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Call of Duty: Black Ops III Walkthrough: Start to Endgame

Step-by-step Call of Duty: Black Ops III walkthrough covering every phase from first session to endgame. Complete progression guide with milestones and checklists.

Researched and editorially reviewed. Updated .
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Treyarch shipped Black Ops III in November 2015 with three games in one box: a four player co-op campaign, a Specialist driven multiplayer suite, and the Zombies arc that opens in Shadows of Evil. Movement is the through line, because thrust jumps, wall runs and power slides all stay available while you fire and reload. A decade later the PC version still fills lobbies, mostly for Zombies and the Workshop custom maps that came with the mod tools.

This walkthrough takes you from your first session to endgame content. Each phase has specific goals, priorities, and milestones. New to the game? Start with our beginner's guide first.

Quick Progression Summary

PhaseAreaFocusRoleDuration
1. StartNuk3townChain based movement basicsOutrider1-2 hours
2. EarlyCombineSpecialist weapons and abilities masteryOutrider3-5 hours
3. MidHuntedPick 10 Create-A-Class + gearRuin or Outrider5-10 hours
4. LateShadows of EvilBuild optimizationRuin5-10 hours
5. EndgameDer EisendracheMin-maxRuin or SeraphOngoing

See our maps guide for detailed area breakdowns.


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Phase 1: Getting Started (Nuk3town)

The small symmetrical two house map that returns in every Black Ops game. Spawns flip constantly, sightlines run straight down the middle, and every fight is decided in under two seconds.

Level/Difficulty: Any rank Key Rewards: Fast scorestreak chains, quick weapon camo grinding

What to Do in Nuk3town

  1. Learn Chain based movement. Thrust jumps, wall runs and power slides all draw from one thrust meter, and you keep full weapon control through every one of them. Spend your first session getting comfortable with this.
  2. Pick Outrider as your starting role. See our builds guide for why.
  3. Thrust jumping paints a red dot on the enemy minimap unless you run Blast Suppressor. On Search and Destroy either take the perk or stay grounded when you approach a bomb site, because a single jump tells the whole enemy team where you are.
  4. Acquire your first weapons upgrade: Man-O-War or whatever's available.
  5. Clear all main content before moving on.

Phase 1 Checklist

  • Understand Chain based movement fundamentals
  • Outrider selected and functional
  • Nuk3town main content cleared
  • Ready for Combine

Phase 2: Early Game (Combine)

A three lane desert research map with wall run routes on the outer lanes and a covered middle. It is the map that teaches you why chaining a slide into a wall run beats sprinting in the open.

Level/Difficulty: Any rank Key Rewards: Movement practice, balanced lane control

What to Do in Combine

  1. Work on Specialist weapons and abilities. Each of the nine Specialists carries one weapon and one ability, and you choose which of the two charges during a match. This system becomes critical from here on.
  2. Farm for Man-O-War if you haven't already. It's the key upgrade for this phase.
  3. Pick 10 counts a Wildcard as one slot, which means Perk 1 Greed costs the same as a lethal grenade you rarely throw. Flak Jacket plus Ante Up out of one Greed slot is a stronger use of that slot than a secondary you never switch to.
  4. Complete all objectives before pushing to Hunted.
  5. Consider whether Ruin might suit your playstyle better than Outrider.

Phase 2 Checklist

  • Specialist weapons and abilities integrated into gameplay
  • Man-O-War acquired
  • Combine fully cleared
  • Ready for Hunted

Phase 3: Mid Game (Hunted)

A jungle lodge map with a waterfall on one flank and tight interiors on the other. Close and mid range weapons both work here, which makes it a good test bed for a new loadout.

Level/Difficulty: Any rank Key Rewards: Mixed range gunfights, flank route practice

What to Do in Hunted

  1. Master Pick 10 Create-A-Class. A loadout has ten slots covering primary, secondary, attachments, perks, grenades and Wildcards. This unlocks a new layer of gameplay.
  2. Start working toward KN-44. It's the best weapon and becomes accessible around now.
  3. Specialist charge builds from time alive, damage dealt and objective work, not from kills alone. Holding a Hardpoint keeps the meter climbing even when you are losing gunfights, which is why objective players see Gravity Spikes more often than slayers do.
  4. This area is the main skill check. If you can clear it, you're ready for late game.
  5. Start investing in Gunsmith attachment slots for the tactical depth you'll need going forward.

