Into The Pitt

 is a Fallout 3 quest and achievement that is added to the game in The Pitt add-on. The quest starts with the Lone Wanderer being contacted by a mysterious person...

Investigate the distress call
When The Pitt first loads, the player will be informed of a new radio distress signal from a runaway slave named Wernher, who informs the Lone Wanderer that he needs help in retrieving a cure for the mutations plaguing the town developed by The Pitt's raider boss, Ashur.

The signal emanates from the Radio Tower far to the north of the Capital Wasteland. It's a long walk from anywhere, but the closest map marker to fast travel to is SatCom Array NN-03d. Once the player arrives, Wernher will be under attack by a few Pitt Raiders. After helping him dispatch his foes, Wernher will tell the player his story and where to go. He tells the player there is a Train Tunnel to the west, and he will meet up with him or her there.

Obtain a slave outfit
Wernher suggests the player obtain a slave outfit from the slavers camping outside the Train Tunnel to ease gaining access to the Pitt. Upon heading west, there is indeed a Train Tunnel, as well as about four Slavers led by Ramsey and a couple of Pitt Slaves in a slave pen. Getting hold of a slave outfit can either be accomplished by buying the slaves or killing the slavers; there are 2 slave outfits in the slave pen, one on a dead slave and one on Prosper which can be acquired by threatening him. After entering the Train Tunnel, the player must activate a hand cart to travel to the Pitt. Followers must be left behind.

Arriving at the trainyard
Upon arrival at the Trainyard, Wernher will tell the player to hang back while he "does the talking", and walks over to a Pitt Raider standing guard. Werhner's diplomacy eventually becomes the shotgun kind of diplomacy, and the player must intervene once again. The trainyard has several Pitt Raiders firing from elevated positions, so an accurate rifle is handy.

After the firefight, Wernher will walk to the northwestern exit of the Trainyard and tell the player he cannot proceed any further. He will then tell the player that the guards will confiscate the player's inventory upon entering, and to find a slave named Midea. The player can inquire about concealing a small weapon: Wernher will agree and hand over either a knife (a Switchblade), or a small gun (a .32 Pistol). Note that the player doesn't actually recieve their weapon immediately.

Into the Pitt
After exiting the trainyard, the player should be wary of the gutted building on the left side of the path. There are hostile Wildmen inside it. It is possible to sneak past the entire building, but if detected, the player will be caught in the open.

North of the building is The Pitt Bridge. The bridge is gridlocked with various vehicles, and even worse, mine-ridden. Failing to disarm a mine and letting it detonate can catch the player in a huge chain reaction explosion. The player should cross the bridge carefully, preferably in sneak mode to check for mines and avoid the eyes of a Pitt Raider with a Sniper Rifle. The ledge the sniper resides on is accessible from the ground by means of a gravity-defying ramp along the bridge's main cable. It is worth noting that the water in the river is irradiated to lethal levels, often in the hundreds of radiation units per second.

After finishing the harrowing trek, the player will reach a right-turn on a street. This is where a familiar scene from the Pitt trailer plays out: a few runaway slaves will run by, only to be blown to pieces by mines. This is a good place to get a slave outfit. At the end of the road is a roadblock.

Gain entrance
If the player decides to kill the gate guards (Mex and three other Slavers), he or she will be incapacitated by four Pitt Raiders with Police Batons upon entering Downtown. A humourous scene unfolds as the player's vision fades to black and the Slavers squabble over the player's gear. If the player asked Werhner for a concealable weapon, he or she will recieve it now.

If the player instead pretends to be a slave, Mex will believe that the Lone Wanderer is a slave who was unable to cross the bridge. He will confiscate all the player's gear (except the previously mentioned concealed weapon) and then tell the player to get back to work. The player is not attacked upon entering Downtown when taking this route.

The player can also tell Mex that he or she would like to become a slaver, Mex lies to you and tells you they are hiring. Upon entering you are incapacitated much like above.

Bugs

 * If the radio signal which leads to the quest doesn't appear use the "setstage" console command and set the queststage to "50". Example: setstage xx00108c 50 - the first 2 digits "xx" depend on your installed mods: see here.
 * Once you have been stripped of your equipment by Mex, it is possible to pickpocket a pistol and ammo from him. When you head into Downtown however, the gun dissapears from your inventory.
 * Sometimes, the mines on the bridge will not make a sound before they explode. This causes many an unexpected death. (Confirmed on Xbox 360)
 * The dead slave body will not appear at the beginning of Into The Pitt and thus, in order to continue, you will have to get the clothes off Prosper (CONFIRMED ON XBOX 360).
 * Once the player releases the slaves in the cage you can keep talking to the named slave (be sure not to demand his clothing in any of the dialogue) for infinite good karma.
 * If you attempt to cause the explosion of vehicles on the bridge yourself, the game may freeze up (Xbox 360).
 * If you have a Repellent Stick(either from stealing it from Moira's desk or while doing the Wasteland Survival Guide quest),even after Mex confiscates all your goods, you will still retain it.

Trivia

 * This achievement could be a reference Testament's song, "Into the Pit".