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To get the ghouls to move in, head over to Roy and relay the message. He will give you a ghoul mask, but if you tell him about the decision, the humans within Tenpenny Tower will be murdered a few days later. | To get the ghouls to move in, head over to Roy and relay the message. He will give you a ghoul mask, but if you tell him about the decision, the humans within Tenpenny Tower will be murdered a few days later. | ||
== | == Braking into Tenpenny == | ||
Roy Phillip's plan to take over the tower involves force. He plans to overwhelm the security team with a large group of feral ghouls through the containment door. However, you need to open it first. | Roy Phillip's plan to take over the tower involves force. He plans to overwhelm the security team with a large group of feral ghouls through the containment door. However, you need to open it first. | ||
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The containment door can be opened if you have a key to the generator room. This key is obtained by pickpocketing Gustavo or Herbert Dashwood. | The containment door can be opened if you have a key to the generator room. This key is obtained by pickpocketing Gustavo or Herbert Dashwood. | ||
With the key, head into the generator room behind the tower, Activate the terminal and unlock the containment door (or shoot the generator.) Roy Phillips will tell you to go around to the front to collect a Ghoul mask, which prevents Ghouls from attacking you when worn. | With the key, head into the generator room behind the tower, Activate the terminal and unlock the containment door (or shoot the generator.) Roy Phillips will tell you to go around to the front to collect a Ghoul mask, which prevents Ghouls from attacking you when worn. | ||
== Notes == | == Notes == |