Call of Duty Black Ops 6 (BO6)

Terminus Easter Egg Walkthrough (Updated)

Black Ops 6 Terminus Easter Egg

This is a Terminus easter egg walkthrough for Call of Duty Black Ops 6 (BO6) Zombies. Read on for a full guide of the Terminus Main Quest and learn how to complete the Terminus easter egg.

Terminus Guides
Easter Egg Interactive Map

Terminus Easter Egg Walkthrough

Unlocking Research Office

The first part of the Terminus Easter Egg Main Quest requires you to build a DRI-11 Beamsmasher Wonder Weapon, but the process to do so is quite lengthy. If you've managed to acquire the Beamsmasher randomly via Mystery Box, you can skip the next 17 steps and jump to Releasing Nathan.

1 Restore Facility Power

You restore facility power by turning on 3 AMP Generators in the (1) Guard Station, (2) Living Quarters, and (3) Bio Lab. You need to protect the AMP Generator for 30 seconds as it powers up.

If you fail to protect it, you'll have to wait for the next round before it cools down and you can try again.
2 Resurface the Inclined Lift

After succesffuly powering the AMP generator in the bio lab, you have to dive towards the submerged inclined lift, then raise it for 500 essence. After raising it above the water, you'll unlock the access to the lift and Terminus' Pack-a-Punch machine.
3 Acquire Dead Wire Ammo Mod

Go to the Arsenal Machine (there's one nearby inside the Bio Lab) and acquire the Dead Wire Ammo Mod for your gun for 500 Salvage.
Tip: One of the bosses later on is weak to Dead Wire Ammo Mod, so it'd be good if this was the gun you kept throughout your whole playthrough.
4 Power the 3 Circuit Breakers

With the Dead Wire Ammo Mod, you need to power 3 Circuit Breakers around the area of the inclined lift. You have to shoot them in order. However, Circuit Breakers #1 and #2 are only visible while the lift is moving.

Circuit Breaker #1 is found inside the window when facing north. Circuit Breaker #2 is outside but it's easier to shoot it when the lift is going down since it gets covered by the lift when you're going up.
Tip: Also recommended to do the Void Cannon Meteor Easter Egg simultaneously at this point for free Ammo Mods, Equipment, and maybe a Wonder Weapon.
5 Power Circuit Breaker #4

After shooting Circuit Breaker #3, an electrical current should run to Circuit Breaker #4 in the Living Quarters, the room of the 2nd AMP Generator (the room with the Jugger-Nog machine). Shoot it as well.
6 Power Circuit Breaker #5

Head out west to the Rec Yard. Shoot the Circuit Breaker #5 on the wall of the Living Quarters in order to open the door to its left.
7 Acquire the EMF FOB

In the unlocked room, there's a zombie pinned under the machine. Eliminate the zombie to pick up the EMF FOB.

Solving Research Office Code

8 Find X Coordinates
Terminus X Coordinates
Afterward, head to the Docks below the Sea Tower. You'll find a computer marked with the letter X. Interact with it, even if an interact prompt doesn't appear. A symbol will appear on the screen, but you don't need to memorize that since it will appear again later.
9 Find Y Coordinates
Terminus Y Coordinates
Go to the Storage Area to next find a computer marked with the letter Y. This area is north of the Rec Yard and south of the Interrogation Rooms (the room with the Quick Revive machine in it). Similarly, interact with the computer.
10 Find Z Coordinates
Terminus Z Coordinates
Finally, head to Communications for the computer marked with Z. This is south of the room with the Speed Cola machine. Interact with this computer as well.
11 Obtain the Multiphasic Resonator
Multiphasic Resonator
Afterward, head to the Sea Tower and open the case with a severed hand attached to it. Pick up the Multiphasic Resonator inside. You'll be attacked by a bunch of Vermin after.
12 Go Back to Research Office

Next, go back to the Research Office with all these parts and interact with the computer. You'll need to input a code.
13 Research Office Code Solution

The Research Office code is random every time. To get the 3-number code, you need to do some symbol association and algebra.

