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Lobotomite

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Lobotomite
Lobotomite
variantsTest Subject 1
locationBig MT
affiliationBig MT
 
Gametitle-FO1Gametitle-FO2Gametitle-FNV OWB
Gametitle-FO1Gametitle-FO2Gametitle-FNV OWB

ALL LOBOTOMITES, PLEASE STOP MILLING ABOUT. REALLY.

Dr. Klein

Lobotomites are surgically-altered humans found in Big MT in 2281.

Contents

BackgroundEdit

Lobotomites are the result of medical experiments performed at Big MT. Some were once used as assistants to clean up the Big MT after experiments, but have since begun to wander the area in aggressive bands.

The name suggests they are lobotomized humans without a conscience but the truth is even more invasive. Their brains have been replaced with advanced Tesla coils, that allow them to more than 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 now actively hostile. Unable to talk normally they mainly grunt but some can at times be heard saying "die," "stop you," and "never". 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.

CharacteristicsEdit

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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Missing data
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Name (Base ID)StatisticsBehaviorAbilitiesItems
Lobotomite
xx000000
LevelIcon level
?
Experience pointsIcon XP
?
PerceptionIcon eye
5
Hit pointsIcon heart
136 to 261
Damage ThresholdIcon shield gold
4 to 9
Damage ResistanceIcon shield silver
0%
Gamebryo AI attributes#AggressionIcon fist
Very aggressive: Will attack enemies and neutrals on sight.Icon requiredIcon requiredIcon optional
Gamebryo AI attributes#ConfidenceIcon confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Gamebryo AI attributes#AssistanceIcon group
Helps nobody: Will not help anyone.Icon optionalIcon optional
attackIcon attack
Melee ( damageIcon damage)
  • deadIcon dead

InventoryEdit

LocationsEdit

VariantsEdit

NotesEdit

  • 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, some Lobotomites equipped with melee weapons will be complete silent, thus its possible to be caught off guard.
  • 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.

AppearancesEdit

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 scenesEdit

  • 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.

Original sketch for above - interesting story behind this image. Jason and I had already done a first draft of the story for FO2, and at one point the player was to be ambushed by lobotomized creatures (lobotomites), when a renegade brotherhood soldier comes to his rescue. Get it? It's Fallout Tales # 2 and it was an illustration of a scene from FO2. Of course, the story was changed after FO1 was released, but it seemed like a good idea at the time.

Leonard Boyarsky on No Mutants Allowed
  • 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.

BugsEdit

ps3Icon ps3 pcIcon pc xbox360Icon xbox360 Lobotomites are notorious for spawning right in front of the player. For example, fast-traveling to 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. [verified]

GalleryEdit

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