Fallout 3 -- Point Lookout

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Release Date: June 23, 2009

Unsafe Working Conditions

Edit Page    Last Edit: 7 months 2 days ago


  1. Make contact with Midea.
  2. Meet with Midea in private.
  3. (Optional) Get a weapon from Marco.
  4. Collect 10 Ingots from the Steelyard.
  5. Return to Midea.
  6. Listen to Ashur's speech in the courtyard.
  7. Sign up for the Arena.
  8. Enter the Hole.
  9. Defeat your opponent.
  10. Leave the Hole.
  11. Enter the Hole.
  12. Defeat your opponent.
  13. Leave the Hole.
  14. Enter the Hole.
  15. Defeat your opponent.
  16. Leave the Hole.


  • Stimpak (x21)
  • Sensor Module (x2)
  • Bottle Caps (M)
  • Purified Water (x3)
  • Turpentine (x6)
  • Auto Axe
  • Assault Rifle (x2)
  • 5.56mm Rounds (M)
  • Steel Ingots (x100)
  • RadAway (x14)
  • Frag Grenade (x12)
  • Gamma Shield Armor
  • Blood Pack (x8)
  • Combat Shotgun
  • Shotgun Shells (M)
  • .32 Caliber Rounds (M)
  • Wild Bill's Sidearm
  • Pilot Light
  • Rad-X (x8)
  • Conductor
  • Flamer
  • Flamer Fuel (M)
  • Carton of Cigarettes
  • Jet (x7)
  • .308 Caliber Rounds (M)
  • Man Opener

Part 1

The Pitt is a very, very disturbing place where a small group of people hold all conceivable power while everyone else is, quite literally, in a state of lifelong enslavement. You'll see a group of three slaves on your left as you enter the area, who will be executed almost immediately after you enter the area. What dominates this introductory area of Pittsburgh's downtown is a giant, well-lit pit dug in its center. There are slaves down here who are working on cutting apart pieces of old steel, throwing it in a nearby furnace to be refined. Speaking to any of them will result in little, if any, conversation. However, on the far side of this gigantic hole in the ground, you'll find a path heading rightward. This is where you should run into Wernher's friend, Midea. She knows better than to speak to you for very long out in the open, however, and invites you back to her quarters, where you two can speak for a lengthier period of time, away from the dangers of prying ears.

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Before visiting Midea, however, why not do some exploring? Instead of heading right down the pathway where you met Midea, head leftward and forward, away from the steel pit in the ground. You'll find a lone man here named Adam, who will be working on cutting apart an old, rusted-out vehicle. Adam is a surprisingly positive man considering his enslavement, but won't have much to say to you beyond that. The fire hydrant half-buried in a debris pile near him, however, will hold two Stimpaks upon exploration. Ignoring the nearby door that leads to The Mills for the time being, you should now backtrack and go down the path Midea went down. This will lead to another wide open location, where you can find a few more characters who will have little to say. You can even find a woman being punished in an old-school torture device known as a rack. On the left side of this area is the door that leads to Midea's quarters, but first, go down the pathway across from the pathway you entered this area from. It will lead to a dead end, but examine the rubble you encounter as you explore that locale, and you'll find three more Stimpaks and some Purified Water in a destroyed engine block.

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After exploring and grabbing five precious Stimpaks to add to your suddenly-empty inventory, you can head to Midea's quarters and speak with her. She'll say that even in private, they have little time. She'll explain her plan to you, involving the collection of Steel Ingots located in extremely dangerous areas occupied by ex-humans called Trogs. She'll also inform you that you may be able to arm yourself at the Mill we earlier told you to ignore. Just as she's getting all of this information out, a Slaver named Jackson will show up. After explaining your appearance away, Jackson will stalk you until you leave Midea's quarters. Feel free to pick Midea's brain for any more information you might want (Jackson won't talk to you), and then backtrack to the far side of Downtown, where you can enter the Mills (near where the disturbingly-positive man named Adam was located). Be sure to grab any food you may want from Midea's quarters before leaving. You may even want to grab the Sensor Module from the toolbox outside of her door -- a rare valuable commodity in these environs.

