The First Room
Verrückt is the only Black Ops map with two First Rooms. The ground floor of the asylum is cut in two by an electric door that only opens once the power is on, and the power switch sits 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 nothing in common but the wall between them.
Every game starts with an M1911, the knife and two Stielhandgranates. With the doors closed, these are the wall buys of the two rooms:

Kar98k
200 points, on both sides. On the Quick Revive side it replaces the Springfield of the World at War version.

Gewehr 43
600 points, Juggernog side, in the small room with the Juggernog machine.

M1 Garand
600 points, Quick Revive side.
Stielhandgranates
250 points for four, Juggernog side only.
Each side has one perk machine, and the power switch decides what they are worth:

Quick Revive
In the Quick Revive side room, near the door to the right hallway. In solo, Black Ops sells it for 500 points without power, which makes it the only perk of any Verrückt First Room. With two players it costs 1500 and needs the power, so it stays out of use.
Juggernog
In the Juggernog side room, next to a bookshelf. It needs the power, so in a First Room game it stays in sight and can never be bought.

Juggernog side
Four windows. Apart from the electric door, a single way out: up to the left balcony, for 1000 points. The dentist chair of the operating room is here, and a Mystery Box spot next to Juggernog.

Quick Revive side
Three windows and 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 electric door
Bulletproof, but grenades go through a window in it, and a downed player on the other side can be revived through it. “Power will reunite you” is chalked on it.
Neither room has a trap: the two Electro-Shock Defenses are on the balconies and need the power. The Mystery Box starts in the Power Room, so it is not part of a First Room game either.
Which room you get is not a choice. In solo and with two players, everyone starts on the same side, drawn at random, and players restart until the game gives them the side they want. With three or four players the game splits the team between the two rooms.
The Verrückt leaderboard keeps five boards, and B2, whose rules ZFRR follows, writes a rule for each official side:
Jugg side
Solo and 2P. The players must play on the side with the Juggernog machine.
QR side
Solo and 2P. The players must play on the side with the Quick Revive machine.
Full map
3P and 4P, the team split over both rooms as the game deals it.
Double side
2P, one player in each room. B2’s tip: load the game with three players and let the third one leave before round 1 begins. Unofficial on ZFRR.
Reversed
3P, two players on the Quick Revive side and the third alone on the Juggernog side. Unofficial on ZFRR; the game can also count on the regular board.
Doors closed
No door or barrier may be opened, out-of-bounds glitches are forbidden, and on PC a run is played on Steam, BGamer or Plutonium under B2’s conditions.










