The First Room

On ZFRR, the First Room of The Final Reich is the Village Entrance, the narrow, snowy alley of Mittelburg where the four agents start every game. Each player starts with 500 Jolts, the weapon chosen in their loadout and a shovel. The alley runs between half-timbered houses, with iron gates at one end and the way to the Village Square at the other.

Machine Pistol
500 Jolts, in a weapon locker on a wall at the spawn end of the alley, next to the iron gate that looks out towards the castle tower.
M30 Luftwaffe Drilling
500 Jolts, the second weapon locker of the alley, a three-barreled drilling.

Two locked gates
At the spawn end, one gate under the sign of the brewery leads to the Pub, the other to the bridge and the Tower. Both wait for the power, so they never open in a First Room game.
Lebenblitz
500 Jolts in solo, 1,500 in co-op, at the far end of the alley, against a wall between wooden benches and barrels. In solo it revives the player who goes down, up to three times in a game; in co-op it doubles the revive speed.
The Village Square gate
Next to Lebenblitz, an iron gate to the Village Square for 750 Jolts. It is the door a First Room game never opens: the Geistschild machine, the gas valves and the way to the power are all behind it.
Resupply Package
At the spawn end of the alley, near the two locked gates. After a player bleeds out, it gives their weapons back for 500 Jolts.
A recording
One of the thirteen recorders of the map lies on a barrel to the right of Lebenblitz.
Nothing else
No Geistschild, no Mystery Box, no trap and no other Blitz: the game is played with the two lockers, the starting weapon and Lebenblitz.
Pest waves
The first one is wave 5, then they come back regularly; the last Pest drops a Taschen Voll (Max Ammo). In the narrow alley, a pack of Pests closes in fast.
Wüstlings
They join the waves later in the game. In the alley there is little room to dodge their charge, and their weak spot is the back.
No Brenner, no Treasure Zombie
On this map the Brenner only comes with the main quest, and Treasure Zombies only once every area is open, so neither reaches a First Room game.
A challenge of the game
The game itself has a First Room challenge here: survive 20 waves without opening doors, then again without going down, two of the challenges that unlock the Mountaineer.
The The Final Reich leaderboard has two categories, each with boards for solo and for two, three and four players: No Consumables, the reference, and With Consumables. Its rules:
Doors closed
Reach the highest wave you can without opening any door or barrier, and play every round in full.
No Consumables
Consumables are not allowed on the reference board. The With Consumables board has the same rules without that ban.
No self-made barrier
A player may not go down on purpose to block the zombies out of part of the playable area.
No glitches
Glitches and exploits are not allowed.
Video
The whole game is recorded and the lobby is shown before the map is launched. On the No Consumables board, co-op games need the point of view of every player.
Where to post it
A Twitch video must be saved as a highlight, since past broadcasts are not accepted; a YouTube video must be public or unlisted.










