Totenreich — Black Ops 7 Zombies Easter Egg Guide

In this guide: full main-quest walkthrough, map layout, recommended loadout, best GobbleGums, per-map augments, calling cards, interactive solvers, side Easter eggs & songs, boss strategy · Hard, ~50–80 min.

Open the interactive guide →
Black Ops 7 · 2025

Totenreich

Eidskallen, a Norse fishing village frozen into the Dark Aether over a Group 935 site. Build the ice-flail Jotunn Star, power the Atomkraft Core, and free the Shadowsmith from the giant Dravakar.

Released Season 3 Reloaded · 2026 Wonder Weapon: Jotunn StarBoss: DravakarGiant robot: Tyr
HardEst. time50–80 minPlayers1–4 (solo-capable)
How this guide was verified · method
BasisCross-checked against multiple published guides and the community wikiSources cross-checked3SolodocumentedCo-opnot separately documentedLast reviewed8 Sep 2026
Documented here11 walkthrough steps · 7 side Easter eggs (incl. 1 song) · 5 interactive solvers · 3 weapon builds · 6 per-map augment picks · 6 named areas · 3 sources cross-checkedCounted from this page, not estimated. We publish what is documented rather than a percentage of what might exist — nobody can honestly claim to know the full list.

Quick answers

Totenreich is a Black Ops 7 Zombies map set in Eidskallen, a Norse fishing village frozen into the Dark Aether over a Group 935 site. Its 11-step main quest has you build the ice-flail Jotunn Star, gather three uranium rods to power the Atomkraft Core, light three rune bonfires, and free the Shadowsmith by defeating the giant boss Dravakar. Rated Hard; solo-capable.

Where is Pack-a-Punch on Totenreich?

Pack-a-Punch spawns on Fishery Island. Repair the broken power lines on both sides of the map, enter Tyr's robot head and use the centre console, take the admin keycard the ejected zombie drops, open the War Factory admin door for the GobbleDrop controller, then sink the drop on Fishery Island.

What is the Wonder Weapon on Totenreich?

The Wonder Weapon is the Jotunn Star, an ice-flail that takes your melee slot. Gather its parts from the Titan crane wall-jump and the Skalland Market zursa HVT, solve the constellation shrine, fill Astrid's soul boxes, then take it from the lighthouse lamp room after the parkour. Its charged shot also keeps you warm.

Who is the boss of Totenreich?

The boss is Dravakar, a giant fought in an ice arena while the Origins robot Tyr brawls him. Shoot the red weak spots, fireball the floating Viking ice-heads' mouths during immunity phases for ammo and armour, then hit his glowing red eyes in the final phase. Avoid the Ray Gun here.

How do you get the three uranium on Totenreich?

The three uranium rods come from three steps: RC-XD into the genetic lab and solve the heads-in-jars puzzle and lockpick; fish the green fish then chase the irradiated ravager HVT across three spots; and call a GobbleDrop into a big horde, killing only the floating orange zombies.

How many steps is the Totenreich main quest?

The Totenreich main quest is 11 steps and runs roughly 50–80 minutes, rated Hard and solo-capable for 1–4 players. Go in with Triple Pack-a-Punch and full armour — there are no max-armour drops in the boss fight.

How do you complete the Totenreich Easter egg?

It is rated Hard and takes about 50–80 min. The run breaks down like this:
  1. Repair the power lines → Tyr's head → admin keycard → GobbleDrop → Pack-a-Punch
  2. Chain links from the Titan crane wall-jump, chili chunks from Storm Bridge
  3. Constellation shrine in order: left, right, back, front
  4. Fill Astrid's soul boxes → lighthouse parkour → Jotunn Star
  5. Crowbar + cargo manifest → open the matching crate for a flak round
  6. Fire the flak cannon at the robot head → transmitter into Tyr
  7. Read the blinking lights → oscilloscope amplitude and frequency
  8. Uranium 1 — RC-XD into the genetic lab, heads puzzle and lockpick
Each stage is written out in full — with the exact locations, the order things must be done in and what to do when a step refuses to trigger — in the walkthrough below.

How long does the Totenreich Easter egg take?

About 50–80 min for a run that already knows the steps, and we rate it Hard. A first attempt takes considerably longer — almost all of the time goes on setup rather than the finale, so knowing the order in advance is what shortens a run.

Can you do the Totenreich Easter egg solo?

Players: 1–4 (solo-capable). It is solo-capable. Co-op mainly helps with the timed steps, where a second player can hold a zombie or cover a second position, and it makes the ending far more forgiving.

What are the main areas on Totenreich?

6 are documented: Fishery Island, Tyr's Head / Foot, Dry Docks, Skallen Market / Burial Grounds, Lighthouse / Beacon Island and Blodheim Hall / Stave Church. Knowing the names matters more than it sounds — most guides, including this one, describe locations by area name rather than by direction.

How many side Easter eggs are on Totenreich?

7 are documented here — song, power-ups, side quest, character quest and reward. Each one has its own steps rather than a one-line mention, so they can be followed mid-game.

Are there solvers for the Totenreich puzzles?

Yes. Totenreich has randomised puzzles whose answer changes every match, so there is nothing to look up — this guide ships 5 interactive solvers that take what your own game is showing you and return the answer for that run. They are embedded at the step that needs them and listed together in the solvers section.

When was Totenreich released?

2026, in the Season 3 Reloaded content drop.

Map & Key areas

The map layout first, then the areas worth knowing by name. Map imagery © Activision, self-hosted.

Totenreich map layout

Pinch or double-tap to zoom in — the full map is a single image.

Fishery Island

Central hub — Pack-a-Punch lands here via the Glocke Drop.

Tyr's Head / Foot

The collapsed giant robot; Admin Keycard & the boss console.

Dry Docks

Titan Crane — the Jotunn Star chain.

Skallen Market / Burial Grounds

Chilli Chunks, Zursa HVT, constellation puzzle.

Lighthouse / Beacon Island

Jotunn Star pickup; Crowbar; the Flak cannon.

Blodheim Hall / Stave Church

Dravakar Shard bonfire; the rune sequence.

Steps at a glance

  1. Repair the power lines → Tyr's head → admin keycard → GobbleDrop → Pack-a-Punch
  2. Chain links from the Titan crane wall-jump, chili chunks from Storm Bridge
  3. Constellation shrine in order: left, right, back, front
  4. Fill Astrid's soul boxes → lighthouse parkour → Jotunn Star
  5. Crowbar + cargo manifest → open the matching crate for a flak round
  6. Fire the flak cannon at the robot head → transmitter into Tyr
  7. Read the blinking lights → oscilloscope amplitude and frequency
  8. Uranium 1 — RC-XD into the genetic lab, heads puzzle and lockpick
  9. Uranium 2 — fish the green fish, chase the ravager HVT across three spots
  10. Uranium 3 — GobbleDrop, kill only the floating zombies
  11. Claw machine → escort the Atomkraft core to Storm Bridge
  12. Dravakar shard → sunstone → light the three bonfires in rune order
  13. Boss: red weak spots, then Viking heads, then the eyes
The Jotunn Star takes your melee slot and its ranged charged shot drives most later steps — refill it before each alt-fire step and don't enter the boss dry. Go in with Triple PaP and full armour. Loadout economy: the starting 1911 is great everywhere except the boss, so box for a Ray Gun Mark II or buy the MXR-17 for Dravakar damage.

Before you start

What to have in hand before step 1 — from the loadout notes, from the walkthrough itself, and from the map's own quest documentation where the gate is never stated in a step.

