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No—not reliably. Totenreich has six relics, but the dependable completion route is spread across multiple runs because relic tiers require progression, several objectives have mutually exclusive setup requirements, and relic progress is lost when you leave the session. Treat each relic chain as an uninterrupted run objective, and plan for the Tier 0, Tier I and Tier II sequence rather than trying to force all six into one match.
What “one playthrough” means for Totenreich relics
There are two different claims hidden in the question. You might mean completing all six objectives during one match, or unlocking every relic on your account without restarting between objectives. Neither interpretation is a reliable plan.
A match can contain several relic objectives, but the documented route stages them across separate runs. Tier progression has to be established before the higher relics become available, and some objectives consume items or impose restrictions that interfere with another chain. Most importantly, relic progress is tied to the current run. Save-and-quit does not preserve a partially completed chain, so a session must last from the first setup step through the trial and completion.
The practical expectation is a minimum of three planned runs for the tier sequence, with an additional Grim-tier session often sensible for the 900-kill Wrestler’s Belt checklist. Relics are Cursed Mode modifiers, not upgrades: every effect makes a later match harder in exchange for the relic unlock.
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The six Totenreich relics at a glance
| Relic | Tier | Modifier | Earliest meaningful gate | Main trial rule |
|---|---|---|---|---|
| Power Switch | Grim | Tactical and lethal equipment randomizes each round | Tier 0; statue-and-pelt puzzle | Three waves damaged only by fire traps |
| Wrestler’s Belt (Championship Belt) | Grim | Weapon wall-buys randomize each round | Tier 0; hidden 18-counter checklist | Four waves; weapons are removed after each wave |
| Stuffed Elephant | Sinister | Health-regeneration delay rises from 3 to 7 seconds | Tier I and round 40 reached without any perk | Three-minute Mister Peeks egg hunt with HVT extensions |
| Dancing Arnie | Sinister | Every Perk-a-Cola machine, including Der Wunderfizz, gives a random perk | Tier I; multi-item cooking sequence | Five melee-only waves |
| Agarthan Device | Wicked | Zombie type randomizes each round (Normal, Frost or Acid) | Tier II, Edward Richtofen and a side quest | Six indoor-only damage waves at round-60 difficulty |
| Music Box | Wicked | Enemies take critical-hit damage only | Tier II route timing around Tyr’s Head | Headshot objective (the current interaction is not fully confirmed) |
Why one match is the wrong strategy
Tier progression is staged
Power Switch and Wrestler’s Belt are Grim relics. Stuffed Elephant and Dancing Arnie are Sinister, while Agarthan Device and Music Box are Wicked. The route used by current guides builds from Tier 0 to Tier I and then Tier II. Cursed tiers are assembled from relic values, so a fresh account should expect to complete relic work on other maps before the highest Totenreich tier is available. Relics can only be equipped after the map’s main quest is complete.
Objectives compete for the same run resources
Several chains require a specific character, a particular item order or a long restriction before the trial even starts. The Stuffed Elephant run forbids every perk through round 40, while Dancing Arnie requires ingredients and a Jotunn Star sequence. Agarthan Device adds secret-room randomness and a side quest. Combining all of those conditions in one session creates multiple ways to invalidate hours of setup.
Leaving the match discards chain progress
Relic chains do not survive save-and-quit. This is especially punishing when a chain begins after a round-40 or round-60 gate. Schedule enough uninterrupted time, and do not treat a quit as a checkpoint.
The practical three-run route
| Run | Tier focus | Work to schedule | Important preparation |
|---|---|---|---|
| Run A | Tier 0 / Grim | Power Switch; begin or complete Wrestler’s Belt if the session length allows | Scoped weapon, Combat Axe, statue count notes and sufficient Essence for trap activations |
| Run B | Tier I / Sinister | Stuffed Elephant, then Dancing Arnie | No perks through round 40; collect cooking components before building Jotunn Star |
| Run C | Tier II / Wicked | Agarthan Device and Music Box | Edward Richtofen, direct-purchased Melee Macchiato and secret-room routing |
This is a progression framework, not a promise that every objective fits neatly into three evenings. Wrestler’s Belt alone requires 900 counted kills, so many players will use a separate Grim session rather than risk the Power Switch trial after a long weapon checklist.
