The mysterious history of Shadows of Evil in Call of Duty Black Ops III Zombies. The mysterious history of Shadows of Evil in Call of Duty Black Ops III Zombies Black ops 3 shadows of evil walkthrough

  • 20.08.2020

Today we will talk about what is actually happening on the map Shadows of Evil zombie mode Call of Duty Black Ops III. The setting is the fictional North American metropolis of Morgue City, but we will only get acquainted with a small fragment of it in the form of three districts and a central tram station connecting them. The time of the events is the 40s of the last century. The story is very strange and mysterious, far from clear at first glance. The official trailer, telephone conversations that can be listened to using telephones located on the map, and the remarks of our characters will help us understand what is happening here. So let's figure it out.

Telephone messages from a reporter sent to Morgue City reveal interesting events leading up to the disaster, which he reports to his employer, a certain Mr. Rapt ( Mr. Rapt). So there was a meteor shower, which did not attract much attention from local residents. Then strange plants began to grow around the city (perhaps we are talking about fruit pods). People began to get sick, and there was an epidemic of an unknown disease. In a conversation with one vegetable seller, the reporter learned that similar events were observed in New England in 1882. For those who don't know, New England is the northeastern region of the United States that includes the states of Connecticut, Maine, Massachusetts, New Hampshire, Rhode Island, and Vermont. From the same merchant it became known that the world was on the verge of the Apocalypse and it was prevented by the forces of the Ancient Order of the Guardians. And that supposedly there are its representatives in the city and sometimes you can hear their singing coming from underground. There were rumors about human sacrifices and other abominations, but the police were not interested.

From the reports it becomes clear that our reporter was previously on the instructions of Mr. Rapt both in the South Pacific Ocean in order to find ancient artifacts, and in Russia, where he was searching for strange metals and stones. But he still has never seen his employer and is looking forward to meeting him as soon as possible in Mortuary City.

In addition, in telephone conversations we learn about events related to our heroes, in which our mysterious Mr. Rapt took part, in some cases even pushing them to crimes.

So in the conversation between the Lawyer and the representative of the Company that bought the debt obligations, played by the same Mr. Rapt, we learn that the name Nero Blackstone and his wife have taken out many loans and they must be repaid urgently. The lawyer shared this sad news with his client and Nero plotted to kill his wife in order to collect insurance for her death. He had previously been dissatisfied with her attitude towards him and her phenomenal ability to spend money. After the murder, Nero learns that his signatures on documents were forged by his wife while he was in the hospital after a failed performance. On the other hand, it can be assumed, and it is quite probable, that Nero’s wife did not forge the signatures, but that it was done by the mysterious Mr. Rapt.

Jack Vincent, a corrupt policeman, in order to protect himself during the next wave of the fight against corruption, kills an informer who could rat him out. Mr. Rapt poses as an investigator from Internal Affairs who contacts Jack's partner and persuades him to cooperate. Jack’s partner tells him that he covered him and everything is fine.

Boxer Floyd Campbell put up for battle instead of the current champion in order to protect the latter from defeat. Floyd, acting more than harshly, breaks off all candidates for the championship title and simply leaves no chance for his competitor, killing him in the ring. Mr. Rapt, posing as a reporter, is trying to find out the details of this fight and the reason for replacing the champion with another boxer. Nevertheless, at the cost of murder, Floyd earned a chance to fight for the title, the fight is scheduled for January 15.

Jessica Rose kills her longtime acquaintance, a blackmailing photographer, in order to destroy traces of her early violent activities, which could interfere with her career in cinema. In a conversation between producer Jessica Rose and a certain director, in whose role Mr. Rapt introduced himself, we learn that they want to try her for a role in a new film. In fact, Rapt pushed Jessica to cover her tracks. The producer refuses the director to attract Jessica to participate in the musical, promising her a brilliant career on Broadway.

After the onset of the zombie apocalypse, a certain Shadow Man informs our heroes that they are the only hope of this world and they are entrusted with an important mission to save it. To do this you need to perform very strange rituals.

