Black Ops 2 Zombies Tranzit Guide: Turn On Power and Activate Pack-a-Punch

Getting deep into Black Ops 2 Zombies on Tranzit isn’t something you can brute-force—you need to get the basics running first. To access the higher rounds, you’ll have to turn on the power and activate Pack-a-Punch in Tranzit, the game’s launch map. If you’re jumping back in and want a clean, reliable way to do both, this walkthrough will take you through the process so you can grab perks and reach Pack-a-Punch by round 1.

The Maxis-side Tranzit easter egg uses a set of steps that are comparatively straightforward, but doing the power and Pack-a-Punch setup solo can still feel awkward and temperamental. Consider this your “don’t waste time” route—built to keep things simple rather than frustrating.

Step #1: Activate the Turbine and Head to the Power Station

When you load into Tranzit, you start inside the Bus Depot. In and around this small area, you’ll find three separate parts. Pick them up one at a time and bring them to the crafting table to assemble the Turbine. Once it’s built, move through the doors and onto the bus.

From there, T.E.D.D. will handle the route: it drives the bus to the Diner, then continues to the Farm, and finally brings you to the Power Station. When you arrive, buy the bunker door, then drop down into the power generator room. This is where you begin the power-on sequence that energizes the rest of the map.

Step #2: Build and Activate the Power Switch

Inside the power room, you’ll again find three components scattered around the area: a hand, a switch, and a generator box. Take each item to the back of the white room to craft the power switch. Once assembled, flip the switch to restore power across the map.

With electricity restored, go back to the place where you originally dropped into the bunker. You’ll spot a rusted door marked with a lightning bolt symbol. Equip the Turbine and position it in front of that door—just don’t do it too early. Place it only when there’s one zombie left alive, because zombies will move to destroy it if they’re within range.

Step #3: Open the Pack-a-Punch Room in Town & Build It

Next, return to the bus. If you somehow missed it, you can still make your way via the fog road—just be careful and stab the Denizens before they claw at your face. Once you’re in Town, enter the first building on the right to get into the bank. Inside, you’ll need to cook a grenade and throw it at the vault to break it open.

After that, throw another grenade at the second vault door to open it. If the Turbine is still active back at the Power Station, this action should also unlock the Pack-a-Punch room. When you enter, you’ll find three parts that you can assemble into the Pack-a-Punch machine.

Bring each part to the right end of the corridor to complete the build. Once Pack-a-Punch is ready, you can spend 5,000 Points per gun to upgrade your weapons.

If the Pack-a-Punch room doesn’t open, you’ll need to grab a fresh Turbine from the Bus Depot and place it in front of the rusted door at the Power Station. It can take some extra effort, but that’s very much the Tranzit experience.

There’s plenty more to unlock on the map beyond Pack-a-Punch, and if you’re working through a full Tranzit run, you can also check out the rest of the community guides for: all Jet Gun part locations, how to get the Galvaknuckles, how to build the Zombies Shield, and the Tranzit easter egg (Richtofen side).

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Marcus Chen is a gaming journalist and industry reporter with more than 10 years of experience. He covers releases, announcements, and trends across PC, PlayStation, Xbox, and Nintendo, and keeps a close eye on the indie scene and esports. Previously an editor at several gaming publications, he now writes news, reviews, and breakdowns of major industry moments—from big showcases to updates on popular titles. His work is aimed at players who want a clear, fast read on what happened and why it matters.