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Fallout

Up to date as of February 01, 2010

From The Vault

Not of This World
(Mothership Zeta add-on)

location: Holding Cells
Steamworks
Engineering Core
given by: Alien Radio Signal/transmission
reward: 300 XP
leads to: Among the Stars
related: This Galaxy Ain't Big Enough...
base id: xx000802
Not of This World

requirements: Complete Not of This World
gamerscore: 20
trophy type: Silver

Not of This World is a Fallout 3 quest and achievement in the Mothership Zeta add-on.

Contents

Walkthrough

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The abduction

The quest is received shortly after leaving Vault 101, the same as Aiding the Outcasts for Operation: Anchorage, Into the Pitt for The Pitt, and The Local Flavor for the Point Lookout add-on.

You receive an unintelligible radio transmission which will lead you to the Alien Crash Site, where you will be abducted by the Aliens. The fastest way to get to the crash site is travel to Greener Pastures Disposal Site, and head northwest. If you haven't found Greener Pastures, travel to MDPL-13 Power Station and head directly north. You should be exposed to significantly less radiation when traveling from MDPL-13.

After being abducted, you will be probed by the aliens. You will wake up in a cell, stripped of all your gear, with a woman from the Capital Wasteland named Somah. She will suggest staging a fist-fight as a ruse to attract the attention of the guards, so that you can overpower them and escape. Once you and Somah have exchanged a few punches, two Aliens will enter the cell and she will help you beat them up. You may wish to pick up one of their Shock Batons to arm yourself.

After you and Somah have escaped, be sure to check out the contents of the other cells: a dead Enclave officer and a confused Rivet City Security guard who is trying to convince herself she's just dreaming.

The escape

Not long after you and Somah escape, you'll come across a caged cell holding a young girl named Sally. She requests that you free her by overloading and overheating the module near her cell. To do this, you need to activate the three cylinders surrounding the module. Once it explodes, Sally will open the previously sealed door by climbing through small ducts in the walls. She will then offer herself as a guide and help lead you throughout the ship. Somah says she will be staying behind to "watch your back" and that she'll catch up later. Your gear may be retrieved from a container located in a storage room to your left down the hall.

You must now make your way through the fairly linear path with Sally helping you along the way. Not long afterwards you both alert some Alien guards (which appear as friendly dots on the compass, for now), who will spawn nearby and Sally tells you to wait. You have the option of asking Sally to assist you by giving her a grenade (only Frag or Plasma can be given) so that she may sneak up on them from behind the walls and hit them with the grenade after you distract them. Otherwise, you can deal with them on your own and she'll crawl anyway behind the walls. It may be a good idea to let her assist you, as the three Aliens will all die immediately from her grenade as soon as you approach them, saving you the trouble.

Sally will continue offering you assistance as you continue through the ship, such as unlocking doors or creating distractions to make your trip easier. You don't always have to accept her help, though. You may opt to just cut a bloody path during your escape, which will also provide a lot of Alien loot and weaponry, such as Alien Epoxy, Alien Power Modules, and interesting new weapons.

During your escape you'll eventually encounter Alien Workers. Sally informs you that it would be better to leave the harmless Aliens alone. Killing them earns you negative Karma.

Notes

  • Having the Mysterious Stranger perk opens up a new line of dialogue with Somah, alluding to his ability to appear in almost any situation.
  • During the escape, you may notice the glowing red archways, which will restore about three quarters of your health when you walk through them before needing to recharge for a while. With a Science skill of 75, there is an interaction that you can perform with the arches that will increase the amount of health restored when they are used, at the expense of limiting the number of times that they may be used.
  • It is possible to kill Somah during your little brawl if you get enough critical hits. Doing so will cause the quest to break, as the door at the end of the hall will not open.

Bugs

  • People at Rivet City will instantly know if you kill the captured RC security guard. This is due to her using the normal RC guard script and belonging to the crime-tracking RC factions.
  • Sometimes, if you reload a previous save while being examined by the aliens, your armor (if in first-person view and depending on which weapon you're using) and Pip-Boy 3000 will glow blue, as seen from the blue abduction ray. This effect is sometimes permanent. On the PS3, the effect would not go away even after loading a save from before MZ was installed, but did go away after re-downloading and reinstalling MZ. With PS3's Game of the Year Edition, it may be possible to reverse this effect by turning off the console, restarting and reloading.(confirmed PS3, PC GOTY, PC)
  • Game may lag or hang during the abduction/probing scenes (confirmed PS3, PC GOTY)
  • Somah may hang in the decision of whether to fight her or not, even after you've killed the first two alien guards. (confirmed PS3 ans Xbox 360)
  • There is a closed door in the Steamworks behind which Sally is hiding. If you kill 2 aliens that are wandering in front of the door, she will unlock the door. However, due to a bug, this may not happen, which is extremely unfortunate, as the locked room contains rare alien blaster ammo and the player cannot unlock this door (only Sally can do that). Please refer to the talk page for technical details.
  • If you ask sally for her secret stash after you got the spacesuit and follow her to the space where she crawls through and the try to pickpocket her she will be instantly standing in front of you talking. If you close the dialog and continue the shield will still disappear and she will crawl out of the hole while she never got back in. Now you have 2 sally's but the first one will run off and vanish.
Mothership Zeta (add-on)
Quests in Fallout 3

This article uses material from the "Not of This World" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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