Before the bombs dropped, Desmond was a player in British 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.
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.
He was responsible for ridding Calvert of a body, and due to this, the two have a raging vendetta against each other that can only be ultimately resolved by one of their deaths.
Interactions with the player character
|This character is essential. Essential characters cannot be killed.|
|This character starts quests.|
|This character is involved in quests.|
|This character drops an ear when killed (Contract Killer).|
- The Local Flavor: Gives the next quest after the Calvert Mansion has been defended.
- Walking with Spirits: Speaking with Desmond starts this quest.
- Hearing Voices: Gives the next quest after speaking to Jackson.
- Thought Control: Speaking with Desmond starts this quest.
- A Meeting of the Minds: Speaking with Desmond starts this quest.
Effects of player's actions
|Apparel||Weapon||Other items||On death|
|Dirty pre-War businesswear
- 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.
- Together with Snowflake, Desmond is the only ghoul 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.
- "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?"
- "Those mud-lovers want me dead, and haven't extended the common fucking courtesy of telling me why!"
- "What's the difference between you and me, kid? What makes a gifted killer like yourself into a rock-hard bastard like me? The answer is TRAINING you ignorant FUCK! I've got a hundred years of experience on you, and don't you forget it!"
- "What? You betrayed me because I wasn't polite? Are you out of your fucking mind?"
- "Then pretty please, fucking help me rid the world of Professor Calvert."
- "I've been around for a long goddamn time."
- Upon his death, Desmond's corpse will have two ears on it, rather than just one. [verified]
- 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]
- 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)
- Fallout 3 Official Game Guide
- 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."
(Desmond Lockheart's dialogue)