For the Good of All
every map at once, and the end of it. nine steps, seven relics from seven quests, and the Shadowman.
- players
- any number
- solo
- possible alone
- difficulty
- time
- an hour to an hour 45
- reward
- the achievement, the cutscene, and the loop finally broken
the time, and a rating of "medium", come from Revelations Main Quest at COD Zombies Guides. the pips are our own estimate, scaled against every guide here.
before you start
- the Keeper Protector
- the
Apothicon Servant, packed Lil' Arniesout of the mystery box, and the second reel wants nine of them
not required, but it helps
- the
Thundergunnot required and worth stopping for. the Margwa waves and the Shadowman are both much shorter with it
the steps
two islands out past the spawn room, two graves each, with the crew's names on them. shoot them in the order the Ultimis four were killed:
1. Richtofen, in The Giant's opening cutscene 2. Dempsey, at the end of My Brother's Keeper 3. Takeo, at the end of Seeds of Doubt 4. Nikolai, at the end of Love and War
thunder, and a small red flame on each stone for a moment.
tipif the names are hard to read, the order left to right is the second, third, first, fourth stone. get it wrong and just start again from Richtofen; there is no penalty and no limit.
the three reels come in order and nothing else moves until each one is in its player. you do not have to listen to them.
find a small pointy rock at the back centre of one of three jump pads: Shangri-La's back to spawn, Mob's to Verrückt, or Verrückt's to Kino.
summon the Keeper Protector, walk him to that pad, and stand on the rock while the pad is inactive. he starts a three minute chant and every zombie on the map goes for him instead of you.
the reel appears in front of that pad. put it in the player on the top floor of Nacht.
you only get this wrong oncea Margwa reaching him ends it. it slams him until it dies. kill anything you hear spawn immediately, and if he goes down, summon him again and start the three minutes over.
tipparasites do not attack him, only you. keeping one alive for the whole three minutes is the cheapest way through this.
inside the giant Apothicon, around the edge of the pack-a-punch room, there are nine holes that zombies come out of. throw a
Lil' Arnieinto each, one at a time and never the same hole twice.every third hole spawns three Margwas to kill.
the reel appears in the middle of the top bridge. it goes in the player in Kino, on the right of the stage.
you only get this wrong oncegoing down mid-Margwa resets the three holes you are working on, and so does leaving the Apothicon with a group unfinished. completed groups of three are safe, so it is three holes at a time and then a breather.
tipgo prone in front of a hole to land the throw. with enough
Lil' Arnies, or a co-op group carrying them, you can do all nine at once and kill nine Margwas in one go.shoot six rocks with any pack-a-punched weapon except the
Apothicon Servant. each one sets a bone floating, and you collect the bone by shooting it with the packedApothicon Servant.- Verrückt, left of the corruption engine near the waterfall
- Origins, next to the giant footprint, outside the map
- Der Eisendrache, on the wall run track
- Nacht, above the Der Eisendrache portal
- Shangri-La, above
Stamin-Up - spawn, inside the church
the bones pile up on the top floor of Nacht in front of the audio player. shoot the pile with the packed servant and they become Sophia's body; shoot her and she is absorbed, leaving the reel.
that one goes in the player on top of the excavation site in Origins.
tipsome of these rocks are genuinely hard to see. a sniper, or anything with a scope, is worth carrying for this step alone.
S.O.P.H.I.A. appears over Nacht as a transparent version of herself.
use the turret at each corruption engine to shoot a big floating 115 rock. 8000 points in total. you can see two rocks from each turret: always take the left one when you are facing the Nacht portal.
then interact with her on the top floor of Nacht to make her solid, and follow her to the Kino teleporter, which she sits on and powers.
tipthe aim on these is strange. put the turret roughly on the middle of the rock and move slowly: it locks and throws you off the turret by itself when you have it.
everybody in the teleporter. it takes you to Samantha's bedroom. the Kronorium is on the edge of the bed; picking it up sends you back.
put it on the podium on the Kino stage and four balls of energy fly off to the projector room.
four small yellow orange eggs. each area has four possible spots and you only have to find one per area:
- Shangri-La and spawn: the fire pit at the foot of the stairs; the floor by the window left of
Stamin-Up; against the bin left of the stairs to the Shangri-La pad; on a barrel by the Origins pad - Kino and Der Eisendrache: the floor on the way to the
Bowie Knife; the corner of the higher balcony right of the stage; a bucket right ofDer Wunderfizz; at the feet of the Primis statues - Verrückt: the left of the path into the building; right of the blue lit debris near the top of the
Speed Colastairs; between the two big green tubes in the Zetsubou room; byDer Wunderfizz, next to two small chairs - Mob and Origins: just before the corruption engine near the cells; near the
KN-44wall buy; left ofDer Wunderfizz; left of theVesperwall buy by a pile of rocks
put each egg in one of the four abscesses in the stomach acid inside the Apothicon and feed it ten souls. it hatches into a Gateworm.
you only get this wrong onceone egg each at a time, and in co-op only the player who placed an egg can feed it or pick up its Gateworm. this step does not parallelise the way it looks like it should.
