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The subject of this article appeared in Call of Duty: Black Ops III. The subject of this article appeared in Zombies mode


For The Good Of All is the primary Easter Egg featured in the Call of Duty: Black Ops III Zombies map Revelations. It requires players to open the Summoning Key and defeat the Shadowman once and for all. Similar to Apocalypse Averted in Shadows of Evil, it is split into two parts:

  1. For The Good of All, which is doable at any time by completing the below steps on Revelations. This unlocks an achievement of the same name.
  2. A Better Tomorrow, which is a special reward granted by completing the below steps on Revelations after doing all previous Easter Eggs in advance. This also unlocks an achievement of the same name. See the respective page for exact requirements, tracking progress, and rewards.

Like all other previous Easter Eggs in the game (aside from Apocalypse Averted), this Easter Egg can be completed solo.

Prerequisites[]

Over the course of the Easter Egg, the following will be required:

Both of the above required Box weapons are Wonder Weapons, and are utilized quite early on during Step 2. To make obtaining them easier, all players in the game should in advance purchase Trip Mines off the wall from upstairs in Verrückt, and take the Thundergun if rolled before obtaining the two above. The Thundergun is limited to one player across the entire team, making it easier for all players by taking another weapon out of the pool, and is useful for quickly killing Margwas.

  • While accumulating the Points to spin the Mystery Box for the required weapons, players can work towards obtaining one of the many useful Wearable Items on the map that offer various bonuses such as more sprint duration, health, and damage dealt. Of noteworthy use and relative ease to obtain is the Helmet of the King being particularly useful for an easier time during Step 7 and Step 9.
  • Since many powerful weapons are likely to be obtained while spinning the Mystery Box, players can also optionally perform the small pink chalk Easter Egg to make the table in Nacht der Untoten able to hold an extra desired weapon/donate a weapon to other players, to ensure everyone in the match is properly equipped. For detailed steps, see Revelations: Other Easter Eggs.
    • Using this table does NOT take the weapon placed upon it out of the Mystery Box pool for any player, unless the Thundergun or Apothicon Servant are placed, as only one instance of these weapons can exist at a time under normal circumstances.
    • Picking up a weapon does NOT swap the weapon held with the one on the table, it replaces the weapon held in hand if weapon slots are full.
    • Only one weapon can be placed on the table at a time, and any player can pick up the weapon.
    • Tactical Equipment and Specialist Weapons cannot be placed on the table, only weapons which take up a normal weapon slot.
    • This also makes the M1927 available as a wall buy in the Der Eisendrache Undercroft area.

Step 1: Tombstones[]

Outside the map in the Spawn Room, there are two floating islands on the left side, each containing two graves. Inscribed on the tombstones are the names of the Origins crew. Players must shoot the tombstones in the order of which original character was killed:

  1. Edward Richtofen
  2. "Tank" Dempsey
  3. Takeo Masaki
  4. Nikolai Belinski

Once the tombstones are shot in the correct order (the second tombstone, the third tombstone, the first tombstone and the fourth tombstone), the sound of thunder can be heard as four red lights emit from the graves, completing this step.

  • If the sequence is done incorrectly, simply start again from Richtofen's tombstone. This can be retried as many times as needed.

Step 2: The Audio Reels[]

These Audio Reels must be collected in the order they are listed. Progress cannot be made on another Audio Reel until the ones before it are obtained, and placed in their respective playback devices. Players are not required to fully listen to the Audio Reels dialogue to begin going for the next one/onto Step 3, inserting them into the playback devices will suffice.

Audio Reel #1

After players have shot the tombstones, a small triangular stone will spawn on one of three Jump Pads scattered around the map in the back on the floor. It will be in the center and in the back, and the stone itself will spike out slightly to the left.

  1. Shangri-La's Jump Pad leading back to the House.
  2. Mob of the Dead's Jump Pad leading to Verrückt.
  3. Verrückt Jump Pad leading to Kino der Toten.

Build the Keeper Protector and lead it to one of the Jump Pad where this triangular stone is located. Players will need to stand at the back of the Jump Pad and crouch on the triangle when the Jump Pad is inactive. The Keeper Protector will then start a ritual and begin chanting. This will last for three minutes. Protect the Keeper Protector, as zombies will be entirely focused on damaging it, even avoiding players during this time.

