Desmond Lockheart

Desmond Lockheart is a pre-War ghoul residing in the Calvert Mansion in 2278.

Background
Born in 2027 Lockheart was a player in international intelligence at the highest levels before the bombs dropped. His motives and obsessions have been scarcely affected by the apocalyptic devastation of the planet. He and those he would consider his peers knew for some time that the Great War was inevitable. Lockheart 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 transfer, genetic cloning, even – in Lockheart'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 personal 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 in what can be referred to as a "great game". 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.

While this weathered Brit  may be a bit rude and foul mouthed, he did not live this long by making friends. Along with his two dogs, Freki and Geri, Lockheart has set his stronghold up within Point Lookout in Calvert Mansion. While a personal jab at the ego at his rival of over 200 years, Professor Calvert, Lockheart is also using the mansion as an information hub, pulling all the data on Calvert that he possibly can. Carrying out the will of the "Transcendent One," the tribals native to the region led an assault on the mansion attempting to take out the ghoul and appease their brainy deity. Although very competent, Lockheart also acknowledges the use of an ignorant tourist is to his advantage and having them do his dirty work just might give him the upper hand he needs to to overcome his old rival.

Quests

 * The Local Flavor: The Lone Wanderer helps Desmond defend Calvert Mansion during the tribal assault upon it.
 * Walking with Spirits: Desmond insists the Lone Wanderer somehow get into the tribals stronghold and get them to divulge why they attacked the mansion.
 * Hearing Voices: After returning with useless information, Desmond demands the Lone Wanderer find a way into the tribals society.
 * Thought Control: After getting in with the tribals, Desmond urges the Lone Wanderer 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.

Effects of player actions

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

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

Behind the scenes

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

Bugs

 * 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.
 * Upon death, Desmonds' corpse will have two ears on it, rather than just one. Where they come from on a ghoul remains a mystery.