Black Ops IIOrigins

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

the steps

  1. build and upgrade all four staffs

    the dig siteeveryone

    Kagutsuchi's Blood for fire, Ull's Arrow for ice, Kimat's Bite for lightning and Boreas' Fury for 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 once

    that 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.

  2. put each staff in its robot

    three robot heads and the excavation siteanyone

    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 once

    the pedestals only disappear with all six generators active. if they are still standing there, that is what is wrong.

    tip

    the staffs cannot be picked back up until this step finishes, so do not put one in expecting to fight with it.

  3. shell the seal

    inside a robot, then the ground behind generator 5two players, or one with good timing

    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-Strike beacon 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 once

    a 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.

    tip

    alone: 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-Strike on the way. waiting for the right foot to light is most of the time this takes.

  4. send the drone in, kill what comes out

    the broken sealeveryone

    put the Maxis Drone down near the seal. it goes into the pit, and ten Panzer Soldats come out.

    the Ray Gun Mark II, the G-Strike and the upgraded staffs are what kill them at any speed.

    you only get this wrong once

    ten is the wiki's number and codzombiesguides gives none at all, so treat it as "a wave" rather than a count to tick off.

  5. shoot down a plane nobody can see

    over the excavation siteone player with zombie blood

    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.

  6. everybody earns an Iron Fist

    the excavation siteeveryone, separately

    every player needs the One Inch Punch from 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 once

    do 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.

    tip

    picking 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.

  7. a hundred templars in the Crazy Place

    the Crazy Placeeveryone

    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.

    tip

    the 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.

  8. let her out

    the Crazy Placeone player

    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 once

    if 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

where this came from

more on Origins

keyboard

anywhere

on a guide

the keys under "on a guide" do nothing elsewhere, because what they press is not there.

arrows to move, enter to open, esc to close