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Call of Duty Black Ops 6 Zombies – Terminus: How to Obtain the Beamsmasher

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Call of Duty Black Ops 6 hit Xbox Game Pass this past week and with it came a whole slew of new players myself included. I’ve been working to crack the Easter Egg quests for the two currently available zombies maps, Liberty Falls and Terminus. What follows is a step by step guide to the first stage of the Terminus quest, crafting the Beamsmasher wonder weapon.

Step 1: Turn on the Power

A classic and fairly self-evident first step. You’ll be given on screen prompts for this one. Run around and activate the three AMP stations until you can access the Pack-A-Punch machine. Dive into the water to bring the PaP lift up to your level.

Step 2: Acquire the Beamsmasher

The Beamsmasher is the new wonder weapon brought to us by Terminus. It has a continuous beam primary fire and an alt fire that slows enemies. You’ll need to secure one for the first step. Maybe you can get a lucky drop from the Mystery Box but there is a way to simply build one that I will detail now.

Substep 1: Deadwire

You need to attach the Deadwire electricity ammo mod to one of your guns at one of the Arsenal stations situated throughout the map.

Substep 2: Inclined Lift and Fuse Boxes

Make sure the Pack-a-Punch lift is at the lab level, if it isn’t run down to the lab and call for it there. Once it is take your modded gun onto the lift and ride it upwards. About halfway up you’ll be able to see into a little bunker through smashed out windows.

Shoot the fuse box in there with your Deadwire gun. Sparks will light it up and run to another fuse box on wall to your right and a little further up. Shoot that one. Sparks again to another fuse box further up. Shoot that one.

Now the sparks will shoot off out of sight into the bunker building that contains Juggernog. Go shoot the fuse box in there then follow the ensuing sparks just outside to a final fuse box which will open double doors to a secret lab.

Substep 3: Secret Research Facility

Inside the lab you will find a computer terminal, a workbench with the Beamsmasher partially assembled, a couple whiteboards with equations and zombie Tonofsky trapped under some rubble.

Shoot the trapped zombie and she will drop an EMF FOB you can grab. Head to the sea tower where Elemental Pop is located and inside you’ll find a small hardcase with a detached hand attached to it.

Hold interact button on it to open it up and retrieve the Multiphasic McResonatrix inside. Head back to the lab and interact with the computer terminal which will now allow you to enter three two digit numbers.

You can figure out these numbers via the equations on the wall (you will be ignored by zombies while interacting with the terminal to give you time) or simply enter incorrectly a few times and the option will open up to pay Peck 5000 points and he will give you the answer. If you want to figure out the numbers yourself read the next step. If not head to Peck (he’s sitting behind bulletproof glass just outside spawn) and skip this next substep.

Substep 4: The Numbers

To figure out the algebraic equations you’ll first need to figure out the values for x, y and z. To do this locate three laptops around the map and hold interact to turn them on. These are located just outside of the QuickRevive room, just outside of the StaminUp room, and at the top of the stone docks stairs respectively. Each will have an x, y or z written next to them and once turned on will display a symbol.

You don’t need to remember any this though as the game helpfully will spawn sticky notes on the computer terminal for you as you activate each one. Head back to the terminal and interact with it. You’ll be able to see the equations as you enter the numbers. The whiteboard on the left give you the numerical value for each symbol. I’ll add an image here to clarify.

The number on the left is the first digit, the number below is the second. So each symbol is either 22, 21, 20, 11, 10 or 00. Plug whichever three the map gave you into the algebra on the right side whiteboard to get your three code numbers.

Substep 5: AMPunition

If entered correctly you’ll get an audio cue indicating as much, different depending on whether or not you paid for the information. Once you do wait a full round or two for the computer to work its magic and attune the thingy with the whatsit. Eventually you’ll get another audio cue that thing is done calibrating.

Go back to the terminal and retrieve the key item. On the terminal screen will be the outline of one of three islands dotted around the map, head to whichever island is shown. There you will find a big glowing blue ball. Interact with it. This will spawn some events zombies and the ball should shoot one of them with blue energy making it glow.

Killing that zombie will drop a smaller blue ball you can pick up. Walk into the orb while holding the smaller blue ball. You can also just kill the glowing zombie right on top of the blue orb and it will automatically absorb it.

Now the orb will shoot another zombie and the process repeats. Once its absorbed two smaller orbs the blue ball will dissipate and shoot off to the next island and you can retrieve the resonator it drops. Head to the next island to find a green glowing orb and repeat the exact same steps only green this time.

Make sure you’re picking up the resonator after each of these orbs. When green is fed to smaller green orbs it will again disappear and head off to the final island. Grab the resonator and follow. This time the orb is purple. Rinse and repeat. Once this final purple orb disappears it will leave behind the needed AMPunition. Head back to the secret lab and you should be able to craft a free Beamsmasher at the workbench.

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