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Origins Solo Strategy Guide!


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WARNING: This guide is for people who know how to do this map. You must know the map in a general sense and be able to adjust when neccessary. You should know how to do most of the buildables/ locations. This guide is NOT for beginners!

Hello fellow zombie slayers! I hope you have all been brushing up on Origins and have played quite a bit. For some people, it's a walk in the park! For others, it can be quite challenging.

Thats why I am here. I have a foolproof guide on how to play Origins. Lets start with some standard statistics.

Map size: Massive

Number of player: 1

Perks: QR, Jug, Mulekick, Your choice of 1

Zombie strength: Standard - regular; Templar - above average; Panzer Soldat - Stronger than Brutus.

Best Guns: MG08/LMG, BOOMHILDA/Power weapon, Staff of Lightning/Kimat's Bite

Buildables: At least the Lightning staff, Zombie Shield, Maxis Drone

Now an explanation on why you should have some of these things.

Quick Revive: Obviously, another chance

Juggernog: Obviously, take a few more hits

Mulekick: It is either this or double tap. However, carrying an extra weapon allows you to have overall, more power. This is best used with a raygun or an LMG.

Your choice: Pick which perk your comfortable with.

MG08/LMG: These will allow you to rack up the points. You can open up lots of area with this kind of gun. Also, the LMGs in this map are all fast reloading. Thus, speed cola isnt neccessary. NEVER RUN THE TRAIN WITH THIS GUN.

BOOMHILDA/Power Weapon: The Mauser PAP is a good gun if you need to cut through a zombie in your path. 1 hit kill headshot on 35. The scope helps. Use a Raygun at your own risk. MAKE SURE TO HAVE PHD IF YOU DO THIS.

Staff of Lightning/Kimat's Bite: Why this staff? Because this one can electrocute zombies and chain the kill. When upgraded (Look for a guide if you are not sure how to) you can shoot the ground and the shock will spread WHILE paralyzing the zombies AND dealing damage. As a bonus, it can make crawlers. VERY useful on the Panzer Soldat.

Maxis Drone: Releasing this will pick up drops you leave behind AND will kill zombies. Also useful for getting the MG08 when you need it.

Zombie Shield: VERY useful when running through mud. Zombies cant hit you as you travers ethe mud. Build this somewhere near Stamin-up/Generator 5. The best place is Cathedral. You can go into the cathedral, grab the shield, and exit through the back, which leads right back to Generator 5.

Now, onto the guide.

WARNING: I will not go into details on where items are or how to do the staffs, upgrades, etc. There are many guides on this website that can give you an AWESOME look of how to do anything you dont know how to do that is listed in this guide.

Solo

Round 1: This is a very important round. This will be the quick start you need to get around the map and get stuff done. There is many things to do:

-Activate generator 1 (TIP: Kill at least 3 templar zombies. This awards 30 points which will be useful later on.

-Grab x2 points. Line up zombies and shoot them in the leg. This will double points well. If you keep track of the ones that are hit, you will maximize this well.

-Nukes: If you see one, take out as many zombies as possible while you have x2 points. Then take the Nuke.

-Grab QR ASAP

-Try to have around 2k points or more.

Round 2: Zombies are stronger. Try to remain in beginning room for as long as possible.

-Kill zombies. Line 'em up when possible. 8 bullets per zombie. get the knife at the end. 60+130=190 points per kill.

-Nukes: Try to clear the round before grabbing.

Try to make it to 3k points

Round 3: Leave the room. Take your pick. Try to go towards the one near the box.

-Try to time your leave when it is snowing. This will allow you to dig for Ice Staff Parts.

-Kill zombies. Try to knife when you can. If you cannot, get the regular kill.

-Nukes: Go ahead and grab them if you have no ammo/no other guns. You may dig one up!

-Power the generator in the location you wanted to be in. Once complete, use the box if you wish or take a gun off the wall or continue to the barracks.

-Try to make it to 5k points

Round 4: Get to No Man's Land. If you used your money wisely and made a lot of money, you can make it to No Man's Land with enough money to Activate Juggernog Generator. If not, try these tips.

-The total cost for the 2 doors is 2750. Try to have a little over 5k by that time.

-If you do not have money, camp on the top floor of the Barracks near the door to No Man's Land. Just shoot for the head as often as possible with what you have. There is a Pistol on the wall (Five-Seven) if you have no other guns.

-Once you have enough to pay the door AND get Jugg, open the door and go straight for Jug. If it is snowing, dig as much as you can for a staff piece. Once you have Jugg, try to get more points.

