No More Room in Hell 2 Beaulieu Hospital Map Guide: The Daytime Map
Beaulieu Hospital arrived with patch 0.7.0 (October 2025) as the game's fifth map and its first daytime map — trading the series' trademark darkness for something arguably worse: clear sightlines in both directions. It's a large multistory hospital wrapped around a central courtyard, where rolling renovations created an old-meets-new split — a brand-new street facade and lobby giving way to a courtyard straight out of the 1950s.
The premise
Research at Beaulieu looked promising — rumors of a breakthrough reached the CRC right before the world went dark. Responders are sent to get inside, secure what they can, and recover research that could matter to everyone still alive. (How that research fits the wider NPV-26 story is on the lore page.)
What defines the map
- Randomly changing floor layouts: ward and corridor arrangements shift between runs — memorize anchors (lobby, courtyard, stairwells), not routes.
- Bio-scanner objectives: the objective type that debuted here — carried scanners that drive the search chains (and later spread to other maps before 1.0 trimmed them back elsewhere).
- Security nodes: destroyable alarm systems; the 1.0 pass gave them spatialized beeping so you can hunt them by ear.
- The Morgue finale: the closing holdout. The 0.8 Genesis update deliberately hardened it — extra bio-scanners and more zombie pressure — after players found the ending flat.
- Daylight pressure: you see the horde; the horde sees you. Open courtyard crossings are commitment decisions, not shortcuts.
Version notes worth knowing
- 0.8: Morgue holdout hardened (bio-scanners + spawn pressure).
- 1.0: exploitable hiding spots closed across the hospital; ventilation objective geometry adjusted; you can no longer interact with ward bodies unrelated to the current objective (a favorite time-waster); zombies now path correctly through broken glass; and the audio buildup that degraded performance when squads retraced corridors was fixed.
Run advice
- Interior fights are one-hander territory — flashlight up in the old wings, and the Hatchet or Machete clears corridors without waking the block.
- Hunt security nodes by sound before committing to an objective room; a ringing node during a bio-scan is how wards flood.
- Save throwables for the Morgue. The 0.8-hardened finale is the run's real test — a Molotov at the door line buys the scan time you need.
Back to all maps · nearby: Power Plant and Raven Rock.