Fallout Wiki
Advertisement
Fallout Wiki

My story? Tell you what, kid. My story's a lot like a deathclaw's tongue. It's long, messy, and you don't want to get too personal with it. Understand?

Desmond Lockheart is a pre-War ghoul residing in the Calvert Mansion in 2278.


Background

Born in 2027[1][2] Lockheart was a player in international intelligence at the highest levels before the bombs dropped. His motives and obsessions have been scarcely affected by the apocalyptic devastation of the planet. He and those he would consider his peers knew for some time that the Great War was inevitable. Lockheart himself could have been directly involved in the actions leading up to the nuclear exchange.[Non-game 1]

Facing the nuclear holocaust, global leaders and members of the intelligence community made their personal bids for survival in the new world. F.E.V., cryogenic stasis, AI consciousness transfer, genetic cloning, even – in Lockheart's case – controlled exposure to normally lethal doses of radiation were among the wildly risky and experimental techniques pursued in the name of survival in a world without modern infrastructure. Old rivalries and personal vendettas were not forgotten in the ruins of society. Those who managed to survive quickly set about doing what the bombs had not - wiping out any remnants of the Old World that may be a threat to personal and political agendas in what can be referred to as a "great game".[3] Now, even so long after they should all have died naturally, these scattered figures seek power and jealously guard their secrets. Desmond's mission has long since ceased to be political or ideological. He knew – as experience has proven tenfold – that as long as any of his colleagues lived, he would be hunted. His purpose is simple: kill or be killed.[Non-game 1]

While this weathered Brit[4][5][6] may be a bit rude and foul mouthed, he did not live this long by making friends. Along with his two dogs, Freki and Geri, Lockheart has set his stronghold up within Point Lookout in Calvert Mansion. While a personal jab at the ego at his rival of over 200 years,[7][8] Professor Calvert, Lockheart is also using the mansion as an information hub, pulling all the data on Calvert that he possibly can.[9] Carrying out the will of the "Transcendent One," the tribals native to the region led an assault on the mansion attempting to take out the ghoul and appease their brainy deity. Although very competent, Lockheart also acknowledges the use of an ignorant tourist is to his advantage and having them do his dirty work just might give him the upper hand he needs to to overcome his old rival.

Interactions with the player character

Interactions overview

Interactions
Perk nociception regulator color.png
This character is essential. Essential characters cannot be killed.
Icon quest starter.png
This character starts quests.
FO76 ui icon quest.png
This character is involved in quests.
Icon severed ear color.png
This character drops an ear upon death (Contract Killer).

Quests

  • The Local Flavor: The Lone Wanderer helps Desmond defend Calvert Mansion during the tribal assault upon it.
  • Walking with Spirits: Desmond insists the Lone Wanderer somehow get into the tribals stronghold and get them to divulge why they attacked the mansion.
  • Hearing Voices: After returning with useless information, Desmond demands the Lone Wanderer find a way into the tribals society.
  • Thought Control: After getting in with the tribals, Desmond urges the Lone Wanderer to place a jammer on the Ferris wheel on the boardwalk in order to sever Calvert's leadership from the tribals.
  • A Meeting of the Minds: Desmond is going to face Calvert once and for all.

Effects of player's actions

Inventory

Notes

  • Some of his dialogue hints to Desmond being British. His English accent and dialogue phrasing support this. His general accent and use of a soft "a" when pronouncing words such as "bastard" and "fast," are typical of the English accent called "Received Pronunciation." He also has some hints of an American accent, producing what is sometimes called a Mid-Atlantic accent. Professor Calvert also refers to Desmond as "limey," a derogatory term for the British. Another hint is that when asking about Nadine he will use the term "bird" which is an informal term for girl used in England, and if the player fails a speech check to be paid more for working with him he will tell them they're "not getting a fucking pence until you're done," pence being a measure of British currency.
  • He owns two dogs named Freki and Geri. Freki is a vicious dog and Geri is a scavenger's dog, and are referred to by Desmond as his "pups."
  • If kept alive, Desmond disappears from the game after exiting the underground lab upon completion of A Meeting of the Minds. If spoken to beforehand, he will mention traveling north to pursue his next rival, another "player" in the "Great Game," a post-War struggle between former geniuses and billionaires.[3]
  • Together with Snowflake, Desmond is the only ghoul in Fallout 3 with a full head of styled hair and the only ghoul, besides Raul and Grecks (in Fallout: New Vegas), with facial hair. There is another ghoul named Griffon in the Broken Steel add-on who appears to have hair, but is actually wearing a wig.
  • Even though Desmond is rude, he appears to be the "Good" Karma choice for the Meeting of the Minds quest, since he drops an ear if killed by the Lone Wanderer with the Contract Killer perk. However, Karma is not lost for killing him.
  • Every time Desmond is knocked out before the end of the quest A Meeting of the Minds, his body spawns an ear which can be pickpocketed from him.
  • Despite the Lone Wanderer helping Desmond out and doing his "dirty work," Desmond stays rude to them even if they decide to help him out all the way. He will say quietly, "It pains me to say it, but thank you..." if one walks near him after killing Calvert.
  • When explaining where Calvert is hiding, he says "right here" even though his dialogue text says "the lighthouse," referring to the Point Lookout Lighthouse, which is virtually right there.

