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The Spaningsmaskin 22 "Korpen" (ENG: Scout Machine 22 "The Raven"), otherwise known as the Seekers are a type of machine in Generation Zero. They are the only machines incapable of direct combat, and the only machines apart from the Firebird that can fly. Seekers exclusively serve as reconnaissance units or "scouts", alerting other machines to any nearby threats or locations of interest.

Physiology[]

The Seeker is a small triped with a ducted fan as its main body and primary means of thrust. Sitting atop the main body is a radio "tower" which boasts a siren array. There are two small jets on its left & right side that serve as flight stabilizers. Hanging from the front is a "head" with advanced optical sensors.

Abilities[]

The Seekers aren't combat-focused machines. Instead, they will roam the land, either alone or in pairs, and look for survivors of the machine uprising or Soviet machines. Seekers have superior detection, and when a player is spotted, they sound an extremely loud horn which brings other machines that are nearby to their location. This can cause the player to be quickly overwhelmed by Runners and Hunters. If a Tank or Harvester is in range, it can also draw their attention, in which they will rush to the Seeker and change into "searching" status (orange detection meter). The difficulty class of a Seeker will also increase the range of the siren.

Weak spots[]

Seekers are probably the easiest enemy to handle if dealt with swiftly.

A single shot to one of the thrusters from an assault or sniper rifle or alternatively using a 5 crown pistol will usually bring the prototype and military variants down. There is also a core drive located in the center of the Seeker's body. A precise, penetrating shot to the core is enough to destroy the Seeker in one blow.

Another strategy is to get up close and deliver a shotgun blast to the body, this will usually kill them in one blow.

The alarm module on top and the "head" that hangs off the front is the Seeker's main utility. If the alarm module is shot off, the Seeker will no longer be able to alert nearby machines.

Other weak points include four hull panels located on each quarter of the body. They are protected by a thin armor panel. The head contains its optics (indicated by its colored glow), which can be shot off to blind the Seeker. Located above the head on the "nape" is a hydraulic pump. A fuel cell is located behind the Seeker's body; it can be shot off to instantly destroy the Seeker, but its small size requires precise aiming.

One or two hits with a melee weapon is also enough to finish a Seeker.

Story[]

Diary Extract 4 - The Seeker

Curse this day and everything in it! Why can it never be simple? Why can’t a routine scavenge run in a newly discovered village go smoothly? Why do the machines have to come up with new ways to find and attack us? We were being so good too, methodical. Scanned each room, looking for info on where the others had gone, then moved on. We were making record time. And then we saw it.

Or maybe it’s more accurate to say that we heard it first. It looked like something straight out of a science-fiction movie, this weird little machine hovering just a few feet off the ground. It wasn’t particularly big or threatening, with its small body, dangling legs and small jet engines keeping it airborne. But the noise it was emitting had us on edge, this weird digital sound that was a combination of buzzing, beeping and screeching. Not only that, but it seemed to be scanning its surroundings, looking for who knows what. Like some kind of scout, a Seeker.

Of course, it managed to spot us. And then it began making a new series of noises that almost sounded like it was processing what it was looking at. We turned around to sneak out of there, and that’s when the blasted thing started to let off a really loud and abrasive noise. It could only have been some kind of alarm, for shortly thereafter we heard the distinct sound of Runners heading our way. Another pack no less. Once again we were forced to run out of there as fast as we could before we got overwhelmed. But we made sure to shoot the damn thing down first. Always hated tattletales.

Trivia[]

  • Seekers did not have an Apocalypse tier in the game, but they were recently added in the Showdown update. an Apocalypse class seeker was shown on the official Generation Zero Game Instagram account. However, it was stated by a Systemic Reaction team member that it will likely not be added.
  • Although they can stand and apparently walk on their own legs according to promotional material, Seekers are almost always seen airborne.
  • The fact that Seekers rely on the sound of their sirens to alert their allies is evidence that FNIX-controlled machines do not communicate wirelessly. This observation is reinforced by the fact FNIX bases are also equipped with sonic alarm systems, and the efficacy of radios as lures.
  • The flying-saucer resemblance of Seekers is why some characters, especially Calle, think the machine uprising is an alien invasion.
  • They can be found in the island Aspelholmen despite seeming to be only a reskin of the FNIX class seekers.
  • The apocalypse class seeker seems only to be a reskined version of the FNIX class seeker, because on some systems (On the PlayStation it does emit the standard green smoke) it does not emit the green smoke that all Apocalypse class machines emit
  • even though it has been said apocalypse seekers seem to have better detection (does need testing)

Gallery[]

References[]

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