• Home

Fallout 3 Tenpenny Tower Metro Access Generator Key

 
  1. Fallout 3 Tenpenny Tower Metro Access Generator Keyboard

1) Raider Church

For Fallout 3 on the PC, a GameFAQs message board topic titled 'Containment door in Tenpenny tower? Entrance to Tenpenny Tower. Entrance to the Metro Access and Generator (aka the tower basement). This door requires a key. Once you've discovered a reason to go into the basement, you'll be able to steal the key from Chief Gustavo (#2) or 'Daring' Dashwood (#9). Doorway between the Lobby and the Metro Access and Generator room.

Book - Lying, Congressional Style

Book - Pugilism Illustrated

Generator
  1. Apr 04, 2009  Fallout 3 where is the tenpenny armament supply? I killed everyone in tenpenny tower including the chief gustavo and i got the armament key for tenpenny tower but i cant find the armament supply Answer Save.
  2. Appearances Edit. Tenpenny Tower appears only in Fallout 3 but a picture of it and a man standing in front of it can be found in The Tops Casino in Fallout: New Vegas. This picture also appears in a room on the top floor of the REPCONN test site.

Fast travel to Jury Street Metro, stand outside the Gold Ribbon Grocer and look south-west. You should see a church in the distance. When you approach the door you’ll see a burning Wastelander run around the corner and die. Kill the Raider with the Flamer nearby and head into the church, taking care to disarm the trip wire in the doorway. More Raiders will appear outside and approach the church. Deal with them and loot the church. On the podium you’ll find a copy of Lying, Congressionaly Style , as well as plenty of ammo and items scattered about, including a Mini Nuke. In the corner by a sink you’ll find a copy of Pugilism Illustrated .

2) Book Hunting

Book - Nikola Telsa and You

Book - U.S. Army: 30 Handy Flamethrower Recipes

Head south from the church and search the ruined buildings. In the back of one you’ll find a safe [Hard] with, among other things, a Stealth Boy inside. In the house south of the one with the safe you’ll find a copy of N ikola Tesla and You on a shelf. Now only one more thing to do before we head south some more. Follow the road between the buildings east to find a truck, in the back of which are some containers, ammo boxes, and a copy of U.S. Army: 30 Handy Flamethrower Recipes . Head south, south-west until you find the VAPL-84 Power Station.

3) VAPL-84 Power Station

Near VAPL-84 you’ll find a truck, inside of which are metal boxes and some items on the floor, the best of which is a Mini Nuke. There also tends to be Yao Guai wandering around. Head south, south-west to find Tenpenny Tower. You really can’t miss it on the horizon. Get close enough to discover it, but we’re not here to stay just yet. First, however, we’ve got some books to grab.

4) Willy’s Grocer

Book - Tales of a Junktown Jerky Vendor

Book - Tumbler’s Today

East, south-east of Tenpenny Tower (past a red rocket statue) you’ll find Willy’s Grocer. It’s got a nice little haul of Nuka-Colas, Tin Cans, Beer, and a copy of Tales of a Junktown Jerky Vendor on the counter. All of this is guarded by a few Radroaches. There’s also a safe [Hard] behind the counter. Leave the Grocer and head south into a ruined building. Go up a ramp to the north or go upstairs and drop down on the level with the skeleton by the wooden shelves. Near the skeleton are some Stimpaks, a Scoped .44 Magnum, and an ammo box [Average]. There’s also a copy of Tumblers Today on the shelf. Now head north-west to return to Tenpenny Tower.

5) No Zombies Allowed!

Outside of Tenpenny Tower you’ll find an angry Ghoul named Roy Phillips. He want to get into Tenpenny Tower-Mr. Tenpenny doesn’t want zombies inside-the Ghoul and a security guard argue over an intercom. Roy Phillips leaves after threatening the Tenpenny folks, leaving you free to activate the security intercom and recieve a wave of abuse directed at Roy. Don’t insult the security guard, or you’ll be paying 100 Caps to get in. Say you’re here to see Mr. Tenpenny and succeed at a Speech challenge to get in for free.