-While your at Jugg, try to get the Lightning disc.

Round 5-7: These rounds are preparation. The Panzer Soldat MAY APPEAR on these rounds. If not, all the better.

-GET A CRAWLER!

-Try to get around 5k points by the end of these round. This will allow you to enter the church and get to Generator 6. At the same time, you will open the tank and grab a piece of the fire staff. If the robot is coming through, check its foot and if it is lit up, shoot the foot and get the staff piece for the wind.

-Watch the skies and look for a glowing plane to shoot down. Get the staff piece if you see one and shoot it down.

-Grab the Fire Disc from the Cathedral Area. WARNING: A possible location is behind the tank. Activate the tank then grab the disc. Quickly jump again on the tank.

-Using the tank, get the first lightning piece. Then later on, grab the piece that is at the excavation site.

-If you have enough money by now, go grab the gramophone.

-Go get the Fire Stone VIA entrance of fire near spawn. Build the staff.

-Build the Ice staff if possible.

Round 8-10: This is where points will be refilled/used.

-Panzer WILL show up by now. Kill it and grab the fire staff piece if not dropped before this time.

-Start building the Shield and Drone.

-If the Drone is complete, start trying to shoot the yellow discs to get the free MG08. DO NOT GRAB IT UNTIL YOU HAVE MULEKICK!

-Take the tank and get any remaining pieces for the Lightning staff. Then get the stone and build the staff.

-If it is snowing or not yet built, work on the Ice staff.

-If it was missing a part, work on the Fire staff.

-Make sure to have all generators powered. If they are under attack, take care of that.

-if you have enough money, PAP the Mauser.

Okay! Let's stop and do a quick check on loadout.

IDEALLY you want this loadout:

-AT LEAST QR and JUGG.

-A power weapon (BOOMHILDA)

-Staff Weapon

-3 of the 4 staffs built. (AT LEAST the Lightning, Ice, Fire)

-All buildables or nearly done with them.

-Most locations open/Generators.

Round 11-14: This is where we finalize all loadouts, strategies, running, etc. Once you hit 14, things will speed up. This means that crawlers will die too often. By the end of this round, you must have completed:

-4 perks (QR, Jug, Mule, Your choice)

-A power weapon (LMG/MG08)

-Point weapon (BOOMHILDA, Raygun)

-Staff weapon (Lightning is best for this)

-All buildables finished

-Stamin-up location open

-HAVE THE STAFF UPGRADED!

Round 15+: Time to start running. This is the route.

-Start in the LEFT FOOT AREA of the Mechs path near Stamin-up.

-Run through the area up to the generator and through it.

-Exit the generator area VIA the RIGHT FOOT AREA.

-Circle around through the mud OR go into the RIGHT FOOT AREA that is just across from the RIGHT FOOT AREA that you came from. This has boards and is better for running at the cost of space.

Tips:

-Run using a Power weapon/Staff. This will ensure that if you are stuck, you will not get stuck. Kimat's Bite is very good for this. The splash damage will not harm you and you will deal damage while paralyzing the zombies.

-Shoot only when you are coming THROUGH THE LEFT FOOT AREA to The Generator. Once you are comfortable with this, you can then shoot at times of your own choosing at your own risk.

-If the Panzer Soldat shows up, simply train him until you can shoot him. Shoot him in the head with the BOOMHILDA/MG08 OR make it easy with a few shots from the Kimat's Bite.

-If a robot shows up, get out of the way. TRY to get the gold helm whenever possible.

-Be ready to take a new path if neccessary. This is usually when the massive foot blocks your path.

-NEVER do ANYTHING in the middle of a round. WHATEVER it is IT CAN WAIT.

-Even if you go down, you have many "Path clearing weapons" that can get you out in a jiffy. HAVE THE STAFF OUT IF THIS HAPPENS!

This took me EASILY to round 36. I am sure you can do better!

Best of Luck to all, and please, if you have anything to add, tips or advice, just post it and I WILL add it and give credit.

Origins Solo Strategy Guide!

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Posted

WARNING: This guide is for people who know how to do this map. You must know the map in a general sense and be able to adjust when neccessary. You should know how to do most of the buildables/ locations. This guide is NOT for beginners!

Hello fellow zombie slayers! I hope you have all been brushing up on Origins and have played quite a bit. For some people, it's a walk in the park! For others, it can be quite challenging.

Thats why I am here. I have a foolproof guide on how to play Origins. Lets start with some standard statistics.

Map size: Massive

Number of player: 1

Perks: QR, Jug, Mulekick, Your choice of 1

Zombie strength: Standard - regular; Templar - above average; Panzer Soldat - Stronger than Brutus.

