Underground Cemetery
Description
Once sacred, this hallowed ground now lies defiled. Murky waters cloak a forgotten past where makeshift alters rise amidst the debris. Shrouded in darkness, a looming presence prowls the subterranean depths, ever-vigilant against those who seek to disrupt Euruska's hold on the past.
This map is under Euruskan control. Hunter Killers and Scramblers will not spawn. Instead, a special variant of the Euruskan Grabber is guaranteed to appear. It is effectively immortal and will instantly kill characters with health below 2000. Because of the map's small size and walls not muffling sound, the Grabber is likely to investigate any noise - using stealth and distractions is recommended.
Grabber Behavior
An ever present threat lurking through the Underground Cemetery's narrow corridors, while visually indistinct from any other Grabber prowling the surface, the Cemetery Grabber distinguishes itself in a number of AI and behavioral patterns that are likely to catch an unprepared Scav off guard.
As of the present, the Grabber's tactics evolve through four distinct states[1].
- State 1: Passive
Upon spawning in, the Grabber begins in the passive state, aimlessly roaming the map in search of intruders while also investigating any suspicious sources of activity such as opening doors. It is advised to keep the Grabber in this state for the maximum duration possible, as it will not actively search for the player and is the most easy state to predict and evade.
- State 2: Retreat
When directly encountering the player character, either seeing or bumping into them, the Grabber will proceed to state two. In this state, the Grabber will immediately retreat, apparently startled by the player's appearance, sprinting away at speed. This retreat action will last for between approximately thirty to sixty seconds, during which the Grabber will not attack unless actively provoked. Once this time has elapsed, the Grabber will enter State 3.
- State 3: Hunt
During this state, the Grabber will assume a role much akin to that of a Hunter Killer, gaining full awareness of the player's position at all times and will relentlessly pursue them throughout the map. As it stands, there is currently no reliable way to return the Grabber to any previous state, with generally the only change available being to move it into stage 4 either via continued evasion or, in rare circumstances, intimidation using high ground and/or direct eye contact, though this latter option is ill advised due to unreliability. Should the Grabber be dissuaded long enough, it will then enter state 4.
- State 4: Reinforcement
If the Grabber finds itself unable to kill the player for a significant enough duration, it will instead attempt to retreat and summon aid from friendly units also present on the map, with seemingly no range limit on how far it will travel to reach these allies. Those it manages to summon will likewise be granted awareness of the player's position, and will subsequently begin moving in their direction alongside the Grabber who will often remain behind in support of these units. In any case, whether or not the Grabber succeeds in finding aid, it will then quickly return to state 3.
As of Version 0.2, the Grabber has an much heightened propensity to revert directly to stage 4 upon either discovery of the player (state 2) or in the instance the player enters a zone which the Grabber is unable to reach, making the tactic of outranging it through simple verticality much less viable and its movement between stages much less linearly predictable. As such is it less advisable to remain in place should it be suspected allied units are approaching alongside the Grabber.
Attacking the Grabber while in state 1 or 2 will often immediately cause it to enter state 3, aggressively charging down the player in order to kill them.
Advised Grabber Tactics[2]
- High ground is the simplest method to counter the Grabber's instant death, with the hitbox being only about as high as the Grabber's head. Climbing up onto a tall enough object can give the player immunity to a large degree of its offensive options.
- Using the Tactical Camera upgrade will grant the player easy information as to the Grabber's location, as well as any nearby units potentially blocking any would be escape routes in the event of needed evasion and/or discovery.
- Pneumatic Jump can allow the player to dodge many of the Grabber's attacks, including it's instant death grab. It can also grant rapid and easy access to high ground and routes which the Grabber cannot easily navigate.
- The initial door directly ahead of the corpse slide following the pipe spawn has a high chance of immediately alerting the Grabber, making it advisable to avoid and instead opt for the right hand stairs route.
- The Grabber, unlike most enemies, currently features a highly aggressive stuck prevention mechanic, resulting in a regular pattern of getting stuck on terrain and subsequently teleporting to a new location. If it is observed to teleport, it is recommended to immediately turn around and move towards its previous location, as it often reappears somewhere behind the player.
- With all characters aside from Bag Man, it is possible using sprint and Pneumatic jump to reenter the pipe spawn. Traveling to the very end of the pipe will cause all enemies to despawn and subsequently respawn in their original positions upon returning to the play area, including the Grabber, effectively resetting them to their default state. With the Grabber specifically, it will remain in this location permanently until receiving interaction from the player or from an allied unit aware of the player. This is certainly a temporary state of affairs and liable to be removed in the near future, however.
- By closing certain doors while the Grabber is within a particular area, it is possible to trap the Grabber. Due to its liability to teleport, however, it is a common occurrence for it to escape unpredictably. This behavior may be circumvented should other allied units be present in the blocked off zone as well.
- 545x39MM Cryo Ammo can halt the Grabber's movement entirely for a small duration, allowing for a simple escape. This should only be attempted when no other option is available for survival, as shooting it, naturally, provokes the Grabber and potentially alerts any other nearby hostiles to your location.[3]
Variants
This map has two variants, mainly distinguished by lighting:
- Blue lighting (day) - spawns more Euruskan units
- Green lighting (night) - spawns more Eurasian units, including drones, and R Cultists
Theater of War
This region has one sabotage objective:
- A console in the control room, found upstairs in the big hall, can be hacked to close the namesake gate at Stairway Gate. This prevents large mechs from entering the area.
- Affects: Stairway Gate
This is the only region controlled by a single faction, Euruska.
Notable Units
- Euruskan Grabber - guaranteed to spawn near player
- Cultists
- Eurasian Pack Leader (during Alpha Threat)
- Europan Exo (during Rust In Peace)
Quests
- Alpha Threat
- Burying Secrets
- Down to the Last Drop Pt.3
- Freed from Shadows
- Lost Signals
- Rust In Peace
- Tunnel Vision
Unique items
Gallery
Maps
Entry Point | Extraction Point |
---|---|
Pipes | Maintenance Tunnel |
Maintenance Tunnel (requires positive Euruska faction rating) | Pipes |
Use the search bar to find specific markers.