Fallout New Vegas Doc Mitchell Test !!EXCLUSIVE!!
How to Pass the Doc Mitchell Test in Fallout New Vegas
Fallout New Vegas is a role-playing game set in a post-apocalyptic world where you play as a courier who survives a gunshot to the head. At the beginning of the game, you wake up in the house of Doc Mitchell, a friendly doctor who helps you recover from your injury. Before you can leave his house, he asks you to take a psychological test to determine your skills and personality. This test is called the Doc Mitchell Test, and it consists of three parts: word association, personality profile, and Rorschach test. In this article, we will explain how to pass the Doc Mitchell Test and what it means for your character.
Fallout New Vegas Doc Mitchell Test
Word Association
The first part of the Doc Mitchell Test is a word association exercise. Doc Mitchell will say a word and you have to choose the first thing that comes to your mind from a list of options. Each option corresponds to a skill that you can tag later in the game. Tagging a skill means that you will get a bonus to that skill and be able to learn it faster. Here are the words and the options:
Dog: Cat (Sneak), Feed (Medicine), Newspaper (Melee Weapons), Train (Speech), Kick (Unarmed), Dinner (Survival)
House: Shelter (Survival), Burglarize (Lockpick), Renovate (Repair), Target (Guns & Energy Weapons), Investment (Barter), Demolish (Explosives)
Night: Campfire (Survival), Dream (Science), Shroud (Sneak), Sleep (Medicine), Treasure (Lockpick), Silencer (Guns)
Bandit/Enemy: Bribe (Barter), Crush (Unarmed), Stab (Melee Weapons), Swiss Cheese (Guns & Energy Weapons), Vaporize (Energy Weapons), Reasonable (Speech)
Light: Dark (Sneak), Heavy (Unarmed), Beam (Energy Weapons), Flash (Explosives), Inspiration (Science), Torch (Repair)
Mother: Caretaker (Medicine), Genes (Science), Cookie Jar (Lockpick), Tantrum (Barter), Tattle (Speech), Regret (Repair), Human Shield (Guns, Energy Weapons, Explosives)
You can choose any option you want, but keep in mind that the three skills that you choose most often will be recommended for tagging later. You can also choose different skills for each word if you want to have a more balanced character. There is no right or wrong answer here, just pick what suits your playstyle.
Personality Profile
The second part of the Doc Mitchell Test is a personality profile. Doc Mitchell will read some statements and you have to tell him how much they sound like something you would say. Each statement corresponds to two skills that will be affected by your answer. Here are the statements and the options:
Conflict just aint in my nature: Strongly Agree/Agree (+Sneak & Speech & Barter), No Opinion, Disagree/Strongly Disagree (+Guns & Energy Weapons & Explosives)
I aint given to relying on others for support: Strongly Agree/Agree (+Survival & Medicine & Repair), No Opinion, Disagree/Strongly Disagree (+Barter & Speech & Science)
Im always fixin to be the center of attention: Strongly Agree/Agree (+Explosives & Speech), No Opinion, Disagree/Strongly Disagree (+Sneak & Guns)
Im slow to embrace new ideas: Strongly Agree/Agree (+Repair & Medicine & Survival), No Opinion, Disagree/Strongly Disagree (+Science & Energy Weapons & Lockpick)
I charge in to deal with my problems head-on: Strongly Agree/Agree (+Guns & Unarmed & Melee Weapons), No Opinion, Disagree/Strongly Disagree (+Sneak & Speech & Barter)
You can choose any option you want, but keep in mind that each answer will give you a bonus or a penalty to two skills. You can also choose different answers c481cea774