Black Ops IIIShadows of Evil

Apocalypse Averted

four strangers, four sins, and a thing in the sky. the longest opening quest in the series, and the last step needs all four of you.

players
4
solo
not possible alone
difficulty
time
an hour to an hour and a half
reward
the achievement, the calling card, and the Summoning Key icon on your map select

the time, and a rating of "medium", come from Shadows of Evil Main Quest at COD Zombies Guides. the pips are our own estimate, scaled against every guide here.

the shape of this one

1take the Summoning Key out of the truckthese can be done in any order23456put four Gateworms on four pedestals7read three symbols off the tram8charge an egg on four statues9upgrade the sword at four red circles10carry the flag to all four sites11take the Shadowman's shield down and trap him12run the train over the Gateworm
stages run top to bottom. steps side by side can be done in any order.

before you start

the steps

  1. take the Summoning Key out of the truck

    the spawn areaone player

    go into Beast Mode and melee the box on the back of the truck in the spawn area. come out of the Beast and pick the Summoning Key up.

    there is only one key, so the four rituals below happen one at a time whatever else you are doing.

  2. these can be done in any order

  3. the Magician's ritual, above Easy Street

    Nero's rooms, over the spawnanyone

    each district has a ritual site, and each site wants the thing its character sacrificed somebody for. any order.

    the item is the Lawyer's Pen. open the door from spawn to the Junction, go into the Beast, and shock the power box on the crane in the middle of the junction. the crane swings in and drops a crate; break it.

    the site: still in the Beast, face spawn and look up for metal stairs and a grapple hook. up, through the building and over the roofs, down to the stairs above spawn, and shock the power box there to drop them.

    put the pen and the key on the altar, survive the ritual, and take the Gateworm.

    you only get this wrong once

    the ritual is survived, not fought: killing the Keepers and the zombies does not make it finish any sooner, and both sources say so. the second and the fourth ritual you complete each drop a Margwa on you at the end, whichever two those are.

  4. the Detective's ritual, at the Ruby Rabbit

    the Canals Districtanyone

    the item is the Detective's Badge. in the Beast, go down into the canal opposite spawn and run to the far end: there is a power box set into a wall. shock it, then come back towards spawn and melee the crate on the left that it unlocked.

    the site: open the door to the Train Station, go into the Beast, and grapple to the hook on the balcony just right of the station. down the stairs of that building to ground level, and shock the power box to open the site.

    pen goes back in the box; this one takes the badge and the key.

  5. the Femme Fatale's ritual, at the Black Lace

    the Footlight Districtanyone

    the item is the wig, which the first source calls the Producer's toupee. in the Beast, look above the stairs of Footlight High Street for a grapple hook, go up and shock the power box to drop the stairs. then, opposite the perk machine, there is a ledge with a crate on it: melee it in the Beast and it falls, leaving the wig.

    the site: open the door to The Black Lace, go into the Beast, grapple to the hook at the top of the building, turn around at the top and shock the power box on the wall.

  6. the Boxer's ritual, at the gym

    the Waterfront Districtanyone

    the item is the Champion's Belt. in the Beast, go to the mystery box spot in Waterfront, look up and to the right for a grapple hook, go up and melee the crate hanging there.

    the site: open the door to the Train Station and, in the Beast, go down near the harbours and melee the doors of the Boxing Gym.

    that is the fourth Gateworm.

  7. put four Gateworms on four pedestals

    the Sacred Place, through a rifteveryone

    with all four Gateworms in hand, a new room opens off the rift system. it is behind a breakable door in one of the districts, in the Beast, and then you walk up to the glowing Apothicon symbols on the wall to reveal it.

    inside there are four pedestals and the four worms go on them. two of them are across a gap and are reached by wall running.

    then start the ritual at the altar by the entrance and survive it. that reveals the Shadowman and pack-a-punch.

  8. read three symbols off the tram

    the tram, between districtsone player

    ride the tram and watch the red backlit windows. three symbols are lit, one for each of the Footlight, Waterfront and Canals districts, and which three they are is different every game.

    one ride shows you two of them: the symbol for the district you are leaving and the one for the district you are going to, on opposite sides of the carriage. so two rides covers all three.

    then go to the underground outside the pack-a-punch room, go into the Beast, and shock the three matching symbols on the wall. four Apothicon Eggs and four swords appear.

    tip

    one player reading the symbols is enough, but everybody needs an egg afterwards, so this is a good moment to already be underground together.

