Little Lost Girl
four elemental staffs, three giant robots and a hundred templars, to get one girl out of Agartha.
- players
- any number
- solo
- possible alone
- difficulty
- time
- an hour and a half to 3 hours
- reward
- the achievement at step seven, and the ending the map was built for at step eight
the time, and a rating of "very hard", come from Little Lost Girl at COD Zombies Guides. the pips are our own estimate, scaled against every guide here.
before you start
- not on Easythe quest cannot be finished on Easy in Black Ops II, and nothing in the game says so while you are doing it
- all four elemental staffs, upgradedfire, ice, lightning and wind. that is four guides and most of an afternoon before this one starts
- all six generators on at the same timethree separate steps quietly check this, and each of them just fails to happen if it is not true
- a
G-Strikeearned by cleaning the stone tablets with melee kills, so get it early: doing that at round 30 is a different job to doing it at round 10 - the
One Inch Punch, for every playerfrom Rituals of the Ancients
the steps
Kagutsuchi's Bloodfor fire,Ull's Arrowfor ice,Kimat's Bitefor lightning andBoreas' Furyfor wind. all four, all upgraded.then make sure every generator has been on at once at least one time after the last staff was built.
you only get this wrong oncethat last sentence is the whole step. if the generators have not all been on together since you finished the staffs, the next step simply never starts and nothing tells you why.
four new pedestals have appeared. each one takes one staff and no other:
- ice into Freya, the one that walks past the church
- wind into Odin, the middle one, over the excavation site
- lightning into Thor, the one on the spawn side
- fire into the staff room underground, the new pedestal in front of the original four
both sources name the same three robots for the same three staffs, which is the part worth being sure of. they describe Thor's route differently, so go by the name over the door.
any order. Samantha says something when it lands, the staffs come back to the staff room and the extra pedestals disappear.
you only get this wrong oncethe pedestals only disappear with all six generators active. if they are still standing there, that is what is wrong.
tipthe staffs cannot be picked back up until this step finishes, so do not put one in expecting to fight with it.
all three robots now walk at once, and only one of them has a lit foot at a time, so only one can be entered.
one player gets inside a robot and presses the red button. straight away, another player throws a
G-Strikebeacon onto the seal behind and to the right of generator 5, out of bounds: it is the big circle of cracked stone on the ground. the robots shell it and it breaks.you only get this wrong oncea beacon that lands off the seal just disappears and the announcer laughs. the window after the button is short, so this is the step that gets repeated most.
tipalone: get into Odin, press the button as Maxis says "one" during the purge (being purged is quicker than climbing out), then run for the seal priming the
G-Strikeon the way. waiting for the right foot to light is most of the time this takes.put the Maxis Drone down near the seal. it goes into the pit, and ten Panzer Soldats come out.
the
Ray Gun Mark II, theG-Strikeand the upgraded staffs are what kill them at any speed.you only get this wrong onceten is the wiki's number and codzombiesguides gives none at all, so treat it as "a wave" rather than a count to tick off.
pick up a Zombie Blood and look up: there is a plane in the sky glowing yellow, the same as the one that drops a fire staff part. shoot it down.
its pilot lands and starts circling the excavation site clockwise, and it can only be seen in Zombie Blood too. walk the site counter-clockwise and you will meet it.
killing it drops the Maxis Drone back, this time with a pack-a-punched gun on it.
every player needs the
One Inch Punchfrom Rituals of the Ancients, and then has to hit twenty of the armoured zombies with glowing arms with it. both sources say twenty and neither disagrees about what to hit; they call the room different things, the wiki saying the excavation site and codzombiesguides the Hall of the Ancients, which is the underground part of it, so stay down there.the air off the punch counts, so they do not have to die from it. a tablet with a white glow drops when you have enough; picking it up is the Iron Fist.
you only get this wrong oncedo not punch a crusader that is still climbing in through a wall. the tablet can drop somewhere you cannot reach it, and that ends the quest for good. every player needs one.
tippicking the tablet up flashes white and knocks nearby zombies down, which is worth saving for a moment when you need it. after round 20 they are only stunned for about half a second.
put the four staffs on their own pedestals inside the Crazy Place, then kill a hundred Templar Zombies in there. their souls run up into the middle, and when it is done the screen flashes and the ceiling turns into a vortex.
this is where the achievement unlocks. the last step is the ending, not the achievement. both sources say a hundred.
tipthe falling rocks stop after this, which turns the Crazy Place into the best holdout on the map: open ground, every staff to hand, and no Panzers or robots in it.
put the Maxis Drone down in the Crazy Place. it rises into the portal saying he has to go to her.
then take the teleporter at the blue rock in the middle. that ends the game, with its own music and its own camera, and a cutscene after the scoreboard.
the two sources describe this differently. the wiki says one player holds use on the rock; codzombiesguides says everybody stands on the blue plate. if holding use does nothing, get the others onto it before deciding something else is wrong.
you only get this wrong onceif the generators were not all on together before or since the plane step, the teleporter does nothing at all. turn them all on and try again.
arrow keys or j and k to move, d to tick this one off.
all of it, done.
what that got youthe achievement at step seven, and the ending the map was built for at step eight
next on this mapStaff of Fireor pick something else
where this came from
- Little Lost GirlCOD Zombies Guides, read 2026-09-07
- Little Lost GirlCall of Duty Wiki, read 2026-09-07
more on Origins
- Staff of Fireside questthree parts that arrive on their own schedule: a generator, a plane and the first Panzer. then a torch puzzle in base three.
- Staff of Iceside questthree parts dug out of the ground while it snows, then six stone panels shot in an order written in two different number bases.
- Staff of Lightningside questthree parts you can only reach by jumping off the tank, and then three chords played on a wall.
- Staff of Windside questthree parts inside the heads of the three robots, and then four rings of base four arithmetic.
- Archangelsongthree green meteorite fragments around the dig site, and one of them does not always answer.
- Aethersonga third song on the same map, hidden in the numbers painted on the floor. Brian Tuey put it in on the last day of development.
- Shepherd of Firesongthree red radios, one of them behind a giant robot's face. the song is the one the map opens with.
- the free Magna Colliderside questfour yellow discs, picked up by a drone rather than by you, and a pack-a-punched machine gun waiting by the machine.
- the jump scareto finda sniper scope, a burning church, and a skull that is waiting for you to look at it.