Where Is The Key To Door Metro Access And Generator

Posted By admin On 14.12.20
  1. Where Is The Key To Door Metro Access And Generator Free
  2. Where Is The Key To Door Metro Access And Generators
  3. Where Is The Key To Door Metro Access And Generator Reviews
  4. Where Is The Key To Door Metro Access And Generator Download
  5. Where Is The Key To Door Metro Access And Generator Door

Nov 08, 2009 FALLOUT 3, How do you get the key in Tenpenny tower to go into the Metro access & Generator room? I need to get the key to go into the room to get the ghoul mask and get the Lincoln Repeater. Can someone help me? Apr 11, 2019 Free Electricity Generator 220V CFL Energy Light Bulb NEW AC Electric Generator 2019 New Experiment Today’s Deals,amazon= Amazon.com= https://amzn.to/2KnLzo4. Oct 24, 2019  Secret Neighbor is a multiplayer spin-off of Hello Neighbor, developed by tinyBuild Games.The game involves a group of children trying to break into the basement of the Neighbor's home. Unbeknownst to them, one of the kids is The Neighbor in disguise. Children have to collect keys to unlock the basement door, while the Neighbor must catch all of the children.


Did we miss anything in this section? Is there something we didn't discover? Let us know!

Background
You can trigger this quest by talking to Chief Gustavo in Tenpenny Tower (#2) or to Roy Phillips in Warrington Station (#22). When Chief Gustavo gives you the human side of the quest, he'll also offer you a 'rifle and ammo' (the specifics of which might depend on your level), but we've never gotten both. It looks like you'll only get the rifle if you don't negotiate a better reward.
Walkthrough
Between Gustavo and Roy, you'll be given three ways to complete this quest. You can help the ghouls against the humans, you can help the humans against the ghouls, or you can work things out between them. The tower won't change much regardless of your choice, and so you can freely pick whichever solution sounds the best to you.
But note: Susan Lancaster (#10) is involved in the side quest Strictly Business. If you convince her to leave the tower, or if she dies, then you won't be able to complete that quest.
Helping the Humans
This is the easiest solution to the quest. For this case you'll just need to travel to the Warrington Trainyard (located west of the tower), explore the metro tunnels until you find the ghoul hideout (#22), and then kill Roy Phillips, Michael Masters, and Bessie Lynn. The trio won't put up much of a fight, and so you shouldn't have any trouble gunning them down.
Afterwards, when you return to Gustavo (#2), you'll receive 500 or 700 caps (depending on what price you negotiated with him when you first talked to him) and 300 experience points. The tower will remain exactly the same with this solution.
Helping the Ghouls

