TranZit (Green Run)
A foggy bus route through the Hanford Site. Power a Pylon for one of two voices — Maxis or Richtofen. The Maxis side is canon and easier.
Steps at a glance
- Shared — build the Turbine + power switch, then Pack-a-Punch (timed Town-bank vault)
- MAXIS — turn power off, EMP grenades
- MAXIS — heat the Pylon with Turbines, kill Avogadro under it
- MAXIS — place Turbines at two street lamps → done
- RICHTOFEN — keep power on, build the Jet Gun
- RICHTOFEN — heat the rock, then EMP the 4 lamp posts together
Full walkthrough
Shared setup
Build a Turbine at the Bus Depot bench (mannequin torso, fan, tail fin) — it powers doors, perks and traps before map power. Ride to the Power Station (4th stop), drop through the outhouse and build the power switch from three white-room parts (circuit/fuse box, severed arm, lever). The NAV table under the cornfield pylon is optional and not Maxis-specific — it's for the Victis Navcard chain (it accepts the card found in Buried).
Pack-a-Punch (timed Town vault)
With power on, drop into the Power Station white room and place a Turbine at the heavy metal door behind the drop. While it powers that door, race to the Town bank, grenade both vault doors and descend the stair (it stays open only while the remote Turbine holds). Build the machine from three corridor parts and Pack-a-Punch for 5,000. Co-op: leave one player at Power to place the Turbine once the other is at the bank.
Maxis — power off & EMPs
After Maxis speaks, turn the power back off. Grab EMP grenades from the box.
Maxis — heat the Pylon, kill Avogadro
Place two Turbines under the Pylon (two players) to power it — if Maxis says your power supplies are being drained, a Turbine is dying, so replace it before continuing. For the Avogadro, wait for lightning striking directly above a player, then end that round to spawn him; lure him under the Pylon and EMP him to launch him up. Take care the EMP blast doesn't catch your Turbines — it switches them off and voids the attempt.
Maxis — two street lamps
Place Turbines at two different Denizen-free street lamps (Bus Depot and Diner work) at the same time. In 3–4 player games the two Pylon Turbines must still be running as the two lamp Turbines go down (four Turbines total); in a 2-player game the Pylon Turbines aren't needed for this final step. Success cue: glowing orange orbs rise from the lamps and fly to the Pylon → Tower of Babble unlocks.
Richtofen — build the Jet Gun
Keep power ON. Collect the four Thrustodyne Model 23 (Jet Gun) parts spread across the loop — the road Tunnel (Bus Depot→Diner), the ruined Nacht der Untoten in the cornfields (Farm→Power), the Power Station lower floor beneath Tombstone, and the Hunter Cabin in the fog (Power→Town). Build at the Town bar bench, then let it fully cool (~40-60s) before the pylon step.
Richtofen — heat the rock
Under the Pylon, blast the Jet Gun to heat the rock. A fully-charged Jet Gun then breaks and green lamps around the map start flickering — that's the cue. If the Jet Gun wasn't fully charged (hold it unfired ~40–60s to cool/charge before firing), it won't break here and must be rebuilt and re-fired.
Richtofen — 25 explosive kills under the Pylon
With the rock heated and the Jet Gun broken, the team must score 25 explosive kills beneath the Pylon — collective across players, with the Ray Gun ideal (grenades and other explosives also count). Samuel then hears Richtofen say the power is too much. Only after this does the lamp-EMP step finish the quest.
Richtofen — EMP the lamps
All players get EMPs. Stand by the green lamp posts at the four locations and EMP them together (two players can use the teleport-jump trick to cover four lamps). The tower turns blue → achievement.
Side Easter Eggs & extras
Everything beyond the main quest. Tap any entry to open the full how-and-where breakdown.
“Carrion”
Kevin Sherwood ft. Clark S. Nova. Hold interact on the 3 teddy bears: the Bus Depot bench beside the lava, the Farmhouse upper-floor bed, and a bar stool on the lower floor of the Town bar. Once per match.