Once inside you’ll be threatened by Chief Gustavo. Talk to Gustavo and offer to take care of his Ghoul problem. You can try to work something out to get the Ghouls a place in Tenpenny Tower… but let’s just say that’s not entirely healthy for the Tenpenny residents. As snotty as they tend to be, they can at least be talked into cooperating, which is more than can be said for Roy Phillips. Offer to take care of his Ghoul problem. He’ll offer for 500 Caps, succeed at a Speech check to get him to raise it to 700 Caps. He will also give you a Chinese Assault Rifle, some 5.56 Ammo, and tell you the Ghouls are in the Warrington Metro Tunnels.

This conversation starts the quest 'Tenpenny Tower' . You can talk to people outside, and barter with Gustavo, who has some armor, weapons, and ammo to sell. He’ll head inside and sit behind a desk in the lobby, which is where he’ll spend most of his time when he’s not being a butt-nutter by the intercom outside. We should really explore Tenpenny Tower fully before we go to the Warrington Station.

6) Stuff to Do, People to See

Schematic - Dart Gun

You can steal Allistair Tenpenny’s Suite Key from Gustavo, if you wish. You can also steal Tenpenny Resident’s Keys from nearly every named person living in Tenpenny… hell, there’s all kinds of stealing to do here. The person to talk to in this area is Herbert 'Daring' Dashwood, a character from the same GNR show as Argyle the Ghoul. If you tell him the fate of Argyle he’ll give you Dashwood’s Safe Key. You can buy the Schematic - Dart Gun from Lydia Montenegro, which you might as well. You can also take a trip to the Metro Access & Generator, where you’ll find a few Tin Cans and some other loot, as well as a locked door [Very Hard] leading to the Warrington Station. When you’re done stealing head up stairs to find the door to the Tenpenny Suites.

7) The Stash of Dashwood

Book - Tales of a Junktown Jerky Vendor

Book - Schematic - Bottlecap Mine

These apartments are typically better off than the ones downstairs. In the one in the north-east corner you’ll find a copy of Tales of a Junktown Jerky Vendor on a desk near a Love Letter. Take the Love Letter-if you show it to Millicent Wellington, she’ll be understandably upset… then she’ll proceed to murder her husband and his lover. Nobody else in Tenpenny Tower seems to care. In the north-western corner you’ll find Dashwood’s Suite, which has significantly more goodies inside than most of the other apartments. Years of Wasteland exploration paid off. In his safe are 50 Caps, some drugs, a Mini Nuke, a Stealth Boy, five Stimpaks, and the Schematics - Bottlecap Mine . You should also check out his 'Exploration Database', which is interesting, if nothing else. In the south east corner is Michael Hawthorne’s suite, which has plenty of alcohol inside. In the Wellington suite, in the south-west, you’ll find a locked safe [Average]. Head back down to the lobby and take the elevator up to the Penthouse Suites.

8) Penthouse Suites

Book - Lying, Congressional Style

You can use Speech to get your way past Tenpenny’s Guard, or wait for him to walk around to pick the locked door… or steal the key to the door on the table next to him. In his suite you’ll find a copy of Lying, Congressional Style on a desk. When you’re done looting take the door to the outside to find Tenpenny on his balcony. Talk to the old bugger and fast travel down to the ground, the RobCo Facility is close enough, and it saves us the bother of walking back through Tenpenny Tower. Now it’s time to find the Warrington Trainyard, which is to the west.

9) Warrington Trainyard

Book - Duck and Cover!

West of Tenpenny Tower you’ll find a number of houses with some minor loot in them. On a bookshelf in one of the houses you’ll find a copy of Duck and Cover! , hidden under another, more useless book. Keep heading west to find the Warrington Trainyard. There will be Ghouls, and you’ll catch some Rads. Search the metal structures for some ammo boxes, and a Sniper Rifle. On one of the metal walkways you can jump onto you’ll find some skeletons with a Missile Launcher, some grenade boxes, and drugs nearby. When you’ve searched around head into the WarringtonTunnels.

