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Shadows of Evil Guide

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Map Progression

Weapons and Buildables

Easter Eggs

Songs

Player / Equipment Upgrades

Useful Easter Eggs

Misc. Easter Eggs

Power

Districts:

Perk Machines

Pack-a-Punch

  1. To access Pack-a-Punch, you need to complete four rituals, in any order, then a fifth and final ritual. Each of the first four rituals is related to a character and district (any player can do any ritual, not just the player it's related to).
  2. Before you can start any of the rituals, you'll need the Summoning Key. To get it, enter Beast Mode, and melee the crate on the back of the truck, left of the RK5 wallbuy, in Spawn. Once open, you can pick up the Summoning Key from the crate.
  3. How to complete each district's ritual:

Junction/Spawn - Nero Blackstone

See this Video (YouTube) for the optimal way to open the Junction in one Beast Mode use.

  1. Enter Beast Mode and electrocute the crane's fuse box in the middle of the Junction.
  2. While (still) in Beast Mode, grapple up to Nero's room through the fire escape above the door out of Spawn.
  3. Once inside Nero's room, follow the path until you reach a fuse box outside. Electrocute the fuse box to open the staircase from the Spawn up to Nero's room. You can now exit Beast Mode.
  4. Once the fuse box is shocked, the Crane will move, dropping a box with the Lawyer's Pen inside. Pick up the Pen; Two keepers will spawn.
  5. Go up to Nero's room and place the Pen on the Ritual Table.
  6. Interact with the table to start the ritual. During the ritual, you'll be locked inside Nero's room, and Keepers will start spawning. Survive until the ritual is over.
    • In Co-op, it'll take longer based on the number of players in the game not participating.
    • Players can't enter mid-ritual, so make sure to wait for everyone before you start.
  7. Once the ritual is finished, a short animation will play above the table, followed by a Gateworm spawning for you to pick up. If this is the second or fourth ritual completed, a Margwa will spawn.

Canals District - Jack Vincent

See this Video (YouTube) for the optimal way to open the Canals in one Beast Mode use.

  1. Enter Beast Mode and shock the fuse box through the "ethereal" wall at the end of the Canals (part farthest from Spawn).
  2. While (still) in Beast Mode, melee the box in the wall beside the Rift Portal in the "middle" of the Canals.
  3. Grapple up to the top of the 'Ruby Rabbit Nightclub' at the "back" of the Canals. Run down the stairs and shock the fuse box to open the stairs. You can now exit Beast Mode.
  4. Pick up the Detective's Badge from the broken box in the Canals; Two keepers will spawn.
  5. Go to the top of the 'Ruby Rabbit Nightclub' and place the Detective's Badge on the Ritual Table.
  6. Interact with the table to start the ritual. During the ritual, you'll be locked inside the room, and Keepers will start spawning. Survive until the ritual is over.
    • In Co-op, it'll take longer based on the number of players in the game not participating.
    • Players can't enter mid-ritual, so make sure to wait for everyone before you start.
  7. Once the ritual is finished, a short animation will play above the table, followed by a Gateworm spawning for you to pick up. If this is the second or fourth ritual completed, a Margwa will spawn.

Waterfront District - Floyd Campbell

See this Video (YouTube) for the optimal way to open the Waterfront in one Beast Mode use.

  1. Enter Beast Mode, grapple up to the fire escape above the Mystery Box location in the middle of the district and melee the box.
  2. Jump down (to the area toward the water), run down to the front of the Boxing Gym and melee the door open. You can now exit Beast Mode.
  3. Pick up the Championship Belt from the fallen box; Two keepers will spawn.
  4. Go to the 'Boxing Gym,' and place the Championship Belt on the Ritual Table in the middle of the Boxing Ring.
  5. Interact with the table to start the ritual. During the ritual, you'll be locked inside the room, and Keepers will start spawning. Survive until the ritual is over.
    • In Co-op, it'll take longer based on the number of players in the game not participating.
    • Players can't enter mid-ritual, so make sure to wait for everyone before you start.
  6. Once the ritual is finished, a short animation will play above the table, followed by a Gateworm spawning for you to pick up. If this is the second or fourth ritual completed, a Margwa will spawn.

