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Generator 3, one of the six 115 generators in Origins, Call of Duty Black Ops II Zombies

Origins:
Generators

The six 115 generators of Origins: where they are, what each powers, how a capture works and what it pays, the Templar raids from round 10, and Generator 1 in a First Room game.

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Six generators

Map of the dig site with the locations of the six 115 generators in Origins, Call of Duty Black Ops II Zombies

On Origins, six 115 generators take the place of the power switch. Group 935 built them to channel Element 115 towards the mound and its rune stones. Each one powers the perk machine, the Mystery Box and the Der Wunderfizz spot of its area; all six together switch on the Pack-a-Punch.

GeneratorWhereNext to it
Generator 1Starting room, upper level (First Room)Quick Revive, the Rituals of the Ancients box
Generator 2By the Tank Station, between the spawn and the WorkshopA starting spot of the Box, the MP40
Generator 3Between the spawn and the Workshop, on the other pathSpeed Cola, a starting spot of the Box, the AK-74u
Generator 4Left when entering No Man’s Land from the WorkshopJuggernog, the Wind tunnel
Generator 5Right when entering No Man’s LandStamin-Up, the Lightning tunnel
Generator 6Behind the church, furthest from the spawnThe second Rituals of the Ancients box

Capturing a generator

A Templar zombie climbing out of a blue portal while Generator 1 charges in the starting room in Origins, Call of Duty Black Ops II Zombies
  1. Pay: 200 points per player in the game, so 200 in solo and 800 with four players. Only one generator can be captured at a time.
  2. Hold the platform: a round bar fills up. The more players stand on the metal platform, the faster it fills; with nobody on it, it drains, and the capture stops if it empties.
  3. Fight the Templars: they climb out of blue portals around the generator until the bar is full. Each is worth 10 points, for the first ten.
  4. Collect: everyone on the platform at the end earns 100 points, and the player who paid gets the cost back, if they are still on it. Under Double Points, that refund is halved.

While a capture runs, the game makes room for the Templars by removing zombies above its limit, who vanish in an electric flash. Ludvig Maxis comments on every capture from a recording.

Templar attacks

From round 10, as long as at least four generators are running, a group of Templars marches on one of them, then again every 3 to 5 rounds. The target is marked on the screen, and one Templar carries a symbol over its head. Kill them all before the generator’s bar runs out and the last one drops a Max Ammo. If they win, the generator stops, its area loses power along with the Pack-a-Punch, and the Templars move on to another one. A Monkey Bomb or a G-Strike stops them for a while.

Generator 1 in the First Room

Generator 1 and its blue 115 tube in the starting room in Origins, Call of Duty Black Ops II Zombies

The only one

With the doors closed, Generator 1 is the only generator in reach. It powers Quick Revive, and the Wunderfizz and the Box when they stand in the room.

The Rituals of the Ancients box of the starting room handing out Double Points after the first capture in Origins, Call of Duty Black Ops II Zombies

A free power-up

After the first capture of the game, the reward box of the starting room gives a Zombie Blood, or Double Points in solo.

No raids

The Templar attacks need four generators running, so they never come in a First Room game.

B2’s warning

Killing zombies with the generator is allowed since March 2026, but misusing it can block the windows, and a game where zombies can no longer get in is not valid.

Achievements

All Your Base achievement icon, Call of Duty Black Ops II Zombies

All Your Base (15G) asks you to activate all six generators without letting one stop, and Master of Disguise (15G) to activate one while in Zombie Blood, after reviving three players with it. Capturing the six generators is also one of the four Rituals of the Ancients, rewarded with a Max Ammo.