Monday, 4 November 2024

Terminus Easter Egg Guide Part 1 - Call of Duty Black Ops 6 Zombies


Easter Egg Guide: Part 1-- Part 2 --

Secrets: Free Powerups and Perks -- Mega Stuffy Pet -- Meteor Strike -- Boat Race -- Whack A Mole/ Crab -- Slam Dunk For Free 2000 Points -- Oxygen Tank -- Cursed Talisman -- Maglev Elevator Jump Scare -- Culinary Delight Achievement -- Musical Easter Egg -- Armoury / Loot Keys / Golden Chests --

Hi guys,

Here is the full Easter egg guide to the awesome Terminus map in Call Of Duty Black Ops 6 zombies.

This zombie encounter is electrifying

The first thing we need to do on this map is get power restored to the facility, as we will need it in order to activate the PACK A PUNCH MACHINE. In order to restore the power, we will need to activate 3 AMP GENERATORS, which stands for AETHERIUM MATURATION POD's.

Let's get to work and find out their locations around the map.

AMP GENERATOR - Location 1 - Guard it with your life

The first location we will run into the AMP generator is in the GUARD STATION area. This is literally just outside the room we spawn into the game which is the HOLDING CELLS area.



Simply go up to it to activate the generator by holding the interact button on it. This unfortunately will cost you 500 credits per generator to activate, its pricey.....but energy prices have went up everywhere.....even in zombieland. 

Don't worry if you are unable to defend the AMP Generator. If it gets knocked offline, you can simply restart it again the sequence at a further cost of 500 credits. It's best to get them activated as quickly as possible in the lower rounds to make it very easy for you

Once activated you will need to defend it from zombies who attack it, for a total of 30 seconds, until the organism inside has fully grown in the machine to fully sustain a stable power source.

AMP GENERATOR - Location 2 - Living quarters for the undead.....or unliving quarters?

Next AMP Generator is located in the LIVING QUARTERS area, facing the JUGGERNOG PERK MACHINE. 



Simply repeat the process and protect it for a further 30 seconds to restore the second AMP Generators power.

AMP GENERATOR - Location 3 - Biologically speaking

The third and final location will be in the BIO LAB area deep under the ground. Exactly the same procedure as before.


That means credit wise, in order to turn on the power completely for this map, it will cost 1500 credits you will need to cough up to begin with. This amount doesn't take into account of course the doors and areas that need purchased to get to the areas where the AMP GENERATORS are actually located.

I am inclined to 'lift' your spirits

Now that all 3 AMP GENERATORS are online, we need to take a dive into the water at the bottom of the BIO LAB area which will change its area description to be the SEA area. When down there, you will find the INCLINED LIFT at the bottom of the 2 sets of rails you can see coming down the wall of the BIO LAB, into the water.



This lift has a control panel on it, which you need to interact with and spend 500 credits in order to raise the lift from the seabed. 

 





This will then raise the lift and the PACK A PUNCH MACHINE out of the water, making it now usable.

Smashing Content

The next step we want to do is acquire the BEAMSMASHER WONDER WEAPON on this map. 


In order to get this, we will first need to acquire the DEAD WIRE AMMO MOD from one of the ARSENAL MACHINES on the map.



Now that we have it equipped, we need to head over to the INCLINED LIFT and it is easier to do the next step if the lift is already above ground and going down the way, however it doesn't really matter.

Activate the INCLINED LIFT for a cost of 500 credits and on the way down, or up, we will need to shoot several ELECTRICAL BOXES that can be seen as we travel on the lift. We shoot these with the DEAD WIRE AMMO because when we do, it sends an electrical charge from one box, to another box nearby, rerouting the distribution of the electricity.

The first ELECTRIC BOX is in the WINDOW to a corridor that you can see as you go down or up on the lift. Simply shoot the ELECTRIC BOX as quickly as you can.


The next ELECTRICAL BOX location is just to the right of this. Follow the electricity spark generated that appears when you shoot the first box that goes along the wire to the next and you will find the second ELECTRICAL BOX on the right hand wall of the elevator shaft when coming from above into the BIO LAB.


Next one is about 90 degrees to you right, also on the wall of the INCLINED LIFT SHAFT, however it is located at the very top of the elevator guide rails, also on the wall. Shoot this last one and we are ready to leave this area to head for the LIVING QUARTERS area.