Recommended
  • Aether Shroud Field Upgrade — Setup & safety

Set aside 50–80 min · 1–4 (solo-capable) · the full loadout is further down this page

Full walkthrough

0% complete

The quest in the order this guide runs it — tap any step to jump to it, and it fills in as you tick steps off.

1
Power lines → Tyr's head → Fishery Island

Power and Pack-a-Punch

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Standard mode prompts you through this. In Cursed mode there is no guidance, so the sequence is: repair the broken power lines on both sides of the map, then enter the robot’s head (Tyr) through the yellow suction circle top-left or top-right and hold interact on the centre console.

You are ejected — and so is a zombie, which splats and drops an admin keycard. Use it on the War Factory admin door on the west side, take the GobbleDrop controller inside, zipline to Fishery Island and sink the drop. Pack-a-Punch spawns a moment later.

Loadout: a Voyak or Novaline, and a hitscan AR for the boss — avoid the Ray Gun there, since projectile travel makes you miss. Akimbo M1911s are superb for wave-clear and one-shot the floating Viking heads. Solo, take Frenzied Guard: there are no max-armour drops in the boss fight.

Know your lantern early. The Jotunn Star melees in a double swing, charges from melee kills into a ranged fireball on left trigger, and — crucially — holding it out while charged keeps you and nearby teammates warm against freeze effects.

Quick win: Intel at spawn before you touch anything: Building Blocks on the barrel outside Lief's Boat Repair opposite Quick Revive, The Chair Incident in the small barrel right of the big one by the robot head (a message in a bottle), and the Max Armor statue behind the hanging basket inside Lief's — C4 it. Once Tyr's Head has been activated, the Talk audio log is on the control terminal by the robot head in the lower War Factory, and Priorities drops when you Semtex the open vent up the War Factory stairs facing the Arsenal.

2
Dry Dock · Storm Bridge · Skalland Market

Two Jotunn Star parts

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Chain links. At Dry Dock, press the button in the Titan crane room to temporarily lower the crane-held wall. Then wall-jump off the middle of the wall and hold interact mid-air at the tip of the boat to grab the chains. Miss it and simply press the button again.

Chili chunks. Take the tin from the crate behind the truck in the middle of Storm Bridge, next to Deadshot, and place it on the table in Skalland Market.

The timing rule: place it before round 10 and the round-10 special round is your trigger; place it later and the next round becomes a special round. On that round a zursa HVT spawns — kill it for the lantern part.

Cursed only — The Dancing Arnie relic eats the same Chilly Chunks can. Put the first can in the Blodheim Hall stew pot, then explode the back of the truck for a second can for the Star.

3
Burial Grounds → lighthouse

The constellation shrine and Astrid

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At the Burial Grounds, install the chains on the left side of the sealed door and hold interact to repair it — it takes a while — opening a secret basement. Place the lantern on the shrine and four constellations appear around its sides.

The order is strict: match each table constellation to the same one rotating around the walls, interacting left, right, back, then front as viewed from the stairs. A correct pick leaves the shrine constellations in place and sends an orb into the lantern. On a wrong pick the wall symbols vanish — interact with the symbol on the tabletop to send them back and restart.

The other guide: MrDalekJD instead reports the shrine symbols changing on a wrong pick, forcing a restart from the left.

Astrid. The ghost appears over the shrine. Follow her around the Burial Grounds edge; she relocates through Skalland Market and settles at soul-box stops, where you kill masses of zombies nearby to fill her meter. Her second stop is near the zipline toward the lighthouse.

Useful trick: keep one zombie alive to carry a fill across a round boundary.

The parkour — do not zipline. When her meter fills, floating platforms spawn. Start the jumping puzzle on the non-lighthouse side, climbing the rocks, with Kazimirs or Shroud ready for the heavy zombies. At the lighthouse, watch the ice giant rise from the ocean through the hole, then run onto the platform in front, drop down and wall-bounce across the course to the top. Inside and up the stairs there is a ladder into the lamp room — take the Jotunn Star off the table. The window is time-limited.

Quick win: In the lamp room, take Tyr's Bell off the table BEFORE the Jotunn Star — the room seals once you hold the Star. Radio Operator opens on the second floor afterwards, under the stairs by the crowbar cabinet, so grab it with the crowbar in the next step.

4
Lighthouse → War Factory → Beacon Island

The flak cannon

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Take the crowbar from the shelf on the second floor of the lighthouse, and the cargo manifest from the shelf back-right of the War Factory admin room.

Read the manifest before opening anything. Find the row with the three-bullets icon and note its ID code. That tells you which crate is safe — the wrong crates hit you with EMP and cough-gas effects.

Crowbar the crate matching that ID — they sit in the War Factory, the bottom of Core Foundry, under the boat in Dry Dock, and on Fjord Road — for a flak gun round.

Load it into the specific cannon pointing at spawn by the lighthouse, interacting at its very back — the other cannons do nothing — then melee the back of the cannon with the Jotunn Star. It fires at the robot head in spawn.

Quick win: The Bonus Points statue is behind the barbed-wire fence on the north-east side of the lighthouse, on a crate — Beacon Island needs power first. Fishing here is worth the rod: Olaf's Cod Cranker spawns between the two red barn-style houses by the artillery gun (sometimes on Fishery Island), any red clip is a fishing spot, and catches include essence, salvage, equipment and killstreaks — fish enough and a helmeted Olaf, Cranker of Cod zombie spawns wearing the Golden Tide Helm, which speeds up every later cast.

Flak Gun Crate Helper

War Factory manifest → 4 crates

The Cargo Manifest in the War Factory Admin Room marks which crate holds the PZGR .39 (the Flak Gun Round). Pick the ID from the ammo-icon row to see where that crate is, or just tick crates off as you brute-force them — a wrong crate is only a ~30-second gas/EMP debuff.

What this is based onCross-checked against multiple published guides and the community wiki · 3 sources cross-checked · guide last reviewed 8 Sep 2026.Not matching your game? It answers from the inputs you give it — re-check those against your screen, then see the walkthrough step.
5
Robot head → Tyr → Core Foundry

The transmitter and the blinking lights

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At the robot head, hold interact to search it — a big salvage payout — then interact again for the transmitter. Carry it into Tyr’s head and install it at the sparking panel up the ladder to the left.

Reading the code: standing at the panel, two white lights — LEFT and RIGHT — each flash two numbers across two sequences. Both flash in unison first, then each continues alone, and the total count per light per sequence is its number. Watch one light per pass if that is easier; there is no penalty for re-watching.

Molotov the frozen rope in Core Foundry and climb to the oscilloscope. Amplitude is the LEFT number, frequency is the RIGHT. Enter sequence one and you are kicked out as the Origins robot fires a rocket strike. Wait about thirty seconds for the console to reactivate, then enter sequence two for the second strike.

Fail state: a wrong entry locks you out for 60 seconds — no round skip needed. If you are unsure of a count, trialling one either side is faster than re-watching.

Finish: collect the Wunderbarrage controller from the newly opened box next door.

Quick win: Tyr's Head hands out a free power-up every round if you want it: the terminal inside shows map coordinates and a kill count — get the kills there, come back for green lights, and on the next round collect the power-up and a new set. Ten completed cycles (one guide says fifteen) award the Cointoss Helm, a coin-flip chance of a power-up on your next kill.

Console Tuning Helper

Tyr's Head → consoles

Count how many times the lights blink inside Tyr's head. Left blinks set Amplitude, right blinks set Frequency — enter each sequence and the console settings show below.

