The Transit Easter egg in Call of Duty: Black Ops 2 Zombies can be finished solo, even though it was originally designed for a four-player squad. Players searching for how to beat the Transit main quest alone want a clear order of steps, the parts required, and the point where most runs fail. This guide walks through the process from building the turbine and jet gun to the final EMP challenge at the obelisk. It is aimed at players who already understand basic zombie survival and want a confirmed path to complete Transit without a team.
Building The Turbine First
Powers early perk access
The turbine is the priority because it unlocks perk machines before the main power is switched on. Placing it near the large lamp and leading a denizen onto it opens a random teleporter, which is how players reach different zones of the map early. This step also opens the bank and gives access to the Mystery Box in whichever area the teleporter sends the player. New players should grab Quick Revive immediately after building the turbine, since it is easy to skip in the rush to open new areas. This part of the run matters most for players still learning the map layout, since it front-loads perks that are normally locked behind full power—and Call of Duty Black Ops 2 Bot Lobbies can give those players a low-pressure way to practice the turbine route and map flow.
Gathering Jet Gun Parts
Four parts spread across the map
Four separate jet gun pieces are scattered around Transit, and collecting them efficiently depends on the random teleporter spawns. Parts can appear near the cabin, the power station, inside Nacht der Untoten in the corn fields, and in the town area, so players should grab each one on the way to other objectives rather than making dedicated trips. The Mystery Box is also needed here to pull an explosive weapon, with the Ray Gun being a strong pick, along with EMP grenades for the final phase. This step benefits players who like efficient routing, since combining travel with part collection saves rounds compared to backtracking later.
Heating The Obelisk
Explosive kills required
Once full power is on, the jet gun must be fired until it overheats near the pylon to prime the obelisk. After that, players need a batch of explosive kills directly under the tower, with the total reported at roughly 25 kills based on player testing rather than an officially confirmed number. Corn field zombie spawns are slower than other areas, so this stage can take longer than expected. Experienced players should stock a max ammo drop before starting this phase to avoid running out of Ray Gun ammo mid-kill count.
The Final EMP Challenge
The hardest step to finish
The last stage requires hitting four separate lampposts with EMP grenades in rapid succession, but players can only carry two EMPs at once, which forces a mid-sequence max ammo drop. Because zombie item drops are random, players often have to save zombies alive rather than killing them, waiting for the right moment to farm ammo before starting the sequence. This is the step most solo attempts fail on, since a missed EMP throw or a poorly timed max ammo can force another full round of waiting.
Common Mistakes To Avoid
Timing and inventory errors
The most frequent solo mistakes are skipping Quick Revive early, picking up a nuke power-up instead of waiting for max ammo, and killing zombies in the wrong location during the final EMP setup. Losing track of which teleporters are active before the last phase can also strand a player far from the lampposts when time matters most. This section is especially useful for returning players who have failed a previous solo attempt and want to identify where the run likely broke down, and cheap CoD BO2 Bot Lobbies can give them a low-stakes way to rehearse each phase before trying again.
The table below compares each major phase for players planning their route.
Step | Key Requirement | Difficulty | Tip |
Turbine & Teleporter | Denizen + lamp placement | Low | Do this first for early perks |
Jet Gun Assembly | 4 parts across the map | Medium | Collect while traveling to other steps |
Obelisk Heat-Up | Jet gun overheat + reported ~25 explosive kills | Medium-High | Bring the Ray Gun and stock ammo |
Final EMP Hits | 4 EMPs, 4 lamp posts, RNG max ammo drop | High | Save zombies alive to farm the drop |
The clearest takeaway from this comparison is that difficulty rises sharply at the final EMP stage, where random item drops matter more than raw zombie-killing skill.
How Many Explosive Kills Does The Obelisk Need?
Community testing puts the number at roughly 25 explosive kills under the tower, though this figure is reported by players rather than officially confirmed. Bringing an explosive weapon like the Ray Gun and stocking max ammo beforehand makes this phase far more consistent.
Why Do EMP Grenades Matter For Transit?
EMP grenades are required to hit the four lampposts in the final sequence, and since only two can be carried at a time, a mid-run max ammo drop becomes mandatory. Without pulling EMPs from the box early, the final step cannot be attempted at all.
Is The Transit Easter Egg Harder Solo Than With A Team?
Yes, largely because of the map's random teleporter system, which can send a player far from their next objective at an inconvenient moment. A four-player team can split tasks and cover more ground, while a solo player has to plan routes around unpredictable spawns.
What Perks Should Solo Players Prioritize?
Quick Revive and Jug are the most commonly prioritized perks early, since solo players have no teammate to revive them after a down. Speed Cola becomes valuable later for keeping weapons ready during the final EMP sequence.
Quick Tips
· Build the turbine and grab Quick Revive before doing anything else.
· Collect jet gun parts opportunistically while traveling instead of backtracking.
· Stock a Ray Gun and max ammo before starting the obelisk kill count.
· Save zombies alive near the final phase to farm a max ammo drop.
· Track which teleporters are active before starting the last EMP sequence.
Who Benefits Most?
Solo Players get a step order that accounts for random teleporter spawns instead of assuming a coordinated team. Returning Players who failed a previous attempt can pinpoint whether their run broke down at the obelisk kill count or the final EMP throws. Beginners learning Transit for the first time get a clear reason to prioritize the turbine and Quick Revive before exploring the map further.
Completing Transit solo comes down to two things: efficient part collection early and patience during the final EMP sequence, where random drops matter more than skill. Players who prepare ammo and track active teleporters before that last phase give themselves the best chance at finishing the run in a single attempt.

