Main quests - QUEST 1: Not Of This World - part 1 | Main quests F3: MZ Guide
Last update: 11 May 2016
Received from: automatically during the exploration of Capitol Wasteland [Capitol Wasteland]
[#2]
Walkthrough: The area you'll have to reach should be familiar to you if you've been thorough while playing the main game for the first time. This is where one of the alien ships have crash landed and where you've collected an alien blaster. You can reach the crash site by starting your journey from one of four nearby locations - Greener Pastures Disposal Site, MDPL-13 Power Station, Reclining Groves Resort Homes or Clifftop Shacks. Upon your arrival in the target area you're going to be automatically captured by an alien beam [#2] and transported slowly to an alien ship. Afterwards you'll witness your character being tested by strange looking creatures.
[#3]
You'll eventually find yourself standing in an area of the ship called Holding Cells. Wait for the game to automatically initiate a conversation with Somah. It doesn't really matter how you'll respond to her comments, because you can't make her angry at you and you won't receive any profits for being polite. Ignore a short intermission, because the machine will take someone else [#3]. Talk to Somah again and this time focus on figuring out a way to escape the ship. You can agree to her plan of starting a fight right away or you can question it by saying it's a bad idea. Sadly you don't have any other alternatives, especially since there aren't any interactive objects in the area and also because you've lost your equipment (only temporarily).
[#4]
Once you've agreed to Somah's plans you'll start a melee fight [#4]. Don't worry, because you won't lose too much health here. Damage done to your character is going to be minimal, even if you allow her to punch you a few times. Wait for two aliens to appear near the force field. Both creatures will soon enter the cell to stop this fight. This is your chance to escape, so stop attacking Somah and focus on killing both aliens. Each time hit only one target. This is important, because the aliens will use shock batons to stun you. Once you've eliminated both creatures make sure to collect one of the batons and to choose it as your primary weapon. For the next few minutes this is going to be your only piece of equipment.
MAP OF THE HOLDING CELLS:
Map legend: 1 - holding cell where you start the game; 2 - imprisoned guard from Rivet City; 3 - control panel with the first recording; 4 - healing archway; 5 - Sally's cell; 6 - generator; 7 - blocked passageway; 8 - control station and your equipment; 9 - passageway to: Steamworks
[#5]
Get ready, because two other aliens will enter this cell in just a few seconds. Defeating the creatures should be slightly easier since you already have a melee weapon. Exit the cell once it's safe and choose the eastern corridor. There are a few release mechanisms on the nearby walls, however they're not too important. One of the cells imprisons a guard from Rivet City [#5], but you don't even have to talk to this person. Aside from that you'll find a dead Enclave soldier. Take his clothes if you don't feel comfortable running around half-naked.
[#6]
Continue heading eastwards. You'll soon enter a slightly larger room where you'll be allowed to interact with a glowing control panel [#6]. Doing this will allow you to get your hands on the first recording made by one of the captives. There 25 recordings "hidden" on the ship and adding all of them to your Pip-Boy's playlist is required if you're planning on fulfilling one of the achievements in Mothership Zeta. There are three panels in this room - #15, #22, #14. Return to the start area once you've found all of them and this time proceed west.
[#7]
You'll now have to go through something that looks like a stargate [#7]. This is a healing archway and it's purpose is to grant you with a small amount of health points. Thankfully you won't have to rely only on these devices, because you'll find tons of healing items (including food) while searching other decks of the ship. Explore a new large room to collect three new recordings - #3, #1, #12. Choose the southern corridor by opening a massive looking door.
[#8]
Approach the cell located to your right and you'll come across a young girl named Sally. She wants you to get her out, however there aren't any control panels in the vicinity of her cell. Proceed further down to the south and approach a single control panel. Using this device will result in a generator being raised from the floor. Your objective will be to approach and use three coolant switches [#8] located around the generator. Once you've disabled all three units move back to a safe distance. Wait for the generator to overheat and explode. You may return to Sally and obviously you should ask her to assist you in leaving this deck of the flying ship.
[#9]
Follow Sally to a large room where you've found the second set of recordings. Proceed towards the left door. Ignore Somah's comments and wait for the little girl to unlock this passageway for you. Once again you should agree to her offer, because her actions will make your progress slightly less painful. Head west and don't forget to kill one of the aliens [#9]. I would recommend that you start looting bodies of alien creatures from now on, because most of them will be carrying weapons, ammunition, medical supplies, food and other valuable items.
[#10]
It's crucial that you explore a small room where the alien was standing not long ago. Use a large switch to open a passageway leading to the next section of the ship, HOWEVER don't leave this area just yet. It's extremely important that you open all nearby containers [#10], because one of them will contain your equipment. Aside from that you'll also find plasma grenades and an Enclave helmet. Rearm yourself and once you're ready choose the passageway leading to the Steamworks.
MAP OF THE STEAMWORKS:
Map legend: 1 - passageway to: Holding Cells; 2 - passageways unlocked by Sally; 3 - healing archways; 4 - stairs; 5 - passageway to: Engineering Core