Alien Power Cell Fallout 3 7,5/10 5756 reviews

Somah informs you that you're being watched at all times by the aliens on the ship. She further informs you that you and her, and other captives, are extremely valuable commodities to the aliens, as you provide them a source of scientific research that isn't exactly easy to acquire from the ravaged Earth's surface. In other words, you're one of their precious specimens.

Mar 18, 2011  New version: now adds the schematic, Alien Power cells and the Alien Blaster to the top floor of the Silver Rush, together with a bit of 'flavour' for how they aquired the weapon added to the schematic notes. This adds the Alien Power Cell Schematic, the Alien Blaster and some Alien Power Cells to L2 Hidden Valley bunker repair workshop. 3 points 7 years ago. There should've been a random event where an alien spaceship crashed, and I think that the trail of power cells leads to the crash site.

Therefore, if you were to start fighting each other, the aliens would no doubt come in to break up the battle and ensure you don't injure each other. And that's when you can jump the alien guards and attempt to break out of the cell completely. So, begin punching each other. When enough damage is dealt, two alien guards will appear. Stick to assaulting one while Somah takes care of the other. When both are downed, search their corpses - you should be able to garner a Shock Baton to equip yourself with, having been stripped of everything else in your inventory.

Somah does the same.Freed from your cell and scantly-armed, you are free to explore your surroundings. First things first - explore each of the cells around you to find some interesting stuff. You can open each cell's barrier by using the control unit outside of said cell.

Some of the cells in the corridor will be empty, but you'll find a downed alien with another Shock Baton on him, as well as a dead Enclave Officer, who you can strip completely. Format wd elements for mac. Equip the Enclave Officer Hat and Enclave Officer Uniform on yourself after looting his body for a defensive boost. And finally, you'll likely run into a still-living security guard from Rivet City. Kill her if you want to loot her body of more armor, but be aware that you'll receive negative karma for doing so.Part 2 Now, if your back is facing the cell in which you came from, head left all the way down the corridor until you reach a vacated control station.

Here, you'll find three items of particular interest, the first three of twenty-five total you should be seeking out if you want the only non-mission based Achievement/Trophy in the DLC pack. You'll see some interesting control panels that you'll be able to examine. They are shaped like circles with three smaller circles in the middle, with blue lights emanating from the center of each of the three circles. Examine each, and you'll garner for your inventory Alien Log #14, Alien Log #15, and Alien Log #22. These are important, so naturally, you're going to want to hold onto them. After grabbing them, backtrack to the opposite end of the pathway, where you'll go through a pink-colored device that will heal you moderately.In this next room, you can quickly find three more recordings - Alien Log #1, Alien Log #3, and Alien Log #12. All three are found on the circular devices identical to the ones the three earlier logs were found via.

After exploring this room and finding little else of interest, you'll notice that there are two doors out of here. The door directly ahead is sealed shut, however, so you'll have no choice but to use the door on your left to proceed onward. Once you do, a little girl trapped in one of the cells on your right will plead for you to release her. To do so, you'll need to activate the foreign, alien machine at the top end of this corridor. Once you do that, examine the three cooling devices on three sides of the larger mechanism.

Doing so will force it to explode, rendering it useless.Once the device is destroyed, the three cells in this corridor, two of them completely vacant, will open up. Go back and meet up with the little girl named Sally, and she'll begin to talk to you. She'll even offer to help you get out of here. Accept her help, and she'll backtrack to the previous room, where the door we earlier said was sealed will now be completely bypassed by Sally. How the hell does she know so much?

Sally has been here for a while. A long, long while. In fact, she says she's been here since the bombs dropped. In case you're curious, that was about two-hundred years ago.

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Talk about time dilation!On the other side of the door, you can move forward with little trouble. In front of you is another sealed door, and to your left is a small office-like compartment, complete with its own lone alien inhabitant. As you approach the door, chances are the alien would have already spotted you. He comes to greet you, so immediately begin attacking him with your Shock Baton to end his life quickly and cleanly.

Once he's downed, you can then explore the room he was earlier occupying. Three alien containers are within, containing not only all of your previous equipment, but Plasma Grenades, Plasma Mines, a Pulse Mine, a Plasma Pistol, and more! Before leaving the room, be sure you hit the switch along the glass, which will open the locked door in the previous area. Don't neglect grabbing your equipment by the way.

It remains to be seen what happens if you get to the end of the DLC and are beamed back without it. You might just lose everything completely!Work your way through the unlocked door. The next door will open once examined, and will lead to the ship's steamworks area. Be certain you reequip yourself with your newfound gear, which will help you to survive future alien encounters with relative ease. It's at this early point in exploring the steamworks that Sally will offer to go ahead or stick with you.