  • It can be finnicky to lure the Keeper Protector properly. It may take a couple of times of crouching on the triangular rock and moving forwards towards the Keeper Protector and back to the rock to get it to begin the ritual.
  • Be sure to step off the inactive Jump Pad once it initiates the ritual before it becomes active again.
  • During a Parasite Round, Parasites will attack players but not the Keeper (starting with the second Parasite Round, Furies will attack the Keeper Protector). Therefore, if possible it is advised to keep at least one Parasite alive until the ritual is completed to make this step easier.
  • Occasionally, the Keeper Protector will situate itself slightly out of bounds or not begin the unique animation when it is chanting-- neither of these scenarios ever cause a softlock. As long as it is making the distinct chanting noise, it will still spawn the Audio Reel as normal in front of the Jump Pad after 3 minutes of being protected.
  • Do not perform this ritual unless confident one can perform it completely before R11-13, or at least directly after, as these rounds will be the range in which the first Margwa spawns. Margwas that reach the Keeper Protector will infinitely perform their slam attacks until it dies, and players will be unable to harm it until then, guaranteeing a failed attempt.

Once the Keeper is finished, it will drop an Audio Reel that can be picked up and placed on a playback device upstairs in the Nacht der Untoten area of the map near Juggernog.

This will play an Audio file of Sophia explaining about the attack by Subject 2-6, and how she was also attacked in the process.

Audio Reel #2

In the Giant Apothicon, there are nine small "doorway" shaped holes that zombies will spawn out of. Obtain Li'l Arnies from the Mystery Box, and throw them into these holes one at a time, standing a couple steps away, aiming just below the center so it bounces in. Every three holes will spawn three Margwas, so be prepared. There are many rules in place for this Audio Reel for players to be aware of:

  • Getting familiar with all nine holes in advance and grouping them into small groups of three (any three will do) will greatly assist. Once a hole is used for a group of three and successfully summons Margwas it cannot be used again, as each of the nine holes will end up being used once for this Audio Reel. Knowing which ones have been used already will prevent wasting precious uses of Li'l Arnies.
  • Zombies constantly spawn out of these holes during rounds. It is highly recommended to save the last zombie to avoid a zombie crawling out of the hole, denying the Arnie mid-throw, bouncing it back at the player as a miss.
  • The first group will always spawn 3 Regular Margwas, the second group 3 Fire Margwas, and the third group 3 Void Margwas.
  • The player who threw the Lil Arnies should not leave the Giant Apothicon after successfully summoning a group of three Margwas until they are all dead. It will reset the three holes that were used to summon them, even if they are still alive (the Margwas spawned this way always stay inside the Giant Apothicon).
  • If playing solo, going down when fighting the summoned Margwas will also reset the three holes used to summon them, even if they are still alive.
  • After successfully throwing Li'l Arnies into a group of three holes and killing the three Margwas that spawn, players can safely leave the Giant Apothicon and come back later. Progress is "saved" at each of these intervals for this step. It is not necessary to stay inside the Giant Apothicon the entire time until all nine holes are dealt with.
  • If a hole is missed within a group of three, players have three scenarios presented:
    1. If players leave the Giant Apothicon, the holes they specifically threw Li'l Arnies into within that group of three will reset, needing Li'l Arnies thrown into them once again, requiring 3 successful throws for that group.
    2. The player that has Li'l Arnies can stay inside until a Max Ammo drops, and throw however many are needed to complete the group (example, 2 successful, third was missed, only the third needs a successful throw)
    3. In co-op, another player with Li'l Arnies can complete the group. The player that initially threw Li'l Arnies for the group should stay inside with the other player and kill the Margwas before leaving.
  • If Max Ammos are needed and the summoned Margwas do not drop one, the Green Trial noted in Nacht der Untoten will give a Max Ammo. Otherwise, waiting for a Parasite Round, using the Cache Back/Reign Drops GobbleGums, or obtaining a random drop from zombies will be necessary.
  • In co-op, it is not strictly necessary to do three holes, kill three Margwas. If multiple players have Li'l Arnies, six or even all nine Margwas can be spawned at once and quickly complete the step when all are killed. However, this is very risky. It is generally safer to perform just three holes at a time, killing the three Margwas that spawn before doing more.
  • An advanced tactic is available to players if the timing lines up. Killing the last Parasite of a Parasite Round will kill all currently spawned Margwas from the holes.

