Ascension
55 records
BO1
Wittenau Sanatorium, the asylum where Group 935 tested Element 115 on the patients. Verruckt is the map that invented most of what Zombies became: the Perk-a-Cola machines, the power switch, the hellhounds, and the split spawn that puts two players on each side of a locked building.
The layout is symmetrical and cruel. Four perks, one in each wing, the electricity in the middle, and traps on the doors that cost points every time you use them. The asylum is also the first map where the zombies sprint from the opening rounds.
This is the Juggernog side, the western wing. You spawn with Juggernog visible behind the first door, close enough to read the label and permanently out of reach. The room has windows on almost every wall, which is what makes it so demanding: the horde arrives from every side at once and no corner covers two of them. There is no loop to run here, only a rhythm to hold.
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| Rank | Nationality | Player | Time | Platform |
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| No time yet to round 40 in this mode. Submit yours | ||||
| Rank | Players | Time | Platform |
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| No time yet to round 10 in this mode. Submit yours | |||
| Rank | Players | Time | Platform |
|---|---|---|---|
| No time yet to round 20 in this mode. Submit yours | |||
| Rank | Players | Time | Platform |
|---|---|---|---|
| No time yet to round 30 in this mode. Submit yours | |||
| Rank | Players | Time | Platform |
|---|---|---|---|
| No time yet to round 40 in this mode. Submit yours | |||
| Rank | Players | Time | Platform |
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| No time yet to round 50 in this mode. Submit yours | |||
| Rank | Players | Time | Platform |
|---|---|---|---|
| No time yet to round 10 in this mode. Submit yours | |||
| Rank | Players | Time | Platform |
|---|---|---|---|
| No time yet to round 20 in this mode. Submit yours | |||
| Rank | Players | Time | Platform |
|---|---|---|---|
| No time yet to round 30 in this mode. Submit yours | |||
| Rank | Players | Time | Platform |
|---|---|---|---|
| No time yet to round 10 in this mode. Submit yours | |||
| Rank | Players | Time | Platform |
|---|---|---|---|
| No time yet to round 20 in this mode. Submit yours | |||
| Rank | Players | Time | Platform |
|---|---|---|---|
| No time yet to round 30 in this mode. Submit yours | |||
A First Room speedrun is the opposite exercise of a high round : the room is the same, the goal is not. Instead of holding the spawn as long as possible, you clear the set number of rounds as fast as you can.
Which means the two boards never mix. A run that would rank first here would not even enter a high round board, and the other way around.
The rules are those of the room itself : no leaving the spawn, no exploit that skips it. What changes is the clock — it starts on the first zombie and stops on the last one of the final round.
Every time is backed by its video, as everywhere else on ZFRR. Send yours through the contact form and it goes up within the day.
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.
Everything above applies : a speedrun is the same room, with the same rules. What follows is what the clock adds.
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