How to get the Pack-a-Punch in Black Ops 2 Green Run Tranzit

Written by Will on November 30, 2012 and posted in Guides and Walkthroughs.

Black Ops 2 has an awesome new mode for Zombies called Tranzit. The game is played on the map Green Run and it features a bus used to travel through the different sections of the map. Green Run Zombies makes use of the bus which passes through the other 2 playable levels in Black Ops Zombies – Farm and Town – and adds an extra 2 stops: The Lab and the Diner/Garage plus it has the Bus Depot and a few places that you can jump off the bus between stops to reach semi-hidden areas. Each level on Survival mode has a Pack-a-Punch machine on it somewhere ready to use but in Tranzit you need to unlock the room it’s in and build the pack-a-punch machine yourself using the workbench.

Pack-a-Punch machine in Black Ops Zombies

This is what the pack-a-punch machine looks like in Black Ops 2 Green Run Tranzit.

Steps to build the Pack a Punch in Green Run Tranzit

  • You need a Wind Turbine from the Bus Depot
  • You have to turn on the power at the Lab
  • You need to open the Vault
  • You have to add all 3 parts to the Work Bench

Once you’ve built it your free to use it on your normal weapons to turn them into pack-a-punched versions when you want but it does cost 5000 for every weapon you upgrade, so save some pennies in the vault (it’s handy that it’s right outside the door to the pack-a-punch) for when you do not have enough money when you arrive at the room to the machine beneath the vault.

Black Ops 2 Zombies – Pack-a-Punched Weapons

Every weapon has a different variant for when it’s pack-a-punched. For instance the starter pistol turns into Mustang and Sally (the dual wield pistols you get when your downed in single player Zombies) and the dual wield Five-Sevens turn into Ultra and Violet but like I said every gun can be upgraded.

It appears that online the main tactic people use when they use the pack a punch is to put a raygun in it and then vaporize the Zombies into nothingness but the only way to get a raygun is from the mystery box so it’s all about having a bit of good luck when using it. Even if you don’t get a raygun by the time you reach the machine it’s still more than worth the time, effort and money to build the pack-a-punch and use it on whatever guns you arrive with – even the starter pistol. My personal choice of weapon types are a light machine gun coupled with a high power handgun like the Executioner or the Python. The handgun is one-hit kill until you reach wave 12 or more and then if you get swamped or cornered pull out the LMG and tear into them. The technique serves me well and you’re welcome to claim it as your own.

Pack-a-Punch weapon list

Pistols
  • M1911 >> Mustang and Sally
  • Python >> Cobra
  • Five-Seven >> Ultra
  • Dual wield Five-Sevens >> Ultra & Violet
  • B23R >> B34R
  • Executioner >> Voice of Justice
  • KAP-40 >> Karmic Atom Perforator-4000
SMGs
  • MP5 >> MP115 Kollider
  • Chicom CQB >> Chicom Cataclysmic Quadruple Burst
  • AK74U >> AK74-FU2
Assault Rifles
  • FAL >> WN
  • SMR >> SM1L3R
  • MTAR >> Malevolent Taxonomic Anodized Redeemer
  • Type 25 >> Strain 25
  • M8A1 >> Micro Aerator
  • M16 >> Skullcrusher
  • M14 >> Mnesia
  • Galil >> Lamentation
  • M27 >> Mystifier
LMGs
  • HAMR >> SLDG-HAMR
  • RPD >> Relativistic Punishment Device
  • LSAT >> FRIST
Snipers
  • DSR-50 >> Dead Specimen Reactor 5000
  • Barrett M82A1 >> Macro Annihilator
Shotguns
  • Olympia >> Hades
  • R-870 MCS >> Refitted-870 Mechanical Cranium Sequencer
  • M1216 >> Mesmerizer
  • S12 >> Synthetic Dozen
Special
  • RPG >> Rocket Propelled Grievance
  • War Machine >> Dystopic Demolisher
  • Ballistic Knife >> Krauss Refibrillator
Wonder Weapons
  • Ray Gun >> Porter’s X2 Ray Gun