10) Warrington Tunnels

Head east into the train tunnel, grabbing the Assault Rifle and 5.56 rounds by the skeleton. Follow the tunnel south east and kill some Ghouls, until you find a door to the north. Go through the rooms to the north, killing Ghouls and looting until you find a tunnel leading east, north-east. The tunnel will connect to another tunnel leading north and south. Head south to catch some Rads and find a locked door [Average] leading to a storage closet full of goodies. Now go north until you find a door leading to the Warrington Station.

11) Warrington Station

Head east until you’re accosted by a Ghoul named Michael Masters. He’ll tell you that Roy is planning to kill the residents in Tenpenny Tower. Don’t threaten to kill him as he won’t respond friendly-like. Up the stairs to the east you’ll find a few things to rob, and to the south you’ll find access to the Capital Wasteland via the Warrington Station, but the area you need to explore is on the lower level to the east. Head through the first door to the right, continuing until you find a room where Roy Phillips and Bessie Lynn are. Bessie doesn’t have much of anything interesting to say, so talk to Roy.

12) Roy’s RevengeGenerate ssh2 public key online.

This is actually the new edition launched through the developers. New options with beautiful interface was create inside it. Microsoft office 2017 key generator for pc. The program gives the finest choices to make it all faster.

Roy’s plan is to get past the subway access door leading to Tenpenny Tower and get to the Metro Access & Generator, which connects to Tenpenny Tower. If you try to do things peacefully and talk the residents of Tenpenny Tower into letting the Ghouls in, Roy will go ahead and let the Feral Ghouls kill them anyways. If you want to help Roy out with his plan to kill all the Tenpenny Residents, steal the 'Key to Tenpenny Generator Room' from Chief Gustavo and head around to the back of Tenpenny Tower to find a door leading to the Metro & Generator Access area. Once inside, either hack the DCTA Emergency Access Terminal [Easy], or shoot one of the generators behind the fence. By doing it Roy’s way, he’ll reward you with the Ghoul Mask , which isn’t very helpful defensively (and it’s certainly not pretty!), but it will keep Ghouls from attacking you.

Note: Don’t get greedy with this quest. If you try to get the Ghoul Mask from Roy, then kill him, the Ghoul takeover of Tenpenny Tower will still happen. You can’t get the best of both rewards. Also, Allistair Tenpenny is involved in the quest 'You Gotta Shoot 'Em in the Head' . His survival isn’t essential for the completion of that quest, but it should still be noted.

13) Shotgun Diplomacy

Book - Big Book of Science

Book - Dean’s Electronics

Book - Pugilism Illustrated

Since Roy isn’t on the level with us and wants to kill all the Tenpenny folks anyways, we might as well just eliminate him, as the lesser of two evils. Kill Roy, Bessie, and Michael, then loot around in this room for a variety of toys. Between two metal boxes you’ll find a Nuka-Cola Quantum, and in a wooden crate on a shelf you’ll find a copy of Pugilism Illustrated . Head out a door to the north, down some stairs to the east, and into a small store room to the north. You’ll find a copy of Dean’s Electronics on a metal shelf. Now there’s just one last thing to get, in the room with the door to the Metro Access & Generator you’ll find a Big Book of Science on the desk. Head back to where you first met Michael in the west, then exit to the Capital Wasteland.