What this is based onCross-checked against multiple published guides and the community wiki · 3 sources cross-checked · guide last reviewed 8 Sep 2026.Not matching your game? It answers from the inputs you give it — re-check those against your screen, then see the walkthrough step.
6
RC-XD from Core Foundry → under Fishery Island

Uranium 1 — the genetic lab

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Take the free RC-XD from the crate in Eid Skalland Square. In Core Foundry, shoot the metal grate on the wall and deploy the RC-XD into the hole.

The drive: down the ramp, then jump the water gap aiming slightly right — the tilted ramp drifts you left, which is what sinks most attempts. Land by the little sailboat, drive into the room and detonate at the front door. That opens the Group 935 genetic lab, which you enter from beside Pack-a-Punch via zipline.

Heads in jars. Five jars labelled A to E sit around the lab, and through the window a corridor shows five numbered doors, two bearing radiation symbols, randomised per game. Convert those two numbers to letters — 1 is A through 5 is E — and place the matching two heads on the machine in order.

Confirmation cue: the third jar fills purple. Blue means wrong — return the heads and re-read the doors.

Interact with the crab claw on the opposite table; it dissolves into a necro spike lockpick. Rotate the pick until the shutter section glows white and lock it in, three times over, and the cell opens on uranium #1.

Quick win: Two intel pieces are in the lab: Limitations on the table immediately left of the entrance and the Anatomy Chart on the east wall. The free Disciple Injection in the stave church next to Skallen Market and the free ARC-XD on the crates by the burning vehicle in Eidskallen Square are both on your way.

Genetic Lab Jar Solver

Group 935 Genetic Lab — Fishery Island

In the south corridor, two of the five numbered doors (1–5) have a radiation symbol. Tap those two — the jar letters to place populate live (1=A … 5=E).

What this is based onCross-checked against multiple published guides and the community wiki · 3 sources cross-checked · guide last reviewed 8 Sep 2026.Not matching your game? It answers from the inputs you give it — re-check those against your screen, then see the walkthrough step.
7
Fishing spots around the map

Uranium 2 — the irradiated ravager

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Fishing rods spawn all over — Dry Dock, Storm Bridge, Fishery Island, Beacon Island. Fish at the red metal clips: hold interact to cast, then interact again when the rod glows blue.

The green fish only appears once you own the Jotunn Star, so do not waste rounds hunting it early. Fish anyway though — it yields useful side loot regardless. There are around eleven spots: two at Eid Skalland Landing, three around Dry Dock, one on Tyr’s shoulder leaving the bridge, two at Eid Skalland Square, one immediately right off the Fishery Island zipline, and one in front of each flak cannon.

Catch it and an irradiated ravager crawls out, goes immune and despawns. The next round it returns as an HVT on your tac-map, roaming among the normal ravagers.

The chase: burn about a third of its health and it relocates — track the HVT icon. Repeat at the second spot, and kill it at the third for uranium #2.

Quick win: While fishing, a fish from the wall by the Beacon Island Arsenal plus a Shock Charge dropped on your next T.E.D.D. Task gives the parts for the Fishy Fish Bot trap, crafted in Loven's Antiquities — it is also the Fishy Fish Bot artifact.

8
Anywhere with a big horde

Uranium 3 — the GobbleDrop

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Call a GobbleDrop — craft one, fish one up, or use the Pack-a-Punch one if you still have it — with a large horde already gathered, because the horde is the whole mechanic.

Zombies near the drop float and glow orange. Kill only the floating zombies, around twenty of them; each batch lights one of the three side-lights green.

Progress cue: the three side-lights, not a counter. All three green and it departs, spewing rewards including uranium #3.

9
Machine Workshop → spawn → Storm Bridge

The claw machine and the core escort

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Fire the Wunderbarrage at the ground in front of the blocked Dry Dock staircase door by the crafting table to clear the debris into the Machine Workshop. The doors can take up to a minute; re-barrage and wait if it seems stuck.

Load the three uraniums into the claw machine and drop the three rods onto the right-hand grid to push the meter into — not past — the green zone.

How the scoring works: an isolated rod with no neighbour adds a tiny charge; each yellow adjacency line adds a big one, and the target is usually seven or eight lines. Put the first rod into the biggest existing cluster for four or five lines, then adjust: need more, place adjacent; about to overshoot, place the last rods isolated in a corner touching only each other.

One attempt per round — plan the whole placement before you interact.

Carrying the core: no sprinting, you slowly lose health, and it auto-drops if you zipline, enter the robot head or go prone. Route accordingly.

Carry it to spawn, place it on the box right of Quick Revive, activate the generator in the shack behind and defend. The charge stalls twice — re-flip the shack switch each time and keep defending.

Then carry the charged core on foot to the black barrel with the yellow stripe mid-Storm Bridge, smashing or dodging the mini-icebergs that erupt on the way — a lantern melee destroys them. The robot’s claw takes the core, and the Origins robot fights the ice giant.

Quick win: Nuke statue: behind the Riesenroboter head in the War Factory, on the electrical box — shoot it as you leave. Full Power: on the stern of the Dry Dock ship opposite Speed Cola. Saboteur is on the barrel right of Speed Cola.

Claw Machine / Atomkraft Core — how it works

Machine Workshop

This step is a randomised circuit puzzle, so there's no fixed answer to look up — but the rule is simple once you see it.

What this is based onCross-checked against multiple published guides and the community wiki · 3 sources cross-checked · guide last reviewed 8 Sep 2026.Not matching your game? This puzzle is randomised per match — read the values your own game is showing you, then see the walkthrough step.
10
Bloodhelm Hall → church → five mounds

The sunstone and the bonfires

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Pick up the Dravakar shard on the left side of the bridge near Tyr’s foot. Place it on the spit over the fire pit in Bloodhelm Hall, then fire a charged Jotunn Star shot at the meat to light a blue flame beneath it.

Take the free Disciple Injection from the church and use it in the hall to grab zombies and hurl them at the meat — about four clean hits starts the lockdown.

No round-waiting needed here despite the launch-day rumour — just keep throwing.

A named Necropincer HVT spawns and you are handed an insta-kill and max ammo. It drops the sunstone near where the meat cooked — not always at its feet, so sweep the area.

Place the sunstone on the church podium and melee it with the Jotunn Star. A rune compass appears in the sky above the church: the arrows with one, two and three slashes are your first, second and third symbols.

Strict order: light the bonfire mound matching arrow 1 with a charged lantern fireball, then arrow 2, then arrow 3. Mounds sit at the burial grounds, Eid Skalland Square, by the lighthouse, the spawn room and left of the bridge. A wrong fire re-scrambles the dial and you start over.

Confirmation cue: all arrows align one way, and the boss unlocks at the panel in the robot’s head.

Quick win: Insta-Kill statue on a gravestone through the break in the wall on the right of the Burial Grounds path; Double Points on the rock under Tyr's left claw, seen from Storm Bridge.

Fireplace Rune Order Tracker

Rune circle

When the rune circle rises, arrows point to specific runes. Tap the rune each arrow points to, in arrow order — the shooting order builds below. Then shoot the wooden pile beneath each rune in that order. Match the runes by shape.

What this is based onCross-checked against multiple published guides and the community wiki · 3 sources cross-checked · guide last reviewed 8 Sep 2026.Not matching your game? It answers from the inputs you give it — re-check those against your screen, then see the walkthrough step.
11
Ice arena

Boss fight — Dravakar

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While the Origins robot brawls Dravakar, shoot the red weak spots that open on his body — he is a genuine bullet sponge, so sustained damage is the whole game.

When he goes immune, floating Viking ice-heads spawn — one, then two, then three across the fight. Charge the lantern and fireball each head’s open mouth to knock it down. Akimbo M1911s one-shot them. Take the heads fast: they drop ammo and armour, and they are the only armour source in the fight.

