The Ultimate Guide to Black Ops 2: Zombies Origins
This guide was originally written for the Black Ops 2 version of this map. While the remastered version in Black Ops 3 has the same game mechanics and steps for the main Easter Egg, the gun information will be a bit different alongside the addition of Gobble-Gum machines. As more information is studied, more will be added to the guide for those playing in Black Ops 3, rather than Black Ops 2.
However, feel free to read through as the steps and completions on this guide still work. The only difference so far is the GG machines and different guns.
WELCOME TO DIE!
Welcome to my walkthrough on Black Ops 2: Zombies Origins. This guide will give you all the information you need to get through Origins all the way to the final rounds. It's long, so for easy navigation I've divided it into 11 sections.
- Step 1: Teamwork
- Round 1: Everything You Need to Know
- Starting Round 2: Stick to a Single Gun
- Rounds 2-7: You Must Be the Juggernaut
- Rounds 8-12: Finishing Up
- Strike Beacons
- All Ultimate Staff Tutorials
- Best Training Areas
- All About Guns
- Best Perks
Step 1: Teamwork
The first and foremost thing you need going into a map like Origins is to be able to work with your teammates.
If you're in to go off and do your own thing, play solo. No one wants to be in a room with a twat whose head is so far up his butt, he can't see how stupid he is. Origins is also not for those who are new to the game. Be sure to check out my BO2: Zombies Tips and Tricks guide and gain some experience before you decide to tackle this map.
The Easter Egg: Let it be known now that you will be doing the Easter Egg for this map every time you play to get all the power-ups you'll need to get to high rounds. (You can do the Easter Egg without doing the finale and still play for rounds.) The Easter Egg can be a challenge. It takes most people way too long to do it, mostly because of wasting points. This guide will allow you to get everything done by round 13. I won't lie, the first seven rounds will require a bit of skill. Get ready, because you have to constantly regulate your team's points to get this right.
Tip: Don't Dig Until You See White!
A lot of the time, people start digging as soon as they see a skull pile. NEVER dig until you see snow. Here's why: You're not going to go to Generator 3 at first, so by digging near Generator 2, you're forcing the Ice Staff into the Generator 3 area. If you open the doors to Generator 3, you won't have the points to get to No Man's Land before round 5.
Round 1: Everything You Need to Know
Everything starts right off in round 1, and here are the tips you need to get through it with the most possible points.
- DO NOT BUY ANY GUNS IN ROUND 1. That is the first and foremost important thing.
- You must let ALL the zombies come through the barrier. If done right, this won't be too tricky. Each person gets one window (more if you play with fewer than four people). As each zombie comes out, empty a clip into its legs and then knife it. This will give each player 150-210 points, depending on how bad each person's aim is.
- Leave one zombie at the bottom of the spawn UNHURT. As soon as he's down there, everyone should start Generator 1 and stay on the platform for an extra 100 points. After this, each player should have between 950-1350 points, depending on the number of zombies at each window.
- The player with the most points opens the first door to Generator 2. The next person with 1,000 points opens the second door. Turn on Generator 2 while still in round 1 so that the Templars that spawn for the generator are still 1-hit kills with a knife. (Generators 1 and 2 are the hardest generators to start up. In the late rounds, if they get shut off, you're usually forced to hold a zombie in-between rounds to get them back up.)
Optional: Generator 3
- Now here comes a fun part. If you have at least one person who chooses the M14 as their weapon of choice for round 2, you can open the FIRST DOOR to Generator 3 ONLY. Do not open the second door or you will be wasting a necessary 1,000 points. Here's the reason you can open the first door (750 points): on each half of this section of the map, there are three spots where you can get zombie shield parts. On Generator 2's side, the first door only has one spot and the second door has two spots. On Generator 3's side, the first door has two spots, and the second has only one. By opening the first door to Generator 3, you have a 66.6% chance of building the zombie shield by round 3 or 4.
Starting Round 2: Stick to a Single Gun
This is one of the most important rules in this guide.
Which gun should you choose? One of the most important things to make this guide work is that from round 2 to round 7, you can only buy one gun. You will need all the points you can muster, especially if you don't want to wait until round 10 to get the Ice Staff. Most people will go with the MP40 (Cost: 1,300 points), but if you want some serious points and have some decent skill, you can save 800 points by buying the M14 for 500 points (refer to my Tips and Tricks blog for "point-whoring" tactics). The M14 is a good, 8-round weapon if you can aim for the head.
Avoid the mystery box: You only get one gun before you go into No Man's Land, and possibly before you get to round 7 depending on how bad your luck is with bonuses and/or other players. Avoid the box, so you don't chance getting a crappy gun, or worse, no gun at all. If you flop on the box, you'd better hope someone digs up a weapon for you.
