Fight 3: Fight 3 is against Gruber, who supposedly sports some impressive firepower. In actuality, it's just an Infiltrator. If you gave all 100 ingots to Everett, you have this weapon, only unique and named "Perferator". It's not a bad weapon, but if you picked up the flamer from the Bear Brothers, use it instead and Gruber won't stand a chance.
Once you've killed Gruber you'll get the Pitt Fighter perk that gives you an extra 3% radiation resistance and you'll do an extra 3% damage. Head on back to the Mill as the reigning champion of The Hole and a free man. Once back in the Mill, you'll talk to Krenshaw who will inform you that Ashur will now speak to you. You'll also get your 20 points and the "Unsafe Working Conditions" achievement.
Free Labor - 40 pts
Again, this quest will start automatically upon the end of the last one. Before doing anything, check the footlocker on the floor behind where Krenshaw was standing for all of your gear. Time to make some tough choices as chances are, you can't keep all of it. After you've said goodbye to all of your fun new toys, head to the door to Uptown and go on through it.
Once in Uptown you can take a nap or speak to the charming locals. Or you can just head right to talk to Ashur. The walkways are a pain to navigate, but just keep following your compass and eventually you'll get to the door to Haven. Go through the door, up the elevator and listen in on Ashur and Krenshaw's conversation before you speak to Ashur.
When you're talking to Ashur, you'll be given the opportunity to lie about whether or not you've met Wernher. Pass the check and Ashur will tell you that Werhner is planning a coup. Ashur will offer to make you a lieutenant in his army if you side with him. Tell him that you'll side with him and he'll tell you that it's time that you found out about the cure and will offer to let his wife explain. Once the conversation ends, he'll be called away to put down a slave revolt, allowing you to find the cure and ponder your choices.
Go talk to Sandra and she'll tell you that her and Ashur's daughter Marie is the cure. Seems Marie has a natural, transferable immunity to mutation and they're studying Marie to figure out how to best use her immunity to help rebuild the Pitt. Now you have a choice. You can either side with Ashur and deal with Wernher, or steal Marie and deal with Ashur and the Pitt Raiders.
However you decide to do things, the ultimate rewards are the same. First, you'll get the Free Labor achievement and 40 points. Second, you'll get the Booster Shot perk which gives you an extra 10% radiation resistance. You'll also get access to the Ammo Press in the Mill. Once you've finished either quest path, check the Notes section of your Pip Boy on instructions for working the Ammo Press. You won't take a karma hit for either path, as they're equally murky, however if you kill slaves after siding with Ashur, you will lose Karma.
Siding with Ashur
If you leave without the baby you'll have to find Wernher's location from Midea. If you want to have as small a hit to your karma as possible, avoid killing the rioting slaves you'll come across. If you don't care about karma, well, do your thing. Either way, make your way to the door to Downtown. Once downtown, make your way to Midea's quarters. Midea doesn't care much that getting the cure means kidnapping a baby. Oh the humanity! With a speech check you can find out where Wernher is. If that doesn't work, check her desk for a note from Wernher.
Wernher is hiding in the steelyard, so head on over there and then head to his hideout. He won't be too pleased that you don't have the kid with you but with a successful speech check you can persuade him to run. If not, you'll have to persuade him to die. Whatever you do, return to Ashur once Wernher is taken care of. A word of warning, if you spare Wernher, he may attack you when you leave his hideout. You can fast travel from the Steelyard to Haven, so do so to make your trip easier.
Once back with Ashur, tell him that Wernher has been dealt with. Ashur will tell you of his plan to eventually stop kidnapping people once Marie's immunity can be used to keep mutations at bay. With that, your time in the Pitt is over. From here you can keep bringing ingots to Everett, or bring Teddy Bears to Sandra for Marie, as well as use the ammo press. Whatever you decide to do, you can now come and go from the Pitt as you please.