three dog

Post » Fri Oct 08, 2010 10:56 am

So I had been listing to existence 2.0, but I decided to listen to GNR for a bit, and that was a mistake.

my guy has perfect karma, but three dog just about made me go down there and shoot him in the face. :nothanks:



example

Hey kids, its three dog!
did ya hear? that 101 kid is the bet thing evar!!!!!!!111!!
he saved the day and fixed my radio!!!! :foodndrink:

*music*

Hey kids, its three dog!!!!111!!
and now for some news....

that kid for m101 murdered the ghouls, hes such a bigot!!! :swear:

*music*

THREE DOGG!!!!!

YEAH!

hey big thanks goes to 101 for disarming that nuke and saving the ENTIRE east cost from (what ever)! way to go 101!!! :clap:


just saying, is there any way to keep him from flip flopping so much?

He also seems to think I already done the quest to make the water good.
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elliot mudd
 
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Post » Fri Oct 08, 2010 9:02 am

in the future, don't do the tenpenny quest. there are no good solutions.
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Shae Munro
 
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Post » Fri Oct 08, 2010 11:37 am

I think there is a fix for the premature broken steel message in the nexus, and i alos think it's included in the unofficial patch. As for his flip-flopping, only be purely good or evil?
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Cash n Class
 
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Post » Fri Oct 08, 2010 4:08 pm

I usually do go and shoot him in the face.

Cannot stand the pompous, self-righteous coward who hides behind a wall of BoS and talks about 'fighting' the good fight.

He's waste.

J
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Ann Church
 
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Post » Fri Oct 08, 2010 11:38 am

I think there is a fix for the premature broken steel message in the nexus, and i alos think it's included in the unofficial patch. As for his flip-flopping, only be purely good or evil?


There is no good ending for Tenpenny Tower.

Either the ghouls die, or the humans die.
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STEVI INQUE
 
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Post » Fri Oct 08, 2010 12:12 pm

There is no good ending for Tenpenny Tower.

Either the ghouls die, or the humans die.



No, you guys are wrong about that. You can also convince the humans to allow the ghouls to move in. It's hard to do being a charisma and speech skill thing but, interlay possible.
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Chris Cross Cabaret Man
 
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Post » Fri Oct 08, 2010 6:51 am

There is no good ending for Tenpenny Tower.

Either the ghouls die, or the humans die.

...or you leave well enough alone, and they all live with the current status quo (despite the ghouls not being happy with it). *shrug*

(...or you download one of the mods that alters the outcome(s) of the quest)
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KIng James
 
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Post » Fri Oct 08, 2010 9:41 am

No, you guys are wrong about that. You can also convince the humans to allow the ghouls to move in. It's hard to do being a charisma and speech skill thing but, interlay possible.



yeah, and then the humans die, unless you mod it.
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Justin Hankins
 
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Post » Fri Oct 08, 2010 9:44 am

yeah, and then the humans die, unless you mod it.


your right, I've never done it so, I just confirmed with the manual. I just knew the posibility existed. hadn't checked the out come.

I stand Corrected. :facepalm:
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Christine
 
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Post » Fri Oct 08, 2010 4:26 am

your right, I've never done it so, I just confirmed with the manual. I just knew the posibility existed. hadn't checked the out come.

I stand Corrected. :facepalm:



every other quest that I know of, has a clearly cut good or bad ending.

but not this one.

if you kills the ghouls, you are evil
if you let them in, they kill everyone.
if you talk them in, everyone still dies.
OR leave it alone


Unless you ignore the quest, no matter what you are directly responsible for some one dying.
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Bryanna Vacchiano
 
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Post » Fri Oct 08, 2010 4:09 pm

every other quest that I know of, has a clearly cut good or bad ending.

This kind of moral ambiguity is one of the things most missing from FO3, IMO.

Unless you ignore the quest, no matter what you are directly responsible for some one dying.

I wouldn't consider talking the ghouls in, to result in you being DIRECTLY responsible for the actions of the ghouls after the fact. Unless there was something that I missed, there aren't really any indicators ahead of time that the ghouls will go back on their word after getting what they supposedly were after in the first place. I'd call that more indirect responsibility...
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Eddie Howe
 
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Post » Fri Oct 08, 2010 8:59 am

I do this quest in every run of the game, but had never tried to convince the people to let them stay till a few weeks ago. I was all excited, did the good deed. Had ghouls living with humans in blissful harmony.

Spoiler:
Spoiler

Imagine my surprise when I went back several game weeks later and wondered where all the humans went. OH man was I p*ssed at those ghouls! So ticked I went on a killing spree in the tower. Now when I play, I don't even bother convincing the residents of TenPenny to be nice. I just go and kill all them Ghouls, including the ones in Underworld. Walk in, and start shooting up the place. GRRRRRR and to think I actually liked ghouls till then.


