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Why don't you relax a second? Get your bearings. Let's see what the damage is.”— Doc Mitchell, after the Courier regains consciousness.
Mitchell was born in Vault 21, where he was known by the nickname "Mole Butt" by the younger residents. Like a majority of its inhabitants, Mitchell was evicted from the vault by Robert House after the latter won a game of blackjack against the dwellers. After this, he wandered the Mojave as a travelling doctor, but eventually returned to New Vegas and married his childhood sweetheart. They then began travelling together and were headed to California.
However, his wife died close to Goodsprings at some point due to the weak immune system she had from living in a vault her whole life. Unable to continue without his wife, he settled down and retired there so he could always remain close to her, but also secured the position as the town's doctor.
Interactions with the player character
|This character is a merchant.||Sells: various medical supplies|
|This character starts quests.|
|This character is involved in quests.|
- Ain't That a Kick in the Head: Doc Mitchell is ultimately responsible for saving the Courier's life after Benny leaves them for dead. Awakening from the coma, Doc Mitchell performs numerous procedures and tests to make sure the Courier is 'alright.' This serves as a milieu for character building, as well.
- Ghost Town Gunfight: Mitchell provides the defending residents with stimpaks and/or 2 doctor's bags to help defend against the Powder gangers.
- Run Goodsprings Run: The player can persuade Mitchell to give them stimpaks to help the Powder Gangers with Medicine 25.
- Mitchell revives the player after being found by Victor, and sets the characters stats for the game with help of the Vit-o-Matic. He then gives the player a set of weapons (depending on your tagged skills), a Vault 21 jumpsuit (either his own or his late wife's, depending on your gender), and his old Pip-Boy 3000. If the player has one of the pre-order packs, or Courier's Stash installed, the items will be added when the game begins, though can't be accessed until Mitchell gives the player the Pip-Boy 3000.
- Prior to leaving the house for the first time, the player can also gain an additional 3 stimpaks by passing a Medicine check (30). An additional Speech check (30) can be completed after the initial medicine check to gain 2 additional stimpaks, again this must be done before leaving the house the first time.
- Both skill checks reward 30 XP for a total of 60 XP, or 70 if the 9mm submachine gun is also repaired.
- During the word association part of the psych evaluation, if the player picks any of the following; kick, demolish, crush, heavy and human shield, Doc Mitchell will mention how disturbing their answers are.
Mitchell's dialog is influenced by the Courier's choice of S.P.E.C.I.A.L. attributes.
|Strength||Low||"That's some serious atrophy, even for someone who's been in bed awhile. It's a wonder you can move at all."|
|High||"Surprised anybody'd want to tangle with you. Heck, you could go deathclaw hunting with a switch."|
|Perception||Low||"Now I ain't no optometrist, but maybe we should fit you for some glasses while you're here."|
|High||"Nothing gets by you, huh? Coulda used you when I lost my keys last month."|
|Endurance||Low||"I just don't get it. A stiff breeze'd tear you in two but a couple of bullets and you're right as rain."|
|High||"I guess that explains how you're still alive. You're built solid as an oak."|
|Charisma||Low||"Huh. Must be some frontal lobe damage."|
|High||"Good to see them bullets didn't affect your charm none."|
|Intelligence||Low||"Sorry, son/little lady. I fixed up your head as best I knew how. I guess I missed a spot."|
|High||"Look at that. Maybe them bullets done your brain some good."|
|Agility||Low||"Don't have all your coordination back yet, looks like. You should think about doing some rehab."|
|High||"Most patients don't get out of bed after being shot and then move like they was in perfect control. You're unusual, I'll say that."|
|Luck||Low||"Now that don't make a lick of sense. Seems to me you're the luckiest son-of-a-gun in New Vegas."|
|High||"With Luck like yours I'm surprised them bullets didn't just turn right around and climb back into the gun."|
|All||None||"Yep, that's a pretty standard score there. But after what you been through, I'd say that's great news."|
He will only comment on one of your attributes, and only the one at the largest extreme. For example if your highest attribute is Strength at 8 and your lowest is Charisma at 1, he will comment on your lack of Charisma. If you have several attributes at one extreme, he will still only comment on one of them. For example, with Strength and Intelligence at 10, he will comment on Intelligence.