Leave the spawn room: A lot of people will say that it's best to wait until round 4 or 5 to leave the spawn room, but that will just make the later rounds harder and guarantee you'll never get the Ice Staff before round 10. A lot of people don't realize that once you get to No Man's Land, your current zombie count and future zombie counts are increased by 50%. It's easy: more zombies = more points. Don't let anyone else tell you otherwise.
WTH are you doing!?
The Easter Egg: Prepare as You Go Along
From rounds 1 to 7, you can save some time for parts of the Easter Egg as you go along. First off, you can easily grab the Ice Record at Generator 2 and the Fist Tablet at the table in the far end of the tank bunker at Generator 2. Also, you can take care of some electric panels that upgrade the Lightning Staff so you won't have to come back later. Here are the electric panel locations in the order you'll see them and how many times to turn them:
- Bottom of stairs in the spawn room. Turn two times.
- Next to the Fist Tablet table in the Generator 2 tank bunker. Turn three times.
- By the back path that passes the church. Turn three times.
- Right next to the wind tunnel (Generator 4). Turn two times.
- Behind the tank. Turn two times.
- Inside the church right behind the holy water. Turn one time.
Finally, after you've finished the first step of making the Ultimate Lightning Staff, all you have to do is exit the Lightning Cave and flip the electric panel at Generator 5 three times, and you're done with the second step in no time at all!
Round 2-7: You Must Be the Juggernaut
This portion is most important. It will define how well the rest of the game goes down.
As mentioned above, you may only purchase one gun during this portion of the game. If you have the M14 as your only gun and have been racking up points, you can buy a gun by round 5 or 6.
- Use pistols: In rounds 2 and 3, you and your team should be utilizing knives and pistols (assuming you got a Max Ammo) to get the most points. Avoid shooting as much as possible with guns other than the M14s and pistols.
- Buy your gun: If you're lucky, it won't start snowing until round 3 or 4. If you're not, it'll start in round 2. In round 2, you will all buy your one gun that you will use until round 6 or 7. If you've done all of the round 1 requirements and chose to gamble on opening the first door to Generator 3, you might have access to the B23R on the other side for a mere 1,000 points.
- Move forward: After you have all gotten your guns, the first player to get to 1,250 points opens the first door into the central bunker, and the first player with 1,500 opens the door to No Man's Land. Once you get out there (which should be either in round 3 or the beginning of 4), you want to head straight for Generator 4 (aka the Jugg location).
No Man's Land:
There are a couple of important things to remember once you get out here:
- DO NOT BUY JUGGERNOGG UNTIL AT LEAST ROUND 5 or 6 (depending on how long it snows and when you have opened the excavation site). This is because you're going to need ALL your money.
- Once you are out in No Man's Land, you need 2,500 points for the excavation site and at least 1,500 points for the church barrier. This is because it's usually snowing in rounds 3 and 4, and you need to dig up the Ice Staff parts if you want it before round 10. Even though there are three parts, you can only find one in each section of the map.
Ice Staff part locations:
- The first part is found in the Generators 1, 2 and 3 areas. There are three total skull dig sites in Area 3 and there are three in Area 2. However, if untouched, the part is more likely to go to Area 2 since Area 3 only spawns two sites at the beginning of the game.
- The second part of the Ice Staff can be found in the wide space of No Man's Land. This has several dig sites: two at Generator 5, three just outside Generator 5 on Tank Road (no further than just beyond the Bunker), all footprint areas, the back path that passes the church, Generator 4 (right in front of the Wonderfizz Machine), and outside Generator 4 on Tank Road (no further than the left path).
- The final part is found in the church area. There is one inside the footprint right outside the church after you remove the barrier. Two dig sites are found on either side of the tank underneath the church, one just outside the back of the church, and two at Generator 6. If you're lucky, you'll find this Ice Staff part by only opening the first barrier.
You Have to Earn Souls
When doing the Easter Egg and getting your power-ups, you will need to get souls by killing zombies in certain zones. There are no shortcuts to obtaining these souls. Do NOT grab nukes or use the Maxis Drone to try to speed up the process because they will NOT feed souls. It will merely prolong the time you'll be spending on getting everything done. The less time you spend on doing the Easter Egg, the easier time you'll have with the rest of the game.
The zombie shield: If you only have a couple of zombies left, go right ahead and build the zombie shield (the last piece is in one of the three footprints on the right side of the map, heading towards Generator 4). The shield will serve both as a substitute for Juggernog as well as a backup weapon for what you're going to do next.