Where Is The Key To Door Metro Access And Generator Free

There are two ways you can help the ghouls eliminate the humans. The first way is to follow Roy's plan. Roy will tell you that he's rounded up some feral ghouls, and if he could just get the containment door in the basement of the tower (#17) open, then he could send the ghouls into the tower and let them do what ghouls do best -- rip and shred and eat brains.
If you ask around the tower, then you'll learn from Gustavo (#2) that he has a key to the basement door (Exit B), and that he once lost a copy of the key. Gustavo definitely won't give you his key; you'll have to steal it from him to get it. The other way to get into the basement is to talk to Dashwood (#9). He'll admit that he has the missing copy of the key (to help him with his 'exploring'), and he'll make you a deal: if you can steal it from him without him noticing, then you can have it. If stealing just isn't your thing, then you can also tell Dashwood that you don't like to play games, and he'll give you the key.
In the basement (aka the Metro Access and Generator room), you'll find a generator and an emergency access terminal. To get the containment door open, you'll either need to destroy the generator (shooting it a couple of times should work), or you'll need to hack into the terminal. When the containment door opens, Roy will come to the window in the room and tell you to meet him in front of the tower.
When you meet Roy, he'll give you a Ghoul Mask, which you can use to disguise yourself as a feral ghoul, so the feral ghouls won't attack you (as a bonus, this disguise will work at any time, not just in this quest). You'll also earn 300 experience points. The quest will end at this point, but you can still put on the mask and enter the tower to assist with the mayhem. You'll find lots of guns and ammunition on the dead guards and residents.
Note: During the ghoul attack, the game will use a special version of the tower, and most of the objects inside, including the two skill books (at #10 and #14), will re-spawn.
The second way to help the ghouls eliminate the humans is to jump the gun. You can skip the containment door (#17) entirely, and just kill all of the guards and residents on your own. Roy will be just as happy with this solution, and you'll still get 300 experience points and the Ghoul Mask when you deliver the news to him.
Eventually, at some point after you've cleared out the tower, it will return to normal (you might need to wait 24 hours or more). Then Michael Masters will take over the Boutique le Chic (#4) and Bessie Lynn will take over New Urban Apparel (#6), and they'll offer you a discount on their prices. Roy Phillips will just hang out in the penthouse suites.
Mediating a Truce
If you ask Chief Gustavo (#2) about living with ghouls, he'll answer that he doesn't really like the idea, but that he'll do whatever Allistair Tenpenny (#14 or #15) tells him to do. If you ask Tenpenny the same question, he'll let you know that he doesn't really mind ghouls (money is money, after all), but he'll add that he'll only invite them into the tower if you can convince five influential residents to accept them.
Note: The quest is a little misleading. You won't actually convince the influential residents of anything; you'll just need to get them out of the tower.
The five influential residents are Susan Lancaster (#10), Anthony Ling (#6), Lydia Montenegro (#4), Edgar Wellington (#8), and Millicent Wellington (#8). For each one you'll have three ways of convincing them to leave. You can talk to them and pass a speech check, you can kill them (this will probably cause the tower to turn against you, so you'll have to leave for a while), or you can use one of the special methods listed below:
  • Susan Lancaster, Edgar Wellington, and Millicent Wellington. You'll find a Love Letter in Susan Lancaster's suite (#10). If you pick it up and show it to Millicent Wellington (#8), then she'll pull out a gun and hunt down Susan and Edgar, and then flee the tower.
  • Anthony Ling and Lydia Montenegro. You'll find a wall safe in their shops (#4 and #6). If you steal the caps from inside, then the two will become disgusted with Gustavo's security setup, and they'll leave the tower.
When you report to Allistair that the five influential residents have left, he'll reward you with 500 caps, and he'll allow you to invite in Roy Phillips and his ghouls (#22) to live in the tower. When you relay this information to Roy, he'll give you a Ghoul Mask, and you'll earn 300 experience points. Then the ghouls will move into the tower. Michael Masters will take over the Boutique le Chic (#4), Bessie Lynn will take over New Urban Apparel (#6), and Roy Phillips will move into the penthouse suites.
But note: Eventually Roy will kill off all of the humans in the tower and dump their bodies in the Metro Access and Generator room, so this solution will end up working just the same as sending the feral ghouls into the tower.
1 - Front Gate
The first time that you arrive at Tenpenny Tower, you'll witness a confrontation at the front gate. A ghoul named Roy Phillips will demand to be let inside the tower, but the guards won't oblige. Roy will then leave in a huff, but not before decrying, 'You'll get yours -- all of you!' This is just a preamble to the quest.
To enter the tower yourself, you'll have to activate the security intercom to the left of the gate. If you decided to work with Mister Burke in Megaton, then the guards will let you right in. Otherwise, if you can't beat a speech check, or if you say the wrong things, then you'll have to bribe the guards with 100 caps.
2 - Front Desk
You'll usually find Chief Gustavo at the front desk. He'll act as a shopkeeper for weapons and ammunition.
3 - Café Beau Monde
You'll be able to buy food and alcohol here. While humans are in control of the tower, Margaret Primrose will run the café. If the ghouls gain control, then the café will cease to function.
4 - Boutique le Chic
You'll be able to buy miscellaneous items here, including Schematics - Dart Gun. When humans are in control of the tower, Lydia Montenegro will run the shop. If the ghouls gain control, then Michael Masters will take over the shop.
You'll find 200 caps in the wall safe behind the counter in the shop. However, if you steal it (either by picking the lock on the safe or by hacking into the terminal next to it), then the next time you talk to Lydia, she'll get upset about the security measures in the tower, and she'll leave the tower for good. This is just fine if you're trying to get the ghouls into the tower, but otherwise it will cost you a useful shopkeeper.
5 - Wellness Clinic
If humans are in control of the tower, then you'll meet Dr. Banfield here, and he'll act like a regular medical shopkeeper. If the ghouls gain control, then you'll have to make do without a doctor.
6 - New Urban Apparel
You'll be able to buy armor and clothing here. While humans are in control of the tower, Anthony Ling will run the shop. If the ghouls gain control, then Bessie Lynn will take over the shop.
You'll find 300 caps in the wall safe behind the counter in the shop. However, if you steal it (either by picking the lock on the safe or by hacking into the terminal next to it), then the next time you talk to Anthony, he'll decide to leave the tower. This is just fine if you're trying to get the ghouls into the tower, but otherwise it will cost you a shopkeeper.
7 - Federalist Lounge
You'll be able to buy alcohol here. Regardless of who is in control of the tower, a robot named Shakes will run the establishment (unless he gets killed in the fighting). If you hack into the computer on the bar, then you'll be able to reduce the prices.
8 - Wellington Suite
You'll find a wall safe in the suite.
9 - Dashwood Suite
Herbert 'Daring' Dashwood is the only human in the tower who doesn't dislike ghouls. In fact, if you browse through the exploration database in his suite, you'll see that he was once voted 'Honorary Ghoul' of Underworld. You'll also find references to Rockopolis and Dashwood's former manservant, Argyle. If you visit Rockopolis (located in the western suburbs), then you'll find Argyle's corpse, and if you tell Dashwood about it, then he'll give you the key to his safe. Inside the safe you'll find some drugs and caps, plus a Mini Nuke and Schematics - Bottlecap Mine.
10 - Lancaster Suite
Inside this suite on a desk you'll find a Love Letter (which you can read in the Notes section of your Pip-Boy) and Tales of a Junktown Jerky Vendor. The Love Letter is from Edgar Wellington to Susan Lancaster, and if you show it to Millicent Wellington (#8), then she'll murder the two lovers and flee the tower. That's one way to get the Wellingtons out of the tower, but Susan Lancaster is involved in the side quest Strictly Business, and if Millicent kills her then you won't be able to complete that quest.
11 - Hawthorne Suite
You'll find a lot of full and empty booze bottles in this suite.
12 - Cheng Suite
13 - Empty Suite
If you side with Mister Burke in the quest The Power of the Atom, then this suite will become yours, and Mister Burke will give you the key to it. Otherwise, you'll never be able to get inside.

