For an overview of deathclaw variants in the Fallout series of games, see deathclaw. |
Deathclaws are creatures living in the Capital Wasteland in 2277. They are a large, agile, and strong species of mutant Jackson's Chameleon[1] and are far more common in the Capital Wasteland than the west coast despite the more desolate, barren and desert-like wasteland.
Background
Originally engineered before the Great War by the U.S. government as a cheap replacement for human troops during combat operations, deathclaws were derived from a mixed animal stock, primarily the popular Jackson's chameleon.[1] Although the project was successful in creating a ferocious predator capable of surviving on its own in the wild, no references exist of them ever being deployed on the battlefield. After the Great War, deathclaws escaped into the wild and quickly spread across the continent. The Enclave had no hand in the deathclaw's creation, so far as the Appalachian Enclave's research division knows, but they do note that the genetic manipulation looks similar to their own projects.[2] Eventually, they were refined by the Master through genetic manipulation and the Forced Evolutionary Virus.[Non-game 1] Because initial reports were limited to a series of isolated nests, deathclaws were viewed as legendary creatures by the various inhabitants of southern California.[3] However, the population in the Boneyard was keenly aware of their existence, as a lone den mother and her offspring claimed the area between Downey and Norwalk around 2161, keeping the Gun Runners in a checkmate while terrorizing other communities in the region.[4] Also, a single deathclaw was found living near the outskirts of the Hub.[5]
Their gradual spread throughout the wasteland raised awareness of their existence, until they entered common consciousness as a lethal predator. As stated above, the Enclave eventually continued their research project started before the war, developing intelligent deathclaws for use in hostile environments around 2235.[Non-game 2] On May 17, 2242, the first successful pack was dropped into Vault 13 to cloak the presence of the Enclave and their abduction of the dwellers within. Following their first combat test, these deathclaws broke free of their Enclave masters, having become far more intelligent than anyone could foresee.[Non-game 3] They began developing a unique culture, as the first known non-humanoid sentient beings in history.[6] However, their intelligence was discovered by Dr. Schreber of Navarro, whose report led to the extermination of intelligent deathclaws with extreme prejudice.[7] Subsequent experimentation involved the aforementioned domestication units, although by the end of the 23rd century.[8]
Characteristics
Biology
Deathclaws are a large, carnivorous,[9] bipedal reptile species, designed for maximum lethality. The choice to make them bipedal was natural, as bipedalism raises the head, providing a greater field of vision and thus improving the ability to detect targets or resources. The upper limbs were also freed by this choice and could be fashioned into extremely dangerous weapons. The caveat is that the deathclaw is not as fast as a quadrupedal animal, though this is a largely academic concern. However, deathclaws have been observed running on all fours when charging prey. The rippling musculature of the deathclaw provides it with superior strength, excellent speed, and incredible resilience in most combat situations.[10][Non-game 1][1] Deathclaws communicate with each other in a pack using growls and body language, though they are also capable of mimicking human voices like a parrot if their intelligence is artificially increased.[1]
Their strength is further magnified by their claws. Owing to their lineage, the deathclaw has opposable thumbs, though an additional two fingers were coded into the genome, for a total of five fingers on each hand. Each terminates in a sharp talon that allows the reptile to wound and kill with frightening efficiency; a single swipe is capable of bisecting an unarmored human[11] in seconds.[12] Deathclaw hide is extremely tough, providing an excellent defense against blunt and edged weapons. Firearms and energy weapons are reliable tools for killing a deathclaw, though lower powered variants are likely to have trouble piercing its skin. The defense is enhanced by horns and dorsal spikes, making melee combat a very dangerous proposition.[1][13]
However, while they are difficult opponents, their keen senses can be used against them. Loud noises and bright light, such as that emitted by flares, can be used to deter a deathclaw's advance or even keep it at bay.[14]
Gameplay attributes
Deathclaws are arguably the most powerful and frightening creatures in the game. Unless the player is at a high level, they will have a hard time fighting one. Fortunately, deathclaws are arranged in sparse areas around the Capital Wasteland, so their influence on where and when you travel is limited. Despite having tough armor according to game lore, the deathclaws in the game are simply given a lot of hit points rather than damage resistance.
Variants
Deathclaw
A regular deathclaw, with all characteristics and attributes described above.
Name (Form ID) | Statistics | Behavior | Abilities | Items | ||||
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Deathclaw 0000CF9A 000C3280 00031E29 |
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Enclave deathclaw
Deathclaws only make appearances as Enclave camps begin to appear. Many of these camps are likely to house mind-controlled deathclaws, which are just the same as regular ones with the exception that they will not attack Enclave forces. However, as the mind-control devices on their heads can be targeted and shot, the potential to put them into a frenzy remains. Enclave Deathclaws may also be dropped off from Enclave Vertibirds along with Enclave soldiers and sentry bots.
During the quest The American Dream, a deathclaw can be seen in a cage in Raven Rock. This deathclaw has not undergone mind-control, however, and can be released from captivity with a Lockpick skill of 50. When released, it will attempt to kill anything in sight, excluding you.
