Blood Cult: Difference between revisions
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→Fighting The Cult: trimmed the fighting the cult section, hopefully this removes some forum post-ishness
imported>Bandit (removed outdated strats) |
imported>Bandit (→Fighting The Cult: trimmed the fighting the cult section, hopefully this removes some forum post-ishness) |
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Cultists are useless without their tomes and magic infinite stun papers. You must go on the offense and aggressively stun and search anyone that looks suspicious and those that are not. Be wary as they will probably attempt to attack you. | Cultists are useless without their tomes and magic infinite stun papers. You must go on the offense and aggressively stun and search anyone that looks suspicious and those that are not. Be wary as they will probably attempt to attack you. | ||
Upon reports of cult presence, immediately round up all security personnel, minus the warden. | Upon reports of cult presence, immediately round up all security personnel, minus the warden and the detective. | ||
* Gear up. | * Gear up. | ||
* Raid science | * Raid science, confiscate all transfer valves, search all science staff and the RD. | ||
* Rest and regroup | * If any runes and/or tomes are found, call the detective to scan them for fingerprints and/or blood. | ||
* Raid medbay | * Rest and regroup. | ||
* Raid medbay as well. Search all staff, lockers, boxes. | |||
* Rest and regroup. | * Rest and regroup. | ||
* Raid cargo. | * Raid cargo. | ||
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* Rest and regroups can be replaced with roving patrols. | * Rest and regroups can be replaced with roving patrols. | ||
Be vigilant when raiding departments. While you can let members cooperate and drop their bags themselves, if one person does something wrong e.g. if someone takes out a syringe gun, if someone gets too close, if someone does anything other than stand still, feel free to stun them. At worst you apologize and help them up. At best, you and your | Officers can either raid their own departments with the help of Beepsky and/or the AI, or all officers can systematically work as a group. Be vigilant when raiding departments. While you can let members cooperate and drop their bags themselves, if one person does something wrong e.g. if someone takes out a syringe gun, if someone gets too close, if someone does anything other than stand still, feel free to stun them. At worst you apologize and help them up. At best, you and your teammates don't die. Always check lockers and boxes. | ||
It | Move in groups always. It takes one talisman for a cultist to kill someone but now it'll take two, and that's if he can talisman both before one at least shouts out a warning. The more the better essentially. Assuming you've taken out toxins, there should be no danger in traveling in large groups anyway. | ||
The only threat to moving as a group is being hit by blind runes or blood boils. A couple things to remember: | The only threat to moving as a group is being hit by blind runes or blood boils. A couple things to remember: | ||
'''''Never let three people stand around a rune you can see no matter what it takes.''''' | * '''''Never let three people stand around a rune you can see no matter what it takes.''''' | ||
* If a rune goes down, '''''stun everyone in sight'''''. Flashbangs are good for this. Arcane Tomes have no in-hand sprites so examine people as often as you feel you're able to, because if you have 5 people lined up against a wall and a blood boil suddenly appears under one and the three people chant it, RIP you. | |||
==== | === Deconverting Cult, aka: The chaplain is actually useful for once === | ||
Confirmed cultists -- anyone who is seen scribing or chanting by runes, anyone whose blood a rune was made of, or anyone carrying a tome in their backpack without an excellent reason -- are guilty of capital crimes and grounds for perma, execution or forced borging. Unfortunately, execution and forced borging tend to upset the AI, and any cultist with a tome with all the words and a private place to work is capable of teleporting other cultists out of perma. Straitjackets, which can be found in the medbay and insanity ward, can temporarily keep cultists restrained. But ultimately, you will want to deconvert them. | |||
Enter: the chaplain! The chaplain is immune to cult magic, his null rod is robust against cultists, and most importantly, he has the means to create holy water, the only method of deconverting cultists. Hitting a water tank with the Bible will turn all 1000 units or so of water in the tank into holy water, which should be more than enough for your needs (and if not, water tanks are plentiful and no one ever uses them except for this.) Hitting any container that contains unholy water with a bible as chaplain will also 'cleanse' the taint, but this will come up far less. | |||
The chaplain is immune to cult magic, his null rod is robust against cultists, and most importantly, he has the means to create holy water, the only method of deconverting cultists. Hitting a water tank with the Bible will turn all 1000 units or so of water in the tank into holy water, which should be more than enough for your needs (and if not, water tanks are plentiful and no one ever uses them except for this.) Hitting any container that contains unholy water with a bible as chaplain will also 'cleanse' the taint, but this will come up far less. | |||
