Less than a month has passed since Call of Duty Black Ops 6 was released. During this time, Call of Duty Zombies fans have had the opportunity to enjoy and explore the two different zombie maps, Liberty Falls and Terminus. Before the game launched, Treyarch announced that the game’s Easter Eggs and Zombie story would be locked. Shortly after the launch, Treyarch and Activision enabled the various Easter Eggs and the Zombies story mission but left it up to the Zombies community to discover on their own.
Within days of its release, the Zombies’ community (MrRoflWaffles, NoahJ456, MrDalekJD, and others) was able to solve the steps for the Easter Egg. Since then, the Zombies community has been able to complete the different Easter Egg challenges and earn the different calling cards associated with the different maps. With the release of the Black Ops 6 Season 1 update, Treyarch has added a new Guided mode to give new and inexperienced players a chance to learn the steps of the Easter Egg within a controlled and scaled-back environment. In the Guided mode, the game will cap the rounds at certain points up to round 15 giving the player the chance to farm experience, points, and even camos.
Terminus Easter Egg Guided Steps
Amplifiers
Below, we are including the steps for the Terminus Easter Egg as set by the guided mode. In Guided, the game does not calculate in the Wonderbar Gobblegum and still takes the players through the steps in order to craft the DRI -11 Beamsmasher. Before you can start, you will need to craft the Beamsmasher first. Each key objective is indicated with a marker to help show you where you will need to go.
The first task the game sets is for the player to open up the Terminus map. As the map is opened the level cap rises. Once most of the map is open, the game’s level will cap at Round 11 only spawning one Mangler, some parasites, and some zombies. Before you can craft the Beamsmasher, you will need to turn on the power by activating and protecting the amplifiers. The first amplifier is in the room you spawn in, Guard Station, and costs 500 points to activate.
The second amplifier can be found in the room containing Juggernaut, Living Quarters.
With two out of the three amplifiers activated, you will need to head down to the biology laboratory and activate the third and final amplifier.
With all three amplifiers activated, you can now swim down to the Pack-a-Punch Machine and call it up. With it no longer submerged, you can now Pack-a-Punch your guns.
With the power on, you can start the Easter Egg Story steps. The first thing you will need to do is start by crafting the Beamsmasher. First, you will need to open up the “Research office”. In order to open it up, you will need to get the weapon mod Deadwire; with Deadwire equipped, you will need to shoot five electrical panels leading to the office.
In order to start the process, you will need to have the Pack-a-Punch move from the Bio-Lab up to the Prison. As the Pack-a-Punch moves, the first electrical panel that needs to be charged will be straight ahead; shoot it and prepare to turn right to shoot the second panel. Don’t worry if you can’t turn fast enough to shoot it, you can just go down to the Bio-Lab and shoot it from below or wait until the lift can move and shoot it on its way down.
Next is the panel that is behind Pack-A-Punch when the lift is at the prison.
Once you have shot that panel, head back to where the second amplifier unit is and shoot above the open window.
With four down, make your way to the courtyard right outside and turn back towards the room you just left; the fifth and final panel will be on the outside wall. With all five panels shot, you will now have access to the research lab.
Once the research lab is open, you will need to turn on the sequencer. In order to turn on the sequencer, you will need to kill the trapped zombie in the research lab that drops the EMF FOB.
With the EMF FOB in your possession, you will need to head over to the Sea Tower, where Elemental Pop Perk is, and interact with the briefcase in order to open it and get the Multiphasic Resonator. With the Multiphasic Resonator in your possession, head back to the research lab and attach it to the sequencer.
Next comes the more difficult task, using Algebra to solve a puzzle. In order to do this, you will need to turn on three laptops located throughout the map.
The first laptop can be found to your left right outside of the room containing Quick Revive, Storage Area. Interact with the laptop to turn it on.
The second laptop can be found right outside of the armory, Communications Room, where Stamina Up is located.
The third and final laptop is located down by the mining tunnels by the dock.
With all three laptops activated, you will need to head back to the lab in order to unlock the sequencer. On the Sequencer, you will see three Post-it notes. The three post-it notes are your clue to solving the puzzle. Based on the symbols shown on the Post-it notes, you can look at the whiteboards to get each code. Put the numbers together based on their position to get the variables and plug them into the equation. Don’t forget to follow PEMDAS (Parentheses, Exponents, Multiplication, Division, Addition, and Subtraction).
If you do not feel like doing Algebra, you can give Peck 5000 points to solve the puzzle for you.
