Pitt fallout 3: The pitt (add-on) | Fallout Wiki

Into the Pitt — The Pitt — Fallout 3 Walkthrough | Fallout 3

As a general rule with RPGs in general, and Fallout 3 in particular, you should always make a hard save before you go off on some lengthy adventure. Fallout 3 can be a pretty buggy game, particularly expansions. Make a hard save in the Capital Wasteland before you start one. It’s also a good idea to save after completing every quest (usually every time you get a trophy or achievement), so if something does go wrong, you don’t lose too much progress.

Subscribe to Premium to Remove Ads

1) Find Wernher

Turn on Wernher’s Distress Signal and fast travel to SatCom Array NN-03d, or somewhere nearby and head north to find the broadcast tower Wernher is using. When you get close enough Wernher will get attacked by several Pitt Raiders. Help him (or not) and afterwards he’ll talk to you. Long story short, he needs your help to seize some cure to heal his people and overthrow the ruler of the Pitt, Ashur. To do this, you will need to disguise yourself as a slave by interrupting a slave deal over to the west. You’ll notice some of the Pitt Raiders have some new Raider armor on them, unique to the Pitt. It’s not unique in the grand scheme of things, but new garb is always welcome, even if most of it is just edited Leather Armor and Metal Armor.

Subscribe to Premium to Remove Ads

2) Dressing the Part

Head west until you find the Train Tunnel, around which several Slavers are waiting with their slaves safely chained up. There are several ways to handle this. First, kill everybody around and grab the Slave Pen Key off of Ramsey. Second, steal the key from Ramsey, although once the slaves get out you’ll have to kill the Slavers. Third, pick the lock to the slave pen, which also involves having to kill the Slavers once you’re done. Lastly, buy the slaves off of Ramsey. Why pay when you can save some good money by killing a few Slavers? And since you’re going to have to kill them all anyways if you don’t pay… deal with it in the most logical way. Note that you don’t have to actually SAVE the slaves, just as long as you get a slave outfit off of one of them. Once obtained, loot the shacks nearby, one of which contains three ammo boxes. Head off to the east to find Wernher, who followed you here all sneaky-like.

Subscribe to Premium to Remove Ads

Obviously a line from the Terminator movies. Say it in your best Austrian accent.

3) Preparing for the Pitt

Subscribe to Premium to Remove Ads

Now Wernher implores you to get what supplies you need and follow him to the train tunnel. As he so points out, you’ll never reach the Pitt without his directions. So much the worse for the Pitt, right? You can talk to Wernher and learn more about the Pitt now, but as for his advice, you should do the exact opposite. Go back home and drop off EVERYTHING you have on you. Your drugs, your caps, weapons, ammo. Everything that can be stashed should be stashed… save the Tattered Slave Outfit or Worn Slave Outfit you got from the slaves earlier. Make sure to remove your rads and detoxify yourself, should you need to. You won’t be making a trip home for a while, best to set out strong, no? You also will want to make a “safety” save game, as The Pitt can be, in my experience, somewhat glitchy. It would be a good idea to keep a save back in the Capital Wasteland at all times in case something goes horribly wrong… either a glitch, you catch too many rads, break the quest, or run into some other sort of complication. This way you’ll lose a few hours of gaming, instead of a few dozen hours. Last Warning.

Once you’re ready fast travel back to the Train Tunnel and talk to Wernher, who is wating in the Pitt Tunnel, near a hand cart. To go to the Pitt activate the Hand Cart, where the game will warn you that you will not be coming back to the Capital Wasteland until The Pitt is completed. When you’re ready select the “Travel to The Pitt.” option.

Subscribe to Premium to Remove Ads

4) Pitt Train Yard

When you arrive you’ll discover the Pitt Train Yard. Wernher will see people approaching and decide to do the talking. Follow him and Wernher will have a short chat with a Pitt Raider before opening fire. Since you’re wisely unarmed, run into the truck bed to the west of Wernher and let him settle things with his Scoped .44 Magnum, of which he’s more than capable of. Once they’re dead follow Wernher. You may be tempted to grab their loot, but trust me, you won’t need it, and it won’t do you any good to take it yet.