Where Is The Key To Door Metro Access And Generators

14 - Tenpenny Suite
The door to the suite will start out locked, and Tenpenny will have a security guard stationed out front. If you're working with Mister Burke, then the guard will open the door for you. Otherwise you'll have to pass a speech check, steal the key from the guard, or pick the 'average' lock on the door.
Inside the suite you'll find a copy of Lying, Congressional Style on the desk in the bedroom.
15 - Balcony
You'll usually find Allistair Tenpenny on the balcony playing with his Sniper Rifle.

Where Is The Key To Door Metro Access And Generator Reviews


16 - Burke Suite
17 - Containment Door
Although the door will be listed as having a 'very hard' lock, you won't be able to pick it. You'll have to enter the generator room from the south (Exit B) and then either destroy the generator or hack into the emergency access terminal to get the door open.
18 - Utility Room
Inside this room you'll find two first aid boxes and two ammunition boxes.
19 - Storage Closet
If you can pick the 'average' lock on the door, then inside the closet you'll find three first aid boxes, a grenade box, and an ammunition box.
20 - Camp
At this make-shift camp, you'll find two first aid boxes and a bed.
21 - Guard Post
The first time you approach the guard post, you'll be stopped by a ghoul named Michael Masters. He'll demand to know what you're doing in the metro tunnels, but then he won't really care how you answer. After the conversation, Masters will head over to the ghoul hideout (#22) and stay there.
Inside the ticket booth here you'll find two ammunition boxes.
22 - Ghoul Hideout
Roy Phillips, Michael Masters (after you've talked to him at the guard post, #21), and Bessie Lynn will hang out in this part of the metro system. Also in the hideout you'll find a bottle of Nuka-Cola Quantum, an ammunition box, a copy of Pugilism Illustrated (in a crate in a shelf), and some beds that you can sleep on.
23 - Storage Room
Inside this storage room you'll find some ammunition, plus a copy of Dean's Electronics (in a shelf).
24 - Desk

