Call of Duty: Black Ops III

Call of Duty: Black Ops III

The Damned of the Moor III
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Alfa  [developer] Jul 17, 2022 @ 12:32am
Official Main Quest Guide!
Official Map Guide - The Damned of the Moor III

Before you start, make sure that you have unlocked all 4 of the Timeskip Teleporters around the map, as progressing further steps will require them all. This is done by:
  • Disabling the Electric Barrier in the Cafeteria (top floor of the main building) by repeatedly shooting the red box found to the right of it
  • Unlocking the Cell in the Cellblock using the key that is hanging from the ceiling
  • Assembling the Reception’s Timeskip Teleporter by reuniting it with the part ("Core") found within the offices area on a table
  • The Cellar's Timeskip Teleporter is activated by default when the power is turned on.

You will also need the Teslagun for part of the Main Quest, which can be acquired by beginning the charging sequence as soon as power is turned on (next to the power room) and filling up 3 soulboxes around the map with the following:
  • Recess Area = 50 Deadwire Kills
  • Outbuilding = 50 Thundergun Kills (Thundergun can be acquired for FREE by completing 3 Prison Riots in the Courtyard)
  • Countryside = 15 Dog Kills (Do this on the Electrical Inadequacy step to save time)

Main Quest

Step 1 - Electrical Inadequacy

-Using a PaP'd weapon with Deadwire equipped, shoot the Glowing Orb found in the transformer behind the spawn building

-Continue to shoot the Glowing Orb as it moves to various electrical objects. Doing this will also spawn Hellhounds.

-Once it reaches the door at the back of the cellar, shoot it one final time and the door will open, completing step 1.

Step 2 - Language Barrier

-Follow the newly revealed staircase downwards and you will find the Observation Floor. The door will be blocked; however, you can use the new Timeskip Teleporter at the bottom of the stairs to travel to 1983 where the door will now be open.

-Now that you are inside of the new room in 1983, you can use the second new Timeskip Teleporter that is found at the back of the room, to travel back to 1951 and gain access to the Observation Floor in the correct period.

-In the 1951 version of the room you will find an array of Button Panels with Apothican Symbols on each screen above them. In 1981, you will find corresponding icons hidden in a range of different places around the cellar and West & East stairs. However, you can avoid this tedious search entirely by repeatedly guessing the symbols - being mindful of your health while doing so.

-Once 3 correct symbols have been inputted, a new door will open in the Observation Room, revealing a button panel to realign the Beacons from 'The Damned of the Moor Remastered' and 'The Damned of the Moor II', which will appear in the sky soon after.

Step 3 - In-line with the Times

-A new crate will appear hanging outside in the Side Entrance area, next to the beacon. Shoot this with a projectile weapon or explode it with a grenade to have it fall to the ground. Once it has fallen and broken open, you can connect the button panel that was inside of it to the beacon.

-After connecting the panel, the nodes on the inside of the beacon will begin to spark. Shoot in the centre of them with the Upgraded Teslagun (Nikola's Nightmare) to power the beacon, which will then allow you to power-on the beacon.

-A few moments later, a rift will open in the sky, and you will be transported into The Corrupted Timeline soon after.

Step 4 - Chronologically Challenged

-Walk through the Corrupted Timeline and re-live the events of previous main quests, until you reach the bridge from The Last Unity

-Once at the bridge, you will regain your weapons and must survive a light stand-off until the Telepad has Cooled Down, before being able to travel back to the map.

Step 5 - Caught up to speed

-Once returned, and a new round has begun, a zombie will spawn with a glowing Twin-Bell Timeline Preserver on their Hip. Killing this Zombie will drop the Timeline Preserver (Clock) and then shooting/meleeing it will add it to your inventory.

-The next Timeline Preserver (Clock) is summoned by getting a kill using the Teslagun / Nikola's Nightmare, which will result in the next spawned zombie to be equipped with it. Kill and collect as you did previously.

-The third Timeline Preserver (Clock) appears halfway into a Prison Riot.

-The final Timeline Preserver (Clock) requires you to use a Timeskip Teleporter to travel to 1983, and then a zombie will spawn with it soon after.

-Once you have collected all 4 Timeline Preservers take them to the spawn building and place them on the table next to the telepad.

Step 6 - Lack of Coordination

-IF all 4 Timeskip Teleporters are active (see above if not) using any one of them to teleport to 1983 will cause them to malfunction and power-off (If playing in co-op, this will only occur when all players are in 1983).

-At 4 separate locations in 1983 you will find computer stations with a small pylon (Cellblock, Cellar, Corridor between Cellblock and Reception, Corridor between West Stairs and Cafeteria) which once shot with Deadwire, allows you to activate the Tape Recorder. Doing so will begin a very brief lockdown for each of them.