Free charge: the arena traps create a circle that refills the lantern’s ranged charge — stand in it and spam rather than hunting melee kills.

Hazards: an area-freeze that leaves one third of the arena safe — run to it, or hold the charged lantern out to keep yourself and nearby teammates warm. Ice meteors mean hiding behind pillars and peeking for crits. Red pulsing ground means leave that area. Floor geysers launch you — dodge or lantern-melee them. For ammo, melee the frozen middle ammo box with the Jotunn Star to unfreeze it, then buy.

Final phase: his glowing red eyes become the weak spot and he cages you into the middle arena, where a Max Ammo waits. He then rains meteors in set patterns — S-sweeps to weave through, V-shapes to stand in the gaps of, an arrow running back to front, and a ground-level horizontal line you must go prone under. Pop Near-Death Experience or Frenzied Guard and pour crit damage into the eyes. Downed solo players can shoot the eyes to self-revive with Equivalent Exchange.

Quick win: Playing Richtofen? After round 15 the Melee Macchiato punch on the barrel outside Core Foundry (south side) starts his side Easter egg: three radio codes in Von List's room — 01-01-05, 09-03-05, 07-00-04 — pay three audio logs, the three documents are unmissable on the way, and finishing it banks the Ritterkreuz artifact.

Side Easter Eggs & extras

Everything beyond the main quest. Tap any entry to open the full how-and-where breakdown.

Song

“No One There”

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3 Mister Peeks headphones — the first is in the Dry Dock, right of Speed Cola below the ship.

  1. Interact with 3 Mister Peeks headphones, in any order
  2. Dry Dock — under the boat on stilts; drop to the lower level, right of Speed Cola, on the stacked pallets
  3. Core Foundry — the small room opposite Double Tap, in the corner between the two doors
  4. Loven's Antiques, Eidskallen Square — in the cupboard behind the glass case, bottom row (across from the Tier-2 Armor wall-buy)
  5. 'No One There' by Kevin Sherwood & Vicky Psarakis plays
Power-ups

Hidden power-ups

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Max Armor (Lief's Boat Repair basket), Max Ammo (Fishery Island by Juggernog), Full Power (Dry Dock ship stern), Insta-Kill (Burial Grounds gravestone), Nuke (War Factory behind the robot head), then Fire Sale (above Loven's Antiquities) and a Random Perk once the rest are collected.

  1. Collect the static hidden power-ups; the Fire Sale and Random Perk only appear after the rest
  2. Max Armor: Lief's Boat Repair, behind the hanging basket (north entrance). Max Ammo: Fishery Island, on the back of the ship opposite Speed Cola
  3. Full Power: Dry Dock ship. Nuke: War Factory, on an electrical box by the robot head. Double Points: Storm Bridge, under the giant's left hand
  4. Insta-Kill: a gravestone toward Burial Grounds. Bonus Points: Beacon Island, in a barbed-wire fence gap
  5. Fire Sale: above Loven's Antiquities (2nd floor of the burning Eidskallen Square building) once the rest are collected
  6. Random Perk: unlocks alongside the Fire Sale (its exact spot isn't documented yet)
Side quest

Tyr coordinates — repeatable power-up

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Inside Tyr, read the flashing letter+number screen, ping that grid square on the Tac Map, get that many kills there, and a random power-up spawns on Tyr's balcony. Repeatable every round; 10 completions unlocks a Viking helmet that boosts power-up drops.

  1. Turn on power and enter Tyr's Head to the terminal station
  2. The Gruppe 935 screen flashes a letter+number coordinate (e.g. E 2)
  3. On your Tac-Map, the letter is the X-axis and the number the Y-axis — that grid cell is your target zone
  4. A second number is the kills required there (roughly 5-95) — go and get exactly that many kills in that zone
  5. Return to the station for a free power-up; it's repeatable each round, and 10 completions unlock the Cointoss Helm (better power-up drops)
Side quest

Fishing & Viking helmets

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Grab a Fishing Rod (spawns near water/barrels) and fish at 11 spots. Enough catches reels in a zombie wearing the Golden Tide Helmet (better fishing loot, faster fishing). Four Viking helmets exist, each with its own unlock.

  1. Get a fishing rod from a barrel (reliable at Fishery Island)
  2. Cast at the 11 fishing spots — each cast can pull a boot instead of a fish
  3. A boot becomes Olaf, Cranker of Cod (a helmeted zombie); kill him and take the Golden Tide Helmet (better/faster fishing)
  4. The four Viking helmets: Golden Tide (beat Olaf), Cointoss (Tyr coordinates ×10), plus the Kneehigh and Icebane helms (further Easter eggs — exact steps not fully documented)
Character quest

Richtofen's barrel

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As Richtofen: buy Melee Macchiato, reach round 15, then punch the barrel at Core Foundry for his story scene.

  1. Play as Richtofen and buy Melee Macchiato (Dry Docks)
  2. Wait until round 15, then go to the barrel at Core Foundry (via Double Tap)
  3. Stand at the barrel facing the south wall and Melee Macchiato-punch the lid
  4. Interact with the meat inside to dig up Richtofen's medal
  5. Pick it up to teleport into a Gruppe 935 castle, where the story quest continues (documents, 115 crystals, Von List, a sword)
Side quest

MWZ lore lab

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Use an ARC-XD through the Core Foundry vent to open the Group 935 Genetic Lab — it recreates rooms from the MWZ cutscenes, Requiem crew included.

  1. Get an ARC-XD (free on a crate in Eidskallen Square, crafted at a table, or fished)
  2. At Core Foundry's VS Recon warehouse, go upstairs and shoot the vent in the NW bottom corner to open it
  3. Drive the ARC-XD through the vent and down the stairs (aim right on the ramp, don't boost or it falls in the water)
  4. Detonate it at the wood-panelled door with the explosive barrels at the back
  5. The Group 935 Genetic Lab is now accessible left of Pack-a-Punch on Fishery Island — inside is the lab puzzle for Uranium, the Necrospike and lore
Reward

Cursed mode Relic Trial

+

In Cursed Tier I+, reach round 40 with no perks to open a Relic Portal: a timed hunt for 4 hidden eggs, each spawning an HVT. Rewards a Cursed Relic.

  1. Start a Cursed Mode run (Tier 1+) and reach round 40 without ever gaining a perk (no machines, GobbleGums, trials or perk power-ups)
  2. The Stuffed Elephant Relic Portal spawns behind Juggernog on Fishery Island — buy perks now if you want, then enter
  3. You get 3 minutes to find and destroy a Mr. Peeks egg; each egg spawns an HVT whose kill adds +3 minutes
  4. Egg/HVT spots: Skallen Market (Necropincer), Tyr's Shoulder/Storm Bridge (Doppelghast), Dry Dock (Amalgam), Beacon Island lighthouse (Zursa Bear)
  5. Destroy all four eggs and kill their HVTs to earn the Stuffed Elephant Relic

Interactive solvers

Every solver for Totenreich, in the order you meet them. Each also appears inside its step in the walkthrough above — use whichever is handier. Browse every Zombies solver →

Flak Gun Crate Helper

War Factory manifest → 4 crates

The Cargo Manifest in the War Factory Admin Room marks which crate holds the PZGR .39 (the Flak Gun Round). Pick the ID from the ammo-icon row to see where that crate is, or just tick crates off as you brute-force them — a wrong crate is only a ~30-second gas/EMP debuff.

What this is based onCross-checked against multiple published guides and the community wiki · 3 sources cross-checked · guide last reviewed 8 Sep 2026.Not matching your game? It answers from the inputs you give it — re-check those against your screen, then see the walkthrough step.