You can arm her with a grenade, or have her stick around. It doesn't really matter, because fact is, you're going to have your hands plenty full as you traverse the steamworks with her help or without it. For a while, the linear pathways will be quiet. Dead ends will make themselves pretty evident, so getting lost is nearly impossible. But when you begin running into large numbers of hostile aliens armed to the teeth with their specialized weapons, you know you're going to be in a considerable amount of trouble.Part 3 The winding-yet-linear pathway will eventually open up into a long, long corridor stretching out as far as the eye can see. To the left of this corridor, if you're facing forward, will be a room that leads to a smaller, parallel corridor. Both pathways are lined with completely foreign computer terminals, input stations and the like.

And unfortunately, with the exception of a random Large Alien Crystal, none of the alien items lining various shelves can be acquired. That is, of course, with the exception of their food, their ammunition, and of course, their weapons. And it's when you reach this elongated corridor that the crap hits the fan, because those very weapons will be turned on you in brutal fashion.Expect to take a considerable amount of damage in the ensuing encounters with about a dozen aliens or so.

Armed with two types of weapons, neither are as strong as the Alien Blaster, but both are stronger than just about any firearms you have in your inventory. Keep cranking on the Stimpaks as you fall back and let the aliens come to you, using explosives and mines to chip away at their damage. See if you can prioritize killing better-armed enemies before the ones equipped with, say, Shock Batons. And of course, scour their bodies for goods (as well as the lone container in the room leading to the parallel corridor). You can find all sorts of good stuff, including Alien Disintegrators and Alien Atomizers of your own, as well as Alien Squid Food, Alien Worm Food, Alien Power Modules, and even more Large Alien Crystals.At the far end of the long corridor, you can find a door leading rightward, but expect to be attacked by two Shock Baton-wielding aliens as soon as you go through.

Thereafter, things will remain quiet for a while. Eventually, you'll reach a room that has two floors. The top floor is essentially a catwalk surrounding the left side of the room, with a staircase leading back down to the front floor on the north end of the area.

The bottom floor is a steam-heavy location rife with enemies. In fact, both upstairs and downstairs seem to be equally rife with enemies, but you'll want to eliminate the contingent of foes on the catwalk above before even thinking about going anywhere on the bottom floor. That way, no one can talk potshots at you from above while you're walking around below, eliminating any advantage the enemy forces here might have had.The enemies you encounter here are of a pretty standard fare. Many of the enemies you will fight are regular aliens, whether in their normal suits or spacesuits, equipped with three kinds of weapons.

If you're lucky, you'll be fighting a lot of aliens wielding Shock Batons, but chances are, you're not going to be even remotely that lucky. Instead, expect to find plenty of alien foes wielding their normal firearm fare in the form of Alien Disintegrators and Alien Atomizers.

You'll also run into a couple of new kinds of enemies here, one easy to defeat, the other not so much.

For an overview of alien power cell ammunition types in varios Fallout games, see Alien power cell.
WeightValue10
base id00029364
The following is based on the and has not been confirmed by canon sources.

The alien power cell is a type of ammunition in Fallout: New Vegas.

Characteristics

Alien

The alien power cell is a luminescent blue cartridge that aliens use as ammunition for their weapons.

Weapons using this ammunition

Locations

These can only be obtainable if you have the Wild Wastelandtrait. The alien captain (located near the hovering alien ship) will drop up to around 222 alien power cells along with the alien blaster. If you have the Scroungerperk, the maximum is raised to 272.

Guns.223 Round ·.22LR Round ·.308 Round ·.357 Magnum Round ·.38 Special Round ·.44 Magnum Round ·.45 Auto ·.45-70 Gov't ·.50 MG ·5mm Round ·5.56mm Round ·9mm Round ·10mm Round ·12.7mm Round ·12 Gauge Shotgun Shell ·20 Gauge Shotgun Shell ·BB ·Camera Film ·Nails
Explosives25mm Grenade ·40mm Grenade ·Missile ·Mini Nuke ·Rocket
Energy WeaponsAlien Power Cell ·ARCHII Charge ·Electron Charge Pack ·Energy Cell ·Flamer Fuel ·Microfusion Cell ·MF Breeder
Ammunition boxes.223 ·.22LR Plinking ·.38 Special ·5.56mm Surplus ·5mm Surplus ·Electron Charge Pack, Bulk ·Microfusion Cell, Bulk ·Small Energy Cell, Bulk
Cut ammoCut content.30-30 soft rounds
Italics denote ammunition added through add-ons
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