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The Golden Pack-a-Punch Machine on its iceberg, Tag der Toten, Call of Duty Black Ops 4 Zombies

Tag der Toten:
Pack-a-Punch

The three power switches of Tag der Toten, the moving Pack-a-Punch and its four spots, the repair of the ziplines and Flingers, and how to reach the Golden Pack-a-Punch on its iceberg.

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Three power switches

On Tag der Toten, the power is split between three switches, each powering its own part of the map:

Docks

On the wharf of the starting area, the only one within reach of a First Room game.

Bridge

On the top floor of the ship, by the Navigation deck.

Human Infusion

In the Group 935 facility on the mountain, reached with the Zipline Handle.

The achievement Going Green asks for every path of the map to be opened without turning on any power.

The Pack-a-Punch

  1. Turn on the power on the Docks and on the Bridge.
  2. In the cave of the Lighthouse Approach, knock the blue rock off the wall and pick it up.
  3. Climb to Lighthouse Level 4 and place the rock on the pulley of the Hermit.
  4. The lighthouse beam now points at the spot where the Pack-a-Punch rises, starting with the Lagoon.

As in Call of the Dead, the machine then moves: the beam lights one of four spots, the Beach, the Lagoon, the Sunken Path or the Boathouse, and the Pack-a-Punch waits there for a while before moving on. The Sunken Path spot is reached by shooting a blue pipe that puts out the fire blocking the way. The achievement Pack Your Bags asks for a weapon packed at every spot in one game.

Ziplines

The ziplines of Call of the Dead are broken at the start. To repair them:

  1. Find the crank of the Stern, inside the small room, next to a yellow barrel on the ledge facing the beach, or by the pile of snow outside the interior door.
  2. Find the crank of the Forecastle, against a big wire spool across from the cooking pot, on the ground left of the Auger DMR, or near the red shipping container.
  3. Place them on the boxes of the Sun Deck and the Main Deck and turn them until the wires are tight: the zipline from the Sun Deck to the Beach and the one from Lighthouse Level 4 to the Cargo Hold work again.
  4. Climb to the Hermit, who gives the Zipline Handle.

With the handle, four more ziplines open: Lighthouse Level 4 to the facility, the Lighthouse Station to the Sun Deck, the Docks to Lighthouse Level 4, and the Forecastle to Lighthouse Level 4. The achievement Lifeline asks for every zipline to be used in one game without killing an enemy or going down.

Flingers

The Flinger of Call of the Dead

On the ship, one floor below the old power switch. Its gearbox must be repaired by the Hermit, and it throws the players to the lighthouse.

The facility Flinger

On the balcony of the facility, behind a Dynamite barricade, with a gearbox of its own. Its left side throws to the Frozen Crevasse, its middle to the Lagoon and its right side to the Lighthouse Cove, which is how the Heat Pack is built.

The Sun Deck Flinger

By the power switch of Call of the Dead, pointed at the iceberg of the Golden Pack-a-Punch.

Unlike in Call of the Dead, a Flinger only fires while a player stands on it, which makes it a poor trap.

The Golden Pack-a-Punch

The Golden Pack-a-Punch Machine on its iceberg, Tag der Toten, Call of Duty Black Ops 4 Zombies

On its iceberg

Out in the bay, the Golden Pack-a-Punch upgrades a weapon straight to its maximum, with a random alternate ammo type, for 5000 points, then 2500 to change the ammo type. It saves the three repacks of the normal machine.

  1. Unlock the normal Pack-a-Punch.
  2. Repair the ziplines and get the Zipline Handle, then ride to the facility and turn on the power in Human Infusion.
  3. Take the faulty gearbox of the Flinger on the ship, sparking, and give it to the Hermit on his pulley. Wait, take it back repaired and put it in place.
  4. When the lighthouse beam points at the iceberg, all the players stand on the Flinger of the Sun Deck and are thrown onto it.

Zombies keep spawning on the iceberg, and the players are sent back to the ship after about two minutes.

In the First Room

Only the Docks switch can be turned on doors closed. The rest of the Pack-a-Punch quest lies behind the doors: the Bridge switch on the ship, the blue rock in the Lighthouse Approach and the Hermit at the top of the lighthouse. The zipline of the Docks, which leads to Lighthouse Level 4, stays out of use without the handle. The Purist board is also played with the power doors closed.