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Power Switch: the cleanest first target
Power Switch is usually the best starting relic because its puzzle is deterministic once you record the current match’s randomized values. Bring a scoped weapon and a Combat Axe (also called a Tomahawk). Four deer-skull statues are out of bounds; scope each one and write down whether it shows one, two, three or four heads.
- Inspect all four statues with the scope. Their head counts reroll every game, so an order memorized from another match is useless.
- In Blodheim Hall, identify the four matching deer-head pelts.
- Throw the Combat Axe at the pelts from the fewest heads to the most.
- If the order is wrong, the pelt sequence resets; reread the statue counts rather than guessing.
- Enter the portal and activate the fire traps for three waves. Enemies in this trial can be damaged only by those traps.
Budget roughly 10,000 Essence for trap activations. The challenge is resource planning, not weapon damage: arrive with enough currency to keep the traps running through all three waves.
Wrestler’s Belt: an 18-counter, 900-kill checklist
The Wrestler’s Belt trigger is a hidden checklist of 18 counters: 17 wall-buy weapons and the Jotunn Star, with 50 kills credited to each. That is 900 counted kills in total, according to the 2026 ZombiesCodex/COD Central guide. The relic randomizes weapon wall-buys each round, so complete the checklist before entering its trial.
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In the Lighthouse Wonder-Weapon room, break the box and take the Swordfish magazine before picking up Jotunn Star. Taking the Star first can remove the magazine for that game, preventing completion of the checklist.
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Make every kill count
- Buy each weapon from its own chalk outline on the wall.
- Mystery Box weapons, loadout weapons and teammate kills do not count toward the corresponding wall-buy counter.
- Track progress in Weapon Stats. The guide recommends aiming for 55–60 kills per weapon to provide a safety margin over the 50-kill requirement.
- After all 17 wall weapons, earn 50 Jotunn Star kills.
Complete the Arsenal trial
Use the Arsenal-side portal in Eidskallen Square. The four-wave trial removes your weapons after each wave; high-value-target waves are waves 2 and 4. Bank enough Essence to repurchase what you need between rounds. The relic was reported solved on 16 October 2026, 169 days after the map launched, illustrating how long this objective remained undocumented.
Stuffed Elephant: reach round 40 without a perk
Stuffed Elephant is a Tier I relic with a strict opening condition. From round 1 through the completion of round 40, do not obtain a perk from any source. That includes perk machines, Der Wunderfizz, GobbleGum, T.E.D.D. rewards, Mister Peeks eggs and Random Perk drops.
Pack-a-Punch, Golden Armor and field upgrades remain allowed, so improve damage and survivability through those systems without accidentally triggering a perk pickup. The gate is reached at round 40; only then should you start the relic trial.
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- Go behind Jugger-Nog on Fishery Island to start the trial.
- Find four Mister Peeks eggs within three minutes.
- Kill the HVT associated with each egg. Each HVT extends the timer.
- Search the four named landmarks: Skallen Market, Storm Bridge, Dry Dock and Beacon Island.
The reward effect increases the health-regeneration delay from three seconds to seven, a substantial recovery disadvantage in later Cursed runs.
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Dancing Arnie: cook in the only safe order
Dancing Arnie randomizes the perk dispensed by every Perk-a-Cola machine, including Der Wunderfizz. Its setup has a run-breaking item-order trap: Chilly Chunks must be placed in the cooking pot before Jotunn Star is built.
Gather and cook the ingredients
- Place the pot on the fire in Blodheim Hall.
- Add ale.
- Add Chilly Chunks.
- Add a Necropincer lobster killed with Flammenfalle.
- Add the special-round red fish.
The shared can is consumed by the sequence. Building Jotunn Star first can permanently soft-lock Dancing Arnie for that run because the Chilly Chunks can no longer be added.
