Terminus
By Caleb Irvin / September 15, 2026 / No Comments
The Terminus main quest can be completed SOLO or co-op. Let’s do the full route.
. ⚡ Activate all THREE AMP Generators
There are three Aetherium Maturation Pods/AMP Generators:
1️⃣ Guard Station
2️⃣ Living Quarters
3️⃣ Bio Lab
Pay to activate each one and defend it until the charging sequence finishes.
Once all three are running, the facility has power.
2. 🔫 Raise Pack-a-Punch
Head into the Bio Lab.
The inclined lift containing Pack-a-Punch is underwater.
Dive down and activate it.
The platform rises from the water.
🔫 PACK-A-PUNCH ONLINE.
Now we’re getting somewhere.
3. 💻 Activate THREE laptops
We’re starting the guaranteed DRI-11 Beamsmasher build.
There are three laptops around Terminus displaying symbols associated with:
X
Y
Z
Activate all three.
You’ll need those symbols shortly.
4. ⚡ Get DEAD WIRE
Purchase Dead Wire from an Arsenal machine.
Take your Dead-Wire-equipped weapon to the inclined lift.
There are electrical boxes around the area that need to be powered in sequence.
Shoot the first one.
⚡ Electricity jumps through the system.
Follow the electrical current and shoot the subsequent boxes.
The chain eventually leads toward the:
🧪 RESEARCH OFFICE.
Completing it opens the room.
5. 🧟 Get the EMF Fob
Inside the Research Office is a zombie trapped underneath debris.
Deal with it and collect the:
📡 EMF FOB.
Now interact with the computer equipment.
You’ll also need the:
🔵 MULTIPHASIC RESONATOR.
This is obtained from the briefcase near the Sea Tower area.
6. 🧮 THE X/Y/Z PUZZLE
And here it is.
ALGEBRA ZOMBIES.
😂
Remember those three laptop symbols?
Each symbol corresponds to a two-digit value based on its position in the little symbol grid.
Determine:
X
Y
Z
Then solve three equations.
The equations are:
1️⃣ 2X + 11
2️⃣ (2Z + Y) - 5
3️⃣ |(Y + Z) - X|
Each answer is entered as two digits.
💰 Don’t want to do math?
You can pay Peck 5,000 Essence for the solution.
Honestly…
After killing thousands of zombies:
PECK, TAKE MY MONEY. 😂
7. 🔵 Complete the THREE orb rituals
Once the Resonator is configured, the computer identifies an island.
Take the Multiphasic Resonator there.
You’ll find a glowing orb.
Interact with it.
Zombies begin spawning.
Look for zombies glowing the same color as the orb.
Eliminate those specific zombies.
They drop smaller energy orbs.
Pick one up and bring it to the main orb.
Do this three times.
The orb then moves to another island.
Repeat the process.
You’ll do this across three orb locations, with the color changing as you progress.
After completing the final one, you receive:
🔋 AMP MUNITION.
8. 🔫 BUILD THE DRI-11 BEAMSMASHER
Return to the Research Office.
Use the workbench.
🔫 DRI-11 BEAMSMASHER ACQUIRED.
NOW we’re ready for the actual Main Quest.
And this is where my original walkthrough screwed up.
Because I completely skipped the next step. 😭
9. 🐙 Find the CORRECT Tentacle Trap
There are several Tentacle Traps around Terminus.
Only one contains what we need.
Look underneath them for the trap associated with the Project Janus keycard/broken vent clue.
Activate that Tentacle Trap.
Then shoot its tentacles with the:
🔫 BEAMSMASHER.
Eventually it drops:
💾 HARD DRIVE.
THAT is the missing step from our first walkthrough.
10. 💾 Give the Hard Drive to Peck
Return to the Guard Station.
Place the Hard Drive into the drop box beside Peck.
Give him a moment to work.
He manages to access the containment system holding:
🧟 NATHAN.
Maya’s brother.
Head back into the Bio Lab.
11. 🔢 Find Nathan’s REAL three-digit code
Nathan’s containment chamber requires three numbers.
These change every game, but the clue locations remain the same.
🕐 NUMBER #1 — Interrogation Room
Look at the clock.
The hour shown by the short hand is your first number.
🃏 NUMBER #2 — Mess Hall
Look at the bulletin/corkboard.
There’s a playing card pinned to it.
Its value is your second number.
⚠️ NUMBER #3 — Engineering
Find the yellow:
DAYS SINCE LAST INJURY
sign.
Whatever number is written there is your third digit.
Put them together:
CLOCK → CARD → INJURY SIGN
Enter that code into Nathan’s chamber.
12. 🔓 RELEASE NATHAN
Now interact with the chamber valves.
SOLO
You only need to handle the required interaction yourself.
CO-OP
Your squad needs to interact with the chamber’s release valves together.
And then Nathan comes out.
Unfortunately…
NATHAN IS HAVING A VERY BAD DAY.
😂
13. 👹 NATHAN BOSS FIGHT
Nathan has transformed into a powerful Amalgam.
