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Fallout 3: Mothership Zeta Achievement Guide
Probe the stars with GameShark.com's guide to Fallout 3: Mothership Zeta.
Date: Friday, August 14, 2009
Author: Brandon "Giddyup Buttercup" Cackowski-Schnell

From here keep walking through the rooms and the hallways, going up whatever stairs you're presented with. It's damn near impossible to get lost as it's completely linear. When you get to the room with the door to the Space Walk you can use the nearby door switch to open the door and get some more Alien Biogel and Alien Epoxy although by now you should be swimming in the stuff. When you're ready, head out the Space Walk door.

Ooooh, space. How exciting! Two things to note here. First, you don't have access to your PipBoy. Second, you can't use a weapon. Space, why are you so cruel! Your quest log will update onscreen with a message that you're supposed to find a way to turn on the access teleporter so we best do that before something comes after you. Walk up the ramp and when you get to the top of the ship proper, look to your right. See that little red stump looking thing sticking up out of the ship? Go over to it and activate it. There are three of these things total to find and activate, including the one you just did. You'll hear footsteps while you're out here, but don't worry, it's just an alien running around inside. Silly alien! Find all of the busted control panels and activate them all and the teleporter in the middle of the "room" will turn on. Step onto it and you'll be lifted up and teleported back into the ship. You'll also get 300 experience points, the "Among the Stars" achievement and 20 points.

This Galaxy Ain't Big Enough - 40 pts

Like all of the other quests in this DLC so far, this one will start automatically when the last one ends. Don't take your space suit off yet as it kills you, and you lose Karma, oddly enough. Fallout apparently doesn't like it if you're either suicidal or stupid. Walk forward and hit the switch to do the whole decompression thing all over again. You are now free to change your clothing. Head out of this room, activate the teleporter in the middle of the room and all of your friends will rejoin you. Sally will open the door so go through it and then peep the nice view of Earth through the floor of the next room.

Approach the next door and Sally will crawl into the wall to open the door. A giant holographic alien head will appear above the window in the floor and spout some alien gibberish, show off a big death ray and then it will shut off. Talk to Samoh about said death ray and then go through the door that Sally opened. From the next room you can either go into the Biological Research area or the Weapons Lab. Seeing how we need the teleporter to the Biological Research area is busted, the Weapons Lab seems like an easy choice. Besides, who doesn't like weapons?

Before you enter the room there's yet another switch you can use to blow stuff up, so do your thing and then enter the room and kill everything. Head to the left and check the shelves for Alien Epoxy but be wary as an alien and a Guardian Drone will sneak up behind you. Go into the next hallway and use the switch to open the door. In this small room you'll find tons of Alien Epoxy and Biogel as well as ammo for your Alien Blaster and a new weapon called the Alien Pulverzier. You can also get a Guardian Drone for some hot team-up action. Leave this room and keep on going down the hallway to the T-junction. Your route is blocked to the left so take a right. More enemies will come after you but your drone buddy should be able to handle them.

Keep following the linear path down the hallways and up the stairs and eventually you'll come to a room overlooking the main area you first entered into. There's a Healing Archway here for all of your healing needs. Hit the control switch nearby and then head down the stairs and take out the Guardian Drone and the aliens. Go through the door to the east and follow the hallway into the next room. Take care of the alien up on the catwalk and then go up the stairs to where it was and out through the circular doorway.

Make your way to the large, open room. Walk forward and down the small set of stairs and you'll find Alien Captive Recorded Log number 24 on your right. Continue to the back of the room, dealing with the alien along the way and you'll find a metric ton of weapons, ammo and armor including Combat Armor, Metal Armor and Tesla Armor. If you're really sick you can use the switches against the window to the west to watch some Guardian Drones kill some Brahmins. If you enter this room and kill the two drones, check the drone inventory for the Drone Cannon Ex-B, a unique drone cannon that has explosive, non-ricocheting shots. Strangely enough these drones drop normal Drone Cannons but have the experimental ones in their inventories. When you're done torturing cows head North and into a room where you'll see two balconies with switches that have holographic pistols above them. This is a shooting range of sorts. Hit the switch on the first balcony and a brahmin will materialize down below for you to shoot. Check the shelf next to this switch for the Destabilizer, a unique Alien Disintegrator. Hit the switch on the second balcony and a whole bunch of raiders and albino radscorpions will appear. At first the raiders will shoot you but once the radscorpions enter the scene everything will start fighting each other. Take them all out and you'll get the Xenotech Expert perk which gives you 20% extra damage with alien weaponry. When you're done, go back to the room with all of the weapons and go out the door to the East. Go up the stairs and take out the Drone Guardian and then exit this area by going through the door to the Experimentation Lab.

When you enter the room, go to your right into the next room and kill the alien. Keep going forward (North) until you enter the room with the strange chairs and the corpse on the floor. In this room you can find the switch for Alien Captive Recorded Log number 20. Once you have the log, leave this room and then go through the doorway to the west. Feel free to check out all of the rooms in this hallway, using the nearby switch to open the door on the left and use the Healing Archway if needed. Go back into the hallway and enter the last room on the right. Bear right when you enter the room and activate the switch for Alien Captive Recorded Log number 10. You'll have to take the generator in this room out so that you can take out the energy field blocking your way. This also seems to free some other aliens in the other room and they don't seem all that pleased with their new found freedom.

These new aliens are called Abominations and while they look like slightly larger aliens, they still go down pretty easy. Head through the newly opened doorway and take the two new beasties out. Follow the hallway to the room where you first saw the Abominations and you can get Alien Captive Recorded Log number 9 from the switch down by the experimentation tables. Leave this room and then follow your map to the door to the Biological Research Area.

