A jailbreak gone wrong pits you against the undead as you attempt to uncover the laboratory's secrets, recruit familiar allies in Tap to Reveal and Tap to Reveal, and avenge the gruesome crimes against nature occurring on the secluded island of Terminus.
This Black Ops 6 Zombies guide provides a complete walkthrough for every step of the main Terminus Zombies Easter Egg, including details on how to turn on the power, pack-a-punch your weapons, craft the Beamsmasher Wonder Weapon, handy tips to solving the Research Office math equation to obtain the computer code, locating Nathan's chamber code, and much more.
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Terminus Main Easter Egg Quest Walkthrough
Need help with a particular step during the main Terminus Easter Egg in BO6 Zombies? Click the links below to jump to our dedicated walkthrough sections or continue scrolling for a complete guide:
- How to Turn on the Power
- How to Activate the Pack-a-Punch Machine
- How to Craft the Beamsmasher Wonder Weapon
- Turn on the Laptops
- Apply The Deadwire Mod
- Solve the Terminus Research Office Math Equation
- Find the Missing Weapon Pieces
- Starting the Main Terminus Easter Egg Quest
- Find Nathan's Chamber Code
- Locate the Node Connectors
- Hack the Water Satellites
- Defeat Patient 13 - Tips for Final Boss Fight
Black Ops 6 Tier List: Best Guns Ranked
Black Ops 6 Tier List: Best Guns Ranked
How to Turn on the Power
To begin the Terminus Easter Egg, let's start with turning on the power, which also coincides with activating the Pack-a-Punch machine. To get started, you must find and activate three AMP generators that are scattered around the map.
The first AMP generator is located in the Guard Station and is in the room just ahead of the starting point. You will need to spend 500 Essence to turn it on and then protect it for 30 seconds from incoming Zombies.
If the generator happens to take too much damage during this time, it’ll need a round to cool down before you can attempt it again.
Now, leave the Guard Station and head down the stairs to the Security Overlook outside. Follow the path through the open door to your left, and then continue down the stairs in the Control Center, and then open the double doors to your right for 750 Essence.
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Now, head directly down the stairs and to the end of the path, where you'll find two white double doors you can open to your right for 1,000 Essence.
Upon opening, you'll enter the Living Quarters, where you'll find another AMP generator you must defend. Activating the generator will set you back another 500 Essence, too.
Do note that the purple-eyed zombies that spawn when the generator is activated only grant ten Essence per kill.
Once you've powered up the generator, head outside into the Rec Yard and then continue up the stairs along the wall to your left and then into the Mess Hall. When inside, unlock the nearby double doors for 1,200 Essence.
Beside the door is also an Arsenal machine, which allows you to use Salvage to upgrade your weapons and equipment.
Once the door is open, you'll reach the Seaside Path, where you'll want to take the ramp down and follow the path until you reach a stone wall that you can demolish for 1,500 Essence.
Now, after the wall has been destroyed, follow the path through the cavern, where you'll soon reach another door that can be unlocked with 1,750 Essence that leads into the Bio Lab, where the Pack-a-Punch machine is located.
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When entering the Bio Lab, continue into the center of the room, where you'll find the final AMP generator that needs to be powered up. Once the AMP generator is activated with 500 Essence, you must guard it for another 30 seconds. If you're successful, the whole level will now have power.
How to Activate the Pack-a-Punch Machine
Now that power has been turned on, dive into the water below and head over to the submerged lift. Using 500 Essence, raise the lift up and out of the water, and you'll now have full access to the pack-a-punch machine, which will cost you 5,000 Essence for your first upgrade. Subsequent upgrades will cost the following:
- Level 2 Pack-a-Punch:15,000 Essence
- Level 3 Pack-a-Punch:30,000 Essence
How to Craft the Beamsmasher Wonder Weapon
Now that you have turned on the power and activated the pack-a-punch machine, it's time to start crafting the Beamsmasher Wonder Weapon.
Do note that it is possible to obtain the Beamsmasher Wonder Weapon via the Mystery Box. However, this method can be very costly, as the weapon you receive is entirely random.
Turn on the Laptops
After restoring the power, you must turn on three laptops found across the main Terminus Island. To turn on each computer, interact with them, and you’ll be given a series of symbols and letters.
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Note that each time you play a match, the symbols will change for each letter (X, Y, Z). There is no need to remember the given symbols, as you’ll be reminded what they are later in the Easter Egg.
The three laptops can be found in the following locations:
- Outside the Communications room
- Outside the Storage Area
- Near the Caves in the Docks area
Communications Laptop
- Outside the Communications Room
Storage Area Laptop
- Outside the Storage Area
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Docks Laptop
- The Docks Near the Caves
Apply The Deadwire Mod
Once you’ve turned all the laptops on, approach any Arsenal Machine and buy the Deadwire ammo mod for any weapon you’re holding.
Now, proceed to the Pack-A-Punch machine in the Bio Lab. When you arrive, take the lift up and stay facing the control pad as you ride up. Along the way, you'll notice some windows in the building. When looking inside, you'll see an electric panel on the wall of the right window.
