
Fallout: New Vegas is full of weapons that feel like they could only exist in the Mojave. Some call down orbital strikes, some are absurdly powerful Easter eggs, and others are strange enough to make you wonder what the developers were thinking.
In this guide, we’re looking at six of the weirdest unique weapons in Fallout: New Vegas, where to find them, what you need to use them and what actually makes each one worth tracking down.
1. Euclid’s C-Finder (Energy Weapon/Explosive) – The Pocket-Sized Apocalypse
- History & Lore: Imagine a child’s toy, a plastic ray gun that looks like it came straight out of a 1950s sci-fi flick. Now imagine that toy can call down actual fiery death from the sky. That’s Euclid’s C-Finder. It’s a targeting device for ARCHIMEDES II, a pre-war orbital weapons platform. It’s a testament to the sheer, terrifying power that was unleashed (and then lost) during the Great War, now wielded by a Courier who probably just wanted to find a Sunset Sarsaparilla Star Bottle Cap. The irony is beautiful.
- Character/Association: The C-Finder is carried by Max, a child in Freeside who can usually be found chasing Stacey near Mick & Ralph’s. He treats the strange device like a toy, completely unaware that it can be connected to an orbital weapons platform.
- Location: Euclid’s C-Finder is carried by Max in Freeside, usually near Mick & Ralph’s.
- You can:
- Buy it for 1,000 caps.
- Pass a Barter 45 check and buy it for just 20 caps.
- Pass a Speech 60 check to convince Max to give it to you.
- Pickpocket it from him after he goes to sleep.
- Obtaining the weapon is only half the job. To actually call down orbital strikes, you must complete That Lucky Old Sun at HELIOS One and route power to ARCHIMEDES II.
- Requirements: Energy Weapons 0, Strength 1. The C-Finder only functions outdoors and can normally fire once every 24 in-game hours.
- Why It’s Special: Euclid’s C-Finder is one of the most memorable weapons in New Vegas because it doesn’t fire a conventional projectile. Instead, it marks an outdoor location for an ARCHIMEDES II orbital strike.
- The strike deals substantial area damage and looks spectacular, but it isn’t an automatic one-hit kill against every powerful enemy. Its biggest limitations are the five-second delay, the outdoor-only restriction and the fact that it can normally only be used once every 24 in-game hours.
- Best Use: Groups of enemies in open areas, enemies you can catch before they close the distance, or simply when you want one of the most ridiculous visual spectacles in New Vegas.
- Tip: Aim well away from yourself and companions. The strike covers a sizeable area and the delay means moving enemies can escape before it lands.
2. Holy Frag Grenades – The Mojave’s Holy Hand Grenade
- What Makes Them Weird: The Holy Frag Grenades are one of Fallout: New Vegas’ clearest Monty Python references. They look similar to ordinary frag grenades but have a white cross painted onto them, while the box beside them references the famous counting joke from Monty Python and the Holy Grail.
- Character/Association: No specific character, but their existence is a pure, unadulterated Easter egg. They’re a wink and a nod to fans of classic British comedy, a reminder that even in the post-apocalypse, there’s room for a good laugh (before the explosion, anyway).
- Location: Camp Searchlight church basement. There are only three in the entire game (without mods), so finding them feels like a genuine treasure hunt. The church is heavily irradiated and often swarming with Feral Ghouls, so come prepared.
- Requirements: They only appear if you have the Wild Wasteland trait. Without it, two mini nukes appear in their place.
- Explosives: 0
Strength: 2
- Explosives: 0
- Unique Qualities & Usefulness: These things are absurdly powerful. A Holy Frag Grenade deals 800 explosive damage before bonuses and has a much larger blast area than a normal frag grenade.
- There are only three available in a normal playthrough and they do not respawn, so I wouldn’t waste them on ordinary enemies.
- Best Uses: Save them for particularly difficult groups or high-health enemies where their enormous blast can do the most damage.
- Crucial Tip: Give yourself plenty of distance. The blast radius is large enough that careless throws can be nearly as dangerous to the Courier as they are to the target.
3. Pew Pew – Two Shots of Laser Overkill
- What Makes It Weird: Pew Pew looks like a colourful laser pistol, but its stats are anything but ordinary. Each shot hits far harder than the standard laser pistol, but the weapon burns through five Energy Cells every time you pull the trigger.
- Location: Pew Pew is part of the reward chain for collecting 50 Sunset Sarsaparilla Star Bottle Caps. Completing The Legend of the Star leads into A Valuable Lesson, where you can enter the prize vault at Sunset Sarsaparilla Headquarters. Pew Pew can be found near Allen Marks’ body inside.
- Requirements:
- Energy Weapons: 0
Strength: 1
- Energy Weapons: 0
- Key Stats:
Damage: 75 per shot
Ammo: Energy Cells
Ammo used: 5 cells per shot
Capacity: 10 cells
Shots before reload: 2 - Why It’s Special: Pew Pew combines heavy single-shot laser damage with excellent critical potential. The downside is obvious: with only two full-powered shots before a reload, missing is painful.
- Best Use: Energy-weapon and critical-hit builds can get particularly good results from Pew Pew. Perks such as Laser Commander and Better Criticals make an already powerful pistol even nastier.
- Tip: Carry plenty of Energy Cells. Pew Pew gets through them extraordinarily quickly.