Console Tuning Helper

Tyr's Head → consoles

Count how many times the lights blink inside Tyr's head. Left blinks set Amplitude, right blinks set Frequency — enter each sequence and the console settings show below.

What this is based onCross-checked against multiple published guides and the community wiki · 3 sources cross-checked · guide last reviewed 8 Sep 2026.Not matching your game? It answers from the inputs you give it — re-check those against your screen, then see the walkthrough step.

Genetic Lab Jar Solver

Group 935 Genetic Lab — Fishery Island

In the south corridor, two of the five numbered doors (1–5) have a radiation symbol. Tap those two — the jar letters to place populate live (1=A … 5=E).

What this is based onCross-checked against multiple published guides and the community wiki · 3 sources cross-checked · guide last reviewed 8 Sep 2026.Not matching your game? It answers from the inputs you give it — re-check those against your screen, then see the walkthrough step.

Claw Machine / Atomkraft Core — how it works

Machine Workshop

This step is a randomised circuit puzzle, so there's no fixed answer to look up — but the rule is simple once you see it.

What this is based onCross-checked against multiple published guides and the community wiki · 3 sources cross-checked · guide last reviewed 8 Sep 2026.Not matching your game? This puzzle is randomised per match — read the values your own game is showing you, then see the walkthrough step.

Fireplace Rune Order Tracker

Rune circle

When the rune circle rises, arrows point to specific runes. Tap the rune each arrow points to, in arrow order — the shooting order builds below. Then shoot the wooden pile beneath each rune in that order. Match the runes by shape.

What this is based onCross-checked against multiple published guides and the community wiki · 3 sources cross-checked · guide last reviewed 8 Sep 2026.Not matching your game? It answers from the inputs you give it — re-check those against your screen, then see the walkthrough step.

Per-map augments

The Major + Minor augment to run on each core perk for this quest. BO7 gives 4 Major and 4 Minor options per perk — a different set from BO6, so don't cross them. Picks are tuned to this map's boss and steps; augments unlock at Level 11 and metas shift with patches, so treat as a strong baseline. Per-map augment recs are ground no competitor covers.

Jugger-Nog
MajorReactive ArmorMinorDurable Plates
Plate-break stuns during the core steps; tougher armour for Dravakar and Tyr.
Speed Cola
MajorPhantom ReloadMinorQuick Swap
Keeps the Jotunn Star and a bullet gun topped up.
Deadshot Daiquiri
MajorDead AgainMinorDead Break
Crit-ammo refund and armour damage on the boss.
Stamin-Up
MajorGuns UpMinorHot Foot
Fire while sprinting between the Flak cannon and the core.
PhD Flopper
MajorPhD SliderMinorTribologist
Slide-detonate the crowds; explosive immunity on the defences.
Quick Revive
MajorDying WishMinorSlow Death
An invulnerability window in the Dravakar fight.

Calling cards on this map

Cosmetic calling cards you can earn on this map. ⏳ marks time-limited main-Easter-Egg cards — miss the window and they're gone for good. Global Dark Ops challenge cards are in the reference section below.

Main-quest completion card calling card

Main-quest completion card

Main EE

Complete the Totenreich main quest.

Exact card name not yet confirmed.

Time-limited — only awarded if you finish before Directed Mode is added for this map; permanently missable afterwards.

GobbleGum reference — Black Ops 7

Black Ops 7's 52 GobbleGums: the 11 BO7-only gums (tagged New in BO7) plus all 41 that carry over from Black Ops 6. Spare gums crush for Essence. Filter by rarity.

Aftertaste

Rare

Keep your perks after being revived.

New in BO7

Turncoat

Rare

Nearby zombies are charmed. (Season 2 Reloaded)

New in BO7

Kill Joy

Rare

Drops an Insta-Kill.

Cache Back

Rare

Drops a Max Ammo.

Temporal Gift

Rare

Your next timed power-up lasts longer.

Stock Option

Rare

Ammo drawn from your stockpile for 60s.

Anywhere But Here

Rare

Random teleport plus a concussive blast.

Arsenal Accelerator

Rare

Faster Field-Upgrade charge for 5 min.

Shields Up

Rare

Refill armour at 2× strength for 3 min.

Power Keg

Rare

Drops a Full Power power-up. (Season 1)

Tactical Diffusion

Rare

Next Nuke is disabled and pays +2,000 Essence. (Season 3)

Requipment

Epic

Equipment slots refill over time for 5 min.

New in BO7

Power Vacuum

Epic

Power-ups spawn more often for 5 min.

New in BO7

Elemental Exposure

Epic

Weapons always hit the elemental weakness for 3 min. (Season 1)

New in BO7

Respin Cycle

Epic

Respin the Mystery Box to an equal or higher rarity.

Who's Keeping Score?

Epic

Drops Double Points.

Free Fire

Epic

No ammo consumed for 60s.

Exit Strategy

Epic

Instant exfil vote with fewer spawns.

Profit Sharing

Epic

Share Essence with nearby players for 2 min.

Soda Fountain

Epic

Your next perk buy grants +1 random perk.

Nowhere But There

Epic

Teleport to a downed player and revive nearby.

Dead Drop

Epic

Increased salvage and equipment drops for 5 min. (Season 2)

Explosive Flourish

Epic

Each reload triggers an explosion for 2 min. (Season 4)

Round Off

Legendary

The round can't advance for 2 rounds.

New in BO7

Armor Gettin'

Legendary

A 3-plate armour vest plus full plates.

New in BO7

Hellping Hound

Legendary

Summons a friendly Hellhound that follows and fights alongside you for 5 min; in Dead Ops Arcade it spawns three Hellhounds to fight for you for one round. (Season 4 Reloaded)

New in BO7

Idle Eyes

Legendary

Zombies idle for 30s.

Wall Power

Legendary

Your next wall-buy comes Pack-a-Punched.

Immolation Liquidation

Legendary

Drops a Fire Sale.

Phoenix Up

Legendary

Revive all downed players, perks kept.

On the House

Legendary

Drops a Random Perk power-up.

Wall To Wall Clearance

Legendary

Wall-buys cost 10 Essence for 30s.

Crate Power

Legendary

Your next box gun comes Pack-a-Punched.

Modified Chaos

Legendary

Reduced Ammo-Mod cooldowns for 2 min. (Season 2)

Support Group

Legendary

Grants an ARC-XD, Mangler Cannon, Sentry and Mutant Injection. (Season 3)

Flavor Hex

Legendary

Grants a random Ultra gum. (Season 4)

Gift Card

Ultra

+30,000 Essence.

New in BO7

Fully Packed

Ultra

Instantly upgrades your current weapon to Pack-a-Punch Level III. In Dead Ops Arcade it grants a tactical armour vest with full plates instead. (Season 5 Reloaded)

New in BO7

Perkaholic

Ultra

Every perk on the map at once.

Wonderbar!

Ultra

Your next box spin is a Wonder Weapon.

Near Death Experience

Ultra

Proximity revive with perks for 3 min.

Reign Drops

Ultra

Drops all core power-ups at once.

Hidden Power

Ultra

Your held weapon becomes Legendary rarity.

Time Out

Ultra

Clear all enemies and end the round for 3 min. (Season 1)

Slaylist

Whimsical

Plays a random Zombies song. (Season 1)

New in BO7

Newtonian Negation · Indiegestion · Holiday Cheer · Quacknarok · Die Pitched · Rainburps · Jacked Lanterns

Whimsical

7 cosmetic seasonal gums — flair only, no gameplay effect.