The deconversion process is simple: restrain a suspected or confirmed cultist and force-feed them holy water. This takes around 35 units and two minutes to succeed. It doesn't ''rely'' on cultists being tied up, but this makes it much more difficult for the cultist to suddenly vanish mid-deconversion (via teleportation), as cultists tend to do. If a cultist escapes, and his brother smacks him with a tome, the holy water in their system will become unholy water and the deconversion will fail, so don't let that happen. | The deconversion process is simple: restrain a suspected or confirmed cultist and force-feed them holy water. This takes around 35 units and two minutes to succeed. It doesn't ''rely'' on cultists being tied up, but this makes it much more difficult for the cultist to suddenly vanish mid-deconversion (via teleportation), as cultists tend to do. If a cultist escapes, and his brother smacks him with a tome, the holy water in their system will become unholy water and the deconversion will fail, so don't let that happen. | ||
If there's no chaplain (and there probably won't be) you can still take the crusade into your own hands. Break into his office (or get the AI to let you in, preferably not over comms), steal his holy water, and start force-feeding it to people. Cargo can also order a religious supplies crate, which contains candles, bibles, robes, and most importantly holy water. This of course relies on cargo not being a hive of scum and cultism (and not ordering guns either), but you can always hijack their console. It helps if the HoP is on your side. The null rod will also make its bearer immune to cult magic if it is in their inventory, and it can destroy runes. | If there's no chaplain (and there probably won't be) you can still take the crusade into your own hands. Break into his office (or get the AI to let you in, preferably not over comms), steal his holy water, and start force-feeding it to people. Cargo can also order a religious supplies crate, which contains candles, bibles, robes, and most importantly holy water. This of course relies on cargo not being a hive of scum and cultism (and not ordering guns either), but you can always hijack their console. It helps if the HoP is on your side. The null rod will also make its bearer immune to cult magic if it is in their inventory, and it can destroy runes. | ||
=== Remember a cult without tomes is a worthless cult === | === Remember a cult without tomes is a worthless cult === | ||
To reiterate, a cult being present is an acceptable reason for security to search everyone on the station, constantly. If Code Red hasn't already been set, it ought to be. It doesn't matter how much people whine and complain, taze their asses, handcuff them, take them somewhere private (ideally the brig), and search. Explain to them that there is a cult around and security can't take any chances. Every tome destroyed and cultist borged or executed is a step towards the station being safe again. | To reiterate, a cult being present is an acceptable reason for security to search everyone on the station, constantly. If Code Red hasn't already been set, it ought to be. It doesn't matter how much people whine and complain, taze their asses, handcuff them, take them somewhere private (ideally the brig), and search. Explain to them that there is a cult around and security can't take any chances. Every tome destroyed and cultist borged or executed is a step towards the station being safe again. If it is safe to do so, open every closet and crate you have access to. You may get lucky and find a cultist's tome stash. Remember that the HoS and Detective can unlock personal lockers, and that examining a personal locker tells you who owns it. | ||
If it is safe to do so, open every closet and crate you have access to. You may get lucky and find a cultist's tome stash. Remember that the HoS and Detective can | |||
=== Communicate === | === Communicate === | ||
Roll calls and more roll calls. Ping security staff so you know that they are alive. This is the responsibility of all security staff. As soon as the thought occurs to you to ask, ask. Not enough people do this. It makes people feel good knowing that their coworkers are looking out for them and in a practical sense, it lets you know when other people have died. | Roll calls and more roll calls. Ping security staff so you know that they are alive. This is the responsibility of all security staff. As soon as the thought occurs to you to ask, ask. Not enough people do this. It makes people feel good knowing that their coworkers are looking out for them and in a practical sense, it lets you know when other people have died. | ||
Radio channels can be infiltrated by the cultists | Radio channels can be infiltrated by the cultists -- remember, lawyers have security headsets and are not loyalty implanted. PDA messages can be read by the [[Chief Engineer]] and the [[AI]] if it has the password, and PDAs can be lost and stolen. You ultimately have to decide for yourself whether the risk of the information falling into the wrong hands is worth the benefit of the information being disseminated. | ||
=== Implant important persons before the cult gets them === | === Implant important persons before the cult gets them === | ||
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=== Combat mechs are overpowered === | === Combat mechs are overpowered === | ||
If the RD and robos are well protected or implanted, a mech or two can stamp out a cult if they plan carefully enough. Bonus points if you get the RD department into Security so that the mech builds are utterly safe. Note that mechs (and cyborgs too) can be countered easily by the cultists with EMP talismans and runes, so this relies on the cult being ill-prepared. | |||
Note that mechs (and cyborgs too) can be countered easily by the cultists with EMP talismans and runes, so this relies on the cult being ill-prepared. | |||
=== Hulk with x-ray vision is even more overpowered === | === Hulk with x-ray vision is even more overpowered === |