No Mo' Modi

No Mo' Modi is the Main Quest and associated achievement for the map Terminus in Call of Duty: Black Ops 6. With the members of the Requiem team held at the Blacksite 13 rescued, William Peck reveals his rather simple goal. The former director of Requiem and now current head of Project Janus, Edward Richtofen should be killed and that’s why this plan has been put into motion.
However, Maya Aguinaldo’s reason and goal to join this is different. Blacksite 13 also houses the last known place of where her brother, Nathan, was being kept. As such, the goals are set. Find where in the facility Nathan is being held and free him. Find where Richtofen is located. And escape Blacksite 13 for good.
==Prerequisites==
The AMP Units all need to be activated leading to the Bio Lab, with the elevator containing the Pack-a-Punch Machine needing to be raised from underwater to above.
The DRI-11 Beamsmasher is required from this point.
==Step 1==
One of the Tentacle Traps within the map has the Hard Drive that went missing. This specific Tentacle Trap can be located either by locating the specific Tentacle Trap that already looks like it has been activated prior, if no other ones in the map have been activated, by looking into the maw of the beast for the Hard Drive itself, or by finding a Project Janus keycard below the trap. In order to enable the tentacle trap to be used, local power within that area must be activated via the AMP Unit nearby.
Shooting the Tentacle Trap - when activated - with the DRI-11 Beamsmasher will cause it to drop the Hard Drive onto the ground below the activation area. This can be then taken to the Security Station and handed into the receptacle for Peck to take.
==Step 2==
Peck or Strauss will mention that Nathan is currently being held in a containment pod within the Bio Lab, which happens to be the primary pod in the centre of the Lab itself. And they’ll open up the window to allow communication with him. Interacting with the window will open it up and showcase that Nathan is still alive, however in a state of agony.
The two in the Security Lab will mention that there would be a high chance that there is a method that the guards keep the codes memorized. At this time, the Code Words will have spawned on some terminals opposite of the observation porthole, which details one of the Janus Scientists slowly having his memory worsening due to Aetherium exposure inoculations and in such, having to make a method to remember the code to Nathan’s containment chamber using things he sees on the regular route there.
Three items around the map can be used to figure out the code.
*The clock within the caged off section of the Interrogation Room. The hour hand is stuck on the first digit.
*The playing card on the corkboard in the Mess Hall, with the card number denoting the second digit. Ace in this situation being 1.
*Within Engineering, the Safety First sign with the Days Since Last Incident section, the third digit is said day.
With all three, the code can be input into the containment chamber to unlock it. However, unsealing it requires all active players to interact with the seals surrounding the chamber.
==Step 3==
Unlocking the chamber forces a lockdown within the Bio Lab and clears the map of zombies temporarily as it’s revealed that Nathan, due to the actions of the scientists of the island, has become an Amalgam, however one retaining more sentience and more resilient than the standard fair.
However, he simply acts like a standard Amalgam, only being slightly more powerful. Upon emptying his health bar, a cutscene will play in which Maya puts her brother out of his misery and Revati Modi reveals herself.
Afterwards, group are put back into the Bio Lab with two effective goals in mind. Escaping the island and.. For Peck, retrieving his warheads. Doing so will require interacting with the AI made by Project Janus Global Operations.
However, a keycard essential for progression has dropped into the water in the Bio Lab after the fight. Picking it up is required.
==Step 4==
Interacting with the computer within the Communications will have Peck and Strauss note that communications have apparently been cut from the island and not just cut in a way that they can fix, but physically cut. Requiring Node Connectors to be fixed. Modi chimes in that all Project Janus facilities have been hit at the same time, there is nobody left for them to communicate with.
A set of spare Node Connectors can be found within the Shipwreck itself, which can only be accessed with the help of the keycard. The specific section can be accessed from the missing section of the hull and up the ladder. Upon arriving, a few Parasites will spawn on the outside. However, upon entering the room and picking up a Node Connector, the room will lock and a small defence section will occur. Standard, Armored and Heavy Zombies will spawn alongside Vermin and upon completion a Max Ammo Power-Up will spawn near the centre of the room to signify the completion of the round.
Whilst holding the Node Connector, the person holding it is restricted to walking.
There are a total of three locations for the Node Connectors to be placed and two are chosen per game.
*Within the middle of the Sea Cave, hugging the eastern wall and near parallel with the Speed Cola machine.
*Under the Sea Tower by the Docks, a walk from where the Vehicle Vendor is.
*On the western side of Crab Island, opposing the Crafting Table.
Repairing them requires interacting with them with a short and continuous time. Upon completion of both repairs, connection is re-established with the AI, the Synaptic Algorithm Module, who is based off scans of Samantha Maxis’s brain in an attempt to replicate her abilities. The group is told to return to the security station for the next phase of the plan.
==Step 5==
In an attempt to get Modi’s mini sub back to the island, S.A.M. helps Strauss and Peck in making a hacking device to disrupt the controls for the sub. However, S.A.M. requires additional range to be able to access Modi’s sub. Peck will provide the Hacking Device from the station, which can be picked up and utilized to hack three buoys with satellite radars on them.
There are a total of three satellite buoys within the map and can be found at:
* Off the eastern shore of Crab Island and South East of the Sea Tower.
* Between Crab Island and the Shipwreck.
* Directly east off Temple Island
Upon getting near them, a swarm of Pararsites will spawn and upon hacking one, a timer of two minutes will start. During this, Parasites will spawn on a semi-frequent occurrence between travelling to the buoys.
Failure to hack all the buoys within the time limit will simply require attempting to try the hack again without any cooldown.
However, upon the successful completion of the hack. Modi will reveal her trump card. Apocalypse Protocol, a fail safe on the island to detonate multiple on-site warheads and which S.A.M. is unable to interact with nor does the group have enough time to reach a safe distance before nuclear detonation.
==Step 6==
A timer of 5 minutes before nuclear detonation is placed and failure to disarm the nuclear devices before this timer runs out will cause an instant game over.
All the nuclear devices can be found within the Bio Lab and require a long interaction time to disarm. However, this interaction can be done over multiple interactions, rather than in one singular go.
The bombs can be found in enclosed spaces, formerly locked behind shuttered doors located at:
*Beside the Ammo Cache, near the north-eastern staircase to the Armory, on the bottom floor.
*Beside the north-western staircase under the Crafting Table, on the bottom floor.
*Above the Melee Macchiato machine, below the room with the table.
Enemies types gradually get stronger with the more bombs disarmed alongside how long it takes to disarm them. With Amalgams spawning in at under a minute left without any bombs disarmed.
Upon the completion of the final disarm, Modi becomes somewhat dismayed at this and Peck can only rub it in a bit. S.A.M. however notes that Modi and her sub has been brought and docked in the bay behind the Bio Lab and is waiting.
The door beside the Melee Macchiato has now opened and the keypad itself now notes it will lead to the final encounter.
==Step 7== 
Upon interacting with the keypad, a cutscene will play. Leaving the group in-front of the former Project Janus scientist Owen Guthrie, now known as Patient 13.
===Phase One===
During this section of the boss fight, normal, Armored and Heavy Zombies will occasionally spawn to harass the group. Unlike other set encounters, zombies within this also give full point rewards and have a chance to drop an Ammo pickup, much like their more powerful brethren.
Owen will also have his tentacles on the outer edges of the arena firing projectiles of toxic gas that will bombard after the group. Killing these tentacles deals minor damage to Owen and have critical spots on the bulbous growths on their mid-points.
During this section, Owen will have a singular primary attack. With the tentacles protruding on his shoulders, he will slam them into the platform and sweep them along for a short period. Being directly struck by the slam can deal massive damage whilst the sweep can also deal heavy damage but comparatively less.
Upon dealing approximately 1/3rd of his health bar, Owen will temporarily flee from combat, leaving his tentacles to rain toxic clouds. During this, the zombies will start increase in numbers and Manglers will be added to the pool. With enough killed, a Max Ammo Power-Up will spawn on the primary platform and Owen will resurface with a changed look.
===Phase Two===
Owen during this primarily acts the same, however his new appearance changes his critical spots alongside giving him an increase to defences against to non-critical attack points. The critical point has now changed to his glowing maw. Owen’s tentacles also gain these advantages but do not have a change in their weak points.
Manglers have also remained in the standard pool from this point onwards.
Similar to last, upon reaching 2/3rds of his health, Owen will retreat again and the zombie spawns will increase again. With Amalgams being added into the rotation. With enough killed, another Max Ammo will spawn in the same place as prior.
===Phase Three===
Phase three has Owen block off the majority of the jetty with his tentacles, leaving only the large and primary platform open for combat. However, if any of the group are able to temporarily linger on the sections blocked by the tentacles, toxic fumes will be periodically produced causing damage, similar to his toxic cloud deterrent seen if the group lingers in the waters for long periods of time in the map.
However, during this phase his tentacles are removed from attacking but in turn, Amalgams remain in the pool alongside Manglers.
During this, phase Owen changes up attacks massively. Swapping between three primary attacking types.
An electrical phase in which his critical spots change to his eyes. During this, Owen will start to charge a large electrical orb above him before it slams into the platform, dealing over 300 damage in a singular strike. It can be dodged by either moving behind the crates on the platform or by jumping into the water.
A tentacle attack, not too dissimilar to that of the Amalgam’s grab attack. In which Owen will open his maw and extends out his tentacle like tongue, sucking in nearby entities into it. Dealing massive damage to enemies and causing instant-downs to the party if caught by it. During this phase, his weak points return to his phase one positions.
And Owen retains his slam attack from prior phases, albeit it is slightly more rare compared to prior phases.
Upon killing Owen’s health bar, a cutscene will begin and ends the Main Quest.
==Post Main Quest==
If the group chooses to remain, they will be set back in the holding cells with full Perks, Bonus Points Power-Ups, Aether Tools, Aetherium Crystals, Legendary tier weaponry, Salvage and a random Wonder Weapon from the map pool.
Category:Call of Duty: Black Ops 6 Achievements
Category:Call of Duty: Black Ops 6 Zombies Main Quests