And so each of our heroes, who have already committed murders for personal gain in the past, has to make a human sacrifice in their familiar surroundings. Their acquaintances were chosen as victims.

So Nero sacrifices the Lawyer, who was his only friend and who was aware of his dark affairs. Jack Vincent himself was not averse to getting rid of his partner who betrayed him, which is what happens in the Red Rabbit brothel. Floyd Campbell is also not happy about his promoter being sacrificed in the boxing ring. And finally, Jessica Rose harbored a grudge against her producer for hindering her career.

Thus, the mysterious Mr. Rapt took an indirect part in the fate of all the heroes, and he pushed some of them to murder through his actions. This begs a logical question: who is this Mr. Rapt? The answer is Shadowman, Shadow Man. The same one who caused the zombie apocalypse in Morgue City and chose our killer heroes to carry out a series of rituals with human sacrifices, vilely deceiving them that they were chosen to save the world. The fifth ritual puts everything in its place and Shadowman turns into a monstrous monster who, by deception, organized the possibility of absorbing our world by Cthulhu, who is inexorably approaching the city from the heavens. And the monstrous-looking guardians, it turns out, were “good”, each time preventing the future victim from receiving a ritual personal item and carrying out these rituals themselves.

But all is not lost - our heroes can, with the help of the Guardians, defeat Shadowman and prevent the absorption of our dimension by Cthulhu.

The question arises: what does the events have to do with Shadows of Evil to the Call of Duty zombie mode universe? The most direct thing. The summoning key, which was used in every ritual, turns out to be needed by Dr. Edward Richthofen, he takes it from our heroes without explanation, saying there is no time for this - he needs to save the world.


This time we will talk about specific actions needed to achieve not entirely obvious, but important goals in the vastness of the Shadow of Evil map - obtaining perks and performing rituals.

Pack-a-Punch

It's a funny situation - an ordinary slot machine from Treyarch's past zombie modes has turned into a kind of Easter egg for those in the know. So, here's what you need to do to be able to significantly improve your weapon:

Find Summoning Key

All you need to do is break the box at the very beginning of the map, which is located in the back of the truck. To do this, you need to turn into a Cthulhu-like monster using the purple fountain nearby. This is one of the properties of the monster, and we will talk about others later.
After Summoning Key found, you can begin the rituals.

First ritual

You need to find it for Promoter's Championship Belt at the starting location Waterfront District. Turn into a monster using the same fountain and use a tentacle to pull yourself up onto the balcony (by default, the aiming button is responsible for this). As soon as you find yourself at the top, quickly go forward and turn on the generator (attack button on the transformer, the game will helpfully highlight it) - a bridge will lower in the location. Walk through it with your characters and you will soon find the treasured item.

Now you can begin the ritual. In the form of a monster Waterfront District go to the docks and destroy one of the fenced doors. After going through it, you will find a boxing ring. Place the found belt in its center. This will start the ritual, and while it is going on, you will have to fight off waves of enemies. After finishing, pick up a special object in the place where the belt is. This completes the first ritual.

Second ritual

First you need to find a detective badge (or Detective Badge). Let's go to Canal District, we look for the nearest fountain, turn into a monster and turn on the electricity. Now break the nearest boxes and return to the place in human form - the badge will lie there.
After the badge is received, a small rift will open in the nearest wall - help it expand with the means at hand. Behind the rift you will find a wall covered in strange symbols. Give her a powerful blow from the monster and through the opened passage you will find yourself in a nightclub. The icon is placed in the center, and again you will have to fight off the zombies. Don't forget to pick up the special item.

Third ritual

Now we need to find Lawyer's Pen. In the city center, transform into a monster and activate the generator. There may be several of them there, but only one of them will activate a crane nearby, which will drop on you Lawyer's Pen.
Now go to the very starting location and place the handle in the center of the nearest rooftop apartment. Again waves, again a special object.