Generator 4: You will then turn on Generator 4, using your shields for protection as necessary, without killing Templars as you might accidentally kill zombies, which you do not want.
Fill the soul box: After Generator 4 is on, train the zombies around the generator until the middle robot passes by. After it does, go BEHIND Jugg and kill zombies while they are in that footprint to fill up the soul box. Do this as quickly as possible. (IMPORTANT! DO NOT GRAB NUKES. THEY WILL NOT COUNT FOR SOULS IN THE BOX!)
The pit: As soon as the box is finished, quickly exit and head for the right path (facing Generator 5) and fill up the box in the pit (base of excavation site stairs that split two ways).
The middle robot: Once finished, you want to hold a zombie at the end of the round. If it's only round 5, you have to train all the zombies outside of Generator 5 until the middle robot comes back. (NOTE: The robots will close any unfinished soul boxes if they walk by, and you'll have to start over.)
The excavation site: By this time, it should be round 5 or 6 (You may choose to wait until the end of round 7 and just fill up the box at Generator 5, but it's a little riskier). If you have fewer than five zombies left, always make sure they are not injured and have someone train them in an isolated area. At this point, there should be one player who has made it to or exceeded 2,500 points. This person must open the excavation site and get the gramophone and black record. The black record is found in one of three different places:
- Against the mini gas generator at the "excavation site" sign where the stairs split two ways, right next to the second soul box.
- On the back path that passes the church, you'll see a square section stick out, it'll be on top of that.
- The final place it can be is in a wheelbarrow right next to the Pack-a-Punch machine.
Collecting More Parts for the Staffs
The Lightning Staff: After you have the gramophone, you can get on the tank to grab the Lightning Staff parts (as you should have already opened up the first church barrier). You only need two people for this job. If you missed a Lightning Staff part, run all the way back to Generator 2 and call the tank. You will only have to pay 500 points for the round trip, and it instantly cools off. You cannot do this until you have paid the 1,000 points for the first round trip.
Wind Staff: Meanwhile, have your fourth person checking the robots so that he or she can grab the Wind Staff parts.
Upgrading to Ultimate: You may also want to take this opportunity to do the prerequisites for getting your current staffs Ultimate except for the last step, which is putting them into the crazy place to fill them with souls. The steps for each staff will be given below.
The Maxis Drone: Also, you should also take this time to build the Maxis Drone. If you have the points, it would be a good idea to turn on all remaining generators, particularly number 6 where you can get the second Fire Staff Part.
Fire Staff: Between rounds 5 and 8, there will occasionally be a plane on fire among the other planes in the sky. Use a bullet gun to shoot it down to obtain the first part of the Fire Staff. (It cannot be shot down by any ray guns or the Boomhilda.)
This whole process should take a total of around 10-20 minutes: 25 if you only have three people. If you have done everything correctly, you can now start round 7 to fill up the soul box next to Generator 5 OR just to get points if you had bad luck with the robots. Either way, you MUST hold a zombie at the end of round 7. If everything has been done properly, you now have the points to open up the second church barrier.
At this point in time, you will turn on the remaining generators (excluding Generator 3 if your group has been splurging) and have the freedom to get the rest of the elemental records. Now, you can build the Wind Staff, the Lightning Staff and, if you were lucky on snow, the Ice Staff all before round 8 where the Panzer comes out to play. The Lightning Staff will be the most important to have at this point in the game. If the soul box at Generator 5 is not filled, you're going to have to wait for the middle robot to pass by again as you will be spending the next round filling it up. If it is filled, wait for the church robot to pass before starting round 8.
(NOTE: If and ONLY IF the doors above have been opened may you buy Juggernog. NOT BEFORE.)
The Golden Rule
DIG DIG DIG! After the first five rounds until round 18, skull piles will be spawning quite often, every other round. Keep digging these little bad boys (except the first five rounds) and you will earn the golden shovel. This puppy will allow you better items when digging or if you get a blood money, it'll only be a 200 point or 250 point, not 50, 100 or 150. This shovel also includes two more side-effects:
- If you dig enough with the golden shovel, you'll receive the golden helmet, which allows you to be stepped on by a robot without downing.
- When under the effects of zombie blood, you can potentially dig up extra perks (allowing you up to 9).
Rounds 8-12: Finishing Up
This is where you finish getting all your Ultimate Staffs and complete the Easter Egg.
Filling the soul boxes: If you have followed everything so far, you should have at least two or three staffs by now (Wind, Lightning and, if you were lucky, Ice). At this point, you're going to be working together with everyone to fill up the remaining box(es) with souls. Be sure to be together so that the Panzer is guaranteed to be with whomever has the Lightning Staff.