14) Lucky’s

Book - Pugilism Illustrated

You’re now at the Warrington Station south-west of Tenpenny Tower. Head south-west to find a red brick building. Inside is a bunch of loot guarded by one Scavenger. Steal the Scavenger’s stuff or kill them if they are causing you too much trouble. In one of the freezers in the back is a Nuka-Cola Quantum. In a plastic bin you’ll find several missiles. Behind the counter is a copy of Pugilism Illustrated . And there’s a terminal [Hard] you can use to access a safe [Hard]. Inside the safe is a Stealth Boy. Last but not least grab the Lucky Shades off the mannequin in the north-west corner of the store. They’re not anything amazing, but with +1 Damage Resistance and +1 Luck… it’s not bad. Besides, unless you’re wearing a helmet, what else are you going to put on your face? Now go back to Tenpenny Tower and talk to Gustavo for your reward.

Note: Sometimes the Lucky Shades fall off the mannequin and become rather difficult to obtain. If they fall off and end up 'stuck' on the round base of the mannequin, you can still get them by jumping on the toolbox on the shelf near the mannequin, switch to third-person view, sneak, and carefully walk onto the base. Move your cursor around until you get the prompt to pick them up, and if you can’t get the prompt, try moving a bit. You can easily become stuck here, so keep another save handy. This seems to happen mostly on the Playstation 3 version of the game.

Comments

Tenpenny Tower: Tenpenny Tower

Received from: Chief Gustavo [Tenpenny Tower]

Solution: You will probably be given a chance to begin this quest early during the course of the game (if you decide to help Burke), however I would recommend waiting. It's not that you have to deal with powerful monsters, but in order to ensure your victory you may need a lot of points spent in lockpicking, science or speech. I think that when you advance to the 10th level of experience you may give it a shot. In order to begin this quest you must gain access to the inner area of Tenpenny Tower. Listen to a short conversation between a guard and a ghoul when you arrive here for the first time (screen). Use the intercom and convince the guard to let you in. Talk to chief Gustavo who should automatically approach you. If not, you can usually find him near the barracks or at the front desk, inside the tower. Listen to Gustavo complaining about a ghoul problem and offer your help in getting rid of these creatures. Don't worry - even if you plan on helping the ghouls you will have a chance to change your mind in the near future. You can also convince Gustavo to increase the reward for taking care of the ghouls. Not only can you receive more caps from him, but he may also give you an assault rifle, so it's definitely worth to negotiate terms with him.

The area you need to get to is Warrington trainyard. Gustavo will only mention the trainyard during the initial conversation, so you'll have to ask him to mark the location on your map. Ignore Warrington station for the moment, because you can't access it from the surface. Once you've reached the trainyard use the door to get to the subway tunnels. The surrounding corridors are being occupied by feral ghouls. I would recommend using a shotgun against them, because it's very effective at close range. Prevent the monsters from surprising you. You should also watch out for radiation - don't go near any barrels and you should be fine. Eventually you'll get to an area where you'll be greeted by Michael Masters. Follow his instructions and holster your weapon. Talk to Masters, but you won't have to ask him about anything in specific, because he's only a guard. Head back down and proceed towards an opened gate. You should be able to get to a small room (screen). This is where the ghouls are hiding. Go in and make up your mind on how you want to play this out.

Positive / neutral outcome:

During your initial conversation with Roy you'll find out that it's his dream to find a place for him and other ghouls inside Tenpenny Tower. Promise Roy to help him in that matter and return to the tower. Enter the building and use the elevator to reach the apartments. Now you'll have to get to an apartment owned by Tenpenny himself. As you've probably noticed, the door is being guarded by one of his men. You can use persuasion, steal the key from the guard or from chief Gustavo, kill the guard or brake-in. Either way, you must get to an elevator which will take you to the top of the tower. Once you've arrived at your new destination, talk to Tenpenny and explain him the situation with the ghouls (screen). You'll find out that Tenpenny will agree to welcome them inside his establishment as long as some of his tenants won't mind.

Tenpenny will give you a list of people who need to be persuaded into letting the ghouls live in the tower. They are Anthony Ling, Lydia Montenegro, Susan Lancaster, Edgar Wellington II and Micky Wellington. The most obvious solution here is to use your high speech skill in order to win a speech challenge. Each time the conversation is going to be very similar. Using your persuasive skills you must convince the tenants to agree to your proposal (screen). Notice that you will receive positive karma for every successful speech challenge. If you don't mind losing some karma you may use your primary weapon to kill each person on the list, but you must eliminate them silently (for example - during the sleep), so they won't raise an alarm and they won't turn other tenants against you.

