No More Room in Hell 2 Power Plant Guide: Map Flow and Objectives

Learn the full Power Plant map flow in No More Room in Hell 2, including spawns, POIs, critical objectives, entrances, and how to reach extraction.

Direct Outcome Summary

The Power Plant is the only map currently available in No More Room in Hell 2. A successful run follows a fixed overall flow: spawn in one of 15 areas, complete one or more Points of Interest (POIs) to gear up, complete at least one Critical Point of Interest to unlock an entrance, then push into the Power Plant itself to finish the final objective and extract. This guide walks you through that entire sequence, explains the two start variants, and gives you a decision framework for choosing which objectives to attempt.

Prerequisites

Before you drop into the Power Plant map, understand these baseline rules:

  • Spawn areas are scattered around the map's corners. They may contain basic equipment but never weapons or objective items.
  • Points of Interest (POIs) are the first objective tier. Completing one grants access to gear and a regroup point for your team.
  • Critical Points of Interest are the second tier. Completing at least one is mandatory to progress toward the Power Plant.
  • Power Plant Entrances are the three gateways into the final zone: Filtration, Substation, and Train Yard.
  • The Power Plant itself is the final objective. Completing it unlocks extraction; extracting successfully ends the mission.

The Two Start Variants

The map flow changes depending on which start is active. Know which one you're in before committing to a route.

Start TypePOIs RequiredCritical POIs RequiredEntry Method
Original startNone mandatory2 randomly selected; complete only 1Directly through a Power Plant Entrance
Alternative start3 POIsNot requiredFind entry code, use it at any gate between POI entrances

In the original start, two Critical POIs are randomly selected for your run. You only need to complete one of them to advance. In the alternative start, you must complete three POIs to learn the location of the entry code. After that, the code works at any gate between the POI entrances, and the POI entrances themselves stop working.

Ordered Actionable Steps

Phase 1: Spawn and Initial Assessment

  1. Identify your spawn area. You start in one of 15 possible locations. These are spread across the map's corners.
  2. Check your team's position. Call out where you spawned and ask teammates to do the same. This determines which POIs are closest.
  3. Loot basic supplies only. Spawn areas may have basic equipment but no weapons. Do not linger; move toward a POI quickly.

Phase 2: Complete a Point of Interest

Pick the nearest POI and complete its objective chain. The known POIs are:

  • Church
  • Radio Station
  • Lookout Tower
  • Gas Station
  • Bar
  • Farmhouse

Each POI follows its own objective chain. The Church and Bar have documented step-by-step sequences (detailed below). The Radio Station, Lookout Tower, Gas Station, and Farmhouse are confirmed POIs, but their full objective chains are not yet publicly documented.

Church objective chain:

  1. Break down barricades on a door to enter.
  2. Flip two electrical breakers — one in the south-west corner of the first floor, one in the south-east corner.
  3. Replace the fuse — multiple fuses exist; one is in the north-east corner of the first floor. The fuse box is in a maintenance room connected to the church hallway.
  4. Rewire the junction box — located inside the church; the exact position is not publicly documented.
  5. Restore main power — the power switch is inside the church; the exact position is not publicly documented.
  6. Use the sermon console — located upstairs, overlooking the church.
  7. Access the weapons cache — the door is upstairs, just before the sermon console.

Bar objective chain:

  1. Destroy 4 power sources before entering. They are connected to telephone poles with yellow power lines. Attempting to enter before disabling them shocks you and deals damage. Locations: south-west, west, east, and south-east of the bar.
  2. Enter the bar through a doorway. This triggers an alarm that draws zombies. Disable the red-glowing alarm near the southern doorway before progressing.
  3. Flip two breakers — the kitchen breaker is in a doorless room behind the bar counter on the west side; the storage room breaker is through a white door north of the kitchen, on the north-west side of the bar.
  4. Rewire the junction box — upstairs in a north-east room. This starts a minigame.
  5. Restore main power — interact with the disconnect panel next to the junction box. Lights return and music plays.
  6. Access the weapons cache — the door is upstairs in a south-west room.

