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.

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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 reviewed15 Jul 2026

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.

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.

Full walkthrough

0% complete
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.

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.

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.

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.

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.

Manifest ID (ammo-icon row):
Read the manifest's ammo-icon row and pick its ID — or work the checklist below.
Or brute-force — tap to cross a crate off:
  • V-7 — Dry Dock — NW wall corner, on the ground opposite Speed Cola
  • III-6 — Fjord Road — south corner, by the blocked path at the back of the map
  • IV-3 — Core Foundry — downstairs of the east warehouse, left of the VS Recon wall-buy
  • X-9 — War Factory — upstairs at the NW wall, before the Admin Room
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.

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.

First sequence:
Second sequence:
Console 1 — Amplitude 0, Frequency 0
Console 2 — Amplitude 0, Frequency 0
Set each console's dials to these values (left blink count = amplitude, right = frequency).
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.

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).

Doors marked with the radiation symbol (1–5):
Select the two radiated door numbers.
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.

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.

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.

Goal: place your 3 uranium pieces so the circuit connects — but without completing one full closed loop and without overloading the meter.

Method:
1. Look at the pieces already in the holes and trace the paths they form.
2. Place your pieces to bridge the gaps between separate segments that need joining.
3. Leave at least one path isolated — if everything links into a single closed loop it overloads and resets.
4. Think “connect most, but break the loop.” When it's right it clicks and the Atomkraft Core is ready to collect.

No per-game lookup exists for this — the layout is randomised each match, so the rule above is the reliable approach rather than a fixed solution.
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.

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.

Tap the rune Arrow 1 points to, then Arrow 2, then Arrow 3.
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.

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

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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.

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.

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).

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.

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.

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 (shown first) 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.

Turncoat

Rare

Nearby zombies are charmed. (Season 2 Reloaded)

Requipment

Epic

Equipment slots refill over time for 5 min.

Power Vacuum

Epic

Power-ups spawn more often for 5 min.

Elemental Exposure

Epic

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

Round Off

Legendary

The round can't advance for 2 rounds.

Armor Gettin'

Legendary

A 3-plate armour vest plus full plates.

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)

Gift Card

Ultra

+30,000 Essence.

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)

Slaylist

Whimsical

Plays a random Zombies song. (Season 1)

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)

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)

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)

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)

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

Seven hidden power-ups; collect the first set and Fire Sale, then a Random Perk unlocks.

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.

Insta-Kill

Burial Grounds — on a gravestone.

Nuke

War Factory — behind the giant robot head.

Fire Sale

Above Loven's Antiquities — shoot it down.

Random Perk

Appears once the other six are collected.

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

+

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

Limitations

+

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

+

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

The Serpent's Head

+

Eidskallen Square — on the boat docked on the shore.

Talk

+

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

Problems

+

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

Solutions

+

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

Counting the Cost

+

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

He Left Us

+

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

Documents

Documents 11

+

Little Fishes

+

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

Saboteur

+

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

Rezoning

+

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

Secret and Safe

+

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

Beneath the Boards

+

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

Priorities

+

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

+

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

Tyr's Bell

+

Top of the Lighthouse — grab during the Jotunn Star quest (lost if you finish the quest first).

Dossier

+

Richtofen side EE — picked up automatically as you progress.

Report

+

Richtofen side EE — picked up automatically as you progress.

Telegram

+

Richtofen side EE — picked up automatically as you progress.

Artifacts

Artifacts 5

+

Fishy Fish Bot

+

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

+

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

Ritterkreuz

+

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

Anatomy Chart

+

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

Blueprint

+

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

Cursed Mode relics

Cursed Mode is BO7's hardest mode; relics are pure curses (no buff) that bank points toward the Cursed Tiers — Grim → Golden Armor, Sinister → Ultra rarity, Wicked → Pack-a-Punch Tier IV. Unlock Cursed Mode by beating the Ashes of the Damned quest and opening its Mysterious Object; equip Totenreich's relics by completing the Totenreich Easter egg. Each relic: satisfy its condition, a portal spawns, clear its Trial to claim it — Grim round 20, Sinister 40 (Tier 1+), Wicked 60 (Tier 2+). Totenreich has 6, two per tier. Steps below are community-sourced (mainly GameRant); higher-tier ones are still being verified.

Grim

Power Switch

+

Curse: Randomizes your tactical and lethal equipment each round.

  1. Get a Combat Axe and a sniper. Count the deer skulls (1-4) at the four out-of-map altars: Eidskallen Landing, Core Foundry, Tyr's Foot, Burial Grounds.
  2. At Blodheim Hall, throw the Combat Axe at the bear pelts in skull-count order (1 → 4).
  3. The portal spawns between the south bear pelts.
  4. Trial: 3 waves, traps only, no HVTs.
Grim

Wrestler's Belt (not yet solved)

+

Curse: Randomizes the weapon wall-buys each round.

  1. NOT YET SOLVED — this relic is confirmed real in-game and its curse is known, but the community has not yet cracked how to trigger its portal and Trial. The full collection method will be added here as soon as it is verified.
Sinister

Stuffed Elephant

+

Curse: Increases the health-regen delay.

  1. On Tier 1+, reach round 40 without ever buying or earning a single perk (rounds 1-40).
  2. The portal spawns on Fishery Island, behind the Jugger-Nog building.
  3. Trial: find 4 Mr. Peeks eggs and kill 4 HVTs inside a 3-minute timer (each HVT killed adds 3 minutes).
Sinister

Dancing Arnie

+

Curse: All perk machines dispense a random perk.

  1. Tier 1+, round 40+. Collect a pot (Skallen Market), a tankard (Eidskallen Square) and Chilly Chunks (Storm Bridge).
  2. Kill a Necropincer with the Flammenfalle trap, and catch a red fish (round 39+ Special Rounds, Fishery Island).
  3. Place the items in the pot at Blodheim Hall, then feed the dancing Mr. Peeks ~75 Jotunn Star melee kills.
  4. The portal spawns above Pack-a-Punch on Fishery Island.
  5. Trial: melee kills only — 5-6 waves, HVTs on waves 2 and 5.
Wicked

Agarthan Device

+

Curse: Spawns a different zombie type each round (acid / frost / normal).

  1. Tier 2+, round 15+, one player as Richtofen. Complete the Richtofen side quest: teleport in Tyr's Head for the helmet (Requiem room) or Mr. Peeks (Liberty Falls room).
  2. Get the ARC-XD scorestreak; shoot the Core Foundry NE-wall vent and detonate the ARC-XD to open the secret room left of Pack-a-Punch.
  3. Read the two radiation-marked numbers, translate to letters, collect the matching lettered jars and make purple gas on the machine.
  4. Apply the gas to the north-wall creature for the Necrospike, then lockpick the cell for the walkie-talkie.
  5. The portal spawns in Dry Dock, east of PhD Flopper.
  6. Trial: zombies only take damage indoors — 6 waves with HVTs. (Long, community-sourced chain — verify.)
Wicked

Music Box

+

Curse: Enemies only take critical (headshot) damage.

  1. Tier 2+, round 60+. Get the Shadow SK sniper from the Tyr's Shoulder wall-buy.
  2. Use Temporal Gift + Kill Joy GobbleGums (60s Insta-Kill), enter Tyr's Head via Tyr's Shoulder and land 5 headshots on zombies toward Skallen Market.
  3. The portal spawns on the SW wall of the building opposite Melee Macchiato in Dry Dock.
  4. Trial: reach purple-light holdout zones and interact with Mr. Peeks within ~25s — 6 progressively smaller holdouts vs zombies and Necropincers.

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.

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.