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Thread: Fallout 3: Tenpenny Tower: Did I Fuck This Up?

  1. #1
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    Fallout 3: Tenpenny Tower: Did I Fuck This Up?

    If you haven't gotten to the Tenpenny Tower section of Fallout 3 yet, go away.

    ...

    ...

    ...

    OK, so I've been going through my first playthrough of Fallout 3 in my preferred Fallout character style: a goody-two-shoes sharpshooter with a pretty severe kleptomania. So upon reaching the Tower, I naturally robbed the stores and their safes blind. Eventually I talked to Tenpenny and, as is my good nature, decided to try to broker a truce between the Ghouls and the assholes in the Tower.

    BUT, two of the people I need to get to turn to my side to allow the Ghouls to live there have left in a huff because somebody - ok, me - robbed their stores.

    So am I pooched? Should I just open up the basement door and let the Ghouls ravage those stuck-up muckity-mucks, or can I salvage some good karma out of this yet?

  2. #2
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    Oh...I thought you had done what I did on my first run through FO3....I found the note saying tenpenny sent people to kill me. So I went to his tower, walked upstairs and put a cap in his ass...I skipped the whole ghoul quest after that.

    Now I'm on my second run through, set to "EVIL" and "HARD"....

  3. #3
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    SPOILER FOR TENPENNY TOWER QUEST

    I was doing my first play through as a nice guy as well. I successfully brokered a truce between ghouls and humans, and left, feeling pretty good about myself. I come back a few weeks later, and Roy's killed every goddamned person in the place, and dumped their bodies in a pile in the basement for the feral ghouls to eat. After that, I went from top to bottom and killed every motherfucking ghoul in the place, which is apparently what I should have done in the first place. Bastard. BTW, apparently, if you just let the feral ghouls come in and eat everybody, you get rewarded with the crib, while you just get the mask and some caps for the much more difficult peace treaty.

  4. #4
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    Quote Originally Posted by madkevin View Post
    If you haven't gotten to the Tenpenny Tower section of Fallout 3 yet, go away.

    ...

    ...

    ...

    OK, so I've been going through my first playthrough of Fallout 3 in my preferred Fallout character style: a goody-two-shoes sharpshooter with a pretty severe kleptomania. So upon reaching the Tower, I naturally robbed the stores and their safes blind. Eventually I talked to Tenpenny and, as is my good nature, decided to try to broker a truce between the Ghouls and the assholes in the Tower.

    BUT, two of the people I need to get to turn to my side to allow the Ghouls to live there have left in a huff because somebody - ok, me - robbed their stores.

    So am I pooched? Should I just open up the basement door and let the Ghouls ravage those stuck-up muckity-mucks, or can I salvage some good karma out of this yet?
    The five people that Tenpenny wants you to convince are all pains in the ass. Unless you have a high speech skill, the only way to get the two shopkeepers to agree is to do what you unwittingly did, which is rob them so they leave. The other three also have an optional way to dealing with them, but its hardly a "happy ever after ending," as Madkevin points out. However, there is no real "goody goody" solution to Tenpenny.

  5. #5
    Mad Chester
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    You even get karma for killing Tenpenny, so the "good" route is really what you choose to do here, knowing the options.

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    My way of dealing with Tenpenny:

    1. Nuke Megaton. I mean, really, you don't need it. The money is fantastic (especially if you have low Barter) and the explosion is totally worth it.
    2. Kill the Ghouls. They're gonna kill everyone anyway.
    3. Kill Tenpenny and Burke. It's free Karma! No one minds. Plus you get a sniper rifle and pimp suit out of it. Win/win.

  7. #7
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    Tenpenny tower for me was.

    - Having Burke kill Lucas after he gives you the fusion thingie.
    - Then shoot Burke, so you can loot both of their bodies.
    - Disarm the bomb, and get 300 cap from lucas's son as well as the house.
    - Help the ghoul into the tower by talking to the people.
    - those 2 shop keepers will always leave no matter which way you approach it, you can talk them into leaving or rob them into leaving.(the 2 named ghoul with phillip will take over the shop)
    - Make sure you finish "Gotta shoot'em in the head" quest before you get those Ghouls in to tenpenny, because Mr.Tenpenny is going to have an accident very soon after the ghouls move in.

