Call of Duty Totenreich Cursed Tier 3 Easter Egg Solo Guide
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Call of Duty Totenreich Cursed Tier 3 Easter Egg Solo Guide

11 min read14 May 20261109

Call of Duty Totenreich Cursed Tier 3 Easter Egg Solo Guide

You have chosen the Totenreich Cursed Tier 3 solo challenge: the version of this Easter Egg designed to remind you that comfort is a privilege, not a right. Before you touch a single step, understand exactly what the mode strips away.

Penalty

What It Means In Practice

No custom loadout

You start with whatever the map gives you. Pray it isn't embarrassing.

Salvage drop rate halved

Upgrading guns takes twice as long. Every rarity tier costs your dignity.

Perk machine costs never decrease

No mercy discounts. Every perk is full price, every time.

Cannot craft Self-Revive kits

You get one from Quick Revive. After that, Ted Trials or nothing.

Only 4 perk slots

Choose wisely. Every slot matters. Every choice haunts you.

Zombies spawn 75% faster

The horde does not wait for you to finish your puzzle. It never will.

Boss fight is 10× harder solo

One Viking head in co-op becomes a non-stop parade in solo. Fun.

No max ammo drops from boss

Yes, really. You will run dry at the worst possible moment.

The upside: if you can call it that: is that Cursed mode grants Ultra Rarity, Golden Armor, and PAP Level 4 availability. You will struggle to afford them, but they exist, which is almost funny.

Loadout: What To Bring

Since Cursed Tier 3 strips your loadout, you compensate with Gobblegums. This is not cheap. This is not casual. This is the correct approach for a Black Ops 7 Zombies Cursed Mode run that you actually intend to finish.

Recommended Gobblegums
 — Perk-a-holic: grab all perks on spawn. Indispensable.
 — Wonderbar!: pull a Ray Gun (Mark 1 or 2) from the Mystery Box immediately.
 — Gift Card: inject points into opening the map on Round 1.
 — Frenzied Guard: emergency armor regeneration during the boss. Use it, don't hoard it.

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Weapon Priority

The Voy'ak is the answer. 100-round magazine, high damage output, does not punish you for the absence of a max ammo drop. If the Ted Trial gods are merciful, you will receive one mid-run. If you enter the boss with an MP40 PAP 3 instead, it will hold: barely: but expect to purchase ammo mid-fight like a tourist. The Mustang & Sally (PAP'd M1911s) handles the Viking head phases where your primary is immune, so do not dismiss them.

Weapon

Role

Minimum PAP

Notes

Voy'ak

Primary / boss damage

PAP 3

Best-in-slot for crit spots. Aim for PAP 4 Ultra if you can afford it.

MP40

Primary / backup

PAP 3

Good, not great. Ammo runs out faster than patience.

Mustang & Sally

Viking head phase / anti-horde

PAP 3

Replaces frag grenades. Works as splash on heads. Without augments it won't be full-auto.

Ray Gun Mk.1

Utility / early rounds

PAP 1–2

A Wonder Bar pull. Useful early. Not the boss fight weapon you hope for.

Perks (4-Slot Limit)

  • Quick Revive: your only source of Self-Revive in Cursed. Non-negotiable.
  • Jugger-Nog: standard survival tax. Pay it.
  • Stamin-Up: sprint-while-firing augment is beautiful for boss repositioning.
  • Mule Kick: three weapons. Carry the Voy'ak, MP40, and Mustang & Sally simultaneously. The free PAP it occasionally drops is a bonus.

The Easter Egg: Step By Step

The Totenreich Easter Egg walkthrough below is ordered for efficiency. Several steps can be completed on Round 1 with Gobblegums, which is the only reason to run them. If you are doing this barehanded and f2p, adjust your timeline and your expectations accordingly.

Phase Zero: Before The Boss

Step 1: Activate Pack-a-Punch

Go to the spawn zipline area, find the Robot Head, interact with its base to obtain the Transmitter, then enter the War Factory admin room. Grab the Glock Drop Controller, initiate the sync with the robot, and Pack-a-Punch is live. You will be entering the Origins robot's severed head. This is normal. Lore note: it is not one of the three stomping robots from Origins: different robot, same bleak destiny.

Step 2: Admin Key Card & Wonder Weapon Chains

Pick up the Admin Key Card from the admin room. While there, press the wall button to lower a barrier, then grab the Wonder Weapon chains immediately: they are right there and there is no excuse not to. Note: a cargo manifest note can spawn at different locations redirecting which crate to open with the crowbar. If your Flak Gun Round is not in crate V7, check every other crate. You are not going crazy. The game is.

Common failure point: Many players open the wrong cargo crate because the manifest note spawned somewhere unexpected. Opening the wrong crate triggers a gas or EMP effect. Check the manifest row with the ammo icon. The ID number tells you which crate. Read it.

Step 3: Collect 3 Uranium Pieces

The Atomkraft Core puzzle guide begins here. You need three Uranium pieces before you can build the core in the Machine Workshop. Each comes from a different method, and none of them will be convenient.

