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Call of Duty · Black Ops III Zombies

REVELATIONSThe complete field guide — three reels, four gateworms, the rune fight and the Shadowman. The end of the Aether story.

Every step and photo comes from ▶ “Ultimate Revelations Easter Egg Guide” by MrRoflWaffles — 28:40.
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Quick Start

The densest Easter egg in the game and the end of the whole Aether story. It runs four phases: three audio reels, then gateworms and runes, then a boss fight for the summoning key, then the Shadowman.

Where you actually are

Revelations stitches together fragments of nine older maps. When the guide says a location, it means that map's slice of Revelations: Spawn (Shadows of Evil), Nacht der Untoten, Verrückt, Kino der Toten, Shangri-La, Origins, Der Eisendrache, Mob of the Dead and the Apothicon itself.

Get all of this before you start

  • All four generators on — that opens Pack-a-Punch and powers the corruption turrets you need later.
  • Pack-a-Punch open — four generators, then trap the beast. You need a Pack-a-Punched gun for the skeleton step.
  • The Apothicon Servant, then upgraded by shooting the five blue rocks in the sky.
  • Li'l Arnies from the mystery box — the monkey bombs of this map. You will burn a lot of them. Run Alchemical Antithesis / Immolation Liquidation to farm the box.
  • The Keeper Protector buildable.
  • Do the chalk Easter egg for a free Thompson — worth it before you start.
  • A Thunder Gun for the final boss, if the box is kind.

Mistakes that cost you the run

  • Shooting the graves in the wrong order. It is the order the characters died: Richtofen, Dempsey, Takeo, Nikolai — left to right that is 2, 3, 1, 4.
  • Throwing Arnies into the nine holes and losing track. Do them in sets of three and count out loud.
  • Letting someone else kill zombies at your gateworm bulb. Only the player who placed the egg charges it.
  • Carrying three guns while holding the summoning key — this triggers the Samantha glitch and she takes your weapons. Carry two guns and buy Mule Kick.
  • Standing on a ledge during the margwa waves — the game will sometimes just kill you.

Setup

Setup & prep

Watch

None of the Easter egg responds until the basics are done. Get these out of the way in the first ten rounds.

  1. 1

    Build the Keeper Protector

    Parts are scattered across the map. You need it for the very first ritual, so build it early.
  2. 2

    Farm the box for Li'l Arnies

    The Li'l Arnies are this map's monkey bombs and you need nine throws minimum for the Apothicon holes alone. Keep hitting the box all game. The Apothicon Servant is the other must-have.
  3. 3

    Upgrade the Apothicon Servant

    Shoot the five blue rocks in the sky around the map to upgrade it. The upgraded version is mandatory — the skeleton step cannot be done without it.
  4. 4

    Open Pack-a-Punch

    Four generators, then trap the beast, then head inside the Apothicon. You need a Pack-a-Punched weapon later, so do this before the reels.

Part 1 — Reels

Part 1 — the three audio reels

Watch

Three reels, each collected a completely different way, each played back at a specific spot.

Reel 1 — the graves and the Keeper

  1. 1

    Shoot the graves in the order they died

    In the spawn area. The order is the order the characters died: Richtofen → Dempsey → Takeo → Nikolai.
    left to right 2 · 3 · 1 · 4
    On the fourth you'll hear thunder and fire flashes in front of the graves for about a second.
  2. 2

    Find the jump pad with the triangular rock

    A small triangular rock now sticks up out of the floor at the back of one of the jump pads. Check the back of every pad until you find it.
  3. 3

    Stand on the rock and call the Keeper Protector

    Standing on the rock launches you, so jump back and stand on it again while the pad cools down. Call in the Keeper Protector and it starts a ritual.
    Won't start? Jump away and come back, stand directly on the rock, and wiggle in place — it's finicky about position.
  4. 4

    Defend the Keeper for about three minutes

    Two to three rounds of holding the area.
    Turn all four generators on first. You want the points, the map open and decent guns before you commit to a three-minute defence.
    Once you've started it you can leave the rock and just fight.
  5. 5

    Take the reel to Nacht der Untoten

    The Keeper vanishes and drops a film reel. Carry it to the upstairs area of Nacht der Untoten and hold Square on the small metal box to play the radio.

Reel 2 — nine holes in the Apothicon

  1. 1

    Find the nine holes

    Inside the Apothicon, around the edges of the room, are nine small holes low down where the floor meets the wall.
  2. 2

    Throw an Arnie into three holes in a row

    Throw a Li'l Arnie into a hole — a sound confirms it. Do three in a row, then margwas spawn. Number the holes 1–9 and always work in the same order: 1-2-3, then 4-5-6, then 7-8-9.
  3. 3

    Kill the margwas, restock, repeat

    The three margwas usually drop a Max Ammo. Get more Arnies and do the next set of three.
    Ran out mid-set? Don't panic and don't improvise. Come back later with a fresh set of Arnies and redo that whole set of three — failing a set is what forces a reset.
  4. 4

    Collect the reel from the bridge

    With all nine done, the second audio reel is on the bridge area inside the Apothicon, sitting on one of the yellow bulbs. Play this one at Kino der Toten.