Beating the Panzer: The quickest way to beat the Panzer without the Fire Staff is to shoot the ground at the Panzer's feet with the Lightning Staff. The splash damage from five to seven shots will be enough to kill it in seconds. The Panzer will drop the third and final part for the Fire Staff.
Round 8: Round 8 will have more than enough zombies to fill up a box. At the end of Round 8, you want to hold an uninjured zombie or two at Generator 4. Now you can build the Fire Staff. If you have finished all four soul boxes by now, then go ahead and make sure everyone gets Thunder Punch from the prize chest at Generator 6 and places the staffs into the crazy place. Then head down there with whomever has the Fire Staff. If you haven't finished the boxes, split into two groups for round 9. One group fills the final soul box in the front of the church while the other group goes into the crazy place to do step 1 of making the Ultimate Fire Staff.
The Ultimate Fire Staff: After you fill up the final soul box, have the second group join the other two players in the crazy place, placing their staffs into their respective pedestals to fill them up on souls. At the end of round 9, hold another zombie or three while the person with the Fire Staff takes care of the rest of the steps to get the Ultimate Fire Staff. Meanwhile, everyone should be getting Thunder Punch. One person should situate themselves in the church to begin obtaining their strike beacons. (Only one person needs to do this. Other players can do it later, after the Easter Egg is over.) While the one person works on getting their beacons, the other three players should be helping charge up the remaining staffs with souls. This whole process should only take one or two rounds. Depending on how well you did in the prior rounds, you should be done in either round 10 or 11.
(If you haven't gotten all the Ice Staff parts earlier, it starts snowing in round 10)
Using your staffs: Here comes the long and strenuous part. Hold at least TWO UNINJURED zombies at Generator 4. The other three players will now take care of the rest. Now that you have all four Ultimate Staffs, you will need to place your staffs in specific robots:
- Ice Staff goes into the church robot
- Wind Staff goes into the middle robot
- Lightning Staff goes into the 2/3 robot
- Fire Staff goes into the excavation site (a fifth, white stand will show up there)
Cheat: If you don't care about taking the time for this and don't care about what people say about you, you can actually skip this step by placing the Fire Staff in the excavation site, picking it back up at the fire stand (it's empty, but you can pick it back up), putting it back in the white stand, and repeating until you've put it in four times.
Getting inside the robot: Now, all three robots will be coming and more frequently than before. However, there's only one foot out of six well enough lit to be entered. You'll need to use some teamwork here.
- While your fourth player continues to hold the last few zombies at Generator 4, the player with the Maxis Drone needs to keep watch on the robots at Generator 5. One player should be waiting at the church in front of the tank, and the other should be at the entrance to No Man's Land on the walkway just outside Generator 5.
- The player who has the strike beacons needs to keep an eye out to spot the lit foot for the other two to know where to go.
- Once inside the robot, the player needs to press the button that is located where the Wind Staff part used to be (you will NOT see a prompt to press Square (or X), you just go up and press the button). You'll know you pressed it when you hear Maxis say "Weapons system activated".
- The person with the beacons then has three seconds to throw their beacon(s) at the concrete flooring outside the fence just next to Generator 5. The beacon(s) must land on the concrete or else you will need a Max Ammo (if at least one person turned on all six generators, you will have found a free one in the prize chest at Generator 6). You'll know you've done it right because you'll hear a loud "BOOM" that sounds like a grenade and is louder than the other explosions from the strikes, and a giant hole will replace the concrete. (Pictured below.)
Concrete Flooring (Now a Big Hole)
Using the Maxis Drone: Now you want to have the person with the Maxis Drone and Fire Staff in this area. (If either person is watching the last zombies, someone will have to switch with them.) Everyone (except the player watching zombies at Generator 4) will need to be in the footprint just next to the Lightning Cave. The person with the Maxis Drone will have to walk up to the fence that faces the giant hole and release it there, then quickly retreat into the footprint. When this happens, the game will spawn 8-12 Panzer Soldats (depending on your number of players), all at Generator 5. The easiest way to beat them is by simply shooting Lava Pits (a charged Fire Staff attack) on that little, narrow walkway into the foot print, killing them the instant they step on it. Do NOT immediately go for the bonuses. The final Panzer will be dropping a nuke and you do not want to end the round yet.
Flaming wagons: This next step requires the Ice Staff and one player to be standing next to Pack-a-Punch with a BULLET WEAPON. With the Ice Staff, you want to shoot three flaming wagons in a short amount of time. The locations will be between Generator 5 and Generator 4:
- Right entrance path to Generator 5
- Right footprint before Generator 4
- The base of the split stairs at the bottom of the excavation site.