    I really prefer the shack in Megaton over the suite at Tenpenny, it's just so much closer from fast travel point, not mentioning you can access the suite in tenpenny tower by using the door from the balcony. you just can't have theme or other stuff, but you can still put bobbleheads there.

    Also, Unless you blow up Megaton really early, you won't have access to a storage place until you finish with moria's book quest.

  8. #8
    Der Schulde How To Go TurinTur's Avatar
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    The Burke in my game likes to send me love letters. :D

  9. #9
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    I was kinda disappointed with my Burke. I disarmed the Megaton bomb and he vanished, so I assumed he went to Tenpenny. Later when I got into the tower he was mentioned in a few dialogs but was nowhere to be found.

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    Quote Originally Posted by Naeblis View Post
    The Burke in my game likes to send me love letters. :D
    But he doesn't know how to use apostrophes.

    Next time, he dies.

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    Quote Originally Posted by idrisz View Post
    Tenpenny tower for me was.

    - Having Burke kill Lucas after he gives you the fusion thingie.
    - Then shoot Burke, so you can loot both of their bodies.
    - Disarm the bomb, and get 300 cap from lucas's son as well as the house.
    - Help the ghoul into the tower by talking to the people.
    - those 2 shop keepers will always leave no matter which way you approach it, you can talk them into leaving or rob them into leaving.(the 2 named ghoul with phillip will take over the shop)
    - Make sure you finish "Gotta shoot'em in the head" quest before you get those Ghouls in to tenpenny, because Mr.Tenpenny is going to have an accident very soon after the ghouls move in.

    I really prefer the shack in Megaton over the suite at Tenpenny, it's just so much closer from fast travel point, not mentioning you can access the suite in tenpenny tower by using the door from the balcony. you just can't have theme or other stuff, but you can still put bobbleheads there.

    Also, Unless you blow up Megaton really early, you won't have access to a storage place until you finish with moria's book quest.
    actually moira survives - she becomes a ghoul, i think you can keep the book going.

  12. #12
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    Quote Originally Posted by Jakub View Post
    My way of dealing with Tenpenny:

    1. Nuke Megaton. I mean, really, you don't need it. The money is fantastic (especially if you have low Barter) and the explosion is totally worth it.
    2. Kill the Ghouls. They're gonna kill everyone anyway.
    3. Kill Tenpenny and Burke. It's free Karma! No one minds. Plus you get a sniper rifle and pimp suit out of it. Win/win.
    You get karma for #3? That doesn't make any sense.

  13. #13
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    Quote Originally Posted by Igor Muravyev View Post
    You get karma for #3? That doesn't make any sense.
    They're v. bad people so killing them = good karma.

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    Quote Originally Posted by Igor Muravyev View Post
    You get karma for #3? That doesn't make any sense.
    Why? At least by the game's logic, it's usually very clear which killings will constitute positive karma and which ones will constitute negative ones, and it's only rarely connected to your progress in whatever quest. At least, compared with the ambiguity surrounding The Family mission(s), it's very manageable.

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    Quote Originally Posted by Marcus Walser View Post
    They're v. bad people so killing them = good karma.
    I received a number of Good Karma messages (I was already maxed out as far as I could tell) when I went through and ruthlessly decapitated everyone who wasn't a slave in Paraside Falls. I got the Mesmerizer, a lot of charges and then cleaned house. I didn't even get any negs for taking stuff out of the houses of the people whom I brought to justice.

    Initially I saved and did Tenpenny Tower v. ghouls both ways (actually I did the diplomatic talk solution, then went back and let the ghouls in just to see what would happen). When I went back and all the normal humans were dead, my first thought was that I had continued in the wrong save. After talking to Roy Philips, though, I gritted my teeth, gripped my shotgun a little tighter and left back to push the main quest forward while I considered what to do.