-Mush-
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Nikki Morse
 
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Post » Fri Oct 08, 2010 5:15 am

It's my weird logic, but I find that taking the "lesser" of the two evils and killing the ghouls satisfies my bad karma lust and my pocketbook.

Either way, I make money, but that way I can keep some traders around.
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ruCkii
 
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Post » Fri Oct 08, 2010 7:06 pm

This kind of moral ambiguity is one of the things most missing from FO3, IMO.


I wouldn't consider talking the ghouls in, to result in you being DIRECTLY responsible for the actions of the ghouls after the fact. Unless there was something that I missed, there aren't really any indicators ahead of time that the ghouls will go back on their word after getting what they supposedly were after in the first place. I'd call that more indirect responsibility...



well, nomatter what happens the PC is directly realted to some one dying.
If you kill the ghouls, then you the PC killed them, karma hit.
If you leave it alone nothing happens.
If you let them kill the people, bad karma
if you talk them in, well people still die, because with out you talking them in, they would have never been let in.

its not that is a win/loose, its more like a loose/loose.

You either take the karma hit and listen to three dog scold you, OR you let the ghouls kill everyone, and loose 6 shops, and have it replaced by 1.

If there was a way to prevent the people from dying (besides mods) It would be ok, but it just feels like the quest is unfinished.

If the game was more like the pitt, I think it would be better, I really enjoyed the pitt and O:A was pretty good too.
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Matt Fletcher
 
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Post » Fri Oct 08, 2010 6:12 am

That's funny. In my last game, I convinced the Tenpenny residents to let the ghouls in and several game weeks later, all the human residents vanished (NO dead bodies, blood whatsoever) and when I asked Roy Philips what happened to them, he said they (the human residents) didn't like the new management (by the Ghouls) and evicted themselves out of Tenpenny Tower. If I remembered correctly, I think Roy even said he did not kill anybody. However, that stupid Three Dog still announces that the Ghouls massacred everyone in Tenpenny and how ridculous my character looked in the ghoulmask. What a liar and hypocrite! I think Three Dog is just another bigot himself.
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Nims
 
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Post » Fri Oct 08, 2010 1:58 pm

That's funny. In my last game, I convinced the Tenpenny residents to let the ghouls in and several game weeks later, all the human residents vanished (NO dead bodies, blood whatsoever) and when I asked Roy Philips what happened to them, he said they (the human residents) didn't like the new management (by the Ghouls) and evicted themselves out of Tenpenny Tower. If I remembered correctly, I think Roy even said he did not kill anybody. However, that stupid Three Dog still announces that the Ghouls massacred everyone in Tenpenny and how ridculous my character looked in the ghoulmask. What a liar and hypocrite! I think Three Dog is just another bigot himself.



look in the basemant, if no bodies there, glitch?
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Lalla Vu
 
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Post » Fri Oct 08, 2010 2:48 pm

look in the basemant, if no bodies there, glitch?


Is the basemant behind a door called "To Generator and Metro Access" just outside the tower?? I do not have a key which is required to enter (bummer! I missed this out). Does anybody have the ID code for this key? I really wanna find out if the ghouls murdered the Tenpenny residents or not. :)
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D LOpez
 
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Post » Fri Oct 08, 2010 6:07 am

Got the key, went into the basemant and found nothing. :( So are did all the residents really evicted themselves out of Tenpenny in my case or just a glitch? But anyway I like this outcome. :)
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Steve Bates
 
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Post » Fri Oct 08, 2010 10:17 am

No, you guys are wrong about that. You can also convince the humans to allow the ghouls to move in. It's hard to do being a charisma and speech skill thing but, interlay possible.


No they aren't wrong. Even if you convince the residents to let the Ghouls move in, the humans will eventually get murdered anyway. It just takes a little longer and doesn't happen all at once. That quest is a no-win situation no matter how you play it.
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Johnny
 
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Post » Fri Oct 08, 2010 8:01 am

your right, I've never done it so, I just confirmed with the manual. I just knew the posibility existed. hadn't checked the out come.

I stand Corrected. :facepalm:


yeah, but eventually the ghouls kill all the humans.
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Darrell Fawcett
 
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Post » Fri Oct 08, 2010 5:05 am

I've done both sides of the quest and have since deliberately avoided it, now. Although, recently someone mentioned the mod http://www.fallout3nexus.com/downloads/file.php?id=7383 which allows both to live together, with neither side dying. I haven't tried it yet. The mod's active but I'm on the other side of the map at the moment.
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jessica breen
 
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