The First Room
On ZFRR, the Der Eisendrache First Room is the Tram Station, the cable car station at the top of the mountain where the gondolas from the valley arrive and where the players spawn. It is a large steel hall open on the void, with two gondolas docked along its edge, staircases with yellow railings and a small office. Every player starts with 500 points, the MR6 pistol, the knife and two frag grenades.
Three ways lead out, all closed in a First Room game: the gate on the right side of the station, 750 points, which opens onto the Lower Courtyard and Double Tap; the door next to Quick Revive, which opens onto a tunnel climbing to Mule Kick; and the way to the Juggernog room, between the station and the Undercroft. The power switch is in the Armory, deep inside the castle, so the power stays off for the whole game.

RK5
500 points, ammo 250. A three-round burst pistol on the left side of the station, by the window of the Quick Revive office.

Sheiva
500 points, ammo 250. A semi-automatic rifle, the other wall buy of the station.
Those are the only two wall buys of the First Room, the same pair as in the spawn of the other original Black Ops III maps. The station has five boarded windows.

The Tram
The control panel by the gondolas calls the right-hand gondola for a Tram Fuse. It comes back with a power-up or a weapon, sometimes with a zombie inside. One fuse lies in the station at the start of every game; zombies and Panzersoldats drop the next ones, and each player can carry only one.

The landing pad
A Wundersphere landing pad sits in the station. Its Wundersphere is at the Rocket Test site, far behind the doors, so nobody lands here in a First Room game.
Quick Revive
The only perk of the station, inside the small office near the RK5. 500 points in solo, 1500 in co-op.
The second gondola
Throw grenades into the left-hand gondola at the very start, before it leaves, and the fifth fuse of the game calls it instead of the right one. It holds Monkey Bombs or a Pack-a-Punched weapon.
The GobbleGum machine
In the corner below the right staircase. The ZFRR board is played without GobbleGums, so it stays unused.
No Mystery Box, no trap
None of the six Box spots, the five Der Wunderfizz spots or the traps are in the station, and the Pack-a-Punch needs the power.
The threat of the station is the Panzersoldat. It jumps in from outside the castle for the first time on round 12, then comes back every five to six rounds. Its electric cannon stuns players and charges the zombies it hits, and its flamethrower sets them on fire. The first one to die drops a part of the Ragnarok DG-4, which cannot be built with the doors closed. From the station, the Giant robot of The Giant can be seen slumped against the mountain, next to the village below.
The rules of the Der Eisendrache leaderboard, in short:
Doors closed
Reach the highest round you can without opening a single door.
No GobbleGums
The board is played without gums, and the loadout must be shown before, during or after the game.
Clean games
No glitch, no exploit, and every round is played in full.
The Tram
On PC, a patch that makes the gondola bring the Ray Gun is allowed, and so is patching all of its rewards.
Crawl Space in co-op
Allowed for sleeper purposes.
Video
The whole game must be recorded. In co-op, every player who does not show up in the pre-game or post-game lobby needs his own point of view. A Twitch recording must be a highlight, not a past broadcast; a YouTube video must be public or unlisted.

