    It was talking to Dashwood and realizing he would be killed as well that stopped me from going down the road of helping the ghouls unilaterally. I didn't check the first time but if Dashwood is dead, the pile in the basement is about to get bigger.

  16. #16
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    Quote Originally Posted by Igor Muravyev View Post
    You get karma for #3? That doesn't make any sense.
    Well, look at it this way.
    Both Tenpenny and Burke are bigots against ghouls and, are willing to kill off the entire population of Megaton "just to improve the view" from their tower.
    So killing these guys off isn't really a bad thing.
    Though, as pointed out above, helping Roy and company move in ulitmately vindicates the residents of the towers views on ghouls. (at least this particular bunch anyway)

    I went with the broker the deal route, and looking back, one conversation with Roy indicated that he would wind up screwin the residents over. He said something along the lines of "Everything's up for grabs in the wasteland, you just have to be willing to take it and hold on to it".
    Oh well, hindsight is 20/20, and I know how the next play through is going to go...

  17. #17
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    Quote Originally Posted by rhinohelix View Post
    It was talking to Dashwood and realizing he would be killed as well that stopped me from going down the road of helping the ghouls unilaterally. I didn't check the first time but if Dashwood is dead, the pile in the basement is about to get bigger.
    He is. That angered me so much I decided to exterminate the ghouls. Then I took massive karma hits for doing so. I don't like that quest line at all. There's no outcome I approve of. I'm fine with the consequences of you being diplomatic turning out to be terrible. I'm not fine with being unable to pay the ghouls back in kind for their killing spree.

  18. #18
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    Odd, i had no problem opening the basement door. I tattletaled on Burke, and dismantled the bomb. When I got the TP towers and talked to the old man, I blew him away.
    The lead guard is now in charge and is such a bigot, I just decided that I'd let the ghouls have at it. Dashwood really? Manservant? He was just as nasty as the others.

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    Quote Originally Posted by SolomonGrundy View Post
    Odd, i had no problem opening the basement door. I tattletaled on Burke, and dismantled the bomb. When I got the TP towers and talked to the old man, I blew him away.
    The lead guard is now in charge and is such a bigot, I just decided that I'd let the ghouls have at it. Dashwood really? Manservant? He was just as nasty as the others.

    You obviously didn't talk with him long enough. The guy was neither a bigot nor an asshole, like the other Tenpenny Tower residents. That was kind of the point of the quest, I think, though - that you can't judge on appearances. The ghouls seemed like the clear good guys, oppressed for their condition - until you put them in a position of power, and they immediately kill everyone, including a whole lot of people who were genuinely happy to have them move in. I like that it wasn't a clear cut thing, these guys are good, these guys are evil. Complexity may not leave you feeling like a white knight on a stallion, but it's a hell of a lot more realistic.

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    Quote Originally Posted by John Sansker View Post
    Well, look at it this way.
    Both Tenpenny and Burke are bigots against ghouls and, are willing to kill off the entire population of Megaton "just to improve the view" from their tower.
    So killing these guys off isn't really a bad thing.
    Though, as pointed out above, helping Roy and company move in ulitmately vindicates the residents of the towers views on ghouls. (at least this particular bunch anyway)

    I went with the broker the deal route, and looking back, one conversation with Roy indicated that he would wind up screwin the residents over. He said something along the lines of "Everything's up for grabs in the wasteland, you just have to be willing to take it and hold on to it".
    Oh well, hindsight is 20/20, and I know how the next play through is going to go...
    You don't just kill Burke and Tenpenny, you end up killing everyone in Tenpenny Towers. I'm sure not every single one of those people are rotten assholes.

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    That's what tore me up - a lot of the people in the tower seemed like genuinely nice people, who wanted to help the ghouls and were excited at the idea of having new people around. When you go back before they butcher everyone, several of them comment on how nice it is to have new people to talk to, interesting new stories to hear, etc. Roy is just a goddamned psycho. I wonder if you can forestall the zombie apocalypse by just offing Roy.