|Field hand outfit|
Drops on death
* Only during Run Goodsprings Run
- None of the items in his home are flagged as being owned, so you can take whatever isn't nailed down with no penalty to your karma, nor will he care if you take something right in front of him. This is one of the few inhabited properties in the Mojave Wasteland where you can do this. Plus you can sell everything you took from his house, and gain extra caps.
- When Doc Mitchell is showing you the ink blot, it has a startling resemblance to the strip, with the Lucky 38 being in the middle. Also, one of the options you can say of what you think the blot is ' A light in the darkness'. This could also be a reference to The Strip/New Vegas as it has functioning power and is a beacon of hope to the wastes of the Mojave.
- One of his ink blots bears a remarkable resemblance of two bears high-fiving, with a mod being made to actually pick the "two bears high-fiving". The mod has been acknowledged in Honest Hearts with the Two-Bears-High-Fiving Wild Wasteland occurrence.
- During Run Goodsprings Run (The quest given by Joe Cobb), if you do not have a high enough medicine skill and decide to kill Mitchell to obtain the medical supplies, they will be un-attainable. This can easily be fixed by pickpocketing him first.
- In the strip's Vault 21, Sarah tells you that Doc. Mitchell's old nickname was "Mole-Butt", though it does not have any effect on his dialogue options.
- If attacked outside of Run Goodsprings Run, rather than use a laser pistol (which is not found in his inventory) he will run for the knife located in the footlocker on the shelf next to the first-aid kit.
- The switch Mitchell mentions should the player have especially high Strength is a rod used for corporal punishment - certainly not the most effective tool for hunting deathclaws.
- "Here. These are yours. Was all you had on you when you was brought in. I hope you don't mind but I gave the note a look. I thought it might help me find a next of kin. But it was just something about a platinum chip."
- "How're you holdin' up?"
- "Try not to die again."
- "Well, that's all she wrote."
- "Seems like wherever I go it's always the same. Folks just never leave each other alone."
Mitchell appears only in Fallout: New Vegas.
- The Courier: "You know Doc Mitchell?"
Sarah Weintraub: "Mitch!? You know "mole-butt?" I hadn't thought about that name in a long time. I was just a child, and he had a big mole in his rear bumper. You understand, kids and all that. Everyone knows about each other in a Vault, there's no other way. I hope mol... I mean Mitch, is doing well!"
(Sarah Weintraub's dialogue)
- The Courier: "I saw your old vault on the Strip. Vault 21, right? Mr. House filled it with concrete?"
Mitchell: "Yep. He sure did. Wanted himself a hotel, and to make sure once he made the change there'd never be any going back. We didn't get a say. Don't know how you'd argue with a fella like that anyways, everywhere and nowhere all at once. So just like that, we was all homeless. Went our separate ways, and that was all she wrote."
(Mitchell's dialogue (Goodsprings))
- J.E. Saywer on Formspring
- The Courier: "Tell me about yourself, Doc."
Mitchell: "Well, I already told you I came from a vault. After that, was a traveling doctor for a spell. Seemed like a good idea at the time. Most folks out here ain't educated, so people with medical knowhow are hard to come by. Found that I could help a lot of people with what I knew, and that was all right with me. Eventually, I went back and married my childhood sweetheart and that was the end of my traveling days. Didn't miss it none then. Still don't."
(Mitchell's dialogue (Goodsprings))
- The Courier: "Is that when you settled out here with your wife?"
Mitchell: "Eventually we made our way out here. But uh... Well, when folks spend their lives in isolation, sometimes that ain't the best of things for learning to fight off germs. We was going to California, but Goodsprings was as far as we got. After she passed, wasn't no reason to keep going. I stayed so I could keep close to her."
(Mitchell's dialogue (Goodsprings))