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Once you've arrived back at the Mill's entrance, head on inside. The interior of the mill is shaped a bit like a giant, upside down U, or a rectangle missing one of its short sides. And while we'll be exploring the whole thing in its entirety, you'll find surprisingly little of interest. In fact, other than the Turpentine you can garner to the left of the entrance, there's nothing here to add to your inventory that's of any interest. In lieu of collecting, you should instead rove around and try speaking to everyone. While most slaves will have nothing to say to you, some of them will. A man named Brand, for instance, will reveal that he's working for the Slavers and try to coerce you to give him top secret information. Do so if you want, but since we're playing with a good slant through our personal playthrough, mum's the word when talking to this clown.

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Who you're really searching for here is a man named Marco. Midea told you about Marco -- this guy is covertly making standard mill tools into weapons, and he gladly hands over one of them, a weapon called an Auto Axe. This is a nice supplement to the gun or knife given to you by Wernher, but don't worry, for this isn't the only weapon you'll be acquiring. Otherwise, continue to explore if you want. Ultimately, you'll need to seek out a man named Everett, who is located near the exit of the Mills that leads to a location called the Abandoned Area. The Abandoned Area leads to the Steelyard, where the Steel Ingots you need to collect are located. Continue down the passage where you first meet him. Since Everett is the foreman of the Mill, he has his own little office. Feel free to pillage it, as there's plenty of valuables there to find, including some Bottle Caps, a couple of Conductors, a Fission Battery, a Steam Gauge Assembly, and more. Pillage, pillage away!

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Part 2

Once you've entered the Abandoned Area, you won't be able to do much in the way of exploration. Instead, simply follow the central, caged-in linear route to reach the far end of the room, where Everett the foreman can be found. The door nearby will lead outside to the Steelyard. Get ready to fight and explore, for there are myriad dangers out here. But for the time being, all will be quiet. Begin by examining the slave corpse right in front of you. You'll be able to pick a valuable Assault Rifle from him, as well as plenty of 5.56mm Rounds for said rifle. And more importantly, the first two of one-hundred Steel Ingots can be found as well. Two Steel Ingots (2) can be found near his body. With those in hand, you should then ignore the ramp leading upward and instead go left to reach the ground level, from where we will continue.

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Continue forward through the Steelyard and mount the disabled bus at the center of the path, which you can do by climbing the wooden ramp leading up to its roof. Then, head to the front end of the bus and face left. You'll see some giant dumpsters to your left. Carefully time your jump from the top of the bus to the leftmost dumpster, and explore its contents. You'll find Two Steel Ingots (4). The next large dumpster, which you can access by jumping from the previous dumpster, you can find Two Steel Ingots (6) more. And finally, if you then jump down to a regular-sized yellow dumpster below, you'll find Three Steel Ingots (9). Feel free to search the nearby slave corpse for goods if you so desire before we continue.

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Let's continue our wild Ingot hunt. The derailed train cars nearby are the key to the next three groups of Steel Ingot goodness. To reach them, you'll need to climb the staircase near the yellow dumpster you just raided. Then, head rightward so that you can climb atop one of the train cars. When you do, the glint of Two Steel Ingots (11) will no doubt catch your eye. Be sure to grab them quickly, however, because you'll be susceptible to attacks from Trogs up here. In fact, once you grab these Ingots and head to the far end of the trains, towards the dead end, you'll see a corpse below and to your right. Two Steel Ingots (13) are sitting near the corpse, but wield your weapon as soon as you grab them, for a half-dozen or so Trogs will likely storm your position. If you want to find more Steel Ingots in this area, then backtrack to the staircase near the yellow dumpsters. Climb atop them and then find a metal girder that spans the area with the trains below, so that you'll be able to gain access to a large dumpster on the far end of the trains. Carefully cross this girder and jump into the dumpster to claim Three Steel Ingots (16). Since you only needed ten Ingots, and since we now have sixteen, you can skip the continuing Steel Ingot hunt and cut to the chase if you want. However, we know a substantial amount of you are Achievement crazy, so we'll keep going for the other Ingots, just for you.

