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Dempsey, Nikolai, Takeo and Richtofen with the elemental staffs, Origins loading screen, Call of Duty Black Ops II Zombies

Origins

Origins (Excavation Site 64), the Apocalypse map of Black Ops II Zombies: the starting room as the First Room and its B2 rules, Generator 1 and the reward box, why no Panzer Soldat comes with the doors closed, the Primis crew, the staffs, generators, perks, weapons, Little Lost Girl and achievements.

  • 10 min read
  • 14 chapters
  • updated

The First Room

On ZFRR, the Origins First Room is the starting room, the two-level room where Dempsey, Nikolai, Takeo and Richtofen appear at the start of every game. Generator 1 stands on the upper level, with Quick Revive in a corner next to it. A staircase leads down to the lower floor, where the brain of the Maxis Drone sits on a table at the foot of the stairs. Two purchasable doors lead out: one towards Generator 2 and the Tank Station, the other towards Generator 3, past the Fire tunnel. Zombies come in through four boarded windows and climb up from the ground near the radio, and B2’s First Room rule is the same as everywhere: opening doors is not allowed.

The room has two wall buys, both at 500 points: the M14, next to a shovel, and a Ballista with iron sights. Where other Black Ops II maps offer the M14 and the Olympia, Origins pairs the M14 with a bolt-action rifle, like the World at War maps. Two of the map’s four shovels are always here, leaning against the walls: one near the radio where the players spawn, the other in a small corridor between a barrier and the door to Generator 3. Every game starts with the Mauser C96, the knife and frag grenades.

Both doors cost 750 points (game files), and in solo the game’s scripts take 250 points off every door that costs 750 or more, so 500. Generator 1 costs 200 points per player to start, and it is the only generator a First Room game can reach.

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

Generator 1

While it charges, Templar zombies climb out of blue portals around it and try to stop it; stand on the platform until the bar is full. Once it runs, it powers Quick Revive and the machines 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

The reward box

The Rituals of the Ancients box of the spawn room. The first time a generator is captured, it hands out a free Zombie Blood, or Double Points in solo. 115 headshots earn a Pack-a-Punched SCAR-H, Galil or STG-44, and 30,000 points spent earn Double Tap, both without leaving the room.

No Panzer Soldat

The Panzer only starts coming once the door to No Man’s Land has been opened, so it never shows up in a First Room game. The game’s scripts wait for that zone before counting the Panzer rounds.

No generator attacks

Templar raids on the generators start at round 10, but only when at least four generators are running. With the doors closed, only Generator 1 can be captured.

Mystery Box spot

One Box location lies in the spawn room, between the two barriers you start next to, but the Box never starts the game there.

The records standing today, solo to four players, are shown next to this article, and the Origins leaderboard lists every run with its video. Origins has a single ranking, played under the First Room rules kept on B2, with a few rules for Origins alone:

Doors closed

Opening doors is not allowed, and neither are out-of-bounds glitches. On PC, the B2FR community patch and the latest Plutonium are required.

Double Tap after a down

Reconnecting to get Double Tap back after losing it is not allowed (vote of April 2023, 68% against).

Reward weapon after reconnecting

Taking the weapon back from the challenge box after reconnecting is allowed, as soon as the 115-headshot reward is available (2023, 72.4% for).

Generator kills

Killing zombies with the generator is allowed since March 2026. B2 warns that misusing the First Room generator can block the windows: when zombies can no longer get through, the game is no longer valid.

Reward manipulation

Patching the weapon the reward box gives was voted down in 2023 (71% against), and reward box manipulation again in 2026. A 2020 proposal to ban the STG-44 was rejected.

Overview

The snowy trenches and barbed wire of the dig site in Origins, Call of Duty Black Ops II Zombies

Origins, also called Excavation Site 64 and Dig Site, is the Zombies map of the Apocalypse map pack, the last Zombies map of Black Ops II and the first with the Primis crew. The game takes place in Northern France in 1918, in the middle of the Great War, around the dig site where Group 935 unearthed Element 115 and the tomb it guarded. It replaced the power switch with six generators, and brought the four elemental staffs, the giant robots, the Panzer Soldat, a rideable Mark IV tank, digging with shovels, Der Wunderfizz and three new power-ups: Zombie Blood, Blood Money and the Empty Perk Bottle.