Shoot that panel, and electricity will shoot along the wiring to the next electric box you need to shoot. This will be to your right, turning from the windows, about halfway up the lift.
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If you shoot that panel, the electricity will travel to the top behind the Pack-A-Punch machine, where the third panel will be.
Shoot that and go inside the building where the Juggernog Perk-a-Cola machine is.
The panel next to the zombie window will be electrified. Shoot that next and follow the electricity outside to the final electric panel, which is right outside the doorway.
Shoot that panel, and the double doors to your left will open, revealing a small computer lab with a construction desk. This room is known as the Research Office.
Solve the Terminus Research Office Math Equation
Kill the zombie pinned on the ground and pick up the keycard it drops.
Take this keycard to the Sea Tower, where the Elemental Pop Perk-a-Cola machine is located. On the table opposite the perk machine will be a briefcase with severed hand attached to it.
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Interact with the briefcase and you’ll obtain a Multiphasic Resonator. Take this to the Research Office, then interact with the computer inside.
Doing so will place the Multiphasic Resonator on top of the computer and unlock it. Interact with the computer again to pull up the code sequence input and three post-it notes that display the symbols you obtained earlier from the laptops.
To solve the Research Office math equation, you'll first need to determine the values of X,Y, andZ, which can be done by viewing the leftmost whiteboard.
How to Solve the Code With Dr. Peck's Help
If you're struggling with solving the math equation, you can always bribe Dr. Peck in the Guard Station for the Calibrator Code for 5,000 Essence.
Free Alternative - Automatic Terminus Equation Solver
Alternatively, if you can't afford to spare any Essence, Reddit user Simo222 has created a free Terminus Equation Calculator that provides instant results to the equations by simply inputting your X, Y, and Z symbols.
Now, look at the X-marked symbol post-it note and find it on the whiteboard. Once found, combine the number along the left-most axis with the number on the bottom axis directly beneath the symbol.
For example, our symbols represent X = 21, Y = 10, Z = 22
Once you have your X, Y, and Z values, you must solve the math equations on the second whiteboard to get the final code. For these equations, always multiply and solve the problem in the parenthesis first, before adding or subtracting.
Tip: Use the rules of PEMDAS (parenthesis, exponents, multiplication, division, addition, subtraction).
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If you're using a scientific calculator (here's a handy online calculator), here's how you'll want to input the equation:
2(X) + 11 = First Code Input
((2)(Z)+Y) - 5 = Second Code Input
(Y+Z) - X = Third Code Input
For clarity, here's what our calculation looked like:
2(21) + 11 = 53
((2)(22)+10) - 5 = 49
(10+22) - 21 = 11This means our Calibrator Code is 53, 49, 11.
Once you've solved each equation, input the solutions from top to bottom into the computer. Upon doing so, the screen will show a cursor pinging around the map. You must wait a round or two before the location is set. Check back in after about two rounds.
Find the Missing Weapon Pieces
Once the location has been set, go to that marker on the map.
In this playthrough, it was the island on the far right-hand side. There will be a blue orb on the side of the island. Interact with it, and a trial will start.
The orb will randomly shoot out blue sparks at an enemy, and once defeated, that enemy will drop a blue orb. Pick up that orb and return it to the main orb you interacted with to start the trial.
You must now repeat this two more times. Once this trial is complete, the orb will explode and drop another Multiphasic Resonator, and the orb will fly away to another island.
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Follow the orb to the next island, where the orb will now be green.
Repeat the same steps for the trial. The orb will drop another part that you must pick up. Follow the orb to the next and final location. The orb will now be purple.
Repeat the same steps for the trial and pick up the part dropped at the end.
Go back to the main island to the Research Office and craft the Beamsmasher on the crafting table.
Starting the Main Terminus Easter Egg Quest
Once you have the Beamsmasher, you can start the main quest.
Look around the map for one of the three tentacle door traps located around the map. You want to find the broken trap; you'll know if the trap is broken because the bottom will be busted open and mangled. Once you've found the trap, interact with it to activate the trap.
When the trap is activated, shoot it with the Beamsmasher, and it will drop a Hard Drive.
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Now, take the Hard Drive to the Guard Station in the starting area, where you'll find Peck and Strauss sitting behind a window, and drop it into the deposit slot.
Peck will instruct you to go to the Bio Lab and interact with the main chamber in the center of the lab.
Nathan will appear, and if you have Maya as an operator at your party, you will get special dialogue from her when she speaks to her brother in the chamber.
Find Nathan's Chamber Code
To rescue Nathan, you must find the code to his chamber's keypad. The code can be found throughout the main Terminus island (which will change in each playthrough) in these three locations:
- Interrogation Room: Look at the clock behind the cage gate. The hour hand will be your first number. If the hour is between two numbers and is sitting at 5:30, the number is still 5.
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- Mess Hall: Look at the corkboard by the door; the playing card's number will be the second code number.
- Engineering Room: Next to the Crafting Table, there is a sign that states "Days Since Last Incident," which is your third and final code number.
Go back to the Bio Lab and enter the code to Nathan's chamber.
Two valves on the side of the keypad will need to be turned.
