Zombies

The undead of Origins are German soldiers of the Great War, many in gas masks, with orange eyes. Zombies set on fire by a Panzer Soldat’s flamethrower or by the tank keep burning as they walk.

The enemies of Origins: the German zombies, the Templar knights of the generators and the Crazy Place, the Panzer Soldat and why it never comes with No Man's Land closed, and the three giant robots Freya, Odin and Thor.

The undead of Origins are German soldiers of the Great War, many in gas masks, with orange eyes. Zombies set on fire by a Panzer Soldat’s flamethrower or by the tank keep burning as they walk.

Undead knights in medieval helmets and white-and-red tunics with the Black Sun on the chest, and blue eyes on Black Ops II. They have the same health as regular zombies and sound more mechanical, using edited sounds of Shangri-La’s Napalm zombies.

They climb out of blue portals around a generator while it charges, worth 10 points each for the first ten.

Some glow white for the Iron Fists step, and 100 of them must die in the Crazy Place to open the portal.
From round 10, with four generators running, they come to shut one down; stopping them earns a Max Ammo.
They join the horde in the four elemental tunnels and the main chamber under the Pack-a-Punch, and fill the Crazy Place, where they give normal points.
Templars do not count towards the 115 headshots of the Rituals of the Ancients.
A zombie sealed in an armoured suit built by Richtofen, one of the “suit operators” infected during the dig. It flies in on a jet pack, burns players with a flamethrower, and fires a claw that grabs one player and drags them in. Its melee downs a player without Juggernog in one hit, and with Juggernog in two. Monkey Bombs and the G-Strike do not distract it.
First on round 8, then every third round in co-op, every fourth or fifth round in solo. In co-op, the groups grow from one Panzer to two, then three; in solo, only one comes at a time. Never in the Crazy Place.
No Panzer spawns until the door to No Man’s Land is open. If it opens after round 8, the first Panzer comes the next round. In a First Room game, it never comes.
Shoot or knife the small red light on the arm the claw came from, or deal enough damage to its head. Freeing yourself and another player earns Kung Fu Grip.
The first Panzer drops a part of the Staff of Fire, its only source; later, the first Panzer of each group drops a power-up.
In the game’s scripts, the Panzer’s health starts from 5000, grows by 1000 with each group and with the number of players, and shotguns deal it 50% more damage. A robot’s foot does not kill it: it stays stuck in the ground for a moment.

Three robots, said to be 1000 feet tall, walk across the map along fixed lanes, together or one at a time. Seen from the Excavation Site facing Generator 5, they are, from left to right, Freya, Odin and Thor. A fourth, wrecked, lies outside the map near the Tank Station.

Shoot the lit underside of a foot to open its hatch and get carried up into the head, with a part of the Staff of Wind and an audio log. After 30 seconds, a purge throws you back to where you came in; playing the audio log delays it.
Lights around the giant footprints flash red before a foot comes down. A player under it goes down at once; zombies die.
Dug up with the Golden Shovel, it lets you survive a step, only stunned.
Freya treads around the church, Odin over the Excavation Site, and Thor over Generators 2 and 3, the closest to the spawn.