Call of Duty: Black Ops III
Call of Duty: Black Ops III

Zombies Maps & Layouts

Navigate Black Ops III Zombies maps like Shadows of Evil and The Giant. Learn layouts, Beast Mode, rituals, and Perk Machine locations for survival.

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Zombies Maps & Layouts

Welcome, Slayer, to the definitive guide for navigating the undead hordes in Black Ops III Zombies! This section will break down the intricate layouts, essential strategies, and key item locations for the most iconic maps. Mastering these environments is crucial for survival and high-round success.

Shadows of Evil

Shadows of Evil throws you into the dark, jazz-infused streets of Morg City, a sprawling urban nightmare teeming with Lovecraftian horrors. This map demands careful resource management and a deep understanding of its unique mechanics.

Initial Setup & Beast Mode

  • Starting Area: You begin in the Canal District. Your first priority is to activate Beast Mode by interacting with the glowing purple Furies. This transforms you into a powerful, tentacled creature with unique abilities.
  • Beast Mode Actions:
    • Grapple: Use the grapple ability (L2/LT) to reach elevated areas and cross gaps. Essential for opening new paths.
    • Punch: Destroy boarded-up doorways and activate generators.
    • Arc: Electrocute power boxes to restore power to specific areas or activate traps.
  • Opening the Map:
    1. In the Canal District, use Beast Mode to grapple across the canal to the opposite side.
    2. Punch open the boarded-up door to the Footlight District.
    3. Return to the Canal District and use Beast Mode to power up the generator near the starting area. This opens the path to the Waterfront District.

Key Locations & Items

  • The Rituals: To unlock the Pack-a-Punch machine, you must complete four rituals across the map. Each ritual requires a specific item and takes place in a designated area.
    • Canal District Ritual: Requires the Summoning Key (found on a table near the starting area).
    • Footlight District Ritual: Requires the Wormwood (found in the burlesque house).
    • Waterfront District Ritual: Requires the Fumigator (found in the boxing gym).
    • Junction Ritual: Requires the Margwa Heart (obtained after defeating a Margwa).
  • Wonder Weapons:
    • Apothicon Servant: A powerful weapon that creates a black hole, sucking in and destroying zombies. Can be obtained from the Mystery Box or built through a quest.
    • Li'l Arnie: A throwable grenade that attracts zombies and then explodes. Also obtained from the Mystery Box.
  • Perk Machines: Strategically placed throughout the districts. Prioritize Juggernog (Waterfront District) and Speed Cola (Footlight District).
  • Shield Parts: Three parts are scattered across the map to build the Zombie Shield:
    • Shield Front: Found in the Canal District, often near the tram.
    • Shield Back: Found in the Footlight District, usually in the burlesque house.
    • Shield Handle: Found in the Waterfront District, frequently in the boxing gym.

The Giant

The Giant is a classic, fast-paced map set in a snowy research facility. It's a remake of the fan-favorite "Der Riese" and is perfect for quick, intense rounds and honing your fundamental zombie-killing skills.

Map Overview & Power Activation

  • Starting Area: You begin in the central courtyard. The primary goal is to activate the power.
  • Power Switch: The power switch is located in the Power Room, accessible through the teleporter network.
  • Teleporters: There are three teleporters (A, B, and C) scattered across the map. To activate the main power, you must first link each teleporter to the central console.
    1. Teleporter A: Located in the Furnace Room, accessible from the starting area.
    2. Teleporter B: Located in the Catwalk Area, above the main courtyard.
    3. Teleporter C: Located in the Perk Room, near the main courtyard.
  • Linking Teleporters: After activating each teleporter, return to the central console in the starting area and interact with it to link them. Once all three are linked, you can activate the main power.

Strategic Locations & Weaponry

  • Pack-a-Punch: Once the power is activated, the Pack-a-Punch machine appears in the central teleporter pad in the starting area. This is essential for upgrading your weapons.
  • Wonder Weapons:
    • Wunderwaffe DG-2: The iconic lightning gun, capable of clearing entire hordes. Can be obtained from the Mystery Box or through a specific quest.
  • Perk Machines:
    • Juggernog: Located in the Perk Room (Teleporter C area).
    • Speed Cola: Located in the Furnace Room (Teleporter A area).
    • Double Tap II Root Beer: Located on the Catwalk Area (Teleporter B area).
    • Quick Revive: Located in the starting area (solo only).
  • Traps:
    • Electric Trap: Located in various choke points, such as the hallways leading to the teleporters. Activate with points for a temporary zombie-clearing burst.
    • Flogger: A spinning blade trap in the Furnace Room. Extremely effective for clearing large groups.

Training Routes

The Giant is excellent for "training" zombies due to its open areas and interconnected pathways:

  • Furnace Room Loop: A popular route involves circling the Furnace Room, using the Flogger trap when overwhelmed.
  • Catwalk Loop: Running laps on the catwalk above the courtyard provides a good vantage point and allows for easy kiting.
  • Central Courtyard: A more advanced training route involves using the entire central courtyard, weaving between the teleporter pads.