GameBlack Ops II
Map packApocalypseDLC 4 of 4
ReleaseXbox 360Aug 27, 2013PS3Sep 26, 2013PCSep 26, 2013
LocationExcavation Site 64Northern FranceJune 4, 1918
ModesZombies

Characters

The four original heroes return, but not the ones players knew: these are Primis, younger versions from another dimension, with different personalities. Dempsey, Nikolai and Takeo were each sent by their own country to capture Richtofen; they find him together in the intro, cutting open the head of the dead Maxis, before a giant robot stamps down on all four.

"Tank" Dempsey aiming his pistol, Origins intro cinematic, Call of Duty Black Ops II Zombies

“Tank” Dempsey

A corporal of the US Marines, who arrived on a Mark IV tank, voiced by Steve Blum.

Nikolai Belinski in his aviator cap, aiming, Origins intro cinematic, Call of Duty Black Ops II Zombies

Nikolai Belinski

The Soviet soldier, voiced by Fred Tatasciore.

Takeo Masaki looking up, Origins intro cinematic, Call of Duty Black Ops II Zombies

Takeo Masaki

The soldier of the Empire of Japan, voiced by Tom Kane.

Edward Richtofen looking up, Origins intro cinematic, Call of Duty Black Ops II Zombies

Edward Richtofen

The Group 935 scientist the others were sent for, voiced by Nolan North.

Samantha Maxis is not playable: she narrates the intro and is the announcer of the map, a little girl trapped in Agartha who asks the crew to free her, voiced here by Grace Kaufman. Ludvig Maxis, voiced by Fred Tatasciore, speaks through the generators, the radios and, once built, the Maxis Drone.

Enemies

A zombie of the dig site in a gas mask, with glowing orange eyes in Origins, Call of Duty Black Ops II Zombies

Zombies

German soldiers of the dig site, many in gas masks, with orange eyes.

A Templar zombie with glowing blue eyes, from the intro in Origins, Call of Duty Black Ops II Zombies

Templar zombies

Undead knights with blue eyes. They come out of the ground while a generator charges, attack the generators from round 10, and haunt the elemental tunnels, the tomb and the Crazy Place. Out in the open, they are worth only 10 points each.

The Panzer Soldat, its armoured suit and glowing eyes in Origins, Call of Duty Black Ops II Zombies

Panzer Soldat

A zombie in an armoured suit with a jet pack, a flamethrower and a claw that drags you in. The first one lands on round 8, then every third round (every fourth or fifth in solo), but only once No Man’s Land is open.

Freya, Odin and Thor, the three giant robots, walking across the map in Origins, Call of Duty Black Ops II Zombies

Giant robots

Freya, Odin and Thor walk across the map. A foot coming down on you downs you at once, unless you wear the Golden Helmet. A fourth robot lies wrecked near the Tank Station.

The Templars, the Panzer Soldat and the giant robots

Perks

A perk machine next to a generator only works once that generator is running. None of them play a jingle: the devices on their sides just whistle.

The Quick Revive machine in a corner of the starting room in Origins, Call of Duty Black Ops II Zombies

Quick Revive

1500 points, 500 in solo. In the starting room, next to Generator 1.

Speed Cola perk machine, render, Call of Duty Black Ops II Zombies

Speed Cola

3000 points, by Generator 3, inside a giant robot’s footprint.

Juggernog perk machine, render, Call of Duty Black Ops II Zombies

Juggernog

2500 points, by Generator 4.

Stamin-Up perk machine, render, Call of Duty Black Ops II Zombies

Stamin-Up

2000 points, by Generator 5.

Mule Kick perk machine, render, Call of Duty Black Ops II Zombies

Mule Kick

4000 points, inside the Excavation Site, across from the staffs.

Der Wunderfizz machine, model render, Call of Duty Black Ops II Zombies

Der Wunderfizz

1500 points for a random perk. Its orb moves between six spots, one per generator, the starting room included.