Once all of these 3 ELECTRICAL BOXES have been shot on the INCLINED LIFT, we need to make out way over to the 4th ELECTRICAL BOX located in the LIVING QUARTERS. It is just above the AMP GENERATOR MACHINE facing the JUGGERNOG PERK MACHINE. Shoot this and the electrical current will continue to a box just outside on the opposite side of the wall.




Then shoot the last box outside and you will notice the electrical current travelling along the wire to the set of blue door which lead to the RESEARCH OFFICE and they will open for you.




Head into the research office and shoo the zombie that is trapped underneath some of the fallen over furniture that has it pinned down. This will then drop the EMF FOB item. You will also notice in this RESEARCH OFFICE this is where the BUILDABLE BENCH is located for the BEAMSMASHER WONDER WEAPON.


Now in order to build it we will need to collect parts from around the map in order to build this magnificent beast of a weapon.

My laptops broke - Have you tried turning it off and on again?

We now need to go around the map to locations marked X, Y and Z and at these locations will be a laptop which we will need to interact with.

The first laptop location for X is located just below the SEA TOWER in the DOCKS area as shown below, run up to the laptop and interact with it till it turns on and you see an image on the screen:



The second laptop location for Y is located in the STORAGE AREA at the top of the hill, just to the right of one of the watch towers towering above it. Interact with this laptop also:





The final laptop location is in the COMMUNICATIONS area of the map which is just outside of the CONTROL CENTRE area:




Laptop repair completed - Time to go shopping to list of parts!

Now all of the laptops have been activated, head over to the SEA TOWER area and look in the following location where you will find a BRIEFCASE WITH A HAND attached to it....looks like something previous was inside as they were not letting it go no matter what. Open this BRIEFCASE and you will be able to pick up the MULTIPHASIC RESONATOR.



Once this has been picked up, head over to the ENGINEERING area where you will find a BATTERY sitting on one of the tables. Pick this up and then we will head over to the RESEARCH OFFICE where we will put some of these parts to good use:




Now head to the RESEARCH OFFICE area and interact with this COMPUTER shown below just to the right of where you picked up the EMF FOB item. You will notice when you interact with it, the part you picked up called the MULTIPHASIC RESONATOR is now attached to the top of the computer like an antenna.

Once the COMPUTER is active, hold to interact with it again and it will bring up a 6 digit code it wants you to enter. Here you will need to work out some maths in order to get the correct values to input into this machine, based on the white board to the left hand side on your field of vision you can see which also relate to the X, Y and Z sticky notes attached to the computer.




The good news is that if your terrible at maths, or hate it, PECK will actually be able to work out the code for you.....for a fee of course....nothing in this world is free....not even in a world infested by zombies. You will notice he will give a quote once you have activated the machine or walk away from it after attempting to input a code:


If you want to use PECK and his easy option of bypassing the working out of the code, head back to the main spawn area and to the GUARD STATION where he is sitting behind the glass. GO up to him and you will get the option to BRIBE FOR THE CALIBRATOR CODE for a cost of 5000 credits. It's expensive but sometimes worth it as maths gives me a sore head. This code changes every playthrough, so inputting the same code each time will not save you 5000 credits.....nice try though.




Once you pay him the money, the code will be displayed on a computer screen to the left of where he is sitting and you can take note of it to put into the computer back in the RESEARCH OFFICE area.

If you like a bit of a puzzle you can try to work it out yourself but lots of people have already created code generators where you just choose the X, Y and Z symbols and it will automatically tell you the code. Here is one here for example of a calculator will solve this equation for you very quickly:

https://terminus-calculator.github.io/

Once you have input the code, the computer will start searching through the tactical map displayed on it and through the main island and the smaller island on the outer edges of the map. This will continue to search through these islands until you progress to the next round. If you come back in here and check it one more time, you will notice the cross hairs on the screen will have stopped searching and will highlight an island on this map.




You can then bring up your TAC MAP on screen and highlight the same island the computer has highlighted and ping it on he map. This will be where you are heading to. In order to get to these island, you will have to get into a TACTICAL RAFT.

