
Murder Bessie first, she will scream but this will not wake Roy or Michael. To do this, first wait for the three ghouls to go to sleep. Roy Phillips and his gang can be killed without losing Karma if the Wanderer has the Mister Sandman perk. Roy, Bessie or Michael can be provoked into attacking via dialogue choices, and then they can be killed without losing Karma. If one then kills them, their Karma will not suffer, but Three Dog will still verbally berate the player afterward. Roy, Bessie, and Michael Masters will attack even if the Lone Wanderer has not harmed the ferals. 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. Gustavo still has to be spoken to, to initiate the quest and kill the rest of his gang.

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 is looking away. One can also choose to kill Roy during the conversation he has with the intercom when first approaching Tenpenny Tower. Ways to kill Roy Phillips and his gang For negative KarmaĮnter Roy's hideout and kill Roy Phillips and his ghouls while they are in the hideout. Killing Roy will result in having multiple traders in the tower compared to just two if he were allowed in. 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). The ghoul mask cannot be obtained if this method was chosen. The quest will jump straight to the stage where the Wanderer can "Tell Roy Phillips the ghouls can move in."Īfter killing Roy and his gang, return to Chief Gustavo for a reward of 500 caps (700 by passing a Speech check). This quest will also be automatically added if one kills every resident of Tenpenny Tower. 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. Once Roy and his gang have 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. Follow the tunnels and one will find a door leading to Roy Phillips' hideout.

Gustavo will direct the Wanderer to the feral ghoul infested Warrington Tunnels southwest of Tenpenny Tower. Attempting and failing the Speech test means one will get a 10mm SMG instead.
#Fallout 3 nexus tenpenny tower upgrade#
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. The quest is started either by speaking with Chief Gustavo at Tenpenny Tower or by Roy Phillips in the Warrington Tunnels. 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. The player character can choose to kill the band of ghouls, let them into the tower, or find an uneasy diplomatic solution.


The ghouls want to live in the luxurious Tenpenny Tower, but neither Allistair Tenpenny nor the other residents are willing to let them in.
