* [[:games:sc13|Return to the SC13 Main Page]] * [[:games:sc13:crew_positions|Return to the SC13 Crew Positions Page]] ======Grue====== Grues are monsters that live and can only survive in dark places. They feed on sentient beings, and leaving only gore and severed limbs and heads, the latter of which a victim's brain can be recovered from. Grues can survive low levels of light, such as those from a PDA; beware all who venture into a maintenance tunnel without proper lighting. Grue get burned by lights, relative to the brightness of and exposure time to the light, and heal in sufficiently deep darkness. Mature grues can resist light better than larvae, but all grues will not survive long in bright light. Contents 1 Stages 2 How to Grue 2.1 Details 3 Fighting Back 4 Notes Stages Stage Description Damage Health Grue Egg.png Egg Eggs must be kept in the dark, like all other grue stages. Grue eggs are fragile and quickly perish when exposed to bright light, and therefore must be laid where they will not be disturbed. They will hatch only after recruiting a suitable ghost. N/A N/A Grue Moult.gif Moult Moulting transforms you into the next stage, you're very vulnerable while moulting however, being unable to move, attack or otherwise respond to hostility. Choose a good hidden location to moult then start the process, which will take at 30 seconds to complete. N/A N/A Grue Larva.png Larva You are weak and vulnerable, but very mobile. This is the only stage that can vent-crawl and as such is the only one that can quickly and reliably traverse the illuminated hallways to other maintenance tunnels. Like a mouse, you can hide underneath stuff to conceal your presence and can walk over tables. Be careful not to leave a vent into a well-lit area, as you may die before being able to re-enter the vent. You hatch with enough nutrition to moult instantly, but you can delay it to scout or move to another area. 3-5 Damage 50 Health Grue Juvenile.png Juvenile Not quite an adult, but you can defend yourself and your hive now. You lose the vent-crawling and hiding capabilities but can force open doors and smash containers, tables and light sources. Venture outside of the safe darkness and smash lights to expand your territory and hunt. The moulting left you hungry, you must feed on at least one sentient before you can moult into a proper adult. 15-20 Damage 150 Health Grue Adult.png Adult The final stage of a Grue, able to consume as they please. You can force open doors instantly and retain all the abilities of a juvenile while able to chew through unarmored crew with ease. The more sentients you consume the stronger you'll get. After consuming 3 sentients, you'll be able to break down walls. With 5 sentients you'll be able to bust reinforced walls as well. Every sentient being you consume will also give you the energy to lay one egg and thereby proliferate. 20-30 Damage 250 Health How to Grue Make sure to break all the lights you can in your territory. Expand said territory, all dark areas are places you can hunt. Eating takes 3.5 seconds to complete, drag your victim back to your lair for safer eating or eat it right there if you feel you have enough time. You can either let many juveniles feed on bodies to evolve into adults or let a single adult feed a lot to become a terrifying powerhouse. Make the best of your time if you find yourself on a station affected by Automated Grid Checks, Wizard Darkness spells or Ion storms. You can start consuming light in an area around you after eating 2 sentients as an adult. You won't heal at all while doing so however, regardless of how many sentients you have consumed by then. Spiders also dislike the light but aren't burned by it, they can be communicated with. Toggle floor lights off if you see any. Details You heal at a rate of 4.5 health per second when basked in full darkness, stay in the shadows when injured. You heal an additional 3.25 health per second over 20 seconds (regardless of lighting) when feeding on someone, you can tactically keep a corpse uneaten and hidden to eat when you get very injured. Your healing rate will increase multiplicatively by 1.5x and your damage by 7 for each sentient eaten. You'll also get faster in both darkness and dim light. Fighting Back Grues are weak to bright lights, make sure the janitor starts upgrading the station lights with High Efficiency ones. Anyone daring can venture into the maintenance tunnels and place a few lighted floor-tiles for temporary area denial. Distribute flashlights and/or flares, make sure everyone is carrying at least 2 flares or one flashlight. While spooky darkness monsters, they are still living beings, so bullets and lasers will do wonders. Get some weapons going. Grues cannot force open bolted doors, bolt all doors to maintenance in the affected area to isolate them or leave one open to corral them into your kill-zone. Keep in mind that stronger grues can eventually bust down walls. They're vulnerable to ZAS and decompression, a small breach in maintenance will make short work of them, though a well-fed grue's increased healing in darkness can offset this. Notes Humanoid Grue were renamed to Umbra. Grue can speak to each other in their own Grue language. You'll progressively get more damage per second the longer you stay exposed to a bright light. Grue meat contains 5 units of Grue Bile, a long lasting noxious substance that causes some pain, very small amounts of toxin damage and considerable eye damage. Umbra eyes do not get damaged. Even 0.1u will most likely nuke your eyes thanks to its very slow metabolic rate (0.01). All chems inside a humanoid get transferred to the grue upon consumption, this can be used to bait the grue into waterpot-ing itself.