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Call of Duty Black Ops 6 Zombies: Terminus Easter Egg Guide, Tips and Tricks

BO6 ZOMBIES CINEMATIC 001

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Before attempting the Terminus Easter Egg I recommend starting with the Liberty Falls one. Not only is it intended to be the introduction to Black Ops 6 zombies (and is therefore significantly easier) it also provides story context for Terminus.

In fact Terminus starts to tap into previous storylines from earlier games as well, most directly Black Ops 4 and Cold War, so it might be worth refreshing yourself on those games’ storylines as well. That being said, here is your full Terminus Easter Egg guide!

Your first objective when loading into Terminus is a classic, get the power on. For this map this consists of opening several doors, activating three AMP generators and defending them for 60 seconds each while events zombies swarm them. This will be strikingly familiar to fans of Firebase Z in Black Ops Cold War.

When the final AMP Generator is turned on in the basement Bio Lab location, dive into the water and activate the inclined lift with Pack-a-Punch to raise it to an accessible level.

There will be on screen prompts for all of this, pretty straightforward. Now we get into the less obvious portion of the Easter Egg quest. The next several steps are all aimed at getting ahold of the Beamsmasher wonder weapon. If you get lucky you can get this from the mystery box or from a dig site/underwater chest and skip these steps. If not, I’ve already put together that guide here.

Once you have the Beamsmasher your next objective is locating Nathan, Maya’s brother. You’ll need to shoot the primary fire mode of the Beamsmasher at one specific tentacle trap while it is active.

There is one just outside of the secret lab containing the Beamsmasher crafting table, and two are located on the entrances to the underground bio lab. The correct trap changes every game but there’s a trick to finding the right one.

There is a grate covering each of these traps that gets broken out when you first activate them. Go around and find the one trap that is ALREADY broken before any player has used it. That’s the correct one. Activate it and shoot the mouth and tentacles that emerge. It should spit out a key item, the hard drive. Take the hard drive to Peck.

He is located behind bulletproof glass in the guard station, the room with the first AMP Generator. Interact with the drawer just below the window to give him the hard drive.

Once you do he will tell you that Nathan is located inside the containment chamber at the center of the Bio Lab. You can head down there and interact with the tiny port window to see Nathan.

But before you do you may as well gather the numbers you need for the next step which are all located above ground.

You need a three digit code for the keypad on Nathan’s tank, these digits change every game.

The locations of the numbers can be deduced by listening to various audio logs in the bio lab but I’ll just tell you.

The first digit can be found in the room with Quick Revive. Behind one of the zombie spawn windows is an analog wall clock. The hour hand (the shortest hand) of that clock indicates the first digit.

It can be difficult to make out without a decent scope but you should be able to get the general area and you can trial and error this digit if needed.

The second digit is located in the Mess Hall. There will be a numbered playing card pinned to a cork board near one of the doorways. The number of that card is the digit you need. An ace means 1.

The final digit is found inside the machine shop between the Juggernog bunk room and the Sea Tower with Elemental Pop. In there you’ll find a “days since last injury” sign with the final digit on it.

Take those numbers and interact with the keypad just below the window on Nathan’s chamber. Like I said that first digit can be hard to make out so if you get it wrong that’s probably the incorrect one. Trial and error is easy if it’s only one incorrect digit.

Once the readout says unlocked you need to open the relief valves on the tank. Doing so will trigger a lockdown boss fight in the Bio Lab so be prepared for that. The boat blocking trick (using a raft to block off one of the stairs sets) can work here but it’s been unreliable lately so I don’t recommend it.

I do recommend bare minimum Juggernog, tier 2 armor and at least one tier 2 Pack-a-Punched gun for this stage. It’s a pretty chunky boss and it can heal itself so this can be a rough and tedious fight if you’re unprepared.

It’s well worth grinding and going to higher rounds for more firepower in my experience. The Beamsmasher isn’t a particularly powerful wonder weapon for this nor the final boss. It will not be required for any more Easter Egg steps so it might be worth trading it for either an orange tier gun or a ray gun given the opportunity (despite all the trouble it took to get it).

When you are ready, have each player activate one of the valves on the four corners of the tank. You only need to activate as many valves as there are players but it has to be simultaneous. This is a really annoying step if you have a teammate without a mic but you can use text chat and/or pings in a pinch.