Footlight District - Jessica Rose

See this Video (YouTube) for the optimal way to open the Footlight in one Beast Mode use.

  1. Enter Beast Mode and grapple up to the upper level near the entrance of the district.
  2. Using the ramp left of the Mystery Box location, jump the ledge with the Box on it. Melee the box.
  3. Jump back across and run up the stairs right of the Mystery Box location. Grapple over to the 'Black Lace Burlesque' and shock the fuse box on the back of the sign. You can now exit Beast Mode.
  4. Pick up the Producer's Toupee from the fallen box; Two keepers will spawn.
  5. Go to the 'Black Lace Burlesque' and place the Producer's Toupee on the Ritual Table in the middle of the stage.
  6. Interact with the table to start the ritual. During the ritual, you'll be locked inside the room, and Keepers will start spawning. Survive until the ritual is over.
    • In Co-op, it'll take longer based on the number of players in the game not participating.
    • Players can't enter mid-ritual, so make sure to wait for everyone before you start.
  7. Once the ritual is finished, a short animation will play above the table, followed by a Gateworm spawning for you to pick up. If this is the second or fourth ritual completed, a Margwa will spawn.

Final Ritual

  1. Once you have completed all four rituals, and you have all four Gateworms, go down to the Subway Station (called the Underground) using one of the Rift Portals.
    • The first time you enter the Underground, four Keepers will spawn.
  2. Go up to the wall with the glowing symbols; it should dissolve, revealing a large ritual room.
  3. Place a Gateworm in each of the four pedestals (follow blue beams in picture) around the room.
    • There are two near the walls on the side of the room you entered from. Placing these Gateworms will repair the walls near them. You can wallrun on these walls (sprint and jump at them) to get to the other side.
      • You can fall to your death (or downed and teleported back if you have Quick Revive, or you're in Co-op) if you stop running on the wall, or a Zombie jumps at you.
    • The other two pedestals are on the bridge in the middle of the room, on the "other" side of the room (the side you need to wallrun to). Placing these will repair the bridge to the other side (there will be a short gap at the end that you need to jump).
  4. Once you've placed all four gateworms, interact with the Ritual Table by the entrance to the room to start the final ritual. You'll be locked in the room, with Keepers spawning.
  5. Once the ritual is complete, a Margwa will spawn, and Pack-a-Punch will become available as a blue rift on the far side of the room.

Beast Mode

Fumigator / Pods

Rift (Fast Travel) Portals

Apothicon Servant

The Apothicon Servant fires a purple vortex that sucks in nearby Zombies, instantly killing them regardless of the round. After a few seconds, the vortex explodes, damaging any Zombies still in the area. The Apothicon Servant can't be Pack-a-Punched or upgraded.

  1. The Apothicon Servant required three parts to be built:
  2. Once you have all three parts, the Apothicon Servant can be crafted at the Crafting Table in the Waterfront (behind the Gym), Canals (in front of the Ruby Rabbit), or Footlight ("below" the train station) districts.

Apothicon Sword Special Weapon

  1. Unlock Pack-a-Punch.
  2. You need to find three symbols (one in each district) around the map that can only be seen while riding the Train. There are 9 possible symbols, and they'll be different every game. The descriptions below are all from the perspective of coming from that district station. All the symbols are about eye-level, so you won't have to look up or down to see them. Symbol locations:
  3. Once you have all three symbols, go to the Underground. Enter Beast Mode and shock the symbols on the wall, left of the Gobblegum machine.
    • If you shock the wrong symbols, they'll all disappear and you can retry on the next round.
  4. Once the correct symbols are shocked, the wall will dissolve away revealing a stone structure holding the Swords and Eggs.
  5. Pick up an egg from the structure. Each player has their own egg and must complete the following steps independently to get a Sword.
  6. In each of the Districts (and the Underground), there will be a tall, wooden box that can be broken open with a melee while in Beast Mode. Inside the boxes, there'll be an Apothicon Statue. Place the Egg on a statue (in any order) and kill about 12 Zombies near it to charge the Egg. Once charged, the Egg will make a sound and stop collecting Souls. Pick up the Egg and charge it at any of the other statues. Statue/Box locations:
  7. Once you have a charged Egg, place it in a Sword in the Stone structure in the Underground. After a couple of seconds, you can pick up the Sword.
  8. The Apothicon Sword has two attacks, the primary attack swings the sword and the secondary attack slams the sword into the ground creating an electric burst around the Player, stunning Zombies.

