Gaming Guide

Black Ops 7 Zombies: What the Primordial Being 18 Relic Challenge Requires

The exact Cursed Standard setup, every relic effect, and how to confirm a completion registered.

The exact Cursed Standard setup, every relic effect, and how to confirm a completion registered.

In Call of Duty: Black Ops 7 Zombies, Primordial Being is the toughest way to complete a main quest. The challenge requires activating every relic available in Cursed Standard mode—all 18 Tier III modifiers simultaneously—then completing a map’s Easter egg quest without dying during that run. Perks become random, ammunition is consumed twice as quickly, zombie health regenerates, and the enemy types change each round.

Quick answer: Enable all 18 Tier III relics in Cursed Standard, then finish a map’s main quest in that same run. The post-match screen must read MAIN QUEST COMPLETE.


What counts as a Primordial Being completion

The challenge lives inside Cursed Standard, the mode where you pick relics before matchmaking and the pause menu tracks how many are live. With everything selected, the pause screen reports Tier III Relics Active 18, and that counter is the proof the run qualifies. Anything less than 18 is still a Cursed run, just not this challenge.

Completion is tied to the map’s main quest, not to a round number. Runs have ended anywhere from the mid-20s to round 40 depending on the map and how quickly the team pushed the quest. Solo and co-op both count, and squads of three have cleared it together.


Every relic effect in the 18 relic setup

Relics stack, so the pain compounds. These are the modifiers that shape how a Primordial Being run has to be played.

RelicEffect
CursedPerk machines become cursed and give randomized perks
ReliableMore bullet damage, but each shot uses double ammo
LimitationCaps you at four perks at a time
LockedPerk machine prices never drop
ConsecratedOnly one weapon can be Pack-a-Punched
Lethal FoeEnemies only take direct weapon damage
RestorationZombie health regenerates over time
ErraticZombie types reshuffle every round
CanistersElite and Special spawns are randomized
CarnivalMimic props blend into the map
SporeElectric damage fields spawn around enemies
Grim, Sinister, WickedUnlock the Tier III reward tier

Restoration and Lethal Foe together punish chip damage. Sustained fire into a weak point beats poking at a boss between dodges, because anything you leave alive slowly heals back up.

The Tier III tier you unlock along the way does hand something back. Golden Armor, Pack-a-Punch IV and Ultra weapon rarity are the rewards riding on the Grim, Sinister and Wicked selections, and they are the only reason a round-40 quest clear is survivable at all.


Setting up the run before you load in

Open Cursed Standard from the Zombies menu and go into relic selection. Turn on all 18 and check the right-hand panel before backing out — the count is easy to get wrong when you are toggling that many entries.
Pick your map and decide solo or co-op. Both are valid, but a squad splits quest steps and covers downs, which is why three-player attempts finish faster.
Set your loadout and field upgrade on the confirm screen. Frenzied Guard has been the pick for Paradox Junction runs, paired with an SMG such as the VMP; Wild Fire, Aether Shroud, Dark Flare, Energy Mine, Toxic Growth, Healing Aura, Mister Peeks, Tesla Storm and Frost Blast are the other options.
Map and Loadout Setup00:45Map and Loadout Setup
The Confirm Loadout screen, showing a solo Totenreich run with weapons and active relics before Ready Up. Shown at 00:45 in Multi’s video. Image: Treyarch
Ready up and verify once you spawn. Pause immediately and confirm the relic counter reads 18 before you commit twenty minutes to the quest.

Round counts from completed 18 relic runs

Rounds climb because quest steps take longer when zombies heal and ammo halves. These are the rounds solo clears landed on.

MapFinal encounterRound
Ashes of the DamnedVeytharion25
Astra MalorumCaltheris26
TotenreichDravakar33
KowakujoNyxara’s Ruin38
Paradox JunctionThe Dark Heart40

A three-player Paradox Junction attempt landed lower, finishing the main quest after surviving 36 rounds, with one player spectating after being eliminated late in the run. Teammates going down does not void the completion as long as somebody finishes the quest.


Mid-run systems that decide the outcome

With Consecrated limiting you to a single Pack-a-Punch weapon and Locked keeping perk prices high, essence management matters more than usual. The Arsenal machine and crafting table are where runs get salvaged, since weapon upgrades there do not fall under the Pack-a-Punch restriction.

201:19201:27201:19
The crafting table with its Use prompt, one of the few upgrade routes left open under Consecrated. Shown at 201:27 in Freckleston’s video. Image: Treyarch

T.E.D.D. tasks are worth chasing. An on-screen prompt announces that a task has appeared at a specific location and asks you to hold a zone; clearing it returns salvage, an Eternal Perk and equipment upgrades. Under Limitation’s four-perk cap, an Eternal Perk is effectively free value.

Defending T.E.D.D. Zone30:31Defending T.E.D.D. Zone
Holding a T.E.D.D. zone with The Jotunn Star while T.E.D.D.'s dialogue plays. Shown at 30:31 in Multi’s video. Image: Treyarch

Two other tools show up repeatedly in successful runs. The Rampage Inducer speeds up rounds early, when zombies are still soft enough for Restoration not to matter, and the Disciple Injection turns you into a Disciple for heavy crowd clear during objective holds.


Boss fights under 18 relics

Ashes of the Damned: Veytharion

Veytharion drops in through the ceiling of Veytharion’s Sepulcher and the boss health bar appears. Ol’ Tessie, the modified truck with a roof-mounted energy turret, carries the fight — you run zombies down, fire the turret, and repair the vehicle between laser sweeps and the red ground runes.

Veytharion Descends00:14Veytharion Descends
Veytharion in the sepulcher as the boss health bar comes up. Shown at 00:14 in H3LLFYR’s video. Image: Treyarch

Lethal Foe means splash and indirect damage do nothing here, so the turret and direct weapon fire are the only things moving that health bar down.

119:52119:52119:52
Taking aim at the Guardian inside Veytharion's Sepulcher. Shown at 119:52 in Freckleston’s video. Image: Treyarch

Paradox Junction: The Dark Heart

The Dark Heart hovers over the town street while you stand inside glowing musical circles around pianos, holding them against zombies, megatons and disciples. Explosive-round setups like Mustang and Sally keep the circles clear, and the boss opens up molten fissures that mark the window for concentrated wonder weapon fire into its core.

Concentrated Fire on the Dark Heart25:20Concentrated Fire on the Dark Heart
Pouring wonder weapon fire into the Dark Heart while its fissures are exposed. Shown at 25:20 in H3LLFYR’s video. Image: Treyarch

Totenreich: Dravakar

Dravakar emerges from the cliffside at Dravakar’s Fall alongside the Tyr mech, which trades blows with it while you work the ground. The target is the glowing red chest weak point, hit through ice storms, boulder throws and a late enraged phase. The fight ends with the titan shattering and a victory cutscene.


Confirming the completion registered

The moment the quest resolves, the game cuts to a screen reading MAIN QUEST COMPLETE alongside a line confirming how many rounds you survived. The after action report that follows lists total essence, eliminations, medals and any challenge rewards unlocked, followed by Battle Pass and level progression.

If you want a record of the relic count on the same run, pause before you trigger the final step and screenshot the Tier III relic counter. The completion screen shows the quest and the round, but the relic total only lives in the pause menu.