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    Quote Originally Posted by quatoria View Post
    That was kind of the point of the quest, I think, though - that you can't judge on appearances. The ghouls seemed like the clear good guys, oppressed for their condition - until you put them in a position of power, and they immediately kill everyone, including a whole lot of people who were genuinely happy to have them move in. I like that it wasn't a clear cut thing.
    I agree with this, but I think you should be allowed to exact retribution on the ghouls (without taking a karma hit) for their mass-murder of humans who didn't object to them living in the Tower. Until then, it's a well-constructed story with some good twists and turns.

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    That's not a bad idea. If I had a save in that area it'd be worth trying. Sort of similar to saving the sheriff in Megaton by jumping in front of Burke before he can shoot.

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    So I ended up letting loose the zombie apocalypse after capping Tenpenny. While I disagree with the outcome, I have to admit watching the zombies run amok in the hotel was pretty fucking awesome in a sick, perverted way.

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    Quote Originally Posted by quatoria View Post
    You obviously didn't talk with him long enough. The guy was neither a bigot nor an asshole, like the other Tenpenny Tower residents. That was kind of the point of the quest, I think, though - that you can't judge on appearances. The ghouls seemed like the clear good guys, oppressed for their condition - until you put them in a position of power, and they immediately kill everyone, including a whole lot of people who were genuinely happy to have them move in. I like that it wasn't a clear cut thing, these guys are good, these guys are evil. Complexity may not leave you feeling like a white knight on a stallion, but it's a hell of a lot more realistic.
    I think the word for this kind of thing is "deprotagonising".

    There's nothing wrong with a complex situation, as long as you allow the player to attempt a suitably complex solution.

  26. #26
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    I think I wrecked mine.

    The first time I arrived at the tower, I was let inside. I proceeded to case the joint and check out the loot options. Found a basement door which lead to a computer that was begging to be hacked. Hacked into it, selected all the options and noticed when I did the ghouls overran the place killing everyone. I didn't even have the quest for it yet I was just starting to feel out the place. :(

    Now I get no reward or anything except a sniper rifle.

  27. #27
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    Quote Originally Posted by hong View Post
    There's nothing wrong with a complex situation, as long as you allow the player to attempt a suitably complex solution.
    On the other hand, I think it's kind of cool that the game has some complex ethical dilemmas (like this one) for which there is no good solution. Doing anything to upset the status quo at Tenpenny Tower just makes the situation worse, and the only thing you can do that doesn't involve someone getting screwed is to simply leave. Which is what I did, actually.

  28. #28
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    I killed the ghouls on the initial mission from the security guard. There was some negligible karma loss, but overall it was a waste of time at the point in the game I did it. Since I'd already defused Megaton without ever visiting Tenpenny, there was simply no additional angle, and none of this "Burke" character I've heard of.

  29. #29
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    Quote Originally Posted by Igor Muravyev View Post
    You don't just kill Burke and Tenpenny, you end up killing everyone in Tenpenny Towers. I'm sure not every single one of those people are rotten assholes.
    Yeah, I know,that's what sucks about this particular quest/quest line.
    You try to do the "right" thing and get screwed over in the end.

    But, a lot of the things in this game are equally broken.
    Certain areas, if you kill everyone, and there is a bunch of stuff lying around, it is still considered stealing, even if the owners are now dead.
    If you wait a day or 2 and come back it's still the same.

  30. #30
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    Quote Originally Posted by John Sansker View Post
    Yeah, I know,that's what sucks about this particular quest/quest line.
    You try to do the "right" thing and get screwed over in the end.

    But, a lot of the things in this game are equally broken.
    Certain areas, if you kill everyone, and there is a bunch of stuff lying around, it is still considered stealing, even if the owners are now dead.
    If you wait a day or 2 and come back it's still the same.
    Yeah, I noticed that with the Family. First I get a hit on karma for killing them despite their goodness being ambiguous at best (and at no point revealed to me before they started shooting for trespassing), and then I can't take their shit without a karma hit. I'll remember that for an evil playthrough.

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