Feed Mister Peeks and clear the melee trial
Feed Mister Peeks approximately 100 Jotunn Star melee kills. Reports vary between about 75 and 100, so continue until the laugh cue rather than stopping at an earlier count. Then enter the Fishery Island trial and clear five melee-only waves. HVTs appear on waves 2 and 5, so preserve positioning and avoid spending the Star’s charge on ordinary ranged damage.
Agarthan Device: the highest-risk chain
Agarthan Device is Wicked tier and requires Tier II or higher with Edward Richtofen selected. Its modifier cycles zombie types each round through Normal, Frost and Acid. The chain is fragile because its secret-room items, barrel interaction and completion state all depend on the same uninterrupted run.
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Use the required setup
- Buy Melee Macchiato directly from its machine. Perkaholic or another source can break the barrel interaction.
- Search the randomly accessed secret rooms for Mr. Peeks, the Helmet and the Walkie-Talkie.
- Complete Richtofen’s side quest and place all three items on the throne.
Finish the six-wave trial
The trial uses round-60 difficulty. Zombies can be damaged only indoors, and HVTs appear on waves 3 and 6. Keep the fight inside valid rooms, reserve movement routes for HVT spawns and maintain enough resources for six escalating waves.
Do not save and quit after collecting the items or opening the barrel. The guide reports that progress resets and the barrel cannot be reopened, forcing a new run. Start Agarthan Device only when you can finish the entire chain in one sitting.
Music Box: schedule the headshots before Tyr’s Head changes
Music Box is the second Wicked relic and makes enemies vulnerable only to critical-hit damage. The current route places its headshot objective before the main-quest step that changes access to Tyr’s Head. That interaction is not fully confirmed, so treat the ordering as a precaution: complete the headshot work early rather than relying on access remaining unchanged after the quest advances.
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Because Music Box has no comparable round-40 restriction or item recipe documented in the current route, it can be scheduled around the Agarthan setup. Keep it in the same Tier II planning block, but do not assume that finishing one Wicked objective saves the other if you leave the match.
Can multiple relics share a match?
Yes, in principle, but “possible” is not the same as “reliable.” Power Switch and Wrestler’s Belt both use Grim-tier progression, yet the belt’s 900 counted kills can consume the time and Essence needed for the trap trial. Stuffed Elephant’s no-perk restriction can coexist with early Dancing Arnie preparation, but one accidental perk invalidates the Elephant gate. Dancing Arnie’s ingredient order must be completed before Jotunn Star, while the belt requires the Star for its final 50 kills. Agarthan Device adds a character lock, secret-room randomness and an indoor-only trial.
Use a shared run only when the prerequisites do not conflict and you have a written checklist. Otherwise, finish the shorter chain, extract the knowledge you gained and start the long chain in a fresh session.
Failure-prevention checklist
- Record the four deer-statue counts every Power Switch run.
- For the Wrestler’s Belt, take the Swordfish magazine before Jotunn Star and buy weapons from chalk outlines.
- Track each weapon to at least 55 kills when possible, because only credited kills advance the counter.
- Never pick up a perk before round 40 during Stuffed Elephant preparation.
- Put Chilly Chunks in the Dancing Arnie pot before building Jotunn Star.
- Continue feeding Mister Peeks until the laugh cue instead of trusting a low kill estimate.
- Select Edward Richtofen and buy Melee Macchiato directly for Agarthan Device.
- Do not save and quit during the Agarthan chain.
- Complete Music Box headshots before the Tyr’s Head main-quest transition as a precaution.
- Reserve uninterrupted time for every trial; leaving the session does not create a checkpoint.
Bottom line
Plan to unlock Totenreich’s six relics across multiple uninterrupted runs. Build from Grim to Sinister to Wicked, use Power Switch as the first target, reserve a dedicated session for the Wrestler’s Belt if necessary, and treat Dancing Arnie and Agarthan Device as order-sensitive chains that can be lost by one mistake. A single all-relic match is not a dependable objective under the current rules.
Quick Recap
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