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Zetsubou No Shima:
Power and Pack-a-Punch

Power and Pack-a-Punch in Zetsubou No Shima: the water generators of Lab A and Lab B, the free Bunker door, the underwater lockdown of the power room, the main switch, and the three pump parts that drain the Pack-a-Punch.

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  • 4 chapters
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The two generators

Zetsubou No Shima has no lever to pull at the start. Each lab runs on its own generator, fed with water from a bucket.

  1. Pick up a bucket and fill it in any pool of Element 115 water.
  2. Pour it into the funnel of the generator in Lab A, then into the one in Lab B. Each lab gets power for a short time, enough to work its cage.
  3. While both labs have power, go to the Bunker door, between the two halves of the island, and open it. It costs nothing. Once open, it stays open.
  4. Behind the door wait a few zombies, one of them mutating into a Thrasher: kill it quickly or face the Thrasher.

The perk machines stay off until the main switch is on.

The main power

  1. In the Bunker, go through to the power room. Its switch is fed by cables overhead, but one of its vents is blocked.
  2. Dive into the flooded lower level and clear the web on the vent. The stairway back up is sealed.
  3. Kill the zombies that come down until the door opens again. Pop a spore for air, or swim up to the air pockets.
  4. Leave the water the way you came in. The power switch now works and turns the power on for good.

Pack-a-Punch

The Pack-a-Punch machine sits in a tank of water in the central room of the Bunker, behind a fence with three broken pumps. Each pump needs a part.

The first part

In front of the vent cleared during the underwater lockdown of the power room.

The second part

In the Living Quarters, in one of the cocoons hanging by the purple water. Knife them one by one: each drops a zombie, and one of them also drops the part.

The red valve wheel

In the underwater tunnels past Mule Kick, in the first half of the tunnel that leads to the KT-4 plant.

With a part on each pump, the water drains and the machine is in reach. As on every Black Ops III map, the first upgrade costs 5000 points and each new pack 2500, which gives the weapon an alternate ammo type. The KT-4 is the exception: it is upgraded on its own bench.

In the First Room

Both generators are in the labs, behind the two paths of the spawn area. Doors closed, the power stays off for the whole game and the Pack-a-Punch is out of reach.