No More Room in Hell 2 Pottsville Map Guide: All 4 Main Objectives
Pottsville arrived in the Reanimation update (April 2025) and is the game's most linear map: eight spawn points curve around the southern outskirts, and the squad works north through the suburbs, the Community Centre, and downtown to Town Square. It's based on the real Pottsville, Pennsylvania — City Hall and the Community Center echo their real-world counterparts — with the layout rebuilt for play. House interiors are randomized every run, so loot routes never repeat exactly.
Main Objective 1: Search the three neighborhoods
The suburbs split into Green Grove, Brights Park and Shady Pines, each with its own chain. A striped circle around a neighborhood on the map means other Responders are already working it — spread out or converge deliberately.
Green Grove & Shady Pines (residential)
- Three random houses per run are enterable objectives. In each: find the dead Responder (glowstick under the body), turn the body, take the tool. Three tools total.
- The house alarm is your real enemy. Every house has one, triggered by breaking a door or window — or just entering. You have about 10 seconds on Normal, 5 on Hard, 2 on Nightmare to find and disarm the red touchscreen panel (always somewhere on the ground floor; it turns green when disarmed). A ringing alarm floods the house with spawns; the sound leads you to the panel if it's already going.
- Tools in hand: repair the neighborhood transformer — hold-interact the exposed wires on the right panel (~5 seconds), then flip the left switch.
Brights Park (the park between them)
- Repair the transformer by the restrooms in the upper park — the power comes on, then cuts out.
- Repair two of three possible power conduits (random pick): each sits behind a locked fence gate — lockpick it or shoot the lock — then run the wires minigame.
- Back to the transformer, flip the switch again. Park loot worth detouring for: the padlocked basketball court, restrooms, gazebo and covered dining area.
Main Objective 2: Evacuate the Community Centre
- Get inside — suburb power restores the keycard readers; any of the three gated entrances opens all of them permanently.
- Restore power — wires minigame in the ground-floor maintenance room, then a fuse swap upstairs (pullout fuses spawn in either maintenance room), then flip the switch.
- The gym sequence: hit the soundboard by the stage to blast the speakers — this floods the gym with zombies, so barricade and set up first. Find the radio callbook (multiple spawn spots; reading it locks you in place, so grab it when clear), then tune the stage radio in the frequency minigame to call the evac chopper.
- Protect the gymnasium for 2:30 while civilians board on the roof. When the timer ends, the gym's back doors unlock toward downtown.
Main Objective 3: Town Square research
A few blocks of street running (two optional loot stores en route — only detour if you're comfortable, the post-gym streets are dense), then fuel the diesel generator at the gate with the nearby fuel can and wait ~20 seconds. Inside, four sub-objectives in any order:
- Find the dead scientist — in any store around the square, not just the two marked ones; glowsticks again. Take the encryption key.
- Collect 2 water samples — two of several computer+extractor stations activate per run: interact twice to start the ~45-second scan, once more to collect.
- Research drives to 100% — scattered through NIDC vans, the trailer, the fountain/gazebo center, and surrounding stores, bank and town hall.
- Transmit from the antenna roof — one of four main buildings is rolled at match start (visible from the ground). Find a pullout fuse in or on that building, slot it at the antenna base, flip the breaker on the opposite side. 1.0 note: the Downtown antenna holdout was lengthened in the Armageddon pass, and a radio-tuning beat was added before extraction — expect a longer, louder finale than EA guides describe.
Main Objective 4: Extraction
Call the chopper from the radio (usually the central gazebo): 1:30 until it lands on a rolled rooftop — never the antenna roof — then 2:00 to board before it leaves. Check the compass for the landing building and pre-position; the last sprint through a stirred-up Town Square is where runs die.