The Pit

**The Pit** is the starting location of the game and one of the major settlements on the Ship.

## Description

A sprawling heap of vacant cargo containers slowly getting filled up with those who couldn't afford to stay in the Habitat or needed to get away from its bosses and factions.

## Main Street

The Central Street, if you can call the space between container stacks a street. That's where you can find all notable stores and establishments.

### Abe's Store

An old general store that's been putting on a going-out-of-business sale for the last fifteen years. Abe lures the gullible and unwordy with deep discounts and free trinkets, but the man hasn't stayed in the black all these years by giving shit away.

* Abe sells general goods here
* Evans can be found here
* Steal 2 Grab some ammo: you gain 12 9mm Ammo
* Steal 2 Grab some ammo: you gain 12 .45 Ammo
* Steal 2 Grab a Maintenace HUB

### Cole's Gadgets

Cole's has been a fixture of the Pit's main square since the original containers were cleared away. Any gunman worth his salt will tell you no matter how fast you are, a bullet will find you sooner or later. Why not protect yourself with some of Old Earth's technomagic?

* Cole sells grenades and various gadgets here

### Medbay

This is the place you crawl to when a business transaction doesn't break your way. As long as you're still breathing, the ancient machines will stitch you up, purge you of toxins, and set you right back on your feet. Provided you can pay the bill, of course, so no charity cases, please.

* Sarah resides here
* Steal 3 Grab some meds: you gain 4 Medkit
* Steal 4 Grab an Aggro stim: you gain Aggro (AGR-72) stimulant

### Power Station

The power supply for the Pit. The hulking generator, transformers, and high-tech power grid were all designed for the colony on Proxima. But maybe a town cobbled together from shipping containers and seated in a cold, dark cargo hold is colony of sorts... Why not take advantage of all these shiny toys?

* Zeke resides here
* Room east of Zeke can be opened with Lockpick 3 or Computers 2
	+ Box in the room contains Work Goggles and Protective Sleeves
	+ There is a broken console that can be stripped for parts to gain Electronic Module and some LP in Electronics

### The Church

The Church's business - some say the business of the Ship itself - is saving souls, and where else than the Pit can one find such a concentration of desperate, lowlife sinners in need of saving? As an added incentive, any old job will pay you credits, but only the Church gives a satisfaction of doing God's work.

* Solomon resides here
* North of the church is a locked apartment that can be opened with Lockpick 2. Jia can be found there
* Below the church near the stairs is a broken console that can be stripped for parts to gain Electronic Module and some LP in Electronics

### The Promised Land

The promised land often mentioned in the Church's sermons is still out of reach, but Jonas' famous whorehouse of the same name is right around the corner and twice as fun. Drinks are free every Tuesday if you're short on credits.

* Jonas, Samuel and Caleb reside here
* Steal:[4] Pick the pockets: you gain 97 credits

### The Regulators

Hired on to defend the town against the Brotherhood, the Regulators earned a new contract after repelling an all-out assault. Their new mandate is to protect the Pit against all future threats, within and without, a job which occasionally brings them all the way out down to Mainstreet. They bring enough order to keep the more prosperous citizens safe, without aggravating those commited to the absolute freedom the Pit promises. At least, that's the hope.

* Braxton resides here
* Sneak 4 Go inside a room with sleeping guards
	+ Lockpick 3 open a first aid box containing Regen (RCR-3) stimulant and 4 Medkit
	+ Steal 4 Pick the pocketss: you gain 123 credits
	+ There is a Regulator Badge nearby that you can steal

### Your Apartment

A spacious, windowed apartment in the downtown core, well-known for its classic architectural charm and vibrant nightlife. Minutes away from local shopping, dining, and entertainment.

* Crate in your apartment contains Worker Jacket, Protective Sleevs and Bowle Helmet
* Xavier outside of your apartment can teach you Lockpick skill for 100 LP for 200 credits per person
* Crate behind your apartment can be opened with Lockpick 2, it contains Piper Jack Multi-Barrel Pistol, 10 9mm Ammo, Worker Boots and Flashbang (standard)
* Below your apartment is a gated area
	+ Two junkies, Spike and Bulldozer will stop you and demand 50 credits from you
		1. You can either pay them, scare them with Streetwise 2, kill Spike with Critical Strike 2 and then fight Bulldozer or fight them both
		2. You gain 90 Encounter XP for dealing with them
	+ Lockpick 2 Open a box containing Truncheon and 4 Medkit
	+ Steal 6 Pick the pocketss: you gain 197 credits

### Whiskey Jack

A popular bar first opened when the Pit was still a small prospector camp in the vast darkness of Cargo Hold 3. The prospectors' basic human needs - drinking, whoring, and gambling - had to be met, which led to the rapid growth of the camp and its miraculous transformation into a booming town.

