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The Void Cannon Trap firing, zombies lifted into a purple vortex, promotional image, Terminus, Call of Duty Black Ops 6 Zombies

Terminus:
AMP Generators and Pack-a-Punch

How to power Terminus: the three AMP Generators of the Guard Station, the Living Quarters and the Bio Lab, the way to the Bio Lab over the first ten rounds, the Pack-a-Punch lift, the Tentacle and Void Cannon traps and the exfil.

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Three AMP Generators

Terminus has no power switch. Its power comes from three AMP Generators, which the official guide calls Aetherium Maturation Pods and the objective on screen “Restore Facility Power”. Once started, each one has to be defended for 30 seconds while it powers up; if it fails, it cools down until the next round. Each one lights its part of the facility: the perks, the traps and the machines around it.

Guard Station

The first, in the First Room. On the No Support and With Support boards it is never started.

Living Quarters

The second, in the room of Juggernog.

Bio Lab

The third, in the underground laboratory. It powers the rest of the island.

The way to the Bio Lab

The official guide, written for solo, paces the way to the Pack-a-Punch over the first ten rounds. Door prices are higher in solo than in a squad, and no source used here lists them.

  1. Rounds 1 and 2: start the first AMP Generator in the Guard Station and defend it.
  2. Rounds 3 and 4: open the door to Communications or to the Storage Area, look into the Armory, then follow the lit arrows to the Living Quarters and start the second generator.
  3. Rounds 4 to 7: Engineering and the Mess Hall, with the Arsenal and Juggernog.
  4. Rounds 8 and 9: choose a route, the Seaside Path to the Sea Caves, Deadshot Daiquiri and Speed Cola, or the Sea Tower to the Mining Caves, Elemental Pop, PhD Flopper and a second Arsenal.
  5. Round 10: open the reinforced steel door of the Bio Lab and start the third generator: the whole island now has power.

Pack-a-Punch

The Pack-a-Punch Machine stands on a lift sunk in the water of the Bio Lab. Once the third generator is on, a player dives to the lift and raises it, and the machine comes out of the water. Like every Pack-a-Punch of Black Ops 6, it upgrades a weapon in three tiers.

The oxygen tank

In the water under the Pack-a-Punch, a grenade breaks a pale rock and frees an oxygen tank, which doubles the time a player can stay under water.

Traps

The Void Cannon Trap firing, zombies lifted into a purple vortex, promotional image, Terminus, Call of Duty Black Ops 6 Zombies

Void Cannon Trap

1,750 Essence, at a terminal near the cannon. The zombies are lifted into a void; a player caught in it is thrown to another part of the map.

Tentacle Traps

750 Essence each, in doorways around the facility, including one in the starting area. According to Fandom, a trap needs the power of the AMP Generator of its area. A player who walks through is caught and handed a pistol to shoot himself free, unless he slides under the tentacles.

Exfil

From round 11, the radio of the Control Center calls a helicopter. The team must then reach the Rec Yard and kill a set number of zombies in the zone before the timer runs out, or the whole squad is lost.