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Still from “Call of Duty®: Black Ops III – Revelations Prologue”

Call of Duty: Black Ops III · Salvation · Aether era

Revelations

The Aether saga’s finale, staged in the House and the Apothicon realm.

Difficulty: HardMain QuestSolo play
Released
Sep 6, 2016
Players
1-4
Size
large
Style
round-based
Quest time
~50 min

Route diagram

A diagram of how the areas connect. It shows routes and neighbours, not distances or shapes — it is not to scale.

Open route diagram

Main Quest

Main Quest

For The Good Of All

For The Good Of All is the longest quest in Black Ops III, running nine phases from shooting four graves in a specific order to a final fight with the Shadowman. Completing the same steps having already finished every previous Easter egg awards A Better Tomorrow instead, which is the true send-off for the saga.

Difficulty: ExpertSolo supported~50 min

The full write-up

Revelations is the last map of Black Ops III and the end of the Aether story. It takes place in what is left of the House in Agartha after Maxis let the Shadowman out of the Summoning Key — a set of floating islands assembled from fragments of maps you have already played, with Nacht der Untoten as the hub they all hang off.

It is the only map in the game with no new wonder weapon. Everything you can pick up here you have used before, which is either the point or the problem depending on your view. What it does have is a setup that behaves unlike anything else in the lineup: no power switch, and a Pack-a-Punch that lives inside a living creature.

Power

There is no single switch. Power comes on zone by zone as you activate four Corruption Engines at 500 points each — 2000 in total — in the House, downstairs in Verrückt, in the Mob of the Dead cafeteria, and in the Der Eisendrache Undercroft.

Each activation locks you into a defence event inside the engine’s stone circle while the rest of the map fills with gas. Furies attack during the first, second and fourth of these specifically, and each engine sends a rougher wave than the last, so the order you take them in is a real decision rather than a formality.

Pack-a-Punch

The machine is inside the giant Apothicon that circles the map. With all four engines running, a panel to the right of Jugger-Nog in Nacht der Untoten starts to light up and buzz each time the creature passes. Hit it while it is flashing and the Apothicon is trapped long enough to open a path — then you are pulled inside and can shoot the tubes flanking the sac to bring the machine down.

Inside the Apothicon there is always a Parasite, and it respawns without counting toward the round. Linger and a Panzersoldat or a Margwa will join it. It is also the only place on the map where Spiders spawn.

Wonder weapons

All returning, all from the box: the Ray Gun, the Thundergun (upgrading to the Zeus Cannon), the Ragnarok DG-4 — which is a box pull here rather than a buildable — Li’l Arnie, and the Apothicon Servant.

The Servant has a catch. Before it can be Pack-a-Punched you have to shoot five ethereal blue panels floating far outside the map: above the spawn jump pad, above the Shangri-La and Der Eisendrache island, above the Origins and Mob island, above Verrückt, and above the trapped Apothicon at Nacht. There is no sound cue for a hit — the panel simply disappears — so this is worth doing with a spotter.

Li’l Arnie upgrades through 150 Arnie kills across the whole lobby, then throwing one into the church bell tower window. Everyone holding one gets the upgraded version at once.

Buildables

The Guard of Fafnir returns, built at the table in Nacht. Its parts are split across the fragments — the Dragon Visage in Origins, the Core in Verrückt, the Maw in Der Eisendrache — and every Maw spawn is high on a wall, reachable only while Anti-Gravity is active. You turn that on by standing on all four floor panels around the Pyramid for a few seconds; it lapses, and can be re-enabled every couple of minutes. It cannot be upgraded to Tiamat’s Maw here — that is Gorod Krovi only.

The other buildable is the Summoning Altar, assembled from the Skull of Nan Sapwe in Verrückt, a Purple Crystal in Der Eisendrache or Kino, and a Keeper Flag in Origins or Mob. Built at any of the four unfinished altars, it lets you summon a Keeper Protector for 5000 points.

Perks

Seven machines, scattered across the fragments they belong to: Quick Revive in the House, Jugger-Nog in Nacht, Speed Cola downstairs in Verrückt, Double Tap in Origins, Stamin-Up in Shangri-La, Mule Kick in the Mob cafeteria, and Widow’s Wine in Kino — standing in the room where Kino’s own Pack-a-Punch used to be. Der Wunderfizz roams between several spawn points and is the only source of Deadshot Daiquiri and Electric Cherry.

Furies and everything else

Furies are new here and they are the reason positioning matters: they drop out of the sky, spawn alongside Parasites on their second special round, and can teleport directly to you, which defeats most training patterns. Everything else is a returning threat — Margwas from Shadows of Evil, Panzersoldats from Der Eisendrache, Parasites, Cursed Keepers, and the Shadowman himself at the end.

For The Good Of All

Nine steps, and the longest quest in the game. It opens by shooting four graves outside spawn in the order the Ultimis crew died — Richtofen, Dempsey, Takeo, Nikolai — then collecting audio reels and playing them back in a fixed order. From there you materialise S.O.P.H.I.A. by shooting four floating 115 rocks with the engine turrets, teleport as a group to Samantha’s bedroom for the Kronorium, and place it on the Kino stage.

The back half is a hunt: four Apothicon Eggs across sixteen possible spawns, then invisible Runes of Creation found with a Gateworm by listening for a beep. Recovering the Summoning Key is a symbol-reading arena sequence with Furies arriving constantly — this is where the Apothicon Servant and a stock of Li’l Arnies stop being optional. Finally you throw the Key at objects representing every previous Easter egg, and fight the Shadowman while the round freezes and a Max Ammo respawns on a loop.

High-round strategy

Revelations is built from fragments of older maps stitched around a central junction, and the junction is where you train: wide, flat, and fed by predictable lanes from each fragment. The jump pads are the map’s defining tool — every loop has an exit that throws you across the sky, which makes death genuinely optional if you keep one in reach.

The Apothicon Servant is the collapse weapon, swallowing whole hordes into a portal, and Li’l Arnies cover revives and corners. Margwas and Furies arrive on a schedule that punishes tunnel corridors, so favour the open fragments — the Origins and Mob of the Dead sections — over Verrückt’s hallways once rounds climb. The corruption engine turrets clear a lane for free whenever one is charged.

Official video

Call of Duty®: Black Ops III – Revelations PrologueCall of DutyWatch on YouTube

Easter Eggs & secrets

Threats

Story

Revelations is part of the Aether Story continuity, featuring the Primis crew.

Answers

Frequently asked questions

Can the Revelations Main Quest be done solo?

Yes — Revelations supports completing its main quest solo.

What game is Revelations from?

Revelations is a Zombies map from Call of Duty: Black Ops III, released Sep 6, 2016.

References

  1. 1.Call of Duty Wiki — Fandom. callofduty.fandom.com · accessed Jul 15, 2026Community-verifiedcorroborate
  2. 2.In-game verification — CODZombie editorial. codzombie.com · accessed Jul 15, 2026In-game verified

Last reviewed Jul 15, 2026. Spotted an error? Suggest a correction.