If this is done right, the player next to Pack-a-Punch will see a zombie blood bonus. The player will need to grab it and quickly look into the air for another Blazing Baron. This time, the Baron is only visible while using zombie blood. When you shoot him down, you will see where he lands, and you just need to find and kill him (like the plane, he only visible while using zombie blood). After killing him, grab the Maxis Drone.
Now you need Thunder Punch: This next step will require ALL PLAYERS to have Thunder Punch and meet down in the bottom excavation site. This part should only take no more than two rounds as long as everyone stays in the excavation site.
- First, end the round.
- During the next round(s), all players should be killing zombies with Smoking Hands and Thunder Punches. Non-smoking zombies and Panzers can be killed with staffs and guns. Once each player gets enough punch-kills, you will see a floating Fist Tablet. When you grab it, your Thunder Punch will be upgraded with the element of the staff you are holding (it is possible for all four players to have the same elemental punch).
NOTE: This part is the hardest for most people as the Thunder Punch is only good until round 18. Refer to my Tips and Tricks blog for the melee weapons listing.
Finishing the Easter Egg: After ALL PLAYERS have their elemental Thunder Punches, you should all run straight for the crazy place and put all the staffs into their respective pedestals. If you're insecure about your skill, feel free to Pack-a-Punch your gun, otherwise, stick with your elemental Thunder Punch as it can kill multiple zombies in one hit through round 28. In the crazy place, with all staffs in place, you will need to kill zombies any way you can (nukes and Maxis Drone kills not counted), feeding souls to the gate to Agartha. Once you've fed it enough souls, your screen will go white for one second, signifying that you've completed the Easter Egg. Without going into the finale, you will receive the trophy/achievement (Lost Little Girl) at this point. Also, the rotating walls of the crazy place will rise and never drop for the remainder of the game. You now have two choices:
- Release the Maxis Drone and enter Agartha, ending the game and starting the Finale Cutscene.
- Continue playing for rounds.
If you choose to continue playing (which we always do), grab all your staffs and get out first. (If you do not leave the crazy place within 60 seconds of Agartha opening, anyone left inside will lose ALL their points and weapons.) However, after everyone has left the crazy place, you can feel free to go back in without consequence. If done right, it will now be only round 11-15. Congratulations! You've completed this part at least 10 rounds earlier than 90% of players!
The Beacons Beckon
As you know, all players have the option of getting the strike beacons, but a lot of people don't know what they are or why they are useful.
Most people actually choose monkey bombs instead because you only get two beacons while you can get three monkeys. Here are a couple reasons why you shouldn't bother with monkeys.
- Strike beacons kill zombies in one strike for 10 rounds longer than monkeys.
- If caught in a strike, Panzers take serious damage.
- Zombies react to a strike beacon faster since it doesn't have to spend two seconds attracting all the zombies' attentions AFTER it lands.
- A strike beacon has multiple explosions, not just one.
- A strike beacon has three times the explosion radius of a monkey, hitting more zombies at once.
How To Obtain Strike Beacons
In the back of the underground bunker at Generator 2 (right next to the rear exit to the tank station and electric panel), there is a long table that has four stone tablets with a picture of a fist. Go up to this table and hold Square (or X for Xbox players) to pick it up. (There will be NO prompt on the screen to do this.)
Once you've picked it up, take it to the church and place it in the holy water next to where the mystery box would be. From here, you have to get melee kills while in the church (It can be with a shield or even a regular knife, if you get in early enough. It doesn't have to be with Thunder Punch).
Once you get enough kills, the tablet will be purified and you can pick it back up (You'll know because souls will stop feeding into the holy water). Now you want to take the tablet and bring it back to the table at Generator 2 that you got it from without touching mud. The easiest path is as follows:
- Go down the church stairs and follow the wood boards to the front.
- Avoid the mud out front by hopping from the wood planks to the "bump" in the middle, and then hop over the mud to the exit path.
- Go up the ramp to excavation and head down the other side.
- At this point, there's no more mud to worry about.
- IF you happen to touch mud, you'll hear Samantha yell at you, and you'll have to just go back to the holy water to repurify the tablet (You don't have to get any more kills, just dip it back in the water by pressing Square (X for XBox players).
After placing the tablet back on the table, you will now have to get melee kills inside the underground bunker. Once you get enough kills, the beacons will be floating over the table. Just run up to one and grab it by holding Square (X).
