Desmond Lockheart

 is a ghoul inhabitant of Point Lookout.

Background
Desmond is a ghoul with origins that date back to before the Great War. He was a player of the international intelligence community, possibly even involved in the events leading up to the nuclear holocaust. As it became apparent that the war was unavoidable, global leaders and members of the intelligence community all made various bids to ensure their survival, from FEV, through cryogenic stasis, to even controlled exposure to normally lethal levels of radiation (as is the case with Desmond, making him a ghoul by choice, not by fate). His change and the war did little to alter his state of mind or goals - he continued his invisible war against his enemies, only this time, the motivation was purely personal - as long as other players of the Great Game continued to exist, he'd never be safe.

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". At the time of Fallout 3 he lives in Calvert Mansion, which is constantly being attacked by a tribal cult that believes the mansion is destined to burn down. Despite what may seem like a crazy religious following, they are actually being manipulated by the brain of Professor Calvert, a man from a powerful family who has had a long-standing feud with Desmond dating back to before the Great War.

Some of his dialogue hints that Desmond is British. His accent and dialogue phrasing seem to confirm this, though it would appear that he has developed a slight American affectation. Professor Calvert also refers to Desmond as a "limey", which was a derogatory term for the British. During the 19th century, the British Royal Navy was required to provide a daily lime or orange ration to sailors to prevent the crew from getting scurvy.

Statistics
Similar to Wernher from The Pitt, Desmond's stats are on the same scale as the player's NPC companions, making him noticeably tougher than most other NPC characters (although the highest-level tribals in Point Lookout are equally tough). In fact, Desmond is somewhat tougher than most NPC companions, being exceeded only by the likes of Star Paladin Cross and Fawkes, although his lack of proper armor does give him a slight disadvantage.

Quests

 * The Local Flavor: Gives you the next quest after you defend Calvert Mansion.
 * Walking with Spirits: Speaking with Desmond starts this quest.
 * Hearing Voices: Gives you the next quest after you speak to Jackson.
 * Thought Control: Speaking with Desmond starts this quest.
 * A Meeting of the Minds: Speaking with Desmond starts this quest.

Effects of player actions

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

Notable quotes

 * "I've been around for a long goddamn time. The last time I knew a bird named Nadine, I still had skin."
 * "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?"
 * "Get in here, before those cocksuckers kill you too."
 * "You! You... BASTARD! Betray me? You fuck! You think you can betray... ME?! You have one chance. Exactly one fucking chance to redeem yourself in my eyes."
 * "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!"
 * "Done? Good. Bugger off."

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

Behind the scenes

 * In Norse mythology, Odin had two wolf companions named Freki and Geri, both meaning "the ravenous" or "greedy one".

Bugs

 * EXPLOIT: For characters with the Contract Killer perk, there is a possibility to farm infinite ears to sell. This is only possible during the time that Desmond is "essential" and therefore immortal, before you complete the main quest in the add-on. If you shoot him, he'll turn hostile, but as soon as you have made him unconscious, he'll be back to ally because he's needed to complete the main quest. If you then pickpocket him, he'll have an ear in his inventory. Stealing it will give you negative karma. Then you can knock him unconscious again and a new ear appears. And, to make things even better you can simply shoot him multiple times before pickpocketing him. He will then have multiple ears in his inventory. Make sure you save before attempting to pickpocket him. Even with sneak 100 the chance of success is less than 100%.
 * If you kill Desmond you will find two combat shotguns, however, if you pick only one of the two the other shotgun will automatically vanish. The only way to obtain both the shotguns is by choosing the option "take all".
 * On the "Meeting of the Minds" quest he may revert back to his dialogue the first time you met him, he will introduce himself and will have options to discuss the tribals.
 * When Desmond is putting away his sniper rifle the magazine may still be seen floating above his head.