Once the Li'l Arnies have been thrown into the nine holes and all the Margwas have been defeated, another Audio Reel will spawn on the middle top "bridge" within the Giant Apothicon, and it can be placed in the Kino der Toten playback device on the stage, right side.

This will play an Audio file between Sophia and Maxis, where Maxis talks to Sophia about the 'rumor' of her being attacked by Subject 2-6, which then leads to Maxis poisoning Sophia to prepare her brain for the transfer.

Audio Reel #3

There are now rocks containing bone parts scattered around the outside of the map in various locations. The player is required to shoot the rocks with an any Pack-a-Punched weapon except the Apothicon Servant, which causes a piece of a skeleton to begin floating. Extract it by shooting it with the Pack-a-Punched Apothicon Servant, the Estoom-oth. A small audio cue will be heard in the middle of the black hole's duration when the bone is absorbed.

The locations of the rocks that turn into bones are as follows, and can be collected in any order:

  1. In Verrückt, when coming from the portal from Nacht der Untoten, immediately turn right and look outside the map next to the floating rocks for the Corruption Engine slightly above a huge rock. It is a floating small rectangular tablet shaped rock slightly left of the water flowing.
  2. In Nacht der Untoten, walk halfway up the stairs near the portal leading to the Der Eisendrache area and turn around. Follow the complete column that stretches from the first floor to the second floor, and shoot the broken roof above this column.
  3. In Der Eisendrache, on the wall run outside the map during Anti-Gravity. This rock cannot be feasibly shot without wall running and is difficult to see.
    • If the first wall jumped to out of the Undercroft's normal boundaries and officially being "out of bounds" is counted as Wall #1, with each subsequent required wall jump incrementing this sequence, the rock is located in the bottom-right of Wall #3 on the bottom-right corner brick. Players can jump to Wall #4 (a slightly separated segment of 2 walls directly next to each other) to turn around and get another chance to shoot the rock, or the Estoom-oth if initially successful. This bone can alternatively be sucked up with the Apothicon Servant even when standing at the Corruption Engine if shot at the bottom left-most corner of wall from this angle. This example does not count multiple adjacent segments of walls as new walls, only when wall jumps are required.
  4. In the Starting room inside the Church, above a candle, and slightly to the left of the very top of the visible window inside. Easiest to see from the Corruption Engine left side, through the largest gap in the spiked rocks on the ground looking into the Church so that the window inside is fully visible.
  5. In Shangri-La, above Stamin-Up. Stand a bit to the right of the Perk Machine, and look on the crumbled wall just above it.
  6. In Origins, next to the giant footprint, outside the map. Stand at the completely open widest gap in the fence slightly to the left of the VMP wallbuy. Look to the right of the fire just outside the fence at the rock a bit further nestled on the ridge.

Once all bone parts have been collected, go to the top level of Nacht der Untoten and the bones will be in one pile on the floor. Shoot them with the upgraded Apothicon Servant and they will be sucked inside and the black hole will spit out Sophia's body. Shoot her body with the upgraded Apothicon Servant again and the body will be sucked up and cause an echo of her voice, leaving behind another Audio Reel that can be placed in the recording device on top of the mound in Origins next to the stairs that lead down into the Mound and the Mob of the Dead area.

The Audio file that is played is where Maxis is placing Sophia's brain inside the machine she inhabits now.

Step 3: Materializing S.O.P.H.I.A[]

S.O.P.H.I.A will now spawn as a transparent robot above Nacht der Untoten and begin dialogue. In order to materialize her and bring her back to life, the player has to use the turrets at the Corruption Engines to shoot four floating blue 115 rocks. 8000 Points will be needed in total to perform this step.

There are two different floating blue rocks floating above each engine visible, but players have to shoot the rock to the left as the player faces the Nacht der Untoten portal while in the Corruption Turret. Once shot, the Corruption Turret will remain active and automatically kick the player off so that they can move to the next one.

  • Players will need to move the laser around the floating rocks a bit until the correct "angle" is found for the turret to keep active and automatically push the player off, which may take a few seconds of testing the laser at different points shooting the rock.