Subscribe to Premium to Remove Ads

Follow Wernher to a locked chain gate, which he will open. Now he’ll talk to you, and tell you that you’ll be stripped when you enter The Pitt. You can ask him to give you a concealed knife or handgun, but if they detect anything on you, this will be stripped too. Besides, with Iron First, we should be doing 20 or so damage with our fists. It’s not great, but it’ll be much better than the Switchblade or the .32 Pistol Wernher will give you, and it’s enough to get started in The Pitt.

5) The Pitt Bridge

Subscribe to Premium to Remove Ads

Head north-east until you find The Pitt Bridge. This bridge is covered with useless cars and landmines. One explosion here could cause a chain reaction and be very bad for you. There are also some Wildmen in the building nearby you’ll want to avoid, so it would be a good time to put your stealth shoes on. Be wary of landmines and bear traps as you cross the bridge intially. Shortly on a Mole Rat will run out, being pursued by some Vicious Dogs. Let nature run its course. You can either kill the Vicious Dogs, or avoid them. Continue north and stay hidden. Near the end of the bridge will be a platform spanning the bridge spires, on top of which a Pitt Raider keeps guard. Him and his Sniper Rifle. You really don’t need to get him shooting at you. If crossing the bridge sounds like a chore… too bad. Don’t try to swim across the river, because you’ll suffer around 300 Rads per second (before resistance) if you get wet. It’s nice to know some things in Pittsburgh haven’t changed.

6) Pitt Justice

Subscribe to Premium to Remove Ads

As you cross the bridge some Pitt Slaves will run out and promptly get themselves blown up by the various mines lying around. Also, when you reach the northern end of the bridge, you can turn east to find a sidewalk running along the bridge. Follow it south, up a metal ramp, and you’ll eventually reach the catwalk upon which the Pitt Raider with the Sniper Rifle lurks… you know, if you want revenge, or even just to rid yourself of this potential nuisance. There’s a bed up there, so you can recover from whatever damage you took.

7) Mex’s Shakedown

Subscribe to Premium to Remove Ads

Turn east down a new road and approach a fenced area. The guards will open the gate an a bastard named Mex will come forward to deal with you. If you’re dressed up as a slave, he’ll check you for any… contraband you may have on you, and if you’re dressed up as something else… well, lets just say trying to be clever will just get you beaten up and enslaved. If you, say, punch Mex a few times until his head explodes, nab his weapon, then shoot his buddies and head into The Pitt… you’ll get beaten up and enslaved. So, just accept your new lot as a “slave” and head through the gate to Downtown. If you lost anything to Mex, you’ll be able to get it back when you’re done with The Pitt. Until then, it’s going to remain in the care of Mex. It’s a wonder they didn’t question you about the.. you know… the Pip-Boy on your arm? Ah well.

View Full-size

Follow Wenher’s Distress Signal to find… well, Wernher, who will tell you about his troubled homeland (left). Once you’ve obtained the proper attire of a slave, enter the train tunnel and travel to The Pitt (right).

Subscribe to Premium to Remove Ads

4) Pitt Train Yard

When you arrive you’ll discover the Pitt Train Yard. Wernher will see people approaching and decide to do the talking. Follow him and Wernher will have a short chat with a Pitt Raider before opening fire. Since you’re wisely unarmed, run into the truck bed to the west of Wernher and let him settle things with his Scoped .44 Magnum, of which he’s more than capable of. Once they’re dead follow Wernher. You may be tempted to grab their loot, but trust me, you won’t need it, and it won’t do you any good to take it yet.

