Deathclaw (Fallout)

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For an overview of deathclaw variants throughout the Fallout series, see Deathclaw.
Deathclaw
Deathclaw fo1.gifFo Render deathclaw.png
LocationNew California
Statistics
Basic StatsSee below
ResistancesSee below
AttacksSee below
ExperienceSee below
 
Gametitle-FO1.pngGametitle-FO2.png
Gametitle-FO1.pngGametitle-FO2.png

Big! Big! The size of three men! Claws as long as my forearm! Ripped apart! Ripped apart!

Trent Barrister, Fallout

Deathclaws are mutated creatures in Fallout and Fallout 2. They are large, agile, and strong species of mutant horned Jackson's Chameleon.[1]

Background[edit | edit source]

The following section is transcluded from deathclaw. To modify, please edit the source page.

Deathclaws are a 6 meter (20 feet) long[2] carnivorous[3] 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 and 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. The rippling musculature of the deathclaw provides it with superior strength, excellent speed, and incredible resilience in most combat situations.[4][5][1]

Of course, their strength is 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 in each palm. 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[6] in seconds.[7] Deathclaw hide is extremely tough, providing excellent defense against blunt and edged weapons. Firearms and energy weapons are reliable tools for killing a deathclaw, though lower powered variants are very likely to have trouble penetrating it. Defense is enhanced by horns and dorsal spikes, making melee combat a very dangerous proposition. The deathclaw is an apex predator of the finest sort – and the advice for fighting in close quarters would be: Don't.[8]

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 keep a deathclaw at bay or even deter its advance.[9]

Behavior[edit | edit source]

Deathclaws are pack animals, with the leadership role assumed by the alpha pair – the strongest male and female deathclaws in the group. The remainder of the pack follows the leaders and migrates along with them.[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]

Coupled with their pack behavior is a fierce territorial instinct. Deathclaws will usually opt for territories away from inhabited areas (most likely due to noise), but may settle into temporarily abandoned human buildings and areas, as was the case with the Boneyard warehouses circa 2161 or Quarry Junction in 2281.[10] Once it claims a territory, a pack is exceedingly difficult to dislodge, as the alpha male will not abandon a claimed territory even if the pack mother is killed,[11] while the alpha female will simply choose another mate to procreate.[12] As such, reclaiming a deathclaw territory usually requires either killing both pack leaders, causing the pack to scatter,[13] or wiping out the entire pack. Neither is particularly easy.[14]

Reproduction[edit | edit source]

A pile of hardy deathclaw eggs.

Deathclaws are made even more dangerous by their reproductive instincts. Unlike the Jackson's Chameleons they come from, deathclaws are an oviparous species, female deathclaws will lay eggs in clusters, sired by the strongest male deathclaws in the pack – typically the alpha male. Survival of the pack is coded into deathclaws and the pack leaders will instinctively select only the strongest partners for procreation.[15] If killed, the pack mother will typically be replaced by another female in short order.[16]

While deathclaw eggs are durable and resilient, with an extremely long shelf life,[17] deathclaws will seek out dark, sheltered areas to set up their nests.[18]

A juvenile deathclaw is born without prominent horns or dorsal spikes, which grow as it matures, and both of which act as secondary sex characteristics. Horns grow forwards on males, with larger being the more desirable,[19] and grow back and upwards on females.[20] Dorsal spikes grow much the same way as horns on males and act much the same way with larger being more desirable,[19] but on females dorsal spikes do not grow as large as they do on males and tend to be short in comparison.[20] Claws, on the other hand, are present from day one – and likely play a role in breaking through the shell. Baby deathclaws are born with a light brown skin tone and live under the protection of their parents within the pack.[21] The skin darkens as the deathclaw matures, reaching deep brown upon entering adulthood,[22] and eventually dark brown, black, or even black and blue for old, experienced claws.[23]

Relationship with humans[edit | edit source]

