- Decaying Winter Cultist enemies dominate night waves during the Cultist Takeover event
- SIN Cult replaces standard scavengers at night, scaling from melee to gun-wielding threats
- Four ally quests provide critical NPC support for Turf War and final evacuation
- Turf War replaces Scav War on Night 8 with relentless cultist assaults on the castle
- Neutral scavengers allow safe looting but will turn hostile after 3 acts of violence
Cultist Takeover Event Overview
The Cultist Takeover is a limited-time event in Decaying Winter where the SIN Cult has seized control of Eden. Released on February 11, 2025, this event fundamentally changes how night waves, looting, and evacuation work. Scavengers and Raiders become neutral, Reikgon Cultists replace standard night wave enemies, and players can complete four ally quests to gain critical NPC support during the hardest phases.
Video Highlights:
- Breakdown of all cultist types and their damage stats
- Walkthrough of the four ally questlines and their rewards
- Turf War defense strategies and timing
- Evacuation wave tactics with allied NPCs
- Private server activation using /starttakeover
During this event, the map receives minor changes including a portal system that transports players between Mountain and Outpost. Five new Reikgon Cultist variants were added alongside perk buffs, ally dialogue interactions, and three new titles with challenges. The Drifter's cloaking ability now works on all cultists, though attacking breaks the effect.
You can force the Cultist Takeover event in private servers by typing /starttakeover in the chat. This is useful for practicing strategies or farming event-specific titles with a coordinated team.
Cultist Enemy Types & Stats
Understanding each cultist variant is essential for surviving the escalating night waves. Cultists appear on the RIGHT side of the map during supply search and progressively scale in difficulty. Melee-only waves persist through Nights 1-5, gunners begin spawning on Night 6, and Akimbo/Duelist variants appear from Night 9 onward.
| Cultist Type | Light Damage | Heavy Damage | HP | First Appears |
|---|---|---|---|---|
| Kukri Cultist | 6 | 24 | 135 | Wave 1-5 |
| Saber Cultist | 7 | 28 | 135 | Wave 1-5 |
| Knife Cultist | Low | Moderate | Low | Wave 1-5 |
| Pipe Wrench Cultist | 15 | 60 (Poison) | 350 | Wave 1-5 |
| Marauder Cultist | N/A | 40 per shot | 350 | Wave 6+ |
| Akimbo/Duelist | Varies | Varies | Moderate | Wave 9+ |
Melee Cultists
- Kukri, Saber, Knife variants
- Lower HP but swarm in numbers
- Manage with crowd control
- Present from Wave 1 onward
Ranged Cultists
- Marauder with shotgun-type weapons
- 350 HP makes them tanky
- Prioritize eliminating first
- Spawn from Wave 6+
Elite Cultists
- Akimbo/Duelist variants
- High threat at close range
- Spawn from Wave 9+
- Require focused team fire
Wave 10 throws everything at you. Multiple waves of all cultist types spawn, including bulldozers throughout. The boss encounter features a Normal High Priest and a Sickler simultaneously. Prepare with maximum ammo and medical supplies.
Ally Quests & Rewards
Four NPCs offer quests that reward allied NPCs during waves and evacuation. Completing all four significantly increases your survival odds. Items must be dropped in front of the NPC to count toward quest completion.
| Ally | Location | Requirements | Reward |
|---|---|---|---|
| Yosef | Behind castle, under bridge | Complete toxin suppression quest | Buffed Dragunov Scav (100 dmg) |
| Aila (Sledge Queen) | Left side of castle | 5 First Aid Kit uses, 2 Augmentin Antibiotics uses | Fire Axe Raider (35+ light dmg) |
| Shirose | Left of Yosef | 1 Modded AKM, 100 Medium Ammo | AKM Guard Scav |
| Cazz | Inside the Cultist Lab | Retrieve his gun (behind crashed ship) | Cazz + Defector Daemon at evac |
Complete Yosef's Quest
Find Yosef behind the castle under the bridge. After accepting his quest, access the toxin suppression room on the right side of the safe zone. Complete the objective to earn a buffed Dragunov Scav that deals 100 damage with excellent backpedal range.
Help Sledge Queen (Aila)
Located on the left side of the castle. She requires 5 First Aid Kit uses and 2 Augmentin Antibiotics uses. Each First Aid Kit has 2 uses, so plan accordingly. The reward is a unique bald Fire Axe Raider with 150 HP and 42 heavy damage.
Fulfill Shirose's Request
Find Shirose to the left of Yosef. Bring her 1 Modded AKM and 100 Medium Ammo. She sends an AKM Guard with higher backpedal range than normal, though his grenade deals no damage to cultists due to NPC coding limitations.
Retrieve Cazz's Revolver
Talk to Cazz hidden inside the Cultist Lab. Travel to the mountain and locate his revolver behind the crashed ship. Shoot the three medical fists in the mountain area. Cazz and his associate Defector Daemon will assist during evacuation.
The Dragunov Scav from Yosef is the standout performer, dealing 100 damage with incredible backpedal range. The Fire Axe Raider from Sledge Queen also excels at crowd control with AOE damage. Position them strategically during Turf War to maximize their effectiveness.
