Ascension
55 records
BO2
Two collapsing skyscrapers in China, joined by a lift shaft you ride at your own risk. Die Rise is the most vertical map of Black Ops II and the one where falling kills more players than the zombies do.
The Sliquifier liquefies a whole line of zombies, the trample steam throws you between buildings, and the Jumping Jacks leap across an entire floor to reach you. Perks are found rather than bought, scattered across floors that tilt.
The First Room is the rooftop where you land. A First Room hanging in the air: the edge is as dangerous as anything chasing you, the floor is not level, and a Jumping Jack crosses the room in a single arc.
55 records
22 records
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17 records
177 records
128 records
44 records
24 records
56 records
43 records
62 records
270 records
36 records
25 records
198 records
23 records
34 records
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24 records
35 records
15 records
14 records
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25 records
60 records
16 records
16 records
40 records
27 records
40 records
22 records
| Rank | Nationality | Player | Round | Platform |
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swagrobuc |
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Sunly |
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iTekAlot |
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diamanten |
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Tonestone36 | ||
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dexter_pankiji |
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IIIDarkmatter |
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Zenii_ |
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Neo |
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Vytaire |
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Plant |
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chaca474 |
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Diamenten | ||
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Weedy |
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I V3LOCI7Y I |
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M7Z_77 |
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Remixtapes |
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benniiZ | ||
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F1anky |
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Sheyka79 |
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41 |
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36 |
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The Die Rise First Room leaderboard on Zombie First Room Rankings tracks every verified run held in the starting room of Die Rise, on Call of Duty : Black Ops II. 55 records are listed here, and the best rounds on record are <strong>69</strong> in solo by swagrobuc, <strong>55</strong> in two players by benniiZ, <strong>41</strong> in 3 players by Zeetaa and <strong>34</strong> in 4 players by BDZ Fxi.
Die Rise counts in one ranking. The difficulty coefficient multiplies every round reached here, which is how a round 30 on a tight starting room can be worth more than a round 50 on an open one: “High Rounds” First Room (solo 3.6, two players 3).
Die Rise is remembered for the two towers of the Great Leap Forward, the lift shafts, the Jumping Jacks and the trample steam. The crew: Russman, Abigail "Misty" Briarwood, Marlton Johnson and Samuel Stuhlinger. Weapons and wonder weapons: Sliquifier, Ray Gun, Galvaknuckles and AN-94. Perks on the map: Juggernog, Quick Revive, Speed Cola, Double Tap Root Beer and Who's Who.
First Room is the purest discipline in Call of Duty Zombies: no Pack-a-Punch run around the map, no easter egg, no train through open ground. You hold the spawn room of Die Rise, you keep the doors closed, and you push the round counter as far as the horde allows. Every high round, world record and personal best on this page is backed by its video and checked against the reference boards before it is listed.
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 |
|---|---|---|---|
| Die Rise | Solo | 40 | 40 20 listed |
| Die Rise | 2P | 35 | 36 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