4. Alien Blaster (Energy Weapon) – Close Encounters of the Pew-Pew Kind
- History & Lore: The Alien Blaster is a Fallout staple, a mysterious weapon of extraterrestrial origin. Its sleek, futuristic design and powerful blue energy blasts hint at a technology far beyond human comprehension. Its presence raises unsettling questions about alien visitors and their intentions in the Fallout universe.
- Character/Association: No specific character, but the weapon itself is a walking, talking (well, shooting) sci-fi trope. It’s a nod to classic alien invasion stories, adding a layer of pulp weirdness to the Wasteland.
- Location: This depends entirely on the Wild Wasteland trait:
- Wild Wasteland ON: North of Horowitz Farmstead, you’ll encounter a group of aliens (Zetans). One of them will be wielding the Alien Blaster. Prepare for a tough fight; they’re well-armed and surprisingly resilient.
- Wild Wasteland OFF: You’ll find the YCS/186 Gauss Rifle at this location instead. A great weapon, but not weird.
- Requirements:
Energy Weapons: 75
Strength: 1
Wild Wasteland trait required to obtain it - Unique Qualities & Usefulness: The Alien Blaster is a glass cannon. It deals absurdly high damage per shot. Every shot from the Alien Blaster is a critical hit, making it one of the most dangerous single-shot weapons in New Vegas. One well-placed shot can often kill even the toughest enemies. However, it has a major drawback: incredibly scarce ammo. Alien Power Cells are extremely rare, and once they’re gone, they’re gone (unless you use console commands or mods).
- Best Uses:
- Boss Killer: Save it for the toughest enemies in the game, like Deathclaw Alphas or Legendary creatures.
- Emergency Weapon: When you absolutely need to take something down immediately.
- Showing Off: Nothing says “I’m a badass” like disintegrating a Super Mutant with an alien laser pistol.
- Crucial Tip: Use it sparingly. Every shot counts. Consider it a “special occasion” weapon.
- Best Uses:
5. Esther – When a Fat Man Isn’t Excessive Enough
What Makes It Weird: The Fat Man is already Fallout’s idea of subtlety going out the window. Esther is the unique Gun Runners’ Arsenal version, built for characters who think launching a miniature nuclear weapon somehow needs to be even more ridiculous.
Location: Esther can be purchased directly from Vendortron at the Gun Runners if you have the Gun Runners’ Arsenal add-on. You do not need to complete GRA challenges to unlock it.
Requirements:
Explosives: 100
Strength: 8
Ammo: Mini Nukes
Why It’s Special: Esther improves on the standard Fat Man and is designed for an explosives-focused character capable of meeting its extremely high requirements.
Best Use: Large groups, heavily armoured targets and those moments where collateral damage has stopped being part of the decision-making process.
Tip: The biggest limitation isn’t damage — it’s ammunition. Mini Nukes are valuable and relatively scarce, so Esther is best kept for encounters where that enormous blast is actually justified.
6. Thump-Thump – The Unique Grenade Rifle
- History & Lore: Thump-Thump is a unique variant of the standard Grenade Rifle, a weapon that already has a satisfying thump to it. This version, however, takes that rhythmic destruction to a new level.
- Character/Association: No specific character is directly associated with it, but its name and modifications suggest it might have belonged to someone who really enjoyed explosives.
- Location: Found inside the Nellis Array generator building. This requires navigating the Boomer territory, which can be tricky (either befriend them or be very, very careful).
- Requirements:
- Explosives: 25
Strength: 3
- Explosives: 25
- Why It’s Special: Thump-Thump is a unique grenade rifle with the long barrel modification already fitted. Compared with a standard grenade rifle, it fires faster, has greater durability and launches standard 40mm grenades at significantly higher velocity.
- That extra projectile speed makes it easier to land shots at range, which is particularly useful for a weapon where judging the grenade’s trajectory is half the battle.
- Best Uses:
- Indirect Fire: Lob grenades over obstacles and into cover.
- Area Denial: Control the battlefield by making certain areas too dangerous for enemies to approach.
- Flushing Out Enemies: Force enemies out of cover and into the open.
- Crucial Tip: Practice your arc! Learning to judge the trajectory of your grenades is key to using Thump-Thump effectively. Perks that increase Explosives skill are highly recommended. Consider using different types of 40mm grenades for various situations (e.g., incendiary, pulse).
- Best Uses:
Which Weird New Vegas Weapon Is Worth Getting?
Every weapon on this list is unusual for a different reason, but some are far more practical than others.
Pew Pew and the Alien Blaster can be genuinely powerful parts of the right Energy Weapons build, while Thump-Thump is an excellent choice for explosives characters. Euclid’s C-Finder and the Holy Frag Grenades are more situational, but few weapons in New Vegas are as satisfying when everything goes right.
Esther sits at the opposite end of the scale: expensive, heavy and completely unnecessary for most fights — which is exactly why it belongs in Fallout.
If you’re looking for more conventional firepower, check out our Best Weapons in Fallout: New Vegas guide, or visit the Fallout: New Vegas Hub for all of our Mojave guides and features.
Sources & Further Reading
Fallout Wiki – Euclid’s C-Finder
Fallout Wiki – Holy Frag Grenade
Fallout Wiki – Pew Pew
Fallout Wiki – Alien Blaster
Fallout Wiki – Esther
Fallout Wiki – Thump-Thump