When you’ve successfully released the valves you’ll get an audio cue, the screen will flash white and the lockdown will begin. The boss is an amalgam like those you may have already seen on higher rounds but with significantly more health. If you haven’t encountered one yet here’s some tips.

Aim for the glowing bits obviously and try to destroy as many heads as possible. The amalgams are particularly weak to electric damage so the Dead Wire ammo mod is your friend here. Splash damage also seems to be pretty effective for damaging all its various parts simultaneously.

The main thing to watch out for is its special attack. The amalgams can grapple you, draw you to them and bite for MASSIVE damage. That’s bad enough but more often than not they’re surrounded by zombies so this can easily get you dogpiled.

What’s worse, whenever it pulls this off it heals itself some. Try to keep obstacles between you and the amalgam when possible and use the curve of the bio lab to your advantage. If you can stay around a bend it’ll have a much harder time latching on. Sometimes it will grab a zombie by mistake which would be great but this fight is a lockdown, those zombies are endless and worth only 10 points each, and those grapple attacks also heal the amalgam as well.

Your best bet is to just kill the thing as quickly as possible without giving it a chance to heal.

When you do manage to kill the thing a cutscene will play and then you’ll find yourself on one of the bio lab bridges with the boss corpse right in front of you. Dive into the water directly below to collect another key item, the key card.

Take that key card to the communications area up top (between Juggernog and Staminup) and interact with a computer monitor with green text as shown here.

You should get an audio cue and then some dialogue about finding connector nodes. These nodes are located inside the shipwreck.

Take a raft out to the ship, go inside the hull through one of the giant holes in the side, and climb up the ladder there.

Inside you’ll find a table with two large cylinders on it. Interacting with either one will trigger a mini lockdown in that room so make sure everyone you want there is inside before you do. You’ll need to survive three small waves of zombies and spiders, maybe twenty in total.

The room is miniscule though so running around is tricky. I recommend just backing into a corner and picking them off as they emerge from the spawn windows. A max ammo will spawn when you’ve cleared the waves and the hatch will be open for you to leave.

Make sure to take one or both connectors with you and note that a player can only hold one at a time and will be slowed while holding it.

There are three potential spots you need to take these connectors though only two of them will need repairs and the specific two change each game. So for each of the following if there is already a node connecting the wires just move on to the next two spots.

The closest one is just over on crab island, on the beach closest to the ship wreck. Hold interact on the broken connection to insert the node connector.

Approaching one of the correct spots will spawn in some zombies and a mangler so make sure to deal with those first as its easy to be downed while repairing the connections.

The next closest spot is located directly below the Sea Tower in the Docks area. It’s ok if you need to drop nodes and make multiple trips to the shipwreck. A lot of these steps are easier to do solo I’ve found. Any nodes you drop while doing this will despawn and then respawn back in the shipwreck rooms after a little bit.

The final repair location is inside the Speed Cola tunnel along the rightmost wall as you enter from outside. With the node connectors installed you should get some dialogue from S.A.M. at the end of which she’ll tell you to gather in the guard station with Peck and Strauss.

Only one player actually needs to go to the station and I recommend that as it’s a small room and easy to get swarmed with multiple players on site. After a bunch of dialogue Peck will place a hacking device in the drawer where you earlier gave him the harddrive.

Grab it and head for a raft. This next step is timed and completing it will immediately start another timed step that can end your game if failed.

I recommend one player does this hacking step while the others group up in or near the bio lab for the following step. The hacking is pretty easy if you’re quick about it and I think that the more people who are on the water at once speeds up how fast the tentacle comes out to poison you.

The player with the hacking device needs to head to three buoys out on the water. They’ll have blinking red lights and are pretty equidistant from one another so which you start with doesn’t matter.

Head for the one nearest you, there’s one right at the sunken end of the shipwreck and the other two are near islands. Once you hack this first one you will have two minutes to get the other two or the step fails and you have to wait til next round. To hack them jump out of the raft and hold interact for a few seconds on the buoy.

Be careful not to let the raft drift too far as speed is of the essence here. Some parasites will spawn at each buoy and attack but you should have upgraded armor as well as Juggernog by now and they will despawn when you hack each buoy so there’s no real danger from them.