After shooting the four rocks, the player has to go back to Nacht der Untoten and press the Interact button with S.O.P.H.I.A's ghost being shot by all the lasers in order to materialize her. Follow her until she reaches the teleporter in Kino der Toten, where she powers it up, completing this step.

Step 4: Obtaining the Kronorium[]

All players in the match must stand in the teleporter, teleporting them to Samantha's bedroom. On the edge of her bed is the Kronorium, which needs to be picked up. After picking up the book, the player will be teleported back to the map. Arriving back in Kino der Toten, place the Kronorium on the podium on the stage, causing it to send four balls of energy into the projector room.

Step 5: Acquiring the Apothicon Eggs[]

Around the map there will now four small yellow-orange Apothicon Eggs that need to be located.

  • Each player can only hold 1 Egg at a time, but all 4 spawn in at once and can be collected in any order.
  • Each of the four Eggs has four different locations, making for a grand total of 16 locations needing to be checked.
  • Once an Egg is located within one of the below listed areas, all other locations of that area do not need to be checked again for this step.

Kino der Toten Egg:

  1. In the seats behind the Teddy Bear used for the Musical Easter Egg, halfway between it and the Bowie Knife wallbuy.
  2. When standing at the podium looking out at the seats, look left at the incline leading up to the door to the Der Eisendrache Undercroft. At the start of this incline, there is a higher balcony of seating. Run up then down the incline and jump to collect it next to the railing protecting the seats.
  3. In a bucket on the ground to the right of the Der Wunderfizz machine area exposed to space when walking through the bottom door out of the Theater to the left of the Bowie Knife wallbuy.
  4. Inside the circular Primis Statue Room, in the center at the feet of the statues closest to the Keeper Protector.

Shangri-La /Spawn Room Egg:

  1. In the fire pit at the base of the grand staircase of where Shangri-La's Pack-a-Punch originally was.
  2. On the floor near the window zombies spawn out of to the left of the Stamin-Up machine when facing it.
  3. To the left of the trash can to the left of the stairs leading down to the Jump Pad from Spawn to Shangri-La.
  4. On the barrel covered in white cloth next to the Jump Pad leading to Origins.

Verrückt Egg:

  1. When walking from the Nacht der Untoten portal, on the ground ahead and slightly to the left, touching the rightmost thick bush/plant touching the fence.
  2. At the top of the staircase leading up from Speed Cola, to the right of the window visible here, there is a blue lit pile of debris with a filing cabinet slightly tilted over on the left side. To the right of this cabinet on a mattress/table.
  3. Inside the Zetsubou no Shima room on the floor in between the two large green test tubes tanks directly next to each other.
  4. Near the Der Wunderfizz Machine upstairs (same room as the Jump Pad to Mob of the Dead), next to two small chairs in a corner.

Mob of the Dead/Origins Egg:

  1. Next to the rocky protrusions beginning on the right side when walking from the Mob of the Dead area towards the Corruption Engine, on the floor. There will be a fiery light flickering at this spawn location every few seconds during this step, even if the Egg does not spawn at this location.
  2. In the tunnel between Mob of the Dead and the Mound with the KN-44 wallbuy. From the Teddy Bear sitting in the small chair, look past it into the tunnel and walk straight ahead until the lantern hanging is reached. Look left towards the KN-44 wallbuy. It will be on the floor about halfway between, situated next to the wood wall.
  3. To the left of the Wunderfizz Machine location on top of the Mound, half buried in a pile of snow.
  4. When walking from the Mound down towards Double Tap, turn left at the first opportunity and walk past the Vesper wallbuy on the left wall. On the rocky protrusions just ahead, next to the Giant Robot footprint.

When one is located, it should be brought inside the Giant Apothicon, where within the stomach acid pool, there are 4 yellow pustules on the walls, with skeletal architecture at the base. One Egg needs to be inserted into each of these. Kill 10 zombies near the Egg until it becomes a Gateworm, and repeat for all 4 Gateworms, completing this step.

  • Players do not need to bring only one Egg into the Giant Apothicon and kill 10 zombies near it to turn it into a Gateworm before picking up another Egg, all 4 can be worked on at once A single zombie killed can only be siphoned into 1 of the Eggs, however.
  • In co-op, the Apothicon Eggs only accept kills from the player who placed down the Egg.

