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Difference between revisions of "Weapons Lab"

m (NoBarkNoBiteNoonan moved page Weapons lab to Weapons Lab: in-game name)
m (Text replacement - "Fo3MZ Weapons lab map.jpg" to "FO3 Map Zeta Weapons Lab High Res.webp")
(7 intermediate revisions by 4 users not shown)
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|part of              =[[Zeta|Mothership ''Zeta'']]
|part of              =[[Zeta|Mothership ''Zeta'']]
|local map            =Weapons Lab map.png
|local map            =Weapons Lab map.png
|local map desc        =<div style="text-align: left">"A" =shooting range location<br />"B" =[[Destabilizer (Mothership Zeta)|Destabilizer]]<br />"C" =[[Experimental weapons drone]]s with [[Drone Cannon Ex-B]]<br />"D" =[[Atomic Pulverizer]]<br />Two unmarked doors in the middle are teleports (see article).</div>
|local map desc        =<div style="text-align: left">"A" =shooting range location<br />"B" =[[Destabilizer (Mothership Zeta)|Destabilizer]]<br />"C" =[[Drone#Experimental Weapons Drone|Experimental Weapons Drone]]s with [[Drone Cannon Ex-B]]<br />"D" =[[Atomic Pulverizer]]<br />Two unmarked doors in the middle are teleports (see article).</div>
|connects to          =[[Experimentation Lab]]<br />[[Observation Deck]]
|connects to          =[[Experimentation Lab]]<br />[[Observation Deck]]
|quests                =[[This Galaxy Ain't Big Enough...]]
|quests                =[[This Galaxy Ain't Big Enough...]]
|world map exits      =
|world map exits      =
|factions              =[[Raiders (Fallout 3)|Raiders]]
|factions              =[[Raider (Fallout 3)|Raiders]]
|robots                =[[Automated Turret (Fallout 3)|Automated Turret]]s<br />[[Guardian Drone]]s<br />[[Experimental weapons drone]]s
|robots                =[[Turret (Fallout 3)|Automated Turret]]s<br />[[Drone#Guardian Drone|Guardian Drone]]s<br />[[Drone#Experimental Weapons Drone|Experimental Weapons Drone]]s
|creatures            =[[Alien (Fallout 3)|Aliens]]
|creatures            =[[Alien (Mothership Zeta)|Aliens]]
|cell name            =DLC05ExLab02
|cell name            =DLC05ExLab02
|refid                ={{DLC ID|004a14}}
|refid                ={{DLC ID|004a14}}
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==Layout==
==Layout==
Passing through the door near the Teleporter that has inconveniently been deactivated, leads to a large room. Almost immediately there will be a confrontation with two ceiling mounted [[Automated Turret (Fallout_3)#Alien Turret (Mothership Zeta)|Alien Turret]]s. Additionally, a couple of Aliens and a [[Guardian Drone]] inhabit this room. Heading southwest, there is a small room on the right (open it via the control panel just next to it with a science check of 75) that holds the [[Atomic Pulverizer]], which is a unique and slightly upgraded version of the [[Alien Atomizer (Mothership Zeta)|Alien Atomizer]].
Passing through the door near the Teleporter that has inconveniently been deactivated, leads to a large room. Almost immediately there will be a confrontation with two ceiling mounted [[Automated Turret (Fallout_3)#Alien Turret (Mothership Zeta)|Alien Turret]]s. Additionally, a couple of Aliens and a [[Drone#Guardian Drone|Guardian Drone]] inhabit this room. Heading southwest, there is a small room on the right (open it via the control panel just next to it with a science check of 75) that holds the [[Atomic Pulverizer]], which is a unique and slightly upgraded version of the [[Alien Atomizer (Mothership Zeta)|Alien Atomizer]].


Continuing through this passageway will lead to a three-way intersection. Left is a blocked passageway, right goes to a flight of stairs. Go up the stairs and then take the first left to wind up on the platform from which the Aliens first encountered in this room were. On this level, there is a [[Healing Archway]] to the left and a control panel for opening up the next area. After activating the control panel, go south down a set of stairs from the platform and then proceed to a another Alien/Drone-infested room via the east door. Continue on to find a room full of weapons and armor for the taking.
Continuing through this passageway will lead to a three-way intersection. Left is a blocked passageway, right goes to a flight of stairs. Go up the stairs and then take the first left to wind up on the platform from which the Aliens first encountered in this room were. On this level, there is a [[Healing Archway]] to the left and a control panel for opening up the next area. After activating the control panel, go south down a set of stairs from the platform and then proceed to a another Alien/Drone-infested room via the east door. Continue on to find a room full of weapons and armor for the taking.


This is also the only place where [[experimental weapons drone]]s can be found. Outside of the Experimental Drone room, the control panel for [[Alien captive recorded log#Alien captive recorded log 24|alien captive log 24]] can be found. After the "shopping spree", go through a door to the north and explore a range/training area, which allows the player character to receive [[Xenotech Expert]] perk. To move onward with the mission, go to the southeast door into the [[Experimentation Lab]].
This is also the only place where [[Drone#Experimental Weapons Drone|Experimental Weapons Drone]]s can be found. Outside of the Experimental Drone room, the control panel for [[Alien captive recorded log#Alien captive recorded log 24|alien captive log 24]] can be found. After the "shopping spree", go through a door to the north and explore a range/training area, which allows the player character to receive [[Xenotech Expert]] perk. To move onward with the mission, go to the southeast door into the [[Experimentation Lab]].


