Cryo lab The cryo lab is a location on Mothership " Zeta " housing frozen human s , super mutant s , feral ghoul s and raiders . Layout . Cryo lab . The deep freeze is where the aliens store the abductees they have tagged for their collections , or those they aren ' t currently experimenting on . On the lower level by the entrance there is a small room containing a healing archway , 3 containers and various loot . The teleporter to the far right is used as an exit after the destruction of the generator . In the middle of the map is a large room full of cryo - pods , aliens and a turret . The player can defrost all of these at once by pushing the button on the console below the window facing the area . This results in an AI battle between ghouls , raiders and aliens . Generally the turret is the only one left alive after the skirmish . On the bottom level is a cornucopia of Capital Wasteland items . In the following area aliens can be viewed in a sealed room examining the bodies of three humans who Elliott Tercorien , if he is with you , will recognize as his squadmates . An enraged Elliott will activate a nearby switch freezing all those in the examination chamber , killing the aliens and opening the chamber doors . Within this room Elliott will gather some cryogenic material with which he later creates cryo grenade s and cryo mines for the player . In the adjoining room Elliott contemplates what to do when he discovers two more squad mates still held in cryogenic suspension . With the player ' s input the squad mates can either be temporarily revived , euthanized or , on passing a speech check , merely left where they are . The squad mates will be hostile ( to each other as well ) if the player attempts to revive them before Elliott has restored their memories . Properly revived they will fight alongside the player and Elliott during the first few minutes of the cryo storage zone before expiring . If the player did not opt to bring Elliott along , the examination chamber can be opened by activating the control switch that freezes the examination chamber . However , the dead humans will appear as wastelander s instead of Elliott ' s squad - mates . Furthermore , there will be no opportunity to gather cryogenic material and the two cryogenic suspension containers in the adjoining room will be empty . Cryo storage . This storage facility houses all the abductees in suspended deep - sleep . This area is primarily a large 2 - level chamber with a generator situated in a passageway at the northern end . Upon entering there will be passageways to the left and right , each with a healing archway . The Lone Wanderer can take either route as they both lead to the upper level of the same large chamber containing a number of hostile aliens . The chamber ' s upper level has stations with blue tubes containing cryonic pods . Pushing one of the nearby switches sends a pod upwards and raises another from below while releasing a cloud of vapor that momentarily freezes anything nearby . Other switches mounted along the nearby railings deactivate large cryogenic suspension pods on the lower level , each reviving some form of super mutant ( dependent on player ' s current level ) . In the room to the north , past twisting hallways , will be the generator and a teleportation matrix to get out of the room once you ' ve destroyed the generators . The teleporter will take you back to the very first room before actually entering the main part of the cryo lab containing the generator . Notable loot . Alien captive recordings . There are a total of 6 alien captive recorded log s to be collected in these zones ; 4 in the cryo lab and 2 in cryo storage . See the recorded logs for details . Appearances . The cryo lab appears only in the " Fallout 3 " add - on " Mothership Zeta " .