Where Is The Key To Door Metro Access And Generator Download


On the desk here you'll find a Big Book of Science.
Exits:
  1. Entrance to Tenpenny Tower.
  2. Entrance to the Metro Access and Generator (aka the tower basement). This door requires a key. Once you've discovered a reason to go into the basement, you'll be able to steal the key from Chief Gustavo (#2) or 'Daring' Dashwood (#9).
  3. Doorway between the Lobby and the Metro Access and Generator room.
  4. Doorway between the Lobby and the Suites.
  5. Elevator between the Lobby and the Penthouse Suites.
  6. Exit to the wasteland (Warrington Trainyard).
  7. Doorway between the Warrington Tunnels and Warrington Station.
  8. Exit to the wasteland (Warrington Station). This exit will start out locked on the outside but unlocked on the inside, and so you won't be able to use it as an entrance until you've used it as an exit.
  9. Doorway between Warrington Station and the Metro Access and Generator room.

1) Raider Church

Book - Lying, Congressional Style

Book - Pugilism Illustrated

Fast travel to Jury Street Metro, stand outside the Gold Ribbon Grocer and look south-west. You should see a church in the distance. When you approach the door you’ll see a burning Wastelander run around the corner and die. Kill the Raider with the Flamer nearby and head into the church, taking care to disarm the trip wire in the doorway. More Raiders will appear outside and approach the church. Deal with them and loot the church. On the podium you’ll find a copy of Lying, Congressionaly Style , as well as plenty of ammo and items scattered about, including a Mini Nuke. In the corner by a sink you’ll find a copy of Pugilism Illustrated .

2) Book Hunting

Book - Nikola Telsa and You

Book - U.S. Army: 30 Handy Flamethrower Recipes

Head south from the church and search the ruined buildings. In the back of one you’ll find a safe [Hard] with, among other things, a Stealth Boy inside. In the house south of the one with the safe you’ll find a copy of N ikola Tesla and You on a shelf. Now only one more thing to do before we head south some more. Follow the road between the buildings east to find a truck, in the back of which are some containers, ammo boxes, and a copy of U.S. Army: 30 Handy Flamethrower Recipes . Head south, south-west until you find the VAPL-84 Power Station.

Where Is The Key To Door Metro Access And Generator Door

3) VAPL-84 Power Station

Near VAPL-84 you’ll find a truck, inside of which are metal boxes and some items on the floor, the best of which is a Mini Nuke. There also tends to be Yao Guai wandering around. Head south, south-west to find Tenpenny Tower. You really can’t miss it on the horizon. Get close enough to discover it, but we’re not here to stay just yet. First, however, we’ve got some books to grab.

4) Willy’s Grocer

Book - Tales of a Junktown Jerky Vendor

Book - Tumbler’s Today

East, south-east of Tenpenny Tower (past a red rocket statue) you’ll find Willy’s Grocer. It’s got a nice little haul of Nuka-Colas, Tin Cans, Beer, and a copy of Tales of a Junktown Jerky Vendor on the counter. All of this is guarded by a few Radroaches. There’s also a safe [Hard] behind the counter. Leave the Grocer and head south into a ruined building. Go up a ramp to the north or go upstairs and drop down on the level with the skeleton by the wooden shelves. Near the skeleton are some Stimpaks, a Scoped .44 Magnum, and an ammo box [Average]. There’s also a copy of Tumblers Today on the shelf. Now head north-west to return to Tenpenny Tower.

5) No Zombies Allowed!

Outside of Tenpenny Tower you’ll find an angry Ghoul named Roy Phillips. He want to get into Tenpenny Tower-Mr. Tenpenny doesn’t want zombies inside-the Ghoul and a security guard argue over an intercom. Roy Phillips leaves after threatening the Tenpenny folks, leaving you free to activate the security intercom and recieve a wave of abuse directed at Roy. Don’t insult the security guard, or you’ll be paying 100 Caps to get in. Say you’re here to see Mr. Tenpenny and succeed at a Speech challenge to get in for free.

