Totenreich has six Cursed Mode relics: Power Switch and Wrestler’s Belt in Grim, Stuffed Elephant and Dancing Arnie in Sinister, and Agarthan Device and Music Box in Wicked. The quickest reliable plan is a six-run progression: clear Grim first, then Sinister, then Wicked, while treating every objective chain as an uninterrupted session. Wrestler’s Belt is the biggest measurable grind at 900 qualifying kills; Agarthan Device has the heaviest prerequisites; Music Box has the highest round gate.
What the six Totenreich relics require
Relic progress is run-based. Saving and quitting can reset an active chain, with Agarthan Device especially vulnerable after its collection and barrel steps. Start each objective-heavy attempt only when you can finish the chain in one session.
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- Grim: Power Switch and Wrestler’s Belt.
- Sinister: Stuffed Elephant and Dancing Arnie.
- Wicked: Agarthan Device and Music Box.
Equipping any of these Cursed Mode relics adds a drawback or randomization to the run. Unlocking them is separate from deciding whether the extra challenge is worth using in a farming or Easter Egg attempt.
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| Relic | Tier or round gate | Trial rule | What makes it difficult |
|---|---|---|---|
| Power Switch | Tier 1 Cursed; reach round 20 or later | Fire traps are the only damage source | Statue values reroll every game and must be translated into rug order |
| Stuffed Elephant | Reach round 40 with no perk obtained from any source | Four egg objectives followed by four HVT kills | The no-perk restriction starts before the portal appears |
| Dancing Arnie | Ingredient quest, then portal trial | Melee-only damage for five waves | Ingredients must be handled in sequence and some trigger thresholds are inconsistently reported |
| Wrestler’s Belt | Jotunn Star quest and Mr. Peeks magazine | Four waves; replacement guns can be bought between waves | 18 separate 50-kill counters require 900 direct kills |
| Agarthan Device | Tier 2 or higher; round-60 trial difficulty | Damage is allowed only indoors for six waves | Requires Richtofen, the completed main Totenreich Easter Egg, three secret-room items and a side quest |
| Music Box | Tier II or higher; reach round 60 or later | Six timed Mister Peeks lockdowns | About 30 seconds separates locations while the safe area shrinks |
The order below is a practical progression inferred from the documented tier gates and round requirements, not a quoted developer-mandated route. It minimizes backtracking: finish the lower-tier objectives before attempting the round-60 trials.
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Run 1: unlock Power Switch
Reach the statue puzzle
- Enter Tier 1 Cursed Mode and survive to round 20 or beyond.
- Equip a scoped weapon and read the values displayed by the four deer-skull statues.
- Find the matching bear rugs in Blodheim Hall. Each rug corresponds to one statue value.
- Put the rugs in ascending value order and throw the Combat Axe at them from lowest to highest.
The statue sequence rerolls every game. A memorized order is therefore unsafe; record the four values during the current run before throwing the axe.
Complete the fire-trap trial
The correct rug sequence opens the green portal. Enter it and clear three waves. Fire traps must provide all damage during this trial. Do not finish enemies with guns, melee attacks, equipment or another damage source after a trap has tagged them. Bring enough salvage and positioning discipline to cycle traps rather than improvising damage.
Run 2: unlock Stuffed Elephant
Protect the no-perk state
Reach round 40 without buying or receiving a perk from any source. The restriction includes perk machines, GobbleGums, T.E.D.D. rewards, eggs and random drops. Avoiding machines alone is not enough: a reward or drop can invalidate the preparation.
When the portal appears behind Jugger-Nog on Fishery Island, the perk restriction is no longer relevant to the trial. Perks are safe before entering at that point, so use the portal as the boundary rather than taking a perk earlier in the run.
Destroy the eggs and kill each HVT
- Travel to Skallen Market and shoot the Mr. Peeks egg; kill the HVT it spawns.
- Repeat at Storm Bridge.
- Repeat at Dry Dock.
- Repeat at Beacon Island.
These are four separate egg-and-HVT objectives. Keep track of completed locations so a hectic round does not cause a repeat visit or an assumed completion.