Charging the Multiphasic Resonator
Once you have unlocked the sequencer, it will need a round to tune the machine. Once the machine has been tuned, the computer will show the first location you need to go in order to charge the Multiphasic Resonator. The first location is Castel Rock Island and a Blue Orb will be on the shore. Place the Multiphasic Resonator into the orb and it will shoot out a blue right at the spawning zombies. Kill the zombie that the orb shot and bring the energy particle back to the Multiphasic Resonator. Complete this step again and the blue orb will disappear.
After the blue orb has disappeared, pick up the Multiphasic Resonator and head over to Crab Island. On the island, a green energy orb will appear. Put the Multiphasic Resonator into the green orb and follow the previous steps to collect energy.
Once the green orb has disappeared, pick up the Multiphasic Resonator and head over to Temple Island. Insert the Multiphasic Resonator into the purple orb and complete the steps.
Once you have finished the purple orb and picked up the Multiphasic Resonator, head back to the Research Office and connect it to the weapon on the workbench. After you have finished interacting with it, the DRI -11 Beamsmasher will be able to be picked up. One player must pick it up in order to start the next step. Note: Picking up the DRI -11 Beamsmasher from the workbench will not stop players from getting it from the Mystery Box.
Finding the Hard Drive
Once you have the DRI -11 Beamsmasher, you will need to go down to the Tentacle trap, activate it, and shoot the Beamsmasher at it to get it to release the hard drive; when not playing on guided mode, you will need to look for the trap that looks like it has already been activated. You can tell this by seeing that the grate has already been broken.
With the hard drive in your possession, you will now need to return to the Guard Station and give Peck the hard drive. After talking with Peck and Strauss, Peck will instruct you to go down to the Bio Lab and interact with the Main Chamber. The main chamber contains Maya’s brother Nathan.
Nathan’s Chamber Code
In order to free Nathan, you must find the code to his chamber’s keypad. The code can be found throughout the Prison; the code will change each time you load up the map. You can find each component of the pin in these three locations Interrogation Room, Mess Hall, and Engineering Room.
The first number of the keypad code can be found in the Interrogation Room. You will need to look at the clock behind the cage gate. The hour hand will be your first number. If the hour hand is between two numbers and is sitting before 7:30, the number is still 7.
Once you have gotten the first number, head down to the Mess Hall to get the second number combination number. In the Mess Hall, you will need to look at the bulletin board next to the stoves; the playing card’s face value will be the second code number.
Next, head over to the Engineering Room between Elemental Pop and Juggernaut to find the third code number. The Engineering Room number will be next to the Crafting Table; there is a sign that states “Days Since Last Incident,” that number is your third and final code number.
Go back to the Bio Lab and prepare to enter the code to Nathan’s chamber. Warning: Entering the code will start a boss fight that will keep you trapped in the Bio Lab. You can not leave until you complete the boss fight and the boss will regain health if it kills zombies or it is not hit.
After inputting the code, you will need to turn valves that are equivalent to the number of players in the game. Once the valve has been turned, the boss fight will trigger and Nathan will attack.
Note: Using Gobblegums like Idle Eyes, Kill Joy, and Free-Fire can make the boss fight easier.
Once those are activated, the boss fight with Nathan will start. On guided mode, Nathan is a lot easier to take down. Aiming for the weak spots on Nathan’s amalgam body with the glowing eyes.
Once Nathan has been defeated a new Cutscene will trigger and Maya takes the responsibility of ending Nathan’s suffering. Once Nathan is dead, the Bio Lab will open again.
Locate the Node Connectors
Once the Bio Lab is opened, you will need to dive into the water and find the key card. Take the keycard to the Communications room. On the top floor of the room, you’ll find a computer with a black screen. Interact with the computer to Input this keycard into that computer. Doing so will cause Peck to tell you that communication has been severed. Peck will then instruct you to go to the Shipwreck to find Node connectors in order to reestablish the connection.
Take a boat to the Shipwreck and go underneath the middle section where a hole has been blasted through. There will be a ladder underneath that you can park your boat next to; be careful, there will be parasites in the hull that will attack. Climb up the ladder through the small door and you’ll find yourself in a small room with two Node Connectors. Once you and a partner pick up a connector, the small trap door will close and trigger a lockdown protocol in that room. You’ll have to defend yourself through a wave of zombies before you can leave. Once the lockdown has ended, a MAX Ammo will spawn.
Once you’ve gone through lockdown, you need to check four locations to see where the Node connectors need to be inserted.
