Ascension
54 records
BO1
The Giant, the Group 935 factory where the teleporters were built and where Pack-a-Punch appears for the first time. Der Riese is where the story of Zombies actually begins, and where most of the series lore is written on the walls.
Three teleporters to link to the mainframe, the Wunderwaffe DG-2 in the box, the fly trap in the courtyard, and the first real easter egg the community hunted. It is also the map that set the template every later one follows: power, perks, Pack-a-Punch, a wonder weapon.
The First Room is the courtyard by the fly trap. It is generous by Der Riese standards, and that is exactly the trap: the open ground lets you run early, then turns against you once the horde fills it. Two windows and the catwalk above are the only pressure points, and they are enough.
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We do not maintain our own ruleset. ZFRR follows the competitive First Room rules written and maintained by the player Zi0 on his site B2, the reference used across the Zombies community.
B2 gathers the global rules — no memory tools, no macros, no out-of-bounds glitches, no emulators — and those specific to the First Room category: doors stay closed, fast ray, rapid fire and the fast-throw grenade glitch are forbidden, while fast knifing and split-screen remain allowed. Every change is voted on publicly.
A run below the required round is not added to the leaderboard. The lowest column shows what is currently on the board : beating it is enough to appear.
| First Room | Mode | Required | Lowest listed |
|---|---|---|---|
| Der Riese | Solo | 30 | 30 12 listed |
| Der Riese | 2P | 35 | 35 16 listed |
A run that breaks these rules is not accepted, whatever the round reached. If a username, a nationality or a score looks wrong, tell us through the contact form.
Read the full rules on B2Player