Black OpsShangri-La

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

not required, but it helps

the steps

  1. trigger the eclipse

    the four dials around Quick Revive, in spawnall fouron a clock

    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.

    tip

    set this up at the end of a round with a crawler alive. every step below is a step you are doing against a clock.

  2. get Brock and Gary talking

    the locked area behind the MPLone player

    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.

  3. match twelve pairs of tiles

    the two sides outside spawn, the bridge and the MPLall four, working in two pairson a clock

    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 once

    a 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.

  4. land on the grate hard enough

    the bottom of the water slidethree standing, one riding

    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.

  5. shrink the diamond and launch it

    the top of the waterfall, then the geyserone player with the baby gun

    there is a diamond on top of the waterfall entrance. knock it down with anything explosive, then shoot it with the 31-79 JGb215 to 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.

  6. turn the gas on

    the valve by the pack-a-punch pressure plateone player

    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 MPL entrance all the way to the power room, and walking through makes your character cough.

  7. walk a napalm zombie through the gas

    the tunnel, MPL entrance to the power roomone player leading, the rest keeping offon a clock

    you need a napalm zombie alive and following you. lead it from the MPL entrance 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 once

    lighting the gas and pulling the lever have to happen in the same eclipse. talk about the floor being covered in lava means it worked.

  8. plug four holes with spikemores

    the tunnel with the MP5K on the boardone player placing, the rest feeding zombies

    four holes in the side of the tunnel, three of them lit blue and one not marked at all. place a Spikemore facing 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.

    tip

    crawlers or the napalm zombie are the easiest things to trigger them with.

  9. knife twelve panels

    five in spawn, two mud room, two minecart, two stakeout, one poweranyone

    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.

  10. set the wheels to 16 1 3 4

    the mud pit templeone player

    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.

  11. find the four gongs that ring

    the radio by the pack-a-punch stairs, then the pastone playeron a clock

    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 once

    the 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.

  12. bounce the light and catch the dynamite

    the crystal over the mud pit temple, and the minecart gateone shooting, one catching

    still in the past. the player with The Fractalizer shoots 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 once

    drop the dynamite and you are back at the gongs.

  13. blow the wall and take the stone

    the pack-a-punch templewhoever caught the dynamite

    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.

    tip

    everybody 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

where this came from

more on Shangri-La

keyboard

anywhere

on a guide

the keys under "on a guide" do nothing elsewhere, because what they press is not there.

arrows to move, enter to open, esc to close