During add-on Broken Steel quest Shock Value, if you receive Scribe Vallincourt's device, the Enclave deathclaws will act as temporary followers but if you go too far from the Enclave base where they were stationed, their heads will explode.
Name (Form ID) | Statistics | Behavior | Abilities | Items | ||||
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Deathclaw 000BCC4D 0001CF72 000AA836 xx00946B |
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Deathclaw xx00223C |
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Locations
- Random encounter locations.
- The Deathclaw Sanctuary.
- Old Olney.
- The F. Scott Key Trail & Campground.
- West of Canterbury Commons.
- Outside, inside, and surrouunding Raven Rock.
- Around the west side of Mason Dixon Salvage.
- Inside a hangar and the mobile base crawler at Adams Air Force Base.
- Outside the Regulator Headquarters (through the use of an accidental glitch.)
- Deathclaws do not spawn inside the DC Metro area, although the Enclave may bring them in after The Waters of Life.
- An Enclave deathclaw spawns near Dukov's Place.
- Where ever there are Enclave camps, deathclaws are commonly found there.
- An Enclave deathclaw spawns outside the Capitol Building.
Notes
- Deathclaw corpses contain a deathclaw hand, a component which can be used in creating a deathclaw gauntlet. However when the hand is taken the deathclaw still has both hands.
- Deathclaws are classified as abominations, and are therefore not affected by the Animal Friend perk.
- With Broken Steel installed, random encounters with deathclaws occur far more often. At higher levels, deathclaws can be commonly seen traveling in pairs.
- A dart gun will greatly reduce a deathclaw's ability to fight by crippling its legs with a single shot.
- This may be a former bug however, if you use something to make yourself invisible (i.e. Stealth Boy or Chinese stealth armor) at the Enclave Outpost near Dukov's Place, the Enclave deathclaw will usually go beserk and attack the enclave soldiers, even without the jammer.
- Crippling a deathclaw's leg severely slows it down thus decreasing its combat effectiveness.
Appearances
Deathclaws appear in Fallout 3 and its add-on Broken Steel.
Bugs
- V.A.T.S. which will result in their dead body flying across a large amount of land. Deathclaws occasionally fly off into the sky in a physics engine glitch. They can still be targeted and killed in
- Regulator HQ and attack everyone. It will continue to spawn in this manner after the first time this happens. A deathclaw may spawn inside
- V.A.T.S. on a deathclaw (especially with Sydney's 10mm "Ultra" SMG) the game may freeze after the first burst of shots. It will either unfreeze after a few minutes or it will stay frozen. Sometimes when using
- Mothership Zeta, deathclaws can, very rarely, spawn in the Cryo Lab. In
Gallery
References
- ↑ 1.0 1.1 1.2 1.3 1.4 Joseph (Ocjoseph.msg) in Fallout 2 says:
- "Well, let's see... Deathclaws appear to be mutated Jackson's Iguanas, the horned variety. There are a lot of similarities still present, but an even greater number of differences. The mutation factor is quite high. This species is highly intelligent, about the equivalent of an eight-year-old, with some individuals reaching human normal level. Their learning capacity is very high and they are capable of abstract thought and reasoning."
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tag; name "Chameleons" defined multiple times with different content - ↑ Enclave research facility terminal entires; Cell block C console, Subject C-01
- ↑ The Vault Dweller:"{347}{}{Do you know anything about the Deathclaw?}"
John Maxson:"{262}{Gen_78}{Oh. Just another stupid rumor. Some people say it's a huge fanged monster and others say it's a vampire.}"
(John Maxson's dialogue) - ↑ Gabriel
- ↑ Find the missing caravans
- ↑ The Chosen One: "{123}{}{What are you doing here?}"
Goris: {135}{}{I'm a student of sorts. I'm trying to learn as much as I can about the world and the different cultures that have developed. Right now I'm studying the culture the deathclaws are forming and comparing it to human development along similar lines. I've acquired just about all the information I need here. It would help my research a great deal if I could do some traveling. However, I don't want to go it alone, if you know what I mean.}"
(Goris' dialogue) - ↑ The deathclaw massacre within Fallout 2.
- ↑ Raven Rock terminal entries; delivery terminal, Note Regarding Recent Delivery
- ↑ In the quest Stop brahmin raids, Roger Westin mentions raids for food – the principal target being the NCR's brahmin herds.
- ↑ Gruthar: "{100}{}{You see a large deathclaw. The creature is composed of rippling muscle, sharp teeth, and claws.}"
(Gruthar's dialogue) - ↑ The Vault Dweller: "{141}{}{Where can I find the Gun Runners located?}"
Razor: "{158}{}{The Gun Runners are over to the east and then north of here. But be careful - Death Claws are not to be taken lightly. I've seen a Death Claw tear a man in half with one swipe.}"
(Razor's dialogue) - ↑ Fallout 4 loading screens: "No creature represents the danger of the Wasteland as much as the Deathclaw, which uses razor-sharp claws to rip apart its prey... in seconds."
- ↑ Deathclaw appearance across the Fallout series.
- ↑ NCR Radio distress beacon and Flash bang information
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