Best Guns: MG08/LMG, BOOMHILDA/Power weapon, Staff of Lightning/Kimat's Bite

Buildables: At least the Lightning staff, Zombie Shield, Maxis Drone

Now an explanation on why you should have some of these things.

Quick Revive: Obviously, another chance

Juggernog: Obviously, take a few more hits

Mulekick: It is either this or double tap. However, carrying an extra weapon allows you to have overall, more power. This is best used with a raygun or an LMG.

Your choice: Pick which perk your comfortable with.

MG08/LMG: These will allow you to rack up the points. You can open up lots of area with this kind of gun. Also, the LMGs in this map are all fast reloading. Thus, speed cola isnt neccessary. NEVER RUN THE TRAIN WITH THIS GUN.

BOOMHILDA/Power Weapon: The Mauser PAP is a good gun if you need to cut through a zombie in your path. 1 hit kill headshot on 35. The scope helps. Use a Raygun at your own risk. MAKE SURE TO HAVE PHD IF YOU DO THIS.

Staff of Lightning/Kimat's Bite: Why this staff? Because this one can electrocute zombies and chain the kill. When upgraded (Look for a guide if you are not sure how to) you can shoot the ground and the shock will spread WHILE paralyzing the zombies AND dealing damage. As a bonus, it can make crawlers. VERY useful on the Panzer Soldat.

Maxis Drone: Releasing this will pick up drops you leave behind AND will kill zombies. Also useful for getting the MG08 when you need it.

Zombie Shield: VERY useful when running through mud. Zombies cant hit you as you travers ethe mud. Build this somewhere near Stamin-up/Generator 5. The best place is Cathedral. You can go into the cathedral, grab the shield, and exit through the back, which leads right back to Generator 5.

Now, onto the guide.

WARNING: I will not go into details on where items are or how to do the staffs, upgrades, etc. There are many guides on this website that can give you an AWESOME look of how to do anything you dont know how to do that is listed in this guide.

Solo

Round 1: This is a very important round. This will be the quick start you need to get around the map and get stuff done. There is many things to do:

-Activate generator 1 (TIP: Kill at least 3 templar zombies. This awards 30 points which will be useful later on.

-Grab x2 points. Line up zombies and shoot them in the leg. This will double points well. If you keep track of the ones that are hit, you will maximize this well.

-Nukes: If you see one, take out as many zombies as possible while you have x2 points. Then take the Nuke.

-Grab QR ASAP

-Try to have around 2k points or more.

Round 2: Zombies are stronger. Try to remain in beginning room for as long as possible.

-Kill zombies. Line 'em up when possible. 8 bullets per zombie. get the knife at the end. 60+130=190 points per kill.

-Nukes: Try to clear the round before grabbing.

Try to make it to 3k points

Round 3: Leave the room. Take your pick. Try to go towards the one near the box.

-Try to time your leave when it is snowing. This will allow you to dig for Ice Staff Parts.

-Kill zombies. Try to knife when you can. If you cannot, get the regular kill.

-Nukes: Go ahead and grab them if you have no ammo/no other guns. You may dig one up!

-Power the generator in the location you wanted to be in. Once complete, use the box if you wish or take a gun off the wall or continue to the barracks.

-Try to make it to 5k points

Round 4: Get to No Man's Land. If you used your money wisely and made a lot of money, you can make it to No Man's Land with enough money to Activate Juggernog Generator. If not, try these tips.

-The total cost for the 2 doors is 2750. Try to have a little over 5k by that time.

-If you do not have money, camp on the top floor of the Barracks near the door to No Man's Land. Just shoot for the head as often as possible with what you have. There is a Pistol on the wall (Five-Seven) if you have no other guns.

-Once you have enough to pay the door AND get Jugg, open the door and go straight for Jug. If it is snowing, dig as much as you can for a staff piece. Once you have Jugg, try to get more points.

-While your at Jugg, try to get the Lightning disc.

Round 5-7: These rounds are preparation. The Panzer Soldat MAY APPEAR on these rounds. If not, all the better.

-GET A CRAWLER!

-Try to get around 5k points by the end of these round. This will allow you to enter the church and get to Generator 6. At the same time, you will open the tank and grab a piece of the fire staff. If the robot is coming through, check its foot and if it is lit up, shoot the foot and get the staff piece for the wind.

-Watch the skies and look for a glowing plane to shoot down. Get the staff piece if you see one and shoot it down.