While deathclaws do not actively seek out human habitats to attack, human expansion inevitably leads to the two species coming in contact, usually by accident.[24][25] Deathclaws are incredibly dangerous to humans, no matter how well protected they are. Even Brotherhood of Steel patrols are known to suffer major casualties if they walk into a deathclaw territory unawares.[26] The Enclave sought to exploit their fierce instincts and ferocity and use them as cheap, expendable troops for use in hostile environments. Their initial experiments, starting in 2235,[27] focused on using the modified FEV to artificially increase the intelligence of deathclaws and succeeded in creating a single pack of modified, intelligent deathclaws led by Gruthar. Intended to only be smart enough to follow orders issued by their handlers, they have developed far higher intelligence than the project assumed was possible. After the first unit was fielded, Doctor Schreber's experimentation revealed that fact and the whole breed was summarily exterminated at the site they were first unleashed: Vault 13.[28] Subsequent efforts, once the Enclave regrouped at Raven Rock, were focused on cruder, but more reliable methods: Domestication units. These devices are surgically implanted into a captive deathclaw's brain and skull, allowing Enclave troops to issue commands to the fierce reptiles as if they were pets.[29] Of course, even without human interference, deathclaws are a continuing hazard in the wastelands. Despite the efforts of hunter teams, they continue to set up nests throughout the wastelands.[30]

The ferocity of deathclaws and their incredible resilience has earned them the respect of wastelanders. Its existence was treated in skepticism in the first century after the war,[31] and was considered a tall tale on the order of ghosts and demons,[2] the steady increase in deathclaw population eventually secured them a place in the common consciousness. When used for comparisons, deathclaws are usually synonymous with ferocity and resilience.[32] Occasionally, they're used to insult people – allegedly they're as bad as marketing directors.[33] Other examples of deathclaw presence in popular culture is the expression "deathclaw in a mating season",[34] and, allegedly, deathclaw costumes.[35]

Deathclaw eggs are also a known delicacy, used to make omelettes that are highly nourishing and delicious at the same time.[17]

Characteristics[edit | edit source]

Fallout[edit | edit source]

Deathclaws have a very limited presence in the game and are treated as myth by most characters the player interacts with. They are encountered in three instances:

  1. In a random encounter in an area northeast of the Hub, which are the hunting grounds of the creature.
  2. In a cave that Uncle Slappy can lead the player to in the Hub, while investigating the missing caravans.
  3. In the warehouses in the Boneyard, blocking access to the Gun Runners.

The deathclaw is a powerful adversary and shouldn't be taken lightly at any moment, especially with its high amount of action points and damage output. The one at the Hub can be confronted with as little as Dogmeat, a metal armor, and a shotgun, but will require a supply of stimpaks or a lot of luck while taking shots to the eyes. The ones at the Boneyard appear in groups of three, with 250 hit points each and grant 1000 experience points per kill. They respawn every hour unless the mother is killed. She's found in the basement and has 320 hit points. Killing her nets 1500 experience points.

Animal Friend does not affect deathclaws.

Fallout 2[edit | edit source]

Deathclaws are much more numerous, especially down south. They are commonly found in random encounters in the Central Valley. They are fast, lethal, and durable, sometimes accompanied by the smaller juvenile deathclaws.

The game also features a tribe of intelligent deathclaws, located at Vault 13. The pack is led by Gruthar and Goris, his son, is a potential companion for the player.

Variants[edit | edit source]

Generic variants[edit | edit source]

Variant SPECIAL Skills Derived Resistances Attacks Locations XP Proto ID
Fo2 Baby Deathclaw.png
Fo2 Deathclaw.png
Baby Deathclaw
Strength: 8
Perception: 6
Endurance: 6
Charisma: 1
Intelligence: 3
Agility: 5
Luck: 5
Unarmed: 73% Hit points: 50

Armor class: 5

Action points: 7

Melee damage: 8

Sequence: 12

Critical chance: 5%

DT/DR
  • Normal: 2/15%
  • Laser: 2/15%
  • Plasma: 0/15%
  • Fire: 2/15%
  • Electric: 0/15%
  • Explosive: 2/15%
  • EMP: 0/500%
Unarmed
1 - 10 Normal damage
Vault 13 1000 00000006 00000007
Fo2 Baby Deathclaw.png
Deathclaw Spawn
Strength: 8
Perception: 7
Endurance: 7
Charisma: 3
Intelligence: 2
Agility: 9
Luck: 5
Unarmed: 100% Hit points: 60

Armor class: 8

Action points: 9

Melee damage: 13

Sequence: 17

Critical chance: 3%

DT/DR
  • Normal: 0/20%
  • Laser: 0/20%
  • Plasma: 0/10%
  • Fire: 0/20%
  • Electric: 0/10%
  • Explosive:0/10%
  • EMP: 0/500%
Claw (variant I)

