The First Room

Nightmare has no rounds and no doors to buy, so its first room is simply the place where every game begins: a small medical room on a floor above the reception of a ruined building, and the long hallway outside it. ZeRoY, one of its three makers, writes in the speedrun thread of the Workshop page that the timer starts “when the Player gains control out of the chair”: a short scene shows the players getting up, then the game hands them a pistol and its first objective, Call the elevator.
The players start with the M1911. The guides of Pankake101 and Fast Guides Glitch both send them down the hallway first, where the first zombies wait among a Molotov cocktail, an ammo crate and a Bowie knife, then to the elevator at the far end. Calling it starts a lockdown of about two minutes, after which a window breaks open on the right and leads to a break room with the first dufflebag of weapons and the padlock of the first puzzle.

The starting room
Old monitors, a medical trolley and a chair. The first prompts of the game appear here: one to show the current objective with the scoreboard key, one to pick up an Adrenaline Shot from the tray.

Monitors and trolley
The same room, pistol in hand: a rack of old monitors and a trolley of medical tools, in the light of a single lamp.

The elevator
At the far end of the hallway. Calling it is the first objective and starts the first lockdown; it only goes down once the key card of the break room is in hand.

The break room
Behind the window that breaks during the first lockdown: a dufflebag of weapons on a crate, folding chairs, the blue control panel that sounds the alarm, and the locker with the padlock.
M1911
The starting pistol, in the hands of the players when they leave the chair.
Bowie knife
In the hallway. Pankake101 says it kills any zombie in one hit; the Steam discussion “EE tips” advises taking it, and the Adrenaline Shot, before calling the elevator.
The first dufflebag
In the break room. In the footage of Pankake101 it offers the AA-12; the guide also names an XM rifle, and the “EE tips” thread prefers the M4.
Items
A Molotov cocktail and an ammo crate in the hallway. The ammo comes back after a while, according to Pankake101.
Enemies
Zombies only: three to start with, then a horde during the lockdown of the elevator.
Out of reach at the start
Everything below: the elevator only takes the players down to the reception once the padlock is open and its key card is in hand.





