Desmond Lockheart

"I've been around for a long goddamn time."

- Desmond Lockheart

Desmond 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. FEV, cryogenic stasis, AI consciousness transfer, genetic cloning, 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 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. 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.

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
If you wish to acquire all of the collectable items in Point Lookout, you can kill Calvert, then turn in the quest to Desmond, then kill Desmond and take his glasses.
 * During A Meeting of the Minds, the player must decide between killing Desmond or Calvert.

Notable quotes

 * "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."

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

Bugs

 * If the player has the Contract Killer perk, they can render him unconscious and pickpocket him for an ear, and he will be friendly again upon reawakening. Obviously this only works in the portion of the main quest when he is considered an "essential" character and cannot be killed.
 * Desmond has two combat shotguns on his corpse if killed, but taking one will make the other vanish unless the "Take All" option is used.
 * During Meeting of the Minds he may act as if the player has only just met him.
 * Upon death, Desmonds' corpse will have two ears on it, rather than just one.

Behind the scenes

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

Desmond Lockheart