The First Room

On ZFRR, the First Room of Dead of the Night is the upper floor of the Main Hall, where every game starts: the North Atrium Bridge and the two galleries at its ends, the East Gallery and the West Gallery. The players spawn at both ends of the bridge, split by a red barrier that only the Sentinel Artifact removes. Like Verrückt, a team is therefore cut in two, and each half plays its own side of the room. Each player starts with the weapons of the loadout: a starting weapon picked among the Welling revolver, the Strife, the RK 7 Garrison, the Saug 9mm, the Essex Model 07 and the MOG 12, the knife, a lethal grenade and a specialist weapon.
Each side has one door for 750 points: in the East Gallery it leads to the East Balcony and the Music Room, on the west side it stands in the Tea Room next to the gallery and leads to the West Balcony and the Smoking Room. When one of the two is bought, the other one opens too. Behind both, the way goes on to the Grand Staircase, where the Sentinel Artifact floats in full view of the spawn.

Strife
500 points, a semi-automatic pistol, on the wall of the East Gallery.

Essex Model 07
500 points, a lever-action rifle, on the West Gallery side. It is the rifle Brigadier General Warwick shows off to the guests in the intro.
Those are the only two wall buys of the First Room, one on each side. The zombies climb into the galleries over their railings.

The East Gallery
The Strife on the wall, the 750-point door towards the East Balcony, and two red barriers, one on the bridge and one at the top of the stairs down to the Main Hall.

The bridge barrier
A wall of red light marked with the sigil of the Sentinel Artifact, in the middle of the North Atrium Bridge. It only falls when the Artifact is activated on the Grand Staircase, so in a First Room game the two halves of a team never meet.

The staircases
The stairs from each gallery down to the Main Hall are closed by the same red barriers.
The West Gallery
The Essex Model 07, the Tea Room with its 750-point door towards the West Balcony, and the red barrier of its own staircase.
No perk, no Mystery Box
The Danu altar stands in the Entrance Hall, behind the Sentinel Artifact, and the nearest Mystery Box spot is on the Grand Staircase. The Pack-a-Punch is at the far end of the Forest.
Quest details
A candle on a table across from the Strife and the painting of a scared girl on the wall of the East Gallery are used by the Savage Impaler quest and the Pack-a-Punch challenges, and the fireplaces of both galleries by the Knight quest of the Easter egg.
The Dead of the Night leaderboard keeps separate boards for solo and for two, three and four players. Its reference category is Purist, played on custom mutations; seven other categories, from No Elixirs to Realistic All Elixirs, are played on the standard difficulties without mutations. The Purist rules:
Doors closed
Reach the highest round you can without opening any door or barrier.
Custom mutations
The game starts at round 5, with doors and power doors closed, a tight zombie spread, every zombie at sprint speed, all special zombies disabled and one bar of health less.
Classic Elixirs only
The green Classic Elixirs are allowed, talismans are not.
Grenades and specialists
Every kind of grenade and every specialist weapon may be used.
Full rounds
Every round must be played in full, and glitches and exploits are not allowed.
Video
The whole game is recorded and the mutations are always shown; in co-op every loadout is shown in the lobby before the game, which is also recommended in solo. A Twitch video must be saved as a highlight, a YouTube video must be public or unlisted.
Black Ops 4 rules
No bots, no weapon duplication, no going down on purpose for ammo or a specialist charge, and the health, points and round counter are never covered.













