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You gaze upon one of America's greatest minds, preserved through the miracles of SCIENCE!— Professor Calvert, Fallout 3

Professor Calvert (unknown-2277) (also known as The Brain and The Transcendent One among the tribals) was one of the inhabitants of Point Lookout in the years 2077 to 2277 and serves as the main antagonist of the Point Lookout add-on.

Background

Professor Calvert, once a brilliant government scientist, is now reduced to a power-mad brain is a jar. He retains his brilliance, but hundreds of years in isolation have left him a maddened, scheming figure, constructing elaborate plans to dominate the rest of the world. Now that he has a way of contacting people outside of his lab, he intends to follow through on his places- especially if he can include revenge on Desmond, the agent responsible for his lack of a living body.[1]

pre-War

Professor Calvert was a member of the prestigious and influential Calvert family before the Great War, and an accredited expert in the field of cognitive robotics. He survived the war by extracting his brain out of his body and preserving it in the Underground Lab using experimental robobrain technologies. This technology has allowed him to survive for over 200 years and develop the ability to telepathically communicate with other people over long range.

Brain in a jar

His ultimate goal is to use his powers to achieve "total psychic domination" over the Maryland area. Standing in the way of this goal is Desmond Lockheart, who was the one responsible for Calvert's lack of a body.[1] The battle of the two rivals continues as the professor becomes a "god" to a local tribal cult. Despite the cult's usefulness as living agents and tools, the Professor is frequently frustrated by their misinterpretation of his orders as religious instruction. After the tribals fail to kill Desmond and destroy the psychic jamming device, he learns (by contacting the mind of the Lone Wanderer) that the jamming device is ready to be installed on the top of the Ferris wheel to completely block his powers. Calvert then asks the Lone Wanderer to destroy the device rather than install it.

Interactions with the player character

Interactions overview

Interactions
Perk nociception regulator color
This character is essential. Essential characters cannot be killed.
Paving the Way
This character is a permanent companion.
25 Strictly Business
This character is a temporary companion.
Icon quest starter
This character starts quests.

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FO76 ui icon quest
This character is involved in quests.
FO76 vaultboy firstaid
This character is a doctor.
FO76 ui trading team
This character is a merchant. Bottle cap -
Sells: -
2d20 Jury Rigger
This character can repair items. Max Repair condition: -
12 The American Dream
This character rents beds. Bottle cap -.
Icon severed ear color
This character drops an ear upon death (Contract Killer).
Severed
This character drops a finger upon death (Lawbringer).
Mesmetron icon
This character can be enslaved with the Mesmetron.

Quests

  • Hearing Voices: The player speaks to Calvert in Jacksons' inner sanctum, he instructs the player to find a way to destroy Desmond's jamming device.
  • Thought Control: Desmond gives the Cogwave jammer to the player and instructs him/her to place it on the Wonder Wheel. Before the player can, Calvert telepathically orders the Lone Wanderer to throw the jammer in the trash compacter.
  • A Meeting of the Minds: The choice arises whether to kill Calvert or Desmond.

Effects of player actions

The player must choose to kill either Desmond or Calvert at the end of the Meeting of the Minds quest.

Abilities

Professor Calvert is physically a human brain in a jar. He has the ability to control robots within the Underground Lab, and can access the minds of other people from a great distance. Though his psychic powers are strong, they are limited to the area immediately around him because of Desmond Lockheart's jamming device. He also controls a local tribal cult through a holographic projector he entrusted to Jackson, the cult leader. Due to his ability to speak telepathically to various people, Jackson's cult believe Calvert to be a type of deity.

Notes

  • When encountering The Brain in the Underground Lab, if you turn off collisions, you can go into the tank and find a bobblehead that runs the talking scripts.
  • In some cases, even after killing Calvert, you will occasionally receive the popup "The Brain is unconscious". This is typically due to a hostile non-player character attacking an Essential and normally inaccessible conversation stand-in located near the Wonder Wheel.
  • In Fallout: New Vegas, when Mr. House is asked if he has been preserved by keeping his brain in jar (like a robobrain), he will say that this method of preservation would not allow him to maintain his thoughts or personality. However, Calvert maintains both of these attributes even though he has been kept alive in the same manner for hundreds of years
  • This would be supported by the "Fallout: New Vegas" add-on Old World Blues, in which a group of scientists known as the Think Tank have preserved their brains in a similar way to Professor Calvert, and have suffered from the same type of insanity as indicated by Dr. Mobius, and the only reason they haven't wreaked havoc on the Mojave Wasteland is because they have been forced into a recursion loop, causing them to forget about the existence of the outside world.
  • A human version of Professor Calvert, identified as "The Brain", is located in a non-openable Pulowski Preservation shelter inside a building north of the Wonder Wheel near the Point Lookout pier. Visible on the compass as a friendly non-player character. He is not meant to be seen, though, and should not be considered evidence of a canonical pre-War appearance of Dr. Calvert.

Appearances

Calvert (brain) appears only in the Fallout 3 add-on Point Lookout.

Behind the scenes

  • A living brain in a jar/vat is a common device in sci-fi movies, TV shows, games, and literature.

References

Major antagonists

Template:Navbox Cyborgs

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