Desmond Lockheart

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

Background
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 idealogical. 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.

Quests

 * 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

 * During A Meeting of the Minds, the Lone Wanderer must decide between killing Desmond or Calvert.

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

Behind the scenes

 * In Norse mythology, Odin had two wolf companions named Geri and Freki.

Bugs

 * Upon his death, Desmonds' corpse will have two ears on it, rather than just one.
 * Desmond tells you to lay mines for the invading tribals, however 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.