Cleanup (Lobby, exterior, suites, penthouse suites, and generator/metro access layout incomplete)
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Fallout 3 locations project
|This page is about the location. For the quest, see Tenpenny Tower (quest).|
Tenpenny Tower is a private hotel refurbished from an intact pre-War luxury hotel located southwest of Megaton. It is now the refuge of the reclusive Allistair Tenpenny who allows people in for the "right price." However, he is prejudiced against ghouls and will not let them in.
This desolate spit of land used to be a plantation before it was bought and converted into a luxury hotel for the wealthy and powerful. Surprisingly, the building survived the Great War intact. Upon the discovery of the abandoned building, Allistair Tenpenny set to work restoring it to its near pre-War glory, before subletting rooms to the "right type of tenants with the right type of assets." This suggests that he had substantial amounts of money even before his arrival from England, but it is unclear how he made his fortunes. Tenpenny Tower even has radiation-free water in its pipes, making it one of the few pre-War structures in the Capital Wasteland to have the luxury of pure water.
The structure itself is surrounded by tall concrete walls, which creates a compound of sorts. A fountain rests in front of the doorway and guard quarters flank the entrance. Around the rear of the building is the entrance to the generator room. The building did not completely escape damage from the bombs, and was repaired with scrap metal on the facing that took the damage.
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:
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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.
Metro Access and Generator
This basement area is accessible in three ways, through the door from the lobby, through the door to the courtyard, and through Warrington station. Entering through the lobby brings one to the storage room. Around the back of some shelves is the hallway, at the end of which is the door. Behind the door is the stairway which leads the escape path to Warrington station. To get to this station from this containment room, one has to unlock the Containment Door. It can only be unlocked via the DCTA Emergancy Access Terminal in the generator room.
Through the containment door is a room that was to be used as an escape route to the Washington, D.C. Metro system. It is a large empty room with a small wall dividing it in half. In the middle of the south wall is the stairway to a room with three doors inside Warrington station.
On the north side of the exterior is the stairway to the Metro Access & Generator. Down this flight of stairs through the door is another flight of stairs that leads to the generator room section of this basement. On the east side of the room are two generators behind a metal barbed wired gate. Directly south from the stairway is the DCTA Emergancy Access Terminal. This wall terminal is directly above the counter with two steam gauge assemblies and directly next to the window to the containment room. The generator room and the containment room are not connected.
- A Tumblers Today, scoped .44 magnum, and a locked ammunition box (Average) with .44 magnum rounds, 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.
- A Duck and Cover! is in a destroyed house directly west of Tenpenny Tower. It should be the first destroyed house you encounter, on a bookshelf.
- Immediately east of Tenpenny Tower is Willy's Grocer. A Tales of a Junktown Jerky Vendor is on the counter.
- 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, cherry bombs, lunchboxes, and pilot lights. A pair of Lucky Shades can be found on a mannequin. A Pugilism Illustrated can be found behind the counter. A Nuka-Cola Quantum is on a shelf on the back wall.
- A Tales of a Junktown Jerky Vendor is on a desk in Susan Lancaster's room (northeast corner of the third floor).
- A Lying, Congressional Style is on top of a desk in Allistair Tenpenny's bedroom.
- In Herbert Dashwood's safe, there is a mini nuke and the bottlecap mine schematics.
- The dart gun schematics can be purchased from both Lydia Montenegro and Michael Masters in the Boutique Le Chic.
- The wall surrounding the town can be jumped over to get inside. The west side of the wall has 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.
- 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. Michael Masters also tells the player to ignore the smell coming from the basement. In the basement the player will find a feral ghoul amongst the dead bodies of the former residents, robbed of their clothing and possessions.
- Mr. Burke will live at Tenpenny Tower even after the ghouls move in.
- Although he is a self-proclaimed friend to ghouls, and seeming non-hostile, and good-natured, Herbert Dashwood will still disappear (he is assumed dead along with the other residents) upon letting the ghouls live at Tenpenny Tower.
- Following Roy into Tenpenny Tower after equipping the ghoul mask 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 Broken Steel, raiders outside Tenpenny Tower will try to ambush Brotherhood of Steel soldiers transporting water (one has a Gatling laser).
Tenpenny Tower appears only in Fallout 3.
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.
- A picture of Tenpenny Tower and a man standing in front of it can be found in The Tops Casino in Fallout: New Vegas.
- 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. There is a rare glitch that is nearly identical to the one found in
- 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. If the player has the Tennpeny Tower quest, 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
- The Lone Wanderer at any time during the Tenpenny Tower quest for no apparent reason. Although rare, Roy Phillips may become hostile to the
- 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. If you
Concept art by Adam Adamowicz
- The Lone Wanderer: "What's it like living at Tenpenny Tower?"
Michael Masters: "It's weird actually. I used to vacation here before the bombs dropped. Used to be a resort for the wealthy and powerful. I never thought I'd be the one fighting to get in here. Guess way back it used to be a plantation. Ironic isn't it?"
(Michael Masters' dialogue)
- The Lone Wanderer: "Tell me about yourself, Mr. Tenpenny."
Allistair Tenpenny: "It's impolite for a gentleman to talk about himself. But I'd hope this magnificent tower would speak volumes."
The Lone Wanderer: "Indeed! I'm extremely impressed!"
Allistair Tenpenny: "Righto! When I saw this place jutting up out of the horizon, I knew what I had to do! I hired some muscle and we got this place fixed up right quick. I had the great fortune to run into Mr. Burke, an absolute gem of a man. He certainly has a way of getting done what needs to get done, doesn't he? Then it was a matter of getting the right type of tenants with the right type of assets, and the rest is, as they say, history."
(Allistair Tenpenny's dialogue)