Tenpenny Tower ( quest ) Tenpenny Tower is a side quest connected with Tenpenny Tower that is given by either Gustavo or Roy Phillips , and is an achievement / trophy in " Fallout 3 " . Before doing this quest . This quest complicates the quest A Manhandled Manservant , so refer to the page " A Manhandled Manservant " if one is interested in obtaining the loot found in Herbert ' Daring ' Dashwood ' s safe , including the schematics for the bottle cap mine . One may also want to first collect a few skill books and the schematics for the dart gun ( see below ) , as the books are duplicated during the attack if the Lone Wanderer helps the ghouls take Tenpenny Tower by force and the new store owner has a new copy of the schematics . Detailed walkthrough . The ghoul s want to live in the luxurious Tenpenny Tower , but neither Allistair Tenpenny nor the other residents are willing to let them in . The player character can choose to kill the band of ghouls , let them into the tower , or find an uneasy diplomatic solution . Note that the decisions made in this quest can have permanent and major effects on the fate of a major city and obtaining some of the most useful items in the game . Starting the quest . The quest is started either by speaking with Chief Gustavo at Tenpenny Tower or by Roy Phillips in the Warrington Tunnels . If the quest is initiated by speaking to Chief Gustavo , the Wanderer will get an assault rifle and a promise of 500 caps for the death of Roy Phillips and his " gang . " A successful speech check will raise the reward to 700 Caps , as well as upgrade the player character ' s starting gun to a Chinese assault rifle with some 5 . 56mm rounds . Attempting and failing the speech test means one will get a 10mm SMG instead . Gustavo will direct the Wanderer to the feral ghoul infested Warrington Tunnels southwest of Tenpenny Tower . Follow the tunnels and one will find a door leading to Roy Phillips ' hideout . Once Roy and his gang has been located , either kill the ghouls , or speak to Roy and offer to help him and his ghouls enter the building through the secret underground entrance to massacre the residents , or find a peaceful way for the ghouls and humans to live together . One way the ghouls will take over and occupy the area , and the other way the ghouls will be dead and the humans will continue living where they were before . This quest will also be automatically added if one kills every resident of Tenpenny Tower . The quest will jump straight to the stage where the Wanderer can " Tell Roy Phillips the ghouls can move in . " Kill Roy Phillips . After killing Roy and his gang , return to Chief Gustavo and he will reward the player with 500 or 700 caps , depending on whether they passed the speech check . The ghoul mask cannot be obtained if this method was chosen . Killing Roy Phillips has the upside of sparing the lives of all the residents of the tower , as all the other solutions eventually result in the death of every human in the area ( killed either by the Wanderer or by Roy Phillips and his pack of feral ghouls ) . Killing Roy will result in having multiple traders in the tower compared to just two if he were allowed in . Ways to kill Roy Phillips and his gang . For negative Karma . Enter Roy ' s hideout and kill Roy Phillips and his ghouls while they are in the hideout . One can also choose to kill Roy during the conversation he has with the intercom when first approaching Tenpenny Tower . Simply allow the conversation to finish and then attack him when he leaves , or reverse pickpocket a mine or grenade into his inventory while he isn ' t looking . The player will still have to talk to Gustavo to initiate the quest and kill the rest of his gang . Without losing Karma . If one wants to kill the ghouls without losing Karma , they can allow the feral ghouls to follow them into the room containing Roy Phillips and Bessie Lynn . Roy , Bessie , and Michael Masters will attack even if the Lone Wander has not harmed the ferals . If one then kills them , their Karma will not suffer , but Three Dog will still verbally berate the player afterward . Roy , Bessie or Michael can be provoked into attacking via dialogue choices , and then they can be killed without losing Karma . Roy Phillips and his gang can be killed without losing Karma if the Wanderer has the Mister Sandman perk . To do this , first wait for the three ghouls to go to sleep . Murder Bessie first , she will scream but this will not wake Roy or Michael . Either Roy or Michael can be killed next ( preferably Roy because he is closer to Bessie ) . Afterwards , the third ghoul will wake up and turn hostile , so the player will then be able to pick him off without incurring loss of Karma . Helping the ghouls move into Tenpenny Tower . Talk to Roy about the possibility of a peaceful negotiation , then bring the proposal to Allistair Tenpenny . He will tell the player that if they can convince tenants Edgar Wellington II , Millicent Wellington , Anthony Ling , Lydia Montenegro and Susan Lancaster to have the ghouls as neighbors , he ' ll let them move in . One can also get rid of them by murder to accomplish this task . There are several methods of getting the five residents to cooperate . The first is passing a speech check ( for positive Karma ) , which forces them to accept the change or leave . Stealthy assassinations ( for negative Karma , Mister Sandman perk can be useful here ) also work . Alternatively , take the love letter from Susan Lancaster ' s desk and show it to Millicent Wellington , she will then proceed to murder both her husband Edgar and his lover Susan . Millicent will then leave the tower , leaving only Anthony and Lydia . These two can be convinced to leave by stealing from their store safes and speaking to them after doing so . Once all required tenants are convinced or otherwise removed from the picture , visit Mr . Tenpenny for a 500 cap reward . Once Roy Phillips has been brought the news , he will reward the Wanderer with a ghoul mask , which makes them friendly with feral ghouls . Additionally , one will also gain a 300 XP reward . Upon returning to Tenpenny Tower , human and ghoul residents will be found living together . Inquiring among residents will indicate that both sides are getting along well . A few days later , however , all the human residents will be gone . Further investigation reveals that the human and ghoul tenants had a " disagreement , " and that Roy Phillips decided to " take out the trash . " The human residents have all been slaughtered , and their looted and stripped bodies dumped in the basement . Former residents of Tenpenny Tower such as Mr . Ling and Ms . Montenegro will also die and disappear at this point , even if they have moved to the entrance of Megaton . One may choose to kill Phillips and the other ghouls in Tenpenny Tower after learning this , but doing so will earn negative Karma . It is also possible to help the ghouls enter the tower by obtaining the key to the generator room from either Herbert " Daring " Dashwood or Chief Gustavo . To obtain the key , either pickpocket or kill Chief Gustavo , and may either pickpocket , kill , or choose certain dialogue options with Dashwood , including , ' I don ' t have time for games . ' The door to the generator room is on the exterior of Tenpenny Tower around the back . However , releasing the ghouls inside the generator room will also result in very negative karma . Ways to open the door in the generator room . If the terminal cannot be hacked , due to not having a high enough science skill , one can choose to shoot the generator to their left . Also , after the ghouls have been let in and the door is open , the door is assumed to be open indefinitely , but generator can be shot then the door can be closed . If all the humans in Tenpenny Tower are killed , then one can tell Roy that he and his ghouls can move in . If one does this , remember that Lydia Montenegro has the key to Le Chic Boutique . Chief Gustavo has the key to the Tenpenny Tower armament , Anthony Ling has the key to New Urban Apparel , Shakes has the key to the liquor cabinet , Dr . Banfield has the key to the medicine cabinet , and Herbert Dashwood has the key to his safe . In summary , one will obtain Schematics - bottlecap mine ( from Dashwood ' s safe ) , Schematics - dart gun ( from Le Chic Boutique inventory ) , and a bunch of other items like caps , medicine , Tenpenny ' s sniper rifle , some weapons and ammunition from the armament , a bunch of armor and assault rifles from the guards , etc . To receive two copies of the dart gun schematics , first buy it from Lydia Montenegro or kill her and use her key to raid the Le Chic Boutique inventory . Then after letting the ghouls take over the tower , buy it from or kill and loot Michael Masters .