Fourth ritual

Go to Footlight District(don't forget about the train on overhead rails) and turn into a monster again. Carefully examine the surroundings and find a burning box on one of the ledges. Jump on it, break it - the staged wig is yours.
It's just a matter of time - head to the main square Footlight District and become a monster again through the nearby fountain. Find the central building and climb up using the ubiquitous tentacles (do not forget to pay attention to the special hint icons in the right places). There is a generator on the back of the roof - turning it on will open the main entrance to the building. Now we go down back, enter the building and put the wig on the altar. Then everything is as usual.

Final Ritual and Pack-a-Punch Machine

We go down to the part of the map where the metro lines previously ran and look for the same wall with strange symbols - it is supposed to be blown up. Through the resulting passage, players find themselves in a new location. You should notice four cups located in different parts of the room - the furthest ones can be reached by running along the wall in the same way as in multiplayer. After all the special items received after the rituals are in the cups, a glow will begin to emanate from them, and all four rays will point to one point. Return to the doorway and activate the altar nearby. Congratulations, you have opened Pack-a-Punch!
For 4,000 points, a mysterious device will upgrade your weapons, which will become the cornerstone of survival at high levels.

How to find all the perks in Shadows of Evil

We talk about what they are. Now it's time for a detailed description of the location of each Perk-a-Cola machine.

Waterfront District

We turn into a monster, look for the generator near the stairs and activate it. This should open the way to the machine. Next we go up the stairs, then along the corridor and find another generator, which will turn on the car nearby.
This machine Perk-a-Cola It's not permanent, so the perk you get from it changes with each playthrough.

Footlight District

Everything is almost identical to the previous perk - we look for a ladder, look for a generator and use it to lower the ladder. Further up, another generator and another machine. And, as before, the perk in this machine changes from playthrough to playthrough.

Canal District

Everything is different here, although the characteristics of the machine remain the same. Open all the doors in Zandi's Smoke Lounge, head inside - the machine will be waiting for you there.

Perk Quick Revive

This machine is easy to find - it is located in the starting location to the right of the truck. There's a generator right there.

Perk Stamin-Up

Another simple perk. In the second location you need to find a large neon sign advertising ice cream - the machine will be nearby. Then, as usual, activate the generator in the form of a monster.

Mule Kick and Window's Wine

The most powerful and hardest to find perks. In order to find them, you will have to run around a lot in the form of a monster around the locations in search of walls with symbols. We break the wall, fall into the portal, fight off serious waves of enemies and activate the machine gun and generators in the form of a monster.

We hope our efforts will help you survive in zombie mode Call of Duty: Black Ops 3. Next time we'll look at getting Wonder Weapon, Elemental Sword and tell you how to defeat the villain Shadow Man.

The guide will be further developed.

Perks, shield, wicks.

Problem with random placement of perks.
I think many could not live up to the high wave because they did not guess where the jagercola and other perks were, but after opening the very first door we find ourselves at an intersection with several doors. And in every direction you can see a broken bottle of cola, they tell us what perk awaits us in a certain direction.
Shield parts and fuses (wicks) are located one part in each location NEAR the perks: jaga, reload and double shot.
The shield can be upgraded, in this case a fourth acceleration will be added, more details in the video

Wicks, robot protector.

Fuses: 3 in total, in different parts of the map, location varies.
They are inserted into the shield in the basement.
Needed so that you can summon a robot defender to 4 (?) different zones, for 2000. Has a jetpack and an assault rifle. Accompanies for some time and disappears.
No fuses or robot are needed for the Easter eggs.
The robot defender improves after completing the Easter eggs. He also knows how to revive fallen players.

Fumigator.

The fumigator is needed to open the flowers that grow on the map.
Flowers, this is an analogue of heaps from Origins, can drop: bonus, weapons, greens, zombies, fuel for the shield.
After the 10th round (?), purple flowers begin to appear, which can provide a part for the "Servant of Apothikon".
The fumigator in the starting location is on the window near the closed staircase to the ritual room, in the back of the truck to the right of the spawn, on the box in front of it. In the central square, also on boxes, on a chair near the staminup.

