Death Howl Guide | How to Use Totems and Escape Cards
Here’s a guide on how to use Totems and Escape Cards in Death Howl.
Game Guide by TauxicPandA on Dec 22, 2025
In Death Howl, Totems and quest-related mechanics change the way you get ready for and travel through encounters and the world. You can plan your path, handle risk, and figure out when to leave a place by learning how Quest Cards, Sacred Groves, and Totems work together.

Totem Slots And Totem Effects
You can unlock additional Totem slots through certain Realm Progress Trees. At the start, you have one slot and access to four Totems. Each Totem provides a benefit that activates on the first turn of combat in Death Howl.
In the starting Realm, one Totem increases your damage on the first turn. You can switch Totems freely, and there is no penalty for testing different options. As you progress, you gain access to more Totems with varied effects.
Some deal one point of fire damage to all adjacent units. Others grant three stacks of Block after you defeat an enemy. Some Totems provide strong effects paired with drawbacks. In many cases, the benefit outweighs the cost, depending on your build.
How To Get Totems
You get Totems by exploring the world. Some are found by interacting with scenic locations, while others are rewards for completing Side Quests. Exploration directly expands your available combat options through these items in Death Howl.

Side Quests And Quest Cards
Side Quests often require you to carry a Quest Card to a specific location. Quest Cards do not count toward your deck size limit. Many Quest Cards providebeneficiall combat effects, while others impose restrictions that align with their narrative role.
While carrying a Quest Card, you cannot teleport between or to Sacred Groves. At least one Side Quest triggers an ambush immediately after you get the Quest Card. Ambushes also occur in locations such as caves.
Managing Quest Cards And Escaping
You can remove a Quest Card from your deck using the deck list screen. When you do this, the Quest Card returns to its original location, and you regain the ability to teleport in Death Howl.
Inside caves, the map is usually hidden. A symbol in the corner allows you to return to the main map. After removing the Quest Card, you can teleport to any Sacred Grove.
If you are holding a Quest Card, you can still rest and recover health at Sacred Groves. Teleportation is the main restriction. Side Quest rewards are usually worthwhile. Some rewards reference folklore or myth themes.

Side Quest Availability And Strategy
So far, Side Quests can't be missed. If you leave and come back later, they are still there and haven't changed. The benefits are nice, but none of them need to be done more than once with a deck that isn't ready.
Returning later with stronger cards or adjusting your deck for the encounter is a more effective approach than repeatedly retrying the same challenges in Death Howl.
Also, check our Death Howl Review and other guides below:
- Death Howl Guide | How to get Buff and Debuff
- Death Howl Beginner’s Guide | Gameplay Tips & Tricks
- Death Howl Guide | How to Heal and Spawn Efficiently
- Death Howl Guide | How to Advance the Progress Tree
- Death Howl Guide | How to Build a Deck
- Death Howl Guide | How to Defeat Elder Spirits
- Death Howl Guide | How to Place Each Card
- Death Howl Guide | How to Use Flygge
- Death Howl Guide | How to Craft the Best Cards
- Death Howl Guide | How to Navigate the Map
- Death Howl Guide | How to Use Cards Effectively
- Death Howl Guide | How to Defeat Goats
- Death Howl Guide | How to Defeat Enemies
- Death Howl Guide | How to Master Defense
- Death Howl Guide | How Each Stats Work
- Death Howl Guide | How to Master Combat and Positioning
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