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Lobotomites are surgically-altered humans found in Big MT in 2281.
Background
Lobotomites are the result of medical experiments performed in Big MT. They were once used as assistants to clean up the Big MT after experiments, but have since begun to wander in aggressive bands.
As their name suggests, they are lobotomized humans without a conscience. Their brains have been replaced with advanced Tesla coils, allowing them to perform simple tasks such as using doors, walking, and fighting hand-to-hand or with firearms. They also have better resistance to chem addiction and shock from bodily damage. They are unable to talk normally and mainly grunt, but can be heard saying "die," "stop you," and "never" on occasions. It also appears that the Tesla coils give them a relatively long life since a lobotomite called Test Subject 1, probably the first created in Big MT, is still alive in 2281.
Dr. Dala calls them "skinvelopes." Her observations report that 43% of the time when two lobotomites are left together, they will either fight for dominance or "...inject bodily fluids into each others' orifices."
Typically, lobotomites wear a torn patient hood with a respirator, headphones, and a pair of high-tech goggles, with straps to attach them all. They are spread all across Big MT, but appear to have a particular home in The Cuckoo's Nest.
Characteristics
Lobotomites wear lobotomite jumpsuits or patient gowns which offer very little protection against damage. This apparel has a low damage threshold, but the medium to high health of the lobotomites somewhat counterbalances this.
Lobomites are armed with either a firearm or melee weapon. They carry more powerful weapons at higher player levels, and can pose a credible threat even to very high level players, since at very high levels they often carry hunting revolvers or brush guns. At all levels, melee-oriented lobomites frequently carry Saturnite fists or proton axes.
Usually, they attack in groups of three - with two melee-oriented members and one ranged. This can be a helpful thing to remember, as if you've killed five of them, there's probably still one lurking nearby. A single night stalker occasionally can be found in their group.
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Name (Form ID) | Statistics | Behavior | Abilities | Items | ||||
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Lobotomite xx?????? |
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Inventory
Apparel | Weapon | Other items |
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Patient gown or Lobotomite jumpsuit and Lobotomite mask and goggles or Lobotomite mask or Lobotomite goggles |
Player level: <10 Varmint rifle, Single shotgun, Knife, Cleaver Player level: 10-20 Hunting revolver, Brush gun, 10mm submachine gun, Saturnite fist, Proton axe, Shishkebab |
Medical brace Cherry bomb Fission battery Wonderglue Camera Cup Abraxo cleaner Steam gauge assembly Coffee mug |
Locations
- Lightly populated around the Think Tank, even after completion of the DLC.
- The Cuckoo's Nest (1-3, after completion).
- Waste disintegration platform (2-3 before completion, only 1 after).
Variants
- Test Subject 1: Possibly the first lobotomite subject.
Notes
- Although they are classified as creatures, lobotomites are coded in-game as human non-player characters.
- Lobotomites have black skin around their eyes, including their eyelids. If they die with their eyes shut, this can make it appear as though their eyes have been gouged out. They also have a unique "lobotomy scarred" skin for their face.
- When killed, lobotomites add to the Pip-Boy General Stats total of people the player has killed.
- Lobotomites will still spawn in great numbers at pre-designated locations after the completion of Old World Blues.
- Lobotomites make the same sounds as a Fallout: New Vegas ghoul and a trog from Fallout 3.
- The Courier becomes a lobotomite upon visiting Big MT, but still keeps his/her mental faculties.
- Randomly appearing Lobotomites are always male, but a few female Lobotomites can be encountered in the X-8 research center. These will not respawn.
- The Courier is still considered a Lobotomite to Dr. Klein and the other scientist upon completion of Old World Blues.
Appearances
Lobotomites appear in the Fallout: New Vegas add-on, Old World Blues. They also appeared on a loading screen of Fallout and they were to appear in Fallout 2 in a cut encounter.
Behind the scenes
- Lobotomites were to appear in Fallout 2, but were cut early on, and appeared only in a Fallout loading screen. At one point in the game, the Chosen One was supposed to be ambushed by a group of these monsters, wherein the Renegade Brotherhood soldier comes to his aid.
- In real life medical usage, a lobotomy involves cutting to and from the frontal lobes in the brain to remove part of it. Though very rarely used today because of antipsychotics, it was used most commonly in the 1940s to the 1950s to treat serious mental illnesses that otherwise required institution.
Bugs
- Ulysses' Point and waiting for a few seconds will cause lobotomites to spawn near Higgs Village and in front of the entrance to Ulysses' Point as well. The lobotomite that spawns at the entrance to Ulysses' Point may actually exit from the entrance at times, but generally just pops up upon fast travel. Lobotomites are notorious for spawning right in front of the player. For example, fast-traveling to
Gallery
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