Fallout 3 -- The Pitt

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Release Date: March 24, 2009

Who Dares Win

Edit Page    Last Edit: 7 months 1 day ago


  1. Enter the Presidential Metro.
  2. Locate the Exit to Adams Airforce Base.
  3. (Optional) Clear the security breach in the Presidential Metro.
  4. Retrieve your orders and equipment from the Resupply Crate.
  5. Find the Access Terminal to lower the ramp on the Mobile Platform.
  6. Enter the Enclave Mobile Platform.
  7. Destroy the Enclave Mobile Platform with an Orbital Strike.
  8. Escape from the Enclave Mobile Platform.
  9. Board the Captured Vertibird.


  • Abraxo Cleaner (M)
  • Conductor (M)
  • Paint Gun (x4)
  • Wonderglue (x2)
  • Sensor Module (x2)
  • 10mm Rounds (M)
  • Bottle Caps (M)
  • Microfusion Cells (M)
  • Pulse Grenade (M)
  • Pack of Cigarettes (M)
  • Stimpak (M)
  • Dirty Water (M)
  • Carton of Cigarettes (M)
  • RadAway (M)
  • Mentats (x2)
  • Energy Cells (M)
  • Laser Pistol
  • Laser Rifle (x2)
  • Bobby Pin (M)
  • Nuka Cola Quantum (x2)
  • Fission Battery (x2)
  • Motorcycle Gas Tank
  • Turpentine (x2)
  • .44 Rounds (M)
  • .308 Caliber Rounds (M)
  • Rad-X (M)
  • Whiskey (x3)
  • Electron Charge Pack (M)
  • Tesla Cannon, Med-X (M)
  • Buffout (M)
  • Purified Water (M)
  • Jet
  • RadAway
  • Mini Nuke
  • Plasma Mine (x4)
  • Pulse Mine
  • 5.56mm Rounds (M)
  • Missile (M)
  • Psycho (x2)
  • Flamer Fuel (M)
  • Sniper Rifle (x2)
  • Stealth Boy (x2)
  • Gatling Laser
  • Combat Shotgun
  • Enclave Power Armor

Part 1

As is usually the case in Fallout 3, the third and final DLC-centric mission related to the Broken Steel pack will begin seamlessly with the end of the second mission (Shock Value). After handing over the Tesla Coil to Paladin Tristan, he'll inform you that the Brotherhood has figured out where the Enclave is staging their attacks from, since their old base at Raven Rock was destroyed. That place happens to be Adams Airforce Base, a location outside of the Capital Wasteland. To get there, Paladin Tristan informs you that you'll need to use the presidential railway tunnel. Now, we are assuming here that you've done a bit of travel in the Capital Wasteland, and can get around rather easily simply by teleporting. Therefore, the easiest thing for you to do is to head to the Citadel's courtyard and teleport to Metro Central. From there, you can head westward towards Pennsylvania Avenue. What you're seeking out in the precise location your Pip-Boy is pointing you towards is a manhole cover tucked in a corner near some cones and sandbags. This should be a Brotherhood-occupied area, so you should have little worry of any Super Mutant threats in the area, though you'll likely run into one or two en route.

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The manhole cover will bring you to a location we again assume you've explored during your main quest (even though it's not necessary). If you haven't yet been here (which means you haven't, for instance, travelled to the White House), then you have some items to grab and places to explore. We'll assume for your sake (so as to not be repetitious) that you've already done all of this. Therefore, all you need are some rudimentary directions. From where the manhole leaves you, briefly head forward and then swing leftward. You can ignore everything else ahead, since one way or another, it all leads to dead ends. Instead, once you've gone leftward, simply follow the completely linear pathway until you encounter two doors. Both of these doors will lead away from this utility tunnel, but while the one on your left will lead up to Pennsylvania Avenue, the one ahead and on your right will lead to the Presidential Sub Level. This is where you want to head.

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For the time being, as you travel through this very special sub level of the Washington-area subway, your path will be completely linear. Simply follow along the only routes available to you. Other than a shelf you encounter early on (which contains goods such as a Conductor and some Abraxo Cleaner), you won't find anything else to collect. What you will notice, however, is an increase in the quality of your surroundings. The floors you eventually encounter are hardwood, the lights become much brighter, and when you encounter the corridor with statues and American flags on the walls, you know you're headed in the right direction. Why, we've just stumbled upon the President's personal subway. Or, at least, it was.