Before you leave the RESEARCH OFFICE however, go back to the computer you put the code into and pick up the MULTIPHASIC RESONATOR again and take it with you.

Going on a boat trip

Obtain a TACTICAL RAFT and head over to the island that the computer had highlighted on its map. When you get near the marked island, you will see a BLUE ORB appearing on the island. Hop out of the boat and go up to it and interact with this blue orb. This will place the RESONATOR part underneath the orb.





When on these small islands, you will notice lots and lots of different types of zombies appearing. Keep killing them until a zombie appears that has a BLUE SMOKE coming out of him. 


Once you kill him he will drop a BLUE ORB that you will need to pick up and take back to the larger BLUE ORB that had spawned when you approached the island. You will move slightly slower when you pick it up so try to kill him as close to the large blue orb as you can to make for a quick delivery.





You will need to repeat this process 2 or 3 times taking the smaller blue orb to the larger blue orb. Once you have charged the LARGE BLUE ORB up enough, it will then fly away to one of the other islands. Keep an eye out from where you are to see if you have an idea of which one it has went to and you can head in that direction.



Before we head over to the next island to repeat the process over again, make sure each time to pick up the RESONATOR PART that was placed inside the LARGE BLUE ORB, as it cannot take it with it on its travels.

If you forget to pick this up you will have to come back here eventually and pick it up again so.....best just taking it with you to save the return trip.

This Orb Is Green With Envy

The next island the orb will go to next can be any one of them. When you find it again, it will have changed to a GREEN COLOURED LARGE ORB. This green orb will shoot out an green energy beam and hit a zombie, making them start to bellow out GREEN SMOKE.




We simply repeat the exact same process for the BLUE ORB on the previous island, except it is for the GREEN ORB this time. 





Once we kill the green smoking zombie each time, we pick up the green energy orb it drops and deliver it to the LARGER GREEN ORB. We need to repeat this process 2 or 3 times until the orb is satisfied and decides to fly away to the last island it will go to.


Make sure again to pick up the MULTIPHASIC RESONATOR before going on the boat to the third and final island.

Purple Rain....Island Pain

Keep an eye on where the LARGE ORB flies to next and then take the TACTICAL RAFT over to the final island it lands on.

This time we will have a PURPLE COLOURED LARGE ORB to take care of and charge up with the smaller PURPLE ORBS.






Find the purple smoking zombie again and kill it, then take the smaller PURPLE ORB to the LARGER PURPLE ORB, and charge it up with 2 or 3 of these orbs and you will then finally have completed this step.



Once this final PURPLE ORB is completed, when you go to pick up the RESONATOR part again, you will notice that it has now become the AMP MUNITION item that you will need to pick up.

This now means you have acquired all 3 items for the DRI-11 BEAMSMASHER and are ready to build this beast.





Head over to the BUILDABLE TABLE in the RESEARCH OFFICE and craft the BEAMSMASHER. Once this is done we can move onto the next step in the Easter egg guide.

Would you like a Glass of Punch Mr Beamsmasher?

Now we have the BEAMSMASHER built, we need to get it PACK A PUNCHED for the next part of this Easter egg. That means you will need a spare 5000 points to spare in order to upgrade it to level 1.




Now we need to head over to 1 of the 3 TENTACLE TRAPS located within this map. We will know it is the correct one we are looking for as underneath the trap, there will be a KEYCARD under some rubble just underneath this trap directly.

The 3 TENTACLE TRAPS are located in the following locations:

  • BIO LAB area has 2 of these traps
  • REC YARD area

When you locate which of the 3 TENTACLE TRAPS has the KEYCARD in the rubble directly underneath it, we need to activate this specific TENTACLE TRAP for 750 credits. 

Once active, you will need to laser the tentacles that hang down from the trap with the right trigger of the BEAMSMASHER attacks.





Keep lasering the tentacles until it drops an item. This item will be the HARD DRIVE. 

Pick this HARD DRIVE item up and we will head over to the GUARD STATION and deposit it into the metal box so that DR PECK can pick it up to take a look at. 

When you give him this, he will then mention about a SPECIMEN that is being held somewhere in the BIO LAB area. Unfortunately, we will need to get a 3 digit code from 3 different areas around the map, in order to unlock this SPECIMEN he is talking about.


Thanks for reading as always guys.

Henry


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