Fallout Interactive Experience
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“I was worried about those Ghouls. Now I can get back to worrying about important things, like what color to dye my hair. Thanks for everything!”
They have enough means to stay in the affluent tower, and may disappear and be replaced by ghoul counterparts, depending on the Lone Wanderer's decisions.
Interactions with the player character
|This character is involved in quests.|
|This character drops an ear upon death (Contract Killer).|
- Tenpenny Tower: If the Lone Wanderer lets the ghouls into the tower, the feral ghouls will kill every single (human) Tenpenny resident in the building. They are then replaced with ghoul counterparts.
|Apparel||Weapon||Other items||On death|
- The human residents will speak that they would have perished if it wasn't for Allistair Tenpenny, while ghouls will say they would have perished if it wasn't for Roy Phillips.
- Killing the ghoul variants of Tenpenny residents does not result in a loss of Karma.
Tenpenny residents appear only in Fallout 3.