RSVSR Seed Relic Grim Trial Guide for Zombies Round 20 Runs

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    I learned the hard way that the Seed Relic run isn't "let's try it and see" content. If you're thinking about it, you should already have the map's main Easter egg wrapped up, and you should be loading in with Gobblegums that actually buy you time—Insta-Kill, Temporal Gift, and Max Ammo are the ones that keep the whole thing from falling apart. I usually set my weapon plan before I even move: one reliable upgraded automatic for crowd control, and a calm route through the hotspots so I'm not panicking later. If you're practising routes or setups with friends, stuff like a CoD BO7 Bot Lobby can make it easier to drill the timing without wasting full matches, as long as you're still ready for the real pressure when it counts.

    Round 20 Is the Real Start

    The moment the counter flips to 20, you stop "playing normally" and start hunting. There's a specific pistol you need, sitting on the ground, and it rotates between six spawn points. No marker. No mercy. What works for me is a quick loop: I check the two near Pack-a-Punch first, then cut toward the areas by Stamin-Up and Juggernog, and sweep the remaining spots on the way. Don't over-fight while you search. Keep one zombie alive if you can, keep your route clean, and don't get cute trying to loot every corner. Finding the pistol feels like a win, but it's really just permission to attempt the hardest part.

    The 20-Kill Trap

    Once you pick up that pistol on Round 20, you need exactly 20 kills with it. That's the whole trick. Not "about 20." Not "close enough." Exactly 20, and you've got to count them yourself. Because on Round 20, a base pistol is basically asking to get slapped. So you play it like a controlled stunt: train a decent group, pop Temporal Gift, then use Insta-Kill so each shot is clean and fast. Count out loud if you have to. When you hit kill number 20, stop using the pistol immediately—swap back to your main gun and finish the round normally. One extra pistol kill can mess the attempt up, and you'll know because nothing else will line up after.

    Grim Trial Survival

    If you did it right, Round 21 opens with that crackling green portal. Step in and you're in the Grim Trial, "Cursed," and the game strips you down to a Pack-a-Punched version of the pistol. It's tight in there, and the waves come fast. You can't rely on swapping weapons, so you rely on movement: keep the stairs in your rhythm, cut angles early, and don't let yourself get pinned trying to reload in a bad spot. If you've banked salvage, bumping the pistol's rarity can smooth the later waves, but it won't save you if your pathing is sloppy. Survive four waves and the Seed Relic finally spawns—golden, spiky, and impossible to miss once you're standing over it.

    After You Grab It

    Picking it up throws you back onto the main map and the relief hits straight away, because you can breathe again and play like a human. The run is fragile, though, so I always tell people to treat it like a checklist and not a vibe: prep the right gums, move fast on 20, count the pistol kills, then stay disciplined in the Trial. If you're the type who likes to optimise outside the match—whether that's sorting loadouts, grabbing cosmetics, or topping up game currency—services like RSVSR can be handy, and then you can focus your in-game energy on surviving those four waves instead of scrambling for everything at once.