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Строка 82: |
| '''Remember''': If anyone 'seems to reject an implant, they are a Head Revolutionary and must be either killed or exiled if you intend to win control of the station. While you could shove them through the gateway or onto the penal colony, it's just as good to beat them to death in the Brig and leave their body to rot in the Warden's office - Or better yet, out of sight in the Gulag where nobody will ever find it. | | '''Remember''': If anyone 'seems to reject an implant, they are a Head Revolutionary and must be either killed or exiled if you intend to win control of the station. While you could shove them through the gateway or onto the penal colony, it's just as good to beat them to death in the Brig and leave their body to rot in the Warden's office - Or better yet, out of sight in the Gulag where nobody will ever find it. |
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− | === The Inquisition === | + | === Культисты === |
− | With a cult on board, you quickly become both very important and very vulnerable. For all your gear, nothing but the Chaplain can protect you from a heretic with a piece of rune-etched paper. Success in defeating a cult is based primarily around resource management and thoroughness in your actions - It can be very difficult for the dark one's followers to complete their task when faced with a responsive Security team. It's important to acknowledge firstly the danger of a cult: It's members, much like during a revolution, blend in with the crew at large, yet can disable you instantly and drag you off to be sacrificed while you try in vain to scream for help.
| + | При создании на борту станции культа, вы становитесь их главным противником. И притом довольно-таки беспомощным - десяток е-ганов ничто против кровавой магии одного толкового культиста. И особенно, если культ никоим образом не выдаёт своего присутствия - набирает послушников и готовится к выполнению финальной цели. |
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− | The Chaplain is easily the most important person on board, barring almost nothing: They provide you with an endless source of Holy Water, your primary weapon in staving off the cult and rescuing crewmembers from it's grasp. It should be your top priority to secure them inside the Brig the instant a cult presence is confirmed, as they will very likely be an early target. Luckily, their null rod keeps them safe from magic, and can oftentimes mean the difference between victory and defeat. Force-feeding enough holy water to a cultist will force the darkness out of them, bringing them back to your side. Similarly, when applied to the floor, it is an invalid location for Wraiths attempting to jaunt.
| + | Если вы, или ваши сотрудники увидели людей со странными книгами, в странных одеждах, рисующие странные руны на полу своей кровью, начинайте действовать очень быстро. |
− | | + | * Во-первых найдите священника. У него должна быть Библия, с помощью которой он создаст вам галлоны святой воды и освятит все огнетушители. Охраняйте его. |
− | One of your greatest allies outside of the Chaplain is the AI: It's constant camera view of the station cannot see runes, but it can easily report and lock down suspicious congregations of humans. Equipping it with a P.A.L.A.D.I.N. lawset gains you an extremely powerful surveillance unit that can single-handedly flush out the cult into your waiting arms. Be aware, however, that a Wraith can very easily kill the AI. Your comrade may be sadly short-lived.
| + | * Предупредите СБ о наличии культа на станции, созовите всех на бриг и вооружите для оглушения и захвата. |
| + | * Используйте ИИ для поиска несанкционированных собраний множества людей и блокирования их в месте сбора. Попробуйте набор законов P.A.L.A.D.I.N. |
| + | * Захваченных культистов следует поить Святой водой до тех пор, пока у них не прояснятся мозги и пропадут все магические способности. |
| + | * В случае открытых агрессивных действий культа, начинайте вести огонь на поражение. |
| + | * В любом случае вызывайте эвакуационный шаттл - станция, на которой объявились культисты считается опасной для любой деятельности. Эвакуируйтесь. |
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| Oftentimes, the cult will transition from a stealthy threat to a very blatant one with constructs and armor. Apply judicious amounts of laser fire and try not to get in melee range. Constructs are incredibly dangerous in the later stages of the game where they are able to mass-produce shells and shards. More often than not, it's best to begin evacuation when constructs start appearing en masse, as it is indicative of a very strong cult presence. | | Oftentimes, the cult will transition from a stealthy threat to a very blatant one with constructs and armor. Apply judicious amounts of laser fire and try not to get in melee range. Constructs are incredibly dangerous in the later stages of the game where they are able to mass-produce shells and shards. More often than not, it's best to begin evacuation when constructs start appearing en masse, as it is indicative of a very strong cult presence. |
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− | '''Important''': Out of Holy Water? Chaplain dead, MIA, or never showed up? Cargo can order you religious supply crates, and Botany can mutate holy-melons | + | '''Если священник погиб''': Бегите в карго и закажите несколько ящиков с religious supply, в них будут флаконы Святой воды. Также попробуйте заставить ботаников вырастить мутировавшие Святые дыни (holy-melons). |
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| === Ядерная угроза === | | === Ядерная угроза === |