Keeper Sword Upgrade

  1. Obtain the Apothicon Sword.
  2. Based on your character, you need to go to the Ritual Table (used in the Pack-a-Punch quest) and pick up a new Egg from the "Ghost" Keeper on the Table. Character and their locations:
  3. Once you have your new egg, place it on any of the symbols drawn on the ground in the Districts. This will spawn one Margwa (or two on a ritual that's not the first); the Margwa will only go after the player who spawned it. Kill the Margwa(s) to charge the Egg.
    • Only one Ritual (for each player) can be done per round. Whether you fail or succeed, you have to wait one round to do another Ritual.
  4. Symbol locations:

  5. Once you've completed all four Rituals successfully, return to the Ghost Keeper and interact with it to give it your Sword. After a couple of seconds, you can pick up the Upgraded Sword.
  6. The Sword's primary attack stays the same, but the secondary attack is changed to a downward slice that spawns a floating sword that attacks nearby enemies. Doing the secondary attack while the floating sword is out will recall it back to you. The Sword can be put away while the floating sword is active, and it will continue to attack enemies until you run out of Special Weapon charge.
  7. Using the floating sword ability in the Pack-a-Punch room WILL crash your game

Civil Protector

  1. You need to find three fuses around the map, one in each of the three Districts:
  2. Once you have all three fuses, go to the Underground area (see the Rift Portals section for how to access), and place the fuses in the fuse box right of the Rift to the Footlight District.

Rocket Shield

  1. The Rocket Shield requires three parts to be built. There is one part in each of the three Districts:
  2. Once you have all three parts, the Rocket Shield can be crafted at the Crafting Table in the Waterfront (behind the Gym), Canals (in front of the Ruby Rabbit), or Footlight ("below" the train station) districts.

Goddard Apparatus Shield Upgrade

  1. This upgrade is tracked individually, so each player has their own progress. It is not shared between players.

  2. Obtain the Rocket Shield.
  3. Charge through at least 10 Zombies with the Rocket Shield's boost attack. Doing so correctly will play a bowling strike sound. Repeat this 12 times in a row.
    • Failing to get 10 kills in one charge resets your progress, requiring all 12 sets to be done again.
    • The 120 kills don't have to be in a row, or with the same shield.
  4. Once you get the 12th set of kills, a cheering sound effect will play, and your shield will be replaced with the upgraded one.
  5. The Shield now has more health than the normal Rocket Shield, and has one extra (total four) rocket charge.

'Apocalypse Averted' Main Quest

Stats: Difficulty - 4/10 Solo (5/10 4-Player), Est. Completion Time - 1 Hr to 1:30 Hr (1:30 to 2 Hrs 4-Player)

To complete this Main Quest, you'll need four players. If you don't have four players, you can still complete the Boss Fight, but the final sequence (and the final cutscene) won't start.

