Recent changes Random page
GAMING
Gaming
 
WoWWiki
Diablo Wiki
Fallout-The Vault
Grand Theft Wiki
Halopedia
StarCraft Wiki
FFXIclopedia
Resident Evil Wiki
See more...

Deathclaw

From The Vault

Jump to: navigation, search
Creature
Deathclaw

Original deathclaw clay model
location: All over former United States
appearances: All Fallout games

Deathclaws are an enormously large, agile, and strong species of mutant creatures created through genetic engineering. They are substantially larger than a human, and have large and dangerous claws.

Contents

[edit] Biology

Deathclaws stand roughly 10 feet tall, and are very easy to spot in the distance, often before they can spot you. They are incredibly fast, and can easily cover a few hundred feet to their target in mere seconds.

Although they do not have vocal cords, the deathclaws seem to be able to mimic human speech much the same as a parrot does. However, normal deathclaws aren't intelligent enough to be capable of real speech.

[edit] History

The deathclaws were originally created before the Great War by the United States military, in order to replace humans during high-risk close-combat search-and-destroy missions[1]. They were Jackson's Chameleons[2] genetically modified with the DNA of various other species.

The Master also experimented on the deathclaws early on, but his experiments were not very successful, and eventually they were not used in his army. However, some of the modifications he made to their genome refined them into even more dangerous beasts[1].

Around 2161, deathclaws were still a mystery, a legendary creature, to many inhabitants of Southern California. In Fallout, a deathclaw first appeared in a mission to find missing caravans: while the deathclaw was not responsible for the caravan disappearances, as some had believed, evidence in its lair did lead to the correct solution. Deathclaws had also established a nest in the abandoned warehouse district of the Boneyard, obstructing traffic between the Gun Runners and potential trading partners and making any scavenging in the area very hazardous. As the deathclaw population grew, the deathclaws stopped being perceived as legendary beasts, and started to be seen as simply yet another dangerous animal.

[edit] Varieties

Deathclaw art from Fallout 1

[edit] Mother deathclaw

Main article: Mother deathclaw

Female deathclaws, also called Mothers and Matriarchs, are stronger and tougher than males, as well as fewer in numbers. Only one female is the pack mother at a given time, with another female taking its place when it dies. A pack is led by an 'alpha male'.

It's possible that the deathclaw variety with no spikes on the back and smaller, backward horns is in fact meant to represent the female deathclaw[3].

[edit] Baby deathclaw

Main article: Baby deathclaw

Baby deathclaws are infantile deathclaw offspring, found all around the West Coast. They are similar in appereance to an adult, but smaller.

[edit] Talking deathclaw

Main article: Talking deathclaw

In 2235, the Enclave captured many deathclaws and exposed them to FEV. This boosted their intelligence, giving them the ability to talk with varying degrees of erudition and articulation. This subspecies was highly intelligent, about the equivalent of an eight-year-old, with some individuals on par with average adult humans. Their learning capacity was very high and they were capable of abstract thought and reasoning. Although they did not have vocal cords, the deathclaws seemed to mimic human speech the same as a parrot does. Socially, they had rigidly hierarchical, peaceful, pack-based ethical code. They were extremely loyal to the pack as a whole, treating it as a family unit rather than having individual families. Fights within a pack are unheard of, and the pack's leader controls many aspects of life, such as choosing and matching female and male deathclaws for reproduction. Oddly enough, Deathclaws are not subject to sterility from FEV exposure; this trait is not explained.

[edit] Hairy deathclaw

Main article: Hairy deathclaw
One of the infamous hairy deathclaws from Fallout Tactics
Canonicity notice: Fallout Tactics
The following is based on Fallout Tactics: Brotherhood of Steel. This information may be considered semi-canon as long as it does not contradict canonical sources.

A deathclaw subspecies living in the area of the former states of Illinois, Missouri and Kansas developed patches of fur to better cope with the colder climate. Furthermore, some of them were noted to be capable of speech as early as in 2197, which means that they probably developed speech through spontaneous mutation, or were experimented on by someone other than the Enclave. Another possibility that they were designed to have an intellect and ability to speak before the Great War. They were also more matriarchal than their Western counterparts, with packs being led by Matriarch. While infant, these deathclaws are less hairly and seems to be absolutely unintellegent, behaving like an animal or simply following the adults. They presumably become self-aware when they grow up.

[edit] Experimental deathclaw

Main article: Experimental deathclaw
The following is based on Fallout: Brotherhood of Steel. This information is not considered canon, though non-contradictory elements may be useful as "flavor" material.

In the Secret Vault, a Vault-Tec installation which served as the company's ticket to a life after the apocalypse, aside from many scientific projects that were to insure the company's power, some research with radioactive materials and FEV took place. When the Initiate of Brotherhood of Steel visited the Vault, he encountered unique variants of the beast known all over the wastes.