Once those are activated, the boss fight with Nathan will start.
The boss fight will lock you and your squad in the Bio Lab, with no way to leave without beating the boss or dying. We recommend running around the outside of the Bio Lab's scaffolding and shooting at the weak spots on Nathan's amalgam body.
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When Nathan is defeated, a cutscene will trigger, and the Bio Lab will open again.
Locate the Node Connectors
Once the Bio Lab is opened, dive into the water under Nathan's body, and you'll find a keycard. Take this to the Communications room. On the top floor of the room, you'll find a computer with a black screen. Input this keycard into that computer.
Peck will instruct you to go to the Shipwreck to find Node connectors.
Take a boat to the Shipwreck and go underneath the middle section where a hole has been blasted through. There will be a ladder underneath that you can park your boat next to.
Climb up the ladder through the small door, and you'll find yourself in a small room with two Node Connectors. Have you and another teammate pick up a connector.
This will trigger a lockdown protocol in that room. You'll have to defend yourself through a wave of zombies before you can exit.
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Once you've gone through lockdown, you need to visit three locations to see where the Node connectors need to be input:
- Cave Entrance: Enter the cave where Speed Cola is located, and you'll find the Node Connector slot on the right wall.
- Under the Sea Tower: Go directly underneath the Sea Tower on the rocks to find the Node Connector slot.
- Southern Island: Drive a boat to the southern island and go to the Workbench. Across from the Workbench is the Node Connector spot.
Since there are only two Node Connectors, only two locations will be empty and need the connection. If you notice a location has a connection already, move on to the next location.
Hack the Water Satellites
Once the Node Connectors have been attached, return to the Guard Station, where Peck and Strauss are found. Peck will slide a hacking device to you through the deposit box.
Pick it up and go to the Docks. Here, you'll find three satellites in the water, which you must hack by driving to them in a boat.
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Have a teammate drive you in the boat so you can get close enough and hack it. You have to hold the interact button to hack the satellite. You must hack three satellites within a minute of each other, or the process will reset.
Be aware that being in the water for too long will also trigger the tentacle monster to come after you, so speed is of the essence. To find where the next satellite is that you should hack, open your map to look at where groups of Parasite zombies are flying around in the water. These locations hold satellites.
Once you have hacked all the satellites, you must go to the Bio Lab and defuse three bombs. If the bombs are not defused within five minutes, Terminus will explode and end the game.
Once the bombs are defused, the locked door next to the Melee Macchiato perk will open, and the final boss fight will ensue.
Defeat Patient 13 - Tips for Final Boss Fight
All squad members must choose to accept progressing into the boss arena. Once everyone has opted in, a cutscene will play. The boss arena will be the far docks that were blocked off before, and all ladders in the water will be unlocked.
In phase one, Patient 13 will have weak spots on either shoulder. Have one player draw the normal zombies' aggro and run around the arena while the other squad members stand behind the two boxes in the front of the arena and shoot the weak spots.
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Watch for the boss' arm slam attacks, which can be predicted by its arms raising into the air, holding for a moment, and then slamming down in front of it.
Once both weak spots have been shot, the boss will disappear momentarily, and you must survive a zombie wave. Shoot the tentacles outside of the arena to help keep the amount of poison clouds at a minimum.
Patient 13 will rise again out of the water, and the weak spot will now be its tentacles. The boss will still teleport around the arena and conduct its slam attack.
Following the procedure of the first phase, have a teammate run the zombies around while the others shoot the boss' weak spot. The mouth will be the next weak spot when the tentacles have been damaged enough.
The boss will disappear again. Repeat the same steps to kill the wave of zombies and shoot the tentacles. This wave of zombies will have Amalgams and Manglers.
The boss will appear a final time, and the third and last phase will cut off half of the arena's playing field. Getting caught in a hoard of zombies will be extremely easy, so we recommend pulling out any scorestreaks to gain invincibility for a moment, which will be key. Chopper Gunner and Mutant Injection are recommended for this phase.
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You will only have two stacks of boxes to hide behind during this last phase. The boss will glow a bright blue, and your screen will light up. When this happens, dive into the water or hide behind the boxes to avoid getting hit by its beam attack. Patient 13's weak spots will alternate between its many blue eyes and the mouth.
Once you have defeated Patient 13, the Easter Egg will end, and you'll be given the option to either exit the match or continue playing.
If you opt to leave the match, you'll receive the following rewards:
- Trophy Collector Operator Skin.
- 5,000 XP
- Terminus Quest Complete (Early) Calling Card - This is earned for completing the main Easter Egg before Directed mode is released.
- Terminus Quest Complete (Standard) Calling Card.
Looking for even more BO6 Zombies Guides? Why not check out...
- Liberty Falls Main Quest Easter Egg Walkthrough
- How to Pack-a-Punch in Liberty Falls
- How to Craft the Jet Gun Wonder Weapon in Liberty Falls
- Vault Code Locations: How to Open the Vault on Liberty Falls
- How to Complete the Liberty Falls Superhero Easter Egg (Aetherella Figurine Locations)
Up Next: How to Pack-a-Punch on Terminus
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