The First Room

On ZFRR, the First Room of Alpha Omega is the way into Camp Edward: the Security Checkpoint, where every game starts, and the Site Entrance just below it, the first street of the base. No door separates them, so both can be played doors closed, and the rules of the board allow either one. The players start with 500 points, the knife and the starting weapon of their loadout.

The Security Checkpoint
The spawn, a fenced road outside the camp, between a guard hut, a watchtower, burnt-out trucks and the desert. It has no wall weapon. Its boundary goes up to the top of the ramp that leads into the base; past it, the players drop down into the Site Entrance.

The gate
The arch reading “Welcome to Camp Edward”, seen from the checkpoint, with the blue house of the APD Interrogation on the left and the watchtower on the right.

The Site Entrance
The street inside the gate, with an army truck and green tarpaulins. A player who bleeds out comes back the next round at the Security Checkpoint.
Strife
500 points, a pistol, on a wall of the Site Entrance. It is also one of the starting weapons a player can choose.
Essex Model 07
500 points, a rifle, on a wall of the Site Entrance, and also a possible starting weapon.
These are the only two wall weapons of the First Room. The doors of the Site Entrance lead to Operations, on the right, and to the APD Interrogation, on the left; in a First Room game they stay closed. The power, the Pack-a-Punch and Rushmore are all behind them.
Hound rounds
The rounds of Lightning Hounds reach the First Room like the rest of the map: the first one comes on round 5, 6 or 7, and each of these rounds ends with a Max Ammo.
Checkpoint Zulu
The achievement of the first 20 rounds without leaving the Security Checkpoint. Without the Site Entrance, it is played with no wall weapon at all.
The Alpha Omega leaderboard keeps separate boards for solo and for two, three and four players. Its reference category is Purist, played on Hardcore; seven other categories sit beside it, from Normal to Realistic difficulty and from no elixirs to all elixirs. The rules of the Purist board:
Doors closed
Reach the highest round you can without opening any door or barrier.
Hardcore
The game is played on Hardcore difficulty, and Custom Mutations are not allowed.
No elixirs, no talismans
Neither may be used. The rules still set a required elixir loadout: Aftertaste, Point Drops, Anti Entrapment, Newtonian Negation, Quacknarok and Arsenal Accelerator for the Classics, Conflagration Liquidation, Who’s Keeping Score, Extra Credit and Dividend Yield for the Megas.
Weapons
The starting weapon is the Welling or one of the wall weapons, the Strife or the Essex Model 07. Only Frag Grenades and Acid Bombs, and no special weapon.
Full rounds
Every round is played in full, and glitches and exploits are not allowed.
No abuse
No duplicated weapons, no going down on purpose to be revived for ammo or to charge a special weapon, and no bots. Split-screen is allowed.
Video
The whole game is recorded, with the pregame lobby and every player’s loadout, shown before the map starts in co-op. The health, the points and the round counter are never covered. A Twitch video must be saved as a highlight, a YouTube video must be public or unlisted.





