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The next four Steel Ingots are easy enough to find, but it's the confusing nature of the area beyond that which will complicate your situation entirely. So, we'll take that later area on at just that time -- later. For now, backtrack to the staircase you used to gain access to the train car rooftops and steel girders. First, head rightward as if you were going back towards the trains, but keep left so that you end up on the other side of the tattered chain link fence. If you look leftward hereafter, you'll see Two Steel Ingots (18). Head back towards the stairs and continue forward from there into a yet-unexplored locale. This is the locale that is extremely confusing. But before you even go through the gates towards it, look rightward. You'll see a non-descript trailer with some shelves at the back end of it. Five Stimpaks can be acquired from these shelves, but even more importantly are the Two Steel Ingots (20) those shelves contain.

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If you're facing the entrance to the trailer, you'll want to head leftward into a wide-open, yet-to-be-explored locale. There's plenty of options here, and much for you to do. So theoretically, you could easily go in any direction you want. But if you want to find the Steel Ingots in the order we did, then follow along carefully. Head into this area with your back facing the train cars, and move forward. Then, swing leftward. You'll begin to feel the effects of radiation as you move leftward down the grating over a submerged, radiated water-filled tunnel. At the end of this tunnel, you'll find a slain Pitt Raider. Grab the Assault Rifle he's carrying, as well as his Gamma Shield Armor, which will give you a nice defensive boost and more coverage against radiation. Also, grab the 5.56mm Rounds from the ammunition boxes near him. And most importantly, grab the Three Steel Ingots (23) he once coveted. Then, move leftward into a barrel-filled, even more dangerous area. Expect to fight Trogs here! In the middle of this messy, radiated area, you'll find Three Steel Ingots (26).

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Part 3

Now, instead of backtracking out of here, you'll actually want to continue through the debris, radioactive waste barrels and Trog corpses until you can't go forward anymore. This will lead you to a pathway that will direct you leftward. If you pass the staircase on the left, you'll run right back to the entrance of this new area. But don't do that. Instead, take the staircase up to the roof and navigate all the way around to the opposite building, near a staircase you could have earlier taken up to the roof (en route to the dead Pitt Raider). If you go to the edge of the roof there, you'll be able to jump into a gigantic dumpster. This dumpster has Two Steel Ingots (28) within that you should acquire.

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Don't jump out of the dumpster just yet! At least, don't jump out of it unless you're jumping out in the proper fashion. Turn your attention to the barbed-wired fence parallel to a nearby wall. The fence and the wall make an isolated, linear pathway that contains something of interest. Carefully jump from the dumpster over the fence, and then dash rightward down this isolated pathway. At the end of the path, you'll find a deceased Pitt Slave with Two Steel Ingots (30) sitting nearby. Grab those, and then use the wooden planking to walk back over the fence. This will allow you to reach the same wide open locale we've been exploring for a while now. And yes, there are many more Steel Ingots to find. Why not backtrack to a previous area, however, where we missed a couple of Ingots? Specifically, you're going to want to head towards the covered drainage ditch where we found the dead Pitt Raider. Instead of going towards him, keep an eye on your left. Go through the gate you encounter there, and then swing leftward again. Near a box of medicines containing a Stimpak and a Blood Pack, you'll find Two Steel Ingots (32) more.

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We're actually in a good location to proceed on with our never ending quest for Steel Ingots. Use the staircase directly next to where the last two Steel Ingots were found (along with the Stimpak and Blood Pack). This will lead back up to the series of rooftops we were earlier exploring. You no doubt noticed a downed steel beam gapping the chasm between the rooftop you're now occupying and the rooftops of a nearby building. Cross the beam and be absolutely sure you grab Two Steel Ingots (34) en route. Then, once on the other side, pass by the Pitt Slave corpse you find, and circle around to the other side of the rooftop. It's at this point that a trio of Wildmen are likely to begin attacking you. So, temporarily halt the Ingot hunt for a minute and deal with the threat they pose. These guys are much more difficult to kill than the Pitt Slavers, Pitt Raiders and Trogs, so take cover, use VATS, and deal with them carefully, scouring their bodies for goods once they're dead.

