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TOTENREICH EASTER EGG

Black Ops 7 Zombies  ·  Season 3 Reloaded  ·  Full Main Quest

Pre-Game Setup
Before you start: This is a 49-step main quest. Budget 90–120 minutes per run. Having a solid loadout from the start dramatically reduces the chance of a failed run. DO NOT brute-force cargo crates — always read the manifest first.
Recommended Weapon Builds
Build 1
Pistol / SMG · Full Auto
S12-226M6-MMXCK-2B11
OpticLethal Tools ELO
MuzzleMonolithic SUF
Barrel14" LTI Expeditionary
UnderbarrelEmpty
MagazineMFS Glacial EX
Rear GripQuiver Control
StockAkimbo VST
LaserEAM Scatterlight
Fire ModsMFS 5.56M DEF
Mode: Full Auto Mag: 54 Reserve: 252
Build 2
Assault Rifle · Full Auto
A09-2B7R5-4T5GI-C11
OpticFang Hoverpoint ELO
MuzzleEMT3 Ported-7
Barrel17.6" LTI Grav-4
UnderbarrelM335-X Frag
MagazineSK-Garrison DI
Rear GripPleated Grip
StockRidgeway Pad
LaserMFS Anti-Dispersion
Fire ModsEmpty
Mode: Full Auto Mag: 50 Reserve: 225
M34 Novaline
Marksman / Burst Rifle
M03-618SE-F1S9S-1
OpticLethal Tools ELO
MuzzleGreaves A-76Z
Barrel15" Cyclops-03
UnderbarrelBowen Agile H.
MagazineBowen 762 EXT
Rear GripEmpty
StockMil-Spec Light
Laser2MW Adaptive
Fire ModsRecoil Sync UN.
Mode: Burst Mag: 30 Reserve: 140
Recommended Field Upgrade
Frenzied Guard
Field Upgrade · Recommended
Repairs armor to full and forces all enemies in the area to temporarily target you. Armor takes all damage during this time and kills repair armor. Ideal for the Atomkraft Core charging step and boss fight.
Major Augment Frenzy Fire While Frenzied, use ammo from stock instead of the magazine. Keeps your mag full for the next fight.
Minor Augment 1 Extension Increases Frenzied Guard duration — more time for armor to absorb hits.
Minor Augment 2 Dual Layer While Frenzied, your armor durability is increased. Pairs perfectly with Extension for maximum tanking.
Main Quest Phases
PHASE 01
Power Up the Map
Eidskallen Square → Fishery Island → Core Foundry
  • 01
    Open the right side of the map — head to EIDSKALLEN SQUARE. Spend 1,000 Essence to unlock your first door going north.
  • 02
    Pick up the ARC-XD. A free one sits on a crate in the southwest area of Eidskallen Square — grab it so you're not spending points.
  • 03
    Get to FISHERY ISLAND by repairing broken power lines and entering Tyr's Head. Follow the in-game objective markers — the game guides you through power activation.
  • 04
    Buy the right zipline to SKALLEN MARKET. This opens up the middle section of the map for easier traversal later.
  • 05
    Find and activate the Power Switch on Fishery Island to restore power.
  • 06
    Earn enough points to open the opposite side of the map — push through to unlock access to CORE FOUNDRY.
  • 07
    Take your ARC-XD to the CORE FOUNDRY top floor northeast wall. Shoot the metal vent grate to open the ARC-XD pathway, then drive it through the vent. Boost across the ramp inside, detonate it by the barrels to blow open the Group 935 Genetic Lab.
  • 08
    Turn on power a second time inside the lab area. The Pack-a-Punch machine will crash down onto Fishery Island after completing the Glocke Drop sync — you'll need it shortly.
The in-game guided objectives lead you through all power steps. Follow the HUD markers for the fastest route through PaP activation.
PHASE 02
Obtain the Jotunn Star
Wonder Weapon — Burial Grounds → Lighthouse
  • 09
    Open the door to the robot foot (Tyr's Foot). Look for a note here — if it's not there, check the TITAN CRANE instead.
