Fallout Codexery

Tenpenny

A British immigrant ruling a fortified sanctuary for the wealthy, enforcing strict segregation against ghouls.

Allistair Tenpenny is a British immigrant who transformed a pre-War luxury resort into Tenpenny Tower, the sole residential high-rise in the Capital Wasteland. As the owner and landlord of this fortified complex, he established a strict society for wealthy, non-irradiated humans, explicitly barring 'ghoulified' individuals due to bigotry and distrust of their mutated appearances. Alongside his assistant Mister Burke, Tenpenny revived the building after the 2077 nuclear war, creating an enclave that reflects the harsh realities of the Fallout world. The tower stands as a symbol of elitism, where security gates and armed guards enforce exclusion, setting the stage for the game's most contentious ethical conflicts regarding discrimination and survival.

Name
Allistair Tenpenny
Role
Owner / Landlord
Affiliation
Tenpenny Tower Residents (formerly)
Location
Tenpenny Tower, Capital Wasteland
Status
Variable (Alive/Deceased depending on quest choices)
First Appears
Fallout 3

Lore & Background

Tenpenny Tower was originally a luxury resort before the nuclear devastation of 2077. Allistair Tenpenny, seeking fortune after arriving in the United States from Britain, purchased and revived the abandoned complex. He hired muscle to polish the facility and recruited Mister Burke as his capable assistant. The tower serves as a residence for 'the right type of tenants with the right type of assets,' maintaining a high-society lifestyle amidst the desert wasteland. The building features shops on the bottom floor, living quarters on upper levels, and private chambers for Tenpenny connected to a balcony where he shoots at wasteland creatures. Security Chief Gustavo enforces entry via an intercom system, famously rejecting ghoul leader Roy Phillips with anti-ghoul slurs. This segregation is rooted in the belief that 'unhealthy' individuals must not mix with 'healthier' ones, creating a fragile bubble of pre-War elitism.

In Their Own Story

The central conflict begins when Roy Phillips and his gang of ghouls demand entry to the tower, only to be rejected by Gustavo. The player character, the Lone Wanderer, can intervene in three ways: kill the ghouls for Gustavo, kill all human residents to let the ghouls in, or negotiate a peaceful integration. In the negotiated outcome, five bigoted residents are convinced to leave, and Tenpenny allows the ghouls to reside there. However, this peace is short-lived; returning days later reveals that Roy Phillips slaughtered nearly all the human residents, hiding their stripped corpses in the basement. Roy explains they had a 'disagreement' before deciding to 'take out the trash.' The only human survivor of this massacre is Mister Burke. Additionally, Tenpenny and Burke orchestrate a separate plot to detonate a nuclear warhead in the nearby settlement of Megaton because Tenpenny found it an eyesore, rewarding the player with a suite but massive karma loss.

Reader's Guide

Tenpenny Tower offers two primary questlines involving Allistair Tenpenny. First, the human-ghoul conflict: players can side with security Chief Gustavo to eliminate Roy Phillips and his gang for bottle caps, or assist Roy. Helping Roy involves either massacring the residents directly or unlocking a basement generator to let feral ghouls kill them, though the 'peaceful' negotiation path leads to the same tragic outcome where ghouls take over. Regardless of the method used to help Roy, he rewards the player with bottle caps and a ghoul mask that makes feral ghouls friendly. Second, the Megaton questline involves meeting Mister Burke at Moriarty's Saloon to rig a nuclear bomb. If the player detonates Megaton on behalf of Tenpenny and Burke, they receive a suite near Tenpenny's space but lose significant karma. If Roy has already taken over the tower, he and Burke are found discussing their shared goal of destroying Megaton before the player executes it.

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