Step 6: Retrieving the Runes of Creation[]

Using the Gateworms, the player must locate a Rune of Creation hidden around the map. In every island of the map, there are three locations for a Rune of Creation to spawn, which is invisible. The closer the player is to a Rune of Creation, the more players will hear a beeping noise.

  • Each of the Runes of Creation has three different locations, making for a grand total of 12 locations needing to be checked.
  • Only the player who originally placed the Egg can pick up that exact Gateworm.
  • Like the Apothicon Eggs, all four Runes of Creation spawn in at once, and players can only hold 1 Gateworm at a time.
  • Once a Rune of Creation is located within one of the below listed areas, all other locations of that area do not need to be checked again for this step.
  • When a correct location is interacted with, there is no pickup text. The Gateworm will appear and shift into a Rune, which must then be picked up.

Der Eisendrache/Shangri-La Rune of Creation Locations:

  1. On the Anti-Gravity Panel next to the Pyramid, specifically the one in line with and closest to the line of rubble directly touching the Pyramid leading to this Panel.
  2. In front of the three Primis statues embedded into the wall inside the circular Primis Statue Room, directly to the left along the same wall as the Keeper Protector Summoning Altar located here.
  3. On the big panel on the floor directly in front of Stamin-Up.

Spawn Room Rune of Creation Locations:

  1. Near the Jump Pad leading to Origins, slightly to the left of the window with 2 red flowerpots on the ground to the right of it.
  2. Slightly to the left of where the Quick Revive Perk Machine spawns.
  3. Right in front of the wide rocky ridge between the Jump Pad leading to Shangri-La and the window to the right when facing the Jump Pad looking into this area from the top of the stairs.

Verrückt Rune of Creation Locations:

  1. Directly in front of the metal fencing in the room with the Electro-Shock Defenses.
  2. Directly to the right (underneath the window) of the 2 test tubes in the Zetsubou no Shima room upstairs.
  3. On the grassy footpath leading to the Jump Pad that leads to Kino der Toten.

Mob of the Dead/Origins Rune of Creation Locations:

  1. Next to the Cafeteria, stand directly in front of the GobbleGum machine and look to the right at the window. Directly the right of this window, in front of the fallen bulletin board on the floor.
  2. Go upstairs towards where Al's Hat can be found in a cell, out towards No Man's Land. Walk straight into the wooden wall before the first turn is made towards the Robot Footprint/Double Tap trench. It will be in front of this wooden wall.
  3. In the tunnel underneath the Mound leading down to the Mob of the Dead section, underneath the lit Lantern hanging across from the KN-44 wallbuy.

Once a Rune of Creation is picked up, retrieve another Gateworm, and repeat the process until all four Runes of Creation are obtained.

Step 7: Recovering the Summoning Key[]

Once the Runes of Creation are all obtained, players should sufficiently prepare in advance:

  • Many Furies and Zombies will begin constantly spawning, regardless of how many were left in the current round within this arena. Players should possess ammo for the Apothicon Servant and Li'l Arnies to be able to keep focused and read the symbols carefully.
  • It is recommended to have either the Helmet of the King or the Danger Closest GobbleGum active due to many elemental zombies likely spawning during the fight ahead, to offer immunity to these effects.
  • Possessing the Thundergun will greatly assist in quickly killing the many Margwas later on in this step quickly.

When ready, all players must stand on the glowing purple rift in the center of the Projector Room in Kino der Toten, causing them to teleport to the boss arena. Walk over to the pedestal in front of a massive Apothicon statue and interact with the Kronorium, causing it to flip through four of its pages, revealing four Apothicon symbols. Memorize the specific order of the 4 symbols shown, as it is randomized with every game.

Next, head back over to the part of the room where players spawned in when entering this area. Several purple Apothicon symbols can be seen automatically switching through each other, with the goal being to press Interact with the symbols in order as they appeared in the Kronorium. Each correct symbol in the order input will display as gold near the purple shifting symbol.

  • There are more than 4 symbols in the rotation, and a symbol already selected in part of the correct order can show again, it is random.
  • Failing the correct order or waiting in the room too long before interacting with the symbols will cause the player to teleport back to Kino der Toten, unable to go back to the boss arena for another attempt until the next round. This will randomize the order of symbols again every time it is failed.