Should you ever die or accidentally grab monkeys out of the box, you can still get strike beacons back from the mystery box. (Also, once one person gets the beacons, anyone can get them from the mystery box. You can go through the steps as long as you haven't done the last step to the Easter Egg yet.)
Monkey Bombs or Strike Beacons?
Detailed step-by-step instructions for putting together each ultimate staff: the Wind Staff, Ice Staff, Lightning Staff and Fire Staff.
Universal Staff Truths
As you all know, we have four different Ultimate Staffs with different powers, but there are some things that are true for all of them. Here they are:
- The last two steps to getting them Ultimate are the same. Line up lights in excavation and shoot the Orb. Then, place each one in its respective pedestal and feed it souls.
- All Ultimate Staffs have a charged attack that devastates the opposition.
- All Ultimate Staffs have a secondary fire (LEFT button on the D-Pad) that allows you to shoot an instant-reviving beam at your downed teammates. (It also kills any zombie in one hit, no matter the round.)
- All Ultimate Staffs are the deciding factor on what element your upgraded Thunder Punches/Knives will be.
- The first step to making the staffs Ultimate is by going back to the crazy place in their respective sections.
- Every charged attack from an Ultimate Staff consumes six ammo.
How To Build The Ultimate Wind Staff
First of all, you want to go back to the crazy place. Right above the Wind Exit, you'll see a four ring target-like mosaic. You have to shoot each of these rings to rotate them in order to move on to the next step. The picture below shows the actual pattern that you need to make. Not hard at all.
Next, you'll want to exit the crazy place, and you'll have to shoot three smoking chimneys (the tops of them look like a giant, white ball) in a certain order:
- Right on Generator 4. Make sure to shoot this chimney so that the smoke blows directly at the excavation site. (If it's already pointed at the site, you will have to shoot it in a different direction and shoot it back.)
- Outside of Generator 5 between the two paths you can take to get to it. (You just have to reverse the direction the smoke is blowing.)
- Just outside of the church between the back path and Tank Road on the Generator 5 side. You can either shoot it from behind (while on Tank Road) or you can just move further down the back path and shoot it from the side.
NOTE: Sometimes, the game messes up and you just have to redo the whole thing, changing where you shot the last one.
Finally, you want to go into the excavation site to line up the lights to be yellow with the four switches, and shoot your Orb with the Wind Staff. Then you just place it on its pedestal in the crazy place and fill it with souls.
The Ultimate Wind Staff is the most powerful staff, but it also has the least amount of ammunition. In fact, the charge attack for it (a giant tornado that sucks in and instantly kills any zombie) takes the entire clip of six shots, with a reserve of 60. It only does minor damage to Panzers, and the charged attack does not pull them in.
How To Build The Ultimate Ice Staff
In the crazy place, you'll notice six tiles floating above the exit portal and a blue stone on the right that has different symbols on it. Now, there are many people who explain this with the hexi-decimal system as well as drawing their own charts. However, all the charts you find online are actually only PARTIALLY correct. After a long while of trial and error, I've compiled the following 100% accurate chart below.
After finishing the puzzle, you actually want to exit through the Fire exit portal. Run over to Generator 2, behind the bunk, and you'll see a large tombstone on the left along the giant wall that makes up the barrier edge of the map. You must first shoot this tombstone with the Ice Staff and then with a bullet weapon.
- Now you have two more things to shoot in No Man's Land. The first is at the soul box pit behind Juggernogg. The last one is in the next footprint heading towards the back path.
- The last two steps for this are the same as for the other staffs, but you just align the lights blue.
The Ultimate Ice Staff has the ability to create a giant, swirling Ice Storm wherever it hits, slowing down, and eventually freezing, all zombies. It will not slow down Panzers, but it will damage them if they run through it.
How To Build The Ultimate Lightning Staff
Now this staff is a must-have prior to round 8 as it is the only staff besides the Fire Staff that is extremely effective in killing the Panzer Soldats. Getting it Ultimate is a small feat. Back in the crazy place, you'll find gem platings right next to the exit portal. These actually represent piano keys, as shown in the provided diagram. To your left, you'll see three musical chords etched into the wall. If you're not familiar with music, use the chart as I tell you which ones you have to shoot:
- C E A
- E G B
- D F A
This will lead you into the 2nd step. If you had followed the subsections above, all you have to do is exit through the Lightning exit portal and then turn the sparking electric panel at Generator 5. If you haven't, scroll back up to the round 1-7 section to see their locations and how many times they need to be turned.
The final 2 steps are the same, but you just need to align the lights to purple.
