Fallout 3 Tenpenny Tower Metro Access Generator Key
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Tenpenny Tower: Tenpenny Tower Side quests Fallout 3. This quest you must gain access to the inner area of Tenpenny Tower. The key to Tenpenny generator. For Fallout 3 on the PC, a GameFAQs message board topic titled 'Containment door in Tenpenny tower? Nov 08, 2009 FALLOUT 3, How do you get the key in Tenpenny tower to go into the Metro access & Generator room? Argyle is the traveling companion of the aforementioned old guy in Tenpenny Tower and when you tell him about Argyle's death he'll give the key to his safe, which holds the schematic. If you let the ghouls into the tower before doing this then. It's time to deal with a big of a racial issue in Tenpenny Tower. You need to either find and kill Roy Phillips, or get the generator room key and massacre all of the residents in Tenpenny tower. If you need any help finding Roy Phillips, getting the generator room key, or helping the ghouls capture Tenpenny Tower, then just take a look at this part of the larger Fallout 3 guide. For Fallout 3 on the Xbox 360, a GameFAQs message board topic titled 'tenpenny tower generator room.spoilers.'. Jan 29, 2010 Playlists, DLC guides, and more can be found on our site. Content generator using key words list. Guide by br1zzo Subscribe to WikiGameGuides http://wgg.mobi.
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.
Background
You can trigger this quest by talking to Chief Gustavo in Tenpenny Tower (#2) or to Roy Phillips in Warrington Station (#22). When Chief Gustavo gives you the human side of the quest, he'll also offer you a 'rifle and ammo' (the specifics of which might depend on your level), but we've never gotten both. It looks like you'll only get the rifle if you don't negotiate a better reward.
Walkthrough
Between Gustavo and Roy, you'll be given three ways to complete this quest. You can help the ghouls against the humans, you can help the humans against the ghouls, or you can work things out between them. The tower won't change much regardless of your choice, and so you can freely pick whichever solution sounds the best to you.
But note: Susan Lancaster (#10) is involved in the side quest Strictly Business. If you convince her to leave the tower, or if she dies, then you won't be able to complete that quest.
Helping the Humans
This is the easiest solution to the quest. For this case you'll just need to travel to the Warrington Trainyard (located west of the tower), explore the metro tunnels until you find the ghoul hideout (#22), and then kill Roy Phillips, Michael Masters, and Bessie Lynn. The trio won't put up much of a fight, and so you shouldn't have any trouble gunning them down.
Afterwards, when you return to Gustavo (#2), you'll receive 500 or 700 caps (depending on what price you negotiated with him when you first talked to him) and 300 experience points. The tower will remain exactly the same with this solution.
Helping the Ghouls
There are two ways you can help the ghouls eliminate the humans. The first way is to follow Roy's plan. Roy will tell you that he's rounded up some feral ghouls, and if he could just get the containment door in the basement of the tower (#17) open, then he could send the ghouls into the tower and let them do what ghouls do best -- rip and shred and eat brains.
If you ask around the tower, then you'll learn from Gustavo (#2) that he has a key to the basement door (Exit B), and that he once lost a copy of the key. Gustavo definitely won't give you his key; you'll have to steal it from him to get it. The other way to get into the basement is to talk to Dashwood (#9). He'll admit that he has the missing copy of the key (to help him with his 'exploring'), and he'll make you a deal: if you can steal it from him without him noticing, then you can have it. If stealing just isn't your thing, then you can also tell Dashwood that you don't like to play games, and he'll give you the key.
In the basement (aka the Metro Access and Generator room), you'll find a generator and an emergency access terminal. To get the containment door open, you'll either need to destroy the generator (shooting it a couple of times should work), or you'll need to hack into the terminal. When the containment door opens, Roy will come to the window in the room and tell you to meet him in front of the tower.
When you meet Roy, he'll give you a Ghoul Mask, which you can use to disguise yourself as a feral ghoul, so the feral ghouls won't attack you (as a bonus, this disguise will work at any time, not just in this quest). You'll also earn 300 experience points. The quest will end at this point, but you can still put on the mask and enter the tower to assist with the mayhem. You'll find lots of guns and ammunition on the dead guards and residents.
