Fallout 3 Tenpenny Tower: Why This Quest Still Haunts Your Conscience Two Decades Later

Fallout 3 Tenpenny Tower: Why This Quest Still Haunts Your Conscience Two Decades Later

You’re wandering the Capital Wasteland, dodging Talon Company mercs and trying not to die of radiation poisoning, when you see it. A literal skyscraper. It’s a middle finger to the apocalypse. Tenpenny Tower is one of those locations in Fallout 3 that feels like a fever dream because it’s too clean, too polite, and way too expensive for a world where people eat 200-year-old Salisbury Steak.

Most players find this place early. You see the silhouette on the horizon and think, "Hey, maybe there’s some good loot or a decent bed in there." What you actually find is a moral minefield. This isn't just a side quest; it's a litmus test for your own ethics. Honestly, it’s one of the most polarizing moments in Bethesda's history.

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The premise is simple on the surface. Allistair Tenpenny, a rich old man who spends his days sniping Wastelanders from his balcony for fun, wants the Ghouls living in the nearby metro tunnels gone. The Ghouls, led by a guy named Roy Phillips, just want to live in the tower because, well, it’s nice. You’re the middleman. You decide who lives, who dies, and who gets evicted. It sounds like a standard "good vs. evil" choice, but Fallout 3 Tenpenny Tower doesn't play by those rules.


The Illusion of a "Good" Outcome

When you first talk to Roy Phillips at the intercom, he's rightfully pissed. He's being denied entry based on his appearance. If you’re playing a "Good" character, your instinct is probably to help him. You talk to Tenpenny, you realize he’s a jerk, and you think, "I’ll just convince the residents to let the Ghouls in. Everyone wins."

Bethesda baits you with this. They make you work for it. You have to go around and talk to specific residents like Edgar Wellington II, Millicent Wellington, and Anthony Ling. You can use Speech checks, or you can find dirt on them—like the scandalous affair between Edgar and Alberta Montana—to force them to leave or agree to the integration. It feels like high-stakes diplomacy. You're the peacemaker.

Once you convince enough people, Tenpenny relents. He lets the Ghouls move in. You get your reward. You get positive Karma. You see Ghouls and humans walking the halls together. Mission accomplished, right? Wrong.

If you wait a few in-game days and come back, the atmosphere has changed. It's quiet. Way too quiet. You go to the basement and find a pile of corpses. Roy Phillips and his crew didn't just move in; they murdered every single human resident in their sleep. Even the ones who supported them. Even the ones who voted to let them in. Roy basically tells you that "trash needed taking out."

It’s a gut-punch. Most RPGs reward the "peaceful" path with a happy ending. Fallout 3 Tenpenny Tower rewards your idealism with a massacre. It’s cynical. It’s dark. It’s exactly why we’re still talking about it.

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Why Roy Phillips Isn't the Hero You Want Him to Be

Roy Phillips is a fascinating character because he’s a victim who becomes a monster. You want to root for him. He’s articulate, he’s determined, and he’s facing blatant bigotry. But if you look closely at his dialogue, the red flags are everywhere. He doesn't just want a home; he wants revenge.

Check his terminal or listen to his plan if you decide to help him via the "violent" route. He wants to let Feral Ghouls into the building to tear people apart. He doesn't distinguish between the bigots and the bystanders. To Roy, if you aren't a Ghoul, you're the enemy.

The Three Main Paths (and why they all suck)

  1. Side with the Humans: You kill Roy and his followers. You keep the tower "pure." Tenpenny is happy, but you've essentially committed a hate crime for a handful of caps and a room. You get negative Karma, though some players argue it’s the "stable" choice since it prevents the later massacre.
  2. Side with the Ghouls (Violence): You help Roy open the basement doors. You watch as Ferals flood the lobby and rip the residents to shreds. It’s a bloodbath. You get the Ghoul Mask (which is incredibly useful because it makes Ferals non-hostile), but you’ve wiped out a major trading hub.
  3. The Diplomatic Route: As mentioned, this is the "trap" choice. You get the Karma boost initially, but the end result is the same as the violent route: everyone is dead. Except this time, you feel responsible because you paved the way for the killers.

There is technically a fourth option: walk away. But let’s be real, nobody does that in a Bethesda game. We want the Quest Completed notification.

The Allistair Tenpenny Problem

Allistair Tenpenny is a caricature of the "elite." He’s a billionaire in a world without currency. He’s bored. He’s the guy who wants to blow up Megaton just because it’s an eyesore. Helping him feels dirty.

