Apothicon / Terminus / Main Quest

Terminus Main Quest

Full walkthrough for "No Mo' Modi": build the Beamsmasher, breach containment, and defeat Patient 13.

BO6 · "No Mo' Modi"

Prep & tips
Ammo mods
  • Dead Wire on gun 1 (build step, shreds Nathan + Amalgams)
  • Shadow Rift + Big Game on gun 2 (Patient 13, deletes Amalgams)
GobbleGums
  • Idle Eyes (bomb defusal, boss)
  • Free Fire (boss ammo)
  • Perkaholic, or Soda Fountain on a budget
  • Wonderbar! (box shortcut to the Beamsmasher)
Perks
  • Jugger-Nog · Quick Revive · Speed Cola · Stamin-Up · Deadshot · PhD Flopper
  • Augments: Dying Wish (Quick Revive), Tribologist (PhD)
Weapons & streaks
  • Beamsmasher at PaP 3, Legendary, before the boss
  • Akimbo GS45s or ASG-89 as gun 2
  • Chopper Gunner or Mutant Injection for both bosses
Prep
  • Field upgrade: Aether Shroud (covers the defusal holds)
  • 10,000+ Essence into the boss for ammo crates
  • Self-revives, Cymbal Monkeys, smokes before the buoys

Power & Pack-a-Punch 0/4

Turn on AMP Generator 1 and hold the ~30s defense.
Guard Station
Show details
Each generator costs 500 Essence, refunded if it survives. Only the purple-eyed zombies attack the generator; if it goes down you pay and defend again.
Turn on AMP Generator 2 and hold the defense.
Living Quarters
Turn on AMP Generator 3 and hold the defense.
Bio Lab
Dive into the water and raise the sunken lift. Pack-a-Punch comes up with it.
Bio Lab pool

Build the Beamsmasher 0/9

Buy the Dead Wire ammo mod (500 salvage) and put it on your gun.
Arsenal Machine
Ride the Pack-a-Punch lift and shoot the 5 electrical boxes with Dead Wire, in order.
PaP lift
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Order: (1) through the window toward Generator 3, (2) turn right, wall box, (3) behind Pack-a-Punch, (4) above Generator 2, (5) outside, past box 4. The sparks connect and the green Research Office door opens.
Kill the crawling zombie in the opened room and take the EMF Fob.
Research Office
Use the fob on the briefcase with the severed hand and grab the Multiphasic Resonator.
Sea Tower, by Elemental Pop
⚠ Opening the case spawns a spider wave. Clear space first.
Activate the 3 laptops until each screen turns white.
Show details
Laptop spots: outside between Generators 1 and 2 · Mess Hall upstairs · top of the Docks stairs by the cave entrance.
Enter the 3-number code at the Research Office computer.
Research Office
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Rather not do maths mid-round? Bribe Peck 5,000 Essence and he answers it for you.
Beamsmasher Solver DRI-11
X
Y
Z
Code 1
Code 2
Code 3
The working
Tap the symbol shown on each sticky note (X, Y, Z). The three code numbers appear in order. Enter them on the terminal top to bottom.
Take the glowing red device, check the marked island on the screen, and boat there.
Orb run on 3 islands: activate the orb, kill the glowing zombies it marks, carry their mini-orbs back, follow it on.
Show details
Castle Rock Island, Crab Island, Temple Island (order varies). Interact with the big orb first and wait for it to mark a zombie. Three mini-orbs per island; the last orb drops the AMP Munition.
Craft the DRI-11 Beamsmasher at the workbench.
Research Office

Hard Drive & Containment 0/6

Buy a Tentacle Trap (750 Essence) and beam the middle tentacle for a second. It drops the golden Hard Drive.
Show details
Four trap spots: two in the Bio Lab near Pack-a-Punch (by the Mining Tunnels and Sea Caves entrances) · Living Quarters near Jugger-Nog · spawn, between the Holding Cells and Guard Station. It may take more than one trap.
Post the Hard Drive in the gray dropbox at spawn, where Peck sits behind glass.
Guard Station
Read the 3 containment numbers off the map.
Show details
① Wall clock hour hand, in the room right of Generator 1. Look through the fence. ② Poker card on the Mess Hall cork board. ③ "Days Since Last Injury" sign in Engineering, by the crafting bench.
Enter the three numbers at the containment core (the red head in the window).
Bio Lab / PaP room
All players hold a relief valve at the same time, one valve each.
Kill Nathan, the elite Amalgam that bursts out of the core.
⚠ Heavy zombie waves the whole fight. Keep a train, not a corner.

Keycard & Nodes 0/4

Dive into the Pack-a-Punch water and grab the golden Keycard off the floor (spot is random).
Boat to the western Shipwreck, climb through the hull, take the two Node Connectors.
⚠ Picking them up locks the room and spawns purple-eyed zombies. Get every player inside first.
Plug the connectors into the 2 broken nodes.
Show details
Three node sites: Sea Caves, wall opposite Speed Cola · Docks rocks under the Sea Tower · Crab Island. One is always intact; fix the other two.
Collect the golden Hacking Device from the spawn dropbox.
Guard Station

Buoys & Bombs 0/2

⏱ 2:00
Hack the 3 buoys by boat: southeast, southwest, north.
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The 2-minute timer starts at the first buoy; failing it restarts the step. Parasites guard the buoys. Plan the route from your boat spawn before touching one.
⏱ 5:00
Drive the boat through the cave into the Pack-a-Punch room and defuse the 3 bombs on the outer walls.
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Glowing blue-purple objects, two on the bottom floor and one up top. Each defuse is an uninterruptible hold; a smoke grenade buys you the time. Craft self-revives and Cymbal Monkeys before starting the buoys.

Patient 13 0/6

Load out: PaP 3, purple+ rarity, full armor, Dead Wire, Cymbal Monkeys, self-revive.
Optional
Enter through the door left of Melee Macchiato on the Bio Lab bottom floor.
⚠ Point of no return. In co-op every player must confirm at the door, so finish prepping first.
Shoot the red weak spots. They move each phase. Shoulders first, then the mouth and tentacle sacs, then the glowing blue eyes.
Show details
Jump in the water to dodge the whip attacks; the boss can't hit you there.
At ⅔ and ⅓ health it dives while tentacles, zombies, and Amalgams spawn. Grab the max ammo drops.
Below ⅓ it lobs instakill energy balls. Dive the center pool or hide behind the crane.
⚠ The blue glow is the tell. Do not stand in the open.
Kill it. Cutscene, "No Mo' Modi", and the loot shower are yours.