Deathclaw (Fallout 2)

Deathclaws are creatures in Fallout 2. 
==Gameplay attributes==
The creatures are mutated Jackson's Chameleons.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.}"(Joseph's dialogue) They are described as having sharp teeth, muscles, and claws.Gruthar: "{100}{}{You see a large deathclaw. The creature is composed of rippling muscle, sharp teeth, and claws.}"(Gruthar's dialogue) Deathclaws lay eggs, pairings decided by the pack leader.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.}"(Kerith's dialogue) If the pack mother passes away, a new mate is chosen.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.}"(Kerith's dialogue) 
There are several varieties of deathclaw, including those found in random encounters across the wasteland, often in groups of two to five and sometimes including young and baby deathclaws. Two other variants include tough deathclaws and intelligent deathclaws occupying Vault 13, created by the Enclave in an effort to create expendable soldiers.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?}" 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.}"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.}"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.}"(Schreber's dialogue) Goris, the son of the Vault 13 pack leader Gruthar, is a recruitable companion.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)
==Variants==
===Deathclaw===
===Deathclaw spawn===
===Tough deathclaw===
===Mother deathclaw===
==Named deathclaws==
==Notes==
Deathclaws are mentioned in the Fallout 2 Official Strategies & Secrets guide.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 Stimpacks, 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."
==Appearances==
Deathclaws appear in Fallout 2.
==Behind the scenes==
* The Fallout Bible contains background information regarding the development of deathclaws.Fallout Bible 6: "BTW, the talking deathclaws were destroyed at the end of Fallout 2. Xarn and Goris did not go on to create a new species. They are gone. Kaput. Goodbye. In fact, any mutant animal that talks can safely be assumed to have died at the end at the exact minute that Fallout 2 was over. Any last words, talking animals? I thought not."
* In Fallout Apocrypha, Chris Avellone talked more about the inclusion of talking deathclaws and how he regrets their presence in the game.
==Gallery==
Fo2 Vault 13 Ending.png|A dead deathclaw from ending
FO02 NPC MotherDeathclaw.png|Mother deathclaw
FO2 Small deathclaw.png|Deathclaw spawn
==See also==
* Fallout 2 deathclaw endings
==References==
Non-game
Category:Fallout 2 creatures
Category:Deathclaws
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