- Shangri-La and spawn: the fire pit at the foot of the stairs; the floor by the window left of
a Gateworm finds a Rune of Creation. three possible spots per area, and again one per area is all you need:
- spawn: near the Origins pad; left of
Quick Revive; near the Shangri-La pad - Shangri-La and Der Eisendrache: the panel in front of
Stamin-Up; in front of the three Primis statues; on the anti-gravity plate - Verrückt: in front of the metal fencing in the power room; right of the two test tubes in the Zetsubou room; on the path to the Kino pad
- Mob and Origins: left of the cafeteria entrance in front of the fallen board; by the generator 3 door into the Mob area; across from the
KN-44under a lamp
you only get this wrong oncethe runes are invisible. the second source is the one that says so, and it is the whole technique: you find them by ear, and the beeping gets faster the closer you are. a reader looking for a glowing object will walk over all three spots.
- spawn: near the Origins pad; left of
everybody on the glowing purple circle in the middle of Kino's projector room. it takes you to the arena.
interact with the Kronorium on the pedestal in front of the Apothicon head. it flips through four pages, each showing one of your rune symbols. remember the order.
then on the platform ahead, symbols cycle past. interact with your four, in that order. right, and each goes gold.
two Max Ammos drop and stay. then four waves of Margwas, two a wave and one more per wave in co-op, and each wave changes the arena: fire walls and magma, lava floor with white safe circles, lightning walls blocking paths, or void tornadoes round the edge.
then the Summoning Key is in the middle of the room.
you only get this wrong oncethe platform cycles through every Apothicon symbol, not just your four, so open your scoreboard and work from the symbols in your inventory. miss, or take too long, and you go back to Kino and wait a round.
tipnumber your four runes one to four by where they sit on the scoreboard and remember the Kronorium's order as digits. it is much easier than remembering four shapes. and a Margwa killed before it has finished spawning ends its whole wave, which is what the
Thundergunis for.throw the Summoning Key at each of these. it bounces back to you, a sound plays, and a toy animal spins by the relic:
- Shangri-La, the focusing crystal left of the temple entrance
- Verrückt, the mounted
MG42on the fountain right of the corruption engine - Mob of the Dead, the poster in one of the cells
- Nacht, the red barrel outside the window left of the spawn portal
- Origins, the tombstone on a scaffolding platform left of
Der Wunderfizz - Der Eisendrache, the clock above the Undercroft
- Kino, the radio in the chandelier
any order. when the key stops coming back, that is all seven.
you only get this wrong oncethe key despawns in portals. use the jump pads instead wherever you can, and when you have to take a portal, for Nacht, melee as you go through, which helps and does not always work. lost it? it shines a beam into the sky like the mystery box. and picking up a Death Machine, or going down, brings it back.
back through the Kino teleporter. the Shadowman is in his shield above the Kronorium, and S.O.P.H.I.A. is transparent again near the spawn point.
interact with one of the four green pedestals in the corners to put the key down, then kill ten zombies near it to charge it.
pick it up and throw it at S.O.P.H.I.A. she solidifies and fires a laser that takes his shield down. everybody shoots him until he retreats into the mouth of the Apothicon, and then somebody interacts with the Kronorium to put a beam through him.
tipfail and it is not over: go to another pedestal and run it again. the
Rift E9out of the box is the gun for this. a three round burst is a lot of damage without a reload, and the window while his shield is down is short.
arrow keys or j and k to move, d to tick this one off.
all of it, done.
what that got youthe achievement, the cutscene, and the loop finally broken
next on this mapthe Keeper Protectoror pick something else
where this came from
- Revelations Main QuestCOD Zombies Guides, read 2026-09-08
- For The Good Of AllCall of Duty Wiki, read 2026-09-08
more on Revelations
- the Keeper Protectorside questthree parts scattered over seven maps stitched into one, and then five thousand points every time you want him.
- packing the Apothicon Servantside questfive rocks in the sky, shot with the gun they upgrade, and the only way to reach the pack-a-punch machine on this map.
- The Giftsongthree teddy bears in three different maps that are all the same map now.
- the radio that plays everythingto findfour buttons in Nacht, pressed quickly, and a radio that will play you any song from any map on the pile.
- the hats and the masksside questseven things to wear, each earned a different way, all of them waiting on the same mannequin. one is worth more than the other six put together.
- permanent pack-a-punchside questthe reward for having finished all five of the other maps: everything you buy, off any wall or out of the box, arrives upgraded.
- the chalk quotesside questfive sentences chalked on the wrong walls, and a piece of pink chalk to put them back where they were written.
- the melee weapons on the clockside questfour weapons behind four deadlines, on the wall between Shangri-La and Der Eisendrache.
- upgraded Lil' Arniesside questa hundred and fifty kills between the lot of you, and then one thrown through a church window.
- the free perk off the wallto findone wall run out over the edge of the map, and a free perk floating where nobody would look.