SolvedHow-toUpdated
Call of Duty: Every Black Ops 6 Zombies Easter Egg Guide
Short answer
Hey everyone, welcome to what we all hope is the revival of Round-based and story-rich zombies developed by our favourite zombies creator: Treyarch. In this guide, I'll be doing my best to help walk you through the Easter Eggs given in each of the maps that releases, just bear in mind that this is…
Steam Community guide by Masadaeus.
Tips, Tricks and General Advice
Is this all I can do?
You should always keep telling yourself 'Is this everything I can do this round?' at the end of every single round. This often times helps you remember if you do need to do anything which is a good habit to get into if you insist on keeping your round as low as possible and making the Easter Eggs rather trivial.
For example, let's say you have enough points to open a few doors and start a new Easter Egg step, but you only open the doors. Reminding yourself of 'is this everything I can do' and genuinely taking the time to remember or look at a guide can tell you that you need to start the step and potentially stop you from finishing the Easter Egg too high for comfort. (Of course you don't need to do this but if you have difficulty surviving in Zombies, it's a decent precaution to take). Or as another example, if you need to get to a certain area before a certain round because of an elite or special zombie, use this ideal to make sure you do.
Solo or Team?
It would be preferable if you had multiple people to do the Easter Eggs with, even just one other person can be highly beneficial, however, you can do every single one of these Easter Eggs in Solo play. You do not need another person.
Operators and Weapons
Operators do matter for the story if you're into it, otherwise use whoever you want.
Terminus - Weaver, Carver, Grey, Maya
Liberty Falls - Operators do not matter.
As for weapons, use what you prefer. If you can add attachments onto it I would highly suggest adding ones that you enjoy using, or provide the best stats.
You don't necessarily have to use weapons you're not comfortable with that are shown in this, or other, guides or are labelled as 'highly recommended'. Just use what you feel comfortable using, whether it be a melee weapon, pistol, even special weapon if you're happy enough. Just use something that can get you a decent amount of points and that won't completely hinder you.
My Recommended Settings
Some settings in the game can actually help you. For example;
- Turning off the Arachnophobia setting.
This setting makes the Vermin less noticeable and thus harder to detect in a crowd, this may impact your choices on where you think you can go and may get you killed, so turn it off to see their little legs. - Under Movement Advanced Settings, change Walk Speed to 'Fast'.
This makes it so your default walk speed is the fastest it can be so you can avoid zombies or get to places quicker. This is especially useful in a Liberty Falls step.
Terminus (1)
Before I begin this, I strongly recommend using a Shotgun, Dual Wield GS45 or a fast firing LMG with Extended Mags, especially if you're playing before Season 1 (I'll update this if Shotguns are changed, but for now they reign supreme for damage).
Step One - Build the DRI-11 Beamsmasher
This step can be entirely skipped if you use the gobblegum 'Wonderbar' or get really lucky with the box, although hitting the box isn't recommended due to the low drop rate the wonder weapon has.
First thing you have to do is to turn on power, obviously. This will allow you to interact with 3 different military laptops around the map. All that you need to do is interact with the 3 laptops (locations below) to turn them on and activate the step.
Locations are;
- Just outside Stamin-up to the right of exiting the door, opposite the Communications room.
- Just outside the Quick Revive room, to the right of exiting the door.
- At the Docks, before the cave, just before you go down the stairs to the speedboat.
Now you'll need to get Dead Wire to shock some power boxes near the Juggernog area. After you have applied the mod, take the PaP lift up to the area above and shoot an electrical panel in a window opposite the PaP machine with the Dead Wire weapon mod and follow round where it goes. Keep shooting the panels it stops at and eventually you'll hit a closed door, shock it for the last time then enter the door.
Kill the trapped zombie and take the EMF Fob that she drops. Take the key card to the Elemental Pop room/Sea Tower and use said key card on the briefcase on the other side of the door that the perk is located on.
Now beware that before you do this, note that several Vermin will ambush you, be prepared.
Take the Multiphasic Resonator Device and place it in to the computer in the new room that you unlocked. Now comes the tricky part, or rather would be tricky as it isn't actually as bad as people make it out to be (it's basic algebra and I'm going to teach you how to do it, so you don't have to use a calculator but one will be provided anyway since not a lot of people like to learn unfortunately) I apologise, I digress.
The Puzzle
Below is the calulator, you use this by inputting the diagram into the letter assigned to it and it will give you the resulting answer to input into the computer. If you skip this puzzle, head down until you see the next header called 'Finding the Orbs on the Islands'.
