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A Turbine set down and running in TranZit, Call of Duty Black Ops II Zombies

TranZit:
Buildables

Every buildable on TranZit and where its parts spawn: the Turbine of the depot hall, the Zombie Shield, Turret, Electric Trap, Jet Gun, power switch, Pack-a-Punch and NAV Table.

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Pick up, carry, build

The Zombie Shield built on its workbench in the Diner garage, Hold for Zombie Shield in TranZit, Call of Duty Black Ops II Zombies

TranZit brought buildables to Zombies. Parts lie at fixed or random spots, you pick them up one at a time and carry them to a workbench. Once built, an item can be taken again from its bench after it breaks. The Turbine, the Zombie Shield, the Turret, the Electric Trap and the Jet Gun all share one equipment slot: you carry one of them at a time.

BuildablePartsBuilt atNeeds a Turbine
TurbineMannequin, fan, tailBus Depot hallNo
Zombie ShieldCar door, hand trolleyDiner garageNo
TurretUnusable RPD, ammo bag, lawn mowerFarmhouse, ground floorYes
Electric TrapBattery, coil, TV screenPower Station, top of the stairsYes
Jet GunJet engine, wires, handbrake, pressure gaugeTown barNo
Power switchPower board, lever, zombie armPower Station reactorNo
Pack-a-PunchMachine, car battery, table legsUnder the bank in TownTo open the door
NAV TableMeteorite, radio, wooden board, electrical boxUnder the PylonNo

Turbine

The Turbine buildable, fan, mannequin and tail assembled, model render, Call of Duty Black Ops II Zombies

A mannequin with a fan for a head and a tail on its back, built in the First Room. Set on the ground, it gives off an electric aura, turns its head and draws nearby zombies. It loses power over time and self-destructs, and zombies can break it.

The mannequin of the Turbine leaning against the big route map in the depot hall in TranZit, Call of Duty Black Ops II Zombies

Mannequin

Leaning against the big triangular route map in the hall.

The fan of the Turbine lying on the seats of the waiting area in the depot hall in TranZit, Call of Duty Black Ops II Zombies

Fan

On the seats of the waiting area.

Tail

On the floor of the hall.

What it powers

Turbine doors, perk machines and lamp posts before the power, the Turret and the Electric Trap, the Pack-a-Punch door, and the bus after an EMP or the Avogadro.

Power off, doors shut

A door kept open by a Turbine closes once it runs out, but only after every player has left the room.

Zombie Shield

The car door of the Zombie Shield on the car up on the lift in the Diner garage in TranZit, Call of Duty Black Ops II Zombies

Car door

In the Diner garage, in the bathroom by the sink, in the car on the lift, or on the table next to the workbench room.

Hand trolley

In the Diner, behind the counter or by a booth at the far end from Speed Cola.

Use

It blocks hits from the front in your hands and from behind on your back, and deflects explosions, your own included. It can be planted as an obstacle. Its bash kills a zombie in one hit until round 20, for 10 points per hit, and wears it down.

Turret

The unusable RPD of the Turret lying on barrels at the Farm, prompt Hold E for Part in TranZit, Call of Duty Black Ops II Zombies

Unusable RPD

Upstairs in the barn near Double Tap, or in the farmhouse.

The ammo bag of the Turret on a shelf upstairs in the farmhouse, prompt Hold E for Part in TranZit, Call of Duty Black Ops II Zombies

Ammo bag

In the farmhouse, downstairs near the bench or on a shelf upstairs.

The lawn mower of the Turret behind the house at the Farm in TranZit, Call of Duty Black Ops II Zombies

Lawn mower

Behind the back door of the house.

The Turret set down next to a Turbine in TranZit, Call of Duty Black Ops II Zombies

Use

An automatic machine gun that needs a Turbine next to it. It can down players in a few shots.

Electric Trap

A part added at the Electric Trap workbench, under the blueprint in TranZit, Call of Duty Black Ops II Zombies

Bench

Next to the stairs, behind a door opened by the power or a Turbine.

The Electric Trap shocking the area around it, powered by a Turbine, at the Power Station in TranZit, Call of Duty Black Ops II Zombies

Use

Powered by a Turbine, it shocks zombies that come near and kills them outright until round 55. It does nothing to the Avogadro.

Parts

A battery, a coil and a TV screen, around the room above the power switch.

Jet Gun

The built Jet Gun lying on its workbench in the Town bar in TranZit, Call of Duty Black Ops II Zombies

The Thrustodyne Aeronautics Model 23 is the wonder weapon of the map, and a buildable. Its four parts are spread over places the bus does not stop at:

  1. Jet engine: in the Tunnel, near the first window on the left, by a car near the M16 railing, or between the cars.
  2. Wires: in the Power Station, in the room with Tombstone. They only appear after the power is on and Maxis has finished talking.
  3. Handbrake: in the Nacht der Untoten building, near the lamp, in a cabinet or on the stairs.
  4. Pressure gauge: in the Hunter’s Cabin, by the fireplace or on the bed.
  5. Carry them all to the workbench in the Town bar, next to Stamin-Up. Only one player can hold it.

How it fights is on the weapons page.

The built NAV Table under the Pylon, prompt to insert a Navcard in TranZit, Call of Duty Black Ops II Zombies

Its parts only spawn on Original difficulty, and once built it is saved on your profile. It reads the Navcards that link TranZit, Die Rise and Buried. It is not needed to finish Tower of Babble.

The radio of the NAV Table on a crate inside the Nacht der Untoten building, prompt Hold E for Part in TranZit, Call of Duty Black Ops II Zombies

Radio

In the Nacht der Untoten building, or on a tall cabinet in the Diner garage.

The wooden board of the NAV Table lying on the floor of the Tunnel by the sandbags in TranZit, Call of Duty Black Ops II Zombies

Wooden board

In the Tunnel near the M16, or at the Power Station under the catwalk.

Meteorite

In a hole in the wall outside the Bus Depot, next to the Box spot.

Electrical box

By the fridge at the Farm, or in Town next to the alley Box spot.

In a First Room game

The Turbine is the only buildable of the depot hall, and all three of its parts are in the room. Built and placed, it powers Quick Revive and opens the power doors. Earning Standard Equipment May Vary, four different items in one game, means leaving the hall.