Known bug: Some melee weapons have attacks that miss during the bar power-source destruction, including the baseball bat's first attack and the mallet's second attack. Use a different weapon or vary your attack timing if you notice whiffs.

Phase 3: Complete a Critical Point of Interest

After gearing up, move to a Critical POI. The known Critical POIs are:

  • Sluice Gate
  • Sawmill
  • Ranger Station
  • Checkpoint
  • Train Station
  • Field Hospital

In the original start, two are randomly selected; complete only one. In the alternative start, these are not required — you instead complete three POIs to get the entry code.

The objective chains for all six Critical POIs are not publicly documented. Treat them as higher-difficulty objective zones with better gear rewards.

Phase 4: Enter the Power Plant

Use one of the three entrances:

  • Filtration
  • Substation
  • Train Yard

Each entrance presents unique challenges. The specific mechanics for each entrance are not publicly documented. In the alternative start, use the entry code at any gate between POI entrances instead.

Phase 5: Final Objective and Extraction

Inside the Power Plant, complete the final objective chain. Completing it unlocks extraction. Extract successfully to end the mission with success. The specific final objectives inside the Power Plant are not publicly documented.

  • Team communication is mandatory. The map is non-linear, and spawns are scattered. You need to coordinate which POI to hit first and which Critical POI to complete.
  • Melee weapons with reliable hit detection. The bar's power-source destruction has a known bug with certain melee weapons. Bring a weapon with consistent hitboxes or be ready to swap.
  • Flashlights for dark interiors. The bar is pitch dark inside. The Church also has dim interior sections.
  • A plan for the alternative start. If you get the alternative start, your route is fundamentally different: three POIs, then the code hunt. Budget more time for this variant.

Common Mistakes and Failure Recovery

  • Entering the Bar before disabling power. This shocks you and deals damage. If you make this mistake, back out immediately, destroy the four power sources, then re-enter.
  • Ignoring the Bar's alarm. The alarm draws zombies to your position. If you trigger it, kill the alarm (red glow, near the southern doorway) before proceeding to the breaker objectives. Fighting the swarm without disabling it wastes ammo and time.
  • Splitting the team across POIs. Some POIs require multiple steps in different rooms. Splitting up leaves players vulnerable to zombie pressure. If your team is split, regroup at the POI entrance and clear rooms together.
  • Wasting time on the wrong Critical POI. In the original start, you only need one of the two selected Critical POIs. If one is far away and the other is close, go to the close one. Do not clear both.
  • Melee whiffs on the Bar power sources. If your weapon is missing attacks, switch to another weapon or reposition. The bug is weapon-specific, not position-specific.
  • Pushing into the Power Plant under-geared. If you skip POIs to rush the Critical objective, you will likely lack weapons and ammo for the final zone. Complete at least one POI before the Critical POI.

Advanced Tips

  • Use the alternative start's code gates strategically. In the alternative start, the code works at any gate between POI entrances. If you find the code early, you can choose the gate closest to the Power Plant rather than the one nearest your current position.
  • Treat the Critical POI as a gear checkpoint. Critical POIs grant access to higher-tier gear. If your team is under-equipped after the first POI, the Critical POI is your last chance to upgrade before the final zone.
  • Clear the Bar's alarm before looting. The alarm is not listed as an objective, but it is mandatory to disable. Looting while the alarm is active will draw zombies into the building and make the breaker steps harder.
  • Coordinate the Church's fuse step. Multiple fuses exist, but you only need one. Assign one player to grab a fuse while others cover the hallway and maintenance room.
  • Plan for extraction before entering the Power Plant. Extraction becomes available only after the final objective is complete. Have a retreat path in mind before you trigger the final objective, because zombies will converge on your position.

Sources