~/hub / map-wiki / shadows-of-evil

The fifth ritual in the Sacred Place of the Underground, Shadows of Evil, Call of Duty Black Ops III Zombies

Shadows of Evil:
Rituals and Pack-a-Punch

How to open Pack-a-Punch in Shadows of Evil: the Summoning Key in the starting alley, the four ritual items found with the Beast, the Gateworms, the Sacred Place and its wall-run, the fifth ritual and the five alternate ammo types.

  • 4 min read
  • 5 chapters
  • updated

The Summoning Key

Pack-a-Punch in Shadows of Evil is locked behind five rituals, and every ritual needs the Summoning Key. It lies in a chained crate on the back of the truck to the left of the RK5, in the starting alley. A player in Beast form breaks the crate with a melee, then picks up the Key. There is only one Key, so only one ritual can run at a time.

The four rituals

Each character has a ritual site and a ritual item, tied to their sin. The four rituals can be done in any order, and any player can do any of them.

  1. Find the ritual item with the Beast. Picking it up makes two Keepers appear.
  2. Place the item on the altar of its ritual site and use the Summoning Key on it. The players are locked in the room, the Key spins around the person being sacrificed, and Keepers come with the zombies.
  3. Survive until the sacrifice is over. Killing zombies does not speed it up. In co-op, the ritual lasts longer when some players stay outside the room.
  4. Pick up the Gateworm that appears above the altar. The second and the fourth rituals completed also bring a Margwa.
The Magician's ritual in Nero's apartment above Easy Street, Shadows of Evil, Call of Duty Black Ops III Zombies

The Magician

Nero’s apartment, above Easy Street. In Beast form, grapple to the fire escape above the alley gate, go up to the apartment and shock the fuse box outside. A crane just outside the entrance of Easy Street swings in and drops a crate with the Lawyer’s Pen.

The Femme Fatale's ritual in the Black Lace Burlesque, Shadows of Evil, Call of Duty Black Ops III Zombies

The Femme Fatale

The Black Lace Burlesque, in the Footlight District. Her producer’s Toupee is in a crate on the edge of a building, on the walkways into the district. The Beast crosses the gap and knocks the crate to the ground.

The Detective's ritual in the Ruby Rabbit, Shadows of Evil, Call of Duty Black Ops III Zombies

The Detective

The Ruby Rabbit, in the Canal District. His partner’s Badge is in a crate behind a locked grate in the canals. The Beast breaks the crate and shocks the fuse box hidden behind brickwork painted with the Mark of the Beast, which opens the grate.

The Boxer's ritual in The Anvil boxing gym, Shadows of Evil, Call of Duty Black Ops III Zombies

The Boxer

The Anvil, the boxing gym of the Waterfront District. His promoter’s Championship Belt is in a crate hanging on a chain above the district. The Beast grapples to its platform and knocks it down, then breaks the door of the gym with a melee.

The Lawyer's Pen, ritual item icon, Shadows of Evil, Call of Duty Black Ops III Zombies

Lawyer’s Pen

The item of Nero Blackstone, the Magician.

The Producer's Toupee, ritual item icon, Shadows of Evil, Call of Duty Black Ops III Zombies

Producer’s Toupee

The item of Jessica Rose, the Femme Fatale.

The Detective's Badge, ritual item icon, Shadows of Evil, Call of Duty Black Ops III Zombies

Detective’s Badge

The item of Jack Vincent, the Detective.

The promoter's Championship Belt, ritual item icon, Shadows of Evil, Call of Duty Black Ops III Zombies

Championship Belt

The item of Floyd Campbell, the Boxer.

The Sacred Place

With the four rituals done, the Sacred Place opens in the Underground, reached through one of the Rift portals. Four Keepers appear the first time the players come down. The room has a ritual altar by its entrance and four fiery pedestals for the Gateworms: two on the altar side, two across a gap that looks impossible to cross.

  1. Place a Gateworm on each pedestal of the altar side. Walls rise from the chasm around the room, and the players can wall-run across them.
  2. Wall-run to the far side and place the last two Gateworms. They make a one-way path back to the altar. A player who stops running on the walls falls into the chasm.
  3. Start the fifth ritual at the altar. Keepers come again until it ends.
  4. The Shadowman reveals his true intentions, thanks the crew and leaves with the Summoning Key. A Margwa appears, the sky turns blood red, and a giant Apothicon hangs over Morg City.

The Apothicon Rift Stone is now open, and the Pack-a-Punch portal behind it. The first time, the players earn the achievement The Beginning of the End.

Pack-a-Punch

The machine of this map is a light blue portal. A tentacle comes out of it to take the weapon, and it takes longer to upgrade a weapon here than on any other map. An upgrade costs 5000 points. A weapon already upgraded can be packed again for 2500 points, without an ammo refill, to roll one of five alternate ammo types:

Thunder Wall

Some bullets blast the zombies back, like the Thundergun.

Blast Furnace

Some bullets set the zombies on fire, and the fire spreads.

Fireworks

A zombie killed can burst into fireworks that kill the zombies around it.

Turned

A zombie hit can turn on its own kind for about fifteen seconds.

Dead Wire

Some bullets shock the zombies, and the shock chains to the ones nearby.

Pack-a-Punch in the First Room

Doors closed, Pack-a-Punch is out of reach: three of the four ritual items and three of the ritual sites are in the districts, and the Sacred Place is in the Underground. A First Room game is played without any upgraded weapon, apart from the Pack-a-Punched Bloodhound that a solo player gets when going down.