Subscribe to Premium to Remove Ads

Follow Wernher to a locked chain gate, which he will open. Now he’ll talk to you, and tell you that you’ll be stripped when you enter The Pitt. You can ask him to give you a concealed knife or handgun, but if they detect anything on you, this will be stripped too. Besides, with Iron First, we should be doing 20 or so damage with our fists. It’s not great, but it’ll be much better than the Switchblade or the .32 Pistol Wernher will give you, and it’s enough to get started in The Pitt.

View Full-size

Wernher will help you get past the welcoming Pitt Raiders, but the rest is up to you (left). You first obstacle is the bridge (right).

Subscribe to Premium to Remove Ads

5) The Pitt Bridge

Head north-east until you find The Pitt Bridge. This bridge is covered with useless cars and landmines. One explosion here could cause a chain reaction and be very bad for you. There are also some Wildmen in the building nearby you’ll want to avoid, so it would be a good time to put your stealth shoes on. Be wary of landmines and bear traps as you cross the bridge intially. Shortly on a Mole Rat will run out, being pursued by some Vicious Dogs. Let nature run its course. You can either kill the Vicious Dogs, or avoid them. Continue north and stay hidden. Near the end of the bridge will be a platform spanning the bridge spires, on top of which a Pitt Raider keeps guard. Him and his Sniper Rifle. You really don’t need to get him shooting at you. If crossing the bridge sounds like a chore… too bad. Don’t try to swim across the river, because you’ll suffer around 300 Rads per second (before resistance) if you get wet. It’s nice to know some things in Pittsburgh haven’t changed.

Subscribe to Premium to Remove Ads

6) Pitt Justice

As you cross the bridge some Pitt Slaves will run out and promptly get themselves blown up by the various mines lying around. Also, when you reach the northern end of the bridge, you can turn east to find a sidewalk running along the bridge. Follow it south, up a metal ramp, and you’ll eventually reach the catwalk upon which the Pitt Raider with the Sniper Rifle lurks… you know, if you want revenge, or even just to rid yourself of this potential nuisance. There’s a bed up there, so you can recover from whatever damage you took.

Subscribe to Premium to Remove Ads

7) Mex’s Shakedown

Turn east down a new road and approach a fenced area. The guards will open the gate an a bastard named Mex will come forward to deal with you. If you’re dressed up as a slave, he’ll check you for any… contraband you may have on you, and if you’re dressed up as something else… well, lets just say trying to be clever will just get you beaten up and enslaved. If you, say, punch Mex a few times until his head explodes, nab his weapon, then shoot his buddies and head into The Pitt… you’ll get beaten up and enslaved. So, just accept your new lot as a “slave” and head through the gate to Downtown. If you lost anything to Mex, you’ll be able to get it back when you’re done with The Pitt. Until then, it’s going to remain in the care of Mex. It’s a wonder they didn’t question you about the.. you know… the Pip-Boy on your arm? Ah well.

Subscribe to Premium to Remove Ads

Completed «Into The Pitt»

20

The Pitt DLC World & Story Explained

By
Kyle Gratton

Fallout 3’s second DLC add-on took the Lone Wanderer to the ruins of Pittsburgh, Pennsylvania, where raiders rule over a settlement called The Pitt.

Fallout 3 is lending one of its DLC locations to an upcoming Fallout 76 update. Sometime in 2022, players will be able to travel to post-nuclear Pennsylvania and explore the ruins of Pittsburgh, now known as The Pitt. The Pitt was the second of five add-ons for Fallout 3, which released in 2009. Thirteen years later, Fallout 76 players will get a chance to explore The Pitt in an era long before the Lone Wanderer arrived.

As a major industrial center, being largest supplier of steel in the United States, Pittsburgh was a key target for the Chinese military when the bombs of the Great War launched in 2077 in Fallout lore. Surrounded by three now-irradiated rivers, and turning into a hot bed of industrial pollution, Pittsburgh became an exceptionally troubled settlement as part of its transformation into The Pitt. For years a rotating cast of raider gangs ruled over The Pitt, building out of the rubble by means of slave labor. All the while, the irradiated rivers and factories contributed to an increasing number of birth mutations.