3-17 Normal damage (penetrates)

Claw (variant II)

5-23 Normal damage (penetrates)

Random encounter 1000 00000085
Fo2 Baby Deathclaw.png
Small Tough Deathclaw
Strength: 8
Perception: 8
Endurance: 6
Charisma: 1
Intelligence: 3
Agility: 7
Luck: 8
Unarmed: 100% Hit points: 170

Armor class: 27

Action points: 10

Melee damage: 8

Sequence: 19

Critical chance: 8%

DT/DR
  • Normal: 4/40%
  • Laser: 4/40%
  • Plasma: 3/20%
  • Fire: 3/50%
  • Electric: 3/20%
  • Explosive:4/20%
  • EMP: 0/500%
Claw (variant I)

3-12 Normal damage (penetrates)

Claw (variant II)

5-18 Normal damage (penetrates)

Random encounter 1000 00000085
Fo2 Deathclaw.png
Deathclaw
Strength: 10
Perception: 8
Endurance: 10
Charisma: 1
Intelligence: 7
Agility: 10
Luck: 5
Unarmed: 125% Hit points: 225

Armor class: 10

Action points: 11

Melee damage: 19

Sequence: 26

Critical chance: 25%

DT/DR
  • Normal: 6/25%
  • Laser: 4/10%
  • Plasma: 4/20%
  • Fire: 4/20%
  • Electric: 4/20%
  • Explosive: 6/20%
  • EMP: 0/500%
Claw (variant I)

3-23 Normal damage (penetrates)

Claw (variant II)

5-29 Normal damage (penetrates)

Random encounter 1000 00000084
Fo2 Deathclaw.png
Tough Deathclaw
Strength: 9
Perception: 10
Endurance: 8
Charisma: 1
Intelligence: 4
Agility: 10
Luck: 10
Unarmed: 150% Hit points: 310

Armor class: 40

Action points: 12

Melee damage: 19

Sequence: 22

Critical chance: 25%

DT/DR
  • Normal: 10/50%
  • Laser: 8/20%
  • Plasma: 8/40%
  • Fire: 8/40%
  • Electric: 8/40%
  • Explosive: 12/40%
  • EMP: 0/500%
Claw (variant I)

3-23 Normal damage (penetrates)

Claw (variant II)

5-29 Normal damage (penetrates)

Random encounters

Vault 13: Jul

2000 00000275
Fo2 Deathclaw.png
Mother Deathclaw
Strength: 10
Perception: 10
Endurance: 9
Charisma: 2
Intelligence: 6
Agility: 10
Luck: 10
Unarmed: 150% Hit points: 310

Armor class: 35

Action points: 12

Melee damage: 25

Sequence: 30

Critical chance: 30%

DT/DR
  • Normal: 12/40%
  • Laser: 12/40%
  • Plasma: 10/40%
  • Fire: 12/60%
  • Electric: 12/40%
  • Explosive: 20/50%
  • EMP: 0/500%
Claw (variant II)

5-35 Normal damage (penetrates)

Vault 13: Kerith 2000 00000275

Named variants[edit | edit source]

Variant SPECIAL Skills Derived Resistances Attacks Locations XP Proto ID
Fo2 Deathclaw.png
Chicken
Strength: 8
Perception: 7
Endurance: 7
Charisma: 3
Intelligence: 2
Agility: 9
Luck: 5
Unarmed: 100% Hit points: 200

Armor class: 9

Action points: 9

Melee damage: 13

Sequence: 22

Critical chance: 20%

DT/DR
  • Normal: 6/25%
  • Laser: 4/10%
  • Plasma: 4/20%
  • Fire: 4/20%
  • Electric: 4/20%
  • Explosive: 6/20%
  • EMP: 0/500%
Unarmed
1 - 15 Normal damage
Modoc: Rose's barn 1000 00000195
Fo2 Deathclaw.png
Gruthar
Strength: 9
Perception: 10
Endurance: 8
Charisma: 4
Intelligence: 5
Agility: 10
Luck: 6
Unarmed: 100% Hit points: 250