Reel 3 — build the skeleton

You need both a Pack-a-Punched normal weapon and the upgraded Apothicon Servant. Shoot each rock with the gun — then suck the bone up with the Servant.
  1. 1

    Shoot the rock, then suck up the bone

    Each slab turns into a bone that floats into the air when you shoot it with your upgraded gun. Then swap to the upgraded Apothicon Servant and shoot toward the bone — a distinct noise confirms it went in. No noise means it didn't count. Order does not matter.

All six bone locations

Spawn — go as far right as you can and look into the church. A yellow light with a shadow above it.
Shangri-La — directly above the Stamin-Up machine, a small bluish triangular rock.
Origins — the flat area where Speed Cola used to be. Look down the slope.
Der Eisendrache — on the wall run. Not the first or second wall — the third, curved one, bottom-right as you land.
Nacht der Untoten — upstairs. Face Juggernog, then turn a full 180°.
Verrückt — at the fountain, look right to the waterfall. A rectangular slab on the blue slate.
The Der Eisendrache one is the hard one. It is tiny and easy to miss — just spray the bottom-right corner of that third wall, or use an upgraded Ray Gun, whose splash damage gets it almost every time.
  1. 1

    Shoot the pile in Nacht

    With all six collected, the bones are stacked on the second floor of Nacht, near Juggernog. Shoot the pile with the upgraded Servant to suck them into the portal.
  2. 2

    Free Sophia

    A zombie corpse in a purple dress spawns — that's Sophia. Shoot her with the Servant. She screams, vanishes, and drops the third reel. Play it at the top of the mound in Origins.
  3. 3

    Lock the four corruption turrets onto her

    Sophia's ghost flies to Juggernog in Nacht. Now use the four corruption turrets (the ones your conversion generators powered). In each area, use the turret to shoot the shiny blue rock floating in the sky. It kicks you off and the laser locks onto Sophia automatically. Do all four.
  4. 4

    Send Sophia to the teleporter

    Back at Nacht, hold Square on Sophia. She becomes a metallic sphere, glides across the map and lands on top of the Kino der Toten teleporter.

Part 2 — Gateworms

Part 2 — the Kronorium, gateworms and runes

Watch

Four orange eggs become four gateworms, which become the four Runes of Creation.

  1. 1

    Teleport to Samantha's room

    Your whole team stands inside the Kino teleporter. You are taken to Samantha's room.
  2. 2

    Take the Kronorium off the bed

    Go to the bed and wait a second for the textures to load — a book appears on it. That's the Kronorium. Hold Square to take it.
    Missed it? Not fatal. Play another round, do the teleport again, and grab it then.
  3. 3

    Put it on the Kino podium

    Back in Kino, place the Kronorium on the podium on the stage. Souls pour out of it and fly to the projector room.
  4. 4

    The sigil appears

    A large purple sigil appears on the projector room floor. That is your confirmation that you are on the gateworm step, and it is where you'll teleport from later.
  5. 5

    Hunt the orange eggs

    Spawns change every game, so everyone should hunt. Known spots include: Verrückt (on the floor by the foliage, looking toward the conversion generator) · by the Zetsubou tubes · the Premise room by Dempsey's feet · the outer edge of Shangri-La · the Shangri-La fire · Der Eisendrache by the Wunderfizz · Kino, in the seats on the right of the stage (run and jump from the elevated area) · spawn, on a barrel on a piece of cloth down an alleyway · Origins, by the old Speed Cola spot and up by the fire against the stone wall.
  6. 6

    Feed the egg in the Apothicon

    Carry the egg into the Apothicon and place it in one of the four pedestals around the gas pool. It glows yellow and rises into the bulb.
  7. 7

    Charge it with ten souls

    The player who placed the egg must get the kills, near the bulb. About 10 souls per egg. A gateworm then rises out of the pedestal — take it.
  8. 8

    Walk the map until the radar pings

    Carrying a gateworm, walk around. You'll hear a radar ping that speeds up as you get closer. When it's rapid, hold Square to place the worm.
    Not placing? Change your angle, back up a step, and hunt for the sweet spot — it is fussy.
  9. 9

    Collect the Rune of Creation

    The gateworm rises, fades, and leaves a purple Apothicon word behind. Hold Square on it for a Rune of Creation.
  10. 10

    Do it four times

    Four eggs, four gateworms, four Runes of Creation. Walk a different area of the map each time — the ping locations don't repeat. In solo you can only carry one egg at a time; in co-op, split up and run them in parallel.

Part 3–4 — Bosses

Part 3 — the rune boss fight

Watch

Teleport in from the sigil, read the Kronorium, and activate four runes in the order it gives you.

