Desmond Lockheart

 is a ghoul inhabitant of Point Lookout.

About
Desmond is a foul-mouthed ghoul with origins dating back before the Great War. He owns two dogs named Freki and Geri, one of them a Vicious Dog and the other a Scavenger's Dog, which he calls his "pups". At the time of Fallout 3 he lives in the 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, whose only goal has been to crush Desmond for over 200 years. Part of Calvert's goal is to destroy a jamming device in Desmond's possession.

Some of the dialogue from Professor Calvert hints that Desmond is British. His accent, and dialogue phrasing seem to confirm this.

If the Lone Wanderer sides with Desmond in his fight with Calvert and succeeds, the ghoul says he will probably travel north next (most probably to the Commonwealth) to pursue his next target - one of the few remaining participants in the "Great Game." The phrase is a reference to spy lore's Great Game, a romanticized term used to describe the evolution of espionage between super powers and its continuation into the present day. If Desmond is to be taken at his word it would imply a handful of secret agents and power players of the Pre-War period survived and continue to battle each other 200 years later.

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).

He fights with both a Drum-Magazine Combat Shotgun and a Sniper Rifle, and wears Dirty Pre-War Businesswear.

Corpse loot

 * Dirty Pre-War Businesswear
 * Desmond's Eyeglasses
 * Sniper Rifle (He actually picks up the sniper during the tribals final push to get in the mansion. It may or may not be possible to prevent him from picking it up)
 * Drum-Magazine Combat Shotgun

Quotes

 * "So, my hero huh? Think you came in and rescued me right in the nick of time?" -- When you speak with him for the first time.
 * "The type that kills everyone outside of my saferoom and leaves a hell of a mess to clean up. Standard type." -- When discussing his "failsafe".
 * "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?"
 * "Those mud-lovers want me dead, and they haven't extended the common fucking courtesy of telling me why." -- When discussing the Tribals.
 * "Get in here, before those cocksuckers kill you too." -- When asking you to help him fight off the Tribals.
 * "You! You... BASTARD! Betray me? You fuck! You think you can betray... ME?! You have one chance. Exactly one chance to fucking redeem yourself in my eyes." -- After destroying Calvert Mansion.

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

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 expansion. 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 succes is less than 100%.
 * After you complete the main quest of Point Lookout and if Desmond has survived then sometime after leaving the lab and returning he will be gone. It is possible that this is a glitch or Desmond made good on his promise to journey North.

Trivia

 * His name could be a reference to the jazz saxophonist Paul Desmond, who also shares a few traits with him in appearance.
 * Also, it is possible to liken Desmond Lockheart to that of the character Desmond from the "Lost" tv series as well. In addition to sharing names and a similar cultural background with the tv character, Desmond also appears to reside in a safe room in the beginning of the quest (computer, armory, and all) and is later confined to a "hatch" with similar conditions to that of the hatch in "Lost".