Into The Pitt

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

A 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 mutations 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. His Scoped .44 Magnum is powerful, but his Small Guns skill isn't up to snuff, so it would be wise to intervene. 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 in The Pitt. The player can obtain a slave outfit from the slavers camping outside the Train Tunnel, or fight his or her way in.

Upon heading west, there is indeed a Train Tunnel, as well as about four Slavers. The player must give up his or her inventory for a slave outfit for the time being to travel with the Slavers, or simply kill them all. There is a Very Hard locked fence with no good loot, except for the Capital Wasteland's only Pitt Slaves who may be alive or dead. The Slaver camp has low-value loot, but it won't help the player past the next part of the journey. After entering the Train Tunnel, the player must activate a Hand Cart to travel to the Pitt.

Welcome to the Pitt
Upon arrival in 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. Wernher will also try to end what he started, but isn't the best shot.

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. 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 will 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.

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.

Bugs

 * If you have Star Paladin Cross and Charon as companions the dialog when talking to Werhner in the station will glitch. He will tell you that there aren't enough supplies for Charon and that "whatever that is" (him being a ghoul) will draw attention. Your reply options will then be about Star Paladin Cross "You sure she can't come?"