Cursed Mode in Black Ops 7 doesn't mess around, and you feel it right away. You load in with a pea-shooter, no minimap, and a weird sense that every mistake's going to cost you a whole run. If you're chasing Relics for the bragging rights (or because you can't leave a checklist unfinished), it helps to know when to grind and when to cut your losses—and some players even look at CoD BO7 Boosting when the RNG starts bullying them.

Ashes of the Damned: Grim Relics First

Start with the Grim set because everything else leans on it. Dragon Wings is the classic "simple on paper" trap: hit Round 20, get Pack-A-Punch online, then take the jump pad between Vandorn Farm and Janus Towers and pop three purple orbs while you're airborne. Miss one and you're doing laps again. If you stick it, the trial flips the usual comfort stuff on you—power-ups hurt, so you're suddenly side-eyeing every drop like it's a grenade. Lawyer's Pen is more about route memory. You've got three red candles: the cabin by Blackwater Lake, the Ashwood area, and inside the Vandorn farmhouse. Bring a Molotov or Napalm Burst and don't overthink it, because the Shock Mimics in the trial will punish anyone who tries to "play safe" and stand still.

Ashes of the Damned: The Scavenger Bits and the Mean Trials

Teddy Bear feels like the game's laughing at you. Run Aether Shroud and the Necrofluid Gauntlet, pop Shroud, and suddenly the map's got invisible bears tucked into places you've probably sprinted past a hundred times—like the Vandorn Farm silo or that church wall in Ashwood. The trial's the real kicker: every bullet costs Essence, so your "spray and pray" habits have to go. After that, the Sinister steps start asking for commitment. VRIL Sphere wants you at Level 40 with all Grim Relics on, then you've got to bait a Doppelghast onto a jump pad and have the pad do the kill. The follow-up trial blocks purchases entirely, so you either prep your Gobblegums and kit early or you suffer.

Ashes of the Damned: Long Haul Wicked Relics

Focusing Stone is the kind of task that turns friends into backseat coaches. You need to melee a Zursa to finish it, but not before you soften it up with gunfire, and then you're stuck solving that wine bottle puzzle in the Blackwater Lake cabin while everything's still trying to eat you. Wicked Relics are the "settle in for the night" tier. The Bus wants Round 60, then a full round with zero damage taken—people swear by riding Ol' Tessie because it's one of the few ways to keep the chaos at arm's length. Blood Vials is patience: starting at Round 20, a phone rings every ten rounds, and you have to answer it five times total. The Dragon is the flex: beat the main quest boss after Round 60, then survive a trial where only explosive damage counts, so if you didn't plan your loadout, you'll feel it fast.

Astra Malorum: Precise Steps, Less Mercy

Astra Malorum swaps endurance for exactness. The Seed Grim Relic asks for an uncommon gun that starts showing up after Round 20, then it demands a kill count that matches the round you picked it up—grab it on 22, you need exactly 22 kills, no freebies. The Spider Fang Sinister Relic is even more fiddly: bring Wisp Tea and Aether Shroud, wait until a wisp is actively hitting OSCAR, then melee kill him in that window. Mess up the timing and you're basically resetting the setup. And yeah, the community's still poking at the Gong and Samantha's Drawing, which usually means the real answers are hidden behind some wild trigger—so if you're tired of burning runs just to test theories, CoD BO7 Boosting buy can be a practical shortcut while you keep the fun parts for your own matches.