Notable quotes

Appearances

Desmond Lockheart appears only in the Fallout 3 add-on Point Lookout.

Behind the scenes

  • According to Point Lookout lead designer Joel Burgess, Desmond's mention of going north as part of the Great Game was included as a "Kessel Run"-type open hook that could be used in the future, but if not, the players' imaginations could suffice.[Non-game 2]
  • Although unsure if he was recalling it correctly, Burgess stated that because they did not yet have quest designers working on Point Lookout at an early stage in development, level designers who were working on Calvert Mansion threw in placeholder lines for the initial design of the mansion sequences. Although they are unable to be heard in normal gameplay, some of these placeholder lines can still be found in the add-on's files, including Desmond simply saying "I'm Desmond," which later became a meme.[Non-game 3]

Bugs

  • Playstation 3Playstation 3 Upon his death, Desmond's corpse will have two ears on it, rather than just one. [verified]
  • Playstation 3Playstation 3 Desmond tells the Lone Wanderer to lay mines for the invading tribals, but if Desmond approaches them they will detonate and Desmond will become hostile towards the player. Hiding from Desmond and waiting while Hidden will rectify this. Desmond will calm down and return to normal. [verified]

Gallery

References

  1. 1.0 1.1 The Lone Wanderer: "And I'm supposed to help you for free?"
    Desmond Lockheart: "I'm 250 years old, so I think I have a shiny thing or two that might interest your tiny brain. So, if it's riches and weapons and things that you want, I have more than enough to spare. And all you have to do is do what you do best. Follow orders, and end Professor Calvert."
    (Desmond Lockheart's dialogue)
  2. The Lone Wanderer: "I just wanted to see you up close when I told you I was going to kill you."
    Desmond Lockheart: "After 250 years, you think I'll go down to you? Ha! Try it!"
    (Desmond Lockheart's dialogue)
  3. 3.0 3.1 The Lone Wanderer: "What will you do now that he's dead?"
    Desmond Lockheart: "Now that we're rid of Calvert, I'll be heading north to pursue my next rival. There are only a few of us left now. The great game goes on. Sort of a... what's a word you'd understand... microcosm? Yeah. It's a microcosm for the old world."
    The Lone Wanderer: "Wait... game?"
    Desmond Lockheart: "When great men rise, they will clash. It's inevitable. Calvert and I are both men of great power. But today, our rivalry ends. Now let's go!"
    (Desmond Lockheart's dialogue)
  4. Dialogue carries a Midlands accent; Calvert refers to Lockheart as a "limey".
  5. Desmond Lockheart: "Be careful. Professor Calvert's a tricky git."
    (Desmond Lockheart's dialogue)
  6. The Lone Wanderer: "...."
    Desmond Lockheart: "Nice try. Your payment is coming, and you're not getting a fucking pence until you're done. Now, did you come here for something, or are you just wasting my time?"
    (Desmond Lockheart's dialogue)
  7. The Lone Wanderer: "Calm down, there. You'll make a mess."
    Desmond Lockheart: "Moron! You cannot possibly comprehend what this is worth! I've been battling with Calvert for over 200 years! And now, at last, I am the victor! And now, 200 years of technology, knowledge, and research that he stole from me! Every time he beat me, it doesn't matter now!"
    (Desmond Lockheart's dialogue)
  8. Desmond Lockheart: "At last! The world is rid of that sniveling, disgusting, arrogant, brain! Think of it! Everything he learned! Everything he had! It's all here and it's all MINE! MINE!"
    (Desmond Lockheart's dialogue)
  9. The Lone Wanderer: "What are you doing down here?"
    Desmond Lockheart: "I'm pulling all the data that I can from Calvert's computers. Everything the little bastard gathered is here. And then, when I'm done, I'll leave this place to sink into the sea."
    (Desmond Lockheart's dialogue)

Non-game

  1. 1.0 1.1 Fallout 3 Official Game Guide Game of the Year Edition p.69: "Desmond the Ghoul
    Before the bombs dropped, Desmond was a player in international intelligence at the highest levels. Desmond's motives and obsessions have been scarcely affected by the apocalyptic devastation of the planet. Desmond and those he would consider his peers knew for some time that the Great War was inevitable. Desmond himself could have been directly involved in the actions leading up to the nuclear exchange.
    Facing the nuclear holocaust, global leaders and members of the intelligence community made their personal bids for survival in the new world. F.E.V., cryogenic stasis, AI consciousness, even—in Desmond's case—controlled exposure to normally lethal doses of radiation were among the wildly risky and experimental techniques pursued in the name of survival in a world without modern infrastructure. Old rivalries and vendettas were not forgotten in the ashes of nuclear winter. Those who managed to survive quickly set about doing what the bombs had not—wiping out any remnants of the Old World that may be a threat to personal and political agendas. Now, even so long after they should all have died naturally, these scattered figures seek power and jealously guard their secrets. Desmond's mission has long since ceased to be political or ideological. He knew—as experience has proven tenfold—that as long as any of his colleagues lived, he would be hunted. His purpose is simple: kill or be killed."
    (Fallout 3 Official Game Guide Game of the Year Edition Wasteland Census)
  2. Fallout 4 Point Lookout Mod with Joel Burgess and Nate Purkeypile (1:23:37)
  3. Fallout 4 Point Lookout Mod with Joel Burgess and Nate Purkeypile (1:22:33)
Advertisement