However, the tower itself is one of the few places in the Capital Wasteland that functions. It has a doctor, several shops, and a supply chain. It’s a hub of civilization, even if that civilization is built on elitism. When you help Roy Phillips, you aren't just killing a bunch of snobs; you're destroying an economy.

Herbert "Daring" Dashwood lives there too. He’s one of the few genuinely likable NPCs in the game. He’s a legendary adventurer who actually likes Ghouls (his best friend was Argyle). If you go the diplomatic route, Roy kills Dashwood too. That’s usually the moment players realize they made a terrible mistake. There’s no nuance in Roy’s revenge.


Technical Tidbits: The Ghoul Mask and Karma

From a purely gameplay perspective, the Ghoul Mask is the only reason many people side with Roy. In Fallout 3, the Reaver Ghouls (especially in the Broken Steel DLC) are absolute nightmares. They have huge health pools and hit like trucks. Wearing the Ghoul Mask makes them treat you like one of their own. It’s arguably one of the most powerful items in the game.

If you’re a completionist or a power-gamer, you side with Roy. You just do. The rewards for siding with the humans are pathetic in comparison. A few hundred caps and some shop discounts? Please.

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But the Karma system struggles with this quest. Because the game gives you "Good Karma" for the diplomatic solution, it reinforces the idea that you’re doing the right thing. The game doesn't take away that Karma when the residents are murdered later. It’s a weird disconnect. It’s like the game’s morality system is as blinded by Roy’s charisma as the player is.

Specific NPC Fates You Might Have Missed

  • Gustavo: The Chief of Security. He’s the one who gives you the quest to kill the Ghouls. If you side with Roy, he’s usually the first to go.
  • Lydia Montenegro: She runs the boutique. If she dies, you lose a high-level merchant.
  • Michael Masters: One of Roy’s followers. He’s actually a decent guy who seems uncomfortable with the violence, but he goes along with it anyway.

The Fallout 3 Tenpenny Tower Legacy

Why are we still analyzing a quest from 2008? Because modern games rarely have the guts to give you a "Lose-Lose" scenario. We’re used to the "Golden Ending" where everyone holds hands. Fallout 3 Tenpenny Tower says, "No, sometimes there is no right answer. Sometimes, everyone is the villain."

It mirrors real-world themes of gentrification, displacement, and the cycle of violence. If you oppress a group long enough, don't be surprised when they don't want to play nice once they get the upper hand. But at the same time, it asks if the ends justify the means. Is Roy's "justice" actually just another form of the same cruelty Tenpenny showed him?

How to Handle Tenpenny Tower in Your Next Playthrough

If you’re jumping back into Fallout 3 (or playing via the Tale of Two Wastelands mod), here is the most "efficient" way to handle this mess depending on what you want.

If you want the best gear:
Side with Roy Phillips. Do the violent questline. Get that Ghoul Mask early. It will save your life in the Dunwich Building and the DC ruins. Just don't get attached to the shopkeepers in the tower. Buy whatever unique items you want from them before you open the basement doors.

If you want to keep the shops alive:
Kill Roy. It’s the "evil" moral choice in terms of Karma, but it keeps the game world more populated and functional. Plus, you can still loot Tenpenny later if you want his unique suit.

If you want the most "story":
Go for the diplomatic route. Experience the satisfaction of the Speech checks, and then return later to find the grim reality. It’s the full Fallout experience. It’s depressing, it’s bleak, and it’s perfectly on brand for the series.

Actionable Tips for Players:

  • Check the Basement: After the "peaceful" resolution, go to the basement of Tenpenny Tower. Seeing the bodies is a hidden part of the quest that many players miss because they never bother to return.
  • Loot Tenpenny First: Allistair Tenpenny carries a unique sniper rifle and has a very nice suit. If you’re going to kill him (or let Roy do it), make sure you get your hands on his gear.
  • The Dashwood Connection: Talk to Herbert Dashwood and find his friend Argyle at Rockopolis first. It adds a whole layer of tragedy to Dashwood’s eventual fate in the tower.
  • Karma Management: If you’re worried about your Karma level, remember that you can "offset" the evil of murdering Roy by donating scrap metal to Walter in Megaton or giving purified water to the beggars outside the cities.

There is no "perfect" ending here. That’s the point. Fallout 3 Tenpenny Tower is a reminder that in the wasteland, the only thing cheaper than life is a good intention. You make your choice, you take your loot, and you keep walking. Just don't look back at the tower for too long—you might not like what you see in the reflection.

To see the fallout of your choices, wait exactly 72 in-game hours after the Ghouls move in before returning. This ensures the "cleanup" script has triggered, revealing the true fate of the original residents. Stop by the shops one last time before then, as the new Ghoul vendors have slightly different inventories and lower caps for trading.