The First Room

On ZFRR, the First Room of The Archon is the Temple, the ruined courtyard of an oasis in the Eastern Desert of Egypt, where every game starts. Broken columns, crumbling walls and palm trees surround it, and Dark Aether crystals grow out of the stones. Each player starts with 500 points and the weapon and Artifact of the loadout chosen before the game.
The Temple opens onto East Spring and West Spring through doors bought with points; one of its door prompts reads 1,000 points. In a First Room game they stay shut, and the players never leave the Temple.
SVT-40
200 points, a semi-automatic rifle chalked on a wall of the Temple. It is the only wall buy of the room.

The broken Pack-a-Punch
The machine stands in the Temple from the start, but only as a ghostly outline. Its two missing parts lie far from the room, on top of a train car in the Derailment and on a plane wing in the Spike, so it cannot be rebuilt without leaving.

Ghostly zombies
Pale, glowing zombies wander around the Temple. They only turn into real enemies when the Pack-a-Punch ritual starts, which never happens in a First Room game.

The Rampage Inducer
Unlocked inside the Temple by shooting five bull skulls in order. It appears at the foot of the tree facing the Pack-a-Punch and makes the zombies spawn faster and run faster, until round 55.
Mystery Box
One of its spots is in the Temple, on the left of the courtyard as the game starts, under the first bull skull.
No perk
None of the five Demonic Fountains is in the Temple: they stand in the Debris Field, the Spike, the Bazaar, the Derailment and the Tents. The Altar of Covenants is upstairs in the Radio Outpost, out of reach too.
Special rounds
They bring Boom Schreiers, zombies that run at the players and explode. Sturmkriegers can join the zombies from round 15.
The The Archon leaderboard keeps separate boards for solo and for two, three and four players, in a single category. Its rules:
Stay in the Temple
Reach the highest round you can without leaving the first room. Every player stays in it.
Full rounds
Every round must be played in full.
No glitch
Glitches and exploits are not allowed.
Video
The whole game must be recorded. A Twitch video must be saved as a highlight, since past broadcasts are not accepted; a YouTube video must be public.
In Vanguard, wall weapons gain Pack-a-Punch tiers as the game goes on, so the SVT-40 of the Temple keeps up with the later rounds, and zombie health grows far more slowly than in classic Zombies: see how a Vanguard round is counted.