Phase 3 Checklist

  • Pick 10 Create-A-Class mastered
  • KN-44 acquired or in progress
  • Hunted fully cleared
  • Ready for Shadows of Evil

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Phase 4: Late Game (Shadows of Evil)

The launch Zombies map, set in Morg City, with Beast Mode transformation and a ritual chain that gates Pack-a-Punch behind four collected items. It is the most complex opening map in the game.

Level/Difficulty: Rounds 1 to 30 plus Key Rewards: Apothicon Servant, Pack-a-Punch access, Beast Mode shortcuts

What to Do in Shadows of Evil

  1. Finalize your build. You should be running Ruin or Outrider with optimized gear.
  2. KN-44 should be your primary. If you don't have it yet, prioritize getting it.
  3. Aim down sight speed decides close fights more than optics do, so Quickdraw beats a fancy reticle on any SMG. Pair it with Rapid Fire on the VMP and you win most trades that start inside ten metres.
  4. Zombies GobbleGums optimization starts here. Small improvements compound into massive advantages.
  5. Farm this area for the resources needed to push into Der Eisendrache.

Phase 4 Checklist

  • Build fully optimized
  • KN-44 upgraded to max
  • Shadows of Evil fully cleared
  • Ready for Der Eisendrache

Phase 5: Endgame (Der Eisendrache)

The first season pass map and the community favourite. A castle layout with Wundersphere launch pads, the buildable Ragnarok DG-4, and four elemental bow upgrades built from the Wrath of the Ancients.

Level/Difficulty: Rounds 1 to 40 plus Key Rewards: Ragnarok DG-4, four upgraded bows, main Easter egg

What to Do in Der Eisendrache

  1. Der Eisendrache tests everything. Come prepared with your best build and gear.
  2. In Zombies, spend your first 2500 points on Juggernog before touching the Mystery Box at 950. Juggernog takes you from two hits down to five, and that alone changes every training pattern from round 15 onward.
  3. The endgame loop: run Der Eisendrache, optimize gear, push harder content.
  4. Experiment with Seraph for a fresh take once you've mastered the standard builds.
  5. This is where Zombies GobbleGums mastery separates good players from great ones. See our tips guide for advanced strategies.

Phase 5 Checklist

  • Endgame content on farm
  • Best-in-slot gear acquired
  • Der Eisendrache fully cleared
  • Ready for challenge content

Common Progression Mistakes

  • Emptying the thrust meter to cross open ground, which leaves nothing for a lateral dodge when someone opens fire from a window.
  • Filling all ten Pick 10 slots out of habit. A secondary you never draw is a wasted slot that could hold Fast Hands or two more attachments.
  • Opening the Mystery Box before buying Juggernog. A Ray Gun does not stop you going down in two hits on round 12.
  • Reloading in the middle of Nuk3town. Spawns flip within seconds on that map, so anywhere without cover behind you is the wrong place to be caught empty.
  • Treating the Specialist ability half as filler. Vision Pulse and Glitch win more objective rounds than any of the flashier Specialist weapons.

Key Tips for Smooth Progression

  1. Thrust jumping paints a red dot on the enemy minimap unless you run Blast Suppressor. On Search and Destroy either take the perk or stay grounded when you approach a bomb site, because a single jump tells the whole enemy team where you are.
  2. Pick 10 counts a Wildcard as one slot, which means Perk 1 Greed costs the same as a lethal grenade you rarely throw. Flak Jacket plus Ante Up out of one Greed slot is a stronger use of that slot than a secondary you never switch to.
  3. Specialist charge builds from time alive, damage dealt and objective work, not from kills alone. Holding a Hardpoint keeps the meter climbing even when you are losing gunfights, which is why objective players see Gravity Spikes more often than slayers do.
  4. Aim down sight speed decides close fights more than optics do, so Quickdraw beats a fancy reticle on any SMG. Pair it with Rapid Fire on the VMP and you win most trades that start inside ten metres.
  5. In Zombies, spend your first 2500 points on Juggernog before touching the Mystery Box at 950. Juggernog takes you from two hits down to five, and that alone changes every training pattern from round 15 onward.

For more advanced strategies, see our tips & tricks guide.

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