Related: Why Fallout Games Use Bottlecaps For Money

In 2255, 22 years before the events of Fallout 3, the Brotherhood of Steel attempted to rid The Pitt of its raider overlords in a violent operation known as the Scourge. The Lone Wanderer would later meet the mastermind behind the Scourge, Elder Lyons, and a Brotherhood Initiate who was taken from The Pitt as a child during the attack: Greg Bear. Ishmael Ashur, a member of the Brotherhood thought to be killed by a collapsing building during the battle, emerged in the ravaged Pitt as the city’s new leader, ruling with an iron fist while attempting to rebuild Pittsburgh’s lost industry.

After receiving a radio distress signal, the Lone Wanderer agrees to help an escaped slave, Wernher, return to The Pitt and retrieve a cure for a horrific ailment called Troglodyte Degeneration Contagion from Ashur. TDC mutates its victims into feral creatures called «trogs,» with infants born in The Pitt likely to contract it. The Lone Wanderer then enters The Pitt disguised as an escaped slave having second thoughts, and begins working with Wernher’s colleagues on a plan to secure the cure that Ashur allegedly has.

The Lone Wanderer’s ticket to getting close to Ashur is through a gladiatorial arena known as the Hole, a good place to try out The Pitt‘s unique Fallout weapons and where victorious slaves earn their freedom. Unbeknownst to the Lone Wanderer, Wernher is a former raider serving under Ashur who was enslaved after a failed coup attempt. Additionally, it will be revealed that a cure does not yet exist, only a prospective cure potentially synthesized from Ashur’s daughter, who is immune to TDC. The fate of The Pitt can unfold in many different ways based on the actions of the player as the Lone Wanderer. Ultimately, Wernher’s second coup attempt can succeed, or the status quo can be preserved in Fallout 3‘s era of The Pitt.

Next: When Fallout 76 Season 4’s End Date Is

Subscribe to our newsletter

Related Topics

  • Game Features
  • Fallout
  • Fallout 76
  • PC Games

About The Author

One of Kyle’s earliest memories is of watching his older brother play Ocarina of Time, which probably explains how he ended up as an Editor for Screen Rant’s Gaming section. His tenure at SR began in late 2020 as a contributing Game Features writer before quickly becoming a Staff Writer, a role that gradually progressed into an Editor position. A terminal Midwesterner who graduated from the University of Kansas, Kyle also has knowledge and interest in literature, film, film adaptions of literature, and history. When not talking about The Legend of Zelda, Dark Souls, Mass Effect, or some PlayStation exclusive, he’s probably droning on about the works of Cormac McCarthy, Frank Herbert, Stanley Kubrick, and Wes Anderson. Or he’s trying to get you to watch Mad Men. He’s a firm believer in three hours being the perfect length for a movie, but thinks a lot of games are much too long. When not sedentary, Kyle enjoys traveling to the National Parks, seeing new cities, and has ambitions to explore abroad.

Walkthrough The Pitt

Fallout 3 Walkthrough The Pitt
RJ
9638
0

Following the radio signal, we encounter a man under attack by Pitt’s Raiders. The man’s name is Werner. After we help him cope with them, we learn that he is a runaway slave and fled from Pitt, according to him, a living hell. But his slave friends need help and you, as a hero, have to help him. We head to the Depot, which is located west of the place where you found Werner. There you will meet slave traders who go about their business: they sleep, guard, wait. You can break into Pitt with guns and cannons, or you can free the local slaves by killing all the slave traders, or by paying money for the slaves and taking the slave’s clothes from the corpse. Now you need to go to the cart. Werner is waiting for you there and says that it will be a long and difficult journey. I don’t know about the heroes, but this journey will cost you in loading a new area. Arriving at your destination, a group of raiders meets you and after a short dialogue, a shootout begins. After your next victory, you and Werner will go to the fence, where he will leave you. He says that you shouldn’t take your things with you, as the guards will take everything. But he will try to find a way to get them back. When making your way along the bridge, be careful — there are many mines. After a dangerous passage, you will come to a new gate, where one of the guards (Jackson) will meet you and take all your things. Go and look for Midea. When you find her, she will ask you to retire with her to talk and asks you to go to her closet. After a short conversation, in which you learn that if you need a weapon, then Marco can help you, Jackson bursts into the room and asks about our identity. Medea does not come up with anything interesting how to send you to work in warehouses to drag 10 ingots.