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Once that threat is eliminated, you can continue the hunt. Work your way back up onto the rooftop and seek out a tall brown shelf adjacent to the rooftop that you can jump on top of. This supply-laden shelf contains Two Steel Ingots (36) on the very top shelf. Grab those, and then drop down and examine the shelves at eye level. You'll find Two Steel Ingots (38) waiting to be grabbed there, as well. Now, head forward into a yet-unexplored location. Continue forward, ignoring all paths left or right until you can't go forward any longer. At this point, you'll want to head right down this lengthy, isolated pathway, and then right once more. You'll find a dead Pitt Slave here. Grab the Combat Shotgun and Shotgun Shells from around his body, and most importantly, don't leave this isolated location without grabbing the Two Steel Ingots (40) next to him, as well.

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Backtrack away from the downed slave and turn left to reach the lengthy pathway you used to gain access to his isolated area. Instead of swinging leftward once more to head back the way you came, continue forward to another unexplored, isolated location. You may run into Trogs here, so have your firearm or melee weapon at the ready. Explore this location to find what appears to be a cart once used to move around coal. If you look inside this small cart, you'll find a Stimpak and other curative items in a medical box, some 5.56mm Rounds in an ammunition box, and Four Steel Ingots (44). Then, backtrack towards the multi-tiered brown shelf you earlier found four Steel Ingots on in two groups of two. If you explore underneath the staircase on the very same building the shelf is leaning against, you'll find Two Steel Ingots (46) waiting to be acquired. Then, continue forward towards the fence you jumped over earlier. You'll see a well-lit area with a boarded up door, letting you know you're going in the right direction. Further up is a staircase leading up to the rooftop of a yet-unexplored building. It's time, once again, to do some exploration.

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Almost immediately after climbing that initial set of stairs, you'll run into a rather unique corpse. Instead of being marked as a Pitt Slave, Slaver, Raider or Wildman, this guy is known as Wild Bill. Wild Bill must be a Wildman himself, and finding this character is actually extremely important, so be sure to examine his body, grabbing goods off of him. You should find Wild Bill's Sidearm and some .32 Caliber Rounds amongst some other goods. Two Steel Ingots (48) are also sitting next to his body, so grab those as well. Then, continue up the staircase and move forward along the rooftop. You'll find the settlement the three Wild Men you fought earlier were occupying. Since you've almost certainly killed them by now, worry not about any hostilities. Instead, explore their dwelling for goods. You'll find curative items, such as a Stimpak and Blood Pack, a Pilot Light in the oven, some 5.56mm Rounds, and yes indeed, Two Steel Ingots (50) sitting near the Wildmen's broken fridge. The bunk beds here, so long as all enemies in your vicinity are killed, will be a great source of rest, and therefore, health. Be sure to utilize this Stimpak-saving healing opportunity before continuing.

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Part 4

There's only one way to leave this area without backtracking, and it's via a series of catwalks that run side by side with some gigantic, rusting pipelines. In fact, it's one of these giant pipes that hold the key to our next Ingot score. But before we deal with that, you'll likely already have noticed that moving through this area will draw out a series of Trogs that will want a piece of you. Since you're so far above ground level, a fall here can be catastrophic. So carefully deal with these enemies before proceeding onward. Do you see that lone pipe jutting out into no man's land, spanning the gap there? Well, that pipe is key. Gain access to it and carefully walk over it. At the end, you'll find Two Steel Ingots (52). God only knows how they got there, but nonetheless, grab them and then walk back to the catwalk and proceed on to the next rooftop.

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Getting to the next rooftop is not as easy as it sounds, of course, because it will require quite a bit of walking and climbing. When you do reach the rooftop, however, you'll be in the clear... at least, temporarily. Going right will lead to a dead end, so don't waste your time. Instead, head to your left. You'll see at least one Wildman ahead of you, but he (or they) won't fire until you get closer. Don't approach them yet. Keep an eye on your right, and you'll find a gap going through to an isolated, inner section of the roof. Trogs are in your vicinity now, so be ready to fight! If you explore the area ahead and to the right (the rightmost corner), you'll find a dead corpse. Explore the corpse to find some Frag Grenades. Also, open up the two medical boxes to find Stimpaks and more. And of course, the Four Steel Ingots (56) nearby will represent the biggest catch for you so far.