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En route to the train tunnel, you will have already done battle with a lone Mr. Gutsy. What you'll find when you find the train tunnel itself is a disabled train on your left, debris blocking your paths leftward and forward, and a Sentry Bot adamantly guarding his post (you would have likely run into another Sentry Bot in a previous tunnel as you go to this location). Try to stay in the corridor leading into the train tunnel to guard yourself from attacks as you lay waste to the Sentry Bot. Then, enter the well-lit train tunnel and begin heading rightward. Other than another Mr. Gutsy, you won't find anything of consequence down here. There are no other enemies, no items to gather, and no alternate routes to explore. At the end of the tunnel, you will find a room that leads rightward. This dark room has a staircase leading downward. Before descending the stairs, be sure to explore the room for more ancillary goods, like Abraxo Cleaner and a Conductor, as well as weapons and ammunition like Microfusion Cells and Pulse Grenades, and even a Stimpak in a medical box.

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Once you go down the stairs, you'll soon thereafter come to another tunnel that will force you to head leftward. In fact, on the wall, you'll see an arrow pointing in the direction you're headed as the direction of Adams Air Force Base, so we're on-target. Expect to fight another Mr. Gusty here, as well as a Mark V Turret. As you proceed further down the tunnel, not one but two Sentry Bots will confront you, coming from a small room on your right. Step back towards cover and deal with both of these foes from afar if possible. Then, explore the room from which they came to find Stimpaks, a Pack of Cigarettes, and some other random items.

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After grabbing the items in the room the Sentry Bots hailed from, proceed further up the pathway. Eventually, rubble will stop you from proceeding forward, and your only alternative will be provided by a doorway on your left. When you enter this door, you'll see a computer terminal ahead called M.A.R.Go.T. Before speaking with it, shoot both Mark V Turrets on the ceiling on either side of the computer. They are turned off, but they can turn on you if you don't deal with M.A.R.Go.T. properly. Try to convince "her" that you're a member of the army (or in some other way coerce it to see things your way), and the door on the far side of this small room will open. If the computer turns on you, however, the door will still open, but you'll be attacked from behind by a Robobrain, in addition to the two Mark V Turrets. The latter threat will have already been eliminated if you followed our advice and shot them both to oblivion before speaking with the computer, however.

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This next section is incredibly frustrating, and will require a degree of patience and skill if you're to get out of dodge without using all of your powerful weapons and Stimpaks all at once. As you head forward through this room, you'll be forced to go leftward to find an adjoining train tunnel. The thing is, this tunnel is occupied by enemies galore. Both robotic foes and tunnel-dwelling Ghouls of all varieties will be doing battle with each other. If you're really patient, you can actually stand near the door and let the two factions destroy each other. This is the smart way out, because if one (or both) groups turn their ire on you instead of on the other group of foes, you're going to be in for a world of hurt. You're going to be dealing with about four Sentry Bots, a Protectron, a Mr. Gutsy, and about fifteen Ghouls of varying degrees, including Reavers and Glowing Ones. There are also Mark V Turrets on the ceiling.

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Part 2

Grab the Stimpaks from the medical box in the initial room, and then bear leftward into the tunnel when you're ready, whether you've decided to let the enemies fight one another or not. We're going to assume you let them go at each other for a few minutes, which will hopefully mean for you that you only have to clean up the scraps. Head rightward, scour downed bodies for goods, and make sure no other enemies are around you. When all threats are nullified, you'll quickly realize that you have a choice, as the tunnel splits. With your back facing the way you came, you'll want to choose the path on the right, though if you head left, you can find some stray curative items at the dead end, including a Stimpak. RadAway can also be found at the dead end, as well as on the floor as you move forward down the proper tunnel. This tunnel leads to a dead end as well, but you'll find a door on your left that will allow you to proceed.

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As soon as you're through the door off of the left side of the tunnel, explore the gun cabinet on your right to find some Energy Cells and a Laser Pistol. You can also find a Laser Rifle tucked in the corner near the desk. Swing rightward down the path hereafter and crack open the medical box on the wall to find some curative items, including some RadAway and a Stimpak. The shelves in this room are also littered with random crap that has some value, like a couple of Fission Batteries, Turpentine, et cetera, though you may want to leave it, since you'll find yourself heavily encumbered if you grab everything you see. When you work your way out from there, you'll run into more Ghouls and Sentry Bots (including a special super-strong Sentry Bot that used to guard the presidential tunnel). Destroy these enemies as you head rightward and work your way forward along this new tunnel, and bear leftward when you can to find the room that contains the train car itself.

