“
I've been around for a long goddamn time.
”— Desmond Lockheart
Desmond is a pre-War ghoul living in Calvert Mansion in 2278.
[edit] 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.[1]
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.[1]
[edit] Interactions with the player character
[edit] Interactions overview
| General |
Services |
Quests |
|
| Merchant: |
No |
| Repairman: |
No |
| Doctor: |
No |
| Rents bed/room: |
No |
|
| Starts quests: |
Yes |
|
|
| Involved in quests: |
Yes |
|
|
|
[edit] Quests
- The Local Flavor: You help Desmond defend Calvert Mansion during the tribal assault upon it.
- Walking with Spirits: Desmond insists you somehow get into the tribals stronghold and get them to divulge why they attacked the mansion.
- Hearing Voices: After coming back with useless information, Desmond demands you find a way into the tribals society.
- Thought Control: After getting in with the tribals, Desmond urges you to place a jammer on the Ferris wheel on the boardwalk in order to sever Calvert's leadership from the tribals
- A Meeting of the Minds: Desmond is going to face Calvert once and for all.
[edit] Effects of player actions
[edit] Inventory
- Some of his dialogue hints that Desmond is British. His accent and dialogue phrasing seem to confirm this. His general accent and use of a soft 'a' when pronouncing words such as 'bastard' and 'fast', indicate he is from the Midlands. Professor Calvert also refers to Desmond as "limey", a semi-derogatory term for the British.
- 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 you exit the Underground Lab upon completion of A Meeting of the Minds. If talked 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 (in 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.
- Desmond swears far more than almost any other character in the game, seconded only by Mayor MacCready from Little Lamplight.
- Even though Desmond is rude and a bit of a jerk, he appears to be the "Good" Karma choice for the Meeting of the Minds quest, since he drops an Ear if killed by the player with the Contract Killer Perk. However, you do not lose karma for killing him.
- Every time you knock out Desmond before the end of the quest A Meeting of the Minds, his body spawns an ear which you can pickpocket from him.
- Despite the player helping Desmond out and doing his 'dirty work', Desmond is in no way thankful and stays rude to the player even if they decide to help him out all the way.
[edit] 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?"
[edit] Appearances
Desmond Lockheart appears only in the Fallout 3 add-on Point Lookout.
[edit] Behind the scenes
- PlayStation 3
Upon death, Desmonds' corpse will have two ears on it, rather than just one. Where they come from on a ghoul remains a mystery.
[edit] References
- ↑ 1.0 1.1 Fallout 3 Official Game Guide Game of the Year Edition p.69:
"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 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."