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The Avogadro trapped inside the reactor core under the Power Station in TranZit, Call of Duty Black Ops II Zombies

TranZit:
Perks and Power

The six perks of TranZit with prices and locations, how the Turbine powers them, how to build and turn on the power switch, and the Pack-a-Punch under the bank step by step.

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Six perks

TranZit spreads six Perk-a-Colas over its five stops. None of them works without power: either the power switch at the Power Station, or a Turbine set down next to the machine.

PerkCostLocation
Quick Revive perk machine, render, Call of Duty Black Ops II ZombiesQuick Revive1500 (500 solo)Bus Depot hall, at the end of a small hallway by the main door
Speed Cola perk machine, render, Call of Duty Black Ops II ZombiesSpeed Cola3000Diner, against a wall near the door and the MP5
Double Tap Root Beer perk machine, render, Call of Duty Black Ops II ZombiesDouble Tap Root Beer2000Farm, upstairs in the barn
Tombstone Soda2000Power Station, on the way out (co-op only)
Juggernog perk machine, render, Call of Duty Black Ops II ZombiesJuggernog2500Town, upstairs in a building near the bank
Stamin-Up perk machine, render, Call of Duty Black Ops II ZombiesStamin-Up2000Town, in the bar next to the Jet Gun bench
Tombstone Soda perk machine, render, Call of Duty Black Ops II Zombies

Tombstone Soda

New on TranZit. Downed, you can hold the use button to give up and drop a Tombstone. Back the next round, picking it up returns your weapons and perks, Tombstone excepted. It is not sold in solo. Getting it back earns Dance On My Grave.

A Turbine powering the Stamin-Up machine before the power is on in TranZit, Call of Duty Black Ops II Zombies

Turbine power

A machine powered by a Turbine greys out when the Turbine dies or is picked up. The perk is disabled, not lost, until power returns.

Happy Hour achievement icon, Call of Duty Black Ops II Zombies

Happy Hour

Buying two different perks before the power is on, with Turbines, earns the achievement.

The power switch

The TranZit power switch panel, render, Call of Duty Black Ops II Zombies

Unlike older maps, the switch does not exist at the start: it has to be built under the Power Station.

  1. Get off the bus at the Power Station and open the outhouse door for 750 points. Step in and drop into the underground facility.
  2. Pick up the power board, in the first hallway against a wall or on the floor, opposite the zombie barrier.
  3. Pick up the lever, somewhere around the reactor: by a railing, the pipes, the stairs or the boxes.
  4. Pick up the zombie arm, in the workbench room, on the computers next to the bench or in a corner.
  5. Build the switch at the workbench and pull it.
Lightning arcing around the reactor under the Power Station after the power is turned on in TranZit, Call of Duty Black Ops II Zombies

Lightning

The first time, lightning fills the round room for about 30 seconds and kills the zombies in it, and the Avogadro rises from the glass cylinder and flies off.

What turns on

Every perk machine, the green lamp posts for the Denizen portals, the door to Tombstone and to the Electric Trap bench, and the Jet Gun wires.

Off again

For the first time in Zombies, the switch can be turned off. Maxis’ side of the Easter egg needs it.

Turbine doors close

When doors lose power they close, and machines go dark.

Pack-a-Punch step by step

The Pack-a-Punch machine built in the hallway under the bank in TranZit, Call of Duty Black Ops II Zombies

The machine is hidden in a hallway under the bank in Town, behind three metal doors. Upgrading a weapon costs 5000 points, and a second pack for 2000 points gives most guns a random attachment.

  1. Turn the power on at the Power Station, and have a Turbine in hand.
  2. In the outhouse drop, turn around: a door carries a white lightning bolt on green. Set the Turbine down in front of it.
  3. Get to Town fast, by bus or on foot: the Turbine only lasts so long.
  4. Open the bank and blow open the two vault doors with explosives. Frag grenades are the easiest.
  5. The third door, with the same lightning bolt, is open as long as the Turbine powers it.
  6. In the basement, pick up the machine, the car battery and the table legs, and build the Pack-a-Punch at the far end of the hallway.

The hallway stays open while a player is inside. Once the Turbine dies and everyone has left, the door closes, and a new Turbine at the Power Station opens it again. In co-op, one player can wait at the Power Station while the others go to Town. Solo works too, with a rush. An EMP shuts the machine down for a moment.

In a First Room game

The hall has Quick Revive and the parts of a Turbine, and that is the only power a First Room player can get: build the Turbine and set it down by the machine to buy and keep the perk. In solo, it is 500 points. The other five perks, the power switch and the Pack-a-Punch are all far from the hall.