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Main Quest · Shadows of Evil

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: ExpertSpoilers: high
Still from “Official Call of Duty®: Black Ops III - “Shadows of Evil” Zombies Reveal Trailer”
Shadows of Evil · Call of Duty via YouTubeOpen route diagram

Spoiler warning

This walkthrough reveals the map's finale. Continue only if you want to know how it ends.

Preparation

Before you start

Prerequisites

  • Beast Mode fluency — every ritual item is fetched as the Beast
  • The Apothicon Swords, upgraded to their Reborn forms
  • Four players for the final step; everything earlier works with fewer

Walkthrough

Step by step

  1. 01

    Complete the four district rituals

    Each character’s ritual site needs their sin’s token: Nero’s Lawyer’s Pen (crate on the crane by Easy Street), the Boxer’s Championship Belt (crate hanging over the Waterfront), the Detective’s partner’s Badge (grated crate in the Canals), and the Femme Fatale’s producer’s Toupee (ledge crate in the Footlight walkways).

    Every token is fetched in Beast Mode — shocking meters, grappling to platforms, or smashing crates. Rituals run at Nero’s apartment, the Anvil gym, the Ruby Rabbit, and the Black Lace Burlesque; each consumes its token and yields a Gateworm, with Keepers and the odd Margwa spawning mid-ceremony.

  2. 02

    Perform the fifth ritual in the rift

    Place the four Gateworms on the pedestals in the Sacred Place beneath the subway and start the final ritual.

    Completion turns the sky red, summons the giant Apothicon over Morg City, and opens the Pack-a-Punch portal — this is the “Apocalypse Ascendant” half, and the furthest most lobbies ever get.

  3. 03

    Earn each character’s Apothicon Sword

    Note the three glowing symbols seen from the tram windows, shock the matching three on the wall by the rift’s Mystery Box in Beast Mode, then charge an egg with souls at four Apothicon statues around the city.

    Each statue absorbs about a dozen kills per egg. Every player charges their own egg, and the statues serve all four eggs at once — stack the work in the same rounds. Return the charged egg to the sword statue to draw the blade.

  4. 04

    Upgrade the swords to their Reborn forms

    Take the Arch-Ovum from your ritual site’s Keeper spirit, complete a Margwa defence at each of the four red circles around the districts, then hand the sword back to the Keeper.

    Each player must run all four circles, one successful circle per player per round. The summoned Margwas hunt only their summoner and pay no points for head kills.

  5. 05

    Run the flag for every character

    Take the flag from the book at Nero’s ritual site, defend it at two lightning-marked spots in the character’s district, then deliver it to their ritual table — four times, one character per flag run.

    Picking up the flag clears the round and floods the city with Insanity Elementals. A Max Ammo drops for every defended spot, so ammunition is scheduled for you. One successful delivery per round.

  6. 06

    Capture the Shadowman

    Ready all four Keepers at the Gateworm pedestals — each takes that player’s sword — then break the Shadowman’s shield, drive him toward the summoning table, and trap him in the Summoning Key.

    He teleports around the sealed chamber as he takes damage, a Margwa spawns at every shield break, and zombies never stop. This is the hardest room in the quest, and the last one a short lobby can reach.

    Troubleshooting: If he re-shields, interact with all four Keepers again to re-ready them.

  7. 07

    Banish the Apothicon

    Four players only: cleanse infection at the white wisps, kill purple Margwas to relight Beast pedestals, shock the three tram-station boxes, and — once the tram knocks the giant Gateworm aside — shock the three Keepers at the city’s centre.

    The Keepers’ joined beam pulls the Apothicon out of the sky. Timing is the whole step: all three rails must be live when the tram is called, and the Keepers only accept the shock while the Gateworm is knocked away.

    Warning: Downed players respawn by calling the tram — nobody is out of the fight for long.

Following along in-game? Switch to Guided Mode for one step at a time on a screen you can read at arm's length.

References

  1. 1.Call of Duty Wiki — Fandom. callofduty.fandom.com · accessed Jul 15, 2026Community-verifiedcorroborate

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