PhD Flopper bottle, model render, Call of Duty Black Ops II Zombies

PhD Flopper

Only from Der Wunderfizz, on the Black Ops II version alone.

Double Tap Root Beer bottle, model render, Call of Duty Black Ops II Zombies

Double Tap Root Beer

No machine; from Der Wunderfizz, or free from the Rituals of the Ancients after spending 30,000 points.

Electric Cherry

And Deadshot Daiquiri: no machine, only from Der Wunderfizz.

Every perk, extra perk slots and the Pack-a-Punch

Weapons

The Mauser C96 replaces the M1911 as the starting pistol; Pack-a-Punched, it becomes the Boomhilda. Most wall buys sit in the trenches between the generators, and the map brings back weapons of the World Wars.

M14 semi-automatic rifle, menu render, Call of Duty Black Ops II Zombies

M14

500 points, in the starting room.

MP40 submachine gun, menu render, Call of Duty Black Ops II Zombies

MP40

1300 points, on the walls in three places, from No Man’s Land to Generator 2.

STG-44 assault rifle, menu render, Call of Duty Black Ops II Zombies

STG-44

1400 points, in the church and the Excavation Site.

MG08/15 machine gun, menu render, Call of Duty Black Ops II Zombies

MG08/15

A machine gun made for Origins, from the Mystery Box only.

Throwing the One Inch Punch, first-person view in Origins, Call of Duty Black Ops II Zombies

One Inch Punch

Replaces the knife, earned by filling the four soul chests.

G-Strike beacon, model render, Call of Duty Black Ops II Zombies

G-Strike

A beacon that calls a missile strike from the giant robots, earned through a quest with stone tablets.

Ballista

500 points, with iron sights, in the starting room.

Digging also gives weapons: the shovels can bring up a Ballista, a Mauser, a Remington 870 MCS, a DSR 50 or an M1216, and more with the Golden Shovel.

Every wall buy, the Box, the shield and the drone

Staffs

The wonder weapons of Origins are four elemental staffs, built in the lowest level of the Excavation Site from three parts each and a gem taken in the Crazy Place. Reaching the Crazy Place takes the gramophone and the record of the right colour, played at the end of the matching tunnel.

Staff of Fire, menu render, Call of Duty Black Ops II Zombies

Staff of Fire

Fires three balls of molten rock. Parts from Generator 6, a burning plane and the first Panzer Soldat. Upgraded: Kagutsuchi’s Blood.

Staff of Ice, menu render, Call of Duty Black Ops II Zombies

Staff of Ice

Slows and freezes zombies. Parts dug up while it snows. Upgraded: Ull’s Arrow.

Staff of Lightning, menu render, Call of Duty Black Ops II Zombies

Staff of Lightning

Bolts that chain between zombies. Parts reached by jumping off the tank. Upgraded: Kimat’s Bite.

Staff of Wind, menu render, Call of Duty Black Ops II Zombies

Staff of Wind

A blast of air, deadly at close range. Parts inside the heads of the giant robots. Upgraded: Boreas’ Fury.

Each upgraded staff gains Sekhmet’s Vigor, a shot from the other end of the staff that revives a downed teammate.

Building and upgrading the four staffs

Generators and the Pack-a-Punch

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

Six 115 generators replace the power switch. Each one powers the perk machine, the Box and the Wunderfizz of its area. Starting one costs 200 points per player, then the players hold its platform while Templars spawn around it; whoever started it gets the cost back if they are on the platform at the end. When all six run at once, the Pack-a-Punch at the top of the Excavation Site switches on.

From round 10, with at least four generators running, Templars regularly march on one of them. Kill them before the bar empties and they drop a Max Ammo; let them win and the generator goes out, along with the Pack-a-Punch.

The six generators, where they are and how to hold them

Challenges, the gramophone and the tank

The Rituals of the Ancients reward box by Generator 6 and its board of challenges, a Staff of Fire part inside in Origins, Call of Duty Black Ops II Zombies

Rituals of the Ancients

Four challenges for each player, claimed at the reward boxes by Generator 1 and Generator 6. 115 headshots, six generators captured, 30,000 points spent and four soul chests filled.