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Now, we hope you've been scouring dead robotic bodies, especially the Sentry Bot marked as the Presidential guard (the one we earlier mentioned). That's because this particular enemy contains two Fuses on him that you will absolutely need. So if you passed up grabbing those earlier, backtrack and grab them now, because you'll need them. The fuse box in this room, behind the static control booth, should be examined once you have these fuses. This will turn on the fuse box and, thus, the train, but it will also call out some Sentry Bots behind locked doors. They will assail you quickly, but once you've felled them, you can explore the small office off of the tunnel (you can find some Stimpaks there), and then jump in the train. Activate it to head to Adams Air Force Base posthaste.

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When you arrive at the base, you'll actually be in the small train station adjacent to the base. As you traverse this linear area, you'll fight a few Enclave soldiers, but nothing you can't handle (use this precious opportunity to grab some of their armor to fix your own, since you're likely wearing some powerful gear similar or identical to theirs). Some Pulse Grenades and Microfusion Cells are found behind a locked door on your left (you could always just flank the position from the perpendicular passageway adjacent to your position), and you'll also need to do battle with a Mark VII Turret. However, once all enemies are felled and items collected, there's nothing else to do but walk up the stairs to the air force base itself.

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Adams Air Force Base is a gigantic location, and we have a lot of ground to cover and a lot of areas to explore, so let's get going. As you emerge, you'll find yourself outside. There are no enemies around, so for the time being, there's nothing to worry about whatsoever. The area immediately to your right is empty, so ignore it. Instead, head to the little trailer on your left. Within, you can find some curative items like Stimpaks (make sure to grab more of them inconspicuously placed on the shelf), and other valuables, like a Conductor. It's the air-dropped wooden box behind the trailer that's of real importance, however. The Brotherhood, as promised, has dropped you a Tesla Cannon, an incredibly strong weapon, in addition to more curative items nearby, like Med-X and Buffout. This is a great find that will help us out greatly in the upcoming areas, so with the cannon in hand, let's get going.

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The first threat you're going to encounter moving forward is in the form of numerous Mark VI Turrets. These guys, at least seven or eight of them, are placed on the rooftops of surrounding buildings, and are extremely hard to see before they begin opening fire on you. As a result, VATS is a great tool here, because it will show you turrets that you otherwise wouldn't see. Then, you can open fire on them from afar to destroy them before they even become a threat. Keep an eye on both sides as you move forward, use cover when applicable, and make sure all Mark VI Turrets are destroyed before you continue forward. This will make your life much easier when you encounter actual enemies, which will happen... now.

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A lone Hellfire-class Enclave soldier will be roving around ahead. The best way to deal with him is -- you guessed it -- to wield the Tesla Cannon and obliterate him from afar. Don't waste your ammunition, of course, but don't get too close, either, since these guys and their Heavy Incinerators can destroy you in no time flat. When this foe is downed, you can then explore the lengthy street that spans out ahead of you. There's a nook to your right with a trailer surrounded by some low, black-colored barricades, where you can find some curative items like a Stimpak within. Otherwise, ignore the stairs that span upward from there, and instead rejoin the road moving forward. A locked gate will be located on your left, and new, yet-unseen Mark VI Turrets will begin shooting at you from the right. Methodically figure out where these devices are once more and destroy them. Make sure they're all destroyed. Why? Well, the Enclave crafts that are landing nearby and depositing more Hellfire soldiers should be a good indication as to why you might want to clear the field of battle as much as possible.

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Part 3

When the Hellfire soldiers are dropped off, run back the way you came, seek cover, and let the foes come to you. Wielding your Tesla Cannon, use VATS to carefully shoot and damage these foes before they can return the favor. Keep in mind that if you're extra sharp, you can destroy the Enclave helicopters with your Tesla Cannon before these guys even become a threat, but we actually recommend you fight these foes (and their standard Enclave soldier friends) in order to grab all of the valuable gear they have on them, especially their armor, which can be used to repair your armor, or to replace your armor completely. Also, experience is at a premium with the lifting of the level cap from 20 to 30. So, fall back, let this first wave come to you, and do them in rapidly to minimize the amount of damage you take. And remember -- don't waste Tesla Cannon ammunition if you don't have to! While it might seem like you have a lot, and while there's more around to find for it, you don't want to find yourself without it when you need it most.