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If you thought four Ingots at once was quite the catch, though, well, you've seen nothing yet. Don't backtrack to the previous pathway. Instead, work your way through a downed gate along the back end of the roof. There are a couple of Wildmen roving the rooftops, and this will give you the jump on them, since they are more expectant of an assault from the other side. Move forward along the roof, constantly checking VATS to make sure all is well. When you lock-on to one of the two initial Wildmen you meet, be ready to snipe them from afar before they even knew what hit them (and optionally scour their bodies for goods if you want). The stairs they were guarding around the smoke stacks of the steel mill are the key, so begin scaling those stairs hereafter, keeping an eye out for and killing any more Wildmen that step in your way.

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The climb is both long and arduous, but it'll all be worth it at the end. You'll finally reach the top of the smoke stack, and this section is guarded by at least six or eight Wildmen, some better-armed than others. So, before you do anything else, you should run around and kill any foes. The catwalks above have some Wildmen in them as well, so try to coerce them down towards you so that you can deal with them on a level playing field. It's dark, dreary and smoky, so as usual, VATS is your best bet, at least to identify enemy locations if not to outright slay foes from afar. When all is quiet, you can then begin climbing up the staircases and catwalks above the smoke stack. At the tippy, tippy top of this climb, you'll come to a small platform. Sitting on this platform is a staggering Twelve Steel Ingots (68), as well as curative items like Stimpaks and Purified Water. See? We told you that climb would be worth it!

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Now, you must climb back down. This is again a lengthy and obnoxious climb, but it shouldn't at all be difficult if you killed all of the Wildmen in the area on your way up. However, you don't want to go all the way back down the way you came. Instead, you'll want to head down a ways until you see an open-air chute spiraling downward to the area below. This chute is used, one would suppose, for the elimination of waste and debris from atop the smoke stack. Regardless of what it's for, when you see it, jump onto it and begin the pesky walk down that's constantly interrupted by ruts in the chute. When you finally reach the southern end of the chute, you'll see why you climbed down this to begin with instead of continuing down the way you came -- Seven Steel Ingots (75) will be sitting atop a wooden planking on your left. Carefully jump over to it and grab your booty.

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The next four Ingots I'll bring you to are the final four in the Steelyard. We should have seventy-nine after that, leaving only twenty-one to find elsewhere. However, these Ingots are hardly easy to find. In fact, they're obscurely-hidden, and now is really the only time you can get them where you don't have to do a massive amount of backtracking. Remember where the two Wildmen were roving around after we climbed the stairs away from their settlement? They were guarding the stairs leading up into the smoke stacks. Well, you'll want to head to that general area, opposite where four other Steel Ingots were found on the roof earlier. Go to the edge of the rooftop there and look below. You'll know you're in the right area if you see a corpse on the roof. Save your game and make sure you're fully healed (you can backtrack to the settlement to sleep if you want to save Stimpaks). This fall may very well kill you! When you make the fall and survive, heal yourself again, and then move to the right side of the roof. Look down again, and you'll see an isolated pathway below. This is literally the only conduit by which you can reach this area, so now you know what we're talking about when we discuss no backtracking. Move forward down this isolated pathway until you can't anymore, and then look to your right. A corpse can be found there with an Auto Axe next to him. More importantly, however, you can find Four Steel Ingots (79) to add to your inventory. You can also explore the vicinity to find some medicine, like Stimpaks, and more 5.56mm Rounds as well.

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Part 5

With those in hand, we're essentially done in the Steelyard. However, with twenty-one more Steel Ingots to find, we're going to have to explore two more locations. Don't worry though -- these visits, especially one of them, will be extremely brief. Remember where all of the derailed train cars are located near the entrance to the Steelyard? This is where you're going to want to head towards. If you're facing the crumbling tunnel ahead of the train cars, our location is on your right, next to some of said cars. The door will be unmarked, but when you approach it, it will let you know that it leads to the Supply Plant. This is the next location we want to explore, since it contains eighteen of the twenty-one still-outstanding Steel Ingots we've yet to find.

