Alien (Fallout 3)

Aliens are creatures found aboard Mothership Zeta in 2277.

Gameplay attributes
Most aliens encountered are either hostiles or workers. Hostile aliens sometimes have shields which boost their damage resistance significantly. In combat they tend to hang back or rush the player if they are using melee weapons.

Alien
Regular aliens are the most common alien the player will see aboard Mothership Zeta. They act as the standard enemy of the area and will always be hostile towards you. Aliens have many tiers, depending on the players level. Tiers 1-3 do not have an inertia suppression field and the aliens tier 4-6 do. You can tell an alien has on an I.S.F. because their bodies will shimmer and become slightly distorted.

† The inertia suppression fields protection depends on the level of alien using it.

Alien captain
The alien captain is the leader of the alien forces on mothership Zeta, equipped with a modified alien blaster and a shiny grey spacesuit. Despite being the leader of Zeta's aliens, his stats are the same as the lowest-ranking aliens in the game, and his weakness in combat is compounded by his lack of an inertia suppression field. As the ship's captain he has remote access to the mothership's shield and Death Ray power systems, and a big button in front of him, which can fire the death ray.

Alien worker
Alien workers are the working force of the Mothership Zeta. Although displayed as hostile, they will never attack the player, but will flee or cower in fear instead. Killing one results in a minor loss of Karma although this may not be the case if you are not directly involved, such as overloading the assembly when they are near it. During the quest Not of This World, when you first spot them, Sally will tell you not to hurt them because they are harmless.

Related quests

 * Not of This World
 * Among the Stars
 * This Galaxy Ain't Big Enough...

Appearances
Aliens appear in the Fallout 3 add-on Mothership Zeta.

Bugs

 * Sometimes, when alien workers appear to cower in fear in front of you, they may clip into the floor.
 * Alien workers can cause scripting issues throughout the game. Your colleagues react differently if one is near, often disrupting scripts. Thus, for example, if there are alien workers in the observation bay area when you first enter, when Sally ports through, she may well port straight out again, without opening the doors. If scripting errors occur, it may be advisable to reload to a previous save and kill all the alien workers before trying to trigger a script. This can have a significant impact on your Karma, although a Karma loss can be avoided if another non-player character kills them for you, such as a friendly drone or abominations.