Every step in completing Terminus’s Main Quest in Black Ops 6 Zombies.
Ever since World at War, Zombies have been a mainstay in Treyarch developed Call of Duty games, and Call of Duty Black Ops 6 is no different.
What started as a one-off game mode has evolved into one of the premier game modes of the Call of Duty franchise.
The premise is simple, defend against zombies, upgrade your weapons and defenses, repeat. No game in Zombies ends until you and your squad die.
Though this may seem like an endless game mode at first, Zombies does actually have an overarching story and even a Main Quest on each map.
Completing a Main Quest is similar to finding an Easter Egg, this is because the process is very tedious and elaborate, and more often than not you’ll be lost on what to do to progress through it.
As such, this article serves as a walkthrough to completing Terminus’ main quest.
Build Beamsmasher
First things first, you’ll need to get your hands on the DR-11 Beamsmasher. You can get this Wonder Weapon through a Mystery Box or by using the Wonderbar! GobbleGum. However, this approach is heavily rng based.
Alternatively, you can also craft a Beamsmasher. You can do this by following the steps below:
- Turn on 3 AMP Generators. The AMP Generators will be at the Guard Station, Living Quarters, and Bio Lab. You can turn them on in whichever order but activate the AMP in the Bio Lab last.
- After turning on the AMP Generator in the Bio Lab, jump on the submerged lift and raise it, this will cost 500 Essence.
- Activate three laptops, one outside the Storage Area, another outside Communications, and the third by the Docks after the Sea Tower.
- Purchase the Dead Wire Ammo Mod for 500 Salvage from an Arsenal Machine.
- Using the weapon with the Dead Wire Mod, shoot an electric circuit in the broken window on the Inclined Lift going up from the Bio Lab, and follow the circuit to other electrical boxes through to the Living Quarters,
- Go to the Research Office at the Rec Yard, kill the zombie there, and pick up the EMF FOB
- Go to the Sea Tower and interact with the briefcase with a hand attached to it, to pick up the Multiphasic Resonater.
- Go to the Research Office and interact with the computer twice.
- Pay Peck 5,000 in the Guard Station to get the code for the computer in the Research Office
- Input the code, and wait till the next round for the computer to lock onto one of three islands.
- Go to whichever island the computer locks onto via boat, and remember to pick up the Multiphasic Resonater before you do.
- At the island, interact with the glowing orb, this will cause waves of zombies to spawn. Eliminate the zombies that glow the same color as the orb. One of these zombies will drop a mini orb, pick that up and bring the mini orb to the main orb three times and the orb will drop the Multiphasic Resonator.
- Repeat this process for the other two islands and you’ll get the AMP Munition.
- Go back to the Research Office and interact with the workbench to craft the DR-11 Beamsmasher.
Obtain the Hard Drive and Give It to Peck
With the Beamsmasher in hand, go to the Bio Lab and look for the destroyed vent with a tentacle trap. Activate the Tentacle Trap and shoot the Tentacles with the Beamsmasher. This will drop a Hard Drive. If it doesn’t drop a hard drive, try doing the same with the Tentacle Traps near the Speed Cola machine in the Bio Lab, and the one in the Living Quarters.
After picking up the Hard Drive, go to the Guard Office and give it to Peck. He will tell you to go back to the Bio Lab and talk to Nathan.
Release and Kill Nathan
Before going down to the Bio Lab, you should find out the passcode needed to free him.
While the passcode varies from playthrough to playthrough, the order of each digit’s source remains the same. So, go to the following locations in the exact order:
- Check the clock in the Interrogation Room, and note down the number of the Hour Hand
- Note down the Card number on the Corkboard in the Mess Hall
- Note down the number on the Days Since Last Injury poster in Engineering.
Talk to Nathan in the middle chamber of the Bio Lab and input the code. Next, turn the valves to release him. This will start a Boss Fight. Good Luck!
The Final Encounter
After defeating Nathan, dive into the water and look for the Key Card. This spawns at a random location but won’t be too hard to find.
After picking up the Key Card, go to the Shipwreck via boat and enter the hole in the middle and enter through the hatch using the ladder.
Interact with the Node Connector, you’ll get locked in the room and will have to fight off waves of zombies.
Afterwards, pick up the Node Connectors and bring them to the damaged nodes in the Sea Cave and the Crab Island. You can only carry one Node Connector at a time, so you’ll have to make a trip back to the ship if you’re playing solo.
After a dialogue, go back to Peck at the Guard Station, and pick up the Hacking Device.
Hack Satellite Buoys
It was tedious before, but now it starts to get hard.
You’ll have to find 3 Satellite Buoys, one east of Crab Island, one at the submerged part of the Shipwreck, and one west of Temple Island. Interact with one of the Buoys and hold to begin the hacking signal. Within the next 2 minutes, you’ll have to hack the last two Buoys.
After this difficult time trial, you’ll have another one waiting for you at the Bio Lab.
Defuse Bomb at Bio Lab
Immediately after you’re done hacking, you’ll have 5 minutes to go back to the Bio Lab and prevent a bomb detonation by interacting with all 3 bombs.
If you fail to do so, the game will end.
If you’re successful, Patient 13 will be waiting for you in the lower levels of the Bio Lab.
Patient 13
This is a very difficult boss fight, so make sure to prepare carefully before heading into it. In fact, not attempting it till you have fully Pack-a-Punched weapons would be wise.
Moreover, make sure to carry enough essence for Ammo Refills, GobbleGums, and the Jugger-Nog, Stamin-Up, and Deadshot Daquiri perks.
There will also be waves of zombies spawning during this fight.
Rewards for beating Patient 13
After clearing this grueling quest, you’ll be rewarded with the Trophy Collector Skin for Maya and a Calling Card. You’ll also get 5,000 XP and unlock the No Mo’ Modi achievement
Moreover, just because you finished the Main Quest, doesn’t mean the game has to end. Choose to continue the game and you’ll get the following rewards for that playthrough:
- Wonder Weapons
- Random Legendary Weapons
- Aetherium Crystals
- Bonus Points Power-Up
- Random Ammo Mods
- Salvage
- Random Aether Tool
- All Perks