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Things will be quiet when you enter the Supply Plant; at least, they will be initially. Head forward past the computer terminal on your left and the downed Protectron on your right (though you can explore the latter for some Energy Cells if you so desire). As you move over the grating in the subsequent hallway, you'll begin to catch more radiation. So, move quickly. As soon as you arrive in the next well-lit room, some Pitt Slaves or Raiders (it's hard to say which) will run past you, with about a half-dozen or so Trogs in pursuit. These Trogs are for you to deal with, so break out your favorite weapon and do these clowns in, keeping an especially close eye on your health. Coincidentally, if you look to your left once in this Trog-filled room, Three Steel Ingots (82) can be acquired.

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Go forward down the next grating-covered, irradiated corridor. You can find some medical supplies, like Stimpaks and Blood Packs on a shelf at the end of the corridor, as well as other valuables, such as a Conductor. Don't waste too much time here, though, as you'll risk getting radiation poisoning. Move leftward out of this area, grabbing the Turpentine on the floor if you so desire. Move down the grating catwalks to stairs leading down to ground level, and get ready to deal with a series of Trogs when you do, feasting on something else before being distracted by your appearance. When they're felled, you can continue down the coal cart-strewn path they once occupied. No worries as far as Steel Ingots are concerned yet. You haven't missed anything.

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Continue down this tunnel. Keep in mind that there's a bed here if you want to sleep off any injuries. Otherwise, as long as you killed that initial group of Trogs, you shouldn't run into any other enemy resistance here. Move forward down the tunnel until you come across a medical supply shelf with plenty of medicine to grab, including Stimpaks, Blood Packs, Med-X and RadAway. A nice find, indeed. Then, you'll notice that you have a choice moving forward, as the tunnel splits left and right. First, take the right path. You'll find some Trogs down here, and worse yet, well-armed Wildmen. But at the dead end you encounter once those foes are all slain, you'll find Eight Steel Ingots (90) to find, leaving us only ten more to find until we've found them all! Better yet, one of the Wildmen had a Flamer, so be sure to grab that and the nearby Flamer Fuel as well (you can find more of the latter by searching the Wildmens' dead corpses). Hereafter, backtrack to the fork in the tunnel, and this time, go leftward.

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The left tunnel will again be full of Trogs, but just like the last tunnel, there's plenty to find here, if you have the patience to find it. Before long, a locked closet will be encountered on your right. Approach it and pick the lock open (saving your game before you do so to be sure you don't break the lock accidentally). Once you've managed to pick open the lock, the closet will be yours to raid. Not only are there Six Steel Ingots (96) within, but you'll also find plenty of items. What kind of items? Well, expect to find some valuables, like a Sensor Module, RadAway packets, Mentats, .32 Caliber Rounds, a Carton of Cigarettes, Rad-X, Packs of Cigarettes and more. With those in hand, you can then backtrack out of the closet and continue on your way, healing any wounds at the nearby water fountain if you so desire.

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There's little else to find here, but there's still some important items to acquire before we leave. And those items are just up those nearby stairs (grab the Turpentine and Jet en route if you want). This room is where sleeping is done, as evidenced by the beds and the like in the area. After killing the Trogs in the room, feel free to explore. You'll find some Flamer Fuel and a weapon called the Man Opener on the full-sized bed here. You'll also find Jet lying around, and other curative items, like Stimpaks. But it's the Lone Steel Ingot (97) on the shelf adjacent to the aforementioned bed that's truly important. Grab that, and then backtrack all the way out of the Supply Plant. Be sure to explore the only unexplored area as you leave, also -- you can find some .308 Caliber Rounds, Frag Grenades and Stimpaks in a little isolated office off of the catwalks near the entrance to the tunnels.