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Remember where the first Enclave helicopters landed? Well, you're going to want to head towards that location now, and then continue rightward towards a new area. You'll see more helicopters in the distance, and more Enclave soldiers will greet you here. Take aim at both the helicopters and the soldiers (as well as any stray Mark VI Turrets you've yet to fell), and go for a wholesale obliteration of enemy forces. As usual, scour their bodies for goods, but don't press too far quite yet. Instead, once you reach the large army truck in the middle of the road, backtrack for a second. Head to where the initial helicopter landing took place and continue up the parallel street towards a dead end with a truck parked in it. This is an important place to briefly visit, since there are some containers and, more importantly, a robot graveyard to be found. By examining the boxes and all of the robot bodies, you're going to come away with a slew of Electron Charge Packs, Energy Cells and Microfusion Cells. Score!

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Before we proceed, there's some item gathering you absolutely must do. That's because what you'll end up netting is well worth your time, and better yet, if you took the time to clear all Mark VI Turrets, helicopters and enemy soldiers from the area, you'll have absolutely nothing to worry about for the time being. The first place you want to visit is the rooftop of the building at the corner of the two intersecting roads, a building we could have climbed up to from near the start point but opted not to. There's a trailer there where you can find, amongst other stuff, some Stimpaks. Jump to a nearby overhang to find a Mini Nuke and some more Stimpaks. But more importantly, the building next to where the original batch of helicopters landed should also be explored. Open the medical boxes you encounter, and you'll find a slew of goods, including Stimpaks, Med-X, Rad-X, RadAway, and more.

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With all of the aforementioned curative items gathered, it's time to move on (keep your hands off of the artillery switch if you're able). Climb down to the vacant airport tarmac. A barrier will keep you from going immediately to your left or forward to a larger part of the tarmac, but you can sneak leftward through an open hangar, which will allow you to complete the loop across. There are Enclave soldiers and scientists on the other side. The latter isn't a concern for you right now, but the former should be. Allow them to see you, and then run away, towards the barrier splitting the tarmac in half. This will encourage the soldiers on the other side to come towards you. Fortify your position behind some cover, use your Tesla Cannon to dispatch these foes from afar, and of course, scour their bodies for anything you might need before heading back to the open hangar.

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Understand full well that this hangar is fraught with danger, simply because there are Deathclaws in your vicinity. Furthermore, the Enclave Scientists in the area can unleash them on you if they see you. So, kill these weak enemies before they see you, both the one in the main hangar and another in a small box-lined corridor to your left. Then, ignore the computer terminals and open fire on the caged Deathclaws within. Cruel, we know, but this will allow you to earn extra experience on enemies that can barely react to what you're doing (plus it ensures they can't later be released to hunt you down). Otherwise, there's little else to find here, though some searching will net you items, especially down the corridor on the left side of the hangar, where Stimpaks and more can be acquired.

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Adjacent to the hangar you just cleared is another hangar that couldn't be accessed from the first segment of tarmac you encountered. But from the strip of tarmac in between the two parallel rows of hangars here, you can access it. You won't find any enemy resistance here except for two weak, scared Enclave Scientists. Nonetheless, you should do them both in, and then scour the hangar for items. You'll find some Shotgun Shells in a desk, and other ammunition, such as Energy Cells, in nearby containers. Clear this area not only for the goods, but to ensure you aren't flanked by enemies as you proceed onward, since another enemy onslaught is coming towards you imminently.

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At this point, expect Enclave soldiers to spot you from the far, yet-unexplored areas of the tarmac. This will allow them to come towards you to attack, but this isn't necessarily bad news, since it will thin their ranks when you begin to assault their previous location. All the while, you should do plenty of exploration on your own. If your back is facing the hangar(s) from which you came, you're going to want to explore the areas to your right and left before heading forward through the next row of hangars. On your right, you'll spot a fortification alongside the force barrier, where all sorts of ammunition can be found, specifically that for energy-based weapons. On the left, you'll find a staircase that leads up to another fortified location. You can find Missiles and Plasma Mines here. And be sure to seek out an inconspicuous alleyway built into the large brick structure on the left side. You'll find a staircase leading to an isolated area with a dead Enclave soldier, as well as a bunch of Stimpaks and other curative goods.

