Ghouls at tenpenny

Post » Thu May 03, 2012 7:46 pm

Is there a way for them both to co-habit peacefully or is it one group or the other.
I suppose my main question is can I get the ghoul mask without a massacre? Or is the only way to get it is allowing the ghouls entry?
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Christina Trayler
 
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Post » Thu May 03, 2012 6:15 pm

It's one or the other. Yes, that's the only way. You are about to enter the lobby when Roy pulls you aside and gives you instructions. The die is cast as soon as you open up that basemant door generator thingy.
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Harry Hearing
 
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Post » Thu May 03, 2012 9:12 am

It's my least satisfying quest, there is no win if your playing a good guy.
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Chloe :)
 
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Post » Thu May 03, 2012 9:17 am

Ok thanks guys, I wanted to kill the ghouls but I remember the mask saving me loads of hassle so I'll probably let them in, i dunno not sure yet, I remember Roy being quite rude. I'll have to see what mood I'm in at the time.
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SUck MYdIck
 
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Post » Thu May 03, 2012 6:25 pm

Ok thanks guys, I wanted to kill the ghouls but I remember the mask saving me loads of hassle so I'll probably let them in, i dunno not sure yet, I remember Roy being quite rude. I'll have to see what mood I'm in at the time.

There's no really palatable outcome, but FO3 could have done with a little more moral ambiguity like that.
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Jerry Cox
 
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Post » Thu May 03, 2012 5:52 pm

There is no good path. One side will die, the other succeed.
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Madeleine Rose Walsh
 
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Post » Thu May 03, 2012 2:49 pm

Go with the humans. Roy is a self-righteous hypocrite and is likely on the verge of becoming feral himself.

Torch him.
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KRistina Karlsson
 
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Post » Thu May 03, 2012 11:08 pm

Go with the humans. Roy is a self-righteous hypocrite and is likely on the verge of becoming feral himself.

Torch him.

That's what I usually did. I felt bad for killing his followers, but not him.
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Sudah mati ini Keparat
 
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Post » Thu May 03, 2012 6:44 pm

It's my least satisfying quest, there is no win if your playing a good guy.

This quest illustrates the adage "No good deed goes unpunished"
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sarah simon-rogaume
 
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Post » Thu May 03, 2012 10:51 am

It just depends.

If you let the Ghouls out of the basemant, a lot of stuff gets destroyed, the lights get shut off, and everyone is killed.

If you let them live together, Roy kills the humans and acts like a giant [censored].

It's best to just kill Roy and his followers.
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phillip crookes
 
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Post » Thu May 03, 2012 11:43 pm

This quest illustrates the adage "No good deed goes unpunished"

I don't think the quest is as black and white as people assume.

If your objective is to side with someone who'll cause less casualties. Siding with Roy leads to the deaths of more people. Many more actually.

If your objective is to get back at the elitist "bastards" in Tenpenny Tower, Roy is exactly like them in attitude. He even wants to blow up Megaton because its a "Smoothskin rat-hole."

There's really no reason to side with Roy if you want to go for the "good" ending.
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Undisclosed Desires
 
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Post » Thu May 03, 2012 7:37 pm

Emotions will get you no where in the world of fallout; do what you must do to survive, whether it's killing humans, gouls, or anything. Emotions will get you killed.
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Alba Casas
 
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Post » Thu May 03, 2012 7:45 pm

Emotions are for the weak , err atleast bleeding heart syndrome. Cut and Paste your world as You see fit.
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Horse gal smithe
 
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Post » Thu May 03, 2012 6:35 pm

The way I see it is thusly wise:

Killing the Ghouls is the morally evil solution because you are helping a tower full of bigots destroy a group of people that they refuse to understand.
Letting the ghouls kill the humans is morally grey. Your helping a group of downtrodden ghouls find a new a home, but you are also being party to mass murder.
Getting them to live together is the morally good solution because the Lone Wanderer doesn't know what is going to happen after, s/he assumes that they'll try to work out their differences and get along.