  1. Prerequisites

  2. Unlock Pack-a-Punch.
  3. Every player needs to obtain an Upgraded Sword.
  4. Flag Defence

  5. Once every player has an Upgraded Sword, go to Nero's room and interact with the open book on the floor in front of the bookshelf. It should begin floating.
  6. This will cause a Flag to fall from the ceiling near the Widow's Wine Perk Machine in the Underground.
    • Picking up this flag will start a defence objective, so make sure you have Max Ammo and Pack-a-Punched weapons.
  7. When you pick up the flag, all enemies will despawn, and only Meatballs and Parasites will spawn. You need to defend the flag at two locations (indicated by lightning on the ground ) per district, then bring the flag to the Ghost Keeper at that district's Ritual Table. When you place the flag at a defence location, the Meatballs will start going after the flag. You must kill them before they reach the flag. If it takes too much damage, it breaks, and you'll have to end the round to retry. While you're defending the flag, the Shadowman will occasionally spawn in the air around the flag; shoot him to make him disappear. Failing to shoot him in time will cause him to spawn a lot of parasites. Defence locations:
  8. After 30 seconds, the flag will make a sound and start pulsing red; you can now pick it up and bring it to the next location.
    • A Max Ammo might spawn above the flag when you pick it up, so make sure to grab it.
  9. Once you've given the Flag to one district's Keeper, you'll need to end the current round to respawn the flag to do another district.
  10. Once all four Keepers have been given flags, they will spawn beside the Gateworm pedestals in the Pack-a-Punch room. Each player must interact with a Keeper to give it their upgraded Sword.
  11. Shadowman Boss Fight

  12. Once the last keeper is given a Sword, the Boss Fight will start.
  13. The Shadowman will appear in the middle of the room with a shield around him. The Keepers will fire a beam at him, breaking the shield and stunning the Shadowman.
  14. While the Shadowman is stunned, quickly shoot him to make him teleport around the arena. Keep shooting him until he's above the Ritual Table near the entrance to the room. You have 9 seconds to get him to the Ritual Table before he teleports back.
  15. Once the Shadowman is over the table, interact with the table to capture the Shadowman in the Summoning Key. If you capture the Shadowman, the Boss Fight will end, and you can skip the remainder of this section.
    • If you take too long to get the Shadowman to the Ritual Table, he'll recover from the stun and teleport back to the middle of the room with the shield, and a Margwa will spawn.
  16. If you don't capture the Shadowman, you must activate each Keeper again. Once activated, they'll break the Shadowman's shield, and you can try to capture him by shooting him around the room again. With each failure to capture the Shadowman, 2 seconds will be added to the time you have to get him to the Ritual Table.
    • Once the Shadowman's shield is broken, a Max Ammo power-up will spawn beside one of the Keepers/Gateworms near the Shadowman.
    • The Shadowman has an attack that can deactivate all currently activated Keepers, making you have to activate them again. He will hold the Summoning Key above his head, and it will start to glow purple. Once the attack is started, you have about 8-10 seconds to cancel it. This attack can only be cancelled by activating all four Keepers before he attacks.
  17. Once you've captured the Shadowman in the Summoning Key, the boss fight will end. If you don't have four players in the game, the Main Quest will end here, and you can continue your game as normal. There's no reward.
  18. Destroy the Giant Gateworm (4-Player Only)

