Time Travel Will Tell
thirteen steps, most of them on a four minute clock, to pull two explorers out of a loop they have been dying in since before you arrived.
- players
- 4
- solo
- not possible alone
- difficulty
- time
- an hour and a half to 2 hours
- reward
- all eight perks, for the rest of the game, for whoever picks up the focusing stone
the time, and a rating of "hard", come from Shangri-La Main Quest at COD Zombies Guides. the pips are our own estimate, scaled against every guide here.
before you start
- four playersthe eclipse needs four buttons pressed at once, and it gates everything
- the power on
- a
31-79 JGb215the baby gun, from the box. one step needs it as it comes, a later one needs it pack-a-punched intoThe Fractalizer - a napalm zombiecalm, and still alive. one step is walking it down a tunnel full of gas
Spikemoresbought off the wall, plus zombies to set them off- anything explosivea
Ray Guncovers both the jobs this is needed for
not required, but it helps
- crawlersan eclipse lasts three to five minutes and a round does not stop for it
the steps
four dials on four walls around
Quick Revive. all four players press use at the same moment and the map goes into the past: the sun eclipses, and a 115 meteorite settles over the temple in spawn.you will do this many times. the eclipse runs three to five minutes and then drops you back into the present, and a step that was half done when it ended has to be started again.
tipset this up at the end of a round with a crawler alive. every step below is a step you are doing against a clock.
two people are shut in behind the
MPL. press the button there, same as the eclipse dials, and let them finish speaking. when they stop, plates appear on the ground outside spawn, twelve on each side.each plate carries a symbol and its twin is on the other side of the map. one player stands on a plate and reads the symbol out, the other side goes looking for the same one, and both stand on their plate together. the pair vanishes.
repeat until all twenty four are gone. a focusing crystal appears on the boulder above the
MPL.you only get this wrong oncea wrong pair brings all of them back, and while somebody is standing on a plate the rest of the symbols reshuffle. read, step off, then search. four or five minutes is the whole budget.
three players stand on the metal grate at the bottom of the slide, where the water lands. the fourth takes the slide and hits the switch on the side of it on the way down.
three people weighing the plate down and one arriving at speed is what trips it. the eclipse ends when it works.
there is a diamond on top of the waterfall entrance. knock it down with anything explosive, then shoot it with the
31-79 JGb215to shrink it. knife it and it rides the slide into the geyser, which throws it up onto a tower.a new diamond appearing is how you know it counted.
next to the pressure plate in the crevice there is a gas pipe with a wheel on it. turn it four times, until the characters start talking about the gas.
leaks now run along the walls and the ceiling from the
MPLentrance all the way to the power room, and walking through makes your character cough.you need a napalm zombie alive and following you. lead it from the
MPLentrance through the cave so it lights the leaks: at the cave mouth, near the spout launcher, and just before the power room.then go back to the crevice. the lever beside the valve is now up. press it to bring it down.
you only get this wrong oncelighting the gas and pulling the lever have to happen in the same eclipse. talk about the floor being covered in lava means it worked.
four holes in the side of the tunnel, three of them lit blue and one not marked at all. place a
Spikemorefacing each hole and let a zombie walk into it, so the spikes fire into the hole.then go to the bottom of the waterfall. on one side of the middle boulder is a brick sticking out of the wall telling you not to hold use. hold use. you go back to the present, and a new diamond appears over the mud pit temple.
tipcrawlers or the napalm zombie are the easiest things to trigger them with.
in the past again. twelve panels around the map, and this time you knife them rather than stand on them:
- five in the spawn room
- two in the mud room
- two by the minecart
- two in the stakeout room
- one by the left power switch
when all twelve are lit, look out of bounds by the minecart gate: there is a snare trap out there. blow it up.
a radio on a box near the minecart gate reads out a code: 16, 1, 3, 4. go back into the past and set the four wheels in the mud pit temple so those are the numbers on top. counting from the eclipse button side:
- far right: set it to the mark that looks like
[ | - - near right, directly behind it: one dot
- far left, diagonal from that: three dots
- near left, behind it: four dots
a diamond appears over the mud pit temple.
- far right: set it to the mark that looks like
in the present, by the right side of the stairs up to pack-a-punch, there is a radio on the ground by the statue. you have to listen to it, or the dynamite never falls. it only appears once the wheels are set.
then, in the past, knife gongs until you find the four that ring. check the focusing crystals after each one: glowing red and fading means wrong, nothing at all with the ringing still going means keep looking. four right ones and Treyarch's symbol appears over the crystals, glowing yellow.
you only get this wrong oncethe crystals have to still be yellow and still ringing when you start the next step, so do not let the eclipse run out here. if it does, the gongs start again.
still in the past. the player with
The Fractalizershoots the focusing crystal over the mud pit temple. the light runs around the crystals and knocks the dynamite off the one by the minecart gate, and somebody has to be standing directly underneath it.with the dynamite caught, shoot the same crystal again. the beams get stronger, hit the meteorite, and it shrinks and drops into the temple.
you only get this wrong oncedrop the dynamite and you are back at the gongs.
the pack-a-punch machine has gone and the back wall is open. walk up and press use to hand Brock the dynamite through the hole in the wall. the water washes you down the stairs and back into the present.
climb the temple one more time. the wall is gone and the focusing stone is floating over the altar. hold use to take it.
tipeverybody gets the achievement, but only the player holding the stone gets all eight perks, and they keep them even after going down. a radio at the foot of the temple resets the eclipse buttons so the next player can do it too, up to four times.
arrow keys or j and k to move, d to tick this one off.
all of it, done.
what that got youall eight perks, for the rest of the game, for whoever picks up the focusing stone
next on this mapPareidoliaor pick something else
where this came from
- Time Travel Will TellCall of Duty Wiki, read 2026-09-07
- Shangri-La Main QuestCOD Zombies Guides, read 2026-09-07