Fallout 3 Walkthrough The Pitt
RJ
5309
0

I advise you to go straight to the Workshop. All the more there and is now Marco. In the workshop you will need to go straight ahead. until there is a right turn and there turn right again and enter the computer room. It will be Marco. He will give you a rather unique weapon — a chainsaw. Then we go to the workshop, where you have to carry the ingots that Medea spoke about. Everett is waiting for you at the entrance and asks you to follow him. As you walk, you may notice Trogs — new creatures that were once human, but mutated due to disease. One way or another, you will have to bring a dozen ingots to Everett. In the place where Everett leaves you there is a door — you go there. Now everything is simple — collect 10 steel ingots. Two you can find right at the entrance next to the corpse. The other 5 are in the wagons against the wall. Two more in the trash cans next to the corpse. Well, the latter can be found on the roofs of the cars that are on the rails. I think there is nothing complicated. Now you should go back, give Everett his ingots and go to Medea. She will inform you that the slaves need someone to meet with Ashur. And that someone will be you. You have to fight in the arena with other slaves. However, there is a small amendment — barrels with radioactive waste will be dumped into the arena and you need to hurry. You will have several fights. The first is with three slaves, the second is with the Bear Brothers, who are half human, half trogs. The last fight will be with Gruber, one of the three who went through all the fights in the arena. After defeating him, the task will be completed.

Fallout 3 Walkthrough The Pitt
RJ
18142
0

After winning the Arena, you are given the opportunity to have an audience with Ashura and Crenshaw undertakes to see you off. Follow him to the Upper City, and then to the entrance to «Paradise». There, after talking with Ashur, you will learn that the cure for the disease is on the right in the laboratory. And then they talk on the intercom about a slave uprising. Ashur leaves and advises you to look into the laboratory. There the woman will tell you that she is Ashura’s wife and that their child is the cure. It has innate immunity from all sorts of mutations and will help save people from illness. You are given a choice — to steal the child or to leave him and leave with nothing.

If you decide to leave with nothing, then you have to meet with Midea and find out where Werner is. When you find him, you will find that he is already expecting a baby. But after he finds out that the child is gone, he runs away, no matter what perks and abilities you have. Time to return to Ashura. He will thank you and declare that he wants to restore the city and thanks to us it will go faster.

If you decide to kidnap a child, then expect trouble. You will have a hard time getting out with him and fighting with the guards of Ashura. When you come to Werner, he will tell you that you need to get rid of the Upper City. To do this, you should turn off the lighting in the Upper City. Having done this, we return to Werner, who will thank you and say that the city will recover soon. Only the Upper City will no longer exist, and the mother and father of the child are now dead.

Latest news

Watch Bethesda and Microsoft live streamFallout series showrunners announcedThe Elder Scrolls Online new expansion teaserHappy New Year to Bethesda Game StudiosRumors: Prey sequel to be announced at The Game Awards

Coming soon

Series games | Pitt

Fallout 3: The Pitt

I present another addition to Fallout 3, which can hardly be called a great success of the developers. Operation: Anchorage was tiring due to its linearity and lack of complexity, and besides, it was too short; suppose this can be attributed to an experimental oversight. But how to justify all the imperfections of this supplement is a big question.