* Jack and Tanner can be found here
* Steal 4 Pick the pocketss: you gain 82 credits
* Frank the gunsmith, Armor Trader (The Pit) and Moore have their stores nearby

## Camptown

As Jonas Redford's town prospered and began to expand the original settlement, the second and third wave of migrants broke new ground by dismantling yet more containers. Now this dirty and disordered camp is a district in its own right, and a place that adamantly resists any kind of authority or oversight.

### Boone's Moonshine

Camptown's finest bar-n-grill that offers an assortment of low-grade alcohol and 'boldly flavored' dishes, the flavor making it impossible to tell what the hell you're eating, which is probably for the best.

* Boone and Chance can be found here
* Steal 5 Pick the pockets: you gain 154 credits

### Courthouse

A privately owned judicial institution founded on the principles of Old Earth's ancient legal traditions, at least according to the proprietor. The Courthouse provides a violence-based solution to local crime, acting as the last bulwark between the glorious freedoms everyone in the Pit loves so well, and lawless anarchy.

* Chief Justice, Storekeeper (Courthouse) and Bookie can be found here

### Earl's Office

An employement office for people with a short list of marketable skills, but a willingness to commit violence. Preference given to candidates who can follow instructions and get things done.

* Earl can be found here
* Storekeeper (Camptown) has his store next to Earl's Office
	+ Steal 2 Grab some ammo: you gain 20 shells
	+ Steal 3 Grab a grenade: you gain Gas (standard) grenade

### Engine Fuel

A third rate watering hole for less discerning customers, unwilling or perhaps unable to pay a premium for quality ... or safety. These ardent believers of Nietzsche are unshakable in their belief that what doesn't kill them, makes them stronger, despite the ample evidence to the contrary

### Mercy's Fort

Twenty years ago, a firebrand preacher purchased this lot with a dream of building a cathedral, a beacon of light in the spiritual darkness of the Pit. Being the enterpreneurial sort, Mercy made a few tweaks to her father's plan - she put together a fighting crew and transformed the half-built church into an impregnable fort for her gang.

### Old Earth Emporium

The Old Earth Emporium is the respitory of all human knowledge, where the most important events in history have been painstakingly recreated by Hollywood experts. Drama, action, romance, and every unholy hybrid of the three you can imagine - this enormous virtual reality library has it all!

* There is a Skill Training Machine inside
* South of Old Earth Emporium is a locked container that can be opened with Lockpick 2. There is a crate there with 8 Medkit, 25 Shells and 25 .45 Ammo
* South of Old Earth Emporium is a broken console that can be stripped for parts to gain Electronic Module and some LP in Electronics

### The Drain

Both the literal and the proverbial bottom, the Drain is where you end up after you've made your second-to-last mistake. Once you're in, there's no escape. You're at the floor of the gravity well and your velocity is zero. Might as well accept your fate and stop struggling.

## The Outskirts

This is the real frontier now, where the poorest and most desperate, unable to secure a place even in the lowly Pit, are forced to live on a bare deck and a prayer. It will be another decade at least before you can call this place liveable. Until then, keep your iron handy - it's also a favorite spot for bandits and deserters fleeing the Habitat's strife.

* SW corner of the area, near the entrance to the Outskirts:
	+ Hank can be found here, harassed by two thugs
* Center of the area:
	+ Lockpick 2 Pick the lock to the container south of E4 container
		- There is a box with 12 .45 Ammo
		- Lockpick 4 Pick the lock of the crate, it contains fully loaded Bulldog II Revolver
* NW corner of the area:
	1. Lockpick 3 Pick the lock
	2. Computers 2 Extend the bridge
	3. Computers 5 Disable the force field
	4. Crate behind the force field contains Scavenger Goggles, Half Mask, Damaged Enforcer Helmet and Explorer Coat

### Trading Plaza

A small trading plaza in the Outskirts for those who don't want to venture into town or those who aren't welcomed there.

* Trader (Trading Plaza) can be found here

## The Outer Gate

A long defunct cargo gate which now serves as the main entrance into the Pit. It was also the strategic chokepoint that prevented the Brotherhood from overrunning the Pit during their last attack.

* Storage room can be opened with Electronics 2
	+ There is a locker with two Electronic Modules
	+ Lockpick 2 Open the other locker, it contains one Electronic Module

## Gallery

The Pit and Main StreetCamptownThe OutskirtsThe Outer Gate