Once inside you’ll be threatened by Chief Gustavo. Talk to Gustavo and offer to take care of his Ghoul problem. You can try to work something out to get the Ghouls a place in Tenpenny Tower… but let’s just say that’s not entirely healthy for the Tenpenny residents. As snotty as they tend to be, they can at least be talked into cooperating, which is more than can be said for Roy Phillips. Offer to take care of his Ghoul problem. He’ll offer for 500 Caps, succeed at a Speech check to get him to raise it to 700 Caps. He will also give you a Chinese Assault Rifle, some 5.56 Ammo, and tell you the Ghouls are in the Warrington Metro Tunnels.

This conversation starts the quest 'Tenpenny Tower' . You can talk to people outside, and barter with Gustavo, who has some armor, weapons, and ammo to sell. He’ll head inside and sit behind a desk in the lobby, which is where he’ll spend most of his time when he’s not being a butt-nutter by the intercom outside. We should really explore Tenpenny Tower fully before we go to the Warrington Station.

6) Stuff to Do, People to See

Schematic - Dart Gun

You can steal Allistair Tenpenny’s Suite Key from Gustavo, if you wish. You can also steal Tenpenny Resident’s Keys from nearly every named person living in Tenpenny… hell, there’s all kinds of stealing to do here. The person to talk to in this area is Herbert 'Daring' Dashwood, a character from the same GNR show as Argyle the Ghoul. If you tell him the fate of Argyle he’ll give you Dashwood’s Safe Key. You can buy the Schematic - Dart Gun from Lydia Montenegro, which you might as well. You can also take a trip to the Metro Access & Generator, where you’ll find a few Tin Cans and some other loot, as well as a locked door [Very Hard] leading to the Warrington Station. When you’re done stealing head up stairs to find the door to the Tenpenny Suites.

7) The Stash of Dashwood

Book - Tales of a Junktown Jerky Vendor

Book - Schematic - Bottlecap Mine

These apartments are typically better off than the ones downstairs. In the one in the north-east corner you’ll find a copy of Tales of a Junktown Jerky Vendor on a desk near a Love Letter. Take the Love Letter-if you show it to Millicent Wellington, she’ll be understandably upset… then she’ll proceed to murder her husband and his lover. Nobody else in Tenpenny Tower seems to care. In the north-western corner you’ll find Dashwood’s Suite, which has significantly more goodies inside than most of the other apartments. Years of Wasteland exploration paid off. In his safe are 50 Caps, some drugs, a Mini Nuke, a Stealth Boy, five Stimpaks, and the Schematics - Bottlecap Mine . You should also check out his 'Exploration Database', which is interesting, if nothing else. In the south east corner is Michael Hawthorne’s suite, which has plenty of alcohol inside. In the Wellington suite, in the south-west, you’ll find a locked safe [Average]. Head back down to the lobby and take the elevator up to the Penthouse Suites.

8) Penthouse Suites

Book - Lying, Congressional Style

download screenflow 5 for mac You can use Speech to get your way past Tenpenny’s Guard, or wait for him to walk around to pick the locked door… or steal the key to the door on the table next to him. In his suite you’ll find a copy of Lying, Congressional Style on a desk. When you’re done looting take the door to the outside to find Tenpenny on his balcony. Talk to the old bugger and fast travel down to the ground, the RobCo Facility is close enough, and it saves us the bother of walking back through Tenpenny Tower. Now it’s time to find the Warrington Trainyard, which is to the west.

9) Warrington Trainyard

Book - Duck and Cover!

West of Tenpenny Tower you’ll find a number of houses with some minor loot in them. On a bookshelf in one of the houses you’ll find a copy of Duck and Cover! , hidden under another, more useless book. Keep heading west to find the Warrington Trainyard. There will be Ghouls, and you’ll catch some Rads. Search the metal structures for some ammo boxes, and a Sniper Rifle. On one of the metal walkways you can jump onto you’ll find some skeletons with a Missile Launcher, some grenade boxes, and drugs nearby. When you’ve searched around head into the WarringtonTunnels.

10) Warrington Tunnels

Head east into the train tunnel, grabbing the Assault Rifle and 5.56 rounds by the skeleton. Follow the tunnel south east and kill some Ghouls, until you find a door to the north. Go through the rooms to the north, killing Ghouls and looting until you find a tunnel leading east, north-east. The tunnel will connect to another tunnel leading north and south. Head south to catch some Rads and find a locked door [Average] leading to a storage closet full of goodies. Now go north until you find a door leading to the Warrington Station.