  • 10
    Go up the robot foot. Enter the chute containing the zombie body and interact with it to collect the Key Card.
  • 11
    Interact with the button to lower the wall inside the foot area. Wall-jump and interact with the ship to collect Chain Links.
  • 18
    Pick up Chili Chunks from behind the truck near the Deadshot Daiquiri machine on the Storm Bridge. Take them to the table in SKALLEN MARKET and place them alongside the other chili chunks.
  • 19
    Progress toward the Special Round. End Round 9 while in BURIAL GROUNDS, and use the time between rounds to repair the chain links in the wall.
  • 20
    At Round 10, a white Zursa Bear spawns. Killing it drops the Lantern — the key to getting the Jotunn Star.
  • 21
    Head to the hut in BURIAL GROUNDS and interact with the left side of the front door to enter. Place the Lantern on the stone altar inside.
Constellation Puzzle — Symbol Matching Order

The altar in the Burial Grounds hut has 4 sides. Each side shows a symbol. On the walls around the altar, one symbol will be actively rotating / glowing at a time. Your job is to find the matching symbol on the altar and interact with it before the wall symbol changes. Repeat for all 4 sides.
BURIAL GROUNDS — ALTAR POSITIONS 1 LEFT WALL 2 RIGHT WALL 3 ABOVE / FAR WALL 4 NEAR WALL / DOOR ALTAR Diagram ref: CodeNamePizza — Totenreich EE Guide
Step-by-Step:
  1. Enter the Burial Grounds hut and place the Lantern on the altar.
  2. Watch the 4 walls — each one will light up a symbol in sequence.
  3. When a wall symbol glows, find the matching symbol on the altar face nearest that wall and interact with it.
  4. Repeat for all 4 sides. Use the numbered positions above (1 = left wall, 2 = right wall, 3 = far/above, 4 = near/door) to stay oriented.
  5. If you miss one or interact wrong — reset by interacting with the center of the altar.
  • 22
    Follow Astrid as she moves through the map. Each time she stops, kill only the purple-eyed frost zombies around her to make her move again. Astrid will eventually form ice blocks — use them to reach the Lighthouse top and claim the Jotunn Star.
Try to save the last non-frozen zombies from earlier rounds so you can control the pace while following Astrid. Rushing this step leads to zombie overload.
PHASE 03
War Factory & Glocke Drop
War Factory Admin Room — Pack-a-Punch Activation
  • 12
    Enter WAR FACTORY and use the Admin Key Card to access the Admin Room. Read the Cargo Manifest note on the bookshelf — find the row with the bullet/ammo icon. Note that ID number for the correct cargo crate.
! Do not guess which crate to open. Opening the wrong one triggers a gas cloud or EMP. Always check the manifest first. Possible spawn locations: WAR FACTORY NW 328, CORE FOUNDRY NW 321, FGORD RD S 196, DRY DOCK SW 237
  • 12b
    Pick up the GLOCKE DROP CONTROLLER from the Admin Room. Sync it back on FISHERY ISLAND — the Pack-a-Punch machine drops from the sky after this step.
The moment PaP is live, prioritize upgrading your main weapon to PAP Tier II minimum before continuing the quest.
PHASE 04
🧪
Group 935 Jar Puzzle
Fishery Island — Genetic Lab
  • 13
    Return to FISHERY ISLAND. While syncing, enter the Group 935 Genetic Lab (left of PaP). In the south corridor, find 5 numbered positions with radioactive symbols beneath them.
  • 13b
    Decode the 2 correct jar letters using the number-to-letter key: A=1, B=2, C=3, D=4, E=5. The numbers with radioactive symbols tell you which jars to pick up.
  • 14
    Pick up the two matching head jars (labeled A–E on the shelves) and place them in the machine next to the cell. While syncing, also pick up the purple glowing jar.
  • 15
    Melt the claw then complete the picklock mini-game to open the cell.
