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Specialist Azucena Rocío "Amaru" Quispe 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 in order to seize important cultural discoveries for the Peruvian State. When Specialist César "Goyo" Ruiz Hernández made us aware of her presence, she had already spent some 20-odd years in the jungles of Peru, fighting the cartels on her own terms.
Excerpted from Quispe's Family History:
- 1892 - Azucena's Great-Grandfather, Isaías Huamán Quispe, is born in Cojata.
- 1911 - Isaías helps a well-known English explorer on his expedition to map the border between Bolivia and Peru. During the course of the expedition, the explorer saves Isaías' life. On that same expedition, Isaías meets the woman who would become Azucena's great-grandmother in Pelecucho, Bolivia.
- 1917 - Azucena's grandmother, Kantuta Araceli Quispe, is born.
- 1920 - After an almost-fatal injury in Mato Grosso, the English explorer begins planning ahead for his next trip to find the lost city he's searching for. He contacts Isaías and requests his aid. Isaías, owing him his life, agrees.
- 1925 - The explorer returns to South America and meets Isaías' family. Before they depart on their ill-fated trip, he gives Kantuta an old compass engraved with a message from his wife and promises he'll bring her father home soon. Later that same year, Kantuta receives one last letter from her father. The expedition is never heard from again.
- 1938 - Azucena's father, Robert Édgar Quispe, is born. Kantuta goes on numerous expeditions during his childhood, searching for her father.
- 1951 - Kantuta joins an expedition that results in the supposed recovery of the explorer's bones. She returns to Cojata but never gives up hope that her father will one day return home, even when she becomes increasingly ill and should be receiving medical care at a hospital in a nearby town.
- 1971 - Azucena Rocío Quispe is born.
- 1994 - Azucena returns to Cojata for Kantuta's funeral, only to learn that she had burned all of the letters from her father during one of her hallucinatory periods. Azucena is gutted by the loss of both her grandmother and an irreplaceable part of their family history. Her aunt gives her Kantuta's "good luck charm" - the explorer's old compass.
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, 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.
- Shooting the Hook at a barricaded window will destroy the barricade. The Hook shoots out four very visible wires that grab onto the window's corners while pulling Amaru up.
- Indoor windows or ledges cannot be grappled. As a result, Amaru cannot use the hook to exit the building.
- 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 has a limited range, and can only be fired at valid targets in range. The Hook also has a minimum range.
- 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 an orange icon will show up.
- The Hook has 4 uses, and an 8 second cool down between uses. When the Hook's grapple is closed, this is the visual sign that it is on cool down.
- 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 Mat.
- If Amaru collides into an enemy player while being being pulled by the Garra Hook, the hit player will be killed by Amaru. This usually happens when an enemy is standing behind a window while Amaru is flying into the window.
Garra Hook x 4
- "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 is the only operator that can go up an open hatch, instead of 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.
- Killing a player by crashing into them during a Garra Hook flight will give a +20 "Garra Kick" bonus score.
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