Fallout 3 Hints

How can I get this door open?

  • 1 of 15: If your Lockpick skill is under 100, you'll have to find a key.
  • 2 of 15: Chief Gustavo has one on him. Use your local map and quest arrow to find him, then try to pickpocket the Tenpenny Generator Room key from him.
  • 3 of 15: That can be very hard to do without using a Stealth Boy, but there is another option.
  • 4 of 15: Go up the stairs in the lobby and through either of the doors that lead to the Tenpenny Suites area.
  • 5 of 15: Go through the door in the west wall to find Dashwood's quarters. If he's not there, you'll have to go hunting for him elsewhere, or wait there until he returns. (You won't get a quest arrow for him.)
  • 6 of 15: When you find him, you could try to pickpocket the key from him, but it's not necessary.
  • 7 of 15: Instead, talk to him and ask about the basement and emergency tunnels when you get a chance.
  • 8 of 15: Ask to borrow the key, and he'll give it to you.
  • 9 of 15: Unfortunately, when you return to the containment door with the key, it'll just claim that it's activated elsewhere.
  • 10 of 15: Since there's nothing around that can activate the door, you'll have to look for an activator in some other area.
  • 11 of 15: Return to the tower lobby, then exit the tower and explore around its perimeter.
  • 12 of 15: On its back (north) side, you'll find some stairs leading down to a locked door that your new key will open.
  • 13 of 15: You'll find yourself in another part of the Metro Access & Generator area. Head down the passageway until you reach a room with a locked terminal.
  • 14 of 15: Hack into the terminal and choose to open the containment door. That'll unleash the feral ghouls on the tower.
  • 15 of 15: As an alternative to using the terminal, you could shoot one of the two generator devices that are behind the fence to the left. That'll also open the containment door.