Once you're in the Biological Research Area walk into the large room and go up the stairs to your right. There will be two more abominations in here so take them out before moving on. In the small area to your right and down some small stairs you'll find Alien Captive Recorded Log 18. There's also a Healing Archway in here if you need it.

Eventually a door to the south will open and two aliens will come out so kill them, enter the room they came from and use the switch next to the energy field to disable the field. Enter the next room and use the switch to activate the middle teleporter (next to the working teleporter). You're pals will quickly show up and join you. Unfortunately the teleporter to the bridge doesn't work, so instead take the one to the Death Ray Hub. How charming.

Take a look around the next room and you'll find two more doors that you can either wire to blow up, or open. Each door leads to a room with a Support Drone and a container with some gear in case you need stuff or assistance. Once you have what you need, take the hallway to the south and kill anything that moves. Follow the hallway along to the large open room and then take the stairs on the right down to the lower level, dealing with the various aliens milling about. Take the hallway to the east and then use the Release Mechanism switch in the next room to take down the energy fields.

From here keep making your way through the hallways, again you're on a linear path so it's hard to get lost. Aliens and Healing Archways will show up, so kill the former and use the latter and try not to confuse the two. Eventually you'll get to the door to Death Ray Control so go on through it. Once you enter, go to your right and into the large open room filled with aliens just begging to be killed. Well, not begging. That would be unsettling. Your goal in this room is to destroy the four generators marked on your map. When you enter the room you'll see a console with two sets of switches, two on the left and two on the right. Look at the two switches on your left. The left switch will raise one of four generators around the room, allowing you to go and overload them like you've overloaded generators since setting foot on this godforsaken ship. The other switch will allow you to shoot the Death Ray at your unsuspecting planet. The two switches on your right are for changing where the Death Ray is aiming. Use the leftmost switch to raise generators and then go and destroy them, pausing to deal with the stream of aliens tying to stop you. Once all generators are toast, so is the Death Ray so use the nearby teleporter to travel to the Living Quarters.

When you re-materialize, travel down the hallway until you find your path blocked by a shield. The good news is that eventually it will come down. The bad news is that now the turret in the room can shoot you and the wandering abomination can attack you. Deal with both and then head up the stairs and into the big, open room. More shields are set up in this room so use them to your advantage when dealing with the aliens and the two turrets in the room. They can blow up though, so stand close but not too close. When everything is dead, head through either of the two southern doors.

Go down the stairs and take a left. We're going to go find our missing Japanese friend. Head down the hallway and through the room taking out aliens and shields as needed. When you get to the T-junction, take a left. Head all the way down the hallway and into the room and you'll find Kago, either alive or dead. Loot his corpse, or make him a corpse and then loot his corpse if you want some cool samurai duds. Killing Kago will not affect your Karma if that sort of thing is a consideration. Whatever you decide to do, make your way back to the bottom of the stairs and then go in the opposite direction.

Eventually you'll get to a point where your path is blocked by some shields but you can enter a room on your left. Do so and deal with all of the turrets and the aliens. When the smoke clears, look next to the door you just came through and hit the switch for Alien Captive Recorded Log number 23 which happens to be the last one you need for the Alien Archivist achievement. Make your way through this room and back into the hallway using the door switch to overload the turrets in the next room if need be. After the switch used to overload the turrets, turn left and you can use the Healing Archway and grab the drone before heading up the stairs.

The room at the top of the stairs has two turrets and an abomination to deal with, so deal with them. Head into the next room and take out yet another abomination before climbing either of the two staircases. Take out the abomination and use the nearby Healing Archway before you get to the teleporter to the bridge of the ship. Once you go through this teleporter you can't come back to a lot of areas on the ship so now would be a good time to go back and get any Alien Captive Recorded Logs you need or to go and see anything you skipped. When you're ready to kick these alien bastards in the nards once and for all use the teleporter to gain access to the bridge.

When you materialize the door to the bridge will open and all of the aliens on the bridge, including the Captain of the ship will start shooting them all. Kill them all and eventually all of your friends will join the party albeit too late to do anything useful. Unfortunately, once they show up, so does another huge alien ship. Sally will start issuing orders as to where people should stand for the upcoming battle so just listen to the kid and do what you're told.

Ok, so space battle time. Head to the front of the bridge and you'll see a set of three buttons on your left and the button to fire the Death Ray on your right. The three buttons are there to set how you want power distributed. The left button is for all power to the shields, middle is for equal distribution and right is for all power to the Death Ray. Seeing how the Death Ray needs time to charge back up, a good strategy is to put all power to the shields, let the other ship shoot you, then switch all power to the Death Ray and shoot the other ship. Keep doing this and eventually the other ship will score a hit and drain power from your ship, so ignore the attacking aliens that enter the room and instead run around the room and hit all four generator buttons. Once you do that, power will be restored and you can resume your epic space battle. Aliens will keep coming into the room so do your best to ignore them if you can and keep firing on the other ship. Once you defeat it you'll get the 600 experience points, the "This Galaxy Ain't Big Enough" achievement and 40 points for your efforts.

Find Sally and talk to her and she'll tell you that the teleporter in the Captain's Quarters will send you back to Earth. Talk to the rest of your crew to find out their intentions and don't forget to loot the Captain's body for the Captain's Sidearm, a unique Alien Blaster that shoots three shots at one time. Once you're ready to go home ride the lightning back to the Wasteland. At any point you can return to the Alien Homing Beacon and teleport back to the bridge of the ship and so some more exploring or use it as a swanky new space pad. Otherwise, you're all done with Mothership Zeta, and if you've been knocking out the DLC, then you're done with Fallout 3 too. Congratulations!

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