==Obtaining Xenotech Expert perk==
==Obtaining Xenotech Expert perk==
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| [[Destabilizer (Mothership Zeta)|Destabilizer]] (unique version of [[Alien Disintegrator (Mothership Zeta)|Alien Disintegrator]]) on a shelf in the training area, next to exit ('''B''' on the map).
| [[Destabilizer (Mothership Zeta)|Destabilizer]] (unique version of [[Alien Disintegrator (Mothership Zeta)|Alien Disintegrator]]) on a shelf in the training area, next to exit ('''B''' on the map).
| [[Atomic Pulverizer]] (unique version of [[Alien Atomizer (Mothership Zeta)|Alien Atomizer]]), as well as a [[Buttercup toy]], in the room containing a drone pod behind an unlockable door in one of the corridors ('''D''' on the map), plus even more alien power cells on the same shelf.
| [[Atomic Pulverizer]] (unique version of [[Alien Atomizer (Mothership Zeta)|Alien Atomizer]]), as well as a [[Buttercup toy]], in the room containing a drone pod behind an unlockable door in one of the corridors ('''D''' on the map), plus even more alien power cells on the same shelf.
| Two [[Drone Cannon Ex-B]]s (unique [[Drone Cannon]]), obtainable by killing the [[experimental weapons drone]]s ('''C''' on the map).
| Two [[Drone Cannon Ex-B]]s (unique [[Drone Cannon]]), obtainable by killing the [[Drone#Experimental Weapons Drone|Experimental Weapons Drone]]s ('''C''' on the map).
| [[Alien captive recorded log#Alien captive recorded log 24|Alien captive recorded log 24]] in the same room as the alien power cells.
| [[Alien captive recorded log#Alien captive recorded log 24|Alien captive recorded log 24]] in the same room as the alien power cells.
}}
}}
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==Appearances==
==Appearances==
The Weapons Lab appears only in the ''[[Fallout 3]]'' [[Fallout 3 add-ons|add-on]] ''[[Mothership Zeta (add-on)|Mothership Zeta]]''.
The Weapons Lab appears only {{in|FO3MZ}}


==Gallery==
==Gallery==
<gallery widths=200>
<gallery widths=200>
Fo3MZ Weapons lab map.jpg|Map of the Weapons Lab and Observation Deck
FO3 Map Zeta Weapons Lab High Res.webp|Map of the Weapons Lab and Observation Deck
Weapons Lab.jpg
Weapons Lab.jpg
WeaponsLab.png|The shooting range
WeaponsLab.png|The shooting range

Revision as of 16:28, 10 April 2024

The Weapons Lab is a location on board Mothership Zeta. The player must travel via this location as a part of This Galaxy Ain't Big Enough... quest.

Background

The Weapons Lab is where much of the Aliens' more offensive technology is tested. This facility is located on the upper level of Mothership Zeta through a door leading from the Observation Deck. As the name indicates, the Lab is the place where alien weapons are being created, thus, many standard weapons as well as several unique versions of these weapons can be found here.

Layout

Passing through the door near the Teleporter that has inconveniently been deactivated, leads to a large room. Almost immediately there will be a confrontation with two ceiling mounted Alien Turrets. Additionally, a couple of Aliens and a Guardian Drone inhabit this room. Heading southwest, there is a small room on the right (open it via the control panel just next to it with a science check of 75) that holds the Atomic Pulverizer, which is a unique and slightly upgraded version of the Alien Atomizer.

Continuing through this passageway will lead to a three-way intersection. Left is a blocked passageway, right goes to a flight of stairs. Go up the stairs and then take the first left to wind up on the platform from which the Aliens first encountered in this room were. On this level, there is a Healing Archway to the left and a control panel for opening up the next area. After activating the control panel, go south down a set of stairs from the platform and then proceed to a another Alien/Drone-infested room via the east door. Continue on to find a room full of weapons and armor for the taking.

This is also the only place where Experimental Weapons Drones can be found. Outside of the Experimental Drone room, the control panel for alien captive log 24 can be found. After the "shopping spree", go through a door to the north and explore a range/training area, which allows the player character to receive Xenotech Expert perk. To move onward with the mission, go to the southeast door into the Experimentation Lab.

Obtaining Xenotech Expert perk

>> 
This section is transcluded from Xenotech Expert. To change it, please edit the transcluded page.

To get this perk, the player character must find a "shooting range" in the Weapons Lab. The ranges are in approximately the center of the map north-to-south, and on the eastern side. Activating the switch closest to the door summons Brahmin, while activating the far switch teleports enemies abducted by the aliens to a second range.

In order to get the perk, 10 enemies must be killed with alien weapons consecutively. There are four types of enemies at the shooting range:

  1. Raiders
  2. Yao Guai or Deathclaw
  3. Sentry Bots
  4. Giant or albino radscorpions

Loot

Notes

  • This is one of many areas of the ship that will not be accessible after This Galaxy Ain't Big Enough... has been completed.
  • Albino Radscorpions can make their way out of the shooting range to attack the player, as well as glitch into the ceiling and floor.
  • In the first room there is a teddy bear and a garden gnome sleeping in tiny stasis chambers; they're on a small balcony near the ceiling.
  • It is not possible to access the part of the "firing range" where the Raiders etc. teleport in - they can only be shot at from the balcony above.
  • However, it is possible to access this "firing range using the "unarmed teleport" glitch. Wait until a Giant Radscorpion is close, then use V.A.T.S. to attack with an unarmed weapon. If the player can get more than a zero attack chance in V.A.T.S., they will "teleport" down to the gallery floor. The dead Raiders can be looted, but you CANNOT get back to the balcony without console commands.
  • It is possible for the framerate to drop if enough creatures and Raiders are spawned in.

Appearances

The Weapons Lab appears only in the Fallout 3 add-on Mothership Zeta.

Gallery