The First Room

On ZFRR, the First Room of Spaceland is the starting area, the main entrance of the park in the part the park map calls Cosmic Way: a plaza of ticket booths, turnstiles and candy carts under the neon arch of Spaceland, with the snowy mountain of Polar Peak rising behind it. The four actors land there at the start of every game with the Kendall 44 pistol in hand and a few grenades.
Only one way leads out: a barrier of boards and posters under the pink neon arch, at the far end of the plaza, which closes the way to the Junction and the central portal. In a First Room game it stays closed, so the rest of the park, its perks, its Magic Wheels, the arcade and the Pack-a-Punch stay out of reach.
| Weapon | Cost | Where |
|---|---|---|
| Hailstorm | 500 | By Up ‘N Atoms |
| M1 | 500 | On the Candy Cluster cart |
Those are the only two wall weapons of the starting area. Ammunition for the M1 costs 250 points.

The Hailstorm and Up ‘N Atoms
The Hailstorm, a burst pistol, is bought on the counter in front of the Up ‘N Atoms machine. The Candy Perk costs 500 points in solo, where it works as a self-revive and can be bought up to three times, and 1,500 points with other players, where it revives teammates faster.

The M1
The rifle glows on top of the Candy Cluster cart, under a beach umbrella in the middle of the plaza.

The power room
A ticket office at the back of the plaza, marked with a lightning bolt and the words «Power this way». Its doorway is open: no door has to be bought to reach it.

The Lost and Found
Two booths under a pink neon sign. A player who bleeds out can buy back their weapons and equipment there, for 2,000 points in co-op, and for free in solo.

The windows
The zombies climb in through boarded windows, several of them on the ticket offices around the plaza. Rebuilding the boards earns points.
The generator
Inside, a switch box on the wall turns on the power of the starting area. It is the only one of the five switches of the park within reach doors closed.
The barrier
Boards and cardboard posters under the pink arch, the only way out of the plaza, towards the Junction.
Clown rounds
The special rounds of Spaceland come every five or six rounds. The clowns appear close to the players, in pairs, run at full speed and explode when they reach them; the last one of the round drops a Max Ammo.
The Brute
The park mascot in its alien costume. It fires a laser from its helmet, and only shots to the head kill it once the helmet is off. Traps cannot kill it, and it drops a power-up when it dies.
No Magic Wheel
None of the spots of the Magic Wheel, the Mystery Box of Infinite Warfare, is in the starting area.
The Spaceland leaderboard keeps separate boards for solo and for two, three and four players, in two categories: Fate Cards, the reference, and Fate & Fortune Cards. Its rules:
Doors closed
No door or barrier may be opened.
Fate Cards
In the reference category, only Fate Cards may be used, and Irish Luck, the Fate Card that gives a random card, is not allowed. In the Fate & Fortune Cards category any card is allowed.
Banned setups
One-window strategies and Director’s Cut are not allowed.
Full rounds
Every round must be played in full, and glitches and exploits are not allowed. Binding the shoot button to the scroll wheel or to several keys is allowed.
Video
The whole game must be recorded, with a clear proof of the category, such as the pregame lobby, the after match lobby or the pause screen.
Where to post it
A Twitch video must be saved as a highlight, since past broadcasts are not accepted; a YouTube video must be public.






































