Staff of Wind
three parts inside the heads of the three robots, and then four rings of base four arithmetic.
- players
- any number
- solo
- possible alone
- difficulty
- time
- about 55 minutes
- reward
- the
Boreas' Fury, and one quarter of what Little Lost Girl asks for first
difficulty and time are an estimate made while writing, not a measurement.
before you start
- all three robots walkingone part is inside each of their heads
- the gramophone and the dig site discthe same two for all four staffs, so this only gets done once
- the generators on the way thereeach staff's disc sits near a different generator, so this ends up being most of the map either way
the steps
two things every staff needs, and they are the same two every time.
the gramophone is on the floor inside the excavation site, to the left of the wooden table. the disc that opens the lower levels is outside, somewhere around it.
with those, the lowest level of the excavation site opens, which is where all four staffs get built.
each of the three robots is holding one part in its head. to get in, shoot the foot with the yellow lights glowing under it, then stand in its footprint and let it step on you: it carries you up into the head.
only one foot is lit on each pass and which one is random, so this is mostly waiting.
the three are named and they walk fixed routes:
- Thor, past generators 3 and 2
- Odin, past generators 4 and 5
- Freya, past generator 6 and the church
you only get this wrong onceit has to be a bullet weapon. the second source is explicit about this and the first does not mention it: the
Ray Gun, theRay Gun Mark IIand theBoomhildawill not open a foot. bring something that fires bullets or you will stand under three robots deciding the lights are broken.three places: on the partly broken wall to the right of
Stamin-Up; on the boxes by the entrance to the lightning tunnel; or on the table just inside that tunnel.with the yellow disc and the gramophone, go into the Crazy Place through the wind tunnel, near generator 4. a pedestal opens with a yellow glow and the gem comes up out of it.
you only get this wrong oncethe gem only lifts if you came in through its own tunnel.
with the three parts and the gem, build the staff at its own coloured pedestal on the lowest level of the excavation site.
anybody can pick it up afterwards. switch to another weapon, bleed out or disconnect and it goes back to its pedestal rather than being lost.
above the portal there are four rings, each with four symbols spread round it, and a pillar each row of symbols points at.
the symbols are numbers in base four: count the lines in each shape, and where a symbol has more than one shape, the first shape is worth sixteen each, the second four each and the last one each. the pillar is the total that row has to add up to. shoot a ring with the wind staff to rotate it.
right, and the inner rings lift and a sound plays.
tipthe rings start scrambled but the answer never changes, so this is learnable. standing between the rocks to the right of the portal gateway lines them up so you can read them all at once.
three smoking stone balls. shoot each one with the wind staff so the smoke blows towards the excavation site:
- near generator 4, between the generator and the wind tunnel
- outside the map, left of the tank's path as it returns to the church
- outside the window to the left of
Stamin-Up, which is the generator 5 one
a sound plays and a beam shoots up out of the excavation site.
you only get this wrong oncethe one on the tank's path has to be hit from the church side, walking the route backwards or jumping off the tank as it returns. from the other side the smoke goes the wrong way.
four floating rings, and four levers that turn them: two on the normal walkway and two on the wooden scaffolding.
turn them until all four rings show your staff's colour, then shoot the orb inside them with the staff. it lights and shoots up into the air.
both sources describe this the same way, and it is the same four rings and the same four levers for every staff.
put the staff on its own pedestal in the Crazy Place and kill about twenty zombies in there. both sources say around twenty. Samantha says the power of that element is available, and the icon gets an outline.
pick the upgraded staff back up off the pedestal. lose it later and it goes back to the excavation site, still upgraded: this is done once.
arrow keys or j and k to move, d to tick this one off.
all of it, done.
what that got youthe Boreas' Fury, and one quarter of what Little Lost Girl asks for first
next on this mapArchangelor pick something else
where this came from
- Origins Main QuestCOD Zombies Guides, read 2026-09-07
- Elemental StaffsCall of Duty Wiki, read 2026-09-07
more on Origins
- Little Lost Girlmain questfour elemental staffs, three giant robots and a hundred templars, to get one girl out of Agartha.
- 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.
- 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.