Servant of Apothikon.

Consists of three components: the heart of Margva, alien matter and the tentacle of Margva.
Assembled on the drawing table.
Margwa's heart appears after killing her.
Alien matter can be knocked out during the round from meat balls that roll all over the map.
Margwa's tentacle falls out of the flower (see above).

RITUALS (the first step of the Easter egg).

We are looking for our characters' belongings.
All things are collected only in the form of a person; the beast can only break the boxes in which the things needed for rituals are located.
1) The summoning key is located at spawn in a box, we break this box with the beast.
2) The lawyer’s (magician’s) handle is in a box that is in the claws of the crane in the market, we look for a power supply on the crane, we feed it from the beast.
With one beast you can charge everything at once at spawn if you use this order of action: Stamin Up, Crane, lower the ladder, break the door at the spawn, charge the reanimator, break the box on the car (key).
3) The detective icon is in the channels (to the left is the gate from the first gate from spawn), in beast mode we find a hole in the wall and energize the power supply (you can see this place on the screenshot, so it can be seen with a human eye, in beast mode there will be no wall with a pattern) this necessary in order to open the grate closing the box in the same channel. Next, we look for and break this box.
4) The champion's belt (boxer) is suspended on a chain. We go to the docks and find a place where the beast’s tentacles can be caught, we find ourselves on the balcony, we turn around and see another place for a hook, we cling again, on the left there will be a box hanging on a chain, we hit the box, it falls and breaks.
5) To get the producer’s wig (dancer), we go to Burlesque (theater). We are looking for an electric ladder there (the power supply is right next to it) and in the form of an animal we shoot current at the power supply, the ladder rises and we walk along it, along the way we can charge the perk machine, we see something like a springboard and from it we jump to the balcony of the building opposite, There will be a box on the left and with a blow of the tentacles we take it down and take the wig.
After picking up all the items (except the key), two guardians will fly after you.

After collecting each of the four items, you need to perform a ritual in the corresponding room:
1) The magician's room above the starting location (opens in monster mode through a hook directly above the gate/exit from the starting room, or by jumping from a truck along a wire to the ledge (without opening the starting gate).
2) Boxing gym in the port (docks). The door breaks in monster mode.
3) Burlesque (theater), a hook above the building above the entrance and a shield on the canopy.
4) Red rabbit, hook on the balcony, going down the stairs, electrical panel near the stairs.

To perform the ritual, you need to place the object on the table with the action button, then press it again to activate the beginning of the ritual. During the ritual, a sacrifice will be made above the table, fire portals will appear in the room (safe for health) and flying spirits will appear (give 10 points per hit, do not give points for killing, kill with three hits). Spirits will not spawn from fire portals unless killed. The time of the ritual depends on the number of players in the session and room (the more players inside, the faster). For completing the ritual, 500 points are given to each player who was inside.
After the second and fourth rituals, Margvas appear (for each Margva head they give 500 points).

All four rituals can be performed on the first wave if there are 4 players.

IMPROVEMENT (second step of the Easter egg).

After all the rituals (see above), we teleport through the rift, open a passage in the wall,
put the worms on the pedestals, activate the summoning key on the table at the entrance.
You need to run along the wall (the only place where there is wall running), the room closes for the duration of the ritual, spirits spawn, an epic music plays and you need to survive according to the same scheme as in rituals - the more players inside, the less you run. for completing the ritual they give access to an upgrader, the achievement “Preventing the Apocalypse” (if I’m not mistaken) and 500 experience points to the player’s level. And then Margwa spawns.
After the spirits disappear, the weapon can be graded.

EASTER EGG (third step).

Third step (see previous steps above).