When the correct order is complete, a Max Ammo will spawn where the symbols were and another Max Ammo by the podium, with these power ups persisting as long as needed. Two Margwas will then spawn in. There will be 4 waves of 2 Margwas, for a total of 8 (increased by 1 each wave in co-op). There are four total terrain shifts, each shift denoting a new wave, randomized in order with each game:

  • Lava themed, entire floor is "lava" except for blue circles along the center of the room. Double jumping is enabled during this shift. Regular Margwas.
  • Lightning themed, with electrified rocks blocking off paths. Regular Margwas.
  • Fire themed, with flame walls and magma pools posing hazard damage. Fire Margwas.
  • Void themed, tornadoes along the edges and hazards around each pillar. Void Margwas.

Once the player kills all the Margwas in each of these four different rooms, the Summoning Key can be grabbed in the center of the room which is now floating and glowing brightly. Grabbing it will cause the players to teleport back to the map, completing this step.

  • The Max Ammo that spawns near the podium where the Kronorium was originally read can only be reached by slide jumping off the inclines to the left/right, or during the "entire floor is lava" terrain shift where double jumping is enabled.

Step 8: Gathering the Objects[]

With the Summoning Key in hand, the player must throw the Summoning Key at several items regarding previous Easter Eggs. It will bounce back at the player after an object is successfully gathered. If the player loses the Summoning Key, it can be located by a bright beam in the sky at its current location, similar to the Mystery Box.

Unfortunately, the Summoning Key is very prone to glitches during normal gameplay. Players should be very aware of these to prevent becoming stuck on this step (up to date as of the most recent official patch in May 2023):

  • This glitch is the most likely for players to encounter. If the Summoning Key is held out and the player goes through a portal to/from Nacht der Untoten, the Summoning Key can sometimes completely disappear. This can be avoided by meleeing and being in the middle of the melee animation as they take the portal. Otherwise to fix this glitch, picking up a Death Machine powerup will re-equip the Key, or going down will cause the Summoning Key to drop from the player who was last holding it on the ground next to them. Try to only take Jump Pads during this step, and only take the portal to Nacht der Untoten when the red barrel is the very last object to obtain.
  • There is another uncommon glitch where the Summoning Key sometimes does not automatically bounce back and return to the player/land on the ground back in bounds after collecting an object that was not the final object. Going around the map on the Jump Pads in a loop can respawn it.
  • The Summoning Key can sometimes instantly down players when it bounces back (believed to occur with a headshot or if too close to a wall). Try to let it bounce back in bounds and pick it up from the ground where it lands/respawns instead of directly catching it where possible.
  • If the player holding the Summoning Key possesses the Ragnarok DG-4, the Summoning Key can sometimes become glitched in a way different than the previous two glitches. Players will know if they are glitched if their Specialist Weapon gauge changes from dark blue to light blue as if they had the Ragnarok out, but it will not be draining, and the Summoning Key is nowhere to be found on the ground. Resolving this glitch is more complex, but doable without going down:
    • The player should equip their Ragnarok DG-4 and attack with it at least once, then put it away. Let it refill to the maximum after a few kills, and pull the weapon out again, then slam and then normal melee, this should put the Summoning Key back into the player's hands. If this does not work, Try both the direct binding for equipping and unequipping a Specialist Weapon, and then the typical binding for general weapon swapping, before trying the slam and melee again. This is the solution to this particular glitch-- if one is glitched in this way, simply going down will not return the Key to the player's hands, nor drop it for other players.