The post-it notes and the left whiteboard help you determine what number X, Y, and Z correspond to. Simply find the symbol on the whiteboard and determine the number's first digit through the numbers listed vertically and the number's second digit through the numbers listed horizontally at the bottom. (ex. 1st digit = 1, 2nd digit = 0, your number = 10).

Once you know what X, Y, and Z are, input them in the formulas on the right side (make sure to follow PEMDAS) to get the 3 numbers that'll make up the code. If you're number is a negative integer, just place the absolute value (same number without the negative).
▶︎ Beamsmasher Calculator NEW

Alternatively, if you don't want to do math, you can spend 5,000 Essence to simply be given the number by Peck at the Guard Station.

Crafting the Beamsmasher

14 Head to the Coordinates on the Islands

After inputting the code, you'll have to wait till the next round for the coordinates to lock onto the next area.

The computer will lock onto one of the 3 islands outside the main Terminus island: Castle Rock Island, Crab Island, and Temple Island. Wherever it locks onto, head there via boat.

Be sure to take the Multiphasic Resonator from on top of the computer before you do.
15 Power Up 3 Island Orbs

At the 1st island, you'll encounter an orb. Interact with it even an interact prompt doesn't appear. This will trigger waves of zombies to spawn. Some zombies will be glow the color of the orb. Eliminate these zombies and they'll drop mini-orbs. Pick up the mini-orb (via the interact button) and carry it to the main orb.

Do this 3 times and the orb will drop the Multiphasic Resonator for you to pick up. Afterward, repeat the same process on the next 2 islands.
16 Craft the Beamsmasher

The last orb will drop an item called AMP Munition. You'll use this to craft the DRI-11 Beamsmasher back at the Research Office.

In Squads, after crafting the Beamsmasher, make sure not to fully die before doing the next step, since you lose your Wonder Weapons when you die.

Releasing Nathan

17 Obtain the Hard Drive

Go down to the Bio Lab and look for the destroyed vent where a Tentacle Trap should be. There are 2 Tentacle Traps in the Bio Lab and 1 in the Living Quarters.

Activate the Tentacle Trap, then shoot the tentacles with your Beamsmasher. It will drop a Hard Drive afterward.
▶︎ All Trap Locations
18 Bring the Hard Drive to Peck

Bring the Hard Drive to Peck at the Guard Station. He'll tell you to go back to the Bio Lab and talk to Nathan.
19 Identify Nathan's Passcode

Before heading down to Nathan, it'd be good to already find out what the passcode would be to release him. To find that out, you have to check out the (1) clock in the Interrogation Rooms, (2) the card on the corkboard in the Mess Hall, and (3) Days Since Last Accident poster in Engineering. Those random numbers will be the passcode to release Nathan later on.
20 Talk to Nathan and Input Code

Talk to Nathan in the middle chamber in the Bio Lab. After his dialogue, you can input the numbers you learned above.
21 Release Nathan

After inputting the code, you have to turn the valves to release him. If you're in a squad, you have to turn the valves simultaneously to release him.
▶︎ Nathan Boss Guide
22 Defeat Nathan

Pack-a-Punch 3 against Nathan shreds, but PaP 2 is also fine. Prepare Cymbal Monkeys, at least 2-Plate armor, and Self-Revives. The most important bit about this fight is that Nathan regenerates health, so don't focus on shooting zombies the whole time. Use the Cymbal Monkeys to lure them away while you focus on defeating Nathan.

Other good items to have include Mutant Injection and Dead Wire Ammo Mod, as mentioned previously, since Nathan is weak to it.