-Grab the Fire Disc from the Cathedral Area. WARNING: A possible location is behind the tank. Activate the tank then grab the disc. Quickly jump again on the tank.

-Using the tank, get the first lightning piece. Then later on, grab the piece that is at the excavation site.

-If you have enough money by now, go grab the gramophone.

-Go get the Fire Stone VIA entrance of fire near spawn. Build the staff.

-Build the Ice staff if possible.

Round 8-10: This is where points will be refilled/used.

-Panzer WILL show up by now. Kill it and grab the fire staff piece if not dropped before this time.

-Start building the Shield and Drone.

-If the Drone is complete, start trying to shoot the yellow discs to get the free MG08. DO NOT GRAB IT UNTIL YOU HAVE MULEKICK!

-Take the tank and get any remaining pieces for the Lightning staff. Then get the stone and build the staff.

-If it is snowing or not yet built, work on the Ice staff.

-If it was missing a part, work on the Fire staff.

-Make sure to have all generators powered. If they are under attack, take care of that.

-if you have enough money, PAP the Mauser.

Okay! Let's stop and do a quick check on loadout.

IDEALLY you want this loadout:

-AT LEAST QR and JUGG.

-A power weapon (BOOMHILDA)

-Staff Weapon

-3 of the 4 staffs built. (AT LEAST the Lightning, Ice, Fire)

-All buildables or nearly done with them.

-Most locations open/Generators.

Round 11-14: This is where we finalize all loadouts, strategies, running, etc. Once you hit 14, things will speed up. This means that crawlers will die too often. By the end of this round, you must have completed:

-4 perks (QR, Jug, Mule, Your choice)

-A power weapon (LMG/MG08)

-Point weapon (BOOMHILDA, Raygun)

-Staff weapon (Lightning is best for this)

-All buildables finished

-Stamin-up location open

-HAVE THE STAFF UPGRADED!

Round 15+: Time to start running. This is the route.

-Start in the LEFT FOOT AREA of the Mechs path near Stamin-up.

-Run through the area up to the generator and through it.

-Exit the generator area VIA the RIGHT FOOT AREA.

-Circle around through the mud OR go into the RIGHT FOOT AREA that is just across from the RIGHT FOOT AREA that you came from. This has boards and is better for running at the cost of space.

Tips:

-Run using a Power weapon/Staff. This will ensure that if you are stuck, you will not get stuck. Kimat's Bite is very good for this. The splash damage will not harm you and you will deal damage while paralyzing the zombies.

-Shoot only when you are coming THROUGH THE LEFT FOOT AREA to The Generator. Once you are comfortable with this, you can then shoot at times of your own choosing at your own risk.

-If the Panzer Soldat shows up, simply train him until you can shoot him. Shoot him in the head with the BOOMHILDA/MG08 OR make it easy with a few shots from the Kimat's Bite.

-If a robot shows up, get out of the way. TRY to get the gold helm whenever possible.

-Be ready to take a new path if neccessary. This is usually when the massive foot blocks your path.

-NEVER do ANYTHING in the middle of a round. WHATEVER it is IT CAN WAIT.

-Even if you go down, you have many "Path clearing weapons" that can get you out in a jiffy. HAVE THE STAFF OUT IF THIS HAPPENS!

This took me EASILY to round 36. I am sure you can do better!

Best of Luck to all, and please, if you have anything to add, tips or advice, just post it and I WILL add it and give credit.

Origins Solo Strategy Guide!

Nice guide, with good effort.

Once I figure out a few more strategies, I'll probably write my own guide. I've tried out so many strategies on this map, you wouldn't believe it.

  • 2 years later...
Posted

I know I'm late, maybe you know that this strategy is outdated but I still have to point some fails on this.

Overall it's a decent strategy but have some troubles, and it's not an advanced guide as you said, yes you need to know almost everything but it's not that advanced.

1- Unnecessary perk and weapon. I'm serious, the only reason to buy guns in this map is if you need some extra points in the beginning, so you get the M14. Once you grab any staff the only complemental weapon is the Boomhilda.

2- Buildables too late. You start building the shield and the Drone too late, rounds 8 to 10. If know how to do you can make the shield on round 2 and the Maxis Drone on round 4 or 5 (depending when u open the PaP).

3- Perks too soon. You spend early points in unnecessary perks, OK some time you have to get Jugg and Revive... but not on round 1. If u try to play more risky early by letting Jugg and QR away you can make things a lot faster and since its a low round (2 or 3) you won't be that risky.

You also cool improve later strategy but it's not a necessary thing. Any questions ask me on PS3, Bigode935. (Yes I'm not used to write in english :P)

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