  19. If you do have four players, a giant Gateworm will appear on top of the ritual table, where you captured the Shadowman. After a couple of seconds, the giant Gateworm will disappear and all players will become "corrupted" (indicated by the red mist on screen).
  20. You must find a white orb and walk into it to temporarily clean the corruption (a white orb will always spawn on the ritual table). Once you see the corruption on screen, you'll have 15 seconds to cleanse it, or you'll be downed. If you're in Beast Mode when you get corrupted, and you fail to cleanse, you will lose 40% of your Beast Mode "health." This corruption will return every 30-45 seconds. This corruption will linger until you complete this section of the Main Quest.
  21. Zombies will no longer spawn, instead purple-mouth Margwas will spawn. Killing one of these Margwas will activate a couple of Beast Mode chalices around the map.
  22. During this part of the Main Quest, your Beast Mode will have an infinite duration, but Margwas can still see and attack you. Taking damage in Beast Mode will take chunks off your Beast Mode meter; if it hits zero, you'll be removed from Beast Mode.
  23. In the middle of the Junction, the giant Gateworm and three Keepers will spawn where the train tracks from each district meet.
  24. Your overall goal is to destroy the giant creature in the sky. To do this, you'll need to destroy the giant Gateworm in the middle of the Junction by hitting it with the train, then shock the three Keepers in the Junction while the train tracks are electrified. If the tracks and Keepers are electrifed while the giant Gateworm is gone, the Keepers will fire a beam at the creature, ending the Main Quest.
    • If you fail to fire the beam, the giant Gateworm will respawn, and you can retry as soon as you're ready.
    • Since rounds no longer progress, any players that bleed-out will be respawned immediately when the train is called to a station.
  25. To explain this easier, I will divide this part into what each player needs to do.
    • Player 1 - Shock the Rails:
    • Player 2 - Shock the Rails:
      • Player 2's role is the same as Player 1. Enter Beast Mode, and spam shock the rails when the train is moving.
    • Player 3 - Call the Train and Shock the Rails:
      • Stay out of Beast Mode, to be able to call the train to your train station.
      • Once all other players are ready, call the train. While it's in motion, you need to quickly enter Beast Mode and shock your station's rails (like Players 1 and 2).
    • Player 4 - Shock the Keepers:
      • Enter Beast Mode, and wait in the Canals below the giant Gateworm. Margwas can't get to you when you're in the Canal.
      • Once the train is in motion, shock the bottom of all three Keepers. All three Keepers need to be electrified once the giant Gateworm is destroyed. It's recommended to just spam shock the Keepers as soon as Player 3 calls the train, and don't stop till you see them fire a beam into the sky.
  26. A few seconds after the Keepers fire the beam, the final cutscene will start.

'Snakeskin Boots' Song

  1. There are three wooden clocks you need to interact with to start the song. Clock locations:
  2. Once all three clocks are interacted with, the song will start.

'Cold Hard Cash' Song

  1. Pick up three pieces of stage equipment. Equipment locations:
  2. Once you have three items, they will automatically be placed on the stage, in front of the Ritual Table in the 'Black Lace Burlesque' in the Footlight District. Interact with the stand to start the song.

'Margwa Mask' Equipable Helmet

  1. Kill six Margwas; three will spawn throughout the Pack-a-Punch quest, and seven can be spawned, per person, during the Sword upgrade quest.
  2. Six Margwa Hearts will spawn around the map that you can only shoot while on the train, while it's moving. You can shoot them with any weapon, but using an explosive weapon (like the Ray Gun or upgraded Bloodhound) makes it easier.
    • You have to shoot all six hearts in only two train rides, or they'll all respawn. If the hearts respawn, you don't need to end the round to retry.
    • Since you only have two train rides, the optimal route is Waterfront to Footlight, then Footlight to Canals.
    • You can't shoot through the glass on the train; you need to shoot through an opening.
  3. Heart locations (described as if you're coming from that district's station, if applicable):
  4. Upon shooting the last heart, a Margwa death sound will play, indicating success.
  5. Based on the number of players, Margwa Masks will randomly spawn in Ritual Rooms, one per room. You won't be able to see the mask; instead, there will be a flash that will appear every couple of seconds. Interact with the flash to equip the Margwa Mask.
  6. With the Mask equipped, you take 25% less damage from the Margwa's Slam attack, and you do 15% more damage to Margwas.

Upgraded Lil' Arnies

  1. Obtain Lil' Arnies from the Mystery Box.
  2. Get 100 kills with the Lil' Arnies (kills from all player count together). There is no indication once you've gotten the required kills.
  3. Throw a Lil' Arnie at each of the three following items around the map. If they're thrown in the right spot, the item will disappear. The item won't disappear if you haven't gotten the required kills. Item locations:
  4. Once you have collected all three items, throw a Lil' Arnie at the Ritual Table in the Footlight District. After a short animation, you'll be given three upgraded Lil' Arnies.
  5. The upgraded Lil' Arnies are purple, they do (and take from Margwas) more damage, and they last longer. The upgrade it permanent, and every time you get a Max Ammo you'll get the upgraded version.