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Part 4

The brunt of the destruction at Adams Air Force Base, whether recent or otherwise, seems to have been focused around the next area you're about to traverse. Half-destroyed hangars and debris piles are the only thing standing between you and the major tarmac at the base. Of course, the base's tarmac and surrounding buildings are littered with standard Enclave soldiers and Hellfire soldiers alike, so you're going to want to entrench yourself somewhere safe with your Tesla Cannon in hand as you deal with the brunt of the enemy forces. Thankfully, friendly Brotherhood forces are now pinching in from your right, as well, so expect the enemy focus to be split. This should make things much more manageable for you, though they won't forget you exist completely if that's what you were hoping for.

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The air traffic control tower to your left is your next destination, though we recommend first walking around the gigantic tarmac spread before you. This will take some serious time, since the location is so vast, but there's some advantages to doing this. The first advantage is this will allow you to both destroy Enclave forces completely on the tarmac in addition to connecting with your Brotherhood friends. And while there aren't many items to be found (some ammunition in the fortification in the middle of the tarmac is about all you'll hope to find), you can still add the factory building to your local map on the far end of the runway (it's optional to visit that location -- we won't in this walkthrough). You'll also get to see firsthand the Sandcrawler-like structure that we're ultimately going to breach (for all of you Star Wars nerds out there). But before we do any of that, we must visit the air traffic control tower, so head there now.

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Time spent in the air traffic control building will be short-lived. On the first floor, you only have one enemy to worry about, and it's a roving Sentry Bot that can be taken out easily enough with your Tesla Cannon. After destroying it, grab the Stimpaks (et cetera) from the multiple medical boxes on the first floor, as well as a Sniper Rifle lying around if you want it. Then, head up the staircase to the control room itself (the stairs leading into the basement are blocked off by debris). Once up here, seek out a computer terminal that won't require a hack. Select the ramp lowering option to lower the ramp on the mobile Enclave vehicle parked on the runway. Then, retreat back out of the tower, back into the building, and then ultimately, back outside.

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When you're back outside, you'll find new enemies on the scene. Even if you cleared the entire tarmac of foes earlier, you're still going to be pressed with fighting at least a pair of new Enclave soldiers that were brought to your location after you lowered the ramp into their mobile fortress (I swear, Jawas won't pop out of it or anything). So, as usual, use your Tesla Cannon to down them from as far away from that as is reasonably possible, and scour their bodies for goods. Then, when all is quiet once more, approach the ramp that you lowered from the crawler, which will allow you access to the inside. We're getting close to this lengthy quest's conclusion.

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Once inside, you'll see a force field blocking your way. Conveniently, there's a control panel to the left of the force field. Examine it and you'll be given some options. We opted to smash it, which worked just fine for us (though we sustained a little damage), but you can try the other option and see if it works for you (it should). Grab the two Conductors and Paint Gun from the toolbox underneath the control panel if you so desire, and then head forward. This initial floor of the crawler has a lot to offer, and few enemies (for the time being), so we recommend a wholesale exploration of this floor before you proceed onward via one of two exits, though hereafter, we're going to blaze through the rest of the quest, since sticking around and fighting to fully explore the area might spread your Stimpak supply far too thin. And trust us, you don't want to go down that precarious road.

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First, head to your right. You'll find a mechanic here who is fixing some of the Enclave's robots. However, as you speak with him, you'll realize that he's really just a dude trying to get by. He agrees to help you, and gives you some information if you're nice to him. In return, you can let him run off with his robotic friends. As he scurries off, be sure to explore thoroughly. You'll find plenty of ammunition, a Stealth Boy, and some other goods. To down the various force fields that are blocking you from further exploration, set a timed device when prompted (examine the console near each force field to receive the prompt), and then take a minor amount of damage as you walk through. Curative items are especially in demand now, so thankfully, you'll find plenty of them. If you've been following our walkthrough, you should have found well over thirty Stimpaks by now. And you'll likely need every single one of them. And as for the ladder you encounter leading upward... well, ignore it..