Armor class: 35

Action points: 12

Melee damage: 24

Sequence: 30

DT/DR
  • Normal: 12/40%
  • Laser: 12/40%
  • Fire: 12/60%
  • Plasma: 10/40%
  • Electrical: 12/40%
  • Explode: 20/50%
  • EMP: 15/500%
Claw (variant II)

5-34 Normal damage (penetrates)

Vault 13: Used by Gruthar, Dar, Valdis, Thearn 1200 00000195
Goris1.gif
Goris
Strength: 8
Perception: 9
Endurance: 7
Charisma: 4
Intelligence: 5
Agility: 8
Luck: 6
Unarmed: 110% Hit points: 125

Armor class: 28

Action points: 11

Melee damage: 23

Sequence: 28

DT/DR
  • Normal: 5/40%
  • Laser: 8/60%
  • Fire: 4/30%
  • Plasma: 4/50%
  • Electrical: 2/50%
  • Explode: 6/40%
  • EMP: 0/500%
Claw (variant I)

3-27 Normal damage (penetrates)

Vault 13 900 00000152

Behind the scenes[edit | edit source]

The following section is transcluded from deathclaw. To modify, please edit the source page.

Was it always a big scaly lizard thing? Nope. My initial design for this terrible creature was a the apex predator of the wasteland, a mix of wolverine and brown bear, mutated by the FEV. It could survive any environment and feared nothing; a legendary force of nature that struck terror into the hearts of men! Unfortunately, the artists took one look at my concept sketch and said, 'Dude, that's way too much hair.' It was true. The Wolverine-bear was very furry, and there was just no way around it.

So here's what happened: the newly formed Black Isle started work on what would be Planescape: Torment. One of the first art pieces was a monstrous creature called a Terrasque. It was sculpted in clay and was then point-by-painstaking-point digitized into a 3D model. As Planescape moved forward, it turned out that the Terrasque wouldn't actually be featured in its design, leaving that tasty model in disuse. Thus, the furry wolverine-bear became a hairless reptilian biped. (Take a look at page 339 of the D&D second edition Monster Manual. Holy cats! It's a Deathclaw!)

Scott Campbell, Origins of Fallout No Mutants Allowed
  • The deathclaw name is derived from Shadowclaws in Wasteland.
  • In Scott Campbell's original concept art, deathclaws were mammals covered with fur and were meant to be a mix of wolverine and brown bear, created by FEV.[36] 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.[36][37]
  • According to the Fallout Bible[38] and Scott Campbell,[36] deathclaws were modelled visually on the Tarrasque of Dungeons & Dragons after a D&D computer game made by Interplay was cancelled (according to Fallout Bible) or after the creature was cut from Planescape: Torment (according to Scott Campbell), as a Tarrasque clay model was already made and this way the work would not go to waste. 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.[37]

Gallery[edit | edit source]

Appearances[edit | edit source]

The deathclaw appears in both Fallout and Fallout 2. The tough deathclaw version appears only in Fallout 2.

