No More Room in Hell 2 Power Plant Map Guide: POIs, Church & Bar Walkthroughs
Power Plant is the original launch map and still the largest in the game: the Pennsylvania Light & Electric plant sits at the center, ringed by wilderness, with 15 spawn areas scattered around the edges. Your squad spawns split up, works Points of Interest for gear, completes Critical POIs to open the plant, and pushes the final objective inside. It's the map where NMRiH2's "walk quiet, regroup, then commit" rhythm was defined.
Map structure
- Spawn areas (15): edge starts with basic pickups — no weapons, no objectives. Pick a direction and move.
- Regular POIs: Church, Bar, Radio Station, Gas Station, Lookout Tower, Farmhouse — objective chains that end in a weapons cache and a natural regroup point.
- Critical POIs (6): Sluice Gate, Sawmill, Ranger Station, Checkpoint, Train Station, Field Hospital — the gate to higher-tier gear and plant progression.
- Plant entrances (3): Filtration, Substation, Train Yard.
- The plant: final objective chain, then extraction — 1.0 added fast-rope extractions here to keep the escape tense.
Church walkthrough
The full recorded chain (order enforced by the objectives):
- Get inside — break the boarded doors down with melee.
- Flip both electrical breakers — first floor, south-western and south-eastern corners.
- Replace the fuse — spare fuses spawn around the first floor (one reliable spot: north-eastern corner); the fuse box is in the maintenance room off the main hallway.
- Rewire the junction box — the wiring minigame.
- Restore main power.
- Use the Sermon Console — upstairs, overlooking the nave.
- Open the weapons cache — the door is upstairs just before the console.
Bar walkthrough
- Kill the power before entering — four power sources on nearby telephone poles (SW, W, E, SE of the bar; follow the yellow lines) must be melee'd down. Walking in early shocks you.
- Enter — and kill the alarm. Any doorway triggers an alarm that pulls zombies; the glowing red panel near the southern doorway disables it. The interior is pitch dark and pre-populated.
- Flip the kitchen breaker (room behind the bar counter, west side) and the storage-room breaker (through the white door north of the kitchen).
- Junction box minigame — upstairs, north-eastern room.
- Restore power at the disconnect panel next to it — lights on, music on.
- Weapons cache — upstairs, south-western room.
How the map changed from EA to 1.0
- EA (0.4 era): two random Critical POIs were rolled and completing one opened a plant entrance; an alternative start replaced that with three radio objectives revealing a gate entry code — the famous "radio code run" older guides describe (see the door codes guide).
- 0.7 Hospital update: the radio scenario was replaced by bio-scanners, the "fix machines" finale dropped from three machines to one, and Power Plant finally got the reworked zombie spawn system.
- 1.0 Armageddon: the bio-scanner initial scenario was removed entirely, stash-room loot now scales with the player count at each POI, and Tier 3 weapons favor later map stages. If your last run was Early Access, the opening flow is different now.
Route advice
- The Church and Bar chains are the richest early regroups — but the Bar's alarm step punishes solo entries. Bring a friend or clear the street first.
- Critical POIs gate the best gear; don't rush the plant entrance with starter melee when a Field Hospital or Train Station chain is nearby.
- Gunfire pulls Runners map-wide — Power Plant's open wilderness makes suppressed weapons (see the weapons database) worth their loadout cost.
Back to all maps, or continue to the other Pennsylvania maps: Pottsville and Raven Rock.