How to Find the Lockdown Code in No More Room in Hell 2 (Power Plant Entrances)

Quick answer: there is no fixed lockdown code — it is generated for your run and placed somewhere near the Power Plant entrance you are trying to open. “Find Lockdown Code” is the main objective at the three plant entrances (Filtration, Substation and Train Yard). The code is a numeric keypad code (six digits in the runs we have seen) written on something in the entrance area; at Filtration, players report it on a dead worker in a hazmat suit lying on top of one of the silos, marked by the glow of chem lights. Read it, remember it, and punch it into the keypad at the security door to lift the lockdown and get inside the plant.

What the lockdown actually is

Power Plant is built in rings: edge spawns, regular Points of Interest, Critical POIs, then three fortified plant entrances — Filtration, Substation and Train Yard — and finally the plant itself with the extraction (full map guide). The plant went into a security lockdown during the outbreak, so each entrance is sealed behind a keypad door. When your squad reaches an entrance, the objective tracker switches to Find Lockdown Code, and nothing inside opens until someone enters it.

Two things confuse people coming from Early Access:

  • This is not the old “three radios” run. In EA, an alternative start had you activate three radios to reveal an entry code (or keycard) for the gates between POIs. The 0.7 update replaced that scenario and 1.0 removed the bio-scanner start entirely. The 1.0 flow is Critical POI → plant entrance → lockdown code.
  • It is not a code you can look up. Like every other keypad in the game (see the door codes guide), the digits are rolled per match. A code from a video will not work in your game.

Where to find the lockdown code

The pattern is the same at every entrance: the code was written down by someone who died there, and the game lights the spot so you can find it in the dark.

EntranceWhere players report the codeConfidence
FiltrationOn a dead hazmat-suited worker on top of one of the silos — facing away from the security door it is the back-right silo. He is lit by yellowish-green chem lights, so get up on the silo and look for the glow.Community report (r/nmrih, August 2026); 1.0 footage shows a squad climbing up before calling out that they have the code
SubstationThe “Find Lockdown Code” objective is confirmed here in player videos, but no reliable placement has been documented yetObjective confirmed; spot not documented
Train YardSame — objective confirmed, placement not documentedObjective confirmed; spot not documented

We only print a precise spot when a source actually describes it, and we will add the Substation and Train Yard placements when they are documented. Until then the tell to look for is the same: a body or posted note inside the entrance compound and the chem-light glow, with the objective marker narrowing as you get close.

Step by step

  1. Get to an entrance. In 1.0 you push the Critical POI chain until a plant entrance unlocks; the compass then points you at Filtration, Substation or Train Yard.
  2. Clear the compound first. Entrances are dense — 1.0 footage of a Filtration run shows a horde plus zombies in military gear in the yard (see zombie types). Do not read the code with a Runner on your back.
  3. Find the glow. Look up as well as around: the Filtration code is on top of a silo, not at ground level. Chem-light glow is the tell.
  4. Read and repeat the code aloud. Every lockdown and keypad code we have seen in 1.0 footage is six digits. In one livestreamed 1.0 run the player read the code off a “no power — lockdown” notice, forgot it while talking, typed the wrong number and lost time under pressure — say it in voice chat and have two people remember it.
  5. Enter it at the security door keypad. Interact with the keypad, type the digits, and the lockdown lifts for that entrance.
  6. Move fast once it opens. Players note the game tells you to get to the plant as soon as the lockdown lifts; stragglers still outside when the squad pushes the final beats risk being left behind at extraction.

After the code: inside the plant

Lifting the entrance lockdown is not the last lock. Inside, the final objective chain has its own controls (players describe two lockdown buttons and repair objectives across areas such as the reclaimer and cooling tower), and the extraction helicopter is called only once the plant objectives are done. The keypads you meet inside follow the standard codebook rule: the code is always in the room chain before the lock. Full flow and route advice are on the Power Plant map page.

Common questions

Is the lockdown code the same every time? No. Every code in NMRiH2 is generated per run.

Can I skip it with a keycard? The keycard was part of the Early Access radio scenario. In 1.0 the entrance objective is the code.

Does every Power Plant run have a lockdown code? Every run that reaches a plant entrance does — the objective is tied to the three entrances, not to which Critical POIs you rolled.

What if the objective says “Find Lockdown Code” but nothing glows? Widen the search vertically — rooftops, silo tops, elevated walkways — and check that the area is the entrance compound the marker points to, not a neighbouring POI.

Sources: r/nmrih “Power plant Filtration lockdown code” thread (August 2026); 1.0 gameplay footage and livestream transcripts of Power Plant entrance runs (August 2026); Steam Community discussions on the plant lockdown and extraction; community NMRiH2 wiki Power Plant/Objectives pages; 1.0 Armageddon update notes for the removed initial scenario.