- Decaying Winter Cultist Takeover replaces standard scavenger pressure with escalating Reikgon attacks.
- Neutral scavengers and raiders can be looted around the Castle unless players provoke them.
- Four ally quests provide support during normal waves and the evacuation sequence.
- Turf War attacks the Castle during the looting phase, so reserve ammunition and explosives.
- Evacuation waves combine cultists, shadows, and quest allies in the event’s final defense.
Decaying Winter Cultist Takeover Overview
Cultist Takeover is an event variant in Decaying Winter built around territory control, neutral factions, ally quests, and stronger night waves. The central change is simple: scavenger waves are replaced by Reikgon Cultists, while the Castle becomes a contested objective rather than a safe looting route.
During supply searches, cultists can appear on the right side of the map. This makes familiar scavenging routes less predictable, especially when a team splits between Mountain, Castle, Outpost, and the Lab. Players should treat every open route as a possible contact point and avoid spending too long in exposed areas.
Video Highlights:
- Cultist types become stronger as the night waves progress.
- The Castle remains valuable because neutral factions allow safer looting.
- Four quests unlock allies for regular defense and evacuation.
- Turf War creates a major Castle defense encounter before the final waves.
- Evacuation brings back completed quest allies alongside heavy enemy pressure.
| Event Change | Practical Effect | Recommended Response |
|---|---|---|
| Scavengers replaced | Reikgon Cultists dominate night waves | Prioritize ammunition and reliable crowd control |
| Neutral scavengers and raiders | Castle routes are easier to loot unless provoked | Avoid shoves, stray attacks, and unnecessary aggression |
| Cultists on supply searches | Open areas can become dangerous without warning | Loot quickly and maintain a retreat route |
| Four ally quests | Allies support later waves and evacuation | Assign quest items before the team becomes busy |
| Turf War replaces Scav War | Castle comes under direct attack | Return early and defend the objective together |
The event also includes smaller map adjustments, portals between areas such as Mountain and Outpost, ally dialogue, perk changes, new titles, and additional challenges. Drifter’s cloaking can work against cultists, but attacking a cloaked target reveals the player.
Treat the Castle as a resource hub, not a permanent shelter. Loot efficiently, keep neutral factions calm, and leave enough time to regroup before Turf War begins.
Cultist Waves and Enemy Pressure
Cultist Takeover changes the wave structure throughout the run. Early waves emphasize melee enemies, allowing prepared players to conserve ammunition. Later waves introduce gunners, duelists, and stronger Reikgon variants. Wave 10 and evacuation are especially dangerous because multiple enemy categories can appear together.
The following progression is the most useful way to plan your loadout:
| Wave Range | Main Threats | Tactical Priority |
|---|---|---|
| Waves 1–5 | Knife, Kukri, Monkey Wrench, Pipe Wrench, Sabre | Use melee control and preserve ammunition |
| Waves 6–8 | Earlier melee types plus gunners | Break enemy lines before ranged units settle |
| Waves 9+ | Akimbo and Duelist cultists | Focus dangerous ranged targets immediately |
| Turf War | Skinners, Akimbo Cultists, Scout and Gun Cultists, Sicklers | Defend Castle with explosives and concentrated fire |
| Wave 10 | Broad cultist roster, High Priest, Sickler, bulldozers | Maintain spacing and rotate defensive positions |
| Evacuation | Cultists, shadows, and normal High Priest variants | Save healing, ammunition, and ally support for extraction |
Common cultist variants have different risk profiles. Kukri and Sabre cultists are manageable at close range but become dangerous when several converge. Heavy melee units such as Pipe Wrench cultists can punish blocking mistakes and may apply poison on a heavy hit. Gunner variants should be prioritized before the frontline becomes crowded.
A video-based combat reference identifies several notable values, including 135 HP for Kukri and Sabre cultists, 350 HP for the Marauder and Pipe Wrench variants, and 40 damage per Marauder shot. Treat these values as practical reference points rather than a substitute for current in-game testing, since event balance can change.
Melee Cultists
- Kukri and Sabre variants
- Manageable early pressure
- Keep escape space behind you
Heavy Threats
- Marauder and Pipe Wrench variants
- High durability
- Avoid isolated engagements
Ranged Units
- Gunners and Akimbo types
- Dangerous in open ground
- Eliminate before melee surrounds the team
Reikgon Enemies
- Skinners, Sicklers, and shadows
- Strong Turf War presence
- Use focus fire and terrain
A melee wave can hide a gunner or special Reikgon unit. Scan behind the frontline before committing to a long animation, reload, or revive.
Four Ally Quests and Item Requirements
Four quests can be completed during the event. Each quest grants an ally who can assist during regular waves and the evacuation. Quest items must be dropped in front of the relevant ally so they disappear from the player’s inventory and register as delivered.
Quest roles are not identical. The Fire Axe Raider is useful for controlling groups, the Dragunov Scav offers strong ranged support, and the AKM Guard adds another firearm to the defense. Cazz’s quest is tied to his weapon and also connects to Defector Daemon during evacuation.
| Ally | Location | Required Items or Action | Main Support |
|---|---|---|---|
| Aila / Sledge Queen | Left side of the Castle | 5 First Aid Kit uses and 2 Augmentin Antibiotics uses | Buffed Fire Axe Raider |
| Yosef | Behind the Castle, under the bridge | Complete his quest interaction | Buffed Dragunov Scav |
| Shirose | Near Yosef, on the Castle side | 1 Modded AKM and 100 Medium Ammo | AKM Guard |
| Cazz / Cazz | Inside the Cultist Lab | Retrieve his gun from Mountain near the crashed ship | Evacuation assistance with Defector Daemon |
The available information uses slightly different wording for Aila’s antibiotic requirement. The event wiki lists 2 Augmentin Antibiotics uses, while other guidance describes the requirement more generally as biotics. Confirm the item label in your current run before discarding supplies.