Number your runes 1–4, left to right in your inventory, and make the whole squad use those numbers. Calling them by element gets people killed — two of them look electric.
  1. 1

    Stand on the sigil as a team

    Everyone onto the purple sigil in the Kino projector room. You teleport to the boss area.
  2. 2

    Read the order from the Kronorium

    Run forward to the Kronorium and hold Square. It flicks through pages and shows you four Apothicon words in a specific order. Convert it to your numbers — e.g. 2, 3, 1, 4.
  3. 3

    Activate the runes in that order

    Back at the spawn point of the boss area, a purple rune cycles through possibilities in the air. Wait for your first rune to appear, then hold Square. It pops up yellow in front of you — that's confirmation.
  4. 4

    All four, in sequence

    Wait for each next rune in your order to cycle round and hold Square on it. When all four are yellow, the fight begins.
  5. 5

    Wave 1 — fire

    The floor turns to lava with walls of fire. Don't be afraid to run through the fire if it means dodging a margwa — a margwa slam hurts far more than the burn.
  6. 6

    Wave 2 — void

    Electricity buzzes around the room. Same logic: the electricity does much less damage than a margwa. Avoid it, but don't let it herd you into something worse.
  7. 7

    Wave 3 — light

    Walls slam down across the room. You can see them tracking along the floor.
    Do not perch on ledges. The game will sometimes kill you outright for standing where you shouldn't be. Stay on the ground and keep moving.
    A Margwa hat, Templar hat or God hat is enormously helpful across all three waves.
  8. 8

    Take the summoning key

    Clear the margwas in each stage to advance. If it stalls, hold Square on the Kronorium to prompt the game forward. After the last wave the summoning key drops in the centre. Pick it up and you're teleported back to Kino.

Part 4 — the summoning key and the Shadowman

Watch

Seven throws around the map, then the final fight.

This step is genuinely buggy. Going down with the key, or reviving while holding it, can glitch it — Samantha laughs and takes all your weapons.

The fix: carry only two guns but buy Mule Kick anyway. The game then can't decide you have too many weapons when you pick the key up.

Throw the summoning key at each of these. A big white glow confirms a hit. Try to do them all in one round.

Mob of the Dead — a poster in one of the cells, across the gap.
Origins — a tombstone.
Shangri-La — the crystal, the same one from the old Shangri-La Easter egg.
Kino der Toten — the metal box on the chandelier. Aim slightly in front of it.
Der Eisendrache — the clock at the front, the one you shoot for the Viking helmet.
Verrückt — the MG42 above the fountain.
Nacht der Untoten — downstairs, through the rebuildable barrier: a red barrel.
  1. 1

    Return to the Kino teleporter

    Once the key is gone from your inventory, the Kino teleporter is buzzing and lit. The team steps in for the final boss.
    Bring a Thunder Gun if you have one, and upgraded Li'l Arnies — margwas chase the Arnies, which buys the player on the key a lot of breathing room.
  2. 2

    Charge the key at a green fountain

    Four green beast fountains sit in the corners. Hold Square to drop the summoning key into one; it starts collecting souls. When it stops absorbing, take the key back.
  3. 3

    Throw the key into ghost Sophia

    Sophia's ghost floats toward the centre of the room. Hit her with the key and she fires a laser at the Shadowman, which is the only thing that makes him vulnerable.
  4. 4

    Shoot the Shadowman back

    He judders left and right above the end of the room. Keep shooting. Every volley pushes him further back. Meanwhile teammates should be feeding Arnies and using the Apothicon Servant to keep zombies off the shooters.
  5. 5

    Finish him with the Kronorium

    When he has been pushed as far back as he will go, have one player hold Square on the Kronorium. That ends it. The Shadowman is defeated, the cutscene plays, and the Aether story is over.

Maps

These are hand-drawn schematics, not rips of the game files. They show how the fragments relate to each other — they are not to scale.

The nine fragments

Revelations stitches together fragments of nine older maps. When the guide says a location, it means that map's slice of Revelations: Spawn (Shadows of Evil), Nacht der Untoten, Verrückt, Kino der Toten, Shangri-La, Origins, Der Eisendrache, Mob of the Dead and the Apothicon itself.

THE APOTHICONPack-a-Punch9 holes · 4 pedestalsSPAWNShadows of EvilNACHTder UntotenVERRÜCKTthe asylumKINOder TotenSHANGRI-LAthe templeORIGINSthe digDER EISENDRACHEthe castleMOBAlcatrazNine fragments of older maps, stitched into one dying world. Every location in the guide names the fragment it is in.

Inside the Apothicon

Where the second reel and every gateworm gets finished. Nine holes around the edge for the Li'l Arnies, and four pedestals around the gas pool for the orange eggs.

GAS POOL4 egg pedestals123456789Throw a Li'l Arnie into THREE IN A ROW, kill the margwas, restock, repeat.Sets: 1-2-3 · 4-5-6 · 7-8-9. Fail a set — redo that whole set later.hole numbering is arbitrary — the point is that you use the SAME order every time
The numbering above is arbitrary — the game does not number the holes. What matters is that your squad agrees one order and sticks to it, so nobody loses count mid-set.