Elliott Tercorien

, serial number 3477809, is a non-player character in the Fallout 3 add-on Mothership Zeta in the year 2277.

Background
Tercorien was a doctor working in Washington, who was drafted into the army just prior to the Great War. Much to his dismay, he was shipped to Anchorage, Alaska, after receiving training in cryo science. Attached to the 108th Infantry Battalion, he and his team were responsible for patching up soldiers wounded in combat with the Chinese.

It was there that he and his medical team were abducted by Mothership Zeta. Only two other members of his squad survived the experiments until the Lone Wanderer found them. They were kept frozen separately near what appears to be a surgery with the rest of his squad's bodies. If the player revives the other two squad members before Elliot has had time to restore their memories then they become hostile. Elliot can either put them out of their misery or revive them. If they are revived, they only have a limited amount of time before they die.

Relationships
His unit
 * Sgt. Daniels (alive)
 * Cpl. Rheems (dead)
 * Cpl. Spurlock (dead)
 * Pvt. Mears (dead)
 * Pvt. Dawkins (Unknown)
 * Pvt. Beckett (alive)

Quests
During Among the Stars he will fight alongside the PC in the Cryo Lab. He can and will die if he takes too much damage, but his health will regenerate after combat. He is worth keeping alive, as he will provide the PC with cryo grenades, cryo mines, and can make adapted biogels. The adapted biogels are hugely helpful during the rest of the Mothership Zeta (add-on), as stimpaks can be relatively hard to find.

Effects of player actions

 * If the Lone Wanderer has any alien biogel, Elliot has the ability to modify the regular biogel into adapted biogel. The adapted biogel has a much higher healing capability but still contains the either helpful or nasty side effects of regular alien biogel.
 * After taking him into the Cryo Lab, he will gain the ability to make cryo grenades and cryo mines. The first batch consists of 3 of each and can be taken after 1 hour. The player can then receive another 2 cryo grenades and 2 cryo mines every 3 hours. All conversation options which allow the player to request cryo mines and cryo grenades are only available while Elliot is in the Engineering Core section of Mothership Zeta.
 * It is still possible to get cryo mines and grenades after the space walk, by going through the teleporter after the Compression sequence and asking him to make some while in the Engineering Core.
 * After the This Galaxy Ain't Big Enough... quest is completed, he remains aboard the Mothership, admitting he's got nowhere and nothing to return to. While he is onboard, he will continue to salvage and store up alien weapons. The player can return to the Mothership at any time and ask for weapons. If Elliot has some stockpiled, he will provide you with what he has in his cache. He gives either alien atomizers, alien disintegrators, or shock batons, and it is common that he will give multiple weapons at once. After giving away the weapons, the player will have to wait or return in another few hours for him to salvage more.

Inventory
* These weapons are given to Private Beckett and Sergeant Daniels.

Behind the scenes

 * When you ask him what the aliens want with Earth, he tends to get inconsistent, and will refer to multiple explanations for alien encounters from various sci-fi shows, such as Independence Day for the resource consuming theory and Star Trek, for his idea that the aliens seeded life on Earth, and even Invasion of the Body Snatchers for his idea of clones wanting to replace people on Earth.

Appearances
appears only in the Fallout 3 add-on Mothership Zeta.

Bugs

 * After reaching the command deck, his forehead may become transparent. If the player goes down to the Capital Wasteland and then back to the Mothership, his forehead will reappear.
 * Elliot may freeze after the time delayed death of Sgt. Daniels and Pvt. Beckett.
 * Elliot's AI in certain situations makes Elliot flee when any hostiles are nearby. Alien Workers are considered hostile towards the player and Elliot (even though they never attack) and if spotted by Elliot will cause him to flee. So you may find Elliot fleeing and unable to be spoken with. To fix this, just shoot him or kill the Alien Workers in the area and he'll snap out of it. Note that killing the Alien Workers also give bad karma.