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The teleporter of the factory in the intro cinematic, The Giant, Call of Duty Black Ops III Zombies

The Giant:
Teleporters and Pack-a-Punch

The power and the Pack-a-Punch of The Giant: the two ways to the power switch, the three teleporters A, B and C, how to link them to the mainframe in 30 seconds, the 1500-point teleport, the Pack-a-Punch prices, the Etching camouflage and the traps.

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The power

On The Giant, everything starts with the power switch, on the back of a generator in the Courtyard, the open area behind the factory. There are two ways to reach it, both through a door of the starting courtyard:

  1. Through the Animal Testing Lab: open the doors on the left of the spawn, climb the staircase at the back of the lab and drop down from the upper walkway.
  2. Through the factory side: open the doors on the right of the spawn, take the stairs on the left, then another left, and drop down from the upper walkway.

The power turns on the perk machines and the teleporters, and it lowers the bridge between the Animal Testing side and the Automobile Garage side, so the players can cross without going back through the courtyard.

The three teleporters

Teleporter A

Behind the Animal Testing Lab, past a door of 1250 points. Its room has a generator in the middle and two furnaces, with the M8A7 on the wall.

Teleporter B

Up the stairs from the Automobile Garage, in a room with two vats of boiling liquid, the HVK-30 and frag grenades.

Teleporter C

Behind the Courtyard, past a door of 1250 points, with the KN-44 inside and the Bowie Knife outside. A staircase climbs to a catwalk with a Mystery Box spot at its end.

To link a teleporter, the power must be on:

  1. Activate the pad of the teleporter. A countdown of 30 seconds starts.
  2. Run back to the starting courtyard before it ends and use the pad of the mainframe. The link is made, and the shutter in front of the Pack-a-Punch rises a step.
  3. Do the same with the two other teleporters, in any order, one at a time.
The mainframe of the starting courtyard under its blue glowing coil, The Giant, Call of Duty Black Ops III Zombies

The mainframe

The landing pad in the starting courtyard. Every teleport ends there.

Teleporting

Once linked, a teleporter takes the players standing on it back to the mainframe for 1500 points, then needs a short cooldown. After a trip, a power-up can drop at the mainframe, sometimes a Random Perk Bottle that gives Stamin-Up or Deadshot Daiquiri as well as the perks of the machines.

The Pack-a-Punch

With the third link, the shutter is fully open and the Pack-a-Punch Machine stays available for the rest of the game, on the mainframe platform of the starting courtyard.

A Pack-a-Punched Ray Gun in the Etching camouflage, The Giant, Call of Duty Black Ops III Zombies

Etching camouflage

The camouflage the upgraded weapons of The Giant wear.

Upgrade

5000 points for the first upgrade of a weapon.

Repack

2500 points for each new pack, which gives the upgraded weapon an alternate ammo type.

According to Richtofen in The Giant, the Pack-a-Punch was made by a blacksmith of the Old West.

Traps

The map has three electric traps, all on the power: one on the Animal Testing Lab side, one on the Automobile Garage side and one at the bridge. Maxis announces each of them on the loudspeakers when it is used.

In the First Room

Doors closed, none of this is reachable. The power switch is behind the doors of the courtyard, so the mainframe never links, the shutter never rises and the Pack-a-Punch stays closed for the whole game, in full view of the players.