Field Upgrade reference (Black Ops 7)

Black Ops 7's 9 Field Upgrades — charged by kills, each augmentable at Level 11 (one Major + one Minor, plus an extra Minor slot). Six shipped at launch; Tesla Storm, Frost Blast and Mister Peeks returned in Season 1. The carried-over field upgrades reuse and extend Black Ops 6's augment options (see the BO6 reference above); BO7's full, distinct per-augment names aren't yet reliably published, so they're not itemised here rather than shown incomplete (honesty over guesswork — §11).

Energy Mine

A proximity energy explosion.

Frost Blast

A frost AoE that slows enemies.

Healing Aura

Instant heal beams (also revives teammates in BO6/BO7).

Aether Shroud

Phase out of enemy detection.

Tesla Storm

Lightning links players, stunning and damaging enemies.

Frenzied Guard

Repair armour and taunt enemies; kills repair your armour.

Toxic Growth

Thorn vines that slow and damage.

Dark Flare

A penetrating shadow beam.

Mister Peeks

Summons a decoy that attracts and attacks enemies. (BO7 new)

Dark Ops & mastery cards (Black Ops 7)

Global ‘Dark Ops’ challenge cards plus mastery/prestige — earnable on any map. Filter by category.

Another Round calling card

Another Round

Dark Ops

Reach Round 100.

The One calling card

The One

Dark Ops

Reach Round 999.

Anathema calling card

Anathema

Dark Ops

Eliminate 1,000,000 zombies.

Social Distancing calling card

Social Distancing

Dark Ops

Reach Round 20 without taking damage.

Invincible calling card

Invincible

Dark Ops

Survive to Round 50 without going down.

Armed to the Teeth calling card

Armed to the Teeth

Dark Ops

Hold 3 Pack-a-Punch-III Legendary weapons with ammo mods and 8 perks.

Box Addict calling card

Box Addict

Dark Ops

Buy 30 Mystery Box weapons in a single match.

Harbinger of Doom calling card

Harbinger of Doom

Dark Ops

Kill 100 zombies with a single Scorestreak.

The Usual, Please calling card

The Usual, Please

Dark Ops

Drink Jugger-Nog 20 times in a single match.

New Main calling card

New Main

Dark Ops

Kill 1,000 zombies with each of the 8 dedicated Crew Operators.

Action Hero calling card

Action Hero

Dark Ops

Kill 100 zombies without reloading.

Martial Artist calling card

Martial Artist

Dark Ops

Reach Round 50 using only melee and Combat Axes.

Ready for Publishing calling card

Ready for Publishing

Dark Ops

Fully research all Augments.

Countdown calling card

Countdown

Dark Ops

Kill an Elite by launching it with a jump pad.

Ingenuity calling card

Ingenuity

Dark Ops

Reach Round 50 with the Dragon Wings + Lawyer's Pen relics active.

Zombies Dark Ops Master calling card

Zombies Dark Ops Master

Mastery

Complete 15 Zombies Dark Ops challenges.

Force Multiplier / Dead Set calling card

Force Multiplier / Dead Set

Prestige

Reach Prestige (harder at higher prestiges).

Hidden power-ups

Nine hidden power-ups; shoot each to drop it at your feet (or C4 it to save it). Collect the first seven and Fire Sale and a Random Perk unlock.

Max Armor

Lief's Boat Repair — in the hanging basket.

Max Ammo

Fishery Island, beside the Juggernog machine.

Full Power

Dry Dock — on the stern of the ship, opposite Speed Cola.

Insta-Kill

Burial Grounds — on a gravestone through the break in the wall on the right of the path.

Nuke

War Factory — behind the giant robot head, on the electrical box.

Double Points

Storm Bridge — look north at Tyr; it sits on a rock below the finger of his left claw. Too far for C4, shoot it.

Bonus Points

Beacon Island (needs power) — behind the barbed-wire / Der Wunderfizz fence on the north-east side of the lighthouse, on a crate.

Fire Sale

Above Loven's Antiquities in Eidskallen Square — the top floor / burning roof of the building, by a wooden chair. Only appears once the other seven are collected.

Random Perk

Eidskallen Landing — the red house directly behind the spawn point, on the shelf against the back wall. Only appears once the first seven are collected (Fire Sale does not need to be taken first).

Intel

25 pieces — 9 Audio Logs, 11 Documents, 5 Artifacts. Each piece is 1,000 XP; all 25 award 10,000 XP and the Totenreich Intel calling card.

Audio Logs

Audio Logs 9

+

Building Blocks (hint: “Barrels of Fun!”)

+

Eidskallen Landing — on a barrel outside Lief's Boat Repair, opposite Quick Revive.

Limitations (hint: “Cage Match”)

+

Group 935 Genetic Lab (open it via the ARC-XD vent run in the Core Factory) — on the first table on your left as you enter.

The Chair Incident (hint: “Holey Buckets”)

+

Eidskallen Landing — the small barrel right of the big one by the robot's head; a message in a bottle.

The Serpent's Head (hint: “All ashore”)

+

Eidskallen Square — on the boat docked on the shore.

Talk (hint: “Control Issues”)

+

War Factory — on the control terminal by the robot head (after activating Tyr's Head in the power quest).

Problems (hint: “Progress through Side Quest”)

+

Richtofen side EE — the radio in Von List's room, code 01-01-05.

Solutions (hint: “Progress through Side Quest”)

+

Richtofen side EE — same radio, code 09-03-05.

Counting the Cost (hint: “Progress through Side Quest”)

+

Richtofen side EE — same radio, code 07-00-04.

He Left Us (hint: “Mixed Signals”)

+

Core Foundry — metal table on the SE wall of the small warehouse opposite Double Tap.

Documents

Documents 11

+

Little Fishes (hint: “Craft services”)

+

Skallen Market (Mule Kick) — in the crate behind the crashed cart by the electrical pole.

Saboteur (hint: “Refueling”)

+

Dry Dock — on a barrel on the east wall, right of Speed Cola.

Rezoning (hint: “Fresh Buns”)

+

Eidskallen Square — on a box right of Nordvik's Bakery front door.

Secret and Safe (hint: “Another Round?”)

+

Eidskallen Square, Arsenal building — on the white SE wall, before the shore stairs.

Beneath the Boards (hint: “Over packed”)

+

Fishery Island red building left of PaP — face east and jump-interact to grab it from the boards above.

Priorities (hint: “Can I vent?”)

+

War Factory — up the stairs facing back down to the Arsenal; throw a grenade or Semtex into the open vent to knock it loose.

Radio Operator (hint: “Don't stair”)

+

Lighthouse second floor (after the Jotunn Star quest) — under the stairs by the crowbar cabinet.

Tyr's Bell (hint: “Lightkeeper”)

+

Top of the Lighthouse — grab during the Jotunn Star quest (lost if you finish the quest first). Take it BEFORE you pick up the Jotunn Star — once the Star is in hand the lamp room closes and only a new game reopens it.

Dossier (hint: “Progress through Side Quest”)

+

Richtofen side EE — picked up automatically as you progress.

Report (hint: “Progress through Side Quest”)

+

Richtofen side EE — picked up automatically as you progress.

Telegram (hint: “Progress through Side Quest”)

+

Richtofen side EE — picked up automatically as you progress.

Artifacts

Artifacts 5

+

Fishy Fish Bot (hint: “Progress through Side Quest”)

+

Beacon Island side quest — place a fish on a T.E.D.D. Task and throw a Shock Charge, then craft it at the Eidskallen Square antique store.

Jotunn Star (hint: “Progress through Main Quest”)

+

Automatic once you get the Jotunn Star wonder weapon (main quest).