References

  1. 1.0 1.1 1.2 1.3 The Chosen One: "{131}{}{What can you tell me about the deathclaws?}"
    Joseph: "{146}{}{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.}"
    "{160}{}{Although they do not have vocal chords, the deathclaws seem to mimic human speech much the same as a parrot does. I have yet to discover the exact mechanism behind this, so I am unable to say more at this time. Socially, they are pack animals with a very rigid code of ethics. They are led by an 'alpha male' who rules with the mutual consent of the pack. They appear to be extremely loyal to the pack as a whole, treating it as a family unit rather than having individual families as humans do.}"
    "{161}{}{Their sense of right and wrong is very well defined. They do follow a code of ethics that is enforced by the pack as a whole. Violence is never used as a solution to a problem among the pack as far as I can see. There have been no 'capital crimes' committed here, so I can't say how those are handled. Hmmm. That's about all I can think of for now. I hope this helps you.}"
    (Ocjoseph.msg)
  2. 2.0 2.1 The Vault Dweller: "{110}{}{What do you know about the Deathclaw?}"
    Beth: "{240}{}{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.}"
    (HBETH.MSG)
  3. Roger Westin and Gruthar mention raids for food – the principal target being the NCR's brahmin herds.
  4. Gruthar: "{100}{}{You see a large deathclaw. The creature is composed of rippling muscle, sharp teeth, and claws.}"
    (Ocgrutha.msg)
  5. Fallout 2 Official Strategies & Secrets p.27: "Deathclaws were originally created to replace humans during close-combat search-and-destroy missions. They were derived from mixed animal stock and then refined by the Master, using genetic manipulation. The resulting creature is almost unbelievably fast and powerful. Deathclaws are well named—they are the toughest animals that you will encounter in the Wastes."
    "Unless you have Combat Armor, extremely heavy weaponry, and a lot of StimpacksQuoted verbatim, error appeared in the original sourceIcon sic.png, running for the exit hexes at the first sign of a Deathclaw is your best chance of survival. If you're well equipped and want to stick it out, though, get in at least one shot at long range, because Deathclaws move so fast that you're unlikely to get another long-range attack as they charge you. They'll always close rapidly so they can use their powerful claws to tear and rend you. For maximum damage, use a Called Shot to the eyes when you shoot them. However, even with Called Shots, you'll need several good hits to put a Deathclaw down—use extreme caution (and save often) when fighting them."
    Note: Deathclaws being genetically engineered before the Great War and later refined by the Master is mentioned in the Fallout 2 Official Strategies & Secrets strategy guide, written by Fallout 2 lead designer, Matt Norton, as well as in Fallout Tactics.
  6. 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.MSG)
  7. Fallout 4 loading screen hints: "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."
  8. Deathclaw appearance across the Fallout series.
  9. NCR Radio distress beacon and Flash Bang Information
  10. The Courier: "Have you had problems with Deathclaws before?"
    Chomps Lewis: "We'd see them occasionally, but they didn't seem too keen on getting too close to the quarry. Not sure if it was the noise or all the workers. I can't believe that an entire pack moved into the quarry. I thought that kind of bad luck only happened in New Vegas."
    (Chomps Lewis' dialogue)
  11. The Courier: "I killed the Mother Deathclaw."
    Chomps Lewis: "You... you did? That's pretty amazing - I figured you'd need artillery to take her out. I hate to say it, but as long as the Alpha Male is still alive, that pack isn't going anywhere, even with the Deathclaw Mother out of the picture."
    (Chomps Lewis' dialogue)
  12. The Courier: "I killed the Deathclaw Alpha Male."
    Chomps Lewis: "You... you did? That's pretty amazing - I figured you'd need artillery to take him out. I hate to say it, but as long as the Deathclaw Mother is still alive, that pack isn't going anywhere. She'll take another mate and keep laying eggs."
    (Chomps Lewis' dialogue)
  13. The Courier: "I could take care of your Deathclaw problem."
    Chomps Lewis: "Have you even seen a Deathclaw? They're taller than a man and far, far stronger and faster. And, there's a whole pack of them out there. You'd have to be the meanest, toughest, roughest bastard in the wasteland to have any chance against them, and I don't think that's you. You'd need to take out the pack leaders - the Mother Deathclaw and the Deathclaw Alpha Male. Kill 'em, and the pack will scatter. Pretty tough job."
    (Chomps Lewis' dialogue)
  14. Exterminate the deathclaws
  15. The Chosen One: "{111}{}{Who is the deathclaw father?}"
    Kerith: "{123}{}{These eggs were sired by Gruthar, the pack leader. It is Gruthar who decides who will mate and who will not. The pack will be made strong by Gruthar.}"
    (Ockerith.msg)
  16. The Chosen One: "{119}{}{There are other mothers?}"