-Completing all 4 will allow you to pick up the Tape Recorder and place it next to the Timeskip Teleporter that is corresponds to. Once all are complete, the power will return, the Timeskip Teleporters will be usable again, and you will have completed this step.

Step 7 - Timeline Diversion Ahead

-Once returned, look behind each Timeskip Teleporter for an electrical station which you can interact with to Reroute the power of the teleporters. This will take 7 seconds of continuous holding in Solo, or 30 in co-op

-Upon Rerouting all 4, the Teleporter in Spawn will be accessible, and you will be rewarded a Perkaholic.

Step 8 - Reversion of the Unity

-You will now be able to activate the Teleporter for 45000 Points which will transport you back to the Corrupted Timeline (Game Ends on Completion)

-Run through the corrupted scenery of 'The Last Unity' as it is transformed through time piece-by-piece and enter the Rift at the top of the hill to complete this step and the map.

-A cutscene will then play showing 'Reversion of the Unity' - the penultimate stop in the 'Full Circle' series of maps.

Thanks for playing! There are also a handful of Side EEs - some have been solved, some have not, so happy hunting :^)
Last edited by Alfa; Jul 17, 2022 @ 12:38am
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Showing 1-15 of 25 comments
Alfa  [developer] Jul 17, 2022 @ 12:40am 
:jug::quick::speedcola:
I'm literally so mad right now.....I got to...basically the last real step, where all I had to do was reroute the power of the 4 teleporters to the spawn teleporter, and my game froze.....F
Logec Jul 19, 2022 @ 7:43pm 
Originally posted by AlfaTheseus:
Official Map Guide - The Damned of the Moor III

Before you start, make sure that you have unlocked all 4 of the Timeskip Teleporters around the map, as progressing further steps will require them all. This is done by:
  • Disabling the Electric Barrier in the Cafeteria (top floor of the main building) by repeatedly shooting the red box found to the right of it
  • Unlocking the Cell in the Cellblock using the key that is hanging from the ceiling
  • Assembling the Reception’s Timeskip Teleporter by reuniting it with the part ("Core") found within the offices area on a table
  • The Cellar's Timeskip Teleporter is activated by default when the power is turned on.

You will also need the Teslagun for part of the Main Quest, which can be acquired by beginning the charging sequence as soon as power is turned on (next to the power room) and filling up 3 soulboxes around the map with the following:
  • Recess Area = 50 Deadwire Kills
  • Outbuilding = 50 Thundergun Kills (Thundergun can be acquired for FREE by completing 3 Prison Riots in the Courtyard)
  • Countryside = 15 Dog Kills (Do this on the Electrical Inadequacy step to save time)

Main Quest

Step 1 - Electrical Inadequacy

-Using a PaP'd weapon with Deadwire equipped, shoot the Glowing Orb found in the transformer behind the spawn building

-Continue to shoot the Glowing Orb as it moves to various electrical objects. Doing this will also spawn Hellhounds.

-Once it reaches the door at the back of the cellar, shoot it one final time and the door will open, completing step 1.

Step 2 - Language Barrier

-Follow the newly revealed staircase downwards and you will find the Observation Floor. The door will be blocked; however, you can use the new Timeskip Teleporter at the bottom of the stairs to travel to 1983 where the door will now be open.

-Now that you are inside of the new room in 1983, you can use the second new Timeskip Teleporter that is found at the back of the room, to travel back to 1951 and gain access to the Observation Floor in the correct period.

-In the 1951 version of the room you will find an array of Button Panels with Apothican Symbols on each screen above them. In 1981, you will find corresponding icons hidden in a range of different places around the cellar and West & East stairs. However, you can avoid this tedious search entirely by repeatedly guessing the symbols - being mindful of your health while doing so.

-Once 3 correct symbols have been inputted, a new door will open in the Observation Room, revealing a button panel to realign the Beacons from 'The Damned of the Moor Remastered' and 'The Damned of the Moor II', which will appear in the sky soon after.

Step 3 - In-line with the Times

-A new crate will appear hanging outside in the Side Entrance area, next to the beacon. Shoot this with a projectile weapon or explode it with a grenade to have it fall to the ground. Once it has fallen and broken open, you can connect the button panel that was inside of it to the beacon.

-After connecting the panel, the nodes on the inside of the beacon will begin to spark. Shoot in the centre of them with the Upgraded Teslagun (Nikola's Nightmare) to power the beacon, which will then allow you to power-on the beacon.