The gramophone on the floor of the Excavation Site, next to a table in Origins, Call of Duty Black Ops II Zombies

The gramophone

Always on the floor of the Excavation Site. With the black record it opens the lower levels; with a coloured record it opens a gateway to the Crazy Place.

The Mark IV tank with players riding on it in Origins, Call of Duty Black Ops II Zombies

The Mark IV tank

Under the church by Generator 6, 500 points a ride. It follows the muddy road to the Tank Station and back, flaming zombies on the way.

Soul chests

Four stone chests in the robots’ footprints; kill 30 zombies next to each to fill it. A robot stepping on a chest resets it.

Digging

Shovels dig up the piles of dirt and bones for weapons, power-ups, staff parts, live grenades or a zombie. After 30 digs, a player’s shovel turns gold.

The four challenges, the soul chests and digging

Mystery Box

The Mystery Box of Origins, its question marks glowing in Origins, Call of Duty Black Ops II Zombies

The Box only works once the generator of its area is running. It starts each game either in the Tank Station by Generator 2 or next to Generator 3, and can later move to Generators 4, 5 and 6 and to the starting room. It holds the Ray Gun, the Ray Gun Mark II once Vengeance is installed, the MG08/15, the Monkey Bombs and many Black Ops II weapons; a G-Strike lost by a down can be found there again.

Easter egg: Little Lost Girl

The portal opened in the Crazy Place at the end of the main quest in Origins, Call of Duty Black Ops II Zombies

The main quest asks Primis to free Samantha from Agartha. It cannot be done on Easy. All four staffs must be built and upgraded, placed on pedestals in the robots’ heads and the tomb, a seal by Generator 5 broken with a G-Strike, ten Panzer Soldats defeated, the Maxis Drone recovered from a pilot seen only in Zombie Blood, the One Inch Punch upgraded into the Iron Fists, and 100 Templars killed in the Crazy Place to open a portal. That earns Little Lost Girl; sending the Maxis Drone into the portal ends the game on the closing cutscene.

Little Lost Girl step by step

Secrets

Green meteorite fragments in a corner of the starting room, the Archangel song in Origins, Call of Duty Black Ops II Zombies

Archangel

Three green meteorite fragments, the first in a corner of the starting room, right of the reward box, play the song by Kevin Sherwood sung by Elena Siegman, Malukah and Clark S. Nova.

A red radio, one of the three radios of the Shepherd of Fire song in Origins, Call of Duty Black Ops II Zombies

Shepherd of Fire

Three red radios, one inside Freya’s head, play the Avenged Sevenfold song of the intro.

A "1" floor panel at Generator 1, part of the Aether song in Origins, Call of Duty Black Ops II Zombies

Aether

Lie prone on the two “1” floor panels at Generator 1 and the “5” at Generator 5.

The skull of the burning church jumpscare, game texture, Call of Duty Black Ops II Zombies

The burning church

Zoom on it with a scoped sniper rifle for a skull and a scream.

Samantha’s whispers

In Zombie Blood, she talks to each character and hints at the steps of the quest.

All the secrets of Origins

Achievements

Little Lost Girl achievement icon, Call of Duty Black Ops II Zombies

Ten achievements come with Origins, worth 250 Gamerscore. The biggest is Little Lost Girl (75G, Silver); the nine others are Bronze, from 5G to 40G. Most of them need the doors open: the staffs, the tank, the six generators, the Panzer Soldat’s claw.

The ten achievements and how to earn them

Trivia

  • The map’s code name is zm_tomb.
  • The three robots are named after Norse gods. The one that tries to crush the crew in the intro is Thor.
  • The statues at the bottom of the dig site bear the faces of Richtofen, Takeo, Dempsey and Nikolai, and each staff’s pedestal lies under one of them.
  • The Carpenter power-up was meant to appear on Origins but was cut; it only came with the Black Ops III version.
  • In the opening cutscene, the sign of Generator 3 reads “Pump Station 3”.
  • The ending cutscene shows Samantha and young Eddie playing with figures of the heroes, while Ludvig Maxis tells them over the speakers to put the toys away.
  • Origins was remade for Black Ops III in the Zombies Chronicles pack, which has its own board on ZFRR; this page is about the Black Ops II original.