  • Uranium 1: RCXD Secret Room. Grab an ARC-XD remote vehicle, melee the vent near the Core Foundry stairs, drive through the shaft, destroy the barrels inside to open the Group 935 Genetic Lab. Inside: five head jars labeled A through E. Check the manifest for the correct two jars (e.g. C and E). Insert them, melt the claw with the Necrospy, complete the mini-game to open the jail cell. Uranium obtained. This step can be completed on Round 1 with a Gift Card.
  • Uranium 2: Glock Drop + 20 Zombie Kills Mid-Air. Activate the Glock Drop Controller, get 20 zombie kills while they are floating. This requires a large enough horde: Round 9 minimum is realistic. Failed attempts still drop Kazmirs occasionally, which softens the humiliation. Ping the fish with a fishing rod if the Ravager does not appear.
  • Uranium 3: Irradiated Ravager via Fishing Rod. Find a Fishing Rod (spawns at Dry Dock, Storm Bridge, Fishery Island, or Beacon Island). Locate the glowing green fish in the water: there are 11 possible spots and it will not be in the obvious one. Use the rod at the glowing spot. This spawns the Irradiated Ravager somewhere on the map. Ping it before it teleports. Kill it. Collect Uranium. The ping persists through teleportation: use it.

Step 4: Atomkraft Core Circuit Puzzle

Take all three Uranium pieces to the Machine Workshop. The circuit puzzle requires placing components so they connect parts of the circuit without creating one complete loop. The logic: connect some segments independently, leave others isolated. Do not overload the circuit. When it clicks: and it will: it is deeply satisfying in a way that makes the previous hour feel almost justified.

Step 5: Get the Jotunn Star (Wonder Weapon)

Access the Pack-a-Punch, open the map via the Fishery Island route, and acquire the Jotunn Star. It has a melee attack, a charged ranged attack (charged by melee kills), and a Lantern effect that protects you from freezing in later steps. The Lantern is mandatory for the constellation step. Do not lose the weapon.

Step 6: Crowbar, Flak Gun, & Wundersignal

Return to the second floor of the Lighthouse. Pick up the Crowbar from the metal shelves near the window. Use it to open the correct cargo crate (per the manifest). Insert the Flak Gun Round into the Flak Gun cannon. Fire it. Then retrieve the Wundersignal Transmitter. This unlocks access to the flashing lights puzzle.

Step 7: Flashing Lights Amplitude/Frequency Puzzle

Place the Transmitter. Two lights flash sequences on either side. Count the flashes of each set independently: when both blink together, both count. Your two numbers become your amplitude and frequency codes. Input them at the terminal. A rocket strike follows. Do it twice (two sequences). The Wonder Barrage Controller is your reward, which you then use to destroy the staircase and open the Machine Workshop properly. Every run generates different codes. There is no fixed answer. Count correctly or restart.

Step 8: Follow Astrid / Constellation Step

With the Jotunn Star Lantern active, locate the four constellation symbols on the walls of the map. The shapes are loosely: and we use that word generously: representative of a boat, a fish, an abstract form, and a sitting dog. Interact with them in the correct order shown on the altar. If wrong, reset via the altar and try again. Once correct, Astrid appears above the altar and begins moving across the map. Follow her. Each time she stops, eliminate the purple-eyed frost zombies to make her advance. She eventually creates ice blocks to reach the Lighthouse. Use them.

Step 9: Lighthouse Parkour & Obstacle Course

The Totenreich Lighthouse parkour section exists to test whether your thumbs are functional. Scale the outside of the Lighthouse using the obstacle course: jump, wall-jump, and do not look down. Reach the top. Listen to Astrid. The Jotunn Star is already in hand. This is, genuinely, one of the better-designed set pieces in recent Zombies history, which says more about the rest than it does about the parkour.

Step 10: Dravakar Shard Bonfire + Disciple Injection

Use the Jotunn Star to light the bonfire with blue fire underneath. A free Disciple Injection is available at the Eidskallen Stave Church: pick it up. With Disciple Injection active, use LT/L2 to grab zombies, then throw them directly into the bonfire. Approximately four to five are required. The game ejects you when done. A beefy Necro Pincer spawns as a lockdown enemy. It has a HP threshold. Melee with the Jotunn Star finishes it efficiently when your primary stalls. The Sunstone drops. Place it in the church.

Step 11: Floating Symbol Runes

Around the map: floating mini-mountains each bearing a symbol. The church arrows direct you to three specific symbols (e.g. zigzag, M, F). Use the charged Jotunn Star Lantern to light each targeted symbol. Once all three are active, they begin spinning. That is the confirmation. You are boss fight ready. You are, however, probably not actually ready. Spend more rounds. Buy the Golden Armor. Get the Voy'ak to PAP 3 minimum.

