The First Room

On ZFRR, the First Room of Rave in the Redwoods is the ground floor of the Bear Lodge, the log cabin where the four actors land at the start of every game, together with its front porch. The players start with 500 points, frag grenades and bare fists: unlike Zombies in Spaceland, there is no starting gun on this map. The room makes up for it with four melee weapons that are free to pick up.
Two buyable barriers lead out of the lodge, both for 750 points: the boarded one next to the fireplace opens the path to the Mess Hall, and the one at the end of the front porch opens the path that splits towards the Thunderbird Amphitheater and the Trading Post. Three more doors of the lodge cannot be bought at all: the trapdoor to the basement, the door to Mule Munchies and the stairs to the second floor only open when the power is turned on, and the power switch is outside the First Room.

Two-Headed Axe
Free, leaning against a stack of logs on the front porch, a few steps from Up ‘N Atoms. Zombies hit by it are gibbed.
Machete
Free, at the far end of the front porch, by the barrier to the Thunderbird Amphitheater.
Spiked Bat
Free, inside the lodge, next to the M1 wall buy.
Golf Club
Free, inside the lodge, under a mounted deer head and next to the door to Mule Munchies.
M1
500 points, the only gun of the First Room, on the wall next to the Spiked Bat.
Each of the four melee weapons can be Pack-a-Punched, then upgraded a second time once the Alien Fuses are installed, but the Pack-a-Punch is on Turtle Island, out of reach doors closed.

The front porch
It holds Up ‘N Atoms, 500 points in solo and 1500 with other players, the Two-Headed Axe, the Machete and the barrier to the Thunderbird Amphitheater.

Lost and Found
A cardboard box by the front door, inside the lodge. It gives back the weapons of a player who bled out, for 2000 points, or for free in solo.
The fireplace
Zombies drop pouches; throwing one into a fire turns on Rave Mode for about a minute. The fireplace of the lodge is one of those fires, so Rave Mode is available doors closed.
The crossbow cabinet
Four Vlad crossbows wait behind locks on the ground floor, but the key to them starts on Turtle Island, so they stay locked in a First Room game.
Sasquatch scenes
About every four or five scenes, a scene of Sasquatches replaces the zombies. They swing their arms up close, throw rocks from afar and never explode.
The Slasher after scene 10
A player who stays in Rave Mode after scene 10 is stalked by the Slasher, who can down a player in one hit, even with Tuff ‘Nuff, and cannot be hurt during Rave Mode.
The Rave in the Redwoods leaderboard keeps separate boards for solo and for two, three and four players, in two categories: Fate Cards, the reference, and Fate & Fortune Cards. Its rules:
Doors closed
Reach the highest round you can without opening any door or barrier, and play every round in full.
Cards
In the Fate Cards category only Fate Cards may be used, and Irish Luck is not allowed; the Fate & Fortune Cards category allows any card.
No Director’s Cut
The Director’s Cut mode is not allowed in either category.
No one-window strategy
Holding the zombies at a single window is not allowed.
Upgraded melee weapon glitch
Unlike the other maps of Infinite Warfare, the board for this map allows the upgraded melee weapon glitch.
Fire button
Binding the fire button to the scroll wheel or to several keys is allowed.
Video
The whole game must be recorded, with clear proof of the category, such as the pre-game lobby, the lobby after the match or the pause screen. A Twitch video must be saved as a highlight, a YouTube video must be public.



























