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This page contains transcripts of the Fallout 3 Official Game Guide Game of the Year Edition, Tour of Mothership Zeta section.

TOUR OF MOTHERSHIP ZETA[]

Capital Wasteland Zone 2: Northern Mountains[]

TOPOGRAPHICAL OVERVIEW[]

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Transcript

The Crashed Anomaly—a small one-green-man Recon craft code named Theta—is bathed in low-radiation and is a surprising discovery out in the northern wilds of the Capital Wasteland. It's not the only spacecraft you can witness (randomly there's an explosion in the sky, and a falling Alien Blaster to scavenge afterward), but once you begin Mothership Zeta, the Crashed Anomaly become altogether more dangerous.

MZ:1: CRASHED ANOMALY (LAT 03/LONG 22)[]

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Almost directly north of the MDPL-13 Power Station (as you follow the line of power towers) you pick up an odd radio signal: You hear mainly static and then some eerie garbled speech you can't decipher. Locate the remains of a house; something has crashed straight through it, digging a furrow into the hillside. This is Recon Craft Theta, an Alien scout ship! Round the front of the craft to uncover a strange body, thrown from the cockpit. When Mothership Zeta arrives (which you are unaware of), as soon as you step close to the cockpit, you are grabbed by a tractor beam, and sucked up into an Alien spacecraft to begin Add-on Quest: Not of This World.

MZ:1: ALIEN HOMING BEACON (LAT 03/LONG 22)[]

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Once Add-on Quest: This Galaxy Ain't Big Enough... is completed and you return to the Capital Wasteland, Recon Craft Theta is gone (it's actually in the Hangar aboard the Mothership), and has been replaced by a Homing Beacon. Activate this Beacon if you wish to return to the Mothership for Elliott's aid, or you want to gather additional supplies from the chambers still accessible. You can come and go as you please.

Mothership Zeta: Interior Locations[]

TOPOGRAPHICAL OVERVIEW[]

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Motherhsip Zeta is never before seen from the Capital Wasteland, as it is currently in high earth orbit. Both you and Recon craft Theta are plucked unceremoniously from the ground and deposited aboard. Once inside this eldritch structure, you must free yourself with the help of a new friend, and fully explore the ship, gathering new weaponry, retrieving your inventory, learning how to destroy generators, and trekking from the lower decks all the way up to the Bridge itself. Expect swift and constant retaliation from your Alien masters, as they throw their best shock troops, Drones, and freakish Abominations at you.

MZ1.02 STEAMWORKS[]

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The Steamworks is a massive series of conduits and machinery designed to help propel Motherhsip Zeta through space. There are Aliens and their robot Drones to defeat, more new and interesting Alien weaponry to use, and Alien Workers to save from your wrath if you're so inclined. You battle through here to reach the Engineering Core.

MZ2.04 CRYO LAB[]

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The deep freeze is where the Aliens store the abductees they have tagged for their collections, or those that aren't currently experimenting on. Among the frozen are members of Elliott Tercorien's battalion. Most of the time, you're letting loose rabid Ghouls and Raiders en route to the main Cryo Storage facility itself. For best results, take Elliott with you.

MZ2.05 CRYO STORAGE[]

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Only accessed via the Cryo Lab, this storage facility houses all the abductees in suspended deep-sleep. You can wake a few Super Mutants if you wish, but your main task here is to locate and destroy one of the three generators.

MZ2.06 HANGAR[]

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For the best results, take Paulson with you. The Hangar features a giant bay with a pylon energy field holding the remains of Recon Craft Theta, plucked from the Capital Wasteland at the same time you were abducted. Battle to an upper balcony where the generator room is located, then bounce the Aliens ambushing you with their own pylon technology.

MZ2.12 RESEARCH LAB[]

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An initial chamber has a variety of vehicles (including Colonel Hartigan's space pod). Witness the depth of the Aliens' malevolent fascination with Giddyup Buttercup as you delve deeper into this laboratory! Row after row of steely-eyed robotic horses stand motionless, ready for the call to strike and overthrow their human riders!

MZ3.16 WEAPONS LAB[]

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The Weapons Lab is where much of the Aliens' offensive technology is tested. You must trek through this maze of connecting corridors en route to the Bridge. The main control room holds a wealth of armaments, and also includes a hefty unique Drone Cannon, as well as a shooting range where you can practice your skills, increase your XP, and earn the only perk in this quest.

MZ3.17 EXPERIMENTATION LAB[]

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The true horror of the Aliens' abduction begins to sink in as you discover the more grisly side of their probing. The series of chambers is dotted with the corpses of those of particular interest to these fiends, along with the Aliens' greatest triumph: half-human, half-alien hybrids known only (and suitably) as Abominations.

MZ3.21 LIVING QUARTERS[]

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The Aliens themselves sleep in small stasis pods dotted around a central sleeping area, and have fortified this position with Sphere Shields. Fortunately, you should be carrying equipment to negate these blockades, by bouncing Grenades or Drones cannon blasts, or hopping around the shields themselves. Only then can you locate the final Recorded Log, and storm the Bridge!

See also[]

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