Run 3: unlock Dancing Arnie
Prepare the pot in the required order
Dancing Arnie’s ingredient chain is order-sensitive. Carry the pot from Skallen Market to Blodheim Hall, then add each component as follows:
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- Add ale from Eidskallen Square.
- Add Chilly Chunks from Storm Bridge.
- Use the Flammenfalle trap to kill a Necropincer and collect the lobster ingredient.
- During a later Special Round, catch the red fish.
- Put the Chilly Chunks in the pot before building the Jotunn Star.
Published player reports disagree about exact soul and fishing thresholds. Do not spend a run chasing an unverified number. Use the red-fish trigger and Mr. Peeks’ reaction as the reliable confirmation events supplied by the quest.
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Build the Jotunn Star after the pot sequence, then feed Mr. Peeks Jotunn Star melee kills until he laughs. The laugh confirms that this portion has registered. Enter the portal above Pack-a-Punch on Fishery Island and clear five waves using melee-only damage. Guns, traps and other damage sources can invalidate a strict melee trial, so keep the fight controlled and reserve movement tools for escapes rather than damage.
Run 4: unlock Wrestler’s Belt
Secure the magazine before the wonder weapon
Start the Jotunn Star quest and follow it to the lighthouse. Pick up the Mr. Peeks magazine before taking the wonder weapon. The magazine is the quest’s tracking prerequisite; taking the weapon first can leave the counter apparently inactive and costs a full setup run.
Complete all 18 counters
There are 17 wall-buy weapons and the Jotunn Star. Each weapon needs 50 direct kills, for 18 × 50 = 900 qualifying kills. The kill must come directly from the assigned weapon.
- Mystery Box weapons do not satisfy a wall-buy counter.
- Loadout weapons, equipment, field upgrades and ammo-mod kills do not count as the required direct damage.
- Buy each weapon from its wall location, then track its kills before moving to the next one.
- Aim for roughly 55–60 kills per weapon to provide a margin for accidental splash, environmental or mod damage that may not register.
Co-op can divide the workload: players may assign different wall-buy weapons to different people, but every player still has to complete the full 50-kill counter for each weapon assigned to them. Splitting purchases without splitting the required kills does not advance the missing counter.
Finish the four-wave trial
Once all counters register, use the portal beside the Arsenal in Eidskallen Square. Survive four waves. Replacement guns can be bought between waves, so do not risk a failed attempt by preserving a nearly empty weapon through the first wave. The June 4, 2026 statement attributed to Treyarch and quoted by iTechGuides described the belt as “not bugged and never was”; when progress appears stuck, check the weapon source and direct-kill requirement before assuming a software failure. COD Central reported the solve 169 days after Totenreich launched, underscoring how easy it is to miss one of the 18 counters rather than how long an individual wave takes.
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Run 5: unlock Agarthan Device
Meet the prerequisites
- Use Tier 2 or higher Cursed Mode.
- Select Richtofen.
- Confirm that the main Totenreich Easter Egg is complete.
- Buy Melee Macchiato directly from its perk machine; do not rely on a reward source.
Collect the three secret-room items
Find the Mr. Peeks figurine, Helmet and Walkie-Talkie in the randomly appearing secret rooms tied to Liberty Falls, the Requiem crew and Group 935. Their locations are not fixed to one room, so search the applicable secret-room set each run and verify each pickup before leaving.
Complete the throne and portal sequence
Finish the Richtofen side quest, place all three items on the throne, and enter the red portal at Dry Dock. The trial is six waves at round-60 difficulty. Zombies can be damaged only indoors; firing from an exterior position, even when an enemy is visible through an opening, risks violating the rule. High-value targets appear on waves 3 and 6, so save the resources needed for those spikes rather than spending everything on the opening waves.
Do not save and quit after collecting the items or opening the barrel. Agarthan Device’s active chain can reset, turning a nearly complete run into a complete restart.
Run 6: unlock Music Box
Open the portal
Use Tier II or higher Cursed Mode and reach round 60 or later. In Tyr’s Head, land five headshots in a row. This triggers the portal in Dry Dock near the Flammenfalle trap. Because the trigger is a consecutive-headshot condition, reset your positioning and attempt the sequence deliberately instead of spraying into a crowd.
