- "Forget who you are, and nothing else matters. You’ll fight for anyone, and never know why."
Azucena Rocío Quispe was born in Cojata, Peru. She suffered a difficult childhood but was provided with plenty of friendly rivalries through her siblings and cousins. Her grandmother, Kantuta Quispe, frequently told her stories of her great-grandfather, Isaías Quispe and instilled in her a hope that he would one day return to them, despite the fact that he had gone missing in 1925. While attending her grandmother's funeral in 1994, Azucena was horrified to learn that she had previously burned all of Isaías' letters during one of her hallucinatory periods. Despite this irreplaceable loss of family history, Azucena's aunt gifted her an old compass that once belonged to the famous English explorer Percy Fawcett who had gifted it to Kantuta as a child.
Azucena soon began her career as an anthropologist concerned with the preservation of Peru's shared cultural heritage. Her unique familial link to colonial explorers of the 20th century gave her uncommon insight into both how voyages of discovery can shape cultural consciousness, and into the deep and abiding loss created when a shared cultural touchstone is lost. She served for several years in the Policía Nacional Perú (PNP), before reorienting as a freelance archaeologist focused on the discovery and categorization of new archaeological sites. After several run-ins with antiquities traffickers, and failed attempts to bring them down from within, she turned to guerilla tactics and founded the Asociación de patrullero cultural Arqueológico (APCA) in order to seize important cultural discoveries for the Peruvian State.
In 1999, Azucena met a young César "Goyo" Hernández following a bombing that had destroyed his home, killed his father and sister, and severely injured his mother. Azucena taught Hernández to observe his surroundings and to avoid the other boys his age who had been drawn into gang-related affairs. She later encouraged him to enroll at the Heroic Naval Military School. By 2019, Azucena had already spent some 20-odd years in the jungles of Peru, fighting the cartels on her own terms. Through Hernández, Harry Pandey contacted Azucena and successfully recruited her into Rainbow.
Specialist Azucena Rocío "Amaru" Quispe's self-awareness is uncanny, especially with regards to what motivates her. Loss is not unusual for an operator to face, but not often in such great numbers, nor in such quick succession.
She learned early on to be at home in the jungle. Her family attachments were the grounding elements in a difficult childhood. While her siblings and cousins provided her with plenty of friendly rivalries, her grandmother's quiet hope is what she speaks of most fondly. From what I understand, her great-grandfather disappeared a century ago on an expedition to a lost city - details suggest he traveled with Percy Fawcett, though confirmation is impossible - yet Quispe's grandmother always believed her father would return. Even long after Kantuta's death, I suspect Quispe still holds the same fairytale notion of an eventual reunion.
Quispe's strength lies in her uncommon mix of realism and good humor. She isn't afraid to laugh at the curveballs life throws her, yet she has confessed to me that she feels "haunted" by the ongoing unrest in her home country. She is, first and foremost, possessed of a deep and abiding love for Peru.
I would never accuse Quispe of being a sentimentalist because her interest in preserving her culture is far more mercenary than most people would understand.
The bond between Quispe and Specialist César "Goyo" Ruiz Hernández is clearly something they both treasure. I suspect she accepted the offer to join Rainbow simply to spend time with him, believing that she would be back in the Amazon before too long. What she seeks is more tools to add to her arsenal, but it's what she has to teach that's vital to the future of this unit. Without her, we will be hard-pressed to combat the very forces she has been evading for the past 20 years.
In any case, her gregariousness has seen her quickly integrated with the other operators. It remains now only to convince her that this is where she can make the greatest difference, and that task falls to me.
- - Dr. Harishva "Harry" Pandey, Director of Rainbow
Amaru's unique gadget is the Garra Hook, a gadget that when activated, fires several grappling hooks then pulls her towards the hooks. This allows her to travel up hatches, second story or higher windows, or rooftops.
- The Hook can only be fired at windows, unreinforced/open hatches, skylights and rappel-able ledges at the same level as her or higher. In the case of rappel-able ledges, she can aim at positions that are at slightly lower elevations.
- Windows that are reinforced with Castle's Armor Panels cannot be targeted by the Hook, therefore, Amaru cannot enter windows blocked by Armor Panels since she cannot destroy them with her Garra Hook.
- Shooting the Hook at a barricaded window will not destroy the barricade until Amaru is through the window. The Hook shoots out four very visible wires that grab onto the window's corners while pulling Amaru up towards her desired target.
