Tenpenny ghoul quest...

Post » Sun Sep 26, 2010 2:53 am

Im reading the wiki...and im surprised at this quest. There seems to be no way to complete this quest without a negative consequence.

-If you kill the ghouls, the very same ghouls that have openly stated their desire to storm the tower, kill everyone and take it over...you get negative karma and are considered evil. What???

-If you reach a diplomatic situation, the ghouls kill everyone anyway, AND you get negative karma if you try to punish them. Again, what???

-If you help the ghouls take the tower, you get negative karma...okay this one makes sense.
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lucy chadwick
 
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Post » Sun Sep 26, 2010 3:12 am

Yes, it's pretty much a no-win situation if you're trying to play a good character. That's why I don't bother with that quest anymore. It's not a problem if you're playing as an evil character though, just kill the ghouls.
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DAVId Bryant
 
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Post » Sun Sep 26, 2010 4:56 am

Best quest in the game. First time around, I thought I'd smooth-talked everyone into being one big happy family. A week later I dropped by to sell some spare gear. I was shocked at what had happened. I didn't see that coming at all.

Nowadays I either don't do the quest or I help the ghouls ;)
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BEl J
 
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Post » Sun Sep 26, 2010 7:44 am

My character isn't a ghoul hater, but he has no problem killing the ghouls for caps. He makes up for it by helping Mister Crowly assassinate Allistar Tenepenny though, then steals his awesome suit! ;)
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celebrity
 
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Post » Sun Sep 26, 2010 2:38 am

1. If you kill the ghouls, you get bad karma: Regardless of THEIR future plans, which affects THEIR karma, YOU decide to murder them. Killing someone for their future plans that may or may not happen; is murder.

2. If you let the ghouls move in, and they kill everyone anyway. That's all them. Of course you get negative karma, as you are passing judgment upon others, it doesn't matter THEIR future decision.

All this said, the reward caps are a huge boost in the early game for me, and with my current character, I don't mind the karma hit. Neutral and good characters that I have played do not touch this quest.
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Kate Murrell
 
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Post » Sun Sep 26, 2010 5:53 am

1. If you kill the ghouls, you get bad karma: Regardless of THEIR future plans, which affects THEIR karma, YOU decide to murder them. Killing someone for their future plans that may or may not happen; is murder.


Erm, no. If they are planning to murder everyone, they are evil. I guess i should get negative karma for killin raiders that may or may not torture and kill random wastelanders too...or slavers that amy or may not enslave random wastelanders.

2. If you let the ghouls move in, and they kill everyone anyway. That's all them. Of course you get negative karma, as you are passing judgment upon others, it doesn't matter THEIR future decision.


Its not af uture decision if they have already done it. I can go to paradise falls and pass judgement on the slavers there...i can go to any raider camp and pass judgement on the raiders there...but i cant do it to ghouls that have just plainly told me they slaughtered everyone after you helped to show they arent that bad after all.
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DarkGypsy
 
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Post » Sun Sep 26, 2010 8:33 am

I like trading with Michael Masters and the lady ghoul is nice to me, so I usually go for the er.... 'peaceful' route!

Wish the game had more of these grey area quests :)
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Javier Borjas
 
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Post » Sun Sep 26, 2010 10:11 am

Tenpenny Tower has it coming. The ghouls killing everyone inside is justice.
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yermom
 
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Post » Sun Sep 26, 2010 1:54 am

Tenpenny Tower has it coming. The ghouls killing everyone inside is justice.

well first I find Roys wife.. and slit her throat while shes sleeping. then I drop a teddy bear on her.
next, I kill all the ferals at the station. I save roy for last you see. i go hire charon, not becouse I
think he's a good companion,, but only to manipulate that mindless zombie. we head back to
roys pad. in front of roy, I'll steal something dear too him, making him hostile. charon is then forced
to kill roy becouse I hold that zombie's contract. I in turn, pay back charons loyalty to me by shooting
that zombie in the head. I then drop the contract on charons headless corpse. micheal masters is the
last zombie. I save something special for that [censored] pulling a gun on me. I take out my bowie knife and
I slash him, over and over. I let him live though, a reminder of how not to [censored] with there masters.
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Pumpkin
 
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Post » Sat Sep 25, 2010 11:46 pm

well first I find Roys wife.. and slit her throat while shes sleeping. then I drop a teddy bear on her.
next, I kill all the ferals at the station. I save roy for last you see.