After all the rituals, you need to get on the train and look out the windows. In total, you need to find 3 symbols in the windows.
Symbols in the windows (correspond to some kind of writing/counting system, as in origins): at each station there is a diagram of the tracks with light bulbs (a screenshot is needed). A lit light indicates the location of the train. Also, the names of the areas (Footlight, Canals, Waterfront) are written on it, but are blurred.
Question marks indicate the location of windows with symbols, so that the diagram can be used to guide you in which direction to look.
After we have found three symbols, go to the ritual site and next to the “Widow’s Wine” perk, in post-mortem mode, you will see 9 symbols. You need to hit the three symbols you found with electricity.

Next, a room opens where there is a statue with eggs and swords. Each player takes an egg and inserts it into the Cthulhu statues and charges it by destroying zombies:
1.Near "Widow's Wine"
2.Next to the Red Rabbit
3.Go towards the theater and it will be in the alley.
4. Go towards the ring and climb the stairs where the perk is located.
After the entire egg is charged, we take it and go to where we got it from and now we take the Sword. Must be done by all 4 players.

EASTER EGG (fourth step).

After everyone has taken their swords, each character goes to their place of ritual (Jessica to the theater, policeman to the red rabbit, etc.). They take the “arch-egg” from the “spirit” and begin to charge it.
To do this, you need to insert eggs into the red circles on the floor next to the rituals.
1.: right in the center, from when you started the game. After opening the fence for 500.
2: next to the red rabbit.
3: next to the boxing club
4: next to burlesque.
Each player must place an egg in these four circles in turn. In one round you can only bet on one round; to bet on the next round, you need to update the round.
If someone fell and died, in the next round he goes down and takes his sword.
When you insert eggs, Margws appear, they can be killed by any player, by any means. You can chop them with a sword anywhere on the map, not necessarily next to the circle itself.
During one round, only one egg can be placed in one circle, therefore, to save the number of rounds, all players should be distributed in different circles and change them every round.

After all the eggs are charged, the players go to their place of ritual and give the eggs to the spirits, and in return he gives a pumped sword.
Explanation about pumping swords: when each player takes the arch-egg from the guardian in his ritual room, then each player can charge one circle per round. that is, you can, of course, separately, but you can (and should) try to have everyone pump at the same time. then 4 rounds will be spent on pumping up the swords (and before that, a number of rounds so that everyone shoots 12-15 zombies to charge the eggs in the statues to get a sword). and then another 4 rounds to the flag.
If you open the improver on the first wave. Then on the second you can open all the statues and take the swords. Then you will need waves for 48-60 zombies. and 8 more waves until the penultimate steps. What I mean is that at wave 15-20 it will be more and more difficult to complete the last steps)

in general, the main points when pumping up an arch-egg to get an improved sword:
1. as soon as everyone has a sword, everyone should take the arch-egg on the same wave and level up the first circle.
2. each player swings the circle separately (you can’t do two at the same time, but all four can sequentially in a round)
3. When the first circle is activated, one margwa will appear. with the next three - two. these margwas follow the player who activated the circle, he can run anywhere (it is advisable that he is not the one leading the last zombies), teammates can kill these margwas, you just need to stand in front of the running player and the margwa.

EASTER EGG (Fifth step).

After this, in the place of the ritual at the Magician, next to the bookshelf on the floor, there will be a book, you will need to approach it and hold down the action button - the book will fly up and a flag will appear in the dungeon.
Before the next step, it is recommended to collect the Servant of the Apotikon - because there the hellish mess will begin.

Any player raises the flag and all zombies die. He carries this flag to places that glow. Inserts it and all 4 players must defend the flag from birds, hellballs, and most importantly, the shadow man. This is not an easy step, birds and wheels can also destroy the flag. If we fail, we run down, raise the flag and repeat the procedure.

When defending the flag, it is recommended to call a defender, he will help shoot the balls (and revive the players), and throw tentacles in the jar. And it’s worth spamming in all directions from the miracle cannon, since after each charge of the flag it gives ammo. The flag is charged at two points in each area, after which it is taken to the corresponding ritual table, where it transfers energy to the keeper. After charging the flag, purple symbols may appear on the ground, which cause damage to players; they must be run around, or run quickly. Then the round resumes (that is, you need to quickly move your feet to where the remaining zombies/monsters will not squeeze), as in the case of failure to charge (full shadow man spell) or too much damage from rolling balls (they can be met with yourself/shield, if you don’t have time to shoot).