- While facing a window Amaru has latched onto, four tiny puffs of smoke can be seen and a quiet sound can be heard when the Garra Hook is deployed on a window.
- Amaru cannot use the Garra Hook on doorways, both inside and outside.
- Indoor windows cannot be grappled. As a result, Amaru cannot use the hook to exit through windows.
- Amaru's Garra Hook can safely travel up ledges, rails that are indoors, and even skylights.
- Amaru cannot activate the Garra Hook while falling and in result will have damage done or possibly die to however extreme the falling is.
- The Hook cannot be used at acute angles, such as from directly below a ledge or from the direct sides of a window.
- The Hook shows you where you can enter and where you cannot enter. Symbols will appear on the screen wherever you point the Garra Hook, if within range of a target. White arrows means you will be able to enter that point and red means you might have to find another point or angle.
- The Hook has a limited range, and can only be fired at valid targets in range (15 meters). The Hook also has a minimum range to use the Garra Hook. Being underneath a floor the range is 1 meter or under. While being on the same floor to grapple the range is 3 meters.
- Amaru travels 7.5 meters per second while her Garra Hook is active.
- The Hook can only be fired if Amaru's path of travel is unobstructed.
- If the Hook is aimed at a valid target and Amaru can fire the Hook at it, a white icon will show up. If the Hook is aimed at a valid target, but Amaru cannot fire the Hook at it (either due to range or obstruction), then a red icon will show up.
- Shooting the hook to an undestroyed hatch will destroy the hatch and climb Amaru up. However, this is untrue for reinforced hatches, as she cannot use her hook on it.
- The Hook has 4 uses, and an 8 second cool down between uses. When the Hook is on cool down, its grapple will be closed.
- While grappling, Amaru does not have access to her weapons, making her defenseless if Defenders are nearby the window she grapples, along with being vulnerable to traps such as Kapkan's EDDs and Frost's Welcome Mats.
- Melusi's Banshees will have no effect on Amaru until she is in the building.
- If Amaru collides into an enemy while being pulled into a window by the Garra Hook, the hit enemy will be killed by Amaru. However, this is untrue for Clash as her CCE Shield will block any entry.
- "A high-tensile grappling gun used for fast access to rappel points and open hatches, or to enter via exterior windows at limited distances."
— In-game description
The Garra Hook is a truly unique contraption. With it, Amaru can grapple onto ledges and windows and hoist herself up in record times.
Her opponents now not only have to worry about attacks from above, but also attacks from below. With the Garra, Amaru, and Oryx are the only operators that can go up an open hatch, as well as down.
When timed right, hooking the Garra onto a window can result in Amaru’s infamous Garra Kick, which instantly takes out an opponent standing behind the window.
After examining Specialist Azucena Rocío "Amaru" Quispe's grappling gun, and well after I was able to get over my disbelief that she had jury-rigged it form what she found lying around in her camp, I realized I needed a fresh perspective. I pulled in Specialists Tina Lin "Frost" Tsang and Tori "Gridlock" Fairous to confer. We made a few slight improvements and one major adjustment: We changed her rope to abrasion-resistant nylon rope, given its strength and stretch, and we swapped her CO2 cartridges for pre-charged pneumatic tanks to launch the rope at over 3000 psi. The innovation lies in the new pully system to get her to her perch. Specialist Tsang suggested using the principle of the compound bow to move Specialist Quispe, with the addition of a high-voltage battery to reel her in quickly and efficiently. Fortunately, the old rifle stock that Azucena was adamant we leave untouched was able to bear the load quite well. As for Azucena herself, we'll see.
Specialist Quispe was grateful for our help and made us juane de chonta as thanks. It was so delicious that I find I'm a little jealous of all her years spent in the jungle.
- - Specialist Elena "Mira" Maria Alvarez, Rainbow R&D Director
- Killing a player by crashing into them during a Garra Hook flight will give a +20 "Garra Kick" bonus score.
- Garra is Spanish for hook or claw.
- Amaru is Quechua for snake, and a mythical serpent in Inca mythology.
- Amaru, along with Goyo, were teased during Operation Phantom Sight in Nøkk's Concept Art 5 on the Rainbow Six Siege official site. The background of the concept art shows a blackboard with sketches of a jerry can and a grapple gun, corresponding to Goyo and Amaru's gadgets.
- Amaru is the tallest female operator in the game, while Iana is currently the shortest.