Cave Entrance: Enter the cave where Speed Cola is located and you’ll find the Node Connector slot on the right wall.
Under the Sea Tower: Go directly underneath the Sea Tower on the rocks to find the Node Connector slot.
Southern Island (Crab Island): Drive a boat to the southern island and go to the Workbench. Across from the Workbench is the Node Connector spot.
Southern Island 2nd Spot: Further on the island there will be a second Node Connector.
Since there are only two Node Connectors, only two locations will be empty and the connector inserted. If you notice a slot empty early on, it is good to mark it down so you can find it easily later.
Once the Node Connectors have been attached, you must return to the Guard Station. Once you arrive, Peck will slide a hacking device to you through the deposit box and state that you must hack the satellites to re-establish the connection.
Hack the Water Satellites
Once you pick up the hacking device, go to the Docks. Here, you’ll find three satellites in the water, which you must hack. Drive your boat to them and eliminate the parasites by the satellites. Have the person hacking the satellites get out of the boat and have the tentacle shoot at the boat while they hack the device. Once you or your teammate has hacked the first satellite a timer will start to countdown and you must link all three before time runs out. Failure to do so will make the process reset
Note: being in the water for too long will also trigger the tentacle monster to come after you, so time is of the essence. To find the next satellite, that you should hack, open your map to look at where groups of Parasites are flying around in the water. These locations hold the remaining satellites.
Once you have hacked all three satellites, Modi will activate the Apocalypse Protocol Detonation Sequence. Rush to the Bio Lab to defuse the three bombs. Note: If the bombs are not defused within five minutes, they will explode destroying Terminus and ending the game. Two bombs can be located on the lowest level of the Bio Lab where Melee Macchiato is located.
Once the bombs are defused, the locked door next to the Melee Macchiato perk will be accessible, and the final boss fight will be accessible.
Players then get to decide when they want to confront Modi and fight Patient 13.
Defeat Patient 13
Once the cutscene with Modi has played out and Patient 13 has swallowed the Nuclear Warheads, the final Boss Fight will commence. Be warned, the boss will move around the arena.
In phase one, Patient 13 will have weak spots on either shoulder (Red Bulbs). Have one or two players draw the normal zombies’ aggro and run around the arena while the other squad members stand behind the two generator boxes on the platform of the arena and shoot the weak spots. These boxes can be used to avoid most of Patient 13’s attacks.
Be careful and watch out for the boss’ arm slam attacks, which can be predicted by its arms raising into the air, holding for a moment, and then slamming down on the dock.
Once both weak spots have been shot, the boss will open its mouth; once the health bar has dropped 1/3 of the way, the boss with disappear for a minute and you must survive a zombie wave with regular zombies, parasites, and manglers. Be careful, tentacules on the outside will shoot at you; you can choose to shoot the tentacles outside of the arena to help keep the number of poison clouds at a minimum. The tentacles will only take damage when growing.
After a minute, Patient 13 will surface and the weak spot will now be its glowing tentacles. The boss will still teleport around the arena and conduct its slam attack. Once the glowing tentacles have been sufficiently damaged, the mouth will open once again and allow you to damage it further. Once the player has weakened Patient 13 again to the 1/3 mark it will disappear.
Again, you will need to last for a minute and survive against zombies, Amalgams, parasites, and Manglers. After a minute, the boss will appear a final time, and the third and last phase will begin; the tentacles will block off half of the dock and require you to jump into the water and climb up the ladder to get to the other side. The condensed space makes it easier to get caught in a hoard of zombies.
During this third phase, it is advised to use the Idle Eyes Gobblegum and the Chopper Gunner scorestreak to gain invincibility for a moment; be careful to hide behind the generators to avoid Patient 13’s tentacle attacks. Mutant Injections can be used to protect you from Patient 13’s damage and use its cannon, however, if you go into the water you will be knocked out of Mangler mode.
During this last phase, the boss will have bright blue orbs glowing above its head. When this happens you will need to dive into the water or hide behind the boxes to avoid getting hit by its beam attack; getting hit by its beam attack will cause you to get downed. Patient 13’s weak spots will alternate between its many blue eyes, orange orbs, and it’s mouth. Be careful of the mouth because Patient 13 will use a tongue attack that pulls the player in and will down the player.
Once you have defeated Patient 13, the Easter Egg will end and the guided mode will cause the game to end. If you are playing in Regular Mode, you will get the option to leave or continue playing. If you continue to play, you will be rewarded with all perks and special weapon drops.