The Vault - Fallout Wiki

We've Moved! Just as Gamepedia has joined forces with Fandom, this wiki had joined forces with our Fandom equivalent. The wiki has been archived and we ask that readers and editors move to the now combined wiki on Fandom. Click to go to the new wiki.

READ MORE

The Vault - Fallout Wiki
Advertisement
Mbox incomplete
Infobox incomplete
The infobox template in this article is missing some required data. You can help The Vault by filling it in.
Icon lincoln voice
Audio needed
This article has missing audio files. You can help The Vault by uploading them.
Desmond Lockheart
Desmond
Biography and appearance
RaceGhoul
GenderMale
AffiliationH.M. Government (formerly)
RoleSpy (formerly)
LocationCalvert Mansion
Dialogue FileDesmond Lockheart's dialogue
Gameplay
QuestsThe Local Flavor
Hearing Voices
Thought Control
A Meeting of the Minds
Statistics
AlignmentGood
SPECIALStrength: 6
Perception: 5
Endurance: 4
Charisma: 4
Intelligence: 4
Agility: 6
Luck: 4
Derived StatsHit Points: 335 → 460
Tag SkillsMelee Weapons: 49 → 100
Small Guns: 49 → 100
Sneak: 49 → 100
Level5 → 30 (1.3 x player level)
Technical
Base IDxx0035b4Ref IDxx0035b3
ActorJeff Baker
 
Gametitle-FO3 PL
Gametitle-FO3 PL

I've been around for a long goddamn time. The last time I knew a bird named Nadine, I still had skin. There was some girl who came nosing around here a few weeks back, but she ran off before I could... introduce myself.

— Desmond Lockheart

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

Background[]

Born in 2027[1][2] 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.[3]

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".[4] 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.[3]

While this weathered Brit[5][6][7] 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,[8][9] Professor Calvert, Lockheart is also using the mansion as an information hub, pulling all the data on Calvert that he possibly can.[10] 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.

Interactions with the player character[]

Interactions overview[]

Perk nociception regulator
This character is essential. Essential characters cannot be killed.
Icon severed ear
This character drops an ear when killed (Contract Killer).
GoodNatured
This character starts quests.
Perk empathy synthesizer
This character is involved in quests.

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[]

Inventory[]

MadeMan
Icon armored vault suit
Apparel
Dirty pre-War businesswear
Desmond's eyeglasses
Assault carbine icon
Weapon
Combat shotgun
Sniper rifle
Icon briefcase
Carried items
-
Icon male severed head
Drops on death
empty

Notes[]

  • If kept alive, Desmond disappears from the game after the Lone Wanderer exits 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.

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? Suffice it to say, I have business in Point Lookout. If you help, you will be repaid for your efforts. That's all you want to fucking know."

  • "You need to learn to pay attention when I speak. Those mud-lovers want me dead, and haven't extended the common fucking courtesy of telling me why. So I need you to find a way into their commune and figure out what's going through their addled little heads. Be a good pup, and Ol' Desmond will give you a treat. And, of course, who knows what riches they have for you to steal?"

  • "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. Stick by me, and you'll get a master's class in doing what has to be done."

  • "What? You betrayed me because I wasn't polite? Are you out of your fucking mind?"

  • "Fine then. Would it make your little feelbads all better if I said please? Then pretty please, fucking help me rid the world of Professor Calvert."

Appearances[]

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

Behind the scenes[]

Bugs[]

  • PCIcon pc PlayStation 3Icon ps3 Xbox 360Icon xbox360 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.
  • PlayStation 3Icon ps3 Upon death, Desmonds' corpse will have two ears on it, rather than just one. Where they come from on a ghoul remains a mystery.

References

  1. The Lone Wanderer: "And I'm supposed to help you for free?"
    Desmond Lockheart: "I'm 250 years old, so I think I have a shiny thing or two that might interest your tiny brain. So, if it's riches and weapons and things that you want, I have more than enough to spare. And all you have to do is do what you do best. Follow orders, and end Professor Calvert."
    (Desmond Lockheart's dialogue)
  2. The Lone Wanderer: "I just wanted to see you up close when I told you I was going to kill you."
    Desmond Lockheart: "After 250 years, you think I'll go down to you? Ha! Try it!"
    (Desmond Lockheart's dialogue)
  3. 3.0 3.1 Fallout 3 Official Game Guide Game of the Year Edition p.69: "Desmond the Ghoul
    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."
    (Fallout 3 Official Game Guide Game of the Year Edition Wasteland Census)
  4. The Lone Wanderer: "What will you do now that he's dead?"
    Desmond Lockheart: "Now that we're rid of Calvert, I'll be heading north to pursue my next rival. There are only a few of us left now. The great game goes on. Sort of a... what's a word you'd understand... microcosm? Yeah. It's a microcosm for the old world."
    The Lone Wanderer: "Wait... game?"
    Desmond Lockheart: "When great men rise, they will clash. It's inevitable. Calvert and I are both men of great power. But today, our rivalry ends. Now let's go!"
    (Desmond Lockheart's dialogue)
  5. Dialogue carries a Midlands accent; Calvert refers to Lockheart as a "limey".
  6. Desmond Lockheart: "Be careful. Professor Calvert's a tricky git."
    (Desmond Lockheart's dialogue)
  7. The Lone Wanderer: "...."
    Desmond Lockheart: "Nice try. Your payment is coming, and you're not getting a fucking pence until you're done. Now, did you come here for something, or are you just wasting my time?"
    (Desmond Lockheart's dialogue)
  8. The Lone Wanderer: "Calm down, there. You'll make a mess."
    Desmond Lockheart: "Moron! You cannot possibly comprehend what this is worth! I've been battling with Calvert for over 200 years! And now, at last, I am the victor! And now, 200 years of technology, knowledge, and research that he stole from me! Every time he beat me, it doesn't matter now!"
    (Desmond Lockheart's dialogue)
  9. Desmond Lockheart: "At last! The world is rid of that sniveling, disgusting, arrogant, brain! Think of it! Everything he learned! Everything he had! It's all here and it's all MINE! MINE!"
    (Desmond Lockheart's dialogue)
  10. The Lone Wanderer: "What are you doing down here?"
    Desmond Lockheart: "I'm pulling all the data that I can from Calvert's computers. Everything the little bastard gathered is here. And then, when I'm done, I'll leave this place to sink into the sea."
    (Desmond Lockheart's dialogue)
Advertisement