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===[[File:Cult.png]] Cultists=== Similar to Revolutionaries in few respects, their goal is to sacrifice a specific crewmember and then summon Nar'Sie. Fighting [[Cult|Cultists]] requires all hands on deck. You must be vigilant in fighting Cultists. Anyone outside of security and the Captain can be a Cultist. Work together to lock down the station, declare martial law (red alert), perform random searches for cult items and crack down on departments. Use force as necessary if people try to swarm you or follow you around. When you capture a Cultist, your options are limited. Unlike Revs, mindshield implants do not revert their Cult-status, and only forces the cult to sacrifice non-cultists and turn them into constructs instead of converting them. As such, you have few options. * '''Deconversion''': You should be aiming to deconvert all captured cultists, however at times this may not be viable (Usually during a shortage of Holy Water). See [[Cult#How_to_Deconvert_a_Cultist_with_Holy_Water|How to Deconvert a Cultist with Holy Water]]. A cultist can't be summoned by other cultists if cuffed and either grabbed or buckled. * '''Permabrigging''': Don't bother. Cultists can create a new ritual dagger from nothing, and can just teleport out. can be used as a temporary solution while preparing to deconvert them, secure the cultist with a straightjacket. * '''Forced Borging''': Borgs can both be stunned and converted into constructs by cultists, so this isn't really worth the effort. * '''Execution''': A controversial approach both ingame and outgame. This removes the Cultist permanently and removes the threat. It is quick and easy without any unneeded effort on your part. However if the AI and borgs witness or find evidence of this, the AI can be obligated shut you down to prevent further human harm. You are free to kill confirmed cultists, especially when pentagram halos have appeared over their heads. But deconversion is the preferred solution.
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