Yosef’s ally is described as a buffed Dragunov Scav with strong ranged performance and a high backpedal range. Shirose’s AKM Guard has useful spacing behavior, although ally grenades may not damage cultists because of NPC grenade interactions. The Fire Axe Raider has increased durability compared with a standard raider and can help hold enemies in place.
Mark the Ally Locations
Identify Aila at the Castle, Yosef beneath the Castle bridge, Shirose near Yosef, and Cazz inside the Cultist Lab. Assign one player to track quest progress.
Reserve Quest Supplies
Keep First Aid Kit uses, Augmentin Antibiotics uses, a Modded AKM, Medium Ammo, and Cazz’s weapon separate from ordinary scrap and emergency supplies.
Deliver Items Correctly
Stand in front of the ally and drop the required item. Do not rely on normal inventory interactions; the item must be placed where the quest can detect it.
Confirm the Ally
Watch for the quest completion response and identify the support unit that becomes available. Repeat this process for the remaining quests when safe.
Protect the Rewards
During Turf War and evacuation, fight near defensible positions so allies are not left alone against cultists and shadows.
If your team can complete only a few objectives safely, prioritize the quests that match your weakness: ranged support for open defenses, or the Fire Axe Raider for frontline control.
Turf War Castle Defense Strategy
Turf War replaces Scav War during Cultist Takeover. The Castle comes under attack during the looting phase, turning a familiar supply stop into a timed defense mission. The event gives the team preparation time, but the attack begins before many players expect it.
The event guidance places the major assault around 2 minutes and 10 seconds into the looting phase. Other event information describes roughly three minutes of looting time, so teams should return before the warning point instead of treating the full timer as safe.
| Preparation Window | Team Action | Reason |
|---|---|---|
| Start of looting | Split only if the team has a clear retreat plan | Castle supplies remain valuable but distance increases risk |
| Before 3 minutes | Finish high-value looting and regroup | The defense requires every available player |
| Around 2:10 remaining | Move toward Castle defenses | Cultists and Reikgon begin the assault |
| During the attack | Focus dangerous units and protect allies | Ignoring the Castle can erase quest progress |
| After the wave | Recover ammunition and healing | The run still includes Wave 10 and evacuation |
Explosives such as dynamite are useful because Turf War can create dense enemy groups. Use them to interrupt mass pushes, protect a revive, or clear a route to the Castle interior. Do not spend every explosive on the first visible target; the event’s later pressure can be more punishing than the opening engagement.
If you completed ally quests, bring the team and support units into the same defensive area. Allies are most valuable when they can fire or swing without being isolated. Avoid dragging enemies through the Castle’s strongest positions unless the team has already established a fallback route.
Turf War is not an ordinary looting night. Once the assault begins, abandon low-value supplies and defend the Castle before the enemy mass overwhelms your allies.
Evacuation Preparation and Checklist
The final evacuation is where Cultist Takeover combines the event’s systems. Completed quest allies can fight alongside the Agents, while cultists, shadows, and other elite threats pressure the extraction route. Reaching evacuation does not mean the run is finished; it changes the objective from scavenging to coordinated survival.
Use the preparation list below before committing to the final route.
Evacuation Readiness:
- Complete as many of the four ally quests as the team can safely support
- Reserve ammunition for gunners, duelists, Sicklers, and the Wave 10 boss pressure
- Carry healing and status recovery instead of filling every slot with low-value loot
- Keep dynamite or another reliable crowd-control option for dense enemy pushes
- Choose a retreat route that keeps Agents and quest allies within support range
A strong evacuation plan has three parts:
- Positioning: Stay close enough for allies to contribute, but do not stack every player in one narrow doorway.
- Target priority: Remove ranged cultists and special Reikgon enemies before cleaning up ordinary melee units.
- Resource timing: Spend healing and explosives when they prevent a collapse, not merely when a single enemy appears.
The event can also be forced in a private server with /starttakeover. Use this command only where the server setup permits it, and coordinate the run before starting so players understand the event’s altered wave structure.
For additional event details, consult the Cultist Takeover page on the Decaying Winter Wiki, including its notes on wave composition, allies, Turf War, and event-specific behavior.
Your best evacuation resource is coordinated attention. Assign one player to call targets, one to watch flanks, and one to protect healing or revives.
Cultist Takeover FAQ
Q: What is Decaying Winter Cultist Takeover?
Cultist Takeover is an event variant that replaces normal scavenger pressure with escalating Reikgon Cultist waves, changes Scav War into Turf War, and adds four ally quests.
Q: Can players loot the Castle safely during the event?
Scavengers and raiders are neutral unless provoked, so the Castle can be looted with less faction pressure. Shoving, damaging, or repeatedly attacking them can make them hostile.
Q: How many ally quests are available?
Four quests are available through Aila or Sledge Queen, Yosef, Shirose, and Cazz. Each quest provides support during later waves or evacuation.
Q: When does Turf War become dangerous?
The Castle attack begins during the looting phase, with event guidance placing the major assault around 2 minutes and 10 seconds into the timer. Return early and defend together.
The safest general plan is to loot the Castle without provoking neutral factions, complete ally quests, regroup before Turf War, and reserve combat resources for Wave 10 and evacuation.