- Hold Use on 3 teddy bears, in any order
- Bus Depot — on a bench outside, near the mini lava pit
- Farm — on a mat on the second floor of the house where you build the Turret
- Town — in the bar (first floor): through the big entrance, turn right, check the booths
- 'Carrion' by Kevin Sherwood plays
Bank & Weapon Fridge
Deposit points at the Town bank and stash a weapon in the Farm fridge — both persist between games (and are shared with Die Rise and Buried).
- Bank (Town, behind a grenade-blown metal door): deposit points in 1,000 increments (up to 250,000)
- Withdrawing returns 900 per 1,000 (a 10% fee); points persist across games and bank maps
- Share points: hit the bank keys with Galvaknuckles to drop a 1,000-point Bonus Points power-up for a teammate
- Weapon Fridge (Farm kitchen): hold Use to store one weapon (no wonder weapons or the starting pistol)
- The stored gun stays across future games until you take it back
Persistent upgrades
Green-mist perma-perks earned through play: e.g. faster revives (revive lots of players), stronger barriers (repair lots of boards), headshot damage and more. They carry across games until you lose them.
- Perma-perks carry across games; earning one gives a green flash and a voice line (thresholds are community figures)
- Perma-Jugg: go down 3 times before round 3 without Quick Revive (across matches) for a small HP buffer
- Perma Quick Revive: revive teammates 17 times in one match
- Perma-Tombstone: buy 4 perks before round 6 in three separate matches to keep all-but-one perk on death
- Steel barriers: rebuild ~74 boards after round 10; Double headshot damage: 5 collateral headshots
- Others: Red Insta-Kill, Mystery Box luck, the Ray Gun wall-buy trick and Perma-PhD (Buried) — see the linked guides for exact conditions
Bus upgrades & the fog
Find the ladder, plow and hatch parts to upgrade the bus; Denizens infest the fog between stops (killed on a powered lamp they dig a teleporter portal); the Avogadro electric boss spawns from storms.
- Three bus parts spawn among four spots (Bus Depot room, Diner shed, Farm shed, Town Rare Books) — carry each to the bus and fit it
- Cowcatcher/Plow (front) instantly kills zombies the bus hits; Ladder (left) reaches the roof; Roof Hatch reaches spots like the Diner rooftop
- In the fog, Denizens leap onto your head and drain you — melee them off
- Power the lampposts green (power on, or a Turbine on a lamp)
- With a Denizen on your head, run under a lit lamppost — it burrows and opens a teleport portal to another lit lamp
- Riding inside the bus keeps you safe from Denizens
Zombie Shield (TranZit)
Two parts in the Diner / garage area (a car door and a hand-truck / dolly) built at the garage bench — wear it on your back through the fog or to hold a doorway; rebuild freely when it breaks.
- Part 1 — a car door, in the Diner / garage area (Town, by the Bus Depot route)
- Part 2 — a hand-truck / dolly, in the same Diner garage area
- Build both at the garage workbench — wear it on your back through the fog or to hold a doorway; rebuild freely when it breaks
Turret & Electric Trap
Build the Automated Turret at the Farm (RPD frame, lawnmower, ammo pouch) and the Electric Trap in the Power Station Tombstone room (battery, headlight, board). Each only runs while a Turbine is placed nearby, and both can down players — mind the firing line.
Galvaknuckles
6,000 on the Diner roof (reached by installing the bus roof-hatch in the Diner ceiling opening) — a strong melee for Denizens and for Galvaknuckling the bank keys to share points.
Farm TV messages
Before turning on global power, interact with the Farmhouse television to cycle survivor messages — the chance is gone for the match once power is on.
Recommended loadouts
Three strong picks for this map — the map's Wonder Weapon plus reliable box/wall options. These are pre-augment-era games, so the setup is the gun plus Pack-a-Punch and perk synergy.
Ray Gun
All-roundBox. The dependable splash gun through the fog. Galvaknuckles (Town) keep early rounds cheap.
Jet Gun (buildable)
Horde vacuumBuild from parts across the stops — pulls and shreds hordes, but overheats, so tap it. Map-defining if fiddly.
HAMR / An-94 (PaP)
Workhorse LMG/ARStrong sustained damage for bus-stop holds; PaP and pair with Double Tap II.
Visual guides & sources
Screenshots and exact part locations live in these — open one on a second screen.