The Vault-Tec scientists apparently obtained a sample of the deathclaw bioweapon and tried to improve it, using FEV, radiation and technology. The new species become larger, stronger, gaining extra muscle mass and a type of exoskeleton with many protruding spikes. However, the mutation led them to become blind, leaving the deathclaws to rely on their other senses. The longer they live, the bigger they become, so their mutation and the FEV effect could be very similar to that of Capital Wasteland super mutants. The eggs of these deathclaws are also unique, as they appear more like a pile of flesh nearly the same size as human.

[edit] Statistics

[edit] Fallout

The Deathclaw located in the Deathclaw's Lair has 250 HP and grants 1000 XP.

[edit] Fallout 2

To be written
This section is needed but has not been written yet. You can help The Vault by writing it.

[edit] Fallout 3

Fallout 3 creature
Deathclaw
location: Capital Wasteland
Deathclaw Sanctuary
Old Olney
F. Scott Key Trail & Campground
base id: 1CF9A
1CF72 (Enclave)

Enclave-controlled Deathclaw
SPECIAL
Statistic Value
Strength 6
Perception 8
Endurance 6
Charisma 2
Intelligence 4
Agility 5
Luck 10
Level 12
Derived Statistics
Statistic Value
Hit Points 500
XP 50
Combat skill 85
Attack damage 100
Special damage N/A



Cleanup
To meet The Vault's quality standards, this article or section may require cleanup.
Please help The Vault by editing the article or discuss this issue on the article's talk page.

Deathclaws return full-force midway into Fallout 3, still living up to the ferocity of the name. Although rarely in packs, Deathclaws are exceedingly lethal even when alone, as once they have spotted an enemy they are quick to close the distance and can easily slash even a heavily-armed enemy to their untimely death.

The majority of hostile Wasteland characters (i.e. Talon Company or Enclave patrols, rogue robots, or wasteland critters such as Yao Guai or Radscorpions) seem to consider Deathclaws a priority target, and will usually attack the Deathclaw instead of attacking the player. While the Deathclaw will kill pretty much anything short of an Outcast patrol or Enclave kill-team equipped with heavy weapons, such a distraction can buy valuable seconds to retreat to a better position.

Although not introduced until a considerable amount of progress has been made in the game, they do have the tendency to spawn at random encounter locations throughout the Wasteland even at early stages of the game. They will never appear at places within the DC Metro area (unless taken there by the Enclave), but other locations that were once safe — like Super-Duper Mart or areas east of Vault 101 — have the potential to begin spawning solitary Deathclaws. In addition, two main locations are heavily populated by Deathclaws: the Deathclaw Sanctuary in the Northwest corner of the map, and Old Olney in the Northeast. One can also be reliably encountered at the F. Scott Key Trail & Campground.

Deathclaws make another appearance in the game as the Enclave camps begin to appear. These camps are likely to house cages containing 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, there remains the potential to put them in a Frenzy.

Deathclaw corpses contain a Deathclaw Hand, a component which can be used in creating a Deathclaw Gauntlet. Strangely enough, they still have both hands when you take it. The Gauntlet is the strongest unarmed weapon in the game, having a (x5) critical multiplier and the unique property of ignoring target armor (damage resistance), which makes it as effective against an adversary in Power Armor as against an unarmored Raider.

It is important to note that Deathclaws possess some degree of intelligence as they'll purposefully avoid mines. One very important feature of deathclaws is that they also can open doors, meaning if you hide inside a closet, you may be forced to confront one in confined places. Never let your guard down!

Despite the fact that the Deathclaw Gauntlet ignores armor, attacks from Deathclaws do not ignore your damage resistance: they simply deal massive damage with each swipe.

Sadly for the player, Deathclaws are not affected by the Animal Friend perk.

After downloading Broken Steel random encounters with deathclaws appear far more often, and at higher levels deathclaws can be commonly seen traveling in pairs. During the quest Shock Value, the player can receive an item that causes Enclave Controlled Deathclaw to become allies.

A great weapon to use against a Deathclaw is the Dartgun. Both of it's leg will become crippled making it unable to run or jump toward the player allowing you to safely run backward and finish it off.

[edit] Fallout Tactics

To be written
This section is needed but has not been written yet. You can help The Vault by writing it.

[edit] Behind the scenes

The deathclaws are a reference to the Shadowclaws in Wasteland. In Scott Campbell's original concept art (see: gallery), deathclaws were mammals covered with fur. The reason it lost the hair from concept to production was a technical limitation of the rendering software, which couldn't get all the hair to move properly. The hairy Deathclaw in Fallout Tactics was inspired by the original concept[4].

According to the Fallout Bible[5], after a Dungeons & Dragons computer game made by Interplay was cancelled, deathclaws were modelled (visually) on the Tarrasques of the D&D canon, as a Tarrasque clay model was already made. However, according to Chris Taylor, while they do look Tarrasque-like, it was not intentional and the clay model was supposed to be a deathclaw from the start.[4].

