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Fallout 3: The Pitt - Activating the DLC - game guide, walkthrough, secrets, game tips & strategies

Fallout 3: The Pitt Game Guide
Activating the DLC
by Jacek "Stranger" Halas (guides.gamepressure.com)
Free game guides, walkthroughs, solutions, game FAQs and maps for gamers.
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Fallout 3: The Pitt Guide
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  Activating the DLC  (1/23)
We are proud to present our Fallout 3: The Pitt Game Guide. You can use the guide for free, as much as you want. You can print it and use it for yourself. Under no circumstances can you copy any text or pictures outside of our site - if you want to show it to somebody, just hyperlink us. Do not copy or reprint any element of this guide for public use. For full list of game guides go to guides.gamepressure.com

 

Make sure that The Pitt has been installed properly on your computer and you’ll also have to activate it from the game’s autostart (ThePitt.esm). The first expansion to Fallout 3, titled Operation Anchorage, tolerated exploring the new content using a “fresh” character who has just left Vault 101, however The Pitt tends to be less forgiving. I wouldn’t recommend starting this new journey unless you have a character on level 5-6. Thankfully this won’t be a major issue, because the game will make enemies weaker or stronger depending on your current experience level. The same goes with your allies, so if you’re playing as a weak hero they’ll help you on many occasions. It’s fairly important that you ditch most of your current equipment before travelling to The Pitt area. There are two main reasons to do that – you will lose your equipment upon entering The Pitt (thankfully – only for the purpose of completing two quests) and you’ll want to collect a lot of cool items found in the new area. You wouldn’t be able to carry both (current & future equipment). It would be a good idea to leave one good armor, one helmet and one heavy weapon. The rest of your stuff, including smaller guns and drugs, should be left in your home in Megaton or in your apartment in Tenpenny Tower. The only real exception to that rule are keys and figurines, because you won’t lose them no matter what happens.

This time you won’t have to wait for a few minutes to receive a distress call, because The Pitt will start automatically once you’ve loaded one of your saved games. Remember that you must be somewhere in Capitol Wasteland where you can get reception. Wait for a dialogue window to appear on your screen, informing you that a new distress call has been added to your list of radio stations. Open the Pip-Boy if you want to and play Wernher’s Distress Signal [#1]. You can now listen to a short transmission made by Wernher which will repeat once every ten seconds. It’s not required to open the list, because a new location titled Radio Tower is going to appear on your personal map either way.

 

[#1]

 

  Activating the DLC  (1/23)
info about game: Fallout 3: The Pitt
title: Fallout 3: The Pitt | genre: RPG
developer: Bethesda Softworks | publisher: Bethesda Softworks
platform: PC, XBOX360, PS3 | rated: PEGI: 18+ / ESRB: Mature

War, war never changes...

The Pitt allows you to travel to the post-apocalyptic remains of Pittsburgh, Pennsylvania and become embroiled in a conflict between slaves and their Raider masters. Explore a sprawling settlement ravaged by time, neglect, nuclear radiation, and moral degradation. The Pitt is filled with morally grey choices, shady NPCs, new enemies, new weapons, and much more.
Story:

The Pitt opens with a desperate radio message, and a meeting with its sender, an escaped slave named Wernher. Wernher claims that the leader of “The Pitt” has created a cure for mutations… and he needs you to go in and retrieve it. From there, the player can proceed in a number of ways, in true Fallout 3 style. Do you fight your way in, or disguise yourself as a slave? Ally with the slaves, or join their Raider overlords? The Pitt is very morally ambiguous – there’s no real right or wrong, just choices to be made, sides to be chosen, and a mystery that could send shockwaves throughout the entire Wasteland.
Key Features:

* Explore an entire new area – the post-apocalyptic ruins of Pittsburgh, Pennsylvania, known as The Pitt!
* Find and use new weaponry, such as the AutoAxe, a new melee weapon with a powerful, serrated rotary blade hungry for flesh.
* Discover new side quests and subtle plot elements and determine your path in this place where nothing is “right” or “wrong.”
* Exclusive new perks and achievements!

(info about game from official fact sheet)
Fallout 3: The Pitt
Screenshots
 


Links
Bethesda Softworks - Developer / Publisher Website
Fallout - Official Website

comments and responses

The description is not from The Pitt, it's from Broken Steel.

The Pitt takes place in one location and it doesn't increase your level cap.
Slater
02/06/2009 17:03

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Prologue
Q1: Into the Pitt - p. 1
Q1: Into the Pitt - p. 2
Inside The Pitt
Q2: Unsafe Working Conditions - p. 1
Q2: Unsafe Working Conditions - p. 2
Q2: Unsafe Working Conditions - p. 3
Q3: Free Labor
Final decisions
Siding with Ashur
Siding with Wernher - p. 1
Siding with Wernher - p. 2
Additional quest
Q4: The Mill Worker - p. 1
Q4: The Mill Worker - p. 2
Q4: The Mill Worker - p. 3
Q4: The Mill Worker - p. 4
Q4: The Mill Worker - p. 5
Q4: The Mill Worker - p. 6
Appendix
Rewards for completing The Pitt
Maps
Main map of The Pitt
Map – The Steelyard
Map – Downtown
Map – Uptown
Map – The Mill
Other bonuses
List of achievements
This site is not assotiated with and/or endorsed by the Bethesda Softworks or Bethesda Softworks. You are not permitted to copy any image or info from this page.
All logos and images are copyrighted by their respective owners. Official Fallout 3: The Pitt www page: http://www.bethsoft.com/eng/index.php
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