How to Activate Pack-A-Punch on Terminus

How to Activate Pack-A-Punch on Terminus

As a seasoned gamer with countless hours poured into the Zombies mode of Call of Duty games, I can confidently say that the arrival of Black Ops 6 has rekindled my love for this thrilling game mode. The eerie and captivating map of Terminus, with its hidden secrets and atmospheric prison island setting, is a true delight.


Upon the debut of Call of Duty: Black Ops 6, gamers will get a chance to explore yet another rendition of the Zombies mode, featuring two maps initially. Among these, Terminus – with its eerie and suspenseful vibe – is set on a prison island, teeming with hidden mysteries. One such secret within its depths is the popular Pack-a-Punch machine, which players can utilize to enhance their firepower significantly, especially for those aiming for high scores.

In the world of Black Ops 6, the highly effective Pack-a-Punch machine is a must-have for players aiming to extend their rounds. However, some may wonder how to set this powerful tool in motion. Here’s an easy guide on how to activate it.

How to Activate Pack-a-Punch in Terminus

How to Activate Pack-A-Punch on Terminus

When you first set foot on Terminus Island, gamers should aim to move from the starting zone towards the Guard Station. At this location, they’ll discover the Aetherium Maturation Pod (AMP Generator). In total, there are 3 of these AMPs scattered throughout the map that need to be turned on for Pack-a-Punch activation.

  • Guard Station
  • Living Quarters
  • BIO Lab

AMP #1 – Guard Station

How to Activate Pack-A-Punch on Terminus

Right across from where Strauss and Peck are stationed in the security room, you’ll find an AMP Generator that can be switched on. The purple-eyed zombies will only appear from the barricades, so focus on eliminating them while avoiding the orange-eyed ones as they roam around.

AMP #2 – Living Quarters

How to Activate Pack-A-Punch on Terminus

Make your way past the Security Checkpoint to get to the Residential Area, where you’ll find the second Automated Maintenance Pod ready for activation. Be cautious as there are some zombie outbreaks in this area, especially towards the end of early rounds. Try to lure the purple-eyed zombies away to prevent them from harming the AMP. In the same room, you’ll encounter Juggernog, which becomes active once the AMP is switched on.

AMP #3 – BIO Lab

How to Activate Pack-A-Punch on Terminus

In the final stage, players will follow the familiar route of the prison leading to the Seaside Path, where a wall prevents their access. After buying the door, they’ll journey through the sequential caves to get to the BIO Lab. The third AMP is situated right in the lab amidst containers holding zombie experiments, which occasionally escape. The spawn points for these zombies are on the catwalks, keeping them at a distance from the AMP, making this one less challenging to protect.

How to Get Pack-a-Punch in Terminus

Once players have triggered all three AMPs, they can move towards the BIO Lab. Here, they’ll find themselves needing to swim underwater to activate the lift located at the rear of the central platform. Activating this lift causes it to rise from the water, revealing the Pack-a-Punch inside. Players can now use the lift to retrieve the Pack-a-Punch or purchase it for 500 Essence; doing so will cause the lift to appear between Communications and Storage Area within the BIO Lab. This feature has a cooldown of 120 seconds per activation, but it’s convenient to be able to transport Pack-a-Punch across various levels.

As usual, here are the tiers for each Pack-a-Punch:

  • Tier 1 – 5,000 Essence
  • Tier 2 – 15,000 Essence
  • Tier 3 – 30,000 Essence

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2024-10-25 13:13