Upgraded Trip Mines

  1. Purchase Trip Mines from the wallbuy on the outside of the Boxing Gym in the Waterfront District.
  2. There are two upgrade paths, " Holly's Cream Cakes " and " Devil-O-Donuts." The only difference between the two paths is purely visual, with no effect on functionality. You can't switch sides once you've started.
    • The idea of this easter egg is Good v. Evil, with you either helping the "Devil" or "Holly" (Holy).
  3. You need to damage 3 or 4 (depending on the path) of the "opponent's" carts with a Trip Mine explosion. When done correctly, you'll hear a sound related to the side you are "helping." Damaging a "Holly's" cart will play an evil Samantha laugh, and damaging a "Devil" cart will play choir singing.
  4. Damaging a cart for the other side, you're helping will PERMANENTLY lock you out of helping either side for the rest of the game.

  5. Once all opponent carts have been blown up, you'll be given two Trip Mines. The Trip Mines will look like the chosen side's pastry when placed. The Trip Mine explosion will do more damage, have a larger range, and produce extra pastries that are purely visual.

Free Mega Gobblegum

  1. Buy (or otherwise obtain) Widow's Wine from the perk machine in the 'Underground.'
  2. Open the Beast Mode stairs at the front of the Canals District (See the Power section for more information).
  3. In the first room, up the newly activated stairs, there will be four Lion statues on the walls around the room.
  4. Throw a Widow's Wine grenade into each Lion's mouth. If done correctly, a plain, white Gobblegum will appear in one of the Lion's mouths. Interact with it to pick it up.
  5. Go to the Ice Cream Shop in the Junction (between Stamin-up and the door to the Footlight District). Interact with the plate in the window left of the door.
  6. Complete one full round. Return to the Ice Cream Shop, the Gobblegum should have grown larger. Interact with the plate to get your free Gobblegum.

'Sal's Laundry Ticket' Free 500 Points

  1. Throw a cooked grenade at the piece of paper on the clothing hanging inside Chang's Laundry (just outside the spawn door). Time the grenade's fuse so it explodes when it's close to the paper.
  2. If done correctly, the paper will land on the box in front of the store. Pick it up and you'll receive 500 points.

Noire Mode (Black and White Visual Filter)

The Noire Mode filter can't be deactivated once activated.

  1. Go to the Boxing Gym, in the Waterfront District. Go up the stairs in the back, and there should be a line of pictures above the window overlooking the Boxing Ring.
  2. Crouch in front of the desk's front-right corner. Hold the reload button and look at your feet. While holding the reload button, move your crosshair up in a straight line to this picture on the wall (the one left of the cypher picture) Video Example (Youtube).
  3. If done correctly, your screen should turn black and white.

Zombie Richtofen Jump Scare

  1. Unlock Pack-a-Punch.
  2. Obtain a Sniper with a scope. There are no sniper wallbuys, so you'll have to get one from the Mystery Box.
  3. Aim at the glowing window on the large ship in the harbour ( Zoomed-In ) in front of the Boxing Gym in the Waterfront District.

Mob of the Dead Plane Map Fly-Over

  1. Unlock Pack-a-Punch.
  2. The first time any player goes to the Junction after opening Pack-a-Punch, the plane will fly overhead, roughly coming from the Waterfront District, and ending at the Canals District.

Shadowman Round Skip (Skip to Rounds 5, 10, or 15)

  1. At the start of the game, the Shadowman will be standing on the fire escape above the door to the 'Junction.' Shoot the Shadowman until the round changes.
    • If you don't do enough damage or no-one shoots the Shadowman for 5 seconds, he'll disappear, locking you out of this Easter Egg.
  2. If you do enough damage, the round will jump up to 5, and all players will be given 1000 points.
  3. If you keep shooting the Shadowman, the round will jump to 10, and you'll be given 3000 points (4000 total). Keep going for round 15 and 7000 points (11,000 total).