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Tenpenny Tower

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This page is about the location. For the quest, see .
Tenpenny Tower
Site
map markerTenpenny Tower
People
owners
leaders
doctors
merchants (misc, it.)
(food)
(drinks)
(weapons)
(clothing)
Other
quests



Technical
cell nameTenpennyExterior01 (Gustavo)
TenpennyExterior02 (intercom)
Tenpenny01 (lobby)
Tenpenny01Attack (lobby)
Tenpenny02 (suites)
Tenpenny02Attack (suites)
Tenpenny03Player (empty suite)
TenpennyGuardHouse (g. h.)
00002b03 (Gustavo)
00002c7b (intercom)
00017f34 (lobby)
0002263c (lobby)
00017f33 (suites)
0002263d (suites)
000170e7 (empty suite)
000170ef (guard house)
 

Tenpenny Tower is a private hotel re-arranged from an intact pre-War luxury hotel located southwest of . It's now the refuge of the reclusive who allows people in for the "right price." However, he is prejudiced against and will not let them in.

Contents

[] Background

Before the , the tower was a luxury hotel. After the Great War, the building was still intact. Upon the discovery of the abandoned building, 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. The Tenpenny Tower building even has radiation-free water in the luxury apartments, making it one of the few pre-War structures in the to have pure water.

[] Layout

[] 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 , which is used in the quest . 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 to the bomb in . 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:

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

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.

[] Inhabitants

[] Notable loot

[] Exterior

  • A , , and a locked (Average) with , 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.
  • in a destroyed house directly West of Tenpenny Tower. It should be the first destroyed house you encounter, on a bookshelf.
  • A safe with random loot is in the house north-northwest (two hashmarks, 23 deg., on your compass more north of northwest) of the house with Duck and Cover!. Head north-northwest till you see a chimney of a demolished house, its in the Southwest corner of the rubble pile to the South of the chimney.
  • Immediately east of Tenpenny Tower is a small one-room building called Willy's grocer. A is on the counter, and a hard-locked safe behind the counter holds some , a , some pre-War money, and a random piece of junk.
  • Southwest of Tenpenny, just past the Warrington Station marker, there is a red brick building called Lucky's. It is home to one scavenger, capable of trade and repair. There is a lot of materials for various schematics including, , , and . Three can be found in a box next to the scavenger's bed. This is considered owned, so taking these items are stealing, with an associated loss of karma. A pair of can be found on a mannequin. The player can take these without the penalty of stealing. A can be found behind the counter. A is on a shelf on the back wall.

[] Interior

[] Related quests

[] Notes

  • A becomes available to if he/she assists Mister in detonating the atomic bomb at the center of .
  • The toilets and sinks on the top floor have no radiation effects on the player.
  • The tower seems to have the second highest amount of living plants in the Wasteland, besides of course .
  • There is an area along the west side of Tenpenny Tower where you can jump over the wall. You can talk to Gustavo as though he had let you inside, and take the Tenpenny Tower quest.
  • If you return to Tenpenny Tower some time after completing the quest "Tenpenny Tower" in favor of the ghouls, you will notice that all the occupants are now ghouls. When you question Roy and his people about this, you will find out that they killed all of the human tenants because of a "misunderstanding". Roy additionally claims that they all had it coming and that no one is innocent in the wasteland. also tells the player to ignore the smell coming from the basement. In the basement the player will find a amongst the dead bodies of the former residents, robbed of their clothing and possessions.
    • If you side with in the Tenpenny Tower quest the tower becomes the second ghoul-only settlement in the Capital Wasteland, the other being Underworld.
  • Following Roy into Tenpenny Tower after equipping the will allow the player to see the wrecked version of the tower as well as feral ghouls attacking the humans. While this is happening you can take items such as food, alcohol, clothing etc. from the stores with no karma loss. Only the safes and cash registers will be red. The skill books mentioned above respawn, meaning you can take them again.
  • After completing , raiders outside Tenpenny Tower will try to ambush BoS soldiers transporting water (one has a ). They will respawn every 3 days giving a good supply of BoS equipment.
  • Mr. Burke will live at Tenpenny Tower even after the ghouls move in.
  • If you ask for the gate to the building to be opened through the intercom and then fast travel, it might stay open, eliminating the need to open the gate every time you go there.
  • It is possible to fast travel from the Balcony area.
  • It is possible to survive the fall from the balcony by saving right before you hit the ground. You'll have to reload the save, which will result in you gently hitting the ground without damage being taken.
  • Although he is a self-proclaimed friend to ghouls, and seeming non-hostile, and good-natured, will still disappear (he is assumed dead along with the other residents) upon letting the ghouls live at Tenpenny Tower.
  • The player can eliminate asking permission to be let in or out of the gate by reverse pick-pocketing the guard posted there, using a Stealth Boy and a frag grenade.

[] Appearances

Tenpenny Tower appears only in 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 confirmed that Tenpenny Tower was slightly inspired by Fiddler's Green, the skyscraper in George Romero's .

[] Bugs

  • Xbox 360Icon xbox360.png 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.
  • Xbox 360Icon xbox360.png 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.
  • Xbox 360Icon xbox360.png If you 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.
  • PlayStation 3Icon ps3.png Xbox 360Icon xbox360.png There is a rare glitch that is nearly identical to the one found in 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.
  • Xbox 360Icon xbox360.png When exiting your Tenpenny Tower suite onto the balcony, the player may drop dead after a short (2-3 Minutes) wait.(unconfirmed)
  • Looting 's wall safe before you buy the from her will result in her not allowing the option to purchase from her. This will prevent you from getting the schematic.
  • PlayStation 3Icon ps3.png 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 you decide to disarm the bomb in Megaton and you get in Tenpenny Tower for 100 caps you can go through Allistar Tenpenny's door to the balcony and go to the back door of the "Empty Suite" you can go in without picking a lock and you will not lose karma.
  • PlayStation 3Icon ps3.png If 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.
  • Xbox 360Icon xbox360.png Residents in Tenpenny Tower will not spawn and may not reappear after days or may never reappear.
  • PlayStation 3Icon ps3.png 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.
  • PlayStation 3Icon ps3.png Although rare, may become hostile to the at any time during the quest for no apparent reason.

[] Gallery

Tenpenny Tower