols.
Return to Tenpenny Tower and begin chatting up everyone about the Ghouls. Ask them how they'd feel about having Ghoul neighbors and assure them that the ones you met are harmless. Irving Cheng (In the Penthouse), Michael Hawthorne, Margaret Primrose, Doc Banfield, Tiffany Cheng, Herbert Dashwood will all agree without too much trouble.
Lydia Montenegro, Anthony Ling and Millicent Wellington will all require speech checks to convince. Should any of them decline your speech check, the only way to get Tenpenny to agree to the Ghouls staying in a peaceful manner, you'll have to kill them and in the process multiple guards. An easy way to dispatch of troublesome tenants is to wait until they go to bed, then sneak near them to place a live grenade or mine in their pants. Run away gleefully as they explode. Tenpenny's thugs are fairly easy to deal with (a single combat shotgun blast to the head did the trick for me) so don't worry about it being anything more than you can handle.
If they were a shopkeeper, make sure to loot their keys and then rob their store stocks blind before finishing the quest.
If you succeed in essentially telling the above five to get lost, Tenpenny will give you 500 bottle caps, and Roy will give you a ghoul mask. The ghoul mask will make you friend to all feral ghouls, so they won't attack you unless you attack them. Very helpful. It's also worth noting that Roy Phillips will murder Alistair Tenpenny upon moving into the hotel, so if you want the huge boost of positive karma for killing the old bastard, feel free to whack him like the dirty gangster you are after receiving the quest rewards. His digs are unique, and he's also carrying a rather well maintained sniper rifle.
Back to Fallout 3.