The Bio Lab becomes your arena.
Keep moving around the lower level and damage him while managing the surrounding zombies.
Eventually:
💥 NATHAN DEFEATED.
A cutscene plays.
But don’t immediately run away afterward.
We need something.
14. 🔑 Get the KEYCARD
After Nathan is defeated, jump into the Bio Lab water.
Look for the:
🔑 KEYCARD.
Grab it.
We’re going boating.
15. 🚢 Go to the Shipwreck
Get into a Tactical Raft and head toward the:
🚢 SHIPWRECK.
Use the Keycard to access the locked compartment.
Climb inside.
You’ll find:
🔌 NODE CONNECTORS.
Pick one up.
And—
🚨 LOCKDOWN.
Of course.
😂
Survive inside the room until the lockdown ends.
16. 🔌 Repair TWO network connections
There are three possible damaged connection locations:
🌊 Docks — beneath the Sea Tower
🪨 Sea Caves — opposite Speed Cola
🦀 Crab Island — side facing the Shipwreck
Only two need repairing in your match.
Install a Node Connector into an active broken connection.
Then retrieve/carry the other connector and repair the second one.
On solo, remember that you’re dealing with the connectors yourself, so plan the trips accordingly.
Once both are fixed:
📡 NETWORK RESTORED.
17. 💻 Get the Hacking Device
Return to Peck at the Guard Station.
He now gives you:
💻 HACKING DEVICE.
And now it’s time for one of my favorite Zombies traditions:
DO SOMETHING EXTREMELY IMPORTANT WHILE A TIMER SCREAMS AT YOU.
😂
18. 📡 Hack THREE buoys
Take a boat onto the ocean.
There are:
📡 THREE SATELLITE BUOYS.
Approach the first.
Jump into the water and begin hacking it.
Once you start:
⏱️ TWO-MINUTE TIMER.
Move quickly between all three.
📡 Buoy #1 → HACK
Get back in the boat.
📡 Buoy #2 → HACK
Move.
📡 Buoy #3 → HACK.
All three must be completed within the sequence’s time limit.
And after the third hack…
Something goes terribly wrong.
Because obviously.
19. 💣 APOCALYPSE PROTOCOL
Return to the Bio Lab.
Three nuclear devices have activated.
And now you have:
⏱️ FIVE MINUTES.
To defuse:
💣 BOMB #1
💣 BOMB #2
💣 BOMB #3
Zombies will attack while you’re holding the interaction.
This is where something like Aether Shroud or distraction equipment can make solo much easier.
And here’s the important part:
⚠️ FAILING THE TIMER ENDS THE MATCH.
This isn’t one of those:
“Whoops, let’s try again next round.”
situations.
This is:
💥 GOODBYE TERMINUS.
Successfully defuse all three.
20. 🛡️ PREPARE FOR PATIENT 13
After the bombs are handled, the giant door at the bottom of the Bio Lab becomes your route to the final encounter.
⚠️ POINT OF NO RETURN.
Once your squad votes to enter, you’re committed.
So before going in:
Repair armor.
Upgrade your weapons.
Restock ammo.
Buy your important perks.
Get a Self-Revive if possible.
Then approach the door.
Vote yes.
And…
🌊 SOMETHING VERY LARGE IS WAITING FOR US.
🐙 21. PATIENT 13 — PHASE ONE
Patient 13 emerges around the platform.
🐙 PATIENT 13.
This fight has three major phases.
During the first phase, target the glowing:
🔴 SPORE-LIKE WEAK POINTS.
Destroy them as they become available.
Meanwhile, zombies continue entering the arena.
Keep rotating around the platform rather than standing in one spot.
🐙 22. PHASE TWO
Patient 13 returns with different vulnerable areas.
Look for the glowing critical spots around its:
🟡 Mouth
and
🟡 Tentacles/arms.
Damage those exposed areas while avoiding its large slam and sweep attacks.
Eventually you’ll push Patient 13 into the final phase.
⚡🐙 23. PHASE THREE
Now Patient 13 gets considerably nastier.
Its:
👁️ EYES
become important critical targets.
But there’s also a new attack you REALLY need to respect.
Patient 13 can launch its:
👅 TONGUE
straight through the middle of the arena.
If it catches you, it can pull you into its mouth and down you immediately.
So when you see that attack coming:
GET OUT OF THE CENTER.
⚡ 24. THE ELECTRIC ATTACK
Patient 13 can also charge a devastating electrical attack during the final phase.
When you recognize the charge-up:
🏃 GET BEHIND COVER.
Use the objects around the arena rather than standing out in the open.
Once the attack passes:
Come back out.
Find the critical point.
UNLOAD.
💥 25. FINISH PATIENT 13
Keep cycling:
🏃 Avoid attacks
→ 🧟 Control zombies
→ 🎯 Hit critical points
→ 🛡️ Replenish armor/ammo
→ 🎯 Damage Patient 13
Eventually—
💥💥💥
🐙 PATIENT 13 DEFEATED.
And NO MO’ MODI is complete.