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(Notes: This seems like gibberish. If it makes sense to anyone, please put it back (and clean it up). I can't figure it out.)
(Notes: Rv strategy while (hopefully) leaving the meat about the cloaked character.)
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* In ''[[Fallout: New Vegas]]'', when [[Robert House|Mr. House]] is asked if he has been preserved by keeping his brain in jar (like a robobrain), he will say that this method of preservation would not allow him to maintain his thoughts or personality. However, Calvert maintains both of these attributes even though he has been kept alive in the same manner for hundreds of years (then again, considering Calvert's megalomaniac nature in Point Lookout, it's possible that the process rendered him insane, thus making House's statement at least partially true).
 
* In ''[[Fallout: New Vegas]]'', when [[Robert House|Mr. House]] is asked if he has been preserved by keeping his brain in jar (like a robobrain), he will say that this method of preservation would not allow him to maintain his thoughts or personality. However, Calvert maintains both of these attributes even though he has been kept alive in the same manner for hundreds of years (then again, considering Calvert's megalomaniac nature in Point Lookout, it's possible that the process rendered him insane, thus making House's statement at least partially true).
 
*This would be supported by the "[[Fallout: New Vegas]]" add-on [[Old World Blues]], in which a group of scientists known as the [[Think Tank]] have preserved their brains in a similar way to Professor Calvert, and have suffered from the same type of insanity as indicated by [[Dr. Mobius]], and the only reason they haven't wreaked havok on the Mojave Wasteland is because they have been forced into a recursion loop, causing them to forget about the existence of the outside world. It is likely that all who chose to preserve their minds in such a way suffered similar insanity, likely due to a total disconnection from their human form.
 
*This would be supported by the "[[Fallout: New Vegas]]" add-on [[Old World Blues]], in which a group of scientists known as the [[Think Tank]] have preserved their brains in a similar way to Professor Calvert, and have suffered from the same type of insanity as indicated by [[Dr. Mobius]], and the only reason they haven't wreaked havok on the Mojave Wasteland is because they have been forced into a recursion loop, causing them to forget about the existence of the outside world. It is likely that all who chose to preserve their minds in such a way suffered similar insanity, likely due to a total disconnection from their human form.
* A human version of Professor Calvert, identified as "The Brain", is located in a non-openable Pulowski Preservation shelter inside the boundaries of a building north of the Wonder Wheel near the ''Point Lookout'' pier. Albeit difficult, he can be reached without cheats. The Brain can be seen on the players compass as a friendly non-player character. If you want to get to him, stack some objects on the back of the bench (apparel, weapons, and large containers of ammunition work well) near the Wonder Wheel. Jump from the objects onto a flat platform sticking off of the building. Drop some objects onto the roof from here. Grab them and put them on the platform you're on. If you don't do it just right, they'll slide off. Use them to get to the roof. From here, run along the edge of the building far enough and you'll be able to turn left through the wall beside you to fall into the building. Here, you should see an unused Diner sign and a Pulowski Preservation shelter. The brain is in the shelter. You can hurt him with a flamer if you get right against the shelter. Lowering his health to 0 will make him become unconscious. Sometimes, he escapes from the shelter. If you hurt him, he will try to punch you even if he's in the shelter. However, he's so weak that the damage he inflicts is negligible. He is an unequipped human who appears to be using some kind of cloaking device. He has no voice. If he stops being hostile, he'll try to return to the shelter. You can get into the shelter by using a melee or unarmed attack on him in V.A.T.S. even if he's not currently in the shelter. You're given the talk command or the pickpocket command if you approach him but, if you try to do it, nothing happens. This non-player character is not intended to be seen and his appearance should not be considered the canonical pre-War appearance of Dr. Calvert.
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* A human version of Professor Calvert, identified as "The Brain", is located in a non-openable Pulowski Preservation shelter inside a building north of the Wonder Wheel near the ''Point Lookout'' pier. Visible on the compass as a friendly non-player character, he can be reached without cheating. He is not meant to be seen, though, and should not be considered evidence of a canonical pre-War appearance of Dr. Calvert.
   
 
==Appearances==
 
==Appearances==

Revision as of 22:54, October 11, 2011

Icon disambig
For the character from Fallout 2, see Brain.
 
Gametitle-FO3 PL
Gametitle-FO3 PL
You gaze upon one of America's greatest minds, preserved through the miracles of SCIENCE!— Professor Calvert, Fallout 3

Professor Calvert (unknown-2277) (also known as The Brain and The Transcendent One among the tribals) was one of the inhabitants of Point Lookout in the years 2077 to 2277 and serves as the main antagonist of the Point Lookout add-on.

