The First Room

On ZFRR, the First Room of Der Riese is the starting courtyard, the yard just outside the factory where the four characters appear at the start of every game. The game files call it the receiver zone: it is built around the mainframe, the pad where every teleport ends, with the Pack-a-Punch Machine locked behind a shutter on the same platform. Every player starts with 500 points, an M1911 pistol, the knife and Stielhandgranate grenades.
The courtyard has two doors, one on each side of the mainframe, both sold for 750 points: the left one opens on the corridor towards the Animal Testing Lab, the right one on the hallway towards the Automobile Garage. The zombies climb in through four barriers: one on each side of the mainframe, one by a generator and one at the bottom of a staircase. In a First Room game the doors stay closed, so the power is never turned on and the teleporters never link.

Kar98k
200 points, a bolt-action rifle and the cheapest wall weapon of the map, on the wall under the factory clock and the Waffenfabrik Der Riese sign.
Gewehr 43
600 points, a semi-automatic rifle with a ten-round magazine, on a dark wall next to one of the two doors.
Those are the only two wall weapons of the courtyard. Bought again from the wall, a weapon refills its ammunition.

The Pack-a-Punch
On the mainframe platform, behind a shutter that only opens once the three teleporters are linked. It never opens with the doors closed.
The mainframe
The landing pad of the three teleporters, in the middle of the courtyard. Without the power it never links, so it stays dead for the whole game.
No perk
The four perk machines of World at War are all behind doors and all need the power.
No Mystery Box
The Box starts in the Courtyard by the power switch, behind the doors, and none of its six spots is in the starting courtyard. A First Room game is played with the two walls, the grenades and the power-ups.
Hellhounds
They come into the courtyard like everywhere else. The first Hellhound round is round 5, 6 or 7, then one every four or five rounds. From round 16, a few dogs can also turn up among the zombies of a normal round.
The last zombie
From round 4, the last zombie of a round starts to sprint as soon as it is alone on the map.
The courtyard also hides a radio, beside a barrel under a ledge near the staircase barrier, and a line written on the wall next to the mainframe: «Embrace the trinity and true power will be yours», a hint that linking the three teleporters opens the Pack-a-Punch.
The courtyard is the same room in both versions: the same two doors, the same Kar98k and Gewehr 43. What sets the World at War First Room apart lies in the zombies and around the room, not in its walls.
The zombies
The zombies of World at War Der Riese have grey-white skin, some of them hairless, with bloody tears and missing flesh on their faces. The Black Ops port brought back the plain Nazi zombies of Kino der Toten.
No Quick Revive in solo
On World at War, Quick Revive gives no self-revive in solo. On Black Ops it sells for 500 points in solo, up to three times, but it is behind the doors in both versions.
No Mule Kick
Mule Kick was only added to the Black Ops version, in update 1.15.
The World at War Box
The Box only holds World at War weapons and the three wonder weapons of the map. On Black Ops it holds the weapons of Black Ops instead.
The Der Riese leaderboard keeps separate boards for solo and for two, three and four players. It is kept apart from the board of the Black Ops version. ZFRR has no rules of its own for World at War: the board follows the High Round rules for World at War written by Zi0 on his site B2, on top of the First Room itself. Its rules:
Doors closed
Reach the highest round you can without opening any door.
Full rounds
Every round must be played in full, and glitches and exploits are not allowed.
Platforms
Xbox 360 and PlayStation 3 are allowed. On PC, only Plutonium with the verified community patch is accepted, and its anticheat output must stay visible on screen; the Steam version is refused.
Video
The whole game must be recorded, publicly available or unlisted, and no overlay may cover the HUD.
The Wunderwaffe bug
The community patch can fix the Wunderwaffe DG-2 bug that lowers the maximum health of a player. In a First Room game the Wunderwaffe is out of reach anyway, since the Box is behind the doors.
Old School ranking
The solo and two-player boards score points in the Old School ranking. A World at War round is converted to its equivalent round on the Black Ops board of the same map, then multiplied by the difficulty coefficient.