Here is the calculator for those who want to skip the learning, Complete credit goes to Simo22 for creating it.[codepen.io]
There will be 2 whiteboards in the room with numerous diagrams and formulas on them. Your job is to solve them and put them into the computer to unlock it.
The left axis on the left whiteboard indicates that the black part of the diagram is either 1 or 2, as there is no black in the single circle, it would be 0 by default.
The bottom axis shows that the white part of the diagram is either 0, 1 or 2. You take the black part first, then add it in series to the white part. Here I'll illustrate which diagram corresponds to which number and you can see how it's shown in game.
Now you substitute the corresponding number into the letter in the formula, for example, if X = 21, the first formula solution would be 53 as '2 x 21 = 42 then 42 + 11 = 53'.
For those that don't know what the bar brackets mean: they are absolute values, meaning the distance of said value away from zero. For example, the absolute value of -2 would be 2 as it needs 2 to be added to make 0.
To make an example of the third formula: '|(Y+Z) - X|' with N taking form of Y+Z;
- X being 22, Y being 11, Z being 10
- Y + Z = N, or 11 + 10 = 21
- N - X = Answer, or 21 - 22 = -1
- |-1| = 1
Therefore the answer to this is 1.(This took me far too long to put into words, I'm not the best teacher, I apologise).
Finding the Orbs on the Islands
Now once you have got your answers to each formula, input them into the computer and now you must wait a couple rounds. Just to be sure, check in every round to see if it's done as it is up for debate how long this takes. You'll get a dialogue when it's done though.
Once the RADAR on the computer is no longer pinging around and is set on one island, head to that island via your speedboat and you will notice a floating, glowing, electrical orb. You must interact with it to start a mini-trial. Once this starts, the spawned enemies will drop little balls of lightning that represent the same colour as the main orb, you need to pick these up using interact and carry them over to the main orb. After you have done this a few times, the orb will explode and the zombies should stop spawning. A Multiphasic Resonator should drop, pick it up.
Repeat this for each island, totalling 3 orbs (Blue, Green and Purple) picking up the Multiphasic Resonator each time then finally taking the Amp Munition at the end.
Now head back to the room you opened, with the computer whiteboard puzzle, and start building the wonder weapon. Congratulations, that's possibly the hardest part of this Easter Egg done (besides the boss of course).
Terminus (2)
Step Two - Unlocking Nathan's Cell and Fighting Nathan
Upon acquisition of the DRI-11 Beamsmasher, you are tasked with finding a hard drive. This hard drive is located in a tentacle trap somewhere on the map, the four locations for the tentacle trap are;
- Bio Lab - West Entrance to Speed Cola.
- Bio Lab - East Entrance to PHD Flopper.
- Living Quarters - Opposite Juggernog.
- Holding Cells - In Spawn.Before aimlessly buying traps and shooting them, look for a bloodstained card below the trap on the floor and see if the grate is destroyed. Find this and you will find the hard drive. Buy the trap and shoot it for a second or two and find the hard drive on the ground.
Head back to the Spawn room and meet with Dr Peck. Hand him the hard drive via the drop box on his left. Now Dr Peck has control of Nathan's cell and you must find the code to free him. This code is scattered into 3 parts, the clock, the playing card and last injury signage. These are located; - The clock is in a torture cell in the Quick Revive room. Run over to the fence and keep your eyes close on the hour hand of the clock, this indicates which number is first. If in doubt, use the minute hand to gauge which hour it is closest to, so anything above '6' is the number above the hour hand.
- The playing card is in the Mess Hall, with the Arsenal and Gobblegum machine. It is on the left hand side on a bulletin board opposite the Gobblegum machine.
- The Last Injury Signage number is in the Engineering room with the crafting bench. It is to the right of the crafting bench, next to a barrier.
Now with these numbers, you need to input them into Nathan's cell in the Bio Lab. Interacting with the keypad once will alert him of your presence, the second interact will prompt you with a key pad on screen that you can input the numbers into. Input the code in the order stated above and you're ready for the Nathan fight. Read ahead before attempting this fight.
The Nathan Boss Fight
This is a fairly difficult fight if you are under prepared as Nathan is a H.V.T Amalgam and can withstand a lot of damage so prepare yourself before interacting with the valves around his cell.
I recommend at least a PaP tier 1, Blue Rarity weapon, a Shotgun is even better, handheld scorestreaks and Decoys/Monkey Bombs/Kazimirs. This is because he is an absolute UNIT. I wouldn't recommend using the Wonder Weapon against him either, as its secondary fire doesn't affect him and primary does very little against him.