-A few moments later, a rift will open in the sky, and you will be transported into The Corrupted Timeline soon after.

Step 4 - Chronologically Challenged

-Walk through the Corrupted Timeline and re-live the events of previous main quests, until you reach the bridge from The Last Unity

-Once at the bridge, you will regain your weapons and must survive a light stand-off until the Telepad has Cooled Down, before being able to travel back to the map.

Step 5 - Caught up to speed

-Once returned, and a new round has begun, a zombie will spawn with a glowing Twin-Bell Timeline Preserver on their Hip. Killing this Zombie will drop the Timeline Preserver (Clock) and then shooting/meleeing it will add it to your inventory.

-The next Timeline Preserver (Clock) is summoned by getting a kill using the Teslagun / Nikola's Nightmare, which will result in the next spawned zombie to be equipped with it. Kill and collect as you did previously.

-The third Timeline Preserver (Clock) appears halfway into a Prison Riot.

-The final Timeline Preserver (Clock) requires you to use a Timeskip Teleporter to travel to 1983, and then a zombie will spawn with it soon after.

-Once you have collected all 4 Timeline Preservers take them to the spawn building and place them on the table next to the telepad.

Step 6 - Lack of Coordination

-IF all 4 Timeskip Teleporters are active (see above if not) using any one of them to teleport to 1983 will cause them to malfunction and power-off (If playing in co-op, this will only occur when all players are in 1983).

-At 4 separate locations in 1983 you will find computer stations with a small pylon (Cellblock, Cellar, Corridor between Cellblock and Reception, Corridor between West Stairs and Cafeteria) which once shot with Deadwire, allows you to activate the Tape Recorder. Doing so will begin a very brief lockdown for each of them.

-Completing all 4 will allow you to pick up the Tape Recorder and place it next to the Timeskip Teleporter that is corresponds to. Once all are complete, the power will return, the Timeskip Teleporters will be usable again, and you will have completed this step.

Step 7 - Timeline Diversion Ahead

-Once returned, look behind each Timeskip Teleporter for an electrical station which you can interact with to Reroute the power of the teleporters. This will take 7 seconds of continuous holding in Solo, or 30 in co-op

-Upon Rerouting all 4, the Teleporter in Spawn will be accessible, and you will be rewarded a Perkaholic.

Step 8 - Reversion of the Unity

-You will now be able to activate the Teleporter for 45000 Points which will transport you back to the Corrupted Timeline (Game Ends on Completion)

-Run through the corrupted scenery of 'The Last Unity' as it is transformed through time piece-by-piece and enter the Rift at the top of the hill to complete this step and the map.

-A cutscene will then play showing 'Reversion of the Unity' - the penultimate stop in the 'Full Circle' series of maps.

Thanks for playing! There are also a handful of Side EEs - some have been solved, some have not, so happy hunting :^)


so me and a friend have been trying to do this a few times now solo and co-op and we keep getting stuck at a point in the ee. the first few spots were step step 5 or step 6 and cant figure out why
MrPointFifty Jul 20, 2022 @ 5:28pm 
The clocks spawn in order for step 5 so you may have had it spawn in the map and not know. I found mine near the civil protector which may just be where the zombie died. For step 6 you may just have to flip a round or so and teleport in
LKiNG7 Jul 21, 2022 @ 8:21pm 
It's the clocks for me... the tesla clock is what color? I also had a random clock spawn at the beginning of prison riot lock down round by civil protector I think it was blue? are they color coded to each step? I think it would help if someone could say if they are which one is what color...also I'm on round 40 and have 2 clocks started this "step 5" @ 31.. it's fun lol
i kept teleporting back and forth and running through the map and finding clocks .. try that if you get stuck.. what time is it?
Last edited by LKiNG7; Jul 21, 2022 @ 8:26pm
Shipwaifu Jul 24, 2022 @ 11:01pm 
went about 10 rounds without a single clock spawning
Alfa  [developer] Jul 24, 2022 @ 11:02pm 
-Once returned, and a new round has begun, a zombie will spawn with a glowing Twin-Bell Timeline Preserver on their Hip. Killing this Zombie will drop the Timeline Preserver (Clock) and then shooting/meleeing it will add it to your inventory.

-The next Timeline Preserver (Clock) is summoned by getting a kill using the Teslagun / Nikola's Nightmare, which will result in the next spawned zombie to be equipped with it. Kill and collect as you did previously.

-The third Timeline Preserver (Clock) appears halfway into a Prison Riot.

-The final Timeline Preserver (Clock) requires you to use a Timeskip Teleporter to travel to 1983, and then a zombie will spawn with it soon after.