The Ultimate Lightning Staff specializes in spread damage, rather than area of effect (AoE) damage. The Ultimate Lightning Staff shots can pierce through a limitless number of zombies, but spread as soon as they hit a target and/or a solid surface. The charged attack creates a slow-moving electrical nova that shocks any zombies near it ONE AT A TIME. Despite being effective against Panzers in single shots, the charged attack does NOT affect the Panzers at all.
How To Build The Ultimate Fire Staff
Unlike the other staffs, the Fire Staff actually only has one puzzle, not two. The first step is to kill zombies with the Fire Staff while they (the zombies) are on top of the grill-like flooring near the Fire exit portal in the crazy place. Once you get enough kills (you'll hear a loud sound), you can exit through the Ice exit portal and go into the church. There, you'll see markings on the wall where some of them are lit. Use the key that I am providing to know the code. From left to right, it is 11, 5, 9, 7, 6, 3. Don't worry about the 4 (actually the number 1) that's located behind the Mystery Box. It is always lit up. Once you have the code, you 'll have to go downstairs to the Tank Station and shoot torches corresponding to the code in a short amount of time, and does NOT have to be any particular order (it's recommended to find out where each one is, and shoot them as you run by them in a line.).
Once you've done that, do the same thing you've done with the other staffs except you align the lights to red.
Damage: The Ultimate Fire Staff is the greatest weapon against the Panzers, and has the most amount of ammunition of all the Staffs. Firing once shoots three parting fireballs that explode. The most damage done in a single shot can be dealt by shooting the immediate ground with the three explosions being in close proximity for multiplied damage. The charged attack creates three Lava Balls that are shot in succession (not simultaneous like the single shot) that create Lava Pits wherever they land. A Panzer Soldat will die instantly upon stepping on these Lava Pits. In terms of regular zombies, the Ultimate Fire Staff is the 2nd strongest staff in the game.
What Staff do you like?
Best Training Areas
Like many of the other maps, Origins comes with a variety of places to run trains for long gameplay. There are a LOT of training areas, but here are the TOP FIVE.
- The first can be found at the tank station behind Generator 2. You will be doing a lot of hopping, but it is huge and has plenty of space between spawns. Remember, you hop faster than zombies can run. This area, being a tank station, also allows you to call the tank at will. Not only can you escape on the tank, but if you're out of ammunition, you can also train the zombies on the entrance path as the tank comes in and then hop away, letting the tank make the kills for you. The tank can also temporarily knock over and disable a Panzer for a longer time than if it were stepped on by a robot.
- The next place is right next to Generator 5 in the little pit where the soul box was or by the generator itself (though it's better to stay in the little pit with better funneling of zombies and more room).
- Another two good training areas are actually the soul box pit behind Juggernogg and Generator 4. These two have very wide areas and plenty of areas of separation, which you need to run a successful train.
- The final (and best) area is the crazy place after the Easter Egg has been completed. Without the walls constantly blocking your way, the crazy place is the largest open training area. If you're the only player, you can walk in circles on the edge of the center platform, easily weaving through incoming zombies without ever having to run. Unlike the other places on this map, and any other map, the crazy place allows up to three trains to be run at the same time: one at the Ice Exit, one at the Wind Exit and one at the Lightning Exit. As long as no one gets up onto the center platform (and there's plenty of space in each sector), everyone can easily run here eternally until Treyarch's signature game crashing happens, or they have to go.
Bigger Arsenal, Bigger Kills
Just when you thought you've seen it all, Origins brings you more guns than ever before! And they're not skimping on the power, either.
Ballista (Infused Arbalest)
Tommy Gun (Speakeasy)
Scar-H (Agarthan Reaper)
MG-08/15 (Magna Collider)
KSG Shotgun (Mist Maker)
Scorpion EVO (Evolved Death Stalker)
MP40 (The Afterburner)
Wall Gun (With adjustable stock-box gun)
B23R w/ Extended Mag (B34R)
Ballista: Let's start with the Ballista. It only costs a measly 500 points to purchase and can kill with a single shot to the head without Double-Tap through round 7. Despite the slow rate of fire, it is an exceptional weapon at the beginning if you're in a competent crew. In the long-term, it works a heck of a lot better than the Barrett, though you lose the Iron Sight and gain an ACOG.
Tommy Gun: The Tommy Gun everyone knows from Mob of the Dead so we'll skip the explanations.
KSG Shotgun: This gun is a great addition to the mystery box, and puts all other shotguns (except Hades and the Blundergat) to shame. Yes, it fires slugs, but the damage it deals is nothing to laugh at. Plus, it is the easiest shotgun to get a headshot with and does piercing damage, allowing you to hit (or kill) the zombie behind the one you're shooting. Once Pack-A-Punched into the Mist Maker, this puppy runs for a good 38 rounds as a one-hit killer and has the range of an SMG.