  9. charge an egg on four statues

    the wall you took it from, Footlight, Waterfront and Canalseveryone, separately

    every player takes an egg. put it on a Cthulhu statue and kill ten zombies near it, four times, at these four statues:

    • opposite the wall the eggs came out of
    • Footlight, the alley left of the stairs up to High Street
    • Waterfront, upstairs in the broken building past the perk machine
    • Canals, behind the stairs into the Ruby Rabbit

    the egg turns blue and loses its shell when it is full. take it back to the wall, put it in its slot, and take the Apothicon Sword out.

    you only get this wrong once

    the statues are inside crates until somebody breaks them in the Beast. that can be done at any point in the game and costs nothing, so do it early rather than finding out mid-ritual.

    tip

    one statue charges all four eggs at once, so a group moves as a group here rather than taking turns.

  10. upgrade the sword at four red circles

    your own character's ritual site, then the four circleseveryone, separately

    go back to your own character's ritual site and take the Arch-Ovum from the ghost keeper there:

    • Nero the Magician, above spawn
    • Floyd the Boxer, the gym in Waterfront
    • Jack the Detective, the Ruby Rabbit in Canals
    • Jessica the Femme Fatale, the Black Lace in Footlight

    then put the Arch-Ovum on each of four red circles, one near each site:

    • outside the entrance to Easy Street, in the Junction
    • in front of the Black Lace, in Footlight
    • in front of the Boxing Gym, in Waterfront
    • in front of the stairs to the Ruby Rabbit, in Canals

    each one spawns Margwas that have to be killed to charge it. with all four done, take the sword back to your own ghost keeper and it becomes the Reborn Keeper Sword.

    you only get this wrong once

    one circle per player per round, and no two players at once. nobody else can start a circle while somebody's Margwas are still alive, so this step is four players queueing politely for several rounds and there is no way to hurry it.

    tip

    the second source says up to two Margwas spawn on solo and up to four in co-op, and that they only chase the player who summoned them, though their swings still hurt anybody standing close.

  11. carry the flag to all four sites

    the underground, then each district in turnone carrier, everyone else clearing

    at Nero's ritual site there is a large open book on the ground by the shelves. use it, and a flag appears in the underground.

    picking the flag up despawns every zombie and starts spawning Insanity Elementals instead. carry it to a spot marked with purple electricity on the ground, put it down, and defend it until it chimes. the Shadowman turns up while it stands there and sets the progress back, so he is the thing to deal with first.

    do two spots inside one district, then take the flag to that district's ritual site and put it on the altar. the ghost keeper there becomes a real Keeper. take the flag back underground and a Margwa spawns.

    repeat until all four sites are done.

    you only get this wrong once

    one site per round. and the flag is fragile: a couple of hits from the Elementals destroys it, and going down while carrying it drops it. neither ends the run, the flag reappears underground and you start that leg again.

    tip

    a Max Ammo drops every time the flag chimes, up to twice per district, which is most of what keeps this step survivable.

  12. take the Shadowman's shield down and trap him

    the pack-a-punch roomeveryone

    everybody goes to the pack-a-punch room and interacts with a Keeper, handing over their Reborn Keeper Sword. when all of them are ready, the four Keepers fire red beams and the Shadowman's shield drops.

    shoot him until he ends up hovering over the altar by the entrance, then one player uses the Summoning Key on the altar. he becomes a Gateworm, and it moves to the middle of the map.

    you only get this wrong once

    this is as far as the quest goes with fewer than four players. with a short group the swords come back to you here and that is the end of it. with four, the swords stay gone until the very end.

    tip

    the swords are unavailable for the whole of this fight, so bring something else. a Death Machine makes it trivial if you have one.

  13. run the train over the Gateworm

    three train stations and the middle of the mapall four, one each

    the sky turns and a pink haze starts washing over your screen. walk through a white wisp to clear it; it comes back, and it kills you if you let it.

    purple headed Margwas now spawn instead of zombies, endlessly. kill them until everybody's Beast is charged, then split up: one player at each of the three train stations, and the fourth in the middle of the map by the giant Gateworm.

    one of the three has to be at a station the train is not at, call the train, run down the stairs, go into the Beast and start shocking. all three shock the electrical box on the ceiling where the train comes in, and the rails turn blue.

    as the train crushes the Gateworm, the player in the middle shocks all three Keepers. a red beam goes up into the thing in the sky and that is the ending.

    you only get this wrong once

    only shock while the train is moving. in the gaps, lead the Margwas away from the boxes rather than fighting them next to one: an interruption at the wrong moment costs the whole attempt.

    tip

    getting it wrong costs nothing but time. as soon as everybody's Beast is back you can line it up and try again.

arrow keys or j and k to move, d to tick this one off.

all of it, done.

what that got youthe achievement, the calling card, and the Summoning Key icon on your map select

where this came from

more on Shadows of Evil

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