No More Room in Hell 2 has nine maps in version 1.0: six Objective maps and three Survival maps. The Objective locations are Power Plant, Pottsville, Lewiston, Broadway, Beaulieu Hospital, and Raven Rock, while Survival uses Flooded, Lighthouse, and Night of the Living Dead. Pick the map by the kind of pressure your squad wants to practice, then follow the live objective state instead of assuming an old route will repeat exactly.
Complete map list and mode split
Objective mode uses large, multi-stage missions where navigation and regrouping matter as much as combat. Its six maps move through an industrial power site, two towns, New York streets and tunnels, a hospital complex, and a military installation. The supplied research identifies Power Plant, Pottsville, Lewiston, Broadway, Beaulieu Hospital, and Raven Rock as the complete version 1.0 Objective set.
Survival has three dedicated maps: Flooded, Lighthouse, and Night of the Living Dead. A Survival match asks the squad to defend three points of interest through three five-minute waves, with a supply drop after each successful defense and extraction after the third wave. Those shared rules make map knowledge valuable because the group has limited preparation time before pressure returns.
Power Plant and Pottsville
Power Plant is a broad industrial mission with long approaches and central infrastructure. Its scale can separate Responders before the main objective becomes dangerous, so use recognizable industrial landmarks and the active marker to bring the group together. Loot buildings that sit on the route, preserve supplies for the central tasks, and identify a retreat lane before starting an interaction that can draw sustained pressure.
Pottsville takes the squad through a rural Pennsylvania town where streets and businesses create many tempting search branches. Cross exposed streets together, search nearby interiors in pairs, and use intersections as simple regroup points that everyone can describe. A player watching the street can protect the looters, but the team should return to the objective line before a side search costs more health and ammunition than it provides.
Lewiston and Broadway
Lewiston is a Maine town with randomized stores and broad boat or train extraction paths. The current run determines which shops, passages, and objectives matter, so memorizing a single fixed sequence gives less value than reading the live mission state. Check access before committing the entire squad to a detour, then reserve healing and ammunition for whichever final approach the run presents.
Broadway connects streets in Queens with subway tunnels and sewers. Moving from open ground into confined underground spaces changes useful weapon ranges and reduces the number of available exits. Regroup before descending, announce each vertical transition, and wait until the last teammate reaches the same layer before activating the next objective.
Beaulieu Hospital and Raven Rock
Beaulieu Hospital concentrates danger inside tight rooms, corridors, and connected floors. Nearby threats can remain hidden around corners, while one missed turn may leave a player isolated from support. Use floor and room landmarks in voice chat, keep doors and junctions clear for retreat, and note any medical supplies left near a recognizable location.
Raven Rock is the sixth Objective map and places the mission at a military installation in southern Pennsylvania. The secure-facility setting favors deliberate entry, controlled interior movement, and preparation before the squad pushes into deeper objectives. Consolidate ammunition, assign someone to watch the rear during long interactions, and preserve a known path back to a larger room.
Flooded and Lighthouse
Flooded uses waterlogged industrial terrain where water and clutter can slow a route that initially looks open. Before a wave starts, test the path among the defensive area, the expected supply drop, and the next point of interest. Divide firing lanes so teammates do not cross one another, save explosives for dense approaches, and keep a readable retreat path whenever the layout allows it.
Lighthouse mixes exposed cliffside ground with tight interior defense spaces. Open areas provide warning and range, while enclosed areas can compress a horde around doors and turns. Choose positions with a safe fallback from the cliff edge, then distribute responsibility across entrances instead of stacking the whole squad in one doorway.
Night of the Living Dead
Night of the Living Dead revolves around three recognizable points of interest: a farmhouse, a guest house, and a barn. Each move changes sightlines and access, so the squad needs to rebuild its defensive plan rather than carry the previous setup forward unchanged. After a supply drop, search the next location quickly, assign entrances, and agree on which opening becomes the retreat route.
The familiar farm structures can encourage players to settle too early, but each five-minute wave punishes incomplete preparation. Repair or arrange the position before triggering the defense, share ammunition according to the weapons being used, and keep tools within reach. The goal is a defense that can bend toward a fallback point without collapsing into a crowded doorway.
Routing rules for every map
The most reliable route follows the active mission while collecting supplies from rooms directly on that path. Regroup before an interaction that may start sustained pressure, name a landmark when someone becomes separated, and leave one route clear through doors or corridors. Reserve medical items and firearm ammunition for the final objective and extraction instead of spending everything on isolated enemies.
In Objective mode, optional loot loses value as horde pressure grows. A distant container may offer a small supply gain while costing more stamina, health, and ammunition than the squad receives. The strongest route is usually the shortest safe line that keeps the group close enough to support one another.
In Survival, finish preparation before activating the speaker or wave control. Identify entrances, distribute ammunition by weapon type, place shared tools where the group can reach them, and make every player name the fallback point. During the supply interval, move promptly so the next position can be inspected before the following wave begins.
Choosing a map for your squad
Choose Pottsville or Lewiston when the group wants town navigation and routes that can vary between runs. Broadway suits players who want transitions among streets, tunnels, and sewers, while Power Plant and Raven Rock emphasize large industrial or military mission spaces. Beaulieu Hospital is the clearest place in the supplied map research for practicing disciplined movement through close interiors.
Choose Flooded for constrained outdoor movement, Lighthouse for switches between exposed and enclosed defense, and Night of the Living Dead for distinct building-based positions. Survival also gives the squad a focused way to practice horde management before raising the difficulty on longer Objective missions. Start on a manageable difficulty, learn the route, and expose a developed Responder to higher-risk settings only after the team can explain its regroup and retreat plan.
Map facts that still need confirmation
The supplied material describes randomized stores in Lewiston and boat or train extraction identities, but the exact route in any individual run comes from the current mission prompts. It also gives broad tactical identities for each location without publishing a fixed loot table, spawn map, or guaranteed objective order. Treat claims about exact item spawns, unchanging shortcuts, or a universal fastest route as To be confirmed unless a current build or official patch note establishes them.