There's also a third way to resolve this situation. You can get rid of Anthony Ling and Lydia Montenegro by opening safes in their stores. As a result, they will be accused of stealing and thrown out of the tower. As for the remaining three, go to Susan Lancaster's apartment and find a love letter she received from Edgar Wellington II. Read the letter and find Micky Wellington. Show the letter to Micky and you won't have to worry about her, Edgar nor Susan anymore.

Once you've convinced or killed all five tenants go back to Tenpenny and say that you've finished the job. Tenpenny will hold on to his promise, so you can go back to the sewers. Talk to Roy and tell him the good news. Roy will give you a valuable artifact, called ghoul mask. Basically what this item does is that it makes feral ghouls ignore you.

Negative endings:

The most obvious negative solution is for you to kill all the ghouls (screen) located in the subway. Doing this you'll grant Gustavo's wish. You shouldn't have any problems eliminating these creatures. There are only a few of them and they're not using state of the art equipment. Make sure that Roy is amongst the killed. Once you've killed the ghouls and looted their bodies go back to Gustavo. Talk to him and he'll reward with the exact amount of caps he promised before.

There's also an alternative negative solution to this quest, but it requires you to ally yourself with the ghouls in order to help them in taking over Tenpenny Tower. If you're feeling cocky you can kill all the inhabitants yourself. I have to warn you - it's not going to be easy, because the tower is being protected by a lot of armed guards. I would recommend listening to what the ghouls have planned. Roy Phillips will ask you to open an underground passageway for him, connecting the tower to the subway. This will allow Roy to smuggle a large group of feral ghouls into the city in order to begin mass murder. For now you must return to Tenpenny Tower, because you can't go anywhere with this assignment from here.

Your first assignment after returning to the tower will be to acquire basement key. You can try and pickpocket Gustavo, however it's not going to be easy during the day. The best moment to steal from him is to wait for him to go to sleep (screen). You should succeed as long as there aren't any other guards in the area. Take the key to Tenpenny generator room. If you don't want to wait for Gustavo to go to sleep, you can find Herbert Dashwood, because he holds a spare key. Convince him (speech) to give you the key or steal it from him if you're skilled enough.

Make sure that you're standing outside, but inside the perimeter. Look at the screen - go there and use your newly acquired key to open a door leading to the generator room. There's a security terminal nearby and you can hack into the system. Thankfully it's a very easy task, because this system uses one of the weakest protections against hackers. Choose Open the containment door option from the main menu. If you don't have any science skills, you can ignore the terminal entirely and use one of your guns to blow up a nearby generator. Either way, you must open this passageway. Approach the window and listen to Roy. Agree to meet him near the main entrance to the tower. Go back the same way you came and proceed to the main door. This is also a good moment to choose a good weapon from your inventory. I would recommend using a shotgun, especially since that feral ghouls will do all the dirty work for you.

Fallout 3 Tenpenny Tower Metro Access Generator Keyboard

Roy will now give you a very interesting artifact, called a ghoul mask. Put it on. The mask will protect you against feral ghouls, because as long as you don't bump into them they'll ignore you. You can enter the tower. Assist Roy and his ghouls in taking over this entire building complex (screen). Obviously this means you'll have to hunt down and kill every inhabitant of the Tenpenny Tower. There are three levels for you to secure. Start off with the ground floor. Make sure you've checked all stores, as well as the clinic and the bathroom. After that use the stairs to get to the upper apartments. Finally go back to the main hall and use the elevator to get to the upper suites. I guess you won't be surprised to hear that Tenpenny will be amongst the killed, however someone else will probably kill him for you. Find Roy once the battle has ended and he'll thank you for your help in securing the tower.