You can also exit without backtracking by following the hall on the right in the back of the room near the large computer. After a few turns you will come to a door with an electrical switch which leads directly to the front door you came in.

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Part 6

Once you're back outside, there's little else to do but leave the Steelyard, heading back to The Mill. But something is decidedly different when you return to the Abandoned Area, which is the brief conduit between the Steelyard and the Mill. As you approach the door leading back into the Mill, you'll notice a tear in the chain link fence to your right that wasn't there before. If you go through this hole, you'll need to deal with a few Trogs, but it's worth it, because the final Three Steel Ingots (100) can be found in a coal cart to your left once through the hole in the fence. If you're following our walkthrough, that makes one-hundred Steel Ingots. Congratulations! You've found them all!

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As soon as you walk back into The Mill, you'll be intercepted by the foreman Everett. He'll ask you for the Steel Ingots you found, and will reward you based on how many of them you bring back. He'll take the Ingots from you in groups of ten, meaning you'll need to speak with him ten times to get all of the equipment and whatnot he'll offer up to you. In fact, if you give him 100 Steel Ingots, he'll be downright impressed with your work ethic, and give you some really awesome gear that you can ultimately take with you back to the Capital Wasteland. Oh, and for all of you Achievement Whores out there -- you'll get your achievement for getting all one-hundred Steel Ingots once they've all been handed over to Everett. Easy, I know.

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Now, all that's left to do to continue The Pitt's story is to head back to Midea's little home. You remember where that is, don't you? Simply leave The Mill, go forward and to the left at the large excavated hole in the ground, and continue along the linear pathway to the square where some homes are located, and where the stocks are also located. On the left side, as you likely remember, is Midea's home. Walk on in and speak with her. She'll let you know that Ashur is going to be giving a speech in the town square, and that he intends to open up an arena for fighting. These arena battles with gladiator-like adversaries represent the only way a slave can both gain an audience with Ashur and be freed from The Pitt. Sounds good to us.

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Step outside of Midea's home and you'll see Ashur take the stage on his makeshift balcony. He'll hand down some inspirational words of wisdom, which is strange, since he is the slaveholder of hundreds upon hundreds of innocent, unfortunate people. Nonetheless, he holds these sorts of events every so often in order to give a slave an opportunity to free himself or herself. And the people have chosen you, which is all part of the conspiracy to get your hands on the mysterious cure being held by Ashur and his goons. When the speech is over, you'll be ordered to the Mill, where the entrance to the Arena can be found. The Mill should be familiar to you by now, so head over to it. Then, once inside, move forward and keep an eye on your right down the initial corridor. A gate that was once locked there will now be able to be opened upon examination. Open the gate, head on through and get ready to do battle.

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But first, you have to deal with some pleasantries. A slaver named Faydra will be your hostess with the mostess, granting you access to the Hole where the fighting will go down. Pick her mind, and you'll learn all there is to know about Pitt-style arena fighting. You'll have to survive three rounds (with intermissions) with different types of enemies. But there's a catch. Not only does the difficulty scale upwards between battles, but Faydra informs you that you can expect radioactive barrels to be dropped into the arena as well at the beginning of each fight, necessitating quick executions -- otherwise, you may just die of radiation poisoning. You can grab RadAway and Rad-X off of the table near her. Before entering the Hole for your first battle, be sure to use some RadAway to level out your radiation level, and Rad-X to help you survive being exposed during the battles.

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The three battles pit you against enemies with different names. However, they're all fairly similar to one another. In the first round, you'll fight against other slaves. Easy. The second battle will result in you fighting against the Bear Brothers. One of these guys has a Flamer, so try to extinguish him before he can do too much damage (pardon the pun). And finally, Gruber, the last slave to make it out of the Hole alive, is your final adversary. And he too is easy. The key to these battles is strong armor and strong weaponry. The Metal Blaster was our weapon of choice, with our armor consisting of Tribal Power Armor and a Filtration Helmet. When you combine this powerful gear with the fact that you get de-radiated at the end of each battle, you should really have a minimal amount of difficulty surviving. No fight should last longer than ten seconds. VATS pwns nubs like that.

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