Unlocking the Final Encounter

23 Retrieve the Key Card

After defeating Nathan and the cutscene, jump into the water after the cutscene and pick up the Key Card somewhere. It's not at a set location every time.
24 Go to the Shipwreck

Afterward, head to the Shipwreck and enter the hole in the middle via boat. Be careful not to lure the Tentacle's poison cloud attack. There will also be parasites in the hole in the middle.
25 Enter the Shipwreck

Enter through the hatch with the ladder using the Key Car.
26 Survive Waves of Zombies Inside Shipwreck

Interact with the Node Connector, then you'll get locked in the room. You'll need to fight off waves of zombies coming from 4 windows during this event. A Sentry Gun would be good for this, as well as Cymbal Monkeys and Decoy Grenades.
27 Pick Up and Place Node Connectors


Afterward, pick up the Node Connector and bring them to the 2 damaged nodes found in the Sea Cave and the Crab Island. However, you can only pick up one at a time, so if you're a Solo, you'll need to go back to the ship after connecting one.
28 Obtain the Hacking Device

After the dialogue, you'll need to go back to Peck at the Guard Station and get the Hacking Device.
29 Hack Sattelite Buoys (Timed Trial)

Make sure you're all prepared for this next part, as it's a timed trial. You'll have to find 3 satellite buoys floating; (1) east of Crab Island, (2) at the submerged part of the Ship Wreck, (3) west of Temple Island. Interact with the buoys and hold to begin Hacking Signal. You have to be standing on the boat in order to interact.

You only have 2 minutes to hack the last 2 after finishing the first one.
30 Prevent Bomb Detonation at Bio Lab (Fatal Timed Trial)

Immediately after you'll have 5 minutes to head back to the Bio Lab and stop the bomb detonation by interacting with the 3 devices. If you fail this, you lose the game.
31 Unlock the Final Encounter

If you're successful, the Final Encounter will be available to you in the Bio Lab. This will be a boss fight with the Patient 13 Tentacle monster.
32 Patient 13 Boss Fight

The Final Encounter is extremely challenging, so it's best to go into it with: Pack-a-Punch 3 Gold- or Wonder Weapon-rarity weapons, Chopper Gunner, Self-Revive, at least 10,000 Essence (for ammo refill), any 3 useful GobbleGums, and the following Perks: Jugger-Nog, Stamin-Up, Speed Cola, Deadshot Daiquiri, and Quick Revive (if Squads).

Black Ops 6 (BO6) Related Guides

Black Ops 6 Wiki Zombies

Zombies Guide: Everything You Need to Know

All Zombies Mode Guides

Zombies Lists
Zombies Easter Eggs Zombies Maps
Zombies Weapon Locations Wonder Weapons
Zombies Augments Zombies Ammo Mods
Zombies Perks Challenges and Enemy Types
GobbleGums Equipment and Gear
Field Upgrades Zombies Powerups
All Mystery Box Weapons List All Zombies Armor Wall Buy Locations
All Pack-a-Punch Machine Locations All Zombies Perk Machine Locations
All Der Wunderfizz Locations All Door Buy Locations
All Arsenal Machine Locations All Ammo Cache Locations
All Trap Locations All Tactical Raft Spawn Locations
Zombies Guides
Zombies Split Screen How to Play Solo
Zombies Max Squad Size Rarity vs. Pack-a-Punch Damage Chart
Weapon Rarity Explained Loot Keys
Armory Keys Liberty Falls Vault Combination
Safe Deposit Keys How to Farm Essence
How to Earn Salvage Fast S.A.M. Trials Explained
Zombies Exfil Rounds and Rewards Best Zombies Guns and Weapons Tier List
How to Research Augments How to Get More GobbleGums
Rampage Inducer Effects -

Zombies Easter Eggs

Main Quest Easter Egg Walkthroughs
Liberty Falls Easter Egg Terminus Easter Egg
Liberty Falls Easter Eggs
Aetherella Easter Egg Liberty Lanes Bowling Easter Egg
Dancing Zombies Easter Egg Bonus Points Easter Egg
Terminus Easter Eggs
Void Cannon Meteor Easter Egg Fish Easter Egg

Comment

3 TbombAnonymous1 day

2 TbombAnonymous1 day

basically if symbol is in chart use left and bottom to figure number. If symbol in middle 1:1 number 11 for xy or z. If bottom left symbol location number is 22. 0,1,2,10,11,12,20,21,22 are possible for x or y or z stations

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