Ritterkreuz (hint: “Progress through Side Quest”)

+

Automatic on finishing the Richtofen side EE (start the game as Richtofen).

Anatomy Chart (hint: “Meat Locker”)

+

Group 935 Genetic Lab (same room as Limitations) — on the east wall.

Blueprint (hint: “We are all his slaves.”)

+

Core Foundry warehouse (GobbleGum Machine + Mystery Box) — on the SE wall.

Cursed Mode relics

Six relics on Totenreich — two Grim, two Sinister, two Wicked. Five fell in the first fortnight; the Wrestler's Belt has never been solved — Treyarch confirmed on 4 June 2026 that it is not bugged, and as of 8 September 2026 no published guide lists a method.

How Cursed Mode works

Cursed is Black Ops 7's hardest mode, and it needs no unlock — anyone can load it. It strips the run back: you start with a 1911 and no loadout weapon, there is no minimap, no objective markers and no quest progress bars, and every Pack-a-Punch tier costs double — 10,000, 25,000 and 50,000 Essence. Points work the Black Ops III way: melee kills pay more than shots, and any non-lethal hit pays 10.

Relics are not buffs. Every one is a pure downside. What you get back is the Cursed Tier they add up to. A Grim relic fills a third of a tier bar, a Sinister two thirds, a Wicked a whole one — so Tier I is three Grims, or one Sinister plus one Grim, or a single Wicked. Tier I puts Golden Armor on sale after Tier III armor, for 45,000 Essence. Tier II unlocks Ultra rarity — 8,000 Salvage on top of Legendary, or 17,500 from Common. Tier III unlocks Pack-a-Punch IV, for 100,000 Essence. You can equip as many relics as you like, but nothing improves past Tier III.

To earn a relic you finish a hidden side quest, which spawns a Relic Portal, then clear the Relic Trial behind it. Two things catch people out. Relic progress is not saved — the side quest and its trial have to be done in one sitting. And you can only equip a map's relics once you have finished that map's main quest. Inside a trial your own relics are switched off, so the trial's rule is the only thing working against you. Every first-time clear pays 1,000 XP and a GobbleGum.

Grim

Power Switch

+

What it costs you: Your tactical and lethal equipment randomises every round.

Gate Any round · any tierBring A scoped weapon (the Shadow SK wall-buy on Tyr's Shoulder works) and a Combat Axe from the Crafting Table.
  1. 1
    Four viewpoints around the map
    Count the deer heads on four out-of-map statues

    These sit well outside the playable space, which is why you want a scope. Eidskallen Landing — look south across the water behind spawn, best seen from the zombie spawn window. Core Foundry — on top of the mountain, far left side. Tyr's Foot — north-west, on the left of the road. Burial Grounds — on a rock formation behind the tomb entrance. Note how many deer heads each one carries.

    The skull counts re-roll every game.

  2. 2
    Blodheim Hall
    Match each statue to its pelt

    Four deer pelts hang in the centre of the hall, and each maps to one statue by compass position: Eidskallen Landing → the south-east pelt · Core Foundry → south-west · Tyr's Foot → north-west · Burial Grounds → north-east.

  3. 3
    Blodheim Hall
    Axe them fewest heads first

    Throw the Combat Axe at the pelts in order, from the statue with the fewest deer heads to the one with the most.

    A wrong order resets the pelts.

PortalBlodheim Hall, between the south pelts.

Relic TrialThree waves, no HVTs, where enemies can only be damaged by traps — the fire traps at Eidskallen Square and Beacon Island. Bring about 10,000 Essence for activations.

First clear pays1,000 XP and a Profit Sharing GobbleGum.

Grim

Wrestler's Belt

+

What it costs you: Weapon wall buys randomise every round.

Nobody has found this one. The relic is real and its effect is known, but its side quest has never been cracked — it outlasted Kowakujō's entire relic set and was still missing when Rex Infernus launched. Treyarch confirmed on 4 June 2026 that it is not bugged and gave no hints. Dataminers report its trial removes every weapon at the end of each wave, but nobody has found what spawns the portal; the only partial lead is a Mister Peeks magazine that can be picked up in the lighthouse after the main quest — not a solution. Its description was briefly visible in the relic menu during Season Four before Treyarch hid it again. As of 8 September 2026 no published guide or relic-tracking site lists a method, and we would rather say so than print a guess.

Sinister

Stuffed Elephant

+

What it costs you: The delay before your health starts regenerating is longer.

Gate Round 40 · Tier I or higher
  1. 1
    The whole run
    Reach round 40 with no perks at all

    Not one Perk-a-Cola, bought or otherwise, from round 1 through round 40.

    No perk from any source — no machines, no Wunderfizz, no gums (Perkaholic included), no T.E.D.D. Task perks, no Mister Peeks eggs, no Random Perk power-ups. Pack-a-Punch, Golden Armour, Disciple Injections and Field Upgrades are all fine. Camp the Lighthouse second floor or the Beacon Island fire trap with the Jotunn Star and Toxic Growth. The portal spawns on round 40, and you may buy every perk before you enter the trial.

PortalA wall behind Jugger-Nog on Fishery Island.

Relic TrialThree minutes to find and shoot four Mister Peeks eggs, each of which spawns an HVT you must kill — every HVT kill adds three minutes. Skallen Market: the broken roof / east windowsill of the white house behind Mule Kick (Necropincer). Storm Bridge: on Tyr's knee, opposite Deadshot (Doppelghast). Dry Dock: a steel beam in the south-west corner of the Mystery Box warehouse (Amalgam). Beacon Island: the lighthouse ledge — look up from the Flammenfalle trap (Zursa). War Machine or Pack-a-Punched Mustang & Sally for the HVTs; ignore the zombies.

First clear pays1,000 XP and a Modified Chaos GobbleGum.

Sinister

Dancing Arnie

+

What it costs you: Every Perk-a-Cola machine hands out a random perk instead of its own. It randomises Der Wunderfizz too.

Gate The fish needs round 40+ (some guides say 41) · Tier I or higher
  1. 1
    Skallen Market → Blodheim Hall
    Get the pot onto the fire

    The pot is under a wooden table behind the Mule Kick machine in Skallen Market. Put it on the fire in the centre of Blodheim Hall.

    Go prone under the stall table to reach it.

  2. 2
    Eidskallen Square
    Pour in the beer

    The beer mug sits on a wooden barrel near the barge, between Loven's Antiquities and the Arsenal. Carry it back and pour it in.

  3. 3
    Storm Bridge
    Add the Chilly Chunks

    Straight into the pot.

    While you are at Storm Bridge, shoot the truck with an explosive weapon to drop another fish can toward building the Jotunn Star — you need it for the last step.

    The can is in the crate behind the truck, right of Deadshot — and it must go into the pot BEFORE you start the Jotunn Star, which needs the second can.

  4. 4
    Wherever you can trap a Necropincer
    Add the red lobster

    Kill a Necropincer with the Flammenfalle trap. It drops a red lobster; into the pot it goes.

  5. 5
    Round 41+, on a Special Round
    Fish the unique fish

    From round 41, wait for a Special Round and fish out the unique fish. That is the last ingredient.

    It is the red fish, caught with Olaf's Cod Cranker on a Frost Zombie special round from round 40 (Gamerant: 39+).

  6. 6
    Blodheim Hall
    Feed Mister Peeks 100 Jotunn Star kills

    He appears on top of the pot. Kill 100 zombies with the Jotunn Star to satisfy him.

    Gamerant and games.gg put it at about 75, codcentral and the wiki at 100 — guns do not count — so keep going until he laughs.

PortalA wall above Pack-a-Punch on Fishery Island.