Like many gamers, I excitedly snatched up the 492MB file from Xbox Live as soon as the DLC became available for download and was immediately faced with the first «test»: the activation of the first task. After a good half hour of wandering around the wasteland, nothing happened. There was talk on the forums about a radio transmission of a distress signal, but where? And when? I wandered hopelessly in the northern region of the map. The irritation grew. I haven’t gotten to the main part of the mission yet, and the game is already unplayable!

Assuming it was some kind of technical glitch, I reloaded the game; a minute later the radio went on. A man named Werner spoke of a settlement located «to the north.» I arrived at the place where I was supposed to meet Werner and freed three slaves in a small pen outside the underground railway. After finding Werner, I agreed to help him: dress up in chic slave rags and infiltrate a giant prison camp — a steel foundry called Pitt. I broke the game by freeing the slaves; when I returned, the game suddenly removed the decomposing

[p]Fixing this issue with the usual dose of saveloads (hey, it’s a Bethesda game!), I was finally ready to enter the train tunnel, hop onto the railcar with Werner, and head out into the scattered remnants of what used to be was Pittsburgh. However, after a few minutes, the whole sad story became even sadder. The neighborhood was littered with floating red «!»s, which didn’t bode well, but I marched across a bridge littered with burned cars and booby-trapped to capacity, and finally reached the gate to the Pete. And, of course, I tried to get inside … after which the game blocked my console, which provided me with pulling out the hair on my head and lengthy searches for clarifications in various forums.

We had to wait more than 30 hours for the appearance of the corrected assembly. To be honest, before that I had to suffer so much only at the time of my obsession with PC versions of games. The irony is that this time it was necessary to play just on the computer…

A pleasant and unexpected revelation was how organically this DLC fits into Fallout 3, at its best moments. From the very beginning of the game, you lose all your equipment, but this is for the best: instead of running around armed to the teeth in shining power armor and blowing up everything in sight, the player is forced to make his way through the world in slave rags and unarmed to boot. This acts refreshing, and at the same time guarantees a measured, thoughtful passage.

Upon arrival, it becomes clear that the rapidly mutating slave population is desperately trying to switch roles with their despotic ruler Ashur, as well as find a cure for the disease that turns them into wild trogs (short for troglodytes). Soon, a simple fetch-and-give task of mining steel ingots scattered throughout the multi-level factory complex becomes a valuable exercise (don’t forget that all the weapons, ammo and armor have been taken from you). I advise you to take the time and scout everything first: soon you will have a battle to the death in the arena against many opponents. This will happen without any special warnings, help and instructions (although for my level 20 character it was not difficult).

The addition of a new weapon should be noted as a plus. The infiltrator — an assault rifle with a scope — comes in handy, but the main star of this show is the autosaw: a weapon cut from car parts. Its spinning blade cuts through the limbs of trogs with ravishing efficiency. The rest of the trash like a disposable pistol and a few new armor slightly diversifies the already impressive list of gaming equipment. In terms of new enemies, Pitt adds only one.

The plot here is more interesting than in Operation: Anchorage, as offers more options, non-linear exploration of territories and new levels of interaction with NPCs. The centralized environment is still linear in terms of the order in which tasks are completed, but more atmospheric and multidirectional. Graphic connoisseurs will be pleased that Bethesda has once again provided a colorful set of locations to explore, rich in detail and intrigue. The further you go, the more interesting it becomes.

However, the DLC isn’t exactly a big deal. After an interesting introduction, the developers suddenly decide to force the player to engage in danjon crawl against the same (uninteresting) enemies until they get bored — a very strange logic. In addition, everything is too simple, but it takes too much time. In general, when starting the game with a high-level character, do not forget to set the maximum difficulty, otherwise you will be disappointed.

As usual, you have to walk along the edge of the «moral abyss», where selfishness and gain take you away from the path that you would follow under normal circumstances. It’s not just good versus evil, it’s more complicated: rather, it’s «sometimes bad» versus «clearly bad» — sometimes even a decision that adds karma looks like a terrible choice.