Clear six timed lockdowns
Inside the portal, activate six Mister Peeks lockdowns in sequence. Each gives approximately 30 seconds to reach the next location before damage pressure becomes lethal. The safe area shrinks during the sequence, and Necropincer zombies appear more often in later waves.
- Learn the route between lockdown locations before starting the chain.
- Prioritize movement and line-of-sight over finishing every zombie.
- Keep a mobility option available for the shrinking safe area.
- Do not pause between lockdowns to farm kills; the timer, not the round count, is the failure point.
Which relic should you farm first?
For a first clear, Power Switch is the least demanding trial once the statue order is read correctly. Wrestler’s Belt is the most measurable grind because its requirement is exactly 900 qualifying kills, but it has fewer hidden prerequisites than Agarthan Device. Stuffed Elephant has the cleanest objective list yet the strictest preparation: one accidental perk from a drop or reward ends the setup. Dancing Arnie is mechanically demanding because the ingredient order and melee-only finish leave little room for improvisation. Agarthan Device combines the most prerequisites with a round-60 trial and the greatest save-and-quit risk. Music Box has the highest explicit round gate and a route-timing challenge rather than a kill-count grind.
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Use the following decision rule:
- Want a low-risk first relic? Start with Power Switch.
- Want a predictable, countable grind? Choose Wrestler’s Belt and track all 18 counters.
- Confident you can protect a no-perk run? Attempt Stuffed Elephant.
- Comfortable with quest sequencing and melee combat? Attempt Dancing Arnie.
- Have the main Easter Egg and Richtofen requirements finished? Reserve a full uninterrupted session for Agarthan Device.
- Know the Dry Dock route and can reach round 60? Attempt Music Box.
Common reset and failure points
- Saving and quitting during an active chain: Treat every objective run as one session, especially Agarthan Device after item collection or barrel activation.
- Using a memorized Power Switch order: Read the four current statue values because they reroll each game.
- Taking a perk during Stuffed Elephant preparation: Machines, GobbleGums, T.E.D.D., eggs and random drops all count as perk sources.
- Using the wrong damage type: Fire traps only for Power Switch, melee only for Dancing Arnie, indoor damage only for Agarthan Device, and direct weapon kills for Wrestler’s Belt counters.
- Counting indirect kills: Ammo mods, equipment, field upgrades and non-wall-buy weapons do not replace Wrestler’s Belt direct kills.
- Skipping confirmation events: For Dancing Arnie, Mr. Peeks’ laugh and the red-fish trigger are safer checkpoints than disputed soul or fishing numbers.
- Entering Music Box without route knowledge: Six lockdowns run on approximately 30-second transitions while the safe area contracts.
Can every relic be unlocked in one run?
No practical route combines all six unlocks in one run. The relics impose incompatible preparation states and separate tier, round and trial gates: Stuffed Elephant requires reaching round 40 with no perk, while Music Box and Agarthan Device require round 60 conditions; Power Switch and Dancing Arnie impose different exclusive damage rules; and Wrestler’s Belt needs 18 weapon-specific counters. Plan one focused run per relic, then use the six-run order above to avoid resetting a long chain.
Frequently Asked Questions
How many kills are needed for Wrestler’s Belt?
You need 50 direct kills with each of 17 wall-buy weapons and 50 direct Jotunn Star kills: 900 qualifying kills across 18 counters.
Can I use a Mystery Box weapon for a Wrestler’s Belt counter?
No. The documented counter requires the matching wall-buy weapon, and kills from Mystery Box weapons, loadout weapons, equipment, field upgrades and ammo mods do not count.
What happens if I save and quit during Agarthan Device?
The active chain can reset, particularly after collecting the three items or opening the barrel, so complete that attempt without saving and quitting.
Are the Power Switch statue values always the same?
No. The four deer-skull values reroll each game; read them with a scoped weapon every attempt and throw the Combat Axe at the matching rugs from lowest to highest.
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