Enjoying the latest instalment of zombies, but haven’t located Pack-A-Punch? Treyarch haven’t made it easy this time!
This complete guide will help you and your friends Pack-A-Punch successfully before high rounds. You can also perform these steps solo, however, it will take much more time to do so.
**Please note this is a full guide with explanations and screen captures so some information might be spoilerish**
At the start of Shadows of Evil, you and your team will spawn in the Junction alley.
First, you must understand the Curse of the Beast.
The curse in the pedestal can be used once per round by each player, but players must each use a different pedestal each round. This is used to open special chained doors, unlock parts, turn on power points for perk machines and grapple to places which would be inaccessible without use of the beast.
You’ll know when you can interact with something as the beast because it will glow bright red.
You can get familiar with the beast in your starting alley. Use the beast at the start of the first round. You should have enough time to melee the chained door which will reveal a power up, shock the yellow power box on the wall by Quick Revive, and hit the crate in the back of the truck to get your first collectible, the Summoning Rune.
Make a crawler each round. Everyone should take turns babysitting the crawler and using Curse of the Beast. You want to get as much done before the higher rounds when all the big baddies start spawning with the zombies.
NOTE: With a team of four, you should have Juggernog, a decent gun, the appropriate doors unlocked, and all the collected items you need by round five or six.
Now that you have the Summoning Rune, you need a part for each character which can be found in their specific section of the map.
The magician’s part is the closest and easiest. His alley is your starting part, so have someone use the beast and look directly in front as they enter the market. There will be a glowing red marker for a place to shock, which will move the crane and drop a glowing yellow pen. Turn around and look up at the catwalk above the alley’s entrance, and you’ll see a grapple point to reach a place to shock. This action unlocks the Nero’s Landing gate at the end of the alley which cannot be unlocked with points.
Remember that each time you pick up one of the collectible pieces, two red glowing demons will spawn, but don’t worry because they’re easy to kill.
The now unlocked doorway leads up the stairs to the place of ritual for the pen. You can do the sacrifices after you’ve gathered all the pieces, or one by one as you collect them. It’s your choice, but remember, the ritual tables are located in the same area as you find their collectible piece.
I’ll cover all the piece locations first, and then discuss the details of the rituals as they are all mostly the same. Please skip down to the section titled “Starting the Rituals” if you plan on doing them one by one as you find the pieces. Otherwise, you’ll be in for a surprise!
Personally, I’d recommend grabbing whichever part is closest to Jug next, so look for the one alley marked for Jug with the glowing red bottle (see the pic below for example) and use the beast to grapple and unlock areas.
Next I’ll list the Detective’s Badge which is found in the Canal District.
Drop down into the canal in Canal District, turn into the beast, melee the chained door, break the box behind the grate, and then turn around and look for a symbol on the wall. You must melee the spot and shock the device. By this point, you’ll have turned human again and can go back to where you broke the box to obtain the badge. Shocking the device behind the marked wall unlocked the steel grate which had previously blocked you from the part.
The chained door you unlocked will lead you to the rift, which you’ll use later.
For the boxer’s Championship Belt, you’ll need to unlock the Waterfront District and grapple onto a high catwalk with a wooden crate on top of it. Melee the box from the catwalk so it will fall and break. The belt is now ready to be picked up.
Finally, you’ll need to get the Toupee from the dancer’s area in the Footlight District. This works much like the last part. Grapple up and hit the glowing crate near the rooftop with the perk machine. Grab the part after the box drops and breaks.
NOTE: You can hit the scoreboard/menu at any time to see which parts you and your teammates have obtained.
STARTING THE RITUALS
Be prepared for a fight or a run. Once you take the item to its assigned ritual sacrifice table, interact with the table and more glowing demons will spawn. This is like a timed survival so you have a choice to round them up and run circles inside the room or fight them off. They aren’t hard to kill, but they can definitely kill you if you’re not careful. You also can’t leave the room until it’s complete.
Once the demons disappear, the ritual will end and a worm creature will appear above the sacrifice table. Grab it and go. The worms are needed for the final ritual in the rift.
As previously mentioned, the magician’s table is located at the back of the Junction alley where you begin the game. Just head up the stairs.
Ruby Rabbit Lounge in the Canal District needs to be unlocked by the beast to reveal the ritual table for the Badge.
The boxer’s belt needs to be taken to the very back of the docks in Waterfront District.
The Black Lace in the Footlight District holds the location of the dancer’s ritual table.
Again, please note that you will have to survive the wave of demons after each ritual and pick up each worm. The only difference in the four rituals is that the second and fourth rituals may spawn the Margwa boss. It seems to be pretty random, but on one occasion we had two Margwas spawn at once.
Become the beast and melee a symbol on the far left alley in the Footlight District to head through the rift. Or you can use the rift you previously unlocked in the Canal District where you obtained the badge—whichever is closer. They will take you to the same place.
THE FINAL RITUAL FOR PACK-A-PUNCH
The rift places you in a subway area where you’ll find a wall with weird glowing symbols.
Go to the wall and it will explode and open up a new path. From this point, you need to head inside the new room with a new ritual table and four pedestals.
Place a worm on each pedestal (You’ll need to wall run across each side to reach two of the pedestals) and then go back to the ritual table at the front of the room to interact and place the Summoning Rune. This creates blue energy lines that create a blue glowing portal, which will reveal the Pack-a-Punch. More glowing demons spawn and all you have to do is survive the set time just like the pervious rituals.
The Shadow Man will appear and disappear.
Now you can approach the Pack-a-Punch blue portal and pay the price of 5,000 points to upgrade your weapons. Also note that the outside of the map is also changes after you complete these rituals. Look up when you exit the rift. There are now huge tentacles looming over the city!
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