Maps

No More Room in Hell 2 Survival Maps

Compare Flooded, Lighthouse, and Night of the Living Dead, then prepare speaker defenses, fallback routes, supply sharing, and rotations for each Survival map.

The Armageddon 1.0 Survival pool contains Flooded, Lighthouse, and Night of the Living Dead. All three use the same core objective—prepare speaker systems, defend three successful waves, rotate after each hold, and reach helicopter extraction—but their terrain changes how you confirm kills, share resources, and choose a fallback. Learn the environmental problem first; exact item and trap positions should be confirmed in the live match.

Flooded

Terrain: industrial buildings, cargo containers, machinery, and widespread groundwater.

Main risk: water makes downed zombies harder to confirm and reduces comfortable dry space for sharing loot.

Lighthouse

Terrain: coastal cliff, small neighborhood, construction, and a tight lighthouse interior.

Main risk: the hard map edge and narrow rooms can turn a fallback into a dead end.

Night of the Living Dead

Terrain: rural farmhouse with an added guest house and barn.

Main risk: separate structures encourage a split just when the squad needs to rotate together.

Flooded: keep confirmation and sharing clear

Flooded is an industrial complex overwhelmed by recent storms. Multi-floor buildings, ransacked containers, and abandoned machinery provide useful angles, but water covers much of the ground. Do not assume a body in groundwater is harmless. Keep enough distance to observe movement and avoid sending several players into the same obscured space.

Use dry areas as brief logistics points rather than permanent camps. Share ammunition, healing, and infection treatment where the team can see the ground and each other. If the speakers require a position near water, assign overlapping views so one player can watch the objective while another confirms threats emerging through the flooded approach.

Vertical structures can relieve pressure, but they also lengthen the route back. Before climbing or entering a multi-floor building, identify how long it takes to return to the speaker site. Loot that cannot arrive before the broadcast begins has little immediate value.

Lighthouse: protect the escape from tight rooms

Lighthouse places the defense on a coastal cliff with a small neighborhood and abandoned construction nearby. The outer edge reduces the number of directions available for retreat. Choose a fallback that moves across usable ground instead of toward the cliff or into a room with one exit.

The lighthouse itself contains tight spaces where multiple Responders can obstruct one another. Do not crowd the entire squad inside merely because the walls feel protective. Use the interior only when it gives a controlled angle and a known exit. Keep support items with a player who can move between the hold and the fallback.

Construction and neighborhood areas may offer defensive tools, but the active speaker remains the mission. Send short, purposeful loot trips during preparation and recovery. If a route requires crossing the team’s firing lanes, announce the movement before the wave compresses the area.

Night of the Living Dead: rotate between structures as one group

This map uses the familiar rural farmhouse setting and expands it with a guest house and barn. The separated buildings create options for sightlines, recovery, and alternate positions. They also tempt every player to choose a different structure.

Name the current rally point and the next fallback before the wave. If pressure forces a move, the squad should cross open ground together rather than arriving at the next building one by one. A house is not automatically safe: doorways, stairs, and small rooms can trap players who continue firing after the exit has closed.

Use the barn and guest house as parts of a route, not isolated loot destinations. During the post-wave interval, complete inventory exchanges before leaving one structure. A teammate searching the old site can miss both the supply drop and the next speaker defense.

Apply the same three-wave discipline everywhere

Each wave has a five-minute defense window in the official 1.0 rules. Preserve strong ammunition and map defenses for moments when they prevent a breach, rescue a teammate, or protect the speakers. Using everything at the first sign of movement makes the later minutes harder.

After a successful wave, the CRC sends another supply drop and grants a short recovery period. Triage in a fixed order: living players, infection, health, ammunition compatibility, then optional loot. Move once the essentials are settled. The transition is part of the mission and deserves the same formation as the hold.

After three successful waves, follow the helicopter extraction cue and leave together. After two failures, evaluate early extraction. A developed Responder with severe infection and little ammunition may be worth preserving even though early extraction provides no character progression and only a small portion of Credits.

What still depends on the live match

The official 1.0 notes establish the three map identities, their broad terrain, the speaker-wave structure, supply drops, defensive options, and extraction conditions. They do not publish a permanent catalog of every speaker point, trap, supply spawn, or safest route. Treat those elements as current-match information.

When a later patch moves an item or adjusts pressure, keep the durable map lesson: confirm threats in Flooded’s water, preserve an open retreat around Lighthouse, and prevent structural separation in Night of the Living Dead. Those decisions remain useful even when exact coordinates change.

Read Survival Mode for the full wave and failure flow, Weapons for ammunition and melee decisions, and Systems for infection and extraction stakes. This map list is limited to No More Room in Hell 2 AppID 292000 on Armageddon 1.0 and does not import locations from No More Room in Hell.

More No More Room in Hell 2 guides in this language.

Maps

No More Room in Hell 2 Hospital Objectives

Work through Beaulieu Hospital’s wards, security nodes, ventilation tasks, Morgue pressure, regroup points, and extraction in Armageddon 1.0.

Maps

No More Room in Hell 2 Power Plant Objectives

Navigate Power Plant in No More Room in Hell 2 by reading the live scenario, searching carryables, controlling gas hazards, regrouping, and extracting.

Maps

No More Room in Hell 2 Raven Rock Guide

Prepare for Raven Rock, the 1.0 underground military-bunker Objective map, with a spoiler-light route method, team plan, risk checks, and achievement target.