    Kerith: "{120}{}{Yes, there are more mothers. Should anything happen to me, one will be chosen to take my place. The pack must survive.}"
    (Ockerith.msg)
  17. 17.0 17.1 The Courier: "Where can I find a Deathclaw egg?"
    Jas Wilkins: "The quarry just north of here is full of Deathclaws, so there's bound to be an egg or two in there somewhere. Of course, a Deathclaw egg from anywhere will do. According to my Aunt Rose, those things have a ridiculously long shelf life."
    (Jas Wilkins' dialogue)
  18. Fallout, Fallout 2, Fallout 3, Broken Steel and Fallout: New Vegas show nests in these areas.
  19. 19.0 19.1 Deathclaw alpha male
  20. 20.0 20.1 Deathclaw mother in Fallout: New Vegas
  21. Baby deathclaw appearance and behavior.
  22. Adult deathclaw appearance.
  23. Appearance of alpha males and females.
  24. Fallout 3 Official Game Guide Game of the Year Edition p.80: "Kidd
    Kidd is part of a group of likeminded Ghouls that decided to forge ahead into unexplored territories under the leadership of Sanders, and set up a new Ghoul Settlement to rival Underworld. Kidd and Wint are leaving this area at speed, as their camp has been compromised by Deathclaws they had tragically overlooked the whereabouts of."
    (Fallout 3 Official Game Guide Game of the Year Edition Wasteland Census)
  25. The Vault Dweller: "{103}{}{Why don't you get many visitors?}"
    Gabriel: "{105}{}{This place isn't very accessible with a nest of those damn Deathclaws right outside our factory.}"
    (GABRIEL.MSG)
  26. The Lone Wanderer: "Dying? How awful! What happened to you?"
    Linden: "I was a Brotherhood of Steel Outcast. We had a deep patrol out here, looking for some tech and then got jumped by some Deathclaws. They shredded everyone else and left me bleeding to death. If it wasn't for Oasis and Bloomseer Poplar, I'd be dead right now. Honestly, I've never seen anything like this place... it's beautiful. It's a shame only a few people will ever get to see it."
    (Linden's dialogue)
  27. Fallout Bible 0: "2235 The Enclave experiments on deathclaws, attempting to create special fighting units for waging war in hostile environments."
  28. The Chosen One: "{119}{}{Why is there a deathclaw in the other room?}"
    Schreber: "{143}{}{The Enclave has been looking for cheap, expendable soldiers. We are interested in deathclaws because they have built in armor and weapons, and they're mean as hell. They just need to be smarter so they can understand commands but not too smart or they could develop a will of their own. With me so far?}"
    The Chosen One: "{145}{}{Yes, I follow you.}"
    Schreber: "{146}{}{Well we succeeded! We actually managed to increase their intelligence. However, I began to suspect that we went too far. That maybe they were a lot smarter than they were letting on. So when I was transferred here I brought one of them with me so I could put my theory to the test.}"
    The Chosen One: "{147}{}{And?}"
    Schreber: "{148}{}{I was right! The deathclaws have apparently been playing dumb, biding their time, and trying to learn as much as they can from us. They can even mimic human speech! I've actually had a conversation with that fellow in the next room.}"
    Schreber: "{149}{}{Anyway. The fact that they were capable of conceiving this plan and pulling off the deception shows just how dangerous they are.}"
    The Chosen One: "{151}{}{So what do you plan to do now?}"
    Schreber: "{152}{}{I'm going to write a report on my findings and have it transmitted to the Enclave. Of course I'll have to recommend the extermination of the deathclaw breed. They are much too dangerous a threat.}"
    (Ccdoctor.msg)
  29. Raven Rock terminals; Delivery Terminal, Note Regarding Recent Delivery
  30. Fallout: New Vegas loading screen hints: "Despite the best efforts of well-equipped hunters, Deathclaws continue to establish nests across the Mojave Wasteland."
  31. Hubber: "{102}{}{Is it true? Does… did the Deathclaw really exist?}"
    (HUBBER.MSG)
  32. The Courier: "Tell me about the Rangers."
    Stepinac: "We're part scout, part commando, part sheriff. The training is brutal, and I'd say eight out of ten recruits washes out before the end.Before you get your Ranger badge, you've got to prove you can be quieter than a shadow and more ferocious than a Deathclaw."
    (Stepinac's dialogue)
  33. The Chosen One: "{244}{}{How's the glasses?}"
    Renesco: "{951}{}{Goddamn whatever Deathclaw or marketing director spawned you! You WANT something?! Here! HERE! Take THIS! Take ALL I have! Anything to get you to LEAVE ME ALONE!}"
    (NcRenesc.msg)
  34. New Reno prostitute: "{331}{}{Wanna pretend we're deathclaws in mating season?}"
    (NcProsti.msg)
  35. New Reno prostitute: "{398}{}{So he dresses up in this Deathclaw costume, then…}"
    (NcProsti.msg)
  36. 36.0 36.1 36.2 "The Origins of Fallout", part 3 by Scott Campbell
  37. 37.0 37.1 Chris Taylor at No Mutants Allowed forum
  38. Fallout Bible 8, As always, firm chests just out of reach
    Fallout Bible 8, Deathclaws...
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