  • 16
    You receive 1/3 of the Uranium needed for the final puzzle.
Spend a few rounds here to get Juggernog and PAP your main weapon before moving on — the difficulty ramps up from here.
PHASE 05
Uranium Collection
3 Pieces Required — Three Different Methods
1/3 Piece One
Jar Puzzle (Phase 04)
2/3 Piece Two
Fish → Irradiated Ravager
3/3 Piece Three
Glocke Drop — Kill 20 in Air
  • 29
    Find a Fishing Rod (can spawn at Dry Dock, Storm Bridge, Fishery Island, or Beacon Island). Locate the glowing green fish jumping in the water. Use the rod at that exact spot.
  • 30
    Catching the fish spawns an Irradiated Ravager somewhere on the map. Ping it before it despawns, then check the map for the special zombie icon. Kill the Ravager for 2/3 Uranium.
  • 34
    Build a big horde of zombies. Deploy the Glocke Drop Controller and kill at least 20 floating zombies while they're in the air. Repeat until the Glocke Drop has 3 green dots — this rewards 3/3 Uranium.
! Do NOT fish before Round 12. The green fish will not appear earlier — you'll waste a fishing rod run.
For the Glocke Drop piece, try to have 30+ zombies before deploying. More zombies in the air = faster completion. Bring your strongest weapon for rapid cleanup.
PHASE 06
📡
Transmitter & Wunderbarrage
Lighthouse → Beacon Island → Core Foundry → Dry Dock
  • 23
    Once the platform is ready to ascend the lighthouse, grab Stamina-Up from EIDSKALLEN SQUARE first — you'll need it for the obstacle course at the top.
  • 24
    Pick up the Crowbar from the metal shelf on the second floor east side of the Lighthouse.
  • 25
    Go to the War Factory Admin Room and check the Cargo Manifest for the bullet-icon row. Note the ID, find the correct cargo crate, and melee it to drop the Flak Gun Round.
  • 26
    Zipline to BEACON ISLAND (west 255). Load the Flak Gun Round into the big cannon, then melee the cannon with the Jotunn Star to fire it at the Tyr robot.
  • 27
    Return to EIDSKALLEN LANDING and interact with the drop to collect the Transmitter Part from the robot.
  • 28
    Get Melee Macchiato perk and pick up the Fishing Rod while you're in the area.
  • 31
    Inside the robot at the CORE FOUNDRY console, watch for two sets of blinking lights. Wait for both lights to blink simultaneously — then count each side's individual blinks. Sequence 1: count left blinks, count right blinks. Wait for them to sync again. Sequence 2: repeat. Write these numbers down.
  • 32
    Go to the CORE FOUNDRY console. Melee the rope with your Wonder Weapon to unlock it, then enter your light sequence codes: left blinks = Amplitude, right blinks = Frequency. Wait ~30 seconds, then enter Sequence 2.
  • 33
    Complete both sequences. Rocket strikes fire from the robot. After both are done, collect the Wunderbarrage Controller from Core Foundry.
  • 35
    After both sequences complete, return to CORE FOUNDRY to pick up the Wunderbarrage Controller.
  • 36
    Grab Speed Cola, then go to DRY DOCK. Aim the Wunderbarrage at the ground near the closed door on the stairs of the south building (02 Building). The missiles clear the debris and open the Machine Workshop.
! Write down your light sequence numbers — both sets. There's no way to re-check them after the sequence starts. Example: Seq 1 = Left 4, Right 3. Seq 2 = Left 5, Right 2.
Pick up Speed Cola before the next phase. Sprinting is disabled while holding the Atomkraft Core, so fast reloading becomes critical.
PHASE 07
Atomkraft Core & Dravakar Shard
Machine Workshop → Dry Dock → Storm Bridge → Church
  • 37
    Inside the Machine Workshop, complete the claw machine mini-game. Place all 3 Uranium cylinders into their slots — keep the cursor within the green section of the gauge to succeed.