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Note: During the ghoul attack, the game will use a special version of the tower, and most of the objects inside, including the two skill books (at #10 and #14), will re-spawn.The second way to help the ghouls eliminate the humans is to jump the gun. You can skip the containment door (#17) entirely, and just kill all of the guards and residents on your own. Roy will be just as happy with this solution, and you'll still get 300 experience points and the Ghoul Mask when you deliver the news to him.
Eventually, at some point after you've cleared out the tower, it will return to normal (you might need to wait 24 hours or more). Then Michael Masters will take over the Boutique le Chic (#4) and Bessie Lynn will take over New Urban Apparel (#6), and they'll offer you a discount on their prices. Roy Phillips will just hang out in the penthouse suites.
Mediating a Truce
If you ask Chief Gustavo (#2) about living with ghouls, he'll answer that he doesn't really like the idea, but that he'll do whatever Allistair Tenpenny (#14 or #15) tells him to do. If you ask Tenpenny the same question, he'll let you know that he doesn't really mind ghouls (money is money, after all), but he'll add that he'll only invite them into the tower if you can convince five influential residents to accept them.
Note: The quest is a little misleading. You won't actually convince the influential residents of anything; you'll just need to get them out of the tower.
The five influential residents are Susan Lancaster (#10), Anthony Ling (#6), Lydia Montenegro (#4), Edgar Wellington (#8), and Millicent Wellington (#8). For each one you'll have three ways of convincing them to leave. You can talk to them and pass a speech check, you can kill them (this will probably cause the tower to turn against you, so you'll have to leave for a while), or you can use one of the special methods listed below:
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- Susan Lancaster, Edgar Wellington, and Millicent Wellington. You'll find a Love Letter in Susan Lancaster's suite (#10). If you pick it up and show it to Millicent Wellington (#8), then she'll pull out a gun and hunt down Susan and Edgar, and then flee the tower.
- Anthony Ling and Lydia Montenegro. You'll find a wall safe in their shops (#4 and #6). If you steal the caps from inside, then the two will become disgusted with Gustavo's security setup, and they'll leave the tower.
But note: Eventually Roy will kill off all of the humans in the tower and dump their bodies in the Metro Access and Generator room, so this solution will end up working just the same as sending the feral ghouls into the tower.
1 - Front Gate
The first time that you arrive at Tenpenny Tower, you'll witness a confrontation at the front gate. A ghoul named Roy Phillips will demand to be let inside the tower, but the guards won't oblige. Roy will then leave in a huff, but not before decrying, 'You'll get yours -- all of you!' This is just a preamble to the quest.
To enter the tower yourself, you'll have to activate the security intercom to the left of the gate. If you decided to work with Mister Burke in Megaton, then the guards will let you right in. Otherwise, if you can't beat a speech check, or if you say the wrong things, then you'll have to bribe the guards with 100 caps.
2 - Front Desk
You'll usually find Chief Gustavo at the front desk. He'll act as a shopkeeper for weapons and ammunition.
3 - Café Beau Monde
You'll be able to buy food and alcohol here. While humans are in control of the tower, Margaret Primrose will run the café. If the ghouls gain control, then the café will cease to function.
4 - Boutique le Chic
You'll be able to buy miscellaneous items here, including Schematics - Dart Gun. When humans are in control of the tower, Lydia Montenegro will run the shop. If the ghouls gain control, then Michael Masters will take over the shop.
You'll find 200 caps in the wall safe behind the counter in the shop. However, if you steal it (either by picking the lock on the safe or by hacking into the terminal next to it), then the next time you talk to Lydia, she'll get upset about the security measures in the tower, and she'll leave the tower for good. This is just fine if you're trying to get the ghouls into the tower, but otherwise it will cost you a useful shopkeeper.
5 - Wellness Clinic
If humans are in control of the tower, then you'll meet Dr. Banfield here, and he'll act like a regular medical shopkeeper. If the ghouls gain control, then you'll have to make do without a doctor.
6 - New Urban Apparel
You'll be able to buy armor and clothing here. While humans are in control of the tower, Anthony Ling will run the shop. If the ghouls gain control, then Bessie Lynn will take over the shop.
You'll find 300 caps in the wall safe behind the counter in the shop. However, if you steal it (either by picking the lock on the safe or by hacking into the terminal next to it), then the next time you talk to Anthony, he'll decide to leave the tower. This is just fine if you're trying to get the ghouls into the tower, but otherwise it will cost you a shopkeeper.