Background

Professor Calvert was a member of the prestigious and influential Calvert family before the Great War, and an accredited expert in the field of cognitive robotics.

He survived the war by extracting his brain out of his body and preserving it in the Underground Lab using experimental robobrain technologies. This technology has allowed him to survive for over 200 years and develop the ability to telepathically communicate with other people over long range. His ultimate goal is to use his powers to achieve "total psychic domination" over the Maryland area. Standing in the way of this goal is Desmond Lockheart, with whom Calvert has had a long-term rivalry since before the Great War.

The battle of the two rivals continues as the professor becomes a "god" to a local tribal cult. Despite the cult's usefulness as living agents and tools, the Professor is frequently frustrated by their misinterpretation of his orders as religious instruction. After the tribals fail to kill Desmond and destroy the psychic jamming device, he learns (by contacting the mind of the Lone Wanderer) that the jamming device is ready to be installed on the top of the Ferris wheel to completely block his powers. Calvert then asks the Lone Wanderer to destroy the device rather than install it.

Interactions with the player character

Interactions overview

Perk nociception regulator
This character is essential. Essential characters cannot be killed.
Icon severed ear
This character drops an ear when killed (Contract Killer).
Icon severed finger
This character drops a finger when killed (Lawbringer).
Mesmetron icon
This character can be enslaved with the Mesmetron.
FriendlyFoe
This character is a temporary companion.
FriendlyFoe
This character is a permanent companion.
Medicine
This character is a doctor.
Barter
This character is a merchant. Caps: -
Sells: -
Fullmaintenance
This character can repair items. Repair cap: -
Deep Sleep
This character rents beds. Cost: - caps.
GoodNatured
This character starts quests.

-

Perk empathy synthesizer
This character is involved in quests.

Quests

  • Hearing Voices: The player speaks to Calvert in Jacksons' inner sanctum, he instructs the player to find a way to destroy Desmonds' jamming device.
  • Thought Control: Desmond gives the Cogwave jammer to the player and instructs him/her to place it on the Wonder Wheel. Before the player can, Calvert telepathically orders the Lone Wanderer to throw the jammer in the trash compacter.
  • A Meeting of the Minds: The choice arises whether to kill Calvert or Desmond.

Effects of player actions

The player must choose to kill either Desmond or Calvert at the end of the Meeting of the Minds quest.

Abilities

Professor Calvert is physically a human brain in a jar. He has the ability to control robots within the Underground Lab, and can access the minds of other people from a great distance. Though his psychic powers are strong, they are limited to the area immediately around him because of Desmond Lockheart's jamming device. He also controls a local tribal cult through a holographic projector he entrusted to Jackson, the cult leader.

Notes

  • When encountering The Brain in the Underground Lab, if you turn off collisions, you can go into the tank and find a bobblehead that runs the talking scripts.
  • In some cases, even after killing Calvert, you will occasionally receive the popup "The Brain is unconscious". This is typically due to a hostile non-player character attacking an Essential and normally inaccessible conversation stand-in located near the Wonder Wheel.
  • In Fallout: New Vegas, when Mr. House is asked if he has been preserved by keeping his brain in jar (like a robobrain), he will say that this method of preservation would not allow him to maintain his thoughts or personality. However, Calvert maintains both of these attributes even though he has been kept alive in the same manner for hundreds of years (then again, considering Calvert's megalomaniac nature in Point Lookout, it's possible that the process rendered him insane, thus making House's statement at least partially true).
  • This would be supported by the "Fallout: New Vegas" add-on Old World Blues, in which a group of scientists known as the Think Tank have preserved their brains in a similar way to Professor Calvert, and have suffered from the same type of insanity as indicated by Dr. Mobius, and the only reason they haven't wreaked havok on the Mojave Wasteland is because they have been forced into a recursion loop, causing them to forget about the existence of the outside world. It is likely that all who chose to preserve their minds in such a way suffered similar insanity, likely due to a total disconnection from their human form.
  • A human version of Professor Calvert, identified as "The Brain", is located in a non-openable Pulowski Preservation shelter inside a building north of the Wonder Wheel near the Point Lookout pier. Visible on the compass as a friendly non-player character, he can be reached without cheating. He is not meant to be seen, though, and should not be considered evidence of a canonical pre-War appearance of Dr. Calvert.

Appearances

Calvert (brain) appears only in the Fallout 3 add-on Point Lookout.

Behind the scenes

Antagonists

Template:Navbox Cyborgs

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