  • 38
    Go to QUICK REVIVE (Dry Dock). Place the barrel on the pallets next to Quick Revive, then turn on the generator in the shed behind the perk to start charging the Atomkraft Core.
  • 38b
    Stand by the barrel and defend the area — keep turning the generator back on if it cuts out. Survive until the charging sequence completes.
  • 39
    Carry the charged Atomkraft Core to STORM BRIDGE and place it on the barrel at the bridge. A cutscene plays — the Dravakar Shard drops at Tyr's Foot.
  • 40
    On your way to Storm Bridge, pass through the Eidskallen Stave Church and pick up the Disciple Injection (free one is always there).
  • 41
    Place the barrel, pick up Deadshot Daiquiri, and collect the Dravakar Shard.
  • 42
    Take the Dravakar Shard to BLOODHEIM HALL. Place the shard, activate it with the Jotunn Star — the bonfire will glow blue underneath. Using the Disciple Injection, grab 5–6 zombies with LT/L2 and throw them directly into the fire.
  • 43
    A lockdown begins — you must kill an HVT Necropincer. Buy Vulture Aid and pick up any max ammo before engaging. The Necropincer drops the Sun Stone (may also spawn near the bonfire itself).
! Sprinting is disabled while holding the Atomkraft Core. Entering Tyr or using a zipline will drop it — walk carefully from the Machine Workshop to Dry Dock. Have a cleared path ready.
Keep the generator running! It automatically cuts off. If you wander too far away to fight zombies, the charging resets. Stay close and use your Jotunn Star for crowd control.
PHASE 08
Sunstone, Church Puzzle & Boss Prep
Eidskallen Stave Church — Final Ritual
  • 44
    Grab the Sun Stone and head to the Eidskallen Stave Church. Buy Mule Kick on your way in.
  • 45
    Place the Sun Stone on the central altar inside the church. Melee it, then look at the sky — 3 symbols will appear.
  • 46
    The number of lines on each arrow symbol tells you the order they need to be hit with the Lantern. Count carefully — 1 line = hit first, 2 lines = hit second, 3 lines = hit third.
  • 47
    Hit all symbols in the correct order. If done correctly, the sign in the sky will begin scrambling symbols — this confirms you are boss fight ready.
Before triggering the boss fight, fully upgrade your loadout. This is your last safe window. See the PAP requirements below.
III
Main Weapon
Minimum PAP III recommended
II
Jotunn Star
At least PAP II — used on boss weak spots
III
Armor
Full Level III — critical for missile phase
Stock up: Power Keg, Reign Drops, Stim Shots, and a self-revive if running solo. You cannot restock during the boss fight.
FINAL
Boss Fight — Dravakar
Read every tip. This is where most runs die.
  • 48
    The boss fight has multiple phases. Use the Jotunn Star on Dravakar's red weak spots for massive damage. Use your main PAP'd weapon for regular zombie cleanup — conserve the WW for boss hits.
  • 49
    During missile drop phases, position yourself behind pillars or near activated traps. The War Machine can drop an ice head — this is a key weak spot phase. Do not stop shooting the face unless dodging. Stay calm, read rock patterns, keep pressure on weak spots.
Weapon Priority
Jotunn Star → boss weak spots (red glow). Main weapon → zombie hordes. Never waste WW ammo on regular zombies.
Missile Phase
Get behind stone pillars or stand near an active trap. Missiles will not clip through solid cover. Don't be in the open.
Ice Head Drop
The War Machine can drop an Ice Head — this reveals a major weak spot window. Dump everything into it the moment it appears.
Shields & Perks
Enter with full armor, Jug, and Quick Revive active. Power Keg + Reign Drops between phases. Stim Shot if downed.
Final Phase
Don't stop shooting the exposed face. Dodge rock patterns only when absolutely necessary — sustained DPS ends the fight faster.
Solo Tip
Use Stim Shot immediately when downed — don't wait. The boss has very fast follow-up attacks. Revive fast or you'll spiral.