7 - Federalist Lounge
You'll be able to buy alcohol here. Regardless of who is in control of the tower, a robot named Shakes will run the establishment (unless he gets killed in the fighting). If you hack into the computer on the bar, then you'll be able to reduce the prices.
8 - Wellington Suite
You'll find a wall safe in the suite.
9 - Dashwood Suite
Herbert 'Daring' Dashwood is the only human in the tower who doesn't dislike ghouls. In fact, if you browse through the exploration database in his suite, you'll see that he was once voted 'Honorary Ghoul' of Underworld. You'll also find references to Rockopolis and Dashwood's former manservant, Argyle. If you visit Rockopolis (located in the western suburbs), then you'll find Argyle's corpse, and if you tell Dashwood about it, then he'll give you the key to his safe. Inside the safe you'll find some drugs and caps, plus a Mini Nuke and Schematics - Bottlecap Mine.
10 - Lancaster Suite
Inside this suite on a desk you'll find a Love Letter (which you can read in the Notes section of your Pip-Boy) and Tales of a Junktown Jerky Vendor. The Love Letter is from Edgar Wellington to Susan Lancaster, and if you show it to Millicent Wellington (#8), then she'll murder the two lovers and flee the tower. That's one way to get the Wellingtons out of the tower, but Susan Lancaster is involved in the side quest Strictly Business, and if Millicent kills her then you won't be able to complete that quest.
11 - Hawthorne Suite
Tenpenny Tower Basement
You'll find a lot of full and empty booze bottles in this suite.12 - Cheng Suite
13 - Empty Suite
If you side with Mister Burke in the quest The Power of the Atom, then this suite will become yours, and Mister Burke will give you the key to it. Otherwise, you'll never be able to get inside.
14 - Tenpenny Suite
The door to the suite will start out locked, and Tenpenny will have a security guard stationed out front. If you're working with Mister Burke, then the guard will open the door for you. Otherwise you'll have to pass a speech check, steal the key from the guard, or pick the 'average' lock on the door.
Inside the suite you'll find a copy of Lying, Congressional Style on the desk in the bedroom.
15 - Balcony
You'll usually find Allistair Tenpenny on the balcony playing with his Sniper Rifle.
16 - Burke Suite
17 - Containment Door
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Although the door will be listed as having a 'very hard' lock, you won't be able to pick it. You'll have to enter the generator room from the south (Exit B) and then either destroy the generator or hack into the emergency access terminal to get the door open.Metro Access Phone Number
18 - Utility Room
Inside this room you'll find two first aid boxes and two ammunition boxes.
19 - Storage Closet
If you can pick the 'average' lock on the door, then inside the closet you'll find three first aid boxes, a grenade box, and an ammunition box.
20 - Camp
At this make-shift camp, you'll find two first aid boxes and a bed.
21 - Guard Post
The first time you approach the guard post, you'll be stopped by a ghoul named Michael Masters. He'll demand to know what you're doing in the metro tunnels, but then he won't really care how you answer. After the conversation, Masters will head over to the ghoul hideout (#22) and stay there.
Inside the ticket booth here you'll find two ammunition boxes.
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22 - Ghoul Hideout
Roy Phillips, Michael Masters (after you've talked to him at the guard post, #21), and Bessie Lynn will hang out in this part of the metro system. Also in the hideout you'll find a bottle of Nuka-Cola Quantum, an ammunition box, a copy of Pugilism Illustrated (in a crate in a shelf), and some beds that you can sleep on.
23 - Storage Room
Inside this storage room you'll find some ammunition, plus a copy of Dean's Electronics (in a shelf).
24 - Desk
On the desk here you'll find a Big Book of Science.
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Exits:- 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.
- Doorway between the Lobby and the Suites.
- Elevator between the Lobby and the Penthouse Suites.
- Exit to the wasteland (Warrington Trainyard).
- Doorway between the Warrington Tunnels and Warrington Station.
- Exit to the wasteland (Warrington Station). This exit will start out locked on the outside but unlocked on the inside, and so you won't be able to use it as an entrance until you've used it as an exit.
- Doorway between Warrington Station and the Metro Access and Generator room.