Turf War Strategy
Turf War replaces the standard Scav War on Night 8 and represents one of the most challenging encounters in the Cultist Takeover event. SIN attacks the castle with Skinners, Akimbo Cultists, Scout and Gun Cultists, and multiple Sicklers that spawn already enraged.
| Phase | Time | Action Required |
|---|---|---|
| Looting Phase | 3:00 remaining | Gather ammo, medical supplies, position allies |
| Pre-Attack | ~2:10 remaining | Return to castle, set up defensive positions |
| Cultist Assault | 2:10 remaining | Defend against waves of cultists and shadows |
| Post-Turf War | Wave clear | Regroup, heal, prepare for Wave 9+ |
Cultists spawn approximately 2 minutes and 10 seconds into the looting phase. By the time you see this timer, you must already be positioned at the castle with full ammo. Ignoring this window will result in being overrun before you can react.
Key defensive strategies include using dynamite for crowd control, leveraging your quest allies as additional firepower, and not hesitating to expend ammunition. The sheer volume of enemies during Turf War means conservative ammo usage will get you killed. Burning through half your ammo is a worthwhile trade for keeping your allies alive through to evacuation.
The castle offers strong defensive positions. Use chokepoints to funnel cultists into kill zones. Your quest allies spawn at the castle if their quests are completed, providing automatic defensive support. Coordinate with your team to cover multiple approach angles.
Neutral Scavengers & Looting Strategy
One of the most significant changes during the Cultist Takeover is that Scavengers and Raiders become neutral. This allows players to loot high-value areas like the castle with minimal resistance. However, this neutrality operates on a damage threshold system.
| Violence Act | Consequence | Recovery |
|---|---|---|
| 1-2 acts | Scavengers remain neutral | N/A |
| 3+ acts | Scavengers turn hostile | Score decreases by 1 per night |
| Attacking during hostility | Score increases further | Must run or avoid |
| Shoving scavengers | Counts as violence | Avoid contact |
The castle contains substantial loot including weapons, ammunition, and supplies critical for surviving cultist waves. A vending machine is available that trades 25 scav currency for two salmons and two beans, providing a food source during extended sessions.
A portal system has been added during the event, allowing fast travel between Mountain and Outpost. Use this to quickly reposition during looting phases or to escape dangerous situations when cultists close in on your position.
If you commit over 3 acts of violence toward neutral scavengers, they will attack you until your score drops below 3. The score decreases by 1 each night, but attacking back while they are hostile will increase it again. When this happens, your best option is to run away and avoid contact until the score resets.
Evacuation & Final Wave Preparation
The evacuation phase represents the culmination of the Cultist Takeover event. Every boss whose quest you completed will fight alongside you, making quest completion directly impact your final survival odds. The evac throws every cultist type (excluding high priest variants beyond the normal one) and every shadow type at your team.
Evacuation Preparation Checklist:
- Complete all 4 ally quests before Night 10
- Stockpile maximum ammunition and medical supplies
- Save dynamite and explosives for evac waves
- Clear the Cultist Lab for additional resources
- Coordinate team roles and defensive positions
- Ensure Drifter cloak is available for emergency stealth
Approaching evacuation, every boss from completed quests fights alongside your team. This makes the evac ending slightly easier during the event compared to standard gameplay. The combined firepower of the Dragunov Scav, Fire Axe Raider, AKM Guard, Cazz, and Defector Daemon provides substantial defensive capability.
The Cultist Lab serves as a critical mid-game objective. After completing it, the game intensifies dramatically, with approximately 9 out of 10 encounters throwing maximum enemy density at your team. Prepare thoroughly before attempting the lab, as the difficulty spike is significant.
The Drifter's cloaking ability works on all cultists during this event. If you attack them, they can see you, but passive cloaking allows strategic repositioning. Use this to escape overwhelming situations or to set up flanking maneuvers during Turf War.
Frequently Asked Questions
Q: How do I start the Cultist Takeover event in a private server?
Type /starttakeover in the chat of your private server. This forces the event to activate, allowing you to practice strategies or play with a coordinated team without waiting for the official event rotation.
Q: What is the most dangerous Decaying Winter cultist type?
The Marauder Cultist is among the most threatening, dealing 40 damage per shot with 350 HP. During Wave 10, the combination of a Normal High Priest and Sickler as dual bosses represents the peak challenge. Akimbo/Duelist cultists from Wave 9 onward are also extremely dangerous at close range.
Q: Do ally grenades damage cultists?
No. Due to the way NPC grenades are coded, grenades thrown by allies and NPCs deal no damage to cultists. This means the AKM Guard from Shirose's quest loses some effectiveness. Rely on direct weapon damage from your allies instead.
Q: How long did the Cultist Takeover event last?
The event lasted approximately one week, starting on February 11, 2025, and ending around February 23, 2025. However, players can still experience the event in private servers using the /starttakeover command.
Q: Can I loot the castle freely during the event?
Yes, Scavengers and Raiders are neutral during the Cultist Takeover, allowing free access to the castle and its substantial loot. However, avoid committing more than 3 acts of violence against them, or they will turn hostile and attack you until your violence score decreases.