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Still from “Official Call of Duty®: Black Ops III - “Shadows of Evil” Zombies Reveal Trailer”

Call of Duty: Black Ops III · Aether era

Shadows of Evil

A noir city with no power switch, a ritual chain to Pack-a-Punch, and Margwas.

Difficulty: HardMain QuestSolo play
Released
Nov 6, 2015
Players
1-4
Size
large
Style
round-based
Quest time
~90 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

Early route

Shadows of Evil punishes wandering. There is no power switch and Pack-a-Punch is five rituals away, so the early game is really about spending Beast charges deliberately rather than saving points.

0 of 11 done

  1. The RK5 or Sheiva. Do not open anything before you have something that kills.

    500500 total
  2. Free, in the spawn alley. Every player needs their own and only one spawns per district. Grabbing it early lets Harvest Pods start ripening — you cannot get the Servant’s tentacle without a purple pod.

  3. Collect it in human form afterwards. Nothing in the ritual chain starts without it. Use the same charge to shock the fuse box that opens the stairs to Nero’s room.

  4. A broken bottle sits in front of each district door. Red is Jugger-Nog, green Speed Cola, yellow Double Tap. Decide which district you are opening first based on what you actually want.

  5. The pen is the cheapest ritual to reach. Rituals lock the room, so in co-op make sure everyone is inside before you start.

  6. Cheap solo, and on this map it is the only thing that makes the Death Machine power-up start dropping at all.

    5001,000 total
  7. The Canals cluster well: rift portal, staircase, perk machine and ritual crate are all close. Solo you have three charges to play with; in co-op split the boxes between players.

  8. 2,5003,500 total
  9. The second and fourth you complete each spawn a Margwa. Have something that can open three heads quickly before you start them.

  10. Entry-side pedestals first — they raise the walls you wallrun across to reach the far pair. Falling off the wallrun downs you.

  11. 5,0008,500 total
  • · Door costs are deliberately omitted — no reliable source publishes them and guessing a number is worse than leaving it out.
  • · The main quest finale requires exactly four players. Everything before it works at any count.

Wonder weapons

Main Quest

Main Quest

Apocalypse Averted

Apocalypse Averted runs in two halves. The first — the rituals — any lobby can do, and it is how Pack-a-Punch opens on this map at all. The second half arms all four characters with Reborn swords, captures the Shadowman in the Summoning Key, and banishes the Apothicon hanging over Morg City. The final step only triggers with four players in the lobby, which makes this the one Black Ops III quest that cannot be finished solo.

Difficulty: Expert~90 min

The full write-up

Shadows of Evil is the Black Ops III launch map and the most deliberately disorienting one in the series. Four flawed strangers wake in Morg City, a 1940s noir town already well into being eaten by something older than it, and almost nothing here works the way it does on other maps.

The two things to internalise before you load in: there is no power switch, and Pack-a-Punch is at the end of a long ritual chain rather than behind a door. Plan for both and the map opens up. Ignore them and you will spend twenty minutes wondering why nothing turns on.

Power

There is no master switch. Every powered device — each perk machine, each blocked staircase — has its own fuse box beside it, and you shock it in Beast Mode. Once shocked it stays on for the rest of the match.

That makes Beast charges the real currency of the early game. Solo you bank up to three and refill one per round. In co-op you get exactly one per player per round, and the pedestals are shared — once anyone uses one it goes dull for the rest of that round. Decide which fuse box each transformation is for before you change.

Pack-a-Punch

Pack-a-Punch is the reward for five rituals. First find the Summoning Key: as the Beast, smash the crate on the truck bed in the spawn alley, then collect it in human form. One key serves every ritual and any player can carry it.

The four ritual items and their altars
ItemWhere it isAltar
Lawyer’s penCrate on the Junction crane — shock the crane’s fuse box as the BeastNero’s room, above the spawn alley
Detective’s badgeBehind a grate in the Canals — melee the crate, shock the volt meterRuby Rabbit, top floor
Championship beltHanging crate in the Waterfront — grapple up and knock it downThe Anvil, centre of the ring
Producer’s toupeeBuilding ledge on the Footlight walkwaysBlack Lace Burlesque, centre stage

Rituals can be done in any order and any character can run any of them. Starting one locks the room, so gather the squad first — anyone outside cannot get in. The second and fourth rituals you finish each spawn a Margwa, which is ordinal rather than tied to a particular altar.

