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===[[Security]][[File:Generic_hos.png]]=== Even the best-prepared and robust members of the Cult will have trouble defending themselves against the united power of security, especially if the Chaplain helps them. Your job is to deconvert (or kill if necessary) cultists, find and crack down on cult bases, and destroy [[Construct|constructs]]. Remember: the safety of the station and its staff are on the line, and it's probably your fault if you fail. ====How to Deconvert a Cultist with Holy Water==== '''Step 1: Find a suspected cultist.''' If less than 20% of the crew are converted they will look like normal crew, so you will have to look for people who are behaving suspiciously or are caught standing near runes. Small brute injuries on one arm or isolated blood spills in someone's workplace could also be signs. If you know that more than 20% of the crew are (or at some point were) converted to the cult, you should ask suspected crewmembers to take off their eyewear. When examining a cultist a red text will then say <span style="color:red;">'''"his/her eyes are glowing an unnatural red!"'''</span>. If more than 40% of the crew is (or was) cult, you will also see pentagram halos above their heads. '''Step 2: Arrest the suspected cultist.''' Disable/stun and cuff, like any other criminal. As long as cuffed cultists are either held or buckle-cuffed to a chair, they can not be teleported away by their fellow cultists. Take them to the interrogation room. '''Step 3: Check the suspect's bag for a ritual dagger '''(or other cult items). The cult might still be too small to have glowy eyes. Lock it away so it can't be used to stop deconversion, in case a prisoner resists out of the cuffs. Take off any cult gear as well, as they might hurt the prisoner after deconversion if worn. Remember to check EVERYWHERE. Some cultists may be hiding their gear in more discreet locations on their person. A good one to watch out for is if they have hidden their dagger in their boots if they are wearing Jackboots or Workboots. '''Step 4: Force feed the confirmed cultist at least 25 units of Holy Water'''. Use '''30 units''' to be safe. Each sip contains 5 units. It takes exactly 60 chemical ticks (about 2 minutes or less) to deconvert a cultist. After 25 ticks (about 50 seconds or less) the cultist will have a 20% chance per tick to spout random cult sentences which, when it happens, also has a 10% chance to cause 12 seconds of unconsciousness. Stunbaton or flash the prisoners every now and then to make sure they don't resist out of the cuffs. The holy water will instantly clear out blood rites and blood spells. '''Step 5: [[Security_items#Mindshield_Implant|Mindshield Implant]] the cultist.''' Mindshield implants will not deconvert cultists, but they will prevent them from being converted/reconverted. They can still be sacrificed and turned into constructs though. [[Security]] and the [[Captain]] are implanted by default. <br><br> Like with [[Revolution|revs]], you will see a big purple message when a nearby person is deconverted: '''"-Name- looks like he/she just reverted to his/her old faith!"'''<br> <br> Deconverted cultists do not keep their memories from their time in the cult. ====If Shit Hits the Fan==== If you start seeing pentagram halos you might not have time to arrest and deconvert anymore. Team up, gear up with your weapons of choice, and start blasting people with halos. If the situation feels under control again then go back to deconverting. <br> Here are some tips and tricks for security: * Mirror shields can instantly shatter, stunning their users, if hit by a shot that does 30 damage or more. Many types of shotgun ammo, such as slugs, should do the trick. * Zealot's Blindfolds protect against flashes, but not against bangs. Use [[Security_items#Flashbang|flashbangs]]. * Consider arming deconverted and implanted former cultists. They should be your confirmed allies. * If you die and are cloned, get a new [[Security_items#Mindshield_Implant|Mindshield Implant]] as soon as possible. * [[Construct|Constructs]] cannot be stunned and are usually never on your side in a cult round. Kill them with lethal weapons without hesitation. * Mindshields can be applied to members of the Cult even when they are not converted; they only protect against hostile mind conversion. Don't just go randomly implanting people until you know who is really on your side. ** Extremely crafty cultists can disguise as a recently murdered Security Officer and steal an implant for themselves to look life officers. Don't expect this to happen often, but the possibility is there.
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