There IS danger from the radiation bubbles that spawn if you spend too much time on the water so hustle. Once the first buoy is hacked just head in either direction around the main island til you spot the next buoy (they have blinking red lights attached to satellite dishes so they’re easy to spot).

After the final buoy is hacked the screen will flash white and Modi dialogue will play. Book it to the bio lab because a five minute timer will start very soon. There are three doors around the bio lab that will now open up to reveal nukes you need to disarm.

There are two at either end of the lower area with the boat spawn and one on the upper level directly above Melee Machiato. You’ll need to hold the interact button on each of them for a significant amount of time, ten seconds or so.

Smoke grenades, decoys and monkey bombs are very helpful here. The Energy Mine turret augment is also very useful on both this section and the final boss fight. It’s the best field upgrade all around for my money.

This is the final step before the big boss fight. As soon as the final nuke is disarmed another door will open on the lower level of the bio lab.

Interacting with it will initiate a vote to begin the final stage.

I HIGHLY recommend tier 3 Pack-a-Punched guns at this point, purple or orange rarity and ideally guns with some decent range. Close range weapons will not be useful for this fight.

Max out as much as you can, go as many rounds as you need to before starting this fight. Tier 3 armor, Juggernog and Deadshot Daiquiri bare minimum for perks, and try to get chopper gunners and/or mutant injections. I would say that Healing Aura and the turret version of Energy Mine are by far the best field upgrades to equip for this.

When you’re ready, start the vote and a cutscene will play. When that’s over you’ll be facing Patient 13, the tentacle monster that harassed you for spending too much time on the water.

Make sure you stay out from directly in front of it at all times. It does these massive smash attacks that will do loads of damage, stun you and can even launch you off into the distance.

If you do end up in the water head to the nearest ladder and get back in the fight asap. You can take a moment to heal and catch your breath but it’s risky. The radiation will still spawn in after a while and zombies will sometimes get impatient and start throwing projectiles.

Throughout this fight tentacles will be spawning around the perimeter of the stage. These will hurl toxic gas balls constantly making it hard to hold one area for long. They can be shot and destroyed, damage to them will damage the boss slightly, but they respawn continuously. They are weakest when they are about to fire, they’ll turn bright yellow and can be hit for massive damage in that moment.

Personally I prefer to keep moving around the outside of the map shooting as I run. I tend to focus on clearing out the tentacles, never staying too long on one side of the arena.

Just keep an eye on where Patient 13 is at all times, it follows you. The primary objective is shooting the weak points on Patient 13’s main body. In phase 1 these will be large red boils on the shoulders.

Once you’ve taken around a third of his health he’ll retreat momentarily. You’ll get a wave of extra zombies and manglers with a Max ammo at the end of it.

When Patient 13 re-emerge the new weak point is the mouth. He’ll be immune to all damage outside of the weak points now too (though he barely takes damage from any other shot anyway).

When you get another third down he’ll retreat again and you’ll get a wave with amalgams mixed in this time. After a while he will return one last time. This time he blocks access to the runway around the center pool forcing you to stay in one area. Make sure you keep to the sides of the stage at this point, even as you get swarmed to avoid Patient 13’s devastating attacks.

The weak point now is the glowing blue eyes. Take shots when you can but watch out for his new attacks. He’ll occasionally let out area attacks that will instantly kill anyone not behind cover.

Additionally he can send out grapple attacks in the center of the stage that will also insta kill anyone caught by them. Avoid running back and forth through the middle as much as possible, it’s a kill box.

Use everything at this point. Any score streaks, field upgrades or gobblegums you have left. This final stage is by far the most difficult. If you do use a chopper gunner or hellstorm make sure you’re in cover when you do or risk getting knocked out of it by a boss attack.

As soon as you remove the last third of its health Patient 13 will explode, all other threats will despawn and the Easter Egg will be complete.

You’ll get one last cutscene and have the choice to end the match there or continue playing for high rounds. If you do continue you’ll be awarded a full set of perks, a ray gun, several orange tier guns, free aetherium crystals, thousands of bonus points and some aether tools.

That’s all folks, enjoy!

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