-Once you have collected all 4 Timeline Preservers take them to the spawn building and place them on the table next to the telepad.
hope this helps
Barbapapaf Jul 26, 2022 @ 8:15am 
[COOP] It seems that if you didn't activate the four teleporters before step 6 you won't be able to do this step. We tried everything without luck, we should have follow this guide from the beginning :/
Alfa  [developer] Jul 26, 2022 @ 8:34am 
Originally posted by Silyce:
[COOP] It seems that if you didn't activate the four teleporters before step 6 you won't be able to do this step. We tried everything without luck, we should have follow this guide from the beginning :/
You should be able to begin this step even if the teleporters weren't accessed beforehand, by going and unlocking all the teleporters and trying again - a new round also has to have passed. I plan to look into issues with beginning this step sometime soon
Deemikeyy Jul 30, 2022 @ 10:35pm 
was stuck on step 6 playing COOP on round 46 the computers with the pylon didn't turn on, tried doing a new round and still didn't work :/ is it bugged?
Alfa  [developer] Jul 31, 2022 @ 12:06am 
Originally posted by Deemikeyy:
was stuck on step 6 playing COOP on round 46 the computers with the pylon didn't turn on, tried doing a new round and still didn't work :/ is it bugged?

Before you start, make sure that you have unlocked all 4 of the Timeskip Teleporters around the map, as progressing further steps will require them all. This is done by:
Disabling the Electric Barrier in the Cafeteria (top floor of the main building) by repeatedly shooting the red box found to the right of it
Unlocking the Cell in the Cellblock using the key that is hanging from the ceiling
Assembling the Reception’s Timeskip Teleporter by reuniting it with the part ("Core") found within the offices area on a table
The Cellar's Timeskip Teleporter is activated by default when the power is turned on.

-IF all 4 Timeskip Teleporters are active (see above if not) using any one of them to teleport to 1983 will cause them to malfunction and power-off (If playing in co-op, this will only occur when all players are in 1983).
Horus Jul 31, 2022 @ 2:23pm 
I was able to reach the final step with a friend, we bought the 45k on the teleporter in spawn, but there wasn't an ending. The game 'bugged out' as it seemed.

The 45k was gone, there was no ending (cutscene), the zombies kept spawning (without dropping any power-ups) and there was no possibillity to go to the final cutscene/ending.

Perhaps it's worth looking into it :D
Deemikeyy Jul 31, 2022 @ 2:56pm 
Originally posted by AlfaTheseus:
Originally posted by Deemikeyy:
was stuck on step 6 playing COOP on round 46 the computers with the pylon didn't turn on, tried doing a new round and still didn't work :/ is it bugged?

Before you start, make sure that you have unlocked all 4 of the Timeskip Teleporters around the map, as progressing further steps will require them all. This is done by:
Disabling the Electric Barrier in the Cafeteria (top floor of the main building) by repeatedly shooting the red box found to the right of it
Unlocking the Cell in the Cellblock using the key that is hanging from the ceiling
Assembling the Reception’s Timeskip Teleporter by reuniting it with the part ("Core") found within the offices area on a table
The Cellar's Timeskip Teleporter is activated by default when the power is turned on.

-IF all 4 Timeskip Teleporters are active (see above if not) using any one of them to teleport to 1983 will cause them to malfunction and power-off (If playing in co-op, this will only occur when all players are in 1983).

Turns out we didn't do that so we had to restart. Fortunately we finally did the EE today and beat it. Good Map. :)
Shipwaifu Aug 7, 2022 @ 11:24pm 
Originally posted by AlfaTheseus:
-Once returned, and a new round has begun, a zombie will spawn with a glowing Twin-Bell Timeline Preserver on their Hip. Killing this Zombie will drop the Timeline Preserver (Clock) and then shooting/meleeing it will add it to your inventory.

-The next Timeline Preserver (Clock) is summoned by getting a kill using the Teslagun / Nikola's Nightmare, which will result in the next spawned zombie to be equipped with it. Kill and collect as you did previously.

-The third Timeline Preserver (Clock) appears halfway into a Prison Riot.

-The final Timeline Preserver (Clock) requires you to use a Timeskip Teleporter to travel to 1983, and then a zombie will spawn with it soon after.

-Once you have collected all 4 Timeline Preservers take them to the spawn building and place them on the table next to the telepad.
hope this helps
figured out what we did wrong and managed to beat the map. Thanks for making the map, it was fun
Been killing zombies for the better part of 10 rounds without the last clock in 1983 spawning. Me and my buddy looked in every nook and cranny of the area and it's not like it dropped somewhere without our knowledge. Don't know if it dropped under the map or it's just not spawning, but either way something ain't right
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