11) Warrington Station

Head east until you’re accosted by a Ghoul named Michael Masters. He’ll tell you that Roy is planning to kill the residents in Tenpenny Tower. Don’t threaten to kill him as he won’t respond friendly-like. Up the stairs to the east you’ll find a few things to rob, and to the south you’ll find access to the Capital Wasteland via the Warrington Station, but the area you need to explore is on the lower level to the east. Head through the first door to the right, continuing until you find a room where Roy Phillips and Bessie Lynn are. Bessie doesn’t have much of anything interesting to say, so talk to Roy.

12) Roy’s Revenge

Roy’s plan is to get past the subway access door leading to Tenpenny Tower and get to the Metro Access & Generator, which connects to Tenpenny Tower. If you try to do things peacefully and talk the residents of Tenpenny Tower into letting the Ghouls in, Roy will go ahead and let the Feral Ghouls kill them anyways. If you want to help Roy out with his plan to kill all the Tenpenny Residents, steal the 'Key to Tenpenny Generator Room' from Chief Gustavo and head around to the back of Tenpenny Tower to find a door leading to the Metro & Generator Access area. Once inside, either hack the DCTA Emergency Access Terminal [Easy], or shoot one of the generators behind the fence. By doing it Roy’s way, he’ll reward you with the Ghoul Mask , which isn’t very helpful defensively (and it’s certainly not pretty!), but it will keep Ghouls from attacking you.

Note: Don’t get greedy with this quest. If you try to get the Ghoul Mask from Roy, then kill him, the Ghoul takeover of Tenpenny Tower will still happen. You can’t get the best of both rewards. Also, Allistair Tenpenny is involved in the quest 'You Gotta Shoot 'Em in the Head' . His survival isn’t essential for the completion of that quest, but it should still be noted.

13) Shotgun Diplomacy

Book - Big Book of Science

Book - Dean’s Electronics

Book - Pugilism Illustrated

Since Roy isn’t on the level with us and wants to kill all the Tenpenny folks anyways, we might as well just eliminate him, as the lesser of two evils. Kill Roy, Bessie, and Michael, then loot around in this room for a variety of toys. Between two metal boxes you’ll find a Nuka-Cola Quantum, and in a wooden crate on a shelf you’ll find a copy of Pugilism Illustrated . Head out a door to the north, down some stairs to the east, and into a small store room to the north. You’ll find a copy of Dean’s Electronics on a metal shelf. Now there’s just one last thing to get, in the room with the door to the Metro Access & Generator you’ll find a Big Book of Science on the desk. Head back to where you first met Michael in the west, then exit to the Capital Wasteland.

14) Lucky’s

Book - Pugilism Illustrated

You’re now at the Warrington Station south-west of Tenpenny Tower. Head south-west to find a red brick building. Inside is a bunch of loot guarded by one Scavenger. Steal the Scavenger’s stuff or kill them if they are causing you too much trouble. In one of the freezers in the back is a Nuka-Cola Quantum. In a plastic bin you’ll find several missiles. Behind the counter is a copy of Pugilism Illustrated . And there’s a terminal [Hard] you can use to access a safe [Hard]. Inside the safe is a Stealth Boy. Last but not least grab the Lucky Shades off the mannequin in the north-west corner of the store. They’re not anything amazing, but with +1 Damage Resistance and +1 Luck… it’s not bad. Besides, unless you’re wearing a helmet, what else are you going to put on your face? Now go back to Tenpenny Tower and talk to Gustavo for your reward.

Note: Sometimes the Lucky Shades fall off the mannequin and become rather difficult to obtain. If they fall off and end up 'stuck' on the round base of the mannequin, you can still get them by jumping on the toolbox on the shelf near the mannequin, switch to third-person view, sneak, and carefully walk onto the base. Move your cursor around until you get the prompt to pick them up, and if you can’t get the prompt, try moving a bit. You can easily become stuck here, so keep another save handy. This seems to happen mostly on the Playstation 3 version of the game.

Comments