Pre-Boss Checklist
 — Voy'ak or MP40 at PAP 3+ (PAP 4 if affordable)
 — Mustang & Sally at PAP 3
 — Golden Armor equipped
 — Self-Revive from Quick Revive active (or Ted Trial reward)
 — Kazmirs stocked: the boss uses them heavily
 — Frenzied Guard Gobblegum saved
 — Ammo purchased before entering

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The Boss Fight: Icefjord Giant

The Totenreich boss fight strategy for Cursed Tier 3 solo differs from the standard version in one critical way: no max ammo drops, zombies spawn continuously throughout every phase, and the frost zombies are relentless. Co-op softens this. Solo does not soften anything. The Stamina-Up augment that allows sprinting while firing is not optional: it is survival.

Boss Mechanics

Phase 1: Crit Spots

The boss exposes glowing weak spots on its body. Hit them with the Voy'ak. Kazimir field equipment accelerates this significantly: deploy early, not when you are desperate. The boss periodically freezes sections of the arena. When the floor goes blue: run. He will also freeze the zombies in his freeze zone, which is one of the few courtesies the game extends. Use the Jotunn Star Lantern to neutralize frozen tiles temporarily.

Two crit spots appear simultaneously in Cursed Tier 3 solo. Both must be destroyed within the timer. Fail one and the phase resets. The MP40 is not fast enough for this. Use the Voy'ak.

Phase 2: Pillar Barrage + Freeze Zones

The boss launches a geometric barrage at pillars. You can hide behind them or stand in the open and dodge the shapes: hiding is statistically superior. The arena then freezes in sections sequentially. Move to the unfrozen area. Do not be in the frozen area. This is not complex advice. Shields Up Gobblegum activates here if you have it: it actually contributes. The robot companion fires rockets during this phase to clear zombies. Use that window.

Phase 3: Viking Heads (Floating)

The boss disengages. Floating Viking heads spawn and must be downed. They are immune to Mustang & Sally direct hits: use the War Machine streak dropped by the Glock Drop (which the robot provides mid-fight). Then finish with the Voy'ak or throw grenades into their open mouths. In Cursed Tier 3 solo: two heads per wave on the first pass, then the pattern repeats. The Mustang & Sally splash damage still works: the direct hit does not. Understand the distinction before you waste ammo.

Final Phase: Arena Center + Zombies Spawning

The boss pulls you to the center of the arena. The game does not tell you this is happening. You will find out. In standard mode, a max ammo drops here. In Cursed Tier 3: it does not. Zombies continue spawning. You are in the middle of the arena with no cover, no free ammo, and an ice giant's face to destroy.

Pop your Power Keg equipment. Deploy Kazmirs. If Insta-Kill is active from a zombie drop, use it immediately. Fire Raindrops if you have them. Frenzied Guard goes here if your armor is critical. Keep firing at the face: do not stop unless dodging a mechanic. Prone if needed. The face has a finite health pool. It ends. First attempt clears are possible. This very guide was written off one.

No max ammo in the final phase. Buy ammo before you trigger it. If you enter the center phase with less than half a magazine, you will go down. There are no second chances without Quick Revive, and Quick Revive only works once.

Rewards: What You Actually Get

Completing Totenreich Tier 3 Cursed Mode unlocks the following. Whether the investment of time, Gobblegums, and mild psychological damage is proportionate to the reward is a question each player must answer personally.

Reward

Details

Heliotrope Legion

PAP Camo unlocked. Pack-a-Punch Camo Level 3. Sourced from the Zombies map IX from Black Ops 4. Cosmetic only, but it looks genuinely good.

Relic Rewards Tier 3

Full Tier 3 Cursed completion marker. Bragging rights. A checkbox. The satisfaction of a completed screen.

Tier 1 & 2 PAP Camos

Also BO4 Zombies IX-sourced. Complete the lower tiers first: they are prerequisites in spirit if not in system.

Zombie Skins

Unlocked alongside the camo. Details vary per run completion.

The Heliotrope Legion camo unlock is a legitimate visual payoff. The Pack-a-Punch camo animations on this map are among the better executions in the franchise. This one, specifically earned under Cursed Tier 3 conditions, has context. Context is worth something.

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Call of Duty Totenreich Cursed Tier 3 Easter Egg Solo Guide FAQ

Can the Totenreich Cursed Tier 3 Easter Egg be completed solo on first attempt?

Yes. With Perk-a-holic, Wonderbar, Gift Card, and Frenzied Guard Gobblegums, a first-attempt solo clear is achievable. It will not feel comfortable.

What is the best weapon for the Totenreich boss fight in Cursed Mode?

The Voy'ak at PAP 3 or higher. Its 100-round magazine survives the no-max-ammo final phase. Bring Mustang & Sally as secondary for Viking head phases.

Why is the Flak Gun cargo crate giving me the wrong item?

A note spawns somewhere on the map indicating the shipment was swapped. Check the War Factory admin manifest and every crate until you find the correct one.

How do I find the Irradiated Ravager after it teleports in Cursed Mode?

Ping it with your tactical immediately before it disappears. The ping marker persists after teleportation and shows you its new location on the map.

What does the Heliotrope Legion camo look like and is it worth the effort?

It is a PAP camo sourced from Black Ops 4 Zombies map IX. Animated, visually distinct. Given what Cursed Tier 3 demands, "worth it" is a personal threshold.

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