Tenpenny Tower is a pre-War luxury hotel used as a private residential building located southwest of the RobCo Facility. It is currently owned by Allistair Tenpenny, who only permits the well-to-do to reside there. He is prejudiced against ghouls and will not let them enter, even if they can afford it.
Before the Great War, the tower served as a luxury hotel. It is one of the few large buildings to have survived the war relatively intact. Upon the discovery of the abandoned building, Allistair Tenpenny set to work restoring it to its near pre-War state. The Tenpenny Tower building even has radiation-free water in its luxury apartments, making it one of the few settlements in the Capital Wasteland that does.
The structure itself is surrounded by tall concrete walls, which create a compound of sorts. Around the rear of the building is the entrance to the generator room, which is used in the quest "Tenpenny Tower." 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 sheets of metal in the areas of the hotel that took the most damage.
The wall can be jumped over to get inside, which is particularly useful if the player does not want to pay the entrance bribe, or has not attached the fusion pulse charge to the bomb in Megaton during the quest "The Power of the Atom." To get inside, go to the west side of the wall and look for a relatively large outcrop of rocks. There is a portion of the wall that has fallen over and is 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. If not, you will have to pay to come inside again when speaking to the gate keeper through the intercom.
Entering the building, the player will find him or herself 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 player's suite shares a balcony with Allistair Tenpenny's, who 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 the player can no longer shop from them. However, the player can follow them outside Tenpenny Tower and kill them for their inventory keys without making the other residents hostile.
One can get the schematics - dart gun two times here. The dart gun schematics can be purchased from both Lydia Montenegro and Michael Masters in Boutique Le Chic. One can purchase the first from Lydia before they complete the Tenpenny Tower quest, and then again from Michael if they convince the residents to let the ghouls into Tenpenny Tower, or help the ghouls break in. The player must buy them from Lydia before doing either of these.
A Duck and Cover! can be found nearby to the west of the tower, towards Warrington Trainyard, in a completely destroyed house. This is just northeast of the mostly intact house. Inside the remains of the structure there is a waist-high bookshelf. The book is on the second shelf among some other items.
An unusually large bottle of vodka can be found on a shelf in the southeastern room of the Tenpenny Suites level, next to a normal-sized one.
If player character is on You Gotta Shoot 'Em in the Head quest and they successfully negotiate with Alistair Tenpenny allowing ghouls to live in Tenpenny Tower alongside humans, immediately after confirming the deal, the former quest will update with the quest step to inform Crowley that Tenpenny is dead.
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.
If you side with Roy Phillips 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 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). They will respawn every 3 days giving a good supply of Brotherhood of Steel equipment.
Mister 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. Also, even if you do let the ghouls move in and speak to the intercom for the gate to open, a Tenpenny guard will still answer the intercom, even though there is nobody there to answer it.
It is possible to fast travel from the balcony area.
The tower is one of the tallest building in Fallout 3, its lobby is also unique for having its own music.
Although he is a self-proclaimed friend to ghouls, and seemingly non-hostile, Herbert Dashwood will still be killed after letting the ghouls live at Tenpenny Tower.
It is possible to kill Tenpenny while on the ground by just finding the balcony and scoping in on him with a sniper rifle.
It is possible to survive a jump from the side of Tenpenny Tower, if you use VATS on an enemy at the bottom with a melee weapon, it will teleport you to the ground, and you will take no damage.
In the Third Floor suites, there is a reference to the movie The Shining. In one of the hallways is a tricycle and overturned chair, referencing the "come play with us" scene where the little boy sees two girls at the end of the hallway, but apon blinking, he sees them lying butchered on the floor, then blinking again, the girls gone and nothing out of the ordinary
Apparently, whether after you kill Chief Gustavo and grab his Tenpenny Armament Locker Key or after the completion of the Tenpenny Tower quest (unconfirmed which side), taking anything from the armament locker does not give any negative Karma.
The pool table located in the Federalist Lounge is almost perfectly clean, which is a rare thing to come across in the Capital Wasteland.
xbox360 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. [verified]
xbox360 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. [verified]
xbox360 If you 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. [verified]
xbox360 When exiting your Tenpenny Tower suite onto the balcony, the player may drop dead after a short (2-3 Minutes) wait. [verified]
ps3 If Fawkes 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. [verified]
xbox360ps3 Residents in Tenpenny Tower will not spawn and may not reappear after days or may never reappear. [verified]
ps3xbox360 If the player has the Tenpenny Tower Quest, and kills all the residents of Tenpenny Tower, then goes through the outside entrance to the Metro access and Generator in Tenpenny 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 have been 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 Phillips will not have the mask on his body if killed. [verified]
pcxbox360 Sometimes a wastelander will spawn inside the Tenpenny Tower walls. He will remain near the security quarters walking around and speaking to the guards as if he was supposed to be in there. [verified]