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On the other side of the "ground floor" of the crawler, things get a little more complicated. You'll find more force fields that you can down with the same technique you used earlier. However, behind one of these force fields is a contingent of elite Enclave soldiers that will all attack you en masse, all at once. When this occurs, fall back to a fortified position and get ready to deal with these enemies as best you can. Thankfully, your Tesla Cannon will make short work out of them, but the barrage of incoming fire will surely necessitate the use of a few Stimpaks. You may even want to use some of the Buffout you find down here on yourself to give yourself a statistical edge for the time being. When all of those enemies are downed and you're sure you've explore the totality of this floor, go up the stairs from where the soldiers stormed you. You'll eventually find a door that you should take to continue.

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Part 5

At this point, as we mentioned earlier, you've overstayed your welcome in this Enclave stronghold, and it's going to test your mettle. Therefore, it's time to cut to the chase. There's plenty to see up on this floor, as there was on the last floor, but seeing much of it depends on if you want to take the time to do so. Most of it is completely unnecessary as it stands, though rest assured there is a lot of stuff to be seen. For instance, you can go rightward from the door you used to get up onto this floor, go through the barracks, and end up in a scientific research location where Deathclaws can be fought, items can be acquired, and myriad Enclave soldiers can be downed. Going that way is up to you, but in the end, it's unnecessary when you consider the actual quest before us. If you're running low on supplies (and patience), ignore that area completely.

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Instead, we focused on heading leftward down the well-guarded pathway. You'll run into all sorts of enemies en route, from Sentry Bots and Mr. Gutsy to Enclave soldiers, scientists and officers. All of them can be and should be downed with your Tesla Cannon, which by now you should have plenty of ammunition for (we have somewhere around 700 rounds for it). When you see a sign to the medical bay, swing leftward into it, and follow the pathway around until you encounter a ladder leading upward. This ladder is marked as leading back to Adams Air Force Base, which is a little misleading, since you're actually headed to the top surface of the crawler. Nonetheless, this is the ladder you're seeking and should take upward. But remember! There's lots to see, find and do on the previous floor if you choose to take the time to do so. That's entirely up to you, but it's so far removed from the quest that it's bordering on verbose to put in this walkthrough.

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As soon as you find yourself outside, expect to be inundated with enemies, both of the human and robotic varieties. The human enemies are much more dangerous because of their mobility, so focus your Tesla Cannon on them first and foremost. Then, when they're expelled, feel free to aim your cannon at the Mark VII Turrets and Sentry Bots roaming around on the roof. When all are felled, comb their bodies for goods, both human and otherwise. There are also boxes in the room you initially emerged in that you'll want to scour for items, including Enclave Power Armor, Electron Charge Packs, and a Missile. Numerous more Missiles and some Flamer Fuel can be found outside of this room as well.

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Now, all you have to do is circle around to the satellite tower, which is our ultimate destination. Don't circle around to your left, or you're going to run into a dead end, some gun turrets, and even a Sentry Bot you wouldn't otherwise have to do battle with. In lieu of going in that direction, you should instead head around to your right. When you do, you'll find some Plasma Grenades in a chest to your left. The outskirts of the satellite building are well-guarded by machines, turrets and enemy soldiers, so stand back and let your Tesla Cannon do all of the work. Once your weapon has done all of the talking, you should be able to enter the building relatively easily, but be sure to collect all of the ammunition in the containers within their small fortification before going inside.

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Once inside, you are very close to the DLC pack's conclusion. In fact, you can hurry right up the staircase to the third floor of the tower, where the computer you seek is located. But if you don't want to rush around, break out your weapon of choice and get ready to do battle with the final vestiges of the Enclave in this location. You'll find Sentry Bots, a Mr. Gusty or two, and plenty of Enclave officers, scientists and soldiers. All must be dealt with. The close confines in which you're going to be fighting here necessitates careful use of the Tesla Cannon, since you no doubt know by now that much of its damage comes from its lingering effect, one that can also harm you if you're close enough in proximity to it.

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When you finally reach the third floor of the satellite building, approach the large computer terminal and activate it. You'll have the option of starting up the super weapon, which you should exercise. Then, you'll be given a list of locations you can destroy, including Megaton, and even the Citadel. Be careful in the decisions you make, since they have permanent outcomes on the story and on locations. We opted to destroy the Air Force Base itself, which is the "good" option (and a necessary one, too), but you can make any choice you desire. Once you do, seek a door out to the landing platforms for the helicopter. An Enclave chopper captured by the Brotherhood will ultimately bring you back to safety, at which point the mission concludes, as does the DLC pack. Congratulations!

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