The First Room

On ZFRR, Verrückt has two First Rooms. The ground floor of Wittenau Sanatorium is cut in two by an electric door that only opens once the power is on, and the power switch is in the Power Room, at the far end of the building, behind several doors. In a First Room game that door never opens: the Juggernog side, the German wing on the left, and the Quick Revive side, the American wing on the right, are two closed rooms with a wall between them. Every game starts with 500 points, a Colt M1911, the knife and two Stielhandgranates.
The side is not a choice. In solo and with two players the whole team starts in one room, drawn at random. With three players the game puts two in one room and the lone player in the other, on a random side; with four players it splits the team two and two. The official description of the map put it simply: «Players are split into pairs, in the challenge to find each other for survival.»
The Juggernog side. The German wing sells German weapons:

Kar98k
200 points, a bolt-action rifle, on a wall of the main room.

Gewehr 43
600 points, a semi-automatic rifle, in the small room where the Juggernog machine stands.

Stielhandgranates
250 points for four stick grenades.

The Juggernog machine
It stands next to a bookshelf in the small room of the Gewehr 43. Like every machine of the map it needs the power, so in a First Room game it stays in sight and can never be bought.
Four barriers
The Juggernog side has four windows for the zombies, against three on the other side. Besides the electric door it has a single way out, the door to the left balcony, for 1000 points.
The dentist chair
In the operating room of the Juggernog side. Using the wheel on its side plays a drill and the screams of a patient.
A dead Mystery Box spot
A pile of rubble with a teddy bear on it, next to Juggernog, marks one of the places the Box can go. The Box starts in the Power Room and only moves to areas that have been opened, so it never comes here doors closed.
The Quick Revive side. The American wing sells the American counterparts of the same two rifles:

M1 Garand
600 points, a semi-automatic rifle.
Springfield
200 points, a bolt-action rifle. It is the wall buy that Black Ops later replaced with a Kar98k.

Three barriers
One window fewer than the Juggernog side, but two doors at 750 points each: one to a dead-end back room with the BAR, one to the right hallway and its stairs.

The Quick Revive machine
It stands near the door to the right hallway, for 1500 points. It needs the power too, and in World at War it only speeds up reviving a teammate: in solo it does nothing at all.

The morgue corner
Cabinets and a gurney fill one end of the room. Crouching by the open cremation oven of the American side plays the cries of a baby, a woman or a man.

Power will reunite you
The words are chalked on the wall next to the electric door, a reminder that the two rooms only meet once the power is on.
The electric door
Bulletproof, with a window in it through which grenades can be thrown to the other side. Only the power switch opens it.
No perk at all
Both machines of the starting rooms need the power, and so do the other two. A World at War First Room on Verrückt is played without a single perk, in solo as in co-op.
No trap
The two pairs of Electro-Shock Defenses are on the balconies and also need the power.
Faster zombies
From Verrückt on, zombies can hit a player through a barrier before they climb in. They are faster than on the other maps, some of them sprint like a player, and without Juggernog two swipes are enough to go down.
Next to the remaster of Black Ops, the World at War rooms lack several things: Quick Revive cannot be bought without power in solo, Mule Kick does not exist yet, the Carpenter is not among the power-ups, and the Quick Revive side still sells the Springfield.
The Verrückt leaderboard keeps four boards for World at War, apart from the boards of the Black Ops and Black Ops III versions. ZFRR has no ruleset of its own for World at War: it follows the World at War rules written by the player Zi0 on his site B2, on top of the First Room itself:
Jugg side
Solo and 2P, the whole team in the room with the Juggernog machine.
QR side
Solo and 2P, the whole team in the room with the Quick Revive machine.
Full map
3P and 4P, the team split between the two rooms as the game deals it.
Double side
2P, one player in each room. Unofficial on ZFRR, and outside the player rating.
Doors closed
No door may be opened, every round is played in full, and glitches and exploits are not allowed.
Platforms
Xbox 360, Xbox One, Xbox Series and PS3 are accepted. On PC only Plutonium is, with the verified community patch, and its anticheat output must stay visible; Steam and disc copies are not accepted.
Old School ranking
In solo and at two, the Jugg side and QR side boards count in the Old School ranking, with the other World at War First Rooms.