When thrown correctly, an audio cue will be heard and a toy animal will rotate by the object, and the Summoning Key should bounce back to the player where it can be caught or it will bounce on the ground, sometimes jumping to the ground nearby if it bounced out of bounds again in the process. The items that need to be collected with the Summoning Key are as follows, and can be collected in any order:

  • The radio in the chandelier in Kino der Toten. Easily visible when standing at the Podium on the stage looking up at the chandelier.
  • The Clock over the Undercroft in Der Eisendrache, visible from the Corruption Engine and looking up and to the left back towards the Pyramid.
  • The Focusing Crystal to the left of the temple entrance in Shangri-La (to the right if standing at the top and looking out down the stairs). It will be the large green tinted orb sitting under one of the trees, held by a wooden pike.
  • The tombstone on one of the scaffolding atop the mound in Origins. From the KN-44 wallbuy, walk back upstairs towards the Der Wunderfizz but turn left and walk into the nook here. Stand at the wooden post and look left to see a Tombstone.
  • The poster in one of the cells in Mob of the Dead. From the GobbleGum machine in this area, take the stairs right behind it and look along the catwalk until a loose piece of wood in the middle is reached. Look left and across the way out of bounds, one of the cell doors will be open, a green and blue poster will be present on the wall.
  • The mounted MG42 atop the fountain near the Corruption Engine outside the map in Verrückt. Look slightly to the right and up of the wooden sign detailing the overriden Corruption Engines, and up the ridge.
  • The red barrel used to activate the Undone Easter Egg song in Nacht der Untoten. This barrel is located when taking the curved staircase downstairs from Juggernog, and looking out the window to the left of the Spawn Room portal.

If correctly done, the Summoning Key will spawn a white aura and collect the object before returning. Once all the items are collected, the Summoning Key should not return to the player's hands, completing this step.

Step 9: Defeating the Shadowman[]

All players must enter the teleporter in Kino der Toten again, teleporting them back to the boss arena. The Shadowman will appear inside his shield over the Kronorium and S.O.P.H.I.A can be found transparent near the spawn point. All types of enemies will begin spawning in large numbers. The current round will be at a standstill.

  • A Max Ammo constantly respawns with each attempt at the Shadowman by the podium with the Kronorium. It is too high off the ground to simply directly jump under and reach however, and must be reached by sliding jumping down the inclines to the left or right of it to obtain. It is not tied to duration, and persists as long as players need.
  • Players will have time to throw down a Li'l Arnie as S.O.P.H.I.A. fires the laser, so that enemies will not bother players while shooting at the Shadowman. However, keep in mind a Margwa will instantly destroy an Arnie if it reaches it. Throw the Arnie on the opposite side of the arena of the Shadowman.
  • The Thundergun, Apothicon Servant, and Ragnarok DG-4 do not appear to deal damage to the Shadowman (at least in any efficient manner). They are still useful, but better suited for killing all other enemies spawning.
  • An LMG such as the Dingo or BRM, or an Assault Rifle with a large magazine such as the HVK-30 or Peacekeeper MK2 are recommended as the dedicated weapon to shoot at the Shadowman with, so players can shoot at him as much as possible before a reload is necessary.

Place the Summoning Key (it will not be in any player's hands) on any one of the four green glowing pedestals in the four corners of the room and kill around 10 zombies near the Summoning Key with any weapon until it is charged. Grab the Summoning Key and throw it into where S.O.P.H.I.A is floating as a ghostly orb, who will then send a beam at the Shadowman's shield, destroying it.

Players must quickly focus fire at the Shadowman as he rapidly teleports around as he takes damage until he is in the mouth of the Apothicon statue. Once in it, interact with the Kronorium, sending another beam at the Shadowman, killing him.

  • If players fails to kill the Shadowman, they must repeat the process of collecting 10 souls with the Summoning Key via one of the Pedestals and throwing it into S.O.P.H.I.A and shooting at him (and subsequently interacting with the Kronorium) until the Shadowman is defeated.
  • A failed pedestal will have a red flame instead of a green flame, preventing it from being used. However, if all 4 Pedestals are failed, they will all be refreshed.

Rewards[]

Players will unlock the "Home Sweet Home" Dark Ops Calling Card and 20,000 XP for completing the Easter Egg and the "Primis Rulz" Dark Ops calling card and 1,000,000 XP if the player has completed all the Easter Eggs in the game. The For The Good Of All, and if all previous Easter Eggs are completed, A Better Tomorrow achievements will unlock. See A Better Tomorrow for all additional rewards unlocked.

Players will then be teleported to Samantha's room, where the outro cutscene will play. After the cutscene is finished, the game will automatically end.

Videos[]

Trivia[]

  • The name of the XP challenge upon the completion of the Easter Egg is "Uniform Universe".
  • The console codename for this achievement is "zm_genesis_ee".
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