Relic TrialFive waves of zombies and HVTs that can only be hurt by melee — a Berserker on wave two, a Berserker plus two Necropincers on five. A Pack-a-Punch IV Jotunn Star with Melee Macchiato makes it easy; Toxic Zombies explode on death, so keep your distance.

First clear pays1,000 XP and a Flavor Hex GobbleGum.

Wicked

Agarthan Device

+

What it costs you: A different type of zombie spawns at the start of every round.

Gate Quest from round 15+ · Tier II or higher

Before you start: At least one player has to be Edward Richtofen. The Mocha Maul augment must be off, and never save-and-quit mid-chain.

  1. 1
    Tyr's Head — the Liberty Falls room
    Take the Mister Peeks plushie

    Under the bed, in the Liberty Falls room you reach when ejecting from Tyr's Head.

    Use the launch chutes in Tyr's Head every round — at random you are dropped into one of the two secret rooms.

  2. 2
    Tyr's Head — the Urzikstan room
    Take the military helmet

    On a crate at the bottom of a shelf.

    Crouch at the bottom shelf on the south wall.

  3. 3
    Group 935 Genetic Lab
    Take the radio

    Under the bench inside the cell.

    Getting in: ARC-XD through the north-east vent in Core Foundry, detonate at the barrels, enter beside Pack-a-Punch, solve the heads-in-jars puzzle (radiation-marked door numbers → letters A–E), make the purple serum, turn the crab claw into a Necrospike and pick the cell lock — the walkie-talkie is under the bench on the left of the cell.

  4. 4
    Richtofen's Echoes of the Damned quest
    Place all three on the throne

    Start the quest at round 15 or higher, and set the three items down on the seat after the echo of Wulfrun Von List has left it.

    As Richtofen, with Melee Macchiato and the Jotunn Star, punch the barrel outside Core Foundry (south side) on round 15+ and dig out the Ritterkreuz to start the quest; place the three items once Wulfrun Von List's apparition vanishes after the weighing-scale step.

PortalDry Dock, above and to the right of PhD Flopper. It is red.

Relic TrialSix waves scaled to round 60, HVTs on three and six, where enemies can only be damaged while you are indoors — the Lighthouse second floor with Toxic Growth and a Pack-a-Punch IV Jotunn Star is the standard answer.

First clear pays1,000 XP and a Near Death Experience GobbleGum.

Wicked

Music Box

+

What it costs you: Enemies only take critical damage — headshots, on a standard zombie.

Gate Round 60+ · Tier II
  1. 1
    Tyr's Head
    Five critical kills from the bay window

    Get inside Tyr's Head and take five critical kills shooting out through the bay window.

    A sniper off the Tyr's Shoulder wall buy makes this quick; an Insta-Kill window from Temporal Gift or Kill Joy makes it quicker still.

    The wiki says the five must be consecutive, Gamerant says they need not be in a row. A Shadow SK from Tyr's Shoulder plus Temporal Gift and Kill Joy gums makes it trivial — look down at Skallen Market and pick heads.

PortalDry Dock — the south-west wall of the building opposite Melee Macchiato, near the Flammenfalle trap. It is red.

Relic TrialSix holdouts in sequence — Fishery Island, Tyr's Foot, Dry Dock, Beacon Island, Eidskallen Square, Skallen Market — each marked by a purple pillar of light. You have roughly 25–30 seconds to reach Mister Peeks and start each one before purple gas starts hurting you, and each safe circle is smaller than the last. No HVTs, but Necropincers in the later ones; Kazimirs and the Jotunn Star.

First clear pays1,000 XP and a Near Death Experience GobbleGum.

When it isn't working

The stalls that actually cost people runs on this map, and what to do about each.

TroubleshootingEach of these is quoted from the step it belongs to, derived from a gate the guide already states, or researched from the map's own quest documentation — nothing here is guesswork about what might be going wrong.

Stuck on step 9 — The claw machine and the core escort?

The doors can take up to a minute; re-barrage and wait if it seems stuck.

Doing everything right and nothing happens?

Check the round. Part of this quest is round-gated — it cannot start early however well you play: “Put the first rod into the biggest existing cluster for four or five lines, then adjust: need more, place adjacent; about to overshoot, place the last rods isolated in a corner touching only each other. One attempt per round — plan the whole placement before you interact.” Keep the setup going and come back to it.

Copied an answer from another guide and it did not work?

Some of this map is randomised per match — the answer you were given was correct for somebody else's game and cannot be correct for yours. Read the value your own game is showing you, then use the solvers on this page: Genetic Lab Jar Solver · Console Tuning Helper · Flak Gun Crate Helper · Claw Machine / Atomkraft Core — how it works · Fireplace Rune Order Tracker.

Common Totenreich questions

Direct answers to the specific things players look up mid-game — part locations, puzzle steps and more.

Where are the Jotunn Star parts on Totenreich?

The chain links come from the Titan crane room at Dry Dock — press the button, then wall-jump off the middle of the wall and hold interact at the boat's tip. The chili chunks come from a crate behind the truck at Storm Bridge, placed on the Skalland Market table to trigger a zursa HVT. The lantern itself is taken from the lighthouse lamp room after the parkour.

How do you solve the constellation shrine on Totenreich?

At the Burial Grounds basement, place the lantern on the shrine and four constellations appear. Match each table constellation to the same one rotating around the walls, interacting left, right, back, then front as viewed from the stairs. A wrong pick makes the wall symbols vanish — interact with the tabletop symbol to send them back and restart.

How do you read the blinking lights on Totenreich?

At the transmitter panel in Tyr's head, two white lights — LEFT and RIGHT — each flash two numbers across two sequences; the count per light per sequence is its number. At the Core Foundry oscilloscope, amplitude is the LEFT number and frequency is the RIGHT. Use the console-tuning helper, and enter both sequences with a roughly 30-second wait between them.

How does the flak cannon work on Totenreich?

Take the crowbar from the lighthouse and the cargo manifest from the War Factory admin room. Find the manifest row with the three-bullets icon and note its ID code — that is the safe crate; the wrong crates hit you with EMP and cough-gas. Crowbar that crate for a flak round, load the cannon pointing at spawn, and melee the back of it with the Jotunn Star.

How do you solve the claw machine on Totenreich?

Load the three uranium rods into the claw machine and drop them onto the right-hand grid to push the meter into — not past — the green zone. An isolated rod adds a little; each yellow adjacency line adds a lot, and the target is usually seven or eight lines. Plan the whole placement first — it is one attempt per round.

How do the rune bonfires work on Totenreich?

Cook the Dravakar shard in Bloodhelm Hall and hurl zombies at it to spawn a Necropincer HVT, which drops the sunstone. Place the sunstone on the church podium and melee it — a rune compass appears above the church, and the arrows with one, two and three slashes are your order. Light the matching bonfire mounds in that order; a wrong fire re-scrambles the dial.

What is the Totenreich song?

The song is 'No One There' — activate three Mister Peeks headphones, the first of which is in the Dry Dock, right of Speed Cola below the ship. Totenreich also hides a full set of power-ups: Max Armor, Max Ammo, Full Power, Insta-Kill and Nuke, which spawn a Fire Sale and a Random Perk once all are collected.

Visual guides & sources

Screenshots and exact part locations live in these — open one on a second screen.

Map discussion

A shared community board for Totenreich — posts are public, saved on the server and visible to everyone across devices. Handy for strategies, spawn variations you've noticed, or steps to double-check. Please keep it civil and on-topic.

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Part of the Zombies Easter Egg Codex — step-by-step Call of Duty Zombies Easter egg guides for every map. Open Totenreich in the interactive codex for the solvers and map discussion.