I kill Roy while his girlfriend watches then I slice her head off with my Chinese officers sword :evil:
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Nicholas
 
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Post » Sun Sep 26, 2010 11:45 am

I download a mod which makes the murder day vanish. I then let the ferals in the tower, but I kill them all without touching my precious Susan Lancaster or the other residents of Tenpenny Tower (so I can get the 2 skill books), and after that I either kill all the ghouls for 700 good caps, or I let them ghouls in. The mod makes them all live happily ever after. Or I just blow off Roy's head... damn zombie
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Emilie M
 
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Post » Sun Sep 26, 2010 3:52 am

I love this quest too. The unexpected aftermath of trying to keep everyone happy is a nice twist. Recently, however, I just sided with Roy Philips and loved every minute of it. :)
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Kit Marsden
 
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Post » Sun Sep 26, 2010 12:41 am

Can I finish shot em in the head after the ghouls kill tennpenny? Or have I lost his key 4 gud? Didn't realize dey kill everyone. Although I was happy 2 still get da dartgun schematic still best gun 2 deal wit da devilclaws
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Sammykins
 
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Post » Sun Sep 26, 2010 1:35 am

Can I finish shot em in the head after the ghouls kill tennpenny? Or have I lost his key 4 gud? Didn't realize dey kill everyone. Although I was happy 2 still get da dartgun schematic still best gun 2 deal wit da devilclaws


You don't need a key from Tenpenny. You just need to shoot him in the head, so you lose out on 50 caps, big deal. But you can still complete the Shoot 'Em in the Head quest, no prob.
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Cartoon
 
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Post » Sun Sep 26, 2010 2:27 pm

Terrible quest. The game tries to trick you into thinking you are doing something good, when you are doing something horrible. It's standard Bethesda-style mean spiritedness. Similar things appear in Oblivion and Morrowind. Makes me NOT want to play it.
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Sierra Ritsuka
 
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Post » Sun Sep 26, 2010 5:22 am

Terrible quest. The game tries to trick you into thinking you are doing something good, when you are doing something horrible. It's standard Bethesda-style mean spiritedness. Similar things appear in Oblivion and Morrowind. Makes me NOT want to play it.


While I am not particularly fond of the ending of the quest, I think that they are going more for the "bad things can happen despite the best intentions" rather than being mean-spirited. Ghouls are human beings after all, and humans are known to back-stab people for far less than a swank place to live in.

I like Bessie a lot, and Michael isn't too bad either, but during this play-through it is not going to go so well for the ghouls. I wish I could just assassinate Roy and leave the others alone, but that just isn't an option. :(
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Anna Beattie
 
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Post » Sun Sep 26, 2010 3:31 pm

If I waste all the ghouls for the tower folks, will the ghouls of Underworld be hostile when I go there? :whistling:
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Kelly James
 
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Post » Sun Sep 26, 2010 11:05 am

now what is wrong with ghouls? ghouls were once human. according to the storyline, anybody human could become a ghoul. including your PC. if that happen would you kill yourself?
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Jessica Raven
 
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Post » Sun Sep 26, 2010 4:29 pm

If you blow up Megaton, you'll see a human become a ghoul.

The argument that humans have been known to backstab is misleading. Humans are sentient and make choices. Humans have been known to do both terrible and wonderful things, including completely altruistic and self-sacrificing things. Proper construction of a quest allows for all possible choices and outcomes, or rather the full spectrum of possibilities, anyway. Only having things wind up one way is not a good quest design because it doesn't reflect the possible choices people make (including ghouls because, as we all know, ghouls are people, too!)
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Nauty
 
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Post » Sun Sep 26, 2010 2:36 pm

So is the least violent way to handle this quest is to do nothing, or do the ghouls eventually attack?
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Bloomer
 
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Post » Sun Sep 26, 2010 1:09 pm

If you blow up Megaton, you'll see a human become a ghoul.

The argument that humans have been known to backstab is misleading. Humans are sentient and make choices. Humans have been known to do both terrible and wonderful things, including completely altruistic and self-sacrificing things. Proper construction of a quest allows for all possible choices and outcomes, or rather the full spectrum of possibilities, anyway. Only having things wind up one way is not a good quest design because it doesn't reflect the possible choices people make (including ghouls because, as we all know, ghouls are people, too!)


It's weird that I only see an argument like this pop up for this quest. It seems like people don't have a problem with a quest ending in only positive ways.
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Melung Chan
 
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Post » Sun Sep 26, 2010 11:41 am

Terrible quest. The game tries to trick you into thinking you are doing something good, when you are doing something horrible. It's standard Bethesda-style mean spiritedness. Similar things appear in Oblivion and Morrowind. Makes me NOT want to play it.

Ah, so it's so terrible when things go beyond your control? I myself was very satisfied with a quest that replaces everyone-is-happy ending with a nasty surprise. And of course, while there is no maximum good ending, the maximum evil ending is not mandatory. One party dies, but the other one continues to live happily ever after.
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Music Show
 
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