Once you feel like you are prepared, turn the four valves around his cell and get ready for him to come bursting out. An endless wave of zombies will spawn until you exterminate Nathan, but beware as Nathan can heal from these zombies, indicated by him glowing red.
You only need to turn one valve in solo, and one per person in co-op simultaneously.
After defeating Nathan, drop down to the right side of PaP into the water and pick the key card under Nathan's body. Now run up to the Communications Room (Stamin-Up side of Spawn) and find a computer that has green text on it, interact with it to get 'Network Connection Error'.
Step Three - Restoring the Island's Connection
Before starting this step, make sure you have a somewhat decent loadout as you will be trapped in a room forced to survive 3 waves of zombies before you can continue.
Grab a speed boat and head out to the Shipwreck area of the map and enter the aft side of the bow to find a ladder. Climb this ladder and enter the small room with the work bench and 2 power nodes. Pick up a power node and that will start the lockdown dequence. All you have to do is survive until the hatch you entered is open again.
After the hatch opens again, grab a power node (or both if in co-op) and use the speed boat to find the power node locations. They are as follows;
- On the Southern most island, on the West side just opposite of the Crafting Bench.
- In the Speed Cola Cave on the Main Island, on the opposite wall to Speed Cola.
- Under Elemental Pop/Sea Tower, to the right of the stairs where you can get back onto the island with the speed boat.
Now that they are secure again, head back to Dr Peck and take his Hacking Device from the drop box. The next step may require some patience and determination as it throws a lot at you at once.
Step Four - Hacking Buoys and Bomb Defusal
You're probably sick of me saying this but make sure you've been upgrading your loadout all this time as you'll be locked back into the PaP room again for the bomb defusal part of this step. You cannot leave the area (you are timed with 2 minutes hacking the buoys and 5 minutes defusing the bombs).
Once you are ready to start this step, jump into a speed boat and locate one of three buoys on the map. For ease of use, I'll have a map showing you where they are below and simultaneously describe what you'll be doing.
For here, you will need to stop the boat next to the buoy and hack it. This triggers a 2 minute timer as well as a chase sequence between you and the giant lovecraftian monster in the water. Locate and hack all 3 buoys and then IMMEDIATELY boat back to the PaP room. This gives you the absolute most time to get this done, so you are not wasting some of that 5 minutes making it back to PaP. You know you have done the buoy part right as the timer will disappear and Modi will start talking to you about bombs.
Back inside the PaP room are now 3 bombs you must defuse otherwise the game will end. The bombs themselves take about 15 seconds to fully disarm. This is where I recommend a Monkey Bomb or some sort of distraction for solo. Progress does save between each time you interact with the bomb, so don't worry about doing the whole disarming process all at once.
The locations of the bombs are on either side of Melee Macchiato, as well as on the balcony above the perk, under the major room with the long desk.
A small tip is to use the wonder weapons alt fire stun to give you a few seconds of progress on the bombs.
Terminus (3)
Step Five - Defeating 'Patient 13'
Now that the bombs have been defused, you are ready for the final boss fight. Gear up and really prepare for this as it is a rather tricky fight if you don't know what you're doing.
I cannot recommend enough that you have at least a PaP 3, purple rarity bullet weapon with either Napalm Burst or Dead Wire on it. The health of this boss is insane.
The first thing to note as well is that he has weak spots that are open to Critical Damage. These are indicated by big red spots on his torso, an orange glow in his mouth, two spore-like growths on his tentacles and glowing blue eyes.
So the boss fight is split into 3 stages. To progress to the next phase, kill off the zombies/elite enemies and he will come back.
- The first phase is where he will mindlessly slam the arena that he is in front of at that time.
- The second phase is where he slams and glides his tentacles across the forefront, as well as hitting his back with another tentacle. He also switches up locations.
- The third phase includes an arena wide attack that as far as I know, instantly downs you. He does not move from this position as neither can you, he blocks off the backside of the arena.The fight itself isn't too hard if you understand his attacks and know when and where to take cover. There are boxes on the forefront of the arena that you can hide behind when he does any of his slam attacks. Just keep shooting the weak spots and you will eventually get this boss down. Doing this on round 50 also gives you a cool dark ops calling card :)
Doing it in Co-op is fun, we had a blast doing it and dying over and over xD
Plus the death cutscene is absolutely sick.
![](https://images.st