[edit] Quotes

  • "The Deathclaw is the most evil thing to rise out of the ashes after the War. Some say it's a powerful ghost from the war that haunts the land. It's no ghost, it's as real as you and me. It's 20 feet tall with teeth as big as your arm. It's some kind of demon that found it's way here when the world was engulfed in fire." - Beth (Beth's dialogue file)
  • "The Deathclaws are all over in the Boneyard. I'd rather not even think about them. Huge and aptly named." - Katja (Katja's dialogue file)
  • "Okay. Well, it's like a damn big man, is what it is. Got spikes and claws that can cut through the heaviest armor. But don't let the size fool ya, it's quick." - Harold (Harold's dialogue file)
  • "You can't look at 'em! It is said the Death Claw can hypnotize just by lookin'. Then it walks up and "boom", you're et!" - Harold (Harold's dialogue file)
  • "Heard some tales about something faster, bigger, and meaner than any living creature has a right to be. Not too many, though, which means that it doesn't leave many survivors. Big claws, ferocious disposition." - Tycho (Tycho's dialogue file)
  • "The Death Claw? Oh, that's a bedtime story. Drinks blood and howls at the full moon." - Killian Darkwater (Killian's dialogue file)
  • "I heard a tale from a traveller up from the south. He said the Death Claw was a creature that killed people at night. He said no one can catch it, because it can disappear like smoke. Not that I believe it, of course." - Tandi (Tandi's dialogue file)

[edit] Gallery

[edit] Fallout and Fallout 2

[edit] Fallout 3

[edit] Fallout Tactics

shoot them with a big gun

[edit] Fallout: Brotherhood of Steel

[edit] Van Buren

[edit] Fallout d20

[edit] Bugs

  • There also seems to be a strange glitch with Deathclaws in Fallout 3. Sometimes when they are encountered by the player, they randomly fly straight up into the sky- literally hundreds of feet into the air, so far so that they pass out of sight and even out of V.A.T.S. range. When this glitch is encountered, it will be quite surprising, and even funny. There is no real trigger to this event, as they sometimes are attacking, idle, or roaming when it occurs. This can actually become a benefit to the player; if you are low on health, stimpacks, or you simply do not have the proper level or equipment to dispatch this enemy, fleeing can be employed while the Deathclaw is still in the atmosphere. The Deathclaw will rarely die from this random flight, however will take damage when it lands. Take advantage of this bug and land as many shots as you can. Just because the Deathclaw has taken flight does not mean just walk away. Remain cautious and keep your back against a solid, such as a building. Do not let your guard down until the beast is dead by your hand.
  • A variant of the bug mentioned above, sometimes flying Deathclaws will "loop". They will fly into the air, spawn near the ground, then fly into the air again. Each time the loop occurs, the Deathclaw appears to suffer no falling damage. If the player targets the Deathclaw and successfully lands some hits, the Deathclaw may end up never returning from flight, which can be quite bothersome because it will keep the player in "DANGER" status for while, preventing fast traveling.
  • Targeting flying Deathclaws using vats can result in rather humorous bullet behavior. Sometimes bullets tracking the Deathclaw as it rockets into the air will tumble, perhaps due to the Deathclaw's massive acceleration.
  • They can get stuck on fences, walls, and cages; if this happens just keep throwing frag grenades until they die.
  • If you are being chased by Deathclaws, going through a door will not help (if they are close behind) because they can come through with you.
  • Deathclaws at Enclave camps like many re-occurring NPCs will respawn at their body's location. Because it is the opening of the Deathclaw cage that sets them hostile, it will simply stand there and stare into space. This is likely why there are "friendly" deathclaws.
  • spawning a deathclaw with the console will spawn a non-hostile deathclaw that will attack everything but you and other deathclaws you spawn (it is unknown if they will attack "wild" deathclaws)
  • There is a bug that occurs in Broken Steel if you have the Deathclaw Scrambler that if you have a Deathclaw following you and fast travel that the Deathclaw will die from a fall that will result in the death of the Deathclaw. ( Confirmed on 360)

[edit] References

  1. 1.0 1.1 Deathclaws being genetically engineered before the War and later refined by the Master is mentioned only in the Fallout 2 Official Strategies & Secrets strategy guide, written by Fallout 2 lead designer, Matt Norton, as well as in Fallout Tactics. It is unknown why the Master would genetically manipulate the Deathclaws and then not use them at all for his purposes.
  2. Joseph (Ocjoseph.msg) in Fallout 2 says (about the talking deathclaws modified by the Enclave, not the entire species):
    Well, let's see... Deathclaws appear to be mutated Jackson's Chameleons, 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.
  3. The version with forward horns and (sometimes) spikes is the one from the clay model and the in-game model in Fallout, Fallout 2, Fallout 3 and Van Buren. The other version is seen in one of the images in the Fallout manual.
  4. 4.0 4.1 Chris Taylor at No Mutants Allowed forum
  5. Fallout Bible 8


[edit] Videos

Fallout 3 How to kill a Deathclaw - HD [1]

Video of a bug in Fallout 3 with a Deathclaw [2]

Fallout 3 Tips - Technique for how to kill Deathclaws [3]

Creatures in the Fallout games
Rate this article:
Share this article: