Honestly, the first time you see someone melting a Mangler in three seconds with a giant yellow laser on Terminus, you realize your Pack-a-Punched assault rifle just isn't cutting it. That’s the DRI-11 Beamsmasher. It’s the kind of weapon that makes you feel like an absolute god until you realize you actually have to do algebra to build it.
Most people just spam the Mystery Box and pray to the RNG gods. Don't do that. It’s a waste of points and usually ends in heartbreak and a Wallbuy weapon. Building it for free is the way to go, even if it means dealing with Dr. Peck and some floating orbs.
Getting the DRI-11 Beamsmasher Explained (Simply)
The Beamsmasher isn't just a "hold trigger to win" gun. Well, it kind of is, but it has layers. It’s a directed energy weapon that basically has two modes that work in a loop. You’ve got the primary fire—a thick, yellow beam of pure destruction—and a secondary fire that emits a sonic pulse.
Here is the secret sauce most players miss: The secondary fire (L2/LT) slows enemies down, but it also primes them. If you hit a zombie with the pulse and then switch to the primary beam, you’re doing roughly 400% more damage. It turns heavy bosses into paper.
Step 1: The Dead Wire Fuse Box Run
Before you do anything, you need power on. Obviously. Once the Pack-a-Punch is raised in the Bio Lab, head to an Arsenal machine and slap the Dead Wire ammo mod on any gun.
Now, go to the Inclined Lift (the big elevator) in the Bio Lab. Ride it from the bottom to the top. As you go up, look out the windows on the right side. You’ll see an electrical box. Shoot it with your Dead Wire gun. This starts a chain reaction. You’ll need to follow the sparks and shoot the next boxes in order:
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- The one in the window (while on the lift).
- One further up the lift path on the right wall.
- One at the very top, behind the lift controls.
- Head to the Living Quarters (Juggernog room) and find the sparking box near the stairs.
- Go outside the back door of Juggernog toward the Rec Yard; the last box is right there.
Once that last one pops, a set of double doors next to it will click open. That’s the Research Office.
That Annoying Math Puzzle
Inside the lab, kill the zombie on the floor to get the EMF Fob. Take that Fob to the Sea Tower (near Elemental Pop) and open the briefcase with the severed hand stuck to it. You’ll get the Multiphasic Resonator.
Now comes the part everyone hates. You have to calibrate the Resonator back at the lab computer. You’ll see three laptops around the map with X, Y, and Z on them. They show different symbols.
- Laptop X: At the Docks.
- Laptop Y: Near the Storage Area/Quick Revive.
- Laptop Z: Near Communications/Stamin-Up.
Check the symbols on those laptops, then look at the whiteboard in the Research Office. The whiteboard has a grid that translates symbols into numbers. If your "X" symbol is at row 2, column 1, then X is 21.
Pro Tip: If you have 5,000 points and zero patience, you can just talk to Dr. Peck at the starting area and pay him to give you the code. Honestly? Best 5k you'll ever spend if you're mid-round and getting swarmed.
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The Equations
You'll need to solve three simple equations using your X, Y, and Z values:
- $2x + 11$
- $(2z + y) - 5$
- $|(y + z) - x|$
Input those two-digit results into the computer. If the screen turns green, you’re golden.
Chasing the Orbs
Once calibrated, grab the Resonator off the desk. Do not forget this. If you go to the islands and the orbs aren't there, it’s because you left the Resonator in the lab.
You need to visit three islands in order. Usually, it's Castle Rock (Blue), then Crab Island (Green), then Temple Island (Purple). Look for a big floating orb. Interact with it to place the Resonator.
- The orb will zap a specific zombie.
- Kill that zombie, pick up the small orb it drops.
- Warning: You can't sprint or reload while holding the small orb.
- Walk it back to the big orb. Do this three times per island.
After the third island (the Purple one), the orb will explode and drop the AMP Munition. Take that back to the workbench in the Research Office, and boom—free Beamsmasher.
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Why It Matters for the Main Quest
You actually need this gun to progress the Terminus Easter Egg. Specifically, you have to use the Beamsmasher to shoot the tentacles of a specific Tentacle Trap (the one with the red keycard and blood under it) to drop a hard drive. Without this weapon, the main quest literally stops.
Maxing Out the Damage
When you Pack-a-Punch the Beamsmasher, it becomes the Supersonic Crusher.
- Ammo: Moves from 80 to 120 in the "clip."
- The Reload Shockwave: Every time you reload, it emits an electric blast similar to Electric Cherry. It’s a lifesaver when you're cornered.
- Team Buff: The secondary fire doesn't just help you; it makes enemies take 50% more damage from everyone's weapons. If you're playing co-op, one person should always be pulsing the boss while the others open fire with LMGs.
The DRI-11 is easily one of the most balanced Wonder Weapons we've seen in years. It’s powerful, but it requires a bit of brainpower to get for free. If you're planning on hitting round 50+, this isn't optional. It’s a requirement.
Your next move: Jump into a match and practice the Dead Wire lift jump. It's the only part of the process that's easy to mess up. Once you can hit those boxes while the elevator is moving, the rest of the build is just a matter of running laps. Reach the Research Office by round 10 and you'll be set for the rest of the game.