Explanation:
Once everyone has charged all the circles and taken the improved sword (in the same place where they took the arch-ovum), you can go to Nero’s workshop (above the starting location to pick up the book),
when the flag is raised, all zombies disappear until the flag is charged (at two points in each zone - the central square and three passages, a total of 8 points, two per round) and taken to the ritual table or a step is failed (shadow man or the balls hit the flag).
After charging the flag, cartridges will spawn, after the second charge you need to run to the ritual table of the zone, where the flag will automatically begin to give energy to the keeper, after which the round resumes (read: zombies are crawling out from everywhere) and you need to move on to the next round/wave.

EASTER EGG (sixth step).

After charging all the guardians, they are moved to the room with the upgrader, and there they will need to be activated with the action button for each worm bowl. Once everyone is activated, they will fire beams of energy at the shadow man's protective ball and he will disappear. At this moment, you need to shoot at him until he is above the table where the summoning ball was placed for the ritual with the improver. After each hit, he will disappear, and you will need to quickly find and shoot him. After the first activation of the guardians, margvas and zombies will spawn in the room (even if there were few of them left, but not too many of them), so you can let the shadow man restore his protection (after a while, when you don’t shoot at him, he hits the guardians with energy , and his ball appears again, and the guardians will need to be activated again, but you can first deal with the zombies and margws).
When the shadow man is above the table, one of the players will have to run up and press the action button at the table, the shadow man will be imprisoned in the ball. The sixth step is completed, next you need four players to play, then a giant worm will appear at the table.

When all 4 guards above the worms are already present, and when they destroy the energy sphere around him, then immediately start shooting at him! It is advisable to have a beam gun, after each hit the shadow will constantly teleport to the sides, you need to find it very quickly and shoot again until it is above the central ritual table. Without stopping shooting at him, you need to go to this table and turn on the ritual. If the shadow moves to another point in the room and you do not have time to shoot at him or miss by a second or two, the shadow man will again be at the starting position in the energy sphere, and a margwa will appear. To start the procedure again, you need to start the guards again, press the action button next to each one, but this must be done after the shadow man stops releasing energy discharges, he thereby turns off these guards one by one. And one more thing, when the guards destroy the sphere, a bonus with ammunition appears on the central platform. ATTENTION, when this procedure begins, the room is closed from the external map in the same way as when passing the improver ritual, and until this step is completed, it will not open.

EASTER EGG (seventh step).

After the giant worm appears for a couple of seconds (if all four players are present), a special round begins, in which you must complete the final step. All players will have a red glow appear at the edges of the screen, which will gradually kill them. To prevent this from happening, you need to run through the white clots that appear all over the map. Purple symbols also appear on the ground, as in the previous step, and when they step on them, players will be damaged. Purple-headed Margwas will spawn this round. After the first kill of the Margwa, the bowls should be activated, allowing you to turn into a monster. Transforming into a monster will now be available an unlimited number of times and last about two minutes. However, the monster's "life" will be affected by damage from margv and purple symbols on the floor. Now all players need to split up: one player at each train station and one player in the center (in the square where the three train tracks converge, near the tap with the lawyer's handle). Next up is teamwork: one player must call a train to any station (in human form), then three players must shock the boxes on the ceiling at each station, causing the train's path to glow blue. Perhaps this should be done immediately at the moment when the player in the center sees that the train is approaching the fork. When all the tracks are glowing blue and the train hits the worm, the player in the center must shock each guardian, after which they will shoot beams into the center and up at the giant monster in the sky. All players must be kicked out of monster mode for the cutscene, easter egg ending.

Helmet of Margwa.

After all the rituals and improving the sword, you need to shoot with a beam at the heads scattered around the map. And not just shoot, but from a moving tram. More details in the video

The helmet provides improved protection against Margva.