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The Vault - Fallout Wiki
The Vault - Fallout Wiki
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Lobotomite
Lobotomite
LocationBig MT
 
Gametitle-FO1Gametitle-FO2Gametitle-FNV OWB
Gametitle-FO1Gametitle-FO2Gametitle-FNV OWB

All lobotomites, please stop milling about. Really.

Klein

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

Background[]

Lobotomites are the result of medical experiments performed at 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.

[1]

Characteristics[]

Biology[]

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 walking, breathing and defend themselves against aggressors. 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 to say "die," "stop you" and "never" on occasion. 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's observations of the "skinvelopes" 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." It can be assumed that the other 57% is the behavior players are not exposed to. They are spread all across Big MT, but appear to have a particular home in The Cuckoo's Nest, where there is a shrine, composed of random objects, mostly toasters.

Gameplay attributes[]

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. Lobotomites level with the player, gaining increasingly damaging equipment as the player becomes a higher and higher level. For this reason, they still pose a credible threat even to very high level players.

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 kill five of them, there's probably still one lurking nearby.

Name (Base ID)StatisticsBehaviorAbilitiesItems
Lobotomite
00000000
LevelIcon level
?
Experience pointsIcon XP
?
DetectionIcon eye
5
Health pointsIcon heart
136 to 261
Damage thresholdIcon shield gold
4 to 9
Damage resistanceIcon shield silver
0%
FistIcon fist
Very aggressive: Will attack enemies and neutrals on sight.Icon requiredIcon requiredIcon optional
ConfidenceIcon confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
GroupIcon group
Helps nobody: Will not help anyone.Icon optionalIcon optional
AttackIcon attack
Melee ( DamageIcon damage)
  • DeadIcon dead

Inventory[]

MadeMan
Icon armored vault suit
Apparel
Patient gown or
Lobotomite jumpsuit
and
Lobotomite mask and goggles or
Lobotomite mask or
Lobotomite goggles
Assault carbine icon
Weapon
Player level: <10
Varmint rifle or Single shotgun or Knife or Cleaver

Player level: 10-20
.357 magnum revolver or 9mm pistol or Saturnite fist or Proton axe or Sledgehammer or Tire iron or Lead pipe
Player level: 20-30
10mm pistol or Caravan shotgun or Saturnite fist or Proton axe or Hatchet
Player level: 30-40
.44 magnum revolver or Hunting rifle or Hunting shotgun or 10mm submachine gun or Saturnite fist or Proton axe or Super sledge
Player level: 40-50
Hunting revolver or Brush gun or 10mm submachine gun or Saturnite fist or Proton axe or Shishkebab

Icon briefcase
Carried items
Medical brace
Cherry bomb
Fission battery
Wonderglue
Camera
Cup
Abraxo cleaner
Steam gauge assembly
Coffee mug
Icon male severed head
Drops on death
No additional items

Variants[]

Notes[]

  • Lobotomites are coded in-game as human non-player characters. They have a unique "lobotomy scarred" skin for their face. This means they add to the 'People killed' category recorded in the Pip-Boy 3000 (as opposed to 'Creatures killed').
  • Lobotomites have darker 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.
  • Lobotomites will still spawn in great numbers at pre-designated locations after the completion of Old World Blues.
  • The lobotomites that spawn upon the completion of Old World Blues are an excellent, never-ending source of level-based weapons.
  • Lobotomites make the same sounds as a Fallout: New Vegas ghoul and a trog.

Appearances[]

Lobotomites appear in the Fallout: New Vegas add-on Old World Blues, on a loading screen of Fallout and they were to appear in Fallout 2 in a cut encounter.

Behind the scenes[]

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
  • Lobotomites were to appear in Fallout 2, as slave soldiers of the Brotherhood of Steel (in an early draft, the Brotherhood was an evil force enslaving mutants and fielding an army of lobotomites). The player would have been ambushed by them at one point, with a Renegade Brotherhood soldier (in some sources referred to as a Desert Ranger) coming to his aid.[2]
  • 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[]

  • PlayStation 3Icon ps3 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.

Gallery[]

References

  1. The Courier: "You said you got off lucky?"
    Christine Royce: "Yeah... I saw records of other "patients," and what had been done to them. Some couldn't hear anything but static. Others, just... gibbering wrecks. Never going back... and Elijah was on his way here, so I couldn't stop to see if it was something I could fix... ...if you can even fix what happened to me when they jabbed the electrodes into my skull and turned my head into a flashlight. Then I got here, and my voice got severed... now I have a new one. Another thing Elijah has to answer for."
    (Christine Royce's dialogue)
  2. RPG Codex interview with Leonard Boyarsky
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