Whenever I did this quest after the first time I always reminded that the Lone Wanderer doesn't know what is going to happen, s/he doesn't know the consequences of getting them to cooperate.
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Lisa
 
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Post » Thu May 03, 2012 5:32 pm

Some very interesting replies indeed!
Just to be clear, if I get them to Co-habit will I still get the mask as a reward? Or can I only get it by letting them in myself?
Cheers guys
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Kanaoka
 
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Post » Thu May 03, 2012 10:04 pm

Letting the ferals over-run Tenpenny is actually the right choice. You will hear on GNR that it was a "wholesome slaughter". This is just before Three Dog says you're a "freak show in that mask".
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Soph
 
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Post » Thu May 03, 2012 10:48 pm

Letting the ferals over-run Tenpenny is actually the right choice. You will hear on GNR that it was a "wholesome slaughter". This is just before Three Dog says you're a "freak show in that mask".

lol yeah 3 dog is slagging me off big time because i left Brian in Grayditch, the only other bad things I've done is steal.
Is it a good idea to kill him when I meet him?
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Multi Multi
 
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Post » Thu May 03, 2012 6:45 pm

Letting the ferals over-run Tenpenny is actually the right choice. You will hear on GNR that it was a "wholesome slaughter". This is just before Three Dog says you're a "freak show in that mask".

So because Three Dog says its ok, its the right choice?

Three Dog's a moron.
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Rudy Paint fingers
 
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Post » Thu May 03, 2012 11:03 am

Some very interesting replies indeed!
Just to be clear, if I get them to Co-habit will I still get the mask as a reward? Or can I only get it by letting them in myself?
Cheers guys
You can get the mask either by letting them kill all of the humans or getting them to cooperate.
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Nick Jase Mason
 
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Post » Thu May 03, 2012 10:54 pm

It just depends.

If you let the Ghouls out of the basemant, a lot of stuff gets destroyed, the lights get shut off, and everyone is killed.

If you let them live together, Roy kills the humans and acts like a giant [censored].

It's best to just kill Roy and his followers.

Here's a thought, how about I convince tenpenny to let the ghouls in, get the mask and stealth kill Roy immediately? Will this stop him killing everyone or is it scripted in and not make a difference?
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Kirsty Collins
 
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Post » Thu May 03, 2012 2:53 pm

Roy still manages to kill the humans even when dead. He's just that damn good.
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Mélida Brunet
 
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Post » Thu May 03, 2012 9:28 pm

I noticed today when i was just slightly north of big town heading towards Germantown, I stopped on a little hill to have a look at the landscape and could see tenpenny tower from there! Not very relevant to anything was just surprised too see it from that far away. Must be minimum half the length of the world map.
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Ludivine Dupuy
 
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Post » Thu May 03, 2012 11:11 pm

I normally leave Tenpenny Tower's quest unresolved until I can figure out a way to get Three-Dog killed without having to pull the trigger myself (the good guy who is not averse to accidents happening). Give that I listen to GNR quite often I don't need to listen to his slagging me off for killing Roy.
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Claire Mclaughlin
 
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Post » Thu May 03, 2012 8:29 am

I normally leave Tenpenny Tower's quest unresolved until I can figure out a way to get Three-Dog killed without having to pull the trigger myself (the good guy who is not averse to accidents happening). Give that I listen to GNR quite often I don't need to listen to his slagging me off for killing Roy.
If you kill him, you won't be able to listen to GNR anymore.
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Jonathan Braz
 
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Post » Thu May 03, 2012 8:54 am

I normally leave Tenpenny Tower's quest unresolved until I can figure out a way to get Three-Dog killed without having to pull the trigger myself (the good guy who is not averse to accidents happening). Give that I listen to GNR quite often I don't need to listen to his slagging me off for killing Roy.

I like to convince a follower to kill him by zapping him with the Mesmetron.

If you kill him, you won't be able to listen to GNR anymore.

When Three Dog is silenced, a sweet lady by the name of Margaret takes over at GNR. More music, less yapping and she doesn't give away your secrets the way Three Dog does. Win win.
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Mizz.Jayy
 
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