Tag Archives: Mothership Zeta

Archiving the aliens finally

It took most of Saturday night and all of yesterday afternoon, as well the checking and re-checking and re-re-checking of online guides, but I did it. I actually did it. I searched high and low, far and wide, in and out, up and down…eh, you get what I mean. The point is I finally unlocked this in Fallout 3:


Alien Archivist (20G): Collected all Alien Captive Recordings

When I first went through Mothership Zeta during my initial play of the game, I missed a lot of stuff. I was more scared then to explore, afraid of what I might stumble across, whether it be a host of enemies I wasn’t prepared for or something else. So I more or less just did the missions as straightforward as possible, and once I was back on barren Earth I realized I definitely did not grab all the alien captive audio recordings. Oh well, I thought. Later, I teleported back to see if I could find them again, but many sections of the spaceship were now inaccessible. Ah, yes. One of those hiccups.

This time, however, I was prepared, and I had a plan (i.e., an online guide). Find the audio recordings. Find them hard, find them fast, find them first. So my second trip aboard the mothership was fairly perfunctory, but I was also surprised by some of the things I stumbled upon that I otherwise might not have found had I not gone looking into every crack and crevice. Like discovering the aliens’ bizarre fascination with the Giddyup Buttercup toy horses or seeing them standing around an old automobile looking rather perplexed or spawning mutant cows to watch them get obliterated by alien technology. I also found a unique kick-ass energy weapon, which I’d look up the name of, but I think the site I usually go to has viruses and so…I will just stay here. The Demolisher? The Disruptor? The Proton Pack? Hmm…

But yeah, I’m glad to see this finally unlocked. Now all I have left is to hit level 30 with an evil character (Samantha is currently level 23 so we got a ways to go), find all the steel ingots (ugh, gonna need a guide for that, too), and then hit all the level checkpoints with a neutral character. Those last ones are gonna be tough. While I absolutely love Fallout 3 and do consider it one of my favorite games, I just know it’s gonna be hard to go through it completely for a third time. Maybe I will find Dogmeat to spice things up a bit. Either way, creeping closer to a full Gamerscore…

For those curious, this is the guide I used to find all the alien audio captive recordings in Mothership Zeta. It is a little vague, which I liked, but tells you which ones are in which room and how many you should have at certain points. Hope this helps!

Fallout 3: Status Report (Level 20)

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I’m now ten levels deeper than my previous update on Fallout 3, and I’m still totally loving this game. If this was vanilla Fallout 3, I’d be at the end of my rope, no longer able to gain experience past level 20, but thankfully, with the Broken Steel DLC, there’s still room to grow.

So, what have I been up to these past ten levels?

Well, I researched further into my father’s past, freed him from the madness that was Tranquility Lane, helped him get Project Purity going only to have that fall apart, befriended a vernacularly loyal Super Mutant, stole a G.E.C.K., got underminded, convinced a AI prez to do himself in, and readied myself in preparations to “take it back”…only to not.

And that point, I kind of sensed that the big finale was coming up (and by finale, I mean the original end-all, be-all vanilla Fallout 3 finale; I’m completely aware that the game continues on now after the fact) and I just wanted…to explore. There’s so much to see (and miss) in this game, it really is quite astounding. Imagine me, just venturing around the wasteland when I spot a rinky dink house in the distance. Off I go…only to find myself distracted by something else before I even reach it. Ah, ADD and the Capital Wasteland–causing havoc since 1954!

Anyways, I took on a few more quests (The Superhuman Gambit was especially fun, but I felt too much pressure during Blood Ties to do the right thing and so I let the “cannibals” slide for the time being), and then when I was ready for some more gameplay-driven adventure I searched out the downed spacecraft. That’s right, I tackled my second piece of DLC: Mothership Zeta.

Much like Operation: Anchorage, Mothership Zeta is a very linear experience. Your character is captured in a beam of light and transported onto the big ol’ spaceship to be plucked and prodded. Then, with the help of some other prisoners, you will have to escape the ship (e.g., reach the bridge and kill Captain A. Lien). It’s hard to get lost, and you’ll basically be plowing forward, shooting aliens with their own awesome weaponry while collecting tons of weightless food and energy cells. I didn’t worry about finding all the radio logs, and on whole the DLC took about three to four hours to complete. It was a good time, and it definitely helped me earn XP with little to no trouble. But again, while the plot and worldbuilding in Fallout 3’s quests are deep and well-told, the two DLC so far that I’ve experienced are not. Some of the logs reveal a few bits of story, but otherwise it is just “see alien, shoot alien”…except for the workers. Had to keep my karma in check.

But that’s it for now. I suspect I’ll head back and wrap up the Take It Back quest and then head elsewhere. The Pitt or Point Lookout, dear readers? Both worry me that my stealthy ninja might not be a great match for them.

And I still haven’t found Dogmeat…