With all four Gateworms in hand, head to the Sacred Place in the Rift. Place the two pedestals on the entry side first: they raise the walls you wallrun across to reach the far pair. Then run the fifth ritual with the Summoning Key. Pack-a-Punch opens as a blue rift, 5,000 for the first upgrade and 2,500 to re-pack for an elemental — which does not refill your ammo.

Apothicon Servant

The Servant fires a black hole that pulls zombies in and kills them outright regardless of round. Three parts, each gated differently, and the gates are the whole difficulty.

  • Margwa heart — the first Margwa you kill always drops it. Left on the ground it despawns, but the next Margwa drops a replacement, so it is not missable.
  • Margwa tentacle — only from purple, fully-ripened Harvest Pods, and you cannot open any pod without a Fumigator. One Fumigator spawns per district and every player needs their own. Pods ripen over rounds, so opening them early wastes them.
  • Xenomatter — from Parasites or Insanity Elementals, and only from round 13. No amount of killing produces it earlier.

Build it at any of the three workbenches: behind the gym in the Waterfront, in front of the Ruby Rabbit in the Canals, or below the train station in Footlight. Building it also adds copies to the Mystery Box pool.

The Apothicon Sword

Once Pack-a-Punch is open, the sword is the map’s second wonder weapon and the prerequisite for the main quest. Ride the tram to spot three backlit symbols — one per leg, randomised every match — then shock those three on the nine-symbol wall in the Rift as the Beast. A wrong symbol resets the wall and hides the symbols until the next round.

Take an Egg from the revealed statue and charge it at four Apothicon statues, roughly twelve souls each. Every player charges their own Egg, but one statue can charge all four at once.

The main quest

Apocalypse Averted needs every player carrying an upgraded Reborn Keeper Sword. After that it runs through a flag defence — carried from the Rift to two marked spots in each district, one district per round — and then the Shadowman fight, where the four Keepers strip his shield and you drive him onto the summoning table.

Perks

Seven machines, each behind its own fuse box. Quick Revive (1,500, or 500 solo) is in the spawn alley, Stamin-Up (2,000) in the Junction, and Widow’s Wine and Mule Kick (4,000 each) are down in the Rift.

One quirk worth knowing: the Death Machine power-up will not drop until somebody has bought Quick Revive. On a map with no power switch, that purchase is the only thing that unlocks it.

Margwas and the rest

The Margwa is the map’s signature problem: three heads, each only damageable while its mouth is open and glowing. All three are open the instant it spawns, so a shotgun burst on arrival can end it before it moves. Every head you destroy pays 500, releases a Parasite, and makes it faster.

  • It is immune to Insta-Kill and Nuke, shields itself from the Servant’s black hole, and destroys a Rocket Shield instantly.
  • A slam downs a player without Jugger-Nog outright.
  • They arrive naturally from round 8, plus on the second and fourth rituals, the final ritual, and every sword upgrade circle.
  • Parasites get their own round and obscure your view; shoot the red ground mist to kill Insanity Elementals before they even land.

Getting your bearings

Morg City is a central Junction with three districts off it — Canals, Waterfront and Footlight — plus the Rift underneath, which is a separate layer holding Pack-a-Punch, Widow’s Wine, Mule Kick and the sword statue. The tram runs between the three district stations but does not stop at the Junction.

For training, the Ruby Rabbit’s top balcony and the Footlight car park are the two spots players name most often — the first tight and defensible, the second open enough to handle a Margwa. Neither is documented anywhere official; treat them as consensus rather than fact, and keep a second, more open area in reserve, because most good camping spots are far too tight for a Margwa slam.

Official video

Official Call of Duty®: Black Ops III - “Shadows of Evil” Zombies Reveal TrailerCall of DutyWatch on YouTube

Easter Eggs & secrets

Threats

Story

Shadows of Evil is part of the Aether Story continuity.

Answers

Frequently asked questions

Can the Shadows of Evil Main Quest be done solo?

No — the Shadows of Evil main quest cannot be completed alone; see the quest page for the exact requirements.

What game is Shadows of Evil from?

Shadows of Evil is a Zombies map from Call of Duty: Black Ops III, released Nov 6, 2015.

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.