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Fallout

Up to date as of February 01, 2010

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A strange gun of obviously alien origin. It can support small energy cells, however.

The Alien Blaster is a small energy weapon of alien origin which appears in Fallout, Fallout 2 and Fallout 3.

Contents

Fallout and Fallout 2

Alien Blaster
File:UFOGUN.gif
damage: 30 - 90
damage type: Electrical
attack modes:
Single (AP: 4, R: 10)
ammo Type Small Energy Cell
ammo capacity: 30
min. Strength: 2
hands req.: 1
weight: 2 pounds
value: $10000
prototype id: 120

In Fallout, the Alien Blaster can be found in the "Alien Ship" special encounter.

In Fallout 2, the Alien Blaster can be bought from Willy, whom you meet during a random encounter north of Modoc.

Additionally, the Alien Blaster can be picked up by hacking a terminal on the Enclave Oil rig in the maze room. By passing the science check when using the repair skill on a (each game randomly selected) maze room terminal one can find an easter egg. The egg 'hatches' a special item depending on players tagged skill. If the player has speech tagged and over 100% the egg is the alien blaster. Note that the game checks from the ordered list (Science, Repair, Gambling, Outdoorsman, Throwing, First aid, Doctor, Traps) first for a tagged skill over 100%, so in order to get the blaster the player mustn't have any of these skills tagged and over 100%.

The Alien Blaster is particularly devastating as a close range weapon, and along with the Turbo Plasma Rifle is one of the most formidable weapons in the Fallout games up to date.

It can be fired for 2 action points with Fast Shot and the Bonus Rate of Fire Perks. If used by a character with high skill levels and accompanying perks, it can cause up to 150 damage per hit. Very random damage and short range make it hard to consistently use effectively, so hope for a lot of critical shots.

Fallout 3

Alien Blaster
Attack statistics
dmg/attack: 100 (120)
DPS: 300 (360)
attacks/sec: 3
# of projectiles: 1
spread: 0
related perks:
Criticals
crit dmg: 100
crit chance: x 100
Ammunition
ammo type: Alien Power Cell
ammo per shot: 1
ammo capacity: 10
shots/reload: 10
Other
skill: Energy Weapons
AP: 20
item HP: 500
repair: Alien Blaster
weight: 2
value: 500
base id: 00004322

In Fallout 3 the Alien Blaster is one of the most powerful weapons in the game because a critical hit is almost guaranteed. You will often be able to take down any foe you encounter with one well-aimed shot to the head.

The Alien Blaster uses Alien Power Cells, a unique ammo that is extremely hard to find. In Fallout 3 the Alien Blaster does NOT use Small Energy Cells as it does in Fallout and Fallout 2.

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Variants

  • Firelance - A harder to find, yet slightly weaker version of the Blaster. It lights foes on fire if they survive the initial hit, and is affected by the Pyromaniac perk.

Locations

  • The Alien Blaster can be obtained next to the body of a dead alien lying a few feet away from his crashed spaceship. The Alien Crash Site is found due north of MDPL-13 Power Station and northwest of the Greener Pastures Disposal Site. There are only 120 Alien Power Cells found at the crash site. A few cells may be obscured by the ground (standing vertically and partially underground), be sure to collect them all. If you have Mothership Zeta you must have Dogmeat retrieve the Alien Blaster and the power cells while near the crash site. Otherwise you will have to play through Mothership Zeta before being able to retrieve the gun. It is just north of the beacon along the aliens dead body.
  • In the Broken Steel add-on, another one can be found at Adams Air Force Base. It is held in the armory inside a locked box (Hard lockpick) in the giant Mobile Base Crawler. There are also alien power cells in the numerous ammunition boxes in the room. There are 4 ammunition boxes that contain 9 power cells each ( 20 if you have the Scrounger perk), and the Armory Master also has some on his corpse. There is a fairly good chance the Armory Master, a Security Officer or a member of the Enclave Squad Sigma will pick up the Alien Blaster before you can make your way to the armory where it is held.

Options for Repair

There are currently seven ways to repair the Alien Blaster:

  • Caravan Merchants can repair the Alien Blaster.
  • Sacrificing the Firelance to repair the Alien Blaster
  • Giving the Alien Blaster to Protector Casdin and then pickpocketing it from him. This will bring the blaster to 100% repair.
    • Note: Killing him may not always leave the Alien Blaster on his corpse.
  • The Alien Blaster that was obtained at Adams Air Force Base can be used to repair the Alien Blaster. (option only if you have Broken Steel installed)
  • The Haley's Hardware glitch can be utilized to repair it to 100%. (option only if you have Point Lookout installed)
  • Using Alien Epoxy. (option only if you have Mothership Zeta installed)
  • Somah can repair it to 100% (option only if you have Mothership Zeta installed)

Notes

  • It's also worth noting that this weapon, though very powerful, will quickly degrade (likely due to its rough landing on Earth) and be rendered useless, so stick to V.A.T.S. or carefully-aimed head shots.
  • This weapon also has the effect of disintegrating any enemy killed with a critical shot by it (which is every shot for creatures weaker than most Super Mutants), identical to a laser (with the exception that the disintegration effect is colored blue instead of red).
  • If you have a follower with you when you find the weapon, they may pick it up.
  • This weapon is absolutely devastating in the hands of Star Paladin Cross (who is an expert in the use of energy weapons) and does not lose durability unless hit directly.
  • Extra ammo can be found in Fort Independence's lower levels near the Miss Launcher.
  • The Alien Blaster deals electrical damage. The only other weapons that do electrical damage are the Firelance, The Shocker, Jingwei's Shock Sword (available with the Operation: Anchorage add-on) the Tesla Cannon (available with the Broken Steel add-on) the Shock Baton and the Captain's Sidearm (available with the Mothership Zeta add-on)
  • The neon glow turns off when the player enters sneak mode.
  • On Mothership Zeta none of the aliens make use of this weapon besides The Captain (which is a unique version) which implies that it is not a standard issue weapon.
  • If you run out of ammo for this gun, extra ammo can be found in a large crater by Fort Bannister after your meeting with the Enclave.

Behind the scenes

  • The Captain's Sidearm resembles Commander Adams' pistol from the 1956 movie the Forbidden Planet, both in design and firing. The energy "pellets" disperse in a very similar way when they hit solid objects, such as walls.

Videos

Weapons of Fallout
Weapons of Fallout 2
Weapons of Fallout 3

This article uses material from the "Alien Blaster" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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