Scar-H: The AN-94 and Galil can both take a backseat because the Scar-H puts them to shame, sitting at the top as the absolute best assault rifle in the game. This gun carries almost the same amount of ammo as the AN-94 but packs damage well higher than the Galil can achieve. On top of that, the accuracy more than makes up for its slower firing rate compared to the AN-94. The Agarthan Reaper upgrade boasts three different attachments and an explosive power that allows it to be very effective until round 53, where (like all assault rifles), it becomes absolutely useless. That's a full three rounds longer than you'll get with the AN-94.
(STG-44 description coming soon)
(MP40 description coming soon)
(Scorpion EVO description coming soon)
MG-08/15: Finally, the coup de grâce. This is the only gun of its kind as it is NOT a light machine gun, but a full one. It does more damage than the HAMR can deliver and has a stable and accurate firing rate that will make the RPD cry. The only downfall is that it really does slow you down while equipped. There isn't much to say about this monster of a weapon except that we should be glad this isn't available in Multi-Player Mode. This MG is easily the most devastating automatic weapon in the game, being extremely effective through 65 rounds! Not even the LSAT in Buried (a wall gun with replenishable ammunition) can begin to compare.
Keep Drinking: Best Perks
In addition to the mystery box, Treyarch has blessed us with another machine that laughs at you with a teddy bear and moves around the map. This machine is called the Wonderfizz!
As you may have noticed, there are only five perk machines in this game: Quick-Revive, Juggernogg, Speed Cola, Staminup and Mule Kick. However, you can hit this Wonderfizz to get access to one random perk for the cost of 1,500 points. If you have no perks, it can potentially give you the others at a cheaper price (except Juggernogg). The following perks can be found on this machine:
- Deadshot Daiquiri
- Mule Kick
- Speed Cola
- PHD Flopper (Yes, it's officially here)
- Electric Cherry
That's right, those are the many perks that can potentially come out of this new perk machine. Like the mystery box, you can find it by looking in the sky, but instead of a beam of light, search for lightning strikes.
(NOTE: If you have earned the "Spend 30,000 Points" bonus, avoid getting Double-Tap out of the Wonderfizz and grab that bonus after you've got four perks so you can have five perks)
Aside from Thunder Punch, there are a total of three special challenge bonuses that each player can earn by completing certain tasks! Here they are and here's what they can do!
- Spend 30,000 Points: This bonus happens after a player spends 30,000 points on ANYTHING. Removing barriers, buying guns, Pack-a-Punch, etc. This bonus gives you a free Double-Tap Perk. If you already have four perks bought, this can be added last as your fifth!
- Get 115 Headshots: This bonus happens when you get 115 headshots of REGULAR ZOMBIES. Headshots from Templars and Panzers do not count for this reward bonus. Accomplishing this task will give you a free Pack-a-Punched gun. Most of the time, it will give you a Spatz-447+, but sometimes, if you're lucky, you'll get an Agarthan Reaper or the Magna Collider.
- Start 6 Generators: If you work as a team, this should be easy to get. You merely have to be standing on a Generator when it's filled up six times during the game (you can repeat Generators, too). This Bonus gives the player one free Max Ammo at any time they want.
All these new Challenge Bonuses, once earned, can be redeemed at one of the two prize chests located at Generator 1 and Generator 6. Unlike Thunder Punch, each of these bonuses can only be earned individually. No one can earn it for you, and they cannot be shared. Also, these bonuses are one-time use only. Once you've got them, that's it. So choose wisely on when you use them.
Templars To the Max: Templar Zombies
As you noticed, whenever you turn on a generator or go into the crazy place, there are Templar Zombies. However, in round 10, you meet the same ones, but they act differently. These roaming Templar only have one purpose, and that's to destroy your Generators (power them down). They are separate from the circulation of zombies and will continue to tear down Generators even if the round is over until all the Generators are off or they are killed. Now these Templars will continually show up every three to four rounds and, after you finish the Easter Egg, once every five to eight rounds. These Templars are identified on your screen at any time with a round, ancient-looking pendant pointing at them, so it's hard to miss them.
If you missed out on your "Start 6 Generators" Bonus, you can let them destroy a generator or two before you kill them, and then restart those generators yourself. BUT if you kill them before they destroy the first one, they drop a Max Ammo that is completely separate from your available Max Ammo pool. Like Leapers in Die Rise, a Max Ammo from these Templars will not lower the frequency Max Ammo bonuses will show up throughout the game.