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The eclipse over the temple ruins, Shangri-La, Call of Duty Black Ops Zombies

Shangri-La:
Easter egg

Time Travel Will Tell, the four-player main quest of Shangri-La on Black Ops: what it needs, the thirteen steps from the eclipse to the Focusing Stone, the reward of every perk for the rest of the game, and the endless time loop of the explorers Brock and Gary.

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Time Travel Will Tell

The main quest of Shangri-La, also called the Eclipse Easter egg. Two British explorers, Brock and his assistant Gary, came looking for the temple to prove that Agartha exists, set off the eclipse and died to the zombies, again and again. Ultimis travels back to their time and saves them from each death in turn, until they reach the Focusing Stone that Richtofen wants. Completing it earns Time Travel Will Tell (75G, Silver): “In Shangri-La, acquire the Focusing Stone”.

Before you start

Four players

The eclipse buttons must be pressed by four players at once, so the quest cannot be done in solo on Black Ops.

The power

Both water levers pulled.

A Napalm Zombie

One is needed, calm and alive, during an eclipse.

Spikemores

From the power room, with zombies or crawlers to set them off.

An explosive weapon

And the 31-79 JGb215, Pack-a-Punched into the Fractalizer for the last steps.

The steps

Most steps take place in the past, during an eclipse of a few minutes; if time runs out, the players return to the present and must start the eclipse again. Each completed step also sends them back to the present.

  1. The eclipse: with the power on, four buttons appear on the walls by Quick Revive. All four players press them at the same moment: the moon hides the sun, the crew is sent into the past, and a giant Element 115 meteorite hangs above the temple.
  2. The voices: by the MPL, press a button like the eclipse ones. Brock and Gary, trapped behind the wall, ask to be set free, and symbol tiles appear on the floor on both sides outside the starting area, twelve on each side.
  3. The tiles: one player stands on a tile and calls out its symbol, steps off, and a player on the other side finds the matching one. Both then stand on their tiles together and the pair disappears. A wrong pair brings every tile back. When all are gone, a crystal appears on top of the MPL boulder.
  4. The Water Slide: during a new eclipse, three players stand on the grate at the bottom of the Water Slide while the fourth slides down and hits a switch on the side of the slide.
  5. The waterfall crystal: knock down the crystal at the top of the waterfall with an explosive or the Ray Gun, shrink it with the 31-79 JGb215, and knife it into the slide. It comes out by the geyser, which throws it onto a tower.
  6. The gas: in the crevice tunnel, next to the Pack-a-Punch pressure plate, turn the wheel of a gas pipe four times. Gas leaks now line the way from the MPL entrance to the power room.
  7. The fire: in the past, lead a calm Napalm Zombie along the tunnel so that it lights the leaks. In the same eclipse, return to the crevice and pull down the lever that has risen. The characters talk about the floor covered in lava.
  8. The holes: in the past, four holes open in the MP5K tunnel. Plug each one with the stakes of a Spikemore, set off by zombies or by the Napalm Zombie. Then hold the action button on the “Do not hold” brick at the bottom of the waterfall.
  9. The glyphs: in the past, knife twelve wall panels: five in the starting area, two by the Mud-Pit Maze, two by the Mine Cart, two in the Stakeout room and one by the left power switch. Then blow up a snare trap visible out of bounds by the Mine Cart gate.
  10. The code: a radio by the Mine Cart gate gives “16, 1, 3, 4”. In the past, set the four dials inside the Mud-Pit Maze temple to the matching symbols.
  11. The gongs: listen to the radio that appears by the right side of the temple stairs, then go back to the past and strike the four gongs that give the same resonating sound, in the right order. The focusing crystals glow yellow under the Treyarch symbol.
  12. The dynamite: still in the past, shoot a focusing crystal with the Fractalizer. The beams knock Gary’s bag of dynamite off a crystal near the Mine Cart gate; a player must catch it. A second shot on the crystal above the Mud-Pit Maze temple shrinks the meteorite, which falls into the temple.
  13. The Focusing Stone: open the Pack-a-Punch. The machine is gone; the player with the dynamite hands it to Brock through a hole in the back wall, then the water flushes everyone down. Back in the present, climb again: the wall is gone and the stone floats above the altar. Hold the action button to take it.

The reward

The player who takes the Focusing Stone receives every perk on the map and keeps them for the rest of the game, even after going down. All four players earn the achievement. A new radio then appears at the foot of the temple; once it has played, the eclipse buttons come back out, and the quest can be repeated until all four players have taken the stone.

The story ends on a twist: when Brock reaches for the stone, he and Gary are sent back to the moment they first found the temple. They are caught in a time loop that never ends.

First Room

None of it can be done with the doors closed: the very first step needs the power, which is beyond both piles of debris.